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September 24, 2018 11:28 a.m.
Grandmaster5327, yeah, I've been playing long enough to know experimentation. My main point was that I don't know of lands that will do what you suggest without coming in tapped or utilizinf resources that I don't want used in my very aggro deck (e.g., tapping a creature or tapping a land to tap another land to make a specific color). HashMasta confirms that there aren't dual lands that enter untapped.
Thank you again for the suggestions, though! I do appreciate your thoughts! (Same for you, HashMasta!)
September 23, 2018 2:06 p.m.
Grandmaster5327, yeah, I follow your logic, but most (all?-- I'd like a suggested exception, if you know of any) require a creature or another land to be tapped to get that any-color mana thing. To get a multi-color deck to function smoothly requires either land you suggest (tap for any color) or dual lands. The dual lands at common rarity seem to all be tap lands, and the other lands to which you refer normally (all?) require another mana or a creature to be tapped-- not really faster as its eating my resources to get the other color. The problem with 10 forests and 10 swamps idea-- I end up with mana of the wrong color far too often.
Now, with all of that said, if you know of (pauper-legal) dual lands that don't enter tapped, or of other lands that don't require a mana or a creature to be tapped first, then please suggest! I'm definitely not all-knowing and I keep finding new cards, so your suggestions are certainly welcome!
As far as the artifacts-for-mana go, they eat up deck slots. That's my only problem with them. What do I cut to make room?
I agree that non-mono decks are very interesting. However, for some solid aggro, those generally work better as monochromatic decks. There are certainly exceptions!
I like the conversation-- please let me know your thoughts and if you have card suggestions! Thanks!
September 19, 2018 4:46 p.m.
Grandmaster5327, it has to do with speed. All of the dual-color lands in pauper are slow (i.e., come in tapped). I want to be able to jam a land and start working right away. Tap lands area bad for speed, and this is definitely an aggro deck. I do have a version that's B/G, and I do get good removal and good deathtouch creatures, but there are too many problems getting mana to flow smoothly. Once I decided to go mono-green (and another in mono-black that's not yet on this site), everything smoothed out and the decks started flowing really well.
In short, it all boils down to mana issues. Facing majority blue-based decks, there isn't time to mess around with tap lands that slow the pace. Notice the mana curve-- it's crazy fast.
I get that people will disagree with this decision, and that's fine. I just prefer to not have mana issues in the slightest, others don't see those tap lands as problems. To each their own! :-D
September 19, 2018 9 a.m.
HashMasta, thanks for the suggestions. I thought of Viridian Longbow, and it's a good suggestion. I'll play around with it. Sparring Collar is an interesting suggestion. I was unaware of this card-- again, a nice suggestion.
I think at the moment, I need to expand the creature base a bit and I need to cut Elvish Herder down to probably 2x, and maybe only 2x or 3x of Llanowar Augur. Playing the deck on MTGO, I seem to get those two cards with some frequency without good targets all the time. I think I want to push to 26 creatures while limiting those two a bit. Not sure I'll have space for either of your suggestions, but maybe I'll try splitting the Rancors with Viridian Longbow (i.e., maybe 2x of each?) and see how that goes. Could be pretty good.
Thanks for the suggestions and the upvote!
September 18, 2018 7:06 p.m.
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|Playing since||Battle for Zendikar|
|Avg. deck rating||32.95|
|Helper Rank||None yet|
|Favorite formats||Standard, Pauper|
|Good Card Suggestions||342|
|Last activity||4 hours|