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Eternal Formats / Creative / Re: Sligh help needed ..:)
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on: May 16, 2010, 10:29:33 am
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I know that in legacy, sligh splashed green for goyf and was much better because of it, The people here who play multi-colored sligh like RW -- and use Lynx with loads of fetchlands to boost lynx into a big beat stick -- the same way I use bolts to boost Kiln Feind. So the people who used Wastelands -- they were all 'dead cards' as I was one of 2 who ran mono-colored. The other guy who ran single-color -- ran a weak MUD deck. Which is why PoP basically stayed in my MD most of the tournament.
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Eternal Formats / Creative / Re: Sligh help needed ..:)
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on: May 16, 2010, 10:25:04 am
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Playing a Null Rod buys you a turn or two at best. It cost you a turn's mana and a card to play. Also, it's one of few spells in your deck that actually needs to be countered. You're almost strictly better off with Pyrostatic Pillar or another card that creates pressure on your opponent's ability to win (despite their board position) with a low life total.
With all I see and played against yesterday -- PoP, REB, Blood Moons were my best SB inserts. Hardly anybody used artifacts, so I generally had no need for Null rods, and even kept my mox monkeys out (although I sure wished I had those Monkeys MD when the tourney winner brought out his Jittes ..  ). Pillar is MD -- and rarely gets SB'd out. In yesterdays tourney -- my Fireblasts, Gob Guides and Grims were the keys to my wins.
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Eternal Formats / Creative / Re: Frustrated with my Sui deck ..:(
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on: May 16, 2010, 10:12:57 am
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4 Bitterblossom 3 Therapy
3 Innocent Blood <--- With the mainboard blossom this thing is insane vs shops and such Jank.dec
Yeah I was looking at Bitterblossums .. I got tired of running into flying critters at yesterdays tournament. I'll run that list (although for me, I like Thoughtseize a bit better, since I could look at thier hand and give me an idea what they're up to .. lol). But wth all the self-damage, which is why I would have the Jitte's MD .. but your list looks very cool.
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Eternal Formats / Creative / Re: Frustrated with my Sui deck ..:(
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on: May 16, 2010, 10:00:10 am
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19 mana sources (Ritual isn't free) seems a tad low. You can't always rely on Dark Ritual and you want to hit 3 black mana asap to cast Sad Sac or a clutch Gatekeeper.
Demonic Consultation is better so long as you run 3 of the cards you are trying to find.
Put Jitte in the sb. Focus on getting the 20/20 indestructible flyer in play. Here are 2 slots open for Dark Depths. Personally I would want 3.
Yeah -- I normally use Consultation - and only for 2 life -- Jitte in the SB eh? but with all the damage I'm getting -- the jittes are there for life that I need -- and 3 with only 12 critters, isn't that a bit much? (not like I have say 16 critters, where 3 would make perfect sense) True -- the whole flavor of the deck has gone from Aggro to striking it rich with a quick combo ..  So the key is to get the combo out fast.
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Vintage Community Discussion / General Community Discussion / Re: What would burn need in order to become viable?
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on: May 16, 2010, 09:49:57 am
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So since its been overwhelmingly established that burn cannot be the beatdown in Vintage due to format speed: How can burn play control? If it cant play control then it is relegated to unplayable. Those are the two remaining options.
The only things I can think about are "controlling" type cards that burn would use 1) Orb -- can only untap 1 land (works well with Stompy decks) 2) Mass creature kill -- various spells are out there 3) Land kill -- earthquake 4) Reset Cards -- like Jokulhaups or Jester Cap -- and some such 5) "Damage" style -- Ankh or Pyroclasm So thereare ways to do field control -- I would say they would be seen in T1.5 instead of a T1 deck.
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Eternal Formats / Creative / Frustrated with my Sui deck ..:(
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on: May 14, 2010, 05:05:04 pm
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Another famous archtype long ago sent to the T1.5 leagues, yet can still make an impact on T1 tournies ... especially with changes that have come out to help the old Sui decks. The one thing that frustrastes me so much about Sui is the lack of dealing with artifacts/enchantments -- and that consistent damage one takes giving one a fast clock. So Sui is strictly an Aggro deck -- with some distinct control elements. Now Black is long known to have Disruption, Graveyard Manipulation, Land Destruction, Creature kill -- and now with Sacred Sacrament -- it adds Library Milling to it's style. But, black decks though solid -- have ALWAYS had a bad reputation vrs Combo decks -- and nobody I know uses Lich/Mirror Universe anymore (although it was an awesome combo) So ... Vampire Hexmage & Dark Depths which has been heavily abused -- is the new combo. Meta -- locally -- Aggro/Control (BW, UW, Elves, MBC, Mono-U, etc ..). Artifacts are rare, no power to be seen as most folks are T1.X/T2 players. My current deck 1 Strip Mine 4 Wasteland - standard in any T1 deck 11 Swamp - seems smooth (no mulligans) -- but I might need a bit more mana it seems. 1 Lotus Petal 1 Jet Mox 1 Black Lotus 2 Umizawa's Jitte -- With all the self-damage, these are critical for the life gain ..  *4 Tutors -- I felt with 12 critters and the combo here -- I needed the 4 tutors for definate silver bullets to take care of issues. 1 Vampiric Tutor 1 Demonic Tuttor 1 Grim Tutor 1 Imperial Seal *Standard Black Deck Win conditions ..  1 Yawgs Will 1 Necropotence 1 Tendril 4 Duress 4 Thoughtseize 4 Diabolic Edict 4 Dark Ritual 4 Sacred Sacrament - the Milling card -- It hits combo decks and control decks hard - needs more playtesting. 4 Vampire Hexmage - The 1st half of the combo. 4 Gatekeepers of Malakir - needed for critter saccing. Works with the Edicts. 4 Dark COnfidant - Draw engine -- so with Necro, it makes for 5 cards as a draw engine. What I need to figure out is where to add my 2 Dark Depths to form the combo...and so what to take out for those 2 cards. For those who haven't seen it -- it goes something like this Turn 1 -- Lay down Mox/Petal or Lotus -- Black Mana -- Lay down Vampire Hexmage, Lay down Dark Depths with 10 counters. Sac Hexmage to take off the counters -- DD becomes a 20/20 flying beat stick from hell -- swing for 20. Now that's what I call a viable T1 1 turn kill ..  --- So now as far as Sacrament -- the new Milling aspect seems quite good -- but VERY expensive mana wise. It has a kicker of 7 .. ouch, but it's worth it if you can pull it off. Normally it mills 3 cards, but with the kicker, it mills 15 cards ....But with the cost of the kicker -- I am not sure (yet) if the card is worth it. SOme swear by it -- but I wanna playtest it more and see how it does.
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Eternal Formats / Creative / Re: Sligh help needed ..:)
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on: May 14, 2010, 04:24:11 pm
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The point of Fanatic isn't the damage.
It does three *key* things: 1) It dies on demand, taking Dredge critters and Bridges with it. It even knocks out the Bridges BEFORE the damage resolves. 2) It kills Confidant and Welder with no additional mana needed or any other requirement. 3) It kills Tezzeret by first attacking and then saccing.
It's a removal spell for key pieces of "better" decks. No vintage sligh deck will ever be fast enough without disruption.
True ... but one needs a bolt to hit Tez to bring him down to 1, and then the Mogg can attack n sac for that last point .. but yeah, Mogg is a wonderous little critter... 
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Eternal Formats / Creative / Re: Sligh help needed ..:)
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on: May 13, 2010, 05:55:51 pm
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Since this is vintage, strongly consider Mogg Fanatic as an extra answer to dredge.
Yeah I have used Moggs in my Sligh deck for years!!! -- that 1pt sac damage is great for killing those annoying critters -- say a confidant .. lol But sligh needs more of a punch -- which is why the Grim Lavamancers are so useful for thier 2 damage. Also Moggs are generally being replaced by Goblin Guides  2/2 with HASTE .. awesome ability for a 1cc critter. There are discussions around the internet where people are loathe to change out thier Moggs, so some swear by them, others are changing over -- so the debate still rages on the Moggs.
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Eternal Formats / Creative / Re: Sligh help needed ..:)
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on: May 13, 2010, 05:49:39 pm
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What about Skullclamp elemental package? It provides a decent draw/damage engine. 4 Skullclamp 4 Spark Elemental 4 Hellspark Elemental 4 Ball Lightning Just clamp the elementals during your post-combat mainphase.
Skullclamps in Sligh? -- hmm, not sure -- since SLigh/Burn is essentially a race and you NEED that win by turn 4 or 5 on the outside. I can see Clamp slowing down a Sligh deck essentially .. For Black Sui -- people swear by using Skullclamps with Bloodghasts -- but that's Sui (another favorite archtype of mine)
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Vintage Community Discussion / General Community Discussion / Re: What would burn need in order to become viable?
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on: May 13, 2010, 05:36:25 pm
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Yeah -- well, I'll see -- since Dreamers has T1.5 tourneys every week , and it's sister store (Monster Den) has a T1 tourney on the 30th that giving out a peice of P9 ..
I might as well play my Sligh deck I updated and have been playtesting like crazy -- and see how I do .. (so I have 2 weeks basically to decide on mono-red or a splash .. lol). I'll most likely get my a$$ kicked, but hey -- I figure the experience will be fun.
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Eternal Formats / Creative / Re: Sligh help needed ..:)
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on: May 13, 2010, 10:26:42 am
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I think the best artifact destruction spell for mono red is Shattering Spree.
Also Magus of the Moon is a beating, but usually you use Spirit Guides to get him in play early.
Hmm -- shattering spree looks like shatterstorm -- hmmm -- ok, cool. Magus wrks well when non-basics are common. The meta I am around is more more mono-colored area. For regular T1, yeah, Magus would rock .. 
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Eternal Formats / Creative / Re: Sligh help needed ..:)
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on: May 13, 2010, 10:23:28 am
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For my mono-red angle (although -- splashes do look good) ... Looked at the 16 Mnt+4 Fetch vs 14 Mnt+4 Fetch.
With my 1cc, 2cc and 0cc (Fireblast, Riftbolt) I had an average of 1cc for the deck -- basically -- it's fast as it should be. So I wanted to see if I could take a risk and go with less land (due to sac by Fireblast).
I would say it runs smoother with the 2 less land* -- since one can run essentially 2 or 3 mana and be fine -- I playtested and got wins with 1 land (due to Riftbolts in opening hand). Since I am running straight Mnts, Wastelands are neutered and "dead cards" -- Fireblast is more critical for timing with less land though. I try and make sure I have 2 lands in hand (so the Kiln Fiends come out and can become my beat sticks for the wins)
Now people will ask -- why do I run with the 2 less land -- I decided on PoP's (so I am not so dependant on Mox Monkeys in case somebody does a combo in turn 1 or 2 and now have a big ass beat stick breathing down my throat.). I am still messing with my last critter slot -- The Keldons looks good, but still tweaking -- just in case.
So .. for my mono-red
14 Mountains 4 Wooded foothills -- Fetchlands
4 Grim Lavamancers -- use these to clear stuff out of yard and take care of critters, Xtra dam 4 Goblin Guides -- 2/2 w/ haste for , awesomely fast when out early. 4 Gorilla Shaman - Gotta deal with artifacts/moxen, etc 4 Kiln Fiends -- AWESOME when casting bolts early -- easy to make then 7/2 or 10/2 -- these are becoming my main beat-stick. 4 [Something]
4 Lava Spike -- good for fast dam 4 Lightning Bolt 4 Chain Lightning 4 Fireblast -- devestating when casting this with bolts and a Kiln fiend ready to strike .. 4 Rift Bolts -- I usually let these sit for a free cast the next turn 2 Price of Progress - just in case a combo'd BIG artifact comes out (say from a Tinker combo)
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Eternal Formats / Creative / Re: Sligh help needed ..:)
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on: May 13, 2010, 10:00:15 am
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MonoBlue Bullshit- sirocco? (the suprised factor is my fav part) Reb pyro active volcano
mono black- gorilla tactics makes this even worse of a matchup for them
goblins/stompy: ouch, they are faster than you and some of their dudes are out of bolt range. Breaking point is good if they are small enough, bloodfire dwarf works(more for elves) or splash white for tividar's crusade and path to exile.(and balance)
Yeah, I have Pyro's, REB in SB. thx for the heads up on Guerrilla Tactic. Breaking point does look good -- thx. a splash of white -- Balance, Disenchant, StP's .... hmmm
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Vintage Community Discussion / General Community Discussion / Re: Moments you wish you could have back.
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on: May 12, 2010, 02:24:43 pm
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RIt, Rit, yawg will...... he has a pregame leyline out.  Yeah .. I've done that to myself too -- as I play Leylines maindeck with the meta I play against .. You do realize that your own Leylines don't affect you... right? If not, this post just got even better.  Ok -- shit - lemme look -- saying that, I'm gonna feel like crap -- and probably laugh my ass off for being so stupid .. dude - ah damn -- your right -- that's just wrong .. (I guess I better remember to read the damn cards next time) probably another reason to NOT play magic 20 minutes before taking tests .. lol
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Eternal Formats / General Strategy Discussion / Re: Has Jace Mindsculpted the Vintage Community?
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on: May 12, 2010, 11:44:33 am
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I was at the card shop yesterday -- and just as I was finishing upgrading my Sui deck -- a guy walked in to grab 2 Jace's -- so they are definately popular. at 2  , he makes a statement alright - being cheap enough to come out early and make an impact. That -12 ability is just evil. No wonder this Jace is an auto-counter if able.
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Eternal Formats / Creative / Re: Sligh help needed ..:)
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on: May 12, 2010, 11:40:21 am
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Searing Blaze, which would be good if creature decks were common.
If elves are an issue, Engineered Explosives.
Maindeck Manamorphose may help Kiln Fiend
True on all 3 counts. I like Manamorphose -- spending 1  /  and getting those mana back -- essentially it's a free instant to draw a card -- thus card advantage and a "draw" engine .. so the synergy with helping the deck -- and pumping kiln fiends -- yeah.
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Eternal Formats / Creative / Re: black green
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on: May 12, 2010, 11:06:16 am
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blood ghast x4
With Bloodghasts -- try and get some skullclamps -- the synergy and work one can do there makes for some fun stuff.
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Eternal Formats / Creative / Re: Sligh help needed ..:)
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on: May 12, 2010, 10:53:22 am
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Thx for the reply ..  PoP & Smash to Smithereens indeed are good. The PoP's require non-basics, and the meta is mostly mono-colored, so fetchlands are instantly used .. Smash to Smithereens require artifacts, not used enough to make it an auto-MD choice. I should just take out the barb rings and stick to mountains then .. so 16 Mts, 4 Fetchs -- (seems like a lot of Mts for my low mana curve -- I might try 14 Mts + 4 Fetch instead and see if it makes a difference.) between the UW counter-lock decks, and the UW Fish decks -- Sirrocco might be a fun addition. Those counters are a pain. A Black splash -- The duress/thoughtseize/blightning idea is cool [4 Fetch, 4 Badlands, 12 Mnt] A Green splash -- Berserk or Vexing Shusher .. hmmm [4 Fetch, 4 Taiga, 12 Mnt] The worry I have with splashes are the dual-lands being wasteland targets. And needing a higher mana base -- usually 22 instead of 18-20.
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Vintage Community Discussion / General Community Discussion / Re: What would burn need in order to become viable?
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on: May 12, 2010, 08:51:47 am
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I used to play burn - back in the old Channel/Fireball ....
The thing I see nowadays, is that burn doesn't have steady consistent damage. And top-decking is a major concern.
so cards like Fork, Wheel of Fortune are needed parts in any burn deck still (even though Wheel helps the opponent, and so doesn't give one the card advantage needed to make a real impact). Sure the cards in a burn deck are a lot better than in years past ... Burn just seems to be a regular "splash" in other colors (Green, Blue, Black use burn quick well)
I just see Sligh (or a "burn deck" with critters) making use of steady damage and less of a top-decking concern to be better than Burn nowadays. I have seen plenty of Burn decks using just Fanatics or other 4-of just to bring in some sort of damage or chump blocker.
But to make it viable in T1 -- hmmm -- Card advantage, Buyback burn spells, Disruption -- something major that would make an immediate impact (especially in the early turns)
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Eternal Formats / Creative / Re: Sligh help needed ..:)
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on: May 12, 2010, 08:36:56 am
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4 Barbarian Rings -- dont like these -- will change to Sol Ring, Ruby Mox, Lotus Petal, Lotus You DON'T need Sol Ring in this deck. Why no Wasteland/Strip Mine? It looks like your metagame is unpowered. Perhaps cut the Mox Monkey (Gorilla Shaman) to 1-2? Smash to Smitherens is nice as a 4-of in the board. 4 Keldon Marauders - I use thier 1 pt pings for critter removal ..since these 3/3's don't last long usually - That's kinda hard to do since it says "1 damage to target PLAYER" If you want more speed then Simian Spirit Guide could help. Blasts (Pyroblast/Red Elemental Blast) could be played maindeck in vintage. Riccochet Trap is also nice. I would include Pyrostatic Pillar in the board. And Null Rod could be considered (MD or SB). Sudden Shock and Thorn of Amethyst can be looked at. 1) Yeah, I have the 5 (4 wastelands, 1 Strip). Since a lot of the meta is mono-colored, sinkholes are more useful than wastelands..  2) True -- it's non-powered .. 3) I have Spirit Guides, but over the time I've played them, I just haven't really been happy with using them - The idea fot them is good -- just like the ESG (fast mana). 4) Null Rods I took out because of the mox monkeys. Pyros/REB's are SB stuff -- don't have any Thorns: Thx for the ideas there. 5) Ah Damn -- didn't see that on Keldons -- stupid me Yeah, but the meta here being fairly mono-color and non-powered. I could see the Smash to Smithereens being used. But even then I am depending on artifact use to keep them MD instead of SB. And instead of Mox monkeys, I could use Gob Vandals or Rack n Ruin ... so several choices that could be viable if artifacts were a bigger issue.
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Eternal Formats / Creative / Sligh help needed ..:)
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on: May 11, 2010, 10:49:28 pm
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Now -- I know Sligh is not considered viable in T1 -- but definately taken seriously in T1.5 .... but I am one of those old dinosaurs who refuses to let a decktype go to the scrapheap .. lol Metagame concerns: 1) Lots of Blue Bulls**t 2) MBC 3) Elves -- agrro/control 4) BW Control * Tons of graveyard tweaks; which is why I use Leyline of the Void, or Tormods Crypt ..  Deck 12 Mountains 4 Woodfoothilsl -- Fetchlands 4 Barbarian Rings -- dont like these -- will change to Sol Ring, Ruby Mox, Lotus Petal, Lotus 4 Grim Lavamancers -- use these to clear stuff out of yard and take care of critters, Xtra dam 4 Goblin Guides -- 2/2 w/ haste for  , awesomely fast when out early. 4 Gorilla Shaman - Gotta deal with artifacts/moxen, etc 4 Keldon Marauders - I use thier 1 pt pings for critter removal ..since these 3/3's don't last long usually 4 Kiln Fiends -- AWESOME when casting bolts early -- easy to make then 7/2 or 10/2 -- these are becoming my main beat-stick. 4 Lava Spike -- good for fast dam 4 Lightning Bolt 4 Chain Lightning 4 Fireblast -- devestating when casting this with bolts and a Kiln fiend ready to strike ..  4 Rift Bolts -- I usually let these sit for a free cast the next turn Options that I am looking at 1) Price of Progress -- definately looked upon 2) Searing Blaze - not sure here 3) Ankh of Mishra 3) Cursed Scroll - seems outdated at this point 4) Tweaking mana base -- mana curve seems okay -- but 20 mana should be solid Pros 1) Fast burn damage without a "combo" at all in the deck 2) good critter removal and steady critter damage 3) Artifact removal 4) Good Mana curve Unknowns 1) Card advantage (top-decking, no draw engine) 2) Disruption (either force opponents to change/alter plans) Playtesting (so far) MBC, Black Sui -- even with the new Vampire Hexmage/Dark Depths combo, I am having few problems at all. Berserk Stompy - going 50/50 due to the sick speed of that deck FCG/Goblins - when Foodchains goes off, not much I can do, otherwise pretty good matchups Belcher - 50/50 but when the combo goes off, it gets ugly. I will try and playtest against some BBS, BW Control, etc so see how I do vs control -- I seem to do well vs Aggro, but Combo seems to mess me up if done fast/early. Control, I dunno yet -- but one can sideboard for most control.
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Eternal Formats / Creative / MB Discard
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on: January 11, 2005, 10:53:11 pm
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Ok, cool.. figured that MBC bites competitively, but hey, my decks are fun playing casual..  I have Nantuko Shades, and Sinkholes in my Sui deck so go -2 Petrified Field -4 Racks -4 Megrim +2 Crucible of Worlds +4 Nantuko Shade +4 Sinkholes hmm, ok, so...to flatten out the mana curve a bit... Hand D (13 sources) Hymns Duress Mind Twist Nezumi Land D (9 sources) Wastelands Strip Sinkholes It looks like a modified T1 Sui deck only having the addition of the Nezumi Shortfangs to give Discard/Rack ability...I would probably have Negators in the SB instead of reavers/masticore/warbeat I would think that even with Nether Void, it won't make too much difference.
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Eternal Formats / Creative / MB Discard
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on: January 09, 2005, 11:39:01 am
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I was thinking about 2 ways to make a deck, I am still not sure if it even CAN be competitive or just stays Casual (like Sui) Decklist Land. I forgot to get Cabbal Coffers...I need 2 15 Swamps 4 Wastelands 1 Strip 2 Lake of the Dead 2 Petrified Fields (to retreive stripped/sac'd lands) Mana Acceleration - might need some more.. suggestions? 1 Lotus Petal 1 Mana Vault 1 Sol Ring 4 Dark Rituals Tools 1 Necro 1 Demonic Tutor 1 Vamp Tutor 1 Yawgs Win 4 Diabolic Edicts - This slot is a certain Sideboard slot to fit depending... Discard stuff 4 Rack 4 Hymns 4 Duress 4 Megrim - works well with Racks 1 Mind Twist Creatures 4 Hippies - the original 4 Nezumi Shortfang - nice effects and cheap cost ----------- Things looking at This needs to go off almost on turn 1 or 2 at most, since most decks will empty thier hands that quick...like Sligh, Sui, Goblins, TnT, Combo Decks, etc. So this deck will slow a speedy deck down (hopefully) with the Megrims/Racks/Nezumi's out I figure I might need a bit more Mana Accel, and am still not sure on my land choices As far as cards..I have looked over.. Noetic Scales.. looked subpar Skull Fracture Blackmail Persecute Skeletal Scrying - card advantage Teferi's Puzzle Box - might be interesting Mirari - nice but too expensive Ensnaring Bridge - prob SB since I am critter weak.. Underworld Dreams - looks good, especialy with next 2 cards Anvil of Bogardan Memory Jar OR, If I want to go Blue-Black (Bruise) I would be adding in.. Urza's Guilt Recoil Breathstealers Crypt Back to Basics Gush But one thing I was hoping to get are some cards which this deck needs badly 1) Card Advantage: which is critical in T1 Now: I doubt it could do well in a typical T1 tourney, but in Casual it might do good..  If I may, can you guys look it over and let me know how the deck looks, and what would ya change in it...
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Eternal Formats / Creative / 10 Land Stompy, needs some tweaking...:)
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on: January 08, 2005, 08:50:37 pm
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hmmm, looking at .. 4 basking rootwalla 4 wild mongrel 4 Hidden Gibbons for G, they are 1/1's, but can grow. And the gibbons are quick 4/4 beatstick, since most decks have instants...  so I was seriously considering taking out the Rogue Elephants & Wild Dogs Pendlehaven and Rootmaze huh?, ok, cool. Your right, I need to have them have thier stuff tapped, so as to slow them down, and shut down Combos.. Would Lotus Petal be of use in this deck, since it's a sac for 0cc?
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