the red ability is way better than some of you think. In limited is a 6-8 damage source to finish the opponent also in limited you almost always have lands to spare.
againt eminent domain (wildfires) ive found that md naturalize can keep with their confiscates and otherworldy journey to resp to a fire is the way to go
sorry about the declay ive had a hard working week . Any way this is what im testing, its a rough list but that way it has some spaces for metagame choices:
As i said its a rough list, it has alll the necesary elements but still has spaces for metagame choices. Ive been testing against eminent domain but without resording the results it was more of couple of fun games but i still noticed that the 4 naturalize MD are not a aste of space, naturalizing their confiscate an EOT is priceless and gives a free turn to smash, however i think we still need to do some test specially againt MUC (with B splash), ED, and gifts
Cards that are debatably good for this deck: Anthem, Crown of Convergence, Jitte, something actually useful in the sideboard.
My opinions:
anthem: is best when you have lots of creatures in play, in this deck since you dont want to over extend naginata does a better job
cron: very expensive and very late game choice that suffers from the same as athem but worse
jitte: i cant imagine this deck without it, its awsome. Period.
As for Sb: i use 4 needle storm / trophy hunter (havent decided yet) 4 isao, 4 otherworldy journey and 2 viridian shaman.
needle storm/trophy hunter is for weenie matches
isao to avoid counters
otherworldy journey for eminent domain
and viridian shaman for artifacts (might change to nikko-ona if enchantments get played more)
Maybe we should discuss whats the best decklist GW weenies or GW beatdown.
I preffer the second because:
1) it has better chances against control mass removal effects (wraths, kagemaros and stuff) even though its more suceptible to spot removal
2) it avoids being eternally chumpblocked with trample o-naginata gives
3) since it only needs a creature and a naginata to be in the offensive side, it has more slots for metagame choices; i run 4 naturalize and 4 devouring light and even though thats a lot i can still beat consistently
4) reducing the number of fliers gives needle storm a sb chance against weenies if thophy hunter is proven not good enough
5) watchwolf and hierarch are the most representative G/W aggro creatures WG weenies has room only for watchwolf, never underestimate the 4 life that hierarch gives it might be the difference in an aggro match
Having CIP abilities would mean they would share the same effects with the other 4-colour creatures. for instance all but your non-red would have a CIP damage effect.
not really, the guildmages that share a color have diferent abilities even though the abilities are separetad by color
The splash of white is because I need a Tranquility effect to deal with Enduring Ideal. Once Ideal resolves and my stuff starts getting Confiscated, Naturalize just isn't enough. I need to be able to break out of the Privileged Position/Ivory Mask/Confiscate x4 lock and get the last few damage through. Also, Naturalize becomes a dead card under two Privileged Position, which happens more often than you may be considering.
why dnt you consider the 2R instant that deals 2 damage to each player for each enchanment they have; it avoids positions, and ivory mask and it can deal serious damage
what about creatures with CIP abilities one for each color in their CC. Exaple GWRB withe-- comes ito play destroy target artifact, destroy target enchantment, draw a card and deal 2 damage to target creature or player 5/5 Also are you sure these are 4cc creatures or thas is just pure speculation?
sorry about the declay ive had a hard working week . Any way this is what im testing, its a rough list but that way it has some spaces for metagame choices:
10 forest
6 plains
2 brushland
4 trained armodon
4 gnarled mass
4 watchwolf
4 loxodon hierarch
4 birds of paradise
2 kodama of the north tree
4 o-naginata
4 naturalize
4 devouring light
2 viridian shaman
4 isao enlightened bushi
4 trophy hunter
4 otherworldy journey
As i said its a rough list, it has alll the necesary elements but still has spaces for metagame choices. Ive been testing against eminent domain but without resording the results it was more of couple of fun games but i still noticed that the 4 naturalize MD are not a aste of space, naturalizing their confiscate an EOT is priceless and gives a free turn to smash, however i think we still need to do some test specially againt MUC (with B splash), ED, and gifts
My opinions:
anthem: is best when you have lots of creatures in play, in this deck since you dont want to over extend naginata does a better job
cron: very expensive and very late game choice that suffers from the same as athem but worse
jitte: i cant imagine this deck without it, its awsome. Period.
As for Sb: i use 4 needle storm / trophy hunter (havent decided yet) 4 isao, 4 otherworldy journey and 2 viridian shaman.
needle storm/trophy hunter is for weenie matches
isao to avoid counters
otherworldy journey for eminent domain
and viridian shaman for artifacts (might change to nikko-ona if enchantments get played more)
I preffer the second because:
1) it has better chances against control mass removal effects (wraths, kagemaros and stuff) even though its more suceptible to spot removal
2) it avoids being eternally chumpblocked with trample o-naginata gives
3) since it only needs a creature and a naginata to be in the offensive side, it has more slots for metagame choices; i run 4 naturalize and 4 devouring light and even though thats a lot i can still beat consistently
4) reducing the number of fliers gives needle storm a sb chance against weenies if thophy hunter is proven not good enough
5) watchwolf and hierarch are the most representative G/W aggro creatures WG weenies has room only for watchwolf, never underestimate the 4 life that hierarch gives it might be the difference in an aggro match