True. I shouldn't have said slower. I meant "suckier"
Although now I realize I've missed out on lots of crap cards by being away from Magic for a period of time. I had no idea Flailing Soldier existed. Too much 3CB and 4CB has taught me only to focus on cards that actually have impact.
Yeah, well, you're talking to the guy who tried it in constructed (extensively) and STILL forgot it existed...
Anyway, Flailing Soldier hit the meta head on. No one wanted to lotus out a threat because it would lose to almost everything.
Reap and Sow does seem like a much better option than Molten Rain. At least, in a pinch, Reap CAN find your Boseiju. If you're not going to run Reap, it seems pointless to run Boseiju.
Overall, though, I can't see any real reason to run this deck over normal T&N. You have to draw alot of guys for your deck to work..all traditional Tooth has to draw is various land...it also has 7 search cards to help it get that land. To me, these Snake and Nail decks seem like they're just trying to get around Sowing Salt..but you lose way too much speed in the process. Your deck seems to actually be WORSE against countermagic than normal T&N. They can always just lucksack their way into their land..if your Sachi gets countered(and it will, any time you try to cast it against a blue deck), then your deck literally cannot do anything.
As for normal T&N...not running all 12 urza pieces is a ridiculous notion. I'm very disappointed that anyone would seriously consider it. If you're having green mana trouble, you just run one more Forest at the expense of a random card, you don't cut an Urza piece. Contrary to current opinion, the idea behind T&N, as a deck, is to win on turn 4. It doesn't ALWAYS happen, but, it is what you want to happen. When you're playing this deck, the longer the game goes on, your chances of winning are significantly lessened. If BG lives long enough to cast Death Cloud even ONE time, you probably just lost. You HAVE to run all 12 Urza pieces. Because of this same reasoning, you need 8 early Forest accelerators. It's almost imperative that you have 4 mana on turn 3. Solemn is great for this deck..but Vine Trellis is better, especially considering how much WW and aggro-red are going to be floating about. The fact that Solemn can draw you a card if it dies isn't really that important...nor is having a 2/2 beater. This is a combo deck, it doesn't work as a Control deck(plenty of people have tried to make it work and come to the same realization)...it wants to win as quickly as possible.
And yet the top French TNN deck (a UG build) only plays 3 of ANY Tron piece.
Speed isn't everything. In a slower metagame (i.e. most now) it's often better as control. If GB set up a godly DC they will win, sure, but that takes longer than even a slow TNN set up... and a poor DC can be fatal, at least if you have a top out.
15. CynicalSquirrel: City of Traitors; Culling Scales; Mishra's Factory
37. Whamme: Energy Field; Palinchron; Saprazzan Cove
Listed: 2-2
Should be: 6-0 to #37
By the by, (it's a little late, I know), Palindeck wins this. Palinchron comes down in time to stop the Factory beatings, and can then (eventually) both attack and be bounced and replayed, thus serving as defense and a kill.
No.
I think I built something that was slower than that, but it wasnae good.
My deck o' worthlessness got outraced by them tho.
Yeah, well, you're talking to the guy who tried it in constructed (extensively) and STILL forgot it existed...
Anyway, Flailing Soldier hit the meta head on. No one wanted to lotus out a threat because it would lose to almost everything.
Hey, the "fast" decks worked. What you REALLY need to do is play something that can lose to the winning deck...
...hey, guess who was the only person to manage that!
Forbidden Orchard is tech.
Yep.
Well, my initial idea (that took 42 turns) was WAY too good. Heck, the deck that took 134 turns was too powerful...
So I'm going with the deck that kills in ten turns.
And yet the top French TNN deck (a UG build) only plays 3 of ANY Tron piece.
Speed isn't everything. In a slower metagame (i.e. most now) it's often better as control. If GB set up a godly DC they will win, sure, but that takes longer than even a slow TNN set up... and a poor DC can be fatal, at least if you have a top out.
I thought that was a joke... (no, not really - needed to rtft)
37. Whamme: Energy Field; Palinchron; Saprazzan Cove
Listed: 2-2
Should be: 6-0 to #37
By the by, (it's a little late, I know), Palindeck wins this. Palinchron comes down in time to stop the Factory beatings, and can then (eventually) both attack and be bounced and replayed, thus serving as defense and a kill.