Cmc 2 colorless flex slot is a meta and preference call which divides opinions. I haven't tried Spellskite yet but it does sound interesting due to its versatility. Bad with Jitte though and I don't really like running cmc3 Swords in my list.
Other options for cmc2 colorless:
MD Phyrexian Revoker
Smuggler's Copter
Walking Ballista
Of all of those revoker will pull the most weight. Spellskite is a no no in this deck. We need permanents or spells that can win on their own or turn a game state around. If you follow that guideline you'll be making the right choices. Imho 2drops don't belong in this deck as a chalice on 2 is a great play against most decks, And is something I try to do.
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I totally disagree, I've been running 2 walking Ballista main for months and they bring so much to the deck:
1. They have flexible cmc so get around chalices
2. They can grow or shrink
3. They can act as a board wipe (especially against X/1s)
4. Are colourless so get around mom/sword of X & Y)
5. Can be used to burn the opponent.
6. Really good when blocking (especially lifelinkers).
If people want I can post my list (it hasn't changed for a couple months).
I don't necessarily agree.
Example scenario: against BUG a Blood Moon can instantly win us the game. Except if they float the mana to Abrupt Decay in response to cast it targeting the Moon. In this scenario, "slow-rolling" the Moon by playing the Spellskite first followed up by the Moon might just do the trick.
Similarly, vs D&T having Spellskite to protect our Ensnaring Bridge from getting "blinked" by Flickerwisp to prevent them from alpha striking can be HUGE. This leaves them with 1-2 Council's Judgment + SB artifact removal, whereas we can run 4 Bridges ftw.
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Last edited by Wichtelman; 06-22-2017 at 10:01 AM.
Is Masticore at all playable in an Ensnaring Bridge build? I figure if Ballista is playable then why not.
True, but assuming you want to play Ballista for 6 you can play it for 4 and then either have mana up to regen or start shooting things. Ballista costs 4 per point of damage while Masticore costs 2. Of course, there is the discard drawback, but with bridge that's not such a bad thing.
Channelfireball gave us some lime light today, Mengucci decided to go with the Japanese Hazoret build geared only to combat delver, dnt and fast combo
Not for the gobbos build. I realize it's applications for a generic build but it has little synergy with the moggcatcher package.
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I agree.
The gobbos build already has an excellent mana sink in Moggcatcher, so they don't need Ballista as a mana sink win con. They can just find a Rabblemaster or 2 and go for the beatdown path, or if hiding behind a Bridge get a Siege-Gang Commander and start flinging the Rabblemaster tokens into face. Ballista is the generic equivalent to this package (+ Goblin Sharpshooter as well), all in one card, which is kind of impressive.
At the same time, the cmc2 flex slots in goblin build are already filled up with cmc2 goblin silver bullets which Moggcatcher can tutor up. There is literally no room for Ballista in the cmc2 slot.
The goblin build I've been running online is very trimmed down to what I view as the essentials. Settler, kiki, siege gang, and rabblemaster.
Fiery Confluence is far too good not to run so I don't need tuktuk, it's nice having a redcap but it's very low impact if drawn and siege gang can do the same thing, just slower. I keep stingscourger in the side for reanimator and show and tell, too low impact game one against anything else.
That's lean man, I run 20 lands and that package plus the scourger and redcap main.
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I'm on 19 lands, although 20 may be correct. Most of the other bullets though have simply been outclassed by higher impact non-goblin cards that we can run 4 of. I still love the card advantage of moggcatcher though, and settler killing their 1 basic has sealed so many games for me. I tried the full package for a while but found many pieces simply unnecessary or redundant.
I still run cavern. Yolo
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