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Mtg dredge standard
Mtg dredge standard




mtg dredge standard

When Goblin Guide deals six damage, it’s very hard to lose. They can be immediately killed or blocked all the time and thus be useless, but the upside when it’s left unchecked is too valuable to pass on. Burn can be good from time to time, but will never be the best deck in the long run – it’s just too easy to hate out.īoth Goblin Guide and Monastery Swiftspear have the same role in the deck – they are repetitive sources of damage. Any other form of lifegain is also quite hard to beat, since Burn operates on very limited resources. For example, a stupid Dragon’s Claw on turn two is close to unbeatable in most situations. Since it does the same thing over and over again, it’s trivial to stop it for anyone who decides to do so. Even worse if they can do it earlier, for example on turn three – Burn can’t do much about it.Īnother problem comes from Burn’s linear nature. At this point, most combo-oriented strategies will be able to assemble their synergies. Usually, opponents have answers though, so games can go longer, to turns five or six. From time to time it’s possible to assemble a turn three kills, but they require having a creature or two unchecked and a pile of one mana burn spells. Turn four kills are doable if the opponent doesn’t try to interact with us. If the one thing that Burn does well isn’t good enough, it’s extremely difficult to work your way around it. Burn’s biggest strength may become its biggest weakness in the wrong metagame.






Mtg dredge standard