In Goreclaw specifically? Not typically because it doesn't outperform Erhnam at 2 for 4pwr (the sweet spot for the deck is cards with power 2 greater than it's mv to maximize the cost reduction, with four cost greater than six cost because it's easier and more reliable to double spell). But I do favour Goyf in decks like, say, Hans Erikkson, Korvold, Anafenza/Doran.materpillar wrote: ↑1 year agoI'm sorry I don't buy this at all. You think marginally better Kalonian Tusker is a good card in edh? You immediately listed a bunch of 4/5s (with extra upside usually) that play as though they're 5/6s tramples because of your commander. A 5/6 trample for 2 I can understand. A 3/4 with no text I very much cannot (outside of memeing).
Were you actually running Tarmogoyf in your Goreclaw, Terror of Qal Sisma deck? It'd have basically always been a 3/4 for you.
I think we're seeing the problem here, you've got this "go big" mentality here but sometimes all you need is a base hit. If you throw everything out and inevitably get wiped, you're just sad while top decking and everyone continues on. Ideally, you put enough power out there to provide pressure, but not so much that scares people into a wipe. You drop an Avenger of Zendikar for example, and people get nervous as they believe you're representing Triumph of the Hordes. You drop a Garruk Wildspeaker and a Packleader for example, and you don't draw those same eyes even though you're still representing seven power, which is quite honestly a lot of power, even if it's not threatening lethal in one turn.DirkGently wrote: ↑1 year ago@3drinks How is >6-8 damage win-more in a 40 life multiplayer format? 120 isn't really a fair number, of course, since other people will probably attack and people will probably pay life for certain effects, but if I'm the aggro player I usually expect to be dealing at least 60-80 damage before I win. With 6-8 power in play that's going to take 10 turns, and more if you're disrupted by practically anything, including blockers. Most decks are not going to have a problem outracing that, even at quite low power levels.
I get your premise, though using Rampaging Baloths for the example is flawed because it's actually a seven drop. Literally no one is full tapping for this guy and hoping they can table it. Nor should they be allowed to table it. It's also going back to that premise of scaring people into answering your big mana threat - as they should be, baloths are terrifying! You can also read above where I talk about the four drops being superior to the sixes in the deck referenced, because of ability to double spell with them. But, you're right that Goreclaw is also very scary and people should point a kill at your friendly neighborhood bear.DirkGently wrote: ↑1 year agoI was talking about baloths specifically in the context of goreclaw. Assuming you're playing goreclaw on 4 (and assuming he lives), you'll have the option of playing baloths or 2 vanilla-ish 4 drops on the next turn (presumably turn 4-5). So you aren't able to play a 4-drop any faster than a 6-drop in that context. In a different deck, without Goreclaw always being your 4-mana play and without his discount making a 6-drop playable on the next turn, then there'd be a more substantial difference between a 4-drop and a 6-drop (and you'd be reasonable to favor lower-mv creatures on average), but in this case if the 6-drop is better than 2 4-drops it seems like pure upside to me, unless you think someone's going to kill poor goreclaw.
I think all I'm saying is, and I must have been really fatigued last night to go so far off topic, is there's something to be said for efficient creatures. Yeah Silverback Elder is really good because he like Elder Gargaroth for example do a lot of things, while having such large bullseyes on them because of either what they do, or they have an ability to inhibit what someone else does, while still beating for 6/turn. Yet if you throw a Weatherseed Treefolk down, no one bats an eye despite it threatening practically the same clock. Or Blastoderm, which represents 15 damage over three turns for four mana - that's an absurd rate but it doesn't force someone to wipe the board. Yet you can't just sit there and take five every turn, that's a losing proposition at even the most casual of tables. So you do what? Try to go over the top of it which causes the next player to either do the same, or pearl clutch and wipe the board because they got scared of what might happen next. What I'm illustrating here is these vanilla/french vanilla creatures are leading to the same kind of play pattern at their worst, while at their best players are misevaluating them [because of a lack of text] despite the math showing the same clock as the new shiny cards.DirkGently wrote: ↑1 year agoYou have my sympathy trying to direct answers towards the combo players. But I'm also a little confused - you say people are killing you because you're curving out with aggro threats, but you said previously that they're ignoring your threats thus allowing you to kill them.
You also previously criticized people for "sandbag [removal] for what they perceive to be the 'biggest threat'", but surely that's a reasonable thing to do if someone is threatening to combo out, rather than use it up on your vanilla beaters? I'm not sure what you think people ought to do.
That took me a long time to sus out, I hope you're following me.