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Not quite Zoo
So, I started messing around with RGW zoo awhile back. I really liked it now with wild nacatl, since it has some more power, but since then I've really been dissatisfied with a lot of the play I've had with it. It could be fast, but I just felt like it lacked something to make it even better. Not everything is an incredibly efficient beater, and I wanted more utility. So, with a lot of tinkering, I came up with this list, that almost eschews red entirely in fact:
// Lands (20)
4 [ON] Wooded Foothills
2 [R] Taiga
2 [R] Plateau
4 [ON] Windswept Heath
1 [4E] Plains (1)
3 [R] Savannah
1 [A] Bayou
1 [R] Scrubland
1 [9E] Forest (3)
1 [R] Badlands
// Creatures (26)
4 [FUT] Tarmogoyf
4 [ALA] Wild Nacatl
4 [EVE] Figure of Destiny
3 [ALR] Quasali Pridemage
4 [RAV] Dark Confidant
3 [LRW] Gaddock Teeg
4 [ALA] Tidehollow Sculler
// Spells (14)
4 [BD] Lightning Bolt
3 [OV] Swords to Plowshares
2 [TSP] Krosan Grip
3 [CFX] Path to Exile
2 [BOK] Umezawa's Jitte
// Sideboard
SB: 1 [LRW] Gaddock Teeg
SB: 2 [TSP] Krosan Grip
SB: 1 [BOK] Umezawa's Jitte
SB: 4 [ALA] Ethersworn Canonist
SB: 4 [FNM] Tormod's Crypt
SB: 3 [EVE] Duergar Hedge-Mage
I wish to first say that I haven't actually been able to do real testing with this deck. From regular zoo I started to feel that some of the sideboard cards would actually not be bad in the main, and by doing that I opened up more sideboard space, which I think can really help out a lot. And now with quasali pridemage, I think there's some real potential. What I tried to do here was choose that which could fill the most roles. With most zoo it goes straight for beaters, but I think that many utility creatures are not that much less efficient P/T, so I think it's a fair tradeoff. Anyway, card thoughts:
Beaters:Tarmogoyf and wild nacatl.
These are the cards that are in the deck for pure beatdown sake.
Early/Late game:Figure of Destiny
I think most people prefer kird ape to figure, but I truly feel that figure is better. It does suck to have the extra mana investment for him, especially with how many two-drops my deck runs. However, his ability to become relevant late-game (while still being playable early) more than makes up for that in my opinion (over, say, kird ape). See, while kird ape is "more efficient," I don't really see that efficiency actually being the difference between winning and losing many games, but I see the 4/4 of figure being a lot more relevant.
Draw:Dark confidant
Obvious, for sure. He was the main reason to splash for black. One thing I hated about regular zoo was lack of card advantage. This guys does that and can get in there. The life kind of sucks since my deck is a little top-heavy, but I think it's a fair price to pay.
Anti-counterbalance:Krosan grip, Quasali pridemage, (sculler) sideboard
This is another very glaring weakness I wanted to improve. Counterbalance simply destroys zoo, so there needs to be a way to deal with it. This is why grip is in here, and with just running 2 I can see it being relevant quite a lot. Pridemage probably won't get to come down during a counterbalance a ton, but he's so good anyway. Likewise, hopefully sculler can nab a balance once and while.
Anti-Goyf/reach:Swords, Path, bolt, (pridemage)
This was the main reason to cut a lot of the burn. I feel like most burn is actually not that useful because of goyf, and especially when I need to get through with my creatures, I need to deal with goyf. Having 6 direct answers is great. Clearing the way for creatures seems better than being able to go to the head seems very good. I think 3/3 is a good split since swords is better earlier, whereas path is better later, so it should balance out more. Pridemage are pseudo-answers, since mage can break goyf-stills and bolt can get that extra damage through. I think bolt is useful, because some reach is very nice. I just don't think the other reach is worthwhile.
Anti-combo: Tidehollow sculler, teeg, (sideboard)
Combo is a horrible matchup for aggro strategies, so my philosophy against it is that there needs to be a lot of answers, or there needs to be none to be most effective. Teeg is probably one of the weakest cards in the main, but I think he's fairly useful. He's great against combo, since even he stops tendrils and ad nauseam, and even if they can find an answer, all he needs to do is buy time. He also shuts of EE, force, chalice, and random other things, which also seems very worthwhile. Sculler is a lot less effective, but he just needs to buy time. Sculler is also there because he lets us interact with the opponent's hand, which seems desperately needed in this type of deck.
Other: Jitte, manabase
Jitte is here because I run 26 creatures. They're not always the biggest, but this means jitte should almost always have something to be on. Even though my creatures generally can best most others, having this extra ace is good. I'm a little unsure about the manabase right now, 20 lands seems a little rough when I need so many colors and have so many 2-drops. I kind of would like to get back to 21 lands, but I'm unsure what I could cut.
Sideboard:
This is a little up in the air right now. THere's a lot of space open to help specific matchups as a result of the main. I can bring in a lot against combo and thresh, but perhaps I'm focusing on that too much...
Like I said, I haven't gotten to get any real testing, which sucks, since I almost never can find time/resources to get real testing done. However, I do like this list a lot and have discussed it a little with some legacy players I know. I think it has a lot of potential, even if it is nonstandard and really very strange.
Anyway, I'd very much appreciate feedback, and I hope I provided enough information on card choices.
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Re: Not quite Zoo
-1 Figure
+1 (land of your choice)
You say Figure is the "late game" card, so why would you want four?
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Re: Not quite Zoo
Ok so you want opinions. Figure seems terrible in the deck. And if you draw your bayou or forest you're sitting there jerking yourself off not being able to pump.
Why no 4 Pridemages i'm not sure either. He is just too good to not run nowadays.
I've always hated the Confidant in this deck. He usually draws you a card, shocks you, and then dies. Could be more beef.
Teeg is too metagame dependant. And he is just a bear when he isn't relevant.
Run 4 swords forreal, and some helix would be good here too. You lose life and it's just good.
Grip in the maindeck seems good, just don't expect to get to 3 mana half your matches.
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Re: Not quite Zoo
okay, so Zoo you got pretty much green beatdown + burn. Since those two colors don't allow any form of control like blue or black might give, it's pretty much just hurry up and kill. I just think that the deck is meant to be fast and dropping dark confidant and figure of destinies is just gonna slow the deck down. Since this deck has no form of control I don't see how slowing the deck up for card draw is an advantage to you, if anything it'd prolly be more an advantage to your opponent. Think about it, giving any stompy, storm, reanimator, etc more time by slowing down can't be a good thing
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Re: Not quite Zoo
You're not running any LD, you are trying to kill your opponent. How is swords better in this deck than path to exile?
One provides a drawback that works against your gameplan, one doesn't. Seems like an easy choice to me.