with all the delver decks running around, would running desert as a play set be a practical answer the pest?
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It won't do anything to Delver once it flips. Plus, why would somebody willingly attack into Desert with Delver before it flips?
Even if it dealt two damage, Delver decks still run a full set of Wasteland and they could also Stifle its activation if needed.
It won't touch a Nimble Mongoose either at any point.
You can only run so many colorless lands too, so this is going to have to take the place of Wasteland, Factory, or other utility lands.
It's cute in decks running crop rotation or knight of the reliquary, but it really isn't that great. If there were more X/1 creatures, I could see it maybe happening but big dudes rule this format generally.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
By "won't do it" do you mean "won't attack"? Seems good to me for the price of one land tutored out.
More like, "I'll hold my Snapcaster back and continue to beat you down with this 3/2 flyer, 3/3 shroud, and/or 4/5 beat stick." Another very likely possibility would be "Let me just waste that land which you kept untapped and could have used productively on your own turn and attack with my Snapcaster/Bob/Clique anyways."
By "won't do it" do you mean "won't attack"? Seems good to me for the price of one land tutored out.
Them not attacking is pretty relevant. If they find a way around it, like throwing a sword on their dude, you can always tap it for instead.
They would probably just wasteland you. Things like these usually meet the same fate as maze of ith. Unlike Maze of Ith it is only good against 1 thoughness creatures. Making it extremely narrow and only really good against UW Blade.
They would probably just wasteland you. Things like these usually meet the same fate as maze of ith. Unlike Maze of Ith it is only good against 1 thoughness creatures. Making it extremely narrow and only really good against UW Blade.
Maze taps for mana when it untaps a knight of the reliquary on the end step, since you can float a mana with the land you sack to the knight afterwards to get an untapped land. This is beside the point though, desert is far too narrow to be run in legacy. You get ultra style points for running desert in legacy, but that's all you get really as it doesn't have a noticeable impact except in rare circumstances, since killing X/1's is kinda irrelevant in legacy unless said X/1's are dark confidant, mother of runes, dryad arbor, or delver of secrets. If you get a mom to attack though, mad props to you sir as I can never get mom to attack.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
You can only use Quicksand's -1/-2 ability once, and it only targets non flying creatures which defeats the purpose of playing it. Although you can only use Desert at the end of combat step, like Arena it is an ability you can keep on using and if nothing else it will tap for 1 .
Unless you're going to run a full playset with Wasteland , don't bother playing it . The strength of Desert is in multiples.. but in this format we really only need 2 Desert in play to considerably cripple our opponent's game plan . But we can only use Desert at the end of combat step, so we need threats in the deck that can help us clear the board, I ran a very similar list to this last night only I had Cavern Of Souls instead of the Desert . But my list didn't run enough creatures to really make use of the Cavern. I could play Rishadan Port, but Delver will still come down from the tapping of a single Island and MUD decks don't have much right now to deal with them besides Arena, Karn Liberated and Spine Of Ish Sah . If Arena tapped for 1 , it would be worth including . but *sigh* it does not . I'd still consider playing 1 or 2 copies in the main because you will get lifelink from choosing Wurmcoil , if during the attack phase, double times -Arena is now errata with the fight mechanic .
the list I ran, consider Desert over Cavern in this list,
I went 3-1 , losing against Burn and winning against two Delver decks.
Though I never managed to stick the Smokestack, my top decks were terrifying enough to exhaust all of my opponent's counter spells .
The only thing you'd change to the list that is logical for what I was trying to do (Deal with Delver decks with a MUD shell) is cutting the Caverns for either Mutavault, Rishadan Port, Gargoyle Castle ?, or Desert, and I would choose Desert, given those choices.
I dare say, Desert is amazing when you're top decking cards like in that list I gave .
Yeah Desert is more of a stalling strategy . But stalling is ok if you have Tangle Wire, Chalice , Bottled Cloister, Crucible and Smokestack coming off the top ,
this seems stupid to mention this but I also wanted to slot Ring of Ma'rûf somewhere because it can grab graveyard hate, or whatever else I could use from the board, and in a control kind of deck like this it isn't so slow as Kuldotha Forgemaster would be the alternative and can get creature-killed STP'd or makes me sac my artifacts .
This would have been better suited for an appropriate deck thread. Also, a two year necro is a pretty extreme.
It always feels tempting; but it's a budget option; and a mediocre one at that.
Recurring removal can come in:
-Black: Darkblast (don't run more than 2. Even 1 can be suspect )
-Colorless: Engineered Explosives + Academy Ruins (this is my KotR tech at the moment)
-Colorless: Cursed Scroll (Pox decks use it; it's pretty good.)
-Red: Punishing Fire (This is the non-budget option.)
Granted; yours is a land and doesn't take up any real space; but yours is something you can play around. You can play around the above because they unconditionally do what they do; which is why they see fringe play (outside of Pfire.) For Delver; most decks run enough removal to just 1-for-1 their creatures if they stabilize their mana.
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Even if it dealt two damage, Delver decks still run a full set of Wasteland and they could also Stifle its activation if needed.
It won't touch a Nimble Mongoose either at any point.
You can only run so many colorless lands too, so this is going to have to take the place of Wasteland, Factory, or other utility lands.
Simple answer. No.
More in depth answer. It won't because:
1) Anyone willing to run there X/1 creature into a Desert without protection is bumb.
2) What other deck/creature are you going to use this on? Snapcaster Mage? Seems very narrow to me
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They won't do it once they know you are playing desert and definitely wont do it if they see it on the board.
It doesn't impact the game enough to run such a easily played around card.
By "won't do it" do you mean "won't attack"? Seems good to me for the price of one land tutored out.
Them not attacking is pretty relevant. If they find a way around it, like throwing a sword on their dude, you can always tap it for instead.
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More like, "I'll hold my Snapcaster back and continue to beat you down with this 3/2 flyer, 3/3 shroud, and/or 4/5 beat stick." Another very likely possibility would be "Let me just waste that land which you kept untapped and could have used productively on your own turn and attack with my Snapcaster/Bob/Clique anyways."
They would probably just wasteland you. Things like these usually meet the same fate as maze of ith. Unlike Maze of Ith it is only good against 1 thoughness creatures. Making it extremely narrow and only really good against UW Blade.
Unlike Maze Of Ith, it actually taps for a mana.
Maze taps for mana when it untaps a knight of the reliquary on the end step, since you can float a mana with the land you sack to the knight afterwards to get an untapped land. This is beside the point though, desert is far too narrow to be run in legacy. You get ultra style points for running desert in legacy, but that's all you get really as it doesn't have a noticeable impact except in rare circumstances, since killing X/1's is kinda irrelevant in legacy unless said X/1's are dark confidant, mother of runes, dryad arbor, or delver of secrets. If you get a mom to attack though, mad props to you sir as I can never get mom to attack.
Currently Playing:
Retired
You can only use Quicksand's -1/-2 ability once, and it only targets non flying creatures which defeats the purpose of playing it. Although you can only use Desert at the end of combat step, like Arena it is an ability you can keep on using and if nothing else it will tap for 1 .
Metalworker is a deck, here's a sample mana base,
Unless you're going to run a full playset with Wasteland , don't bother playing it . The strength of Desert is in multiples.. but in this format we really only need 2 Desert in play to considerably cripple our opponent's game plan . But we can only use Desert at the end of combat step, so we need threats in the deck that can help us clear the board, I ran a very similar list to this last night only I had Cavern Of Souls instead of the Desert . But my list didn't run enough creatures to really make use of the Cavern. I could play Rishadan Port, but Delver will still come down from the tapping of a single Island and MUD decks don't have much right now to deal with them besides Arena, Karn Liberated and Spine Of Ish Sah . If Arena tapped for 1 , it would be worth including . but *sigh* it does not . I'd still consider playing 1 or 2 copies in the main because you will get lifelink from choosing Wurmcoil , if during the attack phase, double times -Arena is now errata with the fight mechanic .
the list I ran, consider Desert over Cavern in this list,
I went 3-1 , losing against Burn and winning against two Delver decks.
Though I never managed to stick the Smokestack, my top decks were terrifying enough to exhaust all of my opponent's counter spells .
The only thing you'd change to the list that is logical for what I was trying to do (Deal with Delver decks with a MUD shell) is cutting the Caverns for either Mutavault, Rishadan Port, Gargoyle Castle ?, or Desert, and I would choose Desert, given those choices.
I dare say, Desert is amazing when you're top decking cards like in that list I gave .
Yeah Desert is more of a stalling strategy . But stalling is ok if you have Tangle Wire, Chalice , Bottled Cloister, Crucible and Smokestack coming off the top ,
this seems stupid to mention this but I also wanted to slot Ring of Ma'rûf somewhere because it can grab graveyard hate, or whatever else I could use from the board, and in a control kind of deck like this it isn't so slow as Kuldotha Forgemaster would be the alternative and can get creature-killed STP'd or makes me sac my artifacts .
This would have been better suited for an appropriate deck thread. Also, a two year necro is a pretty extreme.
Recurring removal can come in:
-Black: Darkblast (don't run more than 2. Even 1 can be suspect )
-Colorless: Engineered Explosives + Academy Ruins (this is my KotR tech at the moment)
-Colorless: Cursed Scroll (Pox decks use it; it's pretty good.)
-Red: Punishing Fire (This is the non-budget option.)
Granted; yours is a land and doesn't take up any real space; but yours is something you can play around. You can play around the above because they unconditionally do what they do; which is why they see fringe play (outside of Pfire.) For Delver; most decks run enough removal to just 1-for-1 their creatures if they stabilize their mana.
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