Yeah I'll fill the sideboard with damage negate but was more interested in seeing how fast I could make the deck, even at expense of safety, more of a race to win deck than endurance.P.S. All glory to the spore frog! (I was watching Futurama as I read your comment)
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Yeah land destruction is the obvious solution to this deck, it's why I carry the elixirs and 2 of each gate to make it a tad harder on non-dedicated/splash land destruction.As for 2 stone rain and why not more green: I felt that the 8 green from gates and the further 4 potential green from grotto should suffice, as much green as there is with the exception of primeval you only need the 1 green (all be it early on I'll admit), maybe I'll chuck some elves/druids/copper myr for reliability.... to the sideboard!
Yep playing Magic is like being a lawyer, read the fine print, know technicalities and know the difference between damage and life loss, maybe this deck does need an extra healer to keep it balanced.... well that's what sideboards are for!
Well mana matrix or cloud key would make it cheaper, but matrix is expensive as it is, cloud key is cheap, could swap glory of warfare for it though, then rely on cathar's to pump the tokens but it only really would speed it up by 1 turn and even then only if I play it on turn 3.But yeah faster would be nicer!
Good call, didn't think of that: strange really used to use that combo with Ancient Depths on DotP 2012.However I just wonder whether since it's 10/15 mana combo it only comes on turn 5 earliest it might only come one when you've already won.Well I'll try it out, sideboard at the least.
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