I like the changes but with Gyre Sage, I don't see a lot of reason for a two drop seeing as my mana dorks let me play cards one or two turns ahead of the casting cost.
How would Lead the Stampede work? I mean, I see how it is useful, but wouldn't the deck usually close games out by the time it runs out of gas?
I understand where you're coming from with the Gyre Sage, and I agree.
Lead the Stampede really helps against decks with lots of removal or with lots of opposing creatures. Plus it can make a lot of shaky hands much more keepable by giving you access to more threats you might not have drawn in your starting hand. Mana-heavy starting hands are much more consistent since you'll have creatures to cast with that extra land. Also if you flip over a bunch of land with it, it in the end will make you more consistent in that way too since you won't flood out like you would have. Since it's a three drop, you can also turn one mana dork into casting it on turn two.
Private Mod Note
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Rollback Post to RevisionRollBack
EDH: It's like a pillow fight, except occasionally someone pulls out a chainsaw.
If you suggest a card to add to a deck, suggest one to take out as well.
I understand where you're coming from with the Gyre Sage, and I agree.
Lead the Stampede really helps against decks with lots of removal or with lots of opposing creatures. Plus it can make a lot of shaky hands much more keepable by giving you access to more threats you might not have drawn in your starting hand. Mana-heavy starting hands are much more consistent since you'll have creatures to cast with that extra land. Also if you flip over a bunch of land with it, it in the end will make you more consistent in that way too since you won't flood out like you would have. Since it's a three drop, you can also turn one mana dork into casting it on turn two.
The one thing I'm concrned about is if I don't draw Fires that Lead the Stampede would become a dead card.
I wouldn't quite consider it dead if you don't draw fires. It still can give you a bunch of creatures to work with should you find yourself in that position.
Another possible option is Commune with the Gods, this way you can either grab a creature or Fires or even Saproling Burst. The only downside is that it grabs one card and puts the rest in your graveyard.
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH: It's like a pillow fight, except occasionally someone pulls out a chainsaw.
If you suggest a card to add to a deck, suggest one to take out as well.
I understand where you're coming from with the Gyre Sage, and I agree.
Lead the Stampede really helps against decks with lots of removal or with lots of opposing creatures. Plus it can make a lot of shaky hands much more keepable by giving you access to more threats you might not have drawn in your starting hand. Mana-heavy starting hands are much more consistent since you'll have creatures to cast with that extra land. Also if you flip over a bunch of land with it, it in the end will make you more consistent in that way too since you won't flood out like you would have. Since it's a three drop, you can also turn one mana dork into casting it on turn two.
If you suggest a card to add to a deck, suggest one to take out as well.
So, like you suggested 1 Forest, Mountain and 1 Flametongue Kavu for three Lead the Stampede?
Yup! See how they feel in game. If you like them great, but if you don't not too big of a deal.
If you suggest a card to add to a deck, suggest one to take out as well.
I wouldn't quite consider it dead if you don't draw fires. It still can give you a bunch of creatures to work with should you find yourself in that position.
Another possible option is Commune with the Gods, this way you can either grab a creature or Fires or even Saproling Burst. The only downside is that it grabs one card and puts the rest in your graveyard.
If you suggest a card to add to a deck, suggest one to take out as well.
UPDATE: the Lead the Stampede works wonders along with Primal Forcemage. They serve against othrt aggro.
UPDATE 1/29/14: Sideboard is in.
3 Ground Assault
4 Naturalize
Designed to fight, tokens, enchantment/artifact removal that hinder me and taking out dudes that Bolt cannot hit.