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Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Report] Myriad Games: No split in the finals!
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on: November 14, 2006, 04:51:32 pm
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I apologize for taking so long to reply to this. I needed time to consider all the options before being able to respond. And my conclusion is as follows:
I owe not only Eric, but the entire Vintage community an apology for that ruling.
What I did was brought in too much philosophy from the DCI into a Vintage event. It's a grass route format, and I sometimes lose sight of that. While it is important to implement a great deal of DCI policy into these events, there are also times when digression becomes necessary. I've used this as a device to help teach me of when one of those times for digression becomes necessary.
So, again, I wish to offer my humble apologies for what I consider a great error in judgement.
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6
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Archives / Tournament Announcement Forum / Re: [TMC Open]The Mana Clash Open(Vintage and Legacy Clash)November 4, Stratford, CT
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on: September 29, 2006, 11:51:37 pm
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As for the format of that "Top 8 of the night" I suggest draft. Heres why:
1) It spreads it into a 3rd format, which tests much more skioll than just 1 format does. 2) Peopel may not have decks for both formats 3) Related to point #2- It would be WAY unfair to have Legacy decks face off against Vintage. And depending on matchup, vice versa. 4) A draft is a much lower key event than a constructed Top 8, which I think that an event like this(which is 100% designed for fun) almost requires.
I can probably acquire some Time Spiral packs for you if you wanted to do this Ray.
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9
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Eternal Formats / Miscellaneous / Re: UW FISH: Teh Primer!
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on: September 07, 2006, 10:22:33 am
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There is rarely an explanation from any Fish players why they insist on only 3 Null Rods instead of 4, when the card is often the "backbone" of the archetype. I understand that a second Null Rod past a resolved first Rod has no value, but you want to ensure that you see one early consistently and that it actually resolves (in the event that the first is countered, you do want to see another as soon as possible). Any comments on this?
That's pretty much why I don't run 4. I look at all the 4 ofs in the deck as things you want to be casting multiples of every game (Force, Mage, Brainstorm). Those cards are always useful. However, sometimes the rest aren't so hot. Multiple Grunts mean they both die quicker. A second Stifle may be one fetch land too late. and a Second Null Rod is most definately redundant. I agree that it is an important spell to resolve, but it just seems that it isn't worth the drawing of a dead card later in the game to gain that slightly higher percentage of resolving one of them.
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14
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Eternal Formats / Creative / Re: UW Fish v Grim Long Play Situation
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on: August 30, 2006, 04:45:14 pm
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Actually Netherspirit, I know that JD(Cause of what he's already said), myself, and a lot of other people all agree with that. Thats actually the shortest explanation possible of why you name Tendrils w/ your Mage.
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Eternal Formats / Creative / Re: UW Fish v Grim Long Play Situation
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on: August 29, 2006, 07:58:47 pm
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I agree with And11. However, in your situation, I'd tap the swarm.
Reason being, he probably didn't go for Massacre. While casting Will is nice, he's in a plenty good enough situation where he doesn't need to use it. As you said, he has a Jar in play. That combined with the Swarm swing would most definately put him over the top to kill you (I also assume he necro'd on his turn bringing himself to 9). And you know he's going for it this turn. He necro'd, he doesn't get another draw phase, and he'll start the turn at 7(or 4 from crypt). Nows the time to go, so you need to be able to counter anything you can to stop the win, which can only be doen if you can play spells post Draw 7, which means the Swarm can't be allowed to swing.
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Vintage Community Discussion / Card Creation Forum / Re: Instant Land
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on: August 29, 2006, 07:21:46 pm
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Maybe put the text:
You may pay 0 and put this into play. Play this ability only if ~this~ is in your hand and only during an opponents turn.
That way it's an ability on the card putting it into play, not actually playing the land. Wording would need to be cleaned up, but it's atleast a start.
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Eternal Formats / Miscellaneous / Re: The Mountains Win Again
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on: August 17, 2006, 06:44:38 pm
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Whatever the case, savvy Mountains players will not overlook the potency of Jotun Grunt.
I think peopel need to heed this advice. Grunt is probably the single best reason to play white. He not only disrupts graveyard dependent startegys (about 3/4 of the viable strategys in the format.) but he is a giant beater. 4/4 is pretty immune to damaged removal and is not going to die in combat. Simply put, he rules not only the attack phase, but the graveyard as well.
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Vintage Community Discussion / Rules Q&A / Re: manabond/horn of greed interaction
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on: August 13, 2006, 09:40:54 pm
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Manabond does not trigger Horn of Greed. Manabond lets you put them into play, which is not the same as playing a land. Horn of Greed only triggers when you play a land- during your mainphase. It does work w/ fastbond and Exploration because those cards allow you to play extra's, as opposed to putting more into play.
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