Do you remove some number of Kor for this? Do you run 2? 4? Kor is an engine that doubles as a super potent Aura enabler if it isn't dealt with; this draws cards, but otherwise just sits on the side. If we take out Auras to make room for this, I can see it, but this is basically an engine that requires two other pieces (a creature in a creature-light deck as well as Auras to place on it) as opposed to Kor, which only needs a stream of Auras to work. I'm not saying it's a terrible card, I just don't think it's a straight upgrade to Kor.
This deck folds to hate so much already, I'm not sure a T2 play that doesn't get to swing for 7+ the next turn while restocking the hand is enough. Unless the deck wants to take a different route and become less blisteringly fast and take a more grindy, enchantress-type view, where our threats are difficult to deal with, and we counteract the inherent 2/3/4-for-one weakness of Auras by having most of them cantrip for us, with this card and Kor.
I see where you're coming from. I'd welcome you to check out the first link in my sig and join the bogles discord server; we have a handful of players testing out seasons and the data from ~50+ matches so far is very exciting. Lots of folks brainstorming around it in the brew channel and differing opinions/feedback is much appreciated in the discussion.
hello everyone, it's that time that I follow this post, since I have been playing hexproof aura for years. And here comes the goal requires changes to the deck to be more competitive.
of the last two expansions (hozion and m20) for now only Hall of Heliod's Generosity and this very strong Season of Growth have been released. this last one will bring out the Kor from the decks, kor that have always been too weak and that I have often taken off from the list.
another paper that is currently superfluous is the Leyline of sacrallity. yes, it's immense but now decks that do direct damage to you with spells there are far fewer, now you lose to the creatures that do you damage. this is why I am trying now, and I must say successfully, on xmage and with friends this list.
point to not suffer too many scartini (increasing creatures) and aggro pushed (with the regenerating creature and the lifelinks).
what do you think? changes or additions? I would like constructive criticisms that make me understand the errors or things I underestimate.
the present side is not definitive as I would like to find splots for anti counter cards (for example choke).
So my entire deck is CMC 2 or less, except for the 4-drop Leyline of Sanctity. I've seen some decks where all 4 are mainboarded, some where all are sideboarded, and some with Leylines in both boards. In order to use Lurrus as my game 1 companion, I'd need to sideboard in my Leylines in later games if needed, like if I'm fighting a burn deck.
I guess my question is for the first game of the match, and I don't know what other deck I'm playing, should I run Lurrus or my Leylines? Because Leylines will shut down a burn deck but don't do much against Infect, for example. Whereas Lurrus can help in most any match (late game, at least.)
It seems like Lurrus could be funny gimmick to have as a companion, but wouldn't do much good except in drawn-out games, as he takes 6 mana to get out. Is he worth it, compared to the risk of a fast loss to a game 1 burn deck?
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I was toying with dropping the Suppression Fields for either 2 FoV or a FoV & Grafdigger's Cage. Silhana Ledgewalker is something I'm thinking about, making the creature count 3/3/3/3 or 4 Kor, 3 Bogle, 3 Galde, and 2 Silhana. I do like to Open the Armory so I can toolbox anything I need, usually Lifelink. However, at the same time, I do enjoy 4 PtE. Not sure if I want to drop 2 Enchantments for 2 more fetch lands but I feel the mana curve is nice, for the moment. Again, love any opinions and feedback.