Fixed. Thanks for pointing that out.
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Ah. I didn't read Goatnapper very closely. I thought he tapped to steal. That ruins everything. Back to the drawing board.
There are a couple options:Option 1:2 Land (City of Brass), Lotus Petal, Mox Diamond, Sol Ring/Mana Vault, Birds of Paradise, Natural OrderTurn 1 - Play one land, discard the second land to cast Mox Diamond, cast Sol Ring/Mana Vault and then cast Birds of ParadiseTurn 2 - Cast Natural Order, sacrifice birds - Wurm!Option 2:2 Land (City of Brass), Lotus Petal, Mox Diamond, Sol Ring/Mana Vault, Birds of Paradise, Vampiric/Mystical TutorTurn 1 - Play one land, discard the second land to cast Mox Diamond, cast Sol Ring/Mana Vault, cast Birds of Paradise, cast Lotus Petal, cast Tutor to find Natural Order.Turn 2 - Cast Natural Order, sacrifice birds - Wurm!Then, go on to turn three. Bifurcate for wurm #2.
I've played these two against each other a few times and they seem pretty balanced. I'm a little worried that four copies of Sleep might give Jokulmorder too big an advantage. Any suggestions are welcome. Giant creatures battling without the fear of removal is fun!
Eeeee... I did not read the Vivid lands very closely. I skipped right over the "enters tapped" thing. They are gone. You're correct on your assumption with Watery Grave and Polluted Delta. I moved the Cities of Brass up and added Undiscovered Paradise. I figured with my mana costs topping out at 2 (I'll never actually pay the cost for FoW and NoTW) the drawback of it bouncing back to my hand wouldn't be severe. I only seeing it being a problem if I end up only having two Undiscovered Paradises as the only lands I draw.I have a playset of Bad River and a couple copies of Thawing Glaciers, but deemed them too slow. Do you think the filtering outweighs the speed setback? Amulet of Vigor?Other than that, I took your advice on the other changes. I'll keep playests of all the cards I have on the list and play with the amounts I include/exclude to see what runs the slickest. Thanks for all the help. When I'm able to get to a tournament, I'll let you know how I fare.
Thank you very much for the reply! I agree that the lands are the most important. Unfortunately, right now they are a bit out of reach. I'm lucky to already have the high dollar cards (FoW, Dreadnought) from twenty years of collecting. If only I had started a couple years earlier. I did make some land changes and a land gamble. I figured the Vivid lands could serve me well very early on. Hopefully I don't need their counters past the first couple turns. The gamble is going down to 16 lands. Is that at all viable? Mana costs are so low that I am hoping so. Otherwise, I'm at a loss as to what to cut.I did take your advice and add some filtering cards that actually draw. I happen to have playsets of Diabolic Vision and Impulse, so they are in there. I also added a couple Stifles to have more Dreadnought cheating options. My hope is that I get a 12/12 out so fast that they spend their time either answering it or dying instead of going with their game plan. Then, I plop it right back out with Unearth or Reconstruction.Thanks again!
I'm looking to do some local Legacy Tournaments with this one. Any thoughts are welcome.
Cool. I'll look into it, but that would be awesome. Added the Arcanist and Thousand-Year Elixir. All lands at once!
I'm not sure if this works, but if I exile Blinkmoth Infusion with Elite Arcanist, can I cast my copies of Infusion and take the affinity for artifacts into account? Or, do I have to pay the full 14 every time?Also, all help is appreciated.
Ah. I was unaware. Though, not surprised.
That may be true. It is a flight of fancy. Though I may have to proxy it just to see what casting some of these cards is like.
It's not that nice.Sideboard added.
Very true. I think I'll replace them with the Artful Dodge suggested above.
I like dirt cheap decks. Nice!
Nice. I like that
I'd like to not block you, but it appears I have very little choice!
I try to do everything on the cheap and sinkhole is a bit pricey.