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Vintage Community Discussion / Non-Vintage / Re: U/G Tempo
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on: August 26, 2008, 12:02:32 pm
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I've considered running a 3rd Desert and removing an additional Island from the Land-base to help against a weenie vs. weenie matchup.
However, I am more interested in your thought of running firespout. How do you think the land base would change? Would I run Vivid Lands? What cards would I cut? How about an Oona's Grace somewhere in there to cycle my lands? Or is that more of a dead draw by the time I get it since the deck tries to win early to mid-game?
Another thoughts on Murkfiend Liege? Still haven't heard any opinions whether it's a 'win more' card, dead space, or a possible replacement (for firespout removal?).
I don't dislike Murkfiend, the problem with it is like the other lieges in eventide (besides creakwood) its too pricey unless you're running mana accelerators like Llanowar elves. Its ability is great though as aside from pumping your creatures, it lets you attack and then have them ready to block. If you want firespout in the deck you're going to have to run vivid lands, reflecting pools, and some of the colorfixing lands from eventide/shadowmoor. You could even cut the majority of green only lands in your deck since you only need green for goyf and naturlize. Maybe a manabase like this: 4 reflecting pool 4 blue vivid land (forget the name) 4 flooded grove 4 cascade bluffs 4 yavimaya coast 3 desert That way cryptic will pretty much always be online (unless you draw all those deserts), you have plenty of sources for green for goyf and naturlize, and just enough red for when you need to firespout. I know that's a pricey mana-base to collect, but I think it'd work very well for you. Also maybe move naturlize to the sideboard and replace it with a tribal counter spell like sages dousing or faerie trickery to have a tribal spell to power the goyf?
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6
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Vintage Community Discussion / Non-Vintage / Re: Friday Night Magic Standard Milling Merfolk Deck
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on: August 26, 2008, 11:53:45 am
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Running Broken Ambitions might not be too advantageous although it fits with the theme of the deck. The reason I think is because of the necessary clash feature. Millfolk really doesn't have too many 'I win' clash cards readily available. Also, with running 20 Mana, do you think you'll have enough to cast Cryptic Command when it matters? Perhaps the most potential counters could be Familiar's Ruse, Sage's Dousing, Rune Snag, Cancel, Spell Syphon, and Dream Fracture? Spell syphon might work well if you get your merfolk going and it's really cheap too. The reason I argue for dream fracture is that it 'kinda' thins out the player's deck by 1 more card w/it's arcane denial-esque drawback and nets you a card in the process too.
If you're only going to run 20 land than yes, cryptic command could be risky, but its also very powerful as it lets you bounce something in a pinch, tap all their creatures to perhaps prevent an all out attack, and can draw you a card. Dream fracture is very good in my opinion, and if you aren't going to run cryptic or broken ambitions, than running sages dousing and dream fracture would counter stuff and help you draw to what you need, so those might actually be the better play for you. I'd think about fitting some grimoire theives in there somehow though, those things can be a real beast plus useful counter at times, and it has great synergy with memory sluice. Memory sluice and conspie with two theives= mill 14 for one blue. If you ever decide to splash white, judge of currents is a must.
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Vintage Community Discussion / Non-Vintage / Re: U/G Tempo
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on: August 26, 2008, 09:32:04 am
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Probably not much you can do there unless you want to splash in read for firespouts and such, or white for other mass removal. You could also try and replace some islands with more non-basics.
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8
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Vintage Community Discussion / Non-Vintage / Re: Friday Night Magic Standard Milling Merfolk Deck
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on: August 26, 2008, 09:29:59 am
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I've tried a build of that take with savor the moment, didn't really work too well. You're better off with more counter magic and such in its place.
I guess you are right. Seems more like a win more card. You can always eot mill at the end of their turns anyway or in response to ponder or what not. Good pickup though. How much counter-magic do you think is appropriate? 7-8 maybe? Cryptic commands are good if you have them/can get them, and then use either sages dousing (for card draw) or broken ambitions (which probably fits better in your deck for the potential mill. You could always use rune snags as well if cryptics are too hard to come by for you.
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9
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Vintage Community Discussion / Non-Vintage / Mono-white beatdown (Type 2)
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on: August 25, 2008, 05:12:15 pm
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This is the deck I'm currently running in type 2 tournys:
Main deck
24x Plains
4x Wilt-leaf liege 3x kitchen finks 4x Knight of Meddowgrain 4x Nip Gwyllion 4x Edge of the Divinity 4x Divinity of Pride 1x Deathbringer Liege 2x Figure of Destiny 4x Unmake 3x Oblivion Ring 3x Crib Swap 3x Stillmoon Caviliars
Sideboard(Haven't used this sideboard yet but this is what I'm thinking):
3x Endless Horrizens 4x Runed Halo 1x Oblivion Ring 1x Crib Swap 3x Wrath of God or Hallowed Burial(for protection against quicker wheenie decks) 3x Moonglove extract (for pesky opposing stillmoons)
So far the deck has worked very well for me, only lost two matches, one each in separate 2nd place finishes at FNM. Lost to Doran in a close match, and swans by a single turn. Not sure how the deck will do against faeries, yet to play one. Toast I think it'd do well against since there's plenty of good creatures in there not bothered by firespout. Any suggestions for improvement welcome!
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Vintage Community Discussion / Non-Vintage / Re: Bloom Tender Combo Deck
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on: August 25, 2008, 04:59:49 pm
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Really liking this build a lot better, much more versatile. Maybe replace cancel with consign to dreams? Same casting cost, and it gets you a card (though it makes your opponent draw a card too). Obviously some color fixing lands would be good (yavimaya coast, flooded grove). Maybe add some summoners pacts to get to the tender? I'd also suggest negates for a nice cheep counterspell to protect against removal pointed at the bloom tender. Overall though, I see a lot of potential.
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12
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Vintage Community Discussion / Non-Vintage / Re: Bloom Tender Combo Deck
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on: August 25, 2008, 02:32:03 pm
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Its a nice combo, but the problem is bloom tender is too easy to kill. early on in the game before you can get your combo going. Aside from all the mono-red decks out there with burn, you've got unmake, crib-swaps, nameless inversion, etc. that can kill the bloom tender before you can get your combo going. If I were you I'd try making the deck with some blue in it so you can give more protection for the tender in the form of shroud and counter magic, or maybe combine this combo with quillspike combo into one deck so that you have two creatures you can infinitely pump. Very nice deck list to start from though.
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14
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Vintage Community Discussion / Rules Q&A / Re: Tournament rules question in regards to shuffling
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on: August 22, 2008, 10:42:47 am
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The older-school someone is, the more likely they are to tap 45 instead of 90 degrees from what I've seen. It's still legal, though.
Good to know! At regionals back in july someone kept tapping my cards to 90 degrees (just my attacking creatures) and was a real jerk about it, but I didn't want to bother a judge with it.
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15
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Vintage Community Discussion / Rules Q&A / Re: Tournament rules question in regards to shuffling
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on: August 21, 2008, 03:20:25 pm
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and then of course doing ample shuffling and offering my opponent the opportunity to do the same This is the key. You can do whatever you want to your deck, time permitting, as long as you present a fully randomized deck at the end. Also, I was unable to find anything about this in dci policies, but are you allowed to tap cards the old way? (meaning slightly diagonally and not sideways) I'm not sure that slightly diagonal was the old way or not, but as long as it's clear to all players what is and is not tapped, it's acceptable. That was my thought, figured I'd make sure while I was on here, thanks! I'm not sure if slightly diagonally was the old way for sure, just how I've been doing it since the revised days since that's what the tap symbol looked like back then.
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16
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Vintage Community Discussion / Rules Q&A / Tournament rules question in regards to shuffling
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on: August 21, 2008, 01:05:38 pm
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So I'm pretty anal about the way I shuffle after a game, usually taking out all the land and doing the whole 2 cards - land thing to equally divide land through my deck ( and then of course doing ample shuffling and offering my opponent the opportunity to do the same). I this strictly speaking, legal? No one has ever complained about it but I thought I'd just make sure.
Also, I was unable to find anything about this in dci policies, but are you allowed to tap cards the old way? (meaning slightly diagonally and not sideways)
Thanks in advance
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