Heres the thing a straight counterbalance you can get through, but if they team that up with a Top that = gfg. A good player will never tap out and just sit on mana till he has enough to drop a threat with mana left for the top. This is a becoming a real problem as more thresh builds are running the combo main instead of in the board so game one you won't have grip to save your ass.
So I am looking at my build for This weekend and need to find a replacement for Dryad. I think I am going to go with Nimble Mongoose, I think he will be an inprovment over Dryad. I play 8 fetch's and sould have no problem hitting threshhold. The only thing I worrie about is the interaction of Goose and Lavamancer, so Iguess my question is do I go with Goose and Kird Ape or Lavamancer and Kird Ape? Is there another Creature I can use insted of Ape, I really want to run Lavamancer so if I can avoid cutting him, that would be great.
You could run Slith Firewalker. He has the potential to get huge and burn to clear the way for him. Geese are great in the sense that they cant be targeted, but they take time to get big, and when they do, they are only a 3/3 which isn't too hard to take out. Like people are going to say, the object of this deck is to win as fast as possible, and Geese don't do a good job of this. Also many people advocate Lavamancers as a VERY important part of the deck and Geese with Mancers=Really crappy...Firewalkers are what used to be ran along with dryad before goyf was printed. Personally I think Dryad (with lava darts) is the way to go. Firewalkers are pretty badass too though. It would be interesting to see how they do in place of dryad.
go with lavamancer and kird ape. in this deck nimble mongoose won't hit threshold till turn 4 at the earliest. Also it obviously has terrible synergy with grim lavamancer. kird ape lets you apply early pressure and he's a solid beater. Honestly i can't believe that some people don't play him.
What about Rogue Elephant. Obviously not an excellent turn one play, but since you aren't running 8 sacrifice mountain effects, and the deck runs on 1-2 lands, i think you can spare the forest(taiga).
I know you aren't, I was sorta trying to hint that the reason why you may have been so unimpressed by Dryad was the fact that you aren't running lava dart. you should test Lava Dart with dryad before you make the cut. It's a flexible burn spell which just happens to add like tons of synergy and makes her like 10x better.
Anyhow let us know how Firewalker works out if you don't test lava dart w/dryad. ohh yea and I say lavamancer with kird ape.
On another note, has anyone considered Fork in the sb or main?
Last edited by lukatron2; 11-08-2007 at 05:52 PM.
fork is an interesting card but what match up would you need fork for? i don't think its really worth a spot in my opinion.
Oh yeah i second the lava dart with dryad.
- you could use wild mongrels (pumps & dodges protection creatures) or blood knights (1st strike & stp proof) =]Originally Posted by Sacearuse
- also, blood knight plus burn can sometimes bring down a big creature =]
Last edited by Jander78; 11-08-2007 at 12:26 PM. Reason: Added quote tags.
Some things I was considering when thinking about fork were:
Pros:
Its versatile: It copies fireblast/PoP or other burn spells for only RR
It can act as a counterspell against control or aggro/control
Cons:
Its dead by itself
it costs RR
I'm not sure if it should be included or not but I just wanted to bring it up for testing and to see what you guys think cause it seems really good and is very versatile/ has a relatively cheap cost.
On another note, I think blood knight or slith firewalker are the two best after dryad
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I think that Blood Knight is pretty good here because he's able to take down Goyf when combined with Instant speed burn.
Slith Firewalker has a higher potential damage output, but he also has to have a cleared path which is not always a given, especially when played on T2.
I played a full set of tin streets in my R/G beats one tournament and I was really impressed on how many occasions it swung the game in my favor...It solves a lot of big problems this deck can have (challice, jitte) and can give you a fighting chance against stax in some cases.
When I played Firewalker, I noticed two things
1. If the board isn't clear on Turn 2 for it to hit, that means the deck that you're playing against is a good match-up for you.
2. In games where it hits on Turn 2, Firewalker is a godsend.
Back when my Dryad Sligh had a "growth" theme to it with both Dryad and Firewalker, it was great at applying tons of pressure. I think if you're replacing Dryads, you'll want to check Slith out first.
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Is it safe to say that everyone agrees that this deck should play 20 creatures? it seems as though that 16 of those are pretty set in stone being mogg fanatic, grim lavamancer, tarmogoyf and kird ape (but i could be wrong). If so it might be useful to list out possible creatures for the last 4 slots.
Quirion Dryad
Pros: if left unchecked will become a huge threat
Cons: its still a 1/1 for two and an awful top deck
Wild mongrel
Pros: 2/2 with a great ability. Useful for through damage and can pitch dead fireblasts and extra land for more damage.
Cons: Obviously he's not great when you have a grip full of gas
Scab-Clan Mauler
Pros: the only watchwolf that r/g can play. He's really not that hard to set up especially if you're playing seal of fire.
Cons: like dryad he's a potential 1/1 for two top deck
Tin Street Hooligan
Pros: a decent beater and he can break vials, jittes and all kinds of good stuff
Cons: When i play with this guy i never know if i should play him to add pressure to the board or save him so he can break something
Blood Knight
Pros: Pro white, first strike. fights white splash threshold decks pretty well, if you get two of these guys in play they pretty much can't attack profitably.
Cons: he'll never do anything else than beat down. In matchups where his pro white doesn't matter he's really mediocre,
Slith Firewalker
Pros: Your burn can keep the way clear for him and he'll continue to get bigger and bigger.
Cons: he's still a pretty bad top deck. also this format can handle a 1/1 for 1 so i'm not so sure 1/1 for two is that good.
Keldon Marauders
Pros: 3/3 for two, this guy is pretty much a burn spell.
Cons: Just not sure this guy is good enough for legacy. two mana for five damage seems awesome but he has to get there first.
these are all the creatures that i could realisticly see playing. I guess you could play dark confidant but personally i'm not a fan of it. i don't think you want to stretch the mana base and i'm not sure if its worth it. any thoughts?
Couldn't we up the count on fetches?? Wooded and Heath + a good amount of Mountains and a little less Forests??
Something like:
4 Wooded
4 Heath
4 Taiga
4 Mountain
3 Forest
And then drop in 4 Magus of the Moon?? It seems like a REALLY strong beater. And it's a MUST remove spell vs. alot of decks.
Furthermore I think PoP is mandatory. It's the best "dome-damage" spell in Legacy!
Just a thought..
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On your example for Mongrel, why not just play the lands and Fireblasts instead of discarding to Mongrel? The whole purpose of the deck is to have not-dead cards all the time (hence why I find Lava Spikes iffy), so including Mongrel is kind of taking the deck to a wrong direction.
As for Firewalker, I can't count the times when I have my opponent at 1 when he clears my board with me having exhausted all the cards in hand... And then topdecking Slith to get that last point FTW... So it's not a bad topdeck at all. It grabs the game for you early if left unchecked (which would certainly be since they're aiming for your Goyfs most of the time) and can grab the win for you late game after both players exhausted their hands. And besides, the format isn't even afraid of a 2/3 for 1 anymore, so your "con" of it being a 1/1 that the format can handle is pretty moot.
It's a REALLY strong disruption piece, not a beater. If the deck didn't require such a low land-count itself, it would at least deserve testing. I think it's better in R/G mid-range aggro (e.g. Zilla Stompy) and in Red Chalice Aggro (e.g. Dragon Stompy) than in lightning quick Sligh.Originally Posted by Seregrauko
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I don't understand why slith firewalker is better than Quirion Dryad. Of course it has haste and you can deal one entra damage FTW, but besides that, Quirion will grow more easily, of course you can clear the way so Firewalker can hit and THEN grow, but I feel it's better to send damage to the opponent, feed the dryad and THEN attack.As for Firewalker, I can't count the times when I have my opponent at 1 when he clears my board with me having exhausted all the cards in hand... And then topdecking Slith to get that last point FTW... So it's not a bad topdeck at all. It grabs the game for you early if left unchecked (which would certainly be since they're aiming for your Goyfs most of the time) and can grab the win for you late game after both players exhausted their hands. And besides, the format isn't even afraid of a 2/3 for 1 anymore, so your "con" of it being a 1/1 that the format can handle is pretty moot.
I feel that Keldon Marauders will be a simillar topdeck, dealing that damage, and probable dealing 3 next turn, and then one more...
Just some thoughts, I'm not an expert...
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