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Leatherback Baloth Discussion
1 day ago
thetanman91 usually this deck wins by playing on curve, so the plan is to play bigger creatures every turn. This means that there are "core" creatures for this deck that are simply the best for cmc, I mean Experiment One, Strangleroot Geist, Leatherback Baloth, etc. In the remaining slots you can add some synergy, resource for some situations or slightly modify the behavior of the deck. For example, Groundbreaker is an aggressive card, synergizes with Aspect of Hydra and can surprise your opponent, but it does not have any kind of protection so your plan would be: play Groundbreaker, pump it with Aspect of Hydra and protect it with Vines of Vastwood. Thrun, the Last Troll and Dungrove Elder are slow cards that are difficult to remove and allow you to win by making removals useless, but they make Aspect of Hydra weaker. As you can see, there are two different strategies, you do not need to have one but I recommend you not to distance yourself too far from the original plan of the deck: play on curve. You can put the strongest cards in the deck but if you do not have the mana to play them or they don't work together, they are useless, so give priority to the curve. This does not mean that you only have to play 1 drops to make sure you have something to play on turn 1, but you have to figure out how to distribute the cost of the cards compared to the number of lands and the kind of lands you use. Now let's look at your deck: a card at cost 4 is very difficult to play because it can not be played before turn 4 and at that turn you should already be in the lead, otherwise it is difficult for you to win. You can play it, but you have to take into account the mana you have available. This also applies to the number of 3cmc, as it is done now your deck should have 23-24 lands, so you should cut something, but if you take cards with less than 3cmc this makes the curve high and risk not playing anything until you turn 3. As you have seen I play 6 3cmc cards and I have 21 lands, you with 7 3cmc and a 4cmc you can't play the same number of lands, I mean you can but I doubt it works. So for me you should lower the curve, choose cards not only by their strength but also and mostly by how they work in the deck. Sorry, several words.
3 days ago
no offense but i dont think you really have a good understanding of how green stompy works, especially after you suggest taking out Leatherback Baloth, a key card in keeping devotion up for Aspect of Hydra. you're trying to turn an aggro deck into a midrange deck.
5 days ago
Hey there shrapnel_ , first of all, thank you for your suggestions! Now about what you said, I think that I am definitely going to replace the Arsonists with the Fanatics. what you suggested makes sense, I will be able to ping creatures like Birds of Paradise or Llanowar Elves early on, plus the ole trick with attacking a 2 toughness creature with the arsonist and then dealing the extra one damage to kill it generally does not work since most of the guys I play with know what will happen so they just take the one damage instead of losing their creature.
Now I am not sure about the Bushwhacker, mainly because I feel like Wardriver in the long run will tend to be more reliable. Yes the haste does ramp the speed of the deck a little bit, but the turn after the Bushwhacker gets played he is just a 1/1 without any useful abilities, while Wardriver is going to be giving that +1 every time he attacks and he is a 2/2. But I am still unsure on this one so I will do a lot of playtesting to see which option works best for me.
I used to run Quest for the Goblin Lord, and it is a pretty great enchantment, but I don't want to cut any of my non creature spells for it. My local meta is extremely zombie heavy so I need to keep the Pillar of Flames, and the Lightning Bolts and Grenades are too good for raw damage and removal for me to cut. However, I think I might sideboard it if I know I am playing against a deck with very few other creatures. I also don't think that I can make room for Raid Bombardment, since almost every game I play with this deck the Goblins get above 2 power.
Finally the Rabblemaster. I really like this card, but my only quarrel with it is that it forces all of my goblins to attack each turn. Although this can speed you up, I fear that I must get screwed over by it if the opponent is playing another fast deck that may have have slightly larger creatures than me, or if they unexpectedly put down a big boy like Leatherback Baloth , which is a pretty cheap card for the size of the creature. Oh and Searing Blaze. I feel like that card is pretty good, but if I am not drawing many lands I fear it could be a dead draw.
Anyway, thank you very much for your suggestions my friend!
1 week ago
Since you're interested on cards that make full use of lands, may I suggest Genju of the Cedars. A little slow, but great recursion. Red options: Genju of the Spires & Crusher Zendikon. Natural Affinity is great for late game. Other cards to consider: Crop Sigil, Fork in the Road, Grapple with the Past, Groundskeeper, Ramunap Excavator, Hostile Desert, Restore, Splendid Reclamation, Terravore, Traverse the Ulvenwald, Vessel of Nascency, Anthousa, Setessan Hero, Krosan Restorer. Great cheap greenies: Kalonian Tusker, Garruk's Companion, Leatherback Baloth
1 week ago
You could have more success with Nykthos, Shrine to Nyx, Collected Company, and scaled 3 mana green creatures as a green aggro deck. You could still use the dryads that way as early game damage but with those added cards you could have the steam to end games before turn 6 or 7. In the world of modern it would still be relatively budget friendly too. The fetchlands you have in the deck cost more collectively than those suggestions. Leatherback Baloth, Silhana Ledgewalker, Troll Ascetic, and Sacred Wolf in a collected company deck with Old-Growth Dryads, Predator's Strike, Predator Ooze, Vines of Vastwood, and Rancor would be a very intense aggro deck.
Just a thought, but the added power and hexproof would really boost the potency.
1 week ago
I appreciate the comments and I think there are some great suggestions as well. I think people are focusing way too much on Delirium. It's literally on 1 card and the card is still good without it. Now I plan to make a Delirium deck with Moldgraf Scavenger and Soul Swallower at a later time. (I'd love some help when I do.) however the reason behind this deck is I saw Old-Growth Dryads and Gnarlwood Dryad and said I want to build a deck around those 2 cards.
Thrun, the Last Troll is an awesome card. I didn't throw him in for budget reasons initially but I already own one so I'll add in him to the SB soon as I get a free slot. I've been testing out some of the new cards to see how they stand up.
Picklez, the aim of the deck is to swing hard in the early game. You want to win before most other decks stabilize. The late game is left to Predator Ooze, which beyond Lilly and a perfectly timed Dismember most decks can't answer. Wolfbriar Elemental and Permeating Mass are also end game tools against midrange and Control. I had Leatherback Baloth and Courser of Kruphix in here initially to play the midrange game but after testing the deck the strictly aggro tools worked far better.
1 week ago
I really like the fetches for the shuffle effect. The cards I really need to replace are Leatherback Baloth and Shapers' Sanctuary. Neither has really paid off in testing. Any suggestions? I'd like some more Aggro 1 drops or something hastey or flying.
Courser of Kruphix could be something else too.
2 weeks ago
High-power dudes: Old-Growth Dryads, Sheltering Ancient, Phyrexian Soulgorger, Rhonas the Indomitable, Woodland Bellower, Argothian Wurm, Tempting Wurm, Cultivator's Caravan, Smuggler's Copter, Heart of Kiran, Nylea, God of the Hunt, Chameleon Colossus, Heroes' Bane, Omnath, Locus of Mana, Citanul Centaurs, Consulate Dreadnought, Exemplar of Strength, Groundbreaker, Hunted Troll, Hunted Wumpus, Irontread Crusher, Leatherback Baloth, Lupine Prototype, Myr Superion, Pangosaur, Ravaging Riftwurm, Talara's Battalion, and a lot of mana dorks (because Llanowar Elves is basically a Sol Ring, adding from the ability and towards Ghalta)