On the name issue, the reason it is Goyf sligh is because it didn't make DTB as RGbeats, or any other name for that matter. Goyf made the deck good enough to make top 8's again, so that's why it's goyf slight. Deal with it.
Watcher: I can agree w/ the no magma jet, but no pop in this meta is just wrong. It wins games when you draw it. 43 land, landstill, and several other decks are auto-wins when you drop it.
I haven't tested Dryad/no dryad yet, but preliminary i would say that it is pretty fragile, but at the same time i don't think i would play lavamancer either.
lava spike? needle drop? really? I feel like magma jet is way better than both of those cards. magma jet helps prevent you from topdecking a dryad at a bad time or drawing your second fireblast that you may/may not be able to caste.
Also no grim lavamancer? grim is so good in this deck as you have plenty of burn to keep him fed. At the very least he ensures that you will always win any goyf fights.
keldon marauders seems like an interesting card and might be worth looking at.
here is my deck list right now
Lands
4x Taiga
3x Mountain
2x Stomping ground
4x Wasteland
4x Bloodstained Mire
4x Wooded Foothills
Creatures
4x Mogg Fanatic
4x Grim Lavamancer
4x Kird Ape
4x Tarmogoyf
4x Quirion dryad/ Tin Street Hooligan/ Wild Mongrel/ keldon marauders/Scab clan Mauler
Spells
4x Lightning bolt
4x Chain lightning
4x Seal of Fire
4x Magma Jet
3x Fireblast
Side Board
4x Krosan Grip
4x tormod's crypt
4x Pyrostatic Pillar
3x Engineered Explosives
I really like wasteland in this deck and i have found the slight disruption that it provides to be very valuable against combo as well as control decks. Turn 1 kird ape followed by another 1 cost guy and a wasteland gives you a huge amount of tempo. While this may be irrelevant, in the mirror wasteland seems good.
I'm testing out a couple of different creatures to replace dryad in this deck. Right now i favor wild mongrel as he's solid on his own and can help force through damage and speed up your clock. Also he can discard to surprise pump goyf which can be relevant on occasion.
Ok, what is everyone's problem with Lava Spike? Do you know how many times I drew a Lava Spike and wished it was something else? NEVER! Spike is three damage to the face, the fact that it can't damage creatures is irrelevant. Most of the Lightning Bolts I draw are just instant speed Spikes, rarely if ever do you point any of your burn spells at a creature. Goblin Lacky is the only creature I burned out all day, and that was in the top 8. So stop hateing on Lava Spike, its a fine burn spell and does exactly what it was designed to do, 3 to the face!!!
@ aisman132000
That list is ok but you really only need 18 land. Wasteland is really not needed and will really hurt your mana base. Running 21 land you will find youself drawing 4 and 5 land a game, when you really only need 2-3. Magma Jet is ok but is not needed, if you want aspell run incinerate because it does 3 damage. I really like the 18 creature/24 Burn/18 land build, give it a try, you will like it too.
KeldoM is a beast in Type 2. Never forget to have him do his "job" - and it's a big job. That job is to deal 5 damage. That being said and done, I'm not so sure how realiably he can accomplish that job in Legacy, which is such a creature hating format.
Without a splash I cannot see this deck winning consistently against combo. That is my A#1 qualm with this strategy. Alot has been said about the Black splash but why not white?
19 Lands
5 Mountain
4 Wooded Foothills
4 Windswept Heath
4 Taiga
1 Savannah
1 Plateau
18 Creatures
4 Grim Lavamancer
4 Tarmogoyf
4 Mogg Fanatic
4 Quiron Dryad
2 Kird Ape
Spells: 23
3 Fireblast
4 Lightning Bolt
4 Chain Lightning
3 Seal of Fire
3 Lava Dart
3 Magma Jet
3 Reckless Charge
SB:
4 Orim's Chant
4 Pyrostatic Pillar
4 Krosan Grip
3 Ancient Grudge (Why has no one included this amazing card? It rapes chalice agro which this deck loses hard core to.)
With the Black Splash I could actually see including Thoughtseize main deck, to both address combo and CB/Top.
I still think Price of Progress is greater than Thoughtseize and Dark Confidant... Not to mention that 3 color opens you up to the Thresh builds running Wasteland + Stifle. The deck has pretty solid threat density to begin with so while drawing two cards a turn is busted as hell, it's not like the deck is in a horrible spot in top deck mode cause most of it's non-land is burn.
A white splash isn't good in this deck because it has to be reactive. You don't want to sit on the white mana when you could be burning people. With discard you throw it out there whenever and then continue your strategy. White makes you play reactively which this deck does not want to do.
Is this a problem? If he chumps a 'Goyf and prevents a few weenies from joining in for a turn, he pulls his weight in the damage race.
1r: draw out a Bolt, deal 2 damage to target player is also not exactly horrible.
I consider him to be the best thing I don't actually run at the moment.
While I agree Keldon Marauders is a good man, I don't think he belongs in this deck. I watched Watcher487 pilot his Goyf Sligh deck and he runs KM's, they were nice if he drew them on turn 2 but after that they just ok. I think this is the same reason this deck doesn't run Spark Elemental.
I've been testing and wondered if anyone else thinks that 4 grim lavamancers is too much? (I see a couple of lists running 3 instead).
Also, Has anyone ran into major problems with counterbalance lately? I say this because there are more and more thresh decks and other decks that have it in the mainboard, and if not, it almost always is in the sideboard. This card OWNS our deck.
Magma Jet has been pretty hot for me in testing. How about everyone else? Also, 1-2 Final Fortune has been pretty righteous.
I think Krosan Grip is pretty much our best/only answer to Counterbalance. The only alternative would be to play more expensive spells (which is obviously a bad call) or maybe also play EE in the sb which i and i believe volt advocate.
As far as lavamancer is concerned he is an automatic 4 of in my book. Honestly i can't understand why you would only play three. On his own he's a great threat that if let unchecked is good for 4-6 per game, clears blockers, and ensures you win every goyf fight. the downside is he's fragile which is why you should play 4 because the first one is usually answered.
A card that i'm testing out and others have mentioned before is lava dart. In my testing 4 lava dart and 3 fireblast has not put too much strain on the mana base with 18 lands and i have never failed to flashback lava dart or cast fireblast when i wanted to. Lava dart is obviously amazing with dryad but also one lava dart pretty much means that you'll win all of the goyf fights for the game. It seems good to me.
I have cut Lavamancer to 3 in my build. I am tiard of drawing 2 or 3 of them and sitting on 2 or 3 1/1 for. I played through counterbalance on 3 diff. occasions, its tough but still winable. You really need to time your spells right, bait them to tap out then Drop a Goyf or a Big Price of Progress ftw. One match I was down to my last turn and my opponent had CB out, he was forced to tap out on his turn with a mystery card on top of his libary. I am holding 2 x Price of progress and he was at 12 w/ 3 non-basics out. I Price of Progressed him out when he fliped a land w/ the Counterbalance. I run 2 x Grip and 2 x Seal of Primordium in the board. iam thinking of running Hullbreach but don'y know yet.
There are currently 1 users browsing this thread. (0 members and 1 guests)