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1  Eternal Formats / General Strategy Discussion / Re: Temporal Trespass on: December 31, 2014, 06:21:07 pm
This seems like it would have a home in Steve's hypothetical Kiora gush deck from the podcast.  Synergy with walkers, extra lands, lots of cantrips.
2  Eternal Formats / General Strategy Discussion / Re: Vintage Online on: March 09, 2014, 12:08:33 am
Thanks for your insights. 

One clarification- I have been playing no magic but vintage since 2005 until I started legacy in 2013.  555 posts here.  Not entirely green Smile sold my 4 pieces of power in 2009.

It's about playing the only format I like, or basically not playing at all.  To be honest, there are several hunting rifles and small boats that have also been on my list for some time.
3  Eternal Formats / General Strategy Discussion / Vintage Online on: March 08, 2014, 12:09:58 am
Some quick background on me:
-Still no local Vintage play of any kind (or legacy…or modern)
-Closest large tournament to me is 10 hours (Ohio from Mississippi)
-Still own dual/fetch/force/workshop cards sans power/shops (no drains or time vault)
-I recently became very disappointed with the gameplay of legacy
-I have read everything vintage I could get my hands on (again), listened to the SMIP podcasts 4 times, and    watched the 2013 champs coverage twice
-Just sold $2,500 in cards

Trolling for opinions here.  I seem like a prime candidate for Vintage Online given my location.  Would you attempt to buy back into paper Vintage or create a MTGO account and start collecting vintage staples?  Even with the money I have and the current state of my collection I couldn't build a big blue deck or workshops (which is where I would want to be).

Thanks,

Nick

4  Vintage Community Discussion / General Community Discussion / Re: The Fitness Thread on: February 10, 2014, 08:23:21 pm
Best wishes to all of you trying to lose.

I went from 37% body fat at 270 lbs to 18.5% body fat and 200 lbs even in 2012-2013(an 8 month span split during the 2 years)

My advise is to eat 40/40/20 or 45/40/15 and do 20-30 of cardio 3-4 days per week (about an hour each time total workout).  I lifted each day I did cardio before I did the cardio.  Healthy carbs like whole wheats or sweet potatos are my carbs along with brown rice.  Cutting fat will help you.  Cutting carbs to zero will make you feel like a zombie.  I attempt to drink 120oz of water a day and zero soft drinks.  Watch your sodium.  

The lifting activities seem largely irrelevant to me as long as it is high rep/low weight and you balance which parts you are working on.

I am fundamentally opposed to using supplements other than protein, multivitamins,  and fish/flax oil.  Preworkouts are fun and help moral as long as you don't overdo it.  I try to find the comparatively low caffiene ones.

One last note on calories- I starved myself at 1700 calories for months while doing this, then hit a plateau where I stopped losing and my bodyfat % stayed the same.  I went to 2000-2200 calories a day and felt/performed better.  Also, my bodyfat % and weight dropped more quickly when I was eating this way.  Plan your food and don't starve yourself.  It simply doesn't work.  Paired with cardio, you can eat.  

It doesn't happen overnight, but you can watch the downward glide path with a few plateaus.  Don't get discouraged.

Good luck again and best wishes guys.
5  Eternal Formats / General Strategy Discussion / Re: Mistcutter Hydra on: September 13, 2013, 10:57:16 am
This guy massacres jace.  I am betting it will see very little vintage play, but in legacy...seems solid as a 1 or 2-of.
6  Eternal Formats / General Strategy Discussion / Re: [SCD : Theros] Thassa, God of the Sea on: August 29, 2013, 05:50:01 pm
If this card was good, why does Mirri's Guile see no play?  It digs deeper for 2 less mana...is indestructible + pitching to force worth 2 colorless mana?
7  Eternal Formats / General Strategy Discussion / Re: [SCD : Theros] Thassa, God of the Sea on: August 28, 2013, 04:41:02 pm
It'll be interesting to see the gods in colors that are more likely to swarm the board with permanents. Goblins has made something of a Legacy comeback using Thalia and Elves!!! has an easy time with devotion. Hard to imagine a large, underpriced critter suddenly making either Vintage-worthy in the current meta, but not impossible.

Will you be able to zenith or nat order the green god out of the deck if your devotion is below the amount to make it a creature?  Equivalently, is the god a creature card when in a zone other than the battlefield if he devotion requirement is not met?
8  Eternal Formats / General Strategy Discussion / Re: [SCD : Theros] Thassa, God of the Sea on: August 28, 2013, 02:57:40 pm
...yet BSC fits in decks that typically don't produce 12...I would be willing to risk drawing necro...
9  Vintage Community Discussion / General Community Discussion / Re: Nick Rogers - Is this typical of MOTL or am I way off base? on: August 10, 2013, 10:55:16 pm
This is so silly.  He should have asked you to send first after working out some terms...people with high refs have literally nothing to lose by saying "this is too risky unless you send first."
10  Vintage Community Discussion / Rules Q&A / Re: Morph and Opponents' Response on: August 08, 2013, 11:30:14 am
Thank you for giving our group an answer.  I appreciate your time.

PS-I wasn't planning on laying out 10,000 hypotheticals!
11  Vintage Community Discussion / Rules Q&A / Re: Morph and Opponents' Response on: August 06, 2013, 08:18:16 pm
For reference:
702.35d If you have priority, you may turn a face-down permanent you control face up. This is a special action; it doesn't use the stack (see rule 115). To do this, show all players what the permanent's morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn't have a morph cost if it were face up, it can't be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don't trigger when it's turned face up and don't have any effect, because the permanent has already entered the battlefield.


So, I know in comp rules it states that morph is a static ability creating a special action and does not use the stack.  The issue is whether or not opponent gets to keep their lightning bolt and untap their land due to reversing an illegal play (response to a morph).  The opponent wasn't very specific about what he was responding to...

I just want to know how a judge would fix this.  Opponent calls the judge when I won't put my angel in yard because morph doesn't use stack and he can't respond to flips...
12  Vintage Community Discussion / Rules Q&A / Morph and Opponents' Response on: August 06, 2013, 01:51:13 pm
I have an exalted angel face-down in play.  I enter attack step and flip.  Opponent says "in response, lightning bolt your dude." 

I know he cannot respond because morph does not use the stack.  However, I would like to know how a judge would resolve this situation.  Does he take back the bolt or does it bounce off my 4/5?

Thanks
13  Eternal Formats / Creative / Re: Melira Combo on: July 22, 2013, 07:43:04 pm
I don't defend the deck.  However, this is a post in the creative forum where the ideas of other members may help shape deck concepts in their seminal forms.
14  Eternal Formats / Creative / Re: Melira Combo on: July 22, 2013, 04:03:50 pm
4 gsz
1 Melira
X silver bullet package...

This wouldn't look all that different from a bant list that has seen success in the past...and Melira is a BSC out.

So, I think the idea isn't bad, and Melira + a combo dude or two can give you outs in some matchups.  The issue involves reinventing the wheel and including several non traditional cards simultaneously.  Even if the concept worked, it would be difficult to pinpoint which part made it successful.
15  Eternal Formats / Creative / Re: Melira Combo on: July 20, 2013, 11:32:08 am
Please don't imply that I play Modern.  Smile
16  Eternal Formats / Creative / Re: Melira Combo on: July 19, 2013, 11:27:22 pm
Melira needs more Glen Elendra Archmage...that 2 card combo is game ending vs several decks and each piece is far more relevant on its own.

Maybe this type of combo would fit into a Bant shell boarding the finks for Aggro matchups.

Blue gives a singleton flash too...which is humorous with persist.
17  Eternal Formats / Workshop-Based Prison / Re: Blaxx and the Bazaar on: July 13, 2013, 05:51:03 pm
Last time I played Black Stax, Chains of Mephistopheles was really nice in it. Also seconding the suggestion to add Bob.

The last time I played Blax chains cost $160 less...

Chains does work well with bazaar because it allows you to mill 4 with a crucible or welder(RB) engine like Twaun's prior lists.  Also, chains typically hurts them more than you and falls into the category of symetrical effects that you are attempting to leverage.

I don't like those lists in the current meta because they took early turns to develop.  The RB list was better against slow tezz lists of the past.  Current hate is much more dense because of the prevalence of MUD.

The biggest problem with chains is that brainstorm and thirst are restricted.  Gush's in restriction helped chains, but big blue with bob's will ignore your lock component.
18  Vintage Community Discussion / General Community Discussion / Re: Functional Reprints/Errata Text on: May 17, 2013, 03:18:45 pm
I can't envision an errata derived from the printed text of lotus that could destroy its playability.  Smile

Yes, this process doesn't follow the spirit of their decade old promise that kills our format...  However, this process doesn't break the rule's spirit any more than the "close to functional, but not quite" or "box sets don't count" technicalities of the past.

I don't think they will do this either.  I am just pointing out the fact that it could be done.
19  Vintage Community Discussion / General Community Discussion / Functional Reprints/Errata Text on: May 17, 2013, 01:43:43 pm
I doubt this is new information, but it just occurred to me:

They could errata some cards that are on the reserved list.  If they did so, their function would change and the cards become unplayable in vintage/legacy.  Many legitimate arguments have been made in the past for wordings other than the current ones: I don't want to get into this.

Wizards could then print a new card (outside of standard) that has the functional text of a card prior to this errata.  Technically, the new printing isn't a functional reprint of anything.

End result: essentially removing cards from the reserved list without significant change to the card pool.

Example:
Phyrexian Dreadnought receives new text that prohibits it from ever entering battlefield unless you pay the cost.  Immediately, this card is eliminated from the card pool.  Then, new dreadnought is printed that is essentially the same, but does enter the battlefield(mimicking the earlier function).  At this point, dreadnought(which may not even be on the list... So forgive the example) has been removed from the reserved list and they could churn out 10,000,000 copies of the new one if desired.

Just a thought.
20  Eternal Formats / General Strategy Discussion / Re: Menendian/Cron Podcast on: May 10, 2013, 09:08:48 am
My point is that the presence of lodestone pushes out all colored variants of its own archetype just as blightsteel pushes out sphinx.

Shop decks were trending towards fewer colors before Lodestone's arrival. 5C Stax gave way to Uba Stax and other mono-red builds. This happens as a result of ANY good artifact being printed. Suddenly you don't have to rely on 5C Stax's tutors, draws, and broken colored spells to supplement the power of your artifact strategy. Removing colors lets you run more two-mana lands and makes you more consistent.

Powerful colored cards that have synergy with artifacts and prison strategies (namely Welder) are still worth playing in some builds. That leaves room for future cards to become good as well. Master of Etherium might find a home yet.

5 color and Uba existed simultaneously in 2005.  There was no significant workshop presence in the flash/gush meta of 2008.  After the bannings, 5 color came back first to combat Tezz.  Other builds didn't put up the results 5 color did (including the Aggro mud of that time pre-lodestone).  Then lodestone is printed, and colored spells went the way of the dodo.  There wasn't a natural progression to MUD without lodestone.
21  Eternal Formats / General Strategy Discussion / Re: Menendian/Cron Podcast on: May 09, 2013, 08:00:31 pm
I did not intend to start a discussion on the possibility of Lodestone or workshop being OP...view avatar...

My point is that the presence of lodestone pushes out all colored variants of its own archetype just as blightsteel pushes out sphinx.

Similarly frustrating, the advent of abrupt decay and deathrite shaman in legacy significantly collapsed the design space.  BUG, Punishing X, Jund, and Even Nic Fit run the same mana dork, 1 cmc discard spells, 2 cmc discard spells, and all run decay.  Most even run the same PW. Prior to RtR, this was not the case.  Also, several other decks were viable before decay that relied on cheap permanents.  The idea that RtR single-handedly knocked multiple decks out of contention and made 3 decks run nearly 20 identical cards is bothersome.  I hope we are all playtesting our GB midrange mirrors...
22  Eternal Formats / General Strategy Discussion / Menendian/Cron Podcast on: May 07, 2013, 08:28:41 pm
I have been taking a break from the vintage scene for a while and playing legacy.  I observed something and was talking about it with a friend when I heard a much better articulation of my point on the podcast.

Whenever wizards prints a card that consolidates several options into one, it is a tough break for the eternal scene.

The podcast mentions blightsteel as a great example.  I have always felt that lodestone eliminates the possibility of meaningful choice in Stax options.  Personally, I would rather have run other options than gone mono-brown.  My personal preference is irrelevant, but everyone has fewer options.

In vintage and legacy, I have noticed a similar phenomenon: a printing that eliminates the viability of cards in other decks.  I would extend their point to include this issue because such printings limit te card pool.  I am not convinced that these repercussions are known or even diligently considered by wizards.  It is easy to be bitter and paint wizards as pandering to their target younger audience who dislike control, prison, and combo.  I don't take that stance entirely either.

Sometimes options that are in the interest of a format or options that are popular with the majority of players have a huge impact on a few of us.  While I won't say that these are objectively worse for the game, it is tough to swallow sometimes when a new printing eliminates your previously viable deck.  Return to ravnica and shardless agent have made it so difficult to play grindy game in legacy.  I am also not opposed to everything that is new or "wearing my nostalgia goggles."  I just don't believe that everything new is progress either.

I don't know if these sentiments resonate with the larger community, but they have been on my mind for a while as wizards has systematically made it more and more difficult to play land destruction, control, prison, or combo in other formats.

I haven't finished the podcast, but it has been great so far.  I feel like menendian and cron touched on a giant issue for me personally.
23  Eternal Formats / General Strategy Discussion / Re: [RtR] Epic Experiment - Soon restricted? on: September 12, 2012, 02:06:32 pm
A legacy doomsday pile- this new card, careful study, unearth, git probe, maniac pretty much assures victory first turn after doomsday with a mana requirement of UR2 on victory turn.  Neat.
24  Eternal Formats / Ritual-Based Combo / Re: Griselkicks on: July 25, 2012, 10:01:46 pm
I like this deck idea a lot.  Paying 2 mana at instant speed to draw 14 (or sorcery speed, swing, then draw 21) is awesome.  Responding with a 7/7 flying lifelinker and drawing 14 is so strong no matter what opponent is doing.  It is has a certain flash-esque element to it where your opponent is scared to do anything as long as you have 2 mana up and the dude in the yard.

I think someone said a while back that nothing was more scary to show and tell into play than Bargain. 
25  Vintage Community Discussion / Non-Vintage / Re: Where Does Everyone Play? on: July 22, 2012, 08:19:02 pm
Our stores only run standard, draft, and sealed - so my attendance is sporadic.  However, if you are looking for legacy or vintage games in the central Mississippi area(greater Jackson area) email nr12286@aol.com or PM me.  Also, if you are looking for legacy or vintage on the Mississippi gulf coast or the MSU area, send me an email and I will set you up with people in those areas.  The Mississippi stores I have played in are-

Heroes and Dreams (flowood)
http://m.facebook.com/HeroesandDreams?id=98908246308&refsrc=http%3A%2F%2Fm.facebook.com%2Fl.php&_rdr

Jaks (coast)...no website
Address:   1670 Pass Rd # I, Biloxi, MS 39531
Phone:   (228) 435-7744

Vans (ridgeland)
http://www.vanscomicsandcards.com/pcbest/

You won't find eternal tournaments at any of these locations.  Singles selections are limited or priced far above median eBay price.  The Jackson player base seems willing to start legacy.  Mississippi vintage outlook is unlikely.
26  Vintage Community Discussion / Community Introductions / Re: growing vintage on: July 12, 2012, 10:43:53 pm
I think I may have a venue and maybe 8 players to try this $5 entry unlimited proxy thing out.  If so, I will have to be the instigator and attend FNMs...I don't play standard, draft, or sealed...so that will be me chilling and talking to people while playing side EDH games.  I will give this a shot to revitalize vintage in Jackson.  Time is an issue for me due to job, 1 year old, etc.  So we will see where this rabbit hole leads.

As to online magic- my collection only partially survived my funding 2 college degrees, the CPA exam, my honeymoon, a job loss for my wife, and a very medically difficult pregnancy.  I have been rebuilding constantly for a decade and will not be starting over because wizards arbitrarily decided the reserved list doesn't apply to cards that aren't real.  Are you really willing to drop 200 tix on force of wills while you are staring at a playset in real life?  I'm not. They haven't even released it all yet...listen to the classic podcasts online.  I listened to them as due diligence considering getting into online play...power isn't released.  It wasnt in any masters edition.  The format is similar to old type 1.5.  There is no guarantee they reprint anything already released (ex- 200 tix fow).  No guarantees on how or when they do release it.  This format will be cost prohibitive online as well.
27  Eternal Formats / Creative / Re: Omniscience.dec on: June 28, 2012, 08:40:14 pm
I would run this blue/black heavy with lots of protection and run gris and emrakul with a singleton copy of flash.  Less deck slots dedicated to win conditions, more permission.  Typical combo control, and the only reason I would consider something like this is the prestated dodging of normal combo hinderances.
28  Eternal Formats / Global Vintage Tournament Reports and Results / Re: Legacy Grand Prix Trials -- Jackson, MS 6/9/12 on: June 24, 2012, 05:08:28 pm
Yes, the deck core consisted of 4 smoke, 4 glacial crevasses, and 4 mudslide.  Elkin lair and stranglehold were later additions that really helped seal the lock up.  If only red had Armageddon instead of Ruination, I would have been 5-0.

Sarcasm aside...this may become a casual deck for me at some point...
29  Eternal Formats / Global Vintage Tournament Reports and Results / Re: Legacy Grand Prix Trials -- Jackson, MS 6/9/12 on: June 11, 2012, 10:15:24 pm
Deck-
4 3sphere
4 chalice
3 crucible
4 bridge
4 smoke
4 wire
3 powder keg
2 batterskull
4 serum powder

4 mox
4 tomb
4 traitors
4 waste
4 factory
3 b-ring
5 mountain

Sb-
3 devastating dreams
4 pithing needle
4 boil
4 leyline void

Deck choice-
-format mostly defined by attacking to win
-many combos lose to chalice or trinisphere
-favorable dredge matchup
- survey of top decks in legacy on deckcheck showed virtually no maindeck artifact removal, sideboard removal was 1 to 2 cards at most

I originally had a much different list, but playtested the night before and felt like quitting magic when I was done.  I went 1 and 29...my opponent kept a 1 land hand to my turn 1 trinisphere in the only game I won...it was bad.  I tried to build RUG at 3am, but didn't like it.  So at 5am, I started attempting to fix an extremely disfunctional stax deck.  I dropped a barbarian ring and a crucible for trinisphere #4 and powder keg #3.  Then, I dropped firespout and wurmcoil for serum powder and batterskull.  

Notable choices-
-serum powder, only 3 crucible, and 4th trinisphere: the deck needed to be extremely proactive.  Playing crucible early does not do enough in legacy to lock the opponent.  Most legacy decks run too many basic lands and sac lands for crucible waste to be truly effective.  Most of the decks in legacy also do not run 3+ mana spells.  Every game with a turn 1 or turn 2 trinisphere in testing was better than most other plays (the others being early chalices and smokestacks).  24 lands and 4 moxes makes the deck have some really bad draws...ie- mostly 3-4 Cmc spells and no 2lands or moxen or all mana.  The powder free mulligan was fantastic all day long.  Another point on powder is that this deck faces some challenges unique to the legacy format. Extreme pressure on your life total means finding non-damaging mana sources is important at times.  Also, the manabase cannot support sphere of resistance and runs 4 trinisphere:  trinisphere doesn't effect this card.  This card was actually not bad when drawn and needing a 4th mana.  Many times, Had I drawn a land I would have lost my city of traitors.  Opponents will wait to wasteland you until you lose your traitors to drop anyother land. When casting sideboard devastating dreams...this dodges it.

- powder keg.  I went back and forth on this card for weeks.  Powder keg is an out against zoo, delver, mongoose etc.  I was worried about pithing needle, null rod, and phyrexian revoker. The alternatives were firespout(must be played reactively, doesn't kill man lands, can't kill goyf, kotr, mom beats it...), rolling earthquake($ cost prohibitive, damage to me is supposed to be okay...in reality it is not), ratchet bomb(doesn't beat affinity like keg or manlands).  I went back and forth on the number of slots as well...3 ended up being my magic number after running 4 spout and 2 keg at one point.  Keg killed 1 Cmc mana creatures like hierarch, mom, vexing devil, goblin guide...0 Cmc zombies (it is proactive against dredge, slowing them down similar to crypt), and even 2 mana oozes all day.  It did exactly what it needed to do all day long. Also, it gave me 7 turn 1 plays off only a 2land. I think I only had 1 game all day where I didn't play anything on turn one other than a land.  In that game (burn match), I dropped trinisphere turn 2 with no pain lands and the proceeded to drop the following in order, one per turn- smokestack, crucible, bridge(no hand), topdeck chalice@1.

-batterskull, no creatures, 4 factory, 3 barbarian ring- I wanted to run wurmcoil...but the deck does not consistently ramp to 6 mana due to 4 city of traitors.  However, I noticed that the deck hit 5 mana with extreme consistency and was hitting 5 mana on turn 2 often (1st turn mox+2land, turn 2 2land).  I and several games where a turn 2 batterskull hit for 3 or 4 swings when cast on turn 2 after a turn 1 chalice or trinisphere.  It is hard to lose the game when your opponent plays their first or second spell on turn 3 or 4 and the life totals are 12(them) 26(you).  There were no creatures in the deck because bridge is too good not to run and the deck had to have an alternative win.  Enter barbarian ring-this card killed half of my opponents on the day (crucible recursion).  Similarly, once the opponent is land locked under trinisphere, you can sac bridge and swing factory.  Factory blocks...super important.  Only three rings because threshold is hard to achieve at times, they ping you, and shooting their creatures doesn't happen early enough for me to want to see ring every game.

- tangle wire.  People have said that wire is bad in legacy.  I believe that this statement is extremely dependant on your build and on the metagame.  In a metagame with no removal, all you have to do is live long enough to drop a lock component that nullifies the opponents win condition (bridge 90% of the time).  In a deck that serum powders into turn 1 trinisphere or chalice very consistently, subsequent wires buy you time to find the finishers:  smokestack and ensnaring bridge.  2x timewalk for 3 colorless is fantastic.  The card is really a draw spell because you see 3 more cards off the top of your deck when you slow the opponent like this.

Sideboard choices-
- Devastating dreams.  This card owns any mindless aggro deck that doesn't run blue.  On the day, here were some examples-
--destroying ooze, teeg, hierach, and 3 lands with dreams at 3 against maverick.
--destroying ooze, 2 grave titan zombie tokens, and 4 lands against Nic fit while emptying my hand with bridge in play.(although he got me with deed)
--destroying vexing devil, goblin guide, and 3 lands versus burn
--even blowing up 2 lands against high tide
Dreams comes in against stupid aggro lists and is x-rated.

-leyline.  Serum powder, dredge, obvious.  Fun fact- legacy dredge has no maindeck artifact removal.  Bridge wins the game.  Chalice slows them by 2-3 turns when set at 1 unless they are very lucky.  In the board, dredge has 4 natures claims and 1 angel of despair/terastodon/woodfall primus with your name on it.  Leyline + chalice@1 or trinisphere is generally the end of the game.  You win game 1 80% of the time.  Nail in coffin.

-boil.  Rug delver is this decks worst matchup.  They run grudge in the board and have force of will paired with a fast clock which can include price of progress.  While boil isn't a catch all against them...and I do fear hurkyl's (no one runs it) and energy flux (again, not present in meta)...I think boil provides a one-sided Armageddon effect stopping decks like stoneblade, rug, merfolk, etc from playing another spell for several turns.  Other stax lists splash green for choke.  I am not interested in having a mana base for this deck that is 100% wastelandable.

- needle.  Against maverick, this deck stops the only removal spell they have for bridge in their 75- pridemage.  Against dredge, it stops cephalid coliseum (their only chalice/trinisphere dodging bazaar effect). Good against stoneblade, good against manlands...it even stopped pernicious deed in the tourney.  Also, stops sneak attack should your opponent be fortunate enough to reach 4 mana during a mainphase.  This deck can also have issues with jace or the blue/black tezzeret once bridge is in play.

The round by round-
Round 1:  Tony with High Tide

Spoiler alert, this round is a heartbreaker.  

Opponent wins the die roll and leads with a beta island.  I thought, "well, this got real quickly." Opponent passed the turn and cast brainstorm and force of will in response to my turn 1 chalice@1.  Importantly, he pitched meditate.  Now I know he is on high tide.  On his turn, he taps down to cast ponder and preordain(I think, I also didn't take notes).  I try for a turn 2 chalice@1 not knowing if he is on reset-tide or if he is on candelabra tide...I halfway expect reset due to nature of local collections and price on candelabra.  He forces this chalice also. I cast powder keg and pass turn.  He plays draw, land #3, go...I go for trinisphere on my turn, which is met with meditate and force #3.  My extra turn doesn't see any business and he storms out on turn 4.  I take notes while he plays solitaire...scalding tarn is the only sac land I see.  I also see 2x candelabra.

Board-
-4 ensnaring bridge
-1 smokestack
-3 powder keg
-1 crucible
-2 wire
+4 boil
+4 needle
+3 devastating dreams

I normally wouldn't bring in dreams vs blue...but i had to limit his lands ASAP.

Game2:  I lead with city of traitors an double needle naming tarn and candelabra.  Resolve...he plays land and brainstorm then passes.  I drop chalice@1. Force, pitching high tide.  He plays land #2 (all basic islands) and merchant scrolls for meditate.  I figure I have a turn to build mana while he draws...so I drop crucible and replay a land.  He drops island #3 and says go.  I play a land and pass.  He plays meditate at end of turn.  I repond with boil...he forces it.(yes 5 FoW in 6 turns so far this round). On my extra turn, I play boil #2 out of my hand...resolves.  After that the game gets fuzzy, I drop wire and attempt a trinisphere after a few turns.  It also gets forces.  Here is the best part- he plays basic islands every turn (no fetches) for 9 straight turns this game and finally drops a delta for an island on turn ten.  Over the course of this excruciating game I would dreams for 1 and 2(both resolve) and he would win on the back of 3 basic islands on turn 10.  I destroyed 6 basic islands this game and had needle on tarn.  He told me afte the match that he runs 4 tarn and 2 delta. Also, he cut the singleton rebuild before the tournament...sometimes opponents draw the nutz and there is nothing you can do!
0-1

Round 2:  Adam with dredge.
I win the roll.  Opponent remarks that he likes going second anyway and gives away the fact that he is on dredge by showing his hand to his buddy and snickering.  I say "draw, discard, dredge.". He gets stern quickly.  I mulligan to 5 and drop- mox(pitch a land), tomb, ensnaring bridge.  He runs no maindeck removal and I kill him after a gazillion turns by shooting with a barbarian ring until he decided to concede via cephalid coliseum activation with 2 cards in library.  Note to readers- he drew all 60 cards in his deck...dredge runs exactly 0 maideck artifact removal, bridge wins the game 100% of game ones.  After the game, snickering friend asks how I activated barbarian ring with 6 cards in the yard...to be honest, if there were six cards in the yard, I would be amazed.  At least 15 turns each had passed...  We were already shuffling our libraries when he said it, so I moved on without saying anything and so did opponent.

Board-
-4 smokestack
-4 wire
+4 needle
+4 leyline void

I mulligan, then serum twice @6, then once at 5...my 5 hand is 5 lands, my 4 hand is no lands, I mull to three on the hopes of leyline, tomb, chalice(all their boarded removal is angel of despair + natures claim)...but it was not to be.  I concede game 2 without playing it out.

Game 3:  I drop turn 1 mox, tomb, needle(cephalid coliseum), chalice@1.  Opponent misplays and drops land, led, and casts a pointless breakthrough into chalice.  I tell him it is countered.  From there I drop bridge and drop rest of hand.  He scoops.
1-1

Round 3:  Nic Fit.  Nice opponent, I can't remember the name.

Game one:  I drop snow covered mountain on my turn and pass.    Hilariously, he remarks that he really didn't want to play burn again and cabal therapies me on his opening turn naming lightning bolt...swing and a miss there as I reveal 2x chalice, trinisphere, tomb, tomb, smokestack.  On my turn I rip another mountain and drop chalice@1.  He plays veteran explorer into chalice...this was a really nice player, but he was a standard player and had to read every card in my deck.  He didn't do anything else on turn 2 and I dropped chalice@2...nothing from him(no land drop).  I drop wire, crucible, smoke in that order on my next turns...he scoops with no permanents eventually.

Game 2 went long, I don't know what happened.  All I remember is him playing pernicious deed(I didn't see it game 1 and didn't board in needle). He pointlessly blows deed for 1 and tries to do it again for 4 onthe same deed.  I don't let this go.  2 turns later he gets it back with eternal witness, then pops it the following turn for 5.  That, friends, is a game loss.

Game 3:  I don't remember exactly how this happened, but i end up with needle on deed, crucible, smoke@3, trinisphere, and 2 batterskull in play.  Seems like i dropped 3sphere followed by batterskull, then smoke or somethingkke that.  He cracks me up by having the same board for 3 straight turns under smoke@3- land, land, veteran explorer.  He loses his board, gets 2 lands, drops a land from hand, then plays explorer...3 times.  I am okay with this gamestate as explorer lets me look for lands also, so I never really lose a permanent.  
2-1

Round 4:  maverick piloted by guy with PTQ top 8 pin on playmat.

Game 1:  mental fatigue sets in and I lose a pretty humiliating game to Thalia by blocking with a factory and then realizing she has first strike...I needed her dead, or an extra mana to drop anything in my hand.  I scoop to knight of the reliquary and the thought of being wastelanded the next 4 straight turns.

Game 2: I play chalice@1 on turn one after seruming away 2 7-card hands full of trash.  The rest of my hand is nutz and he plays maybe 2 spells this whole game.  I dreams his whole board away.  He scoops to factory beatz with no permanents under chalice@1 while i have smoke@0, bridge, and crucible.

Game 3:  He opens with hierarch. I open with needle on qasali and chalice@1.  He drops teeg!!!  I drop bridge,  He drops pridemage and destroys bridge.  I crucible.  He drops ooze.  I dreams for 3, then lay a factory.  He has 0 permanents.  He wastes my land, then hits me with sideboard tech-tormod's crypt.  The game still in my favor because he has no board...but then suddenly...he decides to ??check his sideboard??  I ask him to verify 15 cards in the board...he says "you can't look at my sideboard"...sketchy.  I ask him to place them face down and count them...he reluctantly does and has 17 cards in his board.  Nearby judge gives him a gameloss for presenting a 58 card deck.
3-1

Round 5: Burn, nice kid, he played White stax piloted by my teammate in round 4 and got owned...he runs 0 removal in his 75.

I win the die roll.  I don't have exact notes, but I serum twice then mull.  I drop mountain.  He drops goblin guide...I rip land, then drop trinisphere.  He takes me down to 1 before I finally choke out his lands with smoke.  4 turns later after he drops a lands and I am freaking out about the idea of him running barbarian ring...i drop batterskull and begin the beatz.  He scoops to me going back to 5 life.

Game 2:  I facepalm his deck by dropping chalice@1, trinisphere(stopping a rift bolt), chalice@2, smoke, smoke in that order...I rip no less than 4 lands off goblin guide this game.  I he scoops with no permanents because I am at 12 life when factory starts to take him from 20 to 0.  Opponent buys a playset of smash to smithereens after the tournamen and shows them to me!  Smile
4-1

Round 6: ID

Top 4:  split prize 4 ways

Overall, the deck functioned very well.  Mulliganing with serum powder into the balls over and over again isn't luck when you run so many four ofs...the deck is super consistent.  Thanks to my friends for not helping me build RUG.  Friends don't let friends play blue...

Props-
-3 people from our team in top 4
-5am tweaks to the deck
-ensnaring bridge, for shutting off shiny modern creature cards
-a format devoid of all artifact destruction(herp-derp, swords and bolt are better vs creatures...lol)
-reuniting with friends to form a team.  Maybe next time it won't take 8 years to get the group back together.

Slops-
-avacyn restored boosters as a prize...
-the fact that legacy gets 30% more players than a draft or standard here, but we get one eternal event per year.
30  Vintage Community Discussion / Rules Q&A / Re: Joraga warcaller and pt reducing effects on: June 04, 2012, 07:58:23 am
Thank you for clearing this up for me.
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