Glad you enjoyed it and had a good outing. I always wanted to tweak the mana as I've been stuck on 2 lands more then I'd like... but the deck functions there. I have been wanting to update for some time. Mathas is something I really want to try here is I feel it does so many things that I want in a single card. Otherwise that 3 pronged attack is why I loved this deck. On top of that most of the cards are good on their own.
My only concern with my build was my life total. The deck can be harsh there and is why I wanted green for DRS. Mathas is something I feel can help there while being a threat. Collective brutality feels like a card the deck is missing and needs. And kolghans command can also do some work. If I get a chance perhaps I can go back to this deck. There are a lot of old ideas I would like to revisit.
Private Mod Note
():
Rollback Post to RevisionRollBack
------------------- Keep Abiding or Get Mangled ------------------
Thank you. It's been a while since I first put this idea to paper and loved all the options that were available to it. Brutality is a card that I want to play and this could be a great home home for it. I did find my life to be an issue at times so it could be the thoughtseize the deck has needed. Not a fan of painful truths. The skeletal scrying I wanted to play still feels better. Come to think of it fatal push seems perfect for this deck.
Private Mod Note
():
Rollback Post to RevisionRollBack
------------------- Keep Abiding or Get Mangled ------------------
Not to toot my own horn but I feel like an unsung hero with respect to deck building. I tend to get a lot of [play scg list] kind of comments with no comprehension of why choices were made.
It's been a while but I think I considered tithe. My main issue was that I wanted to look like a BR deck. The white cards were so minimized that it was easy to hide something like a stoneforge until game two where the graveyard related package could be removed for silver bullets as an example. When mentor came out there was a reason to make it white heavy. The reason for not is simply that BR is better for reanimator, as a strategy it can steal game 1.
Vindicate. That was the generic answer I went with. It could have been oblivion ring, but the draw to vindicate was the ability to hit land. I've played the deck being mana screwed off of a deathrite and land over numerous turns in one game. My threats are better then most of what any opponent is doing. Because of this ability to play off of minimal mana, sometimes the right play is to attack the mana of your opponent. I feel a need to bring that up with most people trying to cut land for cantrips. Spinning wheels doesn't win a game.
Liliana is a card I wanted main. Hell, pack rat is worth main decking in here. Finding the correct spot has proven difficult. Vindicate is the best candidate, but it should be in the 75. It's too valuable. A case could be made for it becoming councils judgement however. Like most things, meta game is a factor.
Private Mod Note
():
Rollback Post to RevisionRollBack
------------------- Keep Abiding or Get Mangled ------------------
I do not. I was quite happy with where it was. Even just thinking about the games I was able to play while being mana screwed was something. It ain't broke, don't fix it is where I'm at.
Private Mod Note
():
Rollback Post to RevisionRollBack
------------------- Keep Abiding or Get Mangled ------------------
I am off and on. It's a problem because I brew a lot. As it is I want to work monestary mentor into the deck, possibly just replacing YP. I like that it's a better clock then YP and still does what I wanted YP to do.
Private Mod Note
():
Rollback Post to RevisionRollBack
------------------- Keep Abiding or Get Mangled ------------------
I was designing the deck to have good top decks. Burn, while not a great example here, is built around redundancy and a minimized mana base. Part of the idea is that you will get the minimal amount of mana you need and then knowing the next card doesn't matter. All top decks have a high percentage of winning the game. While I'm not packing that kind of redundancy, I do pack more business spells. Instead of drawing a brainstorm that only digs I am instead drawing a threat. There is no problem with playing "blind" as you put it.
I don't care for top here especially when game 2 I can replace reanimation with dark confidant and similar.
Private Mod Note
():
Rollback Post to RevisionRollBack
------------------- Keep Abiding or Get Mangled ------------------
Paying 7 life to draw cards isn't as helpful here. You aren't drawing into reactive spells like in show and tell. You aren't losing to terminus either. If you stick a Griselbrand you should win anyway by just having it ATTACK and do nothing else. Because of the YP plan you don't have to commit a lot to the board. And the reanimation plan is off of one guy, usually grave titan for being a 2 turn clock. Iona is really their for combo or mono coloured decks like burn because grave titan is almost always better.
Private Mod Note
():
Rollback Post to RevisionRollBack
------------------- Keep Abiding or Get Mangled ------------------
DRS has multiple functions. It's a win con, more of a mana fixer then ramper, and sometimes it gains you life. The key part is that it takes one slot to give the deck all that flexibility.
Bloodghast is notably an answer to edict effects. Spending life to reanimate a creature makes any non STP removal potentially quite devastating. That said it does also help fuel therapy blow outs. It also helps flash back dread return. His blocking isn't a relevant factor as most of your plays should be more powerful. Bloodghast and equipment for example should be able to win on its own.
No exhume. Reanimation isn't the main plan, but it does create an extremely broken plan to go along with the fair plan. Also reanimate hits any graveyard. The relevance there is quite huge. I've actually reanimated my opponents delvers on numerous occasions. And to point to it again, we can entomb a reanimation spell if needed.
And to touch on it again, the white splash is what differentiates this from young frankenstein. The addition of stoneforge makes all the weaker threats into problems. It also opens up very strong sideboard options.
EDIT
I forgot to touch on looting/white splash, or rather a notable point. The deck is effectively a BR deck. You can actually hide the white splash in game 1 and really throw people off. This indirectly ties in with looting. Faithless looting really helps you key in on a plan by exchanging bad cards for the cards you require while still keeping other options open. I've mentioned it before I believe, but in one tournament I seamlessly moved from DRS, to young pyro, to Reanimator, to SFM all from one turn to the next. Each plan requiring different hate. That is hard enough for prepared decks to deal with. That is the power of the deck.
While I did like the enlightened tutor plan, this dudes/spells plan seems better. Also pack rat is a house. Playing this in the tournament today also reminded me that I can play off my deck well which does make a case for sire over Iona. Also of note is the zealous/marsh slot. I think I still prefer marsh for the potential to kill 2 toughness creatures. Persecution is good but it almost feels like its win more.
The point of contention again seems to be the desire for a 19th land again. While I played my round 4 game on 1 land and a DRS quite successfully, I feel like the 19th land would have helped. It's awkward since there is a low curve present and getting flooded is awful, but mana screw is much worse. It may be something I will have to look into again. The current thought is an undiscovered paradise for some added bloodghast triggers and mana fixing.
Well I suppose it's official, leylines on the chopping block. I feel like in the end I only wanted them against storm and glass cannon decks and I feel that space can be better utilized. Looks like I may have been right in the beginning, enlightened tutor tool box activate. I think making it a little more deadguy ale like post board is the plan.
Private Mod Note
():
Rollback Post to RevisionRollBack
------------------- Keep Abiding or Get Mangled ------------------
Won another tourny with this. Little disappointed that I lost to consecutive top decks from an omni-tell player. Moving forward however I think I may play this again tomorrow. I think this will be the sideboard.
May as well ask it here as well:
Iona vs sire of insanity, which one and why?
In my head I think I can justify cutting Iona for sire since it should act as a theoretical Iona for all colours, the downside it loses to top decks and has no evasion.
Private Mod Note
():
Rollback Post to RevisionRollBack
------------------- Keep Abiding or Get Mangled ------------------
Got third. I guess losing to consecutive marit lages will do that. Sideboard seems to be getting better. And just as a highlight for me was this run: hand has a lot going on, but the YP plan seems to take the most advantage of it. YP gets dealt with so we look to the SFM plan which got countered. Proceed to take it home with entomb and reanimate. It was a great feeling to have so many levels of attack. And more so for my sake:
Wurmcoil was never sided in. Casualties was worth the slot. Bobs only sided in once and I died before they activated. Feel like I need some middle ground between e tutor plan and "good stuff"
My only concern with my build was my life total. The deck can be harsh there and is why I wanted green for DRS. Mathas is something I feel can help there while being a threat. Collective brutality feels like a card the deck is missing and needs. And kolghans command can also do some work. If I get a chance perhaps I can go back to this deck. There are a lot of old ideas I would like to revisit.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
It's been a while but I think I considered tithe. My main issue was that I wanted to look like a BR deck. The white cards were so minimized that it was easy to hide something like a stoneforge until game two where the graveyard related package could be removed for silver bullets as an example. When mentor came out there was a reason to make it white heavy. The reason for not is simply that BR is better for reanimator, as a strategy it can steal game 1.
Vindicate. That was the generic answer I went with. It could have been oblivion ring, but the draw to vindicate was the ability to hit land. I've played the deck being mana screwed off of a deathrite and land over numerous turns in one game. My threats are better then most of what any opponent is doing. Because of this ability to play off of minimal mana, sometimes the right play is to attack the mana of your opponent. I feel a need to bring that up with most people trying to cut land for cantrips. Spinning wheels doesn't win a game.
Liliana is a card I wanted main. Hell, pack rat is worth main decking in here. Finding the correct spot has proven difficult. Vindicate is the best candidate, but it should be in the 75. It's too valuable. A case could be made for it becoming councils judgement however. Like most things, meta game is a factor.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
I don't care for top here especially when game 2 I can replace reanimation with dark confidant and similar.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Bloodghast is notably an answer to edict effects. Spending life to reanimate a creature makes any non STP removal potentially quite devastating. That said it does also help fuel therapy blow outs. It also helps flash back dread return. His blocking isn't a relevant factor as most of your plays should be more powerful. Bloodghast and equipment for example should be able to win on its own.
No exhume. Reanimation isn't the main plan, but it does create an extremely broken plan to go along with the fair plan. Also reanimate hits any graveyard. The relevance there is quite huge. I've actually reanimated my opponents delvers on numerous occasions. And to point to it again, we can entomb a reanimation spell if needed.
And to touch on it again, the white splash is what differentiates this from young frankenstein. The addition of stoneforge makes all the weaker threats into problems. It also opens up very strong sideboard options.
EDIT
I forgot to touch on looting/white splash, or rather a notable point. The deck is effectively a BR deck. You can actually hide the white splash in game 1 and really throw people off. This indirectly ties in with looting. Faithless looting really helps you key in on a plan by exchanging bad cards for the cards you require while still keeping other options open. I've mentioned it before I believe, but in one tournament I seamlessly moved from DRS, to young pyro, to Reanimator, to SFM all from one turn to the next. Each plan requiring different hate. That is hard enough for prepared decks to deal with. That is the power of the deck.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
4 young pyromancer
2 stoneforge mystic
1 elesh norn
1 grave Titan
1 bloodghast
4 gitaxian probe
4 cabal therapy
4 entomb
4 reanimate
4 lightning bolt
3 vindicate
1 dread return
1 umezawa's jitte
1 batterskull
3 faithless looting
4 badlands
3 marsh flats
1 bayou
2 scrubland
1 plateau
1 plains
1 swamp
1 mountain
3 dark confidant
3 pack rat
3 lightning helix
2 swords to plowshares
1 marsh casualties / zealous persecution
1 ancient grudge
1 Iona, shield of emeria
1 surgical extraction
While I did like the enlightened tutor plan, this dudes/spells plan seems better. Also pack rat is a house. Playing this in the tournament today also reminded me that I can play off my deck well which does make a case for sire over Iona. Also of note is the zealous/marsh slot. I think I still prefer marsh for the potential to kill 2 toughness creatures. Persecution is good but it almost feels like its win more.
The point of contention again seems to be the desire for a 19th land again. While I played my round 4 game on 1 land and a DRS quite successfully, I feel like the 19th land would have helped. It's awkward since there is a low curve present and getting flooded is awful, but mana screw is much worse. It may be something I will have to look into again. The current thought is an undiscovered paradise for some added bloodghast triggers and mana fixing.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Firebolt has not been in the deck for some time. 5 mana is achieveable with DRS. Firebolt can also be entombed.
But beyond that, while I will pretend to appreciate your input, you really need to read through to the recent stuff.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
3 lightning helix
1 Iona
1 ancient grudge
1 marsh casualties
2 leyline of sanctity
2 swords to plowshares
1 inferno titan
1 rest in peace
Vindicate continues to be amazing.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Iona vs sire of insanity, which one and why?
In my head I think I can justify cutting Iona for sire since it should act as a theoretical Iona for all colours, the downside it loses to top decks and has no evasion.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
3 lightning helix
3 dark confidant
1 Iona
1 wurmcoil engine
1 inferno Titan
1 dark blast
1 marsh casualties
1 ancient grudge
Wurmcoil was never sided in. Casualties was worth the slot. Bobs only sided in once and I died before they activated. Feel like I need some middle ground between e tutor plan and "good stuff"
-----The Legacy Flowchart-----
Tiny Leaders Overlord