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1  Eternal Formats / Online Tournaments / Re: MTGO Power Nine Challenge - Saturday, December 26th on: December 15, 2015, 10:40:18 pm
Are these events seasonal, or will they have them every month?
2  Eternal Formats / Eternal Article Discussion / Re: [Free Article] Stirring the Pot: The New Landscape of Vintage on: October 02, 2015, 11:36:21 am
College is my main concern right now, so I have not been playing Vintage recently. However, these changes are very interesting. Entirely new decks should be possible, and I cannot wait to test them out over winter break. Most importantly, I can test out new storm variants.
3  Eternal Formats / Online Tournaments / Re: Vintage mtgo Swiss - (Thurs) // (Sun) (8/13) on: August 02, 2015, 06:04:19 pm
I'm sure if someone has pairings software they could charge an entry fee and pay out decent prizes. Any time good prizes are on the line people show up. Even if the entry was $25 and 75% was paid out it would probably be worthwhile for everyone. I would think it is just trial and error on prices and prizes.
4  Eternal Formats / Eternal Article Discussion / Re: [Free Article] Dromoka in Vintage, 1st Place at BMG w. Dragonlord Salvagers Oath on: July 23, 2015, 08:30:40 am
Congratulations on your win Brian. These card choices are very well thought out and synergistic. This deck can use its cantrips to cycle into something impactful while also keeping the combo live. I normally prefer Mana Drains, but I will not deny the effectiveness of this type of strategy. I have used quite a few decks that search for answers, but none that can bring it all together like this deck can. One card that I am was surprised to see was Sylvan Library which can further penalize an opponent for being aggressive with Force of Will. It is also nice to see this card put to good use in Vintage.
5  Eternal Formats / Eternal Article Discussion / Re: [Free Podcast] So Many Insane Plays # 44: Rules Updates and NYSE Results on: July 17, 2015, 02:56:25 pm
I think Vintage takes much more practice than players realize. Quite a few players play most formats and then branch into Vintage. If some of the time devoted to other formats were devoted to Vintage then I think there would be more positive opinions about the format's archetypes. I would challenge players to sacrifice some of the cards meant to be more competitive with blue decks, and figure out what combination of cards keep game one against Shops winnable, and what combination from the sideboard causes more consistency against them. If the seemingly weaker deck is then played against blue decks then play skill will tighten and more efficient and effective spells can be chosen.

I do understand most new semi-experienced Vintage player's sentiments concerning Dredge. However, I do not agree with them in the slightest. If one seeks to identify which role a deck is focusing on at the moment during matches then a better plan can be formulated against them. Certain combinations of cards are better against Dredge than others, and the deck's strategy can also change in such a way that the cards used to combat its strategy must also change. I did not think Dredge would be fun or interesting to play, but once I picked it back up after eight years I was pleasantly surprised. I find it to be one the most interesting decks to play at the moment.

I play Vintage enough that I know players who come up with new strategies to fight the current and changing meta. Effective strategies for Shops and strong blue are out there, but they are not played in significant numbers. This is likely because these players spend more time playing Vintage than other format's, and there have not been enough tournaments for these lists to be passed around yet. I can normally brew my own Vintage lists after significant though and practice, and I find the effort worthwhile because of the lines of play that I discover and can carry over to future decks.

I do think that Vintage players as a whole are improving and it is likely due to the attention that the VSL and even this podcast brings. I used to have trouble finding opponents online, but now there is no shortage of skilled players. I would like to add that I have tested the new mulligan rule in Vintage, and I fairly sure this is not something that will benefit this format. It basically turns it upside down. If that rule were to be implemented I think it may be worthwhile to pursue more restrictions, so that archetypes suited for this type of play can be implemented.
6  Eternal Formats / Bazaar-Based Decks / Re: [Deck Discussion] Fatestitcher Dredge on: July 12, 2015, 12:04:02 pm
I understand Leyline can stop Dredge's Bridge From Belows from getting removed. I have been testing matches where I side out Serum Powder and Leyline, but also siding them in if I am on the play or draw. So far, this has proved effective. Game one I can aggressively mulligan for Bazaar if I do not have a dredger, otherwise I will just keep the hand because one dredger in the yard is more than a match for most opponents game one. There is also some percentage of failure to find a Bazaar while taking aggressive mulligans even with Serum Powders. Inkmothnexus, you are not incorrect at all in your strategy, but I am the type of person that looks for solutions to any problem I encounter when I play different decks. I did finally play a game where I used Sudden Shock on a Containment Priest to win. It was also on a hand of seven with no Bazaar where I discarded a dredger. I kept the hand because I had lands, Sudden Shock, and Nature's Claim.

I do have some questions about different builds of Dredge. What versions are good against what fields. I understand the Mana Ichorid, but what about Fatestitcher Dredge? What decks is it good against? Are there still more versions of Dredge that Vintage Playable?




jamestosetti:

leylines have other functions than those you listed. they protect bridges from everything except tokens dying(pyro,mentor,batterskull), turn off crucible, and stops salvagers+spellbomb/crypt from locking us.
Sudden shock is for any deck you suspect of boarding priest or jailer. boarding it in to value kill pyros or whatever isn't worth it.
I never board powders out, doing everything we can to be able to find a bazaar(short of playing crop rotation) is important. Even if keepable non-bazaar 7s exist, which I distrust due to them seeming soft to stuff like relic, powder being there lets you powder away the sevens that aren't those.
leyline comes out a decent amount of the time. It is rarely completely dead, but not always worth keeping in. obviously keep them for the mirror, bomberman, storm, frobots. I find keeping some number in against shops to protect bridges and turn off crucible also pretty real.
I'm not sure how I feel about chain anymore. the card doesn't effectively answer priest, for one thing, and only having 3 answers to the 10th most sideboard card in vintage doesn't seem like enough. what threats have you been facing you couldn't deal with?
I keep in dread returns against shops, but definitely board out elesh. There's just a nonzero risk of metamorph + removal blowouts happening for dread returning that to be a better idea than just getting chewer every time and saving the slot. fkz itself is also a waste of a slot postboard there.



7  Eternal Formats / Bazaar-Based Decks / Re: [Deck Discussion] Fatestitcher Dredge on: July 11, 2015, 07:33:13 pm
I've been siding out Serum Powder on the Draw against Shops. The list with Petrified Field is so good against them that going to eight cards and discarding a dredger eot has been adequate. I keep in the Dread Returns against Shops because Elesh Norn is almost game ending in itself. I've taken out one Sudden Shock and one Wispmare and added two Chain of Vapors to the side board. After about 10 matches over some period of time I realized that it was not all that uncommon to find myself facing down a threat I could not deal with.

I'm glad that you brought up Containment Priest Stormanamagus. I think I have had the card flashed in against me while playing Dredge one time. I am seeing the card more and more while using other decks. Its almost alarming how many people are not prepared to play against Dredge. I never play decks that have less than six cards in the side board for it because I think it is too good to be played at under 7 to 8 percent of the field, and it has a good chance at good finishes. That means if I do well, it would be probably that I would face Dredge.
8  Eternal Formats / Bazaar-Based Decks / Re: [Deck Discussion] Fatestitcher Dredge on: July 10, 2015, 11:34:33 pm
After watching the NYSE finals and seeing the deck list online, I decided to give the list a try. It is such an interesting list to play and is definitely a great build. The main deck Leyline of the Voids are such a good turn zero option against Dig Through Time decks, Dredge, and anything that wins though the graveyard.  I was also surprised how effective this list is against Shops.

I do have some questions about side boarding. What matches does Sudden Shock come in? Does Serum Powder ever get sided out? I was thinking maybe when the deck is on the draw it could come out because a dredger can be discarded. Are there any matches where Leyline of the Void comes out?
9  Eternal Formats / General Strategy Discussion / Re: New Mulligan Rule on: July 02, 2015, 09:05:28 pm
I've been testing the new mulligan rule in Vintage on Cockatrice. It increases the fun of the format by about 20 times lol. But seriously, this rule adds such a unique twist that all I want to do is play Vintage.

Edit: After more testing I don't want this rule to take affect. It eliminates some of the more important aspects of the format such as capitalizing on one mana hands from the opponent, gaining card advantage, and also the opponent just gets a free Time Walk/Preordain.
10  Eternal Formats / General Strategy Discussion / Re: New Mulligan Rule on: June 29, 2015, 05:54:54 pm
I think this sounds like a good idea. I pay quite a few games where I feel like the only reason I won is because of my opponents mulligan instead of the decisions I made. I also do not like getting mana screwed after a mulligan or two, especially after I have driven who knows how far to play. I am competitive when I play, but the only reason I play is for fun, and this will keep the fun coming! However, this may turn out to have some powerful influence on certain Vintage decks, but I am sure everything will get sorted out. I for one will try to use this rule with whoever else wants to while testing.
11  Eternal Formats / Northeast U.S. / Re: N.Y.S.E. Open III - Power Eight, Workshops & Bazaars Tournament - 6/26 - 6/28 on: June 28, 2015, 06:42:15 pm
It would be awesome if someone got the Dredge player to write an article.
12  Eternal Formats / Northeast U.S. / Re: N.Y.S.E. Open III - Power Eight, Workshops & Bazaars Tournament - 6/26 - 6/28 on: June 28, 2015, 02:15:29 pm
I watched most of this tournament and the matches were extremely interesting. I hope that more Vintage tournaments get coverage in the future.
13  Eternal Formats / General Strategy Discussion / Re: [ORI] Day's Undoing on: June 28, 2015, 01:36:24 pm
I'm just speculating on combinations under the assumption that most decks are not winning super fast right now. Using this card to gain a board advantage while getting some artifacts into the graveyard appears to be something the Control Slaver has had trouble achieving since the restriction of Thirst for Knowledge.

For TPS or whatever Long variant you wish, another draw seven can probably have some application.
14  Eternal Formats / General Strategy Discussion / Re: [ORI] Day's Undoing on: June 27, 2015, 03:37:14 am
What about Control Slaver for this card? Its not even restricted yet. Also, TPS could probably do something with it.
15  Eternal Formats / General Strategy Discussion / Re: [ORG] Vryn Wingmare on: June 27, 2015, 03:28:46 am
This card is probably going to be rather good in combination with Thalia, and whatever other hate bear it is combined with. These types of hate bear decks would definitely cause other decks to change their approach to dealing with creatures. Dread of Night could become more useful in Vintage which would be interesting.
16  Eternal Formats / General Strategy Discussion / Re: [ORG] Dark Petition on: June 25, 2015, 07:40:59 pm
If one were just looking for possibilities for this card, Mana Drain into Demonic Pact for Doomsday would be one. This is certainly not an unthinkable card to try out in Vintage.
17  Eternal Formats / General Strategy Discussion / Re: [ORI] Demonic Pact on: June 25, 2015, 07:37:59 pm
Edit. Posted in wrong thread.
18  Eternal Formats / Blue-Based Control / Re: Gush Tendrils on: June 08, 2015, 09:22:45 pm
It was brought to my attention that Mental Misstep may not be the correct choice for this deck. I thought to myself, "how can this be true"? I was having a bad day. I was getting crushed by Drain decks playing Notion Thief in various numbers (Edit; cast off Cavern of Souls). I new one Notion Thief was hard to beat, but two was just starting to seem impossible. After refusing to accept defeat I battled about four or five more times until I was sure something was wrong. I started experimenting with Gitaxian Probes of various numbers in the place of various cards. It occurred to me that maybe the strategy itself needed changed.

I remembered how good the Snapcaster Mage and Gifts Ungiven combo was, so I tried that in addition to Gitaxian Probe and more Thoughtseizes main deck. For these particular matches this was the answer. Gifts Ungiven and Snapcaster Mage can solve some incredibly difficult board states. These Notion Theif matches also had some weakness to Tinker Sphinx from the s/b. Here are the changes that I incorporated in these matches.

Out: Library of Alexandria, 3 Mental Misstep, Monastery Siege, and 1 Dig Though Time.

In: 3 Gitaxian Probe, 1 Thoughtseize, 1 Snapcaster Mage, and  1 Gifts Ungiven.

S/B changes: Out -1 Thoughtseize and 1 Tormod's Crypt/ In: 1 Yixlid Jailer and 1 Flusterstorm.

I am going to see if I can play multiple matches against decks that would obviously be relavent such as Shops and Mentor Control. I think I am also going to test four Mental Missteps with Gifts and Snapcaster Mage. The Atog Lord suggested four Missteps, so there is probably something to that. I will post an update after all of this has happened. My username on Cockatrice is Legacy, so if anyone see's me online, just send me a message, and we can play some games.

Edit/Update: I ended up testing out various options, and I discovered some changes that enhanced some of the roles and lines in the deck. Added: 1 Mana Drain, 1 Gifts Ungiven, and 1 Snapcaster Mage.
Out: 1 Thoughtseize and 1 Monastery Seige.

After these changes I went 4-0 against Notion Theif decks. The control game is a little better than it was, and the second Mana Drain allows for the switch to combo somewhat easier. The ability to set up Gifts Piles, and threatening to snap-back the Gifts are very strong options. Gifts piles in themselves are good at unraveling difficult situations while creating some forward momentum.

Post Chalice of the Void restriction Update:

Chalice of the Void's restriction has allowed for increased consistency of options that were already viable such as Dark Ritual, Necropotence, and Nature's Claim. Necropotence can be cast with replayed mana from Gush or the Dark Ritual. Previously, Chalice of the Void played in as a four of caused this combination of cards to have a much lower success rate. A maindeck Engineered Explosives further increases one's chances against Shops by providing the ability to destroy multiple spheres. Engineered Explosives for one with one sphere in play needs an additional mana to be cast, and if it is paid with another color of mana it will enter play with two counters. The same thing is true if two spheres are in play, and it is played for 0, and the sphere effects are paid with two colors of mana. Engineered Explosives also strengthens the control game against any deck. Nature's Claim is also much more effective now that Chalice of the Void is restricted.

New lines of play are available with Yawgmoth's Will, Dark Ritual, and  Gifts Ungiven. These lines are much stronger than using the previously included Mana Vault to ramp into more mana. These changes have been very successful in the new meta. So far, the most difficult match could be Bant Mentor, whereas r/w/u Mentor should be a much better match up. Grixis Delver can also be a challenge.

Here is the list I have been using:

1 Black Lotus
1 Mox Sapphire
1 Mox Jet
1 Mox Emerald
1 Mox Ruby
1 Lotus Petal
1 Mana Crypt
1 Sol Ring
1 Engineered Explosives
1 Sensei's Divining Top

1 Library of Alexandria
4 Scalding Tarn
2 Flooded Strand
4 Underground Sea
2 Tropical Island
1 Island

2 Snapcaster Mage

1 Jace, the Mind Sculptor
2 Mana Drain
3 Mental Misstep
4 Force of Will
2 Flusterstorm
4 Gush
1 Ancestral Recall
1 Brainstorm
1 Dig Through Time
1 Mystical Tutor
1 Hurkyl's Recall
1 Ponder
1 Preordain
1 Time Walk

1 Noxious Revival
1 Fastbond

1 Necropotence
1 Dark Ritual
2 Thoughtseize
1 Yawgmoth's Will
1 Tendrils of Agony
1 Vampiric Tutor
1 Demonic Tutor

SB: 1 Trygon Predator
SB: 1 Tinker
SB: 1 Sphinx of the Steel Wind
SB: 2 Ravenous Trap
SB: 2 Toxic Deluge
SB: 1 Hurkyl's Recall
SB: 1 Pithing Needle
SB: 2 Nature's Claim
SB: 1 Gifts Ungiven
SB: 2 Yixlid Jailer
SB: 1 Tormod's Crypt
19  Eternal Formats / Blue-Based Control / Re: Gush Tendrils on: June 05, 2015, 09:21:08 am
Thank you for the write up!

I'd urge you to consider the fourth Mental Misstep. This could replace either Misdirection or a Flusterstorm in the main deck. Winning the Mental Misstep fight is even more important for this deck than the average Blue deck.



I've actually tested the fourth Mental Misstep extensively. That is one those areas where it may just come down to play style. My results are better over time with three. Someone else may have better results with four. The third Flusterstorm used to be in the side board, but the more games I played, the more use I found for that slot. Experience with the lines in the main deck allowed me to become more efficient at the strategies I was trying to implement, so I was able to use cards that provided some redundancy in the place of additional copies of other spells. I think I came to the conclusion that Thoughtseize plays the role of Gitaxian Probe, a Mental Misstep, or any other counterspell. My goal was to increase my redundancy, not in additional cards of the same type, but say overlap in utility or application.

Four Mental Missteps is a position that I like to be in myself. In fact, I would encourage anyone trying this deck to look at it, and change whatever they feel should be changed and test it. Most changes will provide the desired effect. I also try to design decks with enormous meta games in mind. I am not so fond of small meta games. I think I have some love of probabilities Smile I do think a player by player preference is important in this archetype. I am interested to read about any card someone may have success with. I do not think there are right and wrong cards with this deck for the most part.
20  Eternal Formats / Blue-Based Control / Re: Gush Tendrils on: June 05, 2015, 09:10:29 am
Thank you for the write-up! 1 Preordain seems about 2-3 too few. Does Monastery Siege or Noxious Revival really pull their weight? Revival just seems worse than Regrowth outside of a Gifts package.

If one chooses to play without the Tinker package in the main deck then the Tendrils win percentage must be increased by any means possible. Preordains are normally used to fuel Dig Through Times. There are not as good at finding a needed spell as the other cantrips either. At least not when you are also attempting to chain 10 spells together at the same time. If the win condition were Time Vault combo then preordain is probably better. Similar decks use the Time Vault package, and they use Tendrils as a back up. The strategies play out in a similar fashion sometimes, but those types of decks easily warrant their own threads. If I played those types of decks more often I might attempt to start one, but I do not posses the experience with the deck to make it worth our time. I for one would be very interested in reading a thread like that.

Regrowth is a good card, but it costs mana. In a tight spot Noxious Revival more than pulls its own weight. It can even be used to Time Walk the opponent by top decking one of their lands. I did not want to include a comprehensive list of potential play scenarios because That list would be huge with this list, and just trying out the deck will allow one to discover some of these plays. However I was hoping to discuss any of these plays or game state scenarios in any responses to the thread, so I am glad you asked.

More decisive card combinations could be added to the deck, but I designed this version to be as consistent as possible. After playing Ant in Legacy for quite some time I came to realize that focused Tendrils decks are based almost entirely on probability. What is the probability that I will encounter this card, situation, or deck? What is the probability that I will successfully resolve this spell if my opponent has this many cards in hand, this much mana open, or this many remaining counter spells?

On the topic of multiple Regrowths. I think it shines when used in combination with multiple Jace, the Mindsculptors, and either Time Walk or Ancestral Recall. Very focused lines such as this cannot easily change their intentions. If my opponent is definitely going to remove my graveyard then the Regrowth plan was too much of an all in strategy. Some number of players catch on to strategies that rely heavily on one game zone, and aim to control that zone.

As for Monastery Siege, it has won almost every game that I have resolved it. It has so much synergy with Yawgmoth's Will, Library of Alexandria, and Jace. It is very good in the Shops match up as well. These deck choices are also going to change every time a new set comes out, or if the meta game slightly shifts in another direction. I have been using this list to great effect for some time now. I'm not fond of bragging about Magic decks, but this deck has a lot of explosive power, and can change directions on a dime. Any game I played was recorded on Cockatrice, and most of the matches were epic. I have won through Mystic Remoras, and almost any of the worst case scenarios that could be thrown at me. Those situations cannot be won every time though. This is Vintage, so no one is going to win all the time.
21  Eternal Formats / Blue-Based Control / Gush Tendrils on: June 04, 2015, 10:30:18 am
                                                                                  Gush Tendrils

      Gush Tendrils is a control and combo hybrid centered on Gush and Yawgmoth’s Will. The deck is similar to Doomsday and TPS (The Perfect Storm). The major difference with Doomsday is that some control elements have been incorporated as well as the emphasis on the draw package. Gush Tendrils takes on many of the same lines as TPS, but it is less focused on resolving bombs, and there is much more focus on chaining together spells. The combination of Fastbond and Gush allow for extreme mana ramping in unison with the artifact mana and Tolarian Academy.

      Few differences are noticed when compared to traditional Control decks. The counter package is nearly identical to a traditional control deck.  In fact, the deck operates like a control deck until the pilot decides it is time to switch gears, and attempt a combo finish. At this point, the deck displays its raw explosive capabilities. Some of the stronger changes in momentum come from resolving Mana Drain, or assembling the Fastbond and Gush combo.

General Strategy – Any Moxen or artifact mana in an opening hand should almost always be played out on the opening turn rather than saved for storm count. This is only on the opening hand though. The reason for this is rather simple but appropriate. Shops is a popular choice, and it such a strong deck that it warrants playing out the artifact mana against any unknown opponent. Mana Crypt is the only exception. It is generally worth holding the Mana Crypt as long as possible to save life for Fastbond acceleration. Mana Vault can be held as well if one has an exceptionally strong hand that can be utilized on turn one.

      Aside from the opening turn strategy, the rest is normally a game of inches. To put it simply, Gush Tendrils must have more cards than the opponent to win. If each player has four cards in hand, then one wants to change it to a 3 to 5 ratio, and to continue in this direction.  Fighting over the number of cards in hand the entire game is a productive strategy for this deck as a whole because Yawgmoth’s Will is almost a guaranteed win if this has taken place.

Card Advantage – Library of Alexandria, Ancestral Recall, Dig Through Time, Jace, the Mindsculptor, and Gush - Gush Tendrils strives to achieve card advantage whenever possible. Ultimately the strategy is to chain upwards of ten spells together to cast a lethal Tendrils, so every additional card counts. The deck is also very good at playing the control role. Although the disruption package is very good, it is not the best in the format. However, it makes up for this through gaining card advantage, and as a result, winning the ensuing counter wars.

      The ability to recur Ancestral Recall repeatedly allows the Gush Tendrils player to appear reckless with their spells. Casting spells into potential counter spells knowingly can help gain card advantage. Once the opponent’s hand is exhausted it is possible to set up turns where spells can be cast uncontested. Because Mental Misstep is such a common addition to the blue disruption package Ancestral can sometimes be defended with one’s own Mental Misstep, and then Regrowth or Noxious Revival can be used to cast Ancestral Recall again.

     The combination of Fastbond and Gush can create either a board advantage or card advantage. In addition, Fastbond can be used to draw out a potential counter before attempting to resolve Ancestral Recall. Gush enables the pilot to dig a little deeper in hopes of finding a needed spell, flush out counter spells, and potentially save lands from being destroyed. If it is probably that Fastbond will resolve, and there is a tutor in hand along with a Gush, a strong turn can be set up by tutoring for a Gush. Gushing into Gush with Fastond in play is a good way to either catch back up, or to pull well ahead.

      If Library of Alexandria is in the opening hand on the play it is normally correct to just play it out, and not a cast a spell in order to start drawing off it the next turn. In fact, it is best to not cast a spell unless your opponent could win the game. Keeping the Library active for as long as possible is not only very strong, but it is generally how the card should be used.  Gush Tendrils has the ability to set up synergistic board states to achieve card advantage. A Library of Alexandria combined with Monastery Siege or Jace, the Mind Sculptor will quickly overwhelm most opponents.

Card Filtering - Monastery Siege, Brainstorm, Ponder, Preordain, and Sensei’s Divining Top - Gush Tendrils variants can use card filtering for different purposes. Some of them use four Preordains to sift through the library quickly in order to set up multiple Dig Through Times.  This particular version uses four different spells that are powerful and versatile. The graveyard is not always filled as quickly, but the amount of lines that can be taken is greatly increased. The ability to dig one card deeper, repetitively, or to shuffle away cards increases the probability that Tendrils of Agony can be found in a tight situation.

       Testing proved that in some amount of games a powerful draw mechanic was needed. While Mystic Remora can fill this role, a new card had been printed that needed to be tested. Monastery Siege has great synergy with Yawgmoth’s Will while left unchecked creates an extreme advantage. The fact that it is an enchantment gives it an edge over a planeswalker in that it cannot be removed by Lightning Bolt or similar spells.

Enablers of the Draw Engine – Regrowth, Noxious Revival, Merchant Scroll, Vampiric Tutor, and Demonic Tutor - This deck is well positioned to take advantage of repeatedly casting Ancestral Recall. The amount of one casting cost spells that draw out counters allows for the oppositions Mental Missteps to be drawn out, so that Ancestral Recall can be tutored for as soon as possible. If Mystical Tutor or Vampiric Tutor are not Mental Misstepped it is likely the opponent just doesn’t have one. Too many potential threats could possibly exist for these cards to be taken lightly. If the Recall is countered, it has come at a cost to the opponent’s hand, and there are also three ways to cast it again. Noxious Revival and Regrowth can retrieve it or any other card, or it can be recast after Yawgmoth’s Will resolves.

The Mana Base – The mana base of Gush Tendrils is designed to be effective in the Shops matchup and also to be capable of producing enough of the needed colors to win with Tendrils after casting many spells. Four Underground Seas will increase the win percentage drastically. It is common to tap them for one or two black mana before casting Gush, and then playing out another Sea and tapping it for black. Mental Misstep is good at countering Dark Rituals, so this is a way to produce enough black mana while playing around it. Mana Drain is also a good way to transition from control to combo while also ramping.

      Tolarian Academy is not only good in the Shops matchup, but in any matchup. Because Dark Ritual is not included large amounts of mana must be produced in other ways. It provides many subtle benefits. Among them the ability to pay for Flusterstorm costs, hard casting Force of Will, or just the capability to cast more spells. It can be used to pay for Dig Through Time in order to keep more cards in the graveyard keeping Yawgmoth’s a stronger possibility.

      Although only one basic Island is included it is adequate. Pithing Needle from the sideboard keeps your lands from getting destroyed while also potentially stopping a Kudoltha Forgemaster or anything that is good enough to win. Gush is also commonly used to save lands from Strip Mine and Wasteland. Gush and Pithing Needle are effective enough to enable non-basic lands to be fetched on turn one.

      It is more important to use Scalding Tarn and Flooded Strand than one might initially think. Every additional turn adds to the probability that a lethal Tendrils turn can be assembled, so bluffing Pyroblast is a rather effective way to make it come together. A red/white and blue fetch into a blue spell normally means a Mana Drain or Monastery Mentor Deck. It is difficult for the opponent to know exactly what they could be facing even after Underground Sea and Tropical Island have come into play.

Side Boarding – In most cases Gush Tendrils plays with 61 cards post board. This is not a disadvantage because of the number of tutors and draw capabilities.

Monastery Mentor decks with fewer creatures and more planeswalkers– Don’t change anything unless you think there will be more creatures. In this case bring in Toxic Deluge.

Monastery Mentor decks with more than two Mentors and possibly Delver of Secrets
In – Toxic Deluge, Tinker, and Sphinx of the Steel Wind.
Out – Hurkyl’s Recall and Jace, the Mind Sculptor.

R/U Delver
In – Tinker, and Sphinx of the Steel Wind.
Out – Jace, the Mindsculptor

Dredge – Noxious Revival can be used to top deck a loan dredge card or a lethal Dread Return target. Misdirection can be used to change the target of Dread return to something of lesser consequence.
In- Tormod’s Crypt x2, Yixlid Jailer x2, and Pithing Needle x2, Tinker, Blightsteel Colossus
Out – Thoughtseize x2, Dig Through Time x2, Jace, the Mindsculptor, Monastery Siege, and Mana Drain

Hate Bears – Depending on which variant one is facing the Trygon Predators can also be used. In this case Mental Missteps could be sided out if they are not using Deathrite Shaman.
In – Thoughtseize, Tinker, and Sphinx of the Steel Wind, and Toxic Deluge.
Out – Jace, the Mindsculptor, and Flusterstorm x2

Shops
In – Pithing Needle x2, Trygon Predator x2, Hurkyl’s Recall x2, Thoughtseize, Tinker, Blightsteel Colossus, and Sphinx of the Steel Wind.
Out – Mental Misstep x3, Misdirection, Noxious Revival, Regrowth, Flusterstorm x2, and Dig Through Time.

Steel City Vault – Trygon Predator, Tinker, and Blightsteel Colossus can also be used in this match.
In – Pithing Needle x2
Out – Flusterstorm

Doomsday
In – Thoughtseize

Landstill – This is the worst match up.
In – Trygon Predator x2, Thoughtseize, and Pithing Needle x2.
Out – Jace, the Mindsculptor, Dig Through Time, Monastery Siege, and Mana Crypt.

Salvager's Combo
In – Pithing Needle, and Thoughtseize
Out – Misdirection or Hurkyl’s Recall

Oath
In – Thoughtseize


Deck List

Blue
1 Time Walk
1 Preordain
1 Ponder
1 Merchant Scroll
1 Mystical Tutor
1 Ancestral Recall
4 Gush
2 Dig Through Time
1 Brainstorm
1 Hurkyl's Recall
4 Force of Will
1 Misdirection
2 Flusterstorm
1 Mana Drain
3 Mental Misstep
1 Jace, the Mind Sculptor
1 Monastery Siege


Black
1 Demonic Tutor
1 Vampiric Tutor
1 Yawgmoth's Will
1 Tendrils of Agony
2 Thoughtseize

Green
1 Fastbond
1 Noxious Revival
1 Regrowth

Land
1 Island
4 Underground Sea
2 Tropical Island
4 Scalding Tarn
2 Flooded Strand
1 Tolarian Academy
1 Library of Alexandria

Artifacts
1 Black Lotus
1 Mox Emerald
1 Mox Sapphire
1 Mox Jet
1 Lotus Petal
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Sensei's Divining Top

Side Board
SB: 2 Pithing Needle
SB: 2 Yixlid Jailer
SB: 2 Hurkyl's Recall
SB: 1 Tinker
SB: 1 Toxic Deluge
SB: 2 Tormod's Crypt
SB: 1 Blightsteel Colossus
SB: 1 Thoughtseize
SB: 2 Trygon Predator
SB: 1 Sphinx of the Steel Wind


22  Eternal Formats / General Strategy Discussion / Re: Mana Drain's Role in Vintage on: May 30, 2015, 03:41:02 am
I don't think mana generation is the reason to run Mana Drain over other counterspells.  Rather, I think that the desire to have a hard counterspell rather than a conditional one, and the lack of a tempo or combo role (and therefore wanting Fluster to protect threats), are more important factors. 

I wanted to mention this, but I just thought it was an assumption. A player would be surprised how nice it can be to have the ability to just say go because of a hard counter. However, Counterspell is not played over Mana Drain for a reason. I was looking though my deck lists for the Oath List. I need to start working with that one again, but it was using 3 Drains, 2 Jace, Yawgmoth's Will, 2 Dig Through Time. I've been working on another list for quite a while, and I am not very eager to play Oath right now. It is set up to deal with most of the hate being played though.
23  Eternal Formats / General Strategy Discussion / Re: Mana Drain's Role in Vintage on: May 29, 2015, 11:13:37 am
In Standard competitive discussions there are a couple core principles:
- if your spot removal costs more than the threat you're dealing with you lose the trade
- making your opponent leave their mana open for an entire turn is amazing

Lots to learn you Vintage players have. (sorry if my attempt to sound like Yoda fails, I never watched the original Star Wars movies but only the terribly localized version for foreigners)

When I started playing Vintage exactly one year ago I already felt like Mana Drain was an overrated card. It had its merits if you just played straight into it, but once you started playing around it, your opponent was either forced to keep the 2 mana up without developing their board much, or to tap out at some point, realizing that they would probably never get value out of it, or they were forced to counter whatever I played - they had to use it eventually. Counterspell never felt as clunky as it did in Vintage, where people could just fire off a number of threats in a single turn, or stop it with answers that cost 1 Mana.

While Drain was not exactly great, it still was a fine card before the advance of Gush based Delve(r). You might think that hitting a 5-8 Mana card with Drain feels spicy, but once they go off with a Dig they have assembled enough ressources to just counter the Drain or not care. Until that point, gl and hf with keeping 2 up each turn...

Mana Drain is still really good. It is probably one of the more difficult cards to incorporate into a strategy successfully though. On top of that, when the format changes, the use of Mana Drain will change. When I started playing Vintage I though the card was overrated. I had to find decks that used it to great effect, and it was mainly just a counter wall back then. Its been a while since I have used more than one. I think the last deck that used two or three that I played was Oath, and the card was really good in it. I will have to start looking for good uses for the card as more than a one of in different decks. I am sure that most experienced players will testify to the strength of the card even in today's meta.
24  Eternal Formats / General Strategy Discussion / Re: Mana Drain's roll in Vintage on: May 25, 2015, 04:41:49 am
I think Mana Drain is one of my favorite cards in Vintage. However, it isn't just a card that can be added to any blue deck in some random number with optimal results. Normally, the card is built into a strategy. The deck builder must ask themselves, "what do I want to happen as a result of this card resolving"? If your deck would benefit from ramp then Mana Drain is the perfect counter spell. I play a lot of Gush Tendrils, so I use the card to switch from the control role to the combo finish. Blue control decks normally want to use it to ramp into a Jace or Tezzeret among other things.

It is much more difficult to identify exactly what strategy various decks are implementing in Vintage than other formats. Sometimes it appears that the sheer power level of a card is the reason a deck wins, and that can be the case. More often than not, a more subtle strategy is being implemented, or it is just the rock, paper, scissors effect of the current meta. After one learns why Mana Drain is good then one can learn when it is good, and what strategies are currently using it too greater effect.
25  Vintage Community Discussion / General Community Discussion / Re: Vintage Super League: Who Would You Like to See? on: May 19, 2015, 11:37:08 pm
I think Mike Solymossy, Brian Kelly, Patrick Chapin, or Reid Duke would be good people to watch in addition to those already playing. I would prefer really good deck builders, or consistent tournament performers. I am more interested in watching people that take the format very seriously, or have some deep knowledge of the game. It is good to have bigger name people mixed with players who specialize in Vintage because they can learn more about the format, and more people will probably watch it.
26  Vintage Community Discussion / General Community Discussion / Re: I Just Bought Some Force of Wills, Now Let Me Vent. on: May 19, 2015, 11:28:58 pm
I've read through this thread, and I feel like sharing some of my experiences. MTGO would be the best place to play Vintage if it were anything more than a dysfunctional version of software that is free. Vintage on MODO also lacks the "cool" feeling that the original versions of the cards provide. One can find top quality opponents there, but the Vintage meta has been seriously limited because of bugs, complications, and the inability to recreate assumed outcomes such as infinite loops. On top of that the payouts are low, and I don't think they even have swiss events. I bought into Vintage on MTGO, but traded out of it shortly after learning swiss tournaments were no longer available. I'm not trying to be negative about MTGO because I think it is really cool, and I would definitely play there still if these issues were solved.

Personally, I like testing with software because it eliminates all of the shuffling, so it is time efficient. However, I do like to play in large tournaments in person every now and then. Almost no Vintage is played where I am from, so I sold all of those decks and what power I had around eight years ago. As far as the future of Vintage is concerned, I hope it keeps improving. I think it is more fun right now than it has ever been. I do think the prices on power represent some serious problems where sanctioned Magic is concerned. Its hard to say where we will end up. I do know that I will eventually own the power 9, but it will likely sit in a bank most of the year.

I think the most urgent problem is fake cards. I'm interested to see where this goes and how its handled. The VSL has obviously been good for the format, and I hope more things are done to raise interest in it. It used to be difficult at times to find good opponents, but at least this is getting solved. Hopefully cards prices get solved next Smile
27  Eternal Formats / Blue-Based Control / Re: New Gifts, without Brainstorm or Thirst for Knowledge on: May 15, 2015, 11:04:15 pm
It had been a while since I'd played control, so started thinking about my options. I've been reading about all of the interesting new options like Gifts, Mentor, and the best draw engine, so I decided to test my own thoughts on these decks. Its never easy to brew a tier one control deck, so I made a deck that contained what I think is one of the best draw engines in Vintage, and I wanted to see how the meta would be able to deal with it. My thoughts on Gifts Ungiven is that two is unnecessary unless your playing some very dedicated strategy, and that it is meant to build momentum. If you can snap it back, you don't really need two. I will post my list, and try to explain the game plan as best I can. I've played a few matches, so I'm still testing, but I have won them. This deck is meant to achieve card advantage against decks that have the same goal, while attempting to tinker something in against Mentor. Fish decks or hate bears have been showing up, so I wanted the deck to be resilient to these strategies. Fortunately the Tinker package is good against Shops and hate bears, so that helps. This deck is probably not the strongest against Oath, but I hear Oath is hated out, so I designed it to just give Oath a good game.

2 Mana Drain
1 Ancestral Recall
1 Brainstorm
2 Flusterstorm
1 Mystical Tutor
4 Force of Will
1 Misdirection
1 Gifts Ungiven
2 Dig Through Time
3 Gush
3 Mental Misstep
3 Preordain
1 Ponder
1 Time Walk
1 Jace, the Mind Sculptor

1 Tinker
1 Sphinx of the Steel Wind
1 Blightsteel Colossus

1 Snapcaster Mage
1 Notion Thief

1 Yawgmoth's Will
1 Demonic Tutor
1 Vampiric Tutor

2 Regrowth

1 Black Lotus
1 Mox Sapphire
1 Mox Jet
1 Mox Emerald
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Lotus Petal

1 Library of Alexandria
1 Tolarian Academy
3 Underground Sea
2 Tropical Island
2 Island
4 Scalding Tarn
2 Flooded Strand

SB: 2 Tormod's Crypt
SB: 2 Yixlid Jailer
SB: 4 Thoughtseize
SB: 2 Trygon Predator
SB: 1 Hurkyl's Recall
SB: 1 Toxic Deluge
SB: 1 Abrupt Decay
SB: 2 Pithing Needle

My experience with this metagame is that whoever is able to utilize their draw engine wins the match. I haven't tested any Time Vault packages in this meta yet because I feel like using those slots for draw spells is a better option right now. I only use One Jace because of how many Mentor, hate bear, and Terra Nova decks I have seen. I have just been trying to maximize the capabilities or my draw engines in the decks I have made. Here are some thoughts on this draw engine. Assuming Gifts resolves, I can get Tinker, Recall, Regrowth, Snapcaster. From here, I can decide whether or not to snap back the Gifts Ungiven for: Regrowth, Dig Through Time, and two other cards (maybe Yawg Will, FOW, Mana Drain, Time Walk). It would just have to be a judgment call, but I think the Dig is a solid option to keep the momentum rolling, and you would also have two regrowth at this point which would be pretty tough for the opponent to deal with. I am not an expert on Gifts piles, but I have noticed that outpacing the opponents draw engine has yielded the highest success rate for me in this meta. In fact, I learned about snapping back Gifts from reading this thread. I didn't know how much fun that was going to be Smile
28  Eternal Formats / Ritual-Based Combo / Re: Burning Long/Oath/Pitch Burning Tendrils on: May 11, 2015, 03:16:03 pm
Weren't there a couple of these lists in the top 32 of the last Vintage Champs? While Treasure Cruise was unrestricted there were a few players that used the deck on cockatrice with some regularity, and seemed to do quite well then. I had been wondering about this deck myself.
29  Eternal Formats / Eternal Article Discussion / Re: [Free article] The Best Draw Engine in Vintage on: May 06, 2015, 06:55:45 pm
Has anyone tested Monastery Siege as part of a draw engine? I have been testing it in Gush Tendrils, and it wins the game almost every time it is in play. I'm not certain about Dig Through Time as more than a three of in a deck though. Having multiple copies before it can be casted creates a temporary disadvantage. I would also hate to see the card restricted. It adds so much fun to the format. Resolving the card multiple times only nets so many cards anyway. On top of that, the more it is cast, the less likely it will be that the grave can be used as a resource.
30  Eternal Formats / Ritual-Based Combo / Re: TPS players on: May 05, 2015, 11:17:26 pm
 I think the advantage Dark Ritual has is that it not only ramps, but it also causes mana to be a bottleneck resources. Sometimes your opponent just can't play anymore spells, but you can just play another bomb. This is the strategic advantage. I do think the strategy is valid, but not quite as effective as it once was. This is where Flusterstorm trumps the strategy. If they have one mana, they do not need all of the mana to keep up with what you are doing. Its just part of the give and take of the game. TPS is kind of like a stepping stone anymore. Learning the lines helps you out in a lot of other decks. I stick with Gush Tendrils anymore because in the end I am still chaining ten spells together. Gush just gives me more consistency. However, I am still using ramp, its just not a blatantly obvious as a Dark Ritual. Sol Ring, Mana Vault, Mana Crypt, Fastbond, and Gush can provide ritual effects more than once. It is essentially the same strategy, but it is more resilient to getting its spells countered. I am not saying drop TPS for Gush Tendrils, just that they are essentially doing the same thing with different cards.

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