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1  Eternal Formats / Global Vintage Tournament Reports and Results / Re: Vintage Champs 2015 – Decklists, Metagame Report, Video, Report Roundup on: September 17, 2015, 03:21:58 pm
The metagame was incredibly diverse.  The quantity of decks with Force of Wills masks incredibly strategic diversity.  Almost every strategic archetype was represented in the Vintage Champs top 8: hard control, aggro control, combo control, prison, dredge.  What an amazing event.

This is the biggest problem...
There were maybe other decks in the field, like WG fish decks, RGB aggro decks, but if at the end, the top 8 is made almost only of BLUE-aggro cotrol decks, it is the only thing people will remember! Who will remember the 21st position of a nice Bwg deck playing confidants,vindicates, ice storms and sudden spoilings (nice secret tech anyways Smile ), and who will remember the 16th position of a nice White fish deck ? Nobody Sad
All people will remember is : if you want to be sure to win (or to be on top8), you must play 4 FoW or 4 Mishra's Workshop on your deck (forgive me if I don't speak about the nice top8 dragon deck Smile )

I totally agree with TheWhiteDragon, this top8 isn't selling me any dreams...
2  Eternal Formats / Ritual-Based Combo / Re: TPS players on: April 22, 2015, 09:11:49 am
The surprising thing in your list is that you don't include Gifts Ungiven.
Before the restriction, TPS usually used to play two copies of the card.
Now that Gifts is unrestricted again, if I had to play TPS, I would probably try several Gifts in the deck.
3  Eternal Formats / Eternal Article Discussion / Re: So Many Insane Plays Podcast #39: Khans of Tarkir Vintage Set Review on: October 20, 2014, 04:46:29 pm
I think it is a big mistake to look at cards individually and not in actual decklists. Treasure Cruise is absolutely insane in URx delver and will see more play at least in the near future because Delver is the better deck, not necessarily because it is the better card.

I don't know where you have seen that Delver is the best deck...
Many decks are at least as strong as this deck, and even more powerful.

The same with Dig vs. Demonic Tutor. In decks like UW Bomberman, Dig is really good whereas including Demonic Tutor warps the manabase too much.
Demonic Tutor warps the manabase ?? There is nothing strange in the fact of playing 3 colors in a deck.
Many blue decks (that play more than 2 colors) win a lot of events everytime in the world. There is nothing strange with that.
I understand that adding a black splash only for DT is not a good reason, but adding black for VT, DT and YawgWill begins to be a really good reason.
4  Eternal Formats / Eternal Article Discussion / Re: So Many Insane Plays Podcast #39: Khans of Tarkir Vintage Set Review on: October 19, 2014, 11:26:13 am
That said, DT is imho the best black card in vintage and of all time.
Hmm... there is a fight between DT and Yawgmoth's Will for the first place  Wink

Anyway, the "instant" property of Dig leads me to think that it will be more played than Cruise, even with the UU in the mana cost.
5  Eternal Formats / Blue-Based Control / Re: Night's Whisper Control Slaver on: September 27, 2014, 01:13:01 pm
The french player who finished 3rd of Bazaar of Moxen with a madness deck is an expert of Control Slaver, and he immediatly played Triskelavus when the card had been printed.
With some Welders, the card was extremely good against a lot of match-ups.
6  Eternal Formats / Blue-Based Control / Re: Night's Whisper Control Slaver on: September 27, 2014, 04:34:13 am
So gifts is bad as a singleton in this deck for some and for others it is not. awesome. Anyone thought of testing wonder or anger with the slaver lists running four dacks?

I remember Wonder was played in decks like Madness.
It is an interesting idea but does Slaver need flying creatures in order to win ?
7  Eternal Formats / Blue-Based Control / Re: Night's Whisper Control Slaver on: September 26, 2014, 02:50:41 pm
kalisia, yes, Gifts Ungiven can win games with the right setup. So does Hidetsugu's Second Rite. These cards aren't as different as you might think. They are both four mana spells that win the game under fairly narrow circumstances. They are both cards that I don't ever want to cast in my first turn using a land and a Black Lotus. And while they're both game-winning with the right set up, they're also both actively bad under less favorable circumstances -- such as the opponent having Leyline of the Void or being at 9 life.

Comparing Gifts Ungiven to Hidetsugu's Second Rite is a joke Smile !

And casting Gifts Ungiven in a first turn using a Black Lotus is not a bad play.
If you make a pile with cards like Ancestral Recall, Gush, FoW, Dark Confidant, Time Walk or Brainstorm, you are very fine.
In this case, you will not seek the turn 2 kill, but you will shape a good hand.
This is the power of Gifts, you can set a killing pile, or you can basically make CA and QA at the same time. It depends on the situation.

I find that the examples against Gifts mentioning graveyard hate cards are bad. Why ? Because the same example can be used to criticize Yawgmoth's Will. Try to win with Yawgmoth's Will when there is Leyline of the Void or Tormod's Crypt... And nobody uses the argument to say that Yawgmoth's Will is a "favorable circumstances" winner. People say it is a winner. Every card in MtG can be stopped by another one. This is not a criteria that defines the power of a card.
8  Eternal Formats / Blue-Based Control / Re: Night's Whisper Control Slaver on: September 26, 2014, 12:49:38 pm
Why should I be the person who doesn't understand the other ?
I could say the same thing about you.

You have your point of view, I have my point of vue. These are different and this is not dramatic Wink


The only thing I wanted to point (in favor of Gifts Ungiven), it is this:
Quote
In a situation where you have to remove something out of the board in order to win, you will have to do the same with Fact or Fiction or Jace. The difference is that even if you remove the problem , fact or jace will not automaticaly give you the win, where Gifts Ungiven will win the game.

I think it is easy to understand.
After that, when and why some players prefer play other cards than this one is another question...But the fact is that this card can win games with an incredible efficiency.
In control slaver, which plays Welder, it seems a real mistake to not play a game winner like Gifts. My 2 cents.
9  Eternal Formats / Blue-Based Control / Re: Night's Whisper Control Slaver on: September 25, 2014, 05:14:30 pm
I do not play ancestral recall because it is restricted, i play it because it is a powerful card. I do not opt to play gifts over jace merely because gifts sits on a list of cards, i choose the one i deem most useful in actual games.

I am like you : I do not play Ancestral Recall because it is restricted, i play it because it is a powerful card ! But now, in the same way : why Ancestral Recall is restricted ? Because it's powerful !!! If we want to be as accurate as possible, the sentence should be "Because the card is TOO powerful if played in x4 in a deck!".
Don't try to separate the two ideas : the two things ARE linked. Players want to play the best cards, AND the more powerful cards (too powerful if playable in x4) are restricted. Where would be an interest in restricting a card that is not doing a distortion of the format ?


No, it is not played much because people prefer other cards. Simply put: They evaluated that other cards would help them win more than gifts would. Take a look at LSV's deck in the Vintage Super League, or rich shays....are you trying to tell me that these players opted not to play gifts because they are not good enough to properly play it? Keeping in mind that LSV has experience with gifts in vintage.
The card is not played much because players find that other cards help them more.
I am not saying that a card is bad just because it isn't played, but you seem to ignore the fact that people play whatever cards they choose for the purpose of winning the game. If a card is not played much, this means that players find that other cards helps them more.

I said that many players don't play Gifts Ungiven because the card is difficult to play, and I'm sure I'm right.
But you want to let me say that this is an exclusive reason ! I never said that !
Many very good players don't play the card, basically because they play decks where the card is not strong.
Gifts Ungiven is a special card, it doesn't fit in every deck. I even would say that the card needs a deck specially builded around it.



TL:DR
Being on the restricted list is not an argument for inclusion of a card. Neither does it mean that it is automatically stronger than an unrestricted card.
People choose the cards they do specifically to win games, so if they choose to play something other than gifts it is because they evaluated that the card would be better for them.

Gifts is not the "I win" card in all situations, it requires a game state where it can just win, and it is generally less useful than other cards when it does not just win.
This is a very poor argument.
I can absolutely say that for EVERY card in Magic. I can say for example that Yawgmoth's Will is not a "I win" card in all situations (for example with an opponent's Tormod's Crypt on the board). Will you say that the card is not a "I win" card ?


Claiming that people are just not good enough to play gifts is a poor argument considering that really good players choose not to play the card.
But this is a part of the truth.
Another part is that many players loved play Gifts Ungiven x4, because it was exciting to win with a so broken tutoring engine! But the same players have the slackness to try to build something interesting with only one copy of the card in the deck. It's so easy to put 4 Jaces in a deck to obtain something strong. It's 10 times less interesting, but it's strong as well. 4 Gifts >>> 4 Jace, but 1 Gifts <<< 4 Jace : this is the reason why players choose Jace.

And you will ask me : so why people don't play Jaces AND Gifts ?
Answer : because it's not the same deckbuilding approach and the two cards don't work very well together, so where would be the interest of playing both ? One is trying to make a lot of CA and gives board management, where the other is trying to open a time window in ordre to win in one shot.




10  Eternal Formats / Blue-Based Control / Re: Night's Whisper Control Slaver on: September 25, 2014, 03:41:57 pm
If you look at the meandeck gifts decklists from that period you will notice that both brainstorm and merchant scroll are currently restricted. If you review menendians articles on meandeck gifts you will quickly discover that merchant scroll was a very important part of that particular deck, why? Because it allowed the gifts deck to resolve ancestral recall which gave the deck the resources necessary to execute the gifts -> will plan.
Gifts is a card that wins you the game on the spot if, and only if, you can amass the mana to do so, can resolve gifts and can remove any permanent based solutions.

I know very well what you are saying. Smennen didn't discover that Merchant Scroll could search Ancestral Recall and resolve it for 1UU. Many french players were using several Scrolls in their deck before the popularization of this habit in the US.
Why do you talk about the need of removing permanent based solutions ? In a situation where you have to remove something out of the board in order to win, you will have to do the same with Fact or Fiction or Jace. The difference is that even if you remove the problem , fact or jace will not automaticaly give you the win, where Gifts Ungiven will win the game. Yes, with Gifts, you need a window to kill, but a window in one turn is enough. Give me names of other cards that can do he same ? Only very few cards exist, like Tinker, Yawgmoth's Will, Bargain, Necropotence, Doomsday or Mind's Desire.

Other point : you only talk about Meandeck Gifts. This in not the only way to play Gifts Ungiven. I prefer play it with Auriok Salvagers, you need less mana than the Recoup plan.


You will also notice that there has been a massive amount of cards added to the vintage card pool over the last decade, mostly in the form of powerful creatures and very cheap and effective new disruption.

In my opinion, gifts ungiven is probably the safest card to unrestrict at this point in time. Although i will not discuss this further here, if you want to discuss that issue, open a thread in the vintage issue forum.

As a last point: Gifts ungiven is probably one of the least played cards on the restrict list right now. Many choose the unrestricted fact or fiction, tezzeret the seeker or jace instead of gifts.

So you think that if a card is not played, automatically it is bad ? The argument is very poor.
The card is not very played because many players can't play it properly.
Fact or fiction, Tezzeret the seeker or Jace are far easier to play.

And in order to come back on the thread, I think that it would be a real mistake NOT to play Gifts Ungiven in a deck like Slaver.
The card is always strong by itself (double demonic tutor for 3U !), and if you have an active welder on play, it's an automatic win !
11  Eternal Formats / Blue-Based Control / Re: Night's Whisper Control Slaver on: September 25, 2014, 12:10:40 pm

I disagree with almost everything you said, except for factual statements like Gifts is  {3} {U} instant and Jace is a  {2} {U} {U} planeswalker.

1) Jace is incredibly difficult to play optimally. I have been playing Jace based control decks for about a year and a half now, have won several pieces of power with them, and still find myself misplaying with Jace. That said, it is harder to flat out punt the game with Jace than with an incorrect Gifts pile.

2) While I don't have time to discuss the nuances of Jace in the control matchup, I would recommend not casting an unprotected Jace into an opponent's Mana Drain.

3) The argument that a card is restricted is a very poor argument for one card being better than another. Until recently, Regrowth was restricted and since being unrestricted, has hardly warped the metagame. Graveyard hate has also increased as Grafdigger's Cage and Deathrite Shaman are maindeck cards that make constructing Gifts piles more difficult. Simply saying a card is restricted fails to take into account subsequent printings and changes to the metagame.



1) I don't say that Jace is easy to play. It has 3 very good capacities so you have to make a choice each turn. But even is the card is hard to play, Gifts Ungiven is far more diffilcult to play ! It is easy to find a strong pile of 4 good cards...But often, you have only ONE optimal pile which gives you immediatly the victory, and THIS pile is very difficult to find.
You disagree with almost everything I said, ok, from my side, I won also several pieces of power with Gifts Ungiven, and still find myself misplaying with Gifts...so who is right ? You or me, or both ?

2) The instant speed of Gifts gives you a big advantage by minimising the effect of a Mana drain. You can cast it EOT when you have 4 manas. With Jace, it is impossible, you must wait having several backs-up to be sure that an opponent Mana drain will not resolve.

3) "The argument that a card is restricted is a very poor argument for one card being better than another." Sure! Everyboby knows that cards are restricted for the fun, and absolutely not accordingly to their own power Wink It you are sure of your affirmation, ask Smennen to ask to DCI to derestrict Gifts Ungiven, just for curiosity! Even with 10 Deathrite Shaman in the deck, a deck with 4 Gifts Ungiven will beat him !
12  Eternal Formats / Europe / FRANCE(East)-MAGIC93/94(OldSchool Vintage)TOURNAMENT - Sunday, 2nd November 2014 on: September 22, 2014, 05:44:14 pm
FRANCE - MAGIC 93-94 (OldSchool Vintage) Tournament - Sunday 2nd of November, 2014


Hi all !



A Vintage Oldschool (Magic93/94) will be organised on Sunday 2nd of November 2014, in France, in Montbéliard (East of France, close to Germany and close to Switzerland).


Drink and food will be available on place.


Here under, the informations concerning the tournament :



"MAGIC 93-94" TOURNAMENT (also called "Old School Vintage") :

- Date : Sunday 2nd of November, 2014
- Adress : La Roselière - Place du Champ de Foire - 25200 Montbéliard
- Format : MAGIC93/94 (VINTAGE "OLDSCHOOL")  >>>  VERY IMPORTANT : Editions "COLLECTOR EDITION" ET "INTERNATIONAL EDITION" ARE ALLOWED !!!
- Entry fee : 10 Euros
- Registrations : 10 A.M
- Tournament start : 11 A.M
- Maximum number of players : 48
- Drink and food on place


Rules:

In order to allow an access to this format to a maximum of players :

ALL THE CARDS WHOSE NAMES EXIST in one of the editions from Alpha to Fallen (included) ARE ALLOWED !!
Examples : you can play an Ice Age "Giant Growth", you can play a Chronicles "City of Brass" and you can play a 8th edition "Birds of Paradise".

Except the rule of "Mana burn" which is applied like in 1994, the other playing rules are the same than the actual ones.


Prices:

1   1 Mana Drain
2   1 Mirror Universe
3   1 Regrowth Beta
4   Depending on attendance
5   Depending on attendance
6   Depending on attendance
7   Depending on attendance
8   Depending on attendance


Extra prices :

TWO scelled boosters of the 3th black border edition will be offered in this tournament !




We hope that a lot of players will come and enjoy participate to this tournament !



For those who are interested by the format, here is the main link:   http://oldschool-mtg.blogspot.fr/


Another useful link : http://www.eternalcentral.com/oldschool/



Here under is the banned/restricted list, which is almost the same than the list used by Eternal central:
(Only one card from the Fallen edition is restricted : Hymn to Tourach)




The following cards are banned in this tournament:
• Bronze Tablet
• Contract from Below
• Darkpact
• Demonic Attorney
• Jeweled Bird
• Rebirth
• Tempest Efreet
• Shahrazad



The following cards are restricted in this tournament:
• Ancestral Recall
• Balance
• Black Lotus
• Braingeyser
• Chaos Orb
• Channel
• Demonic Tutor
Hymn to Tourach
• Library of Alexandria
• Mana Drain
• Maze of Ith
• Mind Twist
• Mox Emerald
• Mox Jet
• Mox Pearl
• Mox Ruby
• Mox Sapphire
• Recall
• Regrowth
• Sol Ring
• Time Vault
• Time Walk
• Timetwister
• Wheel of Fortune



Registrations:

For registrations, please send an email here : oldschoolmagic-fr@netcourrier.com
 



Thank you and good luck to everyone !
13  Eternal Formats / Blue-Based Control / Re: Night's Whisper Control Slaver on: September 21, 2014, 08:54:34 am
I really don't understand this view.  Kowal basically said the positive version of this.  My take is that people really need to stretch out their spectrum of game-states.  If I have four mana, I ALWAYS want to resolve Gifts Ungiven.  You can do so much with the card, including a pile that will build an even game state or small advantage into a victory.  It will do this even rather late in the game when you don't have much gas left in the deck.

There are metagame considerations (eg, if your store is full of flusterstorm), but there is no lacking capacity in the card itself (at least not in this list).

I never said it was a bad card, i just find that utilizing it is very mana heavy. Gifting early was great in meandeck gifts, for sure...i think over half my gift piles was for mana back then(Lotus, academy, mana crypt, something).
I dislike gifting for advantage only, and i generally think jace does more for a deck than gifts does except in the game state where gifts is lethal.

I also think that in game states where i have four mana in the first two turns of the game, jace does so much more, and i actually don't even like casting gifts in these game states.
Maybe we are using the card differently? and while i am willing to discuss the card further, i think we should perhaps do it somewhere else rather than derail this thread.



Gifts Ungiven is a great Magic card. It is a card that you can build a deck around, with cards like Recoup. However, that tends to mean running a full set of the card, and that is not an option for us. Instead, we can at best use Gifts as a broken four-drop. I wouldn't call Gifts Ungiven incorrect by any means -- but I also wouldn't consider running it myself.

Gifts Ungiven is an optimist's card. When you have a Yawgmoth's Will that is about to happen, then you win the game. When you have an active Welder, you win the game. When you have huge piles of mana and a Hellbent opponent, you can win the game. But you know, I am not interested in that. I don't want cards with high upside at four mana. If I did, I would just play Hidetsugu's Second Rite.

Instead, for four mana, I want cards that shut down gameplans. I want cards that can be a powerful play when things aren't going well. And I most of all want my four-drops to be cards that don't require more mana to be go. After testing both Olivia and FTK, I'm sold on FTK being the better card, despite its being less flashy. Likewise, at four mana, I'd rather have Jace than Gifts.

I don't understand how it is possible to prefer Jace to Gifts Ungiven whan you can play a 4CC spell...
When it was possible to play 4 copies of Gifts Ungiven, it was usual to make mana piles, or piles including another copy of Gifts Ungiven.
But when you can play only one copy of the card, you must use it at its optimal power : the immediate win.

Gifts Ungiven is like Yawgmoth's Bargain : it is written "I win" on the card.
But I understand that the card if more difficult to play properly than Jace.
Jace can (sometimes) win the game, but often against other control decks.
Against aggro decks, if I have 4 manas available on turns 1 or 2, I will never want to cast Jace !
And against control decks, trying to resolve a Jace like that is suicide when the opponent plays Mana drain!

Concerning colored mana, Jace needs UU where Gifts needs U : huge difference.
Concerning speed, Jace is a ritual speed spell where Gifts is an instant speed spell : second huge difference.
Third difference : Gifts Ungiven, well played, wins you the game on the spot, where Jace wins the game only half or third of the times, and usually against control decks only.

Jace is a very strong card, but let's be honest : the card is not restricted instead of Gifts Ungiven which is limited.
If Gifts is restricted and Jace is not, there is a reason, it isn't  Wink ??

In order to be told about that fact, just ask to DCI to derestrict Gifts....you will see the results very quickly  Wink
Next Top8s full of Jace.decks or Gifts.decks ? I think everybody knows the answer  Smile





14  Eternal Formats / Eternal Article Discussion / Re: So Many Insane Plays #38: Vintage on Magic Online & The Vintage Super League on: September 19, 2014, 02:11:52 pm
Excellent podcast as always.

I have to say I'd be pretty upset if I lost a match and found out later I had been playing against a team of other people. To a slightly lesser extent, it annoys me when opponents F6 but refuse to concede in the face of Vault+Key and a clearly lost game state, on the off chance that I will somehow run out of time. One can make a distinction between honorable play, and what is allowed by the client.

I wonder how many share that view.  I wouldn't be upset of a bunch of people were strategizing on the other side.  The trade off is that that kind of deliberation consumes time.  And, partly because I think deck choice matters so much in Vintage.  

Guys, to lose against Time Vault + Key when you were winning on the board, just because you couldn't counter this stupid combo, is by far more annoying than just having to wait a kill when you assembled the combo and when the opponent doesn't want to concede.

Time Vault + Key is a virtual kill, if you want to avoid having to face an opponent who doesn't want to concede to this combo, change your kill Wink
15  Eternal Formats / Global Vintage Tournament Reports and Results / Re: Eudemonia Old School 5/19 Results! Lists! Pics! on: September 12, 2014, 04:15:58 pm
Mana Vault was fine, but no one comboed Mana Vault with Transmute (suprisingly) to make Transmute a Demonic Tutor for artifacts (putting virtually any artifact directly into play).  Also, Mana Vault fuels Nether Voids and early Juggernauts.  

I definitely oppose unrestricting Workshop in this environment because I think first turn Juggernaut + Winter Orb is probably game over, since you are able to reuse Workshops every turn. while your opponent can't.  Also, Workshops can play Icy, Coffin, Su-Chi, Trike, etc.    

Surviving to a first turn Juggernaut + Winter Orb is easier than it seems at the first impression Wink  Consider for example a card like Meekstone...
It costs one colorless mana and keep blocked all the Juggys, Sushis and Juzam of the Earth!

The famous Bertrand Lestree was playing Argothian Pixies maindeck againts these types of threats : Djuggy, Sushi, Mishra's factory...

But I agree that there is a huge difference between MWS and Mana Vault. Mana Vault is strong but can't be used easily every turn.  With MWS, you can play a Djuggernaut every turn, until your hand is empty of robots !!
16  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 21, 2012, 06:41:06 pm
My approach is different indeed. But I talk about something tested, because I played tournaments with Tendrils, others with Vault-Key, and others with Aether Spellbomb, in Bomberman. And my conclusion has been that most of the time, Tendrils was the option that I would have wanted or needed.
You guys have you tried different tools listed below ?

The discussion is not so far from debating about one card, because in a list like Phele's deck, I think just adding Tendrils would be good. Adding black just for Confidant is sad in my opinion. If you add a black splash, it's obvious that the broken package (Demonic, Vampiric, YawgWill) will add real power to the deck. And adding the Tendrils will add another very interesting plan.

We are talking about adding a "kill on the turn" card, so I would'nt want to talk too much about my list beacuse it's really different from the lists of this topic, and would be out of topic. For those interested, there is already atopic here : http://www.themanadrain.com/index.php?topic=39374.0

But even in a list like Phele's list, I'm sure that Tendrils is a really good option. It has a good synergy with Dark Confidant, which are the first 4 black cards added inside his list.
17  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 21, 2012, 03:46:23 pm
That's a WHOLE lot of "if" to possibly get to a tendril that will not even kill your opponent. Not saying it can't happen, just saying it's not worth having a suboptimal card in all your matches in the chance that this very narrow scenario does happen.

Same goes for Inkwell, it's barely played anymore, if you get an opponent that does play it, and that opponent happens to resolve tinker and hit you exactly 2 times with it, no more no less, then yes, that card could save you, in all other situations, it will be suboptimal.


Uwb has time vault key, so you dont pass the turn back and cant lose to tendrils

The uw version has v clique, so you cant lose to tendrils.

No one plays inkwell, so you csnt lose to that.

So no, your wrong.

@Cruel Ultimatum and @ Wagner :
Play the cards you want in your deck, that's not a problem for me, I just explain my choices and how I have always played Bomberman.

Concerning Time Vault /Key, UW Bomberman does'nt play Yawgmoth's Will, so if Time Vaut have been countered or Duressed, you can't win this combo.
Concerning Clique, if the opponent's kept his Tendrils on the top of library (with Sensei's Top for example, of after a Brainstorm, Ponder or Preordain), your Vendilion Clique is useless.
Concerning Inkwell Leviathan, that's wrong. Many players play it on sideboard in order to be able to beat Fish and WG decks.

What you don't understand, is that I am explaining why Tendrils is not a dead card and why playing the card adds a real brokeness in a deck like Bomberman.
I kill 50% of the time with Tendrils, including half of theses games by the combo Auriok-Lotus-Tendrils, and the other half by Yawgmoth's + Tendrils or something similar (with Hurkyl + Tendrils, or with Chain of Vapor + Snapcaster Mage + Tendrils, or etc...).
But, ok, you can continue to play your versions, I don't force anyone to play the same cards than mine Wink.

UW Bomberman is not broken, it's a verry controlish deck, it's a strong deck, but it can't rarely return completely a critical situation, than a deck with Tendrils can do it.
With your UW deck, if your opponent is taking the control of the game, it's almost impossible to reverse the situation. You have Lotus on the gravyard and you want to cast Auriok ? He will counter it. You want to try to win with your small creatures ? He will win with Time Vault-Key, or Tinker-BSC, or Jace.
When you play Tendrils, the opponent must be VERY watchful with all your plays, because a simple Vampiric Tutor he lets resolve can be lethal.
Control decks can't handle so easily with Tendrils.

Tendrils allows to win games by Duress + Yawgmoth's Will, even if Lotus have been removed.
As I said before, if you remove Lotus from the UW version, you obtain a sort of Fish deck with Mana Drains, not really the decks I like to play Smile
The version with Tendrils is really less Lotus dependant.
18  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 21, 2012, 03:48:24 am
Wrong.
You can force the way of your Auriok, and the opponent can have no counters in hand but a lot of other stuff.
When you see that you are losing the card advantage war and you have Tendrils in hand, you keep all your moxes and other artifacts in hand, in order to be stopable only by Mindbreak Trap or (may be) Flusterstorm. In this case, the opponent has nothing to do to stop a lethal Tendrils, because there are not key spells.

And the problem of cards like Inkwell Leviathan are not solved. To solve it, you need to sideboard cards like Rebuild/Hurkyl that are not good cards in a UW Bomberman deck.
19  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 20, 2012, 06:11:21 pm
While that is very nice indeed, I rather play zero "dead" cards and have a 99% chance of winning when comboing, then risk having/drawing my the one "dead" card and win 99.9% of the time when comboing.

Agreed, I've played Bomberman for years, won a lot of tournaments with it and never, not even a single time, lost once I assembled the combo, wiped the board with EE and kept a hand with plenty of counters.

To lose in that situation, your opponent needs to have a lethal permanent that costs 6 or more, a big guy that can't be blocked NOR bounced or a Split Second spell that will kill you in 1 shot, no one plays any of that in Vintage, so there is no need to play a dead card in case a random person does. Also, all those hypoteticals scenarios just won't even risk happening if you get an extra turn with Time Walk right away.

It depends completely on what is your "dead" card.
If you're talking about Tendrils, this IS NOT a dead card.
But the card needs to be played in a control-combo deck, and not in a classical very controlish bomberman list.

Tendrils allows you to win games even when the opponent is putting you "out" of the game.
Sometimes, Dark Confidant let him to win the "draw-war" but costs him enough life points, to allow you to finish him with a small Tendrils.
It happened to me many times, to win a game where I could play only some moxen and a Tendrils and where the opponent didn't have the Mindbreak Trap or the Flusterstorm in hand.

If Bomberman draws his entire deck with Lotus and Spellbomb, it's not a guarantee of winning the game.
The split second spell is not necessary, if you already played your Flusterstorm/MB Traps, and the opponent can cast a Tendrils, you lose.
Another example : once in a tournament game, an Inkwell Leviathan attacked me two times before I could combo with Auriok. If I had played the classic Bomberman version, I would have lose to a last Islanwalk attack (Spellbomb doesn't work with Leviathan). But I was playing Tendrils, and I just won on the spot.
If it arrived to me, it's the proof that sometimes it happens to lose because your can't is not able to win a game on the spot.
I don't say Bomberman is not a good deck, but in reality, it's a Control deck that wins usually with small creatures, and that "occasionally" wins with the Auriok combo.
Tendrils allows the deck to win in the same manner than the old Gifts decks, via Yawgmoth's Will, or Hurkyl's Recall. The Auriok combo is very fragile (to cards like Extirpate, Surgical Extraction,...) and if Lotus is removed from the game, UW Bomberman becomes almost a fish deck with Mana Drains. That is why I have always prefered a version that can make broken big turns.
 

20  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 18, 2012, 06:57:38 pm
Less time you give to your opponent to find answers/solutions, better it is. Obviously, to win immediately resolves this problem efficiently. And winning is also the best way to resolve the problem of the opponent's board.
It resolves as well the problem of the additional turns in tournaments.
21  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 18, 2012, 05:21:58 pm
In every deck, it's always a good thing to be able to win on the spot.

When I play Bomberman, I always play Tendrils of Agony. It's the best tool if you want to win on the spot. It's better than Pyrite Spellbomb or Maniac because it works with the Auriok combo, and can also work without the combo. I you want to win on the spot using a blue instant, Brain Freeze is not very good, because of cards like Emrakul. It's better to use Stroke of Genius (via Cunning Wish for example). Stroke IS a real "win on the spot" because if you draw your deck with spellbomb, you have 10 counters in hand and your spell can't be countered.

But for me, the best card that wins on the spot, it's clearly Tendrils.


22  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 07, 2012, 02:19:08 pm

Beside as many of Swords to Plowshares between maindeck and board as possible I would then recommend to try out a sideboard constellation like this:

4 Serenity
2 Ancient Tomb
1 Engineered Explosives.

The extra Explosives help you to fight Chalices and Spheres and so get your Swords online and clear the path for Serenity. And the Ancient Tomb gives you the extra, Spheres-unaffected manaboost to play through Spheres (beside speeding up your Trinkets, Aurioks, Jaces ...).


Nice and clever proposal, Phele Very Happy!
I like very much this idea of Serenity complete set + Ancient Tomb!

I am really disapointed of never having thought to add Ancient Tombs against MUD in a sideboard!
Really interesting idea that will need test, and not only in a Bomberman deck, but in many decks.
23  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 05, 2012, 05:33:45 pm
@kalisia: Energy Flux does not win games versus Workshop decks by itself. Heck, two Energy Fluxes won't necessarily win the game. It's very strong if you ever get a chance to resolve it, but I've seen plenty of Shop pilots win through an Energy Flux. How big is your sample size that you can say Energy Flux wins 100% of the games it resolves?

I obviously talked about my own experience, I never lost against MUD when I resolved Flux.

When I say Flux wins itself, I consider that the Flux player is doing the right choices and the right plays. Obviously, if you don't counter the right spells or if you draw 10 lands in your 10 next draws, you can't do miracles...

But anyway, like TheWhiteDragon, my favorite card, by far, is SERENITY !
We need to be careful with the turn we give before we can destroy everything, that is true, but this disavantage must be accepted, in exchange of the HUGE advantage it gives you when your swap all the artifacts for one single two-mana spell!
(I remember one game where I had Serenity and could cast it against MUD, but it had played a Hellkite the turn before, and the beast was able to destroy the enchantment if Serenity was played form my hand. In this case, you need to destroy Hellkite before you play Serenity). Except the case "Hellkite", I don't see other MUD threats that can handle with Serenity.
24  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 05, 2012, 12:35:41 pm
I agree this thread has spiraled a little out of control. I personally like UW better, opinion or truth or whatever it be that's how I feel. Sorry if I turned this into a debate or offended anyone it wasn't my intention here. I just am a huge fan for the UW variants and maybe I got too excited in promoting those lists lol

No problem, everybody has his preferences, but if we want to be impartial, we can say that both versions are strong Smile


Vampiric Tutor, Demonic tutor, Tinker , and Yawgmoth's Will (this one not present in Phele list?)



It is missing Vamp and Tinker as well ...

Yes, sorry, I looked quickly at your list, thinking it was similar to the first list posted Wink
In a Uwb Bomberman version, I always play these 4 cards Smile




25  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 05, 2012, 10:55:09 am
I don't understand why this thread is becoming a debate between which version is the best.

Both versions (UW and UWB) are good, but are not designed for the same playstyle plan.

Uw is more controlish, and Uwb more comboish.

Ok, everybody in the world has seen that Kohler is chaining the top8s with the UW version, but this is not a clue indicating that it is the best version. It shows that it is currently the version prefered by some good players in tournament.

For sure, Jace is a good card, Trinket is not a bad card as well, but I think experience has showed enough that Vampiric Tutor, Demonic tutor, Tinker , and Yawgmoth's Will (this one not present in Phele list?) are cards that win games on their own. If a player wants to add a black splash in a Bomberman list, it's not a crime, and I will say that the power of the 4 cards quoted before are a very good reason to add a color splash in a deck.
26  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 05, 2012, 05:57:32 am
I talked about Energy Flux, not Kataki.
For sure, Kataki is not enough strong to beat MUD.
But between 1 extra to pay, and 2 extra mana to pay, there is a huge difference.
I never saw MUD win against me when I resolved an Energy Flux.
With only Wastelands, Mishra's Factories and Ancient Tomb able to give the mana needed (MWS can't give this mana), MUD can keep only very few artifacts in play.
MUD has to choose between keep in play its threats or its locks (without lock pieces, opponent can easily win (Hurkyl EOT for example), and without pressure, opponent can take time to lay his mana base). For example, MUD needs 4 mana per turn to keep a Golem and an Sphere in play (wich is the minimum to lock seriously an opponent)

I didn't say Chewer is a bad card, this is probably the best 1-for-1 card against MUD.
But I agree with those who think that mass denial cards are more efficient.

I continue to think and say that Energy Flux beats alone MUD.
Yes, the dice roll is very important in tgis match-up, and yes, sometimes you will not be able to cast a 3-mana cost spell the entire game.
But it occurs also a lot for 1-mana spells.
Sometimes, MUD is broken, it plays Golem+Sphere on turn 1, and you lose even with 4 Ingot Chewer in hand, because you can't cast ONE spell in the game. That's Vintage.

I saw many decks resolve 3 Chewer and lose against MUD.

Don't forget you play FoW and Mana Drain. MUD has not 100% of the time impossible starting hands.
Sometimes, you just need to FoW the right artifact, and you're able to resolve Flux.
I saw Spanish players sideboard another card that I found to be a very clever choice : Porcelain Legionnaire (and it's white, nice for Bomberman Smile )
This choice is not fighting against lock piece, but it tries to keep you alive against the Turn1-Golem-MUD-broken hands.

Legionnaire is not affected by Golem neither Thorn. It's a good solution to stop a turn1 Golem (It would be interesting to know the % of games that MUD wins only with the turn 1 MWS+Mox+ Golem, it may be huge IMHO)

27  Eternal Formats / Blue-Based Control / Re: Bomberman Redux on: December 05, 2012, 03:56:59 am
@ the argument that R>W for MUD match, I'd have to say that blue has hurkylls, which is probably better than chewer in a lot of cases, but white also has serenity, which is huge.  For 1W you can disenchant and kill an artifact, or for 1W you can kill ALL artifacts.  Serenity is a HOUSE against artifact decks.  It's shatterstorm, but half the cost.

I was thinking exactly the same.
Phele forgot Serenity! Basically the best anti artifact card.

An Ingot Chewer or a Rack and Ruiw will never be as strong as Serenity against MUD.

And I see that a card is forgotten, and it's a blue card : Energy Flux.
It costs 3 so it's hard to play against MUD, but you need just ONCE three manas, and the card beats MUD alone.
28  Eternal Formats / Global Vintage Tournament Reports and Results / Re: Top 8 Decklists - Bazaar of Moxen 5 Vintage Main Event on: May 22, 2011, 10:50:46 am
Quote
The trademark for a TurboTezz deck is not X Voltaic Key, X Grim Monolith, X Dark Ritual, but a shitload of Tezzerets to try to get into play ASAP.
Ah? And from what dictionnary or book did you find this "trademark"? This is just your point of view. The point of view of the majority is that you can call a deck "turbo" when it plays mana acceleration which fits in the build and which have synergy with it.

Quote
But the main concept is the same, to essentially pump out a one card win condition in Tezzeret as soon as possible.
No, the concept is completely different. The kill is the same, but not the concept. Tezzeret is not a concept by itself, it's a card. The synergies buit around make the concept.
To play Tezzeret on turn 4, even if you have 4 Tezzeret on your list, it's not what I call "Turbo". Grim Monoliths allow to play regularly Tezz on turn 2, which fits better with the word "Turbo".

The concept of Turbo-Tezz involded a new draw engine which was almost not used before : Key + Sensei.
The addition of Grim Monolith created new synergies : high mana production with the Keys, be able to play Tezzeret very quickly, be able to hardacst Robots.
 
29  Eternal Formats / Global Vintage Tournament Reports and Results / Re: Top 8 Decklists - Bazaar of Moxen 5 Vintage Main Event on: May 22, 2011, 09:15:06 am
I remember your list Wink
Your deck is one of the first to use 4 Tezzerets, but it uses only 1 Key and no Grim Monoliths. So it's the first "4xTezz deck", but not really "Turbo" IMO Wink
30  Eternal Formats / Global Vintage Tournament Reports and Results / Re: Top 8 Decklists - Bazaar of Moxen 5 Vintage Main Event on: May 22, 2011, 08:25:07 am
Quote
Guys, come on now.  All I have to go off is Morphling.  Looking at Morphling, it's pretty clear that Turbo Tezz was not all over Spain, or Europe at large, prior to John's deck breaking here and getting coverage by multiple writers online.  John's deck specifically plays Mox Opal and Grim Monolith with a bunch of copies of Tezz and Key to accelerate.  Let's look at when that deck shows up on Morphling.

Spain:

9/25/2010
http://morphling.de/top8decks.php?id=1332
There are no Turbo Tezz decks that look like that, even pre-Opal.  4 Tezz in this entire top 8.

10/23/2010
http://morphling.de/top8decks.php?id=1346
1 Tezz in this entire top 8.

11/20/2010
http://morphling.de/top8decks.php?id=1362
3 Tezz in this entire top 8, two decks, both traditional Tezz.

1/29/2011
http://morphling.de/top8decks.php?id=1383
0 Tezz in this entire top 8.

3/12/2011
http://morphling.de/top8decks.php?id=1402
FINALLY, a Turbo Tezz deck appears in the top 8, on March 12th.  Let's check the US.

US:

10/30/2010
http://morphling.de/top8decks.php?id=1348&highlight=4#place4
John Jones top 8s Bloomsburg with Turbo Tezz

11/27/2010
http://morphling.de/top8decks.php?id=1363&highlight=5#place5
John Jones top 8s Bloomsburg with Turbo Tezz

2/5/2011
http://morphling.de/top8decks.php?id=1385
John Jones Top 8s Bloomsburg with Turbo Tezz

2/12/2011
http://morphling.de/top8decks.php?id=1398
John Jones wins Blue Bell with Turbo Tezz

2/26/2011
http://morphling.de/top8decks.php?id=1399
John Jones wins NYSE with Turbo Tezz


Ok?

Here's a few precursors to John's deck:

http://morphling.de/top8decks.php?id=1338&highlight=Tezzeret_the_Seeker

http://morphling.de/top8decks.php?id=1343&highlight=Tezzeret_the_Seeker

4 Keys, 3 Tezz.  So yes, the idea was out there.  I remember Beaver beat me playing 3 Tezzeret in May 2009, but certainly this deck isn't based off his just b/c it plays a lot of copies of Tezz.  And I'm not saying anyone specifically copied John or whatever.  But certainly his deck list was out there and has to be considered a model post-Mox Opal given its coverage and results.  That's all.  There was a dramatic increase worldwide in decks playing many copies of Tezz, Key, Monolith, and Opal after John went on his run.

I'm sorry if that comment offended anyone, it wasn't meant to do so.  Obviously people can come upon an idea independently. It just seems to me that even if that deck was out there, its hard to deny the surge of popularity it saw after February and certainly I would give much of the reason for that to John, even if you dispute the deck has being "his" (whatever that means).

Just to clarify the origin of the archetype for Matt Ellias and others :

In fact I think it's really NOT CRUCIAL to know who is the inventor of the deck, but as I see, nobody knows the beginnings of this build.

The first top8 with the deck has been done by Grégoire Vienne, a Swiss player:
http://morphling.de/top8decks.php?id=1338&highlight=Tezzeret_the_Seeker   (Same link than voltron00x)

And the real creator of the deck is another great Swiss player : Célien Berthold  Smile (in particular Célien splitted the Vintage finals of BOM2)
Grégoire is a friend of Célien and basically he has been the first player to decide to play in tournament the deck created by Célien.
This was the first deck playing several Tezzs, Keys and Grim Monoliths.

The first version was mono-blue and quickly switched to a UB version (like the Nicolas Pujol version).


This is the real story. So Spain is not the cradle of the deck, and John Jones is not the creator of the deck but he made very good results with it, and participated to popularize the deck  Wink

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