Show Posts
|
|
Pages: [1]
|
|
1
|
Eternal Formats / Miscellaneous / Re: [Article] Latest Developments by Devin Low
|
on: June 09, 2008, 03:24:26 pm
|
In fact, I wouldn't be surprised if Turian's 'explanation' generated alot more negative reaction from Vintage players than the fact of restriction themselves. Turian's answer was pitifully non-explanatory. There was almost nothing there, and what little was there was either obviously erroneous (citing turn zero kills) or descriptions of history, etc.
I'm just a lurker, but I'd like to chime in and say that this describes my situation exactly. I don't mind the restrictions (I'm not crazy about them, but I don't mind them). What I do mind is the lack of explanation. If they wanted to restrict Brainstorm because it's too powerful with fetchlands, or that it (along with Ponder) makes storm grow too quickly, that would be fine. At least then we'd understand the restrictions. But this? Who knows what's going on. It's also insulting, like we're not worth the time, or that they didn't put any thought into the restrictions. Either option is insulting.
|
|
|
|
|
2
|
Eternal Formats / Miscellaneous / Re: Hidden treasures for Vintage (deck ideas, good cards, combos)?
|
on: February 02, 2008, 09:39:28 pm
|
|
I'm not a good player by any stretch of the imagination, but I did have two ideas that I wanted to put into action (perhaps even in the same deck).
First is Storm Entity. It's probably inferior to Tendrils and EtW, but I just really like the idea of this guy. He's cheap at 1R, so could work as a partial storm kill. That is, storm up a little bit, then drop this guy (maybe two) as a piece of a bigger strategy. Sorry that's so vague. The Entity could work in a GAT-like deck (grow the Dryad big, drop a big SE, and swing with both) or in a UBr Tendrils deck (mid-sized Tendrils followed by SE).
The Second is a more Red-based storm deck. Something as simple as a Lightning bolt effectively raises the storm count by 2.5 instead of 1, in the sense that you don't need to storm to 9 or 10 to Tendrils. Add in the fact that you've got some good Rituals in Red now, along with cards like Wheel of Fortune, Burning Wish, Dark Confidant, and you could make something happen. But then I think I'd rather be in blue, drawing cards and countering spells and such. Still, could be a fun deck to try out in a casual meta that doesn't require a strong commitment to FoWs or Drains or Misdirections.
I don't know if these count as hidden treasures, but they are fun little ideas I've been thinking about recently.
|
|
|
|
|
3
|
Vintage Community Discussion / General Community Discussion / Re: beat the univeristy bookstore
|
on: September 09, 2007, 05:45:00 pm
|
Oh, and profs usually get a certain cut of book sales.
I'd just like to de-lurk and say that this is false. Professor's don't get a cut of book sales, unless its their own book (in which case their royalty is negligible, less than a dollar per book). The high price of books is generally out of their hands, and most that I worked with worked hard to find more affordable options. We even developed an online wiki-book for the logic classes we taught, to save our students $50-$80 a year. EDIT: Some helpful hints that I used: amazon and half are great for used titles, and amazon frequently beat the price of the university bookstore on new titles. The bookstore likes to mark up the prices since (until the internet) they basically were your only source for textbooks. For things like Theaetatus or other older literary works, you can find many cheaper editions at bookstores all over the place. Sometimes the prof will want a certain translation, so make sure you pay attention to that, but otherwise the $6 penguin edition will be just as good as the $50 cambridge edition.
|
|
|
|
|
5
|
Eternal Formats / Miscellaneous / [Article] Forsythe & the B/R
|
on: March 07, 2005, 11:49:27 am
|
Wait-isn't that exactly what control does? It lets you sit there and pretend to play, but you really aren't in the game after a turn 2 Drain->card drawer. From my point of view, everything you said you don't like about trinisphere can be said about Mana Drain too.
I don't think they're the same thing. With control, you actually get to play cards. You know, tap mana, take things out of your hand. And every so often, one of them gets through. With Trini, you can't even do that. Do you see the difference? For all intents and purposes, sure the game is *effectively* over when the control player gets a 3/4 card advantage on turn 2. But you're still playing from then on. Not so with Trini. Once that comes down, you can't do anything. This is then compounded by Smokestack or Tanglewire or Crucible, which further prevent you from doing anything, and not in the way that control aims to.
|
|
|
|
|
6
|
Eternal Formats / Miscellaneous / Re: Trinisphere restricted mistakenly?
|
on: March 07, 2005, 12:12:26 am
|
However, if you read Aaron Forscyte reply on the forums you notice that the restriction was based on tournament data showing less and less players (which they used to indicate that the cards were 'unfun'). However, now, I come to question the validity of the DCI's decision considering trinisphere because the DCI uses only DCI-sanctioned data to conclude that trinisphere was dominating type-1 tournament. Where the problem arises is when you compare this to non-sanctioned tournament data, which is known to show that trinisphere/workshop were NOT showing signs of dominance.
In other words, what I am saying here is that the DCI's restriction of trinisphere seems unjustified in light of Aaron's post, which clarifies how 'fun' and 'unfun' was determined.
Do keep in mind that the B&R list only applies to Sanctioned tourneys. If you're unsanctioned, you can do whatever the hell you want in your tourney. Once you've lost sanctioning by allowing proxies, you can pretty much do whatever you want wrt the B&R list. Ergo, Wizards doesn't need to officially consider you in their data. Here's my two insignificant cents: Trini was unfun to play against, in a way that combo isn't. Trini is often compared to first turn combo wins (in terms of unfunness, lack of interaction, whatever). Here's where I think they differ: with trini, you get turns, but can't do anything. That makes you feel like you could be playing, but you're not. Combo doesn't do that. You watch a magnificient, mathematically beautiful series of plays, and then scoop. I'm not saying combo is better, or shouldn't be touched. I am saying that Trini, in virtue of giving you useless turms, is inherently unfun. It prevents you from playing your cards, but keeps you alive. That's just not fun: sitting there, not being able to do anything, and going through your turn ("Island... go" at best). At least with combo, you get to watch a nice play (the 10-15 spells played by combo is a lot more fun than Shop->Trini to watch) before you go get a soda.
|
|
|
|
|
7
|
Vintage Community Discussion / General Community Discussion / A Question for All My Peeps in The Struggle
|
on: March 05, 2005, 12:58:27 am
|
I'd like to add in another vote for articles about combo. I'm a horrible player (and a horrible poster), but I loves me some combo. Something about TPS, Long, and Meandeck Tendrils embodies everything I like about the format. Singletons, massive power, and the mathematical elegance of going off. But I digress. I would like to learn how to play these decks better. I don't have access to a regular group of players (just a local shop in Tustin, but I don't really know anyone there), so I don't have the benefit of testing available to me. I'd like to see general guidelines and principles to follow when playing these decks, as well as specific hands as examples (in both of these respects, the Meandeck Tendrils article was exactly what I'm looking for). Help me actually be good at the decks I enjoy  edit: Klep is right on in his request for sideboard info. Apart from having no clue how to play TPS, I have no clue how to sideboard.
|
|
|
|
|
8
|
Eternal Formats / Creative / Re: Anti-Oath card
|
on: January 20, 2005, 12:12:15 am
|
I may just be missing something incredibly obvious they just give you tokens at the end of your turn That was quick. I guess "Thinking things through" is another piece of tech I should familiarize myself with.
|
|
|
|
|
9
|
Eternal Formats / Creative / Anti-Oath card
|
on: January 20, 2005, 12:02:25 am
|
|
I've noticed the Torontonians (as well as a few others) speak of their secret "anti-oath tech," as well as some public tech like Claws of Gix or Spawning Pit. This got me thinking about what could work as an anti-oath card, and after digging through my meagre collection, I found something that I had never see discussed before: Skullclamp.
Now, I may just be a newbie (which I am) and I may just be missing something incredibly obvious (exceedingly likely), but it seems that the Clamp could do a good job counteracting the advantage conferred on Oath by Forbidden Orchard. Clamp the Spirit tokens to not only eliminate the creature asymmetry, but net two cards in return.
I haven't tested this since it just came to me the other day, but it looks like it could work. But then again, what do I know?
|
|
|
|
|
10
|
Eternal Formats / Miscellaneous / Artificer's Clamp
|
on: October 21, 2004, 09:40:24 pm
|
|
I thought the TMD moderators locked threads that just posted a decklist. What am I missing?
I pulled the posts in this discussion out of the longer basic user thread. I left in the post with the decklist for reference, so that people wouldn't have to go looking for it just to understand the thread.
-Jacob
|
|
|
|
|
11
|
Eternal Formats / Creative / [Singlecard-Discussion]Cranial Extraction
|
on: September 21, 2004, 01:29:09 am
|
|
Even if it is misdirected, that doesn't change the named card, right? It seems like you name the card first, then choose the opponent. So if I name Goblin Welder, and it's MisD'd my way, I remove all Goblin Welders from my hand/deck/yard. This could go horribly awry in mirror matches, but chances are MisD'ing it is equivalent to countering it.
|
|
|
|
|
13
|
Eternal Formats / Miscellaneous / Peer Through Depths
|
on: September 10, 2004, 01:53:23 pm
|
|
It's completely useless, but kind of cute: This spell is part of a cycle:
Peer Through Depths - 1U Instant - Arcane Look at the top 5 cards of your library. You may reveal an instant or sorcery card among them and put it in your hand. Put the remaining cards on the bottom of your library in any order.
Reach Through Mists - U Instant - Arcane Draw a card.
Sift Through Sands - 1UU Instant - Arcane Draw two cards, then discard a card. If you played a card named Peer Through Depths and a card named Reach Through Mists this turn, you may search your library for a card named The Unspeakable, put it into play, and then shuffle your library.
The Unspeakable - 6UUU Legendary Creature - Spirit Flying, Trample Whenever The Unspeakable deals combat damage to a player, you may return target Arcane spell from your graveyard to your hand. 6/7
|
|
|
|
|
15
|
Vintage Community Discussion / General Community Discussion / Hikari, Twilight Guardian 3ww
|
on: September 09, 2004, 11:20:07 am
|
|
Before we declare this "unkillable," we need an idea of what Arcane spells there will be (or rather, what *useful* arcane spells there will be).
I can't imagine there not being any playable Arcane spells, so throw them into a deck with this guy and the Arcane Tutor (2U to search for an Arcane spell, can't remember what its called) and we could have some fun. Splice too... there's gotta be a way to abuse Splice/Arcane in Vintage.
On the other hand, is this guy really better than Exalted Angel, Pristine Angel, or even Morphling? It all depends on what Arcane gives us.
|
|
|
|
|
16
|
Vintage Community Discussion / General Community Discussion / Vintage CoK
|
on: September 08, 2004, 01:16:00 pm
|
|
Yes, I don't think Fish is the deck for That Land What Shelters Things. The only cards it can work on are Daze and FoW, neither of which are hardcast.
For those who haven't seen it: Boseiju, Who Shelters All - Legendary Land Boseiju, Who Shelters All comes into play tapped. Pay 2 life, T: Add 1 to your mana pool. If that mana is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.
So, what can it be used for? Just scanning through my Control Slaver deck, I see Cunning Wish, Intuition, Thirst for Knolwedge, Fact or Fiction, Time Walk, Yawgmoth's Will, Accumulated Knowledge and Tinker. Lots of choices there, but will the downsides override the positives?
- Comes into play tapped -> slow slow slow. This may not be so bad though, as the big use of the card could be to break a mid game control lock. If it can guarantee a Yawgmoth's Will it may just swing the game.
- 2 life loss. Not as bad as the first drawback, but not so good when coupled with:
- Produces 1 colourless and only works on instants/sorceries. Losing two life to cast an Creature, Artifact or Enchantment sucks. But again, it could be made worthwhile if it pushes through that YawgWin
- Guarantees that other spells will be countered. There is no option to make the spell counterable, which guarantees that your instants/sorceries without colourless mana in their costs as well as your other cards are more likely to be countered. Again, I'm not smart enough to see if this is a real disadvantage or not.
Another positive effect is that this card overrides Chalice of the Void. A Time Walk cast through the Shelter sneaks past a Chalice for 2. This is good news. However, the majority of Chalices I've seen have been dropped at 0 or 1 to stop Moxes, Welders, Shamans, Lavamancers etc. so this may not be very significant.
There's a lot of room for analysis. I'd do more, but I'm not smart enough/experienced enough to see the full consequences of this card. Are the drawbacks of this card really that bad? Are the positives worth it? I can't say for sure, but it's worth a look if only to force through a gamebreaking Yawgwin, TimeWalk, Tinker (for DSC) or Intuition (please let me put three Sundering Titans in the trash...).
|
|
|
|
|
17
|
Eternal Formats / Creative / My Sui took 2nd
|
on: September 07, 2004, 09:46:45 pm
|
I dont think you run sui cuz sui doesnt run pox and very rarely does it run fetch lands My best translation: "No good sir, I do not believe that you play Suicide. For if you did, you would know that Suicide does not use Pox or Fetchlands."
|
|
|
|
|
18
|
Eternal Formats / Creative / Question and Answer thread.
|
on: September 07, 2004, 09:40:04 pm
|
|
I feel kinda weird opening up this old thread, but I figured it's stickied for a reason.
Anyhoo, here's my question. I've recently decided to give combo a try and built a build of TPS to practice with. It's obviously notoriously difficult to play, and I'm discovering these nuances through playtesting and goldfishing. What I really have problems with is when to mulligan. What should my opening hand consist of? What are the elements that, if missing, should force a mulligan? So far I've noticed draw of any sort (Bargain, Ancestral, whatever) is key.
Also, what are the ideal tutor targets? Or at least some general guidelines for when to tutor for what.
Thanks for your help!
This is a great question. The problem is that the correct answer is: It Depends. WHat does it depend upon? It depends upon what your opponent is playing, primarily. With TPS you should be playing to beat your opponent. This means you should consider the following factors:
* What disruption does the opponent have that can stop you? * How fast is your opponents deck? * How fast will it get its disruption online?
With TPS, you should be waiting for the last possible moment in many cases before going off. Agianst most decks you want a nice margin of safety, but the principle remains - dont' rush the deck if you don't have to becuase your chances of winning will continue to rise as the game progresses.
Therefore, if you are playing against Stax and they are going first, you will likely need to be looking for a hand with FOW or with basic lands so that you can Hurkyl's a Trinisphere + Chalice up. If you are playing against something like Mono Blue control, you need to understand that you can't play the control role, so you will have to go off prettty quickly to have any chance at all - so in that matchup its all about pressure.
Testing can reveal what is needed for each matchup. Just pay attention to what works and what doesn't. If you still are confused, let me know.
Smmenen [/color]
|
|
|
|
|
20
|
Vintage Community Discussion / General Community Discussion / Vintage CoK
|
on: September 07, 2004, 07:20:26 pm
|
|
For those not keeping up with the CoK spoilers, here are two cards that I think could be useful in Vintage:
Glimpse of Nature - G Sorcery Whenever you play a creature spell this turn, draw a card.
Minama, School at Water's Edge Legendary Land T: Add U to your mana pool. U,T: Untap target Legendary permanent.
I see the first one in a G/ub Affinity deck. Speed through your deck with Glimpse of Nature by playing Ornithopters and Affinity creatures, Thoughtcast and maybe Skullclamp. Eventually, you'll have enough artifacts to win via Disciple of the Vault damage, Tendrils of Agony, or a (Berserked? Rancored?) Ravager... or some combination of the above. Xantid Swarm can provide protection, if you don't want to go with Duress or FoW.
As for the second, it's obviously Tolarian Academy's sidekick. At worst, it's an island (granted, one that can get nailed by non-basic hate, but is also immune to 7/10).
Thoughts?
|
|
|
|
|
22
|
Eternal Formats / Creative / Heylo
|
on: September 05, 2004, 10:50:17 pm
|
|
I think you need to find a better Anti-Drug.
And by the way, the card you're looking for is Leonin Abunas.
|
|
|
|
|
25
|
Eternal Formats / Creative / [Deck] Affinity Aggro-Combo
|
on: September 04, 2004, 04:47:30 pm
|
|
Thanks for the comments, you make some good points. You're right that if I want to rely on the Draw 7's (and Storm perhaps) that it would be better to just play Draw7 or TPS. So the Draw 7's are gone, but what should take its place?
If I add disruption, then that slows the entire deck down or makes it strictly inferiour to GAT/Hulk. The only other option is to add traditional Raffinity stuff, but then I'm back to the "Type 2 with sol ring" scenario. I'm not saying that that's bad for the deck, but personally I'd rather play something that's quite a bit different than T2 Raffinity. Maybe that's just not an option though.
|
|
|
|
|
26
|
Eternal Formats / Creative / [Deck] Affinity Aggro-Combo
|
on: September 04, 2004, 12:49:51 pm
|
|
For my n00b post, I'd like to present a deck that I've enjoyed playing recently. A little prehistory. I wanted to make a Raffinity deck in type 1, mainly because I acquired some cheap Ravagers. This deck went through three phases:
- "Type 2 with Sol Ring" - Basically it was just the Type 2 deck powered up. It played exactly the same with Cranial Platings, Ornithopters, and Shrapnel Blasts. Boring
- Next, I thought I could make something like GAT or Hulk Smash, as I thought that Ravager could work like Quirion Dryad. This had promise, but didn't work as well as GAT/Hulk simply because those decks get to do powerful stuff with the cards that add counters to their main creature. With Dryad, you can burn through your deck with draw/tutors/counters, and at the end of the day you have a big creature. With Ravager, you have to cast a lot of artifacts that don't do anything except get sacced. So this was abandoned for:
- Combo. With other incarnations of this deck, I found that I could win without attacking at all - just by saccing to a Ravager with a Disciple in play. This lead me to a Combo-ish approach to the deck using Draw 7's to refill my hand with cheap artifacts. After a while, sac them all to the Ravager and use Disciple damage for the win. If the combo doesn't succeed, I've still got a good sized army of Enforcers, Frogs, and Ravagers for beatdown.
So, with that in mind, here's the list
Combo: 4x Arcbound Ravager 4x Disciple of the Vault
Draw: 1x Ancestral Recall 4x Thoughtcast 1x Timetwister 3x Diminishing Returns 1x Wheel of Fortune 1x Windfall 1x Memory Jar
Tutor: 1x Demonic Tutor 1x Vampiric Tutor
Creatures: 4x Myr Enforcer 4x Frogmite 4x Shield Sphere
Mana: 1x Sol Ring 1x Mana Vault 1x Mana Crypt 5x Moxen 1x Lotus 1x Tolarian Academy 3x Glimmervoid 2x Ancient Tomb 4x Vault of Whispers 4x Great Furnace 4x Seat of the Synod
I don't think there's any outlandish card choices to explain (except maybe shield sphere - it just costs zero. It could, and probably should, be Ornithopters). The basic idea of the deck is above: drop a lot of artifacts, refill hand, repeat until Disciples and a Ravager hit the board, sac to win. If there's not enough Disciple damage, swing with the artifact army just built.
The decks weakness is, of course, Null Rod. The only thing I can think of doing to stop it is add disruption to the deck (Annul, Duress, FoW) but that may slow down the combo side. It's always an option, maybe one that can fill a sideboard?
Speaking of which, I suck at building sideboards. I blame my meta, because it consists of me and one other guy (stupid SoCal... how can there not be many Vintage players in the entire region?). So that's probably #1 on the To Do List for this deck. I can afford to lose a few Ravagers from the deck (One is all you need for the combo) so maybe I could even MD some disruption.
Anyways, enough of my newbie babble. Your comments?
|
|
|
|
|