I was wondering if there is some kind of Protean Hulk package this deck could benefit from.
I've been trying to play around with a one of at cmc7, and I feel like this card could have some potential.
The traditional Protean Hulk combos involve a bit too many cards for me to want to play it, I think 3 or 4 slots (including the Hulk) is all that I would prefer to commit. I'm currently doing research on possible packages, but was wondering if this card has come up before, and if so, what were the findings.
It seems interesting, though my first thoughts are that there are other bombs that need less slots devoted to them to win.
It's Perfekt's turn so he gets priority after Welder resolves.
I see.
He dealt already 11 commander damage with prossh before.
*facepalm*
Maybe find another hobby than trying to find mistakes in his videos. You're not doing a very good job.
This part was not really necessary.
They were two question that I had that were bugging me when I watched the videos. Also in the second question I wasn't really expecting both players to make a simple math mistake: it was just a question I had.
I'm pretty sure that's not how the stack works. After he activates welder while stitch together is on the stack, he regains the priority to activate crypt. That would've been a really different game lol.
Seriously though, how many of these games are not just a complete blowout? Not a lot of interactivity there.
Bloodghast isn't tutorable via GSZ. That is a large downside for me. It also costs BB which is also not very preferable in such a green intensive deck.
Primevil Titan is clearly a superior card, but when casting it via GSZ it costs 7 mana. (And lets be honest, you aren't running 4 of them maindeck to have a higher probability to hardcast without GSZ). Excess Titans clog hands, and 7 mana is a huge investment. I know the deck can generate mana very well, but in my opinion, the sweet spot for Nic Fit is around 4 mana.
I am often finding that most Nic fit decklists do a great job at blowing stuff up i.e. with abrupt decay, deed, etc but don't do a very good job getting damage through since the creatures they pack in their 60 are value added creatures with no evasion. Such is green, chump blocked for days.
I was thinking of running a singleton Ifh-Bíff Efreet along with a singleton Groundbreaker in my 60. I know the card quality isn't out of this world either of them, but they do a few desirable things.
Groundbreaker
1. Gets damage through,
2. pitches to cabal End of Turn,
3. can be tutored via GSZ,
4. can be recurred via recurring nightmare, eternal witness
Ifh-Biff
1. Able to deal with delver of secrets
2. can put pressure on plainswalkers (namely Jace)
3. Ability doesn't require tapping. Can swing in, pump twice to get 5 damage through, pump up on their turn as well to get additional damage in.
Nic fit is a control deck. It doesn't need to get in early damage. You can hit 7 land drops without ramp in a game, and I have before. Especially in the grindy matchups where it's necessary.
I understand the concept of the deck and its attempt to win via card quality over an opponent by ramping over them. The reality though, is that you don't always open up games with veteran explorer/cabal therapy and you sometimes need a plan B aside from ramp. Against certain matchups i.e. combo elves and merfolk, giving an opponent extra basics isn't good for us either.
Strangleroot Giest is a cheap beater (obviously no goyf) that is hard to hate out and can be cabal fodder. In a heavy TNN metagame, being able to consistently cast cabal therapy is an asset since once he gets online, most of the classic nicfit decklists cant deal with him, or cant deal with him reliably.
Again with Ifh Biff, he's just another beater with an ability that we can sometimes profit from. Sure we have Pernicious deeds in the deck, but they cant be tutored via GSZ and they do nothing to planeswalkers. We don't always get deeds when we want them and to me, having a little bit of overlap is fine with some form of creature hate.
Ifh biff could be a sideboard card if you need it
Strangleroot geist is a beater, but nic fit doesn't need that. Nic fit runs multiple pernicious deed in the maindeck, and can run additional options md or sb in order to deal with tnn. In addition, nic fit can run other ramp/sac outlet options (gsz -> explorer, phyrexian tower, deathrite shaman, etc.) For those reasons, I believe strangleroot is not necessary.
Bloodghast is dead in nic fit on its own. I would actually rather run strangleroot geist over it because it can be gsz'ed for and does relevant stuff (ie: blocks) without therapy.
I thought about running a 1-of man land of some kind. I don't know how it will affect my game plan, and if there will be any situation where I would want to find it though.
I think they're good vs. stp.dec. You would kinda have to run 2 though
Actually I would run them over wolf run. If you're getting wolf run you might as well get depths combo and if not you probably want treetops. It also budgetizes it a bit more. Treetops are a lot worse vs tempo though.
I have no idea why most legacy MUD decks only run 1-2 lightning greaves. However, from my goldfishing and seeing it in action lightning greaves is simply amazing, and I think it's worth the risk of drawing multiples.
I like the wolf run idea. In addition, do you think adding treetop villages is a good idea?
Your opponent needs to both have mana up and have instant speed removal to make the greaves irrelevant. Because if your opponent doesn't have removal, whether it's equipped to metalworker or a bomb, it will often win on the spot. For that reason, I would want to draw one every game (especially since it only comes out after metalworker if you don't tutor for it).
About nic fit:
Not all nic fit decks run deed (though most do). Many nic fit decks don't run liliana or any discard other than therapy maindeck. But kitchen finks can still be good. The fact of the matter is, the veteran explorer engine isn't perfect. You will get a t3 prime time sometimes, but not always. You need a way to stall to bridge the gap. Kitchen finks is not just card advantage, it's stall.
Eternal witness is more of a personal preference, and I like the versatility and card advantage it provides. I don't think it's necessary though.
With the ramp sources, I kinda derped in that I didn't realize you had snow basics in the deck. Yes, you are correct that 4 into the north is correct. However, gsz for ste will be quite useful when you have 1 or 2 fatties in hand already. Going down to 1 or 2 I think is correct.
4 veteran explorer 3 ste and 4 into the north is overdoing it. Since into the north isn't great in multiples or as the only ramp source I'd go down to 3. Also since ste can be gsz'd up I'd go down to 2 or 1. The bombs can stay.
It seems interesting, though my first thoughts are that there are other bombs that need less slots devoted to them to win.
I see.
*facepalm*
This part was not really necessary.
They were two question that I had that were bugging me when I watched the videos. Also in the second question I wasn't really expecting both players to make a simple math mistake: it was just a question I had.
If you're running something for the combo, then spike feeder would theoretically be bigger
But I see how kitchen finks would already be a decent include and the combo pushes it over the top
Why not just spike feeder? Its combo with thune doesn't need a sac outlet to make work.
6:14
I'm pretty sure that's not how the stack works. After he activates welder while stitch together is on the stack, he regains the priority to activate crypt. That would've been a really different game lol.
Seriously though, how many of these games are not just a complete blowout? Not a lot of interactivity there.
Nic fit is a control deck. It doesn't need to get in early damage. You can hit 7 land drops without ramp in a game, and I have before. Especially in the grindy matchups where it's necessary.
Ifh biff could be a sideboard card if you need it
Strangleroot geist is a beater, but nic fit doesn't need that. Nic fit runs multiple pernicious deed in the maindeck, and can run additional options md or sb in order to deal with tnn. In addition, nic fit can run other ramp/sac outlet options (gsz -> explorer, phyrexian tower, deathrite shaman, etc.) For those reasons, I believe strangleroot is not necessary.
Bloodghast is dead in nic fit on its own. I would actually rather run strangleroot geist over it because it can be gsz'ed for and does relevant stuff (ie: blocks) without therapy.
They both kill in 2 turns after you get prime time, but wolf run is worse on its own and is more weak to removal.
I think they're good vs. stp.dec. You would kinda have to run 2 though
Actually I would run them over wolf run. If you're getting wolf run you might as well get depths combo and if not you probably want treetops. It also budgetizes it a bit more. Treetops are a lot worse vs tempo though.
I like the wolf run idea. In addition, do you think adding treetop villages is a good idea?
Your opponent needs to both have mana up and have instant speed removal to make the greaves irrelevant. Because if your opponent doesn't have removal, whether it's equipped to metalworker or a bomb, it will often win on the spot. For that reason, I would want to draw one every game (especially since it only comes out after metalworker if you don't tutor for it).
About nic fit:
Not all nic fit decks run deed (though most do). Many nic fit decks don't run liliana or any discard other than therapy maindeck. But kitchen finks can still be good. The fact of the matter is, the veteran explorer engine isn't perfect. You will get a t3 prime time sometimes, but not always. You need a way to stall to bridge the gap. Kitchen finks is not just card advantage, it's stall.
Eternal witness is more of a personal preference, and I like the versatility and card advantage it provides. I don't think it's necessary though.
With the ramp sources, I kinda derped in that I didn't realize you had snow basics in the deck. Yes, you are correct that 4 into the north is correct. However, gsz for ste will be quite useful when you have 1 or 2 fatties in hand already. Going down to 1 or 2 I think is correct.
4 veteran explorer 3 ste and 4 into the north is overdoing it. Since into the north isn't great in multiples or as the only ramp source I'd go down to 3. Also since ste can be gsz'd up I'd go down to 2 or 1. The bombs can stay.