Thanks for the fixes guys! I did this:
1 x
Dead Weight1 x
Mutual Destruction2 x
Boot Nipper2 x
Durable Coilbug1 x
Mystic Subdual1 x
Wingspan Mentor1 x
Slitherwisp1 x
Farfinder1 x
Of One Mind1 x
Mythos of Netrhoi1 x
Cystacean1 x
Bushmeat Poacher1 x
Reconnaissance Mission2 x
Capture Sphere3 x
Dreamtail Heron1 x
Voracious Greatshark2 x
Blitz Leech8 x
Swamp8 x
Island1 x
Zagoth TriomeAnd went 7-1, first 7-win streak in quite a while. The deck functioned surprisingly well. The ability to play mostly at instant speed was amazing, and I outvalued a lot of opponents.
Overperformers:
- Voracious Greatshark. No surprises there, this is a bomb.
- Blitz Leech. When you play at flash speed all the time this increases in power, I think. If the -2/-2 is ineffective, I can play one of the other flash cards. It's also surprisingly relevant as a combat trick - my Herons now block their Herons, for example, and 3/3 Menace Deathtouch Grimdancers suddenly are no longer 2-for-1s if I have to block.
- Mythos. Who knew unconditional removal was good?
- Wingspan Mentor. It's already a good card, but being able to threaten a mentor activation if opponent does nothing against my untapped mana was a very nice perk.
- Mystic Subdual. It's possible I should've maindecked the other Mystic Subdual. The big thing about this card is that it stops abilities, which includes mutate abilities. The one game I lost, opponent had Dirge Bat into Boneyard Lurker rebuying the Dirge Bat; Subdual would've completely stopped those shenanigans. Even better, I can actually cast it in response to opponent mutating, effectively getting a 1.5-for-1 (since a lot of the value of mutate is from the ability). If this were BO3, one thing for sure is this needs to be boarded in against mutate decks.
Underperformers:
- Cystacean. It's good at holding the ground, but many games I didn't need it. It's still a flash card in that case, but 1/6 means it's virtually entirely a defensive body and if I don't need defense then it's not useful. Still, I can't tell if I just lucked out and not played against many aggro decks, or what. Certainly in the games against aggro decks it's good. There's a chance that this should start in the sideboard and bring it in vs. aggro decks.
- Reconnaissance Mission. Maybe I expected too much from this card, and certainly when it works it's amazing, but other times it's a 4-mana do nothing enchantment. At least it has cycling.
One of the most surprising things was I had a Dead Weight in the sideboard. I'd never have imagined this card not being maindecked, but I started Mutual Destruction on the vague theory that diversifying removal is good, and indeed Mutual Destruction was quite good. I didn't have tokens from Commando to sacrifice to it, but later in the game many bodies aren't relevant anyway, sometimes my cards get targeted by opposing removal and I can MD in response, it defeats Capture Sphere / Pacifism, and Coilbug is OK as a sacrifice target too.
As for the other cards in the sideboard, I can certainly see them working, but never used them, so can't say.
I'm very high diamond now, don't think I'll make it to mythic, but I'm happy to have gotten this far
Just curious: in the dark do you guys put reach or vigilance on Flycatcher Giraffid? What about deathtouch vs. lifelink on Boot Nipper?