I ran WW for awhile in block and never really had a problem with them. At worst, if you are really scared, you can easily cut back to 3 and have no problems.
Playing the second Flagstones does this:
Reduce the total mana you can produce this turn by 1, thin your deck by 2 cards.
I havent ever really had a problem with finding some time when that was beneficial.
So I'd say that yes its a good idea. Although its not so powerful that you couldnt live without it if you don't have flagstones on hand.
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I support WotC's goal of shaping Modern in favor of diversity.
I ran a thought experiment on my blog Modern in a Nuclear Wasteland
of an extreme case of banning 20 more cards to make sure they get everything, then scaling back where appropriate. WotC seems to be on a slowly build up approach. Both ways probably reach similar end points.
The post Gatecrash metagame is proving to be closer to the endpoint than I estimated, so its very possible that few (if any) more cards need to be banned.
Flagstones are great- Since you are running WW, it's not like you'll have problems getting hit with nonbasic land hate (a magus of the moon targeting 4 lands in your deck is pretty weak), and the benefit of thinning your deck is really good.
The reason why I wouldn't: Tarmogoyf. Even though Goyf decks usually have a way of landing a land into the yard, sometimes they don't (facing down a 1/2 or 2/3 Goyf isn't that uncommon). The benefit of running Flagstones are kind of negated when you are helping his Goyf get larger. Whether you want to skip them altogether, or just side them out, I would just go off of whether you've purchased them already.
For a sideboard option, how about Pariah to slap onto your Soltari Priest against red decks? If they don't have any green/white splashed for enchantment removal, they're screwed.
For a sideboard option, how about Pariah to slap onto your Soltari Priest against red decks? If they don't have any green/white splashed for enchantment removal, they're screwed.
About flagstones in WW: play 1. In that way you hardly ever get bothered by the legendary and comes into play tapped issue, while having something a bit better than a basic plains against some decks like LD (whicharen't too strong anyway atm).
I don't think the minor deck thinning is really worth the chance of slowing down your deck by having to waste a turn dropping a second flagstones. I'd run 1 flagstones, simply because it's better than a basic plains if your opponent has something like smallpox, and you'll never worry about slowing down your tempo by getting two flagstones.
I don't think the minor deck thinning is really worth the chance of slowing down your deck by having to waste a turn dropping a second flagstones. I'd run 1 flagstones, simply because it's better than a basic plains if your opponent has something like smallpox, and you'll never worry about slowing down your tempo by getting two flagstones.
while you can lose some tempo from double flagstones, I disagree, because running one you will never see it if you need it and it has almost no advantage over a basic plains for this type of deck, however if you play 4 and you get 2 on your second turn, you can still lay a creature for one white then drop the second flagstone, this shouldn't slow you down overmuch, and the situation of you playing 2 flagstones in the first 2 turns isn't overly likely, beyond that it probably won't affect your tempo much because your curve is so low
the only reason I see not to run flagstones is the aforemention goyf and that's a meta call
http://forums.mtgsalvation.com/showthread.php?p=2158297#post2158297
:symg:Those Land Hurt?
:symu:Big Blue Sea
:symb:Ld
:symb:Vore's Graveyard
:symw:White Weenie
Playing the second Flagstones does this:
Reduce the total mana you can produce this turn by 1, thin your deck by 2 cards.
I havent ever really had a problem with finding some time when that was beneficial.
So I'd say that yes its a good idea. Although its not so powerful that you couldnt live without it if you don't have flagstones on hand.
I ran a thought experiment on my blog
Modern in a Nuclear Wasteland
of an extreme case of banning 20 more cards to make sure they get everything, then scaling back where appropriate. WotC seems to be on a slowly build up approach. Both ways probably reach similar end points.
The post Gatecrash metagame is proving to be closer to the endpoint than I estimated, so its very possible that few (if any) more cards need to be banned.
The reason why I wouldn't: Tarmogoyf. Even though Goyf decks usually have a way of landing a land into the yard, sometimes they don't (facing down a 1/2 or 2/3 Goyf isn't that uncommon). The benefit of running Flagstones are kind of negated when you are helping his Goyf get larger. Whether you want to skip them altogether, or just side them out, I would just go off of whether you've purchased them already.
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are you plaing the Solder version or something diffrent
Here it is
How about a sideboard.
http://forums.mtgsalvation.com/showthread.php?p=2158297#post2158297
:symg:Those Land Hurt?
:symu:Big Blue Sea
:symb:Ld
:symb:Vore's Graveyard
:symw:White Weenie
For a sideboard option, how about Pariah to slap onto your Soltari Priest against red decks? If they don't have any green/white splashed for enchantment removal, they're screwed.
At least until they drop their first sulfur elemental
About flagstones in WW: play 1. In that way you hardly ever get bothered by the legendary and comes into play tapped issue, while having something a bit better than a basic plains against some decks like LD (whicharen't too strong anyway atm).
while you can lose some tempo from double flagstones, I disagree, because running one you will never see it if you need it and it has almost no advantage over a basic plains for this type of deck, however if you play 4 and you get 2 on your second turn, you can still lay a creature for one white then drop the second flagstone, this shouldn't slow you down overmuch, and the situation of you playing 2 flagstones in the first 2 turns isn't overly likely, beyond that it probably won't affect your tempo much because your curve is so low
the only reason I see not to run flagstones is the aforemention goyf and that's a meta call
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Having a land come into play tapped is bad for white weenie. I wouldn't play any lands like that in an aggro deck.
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