I wanted to play them maindeck, too, but I realised that against Combo, Control and decks with a low-creature-count they're terrible. Especially since decks with a low threat density tend to pack huge creatures, which Kavu can't even scratch. BTW, I wouldn't run more than 2-3. That's for the reasons I listed. I play FTK in the sideboard, just in case I need it (i.e. Merfolk/Zoo/Gobz/Bant). Just swap some cards in g2/g3 if you face those decks in a tournament. Be then sure to have Kavu, but only when it really shines. In a world of5/6, there is no room for maindecked Kavu. At least it deserves some spots in the sb, against some particular matchups, that's my idea.
0.05.14 [Digital Devil] <Digital Devil> Ach! Hans, run! It's the Tarmogoyf!
0.05.17 [Hans (GER)] <Hans (GER)> ...
0.05.20 [<System>] <System> Player Lost
Cool card, and it even fits the curve. Has the same problems as Firespout, though. IMHO Pyrokinesis is the best option, as it is one-sided, but unfortunately 4 dmg is not enough to sweep just like 'Clasm/'Spout can do. The problem is that those "X damage to everything" are symmetric. If only they printed a card like this:
Now that would be a badass card.Uberclasm ----
Sorcery
Uberclasm deals 3 damage to each creature your opponent controls, and 2 damage to each creature you control.
Scorch your hand, burn the land, if you fail be sure to mend. ---- Lodge of the Burning Cinder Fury of Crimson Chaos Fire's motto
0.05.14 [Digital Devil] <Digital Devil> Ach! Hans, run! It's the Tarmogoyf!
0.05.17 [Hans (GER)] <Hans (GER)> ...
0.05.20 [<System>] <System> Player Lost
I recognize that card and am shocked i forgot it existed. frankly though it would work best for us against most match ups requiring a nice big board wipe. plus its fire coming from a dragons mouth its almost perfect for the deck. it might kill a creature or two of ours but with something like goblin assault we will be back in the game in no time. (though many dragon stompy players do dislike this card in the main.) maybe its best for our sword of fire and ice users?
"its no longer dragon stompy!" said shanghi knights
"wtf are you talking about?" thought the random source reader
"simple, its now Darigaaz stompy!" answer shanghi knights
Hi everyone!
I want to point out in advance that I'm only an occasional player of DS (playing landstill currently), so this is just a question more than a suggestion. I looked at chandra ablaze spoiled and I thought:
-6 mana: not so hard to cast for a deck like DS;
-planeswalker: if she pass an eventual counter, it has at least one turn to do something exaggerate; also, a good topdeck for a deck like DS, which empties his hand soon;
-first ability: discard a card to help dragons/riders with hellbent. 4 damage to creat/opponent. Well, 4 dmg is a lot given the dragons. All in all, arc-slogger to do 4 dmg costs 5+2+20 cards, this costs 6 mana+discard a card (which is synergystic with hellbent), so 1 mana and 20 cards saved for the same amount of dmg.
-second ability: the best case scenario against combo is, on the play, tomb/city + mox(imprint)+song+SSG+chandra = I gain 3 card plus a broken planesalker, and I have totally wrecked the starting hand of my opponent. I dare say its gg. Ofc, this is fantasy magic (still can happen to the chosen ones), but its -2 ability is good both vs combo than vs control, and is however a good topdeck due the tendency of DS to run out of cards very soon. We draw another copy of chandra? No worries, we can always use its +1 to get rid of it and also punch 4 dmgs to our opponent's head.
-3rd ability: scarcely relevant or no relevant at all, unless we play banefire and want to cast some seething song from our grave.
This was just a brainstorming, I don't know if the card is really viable in the deck, but there may be some points of discussion, I think.
Originally Posted by mossivo1986
Originally Posted by rockout
I'm just hoping to see a 4R or 3R or 2R Planeswalker, any Planeswalker would do. 4RR seems too high, even for this deck. Or hell, a really powerful 3R or 4R costing powerful Dragon would be nice. But I guess Wizards is too busy printing Goblin Lackey 5-8.
Maybe it's true. the casting cost it's however high, though it's second ability is nuts vs control (but, hey, there's also red akroma). Vs combo, maybe chalices/blood moon/trinispheres eventually should be enough, chandra may be overkill. It's a pity, however!
Originally Posted by mossivo1986
Originally Posted by rockout
About Chandra Suresh, emh... Chandra Ablaze:
Six mana is huge even for Dragon Stompy. That's whyAkroma doesn't see much play. Six mana is even heavier than Arc-Slogger. I've dropped 2 of them because of the heavy requirement, but, huh, maybe there's someone who always get mana flooded.
I do agree with the part in which you talk about how fast does this deck empty its hand. I personally disagree with the "it's a good topdeck" part. I'm un unlucky player, and I've always been topdecking Pyrokinesis. We all know about how bad of a topdeck it is. Chandra is not a superstar. She is still a bad topdeck.
From the "[ZEN] Rumor Mill" thread:
Just to add some more ingredients to our recipe for disaster, 6 mana is more difficult to achieve, in terms of investment and resources than theyou need in order to win. You need a
mana land, SSG, Mox + Imprint (or double SSG), Song, and finally Chandra. That's 5-6 cards total (minimum) to have a combo player scoop. Instead, with a
mana land, SSG, Magus of the Victory and a Chalice, you have a 4 cards total (minimum) combination which has the same exact effect, in poor words, you win. BTW, Chandra doesn't even deserve the thought of making room for her. Kinda harsh, but, that's my humble opinion.
0.05.14 [Digital Devil] <Digital Devil> Ach! Hans, run! It's the Tarmogoyf!
0.05.17 [Hans (GER)] <Hans (GER)> ...
0.05.20 [<System>] <System> Player Lost
Running Chandra Ablaze in Dragon Stompy makes kittens cry.
And they don't even have tear ducts.
Pretty much like my second waves of though about the same argument, after the first almost positive impression. It's still a pity not being able to find a sense for new cards (but I'm not a johnny, so nevermind!).
Originally Posted by mossivo1986
Originally Posted by rockout
OK, since Dragon Stompy is always on the lookout for beaters, I'll throw my hat in the ring and summon a creature that has gotten better with the M10 rules and hopefully was not mentioned before:
Scoria Cat
Creature - Cat 3/3, 3RR
Scoria Cat gets +3/+3 as long as you control no untapped lands.
Like a volcano, it too can erupt without warning.
Illus. Andrew Goldhawk
Pros:
- It should be a 6/6 for five Mana
- ...
Cons:
- You'll have to tap out before Combat (well, DS does not run many Instants pre-board)
- has the same "Bolt-Window"-issue as Gathan Raiders (but at least you can tap out in response save it, but you can't cast anything in your main phase)
- awful interaction with Ancient tomb...
So while it is somewhat more burn-resistent than the other beaters and it looks good in a fight against 'goyf, I don't know if it is worthwhile...
You already said that: the cons are more than the pros. Gathan Raiders is a stronger card because it contributes with both the consistency and the power of the deck. This is just a vanilla beater. It's +1/+1 if compared to hellbent Raiders, bit Raiders cost. 5/5 for
is better than 6/6 for
. Also, it competes with Arc-Slogger, which is always un-boltable and can take down Goyfs on its own. And gives to this deck reach. To be a good candidate, an ideal substitute must have a cc=
. Both the 4cc and the 5cc slots are almost untouchable. So, IMHO, this creature can't find room in this deck.
0.05.14 [Digital Devil] <Digital Devil> Ach! Hans, run! It's the Tarmogoyf!
0.05.17 [Hans (GER)] <Hans (GER)> ...
0.05.20 [<System>] <System> Player Lost
what do you mean about uncounterable? (the cycling ability? (which i know is uncounterable by conventional means))
I don't see 1 damage to all creatures being enough in either of those match ups. maybe it cleans out a seige gangs friends but in such a case i'd rather just pyrokinesis. i like slice and dice for knocking out 1/1s of say landstill but i haven't tried it yet. but personally the 6 mana cost is kinda two high i would think for the main effect.
So what do the enemy fetchlands bring to the table for this deck? Keep playing tons of moon effects? Just play less moon effects? Stop playing the deck? I'm just curious what everyone thinks about this. I'd be saddened if the new fetchlands killed one of my favorite decks.
If you're on the play you have no real issue, because the new fetchlands are still Mountains. If you're on the draw you still have no problem, because your opponent doesn't know what deck is playing against, then will fetch for a nonbasic to avoid his opponent's Stifle (and because he needs mana-flexibility), and here comes the Blood Moon. G2 is more difficult, as your opponent will start fetching for basic lands. Ok, we'll probably lose g2. G3, we play first, land a T1 Blood Moon, then win. Always been like that with Windswept Heaths. Now there's Misty Rainforest, and things won't change much.
0.05.14 [Digital Devil] <Digital Devil> Ach! Hans, run! It's the Tarmogoyf!
0.05.17 [Hans (GER)] <Hans (GER)> ...
0.05.20 [<System>] <System> Player Lost
That's been my opinion all the new fetch lands do is help decks with odd manabases like 4C Thresh and Team America (okay maybe bad examples) find their non-basic 1 offs.
I don't think people will put in more basics I think it's going to go the other way with decks that were not viable before due to mana requirements may see play more which means the moons will be as good as ever.
so basically a few match ups we will be more dependent on winning the dai roll perhaps?
in the senario of them taking a opening hand with only fetch.
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