Sorry, but I don't get the "Fettergeist is teh nutzs!" thing.
It's 3/4 flier that charges you 1 each turn - where's the bonus?
There's a list of approximately 99 cards I'd play before this guy.
Fettergeist only taxes you if there is another creature in play. As long as he's solo he's free. I can see him having some applications in stabilizing against aggro decks, but I think it'll be hard to find a place for him I'm the board.
Edit: As comparison - for Tempo swings. A Tarmogoyf is often a 3/4 vanilla on the ground, and the swings in tempo he produces against agro decks are insane. I don't see how Fettergeist is that much different except being one more and flying.
the 3/4 body is insane against rug, they have to 2x1 themselves in order to get rid of it.
It was better 1 month ago when rug lists weren't packing REB... It's possible that fettergeist is not good enough for that same reason, right now.
I've been testing a Stoneblade list with cavern of souls and restoration angels, as i wanted to capitalize on the 3/4 body since RUG is a big part of my metagame, and the value you get from blinking SFm, vendilion and snapcaster is also a nice bonus.
Forcing through a vendilion clque with cavern of souls is also insane.
Have any of you been trying out 1-2 Enlightened Tutor in the main? You get to run a lot of some great utility cards without having to commit to too much deck space if you want. Things like Batterskull (Which is really to beat the round clock, since you'll have this + two tutors to find it as additional win conditions), Ensnaring Bridge (Great to lockdown decks that don't have mainboard answers), Oblivion Ring (Because Jace and random permanents are a thing), Expedition Map (If you want to be cute to have a poor man's way to find your Karakas), and even Porphyry Nodes or Engineered Explosives (If you just need to answer that Mongoose) can all be great targets and worth including for various matchups.
More importantly I like how they work with the countertop system. As much as I really enjoy Counterbalance, I feel like it can be a liability in many matchups due to speed and necessity for board control. Running 2 tutors lets you find balance as though you had 3-4 of them, but with only having to run 1-2 in the main. Additionally, Sensei's Divining Top is amazing, so I wouldn't even mind having the tutors work as tops #5-6.
It frees a bit more board space and/or lets you find bullets even more consistently if you decide to run the 3rd or 4th tutor in the board. I've been very happy with the tutors in general, as their flexibility is generally worth the card disadvantage you may accrue if your artifact or enchantment is countered. This is also usually a small risk if you only run 1-2, since you won't see the tutor all the time anyway. Casting a tutor a second time with a SCM can be pretty powerful too.
I toyed with some e.tutor builds for a bit. My testing was limited so I could have completely missed something, but I used to play a shitload of countertop thopters and I just think (and the testing made me feel it even more) e.tutor is reserved for that build. To bring in even 1-2, and then other cards into the main to complement it, you have to sacrifice a lot of what makes this deck work.
When I first started developing this deck I had an e.tutor sb, but I also rather quickly deviated from that plan. It's just too narrow and nerfs your options. I think it's a trap card that we're better off forgetting for this deck.
I toyed with E Tutor as well. And I came to the same conclusion. It's just not as good as it seems it could be. I just don't like the mechanic. With Brainstorm, Top, Jace and fetches we shouldn't have all that much trouble finding our answers anyway.
With reference to having main deck answers to things - what happens when you go into the match-up where all your main deck answers are dead? - so now you've got 3-4 dead cards, in addition to a few tutors that can only get top or CB - so once you've got those out they are also dead.... Don't like that possibility.
Edit: I don't think batterskull fits in this deck much... If I'm tapping five mana for something, I want there to be three 4/4 flyers in play when it resolves.
Hey I've been thinking of adding a second Karakas to my mainboard. I am playing a red-splash atm and my base looks like this:
3 Tundra
3 Volcanic Island
4 Flooded Strand
3 Polluted Delta
2 Arid Mesa
4 Island
2 Plains
1 Karakas
I do not want to cut a single basic, it's already on the limit. Same for Volc. Maybe an Arid Mesa?
Greetings
What do you really feel like you're sacrificing that "make the deck work"? Personally, I always find top to be good enough that even if I just go tutor -> Top I'm happy. That easily recovers any lost value from the tutor. As for having to run a lot of cards to make the tutor feel better, I don't feel like this is necessarily true. I think top, counterbalance, and one permanent answer such as engineered explosives or oblivion ring is all you really need. At most that's one slot, since most decks are already running a copy of either EE/ORing or counterbalance in the main. Adding other options is also possible, based on a meta call. You don't have to run a lot of toolbox in the main. I do also think that having the tutors greatly enhances your sideboarding options and consistency after board, which is always a huge plus.
As for batterskull, I put it mostly as a way to combat the clock. I hear many people complain about time with this decks (especially when win-cons are countered), and having 1-2 tutors with a Batterskull greatly increases your threat density. Batterskull is costly, but it actually is very useful, even though it may not make the cut here. It is great in making the game unwinnable for your opponent after you've stabilized a board, and is tough to deal with when it sticks. It can also stall out a board quite well just on its own. The downside is that 5 mana is a lot, but the lifegain and recursion is not to be trifled with against a lot of decks in my experiences. Yes, there is Entreat the Angels too, which is probably better than Batterskull without tutors, but at the same time, a Batterskull in a starting hand can feel a lot better than an Entreat the Angels, since you don't always have Brainstorm effects available.
Pretty sure he's talking about card advantage. And I agree with him, especially when it comes to arguing against Enlightened Tutor in the main. Having one in the sideboard is a completly different thing and can work, given enough targets that make sense. Right now, I don't really see it working.
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!).
I think if you are considering running Enlightened Tutor in the main, you might as well just play Thopters. Otherwise, I'd just stick to this.
-Matt
Yes. My first try on this archetype was a creatureless variant with tutors, toolbox and Mishras.
//Lands
4 Tundra
4 Flooded Strand
1 Misty Rainforest
1 Polluted Delta
1 Scalding Tarn
5 Snow-Covered Island
2 Snow-Covered Plains
3 Mishra's Factory
1 Wasteland
//Counters
4 Force of Will
3 Counterspell
3 Spell Snare
//Soft Lock
4 Counterbalance
4 Sensei's Divining Top
//Card Quality
4 Brainstorm
2 Enlightened Tutor
//Removal
4 Swords to Plowshares
3 Terminus
//Win
3 Jace, the Mind Sculptor
2 Entreat the Angels
//Toolbox
1 Crucible of Worlds
1 Vedalken Shackles
1 Humility
//Sideboard
2 Path to Exile
2 Disenchant
1 Blue Elemental Blast
1 Hydroblast
2 Tormod's Crypt
2 Relic of Progenitus
2 Spell Pierce
1 Circle of Protection: Red
1 Porphyry Nodes
1 Energy Flux
I played it in one tournament and ended up 16/67 (4-2-1), which was a nice success for me. The matchups were:
BUG-Delver (1:2)
UWbg-Landstill (1:2)
ANT (1:0)
Nic.Fit (2:0)
Sneak Attack (1:1)
UR-Delver (2:0)
Goblins/b (1:0)
What I liked about the tutor-version was the flexibility and the easy access to your engine and to your toolbox. However, it seemed impossible to include Snapcaster Mages (a because of Humility, b because of a lack of slots), and the idea of including Crucible + Wasteland seems a bit over the top (danger of cool things) in retrospect.
At the moment I prefer a build with Snapcasters, 2 Oblivion Rings main, and 3 Humility in the SB.
"My sky is darker than thine!"
SENTENCED - 1993
Sorry for the noobish question but are there any viable walls (creatures with defender) against tempo decks? My dream wall would be a 2cc 2/4 with shroud, flying and lifelink as that would protect it against lightning bolt and it could block a nimble mongose and kill a delver of secrets :-) I did a search on gatherer and I found considerable:
Wall of Essence
Wall of Omens
Wall of Shards
Your dream sadly doesn't exist, and, as said before, there is no wall worth replacing the standard cards with.
The best alternative I can think of is Perimeter Captain
Phyrexian Ironfoot, anyone?
Seriously, that's all just crap.
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!).
Matt Bevenour in real life
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