Alright, I'll concede. Magma Jet isn't mandatory. However, it's really not a card that should be dropped. While multiples do slow tempo tremendously, it falls under a similar philosophy as Fireblast; yea, multiples suck, but it's necessary because of it's role in the deck.
Magma Jet might initially slow down tempo, requiring 2 mana for only 1 damage, but it makes up for the tempo lost by gaining tempo by putting 2 worthless topdecks to the bottom of library. If you don't need landfall to trigger and have 2-3 lands in play already, a Scry 2 revealing 2 lands would have normally cost you 2 full turns of tempo loss, which is far greater of a tempo gain than doing only 2 damage for 2 mana.
Magma Jet fixes draws in a deck that relies heavily on the topdeck, and has no other means of fixing draws. To me, this is invaluable.
Also, I want to end my Magma Jet discussion on this final point:
If you play a Steppe Lynx on turn 1, casting Magma Jet on turn 2 to destroy the opponent's blocker is a very strong play, often setting Steppe Lynx up for two 4 damage swings.
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On a different note, inspired by zabuza from the LBoros Landfall thread:
---I disagree. 12 has been sufficient in testing, especially with 4 Magma Jet. I'm not saying that more couldn't be better. The problem with running any more than 12 fetchlands, though, is that you either need to run more than 19 lands (which is wrong), or cut mana producing lands.The problem is that this deck needs at least 14 fetch to effectively abuse from landfall. The less fetch you play, the worst lynxes are. Rohner (the player who uses this deck for first time) and his teammates assures that 15 fetch is the right number. In testing 14 fetch is ok, but less make the deck worse.
Running 2/2 Plateau/Taiga is the correct call. Cutting one shuts you off of a color for the rest of the game from a single Wasteland. Do not go below 2/2.
Other than that, I'm running 3 basic Mountains. I would not go below 2 basic mountains. I run 33 spells that require red mana (only), and in alot of games, I don't even need green or white. Especially if you know you're facing Wasteland, having 2 mountains in play is very strong. This deck needs at least 2 lands in play to function properly.
Now that you mention it though, I'll go ahead and drop down to 2 Mountains for 1 Scalding Tarn. 2 basic Mountains is all the deck needs to function off of through Wasteland/Wastelock, and the 13th fetchland should improve consistency.
Oh, and this "new" Sligh deck probably needs a thread new primer, because the entire concept has changed from the OP. The entire creature base, aside from the 2 Grim Lavamancer's, is completely different now. 3 new creatures have been printed that have radically changed Sligh. The deck no longer runs Tarmogoyf, which is the trademark of this threads name and deck design. If Goyf Sligh got a new thread and primer when being switched from Dryad Sligh, especially considering that those two are much more closely related than Goyf Sligh to his one, I'd say that warrants a new thread and primer.
I'd say that a title of R/w/g Naya Sligh would be the appropriate name for it, but I definitely don't have the time to write up a huge detailed primer. I haven't even gotten around to working on the U/W Counterbalance Landstill primer I was supposed to, and probably won't ever get around to.
If anyone wants to take this job on, kudos to you my good sir. On the bright side, if this deck picks up in popularity, you'll have your name (since you created the thread) on a deck that's DTB.
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