Originally Posted by
hungryLIKEALION
Won a tournament of 16 people today playing Zoo. This is the list I played:
4 Windswept Heath
4 Wooded Foothills
1 Bloodstained Mire
3 Plateau
1 Taiga
2 Savannah
1 Stomping Grounds (Still working on getting that second taiga)
1 Snow Covered Mountain
1 Snow Covered Plains
1 Snow Covered Forest
3 Horizon Canopy
22 land
4 Tarmogoyf
4 Wild Nacatl
4 Kird Ape
3 Grim Lavamancer
2 Figure of Destiny
3 Qasali Pridemage
1 Watchwolf (Couldn't locate a 4th pridemage. :( )
3 Knight of the Reliquary
24 Creatures
4 Lightning Bolt
4 Lightning Helix
3 Umezawa's Jitte
3 Path to Exile
14 Spells
Pretty burn-lite list, but I was worried about running into decks with no non-basics since this was just a free tournament at my local store. As it happened, pretty much only good players showed up so price would have been pretty awesome. Oh well.
Now, I feel like chiming in again on the path discussion, just because I feel like people are over-exaggerating the difficulty of getting past an early goyf.
If they play a t2 goyf, chances are the only things in grave yards are lands and instants. When this is the case, bolt takes it down. When this is not the case, you will often have access to a pridemage or a lavamancer to allow a nacatl to swing past goyf without slowing you down. Other times, particularly with my list, you can just swing with exalted nacatls, exalted goyfs, or KoR's and watch them go right passed the foe's goyf without a problem for the majority of the early game. I hate that I feel like I have to emphasize this again, but it appears I must. I don't have a problem with pathing creatures in the early game.
That is straight up bullshit and I am calling you on it. I've pathed plenty of early goyfs and gone on to win the game. Once again, the land is rarely relevant. Like, what are the situations that make pathing so scary to you? Say they're playing counterbalance and they make a T2 goyf which you path. Then you're scared of them making T3 sower on your 1 drop(On the draw) or your 2 drop you played along with the path(on the play)? Untap and bolt the sower. They don't have counterbalance down so they'd better have force up, and if they did have force up, they woulda just forced the path 9 times out of ten. And that's assuming they didn't force your t1 nacatl.
Like, that's serious the scariest situation I can think of to argue against path. And it's not even that scary. It doesn't even make me cringe.
What are you so scared of accelerating them into? What, specifically?
That is all.