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1  Vintage Community Discussion / Rules Q&A / Dredging and order pf cards in which you dredge into your graveyard on: January 29, 2007, 06:45:44 am
Hi,

I used to think that you can choose the order of cards when you dredge them into your graveyard, for example, stacking a nether shadow at the bottom but was told recently by a judge that I was wrong. Can anyone varify with me what is correct and if possible where can I get the rulings for dredging which explains this. Thanks!
2  Eternal Formats / Miscellaneous / Re: Pitch Long on: August 26, 2006, 11:35:13 pm
What would you usually take out/add in for the stax matchup?

Let's assume a SB of this type:

1 DSC
1 Massacre
3 Xantid Swarm
1 Tropical Island
1 Swamp
1 Island
3 Duress
2 Hurkyl's Recall
1 Chain of Vapor
1 Rebuild

You'd probably want to add in:
1 DSC
1 Swamp
1 Island
2 Hurkyl's Recall
1 Chain of Vapor
1 Rebuild

But what do you take out? Disadvantage tutors?

I think my changes would be:

+1 DSC -1 Tendril of agony (assumption that you play 2 and its normal stax not uba stax) If they cap you, 1 or 2 probably does not matter
+1 Swamp - 1 Cabal Ritual
+1 Island - 1 Lion's eye diamond (If you know they have chalice)
+2 Hurkyl's Recall - 2 Misdirections
+1 Chain of Vapor - 1 Windfall
+1 Rebuild - 1 Either mystical or imperial seal

That is probably what I do, can any of the better pitch long comment if I am sidebording correctly, thanks!
3  Eternal Formats / Miscellaneous / Re: Pitch Long on: August 26, 2006, 07:18:34 am
The real problem with both of those cards is that it's hard to board them in without lowering your blue card count and therefore making your FOW's not as good.
On that note, how would any of you go about bringing in the Xantid package against Gifts or CS?

Obviously, the first thing:
-1 Island
-1 Swamp

+1 Trop
+1 Bayou

Then what about the Xantids themselves? I've been doing something like:
-1 Windfall
-1 Cabal Ritual

And I'm never sure what the third card to cut is. I'm hesitant to side out another blue card, for fear of making MisD/FoW ineffective. Where would you go from here, anyone?

I think cutting either the Hurkyl's or rebuild, depending on which you are playing for the 3rd swarm is fine. You still have chain to bounce their colossus in an event that you need a bounce. However, if CS boards in SoR then, you will be in deep trouble. Nonetheless, that is probably what I will board out.
4  Eternal Formats / Miscellaneous / Re: Luck in Magic on: July 05, 2006, 09:03:15 am
Luck is an important factor in Magic. No matter how good you are with say Grim long, you can never win if your deck refused to give you a land in your first 3 hands foricing a mulligan to say 4-5 cards each time.

The only difference as what Harlequin pointed out is that over a period of time, skillful players do their best to maximize the luck factor by playing well like fetching when you need to thin your deck to maximize the chance of drawing your required card. Therefore though it always seem that skillful players are lucky, it is often not the case as they actually do their best to maximize their luck.

But to say that luck is irrelevant in a game of Magic is definitely wrong.
5  Vintage Community Discussion / Rules Q&A / Time vault and flame fusillade question on: December 07, 2005, 10:18:52 am
If i cast flame first then time vault, does it get the pinging ability? In other words, do permanents that i cast or lay after i cast flame get the pinging ability? Thanks!
6  Eternal Formats / Miscellaneous / Re: [Premium Article] The Case for Thirst for Knowledge in Vintage Gifts on: September 27, 2005, 12:55:46 pm
My guess is brassman dropped the two duress for the mana severance and maybe a bounce spell (echoing truth?)

Duress is normally sbed out in workshop and fcg matches and seeing that he did not sb it against fcg , I would guess that its gone. And white most likely gone too as he did not sb in scared ground for the workshop matches. just analysing what he sbed in you can account for all 15 sb cards if i am not wrong.

3 annul
1 deep analysis
2 red elemental blast
1 pyroblast
2 pyroclasm
2 engineered plague
2 rack and ruin
1 pithing needle
1 echoing ruin
7  Eternal Formats / Creative / Re: Twiddledrix: A Primer on: August 03, 2005, 03:51:07 am
You said you won 5 tournaments with it, may i know which ones? To me, the list is Not only skill intensive but luck intensive as you require an opponent to mulligan down to maybe 3 or less cards to stand a chance against them. If this is a spam to destroy TMD, its not even funny.

Just by looking at the list of creatures:

3 Prodigal Sorcerer (nostalgic?)
1 Rootwater Hunter (why???)
4 Vizzerdrix (Why not morphling???)
4 Seasinger (ok, if you are playing in a 90 percent fish environment, maybe running 4 main is acceptable)
4 Apprentice Wizard (running more moxes seems like a better idea than this?)
1 Ticking Gnomes (I ran out of words to say)

- No force of will!!???!!
- You have not place for fow or drains but you can run 4 frozen solid and 4 psychic venom.

Well, if this list win any SCG or waterbury, I will QUIT T1! Mods, i rest my case...
8  Eternal Formats / Miscellaneous / Re: [Article] 5 Fundamental Lessons Of Magic - Vintage Style on: August 02, 2005, 11:57:23 pm
Nice Article!

Your example of the fish and gifts matchup seems a little wierd. The gifts player LOST the first match and chose to draw first instead of playing in the second? Seriously, he deserve to lose just based on that decision Very Happy
9  Eternal Formats / Miscellaneous / Re: [Premium Article] Fine, Just Ban it Already on: July 19, 2005, 03:05:58 am
T1 is about broken stuff, I pretty much won as many games with will as i has lost to it, but I feel that the bottom line is this is T1. Broken stuff happen and we should be able to play with ANY magic cards as long as it does not concern ante or physical tossing. Please keep it that way, thanks!
10  Eternal Formats / Miscellaneous / Re: [Premium Article] Meandeck Gifts on: July 18, 2005, 09:31:14 am
You really need both the lotus and academy if you want to win via the tendrils route. How it normally goes is this:

You will, then hopefully have 5 artifacts in play , tap academy and either mystical and brainstorm or just merchant scroll for rebuild and then find another way to get burning wish for the win.

There are other times was your opponent has inflicted some damage on himself and you don't have to tendrils for so much, in that case then maybe you don't need the lotus and academy.
11  Eternal Formats / Miscellaneous / Re: [Premium Article] Meandeck Gifts on: July 17, 2005, 08:51:23 pm
The value of the sideboard card is the difference in power of the card you sb out and the card you sb in. So basically ask yourself when you play the sb games which cards do you NOT want to see or has minimun effect on the game.

I agree that you cant sb a lot of cards for this deck, so the things that get cut often for sb cards are brainstorm, vamp tutor, merchant scroll or gifts ungiven. The change in power is not great and I am pretty sure that even without sbing you will do well with the deck. The only great help that I want to see post board is boseiju and pithing needles. The rest of the sb is pretty much typical of a control deck.
12  Eternal Formats / Miscellaneous / Re: [Premium Article] Meandeck Gifts on: July 15, 2005, 11:26:21 pm
Quote
I agree that I foresee Chalice 2 being a big threat in the future. I think Echoing Truth will have to change to something else. Suggestions? The problem is that I think Fish will try to attack this deck as will Workshops. The deck needs flexibility against both archetypes. Radical suggestions will be entertained.


The Chalice for 2 problem is one of the main reasons that I put Gorilla Shaman in the Echoing Truth spot (and Vampiric Tutor for one Merchant Scroll).  Not only do you reduce the 2-mana spot by two cards, you have answers at Converted mana cost (CMC) 1 and CMC 3.  Another side benefit of Shaman over Rushing River is that you can get out of a Chalice 2 and Chalice 3 situation (Which is GG if you only run Rebuild and Rushing River).

Shaman definately one of the ways to go, but only deals with chalices and other artifacts and not other problematic permanents that echoing truth can.

The other cards that can be considered are: rushing river, chain of vapour, a 2nd rebuild and meltdown.

Rushing River: 3 cc makes chalice for 3 a nightmare, bounce two permanents if kicked, cannot be misdirected if kicked, its blue and not stop by chalice for two.

Chain of vapour: only bounce 1 permanent, can be used back against you, can be misdirected, its blue, deals with only 1 chalice

2nd rebuild: only deal with artifact, stops by chalice for three, can be cycled, cannot be misdirected, its blue and helps with the upping the strom count

Meltdown: Should kill all chalice on the table, pretty much chalice proof, kills all small artifacts on the table, its not blue, socery speed, pretty much dead against other non chalice decks.


Evaluationing all the options, I think there are two choices:

Suck it up with echoing truth and make sure you counter every chalice or two.

Other use either the second rebuild or rushing river and make sure chalice for three does not resolve (its much harder in my opinion to resolve chalice for three), and maybe add a meldown in the sb to deal with chalice for three.
13  Eternal Formats / Miscellaneous / Re: [Premium Article] Meandeck Gifts on: July 13, 2005, 09:11:18 am
This was the sb i ran for the tournament:

3 Pithing Needle ( Must play)
1 Red Elemental Blast (against control)
1 Pyroblast (against control)
2 Pyroclasm ( fish, goblin )
2 Rack and Ruin (workshop)
1 Meltdown (pretty useless the whole day as actually a replacement for primitive justice as a way to get rid of two chalice at once)
1 Boseiju, The Big Tree ( Super against CS or Tog, or pretty much any control without wastelands)
1 Chainers Edict (I prefer this over eye of nowhere)
1 Tendrils of Agony ( need I explain why Very Happy)
1 Mind Twist (with BIg Tree = gg)
1 Engineered Explosives ( against oath, fish and random stuff)

The three needles is a must because to me needles is actually two cards build into one: blood moon and dumping matrix.
Uba stax is present in here so they can either shut down bazaar, welders or tormod crypt. Against fish, they can shut down jitte, mishra factory or aether vial. So most likely you are getting 1 for mutiples and that itself is virtual card advantge that will win you the game. But I think the biggest plus is the ability to stop tormod crypt which is this deck's greatest fear.

If I were to change I will probably take out the engineered explosive, meltdown and mind twist for 2 old man and 1 rebuild. I metagamed for more control and almost no fish last tournament which was correct and for tournaments where fish is present, i think steve's sb of 2 old man is better. I have yet to tested the 2nd rebuild against workshop decks but will do so tomororrow and update this thread.
14  Eternal Formats / Miscellaneous / Re: [Premium Article] Meandeck Gifts on: July 13, 2005, 08:30:54 am
I ran this list to a first place finish in my local tournament in Australia:

1 Black Lotus
5 Moxen
1 Tolarian Academy
2 Island
2 Snow-Covered Island
3 Flooded Strand
2 Polluted Delta
3 Underground Sea
2 Volcanic Island
1 Sol Ring
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
4 Force of Will
4 Mana Drain
4 Brainstorm
3 Merchant Scroll
4 Gifts Ungiven
1 Darksteel Colossus
1 Tinker
1 Vampiric Tutor
1 Mystical Tutor
1 Demonic Tutor
1 Burning Wish
1 Recoup
1 Echoing Truth
1 Fact or Fiction
3 Misdirection
1 Time Walk
1 Rebuild

Its pretty much Steve's list except + 1 vamp and 1 underground sea: - 1 fetch and 1 merchant scroll. I think 5-6 fetches are about the same and i feel better with that extra underground as i sometimes have problem getting two seas (if 1 gets wasted) to dt and will in the same turn.

I personally feel that the number of blue cards is high enough (29, 30 for steve's list) that I would not suffer by cutting 1 merchant scroll to fit in vamp tutor. That being said, I did not draw the vamp tutor in all my 17 games so I can't conclude that it was the correct choice. Here are the pros and cons i guess:

Merchant Scroll: No card disadvantage, its blue, gets you ancestral (or whatever blue instant you need NOW) Shut down by chalice for two

Vamp tutor: card disadvantage, non blue, gets you what you want next turn (unless you have a brainstorm) Shut down by chalice for one.

From my expierence with the deck, chalice for two is a bigger headache than chalice for one.

Cards shut down by chalice for one: 4 brainstorm, 1 ancestral, 1 mystical, 1 vamp tutor, 1 sol ring and 1 mana vault =9

Cards shut down by chalice for two: 4 mana drains, 4 merchant scroll, 1 time walk, 1 buring wish, 1 recoup, 1 echoing truth, 1 demonic tutor =13 cards

Its not just that more cards are being shut down, but more KEY cards, (walk, recoup, burning wish). Therefore, I personally feel that by having another 1 mana tutor over a merchant scroll allows you to gifts for something like : (vamp, mystical, rebuild and xx card) which allows you to either will next turn and cast your rebuild from graveyard or rebuild away the chalice for two. Maybe its just because workshop is still present in my environment and therefore chalice for two is a threat to me. If Steve does not mind, I would like to get his opinion on this, thanks!
15  Eternal Formats / Miscellaneous / Re: [Premium Article] Meandeck Gifts on: July 10, 2005, 08:47:50 pm
Thanks for a great inventation, i piloted the deck to a first place finish yesterday and was very surprise at the number of mini combos in the deck.

I agree that this deck is pretty hard to hate out given that it has two maindeck bounce in terms of rebuild and echoing truth lets it bounce back chalice/null rod on the turn that it wants to go off.

The only change i made was playing 3 merchant scroll and 1 vamp in order to avoid too many dead cards at chalice for 2, which from testing is more than a pain in the ass than chalice for any number, does any one else get the same expierence from it?

On rootwater thief and extract, all I can comment is that by playing 'new' control and combo decks, we have narrowed the number of dead cards in terms of kill conditions to a minimum and in my opinion its the price to pay. To me, decks like CS (mostly 3 kill condition: 2 artifact creature and mindslaver), Tog (2 Togs, or 1 Tog and DSC), TPS (3 kill con: 2 Tendrils, 1 cunning wish) are all afraid of extract and rootwater thief so I dont think that by playing meandeck gifts really put you at any disadvantage. Further more, the sb cards of pyroclasm, reb, pyroblast and pithing needles should solve the problem pretty well.

I agree with Steve that gifts is always very situational and in the 8 rounds that i played yesterday, I often gifts for different combination of cards depending on the situation. Reflecting on some of my choices now, I feel that some of the choices were not opitimum and that I could have done better with the choices. Therefore, I can imagine season and hardcore players like Steve and Kevin doing so well with the deck as its really skill intensive and rewards players who know what to gifts for.

Another issue is that gift ungiven is that similar to Fact or Faction, its a small game in itself. It forces your opponent to make decision and the amount of players who do bad gifts splits (By giving you the 'wrong' cards) are no less than the amount of players who do bad Fact or Fiction splits (And from people who played in 4 Fact or Fiction days, or a lot during invasion will know that that is a big number).

Till the another meandeck creation comes along to bust this one, it looks like I will be playing this deck a lot at least in the near future, Cheers!
16  Vintage Community Discussion / Rules Q&A / Re: Uba Mask, what of there are two in play? on: April 30, 2005, 08:14:07 am
I know that 7 cards are divided into between the two mask, what i dont know is the order does it happens?

From what i have been told, it uses APNAP.

So that means if i wheel during my turn, i remove my first top card and choose a mask and then my opponent removes his top card and chooses a mask till all the seven cards from each player are removed,

or

I removes all my top seven cards and choose a mask for each then my opponent removes his top seven cards and chooses a mask for it?

am i correct?
17  Vintage Community Discussion / Rules Q&A / Re: Uba Mask, what of there are two in play? on: April 29, 2005, 08:27:42 am
Hi guys,

What happens if i wheel of fortune with two uba mask in play?

Is it any different if i memory jar with two mask in play?

What if my opponent memory jar on his turn and i have two uba mask in play?

Any help will be appreciated, Cheers!
18  Vintage Community Discussion / Rules Q&A / Re: Uba Mask, what of there are two in play? on: April 29, 2005, 05:56:41 am
Hi,

Thanks for clearifying the basic thing,

Now what if i wheel of fortune or memory jar with two uba mask in play, how does that work then?
19  Vintage Community Discussion / Rules Q&A / Uba Mask, what of there are two in play? on: April 28, 2005, 07:58:25 pm
What happens when i have two uba mask in play?

Example: I have 1 active welder and two uba mask in play , opp draw step.

He draws (or rather removes) yawgmothis will.

The first mask triggers and remove it from game , then the second trggiers and does nothing.

I weld the first mask out for some artifact.

Can my opponent still cast the yawgmoth's will since there is still an uba mask in play but it was not the same one that removed the will?

Thanks for the answers!
20  Eternal Formats / Miscellaneous / Re: Gifts Ungiven Belcher...Modifcations and Improvements on: April 23, 2005, 11:58:55 pm
Took this deck to a tournament yesterday and went 4 - 2 with it. Lost a game due to a play error on my part and the other to FISH! Seriously, if Fish resolve null rod turn 2 back games with force or Mis D back up, there is very little chance for me to pull out the win (having 1 chain of vapor is not an easy thing to draw into). The changes which i propose is:

+ 3 old man of the sea in the sb

- 2 rushing river and 1 tormod crypt

i want to add in an additonal dart but just cant find the space for that. And for the rushing river, i feel that oath players are most probably likely to bring in pristine and iridentcent angel against you anyway and the rushing rivers are more likely useless against them. Kowal did not meet any Fish decks on his way to victory and I would like some comments from him as well as others what they think of their matchup against fish.
21  Eternal Formats / Miscellaneous / Re: Gifts Ungiven Belcher...Modifcations and Improvements on: April 22, 2005, 02:15:10 am
Thanks for all the help, I have added a second island for an underground sea and the mana base is pretty stable now. Just wondering what cards do you normally cut when you sb? I find the deck so tight there is very little room for manuveur when it comes to sbing.

CS: - 2 welders, 1 chain, 1 pentavus, 1 mystical,

       +2 reb, 2 beb, 1 tormod crypt

4 cc: -1 chain , 1 mystical , 1 brainstorm

        +3 reb

tog: same as 4 cc

Storm based combo: - 2 welders, 1 pentavus

                              +3 chalice

Workshop decks: - 2 duress

                          + 2 rack and Ruin

Fish decks: - 2 duress, -1 mindslaver

                + 3 reb

oath : - 1 brainstorm, 2 welders, 1 chains of vapour, 1 mystical

             + 3 reb and 2 rushing river

dragon: - 2 duress

             +2 tormod crypt

Could someone guide me if that is the correct way of sbing for this deck as its one of the tighest decks ever, Thanks!
22  Eternal Formats / Miscellaneous / Re: Gifts Ungiven Belcher...Modifcations and Improvements on: April 18, 2005, 11:20:18 pm
I have recently picked up this deck and so far its been a blast but there are a few problems that i face in my metagame.

1) there are players playing planar void pb in their 4cc, (dun ask me why?) and it has posted a few problems with this deck as i cant gifts effectively.

2) I am currently running Kowal's decklist from SCG and though the mana base is stable, if I am hit by two wasteland in the early i find that its very difficult to recover from, is there a possibility to add more islands?

3) From my testing Gorilla shaman is a must counter , anyone can feedback me more if they too are facing the same problems?

Once again, congratulations and thanks for developing a great deck short bus Razz
23  Eternal Formats / Miscellaneous / [DECK] Gay/r Fish - metagaming on: February 16, 2005, 11:20:29 pm
While i agree that waterfront bouncer can bounce as and when it likes, resolving the bouncer will be an issue. Oath have 14 counters to use and if I am the oath player, other than fighting over oath the only other thing that is a threat is the bouncer so the likely hood of you resolving it looks slim to me.
24  Eternal Formats / Miscellaneous / [DECK] Gay/r Fish - metagaming on: February 16, 2005, 11:21:39 am
I having been testing fish in the new environment and i find that by adding the betrayer ninjas in the deck, it will actually help in a number of matchups. Here is the sample decklist that i am playing.

Ninja Fish from Singapore

Mana Base
1 Flooded strand
4 Polluted Delta  
4 Volcanic Island
2 Island
4 Mishra's Factory
2 Faerie Conclave
1 Strip Mine
4 Wasteland
1 Mox Sapphire
1 Mox Ruby

Creatures

4 Cloud of Faeries
4 Spiketail Hatchling
4 Grim Lavamancer
4 Ninja of Deep Hours
3 Mistblade Shinobi

Draw

4 Standstill

Disruption/Counter

4 Force of Will
4 Daze  
3 Null Rod

That is so easy to discover that it suggests conspicuousness or little need for perspicacity in the observer.

1 Ancestral Recall
1 Time Walk

Improvements
1)You get a creature with inbuild curiousity, so you don't lose card advantage when your creature with curiousity is killed.

2)Ninjutsu can slip under a standstill, so you can actually cast 'curiousity' on your creature under standstill.

3) Ninjutsu is uncounterable.

4)Mistblade Shinobi can bounce opponent's creatures under a standstill in order to add further pressure on the opponent to break standstill.

I have not created a sideboard for the deck but i presume that it wil most probably contain cards tune against workshop decks as they still cause the greatest nightmares.

Testing results show an advantage against control base decks in control slaver or UBr tog, even 50 percent against combo and die to workshop as usual. It is however fun to play , and you get to shout NINJA in Type 1. Very Happy

Edit : Mistblade shinobi can bounce oath creatures and make the creature stuck in the oath's player's hand. with 19 creatures in the deck (no including man lands), I am pretty sure that at least one creature will get through for you to ninja in your shinobi.

Against control slaver, I agree that lava dart still hurts, but at least your ninja of deep hours have two toughness requiring then to flashback the dart to kill it .

Secondly, you do not lose any card disadvantage by having your curiousity enchanted creatuer die from dart. Presideboard, if you can resolve two things, null rod and lavamancer, the game's yours. Control slaver two biggest weakness is that it is very mana hungry and welder is EXTREMELY important to them.
25  Eternal Formats / Miscellaneous / [deck] Meandeck Oath on: October 26, 2004, 06:31:02 am
Hi,

First of all congratulations to meandeck for developing a new deck! I have a couple of questions that i am not sure about meandeck oath and hope that you could answer them for me please.

1) How does the deck deal with an early bloodmoon? It shuts down forbidden orchard and fetches making it dependent on mox emerald and lotus to get oath in play, even so, there is a possibility that there will not be any creatures in play.

2) i think this was brought up in starcity forum, how does the deck deal with platinium angel in the first game as it has no answers at all. Especially, if the angel was being weld into play. I understand that the deck wants to counter welder but it may sometimes prove difficult as welder is easily a first turn play.

Thanks for answering my questions Very Happy
26  Vintage Community Discussion / Rules Q&A / Two oath of druids on: October 25, 2004, 10:28:26 pm
Hi,

I would like to check does having two oath of druids on the table allow me to oath twice?

for example: Opponent has 2 creatures and i have two oath on my table, the first oath trigger and I oath once, does the second oath now trigger for me to oath a second time? Or does the second oath only protects me from naturalize and disenchants so that i can have at least 1 oath on the table?

Thanks!
27  Eternal Formats / Miscellaneous / [savage tech]Hlep(sic) me with my Suicide on: September 15, 2004, 07:52:25 am
Don't spam topics that are going to be closed
28  Eternal Formats / Miscellaneous / [Dragon] Which build is better? on: September 08, 2004, 12:51:32 am
Thanks for all the reply, I am glad the discussion is heading somewhere.

Here are my thoughts on cunning wish, It excels best in workshop matches where it is difficult to get bazaar to stick for more than a turn.(Cow +waste)

Often i can use that turn to get dragon in the yard but could not use it to find ambassador. Other then casting necromancy in response to the waste, i cant use bazaar to go off.

Cunning wish allows me to go off using any animate effects and wish for stroke. I feel that the purpose of the wish in dragon is very different from its role in 4cc or Control Slaver, it is actually use as a kill con instead of an answer finder. Another reason is i cant run 2 stroke and neither do i want to do so as cunning wish sometimes fetches things like rebuild or purge, mainly against workshop decks. It also gives the deck an answer to Plat angel which i find quite common these days due to the rise in control slaver. Deed for 7 just does not look feasible.

The biggest drawback of the wish is the limited space in the sb as dicemanx has said, and i cant agree more with that.

For my sb at present i only have 4 wish targets, stroke, coffin purge, rebuild and chains of vapour while the rest are chalice, verdents, titan and null rods. please feel free to criticise or express your views and this is only my $0.02 cents.  Very Happy
29  Eternal Formats / Miscellaneous / [Dragon] Which build is better? on: September 07, 2004, 07:50:41 am
First of all, let me start by congratulating Corey Canfield on winning the myriadgames tournament with his build of dragon. I have been noticing lately that dragon has taken a split down two different ways on how it is build and was wondering if the community would like to dicuss both build and their pros and cons. First of all, let me present both builds.

myriadgames
1st Place: Corey Canfield

Dragon

4 Worldgorger Dragon
4 Squee Goblin Nabob
4 Intuition
4 Force of Will
4 Animate Dead
3 Xantid Swarm
3 Necromancy
2 Compulsion
2 Lim-Dul's Vault
1 Vampiric Tutor
1 Demonic Tutor
1 Mox Ruby
1 Mox Emerald
1 Mox Sapphire
1 Mox Jet
1 Mox Pearl
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Ancestral Recall
1 Crop Rotation
1 Ambassador Laquatus
1 Sundering Titan
4 Bazaar of Baghdad
4 Polluted Delta
3 Underground Sea
2 Bayou
2 Swamp
1 Tropical Island

Sideboard:
4 Null Rod
3 Chalice of the Void
2 Pernicious Deed
2 Verdant Force
1 Sliver Queen
1 Sundering Titan
1 Coffin Purge
1 Deep Analysis

8th Place [Dragon] T8 - Pittsburgh
(I could not find out whose decklist is belongs to, but if the owner could drop me a pm, I would gladly edit his name in.)

4 Force of Will
3 Stifle
3 Xantid Swarm
4 Squee, Goblin Nabob
3 Worldgorger Dragon
1 Ambassador Laquatus
3 Animate Dead
2 Dance of the Dead
3 Necromancy
2 Cunning Wish
1 Demonic Tutor
1 Vampiric Tutor
1 Entomb
1 Crop Rotation
2 Intuition
2 Deep Analysis
1 Ancestral Recall
1 Time Walk
4 Bazaar of Baghdad
4 Underground Sea
4 Polluted Delta
1 Bayou
2 Tropical Island
1 Island
1 Swamp
1 Mox Sapphire
1 Mox Jet
1 Mox Emerald
1 Sol Ring
1 Black Lotus
1 Mana Crypt

Sideboard:
1 Xantid Swarm
2 Sliver Queen
2 Pernicious Deed
2 Naturalize
1 Stroke of Genius
1 Chain of Vapor
1 Stifle
1 Rebuild
1 Coffin Purge
1 Tranquil Domain
1 Blue Elemental Blast
1 Hurkyl's Recall

Differences between both decks

Number of animate effects
Corey's deck run 7 without any dance of the dead while the other runs 8, does anybody who runs 7 feel that there is difficultly in finding it to go off? Personally, I run 8 due to meddling mage being present in my metagame forcing me to run a variety of animate effect (I do not live in Europe nor America and face an unstable meta where it is half power and half not).

Complusion
Corey's deck ran two main, while the other did not run any at all. Does anybody find difficulty in getting the mana to run it effectively, as dragon runs on a very low mana count (19 to 20), I often find complusion difficult to abuse and the only benefit is the discard outlet which can be replace by cards like entomb and crop rotation (getting bazaar).

Lim-Dul's Vault
Many dragon experts has already emphasis the merit of running this card as it allows the deck to setup itself for a next time win. Other then having a slightly difficult casting cost, the card is excellent, however, due to the tight constrant in dragon, my personal opinion is that it does not make the cut.

Stifle
The second decklist runs 3 copies of it and from my testing i have found it to be excellent as it allows you to gain a tempo advantage as it forces the opponent to waste a land drop. I often feel that I would rather have bazaar as a second land drop and if my opponent attempts to wasteland my bazaaar using his second land drop, I could stifle and have the possibility of going off next turn while still avoiding mana drain ( Of course, barring going second and opponent having lotus or sapphire)

Crop Rotation
Both decks uses it now, however i still do not like losing a land and without squees in hand, getting bazzar does not get you a lot of card advantage. I hope that experts could enligthen me on the issue.

Intuition and Deep Analysis
Corey's deck runs 4 while the other runs 2 plus two deep analysis. I often find 4 intuitions too clunky and given that deep analysis also has synergy with bazaar, I would prefer running two each as sometimes the squee just would not come out and bazaar it not giving me any card advantage.

Entomb
This is also found in the second decklist and I think that it is a card wouldwhile running as it gets dragon, squee, deep analysis, Ambassador and other creatures like titan and force after sb.

Cunning Wish
Another big differences between the two decks is that the second one has a backup win con in cunning wish allowing it to go off even with bazaar in place but with dragon in the Graveyard.

Number of moxes to play
I have tested with all 5 and also only 3 on colour moxes and feel that running all 5 is not a nessecity during the early game, getting colour mana is very important. I understand the advantage of going off a turn early with a mox but feel that with all 5 moxes, there is a slight strain on the mana base.

Sideboard
Very big difference there as the second one is tuned with cunning wish in mind. I agree with dicemanx and shockwave that 3 null rods and 4 chalice is extremely important in the SB and at least 2 Verdent Forces and 2 Titans are also a staple. That would have taken up 11 spots leaving for cunning wish targets, which i think should be stroke (win con), coffin purge, chain of vapour and rebuild. I am very hesitent on the SB and would apprepriciate any help that can be given.


Similarities


Duress vs Xantid
Both decks conclude that xantid is better and I personally feel the same as it give better protection against control. Against Workshop decks, Xantid may be useless, however duress may not be too useful too with welder running around everywhere.

Basic lands
Both decks runs two though Corey prefer two swamps over 1 island and 1 swamp. I prefer the later as i run stifles while those that do not may prefer the first.

Now that I have compared both decks there are a two questions that I would like to raise.

1. Is Pern deed still needed in the SB? From testing, it has very terrible synergy with Chalice of the void and I have taken it out. What matchup odes the help againsts? Workshop? My feelings is that if i have 3 mana to cast deed against workshop, I would probable be safe already as Workshop decks are at their best in the early game (turn 1 and 2)

2. Forgive my stupidness but how can i stop blessings from occuring without coffin purge purging it in response?


I cant think of any further questions but would like to thank especially DicemanX and ShockWave who have contributed a lot into dragon and if they could kindly give their thoughts, I would greatly appreciated it. This is my first time writing a discussion and please forgive me if I omitted to credit somebody or did not do an excellent job, Thanks!
30  Eternal Formats / Miscellaneous / What impact will Crucible of Worlds have on the metagame? on: August 14, 2004, 06:00:03 am
Hi,

For people who think that crucible is broken in stax, here are a few common plays:

first turn : workshop trinisphere
opp players: wasteland

There goes your second turn crucible plan. granted, a first turn tri followed by second turn CoW is powerful, but a first turn wasteland/stripmine on your workshop is even more powerful.

You have 5 strip compared to his 4 workshop so you have an advantage after all. Aggressive mulliganing into first turn trini is a play that I would make only if I am facing combo, Draw 7, TPS, Belcher.

Aggressive mulligan for stax going first is suicide if you are hit by a wasteland. I am a 4c control player and I can tell you that after the wasteland, just cuning wish for a RnR and you should have the game in the bag. Cunning wish for RnR is even easier if you are going first and happen to open with mox land.

Furthermore, using StarCity power 9 tournament as an example, there were 6 decks that use 4 wastelands, 1 that used 3 and only meandeck titan did not use any, 7 of the decks also run 4 x Fow each so stopping a first turn tri and sec turn CoW does not seem so hard at all.

CoW is a powerful card indeed but to call for any restriction in the present metagame is not necessary in my opinion as I think that a very healthy metagame is going arouhd.
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