I guess it all comes down to playstyle? I find the Werewolves do a great job of finishing off my opponent same as Moggcatcher fetching answers to problem cards.
EDIT: Other than Watchkeep that can't attack, lets not forget the other Wolves don't have Defender so they can push through a couple points of damage while not being flipped.
''The man who passes the sentence should swing the sword.'' Lord Eddard Stark - A Game of Thrones
-Adsum
-ChrisMeister on MTGO
What's the major consensus on Chandra, Pyromaster?
I don't believe there is one...
My experience and testing shows she is playable, but not as a 4-of. She's better in controlling builds that main-deck Ensnaring Bridge.
''The man who passes the sentence should swing the sword.'' Lord Eddard Stark - A Game of Thrones
-Adsum
-ChrisMeister on MTGO
Same applies to werewolves but they can be removed later. You need creatures that do something if they stick for 1 turn. Rakka mar is the same thing... she does wonders vs planeswalkers. Also avoid playing garbage toolbox stuff like kikijiki and goblin settler. I'm considering playing 4 sgc, it's so good.
Honestly I don't think the decks problem is with what creature package we use. I feel 90% of our wins come from landing the correct lock piece against the correct deck. There are numerous games where Hill Giants could have got me there just fine. Card disadvantage/card quality seems to be our biggest weak point. We invest so much into our lock pieces that losing them hurts and we generally can't come back from that. As the game progresses our draws are terrible. We don't have many good options for filtering our card quality. I started running 3 magma jets main deck and it helps but 3 cards with scry 2 will never compete with brainstorm.
They are great for everyone except the person who said that, who seems to be heavily against them for some reason. I have had more instant concessions to getting the settler than any other card. It is the best card to grab against miracles and it guarantees the blood moon lock stays intact.
I haven't been too impressed with Settler, but do run Kiki-Jiki, Redcap, and Scrapper main. I feel that it would also be incorrect to not have at least one Stingscourger in the side for Sneak Show while I also run a Sharpshooter because it might come in handy sometime. Pretty much any other toolbox creature like Krenko or Piledriver is pure garbage.
I played Dragon Stompy at my LGS weekly Legacy, to a rather unspectacular result. I only lost because I was manascrewed, being stuck on only 2 lands most of the time. The games I drew mana I felt great.
I noticed something though, it doesn't really matter what win conditions you use once you lock out the game.
The Werewolves did their job, trust me.
Also I wouldn't play out my guys without some piece of lock on the board. Once I had one down, the deck did what it was supposed to.
''The man who passes the sentence should swing the sword.'' Lord Eddard Stark - A Game of Thrones
-Adsum
-ChrisMeister on MTGO
Thats the thing though, I tried Goblin Stompy too, and if I just played Moggcatcher out like that, she just died or got countered or removed. The only goblin I was happy to play was the one-of Scrapper he had MD because it killed a Batterskull. The only real thing I like about Moggcatcher is her ability to tutor once locked out but after that happens there's no difference in what win cons you use because your opponent can't do anything.
If the deck doesn't lay down lock pieces its much harder to get rolling.
''The man who passes the sentence should swing the sword.'' Lord Eddard Stark - A Game of Thrones
-Adsum
-ChrisMeister on MTGO
This doesn't make sense to me. The Werewolves have zero board effect if they eat removal as well. If anything, something like a siege gang would be better because it takes specific removal to be 1 for 1ed.
If your Instigator Gang flips, you give them 3 turns to find removal. If they do you need another kill piece.
If you untap with Moggcatcher, you give them 3 turns to find removal. If they do, they need to find more removal for the actual goblins you have been tutoring for in those turns.
Both will win the game, and both will do nothing if removed right away. But only one leaves behind friends and allows you to have tutorable answers to Batterskull, True Name, Delver of Secrets and Mother of Runes.
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