Does Greater Gargadon have a place in this type deck?
With Countryside Crusher it'll be powerful, imagine you have 2 very huge creatures to beat and it has a good synergy with Grim Lavamancer too. .
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Does Greater Gargadon have a place in this type deck?
With Countryside Crusher it'll be powerful, imagine you have 2 very huge creatures to beat and it has a good synergy with Grim Lavamancer too. .
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So Volt, you dont play t2 very often.
I like the idea of Greater Gargadon maby 2 but in wich slot?
I do play a lot of type 2 and agree this guy sucks in Legacy. When do you plan on getting him into play, with Goyf Sligh the game shouln't last more than 8 turns...You really don't have much to sac to him and you don't play Mogg War Marshal to make him broken...So to answer your question, Greater Gargadon is terrible in Legacy.
The deck shoudn't run more than 20 creatures, then it can be pure sligh -> 20 Lands 20 Creatures 20 Spells
Well, I'm just getting started playing Goyf-Sligh and would appreciate any advice for my list. It probably is janky, but here it is.
lands 19
4 Wooded Foothills
4 Bloodstained Mire
4 Taiga
3 Badlands
4 Mountain
creatures 19
4 Mogg Fanatic
4 Grim Lavamancer
4 Tarmogoyf
4 Keldon Marauder
3 Countryside Crusher
other 22
4 Lightning Bolt
4 Chain Lightning
4 Lava Spike
4 Magma Jet
3 Tarfire
3 Fireblast
SB
4 Thoughtseize
4 Duress
4 Krosan Grip
3 Tormod's Crypt
The most debatable slot, to me atleast, is Tarfire. It's mainly in for Goyf, but it doesn't have the best damage output (anybody have any opinions about it?). So far Crusher has been amazing for me, feeding Grim for those last few points of damage.
Seal of Fire over Tarfire? That's the only change I can recommend right off the bat. Maybe up Badlands count to 4 as well, since you'll be needing those black sources right away in MU's where you board the discard in (I'm assuming combo, mainly).
I was leaning towards Seal, just wanted to make sure what other people thought. As for the Badlands, dropping 1 fetch for 1 Badlands seems good. The SB is mainly for combo, the bane of this deck, it actually gives the deck a chance.
Thanks for the response.
I don't know what Countryside Crusher doing in this deck, 1:r::r: for 3/3 and make sure you won't draw a land seems junkie for me. .But if somebody force to put him inside (like I see in some lists), Greater Gargadon will be a great companion. .That 9/7 can make Crusher will be around 6/6 or 7/7 in my testing and 3-4 turns earlier drop for itself. .Also if you bring Grim Lavamancer, sacrificed lands can be his bullets. .
Of course you must cut Fireblast instead since this burn has bad synergies with Gargadon. .
WTH?
1. You don't want to draw a land most of the time. Have you played the deck at all?
2. How is Gargadon a great companion to Crusher?
3. Lavamancer has enough food in the deck without Gargadons.
4. I would never cut Fireblasts. If I did, I would take out a lot of cards as well and play UGR Thresh instead.
1.Yes all sligh players don't want to draw more land, but pay 1:r::r: for make it happen is not as good as it looks like. .if you want to minimize draw a land, I think run 17-18 land with 8 fetch is enough. .and I did play this deck, so I want to make you sure that I don't waste my time posting here. .
I played with 4 Bauble and 4 Street Wraith and I find there's rare to find until more than the 4th land. .
I run 2-3 Crusher in my testing and not getting impressed with him. .
He's more incredible with different deck where Loam and Devastating Dreams is able. .
2.Sacrifice a land will make Crusher bigger, as simple as that. .
3.Agree, it's just additional advantage if you run Gargadon. .
4.That's why I said if this deck need Crusher, because in my personal opinion, this deck is better without any > 2 cc. .Fireblast is one of the best finisher so I don't want to cut it unless it necessary. .
GUYS STOP. Moonsteak post your list. I want to see why you like it that much better. (Please test it at least a little bit before posting though.) Problems that I'm currently noting right now is that running deck thinners like Street Wraith, 4x Bauble and 8x Fetches in the same deck means your going to have to cut something vital (Burn) and leaves you more vunerable to combo.
The deck should be killing about turn 4-5 a la Burn. The reason for having Crusher is that you only get more gas/pressure to add to the late game.
Gargadon is only going to get dropped sometime after turn 5 and that's even with the deck putting more into it that it should. So, in turn, Moonsteak your slowing down the deck to play something that will Armegeddon yourself. (This is a very bad thing that I will talk about in a second).
Gargadon and Crusher is not at all good together. If you sacrifice a land to Gargadon while Crusher is in play, you will not be able to get that mana back. So if you have 0 land in play and Crusher in play, your not going to be putting on any real pressure against anything even if you were swinging with both Gargadon and Crusher. Both are chumpable (since neither has trample) and allows your opponent not to worry about anything else you might actually have since you won't be able to play another land. The deck is extremely mana hungry and saccing lands for effects that might not happen is a bad thing. Your going to have alot of things in the yard regardless of how fast or slow your going in the first place so putting stuff in there from Gargadon can be overkill.
Several questions/concerns...but not about Countryside Crusher. Anyone who has actually tested with the deck would not create a superfluous argument about the card. One concern is a lack of basics in many of the lists posted. Maybe it is because I play in an area with a significant Dragon Stompy presence, but losing access to some of your best creatures (and your only sideboard way to deal with Blood Moon) seems both bad & scary. On that note, having as many fetches as possible also seems to be correct (I'll admit, since my home computer gave me the blue screen of death 2 weeks ago, my testing has been seriously curtailed...). The other concern has to do with the RGb version & the sideboard - specifically why Duress instead of Cabal Therapy? Shouldn't you know, more or less, what you should be fearing since you are in Game 2 or 3? The ability to strip multiples also comes to mind as a bonus, but having creatures to sac in order to flashback is the real kicker, especially in any build running Keldon Marauders. Turn 1 Therapy or Thoughtseize, Turn 2 Marauders/Lavamancer/Bob, Turn 3 swing/get some sort of benefit + rip their hand apart (if you didn't need to do so Turn 2). What better use for a Marauder which will be dying anyway?
Gargadon has no place in this deck. Stop kidding yourself into thinking that it does. I'd rather run Terravore alongside Countryside Crusher than Gargadon. And in that case, you might as well run Wasteland too just to squeeze out any extra points of damage you can muster.
EDIT: I'm also probably the only person who ever played Sligh that still thinks Burning-Tree Shaman isn't too bad in this deck.
Burning tree shaman is rly good, in zilla stompy its even better but i don't wanna take 2 damage every time i fetch a land... also about the not enough basics vs dragon stompy, im confused? Why would we need more basics when more than half our deck is red... So what if they turn our fetches into mountains >_>
GG Sounds like a terrible idea, aside from having a sac outlet via Grim Lavamancer and marauders, i don't see that "thing" getting out any time soon, also aside from that he costs 10 mana to hardcast, i don't think i've ever had that many lands even late game and late game i don't want to suspend something that i won't see until 5 turns have passed...
Also StP shows us that there's no point in playing anything above 4 mana...
Countryside Crusher definitely has a place in this deck. As it stnad this deck mostly folds to Chalice. Crusher has a reasonable cmc, and is very synergetic with this deck. Between Fetches, Fireblast, and Barbarian Ring, he can outclass Tarmogoyf in a matter of moments.
I agree that Crusher is really good, but out class the mighty Tarmogoyf? I think Tarmogoyf is the reason that Crusher is good...Hear me out... Now your opponent has to worry about the turn 2 Goyf and the Turn 3 Crusher... Pair these two with the crazy burn Legacy has to offer and you have yourself one scary deck...now if we could just deal with that fucking counterbalance!!!!
I'm not saying he's better than Tarmogoyf. God no! I'm saying with all the possible effects to feed him, he can grow quickly and trounce Tarmogoyf in combat.
Burning Tree Shaman is fine, I run him in my version & even symmetrical damage is fine as we are a damage-cranking machine (plus he is outside common G1 CB range & is a 3/4 for GR1, which is a bargain).
Look at a lot of the lists above & count the basic lands...especially forests & swamps. Turn 1 Blood Moon means you draw dead way too long. Hell, one of the local guys runs Pillage in the SB, specifically to cut people off a color if they can fetch before Moon comes down. In a meta without Dragon Stompy or Back to Basics, go nuts on the non-basics, but you are fooling yourself if you think the path to success against those cards is all or almost all non-basics.