Evolutionary leap was always terrible, especially main deck. Throne of geth is great, being a sac out let and an almost steel overseer that doesn't die to creature removal.
I'm running a couple gemstone caverns for those games on the play and your tempo can't just keep up. 4 and 3 are way too many, 2 or 1 is good. Also lanowar reborn is terrible, you run at least 12 1 drops, and around 20 2 drops. You can't afford to take any of your first turns off for 1 counter on a creature. And if you can you were winning already.
I like metallic mimics, and if another x/x construct is printed expect that stock to go up, but it can be super clunky with multiples and no payoff with free ballistas or walkers. Welding jar activates opal, which this deck can have problems doing on turn 1 or 2, and protects creatures which you need to keep on the board if you want shenanigans. It's significantly better here than in standard affinity.
It's nice to see lists that aren't "copy whatever matt nass is playing".
The deck needs more sac outlets than just ravager so it's something people are trying out. And there's a lot of do nothing cards, so an extra land that does something is good too.
Evolutionary leap is great against terminus when combined with tokens. And it's a sac outlet. G: draw a creature is pretty damn good. The winning decklist was set up to beat control, and boy was there a lot of it. And don't expect a lot of attention. Most affinity players think regular affinity is better. Probably because the decklist needs tons of tuning. There are huge differences you can go with depending on what type of matchups you're expecting. Here near Seattle there isn't much control, but lots of mid-range, aggro and noninteractive combo. So trying to get to turn 6 with a board isn't a super great idea.
The deck is overloaded at the 2 drop slot. Overseer, ravager, hangarback, ballista (throne and mimic depending). Accelerating to 3 mana isn't as good as getting to 2. Removal is starting to get to insane levels. If you're playing creatures on curve they're just going to die eot. By your own thinking mox has zero synergy with the deck since it does nothing for the explosivness of 1/1 counters. Zyrnac has 4 leagues he uploaded before las vegas, and he was thinking about cutting the mox because it wasn't getting him any mana against removal until turn 3-4, and wasn't getting metalcraft on turn 1 or 2 consistently. I'll keep worker in mind.
I'm not being dismissive but I don't think you understand the difference between HS and normal affinity. HS avoids the need to build a critical mass of artifacts to win quickly. 2 or 3 will do. Normal affinity on 2-3 artifacts would take multiple turns of combat to win. HS can completely avoid combat (ballista) or get in all at once ( really big inkmoth, hangarback tokens). You're pretty much never going to see a 10/10 inkmoth from affinity, but in HS it's an easy task. But just generating counters isn't enough, you need to be able to move them. I've let a game play out 7+ turns without attacking once, and then my opponent is dead after tapping out. That's something affinity can't do. You never know when HS is going to go linear, or non linear. HS has a lot more top decks that can end the game on the spot.
I think the only real problem is hitting metalcraft for mox opal, and 1 drops don't help that. Memnite is a contruct so you can drop it as a 2/2 or 3/3 after mimic. Welding jar + spellskite + shaper's sanctuary for all those grindy match ups (mardu pyro, jeskai). Inkmoth > blinkmoth, it's easy to get to 10 damage with an inkmoth, and it's another enabler for turn 2 win. Karn hasn't been pulling his weight for me. At 4 he's often stuck in my hand because I have so much I can do with mana. Whenever he's drawing me cards I'm usually getting something really bad. I've been playing a lot of FNM and MNM, the deck does very well unless I keep 1 landers. I don't want to spend 700 for the deck on mtgo right now, but I'd like to play it more.
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I'm running a couple gemstone caverns for those games on the play and your tempo can't just keep up. 4 and 3 are way too many, 2 or 1 is good. Also lanowar reborn is terrible, you run at least 12 1 drops, and around 20 2 drops. You can't afford to take any of your first turns off for 1 counter on a creature. And if you can you were winning already.
I like metallic mimics, and if another x/x construct is printed expect that stock to go up, but it can be super clunky with multiples and no payoff with free ballistas or walkers. Welding jar activates opal, which this deck can have problems doing on turn 1 or 2, and protects creatures which you need to keep on the board if you want shenanigans. It's significantly better here than in standard affinity.
It's nice to see lists that aren't "copy whatever matt nass is playing".
I'm not being dismissive but I don't think you understand the difference between HS and normal affinity. HS avoids the need to build a critical mass of artifacts to win quickly. 2 or 3 will do. Normal affinity on 2-3 artifacts would take multiple turns of combat to win. HS can completely avoid combat (ballista) or get in all at once ( really big inkmoth, hangarback tokens). You're pretty much never going to see a 10/10 inkmoth from affinity, but in HS it's an easy task. But just generating counters isn't enough, you need to be able to move them. I've let a game play out 7+ turns without attacking once, and then my opponent is dead after tapping out. That's something affinity can't do. You never know when HS is going to go linear, or non linear. HS has a lot more top decks that can end the game on the spot.
4 Arcbound Ravager
4 Memnite
4 Metallic Mimic
4 Hangarback Walker
4 Steel Overseer
4 Walking Ballista
Spells:
4 Hardened Scales
4 Mox Opal
4 Ancient Stirrings
2 Karn, Scion of Urza
4 Welding Jar
4 Darksteel Citadel
4 Inkmoth Nexus
7 Forest
3 Horizon Canopy
3 Nature's Claim
2 Shaper's Sanctuary
2 Etched Champion
2 Spellskite
2 Grafdigger's Cage
2 Relic of progenitus
2 Surgical extraction
I think the only real problem is hitting metalcraft for mox opal, and 1 drops don't help that. Memnite is a contruct so you can drop it as a 2/2 or 3/3 after mimic. Welding jar + spellskite + shaper's sanctuary for all those grindy match ups (mardu pyro, jeskai). Inkmoth > blinkmoth, it's easy to get to 10 damage with an inkmoth, and it's another enabler for turn 2 win. Karn hasn't been pulling his weight for me. At 4 he's often stuck in my hand because I have so much I can do with mana. Whenever he's drawing me cards I'm usually getting something really bad. I've been playing a lot of FNM and MNM, the deck does very well unless I keep 1 landers. I don't want to spend 700 for the deck on mtgo right now, but I'd like to play it more.