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1  Vintage Community Discussion / Rules Q&A / Meddling Mage and Decree of Justice on: March 24, 2005, 05:06:43 pm
Quote from: Matt
Quote from: mask
Let Take a look at Death Long, You have to name tendrils (otherwise they will use Tendrils to kill the mage)

That can't happen. Tendrils makes players lose life, not damage to player-or-creatures. It's not Drain Life, it's Soul Feast.

Quote
Rules Questions: Does Cycleing counts as being played? You can stifle it becuase it is an ability, and work understandstill but for Mage abilty, cannot be played, did they errata mage to allow it to hurt decree?

When you cycle a card, you are playing an activated ability of the card (exactly like playing an activated ability of a permanent. It's just in a zone other than the in-play zone.) Tapping a Welder isn't playing a spell, and neither is cycling a card.

So, Mage will only prevent a Decree from being hardcast.

Oh, also, Mage would be good WITH Duress if you could find the room.


My question was did they errata Meddling Mage not allowing the Cycleing to be activated......
i am very familar with the abilitys as i even gave examples.....
2  Eternal Formats / Miscellaneous / [Article] Multi-Colored Control Part 2 on: March 24, 2005, 02:20:44 pm
Quote from: Dante
Better because it's a turn faster?  Because most combo won't have any way to deal with the Mage, maybe one Chain of Vapor...


Mage can also easily swap Chalice SB slot. The Biggest problem with Mage is it simply can just be overpowered. Let Take a look at Death Long, You have to name tendrils (otherwise they will use Tendrils to kill the mage), but without a secound mage naming Death Wish before they wish for the answer, it is meaninless. consider you have to play two cards with UW UW it is hard for circustances to be in your favour. Against Tendrils decks Chalice > Mage

I believe if you look at all the decks out there mage is really only good against Oath. It is a better sideboard against Dragon than chalice, but i do not believe it should be played over chalice.

Against Control, most thier Cards overlaps with yours, it will be hard to benefit greately from mage.

Quote from: Zherbus
Oh, and I Control-F'd my articles and this thread for instances of 'proactive' and I never said that word.


I am to blame for that, this is also how i have been developing and testing the deck.

Rules Questions: Does Cycleing counts as being played? You can stifle it becuase it is an ability, and work understandstill but for Mage abilty, cannot be played, did they errata mage to allow it to hurt decree?
Rules questions belong in the rules forum. I'm moving all the subsequent discussion of this point there.
-Jacob


Jason

PS Bill are you coming to Friday night at COD? or 1.5 on Monday? We can the different aspects of the deck. Manuel & John will be present.
3  Eternal Formats / Miscellaneous / [Article] Multi-Colored Control Part 2 on: March 23, 2005, 06:05:17 pm
Quote from: orgcanman
Maybe I'm just a stubborn ass. Maybe I'm just retarded. Maybe both ;D, but I just don't understand why you decided to exclude something like crucible strip.


To run a stripmine means you also have to supplement this, with either full set of stripes, adding nullrod. (this was fish's real strenght, and stifle fetches hurt a lot). Having a single card to attack your oppents manabase is going to do a little.

Weismass was a fan of reactive control. This stragety is strong against Aggro, but lacks a lot keys to stop combo, and is not a postive against another control deck matchup. The game has change dramtically since then, and you are time stamping your thoughs on 10 year old strageys. Not recommoneded.

The Whole point of this deck is ProActive control.

Quote from: orgcandman
RE: Crucible/Strip
RE: Old Man

He replaced another win condition in it's slot which is just as terrible against Combo game 1, except that Old Man is blue and can be pitched. The only thing I would rather have in his slot against Combo is Platinum Angel, and you'd need Tinker for that for it to steal random games... assuming they don't just bounce it. My build before Myriad had 2 Decree, 1 Plat, 1 Tinker instead of 3 Decree and 1 Old Man. Call it a metagaming slot (I was not about to lose to Slaver) and run Ticking Gnomes if you think it'll help.


Old Man also improves the match up of multi Control decks, against Monoblue. Althought Decree actaully puts a clock on MonoBlue, Stealing an Ophie increases the pressure on MonoBlue, and most imporantely attempts to slow down thier counter walls.
4  Eternal Formats / Miscellaneous / [Article] Multi-Colored Control Part 2 on: March 21, 2005, 01:15:15 pm
Quote from: Zherbus
Oh, I welcome criticism if it makes sense. Wink I'm not going to bite heads off for suggestions and validity. I just feel that sometimes too much 'armchair critiquing' which can be eliminated with field-testing. Anyway, the Germans like to run a lone Explosives. They don't cut anything for it, they just run 61 cards. I don't really see a need for it personally, but I see the usefulness of the flexability.


Agreeded Explosives is powerful. The problem with Explosives is that a lot cases you want to use it for blow it for zero. With Lack of Wastelands it doesn;t allow you to really take advantage of this.

Zherbus has used the approach to attack the Business cards of the decks. Not to sit back and allow the business cards to hit play. Tog Plays this card because on ocassion it does have to clear the way.

To me Cunning Wish is suppose fill the same flexability opition, and it imporantly it is blue. Many Match up i would rather have One Spector over one Explosives, just to say true to deny business spells.

Jason
5  Eternal Formats / Miscellaneous / [Article] Multi-Colored Control Part 2 on: March 18, 2005, 06:37:22 pm
Zherbus,

Sorry my intendition was not criticize you, or your deck,

I just wanted just give my suggestion and my advise and thoughts, amd promote where else this should go.

Quote from: Zherbus
Quote
He's saying a person can cast Thirst, discard 2 cards, and Phyrexian Furnace doesn't stop the large artifact unless you sacrifice the Phyrexian Furnace.

This is also true if the Slaver player casts a Brainstorm, sacs a fetchland, or in anyway puts a card into the graveyard during the same turn they cast TFK to dump an artifact.


Oh, sure. You still remove it though, on top of that you get your card (-1 for Furnace, +1 cantripped) back.



Regarlding this Example, An expierence control slaver player will not dump A MindSlaver when you have a active furance, unless they can proctect it. When you attempt to remove the slaver, all they have to do is weld out the slaver, and your furance is defeated.


Rich Shay did menition that many time he feels he does not just want to play Thirst, he rather wait for better timing or hoarding them. When in a situation like such as this, he would wait until when he can actiavte welder into a slaver or attempt to. Wouldn't This suggest Furance will have a hard time trying get rid of the Slaver threat?

At least with Planar Void there can be the end to slaving, until they wish up disenchant.


If you also analyze the how Slaver Function, it combo procedure (correct term?) is only compareable to the one other, Dragon. Only really needs two cards to go off, three to make the kill. Slaver want to go I control you and then recur the slaver. Therefore if you stop the Recur (Goblin Welder) You can control matchup. That is the main reason for my to Include Plague Spittler. It prevent them from recurring the Slaver.

To Play Planar Void, The ideal play would to play this card after you develop your graveyard, but this is again idea, not the gospel turth. in many cases One large scrying is all you need.

Question how would Oath React to Planar Void? I do not believe it will be a counter, because the same removal of thier of thier wins would be swords. But Salavanger oath, would not like to see void.

Jason
6  Eternal Formats / Miscellaneous / [Article] Multi-Colored Control Part 2 on: March 18, 2005, 02:56:24 pm
Quote from: Zherbus
Quote


Quote
I will have to disagree with your example. When they Thirst for Knowledge, They can declare 2 items to be discarded. Your example only works when they Discard The Desired Target on Top. Since it part of the card effect, to discard they do not stack one card and then the next. It is both cards at once. If i overlooked the rules in matter please advise.


I'm not sure what your talking about here. You'll need to be more articulate for me to respond.


After you draw from Thirst for Knowledge, you can declare your discard Card "The Bad Stuff" and Card "ABC", Discard does not follows discard rules so it doesn;t go i discard one, resolves, and i discard number 2 resolves, it goes discard both, thirst resolves. If you active Furance Remove Top card ability it would take "Card ABC", or you can sac it and go for card"The Bad Stuff" but it will be meaning less if they have active welder in play with your above example.

Regarlding Scrying and Duress. Duress is very strong, and i wanted to test it verus one Strip Mine.
 
Actaully My mistake on the scrying, I had put swap it for another meta game card and took it out and did not put the scrying back in the Main deck on my List. My deck has currentl has only 59 cards. The sideboard other choice card is x1 Accumlated Knowledge right now,
7  Eternal Formats / Miscellaneous / [Article] Multi-Colored Control Part 2 on: March 18, 2005, 02:33:55 pm
Quote from: Zherbus
Quote
I agree regarlding Welder & Trigger Effects. Think of this Even if they have Slaver in Yard and welder in Play, and able to slave you. Slaver becomes one shot wonder.


Ok, Firstly, I Thirst <INSERT ARTIFACT HERE> into the 'yard and Weld it back in response. I <use Mindslaver/break Pentavus into 5 Pentavites/ Platinum Angel dies> the next turn, and when it hits the graveyard, I can Weld it back in by sacrificing another mox (or a token).

Secondly, imagine the above psuedo-example but with Phyrexian Furnace: I Thirst <INSERT ARTIFACT HERE> into the 'yard and before I can Weld it back in response, you remove it with Furnace.



Zherbus,

I will have to disagree with your example. When they Thirst for Knowledge, They can declare 2 items to be discarded. Your example only works when they Discard The Desired Target on Top. Since it part of the card effect, to discard they do not stack one card and then the next. It is both cards at once. If i overlooked the rules in matter please advise.

Jason
8  Eternal Formats / Miscellaneous / [Article] Multi-Colored Control Part 2 on: March 18, 2005, 02:10:24 pm
Quote from: Zherbus
Planar Void doesn't work for shit with Skeletal Scrying. Cutting off the majority of your draw isn't very smooth. Also, be advised that Planar Void isn't as powerful of an effect as some would like to think since it's triggered, and therefore can be responded to.

In the Control Slaver example: They Thirst for Knowledge, discarding a Mindslaver. In response to the remove-from-game trigger, Weld it into play and lose the mox or whatever you Welded out.

Quote
On your article you cleary State that The Win Condition could be amoung many of the different items selected. There is one thing to consider. Exlated Angle actaully has a better games against Tendrils and Doomsday.

Doomsday says my game plan is bring your life from 20 or less to 0. After you bring yourself over 20 Doomsday has to storm up one more spell. A lot time this will not be too much of a problem, But it makes it critial they have another mana source in play to cast that spell to go off. For every Swing Doomsday has to play resource and turn catch up. Against Tendrils this does have a similar effect, but it starts to Shine against the much slower TPS. A fast Angel Will make TPS play hurry up, which the deck is not designed to do. Allowing you steal more games away from these players.


Read the following:

Quote from: Toad
Decree of Justice is better against Control Slaver because uncounterable.
It's quite better against Combo because you can use It EOT and put early pressure while keeping UU open. It's far better against Stax when facing Smokestack and Tangle Wire.


Quote
Personal Note: I have you(Zherbus) mailed the other opitions on removing the 2 other win for metagame calls. Please let me know if you did not recieved it, i have since updated my list.


No I have not.


I agree with you on the Example, I will have to reconsider,

Off a turn one Void yes you are correct you cannot draw, but the correct move is not to play a turn one void against slaver, and will have card in your yard.

For Referance here is what i am currently Running:

Mana Base (25)
3 Underground Seas
3 Tundra
4 Polluted Delta
2 Flooded Strads
1 Swamp
2 Island
1 Library of Alexandria
1 Strip Mine
1 Mox Jet
1 Mox Ruby
1 Mox Sapphire
1 Mox Pearl
1 Mox Emerald
1 Black Lotus
1 Lotus Petal
1 Sol Ring


Control (13)
3 Duress
4 Mana Drains
4 Force of Wills
2 Sword of Plowshare

Draw (14)
4 Brain Storm
3 Skeletal Scrying
1 Demonic Tutor
2 Cunning Wish
1 Fact or Fiction
1 Ancestral Recall
1 Time Walk
1 Mystical Tutor

Bomb (3)
1 Yawgmoth Will
1 Balance
1 Mind Twist

Meta Game (4)
2 Plague Spittler
2 Exalted Angel


Side Board (15)

Wish (6)
1 Sword of PlowShare
1 Snuff out
1 Vampiric Tutor
1 Coffin Purge
1 Disenchant
1 Daze
1 Skeletal Scrying

Game Two?? (9)
3 Planar Void
4 Chalice of the Void
1 Duress

 I really wanted to be proactive about the enviroment. I though hard about it, and releazied my problems were going to be Welder and Fish's tough fight. I though about enginerred plagues and relazie i can do one better. So I put a creature from the Past, back in Mask block. Plague Spittler. While in Play It kills Welders, and PREVENTS peoeple from laying down welders. Even dropping this after they have slaved you and have infinite slaver on board will break you of the hole. Therefore is the same or close Psychology with Duress it stunts thier growth and must dig for weak solutions present in most workshop or slaver decks. Fishes creates almost all just die from it, and this has strong game against Random Aggro trying to make it. This creature also stops Juggy, and trisks when it needs to kill it. Morphings have to watch how much mana they are goign to leave open to it. And well against sligh you games increase =)) All this for 2 colourless and one black and 2/2 beater. Efficetly beating down for 3.

Jason
9  Eternal Formats / Miscellaneous / [Article] Multi-Colored Control Part 2 on: March 18, 2005, 01:56:08 pm
Quote from: Toad
Planar Void is bad against Goblin Welder. Triggered effects will always leave them with an opportunity to use Goblin Welder.

Do not underestimate the power of Phyrexian Furnace. It's really strong.


I agree regarlding Welder & Trigger Effects. Think of this Even if they have Slaver in Yard and welder in Play, and able to slave you. Slaver becomes one shot wonder.

Furance is very strong, but all decks with welders have outs to Furance, Few have abilites to deal with Void.
10  Eternal Formats / Miscellaneous / [Article] Multi-Colored Control Part 2 on: March 18, 2005, 01:44:43 pm
Zherbus,

I want to Discuss the Merits of using Planar Void in place of Phyrexian Furnace.

As we all know Control Slaver is one of the top deck. Phyrexian Furance Hurts the player and remove thier limited Win Conditions, but since this is an arifact, they have Oppunirtes to weld away this card, or Wish for a Rack or Ruin. Doesn't this make a weaker opition Against Control Slaver?

This is why I propose to use Planar Void instead. First lets look at the Cards, Furance and Void both a 1 drop. Both still are clear the field of the graveyard hate.  Control Slaver usually does not field enchament removal. It stops All Welding Advantages and leaves you both without out. Although i can see you debating this seriously impare yawgmoth will, but this scarifced is on both of you, plus you have this critial piece information and side it out for vamp tutor.

Dragon that run with Green or Deed will be able to deal with Furance or Void, but Three colour verus Two seems to be showing smaller showing, due to Strong Non Basic hate in the current field.

Psychatog Game becomes very weak against Void. Ideally it will want to Destroy the Void before it starting drawing into the it win, but with lets say 2-3 wishes 1-2 deeds / engieered explosives. Tog will have to great measures to deal with a void.

Void Also has a strong Match up against Tendrils Combo Decks, Wouldn;t the Correct Sideboard be: +4 Chalice +3 Void +1 Vamp tutor -2 Cunning Wish -2 Swords -1 Yawgmoth Will -1 Decree -1 Balance -1 Old Man of the Sea. If you think about it kills Yawgmoth Will, which most combo deck play combo as if Yawgmoth Will is the deck, Draw Seven's Lose a lot of thier Power. A lot of people just will not know how to deal with this, and allow you steal these games away.

On your article you cleary State that The Win Condition could be amoung many of the different items selected. There is one thing to consider. Exlated Angle actaully has a better games against Tendrils and Doomsday.

Doomsday says my game plan is bring your life from 20 or less to 0. After you bring yourself over 20 Doomsday has to storm up one more spell. A lot time this will not be too much of a problem, But it makes it critial they have another mana source in play to cast that spell to go off.  For every Swing Doomsday has to play resource and turn catch up.  Against Tendrils this does have a similar effect, but it starts to Shine against the much slower TPS. A fast Angel Will make TPS play hurry up, which the deck is not designed to do. Allowing you steal more games away from these players.

Jason

Personal Note: I have you(Zherbus) mailed the other opitions on removing the 2 other win for metagame calls. Please let me know if you did not recieved it, i have since updated my list.
11  Archives / Archived Vintage Tournament Forum / [Announcement] Chicago,IL 10 Proxy 6-13-04 on: June 04, 2004, 03:23:10 am
thanks for the followup, i will let people know, probaly at least me and thomas will be there, wayne expressed instrest for next time. I will speard the world, see you at legends.

jason
12  Eternal Formats / Miscellaneous / Top 8 from Chicago, 7/10 is at it again on: June 02, 2004, 10:40:32 pm
Quote from: Lost In Admiration

Round 1 vs Tom with Standstill Inflitrator.dec
I start getting utterly owned.  It starts with me Mind Twisting his hand, him Mis-Ding, me Forcing, him Forcing, me getting it stuck in me. The next turn or so he lays an Inflitrator and proceeds to hit me TEN times with it under a Standstill.  How did I win?  He chose to not draw cards a few times (?????????) despite his relatively decent deck size.  I amass a hand.  At the end of his turn I cycle a Decree.  He breaks his own Standstill to Stifle.  I let him, untap, play Future Sight.  He reads the card and says "Okay *loud sigh*" At that point I had FS and Yawgamoth's Will among other cards.  I shouldn't have won this game.

The next game he proceeds to lay down a Standstill after giving me Mana Drain mana. I declare "SUUUUUUUURRRRRRAAAHHH" and proceed to kick his face in with soldier tokens.

After the game I say "It looks like the Standstill helps me more than you in this matchup."  He says something to the effect of "I didn't draw something blah blah." I smile knowing he had ten cards left in his deck when I beat him game one.

Overall he was a good guy and this match was quite interesting.

Round 3 vs Jason with Fish
We ID to get paired down seeing as there are a small number of 2-0s. I DIDN'T LOSE TO FISH!!!!!11!!1



Thomas misplayed on his part through that stack, but he learned =P Afterwards on our drive home he was commenting even though he lost he said the match was incredible =)

Next time i won;t ID in third round =)
13  Eternal Formats / Creative / Second Sunrise Affinity [Deck] on: May 20, 2004, 08:26:03 pm
Quote from: Klep
Quote from: mask
This deck doesnt depend on one card, it just contains one card which allows you to win more and seal your  win away and alternately. In fact i don;t hear you saying that about tog, which is completely depended on one card. Focused affinity

The difference is that Tog actually has disruption, and can protect it's[/color] critical card, while you can't.  Tog runs 4 Force, 4 Drain, multiple Duresses, and a shit-ton more draw than your deck, which combine to make it a trivial matter for Tog to ensure that it's kill stays on the table.  You, on the other hand, fear Swords to Plowshares like nobody's business.

The rest of your post seems to be telling us how good this strategy is in Type 2 and how it differs from this Type 1 build.  Guess what: we don't care.  This is a Type 1 forum and this deck doesn't show any signs of being competitive in this format, particularly when you haven't done any testing in Type 1 and are making claims that a 3cc spell with double white in the casting cost is terribly broken and needs to be restricted.

You conclude by saying that the only reason to play Ravager in Type 1 is the surprise value, and that surprise decks suck.  If this is the case, why did you create this thread?

Lastly, your spelling and grammar suck.  Work on it.

If you're going to get all preachy, at least have the decency to be yourself correct.[/color]


my point still stands on tog, if they smack you around with rootwater theif three time against standard tog guess what, no more tog. does it matter if it has distrupution maybe, but the simple fact is it still depends on one card alone. Meddling mage both deed and tog, or you fail to resolve even one tog, or fail to actaully take your oppents life away. TOG IS ABOUT TOG and that is it, everything else is just snygergy with the deck and to protect the one card combo.

if you actaully read, i exclaimed in many cases how secound sunrise is garbage in type one, and also menitioned the reasoning why it was in ravanger affinity in hte first place. but excuse me all you do is look at grammer and not at thoughs. so shrugs i am the one getting left out. and yes i have done plenty of testing in type one with ravanger and it just simply sucks i menitioned what cards just shut it down completey where the player has to concede ect, but i guess you are so caught up in the fact that i can post a type two deck explain the reasoning for all the cards, and then go around and say how uselessly so many of cards in the deck for type one just doesn;t belong. forget it i don;t have time to waste on people who don;t listen.
14  Eternal Formats / Miscellaneous / [Multiple Card Discussion] Artifact Hate, It's Place In T1.. on: May 19, 2004, 01:23:24 am
Damping Field is winter orb for artfacts, parfait

Phyrexian Gate is black natural answer, Sui still plays it

Mogg salvage also sees quite a bit of play in Slavery against fish / landstill

Shattering Pulse, with buyback is great

Echoing Ruin, socery speed, doesn;t have too many hits in type one of the same, only really again tnt, and stacker.

Pillage, casting cost of three and alternative selection of land.

Disenchant and shatter becuase of Ishochrons.
15  Eternal Formats / Creative / Second Sunrise Affinity [Deck] on: May 19, 2004, 01:12:22 am
Quote from: Username?
this idea doesnt work for one reason

if you depend upon one card and u dont get it, you are screwed

its better to just make a focused affinity build


This deck doesnt depend on one card, it just contains one card which allows you to win more and seal your  win away and alternately. In fact i don;t hear you saying that about tog, which is completely depended on one card. Focused affinity

Actaully i played a secound sunrise deck in regionials a couple of week back and if it wasn;t for a dumb mistake in counting when i was exhuasted i would of top 8 out of 637 players 16 hours of spent in past times, but this is what i piloted for reference.

Bounce?
by Jason Clark

Beats
x4 arcbound ravanger
x4 arcbound worker
x4 myr enforcer
x4 frogmite
x3 ornipother <- all this does is give ravanger flying

Draw
x4 skull clamp
x3 thoughcast
x4 aetherspell bomb

Tech
x4 leonin elder <- MVP over and over again.
x3 displice of the vault
x2 secound sunrise
 
Mana
x3 taliman of impluse
x4 city of brass
x4 anciet den
x4 seat of synod
x4 vault whisper
x2 blinkmouth nexus

SB
x3 exalated angels
x4 mana leak
x1 secound sunrise
x3 echoing turth
x1 discplice of the valut
x3 gensis chamber

I did after alot of play testing for type 2 format only, that secound sunrise would be vaible beucase lack of "Hard Counter" There is simply Voidmage Prodigity and Vex (which is never runned due to how it crap out). In the format bouncing an opposing ravanger, which moves all counters to elsewhere or simply disapeer is king, and then secound sunrising allowing you to repeat the process, and with my elder gaining amazing life gain in the enviroment allowed me to smack down 6 out of 11 ravangers deck i faced that day with ease. Becuase TYPE 2 DECKS are so few and only 3 deck are competitive you can run a such deck. beucase of SECOUND SUNRISE it was a TYPE TWO TIME WALK, in hte format, where everything comes back into play UNTAPPED, and allowing you to do it all again. So since i am a type one player i made my deck unlike every other ravanger deck out and added to what i consider type one deck designs, of card advantage and redunecy and many layers of threats. Since the only really mass removal in type on is balance, secound sunrise hardly allows you to deal with oppents threats, but since ravanger does struggle with monowhite control, placing in bomb in this format only of secound sunrise from a vengance or wrath changes board positition once again. How do are you going to make this effective here i have no idea. Those would be the only reason why you would play Secound Sunrise, it just doesn;t find a home in Ravanger decks in type one YET, nor a strong choice for any other deck due to white unpowered colour.

Glimmer void is just plain horrid in the meta. In type two with 12 post and mono red land d attacking your manabase and pryclasm or fireballing glimmer void just tends to be left alone. even a secound turn oxide just blows up the land, this is type one where an oppent can blow up your other artifacts and you lose yet another land just for not meeting the requirements. City of brass is just a superior choice.

I also built my friend ravanger deck, and played with affinity with oversold cemetry sword of fire and ice, solab goblin tinker, and he also did perform as well as i did. even though you can say sure ravanger is hte best deck and bound to get finishes up there, every other builds were tuned to smash face. How many type 2 deck have come from that format and performed well in vintage, several, Tog and Madness come to mind, becuase they both had easy drawing enginies. Ravanger does not, skullclamp is just so eaten alive with null rods that it is hated out. Ravanger is also going to take the spash damage that mask nought takes also, artifact hate to due to workshop based decks.

And as other menitioned Null rod damping matrix gets you good, since the latter is the only threat in type 2, that is where bounecing comes in, echoing turth, and my counters mana leaks, therefore type one staples are needed.

Black and Blue spashing white for the same theme would be the main colour unlike my type two build where it is Blue and White spashing black. So Brainstorms, Force of the wills, workshop, thirst for knowledge, restricted goodness needed to be addeded to provide any impact, but one problem with ravanger is that it alsmost plays just like sligh does, becuase thier tempo is the same, it has no early game, and suffer even disruption that Suicide black carries.

so after all that let me ask you this why play ravanger affinity in type one? only one things comes to mind, surpise, and other surpise decks are zoo, and panderburst, which for a good reason are not played anymore. I couldn;t even classify Affinity as a rogue deck.

jason
16  Eternal Formats / Creative / [Deck]Workshop Slaver; suggestions, comments wanted on: May 16, 2004, 09:54:48 pm
Quote from: AngryPheldagrif


As for Fact or Fiction, I almost never get the mana for it outside of Gilded Lotus, which is highly unacceptable. As for Mind's Eye, which I put in over FoF, it is somewhat of a metagame card. My metagame has a ton of draw, and Mind's Eye becomes a must-counter card that I can drop quickly and can pull Welder tricks with. Over the course of a game, especially when I'm stalled out against Damping Matrix or Null Rod, it can be a gamebreaker. At the bare minimum it doubles my drawing. At most, it provides simply sick card advantage against such cards as Bazaar of Baghdad, Brainstorm, Thirst for Knowledge, and Accumulated Knowledge.

As for Time Walk, this is indeed one of my weakest slots. If I can find another good blue card I'll cut it in a second, but for now I don't want to weaken Force of Will any more than I have too, since I've already cut Fact or Fiction.

The sideboard is still being tested.

-Dan


If you are stalled out in those situtation how does mind's eye break it open for you? you still cannot activate artifacts, and with damping, you cannot weld. Try a blue draw seven in that slot then, if you want to protect your blue colour count. most of those cards you did mention granted your maindeck or sideboard should hose, expect brainstorm and thirst for knowledge. Blood moon for bazaar, chalice set for two for ak. Well of Knowledge you also might want to consider, it has some real fancy welding tricks.

I suggest - time walk for stifle or misdirection, espically with that metagames you are facing. Mis- d ancestrall recall always bring a smile, and stifleing opposing welders, wastelands and an early fetch land is a time walk. A medicore choice would be Terfie's Response, depending on what you are expecting. Fire and ice i do not advise, it just does not pull it weight.

A good fat creature is Sundering Titan. you can pull welding tricks here and against many powered decks bring thier resources to a halt, not only that a 7/10 beater is a 3 turn clock.
17  Eternal Formats / Creative / Where have all the masks gone? on: May 14, 2004, 02:02:46 pm
I ran this verison about two month ago.  i piloted my build to several T1 tourment victories, but the power level of the competition wasn;t always the hightest.

Void's Mask

The Mana source
1 black lotus
1 mox jet
1 mana crytp
1 sol ring
3 Wastelands
1 Strip mine
14 swamps
4 Dark Ritual

Toys
4 Illusioniary Mask
4 Phyrexian Dreadnought
3 Hynpotic Specter
2 Withered Wretch

No
4 Duress
3 Hymn of Tourach
4 Sink Holes
3 Nether Voids
3 Pox

Suicide
1 Necropotence
1 Spoils of the Vault
1 Demoic Consulations
1 Demoic Tutor

Secound Game
2 Withered wretch
3 Diabloic Edicts
1 Yawgmoth's Will
4 Unmask
3 Phyrexian Negators
2 Phyrexian Gate


Pox??? with the amount of fetches and Fetches and single point self inflicted damamge i have pox and swinged with a Dreadnought for kills many time over. It is also creature removal, Hand disprution, land d which also suppliments this deck.

Nether Void??? when you think about it only seems natural, mask creature sneak pask creatures. With combo always threatning, an early void allows you to stablize, and stop storm based decks. This also allows you to play the time game, since your drawing power does equal most deck out there you have to play the Control, not beatdown to take matches.

Oringally i ran more spoils of htre vault, but it didn;t happen to often but self destrustion was not fun at all. A single Spoils is still superior to Vamperic tutor, due to you don;t have enought drawing power as it is.

Against welders, black lotus is always sided out, even though it is a impact card, having welding of lotus for dreadnought is just too serious of a blow to you.

I have since stopped playing mask based decks and have moved on to other rogue decks (ie: G/W Life) and workshop slaver.
18  Eternal Formats / Miscellaneous / Eureka! Skull.dec rises again... on: May 14, 2004, 01:23:08 pm
Quote from: Mericarus
yes its me again

why is it that you play only one squee in this deck, why not more, or why not zero

i mean one, is so less, you don't really have the chance to draw him

greetingzzz,
tibor


Anymore Squee's makes the deck STOF based. Also oathing out a Squee is just horrible, and if you don't have STOF in play it is a dead draw. Gensis would far be a better choice than the additionial Squee. Recurs when Sneak Attack only is the one field. The major problem with this deck is its  inconstistly. Suggestions, for drawing power Mirria's Guile, Sylan Libary, Scroll Rack, Winds of Change. I also advise to cut oath of druids for Bird of Paradise. THe Vineyard is not effective for you until the followig turn and is not a frequent turn one drop. Elvish Spirit guides would be a better choice, becuase of STOF, another creature to dump, And it fatfree mana accerlation, and does not acceralte your oppent like Vineyards does. Seething song and anciet tombs should be considered also. For Bugdet players and players who have trouble finding erueka Naturual Selection is a Pluasible replacement.
19  Vintage Community Discussion / General Community Discussion / Magic in Illinois? (uiuc) on: May 14, 2004, 12:29:22 am
Quote from: Hspecter
Quote from: Dante
Quote from: Hspecter
Every other weekend on Sundays we have a Type 1 Tourney for store credit, power, or a power Type card (ie workshop, bazaar, Drains) in Brookfield,IL a southwest suburb of Chicago which is about 2 hours from uiuc. If your interest check out their site www.thegamingdepot.com

--Manuel--


Manuel - When has it been anything but store credit?  If there are more prizes like workshops or power, I'll bet we can get a good turnout, but I haven't seen those advertised since....well, ever, at gaming depot.  Or is this something they're trying to start.

Ron(owner of The Gaming Depot)  has recently bought some workshops and a TimeTwister and he won't have a problem putting them up as prize as long as we get a good turn out. I'm goin to talk to him this sunday and ask him when we are goin to have tournies for a workshop or twister. I'll post what he decides on.

--Manuel--


manuel

What has he decided workshop twister?, and i was speaking with both johns on legend wednesday type 1 tourment, and they mentioned mask too? let me know what is going on, and tourment dates, beucase you were unsure before. if so could you also advise on the following tourment for nonstore credit? and min number of people you need for a turnout, i spoke with some legend people and some seem more than mildly instrested. Although if it wasn;t 5 proxy you are aware that most are not powered and that is a loss of instrests, for them.

jason

Quote from: Dr. Sylvan
And in suburbs like Niles (a couple hours north of Chambana), there's Pastimes, where a lot of PTQs are, if you're into that sort of thing. (Just remember, kids: Type 2 causes cancer.)


Past time also has a great collection of cards. Power always seem to be on hand there. Phil did you attend regionials?
20  Eternal Formats / Creative / Neo Academy. on: March 04, 2004, 02:31:27 am
therefore if that is correct a fireball can target infinite number of targets, and since it cost was reduced it was treated as a sperate spell for each target otherwise it reduction would not have happened = infinite storm count

but that rules in it self has problem becuase it says it take away from hte total casting cost, but it applied seperately you cannot have both, otherwise that is double reduction.

"The cost reduction is not applied separately to each thing, however, it is applied just once to the total cost."

yaya that makes sense? so in itself it claims that you don;t apply them seperately but go on have that example of capsize which then contradicts itself
21  Eternal Formats / Creative / [deck] Stasis on: March 04, 2004, 12:19:12 am
Quote from: StasisMage
I havent considered going creatureless. Any ideas do it without the creatures?


the problem i see with those statis builds and you are on the right track i think to make it stronger is statis takes too long to setup and while it setup it doesn;t bring any tempo lose to your oppent (ie as sphere or trinitsphere would). creatures used make the lock take even longer to spring into action. some though to replace creatures with: ishochron, orim chant, cunning wish, maze of ith, winter orbs, cursed totem, hmm getting tired more will come later
22  Eternal Formats / Creative / Neo Academy. on: March 04, 2004, 12:00:38 am
Quote from: Jacob Orlove
You're wrong about capsize. I'm not quite sure what you meant about Phage, though. I suspect it has something to do with copy effects, since that's the rule you cited, but it's not quite clear what your point was.

Let's look at the relevant section of the rules:
Quote
409. Playing Spells and Activated Abilities
409.1b If the spell or ability is modal (uses the phrase “Choose one —” or “[specified player] chooses one —”), the player announces the mode choice. If the spell or ability has a variable mana cost (indicated by {oX}) or some other variable cost, the player announces the value of that variable at this time. If the spell or ability has alternative, additional, or other special costs (such as buyback or kicker costs), the player announces his or her intentions to pay any or all of those costs (see rule 409.1f). You can’t apply two alternative methods of playing or two alternative costs to a single spell or ability. Previously made choices (such as choosing to play a spell with flashback from his or her graveyard or choosing to play a creature with morph face down) may restrict the player’s options when making these choices.
409.1f The player determines the total cost of the spell or ability. Usually this is just the mana cost (for spells) or activation cost (for abilities). Some cards list additional or alternative costs in their text, and some effects may increase or reduce the cost to pay. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost, activation cost, or alternative cost, plus all cost increases and minus all cost reductions. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, they have no effect.

Buyback is an additional cost, which means it's part of the total cost. Two helms will thus reduce the cost by 2, three Helms by 3, and four helms by 4.


two thing are wrong with what are you saying, one the ruleing which i restate below, the secound thing is buyback cost is part of an additionial cost, ie sack a land, (raze). the additionail cost of a spell itself does not define itself as spell otherwise you would run into another problem then if you are correct, it is storm +1, which is incorrect. additional cost are treated as abilties.

Quote from: MagicCompRules020104


503.10. To copy a spell means to put a copy of the spell onto the stack; a copy of a spell isn’t “played.” In addition to copying the characteristics of the spell, all decisions made when the spell was played are copied. These include mode, targets, the value of X, and optional additional costs such as buyback. (See rule 409, “Playing Spells and Activated Abilities.”) Choices that are normally made on resolution are not copied. A copy of a spell is itself a spell, but it has no spell card associated with it. It works just like a normal spell: it can be countered or it can resolve, and it uses the same timing rules as normal spells.


it says specfically "A copy of a spell itself a spell, but it has no spell card associated with it."

meaning it place on the stack as a spell but is not affected by anything that is affects spells. and buyback is mentioned here specifcally to make it a clear example.

the reason i mentioned phage in full english breakfeast is becuase you will use volrath shapeshifter to copy the top card of the graveyard, volarath ablities never goes on hte stack since it work as a continous effect. phage states if you didn;t play it from your hand you lose the game, since you offically never played it would kill you but it was never trigger (see triggers) becuase it never came into play. the same with buyback the abilties are copied but never come into play unless resolution where it checks it trigger. ie sneak attack (abilties resolves and then check the creature come into play status).

so with your reasoning , would helm take a mana cost off entwine? my answer is no for the same reason.
23  Eternal Formats / Creative / Magic in Chicago this weekend? on: March 03, 2004, 09:48:46 pm
same with me i need another place to play, anyone want to organize something here?
24  Eternal Formats / Creative / Neo Academy. on: March 03, 2004, 09:06:02 pm
Quote from: Purple Hat
mask wrote:
Quote
all you ever can down is to 7 buyback is not a seperate cost it as part of the casting cost. Candelabra of Tawnos cost 1 you cannot reduce it anymore, capsize has only one 1 colourless in it casting, therefore uu it never reduced.


I'm not quite sure what this means but what I think you're trying to say is that helm of awakening doesn't subtract from buyback which is not true.  According to Crystal Keep the reduction from helm of awakening is applied to the total cost to play, not to the converted mana cost, thus it effects the buyback cost as well as the casting cost.



sorry you were mislead through hear say, instead of going directly to the rules.

Quote from: MagicCompRules020104

502.16. Buyback

502.16a Buyback is a static ability of some instants and sorceries that functions while the spell is on the stack. The phrase “Buyback [cost]” means “You may pay an additional [cost] as you play this spell. If you do, put the spell into your hand instead of into your graveyard as it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 409.1b and 409.1f–h.


it is ruled as an abilty not another spell

Quote from: MagicCompRules020104

503.10. To copy a spell means to put a copy of the spell onto the stack; a copy of a spell isn’t “played.” In addition to copying the characteristics of the spell, all decisions made when the spell was played are copied. These include mode, targets, the value of X, and optional additional costs such as buyback. (See rule 409, “Playing Spells and Activated Abilities.”) Choices that are normally made on resolution are not copied. A copy of a spell is itself a spell, but it has no spell card associated with it. It works just like a normal spell: it can be countered or it can resolve, and it uses the same timing rules as normal spells.


it a copy isn;t played how can the spell cost be reduced by one? if you were right phage in full english breakfeast would kill you everytime.

also why create inferior cards such as memory crystal if buyback was treated as the same effect, maybe that is why they choose to rule it in this fashion.

the ruling is very clear on this, buyback is specificy mentioned in both and is mentioned in more columns in the rulings but those are the only ones on topic. therefore maxuim reduction of cost is through one helm
25  Eternal Formats / Creative / Neo Academy. on: March 03, 2004, 08:42:11 pm
Quote from: c9h13no3

Word.  Brainstorm is too strong.  Placing cards back into your deck is half the appeal of this card.  I've often used it to ensure good draws off jar//windfall//wheel, and it shuffles academy back in, to crop rotate it out if I've already played a land.  Not to mention the obvious benefit of smoothing your draws over, and hiding things from the evil duress of your opponent.  Combine that with a few ways to shuffle, and you have yourself a mandatory 4-of.

Edit - Let me try to iterate why Drain is better than duress IMO.  Against academy, your opponent will be mana and turn limited.  He will not be limited by the number of cards he sees.  With the draw 7's, he will have a constant flow of bullets against you.  However, since your deck is so fast, he will have a limited number of turns and mana to play them with.  Your measures against his disruption need to take this fact into account.  Mana Drain forces your opponent to use up mana to play his mana drain//stifle//orim's chant//whatever, and then have his spell stopped.  Duress only takes that card away from him, and he's quite likely to draw another of bullet X after you play a draw 7.  Abeyance has a similar effect.  Your opponent has only a few turns to play his disruption, and abeyance takes one of those turns away.  Thus the reasoning by which I choose drain over duress.  Not to mention that it can stop mox monkeys and wretches.  While these are not as big a threats as other cards in the meta, they still add to the pile of reasons why I'd rather have mana drain.  Add the colorless boost from drain, and I think you can see why I'd prefer it.


exactly what i said since the beginning

Quote from: c9h13no3

Word


aoe player?
26  Eternal Formats / Creative / Neo Academy. on: March 01, 2004, 10:55:41 pm
Quote from: Jacob Orlove
The problem with this deck is that Tendrils of Agony just makes it completely obsolete.


yes it does, tradionial acedemcy decks just aren;t as competitive
27  Eternal Formats / Creative / Neo Academy. on: March 01, 2004, 10:20:08 pm
@LoA sorry english is my third language, but thats no excuse but i usually don;t catch my grammer mistakes well becuase to me they make sense lol.


Quote from: Purple Hat
@mask:  man, I don't think you understand the point of some of the cards you mentioned in this deck.  the strip isn't there as disruption, it's there to ensure that there isn't another academy in play when you try to play yours.  abayence isn't there to use on an opponent's turn it's there to use on yours to protect the combo right before you go off.  going off and having your stroke/gyser countered sucks.  duress is there, like in most combo decks, to ensure that your opponenet isn't holding counters waiting for you to try to go off.  in order to go infinite off the academy-candelabra-capsize combo you need 9 mana per iteration (6 for capsize with buyback, 1 to recast candelabra, 1 to untap the academy, and one left over so you're still generating mana)  without helm this deck becomes ungodly slow, as opposed to just kind of slow and inconsistant.  it will almost never go off without the helm.  you would need to play 8 artifacts, the academy, and candelabra with capsize in hand to go off without helm.  that's a lot of cards.  the fist helm counts as an artifact and drops the mana requirements to 7 to go infinite, each subsequent helm drops it by another 1 while giving you even more mana to fuel the combo, basically counting doubble.




all you ever can down is to 7 buyback is not a seperate cost it as part of the casting cost. Candelabra of Tawnos cost 1 you cannot reduce it anymore, capsize has only one 1 colourless in it casting, therefore uu it never reduced.

duress is limited and not reactive in this deck, counterspell is reactive, no pint in revelaving you hand and thier with duress, and if you yank a counter it is the same as a counter but if not it allow you take care of other threats. and sure if you cast abeyance hmm if they havea counter sure they counter and then whatever goes on goes on. but with - abeyance sure you play your spell they counter, you counter,, if they have two ocunter this doesn;t work anyways, but a counter spell also target other items that can kill you abeyance is not specific to this degree.
28  Eternal Formats / Creative / Neo Academy. on: March 01, 2004, 02:37:33 am
simply put if you don;t have your god hand to begin with, you deck will almost sit there and do nothing.

Lack of early drawing abilty. brain storm would help a lot - mediate,

helm??? why?? if you are going off you don;t need cheaper spells. fast bond would work so muc better. and yotu would only drop it going off and it doesn;t make any difference in your case, since reduction of colouress is pointess in most of your spells, and oif you drop it and say go your oppentent will take advantage of it very fast.

duress and abeyance should be taken out for counter spells, they act as a counter spell but abeyance doesn;t help you during your turn. if you get mana drain instead the abilty to jump start your combo next turn increases.

hurk recall or retrace? would help a lot bounce your artifacts back to you hand and drop them again. - wheel

mom (mind over matter) is almost essitinal in your build for you to have an explosive hand, and one null rod will shut you down pretty fast. for reduceny try + deserted temple - strip mine you just don;t run any other distrupution one will not help


frantice search should be in main deck, the abilty to untap acedemy really shines.
29  Eternal Formats / Miscellaneous / [Discussion] Will 10 proxies produce a distored meta? on: March 01, 2004, 02:15:02 am
the more allowed proxies = the reduced cost in chase cards. Since most players with a limited budget perfer not to get their playset if they could proxy, the chase rares prices i would assume drop something like 10-20%.

Proxy create a stronger and healthy envirorment. Major events proxies should be reduced to max of 5 or less, simply put if every one proxies then there is no need to own any of the cards. otherwise local tourments or events sure 10 15 or whatever, but i feel nay more than 10 would be playing apprentice so to speak.

Remember Collectabilty of cards is also part of playing this great game.

i rather own the cards myself and set proxies to 0 it just always more fun to play the real thing, it gives the moments a lasting impressions.

if someone already missed this sorry i didn;t catch i was skimming through.
30  Eternal Formats / Miscellaneous / UB LD.....Sui with power? on: March 01, 2004, 02:01:16 am
for sui to be competetive it must be able to lay down a lot more threats and have distrupion to make the seal the games away, or distrupution to slow down thier game while you drop a threat, with 8 creatures either possibly is not easily achieved.   splashing sui  takes away the explosivness. only one other colour comes to mind if you want to splash and that is red, mox monkey pup bolt rack & ruin, but again that build doesn;t seem that strong, in fact could be even weaker unless you are facing a lot workshop based decks (-slavery).  you are trying to add in a steady engie for a mid game, with sui i really hope there isn;t a mid  - late game becuase the chances of winning are reduceded greately.
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