Re: [Deck] Noob Burn - Really bad.
Since you're already running Seal and Fanatic, why not throw in Rift Bolt so you can run Scab-Clain Mauler? And Kird Ape, say. You know. Creatures to make the deck not burn, because burn is terrible.
Re: [Deck] Noob Burn - Really bad.
Also you can consider Quirion Dryad, as she gets huge also fast.
Re: [Deck] Noob Burn - Really bad.
1st : too weak against combo. The SB should have 4*pyrostatic pillar and 4*CotV to have a chance to struggle.
2nd : 12 slowtrip/cantrip change your deck in a 48 card deck. 16 cards means that you play the equivallent of 20 cards. According to me, it's too much.
3rd : where are the magma jets ?
4th : I don't like playing that many slowtrips. As their name tell it, they are slow...
5th : 4 Fireblast may be too much.
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An example of the ideal first three turns would be: Turn 1 - Fetchland (sac), Seal of Fire, Bauble (cycle), cycle Street Wraith. Turn 2 - Land, Tarmogoyf. Turn 3 - Lightning Bolt, Chain Lightning, sac Seal of Fire, Tarmogoyf attacks for 5.
For 6 : land, creature, instant, sorcery, artifact, enchantment.
The problem is that even with that perfect start you can't win on turn 3.
Re: [Deck] Noob Burn - Really bad.
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Originally Posted by TheInfamousBearAssassin
Since you're already running Seal and Fanatic, why not throw in Rift Bolt so you can run Scab-Clain Mauler? And Kird Ape, say. You know. Creatures to make the deck not burn, because burn is terrible.
The problem is, RG Beats is just as terrible, if not worse. It loses to the same hate as Burn does (Chalice, etc.), while also losing to mass removal like Deed, Wrath, and Damnation. Why bother?
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Originally Posted by PhanTom_lt
Also you can consider Quirion Dryad, as she gets huge also fast.
I did consider it, and decided against it. Unlike Tarmogoyf, she's not big when she comes into play. She's very vulnerable to shit like Fanatic, Incinerator, Funeral Charm, and Darkblast. Also, her inclusion would require you to drop other cards which have inherent synergy with Tarmogoyf, and I can't think of a compelling reason to do so. I completely acknowledge that the decklist in the opening post looks like a total pile, but there is in fact a very careful balance of creatures, instants, sorceries, artifacts and lands which can all immediately go to the yard to feed Tarmogoyf. Removing any of them for cards that don't automatically go to the yard inherently weakens them.
Welcome to The Source, by the way.
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Originally Posted by Maveric78f
1st : too weak against combo. The SB should have 4*pyrostatic pillar and 4*CotV to have a chance to struggle.
I included no sideboard with this list. If you think you need Pillar for combo, then run it. As for Chalice, how do you set it at anything that doesn't wreck you as badly as it wrecks them? You could set it at 0, maybe, although that shuts down your own Baubles and does nothing against Solidarity. I suspect something like Root Maze would be better, but only testing would tell.
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2nd : 12 slowtrip/cantrip change your deck in a 48 card deck. 16 cards means that you play the equivallent of 20 cards. According to me, it's too much.
You're going to need to explain why. More cantrips = bigger Tarmogoyfs and better card quality. This has been discussed extensively elsewhere. None of these cycling cards cost anything to cast, so you lose no tempo in that respect. Their synergy with Tarmogoyf and the deckthinning they provide easily make up for potential tempo loss from Baubles.
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3rd : where are the magma jets ?
Answered in the opening post. Feel free to read it.
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4th : I don't like playing that many slowtrips. As their name tell it, they are slow...
If you're saying something different than what you said in #2 I'm missing it. Baubles are somewhat slow, but they have strong synergy with the deck overall. Street Wraith isn't slow at all, since it doesn't cost any tempo whatsoever.
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5th : 4 Fireblast may be too much.
You may be right. The deck may also not need 16 land, considering the curve. I've considered dropping one Mountain and one Fireblast for 2 more cards... perhaps Price of Progress.
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For 6 : land, creature, instant, sorcery, artifact, enchantment.
The problem is that even with that perfect start you can't win on turn 3.
If you want to get technical, yes I can. Turn 1: Land, Chain Lightning. Turn 2: Land, Chain Lightning, Lightning Bolt. Turn 3: Land, Lightning Bolt, Lightning Bolt, Lightning Bolt, Fireblast. The odds of that are astronomically low, of course. But no lower than normal Burn. What's your point?
Re: [Deck] Noob Burn - Really bad.
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Originally Posted by
GodzillA
If you want to get technical, yes I can. Turn 1: Land, Chain Lightning. Turn 2: Land, Chain Lightning, Lightning Bolt. Turn 3: Land, Lightning Bolt, Lightning Bolt, Lightning Bolt, Fireblast. The odds of that are astronomically low, of course. But no lower than normal Burn. What's your point?
Actually the odds of that are a lot lower than in normal burn, considering normal burn plays 16 1cc spells and you play 12. Now, Rift bolt can only be cast on the 1st 2 turns, and not on the 3rd turn, but it still upps the odds.