Has anyone thought about Manamorphose for card draw? It is obviously an incredibly powerful card that can fix our mana for double black, and essentially makes our deck 56 cards allowing us to see the answers we need. Just trying to brainstorm for us all.
The problem with that card is you preemptively commit to use at least 2 mana if you cycle it. It doesn't work well with reactive cards. In that case its sometimes very awkward. In general though, I am not against experimenting with it. How would you incoorporate it inot the deck?
I look at manamorphose like a free card to cycle. If it get's countered then I feel like the spell you would've played in it's place would probably have been countered as well. I could see the issue of deciding what mana to create with it be an issue though. I would start by cutting 1 LotV, 1 Scavenging Ooze, 1 Assassin's Trophy, and 1 Inquisition of Kozilek. Picking those cards just because they are more limited in what they can do. Not entirely sure what to pick other than saying our four worst or most narrow cards though. Again just throwing out ideas for any way to improve the deck. Perhaps the best answer is to just be as good as Reid Duke, though that seems like quite a long shot for me.
I didn't mean that Manamorphose gets coutnered, I mean it doesnt work well with our own reactive cards. You cant play Manamorphose on turn 2 to dig for a goyf/bob when you might end up not being able to hold up Push. And that makes it awkward to some extent, as you kinda have to wait for it until you are going to cast a spell anyway. At least in the early game.
Ah gotcha now. Yea that's a great point and definitely a consideration. Using the manamorphose at instant speed end of the opponents turn could help with that. It might be worth testing and trying out, seems like it could potentially be better than Faithless Looting in Jund which has been discussed in this forum Ad Nauseam.
Has anyone thought about Manamorphose for card draw? It is obviously an incredibly powerful card that can fix our mana for double black, and essentially makes our deck 56 cards allowing us to see the answers we need. Just trying to brainstorm for us all.
The problem with that card is you preemptively commit to use at least 2 mana if you cycle it. It doesn't work well with reactive cards. In that case its sometimes very awkward. In general though, I am not against experimenting with it. How would you incoorporate it inot the deck?
I look at manamorphose like a free card to cycle. If it get's countered then I feel like the spell you would've played in it's place would probably have been countered as well. I could see the issue of deciding what mana to create with it be an issue though. I would start by cutting 1 LotV, 1 Scavenging Ooze, 1 Assassin's Trophy, and 1 Inquisition of Kozilek. Picking those cards just because they are more limited in what they can do. Not entirely sure what to pick other than saying our four worst or most narrow cards though. Again just throwing out ideas for any way to improve the deck. Perhaps the best answer is to just be as good as Reid Duke, though that seems like quite a long shot for me.
Has anyone thought about Manamorphose for card draw? It is obviously an incredibly powerful card that can fix our mana for double black, and essentially makes our deck 56 cards allowing us to see the answers we need. Just trying to brainstorm for us all.
I never really had a problem with the 23 land build pre-ban, but I like the 25 land with BBE and the higher curve the best now. I think the right answer between 24 and 25 just depends on what your curve is and what manlands you want to run. I also think we'll learn a lot more after a couple GP's/SCG events.
Field of Ruin is bonkers. I'm very afraid to play against Jeskai without 4 basics. Between FoR and Path if you're not able to search up a basic it can be pretty brutal.
One caveat could be his thoughts before the conclusion. "One last rule on the way out the door: if you are ever on the fence as far as the number of lands you should play, you'll have more success if you play one land too many than one land too few. As such, if you are trying to decide between one final cool spell and one more land, pick the land—it will pay off in the long run!"
I really like having the Mountain. I also make sure to run a Wooded Foothills. In addition to Path to Exile and FoR being pretty heavy in my meta, I like to be able to fetch for Mountain in the matchups where my life total is a big factor.
I'm no expert but I don't think BBE would function very well in this shell. Most games I've seen of DS decks like to have 2 or 3 lands in play. Hitting that 4th land drop to slap BBE down seems like it could be pretty tough. Who knows though, test it out and let us know!
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Ah gotcha now. Yea that's a great point and definitely a consideration. Using the manamorphose at instant speed end of the opponents turn could help with that. It might be worth testing and trying out, seems like it could potentially be better than Faithless Looting in Jund which has been discussed in this forum Ad Nauseam.
I look at manamorphose like a free card to cycle. If it get's countered then I feel like the spell you would've played in it's place would probably have been countered as well. I could see the issue of deciding what mana to create with it be an issue though. I would start by cutting 1 LotV, 1 Scavenging Ooze, 1 Assassin's Trophy, and 1 Inquisition of Kozilek. Picking those cards just because they are more limited in what they can do. Not entirely sure what to pick other than saying our four worst or most narrow cards though. Again just throwing out ideas for any way to improve the deck. Perhaps the best answer is to just be as good as Reid Duke, though that seems like quite a long shot for me.
The master speaks to us.