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LurkerFAQs, Active DB, DB1, DB2, DB3, DB4, DB5, DB6, DB7, Database 8 ( 02.18.2021-09-28-2021 ), DB9, DB10, DB11, DB12, Clear

metroid composite

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Posts: 68
Last Post: 12:03:14pm, 09/24/2021
Since I crafted the quest for wild anyway, I gave the pirate quest a spin in standard.

Wow it's...not very good there, or at least copying the vicious syndicate build didn't work out very well.

It struggles against stuff like face hunter just rushing it down--no real board clears in the VS list. But it also has an almost 0% winrate against mage quest and the self-mill warlock quest. (Handlock warlock is also running the quest, but doesn't go into fatigue super early, and that matchup is doable, but not free; if they get a big turn where they play three giants, well the VS list doesn't have boardclears so...).

And...my assumption was that the questline endgame would be a ton of value for standard, but it's not--standard deck endgames are pretty high value right now for anything at least midrange--lots of decks can build huge boards.

Maybe the deck would work better with some brawls or something, but that would just make it lose harder to quest mage and quest warlock. Maybe those matchups were already just losses anyway, though.

Man, I kind of hate ignite in both standard and wild now though.

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Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision


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