I have to question this. First of all, the three drop often doesn't live long in this deck (or else, we win), and the deck runs no draw what so ever, so how on earh are you stacking these Slivers with any consistency?
Secondly, if you're in a position where you DON'T want your three drop to attack, then you're probably losing the game horribly. This deck is hyper aggresive, even more so than FS and wants to be played that way. Generally, you drop your Cyclops turn 1 or 2, and follow him up with a quake, fattie, or Jitte and equip. Under all three of those scenarios, you would want your 3 drop attacking.
The downfall of 3/2's is that they die to a lot more than 3/3's. Things like our own quakes, Magma Jets, Fire/Ice, Confidant, Mage, Warchief (None of these are good trades as we run about 5000 answers to them maindeck) double Fanatics (or single if you block or are blocked) and smaller Incinerators, lackey + Mogg, Lackey plus Incinerator and on and on.
Trust me when I say that we tested nearly ALL possible alternatives and it came to this: The three drops main purpose is to LIVE long enough to get a Jitte on it while applying solid pressure. Cyclops fits this bill much better than any other Red 2R drop.
@Char: I think we tested it before we added Pillar mainboard and found it kinda meh. It might deserve some testing now, but what are you going to drop? You can't drop creatures or you'll start losing to control and ag/con, but you can't drop any of the spells cause their just too awesome.
@ Mystic Enforcer: Almost any aggro deck has trouble with Enforcer preboard. Luckily, we have more outs than most. We have Chalice to end the game before it starts, we have Jitte to stick on anything except Squee and we'll outclass Enforcer six days a week and twice on Sunday, we have Pillar which will bleed Thresh to the point where it can't dig for Enforcer or can't attack with it, we have Razormane, which will attack into an Enforcer readily, and we have the oft overlooked 6 point Rolling earthquake.
Postboard, we get an insane slew of anti Thresh cards to choose from including the always solid Crypt, Smash for needles and card advantage, and the just nasty Blood Moon, which is game vs. White Thresh as they NEVER see it coming and run a whopping 4 basics (remember that their fetches become mountains too). Let's see Enforcer try to make it though when Thresh has to draw their one plains and their one forest.
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