Added Pelt Collector to the primer!
Gave him 4.5 stars, didn't add him to the basic list but put him in the core next to Experiment One, and gave him his own description as far as I could think of right now.
Let me know if I've missed certain info, or if you disagree! And if we come to a different/more definite consensus I'll edit it again, obviously.
I think it's enough time after the release of Pelt Collector to add him to the primer. What is everyone's consensus about the card? Should he replace Experiment One in the basic list? Or is it more of a Vines of Vastwood/Blossoming Defense situation?
I would love to hear your opinions!
I haven't tested him yet, but this is what I think: Experiment One has a pretty relevant ability that makes him harder to kill, which is a big plus. It is also not that hard to give him 2 counters most of the time.
Pelt Collector can get natural trample, which is still good, but not as good as regeneration. However, the fact that creatures dying gives him counters makes him less of an awful topdeck than Experiment One is. If you already have one or two creatures on the board, Pelt Collector can still be threatening where Experiment is one of the worst cards to draw.
This is obviously not tested, and this also depends on the matchup.
Narnam Renegade gets slightly worse, because of the power-only trigger. Other than that, we don't really play other creatures with a higher toughness (except for some singleton Leatherback Baloth that some people include).
21 lands should be the right number.
Most people agreed that 2 Treetop Village is the right number, and I personally really like 2 Horizon Canopy. If that is too expensive for you, you can substitute them for Hashep Oasis.
Jeff Hoogland has tried a build with 4 Canopies, and that was clearly too many. Even though the consistent card draw is nice, having 2 Canopies in your opening hand hurts us way too much to justify it.
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.
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.
Splashing white definitely has a number of advantages, with the only real disadvantage being the cost of buying the cards needed.
The extra life loss is kind of negated by replacing Dismember with Path to Exile and Dromoka's Command.
I wrote a bit about it in the primer, also describing good and bad card choices.
It looks like a really strong card, although I don't know if it's good enough to mainboard. Gains life, destroys something important or just beats, never a dead card.
First of all, welcome! Wolfbitten Captive is not really good enough for our deck. It doesn't evolve Experiment One, and it needs mana to be a threat, something we don't have a lot of. 1-drops that come into play with 2 power are almost always better.
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Gave him 4.5 stars, didn't add him to the basic list but put him in the core next to Experiment One, and gave him his own description as far as I could think of right now.
Let me know if I've missed certain info, or if you disagree! And if we come to a different/more definite consensus I'll edit it again, obviously.
I would love to hear your opinions!
12 fetchlands, 3 Treetop Village, no Horizon Canopy
2 Kalonian Tusker mainboard, but no removal
No Gaddock Teeg in the sideboard, no Dromoka's Command in either
3 Melira, Sylvok Outcast in the sideboard, must've been expecting Infect.
Experiment One has a pretty relevant ability that makes him harder to kill, which is a big plus. It is also not that hard to give him 2 counters most of the time.
Pelt Collector can get natural trample, which is still good, but not as good as regeneration. However, the fact that creatures dying gives him counters makes him less of an awful topdeck than Experiment One is. If you already have one or two creatures on the board, Pelt Collector can still be threatening where Experiment is one of the worst cards to draw.
This is obviously not tested, and this also depends on the matchup.
Other thoughts: Rancor, Dungrove Elder, Groundbreaker and Scavenging Ooze get slightly better, since it makes the dying-power trigger more easy to happen (although Dungrove is hard to kill).
Narnam Renegade gets slightly worse, because of the power-only trigger. Other than that, we don't really play other creatures with a higher toughness (except for some singleton Leatherback Baloth that some people include).
Experiment One can dodge some removal, but is equal to Pelt Collector when it comes to Path to Exile and Terminus, the latter of which has become more relevant recently.
Most people agreed that 2 Treetop Village is the right number, and I personally really like 2 Horizon Canopy. If that is too expensive for you, you can substitute them for Hashep Oasis.
Jeff Hoogland has tried a build with 4 Canopies, and that was clearly too many. Even though the consistent card draw is nice, having 2 Canopies in your opening hand hurts us way too much to justify it.
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.
No regeneration is pretty sad, but being able to grow faster and give itself trample makes me think it's better than Experiment One.
The extra life loss is kind of negated by replacing Dismember with Path to Exile and Dromoka's Command.
I wrote a bit about it in the primer, also describing good and bad card choices.
Wolfbitten Captive is not really good enough for our deck. It doesn't evolve Experiment One, and it needs mana to be a threat, something we don't have a lot of. 1-drops that come into play with 2 power are almost always better.