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However, I think Dark Confidant is too good not to play. I would play him over Nimble Mongoose.
Dark Confidant is actually pretty bad in here.
The deck has 8 cards with a cmc of 5, 1 card with a cmc of 4, and 9 cards with a cmc of 3. These mana costs themselves restric the usefulness of Confidant.
Even if the average cmc were lower, this deck has more than enough card advantage with Genesis, Loam/Coliseum, and Deed.
Another other big criticism with Confidant is that this deck does not support him as aggro. Without equipment, lots of spot removal, or Mother of Runes, he's almost never going to be put into the red zone.
Dark Confidant was amazing in Fish because he had Mother of Runes and Jitte to support him as aggro and the deck had a very low average cmc. Not only that, but the deck had no other means of card advantage. All of the reasons he was good there are lacking in this deck. Therefore, I think he is horrible here.
Now... if you wanted to build a Gro-a-Tog deck, like something similar to what Bardo was working on, then I would definitely advocate Dark Confidant. Bardo's decklist had Jitte and it also had a very low cmc. You can find his decklist on page 2 of this thread, or you can click on this link: http://www.mtgthesource.com/forums/s...8&postcount=24.
Additionally, Nimble Mongoose is too good not to run in my decklist. The deck easily supports his Threshold requirements and G for a 3/3 with Shroud has always been amazing. It also works wonders for the manacurve with Genesis. Mongoose stops 1st Lackey but it also powers out the beats vs combo, control, and much more. My decklist is like a blend between Threshold and Landstill... and Mongoose is a quintessential part of that Threshold style gameplan.
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Also, how about moving one EE to the maindeck along with an Academy Ruins? Intuition for EE, Ruins and Loam can be very strong.
I have tried this before. You can see the decklist and explanation back on page 2 of this thread, or by clicking this link: http://www.mtgthesource.com/forums/s...4&postcount=35. It wasn't bad... but I just didn't find it necessary. The deck has recurrable creature removal with Genesis + Shriekmaw. Now I know that Shriekmaw doesn't answer artifacts/enchantments, and I know that it doesn't sweep the board... but the deck shouldn't need recurrable EE. It's also slow and doesn't provide card advantage (unless the EE is hitting multiple targets).
The other big problem is that you're almost never going to want to grab anything other than Loam/Coliseum/Genesis with the first Intuition... at least with my decklist. With 1 EE and 1 Academy Ruins, you pretty much have to use Intuition for them to see them... with Shriekmaw, you should be able to see one without using Intuition since my list has 3 (and again, the first Intuition should be grabbing Genesis).
I decided a while ago that I wanted to keep the decks toolbox options to the bare minimum to maximize the decks consistency. If you'd like to fit Ruins/EE into the maindeck, you're more than welcome to... you could easily cut 1 Wasteland and 1 Shriekmaw/Deed to fit them if you'd like the additional toolbox.
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Is the Wonder really necessary?
I like the reply the previous poster gave:
Wonder is wonderful. Hits the yard to throw angry Goyfs, Geese, Togs and Terrors over the sad little army your opponent tried throwing together. A few flying fatties in the face is nothing your opponent is going to be pleased about.
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Adding that Ruins, EE, and other random trinkets(Crypt or Needle) might do nicely.
Stretching out the toolbox may give the deck more outs to more situations but it is going to lower the overall consistency of the deck. I addressed this back several pages ago. If players would like more toolbox options, I won't disapprove... but do understand that I've already playtested that route and decided it weakened the deck overall.
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Also, I like using a single Gifts in place of Intuition #4 in case of Extirpate.
Extirpate on Intuition is irrelevant. If they are wasting it on Intuition then they aren't wasting it on an actual engine card, which still leaves you with possible outs. Additionally, you really only need to cast Intuition once, if any at all (sometimes you don't need the engines)... and unless they discard your Intuition first and then they Extirpate it, it's not even going to be a target for them. If you'd like to do a 3/1 split, that's fine... I mean, this does dodge other hate like Meddling Mage as well... just keep in mind that Gifts is subpar in comparison to Intuition in this deck.
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Any room for Tombstalker? Highly unlikely an opponent will Deeds him, hard to burn down, and avoids Smother and Terror. Plus with LftL dredges and Intuition or Gifts, he's gonna come down cheap pretty often. Yeah, he takes away from Tog, but he only needs to be fueled once, has evasion and a big butt on top of previously stated stuff.
Tombstalker was considered before. This deck only needs 1 finisher if Mongoose and Goyf cannot go the distance. I chose to go with Tog for various reasons. If you want to run Tombstalker, it would replace Tog. This is not to say that doing so is a bad idea... but it does take the deck in a different direction. The deck already has the option of flying with Wonder and the deck already has a large body with Goyf which is often a 5/6. Again, this is not to say that Tombstalker is a bad idea. Mostly though, I just like the 1 kill finishes that Tog can provide outta nowhere. That, and Tog also ups my blue count for FoW.