18 only bumps you up to 76.4% chance of getting 2 Mountains in the opening 8 cards. If interested, 20 brings you up to 82.4%.
Fetches may help DRS, but you could use something like Mutavault to make a land drop not terrible.
I dunno, I just wouldn't take a deck to a tournament that loses to itself more than 1 in 5 games.
I'd hate to double-post, but the same player did decently on a daily with a similar list:
20 Mountain
1 Teetering Peaks
3 Ash Zealot
4 Goblin Bushwhacker
4 Goblin Chieftain
4 Goblin Cohort
4 Goblin Guide
4 Goblin Wardriver
4 Magus of the Moon
4 Tattermunge Maniac
4 Goblin Grenade
4 Lightning Bolt
1 Ash Zealot
4 Dragon's Claw
3 Electrickery
3 Ratchet Bomb
4 Torpor Orb
When I get access to the cards, here's what I'm testing with:
4 Goblin Guide
4 Goblin Bushwhacker
4 Legion Loyalist
4 Goblin Cohort
4 Goblin Wardriver
4 Mogg War Marshal
4 Goblin Chieftain
4 Simian Spirit Guide
4 Foundry Street Denizen
4 Goblin Grenade
20 Mountain
I know I might be going a bit too deep on the theme, but I think it makes sense with the new additions that Gatecrash gave us. Legion Loyalist pretty much takes the place that Zealot had, which mostly was there to deal with Lingering Souls. Foundry Street Denizen becomes an outright better creature than Tattermunge Maniac in most builds. I still think Simian Spirit Guide is a good "engine" for this deck due to the large number of hasty creatures.
It should also be mentioned that our sideboards could clear up a bit due to the bannings. Not guaranteed, but it's a thought.
My MTG Blog
"The game is not worth the candle."
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