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Eternal Formats / Eternal Article Discussion / Re: Free Article - Greatness at Any Cost
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on: September 28, 2012, 12:44:34 pm
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I like the article as it's about my favorite deck and reflects some opinions that are new to me. On the other hand phases like "I have always disliked Sensei's Divining Top, as it is mana intensive and often clunky. I replaced it with Gifts Ungiven (...)" don't seem to be very logical. I also don't like most of the new card choices, but I also didn't like Marcs'. Getting new options is always fine and even if I would not play it, I'm able to think and decide about it.
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Eternal Formats / Eternal Article Discussion / Re: Grixis vs. MUD Match Up Walkthrough
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on: September 18, 2012, 01:52:07 pm
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Nice read.
Some things about your boarding strategy: - I'd really like to stun Wasteland or Forgemaster with Needle - Snapcaster + Flashback costs way to much mana against Spheres - EE dodges Spheres and trades positive.
What about this?
- 3 Mental Misstep - 2 Flusterstorm - 1 Nihil Spellbomb - 1-2 Snapcaster Mage + 1 Mountain + 4 Ingot Chewer +1 Lighnting Bolt +1 Engineered Explosives +1 Pithing Needle
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Eternal Formats / Eternal Article Discussion / Re: [Free Article] Vintage Avant-Garde: Rebuilding Griselbrand Oath
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on: June 28, 2012, 08:39:37 am
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I would think that stealing a griselbrand from someones deck would be a very viable post sideboard strategy. Assuming you know their list is only running Griselbrand I personally like Telemin Performance over Bribery this way you can use it as a win con against landstill too.
Don't forget that you can also board Birbery against other decks to steal their BSC. Besides that, I think both cards are too expensive. Why not simply stun Griselbrand with Pithing Needle? It's a solid card in various MUs (Dredge, MUD, Weldercontrol, Turbotezz, Landstill,...). The five turn clock should not be a problem for control decks.
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Eternal Formats / Blue-Based Control / Re: Optimal Tezzeret for the post Grudge Match 5 Meta
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on: June 15, 2012, 05:00:48 am
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Flipping fire/ice to bob does suck, but I disagree that it's better right now. At least where I am, golems are not a big presence, but cavern decks filled with x/1s are. Mental Misstep is everywhere too
Of course it depends on deck and meta, but in a really controlish deck with 11-12 Counters, Bobs and Snapcasters I'd really prefer Bolts atm. Some additional things besides my further arguments you should keep in mind: 1.) Maindeck Bolts can safe sideboard slots (I don't play any futher creaturehate in my creatureheavy meta besides the 2 maindeck Bolts) 2.) You don't have a quite good chance to handle an early 5/3 guy preboard, b/c drain and Jace mostly are too expensive 3.) Bolts are a 2of, Fire/Ice (normally) is a 1of, you draw them more often and together with Snapcasters they enhance certain preboard matchups significantly 4.) Bolt + 4 Confis + 3 Snapcaster are a highty relevant clock in the control mirror 5.) Against creaturedecks, the flip damage is relevant. With multiple Jaces and Forces to flip and space for only 1 Top + the high damage of your own Missteps, Fetchlands, Vampiric and Forces, you really don't want to have any other expensive spells 6.) X/1s can be handled by Snapcasters and Bobs, X/3s and a brainstoming Jace not 7.) Many creaturedecks don't play Missteps but manadenial and against Missteps you can profit from your dead Flusterstorms 8.) Bolts are faster. Example: your opponent starts with turn 1 Bob and you have no mox. Misstep counters your Bolt, but if you have to wait for Fire/Ice Bob cycles and/or you run into a drain or Flusterstom. Your opponent has 2 more cards in hand as well. Summarized: If your meta, decklist or playstyle needs Fire/Ice - ok, but overall regarded Bolts are imho the better choice. Most of the latest successfull UBR Confidant/Jace/Snapcaster lists play Bolts as a 2of main, and I think this is correct.
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Eternal Formats / General Strategy Discussion / Re: [PCH2] Baleful Strix
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on: May 26, 2012, 08:35:26 am
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I think its pretty good against MUD as its resisted by sphere but not thorn and lodestone, and will always 2 for one them. Incremental advantage is the most consistent way to beat a prison deck without a draw engine.
That's the point. As an U/B controldeck you just want to stall MUD, ramp your mana and cast Hurkyl's. Strix dodges 8 spheres, cycles and stalls an early Lodestone Golem until you are able to generate advantage by let's say Dark Confidant. I don't see what's bad about this.
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Eternal Formats / Blue-Based Control / Re: U/R Gushcaster Control
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on: February 16, 2012, 08:32:37 am
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The point of EE and Echoing Truth is not to replace your existing SB hate, it's to augment the main-deck to give you better game 1's. They can also be used in the event that you have say Jailer, or Cage out and the bounce it. Before you can re-cast it, they may be able to pump out a bunch of dudes. Having an Echoing truth in that case may likely save you the turn so you can re-cast the hate card the next turn.
If I want to play Truth main, I have to cut Hurkyl's Recall for it. The chance of Hurkyl's being better against MUD seems to me higher than the chance of Truth being better against Dredge. You can say that Truth is good in other MUs as well, but in fact, there are really few targets for it. I've been playing Truth in GAT before 06-2008 and (as I made good experiances with it) in the first version of this deck, but I really wanted to have Hurkyl's against MUD. If I expected a metagame with very few Workshops around, I'd definitively prefer Truth over Hurkyl's. As my SB-Hate for Dredge consists of 7 (+4) Extirpate effcts atm, there aren't that much tokens on the battlefield after I removed Moeba and Ghast.
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Eternal Formats / Blue-Based Control / Re: U/R Gushcaster Control
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on: February 16, 2012, 02:29:15 am
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if thats the case, then they're doing it wrong! they should be swinging for lethal turn 2 or 3 If your hate works, they don't get zombies. At the point where Truth or Explosives do anything, they develpoed so far, that you probably will loose. That's why I want to play real gravehate and no removal for zomie tokens. It's wasting slots. 4 mana?! i think you're missing the pt of both E. truth & Explosives against dredge. E. truth is just flat out a good catchall for things that get past your counters but against dredge its amazingly effective when you cast it naming zombie... & Explosives wrks the same way, you drop it for zero & use it to sweep the board of all zero CMC zombie tokens
I thought of other MUs, not Dredge. @thewhitedragon: Null Rod doesn't fit in the deck's concept. Without Wastelands it's really bad, and if you play Wastelands, Gush will be bad.
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Eternal Formats / Blue-Based Control / Re: U/R Gushcaster Control
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on: February 15, 2012, 05:42:15 pm
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We've been testing serverals combinations. 4 Extraction + 3 Extirpate performed best. My opponent's antihate was nearly useless. Only Unmasks, Therapies and Missteps were effective, but not as effective as a removal for Jailer, Leyline or Cage. I was very surprised how good this strategy worked and how relaxed it was to play.
I tried Truth, but it wasn't worth a slot. The Dredger rarely gets to a point where he has more than 2 creatures in play.
Explosives is far too expensive for this deck. I really liked this card in UB Painter some years ago, but without Moxes, (in average) 4 Mana to cast and activate is too much. Even in the fullpowered decks 4 mana is a lot. Wainting and spreading the cost over 2 turns is often too slow.
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Eternal Formats / Blue-Based Control / Re: U/R Gushcaster Control
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on: February 15, 2012, 08:16:40 am
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Thank you for your reply.
I hardly can include Tinker/BSC with only 3 artifacts in the deck and playing more artifacts will cause a collaps of stabilisation. I need a critial mass of business in the deck to ensure, that I always have a counter/solution available if I need one. I usually play black in every controldeck, but neither Will, nore the tutors are worth a slot. What do you want to find? And: if you want to play black, you'd rather play Confidants over Gush. This deck is more like Landstill, not like Gushcontrol or Confidant/Jace. It's not broken, but very controlish and rarely agressive (even if the list implies that).
I'm going to test aginst dredge today, to see what hate is the best. I thought of Leyline behause of the cheap counters to protect it. Unfortunately, you cannot hardcast it. Grafdigger's Cage or Jailer (with a single Usea instead of the Island) could also be nice. We'll see.
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Eternal Formats / Blue-Based Control / U/R Gushcaster Control
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on: February 15, 2012, 05:40:31 am
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Hi guys, I'w working on an deck concept involving Gush as a drawspell and creatures to beat. After testing with those Remora-Gush-Goyf decks, which are not good enogh against Confidant/Jace imho, I decided to make something else. Here's what i've built: U/R Gushcaster Maindeck (60) 3x Polluted Delta 2x Island 1x Library of Alexandria 4x Scalding Tarn 4x Volcanic Island 4x Delver of Secrets 4x Snapcaster Mage 2x Vendilion Clique 1x Black Lotus 1x Mox Sapphire 1x Mox Ruby 4x Lightning Bolt 2x Fire/Ice 2x Steel Sabotage 1x Hurkyl's Recall 3x Mental Misstep 3x Flusterstorm 4x Force of Will 4x Preordain 1x Ancestral Recall 1x Brainstorm 1x Ponder 4x Gush 1x Mystical Tutor 1x Merchant Scroll 1x Time Walk Sideboard (15) 1x Mountain 1x Island 3x Ingot Chewer 1x Mana Crypt 3x Grafdigger's Cage 4x Leyline of the Void 2x Smash to Smithereens The plan against control is to stall the opponent with counter and spotremoval, while building up card advantage and dealing damage with a large evading creature. The only creature without Flash is Delver, and it just costs 1 Mana. That's why you don't need to tap out during your turn (an advantage over Goyf/Predator builts). Very interesting about this deckconcept is, that you are able to let many spells resolve and play a removal afterwards. That makes you very flexible. Some choicesDelver: One-hits Jace and kills within a few turn. Together with Bolts (recycelt with Snapcaster), Delver finishes very quickly. Snapcaster: Recycels Counter, Bolts, Anc and Walk, deals damage. Clique: Expensive but flashable. Supports the disruption, gets information and bashes for 3 every turn. Gush without Black and Green: Gush is no Comboengine in this deck, just a simple drawengine that improves LoA considerably. If you play this deck, you will see how it's drawengine works. Steel Sabotage: Bounces BSC and imroves the MUD matchup. Is rarely dead in other matchups. Lightning Bolt: Kills Confidants, Jaces, Lodestone and other MUD creatures and Fish. Reduces the clock extremely and synergates with Snapcaster Mage. Fire/Ice: Time Walks in the early game (Ice for a land), buys a turn against beaters (BSC, Goyf, Wurmcoil, Hellkite or whatever), burns Confidants, Fish and opponents, pitches into Force. The testings with two of them were very convincing. If there are other discussable choices, don't hesitate  We've been testing it against Confidant Control and it wins nearly every game without sideboarding pre- and postboard. The worst MU should be MUD, but we also tested it. With a massive sideboard, it becomes positive, too. Testings against Dredge, Gushcontrol and Fish are stil missing, but the Results should be acceptable... Thoughts?
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Eternal Formats / General Strategy Discussion / Re: Twincast
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on: October 29, 2011, 07:29:59 am
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Mana Drain is better 90% of the time and even it doesn't see much play.
Mana Drain sees much play! September 2011 Top 15 Vintage (11 events) 1. Force of Will (224) 2. Underground Sea (138) 3. Leyline of the Void (120) 4. Mana Drain (118) 5. Wasteland (117) 6. Polluted Delta (108) 7. Nature's Claim (103) 8. Gush (88) 9. Hurkyl's Recall (88) 10. Jace, the Mind Sculptor (86) 11. Tropical Island (82) 12. Scalding Tarn (80) 13. Misty Rainforest (79) 14. Black Lotus (78) 15. Mox Sapphire (78)
Souce: http://morphling.de/
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Eternal Formats / Eternal Article Discussion / Re: [FREE ARTICLE] Vintage Avant-Garde: Is Vintage Too Fast?
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on: October 26, 2011, 09:07:47 am
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I agree that the problem with Dredge is that many people don't test against it. Their sideboard is weak against the deck and they don't know how to board out or play. There are so many options how to board against this deck. Shall you take out winconditions and try to completely shutdown your opponent's action with massive control? Or is it better to board out control elements and stall the dredge player until your are able to win? This strategy is fully dependent on your deck choice and the slots you are able to fill in your sideboard. In my opinion, a control deck for example shoud have a good position against blue and an acceptable MU against Shops (50% would be great). To fight Dredge preboard weakens your own strategy. What if you play some Nihil Spellbombs main? You have a 20% MU instead of a 10%? That's really crappy... I'd never try that. You will get bashed by Null Rod decks, if you do that. Rather ignore Dredge in game1 and have a good SB-plan. I agree with Heiner, that Leylines and Needles are the best Hate against Dredge, followed by Jailer. Jailer gets much weaker if the Dredgeman plays well and Needle can be boarded against MUD as well. Needle for Wasteland is soo good guys! And if they play Welder or Kuldothas - fine! More targets. Against Nulll Rods and Workshops, a good manabase is all. That's why I often run a non-island basic in the maindeck (in Confidant/Jace, not in Gushdecks!) and 3 Islands. Paired with 1-2 Hurkyl's, Jaces and all the broken stuff in your deck, that's enough to get an acceptable preboard-MU. Postboard a good SB fixed the MU. 4-5 a- or c-removals (Claim, Chewer, Bolt, Trygon), a 2nd or 3rd Massbounce (and perhaps 2 Neeldes) is more than enough. Another 7 cards against Dredge (including the 2 Needles) leaves 2 Slots against Controldecks. This could for example be Missteps or Flusterstorms, if you are not running them in the main (i prefer those 2, because they are number 8 and 9 against dredge). But: This plan just works, if you win against blue preboard and 2 cards in the SB are enough. Decks like the Italian Remora, Dark Painter or the Spanish Speed-Gush or Turbotezzeret decks can do that even in a Gushcontrol-heavy meta. Euro-lists for reference: http://morphling.de/printview.php?c=1500&d=1http://morphling.de/printview.php?c=1496&d=3http://morphling.de/printview.php?c=1506&d=4http://morphling.de/printview.php?c=1506&d=5
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Eternal Formats / Eternal Article Discussion / Re: [FREE ARTICLE] Vintage Avant-Garde: Is Vintage Too Fast?
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on: October 25, 2011, 10:07:01 am
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Player1: Gush sucks, Bazaar sucks! Restrict it! Player2: Agrees and wants Lodestone Golem to be restriced. Player3: Null Rod is unfun! Player4: Can beat all those archetypes...
In my opinion, vintage is a very healthy format at the moment. We have many different archetypes and all of them are strong and broken.
And, if you look around here in europe, you'll find a more diverse metagame than in the US. Example: I'm playing Painter for three years now. I've played 5 tournaments with it this year: German Magic 2: 2nd of 80, 3x Swiss Vintage -> 3x Third (~40 participants), 1x Bazaar of Moxen -> 48th of 383. Q: Can I beat Gush? A: Like any other blue deck (Remora, Turbotezz, Jacecontrol,...). Q: Dredge? A: Even preboard and without any graveyard hate (not consistently, but more consistently than any other blue deck). How? Blast Bazaar and Combo for the win! Q: Shops? A: 3 Chewer, 2 Needles, 2 Bolts and a second Hurkyl's out of the SB and a good manabase main. Q: Noble Fish? A: My best MU of all those.
What I want to say? Just play the right decks to beat the metagame!
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Eternal Formats / General Strategy Discussion / Re: [Innistrad] - Snapcaster Mage
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on: October 12, 2011, 05:10:12 pm
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I wonder if tinker is needed.Tinker has dis-synergy with snapcaster mage.In my build I don't run tinker,tendrils.Win conditions are only 10 creatures and 3 jaces.Becuz every turn's sober attack or jace+2 leads me victory.I can dominate the board if I play snapcaster suitably.
Why is Tinker/Snapcaster Mage a dissynergy? Playing Tendrils makes the Deck much faster. You can easily win with a small Tendrils after beating 2 turns. I really like Jace a lot, but I think the Deck is much to fast to maximize Jace's use. Beatdown and Jace only doesn't look quite reliable to me.
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Eternal Formats / General Strategy Discussion / Re: [Innistrad] - Snapcaster Mage
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on: October 12, 2011, 10:28:20 am
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This is what I've built around Snapcaster Mage:
4x Island 1x Swamp 2x Flooded Strand 4x Polluted Delta 3x Underground Sea 1x Tolarian Academy
4x Snapcaster Mage 4x Dark Confidant 1x Blightsteel Colossus
1x Black Lotus 1x Mox Pearl 1x Mox Sapphire 1x Mox Ruby 1x Mox Emerald 1x Mox Jet 1x Mana Crypt 1x Sol Ring 2x Sensei's Divining Top
2x Duress 1x Ancestral Recall 1x Brainstorm 1x Mystical Tutor 1x Vampiric Tutor 1x Dark Ritual 1x Time Walk 1x Merchant Scroll 1x Hurkyl's Recall 1x Demonic Tutor 4x Mana Drain 1x Tinker 1x Yawgmoth's Will 3x Intuition 1x Gifts Ungiven 1x Tendrils of Agony 4x Force of Will
Intuition is pretty nice in this deck. You can make piles like Lotus, Anc, Ywill with Mage in hand. Mage, Mage, Tinker, or Anc, Tinker, Mage and many more winning piles are also possible. Playing the deck feels a little bit like old Gifts. Still, there might be some changes. A second Hurkyl's could be needed...
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Eternal Formats / Blue-Based Control / Re: Help - How to fight dredge with blue-based control?
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on: September 23, 2011, 06:59:08 am
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I'm playing 4 Leylines, 2 Pithing Needles and 1 Nihil Spellbomb (with 2 Trinket Mages main) and it works. Leyline is the best hate in game 3 and Needle is even good in game 2, beacause he never activates a Bazaar to get cards into his graveyard. A reset button like Spellbomb is ok, but you cannot rely on it. I've been playing Jailers for a long time, but they are really crappy on the draw. If you keep a hand with turn 1 Jailer you get hit by Therapy, Unmask and Chalice0 and with Sun Titans, there is no second chance. That's why I prefer this package.
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Eternal Formats / Eternal Article Discussion / Re: [Free Article] SMIP: 3 Lessons From Bobby Fischer
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on: August 29, 2011, 03:13:44 pm
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+1 Your most interesting article imho. Especially this phase made me smile: Americans, in particular, are especially fond of the ‘genius’ narrative that attributes individual success to rare or unique talent. Though Americans are often reproached with being - let's say naive concerning this, I agree that this is a very spread trait among magic players.
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