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1  Vintage Community Discussion / Rules Q&A / Re: I fetch, but got no legal targets, what happens? on: April 26, 2010, 10:52:53 am
Because the library is a hidden zone, you can search and fail to find even if there are legal targets in your library.  So in this example you would search and not find anything and then shuffle.  Your opponent cannot ask to see your library. 
2  Eternal Formats / Workshop-Based Prison / Re: The MUD Thread on: April 09, 2010, 09:38:18 am
If they are using it main phase, wouldn't skullclamp just be better than altar?
3  Eternal Formats / Creative / Re: If I were to play Lodestone Golem on: April 08, 2010, 05:12:59 pm
Has anyone tried skullclamp as a tactic against orchard tokens?  I know they could still give you one at EOT, but it could help you dig for answers if they do trigger oath.
4  Eternal Formats / Creative / Re: If I were to play Lodestone Golem on: March 29, 2010, 10:26:12 am
Nice list Bert.  I do have one question for everyone who is working on MUD right now though.  Have the 4 Ancient Tombs ever been a concern especially with the rise of Fish where the life actually becomes a commodity?
5  Eternal Formats / Blue-Based Control / Re: [Deck] Bomberman on: November 18, 2009, 02:07:43 pm
I feel I must chime in here. It's been a while since I played the deck and I too won several pieces of power with it and played it since it's beginnings on the drawing board.

The awesome thing about Bomberman is that is is incredibly polyvalent and that you can change your game plan very quickly, be it control, combo or even aggro at times.

Trinket Mage IS the most useful card in the deck, if you don't run 4 of those, you are doing something wrong. It slows down aggro, with a 2/2 body and explosives, it hurts combo and Dredge with Crypt and it just finds combo pieces.

I've never been a real fan of running black, you get a tutor and Will (which is far from broken in this deck, but still good) but you weaken your mana-base, which is a strong point of this deck.

I think your list is all right Anusien, but I feel you have too many bounce spells. Repeals are all right, but do you really need an Echoing Truth with that? I know it's always fun to have a safety net, but this deck as enough answers as it is. I never ran it and never wished I did.

I agree with the TV combo, too strong not to include.

Last time I played the deck, I added Ethersworn Canonist and was very impressed. You can just play him and play the control game against all control and combo decks since you can most likely just counter any bounce they have. He is also good against aggro and he doesn't stop any of your combos. He replaces Aven Mindcensor in my latest versions.


Kalisia, the decks you proposed are pretty much combo decks, they don't have anything to do with Bomberman and will suffer the same problems as combo decks and play entirely different. They should not be discussed here.


Here is what I would change to the list posted by Anusien.

- 1 Demonic
- 1 Y. Will
- 1 Echoing Truth
- 1 Gifts Ungiven (not as good without Will)
- 2 U. Sea

+ 3 Ethersworn Canonist
+ 1 Spell Pierce/Negate/Mana Leak/Spell Snare
+ 1 Polluted Delta
+ 1 Mana Crypt

Why isn't Mana Crypt on your list??? I agree it can make you lose games, but when you run Tinker, this risk is highly lowered and it allows broken 1st turn Trinket or Salvager.


About the sideboard, what do you think should be in there? As I said, I did not play it since Thirst was restricted, so I may be a bit rusty.





I agree that if you are in a wasteland heavy metagame you will need resiliency so a two color manabase makes the most sense.  However, if you are fighting against non-wasteland decks, three colors is more powerful and more flexible. 
6  Eternal Formats / Blue-Based Control / Re: [Deck] Bomberman on: November 18, 2009, 11:18:06 am
I generally enjoy playing the deck because of its nearly even matchups against every deck.  You have the tools and resources to attack every deck in the format and playskill normally determines your success at each tournament.

I like Kevin's list.  The addition of Vault/Key is the next logical step.  It's too powerful a combo not to run.  I like the addition of black.  It gives you access to lots of cards out of the board to shore up some of your toughest matchups.  Personally, I play Dark confidants in my lists.  It's additional draw and makes beating down that much easier.  Since most decks are prepared for Confidant, leaving him out may not be that big of a deal though.  I agree with Kevin that Gifts is too slow.  It doesn't do enough in this list to really warrant it's inclusion. 
7  Eternal Formats / Workshop-Based Prison / Re: Stax Draw Engine on: November 06, 2009, 10:16:50 am


I have some doubts about using Confidant in Stax. Doesn't it cause too much damage to you  by reveiling smokestack, wires, crucibles than in your oponent?

My Stax list has a converted mana cost of 1.13333333. This allows Dark Confidant to be in play for 17.64 consecutive turns. I have a very hard time understanding the damage argument when people run Dark Confidant with Force or Will and Inkwell Leviathan. Look at Stephen Q. Menedian's Confidant Control list. He has a full compliment of Dark Confidants and his deck tops out at a converted mana cost of 1.5333333333. That's higher than you average Stax list! Where is the whoop la about his high mana costs?


This is the most relevant point in the whole discussion.  I ran confidant in 5c builds a long time ago and found the damage to be inconsequential for a couple reasons.  The deck runs 26-29 mana sources all of which have very low CMC, if not 0.  Then if you have 4 Bazaar you have an additional 4 land in the deck.  This will more than offset the life loss by confidant.  Like Twaun said, Confidant is in decks with FoW, Leviathan, and Darksteel.  I have lost games by flipping Force and Colossus consecutively, but that is not a reason to leave them at home.  Think of Confidants as mini-Necros that beat.  It's like the perfect solution for stax decks that have both a hard time drawing cards and then a hard time winning in midgame when you have the advantage. 


From my point of view the problem of playing Confidants is not the damage argument rather the question whether to play chalice of the void or not. If you play Confidants, there is no save Chalice value anymore (except 0, but for this you play null rod). Chalice 1 knocks out your Welders and tutors, Chalice for 2 hits tutors again, Null Rod AND Confis.
So my conclusion is: if you are going to play Confis, than play no chalice or only in sideboard.

Not true.  It is common to see chalice and welder in the same list.  If the above is true then that shouldn't happen either.  Lots of lists play cards that don't play well together, but there is no rule that says you have to play cards right when you draw them.  Now you don't want to lock out most of your deck, but I would guess that the matches that chalice would be set on 2, that play will give you a significant advantage when compared to not doing it, so you can play confidant. 

This has been a nice discussion.  I like the idea of maybe a couple mystic remora for the midgame.  I will test this out. 
8  Vintage Community Discussion / Rules Q&A / Re: wheel of sun and moon leyline of the void and helm of obedience on: August 28, 2009, 12:21:50 pm
Sorry I didn't answer your original question. 
It would be an infinite loop.  You will have to stop the loop, by applying the leyline effect or risk getting a penalty for stalling.  The game would be a draw if your opponent did not have Leyline in play.
9  Vintage Community Discussion / Rules Q&A / Re: wheel of sun and moon leyline of the void and helm of obedience on: August 28, 2009, 10:29:35 am
It's two replacement effects attempting to change the same event.  As such you get to choose which replacement effect applies to each event.  This is not dependent on who the active player is.
10  Vintage Community Discussion / General Community Discussion / Re: Sandwich Punch. on: August 22, 2009, 07:45:41 pm
I need a ruling on.

This is the "Gamestate"

my buddy started to build mini sandwiches from his lunchable.

so my question is.

Are assembled Lunchables punchable?

A better question is why is a grown man eating lunchables???
11  Vintage Community Discussion / Rules Q&A / Re: flesh reaver on: August 07, 2009, 07:00:28 pm
Me and my opponent are both sitting at 4 life or less.  I attack with flesh reaver, the damage resolves.  Tie or Win?

Also, if a 2/2 blocks flesh reaver, do I receive 4 damage or 2 damage?  Basically, can a creature take more damage than its toughness? 

Thanks.

You would win the game in this situation.  State based effects would see that he had 0 or less life and the game would be over with the reaver's triggered ability on the stack. 

Yes damage dealt is not dependent on anything's toughness.  The only time that this is true in drain life type situations, when you can't take more life than the creature or player has.  So in this case you would still take 4 when the reaver's trigger resolved.
12  Eternal Formats / Creative / Re: URW Bomberman on: July 17, 2009, 10:30:59 am
One of the problems with this list is that while it does address the remora/tezz problem, it seems weak everywhere else.  It takes a couple matchups that were favorable in fish and stax and makes them very difficult because you don't have basic lands.  The posted list is very vulnerable to null rod/waste or sphere/waste which was one of the reasons to play the deck in various versions.  I understand that you are building the deck to fight other blue decks, and it should do that very well.  I just think if you played a tournament tomorrow you would have to get really lucky to be successful. 

Bazaar is really, really bad in a deck that is already tight on mana. 

If bazaar/welder/grave tricks are what you would like to use, maybe a control slaver with entomb could be a way to go.  I just think that engine makes this deck slightly unfocused.  Now if you added Intuition/AK welder may fit in a little better.
13  Vintage Community Discussion / Rules Q&A / Re: What does dredge actually mean? Oracle text vs Rules on: July 16, 2009, 10:53:49 pm
From Stinkweed Imp's Oracle text:
Dredge 5 (If you would draw a card, instead you may put exactly five cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

From Rules:
502.47a Dredge is a static ability that functions only while the card with dredge is in a player's graveyard. "Dredge N" means "As long as you have at least N cards in your library, if you would draw a card, you may instead put N cards from the top of your library into your graveyard and return this card from your graveyard to your hand."


The difference is the: "Otherwise, draw a card" part and that difference is significant when using Darksteel Colossus or Progenitus.

Does "Dredge 5" win and then text in parenthesis is ignored or does the text in parentheses override Dredge 5?

The dredge effect cares that you have enough cards in your library and that's it.  DSC and Progenitus have replacement effects that changes where the card goes. This does not change the fact that it was put in the graveyard by dredge.  The "otherwise" comes in when you try to dredge 5 with 4 cards in your library.  The rules text says the same thing that the reminder text says, it's just a little more clear. 
Also I'm pretty sure (Sorry Clariax) that text in parentheses on cards is reminder text only and is not a substitute for the actual wording in the comprehensive rules.   
14  Vintage Community Discussion / Rules Q&A / Re: Dueling Grounds and Finest Hour on: June 28, 2009, 09:24:01 pm
You really need to post the oracle text of each card whenever you are asking about relatively obscure cards like these.  However, I did look up the texts and here is what we have...

Finest Hour Oracle text

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.

Dueling Grounds Oracle text

No more than one creature can attack each turn.
No more than one creature can block each turn.

These two cards should play together just fine.  The result will be that only one creature can attack, that creature will trigger Finest Hour, it will untap and can attack again.  Dueling Grounds does not mention any attacking restrictions, just the restriction on how many creatures can attack on any given turn. 
15  Vintage Community Discussion / Rules Q&A / Re: firestorm and bonds of agony on: June 08, 2009, 01:11:45 pm
That is correct.  It is similar to flipping Tinker with Mind's Desire.  You must pay any additional cost even when you don't have to pay the mana cost. 
16  Vintage Community Discussion / Rules Q&A / Re: Spoils of the Vault and Lich's Mirror on: May 06, 2009, 11:30:37 pm
This is not a favorable interaction under any circumstance. 

1.  If you name a card that is not in your library you will remove your library from the game and then lose if you have less than 7 in your hand and in play.  If you have more than 7 you will draw 7 cards. 

2.  If you name a card that is in your library, but farther down than the life you have, you will find the card, then shuffle the card and your hand/permanents back into what's left and draw 7. 

So I guess the short answer is these cards do not play well together.
17  Vintage Community Discussion / Rules Q&A / Re: Figuring out costs? on: May 04, 2009, 03:19:24 pm
Lol..Yeah no cool tricks other than the standard remove the Tidehollow with it's original trigger on the stack play.
18  Vintage Community Discussion / Rules Q&A / Re: Figuring out costs? on: May 04, 2009, 01:06:31 pm
Ok so the first question is pretty much answered.  The tinker would cost 4 and an artifact.  This is different than the tinker with chalice for 3 in play.  This can be done by saccing the chalice as a cost to play the tinker.

As far as the Tidehollow question, whenever there are triggers during the announcement of another spell, all of those triggers will go on the stack in APNAP order after the announcement and payment are complete.  So you are correct in thinking that your opponent will get the card back after your spell is on the stack, but prior to its resolution.
19  Vintage Community Discussion / Rules Q&A / Re: Question on Mage Slayer on: April 25, 2009, 09:09:08 pm
This equipment has a triggered ability that will trigger and then resolve when the equipped creature is declared an attacker and all costs are paid if there are any.  Combat damage will be dealt with as normal when the time comes up in the combat phase. 
20  Vintage Community Discussion / Rules Q&A / Re: Sower of Temptation blocking another Sower of Temptation on: April 08, 2009, 05:21:42 pm
What about Merieke Ri Berit?

Oracle:
Merieke Ri Berit doesn't untap during your untap step.
 {Tap}: Gain control of target creature as long as you control Merieke Ri Berit. When Merieke Ri Berit leaves play or becomes untapped, destroy that creature. It can't be regenerated.

In a multiplayer game if a third party steals Merieke from me (and I had taken someone else's creature) do I have to give the creature I took back? If they steal Merieke and then sacrifice her, does the stolen creature get destroyed?

This is a weird wording, but it seems like if you steal a creature and another player steal Merieke, the stolen creature goes back and will still be destroyed when she untaps or leaves play. 
21  Vintage Community Discussion / Rules Q&A / Re: Phyrexian dreadnought and goblin welder on: April 05, 2009, 08:12:53 pm
I've been playing Full English Breakfast for about a year now and this is the most awkward situation I have been in yet. This is what my board looks like:

- 1 goblin welder
- 1 sharpshooter
- 1 volrath's shapeshifter
- 1 mox saphire

In my graveyard I have a bunch of cards. Among those cards is a phyrexian dreadnought. The top card of my library is also a phyrexian dreadnought, making my shapeshifter a dreadnought as well.
My opponent has an inkwell levithan in play, so I need to have 2 dreadnoughts in play. I have 1 more dreadnought in my hand.

My question for you: Can I play the dreadnought from my hand and in response use my goblin welder to switch my mox saphire with the dreadnought in my graveyard (not the top one!).

Here's what I think:
When my hand-played dreadnought comes into play the 'sacrifice'-ability will trigger. In response to this trigger I tap my welder to get another dreadnought into play. His sacrifice-ability will also go to the stack. I sacrifice one of my dreadnoughts and so at least one of them lives ...

Greetings

Elmar Fud


What you want to do works, but the dreadnought has to be the top card of the graveyard for the shapeshifter to be a dreadnought.  Either way if you play one, weld one, and sacrifice one to pay the cost you will have 1 dreadnought and 1 shapeshifter dreadnought.

22  Eternal Formats / Creative / Re: Can you bounce what you sacrifice to Smokestack? on: February 13, 2009, 04:31:19 pm
No this does not work because the smokestack ability does not target. 
23  Eternal Formats / Miscellaneous / Re: New Bomberman Thread on: February 04, 2009, 12:33:35 pm
Bomberman sorta feels like 'The Rock" used to in other formats. A very middle ground as you win some games by slow control, sometimes by 2/2, 2/4, or 11/11 beats, and sometimes by comboing out really quickly or late.

That's probably the best description I've heard.

Bomberman is versatile, not necessarily unfocused.  There is a big difference.  I think every game begins with the Bomberman pilot trying to figure out the fastest way to combo out and reevaluating their position each turn.  The ability to change the plan midstream without much set up is a huge strength and is the ultimate reason to play the deck.  I compare the deck a lot with Keeper decks in that you have a chance to win against every deck in the field with tight play. 
24  Eternal Formats / Creative / Re: [Free Article] So Many Insane Plays - Crazy Stax! on: January 30, 2009, 10:08:39 am

I'm not saying Meditate is bad, but the synergy is not good enough. Deckbuilders need to move away from "cute tricks" and more towards a deck that is intertwined and interwoven to work like a carefully oiled machine. That's what separates the truly great deckbuilders from the mediocre. In a great deck there is never a bad topdeck and this is not by mistake. The combinations of cards are ALL synergistic and there is rarely a missing piece to the combo because everything kind of combos with everything.



This is terrible logic in regards to deck design.  There are many situations where topdecking a Mana Drain is bad, but everyone still plays that card.  Meditate is strong right now for a couple reasons.  If your plan is to play Stacks and Wires then Meditate is the best card draw available outside of Bazaar.  The reasoning being that because the decks of today are not quite as fast or as efficient at finding the mass bounce that they used to, these cards affect the game more than in the past.  Since Stacks and Wires is a reasonable game plan, there is no reason not to supplement your plan with the best available support cards.  Now you can argue that this is a bad plan, and we all can debate that, but to say that Meditate is "a cute trick" is completely off base.
25  Eternal Formats / Creative / Re: [Free Article] So Many Insane Plays - Crazy Stax! on: January 26, 2009, 11:15:47 pm


And a rules question.  What happens when you re-bounce Tangle Wire in response to it's upkeep trigger on your own upkeep?  The effect goes onto the stack, but does it keep a memory of how many Fading counters were on it before it was bounced or does it attempt to check how many Fading counters were on the old Tangle Wire and see that there is no "old" Tangle Wire but a different "new" Tangle Wire and subsequently force you to exhaust 0 permanents?

You would still have to tap using the number that was on the old one and you won't have the tangle wire itself to tap.  You'd be better off waiting until the trigger resolves so you can use the wire.
26  Eternal Formats / Miscellaneous / New Bomberman Thread on: December 24, 2008, 10:44:30 pm
It's basically there as tinker defense.  I don't mind 2, but I don't think that they do enough in this metagame to warrant a slot, especially since Ad Nauseam doesn't really search it's library all that much.  I play black in my builds so they are definitely expendable.

If that is the primary reason it is there, are there not infinitely better options for stopping tinker?  Confused

What benefit does this card give the deck that warrants a devotion of 2-3 slots?

None really, I've replaced it with 2 thoughtseize in my build and haven't looked back.  I think that if you are in U/W it's not terrible, but would probably still be better off being countermagic of some sort.

I realize circular logic is pretty piss poor, but maybe its just because he "fits"? He's a creature, which fits in with the beats plan (as you win many of your games going aggro). He's a disruptive element against all but a few decks (MUD is the only that comes to mind). He eats drain mana nicely (though losing the surprise element), and fits nicely in the 3 slot along with Trinket and TFK.

I guess its kind've like auto-playing certain restricted cards in all decks that run the colors (power, black tutors, etc). Definitely not on the same power level, but maybe just because its good in general and fits the colors.

Though maybe what you're doing is right. Maybe his slot in the deck needs to be questioned - maybe people are just playing him because hes fine and thats that. I don't have enough experience to give an adequate answer. Stating it as a Tinker solution sounds far too narrow...

While it may sound narrow, that is really it's main function.  You can catch the occasional fetch land or tutor with it, but for the most part it is a preemptive strike against tinker, which is normally the biggest threat in the drain matchup.  That matchup is already favorable, but they could just find tinker and win.  Which mindsensor fights.  When I picked up the deck, I figured out that this slot was not an autoinclude and began to remove them slowly.  If the deck ran wastelands, I would then be very supportive of this slot, but since colored mana is tight and this is really not possible I think that this could be used in a better way.  In the U/W build though, these would be 2/3 metagame slots.
27  Eternal Formats / Miscellaneous / New Bomberman Thread on: December 24, 2008, 08:43:09 pm
Can someone please explain to me why Aven Mindcensor is an asset to this archetype? It seems out of place and inconsistent with the primary game plan.

It's basically there as tinker defense.  I don't mind 2, but I don't think that they do enough in this metagame to warrant a slot, especially since Ad Nauseam doesn't really search it's library all that much.  I play black in my builds so they are definitely expendable.

Thoughts on Tormod's Crypt vs Relic?

Also, hows the split between Snares and Negates? I'd almost be tempted to go all Snares, though I live in the Drain infested NE area.

I think that if you have Tormod's and Relic you can effectively win the Ichorid matchup.  However if the deck goes green a full complement of Wheel of sun and moon is what I would go with.  Since I was in Black, I used Planar Void since you can still combo off with it in play if you play smartly. 

I think that Negate is a must play in some number.  Spell snare is probably better in your meta, but I think you would still want some number of Negate, to protect you on your first turn which usually goes land, mox.  Having Negate or Leak in that spot is really nice.
28  Eternal Formats / Miscellaneous / Re: December B&R Changes on: December 23, 2008, 11:14:25 am

In regards to Shop and Ritual for example, you are correct in asking those questions.  There is simply no logical comparative reason for Ritual and Shop to remain unrestrictd while other equally effcient mana producers are on the list.  But, my guess is that they remain unrestricted simply for nostalgic reasons.  Drain, Ritual and Shop are major Vintage format definers.  That's not to say that they will never get targeted.  But, for now they seem to remain as the Holy Trinity that escape restriction time and time again.

I think that ritual and shop are unrestricted to attempt to bring some balance to the format.  If those two were restricted then Drain would need to be restricted also.  I could not imagine anything more "unfun" than being forced to play Drain mirrors all day.  I think right now that choosing to play a drain deck is probably the correct thing to do, but if shop and ritual were restricted everyone would be forced to do it. 
29  Eternal Formats / Miscellaneous / Re: Lets discuss Bomberman today on: November 11, 2008, 11:18:08 am
I've been playing around with a Ubw list recently and more importantly, I've been playing around with sigil of distinction in the main, and it has been good for me. Anyone else tinkered around with sigil? How is it in general for other people? I usually drop it with x=5-9 and drop it on a trinket mage or a confidant. It's also kinda fun to use if you have salvagers and lotus but no spellbomb.

I haven't tried this, but it seems like a good idea.  Do you play 4 Drains to take full advantage of the Sigil.  I definitley see it as a way to race aggro.  I will test it and let you know how it goes.
30  Eternal Formats / Miscellaneous / Re: Lets discuss Bomberman today on: November 06, 2008, 09:24:51 pm
So why the black splash?
Other than duress, what does it get us?
I prefer the black splash not only for duress, but also for tutors and yawgmoth's will. That, and I personally like dark confidant as a draw engine.

I think that the only reason to add black is for confidant.  Duress, Tutors, and Will are just gravy really.   
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