Quote from Guesswork »I agree with some of what you're saying. Even fast aggro decks need a way to win from an unfavorable position, absolutely. In fact, as a fast aggro player, you need to approach every turn as if it's an unfavorable position, because time is limited, your chief advantage is early pressure, and every turn you waste, you exhaust that advantage. So, yes. It helps to have multiple ways to quickly ding your opponent's armor.Quote from Decadent_Creed »I think that isn't a great argument because every deck has cards that shore up its weaknesses and allow it to cross the finish line. Most decks have a way to try to still win even from an unfavorable position, and that's something every deck wants. It's like saying that Demonic Tutor is a card that combo decks never want but are forced to play with because they can't just play copies 5-8 of functionally identical copies of their combo pieces.
Combo, control, and midrange all work very differently, though. I'd actually say that combo is the closest cousin to fast aggro, because you need to assemble and fire off your combo before your opponent can stop it, and every turn you wait makes it more likely that you won't. You're correct in that the combo deck would almost certainly prefer copies 5-8 of their combo pieces to a tutor. But that's never been how the game works. So, in a combo deck, Demonic Tutor is kind of like Goblin Guide is in a fast aggro deck. It's part of plan A; it's not a parachute. A better comparison would be skipping some available tutors and instead putting a second combo in your deck: it makes it more likely that your main combo won't go off, and is a good sign that your deck is not good enough to do what you're hoping it will do.
If I run this in fast aggro, it's going to hurt my early game, which is my plan A. And it comes down too late and does too little to count as an effective finisher. So, I don't know what the point of it is. It's probably just an archetype builder for Limited, where the curve is a little different. Maybe some niche EDH decks want it. I dunno. But it's just out of tune with my game plan as a fast aggro player, so I don't think I'd touch it in 1v1 Constructed.
And this is exactly it... the entire point of Aggro is winning with 2 mountains in play and no cards in hand. Your Plan C -maybe- has room for a 4 mana effect (i.e. Experimental Frenzy and let's be honest, that's not even good enough for many decks. The last really memorable 4CC card I can think of is Hazoret the Fervent). The main reason that Embercleave is even remotely playable is that it can cost as little as when you are set-up and frequently reads " , instant, you win the game". You are making 2 horrible concessions is you play this card in aggro - 1) It's a tapped land and 2) it costs 5 to active. You want neither of these things in your 60... maybe in your 75 but I'd be very surprised. So aggro is out, that leaves big red... I'm open to the idea that if big red is a thing in your environment you may actually run 1x this land but very skeptical.