Yeah the Moon effects are probably more crippling to a lot of decks than the Gods themselves. Blood Moon especially since Magus is susceptible to removal.
I would actually want to try out a more control-ish build, that uses Trinispheres and Chalices main decked in addition to the moons and with less all-in, but I'm afraid that without the Sol Lands, it will be more difficult.
Maybe a Cloudpost build? Although the moons would shut it down.
Anyone not running 4 Dues of Calamities is not doing it right. It is the best threat this decks has. If you drop it turn 1 or 2, they need to have a low cost answer and they need it in 4 turns.
Also, Koth is better than Demigod in this deck. You can almost always cast it turn 1-2. You trade 1 power and flying (and occasionally the awesome ability, but that doesn't happen much in this deck) for being way harder to deal with, a ritual on a stick for the next big threat, and a virtual two turn clock (as anything that's not combo has a real hard time winning through Koth's Ult)
Anyone not running 4 Dues of Calamities is not doing it right. It is the best threat this decks has. If you drop it turn 1 or 2, they need to have a low cost answer and they need it in 4 turns.
Also, Koth is better than Demigod in this deck. You can almost always cast it turn 1-2. You trade 1 power and flying (and occasionally the awesome ability, but that doesn't happen much in this deck) for being way harder to deal with, a ritual on a stick for the next big threat, and a virtual two turn clock (as anything that's not combo has a real hard time winning through Koth's Ult)
That's actually not a bad idea.
I was also thinking of Inferno Titan. He looks pretty god-like, or at least titan-like. Although gods and titans don't always get along I hear.
Anyone not running 4 Dues of Calamities is not doing it right. It is the best threat this decks has. If you drop it turn 1 or 2, they need to have a low cost answer and they need it in 4 turns.
Also, Koth is better than Demigod in this deck. You can almost always cast it turn 1-2. You trade 1 power and flying (and occasionally the awesome ability, but that doesn't happen much in this deck) for being way harder to deal with, a ritual on a stick for the next big threat, and a virtual two turn clock (as anything that's not combo has a real hard time winning through Koth's Ult)
Woah..... Totally wasn't thinking clearly and your right. Gonna work on the numbers later to add +1 deus and 4 koth. I don't know why I kept glancing over koth. I think its because I use too try out Chandra ( both) in my old builds and they never worked. So I wrote of all planeswalkers from the deck.
I'm going to try your suggestion of -4 demigod +4 koth.
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I was also thinking of Inferno Titan. He looks pretty god-like, or at least titan-like. Although gods and titans don't always get along I hear.
The problem is that the Inferno costs 6, and the magic number is 5. 5 is so much easier to hit than 6, because of Seething Song. You can hit 5 with 4-5 cards on turn one pretty easily, while hitting 6 needs atleast 5 cards on turn 1.
Without chrome mox (available in overextended, but not in modern), hitting a 6 drop is very hard on turn one. You need to have atleast a seething song and either a rite of flame and a simian spirit guide or another rite of flame. It's just too hard.
So if your going to run a 6 drop, understand that dropping it on turns 2-3 will be far more likely.
So given that you want to run a 6 drop, Chandra Ablaze is 10x better than Inferno Titan. He +1 turns all your extra rituals into flame javs, but more importantly is the ultimate disruption. If you can toss her down on turn 1-2 (needs a good hand, but she is still devastating on turns 3-4) and then use her -2, it's pretty much game over. Both players end up with a mull into 3 cards against their will, then you are left with a planeswalker killing anything meager thing they manage to play, and eventually you will kill them 4 damage at a time, drop another threat, or use her Ult to drop out 20 goblins.
game 1 first turn me
opening hand was mountain, pyretic ritual, desperate ritual, pyretic ritual, simian spirit guide, deus of calamity, Koth of the hammer.
I'm going for it.
I went for the All-in Deus of calamity and pass the turn.
he draws,goes to game 2.
I chose not to sideboard since I didn't even see a land.
game 2 he plays alot of things, aether vial, vendillion clique, stoneforge, sword of fire and ice...etc...etc...didn't last long for me.
game 3
I sideboarded in volcanic fallout and pithing needle.
I lead with land, simian spirit guide, desperate ritual, trinisphere.
he passed a few turns and eventually play aether vial
I payed 3 to get down a pithing needle for the vial.
he passes the turn then I put down a koth.
the game was over then.
overall i really want to thank optimis344 for the suggestion of dumping demigod for Koth and upping the #'s on deus. heres the current list:
game 1 first turn me
opening hand was mountain, pyretic ritual, desperate ritual, pyretic ritual, simian spirit guide, deus of calamity, Koth of the hammer.
I'm going for it.
I went for the All-in Deus of calamity and pass the turn.
he draws,goes to game 2.
I chose not to sideboard since I didn't even see a land.
game 2 he plays alot of things, aether vial, vendillion clique, stoneforge, sword of fire and ice...etc...etc...didn't last long for me.
game 3
I sideboarded in volcanic fallout and pithing needle.
I lead with land, simian spirit guide, desperate ritual, trinisphere.
he passed a few turns and eventually play aether vial
I payed 3 to get down a pithing needle for the vial.
he passes the turn then I put down a koth.
the game was over then.
overall i really want to thank optimis344 for the suggestion of dumping demigod for Koth and upping the #'s on deus. heres the current list:
Why no Rite of Flame. Unless your area is flooded with mental missteps, it is the best ritual. It can be played on turn 1 if you draw a great hand, produces the same mana as the other rituals (+1) and can grow bigger. It's just so much better then other rituals.
May I also advise some chalice of the void in the board. It is great against alot of bad match ups and outright wins some games that you shouldn't even be in (hypergenesis, Living end, second sunrise).
And if your not mainboarding empty the warrens, they should make their way into the board against removal heavy decks. If your going to be faceing 8-12 spot removal cards, but no sweepers, 8-12 goblins end things pretty well.
Why no Rite of Flame. Unless your area is flooded with mental missteps, it is the best ritual. It can be played on turn 1 if you draw a great hand, produces the same mana as the other rituals (+1) and can grow bigger. It's just so much better then other rituals.
In this meta I'm very afraid of mental misstep. usually I'f I have a SSG i keep one land hands and being able to go SSG into one of the 2 mana rituals feels safer than, land 1 mana ritual into misstep. and also I land a turn 1/2 tinisphere quite often and late game it would just sit in my hand. personally Im not a fan of rite of flame unless im playing dragonstorm
May I also advise some chalice of the void in the board. It is great against alot of bad match ups and outright wins some games that you shouldn't even be in (hypergenesis, Living end, second sunrise).
COTV would be a card that I would try in the sideboard, I'm part in partial to trinisphere more, but it would be a meta call. although people are saying that hypergenesis is going to be the deck to beat, I have'nt seen it come up yet. and especially against the decks you mentioned, they don't like 7-8 moon effects
And if your not mainboarding empty the warrens, they should make their way into the board against removal heavy decks. If your going to be faceing 8-12 spot removal cards, but no sweepers, 8-12 goblins end things pretty well.
there was an earlier post about ETW. in which it's an auto lose vs Marrow shards andchoking fumes. I would extend that list and even say it loses to shrivel,ratchet bomb,pyroclasm,Krark-Clan Shaman. I think it's a good card, but once again, between trinisphere, 7-8 moon effects and basically any threat I have in the deck (especially Koth) they don't have a chance.but i like the risk though. I'll put it in for testing reasons
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In this meta I'm very afraid of mental misstep. usually I'f I have a SSG i keep one land hands and being able to go SSG into one of the 2 mana rituals feels safer than, land 1 mana ritual into misstep. and also I land a turn 1/2 tinisphere quite often and late game it would just sit in my hand. personally Im not a fan of rite of flame unless im playing dragonstorm
I can buy that. I think you might be over reacting a little bit, but a misstep could be bad. I think this decks advantage here is that even if your running rites, their missteps only hit 4 cards. No one should keep in a card like that after sideboarding unless they are deathly afraid of a turn 1 explosion.
COTV would be a card that I would try in the sideboard, I'm part in partial to trinisphere more, but it would be a meta call. although people are saying that hypergenesis is going to be the deck to beat, I have'nt seen it come up yet. and especially against the decks you mentioned, they don't like 7-8 moon effects
I would say run both. I am going to try to tonight. Our packages are clearly Monster or Disruption, and I think that the chalice can be better on the disruption end. I know that in Gavin's overextended (which isn't modern but close) I got rolled by living end, regardless of the fact that I had a blood moon effect out. They do run swamps and forests, and cascadeing into a living end pretty much beats us on the spot. It also could have been useful vs Elves. Bursting out a chalice on 2 or 3 makes half their deck just useless, while they have the mana to ignore trinisphere and the forests to ignore blood moon effects.
there was an earlier post about ETW. in which it's an auto lose vs Marrow shards andchoking fumes. I would extend that list and even say it loses to shrivel,ratchet bomb,pyroclasm,Krark-Clan Shaman. I think it's a good card, but once again, between trinisphere, 7-8 moon effects and basically any threat I have in the deck (especially Koth) they don't have a chance.but i like the risk though. I'll put it in for testing reasons
It does get blown out by some cards. But no one plays those cards in an eternal format. Maybe a clasm effect, but they need it right away because the goblins will kill them in 2-3 turns. And the same principle applies with mental misstep. If they are sideing in 4-8 sweepers to deal with 4 of your cards, they have less of a chance of dealing with a Dues or Koth. I can see people not running it main, but I feel you need to run it sideboard, because it's very possible you run into an esperblade type deck packing PtE, GftT, Jace2, and counters. And EtW is the card that beats those situations.
It does get blown out by some cards. But no one plays those cards in an eternal format. Maybe a clasm effect, but they need it right away because the goblins will kill them in 2-3 turns. And the same principle applies with mental misstep. If they are sideing in 4-8 sweepers to deal with 4 of your cards, they have less of a chance of dealing with a Dues or Koth. I can see people not running it main, but I feel you need to run it sideboard, because it's very possible you run into an esperblade type deck packing PtE, GftT, Jace2, and counters. And EtW is the card that beats those situations.
ok the list I gave was pretty out there, but I am starting to think that as long as this deck stays "remotely" under the radar. we can run Empty the warrens. I can see many of the decks keeping in there spot removal to deal with the big threats. so im gonna go ahead and put 3-4 ETW in the side.
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That's actually me. I am writing a primer and a report to send to Gavin. Hopefully he puts them up. In the meantime, I can say that I would replace the dead//gone in the boards with shatterstorms and hope to just race depths if I run into it (not banned in overextended, but it doesnt see a ton of play).
Does Rakka Mar have a place in this deck? 5 mana gets you a 2/2 and a 3/1 with haste, and another token every turn. You could throw some equipment in and the Magus or Priest would become real threats. Or maybe Jaya Ballard, Task Mage in the SB.
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Does Rakka Mar have a place in this deck? 5 mana gets you a 2/2 and a 3/1 with haste, and another token every turn. You could throw some equipment in and the Magus or Priest would become real threats. Or maybe Jaya Ballard, Task Mage in the SB.
Jaya takes too much to activate. Very often you keep a 1-2 lander and never see another land for the rest of the game. She's just not good in a non-control deck in this format.
And Rakka is outclassed. She gives you a 2/2 and an attacking 3/1 for 5. Koth gives you a attacking 4/4 for 4 an becomes a superthreat later. Dues gives you a 6/6 trampleling land destroyer for 5. If you play 3 cards that turn, you get 8 1/1 goblins out of Empty the Warrens. Even Demigod gives you a 5/4 haste flyer.
She just doesn't compete unless the game goes to 5-6 turns, and if the game goes 5-6 turns your odds of winning aren't good. And even if you do go late game, Koth tends to be better there too. With the lack of midrange going around Koth is very hard to keep off the table, and once he spends 3 turns there, it's virtually game over.
That's actually me. I am writing a primer and a report to send to Gavin. Hopefully he puts them up. In the meantime, I can say that I would replace the dead//gone in the boards with shatterstorms and hope to just race depths if I run into it (not banned in overextended, but it doesnt see a ton of play).
Ah, interesting.
Have you considered Arc-Slogger or Cyclops Gladiator at all for dealing with weenies? I was also thinking about Slagstorms for taking out aggro decks.
Have you considered Arc-Slogger or Cyclops Gladiator at all for dealing with weenies? I was also thinking about Slagstorms for taking out aggro decks.
I haven't had any issue with aggro decks (though I haven't run into to many) except affinity. I did lose to elves the first week (the deck that won) but even he said I was heavily favored and he drew the only card that could help him (Turn 2 wren's run vanquisher). I did consider the slogger because it used to be run in these types of decks but I truthfully would not have needed it so far.
The truth here seems to be that you are faster than aggro decks as long as they don't have an answer. The only deck that keeps up with you in speed is affinity, but that is where the sideboard comes in. I would change my sideboard to have more hate for them because of this, otherwise it comes down to a coin flip, with whoever goes first having a big advantage.
I still can't belive you did so well with only 17 lands, when I was testing it, I felt like I want even more then 20, because for example if you play your first threat like Demigod t1 and it's destroyed (Path...). Then you usually need to get to 3 mana t3, use Seething Song or other rituals and cast another threat as soon as posible if you want to stay in that game.
So I think only 17 lands means that you are much more all-in -> play sth t1 and either win or lose (and it seems to be the right way, according to the Overextended Night results)
It's certainly all in. I normally would do 18 lands, but I added in 3 probes (still not sure if they are the way to go) so I figured 3 free cantrips counted as a land. The key is to make sure that you play the right threat. Obviously sometimes you have 1 threat and that isn't an option but knowing the deck you are playing against is a big part.
Game 1, you power out a Koth and eventually kill them with his ult. Over the course of the game, you probe them and see they are running scapeshift. Now you side for game two (In my case putting in chandra).
Game two you are on the draw and start your turn with Mountain, Mountain , Rite of Flame , Rite of Flame , Seething Song , Koth of the Hammer , Deus of Calamity , Empty the Warrens. What do you play first. I had this situation happen last week and the game came down to what I played. After thinking I went with Koth. My reasoning being
Deus - He wins the game, but he already has a land down. It's too vunerable to an into the roil or other bounce spell.
EtW - The deck is blue/Green but runs red mana for the finish. It's very possible they have cheap sweepers in the board.
Koth - He still as vulnerable as Dues, but he can be replayed easier, as well as Ritual next turn if you draw a land. Many times I have played Koth, seen that he might be dealt with and then used his -2 to pump out disruption or another threat. Also, the scapeshift deck is not very interactive. Unless they are hurling wood elves at him, he will most likely finish them, or Ult if you get another threat and need to clear the way.
But the true hard part of the deck is knowing when to mull and when to risk it. On 17 lands a 1-2 lander is very common. But you need to look at your total 1 turn mana potential and the likely hood of your threat sticking and winning the game. I know it sounds basic, but alot of times you just look at your hand and place it all on a turn 1 or 2 play that if it's stopped, you need to hope your opponent falters to get back in it.
That is the hard part of the deck. Playing it is very easy and straight forward, but Mulliganing, Knowing when to risk a keep, and sidboarding are where the games are won or lost with this deck.
The last suggestion I can give on the low land All in Style is to know when you should keep a no bomb hand. I won a game against Living End on turn 8-10 becuase I saw I had 3 peices of relivant disruption (1 trinisphere, 1 Chalice of the Void, 1 Relic of Progenitus), 2 lands and a ritual. My early turns where just spent setting up my disruption wall, and eventually drew a koth before he could get through it.
My article on All in Red in Overextended (and legal in modern) has gone up over on Gavin's Overextended Site.
I figured it's fairly relevant to this thread.
I would actually want to try out a more control-ish build, that uses Trinispheres and Chalices main decked in addition to the moons and with less all-in, but I'm afraid that without the Sol Lands, it will be more difficult.
Maybe a Cloudpost build? Although the moons would shut it down.
Also, Koth is better than Demigod in this deck. You can almost always cast it turn 1-2. You trade 1 power and flying (and occasionally the awesome ability, but that doesn't happen much in this deck) for being way harder to deal with, a ritual on a stick for the next big threat, and a virtual two turn clock (as anything that's not combo has a real hard time winning through Koth's Ult)
=
"Sup dawg! I herd u like mountains so I equipped a mountain on your mountain so your can swing with land while you swing with land!"
That's actually not a bad idea.
I was also thinking of Inferno Titan. He looks pretty god-like, or at least titan-like. Although gods and titans don't always get along I hear.
Woah..... Totally wasn't thinking clearly and your right. Gonna work on the numbers later to add +1 deus and 4 koth. I don't know why I kept glancing over koth. I think its because I use too try out Chandra ( both) in my old builds and they never worked. So I wrote of all planeswalkers from the deck.
I'm going to try your suggestion of -4 demigod +4 koth.
Modern
:rakdos::selesnya: goblins
:symr::symb::symg: Glass Cannon Griselbrand
sig made by Hakai Studios (http://forums.mtgsalvation.com/showthread.php?p=6100225)
The problem is that the Inferno costs 6, and the magic number is 5. 5 is so much easier to hit than 6, because of Seething Song. You can hit 5 with 4-5 cards on turn one pretty easily, while hitting 6 needs atleast 5 cards on turn 1.
Without chrome mox (available in overextended, but not in modern), hitting a 6 drop is very hard on turn one. You need to have atleast a seething song and either a rite of flame and a simian spirit guide or another rite of flame. It's just too hard.
So if your going to run a 6 drop, understand that dropping it on turns 2-3 will be far more likely.
So given that you want to run a 6 drop, Chandra Ablaze is 10x better than Inferno Titan. He +1 turns all your extra rituals into flame javs, but more importantly is the ultimate disruption. If you can toss her down on turn 1-2 (needs a good hand, but she is still devastating on turns 3-4) and then use her -2, it's pretty much game over. Both players end up with a mull into 3 cards against their will, then you are left with a planeswalker killing anything meager thing they manage to play, and eventually you will kill them 4 damage at a time, drop another threat, or use her Ult to drop out 20 goblins.
=
"Sup dawg! I herd u like mountains so I equipped a mountain on your mountain so your can swing with land while you swing with land!"
played against u/w fish(not merfolk)
game 1 first turn me
opening hand was mountain, pyretic ritual, desperate ritual, pyretic ritual, simian spirit guide, deus of calamity, Koth of the hammer.
I'm going for it.
I went for the All-in Deus of calamity and pass the turn.
he draws,goes to game 2.
I chose not to sideboard since I didn't even see a land.
game 2 he plays alot of things, aether vial, vendillion clique, stoneforge, sword of fire and ice...etc...etc...didn't last long for me.
game 3
I sideboarded in volcanic fallout and pithing needle.
I lead with land, simian spirit guide, desperate ritual, trinisphere.
he passed a few turns and eventually play aether vial
I payed 3 to get down a pithing needle for the vial.
he passes the turn then I put down a koth.
the game was over then.
overall i really want to thank optimis344 for the suggestion of dumping demigod for Koth and upping the #'s on deus. heres the current list:
4 Deus of Calamity
4 Koth of the Hammer
4 Magus of the Moon
4 Simian Spirit Guide
2 Urabrask the Hidden
4 Blood Moon
4 Desperate Ritual
4 Pyretic Ritual
4 Seething Song
2 Tezzeret's Gambit
4 Trinisphere
3 Kazuul, Tyrant of the Cliffs
4 Manic Vandal
4 Pithing Needle
4 Slagstorm
Modern
:rakdos::selesnya: goblins
:symr::symb::symg: Glass Cannon Griselbrand
sig made by Hakai Studios (http://forums.mtgsalvation.com/showthread.php?p=6100225)
Why no Rite of Flame. Unless your area is flooded with mental missteps, it is the best ritual. It can be played on turn 1 if you draw a great hand, produces the same mana as the other rituals (+1) and can grow bigger. It's just so much better then other rituals.
May I also advise some chalice of the void in the board. It is great against alot of bad match ups and outright wins some games that you shouldn't even be in (hypergenesis, Living end, second sunrise).
And if your not mainboarding empty the warrens, they should make their way into the board against removal heavy decks. If your going to be faceing 8-12 spot removal cards, but no sweepers, 8-12 goblins end things pretty well.
=
"Sup dawg! I herd u like mountains so I equipped a mountain on your mountain so your can swing with land while you swing with land!"
In this meta I'm very afraid of mental misstep. usually I'f I have a SSG i keep one land hands and being able to go SSG into one of the 2 mana rituals feels safer than, land 1 mana ritual into misstep. and also I land a turn 1/2 tinisphere quite often and late game it would just sit in my hand. personally Im not a fan of rite of flame unless im playing dragonstorm
COTV would be a card that I would try in the sideboard, I'm part in partial to trinisphere more, but it would be a meta call. although people are saying that hypergenesis is going to be the deck to beat, I have'nt seen it come up yet. and especially against the decks you mentioned, they don't like 7-8 moon effects
there was an earlier post about ETW. in which it's an auto lose vs Marrow shards andchoking fumes. I would extend that list and even say it loses to shrivel,ratchet bomb,pyroclasm,Krark-Clan Shaman. I think it's a good card, but once again, between trinisphere, 7-8 moon effects and basically any threat I have in the deck (especially Koth) they don't have a chance.but i like the risk though. I'll put it in for testing reasons
Modern
:rakdos::selesnya: goblins
:symr::symb::symg: Glass Cannon Griselbrand
sig made by Hakai Studios (http://forums.mtgsalvation.com/showthread.php?p=6100225)
I can buy that. I think you might be over reacting a little bit, but a misstep could be bad. I think this decks advantage here is that even if your running rites, their missteps only hit 4 cards. No one should keep in a card like that after sideboarding unless they are deathly afraid of a turn 1 explosion.
I would say run both. I am going to try to tonight. Our packages are clearly Monster or Disruption, and I think that the chalice can be better on the disruption end. I know that in Gavin's overextended (which isn't modern but close) I got rolled by living end, regardless of the fact that I had a blood moon effect out. They do run swamps and forests, and cascadeing into a living end pretty much beats us on the spot. It also could have been useful vs Elves. Bursting out a chalice on 2 or 3 makes half their deck just useless, while they have the mana to ignore trinisphere and the forests to ignore blood moon effects.
It does get blown out by some cards. But no one plays those cards in an eternal format. Maybe a clasm effect, but they need it right away because the goblins will kill them in 2-3 turns. And the same principle applies with mental misstep. If they are sideing in 4-8 sweepers to deal with 4 of your cards, they have less of a chance of dealing with a Dues or Koth. I can see people not running it main, but I feel you need to run it sideboard, because it's very possible you run into an esperblade type deck packing PtE, GftT, Jace2, and counters. And EtW is the card that beats those situations.
=
"Sup dawg! I herd u like mountains so I equipped a mountain on your mountain so your can swing with land while you swing with land!"
ok the list I gave was pretty out there, but I am starting to think that as long as this deck stays "remotely" under the radar. we can run Empty the warrens. I can see many of the decks keeping in there spot removal to deal with the big threats. so im gonna go ahead and put 3-4 ETW in the side.
Modern
:rakdos::selesnya: goblins
:symr::symb::symg: Glass Cannon Griselbrand
sig made by Hakai Studios (http://forums.mtgsalvation.com/showthread.php?p=6100225)
http://mtgoverextended.com/?p=422
That's actually me. I am writing a primer and a report to send to Gavin. Hopefully he puts them up. In the meantime, I can say that I would replace the dead//gone in the boards with shatterstorms and hope to just race depths if I run into it (not banned in overextended, but it doesnt see a ton of play).
=
"Sup dawg! I herd u like mountains so I equipped a mountain on your mountain so your can swing with land while you swing with land!"
It's an updated version of Brawl into an epic, new game.
Jaya takes too much to activate. Very often you keep a 1-2 lander and never see another land for the rest of the game. She's just not good in a non-control deck in this format.
And Rakka is outclassed. She gives you a 2/2 and an attacking 3/1 for 5. Koth gives you a attacking 4/4 for 4 an becomes a superthreat later. Dues gives you a 6/6 trampleling land destroyer for 5. If you play 3 cards that turn, you get 8 1/1 goblins out of Empty the Warrens. Even Demigod gives you a 5/4 haste flyer.
She just doesn't compete unless the game goes to 5-6 turns, and if the game goes 5-6 turns your odds of winning aren't good. And even if you do go late game, Koth tends to be better there too. With the lack of midrange going around Koth is very hard to keep off the table, and once he spends 3 turns there, it's virtually game over.
=
"Sup dawg! I herd u like mountains so I equipped a mountain on your mountain so your can swing with land while you swing with land!"
Ah, interesting.
Have you considered Arc-Slogger or Cyclops Gladiator at all for dealing with weenies? I was also thinking about Slagstorms for taking out aggro decks.
I haven't had any issue with aggro decks (though I haven't run into to many) except affinity. I did lose to elves the first week (the deck that won) but even he said I was heavily favored and he drew the only card that could help him (Turn 2 wren's run vanquisher). I did consider the slogger because it used to be run in these types of decks but I truthfully would not have needed it so far.
The truth here seems to be that you are faster than aggro decks as long as they don't have an answer. The only deck that keeps up with you in speed is affinity, but that is where the sideboard comes in. I would change my sideboard to have more hate for them because of this, otherwise it comes down to a coin flip, with whoever goes first having a big advantage.
It's certainly all in. I normally would do 18 lands, but I added in 3 probes (still not sure if they are the way to go) so I figured 3 free cantrips counted as a land. The key is to make sure that you play the right threat. Obviously sometimes you have 1 threat and that isn't an option but knowing the deck you are playing against is a big part.
Game 1, you power out a Koth and eventually kill them with his ult. Over the course of the game, you probe them and see they are running scapeshift. Now you side for game two (In my case putting in chandra).
Game two you are on the draw and start your turn with Mountain, Mountain , Rite of Flame , Rite of Flame , Seething Song , Koth of the Hammer , Deus of Calamity , Empty the Warrens. What do you play first. I had this situation happen last week and the game came down to what I played. After thinking I went with Koth. My reasoning being
Deus - He wins the game, but he already has a land down. It's too vunerable to an into the roil or other bounce spell.
EtW - The deck is blue/Green but runs red mana for the finish. It's very possible they have cheap sweepers in the board.
Koth - He still as vulnerable as Dues, but he can be replayed easier, as well as Ritual next turn if you draw a land. Many times I have played Koth, seen that he might be dealt with and then used his -2 to pump out disruption or another threat. Also, the scapeshift deck is not very interactive. Unless they are hurling wood elves at him, he will most likely finish them, or Ult if you get another threat and need to clear the way.
But the true hard part of the deck is knowing when to mull and when to risk it. On 17 lands a 1-2 lander is very common. But you need to look at your total 1 turn mana potential and the likely hood of your threat sticking and winning the game. I know it sounds basic, but alot of times you just look at your hand and place it all on a turn 1 or 2 play that if it's stopped, you need to hope your opponent falters to get back in it.
That is the hard part of the deck. Playing it is very easy and straight forward, but Mulliganing, Knowing when to risk a keep, and sidboarding are where the games are won or lost with this deck.
The last suggestion I can give on the low land All in Style is to know when you should keep a no bomb hand. I won a game against Living End on turn 8-10 becuase I saw I had 3 peices of relivant disruption (1 trinisphere, 1 Chalice of the Void, 1 Relic of Progenitus), 2 lands and a ritual. My early turns where just spent setting up my disruption wall, and eventually drew a koth before he could get through it.
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"Sup dawg! I herd u like mountains so I equipped a mountain on your mountain so your can swing with land while you swing with land!"
I figured it's fairly relevant to this thread.
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"Sup dawg! I herd u like mountains so I equipped a mountain on your mountain so your can swing with land while you swing with land!"