@Linkin Pac: I really don't see how choosing between Scroll and Jitte is even a question at all. That's why we run 2 ofs of each. They are just that good, but not good in multiples. I'm always happy to see Scroll, bc it tells me if the game drags on too long, they probably still lose. (Unless the find an answer of course)
And Jitte is just always awesome, bc even if you cast it with no creatures, it makes your next creature a freaking beast. It really scares your opponent.
And i totally agree on Isamaru, i don't see why people don't like him, they act like the legendary rule is relevant ever. He is just good.
Dead or Alive, you're coming with me.
-Robocop-
New SB card for BB, combo etc or too slow at 3 cc?
whats the consensus on this guy?
I know it has way to high of a CC but damn it might as well just say "Draw 5 Cards". Talk about getting more threats. Too bad it doesn't have a place in this deck.
Playing Orims Chant main deck sounds interesting. If not to stop combo its to stall your opponents while you smash face. But what to cut?
Card One - A decent sideboard option. IMHO, Pyroclasm is usually better, unless you're facing Fairies (that's the only swarm deck I could think of with counterspells).
Card Two - Seems to be pretty much strictly inferior to Figure of Destiny, which most people don't think is good enough anywyas.
Card Three - You want to draw cards to help you find threats bc your opponent already killed/made you discard all of your early ones. If you have a 5/4 on the board already, you're already winning, this is the definition of win more.
The only one of the three I would consider is the first. Pyroclasm is good, but uncounterable pyroclasm...mmmmm.
Its situational at best though.
The other two...not even close to good enough. Maybe, maybe in some kind of type 2 variant, or block constructed, but not legacy imo.
Who would counter a Pyroclasm though?
The Source: Your Source for "The Source: Your Source for..." cliche.
Well..yea. Thats a valid point.
So.
I got nothin.
Like I said, Fairies!!!!
Volcanic Fallout absolutely dominates in the much revered all Fairies metagame.
Speaking of bad cards :
is it any good ?
We'll surely have both R and W permanent on turn 4, leading to a 5/3 hasted LL beast.
What about playing 2 of this instead of thoctar or is extra toughness of thoctar more relevant ?
OK, I missed you post sorry. I'll give it a try but indded the 3-ass is maybe the main drawback.
Thanks for you insight
No problem, it was the last line of a pretty lengthy post so I dont blame ya :p
And lemme know how he works, Im curious.
Also, with all the removal out there, there is no guarentee that you will control a white and red permanent on turn 4.
The point is to play threats that are good by themselves. Because you can't count on keeping other threats in play already. If you do keep other threats in play, you're already winning usually.
But mainly it's the 4cc, the lack of trample or first strike, and the ass of 3 that make him really bad.
I would rather play Iwamori of Open Fist than him.
Atleast Trample and and an ass of 5 are good useful abilities. And there are no preconditions for him to get them.
So, after picking up several cards to play Rgw Goyf Sligh I read this primer. I'm currently testing this and it seems, at least in my testing, more successfull than Goyf Sligh was.
Anyways, here is my list for an unprepared Metagame:
4 Wooded Foothills
4 Windswept Heath
1 Mountain
1 Forest
1 Plains
3 Savannah
3 Taiga
3 Plateau
1 Horizon Canopy
4 Wild Nacatl
4 Kird Ape
2 Isamaru, Hound of Konda
4 Tarmogoyf
4 Watchwolf
3 Woolly Thoctar
4 Lightning Bolt
4 Chain Lightning
4 Lightning Helix
4 Path to Exile
2 Rancor
4 Ethersworn Canonist
4 Vexing Shusher
4 Ancient Grudge
3 Pithing Needle
The Paths and the Rancors were amazing in testing! Attacking Turn 2 with an enchanted Onedrop is pretty strong (5/3 Trample Nacatl anyone?), But it's also a nice Topdeck to break Goyfstalls (my 6/5 Trample Goyf against your 4/5) or to make two threats dangerous.
Path is also really solid, at least in this deck. You don't use it in the early turns, for critters played in the Earlygame you have your Burn (Dreadnought is an exception, obviously). Path is played in the EoT of Opponent at best, so that he has the advantage only if he survives the next turn (against many decks EoT path your critter is gg in the midgame).
Feel free to test it, but don't use it in the early game unless you are forced to do so (Reanimate.dec or Nought).
The Sideboard is somehow not that good imo. I'm tinkering with removing Canonists to completely ignore the Combo MU. But on the other hand - what should I play in that slot then?
Thanks.
Your list looks awesome. Nice build.
As for the replacement for Canonist, I would try Gadook Teeg. It's buys time against combo and against decks that play stuff like Wrath or Disk etc.
I would also play Choke in Ancient Grudge's slot. It screws over a lot more decks.
Thanks![]()
Yeah, I thought about him. He stops every spell combo can use to go off fast (IGG, Returns, Ad Nauseam) and obviously their kill, but he is also good against UWx Landstill for example, where he stops EE, Wrath, Humility, Force and FoF if they're running it. He also stops hardcast DecreeWell and all these new Planeswalkers like Elspeth, which is played here in Germany quite often and Ajani from the board. Looks like a solid card.
But against Landstill I want to board in Needles, too.
I think I'd board out 4 Paths and 2 Rancors against Landstill to get 4 Teeg and 2 Needles from the board. The Peedles are important to handle EE (EE and Ruins ruin our day if he reaches 3-4 Mana), Manlands and Planeswalkers that are played before you get Teeg online.
I thought about that but dismissed it because in my opinion it was an too expensive card for such an aggressive deck. Choke comes down turn 3 (more likely turn 4 to avoid Daze) but to that time you could have burned your opponent to death. Dunno if Choke is worth it, but I'll test it out.
The problem I run into when i side in Gadook Teeg for wrath etc you can bet your ass they are playing Swords or Exiles too.
Yeah, obviously, but Teeg forces them to handle it with their Swords and due our speed this stalling can be enough already (at least enough time to refill our hand). In addition to that a sworded Teeg is a sword less that targets a Goyf or a Thoctar.
Why not a 2/2 split with Grunt? It can help vs opposing Goyfs (when you don't have your own) and against grave based decks (Loam, Ichorid, EE recursion, Manland/Wasteland recursion with Crucible, Survival, Mongoose). It's also 1 power more, even if it survives just a couple of turns.
Currently Playing: Nourishing Lich.DeckOriginally Posted by Tacosnape, TrialByFire, Silverdragon mix
Current Record: 1-83-2
With Grunt you can't be aggro. If you play it Turn 2 he won't survive long enough to push damage through opponents defenses. He is a good lategame card, a gamestate Zoo is not willing to reach. Grunt could be a decent sideboard option against decks that fill the yard fast (Loam, Dredge). The only question is - do you need SB material against those decks?
I'm trying a build that sacrifices some of the power for more utility.
4 Wild Nactal
4 Kird Ape/ Skyshroud Elite
3 Mogg Fanatic
4 Gaddock Teeg
4 Tarmogoyf
3 Tin-Street Hooligan
3 Ethersworn Cannonist
4 Lightning Bolt
4 Lightning Helix
4 Pyroblast
3 Of some other good burn spell, probably Chain Lightning
4 Wasteland
3 RG Fetchland
3 WG Fetchland
3 RG Dual
2 WG Dual
2 RW Dual
1 Mountain
1 Forest
1 Plains
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