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Eternal Formats / Creative / Re: Mind over Temple Bell
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on: July 05, 2010, 03:23:15 pm
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I'm not exactly sure why you want to play White over black. Since you don't have a way to sac Academy Rector, you probably just be better served running another Mind over Matter. I guess you really want to run Seal of Cleansing for board control? Cleansing answers Null Rods, Oaths, and various shop cards, but Black gives you Thoughtseize, Demonic, Vamp, and Yawg Will. I'd think 4 Repeals are a pretty decent start to the board control you want.
You definitely should be playing Vault-Key in the deck. Mind over Matter + Time Vault wins too. I'd start with a list like:
24 Mana (similar to yours above, but another land over Mana Vault)
Control 13 4 FoW 2 Drain 2 Spell Pierce 4 Thoughtseize 1 Hurkyl's Recall
Engine 7 4 Mystic Remora 3 Repeal
Restricted Cards 9 2 Brainstorm / Ancestral 4 Demonic / Vamp / Mystical / Scroll 1 Walk 1 Yawg Will 1 Gifts
Win 7 2 Time Vault / Key 2 Tinker / DSC 1 Bell 1 Mind over Matter
Dark Confidant instead of Repeals might be worth a look too. I'd play black though, you get all sorts of free wins from broken plays and Thoughseize keeps you from falling behind on the board (thus, less of a need for Seals).
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2
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Vintage Community Discussion / General Community Discussion / Re: Moments you wish you could have back.
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on: April 26, 2010, 08:47:15 pm
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Against Brassman in the top 8 of an SCG, I convinced myself that Necropotence was in my opening hand. After about 20 seconds, I confidently announced "Keep." Necropotence wasn't in my hand....and I didn't have any lands either. My hand was so bad that I lead with Lotus Petal -> Imperial Seal for Island. I don't remember how, but I somehow managed to locate that Necropotence and resolve it, blowing Yawg Willl, Lotus, and all my good cards in the process. I eventually cranked out a Desire for 5 or 6 with ~20 cards left in my deck , which deservedly fizzled.
That game was just a total nightmare. The problems kept snowballing, but Andy's lackluster draw steps weren't finishing me off, so the game just dragged on. The judge was all over me for slow play and I kept finding myself in unfamiliar circumstances. Eventually, we get to the point where I have ~13 cards in my hand from Necro, nearly half my deck RFG'd, and I'm facing down a board of various Wastelands and lock components. That's when the judge said "you have 15 seconds to finish your turn." I was so happy when I lost and the game was over.
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4
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Eternal Formats / Ritual-Based Combo / Re: Pwn Your Opponent with Tentacles!--The ANT Primer
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on: January 31, 2010, 08:09:32 pm
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is thoughtsieze better than spell pierce in this deck? I haven't tested that, but It seems to me like it might not be.
Eric, in reading your deck list that's 1 each of lotus, petal, crypt, vault, sol Ring? Was just confused because ponder/ancestral/brainstorm is listed as 3, not 1 each
I totally agree with Duck on Pierce vs. Seize. Sorry about any confusion with the decklist. Fixed.
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5
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Eternal Formats / Ritual-Based Combo / Re: Pwn Your Opponent with Tentacles!--The ANT Primer
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on: January 29, 2010, 11:19:59 pm
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I haven't been on TMD in a long time. I figured I'd check out what people thought of Worldquake cards and I stumbled across this thread. I was kinda surprised that I was name dropped in the article, nowadays the only time I read about myself is when I'm getting blamed for something at work.  When I stopped playing T1 ~6 months ago, I thought ANT was very under represented in the metagame. The only real bad matchup my list had was BUG Fish. I credited this largely to the lack of highly competent pilots playing the deck (or maybe well know pilots). That's kind of how Storm always is though.... After good amount of testing, I eventually decided to cut Tinker-Jar. Tinker-Jar was in the deck for 2 reasons. (1) Increase threat density (2) provide alternate ways to win without using life as the primary resource. While (1) was still valid, early builds of ANT lacked threat density (mine didn't), (2) wasn't panning out. Often times decks that got some beats in were packing Null Rods and/or Stifles, so Tinker just wasn't so reliable. I tried out Sensei's Top instead of Tinker-Jar and was very impressed. Basically, if you've got a Sensei's Top going then you're probably casting Duress or a bomb every turn. I never really gave Dark Confidant much of a shot, because Top was so good. The only times I wanted Dark Confidant over Sensei's Top was against Null Rod decks (technically vs. Chalice @1's on the play they're better too, but I probably wasn't going to win regardless in those games). Cutting Tinker-Jar actually does a lot for going deeper with Ad Naus, since flipping tops instead of Tinker/Jar is a savings on average of 3 life. For the record, I thought Necropotence was still very good in the deck, definitely worth playing. Just cause Ad Nauseum generally wins now, doesn't mean necro isn't worth playing. It's not like I don't play Brainstorm because Ancestral is better. It goes back to that whole, threat density thing. Necro isn't quite the "I win" card that it was in IT or PL, but you still win almost every time you get to untap. Necro'ing in here is a little different than normal because you're trying to assemble only Yawg Will kills or 2x Duress + Mini-Tendrils hands. AN obv sucks when you've got a Necro going, Twister isn't the safest play either because the blind 7 can be a bad when AN is dead, but the sheer drawing power of Necro can't be overlooked! I don't want to bog up this thread with decklists, but here is what I was playing 6 months ago: Land 12 4 Delta 2 Mire 3 Usea 2 Swamp 1 Island Accel 16 4 Dark Rit 1 Cabal Rit 3 Chrome Mox 3 Mox 5 Lotus-Crypt-Petal-Sol Ring-Vault Protection 12 4 Duress 4 Thoughtseize 1 Hurkyls 3 Chain of Vapor Kill 2 2 Tendrils Business 18 4 DT / VT / MT / Iseal 4 Ad Nauseam 1 Necro 1 Twister 1 Yawg Will 3 Ponder / BS / Ancestral 3 Sensei’s Top 1 Time Walk SB 4 Extirpate (for hitting Cabal Therapy or Nacros) 1 Tormod's Crypt 2 Island 2 Hurkyl's Recall 1 Engineered Explosives 1 Tinker 1 Sphinx of the Steel Wind 3 Spell Snare Vs. Drains probably no boarding would be done. Bounce Spells can be really useful against their Tinker plans or storming up. Vs. Dredge we'd board out all the Duress for 5 hate cards, EE, and 2 Islands. Vs. Shops -5 Duress, +5 good cards Vs. Null Rod Fish +2 Island, +3 Snare, +2 Tinker/Dude, -1 Ad Nauseam, -1 Mana Crypt, -2 Sensei Top, -2 Duress, -1 Ponder Thoughtseize was way better than Pact of Negation in my testing. PoN was only good vs. Drains. Thoughtseize was not only great vs. Drains, but it did something vs. other decks. With Sensei's Tops, it gave me the Duress or bomb every turn line of play too. Thoughtseize also prevents you from Pacting yourself to death vs. double counterspell. I cut D Consult because it lost me an unacceptable amount of games that I was winning. You can do the numbers all day to determine if Tendrils is still in the deck after Consult,but sometimes RFGing a substantial portion of your library costs you too. Maybe it's just bad luck, but my losses due to consult have generally come in pairs. Cutting Consult let me drop to 2 Tendrils and 1 Time Walk for the kill. Time Walk is almost always lethal off an AN, because it leads into Yawg Will kills with a topdeck tutor. 3 Sensei's Tops felt like 1 too many, but I couldn't figure out what to run in place of the 3rd. I never got to test my Fish board, but Spell Pierce seems better than Snare. Lodestone Golem is stupid vs. ANT, since he hits your ability to combo in 2 ways. He's yet another reason to play Thoutghseize over PoN. I've got to go. GL with the deck and nice article.
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Eternal Formats / General Strategy Discussion / Re: Ancestral Recall and Sunk Cost
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on: December 03, 2009, 07:49:22 pm
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Playing Mystical for a card and mulliganning is definitely not the same thing, even when the card is on the stack. I haven't played T1 in a while, but back in the day, starts involving a Mystical Tutor for Ancestral often signal a weak hand that may be bottlenecked on mana. I'd be much more inclined to counter Ancestral when my opponent signaled this with a Mystical Tutor into Ancestral. If the happen to be bottlenecked on mana, countering the Ancestral will be crippling. If they FoW back, the opponent will also have fewer choices on which card to pitch. Knowing what an opponent drew for the turn is kind of important too. Given a series of plays leading up to the casting of Ancestral, you may be able to deduce other things about their hand. If I Mystical for Ancestral with 3 mana available, I've signaled that I probably don't have Thirst for Knowledge or Intuition in hand, because I'd rather cast those with my mana with less cards invested (maybe after drawing some more cards I'll be able to Mystical into a winner instead of 3 random cards). Why would you allow a player that is behind to recover with ancestral recall? I would think countering AR is especially good in those situations because you can seal the game by keeping a losing player from his card draw like stax does with board position.
I'm a player that frequently counters Brainstorm, Ponder, Impulse and Top because I don't like players stacking their draws, not missing land drops and curving out the way they like. A lot of decks rely on tutoring and digging for their bombs, disruption and solutions. Matter of fact, if you add mana those are basically all the properties of a vintage deck. If you've ever countered brainstorms in the past, you know that you can severely screw/time walk because of your opponents lack of business or land drops.
Let's say the only card that beats you is Yawg Will and you've got lethal next turn. Your opponent untaps, draws for turn and casts Ancestral, holding mystery card and 3+ mana. You don't want to counter that Ancestral and lose to a sandbagged Yawg Will. Sometimes countering the Ancestral is the play though, you've got to examine all the information you've been given. If your opponent has already cast 3 FOW's the odds of your opponent assembling FoW, Blue Card, and Yawg Will between mystery card and 3 new ones isn't very high. By holding back on the FoW you don't lose to a mystery card of Mana Drain and a topdecked Yawg Will. Sunk Costs are irrelevant from a decision-making standpoint.
I think you're oversimplifying. Mystical Tutor has given the opponent information. The information can impact the decision.
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8
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Eternal Formats / Creative / Re: Revisiting Landstill
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on: October 18, 2009, 09:44:57 pm
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How is Steppe Lynx better than Tarmogoyf?
If you're running creatures in Landstill, they probably should be disruptive too. Outside of Tarmogoyf, Vendilion Clique and Aven Mindcensor are the only 2 creatures I could ever imagine running in Landstill.
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9
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Eternal Formats / Creative / Re: Zendikar Suicide
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on: October 15, 2009, 12:54:01 pm
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Life from the Loam + Bazaar with Bloodghasts for a recurring Strip Lock that returns your attacker to play seems strong. Like, considerably stronger than Clamp.
Bloodghast should only be dying if you have skullclamp. Bazaar + Strip + Loam has been around for a while and hasn't done all that much. I don't think Bloodghast changes that drastically either. All it does is speed up your kill after you're engine is running. Furthermore, relying on Strip Loam makes you even more vunerable to post board graveyard hate. Regardless, that's an different strategy entirely and would warrent a different thread for further discussion. Just a thought, a Ancient Grudge or 2 in the main might be worth considering if you ever up it to 4 Bazaars. You could splash red with in a single Badlands pretty easily. The card that'd be on the cutting block is Sacrament, which in theory kinda serve the same function vs. Vault-Key.
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Eternal Formats / Creative / Re: Zendikar Suicide
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on: October 14, 2009, 09:43:06 pm
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Looks like you're off to a good start, but I've got to agree with the above posters on the 1's, 2's, and 3 of's. I also don't see the need for Red in the deck when you could just fully combo out with Fastbond + Tendrils. Yeah, I get that Warrens also combo's with Skullclamp, but if you're at the point of casting a large ETW you could probably just finish them off with Tendrils (and hasty Bloodghast). Tendrils can also be used as a Lava Axe when going aggro.
One thing that I'd strongly advise on from experience is making sure you're not too vulnerable to GY hate. Leyline of the Void is amazing vs. Skullclamp, Bloodghast, and Bazaar (it's decent vs. Tarmogoyf too). Planar Void is pretty decent too. When building your maindeck, you're going to want to keep in mind your sideboard given the effectiveness of hate vs. your deck. You'll definitely want postboard a strategy that involves playing through it rather than destroying it (otherwise you're better off playing Dredge). This will probably involve boarding down on Bloodghast, Skullclamp, and Bazaars for Null Rods and a more traditional Sui cards. You don't have to cut all 12 every time when boarding, just something to keep in mind. Also, considering post boarded games makes you weigh the advantages of playing Therapy over Duress. Personally, I'd start this list off with 4 Thoughtseize and 4 Duress, then work from there.
One card that is particularly effective at fighting threw sideboard hate is Necropotence. I'd highly recommend you try it since you're running Rituals. If you do play Tendrils, you can assemble Storm combo kills too.
Xantid Swarm and Bitterblossom are pretty solid sideboard cards that combo with Skullclamp. I'm guessing Xantid doesn't belong, but it's synergy seems cute. Bitterblossom is great vs. a lot of things and is insane with Clamp. I'd try a list more along these lines:
Disruption: 10 4 Duress 4 Thoughtseize 2 Sacrament
Creatures: 16 4 Confidant 4 Bloodghast 4 Tarmogoyf 2 Gatekeeper 1 Dryad Arbor
Draw/Tutor: 9 3 Bazaar 4 Clamp 1 DT 1 VT (4 Dark Confidants)
Broken: 3 1 Yawg Will 1 Tendrils 1 Fastbond
Mana: 22 1 Lotus 1 Jet 1 Emerald 1 Sapphire 1 Crypt 4 Dark Ritual 3 Urborg 4 Verdant Catacombs 2 Swamp 1 Forest 1 Bayou 1 Wasteland 1 Strip Mine
Sideboard: 1 Necropotence 2 Gatekeeper 4 Bitterblossom 4 Null Rod 4 Hymn
This list might be a little low on mana, but you get the idea. I might be relying a little heavily on Urborg, if so you could cut a the Wastes or something. Good Luck!
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Eternal Formats / Creative / Re: Bug Fish
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on: September 28, 2009, 07:33:49 pm
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Creatures: 13 4 Dark Confidant 4 Tarmogoyf 2 Vendenilion clique 3 Trygon Predator
Instants: 13 4 FOW 4 Daze 1 Vamp. Tutor 1 Brainstorm 1 Hurkyl's Recall 1 A-Call 1 Dark Blast
Socery: 7 1 Demonic Tutor 1 Life form the loam 4 Duress 1 TimeWalk
Artifacts: 8 4 Null Rod 1 Black Lotus 1 Mox Sapphire 1 Mox Emerald 1 Mox Jet
Enchantment: 2 2 Mirri's Guile
Lands: 17 3 Polluted Delta 2 Flooded Strand 3 Tropical Island 3 Underground Sea 4 Wasteland 1 Strip Mine 1 Cephalid Coliseum Couple things. 17 blue cards is real low. You need more. @ Life Loss: It seems kinda odd to play Cephalid Coliseum if life is an issue. I get it combos with Loam, but it just doesn't seem worth it. Mystical Tutor and Merchant Scroll are both very good for maintaining your life total. By playing more tutors, you get more solutions to resolved threats. You also get the insane life preserving play of Mystical Tutor for Brainstorm.
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Eternal Formats / Miscellaneous / Re: Meadbert's Testing Results: Summer 2009 (A few new lists)
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on: September 09, 2009, 06:04:05 pm
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Also, Meadbert, even though there is room for improvement / clarity in your research, hats off to the sheer amount of work you put into this. It would be great if you can make this more readable in the future and the suggested 96/32 netdeck/roguedeck sounds like a much more representative sample.
I agree completely. This thread and the last one have both been very interesting and I enjoy reading up on some of your rogue decks. While I agree with the shift to 96/32, I don't get why there's so many haters in this thread. Yes, upper tier decks like Tez aren't always tooled to beat rogue decks, but there's still a lot of useful data here. Bert's ridiculous testing sessions keep identifying new, powerful strategies that are relatively unexplored. Manaless Ichorid and Arcane combo-control are both serious competitors. Hermit Vault looks much better than people want to give it credit for.
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Eternal Formats / General Strategy Discussion / Re: Arcane Denial post Thirst's restriction
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on: August 06, 2009, 11:11:18 pm
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Still, I sense that folks are underestimating Baubles. They cycle for free, load the yard like crazy and are uber broken off Yawg Will. They are what give you a brokenness edge against other decks. Also, the information gleamed is far from useless in a deck with 15 counters. You can even peek at your own top card if you have Vamp/Mystical in hand or if you have a fetch land out to see if you want that. In that case it is more like a peek/opt/slight of hand for free.
I agree. People are underestimating Baubles. Baubles let you play like a Yawg Will combo deck, which you don't see much of these days (without Brainstorms, Yawg Will in Drain has lost some oomph). I had a lot of games where I'd cast Will for 3 baubles, a random good card, and recast the tutor that found Will. At that point I would be really far ahead. Since this was often happening on turn 3 alot, I started calling the deck TurboBert.
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Eternal Formats / Miscellaneous / Re: Fish, What Fish?
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on: August 01, 2009, 03:19:05 pm
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Duress and Thoughtseize are awesome in Fish now that Brainstorm is gone. We all know that Duress takes their best card and gives you info to play optimally, but consistantly having turn 1 plays that do something to disrupt the opponent and/or allow you to implement your game plan is crucial towards building consistancy.**
Duress effects just solve so many potential problems. Instead of having to maindeck 4-5 bounce spells / tutors, Duress allows you to play 1 bounce spell + 2-3 tutors and you'll actually lose less to Tinker.
The only problem with Duress is it's not blue. Between Null Rods, Confidants, Tutors, and Tarmogoyfs/Mindcensors you usually only have 3-6 slots that you can run non-blue cards in.
**If you're playing Ninja of the Deep Hours, Duress might not be worth playing since you should have several one-drop creatures.
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Eternal Formats / Miscellaneous / Re: Fish, What Fish?
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on: August 01, 2009, 09:44:46 am
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My main issue with most fish is the apparent obsession with running two colors. The deck runs like 3 basics, just like most other decks. Get over yourself and splash for a third (or fourth!) color if it helps you.
I also think that running bobs AND ninjas is a good idea, but I feel like almost no one does that.
You've got to remember Fish decks are usually running 5 colorless sources (Strips), so 3-4 colors doesn't always work out. If you're running more than 3 colors, you probably have to play City of Brass and maybe Gemstones to support it. In T1 you can't rely on manabases that look like 5 color zoo in Extended b/c wasteland exists. Bobs and Ninjas puts you right into URBana fish. To support Ninja you need 6-7 one-drops and 5-7 two-drops (with off-color moxen). Tarmogoyf and Null Rod being currently better than Chalice + Shaman is why the deck is currently obsolete.
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Eternal Formats / Miscellaneous / Re: GenCon Fish Feedback Needed
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on: July 26, 2009, 09:44:50 am
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I'm not sure what your Gencon experiences have been like, but the two years I've played (06 and 08) I faced fully powered decks every round. No budget aggro or powerless RG beats, but fully powered TPS and Slaver and stuff like that. Maybe you will get (un)lucky and get to play against an extended deck in round 1, but after that it will be just like any other major vintage event in terms of deck breakdown.
Agreed. Don't count on playing budget decks at Gencon, there are very few. i honestly think extirpates are amazing in g1. it does so many things, if you can lure a force/drain you can remove the rest of their force/drains plus plan a few turns ahead getting to see their hand. plus using it against ichorid by hitting a narcomoeba/ichorid can be devastating so i would definetly leave them in.
A properly built fish deck shouldn't be concerned about Extirpating their counterspells. Extirpate on counters is for decks that win the game by resolving their bombs. Fish incrementally builds advantage via tempo. You should be concerned about stopping your opponent from winning, not their counterspells. Besides, Duress effects are far superior at keeping your opponents off counters. Only thing I like about Extirpate in the main is that you can Extirpate duals after you waste them. If you're going to run Cursecatcher, you need to play more mana denial. It sounds like Cursecatcher isn't worth it these days, since shop and aggro decks are picking up a little. Your blue count is really low, and it'll probably drop after boarding.
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Eternal Formats / Creative / Re: A Can of Mono-Blue Merfolk @$$-Whupery
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on: July 18, 2009, 11:03:01 am
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8 3-drops is a few too many. 8-10 lords is plenty.
Games where you don't land Null Rod seem like they'd be tough to win.
An off color mox seems better than Lotus Petal.
You mentioned a couple times about being a turn 5-6 kill, what about fitting in 4 Remands for Time Walking? (-3 Merfolk Sovereign, -1 Echoing Truth)
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Eternal Formats / Creative / Re: BG Crop Rotation Aggro
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on: June 21, 2009, 03:41:54 pm
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Also blocking inkwell forever with factory seems bad considering it has trample.
I never noticed Inkwell has trample..... Guess I'll have to rethink that. I can't think of any lands outside of Glacial Chasm that can deal with Inkwell, and Chasm won't work out in here. Need to change around a lot of cards to adjust for that. Fastbond seems like a good option. I'll keep that in mind.
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Eternal Formats / Creative / Re: BG Crop Rotation Aggro
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on: June 21, 2009, 10:49:59 am
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Sure duress is powerful and dark confidant is superb to generate cards/resources. Still that doesn't mean that black is the most optimal choice when designing something with a committal card like crop rotation. I think when you play duress you will most likely take one of their bombs instead of counter magic. Crop rotation isn't exactly counter their broken spells. Or are you foreseeing a lot power in crop rotation? Don't forget that you sac a land, and a resource (card) that might be something else.
I probably could have been more descriptive than "Duress + Crop Rotation = Good."  I know this probably will sound cliche, but the information you gain off Duress in this deck would be highly valuable with Crop Rotation. Playing Duress turn 1 let's you determine how you need to play the rest of the game, specifically the mana denial aspect. Let's say you Duress Turn 1 and see 3 lands, a mox, and 3 other cards. You've got a Crop Rotation in hand. You can choose their Mox, then Strip their land. Or you can decide that decide that you need to take their counter, bomb, Voltaic Key, etc. Maybe you should hold back on Crop Rotation for a while and cast Bob next turn. Duress puts you in total control of the game allowing you to make optimal plays in a decision-heavy denial strategy, meanwhile taking their best card. I think one interesting thing is that Entomb can get Strip Mine or Life from the Loam into the graveyard.
In addition, Bazaar and Entomb are both good at putting cards into the graveyard and Bazaar has synergy with Life from the Loam.
I think the Dawn of the Dead idea is kind of interesting. If you were going to do that, what about playing Knight of the Reliquary? I know that would be splashing white, but the sheer size of Knight in such a shell could warrant it, not to mention it's ability to tutor up the silver-bullet lands you mentioned.
I'd rather not run Entomb. It doesn't have an immediate impact on the game, is card disadvantage, and makes you even more GY dependent (so you'll always want to board it out). Knight of the Reliquary is a great idea, good enough to warrant going 3 colors (Crop Rotation and Strip Mine gives us game vs. Wastelands). Even though it’s 3 mana, Knight is just a huge threat that can play beatdown or disruption. Probably would only want to run 2-3 though. Going into white gives us Balance and STP’s for the SB. I think running a single Crucible is worthwhile. There are some games were you’d probably rather just tutor up Crucible for Strip Locks rather than playing Loam every turn. Also, the answer to Inkwell is Mishra's Factory blockage. If they attack every turn and force you to recur factory every turn, hopefully you've got something else going (ie: attacking them with Goyf or Bob, etc). Here's what I'm thinking so far: 4 Goyf 4 Bob 3 Kinght 3 Loam 1 Crucible 3 Crop Rotation 1 Vamp 1 DT 4 Duress 4 Thoughtseize 4 Null Rod 3 Bazaar 1 Maze of Ith 1 Mishra's Factory / Mutavault 1 Strip Mine 3 Wasteland 1 Riftstone Portal 1 Urborg 4 Windswept Heath 2 RG Fetchland 1 Forest 3 Bayou 1 Savannah 2 Scrubland 1 Lotus 1 Emerald 1 Jet 1 Pearl 1 Off-color (4 mox, 1 off-color has proven optimal in Null Rod fish decks I've built) 1 Open slot
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Eternal Formats / Creative / BG Crop Rotation Aggro
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on: June 20, 2009, 02:29:44 pm
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Duress and Crop Rotation seem really good together. Duress can clear the way for Cropper very efficiently, while being a highly versatile card that gets even better with blue losing more draw spells. I don’t forsee Workshop-Crucible being workable into a deck that starts like:
4 Duress 4 Thoughtseize 3 Crop Rotation 1 DT 1 VT
However, Life from the Loam could be highly synergistic since Bazaar would be a definite inclusion in a deck with multiple Crop Rotations.
1+ Bazaar of Baghdad 3 Life From the Loam
Tarmogoyf, Dark Confidant, and Null Rod all play very well together.
4 Tarmogoyf 4 Dark Confidant 4 Null Rod
Answers to various threats could be built into a land toolbox, something like:
1 Maze of Ith / Mishra’s Factory (Maze if vs. DSC / Titan, Factory for Inkwell) 1 Tabernacle of Pendrelvale / Cabal Pit
Not sure what else you’d want to run to round out the last few slots, but seems like the deck would be pretty solid. Could go Dawn of Dead style and run Zombie Infestation, but I think ZI is win more. Loam-Crime is real slow and Cabal Therapy doesn’t work so well when the only unrestricted cards are FoW and Drain….Probably 4 Bazaars would be a good start on rounding things out.
Thoughts on this shell? Ideas on where to take the deck?
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Eternal Formats / Creative / Re: Turn-One-Tendrils
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on: June 20, 2009, 12:28:51 pm
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Land Grant isn't nearly as good as it used to be without Brainstorm, the same could be said for using fetchlands over Gemstone/City. Back in the days of 4 Brainstorm, I highly preferred a fetchland manabase in real games over the Land Grant manabase. Even though the fetches didn't up the storm count, they helped significantly since they didn't give the opponent free wins.
If you're running Rite of Flame and Manamorph, Owen's City/Gemstone manabase is probably best since it enables better mana startups (eliminating the need for 8 Chromatics). I don't think you're looking to do that though, since you're running Chromatics to power up Academy.
I think you want to run 3-4 Cabal Rituals since they synergize nicely with Crop Rotation, providing profitable plays even when you don’t have a ton of Artifacts on the board. Fetchland + Crop Rotation is 3 cards in the grave, you’re almost half way to achieving Threshold already. Definitely would rather play Cabal Rits over Pact/ESG.
I think running some number of Spoils of the Vault is a necessary evil, but I could be mistaken. I vaguely recall cutting them entirely for a while and fizzling out too much because I couldn’t find my Tendrils, since all I was doing was cantriping. My win ratios were higher with them in the deck. I believe I settled on 3. Reliance on Spoils fades if you’re running cards like Necro, Vamp, and Wheel. Potentially, you could cut Spoils completely if you add these 3 bombs.
I know I’ve suggested adding a bunch of cards, here’s what I’m thinking you need to cut to make space for them:
-4 Land Grant +4 Fetchlands
-1 ESG -1 Green Pact +2 Cabal Ritual
-1 Crop Rotation -1 Blue Pact -1 Chromatic Sphere/Star/Mana Morph +1 Necro +1 Wheel +1 Vamp
As for the SB. The 4 Xantids are definite inclusions. I think EE + Chain better addresses the Shop matchup than FoW + Chain, but never tested EE since 9sphere didn’t exist yet. Not sure what matches you’re looking to bring in Thoughseizes or Leylines, since racing is your best weapon in combo and Dredge matches.
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Eternal Formats / Creative / Re: (DECK) Intuition Tendrils
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on: June 10, 2009, 09:08:59 pm
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If you're playing Recoup, cutting Deep Analysis makes a lot of sense. The logic behind playing any flashback cards is to give you more flexible Intuitions.
I'm not sure if Academy should be in the deck or not. I eventually cut it even though I was running 10 artifact mana. If you do decide to play Academy, you should try a Sensei's Top over the FoF. Like I said earlier, I've never liked FoF in here, it's just a really big clunky spell that you're trying to cast that doesn't win on the spot.
Not sure about a 3rd Drain in here. 2 Drains are nice b/c they become really difficult to play around. I'd think in a highly competitive metagame another Duress would be better, but if you're getting to Drain lots of spells, then go with the 3rd!
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28
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Eternal Formats / Vintage Adept Q&A / Re: Vintage Adept Q & A: Time Walk Strategy
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on: June 10, 2009, 05:12:17 pm
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Varies a lot with the deck.
In fish, 90% of the time you've got other things you can cast with 2 mana in the early game. You hold off on Walk until turn 3-5 and use it to push your advantage (ie draw extra cards with Confidant, get 2 attack steps, etc).
Back in the days of Grim Long, I would cast Walk when it was apparent I wasn't going to assemble a Threat + Walk turn (Walk on turn 1 is an exception). This way you can assemble series of plays along the lines of: Time Walk then bomb (countered), untap into Yawg Will, etc.
Can't comment much in terms of the how Walk should be played in Drains.
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29
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Archives / Adept Chronicles / Re: Six of One, Half Dozen of the Other
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on: June 09, 2009, 06:43:05 pm
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Totally agree with all that's been said here. Back in college, I'd proxy the cheap stuff that I didn't feel like picking up and played real power. Now days, I don't own power, so I buy/borrow the cheap stuff and proxy the power. Vintage is a convenient format.
It sounds like the solution lies with the TO's. Instead of always giving out FoW's or duals as 3rd and 4th place prizes, they could give out Needles, Thoughtseizes, or Goyfs. Tolarian Academies make great prizes for 5th-8th in mid sized tournaments.
Time Vault has functionally replaced Timetwister as the 9th piece of power. TO's shouldn't bother with Twister, give out Time Vaults.
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30
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Eternal Formats / Miscellaneous / Re: S.S. Tezzeret
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on: June 08, 2009, 10:27:32 pm
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On tempo -- Spell Snare doesn't always "gain you tempo," but it prevents your opponent from gaining tempo.
Tez is not a Tempo deck. Since the format has become more tempo based, something is needed to combat that. Thus, Spell Snare.
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