flrn
08-07-2013, 02:53 AM
I played Naya Blitz in the last Standard PTQ season and therefor experienced, how broken of a card Burning-Tree Emissary is. I knew that he already had a home in a modern deck and since a lot of people around me are actually playing Legacy, I thought to myself, why don't you try this guy out. So when my friends met up to playtest Legacy, I joined them and tried it out. After a couple of tests, I ended up with a list, I was ready to bring to a local six round tournament. This are the 75 cards I registered:
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Vexing Devil
4 Wild Nacatl
4 Chain Lightning
2 Fireblast
4 Lightning Bolt
3 Arid Mesa
1 Forest
1 Mountain
2 Plateau
1 Savannah
4 Taiga
2 Windswept Heath
4 Wooded Foothills
Sideboard:
4 Thalia, Guardian of Thraben
4 Red Elemental Blast
2 Path to Exile
2 Smash to Smithereens
3 Oblivion Ring
Wild Nacatl and Experiment One are simply 3/3 creatures for one mana. You have to have them in your deck to constantly get explosive starts. Goblin Guide and Tarmogoyf are pretty self-explanatory in this kinda strategy. Burning-Tree Emissary allows to get three to four creatures on the board turn two, which is pretty insane, given the current metagame. Flinthoof Boar is actually pretty decent. People are not expecting this creature and when they saw them in earlier games, they always have to fear the three power haste guy, which could come along. He is a cc2 creature, which is great for Burning-Tree Emissary or just laying him out with two lands in play, because getting to three lands does not always work. Vexing Devil is pretty decent in this strategy. Since it comes into play, before the opponent gets to decide wether or not he takes four damage, the Devil evolves Experiment One, which can make the Experiment a 4/4. Also, against decks with white creature removal, you're not always getting a creature into the graveyard for your Tarmogoyf. Vexing Devil helps there out too. And if for some reason, the opponent decides, not to take four damage, you have a pretty good beater for just a single red mana. Kird Ape is kinda the best of the rest. Due to him being a 2/3, he helps out making Experiment One a 3/3 on turn two. I started out with two of them in my first draw of the deck and went up to four.
So why would you play this pile of crap? Because it is currently well positioned within the european metagame. There are not many people playing storm combo or UW Miracle. The metagame mostly consists of fair creature decks like Jund, Canadian Threshold, Deathblade, Elves or Death'n Taxes. Against these decks, you are well positioned with a creature heavy aggressive strategy. Their creatures are small and die to Lightning Bolt/Chain Lightning with the exception of Tarmogyf. Because everything dies to three damage, our creatures are at least as large as any other creature in the current metagame, except for Tarmogoyf. With this aggressive strategy, we force our opponents to either jump block, do bad trades or trade one fore one. But we don't mind trading one for one, because we are overloading the board with creatures anyway. The ten burn spells are the ten best ones for this archetype. Yes, I tried Price of Progress. It was an additional burn spell in the deck, when I tested it. I felt, like I needed more creatures. Therefor it got cut. It sadly can't compete with Lightning Bolt, Chain Lightning or Fireblast, because it can't target creatures. It makes us less flexible. And that kinda sucks.
As I already stated, I took this to a tournament and this is the reason, why I started this thread. I had so much fun, that I actually started working on the list. 34 people attended and I ended up in seventh place with a 4-2 record, due to good breakers. I beat Deathblade, Goblins, Elves and TES. I lost to Canadian Threshold and UW Miracles. Video Features of the tournament:
Round 5: http://www.youtube.com/watch?v=PLXXuvJVm_k
Round 6: http://www.youtube.com/watch?v=-HX0GI7bGYU
So after some further testing, we came to some conclusions. First of all Deathrite Shaman has to be killed immediatly. Always. You never want them to be able to ramp up. The lifegain are just the icing on the cake for the opponent in the matchup, but what's really problematic is the ability to ramp. Secondly, in the european scene Canadian Threshold pilots are using Stifle to try and manascrew their opponents. Getting a fetchland stifled is pretty bad for us, because we are mostly playing with two to three lands in play (so we can get more creatures on the board). In comparison to Wasteland, they don't even lose any tempo, because they get to keept their land around/don't need to waste a landdrop to try and screw us. Therefor, we thought about cutting fetchlands. But even with less fetchlands, we still feed opposing Deathrite Shaman's, if we don't have the removal for it. So we developed a manabase without fetchlands:
4 Plateau
3 Sacred Foundry
3 Savannah
4 Stomping Ground
4 Taiga
The old manabase (fetchlands count for all three colours) had 14 green, 16 red and 12 white sources. The new one has 11 green, 15 red and 10 white sources. This is a bit worse in comparison to before, but we feel like the upside is good enough to try it out. The additional damage mostly doesn't matter, because we should be the aggressor in most of our matchups. Additionaly, Red Elemental Blasts suck in the board. I added a third Path to Exile for the tempo matchups, to get rid of Tarmogoyf and two Sulfuric Vortex as a lategame card against decks, that can stall us out or remove our board (like UW Miracle, Enchantress or UB Tezzeret). This leaves me with one free slot for a 'bullet'. Currently I would play Electrickery in this slot. It is great against Lingering Souls, Elves and Death'n Taxes. As of now, this is my current list:
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Vexing Devil
4 Wild Nacatl
4 Chain Lightning
2 Fireblast
4 Lightning Bolt
4 Plateau
3 Sacred Foundry
3 Savannah
4 Stomping Ground
4 Taiga
Sideboard:
4 Thalia, Guardian of Thraben
1 Electrickery
3 Path to Exile
2 Smash to Smithereens
3 Oblivion Ring
2 Sulfuric Vortex
I can only recommend you to try this out and not to underestimate the amount of damage the deck can deal in the shortest amount of time. I had numerous turn three kills with it.
(Sorry for my bad english.)
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Vexing Devil
4 Wild Nacatl
4 Chain Lightning
2 Fireblast
4 Lightning Bolt
3 Arid Mesa
1 Forest
1 Mountain
2 Plateau
1 Savannah
4 Taiga
2 Windswept Heath
4 Wooded Foothills
Sideboard:
4 Thalia, Guardian of Thraben
4 Red Elemental Blast
2 Path to Exile
2 Smash to Smithereens
3 Oblivion Ring
Wild Nacatl and Experiment One are simply 3/3 creatures for one mana. You have to have them in your deck to constantly get explosive starts. Goblin Guide and Tarmogoyf are pretty self-explanatory in this kinda strategy. Burning-Tree Emissary allows to get three to four creatures on the board turn two, which is pretty insane, given the current metagame. Flinthoof Boar is actually pretty decent. People are not expecting this creature and when they saw them in earlier games, they always have to fear the three power haste guy, which could come along. He is a cc2 creature, which is great for Burning-Tree Emissary or just laying him out with two lands in play, because getting to three lands does not always work. Vexing Devil is pretty decent in this strategy. Since it comes into play, before the opponent gets to decide wether or not he takes four damage, the Devil evolves Experiment One, which can make the Experiment a 4/4. Also, against decks with white creature removal, you're not always getting a creature into the graveyard for your Tarmogoyf. Vexing Devil helps there out too. And if for some reason, the opponent decides, not to take four damage, you have a pretty good beater for just a single red mana. Kird Ape is kinda the best of the rest. Due to him being a 2/3, he helps out making Experiment One a 3/3 on turn two. I started out with two of them in my first draw of the deck and went up to four.
So why would you play this pile of crap? Because it is currently well positioned within the european metagame. There are not many people playing storm combo or UW Miracle. The metagame mostly consists of fair creature decks like Jund, Canadian Threshold, Deathblade, Elves or Death'n Taxes. Against these decks, you are well positioned with a creature heavy aggressive strategy. Their creatures are small and die to Lightning Bolt/Chain Lightning with the exception of Tarmogyf. Because everything dies to three damage, our creatures are at least as large as any other creature in the current metagame, except for Tarmogoyf. With this aggressive strategy, we force our opponents to either jump block, do bad trades or trade one fore one. But we don't mind trading one for one, because we are overloading the board with creatures anyway. The ten burn spells are the ten best ones for this archetype. Yes, I tried Price of Progress. It was an additional burn spell in the deck, when I tested it. I felt, like I needed more creatures. Therefor it got cut. It sadly can't compete with Lightning Bolt, Chain Lightning or Fireblast, because it can't target creatures. It makes us less flexible. And that kinda sucks.
As I already stated, I took this to a tournament and this is the reason, why I started this thread. I had so much fun, that I actually started working on the list. 34 people attended and I ended up in seventh place with a 4-2 record, due to good breakers. I beat Deathblade, Goblins, Elves and TES. I lost to Canadian Threshold and UW Miracles. Video Features of the tournament:
Round 5: http://www.youtube.com/watch?v=PLXXuvJVm_k
Round 6: http://www.youtube.com/watch?v=-HX0GI7bGYU
So after some further testing, we came to some conclusions. First of all Deathrite Shaman has to be killed immediatly. Always. You never want them to be able to ramp up. The lifegain are just the icing on the cake for the opponent in the matchup, but what's really problematic is the ability to ramp. Secondly, in the european scene Canadian Threshold pilots are using Stifle to try and manascrew their opponents. Getting a fetchland stifled is pretty bad for us, because we are mostly playing with two to three lands in play (so we can get more creatures on the board). In comparison to Wasteland, they don't even lose any tempo, because they get to keept their land around/don't need to waste a landdrop to try and screw us. Therefor, we thought about cutting fetchlands. But even with less fetchlands, we still feed opposing Deathrite Shaman's, if we don't have the removal for it. So we developed a manabase without fetchlands:
4 Plateau
3 Sacred Foundry
3 Savannah
4 Stomping Ground
4 Taiga
The old manabase (fetchlands count for all three colours) had 14 green, 16 red and 12 white sources. The new one has 11 green, 15 red and 10 white sources. This is a bit worse in comparison to before, but we feel like the upside is good enough to try it out. The additional damage mostly doesn't matter, because we should be the aggressor in most of our matchups. Additionaly, Red Elemental Blasts suck in the board. I added a third Path to Exile for the tempo matchups, to get rid of Tarmogoyf and two Sulfuric Vortex as a lategame card against decks, that can stall us out or remove our board (like UW Miracle, Enchantress or UB Tezzeret). This leaves me with one free slot for a 'bullet'. Currently I would play Electrickery in this slot. It is great against Lingering Souls, Elves and Death'n Taxes. As of now, this is my current list:
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Goblin Guide
4 Kird Ape
4 Tarmogoyf
4 Vexing Devil
4 Wild Nacatl
4 Chain Lightning
2 Fireblast
4 Lightning Bolt
4 Plateau
3 Sacred Foundry
3 Savannah
4 Stomping Ground
4 Taiga
Sideboard:
4 Thalia, Guardian of Thraben
1 Electrickery
3 Path to Exile
2 Smash to Smithereens
3 Oblivion Ring
2 Sulfuric Vortex
I can only recommend you to try this out and not to underestimate the amount of damage the deck can deal in the shortest amount of time. I had numerous turn three kills with it.
(Sorry for my bad english.)