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First of all, I'm not a native English speaker, therefore I apologize in advance for my limited choice of words but I'll try to express my ideas as clearly as possible.
Being a long-time MUD Shop decks, I always wanted to find a color version of the build - mostly for the welders. This one is a very interesting list, I have been playtesting it a little bit and I have a few thoughts I'd like to share with you:
1. I hate getting mana issues in MTG (to me, losing to a mana/color death is the worse). Which is why I really enjoy playing Shop decks in Vintage, and Ramp decks in EDH. I think the weak point in Colored stax decks in usually fixing the manabase: How to create such an efficient one that you will get enough colorless for your big machines, while still being able to cast your colored spells through all these spheres? I understand that finding your Tabernacle might be crucial against Dredge decks, but I'd like to know how you preferered Crop Rotation to, let's say, Chromatic Lantern or Expedition Map (which I would also list in this "mana helper" utilities).
2. Ratchet Bomb is amazing against Zombie/Monastery Mentor tokens. However it does blow up your Moxen as well (how often do you sacrifice it for 0?). I usually see Smokestack as the universal solution to every possible trouble on the battlefield. Is this addition really helpful against specific matchups? (My point here would be, or shoudn't this slot be changed to a mana-fixer as well?)
3. About the choice of the "big robots", I am living a very long love-story with Karn. I'm just wondering between this guy and Triskelion, wouldn't it be amazing to cut the Trike in order to pack a 2nd Karn MD? It seems to me they both serve the same objective (dealing damage). Even if it's true that Trike is amazing when it comes down to shoot Trygon Predators, it seems to me that Karn is a very efficient beatdown clock, able to kill multiple PWs on the spot, eating Moxen and get rid of opponent's life total within 3 turns maximum. As well as being really good at providing multiple blockers when necessary (monastery mentor, young pyromancer). The fact that he costs 5 mana seems more of a reasonable mana cost, unlike 6 which rather appears as "over the overcosted threshold" to me.
4. These lists usually run 1 or 2 Bazaars MD. I'd like to know the reasons that led you to run a Bazaarless version of the deck? I understand it's mostly thanks to Dack's looting abilities, but since Dack is a 3-mana permanent, how did you feel about this difference in utilization?
Thank you in advance, I hope my questions bring an interesting discussion on your list!
B.
edit: oh, and what about the missing Memory Jar as well? I know it's been an all-time favourite in this kind of build. Is Dack's ability strong enough to replace the Jar's broken card-advantage generation?
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