Heir of the Wilds vs. Snapping Gnarlid
Standard Deck Help forum
Posted on Dec. 4, 2015, 5:06 p.m. by Doc28
Hi,
I am currently running Dark Temur, and I can't decide which 2 drop I like more. Here's the list:
Temur Into Darkness (Testing for GP Oakland)
Standard
SCORE: 5 | 27 COMMENTS | 537 VIEWS
I would probably agree that Snapping Gnarlid is better. It will almost always be a 3/3 on your turn. The condition is a littler easier to meet than Heir of the Wilds's is. And as stated above, it can be made bigger on the opponent's turn by saving fetches on the table if you don't need the land right away.
December 4, 2015 5:38 p.m.
I think the list Kibler is running is very, very different from the list linked above (I haven't looked at Kibler's list(s) in a while), and that warrants some consideration. I disagree that Gnarlid is the choice in this list because:
- There are only 7 fetches, meaning the +2/+2 off a fetch isn't going to happen that often..
- Crater's Claws isn't in the list so the interaction there is relevant.
- Finally, Snapping Gnarlid requires fetches, or at least consistent land drops, to be effective.
Heir of the Wilds will always be a 2/2 with Deathtouch who only gets better as the game goes on. When a game has gone long I personally would much rather topdeck an Heir than a Gnarlid, but maybe that's just me.
December 4, 2015 7:05 p.m.
Heir of the Wilds is notably better here. Snapping Gnarlid can attack well, but after about turn 4, it starts losing gas. You'll be actively fetching early to make your mana work and to fuel delve (to the point were I'd actually recommend putting a few more fetches in, Bloodstained Mire can get all your colors, yet you aren't running any). Anyway, once your opening hand lands run out (plus the 1-2 you'll draw in those turns), you're typically only able to trigger landfall every 2-3 turns.Heir, on the other hand, is better defensively, and still gets in there for a few. It can take out an incoming Siege Rhino, whereas Woodland Wanderer is the only other creature you have that can without an assist from a spell or ability. On offense, with as many 4 power creatures as you have, it's almost always going to be swinging for 3.
December 4, 2015 9:40 p.m.
Between Snapping Gnarlid and Heir of the Wilds I'd pick Heir of the Wilds. Although for your particular build, I would suggest a third option: Jaddi Offshoot. It seems to me that you are going for a slow start with a big finish. The deck doesn't really start taking off until turn 4 so all you are really looking for is just holding off aggro decks long enough to get your big creatures out. 2 offshoots in your opening hand can bring you up to 6 life by turn 4 (7 with 1 fetch) and can block early ally and warrior threats. Heir of the Wilds does a good job at keeping anything below power 1 at bay or anything above power 3 but it fairly easily dies to any burn spell and is usually a 1 time removal for 1 medium or small creatures.
As a side note, of the the biggest downfalls of Snapping Gnarlid I find is the simple fact that it doesn't have trample, so even if it hits a 4/4 state, it can be blocked by a 1/1 token then you have to raise it back up to 3/3 or 4/4 the next turn, it seems like a constant uphill battle that is bound to fail more than it succeeds.
December 4, 2015 10:29 p.m.
UpperDeckerTaco says... #7
False...play more Bloodstained Mires, play Warden of the First Tree.
December 5, 2015 1:25 a.m.
I'm working on acquiring the mires. Patience is a virtue :)
December 5, 2015 12:42 p.m.
RedDiomedes says... #9
I have learnt to never underestimate peoples unwillingness to not attack into a deathtouch creature or refusal to block one.
omnipotato says... #2
"Snapping Gnarlid does everything my Temur deck wants. It's an early creature that can apply a lot of pressure, attacking past most other creatures of its cost thanks to landfall triggers. It can survive Radiant Flames thanks to those same triggers, much like Seeker of the Way in Mardu, but Sir Gnarls Barkley can even get big enough to live through a full strength Flames as a 4/4 with a fetchland.
It also just so happens that 4/4 is the perfect size to synergize with ferocious cards, as well. The ability to turn on a cheap Crater's Claws early in the game can generate huge tempo swings, as well as help finish an opponent off. It can also enable Stubborn Denial, though that's a bit harder on your opponent's turn since it requires two fetchlands on the table alongside the Gnarlid - though it is possible, and certainly realistic if you're looking to protect your own spells on your own turn against things like Ojutai's Command." - Brian Kibler
December 4, 2015 5:32 p.m.