Quote from Arcx »Genesis Wave is a super fun and super good card. It's probably one of the major draws to playing this deck.
There are a few reasons why you run it over (or with) Tooth and Nail.
You can cast Genesis Wave for less than Tooth and Nail and still get a lot of value out of it. Genesis wave at 6 mana (X=3) although far from ideal can get you any combination of lands, mana dorks/land enchantments, Courser of Kruphix, Wistful Selkie Strangleroot Geist, etc. Not to mention Eternal Witness! X=4 will get you all the above and add the possibility of Garruk Wildspeaker which may allow you to combo off and wave again, or just put you in a position to be extremely threatening the following turn. Also, if you run a Sarkhan Vol, you give all your creatures +1 and haste and maybe just win on the spot. X=5 is a slightly awkward one but really it will open up Nissa if you run her and just digs an extra card to grab any of the above.
Now, at X=6 we have a comparison with an entwined Tooth and Nail. Gen Wave for 9 (X=6) is probably the sweet spot for most lists. It grabs Primeval Titan which in turn grabs 2 lands. Usually you grab Nykthos, Shrine to Nyx if you didn't have it already, and Kessig Wolf Run. Plus everything else you got off a wave, you might just be able to just kill them or you've advanced your board so much they won't be able to catch up.
It's sort of like, Gen wave is a ramp spell, a pseudo tutor, and a win condition. Tooth and Nail is just a tutor/win con and basically a dead card earlier than gen wave.
Really, if you desperation gen wave for x=3 (cause your hand is bad or they made you discard your primetime,) it could grab you a couple lands and an eternal witness getting back genesis wave or primeval titan and getting you back in the game. stuck on 6 mana with tooth and nail you're pretty much done. Stuck on 7 mana what do you tooth and nail for? Primeval titan and a manadork? Seems pretty not great...
Also, Gen wave as ramp sort of gives you flexibility to run Primal Command as your main tutor, which is a stellar card for 5 mana. Tutor Emrakul gain 7 or tutor Craterhoof Behemoth put a shock land on top of their deck is usually your turn 3-4 set up for a next turn win.
I haven't played around with Tooth and Nail much though. Just seems kind of "all or nothing" with out much play in-between. Depends on the rest of the list of course, but I am a big Genesis Wave fan.
Quote from destroyermaker »That list is going to be my starting point when I pick the deck up in a month or three. It's beautiful.
While I haven't played the deck yet, I'd agree with your thoughts on Ooze and Slime. Those cards can be good in the toolbox version, but this version just wants big splashy cards, not grindy cards that do nothing but grind. Pyroclasm is quite relevant and powerful but kills our guys too, so I would use Street Spasm. Regarding Corrosion, I'm not sure why Fracturing Gust isn't run instead - that seems incorrect.
Quote from broodwarjcI guess the Horizon-esque lands will be without the pay 1 life and some other draw-back, since Wizards has said over and over that casual players don't like pain land abilities.
Quote from bjb1
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
4x verdant catacombs3x Stomping ground3x Temple Garden2x rootbound craig2x Sunpetal Grove2x forest2x plains1x mountain4x Vexing Devil4x Loam Lion4x Experiment one4x Burning-Tree Emissary4x Flinthoof Boar4x Stormblood Berserker4x Loxodon Smiter4x Ghor-Clan Rampager4x Lightning Bolt3x Path to Exile3x Domri Rade2x Boros Charm3x Lightning Helix2x Molten Rain2x Thalia, Guardian of Thraben2x Melira, Sylvok Outcast3x Torpor Orb1x Sword of Light and Shadow
please give me some feedback via PM? i know loam lions could/should be Kird ape for mana consistency, i just like the lion more
Quote from chrislofferI'm playing Kiblers list with 3x Domri Rade. It's a very fun deck to play but I'm having doubts about Lotus Cobra. Is it really necessary? It's acceleration, but there is already six mana dudes in the deck. The only application I see is a turn 3 Thundermaw Hellkite, otherwise it is just a 2/1.
I haven't played with the Cobra that much, so I might be undervaluing it's importance, so if any one else that is more experienced would like to explain it's part in the deck and how to correctly play it, that would be nice.
Otherwise I'm thinking about replacing it with another two drop, e.g. Voice of Resurgence or Scavenging Ooze, when it is released in M14. Thoughts?
Quote from ApocryphaEffectHow good is 'Goyf in these decks? Most of them are 80% creatures and lands with a couple Planeswalkers and Instants. With no way of feeding the graveyard and with only a few card types it seems like Goyf would be anemic.
Quote from SweetoothTKCThis raises a question I've had for a while: What are the legal ramifications of having someone in the US buy a box then send it to someone in Canada?
Quote from crimheadWow. WotC are jerks!
Quote from Sabertoothwhat do you think about a single ad nauseam as a secondary engine?