I'd say that even running graveyard shennanigans yourself shouldn't stop you from running scavenger grounds in mono B or two color. You're in control of when it goes off, so if it hurts you more you just use it for Mana, and only crack it when it hurts your opponents more.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Myriad is good in mono and 2 color decks, and ok in 3 color decks that run a lot of basics. It depends on the meta though: its far too slow for competitive, but solid ramp and ok fixing anywhere else. Its only ok as fixing because it fetches identical lands, which can either be pretty good (you need tqwo of the same color) or pretty mediocre (you need to fix two different colors). I like it a lot more then Temple of the False God, which I've rated worse and worse the longer I've played. Myriad at its worst is a etb tapped waste, Temple at its worst does nothing. Temple at its best immediately ramps you 1 for free mid to late game, while Myriad at its best delayed ramps you a land and fixes your colors for essentially 3, and can do so fairly early.
Reliquary is deck dependent. Don't run it "just in case" you get over 7 in hand, run it when you expect to get over 7 in hand and you need them to stay there. Prevents you from discarding down to 7, which can occasionally be a drawback instead of a feature, but usually if I want to discard cards I have a discard outlet (and wouldn't be running tower anyway). This only really matters when you want to discard because of something your opponent is doing that plays off your hand size and isn't Nekusar (cause Nekusar will screw you either way).
Everything else is almost entirely meta dependent. Homeward Path however, can support shenanigans if you are exchanging your creatures for other permanents.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
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Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Reliquary is deck dependent. Don't run it "just in case" you get over 7 in hand, run it when you expect to get over 7 in hand and you need them to stay there. Prevents you from discarding down to 7, which can occasionally be a drawback instead of a feature, but usually if I want to discard cards I have a discard outlet (and wouldn't be running tower anyway). This only really matters when you want to discard because of something your opponent is doing that plays off your hand size and isn't Nekusar (cause Nekusar will screw you either way).
Everything else is almost entirely meta dependent. Homeward Path however, can support shenanigans if you are exchanging your creatures for other permanents.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!