Yeah, it felt like rambling. I was quite sleepy. Sorry about that.
Yes, I realize it must attack first, but unless you can take out 15 life in one hit, chances are you will die to Ad Nauseam regardless, so Cabal Therapy is a stronger plan. Racing will give you another option, but I'm saying it really shouldn't be your main plan.
Maybe I don't play like Bryant Cook, but from my experience as a TES player, ETW gets sided out in this match up, so I'm not sure what's going on here. I'm sure most TES players know that ETW is bad here. I'm sure most would go for Ad Nauseam or Ill-gotten gains which just wins it out right, probably Past in Flames now, more than IGG. I think I'm rambling again. The point is TES players deal with Ichorid like they do with Zoo. To TES players, you are pretty much a fast aggro deck. Your only real advantage is Cabal Therapy which is probably the most scariest card to see you dredge.
Post-board Chancellor of the Annex will help here.
It is, but that is exactly what I'm implying. Sure, it doesn't win you the game, but it gets you close enough to kill them with a small FKZ. Yes I agree Dread Return does 'ice the game' but I really don't think it is the be-all-that-ends-all. A fat troll, flaming zombies, or giant angels don't really finish the game immediately in the power level of today's Legacy. I hardly feel safe Dread Returning while my opponent is at 20 life.
Beating them down a little always makes it much easier.
Nether Shadow can die multiple times. Narcomaeba can only die once. Nether Shadow is more conditional, but with Phantasmagorian and Street Wraith, it's hardly a challenge to bring him back.
With 4 Narcomoebas, you have a much higher chance of opening one in your hand than with 3 Narcomoebas making the 4th quite unnecessary and redundant.
I'm only really comparing them on a very basic level. The point is, both decks want to do the same thing. They both want to litter the board with their tribe and swing in for a massive hit. The comparison here is really that and not moot at all. I'm drawing a similarity here and it is the similarity in positioning the board.
I'm really not interested in going into what famous person I'm talking to. I'm just here to discuss the implications of not running a full set of Narcomoebas which I have always felt like a nuisance.
If it has worked for you in the past, that's fine. And I take it that this comment reflects how much experience you have, but I'm just curious how someone with some much experience can so easily deny the possibility of a flex slot in, for lack of better words, 'core part' of the deck.
In my experience with building decks, there is never anything that is a must and almost every card can be shifted. The stubbornness in accepting change is just puzzling.
Strictly speaking regarding this topic though, I find that the only real arguments here are Narcomoeba provides the necessary speed this deck needs to win a turn faster, but does 1x Narcomoeba really affect this speed? I'm not so sure...
That's not my only strategy, but it is the main one. I feel that Dread Return seals the deal, but it's not the strategy I b-line for. Simply put, the aggro plan is much more effective in that it is much harder to play against.
Throwing your whole hand out for a single Dread Return can be very dangerous. I prefer to have the field littered with zombies. Maybe this is my Goblin background speaking, I'm not too sure..
Yes, again, I don't deny that Narcomoeba is faster on the combo turn. I have looked at it. He plays Chancellors to slow down the storm combo player. Sorry I haven't seen your list.
I don't understand your fury here. I agree that "beat-down plan - with supplemental discard - is a [...] thrashing for storm."
In fact, that's the only plan I see Ichorid players doing in order to beat TES. Like I said before, you have to rely on Cabal Therapy. Chancellor really helps here I think, but by slowing them down, it really gives you another turn to get Nether Shadow and Ichorid into play. That way, you can easily Dread Return the Chancellor by that time.
I don't know, that just sounds like you hope they keep a crap hand while you dredge into all of your business. That's too optimistic for me.
Yeah, with the list 8 cantrip list, it seems to be pretty capable of winning turn 3 on the draw. The suggestion is merely a metaphor - mana/hybrid dredge after all is more combo oriented.
I think you are starting to take this a little personally. This really isn't a storm vs Ichorid discussion. I'm not saying that Ichorid is incapable of comboing off. All I'm saying is it is a known fact that Ichorid is generally slower than storm combo and that the focus here shouldn't be to combo out, but to disrupt. Given that your opponent has a crap hand, you can easily just go and kill them.
It has been unpleasant talking to you too. Thanks.
Thanks. I recognize that Narcomoebas has been a staple in Ichorid for many years, but the 4th really does seem redundant to me. Instead of dredging them in multiples, chances are you can easily open with 1 or 2 in your hand. Nether Shadows in your hand hurt much less than Narcomoebas as Nether Shadows in your hand can be pitched and generate tokens later while Narcomoebas cannot.
Nether Shadow comes back constantly.
Narcomoeba is faster, but keep in mind that I'm not cutting Narcomoeba from the deck, I'm still running 3 of them.
By the time you can actually kill with Dread Return (let's say you have a broken dredge and you are going to kill turn 3 on the draw), that already gives you sufficient amount of time to have 1-2 other zombies (Ichorid, Nether Shadow) on the board that you don't need to rely heavily on dredging 3 Narcomoebas.
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