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Eternal Formats / Creative / The Core (A Lockdown Deck)
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on: January 20, 2005, 07:07:37 pm
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First, the list:
The Core (A Lockdown Deck) ------------------------------------ 4x Doomsday 4x Shared Fate R Wheel of Fortune R Windfall R Ancestral Recall R Time Walk R Demonic Tutor R Vampiric Tutor 4x Brainstorm 4x Duress 4x Hymn to Tourach 4x Glacial Chasm 4x Dark Rituals 4x Underground Sea 4x Underground River 4x City of Brass 6x Black Lotus + Moxen -52 Cards +8 other cards
The principle of the deck is to play Doomsday and "win" the next turn by stacking the deck such that you Ancestral Recall into a Shared Fate and play it. This prevents your opponent from doing anything, as they no longer have a library to work with. The only way to stop it, outside of counterspells, is to have enchantment destruction in hand and both counterspells and enchantment destruction can be handled with your disruption. Playing Windfall/Wheel of Fortune seals the deal. Of course, another danger would be your opponent dropping a creature or two, but that could probably be rectified with the addition of white (STP, Balance, maybe use Orim's Chant on the side). Ideally, it would go something like this:
Turn 1: Play Land -> Ritual -> Doomsday Turn 2: Play Land ->Ancestral -> Black Lotus ->Ritual -> Shared Fate ->GG
I've been out of Magic for a while and I came up with this in about fifteen minutes so I don't know if it works or not but this is just a very loose construction of what I thought might work. Thoughts anyone? (Before I fade back into obscurity).
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2
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Eternal Formats / Creative / [List] Budget Decks
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on: October 08, 2004, 06:57:26 pm
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So that everybody is aware, I've been away for quite some time. Sorry about that. I believe the reason why the links no longer work is due to the merger of the Budget and T1 forum. I am currently working on finding each link and restoring it. Thank you.
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5
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Vintage Community Discussion / General Community Discussion / Champions of Kamigawa
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on: August 25, 2004, 05:17:36 pm
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I'll give you another one Jebus  . I wonder how converted mana cost is calculated with the flip. 203.1. The mana cost of a card is indicated by mana symbols printed on its upper right corner. Tokens and lands have a mana cost of {o0} unless otherwise specified. Paying an object's mana cost requires matching the color of any colored mana symbols as well as paying the generic mana cost indicated.
203.3. The converted mana cost of an object is a number equal to the total amount of mana in its mana cost, regardless of color. Some effects ask a player to pay mana equal to an object's converted mana cost; this is a generic mana cost-it may be paid with any combination of colored and/or colorless mana, regardless of the colors in the object's mana cost. Example: A mana cost of {o3}{oU}{oU} translates to a converted mana cost of 5. Seeing as how the mana cost is no longer on the upper right corner (it's in the lower left) of the card when you flip it, does that mean that the card then has a CMC of 0?
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6
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Vintage Community Discussion / General Community Discussion / Champions of Kamigawa
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on: August 25, 2004, 04:47:03 pm
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From Mtg-News. I don't know how recent this is since I hadn't checked the spoiler for a couple weeks, but this is some general information on the set: There is a mechanic called "Soulshift" on a handful of CHK cards. It appears only on spirit creatures, and states "Soulshift 2 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 2 or less from your graveyard to your hand.)" It isn't known if there will be cards with Soulshift 1, Soulshift 3, etc. There is a subtype of Sorcery and Instant spells called "Arcane". It isn't known if Arcane does anything itself, but we know that some cards trigger a bonus when you cast an Arcane spell. Split cards are back, this time in creature form! You cast them in one form, and when you meet a certain trigger (such as dealing damage to an opponent), you "flip" the card around (basically turn it 180 degrees). On the other half of the card is another creature with a totally different name, abilities and power/toughness. In this way, you get two creatures on one card. WotC has gone back to printing colored mana symbols on cards, which we can all appreciate. They also changed their policy on how to word discard effects. The new wording, which it should have been all along, is "target player discards a card". No more "chooses and discards" or "discards a card from his or her hand". They also changed the wording on legendary cards. Instead of "Creature - Human Legend" we will see "Legendary Creature - Human". Speaking of legends, there are at least 60 in the set. Equipment is now a permanent type of card and there are a few Japanese-style equipments in CHK. Enchant creature cards are back after being almost nonexistant in the Mirrodin block. There are no gold cards in the set. There are 50 cards of each color and 36 left over for artifacts and nonbasic lands. There are at least 5 legendary lands. I think the most interesting mechanic out of all of these are the "split" creature cards. Should be interesting. An example of this mechanic from the spoiler: Akki Lavarunner - 3R Creature - Goblin Warrior Haste When Akki Lavarunner deals damage to an opponent, flip it. [Tok-Tok, Volcano Born Legendary Creature - Goblin Shaman Protection from red If a red source would deal damage to a player, it deals that much damage plus 1 instead. 2/2] 1/1 Illus. Matt Cavotta 153/306 Rare Thoughts?
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7
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Eternal Formats / Miscellaneous / CrucibleLock.dec
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on: August 20, 2004, 05:31:05 pm
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I'm still undecided on the whole green thing but I think its worth at least one look. With regards to the Fastbond/Zorb/Crucible combo, I think that it's a win more kind of thing, at least the Zuran Orb part of it. Fastbond/Crucible is devastating enough without it. You also have to take into consideration the matchup vs. control. With the current build, you have Trinisphere/Duress/Chalice of the Void to stop them. Is that enough? Possibly. But I'd like to at least try Green. I agree that adding Green to the deck makes it slower and less consistent in general, so how about switching out the Underground Rivers and 2 Dark Rituals for 4 City of Brass. This would allow you to play green cards without losing the current speed of the deck.
In response to earlier comments; -I've found Dark Ritual to be useful in allowing first turn plays such as Duress, then Demonic/Vampiric Tutor for Tinker, and also for basically guaranteeing the ability to play Crucible/Trinisphere turn 1. However, playing more lands instead is an interesting option, and as I just mentioned, I'm trying to replace them with City of Brass for the green splash.
-Intuition is an obvious choice, I should have spotted it earlier. But only for the ability to tutor for Strip Mine/Wasteland. I don't think AK is the way this deck wants to go.
-Creature removal against aggro decks... yes that is a problem. However, that's one of the reasons why I try to have a lot of tutoring and draw. This allows me to get Tinker for Collossus or Angel, effectively winning the game against most aggro. Oxidize hits many things, including Artifact aggro, and as you mentioned Diabolic Edict is an option.
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Eternal Formats / Miscellaneous / Tinker and Iron Giant as Plan B
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on: August 18, 2004, 07:20:01 pm
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*sighs* Come on guys, calm down. Trix, first of all, you're not making a good case for yourself when it appears that you have trouble with spelling and grammar. Trust me, people will pay more attention to a person who comes across as mature. Don't get me wrong, this isn't a flame, it's just a piece of advice. All right. Back on topic. Let's look at each card. Darksteel Colossus {11} Artifact Creature 11/11 Trample Darksteel Colossus is indestructible. ("Destroy" effects and lethal damage don't destroy it.) If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead. Sundering Titan  Artifact Creature 7/10 When Sundering Titan comes into play, choose a land of each basic land type, then destroy those lands. When Sundering Titan leaves play, choose a land of each basic land type, then destroy those lands. A very short analysis to go over the obvious points: -Castable factor. First, assume you only run one copy of each for the purpace of Tinker. In the unlikely event that you actually draw one of them, Sundering Titan is easier to cast, though it shouldn't be too difficult to put Darksteel Colossus back into the deck with Brainstorm for example. Advantage: Sundering Titan -Durability factor. Darksteel Colossus is harder to get rid of, period. You might say it's almost "indestructible". If bounced, see castable factor. Advantage: Darksteel Colossus -Damage factor. Capacity for ending the game quickly. Darksteel Colossus is a 11/11 trample versus a 7/10. Advantage: Darksteel Colossus -Special abilities factor. Sundering Titan's land destruction is far better than the fact that Darksteel Colossus never hits the graveyard with a few rare exceptions. Advantage: Sundering Titan All in all, they're both big beatsticks, both relatively hard to remove, and chances are good that if you've gotten one out, you've already won. Picking which one to play largely depends on your strategy/your opponent's strategy. Sundering Titan is more for a dedicated artifact fat deck like TNT or 7/10 split, whereas Darksteel Colossus is probably more appropriate for a deck where the Colossus is a one-of and used to win random games quickly (See my Crucible Lock deck).
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Eternal Formats / Miscellaneous / CrucibleLock.dec
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on: August 18, 2004, 09:52:44 am
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All right, so it sounds like the inclusion of green seems pretty obvious. That means:
1x Crop Rotation 1x Fastbond
?x Xantid Swarms ?x Ground Seal ?x Oxidize
I'm thinking Crop Rotation and Fastbond MD, the others in the SB. Does the inclusion of Fastbond automatically merit at least one copy of Zuran Orb as well for the infinite life combo?
Also, I'd love to be able to run FoW, but I just don't see where the slots would be coming from, especially with the addition of the green splash now.
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10
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Eternal Formats / Miscellaneous / [discussion] hypothetical red ritual
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on: August 17, 2004, 10:16:47 pm
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Sorry to burst your bubble, but I believe their partial spoiler reveals it doing 3 damage to something for R. Don't know what special conditions there might be. Probably something very limiting, like a specific creature type/color, something to that effect.
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12
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Vintage Community Discussion / Casual Forum / 3CB Tournament #38 Results and Discussion
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on: August 17, 2004, 10:28:09 am
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Hold on. I know I put in Sapprazzan COVE, not Skerry, into my submission. That's going to be a bit of work to recalculate everything. I know Skerry doesn't work because of the depletion couters. However, Storage lands do work.
Here are my matchups: Wonkey (0-6)-I lose because of pox Combo Dude (6-0)-He has nothing on Energy Field (Cove gets around Trinisphere) Kasuras (6-0) - See above R_X (0-6) - Stupid life loss getting around Energy Field Bluejay (0-6)- Discard! Gah I hate discard XP. Lyrrhus (2-2) - Mize Lotushead (2-2) - He can't get past Energy Field, I can't get past commander Zelc (6-0) - Processor not fast enough to get past Energy Field Morefling (0-6)- Silly energy field only stopping opponent's sources GoblinBoy (0-6) - Beats me fair and square Nibble (0-6) - Have I ever mentioned how much LD is unfair XD. Erdric (6-0) - Too slow for energy field Virtual (2-2) - His Scalding Tongs do 0 damage, and my escape artist can't attack Wonkey2 (2-2) - I don't play Artist, just leave Field there Combo2 (0-6) - I hate discard, I hate discard Nibble2 (2-2) - Mize Lotus2 (2-2) - I can't deal with platinum angel, he can't deal with Energy Field
My total: 36... bah... all that work for an increase of like 10 points?
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Eternal Formats / Miscellaneous / CrucibleLock.dec
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on: August 17, 2004, 10:24:53 am
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Of course, silly me. If I splash green, it adds the option of Crop Rotation. With regards to Force of Will though, I just don't have enough blue cards to fuel it. Given the number of blue mana sources, I probably couldn't effectively run Mana Drain either. So I'm just not sure what counters, if any, I should put in.
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Eternal Formats / Miscellaneous / CrucibleLock.dec
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on: August 17, 2004, 09:35:43 am
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I posted this originally in the perfecting artifact aggro thread, but I figured it was significantly different enough to merit its own thread. This deck focuses on getting out the Crucible lock as soon as possible, except when I want to win really quickly with Tinker for a Colossus.
//Lockdown(13) 4 Trinisphere 4 Crucible of the Worlds 1 Strip Mine 4 Wasteland
//I Win Now(3) 1 Tinker 1 Platinum Angel 1 Darksteel Colossus
//Disruption(6) 4 Duress 2 Chalice of the Void
//Draw/Search/Broken(14) 1 Ancestral Recall 1 Time Walk 1 Vampiric Tutor 1 Demonic Tutor 1 Yawgmoth's Will 1 Mystical Tutor 4 Brainstorm 2 Impulse 2 Tainted Pact
//Mana(24) 4 Dark Ritual 4 Mishra's Workshop 7 SoLoMoxen 1 Mana Vault 1 Mana Crypt 1 Tolarian Academy 4 Underground Sea 2 Underground River
Obviously not optimal yet and there are certain questionable card choices, but I've been getting decent results. Goblin Welder can be troublesome and I was thinking about adding Triskelion, or even Damping Matrix. This deck may also have problems with combo/super-fast aggro in which case the ideal plan would probably be to tinker for the Angel as fast as possible. However, I haven't had too many problems with doing this, given the amount of search and draw this deck.
I'm thinking about splashing green, which gives me the additional options of Xantid Swarm/Ground Seal/Oxidize, and the possible inclusion of the Fastbond/Zuran Orb/Crucible combo.
With regards to sideboard options, I haven't given it that much thought. As I mentioned before Damping Matrix could be a viable option. To deal with control, Defense Grid is another. Could also use Tormod's Crypt to hit Dragon/Crucible/Artifact decks. And Stifle is yet another option.
Any thoughts?
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Vintage Community Discussion / Card Creation Forum / Cool Blue Creature for the TMD set
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on: August 16, 2004, 09:45:56 pm
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hrm... one vote too powerful, one vote too weak... I'll have to side with Orlove though. I had been considering making it so that as long as the card was removed from the game, you could play it, but that's probably wayyy to powerful. If it loses the unblockability, it's probably going to need to be tougher/cheaper though. More suggestions?
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Eternal Formats / Creative / Spiketail Vs. Daze
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on: August 16, 2004, 11:26:32 am
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This question has always intrigued me. In a game, which have you found more helpful: Spiketail Hatchling or Daze? Spiketail Hatchling Color= Blue Type= Creature - Drake Cost= 1U PY(C)/8(U) Text (PY/8th): 1/1, Flying. ; Sacrifice ~this~: Counter target spell unless its controller pays  . Daze Color= Blue Type= Instant Cost= 1U NE(C) Text (NE+errata): You may return an Island you control to its owner's hand rather than pay ~this~'s mana cost. ; Counter target spell unless its controller pays  . [Oracle 2003/07/01] Each has its individual merits. Daze is much more likely to actually counter a spell and gives the opponent a sense of uncertainty. Whereas Spiketail Hatchling is a certainty, forcing your opponent to play around it, giving yourself a tempo boost. Daze, on the other hand, can be played for free, but costing you some tempo in the process. Vote now: Which card has been better for you?
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Eternal Formats / Miscellaneous / Yet another fish variant. / Is wtf/r really optimal?
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on: August 16, 2004, 10:41:00 am
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Who was it on here that initially suggesting using dryad in fish? In this thread, about ten posts in, Jacob says "Edit: this was my response to a PM suggestion of Dryad, but it should go in the thread too:". That PM was from me, though his response seems to indicate that he'd heard it from someone before. Barring that, I guess you can give me credit if you want, but it's not important - Type One people care wayy too much about that sort of thing. i also suggested it, i believe it was on the first page of his original thread. Sigh. Points to thread entitled "Gay Gro" That was all the way back in February too. May not necessarily count because the deck is so drastically different, (hey it was February). First person to suggest Dryad and Standstill together and for the most part got a lot of people complaining. Prophets like me are never appreciated  . /endwhine /somecontent A few comments: -Dealing with Aggro: You have Maze of Ith, Lavamancer, and Dryad essentially. Maze of Ith is pretty much the only sure thing, the others are conditional. Need to work out a way to deal with that. Energy Field would be interesting, but it does have a fairly significant drawback. Against aggro though, the only thing that most of them could do would be to use LD, and they run 5 at most. -Dealing with Artifacts: I think the deck has plenty of hate right now. -Dealing with the Graveyard: Not enough. At this point in time, all you have to stop Dragon are 3-5 cards in the sideboard (Naturalize, Stifle, BEB). You commented on how a) Tormod's Crypt gets shut down by Null Rod and b) how Ground Seal doesn't stop Crucible. In response to that, a) it's not that hard to side out Null Rods for the Crypt, and even if you kept both in, it just likens the probability that you would draw at least one of them, and if you drew both, it makes it so that your opponent has to get rid of 2 cards instead of 1. B) It is precisely because Ground Seal doesn't stop Crucible that you can use it to your advantage assuming you play your own of course. As mentioned before, you have plenty of artifact hate, so chances are you can nail their crucible that way anyways. Now I'm not advocating adding them all in, but I believe they are worth consideration. And I'd like to congratulate Zelyon on doing a very nice job with the content of his posts. EDIT:  Wu, that's what my deck was. For the most part, it used the fish build with Dryad and a few other cards like brainstorm tossed in. There's a fair amount of similarity between that deck and Zelyon's build. Anyways, I don't really care that much and good luck with your build of 'fish'.
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Vintage Community Discussion / Card Creation Forum / Cool Blue Creature for the TMD set
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on: August 16, 2004, 10:07:14 am
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Original Wording: Hypnotic Mage 3UU Creature - Wizard Hypnotic Mage is unblockable. Whenever Hypnotic Mage deals combat damage to a player, that player reveals his hand. Choose a card and remove it from the game. Until end of turn, you may play this card as though it were in your hand. 1/1
Current Wording: Hypnotic Mage 3UU Creature - Wizard Hypnotic Mage is unblockable. Whenever Hypnotic Mage deals combat damage to a player, that player reveals his hand. Choose a card and remove it from the game. Until end of turn, you may play this card as though it were in your hand. 1/1
What do you think? Too powerful? As I understand it, the ability for you to play cards from your opponents hand before has never been tried. Is this too powerful? Come on everybody, tell me your comments.
EDITS:
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Vintage Community Discussion / Card Creation Forum / Armory
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on: August 15, 2004, 10:53:11 pm
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Yeah, I looked it up, and there was a besieged armory, a gold card that in exchange for saccing a permanent, boosted a creature or gave it an ability like trample. I think this is different enough though. And counters are now arms counters. 24 hour clock.
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Vintage Community Discussion / Card Creation Forum / Most Wanted
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on: August 15, 2004, 10:50:27 pm
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Fixed! And with regards to the bidding aspect, I just liked the flavor as it evokes the image of, well, a wanted list and basically bounty hunters selling their services to the highest bidder.
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Eternal Formats / Miscellaneous / [Single Card Discussion] Drafna's Restoration
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on: August 15, 2004, 10:43:11 pm
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I just came across this card today, and I found it to be very interesting. Drafna's Restoration
Color= Blue Type= Sorcery Cost= U AQ(C4) Text (AQ+errata): Return any number of target artifact cards from target player's graveyard to the top of his or her library in any order. [Oracle 1999/09/03] For the cost of U, return any number of artifact cards from a graveyard to the top of the library. I'm thinking of this card from two different angles. First, is there any way to break this with one form of combo or another? And second, as hate against welder decks for example. Protect your artifacts from being welded, or prevent them from welding their own big creatures into play and stack their deck in the bargain. Thoughts? Note: Mods, please feel free to move/lock this if you feel that this thread does not belong in the open forum, I just wanted to bring this card to everybody's attention.
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Vintage Community Discussion / Rules Q&A / Targeting a graveyard
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on: August 15, 2004, 10:36:29 pm
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Does a card like Tormod's Crypt get past Ground Seal? Ground Seal prevents cards in the graveyard from being targeted. Tormod's Crypt target's the graveyard, not the individual cards in it, technically.
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Vintage Community Discussion / Card Creation Forum / Shock Flavor Text
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on: August 14, 2004, 01:12:28 pm
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Here's something I just came up with for Shock (and hope that I can get some help with it before I submit it):
Wording 3 The charred flesh should have taught the goblins a lesson. But goblins have always had exceedingly short memories.
EDIT: Sigh... I'm starting to like wording 3/4 best, I think the first two are too wordy. But, I still await feedback.
EDIT2: Just sent off wording 3.
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