Show Posts
|
|
Pages: [1] 2 3 ... 6
|
|
1
|
Vintage Community Discussion / General Community Discussion / Re: The Dark Knight
|
on: July 20, 2008, 03:12:30 am
|
|
What I'd like to see in the sequel is with Dent gone, Batman now "persecuted" by police and the effectiveness of the "freaks" made obvious by Joker's antics is a full out mob war, with Black Mask coming in as the main bad guy and some of the lower level Batman villains (Killer Kroc anyone?) brought in as muscle against Batman. Maybe run a Catwoman side storyline, playing into what happened to Rachel Dawes and Bruce's vulnerabilities. Trying to top Joker likely won't happen, so might as well play up the aftermath.
|
|
|
|
|
4
|
Archives / Tournament Announcement Forum / Re: The FINAL Cary Cup - 20 Proxy Vintage - 7/12/08 - Apex, NC
|
on: July 04, 2008, 02:09:44 am
|
You jerks. Do you know how big of a head Eric is going to have with that damn trophy? Every time he comes home, he'll be carrying that thing around whereever he goes all thinking he's some big cool guy or something. I'll be like "hey guys, guess what I did today" and he'll be like "I dont' know, but I bet you didn't win this bigass trophy!"  Only allowed if he shows up to a Midwest event with it in tow.
|
|
|
|
|
5
|
Eternal Formats / Miscellaneous / Re: Worldgorger Dragon Combo -- Still Viable?
|
on: July 03, 2008, 09:43:06 pm
|
This is the list I'm playing and it was not made by me but by the most experienced italian dragon players (3 person). Of course I'm not saying that it's the best build, even if usually people gets pawned by italians at big tournament (see Valencia, see Duelmen 3 years ago, , see Barcelona, see every >200people tournament played in europe).
3x careful study 1x read the runes 4x intuition 1x entomb 3x deep analysis 1x demonic tutor 1x vampiric tutor 1x ancestral recal 3x worldgorger dragon 1x tidespout tyrant 1x sundering titan/eternal witness 1x oona 4x force of will 4x duress 2x chain of vapor 2x dance of the dead 2x animate death 3x necromancy 3x bazaar of bagdad 3x underground sea 1x tropical island 1x bayou 4x polluted delta 1x flooded strand 2x island 1x swamp 3x mox incolor 1x lotus 1x sol ring 1x mana crypt
1. 3 dragons are not so different than 4 dragons mathematically, I already have multiple ways of put a dragon in yard.
2. Leylines are a nonsense now that the only deck that really abuse graveyard is icorid. Flash is gone...so is leyline. Metagame is getting slower without flash/merchant/gush, and there is no need to "mulligan into leyline or die". Leyline is overkill right now.
3. as I already said I consider the plan B beating with titan/tyrant far superior to mulldrifter becuase they wins alone games, wheres mulldrifter does nothing compared to them. As of now, I 3 times my opponents scoops to titan cip because of armageddon 3 lands, and 1 times I won vs long cutting 2 lands gaining a fundamental turn (I could not combo, so I disrupt them).
4. my build is different from american's because italians play safer decks, and results came (the same with other decks , more conservative decks win more than turbo-decks, based much on lucky). But feel free to run dragon with 4 pact of N. 4 fow if you like...
5. trike in side is experiment, I have a not fixed side, because I'm testing.
That list looks like it was built by someone who just didn't have full playsets of things. Anything less than a full set of Bazaar is flat out wrong in Dragon. Yes new versions are geared towards winning without it, but that's no reason to cut the strongest card in the deck to less than a full set. Likewise, you cut RTRs for Careful Studys, which while the two cards have been debated as being interchangeable in WGDX whichever one you have does alter how you play the deck, since RTR is a great dump for excess mana/permanents (especially now with Mulldrifter in the deck). Careful Studys are less able to compensate for the loss of the 4th Bazaar than RTRs would be, since you see a lot less potential cards out of it. I see that you also cut 3 mana sources (all artifact mana), but added more expensive and dead draws in their place? I'm completely confused by what benefit this provides, as you're falling into the trap of "cool things". Yeah Titan and Tyrant "win" certain matchups flat out, but why are you running dead draws in the place of cards that are good in all matchups? I could see doing it if you meta is heavy to one deck (like running a Titan main if you're playing against a lot of Fish), but in an open meta it's not really something you should be doing. Nevermind the fact that you're running less discard outlets than the standard Dragon. As far as Pact of Negation and playing "safer" decks goes, I personally don't run Pacts, so I'm not entirely sure why you would bring that up. I would personally stay with the 4 FOW and then either Duress or Thoughtseize, which is no different from your disruption, except that Mulldrifter's card drawing (coupled with the extra Bazaar and RTRs) means I see more disruption than you would. I'm not seeing anything about your deck being "safer". You have a weaker mana base, you have more situationally dead draws, you have weaker card drawing, I'm just confused all around. Lastly, if Ichorid is all you're worried about, why wouldn't you just play 4 Leyline and protect them? Jailer/Crypt/Extirpate, they're all even more situational than Leyline is, not to mention Leyline has the advantage of not completely wrecking your own gameplan to implement. Yeah, you could board like 8 cards instead of Leyline and mess up your main, but why would you?
|
|
|
|
|
6
|
Eternal Formats / Miscellaneous / Re: Worldgorger Dragon Combo -- Still Viable?
|
on: July 03, 2008, 12:57:33 pm
|
I play 3 dragon because I already play other 2 creatures maindeck (tyrant and titan), because I play entomb and multiple ways of "draw-discard", and multiple tutors. If you put dragon in the first intuition pile, in general it's not problematic to discard it, because of multiple copies of bazaar, RtR, study. Of course if you want for sure a dragon in the graveyard, just intuition for 2 dragon you know... While playing 4 dragon I am afraid to start with 2 dragons in hand, which is not so good. I tried in the past years 4 dragons, but I prefer 3 and one more spell slot. Tarmogoyf does not suffer graveyard hate because it counts also the opponent graveyard. We play many kind of cards and it can be 5/6. I am seeing that leyline is no more played, flash is gone, and people are using more extirpate/tormod/jayler as a "post B/R grave-hate-pack". Tarmogoyf is the biggest creature that doesn't require an animate. In my build the "beatdown wins" is done via tyrant and titan. If there is tormod in play, they must crack in response to my animate spell, so I have free space to continue with another "draw-discard-animate" plan. Try to animate a tydespout tirant on second turn LOL, it's the tits and 4 turn clock. If they extirpate my dragons in game 1 I still can win via: 1) play/animate Oona 2) play/animate Titan 3) play/animate tidespout tyrant 1,2 or 3 are stronger than mulldrifter beatdown (imho). With mulldrifter they can race you in the beat, with titan I cut (sometimes at 100%) their mana, with tyrant I win the race because of multiples bounces, and Oona by herself does swarm. Against workshop of course I don't animate titan lol.... I try to combo or animate tyrant. Animate tyrant is gg because how they can handle it? The only way out is something like welder + duplicant combo...very narrow out for them. The creatures are not useless, because this is the plan: game 1: I have bazaar and dragon ready, I animate dragon. You play extirpate maindeck? ok, now you must exirpate dragon or you lose, but I still have chance to win. game 1: you play leyline maindeck? you play icorid. I try to find chain of vapor if I am lucky or I scoop. Btw many decks scoops to icorids game1 (also before 1st June), and tell me which deck use leyline maindeck? ^_^ You don't need witness for the "trikelion/triskelavus" kill, because al you need to do is just to set up the combo with dragon and trisky in gave (via intuition/entomb/etc.), and 2 animate spell. You loop, you stop the loop on triskelavus, then animate again dragon with the second animate. You win also with 2 animate, and intuition in hand: animate 1 dragon, take infinite mana, play intuition for triskelion and oona, and you win in any case. I prefer triskelion because it cost less, it's usefull on it's own (the same reason is for kumano vs shivan hellkite....kumano can be hardcasted easier) So it's not that hard to have triskelion in the loop, the problem is the 2 animate spell. EDIT: ad zeus online suggested, I also don't see dragon as a "pure combo deck" like grim long, belcher, flash (r.i.p. lol). And I have in mind another build of dragon, speedy style, which upper the count of low cc spell to draw-discar like the hell , with 4 dragon 4 squee, 4 duress 4 study 4 fow, 2 echoing, 7 animate @cc2 etc.... only oona kill  But haven't tested yet. Alright, I have a few comments on this: 1. What exactly is your full list? You run 3 Dragons, then claim to be running a lot more Tutoring/card drawing than what should realistically fit in the deck (Bazaar/RTR/AND Study? Plus tutors?!) The reason you run 4 Dragon is to guarantee maximum opportunity to see one when you need it. You throw that out in fear of drawing multiples, and yet you replace it with 2 cards that are equally useless draws (Titan and Tyrant). You're deck design is nullifying your own intentions there and I don't think you even realize it. 2. Tarmogoyf *can* be a big critter. The problem you have is that in your argued scenarios you're depending on your opponents playing subpar graveyard hate and relying on them playing into your Tarmogoyf, neither of which is an acceptable argument for inclusion. In fact, I'm wondering where exactly it is you play so I can show up and have a field day. Not playing Leylines is likely suicide in this format, and if areas exist that don't I'd like to exploit that. 3. Your argument for including Titan and Tyrant main deck is rather lacking. If a standard Dragon deck wished to rush out a clock it could easily do so with Oona, but the whole idea of the deck is to not rush into the win game 1 but rather build up your hand and just bury your opponent with the card advantage you generate off DAs and Mulldrifters. Post-board most Dragon decks have some sort of sideboard option that allows them to run out a big dude quickly, but that's usually a pretty poor strategy to commit to. The "well if they Extirpate my Dragons" argument is flimsy as well, since the normal Dragon deck still has Oona, Mulldrifters and Witnesses to reanimate to win without adding otherwise "dead" draws to the deck. The advantages Titan or Tyrant provide in certain match-ups are sideboard considerations, not main deck ones. 4. Your "game 1 plan" is no different from any other Dragon deck, except that the other Dragon decks are running less dead draws than you. 5. Trike has seen maindeck play in Dragon before, but currently it's not used because it requires you to have 2 Animates in hand, where as Witness wins as well and allows you to have that second Animate in the yard. Yes it can be useful on its own, but Fish now has things like Goyf and Jotun Grunt to play with, as opposed to the old Fish decks which had a multitude of things that died to Trike.
|
|
|
|
|
7
|
Eternal Formats / Miscellaneous / Re: Worldgorger Dragon Combo -- Still Viable?
|
on: July 03, 2008, 01:41:27 am
|
|
Yeah, like Diceman I also usually go 2x DA and a WGD with the first Intuition. The second is usually dependent on the board situation, but I've gone for triple Read The Runes for the second quite often just to insure I will find the win and get it where it needs to be. I can see getting Mulldrifters with it as well if you're looking to bury your opponent under card advantage.
As far as Reanimator Salvagers goes no it's not an established deck, but with Mulldrifters and such it's definitely something you could consider trying if you want to try an animate combo that doesn't "lose" to instants.
|
|
|
|
|
8
|
Eternal Formats / Miscellaneous / Re: Worldgorger Dragon Combo -- Still Viable?
|
on: July 02, 2008, 01:03:01 pm
|
If you want a kill that works with Intuition only, you can try something like Flamewave Invoker instead of committing two slots to Salvagers and Spellbomb; alternately, if you go 5C then Witness is probably going to be sufficient. Still, I would not suggest running any creature kill card that isn't a good target for animation outside of the combo (limiting the options to kill cards such as Oona, Hellkite, or Sliver Queen) or isn't Witness. I don't see how Flamewave Invoker wins with Intuition.... The play is Animate in hand, cast, Intuition for Salvager + Spellbomb + Black Lotus. Salvagers isn't great on it's own... but if get it on the board, Intuition still wins you the game, so it's a relevant piece. Very interesting idea. Intuition on Black Lotus, Auriok Salvager and Necrogen Spellbomb makes you win. But I wonder if it is efficient in a Dragon build. Indeed, the kill in not an instant kill, and must be achieved during our main phase.
But the idea may have some interest if we want to multiply the ways of killing the opponent.
(by the way, the W splash doesn't imply to switch to a 5C Dragon version, it is enough to pack in one or two tundra)
The main reason why I said 5c is b/c it sorta becomes a 3 card combo (and thus no easier than the normal combo) if you pack the 2 tundras. Plus I kinda liked the idea of running Ignot Chewer SB for Stax. Yeah, it's pretty slow, particularly when you consider that they'll just give you the Salvagers meaning it is a 9 mana win. And it still uses the GY. The main advantage of it is that it doesn't lose to instants (though Swords stops you from winning) and it's a fairly minimal intrusion. Necrogen can be a discard outlet for you, Lotus is Lotus, and Salvagers on the board does stuff with Demonic, Vampiric, Spellbomb, Lotus, or Intuition. Flamewave Invoker "wins" on its own because you can Intuition for it, Oona and an Animate and make it a "damned if you do, Damned if you don't" without burning an extra slot in the deck for the spell bomb. With Dragon you want your win condition to be as efficient as possible to help make up for the fact that you have to work harder than most other decks tend to in order to set it up. The most successful decks out there that have used Auriok Salvagers have been control decks that could afford the large mana investment that comes with Salvagers, something that I personally would be loathe to do in a Dragon deck. Not "losing" to instants is a perk, but to get the mana base to supporting that you'd need to reconfigure it, and if you're going to go that far you might as well just play Reanim Bomberman and gear the whole deck towards it as opposed to trying to wedge it into Dragon.
|
|
|
|
|
9
|
Eternal Formats / Miscellaneous / Re: Worldgorger Dragon Combo -- Still Viable?
|
on: June 22, 2008, 02:15:10 pm
|
|
Before the format changes Bomberman was a difficult matchup for Dragon because of the sheer number of hate cards it could throw down. Spellbombs, Stifles, Forces, Drains, Crypts, Needles, Swords, all these things have seen play in mains for Bomberman, and those coupled with a solid clock with a combo finish have made Bomberman a pain to deal with in the past game 1. Games two and three Bomberman is one of the few decks that can bring in hate without seriously compromising its own gameplan, making the overall matchup a real challenge if the Bomberman player is properly equipped (and with Ichorid around they would be).
Losing Brainstorm should hit Bomberman's consistency quite a bit (as does the fact that Bomberman has never realistically been tier 1, which limits how much play it sees), but it's definitely something that should be taken into consideration.
|
|
|
|
|
10
|
Eternal Formats / Miscellaneous / Re: Worldgorger Dragon Combo -- Still Viable?
|
on: June 11, 2008, 03:30:51 pm
|
I may have forgotten some Planar Void makes it not possible to win via Bazaar, and complicates the win via Oona. .... This is untrue, you can sculp your hand to include Dragon + win and cast Necromancy during the opponent's turn. One Bazaar activation will drop both into the yard and in response to the PV triggers you cast Necromancy. During the loop, when the dragon returns to the yard when Necromancy is removed from game, the PV and Dragon Leaves Play happen "at the same time" so the active player (opponent)'s trigger (from his PV) goes on the stack first, so the LP ability (bring back Necro and start more triggers) will always resolve first. If your deck has other instants like intuition and entomb you can do other tricks too to deal with a maindeck Planar Void rather than need to get both Dragon and win in hand first. Dante Don't forget that Cunning Wish (which is probably the best choice for your other kill card besides Witness/Oona) can fetch you a bounce spell game 1.
|
|
|
|
|
11
|
Eternal Formats / Creative / Re: [Deck Article] Keeper Reborn
|
on: June 11, 2008, 01:23:06 pm
|
As you have stated, you are running 7 artifact mana sources, opposed to the traditional 8 or nine. brainstorm was the reason people could run fewer mana sources in a deck. You are running less artifact sources, and less ways to find them. Id say that’s very different. Also, your "least useful artifacts" are extremely useful. You run tfk, scroll, fof, tinker, cunning wish, fire/ice, EE, timewalk, yawgs' will, and platinum angel. these cards all come on line faster with full sets of moxen. In addition, hard casting your solo platz can be highly relevant. For these reasons artifact sources are better than star. As iterated above, this list runs a lower mana curve than Slaver lists. The principle reason to do so is that I never want to be in the position where I can hardcast a big robot, because it means I'm likely substantially behind (or way ahead) anyway. Up until the moment where a big robot is cast, all that artifact mana is just sitting around doing virtually nothing, as opposed to an artifact which either serves as removal or can cycle. Artifact sources are also completely useless when both players are in topdecking mode, as opposed to an artifact which can cycle.
I believe here, we are having a conceptual disagreement on the role of artifact mana. I feel that the role of mana is limited to accelerating into threats that demand an answer which will cost the opponent CA (either forcing them to pitch to FoW, or breaking a Lotus to respond). I do not ever want to be using it to cast powerful spells that are still answerable by a single card. That's a Standard kind of thing, and inappropriate for a format where every card counts. Your list is no less vulnerable to single card "answers" than standard CS, so I'm failing to see what sense you're trying to make in your argument. "I don't play that card because it might get countered/bounced" is definitely more of a "Standard" kind of thing than it is a Vintage one, as in Vintage you recognize the possibilities on such events and aim to play the most "broken" cards possible so that if they don't have the answer they lose, period. Your deck fails to capitalize on this concept in the same way it fails to abuse Will, you completely lack the ability to "go broken". That is why CS, Tog and Gifts were able to muscle 4cc and 3cc out of the format to begin with, and you're returning to an evolutionary "throwback" when the format is still filled with decks that necessitate the "combo" finish. Re: bs no longer exists: Honestly, I can't think of a worse draw in a deck than that star you just want to get rid of. Adding mana and robots in their place adds explosiveness and a raw power level that star does not. I've definitely seen the "1st main ancestral, force, drain on force, 2nd main cast trike" play enough to not consider robot in hand a dead draw. Adding mana and robots decreases the efficiency of the deck. There's a reason why green decks running Llanowar Elves and Birds to cast giant creatures don't work in Vintage. Yes those decks aren't viable, but not for the reasons you think. Green decks running Elves and Birds don't work because they don't have haste and are a one for one mana investment, so you're technically not "accelerating" your mana production at a speed which is acceptable in Vintage. Moxes, Sol Rings, Crypts, Vaults, they all see play because they provide more mana than they cost on the turn you play them. Look at Stax, that deck is all mana acceleration, robots and disruption, and I don't see anyone arguing that the deck isn't viable. What you're failing to realize is that in a deck like CS robots are specifically chosen for the effects they have on the state of the game. Trike, Sundering Titan and Duplicant control the board position, Crucible fixes your mana against decks like Stax, Mindslaver usually wrecks your opponent's gameplan and Darksteel Colossus is the fastest "win" condition around in robot form. You consider spare Moxes to be "useless" in that they don't do anything late game, but the fact that they allow you to play Thirsts ASAP and drop a Robot if necessary make them invaluable to CS. The fact that they are also free storm and allow for the casting of "expensive" cards such as Gifts or Will made them invaluable to Gifts. The fact that they are potential dead draws later on isn't taken into account because worst case scenario in CS they give you another Weld, and in Gifts it means one less storm to win. Robots, on the other hand, can be a dead draw at times but CS is designed to minimize that, and seeing one robot isn't a terrible thing in CS as for plays similar to what h3x described above, which is usually how CS beats decks like Fish. Your second part in this section leads me to believe your need to check your math on top and star. top: 1 mana to play, 1 mana to activate, tap draws a card of your choice 3 deep. If you have an additional mana open you can put an additional look on the stack and draw with top manipulating your next draw as well with 2 cards of vision, 1 being top. The additional synergies with fetch lands is too obvious to go in depth with. star: 1 mana to play, and additional mana to activate. Goes to the yard. Gives you a mana of your choice. Draws you a card with out any possibility of manipulation. Gives you no manipulation later in the game. No synergy with fetch lands
top with welder: gets played taped, draws a card then gets welded. An additional mana gets you an additional 3 cards of vision star with welder: gets played, welded out and draws you a card. I do not need a lesson on what the 2 cards do. I assure you that I've considered their functions carefully. I don't believe you have. Brainstorm and Ponder were both considered "too good" to keep around in multiples because they provide you with the "vision" of 3 cards and allow you to make adjustments to what you draw. Top does the same thing, but is more mana-intensive. Card drawing in Vintage is measured based on how many cards you can see for as cheap as possible. Impulse didn't make the cut in the past because it cost two mana to see 4 cards (where as Brainstorm was 1 for 3), and with Star you're paying 2 mana to see 1 card. Top is 2 mana to see 3 cards, which on first activation makes it worse than Impulse, but the fact that it's from that point on a "Brainstorm" worth of vision makes it much better in the long run. The only thing star does that top does not is give you one colored mana, which you'll probably burn off. Top as noted above does a number of things star does not. You also missed the fact that Star does not require a fetch land to cycle itself. And the fact that multiple Stars are more useful than multiple Tops. You can still "cycle" Top without a Fetch, you just get it back next turn without needing Welder tricks, which doesn't seem awful to me. Multiple Tops are useless true, but once you have the first Top active, why on Earth are you seeing more? Top also can put itself back in your hand late game to pitch to Thirst if you need to make sure that you have an Artifact to pitch to Thirst. In response to your "you can restate that as, 'I need artifacts, so I'm going to use these slots by filling them with the artifacts that are best for my deck" comment. I have given you a list of reasons why star is strictly worse than top, and you have given no evidence to the contrary by simply stating that they are the "best".
I've given both reasons and criteria in numbered form. My rationale is logically consistent, and if you disagree, it's only because you assign a different utility to the value of looking at the top 3 cards of your library and/or to the value of being able to self-cycle without a fetch land. That much is obvious, you're undervaluing the fact that manipulating your draw then cantriping is better than a plain cantrip. The fetch land argument is weak because once you have Top active you normally don't want to *not* have it active, so getting your Top right back is nice. If you want to put off drawing that top, then pay to activate the top and tap it with that on the stack, then shove the Top down as the 3rd card. Response to slaver drawing robots early game: Hard casting triskelion turn 2 is certainly not unheard of; turn three with drain mana is borderline easy. Most of the time robot in slaver's opener gets pitched to tfk, just like stars primarily function as stated by you is. The main difference here is that once you resolve a welder you could have a huge robot and start killing people, or a star, which you can turn into +1 to hand 2 turns after welder comes into play. THIS IS A LOT OF TIME! Star seems rather slow and inconsequential when compared to an aggressive play like triskelion (or dare I even say a 7/10). The robots are looking worlds better than star right now if you ask me. I've already stated that I'm aware that a big win card is more valuable in the late game than Star is. However, I'm more concerned about the significant disadvantage of having a dead card in hand during the early game. That's a fair argument, but I don't think a card that is slow in the early game and useless is in the late game is going to sway many people when the "late game" in Vintage can start as early as turn 3. In response to star brainstorm ponder and mulliganing. Honestly, I find rather shocking your even making this comparison. Brainstorm and ponder both give you an ancestral recall's worth of vision and options. for one blue. This is very different than the card of vision for 2 mana and no options star gives you. The point here is that simply because a card makes it more difficult to mulligan does not discredit it as bad. We've all been in situations where BS hit no land and we had to sit there for 2 turns doing nothing. However, this is not probable, and we simply calculate based on the ratio of cards in our deck what we're likely to hit. Having Street Wraith or Star in hand doesn't make the decision substantially harder because you already know the number of mana sources left in your deck and can thus anticipate how long you'll need to wait to hit a mana source or business card. Except that said Street Wraith or Star could've been mana or a business card and you wouldn't need to do the math at all. What h3x is arguing is not that this alone makes it bad, but that the drawback of that and its other drawbacks are not mitigated by the pros of the card, and that makes the card bad. In response to what you've cut for what. Pure semantics. The fact of the matter is you’re not running a full set of moxen, and an extra robot or two. This would most likely be a better decision than running 3x star for the reasons listed below. Again, I disagree. The risk of extra mana sources or robots being dead cards, either in the early game or in top deck mode, makes them weaker in my mind than Stars. I've already made my arguments above for this, although it seems more like a stubborn stance in the face of more experienced players than anything on your part. Top and "cycling" Keep in mind that top can immediately give you +1 ca at anytime. For the rest of your concerns, see the comparison I made between top and star above. True at times it can be mana intensive, but it will always do more than top in terms of card quality. Top does not give you +1 CA. It gives you card parity. This is true, but Top gives you 3 options of parity to the one that Star provides. Stars converted mana cost, activation cost, and filtering. Your list is currently running 3 moxen, crypt, and black lotus as its 0 casting cost artifacts. If your interested in the +1 ca star provides, let’s rule out using petal and lotus as activation for star, because it negates the cantrip effect (costing you 2 cards to get 1). This leaves you with 3 moxen and mana crypt. Mana crypt is a questionable line of play and very situational turn one, but we will include it anyways. More then half the time you will have 1 mana in your opening play. Lets say you use that mana to play star. Your opponent does something, seeing you've tapped out with star, and you need to draw a card. You can not. Top will still blindly draw you one blindly in this situation, making it better than star early game. No matter how you look at it, you will always need to mana to play and activate star immediately, unlike top. In this regard star is much like rewind. Despite rewind costing a net 0 and star costing you 1 you can't treat these cards as such. Just like how rewind sits in your hand and does nothing till you have 4 mana in play, star sits on the field and does nothing till you have free mana, opponents will take advantage of this. I don't randomly use Star on turn 1. There is no benefit to doing so, as my relevant disruption cards are either Thoughtseize or Force of Will. If I cast Top, it's likely that I can't cast Thoughtseize, so there's no reason to dig for the most part. If I do have Land + Moxen/Sol Ring/Mana Crypt + Star + Thoughtseize/BS/Ponder in hand, then I will drop the land, the artifact mana source, cast Star, sac, and cast the business spell. I turned the artifact mana's source (which most likely does nothing anyway this turn) into a cycle.
On turn 2, on the other hand, I can tap a land, use Star for blue mana, and tap the other land to Drain. Alternatively, if I have a Mox out, I can tap 2 lands and the Mox, cycle Star, and cast Thirst or Wish.
Have you ever actually played with Star? It doesn't seem like you're aware of its intricacies and usage.
Star functions the same as Chromatic Sphere, which had been cut completely from decks for not doing enough. The more you argue the more it sounds like Star is merely in there for you to have something to cast turn one if you don't see Thoughtseize, and that's a poor reason to keep a card around. Keeper & similar decks needs other things inside the pile in order to take control for a few turns and win. Feel free to play TFKs over Skeletals. Skeletals are inherently better because they will net you more cards, but you can be frightened by their color. So go with TFKs. On the other hand, don't be afraid to realize at some point, that you are always playing with an overcosted Brainstorm/Impulse that only a few times net you a single card. I'm not just concerned about the color of Skeletals. I'm also concerned about the fact that you need to have graveyard cards to remove:
1. There are now fewer cantrips going to the grave (no BS, Ponder, or Scroll). 2. They don't synergize with Yawg's Win. 3. Leyline and T. Crypt will give you problems. Skeletal was run in Gifts as a one of by a large number of players (including myself) towards the end of the deck's life span with the second two issues existing, but the raw power of the card for large numbers made those issues worth risking. The first is more problematic now to be certain, but Fetches and Counters still provide plenty of fodder to use for it. In order to win with 4c-c. I have to Drain things into Mindtwists and Skeletals. Large spells with huge impacts on the game. That seems unreliable, both because you can only run Drain x4, and due to the likely increase in the number of Duress effects. I also find it problematic that you don't have more disruption in order to protect those large bombs. That's actually the standard way most Drain decks win quickly. Maxx's list is capable of winning without Drains, it's just a more difficult task. it was the same way for CS and Gifts. 4 Force and 4 Drain has often been considered an acceptable amount of disruption game 1, so I'm failing to see why you feel he'd struggle to protect his spells when it's never been an issue in the past. 4C-C is more a Balance/MTwist.dec rather than a Drawers.dec And even nowdays, this is an huge strength, especially if unexpected and well played. That doesn't seem like an ideal strategy, given the fact that these cards are both situational. I agree that this is not an ideal strategy, but the fact that other decks are just flat out superior in the card drawing front to Keeper make this the case. Your deck has the same issue about card drawing, but fails to address the bombs part like he does. Is Welder needed here ? Are his own artifact switches so much important and game winning to steal space to other control elements? The answer is "no", of course, because of Robots. They are the worst and the best spell to throw into grave with a deck similar to yours. Without Robots, you are overestimating the impact of Platz & Spheres on the game. They both have no CIP effect and little to nothing weight. If you are winning, you'll win, if you are losing, you'll probably still lose.
So why add Welders? No real reason. 1. Welders allow this list to minimize the number of slots devoted to winning the game due to the recursion they offer. 2. They serve as situational removal of opposing artifacts, including game-ending threats like Tinker -> DSC. 3. Welders provide recursion of removal effects such as T. Crypt and EE. 4. Welder tricks generate extra mana and CA. Welders also take up slots you could've devoted to "win conditions" and other disruption. The recursion is nice, but unless CS you're not set up to capitalize on it with your lack of "bombs" to bring back. If you're looking to abuse EE and T. Crypt, Bomberman does it better than CS does. Welders also generate mana better when you have a full compliment of Moxes, which you refuse to do. [So I focus on opponents' cards and single spells that can deal with a lot of opponents' ones. TCrypt, E.E., MTwist, ETruth, Balance, Gifts, SDTop, CWish for general porpouse Instants, CotVs and Needles. All together, they would slow down multiple aspects of opponents strategy. It really seems like you're just throwing bombs (either card drawing, discard, or mass removal) as soon as you can come up with the mana for them (preferably using Drain). Does that not open you up to vulnerability from Duress/Thoughtseize? All decks are vulnerable to Duress/Thoughtseize without Brainstorm. Your deck just "feels" less vulnerable to you because you run next to no bombs.
|
|
|
|
|
12
|
Eternal Formats / Creative / Re: [Deck Article] Keeper Reborn
|
on: June 08, 2008, 04:34:25 pm
|
If your entire "card engine" is just TFKs, I'm at a complete loss as to how you expect to outclass any of the above listed decks, as they all have engines that are frankly flat out better than just your TFKs. Stars are at best "cute", and cute doesn't win tournaments. Tops would be a bit of an improvement, but you're still going to only be better than some of the above listed decks in terms of engines with Tops instead of Stars, and when you're the control deck, your "card engine" frankly *needs* to be better than the other guy's. That's essentially why Keeper died out in the first place, it's card advantage engine (Skeletal Scrying) proved to be inferior to CS and Gifts and thus it was muscled out. It makes most sense to compare this deck's card drawing as well as filtering to other decks that utilize Thirst for Knowledge (here I am using the above listed changes to replace Gush with the 4th TfK, and losing the Sphere for T. Crypt): Control Slaver (before restricted BS as I'm not too sure what a standard build would be right now) ran 4x Thirst, 4x BS, and 1x Fact (no Scroll or Vampiric to tutor for card draw). Compared to CS, I have -3 BS, -1 Fact, +1 Ponder, +1 Scroll, +1 Vampiric, +2 Wish -> Gifts, +4 Star. Bomberman (again, before restricted BS) ran 3x Thirst, 4x Brainstorm, and 2x Spellbomb (no Scroll, Demonic, or Vampiric). Compared to Bomberman, I have -3 BS, -2 Spellbomb, +1 Thirst, +1 Ponder, +1 Scroll, +1 Demonic, +1 Vampiric, +2 Wish -> Gifts +4 Star. In this light, I'm not terribly short on drawing through my library, if at all. However, I have admitted a concern over an insufficient drawing engine, and if you'll refer to my reply to Shock Wave, I asked if I should run 1x Fact in addition to replacing the Gush with TfK. As he has not yet responded, how do you feel about it? Would an additional Fact be sufficient to allay such concerns? Or is more required? As far as the comparisons are, it's not appropriate to compare to past decks because of the sheer card drawing power of Brainstorm. The past CS lists ran 9 cards that specifically read "Draw 3 cards", along with 3 Tutors (Gifts and Scrolls also had the tendency to pop up in CS as well). Bomberman was running 8 cards that read "Draw 3", but also ran tutors like Trinket Mage to find Top to fix draws and provide a clock. Your list is running 5 cards that say "Draw 3", a handful of tutors and some cantrips. This is a significant decline in drawing power, and losing the interaction between Brainstorm and Fetches means not only is your drawing weaker, but your mana base is weakened. The effect that Brainstorm had on blue decks is such that just retrofitting isn't enough, you're looking at reinventing the wheel. Just adding FOF isn't enough, as you're still looking at the fact that you're replacing Draw 3s with cantrips, which is a significant drop in power no matter how you slice it. Also, which CS lists are you referring to? FoF main? No Vamp? I don't believe I've seen any list in well over a year that would be considered "optimal" with those sorts of decisions. Another thing I'd like to ask about is your use of Will. Decks like CS can "go off" with Will to stuff their mitt with cards and use Mindslaver to completely incapacitate their opponent. Long and Gifts used it to generate the storm to just flat out win with Tendrils. Even the old Keeper decks had Balance or Mind Twist (or both) to completely rob their opponents of outs. Your deck lacks the ability to do this, which is a severe oversight in design if you plan on Will actually winning games for you. Yes, sometimes Will for something simple like Recall and replaying Lotus is enough to win the game for you, but every other deck in recent memory that used Will was designed to at least in part capitalize on the "going off" aspect, and your draw engine and win conditions seem designed to negate Will's ability to do that. I'm very curious as to whether or not you really put much thought into how Will effects the deck design, or if it's just there because it's "broken". A very good point. This list lacks the ability to win immediately off Will (except perhaps late in the game by wishing for Brain Freeze). Most often Will is utilized to generate significant card advantage and establish strong board control (well worth the 2B cc). Generally speaking, the primary benefit of casting Will for this deck is replaying Ancestral, TfKs, and Thougthseize to generate CA, as well as replenishing the cheap artifacts I have on the board. Time Walk is of course always appreciated as well. Most of the time, resolving Will still ends the game for all purposes and intents, despite not being immediately. I feel the inclusion of Tendrils or Empty would simply serve as win more. However, I'm open to the idea of utilizing Empty (I loved its many applications when I played Gush storm), but I've not included for the primary reason that I no longer have the benefit of utilizing the Gushbond engine. Is the current list insufficient to justify the inclusion of Will? Its not so much that you can't justify its inclusion as it is that you're not using it nearly to its potential. You are not fully powered, lessening the ability to "go off" with Will. The lack of Draw 3s to cast off Will mean it's more difficult for you to sculpt an "unbeatable" hand on your Will turn and you have no card that reads "I win if Will resolves" in your deck. The reason why Gifts was able to be the 800 pound gorilla for as long as it was is because it never had to pass the turn after resolving Will. While most CS builds didn't win on the spot from resolving Will, they had Mindslaver to make sure that they could pass the turn with no fear of reprisal. All Will is in your deck is a CA tool, which is a gross misuse of the card compared to how other decks in the format can abuse it. Will has been the most powerful restricted card in Magic for a quite a long time, and while it's strong enough to boost your deck, not taking advantage of its power is pretty criminal in terms of deck design. Any particular reason why you think it's terrible? I've found it to do some neat tricks with dodging Wasteland, getting to 3 mana spells on turn 3 without a third land, and just sinking Drain mana into. Am I falling into the danger of cool things? Yes, you are falling into that danger with Gush. Gush was good unrestricted because you had Fastbond to keep your mana production on track. Losing Fastbond means while it is free you set yourself way back in tempo, especially with the format slowing down and decks like Fish or Stax rising again. Against a deck like those putting yourself back a turn or two of mana because you don't have Fastbond could easily cost you the game, and you lack the explosiveness to capitalize on the free cards. Gush has never been popular in control decks because of the tempo loss associated with scooping up lands, they'd rather have all the mana on the board that they can to take advantage of things like Will.
|
|
|
|
|
13
|
Eternal Formats / Creative / Re: [Deck Article] Keeper Reborn
|
on: June 08, 2008, 12:46:17 pm
|
So what exactly is Welder/Star supposed to offer? Welder on its own is largely irrelevant aside from recurring Tormod's Crypt and mana tricks, aside from your single Platinum Angel which you want to be Tinkering out anyways. Star? Star is, as Zherbus said, a tempo black hole. I'm going to explain this in the next paragraph. Together? Together the two cards, with the additional requirement of another artifact in play or the graveyard, provide an engine which doesn't even achieve raw parity until the third turn of successful operation. That isn't an engine, it's a cute trick in the worst way. It's not intended to be an engine. The most important reason the Stars are being used is that they are artifacts, which means that they pitch to Thirst for Knowledge and can be sacrificed for Tinker. The fact that they can be used with Welder to draw cards is a cute trick, and I've never pretended otherwise. So your entire card drawing "engine" is just your TFKs? For the sake of comparison, lets bust out the draw engines of other "known" decks in the format: Ichorid: Bazaar of Baghdad, Street Wraith Goblins: Goblin Recruiter, Goblin Matron, Goblin Ringleader Fish: Dark Confidant for sure, other options vary based on builds Bazaar Oath: Bazaar of Baghdad, Deep Analysis Control Slaver: Thirst for Knowledge, other options available include Bazaar, Top and Careful Study, or even going back to the Goth Slaver Intuition + Accumulated Knowledge Drain Tendrils: Intuition + AK and TFKs Long: Draw 7s Bomberman: TFKs, Spellbombs, possibly Intuition + AK, Top Stax: Bazaar and Crucible If your entire "card engine" is just TFKs, I'm at a complete loss as to how you expect to outclass any of the above listed decks, as they all have engines that are frankly flat out better than just your TFKs. Stars are at best "cute", and cute doesn't win tournaments. Tops would be a bit of an improvement, but you're still going to only be better than some of the above listed decks in terms of engines with Tops instead of Stars, and when you're the control deck, your "card engine" frankly *needs* to be better than the other guy's. That's essentially why Keeper died out in the first place, it's card advantage engine (Skeletal Scrying) proved to be inferior to CS and Gifts and thus it was muscled out. Another thing I'd like to ask about is your use of Will. Decks like CS can "go off" with Will to stuff their mitt with cards and use Mindslaver to completely incapacitate their opponent. Long and Gifts used it to generate the storm to just flat out win with Tendrils. Even the old Keeper decks had Balance or Mind Twist (or both) to completely rob their opponents of outs. Your deck lacks the ability to do this, which is a severe oversight in design if you plan on Will actually winning games for you. Yes, sometimes Will for something simple like Recall and replaying Lotus is enough to win the game for you, but every other deck in recent memory that used Will was designed to at least in part capitalize on the "going off" aspect, and your draw engine and win conditions seem designed to negate Will's ability to do that. I'm very curious as to whether or not you really put much thought into how Will effects the deck design, or if it's just there because it's "broken".
|
|
|
|
|
14
|
Eternal Formats / Miscellaneous / Re: So Few Insane Plays - The Vintage Apocalypse: Demolition Slated For 6/20/08
|
on: June 03, 2008, 01:48:19 pm
|
|
With the death of Ponder, Merchant Scroll and especially Brainstorm I'm a bit curious as to why you'd be in a rush to drop a "blind" Chalice to begin with. You can no longer count on the fact that 75-80% of the format is running the same draw engine that you can disrupt with cutting them off Brainstorm or Merchant Scroll, so you run an increased risk of playing a dead card and cutting yourself off Goblin Welders or Spheres. With 9 Spheres available to you as "run out there blind" threats and the format no doubt going to be diversifying their own threats it seems more likely that the smart Stax players are going to hold back Chalices till they know they can bring the hammer down with them. Perhaps once the metagame stabilizes you'd have enough information to make a "blind" decision in regards to Chalice, but as it stands with the meta in total flux it's a complete crap shoot, and you should almost always have a play that's better than "total crap shoot" available to you.
|
|
|
|
|
15
|
Eternal Formats / Creative / Re: Improving Flash
|
on: April 09, 2008, 01:43:02 pm
|
|
Each kill has it's pros and cons. Since I've been debating this on and off with Rich for some time, I figured I'd makes some points about each:
Slivers Pros: -Can hardcast Slivers to attack and win if necessary -Immune to hate like Tormod's Crypt, Pithing Needle, etc., and much more resistant to hate such as Extirpate (Extirpate on a Virulent Silver is still bad times for this version)
Cons: -You have to attack to win. This means you cannot win in response to your Pact triggers, nor can you win on your opponent's turn. Things like blockers also become an issue, and with decks such as Goblins putting up stronger showings having your combo neutralized because your opponent dropped a couple of blockers is bad times. -Has no built-in method to deal with Platinum Angel, meaning you may have to waste valuable time finding a bounce spell if your opponent gets one down quickly. Not a huge con, but one that should be mentioned.
Reveillark Pros: -Instant speed kill, allowing you to react to your own Pact triggers and kill your opponent on their own turn. This allows you to kill your opponent when he's tapped out as well as allowing you to have a last minute gambit if your opponent is trying to combo you out themselves. -Immunity to blockers. You kill with direct damage, meaning you can usually ignore creatures on the other side of your opponent's board. There are obviously still some troublesome creatures for you, but those creatures (Meddling Mage, Aven, etc) are problems for both versions. -Built-in method of dealing with Platinum Angel. Not a huge pro, but one worth remembering.
Cons: -A wider variety of sideboard cards can damage you. The truly damaging cards rarely see use in main decks (notable exception being Crypt and rarely Needle), so with proper boarding you can usually overcome this weakness. -Lack the ability to generate a real clock. This build doesn't have the ability to drop down a sliver and two and just clock opponents with it, making you a bit more reliant on your combo to get the job done for you.
With all that said, my personal favorite is the Reveillark kill, as I like the flexibility of the timing of the kill, as well as (for the most part) being able to ignore my opponent's board. Proper sideboarding helps get around a lot of the hate cards, as there's a variety of options to that (such as switching to the Sliver kill, or boarding in 4 Dreadnought for example).
|
|
|
|
|
21
|
Eternal Formats / Global Vintage Tournament Reports and Results / Re: SCG Indianapolis Updates
|
on: September 16, 2007, 02:26:21 am
|
|
I just now got back, which is why I bailed on everyone after round 7. Fun trip and event, even with the god awful metagame, getting lost in Chicago and the awfullness that is the staff of the Knight's Inn Shay put us in, but was worth the money. Congrats to the top 8, and hopefully the turnout for SCG Chicago in November will be even better.
|
|
|
|
|
25
|
Eternal Formats / Miscellaneous / Re: Uba stax, still viable?
|
on: June 23, 2007, 10:29:16 am
|
|
Personally, if I were to play Bazaar-Stax in the current meta (the restriction of Gifts makes me wonder if Uba itself is even worth using at the moment) I would be taking a cue from Vroman's most recent lists and run probably the strongest tool available to decks that like to essentially "goldfish":
Serum Powder.
Stax is a deck that wants to drop as many lock pieces as quickly as possible, and to that end UbaStax in particular is incredibly redundant, which makes Serum Powder all the more appealing. With so many four-ofs in the deck removing a few lock pieces to insure a quick start is almost always going to be acceptable, as there's always plenty more where that came from.
This is probably the "starter" list I'd work off if I were to seriously test UbaStax in the meta:
4 Bazaar of Baghdad 4 Mishra's Workshop 4 Barbarian Ring 2 Mountain 2 Mishra's Factory 3 Wasteland 1 Strip Mine 1 Tolarian Academy 1 Black Lotus 5 Good Moxen 1 Sol Ring 4 Serum Powder 4 Goblin Welder 4 Chalice of the Void 1 Duplicant 1 Solemn Simulacrum 4 Tangle Wire 4 Crucible of Worlds 1 Trinisphere 3 Null Rod 3 Sphere of Resistance 3 Smokestack/Leyline of the Void (depending on whether or not you have Ichorid in your meta)
Obviously the numbers are fairly rough, but you want to have a good mix of lock components and threats, preferably recurrable threats. Right now Smokestack seems like almost a sideboard card to me, as it's fairly ineffective against combo and Ichorid, although I'm not sure what you would want to replace it with.
As far as the threats go, I opted for ones that were excellent against the creature-based decks in the meta, as the lock components are your main weapons against combo. Duplicant is excellent against pretty much every non-Ichorid creature deck in the format, either by offing their dudes or by just having a fat 2/4 frame that blocks all day long. Solemn is also excellent against Fish, and solid against other aggro decks, the lack of basics to fetch be damned. Don't forget he also draws cards. Factories are perhaps the most important win conditions, as once Crucible comes down they never ever go away, providing you with nigh infinite fuel for Welder tricks as well as a win condition that will trade all day long with Fish creatures before getting in there.
As stated before, this is just a rough list, but I think it's a list that points in the right direction in terms of changes that you need to make to shift focus on the decks you're preying on in the meta.
|
|
|
|
|
27
|
Eternal Formats / Miscellaneous / Re: URBana Fish
|
on: May 01, 2007, 09:55:34 pm
|
|
Looking over your list Mark, I can't help but notice that your list is slowly encroaching more towards being a creature-heavy version of SS than being its own deck. Such changes are quite understandable, as the two decks attempt to to accomplish very similiar tasks (although in quite different ways), but I question whether or not such changes are necessary. Namely, I'm curious as to the addition of the Cutpurses at the expense of disruption.
Cutpurse does in a way provide disruption (in the form of discard), but is the extra body truly necessary? Cards like Daze and Remand are in the deck to help capitalize on the massive amounts of mana disruption (Wastes/Shamans/CotV) the deck runs, giving it the tempo it needs to win with the critters. You potentially speed up the clock with extra creatures, but you also lose the tempo that cards like Daze and Remand bring to the deck. The posted build also loses a Shaman, which hurts the Ninja a bit (as you never want to use a Cutpurse for the Ninja and rarely want to use a Bob) as well as further lowering the disruption count. I'm curious to the necessity of this addition, as it looks like it alters the deck's gameplan a lot.
|
|
|
|
|