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How come no one here is ever playing Tarmogoyf?
Seriously, I have played Mav at three tourneys and I always encounter at least several times per tourney the situation in which you have three mana to spend, a Green Sun's Zenith on hand, and would like to fetch up a nice big beater. Ooze often just doesn´t do (no guys in the grave, Grizzly Bear is sort of boring), so Goyf is the man you want.
I know the argument that Mav itself only gets land, some instants and creatures in the grave, so it doesn't support Goyf very well, but the opponent always helps. Everyone plays instants, most play quite a few sorceries, and you need space for only one Goyf anyway.
Second point I would like to make:
Four Swords to Powshares effects is not enough. You don't want to lose against a flipped Delver, and you never want to be able to lose against Merfolk. We need more removal than just 4 StP. That's why I advocate Punishing Fire OR additional Path to Exiles both main and side. In the GW version I play 5-6 exile effects main and 1-2 side, and I just love them. It takes up a lot of space, but it's definitely worth it.
Jesus christ....
85 pages in his thread and we are still asking about tarmogoyf?
I hate to do this, but i'll explain how this deck works again... maybe you get something out of this.
I'll start by why this thread is inconrrectly named Gw maverick.
Gw maverick was a deck designed by a spanish player called maverick. It originaly played 4 vial and 3-4 weathered wayfarer to abuse the mana denial plan.
The modern versions dont run neither vial or wayfarer, in favour of green sun's zenith, which provides a greater consitency and a batter late-game plan.
What this decks tries to do is to play a bomb in every turn, and cards that will magnify those bomb's power.
Vanila cards like tarmogoyf and serra avenger, are just that, stupid beaters. Those cards have never been good by themself, they need some kind of build around me aproach, such as mana denial or tempo plan (see D&T and RUG delver decks).
Goyf does absolutely nothing in this deck(the original maverick lists didnt run it either), you want you cards to do something at anypoint of the game, thats why cards such as aether vial, tarmogoyf, serra avenger are awful. You want your deck to give you a game winning thread every time you draw.
The consistency boost that zenith provides to this deck is so HUGE, that we are already talking about the best deck in the format.
The new adition to this deck, thalia, has pushed this deck even furder in the current metagame, making this deck even decent against combo decks G1, whith thalias and the maindeck gaddock teeg.
Green sun's zenith allows us to run all the one-ofs we want in the maindeck without diluting our deck and making it inconsistent.
Whith that said, this is the list of the best creature in the deck in order:
1- mother of runes (this is the best creature in the deck hands down, perdiod. End of dicussion.)
2- scryb ranger (The fact that a lot of you guys dont play this card makes me think you dont know absolutly nothing about this deck. It makes all the other cards in this deck 100 times better, its the glue that hold the whole deck together, is a formidable beater and is the best card against jace).
3-Kotr/stoneforge/thalia/sylvan library (great game winning threads that take over thegame if are not dealt with).
4-one-ofs (are most of the times game winning threads on their own too)
I've top8'd 7-round tournaments without zenithing for KotR any single time. Most of the times you want a scryb rager, or one for the one-ofs (mother of runes + scryb ranger is a turn 2 kill, against most non-combo decks).
So there you go, stop aking about tarmogoyf, serra avenger and crap like that. This is a very skill-intensive deck, so it's easy for weak players to not see the real potential of the cards, and the reason for them being there in the first place.
Trust me, every time i see someone play a tarmogoyf against me in the mirror i am 100% sure i'm gonna win. That's a fact, and if you know something about how this deck plays out when played correctly you won't argue about that.
I'm not claiming that my list is the best there is, but the actual truth is that the list is very tight, most of the slots are locked up. So stop trying to destroy this deck by adding crap like tarmogoyf and such.
Peace..
I tend to agree with this, 4 StP are seldom enough. I usually have at least 2 PtE in the board as well, but I was thinking about perhaps adding a few Gut Shots maindeck instead, what do people think about that?
Gut Shots should take care of the most problematic creatures we face imho. PtE is perhaps a better card, but Gut Shot can be cast without mana, and could at some point also win us a game by itself, also this would obviously free up some much needed space in the board.
In turn, you seem to misunderstand Goyf.
Vanilla? Sure. Does it do anything? Not in the cutesy way you refer to. But it does one very relevant thing in Magic: it kills your opponent in 4-5 turns. With Hierarchs and Pridemages flying around, your Goyf is also better than your opponent's.
A friend of mine called me a lousy player because I didn't play four Goyfs while I could have, and you are calling me a lousy player because I don't get why we shouldn't include just one. Who is right? You probably think you are. That friend of mine will be sure of his version. I'm pretty confidant the best way is the middle way.
The only time I ever went top-8 in a big tourney with Mav is when I played two Goyfs. They were awesome. Not because they did the skill-intensive stuff you seem to like so much, but just because they caused my opponents to die quickly. Right now there is just too much I want to include in the deck to be able to play two, but I always found space for one, just for the situation I described in the last post.
About your list:
I looked it up and have a few comments.
The Scryb Ranger: Great beater? Don't make me laugh. It's a 1/1 for 2. You play it for utility, not to kill opponents with. It also cannot beat an active Jace, since it hits Jace for 1 a turn and Jace goes +2 each turn. It's great with Mother of Runes, but only against fair decks. And against fair decks you already have an edge. Against decks that go turn 2 Tendrils for 22 or turn 2 Emrakul, it does a grand total of nothing and gets boarded out. Perhaps you should main deck one and sideboard the second?
Lands: You play almost no proper lands. You have 4 fetches with 3 basics. On average you will draw one of these 7 in the first 9 cards, leaving you very Wasteland-vulnerable. Scryb Ranger can protect you from Wasteland, but only if it lands, and that dude dies to every removal spell available in Legacy. I believe the mana base should be more stable to compete in the current Stifle/Waste infested meta.
I forgot to add that scryb is a good beater with equipment.
About goyf, of course there will be games where 2 goyf will be anough, no doubt about it, but its a very marginal card in this type of deck. against combo decks, the main plan is to stick mother + gaddock/canonist/thalia. Tarmogoyf gets outclassed very easily by mother of runes, bigger KotR and is terrible against jace. I'd never fault anyoine for running one, but count how many times you want goyf over any of the other one-ofs/Kotr. Not to mention it gets incredible embarrased against scavenging ooze.
About the mana base: Do you hear yourself? How can 7 basic total + 8 turn 1 acceleration spells be a bad mana base?
anyway, how can you try to discuss my manabse when it's the most standard one, and the one that all GW zenith decks have?
So you're defending that CB is good in this meta right?
It's not arrogancy, is disapointment. From time to time i check this threads to see if ppl came up with new techs or interesting lists, but instead i see ppl arguing about things that have been discussed to oblivion, and they even get angry an asceptic when they get their lists criticised.
OK, so i did a quick search.
http://www.thecouncil.es/tcdecks/tip...&format=Legacy
In the first page of this link, i checked all decklists (30), and saw a total of 4 decks running tarmogoyf only 1 in each of thos decks, which makes a total of 4 tarmogoyfs in 30 decklists.
Either you're right and the rest of the world is wrong about goyf, or you're just trying to defend your decklist and not accepting criticism.
I'm off trying to discuss this, it's been discussed to death in every single maverick thread of every single magic forum. I dont have time for this.
I'm merely pointing out that you're being arrogant and quick on judgements.
Though, as the developer of the mentioned CB deck, I assure you I know everything about its place in the meta through weeks of extensive testing. You're underestimating the capabilities of this build. Though this is not for this topic, PM me if interested.
Thalia is pretty bad in this deck. You have to run 3 of her to maximize your chances of drawing her, for which there is not enough room, and in a lot of matchups, adding 1 to the cost of your Zeniths, StPs, and Elspeth is just terrible.
I'm not seeing how she "pushes us over the edge".
I believe Thalia is good in the Green & Taxes shell, but not in the Maverick.
# The Bizarro Super Powers Team - Casting Abyssal Persecutors FTW !
I've been a huge fan of PFires ever since I made the switch and haven't looked back.
For me, I've never been super comfortable with the Zoo or RUG Tempo matchups with the GW build and wanted more of an edge against those and the mirror.
Here's how I see pFires in those particular matchups:
Zoo: Probably helps you the least out of the above three decks, but it still kills Lavamancers and Pridemages (without you having to waste StP on them). Also, if you're lucky enough to be on the play, you can always kill a T1 Nacatl with it on T2.
RUG Tempo: We know that the T1 Delver / flip opening is their best chance of beating us (since we need to typically save StP for Goyf). In my experience, pFires has been a great answer to the Delver. Even if it's flipped, you can still kill it. Sure they have Spell Snare, but that's what your Groves are for. Yes, they can Stifle the trigger, but unless they happen to have a Wasteland right then and there (you didn't run your Grove out into Wasteland unless you absolutely had to, right?) + Stifle + Spell Snare, etc... the odds just get worse and worse for them.
Maverick Mirror: Again, we know the mirror typically comes down to Moms, Knights, Equipment. Pfires crushes Moms and gives you more removal for the little creatures that are about to get equipped and lets you save your StP's and PtE's for Knights.
We already have also gone over the awesomeness of being able to play REBs / Ancient Grudge from the board as well.
Also for me, pFires adds another aspect to the deck that makes it difficult to attack. First your opponent has to deal with your creatures, equipment, and now add in pFires to the mix (another threat to deal with that isn't typically answered by cards that answer creatures/equipment).
On a side note, having pFires is also yet another answer to the scary T2 Stoneforge that people always seem to get against me!
You only mentioned the upside of playing pFires, you didnt mention the downside, which is a weak mana base and a less consitent deck, since you're reducing the thread density by a fair margin. I guess it depends on if you are willing to accept those downsides for a better MU against those deck (which i think it's prety good aready). It's more of a meta-call.
I play the GW version and i always beat Pfire mirrors with thrun, wasteland and scavening ooze.
Well, I don't see it really as losing threats since you're typically replacing things like Mindcensors (which aren't huge threats to begin with) with pFires.
The mana base is a little shakier, but it's not really that weak.
You can run Thrun, Wasteland, and Ooze in a pFires list just fine as well. Sure pFires lists tend to run 3x Wasteland instead of 4, but that's honestly not a huge difference.
What does P Fires let you beat that you can't deal with otherwise? I mean there's lots of other ways of killing Delvers.
For my confessions, they burned me with fire/
And found I was for endurance made
Again, it improves your aggro / RUG Tempo matchups, especially Game 1. Having 7 maindeck removal spells (3 of which are reusable) vs 4 is pretty significant, especially when you need to quickly have an answer for things like Delvers.
Plus, pFires is great in the mirror and makes our control matchup even better.
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