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Last active Tue, Jun, 18 2019 14:17:13
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Jun 8, 2019There are still a number of relatively new cards that have not been added to the primer yet.Posted in: Aggro & Tempo
Damping Sphere (sideboard, maybe good enough?)
Hexdrinker (fetchless builds)
Savage Swipe (sideboard, maybe mainboard removal?)
Tranquil Thicket (I don't think it's good enough)
Collector Ouphe (sideboard)
Weather the Storm (sideboard)
Scale Up (also don't think it's good enough)
Force of Vigor (sideboard)
are all cards I'd like to have implemented in the primer before this site shuts down in July and I'll (most likely) be unable to edit the primer anymore. Are there anymore newer cards that I need to implement, either to show its appeal or to explain why it shouldn't be used?
Jun 7, 2019@amicdeep:Posted in: Aggro & Tempo
Isn't using 5 lands that come into play tapped a bit much for this deck, whose greatest strength comes from its speed? Cycling also costs 1 mana, which for our deck is still a significant amount of mana you're not spending on creatures/pump spells or holding up for Vines etc. I would also personally play 3-4 Rancor instead of 2, but I think that's more of a personal preference and/or local meta choice.
If you want to know about certain tricks and tips, look in the Card Choice section of the primer on page 1. With every card, I've written useful information about that card and how it interacts in certain situations. I know I'm the one who made the primer, but I greatly recommend looking through it!
May 30, 2019Posted in: Aggro & Tempo
I don't know exactly what you mean by that, but if you mean 'how do I improve my deck from here?', I would suggest getting 8 fetchlands and playing Narnam Renegade. That card is seriously powerful and really upgrades the deck. It can make Experiment One a 3/3, it has counter synergy and the deathtouch makes it a scary card in general.Quote from tokaok »Where to now?
As for Hexdrinker, it just needs to be tested a lot to see against which decks it's strong and against which it lacks, and if we want to play it (that might also differ for fetchless decks and fetch decks).
May 29, 2019Hogaak, Arisen NecropolisPosted in: Aggro & Tempo
Legendary Creature - Avatar
You can't spend mana to cast this spell.
Convoke, delve (Each creature you tap while casting this spell pays for 1 or one mana of that creature's color. Each card you exile from your graveyard pays for 1.)
You may cast Hogaak, Arisen Necropolis from your graveyard.
I have no idea whether this card is even remotely playable for us, but it seems hilarious if we actually can cast it. We need two creatures at the least to play him, but we normally have that, and it seems like a Ghalta that's easier to cast for us.
EDIT: I just read that this whole forum is going to close on July 8th. It's really sad to see this place go down after so long.
May 25, 2019Is Savage Swipe good enough to include? I would think that Titanic Brawl would be a better choice. Can you also explain your reason for having Blossoming Defense over Vines of Vastwood (is it just lower mana cost? You're lowering your damage output this way), and your cutting one Avatar of the Resolute for one Scavenging Ooze (at least in comparison to the list in the primer)?Posted in: Aggro & Tempo
Also, with your new optimum opening, you'd have a strong turn 2, but after that you'd just have one 4/1. While I'm still in favour of exploring this, I have a strong feeling that the 'original' optimum opening is a lot stronger than your new one.
May 24, 2019That does look good! The fact that it starts as a 2/1 makes me have hope for this card. I'm not sure it will fit in a build that already has fetches and Narnam Renegade, but it's a very cool card nonetheless. I'm just a bit iffy on the sorcery speed of the leveling, which might be a problem (being unable so sink your unused mana into it).Posted in: Aggro & Tempo
Double edit: I just realized that, when you level it up, it also has protection from our own instants. Being unable to pump him when it's a 4/4 seems less desirable.
May 23, 2019Yeah sorry about that, I forgot about the counters. Either way, I would still say that the card is definitely not good enough for us, mainly because of the sorcery speed. Like thatmarkguy said before, we don't play Might of Old Krosa, and that does have the option of being played as an instant.Posted in: Aggro & Tempo
May 22, 2019The card does not make the creature lose their abilities (like in Turn to Frog).Posted in: Aggro & Tempo
Another problem with it is the power limit; the fact that you can't really cast it on a big Avatar of the Resolute or a Steel Leaf Champion is pretty crucial too, even if it was an instant.
The new fetchland should definitely be included (if you don't splash), and as long as it's cheaper than our current fetches it's a win for us.
May 22, 2019I've been thinking about it, and I sadly don't think it's a good card, and here's why:Posted in: Aggro & Tempo
First of all, it's a sorcery. This already is a big red flag for our deck. I'll make it short: being unable to cast it in response is a big downgrade from Aspect of Hydra and Vines of Vastwood.
Secondly, you'd want to compare this to other pump spells we have, to see which one gets us the most damage. If we look at Aspect of Hydra, which is generally seen as better than Giant Growth for our deck, you can see the Aspect will most likely give us 4 power or more. (Unless we're behind, but if we're behind we're most likely to lose anyway. Also part of the reason we don't play Giant Growth, but that aside.)
Scale Up is going to get us 6 power at most, and that is when our original creature has 0 power. In an average case, let's say our creature has 3 power, meaning that this will give us 3 more power at sorcery speed. The Overload is completely irrelevant for us.
The only upside I can see it have is when you T1 Experiment One, T2 Dryad Militant and Scale Up targeting the E1 so you can hit for 6 on turn 2, but that doesn't seem worth it in comparison with Aspect that can hit for 6 as a combat trick to finish the game.
May 20, 2019Force is a cycle, and the green one is not even that bad!Posted in: Aggro & Tempo
Force of Vigor
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
I don't know how necessary this is for us, but since we're always short on mana, being able to pitch a card to get rid of things fast might be really strong for us! It'll have to be tested to see if the card disadvantage is worth it, and against which decks you'd want to play this.
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