TheManaDrain.com
February 07, 2026, 03:31:37 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
  Home Help Search Calendar Login Register  
  Show Posts
Pages: [1]
1  Eternal Formats / Bazaar-Based Decks / Re: Lets talk Cerebral Assasin 2k9 on: July 19, 2009, 05:18:25 pm


@CA in general:  Ive been thinking generally that time vault is actually better than timewalk in this deck.  Even without the key, just untaping vault with a portal in play is busted enough.  Running both is a good thing, but timewalk doesn't really do so much here, other than a cantriping lightning greaves for welder.  The potential to just reandomly win off timevault does so much more here, and it even swaps out to bring in robots.  Timewalk does none of these things, so i would run vault before walk (but maybe both)

I don't think that Vault interacts with Portal the way that you think it does.

Its not so much that portal interacts with vault... its that giving away a free turn with portal isnt a free turn.  Portal+vault in play, opponent's turn, they draw nothing and sac/discard end of turn.  beginning of turn, untap vault to pass.  opponent goes again, but if they had nothing last turn they end this one with even less.  end of turn, sac portal to itself.  now take two turns with full access to draw phase.. if you havent won yet, weld portal back in and give away two turns.... etc.

vault is really good.  beyond busted actually.  I tend to think the best way to beat it is to join it, so then the tez matchup is more a race to go infinite.  CA can pull this off in a number of ways, getting the vault into play (battlefield) with so much tutoring.  A countered timevault is a bomb waiting for sharuum, while a countered walk is just a decoration on the table (especially if you cut will, which i mostly agree with)

I know how it works, but if you have a Welder in play, you end up with a pretty similar interaction without Time Vault.

Besides, Vault requires additional cards in order to make it good, Walk does not. Walk helps make other cards in the deck better (Goblin Welder, Imperial Seal, and Vampiric Tutor specifically).  I ran CA for a while last year without Time Walk, and found that it was generally better to include it.
2  Eternal Formats / Bazaar-Based Decks / Re: Lets talk Cerebral Assasin 2k9 on: July 17, 2009, 08:45:25 pm
Here's my current list:

// Lands
    4 Bazaar of Baghdad
    1 Urborg, Tomb of Yawgmoth
    4 City of Brass
    4 Gemstone Mine
    2 Underground River

// Creatures
    4 Goblin Welder
    3 Squee, Goblin Nabob
    2 Sharuum the Hegemon
    2 Sundering Titan
    1 Duplicant
    1 Triskelion
    1 Magister Sphinx

// Spells
    1 Black Lotus
    1 Mox Emerald
    1 Mox Jet
    1 Mox Pearl
    1 Mox Ruby
    1 Mox Sapphire
    1 Sol Ring
    1 Mana Crypt
    1 Possessed Portal
    1 Memory Jar
    1 Ancestral Recall
    1 Time Walk
    1 Tinker
    1 Careful Study
    1 Vampiric Tutor
    1 Imperial Seal
    1 Demonic Tutor
    3 Entomb
    3 Duress
    3 Thoughtseize
    3 Animate Dead
    1 Exhume
    1 Darkblast

// Sideboard
SB: 4 Ancient Grudge
SB: 4 Ray of Revelation
SB: 4 Show and Tell
SB: 1 Balance
SB: 2 Pithing Needle
 
Keep in mind that all my recent play experience with this has been in the MWS meta.

Notable absenses after testing:

Inkwell Leviathan - Sundering Titan ends up being better in almost every situation. Easily and often hit by artifact sweepers, without the benefits of blowing up land in the process that Titan provides. While it can't be hit by opposing Welders, I almost always managed to take them out with Darkblast or Triskelion anyway, making it irrelevant. In addition, you can't Weld it out for extra land distruction like you can with Titan (for the rare occassion that it's relevant).

Platinum Angel - Magister Sphinx replaces it for me, especially since people appear to be running Rebuild/Hurkyl's Recall.

Tolarian Academy - For me, there's usually not enough artifacts in play for it to be better than Island. Now that Intuition is out in favor of Entomb, there's less incentive to run it. I've been testing a couple of different replacements.

Yawgmoth's Will - I switch between running this, and running other things in its place. It seems better in theory than it ends up being in practice. Early game, I always wish that it was something else. Late game, it's not much better than Regrowth, and shuts down the graveyard interactions for the rest of the turn. I'll probably come back to it, but for now, I'd rather run something more proactive.

Notable inclusions:

Magister Sphinx - It's almost like a hybrid Platinum Angel and DSC. In addition to being able to use it on yourself to run your life total back up, bringing it in with a welded Sharuum ends the game next turn. With an early Tinker, it can work as a psudeo DSC (technically more efficient, as it can deal 15 damage in the same time frame that DSC would deal 11).

Memory Jar - Helps get more stuff out on the field, helps get robots in the yard. Digs deep with the aide of untapped Bazaars in play. Needs more testing before I can be sure whether or not it's a win-more card.

Urborg, Tomb of Yawgmoth - My current Academy replacement. It provides a way to use Mines without using up counters, it allows alternate uses for Bazaars, and it allows Sundering Titan to hit any land that you want. I've used it in this manner to get rid of opposing Bazaars and the like.
 
Squee, Goblin Nabob - I tried cutting these down, but found that Bazaars were stuck in self-mill mode way too often, which left me wishing that I had included Squees so I could dig for answers. I'd rather have a useless Squee in some instances than to give my opponents free Time Walks in other instances.
 
Triskelion - IMHO, this guy is worth running over Triskelavus due to how tight the mana tends to be.

Sideboard explanation:

Ancient Grudge - In addition to the obvious, it helps provide weld targets when the opponent tries to play around your Welders. Works great with Entomb.

Ray of Revelation -  Hits Leyline, hits the post-board stuff in Parfait/Tax (Humility, Wheel), hits Oath. Oath used to give me trouble, but now that I'm running 4 of these along with the maindeck Darkblast, Oath is much easier to take on.

Show and Tell - Used when you know that the opponent is going to be siding in alot of hate against Welder, Bazaar, and your grave in general. While they're wasting time dropping Needles, Crypts, and Leylines, just walk right past them.

@CA in general:  Ive been thinking generally that time vault is actually better than timewalk in this deck.  Even without the key, just untaping vault with a portal in play is busted enough.  Running both is a good thing, but timewalk doesn't really do so much here, other than a cantriping lightning greaves for welder.  The potential to just reandomly win off timevault does so much more here, and it even swaps out to bring in robots.  Timewalk does none of these things, so i would run vault before walk (but maybe both)

I don't think that Vault interacts with Portal the way that you think it does.

I also really think that gifts is a better choice than Intuition.  There isnt much space for intuition with the inclusion of entomb.  If i think would i rather have one intuition or one gifts in this deck, i generally would say gifts.  Its just a more versatile card, and with life from the loam gifts can even be a tutor for bazaar.

CC is a bit too high for this deck. Intuition was always better before, and now Entomb is better.

There is a realization ive just had that seems rather obvious, yet had escaped my notice.  Urborg, Tomb of Yawgmoth is really good here.  Or actually in anything running titan.. Everything is a swamp, thus no land is safe from titan's effect.

Thanks for this suggestion. Academy was most useful to me when we still had to run Intuition. Since those days are behind us, I've been quite happy running Urbord in its place.

Including Urborg makes it tempting to include some number of crop rotations.  Rotation can get bazaar, urborg, academy, strip, and shop.  If i were to run rotation i think cutting one bazaar for a workshop is a solid plan.  Having access to rotation into shop/academy makes "hardcast huge body" a workable plan B.

Crop is probably not so good here. The land compliment is minimal here anyway, so risking having them countered at the cost of an existing land seems like it wouldn't be worth the risk. In addition, we've got about as much card-disadvantage as we can take.
3  Eternal Formats / Creative / Re: [Deck] Cerebral Assassin on: November 17, 2008, 02:35:39 am
Here's a recent, interesting list. I've been testing a similar list (with Darkblasts in the SB, plus a couple of other minor differences), and it's been working quite well.

http://www.deckcheck.net/deck.php?id=21370

Main:

4 Squee, Goblin Nabob
4 Goblin Welder
2 Sharuum the Hegemon
2 Sundering Titan
1 Triskelion
1 Duplicant
1 Platinum Angel

4 Bazaar of Baghdad
1 Possessed Portal
3 Animate Dead
1 Exhume
1 Tinker
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor
1 Imperial Seal
1 Ancestral Recall
1 Time Walk
3 Intuition
3 Duress
3 Thoughtseize

1 Black Lotus
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Pearl
1 Mox Emerald
1 Mana Crypt
1 Sol Ring
1 Mana Vault
4 City of Brass
4 Gemstone Mine
2 Underground River
1 Tolarian Academy

SB:

4 Show and Tell
3 Tormod's Crypt
2 Ray of Revelation
3 Ancient Grudge
3 Pithing Needle
4  Eternal Formats / Miscellaneous / Re: Discussion on Underplayed Cards/The new metagame on: October 02, 2008, 04:14:01 pm
I will preface this thread by saying that if this topic is already in discussion that Ill post there if directed. However, I have not seen anything recently so I will assume that the topic should be reopened for discussion.

http://www.themanadrain.com/index.php?topic=36057.0

...only a few posts down.
5  Vintage Community Discussion / Non-Vintage / Re: Where Does Everyone Play? on: June 01, 2008, 01:40:56 am
Knight Ware Inc

3709 Cahuenga Blvd W
Studio City (Los Angeles), California 91604
USA

Date: Various Fridays and Saturdays during a given month
Time: 7:00PM for Fridays, 5:00PM for Saturdays, 2:00PM for Sundays
Attendance: 6-10
Price: Free, for now

There's now a weekly Legacy tournament, every Sunday at 2:00PM.


It's sanctioned if 8 or more people show up for Legacy, which happens most of the time (but not always).
Pages: [1]
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.054 seconds with 20 queries.