i have yet to get a single copy of the mouse that can give double strike or trample. always end up having to waste wildcards for certain cards. it's so stupid
I am quite new to MTG I also build this deck but I totally lost with it because I didn't handle it the right way I am sure. So I am watching your video to get a better grasp how to deal with its mechanics. There are some aspects I do not understand. In the 2nd Match you place Heartfire and later add Meek to it which gains +1 / +0 and because it is a spell you counter the +1 / +1 from Heartfire too. But why was it first 3/2 and then immediately switched back to 2/2? And even more confusing. In the next round you add Monstrous with +2/+0 which would be 4/2 plus +1/+1 (from the Heartfire counter) makes 5/3 but why is it then at 6/4? I noticed the addition on the monstrous card "If you control another Role on it, put that one into the graveyard." What does this mean? I do not get the Role part. Thank you.
@livertine504 To answer the first question, the +1/0 from the Meek is only until the end of the turn, Heartfire gets a counter from its own ability and then gains the +1/0 making it a 3/2. Role tokens are enchantments that you can create with certain cards, Monstrous Rage gives +2/0, and the role that gets put on to the targeted creature gives it another +1/+1. If you give a creature a second role token though, you have to chose which one to keep as you can only have no more than one on each creature. Hope this helps.
Unfortunately, I think the best version of this deck in standard is the mono-red splashing callous for the turn 3 kills. Splashing for gruul just makes it awkward to be able to play all of your spells early and dilutes the main gameplan. I wish we had domri's ambush back in standard it would feel great in this. A gruul or boros version of this in explorer/historic could pull out some gross damage on turns 2, but you can't escape running sellsword, it's too powerful, same with 4 copies of slick-shot (if you own the playset), they're our strongest cards and enable turn 3 kills in so many matches.
Also, it was proven a while back that the shuffler in bo1 is Fubar, i play 19 lands in my bo1 version, rarely get 1 land hands, even rarer to mulligan and not get 2. Deck functions on 2 mana, but only needs 3 at top end.
Don't you dare ask where Sellsword is! Lol, I have a strained relationship with that card.
Love to see it
i have yet to get a single copy of the mouse that can give double strike or trample. always end up having to waste wildcards for certain cards. it's so stupid
That's always how it goes.
I am quite new to MTG I also build this deck but I totally lost with it because I didn't handle it the right way I am sure. So I am watching your video to get a better grasp how to deal with its mechanics. There are some aspects I do not understand. In the 2nd Match you place Heartfire and later add Meek to it which gains +1 / +0 and because it is a spell you counter the +1 / +1 from Heartfire too. But why was it first 3/2 and then immediately switched back to 2/2? And even more confusing. In the next round you add Monstrous with +2/+0 which would be 4/2 plus +1/+1 (from the Heartfire counter) makes 5/3 but why is it then at 6/4? I noticed the addition on the monstrous card "If you control another Role on it, put that one into the graveyard." What does this mean? I do not get the Role part. Thank you.
@livertine504 To answer the first question, the +1/0 from the Meek is only until the end of the turn, Heartfire gets a counter from its own ability and then gains the +1/0 making it a 3/2. Role tokens are enchantments that you can create with certain cards, Monstrous Rage gives +2/0, and the role that gets put on to the targeted creature gives it another +1/+1. If you give a creature a second role token though, you have to chose which one to keep as you can only have no more than one on each creature. Hope this helps.
Unfortunately, I think the best version of this deck in standard is the mono-red splashing callous for the turn 3 kills. Splashing for gruul just makes it awkward to be able to play all of your spells early and dilutes the main gameplan. I wish we had domri's ambush back in standard it would feel great in this. A gruul or boros version of this in explorer/historic could pull out some gross damage on turns 2, but you can't escape running sellsword, it's too powerful, same with 4 copies of slick-shot (if you own the playset), they're our strongest cards and enable turn 3 kills in so many matches.
Also, it was proven a while back that the shuffler in bo1 is Fubar, i play 19 lands in my bo1 version, rarely get 1 land hands, even rarer to mulligan and not get 2. Deck functions on 2 mana, but only needs 3 at top end.