I've been fiddling around online with this list. It's performing better than I expected it to, although that may be the competition I'm facing more than the deck itself (went 2-2 in the only daily I've had time for). I'm inclined to think this would be worse in paper, since force of will is much more prevalent there than online.
I think it's a super versatile sideboard card. At GP Providence, I played jund goblins because i didn't want to give up perish, but didn't want to be in a super terrible spot vs artifacts and enchantments. Rb can deal with artifacts, just less efficiently than Rg. It's in a bad place vs E Plague, Moat, and Humility. While they're either not that common or can be worked around, it's easier to have an out, rather than having to shoot them over moat or just bend over to humility.
What are people's thoughts on chaos warp? It finally gives red the ability to interact with enchantments and may be enough to make the green splash unnecessary. It's obviously way worse than krosan grip, but the more reliable mana is probably enough to make up for it.
I thinking of picking up this deck and was wondering why builds seem to be using red over black as a second color. Bob alone seems more useful than anything red adds, while black can provide spot removal and sweepers. If lavamancer is primarily for fish, then why not just use llawan? I'd appreciate the advice of people far more experienced with the deck than I.
I'm thinking of running phyrexian crusader in the board for red and naya matchups. Against red, he turns off everything but burn to the dome and against naya he is immune to their removal and shuts down anything but VV.
Why isn't anyone running Phyrxian crusader? If you're concerned about losing to removal, he dodges most of it. He's functionally a 2/4 since he's got infect and first strike, and he comes out on turn 2 with a turn 1 birds.
I just played goblins at a 1k with 2 adventuring gear and it was ridiculous. It was one of the best cards in my deck, and often was the only one that could get me out of a bad situation. Spikeshot elder + adventuring gear + fetch = 5 damage attack and then 5 damage ping. Even if you're not running the elder, it's only 1 to equip rather than 2, and fits better with the deck's explosive aggro potential.
Well, it depends, lausebub. My deck runs 4x devastating summons so im not sure if everflowing chalice is better in there. If i weren't running it i would probably give chalice a try.
I run 1 Spikeshot Elder and 4 Memnite. Memnite can swing for 5 on turn 2 with an Adventuring Gear and sometimes the difference between a double landfall'd creature equipped w/gear and paying 1 more for 2 less damage can be the difference between winning and losing with this deck.
Adventuring Gear over Trusty Machete:
PROS:
-Less mana intensive
-More explosive
-We already run Memnite which is the only playable creature in the format that can go double landfall turn 2 besides Steppe Lynx
-Makes topdecked lands relevant
CONS:
-Bad topdeck
-Access to only 8 on-color fetchlands, relatively lower land count than other decks that abuse the card so it isn't as effective as in Boros builds
-Trusty Machete always makes sure that your guides and chieftains go through wall of omens
-Inconsistent
I think that the only really bad thing about it is the Wall of Omens scenario as i think the rest of the negative things are compensated also half the cards in the deck are bad topdecks so nothing to see there.
I played this deck briefly when it was standard legal and had a lot of fun. Wasn't as consistant as kithkin, but it could explode out of nowhere and get some ridiculous board positions.
I'm curious whether this would still work in extended. Quality and abundance of removal/sweepers is higher now, and i'm not sure the deck is faster than Doran or WW, but it's a hell of a lot of fun to play and it's different. Changes I'd probably make is upping the path count, cutting some/all harms way and swapping one of the elspeths for the cloudgoat rangers. Thoughts?
Corruption is ridiculous with proliferate. By turn 6 you can give any creature -2-2 permanently, and you can pick off myr and other x/1s up until then.
Leech seems a decent addition for green, particularly since it opens up your board so much. How are you finding not having the gempalms? Being able to cycle him and bring him back seems pretty bonkers. Also, are you running into counters for strength of night? 4cc spells in legacy, particularly win cons, seem like they'd get countered a ton.
Any other thoughts on the build? I'm looking for ways to make it more consistent...
Cemetery Reaper doesn't seem like it's good enough. It was too slow in standard decks I tested it in, and I can't imagine that bodes well for Legacy. Death Baron is nuts. Giving all your early drops deathtouch helps a ton against opposing goyfs and such. I agree you need more 1 drop zombies, but I'm not sure the chiefs are the thing to cut. Warchief is akin to an overrun the turn you play him. He was pretty important to get that last bit of damage for me.
I played this deck at Columbus and went 1-4. It's a lot of fun and can shut down a deck pretty solidly, but it has damn near no clock. Every game (except one against hypergenesis where he dropped emrakul and i dropped 2 racks and an ensnaring bridge) took forever and gave people plenty of time to draw their krosan grips and kill me. I would recommend finding room for bitterblossom so you can speed up the clock.
Pretty sure that combo doesn't work like that. Training grounds says it can't reduce the cost of an ability to less than 1. I think that you'd have to pay 1 to untap still.
4 Captain of the Watch
4 Chalice of the Void
4 Chrome Mox
2 Commander Eesha
4 Daru Warchief
4 Enlistment Officer
2 Field Marshal
2 Gustcloak Savior
4 Preeminent Captain
4 Suppression Field
4 Thalia, Guardian of Thraben
4 Ancient Tomb
4 Cavern of Souls
2 Karakas
8 Plains
2 Gustcloak Savior
3 Kor Firewalker
3 Oblivion Ring
4 Rest in Peace
Nevermind, that's the worst idea ever. Reading the card FTW...
3 Cloudgoat Ranger
4 Elite Vanguard
4 Figure of Destiny
3 Knight of Meadowgrain
4 Preeminent Captain
3 Harm's Way
4 Honor of the Pure
1 Mirrorweave
2 Path to Exile
4 Spectral Procession
I'm curious whether this would still work in extended. Quality and abundance of removal/sweepers is higher now, and i'm not sure the deck is faster than Doran or WW, but it's a hell of a lot of fun to play and it's different. Changes I'd probably make is upping the path count, cutting some/all harms way and swapping one of the elspeths for the cloudgoat rangers. Thoughts?
Leech seems a decent addition for green, particularly since it opens up your board so much. How are you finding not having the gempalms? Being able to cycle him and bring him back seems pretty bonkers. Also, are you running into counters for strength of night? 4cc spells in legacy, particularly win cons, seem like they'd get countered a ton.
Cemetery Reaper doesn't seem like it's good enough. It was too slow in standard decks I tested it in, and I can't imagine that bodes well for Legacy. Death Baron is nuts. Giving all your early drops deathtouch helps a ton against opposing goyfs and such. I agree you need more 1 drop zombies, but I'm not sure the chiefs are the thing to cut. Warchief is akin to an overrun the turn you play him. He was pretty important to get that last bit of damage for me.
I played this deck at Columbus and went 1-4. It's a lot of fun and can shut down a deck pretty solidly, but it has damn near no clock. Every game (except one against hypergenesis where he dropped emrakul and i dropped 2 racks and an ensnaring bridge) took forever and gave people plenty of time to draw their krosan grips and kill me. I would recommend finding room for bitterblossom so you can speed up the clock.