A deck like this trades raw individual card power for potential scaling synergy power. This is harder to do in cube as with only single copies of cards you need a lot of redundancy and depth of playables to make it work. This deck has both of those things however you have to get an awful lot of power back from your synergies as well as having them be incredibly consistent for cards like Snapping Gnarlid and Makindi Sliderunner to be better than Tarmogoyf and Scavenging Ooze. Over the ten years I have been cubing there has been a consistent trend away from heavy synergy decks and towards generally powerful well suited cards. Going into the games I had very little illusion that this list would outperform a classic good card zoo list.
On the topic of lands the new "battle" (awful name, we can do better community!) lands greatly improve this style of deck. By having more targets for sac lands you can play more sac lands. With more of those targets being dual lands you can more reliably cast your stuff. All good. I still wound up running two basics leaving me 10 fetch targets total although only Wooded Foothills can find them all. More sac lands is viable and would have been nice but I also wanted to play some spell/man lands so as to offset the high land count with some mid to late game value.
Wild Nacatl
Kird Ape
Scythe Leopard
Steppe Lynx
Lightning Bolt
Path to Exile
Plated Geopede
Snapping Gnarlid
Lotus Cobra
Makindi Sliderunner
Vinelasher Kudzu
Flinthoof Boar
Searing Blaze
Atarka's Command
Valakut Predator
Retreat to Valakut
Knight of the Reliquary
Undergrowth Champion
Ghor-Clan Rampager
Bloodbraid Elf
Grove Rumbler
Thundermaw Hellkite
18 Lands
3 Dual
3 Shock
2 Battle
Raging Ravine
Stirring Wildwood
Kessig Wolf-Run
Forest
Mountain
Other considerations
Crop Rotation
Ground Swell
Swell of Growth
Courser of Kruphix
Explore
Adventuring Gear
Skyshroud Ranger
Boduka Gardener
The deck performed decently overall but the consistency of good cards zoo is better. None of the non cube cards in this list will be migrating into the cube as a result of this deck. When this deck performed well it stomped very hard indeed but it was overkill. You don't need a deck to perform that well. People only have 20 life and so being able to deal 40 damage total on turn five is not that much more useful than being able to do 25. You are far better off trading some of that top end potential for low end consistency which goes a long way to demonstrating why individual card power is typically trumping deck-wide synergies in the cube these days.
Retreat to Valakut and Knight of the Reliquary were both surprisingly scary in the deck. Knight freely gave you two instant landfall triggers a turn and represents a serious threat himself pretty quickly. Retreat was somewhere between Perphorus and Opposition and was the most standout of the niche cards used.
A ramp version of this deck was considered as it lets you use some significantly more powerful landfall cards like Avenger of Zendikar and Rampaging Baloths. If going this route however you miss out on all the cheap aggressive monsters which are the most brutal. A one mana 4/5 attacker is substantially better than a six mana 6/6 trampler with some 4/4s thrown in. There is no better aggressive one drop than a Lynx that you reliably get to trigger twice a turn. Baloths and Avenger are powerful without needing to focus landfall while Steppe Lynx needs the support to be abusive.
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