Added: 1 year ago
From: asdfdgghkj
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  • interesting fact, as nathones convinced me to actually do the math with his comment.

    Assuming that 22 lands is the correct amount to run (it doesn't matter if it is or not, the results will be similar)

    When starting with a two land hand after turn two on the play. (ie two lands in play, waiting for your second draw no lands in hand)

    if the first two lands were fetchlands you draw 2 less lands every 13 games after 4 draws. (as opposed to non fetch lands)

  • if one of the two lands was a fetch land draws you 1 less land every 13 games.

    So yeah... The real question is how many lands you need to run and if the 1 life is worth it (I'm not saying it is, I'm just showing that it does have an impact)

  • filtering drops w/ fetchland is mathematically inconsequential

  • Feel free to provide mathematical proof for your mathematical claims, k thnx

  • Why the fetchlands?

  • The same reason a WW deck runs them? You don't want to top deck lands if your plan to run them over quickly gets disrupted.

  • @asdfdgghkj WW plays Steppe Lynx and sometimes Emeria Angel. Same for Vamps, they have Bloodghast and Nocturnus benefits from the shuffling.

    If the reason is just filtering, I don't get it, I thought I was overlooking something in the main / sideboard. If the deck gets flooded (and I'm not saying it does), maybe just play less lands?

  • @marengoman By running the fetches, your opening hands are composed of a deck that runs 22 lands this reduces mulligans in a land light deck. For each fetchland you use you trade 1 life so that your later draws are such that you are drawing for a deck with one less land in it.

    It's just a common technique that gets used sometimes especially in a deck where there is no way to get card advantage.

  • see the comment on math, and fetchlands making you draw less lands a significant amount of the time.

  • windstorm in the sideboard ;]

  • Yeah, that is a good idea. My sideboard at the time was just a hodge podge.

  • also river boas against blue/white...forces them to use up their journeys and just beats them if they cant find any

  • Strength seems bad - how about more Nissas? Overrun also seems better.

  • Strength has synergy with warcaller and allows you to permanently pump your creatures. It allows you to force a wrath by making an army in a can at the control players EoT.

    Nissa is only good against control with some splash damage against burn. The reason more plansewalkers aren't played in general is because jund/burn/naya/etc has blightning + bolt. Also nissa can't evenprotect herself from those with the first activation.

    Overrun might be better,it is better in the goldfish, but one

  • removal spell disrupts your goldfish enough that it sets you a turn behind the overrun plan.

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