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1  Eternal Formats / Miscellaneous / Re: Is Arcane Denial viable in Type 1? on: August 28, 2008, 01:59:10 pm

Hi this is my first post here at TMD, and I haven't actually played a real game of magic since Dissension came out, but I like to read this and the SCG boards and keep up with vintage for fun. Keep in mind that I have not palyed a vintage tourney for almost 2 years and I am out of practice/little time for testing when reading this,

Anyways, I loaded this deck into Apprentice and played several games with your original version vs. different decks i have saved (slaver, DT, Long, goblins) and I found that the draw engine was very powerful, but tinker colossus would sometimes be too slow or be unable to dig me out of a losing situation, so I wanted the ability to win now.

At first I tried tweaking the deck so that it almost felt like gifts by adding tendrils kill and more mana, making the decklist look like this...

4 Force of Will
4 Mana Drain
4 Thirst for Knowledge
3 Arcane Denial
3 Plagiarize
2 Repeal
1 Gifts Ungiven
1 Hurkyl's Recall
1 Rebuild
1 Mystical Tutor
1 Ancestral Recall
1 Time Walk
1 Tinker
1 Vampiric Tutor
1 Demonic Tutor
1 Yawgmoth's Will
1 Dark Ritual
1 Cabal Ritual
1 Tendrils of Agony
1 Darksteel Colossus
4 Mishra's Bauble
9 SoLoMoxVaultCrypt
1 Tolarian Academy
4 Cephalid Coliseum
2 island
3 Underground Sea
2 Polluted Delta
1 Flooded Strand

This new version of the deck seemed to keep the same draw engine as well as being able to just win after drawing 6 cards or so in one turn, but after my (limited) testing, i found that the gifts and rituals were clogging up my hand sometimes, and it wasn't always easy to build up 9 storm and BB when i needed to unless i had Lotus/rebuild. This led me to try TopSecret's idea of adding red for empty the warrens, and I made the following changes to try it out.

-1 underground sea
-1 tendrils
-1 dark ritual
-1 cabal ritual
-1 gifts ungiven
-1 tinker
-1 colossus

+2 volcanic island
+2 empty the warrens
+1 lotus petal
+1 repeal
+1 arcane denial

I also added tinker colossus to the SB for if they decide to board in EE, but it seems suboptimal because iit is still vulnerable to echoing truth, but like I said I have done very little testing so feel free to try what you will. These changes made the deck able to put pressure on the opponent very early, unlike tinkering later in the game after drawing half your deck, it can know empty on turn 1/2 then bury opponent in counters/card advantage or take time walks with plagiarize/repeals on blockers/permanents. I left in hurkyl's recall and rebuild but they may prove to be unnecesary if you don't have many shops, but they are golden against one of the decks main weaknesses, spheres.

Thanks for hearing me out and I look forward to becoming part of the TMD community.
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