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1  Eternal Formats / Creative / Pick and Choose - Breakable cards that haven't found a place on: December 09, 2004, 05:48:56 pm
[card]retraced image[/card]!¡
their  got to be some explosive deck out their the lets this be abused.. some what... not sure u would do with a second copy of somthing for cheap but it could work.

then there is this one..
[card]Telekinetic Bonds[/card]

limited niche utility..but if u build for it, the card turns into a stall mechanic all while drawing+ discarding to find the win condition.
my take on this card was to use compulsion to be the draw/discard focus triggering bonds to either tap a threat or untap a land.
the land part being the combo mechanig: land+ wild/fertile = more mana+ deeper into the deck.
the bonus being that this became a threat nutalized for a turn.
with  4 wilds/fertiles stacked on a land u could draw out your deck with 5 growth/fetile u generate +1 mana each cycle eventually u get enough mana to urza's rage twice for the win.

I first broke(more like abused violently...turn 3/4combo)  it in  t2 format with this build neting a bunch of first places !

007- Bond,James Bond. (61 cards)    

Sells  

4  [card]Circular Logic[/card]  
4  [card]Counterspell[/card]
3  [card]Cunning Wish[/card]
2  [card]Deep Analysis   [/card]
4  [card]Fact or Fiction[/card]
3  [card]Force Spike    [/card]
2  [card]Moment's Peace    [/card]
2  [card]Nostalgic Dreams    [/card]
1  [card]Urza's Rage    [/card]

Enchantments  
4   [card]Compulsion    [/card]
4   [card]Fertile Ground    [/card]
3   [card]Telekinetic Bonds    [/card]
4  [card]Wild Growth  [/card]  

Artifacts  
1   [card]Legacy Weapon [/card]  

Lands  
11  Forest
5  Island    
4 [card]Yavimaya Coast   [/card]

    Sideboard     (15 cards)  
2   [card]Bind    [/card]
1   [card]Divert    [/card]
3   [card]Gainsay    [/card]
2   [card]Krosan Reclamation   [/card]
1   [card]Moment's Peace[/card]    
1   [card]Opportunity    [/card]
2   [card]Ray of Revelation    [/card]
3   [card]Seedtime  [/card]

 new ideas for breaking this again would be for a land that gives 2 blue or varation of colored  to speed this out... so u could used [card]teferi's isle[/card] for example...explosive(but limited) 3 turns to finally use it. Razz just about any land that gives 2 mana +a fertiled/growth to reduce the need for in play components.  the ultimite land for this if it could stay in play is "[card]lotus vale[/card]" but u first need in play 3 lands Sad other options could be a [card] high tide[/card] or [card]bubbling muck[/card]

hellswarm
other underused good cards
[card] Oath of Lim-dul[/card] bb to draw a card is great.... hey look a bubbling muck deck

edit : added card tags...finally figured out the format for them Razz figured it be similar to mtgnews... or the like.
2  Eternal Formats / Miscellaneous / SCG P9 III Report: 3rd Place With The Doomsday Device on: November 13, 2004, 02:37:42 am
a quick question...

how would u deal with a  none artifact threat to your combo?
lets say
 chains of mephistopheles?

this card is spalsh able and tendsto nutter many control decks once it gets acive.
some times this is even found in some veration of 4cc. thes edecks also tend to feature duress and other removal spell along with a full arsenal of counters.

It can be droped out just as fast and is highly effective at nullifing the inital draw 2/3 spell usually required to get the combo effective.

one answer i can spot for sure is chain of vapor.

what i really don't understand is that alot of decks are reliant on drawing more then 1 spell a turn to be effective, y isn;t chains of meph not used alot more today ?

just look at most decks listings
ak's
brainstorms
anscestrals
skeltal scrying
gush
many diffreent viarions of draw 7's
thrist for knowledge
stand still

and many other well used drawing spells. (that i may have forgotten)

y not try to incorperated this punishing card into some new hybrid of control and utilize that advantages of drawing less by hurting them for getting more then 1.
3  Vintage Community Discussion / General Community Discussion / Time Stop New Time Walk??? on: September 04, 2004, 01:06:46 am
so what if its a very expensive effect.  there still are ways to play it out for cheap or free.. i did mention one of them dream halls.. medalions help too.


casting this mid cruciale turn like say a yawgmoth will turn or which ever can be enough to swin the game in your favor. yes all be it its very expensive, and grabing this via cunnign wish is where it mostlikly will be seen played from..


oh and more fun fun...
let the oppent get into there attack phase send in the winning attack...and wait a sec...the turn ends....i live! whooo..!!! now u die...
4  Vintage Community Discussion / General Community Discussion / Time Stop New Time Walk??? on: September 01, 2004, 04:25:01 am
intresting card....

couldn't some strange build of a "dream halls" utilizing recoters to find the halls and search cards recursion effets to create a loop for the oppoent never play a spell again type thing for free oh wait it removes it self from the game.... crappy now it needs wish recursion tooo.... too expensive and complicated... ........  hehe intresting card none the less.
5  Eternal Formats / Miscellaneous / Turboland deck wins Lotus in Minneapolis on: July 31, 2004, 12:19:37 am
intrest point to note, from some ones earlier suggestions

3sphere

it could be cast easily first turn thanks to the help of workshop, besides if the only low casting cost spells u are playing are fastbond and explorations(which are cast out first to accelerate into faster that turn aned those after it. i e expolore workshop something) , y not include this card it helps proctect u for a few turns and slows down other combo decks?  

this card also gets aroudn the problem of adding more blue cards for force of will, and it even elmimiates the need for adding black for duress
all u really want is the fast curciable to hit the board adn 3sphere doesn't hurt u much it stops the hate combined with the ability of this deck keeping the number of lands the opponet has out down to a minimal u have a much better chance of using this card to its full potential.
6  Eternal Formats / Miscellaneous / Turboland deck wins Lotus in Minneapolis on: July 25, 2004, 11:40:02 pm
i know that as well Smile

but considering decks that do play chailce for low numbers are desided to play around those numbers as well.

yes i know explosives is an answer to it Smile

Im basically saying to hurt the deck stop the key parts and those are the ones that gain tempo advantage. ones that let u gain lots of land faster or cards at the same time. so chailce for those numbers then all u have to watch out for is the explosives and counter that to win... Razz

i like this deck im playing somethign simialar to it for a long while now.. props to the win !
7  Eternal Formats / Miscellaneous / Turboland deck wins Lotus in Minneapolis on: July 25, 2004, 11:23:02 pm
cruciable might be the key as u say to stopping it cold, but what about the other cards that allow it to achive tempo? u cant simply  state stoping one card ends it all

test it, turn 1 explore into workshop horn/ cruciable. followed by tutor and or draw  effects into wastelands and such will allow this deck to over come counter spells more easily then it appears. how can u counter everything u cant when u are losing land ?

in testing u basically have 3/4 turns to stop it from gaining too much tempo off horn exploration that made turbo nevy work. thats does not give oppsing decks alot tiem to darw find counters or destruction effects

u can still over come that disadvantage by gaining more cards then they have, and essentally that is what this deck strives to do.

things that hurt it are turn 1 chailce set at 1
1 to nail explorations and fastbond
3 to hit cruibale and stop ld recursion. also hurts horn.
2 is the final nail takes away the wishes
horn is effective but not as much as it can be with explorations .
8  Vintage Community Discussion / General Community Discussion / Incoherence and Innovation on: May 01, 2004, 02:49:16 pm
figured as much..

oh well... im not goign to bother attepting to explain that again..and how i can releate it to magic...
9  Vintage Community Discussion / General Community Discussion / Incoherence and Innovation on: May 01, 2004, 03:07:58 am
MOST UNREADABLE POST EVER -jpmeyer[/b]
10  Eternal Formats / Miscellaneous / intresting potential ideas on: April 28, 2004, 02:07:51 am
hum....

well it could be used in a g/u build of Stasis running explorations and stuff to accelerate out land lock the board down with recuring wastes/stips to smash in untapped lands that come out... orb to make it so u always have mana avialable and life to surive creatures that manage to get cast out and attack once...

just a random idea... something simlar to squasis(from weatherlight erra) could be potential as well..

other thoughts for speed mana would be around crucible and squandered resources combined wiht aformentioned accelartion from explorations/fastbond.
11  Eternal Formats / Miscellaneous / Metagame Keeper: Chains Keeper, my build. on: March 26, 2004, 08:05:48 pm
I play with 4 main deck chains so its not really a wastes sideboard slot

just have some fun with it Smile its goten me more then one surprise win by milling 7 cards and trashing their hand!

i do like eastmans version of keeper chains though...

i still haven't posted an updated build of my deck n e where... abusing Isoceptors rocks!

i still say try it out Smile
12  Eternal Formats / Miscellaneous / Metagame Keeper: Chains Keeper, my build. on: March 25, 2004, 06:07:11 pm
http://forums.mtgnews.com/showthread.php?s=&threadid=109324


hehe ive been running keeper chains since 2000 thats my thread on it from a long time ago....

just pointing it out..

some fun tech cards to try out

side board.
Wheel And Deal - their hand is nuked and u get a card!
13  Eternal Formats / Miscellaneous / [Deck] Charbelcher Combo 2004 on: March 06, 2004, 02:14:27 pm
Quote
Excellent point, Razor. That is, it would be if we would ever go to a mid-game. The consistant average turn that this deck kills on is turn 2. This simply cuts down the opposing defenses with a statistical disadvantage. They must have one of few cards in their opening hands to be able to deal with Belcher.


that is what i noticed playing this deck in turnaments, given the speed of the betcher to come active my oppponets where forced to either mull down till they had a answer in there hand or simply die, this is also an advantage to this deck as cheap/ free discard removes there one answer and statistics simply say they don't have the draws to recover and win.
14  Eternal Formats / Miscellaneous / my report on: March 04, 2004, 03:52:05 am
i was in calgary last weekend and just my luck my old turnamnet secne was hosting a t1 turnamnet with 5 rounds approx 30 people had shown up to play...unfornetly for me all my stuff was in winnnipeg so i bought and barrowed enough stuff  and build my self a cannon deck bassed off my working list.

heres the list of what i played

4 Duress
4 Unmask
4 dark ritual
4 Spoils of the vault
1 Demonic Consultation
1 Demonic tutor
1 Necropotence
1 Tendrils of Agony
1 Yawgmoth's Will

4 Elvish spirit guide
4 Tinderwall
4 Eldamir's Vineyard
4 Land Grant

5 Mox
1 Chrome Mox
1 Black lotus
1 Grim MOnolith
1 Mana Vault
4 Chromatic SPhere
1 Memory Jar
4 Goblin Charbelchers
1 Mana Crypt

1 Tinker
1 Wheel of Fortune
1 Burning Wish

1 Bayou

Side board:
4 Oxidize
3 Naturalize
4 Xantid Swarm
1 Tendrils
3 open

i placed third with the above build faceing 5 rounds of varius decks

Round 1: Elves ( random kid playing for the hell of it)
He powers out a bunch of elves pass the turn, i drop out land grand searching for bayou ritaul out mana vault consult for ritaul cast beltch and win
game too is just as fast mull down to 5 cards, spirt guild vinyared mox next turn ritual into cannon kill.

this round was clearly unfair.... i got lots of surprised looks from my deck choice.

Round 2: Iso Keeper
i thought this would have been a seriously tuff match. game one wasn;t all that bad he had no clue what i was playing bayou duress follwed with unmask pitching necro opend enough space for me to tinker out a cannon and beltch for the win off a mana crypt sprit guide on my upkeep.

Game 2 was intresting i side in 4 swarms
unmask swarm gets me the three turns i need to cast and activate the cannon all on one turn. not too hard a bit ass i duressed away the fire/ice.

Round 3: my bad match up.....t4k$s

i power out a large chunk of mana,  he drops out duble sphere of resitance, passes the turn... i play soem search spells. can win next turn but he drops out stacks and wire...i die a few turns later.

Game 2:  i choose not to mull a hand i should have mulled.....all i need was a single mox to win on my first turn.  he just locks the board on me wiht sphere stacks turn 1 and 2.... my duress nails one sphere. buts its too much.

 these is my only loss of the day. i simply goot too cocky and keep some hands i shouldn't have keept and lost from them

Round 4: Sligh
he can't win period, power out fast mana kill turn 2 after removing stuff from his hand.
Game 2 is just as dumb i side in some art hate if he sides in nullrodes and stuff like that but duresss + acceleration seal the deal and i consult and spoils into a two part cannon kill hit for 14 points of damage (thnks to bayou still being in the deck) he doesn't td n e thing to help him win. cannon on the upkeep.  

Round 5: Venger Mask
turn 1 ritual  dt into channel, spirit guide out  vineyard unmask (picting necro) and pass the turn. next turn channel beltch win.
game 2: similar speed...land grant bayou vineyard go... crypt guide consult into cannon. win turn 2

every game revolved around casting spoils and cunsult for cheep mana spells that had many copies and allowed me to power out henius turn 2 kills.

i had 7 turn 2 kills
one  turn 1
and 2 losses

there wasn;t n e play downs so winner was based off win percentages

3rd for me

i still don't understand how people say that unmask is not critical. onyl dead cards i have found in my build are necropotence and Yawgmoth's bargian (which i replaced already with burning wish to acces stuff) other things i wasn't completly happy with was tendrils by the time i found my slef actually casting that many spells the cannon was on the table doing its thing for the win. necro and bargain by the time i cast and used eiher of these cards i was already winning from other cards i had. i am somewhat happy wiht memory jas as it can be tinkerd for when i still don't have enough mana to kill wiht belcher

things to note while playing the deck, u win in two turns, free spells help get those 2 turns u need to win, if u play first keep unmask or duress hands and remove the threats, force of will chalice and null rods spheres of resistance, all these are a pain in the ass.  things to note is the fact u can dig down further and cheaper then other decks toget the cards u need to win, speed is a factor the quick u cna get it out and active the less cards your oppent has to respond wiht.  thsi works to this decks advantage.

ive noted alot of people saying there isn't too many must counter spells in this deck? that is compleytly wrong assumpltiion there is alot of actice cards that must be stopped or the deck simply hits 7 mana finds the cannon and u die on one turn, yes it apprers u only have to stop the cannon but u have to stop the hd from ripping the 9 carsd u have to play from else its over.

other things that ive found help playing this deck cast and activate the beltcher on the same turn wins more games, less time to remove it slow down and set up some more it helps in some matches, use swarms to your advantage in bad matchups.
its late and im tired...i'll add to this abit later

hellswarm


edit: some points of intrest that could be noted
crop rotation for workshop....

that could be used in here. i find the academy to be inconsitant with the number of none artifact mana speed.
15  Eternal Formats / Miscellaneous / Skullclamp playable? on: February 03, 2004, 06:22:27 pm
hey i got it...

cadeverous bloom.....remove 1 for 2 mana...
2 mana = toss 1 card draw 2 cards....net gain of 2 mana a cycle..
hey and u don't die..

or skirge familary with 2x legacy weapons or ne thing else that shuffles back into deck..
16  Eternal Formats / Miscellaneous / Skullclamp playable? on: February 03, 2004, 02:00:40 am
heh 4th card

soul warden Smile

now u don't die
17  Eternal Formats / Miscellaneous / Skullclamp playable? on: February 02, 2004, 04:15:44 am
skul clamp ideas.....

saporling cluster 1g
1: discard a card from your hand  = create a 1/1 token.

skul clamp 1 kill said 1/1 token draw 2 cards

now all u need is a way to keep generating 2 mana.. ideas?
18  Eternal Formats / Miscellaneous / [Deck] Long.dec on: January 24, 2004, 03:05:36 pm
was just pondering somethings.....
n e on ever consider using

ill gotten gains?
seeing how this engine tends to dropping its own hand and expoting draw 7's

with helm out if u are using this bb to grab and reuse three cards while striping the oppoents hand away could be potenially usefull....

n e thoughts..

i think the 4 mana investment could be a bad part...but considering cabal ritual....doesn't this need threshold to get huge.... so coudn't this help reach that faster?
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