As soon as I saw Todd's first list I noticed the deck was weak against flyers. I've been running two maindeck and 1 in the board (which todd did for the PT) and I keep running into the fact that the ranger is either really good or really bad.
That would put us into GR rather than mono-green which would diminish the power of Dungrove Elder. Honestly between these two there is a pretty strong case to be made for a werewolf tribal deck.
Daybreak, I think, if you're expecting a delver/spirit/token heavy meta is pretty important as at least a 2 of in the mainboard. The only way a delver deck can reliably interact with it is vapor snare (for the most part), and if they don't answer it, it can really mess up their tempo.
I've been testing huntmaster of the fells as a 1 of in the mainboard of this deck just to give it a little more in options of removal/reach, and while my experience with it has been pretty good (casting off GSZ or a bird), I know it will create some odd moments where it is in hand and I can't cast it. The card is very powerful, but I'm not sure if it is an auto-include at the new risk it brings that is very different than Daybreak (you can always cast daybreak if you draw it).
Hmm for some reason this little guy keeps getting overlooked for flight defense. Ezuri's Archers I run him in my elf deck and he tends to stop flyers in their tracks, only issues I have had is SoFaF and SoBaM.
The problem with Archers is he's a very defensive card, Mono Green is a beat down deck. Currently running 8 1 drops for acceleration, adding more 1 drops for defence doesn't seem great. Just play the ranger on turn 2 or drop a Dunny and race.
Daybreak Ranger is good because she can play both sides of the coin. The only problem I've had with her is she's too slow a lot of the times. I really wish she had haste. Even without haste she's still good, but with haste...oh baby!
In the end I'd play 2 main and 1 side just like Todd played in his PT deck. He's a pro for a reason.
I ran him as a two of like Anderson's PT deck with an additional in the sideboard and found him very underwhelming.
In the match where he is most relevant (delver) he feels more like a win more card rather than a tide turner.
When I was winning the damage race, the Ranger was rarely necessary, an extra hexproof body in the form of Dungrove is more than enough to keep a Geist of Saint Traft from slamming in effectively and multiple Dungrove can race Abominations any day.
When I was losing the damage race (explosive Delver opening for example), the ranger pops up generally on turn 3-4 were I am hanging by a thread and cannot impact the board for another turn, by which time the delver deck can either force a flip or vapor snag it making it a very lackluster play.
He feels much more like a 1 off to me and I've cut him from the sideboard entirely
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As soon as I saw Todd's first list I noticed the deck was weak against flyers. I've been running two maindeck and 1 in the board (which todd did for the PT) and I keep running into the fact that the ranger is either really good or really bad.
Pros:
Cons:
I'm going to keep some number around, I'm just sure how many.
Modern:
UR Storm RU
RG Titanshift GR
MTGO: MrPajitnv (Yes I typo'd it)
Modern:
UR Storm RU
RG Titanshift GR
MTGO: MrPajitnv (Yes I typo'd it)
I've been testing huntmaster of the fells as a 1 of in the mainboard of this deck just to give it a little more in options of removal/reach, and while my experience with it has been pretty good (casting off GSZ or a bird), I know it will create some odd moments where it is in hand and I can't cast it. The card is very powerful, but I'm not sure if it is an auto-include at the new risk it brings that is very different than Daybreak (you can always cast daybreak if you draw it).
Current Decks
Standard : WB Orzhov Vampires BW GUB Sultai Constrictor BUG
Brawl : GB Hapatra, Vizier of Poisons BG
Modern : GB Golgari Elves BG GR Atarka Goblins RG
Pauper : W Heroic W GB Delve BG
Daybreak Ranger is good because she can play both sides of the coin. The only problem I've had with her is she's too slow a lot of the times. I really wish she had haste. Even without haste she's still good, but with haste...oh baby!
In the end I'd play 2 main and 1 side just like Todd played in his PT deck. He's a pro for a reason.
In the match where he is most relevant (delver) he feels more like a win more card rather than a tide turner.
When I was winning the damage race, the Ranger was rarely necessary, an extra hexproof body in the form of Dungrove is more than enough to keep a Geist of Saint Traft from slamming in effectively and multiple Dungrove can race Abominations any day.
When I was losing the damage race (explosive Delver opening for example), the ranger pops up generally on turn 3-4 were I am hanging by a thread and cannot impact the board for another turn, by which time the delver deck can either force a flip or vapor snag it making it a very lackluster play.
He feels much more like a 1 off to me and I've cut him from the sideboard entirely