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Eternal Formats / Miscellaneous / Re: Sideboarding Ancestral Recall In Stax
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on: December 08, 2006, 01:12:56 pm
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It's all about cycling.
It reminds me when GaT was DA beast to beat and MisD were everywhere killing Suicide and its low pretentions and forcing in the meantime Keeper not to run Mind Twist and other stuff like this, then all MisD left the metagame to come back latetly.
The difference here is that Stax has little to no protection...
I'm thinking the same way as 49 Cents and think it's too good not to run it.
I also should admit that I usually play CotV@2 more than at 1 (Having only 1 card at this cc and to prevent Mana Drain, Hurkyl's Recall, Oath and so on to be played and to prevent my oppenent to play his own Chalice @1) and in the worst scenario, Bazaar will let me recycle this dead Recall so it's not a problem (meeting a MisD while playing the Recall being so rare as JDizzle showed us...).
Wud'
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Eternal Formats / Miscellaneous / Re: Optimizing Control Slaver in the Fall 2k6 metagame
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on: December 07, 2006, 10:48:01 am
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Cap can miss. Especially if they have Tendrils in hand.
Crypt, Duress, and Slaver always hit!!!
Except against Oath for example which is still prominant here in France, even if it makes so little Top8... or (a bit less) with the "new" combo list called "Ze Br4in Storm" one of our best player is running actually which makes really good results (you can find a list of it hereor there). I've been toying with different lists of Slaver and was finally surprised to see my prefered one is the same as yours ffy with theses changes: - Tormod's + Jester's (mostly due to metagame choice) - Vault + Petal (since I prefer having colored mana and reusable artifact via Y-Win) and - E-Truth + C-Wish (I'm testing right now with the sideboard changed to support it) Sideboard being (with more and more Ichorid and Oath in France): SB: 1 Trickbind (If opponent doesn't run Duress or having an attacking Xantid, he loses) SB: 1 Tendrils of Agony SB: 1 Shattering Spree (best removal in Sorcery) SB: 1 Rolling Earthquake (in place of Pyroclasm) SB: 1 Razormane Masticore (Best removal creature that doesn't care about Null Rod) SB: 1 Rack and Ruin SB: 1 Misdirection (to get on C-Wish, would be replaced by a Duress if I wasn't running C-Wish in the maindeck). SB: 1 Fire / Ice / Tormod's SB: 1 Rebuild / Hurkyl's Recall / E-Truth / Rushing River (Would prefer Hurkyl's but Rebuild would be better to escape CoTV@2, depends on the meta) SB: 1 Deep Analysis SB: 1 Brain Freeze (to kill in response to Tendrils or another BrainFreeze in "surprise") SB: 2 Duress SB: 2 Blood Moon (Metagame slot) I'm really pleased with this list even if I'm still tempted to run Memory Jar MD but this would maybe lead to run one more Welder to abuse its power and the overall artifacts power...
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Eternal Formats / Miscellaneous / Re: Sideboarding Ancestral Recall In Stax
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on: December 07, 2006, 06:53:33 am
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I've been playing a lot with different Staxless then Stax lists (most of the time, with little to no protection like you play like ItEoC or SoR, the lastest being bad in Staxless Stax) lately and since I encountered many MisD on my Ancestral (or on other stuff like Swords to Plow etc etc), I finally just ended changing the way I was playing my targeted spells, this is mostly true for Ancestral Recall.
Before this, it was something like playing asap Sapphire/Rainbow Land + Recall and (nearly) always during my turn and see what's coming in to let me play my "best" lock/hate card. Recall wasn't use to refill my hand of stuff, it was simply used to see more stuff early and play the one you wanted of off the recall.
Now, I mainly play it to refill my hand when it's decreasing and most of the time in response to another spell played by my oppenent. The later is the better also now to play my Recall since most of the time, the MisD which was sleeping in my opponent's hand finished to be discarded to a TfK or pitched to a FoW or shuffled back with a Brainstorm most of the time.
In this way (which is far from a revolutionnary way of playing lol), I could escape the fact that my opponent would draw 3 cards instead of me.
My 2cts Wud'
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Eternal Formats / Miscellaneous / Re: Optimizing Control Slaver in the Fall 2k6 metagame
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on: December 01, 2006, 08:03:46 am
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@MaxMatt: I don't see the point of running Mystical over Vampiric, could you explain this choice please? (Except that you can trash it to FoW of course). Is it "only" to avoid getting a dual with black on the board instead of an island in the first turns?
I liked your way to explain how any single welded (or resolved) artifact can be an ending in Slaver and the comparison can be made with Stax.
I was just disappointed with Trisk (in Stax & Slaver) since it's a creature and takes any removal from artifacts & creatures and sometimes don't have time to do its job the way we would like it to be (i.e taking a Plow on it while it only killed a single creature for example).
I found that Duplicant was more multi-purpose and at least removed its target from the game preventing our opponent to get it back in any way.
For the same purpose as Triskel, I found Granite Shard better since it couldn't be removed as easily as Triskel and it could ping any creature with 1 in thoughness each turn but I shall admit it's way easier to play it in Stax so maybe you wouldn't like to consider it in Slaver.
Thanks anyway for your insight.
Wud'
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Eternal Formats / Miscellaneous / Re: cranial clamp
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on: November 23, 2006, 11:54:03 am
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I didn't mean this deck was a bad pile of cards (some would say the same about my Staxless Stax list even if it performs well afterward) but I meant that this decklist can't deal with cards which are by themselves a huge threat (nightmare?) to it and it has no answers to such threats. I mean Chalice @ 2, Null Rod, E-Flux, Kataki and I'm pretty sure I miss some more. I know that the speed could help you to bypass this problem but it doesn't work each time and when you see them, you're like, woop, I scoop. In the end, I'm pretty sure you still could make some good results with the deck but I'm wondering why I should run this over say, Workshop Aggro.dec? (Like It's Raining Men 2K6 for example). What are the strenghts it has over it? Thanks anyway for this sharing and I'm also sure it's a fun deck to play 
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Eternal Formats / Miscellaneous / Re: cranial clamp
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on: November 22, 2006, 09:02:31 am
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I've played against Hero in Eindhoven (and won with my Staxless Stax) and some of my friends also did meet him and this "drawing engine" was far from being amazing.
But I should admit that CotV @ 2 simply wrecks this deck as it does against many other, except, that you can't deal with it...
Against Fish, I also don't see how you would deal with his Kataki (or E-Flux) since he has removal for your Metalworker (if played right) and wastelands for your Academy if you're lucky... (Trisk can help here but is still a bit too slow)
On a side note, I used a lot Eon Hub in my sideboard (against Oath, Ichorid and Fishes for their Kataki/E-Flux/BoB/Vial...) and it wasn't that great it seemed to be on the paper since it's dealt with any artifact removal really easily and since it doesn't touch the board as fast as any other option (welding it wouldn't accelerate that much here...).
2cts
Ps: Against Oath, the player only has to burn himself at your end of turn and you couldn't clamp his spirit...
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Eternal Formats / Miscellaneous / Re: [Deck Discussion] Meandeck Ichorid
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on: October 20, 2006, 08:25:43 am
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Just for information from a Staxless Stax player.
I've been playing against an Ichorid post TS yesterday with my Staxless Stax and without Ghostly Prison and Propaganda (in SB against Ichorid and Fishes + random) added to Welder + Triskel, I wouldn't have won after side (T-Crypts in SB also helped a lot of course). I've only won some of my preside games with the help of Triskel (Duplicant could also help here) + Welder most of the time and Mox Monkey of course helped to eat opponent's CotV.
I always play CotV for 2 against Ichorid to prevent it to play his Null Rods, Ancient Grudge and his own CotV for 1 since I also play 2 Swords to Plowshare after side. I also run 2 R&R post side to fight against CotV, Needle and/or Null Rods so it does help a lot here.
He could resolve one of his Dread Return which helped him a lot (putting a 6/6 Troll and if I hadn't played CotV @ 0 but again, Propaganda helped me a lot here.
I was playing Eon Hub some time ago and tested Sharpshooter but didn't find them enough multi-purpose so I choosed not to play them even if they were gold in this matchup. CotV for 1 is needed with Sharpshooter to shut down Needles and Darkblasts of course and didn't help me too (since I play StP, Welders, Mox Monkey and so on...).
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Eternal Formats / Miscellaneous / Re: Staxless Stax...the next evolution of Workshop decks?
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on: October 09, 2006, 10:11:53 am
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Hello, I've tested and played so many workshop lists that I can't remember all of them. My last one is also a staxless list and since I saw your really nice explanation about Smoke (can't detail more what I think of this card) and about your decklist, I ended testing and playing mine which isn't far from your. I would love to exchange our point of view about the "best" Staxless Stax decklist we could build. First of all, I'll show you the list I played yesterday at the biggest French tournament ("Clichy #16" with 120+ people and 7 swiss rounds and a REL3) and make a little report, then I'll explain my card choices. // NAME : Under The Radar // CREATOR : Wudil (magic-ville.com) // FORMAT : Vintage 1 Strip Mine 1 Tolarian Academy 3 Wasteland 4 City of Brass 4 Gemstone Mine 4 Mishra's Workshop 1 Black Lotus 1 Jester's Cap 1 Mana Crypt 1 Mana Vault 1 Memory Jar 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Sol Ring 1 Trinisphere 2 Crucible of Worlds 2 Darksteel Ingot 3 Tangle Wire 4 Chalice of the Void 1 Duplicant 1 Sundering Titan 1 Triskelion 2 Gorilla Shaman 4 Goblin Welder 1 Ancestral Recall 1 Balance 1 Vampiric Tutor 3 Thirst for Knowledge 1 Demonic Tutor 1 Imperial Seal 1 Timetwister 1 Tinker 1 Wheel of Fortune SB: 1 Arcane Laboratory SB: 1 Rule of Law SB: 3 Tormod's Crypt SB: 2 Red Elemental Blast SB: 2 Eon Hub SB: 3 Choke SB: 1 Triskelion SB: 2 Swords to Plowshares Here is the little report, sorry if this seems way faster that it was but I didn't take many notes... Laurent playing Merchant.dec Game1: I open with Workshop + Mox and Jester's Cap. He plays E-Truth on it. I play Tangle Wire (resolves) + Welder which gets FoWed. He plays a land. I play Crucible of Worlds. He pass without playing a land. I replay Jester's Cap and activate it for the win. Game2: I play Workshop + Ingot and plays at his EOT Vamp for Gorilla Shaman since I had Wasteland in hand and he had 2 moxens on the board (1st missplay). I play them and eat his 2 moxs and he plays Mana Crypt on his turn and Tinker for Pentavus. I make a last try with playing Welder which gets FoWed, GG. Game3: Land + Welder + CotV @ 0. I then play a Wasteland on his dual. I play a second welder + land. Then play another land and during his turn try a TfK in response to a Merchant (he still has UU open). He lets resolve it, I draw Memory Jar, Workshop and 3sphere, discard Jar. I try to ReB his merchant to let him Drain it. He gets Ancestrall and pass. I draw Choke, play WS + 3Sphere and Choke, GG. 1-0 Nicolas playing Suicide Game1: He resolves some duress and Sinkhole + Wasteland on my lands. I finally play a Mana Vault with my last moxen, draw Workshop and can play Duplicant on his Juzam he just played. He resolves Hyppy but I play Vamp for CoW (with Strip in yard), GG. Game2: He duress my only mox turn1. He then Sinkhole *2 + Wasteland and I'm out of gaz. He then play 2 Hyppies and win. Game3: I play turn 1 CotV @ 2 (With double mox and Workshop) and EOT Vamp for Academy. I then play Aca for Triskel. On turn 3 I play TfK for Welder, Tinker and rainbow land and discard a CotV, GG. 2-0 Nicolas playing 2L-Charbelcher (who plays it nowadays? Him... *sigh*) Game1: I play turn 1 Shaman and eat a mox. He kills me on turn 2. Game2: I play CotV @ 0 turn 1 with Shaman turn 2. Waste his oly land then eat his chromatic sphere he played with his land. he then plays mox and Sol Ring I ate. I finished with Tinker on 3sphere, GG. Game3: I make a BIG mistake of not mulliganing the 7 cards hand since I only have Welder and Shaman in that hand, no CotV, no 3sphere, nothing. He kills me on turn 3 while playing carefully. 2-0-1 Frederic playing UBA. Game1: I play turn 1 land + Mox + Welder + CotV @ 0 holding Sol Ring and Triskel. He plays WS and at his EOT, tells me he has to discard... we call the judge and he gets a GL. Game2: I'm the only siding and wondering why he doesn't since he knows what I'm playing. He will tell me later that he was to angry to think... I play CotV @ 0 + land and welder. Gets Gorilla Shaman a turn later and begin to eat his whole board. He has welder in but I can get a Triskel and finish him off a TfK discarding a Titan which eats his board twice (3 mountains by coming in and out), GG. 3-0-1 Damien playing the worst deck ever for me aka Workshop/Metalworker/Staff of Domination... Game1: He plays turn 1 3sphere but I have Workshop and some stuff (Jester's for smoke food and Tangle to slow him), I manage to make the race till he resolves his smokestack and gets CoW while I don't. He also gets a Tangle in the course, GG. Game2: I play turn 1 Land, Red Mox, Welder and Shaman holding Duplicant. He plays turn 1 WS Metalworker. I don't have workshop and don't touch a StP I sided in and can't take care of his Metalworker. He reveals turn 2 a hand with 7 artifacts which are in Staff and Triskel, GG. 3-0-2 and I missed the Top8 with this  Player X playing Slaver (Can't remember his name sorry but was the best games I played against during the whole tournament, really enjoying!). Game1: I play a really fast Gorilla Shaman + Welder and manage to eat his whole board. I finally resolve a Tangle and can play a Triskel and then Tinker on my Mana Crypt (I was at 3 life) for Titan which ends the game. Game2: I resolve a fast Welder with Red Mox and Wasteland on his Volc. He plays carefully and ended playing R&R on my Mox and CoW I just played earlier. He resolves a Bloodmoon and win from there. Game3: I play a turn 1 3sphere which gets FoWed then turn 2 CotV @ 2 which resolves. He finally manages to play R&R on my CoTV @ 0 and 2. I hold a ReB and play a Choke, he lets resolves it and try at my next EOT to bounce it with E-Truth he got from a Merchant Scroll that I ReB, GG. 4-0-2 Paul playing Mono R Stax. Game1: I again resolve a turn 1 Shaman and manage to eat a mox and a lightning greave on his welder, I then play Welder 1 or 2 turns later under a Tangle of mine (I love this card, this is really a Time Walk!). This combination is a GG. Game2: I play turn 1 WS + Black for Triskel. Turn 2 Land on Mana Vault and second Triskel and go for the win some turns later when Welder comes in. 5-0-2 I finish at the 21th place of 122 people with a 5-0-2 record and two loss to two decks I thought I couldn't meet... Belcher and MetalWorker/Staff. The deck in his whole worked really well for me except Balance. Each time I wanted to play it, I had resolve a CotV @ 2 or had at least 1 creature on the board which couldn't let me take care of the creatures I wanted to. It was also sometimes hard to play it since I always had more lands that my opponent and most of the time also more cards due to my really nice drawing engine. I will remove it for a Swords to Plowshare MD and remove the second one in the side for a Propaganda due to our metagame where there are sooooo many Fish decks and because Ichorid will grow in power with the Time Spiral extension coming in. I will also remove a Tormod's since I didn't really have a use of them and 2 seems enough with that draw engine and these tutors. I could put a Ghostly Prison in for the same reason as before. I end up with this decklist: // NAME : Under The Radar // CREATOR : Wudil (magic-ville.com) // FORMAT : Vintage 1 Strip Mine 1 Tolarian Academy 3 Wasteland 4 City of Brass 4 Gemstone Mine 4 Mishra's Workshop 1 Black Lotus 1 Jester's Cap 1 Mana Crypt 1 Mana Vault 1 Memory Jar 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Sol Ring 1 Trinisphere 2 Crucible of Worlds 2 Darksteel Ingot 3 Tangle Wire 4 Chalice of the Void 1 Duplicant 1 Sundering Titan 1 Triskelion 2 Gorilla Shaman 4 Goblin Welder 1 Ancestral Recall 1 Swords to Plowshares 1 Vampiric Tutor 3 Thirst for Knowledge 1 Demonic Tutor 1 Imperial Seal 1 Timetwister 1 Tinker 1 Wheel of Fortune SB: 1 Propaganda SB: 1 Ghostly Prison SB: 1 Rule of Law SB: 1 Arcane Laboratory SB: 2 Tormod's Crypt SB: 2 Red Elemental Blast SB: 2 Eon Hub SB: 3 Choke SB: 1 Triskelion SB: 1 Swords to Plowshares All the other cards were gold (Except that Arcane Lab and Rule of Law were only sided in vs Belcher and weren't that great since he could kill without its Storm effect but these cards are still gold against Storm.dec). Here is a sample of what I do for my sideboard changes without taking care of the fact I'm on the play or the draw: Vs Controle Slaver: - Jester's - 2 Crucible - 3 Tangle Wire - Wasteland + 2 ReB + 3 Choke + StP + Triskel Vs Gifts/Merchant: - 2 Crucible - Triskelion -StP - 3 Tangle Wire + 2 ReB + 3 Choke + 2 Tormod's Vs Storm.dec: - StP - Triskel - 3 Tangle Wire - Titan if its manabase is rainbow land, if not - Welder(If Island.dec - 2 Crucible) + 2 ReB + 2 Tormod's + Rule of Law + Arcane Lab (If Island.dec + 2 Choke) Vs (UBA) Stax: - 3Sphere - Titan - Jester's - 3 Tangle Wire + 2 Eon Hub + 2 Tormod's Crypt + StP + Triskel Vs Oath: - Triskel - 2 Crucible - 2 Gorilla Shaman - 3 Tangle Wire + 2 ReB + 2 Eon Hub + 3 Choke + StP Vs Ichorid (didn't play this matchup much and really not sure): - Jester's - 3 Tangle Wire - Duplicant - 2 Welder (since he plays CotV and Null Rods and I have to play CotV @ 1 against him) + 2 Tormod's + 2 Eon Hub + StP + Propaganda + Ghostly Prison Vs Dragon: - Triskel - Gorilla Shaman - 3 Tangle Wire (- Crucible - Goblin Welder if UB) + 2 Tormod's + 2 ReB + StP (+ 2 Choke if UB) Vs Bomberman (Should I play Rule of Law and Arcane Lab? Don't know this matchup well enough): - 2 CoW - 3 Tangle - Triskel + 3 Choke + StP + 2 ReB Vs Fish (- Draw 7s since Aggro is the only matchup I don't want to refill his hand): - Jester's Cap - 3 Tangle Wire - Timetwister - Wheel of Fortune - Goblin Welder - Crucible + 2 Eon Hub + 2 ReB + StP + Triskel + Ghostly Prison + Propaganda Vs Sullivan Solution (same reason for the Draw 7s): - Jester's Cap - Timetwister - Wheel of Fortune - 2 Crucible - 3 Tangle Wire - Gorilla Shaman + 2 ReB + 3 Choke + StP + Triskel + Ghostly Prison + Propaganda I tested a lot Gilded Lotus but finally found it "overkill" and was really surprised how Ingots worked. It's really a GREAT card and since no one counters them (and it seems "normal" in the first place), it helps to stabilize the manabase a lot since I play 17 colored cards. This is also the reason why I choosed not to play 4 Wastelands (plus the fact that so many basics are played everywhere) and play 4 City of Brass and 4 Gemstone Mines. I replaced Karn for a second Gorilla Shaman since there aren't many artifacts to "anime" and let go for the kill. I also really like to be able to play them turn 1 and not using my Tinker for it since there are so many better targets for Tinker. I still can get Shaman of off tutors or my nice draw engine really fast. I played Senseis for a long time in my stacker and found them really nice in it but in my tests and in this deck. I felt that I really wanted to refill my hand, not only see what was going on during the next 3 turns. I also wanted to make my welders more powerful since, in this deck, there aren't many artifacts to weld-in except those countered/managed and Tangles. Thirst were then an autoinclude in the deck. I also tested and love the 2 Draw7 which played turn 1 (or even later) is devastating, even against Combo decks. I felt that the worst matchup for them to be resolved is against Aggro. You, of course, have to take care of an Hurkyl's Recall or some sort of spell played in response, like Memory Jar. I also removed Crop Rotation since I don't love this card alone and can't imagine that it can be countered, devastating! I replaced it with an Imperial Seal which was gold each time I could touch it. I played from 2 to 4 Crucibles and found that with so many basics out there, their use coupled with Wastelands weren't that great. I also don't want to see 2 of them in the same game and since I run so many tutors / draws, it finally ended that 2 was enough, 3 was just a "security" and not so needed. Finally and as you can see, I escape all the cards with a 2cc since playing CotV for 2 is an autoplay in so many matchups. I found that Time Walk was far from really useful. The best use I could do of it was making my welders active but since they're not the KEY cards in the deck and you have so few cards to weld-in, it didn't change many thing. Here is my 2 cts contribution for this thread I would like to come back from the abyss of Themanadrain. I'll keep in touch with you after playing at the Vintage Championship in Eindhoven and 2 others French Tournaments about this deck. Thank you much Imafishman for this really nice initial post and all these explanations, I really loved it. Wudil Ps: Don't be too hard (on my "wording") with a french guy whose his english still has to improve a lot 
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Eternal Formats / Miscellaneous / Re: [deck] UGw Madness
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on: September 19, 2006, 05:13:58 am
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If Oath is THAT an important matchup (and I think it is for you), why not playing 2 Ray of Revelation instead of 2 Naturalize?
I don't know if you have any use of this but did you try running 1 or 2 Riftstone Portal MD to "stabilize" your manabase? Abling an Island to produce U G and W as a basic land isn't a bad thing and this would let you run more basic Islands since your main color is blue in this deck.
My 2cts
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Vintage Community Discussion / Non-Vintage / Re: [Contest] Grand Prix: Lille Predictions
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on: December 14, 2005, 08:39:45 am
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1. What do you predict the turnout to be? 660 2. How many Force of Wills do you expect to see in the Top 8? 12 1 point 3. How many Wastelands in the Top 8? 12 2 points 4. In the top 8, what will be the most popular: a. Blue card: Brainstorm 2 points b. White card: Swords to Plowshare 2 points c. Green card: Werebear 2 points d. Red card: Goblin Lackey e. Black card: Duress f. Gold card: Psychatog g. artifact: Pithing Needle 2 points h. non-land card (most popular of 4a-g): Pithing Needle 5. What's going to be the highest placing combination deck? Flame/Vault 6. What's the most common basic land type in the Top 8? Mountain 7. What's the most common dual land in the Top 8? Tropical Island 2 points 8. Goblins in the T8? (yes or no) Yes 1 point 9. Flame Vault in the T8? (yes or no) No 1 point 10. Threshold (UWG) in the T8? (yes or no) Yes 1 point 11. Threshold (URG) in the T8? (yes or no) No 12. Survival.dec in the T8? (yes or no) No 13. High Tide in the T8? (yes or no) Yes 14. Landstill in the T8? (yes or no) No 15. BW Deadguy Ale (Disruption) in the T8? (yes or no) Yes
BONUS 16. DredgeATog [deck] will take first place. 17. Who will win: Pro or Not? 18. The winner will be from Germany. (Specific country) 19. The winner will be: Carsten Kotter. (Specific player name) (Even if I'd prefer it to be me lol)
Total: 16 points
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Eternal Formats / Miscellaneous / Re: Perfecting 5c stax build
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on: November 10, 2005, 11:52:03 am
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I've been toying and playing with 5c Stax for a moment now and I've tried many different configurations of Stax.
I've finally found that B-ring without BoB is quite useless as it gets threshold too late, the fact that I dropped TfK some times ago confort me in this position. I simply switched back the 4th Gemstone Mine in this place and was happy to say that I didn't have any colored mana issues since then.
Tangle Wire. The weakest lock of Stax. I should say that without any other lock component, this is right. BUT this card lets you avoid Mana Drain and is a must counter when playing Controle type decks. If not, he will likely look at you resolving every lock you try to except from a lone or 2 FoW's around there which would deplete the complete hand of the controle player. Against Stax, this is also a house, the opponent simply can't resolve any of his threats since all of them are permanents type. You just have to gain some board advantage by beginning first or destroying opponent's permanents with G-Shaman, Crucible + Wasteland or Smokestack... Against aggro, this is the card you want to see to gain time against FCG, Rafinity, Fish and so on in order to touch your bomb which can be Razorman Masticore (My preferred from far) or other things like Pyroclasm, Balance and so on... Against pure Combo, this is also a really good card since he's like a controle deck, he can't win under it if there is another pressure with it otherwise it will gain you some turns to make this pressure.
I've tested fastbond and even if it can accelerate your outs or let you abuse it with Crucible PLUS Stripmine/Wasteland (which is quite enough by themselves), I always preferred it to be a real component lock or a tutor... I've removed it then and it doesn't miss me at all.
Crucible of Worlds. This card is a MUST. Of course, it lets you recurse cards like stripmine/wastelands or BoB, B-Ring in case you play it and have Threshold, but this card helps you so much to upgrade your worst ever manabase by letting you replay your Gemstone Mine and avoid opponent Land Disruption. Also, this is of course a really nice added component with a Stax in the place. This is of course THE card you want to see in a mirror also. Any Stax player should then play at least 3 CoW if not 4. I've tried 2 to 4 configuration and since I went to 4, I didn't change it since getting a Crucible is always a good card to get even if you already have one in hand or on the board as said before.
Stax IS the card you have to play to swap the board, this is the best removal to everything you have and it can't be replaced. The fact that it's a bit slow always obliged me to play 4 of them in order to touch it asap.
I've tried SoR with the 3sphere and sometimes, it locked me too under it while my computer was also locked and lost some games due to it since he could play his coloured spells easier than me. I think it depends more of the metagame or at least should be in the sideboard to help against Combo.
The last things I've played with in the maindeck were Chains of Mephistopheles and In the Eyes of Chaos and even if this is good to have components not touched my artifact removal, these locks are hard to play "normally" but they're even harder (ITEOC being the worst of them of course) under your own component locks like SoR or CoTV at 0 with no acceleration on the board. Finally, the fact that you can't recurse them with your own welders and that they're useless against random.dec told me that I wouldn't want them in the maindeck, only in the sideboard or maybe with a metagame really well known (which is always hard to guess) and good pairings (my last tournament bering Dutsch Champ and paired against Elves, Goblins consecutively in the 2 first rounds... *sigh*)
Null Rod VS Chalice of the Void. The fact that I'm not lucky and nearly never got the first turn CoTV for 0 with some or even with none acceleration helped me a lot to decide between both of them. I also hated not being able to laid some "dead" moxen to sacrifice, tap or exchange on the board... Then, when you get a Chalice later, you simply can't play it for 1 as it shuts down 1/3 of your deck, 2 is maybe the best set up but you also have to guess against which deck you're playing and not that easy to pay for, not speaking about 3 as it shuts down half of your deck even if it shuts down opponent Tinker ,Y-Win, Rebuilds or C-Wishes... I've finally switched the triskel for Razormane Masticore which was always pure gold in every occasion since it take care of weenies of course but also got first strike and can kill in 4 turns max which isn't that bad too. The discard ability was finally more useful than anything else since I'm not playing BoB or TfK...
Finally, the card that none of you spoke of is Yawgmoth's Will. I tested it and immediately loved it. When you don't really need it, it simply gets you at least 1 land, 1 lock and 1 tutor or something like that, not bad at all to secure your initial lock. But when you're in a bad moon, this is PURE gold. I was acting like if I was playing my TPS counting mana and every possibility I got, soooooo great card and with the tutors, a must !!
As I couldn't get my hands on an Imperial Seal, I've tried the Enlightened Tutor and it was also really good being able to get you a Black Lotus to cast enchantments card or every lock you have in your library, really nice to replace it.
I tried March of the Machines but was really disappointed with it since it's most of the time a dead card in hand, even in a deck not playing with SoR... When it resolve, yes it can accelerate your kill by some turns but even if I was comparing it to Karn (couldn't play it since I was playing Null Rods), this was simply inferior to it.
I think the balance maindeck isn't that great. Stax player got quite many creatures to play with and not being able to take care of the Colossus or anything on the board due to this is scary. Also, I've tried and resolved some fast balance in order to deny many cards in an opponent's hand (last I did was against Carsten B Kötter, a really good European player who was playing Gifts but he could come back even with some locks on the board...) but it doesn't really make the cut and I prefer from far a targeted removal such as Swords to Plowshare. It helped me a lot instead of Balance.
Just my 2cts
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Eternal Formats / Creative / Re: Chalice in R/G beats
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on: October 20, 2005, 10:40:47 am
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I can't understand you.
If you don't even run some solutions to chalices MD like Naturalize, Artifact Mutation (with cmc different than 1 or Gorilla Shaman praying that it resolves before opponent CoTV does) and so on... How can you fight back when a simple card, Chalice played for 1 (2 in the cmc) which is a turn one for every powered deck (with workshop or land and cryptsolomoxen as you couldn't always drop chalice or Rootmaze turn one and also beginning) can hose your WHOLE deck???
My 2cts
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Report] Tournament report Mol, Belgium, 02-10-2005 *first place*
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on: October 03, 2005, 06:30:24 am
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Hi Hero. This is Romain, your first opponent. I just wanted to say that I got really unlucky against you since I couldn't touch one of my numerous "Hosers" I was running yesterday, not even in 2 games and with a mulligan...   4 Null Rods, Razormane Masticore, Balance MD and some nice cards like Artifact Mutations, Sword to Plowshares or even my DT and Vamp could have been nice to get lol I hope I could get my "revenge" once in a while  Congratulations on your high finish with such a deck  
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19
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Eternal Formats / Miscellaneous / Re: Black Fish
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on: September 20, 2005, 08:59:50 am
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I didn't read the whole 6 pages post but most of the answers and I think you maybe forgot to speak about one really good card that could be added in that deck. Pithing Needle. It can shut down any welder, lock like StripMine and CoW, but it can also be a threat when naming Polluted Delta (i.e) against any Controle deck. Can also shut down Bazaars, Triskelion and so on... you can named whatever you want  What do you think about it?
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20
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Eternal Formats / Miscellaneous / Why you should be Playing Mono Blue This Year at Gencon
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on: August 12, 2005, 02:36:21 am
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In other words, as soon as they get to 7 mana, you lose I can admit that there were/are many welders in all the top8 we've seen in Vintage Champ and Chicago but this isn't equal to the lost for Mono Blue. You're telling us that the deck can't run narrow cards. This is mostly true and this is where Vedalken Shackles can shine. This cards has been made for Mono Blue. It lets you controle your worse fears that could be resolved (the fact that it's an artifact isn't an issue since your best answer which can be useful in that matchup is also an artifact and I don't see many threats other than creatures that can harm you). A welder can be stolen so easily in order to controle the controle Slaver or Stax board with only 1 island, so with the BIG counter wall you can have in such a deck like Mono blue and some shackles on the board, in hand or ready to be tinkered (i.e), you can easily let pass what isn't revelant for your deck and even make use of these permanents to destroy opponent strategy and board with that, don't you think so? Just my 2cts Ps: This cards is also good in many matchups like Fish (since they don't even run null rods nowadays), any aggro that could annoy you etc etc... Ps: Ride this deck in the Top8 again and show us how you're the great magic "elder" we already know 
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Eternal Formats / Miscellaneous / Re: The Perfect Storm: A Primer
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on: August 11, 2005, 07:43:10 am
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I haven't spoke about specific metagame and matchup but this can be another (big not to say worst) issue.
Since you told us your metagame is nearly full powered, this seems a good thing but what does it look like? How many workshop.dec are there for example?
This question isn't made by random. More and more, I do have some problems with workshop and more specifically Stax deck since they run more and more hate cards with their usual lock components (ITEOC, Uba, Chains and so on). I've also seen many matchups (in tests and tournaments) where Oath had many problems in this matchup as well since Tangle Wire and Smokestack was enough to simply wipe its board and plan out.
This is were your build makes me feel you certainly have problems, in the first game against them with all the dead cards you already run. But after sideboarding, this seems even worse since you have two choices. Run you transformal sideboard and this leads you to have even lesser chances to win (even worse manabase where their land disrupt will even more shine, more dead cards to win asap if the oath routine doesn't succeed or simply doesn't come into your hand as I assume you don't mulligan until you get your Plan B on, right? and so on...) Second choice is to run the same build but since your plan B took most of the place in your sideboard (not to say the whole place), you have no cards at all to come in to improve your matchup (like Rebuild, Hurkyl's Recall and so on...) and some cards like duress will have to stay in your maindeck and have the nearly uselessness we all know they are.
So, I won't ask this for every matchup you meet but this can illustrate how such a transformal plan isn't what we need in TPS in general purpose. I mean, what matchups we already fear (there aren't many around) where your transformal plan improves that much your life against them? Missing sooooo many anti hate cards and removal, drawers etc... in your sideboard seems also make your deck even less versatile to specific or dedicated hate.
Finally, I think that your plan can be good but only in really specific metagames and with your skill and proper sideboard cards, you would still make good results in there, not to say better ones.
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Eternal Formats / Miscellaneous / Re: The Perfect Storm: A Primer
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on: August 10, 2005, 03:41:48 am
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@mongrel12: I don't think the build of BigMac is off topic. We're under a primer of TPS, and this includes whatever build of this deck which can be competitive (if not the best one to find) @BigMac: There is some serious issues with your build in my point of view. Since you dedicated many slots of your sideboard to this plan, you had to change your manabase. This makes it a bit worse than it can be originally (even the one I run with the red splash), then a lot worse after sideboard and this makes you more vulnerable to other mana disrupts. (CoTV for 0 slows both of your plans after sideboard and can be very annoying not letting you to try to resolve a first turn Oath, CoTV for 1 also makes your duress dead and doesn't let you protect whatever you will try, Oath or combo routine, which is a serious issue too, letting you counting on your FoWs, that's all...) When you applicate your transformal plan, you also have to put out some business cards from your MD. This IS the worst issue I can assume because if your Oath plan is countered, removed (Duress, Naturalize etc...) or backed to your hand, your other plan to combo him out will be great delayed/diluted. I mean by this that you've put in several dead cards in this purpose, which would let you get more and more fizzle. We, players of TPS (and also opponents should) know that this deck can fizzle out after a resolved bomb (it can happen without intervention from our opponent) and makes you stall for too long to recover (most of the time). These "dead" cards like Oath or fatties (worst ever) can let you try to come back to your original plan but what a waste of ressources you've made. The opponent would/should have already won since that time or being able to make it asap. On the other hand, these business spells you're removed from your MD to make space for your Oath plan will miss you when you'll try to come back to the combo routine. This makes me wonder how is your transformal plan, what cards do you remove in order to make space. I assume there is a total of 6 to 10 cards that you have to remove without speaking about lands, 10 making your duress removed too, so you couldn't rely on them and would count on Mana Leaks? Now, I know that the main purpose of this transformal sideboard plan is to make your opponent surprised, and this can happen (I assume this happened quite many times when seeing your good results with it) Anyway, I thank you for this idea which can help us to make TPS better than it is today. Was a rather simple but really good idea  Wudil, very happy with his red splash TPS  PS: Sorry about my bad english, I hope you could understand what I wanted to explain. PS bis: If you think I shouldn't have answered on this topic as I am off topic, I'm sorry, just wanted to answer to BigMac and wanted to point out some issues which annoyes me with this plan.
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Eternal Formats / Miscellaneous / Re: A thought on TPS
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on: July 07, 2005, 09:35:11 am
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@MaxxMatt: Thanks for the advices. I'd like to say that most of the metas here in France have quite many "weird" decks and fiches.dec (aggro and aggro/controle) in the first games. This is the reason why I've recently switch back the colossus in the maindeck and I should say that it also helps against decks packing Laboratories against us which is an easy way to win through when having Duress and Tinker ready to play. About the changes you've told me, I would never ever remove the lone Cabal Ritual from my main. I was playing two of them before and it was really really great in there but as I had to make room to fit my different choices, I had to remove one of them. The last one is sooooooo cute that I can't imagine playing a Gifted TPS without it, and mostly don't understand people not playing it in their build, if you didn't, you should try it and you will love it for sure. About the LoA, I've been toying with it since I saw people playing it and as I didn't understand why but I shall say that being an off color land, a really nice target for LD and that it can be quite good (not great) only after several turns let me remove it as I originaly thought. About the FoF issue, I prefered to run a second Gift in its slot. I simply don't see where I could fit in since Cabal Ritual can't be removed, Duress in THE card (with FoW) I want to see against any controle.dec in order to force a bomb through which most of the time leads me to the win. For the Skeletal Scrying, I've been thinking that this could be a really good asymmetrical drawer which can't be ReBed and so on... but I don't see where I could fit it in my MD except for my beloved Wheel. It helped me a lot to combo 1 turn sooner than I could before (plus saying 7 cards for 3 manas is always better than 2 for the same amount) when forcing my opponent to mulligan when having a hand he thought well (of not great). It also happened that my opponent touched the FoW or Drain with UU open he was looking for when I tried to combo out but it was really rare and could be prevented (sometime) by having my own FoW or duress too. I think I will eventually try this card in the Wheel slot in order to see if it worth its place. I originally played 2 copies of Tendrils for a long long time when playing TPS and since I switched back DSC in the maindeck, I should say that all of the time I wanted to kill in the storm way, I never had problem finding my lone copy. I also already met some Cranial Extraction or Extraction (the one for U) and I still have 2 ways to kill my opponent, so it wasn't a problem for me to do that. Since I had some problems with my manabase (forcing me to mulligan or losing while being too much striped), I was thinking if replacing a fetch (Bloodstained Mire) by a basic land (Swamp or Island...? Maybe Swamp to get an original 2/2 basics configuration) could be a good thing. I've seen the primer of TPS Negator has made and was wondering if ToGs in the SB would worth it. Personally, I'm playing with Engineered Plague and Night Soul Betrayal and they were gold in the matchups they were intented to. They're also more versatile since they can come in against Welder.dec and Oath.dec if I've won the first game (which usually happen) The only matchup I can meet where ToGs would be way better than my "hosers" would be Workshop aggro decks, can't think of any others (even Madness would be really affected by my choice while having most of the thougher creatures for the aggro and aggro/controle decks) I've also been toying with a pair of Mystic Remora some time ago against other Storm.dec and I was wondering if they couldn't come in against other decks such as Stax.dec and Controle/combo decks where they always have to establish a board controle and/or hand controle with artifact accelerations and/or drawers/manipulators. Anyone has tested them in that purpose? @BigMac: I've seen your posts about TPS but to resume, I always thought (by reason or not) that sacrifiying the whole manabase (which is one of the best weapon TPS has) in order to make a "surprise" to your opponent by having a big transformal SB doesn't worth it (it also makes you lose some slots dedicated to good answers in your sideboard) but it already had been discussed. Congratulatins on your good results with it anyway  @Lupo: How were your results with TPS? Any news? Wudil
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Eternal Formats / Miscellaneous / Re: A thought on TPS
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on: July 01, 2005, 06:56:21 am
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Hi, finally, it seems some people take care of TPS and don't let it bite the dust...
I've recently made a Top8 (second after the swiss rounds with a 55 people tournament) with my own TPS.
Firstly, I should say that removing a Chain of Vapor is a good idea as a removal since many decks works with CoTV MD and with 1 counter on it, it of course makes around 16 cards in your deck/hand dead but it also make one of your few removal dead also which is a really bad news. You could simply replace the Chain for a Rebuild, a Tinker for another and the Colossus for the Cabal Ritual.
This lead me to the point where Cabal Ritual IS sooooo sweet in a Gifted TPS (which is a full turn faster for its kill while being better against Controle). I simply can't imagine running a cabal-less build since it had a great ability to fix black mana, but makes your gift so juicy when looking for manas.
I'm more and more thinking that Chalices will see less and less use in the future builds (except for Fishes) since the most played and best deck (as I can imagine) is Gift.dec which cannot run them, at least in the MD. Oath was playing it but it lost attraction from players to Gift or the new Fishes which lead to a less CoTVed metagame. I think a more versatile card like Echoing Truth could help more in the MD since cards like Meddling Mage, Root Mazes or even multiple Artifact Hates could "appear" and be dealt with it.
About the red splash, I think this needs to be done (You don't really fear wastelands and so on since you're running a really lw number of red cards and you usually don't have to play them till you will kill your opponent, or you simply could play them with the help of Petal, Black or Mox R). But I won't play Burning Wish MD. I've tested it and I always was hoping it would be another card instead of when I was holding it (in the first turns or later). The Recoup is of course great, but the ability to run one more draw7 in the MD like Wheel of Fortune is really good (way better than any Windfall, Time Spiral and so on...) It also allows you to play cards like ReB or Pyro Blast in the side, added to Rack and Ruins, Shatering Pulse and so on...
Just FYI, here is the list I ran at the Paris tournament:
MainDeck
1 Badlands 1 Swamp 1 Volcanic Island 1 Bloodstained Mire 1 Tolarian Academy 2 Island 3 Underground Sea 4 Polluted Delta 1 Black Lotus 1 Sol Ring 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Mana Vault 1 Mana Crypt 1 Lotus Petal 1 Cabal Ritual 4 Dark Ritual
1 Mystical Tutor 1 Cunning Wish 4 Brainstorm 1 Demonic Tutor 1 Tinker 1 Vampiric Tutor 1 Time Walk
2 Gifts Ungiven 1 Wheel of Fortune 1 Timetwister 1 Ancestral Recall 1 Mind's Desire 1 Yawgmoth's Will 1 Necropotence 1 Yawgmoth's Bargain
4 Force of Will 4 Duress 1 Rebuild 1 Recoup
1 Darksteel Colossus 1 Tendrils of Agony --------- 60 cards
Sideboard: 1 Ebony Charm 1 Rebuild (would change for Rack and Ruin) 1 Brain Freeze 1 Hurkyl's Recall 1 Rushing River 1 Skeletal Scrying 1 Coffin Purge 1 Night of Souls' Betrayal 1 Misdirection 1 Fact or Fiction (was useless and same in playtests, would change for maybe a Shattering Pulse) 1 Echoing Truth 1 Red Elemental Blast 1 Pyroblast 1 Hydroblast 1 Engineered Plague --------- 15 cards
Wudil
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Eternal Formats / Miscellaneous / [Discussion] Building a Better Hate Deck, or RG Tempo
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on: December 28, 2004, 11:55:45 am
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I've been thinking about playing again a RG beatz since workshops decks are everywhere here in France and as it has really good options against them in having a really good manabase (lots of basics) + Artifact Mutation just for example. After working a bit on an "old" version of this deck, it seemed to me that I needed a way to draw cards or at least a way to handle the library which is necessary in order to keep moving all the options I have in the deck. It also seemed to me that I needed to change these options with Kird Ape issue for example which is, even if it seems great as a 2/3 for R, not that I would like. I'll illustrate this with the choices I've made. Manabase: I've chosen a quite usual manabase but reduced the count of Taiga (good targets for anti basics) and added my drawing engine here with the Bazaars of Baghdad (another way to recycle maindeck hate which cannot be used against some type of decks) 2 Taiga 3 Mountain 4 Bazaar of Baghdad 4 Forest 4 Wooded Foothills 1 Black Lotus 1 Mox Emerald 1 Mox Ruby I finally choosed not to run mana denial here as these would be sub optimal with all Crucibles played around and as this would make my manabase less stable than it is right now (without speaking about the fact that I'm playing Bazaars which doesn't help it on their own). About the Critters: I choosed to add ESG to escape the problem we meet when facing a 3sphere on 1st turn of course but also to accelerate the incoming of threats on our turn. I just kept one creature I used to play in my old version which is Grim Lavamencer. Its capacity is more synergic in the deck I'm piloting right now, you will see why. Viridian Zealot came to my mind as a good threat to Workshop decks but also against Oath decks which become more and more rampant in my metagame, really good choice. I hesitate a bit about the Gorilla Shaman issue which finally was rejected for another hoser of Artifacts on its own (and which also can take care of jewlry + chalices for example) which is Goblin Vandale. The big difference between this one and the gorilla is that u can take care of Crucible or other high cc artifacts on the board adding to the jewlry u already can take care. Wild Mongrel + Basking Rootwalla seemed a really great choice on their own since I use cards which can be useless and is a good way to recycle them in a good way like the Bazaars can already do. The final choices about my creatures are turned on some that let me use the BoB and Mongrel in their fully use. These are Angers and Squee, Goblin Nabob. 2 Anger 2 Goblin Vandal 2 Squee, Goblin Nabob 3 Grim Lavamancer 3 Viridian Zealot 4 Basking Rootwalla 4 Elvish Spirit Guide 4 Wild Mongrel Threats & Others: I've put in Artifact Mutation as it's the best response against any Workshop decks but can also be usefull against decks running Crucibles or other stuff like Damping Matrix for example. I also added Naturalize which is the best answer to an early Oath of the Druid if I didn't have time to put on the board a Zealot and activate it. It also take care of annoying Artifacts if needed. The only "removal" I've choosed to run is Death Spark as it can play the role of Squees if I don't have them and let me fire and get back it for only 1 colorless mana. I've put in some boosts with some Rancors and Reckless Charge which are really good on your tool creatures or of course Mongrels. Last utility card I choosed to put in and that I'm trying right now is Bind. It can create u enough time while recycling on itself when playing on a fetchland, wasteland targeting your BoBs or simply on an activated ability as there are more of them played by opponents decks. I also choosed not to run Null Rods as they're nearly useless except againt Fast Combo (ie: TPS, Belcher ect...) and are totaly useless againt Oath and Workshops which are the decks to hate right here (not speaking about the fact that I choosed not to run mana denial via wasteland/stripmine in order to have more stable manabase) 2 Rancor 3 Artifact Mutation 3 Bind 3 Death Spark 3 Naturalize 2 Reckless Charge I didn't work that much on my sideboard but this looks like this for now: SB: 4 Maze of Ith (really needed in the oath matchups as they're our only answer to a triggered Oath) SB: 2 Red Elemental Blast (Random stuff against Control decks as I should have hard time for these matchups since I metagamed against Oath and Workshop decks) SB: 3 Pyrostatic Pillar (best option against fast combo even if it's not enough on their own) SB: 3 Blood Moon (can be a bomb against some Controlish decks like Keeper or UGr Madness for example but I can't make them come in against Oath as it would desactivate my Mazes...) SB: 3 Ground Seal (best option against Dragon which are quite present also in my field and is also usefull in the workshop matchups) The final list looks like something like that: // NAME : RG Beatz 2 Taiga 3 Mountain 4 Bazaar of Baghdad 4 Forest 4 Wooded Foothills 1 Black Lotus 1 Mox Emerald 1 Mox Ruby 2 Anger 2 Goblin Vandal 2 Squee, Goblin Nabob 3 Grim Lavamancer 3 Viridian Zealot 4 Basking Rootwalla 4 Elvish Spirit Guide 4 Wild Mongrel 2 Rancor 3 Artifact Mutation 3 Bind 3 Death Spark 3 Naturalize 2 Reckless Charge SB: 4 Maze of Ith SB: 2 Red Elemental Blast SB: 3 Pyrostatic Pillar / Root Maze / Null Rods? SB: 3 Blood Moon / Pillars? SB: 3 Ground Seal I hope this could help others in order to build a new RG Beatz which can compete in today's metagame (it can differ between mine and yours of course but as I already noted, mine is full of workshop and Oath decks + random Controlish and Dragon decks). Thanks for reading and I'm waiting for your replies. Ps: Sorry for my poor english due to the fact I'm a poor lonesome frenchie 
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Eternal Formats / Miscellaneous / Little Report and minor changes to my current build
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on: June 01, 2004, 06:14:47 am
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After playing in the Lyon's Tournament during last Sunday, I feel more and more confident in my build of ToG.
I will make a little report of my Tournament and explain what has been changed in my MD or SB.
There were 22 people with around 66% of the decks which were full powered.
I started on match one against a really bad Mono Black with horrible kill threats like Spirit of the Night (or Drain Life) being played with Dark Rituals and Basal Thrull... Don't have to say I made a 2-0 with a turn 3 kill in the second game.
During the 2nd match, I met Yann Levet who is the 6th French best player (cf DCI), he also finished 2nd during the last Massa in Italy. He was still playing a Mono Brown Stacker and this was the first time I really enjoyed the changes I made in my ToG's build where Mana Leak and Wastelands+Strip Mine were Gold.I ended this match with a 2-0 result.
For my 3rd match, I was encountering a "basic" ToG's build with Duresses and no LD at all except the lone Gorilla Shaman. I finished the first game with a really big hand and a ToG on the board but he also had his ToG and a Pernicious Deed which I am not running. Few turns before, I played one of my 4 Wishes to get a ReB thinking about big counter wars but I was saving it in order to have a removal against his ToG, I declared an attack phase with my own ToG, in response played a ReB on his ToG which resolved, he blew his Deed in order to get rid of my ToG but with all DA already played and the AKs stalling in my hand, I could draw another 7 cards hand with another ToG really fast on the board to get the first game. On second one, I made a little mistake which let me lose the whole game as it was really really close (I sided 2 AKs but still got 2 of them too early and couldn't keep them in hand...). We finished the 3rd game with a Draw but I only needed 1 more turn to win the match, this was really close. The LD and Leaks were also awesome in this matchup.
In Match 4, I met a Landstill well played by a friend of mine and even with the Wastelands. I ended with a Draw and needed 2 more turns to get the win... Was really close but I made some playing errors like forgetting the Firestorm as a wish target which would have let me win the 2nd game and the whole match.
In the 5th Match, I met Damien Levet, Yann's twin and who is a really good deckbuilder (who is the 7th best French player just after his brother) who was playing a new Mono Brown combo deck with Ashnod's Altar + Myr Retriever and Junk Diver + Genesis Chamber and some disrupt like Duress (which could have been changed for Cabal Therapy on my advice) and 3Sphere. This wasn't an easy match and again, the additions of LD and Leaks were really good here. I ended this match with a 2-1 result.
With 3 Win and 2 Draws, I was 3rd player in the Top8.
I met a weird Mono Blue build played by a really good player which was really annoying (with Arcane Laboratory and Iso Scepter + B2B). The first game was sooooo long, I ended this one by losing it due to 8 burns made by my 2 Drains in his turn whereas I should have killed him on the turn after his. The game after that one was also close but I tried to change my way of playing this (Controle) by droping turn 1 and 2 2 Togs which killed him. The 3rd and last one was quite easier as I went in combo like in the 5 or 6th turn after being able to play Big AKs protected by ReB and FoW.
In the Semi Finale, I met a TriniStax (played by a member of the Twin's Brothers Levet Team). In his first turn, my opponent began with 3 moxen + land + Smockestack when I had no FoW in my opening hand, with some wastelands after this, I conceded really fast. On Game 2, Leaks helped me so much without speaking about Wastelands while I let resolved a 3Sphere which was a threat to him (it wasn't expected by him). I put a really fast Tog on board and killed him quite fast. On Game 3, I maybe should have mulliganed my hand in order to try and get a FoW as he began with a first turn Sphere of Resistance which was followed by Strip Mine on my Island and Wasteland on my Underground Sea, I still had a Mana Crypt on the board and Intuition in hand (which I drew on turn 3) but I couldn't get a land and he dropped a really fast Karn, this was the end.
The Finale wasn't played by the TriniStax's player and Yann Levet as they were in the same team, they splitted the Beta Mox Ruby and the second price...
I ended in the 3rd place of this tournament which isn't that bad for a so long travel (thanks to my friend Serge Metz)
I will finally address what I changed to my maindeck and my Sideboard.
I removed a Basic Island to get back the 4th Underground Sea as I thought that the 2 Basic Islands were enough to fight against the opponent's LD. I can't say if this is true to me but I shall make more tests on this.
That's all for the Maindeck.
In the Sideboard, I removed the Artifact Mutation which is often impossible to being played due to the use of 2 splashed colors and added 1 more Rack and Ruin for this slot (was a really good call)
I also removed the F/I for a Firestorm which was in my playtests really good as I don't run the MD Pernicious Deed.
The only cards which wasn't played at all in my SB were Vampiric Tutor (this was the same in Paris'Tournament but I think this can still be really helpful) and the Snuff out as the only GermBus played I knew couldn't come and I didn't met decks like GaT or other Aggro decks.
My current build looks like this:
Wudil's ToG:
Manabase
3 Island 2 Tropical Island 3 Volcanic Island 3 Underground Sea 4 Polluted Delta 1 Black Lotus 1 Mana Crypt 1 Mox Emerald 1 Mox Jet 1 Mox Ruby 1 Mox Sapphire
Manasources Disrupt:
1 Stripmine 3 Wastelands 1 Gorilla Shaman
Permission:
2 Mana Leaks 4 Force of Will 4 Mana Drain
Drawers:
1 Ancestral Recall 4 Accumulated Knowledge 2 Deep Analysis
Search/Manipulators/Tools:
3 Intuition 4 Cunning Wish 4 Brainstorm 1 Demonic Tutor
Brokeness:
1 Time Walk 1 Yawgmoth's Will
Kill:
3 Psychatog
Sideboard:
2 Rack and Ruin 1 Berserk 1 Firestorm 3 Red Elemental Blast 1 Fact or Fiction 2 Blue Blast 1 Pernicious Deed 1 Vampiric Tutor 1 Gorilla Shaman 1 Oxidize 1 Snuff Out
I hope that people will test my version before telling this is a bad one just because it doesn't seem good in theory to them and will not make other posts with my ideas like Paradigm and my change of the maindeck Pernicious Deed for the 4th Wish (2 days later).
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27
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Eternal Formats / Miscellaneous / Crucible.dec
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on: May 28, 2004, 03:54:21 am
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While you added Fastbond/Explo, why not adding Horn of Greed as your main drawing engine, this is "synergetic" with your "combo" CoW+Strip and this is way more easier to draw when you want with the CoW on the board. You just have to put in the Horn of Greed and add some more lands in order to maximize its effect, lands like Petrfied Field could be good if you don't get CoW on the board in order to get back Strips but also Workshops.
As you removed black from your build (and Pernicious Deed as a mass removal with it) why not adding an artifact that can take care of permanents? Won't say Smockestack could be really good in such a build where you would run so many permanents. (Blood Moon is still a bad threat you have to take care here as your Strips and kill would be ineffective...)
I think I've already told you more than I had to but I hope at least this will help you much to reach a competitive build.
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28
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Eternal Formats / Miscellaneous / Crucible.dec
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on: May 27, 2004, 08:10:33 am
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First of all, I wanted to give a new direction to what Calibus was working on in order to help him getting a better build (as a friend of mine is working for several weeks on his build which is more and more competitive), Prison-like which mean part of lock, not Combo engine as you're thinking...
You're also comparing what is not comparable with Suicide Black and such a build (I didn't even told what he is currently playing), so I don't see where this could help.
On the other hand, I shall admit that such a post should be more in the newbie forum more than in the Open Type1 one.
I'm sorry Kowal and all TMD community if I didn't help you at all by posting garbage (as I intentionnaly didn't tell the cards which my friend is currently running in his build), next time we'll keep it for ourselves till it can make results, this is understandable. Sorry again.
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29
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Eternal Formats / Miscellaneous / Crucible.dec
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on: May 27, 2004, 07:05:02 am
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I won't help you very much as a friend of mine is already testing a deck with crucible inside of his build as I don't want to tell everyone what he choosed to put in but is deck isn't bad at all.
The core is:
Workshop Wastelands Stripmine Crucible 3Sphere Mishra's Factory
But his build is very different from yours after that and this is where it it really a good one. Just make more researchs and you could maybe find ideas that will cover the problems encountered by your build.
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30
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Eternal Formats / Miscellaneous / The Fourth Wish and the Deed debate
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on: May 25, 2004, 05:24:05 am
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As I see, all I've said in my previous Post wasn't garbage to you... I already told that but I also dislike having a Deed in a opening hand (or while I try to combo out my opponent) of course because you have to tap all your lands to put it on the board and let a window open for your opponent to use it at his full advantage but also because it's a Black AND Green spell and as most of the 4c builds of ToG are running really few Tropical Island, this isn't that easy to put on the board. (without speaking about the fact that it is not usable with a Force of Will to trash it of course...) It means that if you have to fetch or put on the board a Tropical Island and your opponents deny it with LD, you will only have 1 Trop Island left in your library to be able to wish for Berserk and go in combo... this is quite risky to me. Again, this card is nearly like a Psychatog in a Slavery matchup because it can be really devastating if the player that slaves you is able to remove all your hand and grave out of the game plus the possibility to clear what he wants from the board... (depending on the board position) This cards help much in random matchups where you can face up white weenies, RG Beats or Elven and more but against these matchups, you prefer to get your combo asap while using your life points ressource to stay alive and finally kill your opponent (this is also true against Madness or Oshawa Stompy) This cards is really useful against FCG again even if it's a bit slow to me, it's also quite usefull against Modular and TnT where this card can be gold for me, these are the matchups where it really can shine and I could miss it but you can still run some in your sideboard if you think you will face up some of these matchups during a tournament (+ Firestom in the SB is gold against them and can deal with there critters, but not wish SoTF or Food Chain) To me, I think I really have to cut it from my maindeck in order to avoid all the disavantages it has. And in a same role, Cunning Wish is the ideal replacement to Deed. Because it can get you any answer to the real threat you are facing but also because this is more easy to play it (only need U to be played + the cc of the spell tutored in this way where this is our main colour in the deck) while it is still part of the combo pieces and is never useless. I found some time while I had to pitch a Wish to a FoW or use that same Wish to get an answer to a targeted threat that I had some hard time to get another Wish in order to be able to combo out my opponent which is really annoying. The problem is that Wish has 2 purposes which is not only getting an answer to a given threat but also getting the berserk to combo out your opponent and this is the reason why I would prefer to replace the Deed by a 4th Wish.
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