I play domain zoo and like the idea of an extra 2-3 tribal flames-esque cards in the deck.
Yes I know it's not direct damage and there is a possibility that the creature gets removed but being to be able to hit for an extra 4 (in most cases) or even 5 seems good.
Hitting for 8 with a steppe lynx turn 2 while dropping another 1 drop for next turn seems good?
The only reason I could see running Might of Alara would be if you were running Viashino Slaughtermaster. A friend of mine was playing domain zoo in old extended a couple years ago, with that card. He landed it turn two against some control deck, the guy laughed at him then proceeded to get smashed for 22 on turn three to an 11/11 Slaughtermaster pumped by two Might of Alaras. Problem is, Slaughtermaster is fairly bad on his own.
Yeah, the risk of getting blown out by any removal spell in the format isn't worth it, especially when they are going to try and remove all our guys anyway. And what do you cut for it? A couple dudes or a couple burn spells? Either way, it seems worse than just having another guy or another bolt. It might be decent against decks with little removal in them (except sweepers), but those are few and far between. Combo is another deck that it could actually work well against, but the consistency just isn't there in my opinion. IF you ran Geist of St. Traft in the KOTR slot, or any variety of hexproofers really, then I could see Might of Alara being much better.
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Rollback Post to RevisionRollBack
MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
It's not dead DK, it just fell off everybody's radar and and a lot of people simply stopped running it. Which is good for us, since no one will really expect much Zoo, and we can just build to beat the best decks and still be perfectly fine as a sleeper deck.
To be clear, I think Domain Zoo (with Snapcaster and Tribal Flames and some number of counterspells in the Side) is the best build of Zoo in terms of matchups across the board, but going all in on Naya Aggro Zoo would also be fine. At that point though, I'd run Boros.
I'll post my list in the decklist thread if you want to see it. I top 8'd with it a couple weeks ago at a small PTQ, so it's still viable.
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
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I play domain zoo and like the idea of an extra 2-3 tribal flames-esque cards in the deck.
Yes I know it's not direct damage and there is a possibility that the creature gets removed but being to be able to hit for an extra 4 (in most cases) or even 5 seems good.
Hitting for 8 with a steppe lynx turn 2 while dropping another 1 drop for next turn seems good?
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
To be clear, I think Domain Zoo (with Snapcaster and Tribal Flames and some number of counterspells in the Side) is the best build of Zoo in terms of matchups across the board, but going all in on Naya Aggro Zoo would also be fine. At that point though, I'd run Boros.
I'll post my list in the decklist thread if you want to see it. I top 8'd with it a couple weeks ago at a small PTQ, so it's still viable.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB