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Vintage Community Discussion / Type 4 / Re: Mirrodin Besieged
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on: January 25, 2011, 07:09:18 pm
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Spine of Ish Sah IIRC is the only artifact ever made that can kill enchantments.
Also, the graveyard trigger can be gotten around with Goblin Welder. If you have two Goblin Welders, you can destroy a permanent every turn for zero mana.
Disclaimer: I'm not saying the card is good.
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Vintage Community Discussion / General Community Discussion / Re: Scars Prerelease/Release Events
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on: September 26, 2010, 07:14:07 pm
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One dude in our pre-release opened a foil Koth and a regular Koth.
I went 4-1 and got relatively low value back. I probably won't be attending any more pre-releases, especially not ones at midnight.
EDIT: I had to go mono-green because the only other cards I had worth splashing were Rune Slag (the 3RR 5 damage card) and Arrest. I had a Steel Hellkite as my single bomby card. The rest was filled with medicore cards like 2x 2/3 infect guys and 2x 2GG 3/1 infect guys. Neither were even that good.
My sealed pool was terrible. Half the games I won were based on bluffs because people thought I had the XG +x/+x card when I didn't. (That card, btw, is easily the best common in the set for limited).
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Vintage Community Discussion / General Community Discussion / Re: Mox Opal in scars!
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on: September 02, 2010, 01:17:29 am
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Mox Opal  If Mox Opal would enter the battlefield, you may discard an artifact card instead. If you do, put Mox Opal onto the battlefield. If you don't, put it into its owner's graveyard.  : Add  mana of any color to your mana pool. -- Restricted December, 2010. You heard it here first folks. Just saying.
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Vintage Community Discussion / General Community Discussion / Re: [1E] Single-Card Discussion - Ancestral Recall??
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on: September 01, 2010, 05:46:14 pm
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When I first saw this post, I shrugged it off and just thought it was Brass Man being silly.
In fact, I thought he be trollin'...
...But then I thought, what if Ancestral Recall really IS good?
Draw three cards for one mana? I mean, sure it's not going to draw you eighteen cards like Braingeyser will, but it's pretty good.
Moreover, everyone wants to start talking about Force of Will and how it is a good counterspell. Are you guys kidding me? Ancestral Recall can force the opponent to draw three cards. IT CAN FORCE HIS WILL TO DO IT. It has Force of Will built right into the card.
And it's blue too, so that's a plus -- that means it pitches to Disrupting Shoal when you want to counter opposing Brainstorms. You can also pitch it to Snapback to bounce creatures.
So I tested it, and it was horrible.
First of all, Chalice @ 1 is a pretty common play from Stax. So right there, Ancestral gets shut down pretty hard. And on top of that, Chalice @ 2 is a pretty common play too, so that Disrupting Shoal and Snapback you were sandbagging? Yeah, not so good anymore.
...
Good Not even that good on paper, terrible in practice.
Edit: Grade: D+. Card is totally "win more."
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22
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Eternal Formats / General Strategy Discussion / Re: If given the choice between "Threat" or "Defense"
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on: May 27, 2010, 11:20:07 am
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If there are only those two decks in said metagame, the hate deck is clearly the deck to play. You need a deck C, D, E, F, G, H, I, J, K, and LMNOP to be accurate. Because that's not really happening here, let's just as you assume that deck A is the best deck in the metagame, there are then tons of suboptimal choices that people play just because of bad reasons.
Then, you have deck B which is Deck A's nemesis. Most people would bring deck A because it's heads and tails better than the rest of the format.
Clearly, in this case, bringing deck B is still the better choice because you're going to hit deck A more often than not. Your best bet is to kill some cards from deck B for the deck B vs. deck B matchup, and devote your sideboard to a few anti-hate cards that deck A might bring in against you, and devote most of your sideboard for general answers to the rest of the format, focusing on the mirror match.
Boom. Score one for the Nature Force.
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Vintage Community Discussion / Elder Dragon Highlander Forum / Re: Help me make a ballin' competitive control deck f. Sharuum as general.
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on: May 24, 2010, 03:41:53 pm
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I lol'd @ Punish Ignorance in a good way.  If Dissipate isn't making the cut, Absorb and Undermine are right out. I've recently taken the deck in a more combo-ish direction just to test it out. I've added Memnarch, Dreamstone Hedron, and Tawnos's Coffin among other things. I'll give everyone a list if anyone is curious. I'm down to 13 counterspells. I am way too low atm and will be going up shortly. The combo stuff is working really well though, definitely makes the deck seem more consistent, just at the expense of letting everyone else do what they want. I cut Catastrophe which I'm actually happy with now that I'm running high-mana requirement stuff like Memnarch and Capsize.
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: Results BOM IV
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on: May 23, 2010, 07:17:42 am
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Seems like Trinisphere isn't all that popular of a card among shop players in Europe. Interesting....
Doesn't do anything unless it comes down first turn. It's also much worse on the draw. Lots of conditions. As a 4-of it would be fine because you could reasonably expect it in your opening hand often -- as is, it's not incredibly impressive. Also, there's the big reason that it's pointless with multiple spheres in play...not to mention turn 1 trinisphere on the play gets a lot worse if you don't have a recurrable way to kill their lands (smokestack / crucible+strip lock). TL;DR -- It's not good in MUD.
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Vintage Community Discussion / Elder Dragon Highlander Forum / Re: Help me make a ballin' competitive control deck f. Sharuum as general.
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on: May 23, 2010, 06:55:50 am
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Thanks for all the ideas! A few notes: I'll think about it, I dunno what I would cut for it, but it doesn't seem like a bad idea. The extra mana can be really useful occasionally. Also where is Tinker? Too busted for your play group? :S (pfft Fabricate ew) It's banned in EDH. http://99edhproblems.com/edh-banned-list/I would also consider Inkwell Leviathan if you ever start having problems ending the game. (which you currently don't seem to be having problems doing XD) Magister Sphinx is my win condition artifact atm. Time Stop is another Time Walk that can't be Misdirected even though your opponent gets to untap, but it can also double as a counterspell so... :O It would be fine in duels, but I'm trying to build for multiplayer and duels -- in multiplayer it's just an expensive counterspell most of the time. Last Word is sweet since you seem afraid of Misdirection I'd say your playgroup is blue-heavy. Sometimes you just need to say "NO MEANS NO".  Swift Silence / Dissipate / Rewind are better imo.  Complicate is another counter to watch out for if your playgroup likes tapping out. :O Same thing w/ Last Word, there's just better stuff to run.  It is a good situational counterspell that I might run in my mono-blue azami deck though (ty). Speaking of cycling Decree of Silence is more or less uncounterable or a really nice lock bomb if you drop it.  I want to run as few creatures as possible, otherwise I would probably include it. Dissipate is similar to Hinder except good against non-generals. Right, it's just on the fringe. Very good counterspell, just don't have the room for it. Dromar's/Esper Charms are good flex slots. I've tried both, haven't been impressed with either unfortunately. Esper charm is better imo. Overrule if you find yourself going into the red zone alot. I do find myself going into the red zone often, but I usually just tutor up Invincible Hymn. I guess this card is worth considering though. And finally Wizard Replica if you want a counterspell that Sharuum can fetch (even though it kind of sucks) I love the out of the box thinking with this one, but yeah, probably won't make the cut.  Also if you face swarm decks Engineered Explosives is total hot sauce especially with the mass recursion you have. Its like Maze of Ith on crack against weenie/swarm decks and you can tutor for it a hell of a lot easier. :O Tabernacle is usually all I need vs. swarm decks -- the wraths hit them just as hard as everyone else.  Just some ideas that you don't seem to need with that really impressive record. XD Thanks for them. I think Hedron is definitely worth considering, since I've included capsize recently I've found myself just wanting to get max mana asap, the draw effect is probably very valuable in multiplayer as well. Thanks.
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Vintage Community Discussion / Elder Dragon Highlander Forum / Re: Help me make a ballin' competitive control deck f. Sharuum as general.
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on: May 21, 2010, 10:36:06 am
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0 Rhystic Study (I would much rather play Mind's Eye, and that's not currently making the cut for me)
[snip]
Some ending thoughts / requests: I find myself wanting draw throughout every point of the game. I rarely eschew draw spells and find myself tutoring for them pretty often. I'd like to play more draw spells, but don't know of many other exceptional ones other than Jace 2.0 that I'm not currently running.
There's a couple of things wrong with this: 1.) Rhystic Study is the best draw per mana investment blue card, bar none, in multiplayer. If Ancestral Recall were legal, this would still hold true. That's a pretty ballsey statement but you won't see how true it is until you've counted the number of cards you draw with this along a significant enough time line and do the math. 2.) You're comparing it to Mind's Eye, a more expensive card which requires you keep mana open to use. Sure, Mind's Eye will get you some return but while you're doing that, you're not doing other stuff with your mana. Rhystic Study just sits there netting you cards or slowing your opponents down. Study also comes down earlier to net cards off your opponents' development while you're free to just draw and play. At some point opponents will have to decide between letting you draw and doing stuff and you'll just sit there and profit. 3.) You're not playing a mana denial strategy but I think you can see how easily you could and how much of a beating Study would be with that. 4.) While they are killing your Study, they aren't killing any important artifacts. Sure, you make their enchantment-only removal more relevant but generally EDH cares a little more about cards being able to do multiple things so the spell that kills your Study more than likely could have been used to kill another key permanent that will now survive a little longer. 1 Bribery (I'm not entirely sure this card will stay in much longer. It's a crazy good effect in multi-player, but depends a lot on your opponent's deck in duels, and is a 3UU sorcery, which doesn't net you +3 card advantage). I suppose this depends on your Duels but it's an effect you'd rather have than not have. Putting someone's DSC, Eldrazi, Terastadon, Iona, Akroma, Magister Sphinx or whatever into play on turn 2-3 (given your accelleration, that's pretty do-able) has probably just won you the game. This is considered by a lot of people to be one of the most unfair effects in a single card in the game. EDH wants you to play big and Bribery kicks you in the teeth for doing that. Our playgroups are probably a good bit different. I would certainly rather play Mind's Eye over Rhystic Study -- I can't get Rhystic Study back with Sharuum/Academy Ruins and surefire 1:1 mana:card ratio is ballin'. I've played Rhystic Study in the past, my opponents have just played around it and/or attacked me because I have an annoyance to them. Mind's Eye is less of an annoyance/threat (since I have to pay the mana and that leaves them ininhibited). They're completely different cards/strategies, and Mind's Eye has proven superior time after time with my playgroup. A mana denial strategy? O.o Yeah, I don't really want to be attacked by the four other people at my table from turn 1 if they think I'm going to screw with their mana. Moreover, I don't see how I could "easily" run a mana denial strategy in multi-player with my deck as is. Your fourth point can hold weight for Mind's Eye just as easily (while they're killing that they're not killing any important artifacts), but by that statement (and in addition to the mana denial statement?), you might misunderstand the deck. I usually don't have many permanents other than lands on the table ever. I usually sit back and draw cards until I get enough mana to go broken. I'm usually playing wrath effects and gumming up creatures so I don't die, then winning via Sharrum into Magister Sphinx or Mindslaver tricks.
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