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1  Vintage Community Discussion / Casual Forum / 3CB Tournament #53 Results on: April 06, 2005, 01:07:18 pm
Ouch!  wonkey_donkey beat Scrub Agent with two cards.  At first I thought there's no way his deck wins... Scrub Agent easily anything Ensnaring Bridge based.  But I thought about the matchup a few more times and it plays out like this:  
wonkey_donkey lays his Mercadian Bazaar and takes his useless Ensnaring Bridge and throws it away.  I drop the Sleeper Agent and lay on Spirit Link... Boo ya... combo'd out!  You take 2 damage a turn and I gain two life a turn. Meaning you can't Flaming Gambit me out!  Boo ya.  But alas, wonkey_donkey is right on the scoreboard, and he simply Flaming Gambit's himself for 3, crushing the Sleeper Agent.  Then he can take his time and Flaming Gambits me out.  What a good game!

It's quality games like this that make 3cB awesome.  Shame Scrub Agent simply loses to any deck with creature removal, or anything with two threats... or... or ... or...
2  Vintage Community Discussion / Casual Forum / 3CB Tournament #32 on: May 19, 2004, 09:03:12 am
I'm starting to lose interest because people are competing for things in the same tournaments besides actually winning them.  It was fun to predict what decks were going to be played and plotting against them.  Now with many people competing for the mise prize and not actually trying to win games, but trying to draw, it has become dull.  There's no interest for me because people aren't actually trying to beat my deck back, they are simply trying to not lose.  

Perhaps the answer is running different divisions for each play set.  One for people who want to win and one for people who want to compete for something wierd/original and fun.   But right now 3CB in its current form is not attractive to me.
3  Vintage Community Discussion / Casual Forum / 3CB Tournament #31 on: May 05, 2004, 02:02:23 pm
Well I'm playing to smash everyone's faces in!   Most likely though I'll be on the receiving end of the smashing.  It's quite a dificult format now as many people submit decks with diferent goals in mind.  Some decks are oriented in winning by countering the best strategies where others just want to nullify everything.  This makes an odd, fun and silly metagame.  I am quite eager to see which deck randomly (or brokenly) takes the prize.  Which prize am I talking about?  Who knows!
4  Vintage Community Discussion / Casual Forum / Aw ... the fun of four Necro's! on: March 30, 2004, 11:56:32 am
Trix is a rather dominant Necro deck, don't know how fun it would be casually though.  Really the victory condition in this deck is the Skull.  It drops Turn 2 Consistently, and turn 3 just about everytime.  I consider the Illusions/Donate part sort of like the party in the end-zone after the touchdown, or the signing of the treaty after the war: It's obligatory and has to happen, but the game was over before the formalities were completed.  

Here's an extended version from after Dark Ritual was restricted:

4 Victory Conditions
4 Skulls

7 Hot Potatos
4 Illusions of Grandeur
3 Donate

12 Skullfinders
4 Brainstorm
4 Vampiric Tutor
4 Demonic Consultation

8 Helmets (Skull Protectors)
4 Duress
4 Force of Will

2 Skull Accessories
1 Firestorm
You gained 1-2 life so I have to combo you twice? I don't think so.  Yikes you have a giant army of Tubbies that might kill me.  Ok those 4 all take 4.
1 Hoodwink
You may be a nice guy and give magic cards to people who need them, but other people aren't as nice and aren't willing to give them back.  
.
27 Mana Sources
4 Mox Diamond
4 Badlands
4 Underground Sea
12 Swamp
3 Gemstone Mine

This deck is pre-searchlands, pre-chrome mox and post extended dark-ritual bannings (and obviously pre-ice age is out).  Got all that? Good good on to some play/card choices.

First step to the deck is seeing how fast can you drop the skull on the table with your hand?  Turn one is possible with the double Mox Diamond Necro hand, but Turn 2 can be more ideal at times.  Usually Turn 1 is either a Duress turn, or you use your search to set up the Skull being dropped on turn 2.  If you lack the Necro in hand, but have a Vamp or a Consult you are fine.  

You really want turn 2 Necro hands, but Turn 3 with lots of protection are fine too.  Basically when the skull hits, they have 1 turn left.  Draw as many cards as you can considering your opponents ability to deal damage on you the next turn.  Don't forget to calculate Vampiric Tutor damage and Force of Will Damage.  

You might to toss in Dark Rituals, or maybe Type 1 artifact Mana.  But that would make it Turn 1/2 Necro's, instead of Turn 2/3.  That would be really silly.
5  Vintage Community Discussion / Casual Forum / An Uncommon Format Revisited on: March 25, 2004, 04:31:32 pm
I'm not sure about the legality of Mishra's Workshop.   This deck could love to use him.  I've played this deck in solataire mode a few times and it's quite silly.  Still needs refinement, any input/testing would be loved.

The Melting Pot

Scrap Metal  22
4 Milikin
4 Myr Retreiver
4 Shield Sphere
3 Ornithopter
3 Su-Chi
4 Arcbound Crusher

The Pot
4 Skullclamp
3 Ashnod's Alter
3 Helm of Awakening
2 Genesis Chamber

Gettin the ingrediants
3 Tinker
1 Thran Dynamo

Lands
6 Island
4 Ancient Tomb
4 Wasteland
4 Mishra's Factory
4 Crystal Vein

The Melting Pot is pretty self-explanatory.  Just throw down lots of scrap, clamp it up draw lots of cards, rinse, repeat.  I haven't done sufficient enough testing to really know the exact #'s of some of these cards.  Finishers can either be the Crusher or maybe mix in some Brain Freeze.  The # of Su-Chi's, Ornithopters, Tinkers and other tools are obviously debatable and might need some changing.  Otherwise the deck is ridiculously fast.
6  Vintage Community Discussion / Casual Forum / 3CB Tournament #30 Results and Discussion on: March 25, 2004, 02:32:45 pm
I really wanted to play: Cursed Scroll, Vineyard, Undiscovered Paradise but I just couldn't cheat the rules enough to get the paradise in my hand with 3 mana.  Oh well, I looked at the Bees but thought the En-Vec had that cool effect of being able to stick it with Regen, what was I thinking?

Anyway Pox verse Vineyard.

P1: Swamp, Ritual, Pox.  V = Discard Threat 13/13
V1: Forest, Vineyard.
P2: Burn 2 = 11
V2: Burn 2 = 11
etc etc.
Pox dies first.

V1: Forest, Vineyard
P1: Burn 2 First, 18.  Swamp Ritual Pox. V discards threat.  P = 12. V = 13.
V2: Burn 2 = 11.
P2: Burn 2 = 10.
V2:9
P2:8
V3:7
P3:6
V4:5
P4:4
V5:3
P5:2
V6:1
P6:0

Stupid vineyard doubles as win condition #2
Please tell me if my calcumulations are off by a giant degree.
7  Vintage Community Discussion / Casual Forum / Bad Block Constructed (BBC) on: March 23, 2004, 12:45:32 am
This deck sorta almost has a mana curve, can be aggressive and can also live a little in the long game.

Goblins 14
4 Scarwood Goblins
4 Goblin Digging Team
4 Goblin Hero
2 Goblin Warrens

Big Creatures 7
4 Eron the Relentless
3 Orgg

Removal 9
4 Fissure
2 Inferno
3 Serrated Arrows
 
Accessories 7
4 Fellwar Stone
3 Conch Horn

16 Mountains
7 Forests

The numbers of lands/fellwar stones and conch horns probably needs some messing with, as I've never actually played this deck.  

The benefits of this deck is that it has some actual synergy.  Both Orgg and Eron are gigantic and actually very cost effective in any format.  Cards like the Serrated Arrows and Fissure can clear them a path so they can smash.  The Goblins and the warrens double as early game fodder and late game army.   With only 12 goblins in the deck I'd suggest trying to keep the ones you have on the table to sacrifice to the warrens.  Inferno can deal those last 6 points of damage or wipe the board clean.  Fellwar stone and Conch horn can smooth the deck through to it's bigger spells.  [/i]
8  Vintage Community Discussion / Casual Forum / Artist Format on: March 12, 2004, 12:25:09 pm
RK Post has two possibilities (though he has no lands, I hope this isn't a problem.)  Both decks revolve around Morphling, obviously.  All you got to do is drop him on the table with a few mana open, and see if the other deck can deal with him.

UWr
Supermen 4
4 Morphling

Stall 'till Supermen 24
4 Coral Merfolk
4 Sandbar Merfolk
4 Fatespinner
4 Voice of All
4 Lightning Angel
4 Lumengrid Augur

Superfriends 6
3 Teferi's Moat
3 Serra's Liturgy

This is 33 spells which gives 27 lands.  The high land count comes from the UUU cost of superman (he costs 3UUU) and the WW of Voice of All.  Also the little bit of red brings out lightning Angel, who is great as well.  The deck lacks removal, but Teferi's Moat simply ends a lot of basic creature strategies.  The Augur can help drawing cards and tossing extra lands.  Basic plan is of course to stall until superman saves the day.

UB
Game Enders 7
4 Morphling
3 Avatar of Woe

Cannon Fodder 20
4 Fate Spinner
4 Coral Merfolk
4 Sandbar Merfolk
4 Lumengrid Augur
3 Hollow Specter
1 Nefashu

Superfriends 8
4 Swat
3 Unmask
1 Phyrexian Reclamation

This deck has 25 lands, which is ample for a 2 color deck.  Once again the plan is to stall until either Superman himself or the Avatar can hit the table and slaughter everything.  Swat and the Avatar serve as targeted removal.  And unmask and the specter are the only forms of Enchantment/Artifact prevention, as well as helping to keep nasty spells at bay.  The Augur once again serves as a Merfolk Looter with a Reclamation and a Nefashu thrown in as one of's.

To sum it up: Both decks revolve around Morphling --> 3UUU I win.  Magic is a duel of two planeswalkers, Morphling makes it Two Planeswalkers on one.  With limited deckbuilding capabilities of the artist format Morphling can really be the unanswerable game ender.  

Deck 1:
Strength: Teferi's Moat just stops creatures on the ground cold.  And the Serra Liturgy serves as enchant/artifact removal.  Lightning Angel and Voice of All also can be great.
Weakness: No creature removal, do disruption.

Deck Two:
Strength: Avatar of Woe is nearly as dominating as Morphling, but can fall to some targeted removal.  The avatar isn't a 5/infinite flying, nontapping, only targetable to you, but it can tap and kill creatures, which is nice.  The unmask, the specter and swat also serve as disprution and removal.

Weakness:  Any artifacts and enchantments that hit the table are going to stay there.
9  Vintage Community Discussion / Casual Forum / 3CB Tournament #29 on: March 06, 2004, 02:10:16 pm
I believe Evil Presence may need to be placed on the banned list.  Phantasmal Terrain should also be considered.  

Both of these cards elimanate storage lands.
10  Vintage Community Discussion / Casual Forum / 3cb #27 Tournament Results and Discussion on: February 13, 2004, 11:12:45 am
I don't think artifacts are the big problem here.  I think City of Traitors is the main killer... essentially all artifacts cost 1/2 compared to regular colors.  I think there are TONS more unexplored options in this format, with artifacts.  I'd cast my vote for running this tournament again without City of Traitors.

And quality win with that smokestack... that was killah!  I know you are quite creative and will have a different deck next go around and I look forward to crushing it.*

Thanks again for running the tournament, I look forward to submitting another Serpent Deck!

*By "crushing" your deck I mean losing to it horribly.
11  Vintage Community Discussion / Casual Forum / 3cb #26 Tournament Results and Discussion on: February 07, 2004, 02:03:20 pm
I have a few considerations about the results.  First is the deck I submitted is truly and utterly crap.  After looking over the results you posted and pondering some of my score I finally realized that Serpents deal no damage with crumbling sanctuary out.  So I basically draw everygame, except against eater decks, they smash me.  

Also on your table, I'm confused about some of the scores.  I haven't focused on the entire table mostly at my own of course... but heres what I am confused about...

- 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6
1 - 2 6 6 6 6 6 6 6 0 2 2 6 6 6 6 72
8 2 2 6 1 0 3 6 - 0 0 6 6 6 2 2 6 48
4 0 6 6 6 6 6 6 6 6 0 2 2 6 - 3 6 67
5 0 6 6 6 6 6 6 6 6 0 2 2 6 3 - 6 67


I believe if we draw, we would both get 2 points for the draw, instead of one of us winning.  



Just for speculation purposes, I crunched my deck through the gauntlet with Darksteel Reactor, since serpent generator is not a combo with sanctuary.  And here are the results.

- 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6
1 - 2 6 6 6 6 6 0 6 0 2 2 6 6 6 6 66
2 0 - 0 0 0 0 0 0 0 0 2 6 0 0 0 2 10
3 0 6 - 0 0 0 0 0 0 0 2 2 3 0 0 0 13
4 0 6 6 - 0 3 6 6 0 0 2 6 6 0 0 6 47
5 0 6 6 3 - 2 0 6 2 6 2 2 2 0 0 6 43
6 0 6 6 0 2 - 0 3 2 0 2 2 2 0 0 6 31
7 0 6 6 0 6 6 - 0 6 0 2 6 6 0 0 6 50
8 6 6 6 0 0 3 6 - 0 0 6 6 6 6 6 6 63
9 0 6 6 3 2 2 0 6 - 6 2 2 2 0 0 0 37
0 6 6 6 6 0 6 6 6 0 - 2 2 6 6 6 6 70
1 2 2 2 2 2 2 2 0 2 2 - 2 2 2 2 2 28
2 2 0 2 0 2 2 0 0 2 2 2 - 2 2 2 2 22
3 0 6 3 0 2 2 0 0 2 0 2 2 - 0 0 6 25
4 0 6 6 6 6 6 6 0 6 0 2 2 6 - 3 6 61
5 0 6 6 6 6 6 6 0 6 0 2 2 6 3 - 6 61
6 0 2 6 0 0 0 0 0 6 0 2 2 0 0 0 - 18

That would give Wonkey the win with 70.
Virtual in 2nd with 66.
Togran in 3rd with 63.  

Please tell me if I totally screwed up this chart.  I was mostly just curious to see as how a Darksteel reactor deck would do.  Obviously I'm an utter moron for submitting a combo deck that doesn't work.  Though poison counters is all I could think of as a kill method around Sanctuary.
Very fun tournament.  I hope to be able to participate in the next ones by NOT submitting a self-destructing combo.
12  Vintage Community Discussion / Casual Forum / 3cb #26 Tournament Results and Discussion on: February 06, 2004, 06:43:03 pm
Hey, i'm quite dissapointed i didn't ask if Darksteel was legal.  I coulda busted out the darksteel reactor.  Also could you please check some of my results.  I believe I draw with any Bridge deck.  They drop Bridge, I drop Sanctuary, nobody dies.  

I certainly was impressed with how well the serpents did.  Glad there weren't many powder kegs.
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