What. A. Disaster.
Fuz was playing a Big Eldrazi deck (are there small Eldrazi decks?) and Trip just did nothing. Nothing at all.
In a different game, I had the same problem: nothing meaningful to do and very frustrating turns.
Part of the issue might be that Let's Take A Trip Together doesn't do anything until turn four. Despite running Flourishing Fox, the deck doesn't do anything for too long. It needs to be sped up by a turn or it needs to be able to nuke the board so I have enough time to do what I need to.
Considering Astral Drift and Slide both exile creatures until end of turn, there are ways to avoid mass removal, if I can get to that point.
But I really have to rethink this deck if I want to keep it.
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