Survival itself wasn't the entire reason for clunky draws, it was moreso on Squee, Anger, and to a lesser extent Viridian Zealot (just a weak creature despite lord buffs). Opening a hand with either of those red cards essentially turned it into a mulligan, and they were terrible topdecks. Running only 1-2 of Survival won't really add much to the deck as you still need to add the additional red cards to supplement it, and it won't be consistent enough to have much of an impact. Worse of all, with only 2 Survival you'd have fewer outs to do anything with a drawn Squee or Anger, which was the issue in the first place. Right now it just doesn't offer anything that we don't already have to improve our bad matchups, so it isn't worth running.Originally Posted by Valtrix
Elvish Champion is easily the weakest lord in the deck, no argument there. Forestwalk is decent but isn't gamebreaking compared to the abilities of the other two. I myself went down to 3 in favor of the 8th Llanowar Elf as I wanted more consistent turn 1 accelerants, and I've been liking it a lot. Wren's Run Packmaster is a solid replacement as well. It can be a bit slow because of its high casting cost and occasionally be a bad topdeck, but I can contest that it's amazing at virtually all aspects of the game. I'm a bit wary to run them as I've been trying to keep the curve as low as possible and these are more expensive than their replacements, but it's a solid card, much better than Vanquisher imo.Originally Posted by Hawdes
Your analysis on the weakness of Survival is also echoes my statements pretty much verbatim on the subject. I found it to be great in matchups that were in my favor or I was already winning, but in the tough, fast matchups it was far too slow to make an impact, thus I cut it in favor of a much faster, more aggressive card engine, and the deck's worked much, much better as a result.
Originally Posted by Teumie
The issue with mulligans and keeping potentially risky hands comes down to experience with the deck. It's just a matter of testing the deck enough to be aware of what you can do in certain situations, such as open a one-land hand, or open a hand without a turn one play, and calculate odds on what you can draw to help the situation out within the next 1-2 turns. If it isn't in your favor, then it's probably best to ship it back. Just play with the deck more and more to figure out exactly what to do in these situations, and it'll eventually come natural to you.
The Wren's Run Packmaster concern with CC is an issue I've mentioned a bit without it even in the deck. The deck can occasionally open a hand clogged with lords, Messengers, and Orders and be forced to ship it back because it won't have a turn 1-2 play. Adding another expensive threat can potentially add to this problem, but testing the deck a bit more will tell us what we can do. However I will add that in a build featuring Packmaster, I'd be inclined to add another mana source or two to make up for the additional weight in casting cost.
Chalice of the Void can be an issue, but it is really only strong against you if it's @ 1 on turn 1 when they're on the play. If they get it down before you have a turn 1 mana elf, then it could be an issue, but if you have one down before that, then you'll be ok because you can still hit 3 mana by turn 2. Otherwise, it can only be an issue if you happen to have a hand cluttered with 1cc cards, which can happen given 1/3 of the deck is them, but the important thing is that you still have access to 3cc. As long as you hit 3cc against a Chalice deck, you're in good hands. Plus if it's that big of an issue, you can always sideboard Krosan Grip to help deal with it.
Regarding my list changes, the only maindeck change I've really worked on and like is +1 Llanowar Elves -1 Elvish Champion. It frees up some of the lord-clogged hands, while giving me more consistent turn 1 elves. The power decrease from losing that elf is really minimal though, so it isn't something to worry about. The sideboard, as always, is still in a state of flux. It's changing around to tailor what I predict the metagame to be like, so I don't really have any comments regarding that.
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