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1  Eternal Formats / Global Vintage Tournament Reports and Results / Re: Rochester News on: June 16, 2006, 12:23:57 am
Nicolae Antes only has 13 list for his sideboard

I believe we opted for 2 Mindslavers in those slots...
2  Vintage Community Discussion / General Community Discussion / Re: Some more ways of telling if expensive cards are real on: February 11, 2006, 01:11:09 am
I would like to know if the 'dark beta' Sapphire has this mark. if anyone has one, could you enlighten me? If you are wondering what 'dark beta' is...

I checked a 'dark beta' Sapphire, and there is no such marking on the card. Hopefully it's of some use down the road...

one time a guy walked into the printing factory and printed himself some rare sheets. Some people say he did more than just rares, and some say more than just beta, but what matters is - these cards are very hard to spot as fakes using any of the tests. They do not pass the natural vision test though - they have distintly different inking patterns.

Also, there is more than 'beta dark' power, certainly he must have printed off later versions of power (both UL and B) from what I've seen. Luckily, if you have spare power to do a comparison, like mike stated, you can see the printing is not only slightly darker, but the pictures themselves seem to be offset slightly.

3  Eternal Formats / Miscellaneous / Re: (Article and updated Primer) How to play control slaver now. on: November 27, 2005, 01:27:06 pm
Stifle is far and away the best answer to opposing Tormod's Crypt possible.

Pithing Needle has more synergy with the deck as a whole and works as a permanent Stifle. I see no reason to run Stifle over Needle unless you routinely plan to hit fetchlands with the Stifle you boarded in against a specific threat. Against Dragon and Storm combo decks, I see Stifle being useful, but that would be more a metagame call than a permanent inclusion in the sideboard, I guess.

What exactly do you need the Tormod's Crypt for? Both Gifts and regular Slaver can play around Tormod's Crypt. Do you see that much Dragon that you need to devote 4 slots for the matchup as an "always include" in your sideboard?

Dozer

Tormod's Crypt will be far more useful than just a sideboarding option against gifts and slaver. Tendrils combo is now even more dependent on will, with dragon and gifts having to worry about timing issues throughout entire matches. The only real deck that it is useless against is stax to some extent, and even there it can help against opposing barbarian rings. I think crypt itself is far more powerful than you're willing to give it credit for. Stifle, on the other hand, is something I rarely have found useful against anything but dragon.
4  Vintage Community Discussion / General Community Discussion / Re: So I need a new car... on: November 25, 2005, 11:05:36 pm
I say the Honda or Regal, not really knowing much about the SHO.

The V6 accords are fun to drive, and hondas are extremely reliable cars. At the time I looked into buying cars, the mid 90's and latest accords were among the top cars on my list, and after owning a civic, I love hondas reliability. As for the regal, I distinctly remember tooling around with one of my friends and noticing how nice the car was. Granted it was his parents, I know they never had a problem with it, and loved how the car drove year round.

P.S. Tell Antes to bring your library tuesday.... and good luck with whatever you decide to buy.
5  Eternal Formats / Miscellaneous / Re: Query: Do you think there is a lack of consensus about Basic Propositions In on: November 24, 2005, 11:41:16 pm
During the "boom" of Vintage in 04 it seemed like the entire community was pulling together to further the format.  Tournaments were getting a lot of promotion, the SCG p9 tournaments were pulling everyone together, united in their need for further promotion.  Decks were being tuned by everyone, and thoughts were being thrown out en masse for others to run with.  Then, for some reason, all that seemed to stop.  The only time we ever heard about a deck was heard about or discussed was well after it was debuted in a tournament.

Now, I agree that teams do want their secret tech to be hidden until they storm a tournament with it so that they can win money/cards/etc...that makes perfect since.  I remember at one point during 04 that the monday after origins there was a smmenem article about MonoU.  It was a pre-tournament report, before he had even gone to the tournament.  He detailed all of his tests, his card choices, cards he had tried, cards he thought about trying...it was very comprehensive.  Rarely do you see something like that nowadays.  I haven't really seen an article like that in a long time.

This revealing of decks post-tournament has somewhat created a demand for results.  A deck or idea doesn't even seem to be considered worthy of anyone's attention unless it has shown results in a tournament.  And unfrotunately, not everyone has the skills necessary to improve a deck design to make it tournament worthy, or good enough to place high enough in a tournament.  This seems to stifle quite a few ideas that others may not think of or even consider just due to the fact that, while quite innovative, not developed enough to be tournament worthy. 

In order to continue to improve and further the format, people need to be more open to ideas from more people, they need to be willing to try out just about anything, not just dismiss something.  It's hard to say something is going to be bad if you haven't tested it or attempted to improve it.

I somewhat disagree with this point of logic. Many individual events have been won on the backbone of decklists that were posted far prior to the tournament (even the vintage champ's list was posted prior to Gencon). Saying that team forums and competition has stunted the growth of the format is naive. Gifts was something that was considered by a relevant enough amount of people to be good before the accepted decklist was spawned. Sometimes it's hard to create good initial results, and decipher which 'potential cards' will actually live up to their hype. 

Another thing. Smmennen, you say that 2004 was a good year, and 2005 wasn't?

2004 was Mirrodin.

2005 was Kamigawa.

Maybe a corrolation can be traced from that?

I agree completely.  Mirrodin meant lots and lots of artifacts, which is vintage's best friend.  Kamigawa was full of..um...legends.  Yeah...we all know how much t1 loves legends...

Although it seems Kamigawa brought Meandeck the best top 8 appearance it has had to date.
6  Eternal Formats / Miscellaneous / Re: Specialist or Generalist? on: November 23, 2005, 01:20:44 pm
My question is: is it better in Vintage to be a generalist or a specialist?

Both.

a) what are the upsides of learning to pilot all of the major archetypes?

The major advantage to learning to pilot every major archetype allows a player to understand the simple or more focused plays a player is bound to make. Learning what others are thinking or knowing the most optimal play their deck can make allows a control player to counter the right spell, and it allows the workshop player the ability to bait. Knowing all archetypes is also beneficial in knowing what your specific role in each matchup should be, and how to excecute proper mulligans, the extension of a hand, and conservation of damage. While all these abilities may be understood after playing the game for a long period of time, new archetypes are presented in a montly fashion these days. Being able to quickly adapt is key in staying ahead of your opponents, and using this to your advantage in how to 'metagame' your deck and sideboard.

b) what are the upsides of learning to play just a single deck?

While playing and being able to use every archetype is all fine and good, it isn't essential to play every deck. If the deck in question has been something you are comfortable with, and that you know has a good game against most archetypes that seem to pop up, by all means play it. Staying a step ahead of the rest of the metagame is the essential part, so a good deck can be viable for fairly long periods of time.

c) what are the drawbacks?

The major drawback to learning every new deck is becomming convoluted with strategy and sometimes inducing confusion over what will happen in the average game. Sometimes you just lose, but being on tilt causes players to assume far too many situations that any can be plausible. Also, the major drawback to having a known deck is people are bound to find very distinct answers to your threats, and if enough of this happens, it can push a deck out of contention (or at the very least, make it difficult as hell to succeed). The prior is also highly probable in a small tournament environment where everybody knows each other.
7  Vintage Community Discussion / General Community Discussion / Re: Star Wars: What if............? on: November 14, 2005, 11:18:13 pm
I want to know the answer to two questions:

If Yoda had killed Sidious, what would have happened?

If Yoda had Killed Sidious you could probably eliminate everything in the series from then out, because Vader would have no reason to exist, or wouldn't have any drive to become anything other than average. Anakin's character is weak in respect to confidence, and virtually was a pendulum until either side proved to be more convincing to him than the other. Yoda defeating Sidious simply eliminates the potential of Anakin to exist with the dark side.

Second, if Anakin had killed Obi-wan, what would have happened?

This would remove Luke from becomming a Jedi, although it could be believed that Yoda should be willing to have him serve as an apprentice. The effects of that would prove more beneficial to the Jedi than Obi-wan as Luke's master.

The one scenerio that your probably trying to lead into is what would occur if these events coincided. If both events were instantaneous, Yoda would hold more power to Anakin than the dark side, and again, Vader would cease to be. Without episodes 4-6 all these situations are somewhat believable, but the knowledge of the end is what makes either, or simply one from ever occuring. 
8  Vintage Community Discussion / General Community Discussion / Re: Star Wars: What if............? on: November 13, 2005, 05:45:53 pm
Assuming Yoda kills Sidious, rebuilding would be a huge struggle. He would almost have to take control of the republic with the Padme and Jimmy Smitz. .... What problems would arise?

Well, one problem would be sure to arise, Padme would be dead....
9  Eternal Formats / Miscellaneous / Re: The Lack of Tog in the U.S. on: September 10, 2005, 11:33:17 am
Quote
THE most common misconception about tog is that it loses to control slaver.  This isn't even remotely true.  I wish I had been playing against slaver in the top 8.  I would have crushed, dominated and moved onto a real matchup.  If you look at my maindeck and board I have 2 things on slaver:  a better draw engine, and more powerful answers to my opponents deck.  Again, I won't try to sell you tog or explain why certain cards even made it into my deck, but I will tell you that this isn't togs last top eight.

A real matchup? I have played this version of tog with slaver multiple times, and rarely feared what it could pull off in time for me to resolve welder and push in a mindslaver or duplicant for a win. Both decks actual resources are nearly the same in that they have random maindecked answers to the other, but after boarding it becomes a whole different story (especially if you have neglected to run red). You're draw engine is accumulated knowledge, gush, ancestral, and fact or fiction. This leaves accumulated knowledge as the "better draw engine" against what? Thirst for Knowledge? You're spending more resources doing the same thing if not less here. Saying you would steam roll any competent player is laughable. Be honest, the matchup is far closer than you make it out to be....

10  Eternal Formats / Miscellaneous / Re: CS in a wide open metagame on: September 06, 2005, 10:20:42 pm
Okay guys.  Citadel and Fire/Ice are both maindeck worthy cards.  I played both in my maindeck at GenCon and they were both fantastic.  Just because Crucible isn't in the deck, doesn't mean that Citadel isn't great.  It does so much.  It is an artifact that can be eaten by Shaman, it allows you to Tinker around Chalice 0 and 1, it powers up Tolerian Academey, and it can't be Striped.

Fire/Ice is a wonderful maindeck card in a random metagame, although I don't agree that the citadel has enough benefits to outweigh Library, or for that matter, strip mine. The citadel is a land in your opening grip that you can't use that instant, and is only useful with tinker, and in the face of a strip/waste lock. In the first situation I would have to say I have been less than satisfied with not having drain mana up second turn without a reason, even at the risk I may not be able to use a land for that one restricted bomb in my deck. Under a strip or waste lock there is the ability to refuse breaking a fetch. Basically it boils down to the fact that citadel is often just an artifact that says "I'll sit here until I'm useful", where another basic/library/strip can be used now.

Right now Slaver is the best deck to play in a random meta.  It is slow, but consistent, and can beat any deck in the format if played well.  CS is essentially the new Keeper it is the slow, but steady, control deck that beats everything when played correctly.  It is the most versitile deck in the format and can answer everything one throws against it.  You just have to live through the first three turns and have land on the board.  The other Savage thing about Slaver is that it can win lots of matches on the draw.

Slaver is a versetile deck, and is very dependant upon player skill, feeding off from what decks are winning currently. Slaver has a leniently good matchup verses anything with artifacts, although I dont think that any of the decks you have noted are to be considered those described from a random metagame.
11  Eternal Formats / Miscellaneous / Re: CS in a wide open metagame on: September 06, 2005, 12:21:57 am
Without Crucible of Worlds there is no apparent need for the citadel or strip mine, and Library should be your only colorless mana source. The inclusion of platinum is 'comfortable', although it would be assumed that a duplicant or second mindslaver would be superior (triskelion will dominate random aggro, and isn't as easily fought around). Other than that the deck should be fairly well rounded, and engineered explosives isn't needed with the inclusion of a well rounded 'creature base' and tutorable answers (which you have). Finally, it should be noted that control slaver isn't suited for the "random metagame."
12  Eternal Formats / Miscellaneous / Re: September 1st B&R announcement on: September 05, 2005, 02:59:32 am
The fact is, if your you're not playing stompy or sligh, your you're winning with a combo of some sort.

Sorry, but with the same mistake twice in a one sentence post, I just had to fix it.
-Jacob


That's funny rationale considering the fact that fish, mono blue control and to some extent stax cannot fit under your definition of a 'combo'. Yawgmoth's will is in itself a self sustaining combo (although there are very few cards that have been used to limit its' efficiency by recent standards), and it shouldn't be used to define too many successful archetypes at the moment. Control decks have only been hampered in design over the past couple of months, not due to a lack of interest, but from a lack of player base.
13  Eternal Formats / Global Vintage Tournament Reports and Results / Re: SCG Chicago Top 8 Decklists on: August 01, 2005, 02:48:42 am
Quote
If Roland had played the Tangle Wire the turn he drew the Wasteland, then he would have been able to stack the wire and float mana and untap the Vault after the Wire resolved and shut Rich out and follow it up with Smokestack next turn which definately would have won him the game without a doubt.

It dose seem like not playing the wire was a mistake but you didn't mention the graveyard at all. If roland had mox/lotus or just anything rich didn't care about in his yard then the wire would just get welded out by rich and possibly also the stack next turn. Maybe things have changed but it seems relavent as in all my expeirences the matchup boils down to wining the welder war. For example I was once in a game with yokomoto where I had a good stax hand with like early welder and smokestack but yokomoto off a one land hand cast turn 1 welder turn 2 welder and turn 3 welder. Needless to say my one was far outmatched and I didn't draw waste strip or trisk ans promptly lost cause despite playing properly he just ran my board.

Quote
Blood moon is the first thing that comes to mind, with it's ability to hate on the current gifts lists as well as stax.

I dont know how much youve tested/played with or aginast meandeck gifts but thus far it seems to me that aslong as there is just once island in play for gifts they can win through moon just fine. OF course thats assuming they have the artifact accelrants but they always will. I suppose sometimes both that and welder would make it hard for collosus or tendrils wins but both can still happen easier then you might believe.

The result of putting moon in play would be Jet, Lotus and/or Petal needing to be in play in order to cast tendrils. The tinker win is the most logical route, but again, bouncing welder or the moon would be the gifts main advantage in this situation (also noting that the gifts player has the distinct advantage at 7 counters to 4 with the moon in play). I've played with both gifts and slaver, but haven't personally tested with the moon, so there is no way to give a definitive answer. The only thing that I can say is that moon is good against workshops/bazaar/ring, and is a reasonable solution.
14  Eternal Formats / Global Vintage Tournament Reports and Results / Re: SCG Chicago Top 8 Decklists on: August 01, 2005, 12:35:53 am
How are Control Slavers going to adapt to the fact that ALL THREE Stax variants beat control slaver in the top 8?  HOw are they going to deal with Ring and all the updated Stax technology? 

Blood moon is the first thing that comes to mind, with it's ability to hate on the current gifts lists as well as stax.
15  Eternal Formats / Creative / Re: oath side board for review heavy critisism well-come on: July 28, 2005, 02:28:19 am
My trix deck works spectacular after puple hats input and now i need side board critisism for oath hers what i have and meta game changes alot so its hard planning for alot of something a little of something else ya know

4- arcane laratory (kills combo dead)
4- eather burst (stompy -lol- goblins oath helps by chucking some to)(mirror match shoves it in there hand)
1-tinker
1 darksteel colosus
1-phantom nashoba
1 cloudchaser eagle
3-powder keg


Without knowing what mainboard you have specifically it is hard to fully anticipate what cards should be in the sideboard. If you are running the intuition/ak engine for drawing, any 3 of should be fine for your sideboard. Using Nashoba, Ravenous Baloth is a serious consideration, although I believe either woodripper or the 'protection angels' would be useful in other matchups. If aggro is an extreme concern, drop of honey is an excellent deterant against fish/goblins, and as previously suggested, hydra is a strong maindeck contender.

16  Eternal Formats / Miscellaneous / Re: Black Fish on: July 24, 2005, 11:35:31 pm
@absolute

"Only 2 decks are made to kill fiend, fish and r/g beats. In this specific situation the fish/beats player killing your 1/1's over the 2/2's and 5/5 Negator's is a horrible move. Neither deck runs more than 7 hard counters, so the justification behind fiend remains, as it will not help to further their game plan just to get a card back and see another, much larger threat return to the field. Situational? The best I can say is that it will win you games that were otherwise in your opponents favor, especially combo matchups. "

there is more than one way to 'kill fiend', he can still be bounced if the card is necessary. There are also a LOT more than 2 decks made to kill him.  Yeah, it can win you games, but if the hymm takes the right cards, you can completely mana screw them, or take away key cards that made them keep the hand in the first place.  Heck, i almost want to build a deck with both....

Hymn is never nice to me, and fiend has legs/costs 1B, making it my discard effect of choice. Another permanent has meant game vs. stax, a creature to block has been game vs. fish, and it almost always screws with your opponents perspective. If they invest 3-4 mana to bounce fiend, I'm more than willing to give them the card back just to vial in another fiend, or duress them the next turn.

"Negator is a kill condition, where hymn will neither deal a point of damage, nor does it have the ability to block opposing threats. Also, if you haven't noticed, most of the builds mentioned do not run negator as a 4 of, and rely more heavily on jitte to win games. Graverobber seems to be less of a threat than skirge does, because the skirge can fly over blockers, and provides more useful as a beatstick. Also, earlier on testing proved in the matches that mattered most... graverobber would be more useful unflipped the whole game, allowing for an attack and the removal of possible threats (lets be serious...graverobbers secondary ability hardly ever proves useful). "

Say what u will, but negator is still risky. Against combo/control he does his thing almost too good, but any damage or creature block and ouch. I am not saying not to play him, just that it can be risky.  Skirge seems nice though, especially with jitte.  Also, did you forget the first and second rule of vintage club?? dont ever talk about graverobbers second abilty. haha, but flipped, he is still a 4/2 and it gives you something to do with your mana if you dont draw the card you need(paying the 2 mana...)

It's mainly my personal preference and what I test against. I've hardly ever seen graverobbers flip, and I've never been satisfied drawing him over negator in most matchups. Negator has treated me well, but I can see the argument that he is the single 'weakest' choice in the deck. Having it mainboarded will lose you matchups which should have been won outright. If I added a color to the deck, negator would be the first to go, there is no arguing that point.

Dystopia is a good card vs. fish sure enough, but it's a horrible card against oath. Most of the time the opposing player either counters it or lets it resolve, and brings out a creature that can't be dealth with ( making the dystopia a wasted investment). Paralyze/Imprison would be very good, except you're assuming that you will a)get it past counters and b)get a turn before colossus kills you (as gifts is set up to walk after tinkering up darksteel). The honest answer to dealing with workshop is a green or red splash, I haven't really found any other way to deal with the matchup (although, plague deals with goblins/slaver).

Dystopia is horrible against oath?????
Have you read the card?  How many creatures do you think oath decks run????  You put it out before you control a creature and they discard the oath that is in play(think dark rituals).  Or you keep them from playing oath.  In all honesty though, first turn mox orchard oath usually means you lose, hence my suggestion again for imprison/paralyze.  Yes the cumulative life sucks, but with negators and skirge and jittes............u can still win the race, also if they are forced to hold the oath, your fiends can do their thing.     How much disruption is in this deck??? and you are worried about getting a one casting cost card resolved(paralyze/imprison)???  Also, I thought we were trying to keep it mono black, otherwise we will go on sooo many tangent colors.  The possiblities are too many.

Oath decks run 2 creatures, one is white (before boarding), and one is black. Provided you might actually be able to play ritual---> Dystopia, they will stack the oath to bring out a creature then sacrifice it, leaving you to deal with a 6/6 or 6/5 flyer. The oath deck has 12-14 counters, 8 of which can be active their first turn. Against fish there are 7 counters...4 being hard counters, and 3 leaving you to bait for a turn, or play out the 'chance game'. The point being, it's much harder to resolve dystopia vs. oath, and it can still be moved around provided they sideboard correctly, or have read either card. Imprison/paralyze was a suggestion I said was probably not so great vs. gifts, which is a much more prevalent deck right now. In that situation, they will either bounce the paralyze, or play walk so that you cannot even enchant the darksteel. And as far as relolving anything, I am not worried about it, this deck has a decent game vs. most non-aggro decks. On the subject of keeping the deck mono black....it's my belief the deck cannot survive the full gauntlet without adding a color. Take that however you want to, it just doesn't have the answers it needs to swing some matches in it's favor.

"Chains has been the equivalent to a black standstill, there has been no argument as to whether or not to play it, the question is how many.... "

yes, there has.  It is not in every maindeck build,  where i feel it is most useful.  It seems im not the only one.  And try this, with  chains in play you could play sensei's diving top and not be affected(provided you dont draw the card.  2 tops max in the deck might help to smooth things out, just a suggestion, not a recommendation.  Im still kinda new to formatting posts, so i doubt this will come out looking ok....

Since chains has been mentioned, and tested I have been using 3, and haven't looked back . Top is quite amazing as a first turn play or for consistancy smoothing as well.
17  Eternal Formats / Miscellaneous / Re: Black Fish on: July 23, 2005, 06:12:17 pm
This thread has had a lot of scattershot observations.  There needs to be someone here who is devoted to testing the deck and keeping it focused.  I suggest that you let someone guide the thread so you can answer the questions asked linearly, so it is clear to anyone who wants to read the thread how this deck is evovling, what its problems are and what the build that is suggested by the thread is.  PM around and try to find someone who wants and is able to lead the discussion.

There has been a couple of us that have tested, and continue to test the deck as new developments and suggestions arrise. I have tested nearly every matchup so far, and the only 'problem' decks you face are oath, fcg, and workshop aggro. Other fish decks have proven slow by comparison, and if you can get chains/jitte/negator on the board, you will most likely dominate their field. So far, the last portion of this thread has only been random decklists with little to no reports on specific results and improvements on the problem matchups the deck has (thus, are not worth addressing).

Now, I'll attempt to contribute.  By adding Factory to your mana base, you will find that you draw swamps less than you want to.  Hardcasting your creatures (Skittering Skirge), playing spells (Hymn to Tourach), and using some abilities (Nezumi Graverobber) will be much tougher.  But before I talk more about these, I want to address another point.

Factory was a horrible idea, and I've already stated the card hurt the bomb spells this deck needs to resolve early, although Graverobber seems to be comming up among everybody as a creature in this deck. The primary creature base has, and should be, Fiend/Negator/Wretch/Skirge. Hymn to Tourach is always horrible for me, and honestly 4 chalice, 3 chains, 4 duress, 4 Fiend, and possibly some therapies has been enough disruption, allowing for the decks main plan to procede without relying too much on raping your opponents hand. After chains hits, you only need to hit specific threats, and counters mean nothing with a vial on the board.

This deck is not an aggressive deck.  It is far too slow to be an aggressive deck.  It is supposed to be aggro-control (like Fish).  With that in mind, you have to be able to deal with your opponent's threats.  Winning the game before their threats are realized is not a viable strategy.  Fish wants to play a disruptive strategy and protect those cards.  I'll list some cards I believe fit into the aggro-control vein of the deck.

Chains of Mephistopheles.  This card is an absolute must.  It gives you time against combo (until they can deal with it) and shuts down the card advantage strategies of a lot of decks.  If you think that you need to play Night's Whisper to draw enough threats to win the game, you're playing the wrong deck.  This deck is supposed to play off the weaknesses of other decks (they rely on a draw engine and are disrupted by discard), not tailor itself to any metagame.  If you want an aggro black deck, play Illusionary Mask and Phyrexian Dreadnaughts with a lot of tutors.  How do you protect your disruptive strategy of playing a Chains of Mephistopheles?  You're in black, so discard is the way.

The single most devestating card in the deck, there is no arguing this is house against everything but goblins and r/g beats.

Cabal Therapy.  This card's power increases dramatically if you know what you're doing with it.  If you randomly fire off cards when you play this, it'll seem worthless.  It's meant to be your Duresses 5, 6, 7, and 8.  A turn 1 Dark Ritual Cabal Therapy Chains of Mephistopheles ensure that your opponent will have less game to play with.  If you can identify what the biggest threat is for you, this card is golden.  It also hits Welder when you want it to.

It's funny that you address the dark ritual situation, although later assume that the card itself is not needed for the deck, but as a whole is needed to keep tempo with your opponents game plan.

Nezumi Shortfang should be a consideration.  It's a little slow, but you should be trying to play the game at your pace.  It also provides an excellent clock if you manage to get them to 0 cards.  The ability's cost is its major drawback, though.  You may not have the mana to be activating this often enough to make it worth its card advantage.  It will give you a certain inevitability.

It's far too slow, and essentially is a mesmeric fiend with the drawback of allowing them to choose the card, and is a growing investment that really never pays off. I have never tested the card, but I would refuse to believe that in any relavent matchup it would be able to win you the game.

Edicts are certainly appropriate for this deck.  You won't stop every threat.  They aren't as good at killing Mongrel as Contagion, but they aren't a negative card advantage.  Without a draw engine (and you can't have one), card disadvantage is bad.  Jitte should be your answer to smaller creatures.

They are just fine at killing a mongrel, just make sure a mongrel is the only thing on the board after you ping with jitte and this is hardly an issue.

Skittering Skirge is excellent.  Jitte is excellent.  Mesmeric Fiend is excellent.  I don't think you should try to contest these cards.

Agreed, although contesting any of the major cards including chains or wretch should be uncontested as well.

Has anyone tried to incorporate blue into the deck?  Blue would basically be for the sideboard (Annul?  Energy Flux) and Time Walk.  Time Walk is excellent.

Blue or white seem to be the most devastating of the two colors to splash. Being able to use rule of law, swords, serenity, or disenchant is reason enough to take notice from white (as well as the walking energy flux from kamigawa). Blue offers flux, arcane lab, time walk, annul, ancestral (at the very worst it rapes their hand), and bounce affects. The next best color has been red, due to shaman, small creature removal, and pyrostatic pillar.

Aether Vial is good, not excellent.  This isn't a deck that draws a lot of bad threats (like non-green Fish), it just draws some good threats.  Aether Vial will get your threats through, but will not be spectacular usually.  It's also only good on turn 1.

Aether vial is excellent, once it is on two counters you can use it's ability as instant speed discard and graveyard removal, and run uncontested against counters. Saying it is only good on turn one is somewhat correct, although it can be very useful in the late game, as multiple vials can pull you out of a pinch with negator, as it is known the deck is creature heavy, and needs permants to sack in a pinch.

I don't think Dark Ritual is absolutely necessary for the deck.  The extra speed isn't that much.  But I haven't tested too much.

Ritual is needed, no questions asked, it allows plays that would otherwise take 2 turns to play, and so I see no reason to remove it from the deck without further reasoning.
18  Eternal Formats / Miscellaneous / Re: Black Fish on: July 23, 2005, 02:38:03 am
I am not really pleased with mind twist, hymm is much more efficient and consistent.  Yes, certain games you will be able to twist them for a lot, but come on, lets all remember what drove us to mono black in the first place: first turn dark ritual, duress, hymm to tourach.  That has won about as many games for me as a 1st turn trini in my workshop deck.  I see that fiends have taken this slot and i suppose it is a good choice.  Only problem i see, is when they have a way to kill it(i.e. gempalm, STP, bolts, etc) what can u do? You take the most powerful card for 1 turn(less if they have mana free and an instant), or simply take the anti creature spell and have a 1/1.  Situational.

Only 2 decks are made to kill fiend, fish and r/g beats. In this specific situation the fish/beats player killing your 1/1's over the 2/2's and 5/5 Negator's is a horrible move. Neither deck runs more than 7 hard counters, so the justification behind fiend remains, as it will not help to further their game plan just to get a card back and see another, much larger threat return to the field. Situational? The best I can say is that it will win you games that were otherwise in your opponents favor, especially combo matchups.

Hymm is also situation i know, someone mentioned about dropping a titan/other badass artifact for welder bait.  True, it can happen, but its a luck call.  Same principle as the negators.  4 is a luck call hoping they arent playing direct damage.  Hymm was always my prefered method of land destruction over sinkhole.  It is also card advantage and seeing as nights whisper is only ok.(better than scrying with vials to 'cast' creatures).  The wretch/graverobber combo takes care of welder trix lilke nobodys business.  Plus he can become a 4/2 for 2 mana, not bad.  Seems like gg against gifts dex or dragon dex.

Negator is a kill condition, where hymn will neither deal a point of damage, nor does it have the ability to block opposing threats. Also, if you haven't noticed, most of the builds mentioned do not run negator as a 4 of, and rely more heavily on jitte to win games. Graverobber seems to be less of a threat than skirge does, because the skirge can fly over blockers, and provides more useful as a beatstick. Also, earlier on testing proved in the matches that mattered most... graverobber would be more useful unflipped the whole game, allowing for an attack and the removal of possible threats (lets be serious...graverobbers secondary ability hardly ever proves useful).

my suggestions against oath: Edict or dystopia?  meta call, but dystopia takes care of white too(meddling mages/rootwallas/mongrel) wow, it works against fish too!
tinker: dam thats tough,  i guess i will have to give you guys a blast from the past.  Actually 2 of them.  Before i suggest these cards for a darksteel(edict is already obvious..) take a second to think about it.
ready?  lol ok, paralyze and imprison.  Yeah, i said it.  Hell, i would pay the 1 mana to stop him from attacking, wouldnt u? Since u have critter advantage in numbers with vials, 2 mana for a useless DSteel seems like a no-brainer.  Paralyze is another option, because if its mid game and they have 4 mana handy, you should already have more critters out you can also double paralzye.
since it taps right then, it lets your negators do their thing.  Plus, for the versions that have 4 chalice and 4 sinkholes, good luck getting four mana.  BOTH THESE CARDS COST 1 MANA.  obviously you would NEVER put edicts and these together in the main.
my side would be:
3 dystopia (green fish, oath?) is perish too narrow?
3 engineered plague ( goblin decks, goblin welder)
3 Diabolic edict (oath, tinker/colossus)
3 imprison/paralyze (I would really like to know what everyone thinks about these 2.)
3 ???
Green has cheap efficient creatures that are becomming commonplace, and the other main creature rush comes from goblins and workshops, so im not sure the best anti workshop side option..... help?

Dystopia is a good card vs. fish sure enough, but it's a horrible card against oath. Most of the time the opposing player either counters it or lets it resolve, and brings out a creature that can't be dealth with ( making the dystopia a wasted investment). Paralyze/Imprison would be very good, except you're assuming that you will a)get it past counters and b)get a turn before colossus kills you (as gifts is set up to walk after tinkering up darksteel). The honest answer to dealing with workshop is a green or red splash, I haven't really found any other way to deal with the matchup (although, plague deals with goblins/slaver).

if you are running 8 wretch/robber hymm is a must
Also someone said 3 chains was bad main decked?? First off having 2 is never 'dead'.  Think about it, against one chains, you just hold a land or off-color mox to pitch.  You dont get card advantage, but rather get the card you would rather keep.  i.e. you have 2 cards after the draw, you recall yourself, you discard the land/least good card, draw, discard least good card, draw, and repeat once more making is like a 3 card careful study.  TWO chains means they trigger twice, so they discard, discard draw etc.  so they would have to pitch 2 cards to get the first, then it starts to become card disadvantage.  Worst case scenario, you can sack to negator.  THREE maindeck for me, if one is countered(meaning they play blue, meaning they have card draw...) u can cast another.  Heh, i remember i had a combo with Chains of Mephistopheles and anvil of bogardan too but with nezumi shortfangs and the rack. Sorry i have babbled too much, i hope some of this helped so we can work out a solid maindeck for ALL metas not just your tournament(to the guy with no chalice main because no moxen present) thank you

P.S. major props for tryin to animate dead the mono B/sui decks

Chains has been the equivalent to a black standstill, there has been no argument as to whether or not to play it, the question is how many....

19  Eternal Formats / Miscellaneous / Re: Black Fish on: July 20, 2005, 11:44:42 pm
The factories are an interesting addition to the manabase, and it makes sense since it is used in traditional fish builds. I'm surprised these weren't incorporated earlier, but maybe I glossed over some reason for not running them earlier on in this thread. Anyway, this is my current build:

Mana (23)
6 Swamp
4 Polluted Delta
3 Mishra's Factory
4 Wasteland
1 Strip Mine
1 Mox Jet
4 Dark Ritual

Creatures (14)
4 Phyrexian Negator
4 Mesmeric Fiend
3 Withered Wretch
3 Skittering Skirge

Artifacts (7)
4 Chalice of the Void
3 Umezawa's Jitte

Disruption (13)
4 Duress
4 Night's Whisper
3 Cabal Therapy
2 Diabolic Edict

Broken (3)
1 Demonic Tutor
1 Necropotence
1 Mind Twist

This has worked very well for me. Yes, there are no vials in this build, but I felt that 2 edicts were necessary in my meta, and the mind twist has proven to be a great must-counter game breaker. Overall I am very happy with the deck thus far. I would like to get feedback on this list and take the time now to ask some general questions:

-how important is the presence of aether vial? yes, it helps a lot in certain matchups, but what do you lose by replacing it with something else such as extra disruption, etc.?
-given that the deck runs dark ritual and some builds run a limited number of game breaking spells, can & should there be space for yawgmoth's will as a late-game strategy?
-what are people's thoughts on sideboarding options?
-any other general comments or new directions this deck may be going in?

1. Vial was a major consideration in order to push the majority of your threats through a wall of counters. This also eleviates the need to strip your opponent of counters, and eliminate their draw and potential threats through it. Vial also allows you to lay down more threats every turn, and put a lot of early pressure through, so that you can get through tough matches.

2. No

3/4. Sideboarding options have already been discussed for the deck, although I personally believe the deck needs another color because it just cannot compete with stronger aggro or combo's which don't rely on their graveyard (dissapearing, but still a valid concern).

Another large problem that the factories present is the lack of the ability to lay down the strongest threats in the deck. It simply isn't reasonable to think you will be reliably casting double duress', or withered wretch on the second turn. Although if the factory route is a must, I would assume the vial would also be an instant inclusion, as well as chains over whispers. Chains is blacks more 'permanent' and threatening standstill, as it can provide a lock component down for your creatures to swing under.

20  Eternal Formats / Miscellaneous / Re: [Premium Article] Meandeck Gifts on: July 15, 2005, 09:51:56 am
Eye of Nowhere did turn up in my search but I did not see it as an acceptable solution due to the UU CC.  I have not done extensive testing with the deck.  But, my early testing shows that with so many Tutors in the deck, finding the MD Blue bounce spell is not an issue.

Funny, one of the main goals of the deck is to get up UU to cast drain anyway, so it should be no hastle to tutor/wish for any bounce spell and cast it when it's needed. In a pinch the sorcery bouncer is not a must have, but it definately doesn't hurt if there is no other/better metagame call at that particular time.
21  Eternal Formats / Miscellaneous / Re: [Premium Article] Meandeck Gifts on: July 15, 2005, 09:13:49 am
The Truth, I believe after seeing the deck work on Saturday and Sunday,  should definitely be a sorcery speed bounce spell to be wished for.

I did a Gatherer search and could not come up with any usable Sorcery Speed bounce spells (in U).  What did you have in mind?

The card in question was already noted as Eye of Nowhere, the Champions of Kamigawa's replacement for boomerang at sorcery speed (with the benefit of being an arcane spell....). Eye was used in one of our weekly tournaments recently, and seems to be a fairly decent answer to an opposing collosus or any other permanent that is producing a headache.

22  Eternal Formats / Miscellaneous / Re: Black Fish on: July 04, 2005, 10:17:07 pm
Quote
This spell is also spells disaster for you if you drop a slaver/sundering titan/crucible/trinisphere in the graveyard, or manage to setup an opponents Yawgmoth's Will midgame. Hymn generally will not hurt, but rather help, most welder decks, and with reanimator and fish using threshold, hymn would not only be a bad move, but it would most likely cost this deck the game by it's own doing.

Dear absolute, if you're running 4 Withered wreches main that shouldn't be an issue and Hymn would remain as broken as it was a couple of years ago. I would suggest that 4 Duress and 4 Cabal Therapies are a decent choice too, but I'm not sure if Therapy>Hymn.

Quote
Skrying was mentioned early on, and would cost 4 before it gained an advantage over whisper, and with so many permanents in the deck, it would be hard to use scrying multiple times in one turn.

I think that 2 Skeletal Scrying & 1 Necropotence should be more than enough for this deck. Adding a 3rd or even a 4th Scrying would be a waste of cards and slots but 2 is the optimal number and it's way better than the lame whispers.

Quote
Again, this deck runs mainly on vial/chalice/Jitte/creatures, so the powder keg would take out many of your threats as a trade off to take out maybe a few of theirs. Also, the keg takes turns to set up that you probably wont have at the time, and doesn't slow down acceleration.

You're right about that. Anyway what do you think about Contagion? Am I the only one that thinks that this card is very powerfull and fits perfectly into any monoblack aggro deck? (And it's for free)


1. If you cast the hymn before the wretch that is enough random discard to allow your opponent to make use of, and if you drop wretch first then the next best optimal play would be negator or jitte. I just dont see how the tempo produced by the hymn will be better than a 3rd turn jitte/negator in comparison. The card isn't fully weak, but it just doesn't fit the gameplan of the deck. Therapy punishes oath, and makes solid use of other decks as well.

2. Scrying as a two of with necro would be interesting to test, but for those that run the chains it would be hard to make good use of the scrying later on. I'm not knocking the scryings, but only a few will really be useful (I didn't run more than 2-3 whispers after chains had been mentioned anyway).

3. Contagion I've been playing as a sideboard card for some time already, and it is indeed very useful in certain matchups, no disagreement there.

I mentioned a splash for another color some time ago, although it was ignored I believe it can solve some of the decks weakness, and atleast make the oath and aggro matches possible.

 

23  Eternal Formats / Miscellaneous / Re: Black Fish on: July 04, 2005, 01:57:31 pm
I would suggest running at least 12 disruption spells. Duress and Sinkhole are a must and I would also suggest including 4 copies of Hymn to Tourach. Come on guys yhis spell is amazing! It can cripple an opponent on the first turn if 2 lands are ditched.

This would also spell disaster for you if you drop a slaver/sundering titan/crucible/trinisphere in the graveyard, or manage to setup an opponents Yawgmoth's Will midgame. Hymn generally will not hurt, but rather help, most welder decks, and with reanimator and fish using threshold, hymn would not only be a bad move, but it would most likely cost this deck the game by it's own doing. Running Sinkhole is a mana investment that that will not pay off, because instead of doing something to your opponents life total, or raping specific cards from their hand, you are destroying land drops that probably will only allow them to drop moxen to accelerate through the sinkholes.

Creatures:
I would run 4 Phyrexian Negators  + 4 Withered wretch(I don't like this but it's a good metagame cards vs various decks) + 4 Nantuko Shade, I know it's slow for the first turn byt it's a mid to late game bomb! How about running Hypnotic Specters? Would that be a bad idea?

How about you leave the mindset of sui black and realise that random discarding is something that may rob your opponent of their hand, but also will rob you of precious time you save by removing bombs with cards like fiend. So to answer your question, yes it would be a horrible idea to play a 2/2 flyer for 3 when you could actually beat with other cards in the deck.

Card Draw:
Night's Whispers is a mediocre card. It's a lame sorcery that gives you card advantage +1 card for 2 life. Bleh! Necropotence is far better, faster, more aggresive. It's simply broken. Has anyone thought of Skeletal Scrying? This card is simply amazing, it's an instant and you could draw more than 2 cards unlike the Whispers. It's really powerfull.

Skrying was mentioned early on, and would cost 4 before it gained an advantage over whisper, and with so many permanents in the deck, it would be hard to use scrying multiple times in one turn.

Control:
3 Jitte, 4 Chalices should be enough BUT you should try out Powder Keg too. It removes cheap creatures & artifacts too! sometimes even multiple cards.

Again, this deck runs mainly on vial/chalice/Jitte/creatures, so the powder keg would take out many of your threats as a trade off to take out maybe a few of theirs. Also, the keg takes turns to set up that you probably wont have at the time, and doesn't slow down their acceleration efficiently.

Overall, you are trying to suggest making this deck into sui black, which has already been proven to be a dead archetype with cards like welder, reanimators, and yawgmoth's will in the format.

24  Eternal Formats / Miscellaneous / Re: Black Fish on: July 01, 2005, 06:13:19 am
@Hugo I would agree that SoFI is worse in this deck than jitte, I was more responding to his one liner that basically said nothing and was incorrect. I expected more from him. He said that jitte is always better, which I believe to be completely wrong. In a deck like ninja sword SoFI is much stronger than jitte because it serves a different purpose. I also explained why I thought SoFI can be better in the right deck and/or metagame so I won't be repeating that.
I stick to my point that SoFI is stronger than jitte in the right deck and metagame. His assertion that jitte is always better is just blatenly wrong.


Quote
I think Tinker itself is the best anwser to this deck.. 'Beat for 5? Sure, catch my inf fat0rz 11/11'

This is exactly the biggest problem I have with this deck, a tinker is game over.  Sure you can try and let them discard it, but they have brainstorms to hide it with ease. Or they can topdeck to win, or they can mystical(/vamp) tutor for it or they counter your discard. Basically if they find the tinker your doomhed (the decks that run tinker can usually protect it quite well for a single turn or find and cast it the same turn).

Perhaps adding some scrubs would gain this deck some more merit. Testing finds that the deck works well against combo/control decks, but to race aggro-control/aggro maybe the deck would benefit from StP/Seal/Serenity/Balance. Blacks inherent weakness in destroying artifacts and enchantments hasn't been a huge issue, although adding in the ability to deal with such spells would probably be a step forward. Mono colored, the deck was fun in testing, but in reality the wretch/chains/duress/fiend have been the cards the deck is forming around, and splashing another color allows the deck to deal with the decks it has difficult matchups against.

As for the Priest, it would be a giant step back for the reasons already presented, and also due to the fact the priest is a weak body for the cost you are paying into it. I haven't found the necropotence to be entirely useful, and negator is often already the target of random 'hate', and if the deck becomes established, it seems he needs to be replaced by something that can't be easily abused by opponents.

25  Eternal Formats / Miscellaneous / Re: [Article] Vintage Grab Bag on: July 01, 2005, 02:47:39 am
I think it's important to look ath the number of slots the oath combo consumes.  11-12 slots is quite a big chunk of your deck.  It leaves you a lot less room in your deck, and inherently makes your deck more susceptible to non-basic hate.  I'm not saying that mask-nought is a better combo, but it is far more flexible, in what kind of deck it can go into.  Whereas oath, necessitates a dedication to the oath win in most cases.

Oath only needs a deck that isn't creature heavy to be useful. 3-4 Oaths and 1-2 creatures is all the combo needs against fish/ws aggro/beats. Considering forbidden orchard takes up so much of a decks area, it may be worth it to build a deck with oath as a tool, and not the only gameplan....then it would not only be better than masknought, but just also more 'flexible'.

26  Eternal Formats / Miscellaneous / Re: Keeper? on: June 23, 2005, 12:31:21 am
Quote
Couldn't you call slaver the evolution of keeper? Or SSB? They all basically play the same, but with welders added you have a huge lock advantage, or a quick and decisive win condition (that isn't 11/11)

Well, you have to rely on Welders for a win condition.  Welders can be somewhat fragile in the current meta.  Also, I don't know many Slaver decks that try to lock down a mana base with Waste, Crucible, Explosives, Monkey. 

Slaver and Keeper are different decks.  Different strengths, weaknesses and strategies.  Slaver has a very tough time against Oath, doesn't it?  Doesn't Slaver have a tough match-up against Fish?  If your argument is that Slaver is supposed to be the evolution of contro, I just have to disagree.  People said the same thing about Tog two years ago, and where is Tog now?

As for this:
I've been thinking about keeper again, and it seems very promising with saviours. I'm currently tinkering with a 4cc list that runs only 1 strip mine and 4 pithing needle. I found that 4cc had major issues with the manabase, and pithing needle set on wasteland was a very good counter. Plus, the only matchup where I missed wasteland was vs. Bazaar decks, and there, pithing needle is house. Also, pithing needle completely shuts down fish/WTF, hitting cards like Mishra's Factory, Wasteland, Aether Vial, Jitte, Mongrel, Bouncer, and rootwalla.

I don't think keeper can afford to cut white, as Balance is so crucial to the deck. Also, like you said, StoP is simply amazing right now with the amount of creatures in the format.

Also, about the draw engine. If you run enough artifacts (4 needle, 7 SoLoMox, 1 DSC, 1-4 EE), you might want to think about thirst for knowledge. It's more efficient, and still lets you see 3 cards. I am running a combination of 3 thirsts and 2 scryings, and it's been working out pretty well.

White.  To cut white or not?  That is the question.

Option 1: Add white, cut Wastelands, go with the Needle and possibly Medling Mage and control the opponent's spell base.

Option 2: Cut white, go with Wastelands - Shaman - Crucible - Explosives and control the opponent's mana base.

I like controling the mana base.  I find it to be far more reliable when you don't know what your opponent is playing.  That's not to say that White is wrong.  I just found that it was all too easy for my opponents to disrupt MY mana base when playing 4cc instead of 3cc.  Also, I think the Needle isn't as good as many seem to believe.  I feel it is a card that is handy against some decks, but it's uses are narrow agaisnt an extremely varried metagame.  What do you do with your first turn needle agaisnt round 1 rando?  If you know your opponent it's a very handy card to have.  But in a field of unknowns...

I don't think I'd cut Scrying for Thirst.  I hate the discard aspect of Thirst and I love the fact that I can drain into a big Scrying.  Still, I might add one Thrist for now (in place of the rando Fire/Ice) and see how it goes.

1. Welder is not always the primary kill condition of slaver...a well placed tinker will win the game in some matches. The Oath matchup from boath sides is very close, the Oath player is hoping that welder doesn't bring out Platz, and the slaver player is trying to counter Oath itself, and slow down their plan. I have to disagree with saying that tog is not a naturally weak deck, it is just a somewhat worse oath deck at the moment. Slaver itself runs the control game until it wins or creates it's lock, and currently is playing a great deal like 3-4cc (packing Gorilla Shaman and atleast one fat ass win condition.

2. White is something I agree needs to stay. The ability to use Mage, Seal, StoP, and Blance is a big deal with most of the matchup's in the current metagame. The only decks that are really random right now are fish and workshop aggro, so knowing what to name with needle is not the issue... knowing how good needle is the current question on most people's mind.

3. Thirst is a very useful draw engine, and fits in many more decks than those that revolve around welder or reanimation, and will dig further than most cards that are being used right now. Skrying is much less attractive in keeper without Exalted making it a somewhat fair tradeoff.

Overall I like the idea of keeper in the current metagame, but in reality it needs a decent clock.

27  Eternal Formats / Miscellaneous / Re: Black Fish on: June 20, 2005, 01:17:52 pm
Don't forget Chains wrecks Combo as well, not to mention aggro control such as Fish.

Chains gives Fish a new trick, as they can break their own Standstill to Chains you for three.

Although fish's gameplan would be to get the standstill out early enough to make it useful, when chains may or may not have hit the board. Doing this also opens up the fact that they must leave the mana open for a 'instant' to do it with. They can't use brainstorm, because it would negate breaking the standstill in the first place, so the only thing is one of 7/8 counters that could be used on your turn. Otherwise, since you are an aggro deck as well, your gameplan would be to break the standstill and ruin them. I don't see how this trick really does much, but it might be practical in the late game after which you have no hand and no real worries about what draw you're going to get.

28  Eternal Formats / Creative / Re: Pithing Needle in Vintage on: June 16, 2005, 09:52:10 pm
The card itself is versetile, but will only allow the format to work around it's abilities. Fetches aren't so much of a worry since most decks can run 2/2 fetches to negate the drawback, and minimize its ability. The strip effect being shut off is the ability to shut down a 1 of or a 4 of, and most of the format has already created manabases that are strip proof until the duals themselves are needed. Shutting down Bazzar is probably the biggest bonus that I have seen, but with dragon's tutoring ability it wouldn't be hard to pack a rebuild or artifact destruction spell (even though some lists already do regaurdless). Being able to shut down library is laughable, because you would be doing it so late in the game it wouldn't matter, or would have to count on the fact that a player actually gets to use it BEFORE it is known to be in their hand. Pithing Needle is reactive for the most part and I personally would rather play something else as a sideboard card, knowing that in a tournament situation I most likely will not know what an opponent is playing, and therefor will not want this maindecked. As a sideboard card it is decent at best.
29  Eternal Formats / Miscellaneous / Re: Black Fish on: June 15, 2005, 05:49:05 am
Finally, the skirge I've only goldfished with, but it seems it isn't a bad card decision, and makes the Cabal Therapy that much easier after boarding, and can block Akroma's fat ass in a pinch, and stands a chance to kill her if a jitte becomes active.
Ackroma has protection from black.

Noted, actually I had forgotten to fix my post afterwards, in hindsight I was a little too tired at the time. Good catch I suppose... as for the bane, I will test it, but I highly doubt it will be a card that will prove to be useful in the long run. I feel that as a sideboard card, it is a somewhat narrow and situational card.
30  Eternal Formats / Miscellaneous / Re: Black Fish on: June 14, 2005, 03:15:22 pm
Combo seems to have a decent matchup when you can cabal therapy, fiend, duress, chalice and run chains after the board. The only real combo that I've played is dragon, which is highy in your favor if you can drop a withered wretch and eliminate the dragons. I still had to dismantle combo pieces, but mulling into a good hand has helped that out.

Also, necropotence should probably be replaced with Night's Whisper since the card draw is a must, and being able to use that slot a turn earlier will be a good swap being that its disadvantage coincides with the advantage gained. Finally, the skirge I've only goldfished with, but it seems it isn't a bad card decision, and makes the Cabal Therapy that much easier after boarding, and can block Akroma's fat ass in a pinch, and stands a chance to kill her if a jitte becomes active.
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