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1  Vintage Community Discussion / General Community Discussion / Re: How to contact Starcitygames? on: March 07, 2009, 10:58:32 am
https://sales.starcitygames.com/contactus/ - Link on the front page, un the upper-right
2  Eternal Formats / Creative / Re: three deuce on: September 01, 2008, 08:50:43 pm
How do you live to turn 3 against half of the field?  Any combo will just ignore your beats.  Ichorid will just have to make a couple more tokens.  Heck, even Belcher could roll over you with this deck.

You need a bit of quick disruption to make a combo deck hesitate.  Maindeck REB may be a good choice , but you may also want to look at disruption with alternate or free casting costs as your gameplan will be (and has to be with beatdown) to tap out every turn for critters.  Tormod's Crypt seems to be a no-brainer and Chalice of the Void should slow things down closer to your level.

Once you've gotten past the early game where combo can take you out you'll then have to worry about control just taking over the game underneath you.  On first thought I'd say to avoid letting your opponent get to the midgame in the first place and run Seedtime or Orim's Chant.  If you are going to do all of your real work in the combat phase and are useless during your opponent's turn, increase your ratio of your turns to his.



3  Eternal Formats / Creative / Re: Is a viable Replicate combo deck possible? Here's my shot at it. "URB Replicate" on: June 24, 2008, 09:26:30 pm
I am dubious as to the effectiveness of this deck, but if you want to take a look around at similar previous deck ideas look for some Izzet Control decks - they have a bit more finesse than what you have here (although less punch) and you can make use of some of the work and research that's already been done on this topic.

That said, Izzet Control is a blast to play assuming that know the stack inside and out.  It helps if you keep a printed copy of the comp rules for timing that you can pass to the opponent and judge Razz
4  Eternal Formats / Creative / Re: suggestionss on my BLK LD/Void deck on: May 22, 2008, 11:21:27 am
I have also had good luck using Blurred Mongoose and other cheap uncounterable creatures.  This allows me to drop a Void before I am firmly established and still pull out cheap creatures through the Void's additional mana requirements.
5  Eternal Formats / Creative / Re: Izzet Anyone? on: September 21, 2007, 11:27:03 am
Yes, Yawg Will into Ancestral, Walk, and other brokenness is great.  Yawg will into Izzet-created copies of brokenness is better of course.  The problem is that if you resolved a Yawg Will with that kind of brokenness in the graveyard then you've already won, Izzet or no.  The ability to copy broken spells is awesome indeed, but in the end it is just win-more - we're talking about spells that are so powerful that they are outright banned in every other format because even having one copy of them is enough to be overly abusive.

I welcome the chance to be proven wrong with a good decklist that can stand up to the metagame.  Like I said, the deck is insanely fun to play and I woudl love to be able to pick it up again, but I just don't see how it can hold its own against some of the more streamlined decks.
6  Eternal Formats / Creative / Re: Izzet Anyone? on: September 20, 2007, 07:01:24 am
I used to run Izzet and did fairly well with it at local tourneys, but it suffered then from the same problem that it would suffer now: it is just too slow.  Once you get established, the ability to double, triple, etc almost every spell you play is incredible and pretty much guarantees you the win, but you have to get to that point first and other decks are likely to get their game online before you do.

While doubling, say, Ancestral or Walk give a huge advantage, that also means that you need to hold back these powerful spells until the midgame when you likely need to be casting them in the early game in order to get ahead in the first place.  if you don't cast these early and your opponent casts his, he'll be entering the midgame with far more resources than you will and we all know how that is going to end.  If you do cast your powerful cheap spells early, in the mid to late game you will be doubling Merchant Scrolls to find multiple Brainstorms at best (for {U}{R}{3} - not the greatest bargain). 

In order to obtain these doubling effects, you need to have an Izzet Guildmage in play already, which means dropping a 2CC 2/2 body that doesn't do anything for a couple of turns.  Compare this with Fish, whose creatures come out of the gate swinging and disrupting  As a result, you usually are best off going with the pure control route and spending the resources to find/drop an Izzet later on once you are established and can afford to spend the mana on something that isn't immediately useful.  We usually call this "winning more".

Finally, best-case scenario, in order to go off with Reset, you need 4 lands or a Tolarian - unlike other combos, artifact accelerants don't help you here.  Flash and other more refined combo decks aren't going to let you get to that point in the first place, Stax is going to have a couple pieces of significant disruption, Fish will have pushed you back a couple more turns with land disruption, and GAT will simply outperform you and prevents any combo deck from going off that late in the game.

In short, the deck has power in it, but I just don't see how it is going to be able to compete in the current metagame.  However, I will say that, even though it is not optimal, the deck is a blast to play - there are so many ways to go nuts if you can survive to the midgame that you'll have plenty of stories to tell at the Type 4 table while the Top-8's are battling it out at the end of the day.
7  Eternal Formats / Miscellaneous / Re: Some Rules and Policy changes players should be aware of on: September 10, 2007, 09:34:47 am
@MadManiac21
It was changed because, before, you accidentally picked up your sb thinking it was your facedown rfg pile and it was an automatic disqualification without prize.

Why would your RFG pile ever be face down?

Memory Jar.

yeah, but you're not allowed to look at your jar hand, so I'm not sure why it matters...I guess when comming off jar you might do this?  but this seems like a mistake that would be tough to make.

The idea is that you can look at your sideboard in the middle of a game if and only if you can positively identify your sideboard from your Memory Jar, etc cards.  In, say, the unlikely scenario that you have wished your sideboard down to 7, then Jar a couple of times, you may have, from your opponent's perspective, three piles of 7 face-down cards, one of which you are claiming to be your sideboard.  If your sideboard were not sleeved, for example, you could then identify your sideboard pile and be able to look at it.

In short, you are now allowed to look at your sideboard during a match, assuming nothing weird is going on.
8  Vintage Community Discussion / General Community Discussion / Re: Share your favorite webcomic! on: July 02, 2007, 11:10:35 am
http://ctrlaltdel-online.com/comic.php
http://www.duelinganalogs.com/
http://gpf-comics.com/
http://www.giantitp.com/comics/erf0065.html
http://girlgeniusonline.com/cgi-bin/gg101.cgi    You should recognize the art
http://girlgeniusonline.com/cgi-bin/ggmain.cgi    in these ones!
http://machall.com/
http://www.megatokyo.com/
http://www.penny-arcade.com/comic
http://www.punchanpie.net/cgi-bin/autokeenlite.cgi  Don't ask.....
http://pvponline.com/
http://questionablecontent.net/
http://reallifecomics.com/
http://schlockmercenary.com/
http://www.sinfest.net/
http://www.giantitp.com/comics/oots0471.html
http://www.threepanelsoul.com/
http://ubersoft.net/
http://userfriendly.org/
http://www.vgcats.com/comics/?
http://xkcd.com/
9  Eternal Formats / Creative / Re: [Deck] MUD Domination on: June 28, 2007, 09:37:36 pm
Have you ever tried voltaic construct, infinite mana can never be a bad thing...

Staff of Domination already untaps Metalworker on its own, and is a win condition to boot.  Adding Voltaic Constructs would be a bit redundant.  yes, it requires one less artifact in hand to work (Construct untaps for 2, Staff untaps for basically 4), but Construct costs one more to cast, with Staff at that critical casting cost of 3 artifact mana.  Voltaic Construct isn't a horrible idea on paper, but Staff just does the same job and lots more already.
10  Vintage Community Discussion / Rules Q&A / Re: question of a combo on: May 03, 2007, 06:25:39 am
Note in the sticky at the top of this forum that requests that you post the current Oracle wording of any card in question.
http://www.themanadrain.com/index.php?topic=27205.0

Clockspinning:
Quote
  Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it. 

Serrated Arrows:
Quote
  Serrated Arrows comes into play with three arrowhead counters on it.
At the beginning of your upkeep, if there are no arrowhead counters on Serrated Arrows, sacrifice it.
Tap, Remove an arrowhead counter from Serrated Arrows: Put a -1/-1 counter on target creature. 

The Oracle text says it pretty well.  Look at the colon ( : ) in Serrated Arrows - to the left of any colon is a cost and to the right of the colon is the effect.  In this case, if you tap Serrated Arrows AND remove one counter from Serrated Arrows, you get to put a -1/-1 counter on target creature.

In order for Clockspinning to work in this manner, Serrated Arrows would need to be worded with a triggered ability.  For example:

Tap: remove a counter from Serrated Arrows.
When a counter is removed from Serrated Arrows, put a -1/-1 counter on target creature.

So, to answer the question briefly, no, Clockspinning will not cause another instance of Serrated Arrow's effect.  It can, however, keep Serrated Arrows supplied with counters so that it can be used turn after turn.
11  Vintage Community Discussion / Rules Q&A / Re: sorrow's path? on: May 02, 2007, 09:19:39 am
Sorrow's Path + Donate + Mindslaver will work of course Wink
12  Vintage Community Discussion / General Community Discussion / Re: How did Proxy Tournaments start in USA? on: April 30, 2007, 07:04:22 am
1) What is easy: we Vintage players like to play and the supply players willing to drop a couple thousand on pieces of cardboard were more limited than we liked.  So, in an effort to attract more players to the format, the cost of entering the format - the major barrier to new players - was lowered.  A new player isn't going to commit that kind of cash (and time) to start in a format that he isn't certain to enjoy and this gives players a means to join the format without going all-out.
2) I know that there were a lot of players in my area - myself included - that were initially opposed to this.  At this point I know of no one at my store that is opposed to the current 10-proxy system and several are looking at recommending that the limit be increased to 15.  I have not  noticed any significant drop in prices in any of the key Vintage cards since proxy tournaments have become popular.
3) Once again, we Vintage players like to play! 
  3a) If WotC doesn't like the idea of us playing with fake cards in their tournaments, then we just hold our own tournaments!  Basically, our store doesn't have a certified judge - the tournaments are non-sanctioned (as I believe all proxy tournaments are - someone correct me?) and do not count towards or Eternal rating. 
  3b) I have heard stories from way back when involving WotC not being very fond of proxy tournaments and they have always held a strong stance against them in sanctioned tournaments, but I haven't heard anything in quite some time on the subject.  I guess they realize that we are only proxying cards that we can't purchase from them anymore and still buying the new ones.
  3c) There really isn't much of a structure in place for Vintage tournaments.  THe tournaments are generally unrelated to each other, so standings in previous tournaments have no bearing on the next one.  There is nothing like an informal Grand Prix in the Vintage community.
4) Yes to both.  There are a lot more players in my local tournaments and they are playing better decks than they did back before proxies.  Of course, the majority of the new players are sadly still scrubs, but at least now they are scrubs with half of a fighting chance running a decent deck.  There is also, however, an additional influx of quality players who just dind't want to slap down that much cash for a hobby that can play without buying a full set of power.  Generally, afte rthe first two rounds of a tournament, the different skill levels are separated pretty well and players are paired with other players of the same relative skill level.
5) I believe that proxy tournaments are a good thing.  Vintage is a format that is played for the raw fun of the game - we have no truly professional players like in the other formats that are there simply to win money and unsanctioned proxy tournaments simply further promote this attitude.

Note: I am a player who is very nearly fully-powered and could comfortably and competitively play in a non-proxy environment
13  Eternal Formats / Miscellaneous / Re: [Deck's Discussion] - Keep her Confidant about 2007 on: April 09, 2007, 10:51:52 am
If you are looking to use Timetwister to recur spent resources, that implies that you are already sufficiently well-established in mana, might Time Spiral be a better choice here?  It might sound like an odd choice and there is likely a better card to fill this slot than either one, but given your reasons for wanting Timetwister, Time Spiral looks like it would give you the same effect without you being raped by combo while your pants are down by tapping out for Twister.  Even if you cast Spiral and say go, you at least have counter mana up for your opponent's first turn with a full hand of cards.  Twister would be better for the control matches (less of a drain target, easier to protect) while Spiral might be better against combo.

I'm still in the camp of using the slot for something better, but if this effect is what you want to fill this slot with, weigh your choices.
14  Vintage Community Discussion / General Community Discussion / Re: What are you listening to right now? on: April 03, 2007, 10:31:56 pm
The Residents.  Weird stuff

http://youtube.com/watch?v=maWcmXcgCOk
15  Vintage Community Discussion / Rules Q&A / Re: response to kiki's ability: do I still get a copy? on: March 17, 2007, 04:59:10 pm
Note that if the opponent were to bounce Kiki-Jiki, you *would* still get the copy.

Removing all targets of a spell/ability counters counters the spell/ability upon resolution (which was formally referred to as "fizzling")

Removing the source of a spell/ability does not counter the spell/ability

Remember - it does no good to shoot the guy who just threw a grenade at you - that grenade is still a-commin! 

(edit: s/effect/abilityg; cleaned up "fizzling" comment)
16  Vintage Community Discussion / Rules Q&A / Re: Rules Question about Priority on: February 17, 2007, 12:31:03 am
From the Comprehensive Rules: http://www.wizards.com/magic/comprules/MagicCompRules070201.txt

Quote
408. Timing of Spells and Abilities

408.1. Timing, Priority, and the Stack

408.1a Spells and activated abilities can be played only at certain times and follow a set of rules for doing so.

408.1b Spells and activated abilities are played by players (if they choose) using a system of priority, while other types of abilities and effects are automatically generated by the game rules. Each time a player would get priority, all applicable state-based effects resolve first as a single event (see rule 420, "State-Based Effects"). Then, if any new state-based effects have been generated, they resolve as a single event. This process repeats until no more applicable state-based effects are generated. Then triggered abilities are added to the stack (see rule 410, "Handling Triggered Abilities"). These steps repeat in order until no further state-based effects or triggered abilities are generated. Then the player who would have received priority does so and may play a spell or ability, take a special action (such as playing a land), or pass, as governed by the rules for that phase or step.

408.1c The active player gets priority at the beginning of most phases and steps, after any game actions are dealt with and abilities that trigger at the beginning of that phase or step go on the stack. No player gets priority during the untap step and players usually don't get priority during the cleanup step (see rule 314.3). The player with priority may play a spell or ability, take a special action, or pass. If he or she plays a spell or ability, or takes a special action, the player again receives priority; otherwise, the next player in turn order receives priority. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the top object on the stack resolves, then the active player receives priority. If the stack is empty when all players pass in succession, the phase or step ends and the next one begins.

408.1d A player may play an instant spell or an activated ability any time he or she has priority. Spells other than instants may be played during a player's main phase, when that player has priority and the stack is empty.

408.1e When a spell is played, it goes on top of the stack. When an activated ability is played, it goes on top of the stack.

408.1f Triggered abilities can trigger at any time, including during the playing or resolution of a spell or another ability. However, nothing actually happens at the time the abilities trigger. Each time a player would receive priority, each ability that has triggered is put on the stack (if it hasn't already been put on the stack). Then the player gets priority and may play spells or abilities. (See rule 410, "Handling Triggered Abilities.")

408.1g Combat damage goes on the stack once it's been assigned. For more information, see rule 310, "Combat Damage Step."

408.1h Static abilities aren't played-they continuously affect the game. Priority doesn't apply to them. (See rule 405, "Static Abilities," rule 418, "Continuous Effects," and rule 419, "Replacement and Prevention Effects.")

408.1i Special actions don't use the stack. The special actions are playing a land (see rule 408.2d), turning a face-down creature face up (see rule 408.2h), ending continuous effects or stopping delayed triggered abilities (see rule 408.2i), ignoring continuous effects (see rule 408.2j), and removing a card with suspend in your hand from the game (see rule 408.2k).
(bolding mine)

In short, yes, you get first responses to your own actions.  You can add as many items to the stack as you'd like and your opponent cannot add anything to the stack until you pass priority to him.  Only when priority is passed twice in succession does anything actually resolve, however.
17  Vintage Community Discussion / Rules Q&A / Re: Jumpstarting a Suspended Card on: February 01, 2007, 12:23:36 pm
From the Comprehensive Rules:
Quote
502.59a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player's hand. The second and third are triggered abilities that function in the removed-from-the-game zone. "Suspend N-[cost]" means "If you could play this card from your hand, you may pay [cost] and remove it from the game with N time counters on it. This action doesn't use the stack," and "At the beginning of your upkeep, if this card is suspended, remove a time counter from it," and "When the last time counter is removed from this card, if it's removed from the game, play it without paying its mana cost if able. If you can't, it remains removed from the game. If you play a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes."

Bolding is mine.

Normally, the condition of the last time counter being removed from a card only happens once.  However, the "play it without paying its casting cost" effect would trigger every time the condition "the lat time counter is removed from this card" unless it were to somehow lose the Suspend abaility.
18  Eternal Formats / Creative / Re: [card discussion] Wand of denial on: December 26, 2006, 09:36:15 pm
While the Wand's effect can be strong, I just don't see how it can really do much against a good chunk of the major decks in the format.

Workshop-based decks are just too threat-dense to matter what card they topdeck.  You can remove one threat from the top of the deck and there will just be another one right under it waiting to be drawn.  Maybe if you had multiple Wands out you could start to force them into all land draws, but that's a lot of life and a lot of slots in your deck that could likely be used better.

Dredge-based decks...um....yea, go ahead and provide them another way to dump cards into the graveyard... 

Combo decks could get hit with this randomly...if you get to drop it before you die.  The reliance on topdeck tutors in most of these decks can be threatened by the Wand if used properly, but a Null Rod or a Chalice for 1 are both just plain better than Wand in these matchups for the same price.

Drain-based decks would likely be hit the hardest - manipulating their draw a bit and stopping their topdeck tutors is pretty good, but even then there are still much better threats out there for the same price (again, Null Rod and Chalice, Sphere of Resistance, etc).

Ok, if Oath doesn't blow up in your face before you can drop this then they might be in a little bit of trouble - they need some very specific cards in order to go off and the Wand might be able to deny these cards for long enough for you to get up.  Realistically though, if you are playing Sui Black, chances are you are going to end up in the same brackets as Oath players and this might not be a completely horrible card.  </flamebait  Razz>

Fish decks are kinda like Workshop decks in regard to the Wand - if you try to mess with their topdecks then A) you are just killing your life total and shortening your lifespan and B) they are just going to topdeck another 2/X anyway...
19  Eternal Formats / Creative / Re: Can Chains of Mephistopheles be competitive? on: December 08, 2006, 10:39:49 am
I've been poking around with a similar deck design for some time now but in the end every tweak that I make just pushes it a little bit closer to Stax.  Eventually I got to the point where I just picked up Stax and called it a day.

To start, Anvil is just bad if you don't have Chains as well.  Slaver and Gifts would LOVE to get an extra card each turn *and* be able to dump one card into the graveyard each turn.  You are playing right into their gameplan.  The Rack and Megrim are the same way - they blow if you don't already have the rest of your lock down on the table. Unlike Stax, a deck like this (mine to) just doesn't do anything with a single lock component - it needs multiple in order to be effective at all. 

This deck also lacks any endgame.  If you get an awesome hand you can drop your lock quickly and that's great, but if the game goes for longer than a couple of turns you aren't going to have an answer for all of the stuff that your opponent has done in the meantime.  They are going to be able to prevent you from doing your thing better than you will be able to prevent them from doing theirs.  Given that you have Green/Black, Pernicious Deed can go a long way toward resetting the board back down to a level that you may be able to manage.

Yes...Dark Confidant...you need a draw engine, he's one with legs.  Cabal Therapy may be helpful in offing the little bugger if you get too low on life.  Top may not be horrible either if you do decide not to go with Null Rod to improve card quality.

On a related note to card quality, once you have your ideal lock down on the board you are still going to take forever to finish the job as you have a ton of discard that will be useless at that point.  Zombie Infestation may be of use here - dump those now-useless cards for a few critters that can finish the job.  Zombie Infestation helps against those scrub aggro decks a bit as well.  You will need to dump Megrim of course though.

If you can fit them in, Elvish Spirit Guides can help accelerate your mana a bit.

In my deck I also ran Nether Void - I cna't say that it would be useful for you here but you might want to give it a try.
20  Vintage Community Discussion / General Community Discussion / Re: Your all-time favorit decks on: December 07, 2006, 08:34:49 am
Keeper, 4CC, whatever you wanted to call it.

You know...my meta is largely budget aggro with only one or two "serious" decks...Moat/Abyss should be pretty strong...  Maybe I'll have to pull this old thing out of retirement for this weekend!
21  Eternal Formats / Creative / Re: Oath of Druids Combo on: December 06, 2006, 03:06:50 pm
If you are having issues finding Orchard, Crop Rotation is always a good call in Oath.
22  Vintage Community Discussion / Rules Q&A / Re: Repairing Game state (Specific Example) on: December 04, 2006, 02:06:56 pm
Put it this way: the word "spectator" is mentioned 9 times in the DCI floor rules (http://www.wizards.com/dci/downloads/DCI_UTR_2jan06_EN.txt).  Most of these basically read "Spectators aren't allowed to do squat" (talk with players, take notes, etc) with the following exception:
Quote
Spectators and members of the press who believe they have observed rules violations should inform a judge, but must not interfere with the match.

There is no clarification to this rule.  It doesn't say anything about a judge taking a spectator's word for anything - they are spectators, not players, and have no responsibility within the game.

There was a decision made after all of this took effect but before it was caught - Brainstorm was cast.  After this point it simply isn't possible to fully restore the gamestate.  As such, the judge should just hand out warnings and/or game losses as necessary depending on the REL (worse against Player B, but with at least a warning for Player A for not keeping track of game state).

Later, if Player A fetches while under a Shadow of Doubt, he is not allowed to search but must still shuffle. 

Sadly, an argument of "I would have done . . ." has no meaning in the rules either...

(disclaimer: I am not a registered judge but have been fairly and unfairly slapped by many real judges)
23  Eternal Formats / Miscellaneous / Re: [Premier Article] Time Spiral Review for Vintage on: October 25, 2006, 10:39:52 am
Quote
wipe away played -> dsteel weakened -> dsteel not played -> wipe away weakened -> wipe away not played -> dsteel strengthened -> dsteel played -> wipe away strengthened -> go to start

Absolutely correct.  Wipe away is pretty much the ultimate answer to hating DSC out of the metagame if he becomes too metagame-warping but right now he isn't enough of a threat to dedicate slots solely to defeat him.  If some new deck was created that trounced over all other decks in the format by being even better at getting out and protecting DSC than Gifts currently can then Wipe Away would be the best answer available to hate out such a deck.  The same thing goes for the other split second cards - they will make an excellent safety valve, preventing many strategies form becoming overly metagame-warping. It's just that right now the metagame is fairly balanced and no one strategy really needs to be hated out so bad that these new split-second cards are currently necessary.

(edits: spelling/grammer/typos)
24  Vintage Community Discussion / Rules Q&A / Re: Tapping to a bounced Tangle Wire ?! on: October 11, 2006, 07:09:14 am
Any trigger that uses the stack remains on the stack even if the source of the trigger is removed.

Quote
402.6. Once activated or triggered, an ability exists independently of its source as an ability on the stack. Destruction or removal of the source after that time won't affect the ability. Note that some abilities cause a source to do something (for example, "Prodigal Sorcerer deals 1 damage to target creature or player") rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source because the effect needs to be divided checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in play, its last known information is used.
25  Eternal Formats / Creative / Re: [Deck] Elvish Storm on: October 03, 2006, 10:56:34 am
I used to play something very similar to this way back in the days of Recycle, before Skullclamp and Glimpse (the Dark Ages!).  Multani's Acolyte was an excellent addition to the deck at the time:
Name:              Multani's Acolyte
Set & Rarity:    Urza's Legacy common
Cost:                GG
Card Type:    Creature - Elf
P/T:    2/1
Rules Text (Oracle):    Echo GG
When Multani's Acolyte comes into play, draw a card.

Cheap elf-based card draw that can be fetched with the Poacher.  Should work very well with Skullclamp as well!
26  Eternal Formats / Miscellaneous / Re: [Open Project] - Stuffy Gifts 2006 on: September 28, 2006, 06:15:20 am
Two words:

Summoning Sickness

It ain't gonna work if you can't go off *now.*  If you need to depend on another spell (some way to damage the doll), then it's a 3-card combo, which is inheriently worse than the Time Vault/FF combo you are trying to emulate.
27  Eternal Formats / Creative / Re: Slivers in Vintage? Stop trying dude won't work? on: September 22, 2006, 07:19:10 am
3.I changed my draw engine into intuition/ak and added 2 merchant scroll/ 1 demonic This gave some tutor power to refull my hand faster and to get a sliver i need.

The Intuition/AK draw engine sucks balls unless youhave some way to abuse it - it costs too much for getting too little and eats up a huge chunk of your deck.  Decks like Tog made the engine worthwhile because it dumped cards into the hand and graveyard for later munching and decks like Izzet Control can abuse AK to crazy proportions, but if your deck can't get more milage out of this engine than "Intuition at end of your turn, AK for 3" then you need to find a different draw engine.  It isn't optimal, but Skeletal Scrying may be an option plus Merchant Scroll+Ancestral of course.
28  Vintage Community Discussion / Rules Q&A / Re: Crazy interaction: Yawgmoth's WIll + Void Maw on: September 14, 2006, 06:05:51 am
Even if the combo does work as stated, it still suffers from the usual problem in Vintage: if I'm going to play a 4BB spell, it's gonna be Yawgmoth's Bargian and I'll just win right now, thank you.
29  Eternal Formats / Creative / Re: U/B/R IzzyTog on: September 07, 2006, 11:17:07 am
A few comments:

The Intuition/AK rocks in both Izzet Control and any Tog build.  AK costs 2 so it can be abused with the guildmage and the whole draw engine's inefficiency works well with Tog.

Personally, I would pull the Wheel, Frantic Search, 2x Deep Analysis, and 2x Mana Leak  for 2x Intuition, 4x AK.

You really aren't running that many artifacts.  I'd say either add more moxen or drop the Academy, possibly swapping it with a LoA.  With Intuition+AK+Izzet you can overflow your hand easily and frequently and the Library will make that even better.

If you aren't running Tinker, go Merchant Scroll over Mystical.  Merchant Scroll will get very nearly everything you could ever want (aside from Walk and Will), it puts it right in your hand now, and it can be abused with Izzet.  Having both Scroll and Mystical isn't a wrong, but Mystical without Scroll in this deck is a bad idea.

Um...why is Will in the wishboard?  Yes, Burning Wish is a decent call - it can get back stuff that Tog removes and can be abused with Izzet,, but is there a specific reason why Will is not main?

7 fetchers is a lot - this deck needs a fairly large amount of real lands.  I can't say to swap any out without playtesting the deck, but keep an eye on this balance.

Also, there's no reason at all not to throw in a single Reset, either mainboard or wishboard.  Going infinite is good Wink
30  Eternal Formats / Creative / Re: B/g Nether Void Disruption on: August 10, 2006, 03:36:07 pm
Seems like Dark Confidant fits into the scheme. With your highest CC being 4, his benefits would surely out weigh his set backs. Have you considered Demonic Tutor or Yawgmoth's Will? Both could be useful. DT gets your resets or early N. Void, and Yawg Will could pull a losing effort into a win. I used to play this deck a long time ago, but I used Negator in place of Mongoose. Fun deck to play!

Well, Yawg Will is pretty much right out - it just plain doesn't work under Nether Void and I really don't have enough broken plays to match up with it, certainly not enough broken plays to come back from behind.

I have had DT in and out of the deck, but really the deck topdecks very consistently, grabbing something nasty nearly every draw - I usually don't have to tutor to find something to cause my opponent additional pain and I don't want to spend a whole turn's worth of mana finding something that really isn't going to be *that* broken (except maybe Necropotence).

Dark Confidant is an option that I've been eying a bit but am not yet sold on.  First, this deck like to stick around for the long game and Bob can become painful if you plan on the game lasting another 10 or so turns.  Second, generally, when I can cast Dark Confidant I would rather be dropping a Sinkhole or accelerating into a Deed.  Finally, under a Nether Void I can really only cast one spell/turn anyway - my opponent's deck VERY likely has an even better draw engine (blue) than I would and trying to beat them at that game is a sure path to getting stomped on.  I just need to stick to what this deck is really good at - making my opponent's draws useless.
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