You're basically repeating what I said, lol. Nowhere did I claim it was unplayable/horrible. I just weighed the pros and cons, that's it.
First off: Thank you for the compliment. PtE was fine vs. D&T, just be tricky about it (as always). Didn't get to give Lost Legacy a field test yet, so can't say anything about that so far. Seeing the cuts you're planning to make, I do fear you're missing on some of the intricacies of the list and are misjudging the roles some of the cards fulfill. If anyone wants, I can go over them in detail (and include how removing certain cards affects them).
Thank you. Yeah, it's a toughy. So much stuff I want to do, so few slots to do it with.
I like the second list but there's a few changes I would make. We're definitely thinking along the same lines of using Humans though. In my case it was more coincidental, I'm not sure about you but there's some good ones out there. I don't think Recruiter of the Guard is worth it though. I would definitely run Sin Collector over it.
I think that I would instead try to find something you can use as removal. I don't think Company is a good Legacy card. The baseline for 4 mana in this format is a 3 for 1 not a 2 for 1. You can get a 3 for 1 off of Ranger of Eos or Harmonize and neither puts the same deckbuilding restraints on you so you're able to play some actual removal, and other CA. Company means you're giving up Path, Painful Truths, Ranger, Sigarda, Top, and more. It's just not worth it when you can instead have all of the above.
Glad to see someone else trying the junk humans route though, I think there's some value to it.
Safekeeper + Teeg, both sides can be GSZ'ed, they blank a Jace and stop a Terminus.
The best way to beat JTMS though is to have a strong card advantage engine of your own. Especially against Miracles, CA is their big weakness. This isn't a deck that gets its wins from being reactive.
Last edited by Brael; 10-10-2016 at 12:59 PM.
While I appreciate the guidance, that list is a very different direction than where I am trying to go. I am very familiar with the Humans Stompy in Vintage and I am not pursuing that because I believe that there are Nic Fit builds that don't revolve around Deed that I want to explore more.
I have been unsure about Recruiter to begin with. He hasn't really been very impressive in general. Sin Collector is a card I wish wasn't 3 mana. It's probably too narrow. And in the context of analyzing the need for Company, it is one of the first cards we cut.
I really want Company to work (it's just a card I love) but I know your point. The main issue I've been having is either I can't get going fast enough or the lock is too fragile and get broken up before I can control the board. The issue on the other side is that a lot of those other cards don't solve the problems I have been experiencing. There is a lot of power behind putting out two lords from an empty hand.
Both of these lists were primarily theory crafted and I didn't get to test them as much as I wanted. That being said, if I were to make changes based on comments and my analysis, I would probably start here:
4 Veteran Explorer
4 Noble Hierarch
4 Dark Confidant
4 Mayor of Avabruck
4 Thalia's Lieutenant
4 Tireless Tracker
4 Sanctum Prelate
4 Cabal Therapy
3 Abrupt Decay
2 Path to Exile
2 Sylvan Library
3 Windswept Heath
2 Verdant Catacombs
2 Marsh Flats
2 Forest
2 Plains
1 Swamp
2 Bayou
2 Savannah
2 Scrubland
3 Cavern of Souls
Teeg is at its best vs Storm combo. It also works against SneakShow, Aluren, Natural Order, Belcher, MonoRedSneak, Tezzeret.
Teeg also blocks Jace, Terminus, Entreat and Nahiri, but Miracles doesn't have to hard time to remove Teeg.
I wouldn't bother to board Teeg vs FoW and Batterskull is dropped thru Teeg with SFM obviously. On top of that, the question is, will Teeg shut your own GSZ or Walker down. Against storm or other combo thats fine, but against fair decks it is not.
Yes, you can make a set-up to stop to Jace and Terminus. They are not only cards.
Anyhow, I like at least in 75 that can take care something non-creture 4 drop.
@Bobsman: I think I have ask this before but how weel have Nissa been to you? http://tappedout.net/mtg-decks/rhinos-abbondanza/
Flippa has been a solid lategame card. On top of that, i really like the flavor of this planeswalker.
If all it is another angle of CA just as Tracker and Courser are.
The pro is that it can provide a 4/4 beater while walling and generating CA (Tracker does both offcourse).
The con is that the card is weak during early game.
Having 7 basics in your deck is impotant to consitently flip it when you drop the card.
Especially next to SDT this card enables several little interactions. Shuffle, filter. I even used it to turn GSZ into a double shuffle to activate SDT twice searching for a non creature answer.
The ultimate was never relevant, if flippa sticks, your probably already winning.
Flippa is a gadget, i like gadgets.
Just like Courser it does not solve problems, it simply helps getting a more solid boardstate.
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Legacy & Homebrew **ONLY**
Brown Stax
Rainbow SWAT
Dimir Mill
Morph my Ride
Wally Wallah
Corona Syndrome
I have the feeling that most of you cut painful truths from the list, correct?
is it the lost life you are struggling with? honestly speaking I have problems when to play the card.
drawing three cards is of course awesome but in the early game I have the feeling I want/have to do other things and late game the life total matters.
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