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Eternal Formats / Global Vintage Tournament Reports and Results / Re: Meandeck Open 2-20-11 RESULTS
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on: February 27, 2011, 06:28:23 pm
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Either pilot (Nam Tran and Jason Pare, respectively) want to comment on their reasoning in leaving it out?
I don't think you need to run Trinisphere if you are already running 4 Thorn and 4 SoR. Having two 2spheres out usually makes Trinisphere redundant and/or irrelevant. Agree with Nam on this one, I didn't play it for the same reason. Turn one is obviously still backbreaking but it's often a dead draw after that if your deck is working the way it should.
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Eternal Formats / Northeast U.S. / Re: Mr. Nice Guy Games 2/20/10
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on: February 28, 2010, 01:59:06 pm
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Thanks to Mr. Nice Guy for a great event. It was my first MNG tournament and I'll definitely be back next time. Here's my list (8th place):
Lands (17): 4x Polluted Delta 1x Scalding Tarn 1x Tolarian Academy 1x Library of Alexandria 1x Swamp 3x Island 1x Snow-Covered Island 2x Volcanic island 3x Underground Sea Creatures (7): 4x Dark Confidant 1x Inkwell Leviathan 1x Ingot Chewer 1x Sower of Temptation Spells (23): 4x Force of Will 4x Mana Drain 1x Yawgmoth's Will 1x Time Walk 1x Mystical Tutor 1x Merchant Scroll 1x Vampiric Tutor 1x Demonic Tutor 1x Ponder 1x Gifts Ungiven 1x Brainstorm 1x Ancestral Recall 1x Tinker 1x Repeal 1x Chain of Vapor 1x Hurkyll's Recall 1x Darkblast Artifacts (12): 2x Sensei's Divining Top 1x Voltaic Key 1x Time Vault 1x Black Lotus 1x Sol Ring 1x Mana Crypt 1x Mox Ruby 1x Mox Sapphire 1x Mox Pearl 1x Mox Emerald 1x Mox Jet Walkers (1): 1x Tezzeret the Seeker Board (15): 3x Greater Gargadon 4x Leyline of the Void 1x Helm of Obedience 1x Pyroblast 1x Red Elemental Blast 1x Rebuild 1x Tormod's Crypt 2x Yixlid Jailer 1x Ingot Chewer
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: Eudemonia P9 Mox Pearl Results 8/30/2009
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on: September 01, 2009, 09:42:25 am
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Thanks for a fun and well-run tournament. It was cool to meet LotusHead and the rest of the NorCal crew. You guys seem to be able to bring out good numbers when you have Vintage events, so I hope the scene continues to grow.
Unfortunately the Workshop gods were not with me on Sunday. I didn't draw one until the second game of my second match, and proceeded to draw mana when I needed threats, and threats when I needed mana sources. Regardless, it was a great time and I'm hoping to make it out to more of these events.
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Vintage Community Discussion / Rules Q&A / Goblin Welder and Wheel of Sun and Moon
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on: August 24, 2009, 04:43:13 pm
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If I have an active Goblin Welder in play and attempt to weld out my Mox Ruby for a Solemn Simulacrum (which was in my graveyard before WoSaM enchanted me), does the Weld resolve? My interpretation is that despite the replacement effect generated by WoSaM, both targets are still legal "as" the Welder's ability begins to resolve because no movement from graveyard to play (or vice versa) has occurred. Is this accurate, and in either case may I have a more technical explanation for this interaction? Thanks! Oracle texts: Goblin Welder: Creature - Goblin Artificer 1/1, R (1)  : Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.1 Wheel of Sun and Moon: Enchantment - Aura, {G/W}{G/W} (2) Enchant player If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
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Eternal Formats / Creative / Re: [Deck] Baby's First Tezz Deck
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on: August 13, 2009, 02:22:13 pm
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Well, the REB and hyrkls are just meta choises and could be anything.
As far as Sphinx/Inkwell/Darksteel goes, I was a HUGE inkwell supporter when he first came out, but now I feel that noone really runs spot removal now, do to the fact that you can just play inky. This makes me want to lean to darksteel, but I'm not sure where I stand.
Also, Intuition/Jace sounds like a great idea. I'll start testing with it now, but as far as the Impulse/Bob despute, I'm leaning impulse
I prefer Inkwell because he can't be Welded -- don't underestimate this advantage if you play against Shop decks. If you're not going to commit to a Bob-based draw engine, I think a 1-of in the deck is pretty useless. You have to wait until the turn after playing him to start getting card advantage, and you'll very rarely draw him in your opening hand. Bob Tezz draw engines are useful because as a 4-of you can usually drop him on turn 1 or 2, reaping the maximum card advantage. In this build, it might as well be another Night's Whisper, though I would strongly suggest Skeletal Scrying -- it's a much more explosive midgame play, takes advantage of drain mana, and can swing a match in your direction immediately. 2 SDTs is just a bad idea -- 1 is already borderline in a deck without Dark Confidants. Replace this with another tutor, a Duress effect, or Impulse like someone else mentioned. I've never played with Jace but that has some potential as well. Edit: Your maindeck REB suggests you play in a Tezz-dominated meta. Glen Elendra Archmage could be a strong 1x addition.
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Eternal Formats / Eternal Article Discussion / Re: [Free Article] N.Y.S.E. 5C Stax
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on: August 12, 2009, 02:43:53 pm
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2 - Smokestack isn't the ideal first turn lock piece, but there are times when it's the right play. Usually you do want to drop a Sphere or something else first. I have a great deal of respect for Ray, and not just for Staxless Stax, but also for running Waterbury's, still I feel that Smokestack is too important. I don't think I could bring myself to play Staxless Stax. To top that off, Smokestack is as close to a must draw as I think the deck has. I must be able to handle their permanents, and while Smokestack is slow, it does accomplish this, every time.
Disclaimer: I've never played 5c Stax but I've recently picked up the red-only and black/red variants In my brief time playing the deck, I've found this actually to be a pretty solid play. If your opponent goes land -> go or land->draw spell, you've taken a big step to locking them out of the game by ramping turn 2 and then dropping the rest of your hand as fast as possible. Worst case scenario is they drop a ton of stuff and out-permanent you, in which case you a) have enough quick permanents (or a tangle wire) in your hand to race them, or b) don't ramp. If you played a 4-drop on turn 1 you usually have the mana available to cast nearly any other permanent in your deck. Choosing b) and not ramping would probably be a blowout, but it's unlikely that one would keep a hand without turn 2 plays in the first place. I tend to think of Smokestack as a finisher as well, but if you can play it without the possibility of it getting Mana Drained and you have some follow-up plays for turn 2 and 3, I think it's such a potential game-changer that you've got to run it out there.
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Vintage Community Discussion / General Community Discussion / Re: Reprinting power
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on: July 24, 2009, 09:32:49 pm
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In summary, it’s a bad idea for them to print Power even if what they want to do is well-intentioned. And even if they had that lapse in judgment, they can never, ever, ever reprint these cards because they would not risk their word being worth nothing. That would shatter consumer confidence, and even if they have a short-term gain, they would be liars to the community. Not to mention liable to civil suits for each and every loss a collector takes because of said reprint.
J
The collectibility issue is huge here -- as tournament players, it's sometimes easy for us to forget that a non-negligible part of Wizards's M:TG market share is due to individuals who gravitate most to the "Collectible" aspect of Collectible Card Games. While Wizards doesn't really care about maintaining the secondary market price of Power 9 cards per se, if they were to reprint these cards it would pretty much invalidate any claims that they have made or could make about Magic cards as collectible items, rather than simply vehicles for gameplay. This would be a huge blow to the identity of Magic as we know it. It's just not going to happen. And if it did, I would see it as a sign of a company/franchise in its final death throes.
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Vintage Community Discussion / Community Introductions / Re: Introduce Yourself
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on: July 24, 2009, 08:46:52 pm
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Hey everyone, I'm Jason. I started playing during Revised and took a long hiatus after the Invasion block, but I recently moved to Northeast Ohio and have rediscovered the urge to flip the magical cards. I've been playing with the Cleveland crew for the last 8 months or so (Twaun, Nam Q. Tran, Jerry Yang, Mark Trogdon, etc.) and re-learning the format while getting savaged by Workshop decks on a daily basis. Hope to run into some of you on the vintage scene.
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