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Eternal Formats / Creative / Re: black vise
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on: December 24, 2007, 02:09:58 am
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Rule of Law or the blue version (arcane laboratory I think?) could work at forcing a full hand. I think the main problem is that if you're keeping your opponent's hand at seven and not losing the game, it's because you're doing something right. At that point, the black vise is kind of irrelevant
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6
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Vintage Community Discussion / Card Creation Forum / Re: Elder Bear
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on: March 08, 2007, 10:50:18 am
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What has happened to this thread? We were getting somewhere, and then TopSecret suggests a laughably busted version of the card. OfficeShredder then makes comments but doesn't identify which card he's critiquing (the busted draw 2 cards version or the version listed up top).
I was referring to the one TopSecret posted
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9
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Vintage Community Discussion / Card Creation Forum / Re: Green Knight
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on: March 07, 2007, 09:22:11 am
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Will he ever actually trample over anything? The trample ability seems superficial; if something costs four or more and has a toughness of one, they're probably not blocking with it anyway, because it has a mad crazy ability.
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Vintage Community Discussion / Rules Q&A / Re: Mirari+regrowth/Relearn/recollect
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on: March 05, 2007, 10:58:03 am
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No. In fact, it doesn't quite work with the wishes.
What happens is you play your spell (regrowth, burning wish, etc.). Mirari triggers. The mirari ability resolves first, and you can choose to pay 3 to copy the spell. The copied spell is put on top of the stack, meaning it resolves before the original. Now, in the case of wishes, you often have one in your sideboard already. So the copied version can get that wish, and then the original resolves. In the case of regrowth, there is no regrowth already in your graveyard (presumably). If there was one, your copied regrowth could target the graveyard one, and your original regrowth can get you something else.
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Vintage Community Discussion / General Community Discussion / Re: Decks that were. Post your favorite Vintage list from the days of yore.
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on: March 02, 2007, 03:59:44 pm
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Super sligh! (reeeaaally ghetto)
4x Jackal Pup 4x Goblin Patrol (I'm warning you.... ghetto) 2x Gorilla Shaman
4x Lightning Bolt 4x Firebolt 4x Incinerate 4x Reckless Charge (Take heed of my warning and stop reading!) 4x Fireblast 4x Flame Rift (aah! You reached it.... if your eyes haven't melted out of your sockets, you could read this) 4x Volcanic Hammer
1x Cursed Scroll 1x Ankh of Mishra (only owned one of each :lol: )
12x Mountain 4x Wasteland 1x Strip Mine 3x Barbarian Ring
Good times... it was teched out with burn to beat my friends sui-black deck with negators (we were the only people playing type one, so we just metagamed against each other with janky crap. Then one day I got dual lands and it all went downhill to keeper from there :lol: )
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Vintage Community Discussion / General Community Discussion / Re: How would you fix the metagame?
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on: February 26, 2007, 01:50:27 pm
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Back in Gro-A-Tog days, you'd usually DT or Vamp for Fastbond, and because you had unrestricted Gushes, you could just not worry about tutoring up Will because it would be coming anyway. You play a Gush, generate 2 mana off it and draw 2, play another draw card in hand like Merch, go get another Gush, rinse, repeat until you find Will.
The thing about unrestricted Gush is that it basically turns your gameplan into simply "go get Fastbond".
How is this any better than the current combo decks we have though?
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15
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: Belcher at Oxford tournament
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on: February 26, 2007, 01:41:20 pm
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Thanks for the report. I'll be studying at the University of London this summer... any chance there will be a Vintage event in the UK around June - July?
I couldn't say. Keep an eye on http://ukvintage.informe.com/index.php for any postings (it's a new UK vintage forum). My experience was that the deck has to mulligan to a win condition (or some way to get one--draw 7 or tutor). Would you agree? Did your hand of six accelerants and Welder (round 2, game 2) seem like it should have been mulled in retrospect? Yeah, it should have been. I was too caught up with how easy a turn one kill I would have if I hit anything relevant to actually consider what would happen if I didn't :lol:
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Eternal Formats / Global Vintage Tournament Reports and Results / Belcher at Oxford tournament
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on: February 26, 2007, 11:48:33 am
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So we had a vintage tournament on Sunday here in the UK.... gotinput was kind enough to loan me a deck, and I decided to try belcher since the first place prize was just sinkholes anyway. Here's the decklist I was running 1 Taiga 1 Bayou 3 Goblin Welder 4 Elvish Spirit Guide 4 Simian Spirit Guide 3 Seething Song 3 Chromatic Star 1 Demonic Tutor 1 Demonic Consultation 1 Wheel of Fortune 1 Yawgmoth's Will 1 Memory Jar 1 Burning Wish 3 Goblin Charbelcher 2 Empty the Warrens 4 Land Grant 1 Lion's Eye Diamond 5x Mox 1 Black Lotus 1 Chrome Mox 1 Lotus Petal 1 Sol Ring 1 Mana Vault 1 Mana Crypt 1 Channel 4 Dark Ritual 4 Rite of Flame 4 Duress 1 Vampiric Tutor SB: 1 Goblin Welder 1 Goblin Charbelcher 2 Empty the Warrens 2 Shattering Spree 2 Pyroblast 2 Ancient Grudge 3 Xantid Swarm 1 Tendrils of Agony 1 Chromatic Star Round one: janky artifact combo deck (no storm, no yawg will) Basically, the person running the deck doesn't like storm, and doesn't like yawgmoth's will, so he made a deck without either. This was a pretty fast matchup.... he had no way to reliably kill or stop kills by turn three, and I had turn two kills both games (tendrils one game, belcher another). I sideboarded in one pyroblast for a chrome mox on the theory that if I had to draw one or the other, pyroblast would be the choice. This becomes a recurrent theme throughout the tournament Round two: Psychatog Game one: He thinks long and hard before deciding to keep his hand... before I take my turn, he says he's either going to win or lose depending on how fast my deck is. How convenient, I think.... land grant for bayou, duress and take a merchant scroll, seeing two intuitions and another merchant scroll. He sees my hand, and practically concedes on the spot, as I proceed to cast memory jar. His turn is draw, land pass, I crack the jar. I have to decide between casting ETW or goblin charbelcher after playing the rest of my hand.... thinking back, I make the wrong move and choose ETW for 16 tokens. I knew I had one turn to attack or activate charbelcher while he merchant scrolled for a solution, and knew that ETW would put him at one. On the other hand, I was thinking, he might not have echoing truth maindeck, and he could find a bounce for my charbelcher if I didn't kill him on the one activation. Of course, with only a taiga left, killing would be extremely likely, but I didn't think it through fully. So I ETW, he gets echoing truth, I swing, get truthed, and make 8 more tokens on my next turn to win. SB (I don't really know what he's playing here, I thought it was drain tendrils maybe; I did know he had lots of ways to get countermagic): -1 chrome mox, -1 demonic consultation, 2 xantid swarm Game two: I'm going second, so when I see a hand with six accelerants and a goblin welder, I'm thinking I have a pretty good shot. My welder gets countered, and I draw more mana for a couple turns before getting smashed in the face with a huge tog SB: -2 xantid swarm, +2 pyroblast Game three: Turn one I go mox, sol ring, mana crypt, mana vault, chromatic star, goblin charbelcher. Turn two I tutor for my bayou and kill him Round three: Fish Game one: Turn one I go black lotus.... he thinks. If it gets countered, I'm pretty much dead in the water, so when he lets it resolve I'm ecstatic. Dark ritual, dark ritual, chromatic star, seething song, mana crypt, burning wish.... burning wish gets countered! Luckily, I also have ETW in my hand, so I get enough goblin tokens to take him to school on turn two SB: -1 chrome mox, -1 demonic consultation, -1 ETW, +1 goblin charbelcher +2 pyroblast. Pyroblast kills FOW and meddling mage, so it's good. I swap out an ETW for a charbelcher hoping he'll bring in anti-ETW tech. Game two: He goes null rod, wasteland, wasteland. I can't tap for mana, so I lose SB: -1 goblin charbelcher, -1 Channel, +2 Ancient Grudge Game three: He double mulligans, so I'm thinking my hand of lotus petal and 3x rite of flame with a burning wish is looking pretty good. Worst case scenario, I figure, I still have 15+ outs to topdeck. Rite of flame gets countered, I topdeck like an ass, and lose the game. Ouch Round four: Grim Long An excellent combo v. combo matchup Game one: I go turn one duress, take his tinker and go for a 12 token ETW on turn two. Things get hairy because he still has dark ritual and grim tutor in his hand, but he doesn't have enough mana to use them effectively. Of course, he also has a necropotence on top of his deck, but he doesn't have any gas on the top five cards to save him Game two: He goes broken while I'm holding a decent hand. I probably should have mulliganed since I didn't have duress or a turn two kill Game three: I get a turn one charbelcher, and get the land from my deck. He mulliganed, so I'm pretty sure he doesn't have a turn one kill..... shows what I know. Lotus, ritual, timetwister shenannigans, and I get turn one owned. It was only four rounds of swiss, then cut to the top four... I barely miss out at 2-2 (there were 11 players  ), so I'm relegated to the not playing anymore table. So at the end of the tournament, here are my thoughts: 1.) Xantid Swarm really was useless. I had high hopes of bringing him in against heavy countermagic decks like oath of druids, but of course there weren't any (someone's gonna say "Playing creatures against oath?", so I'll let them know to just be quiet right now). 2.) Pyroblast can be 4x in the sideboard. With only two, I never saw them, which was a little unfortunate, though I'm not sure it hurt me too badly. 3.) Chrome Mox and Demonic Consultation might need some cutting. Those were my go to guys for sideboarding; if anything maindeck is getting changed, it's those. They're just not that exciting. On the other hand, I wouldn't want main deck pyroblasts or anything like that right now, so unless there is anything better, they're still in for now. Luckily for me, and for you too, the TO had extra MM packs, and decided as a little add-on for prize support to let the top 8 draft MM block for free (everyone else had to pay a little to draft). So here's my MM block draft analysis: This format sucks balls. There's no removal, no fast creatures, tons of artifact hate with no relevant targets... fortunately, only two people drafted green, so I get a pretty solid green deck with some blue and red splash for two burn spells and some evasion/bounce. Even when I was dominating, I was still waiting for my opponent to cast something relevant to kill me, because dominating meant I had spidersilk armor, coastal hornclaw and skyshroud cutter in play. Thankfully, everyone else was drafting the same chaffe, so that was nice. I got my first energy flux, which was probably the most valuable card in the draft  Money rares, MM ain't got.
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Eternal Formats / Creative / Re: Burning Belcher
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on: February 23, 2007, 08:21:40 pm
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Has anyone tried helm of awakening in a belcher deck? It might be the absolute crap-sack of a card choice, but on the other hand it's got synergy with seething song and chromatic star in the form of kickstarting your combo when you'd otherwise be stuck one mana short of playing your rituals/draw 7. Just something I thought of a little while ago, I haven't actually tried it yet.
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Eternal Formats / Miscellaneous / Re: [Deck Discussion] Belcher is back?
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on: February 23, 2007, 12:10:21 pm
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Three win conditions? We have another thread about belcher, most people were pushing 6-8 maindeck. 8x star/sphere seems excessive Do not just think your opponent will counter your Belcher, I have had Dark Rituals, Draw7's, any gas, countered to put me dead in the water. Combo isn't meant to go in topdeck mode.
So why do make topdeck mode even worse than it was before? I find with 3x belcher, 3x ETW, you at least have a fair chance of throwing down some tokens, randomly winning with belcher, or picking up another draw spell in the next 2-3 turns. On the other hand, you have no duresses, so you don't have a bat's chance in hell of surviving those turns I guess
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Vintage Community Discussion / General Community Discussion / Re: How would you fix the metagame?
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on: February 23, 2007, 11:54:16 am
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Yeah I can guarantee you that I wouldn't play nice with Gush if it were unrestricted.
Right, but what exactly would you be using gush for? Return two islands to your hand? Combo decks don't even get two lands in play half the time. Maybe drain tendrils or gifts could run it, but you don't see them running one copy, and merchant scroll is actually pretty synergous (is that a word? :lol: ) with gush... the best explanation is that while it looks cool on paper, without a green "play a ton of lands" base to support it or some other thing to do with all those cards in your hand, it's more flashy than it is broken EDIT: Actually, now I kind of want to run gush in my gifts deck. Has anyone tried it?
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Vintage Community Discussion / General Community Discussion / Re: How would you fix the metagame?
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on: February 22, 2007, 02:10:31 pm
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As long as Maro doesn't print any more Mind's Desires, Yawgmoth's busted, or Tinkers; I think the metagame will simply fix itself over time. You have to remember that changes in Vintage take place over a very long period of time. Firstly, because the cards are so powerful and the card pool is so big; secondly, because the main catalyst for new tech is the printing of new cards on par with the current vintage staples (on average about 1 per set), and lastly, because there are only a handful of major vintage events each year. Unlike standard where there are a billion everyday, Vintage metagames develop in the months in between SCG events, whereas other formats develop weekend to weekend as the new PTQ decklists go up.
Except the purpose of this thread was to put up what would (assumedly) be a goal that WotC would want to carry through on (in the hypothetical event they take an interest in vintage). Don't try and tell me that the metagame is going to balance itself out color-wise over time; if anything, the prevalance of mana denial has made decks shy away from green and white as support colors. Just to clarify once more: This thread is not about whether the metagame is broken, or whether there are enough different archetypes. It's about specifically what is in the original post. Nothing more.
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Vintage Community Discussion / Card Creation Forum / Re: Elder Bear
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on: February 20, 2007, 08:51:09 am
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I think dark confidant was just about covered here: Solemn Simulacrum does a lot of things very well, but it's allowed to since it's a rare and an invitational card. We're designing a common, which makes the requirements much stiffer.
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Eternal Formats / Creative / Re: Oath of Druids different build potential
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on: February 19, 2007, 06:55:56 pm
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Well the odds of drawing DSC or Kiki isnt that much, and in that case ya it sucks but you do have brainstorms to fix it.
That being said , stating that I can accidently draw DSC doesn't mean my deck is bad, it justs means that you can't forumlate a reasonable reasoning with which to reason that my deck is bad.
Rational reasoning 4TW, because I'm just that awesome.
No, in normal oath, if you draw a creature, the rest of your creatures still kill. With this build, if you draw DSC, you're stuck with a scrub creature oathed into play. It definitely is a disadvantage
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Vintage Community Discussion / General Community Discussion / Re: How would you fix the metagame?
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on: February 18, 2007, 08:44:49 pm
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While I think the thought behind this is good, the fact we all need to realize is that any powerful card is quickly going to be used in nefarious ways. Unrestricting balance a few years ago would have made every happy and giddy with mono white wheenie deck running around, or white/red, but today, all it would create would be a slaver-balance deck. Not more fun.
And fastbond might bring back some form of tog, but most likely would enhance combo.
Until we find a way to neutralize combo, or at least make it less consistent, many of these "old school fun cards" are going to become even more degenerate than years past. I don't have a problem with combo in theory, but the less interactivity, the less exciting magic's future will be.
Uhh... this is kind of irrelevant, because you notice I point out that it's not really such a great idea, and don't use that as my solution (read the parentheses you cut out, Or is this going to ignored too? :p)
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Vintage Community Discussion / General Community Discussion / Re: Poll: Which Card is the Best Candidate for Unrestriction?
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on: February 18, 2007, 10:16:42 am
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So all of those were restricted at the same time? That's totally mind-boggling. It makes sense that unrestricted Voltaic Key might be too good with both Mana Vault and Grim Monolith unrestricted but I think that those mass restrictions were a little bit too much and probably not tested in detail. I'm sure that with 23 changes to the restricted at the same time there were too many possible combinations to thoroughly test the possible impact so they probably wanted to be on the safe side.
I voted for Voltaic Key as the obvious choice.
Also, I wonder if Gush would ever be a candidate for unrestriction. It was only used in Gro-A-Tog, Turboland and Stasis, right? None of these seem too frightening.
The restricted all of those because academy.dec had taken over the metagame and needed to be stopped. Correct, there was no testing, it was a knee-jerk "wtf do we do now?" restriction list
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