Installing now over the Epic Game Store, making a deal with the devil so to speak. Seems to work maginally better than WotCs own shit programming.
Shouldn't make any difference, the shit client underneath is the same. Unless the кита́ец botnet handles updates better.
Never had any trouble here, to be honest, just keep this shit out of your system partition and make sure the shortcut keeps pointing to the launcher instead of mtga.exe.
Other than that, it's fucking Unity, can't be helped.
I am not 100% sold on Gemrazer, often ends up just being a 4/4 4 trample/reach. Mutating him ontop of a Yorvo is gamewinning tho.
Consider the yolo mutation to be your embercleave - doubled power and trample. Should be enough to sell it.
Of course, yolo, serpent and ooze are the most optimal, but Pelt, Barkhide and Tracker are not terrible.
As long as you're getting extra power and card advantage, it's all good.
But, even if not mutating, a 4/4 reach trample is playable on its own.
You should see targets for it in most decks out there, from Oven to reclamation to All that Glitters, it even hits opposing serpents and Xanax.
It's also funny to see mono red concede when you blow up their embercleave.
Ram Through vs Primal Might is the big interaction question for me right now. I am trying 2 of each atm.
This one is simple, I think. Instant speed always prevails over sorcery (because you can always use it in combat for double damage),
not to mention, the possibility to hit face. You might not be getting 100% out of ram through if you don't have enough tramplers.
I also played around a bit with mainboard heroic intervention. Its not bad, better in the sideboard probably.
Ah yes, forgot about this one. Yep, definitely sideboard material, out there with Ranger's Guile probably.
I'd have to try those at some point, most of the time I manage to beat control by not putting too much shit on the board.
I'm mostly seeing aggro, but it's something to consider.
Not too sold on Wildwood Tracker, I used to test with him a bit. Good target for Gemrazer tho.
It's effectively a 2/2 1 drop, so any kind of aggro should be interested by default. Depends what kind of a curve you're aiming at.
If you're going beyond 5 mana, they probably aren't going to cut it.
Is there anything to hit for Kraul Harponeer mainboard atm?
I'll happily retire them once I stop running into Healer Hawks, Borat, perfect Pet and the lot.
There's also a new-ish variant of mono black with Demonic Embrace that should have plenty of eligible targets.
I had some success with Garruks Harbinger and Garruks Uprising, aswell as the new Garruk.
I haven't thrown any wildcards at M21 yet. Can't be bothered to throw mythic wildcards at this deck, though the new Garruk will probably replace Vivien with the basic functionality of trample-giving post rotation.
As it is now, pseudo-removal is a slightly better option.
Uprising is probably a pass, the 4 power matters theme only really works reliably in limited. It's a tempo loss, no matter how you look at it, and it starts paying for itself after the second draw.
Unless they start giving us 4/4 for two.
On the other hand, the harbinger is rather interesting and I think I'll start checking them out once I get my hands on one or two. Might retire Brontodontists for it,
perhaps cut one Yolo if interaction keeps being relevant.
I have read some people swear on Nissa with 7 mana outlets mainboard in serpents and oozes. I am not exactly sure the deck wants to wait until untap turn 6 to win.
Cutting The Great Henge down to 1 copy or completely is probably the right call. Can win you games but is a dead card too often.
I think I'm getting all the "ramp" I need with the castle, at least when playing this deck as the aggro to beat other aggros. It's possible to give it a more midrange spin
and pack all the value cards - Lovestruck Beast, Growth-chamber Guardian, Great Henge, Nissa, etc. Although, I'm not sure if mono green has enough pay-off cards for this.
You play a big ass Serpent, then it just gets Eliminated.
Bonders Enclave is a spicy tech I havnt seen yet. Will probably try 2 aswell, might be really good for some matchups.
That card's underplayed, imo. I started using it in a mono blue tempo experiment, and found out I could draw cards pretty much all the time.
And if I can't, no biggie. Stil comes untapped.
It can fuck up the mana on triple colored costs, but thankfully that doesn't happen too often.
I think it would be 100% kosher with one more green mana source (as opposed to 90% it is now), I added the second one as #61 to actually draw it at some point.
It is actually useful every now and then, especially mirror matches that can get rather grindy after you trade a lot of pieces. One game I actually used it with Kraul Harpooner who got the boost and let me draw a card.
Not a game-breaking play, but useful when in topdeck mode.