@drewliusmaximus: honestly I forget the sower. yes is well enough.:smile:
In this moment magic can't yet give to fs some broken , unfortunately!
bye
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@drewliusmaximus: honestly I forget the sower. yes is well enough.:smile:
In this moment magic can't yet give to fs some broken , unfortunately!
bye
You know it's a replacement effect, right? Swans is able to block Tarmogoyf until they draw Swords and can survive Devestating Dreams. It would give them many cards, but it is almost unkillable.
But what would that gain you? You'd use your nigh-impossible to cast Swans to block a single Tarmogoyf, with a drawing difference of 4-5 to 1 per turn in your opponent's favor. I wouldn't mind that, as the Tarmogoyf player. You'd spend 1G to draw insane amounts of cards, winning the game through insane card advantage, simply overwhelming the FS player. The Tarmogoyf deck doesn't even need StP to win then.
I agree %100. While the Swans "immortal" ability is nice, the fact that the opposing player is drawing 3-4 cards more than you every few turns is reason enough to not run it. Plus, as we all know, there are plenty of ways to take care of a creature in this format that isn't lethal damage.
I never said that Swans would be good. I merely misinterpreted your post, thinking you thought they would kill the Swans and draw the cards.
Quick report from my Top 4 at the Salvation Online Tournament:
Here's my list:
// Lands
4 [EX] City of Traitors
4 [TE] Ancient Tomb
9 [UNH] Island
// Creatures
1 [SC] Shoreline Ranger
4 [AN] Serendib Efreet
3 [FD] Trinket Mage
4 [P2] Sea Drake
3 [LRW] Sower of Temptation
4 [LRW] Mulldrifter
4 [UL] Cloud of Faeries
// Spells
4 [AL] Force of Will
4 [DS] Sword of Fire and Ice
4 [DS] Sword of Light and Shadow
4 [MR] Chrome Mox
1 [MR] Chalice of the Void
1 [SOK] Pithing Needle
1 [CHK] Sensei's Divining Top
1 [FD] Engineered Explosives
// Sideboard
SB: 3 [MR] Chalice of the Void
SB: 1 [SOK] Pithing Needle
SB: 3 [DK] Tormod's Crypt
SB: 3 [US] Back to Basics
SB: 3 [MM] Misdirection
SB: 2 [A] Control Magic
Basically the list I made for a control/midrange-heavy meta with Sowers to shore up the creature match-ups. I missed my Chalices throughout the tournament though, so it was probably the wrong call. Anyways, here's how the tournament unfolded.
Round 1 - Tng5000 with MUC
G1 I lose the roll and end up on the draw. He leads with a Delta, which doesn't tell me much, but as I try a turn 2 Serendib he Force Spikes off an Island, which lets me put him on MUC (the recently Top 8ing Ophidian-list with Brainstorm et al.). He plays Back to Basics, while I keep dropping Islands, then Powder Keg and Vedalken Shackles. I Trinket Mage to his Keg, but am met by Force. To his Shackles, I resolve SoLS. I play Sea Drake to his 5 lands (he played Shackles), hoping to Sower it back (I returned Tomb to my hand to untap it) and equip it. Surprisingly he doesn't Shackles in response allowing me to keep it. EoT he tries to Shackles the Sea Drake, but I point out the 6 power. He plays Smurfling and blows up my Drake and SoLS to his Keg and Shackles. I Sower his Smurfling (he's still stuck at 5 lands), and Facts into 5 spells (including Shackles - I split Shackles vs. rest and he chooses Shackles) on his turn. On my turn, I Mage for Needle, Needle the Shackles and commence beatdown. He plays Propaganda and Powder Keg, which lets him live one more turn, but between SoFI and the borrowed Morphling, he's quickly dead and can't ramp up to 4 counters off his Keg to kill my Sower in time.
1-0
Side out 1-2 equipment and 1-2 Clouds of Faeries (they're relatively low impact) for Needle and some Chalices (to cast at 1 for his manipulation and 2 for counters; I only have a total of 2 in though as I don't want them lategame). I may have brought in Misdirection too, but probably not as it only works against counters and he's more on the side of permanent disruption.
G2 logs are lost due to MWS crash, but he pretty much ran over me as I had a decent, but a bit land heavy opener and ran into a landclump of ~10 lands and was at nearly unwinnable position at the moment of the crash (I recall it involved Vedalken Shackles locking me out when I failed to find a Needle or a Mage). I obviously gave him the game and we moved onto G3.
1-1
G3 He mulligans, while I lead with a City. He responds with an Island. I go Island > Sea Drake and am met by a Force. However, at this point he appears to be stuck at 1 Island and I play Tomb>Drake returning both lands to my hand, wanting to create as fast a clock as possible to minimize the chances of him drawing out of his screw. I Needle his Shackles and the Drake kills him while he draws a land to counter my Trinket Mage and play a Keg. I play a Sower to put him dead on board with the Sword in my hand and his Keg only getting to two, and when he fails to draw a third land, I hit through for lethal. His hand? Keg, 3 Propagandas, 2 Shackles. It woulda been tough had he drawn his second land before I resolved my Drake as he coulda went Counter>Keg and kept me from dealing overly much damage while finding the third land for massive Propaganda (I would've still Needled Vedalken Shackles).
2-1
Round 2 - marit with SI
G1 I lose the roll, mull into a hand with few early guys but not much else in ways of business. He plays both of his lands which makes me wonder what he's playing, but I still put him on combo as he doesn't play spells. He tries to go off turn 3, but whiffs off Contract. I try to evoke Mulldrifter to find Force, Chalice or Trinket Mage, but whiff. My Efreet hits him next turn while I keep Sword in hand to mask the fact that he's dead next turn (that Bargain cut him down in size), trying to make him wait. Unfortunately he goes for it and Infernals off LED, and since I don't have a Force, I extend my virtual hand.
0-1
Side in all my Chalices and some B2B (I wasn't sure what kind of a Tendrils-build he was playing since he played 2 Bayous and another land G1, so I thought they could disrupt him) for EE, Top, Sowers and some equipment.
G2 I try to mull into some business, but while my 6-card hand has Force, it only has one land and thus I can't put enough pressure to make the Force relevant. I keep my 5-card hand with a Mulldrifter, Cloud, Mox, land and a SoFI. He has a crappy hand too, but once again my Mulldrifter fails to find anything and he goes to town with an Urami that he manages to cram out - I look at my useless B2B which could be Sower (admittedly one I can't cast) and mentally shoot myself in the face.
Yes, I lost to SI with Faerie Stompy. In my defense, I never saw a card that matters and not having 4 Chalices and Trinkets main obviously hurts. Oh well.
0-2
Round 3 - No show
Opponent never appears and I have no idea what he was playing. He never responds to my messages and I get a default win.
2-0
Round 4 - KillemallCFH with GBW Rockish
G1 I lose the roll and we both mulligan. He plays an early Confidant, that I respond to with a turn 2 Trinket (fetches Needle; GBW signals Deed), turn 3 SoFI-equip. I kill a Confidant, he plays another one. He gets a Top in play, fetches, Tops again and does nothing but play a land and swing. Then he Chants me on a Kicker (yes, MD) and I do nothing, while he keeps beating me. He Shrieks my Trinket, I Sower his Confidant and play an Efreet. He hardcasts Exalted Angel while I find SoFI with Confidant and play SoLS on my Efreet. I suicide my Confidant into his Angel while swinging with my Efreet to free my Sower. I block the Angel with my Sower and he plays Teeg. I SoFI up my efreet, revive Sower, kill Teeg and steal Angel (I had to play a Mox to get Sower into play, but now I've got tons of mana). He has Stronghold recurring Shriek to kill my Sower, but I find it perfectly ok as my Serendib has Protection from both. I drop a second SoFI on Serendib and kill him, fearing the potential Deed and wanting to finish it ASAP (I may have had a Force in hand though).
1-0
I side out Chalice, EE, Top and few Clouds for B2B, Needle and probably some Misdirections.
G2 we both keep 7. He leads with Confidant into my Force. He Witnesses his Confidant, while I'm playing my slow hand. I play Efreet, he StPs and plays Confidant. I play Drake and Efreet, of which Drake gets StPd and Efreet gets Shriekmawd. He plays his Confidant again and I don't have Force. I play a Drake and he StPs it too. Then he Chants me for a couple of turns, while drawing extra and morphing an Exalted Angel. At this point I'm at 12 to his 12, but he's ahead on board. I play Cloud>Mulldrifter, cursing the fact that I sided EEs out (I could Trinket for EE, killing the morphed Angel otherwise). I Needle a Top next turn that he had slipped in there at some point, but take beats from the Angel. I play Efreet and trade with the Angel doubleblocking with Mull and Efreet (I wager he doesn't have his last StP in hand) and down they go. I play SoLS on my Mulldrifter, but unfortunately he Krosan Grips it as I swing. He uses Stronghold to recur Angel. Trinket and Witness trade. I topdeck my only out in Sower and Sower his Angel, but he recurs Shriekmaw and without SoLS, I see the writing on the wall. I fail to draw another SoLS and fall to the beats.
1-1
G3 I play, no mulls. He has turn 1 Top, I get turn 2 Efreet. He plays a Tarmo, while I play Drake > Chalice at 1. He plays Pernicious Deed that I Force (over Tarmo or Top), and I do some math, realizing I'll win the race so I drop Back to Basics off Tomb and Island (with another Island in hand), cutting him down to 2 mana and only black. He drops another Goyf, but my Drake drops him to 4 while I'm at 5 leaving the Efreet home. Efreet blocks a Goyf and I go to 2, 1 in upkeep (He could've gotten one extra type in grave and I would've still won since I would've been left at 1 without Efreet ping). Drake swings FTW, with my hand being Sower and Drifter, while he reveals Chants, Grip and Exalted. Going for Sower over B2B would've won it too, but I felt it safer to just cut him off black mana since the race favoured me and while StP was cut off by Chalice, I still had to worry about Shriek and Deed. Later on he reveals that he only sideboards Deed, which obviously help me.
2-1
Round 5 - matelml with Fetchland Tendrils
He doesn't respond to my PMs and we fail to schedule our match so we take a draw. 3-1-1 makes it and thus I'm in.
Top 8 - Der_Imaginäre_Freund with UWb Landstill
Lists were made public so I know what I'm up against and keep accordingly. I win the roll (!!) and mulligan into 6 cards lacking lands, but with better chances to win than 5-carder vs. control. I lead G1 with Pithing Needle on Mishra's Factory (I could've, and probably should've, named EE, but I had EE of my own in hand that I could use to blow up his - of course, he had Academy Ruins and two EEs so that ended up a moot point). He plays some lands into Crucible. Turn 4 I've finally gotten a second land and go land>Mox>Efreet that sticks. He drops EE at 3, I use my EE to blow it up (along with my Mox, but I got a City so that wasn't a problem) and start swinging. I refuse to play a second creature as he probably has a Wrath or another EE and I need one more land to be able to keep a Force open. I don't Force his second EE since I have another Efreet in hand (I kinda want his Crucible out of the board anyways), but then he drops a Standstill, which kinda kills the plan since if I force it, I'm out of threats and if I don't, I'll have to let him draw. I let it resolve hoping to get another card to pitch, and he pops his EE next turn. I try my second Efreet breaking Standstill and he Counters. He gets Academy Ruins and I'm not a happy camper. I drop a Mulldrifter off two Tombs and Force his Counter, pitching Sower. He recurs EE to blow up my Needle on Factory and drops his first Factory. I swing for the fences with Drifter and drop another one off two Tombs (I could've played Efreet, but since he had recurring EE, I didn't see the point). He blows up my Needle and draws a second Factory. I can't block since he could just pump, and I'll need to race anyways if I'm to win with his ability to recur Crucible at any point. I swing him down to 5, but am down to 3 due to Tombs and his swings. I have a City and drop a Mox into Mulldrifter (they chain nicely) but he had a Force off the top last turn killing me with the factory swings; I needed two more turns, or something like a Cloud of Faeries.
0-1
I side out two pieces of equipment (I don't want to have equipment without creatures), EE and some Sowers (he has nothing worth stealing and 2/2s aren't that good in beatdown) for some Chalices and B2B.
G2 I lead with a Chalice off two Islands into Cloud>Mulldrifter, Forcing his counter pitching B2B (I want the cards). I SoFI up my Cloud and go to town for 7 damage and a card. Seems good. He Transmutes for EE while I beat him down to 4 and drop B2B with Force in hand to ensure that he lacks the mana to dig out of the trouble. Next turn he succumbs to the beatz.
1-1
G3 I open with turn 1 Drake, Forcing his Force. Turn 2 I equip it with SoLS and turn 3 I get another SoLS. He has one turn to find a Wrath (he plays 3), but draws into StP instead and I run him over in 4 turns.
2-1
Top 4 - Phantom_lt with UGr Tempo Thresh
G1 I mull into a solid hand while he Brainstorms into a double Ponder. Foolishly I play around Daze and play SoLS turn 2 even though I have Serendib, Sower and at least one other threat in hand. He drops Goyf and Wastes my Tomb while I again fuck up by playing Island to allow playing Efreet around Daze next turn instead of playing City and dropping it right now. He drops Burning-Tree Shaman, I play Efreet but I'm so low on life (at 15, but about to drop to 9) that I block his Shaman. This allows him to Bolt my Efreet and while I force, he Bolts again. I drop Sower next turn, but don't have the mana to equip and he has a 3rd Bolt and Waste. I fail to draw a mana source, with my deck mocking me with the FoW that would've saved the Sower (and my game) last turn instead. But I played so bad that I cannot blame anyone but me for losing. 4/5 Goyf and BTS rumble over to win.
0-1
I side in B2B, Control Magic and Chalices for Clouds, a SoLS or two and the other Trinkets.
G2 I have a solid hand and play turn 2 Cloud>Serendib. However, he has played turn 1 and 2 Mongoose. I try turn 3 Back to Basics with a land open, but he double Dazes it and we're off to race (at this point I needed to play calmly and sit back as I had a Control Magic in hand, but I went aggressive with both). He drops a third Mongoose, all 1/1s, but able to race Efreet and Cloud quite effectively due to Tombs and self-ping. I trade Cloud for a Mongoose, but I start defending too late, being at 5 and being dropped to 2 with Upkeep threatening lethal. He drops Trygon Predator and Dazes my Cloud and since I only have 2 Tombs in addition to my 2 Islands (with Chalice and B2B in my hand that are now useless since I played too aggressively and didn't conserve my lifetotal), I die.
0-2
I'm not at all happy with my playing, since I could've won the semis by just sticking to the correct role in those specific sitiuations, but I misassessed a few things which eventually led to my loss (most importantly, G2 I felt compelled to try to end it fast due to my Tombs, but I should've just swung with Cloud buying me time and forcing him to play something for me to steal). Against combo, this build is of course weaker, but I still have 4 effective Chalices (3 Trinkets, 1 Chalice) and 4 Forces along with Mulldrifters, so it shouldn't be that bad.
I'll blame that on the bad draws on my part; mulling to 5 without drawing hand with disruption both games sucks. I should've mulled to 4 in G2, or even to 3, but I hoped my Mulldrifter would draw me into something (I had enough outs to make it a workable gamble, especially since the hand didn't suck otherwise), which obviously didn't pan out.
Still, I did beat both control-decks I faced along with the Rock-like deck, so it's not that bad overall. Too bad I never got to play Scrubtastic. Also, too bad I seem to play like a fool vs. Threshold, but that match-up truly takes a lot of adapting and switching of roles as it's all so damn sitiuational; there isn't a set beatdown and control.
Couple of things:
- I was definitely hurt by not having 4 Chalices main, but I expected more midrange-decks and less combo and Threshold. Oh well, at least I know now. I do figure that 1 Chalice is wrong though; 2 seems better even for metas where it's weak as it multiplies the chances of drawing it turn 1, and make combo somewhat better. It's mostly just Deed-decks where I don't want it at all since I tend to want Needle on Deed there.
-SoLS was an allstar against control. I'd rather want it over Jitte against just about all decks except for Goblins at the present.
-Sower came through for me, even in surprising sitiuations like against MUC's active Shackles. The duo seems solid.
-I've contemplated dropping Cloud for Pestermite on numerous occasions, but this tournament the sped up plays from Cloud as well as the additional body turned out to be valuable oft-times. I'm still not sure. I'll test 'Mite in the slot for sure though.
-Misassignment of role = game loss. Yes, I've now experienced it firsthand. Stupid Threshold.
Of course, it was a rather small (32 player) online tournament, so take the results as you will. Still, the Top 8 contained Landstill, a couple of Threshold-variants, Aggro Loam, Tendrils-combo and an MWC-variant (along with Faerie Stompy), so it can't be that bad.
@ Eldariel First congratulations on a solid finish. After reading your report I had a few questions about what your thoughts were. Have you considered dropping the Sword of Fire and Ice and possibly running jittes in their place. I guess my meta is a little more random aggro, but I have always found that the jittes help control the board more when you have to assume the role of control player. What number of chalices would you run now after trying going down to one and deciding that you wanted more? I tried two for a while, and I was still running 4 mages at the time. The configuration worked sometimes but I have since wet back up to running all four main deck. My final question is after reading your report it seems as if the top never really became a factor during your games. Do you still think it should be run in the deck?
It would seem to me that you would either have to stop the servant before he hits the table or be ready to push through a resolved EE for 2. Chalice is also an all star here as you can turn off their cheap counters and combo pieces. In my limited testing, I have found that approaching the match up much like other fast combo decks helps a lot. Drop pieces of disruption then start beating face as fast as possible. Playing two colors does help here though.
Chalice is a nuclear bomb vs. Servant's Stone, so the 4-Chalice version should be relatively strong in the match-up. 4 Chalices, 4 Trinkets and 4 Mulldrifters gives you a decent access to them, and then you just drop it before they drop Grindstone. Also, Engineered Explosives helps, and Jitte and SoFI are both great. In my opinion, it's very winnable, although you do have to play tight due to the amounts of removal they have; resolve a creature, any creature. Then you'll be playing only must counters and they'll run out.
I wouldn't really focus on Needles as they get cut off by Chalice at one; keep 1 Needle in the deck, but don't bring in extras. EE and Chalice are the best trinkets and Sowers, Jitte and SoFI are all great against it. Basically, the MU is one of those where you win if you Chalice at 1.
sroncor1: I wouldn't drop SoFI since it speeds up the goldfish so much and because pro-red is great. Also, I want to draw the cards; the card is incredible overall. It is worth consideration, but playing SoLS and not SoFI just feels wrong on so many levels.
Sensei's Divining Top never came up since I drew a relatively low number of Trinket Mages and thus wasn't in a position to tutor for it. It's a great card if you only play 1 Chalice, but when adding more, it doesn't belong anymore as you need to minimize the number of dead cards off Chalice at 1 to make sure it doesn't bite you in the rear.
The correct number of Chalices is a metagame decision, but if I expect to see that much combo, I would play 4 in a heartbeat. If I expect mostly control/midrange decks, especially ones without much spot removal, I'd go with 1. Threshold/Gobs/company meta would mean 4, but control and midrange in the mix makes that less than optimal.
In the end, I'd play 4 just to prevent embarrassing losses to good match-ups (who knows how much better I would've been up against Threshold had I had 4 Chalices... Still, it's my playing that fucked me up, not the deck - I cannot blame anything else for that).
Congratulation to Eldariel for result.
:smile: :smile: :smile: :smile: :smile:
@eldariel : about cotv I'm agree with you!
Didnt play against it so far. But Turn1 CotV@1 Turn 2 Beater and Force the EE he may play and its game.
They have no colourless lands so Chalice at 0 is gonna block their EEs, while Chalice at 1 cuts off REBs et co. Really though, give me a list to work with and I'll test it myself and get back to you with testing results. It definitely isn't impossible, seeing that you seem to consistently win at least one game against it. I feel it should be favourable with proper playing due to Painter's Stone being a combo-deck and vulnerable to Chalice at that.
You run 22-23 creatures, he runs 6 blasts, 4 Forces, 4 EEs. Advantage - you. Further, those EEs and Forces are going to be busy fighting your Chalices. Advantage - you. You run 4 Chalices, 4 Trinkets and 4 Forces vs. his 4 Forces and 4 EEs along with Blasts on Trinkets (you should do whatever you can to bait REBs before Trinkets though) - advantage you. EE can kill their Welders, Stones, Vials and other nonsense. It seriously looks like that while they have answers to your answers, they're not likely to have all the right answers at the right time.
Further, 6 REB versions seem unlikely to be exceedingly popular in Legacy where a good half of the metagame doesn't run blue. But yea, give me a list and I'll test it and get back to you with numbers and general strategic considerations.
Nice report, Eldariel, and well detailed. Thanks for that. I think you can probably blame the MWS shuffler for going 0-2 vs SI. And anyone who has really played this deck would agree :wink:
I wish I could also add some reports too, but my present location prevents this. And with the time differences/weird work schedules, I am sadly fucked up for most online tournaments too.
I am happy to see the SoLS & Sowers are working for you too. It gets more difficult vs Gobs, but otherwise I really feel the other MUs really benefit from SoLS. I think it is the 1st time I see you with an 8 equipments build. Besides the SBs, our lists are therefore becoming closer and closer. Especially if you go back to the 4 MD Chalices. I still think Cloud of Faeries shouldn't be cut from the deck, furthermore if you play the 8 swords. And I really dislike Pestermite in here. Maybe your testings results will differ...
@sasa batora: Just like Eldariel, I am not that worried about the Painter Stone MU. I won't rewrite what he wrote, but I basically agree on everything. Chalice is indeed nuclear bomb in this MU. They do have EEs as outs, but you have FoW. I also probably won't bring extra Needle, and keep the MD one. I reckon they have several ways to annoy you, especially if they are on the play; a t1 Grindstone or Welder does look bad for us. But you do have outs too, and a pretty fast clock.
And Gaia's blessing is indeed not a solution. You don't have Brainstorms to put back some drawn, won't be able to play them, and you would need more than 1 to be completely sure, you have 1 left in library when they go off. Diluting the deck, and clogging the SB seems bad too. I am also not sure this deck will become as widespread in Legacy. I think it is really stronger in T1, where (almost) every deck plays U. I am not saying it is an easy MU for FS, but I think it should be a 50-50 one (depending who starts, luck of the draw, missplays, etc), rather than something ''unwinable'' (like UWr ScepterChant builds with a lot of free counters, Stp, Cunning Wishes, etc)
On a side note, I wonder why you still play Meloku. We all tried it, and all dismissed it. I know there are metagames decisions, but imho 5 equipments also seem quite low (for this deck). May I also ask you vs which decks you bring the 4 Tangle Wires from SB (and what do you remove for them) ? Is it to complement BtBs or Propagandas ?
@sasa_batora: After looking at your list I think you could help improve your match up by including EE in your deck, if not in the main then at least in the side for games 2 and 3. It would be dead in less matchups than the crypt and gives the deck a large amount of versatility.
Also if you upped the misdirection count you can increase the number of counters you bring in for games 2 and 3. Having only one does not make much sense as it will hardly be a factor without some sort of tutor effect.
Also while these decks may may have 4-6 REB, it isn't like this is anything new for the deck to face. It is very similar to the various thresh lists that run STP along with counter magic. While I see that the deck is a solid combo deck, it doesn't do anything new and nothing it can do does it do it the best in the format.You just have to look at your had and choose which part of the combo you want to disrupt while putting pressure on. You don't need to attack all aspects of its game just one piece and the deck will fail. That is the great thing about Faerie Stompy, it can do both of these things well.
Regarding your list, how do you like the Meloku?
I could see playing a singleton maybe, but not as a 2 of.
What matchups does it help against? I remember the card was in the original list years ago but was promptly cut.
And I'll echo the sentiment to cut the Crypts MD.
Lastly, if you're so insistent on playing 4 Cloud of Fairies, shouldn't you be running more equipment to take advantage of them, the normal set of 6-7.
I'm curious if anyone else has tried or can vouch for a singleton Meloku (two seems excessive).
I'm very intrigued in trying the card out.
I haven't played against Servant's Stone, but I did want to throw something out there: Coma convinced me a while back to play 4 MD Trinket Mages, and I ended up liking the increased flexibility even at the cost of one more legitimate flying threat. It seems like 4 Trinkets would definitely help the Servant's Stone matchup.
That said, I know that Yamaelle and Eladriel play 3 MD Trinkets, and I am not going to argue with their results (I think Yamaelle was putting a 4th Mage in the SB...are you still doing that?)
I really do think that using the four mages maindeck really does help add versatility to the deck. To be honest I have never even considered dropping it down to three in the main. If I was going to drop it down I really think you need to move the fourth one into the side so that you can bring it in for the combo match ups. Jitte is also an all-star in the the creature based combo decks that are emerging.
@sasa batora: I don't understand main deck meloku and e.e.
Meloku is too slow creature for fs . Slow for its cc , slow for its skill , and has a defensive shape.
It is classic creature for a control game plane.
You don't need to e.e. , if you play (main) 4 cotv and 4 trinket , give you costance to play quite fast ctov 1.
We can't have every thing , because we aren't a solution deck , above all maindeck.
bye:smile: