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Hey everyone,
I am a returning vintage Magic player (I participated in a few vintage world championships in Indianapolis, did not place very high with my red burn deck at the time) after having a few years away from it, and I have been working on a deck that utilizes Eureka to its fullest extent (this also includes Oath of Druids). I have been testing against friends with it, and also testing in MWS to see how it fares against others. Here is the version of the deck as it is now:
Lands: 4x Tropical Island 4x Wooded Foothills 5x Forest 4x Bayou 4x Forbidden Orchard 1x Boseiju, Who Shelters All
Creatures: 4x Darksteel Colossus 1x Akroma, Angel of Wrath 1x Spirit of the Night 4x Simic Sky Swallower 1x Akroma, Angel of Fury
Spells: 1x Mana Crypt 1x Tinker 1x Vampiric Tutor 4x Eureka 4x Oath of Druids 4x Show and Tell 1x Fact or Fiction 1x Mystical Tutor 1x Gifts Ungiven 1x Demonic Tutor 1x Regrowth 1x Chrome Mox 1x Sol Ring 1x Mox Emerald 1x Mox Diamond 1x Enlightened Tutor 2x Arcane Laboratory
Sideboard: 4x Leyline of the Void 2x Leyline of Singularity 2x Kataki, War's Wage 2x Energy Flux 1x Pyroclasm 1x Avoid Fate 1x Terror 2x Trickbind
This is my deck in its current version, copied directly from Magic Workstation. I have been reading as many vintage articles on TheManaDrain as well as StarCityGames to get a feel for the competitive vintage environment again, and since my deck is different I will explain my card choices and their strengths and weaknesses, and after that post how the deck has done in my testing:
Lands: The land base of the deck is fairly self-explanatory, with probably the question of why the inclusion of 1x Boseiju, Who Shelters All. This land I am still not sure about maindecking, but it seems like at least 50% if not more of the competitive decks use some type of counterspell effects (ex. Mana Drain, Force of Will, Pact of Negation). Without Crop Rotation, this card is not as strong as it could be. Any suggestions would greatly be appreciated!
Creatures: 4x DarkSteel Colossus He is one of the largest creatures in the entire game, and added to that he is indestructible and has trample. Darksteel Colossus is a great tinker target to boost as well. However, he is vulnerable to removal from bounce or remove from game spells (ex. Swords to Plowshares, Rushing River)
1x Akroma, Angel of Wrath She is one of the strongest creatures in the game as well, having multiple evasion effects in order to stay on the table. Added to these factors, she has haste and vigilance which is always helpful against decks with creatures. She is weak to bounce spells the most (ex. Rushing River)
1x Spirit of the Night He is the "old" version of Akroma, and does not have as many evasion effects as she does. I have been thinking about putting Razia, Boros Archangel in his place perhaps. This slot I am still unsure about.
4x Simic Sky Swallower SSS is a creature that is almost impossible to remove from play, due to his high evasion abilities. Once he hits play the likelihood that he will leave it is very low.
1x Akroma, Angel of Fury The red version, or "angry" Akroma has protection from blue which is very important especially in Type 1. Blue bounce spells seem to be on the rise, which makes her inclusion that much more important
Spells:
4x Eureka Eureka is the heart of how this deck works, and also provides some interesting synergies. I will discuss why I included Arcane Laboratory a little later on, but in the context of Eureka it can make that uncounterable in a sense. If Eureka is not countered, then any additional permanents I wish to play in order to keep my opponent locked and slowed down can come into play as well. The biggest weakness of this card is the power it gives to both players. Many decks that I have looked at (tournament winning/placing decks, decks in the open forum, etc) seem to have a high spell to low permanent count. What I mean by this is, my opponent usually does not place more than 1-2 permanents on the table when I play Eureka.
4x Oath of Druids Oath of Druids is a very powerful card in the format right now, with Tyrant Oath making itself known. One of the best uses for Oath in my deck is that it fetches one of my creatures, or masks my deck in the appearance of a Tyrant Oath deck.
4x Show and Tell Show and Tell is a very powerful and simple card, allowing me to plop down a creature while my opponent can plop down a permanent. It also can be used to place down an Arcane Laboratory or the like "under the radar" so to speak.
2x Arcane Laboratory I have been looking for a card that can suppress the power of combo decks that I will be facing, and I came across Arcane Laboratory. While it is in play, it can shut down Storm decks, and slow down a lot of other decks in the format that make use of a large number of low costed spells. The other strength of this card is that my deck plays relatively few spells per turn, so it would not affect me as much.
The tutors are probably self-explanatory, so I won't discuss them >.> I currently am working on purchasing the power nine to use for this deck (the Mox Emerald I just purchased a few weeks ago, and setting on Mox Sapphire next).
Sideboard:
4x Leyline of the Void This card is very important, especially due to the occurence of Ichorid decks, Dragon combo decks, and pretty much any deck that uses the graveyard to win the game
2x Leyline of Singularity This is a card that can slow down Ichorid quite a bit (especially with Bridge from Below tokens), and can slow down Hulk Flash (assuming they use the sliver strategy)
2x Kataki, War's Wage MUD type decks are hurt quite a bit by this creature, as well as any decks that use a large number of artifacts
2x Energy Flux Another type of artifact removal I felt was important to include to put the pressure on MUD type decks, and the additional benefit to this is that Show and Tell/Eureka can bring this out if need be
1x Pyroclasm I included this card in the case that I face a very fast creature deck (such as Goblins, or even Hulk Flash), to slow down the opponent
1x Avoid Fate I included this card as a way to protect my creatures from instant removal from cards such as (Swords to Plowshares, Rushing River, Echoing Truth)
1x Terror This card was put into place as instant creature kill, and will be changed to Swords to Plowshares once I purchase one
2x Trickbind Storm combo is very difficult to beat, and trickbind is one way to neutralize the threat that it causes
Deck Strengths: Consistency (in my testing, opening hands have been very consistent with ways of getting creatures into play) Creature Base (usually when one of the creatures hits play, my opponent is placed on a short clock and has no means to get rid of them for the most part)
Deck Weaknesses: Combo (Combo decks like Storm and such will absolutely destroy this deck until the sideboard is implemented) This is part of the reason I put in Arcane Laboratory in the maindeck, as its universal effect can help my deck against any opponent Eureka/Show and Tell/Oath of Druids (the power that these cards give to my deck my opponent can also benefit from, and a possible unbalance in the favor of my opponent could occur) Acceleration (some hands are very nice, with slow acceleration though. This may be solved once I acquire more of the Moxen/Lotus to put into the deck however)
This is the deck that I have been working on, and any suggestions would be greatly appreciated by me as I try to make it tournament worthy! I know it has far to go to evolve into a force and such, and that is why I am posting here on TheManaDrain. From a lot of testing, the deck seems very consistent but sometimes lacks in mana acceleration (which may be solved once I acquire more of the Power Nine I am thinking). Storm and Combo decks are still a big problem of course also, something I am trying to figure out a way to better counteract.
I just realized that I have not included Fastbond or Balance, two cards that would help out the deck quite a bit as well I believe. Thank you for reading all of this and I look forward to any comments or suggestions that anyone has.
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