Whew. Maybe I ought to scale this back.
There are still going to be four Realm-Cloaked Giants, but there can also be four Crystalline Giants. Four Quakebringer to give me something to do on turn two, a couple Calamity Bearers and until I figure out what else to do, two Revitalize to gain a little life and draw a card.
Stone Quarry can be replaced with Wind-Scarred Crag, since gaining a life is going to be useful for a deck like this and otherwise they're functionally the same.
So I begin goldfishing. I really want to keep the Quicksilver Amulets in the deck because it allows me to both cheat costs and flash in a creature.
However, with all of my global removal spells costing five mana, I realized that I need mana more than I need the Amulets.
And if I cut those, do Bloodshot Cyclops even belong? Six mana for a 4/4 that needs a turn to go live is definitely old school...but that doesn't make it good. For now, I'm going to up the Revitalize to four and swap in four Boros Signets.
Normally, a card like Revitalize wouldn't even be under consideration, because it doesn't interact with my opponent's board. This isn't a normal setup though: eight board resets that I can play on turn five (four if I'm lucky), that all provide me with a win condition means I have a lot of creature interaction. Drawing cards and gaining life feels like a reasonable option to give me time and draw through land clumps.
No comments:
Post a Comment