Been a while since my last post here - I've been playing UR Kiki recently - but wanted to ask you guys a question:
Is there a good reason why we aren't playing Faithless Looting in RG Cremator?
Think about it. Looting:
Helps us dig to find our combo pieces / interaction
Reduces our hand size, meaning that we get closer to the magic Cremator + Wurm(s) hand
Loots away extra copies of redundant pieces (extra birds, extra Wurms, etc.) for hopefully more impactful cards
We've got a fair amount of redundancy in all areas of the deck, we've got a two card combo to assemble, and we actively want to reduce our handsize - Faithless Looting seems like a good fit to me!
I'm not around for this week's FNM, but maybe I'll give it a try on the 8th!
Also a month since anyone posted in the thread... sad times.
You ideally want to turn 1 looting and that can get awkward in a deck with 6 mana dorks that you really want to be able to play on turn 1. Faithless looting is negative card advantage and not really worth it unless you utilize your graveyard to offset the loss in card advantage.
I disagree that you'd ideally want to T1 Looting in this deck. Sure, in decks like UR Phoenix, Hollow One, Dredge, this is often the optimal T1 play. But I envisage a curve more like this for RG Cremator:
T1 Birds -> T2 Geist + Looting, OR T1 Birds -> T2 Steel Leaf -> T3 A choice of spells + Looting Even just casting it in the mid to late game to set up the combo or dig for a silver bullet seems fine
The point being that we're not trying to break Looting, but rather using it to further smooth out the combo side of our game plan.
I disagree that Looting is "not really worth it" in this deck - I've already given three reasons why it might be good in the RG Cremator shell, which you didn't really address in your post. Just because RG Cremator isn't a graveyard-centric deck doesn't mean Looting can't be good here.
Anyway, the proof is in the pudding I guess. I'll aim to take a list with Lootings in it to one of my up coming FNMs and will let you guys know how I get on
Any new tools from MH1 to help this deck? I've been keeping an eye on this archetype but haven't committed to picking it up yet. Things that seem interesting:
I'm thinking about revisiting the Naya version I played a few times at FNM, now that we have Eladamri's Call from MH1.
Call allows us to trim the number of Wurms we run to 1-2, as well as letting us run more 1-ofs in the MB. Between Call and Evolution we have a great tutoring package.
I will try to put a list together over the weekend and will share in the hopes of some feedback
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Been a while since my last post here - I've been playing UR Kiki recently - but wanted to ask you guys a question:
Is there a good reason why we aren't playing Faithless Looting in RG Cremator?
Think about it. Looting:
I'm not around for this week's FNM, but maybe I'll give it a try on the 8th!
Also a month since anyone posted in the thread... sad times.
I completely disagree with your points:
T1 Birds -> T2 Geist + Looting, OR
T1 Birds -> T2 Steel Leaf -> T3 A choice of spells + Looting
Even just casting it in the mid to late game to set up the combo or dig for a silver bullet seems fine
The point being that we're not trying to break Looting, but rather using it to further smooth out the combo side of our game plan.
-Hogaak, Arisen Necropolis
-Force of Vigor (Sideboard)
I'm thinking maybe something that includes Tarmogoyf and Death's Shadow since they also play well with the Cremator
4 Tarmogoyf
4 Street Wraith
4 Death's Shadow
2 Hogaak, Arisen Necropolis
3 Cragganwick Cremator
1 Ghor-Clan Rampager
Spells (23)
4 Mishra's Bauble
4 Thoughtseize
3 Incubation//Incongruity
3 Traverse the Ulvenwald
3 Faithless looting
2 Lightning bolt
1 Dismember
1 Temur battle rage
2 Wrenn and Six
4 Verdant Catacombs
4 Wooded foothills
4 Bloodstained mire
2 Overgrown Tomb
2 Blood crypt
1 Stomping ground
1 Nurturing Peatland
1 Mountain
1 Swamp
I have forgone the Eldritch technique because Hogaak can't realistically be brought in. I think I'll need some tweaks but I'm gonna try this to start
Draft My Cube!
I'm thinking about revisiting the Naya version I played a few times at FNM, now that we have Eladamri's Call from MH1.
Call allows us to trim the number of Wurms we run to 1-2, as well as letting us run more 1-ofs in the MB. Between Call and Evolution we have a great tutoring package.
I will try to put a list together over the weekend and will share in the hopes of some feedback
Now I use 1, instead of fauna shaman.
It's a bit heavy, but it can search Cragganwick or bomb.