calonian dont block mantis and human is maybe the best deck and everywhere now. In this meta it is gold to be a Bad match up for humans
I wouldn't think the inclusion of Harpooner makes us a bad matchup for Humans.
I agree that Reach on the Avatar is a slight problem for Humans, but that is also because it grows by itself into a 4/3 or larger, Harpooner doesn't. Mantis Rider often attacks with Exalted Trigger(s) or carries +1/+1 Counters from Lieutenant, so I guess Harpooner will often be a chump blocker.
Further, a 3/2 with one less Devotion might make the deck weaker against other strategies, were Reach is not a Factor. In this case, it dies to more removal than Tusker - Brutality, K-Command, Snap-Block, Goblin Guide, etc.
And please don't get me wrong, I would actually like this Card to be good in Stompy, but so far I see more Cons than Pros. The only real upside is it being a Plummet for Mantis Rider or Freebooter.
I will test it, but dont underestimate comes into play Effekts. If you will dye to mantis Raider next turn (with exalted you say), you need instant help
Yo Pelt Collector looks insane!
No regeneration is pretty sad, but being able to grow faster and give itself trample makes me think it's better than Experiment One.
That looks really powerful. Especially evolving out of dying creatures seems great. I don't think Trample will happen that often, if I remember how often Ex1 gets removed. But if it happens, thats even better.
Big question: Addition or replacement for Experiment One?
Honestly I think both are great. You can keep the playset of Experiment Ones and Dryad Militants. Then run 2-4 in order to fill out the 10-12 1-drops in your deck.
Yeh, I gotta think it replaces E1 more than goes alongside it... because running 8 evolvy things that enter the battlefield as 1/1 ... don't trigger off each other. Which has gotta be a problem.
Evolving based on power alone, though, not toughness... makes it less of a play-nice candidate with Narnam Renegade. Unrevolted Narnam evolves a 1/1 E1 but not a 1/1 PC. Revolted Narnam evolves a 2/2 E1 but not a 2/2 PC.
Yeh, I gotta think it replaces E1 more than goes alongside it... because running 8 evolvy things that enter the battlefield as 1/1 ... don't trigger off each other. Which has gotta be a problem.
Yes, this seems like an issue. Maybe an amount of ~6 evolvers is correct, so we have one in the opening hand guaranteed?
I think the most interesting question in testing will be, what is more useful, the double Evolve + potential Trample, or Regeneration.
One more toughness and it would be so perfect!
Besides, I don't like to play so many three drop creatures so what I really miss is another good two drop like avatar of resolute. I believe 4 Experiment One, 3 Pelt Collector, 3 Dryad could be a good start if you don't use fetches for narnam.
I also agree with replacing E1 instead of playing both alongside each other. We really only need one creature that comes in as a 1/1 and gets bigger through every other creature.
Playing 6 of them might be too much, but I don't know for sure. E1 is a horrible topdeck, so having 2-4 more cards you don't really want to draw isn't something I'd do.
I am reluctant to drop Narnam Renegade though, he is simply way too strong in a 8-fetch build. I'd sacrifice their synergy to add synergy with basically every other creature we play
I will probably run the same amounts as amicdeep, maybe 4 Militants if I don't switch one for a singleton Hooting Mandrills.
I don't think so. Greenbelt will indeed trigger Pelt Collector twice quickly. But it can ONLY trigger Pelt Collector twice, whereas it can trigger E1 3 times, and still doesn't see consistent play. And in the end, Greenbelt is still a big mana/tempo investment for something that doesn't stick to the board.
By the way, maybe important Thing to notice about Pelt Collector: It is worded in a way that it doesn't "evolve" out of bigger Toughness (Experiment One does this). So, for example if we put we put a Rancor on Collector, it's a bit harder to evolve it up.
Not the end of the world, but might matter sometimes.
I wouldn't think the inclusion of Harpooner makes us a bad matchup for Humans.
I agree that Reach on the Avatar is a slight problem for Humans, but that is also because it grows by itself into a 4/3 or larger, Harpooner doesn't. Mantis Rider often attacks with Exalted Trigger(s) or carries +1/+1 Counters from Lieutenant, so I guess Harpooner will often be a chump blocker.
Further, a 3/2 with one less Devotion might make the deck weaker against other strategies, were Reach is not a Factor. In this case, it dies to more removal than Tusker - Brutality, K-Command, Snap-Block, Goblin Guide, etc.
And please don't get me wrong, I would actually like this Card to be good in Stompy, but so far I see more Cons than Pros. The only real upside is it being a Plummet for Mantis Rider or Freebooter.
Auto-include ?
No regeneration is pretty sad, but being able to grow faster and give itself trample makes me think it's better than Experiment One.
Big question: Addition or replacement for Experiment One?
Evolving based on power alone, though, not toughness... makes it less of a play-nice candidate with Narnam Renegade. Unrevolted Narnam evolves a 1/1 E1 but not a 1/1 PC. Revolted Narnam evolves a 2/2 E1 but not a 2/2 PC.
Yes, this seems like an issue. Maybe an amount of ~6 evolvers is correct, so we have one in the opening hand guaranteed?
I think the most interesting question in testing will be, what is more useful, the double Evolve + potential Trample, or Regeneration.
Besides, I don't like to play so many three drop creatures so what I really miss is another good two drop like avatar of resolute. I believe 4 Experiment One, 3 Pelt Collector, 3 Dryad could be a good start if you don't use fetches for narnam.
Playing 6 of them might be too much, but I don't know for sure. E1 is a horrible topdeck, so having 2-4 more cards you don't really want to draw isn't something I'd do.
I am reluctant to drop Narnam Renegade though, he is simply way too strong in a 8-fetch build. I'd sacrifice their synergy to add synergy with basically every other creature we play
I will probably run the same amounts as amicdeep, maybe 4 Militants if I don't switch one for a singleton Hooting Mandrills.
Not the end of the world, but might matter sometimes.
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