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Author Topic: VineyardWish.dec  (Read 1152 times)
CaptainPlanet.dec
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« on: October 11, 2004, 01:04:30 pm »

G/B Combo.dec

Protection///8
4 Xantid Swarm
4 Duress

Tutors///11
4 Death Wish
4 Spoils of the Vault
R Crop Rotation
R Demonic Tutor
R Demonic Consultation

Draw///5
2 Infernal Contract
R Necropotence
R Yawgmoth's Bargain
1 Promise of Power
1 Recycle

Other///2
R Regrowth
1 Tendrils of Agony

Mana///24
4 Elvish Spirit Guide
4 Dark Ritual
2 Eladarmi's Vineyard
R Mana Vault
R Mana Crypt
R Mox Emerald
R Mox Jet
R Mox Sapphire
R Sol Ring
R Lotus Petal
R Black Lotus
R Lion's Eye Diamond
R Channel
4 Bayou

SB///
R Yawgmoth's Will
1 Infernal Contract
1 Tendrils of Agony
1 Promise of Power

Now, I'm thinking theres no way I can get spells off. It basically starts off setting up and tries to go off turn 2 or 3.

Example Draw - Bayou, Dark Ritual, Death Wish, Eldamri's Vineyard, Mox Sapphire, Infernal Contract
Turn 1: Bayou, Vineyard.
Turn 2: (Draw Regrowth) Dark Ritual, Mox Sappire, Infernal Contract, (Draw Black Lotus, Xantid Swarm, Spoils of the Vault, Mana Crypt) Lotus, Crypt, (2GG in pool) Tap Crypt, Sac Lotus, (4GGBBB) Death Wish for Yawgmoth's Will, Will, Lotus, Sac Lotus for BBB, Dark Ritual (1GBBBBB), Infernal Contract, (Draw Petal, Demonic Consultation, Elvish Spirit Guide, Dark Ritual), Petal, Dark Ritual, (1GBBBBB) Consultation for Tendrils, Tendrils for 26.

The only problem is I really can't shoot for a first turn win. The whole idea is based around using the TPS idea of a stabler manabase with green as acceleration, leaving all the drawing to black. Is it a dumb idea, or could it work?
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Moxlotus
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« Reply #1 on: October 11, 2004, 01:17:32 pm »

How is this deck superior to Belcher?  It seems very close, if you replace the Wishes with Belchers-look at the similarities.
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CaptainPlanet.dec
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« Reply #2 on: October 11, 2004, 02:25:10 pm »

Quote from: Moxlotus
How is this deck superior to Belcher?  It seems very close, if you replace the Wishes with Belchers-look at the similarities.


Its basically the same mana investment to win - 3BBBB for 4+ damage, mattering how you reach the 7 mana. Hopefully you use another 8 spells to get to that. In Belcher you can only run 1-2 land, but if you reach 7 you win.

I'm hoping this is better because I can run more lands and even Swarm and Duress help me reach my win.
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goober
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« Reply #3 on: October 11, 2004, 03:45:08 pm »

this is a bad version of deathlong, you are lsiong out on the cards which make it work.  lets compare

mana:
1 Underground Sea
4 Gemstone Mine
1 Tolarian Academy
4 City of Brass
1 Glimmervoid
1 Mox Pearl
1 Mox Ruby
1 Chrome Mox
1 Mox Diamond

vs

2 Elvish Spirit Guide
2 Eladarmi's Vineyard
1 Channel
4 Bayou

the lands make deathlong more stable, while it has for more and better acceleration, meaning it can play those expensive bombs easier.  vineyard blows because it lets your opponent do more than they should be able to, which will shaft you a lot.

speaking of the expensive bombs:
1 Windfall
1 Timetwister
1 Wheel of Fortune
1 Tinker
1 Memory Jar
1 Mind's Desire

vs
1 Recycle

deathlong's are mostly cheaper, and all better.  deathlong has already been shown to have more acceleration so it can more easily play the expensive spells.  you run expensive ones with very little gain.  infernal contract is comparable to brainstorm in effect, yet it costs a ton more.  you lose desire, desire is the best card in the deck, that is the biggest blow i see.

speaking of desire, lets compare how you get those bombs:
1 Burning Wish
1 Vampiric Tutor
1 Mystical Tutor
 vs
4 Spoils of the Vault

you win out on tutor numbers here, except you will randomly lose off the spoils far too often for my liking,  you run contract, promise, bargain, deathwish, and necro.  they all have so much anti-synergy you can turn bargain into a weak card.  also spoils can't get restricted cards, where deathlong can.  mystical or vamp for desire and wish for will are insane.  spoils for ritual or death wish is not as good.

utility:
1 Ancestral Recall
4 Brainstorm
1 Time Walk
2 Hurkyl's Recall

vs
4 Xantid Swarm
1 Regrowth
2 Infernal Contract
1 Promise of Power

you have excessive fow protection, while having almost none for trinisphere.  ancestral and brainstorm are freaking insane, losing them is so bad, so very very bad.  recently it won me 1 game vs ray (i lost the other 2) and won my into the top4 to play him.  it will save your ass so freaking often.  there were a bunch of games where i can hurkyl's myself for great acceleration.  your deck is hit hardest by trinisphere due to 4 lands as your manabase, to deathlong's 11.  you also have less moxen to set up a turn before they drop it.

the main things to look at are:
no draw7s, no desire, no brainstorm, worse acceleration

those make tendrils work.

comparing it to belcher might be better.

you need far far more mana, you run 1-2 less land, you run worse acceleration, and horrid stuff like promise of power.
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