I note there is a casual 10 land xls primer- basically 10 land, 4 land grants, 4 ESG, and a bunch of 1 and 2 drops including the Quirion ranger/elf/forest interaction. The rest is pump spells (mutagenics, rancors), pitch spells and men such as the rogue elephant.
Some form of disruption is obviously essential. I was thinking along the lines of a couple of Winter Orbs, Root Mazes and Phyrexian Revokers, possibly dismembers.
I am wondering about the prospect of a similar Legacy build, with a view to a reasonably competetive list.
Clearly there has to be a reason to play the deck. The elf tricks make the deck like an elf combo deck.
The pump spells make it a bit like berserk infect. Obviously if the deck gets too close too either then I might as well play those decks instead.
The deck would probably be a turn or so slower than either of the above decks, maybe closer to two. Equally it may be much less disruptable, a bit like burn.
The advantage, other than financial, of not being the elf combo is relatively simple- not that many elves= no death to engineered plague, and the abillity to use Grafdigger's in the board, less reliant on key cards which when disrupted leave a bunch of 1/1s (as opposed to a bunch of 1/1s and friends with a ton of pump).
The advantage of not being infect is similar- more men, less disruptable, ability to use Choke efficiently.
I was thinking of skylasher as a reasonable two drop for the Delver meta- uncounterable, pro blue seems ok in a deck with manaless pump. I would consider a myr superion perhaps, but it sounds a bit cute. I would not want the whole deck to keel over to Chalice for 1, so would be looking to include some two drops and a couple of pitch dryads with forestwalk.
Other candidates could be things like Warrior's Lesson.
For board options- Chokes seems obvious, Cage, the usual anti bin stuff, Krosan Grips, Pithing needles, Dismembers, maybe even a token Primal Order.
I am serious about the deck, one which I have piloted to a top 8 PTQ finish in the old Extended format years ago (and would have gone further still if I had trusted my gut and ran ornithopter in the side- bloody Perish!). If one could be made that is competetive at a local level with a reasonable spread of decks I would be happy.
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My issue here is infect. 10 is easier to get to then 20. While I remember the days of playing 8, and even 4 land stompy, it's hard to justify it when infect is a cleaner way to do what Stompy did while investing fewer resources.
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I agree that infect is clearly better- in that it is much quicker, as indeed is elves. But it is a UG deck, and way more combo in feel, and with far fewer critters.
I do not want to make a budget mono g infect deck as it were- I already have an infect deck- I was thinking of a slower deck with disruption, berserk free- one where I am not looking for specific critters and am not shafted for turns on end if they win the removal/counter war. One which keeps chipping away as it were whilst disrupting- more analagous to a D and T to burn type clock with disruption.
I am not sure it is viable, but I feel it might have a niche and would be an interesting exercise.....
It's sounds like you should look to zoo or the old stompy decks with upgrades. Mono green isn't going to have much control unless you aim for something like Trinity green. I think your first hurdle will be if you are adamant about there being 10 land.
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Trinity green was an old extended deck that used a small elf chain to ramp out some game breaking spells and lock pieces. Tangle wire, deranged hermit, priest of Titania, and elvish poacher are of note.
I think you go to towards a GWx plan then. The maverick pieces are disruptive and the creatures tend to be able to set the tone of a game. Seems a fine place to start.
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Thanks, will look into it. How many land, not including grants would you suggest I start with...
? I certainly like the idea of using tanglewires, but then I am stax n pox type of guy in Legacy
, and I also co designed the tangle stompy deck that won the nationals of my extremely small country at the turn of the century. I will certainly bare in mind that maverick direction....
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I guess it depends on how many colours you end up playing and how badly you need them. Regardless I would probably start at 10 and add as need increases.
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Thanks again. I will try first to fit in tanglewires and see how often I get shafted. May be able to put in sol lands but am keen on not being chalice stompy, as I already have a very creditable soldier chalice stompy. I have looked at trinity lists. Plenty of great ideas, although lots of builders seemed adamant on playing certain cards like plow under without enough deck manipulation. I will test and report back. The next but one Legacy event for me is a simple fnm, which is a good starting point. I am keen on not having four cradles in the build, else why not play elves. I will be happy with a tuned tier two quality deck at the end. Anything less would be disappointing...
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Plow under was great for giving the green deck a tempo advantage. Stopping 2 draws and removing 2 permanents just helps to make tangle wire more busted. I'm just not sure how good plow under is now with cards like treasure cruise
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Yeah, can see how it was good to an extent. But with critical turns where they are I have difficulty with it today. I have often wondered about chalice green ld in modern, but that is another story......
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Having played about I felt more comfortable with control elements than the critters. The deck felt worse than infect, and never had enough control. I have come up with a half decent green stax static orb deck that does not use chalice main, and is nearly critter free, so I will stick to that for the moment. I will post the list if I progresses further.
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Some form of disruption is obviously essential. I was thinking along the lines of a couple of Winter Orbs, Root Mazes and Phyrexian Revokers, possibly dismembers.
I am wondering about the prospect of a similar Legacy build, with a view to a reasonably competetive list.
Clearly there has to be a reason to play the deck. The elf tricks make the deck like an elf combo deck.
The pump spells make it a bit like berserk infect. Obviously if the deck gets too close too either then I might as well play those decks instead.
The deck would probably be a turn or so slower than either of the above decks, maybe closer to two. Equally it may be much less disruptable, a bit like burn.
The advantage, other than financial, of not being the elf combo is relatively simple- not that many elves= no death to engineered plague, and the abillity to use Grafdigger's in the board, less reliant on key cards which when disrupted leave a bunch of 1/1s (as opposed to a bunch of 1/1s and friends with a ton of pump).
The advantage of not being infect is similar- more men, less disruptable, ability to use Choke efficiently.
I was thinking of skylasher as a reasonable two drop for the Delver meta- uncounterable, pro blue seems ok in a deck with manaless pump. I would consider a myr superion perhaps, but it sounds a bit cute. I would not want the whole deck to keel over to Chalice for 1, so would be looking to include some two drops and a couple of pitch dryads with forestwalk.
Other candidates could be things like Warrior's Lesson.
For board options- Chokes seems obvious, Cage, the usual anti bin stuff, Krosan Grips, Pithing needles, Dismembers, maybe even a token Primal Order.
I am serious about the deck, one which I have piloted to a top 8 PTQ finish in the old Extended format years ago (and would have gone further still if I had trusted my gut and ran ornithopter in the side- bloody Perish!). If one could be made that is competetive at a local level with a reasonable spread of decks I would be happy.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
I do not want to make a budget mono g infect deck as it were- I already have an infect deck- I was thinking of a slower deck with disruption, berserk free- one where I am not looking for specific critters and am not shafted for turns on end if they win the removal/counter war. One which keeps chipping away as it were whilst disrupting- more analagous to a D and T to burn type clock with disruption.
I am not sure it is viable, but I feel it might have a niche and would be an interesting exercise.....
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
I think you go to towards a GWx plan then. The maverick pieces are disruptive and the creatures tend to be able to set the tone of a game. Seems a fine place to start.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
? I certainly like the idea of using tanglewires, but then I am stax n pox type of guy in Legacy
, and I also co designed the tangle stompy deck that won the nationals of my extremely small country at the turn of the century. I will certainly bare in mind that maverick direction....
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord