If you want to generate more mana and have a body to beat down with what about Lotus Cobra ?
I was actually surprised it didn't show up in the recent "Landfall" builds.
Lotus cobra can be very explosive, but many times also does nothing. I think in these types of decks you want as much consistency as possible. IIRC the landfall deck doesn't play any dorks so the earliest you would get mana from lotus cobra is turn 3.
The mythic decks of old could go like this: t1 land + bird, t2 cobra - lay fetch - crack fetch and tap land for 3 mana and play a Knight / Geist of Saint Traft.
in the landfall deck it would go something like this : t1 land + nacatl/lynx, t2 land + cobra, t3 lay a fetch and have up to 5 mana available for use. So in theory you could play a geopede and and a knight on the 3rd turn. But if you just played the geopede on turn 2 on curve, and knight/rallier on turn 3, you would be representing more potential damage on turn 3 and subsequent turns.
That's my opinion at least.
--------------------------------------
3-0ed FNM tonight, with 61 card Naya Company with Ralliers.
Round 1: 2-0 vs jeskai Control
G1:The threats were just too diverse for him to deal with effectively. Turns out playing 1 threat every turn is pretty good. Did not see a collected company this game but was able to play in a way that he had to cast his removal in a very inefficient manner.
G2: He was stuck on 3 lands for awhile but he had all the removals. Eventually was able to get him down to 2. Drew a lightning bolt. Attacked with a knight to force the cryptic command and bolted for the win.
Round 2: 2-1 vs Affinity
G1: Affinity was on the play and he blitzed me. I had a very aggressive double nacatl draw but had no removals, scooped on turn 3.
G2: He kept a threat-light hand and kept drawing lands and drums. 2 removal spells and Knights were enough for me to take the game. Did not draw any SB artifact hate.
G3: We both had reasonable draws but I had just enough removal to take it just barely. An early dromoka's command fight forced him to sac his ravager to grow an ornithopter. Which allowed me to leverage 2 lightning bolts and a path to keep the board clear just enough to win through an etched champion. Also did not draw any SB artifact hate.
Round 3: 2-1 vs 4c Creature toolbox brew
G1: Mull to 4, opponent mulled to 6, didn't draw anything of note so just died.
G2: We both mull to 5, but the top of my deck was kind, allowing me to draw enough lands to cast a decent CoCo after he killed my early creatures. He wasn't able to get much power on the board so I took the game.
G3: We both keep 7. I killed his t1 bird with a seal of fire, turns out he had no follow up play on turn 2. Which allowed me to get some creatures on the board and force some damage through. He cast a sin collector on turn 3 to take a path from my hand. I play a ooze, he decays it. Next turn I drew a rallier, bashed with 4/5 goyf down to 9 and played the rallier with revolt to get back seal of fire. He cast eldritch evolution sac-ing his sin collector to get reveillark. On my turn, I bashed with rallier and 3/4 goyf. He blocked rallier with reveillark, I sac-ed the seal of fire to burn him, growing my goyf to 4/5, and casting a lightning bolt for exact to end the game.
Bonus Round: 2-0 vs Jund
G1: I was on the play and had a steady stream of creatures and removal, was able to run him out of removal and win with a Knight.
G2: He had a creature heavy draw but mine are better than his. He also didn't draw much removal while I was able to force him into bad blocks and bolt his oozes before he could grow them. He played a Kalitas which got in a hit then set engineered explosives on 2 against my board of goyf and pridemage. I pathed the kalitas and CoCo-ed into double loxodon smiter at the end of his turn for the win.
Wanted to test Renegade Rallier, but only drew him once in the 4 rounds. The 1 game I got to cast him in he was instrumental to the win, I had the choice of bringing back either Scavenging ooze or seal of fire, I went with seal of fire but I think the graveyard control from getting back scavenging ooze would have likely won me the game as well.
Guys please opinions on japanese cards. Lost a 3/3 creature against Japan celestial colonade. This guy played all creatures and spells in english cards, but some cards in his manabase was japanese. I dont registrated this really ( my brain say its all fine and all english to me lets attack his empty board)...and i am sure it is a Kind of legal cheating. It is not ok, but i know legal. I Hate such people. I never forget colonade normally, but with this Tricks it can happen one time in 3 years and such people take advantage of this
If I am a customer spending premium amount of dollars, I expect a premium service. Jund falls into the category of a premium deck costing more dollars than a majority of the rest of the format. I'm not getting the desired performance ratio per dollars spent out of the Jund deck because WOTC decided to make the format more diverse.
Does anyone have any thoughts Gideon, Ally of Zendikar at least in the side with another land or main with twenty lands and ralier to buy back extra fetches. I think it chould give the deck a lot of reach and veritility but maybe I've been playing to much Mardu Vehicles. But how do you deal with a resoveld Gideon?
Does anyone have any thoughts Gideon, Ally of Zendikar at least in the side with another land or main with twenty lands and ralier to buy back extra fetches. I think it chould give the deck a lot of reach and veritility but maybe I've been playing to much Mardu Vehicles. But how do you deal with a resoveld Gideon?
I've played it in place of CoCo in Big Zoo. It's fine. Good in the same spots CoCo is good. Your 4 mana threat better do a lot -- and he does -- but a lot of modern games just aren't about 4 mana spells.
Round 1 was R/G Ponza- easy 2-0 as they didn't see an anger or bonfire
Round 2 was a Mono Red Prison Deck- 2-0. Blood Moon and Ensnaring Bridge. Thankfully I had the nut draw two games in a row for the quick win
Round 3 was R/G Tron. 2-1 there. Again explosiveness took over and that was the end.
Not much to report- Cutting back to 2x Boars and bringing back Kird Ape was great. I pulled Vines from last week and added 2x Rancor, again that felt great in the deck and having trample on a deathtouch elf was just fun.
I'm going to pull the Rest In Peace next and purchase Nissa, Voice of Zendikar for the sideboard to try that out.
Does anyone have any thoughts Gideon, Ally of Zendikar at least in the side with another land or main with twenty lands and ralier to buy back extra fetches. I think it chould give the deck a lot of reach and veritility but maybe I've been playing to much Mardu Vehicles. But how do you deal with a resoveld Gideon?
I've played it in place of CoCo in Big Zoo. It's fine. Good in the same spots CoCo is good. Your 4 mana threat better do a lot -- and he does -- but a lot of modern games just aren't about 4 mana spells.
I think if you're playing against a faster, more aggressive deck, you want a card that helps you stabilize and turn the corner at the same time. CoCo to me does that much better than a Gideon. Against grindier decks however, Planeswalkers are probably more valuable for gaining incremental advantages over time.
Guys please opinions on japanese cards. Lost a 3/3 creature against Japan celestial colonade. This guy played all creatures and spells in english cards, but some cards in his manabase was japanese. I dont registrated this really ( my brain say its all fine and all english to me lets attack his empty board)...and i am sure it is a Kind of legal cheating. It is not ok, but i know legal. I Hate such people. I never forget colonade normally, but with this Tricks it can happen one time in 3 years and such people take advantage of this
If I am a customer spending premium amount of dollars, I expect a premium service. Jund falls into the category of a premium deck costing more dollars than a majority of the rest of the format. I'm not getting the desired performance ratio per dollars spent out of the Jund deck because WOTC decided to make the format more diverse.
Thalia is the only reason you can play a small zoo in legacy. The card is absurd. I even have it in my personal "what woukd .ake zoo tier 1 agaib" list
It hinders litterally everything that hirts zoo, wipes, removal, combo, all while being agressive.
I am on 19. I dropped 2 Apes and 1 Mutagenic for 2 Flinthoof Boars and 1 fetch. I have liked this build so far. Flinthoof has been great as an extra 3/3 and I like being able to pay for haste.
It's doing ok, but not as good as I hoped. I took this list to regionals and dropped after going 2-2. The quick report is: lost 0-2 vs 8whack, won 2-0 vs Eggs... I think, won 2-0 vs. Lantern, lose 0-2 vs. Breach Titan. I got pretty unlucky in my losses - couldn't beat double bushwhacker or topdeck goblin grenade rd1, and never drawing a 2nd land, then taking forever to draw a 2nd land + not hitting a 3rd land to win the game on the last possible turn rd4. On the other hand, I got pretty lucky in my wins too - opponent was awful rd 2, and opponent never found a bridge either game rd 3. I'm not sure there's much to learn from these results.
The deck's biggest weakness is inconsistency. I don't have enough reps to know exactly how lucky/unlucky I'm getting, but like old bushwhacker variants and the pre-bushwhacker BTE variants, the deck can be very feast or famine. Needing to hit a 2nd land for a lot of hands to pan out is a major source of this inconsistency relative to, for example, a pure one-drop zoo list or even the old bushwhacker lists. That said, I'm pretty happy with where the list is now, but I'll still probably be trying some random things just for information. Tonight I might try a 0 Ghor-Clan MD list, probably adding more one drops to improve the one-land hands some. I might also try something green instead of Kird Ape, though all of the green one drops we're not playing seem so bad.
Domri is in the SB for BGx and URx matchups. He's at his strongest against BGx where he can single handedly win the game on his own. Vs. the blue tempo/control decks he's less good since they have so much raw card advantage, but still improves your win percentage. As long as you can keep Goyf/Tasigur/Other Fatties off the table, he usually does good work. It's tempting to bring him in vs stuff like Abzan CoCo or Kiki Chord, but he's not good there. You can't win the long game in those matchups - your best bet is to maximize your ability to go under them by Bolting birds (or even better, Gut Shotting them) and bringing in disruption like Cage. The same goes for Eldrazi, but your don't really have good disruption. Just Path/Ghor-Clan to break through, and maybe Gut Shot for their Hierarchs and Stony Silence for their EEs (and Spellskites, but mostly EEs) if you have them.
Honestly, you could have kept playing a couple of rounds at least just to 'get more reps' because as you said, 4 games of heavy variance don't let you learn anything from those results, subsequent games could have given you a lot more information to work with.
Guys please opinions on japanese cards. Lost a 3/3 creature against Japan celestial colonade. This guy played all creatures and spells in english cards, but some cards in his manabase was japanese. I dont registrated this really ( my brain say its all fine and all english to me lets attack his empty board)...and i am sure it is a Kind of legal cheating. It is not ok, but i know legal. I Hate such people. I never forget colonade normally, but with this Tricks it can happen one time in 3 years and such people take advantage of this
If I am a customer spending premium amount of dollars, I expect a premium service. Jund falls into the category of a premium deck costing more dollars than a majority of the rest of the format. I'm not getting the desired performance ratio per dollars spent out of the Jund deck because WOTC decided to make the format more diverse.
Honestly, you could have kept playing a couple of rounds at least just to 'get more reps' because as you said, 4 games of heavy variance don't let you learn anything from those results, subsequent games could have given you a lot more information to work with.
Do you guys think Domri Rade in Small Zoo is really that good of an investment against Midrange/Control for 3 mana? I'm always considering testing, but it doesn't seems that much of a game changer. You usually spend an entire turn casting it, is +1 seems awful when it misses (wich is around 50% chance), and it's fight hability doesn't seems to do anything that relevant against those machups. I mean, all of our creatures die by fighting goyfs/tasigurs. I guess with Narnan Renegade it might be interesting, though. Plus, I usually bring in Thalia, wich could make it even harder to cast. How does it usually perform for you?
Do you guys think Domri Rade in Small Zoo is really that good of an investment against Midrange/Control for 3 mana? I'm always considering testing, but it doesn't seems that much of a game changer. You usually spend an entire turn casting it, is +1 seems awful when it misses (wich is around 50% chance), and it's fight hability doesn't seems to do anything that relevant against those machups. I mean, all of our creatures die by fighting goyfs/tasigurs. I guess with Narnan Renegade it might be interesting, though. Plus, I usually bring in Thalia, wich could make it even harder to cast. How does it usually perform for you?
Great. Better than Thalia, who typically slows them down on one turn then dies. (I don't even bring Thalia in vs. BGx anymore) Even if Domri misses, his ultimate is a huge threat that the opponent has to play around. And about 50% of your misses are fetchlands, which allow you to build your own scry with Domri. Fighting does come up vs. small Grim Flayers, Bobs, unflipped Huntmasters, etc., and sometimes vs. bigger things in combination with a Ghor-Clan or a Mutagenic Growth. But it's mostly the card advantage + threat of ultimate. I was skeptical of the card at first too, but it keeps overperforming for me vs all the BGx nonsense, and still has been strong vs. blue tempo/control.
Played my Bushwhacker list from a few posts back.
Went 3-1
2-0 vs Mardu midrange
2-0 vs Monored Goblins
2-1 vs Ad Nauseam
0-2 vs RG Tron
Got some really bad draws against Tron. Needed my 3rd land to win but couldn't find it. He had turn 3 Firespout both games.
I'm going to drop Ghor-Clan for another land.
E1 felt very unreliable to me. Mid/late, he is the worst possible draw ever. I would even consider going down to 2, but don't know what to play instead.
I was actually surprised it didn't show up in the recent "Landfall" builds.
The mythic decks of old could go like this: t1 land + bird, t2 cobra - lay fetch - crack fetch and tap land for 3 mana and play a Knight / Geist of Saint Traft.
in the landfall deck it would go something like this : t1 land + nacatl/lynx, t2 land + cobra, t3 lay a fetch and have up to 5 mana available for use. So in theory you could play a geopede and and a knight on the 3rd turn. But if you just played the geopede on turn 2 on curve, and knight/rallier on turn 3, you would be representing more potential damage on turn 3 and subsequent turns.
That's my opinion at least.
--------------------------------------
3-0ed FNM tonight, with 61 card Naya Company with Ralliers.
Round 1: 2-0 vs jeskai Control
G1:The threats were just too diverse for him to deal with effectively. Turns out playing 1 threat every turn is pretty good. Did not see a collected company this game but was able to play in a way that he had to cast his removal in a very inefficient manner.
G2: He was stuck on 3 lands for awhile but he had all the removals. Eventually was able to get him down to 2. Drew a lightning bolt. Attacked with a knight to force the cryptic command and bolted for the win.
Round 2: 2-1 vs Affinity
G1: Affinity was on the play and he blitzed me. I had a very aggressive double nacatl draw but had no removals, scooped on turn 3.
G2: He kept a threat-light hand and kept drawing lands and drums. 2 removal spells and Knights were enough for me to take the game. Did not draw any SB artifact hate.
G3: We both had reasonable draws but I had just enough removal to take it just barely. An early dromoka's command fight forced him to sac his ravager to grow an ornithopter. Which allowed me to leverage 2 lightning bolts and a path to keep the board clear just enough to win through an etched champion. Also did not draw any SB artifact hate.
Round 3: 2-1 vs 4c Creature toolbox brew
G1: Mull to 4, opponent mulled to 6, didn't draw anything of note so just died.
G2: We both mull to 5, but the top of my deck was kind, allowing me to draw enough lands to cast a decent CoCo after he killed my early creatures. He wasn't able to get much power on the board so I took the game.
G3: We both keep 7. I killed his t1 bird with a seal of fire, turns out he had no follow up play on turn 2. Which allowed me to get some creatures on the board and force some damage through. He cast a sin collector on turn 3 to take a path from my hand. I play a ooze, he decays it. Next turn I drew a rallier, bashed with 4/5 goyf down to 9 and played the rallier with revolt to get back seal of fire. He cast eldritch evolution sac-ing his sin collector to get reveillark. On my turn, I bashed with rallier and 3/4 goyf. He blocked rallier with reveillark, I sac-ed the seal of fire to burn him, growing my goyf to 4/5, and casting a lightning bolt for exact to end the game.
Bonus Round: 2-0 vs Jund
G1: I was on the play and had a steady stream of creatures and removal, was able to run him out of removal and win with a Knight.
G2: He had a creature heavy draw but mine are better than his. He also didn't draw much removal while I was able to force him into bad blocks and bolt his oozes before he could grow them. He played a Kalitas which got in a hit then set engineered explosives on 2 against my board of goyf and pridemage. I pathed the kalitas and CoCo-ed into double loxodon smiter at the end of his turn for the win.
4 wooded foothills
3 arid mesa
2 stomping ground
2 sacred foundry
1 temple garden
1 horizon canopy
1 ghost quarter
1 kessig wolf-run
2 forest
1 plains
4 noble hierarch
4 wild nacatl
2 Voice of Resurgence
2 Qasali Pridemage
2 Scavenging ooze
4 Tarmogoyf
1 Tireless Tracker
4 Knight of the Reliquary
2 Loxodon Smiter
2 Renegade Rallier
4 Path To exile
3 Collected Company
1 seal of fire
1 kitchen finks
1 dromoka's command
1 fracturing gust
1 blessed alliance
2 kor firewalker
1 relic of progenitus
1 grim lavamancer
2 thalia, guardian of thraben
1 choke
1 stony silence
1 kataki, war's wage
1 eidolon of rhetoric
Wanted to test Renegade Rallier, but only drew him once in the 4 rounds. The 1 game I got to cast him in he was instrumental to the win, I had the choice of bringing back either Scavenging ooze or seal of fire, I went with seal of fire but I think the graveyard control from getting back scavenging ooze would have likely won me the game as well.
I've played it in place of CoCo in Big Zoo. It's fine. Good in the same spots CoCo is good. Your 4 mana threat better do a lot -- and he does -- but a lot of modern games just aren't about 4 mana spells.
1 Forest
1 Mountain
1 Sacred Foundry
2 Stomping Ground
1 Temple Garden
4 Windswept Heath
4 Wooded Foothills
4 Atarka's Command
4 Lightning Bolt
2 Rancor
4 Burning-Tree Emissary
4 Experiment One
2 Ghor-Clan Rampager
4 Goblin Guide
4 Narnam Renegade
4 Reckless Bushwhacker
2 Flinthoof Boar
4 Wild Nacatl
4 Kird Ape
1 Grafdigger's Cage
2 Kitchen Finks
1 Lightning Helix
4 Path to Exile
2 Rest in Peace
1 Dromoka's Command
2 Stony Silence
Round 1 was R/G Ponza- easy 2-0 as they didn't see an anger or bonfire
Round 2 was a Mono Red Prison Deck- 2-0. Blood Moon and Ensnaring Bridge. Thankfully I had the nut draw two games in a row for the quick win
Round 3 was R/G Tron. 2-1 there. Again explosiveness took over and that was the end.
Not much to report- Cutting back to 2x Boars and bringing back Kird Ape was great. I pulled Vines from last week and added 2x Rancor, again that felt great in the deck and having trample on a deathtouch elf was just fun.
I'm going to pull the Rest In Peace next and purchase Nissa, Voice of Zendikar for the sideboard to try that out.
I think if you're playing against a faster, more aggressive deck, you want a card that helps you stabilize and turn the corner at the same time. CoCo to me does that much better than a Gideon. Against grindier decks however, Planeswalkers are probably more valuable for gaining incremental advantages over time.
2 Knight of the Reliquary
2 Narnam Renegade
4 Plated Geopede
4 Renegade Rallier
4 Steppe Lynx
4 Tarmogoyf
4 Wild Nacatl
3 Thalia, Guardian of Thraben
Lands (24)
1 Forest
1 Mountain
1 Plains
4 Arid Mesa
1 Ghost Quarter
1 Horizon Canopy
1 Sacred Foundry
1 Scalding Tarn
2 Stomping Ground
2 Temple Garden
1 Treetop Village
4 Windswept Heath
4 Wooded Foothills
1 Seal of Fire
4 Lightning Bolt
4 Path to Exile
1 Chalice of the Void
1 Burrenton Forge-Tender
1 Grim Lavamancer
3 Kor Firewalker
1 Qasali Pridemage
1 Rule of Law
2 Stony Silence
1 Kataki, War's Wage
1 Thalia, Guardian of Thraben
1 Bonfire of the Damned
1 Crumble to Dust
1 Ghost Quarter
WGUBR 5c Humans
GWR Naya Zoo
Legacy:
GW GW Maverick
R Goblins
3x Thalia MD?
Get you a man who respects Cheerios.
It hinders litterally everything that hirts zoo, wipes, removal, combo, all while being agressive.
Are you guys on 19 lands? Flinthoof?
I'm probably playing something like this tomorrow:
4 Arid Mesa
4 Wooded Foothills
1 Bloodstained Mire
2 Stomping Ground
1 Temple Garden
1 Sacred Foundry
1 Forest
4 Narnam Renegade
4 Wild Nacatl
4 Kird Ape
4 Goblin Guide
3 Experiment One
4 Burning-Tree Emissary
4 Hidden Herbalists
4 Reckless Bushwhacker
4 Atarka's Command
2 Mutagenic Growth
1 Ghor-Clan Rampager
2 Thalia, Guardian of Thraben
4 Path to Exile
3 Destructive Revelry
2 Grafdigger's Cage
2 Domri Rade
2 Lightning Helix
WGUBR 5c Humans
GWR Naya Zoo
Legacy:
GW GW Maverick
R Goblins
WGUBR 5c Humans
GWR Naya Zoo
Legacy:
GW GW Maverick
R Goblins
I think this build is the one I like the most. I've only had Ghor-clan out of the side so far.
I'm looking into sideboard options and might pick up Domri Rade. What situations is it strong in? I also might pick up a few Thalias.
4 Windswept Heath
4 Wooded Foothills
1 Verdant Catacombs
1 Bloodstained Mire
1 Stomping Ground
1 Sacred Foundry
1 Temple Garden
1 Forest
1 Mountain
4 Goblin Guide
2 Kird Ape
4 Wild Nacatl
4 Experiment One
4 Narnam Renegade
4 Hidden Herbalist
4 Lightning Bolt
4 Atarka's Command
4 Reckless Bushwhacker
1 Mutagenic Growth
2 Ghor-Clan Rampager
4 Path to Exile
2 Lightning Helix
1 Phyrexian Unlife
2 Domri Rade
2 Grafdigger's Cage
1 Tin-Street Hooligan
2 Destructive Revelry
1 Thalia, Guardian of Thraben
It's doing ok, but not as good as I hoped. I took this list to regionals and dropped after going 2-2. The quick report is: lost 0-2 vs 8whack, won 2-0 vs Eggs... I think, won 2-0 vs. Lantern, lose 0-2 vs. Breach Titan. I got pretty unlucky in my losses - couldn't beat double bushwhacker or topdeck goblin grenade rd1, and never drawing a 2nd land, then taking forever to draw a 2nd land + not hitting a 3rd land to win the game on the last possible turn rd4. On the other hand, I got pretty lucky in my wins too - opponent was awful rd 2, and opponent never found a bridge either game rd 3. I'm not sure there's much to learn from these results.
The deck's biggest weakness is inconsistency. I don't have enough reps to know exactly how lucky/unlucky I'm getting, but like old bushwhacker variants and the pre-bushwhacker BTE variants, the deck can be very feast or famine. Needing to hit a 2nd land for a lot of hands to pan out is a major source of this inconsistency relative to, for example, a pure one-drop zoo list or even the old bushwhacker lists. That said, I'm pretty happy with where the list is now, but I'll still probably be trying some random things just for information. Tonight I might try a 0 Ghor-Clan MD list, probably adding more one drops to improve the one-land hands some. I might also try something green instead of Kird Ape, though all of the green one drops we're not playing seem so bad.
Domri is in the SB for BGx and URx matchups. He's at his strongest against BGx where he can single handedly win the game on his own. Vs. the blue tempo/control decks he's less good since they have so much raw card advantage, but still improves your win percentage. As long as you can keep Goyf/Tasigur/Other Fatties off the table, he usually does good work. It's tempting to bring him in vs stuff like Abzan CoCo or Kiki Chord, but he's not good there. You can't win the long game in those matchups - your best bet is to maximize your ability to go under them by Bolting birds (or even better, Gut Shotting them) and bringing in disruption like Cage. The same goes for Eldrazi, but your don't really have good disruption. Just Path/Ghor-Clan to break through, and maybe Gut Shot for their Hierarchs and Stony Silence for their EEs (and Spellskites, but mostly EEs) if you have them.
Yeah, but real life constraints are, well, real.
Great. Better than Thalia, who typically slows them down on one turn then dies. (I don't even bring Thalia in vs. BGx anymore) Even if Domri misses, his ultimate is a huge threat that the opponent has to play around. And about 50% of your misses are fetchlands, which allow you to build your own scry with Domri. Fighting does come up vs. small Grim Flayers, Bobs, unflipped Huntmasters, etc., and sometimes vs. bigger things in combination with a Ghor-Clan or a Mutagenic Growth. But it's mostly the card advantage + threat of ultimate. I was skeptical of the card at first too, but it keeps overperforming for me vs all the BGx nonsense, and still has been strong vs. blue tempo/control.
4 Experiment One
4 Kird Ape
4 Wild Nacatl
4 Narnam Renegade
1 Grim Lavamancer (61st card; couldn't decide on 17 vs. 18 lands)
4 Hidden Herbalist
4 Burning-Tree Emissary
4 Reckless Bushwhacker
4 Atarka's Command
2 Mutagenic Growth
4 Arid Mesa
4 Windswept Heath
4 Wooded Foothills
1 Bloodstained Mire
1 Mountain
2 Stomping Ground
1 Temple Garden
1 Sacred Foundry
1 Thalia, Guardian of Thraben
2 Path to Exile
2 Gruul Charm
2 Boros Charm
1 Grafdigger's Cage
2 Destructive Revelry
2 Lightning Helix
1 Stony Silence
4-1
2-1 vs. Death's Shadow Zoo
2-1 vs. Esper Control
2-1 vs. Abzan Company
1-2 vs. Burn
2-1 vs. RG Tron
Went 3-1
2-0 vs Mardu midrange
2-0 vs Monored Goblins
2-1 vs Ad Nauseam
0-2 vs RG Tron
Got some really bad draws against Tron. Needed my 3rd land to win but couldn't find it. He had turn 3 Firespout both games.
I'm going to drop Ghor-Clan for another land.
E1 felt very unreliable to me. Mid/late, he is the worst possible draw ever. I would even consider going down to 2, but don't know what to play instead.
WGUBR 5c Humans
GWR Naya Zoo
Legacy:
GW GW Maverick
R Goblins