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Vintage Community Discussion / Non-Vintage / Re: The most luck intensive format?
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on: June 11, 2008, 07:44:04 pm
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Got a question for you all.
My friend and I are butting heads on this subject. Both of us actively play all the formats out there and of course each of us has our favorites. I prefer Vintage/Legacy/Pauper and he prefers Extended/Sealed Deck/Draft/MTGO. I apprently missed the memo on when the made MTGO a format.
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Eternal Formats / Miscellaneous / Re: Brainstorm, Flash, Gush, Scroll, and Ponder Restricted
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on: June 02, 2008, 12:37:22 pm
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The way I see it everyone has two options at this point.
1. Go away an either quit playing Magic, or play another format. Either way quit bitching and just go away.
2. (Recommended) Quit bitching and start working on new decks.
Personally I love the changes. They make the format interesting again instead of having a Flash vs Gush vs shitty deck metagame.
But for those of you that don't. Quit bitching. There is absolutely nothing you can do about it.
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: The Richmond Thread
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on: May 13, 2008, 07:55:40 am
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This tournament was really inspiring for me. On both days the top eight was loaded with extremely solid players, and the top of the field was incredibly diverse. On day two as an example, we had
Ichorid GAT Oath Painter Flash 2x Gush Combo MUD
Sure, this top eight had 20 Gushes, but it also had 24 Brainstorms and 24 Force of Wills.
I made a controversial statement in the car on the ride home, that the best card in the format wasn't Ancestral Recall or Yawgmoth's Will but Fastbond. I can react to my opponent having Ancestral or Will in his hand, but if he has Fastbond and I can't win a turn 0 counterwar, my chances to win are incredibly small regardless of what I'm playing.
I think the format is actually fairly healthy right now. However, I do think Fastbond lends itself to making the format less healthy than it could be.
Ummm, I seem to remember the format being pretty healthy before they unrestricted Gush. And if they restrict Force of Will... I quit.
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: The Richmond Thread
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on: May 12, 2008, 11:03:31 am
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I am sure SCG is more then willing to run the actual tournaments at a loss. I am pretty sure the majority have been. Where they actually make money is from buying cards and the putting them on the website for resale. It is similar to GenCon where most of the booths actually operate at a loss. But make it all back later by getting there name out there.
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Eternal Formats / Miscellaneous / Re: [Premium Article] So Many Insane Plays - Winning in Vinage on a Budget
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on: May 01, 2008, 10:35:35 am
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hate to say it, but I really think that the only way to incite massive interest in T1 would be to reprint all the broken cards so that the gaps between the formats would shrink. Would you rather spend 50 dollars for 2/3 of a box of cards or a playset of cards only playable in T1? While it is true that T1 is actually cheaper (over time) than T2 to play, people would rather spend that small amount of money getting boxes of the new set and being able to play T2 than they would saving the money over a long period of time to get staples for the least common format.
A good point. I've believed for a long time that if Wizards really did care about the Vintage environment they would do more to bolster the interest of new players. Getting in to Vintage is daunting. Most new Vintage players show up to tournaments and are seriously crushed by their oppenents superior cards, overwhelmed tthey seldom come back for more beatings. When they do ask how to improve their decks they get the same answers, go buy 4xFoW, get duals, etc... That is a big hit to the wallet or a big hit to their trade binders, and a bigger hit to there willingness to join the community. If Wizards really wanted to increase playership in the Vintage environment they should do a stand alone reprint of Type 1 staples (that are legal). Hell they could charge $15 a pack and sell out in no time. Oh, but what about the secondary market? Wouldn't it decrease the value of all these overpirced cards? I doubt it would change things much. Most veteran Vintage players would still rather have the Betas and foriegn foils. Besides if any retailer thinks that having 5 cards worth $200 each sit in their showcase for 2 months is better then selling 50 cards at $30-$40 each plus the booster packs at $15 each is a retard and deserves to go out of business. But to seriously foster growth in the the format veteran players need to help encourage the new kids with advice, budget alternatives, and sharing of card pools. Personally I'll lend out almost anything in my collection to almost any player that shows up to our local Vintage tourneys. Don't be a douche and laugh at a new players poor card pool, serioulsy that is the most disrespectful and discouraging thing you can do. Wizards has stated many times they don't really care more than they have to about T1. Sure T1 gets a nod here and there. But largely they do not use time and resources on a format that brings them almost no income. Most PTQ players buy there cards off EBay and/or dealers at an event. Casual players are the ones that typically buy boxes from stores. No I am not a T1 player. And my points are not based on a T1 players perspective. The only way I play T1 is if I can find people willing to borrow me cards. If I can't, o well. Missing a T1 tournament isn't a big deal to me. I'm not saying any group of players is any less elitist than other groups of Magic players. I am just stating a common perspective from my experiences with other players. PTQ players are normally considered elitist by casual players, you don't hear us crying about it. It is just a simple fact and I very highly doubt it will go away no matter what is done. But all one can do about it is individually not be an ass to other people. But on the whole no matter how much people sit and talk about it, there are just people that don't like T1. Deal with it. Everyone has there own opinion on what makes Magic fun. The reality of that is that most people do not like T1. Even among T1 players I hear more complaining about how the format sucks (because of Flash, Gifts, Trinisphere, whatever) at any given time than any other formats. T1 is a pretty stale format in all reality. You play Gush decks or Flash, than people play decks with Dark Confidants that beat those decks. Than occasionally someone plays the Boogieman (Ichorid) and scares a couple people.
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Eternal Formats / Miscellaneous / Re: [Premium Article] So Many Insane Plays - Winning in Vinage on a Budget
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on: April 30, 2008, 10:07:41 pm
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The issue with that is, from what I've found, the type one scene is just as unfriendly, unaccepting, and just generally as unpleasant as a PTQ. This saddens me. One of the best things about Vintage, I have found, is its tournament scene is friendly and pleasant. I hope your next type 1 events are more pleasant. Actually, you are pretty wrong. Or mabye I am just using a diffrent definition of friendly and pleasant. It is nothing against you or anyone personally. But diffrent cliques in Magic pretty much stick to themselves. And you Phil are definitly part of the "In" crowd of T1 players. Thanks for telling me my opinion is wrong. I am very thankful of you to point out my silly mistake of believing what I have experienced. I am clearly incorrect, which you have proven with your rock solid counter argument specifically disproving my beliefs and experiences. And apparently I was always part of the 'in' crowd. Even when I first started playing Type 1. /sarcasm But, I pretty much hang out with the same people at every event. So you're being critical of ICBMers or GWSers doing it, but then you admit to hanging out with the same people at each event. Interesting. The fact that most people tend to hang out with the same people isn't a type 1 thing--it is a human thing. If given the choice, most people would rather talk and have a conversation with someone they know than with someone they don't. I'll probably end up talking to Fisher and Endress more than I will other teammates like Rhyno and Soly simply because I have known and have been friends with Fisher and Endress longer. Additonally, I do know multiple people that do think the local T1 community is filled with complete asses. And refuse to play T1 because of it. There are always people who will think that. There are also usually some asses. The latter isn't unique to type 1--it's unique to practically every conceivable social situation that humans hae ever came up with. Then you have to realize that people can change, especially with age. And finally, that first impressions can be wrong. I remember when I first started I thought Ben Carp was a complete ass--and today I would never think such a thing since he is one of the nicest guys I have ever met. but there is no real attempts to reach out I can only speak for myself and also talk about what I have observed. If my opponent played a sportsmanlike match I'll generally inquire about their deck as a conversation starter. Or I rewind back to a critical play and inquire about why he chose his action--or ask his opinion on my action. Endress tends to do the latter a lot. Anyways, I believe this was a good article aimed at those who play other formats and might have an interest. From the forums, it appears that a number of people don't play Vintage, but still read Steve's articles since they contain tons of facts and are well written. I'm moxlotus and I approve this article /Flag waving in background I never said I was a better person than anyone else. Or even that I personally care about growing the T1 community. I also don't fault anyone for being human. Although I do agree with you that one can only speak for oneself, which is exactly what I did. Those were my observations. It is not my problem that T1 players are elitest. I hope -- no, I think -- that this is the case. For people who love Magic, Vintage is pretty much a must-play format simply because its so completely fascinating.
It would be like going to an amusement park, and riding all of the rides but the tallest and fastest roller coaster.
Sure, it might look terrifying, but it's the coolest and the best.
Actually, it is a must play format because there are very few good Magic players that play T1 and people give out $200+ prizes. Give me a 2 on 2 or 3 on 3 draft any day of the week.
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Eternal Formats / Miscellaneous / Re: [Premium Article] So Many Insane Plays - Winning in Vinage on a Budget
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on: April 30, 2008, 11:31:10 am
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The issue with that is, from what I've found, the type one scene is just as unfriendly, unaccepting, and just generally as unpleasant as a PTQ. This saddens me. One of the best things about Vintage, I have found, is its tournament scene is friendly and pleasant. I hope your next type 1 events are more pleasant. Actually, you are pretty wrong. Or mabye I am just using a diffrent definition of friendly and pleasant. It is nothing against you or anyone personally. But diffrent cliques in Magic pretty much stick to themselves. And you Phil are definitly part of the "In" crowd of T1 players. The Type One scene is on the whole, no less friendly or unfriendly than any other Magic tournamet. And on the whole, with a few exceptions everyone is polite and personable when they are there, but there is no real attempts to reach out. I would be willing to bet you when I walk into ICBM 4 I pretty much know who will be hanging out with who, and there really isn't a lot of interaction between those diffrent groups. And I am not just talking about ICBM guys hanging out with ICBM guys and GWS hanging out with GWS. There are even noticable splits in between those groups. And while I am on neither team, I am on at least sociable terms, if not friendly terms, with almost everyone in the local T1 community. But, I pretty much hang out with the same people at every event. Additonally, I do know multiple people that do think the local T1 community is filled with complete asses. And refuse to play T1 because of it.
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Eternal Formats / Miscellaneous / Re: [Deck/Primer] NLD- Next Level Doomsday
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on: April 30, 2008, 11:06:35 am
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I'm the Andy Kobe was talking about. My opening hand was:
Underground Sea Dark Ritual Dark Ritual Thoughtseize Doomsday Doomsday R/D
The question is; If you go turn one Dark Ritual Doomsday what stack allows you to win on turn two. Kobe's solution would work if there was a second Island in hand. But by casting Doomsday you won't have a second Island for Gush. Every solution I could come up with didn't work because there wasn't another Island for Gush.
Another hit agaisnt Kobe's pile is that R/D is already in hand.
The best solution I have been able to find is:
Go USea, Rit, Doomsday. Make the following pile:
Ancestral Black Lotus Demonic Tutor Yawg Will Tendrils of Agony
Than untap draw Ancestral
Play Ancestral (Storm 1, zero mana) Play Lotus (Storm 2, zero mana) Play Dark Ritual, sac'ing Lotus (Storm 3, BBBBB) Play Demonic Tutor ---> Tendrils of Agony (Storm 4, BBB) Play Yawg Will (Storm 5, zero mana) Play Black Lotus (Storm 6, zero mana) Play Dark Ritual, sac'ing Lotus (Storm 7, BBBBB) Play Thoughtseize (Storm 8, BBBB) Play Tendrils of Agony for 18.
My best guess is that there is something with Twister that works... but I havn't figured it out yet.
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Eternal Formats / Miscellaneous / Re: [Deck/Primer] NLD- Next Level Doomsday
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on: April 30, 2008, 07:27:18 am
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My orginal thought was something really similar to this... the problem was the hand didn't have a second land for the alt cost on Gush. Mabye I am missing it in your post... but I don't see where you got a second Island from. Which is the problem I kept running into, every solution I came up with required Gush... but I didn't have the second Island.
It's a pass-the-turn kill, so it requires that you have an Island in hand to play on the next turn. Right... that is what I said in my orginal post... but that specific hand doesn't have an Island in it... so I am not really sure the point of your post.
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Eternal Formats / Miscellaneous / Re: [Deck/Primer] NLD- Next Level Doomsday
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on: April 29, 2008, 10:32:52 pm
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After thinking about Andy's hand and reading the last few posts I figured out the kill we've all been waiting for, the pass the turn kill.
There is no additional requirements beyond having UB or UG for mana. It does a guaranteed 18 damage and up to 20 if you're willing to gamble just a little and your mana is 2 islands (90% of the time it's a kill). If your mana is land + mox it deals 20 damage 100% of the time. Here's the stack.
Ancestral Lotus R/D Yawgmoth's Will Tendrils
Ancestral (U) Lotus for GGG Will (G) Lotus for UUU R/D (UU) -> shuffle in Lotus, Petal, Gush, Gush Ancestral (U) (storm = 6) Gush (storm = 7) Lotus for BBB (storm = 8) (UBBB) Petal (storm = 9) Tendrils (storm = 10)
If you don't hit a Gush on R/D that means you've got Lotus, Petal, and Tendrils which is good enough for 18.
If you mana looks like Mox + Land you can follow the same stack except shuffle in Lotus and Chain of Vapor. This way you'll Ancestral into this line of play:
Lotus for BBB (UBBB) (storm =7) Chain the mox (BBB) (storm =8) Mox and tap it (1BBB) (storm = 9) Tendrils for 20
My orginal thought was something really similar to this... the problem was the hand didn't have a second land for the alt cost on Gush. Mabye I am missing it in your post... but I don't see where you got a second Island from. Which is the problem I kept running into, every solution I came up with required Gush... but I didn't have the second Island.
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Eternal Formats / Creative / Re: [Deck] Goblin Sligh 2K8
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on: April 29, 2008, 08:09:39 am
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Why did I plan for the worst case scenario?
Because it is what those decks are supposed to do. Kill you FASTER. Alot faster.
Why is it ridiculous to be prepared for the worst?
Ok, you didn't plan for those scenarios. Then you lose turn 1 to Flash and Turn 2 to Ichorid.
Then you'll comment, "Restrict Flash, turn 1 kills are not playing, it's merely winning.", "Ichorid is too powerful, blah blah..."
Whereas, you could have prevented those from happening if and only if you have plans for those scenarios.
Remember, Flash has "11 Flash cards" in it's deck (4 Flash, 4 Scrolls, 3 Tutors), "9 Hulks" (3 Pact, 4 Hulks, 2 Tutors), "8 Counters" (4 Pacts, 4 FoW), has some fixers (4 Brainstorm is the most common). What are the odds of not drawing those in hand?
Plus, If you could hold their "worst case scenario" plays, it is most likely that you'll hold their "not-so-worst case scenario" such as Flash not killing you on turn 1, Ichorid not swarming you on turn 2, etc...
Focus on speed: Yes goblins are fast. I mean, THEY ARE FAST. I agree that you should take on speed.
But there are other decks faster than them. Affinity. Flash. Ichorid. Those decks exist in reality. However, they have weaknesses that turns their speed into nothing. namely: Null Rod for Affinity and LotV for Flash and Ichorid. It destroys their gameplan.
What happens when it is destroyed? Either their fast plays are slowed or they lose.
Ok, you plan for speed. Suddenly, Warchief got countered. Haste is lost. They got their Timewalk.
As to what GUnit have said, Those decks (Flash, Oath) wins faster on the average. Especially Flash.
Speed is good. But if used recklessly, w/o disruption (LotV) and plans you could actually lose even if you are already winning.
I am about as anti main deck Leyline as you can get. But if you go back, and actually read what has been said (In this thread and the Not Quite Goblins Thread, I'm not going to copy paste everything every time I make a post, just to bump my post count.), even I have said that I would play main deck Leyline if I figured a specific tournament needed it. But if I go to an event and there is only a couple of Flash or Ichorid decks, I'm going to just shurg and accept the possibility that I will lose to turn one Flash. But even than if the game goes on for a turn or two, Goblins doesn't really have that terrible of a matchup, against Flash or Ichorid. The best example for me last year was playing Goblins at SCG: Indy. I went there knowing that Goblins had a good matchup against pretty much everything that was suppost to be there. But also realizing that over the course of a 7 or 8 round tournament, broken things can happen. I was willing to accept this risk knowing there wasn't really anything I was going to be able to do about. But knowing as long as my opponenets didn't get amazing lucky, or me getting amazing unlucky, I thought I had a pretty good chance. I ended up finishing like 18th or 20th or something just out of prizes. Where my only loses came when I was way ahead and my oppoenent was pertty good at top decking. Sometimes you just have to go to a tournament knowing that there will be acceptable loses.
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Eternal Formats / Miscellaneous / Re: [Premium Article] So Many Insane Plays - Winning in Vinage on a Budget
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on: April 28, 2008, 01:10:55 pm
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While I think it is a good thing to get more people involved in T1. I think you guys are looking at this the wrong way.
The problem, I believe, for most people have with getting into Type One isn't really a money issue at all. I would be willing to bet that the average person looking to get into T1 isn't someone that is just starting to play Magic. But more of the PTQ crowd looking for competitive tournaments to play in between PTQs. Which genearlly have pretty decent sized collections, probably wouldn't have much of a problem trading Standard or Extended cards for T1 cards. The difficulty is normally finding T1 players willing to "trade down" there T1 playables for Standard playables is much harder to find. Also a lot of T1 players only have 4x Force, 4x Merchant Scroll, 4x Duels, 4x Worskshop, 1x Mystical, 1x YawgWill, ect. Not a lot of people are willing to part with or break up there playsets of things, incase they decide to play RandomX.dec at the next tournament.
Even in the Milwaukee area with Team GWS and ICBM, both which have extremely talented Magic players, most only play T1. The T2/PTQ players, which there are quite a few good ones, stick to T2/PTQs. There are very few indviduals that play both, unless an event is local. Either an ICBM open or a tournament at Game Universe (the major Milwaukee area store).
Most of these said T2/PTQ players also don't want to play budget decks, because while they may be competitive, they genearlly are not up to par against most T1 decks. And if they were to go to a T1 tournament they would not be showing up to mearly hand over there 20-30 dollars and lose. They want to attend a tournament with a deck they belive has a legitimite chance to win. Not HideTideVersion.Outdated.dec.
The other big factor is learning curve. Just having to learn an entire new set of 20+ viable or potentially viable decks, along with a set of cards that is 15 years old is a daunting task. While yes, you can cut out a massive amount of chaff (seriously who cares about the 15 varient of Shock?), it is a massivly daunting task when you have no clear starting point on where to look.
The third smaller factor is that the format is still seen as completely luck based. And while I can not honestly say this is entirely untrue, as there are a lot of things that happen where you are just simply boned (turn 1 Orchard/Oath, or turn 1 Flash kill you, top deck YawgWill). There is still a decent amount of interactivity involved, where playskill will win the day. And dispelling the myth that T1 is COMPLETLY luck based will go a long way towards getting more people involved in the format. Because over the long run the best players will win the most. But it is hard to get someone to believe that when they show up for there first tournament and get Flashed out on turn one twice in round one.
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Eternal Formats / Creative / Re: [Deck]Not Quite Goblins.
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on: April 27, 2008, 12:11:37 pm
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This deck has a fundamentally differant match-up against combo, oath, and flash. Bitter Ordeal for 2 on turn 2 will typically slow any of these decks to a halt. Which is why Gargadon is so amazing against Oath. Its not that Gargadon will attack for the win - its that you can stall your opponent out for 3-6 turns while you get enough ordeal's to strip out their dudes. They you start to win.
While it's true that Oath will have thier oath of druilds in hand roughly 40% of the time, the turn 1 oath of druids requires more than just oath in hand. Also if an oath player is unsure what the opponent is playing, then they may opt to mull a hand even with a turn 1 oath if it has no other counters/business.
I guess thats why I think this deck is so interesting. It has similar strengths to a traditional goblin build - but it takes the "hopeless" matches and moves them into the "Not bad, but I'm not looking forward too..." matches.
Or you could simply suspend the Gargodon. When they play Oath, you untap. Attack with your team. Than after combat eat them all to Gargs. Than you simply sit there and build up a hand of Goblins + Warchief. Than when Gargs is ready to come home from vacation. You un Suspend him. Than play all your Goblins + Warchief and alpha strike for the win. Than you don't have to waste any slots on crappy Bitter Ordeal.
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Eternal Formats / Creative / Re: [Deck] Goblin Sligh 2K8
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on: April 27, 2008, 12:08:19 pm
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Does an active Sharpshooter force Flash to bounce him or lose? Against Slivers you just nuke all the Slivers. Against Flash, you can either try to get lucky and ping the Feeder in response to the first sacrifice, or you just start putting points to their head. Assuming you start with more life than they do, every Fanatic activation costs them two life and you one.
There is no real "getting lucky" with a Sharpshooter against Flash. With cards like Mogg Fanatic and Skirk Prospecter that sacrifice themselves. Combine that with there entire combo untapping Sharpshooter. It becomes pretty easy to kill a Carrion Feeder. Also, they should shoot your Sharpshooter with the first activation of Mogg Fanatic. I used Simian Spirit Guide before. I don't like it. Takes too much space in the deck. I rather have Sol Ring/Mana Crypt and Lotus Petal + Skirk Prospectors. At Goblin SharpshooterNo, I don't like this guy and won't like it unless all Vintage decks becomes aggro. 1st off, It doesn't kill a Juggernaut. 2nd, It does nothing in Lark Flash combo., 3rd It doesn't even scratch DSC. 4th, you need 2 of these to kill Ichorid tokens, which is unlikely because Ichorid kills early, plus LotV is there. It has no synergy w/ LotV, which is our FoW in most decks. When it attacks, it gets frozen unless something died and went to a GY, which is unlikely bec. of LotV (ok probably on your side, it will matter since you are NOT affected by your OWN LotV.) Gempalm Incinerators deals MORE damage and nets you a card.  So it kills Welders and Confidants. What does Mogg Fanatic do? How do you not kill a Jugs with a Sharpshooter? Block with a Goblin Lackey. Put damage on the stack. Shoot with the Sharpshooter. Resolve combat damage. Untap Sharpshooter. Shoot Jugs. Jugs dies untap Sharpshooter for fun and profit. Goblin Incinerator doesn't kill a DSC, so your point here is completely useless and invalid. SSG > Sol Ring Your arguments for LotV being a non-bo not that good. First if you have a Leyline against Ichorid game one. Congrats you are the victor. Games 2 and 3 you are probably winning. But if they remove Leyline, Sharpshooter is insane. It allows you to kill all there Nacromobes and Ichorids. Than respond to the Bridge triggers by either A) sacrificing a Prospecter or Fanatic. Or B) shotting a Goblin with Sharpshooter to ace all there bridges. The odds of them starting with a Leyline games two or three are also way lower then yours. Because they have to look for specific combinations of cards to have a keepable hand. There for they can simply not keep a hand based on Leyline of the Void. They need a hand that has Leyline hate + a dredger + Bazaar (or Breakthough or Colissum) to have a chance. They can't afford the luxuray of just trying to hit Leyline. Same thing with Flash. Congrats you just won game one. Game two same thing as against Ichorid. If you have a Leyline your probably winning. And even if they remove it. Sharpshooter shuts down all of the Flash kills except Disciples. And, even if ALL it does is destroy every Fish deck and every Welder deck. Is one spot really to much to ask? But, I do agree with you. You specificlly, should not play Goblin Sharpshooter since you do not know all the interactions with it, which makes you unable to use the card to its maximum value. You should definitly play a Goblin Incinerator in that slot. For the record, that is not a flame. It is simply me stating my opinion based on the statements he made about the card. I am simply trying to help him get the most out of his deck. I wouldn't recommend to one of my friends to play Doomsday in Trop Storm if I thought they couldn't play the card correctly.
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Eternal Formats / Creative / Re: [Deck]Not Quite Goblins.
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on: April 23, 2008, 07:40:00 am
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@Mods Can we combine this thread and the Goblin Sligh 2K8 thread? They both have worked themselves to the same place. Chief and I have also answered most of these questions there. It is just getting redundant to have two threads. @Everyone else I have already answered kaos's questions regarding 2 Sharpshooters, Tarfire, and Pyrostatic Pillar here: http://www.themanadrain.com/index.php?topic=35663.0[quote author=kaos42069 link=topic=35588.msg497165#msg497165 date=1208928848 Mana base... why run 6 mountains? why not add in 2 more fetch lands and 4 of the RB shock lands? you HAVE to have turn 2 black mana for earwing squad... Pithing needle is a GREAT card for sideboard... its one of the most effective stops in the game.[/quote] I am really seriously trying to help you here. But this is the last time I answer a question of yours in which you state something obviously stupid than can be answered by simply reading the card. Yes Earwig Squad casting cost is 3BB. By hard casting it though you do not trigger the prowl. Which means you never want to do it. There for 99% of the time you do not care if you have double black. RTFC dude. The situation in which this come up are not going to happen until turn 4 or 5 at the earliest. It is also ridiculously rare in Type One for those situations to come up. The only real situation you want to hard cast him is your opponent killed all your Goblins and you are top decking. Almost never happens. The reason to run 6 Mountains and 6 Fetches instead of 4 Mountains and 8 Fetches, is in the mid game Goblins is actually a pretty mana hungry deck. And you actually want a well developed mana base. This is even more pronounced by not running AEther Vials. Blood Crypt shouldn't be played as a four of. You could make a case for a one of. But there is nothing more embarrassing for a virtually mono colored deck than losing to a Wasteland. Pithing Needle fails based on the same reasons that Thorn does. It also involves a lot more guessing, and if you are wrong about the named card, you are in even worse shape. Also the list of cards that are played right now is pretty small in which it is effective against. At Pyrostatic Pillar.
I SB'ed this mainly because of Storm. Storms can find answers easily to Thorn of Amethyst, namely Hurkyl's Recall and Rebuild.
But yet again, they have Echoing Truth for Pillars so... hahahaha
Anyways, Pillars kill them (In addition of paying life through Necro/Bargain + using Vamp Tutors), Thorns don't...
In conclusion, Thorns maybe better than Pillars. I will test this out.
About the Oath Matchup.
What do most people prefer, the Greater Gargadon or Goblin Bombardment?
Greater Gargadon is a total CRAP in Oaths packing Akroma + Razia (the Boros Archangel? spell check?), which unless by some kind of miracle, you got atleast 2 Gargadons out, beating the hell out of Oath's pants.
Bombardment deals w/ them. Akroma doesn't see play.
Don't even bother testing Thorn, they are crap in Goblins. Hurkyl's and Rebuild are also much more common than Echoing Truth in peoples boards. Echoing Truth is still also effectively +4 damage to them with a Pillar in play (2 from Merchant Scroll and 2 from Truth). Personally, I agree with Chief from the other thread. Neither of them are really needed. The match up in all reality isn't that bad for Goblins. Boarding in Extirpate and REB makes life really difficult on them. Also if they are still running Angels so much the better for you. Angels are actually easier to beat. You are actually perfectly capable of racing them. If I had to play one though it would be Gargs. Because you can set up one big turn and alpha strike them using Warchiefs, Drivers and Gargs coming off suspend.
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Eternal Formats / Creative / Re: [Deck] Goblin Sligh 2K8
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on: April 23, 2008, 06:59:05 am
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How would it not trigger earwing squad? it says whenever a goblin deals dmg to an opponent...its a goblin.
I was agreeing with sharpshooter...i run 2 copies main deck. Even mana'd ichorid runs bridge from below...so making a comment about which type of ichorid deck was irrelevant.
Almost every spell in this deck is under a 4cc cost so pillar is going to be dmging us every since spell.... it just doesn't seam worth it to me. But if you want to run it in yours and chiefs build, thats cool i was just trying to point out other options.
For starters. eightywpm beat me to it on prowl. Apparently, the hardest skill in Magic really is to read the card.2. Wtf are you talking about? Who said anything about Bridge from Below? Thorn has no relation to Bridge what-so-ever. Did you even stop to consider your what you were saying? Bridge doesn't need mana to work. It simply sits in your graveyard and does its thing. The ONLY relevant card in Ichorid that Thorn affects is Dread Return. Yes, for Manaless Ichorid that 1 mana can be rough. For the GOOD version of Ichorid 1 mana is no problem. Which makes Thorn completely irrelevant and you just wasted 2 mana and probably your entire turn doing absolutely nothing. 3. While you are agreeing Sharpshooter is good. Two of them is also to many. With Matron you are effectively running 5. And there are a number of match ups you don't want to draw him in. 4. While I appreciate you trying to point out other options, you are simply wrong. Apparently those 5 reasons weren't enough or I didn't explain it clearly. So let me try one more time, than if you still want to run Thorn feel free to run a suboptimal sideboard and continue to be stupid.Yes you will take damage from Pillar. You might even take a lot of damage from Pillar. Who cares? Your life total doesn't really matter. WHAT!?! Goblins life total doesn't matter? How can that possibly be? 1. Flash does infinite damage. If they resolve a Flash it doesn't matter how high your life total is... you will die. 2. Empty the Warrens decks. They will either make way more guys than you can handle, or enough that you can whittle them away by attacking/blocking. Such is the advantage of running creatures. Even if they make 20 guys, they probably took a ton of damage doing it, and will not be in a position to attack you with all of them. At that point is simply becomes a game of resource management. Odds are they will no longer be able to cast more than 2-3 spells without dying to Pillar. And won't be able to effectively attack you because if they commit to many guys to attacking you can simply attack back for the win. 3. Long variants. These match ups aren't that great to begin with. But all of there storm spells cost 3 or less. So there for as long as you keep your life total higher than there's in theory they have to Tendrils you twice to win. Otherwise they won't have enough Storm to kill you. 4. Pillar is a threat, not an answer. Pillar is a card you combo/control opponent must answer before they can effectively deploy there strategy against you. There for disrupting them as a bonus by not letting them use there robust draw, and tutor engines to maximum effect. Yes it affect hurts you also, but it hurts your opponent more. All of the cards you play pro actively kill your opponent. Which is massive synergy with dooders that turn sideways. For every two damage you take by casting a Goblin, that Goblin will break you even, and even get you ahead of the Pillar by attacking. All the while you are putting them under pressure to act NOW. How is this a good thing for an aggro deck? Seems counterintuitive. But its not. By forcing your opponent to act NOW, even if they kill you, you are forcing them to get lucky. Not just simply allowing them to sit around and deploy there strategy to maximum effectiveness. Against Thorn on the other hand, it is not putting them in any such position to force there hand. You are not even really slowing them down that much. Because you are using your entire turn one or two to cast a two mana artifact that doesn't pro actively attack your opponents life total. While this is fine in a Stax deck, because there goal is to entirely lock you out of playing spells. Your goal is to reduce there life total from 20 to zero as quickly as possible. Thorn does not help you in this goal, while Pillar actively pursues it with every card your opponent plays. By using your entire turn to play Thorn and not actively trying to accomplish your goal, you are effectively giving them the one mana to pay for Thorn the first time they play a spell every turn. Kaos if you would like to play terrible cards in your Goblin deck, feel free. It is after all your choice after all. Just don't come complaining to me when you lose they are not Pillars. Full Warning for violation of Rule 2, Inflammatory Posting (flaming). In addition, your writing skills leave something to be desired. Reviewing the site rules may help you to better understand TMD's posting standards, and how calling people stupid falls short of them. -DA
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Eternal Formats / Creative / Re: [Deck] Goblin Sligh 2K8
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on: April 22, 2008, 12:14:11 pm
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IMO 2 sharpshooters is the effective # it kills more creatures... But then again i play against ichorid and platinum angel a lot.
Why no tarfire? its a goblin spell that you can search for or get with ringleader...
Has anyone thought about sideboarding THorn of amethyst instead of the pyrostatic pillar? I mean that spell kills us just as fast as our opponent...with goblins the thorn of amethyst isnt going to hit very many of our spells. while effectivly stopping manaless ichorid from being able to use its disruption or dredge return, and it slows tendrils down enough to be able to stop it from storming out consistantly.
Because Tarfire is awful. 1. It doesn't pump Piledriver 2. It doesn't trigger Earwig Squad. 3. Any other Goblin in the deck has a higher potential damage output. 4. Goblin Incinerator can kill any creature in the format not named DSC, draw you a card, and pumps your Piledrivers and trigger your Earwig Squad. 5. Sharpshooter kills all of your opponents creatures not named DSC, your opponent, pumps your Piledriver, and triggers your Earwig Squad. 6. Stingscourger removes any blocker in the format, pumps your Piledriver, and triggers your Earwig Squad. 7. It doesn't sacrifice for mana to Prospectors. Throns is terrible because: 1. It is an answer not a threat. 2. Pillar is threat and an answer. It pro actively kills your opponent. While making it hard for them to set up because you close the window on how long the game will last. Back to the balance between Disruption vs Aggressiveness again. 3. Go dig up an article from 1995 on why Orcish Artillery is good, if you are scared of damaging yourself. Yes Pillar will do damage to you. But you all the things you are taking damage for directly kills your opponent. I will gladly take 2 from Pillar to play a Piledriver if I get to attack them with it for 7. 4. Manaless Ichroid doesn't exist in Chief and my metagame. Because it is garbage. Mana Ichorid is where it is at. You are just stuck waiting for the rest of the world to catch up. 5. The best Storm combo deck right now plays 2x Doomsday... seems good for the Pillar team. Dito with Fastbond. Ever spell they cast means 2 less mana when they start Gushing.
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: When Ponies Attack! 4th in Norwich
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on: April 22, 2008, 11:21:12 am
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I meant Ponder as a draw spell, not just to pump goyf. Plus, there is some blue in the deck, and I'm wondering if there would be a way to toss force of will in the deck. As it stands, there are 10 blue spells in the deck. I personally think that 4 mindcensor might be too many, and I also think that 4 stp is one or two too many. Probably one too many. Ponders and brainstorms could be uses to dig for creatures or skullclamp, something that skullclamp can't do on its own, especially first turn. Granted, though, you do run a ton of creatures.
Plus, I don't really remember Goblins ever really using vial, unless it was in legacy. I could be mistaken, though. I wouldn't mind vial in this deck, because the games seem like they would take a lot longer than a Game of goblins doing what its suppose to do.
It has nothing to do with it being to slow for Goblins. But everything to do with Flash making the format to fast right now.
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: When Ponies Attack! 4th in Norwich
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on: April 22, 2008, 07:27:06 am
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It may be outdated tech, but has anyone thought of running vial in that uwg list?? you run 15(!) 2-drops and 8 3-drops, and that could ease up a lot of the stress on the mana base, letting you use wastelands, especially turn 1, to get the creature train rolling. If you can find the room, ponder would raise the sorcery count for goyf.
Umm Vial is TERRIBLE right now. Even Goblins isn't running it. Also take a lesson from Type 2 players, you don't have to build your deck any special way to make Gofy huge. He just gets there.
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Results] Blue Bell, PA, USA (4/5)
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on: April 22, 2008, 07:23:17 am
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Add another to the list of events that Flash made a significant contribution towards. It boggles my mind how people can claim that this deck does not put up numbers.
An interesting thing to note, though, is the metagame breakdown. There was an overwhelming presence of aggro decks, and a higher-than-usual turnout for decks that'd fall more under "combo" than anything. It felt like there was no control decks there whatsoever. It, no doubt, had an effect on the Top 8 results. Thats because Control is dead in Type One. The community as a whole just hasn't figured this out yet. You either play combo or aggro.
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Eternal Formats / Miscellaneous / Re: [Deck/Primer] Gushin' DDay
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on: April 20, 2008, 12:22:11 am
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I have been testing this deck and I am not really feeling the Scroll, for the following reasons:
- There are not enough ways to find Fastbond. Without Fastbond on the table Scroll is clunky. - The Scroll/Gush/Fastbond engine too often fizzles. Too often you can't find Will, Tendrils or a castable tutor for either of them. Initially I thought this wouldn't be a problem because DDay could be also played in mid-chain - however actually finding the mana for DDay is hard because the mid-chain Scrolls tie up a lot of the mana that GushBond accumulates, and you don't run enough Rituals to lucksack into one *and* Doomsday consistently.
I am thinking of running Necro and some Cabal Rituals in place of the Scrolls. I still believe Necropotence is awesome. Time and testing will determine which one of us is correct.
That is the exact opposite of how the deck has played for me. Also, I think we should call the deck Next Level Doomsday. Bleh, I am so sick of hearing the "Next Level" moniker slapped on every deck after Extended this year. I personally vote for Crunch Berries. Because Doomsday stacks can make you feel like someone is crunching on your berries. Also because Doomsday was printed in a time where busted combo decks were named after breakfast cereals. Also Kobe, which matchups do you try to assume more of a control or aggressive position in?
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Eternal Formats / Creative / Re: [Single Card Discussion] Runed Halo
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on: April 19, 2008, 11:51:55 pm
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1st Issue is its  . 2nd issue, decks run multiple win conditions. Storm Combo runs both warrens and tendrils, name one and they easily get the other. Flash is in general changing to the Lark kill, name Mogg Fanatic? Get a X/X feeder on you next turn. Card is horrid vs. any form of Aggro. Name Dryad against GAT? Take a goyf or Tog to the face. Colossus? Tendrils or X which is whatever the hell they run aside from that. Its cute but unreliable to cast and too broad to be effective. Pithing needle is looked at as a legitmate SB answer to Flash or Ichorid. Why wouldn't this? In fact this is more versitle because you can also name Virulent Sliver and not take the poison counters from them. Don't dismiss this card out of hand just yet. It's major draw back is its  casting cost, not its single target effect. Maybe a Fish or a R/w TMWA will stock this thing. We'll have to see. But it's a good card and will have a place somewhere in Vintage at some point. Nullifying half the threats in your opponent's deck is always good. Peace, -Troy Its problem is really its single target effect when decks run multiple win conditions. Flash is using the superior Lark kill in most cases. In case of slivers, heart sliver still slaps down poison. Naming warrens doesnt seem to prevent damage from tokens. Without looking it up my best guess would be you have to name "Goblin" because that is the name of the token. As for the question is this card good. I am thoroughly convinced it is not better than Meddling Mage. Which is probably the card that it seems like it would be fighting for space with. I can't really see this card being played outside of a Fishesque deck. With Mage you can name things like Merchant Scroll and it attacks for two. Or against something like Flash if you have Leyline of the Void in play you can name Chain of Vapor and effectively win the game right there. Halo only turns off win conditions, which also get turned off by Mage. Mage also tends to cut things off at the soure and requires less guessing. Examples: Mage = Tinker > Halo = DSC or Sundering Titan? Mage = Flash > Halo Mogg Fanatic or Virulent Sliver?
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Eternal Formats / Creative / Re: [Deck] Goblin Sligh 2K8
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on: April 19, 2008, 11:48:43 pm
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Cabal therapy just doesn't get there right now. It's going to cost you a guy to really nail them with it unless you already know your matchuo, but more importantly when do you play a cabal therapy? I've been testing with various 1 cc black cards in my goblins deck and the experience that i have had is that i never wind up wanting to devote the mana to cast them instead of dropping whatever gob i have in hand at the time. curving out is important here- you're never going to keep your oppenent in line enough with goblins to keep them from winning by flat out controlling them. You need to play disruptive elements that are minimally detrimental to your gameplan, as your whole game is to mess with them just enough for the goblin clock to get there before they do.
Completely agreed. Cabal Therapy falls into the to much disruption category. Probably less than 10% of Magic players should seriously consider even playing Cabal Therapy. The our 90% of you are just not good enough to play the card correctly. In T1 the disparity between playing the card to its maximum effectiveness to merely just "good" is massive. In addition in Goblins flashing back Cabal Therapy simply costs you to much tempo for a limited amount of disruption in most cases. Yes, it is capable of winning games. The majority of the time Thoughtseize will simply just be better than randomly naming Merchant Scroll or Force of Will. Mantis:Chief: Can you explain a bit more the deck, wich cards are better than others, why did you choose them and why this number of them, the pairings, (why maulers are golden, why you use sharpshooter, etc. XD). Lot of thanks for your answer Earwig Squad (already been discussed) Leyline of the Void (already been discussed) Other than those... here we go: 0 Sol Ring: Ring just isn't effective in this deck. Without Sedge-Gang Commander or Kiki-Jiki these is just no reason to have it. It is pretty rare when you are going to actually want to play this on turn 1 or 2. Goblin Sharpshooter: This guy is just amazing. He single handily beats the majority of Fish decks. He also allows you to combo out doing a lot of damage by sacrificing Mogg Fanatics and creatures to Skirk Prospector. It is rare when a creature is out of range. Stingscourger: The major reason you have to run this guy is because of Tinker. A fast turn 1 or 2 and sometimes turn 3 Tinker for DSC can probably outrace you. And will definitely out race you if they have access to Time Walk. Also in addition is removes blockers to clear a path for your Goblin Piledrivers. Skirk Prospector: These guys are effectively Lotus Petals two and three that just happen to trigger the Prowl requirement for Earwig Squad. Help you to accelerate into Warchief. They also allow you to combo out with Sharpshooter to do massive damage. Goblin Matron: The other contender for this slot is Goblin Recruiter. It varies on which one is better based on the metagame. My opinion on this is that you want to play Recruiter in metagames that allow you to play AEther Vial. And Matron if the metagame dictates Earwig Squad. Mogg Fanatic: This guy actually does a lot of really useful things. First off it is a 1 drop so it triggers Squads. It kills Dark Confidant. Gets rid of Bridge from Below and kills a Narcomobea. And can 2 for 1 most of Fishes creatures. Allows Sharpshooter to untap. And just generally is a good all around guy. 0 Wasteland/Strip Mine: The format is just to fast for these to be effective in decks that don't seek to form some kind of a lock. You need something like Sphere of Resistance in Stax to slow your opponent down enough to make the effective. The format right now revolves around two, two mana spells that don't need any additional help to win the game, so often any land + mox will win for your opponent. Has anyone thought about using Sensation Gorger? or the new 2 mana goblin from shadowmoor that is uncounterable?
Honestly, I have not tested this guy. And I am not going to. The only way I will test this guy is if Chief tests it out and tells me it is good. His stats are pretty average at Grizzly Bear level. Being uncounterable isn't really that big of a deal. And his ability requiring a mana is just a hinderence. Very few times in Magics history has been slowing down your entire game plan by a whole turn effective. Often times it is just to your opponents benefit. In a T1 this is even more pronounced. It goes back to the aggressiveness vs disruption theory. Making Goblins uncounterable is probably just not worth the cost of slowing down your game plan by a turn.
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