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Originally Posted by
4eak
@ Nessaja
The point was that it sounds odd to accuse me of theorycrafting because we've basically outlined the same strengths (even if we have differing opinions on just how relevant those strengths might be).
I stated that it sounds like you are theorycrafting about the relevance of the strengths we both summed up. How many times does that need to be repeated.
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I find Sting a bit more versatile than that.
He is, but not as a 2 drop.
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I'd strike the "land drop each turn" and add "using all of your land resources each turn". Curving the deck out is about maximizing the mana resources you actually have each turn, not necessarily about making land drops or increasing your average mana pool.
That's a given, but that starts with having enough lands to make your drops. Mutavault is an important part of "using your resources" after you've emptied your hand.
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You still haven't addressed the point that in poorly curved circumstances, you often won't be activating a manland, even if the mana was available, simply because you couldn't afford to lose the mana source. If you are having trouble building up to drop a 3 or 4cc card, then you often won't be taking the risk of opening your mana-base up to creature removal in the first place.
Good thing that nobody is forcing you to activate the manland in a situation where you cannot miss him. I do not believe that dropping a manland automatically means that you're attacking with it every turn. If you do then you're using it wrong. If someone is keeping 1 w open to stop a mutavault then I sure won't be attacking with it if I don't have a sufficient amount of lands in my hand as a backup. If I do, I'd gladly take 1 of their 4 removal spells
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Make your land drops, but make them Mountains. You'll still be wanting every red source you can get to empty your hands through Warchief after a sweep.
I'd much rather have a Mutavault lategame then a Mountain. You assume luxury of Warchief. What if you do not have 4+ cards in your hand after a sweep. If you can force your opponent to make a sweep while still have a Warchief and several other goblins in your hand then you'll probably win either way.
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Mutavault is just worse than mountain against decks running Wasteland. We have cycling, Vial, early dudes, and mana-denial which excels against their opposing man-land/standstill based strategies. We need to maintain our mana bases in these matches and pressure our opponent, not open ourselves up any further to their mana denial.
You keep assuming that the Mutavaults come instead of mountains. How did you ever get that impression.
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Merfolk doesn't need the help, and Slivers is already heavily in their favor. I'm failing to see where Mutavault was necessary.
It's not a sideboard card, quit approaching it as if it is. It's included maindeck because it's a versatile utility card that works against every non-combo deck. It's not included to help any specific matchups. That it's specifically good in certain matchups is just icing on the cake.
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That's the point. If you are going to lower the stability of Mono-Red by playing Man-lands in the first place, which is essentially the only good reason to play mono red, then you might as well just be splashing for a better answer than Mutavault.
You're not opening yourself up the Stifle. Also, adding Mutavaults doesn't make your deck any less stable. If the Mutavaults were to replace lands I'd agree, but as I said before you aren't switching Mutavaults for normal lands. If anything your manabase becomes more stable by adding Mutavaults in addition to your normal land base. Could you please explain to me how adding more lands to a deck is making the mana base less stable?
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Sharpshooter wins ground wars all over the place. He has high synergy with the removal in this deck. He's very main deckable.
Then go ahead and maindeck Sharpshooter, I'm not even having that discussion. Seriously.