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Vintage Community Discussion / Non-Vintage / Extended Dredge (from The Undead Survival Guide)
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on: September 21, 2009, 11:21:38 pm
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Some of the initial problems encountered by this deck in its current form include:
Removal of any kind + Counterspells on the enablers, namely: Drowned Rusulka Magus of the Bazaar Greenseeker
Without the ability to discard the dredge cards, this deck is a dead deck.
I mean, I tested out the "fast" lists, and while in goldfishing, they are consistent turn 3 kills, they do not work out in real games because the creatures just get killed before they can do their job.
Burning Inquiry and Goblin Lore were only good if the initial discard enablers lived. Their discard was too random to be of any consequence in the real game.
There were times where everything goes well and I discard 2 dredgers off it, but on most occasions, they screw up because the discard isnt consistent and this deck just dies there.
Currently, Im running a slower more consistent version more capable of discarding and enabling the deck and less prone to removal. It has the possibility of turn 3 kills, the combo is still in it, but it is so much more reliable because it doesnt really depend on the enablers/creatures surviving or the random discarding of Inquiry/Lore.
Lands 2 Overgrown Tomb 2 Swamp 3 Dakmor Salvage 1 Island 4 B/G Fetchland 4 B/W Fetchland 2 Watery Grave
Creatures 4 Rotting Rats 4 Oona's Prowler 4 Narcomoeba 1 Flame-Kin Zealot 4 Golgari Grave-Troll 4 Stinkweed Imp 3 Sphinx of Lost Truths 4 Bloodghast
Other Spells 4 Dread Return 4 Raven's Crime 3 Life from the Loam 4 Bridge from Below
Sideboard 4 Tarmogoyf 4 Ancestral Vision 1 Forest 3 Krosan Grip 3 Chalice of the Void
I find that this list is so much more stable and resilient as compared to the "fast" variants such as, for reference, the "fast" version below: deck=Good in theory, weak in game Dredge Lands 2 Dakmor Salvage 1 Watery Grave 4 U/R Fetchland 2 Steam Vents 1 Breeding Pool 3 U/G Fetchland 3 Gemstone Mine
Creatures 2 Sphinx of Lost Truths 4 Magus of the Bazaar 1 Flame-Kin Zealot 4 Golgari Grave-Troll 4 Stinkweed Imp 4 Narcomoeba 1 Golgari Thug 4 Bloodghast 4 Drowned Rusalka
Other Spells 4 Bridge from Below 4 Dread Return 4 Chrome Mox 4 Burning Inquiry 1 Life from the Loam
Not to mention, with the more stable list, it has a 3-sided attack approach. It has the combo. It has the Bloodghast beatdown/recursion + Prowler + Stinkweed Imp + Narcomoeba, and possibly Bridge from Below tokens and Dread Returned 14/14 Golgari Grave-trolls. It has the discard engine that can kill slower decks in Rotting Rats + Unearth, Raven's Crime + Life from the Loam engine.
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Eternal Formats / General Strategy Discussion / Re: [Zendikar Card Discussion] Mindbreak Trap
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on: September 06, 2009, 05:14:11 am
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Its 2UU, its easily hardcast-able, more so than 3UU.
It also removes the spells from the game, which means the card is removed as well. This is an important factor.
This card is useful enough to warrant play. Dont just think of playing it via its alternate casting cost, its hardcast cost is reasonably good as well.
If you think about it carefully, its a card that slows down your enemy's development because he will try to play around it if he knows you run it in the deck. By slowing down, he is allowing you to play more mana producing cards like lands, moxen etc. This means that Mindbreak Trap is a rattlesnake card early on that allows it to become able to be casted easily later on.
All in all, a good card designed for Vintage play. Although I feel nerfing Storm is really unnecessary, considering its weak state now.
Its like last year all over again, restricting Gifts Ungiven and unrestricting Gush to nerf Meandeck Gifts and power Gush-based decks to immense heights.
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Eternal Formats / General Strategy Discussion / Re: [Zendikar Card Discussion] Mindbreak Trap
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on: September 04, 2009, 12:09:36 pm
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limited fow --> c'mon thst cannot be
The same was said at some point of time in Vintage about Brainstorm and Thirst for Knowledge. The fact that every deck running heavy blue runs 4 FOW already justifies restricting of some sort, just like how every blue deck in the past ran 4 Brainstorm. Its just that Wizards dont know whether or not restricting FOW will throw the format entirely in shambles and make combo decks run rampant. Anyway, this card is not just ran in blue decks. This card is a straight up counter for ANY deck against storm decks. Yes, kiddies, imagine a Storm deck player thinking he is safe after playing Hurkyl's Recall against Workshop Lock decks and comboing off with just enough mana for a 10 spell Tendrils only to have this card fuck it all up. But still, what storm player goes blind against a deck running blue?
Let's see... if only there were a card, artifact maybe, that could manipulate the top of your library and then let you draw a card at instant speed, thus dodging Duress effects... it'd be even better if this card was already widely played so people wouldn't have to adjust their decks too much to accomodate this new Storm hoser... man, what could fit that bill? There's got to be something out there.... Sensei's Divining Top and Brainstorm???
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Eternal Formats / Miscellaneous / Re: New wording for Time Vault announced
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on: September 29, 2008, 12:19:13 am
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I don't think it will be. Tezzeret is a "win condition" and most top Drain/Storm decks run only two or three. A deck with too many win conditions, it would have little impact on the types of deck shells running it, which have limited wins as is. suffers more in situations where not everything is going as planned. There's a much higher ratio of support cards to wins (as in a deck running Tinker or Tendrils as its sole paths to victory etc.) I don't see him appearing in today's builds in multiples and even if it were restricted There is a difference between Tezzeret and Tendrils or Tezzeret and Mindslaver. Tezzeret is a not very conditional win. You can just tap 5 mana and win on your next turn. The more Tezzerets you play, the more likely you'll draw one and the faster you'll win. Having multiples is actually a GOOD thing since you can just play another after one has been countered. That said, this is by far the best win condition of the bunch. There's nothing you can do to "defend yourself" from infinite turns unlike Tendrils (Stifle, True Believer, Kids, etc.), DSC (bounce, removal, Moat effects, etc.), Grindstone (Gaea's Blessing, Believer, or even something ridiculous like Welding in a Platinum Angel it puts in the yard). The third ability means there's no need to run an additional kill, since the Planeswalker itself does the lethal damage. Lethal damage kills the Planeswalker, which stops infinite Vault untaps. (Lightning Bolt, Lava Dart, Fireblast, etc.) There is also plenty of artifact removal in the format: Ancient Grudge, Rack and Ruin, Oxidize, Seal of Cleansing, etc. Pithing Needle (Tez OR Vault) and Null Rod also shut down the combo. Dont forget that Tezzeret is blue. A very good thing. Additional copies or in the early game, when you cant really cast it, you can always pitch Tezerret to Force of Will or MisD.
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Eternal Formats / Miscellaneous / Re: New wording for Time Vault announced
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on: September 27, 2008, 01:49:13 pm
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Wizards unrestricted Gush and Gush went mad. I suspect one of the reasons why the restricted Gush again was because of the printing of
Manaplasm 2G
Huh. I thought Gush was snapped in half without this card. Guess all that Gush I was seeing in top 8s was a mirage. What was meant by the sentence is that Gush is restricted because one of the reasons is the printing of Manaplasm. Manaplasm is by no means, the main or the only reason, but it was definitely factored in. Can you imagine going Fastbond, Manaplasm, Gush, Scroll, Gush, Gush? +17/+17? That actually isn't good at all because Manaplasm does not have haste. The fact that its p/t does not transfer from turn to turn already makes it worse than Dryad, and having to pay an extra mana for it helps not at all. I really don't think this has anything to do with Gush's restriction. Dryad also doesnt attack the turn it comes in. I know Plasm has no haste. Im just saying how absurd it would be to kill your opponent so quickly with Manaplasm getting ungodly power pumps from spells you would cast. Im pretty sure Manaplasm would have been very good, im pretty sure some variant abusing Manaplasm, Gush, Scroll and Berserk would have appeared without the restrictions.
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Eternal Formats / Miscellaneous / Re: New wording for Time Vault announced
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on: September 27, 2008, 06:33:36 am
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I'm actually happy that wizards seems to print more vintage-playables now than say, a year ago. Also, I don't think you should judge the cards so soon; Tezzeret will be played, but for every other card in the set, there seems to be the possibility that it just doesn't cut it.
I believe most, if not all, decks that are playable now will be playable when Shards is released, so I see no reason go be upset.
Wizards unrestricted Gush and Gush went mad. I suspect one of the reasons why the restricted Gush again was because of the printing of Manaplasm 2G Ooze Whenever you play a spell, it gets +x/+x where x = CMC of spell. 1/1 This card with 4 Gush format, would have been completely broken, possible running aside Dryad or replacing Dryad althogether. Can you imagine going Fastbond, Manaplasm, Gush, Scroll, Gush, Gush? +17/+17? And as for the Tezerret Drain Control decklist, I dont really know how to build an optimal one. So instead of embarassing myself, I shall only suggest the ideas of decks that can fit Tezerret Time Vault in. First one up will be Control Slaver. Tezerret can be an alternate win condition that fits into the deck's shell. Second, Tezerret Control with possibly Yawg Will Kill with Tendrils. Why not? Third, Stax with Tezzeret? Can go search for a Trinisphere/Crucible, or just wait 1 turn, and then kill with Tezerret last ability. Fourth, some kind of MonoBlue Control with Tez Vault kill focusing on countering and neutering every threat and drawing more cards until it finds Tez to win, Vault or no Vault. The good thing about Tezerret is that it can help you win with Time Vault, or without Time Vault, as long as you have 4-5 artifacts on board, its blue, can pitch to FOW and MisD and it is easily castable with Drain
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Eternal Formats / Miscellaneous / Re: New wording for Time Vault announced
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on: September 27, 2008, 02:04:44 am
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A two-card combo is actually very broken.
Being able to Voltaic Key Time Vault and take extra turns = winning the game. With Tezerret in the mix, Tezerret becomes a 3UU Suspend 1 : Win the game next turn. unless Tezerret is killed/bounced or Time Vault is destroyed. Bouncing Vault will be useless when your opponent just plays it the next turn and untap it with Tez.
I fully expect some Drain Control deck to come up with 4 Tezerret and 1 Time Vault as one of their kill conditions. Even without Time Vault, Tezerret has the power to win by himself since apparantly, attacking over with 4-5 artifacts that are 5/5s is powerful.
My take on this would be that Tezerret Drain Control will be one of the tier-1 decks in Vintage to stay and might even dominate the format due to the easy ways of setting up the combo and not being affected by splash damage like Flash was. Flash was affected by Graveyard hate. This combo isnt. A major point to consider.
We can already start building up the shell of the deck.
4 Tezerret 1 Time Vault 1 Voltaic Key 9 SoLoMoxCryptVault 4 Mana Drain 4 Force of Will 1 Ancestral Recall 1 Time Walk 1 Brainstorm 1 Ponder 1 Tinker 1 Darksteel Colossus
This is a blue shell, with 29 cards. Im thinking adding black for more disruption and tutoring.
1 Demonic Tutor 1 Yawmgoth's Will 1 Vampiric Tutor 1 Mystical Tutor 4 Duress
Got to go back to work. Will post a list later...
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Eternal Formats / Miscellaneous / Re: Brainstorm, Flash, Gush, Scroll, and Ponder Restricted
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on: June 02, 2008, 04:43:17 am
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Three Words
What The F***?
This is goddamn stupid.
The whole Vintage relies on Brainstorm. You can restrict Gush, you can restrict Flash, you can even restrict Merchant Scroll.
BUT BRAINSTORM IS LIKE THE FREAKING BASIS OF VINTAGE.
Force of Will could be supported by 16 blue cards because of Brainstorm. Mana Bases can have 10-16 lands because of Brainstorm. The incredible synergy of Brainstorm and Fetchlands is what makes Vintage so streamlined.
They are taking away the fun out of Vintage. Vintage is a format for thrill-seekers, playing the most powerful spells and lands in Magic. Brainstorm helps smooth decks, manabases and basically everything else. They provide so much choices and rewards the most skillful players. Now, they are restricting Brainstorm? A card that actually helps differentiate skilled and experienced players from the rest?
Also, what will the collectors do? Brainstorm MM Foil is going to drop? Merchant Scroll 8ED Foil is going to drop? Ponder Jap Foil is going to drop? Never mind the Flash and the Gush, these have been expected. Vintage players will shed a tear over them and move on. However, BRAINSTORM and PONDER. PONDER is not even half the power of Brainstorm. Its SORCERY, its Sensei Divining Top effect once or optional shuffle.
Who the heck instigated these absurd changes?
So GREAT! Now Vintage is more skill-testing, with everyone playing 1-ofs. Good Job done!
end of ranting.
Since no one will do anything about it, except whine and whine, (unless the Vintage community rises up with a petition to make changes as they deem fit), nothing will happen.
[spoiler]P.S. We all know Vintage players are a very vocal group, let's see what happens.[/spoiler]
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Eternal Formats / Creative / [Card Discussion] Thorn of Amethyst - The new sphere?
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on: September 22, 2007, 07:49:39 am
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Thorn of Amethyst 2 Artifact Noncreature spells cost 1 more to play. Rare
We all know the effects and how great turn 1 spheres are. However, with this, it means Stax can get out a turn 1 sphere (3-sphere, Resistance, Thorn) 85% of the time for 7 card hands. 1-(51/60+50/59...+44/53) x100% assuming you can easily reach 2-3 mana on turn 1 all the time.
Would this signifcantly modify Vintage? Stax would take the lead once again? Wizards' answer to Gush and the recent unrestrictions?
On a sidenote: What would the price of this card be? Especially the foil ones?
Discuss.
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Eternal Formats / Miscellaneous / Re: [Article] Analysis of the Restriction of Gifts and Restriction Policy Generally
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on: June 11, 2007, 02:36:49 am
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Am I the only one who has noticed this line by Stephen Menendian? I think on Monday, June 18th, when I unveil my proudest achievement, you'll see that Gifts had nothing to do with it and that there was all the more reason why Gifts shouldn't have been restricted.
So any hints or guesses about what the proudest achievement is? Another format-breaking deck that requires reasonable skill to pilot like MDG or some broken interaction that the others have not discovered about?
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Eternal Formats / Miscellaneous / Re: [Article] Analysis of the Restriction of Gifts and Restriction Policy Generally
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on: June 07, 2007, 11:15:34 pm
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Restrictions are bound to make some people happy while others sad.
Fundamentally, Gifts Ungiven is broken as you will tutor for 4 cards, and in the process, as long as you search for the right cards, always get the 2 cards you want.
Either that, or you will tutor for 4 cards that are just as broken, and get the 2 you least want. However, you are stil gaining 2 for the price of 1 card and 3U.
However, Gifts Ungiven is only sometimes situationally good. On other times, it requires good play and the correct choices to bring victory.
Therefore, it is a skill-testing card.
I agree that Gifts Ungiven should not be restricted, just as how Grim Tutor should not be. Both cards have drawbacks. Gifts requires the correct play. Grim Tutor requires a ritual to power it out and 1BB is pretty hard to achieve without it. The life loss also stops it from being abused fully by Necropotence and Yawgmoth's Bargain. In a way, Grim Tutor is also a skill-testing cards, as you must know how to manage your life total when using it.
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Eternal Formats / Miscellaneous / Re: GT - Gush Tendrils
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on: June 07, 2007, 10:40:14 am
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Frankly, I took Kyle's decklist, modified it a bit to suit my likings and I have found it to be exceptionally well. Would you like to share these modifications? Personally I'm trying to fit tinker and colossus maindeck (that's a metagame dependent choice, due to the high number of fish like decks), but I think that's just needed in the sideboard. In order to optimize Tinker I've thought about some interesting alternative target: of course lotus can be nice sometimes, before a yagwill or just to easily get BB for tendrils, but I was looking for something better. Jar is nice but a bit clunky if drawn (5 mana are a bit for this deck) and not awesome anyway when activated without rituals in the deck (I consider Twister superior if I want a draw7). Another artifact I've thought about is the old Horn of Greed, but discarded this option quite quickly: seems like a win more under fastbond and just too much symmetrical without it. What do you think? Regarding the side, I've seen some of you think about Xantid as a bad card.. why? Sure, it requires a turn to be active, but seems like a wondeful choice against control decks. On the other hand, with all these very fast combo decks roaming around, I was wondering if a tech card like Mystic Remora can find its 2-3 slots in side. It's awesome against any very fast combo deck in order to draw disruption and business spells, otherwise just giving us tempo to lay out our strategy: with the low cc spells we have, paying the remora and still doing something seems highly possible, while the opponent is almost forced to wait or otherwise give use huge card advantage. Sure, why not? Gush Long // Lands 3 Underground Sea 2 Tropical Island 1 Tolarian Academy 1 Library of Alexandria 1 Flooded Strand 3 Polluted Delta 2 Island // Creatures 3 Street Wraith // Spells 1 Dark Ritual 1 Mox Ruby 1 Mox Sapphire 1 Lotus Petal 4 Merchant Scroll 1 Yawgmoth's Will 1 Tendrils of Agony 1 Mind's Desire 4 Brainstorm 1 Mox Pearl 1 Gifts Ungiven 1 Regrowth 1 Demonic Tutor 1 Chain of Vapor 2 Duress 2 Misdirection 1 Mystical Tutor 4 Gush 1 Imperial Seal 1 Vampiric Tutor 1 Mox Jet 1 Fastbond 1 Ancestral Recall 1 Time Walk 1 Timetwister 4 Force of Will 1 Black Lotus 1 Mana Crypt 1 Sol Ring 1 Mox Emerald // Sideboard SB: 2 Duress SB: 2 Misdirection SB: 4 Quirion Dryad SB: 4 Leyline of the Void SB: 2 Hurkyl's Recall SB: 1 Echoing Truth There is no need for Tinker or Colossus at all. Most of the time, i can go on such a control role that i can actually hardcast FOW. And when games go long, i always find myself hardcasting Street Wraith to attack. It surprisingly wins. There is no need for Xantid Swarm. As I said, this is a control combo deck. There is no reason to go cutthroat all-in. All you need to do is maintain card advantage and win with a single beater or just go to the point whereby you can just tendrils your opponent to death with a lot of disruption backup. The aim is to out-card adavantage you opponent. Most of the time, you will also out-mana advantage your opponent with this deck.
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Eternal Formats / Miscellaneous / Re: GT - Gush Tendrils
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on: June 07, 2007, 03:07:38 am
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Accidentally clicked the wrong button while trying to edit my above post. Mods, please delete this post. I cant report my own post apparently. (An Error Has Occurred! You can't report your own post to the moderator, that doesn't make sense!)
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Eternal Formats / Miscellaneous / Re: GT - Gush Tendrils
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on: June 07, 2007, 03:01:46 am
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I don't believe that we can increase the number of turns it takes to kill and add disrupts because most of the time, those disrupt aren't the good answer.
By exemple, ichorid is much, much faster and resiliant post FS and we got a lot of dead cards. We'll almost never see the fourth turn. This is the problem I met with my intuition build, at first I was running mana drain because there's a lot of boberman man around here but it was slowing me too much. I shifted to duress, even if it force me to be the beatdown. We just can't sit there and give them 3 turn. If we play the control role, we'll lose.
I don't see why dark rituals aren't good with gush. It's a huge tempo boost before AND post yawgmoth's will. It's the only way I see how we could make the deck enough fast to compete in the ichorid/grim long match-up.
We could easily cut 1 Gifts Ungiven, 1 Misdirection and 1 Street Wraith to have a full set of ritual.
Anyway, gift is really random, 3 misdirection is really too much in the metagame and Street Wraith force sometimes mulligans because play lines becomes too complex and risky, depending of what we draw.
At this point, grim tutor become interesting to do the old tricks like grim -) will -) grim -) tendrils
We could cut 1 Merchant Scroll (we won't draw 2 anyway) and another Street Wraith to add 2 grim tutor.
Why I find misdirection bad here is that the threat's density of this deck is way more low than grim long. He try to play early bomb and need to protect them. I'm not sure if we should go into a grim long variante with gush or change the disrupt base but something have to change and it needs to kill faster than it does actually.
I think you might be playing it wrong then or your build is suboptimal. By goldfishing alone, I normally win by turn 3, with disruption backup and along the way, I would also have disrupted by opponent multiple times. This is really the new Control Combo deck which mimics MDG's gameplan but doesn't rely on the GY that much. Frankly, I took Kyle's decklist, modified it a bit to suit my likings and I have found it to be exceptionally well. It is very interactive. It is not those kind of decks where you can just goldfish. How you win is determined by how your opponent plays out. I have fizzled with it before, (I call it Gush Long), but when I fizzle, it is often the case in which I have 2-3 lands untapped and a handful of counters and disruption, making sure that my opponent cannot possibly fight through it. Gifts Ungiven is good. I have often go for this pile, Regrowth, Yawgmoth's Will, Ancestral Recall, Fastbond. It just pretty much ensures I am always ahed in terms of advantage.
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Eternal Formats / Miscellaneous / Re: GT - Gush Tendrils
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on: June 06, 2007, 09:07:48 am
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Another thing about the deck that is often misplayed is when to put your foot on the gas or on the break with the deck. Sometimes I noticed I was trying to combo... Then I stopped myself... Looked at the game state... and realized... "Wow, I have a FoW in hand... And if I hold off till next turn I can win 100% instead of trying to force through several gush's w/o any mana b/c of some scroll played earlier in the turn. Just something to ask yourself when playing/testing the deck. Realizing and adjusting to this error greatly improved my results almost instantly, but I hae been known to be an extremely aggressive player and it shows up in my playstyle.
Kyle
I agree with this statement. I have came across the same problems when I tried to master this deck. The trick is to stop treating it as a Grim Long or Pitch Long deck, but rather as a "better" Meandeck Gifts deck. I play very aggressively too and I think its because of my mastery of Grim Long.
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Eternal Formats / Miscellaneous / Re: June 1st Banned and Restricted Changes
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on: June 04, 2007, 05:01:52 am
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I make a prediction: In 3-4 months time, when the metagame has settled a little, I think that all the people who have cheered for Gifts late and oddly timed restriction, will be the same ones complaining about Dredge Return, Flash, and Doomsday.
And honestly, Gifts is the deck that holds Flash(I hate this deck) in check and can still give decks like Doomsday a run for its money.
I also find it a bit odd that Gifts Ungiven is far too powerful for Vintage, yet they unrestrict a free card that pretty much dominated Vintage for MONTHS... Gifts never had the same domination as GAT did in it's hay day.
-DShell
Couldn't be more true. My sentiments exactly. Flash removes interactivity. At least the player playing with Gifts have to think sbout the possible card choices and make the correct choices. At least the player with Long have to think of the decision tree options and try to combo around all the different disruption stopping its way. However, what thinking do you need to do with Flash? All you need to do is, find a way to put your combo pieces which you dont want to draw into your library, try to get Flash and Hulk in hand by whatever means, then play Flash and win. If you have one of those combo pieces in hand, just Body Snatcher it away. Thats it. Together with all the possible accelerants in Vintage, this is accomplised so easily. Any hate is stifled by the possible 12 disruption cards it runs. (Force of Will, Daze, Duress, Pact of Negation) Any combo piece can be found using any topdeck tutor. Its landbase is so simple. Its 80% Wasteland Durable. Pesky permanents in its way? Just tutor for a bounce. List of tutors flash uses ( 4 Merchant Scroll, the three topdeck tutors, Summoner's Pact, DT) How fair is that? Flash removes interactivity. Why shouldnt it be restricted?
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Eternal Formats / Miscellaneous / Re: June 1st Banned and Restricted Changes
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on: June 01, 2007, 10:08:54 am
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As a minutely relevant side note, Mind Twist used the wording 'opponent' until 4th Edition. That version and the oracle text now say 'target player'. That would be an amusing Misdirection.
Most decks that utilise Mind Twist utilise Duress/Unmask/Cabal Therapy. Im sure most Sui Black decks will Duress first before Mind Twist to make sure they dont get it Misdirected. _____________________________ _____________________________ _____________________________ __ On another note, does anyone think that Mind Twist can be used as the "new Duress" in combo decks? I mean, sometimes, a combo deck can utilise Mind Twist as a way to get ahead of the opponent in terms of card advantage. Mind Twist could work as Duress slots #5 and #6. I do agree the restriction of Gifts Ungiven was unneccessary. Restricting Grim Tutor would be a bit too much, since there are other decks like Ichorid and Groatog getting so fast. Restricting a Tutor that cost 1BB and 3 life, (Meaning that you either cast it with a ritual effect or on turn 2, and needs calculation of life totals) should not be restricted, since it would completely make the format without a reasonably-costed good tutor.Next on the line would be Diabolic Tutor :Sarcasm: Why pay 3 life when you can pay 1 mana more?
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Eternal Formats / Miscellaneous / Re: [Deck's Discussion] Pitch Long + Wraith (Street Long?)
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on: May 25, 2007, 10:28:57 am
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Thank you for this post. You have put the bad parts of Street Wraith out obviously.
As mentioned in the previous thread of whether Street Wraith fitted into Long decks, I am more concerned about the following---
Playing Street Wraith makes Mind's Desire weaker. Considering that any Long deck, would normally Desire for 5-7 and the occasional 8-10 with Hurkyl's Recall and/or Chain of Vapor, it is not very beneficial when you reveal Street Wraith off a Desire. Given with my experience with Grim Long, I can aknowledge that, sometimes, my Desire for 5 can turn up absolute crap. With a Pitch Long deck with 3-4 Street Wraiths and an overall 5-8 cards that do not contribute to threat density(E.g. Force of Will, Misdirection), I am seriously doubting the impact and reach of Desire in a Long deck with 3-4 more dead slots. Perhaps it would be wise to cut out Desire completely, since it no longer has that much of an impact after Street Wraith's inclusion.
I have also previously mentioned about the life problem that Street Wraith can cause when used in conjunction with the aforementioned cards in your post. However, some may choose to think otherwise as they believe it can be managed. I just want to add in a reminder that despite life being a resource, you only have 19 to spare. Consider 2 lost to Lands. You are down to 17. 3-6 would be lost to an opponent playing Fish. You would be left with around 13. Generally, another 2-4 would be lost to Tutors on average and other random factors. This would leave you down to around 9-12 life to spare. Generally, that means, games without Bargain and Necro end with you having 10-13 life. By adding 4 Street Wraiths, you bring down that total by another 2-3. That would mean 8-11 life generally when you end the game. If you want to prove what i said is true or not, just take out some cards from your Long deck, add in 4 Street Wraiths, and play 20 games with a real-life opponent. Most of the time, you will find yourself ending the game, if you win, with 10-13 life without Street Wraith. But with Street Wraith, its normally 8-11 life when you win the game.
What this actually means is that you would normally only draw up to 10-11 cards from a Bargain or a Necro as compared to the usual 11-13. Plus, due to Street Wraith itself, you will find yourself with lesser cards for the sake of "better draws".
I hope this raised a few thoughts about Street Wraith and is it really worth its inclusion.
Also, i do not agree with diopter's change in Long decks to accomodate Street Wraith. Mainly because of his suggestion that Draw7s ought to be cut, which i felt to be completely hard to believe.
Ironically, while Street Wraith serves to complicate Mulliganing decisions, Draw7s help with them and are a way to even out card advantage or gain card advantage or just plainly, card selection. They just need to be used at the right situation in the right way.
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Eternal Formats / Creative / Re: New to Vintage, hate moxen, RW Aggro need help I'm not a n00b, I'm a t2 veteran
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on: May 23, 2007, 08:48:56 am
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Im sorry, but I really have to tell you this.
Regardless of how much you hate paper jewelery that tap for mana and cost $200 and above.
You still would run them for greater deck consistency.
Even though you run hate for your own artifacts, they can help power out your threats much much faster, which is very relevant in a format where turn 1-2 plays matter alot.
Shutting down 3-4 of your own artifacts in exchange for speed and 10-11 of your opponent's artifacts is a very good incentive.
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Eternal Formats / Miscellaneous / Re: Finding the optimal pitch long list
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on: May 21, 2007, 07:05:41 am
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I also normally tend to combo off relatively fast and just win straight, since by technicality, Grim Long always combo off faster than Pitch Long, approximately 0.5 turns faster. What are you talking about? Pitch Long wins faster because it doesn't have to spend a turn or a mana casting its disruption. It is one of the reasons to play Pitch Long. Im talking about self-goldfishing. Those games you play against nobody whereby you just focus on getting the kill and nothing else. In those kind of games, you will expect Grim long to be faster. That was what i meant by "technicality".
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Eternal Formats / Miscellaneous / Re: [Article] The Summer of Our Eternal Discontent
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on: May 20, 2007, 11:05:55 am
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Flash Hulk is just like any other "weak" combo deck that, if does not combo off on turn 1-2 just dies entirely to hate.
Honestly, there are so many cards that hate it and so many ways for control decks to out card advantage it.
Hulk Flash does not have a plan for recovery unlike combo decks like Pitch Long and Grim Long which can try to gain card/tempo advantage.
Once the initial momentum of Flash is gone, it is basically just dead meat. Comparable to Belcher and Tendrils SX.
Having a turn 1 kill in Vintage is really nothing much. Its being able to have it and still have resilience against hate that seperates the good "safe" skill-based combo decks from those of "unstable" hand-based combo decks.
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Eternal Formats / Miscellaneous / Re: Finding the optimal pitch long list
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on: May 20, 2007, 10:34:06 am
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But isnt FoW better than Duress against a deck like Fish?
Frankly, when I play versus Fish using Grim Long, i never ever had a problem. A turn 1 Duress or so just takes away the most immediate threat they can present, (FOW, Null Rod, Chalice or Daze) I also normally tend to combo off relatively fast and just win straight, since by technicality, Grim Long always combo off faster than Pitch Long, approximately 0.5 turns faster. After sideboarding, bringing in Xantid Swarms wins me the counter game every time, your opponent will be torn between bringing in more hate for combo or bringing in hate for creatures. Echoing Truth is not really a solution and even if it is, you would have just traded a Xantid Swarm for 2-3 cards. (FoW and fodder, Echoing truth itself) Xantid Swarm also clearly announces your opponent's situation. Its either "I dont have a counter!" or "I have just used a counter!" Both of which serves your purpose. If your opponent is playing Duress, Swarms are immune to it too. I often have games where my opponent has out Card Advantaged me with Fish and has 1-2 critters on board with Null Rod or Chalice locking up my mana and Wastelands destroying my lands. However, my turn 1 Xantid Swarm saves me by nullifying all the Card Advantage my opponent has gained and allows me to successfully Hurkyl's Recall or Chain of Vapor and play down my artifact accelerants. Xantid Swarm also work well with Draw7s and should not be overlooked. Their ability to remove your opponent's interaction basically means you can focus entirely on winning and not spend mana on Duress and safty precautions. All you need is to turn Swarm sideways. Even if Swarm dies after its attack to a flyer, it would have served its purpose of phasing out your opponent. I can also play the mind game and choose whether or not to board in Empty the Warrens for a quick simple kill backed up with Duress protection.
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Eternal Formats / Miscellaneous / Re: Rector Flash
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on: May 10, 2007, 03:58:24 am
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I think ultimately, before we consider Rector Flash to be a good deck,
We must ask ourselves.
Can Rector Flash do its job better than the existing combo decks? Either in the more resilient field like MDG, or the faster field like Grim Long?
If all it does is acheive a cute combo like getting out Bargain and then drawing enough to ensure the win, is it worth it to dedicate 7-8 slots of cards which are useless on their own to the maindeck?
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Eternal Formats / Miscellaneous / Re: [Premium Article] The Ichorid Blitz
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on: May 03, 2007, 06:28:43 am
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I have a question.
Why not run Cephalid Sage in Ichorid?
It helps increase the chances of a turn 2 win significantly.
Its like, you almost confirmed get a threshold and dread returning it allows for so much more dredging on turn 2 which would definitely lead to turn 2 kills.
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28
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Eternal Formats / Creative / Re: Future Sight spoiled: Street Wraith - 4 of in every deck?
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on: April 29, 2007, 09:33:42 pm
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As for your example - it is ridiculous. You topdecked a second land so that you could cast Rituals off your Twister hand, and it still nearly fizzled - it had no tutors, and you were lucky to draw Mox Sapphire to cast that Brainstorm, and then lucky to find the Demonic Tutor. And I still don't understand how you had that game in hand, as your opponent drew quite a nutty hand and your retelling of the story leads me to believe that you had passed the turn after Duressing him - in which case he had mana open for the counter you didn't take with Duress. And had you tried to win without passing the turn, that means you would've had to have played Cabal Ritual, which he could've forced, leaving you unable to Duress him, which would have given him a free untap and topdeck with ridiculous mana in hand.
Again, you are making my point for me.
Even if i did not topdeck a second land/mana source, my Draw7 would still have resolved, since my opponent did not have a counter at all. I only needed that mana source, in case my opponent countered my Timetwister, which i then, have to Regrowth. The chances of my drawing a mana source was, (22-2) / 53 which is approximately 20/50 and is 40%. What about Street Wraith in that position? Would you even have kept that hand at all? How do i not have the game in hand? My hand is Cabal Ritual, Duress, Demonic Tutor, Yawg Bargain, Gemstone Mine while i am going to draw Imperial Seal next turn. My board position is Sol Ring, Mox Sapphire, 2 Seas. Even if i did not draw the Mox Sapphire, what makes you think i would not have won? Either way, i would Duress this turn, take away 1 counter. Next turn, I Imperial Sealed for another Duress. On the third turn, i Duress my opponent, which he countered, and now he have 2 cards in hand, (one of which is definitely a land), I proceeded to Cabal Ritual into Yawg Bargain with 18 life to spare. What makes you think i needed that Mox Sapphire and/or Demonic Tutor in order to win? And why would i try to win on the turn i just drew my new 7 when im unsure whether he has a counter or not? The obvious choice was to Duress that turn and set up for the next turn. Hell, i did not even try to win after Yawg Bargain resolved, i just drew 6 cards, saw a Mox Jet and a Duress, and Duressed my opponent stripping him of everything except 1 land. Again, how do i not have the game in hand? Since you already took 2 out of my 4 points to answer, why not answer the other 2 as well? At a tournament ages ago I was playing against Scott Limoges. I was running Long, he was running Mono Blue. At one point I forced a Wheel of Fortune through, after depleting his hand with a string of Duresses. I drew into 6x land ESG. Burn for 5 pass the turn. He on the other hand drew into something absurd like 2x drain 2x force. I died a few turns later to Colossus beats. If that wheel had been Bargain, Necro, Desire, or even Jar instead I likely would have won that game.
Now what are the chances of you drawing 6 land and ESG from a Draw 7? Assuming you already seen 3 mana sources out of the 22-23 Grim Long normally runs, you have 20/50 or 40% chance of seeing 1 or more mana sources, per draw. If Grim Long, one of the decks that pack the least amount of lands, could actually draw 6 out of the 11-12 lands it normally packs, that must be something wrong with your shuffling or you just happen to hit the lucky 4% chance of getting that. Its equalvalent your opponent having the luck of his hand, drawing 2 Mana Drains and 2 FoWs when he only has 8/50 or 16% chance of seeing 1 or more counters, and he amazingly saw 4, which is around 3% chance of happening. Grim Long has the highest threat density, more than any other deck, that means statistically, Grim Long will always have the chance of having the better hand after a Draw7. The argument for FoW is not valid because you can also play Duress or Xantid Swarm.
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Eternal Formats / Creative / Re: Future Sight spoiled: Street Wraith - 4 of in every deck?
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on: April 29, 2007, 10:21:45 am
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Are we forgetting the Draw7s also give you a tempo boost?
For example, turn 1, i play Mana Crypt, Underground Sea, Mox, I then play Timetwister.
If it resolves, you can clearly tell that you have just gained A LOT OF Tempo and Card Advantage.
Firstly, you got yourself a new hand. Secondly, you got yourself 3 cards on the board.
This actually more or less confirms, that if you get to the next turn, you can most likely win, due to the resources you have in hand and the mana available to cast them.
How bad can that get?
Long is also the deck that runs the highest threat density. Chances of you getting a bad hand as opposed to your opponent getting a bad hand is in your favour.
I had a real live example, in which i i kept a six card against MDG
My hand was Underground Sea, Elvish Spirit Guide, Time Walk, Timetwister, Black Lotus, Regrowth.
Since i already mulled to six, while my opponent kept a 7-carder, i decided to keep this hand.
So i was on the play, i went Sea, ESG, Time Walk.
Turn 2, i topdecked another Sea. I laid Sea, play Lotus, sac for GGG, then cast Timetwister with G float. I did this, because if there was the chance that Twister was countered, i could regrowth it and hopefully topdeck another mana source in which to cast Timetwister again. Sure enough, he did not have a counter, (later he revealed to me that he had a hand with 2 moxen, 1 of them being a Sapphire, 1 Volcanic Island and 1 Mana Drain, with a few other business spells.)
So i resolved Timetwister, and went on to draw a hand of Yawg Bargain, Gemstone Mine, Sol Ring, Mox Sapphire, Brainstorm, Cabal Ritual, Duress.
I cast Sol Ring, Mox Sapphire into Brainstorm drawing Imperial Seal, Mox Pearl, Demonic Tutor. I put back Pearl and Seal and proceeded to Duress my opponent, revealing a hand of (Land,Land,Land, Mox, Black Lotus, Drain, FOW.)
Up to this point, it should be quite obvious i have the game in hand.
So the point?
(1) Draw7 in Grim Long is good because Grim Long has the highest threat density. What this means is that whenever you resolve a Draw7 in Grim Long, the chances of you having the better hand will always be higher than that of your opponents. That means chances of you winning will be higher.
(2) Draw7 in Grim Long is good because it makes starting hand decisions easier. (Compare just now that situation by replacing it with Street Wraith, would you have kept that hand?) Draw7s, besides helping with the strategy of luring out counters, also helps with a hand decision. On average, a Grim Long deck has at least 2 bombs/tutors in the starting hand. Casting the minor bomb of a Draw7, will definitely bait out a counter and give you the opportunity of casting your second, more devastating bomb. If your Draw7 resolves, refer to point (1) above. As for just now that situation, if you replace that bomb with some other bomb, would it have the same effect? Yawg Will is practically useless in that situation, so is Mind's Desire to a larget extent which brings me to my third point.
(3) Draw7 is almost always never a dead card in most situations. Will it ever hurt to have a Draw7 in hand? No. Will it ever hurt to have a Yawg Bargain, Yawg Will, Necro, Desire, Grim Tutor? Yes. There are some times when you simply dont have the correct set of cards to abuse a Bargain, Will, Necro, Desire or Grim Tutor, but that are much lesser chances of you not being able to abuse a Draw7. There are those bombs, that you will never hurt to have (Ancestral Recall, Time Walk, Draw7s, Tinker) and those where you can only abuse it fully when you have the right set of cards, be it in your graveyard or hand or mana requirements ( Will, Desire, Necro, Bargain)
(4) Draw7s, can give you a tempo advantage when played in the right situation. Refer to my personal example in my game vs MDG.
Draw7s are not just random bombs thrown into a Grim Long deck for no reason. They require skill to play and requires you to make the right decisions and play them at the right time in order to fully abuse them.
While you may say that Draw7 also gives your opponent a new hand and a new chance to get FOW, you have equally just as much chance to get a Duress or Xantid Swarm from your hand, and possibly the mana required to cast it all on that turn.
Isn't this the exact same reason why people go for the turn 1 kill when possible, even if they don't know whether their opponents are holding FoW or not? Chances of them holding 1 or more is 40%.
Lastly, i disagree with that analysis of calculating power level.
First of all, the power level of cards like Black Lotus, lands, BS, Recall cannot be determined simply by themselves. Their power level is determined by the bombs you run along with it. It doesnt make sense when you put that analysis in this context.
Deck A, a storm combo deck, runs 16 lands and the usual bombs, except for the bounce spells and a few Draw7s
Deck B, a similar storm combo deck, runs 11 lands and the usual bombs.
By your analysis, Deck A would be significantly better than Deck B?
And Lands have a power level of 90? Higher than Yawg Will?
If you were to cancel out all the lands, the Brainstorms, Duress, Bounce Spells (leave Recall and Mana Accel in), you would find that the power level of a deck without Draw7s is significantly lower to that of a deck with Draw7s.
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Eternal Formats / Miscellaneous / Re: UW FISH: Teh Primer!
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on: April 27, 2007, 08:55:52 am
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Time Walk is needed in any deck that plays blue and relies on tempo.
You cannot think that Time Walk is lousy. Having a Time Walk is essential in every Fish deck.
You get an extra land drop, an extra attack phase with your creatures and even get to leave your mana open for hardcasting counters or just playing a Null Rod.
To simply put, have you ever seen the power of Hypnotic Specter, Dimir Cutpurse, Dark Confidant, Ninja of Deep Hours with the power of a Time Walk?
Getting in an extra 2 damage or more, together with 1 extra card from a creature can never hurt.
In fact, Time Walk also serves the purpose of actually making your deck 59 cards if you are playing it. You simply cannot lose out when playing a Time Walk.
As a UW Fish deck, you should be content to have just 16 lands instead of 17, especially when you only dedicate your deck to 2 colors.
Null Rod, as mentioned by others in this thread should be a 3-of. I would advocate more if you are playing against a more combo field.
Stormscape Apprentice, while being cute, is not played much. Originally, it was played, solely as an answer to DSC and could act as a 1/1 beater. However, due to format changes, some decks run the EtW kill plan too, therefore, i would ask you to run more Echoing truth instead of this subpar creature.
You mentioned you are having finding creatures problems, Brainstorm actually helps in finding your creatures faster and playing them too. You also maximise the usage of Brainstorm due to the high number of fetchlands your deck runs. So i reccommend you run 4 of them.
Brainstorm also helps in helping you find a counter in case your opponent casts a game-winning spell. Besides, Brainstorm fixes your mana problems, your threat problems and basically almost every minor problem you might have.
Brainstorm is actually Ancestral Recall in disguise as you can actually choose and play the cards you drew. It is a very good card selection spell.
Your deck is also lacking in a focus.
There are two main ways Fish can go.
1) All-in All-in means playing the most aggressive package and hope that your creatures can deal the lethal points of damage under the protection of counters in the first 5 turns of the game. Most Fish decks of this variant run 4 Savannah Lions and 4 Isamaru to maxismise the chances of a 1-drop. This particular strategy also makes it difficult for decks using life as a resource to fully maximise their life for resource strategy. (E.g. Necropotence, Yawgmoth's Bargain, Grim Tutor, Vampiric Tutor.)
2) Card Advantage Card advantage means playing creatures that give you an edge in gaining more card advantage. Examples of cards like this are Dimir Cutpurse, Dark Confidant, Ninja of Deep hours. This route tries to go into more control an eventually locking out the game for the opponent due to card advantage. They also include things such as an Erayo lock.
Since you are playing UW Fish, Meddling Mage also serves as a temporary card advantage card as it locks out one of your opponent's spells.
If you are going the first route, your creature base would most likely be 4 Isamaru 4 Savannah Lions 4 Meddling Mage 3-4 Jotun Grunt 1-2 Kataki
If you are going the second route( not much reccommended unless you are playing black too)*, your creature base would most likely be 4 Ninja of Deep Hours 4 Meddling Mage 4 Jotun Grunt 2 Kataki 3-4 Savannah Lions
*Black has Dark Confidant, Dimir Cutpurse, Hypnotic Specter, all of which are more card advantage based than what white offers.
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