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1  Vintage Community Discussion / Type 4 / Gencon 2011 Type 4 Draft Tournament on: June 27, 2011, 11:54:36 am
Type4Draft.com will be holding a 16 player Type 4 Draft tournament at Gencon this year, August 6th, 2011.

If you are going to Gencon this year, please check it out.

Event IDs
TCG1120145 - start of tournament, 16 players (4 tables of 4), with winners from each table advancing
TCG1120332 - final table of 4 players

Please see the website for further updates on rules, stack list, and prize structure.
2  Eternal Formats / Creative / Re: Mono Black on: April 09, 2008, 05:08:37 pm
I've played decklists like this in the past at Vintage tournaments, and they rarely succeed.  Most decks pack enough draw, or have an explosive enough game to pull out against mono-black creature beatdown.  Once you send out the first few Duress, Hymm, creature, 3 turns latter they have a full hand again (or resolve a bomb) and slowly pull out of the nosedive.  Seen it, been there, done that.

I think a key to a deck like this is you really need to step on their throat when they are initally disrupted.  Normally a deck like suicide/mono black goes like this: there's disruption, then drop a creature, and start beating.  It's during the "start beating" that they usually pull out the answers, because the "start beating" only disrupts their life total, which doesn't prevent them from WINNING until it reaches zero.  Flash, GAT, Oath, etc all can win with 1 life left, and in one turn.

The process needs to go more like: disrupt, step on throat, start beating.

The "step on throat" answer depends on your disrupt model. 

Mana disruption (wasteland, strip mine, null rod) ?  Drop a Nether Void/Trinisphere, and win with a Mishra's Factory.

Hand disruption (duress, cabal therapy) catch something critical? Follow up with an Extirpate (on Gush, Oath, Welder).

Most decks like GAT, Oath need drawing to help them reach a critical mass.  As soon as you can, clear the path with a duress/therapy and drop a Chains of Mephistopheles.  Or a Chalice at 1 or something.

My point is Duress/Therapy/Hymn are great 1 time answers, but they only take out 1/2 cards at a time, and once their gone, their gone.
Follow up with an effect that takes much more of their deck out of the equation (Needle, Extirpate, Chalice, Void, Chains, Engineed Plague, etc) on a more permanent basis.

Once you can hobble them on a more permanent basis, winning won't require 20 creatures in your deck.

I would take out some of the average beaters (Oona, Carno, Sarco), put in some Hypies, and add some tutoring and some silver bullets for your meta-game that don't conflict with your disruption strategy.
3  Eternal Formats / Creative / Re: RGb - Gravebeatz on: January 17, 2008, 11:05:43 pm
I've been toying with a build similar to this, but using Unearth instead.  It's nice to play a Magus of the Moon, have it countered, then tap for an additional black and get it into play anyways  Very Happy.  The nice thing about Unearth is if they have graveyard answers (Leylines, Tormod's Crypt), you can just cycle it, so it's never a dead draw.

It also has some cute tricks with Eternal Witness; with an Eternal Witness in the graveyard, it becomes a Regrowth + 2/1 creature for only  {B}.  Or you Unearth, bring back EW, which brings back Unearth, which brings back another EW, which brings back Unearth, to bring back....


4  Vintage Community Discussion / Card Creation Forum / Re: Frantic Researcher on: October 18, 2006, 03:45:14 pm
First off, my card is meant to be taken in the context of Time Spiral block. Just like many artifact cards a few years ago were taken in the context of Mirrodin block.

Second, Resurrection fits the current color pie philosophy.

Third, untapping things is well within blue's color pie. Twiddle, Toils of Night and Day, etc.

Fourth, you can't take a mechanic out of context when considering color pie violations. This card's purpose isn't to untap lands. This card merely untaps the lands you used to pay its morph cost. In other words, the purpose of this card is to refund the morph cost, not to untap all your lands.

Fifth, minor color bleeds are allowed, if there is good justification for them. While blue direct damage is off-limits, land-untapping, while nominally green, can be done in blue if there's good reason for it.
First: Ok, I'm fine with that, if you mean this card would be released inside of a Time Spiral Block.

Second: Don't get confused with similar functionalities.  While white does have graveyard retrieval (Adakar Valkerie, Reya, etc), the mechanism for how it is achieved is much different.  White usually does the very rarely and via creatures abilities, where as black has the monopoly on sorceries that return creatures from the graveyard to play (Zombify, Vigormortis, exhume).  Same effect, different execution.

Third: If you see "untap permanents", you'd think blue.  If you see "untap lands" you think green.  Blue is good at untapping everything, but limitations to types, such as lands would be green, creatures would be white, with some bleed here and there.

Fourth: That was the original intent of the mechanic in Urza's Saga as well (to refund costs).  Wizards now considers that mechanic one of their biggest mistakes, so any mirror of that mechanic should raise red flags.

Fifth: Agreed, it's just that I'm just not sure if I agree that nostalgia is a "good reason" enough, since nostalgia could be a way to circumvent just about any piece of the modern color pie. 
5  Vintage Community Discussion / Card Creation Forum / Re: Blue instant cantrip on: October 18, 2006, 10:44:09 am
It's pretty good.  It would probably be 2U sorcery in today's world.  Compulsive Research (sorcery) nets +1CA with the right discard, and TFK (instant) nets +1CA with the right discard as well.  With this you get +1CA, but the second card is always a specific card, so it's not as beneficial as the other 2 (since they can draw ANY two cards), but they both have drawbacks for a specific discard, so they are pretty close...
You could probably push it to 2U instant and make it uncommon, or 2U sorcery at common.

Or, you could tweak the card a little...something like:

Draw a card.  Then search your library for ~Named Card~ and put in it your hand.  Then discard a card.

So basically, if you didn't like what you drew, you could discard the drawn card and try again.  If you did like it, discard the other copy of Named Card.  A card like this would be around a 1U instant common (similar to sift through sands, which is better, but more expensive).







6  Vintage Community Discussion / Card Creation Forum / Re: Frantic Researcher on: October 18, 2006, 10:13:25 am
Nostagia is fun, but Time Spiral should probably be the exception, not the rule.

A bunch of the purple cards in Time Spirial show how the color pie was different in the past (Resurrection, Psionic Blast), but new cards should still try to adhere to the new color pie.  And untapping lands is part of the green color pie.

Otherwise, we can break the color pie at any time by claiming nostalgia, thus negating the purpose of the color pie altogether. 

Then I'd submit my Psionic Blaster Mage, and we'd see which of our two cards get's more play  Very Happy

7  Vintage Community Discussion / Card Creation Forum / Re: Resistance Aura on: October 16, 2006, 09:02:10 am
24h clock.
8  Vintage Community Discussion / Card Creation Forum / Re: Lavamancer' s torch on: October 13, 2006, 03:38:54 pm
I don't so much have a problem with the new equipment version...basically if you top deck this with an untapped creature, you pay {2} {R} , tap a creature, remove 2 cards in your graveyard to do 2 points of damage.

However, from a creative perspective...I think everyone is getting Time Spiral disease...

1) Take popular card
2) Make into another type of card, with reference to old popular card. 
3) Give same ability
4) Profit

Ophidian Eye is an example of this..all the totems are an example of this...basically Time Spiral is a bunch of this.

I personally see the card creation forum as a way to explore new ideas (not done before) and new mechanics, not making a card with type X into card with type Y with same abilities.




9  Vintage Community Discussion / Card Creation Forum / Re: Resistance Aura on: October 12, 2006, 08:23:04 pm
Cage of Inaction would stop a creature from attacking, as per rule 308.2c:  "...Tapping simply causes creatures to become tapped."  So your points 1 and 2 are invalid.  Also, the cards have two different functions: Resistance Aura is an early-game tempo card.  Cage of Inaction would fit better into a mid-game deck which falls over to some sort of tapping activated ability, i.e. Goblin Welder in Vintage.

308.2c The active player taps the chosen creatures. Tapping a creature when it’s declared as an attacker isn’t a cost; attacking simply causes creatures to become tapped.

Tapping a creature in 308.2c is just a side-effect...viligence overwrites this rule to a certain extent, and it stll allows the creature to attack.  So would the "can't be tapped' text, as it would override 308.2c per 103.2 (just like how Plantunum Angel's "can't lose the game" rule overrides the state based effects check for loss of game).

Parallax mentions that this card would give pseudo-viligance (a few posts up), and I agree with him. 

As you said, your card has a different function, so let's just leave it at that and stay on the topic of card that was originally proposed.
10  Vintage Community Discussion / Card Creation Forum / Re: Yawgmoth, Emperor of Evil on: October 12, 2006, 01:34:00 pm
I'm suprised no-one has taken this route...

Teferi was a plainswalker, but they reprinted him at some other point in his life (either past or future)...

Why not try to make a past form version of Yawgmoth, before he became a demigod?  If I remember correctly from the book The Thran, he was a physician; a healer.  Powerstones were making people sick, so he started making serums to heal them, but really he was causing disease/mutations...he saw improving them instead of curing them as a better solution, slowly turning them into the phyrexians....

Yawgmoth, Plague Healer
{2} {B} {B}
Legendary Creature - Human Physician
At the beginning of your upkeep, put a -1/-1 counter on target creature.
{2} {B} {B}: Put target creature card that went to the graveyard from play this turn under your control with a +1/+1 counter on it.  That creature counts as an artifact in addition to its types.
4/4

Kind of a Zombify on a stick.  He makes them ill, then cures them in their new and improved form.

Then it allows you to make a Past Urza, maybe with an ability to destroy artifacts/retrieve them from graveyard/control artifact creatures, etc that mirrors both Yawgmoth and his brother.
11  Vintage Community Discussion / Card Creation Forum / Re: Resistance Aura on: October 11, 2006, 01:10:43 pm
Here's what I see as problems with Cage of Inaction:
1) if you use it for your creatures, you're essentially paying 3W for vigilance, which is not good
2) i can't think of a reason I'd want to use the second ability for a creature I own.  If my creature has a tap-to-activate ability, I would not want to hobble it with this enchantment, even if it did give it vigilance.  Anti-synergy.
3) the second ability gives my opponent a way out to using their permanents tap ability, where as other spells for the same cost or less (Faith's Fetters, Arrest, etc) do this better.

With Resistance Aura, at 1W, you still have the ability to control tempo early in the game by disabling an early activated permanent (maybe a Cursed Scroll, Mox, Mana Crypt, Sol Ring, Mana Vault, Sensei's Diving Top, etc).  Sure, white has Disenchant, but sometimes it's a dead card, whereas this can be slapped on your own creature at 1W, which is still a reasonable cost for vigilance given the other flexiblity.





12  Vintage Community Discussion / Card Creation Forum / Resistance Aura on: October 10, 2006, 08:26:02 am
Resistance Aura
 {1} {W}
Enchantment - Aura
Enchant Non-Land Permanent
If enchanted permanent would become tapped, it remains untapped

Flavor:
In white's theme of giving creatures Vigillance (which this card basically does), and white's theme of disabling activated abilities (well, at least ones with tap in their activation costs).

Comments:
Name:  I'm open to a better name. Something that indicates resistance in terms of fighting, and something resisting to work.  Synonyms like Stubborn.

Enchant Non-Land Permanent: this was necessary so that it couldn't be abused in Land destruction (without the restriction, it becomes Sinkhole.)

Ability: Sort of a reverse of the Time Vault errata, so text similar to this already exists and fits it the rules.

Reminder Text: May need reminder text to indicate that it can't be tapped for payments; I beileve this falls into the general ruling that you can't-pay-costs-that-can't-be-paid.  Sort of like how you can't pay a mana cost that can't be paid.  The reminder text may not be necessary, but maybe something like (Activation costs that require tapping a permanent cannot be paid by permanents that cannot be tapped or are already tapped)

Resistance Aura
{1} {W} 
Enchantment - Aura
Enchant Non-Land Permanent
Enchanted permanent can't be tapped.
13  Vintage Community Discussion / General Community Discussion / Power 9: Outdated term in today's Vintage? on: September 25, 2006, 12:24:10 pm
Hi all,

We all know what the "Power 9" are, but does the term mean anything in today's Vintage?  Is Timetwister's price artificially inflated by the fact that it is considred part of the Power 9?  There are probably other cards in Vintage that would have made the list had the term been coined today.  In terms of the most powerful cards in Vintage today, should it be redefined, or is trying to define the list of power similar to arguing how planets are defined?  Is Timetwister the Pluto of Vintage?

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