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Eternal Formats / Global Vintage Tournament Reports and Results / Re: Team Serious Open Results - Columbus - February 28
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on: March 04, 2015, 02:45:34 pm
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The deck to me is just your basic UB storm list. I simply made it in response to "how do you beat mentor?", well the best way to beat Dude sweats is to win on turn 1. With the lack of Mindbreak traps being played, and most decks only running some iteration of 4 FoW, 3-4 Mental misteps, and like 1-2 flusters, both main and side, it really wasn't too hard to just go "drop 10 spells, tendrils GG". A lot of games I played at the tourney were "turn 1 delver, pass", if they didn't have FoW or Mental Misstep in their opening grip, I simple won. If they did, which when playing I always assume they do, I hold back a tutor, and just win the next turn. Its not really hard to play out, try to win, if you don't tutor for Yawg Win, and win the next turn instead. Always get Lotus with your first tutor. Simple enuff primer eh.
erm, yeah. I get what you're saying, but I also feel like that might be a tad over-simplistic. Most dedicated Storm decks want to go off on turn 1-2 and have the same game plan for playing through counters. Maybe what I'm asking for is some contrast. How would you play this differently than, say, GrimLong, Meandeck-SX, or ANT?
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: Team Serious Open Results - Columbus - February 28
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on: March 04, 2015, 12:49:54 pm
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Yes I ended up dropping both and Mystical Tutor for the Three Duress. Mystical was too slow and doesnt find Lotus. Minds Desire cost six mana two of which is blue not easy to get in a deck with only four lands and two mox opal especially when your trying to win turn one. And walk almost always seemed useless in testing. Im trying to win turn one. I dont need another turn.
Wow. Again, I am fascinated. This is definitely NOT a TPS variant. If the success of the deck continues, please consider writing a mini-primer!
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Vintage Community Discussion / Elder Dragon Highlander Forum / Multiplayer, Competitive EDH: Red Boardwipes
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on: October 24, 2013, 05:59:30 pm
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What is the ideal use of red boardwipes* in competitive, multiplayer edh? I feel like they're too good to ignore. Jhoira is probably the most common example of a deck that uses these. Jhoira also has no subterfuge whatsoever - people know before the highroll what you're playing and how you plan to win. Slobad decks have Goblin Welder and Kuldotha Forgemaster and options for a soft lock via overlapping combinations of Worldslayer, Darksteel Forge, Nevinyrral's Disk, Mycosynth Lattice, KSG, and Gorilla Shaman. I don't have an optimal Slobad decklist (I could use some help if anyone has a good build for this), but I feel that there are a lot of cards that make up the core with less options for customization as compared with most other decks. Also playing Maelstrom Wanderer seems plausible, that way you could get all of the cheaty U/G options for drawing, mana ramp and infinite combos, but with a way to prevent everyone else from achieving the same thing ...and I would say that's my point. Red resets are a reverse time walk for the entire board, and are a genuine pain in the ass for all combo decks. Is there something potentially broken to be found here? Has anyone had convergant results and experience with this?
...in the meantime, here's a fun deck on this theme:
0. Urabrask, the Hidden 1. Solemn Simulacrum 2. Burnished Hart 3. Hellkite Tyrant ...Furnace Dragon 4. Ulamog, the Infinite Gyre 5. Kozilek, Butcher of Truth 6. Artisan of Kozilek 7. It That Betrays 8. Zealous Conscripts 9. Conquering Manticore 10. Molten Primordial 11. Duplicant 12. Kiki-Jiki, Mirror Breaker 13. Wurmcoil Engine 14. Myr Retriever 15. Junk Diver 16. Knollspine Dragon 17. Hoarding Dragon 18. Flowstone Overseer 19. Hateflayer
20. Utvara Hellkite 21. Hoar-Smelter Dragon 22. Hellkite Charger 23. Flameblast Dragon 24. Steel Hellkite 25. Moonveil Dragon 26. Pilgrim's Eye
27. Aggravated Assault 28. Incendiary Command 29. Wild Ricochey 30. Armillary Sphere 31. Mass Mutiny
32. Apocalypse 33. Decree of Annihilation 34. Devastation 35. Jokulhaups 36. Obliterate 37. Trinisphere 38. Worldslayer
39. Burning Wish 40. Chaos Warp 41. Crucible of Worlds 42. Darksteel Plate 43. Expedition Map 44. Insurrection 45. Karn Liberated 46. Koth of the Hammer 47. Memory Jar 48. Pithing Needle 49. Sensei’s Divining Top 50. Stranglehold
51. Basalt Monolith 52. Everflowing Chalice 53. Grim Monolith 54. Mana Crypt 55. Mana Vault 56. Mind Stone 57. Sol Ring 58. Thran Dynamo 59. Voltaic Key 60. Worn Powerstone
61. Ancient Tomb 62. Buried Ruin 63. Petrified Field 64. Strip Mine 65. Thawing Glaciers 66. Vesuva 67. Wasteland 68. Forgotten Cave 69. Darksteel Citadel 70. Great Furnace 71. Arid Mesa 72. Bloodstained Mire 73. Evolving Wilds 74. Mountain Valley 75. Rocky Tarpit 76. Scalding Tarn 77. Terramorphic Expanse 78. Wooded Foothills 79. Mountain 80. Mountain 81. Mountain 82. Mountain 83. Mountain 84. Mountain 85. Mountain 86. Mountain 87. Mountain 88. Mountain 89. Mountain 90. Mountain 91. Mountain 92. Mountain 93. Mountain 94. Mountain 95. Mountain 96. Mountain 97. Mountain 98. Mountain 99. Mountain
* That is Jokulhaups, Obliterate, Decree of Annihilation. There are others depending on what the rest of the deck does. Apocalypse can be good, as well.
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Eternal Formats / General Strategy Discussion / Re: [m13] Talrand, Sky Summoner
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on: July 12, 2012, 07:27:27 pm
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With the aforementioned in mind, I'm testing a reverse transformation sideboard, as it were. I still believe that Talrand gets around Null Rod, Stony Silence, Mental Misstep, Flusterstorm, and has the ability to turn shit to gold. Does it get around Phyrexian Metamorph or Swords to Plowshares?? No, but you obviously make a bunch of drake tokens before the stack resolves.
3 Talrand, Sky Summoner
4 Dark Ritual 4 Force of Will 4 Night's Whisper
1 Blightsteel Colossus 1 Chain of Vapor 2 Hurkyl's Recall 1 Rebuild 1 Tendrils of Agony
Ancestral Recall Brainstorm Demonic Tutor Gifts Ungiven Imperial Seal Memory Jar
Merchant Scroll Mind's Desire Mystical Tutor Necropotence
Ponder
Time Walk Timetwister Tinker Vampiric Tutor Yawgmoth's Bargain Yawgmoth's Will
Black Lotus Lotus Petal Mana Crypt Mana Vault Mox Emerald Mox Jet Mox Pearl Mox Ruby Mox Sapphire Sol Ring Tolarian Academy
1 Bloodstained Mire 4 Island 4 Polluted Delta 3 Swamp 1 Underground Sea
SB: 4 Duress SB: 1 Flusterstorm SB: 2 Hurkyl's Recall SB: 1 Ravenous Trap SB: 2 Thoughtseize SB: 1 Tormod's Crypt SB: 4 Yixlid Jailer
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Eternal Formats / General Strategy Discussion / Re: [m13] Talrand, Sky Summoner
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on: July 11, 2012, 06:03:32 pm
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What I like about this card is the ability to turn irrelevant junk into real threats. Flusterstorm and Misstep become 2/2 drakes against MUD, artifact hate becomes 2/2 tokens against control and fish. The dead cards that you're forced to run to survive the metagame is no longer a serious issue..
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Eternal Formats / Ritual-Based Combo / Re: Are Rituals even a Pillar Anymore?
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on: May 03, 2012, 05:29:46 pm
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Do you miss Memory Jar? The card is just nuts and especially against a Workshop player, who can't play anything in their Jar hand.
I may try Night's Whisper. However, I have been testing Preordain, which helps with the blue count for FoW.
I don't miss Memory Jar, or any draw7's for that matter. There are a number of good things to say about Jar in that it gives you an alternate line of play with Tinker, you can often cast it off double Dark Ritual, and is unaffected by Lodestone Golem. There are a number of games where it sits in my hand while I wish it was something else, it fizzles frequently, and is awful against blue decks. I'm cutting it for now, but it can easily go back in later. Night's Whisper is the best thing to happen to the Storm vs. MUD match in at least the past year. Having a black card that gives you +1 card advantage means that it is awesome both pre- and mid-combo. It's even better here than in 4c Gush ("Black Magic") because you can safely cast it and then pass turn one with a basic swamp. I wouldn't cut Night's Whisper for anything until Shops start to decline ...which is not to say you couldn't run BOTH Night's Whisper AND Preordain. ...oh and basic lands are tech (derf!)
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Eternal Formats / Ritual-Based Combo / Re: Are Rituals even a Pillar Anymore?
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on: May 01, 2012, 08:09:23 pm
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There are three ways to win the Storm vs. MUD match. This now seems like a generous slice of "duH", but I wish what I'm about to say could've been spelled out for me months ago.
1) Force their turn-one play, go nutz. This obviously requires the god hand.
2) Tinker, which only works if you have a sick tell or the ability to play around Phyrexian Metamorph and Tangle Wire.
3) Realize that even against Shop Aggro, the worst thing that they can put you on is a four-turn clock. That gives you a significant amount of time to assemble Hurkyl's Recall and the combo. Night's Whisper and extra bounce spells go a long way with providing this option.
...to that end, here's what I'm currently testing:
4 Dark Ritual 4 Duress 4 Force of Will 4 Night’s Whisper
1 Blightsteel Colossus 1 Chain of Vapor 2 Hurkyl’s Recall 2 Rebuild 1 Tendrils of Agony
Ancestral Recall Brainstorm Demonic Tutor Gifts Ungiven Imperial Seal
Memory Jar Merchant Scroll Mind’s Desire Mystical Tutor Necropotence
Ponder
Time Walk
Timetwister Tinker Vampiric Tutor Yawgmoth’s Bargain Yawgmoth’s Will
Black Lotus Lotus Petal Mana Crypt Mana Vault Mox Emerald Mox Jet Mox Pearl Mox Ruby Mox Sapphire Sol Ring Tolarian Academy
3 Island 4 Polluted Delta 4 Swamp 1 Underground Sea
SB: 2 Flusterstorm SB: 2 Hurkyl’s Recall SB: 4 Teferi’s Realm SB: 3 Yixlid Jailer SB: 1 Nihil Spellbomb SB: 1 Planar Void SB: 1 Surgical Extraction, Extirpate SB: 1 Perish, Nature’s Ruin
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Eternal Formats / Blue-Based Control / Re: [Deck] Drain Tendrils
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on: March 25, 2012, 07:04:34 pm
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Has anybody have experience with the new-ish AK-Tendrils lists? Does anybody have any commentary on how they would work in the context of a US metagame? Drawing seven cards in a turn, playing five basic islands, multiple bounce spells and Tendrils see seems like fun times against MUD... I think there's real potential here. Snapcaster seems more abuse-able here than in any existing list, e.g. Bobcaster Control, Standstill, etc. Gush and Gush-based combo control decks seem to be slowly going away. The format seems to be populated with slower decks and looser draw engines. Is it advantageous to dust off some previously out-moded draw engines, like AK?? For Reference: LMV 11.03.2012 - 28 players 1. Jaime Cano playing Robadeck
Maindeck (60): Spells (45): 1 Black Lotus 1 Lotus Petal 1 Mana Crypt 1 Mana Vault 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Sol Ring 1 Demonic Tutor 1 Tendrils of Agony 1 Vampiric Tutor 1 Yawgmoth's Will 4 Accumulated Knowledge 1 Ancestral Recall 1 Brainstorm 2 Fact or Fiction 4 Force of Will 1 Gifts Ungiven 1 Hurkyl's Recall 2 Intuition 1 Jace, the Mind Sculptor 4 Mana Drain 1 Merchant Scroll 1 Mystical Tutor 1 Rebuild 2 Repeal 3 Snapcaster Mage 1 Thirst for Knowledge 1 Time Walk
Lands (15): 3 Flooded Strand 5 Island 1 Library of Alexandria 1 Polluted Delta 1 Scalding Tarn 1 Tolarian Academy 3 Underground Sea
Sideboard (15): 1 Blightsteel Colossus 1 Chain of Vapor 2 Dismember 3 Duress 2 Hurkyl's Recall 4 Ravenous Trap 1 Tinker 1 Yixlid Jailer
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Eternal Formats / Ritual-Based Combo / Re: Are Rituals even a Pillar Anymore?
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on: March 21, 2012, 10:34:33 pm
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I am actually sorta kinda maybe considering writing a huge article about blue control decks. Not sure this will really happen though. It would focus on how some card choices cascade into other card choices, some of which are not immediately obvious.
It needs to be done. This is arguably the next level of deck building. First is evaluating card value in a metagame vacuum, next is in the context of a metagame (SWOT style), the succession would be synergistic relationships between otherwise strong cards in the same deck. The very same thing could be said for storm decks ...a good example of this would be how draw7's have a greater chance for fizzle in a slower deck like Bob-Tendrils. Draw 7s have a greater chance to fizzle in a bob tendrils deck because the idea of bob tendrils is that you are giving up some amount of power in order to be more resilient. Since you have a relatively less powerful deck, draw 7s get worse since you are not guaranteed to have a hand that can win that turn. IMO a bob tendrils deck is more of a control deck with a combo finish then it is a combo deck. You are trying to get ahead in the early game until you reach a critical mass of cards to storm them out. Yes ...that's the idea but it's also more complicated than that. I think Pikula realizes how complicated it is and I can't wait for him to expand upon this idea. Mana-intensive black spells tend to have a relationship with the number and type of "rituals" in a deck, Tinker and Tolarian Academy get better or worse with the number of playable artifacts, Force of Will needs a certain amount of blue cards ...all of these form a symbiosis and a delacate balance. More importantly they do this simultaneously in the same deck and seemingly different and seperate phenomina may or may not react with each other. There are slight differences to how all of this comes together in either a storm deck or a control deck ..either way I'm excited about what comes out!!
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Eternal Formats / Ritual-Based Combo / Re: Are Rituals even a Pillar Anymore?
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on: March 20, 2012, 04:58:55 pm
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I am actually sorta kinda maybe considering writing a huge article about blue control decks. Not sure this will really happen though. It would focus on how some card choices cascade into other card choices, some of which are not immediately obvious.
It needs to be done. This is arguably the next level of deck building. First is evaluating card value in a metagame vacuum, next is in the context of a metagame (SWOT style), the succession would be synergistic relationships between otherwise strong cards in the same deck. The very same thing could be said for storm decks ...a good example of this would be how draw7's have a greater chance for fizzle in a slower deck like Bob-Tendrils.
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Eternal Formats / Eternal Article Discussion / Re: Free Podcast: So Many Insane Plays # 13 -- The Spring Vintage Metagame
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on: March 20, 2012, 04:56:55 pm
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I am actually sorta kinda maybe considering writing a huge article about blue control decks. Not sure this will really happen though. It would focus on how some card choices cascade into other card choices, some of which are not immediately obvious.
It needs to be done. This is arguably the next level of deck building. First is evaluating card value in a vacuum, next is in the context of a metagame (SWOT style), the succession would be synergistic relationships between otherwise strong cards in the same deck.
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