It works, but you have to be able to get five colors consistently - the best example I've seen is the Elemental deck, dropping Horde of Destiny with odd regularity turn 3. [This works because you have Reflecting Pools AND Primal beyond, both of which give you any of the 5 colors of mana and CIP untapped: you can usually fill in the rest with filter lands, though you have to pick a primary color for T1 [like red].
my mouth is full of winsome lies -
and eyes are full of death besides
but luckily the soul is wise -
it sees beyond my blindness and
forced failure makes a better guise,
so as i come again alive,
it feels like life's a decent plan
The 5cc manabase is built off of Vivids and Reflecting Pool. Vivids don't integrate very well into an aggro deck, and slow down the aggro plan by a whole turn. The reason Zoo works in Extended is because there is abundant fixing that doesn't doesn't slow down on the early turns of the game.
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The 5cc manabase is built off of Vivids and Reflecting Pool. Vivids don't integrate very well into an aggro deck, and slow down the aggro plan by a whole turn. The reason Zoo works in Extended is because there is abundant fixing that doesn't doesn't slow down on the early turns of the game.
And its also more RG, with white for helix and ub for tribal flames.
that seems that it could be really good, with the exception that you wind up losing to anything aggro. a solution to this could be something i forgot was in standard up until a few minutes ago, Joiner adept, which, alongside a stable enough mana base, could allow one to have a stable enough mana base to possibly support a 5-color aggro deck.
I know that a majority of the lands that Q&T uses come into play tapped, but could Q&T be adapted into an aggro or midrange deck?
I am no genius at standard, but there seems to be an extremely high ammount of low CMC creatures that are REALLY good right now.
The problem is that part of what makes those one and two drops so good is that they come out on turn one or two. Slowing that down even slightly with a bunch of lands that come into play tapped will hurt you too much to make up for the benefit of cheap creatures.
If you play five-color control you'll see that a lot of times you're practically giving your opponent a one or two turn head start. It's just that five-color has such powerful spells that it's able to make up for that slow start come back.
An aggro deck's goal is to come out swinging as fast and hard as possible. While you might have cards that are individually better than those in, for example, WW kithkin, the kithkin deck is still going to be faster most of the time. Sure, once in a while you'll get the perfect combination of lands and have an amazing start, but more often you'll be trying to come from behind due to your slow start, and you'll be less able to catch up because while your cards are individually good, they aren't powerful enough to swing the game back into your favor.
You can do this in extended with fetch lands, but in standard you won't be able to make the mana consistent enough without using Vivids, and lands that come into play tapped defeat the purpose of trying to run an aggro deck in the first place.
if the aggro is strong enough - you can still give up your first turn. The problem is what happens mid-game if you miss a land drop, You're hoping to draw another land - and of course its going to be a CIPT land... you essentially end up stalling more then first turn.
The question - is going to 5C aggro going to be strong enough to make up for the stalling.
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I am no genius at standard, but there seems to be an extremely high ammount of low CMC creatures that are REALLY good right now.
One Drop
Two Drop
The Mimic Cycle (or some ofthem)
Three Drop
surely with a list of cards like this an aggro & Toast variant can be made.
what do you all think, is the mana too slow? what are some other good 1 & 2 drops
Stick to a strong, consistent aggro deck with synergy rather than random colours thrown together.
and eyes are full of death besides
but luckily the soul is wise -
it sees beyond my blindness and
forced failure makes a better guise,
so as i come again alive,
it feels like life's a decent plan
Thanks to a_passer_bye for an incredible signature banner!
Trade with me!
And its also more RG, with white for helix and ub for tribal flames.
Thanks to spiderboy4 of High~Light Studios for the awesome banner and avatar!
that seems that it could be really good, with the exception that you wind up losing to anything aggro. a solution to this could be something i forgot was in standard up until a few minutes ago, Joiner adept, which, alongside a stable enough mana base, could allow one to have a stable enough mana base to possibly support a 5-color aggro deck.
The problem is that part of what makes those one and two drops so good is that they come out on turn one or two. Slowing that down even slightly with a bunch of lands that come into play tapped will hurt you too much to make up for the benefit of cheap creatures.
If you play five-color control you'll see that a lot of times you're practically giving your opponent a one or two turn head start. It's just that five-color has such powerful spells that it's able to make up for that slow start come back.
An aggro deck's goal is to come out swinging as fast and hard as possible. While you might have cards that are individually better than those in, for example, WW kithkin, the kithkin deck is still going to be faster most of the time. Sure, once in a while you'll get the perfect combination of lands and have an amazing start, but more often you'll be trying to come from behind due to your slow start, and you'll be less able to catch up because while your cards are individually good, they aren't powerful enough to swing the game back into your favor.
You can do this in extended with fetch lands, but in standard you won't be able to make the mana consistent enough without using Vivids, and lands that come into play tapped defeat the purpose of trying to run an aggro deck in the first place.
The question - is going to 5C aggro going to be strong enough to make up for the stalling.