There is a difference between flipping over the top 3 cards of a deck and seeing three 1-card combos, and flipping over the top 3 and seeing a bunch of Stifles and Dress Downs with nothing to enable. Now lets follow our "best two drop selection spell" as we do not get to pull both of the things to hand. We've already blown 2 mana at sorcery speed, now we need to blow 2 more to spam a Dress Down (nothing to enable, nor the mana left to do it) so that we can keep the Stifle in hand instead of shipping it to exile. Now the opponent gets to untap, draw a card, and make a land drop - and now you have to draw through a deck with Stifle and Daze...and you took the turn off to go nowhere. Now you go into every following turn even less likely to generate a favorable trade with Daze or Stifle...but who knows, maybe that Dress Down off Iteration found a 12/12, so let's Stifle that one into play (after the Iteration turn) and pass - nothing could possibly go wrong; they definitely won't have a 1 mana Daze-proof answer for it...
Normal legacy is built on playing 1-card combos, so if you can get 1 card to become 2 you've made progress...but in a StifleNought deck, you have a much higher threshold for that Iteration to generate progress. It is highly unlikely that you will flip over a 12/12 + the enabler...and it is also highly unlikely that even if you did flip those over, that you would also have the mana to do the thing on that turn before losing either piece A or piece B to exile forever. You'd actually be rather all-in on your opponent offering you a beneficial trade of a flipped Wasteland vs their nonbasic; because any time you don't get that, the Daze and Stifle stuff plods on towards irrelevance...and you have to draw through that chaff. This is all at the same time as the game plan is investing 2 cards to make a 12/12...so where exactly is the card quantity coming from for FoW? This is a strategic problem, largely created by not getting on board at 1cmc.
There are oh so many cards you cannot take with you through an Iteration if you are playing StifleNought. That's why it's crappy CA. There's a ton of cards you can't just fire off simply b/c you flipped them with the "best two drop selection spell." Add those 8 slots of Stifle and Dreadnought to the 4 of Daze and 4 of FoW and 4 of Dress Down and the remaining lands. This is so many combinations of slots lurking on the top of the deck just waiting to keep Iteration from even just generating CA [completely ignoring the strategic problems].
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