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1  Eternal Formats / Null Rod Based Aggro / Re: The Dark Times Primer on: December 17, 2012, 10:07:19 pm
Is Bitterblossom + Gate to Phyrexia too slow?

Resolving both 2cc spells against Shop would probably be a challenge even if we didn't consider Chalice@2.
2  Eternal Formats / Null Rod Based Aggro / Re: Noble Fish: GUW variants here! on: November 15, 2012, 03:54:35 am
This list looks especially weak to Tinker>BSC, is that deliberate?

This.  Where's StP?  Also, Null Rod?
3  Eternal Formats / Eternal Article Discussion / Re: [Premium Article] So Many Insane Plays: The Return of Burning Long! on: October 30, 2012, 07:08:35 am
Quote
That's a given.

Ok, I'll be more clear.  Testing has moved me to the right of this spectrum:  <restriction worthy <> impressive <> uncompetitive >

Can you explain that spectrum?  Restriction Worthy does not equal impressive does not equal uncompetitive?

Also, I think the idea that this deck loses to loads of countermagic is silly.  This deck plays more win conditions than most; so how are those other decks somehow exempt from losing to counterspells and this one not?

Long expends more resources to cast its spells.  Walking into Drain with Ritual -> Necropotence costs you 2 cards instead of 1, and the extra acceleration also means a lower threat density, which favors countermagic. Draw 7s are also naturally problematic against a deck with lots of countermagic since refilling the opponent's is more likely to end badly.
4  Vintage Community Discussion / Card Creation Forum / Re: New exalted human with etb ability on: October 29, 2012, 04:01:05 pm
Just because it's an ETB removal effect doesn't mean you can remove the activation cost on Pridemage and call it a day.  The closest benchmark for an ETB artifact destruction 2 drop would be Tin Street Hooligan.  Your card is much, much better than Hooligan, and Hooligan already saw some Vintage/Legacy play.

It needs to either have a {1} kicker for the ETB effect, or not have exalted, or be a 1/1.
5  Eternal Formats / Creative / Re: R/B beats on: October 29, 2012, 06:55:31 am
Have you considered Ancient Tombs?  You have a lot of key spells that could use the {2}: liquimetals, Magus of the Moon, heretic, Shaman (against higher 1cc+ targets).

If color screw is an issue, you could also pair them with Manamorphose with no drawbacks except against Shop, which you already destroy anyway.
6  Eternal Formats / Eternal Article Discussion / Re: [Premium Article] So Many Insane Plays: The Return of Burning Long! on: October 08, 2012, 11:40:04 am
Has anyone tested this deck against a control deck which includes Duress effects?  I'm curious how Burning Long fares against a mixed disruption suite with both counters and Duress (say, something like 4x Fow/4x Drain/4x Duress/2x Snapcaster), since some plentiful gas/little business hands will inevitably be vulnerable to Duress.  Granted, we don't see all that much Duress these days with how much Shops and Dredge are a part of the meta, but this would still be good to know.
7  Eternal Formats / Eternal Article Discussion / Re: Free Article - Greatness at Any Cost on: September 27, 2012, 09:05:03 pm
The biggest thing I agree with from the article is cutting the 3rd snapcaster. And not having a 3rd jace, but that is harder to say without knowing his metagame.

Yeah, cutting the 3rd Snapcaster seems solid.  I also don't hate cutting the 2nd Bolt in favor of different removal, but not for Rack and Ruin...
8  Eternal Formats / Ritual-Based Combo / Re: Ritual Oath on: September 27, 2012, 07:03:11 pm
I think that the unrestriction of Burning Wish opens up a very promising potential direction for this deck. I have been very, very impressed by Show and Tell in this deck. So, being able to maindeck two or three copies and have the fourth as a Wish target in the board is a very interesting approach. It might be reasonable to run 3 or 4 Demons in the main, and set up a Burning Wish package. Plenty of games could be won by finding Burning Wish and then resolving Pyroclasm or a similar silver bullet.

my problem with that plan is that it doesnt,help the weakness of the deck, which is the incredibly awkward hand the deck is capable of getting. Infact it makes them more awkward.

Yeah, what the deck really needs is Brainstorms #2-#4 (or a comparable effect such as TfK or Jace, assuming it could fit) to filter out dead cards.
9  Eternal Formats / Eternal Article Discussion / Re: [Free Article] Grixis Control -- the Best Deck in Vintage? on: September 25, 2012, 11:26:26 pm
Remember, I have zero Mental Misstep.  My deck has fewer dead cards against Shop than almost every other blue deck.

I'm under the impression that typical modern blue decks run fewer Flusterstorms when they have Mistep, so they usually have the same number of dead slots at something like 2x of each.

I'll assume that the point you're making, though, is that you have a strong Shop matchup already.

And, yeah, I never even had a game where my life was tenuous.  

Sweet.
10  Eternal Formats / Eternal Article Discussion / Re: [Free Article] Grixis Control -- the Best Deck in Vintage? on: September 25, 2012, 08:31:35 pm
How Shop-infested would your meta have to be, before you consider cutting down on Flusterstorms in favor of Mana Drain?  Or is the Shop matchup simply secure enough post-board that this isn't necessary?

Also, no Sensei's Divining Top?  Do we have enough topdeck control from the 4x Jace that we don't need SDT or Preordains to protect ourselves from our own Bobs?
11  Eternal Formats / Ritual-Based Combo / Re: Blue Red Burning Desire on: September 22, 2012, 04:08:19 pm
Did some playtesting with your list against control, Dredge, and Shops.  Thoughts:

1. How is your list superior to Grim Long in any way?  It appears that much of the time, you'd rather have Grim Tutors (especially with the ritual acceleration) and all of your bombs maindecked instead.  The versatility provided by BW seems wasted in a relatively linear deck that's not looking to play control.

2. Having to pay that 1 mana for Duress/Therapy actually gets in the way more than you'd think.  A singleton sideboard Duress for Wishing might be better.

3. Jace and Gifts are too slow for this deck.  We're not lacking powerful effects to burn mana on; if we're gonna drop any 4cc+ bombs they should really only be Tendrils, Bargain, or Desire.

4. Not enough filtering.  1 Ancestral, 1 BS, and 4 Gitaxian Probes don't really carry the weight of the missing Ponder/Preordains.

5. Land count is slightly short at 12.  We probably want 13 to reliably make our first two land drops.  Conversely, 3 Cabal Rituals is too many.  We're not as properly equipped to use them as well as a traditional Grim Long (which doesn't need  {R}).

6. Relying soley on Wishing for win conditions is awkward.  Tinker and 1 copy of Tendrils should be maindecked for the faster wins they provide.  With Mystical, Demonic, and Vampiric in the mix, it's nice to have some quick wins to tutor for, rather than be forced to tutor chain for BW.

7. Sideboard: I have no idea what the Chain of Vapors are for.  Only 4 slots vs. Dredge is essentially conceding the matchup, we need at least 7.
12  Eternal Formats / Ritual-Based Combo / Re: Blue Red Burning Desire on: September 22, 2012, 02:58:57 pm
Interesting you guys seem to want to play Force of Will to beat Flusterstorm and Mental Misstep.  I'd play it to beat Lodestone Golem.  Currently I'm operating under the idea that you can fight Workshops without Force of Will, most of the time.  I haven't thought about the sideboard a whole lot yet but extra lands and Hurkyl's Recall is the default plan.  

If we're going for a Grim Long type shell rather than all-out combo, we're going to want the extra disruption to hang with those control decks that play Flusterstorm and Misstep (although we're obviously not looking to trade FoW against those cards specifically).  Rather, we want the extra slots so we're not bringing only 4 Duress and 2 Cabal Therapys against a deck with potentially up to 4 FoW, 2 Mana Drain, 2 Duress, 2 Misstep, 2 Flusterstorm (not to mention better CA than us).  6 disruption slots won't cut it against 7-12 if we're running a Grim Long type shell.

Though it's not absolutely necessary, I'd say being able to Force a turn 1 Lodestone when on the draw makes a huge difference to the matchup.  Why give up one of the best blue cards ever printed if we're already capable of supporting it?
13  Eternal Formats / Ritual-Based Combo / Re: Blue Red Burning Desire on: September 22, 2012, 04:57:48 am
Merchant Scroll became an effective solution before it was restricted but now we have Burning Wish, which is clearly better than Scroll, but only as good as what you have in the sideboard.

BW is not clearly better than Scroll.  Scroll grabs Ancestral, any counterspell, and Mystical, and also benefits from being blue (both for being easier to cast and pitchable to Fow).

I'm definitely opposed to putting Tendrils of Agony into the maindeck and Mind's Desire, Tinker, and Yawgmoth's Will seem like the best cards to get with Burning Wish.

Then you're missing out on opportunities for quick wins where you do not want to spend 1R for BW.  There's a reason why the original Long.dec (which played 4x BW) still ran a maindeck Tendrils.

I like the idea, but the deck is very weak to Flusterstorm. 4 Duress isn't enough to go up against those decks, which also run 2-4 Mental Misstep.

Yeah, we need to get 4x FoW into the deck.
14  Eternal Formats / Ritual-Based Combo / Re: Blue Red Burning Desire on: September 20, 2012, 11:59:05 pm
Izzet charm will help with the filtering I think, although I have zero to back that up with.

The problem with Izzet Charm is that it's -1 CA when you use it to filter.  We're also not running a lot of conditional chaff, aside from BSC.
15  Eternal Formats / Ritual-Based Combo / Re: Blue Red Burning Desire on: September 20, 2012, 07:14:00 pm
Running as many draw 7s as possible greatly improves the deck's card drawing and give us the ability to overwhelm control decks instead of losing horribly after they sit back and counter one key spell.  The full suite of moxen should be included, since we have a bunch of spells that could use that extra colorless mana anyway.  Finally, if we're gonna run Tinker for Memory Jar, then we can have Blightsteel as a solid alternate win condition.  Here's how I'd do it:

Lands (11)
5 Fetchlands
1 Tolarian Academy
4 Volcanic Island
1 Island

Mana Acceleration (19)
1 Black Lotus
1 Lion's Eye Diamond
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
4 Rite of Flame
4 Seething Song

Disruption (4)
4 Force of Will

Card Drawing/Filtering (12)
1 Ancestral Recall
1 Brainstorm
1 Ponder
4 Gitaxian Probe
1 Thirst for Knowledge
4 Manamorphose

Tutoring (8)
1 Mystical Tutor
3 Intuition
4 Burning Wish

Win (6)
1 Time Walk
1 Tinker
1 Windfall
1 Wheel of Fortune
1 Memory Jar
1 Blightsteel Colossus


Sideboard:
1 Timetwister
1 Empty the Warrens
1 Past in Flames
12 Other


I'm still not convinced that this would be viable, but the changes would help.  It might be necessary to splash black for the sheer power of Yawg and the tutors, but at that point, it's not particularly superior to a Ritual deck with Tendrils, which is fairly questionable already.  We really need 4x Brainstorms to smooth things out before any of these blue combo decks are truly top tier contenders again.
16  Eternal Formats / General Strategy Discussion / Re: [RtR] Rakdos Charm on: September 14, 2012, 10:17:06 pm
Yes, this is less efficient than dedicated hate, but unlike dedicated hate this is versatile enough that you can run 1-2 of these in the maindeck to improve your game 1 chances.

Nihil Spellbomb, Bolt, StP, Hurkyl's, and EE are all more efficient options for maindeck hate.

More efficient hate for what? None of your cards is useful against both dredge and shops.

1x Nihil Spellbomb + 1x Hurkyl's > 2 Rakdos Charms as versatile maindeck hate goes.

And EE is useful against both dredge and shops.

Not exactly true.  If you have 2 cards that are good against 2 things vs 1 card that is better against 1 thing, and a 2nd card better against a second thing, while being better able to hose in the one stroke, you have half the chance of drawing either answer against the right deck.  Let me know how ripping that hurkyll's does against dredge, or your nihil against that smokestack.  Rakdos charm is not the most explosive effect vs either deck, but it's at least good vs both and never dead in hand.

Perhaps I was ambiguous.  What I meant is that in general (against a wide field), you're usually better off with 1x Nihil + 1x Hurkyl's in your maindeck, because on average those cards are reasonable against all decks.  By contrast, Rakdos is both less efficient and more narrow.

And EE is weaker than rakdos vs either of those decks.

Yes, but it's stronger in general.

It's also nice that this can deal the deathblow vs fish if you're on aggro and managed to whittle their life low enough.  Never saw hurkylls or nihil pull that trick.

That's a benefit, sure, but a negligible one.
17  Eternal Formats / General Strategy Discussion / Re: [RtR] Rakdos Charm on: September 14, 2012, 07:59:01 pm
Yes, this is less efficient than dedicated hate, but unlike dedicated hate this is versatile enough that you can run 1-2 of these in the maindeck to improve your game 1 chances.

Nihil Spellbomb, Bolt, StP, Hurkyl's, and EE are all more efficient options for maindeck hate.

More efficient hate for what? None of your cards is useful against both dredge and shops.

1x Nihil Spellbomb + 1x Hurkyl's > 2 Rakdos Charms as versatile maindeck hate goes.

And EE is useful against both dredge and shops.
18  Eternal Formats / General Strategy Discussion / Re: [RtR] Rakdos Charm on: September 14, 2012, 06:43:23 pm
Yes, this is less efficient than dedicated hate, but unlike dedicated hate this is versatile enough that you can run 1-2 of these in the maindeck to improve your game 1 chances.

Nihil Spellbomb, Bolt, StP, Hurkyl's, and EE are all more efficient options for maindeck hate.
19  Eternal Formats / General Strategy Discussion / Re: [RtR] Rakdos Charm on: September 14, 2012, 05:39:45 pm
This might mean that we can start with 4 ingot chewers and 4 of these in our sideboards and have 15 card sideboards again. I like this a lot.

For most decks, dedicating only 4 sideboard slots to Dredge is essentially conceding the matchup.
20  Eternal Formats / Blue-Based Control / Re: [Deck] Drain Tendrils on: September 12, 2012, 09:36:47 pm
SoloMoxen+Crypt+Petal only total to 9 (were you running Grim Monolith?).
Mana Vault

Ahh, my mistake for missing that.
21  Eternal Formats / Blue-Based Control / Re: [Deck] Drain Tendrils on: September 12, 2012, 06:48:56 pm
So you pull out 4 Intuitions, 4 Accumulated Knowledge and 2 Fact or Fictions and add 4 Gush, 2 Jace and Twister and declare your draw engine better?
To be fair Gush is the better draw spell.  There is a reason it was restricted twice.  Still, I believe you are underestimating the power of Intuition/AK with a few Facts thrown in.  Also Snapcaster on AK for 4 is insane, while Snapcastering Gush is weak and Snapcaster cannot replay Jace.  You draw engine has advantages.  In particular it is more combolicious, but it does not gain more card advantage.

I used to play with both Intuition-AK and Fact in their respective heydays, so I'm not unfamiliar with their use. While I don't have extensive experience playing with Intuition/AK and Fact and Snapcaster, the testing I tried with your list suggests that it's too clunky and win-more.  In general, if you're capable of resolving Intuition or Fact, followed by AK and/or Snapcaster+AK, you were already winning in the first place.  Against Shops, it typically means you've got 4+ mana free or their board state is heavily in check.  Against Dredge, it means they're controlled by your sb hate or you drew the nuts.  Against blue decks, you managed to win the counter war to resolve it.  I do agree that Intuition-AK and Fact are generally underrated by most people who didn't play with them in the glory days, but I also think it should be fairly uncontroversial that Gushbond and Jace are generally superior engines today.

Your mana curve is "lower" but without Fastbond you rarely want to Gush before turn 3. Meanwhile Intuition is a fine turn 2 play and Fact or Fiction can frequently be played turn 2 and almost always by turn 3.  None of these prevent me from keeping Drain mana up during my opponents main phase like a turn 3 Gush would.

How often are you trying to cast Intuition on turn 2 anyway?   We already have a lot of turn 2 options, notably Drain, but also Ancestral, BS, TfK, Mystical, Merchant Scroll, Tinker, Vamp, Demonic, Time Walk, Timetwister, Fastbond->Gush, Regrowth, Snapcaster...  Intuition usually isn't the spell you want to cast first except when baiting counters.  As for Fact, Jace is usually playable whenever Fact is (except when holding back Drain), and is typically a more powerful/flexible (if less explosive) option.

Although your draw spends less mana it is actually slower.

Only if you're not actually interacting with your opponent, and only when I don't hit my explosive bombs and end the game immediately.

For shops you add 2 Hurkyl's which makes a huge difference, but then Tendrils can be an extra dead card in hand. You drop the number of basics and drop 2 mana sources.  You run Duress which is fairly poor vs Shops and Mental Misstep which is close to totally dead.  You are left with Colossus, Tendrils and 2 Missteps being almost dead and Duress is super risky since fetching Sea on turn 1 is too risky when you want to get Gush mana up and waiting till later makes Duress much worse.

We also drop the mana curve substantially and provide more explosiveness, both of which help a lot with the Shop matchup.  We drop the number of basics by 1, which is more than outweighed by the sb hate options (as well as the sheer power of Fastbond) provided by green.  Duress and Mental Misstep (included to protect the additional bombs and for the synergy with Snapcaster) are admittedly poor vs. Shop, but the Shop matchup still ends up favorable with the game 1 Hurkyl's and the ability to bring in more Hurkyl's and Nature's Claim in games 2/3.
 
I have not tested your list yet, but it is not obvious to me that the draw engine or Shops matchup is better.

While the goldfishing may be similar, in practice I expect my list to play out faster because all the draw spells are somewhat redundant, while your list is more bomb oriented.

You do run more control with 12 counters including Duress and 2 Bounce.  That is two more control cards than I run.  If Doomsday Gush or other combo become popular then your list will be much better because having access to the 4 Duress + Misstep will matter more, but as is I think I would rather have the Mana Leaks which remain useful against Shops.

Your list gains more CA on average in a vacuum, and only goldfishes similarly because it lacks explosive finishing.  However, in an interactive game your list falls behind when it's not already winning substantially.  Mana Leaks are better against Shops (and only Shops), sure.  However, this is heavily outweighed by the strength of maindeck Hurkyl's (especially hilarious with Snapcaster) and greater explosiveness.

Overall, your list has more explosive (and expensive) CA, but has less explosive winning.  Most importantly, running 4 basics, 2 colors, and 0 Tendrils to hedge against Shops is less efficient than simply running maindeck Hurkyl's + Tendrils, and green for Gushbond and Claim.


Edit: I'm stupid and forgot about Mana Vault.
22  Eternal Formats / Blue-Based Control / Re: [Deck] Drain Tendrils on: September 12, 2012, 08:57:57 am
0 Tendrils of Agony is on purpose.  Tinker+Time Walk is the preferred win now option.  Each card is a bomb on their own (although BSC is a dead draw) and together they win now.  Also each can generate mana when going off since Walk lets you play a draw spell and take another turn and you can Tinker for Lotus in front of Yawg.
Sometimes BSC gets Swordsed by Fish which is really bad.
Beyond that if Tinker is countered twice then you are probably losing anyway.
Also hardcasting BSC is not as rare as you might think.  The draw engine is silly and 30 mana sources (including Drains + Chain) means getting double digit mana is not uncommon.

If you're not capitalizing on a storm win condition, what exactly makes your list Drain Tendrils as opposed to simply a Drain deck with a subpar draw engine instead of Bob or Gushbond?

The matchup I have been losing the most sleep over is Workshops.
In particular, Hurkyl's Recall might have been wrong because Chalice@2 was already so strong.  Maybe those should be Rebuilds.

It might help if you had 2x maindeck Hurkyl's Recall along with the Tendrils that they can fuel.  It might also help if you had green or red to sideboard Nature's Claim or Ingot Chewers (somethin that's more valuable against Shop than the keeping the deck two colors).  Finally, it might also help if you weren't relying on a draw engine that is not only expensive, but twice affected by sphere effects (the 2 Tiagos only add to this).

Here's a more thoroughly revised list with a much better Shop matchup (particularly with additional Hurkyl's and Claims in the sb), stronger draw engine, lower mana curve, similar goldfishing, and a comparable control package:

6 Fetchlands
3 Underground Sea
2 Tropical Island
3 Island (1 Snow Covered is fine)
1 Tolarian Academy

8 Artifact Mana

2 Mental Misstep
4 Mana Drain
4 Force of Will
2 Duress

1 Ancestral Recall
1 Brainstorm
1 Thirst for Knowledge
4 Gush

1 Mystical Tutor
1 Merchant Scroll
1 Tinker
1 Gifts Ungiven
1 Vampiric Tutor
1 Demonic Tutor

2 Hurkyl's Recall
2 Jace, the Mindsculptor

2 Snapcaster Mage
1 Time Walk
1 Timetwister
1 Yawgmoth's Will
1 Tendrils of Agony
1 Fastbond
1 Regrowth
1 Blightsteel Colossus
23  Eternal Formats / Blue-Based Control / Re: [Deck] Drain Tendrils on: September 12, 2012, 02:51:34 am
The loss of Thirst for Knowledge is bad and makes this deck hungry at the 3cc spot.  This partly explains 4 Intuitions.  The other factor is that Intuitioning for 2xSnapcaster + Yawg is so powerful that extra Intuitions are rarely problematic.

Fact or Fiction is a huge bomb, but it competes with Snapcaster as a lategame card and you just cannot put more than 4 in without running into too many slow hands.

Why not utilize the Gushbond engine and Jace instead of a clunky mix of Intuition/AK and FoF:

-4 Accumulated Knowledge
-4 Intuition
-2 Fact or Fiction
-1 Underground Sea
-1 Island

+1 Fastbond
+4 Gush
+2 Jace, the Mind Sculptor
+1 Tendrils of Agony
+1 Timetwister
+1 Vampiric Tutor
+2 Tropical Island

You get the raw power/speed of Gushbond and Jace, the return of Vampiric with a few more juicy targets (Fastbond, Jace, Timetwister), and a lower mana curve.  The addition of green allows you to support some sb hate like Claims too, while only requiring a single additional nonbasic.  Oh, and the missing Tendrils.
24  Eternal Formats / Creative / Re: Revisiting Heavy Beatdown, Finding Solutions on: August 29, 2012, 07:15:19 pm
You are wrong when you think running a lot of threats in your deck means you will be able to keep a steady stream of threats during the game. Without any tactical support and preparation to specific lines of play were your opponent tries to 2v1 your (which means your board is nearly wiped, good luck coming back with all your threats in your DECK).

“Threats” do include cards that deny the opponent’s ability to respond, and good examples from your list include Thalia and Revoker.  My main concern is that you’re going too far by playing 4cc creatures when you should be keeping aggro decks more efficient instead.  

There is nothing inefficient about blinking a creature that is being targeted leaving you with an ALIVE threat and a 3/4 flyer threat. Maybe the Angel will not be able to protect the first Thalia, but that Thalia just pushed the game into the mid game. Eventually, you will be able to blink one of your bears to safety and/or block something to death.

The inefficiency isn’t the card itself.  The inefficiency is the fact that you have to substantially dilute your threat density to run the mana needed to throw around 4cc spells.

There’s a good reason why 4cc spells in Vintage are primarily the domain of blue (with mana drain and the card drawing to put together mana sources), are played off Shop, or are cheated into play.
I agree with this, but let me ask you a question. Would you run something like this:
~
 {W} {U} 2/2 Human Wizard
Flash
When ~ enters the battlefield Humans you control gain protection from the chosen colour.

Sacrifice a Human: Return ~ to its owners hand.

This does NOTHING to your opponent mana denial wise, but it does disrupt their removal plan.

I am asking because I want to know whether it is the mana cost you are worried about or you just don't find it necessary to have protection. Do you believe that more threats is always the answer to anything? Or do you have a nuanced opinion about this? Oh, I don't really like the card that much that I invented above, I would make it much more tasty than that Wink But I used it as an example to find out your thoughts.

My opinion is more nuanced.  Perhaps “threat” wasn’t the right word, the main issue is just that running high mana cost cards screws up the density of business by requiring too many mana sources.  The card you proposed would absolutely be valuable to your human deck.

Steely Resolve naming humans for 2 CC?
I think you and I discussed this online? Didn't we conclude that it looked good on paper but that we can't really afford running an enchantment that does absolutely nothing versus Workshop. There is no time to cast that under spheres. At best it is a SB option.

I want to throw in another discussion in this thread.

Chalice of the Void versus Mental Misstep

Chalice: In human/caverns there are almost no spells with cc1. And Noble can be caverned into play. Also chalice on the play can supplement the mana denial plan brutally.

Misstep: turn 0, protects versus removal, stops early things if you want, but it is a one time shot, doesn't work under thalia, usually you lose life which matters sometimes, only stops noble and ring in terms of mana denial

Chalice seems to be slightly favored, but I have been playing with Misstep for so long now, I am a Misstep addict.

In a vacuum, Chalice is probably stronger if you’re not running Rod/Stony.  However, in a meta infested by Shops and Dredge, Chalice is ineffective against both while Misstep is at least solid against Dredge.
25  Eternal Formats / Creative / Re: Revisiting Heavy Beatdown, Finding Solutions on: August 29, 2012, 07:56:04 am
You are wrong when you think running a lot of threats in your deck means you will be able to keep a steady stream of threats during the game. Without any tactical support and preparation to specific lines of play were your opponent tries to 2v1 your (which means your board is nearly wiped, good luck coming back with all your threats in your DECK).

“Threats” do include cards that deny the opponent’s ability to respond, and good examples from your list include Thalia and Revoker.  My main concern is that you’re going too far by playing 4cc creatures when you should be keeping aggro decks more efficient instead. 

There is nothing inefficient about blinking a creature that is being targeted leaving you with an ALIVE threat and a 3/4 flyer threat. Maybe the Angel will not be able to protect the first Thalia, but that Thalia just pushed the game into the mid game. Eventually, you will be able to blink one of your bears to safety and/or block something to death.

The inefficiency isn’t the card itself.  The inefficiency is the fact that you have to substantially dilute your threat density to run the mana needed to throw around 4cc spells.

There’s a good reason why 4cc spells in Vintage are primarily the domain of blue (with mana drain and the card drawing to put together mana sources), are played off Shop, or are cheated into play.
26  Eternal Formats / Creative / Re: Revisiting Heavy Beatdown, Finding Solutions on: August 29, 2012, 12:38:07 am
You are wrong when you think running a lot of threats in your deck means you will be able to keep a steady stream of threats during the game. Without any tactical support and preparation to specific lines of play were your opponent tries to 2v1 your (which means your board is nearly wiped, good luck coming back with all your threats in your DECK).

“Threats” do include cards that deny the opponent’s ability to respond, and good examples from your list include Thalia and Revoker.  My main concern is that you’re going too far by playing 4cc creatures when you should be keeping aggro decks more efficient instead.  

Venser is probably too expensive for what it does (if he had a 3/4 body he would be very worth it), maybe just run Æther Adept and generate tempo like that.

Yeah, this is what I mean.  I don’t disagree in principle with the idea of protecting your threats, it’s probably just not optimal to rely on a large mana base and 4cc cards to do it.

Losing to MUD? Sure... But not due to the mana base. With Crucible, Noble, amount of artifact mana, I have the advantage versus Workshop when entering a mana denial war.

How often do you resolve a crucible vs mud? This just seems extra hopeful to me. Looking at your mana, chalice at zero + any sphere looks like a lock. You also have thalia in your deck which seems like a bad choice with crucible and full artifact mana.

Perhaps Loam would be a superior option to Crucible?
27  Eternal Formats / Creative / Re: Revisiting Heavy Beatdown, Finding Solutions on: August 28, 2012, 10:33:44 am
Is protecting your threats really worth reducing your threat density substantially in order to play the mana needed for 4cc creatures that don't disrupt the opponent?

Instead of playing 31 mana sources and 3 Restoration Angels + 2 Venser, you could be running 25 mana sources and 11 more threats.  That seems far more effective than trying to get a beatdown deck to play with reactive 4cc cards.

If it's somehow actually more effective for a beatdown deck to give up ~40% of its threats to support some pseudo-countermagic, then we really should be asking the question of why we aren't simply playing a control/aggro deck instead.
28  Eternal Formats / Eternal Article Discussion / Re: [Free Article] Vintage Avant-Garde: The Power 3 Reigns Supreme on: August 24, 2012, 03:36:11 am
So now that we're down to only 3 archetypes, can we finally unrestrict Brainstorm, Thirst for Knowledge, and Ponder please? Very Happy
29  Eternal Formats / Eternal Article Discussion / Re: [Free Article] So Many Insane Plays -- 2012 Vintage Chamnps Report & Post-Mortem on: August 21, 2012, 03:15:18 am
Why 4x Flusterstorm as opposed to a more general counterspell?  Seems like a fairly key design choice since it's 4 dead cards every game 1 versus Shops and Dredge, yet it wasn't really explained in the article.  This isn't to say that I disagree with the choice, I'm just curious as to your reasoning.
30  Eternal Formats / General Strategy Discussion / Re: Fighting workshop on: August 20, 2012, 05:22:15 pm
There is also Gemstone Caverns, which reallly doesn't want to catch a wasteland, but at least you have spell pierce or steel sabotage mana up on the first turn.

This makes absolutely no sense.  Why would Gemstone Caverns be superior to playing a basic Island or a fetch in any way for casting spell pierce or steel sabotage?

Presumably because you can have it in play on their first turn on the draw, unlike a fetch land or basic island.

For some reason I was thinking of Gemstone Mine even while typing Gemstone Caverns.  Disregard my stupid.
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