Quote from w00ter »
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Lands4 Breeding Pool4 Steam Vents4 Stomping Ground4 Sulfur Falls3 Island2 Mountain2 Rootbound CragSorceries4 Chart a Course3 Lava CoilInstants4 Opt4 Shock3 Risk Factor2 Collision / Colossus2 Dive Down1 Ionize1 Spell Pierce1 Crushing CanopyCreatures4 Pteramander4 Growth-Chamber Guardian2 Living Twister2 Crackling DrakeSideboard:2 Carnage Tyrant2 Cindervines3 Disdainful Stroke1 Dive Down1 Lava Coil2 Negate1 Tamiyo, Collector of Tales2 Kasmina's Transmutation1 Ral, Izzet Viceroy
Been running this archetype with Living Twister for a few days. Living Twister is very powerful and has won me many games on its own. Being able to use up your excess lands to close out games and take out threats is very good, it also provides 5 toughness vs aggro. If your opponent is not able to remove it, it provides a clock by making every draw from your deck a source of damage.
Overall this deck has been OK, feels very strong with good draws. I've had some nice wins against mono blue, esper, and aggro, but it feels inconsistent. Not sure what this deck needs to be better. From my experience this deck has a hard time with big creatures like Carnage Tyrant and God-Eternal Kefnet, has a hard time with planeswalkers, has a hard time when our threats get removed and we lose tempo, and has some mana problems. Having enough blue sources for turn 1 Pteramander or Opt, having enough green for turn 2 Growth-Chamber Guardian, and having enough red for the majority of our deck especially our double red spells like Living Twister and Crackling Drake, can be a tad bit difficult.
Anyways I'd appreciate feedback on the deck and on Living Twister in this archetype.
Quote from Dissociative1 »
Pteramander was almost always a 1/1 for me. It wasn't the damage it dealt as much as the threat of Adapting and that damage. It threw off their combat math because I had so many options to respond with which is why I'm also considering Lightning Strike. They know I can't remove threats on their turn with Lava Coil so they can focus on avoiding counters. The only threats that are a potential problem then are Drakes and Rekindling Phoenix, neither of which are as prevalent as they once were. This deck wins on the back your of opponents mistakes which they make because they don't know how we'll interact on their turn.
I'm also considering Spell Pierce, but I have no idea what I'd remove for them.
Quote from Dissociative1 »I've been testing the OP's version with only slight modifications for a little now. I've played Mono White, Boros, Orzhov Knights, Abzan Knights, Abzan Life Gain, Mono Blue, UW Control, and Walls. Still haven't played Mono Red Aggro, Mono Red Burn, Golgari, or Sultai. With the recent GP results it looks like Sultai and Mono Red are the decks to beat.
In the games I've played I've occassionally been light on mana and sometimes just wish for a Spell Pierce or that Lava Coil was Lightning Strike for the instant-speed interaction.
Has anyone else felt similarly? Are there any changes the deck needs to combat Sultai?