Sorry, it took some time as I wasn't in town. I did some testing with the updated list.
@carte_blanche: I think you can't survive a long lasting game either it's against aggro or control. Aggro simply sets you a clock which is around the 6th turn. Sometimes even the 5th. Control will get more and more protection in the same time. I think a slower gameplan is only playable if you put the combo into a shell to work as a hybrid. Compared to Pattern Rector were the combo is part of some kind of rock deck. So Pattern has the chance to slow aggro and beat control even without having the combo up. For this deck maybe a reanimator shell would be interesting as you would have a strong aggro matchup and can pressure control while setting up the combo.
Therefore I feel like playing Druid turn 3 or Cephalid+2nd part turn 4 is the only chance to win as a pure combodeck. This means that we have just 1 mana more than needed to play the combopieces. This is why I wasn't able to get a stable deck right now. You get games were your opponent is dead turn 3 without even knowing what he could have done to prevent this. On the other hand there are games where you play like one or two cards and die like your opponent just goldfished.
@pyyhttu: Thx for the link, some interesting thoughts. One thing, Cephalid is a two card combo which wins the turn it is played. While testing I felt more and more that the longer the game runs the more you want the Cephalid. The combo costs 3 mana total and so it's "safe". The Druid needs Greaves to get haste so it's 4 mana and one mana to activate 5 mana. The other option is to play and protect the Druid.
I came to the conclusion, that all killoptions are clumsy and you don't want to draw them so the best one I think is the one that works with the lowest amount of cards. As all use 3 it's your choice and meta depended what you take. Every kill has it's pros and cons.
For now I see two different ways:
1. Get more mana acceleration in form of elves or Guides or whatever. So you can tutor turn 2 with the 3 mana tutors. Then kill turn 4-5.
2. Accept that you are (like in modern or type 2) slower than aggro and have to have a major plan for aggro and combo is just a sidekick. Maybe reanimator...
Is it possible to come to 60% against aggro? What so you think?
@carte_blanche: I think you can't survive a long lasting game either it's against aggro or control. Aggro simply sets you a clock which is around the 6th turn. Sometimes even the 5th. Control will get more and more protection in the same time. I think a slower gameplan is only playable if you put the combo into a shell to work as a hybrid. Compared to Pattern Rector were the combo is part of some kind of rock deck. So Pattern has the chance to slow aggro and beat control even without having the combo up. For this deck maybe a reanimator shell would be interesting as you would have a strong aggro matchup and can pressure control while setting up the combo.
Therefore I feel like playing Druid turn 3 or Cephalid+2nd part turn 4 is the only chance to win as a pure combodeck. This means that we have just 1 mana more than needed to play the combopieces. This is why I wasn't able to get a stable deck right now. You get games were your opponent is dead turn 3 without even knowing what he could have done to prevent this. On the other hand there are games where you play like one or two cards and die like your opponent just goldfished.
@pyyhttu: Thx for the link, some interesting thoughts. One thing, Cephalid is a two card combo which wins the turn it is played. While testing I felt more and more that the longer the game runs the more you want the Cephalid. The combo costs 3 mana total and so it's "safe". The Druid needs Greaves to get haste so it's 4 mana and one mana to activate 5 mana. The other option is to play and protect the Druid.
I came to the conclusion, that all killoptions are clumsy and you don't want to draw them so the best one I think is the one that works with the lowest amount of cards. As all use 3 it's your choice and meta depended what you take. Every kill has it's pros and cons.
For now I see two different ways:
1. Get more mana acceleration in form of elves or Guides or whatever. So you can tutor turn 2 with the 3 mana tutors. Then kill turn 4-5.
2. Accept that you are (like in modern or type 2) slower than aggro and have to have a major plan for aggro and combo is just a sidekick. Maybe reanimator...
Is it possible to come to 60% against aggro? What so you think?