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Eternal Formats / Miscellaneous / Re: So Many Insane Plays - Vintage MasterClass
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on: July 16, 2008, 11:45:18 am
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As a mostly unrelated question, how many maindeck slots are you providing for disruption/metagame stuff? I've had varying results with running just the core eight and upwards of thirteen. I favor the core eight and a Crypt, leaving the rest of the slots open to face-wrecking stuff. That said, I think Slaver is what it is. Really good, if you can handle being the number one target in the format... especially with Long variants steadily on the rise. What cards get cut as you increase the utility slots?
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Eternal Formats / Miscellaneous / Re: So Many Insane Plays - Vintage MasterClass
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on: July 14, 2008, 02:13:52 pm
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Alright, total newbie question. How are you using gifts? I think the reason I don't like this card is that I'm terrible with it. What are some common targets? The common functions of gifts are: -Entomb 2 artifacts. How exactly? I'd have to choose something like {Thirst, Mindslaver, Triskelion, Pentavus} to get even one down there. If I've got the active welder he just puts the Slaver and the Pentavus in my hand. Gifts is easily the one card with the most complex decision tree in magic. There really isn't anything that it doesn't do.
This is true; at different times Gifts can be a tutor, a draw engine, and a graveyard filler. The problem I have with it is it doesn't perform any one of those function particularly well. Your opponent is always going to give you the two cards that hurt the least. So to have a big impact, you'll need to have 3 game-changing effects in your deck, and be willing to lose the best two of them to the graveyard, and still have the mana left to cast the 3rd one. I would like very much to be convinced here. Like I said earlier, it must just be that I don't know how to play with it, but everytime I think about it, it seems Fact or Fiction is better. I like being able to grab a specific card from the pile if I need it, and it's pretty rare that they'll stack it 4:1. You usually get a land and the card you want.
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Eternal Formats / Miscellaneous / Re: So Many Insane Plays - Vintage MasterClass
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on: July 14, 2008, 12:37:49 pm
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Memory Jar - Why no memory jar? It generates massive card advantage and loads up your graveyard for the welder. It's not automatic card advantage. It's potentially symmetrical. It's also one of those cards that is rarely better than just Tinkering up a Slaver or Bot and just winning. It's also a big old brown skid mark on your underwear on a date with Ichorid. You just try to avoid knowing it exists. Every time I tried running it, I ended up cutting it. It's not terrible, but it's not an auto-include. How is it potentially symetrical? There are a few rare cases where this might be true, but nine times out of ten he sits there as I shuffle 8 or 9 cards around in my hand. If he's very lucky he gets to counter two of them, more likely than not he gets one or none. The other upside is that it activates the welder very nicely. It puts the jar in the 'yard so you can weld things in and out like trike and top, and it probably drops another artifact bomb down there. I'm not currently running it, but I am unconvinced either way about it. I played a game just last night against stax where I would've loved to have it as a tinker target. Lotus Petal - Why? You have this in most of your lists, and you offered two reasons that I saw; One, to fuel a first turn mana drain, and second, when your opponent plays bad and doesn't see you have a petal you can weld in to support a drain. Did you take into account the times you also get: Land + Mox + Walk Land + Sapphire + Drain Black Lotus + Drain I run Lotus Petal strictly to get online more reliably in the early game. It enhances those chances. Beyond that, it's still pretty good. An auto-include? Probably more so in a deck with few "answer cards" in a field that has Control Slavers "number" so to speak. Yea, I'm pretty well convinced on the petal. Running those numbers alone did it. Like you said, even beyond that, it does some very nice things. Still having a little trouble wanting to run 10 Artifact Mana and 15 other blue sources, but maybe I'll come around eventually. Right now it's 10 Artifact Mana, 14 Blue Lands, and 1 Library. Counterbalance: Any thoughts on this card? Helps the long matchup, very synergetic with top, and just all around annoying. Brian DeMars and I had a Counterbalance Slaver list(s) pre-restrictions. It was neat, but despite getting a T8 with it, it was underwhelming. The problem with it in Vintage is that it's a late game card, since you're not likely to get it really "online" before turn 3. Slaver isn't about shoring up it's late game, if you know what I mean. I like CB, but not here. I'm going to play around with it a little more, but I think you're right. As a mostly unrelated question, how many maindeck slots are you providing for disruption/metagame stuff? Empty the Warrens: I want this main deck. Our deck gets very sad when it's up against a leyline or even a single tormod's crypt. I think it's good to have another non-graveyard based win. EtW seems like a very good choice. I had some romancing with this in modern control decks. It's the absolute dog shit at times, which is a huge problem with it being a maindeck card. To me, it was always a card that planned on your primary game plan failing and helped it do so when you drew it, instead of bounce or a tutor. Very nice. I agree now it's not a maindeck card. It does depend too much on your first game plan failing. I think it's a good 1-of or 2-of in the sideboard though. It helps a lot of matchups where they sideboard in the hate. Fact or Fiction vs Gifts Ungiven: Why do you like Gifts better?
Fact lets you see five cards. They could be really good or really bad. Gifts sets you up with cards to win every time. Alright, total newbie question. How are you using gifts? I think the reason I don't like this card is that I'm terrible with it. What are some common targets?
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Eternal Formats / Miscellaneous / Re: So Many Insane Plays - Vintage MasterClass
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on: July 12, 2008, 08:53:26 pm
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Lotus Petal Math:
The odds of drawing {Petal, Mana Drain, Blue Source} in that order are (1*4*16) / (60*59*58), or (64 / 205320).
There are six permutations of these cards, so you have a 6 * (64 / 205320) percent chance of drawing these in a 3 card hand. (384/205320)
There are 35 ways you can draw three cards in a 7 card hand, so the odds of having a starting hand with these three cards pre-mulligan is 35 * (384/205320), or ~6.54%.
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Eternal Formats / Miscellaneous / Re: So Many Insane Plays - Vintage MasterClass
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on: July 12, 2008, 08:44:44 pm
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I've got a few questions about the choices you made. I've been trying to put together a slaver list I like and there are some things about the lists you put forward that I don't understand. Memory Jar - Why no memory jar? It generates massive card advantage and loads up your graveyard for the welder. The Mana Base - 15 Lands, 10 Broken Artifact Mana. Any reasoning behind this? I was running 13 lands, 1 library, and 9 artifact mana at the last tourny I played, and I didn't run into mana problems. I tend to think I should increase my count by one island, but I'd like to hear what you think in general. Lotus Petal - Why? You have this in most of your lists, and you offered two reasons that I saw; One, to fuel a first turn mana drain, and second, when your opponent plays bad and doesn't see you have a petal you can weld in to support a drain. I calculated a 6.5% chance of having {drain, petal, blue mana} in your starting hand. This doesn't account for the 20-30% of the time that you're not going to want to drain his first spell (if he casts one). I think realistically this factors into about 4% of your games. I won't argue that it's a very nice 4%, but is it worth a slot? I'm not convinced either way. How much is this worth? [As an aside: I'm much more convinced this is right after running the numbers. My first faulty calculation showed it as being relevant about 2% of the time. 4% is a lot more.] There are certainly other upsides to it; It has the nice trick with welder/drain, it has synergy with yawgmoth's will, it activates the welder/top draw engine early (often times I'll have the top and welder but no artifact in the graveyard). I'm just having trouble justifying it, it seems like you could use that slot for another bomb. Could you expand on your thinking some here? Mindslaver: Why two? You talk about how 3 and 4 probably aren't right in your article, and I agree with that, but it seems to me you'd rather have a wide variety of bombs available rather than two of the same. In a lot of places you'll have access to whatever bombs your running, two slavers is pretty redundant here. It seems having a diverse toolbox is more valuable than having a redundant slaver. I've only been playing the deck for 2 months now, but I've never had it come up where I had will'd and activated a slaver and had to remove the slaver from the game. Counterbalance: Any thoughts on this card? Helps the long matchup, very synergetic with top, and just all around annoying. Aether/Pyrice Spellbombs: Any good? I haven't gotten a chance to test them yet. My impression is that they're gonna be junk. Empty the Warrens: I want this main deck. Our deck gets very sad when it's up against a leyline or even a single tormod's crypt. I think it's good to have another non-graveyard based win. EtW seems like a very good choice. Fact or Fiction vs Gifts Ungiven: Why do you like Gifts better? And to piss everyone off: Brainstorm: Do we really need one? The deck is incredibly tight. Top is nearly as good immediately and much better long run. This is what I'm currently working with. It's 61 cards and I've got 6 more that want in.  Draw Engine (9): 4 Thirst for Knowledge 1 Recall 1 Library of Alexandria 1 Gifts Ungiven 2 Sensei's Divining Top Tutors (4): 1 Demonic Tutor 1 Vampiric Tutor 1 Mystical Tutor 1 Merchant Scroll Metagame Slots (4): 1 Tormod's Crypt 1 Gorilla Shaman 1 Echoing Truth 1 Counterbalance Win Conditions (5): 1 Darksteel Colossus 1 Triskelion 1 Pentavus 1 Mindslaver 1 Empty the Warrens Counterspells (8): 4 Mana Drain 4 Force of Will Misc: 4 Goblin Welders 1 Yawgmoth's Will 1 Time Walk 1 Tinker Artifact Mana (10): 5 Moxes 1 Black Lotus 1 Mana Crypt 1 Mana Vault 1 Sol Ring 1 Lotus Petal Land Mana (14): 2 Island 2 Underground Sea 4 Volcanic Island 3 Flooded Strand 2 Polluted Delta 1 Tolarian Academy Cards that want in: 1 Intuition 1 Fact or Fiction 1 Brainstorm 1 Memory Jar 1 Fire//Ice 1 Rack and Ruin
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Eternal Formats / Miscellaneous / Re: Optimal GAT builds
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on: March 16, 2008, 06:24:08 pm
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I htink that it doesn't need mana drains, now including ponder is very hard to left to blue mana available, is better introduce 2 tgz and 2 misdirection. (apart from 4 fow and 4 duress). .
What is TGZ?
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Vintage Community Discussion / Casual Forum / SUIBLACK help with metagame
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on: April 09, 2005, 05:40:06 am
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4x Tinker 4x Grim Monolith Wow and Disburden thought 4 petals was offensive! Yeah um its one thing to run sketcy restricted cards (i.e. key) as four ofs but tinker is just redicualiosly busted, your friend should probably chop that down to 1 or 2, unless the rest of your really dont mind. Sligh agianst 6 copies of masticore dosnt really seam to fair. Yea, the deck is slowly getting dismantled. It's not overpowering the meta-game, so we don't mind it. It's actually kinda nice to have, because we don't have many other control-esque decks, and it helps simulate a control matchup. The sligh deck he's talking about can be seen here, and the WW deck is the legacy angel stompy that zilla put together.
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Vintage Community Discussion / Casual Forum / SUIBLACK help with metagame
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on: April 08, 2005, 04:26:55 pm
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@ Its hard to say what would be good vs this blue deck as you didnt really describe it. If this deck runs creatures than mutilate and some cabal coffers would be a beating in your metagame especially with some of the other cards on this list. It's an illegal variation on Kai Budde's Blue artifact deck. I'm doing this from memory, but it should be right: 4x Grim Monolith 4x Thran Dynamo 4x Voltaic Key 1x Sol Ring 1x Mana Vault 2x Sky Diamond 2x Karn Silver Golem 2x Masticore 2x Urza's Blueprints 2x Mishra's Helix 2x Tangle Wire 4x Counterspell 4x Tinker 1x Braingeyser 1x Stroke of Genius 2x Capsize That's not the actual deck list, but it shows the idea. It was originally a legal type 2 deck back when Urza's was around, we just kinda let it live since it wasn't abusing the mana cards too bad.
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