name: Journey- O/G Extra Value
coverart: Journey of Souls
path: journey of souls
power: bolster
4 diehard dreni
2 born-again
2 war documentarian
4 hopeless necromantic
3 led astray
2 ved'ma skyranger
1 unforgivable crossing
4 eager recruit
2 xerxian recruiter
3 insurance broker
4 parsa regulars
2 peri at the gates
1 scion of pride
1 seal of exile
2 temptation
1 kushiel the unforgiving
1 angelischism
1 herald of famine
#G/O Journey:
1 messages · Page 1 of 1 (latest)
not sold on Herald and the other tempt but I really need a finisher
could try some 2 mana canines for value, seems like a questionable point on the curve for you
heaven and back, for sure
would probably run something more pressuring on 5
white tower warden is good value, worth looking into
solomon's gale is probably the card you want, though
gale and heaven probably
crossing seems wrong, it cannibalizes the same resources that journey uses
and necro
worth a look into green or orange 8s. lack of good threats on 6 and 7 is a real problem
Necro is good tho because it shrinks the bad cards in journey plus gives me journey stacks so its better value then I thought at first
I'm not arguing with necro, I'm questioning crossing
since journey and necro both pull from the same place crossing does
crossing get Parsa Regular back which is really a 3 for 1 card
I think you have more regulars that you need
would rather see some arquebus or something
your 3 is very loaded
now I need green cards haha
white tower warden?
I have a spot for it so I guess I could
could run volkov heavy or indrik beast as an overrun finisher, but it really depends
heavy is better at controlling the board on 5, but indrik beast is a significantly larger threat
biggest issue with indrik beast is actually getting to the point where you can use it
issue with heavy is that it doesn't trade with a lot of opposing later-game blockers
yea heavy isnt bad because necro can grab it
would probably look for room for terminal calculus
war doc also seems like something of a boneyard cannibal, although it's not as bad because it can also recur spells
dont have that many spells tho
anyways, would look a bit into smoothing out the curve on 2 and 4, cutting on 3, adding heft to 5, and finding a bomb somewhere in the 5-8 range.
I need more 2 now
what are the changes you've made so far?
coverart: Journey of Souls
path: journey of souls
power: bolster
4 diehard dreni
2 born-again
4 hopeless necromantic
3 led astray
2 ved'ma skyranger
2 volkov heavy
1 white tower warden
4 eager recruit
2 xerxian recruiter
3 insurance broker
2 parsa regulars
2 jaza'eri arquebus
2 peri at the gates
1 scion of pride
1 seal of exile
1 temptation
1 solomon's gale
1 to heaven and back
1 kushiel the unforgiving
1 angelischism
would probably try to squeeze in calc. 3x k-nine handler and 1x heavy is an option as a package. if you were spirit-heavier, comrades in arms would fluff out the curve nicely. if you were construct-heavier, vodnik junker would be an idea. if you did forge cards, null seeker, maybe
thinking Ghul at 2 to help clear the boneyard and its a body
if you don't have a good idea what you're trying to fit, mavka or gallows boy is a generic thorn pick that trades up pretty effectively and boosts your green count
ghul isn't the worst. it's a pseudo-t3 play, although you've got t3 pretty covered
turn 2 normally isnt bad because of born again and normally having at least 1 diehard and recruit
I'd be a little concerned for the volkov heavies - they're great at beating back all the 2/1s and even 3/3 swarms, but they lose to simple placements like blackened jotun, harvester, whatever
they don't present a serious threat against a lot of slower control lists
even if turn 2 is light i have bolster for my bigger T3 plays