12/19/2023 0 Comments Sword coast legends mods gearIt's just that right now, the deck is a little split between those too evenly. It's not necessarily a bad thing after all, my Erebos deck thrives on the tension between disruption and drawing attention, so it's definitely something I'm capable of hashing out. There's a strong tension between the deck's desire to aggressively beatdown and convert those creatures into cards when necessary and the deck's need to politic. If I were playing this deck and that happened, I would probably be inclined to go after the pilot rather aggressively. The corollary to this is that a 9/9 swinging at your face on turn 4 that will then give me 9 cards when it's about to die is the exact opposite of non-threatening. Under the right circumstances, it's an extremely efficient beater that will, at a minimum, draw me 7 cards eventually (if not more due to Noble Heritage). However, both of those are at odds with the deck's stated goal of flying somewhat under the radar, and I'm thinking that a more marginal and granular approach might be superior.įor example, Hunted Horror on paper is a slam dunk inclusion, right? If we ignore the admittedly relevant draw back for now, its power to cost ratio is incredible. I primarily focused on high power creatures for two reasons: a) higher power means more cards from Shadowheart, Dark Justiciar and b) higher power means I'm more likely to kill someone with combat damage. You have no power here.ĮDIT: Minor change to the decklist in -1 Plains / +1 Swamp because The Almighy Pie Chart told me my manabase was a little imbalanced.Īlso, I wanted to pontificate on the creature selection, particularly at the 2 drop. I'd say that's pretty remarkably consistent. When accounting for reasonable mulligans, that number approaches 72.284%. I run 35 mana producing lands, and my odds to draw 3 by turn 3 is 76.72%.Īll combined, that's 48.189% likelihood of the stars aligning and making that opening play happen. I run 22 2mv or less creatures, and my odds to draw 1 by turn 3 is 93.185%. I run 11 pieces of ramp, and my odds to draw 1 by turn 2 is 67.406%. T4: Shadowheart, Dark Justiciar, pile counters on the 2mv creature, go to combat. T3: Land, 2mv creature, Noble Heritage, go. This is by design! The idea is to try to find a sweet spot between running enough rocks and 2mv creatures to have the most reasonable odds of the following play sequence: I'm running a significant amount of ramp for a deck with such a low curve, as well as a lot of 2 drop creatures. Though it seeks to win through combat, it's not an aggressive deck. Not completely weak, but not overpowering. Generally speaking, the deck seeks to play politics to encourage my opponents to kill each other while presenting as moderately harmless.
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