Without irony, not try and force traditional beat-down-from-turn-1 agro? Is it possible to make things like ludevic's test subject, calcite snapper, etc to stall early game, then bounce/whatever their early game and convert into big threats?
Without irony, not try and force traditional beat-down-from-turn-1 agro? Is it possible to make things like ludevic's test subject, calcite snapper, etc to stall early game, then bounce/whatever their early game and convert into big threats?
Part of the problem I always had with people who tried to make green aggro work (as a primary color) is that the color really didn't do anything new. They were just running bad white cards that had green colored frames. I get it, support aggro, blah blah, but at a certain point if we're jamming shit dudes so we can say we "support blue aggressive decks" I have to wonder if we're really achieving anything.
Probably the biggest thing you can do to support tempo decks is provide good fixing so that attacking decks can play multiple colors.
I'd be inclined to agree, but blue does offer something green doesn't: Time (Tempo)
Blue actually does have a unique angle to attack being an aggro deck from, where white usually swarms, black never stops coming, and red has reach.
Green has plow under. That's it. a 5 mana mostly-feel-bad not-quite-armageddon spell of which there is a single (Patently worse) analogue that midrange players keep stealing from you so they can go off with eternal witness. Other than those two cards, all green brings to the table is dudes and spells that rely on you having dudes. In a world where removal exists at all, green just shouldn't be an aggro color, it removes green's whole strength of going over the top when you try and force the color to go under wrath instead of over it.
With vengevine, thrun, and a host of garruks, green is exhibiting some of black's never stop coming mentality, but they ALL cost 4 mana, which makes them curve toppers for aggro decks, roles that style of card is unsuited to playing.
Green aggro doesn't work for a lot of reasons, but chief among them is not bad creatures. It's nothing for those creatures to do.
I couldn't agree more. As I finish up revisions on this latest version of my cube, I have a stack of like 30+ green cards that could all easily get slotted in depending on what I want to push and none are "functional equivalents".I am overcome with a feeling Green is just so easy to design and develop in Cube,
yeah, vial decks are of a very specific genus that does not exist in cube. though maybe it could.
are we deciding that delver is, as a frenchman in october, not in fact working?
Reading all the hassles with getting Delver to work reminded me of the thought process which eventually led me to cut Aether Vial (albeit extrapolated a bit).
They both place constraints upon the rest of your deck to operate optimally.
They are both at their best when you draw them early.
They both require a solid disruption package to function at their best. (Vial is biased towards Port/Wasteland/Dust Bowl, while Delver is biased towards Daze/FoW/Force Spike/Spell Pierce)
So, in my mind, it comes down to adjuvant disruption and redundancy. Redundancy was obviously not feasible with Vial (even if breaking singleton, Vial is probably not something I would entertain including more of), and land-based disruption is also quite hard to come by (though breaking singleton could definitely help you there). Combined with working best with a clustered creature-CMC (which goes against conventional deck building wisdom), it was an easy choice to cut it.
Delver is a bit better positioned than Vial to have a shot, but the same concerns still apply. Something I think is crucial to how it will play out is how well 3-drops will work in the same role as Delver (Fettergeist, Serendib, etc.).
Also, Phantasmal Dragon?