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1  Eternal Formats / General Strategy Discussion / Re: [SOI] Descend upon the sinful on: March 15, 2016, 05:20:14 pm
As a translator, this is hilarious!

For the non-Frenchy here, it translates to "Descend unto the fishermen"

It still doesn't beat my favorite mistranslation on the Werebear flavor text: « L'ours a-t-il, dans les bois, la guerre avec les ours ? »

And let's not forget Transcendence that makes you win the game if you have 20 or more life instead of making you lose.
2  Eternal Formats / General Strategy Discussion / Re: [SOI] Pieces of the puzzle on: February 09, 2016, 09:30:01 am
The fact that you reveal what you get is a huge downside too.
3  Eternal Formats / General Strategy Discussion / Re: [OGW] Thought-Knot Seer on: February 08, 2016, 07:55:01 pm
There isn't really a storm problem.  You have 3 null rod, 4 leyline of the void, 4 deathrite shaman, and 4 thought knot seers mAin deck.  Plus demonic tutor and vampiric tutor.  If they tinker for blightsteel colossus, you have bearer of silence. 

In the board you get chains and nether void that both read game over.  Plus a 4th null rod, mental misstep and grafdigger's cage.  

You also play things like bearer of silence as a pressure threat 2 drop and not a 4 drop.

You named 11 cards that would come in. What do you take out against storm?
4  Vintage Community Discussion / Type 4 / Re: Current List? on: January 20, 2016, 10:05:48 am
Thanks! Can I ask one more question for you guys? How do your lists play out? Are they more comboish, or rely more on combat, etc? I mean, I read somewhere that drawing cards is extra powerful in Type 4, yet you guys play things like Grisel, Ancestral Recall and Jin-Gitaxias on your lists. Care to discuss (or point me where I can read about this)?

Card drawing is good, but if you're playing in a group and you draw too much, you risk getting ganged-up on. Grisel and Jin-Gitaxias are too good as they can easily win the game by themselves, even against multiple opponents. Ancestral Recall is good but nothing special, there are better card drawing in T4.

Some people like to play more creatures, more like more combos, up to you to decide what to play. If you notice that the game ends whenever someone plays a card, then maybe that card should be cut. Same thing if the game stalls when a card is played (looking at you Mistmeadow Witch). I've seen a guy that had a T4 with only white and blue control cards. Basically, play what you think is fun!
5  Vintage Community Discussion / Type 4 / Re: Current List? on: January 18, 2016, 11:19:18 pm
Current list/article now up here:
http://www.eternalcentral.com/type4update2015q4/
Jaco, any reason you use Force of Will? I mean, Isn't Cancel just as good (or Dissolve, since it adds more strategy)?

What about Twincast instead of Fork? I'm just asking because I'm thinking about building this stack and, although I own FoWs, etc, I never played Type 4 so I wonder why you'd put FoW instead of anything else.

Because in Type 4 "free" spells don't count as your spell per turn, so FoW allows you to play 2 spells in the same turn. There are so many counterspells with positive effects that there is no reason to play Cancel.

Twincast and Fork are the exact same thing. There isn't much point switching one for the other. You could play both, but the card is really not that great in T4 and there are much better ones that give the same effect. I don't get why your list still has Twincast yet the superior Wild Ricochet has been cut though.


I also noticed you don't have Holistic Wisdom in either your current stack nor your cut cards. Have you never played that card? It's one of those that can easily be broken. Same for Yawgmoth's Agenda.

6  Eternal Formats / General Strategy Discussion / Re: [SCD] Flash of Insight on: January 10, 2016, 09:11:46 pm
Yup, even with only the flashback cost taken into account, you would never get more than 4 cards out of it, making it an Impulse at best. With the Delve cards and the graveyard hate, it's going to be much worse than Impulse most of the time.

Even in Oath, I'd say Deep Analysis is better than this.
7  Eternal Formats / General Strategy Discussion / Re: [OGW] Thought-Knot Seer on: January 09, 2016, 02:46:10 pm
Clique is very used during the opponent's draw step though, and can be bounced with Karakas, it's say it's still quite behind it.

Another thing to note for EDH players, the opponent you take the card from can be a different opponent you give a card to later.

It's still a cheap fatty with good disruption, it will see play in other formats for sure, but maybe not Vintage.
8  Eternal Formats / General Strategy Discussion / Re: [OGW] Natural State on: January 09, 2016, 12:26:55 am
I am wondering who decided on 3cc being the magic cutoff for these things. Inquisition of Kozilek, Smother, Decay, Austere Command, etc...

There are quite a few cards what use 2cc or less also, like Isochron, Threads of Disloyalty, Izzet Guildmage, Ojutai's Command. Same thing for 4cc.

On a related note, I just noticed Inquisition of Kozilek is worth $20 now...
9  Eternal Formats / General Strategy Discussion / Re: [OGW] Matter Reshaper on: January 08, 2016, 08:39:05 pm
I'm curious what it could do in the best case scenario. Is there any permanent with a bad additional casting cost that this could cheap into play? The "best" I found would be Skaab Ruinator and that's pretty bad.
10  Vintage Community Discussion / Type 4 / Re: Survival of the Fittest - still good enough in Type 4? on: January 08, 2016, 11:44:15 am
Pretty sure it's been removed from our stack. We rarely draft, but even if you do, it still takes your spell for the turn and requires you to have more than 1 creature to discard to be arguably more efficient than Eladamri's Call.
Oftentimes you either have nothing you want to discard or what you want to get is no longer in your library and it risks doing not much.
11  Eternal Formats / General Strategy Discussion / Re: [OGW] Warping Wail on: January 06, 2016, 05:44:18 pm
I do love the fact that this was printed. If it sees even only fringe play, it will add an extra risk/decision to blue mages in the Shop matchup as they will now have to play considering instant removal or sorcery counters.
12  Eternal Formats / General Strategy Discussion / Re: [OGW] Eldrazi Displacer on: January 06, 2016, 03:14:38 pm
Out of curiosity, what creatures possibly played in Vintage does this work with?

You said "possibly played" so I'm gonna go pretty deep here. I ran through a bunch of old decklists to try and find some more affected creatures. Some of these are pretty rare.

With:
Get effect again:
Snapcaster Mage
Trinket Mage
Baleful Strix
Restoration Angel
Stoneforge Mystic
Vendilion Clique
Ingot Chewer (in play)
Sundering Titan (2C: Choose 2 of each basic land type. Destroy them)
Wispmare
Thought-Knot Seer

Reset:
Meddling Mage
Phyrexian Revoker
Jötun Grunt
Duplicant
Phyrexian Metamorph
Leonin Relic Warder

Against:
Just straight up kills:
Germ Token (Batterskull)
Marit Lage
(Are there any other tokens worth mentioning?)
Hangerback Walker (Unless they have 1 and Hangerback is untapped, it'll come back as a 0/0)

Resets:
Delver of Secrets
Scavenging Ooze
Managorger Hydra
Golgari Grave-Troll (in play)


Effect preventing:
Worldgorger Dragon (Respond to its ETB trigger by exiling it, stopping the loop unless they have another in their yard)
Any creature that places restrictions on your deck (Gaddock Teeg, Thalia, Yixlid Jailer, Lodestone Golem, Aven Mindcensor)
Sygg, River Cutthroat
Lab Maniac (though they're probably not going to try using LabMan if you can exile him)

~~~~~~~~~~~~~~~~~~~~

It's a 3 card combo but the interaction between Eldrazi Displacer, Vendilion Clique / Thought-Knot Seer, and Spirit of the Labyrinth / Notion Thief is interesting. It's probably not good enough to build around but I could see playing each of those cards individually in a white hatebears deck.

Nice, thanks for that. However, most of your Effect preventing category doesn't work. This card brings back the creature immediately, not at end of turn, no any continuous effect like Gaddock and Thalia will not spot.

Worth nothing that it's pretty good with Ingot Chewer as you can answer the trigger and end up killing 2 artifacts and keeping the Chewer in play.

Also, if you really want to, you can prevent Jace, Vryn's Prodigy from flipping if you exile it with the ability on the stack.

Also... Mystic Snake for a dumb lock for casual players and EDH Smile
13  Eternal Formats / General Strategy Discussion / Re: [OGW] Eldrazi Displacer on: January 05, 2016, 10:08:13 pm
Out of curiosity, what creatures possibly played in Vintage does this work with?

Snapcaster Mage
Trinket Mage
Baleful Strix
Restoration Angel
Triskelion
Stoneforge Mystic
Medding Mage?

Am I missing some?


Also note it flips back Delver of Secrets.
14  Eternal Formats / General Strategy Discussion / Re: Fire//ice vs electrolyze on: January 05, 2016, 08:44:20 am
Put another way: Electrolyze and Fire // Ice are both very old cards, both been around for years.  Fire // Ice has seen pretty regular play in Vintage, Electrolyze has not.  I think that answers the question pretty convincingly.

That is not a convincing argument though. Metagames change and cards can replace other cards. Some cards take quite a while to be discovered as useful too. For example, Mystic Remora had been around for years before it finally saw some play.
15  Vintage Community Discussion / Type 4 / Re: Oath of the Gatewatch on: January 04, 2016, 07:07:24 pm
Quote
Eldrazi Displacer
    2 W
Creature - Eldrazi
Devoid
2C: Exile another target creature, then return it to the battlefield tapped under its owner's control.

Not broken, but pretty good. Kills all tokens, taps all creatures, provides some protection to your creatures and has shenanigans potential with a few creatures like Bogardan Hellkite, all creatures with Persist, etc.


Quote
Dread Defiler
6 B
Creature - Eldrazi
Devoid
3C, Exile a creature card from your graveyard: Target opponent loses life equal to the exiled card's power.

This one might be too broken. A least it's only your graveyard, but it has the potential to just win the game in one swoop.


16  Eternal Formats / General Strategy Discussion / Re: [OGW] Eldrazi Displacer on: January 04, 2016, 05:20:47 pm
Yeah, I was underwhelmed by this card at first blush, but the more I think about it, the more it's surprisingly not terrible.

It's not GOOD though.  It costs 3 to use the ability, and that's really steep.  Taking that into account, he does for 6 what Restoration Angel does for 4, and doesn't even fly or have a big butt to boot.  3 mana is a whole turn if you're playing him in Death and Taxes (his natural home).  He's got fine abilities and a fair body, but at that activation cost, I just don't see much to recommend him.  Unless he's doing double duty in some deck for a variety of purposes.

Restauration Angel doesn't tap opponent creatures though. You can even remove blockers to hit a planeswalker. I'd say the new guy fills a different role completely.
Also worth nothing, this guy wrecks Batterskull and most other equipments.
17  Eternal Formats / General Strategy Discussion / Re: [OGW] Eldrazi Displacer on: January 04, 2016, 04:48:10 pm
This actually deals with pretty much all Oath and tinker targets, has a decent body and can allow you to do tricks/evasion. Not a bomb by itself, but I could see it be played in aggro decks.
18  Eternal Formats / General Strategy Discussion / Re: [OGW] Oath of Jace on: January 02, 2016, 07:24:26 pm


For the same price and same main effect, I'd much rather play this. The kicker would be relevant more often than the Scry 1.

19  Eternal Formats / General Strategy Discussion / Re: [OGW] Jori En, Ruin Diver on: December 28, 2015, 03:44:01 pm


3. Type - Merfolk and Wizard are easily supported type in Vintage if you're going tribal, so that's good.  Cavern of Souls likes this guy a lot.

That works well with Young Pyromancer, who, frustratingly, shares NO creature types with this guy! 

They are both Wizards.

Young Pyromancer is a human shaman, not a wizard


Derp, I went to check Prodigal Pyromancer instead.
20  Eternal Formats / General Strategy Discussion / Re: [OGW] Jori En, Ruin Diver on: December 28, 2015, 02:20:49 pm


3. Type - Merfolk and Wizard are easily supported type in Vintage if you're going tribal, so that's good.  Cavern of Souls likes this guy a lot.

That works well with Young Pyromancer, who, frustratingly, shares NO creature types with this guy! 

They are both Wizards.
21  Vintage Community Discussion / Type 4 / Re: Epic Experiment! on: December 09, 2015, 12:40:51 pm
Actually I remember we also use Braingeyser. It's good, but you're still limited to keeping 5 cards and if you have draw too many too early, you might end up decked.
22  Vintage Community Discussion / Type 4 / Re: Epic Experiment! on: December 09, 2015, 10:09:08 am
Aren't all the X spells historically too powerful in T4?

Pretty much yes. Only one I play is Heat Ray, and it still manages to kill players via damage redirectors.

But some people like busted stacks that only last 3-4 turns, so to each their own.
23  Eternal Formats / General Strategy Discussion / Re: Can we answer a Mentor? on: December 01, 2015, 12:14:04 pm
I admit to not reading the whole thread, so perhaps this has already been suggested but what about Arcane Lab?  It serves double duty against both Mentor & storm, and should provide ample time to dig for a more "permanent" solution should a mentor hit the table (abrupt decay, dismember, sudden shock, ect...)

Arcane lab is not an answer to mentor.  They play mentor. On your turn they play an instant. On their turn they play a spell and swing for 5. On your turn they play an instant. On their turn they play a spell and swing for 9.  Next turn you are dead if you aren't dead already from fetches, vault, crypt type damage.

Agreed. If you already have a Mentor on the board, Arcane Lab is very dangerous for the person playing it. It often means that whatever spell you want to counter actually gets countered. You can just hit with Mentor and 1-2 tokens and win just fine.
24  Vintage Community Discussion / Type 4 / Re: Current List? on: November 24, 2015, 12:06:01 pm
You can check the Type 4 mesage thread on here. We usually list all the cards to get or not in the recent sets.
25  Eternal Formats / General Strategy Discussion / Re: Can we answer a Mentor? on: November 13, 2015, 10:57:30 am
Any love for Izzet Statticaster? It answers both mentor and pyromancer tokens and can be jammed out with cavern of souls. Also has flash

But it doesn't work if they have cast a single spell that turn. For something that costs 3, Slice and Dice seems much better than this.
26  Eternal Formats / General Strategy Discussion / Re: [C15] Magus of the Wheel on: November 11, 2015, 06:48:38 am
and this reusable Magus is clearly better than Prophetic Flamespeaker or that red Braingeyser. I might try brewing it in a mono-red TMWA shell.

You do have to sac it though, not really reusable.
27  Eternal Formats / General Strategy Discussion / Re: [C15] Mizzix's Mastery on: November 08, 2015, 06:38:17 am
Precautionary preorder of playset at discount rate. Could be $10 wasted, or could be a bargain.

Even if this card is not played in Vintage, it's an amazing casual card and will have some value for sure.
28  Vintage Community Discussion / Type 4 / Re: Commander 2015 on: November 06, 2015, 06:36:58 am
Pretty small yet amazing set. Here are a few others I think shoudl go in.

Quote
Mystic Confluence
    3 U U
Instant
Choose three. You may choose the same mode more than once.
• Counter target spell unless its controller pays 3.
• Return target creature to its owner's hand.
• Draw a card.

This can be draw 3 or bounce and draw 2, which is perfectly acceptable as an instant.



Quote
Rite of the Raging Storm
    3 R R
Enchantment
Creatures named Lightning Rager can't attack you or planeswalkers you control.
At the beginning of each player's upkeep, that player puts a 5/1 red Elemental creature token named Lightning Rager onto the battlefield. It has trample, haste, and "At the beginning of the end step, sacrifice this creature."

Not the most broken one, but I do like it. It's hard to remove and makes sure your opponents kill themselves much faster while you watch. Amazing design.


Quote
Anya, Merciless Angel
    3 R W
Legendary Creature - Angel
Flying
Anya, Merciless Angel gets +3/+3 for each opponent whose life total is less than half his or her starting life total.
As long as an opponent's life total is less than half his or her starting life total, Anya has indestructible.

This will almost always be a 7/7 or 10/10 indestructible flyier. No haste though, but might be good enough.




29  Vintage Community Discussion / Card Creation Forum / Re: On the stack land. on: November 05, 2015, 01:59:31 pm
This would allow MUD the ability to go Mox Mox Sphere and drop this land and tap for six mana. True late game this is a bad card for MUD but the explosive starts would be worse than Workshop. Serum Powder builds would be a lil silly imo.

None of the versions proposed here would do the opening you mentionned. This is not a land with Storm, of course that would be incredibly busted.

Quote
I think it would turn out allot like a first main phase manadrain. Allot of colorless mana after you tapped allot. I think this would be busted in Belcher with Leyline of Anticipation.

Would it? Belcher doesn't play many lands, it would be highly unreliable to try to have it in opening hand with Leyline. And last proposed version would give 2 mana, just like City of Traitors, which seems better in a deck with 2 lands.
30  Vintage Community Discussion / Card Creation Forum / Re: On the stack land. on: November 05, 2015, 09:45:44 am
I like it, it should have a timing restriction though to get around the cheatyface-oldschool-LED-style freebie ancient tomb of using this mana ability for something placed on the stack as the first step in being cast.  Or, you could just make it target and kill two birds with one stone (getting rid of "the stack"):  "T: choose any number of target spells.  Add 2 to your mana pool for each spell chosen this way."

2 mana per spell on the stack would most likely be brutal. Imagine playing a Mox/Cantrip/Ritual and having 4-6 mana on turn 2.

I think I got a pretty good fix to the timing problem.

{Tap}: Add {2} to your mana pool, use this ability only if at least 1 spell resolved this turn.

That way it's more balanced as you can't use it to counter other people's spells, yet it still works when you get your spells countered. It's also very bad in the draw-go deck mirror if they don't cast anything in their turn.





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