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  • posted a message on White Weenie Suggestions
    I agree with Black Blade, The moxes just aren't needed. While they can help you get a turn a head it drops you a card behind with out alot of draw power that can be a problem
    Posted in: Legacy Archives
  • posted a message on Fetches
    yes, look at the onslaught fetch lands, they were played in extended until they rotated out and you'll find them in the vast majority of legacy decks, if you only play standard I don't know I'm just getting back into it, but for the game as a whole yes without a doubt.
    Posted in: Standard Archives
  • posted a message on What is wrong with Eternal Flame in burn?
    having played legacy burn for almost 5 years now I can tell you 99% of games you DO NOT want to draw more then 3 lands, the reason for anarchy is story circle, CoP: red, and the like shut you down hard, and unless I have anarchy in my deck and hand I really would rather the land be ANY other card. as for the eternal flame just run flame rift, it hits you for 2 more and yeah that hurt( and has killed me a few times) but it's not sitting in your hand while you wait for that 4th land the whole time wish that the flame was a usable burn spell and that the land was another all the while just to deal 4 if that land and the flame were both a shock(or similar card) it'd do the same w/o the damage and if one or both were a bolt then all the better. not trying to be a jerk and or anything just saying over all your just better off dropping it for something cheaper.
    Posted in: Legacy Archives
  • posted a message on Best Place for decklists?
    If you want list for causal go to http://www.mtgfanatic.com/ how ever if your looking for things that are competive then yeah deckcheck is the best I've found and my personal favorite
    Posted in: Legacy Archives
  • posted a message on Goblin questions
    I'm thinking about tweaking my goblins and there's a few cards I've been debating over, first I was wondering if it was worth it to run fetches in it even though it's a mono-red. right now it's 17 mountains and 3 wastelands, and I have found I have no need for 22 lands since I can drop my siege-gangs with out much problem. also if I run fetches should I drop the wastelands? I know the fetches thin out the deck but I've seen strong arguments over whether or not it actually makes a big enough difference to take one pain and risk a Trickbind. Next I was wondering about how many siege-gangs vs war marshals I run should run. While I get the siege gangs out with ease it's not usually until turns 3-5 and I've found many games that I don't have a second turn drop, leaving me either hoping lackey hits, playing another one drop, or worse yet just swinging. but like wise in 75% of my games siege-gang will shift board position to me or just win the game. so I'm not sure.
    Posted in: Legacy Archives
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