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Author Topic: [deck] AK Gifts  (Read 4797 times)
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« on: February 26, 2006, 05:09:06 pm »

Deck: AK Gifts

The purpose of this thread is to promote a relatively old, yet unexplored deck in Vintage: AK/Intuition based Gifts Ungiven Control. I am not the inventor of this deck, although I did come to my final decklist independent of other promoters of the deck . This deck has not soared to popularity, unlike other builds of Gifts, however, after testing this list for the past few months, I can say that it is the most versatile and adaptable Gifts deck I have ever played. I will discuss a few of the card choices and explain why I think this is more effective than other builds of Gifts that I have seen. I will guide you through the strategy you should take when faced against a few of the most popular decks in vintage. As a side note, this is my first thread as a TMD full-member, and this thread is required of me in order to gain my full membership. Before I go any further, here is my complete main-deck and sideboard.

AK Gifts

The Engine: 20
4 Brainstorm
4 Accumulated Knowledge
3 Merchant Scroll
3 Intuition
1 Ancestral Recall
1 Mystical Tutor
1 Demonic Tutor
1 Time Walk
1 Fact or Fiction
1 Gifts Ungiven

Disrupt: 10
4 Force of Will
4 Mana Drain
1 Hurkyl’s Recall/Echoing Truth
1 Rebuild

Kill: 5
1 Yawgmoth’s Will
1 Tinker
1 Darksteel Colossus
1 Burning Wish
1 Recoup

Mana: 25

9 SoLoMoxCryptPetal
5 Island
3 Polluted Delta
3 Flooded Strand
2 Underground Sea
2 Volcanic Island
1 Tolarian Academy

Sideboard:

3 Red Elemental Blast
3 Pithing Needle
2 Razormane Masticore
2 Rack and Ruin
2 Tormod’s Crypt
1 Rushing River
1 Rolling Earthquake/Pyroclasm
1 Deep Analysis

The maindeck is sporting the combo of Intuition and AK. Other builds of Gifts have settled on TfK, Skeletal Scrying, 4 Scroll/4 Gifts, along with many permutations of those. This version of Gifts works on a the principal that by winning the “spell resolution” war by running more must-counter spells, you are able to overwhelm your opponent with card advantage much more effectively and consistently than other builds of Gifts.

The Intuition/AK engine provides the deck with something that until this point, Gifts lacked: significant card advantage. Older versions of Gifts attempted to gain a slight advantage by either casting TfK, or Merchant Scroll into Ancestral. By gaining this slight advantage, the Gifts player got to sit back and wait for his opponent to walk into a Mana Drain, and by following it up with a winning Gifts Ungiven. However, this plan’s faults are many; if you misjudge the state of the game, even slightly, you will lose. Meandeck Gifts is an incredibly unforgiving deck to play. Not only must you not make any technical errors, you must have an uncanny ability to read your opponent to know when and how to win.

By changing the plan of  “Ancestral, Mana Drain, Gifts, Win” to “Ancestral, AK for 3, AK for 4, Gifts, Win” you are opening yourself up to a whole new array of options. The deck is admittedly slower than Meandeck’s version of Gifts… although by 1 turn at the very most. Considering the fact that Gifts *often* benefits from taking a more controlling role in matches, such as CS and the mirror match, Intuition/AK provides the necessary card advantage required to put itself in advantageous positions against every other Control deck in the format.

Only 1 copy of Gifts is required, because after drawing an insane amount of cards, you will either draw into it, Merchant Scroll for it, or simply not need it. Gifts isn’t good enough in the first 3 turns to warrant more than 1 copy, and it isn’t necessary enough in the late game to warrant more than 1 copy.

Mana Vault was not included because I don’t think the decks wants to run a colorless version of Dark Ritual. I know that boosting up 3 mana in a turn is very nice, however, I already have 4 Drains, 9 artifact accelerants and a helluva lot of basic lands to do that for me.

Rolling Earthquake acts as a bitching way to destroy aggro’s board. My problem with Pyroclasm is the fact that it only deals 2 damage, which isn’t always sufficient. Razormane Masticore acts as my giant kick in the nuts towards anyone who depends on creatures to win. Deep Analysis is my Burning Wish -> card draw that the deck totally needs. It is also useful if you ever board it in because it combos very well with Intuition. Pithing Needle is my super-efficient catch-all answer to pretty much everything, including Welders, Bazaars, Waste/Strip, Mindslaver, and other similar targets. Tormod’s Crypt is the best way I have at shutting down opposing Yawgmoth’s Wills.

Here are some tips and sideboarding strategies for playing against a few prominent archetypes in Vintage at the moment.

Vs. Control Slaver

The only way that Slaver can win is when it Mana Drains an early threat, TfKs into a Slaver, and activates it in the first 3-4 turns. Pentavus and Triskellion are not threats to me at all. Neither are Echoing Truth, Rack and Ruin or  maybe Fire/Ice.

 The role that you should assume when facing Control Slaver is Combo. CS has only two different threats that you should be worried about: Mindslaver and Gorilla Shaman. The Shaman is able to slow you down in the early game, which buys itself some time to get Slaver active.  A key play against Slaver is the 1st mainphase Intuition on his turn. This forces him to use his Mana Drains in a terrible position on a card that could or could not lead to his doom. The good thing about this deck is that if your Intuition is countered, you can often follow it up with a Merchant Scroll for Ancestral or something similar. If CS doesn’t get a Slaver active immediately, the card advantage my deck has produced will be able to keep him from getting it online. The strength of this deck is being able to produce a steady stream of threats against an opponent who doesn’t have many threats against me. By playing aggressively, you are able to overwhelm the CS player, and eventually you will find yourself in a situation where you have 6 or 7 cards in your hand, and they will only have 2 or 3. This is obviously the game-state that are trying to achieve and it is the game-state that this deck is able to put you in extremely quickly and consistently. At this point, you either tutor up Yawgmoth’s Will to win, or cast Gifts Ungiven to set up your win.

SB against Control Slaver:

+3 Red Elemental Blast, +2 Pithing Needle +1 Tendrils of Agony
-1 Rebuild, -1 Darksteel Colossus, -1 Tinker, -1 Mystical Tutor, -1 Island, -1 Burning Wish

Game two plays out very much like game one. Your best SB card against Slaver is Red Elemental Blast. It helps you resolve early bombs such as AK for 3 or AK for 4 for a very cheap price. You might think that Pithing Needle is there to combat Goblin Welder, but I am not overly concerned with him. My Pithing Needles will always name Mindslaver, and if I get a second, it’s going on Gorilla Shaman.

Taking out Tinker/Colossus is my way to ignore Goblin Welder even further. One of the advantages of Intuition/AK is that because you draw so many cards, you will be able to cast enough spells to win with Tendrils very easily. The extra Rebuild and Island are unnecessary, so they move to the side to make room for the more aggressive REB. Mystical Tutor’s lack of card advantage makes it lose its place in the maindeck.

Keep in mind that Slaver running Mana Leak is a pretty bad match for you. Being able to stop your early assault will put them in great position against you. Make sure to play extra cautiously if your opponent is packing Leaks. Try to get a good read on your opponent to figure out if he has counter spells or not. This skill is extremely important in the control mirror.

I would say that Control Slaver is a favorable matchup.

Vs. Uba Stax

Vroman’s newest build of Uba Stax is very terrifying for a Gifts player to sit down across from. Packing a full set of Sphere of Resistances, along with all of the other incredibly potent lock-parts gives me such terrible headaches. However, the good news is that compared to other builds of Gifts, I feel that I am able to play through the hate more effectively, which gains me quite a few more game wins than other builds of Gifts.

As I mentioned before, one of the greatest things about this deck is that you don’t need more than 3 mana at one time in order to start and finish your draw engine. Not relying on a 4 mana spell to win in the early/mid turns lets me power through most of the lock parts that Uba Stax relies on.

To play effectively against Uba Stax, you must correctly define which lock parts are hard locks, and which are soft locks.

Hard Lock Pieces (the ones that make you lose):
Chalice of the Void @ 2, and Smokestack
Soft Lock Pieces (the ones you can play around):
Null Rod, Chalice @ 0 or 1, Sphere of Resistance, Crucible of Worlds, Trinisphere and Uba Mask

Additionally, there are a few combinations of cards that will end your game, such as Uba + Welder, or often Uba + Bazaar. Because of this, I’m tempted to move Uba into the “hard lock” category, however, on it’s own, while incredibly effective at stopping your AK engine, it does nothing to stop one of your best tools in this match: Tinker. Often you can play the “counter Welder, Tinker, you lose” game against them. In fact, Welder is often the card that spells your doom in game one, so you should consider countering any Welder your opponent plays, even if it isn’t an immediate threat.

Knowing what to counter and what to let resolve is the key to winning this match. My rule of thumb is this: if you can still play something relevant after a lock piece resolves, you probably don’t need to counter it. The only must-counter in the deck, game 1, that Uba has is Chalice @ 2. Do your best to maximize your resources while minimizing theirs and you will win games that you may have considered lost causes. The MD Hurkyl’s Recall is a huge bomb against Uba.

SB against Uba Stax

+2 Rack and Ruin, +2 Pithing Needle
-1 Intuition, -1 Merchant Scroll, -1 Fact or Fiction, -1 Gifts Ungiven

The strategy in the second game is to cut down on the amount of spells that they can play that will make you lose. By bringing in Rack and Ruins and Pithing Needle, Chalice @ 2 and Goblin Welder become much less significant threats. By turning their Hard-Locks into Soft-Locks, you are able to play a completely different game, and believe me, the amount of games you win post-board will be much higher than pre-board ones.

Unless your opponent has Ubazaar going, your first Pithing Needle should name Goblin Welder. I really wish Rack and Ruin wasn’t red, or I wish I could run a Mountain in the MD, because Wasteland becomes a little bit more relevant if I have to be cast a red spell. However, Rack and Ruin’s effect completely changes the board and should put you in a very improved situation, even if your land gets Wasted.

Uba has a slight advantage in the first game, but after SB, I think the advantage swings in my direction. However, out of any deck, Uba is probably the deck I fear most when playing Gifts, other than maybe a well-built version of Dragon. If your opponent is still running green, be very afraid of Choke in the sideboard.

Vs. OFM/UW Fish

Once again, you get to put on your Combo face against OFM because that is the best role to take. You need to worry about these cards: 4 Force of Will, 4 Meddling Mage, 3 Null Rod, 4 Chalice of the Void and perhaps 3 Daze and a Misdirection in OFM’s case. Be very afraid of Meddling Mage if you cut Echoing Truth. Looking at it from OFM’s perspective, Tinker is probably the best card to name with the first Mage. However, for me, naming Yawgmoth’s Will is much more disruptive. I can see reasons for naming either of those cards, but I’m pretty sure that anything else is just a waste because I will be able to play around it. If Mage names Tinker, you can just combo them out as normal with Tendrils. If they name Will, you need to completely re-asses how you plan on winning the game. It is definitely not impossible and I have pulled out many wins in this manner, even without being able to cast Yawgmoth’s Will. Generally, you want to turn into Mono Blue control. Draw lots of cards, counter their key spells, and when you are perfectly comfortable, Tinker up a DSC, hopefully with multiple counters to back it up. Don’t be afraid to Scroll into a Mana Drain or FoW in this case because you can’t afford to lose your DSC.

One of the awesome things about this deck is that Null Rod/Chalice doesn’t really slow me down that much. When my card drawing engine is just starting up, I only  have to use 3 mana at most to draw mass amounts of cards. Not relying on Gifts Ungiven in the early game against fish gives it quite a boost and can often put itself in a position to win in the first 5-6 turns, even in the face of a resolved Null Rod or Chalice @ zero. This deck’s non-reliance on moxen is a very nice thing in a field of Null Rods, Chalices and Gorilla Shaman. Of course, you will probably want to bounce Null Rod before you Yawgmoth’s Will, but Merchant for Hurkyl’s or Rebuild will clear the way at a very efficient price. I favor Hurkyl’s over both Echoing Truth and Chain of Vapor. I was using Echoing Truth at first, but I found its effect pretty underwhelming. It didn’t clear my opponent’s board and it didn’t help me combo off. Chain of Vapor is pretty nice and I definitely like it better than Echoing Truth. People say that Truth is good because it dodges Chalice @ one, however, Chalice for 1 is not that big of a threat. It shuts off only 7 cards (4 Brainstorm, 1 Recall, 1 Chain, 1 Mystical). Hurkyl’s in the MD is great against Stax because it clears their whole board for a ridiculously low cost, and it cuts down on a mana if you need it to set up a winning Tendrils.

SB against Fish/OFM:

+2 Razormane Masticore, +1 Rushing River, +1 Rolling Earthquake
-1 Mana Drain, -1 Fact or Fiction, -1 Merchant Scroll, -1 Intuition

I am siding out some of my extra draw spells in favor of some specific hate against their deck. Razormane Masticore is a huge bomb. If OFM doesn’t get a Sword to Plowshares or a Seal of Cleansing really quickly, the game will be over. Rolling Earthquake is an awesome way to wipe out a horde of your opponent’s Meddling Mages and Ninjas. I play earthquake over Pyroclasm because I occasionally face Old Men of the Sea and Serendib Efreet. If you expect a more standard build of fish, Pyroclasm would work just fine. Rushing River is some insurance against Meddling Mage, which can become very annoying, especially in multiples. Being able to hit a Meddling Mage and Null Rod make it a better SB option than Echoing Truth.

OFM and other fish decks have a sneaky way of winning lots of games that they shouldn’t, but I feel that I have the advantage in this matchup.

Vs. Shortbus Gifts

Game one entirely depends on who gets their draw engine going first. Luckily, they run 3 MD Pithing Needle, which are completely dead against me game 1. I have a few more draw spells in the maindeck, which I feel gives me a slight advantage. I also think that Intuition is a lot more powerful than Thirst for Knowledge, even though the significant card advantage comes about 1 turn after it would with Thirst. Because of this, resolving Intuition becomes your first priority; not only does it give you a spell that costs 1U to draw 3 cards, it creates a card in your deck that draws 4 cards for only 1U.

One of the developments in Probasco’s newest list is that it includes Time Vault and Flame Fusillade. Generally, I don’t worry about these cards because on their own, they are pretty much useless. The issue arises when he gets a quicker start than you, and is able to back up both halves of the combo with more than one counter. In this match, Vault/Fusillade is definitely a very good win condition; I almost wish that I had one copy of each as opposed to Tinker/DSC/Burning Wish. However, I think it’s much less versatile against the rest of the field, so that is why I’m sticking to what I have.

Once again, you have to do your best to make him waste his Mana Drains in his first mainphase. Maximizing your own Mana Drains is also a very important skill with this deck. If you read that your opponent has double counters to stop your assault, consider saving your Mana Drain for his FoW instead of his Mana Drain. By FoWing his first spell, you are able to generate a crazy amount of mana with your Drain, or you leave the Drain in your hand for a better opportunity. Just because you have UU open doesn’t mean that Mana Drain is always the first counter to go for when you are making one of your spells resolve.

SB against SB Gifts

+3 Red Elemental Blast, +2 Tormod’s Crypt
-1 Tinker, -1 DSC, -1 Rebuild, -1 Island, -1 Mystical Tutor

Once again, you are bringing REBs into the maindeck. I have to stress how important this card is; resolving your threats in the early game will generate a game win. REB will make this happen. The first land you should be fetching out in this match is always going be a Volcanic after SB. Tormod’s Crypt moves to the maindeck also. In the Gifts mirror, playing Crypt is very similar to casting a Meddling Mage naming Yawgmoth’s Will that only affects them. Unfortunately, SB Gifts packs Flame/Vault, so they can play around Crypt pretty easily, but hopefully the slight advantage you gain with Crypt will give you enough time to finish them off.

If you think they are leaving Pithing Needle in the MD, Tormod’s Crypt loses some of its utility, so I suggest leaving the Crypts in the SB, and instead, take out Burning Wish and add Tendrils and Deep Analysis to the MD. If you are expecting them to bring in Tormod’s Crypt, I would suggest leaving Tinker/DSC in the maindeck instead of the Crypts, just so you have a few outs in case they nuke your graveyard. One of the advantages of AK > Gifts # 2-4 is that AK will put the cards in your hand, where your opponent doesn’t always have a good opportunity to disrupt. Gifts puts a few bombs in your graveyard, which leave then in a great place to be removed from the game.

This is a very tight matchup because your decks are so similar. In game one, I feel that I have a slight edge because of my additional threats. Games 2 and 3 are pretty much dead-even because your decks become almost identical. If you can resolve your AK 3 and 4 you should be in very good position to win this match.

Vs. GWS Choke Oath

GWS has done a spectacular job tuning Oath into a well-oiled wrecking ball that had a fairly decent game against lots of the field. When you sit down across from an Oath player, you have to be aware of a few of his biggest threats: Duress, Force of Will and Chalice of the Void/Mana Leak. I’m pretty sure that Mana Leak is a bigger threat to worry about unless they get one of those “Chalice for zero, chalice for one” hands.

You should look at Oath a lot like you look at Fish. They both have a moderate amount of disruption, and a moderately fast clock. Occasionally, Oath will be able to surprise you with a turn 3 kill, but that happens rarely enough that I would consider the match fairly favorable.

Unless you think your opponent has “the nuts” and is going to kill you very quickly, you should definitely save your counters for your opponent’s Duresses/FoWs/Mana Leaks. Chalice of the Void is pretty easy to play around whether it is set at zero or one. My biggest tool against Oath is the fact that they are simply not consistently fast enough to keep me on my heels. If Oath could win by turn 4-5 every game, I would be much more fearful of it and I would definitely dedicate more SB spots for it. However, you can count on winning about 30% of your games against Oath, simply because it doesn’t produce the nuts.

SB against GWS Oath

+1 Rushing River
-1 Fact or Fiction

After side boarding, you have to expect to face the brutally powerful Choke. This card is a total car crash straight into the nuts for any deck that resembles this one. If it resolves (assuming you don’t lose on the spot), your plan turns into “find Rushing River, ASAP.” If you play a green deck that doesn’t rely on Islands (Wild Zombies, for example), stick 2-3 of these into your sideboard because I guarantee that any Gifts player who catches a glimpse of Choke will not be happy. Comparing Null Rod to Choke - Null Rod does shut off the 8-10 artifacts that make your deck unfair. Choke shuts off the 14 lands that make your deck function. Null Rod can be played around fairly easily. Choke… well, not so much.

Otherwise, your game plan against Oath doesn’t change very much. Try not to let Duress wreck your hand and ideally, you should be able to goldfish them faster than they can goldfish you, just because your combo is so much more redundant than theirs. They are using tutors while trying to find 2 specific cards, which put you on a 2-3 turn clock; you have a 20 card engine that propels you into such a lead that your opponent will have no hope of keeping up, even if he gets Oath/Orchard to resolve.

Hopefully I have illustrated the strengths of AK/Intuition in Gifts better than any other piece of literature on the deck so far. I am very happy with the work that I have done with the deck, and I think more people should test this deck because it is incredibly consistent and powerful. I would appreciate comments and criticism on any of my arguments because I feel that discussion is the best way to make this deck even better.


Thanks so much for your time

-Dan Griffin
« Last Edit: March 01, 2006, 01:10:59 am by exit music » Logged
PucktheCat
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« Reply #1 on: February 26, 2006, 10:10:25 pm »

I have experience playing a build very similar to this one (perhaps less than 2-3 cards different).  I eventually gave it up for a more standard Gifts build because I felt the AK build was less able to grab one-turn openings and win the game with them.  That was a while ago, though, so I am inclined to throw it together again and give it another shot.

I do feel that you misjudge the effect of this change on the UbaStax matchup though.  Gifts (the spell) is great against UbaStax because if you are casting it off basic lands they have very few ways to interfere with your plans (Smokestack and Strip Mine, basically, with Spheres to slow you down as well).  Also, the ability to just win the game in a single turn is critical against Stax because of Rebuild/Hurkyl's.  Gifts is clearly better at setting up a single gamewinning turn.  You are also much more vulnerable to Chalice at 2, obviously.
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« Reply #2 on: February 27, 2006, 10:24:49 am »

Some comments from my part:

You underestimate Mana Vault. It is better than just a Colorless "dark ritual". A lot of times it is a colourless Lotus. It is one of the few cards that can be tinkered away with Chalice=0 on the table. Also Tinkering away Vault to find Lotus and then Will is just amazing. Finally Vault produces U when you have Tolarian Academy on the table. I would not quickly cut Vault.

The Fish matchup. Mana Drains pretty much blow in this matchup. Ninja´s and Factories can´t be countered. I always like to add 1-2 REB´s. Killing Mages and Ninjas is worth searching for a volc. Yes, your volc can and will be stripped, but not so quickly as Stax does that (Fish doesn´t run 3-4 Crucibles).

Against Oath I would say your primary target for countering is Oath itself. Duress I hardly ever counter. Don´t burn your Brainstorms in that matchup.
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« Reply #3 on: February 27, 2006, 01:27:18 pm »

Nice post.  However, you spend a large part of the post on matchups, when I think the more interesting discussion is why use up 7 slots on another draw engine?  Even in your matchups discussion you don't really address why this configuration has advantages over other Gifts lists, except in a few examples.

Quote
The Intuition/AK engine provides the deck with something that until this point, Gifts lacked: significant card advantage

I would say this is especially true of versions that choose the 4x scroll/ancestral game plan, but also that people tend to over-estimate the card advantage gained with thirst for knowledge.  Even when it works, you only net two cards.  Given that AK allows much more CA, there is a limitation to investing 5 mana over the course of two cards in the hopes of drawing 3.  The engine really shines when you're holding AK #4 (which happens often), or when you can bring in Deep Analysis from the SB.

Most of all this engine works because intuition is a tutor.  It can function like a mini-gifts, especially later in the game.  It can fetch 3x FoW (or 3x hate card from the board), and also has tremendous synergy with flashback such as recoup, coffin purge, and deep analysis (and darkblast).  That it accelerates your use of Yawgwill (e.g. ancestral, lotus, tinker) is not trivial.

The other significant advantage of this engine is that it has a very low curve, and it happens at instant speed.  The first is important when comparing to decks that run more Gifts or Thirst.  While Intuition is a strong card, the AK's can be played themselves, and they're effect adds up quickly.  This is especially important in matchups against Stax and Fish, where mana is a scarce resource.  When compared against merchant scroll, being able to initiate counterwars on your own timing is invaluable in control matchups, and it allows you to maintain drain/other mana open in other matchups.

As most people know I'm a big proponent of intuition/ak, you also have to be aware of the trade-offs you face when employing it.  The biggest issue is the trade of tempo for card advantage.  If not holding AK for 4 in hand, the engine requires 5 mana for 3 cards.  This becomes problematic, as even control mirrors focus increasingly not on how many cards you have in hand, but how fast you can execute your gameplan.
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« Reply #4 on: February 27, 2006, 08:40:49 pm »

Quote
Nice post.  However, you spend a large part of the post on matchups, when I think the more interesting discussion is why use up 7 slots on another draw engine?  Even in your matchups discussion you don't really address why this configuration has advantages over other Gifts lists, except in a few examples.

You're right, I didn't spend too much time adressing why Intuition/AK can be better than the TfK/Pithing Needle engine, or the 4 Gifts/4 Scroll Engine. I'm one of the people who cringes when I see posts that have breakdowns for every single card in the deck - Brainstorm, ect ect - and because of this, I didn't spend too much time on specific card choices. But in light of your post, here are the adantages of AK/Intuition over the other engines.

AK Gifts:
4 Accumulated Knowledge
3 Intuition
3 Merchant Scroll
1 Gifts Ungiven

AK Gifts uses the first 3-4 turns not worrying about tutoring for dead cards, such as Time Vault, and it doesn't get stuck on turn 2 or 3 with only a Gifts in hand without the mana to cast it and Mana Drain. Instead, it spends its resources in resolving spells that draw 3 cards or 4 cards. Once you have assembled this "combo" of drawing cards, you are going to be in a great spot to win the game. Not only will you have the spells in hand that require you to combo out your opponent (Gifts or Intuition or simply draw into Yawgmoth's Will), plus your hand will be chalk full of counters and the mana to play everything. You also have a lower mana curve than the other Gifts decks, which allows you to get Intuition with Drain mana way earilier than the other Gifts decks - 3 + 2 > 4 +2.

The biggest weakness AK gifts has is if it gets stuck with AK and not much else in hand, however, you generally mulligan away hands that contain 1 AK and not much else. You can also get screwed if Intuition is countered when you are holding AK because you are stuck with a card in hand that doesn't really do much of anything. However, if you compare this to the slots other Gifts use, such as Pithing Needle or Misdirection - neither of them draw you cards and put you back into the game if your initial assault is stopped.

Shortbus Gifts:
4 Thirst for Knowledge (which requires 3 Pithing Needle)
3 Gifts Ungiven
1 Imperial Seal
1 Vamp Tutor

The biggest weakness of this variant, as you mentioned, is the fact that TfK doesn't really create that much card advantage. What it does provide is a very cheep spell that lets you look at the top 3 cards of your library. SBGifts uses this advantage of speed and combines it with cheep tutors (Imperial Seal + Vampiric Tutor) in hopes of comboing out faster than any other Gifts deck by using the Flame/Vault combo. On average, compared to AK Gifts, SBGifts will be able to assemble its combo and win about a turn earlier. However, because this version of the deck doesn't use many spells that create card advantage, if its opponent is able to stop the initial rush of threats, it is much harder to come back into the game and win.

The only advantage this version of Gifts has over AK Gifts is the "oops I win" factor. I can not tutor up a 2 card combo and mutilate my opponent. However, any time the SBGifts player goes the "Gifts Ungiven" route, I feel that Intution/AK would be much more powerful because of the reasons mentioned above.

Meandeck Gifts:
4 Merchant Scroll
4 Gifts Ungiven
(3 Misdirection)

I feel that AK Gifts has 2 important advantages over Meandeck's build of Gifts. Firstly, Gifts Ungiven costs 4 mana to cast, which isn't always easy to get, especially if you want Drain backup. Secondly, as much as I love the additional counters for the control match, Misdirection is not quite as effective againt the rest of the field. I would prefer to run a few additional threats, because they help the control mirror, plus they are useful against the rest of the world. I'm a huge fan of this permutation of Gifts, however, because of Mis-D's lack of versetility, especially against Stax, I prefer AK Gifts.



Quote
You underestimate Mana Vault. It is better than just a Colorless "dark ritual". A lot of times it is a colourless Lotus. It is one of the few cards that can be tinkered away with Chalice=0 on the table. Also Tinkering away Vault to find Lotus and then Will is just amazing. Finally Vault produces U when you have Tolarian Academy on the table. I would not quickly cut Vault.

The Fish matchup. Mana Drains pretty much blow in this matchup. Ninja´s and Factories can´t be countered. I always like to add 1-2 REB´s. Killing Mages and Ninjas is worth searching for a volc. Yes, your volc can and will be stripped, but not so quickly as Stax does that (Fish doesn´t run 3-4 Crucibles).

Against Oath I would say your primary target for countering is Oath itself. Duress I hardly ever counter. Don´t burn your Brainstorms in that matchup.

I fullly understand the strengths of Mana Vault. The only regret I have in cutting it is the fact that it can be cast if Chalice for 0 is in play. However, in the Stax match, I prefer having a basic Island because it makes the rest of the cards in my hand a whole lot better. Vault comes in and out of the deck almost daily, depending on my mood, and the expected metagame. The same is true for LoA - it got the boot because I love basic lands more than anything else in this deck. However, both LoA and Mana Vault can be powerful and if you like them, go for it. I also think it's kind of cute that in your example, you have Tinker and Will in your hand, and both of them resolve. Good luck not winning.

Mana Drain vs. Fish depends mainly on which version of Fish you are playing against. I come from Ontario in Canada and face OFM more than any other build of Fish, so I have a ton on 3cc targets for my Mana Drain, however, against Meandeck Fish, REB is definitely better.

Obviously I only counter Duress if it is going to screw up my gameplan - with multiple significant threats, there is no need to counter it. I don't counter Oath because a 3 turn clock isn't really that fast - I can race that most of the time, if I need to. If I have a slow hand, I will counter the Oath, though. It depends on the gamestate - I was simply stating that it isn't always correct to counter Oath.

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I do feel that you misjudge the effect of this change on the UbaStax matchup though.  Gifts (the spell) is great against UbaStax because if you are casting it off basic lands they have very few ways to interfere with your plans (Smokestack and Strip Mine, basically, with Spheres to slow you down as well).  Also, the ability to just win the game in a single turn is critical against Stax because of Rebuild/Hurkyl's.  Gifts is clearly better at setting up a single gamewinning turn.  You are also much more vulnerable to Chalice at 2, obviously.

The UBA match is very very complicated. If I was playing Meandeck/Shortbus gifts, the cards to counter become very different. Uba Mask is much less of a threat if you are holding a Gifts Ungiven, compared to something like Intuition. Sphere of Resistance is also much less of a threat to AK Gifts because of its engine's lower mana cost. Both Intuition and Gifts Ungiven have different strengths against Uba, and honestly, I'm not sure which is optimal. I do know, however, that AK Gifts is able to continue ramping up its draw engine regardless of many of Uba's lock parts for a pretty fair price. Not needing more than 3 mana in one turn to continue with your gameplan is the reason why AK can win games against UBA that Gifts may not be able to win. The difference between 3 and 4 mana is huge. You are right about Chalice @ 2, as we both already mentioned.

Thanks for the feedback, everyone - keep it coming.

Edit:

Nobody has asked me why I play Merchant Scroll over Vamp/Imperial Seal yet, so let me pre-emptively answer the question. Firstly, I hate fetching out Underground Seas; I like playing Mono Blue until the last few turns. Secondly, while Vamp/Seal do a great job at fetching up an Ancestral on the first turn, or finding a Yawgmoth's Will/Tinker, they don't put anything into your hand. I would say that about 40% of the time, I use Merchant Scroll to find Mana Drain or Force of Will. Card disadvantage tutors don't do that for me.
« Last Edit: February 27, 2006, 08:51:03 pm by exit music » Logged
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« Reply #5 on: February 27, 2006, 11:36:37 pm »

sphere of resistance is worse for accumulated knowledge engines, bc you have to cast more spells to get the cards you need. remember resistor is a cumulative headache. resistor hurts a deck that needs to cast a lot of cheap things, more than it hurts a deck that only casts a few big things.
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« Reply #6 on: February 28, 2006, 06:43:22 pm »

sphere of resistance is worse for accumulated knowledge engines, bc you have to cast more spells to get the cards you need. remember resistor is a cumulative headache. resistor hurts a deck that needs to cast a lot of cheap things, more than it hurts a deck that only casts a few big things.

I agree with almost all of this post... except for the little underlined "worse." You are right in that SoR does make you pay more mana for the more spells you are casting... however, I don't really have a problem in paying only 4 for Intuition and only 3 for AK. Remember, I probably wont be casting these spells in the same turn, and I'm sure you'll agree that it is easier to keep your opponent off 5 mana for a Gifts compared to the 4 or even 3 islands it takes to get my engine started. SoR is really powerful against this deck, but not because of the reasons you mentioned... if you can cast it on your first turn, you are able to keep me off Drain mana until turn 3, which pretty much ruins me unless you have a shitty draw. With SoR in play, I would rather be holding an Intuition than a Gifts.
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« Reply #7 on: March 01, 2006, 07:45:28 pm »

With a Sphere of Resistance in play, I'd rather be holding Merchant Scroll.  Merchant Scroll begets Rebuild or Hurkyl's Recall or other nonsense, giving you an opportunity to club your Uba Stax opponent like a baby seal.
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