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1  Vintage Community Discussion / General Community Discussion / Re: Vintage Super League: Who Would You Like to See? on: March 12, 2016, 01:28:57 am
Would you feel differently if they did not explicitly state that there was a side agreement in place? You said that they can play whatever they want, so what if they had picked those decks without telling you beforehand that there would be no workshops or bazaars? I don't believe there would have been the variety of decks that was played otherwise.
2  Vintage Community Discussion / General Community Discussion / Re: Vintage Super League: Who Would You Like to See? on: March 11, 2016, 05:12:20 am
Hrishi,

Hate bears does show a unique attribute of Vintage. There is no other format in magic that a hate type deck can be good.  A hate bears deck is stocked full of creatures that literally see no play outside of Vintage because of unique abilities that are only relevant vs. decks like Workshops, Storm, and Dredge

Shawn,

Fair point, I'll concede to that. Let me re-iterate that I definitely agree that Hatebears constitute a relevant part of any Vintage metagame. If the VSL was aiming to represent an actual metagame, Hate Bears should be in it.

I guess what I was more trying to get at is that "going broken" is really exciting on camera. Whether going broken is drawing a million cards, Mana Draining into a giant Yawgmoth's Will, using a repeatable Black Lotus to pump out ridiculous artifacts (Mishra's Workshop) or dumping your entire deck into your graveyard (Bazaar of Baghdad) to win on turn 3, it's plays like this that can tend to excite audiences and make for a very interesting display.

In my opinion, it's such displays that will excite people to pick up Vintage over what a creature hate deck can do. It sure worked that way for me. I remember being specifically frustrated at the broadcast of Eternal Weekend 2013 because it showed way too many "legacy-like" creature decks on camera and less "broken" Vintage decks. I was getting into Magic then, and specifically Vintage, and I wanted to see more of the craziness Vintage decks could do. I'm not sure I would have bought in if coverage showed nothing but creature combat, speaking as a new player at the time. In my ignorance I would have assumed it's just like every other format, when that is most certainly not true.
3  Vintage Community Discussion / General Community Discussion / Re: Vintage Super League: Who Would You Like to See? on: March 10, 2016, 11:18:05 pm
No offense to those who enjoy decks like Hatebears, but in my opinion a deck like that does not show the unique attributes of Vintage. I am absolutely not surprised that nobody has chosen to pick it up. VSL is, first and foremost, entertainment.

As for people complaining about the VSL being a blue-fest, surely you must've not watched this entire season...
4  Vintage Community Discussion / General Community Discussion / Re: Vintage Super League: Who Would You Like to See? on: March 10, 2016, 12:10:48 pm
I don't know who said playing Workshop or Bazaar is ungentlemanly. Maybe you don't see what a gentleman's agreement means. I'm not saying I was a fan of the agreement, but it's the perogative of those two players to play whatever they feel like playing and have fun with.

In fact, I'll go as far as to say that I didn't like the agreement, but that's my own opinion. It's not my place to force that opinion onto other people. If LSV and Efro have more fun playing Blue mirrors, isn't that their business?
5  Vintage Community Discussion / General Community Discussion / Re: TheManaDrain.com - New Direction? on: March 02, 2016, 02:44:04 pm
For example, discussions on B&R related things seem to be sometimes locked as a forum policy on TMD? I don't believe such a policy works anymore. In a bygone age, by locking such threads you might effectively stop discussion. These days, people simply take that discussion to other media available such as FB groups. That can consequently lead to people not needing to use TMD as a medium for discussion at all.
6  Vintage Community Discussion / General Community Discussion / Re: Vintage Super League: Who Would You Like to See? on: February 29, 2016, 03:45:07 pm
The Vintage world champion should have a standing invite.
7  Eternal Formats / General Strategy Discussion / Re: Eternal Masters CONFIRMED on: February 26, 2016, 04:58:01 am
I own everything I need to play almost any deck in Vintage champs and I would rejoice if the reserved list was broken tomorrow. I do not believe that forcing people to spend 10k USD on a manabase somehow makes them committed to the format. Indeed, if I had not bought into Vintage before the VSL started, I would struggle to justify being able to afford to do so today. It is irrelevant to commitment but is a monetary issue. I do not want a community where we exclude people for monetary reasons like that. Please understand that if I was not lucky enough to be in a position to spend money on such things, I would not be able to participate in Vintage champs year after year.

Also, correlation does not equal causation. There are a number of reasons why Vintage champs has been growing every year. Saying that it is due to increasing prices is suspect at best.

As I said in the other thread, Eternal Masters is simply going to redistribute the cost of a Vintage deck in the long run, making reserved list cards more expensive. However, this is probably a net positive for Vintage as 15-proxy Vintage will become a lot more affordable. This will come at the cost of making the jump of 15-proxy to 0-proxy a hell of a lot harder.
8  Vintage Community Discussion / General Community Discussion / Re: Reserve List Card Spike? on: February 25, 2016, 08:10:50 am
This spike happened at the absolute worst time for me, just when I decided to have some money tied up elsewhere...

It sucks, but I'm kind of at the point where I am considering buying some random staples anyway just to be safe in the future, whenever, if I need them. I cannot imagine this is a healthy state for people who are still lacking the basic staples required to play Vintage. Sad

As Nick said though, it's still a net positive for recruiting new players to Vintage. The 15 "playtest cards" will now presumably make up reserved list staples and the remaining 60 cards would presumably be non-reserved list cards that should be a lot more affordable. The problem is that making the jump from 15-proxy to zero proxy will soon become insurmountable.
9  Vintage Community Discussion / General Community Discussion / Re: TheManaDrain.com - New Direction? on: February 23, 2016, 10:23:59 pm
Welcome back everyone! Any suggestions welcome and appreciated.

Off the top of my head, perhaps an Old School discussion forum and a place to list events?  This way they don't have to be relegated to the last possible sub-forum.

I'd love this!
10  Vintage Community Discussion / General Community Discussion / Re: Eternal Masters Set and Other Leaks on: February 15, 2016, 11:17:37 am
FYI

http://magic.wizards.com/en/articles/archive/news/announcing-eternal-masters-2016-02-15

Just got announced. No reserved list cards of course, but Force of Will and Wasteland have been spoiled so far.
11  Eternal Formats / General Strategy Discussion / Re: [SOI] Pieces of the puzzle on: February 09, 2016, 09:42:18 am
The other thing worth noting is that while this can be card advantage, this does not actually say "draw". Maybe there is some possibility with Spirit of the Lab or something like that?
12  Eternal Formats / Miscellaneous / Re: Tolarian Academy Combo on: February 05, 2016, 06:25:49 am
Swapping Red for Green is something that could work because you get a few more cards such as Fastbond. I very much dislike Living Wish, however. By putting Academy in your SB, you remove the chance of ever drawing it naturally, remove finding it with Top and remove being able to Demonic Tutor/Vampiric Tutor for it. It's just not worth doing that.

Crop Rotation would certainly make things more explosive, but I wonder if increasing explosiveness is the way to go. As it currently stands, kickstarting the combo is where the challenge lies because you lose when you cannot get to 6 mana to cast your Time Spiral. Of course, post-Grid, Crop Rotation is going to easily resolve. That being said, the colorless requirement of Map is not to be under-stated compared to the colored requirement of Sylvan Scrying/Crop Rotation.

I'll do some testing swapping Green in and report.
13  Eternal Formats / Miscellaneous / Re: Tolarian Academy Combo on: February 04, 2016, 06:15:36 pm
I haven't played this deck at all and know nothing. Ok, that part aside if its all about finding Academy how about Crop Rotation or Sylvan Scrying as they work through Null Rod/Stony Silence?

These are both reasonable suggestions. The problem is the color. You could potentially go 5c but the main issue is that multiples of the above cards are dead. Expedition Maps at least power your Academy (which translates into a lot of mana if you untap it multiple times with MoM). I'd be more ok with Sylvan Scrying than Crop Rotation due to the prevalence of Misstep and getting your Crop Rotation countered is a 2-for-1. Mostly though, Maps boost your artifact count. You want a lot of them in your deck to power your Academy.
14  Eternal Formats / Miscellaneous / Re: Tolarian Academy Combo on: February 04, 2016, 11:25:51 am
I've seen you run this in the MTGO Dailies, it can do some pretty crazy stuff.

Can you give some examples of sideboard plans you like right now? (cards in vs out and why)

What matchups have you been having the most trouble with?

In a word, Null Rod. Null Rod is not bad if I can find Academy before it lands. The issue is if it actively prevents tutoring for the Academy itself. At that point I'm dependent on finding and resolving one of my Ingot Chewers, bouncing it or finding Academy another way. God help me if it's a Stony Silence. Ancient Grudge is also a good card, as are Wastelands.

Note that I'm not saying the above matches are unwinnable, but just the ones that give me the most trouble. I can lose if my mana is constantly denied and I am prevented from "ramping" into my expensive spells. I usually never lose to counters alone, it requires backing up with mana denial.

I had a document saved with all the SBing plans which I'll paste in here once I get home!

Here's an example from my document. It is unfortunately still using the older decklist, but it should be good enough to give you an idea!

SHOPS
+3 Ingot Chewer
+2 Viashino Heretic
+1 Mountain
+2 Hurkyl's Recall
+2 Pithing Needle

-3 Defense Grid
-1 Mox Opal (consider keeping it on the play)
-1 Wheel of Fortune
-1 Sensei's Divining Top
-2 Thoughtcast
-1 Brainstorm
-1 Ponder

Alternatively, you can remove these and forgo the combo altogether.

-3 Defense Grid
-1 Mox Opal
-1 Sensei's Divining Top
-1 Wheel of Fortune
-1 Mind Over Matter
-1 Stroke of Genius
-2 Time Spiral

In this plan, you give up the combo and seek to win by riding Dack or Viashino Heretic to victory, along with hardcast Chewers.

15  Eternal Formats / Miscellaneous / Tolarian Academy Combo on: February 04, 2016, 09:54:03 am
Introduction

For those of you who know me, you are probably aware I've spent the better part of 2015 working on this deck, right from the first incarnation that bore a very close resemblance to Tommi Hovi's Pro Tour Rome winning deck.

For those of you who don't, hi, I'm Hrishi. I love combo decks and have long wanted to work on one of my own. After watching the Academy combo deck in action on video (thanks Randy Beuhler!) I wanted to bring that deck back to life in Vintage today.

I am not sure which section this deck belongs in. Feel free to move it to the appropriate section if this one is incorrect.

History

I like to include historical perspective for those not familiar with this archetype, please skip to the end of this section if it does not interest you.

Ever since this broken card was printed, it has infiltrated every single format it was legal in. It saw play both in Standard and Extended at the time. Of course, it got banned very quickly, but not before it featured prominently in the winning deck of Pro Tour Rome.
http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/td/65

From the point of view of Vintage, it was restricted as well. This did not stop people at the time. A regular player of Neutral Ground, Matt D'Avanzo, worked on a Vintage version that ran with a single copy of this land.
http://magic.wizards.com/en/articles/archive/feature/decks-horsepower-2002-11-06

For your interest, there is a thread discussing this deck on this very website. It is, of course, quite outdated for the game today, but it is very interesting from a historical perspective.
http://www.themanadrain.com/index.php?topic=11799.10

Tendrils of Agony was printed and Academy combo largely fell to the wayside. There have been some attempts through the years to revive this archetype.
http://www.themanadrain.com/index.php?topic=41952.0

During preparation for the NYSE Open of 2015, I came across this deck and wanted to work on this. After many rough versions and hilariously bad results at small events, I came to a version that I liked enough. I played a very similar version at both the NYSE Open and Eternal Weekend of 2015.
http://www.themanadrain.com/index.php?topic=47988.0

And here we are.

Deconstructing Combo Decks

Combo decks largely fall into two broad divisions.
  • X-Card Combos
This typically refer to you requiring "X" number of cards that when brought together create a powerful, often game-winning effect. In Vintage you usually only see either 1-card or 2-card combos, anything higher is usually unwieldy. For example, Tinker is a 2-card combo, but is often really only 1-card when your deck is built such that you always have access to some random Mox. Oath of Druids is a 2-card combo with Forbidden Orchard that turns into a 1-card combo when your opponent is nice enough to play a creature for you.

  • Engine Combos
These decks usually have enough replacement pieces and the entire deck is one big combo, working together to create a game-winning effect. That is to say, engine combos do not require specific cards for it's engine to continue running as there are usually multiple cards that satisfy this condition.

Why do I bring this up? When it comes to deck construction in combo, I believe it is important to understand what sort of deck you are trying to make. When it comes to Academy combo, the deck is undoubtedly supposed to be an engine.

We bridge the gap between the two by kickstarting the engine with a "combo" of Time Spiral and Tolarian Academy. In reality, any Draw7 will start the engine. The deck is constructed in such a way Time Spiral is a one-card combo because finding Tolarian Academy becomes easy. Once Tolarian Academy is on the table, Time Spiral usually results in a win. Of course, Draw7s have inherent randomness, but with a Top in play you will almost never fizzle.

Winning

The deck wins by casting Mind Over Matter and pointing a large Stroke of Genius at your opponent. Some people were confused how you could do this with only a single Stroke left.
  • Mind Over Matter your Academy, make a bunch of mana, cast Stroke on yourself
  • Drop all artifacts (including Tops and Grids), make a ton of mana, cast a Time Spiral
  • Use MoM + Top to find your Stroke again for the kill

Decklist Discussion

Below is the decklist I had been playing with right up to the most recent B&R announcement. Please understand that there is no standard decklist, you MUST make adjustments for whatever metagame you expect to face. I played 13 lands for both NYSE and Worlds because I expected shops. I played 12 lands and more Grids in the MTGO Daily because I expected more blue and storm, etc.

When you understand the role of each card in the deck, it becomes easy to tinker with the list and make adjustments based on what you expect to face.

Code:
Lands (13)
1 Tolarian Academy
1 Minamo, School at Water's Edge
4 Scalding Tarn
1 Bloodstained Mire
2 Volcanic Island
1 Underground Sea
3 Seat of the Synod

Artifact Acceleration (11)
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
2 Mox Opal

Tutoring for Academy (6)
4 Expedition Map
1 Demonic Tutor
1 Vampiric Tutor

Draw7s (6)
4 Time Spiral
1 Timetwister
1 Wheel of Fortune

Consistency Tools (5)
1 Brainstorm
1 Ponder
3 Sensei's Divining Top

Card Draw (5)
1 Ancestral Recall
4 Thoughtcast

Win Conditions (5)
1 Mind Over Matter
1 Stroke of Genius
1 Tezzeret the Seeker
1 Time Vault
1 Voltaic Key

Disruption (6)
4 Force of Will
2 Defense Grid

Others (3)
2 Dack Fayden
1 Time Walk

Sideboard (15)
1 Mountain
4 Ingot Chewer
2 Viashino Heretic
1 Pithing Needle
2 Grafdigger's Cage
2 Yixlid Jailer
1 Toxic Deluge
1 Virulent Plague
1 Defense Grid

This deck's big glaring weakness comes in the form of two things, Wastelands and Null Rods. Post Chalice restriction, the number of Null Rods had increased and I sought to make a version less susceptible to that sort of hate. Unfortunately, this meant getting rid of the Thoughtcast engine and looking elsewhere. Below was my attempt at making a non-artifact land version that kept it's explosiveness as much as it could.

Code:
Lands (12)
1 Tolarian Academy
1 Minamo, School at Water's Edge
4 Scalding Tarn
1 Polluted Delta
1 Island
2 Volcanic Island
2 Underground Sea

Artifact Acceleration (11)
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
2 Mox Opal

Tutoring for Academy (6)
4 Expedition Map
1 Demonic Tutor
1 Vampiric Tutor

Draw7s and Card Draw (10)
4 Time Spiral
1 Timetwister
1 Wheel of Fortune
1 Windfall
3 Stroke of Genius

Consistency Tools (5)
1 Brainstorm
1 Ponder
3 Sensei's Divining Top

Broken (2)
1 Ancestral Recall
1 Yawgmoth's Will

Win Conditions (4)
1 Mind Over Matter
1 Tezzeret the Seeker
1 Time Vault
1 Voltaic Key

Disruption (6)
4 Force of Will
3 Defense Grid

Others (3)
2 Dack Fayden
1 Time Walk

Sideboard (15)
1 Mountain
3 Ingot Chewer
2 Viashino Heretic
2 Hurkyl's Recall
2 Pithing Needle
2 Ravenous Trap
2 Grafdigger's Cage
1 Virulent Plague

This is where I am currently at. The reason for going up to 3 Strokes is that with being able to resolve Moxen and etc easier, you get to cast mini-strokes on yourself for 4-5 and those are almost as good as any bomb you have in the deck, and usually results in a win if allowed to resolve. Windfall and Yawgmoth's Will are the 2 "card advantage" engines I put in instead of Thoughtcasts. The main issue of Yawgmoth's Will is that is it pretty bad mid-combo.

Is there a better suggestion out there than just overloading on X card draw? You need something to spend all that mana on!

It's possible this is inferior? I wasn't sure if I liked Thoughtcasts without having artifact lands. How does it look?

Individual Card Discussion

The main mindset to understand in this deck is that mana generation is very different to other contemporary Vintage decks. You will often have ridiculous amounts of mana at your disposal.

Before anybody asks, I believe Stroke is superior to BSZ due to being castable with a ton of off-color Moxen. I have often cast a Stroke with a single blue source on the table and won as a result.

I keep flip-flopping between 12 and 13 lands. I am honestly not sure where I would be happier.

The three Tops provide a lot of the deck's consistency, effectively turning each Draw7 into a Draw10. Mind Over Matter + Top also cycles through your entire deck until you find any card you want.

Defense Grids are some of the best disruption available to pre-emptively stop opposing counters. One overlooked advantage is that with your superior mana generation, you can often pay for Grids to counter something your opponent deck if it ever becomes necessary.

Dack Faydens was a suggestion I received some time ago as a way to "counter" opposing Dacks as well as a maindeck "bomb" against Shops. It also loots (thus making your Draw7s into Draw9s) and steals artifacts such as moxen to power your Academy.

Tezzeret, Time Vault and Voltaic Key make up your deck's secondary win condition. It synergizes very well with your main plan because artifacts power Academy. Mind Over Matter also untap Time Vault.

Sideboard Discussion

I know SBs are typically just extensions of your deck but I wanted to make a separate section on this. There is some argument to be made that the only things that beat you is Null Rod, Wasteland and a counter to stop you. We have ways to bring in cards to nullify these cards (Needle for Wasteland, Defense Grid for counters and some bounce for Null Rod). Certain Hatebears also stop you such as Spirit of the Lab.

Is it better to have a SB dedicated to beating hate you might encounter? As long as you are allowed to combo off you can usually ignore anything that has happened since. You could run something like 4 Pithing Needles, 4 Chain of Vapor, extra Defense Grids, etc...

The other point of discussion is beating Workshops. One technique I came across while playing was morphing into a UR semi-control deck with very powerful mana generation to jump spheres and hardcast Ingot Chewers. The other is bouncing with Hurkyl's and comboing. I am honestly not sure which approach is superior.

The anti-Dredge plan is very powerful with 5 maindeck ways to reset the graveyard so you do not need too much. I suggest diversifying the hate you bring in so you force the Dredge player to bring in a multitude of answers. Pithing Needles just happen to hate on Dredge, they are taking SB room for Wasteland.

Closing Thoughts

I wanted to post a tiny write-up to maybe get some suggestions from people here and maybe generate some discussion. I truly believe the archetype is inherently very powerful. It has many advantages over Storm combo, not the least of which is the ability to combo through multiple spheres. I have won with 2 Spheres, 1 LSG and a Trinisphere on the table before.

If anybody tries it or has any suggestions on improving this, do let me know! A lot of people working on a single deck is infinitely better than anything a single person can come up with.

If there is anything you'd like me to expand on, do let me know and I will try to do so.

There are a lot of directions this deck can go. I hope you come up with some nice ones!
16  Vintage Community Discussion / General Community Discussion / Re: 93/94 MTGO Tournament/League on: February 02, 2016, 05:10:21 am
I am interested in this. I picked up cards for a few decks. As far as I can tell Chaos Orb and (functional) Mirror Universe are the big omissions from modo. Anything else?

I have mostly finished constructing my Old School deck from the 2015 EW event. We could play a few games when we're on at the same time. I am just missing a few cards but shouldn't take long!
17  Vintage Community Discussion / General Community Discussion / Re: 93/94 MTGO Tournament/League on: February 01, 2016, 11:52:44 am
I would love to play it online. I do try to play it on paper too but I wouldn't say no to more games of this format!
18  Vintage Community Discussion / General Community Discussion / Re: MTGO: Containment Priest and Grafdigger's Cage bugged on: January 29, 2016, 04:09:59 pm
At least not knowing whether spirit tokens have flying or not will create an interesting dynamic.

I had so many opponents in the practice room spend like a minute trying to block my flying demon until I informed them that the tokens don't actually fly.
19  Vintage Community Discussion / General Community Discussion / Re: 93/94 MTGO Tournament/League on: January 17, 2016, 10:14:14 pm
It would be fun to play (93/94) as I've played it in paper before, but unfortunately MODO would make chaos orb unusable Sad
20  Vintage Community Discussion / General Community Discussion / Re: Is Your Current Vintage Deck Proxy Free? on: January 14, 2016, 01:28:59 pm
My deck is proxy free, but I ran proxies for about one year when I first got into Vintage. Without proxies I would not have started playing in the format.

I had basically the same experience. It is proxy free now but I'd never have invested into it in the first place if I wasn't able to learn and enjoy it before that!
21  Vintage Community Discussion / General Community Discussion / Re: Is Your Current Vintage Deck Proxy Free? on: January 14, 2016, 03:57:06 am
Voted yes, but this would mean I couldn't play anything but blue. I own power, duals etc but not workshops, for example.
22  Vintage Community Discussion / General Community Discussion / Re: WotC cracking down on proxies, even in non-sanctioned events on: January 13, 2016, 05:14:13 am
Just wanted to add that Will Magrann is not the only exception. I was able to build up a collection over time by saving and now play without proxies. Although to be fair, I did it before the most recent spike. I can't thank the NE community enough for helping me along. To anybody still getting it together, know that the community is certainly willing to help!
23  Eternal Formats / General Strategy Discussion / Re: Can we answer a Mentor? on: December 05, 2015, 12:48:10 pm
No shit, of course it's a creature and can be answered that way. The thread is mostly debating the best ways to answer a mentor based deck as traditional creature removal does not fare so well against creatures that grow horizontally.

I'm sure posting a silly picture instead is incredibly useful.

On topic, the card I've liked most of all has been Toxic Deluge as well. Very few cards completely remove any trace of Mentor's board presence like this one can. I've been tempted to try Virulent Plague over Illness in the Ranks as it dodges Misstep and sort of counts as Dredge hate (even if it's not a very good one).
24  Eternal Formats / Eternal Article Discussion / Re: [Free article] Vintage 101: The Original Super League on: December 01, 2015, 02:57:40 am
Heh, I have never played a game of standard in my life. I have been waiting for VSL to resume for a while since none of the other formats interest me at all.
25  Eternal Formats / Ritual-Based Combo / Re: TPS players on: November 24, 2015, 06:39:44 am
I have tested with

4 Duress
4 Defense Grid

Package has proven really really strong vs. 14-16 counters.deck. I think thatīs the way to go.

However, after some testing the opponent counter deck starts to play the aggressive role and try to go faster than  you. And he can do it because you don't have any disruption apart from Duress.

That has made me think that maybe we could main deck FOWs and board Grids for certain matchups, because the other way around is a problem when opponent knows you are not playing FOWs.

The range of hands your opponent keeps is pretty different (like 1st turn Tinker or Tezz, Oath, etc...)



This has been my experience as well. I've never been comfortable playing without more disruption. Defense Grid does not really count as disruption until you are going off. I have been trying FoW + Duress and 3 Grids in the board. Have you also been trying something like that? This is especially noteworthy against decks that have ways to win out of nowhere.

Another option is to go heavy on discard like 4 Duress + 3 Therapy or something like that.
26  Eternal Formats / Ritual-Based Combo / Re: TPS players on: November 21, 2015, 09:47:17 am
While I am not saying that the plan is not going to remain strong, I would not take vintage champs results as anything to go by. The format is completely different from that time. No chalice for shops makes the basics+bounce plan a lot more attractive.
27  Eternal Formats / Creative / Re: Blue Prison on: November 08, 2015, 05:19:07 am
I also got slaughtered by this deck in the practice room. I'm not entirely sure if I made the right decisions but to be honest, I had no idea what I was up against and just got destroyed.
28  Eternal Formats / General Strategy Discussion / Re: [C15] Mizzix's Mastery on: November 06, 2015, 02:21:24 pm
Wasn't there a mind's desire storm deck that performed well using 4 Sins of the Past post restriction of Mind's Desire?  Now it costs 2 mana and only one mana is coloured.

Oh my god, if this is true you just made my day! If you remember anything about that decklist, please share.  Very Happy
29  Eternal Formats / General Strategy Discussion / Re: [C15] Mizzix's Mastery on: November 06, 2015, 11:23:13 am
If only we have 4 copies of Mind's Desire to abuse this card with  Wink
30  Eternal Formats / General Strategy Discussion / Re: The actual effect of Restricting Chalice on: October 29, 2015, 02:38:59 am
Because it was a different format one month ago, vaughnbros. That's exactly what this thread is titled. It's acknowledging the fact the metagame has shifted 180 degrees

If you are only looking at results after champs, there haven't been enough events for anything to put up decent results. As far as I know, there have been 2 events of any decent size since champs which is certainly not enough to make a determination on viability based on results.
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