After going to only 6 mass removal spells, Sleeping Giant felt very different. Suddenly, games felt desperate. Can I get a removal spell in time? became the main question.
I wasn't doing terribly but I wasn't feeling comfortable anymore; more doubt settled into my plans for the game.
In the end, I decided that I would work a very slim margin, cutting one Thundercloud Shaman, adding back the fourth Realm-Cloaked Giant and keeping one Emeria's Call.
The Call can function as a land, but it also gives me a potential other avenue to victory. It's particularly helpful as a defensive option though, as (and this is weird) there are only two giants in Red/White with reach, and neither of them are great.
The tests have been good: Thanks to some smart play, I was even able to pull of a victory under a Humility, due to Quakebringer being in the graveyard. Two damage a turn may not be much, but it still represented a clock that I was able to grind a win from.
So I think this deck is in a pretty settled place. With no new giants coming out in Strixhaven, I don't have to worry about something coming along and suddenly upsetting this apple cart.
4 Boros Signet
4 Chancellor of the Forge
2 Giant Harbinger
3 Thundercloud Shaman
2 Sunrise Sovereign
1 Brion Stoutarm
4 Crystalline Giant
4 Quakebringer
4 Calamity Bearer
4 Revitalize
8 Plains
8 Mountain
4 Ancient Amphitheater
3 Wind-Scarred Crag
4 Realm-Cloaked Giant // Cast Off
1 Emeria's Call // 1 Emeria, Shattered Skyclave
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