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1  Vintage Community Discussion / Rules Q&A / Re: Proxy Etiquette question on: September 17, 2007, 09:11:03 am
Awesome! Those sound like great reasons! Thanks for the explanation!


There are some sleeves that are listed as opaque and are really semi opaque and can be seen through. In addition to this, we want proxies clearly identifiable as proxies, so that judges can easily tell how many a player has when doing a deck check.

-Matt
2  Vintage Community Discussion / Rules Q&A / Re: Proxy Etiquette question on: September 14, 2007, 05:08:07 pm
Quote
We do not allow either of those for proxies at the SCG P9 Series.

-Matt

Thank you for the clarification.

Just wondering...Why are non-regular issue card backs not allowed in an opaque backed sleeve (i.e., undetectable), while cards that have been slightly altered in their thickness through thorough erasing, according to the suggestions for proxy creation on your website, are allowed? I would think that those would be more detectable during a game than what you don't allow. Can you clarify your reasons for this? Of course, it's your SCGP9 tournament rules to do with as you please. I'm just curious as to the reasons.

TestDrive
3  Vintage Community Discussion / Rules Q&A / Re: Proxy Etiquette question on: September 13, 2007, 09:32:31 am
Thank you! What's the link for the SCG tournament info?

TestDrive Smile
4  Vintage Community Discussion / Rules Q&A / Proxy Etiquette question on: September 12, 2007, 05:28:30 pm
I have two questions about what would widely be considered acceptable proxies in tournaments such as Vintage (Type 1) Ten-Proxy tournaments:

1. Are gold-bordered cards (such as from the old World Championship pre-constructed decks) allowed as proxies in tournaments? I have in mind such cards inserted in opaque-backed sleeves so that they still have the same exact size, weight, and feel as other sanctioned Magic cards, just that all you see when you look at the card face is a gold border rather than the regular black or white border.

2. How about the gold-bordered "blank" cards that were provided with the original 1996 Pro Tour New York memorial set (and maybe other sets) as a means to tweak the pros' decks. I'm thinking of just drawing a picture in the blank and labelling it. This way, there's no art or text from a junk card getting in the way of my proxy's clarity as to what it is. Hence, what I intend the card to be as a proxy comes across loud and clear. These cards are also the same exact size, weight, and flexibility as regular Magic cards.

Just a point to ponder for any naysayers: Wouldn't these gold-bordered cards be more trustworthy as proxies than an Alpha card as a "real" card, since Alphas, which ARE legal, have a different size and weight and therefore, potentially, can be spotted on the top of a deck with a trained eye. For example, "Oooh! I see that the next card sleeve on the top of my deck has a slightly less rounded wear pattern in the corners. It must be the only Alpha card in my deck--my Alpha Time Walk. Therefore I'm going to plan my current turn in accordance with that secret, unfair knowledge!" Do you see what I'm getting at? Legal Alphas are way more dangerous than a gold-bordered, clearly-labelled proxy, so long as opaque sleeves are used. So shouldn't gold-bordered proxies be legal if they're not already? And maybe they are, I'm just asking because I honestly don't know.

So, what are the answers to the two questions above according to current proxy tournament etiquette, rules, etc.

Thank you so much for your help!

TestDrive Smile
5  Vintage Community Discussion / Non-Vintage / Re: Dumb Question: Do Planar Chaos packs come with 2 rares? on: July 18, 2007, 02:08:02 pm
Thanks for the insight!

TestDrive  Smile
6  Vintage Community Discussion / Non-Vintage / Dumb Question: Do Planar Chaos packs come with 2 rares? on: July 18, 2007, 11:51:59 am
I just opened my first ever pack of Planar Chaos and it had 2 rares. Is that normal? Or should I go back to the store I bought it at and buy the rest of their packs (about 3 left) in hopes of getting another 2-rare pack?

Thanks a bunch!

TestDrive  Smile
7  Vintage Community Discussion / Casual Forum / Re: Volrath's Swiss Army Knife (Legacy Toolbox Deck) on: July 11, 2007, 02:24:36 pm
Thanks for the awesome ideas! Keep 'em coming!!

TestDrive  : )
8  Vintage Community Discussion / Casual Forum / Re: Volrath's Swiss Army Knife (Legacy Toolbox Deck) on: July 09, 2007, 03:23:22 pm
I can't believe it, but Ovinomancer might actually work well in this deck as a card to sideboard in against fatties that are hard to get around with Akroma (if any exist), or as another creature-kill option to destroy annoying ability-causing creatures.

I'd only put Ovi in the graveyard after VS has already been in play for a turn, and then he's just lickety split safe! Kind of like Blinking Spirit like you pointed out, AND his cost can not be responded to in any way! Not even split second could get at him once I've returned him to my hand as the cost of announcing the ability, and according to my sources, it can even target himself, but then I won't get the sheep token since the ability fizzles since he's not in play.

Great idea! Keep 'em coming!

TestDrive
9  Vintage Community Discussion / Casual Forum / Re: Volrath's Swiss Army Knife (Legacy Toolbox Deck) on: June 25, 2007, 02:28:44 pm
Just FYI, Akroma + Phage replaced Flowstone Hellion + Phyrexian Dreadnought even in conventional FEB builds.  The infinite turns thing, by the way, is cute.

Cool. That's good to know. I'm glad to see most FEB weilders agreed. This deck seeks to be more format versatile, other than just legacy tourney tuned. I hadn't seen a FEB version like this before, so I thought I'd share it. Also, the infinite turns thing is a great way to win, and with SotF & TE, it's easy to pull off--You can actually draw your whole deck, get your graveyard good & fat with Tortured Exstence at the ready, and then play draw-go with Battlefield Scrounger recurring your deck so your opponent just eventually runs out of cards while you easily hold off whatever threats they throw at you.

 Smile
10  Vintage Community Discussion / Casual Forum / Re: Volrath's Swiss Army Knife (Legacy Toolbox Deck) on: June 25, 2007, 10:49:57 am
Yes, this is quite similar to FEB. However it's kill combo is a heck of a lot more stable and powerful than the usual FEB kill: Volrath's Shapeshifter + Flowstone Hellion + Phyrexian Dreadnought. I find that VS + Akroma + Phage is way more powerful and sturdy, since the attacking creature is a beefy 6/6 and is protection from red & black & flies, while Phage doesn't care what life your opponent is at (so long infinite Kor-life deck). Also, this deck admittedly seeks to be multiplayer flexible and more durable in the long game by having a wider variety of tools to use. You are correct in saying that "ruthless efficiency" was not my primary goal. I want this to be a fun deck to fool around with and toy with the oppoenent, while also being able to recover from a variety of bad starts and handling as many various oppositional threats as possible.

Tortured Existence does indeed work quite well in this deck. It allows you to recycle not just your kill combo, but any other tool or combo you need. In multiplayer, with 7 mana (not hard to acheive in this mana heavy deck), you can attack with VS as Akroma, discard phage for the kill to get Blinking Spirit with Survival, discard the blinking spirit after your first victim is defeated (fetching for Wormfang Manta with Survival), activate the BS and in response discard WM with TE to return Akroma back, VS as BS returns to your hand, you Time Walk, untap, play VS for 1UU, discard Akroma with TE to return Phage, attack with VS as Akroma, discard Phage with TE to return BS to your hand after damage is on the stack, after damage resolves & your next victim is defeated, discard BS to TE to return WM to your hand, activate BS for free, discard WM to return Akroma to your hand, Time Walk, and repeat the cycle as many times as necessary to win the game against one, two, three, fifty, one-hundred opponents, or whatever you need. It's fun, powerful, and everyone is more willing to lose to creature kill more than they enjoy losing to direct damage combo-kill (Iggy-Pop), or milling effects, or whatever other self-entertaining, non-interactive kill-combos are out there (not that this one is all that interactive, but it's more than usual, and quite fun even to watch).

Thank you though for your insightful and helpful comments.

Test Drive Smile
11  Vintage Community Discussion / Casual Forum / Volrath's Swiss Army Knife (Legacy Toolbox Deck) on: June 21, 2007, 02:31:02 pm
I've been working on the following deck for about 3-4 years, and I finally thought I'd share it to get your feedback. It's definitely not a tier 1 tournament deck, but it is still very, very strong in both casual AND multiplayer since the deck is so incredibly flexible. Enjoy!

4   x   Volrath's Shapeshifter
1   x   Akroma, Angel of Wrath
1   x   Phage the Untouchable
1   x   Gigapede
1   x   Blinking Spirit
1   x   Wormfang Manta
2   x   True Believer
1   x   Konda, Lord of Eiganjo
1   x   Battlefield Scrounger
1   x   Multani, Maro Sorcerer
1   x   Simic Sky Swallower
1   x   Blazing Archon
1   x   Seedborn Muse
1   x   Phytohydra
1   x   Twisted Abomination
1   x   Elvish Spirit Guide
2   x   Wood Sage
1   x   Kuro, Pitlord
4   x   Survival of the Fittest
4   x   Tortured Existence
4   x   Birds of Paradise
4   x   Wall of Roots
1   x   Volrath's Stronghold
4   x   Tropical Island
4   x   Underground Sea
4   x   Bayou
4   x   Polluted Delta
2   x   Yavimaya Coast
2   x   Reflecting Pool

Sideboard:
4 x Squee, Goblin Nabob
1 x Phage the Untouchable   
1 x Reya Dawnbringer
4 x Basking Rootwalla   2 x True Believer
3 x Gigapede   

The star of this super fun, but challenging to play, deck is Volrath's Shapeshifter. In combination with Survival of the Fittest, Tortured Existence, and a truckload of static/free/cheap creature ability tools, Volrath's Shapeshifter becomes a deadly Swiss Army Knife that transforms into whatever you need for any moment.

The key kill with this deck is VS attacking as a nigh-unkillable Akroma or Simic Sky Swallower and trampling over its damage. Then, after damage is on the stack, use Survival, Tortured Existence, or even the VS's own ability to shapeshift it into Phage. Damage resolves, Phage kills the opponent, and you go home a winner with your Swiss Army Knife in your back pocket. If you're wondering if this combo really works, go ahead and call Wizards' helpline at 1-800-324-6496 and they'll fill you in on all the gory details as to why this combo rocks.

This deck is awesome in both 1-on-1 AND multiplayer because VS is so incredibly versatile. Here are some more hints on using the Swiss Army Knife, a complicated, but absolutely fun, deck:

Note that most of the creature tools in this deck are virtually free to use their abilities. Take advantage of this and don't be afraid to constantly change your VS multiple times a turn, even in the midst of stack resolution. Also, you'll probably have to remind your opponent that discarding a creature to the top of your graveyard with Survival of the Fittest or Tortured Existence is a COST that CANNOT be responded to, so be prepared for your opponents getting pretty angry upon hearing that. The effect of getting a creature from your deck or graveyard CAN be responded to however (this happens upon resolution of the ability), so be aware.

Now, some details on how to use your juicy, fattie, super-flexible Swiss Army Knife toolbox:

Simic Sky Swallower, Multani, and Gigapede are there to keep the Shapeshifter safe from targetted abilities; Konda keeps the shapeshifter safe from any attempts to sweep away VS through a Wrath of God, Engineered Explosives, etc.; Blinking Spirit is a blocking machine and free reset button that can't even be Stifled because you can just declare that you use it again as many times as you need; Wormfang Manta doesn't create it's negative effect since you'll only put it on top of your graveyard once VS is in play--and WM combo's really well with Blinking Spirit: declare the BS ability, in response use Survival or Tortured Existence to get WM on top of the graveyard before your VS leaves play, then VS leaves play and you never lost a turn, but gained an extra one. The end result: Time Walk! Do this over and over again to really upset the opposition.

Phytohydra (clothed in a VS) is a virtual win against red; Twisted Abomination lets you get the dual land you need (Bayou or Underground Sea) while also putting a fat creature in the graveyard that can regenarate (which is why other cycling creatures were not utilized here: they don't protect your VS once they're on top of the graveyard).

Kuro lets you trade life for your opponent's annoying weenies (or fatties, if you have to); Battlefield Scrounger lets you recur in case your deck gets thin, or if you have Survival but no TE. Scrounger can even manipulate your graveyard as best suits your needs by clearing away ruffage that isn't good VS material for the moment. It can even recur itself since it's actually in the graveyard and acting under the influence of VS, all while making VS +3/+3 bigger!; Seedborn Muse lets you reset your mana for doing whatever you need during your opponent's turn (especially great in multiplayer games!); Gigapede lets you discard for free a creature in your hand to the top of the graveyard, again, setting up your VS while also restocking your shrouding ammo; Blazing Archon plays Super Moat Stall against creature rushes until you set up your creature removal or game ending kill; the two True Believers are incredibly useful against Duress, Mind Twist, Hymn to Tourach, Diabolic Edict, Chainer's Edict, or any other spell that you never want to be targetted by; Elvish Spirit Guide can either hurry up your early game development, surprise your opponent that you have that one more mana needed to Survival to get what you need, or, when you have the two (or more) creature tools in hand and a VS on the board to use them, but you're one green mana short to utilize them with Survival in the combination that you'd like, just discard your first creature to go get the Spirit Guide, then pitch the Spirit Guide out of the game (and therefore NOT in your graveyard--because who wants a vanilla 2/2 VS?) to discard your next VS tool.

The Wood Sages help you burn through your deck to find the VS's in a hurry if you haven't found a Survival yet, AND the Wood Sages help you set up your graveyard because in using its ability, YOU get to decide the order of the cards when they're placed in the graveyard (i.e., put the tool you need on top so your VS in play becomes what you need it to be--sort of a mini-Survival of the Fittest).

The Birds of course speed up your game and give you whatever mana color you need early; the four Wall of Roots are awesome because you can use them once on your turn AND once on your opponent's turn; also, if in a pinch the walls hit the graveyard when you've got a VS in play and no way to transform it into anything but a wall, at least the walls are fat 0/5's that are hard to kill AND give you five more green mana to use to shapeshift your VS into something else (just remember to keep in mind those permanent -0/-1 counters when choosing your next VS tool).

Tortured existence is amazingly huge in this deck--it lets you use your graveyard as a reverse Survival, getting back VS's or buried tools you've lost, and also letting you restructure the top of your graveyard with what you need VS to be.

Volrath's Stronghold (nice flavor for the VS, huh?), is awesome for getting creatures back or to keep from running out of cards (which can happen fast).

Finally, don't forget that you can hardcast all of these creatures too (Birds may be needed to cast a few of the creatures), so if you have to, play regular fattie beatdown when necessary.


Oh, and by the way, the sideboard is mostly if you want to go aggro. Keep in mind that 1 Rootwalla + 1 Survival + 4 green mana = 4 Rootwalla in play. The same is true with Tortured Existence + 1 creature in hand + 4 Rootwalla's in the yard + 4 black mana = 4 Rootwalla's in play for a VERY long time! Reya lets you set up another way of killing--put fatties in the yard with Survival, then use VS as a Reya to bring the real Reya in play and begin the Fatty Blitzkrieg action! The 3 Gigapede are for when you feel the need for more anti-targeting protection. The same goes for the two True Believers, but for protecting your dome instead. The extra Phage is to ensure any combo consistency concerns if the opponent has ways to remove your cards from the game.

So why not Genesis? Too slow, actually.
Why not main deck Basking Rootwalla or Squee? They just sit there on top of your graveyard for too long and make VS too vulnerable.

Any suggestions, especially in the form of static/free/cheap creature abilities I might have overlooked? Please keep in mind that I've intentionally upped the number of creatures and significantly left out spells (other than Survival & TE) in order to improve the odds that the card on top of the graveyard is useful for VS. Any suggestions should reflect the same concern.

I've spent about four years improving this deck, but I'm not totally up with the latest sets, so any other ideas would be quite welcome. Love to hear from you! Enjoy!

TestDrive  Very Happy
12  Vintage Community Discussion / Casual Forum / Block decks are great for time capsulization on: May 09, 2007, 05:50:25 pm
I've got several Time Capsule decks: mono-colored decks for each color, designed for Pente play (first to defeat their two opposing colors wins the 5-player match): Revised-only, Fallen Empires-only, Ice-Age Block (pre-Coldsnap), and 4th Edition/Chronicles-only. All the decks work great considering their color/set/block restrictions, and no one color dominates any other in any of these formats (if designed well). Also, they totally bring back memories from when I started playing Magic 12 years ago! It's a blast to play Revised-only Pente and let the new players wow at powerful out-of-print cards being played during every turn. I'm working on some Beta-only decks since I've got complete playsets of Beta commons & uncommons, but I'm hesitant to take Beta lands out of my casual but beautiful T1 decks. I've also got the cards set aside to create Mirage Block, Tempest Block, & Urza Block decks, all of which leads to the thought that Block decks of years past are really great ways to make & keep time capsule decks--you don't just go and add new cards to them on a regular basis (except in the rare case of Ice Age & Coldsnap).
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