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1  Vintage Community Discussion / Casual Forum / Re: [Tribal] Sound Advice on: January 29, 2006, 02:50:14 pm
well

ok so he is a minion.. I basically needed spot removal for creatures and he was the best thing I could think of. I initially considered Corrupt Eunuchs.. but they are really really really bad versions of FTK, and since I have 20 advisors, I felt the shredders would be ok.. after all even they are not exactly what one would consider top quality spot removal.
2  Vintage Community Discussion / Casual Forum / Re: does this work on: January 29, 2006, 04:46:22 am
But a first turn win deck is still jank unless is has a way around force of will, which I don't see in this deck. What does this deck do against a deck that has counters?

BTW, I'm talking about the Typeone Version, not the casual version. In casual, the only problem with a quick combo deck is that your friends will beat you up. And that hurts. Espcially when your friend JUST "happens" to have a his golf club with him. Like he even plays golf. I mean...umm...quick combo decks= bad. 

generally playing with uber abusive cards is not a good idea, not in casual

what I mean is you are trying to showcase a novel idea, and neither scullclamp nor DOTV are exactly novel ideas and overflowing your deck with well tested and overpowered cards makes the 'fun' stuff seem inconsequential .. its like playing playing tendrils combo and splashing four mountain goats, and then calling it casual because of the goats.
3  Vintage Community Discussion / Casual Forum / Re: [Tribal] Sound Advice on: January 29, 2006, 04:09:13 am
He is doing just fine..

last I heard he was with three of his friends checking out the acoustics of the hall and discussing internal decoration with Shirei and Hell's Caretaker.
4  Vintage Community Discussion / Casual Forum / [Tribal] Sound Advice on: January 28, 2006, 05:07:05 am
I enjoy tribal formats and after going through the guildpact cardlist I realised that there is a recent tendency of printing a few advisors each set. Hence I decided to search for all the possible advisors and to my surprise there are quite a few. SO I put them together and here it is:

SoundAdvice.dec

        2 Tainted Field
        4 Godless Shrine
        1 Volrath's Stronghold
        1 Shizo, Death's Storehouse
        1 Phyrexian Tower
        1 Karakas
        1 Eiganjo Castle
        4 Badlands
        4 Scrubland
        4 Plateau
        1 Agent of Masks
        4 Corrupt Court Official
        2 Circle of Despair
        1 Teysa, Orzhov Scion
        4 Loyal Retainers
        1 Michiko Konda, Truth Seeker
        1 Masako the Humorless
        4 Droning Bureaucrats
        4 Imperial Recruiter
        1 Hell's Caretaker
        3 Dark Confidant
        1 Monk Realist
        4 Bone Shredder
        3 Ghost Council of Orzhova
        3 Shirei, Shizo's Caretaker


The prerequisite is to have at least 20 advisors. Other then that there is a banned list somewhere, but since this is casual, I am not particularly interested in making it cutting edge. The deck's key elements are as follows:

Imperial Recruiter - practically ( almost ) a demonic tutor in the deck So good that splashing red is must.

Loyal Retainers - the deck is choke full of legends and this card is just made for them.

Shirei - strange things can happen with shirei in play. Since most of the utility creatures have 1 power, shirei can bring some back ( bone shredders in particular ).. and Retainers can bring shirei back.

Ghost Council is the kill condition.. even the name fits appropriately.

fun deck overall.. give it a go if you want.. change whatever you want.. suggest if you wish,
after all one cant have too many advisors
5  Vintage Community Discussion / Casual Forum / Re: Sengir Delbiatch.DEC (A Fun Concoction) on: December 07, 2005, 02:05:28 pm
Ancient Tomb is nice.. but there is wasteland.. and there is also Crucible and wasteland. So dont put all your eggs in one basket unless that basket is made from a hyperdamping material which absorbs gigatons of tnt worth of explosion shockwave.. which is what is going to hit you the second you set foot in the competitive arena. ok .. I stop exaggerating.

I still think stupor is superior to bog down.

You have a 4 mana 2 card combo. I mean.. this thing is somewhere along the lines of Hunted Horror and Powder Keg.

regarding severe soul.. but but.. it costs 3BB!!! and its a Sorcery!!!!

Spinning Darkness. Its good in Pox. I dont know about here.. my feelings are ambivalent. Try it out. Should be better then severe soul.

6  Vintage Community Discussion / Casual Forum / Re: Sengir Delbiatch.DEC (A Fun Concoction) on: December 06, 2005, 08:50:25 am
I missed that it was an alternate CC instead of an extra CC.  Now that that's corrected:
I admire your three-card combo (Autocrat + Chalice + Delraich) that somehow also doesn't scoop to Wrath of God.

Try Hymn to Tourach instead of Bog Down, Cabal Therapy instead of Duress, Terror instead of Sever Soul (5mana is too much for removal), Grim Tutor over Diabolic Tutor.  Skeletal Scrying seems better than Ambition's Cost, and Phyrexian Arena might be better than both.  And Infest in the board over Forced March.

I still dont get why its better then Juzam.  But yeah.. cool.. oh btw. Hecatomb is your friend.

I think I know why he doesnt have hymns.. and has bog down. Because of the tombs..( doh he says so )  although Stupor is probably better.

Grave pact for more casuality.
7  Vintage Community Discussion / Casual Forum / How To Kill Morphling? on: January 17, 2005, 08:24:11 am
persecute
splash red for void
splash blue for llawan, cephalid empress Very Happy

creature wise commander eesha provides plenty of headaches for morphling. will-o'-the-wisp forces it to the defense for a mere cost of B. Sacred Mesa is also effective at nutering morphling, at the same time serving as a kill condition for white.  If you have it.. forcefield can also work kind of.. at least you force the guy to tap out to deal significant damage and under other circumstances it can act something like a CoP:Creatures.

Or if your deck allows it, you can play armageddon. One thing which throws off morphling and a blue player is mass land destruction/mana denial.

Anyway these are just off ideas, most of them were already given by the others.
8  Vintage Community Discussion / Casual Forum / Coca Cola (R) , the Deck on: November 16, 2004, 06:38:21 am
Imagine yourselves working under the scorching sun in a midsummer day ( I know its almost winter..but try imagining ). You are sweating, the heat is overwhelming you, vertigo is soon to overcome your senses and you have this urgent need to quench a seemingly endless thirst.

What do you do? Why.. you take a short walk to the nearest supermarket or kiosk, locate where the cold refreshments are, open the door of the refrigerator with all the flashy advertisements on it , letting the cool air bring some sanity to your sizzled brain and you....

grab a cold can of Coca Cola (R) !

Drinking the tasty and refreshing beverage you lean on the side of a bench under the cool shade of a tree and wonder what it makes Coca Cola so....desirable.

Letting your neurons get accustomed to the newfound coolness you would naturally draw the conclusions that Coca Cola rules the house of liquid refreshments because of the following reasons:

1) It's red. Red is an appealing color. It catches the eye and it has a certain flavor to it all by itself.

2) It's tasty. No matter how much you let the thoughts of capitalism and corporation propaganda fill you with guilt, you know that your tastebuds are dancing the fandango and you know you want to squeeze the last drop out of the can for the sheer taste of it.

3) It's easily accessible. No sweat..its everywhere. Its more easily accessible then bland water.

4) Which brings me to my next point, unlike water.. it has a brand. Coca Cola ladies and gentlemen. Even the most savage and isolated cultures around the world would know that name. Even where there is no democracy or human rights or science there is Coca Cola.

5) It's mass produced like nothing else. There is a can of Coke for anyone willing to pay the small price. And the more you drink , the more you get to like it.

ok..i stop ranting

Based on the above demonstration and without further due I present to you.. CocaCola.dec

26 Mountains                 ( Thats where cocoa leaves come from )

4 Mana Flare                  ( A coke for you, a coke for me )
4 Gauntlet of Might         ( Whats better then one coke? Two cokes! )
4 Seething Song             ( Always Coca Cola! )

4 Goblin Offensive          ( Coke, The )
4 Warbreak Trumpeter   ( Light or Diet )
4 Mogg Infestation          ( Vanilla. Samples given free for promotion! )

4 Thieves' Auction          ( The spirit of Capitalism and Business Strategy )
4 Brand                         ( (R) (TM) (c) )
2 Last-Ditch Effort           ( Do recycle! ( time to time anyway ) )

There you go.. in its simplicity and in its grandeur and in its beauty,
Coca Cola the Deck.
9  Vintage Community Discussion / Casual Forum / The Force on: October 10, 2004, 10:48:04 am
Prepare your lightsabers and get ready for a trip from the mundane world of Magic to an adventure packed galaxy far far away... where The Force is everywhere but can only be felt and manipulated by those of great training and discipline.

The Force.dec

4 Force of Will
4 Force Spike
4 Force Void
4 Phantasmal Forces
4 Tribal Forcemage
4 Verdant Force
4 Mystic Enforcer
4 Force Bauble
4 Forcefield
4 Tundra
4 Savannah
4 Tropical Island
4 Krosan Verge
2 Windswept Heath
2 Flooded Strand
1 Island
1 Forest
1 Plains
1 Reflecting Pool



He who tries learning the force realises that it is difficult to gain control over it during the initiation stages. That is the reason why a force initiate must rely on the defensive applications of the force. Any Jedi Knight knows that by using Forcefield and Force Bauble, he can become all but impregnable to the opponents futile gestures of offense.

Often young Padawans are shown by their masters how even a small application of The Force can upset the machinations of those who would threaten the peace of the Republic. Using correct timing and subtle methods such as Force Spike and Force Void a Jedi Knight can thwart the greatest of plans with the smallest of Force usage.

The danger of temptation to the Dark Side is ever present in the training and future life of a Jedi. Many times a true Jedi must sacrifice even his life  and dreams not to fall victim to anger and hate. His Force of Will is the only shield and weapon which the Jedi Knight can use in these dire circumstances.

At last when his training is complete and he has passed all his tests a Jedi will have full control over the Force. As a Mystic Enforcer of justice and order he will travel all the corners of the galaxy experiencing many facets of the living Verdant Force. Feared and respected for the Phantasmal Force which he is a conduit of, a Jedi Knight will have the power to scatter any army singlehandedly or unite scattered Tribes to stand resolute against overwhelming odds, always having in his mind the guidance of his master.

May The Force be with you!
10  Vintage Community Discussion / Casual Forum / Thrull Deck *Old School* on: July 27, 2004, 03:18:40 am
impending doom? eerie atmosphere? weird cards with weirder abilities? look no further.. The Dark is the trademark of all that. not that Legends or FE are that way back, but i believe The Dark is tops where it comes to alternate flavor.

power to the homarids, camarids and viscerids!
11  Vintage Community Discussion / Casual Forum / Door to nothingness deck - need speed boost on: July 17, 2004, 05:40:55 pm
I was working on a different door deck

First of all let me say something. Door to Nothingness .. SUCKS!
its the most terrible of winning conditions
mountain goat is strictly better

if you allow me ill share my ideas with you and maybe we can both benefit from our mutual wisdom ( or lack thereof ).

Door.dec

Lands:

1 Tolarian Academy
4 Taiga
4 Volcanic Island
4 Tropical Island
3 Ancient Tomb
3 Crystal Quarry
2 City of Brass

Broken Stuff:

1 Tinker
1 Mana Crypt
1 Stroke of Genius
1 Wheel of Fortune
1 Braingeyser
1 Time Spiral
1 Mox Diamond
1 Voltaic Key
1 Grim Monolith
1 Mana Vault
1 Sol Ring
1 Crop Rotation
1 Fact or Fiction

The Engine:
4 Mirari
4 Helm of Awakening
4 Mana Flare
4 Channel the Suns
4 Fellwar Stone
4 Seething Song
2 Door to Nothingness

I figure mirari is a better doubling cube as it can copy the broken instants and sorceries ( im not 100% sure it works on x spells correctly, but i suspect it does , could be wrong though ). even still it is there mainly to double the Seething Song and Channel the Suns. The helms make everything cheaper ( making seething song into a super dark ritual ) and the mana flares help me get the horrible amounts of mana required to activate the door.

but the deck sucks as that terrible terrible terrible terrible door is impossible to activate until there are 10 pieces or so ( ok im exaggerating here but it really needs too many correct cards in play/hand to work).

mindslaver is just so much better ..sigh Sad
12  Vintage Community Discussion / Casual Forum / 10 Beasts on: July 12, 2004, 07:51:22 pm
heh. hm right lol yes well .. hahahahaha

"Controlling time ensures you need never look impulsive again." -Teferi
4 of those i forgot.

and you missed a tolarian academy Smile
13  Vintage Community Discussion / Casual Forum / Re: 10 Beasts on: July 12, 2004, 06:07:25 pm
It was a long time ago in a plane far far away....

A lonely wizard sat in his room on top of a tower at the Academy of Tolaria. He smoked his waterpipe and made circles of smoke while gazing from the window at the crimson sun setting under the horizon of the sapphire sea. A tranquil, orderly day had just passed and he was satisfied with the progress which he had achieved. He hardly knew its price.

But then... not one, not two, not three but ten black cloaked assassins stormed through the door of his private enclave and barring their poison covered daggers and sharp-pointed rapiers took our no longer so satisfied wizard by total surprise.

Before he could collect his thoughts and master the appropriate spell to send them to some unhealthy paradimension of pink elephants and green horses, the leader of the assassins stepped forward and raised his hands in our bamboozled wizard's direction and started chanting some form of enchantment.

A geas.

To defeat the most vicious and deadly planeswalkers in Mortal Kombat with the help of beasts. Our wizard detested beasts, they tended to be oozing and stinking with green mana, had big teeth and usually roared, snarled or went berserk over nothing more then pack rights.

A bad wizard would have leaped off the edge of the window to save himself the torture but as you may have already guessed our story does not end so tragicaly and thus our wizard used his high intelligence to come up with a solution.

There are beasts..and there are beasts. He would use the most cunning, the most mischevious, the most lethal of their ilk.

But first another task was at hand... becoming a planeswalker. Our wizard thus set forward and took out the dusty tomes which he had long forsaken since his youth, as well as the manuals of power arcana that he had not dared yet touch and began a vigorous learning.

He knew that he needed to Mana Drain his opponents as many times as he could to gain temporal advantage. And to stand against the mightiest of planeswalkers he would need as strong a Force of Will as he could muster. He thus Accumulated Knowledge until he was satisfied that he was a master at discerning the difference from Fact or Fiction. He knew that not everything comes with study and thus left two scrolls empty to be filled by his Intuition.

Feeling ready to begin his voyage to the unknown challanges that awaited him, our wizard packed all his Moxen and Sol Ring and set out to complete his arsenal of might and magic.

Some wizards claim that a wizard is nothing more then his spells. A true wizard knows that he needs proper arms, for when time comes that spells wont do, steel will be needed. Thus he set out to visit the dwarves of the Bogardan mountain ranges. Forged in their adamantium furnaces, the dwarves provided him with three of their enchanted Hammers.

At the shores of Tolaria live the strangest of creatures. The so called Chromeshell Crab, that actually is not a crab but a beast, is a very treacherous creature. It's shell is often used by wizards yearning to be liches to cast the dangerous Magic Jar spell. Our wizard after much struggle and warding himself correctly managed to capture a pair during their mating when they were most fierce.

A not so dangerous but far more elusive creature is the Sand Squid. Many fishermen have mistaken it for a squid, while actually being a beast, meeting their untimely deaths trapped in the shallow waters of the sandy beaches of Tolaria. Our expert wizard though built a magic web around two of them and trapped them to be bound to his services.

Yet these were the easiest of the beasts that our wizard planned to use in his quest. For the next he knew that he would need very powerful spells to transcend over the strands of time. Summoning forth all his energy he concentrated blue mana upon himself and warping the very fabric of space and time he casted Time Walk. The very essence of the plane was left broken to his spell. There between the worlds of reality and time he found what he was looking for. The Mischevious Quanars and the Weavers of Lies. Four Quanars and all but two Weavers were bound to the will of the newborn planeswalker.

Rolling like thunder over the clouds he travelled with wings of magic and spirit of lightning mixing red and blue mana together. His search was all but over, yet there was something else needed to be done. During his far more reckless youth he had met a powerful Gorilla Shaman who had taught him much in the art of artifacts and their destruction. He knew that if he wanted to stand a chance against the powerful artificers who were destined to cross his path he would need the wisdom of the ape. Thus he descended down to the hut of the shaman and greeted him in the normal way among apes, displaying his naked buttocks.

To his delight he found out that the shaman had found a wife and she was an expert cook. He was an expert diplomat not to ask what was the content of the food as long as it was of pleasant taste and aroma. They talked about his quest over dinner. The shaman had an Ancestral Recall regarding the enchantment placed on our wizard but could not remember a counterspell against it, going on about it not being in the latest edition of his basic set.

Both the shaman and his wife agreed to accompany our fledgling planeswalker, and besides controlling all those beasts plus the two Ophidians that the shaman had given him, was becoming quite a handful of a task just for our hero.

They travelled far and they travelled wide, passing three eclipses of the Moon colored in Blood red and thus they came to a strange land scorched by the battle of wizards of old. A land called Shiv, dotted with Volcanic Islands which were surrounded by Reefs. There between 6 islands stood a mountain and on its top was to be fought the contest of sorcery.

Our wizard clutched the Black Lotus that was given to him by his long gone mentor all those years ago and prepaired himself to meet his destiny!

EDIT: " Controlling time ensures you need never look impulsive again." -Teferi. A lesson our wizard had to learn well. Thankfully there is the edit button for later editing for all those absent minded wizards who tend to have too many Impulses late at nights.
14  Vintage Community Discussion / Casual Forum / Pet Cemetery (formerly The Gatekeeper) on: July 12, 2004, 10:12:50 am
Re: Survival
LOL
true indeed, banned in extended, must be careful in casual
happened to me too many times and sometimes i was the one leaving
i tend to stay away from that thing unless its there to fuel some really some funky deck aka Return of the Vampires, Rise of the Dragons
15  Vintage Community Discussion / Casual Forum / Pet Cemetery (formerly The Gatekeeper) on: July 12, 2004, 09:11:56 am
i dont think the deck can support plaguebearer, unless you are whiping 1CC non black creatures with 3 mana or 2CC with 5. bone shredder is good no doubt, but with so much sac the faceless butcher is just better. basically he becomes a recursive 2BB StP without lifegain which is better then a 2B terror anyday.

wall of roots and krosan tusker good ideas.  Dreams of the Dead.... oh gawd. yeah 4 copies of eon hub and 4 copies of stifle+isochron scepter NOW. terrible card. how come you think its any good? if you feel like shooting things at people there is Dawn of the Dead or Corpse Dance and they're in color.

regarding question of oath of ghouls vs oversold cemetary. it all depends on your metagame. if people are not playing creatures oath ++, otherwise cemetary since you dont want others abusing your thing.
16  Vintage Community Discussion / Casual Forum / Pet Cemetery (formerly The Gatekeeper) on: July 12, 2004, 05:56:08 am
How about hermit druid instead of buried alive. He should be able to do roughly the same but also netting you a land in hand. But then perhaps you should up the eternal witness count to retrieve possible oversold cemetaries sent to the yard. Instead of skull catapult try using Krovikan Horror. I run two of them in my survival build and believe me they are good. Also try running symbiotic elf over hunting moa. Sure it costs 1 more mana but it doesnt have echo, thus giving you the option of having it around for longer and it doesnt need another creature for its ability.

   well if you want to screw your mana a bit try adding white for devout witness she is not only a permanent artifactoenchantment blaster but she also comes with discard effect.

    I see you run cheap creatures mostly. Hows your hand size. I haven't really playtested the deck but if you see that you are working with very little cards by mid game try running oath of scholars instead of raven familiars. ( althought the familiars are creatures etc etc.. anyway your choice, just ideas. )

  instead of spore frog, spike weaver? sure he is mana heavy but a lot better. also interaction with triskelion. ( forgive me i keep on thinking of conspiracy theories with carrion feeders counters and weavers, feeders, trisks, forgotten ancients etcetc another deck )

well thats some stuff from the top of my head. good luck , seems like a fun deck!

EDIT: I see you dont run Sacrifice (TM) Ancestral Recall, Yavimaya Elder. I don't know though with your land count probably veteran explorer is a better idea.
17  Vintage Community Discussion / Casual Forum / Hakim's Lore on: July 09, 2004, 05:11:26 pm
first of all the phantom wings are there not to protect my stuff but to bounce other peoples stuff. think of it as boomerang. early game nothing much happens anyway with this deck. illuminated wings might give me some card drawing power but to be honest id rather just go over to curiosity ( 3 card combo with suq'ata firewalker and pemmin's aura ) or to increase mirage block coolness betrayal ( opposition tech :p ).
  sadly I cant use confiscate since its not an enchant creature. doesnt work with hakim or crown, so everything else i can hardcast. besides unless i migrate to green and mythic proportions and elephant guides, there isnt much worthwhile animating which i cant hardcast anyway, besides academy researchers are there for that reason. the intuitions were there because they can get me the card i need without apparent drawback but i had AKs and it was getting cluttered.
  well i dont know. instead of phantom wings how about false demise? it can save my creatures and if i put it on the opponents i end up mind controlling it permanently if it dies. or frozen solid to kill things but that doesnt help my stuff and id hate to have one sitting on hakim.
18  Vintage Community Discussion / Casual Forum / Hakim's Lore on: July 09, 2004, 07:56:13 am
Mirage Block is one my favorite blocks. What can I say.. deep stroyline, wonderful setting, tantalizing characters, cards filled with rich flavor, powerful cards breaking the game in weird ways..... valiant knights, mighty dragons, hellbound sorcerers, loves, hates and the most breathtaking of landscapes.

cards such as infernal contract, gaea's blessing, southern paladin, cadaverous bloom, sealed fate, peacekeeper, spirit of the night and many many more just cry out to be used.

some of most prized collection cards are the legends from that expansion, rashida scalebane, asmira holy avenger.... hakim loreweaver.

weird card, weird abilities.
lets use it

Hakim's Lore.dec

24 Island

4 Crown of the Ages
3 Hakim, Loreweaver
4 Academy Researchers
4 Suq'Ata Firewalker
4 Horseshoe Crab
2 Thran Golem

3 Zephid's Embrace
3 Pemmin's Aura
3 Phantom Wings
3 Control Magic
3 Opposition

Well the deck is all about creature enchantments. With the introduction of Mirrodin, Enchant Creature became synonymous with Card Disadvantage. Why play flight when you can play neurok hoversail, why play hermetic study when you can play viridian longbow, why bother with diplomatic immunity when there is lightning greaves, and for the sake of the joke compare skullclamp to casting of bones.

Why? Because to the rescue comes...Hakim, Loreweaver. With the help of Crown of the Ages things can get funny. Since the deck is all about creature enchantments its also all about 2 card "combos". Pemmin's Aura and Suq'Ata Firewalker makes your islands shoot. The Aura and Opposition turns your islands into icy manipulators, Zephyd's embrace and horseshoe crab is like a cheap morphling. I was almost tempted to include power artifact for the Thran Golem ( power up )... maybe another deck. Phantom Wings is an enchant creature version of Æther spellbomb.

Btw. Crown of the Ages doesnt target creatures, it targets enchantments. Control Magic of an opponents plated slagwurm with it is tech.

I used to have intuitions in the deck as well but I axed them for the crab+opposition tech ( maybe can find space for hermetic study). Any  Johnny or Timmie suggestions are more then welcome. No Spike remarks please.
19  Vintage Community Discussion / Casual Forum / Graveyard recovery in 4cc on: July 09, 2004, 07:16:22 am
i see you run permanent light but what about soldevi digger. its much slower then blessing but it works with the standstills. or if you are really desperate feldon's cane variants like the cane itself or thran foundry or reminisce. The thing with the blessings is that it works with FoF. so i guess its up to you.

also think of time spiral. even though it helps your opponents it gives you the first option of casting stuff and unless you are facing another control matchup with FoWs a mind twist or standstill can make sure that the balance is broken. + you can fetch it back with burning wish Very Happy
20  Vintage Community Discussion / Casual Forum / [Combo in 1999] Nostalgia... on: July 05, 2004, 05:38:41 am
times were old, times were terrible.. dragons ruled the sky and legends walked the earth as the meek trembled under the power of true b0rkenness.

now all is forgotten and we discuss how good shrapnel blast is.
21  Vintage Community Discussion / Casual Forum / ProsBloom revisted on: July 05, 2004, 03:31:46 am
ideally the deck would function with pre 6th edition rules
i wasnt playing back then ( started with prophecy ) but from what i understand you could be 0 life and continue playing until the end of a phase, so the whole point for all those nice infernal contracts was BBB draw 4 no drawback, half of 0 is 0. but it doesn't need to drop to zero

the point as r_x_ said is to drop a bargain and cadaverous bloom via squandered resources natural balance combo thus having  pay 1 life: add BB to your mana pool and build up into a huge drain life ( doesnt need to be 20 damage, actually it rarely is..thats why i dont get the 1 drain life variants) and then another one to kill.

ill try it with 2 skeletal scryings and see how it goes.

on note: the deck which abused the 0 life trick was a certain variant of keeper from what i believe, having mirror universe and necro on the ground, drawing down to zero then making the opponent zero. game over.

mirror universe is still expensive today and still cool but it has been ages since it has seen any kind of competitive play. today an artifact which kind of smells like tap,sac:kill is mind slaver.
22  Vintage Community Discussion / Casual Forum / ProsBloom revisted on: July 04, 2004, 05:01:23 pm
Axing White

PromBloom take 2

The Mana:
1 Black Lotus
7 Forest
8 Swamp
4 Bayou
3 Windswept Heath
4 Dark Ritual

Disruption:
4 Duress
4 Xantid Swarm
2 Pernicious Deed

The R stuff:
1 Demonic Tutor
1 Vampiric Tutor
1 Necropotence
1 Yawgmoth's Bargain
1 Yawgmoth's Will

The Engine:
4 Squandered Resources
3 Cadaverous Bloom
3 Natural Balance
1 Zuran Orb
4 Promise of Power
3 Drain Life

so white is out, and with it the replenishes, the sterling groves and death grasp. bah..they wont be missed  Twisted Evil

im still not bought on blue and meditates, so for the moment id like to keep them out.

I was thinking about trying out skeletal scrying but i dont really know, after all we only do have 20 hit points to start with and opponents dont help much in keeping it at that level, although with squandered resources its just very sweet.

regarding mana drains.. they do see use in casual in my circle. it all depends what you intend to do with them. if you are putting avatar of woe or sengir vampire into play.. cool. force of will also sees some play, but all 8 of them together hardly do because pure draw go decks just dont cut it for casual.. everyone hates the counterguy.
23  Vintage Community Discussion / Casual Forum / ProsBloom revisted on: July 04, 2004, 05:51:11 am
First of all I would like to thank you for the input. Highly appreciated.

Although I don't think I really explained my intentions clearly.
Im not interested in making the old school prosbloom ( and thus i renamed the deck with a single letter difference Wink )

Your points are totally valid. I also think that the whole concept is out of competitive play, hence the reason why I posted it here and not in the T1 forum.

Most combo decks concentrate in winning as soon as possible. While this course of action is valid for a 1to1 all out assault idea, for casual play I believe a combo deck should have other elements in it as well. Im sure in the great vaults of the casual forum we can find a large discussion on exactly what is casual, however I don't want to start on that again and will restrain myself by saying that casual often also means multiplayer. Gathering up with friends to talk about the latest news and enjoying a few games of magic over junkfood forces decks to get on a new shape.

If I ever dare playing a fast combo deck which might win early on, I might be allowed 1 game to demonstrate it..after that people will either get bored and stop playing or they will gang up on me and ..well feeling the entire table against you isnt a great feeling either.

So I thought I could impliment the backbone of ProsBloom ( which for all its worth i tend to like very much ) and make a controllish sort of version of it which would have a good enough chance against not 1 but many opponents. .. in this aspect meditate and prosperity are just terrible, so i decided to ditch blue out.

I like promise of power over infernal contract simply because it provides more options. In casual having more options is tech, while doing something singleminded is.. easily blockable. Some random guy puts true believer and shows me the meaning of clerical devotion. Besides playing with Demons gains you prestige points.

Duress is defensive, hymn and stupor is aggressive. You dont want to piss a player off so much that he concentrates his attention on you but you do want your key spells to resolve and stay on the ground long enough to do something. Low profile rules!

about necro.. i really cant believe you just said that. that card has a very good reason for being and staying restricted and for all the drawbacks it might have, a first turn ritual necro gives you the game in the pocket.

enlightened tutor..maybe... i prefer sterling grove, you see once again .. having options is good and its a defensive card.

Drain Life ..well actually you have a good point there. besides the fact that its cheaper $$$ i dont need white for it. Although i prefer the new mirrodin drain lifesque sorcery.. for RKF's great illustriations sake.. 2 Drain Life in.

Natural Balance.. well yeah great tech with squandered resources but if it gets countered ..scoop..scoop scoop. Weak point

Vs counters. Duress.. city of solitude, not bad.. ill think it over and try it out, although it doesnt work with deeds. Maybe Xantid Swarms.

Well, thanks again and im looking forward for more replies.
24  Vintage Community Discussion / Casual Forum / ProsBloom revisted on: July 03, 2004, 11:54:52 am
http://www.themanadrain.com/forums/viewtopic.php?t=15374

this is a discussion in the open budget forum regarding prosbloom
Id like to pick up from there and try to present my ideas as well

so without further due I present PromBloom

The Mana:
1 Plains
6 Forest
6 Swamp
4 Windswept Heath
4 Scrubland
4 Bayou
4 Dark Ritual
1 Black Lotus

Disruption:
4 Pernicious Deed
4 Duress

The Broken Stuff:
1 Demonic Tutor
1 Vampiric Tutor
1 Necropotence
1 Yawgmoth's Bargain
1 Yawgmoth's Will
1 Fastbond
2 Replenish

The Engine:
3 Squandered Resources
2 Cadaverous Bloom
3 Promise of Power
2 Death Grasp
1 Death Wish
1 Overgrown Estate
2 Sterling Grove


Unworked Sideboard
1 Balance
1 Mind Twist
1 Natural Balance
1 Replenish
1 Promise of Power
1 Death Grasp
1 Kaervek's Spite
1 Planar Birth


Deck Analysis:

Well for all those familiar with ProsBloom you will see certain distinct differences. First of all there is no blue in the deck, making it somewhat slower, but steadier by adding more white cards like death grasp and overgrown estate. Also the fast mana acceleration via natural balance is not really there and there are certain cards borrowed from enchantress deck.

The point is to keep the board clear with deeds until you have enough advantage to go into combo mode which shouldnt happen too late in the game ( turn 4 or 5 ). Once you do you ought to have a mana generator via squandered resources or cadaverous bloom and card drawing via promise of power or one of the restricted drawers. This should help you build up into a large death grasp or an entwined promise of power. To help you going there is fastbond and overgrown estate. Unlike other combo decks you can't really get stuck anywhere unless you necro yourself to 1 without anything in hand ( an unlikely occasion ).

Ideas and suggestions are more then welcome.
25  Vintage Community Discussion / Casual Forum / Worst deck possible! on: July 02, 2004, 09:16:51 am
hm malignant growth is cumulative as well.. more good wine
26  Vintage Community Discussion / Casual Forum / Worst deck possible! on: July 02, 2004, 09:12:38 am
Down the Drain Deck v0.06

The Mana:
4 Forsaken City
4 Skyshroud Forest
4 Pine Barrens
4 Rainbow Vale
2 Phyrexian Tower
2 Teferi's Isle

Card Drawing:
4 Fatal Lore * ( modular )
4 Psychic Vortex

Spot Removal:
4 Fatal Lore * ( modular )
2 Phyrexian Tribute

Acceleration:
4 Eureka
4 Reanimate

Utility:
2 Thought Lash
2 Sorrow's Path
2 Blinkmoth Infusion

Direct Damage+Decking:
4 Malignant Growth

The Kill and Lockdown:
2 Mana Vortex
2 Draco
4 Cosmic Horror


Deck Analysis:

DDD is designed for aggressive competitive and accelerated T1 legal tournaments. It tries to abuse the Vortex cards to put large creatures in play early on and lock the game down for a certain win.

The deck gives many options and all of the cards have some synergy or another with each other. Follows a card to card analysis

Fatal Lore: We all know what nightmares Fact or Fiction gave to players when they had to choose between options regarding your spell. Well this card takes it one step further.. what shall it be .. Wrath of God or Ancestral Recall? .. ( warning: might get restricted if wizards found out )

Psychic Vortex: Now this is one card which reminds me of good wine, it gets better as many age counters it has and you wouldnt want to skip its cumulative, yes cumulative, upkeep. It shows to Phyrexian Arena and Grafted Scullcap what blue can do with card drawing. Plus it helps you discarding your big creatures for reanimation.

Phyrexian Tribute: OK .. it goes like this..you have two cosmic horrors in play and opponent casts burning wish for armageddon. He has 3 lands and a mox pearl in play. Next turn he will nuke all the lands dealing you 14 damage. In your turn you pre-emptively munch his mox pearl. Now he has much more to lose if he casts armageddon. Not only you destroyed his mana, you also countered in effect the burning wish and turned his armageddon into junk. Obvious card advantage here.

Eureka + Reanimate: Early 9/9 flyer or 7/7 first strike is good. Dump all your powerful enchantments and watch the opponent die. ( laughing )

Thought Lash: Literally makes you 60 Life ( or so ). Worship that doesnt need a creature.

Sorrows Path: Combat tricks and making people read cryptic text while you have big creatures in play can cause confusion, and in this confusion you might gain advantage. Recommended only for EXPERT players.

Blinkmoth Infusion: Well..now THIS is synergy. WIth draco in play it costs cheaper and untaps draco. It cant get any better.

Malignant Growth: 2 Winning conditions in 1 card. 20 turn clock for damage and 60 ( or so ) clock for decking. Strictly superior then darksteel reactor or any other funny card that says you win the game. Watch your opponent sweating as he sees his life total and deck diminishing.

Mana Vortex: The coolest art and super ability. Once you have gained board advantage with your permanents play this to seal the doom for your opponent. Down the Drain baby.

Cosmic Horror + Draco: The biggest, the meanest, the best. End of Discussion.
27  Vintage Community Discussion / Casual Forum / Portal article at MTGNews.com on: July 02, 2004, 07:12:26 am
i myself would like to use Strategic Planning. an impulse of sorts which helps in graveyard tech.
28  Vintage Community Discussion / Casual Forum / mulch mulch mulch ... on: June 03, 2004, 10:58:44 am
i used to have concordants and 4 trellis..but then i figured out it doesnt really do much other then give haste to trellis and lhurgoyf so i cut them back for steel walls

im already helping the opponent enough with tanglewire and fecundity..at least those benefit me much much more
concordant wouldnt.. but then again.. who worries about aggro Very Happy

edit: /s/wire/root
29  Vintage Community Discussion / Casual Forum / mulch mulch mulch ... on: June 03, 2004, 10:05:53 am
I was sitting in the bathroom, pondering on the nature of the cosmos when all of a sudden I had a sudden ( yes i know i said it already once, but i say it twice anyway ) revelation. It was a revelation like no other and it came to me between frenzied mental searches of the magic database and a terrible case of constipation.

so i name this deck: Eat More Fibre.

The Mana:

20 Forest
4 Elvish Spirit Guide ( they are also 2/2 non-elf creatures dont forget )

The Fibre:

4 Wall of Blossoms
4 Wall of Mulch ( mulch mulch mulch mulch mulch )
4 Wall of Roots
4 Steel Wall
4 Shield Sphere
4 Tinder Wall
2 Vine Trellis

The Guts:

4 Fecundity ( no come into play effect, have to do with leave play )
4 Tangleroot ( root..fibre..wall.. its perfect )
2 Lhurgoyf ( ach Hans, run! )


sooooooooo
now to the deck explanation

even a carnivorous plant could understand this one, but let me elaborate

try NOT to sac the wall of mulch to itself
try to get the tangleroot in play asap and use it aggresively
remember that you can sac tinder wall to burn other tinder walls for surprise blocks
if a guy plays moat bitch all day long that u are playing walls and your deck is worth less then his card
if your name is Hans, run like the four horsemen of the apocalypse are after you
ESGs are tender beings, dont squeeze them for mana unless you have to

well that its..and hope noone plays dwarven thaumaturgist in your area..otherwise you are in for it


any ideas and suggestions are welcome, after all..im not the only one here who suffers from occasional constipation and expect many of you had similar ideas.
30  Vintage Community Discussion / Casual Forum / 3CB Tournament #29 on: March 09, 2004, 07:49:20 am
just a sec..lands can be from anywhere?
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