Quote from MantisRider »Does it really matter if you lose life to a combo that's killing the turn it goes off? stubborn denial is interesting but it's unnecessary to build the creature base around have 4+ power dudes (good luck having a 4/5 tarmo in the early turns with this deck btw) when Dispel deals with pretty much everything that would disrupt your combo in modern outside of the odd maelstrom pulse here and there. Has the downside of not countering twin which I imagine would be relevant. Keep in mind the more the deck gears towards protecting the combo the less aggressive and versatile the deck itself becomes. The strength of splinter twin is that it's a hugely powerful control deck that can win without its combo if need be. I believe which should seek to emulate that sort of deck building ideology. Have a deck that stands strong on its own that can win out of nowhere when an opponent taps out. Also keep in mind that the sideboard exists for a reason. If we need to side out Retreat for more interactivity game 2 against twin we wouldn't be the first successful deck to have to do so.
Quote from lugger »
Emblem of the Warmind is the most mana efficient way to let you go off the turn you play kotr -- that I've found. Alternatively, if you can find a way to cheat in Hellraiser Goblin.
Quote from Raalic »Can't help but think there has to be some room for Steppe Lynx. Anyone tried it?