Originally Posted by
GoboLord
Thank you for this comprehensive overview. Some comments:
We should think about if we want to play long games in the first place. Legacy is becoming faster and there is hardly any MU left that I would wish to last longer than 5 turns. We cut Siege-Gang COmmander for similar reasons: the games don't take long enough for him to show his potential.
I personally never had problems with Miracles and/or Terminus. In my last tournament I literally CRUSHED them with a straigth 4-0 in games. I resolved vs these decks 4 Earwig Squads and none of them grabbed a Terminus. So, Terminus isn't really a good argument for Grenzo.
I have doubts here. We are playing Tarfire (which is a bad card on it's own) for certain reasons: DRS, Delver and SFM. I would not go back to Gempalm just because there is a new 1- or 2-off in the deck that works better with Gempalm than with Tarfires. Also, flipping a Gempalm Incinerator into play isn't overwhelming. Sure, it better to spend 2 mana for a 2/1 body than 2 mana for nothing, but considerinh how frequently this difference will matter I would not play GI over Tarfires.
This is not true. Nobody is playing in Chrome Mox in a slot that would potherwise be reserved for a creature. Chrome Moxen are "lands" in that sense.
I also want to add that Grenzo can possibly replace one or two Winstigators in a Mox/WInstigator-list. I see two advantages here. First, casting him on turn 1 is actually a threatening play - and cutting WInstigators in favor of Grenzo seems legit since we don't really need MORE cheaters. Recently I felt like I have to few goblin-cards in hand and too many WInstigators in play (which you can actually regulate with Chrome Mox, but that's another story) - and I feel like Grenzo could partly take over the job.
Second, he's a nice pitch-target for Chrome Mox. Not only does he provide R/B mana, but you can also put him into Chrome Mox when you have multiple copies of Grenzo in your hand, thus making his Legendary-status matter less.