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Post by grumpyoldgamer on Aug 25, 2012 6:20:43 GMT -5
Recently posted on Mana Deprived. I like the concept and the deck can reliably put a Crusher out on turn four. It reminds me a lot of RG KarnTron in Modern, which I'm currently running. Thoughts?
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Post by RockBass on Aug 26, 2012 19:26:32 GMT -5
I think we're gonna talk about this tomorrow, for sure.
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ckangas
Raging Brainstorm
Posts: 69
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Post by ckangas on Aug 27, 2012 16:16:45 GMT -5
Recently posted on Mana Deprived. I like the concept and the deck can reliably put a Crusher out on turn four. It reminds me a lot of RG KarnTron in Modern, which I'm currently running. Thoughts? The tron lands have been reliably been tried in post shells (normally mono green post or UG ramp). Often, green post will try to run tron over cloudpost. The problem, however, is that there is a small window in which tron is preferable. A tron is worth 7 mana total, whereas 3 cloudposts are worth 9 mana (and scale better at the fourth). A cloudpost and 2 glimmers will be netting you 5, but you also start gaining life out of the deal. Although tron comes into play untapped, you also need a full set before they become active, and they don't provide the lifegain benefit of glimmerposts. Green post in modern was running the cloudpost engine before it was banned. Obviously, there's lots of card pool differences between pauper and modern (there's no Vesuva in pauper for one). Yet, Modern would still be running the cloudpost engine over tron assuming it could. However, hitting tron is typically not the issue. In addition to reap and sow (which arguably could be MB) and expedition map, there is also crop rotation. 4th turn crushers is something green post already does - and in a shell that provides better disruption via land destruction and other pathways to victory. The real weakness of the deck (and why green post tends to only become a tier 1/1.5 deck when UR/UB Post become very popular) is that a turn 4 crusher isn't a guaranteed victory in the format. When frantic search was legal, there was a reanimator deck that could reliably get a turn 3-4 crusher out with exhume, but it was typically too little and too late. A decent delver pilot will either have a counterspell open, or swing in with lethal on turn 5/6 (typically both). A turn 4 crusher is moot against TPPS, UR storm and infect (the deck has a dead combo matchup in general). Against postless UB control and MBC the deck will get buried under card advantage and their removal 1 for 1s your crusher before it can attack. A faster version of WW will typically swing in for lethal (much of which will be flying) by turn 5 or 6. You might get in an attack or two with a strong hand, but 16 damage and 4 plains aren't going to get you the win. Their removal also 1:1s the crusher. Goblins is a similar issue, especially since the deck lacks the life-gain from glimmerposts. Mono green post has Fangren Marauder against affinity, but the version in the video lacks it and will have a very negative matchup against affinity. Don't get me wrong, the deck is fun to play, and a good choice for a casual setting (or even for messing around in the tournament room). Against tier one decks, however, the only acceptable matchup is post decks. UB Post isn't even a terribly good matchup since their removal hits crushers. UR Post is the deck's only positive matchup (which conveniently is the featured video). Overall, I think it falls into the category of freed from the reel and other older deck archetypes. They're fun, and great for playing casual, but will have a hard time posting positive results in a daily event.
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Post by grumpyoldgamer on Aug 27, 2012 18:24:52 GMT -5
The real weakness of the deck (and why green post tends to only become a tier 1/1.5 deck when UR/UB Post become very popular) is that a turn 4 crusher isn't a guaranteed victory in the format. That's my main issue with the deck. I find that the Tron engine is more reliable at putting a Crusher in play on turn 4 than GreenPost, but while Crusher is a strong Pauper card, it's no Ulamog. The deck also doesn't have a strong turn 3 play or ways to deal with multiple small beaters. It's a one-hit wonder, and that's probably not good enough for the competitive side of the format.
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