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1  Eternal Formats / Null Rod Based Aggro / Re: [Deck Primer]: Christmas Beatings on: December 04, 2011, 10:03:53 pm
Card Draw?

I have very recently been trying to test out the following cards with varying degrees of success.  I would like to know if anyone else has been testing or thought of the following cards for use lately, and would love to see other suggestions.

Sylvan Library - A free permanent Divining Top every turn, and used with fetches provides some fresh material here and there.
Ohran Viper - yes it costs 3 and has a GG1 cost, but it has deathtouch, and draws cards every turn while doing damage, and has a 3 toughness.  Potentially very good.
Keen Sense - Only costs G but might be tough to get to stick around.  Definitely a consideration in my book though.
Skull-Clamp (Chalices and no Null Rods setups) - Nothing to say here, it's Skullclamp
Sword of Fire and Ice - See above
Regrowth/Noxious Revival - Could be good for when we have something axed off the board that would be good to reclaim.
Worldly Tutor - Our creatures do most of the answering, Worldly can find them for us.




Others

Root Maze - I feel like this card is once again Viable for use in the deck, and makes for an easy board out in a lot of matchups where you don't need it or are on the draw.
Life From the Loam
Crucible of Worlds -  Both Crucible and Life can help us implement our mana denial plan in instances where Magus is or will certainly be answered.
Blood Moon - Odd to mention but given the increasing amount of creature kill, and lack of enchantment kill I feel this card is viable, most definitely in the board, again.
Silhana Ledgewalker -  Can be very good, especially in conjunction with Keen Sense or any of the equipments.
Umezawa's Jitte - It's very good, not much else to say.
2  Eternal Formats / Null Rod Based Aggro / Re: [Deck Primer]: Christmas Beatings on: December 04, 2011, 09:55:05 pm
Chalice vs Null Rod
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I see a lot of discussion as of late about chalice vs null rod.  I just wanted to chime in a little bit here on chalice vs rod based on my last few tournaments and playtesting experiences.

Most recently, I played at the Blue Bell event trying to run 3 chalice/3 null rod in the deck and it just wasn't happening.  There were plenty of times where I landed chalice for 0 on turn 1, but my opponents always always managed to crawl out of it and land tinker/colossus, either by bounce or destruction.  I note that this occasionally prevented them from firing up tinker as fast as they could have on some occasions (barring the many sacrifices of other various 1 cost or 2 cost artifacts in their place), but really didn't seem to do much as far as stopping tinker was concerned.

I see that the most common response to this is that it slows down the lines of play of them resolving tinker, which is true, but one thing that is not commonly sited is that it also allows them time to draw more cards and prepare answers for casting and resolving tinker.  While it is true that we also are able to draw cards and play other threats, this is especially important because we as Season's Beatings players are not afforded the same sheer brokeness that other colors (typically Blue/Black) grant.  We don't get to play spells that draw multiple cards per turn, improve our card quality outside of some fetchlands, nor do we have any ability to tutor up responses and answers.  I encountered this type of game flow many times at Blue Bell 18  and in many playtesting sessions and smaller tourneys over the last few months, which led me to stop running them.  Unfortunately I convinced myself that it was a good idea to run them again, cutting down 1 Null rod from the main, and eating up another set of valuable card slots for other threats.  This was a mistake, and it made itself evident all throughout my matches at Blue Bell 19.  I must have suffered death to Blightsteel at least 4 or 5 times, even though I packed answers for it, they would inevitably always find themselves being countered.  On occasions where I had shusher out it was sure to be taken care of during ensuing turns of my opponent accumulating resources and answers.

I am beginning to feel that perhaps Chalice has run it's course as a go to for this deck, every event I've run with them they eat up valuable space in the deck and just dont' really hold their weight.  I have never encountered anywhere near the same level of problematic play from using Null Rod.  Most time Null Rod invalidates at least 8 cards in a vast majority of other players decks.  While it is true that they can both bounce and destroy the rod, it does not fool one into thinking that Tinker is taken care of.  It also frees up slots in the deck for other valuable card choices that enable us to secure our plan and more effectively answer Tinker.  In all reality I have gotten much more use out of Root Maze than Chalice and that is not an under exaggeration as it allows the deck time to set up and do it's job, even on the draw.

Chalice has uses like setting it to other numbers, but as Troy often points out we mainly want it to slow down lines of play to Tinker (and Yawg's), and I do indeed consider this it's primary use.  I am simply stating that I feel it has become lacking due perhaps to metagame shifts over the  last year and the deck warrants the usage of other cards.  As far as my own tourney experiences running without Chalice has never hurt me, and indeed has garnered myself and others very good finishes as of late.  What is everyone's thought on this, and what would we consider other options for inclusion?

4 Pyro/Red Elemental Blast?
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I know this was brought up before, but after playing in a more blue heavy meta again (BBGD19), I would have to say that 4 is probably the way to go just for the extra insurance, even with 4 shushers.  If 4 shushers is too much I would recommend to cut down one to the board or drop the use of another creature or spell down to 3.  As I said in an earlier post 3 is not a bad number where one would not expect to face much blue and more shops and dredge and aggro, but after looking over many many reports and seeing just how much blue is always over represented in Vintage I would say 4 is the safer number and probably the way to go right now, even though I have gotten away with only 3 in the MB many times.  Because Shusher is a creature, oftentimes he is picked off by removal or bounced by Jace, and so on and so forth, so he is extremelty solid but not unhandleable.


3  Eternal Formats / Null Rod Based Aggro / Re: [Deck Primer]: Christmas Beatings on: November 28, 2011, 10:14:37 pm
Quote
The only thing I would want to add is that 27 or 28 mana sources is definately the way to go.  I've always leaned toward 28 since very few of the mana sources actually stick around very long.  Wastes, Strip, Spirit Guides, and artifact mana don't provide too many uses before they are nullified.

Definitely I agree, there have been a lot of instances where that exact scenario has popped up, and I feel going with at least 9 accel and 18 lands minimum is the way to go at this point Troy Smile
4  Eternal Formats / Null Rod Based Aggro / Re: [Deck Primer]: Christmas Beatings on: November 27, 2011, 11:06:22 pm
Thanks for the complements guys!

@ Legolas here are some answers to your questions and just some thoughts on my card choices for the event.

Null Rod vs. Chalice :  Right now I have gone back to running Null Rod over chalice as it severely hampers most of the decks I run into (different blue decks, workshops), shuts off vault/key and generates a lot of theoretical card advantage while it lasts.  Chalice is faster but any deck that I've had to play against thus far that is abusing Tinker/Colossus usually still finds a way to pull it off (Sol Ring, Voltaic Key, Sensei's Divining Top, Mana Vault, Time Vault to name a few), and running Chalice usually doesn't stop those, even if it stops the  moxen.  I admit it is nice to stop those moxen definitely, and buy valuable time to set up the game on my side, but one of the problems that comes up very often is losing the die roll.  The report I gave reflects how sometimes you just don't win those rolls haha, so in that case the rod worked out a lot better for me.  I would also like to note that chalice does not effectively stop all of Storm or Gush/bond decks either as they can still play and replay their 0 costs with Yawgs, and still ramp their count, you just hose the mana production of those items. 

I honestly think you should probably run both Null Rod and Chalice either as 3/3 or 4Nr/2Cotv, based on what i've seen so far, and then sideboard as appropriate.
As for Gorilla Shaman I am always taking them out or putting them in, but based on the last 4 tourneys I played in they have not really been pulling their weight, their weight has been being pulled by Null Rod usually.

I have been running 3 Pyroblast effects in the main for quite a few events now, the deck is already really strong against blue, especially with the addition of Vexing Shusher. THere are a lot of games where the blasts are dead cards, like vs shops for example, and it sucks to draw two red blasts game one, so I went with 3.  Running 3 I still see them often enough game one, and shusher forces important stuff through.  4 is still good, i would suggest to cut something down like a shusher or some other spell if that is the case.  Thanks to running Vexing Shusher I can actually cut down on the amount of Red Blasts between my main and sideboard (5 total) opening up valuable room in the board a bit, and still have plenty of answers game 2.

The two missing Elvish Spirit Guides is still a point of debate for me.  I took them out and cut down the land to 17 in favor of running two moxen.  I do feel as of this moment that 18 lands is actually the right count, as it should yield 2 lands in an opening hand especially on the draw.  The moxes pull their weight a vast majority of the time, but are easily replaceable by the two guides.  A lot of games even if I land a mox and Null Rod, i might not play the rod right away thanks to having shusher, or if I have moxen and spirit guides can back it up with pyro here and there.  Occasionally the mox can bite you if you have absolutely nothing else to rely on and are stuck with a rod but I have found good play/mulligans and game flow usually prohibit this.  Running the two moxes I use them as a sort of permanent spirit guide or a pseudo land, as I enjoy them sticking around opposed to a spirit guide just poofing away, and thanks to adding more creatures to the deck via Tin-Street and shusher I don't need to worry about having late game beaters normally.

Deglamer.  I swear by this card.  It's shuffle into deck effect has saved me a million times and can oftentimes set the opponent back on resources hard (deglamer a mox or sol ring for example - they can't replay it from the yard or hand, or they tinker something important up losing a tutor, 2 cards, and the target effect).  I usually only run 2 once in a while 3rd in the board.  It also functions as a defacto Stingscourger with other uses and instant speed.

Artifact mutation.  I really wanted to run this card for the event but left it out.  I think it's a great card deserving a slot in the deck, but trying to figure out how to get one or two to comfortably fit...well that is another discussion Razz.

I playtested with Phyrexian Metamorph for the last 3 weeks and am not too fond of it.  Anything it does is usually already handled in the deck, and I have gotten little use out of it in terms of game breaking plays.  Being it is an artifact and blue as well it gets hated on pretty easily as well.  I'm not saying it is a bad card or anything like that, just that I feel it performs much better in other decks (say Cat Stax), and in our deck it is somewhat redundant and can be tough to get good use out of and occasionally safely cast.

The Quasali Pridemage play was probably just to get some use out of it in some way or another, maybe expecting me to handle his stony silence.

Ghost Quarter is really great vs Shops, Dark times for added strips, and vs Dredge.  It is also effective vs. Landstill which typically only runs a few mishra's and relies on crucible for recursion.  I often run two pithing needle in my board basically vs Dredge or Turbo Tezz, but I already have a good game vs Tezz.  Being that I run only 2 pithing needles with no search whatsoever at this time, I hardly ever see them.  Running 2 GQ is the same, but in conjunction with my already exisiting mana denial they just help to guarantee me to stop those early shops/bazarrs etc and at an uncounterable mana cost-less effect. 

I would also like to note that a lot of people are starting to expect Season's Beatings and respect it as a formidable deck.  I saw some expected tech like boarding in pyroclasms and bolts or fire//ice in decks that don't typically run them (essentially to hate on magus and shusher, relying on magus to give them mountains to cast the spells).  This is very handleable in that we still pack plenty of extra blasts, and we can also run some Blood Moon in the board in place of magus.  The present version of Beatings that I'm using right now, as well as John Jone's version are a lot more creature heavy then older ones, so siding out 2 magus is not a bad idea to run the blood moons instead.
5  Eternal Formats / Null Rod Based Aggro / Re: [Deck Primer]: Christmas Beatings on: November 27, 2011, 05:45:04 pm
Not sure if this report belongs here but I figure it is valuable to the deck.  If it doesn't belong here then feel free to move it Smile

Players Guild Tournament Report

Hey guys, I'm Jason Vo and I thought I'd leave a tournament report about my games at the Players Guild event for Nov 2011!
Some quick info about me, I just came back to playing Vintage after taking some time off from play for a bit.  It's great to see that the format is rich in many decktypes and that anything can pull it's weight right now.

I am a really big fan of playing Season's Beatings right now as I love to play Null Rod centric decks in the format, and it's always enjoyable to beat people down with creatures Smile.  I feel the deck has all of the necessary tools to prove it's worth in our current metagame, and has so many options it's really tough to settle on one definitive build for the deck.  Anyways onto the report.

Round 1 vs Brandon Brown playing Cat Stax. (Win 2-0)

Game 1 I lose the coin toss and he plays some stuff, I go and resolve a Magus of the Moon.  He doesn't get anything spectacular going yet thanks to Magus and I start beating down with Magus and play Vexing Shusher.  He essentially is hosed by magus and maggie and shusher go the distance.
Game 1  he plays Mishra's Workshop, Sphere of resistance go.  I wasteland his workshop with 2 lands and a spirit guide in hand.  He goes and plays ghost quarter.  I play land and pass.  He plays another quarter.  I play a land and pass.  He plays an artifact and I Smash to Smithereens it.  On my turn I play Tin Street Hooligan and blow up his sphere.  I waste his quarter.  Next turn I play tarmo and he scoops.

Round 2 Vs Sean Anthony playing East Coast Wins.  (Loss 1-2).

Round 1 I lose the die roll. I get a good start but overplay my hand and smash something that I shouldn't have instead of waiting to deglamer something.  He comboes out at 10 life.
Round 2 I resolve an early game Null Rod and Vexing Shusher.  The rod doesn't hurt him too much in the beginning but pulls it's weight as he draws into vault/key and moxen.  Shusher goes the distance after killing jace, and later along with magus of the moon. 
Round 3 I resolve an early magus but he removes it.  I feel i should have waited to perhaps play some other things in my hand but I had nothing to deal with his Fastbond/Gush engine that he fires up on turn 2. 

Round 3 vs Bill (last name I forgot, apologies!) playing Noble Fish.  (Win 2-0).

Game 1 I lose the coin toss, he plays Tundra, Mox Pearl, Stony Silence.  My starting hand contains Null Rod and a dead mox, a forest, a fetch, magus of the moon, a guide, and lightning bolt.  I go and play fetch for a mountain and pass after drawing a pyroblast.  He goes and plays Savannah and Quasali Pride Mage.  I go and draw a wasteland.  I play my forest and pass.  He goes and plays wasteland and attacks with the Pride Mage.  I respond by bolting his cat, he  responds by eating the dead mox I played earlier.  Next turn I play a Magus and he forces it, I pyro it back.  Magus goes on to win the game.
Game 2 I don't remember much unfortunately.  I resolve an early game goyf and stop some spells and creatures with blasts and bolts and goyf grows up and wins the game.

Round 4 vs Matthew Gottshall playing Turbo Tezz (Draw for Swiss, play for fun Win 2-0).

After the draw we play a set for fun.
Game 1 I lose the coin toss (sensing a trend here?), he plays a dual and mox and passes.  I play land, spirit guide for mana and drop Vexing Shusher.  He goes and drops another dual.  I play another vexing shusher.  In between shushers go the distance with pyroblasts and standard removal.
Game 2 I play a fetch and pass, he plays a land and mox and passes.  I play a land and pass.  He plays a sol ring.  I play another land and null rod and pass.  He goes and plays a lightning bolt at me.  I go and play Simian Spirit Guide, he has no answer.  I beat him down with the guide for many turns and don't play any spells suspecting mana drain.  He has 3 lands at this point and some dead artifact mana, so I don't want him to drain up to tezzeret.  He eventually removes my guide and I resolve a Vexing Shusher.  Shusher goes the distance making my removal unanswerable.

Top 8. 

I win the coin toss .  I play Matt again play an early Null Rod, he forces it.  I lose game 1 to turn 2 tezzeret/key.  I have no answers to stop it.
Game 2 I draw a fetch, waste, spirit guide, lots of artifact removal and red blasts.  I start out dropping my fetch and pass.  He plays Volcanic Island and a mox.  I play wasteland and waste his volcanic, and play Null Rod off a guide.  I feel I misplayed here as I should have held onto the wasteland, and played vexing shusher off the guide, playing null rod next turn.  I end up getting no more mana for the rest of the game and he builds up enough artifacts and lands to hardcast blightsteel. 
Overall the tournament was a lot of fun and there were some play errors here and there. 

Keynotes of a lot of my losses were trying to rush Null Rod or Magus of the Moon out too early without proper backup (blast or shusher).  Oftentimes I would have a shusher and null rod and would have to choose between the 2.  At no point should you ever rush anything with this deck, you should always take a step back to evaluate the situation.

Hope you enjoyed the report!
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