I'd take Wall of Roots over Rampant Growth any day. The wall is really good and is much easier to abuse because it's a creature.
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rant
What do you mean abuse? Wall of Roots produces one more mana the turn it comes down than Rampant Growth, but then the land you got (which could be any color ~fixing) produces mana for the rest of the game, instead of just for 4 more turns.
The question then: is blocking as a 0/4 and 0/3 and 0/2, combined combined with making a G the turn it hits worth being vulnerable to removal, only working for 5 turns, and not fixing? Fixers have always been in very high demand in my cube, I'm hesitant to remove any.
What do you mean abuse? Wall of Roots produces one more mana the turn it comes down than Rampant Growth, but then the land you got (which could be any color ~fixing) produces mana for the rest of the game, instead of just for 4 more turns.
The question then: is blocking as a 0/4 and 0/3 and 0/2, combined combined with making a G the turn it hits worth being vulnerable to removal, only working for 5 turns, and not fixing? Fixers have always been in very high demand in my cube, I'm hesitant to remove any.
It's really easy to use the mana and then bounce and replay it (Crystal Shard, Erratic Portal, Shivan Wurm, Stonecloaker) or blink it (Galepowder Mage, Momentary Blink). I'm not saying replaying your Wall is the strongest use of those cards, but it can be done and might be important. It's much harder to replay Rampant Growth.
I never thought people would be calling for the removal of Rampant Growth. I'll will propose swapping it out for Wall of Roots to my group and see what they think.
I never thought people would be calling for the removal of Rampant Growth. I'll will propose swapping it out for Wall of Roots to my group and see what they think.
Ya, it's okay, but it is worse than two other cards in the cube already (Farseek and strictly worse than Sakura-Tribe Elder). Then you start comparing it to the mana elves, Wall of Roots, Harrow, Kodama's Reach, Krosan Tusker and so on, and there's just no room left for Rampant Growth anymore.
What do you mean abuse? Wall of Roots produces one more mana the turn it comes down than Rampant Growth, but then the land you got (which could be any color ~fixing) produces mana for the rest of the game, instead of just for 4 more turns.
The question then: is blocking as a 0/4 and 0/3 and 0/2, combined combined with making a G the turn it hits worth being vulnerable to removal, only working for 5 turns, and not fixing? Fixers have always been in very high demand in my cube, I'm hesitant to remove any.
I'd much rather someone use their removal on my wall of roots than on pretty much anything else, and 5 turns of extra mana is all you need unless you're really getting screwed. Rampant growth is probably better in a larger cube. wall of roots and wall of blossoms are more useful than they appear.
Rampant Growth is being trialed where the player that drafts it can decide whether to have it be wall of roots or Rampant Growth when they draft it. If we get more Wall of Roots, then the wall will take over. So far its been 3 and 3. Also new to the watch list is Grab the Reins Its been ok about once every 10 drafts, and usually goes unplayed.
Grab the Reins looks cool, and is a unique effect (before Slave of Bolas was printed, anyway). But it's pretty overcosted for it's effect and can be played around with devastating effect.
Anyways those one drop black dudes are good and i would cut three of the following:
Terror (worse than doom blade)
Smother (not needed)
Infest (just bad)
Nether Void (way too narrow and never played well in our cube)
Both Nezumis (not good enough)
Ink-Eyes (have never seen her reanimate a creature...actually ive never seen her do anything)
Laquatus Champion
Visara
Phyrexian Plaguelord (bad with combat damage gone)
Puppeteer Clique
I have to disagree about Nether Void. It's like a black Armageddon. It's not narrow at all. Also, both Nezumis are great, I wouldn't cut either of 'em.
The rest can be cut if you need to replace them with something better.
I like all of those changes except perhaps Mutilate / Puppeteer Clique. And I would try to keep Slaughter Pact and Yawgmoth's Will, although I do like what you are bringing in for them.
yeah puppeteer clique is absolutely never leaving my cube. It's actually been extremely ridiculous. Mutilate is pretty good, but puppeteer clique does so much.
I'd suggest giving it another shot.
I also side with keeping Puppeteer Clique. It enables many broken plays.
I just cut Slaughter Pact, too. I wasn't thrilled to do it, but it seemed the weakest of my removal spells. Imperial Seal is good trade off, as cheap tutors are always welcome.
I also like how your new Black looks. The only card that I would try to keep is Puppeteer Clique - I had just so many crazy plays with this card, since your opponent doesn't expect the damage out of nowhere or offcolor etb-effects. The exile part is also very useful against Genesis or other recursion.
Hrm. Maybe Ink-Eyes should come out instead then? One of those CMC 5 guys needs to go for Mutilate.
Mutilate wasn't very good for my area when we tried it. Mono-black is generally aggressive in cube, as the MBC cards are too narrow and rely too much on ones swamp count. Mutilate doesn't really work well in mono-black aggro, and when playing B/x its often a more expensive Infest or a poor-man's Damnation. Ink-Eyes and Puppeteer Clique have both been pretty good for us here, so I wouldn't recommend cutting either for Mutilate.
What do you mean abuse? Wall of Roots produces one more mana the turn it comes down than Rampant Growth, but then the land you got (which could be any color ~fixing) produces mana for the rest of the game, instead of just for 4 more turns.
The question then: is blocking as a 0/4 and 0/3 and 0/2, combined combined with making a G the turn it hits worth being vulnerable to removal, only working for 5 turns, and not fixing? Fixers have always been in very high demand in my cube, I'm hesitant to remove any.
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It's really easy to use the mana and then bounce and replay it (Crystal Shard, Erratic Portal, Shivan Wurm, Stonecloaker) or blink it (Galepowder Mage, Momentary Blink). I'm not saying replaying your Wall is the strongest use of those cards, but it can be done and might be important. It's much harder to replay Rampant Growth.
Also, because Wall of Roots doesn't tap, you can use the mana to play Chameleon Colossus on turn 3 and still have the mana on your opponent's turn to Vines of Vastwood in response to Aftershock or play Worldly Tutor.
As wtwlf said, being able to both ramp and block is important. It buys you time to go off with Tooth and Nail.
Cheers,
rant
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Personally, I'd rather have Llanowar Elves than Rampant Growth.
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Ya, it's okay, but it is worse than two other cards in the cube already (Farseek and strictly worse than Sakura-Tribe Elder). Then you start comparing it to the mana elves, Wall of Roots, Harrow, Kodama's Reach, Krosan Tusker and so on, and there's just no room left for Rampant Growth anymore.
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I'd much rather someone use their removal on my wall of roots than on pretty much anything else, and 5 turns of extra mana is all you need unless you're really getting screwed. Rampant growth is probably better in a larger cube. wall of roots and wall of blossoms are more useful than they appear.
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Worth making room for Carnophage, Vampire Lacerator, and Sarcomancy(probably getting in anyhow)?
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I'd take out Infest, Phyrexian Plaguelord and Dusk Urchins for those 3.
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Agreed. Remove some narrow control cards for some universally good aggro creatures.
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Without a doubt. All three of these guys pull their weight with no problems.
Also, nice avvy and banner change.
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Anyways those one drop black dudes are good and i would cut three of the following:
Terror (worse than doom blade)
Smother (not needed)
Infest (just bad)
Nether Void (way too narrow and never played well in our cube)
Both Nezumis (not good enough)
Ink-Eyes (have never seen her reanimate a creature...actually ive never seen her do anything)
Laquatus Champion
Visara
Phyrexian Plaguelord (bad with combat damage gone)
Puppeteer Clique
The rest can be cut if you need to replace them with something better.
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(In -> Out)
Thrashing Wumpus -> Phyrexian Plaguelord
Hymn to Tourach -> Dusk Urchins
Imperial Seal -> Slaughter Pact
Sarcomancy -> Yawgmoth's Will
Carmophage -> Infest
Vampire Lacerator -> Laquatus's Champion
Black Knight -> Undead Gladiator
Bloodghast -> Hand of Cruelty
Mutilate -> Puppeteer Clique
(In -> Out)
Wall of Roots -> Rampant Growth
(In -> Out)
Hellspark Elemental -> Grab the Reins
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A big upgrade.
I'd suggest giving it another shot.
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I just cut Slaughter Pact, too. I wasn't thrilled to do it, but it seemed the weakest of my removal spells. Imperial Seal is good trade off, as cheap tutors are always welcome.
Cheers,
rant
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Hrm. Maybe Ink-Eyes should come out instead then? One of those CMC 5 guys needs to go for Mutilate.
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Why? We had Mutilate in for a while. It was mostly meh.
Also, cutting ink-Eyes is insanity.
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