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Eternal Formats / Creative / [Single Card] In the Eye of Chaos
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on: March 06, 2005, 02:27:26 pm
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I think a good direction might be 3 In the Eye of Chaos, 1 Trinisphere and 4 Chalice. I don't think the deck needs Welder to be successful, but you could always Transmute/Tinker the Chalice to unblock your own cards and upgrade to some fatness like Gilded Lotus, then burn a Mox with Welder to block the 0 slot again. However, I'm just a Chalice-whore. Anyway's, I'm working on a Fastbond (curse you, restriction) list now so I'm interested to see where real pros can take this. Thanks for all the help 
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Eternal Formats / Miscellaneous / [Deck] Divining Top Combo
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on: March 06, 2005, 02:15:53 pm
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On the Shoal front, I found them to be quite useful in my Legacy build thread(s) (and probably so on the Vintage front, by extension). Since the deck can actually go infinite with or without Future Sight, you can pitch a Future Sight to Shoal to stop FoW under pressure. I was running several 2-cost draw spells as well to pitch against Mana Drain and several of the Fish and Landstill strategies.
I also ran a main deck Brain Freeze and a Cunning Wish w/ Freeze in the SB to get around the Mage/Extraction problem. Note that if you go the main deck Tendrils route you can pull off a kill if needed without even going infinite. Draining in to a mass of colored mana will get you a pretty high storm count off just Future Sight and one Top.
This is a very fun deck. There is a lot of synergy w/ fetchlands and you can do some serious digging and draw fixing with the combo pieces prior to going infinite--pretty good for a control strategy. I'm glad to see this making some headway in Vintage. I started working on a Legacy version (a very poor one with vedalken archmage and trinket mage) after I opened by first pack of <strike>CoK</strike>Champions.
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Eternal Formats / Creative / [Single Card] In the Eye of Chaos
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on: March 05, 2005, 05:37:57 pm
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I apologize for being an idiot. I forgot Tinker wasn't an instant  So how about something like this... 4 Duress 4 Su-Chi 4 Cathodion 4 Tangle Wire 4 In the Eye of Chaos 3 Cabal Therapy 3 Crucible of Worlds 3 Transmute Artifact 2 Deep Analysis 1 Platinum Angel 1 Sundering Titan 1 Demonic Tutor 1 Tinker 1 Mox Diamond 1 Chrome Mox 1 Sol Ring 1 Lotus Petal 4 Mishra's Workshop 4 Wasteland 4 Underground Sea 4 Polluted Delta 2 City of Traitors 1 Ancient Tomb 1 Island 1 Strip Mine It's obviously budget aside from the Workshops (which could, in theory, be Dark Rituals for the early 3 drop). I kinda thought working Eye of Chaos and Transmute Artiface (which both need breaking) in to a list would be fun. The basic idea is to go for early disruption or beats depending on your opponent then use transmute to upgrade beats. I couldn't figure out where to put in a Mindslaver. That would be a great outlet for transmuting a Cathodion with no other open mana. That or a Duplicant, maybe. Obviously, this deck could be powered up. Anyone wanna try a list with some $$ in it?
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Eternal Formats / Creative / [Single Card] In the Eye of Chaos
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on: March 05, 2005, 03:55:38 pm
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I'd vote against Tinker/Jar because you'd have to shoot Tinker before Eye of Chaos or it would end up costing 6 mana (none of which can be paid with workshop). If you got hit with Mana Drain doing this you could pretty much kiss the game goodbye. Also, although Mana Drain and FoW are obviously good in most Vintage lists, they would seem to be dead cards in this deck after the 2 or 3rd turn on average (especially since you can't pay over the Eye of Chaos) with workshops. Is a higher black disruption count a better option?
Tangle Wire would help make good use of the Workshops. They're in a version I am working on now and I agree that they can really put some hurt on draw engines. The other alternative (and a somewhat budget approach) would be Ancient Tomb/City of Traitors which can still help resolve a first or second turn Eye of Chaos and contribute to spells.
What about using a kill condition that takes advantage of the dead cards in hand rather than removing the instant-speed permission? Something like Psychatog maybe? The Eye/Tangle version would probably leave the opponent with a sizeable hand and Black Vise could be worth something? It would be too unreliable to kill with, though. Given the amount of pain land use, mana crypt/vault/ancient tomb damage, etc. it usually wouldn't have to go a full 20. Not sure that gets it anywhere, though.
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Eternal Formats / Creative / [Single Card] In the Eye of Chaos
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on: March 05, 2005, 08:20:41 am
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The Dark Rituals and Negators are a side-effect of me tweaking this deck out of a WUB-Control list. I was trying to avoid going in the Workshop direction personally because I could never afford a playset (same reason for black w/ disruption vs. blue w/ FoW). However, that's no reason not to play out the idea.
How to win? Is In the Eye of Chaos enough protection for the Negator or should the deck just go for Juggernaut or Phyrexian War Beast action? If we use Workshops, the answer may be "yes" based solely on the mana. I was trying to accomplish, if feasible, a first turn hand disruption + negator covered by a second turn In the Eye of Chaos. I don't think that goldfishes very well.
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Eternal Formats / Creative / [Single Card] In the Eye of Chaos
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on: March 04, 2005, 07:21:54 pm
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As I learn more about the Vintage scene and regrow my old school Magic knowledge I note that (obviously) decks are very heavy on a tight curve inolving a high presence of instants. So In the Eye of Chaos will slow counters, draw engines, and instant-speed removal.
Or at least, that's the theory. Here is a rough list:
4 Dark Ritual 4 Duress 4 Sinkhole 4 Phyrexian Negator 4 [card]In the Eye of Chaos[/card] 3 Cabal Therapy 3 Ebon Drake/Drinker of Sorrow 2 Sensei's Divining Top 1 Seal of Removal 1 Lava Dart 1 Mind Twist 1 Demonic Tutor 1 Mana Crypt 1 Sol Ring 1 Mox Jet 1 Mox Sapphire 1 Mox Diamond 1 Black Lotus 4 Polluted Delta 4 Wasteland 4 City of Brass 3 Underground Sea 2 Swamp 2 Ancient Tomb 1 Island 1 Badlands 1 Strip Mine
Phyrexian Negator - Against Combo/Control, this guy's somewhat of a tank. In a metagame with lots of aggro, probably not a good list to play at all.
In the Eye of Chaos - Partly to protect the Negator and partly to drastically slow down any answers to Negator, combo effects, and card drawing tactics.
Ancient Tomb - Assist the first turn Eye of Chaos or Negator, hopefully with the other card following.
Sinkhole/Wasteland/Strip Mine - These effects are designed to also help protect the Negator and to decrease chances of playing around Eye of Chaos.
Please don't call me names. I know these aren't traditional power cards. In general, I think the whole thing is pretty awful compared to guarding the Negator with a Nether Void. However, it was a fun list to build. Any comments, suggestions? I definitely think Eye of Chaos is appropriate (if at all) in a non-blue heavy deck since blue's power is pretty much instant-dependant.
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Eternal Formats / Miscellaneous / New B&R List
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on: March 01, 2005, 02:24:26 pm
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My vague definition of interactivity in magic would be based on both players taking a certain minimum number of turns on average over the course of the match (at least 2, not more than 4?) not counting obvious exceptions like scoops or quadruple mulligans. It would additionally require that those turns be actionable or meaningful. For example: If the combo deck goes off on the first or second turn with a statistically meaningful frequency and the opponent's hand and board are irrelevant, this is a problem. The opponent either does not get a chance to play the game or the opponent's actions can be largely ignored. If the workshop deck drops a Trinisphere on the first turn with a statiscally meaningful frequency and the opponent's subsequent turns are rendered ineffective, this is a problem. The opponent's game essentially has to start later than yours and for the significant stages of the game, the opponent's hand can be largely ignored. Notice, I don't factor the board in this equation because Combo is largely operating from either the hand or powering cards that are below the 3-mana threshold (heavy amounts of 0-cost artifact mana, for example). Recreating this situation with something like Chalice of the Void requires either 1) multiples so that the 0 and 1 slot can be blocked or 2) at least some experience and judgement to block effectively. Playing a Trinisphere to strong effect requires a Trinisphere. A Trinisphere may promote virtual interactivity in that it prolongs the game against combo, but it discourages true interactivity in the sense that cards are played out actively and reactively on either side of the board. Now, this is a definition based on my cozy little world and how I would like Magic to play out (which includes Combo being significant, mind you). I'd like to see people for or against Trinisphere's interactivity expound in a similar sense so that these arguments are clearer. I don't buy the claim that discussing the restriction is pointless because a more thorough understanding of this interactivity stuff can only make Magic more rewarding to engage in for the Johnny players out there like me who want the opponent to do things in the first few turns. Edit: I'm also ethically opposed to any format in which Mono-Black cannot compete 
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Eternal Formats / Miscellaneous / New B&R List
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on: March 01, 2005, 01:47:46 pm
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Toad: Your concern that Trinisphere encourages interactivity by slowing down the game is valid. However, my general observation has been that, with Workshop decks, Trinisphere slows the game down for your opponent but not you.
Would Shell of the Last Kappa be a decent MWS drop against storm combo decks? It might force bounce or artifact removal before "going off" similar to Trinisphere. However, it would also require untapping with it in play. Just brainstorming.
I'm not suggesting--god forbid--a replacement for Trinisphere. There are three mana alternatives against combo (In the Eye of Chaos?, Arcane Laboratory) but they all involve the horror of colored mana. Also, it is important to note that Trinisphere was only restricted which means that a small but significant number of games can still be non-interactive bland fests.
Anyway, if combo suddenly takes over the world, I can dig out mono-black again, whee!
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Vintage Community Discussion / Casual Forum / Help w/ a Valentine's Deck!
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on: February 09, 2005, 10:46:46 am
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Toad: I guess my group plays with a different definition of casual. Our casual decks are things we would never take to tournaments with any hope of winning, but we don't equate casual to bad. I can expect to go against pretty solid land destruction, just probably not Strip Mine/Crucible based. I can also expect to play Pox or MBC. We also generally play without sideboards.
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Vintage Community Discussion / Casual Forum / Help w/ a Valentine's Deck!
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on: February 09, 2005, 07:03:15 am
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Now that Eon Hub exists, Time Vault is a pretty bad card. Also, Fabricate is great for finding a necessary artifact. The problem with Eon Hub is that you still have to draw cards. Since you also run a sizeable draw engine, that means your opponent has a good chance of decking you instead of the other way around.
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Vintage Community Discussion / Casual Forum / Help w/ a Valentine's Deck!
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on: February 08, 2005, 10:14:24 pm
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My extremely cool wife overheard me reminiscing about the early days of Magic during my local Thursday "nerd night." As a result, she snuck off to Ebay and bought me two Time Vaults. She's also horrible about waiting until the actual holiday to give the gifts, so I have one in hand already.
Now, Time Vault is as casual as a card gets. And I love it. So, I want to make a fun mono-blue deck based loosely on Time Vault that functions similar to a Land Equilibrium deck (i.e., you can't do anything so I'll eventually win). Please comment on the following list and suggest any casual improvements. I'd prefer to stay mono blue, but will consider anything.
4 Counterspell 4 Impulse 4 Stasis 3 Orb of Dreams 3 Meditate 3 Propaganda 2 Time Vault 2 Glacial Chasm 2 The Tabernacle at Pendrell Vale 2 Arcane Denial 2 Disrupting Shoal 1 Brainstorm 1 Thirst for Knowledge 1 Copper Tablet 1 Black Vise 1 Sol Ring 1 Mox Diamond 18 Island 4 Thawing Glaciers
Stasis - Part of the lock. Stasis + Orb of Dreams = fun. See Time Vault for a description of the "win" condition.
Orb of Dreams - Not a bad card for holding off impending doom, plus works great with Stasis.
Meditate - This allows you to nab a bunch of cards while not having to pay for Stasis or Glacial Chasm for one more turn.
Propaganda - Again, holds off impending doom whilst also helping the lock down.
Time Vault - Once you have Stasis and Orb of Dreams in play and you run out of Meditates, you can (based on my understanding of the errata) never take another turn again with Time Vault thus allowing Stasis to never go unpaid for. This is similar to dropping an Island Sanctuary after Armageddon/Land Equilibrium and hoping your opponent concedes instead of insisting on drawing out the game.
Glacial Chasm - With Meditate/Time Vault, this can help insure the lock. It can also help you get to the lock, especially with Meditate. If you get this you can try to lock down without the Orb, but it helps to have the Tabernacle.
Tabernacle - More Orb of Dreams synergy for holding off impending doom.
Copper Tablet - Alternate kill 1. If for some reason you can't draw your opponent out under the lock, you kill them with this. Since you're not taking any turns, it only damages them. This can also be safely pitched to TFK.
Black Vise - Alternate kill 2. This works faster than Copper Tablet since your opponent probably cannot play much and will end up with a full and useless hand. Can also be pitched to TFK since you can conceivably draw someone out.
Any thoughts, tips, cards I missed? I'd like to keep this budget, but it doesn't have to be Legacy as evidenced by the Sol Ring. Anyone think City of Traitors would help here? Based on my testing, it doesn't go that well with Orb of Dreams, but definitely can speed the lock up in some cases. White splash is also possible, but the abundance of easily accessible stasises (stasii?) and the useful meditate seem to substitute well for going the Wrath of God/Enlightened Tutor route. That's how I build Land Equilibrium, so I want to stay in mono-blue land.
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