I'm attending my first Vintage tournament this weekend. After cruising through the forums and browsing morphling.de I came across the Young Americans list and immediately knew I wanted to go forward with it. I read through a few reports, namely Rich Shay's, and made edits based solely on theorycrafting with no functional knowledge of the format. Constructive criticism is welcome.
// Creatures
4 Dark Confidant
3 Deathrite Shaman
3 Young Pyromancer
2 Snapcaster Mage
1 Trinket Mage
1 Blightsteel Colossus
// Non-creature Spells
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Skullclamp
1 Sensei's Divining Top
2 Jace, the Mind Sculptor
1 Demonic Tutor
1 Vampiric Tutor
1 Yawgmoth's Will
1 Ancestral Recall
1 Brainstorm
1 Tinker
1 Time Walk
4 Force of Will
3 Mental Misstep
1 Ancient Grudge
3 Lightning Bolt
1 Time Vault
1 Voltaic Key
// Land
3 Flooded Strand
1 Island
4 Polluted Delta
2 Tropical Island
2 Underground Sea
2 Volcanic Island
1 Cavern of Souls
SB
1 Ancient Grudge
1 Flusterstorm
1 Lightning Bolt
1 Nihil Spellbomb
1 Pyroblast
2 Trygon Predator
3 Ravenous Trap
1 Notion Thief
2 Mindbreak Trap
2 Nature's Claim
Notes
- It was a close call between cutting the second Jace and the second Snapcaster for a sixteenth land and a Vendilion Clique. Clique seems to be a very strong Magic card in this format right now.
- Being a new Vintage player, I wanted to include the ability to steal/auto-win games with TinkerBot/VaultKey combos.
- Without actual testing I am concerned the manabase is too ambitious. I was close to including City of Brass, but the damage could add up quickly if I have a Confidant on board with no DRS active or draw manipulation.
- I feel like Abrupt Decay should be somewhere in the 75.
- The blue count for FoW seems low. I could see cutting a Lightning Bolt and the third Young Pyromancer for something like two Spell Pierces/Flusterstorms or even two Mana Drains.
- Not playing Mystical Tutor as Recall #2 or a tutor for Grudge/Tinker seems wrong. I could also see it grabbing either trap turn one after sideboard.
- Realistically, I'm probably not beating dredge. I know. The three slots for Ravenous Trap might be wasted as they are too narrow for other matchups. At least the Spellbomb can hold off our villains YawgWill.
- I'd like to jam a Life from the Loam or a Crucible in the board for any disruption matchups (is that, like, all of them?) but without upping my land count and adding Waste/Strip I feel like it's value is minimal.
- 18 instants and sorceries seems low for Young Pyromancer and Snapcaster. But Snap+Recall feels like it could just shut out games.
- I have no idea what I'm doing.
Any insight is greatly appreciated. I'm sure there are some Vintage deck construction atrocities I'm committing. Thanks!
EDIT: Words are hard.
