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1  Eternal Formats / Creative / serum visions on: March 29, 2005, 04:01:32 pm
@chamelet:
No, you can not do the things you want to do with serum visions.  You have to do them in the order they are listed on the card, i.e. draw a card, then scry for two.  you don't get to look, then draw.  That is exactly why sleight of hand is better.

that being said, sleight or impulse are both good in that slot.  and no Tog makes baby jesus cry.
2  Eternal Formats / Miscellaneous / [Article] Gifts Ungiven Belcher Control - The Primer-Type Th on: March 09, 2005, 10:46:26 am
That was a great article, Andy. I got interested in the deck while watching Andy play Steve Menendian at SCG - Syracuse (in fact if you look at the Premium coverage on SCG of that Feature Match, I am the fat guy behind Steve) and built it as soon as I got home and read the list.
I have to say it is one of the cooler decks I have played in a while, combining many of the elements that make Drain Slaver good while not relying heavily on the somewhat fragile goblin welders. It is a great list, with good disruption and redundancies.
That being said, I have made a few minor changes that make the deck (I think) stronger. First off, I cut a welder for Crucible. Reason being that I don't like relying on the little guys, and crucible is just too powerful to leave out. It serves an additional role in this deck (besides mana stability vs. wastelands) as an alternate Mana Severance, as you can recur deltas to remove most all the lands.
Secondly, I removed one gifts (gasp!) in favor of a Vampiric tutor. I just had too many games where I would draw two or three gifts when I wanted something else. Plus Vamp is a slightly less clunky way of searching out yawgwill vs gifts/recoup (which is also house).
Overall, a great deck, and props to Andy and any others who worked on developing it.
(yes i posted this on the SCG thread, but no one apparently uses that forum)
3  Eternal Formats / Miscellaneous / [Deck] Meandeck Tendrils on: January 27, 2005, 06:49:11 pm
I am probably also playing it as more of a Will deck than a cantrip deck.  which goes back to Saucemaster's comment about winning incrementally.  I guess i more play with the intention of playing 5-6 spells then yawgwill and winning than just playing 9 then and tendrils.  Which is probably a poor choice on my part.
4  Eternal Formats / Miscellaneous / [Deck] Meandeck Tendrils on: January 27, 2005, 06:31:10 pm
It sounds like i have just had some odd luck when playing, because i have more often run out of business cards then mana.  I have found that a lot of times I have no gas in my hand but enough mana to throw into an egg on a wing and a prayer that the topdeck will be some draw.  I will agree that I probably try to "win big" instead of incrementally though, so I am probably blowing my load of cards faster than I can spend my mana.
5  Eternal Formats / Miscellaneous / [Deck] Meandeck Tendrils on: January 27, 2005, 05:26:21 pm
quoth Suacemaster: "The order in which you listed them there is interesting"

As far as I can tell from playing the deck (mostly goldfishing), Ancestral is almost never the *wrong* answer (it just may not be the "perfect play" answer).  I agree that my playtesting is no where near as much as yours (or your team's) and I freely admit that my playskill is not probably much poorer, I have almost never regretted digging out Ancestral.  the occurances of drawing three crap cards in a row are just too rare.  And should Yawgmoth come a callin', I will always want Ancestral waiting in the yard.  So while I am almost undoubtably playing less than perfect, my order of tutoring is: Will, Ancestral, Lotus, then specific combo piece.  My logic being that with those first three cards, I sure as hell better be able to draw something in the fourth group.
6  Eternal Formats / Miscellaneous / [Deck] Meandeck Tendrils on: January 27, 2005, 04:57:19 pm
First off, i have to argue for the inclusion of vamp/mystical.  with dozens of cantrips, getting Will or Ancestral (or sometimes lotus) on top of the library is too powerful to ignore, even with the temporary card disadvantage.  it just makes all the cantrips that much better.  For example, cast vampiric for ancestral, then cast/break chromatic sphere for blue, ancestral.  you have spent three mana to draw three cards (four including the ancestral) and three storm counts, all of which will be useful if played again out of the graveyard.  Not to mention that the topdeck tutors make Spoils better, taking the risk out of spoiling for a one-of and upping storm by an extra spell at the same time.  Spoils for Will when you know it is the top card is hott.  The extra tutors are also good for shuffling away crap you put on top with brainstorm.

Secondly, has anyone tried desperate research in this deck?  It can be risky, but the chance to nab multiple dark rits or cabal rits is tempting.
7  Eternal Formats / Global Vintage Tournament Reports and Results / [Report] Waterbury Top 4 with Meandeck Tendrils on: January 23, 2005, 01:59:44 pm
First of all, props on trying a wacky deck and smashing some face with it.  It really is a cool pile of cards.  I have some questions/suggestions about the deck (even though this is more of a tourney report thread)
1. With like 20 cantrip effects, why in the world would you run 4 spoils and no vamp or mystical tutor?  I realize the value of getting the card in hand, but for the number of times spoils killz you until you die from it, wouldn't the topdeck tutors be a good choice?  even in conjunction with spoils?
2. I have seen similar lists with Helm of awakening.  Too symmetrical?
3. with 4 dark rits and 4 cabal rits, why would you not maindeck necro?  I realize it is not helpful for the turn one win, but if it lasts till the second turn, it seems too house to languish in the SB.
4. and now for my wacky, off the wall nOOb suggestion - what about infernal contract instead of/in addition to night's whisper?  one more mana for two more cards seems okay (presuming you aren't about to spoils yourself to death?)
again great job!
8  Vintage Community Discussion / General Community Discussion / General Tips When Going To A Tournment on: December 08, 2004, 01:49:21 pm
I always like to start a match with pleasantries.  I introduce myself and offer a handshake,  ask where he/she is from, etc.  If you refuse a handshake offer, you are a douche.  I also find that discourteous people in the pre-match are almost always rules bitches or otherwise jerks.  
Tips:
bring a water bottle, jug of gatorade,  some urine to water filter, whatever it takes to stay hydrated.  i saw some dude pass out because he didn't drink anything all day.  
I have brain damage (the real kind) so I forget shit all the time.  paper and pen are clutch for life counts,  hand contents, etc.  I always keep a copy of my decklist handy, and double check my sideboard at the beginning of a match.  
Take backs are always at the discretion of you or your opponent.  when in doubt, ask.  the worst that can happen is they say no.  no one is perfect, nor should they be expected to be perfect.  just don't assume anything and it can be kept civil.  
Don't be a dick.  i played someone once who insisted i use his coin for my mana crypt flips.  what's that about?  
Be clear.  when your turn is over, don't just look up and expect me to untap.  ask for responses, and when it matters,  announce the end of phases (e.g. go to combat step).  Say clearly, "your turn".  
solicit the tourney organizer's business.  if you are at a SCGP9 event, buy some cards from Pete.  especially at smaller tourneys, they are not usually making much money off the entry fees.  buy those sideboard cards that you couldn't find from them.  support those who support you.
have fun and learn!  afterwards, ask what cards wrecked you?  what cards won you games against deck X?  what would you change if you could replay the tournament the next day?
9  Eternal Formats / Miscellaneous / [Article] How Type 1 became more accessable and evolved. on: November 03, 2004, 11:01:16 am
Great article!

I noticed that in both your article and in everythingittouchesdies's post, that there was some animosity towards people proxying "cheap" cards.  I assume this is in actual tournaments as opposed to playtesting or playing for funsies.  I agree that in actual tournaments, proxied commons are annoying.  especially at larger events (such as SCGP9) where those commons are readily available 20 feet away, with the bonus that you are supporting a company that supports the format.  My suggestion is: why not create (an obviously unofficial) banned list for proxies?  or un-banned i guess it would be.  say only the P10, workshops, bazaars, masks, drains (with card value about $100USD as the cut-off) can be proxied, or lower it to about $50 to enable proxied berserk/abyss/moat/void-level cards.
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