Originally Posted by
Dick Cheese
Seems to me that this deck has too many potential dead draws to ever be consistent enough to be a serious threat in Legacy. Look at all the potentially bad situations:
-second Jitte
-second Percy
-late game Hymn
-late game Wasteland
-innocent blood when outnumbered/opponent has an easily sackable creature
-late game Ritual (for those that run it)
Compare that to some of the Tier 1 decks. Every draw for Zoo is a dude, a land, or burn. Worst case for them (besides mana flood) is pulling a PtE against an opponent with no creatures, which is either really bad b/c it's combo, or really good b/c they're winning. Same story with Goblins. Merfolk? Counters, dudes, land. Worst thing is drawing extra Vials. CounterTop doesn't mind drawing extra lock pieces...they're going for the long game and after game 1 they're on the lookout for Grip anyway. Combo only runs mana, search, and kill pieces, with a minimal disruption suite.
Black's disruption is really great when you draw the right cards at the right time. Problem is that if you're not cheating, you have no guarantee of doing that, and that's why I think this deck and others like it are having such mixed results. I think Top helps with this issue somewhat, but it's effectiveness is greatly reduced by not running fetches. Also, it's a constant mana sink for a deck that runs no acceleration and curves out at 4.
I've been playing similar decks for a while and even tried out the Gate when it was fairly new, and I always run into this problem. Anyone else feeling the same way?