In my local store (and in SCG tournaments), combo has been weaker than it's ever been, which is why I was asking. It's been a long time since Mystical Tutor and Survival of the Fittest weren't tearing up the format, so I thought Lands might be able to fill that niche. Maybe that was a bad assumption for me to make.
I hope so!!! In my meta (argentine) combo is still prevalent! Vengevival wasn't for me a brake for playing this deck. After all i'm thinking in playing again this deck becasuse with the exception of combo, it has good pairing against almost everything!
Is the correct number of Creeping Tar Pit just 1? I currently run 3 Factories, and even though most people hate them, I don't mind them. I am still pretty new to this deck, so I don't know what lands I should be playing but don't and such. So if I do end up going to 1 Tar Pit, what could I do with those 2 slots? Thanks in advanced
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Playing this deck: you're doing it wrong if you got non-green duals.
Seriously people, you really have to maximize your chance of having non-cipt green mana on your first turn. For reference, this is my current list:
4x Intuition
4x Life from the Loam
4x Exploration
4x Manabond
4x Mox Diamond
1x Zuran Orb
1x Engineered Explosives
1x Mindslaver / Smokestack (I don't think Mindslaver is that important but I'm giving it a try for now)
4x Tropical Island
4x Misty Rainforest
1x Savannah
1x Forest
4x Wasteland
4x Rishadan port
4x Maze of Ith
1x The Tabernacle at Pendrell Vale
1x Ghost Quarter
4x Tranquil Thicket
3x Tolaria West
1x Glacial Chasm
1x Riftstone Portal
1x Cephalid Coliseum
1x Academy Ruins
1x Karakas
1x Celestial Colonade
SB:
4x Chalice of the Void
3x Null Rod
4x Krosan Grip (you can easily go down to 3. I usually use that slot to test fancy new artifacts)
1x Crucible of Worlds
1x Tormod's Crypt
1x Smokestack
1x Pithing Needle
What might strike you most in the md are 4 Tranquil Thicket. I think it's the right call as you really don't wanna be Tolaria-Westing for one but still need it in order to continiously use Loam It also helps at least a bit with mana fixing early on. Despite that, it's easily cycled away and I can't think of any other lands I'd want maindeck excecpt for Bojuka Bog maybe.
The seven cardinal sins of Legacy:
1. Discuss the unbanning ofLand TaxEarthcraft.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).
did you guys not see his mindslaver ? That's a second win con...
Level 2 Judge
Owner, Tales of Adventure Comics and Games, Coopersburg, PA
He has Mindslaver/smokestack as alternate wins . While the smokestack doesn't technically win the game you can clear their board, then set it to one and just use Academy Ruins to recur EE or Zuran Orb until they deck, very few decks can break through at that point. Mindslaver Lock will get them also, eventually. The problem I found was that if I lost game 1 it was difficult to finish 2 more some times, especially if my opponent was playing to a draw and made me play out my killing them.
Instead of either of those I have been playing Chimeric Mass, and I love it. Generally drop it as a 10/10 and close the game pretty quickly. He is immune to Jace, Tabernacle and is pretty easy to protect from swords/path/etc. It can be recurred with Academy ruins, obviously. Against goblins you can drop it as a 1/1 to kill lacky, against dredge you can drop it for 0 as a answer to Bridges. Its pretty easy to make it bigger than Goyfs (or what ever their biggest man is) which can then effectively become an Abyss or Moat.
More generally I feel this deck is well positioned yet again. Less combo, less GY hate, more creature decks all seem good for us.
You should never ever let your Colonade be STP'ed. Even when your opponent just got a Fetchland, you just port/waste it first. Colonade is just there to actually win the game when you've won the game. If your Colonade gets hit with removal, you've made an avoidable mistake. I also looked into Chimeric Masss but I don't feel urged to run any any more win conditions.
The seven cardinal sins of Legacy:
1. Discuss the unbanning ofLand TaxEarthcraft.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).
Yup. Obviously you can do it, but why? How is it better than other win conditions that have similar costs but have additional value (Factory, Colonnade), are Tolaria Westable (lands, Chimeric Mass), or win with out having to fight against the other cards you are playing (Lands, Chimeric Mass, Smokestack, Mindslaver)? Like I said its certainly not bad, just not the best.
I basically run it instead of Mindslaver/Smokestack. Most of my not wins (losses/draws) have been caused by an opponent that wouldn't scoop to the lock. With infinite time the Smokestack/slaver are probably best though.
How long does it take you to play out Slaver Lock? If it takes more than 3 minutes, you're doing something very, very, very wrong.
I 3-1ed another MTGO Daily, here http://www.wizards.com/Magic/Digital.../tourn/2022645 . My paper list basically subs out Factories for Ports, and changes some of the sb. (Burn is far more common online than in paper.
Level 2 Judge
Owner, Tales of Adventure Comics and Games, Coopersburg, PA
Hey Hey! :-) Also 3-1ed today's Daily (running TES)! :-)
As mchainmail mentioned, if you can't close the game only some minutes after the Slaver lock hits you have to keep working on your mechanics (to borrow a Starcraft 2 related term).
The seven cardinal sins of Legacy:
1. Discuss the unbanning ofLand TaxEarthcraft.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).
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