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Author Topic: 5 Columns  (Read 3168 times)
GrandpaBelcher
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« on: May 02, 2006, 08:13:05 pm »

This afternoon at work I read a series of Stephen Menendian’s articles on restriction.  I learned a lot but got very little work done.  Oh well, there are still three days left this week.

Much of the discussion that went on in the forums dedicated to these articles was based on the Columns of Vintage, those cards that are so engrained into the format that any attempt to restrict or otherwise regulate them would be the penultimate step to either A) restricting the rest of them or B) destroying Vintage as it is known.

However, there was very little agreement on what these cards are.  Some people cited four cards (usually Mana Drain, Mishra’s Workshop, and some combination of Dark Ritual, Goblin Welder, and some other card); others listed three or five; some only two—Drain and Shop.  Since these articles were written during the Mirrodin block which unleashed numerous artifacts and support cards into the Vintage environment, however, the consensus on the “Columns of Vintage” would probably have been better delayed until after the format settled down.

I think it has settled somewhat, and I will therefore present my views on the Columns as they appear to be today.

Vintage as a format takes longer to adjust than Standard, Extended and Legacy.  The sense of urgency is really only driven by newly released sets and a few big tournaments in the US: StarCity, Waterbury, and the Vintage Championships at Gencon.  Because of this, though each Column’s popularity grows and shrinks based on a cycle and the development and introduction of new cards, each one has been present for multiple years and some consideration must be given to each one when building decks or sideboarding.

There are, I think, five Columns that hold up Vintage.  The sudden destruction of any one (by restriction or other action) without the emergence of another similar Column would alter the format permanently as one or more of the remaining Columns would become overly powerful.

The Columns are Drain, Shops, Hate, Ritual, and Enchantment.  Of course, decks are not limited to running only one of the Columns (e.g. an Enchantment based Oath Deck might run Mana Drains, it just doesn’t have much to Drain into), but I think the most played decks can be put into one of these categories.

Column 1:  Drain
Beats Ritual and Enchantment
Loses to Shops and Hate


Mana Drain is the most built-around card in Vintage play.  It serves a dual role as it counters threats and provides acceleration in blue, a color that traditionally lacks outside speed.  Usually, it’s put into a controlling deck that has a quick finish (e.g. Gifts for Tinker, Recoup, Time Walk, Yawgmoth’s Will) or some other dominating blow that cannot be overcome (e.g. Mindslaver).

It forces opponents to play its game and focuses only on the most dire threats, like those that will be appear in Enchantment Decks and Ritual Decks.  Though Drain decks are very powerful and popular right now, their weaknesses lie in being overcome by Hate (e.g. Fish) or by having their resources limited by Shops (e.g. Stax).

Drain decks are somewhat a hybrid of Ritual and Shop decks as they will ruin the other player’s gameplan before winning quickly in a combo-like finish (or an actual combo finish, as before Flame Vault was errataed.

Column 2:  Shops
Beats Drain and Ritual
Loses to Hate and Enchantment


Mishra’s Workshops were first used to pump out fat artifact creatures before players realized that the better use was to put multiple kinds of locking devices (e.g. first turn Crucible of Worlds, second turn Strip Mine, Smokestacks) on opponents.  Though there are still some Workshop Aggro builds that show up periodically, even they usually focus on denying an opponent's resources with Sundering Titan and other similar cards.  Shop decks are in the game for a long time and are relentless about their strangleholds.

Shop decks focus on leading in permanents and will lose to decks that can outdo them in that aspect (e.g. Hate) or decks that can keep enough resources on the board with control to win quickly (e.g. Enchantment).

They are a hybrid of Hate decks and Drain decks as their control pieces are specifically tuned to ruin opponents’ days.

Column 3:  Hate
Beats Drains and Shops
Loses to Enchantment and Ritual


Obviously Hate isn’t really a card, but a set of cards chosen specifically against the current metagame and against the game in general.  Currently that list might include Null Rod, Tormod’s Crypt, Extract, Stifle, and Duress.  A Hate deck plans to prevent an opponent from winning long enough to apply creature pressure for the win.  Because it needs to control tempo, then, a Hate based deck is susceptible to anything that wins quickly, namely a combo finish from a Ritual or Enchantment based deck.

Hate decks are further hard to classify because they’re always changing to better combat the current metagame.  One month may see Hate decks pack extra artifact hate against a Shop deck, while next month it has numerous anti-creature cards against an environment filled with Enchantment and other Hate decks.  Generally, however, as Mana Drains and Mishra’s Workshops are so powerful, popular, and universal, Hate decks will be tuned to beat those first.

With resource denial and a creature strategy, Hate decks combine Shop and Enchantment ideas.

Column 4:  Ritual
Beats Hate and Enchantment
Loses to Drains and Shops


Dark Ritual keeps dedicated combo alive in a world of decks built to prevent spells from being cast.  It is accelerated mana that can be used on black or colorless costs, which usually means tutors, Yawgmoth’s Will, more mana, and a game winning Tendrils of Agony or Goblin Charbelcher.  They generally lose to only the most dedicated control decks, whether a Shop based prison or a Drain based counter deck.

Because they focus almost solely on winning, their disruption (usually in the form of Duress or Force of Will) is usually enough to punch them through a Hate deck’s less specific disruption, and their speed helps them outrace an Enchantment based deck for the win.

With acceleration and a combo finish, Ritual decks are a combination of Drain and Enchantment decks.

Column 5:  Enchantment
Beats Hate and Shops
Loses to Drains and Ritual


Enchantment decks could easily have been called “Other” or “Miscellaneous.”  They’re usually based on a combo that falls prey to metagame hate and therefore uses more protection and disruption than a Ritual deck, though not as much as a Drain deck.  There may be multiple active Enchantment decks, but all of them require some consideration when building, tuning, and sideboarding a competitive deck.  Current examples would include Oath, Dragon Combo, and to a lesser degree Vengeur Masque and Metalworker-Staff. 

They’re generally fast enough to beat Hate decks and can afford to be selective enough with their disruption to beat a Shop deck.  However, they will not outrace a Ritual deck, and their combo can be shut down or taken out by a Drain based deck.

Their disruption can be metagamed to give them Hate deck elements, while their speed makes them comparable to a Ritual deck.



Really, this is just the bare bones of the theory, and it’s not perfect.

The Columns adjust sizes as new tournaments, decks, and tech come and go.  Right now the Shop Column seems to be waning somewhat as the Drains deck grows, and if the message boards are any indication, the Hate and Ritual columns will increase with the legalization of Dissension.  What does this mean?  I'm not sure.  Ritual decks should be more powerful in the coming months, but they'll be held in check by Drains decks, which will be checked in turn by Hate decks. 

There may be no true explanations to be gleaned from this theory right now.

However, it does allow us a new look at possible deck choices in different environments.  For example, in any environment with only one dominant archetype, a Hate deck can be constructed—more mana disruption against Drains, artifact hate against Shop decks, creature removal or anti-enchantment spells against Enchantments, etc.  Of course, everybody knows that already.  That’s how Hate decks and the metagame work all the time.

In an environment without a lot of fast-combo Ritual decks, an Enchantment deck that doesn’t lose to the most commonly played hate is usually the best choice as it can get past Hate and Drain’s control and win faster against a Shop deck’s lock.  Unfortunately, because Vintage is such a diverse format, this is a difficult situation to find.  Oath and Dragon are solid decks, but they both take splash damage from answers to Darksteel Colossus, along with traditional stoppers like counter and enchantment removal.

Interestingly, other decks all run into splash damage for Oath and Dragon and are limited in the number and power of enchantments they can reasonably play.

Perhaps this could be used as a guide to deckbuilding.  Think of the strategy you want your deck to have and build towards that rather than trying to wedge a completed deck into one of these categories.  Perhaps this is why Cerebral Assassin has fallen out of favor; it’s a subpar Hate deck plus a subpar Enchantment deck.

Basically, this system of classification isn’t so much of a guide to metagaming as it is a new take on the traditional, simpler rock-paper-scissors division of control-aggro-combo.
I wouldn’t even consider saying that every Hate deck will always beat a Drain deck or a Shop deck, for example.  And most Fish-style Hate decks that don’t pack a ton of hate for Oath will roll over in a heartbeat to that Enchantment deck.

Plus, once you get into decks that don’t really fall into any of the above categories, or rather, fall between them, it’s just not a perfect system.  Workshop Aggro—which I believe developed into Stax during the days of unrestricted Trinisphere—uses Shops, but is really more of a hate deck.  Cerebral Assassin is a combination of Hate and Enchantment style decks that uses Sundering Titan and other disruptive artifacts to keep opponents off their game but that will happily combo out Worldgorger Dragon style.

Ichorid, well, I don’t even know where that would go.  Hate, I guess, but it has a quick finish like Enchantment and cheats so many mana costs like Ritual.  This deck is probably the best argument for a sixth or replacement fifth category of Bazaar based decks.  With this classification, Oath moves to Hate and a new non-Yawgmoth’s Willing graveyard focused category arrives.

It may not be the case now, but Magic is definitely leaning in that direction.  It could also include Goblin Welder based decks that aren’t Stax or Slaver variants.

Capisce?

Does this have any use or validity?

I think it will at least be good for debate.  Have at it.  I’ll be around.
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Moxlotus
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« Reply #1 on: May 02, 2006, 09:03:17 pm »

You wrote:

Drains>Rits
Shops>Drains

I disagree with you.  I would reverse each of those signs.  In a Slaver & Gifts heavy meta, GrimLong would be a great choice because you often win before Drain is online.

CS has a favorable matchup against Stax.  Gifts is close to or equal to even at least.
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« Reply #2 on: May 03, 2006, 12:33:07 am »

I think this post was a great effort and a legitimate topic, but I get the feeling that the author lacks a certain Vintage pedigree.  Especially when I see phrases such as:

Quote
Cerebral Assassin is a combination of Hate and Enchantment style decks

Quote
Workshop Aggro—which I believe developed into Stax during the days of unrestricted Trinisphere—uses Shops, but is really more of a hate deck

The first isn't completely incorrect, simply misleading.  The second is factually mistaken, but only for someone who remembers crap like Stacker or, gasp, Funker.  In other words, the fact that it's wrong isn't overly critical to his argument (other items are), but it's an obvious crack in the foundation for anyone who's paid attention to this game for a while.

My bigger gripe is that I felt the post started in one direction (identifying which cards hold up archetypes), but ended in another (trying to identify archetypes and their interplay).  Archetypes may not even be the right word, but more like megatypes (or some alternative).  The problem with trying to show matchup advantages with megatypes, is that you slight how 15, or even 5 cards different maindeck, and a number of changes SB (say between regular fish and U/W fish against Oath) can turn around a matchup.

Like I said, I think there's some good stuff here, but it needs to be focused... and then attacked Very Happy (man have the emoticons gone the way of the suck, where's my burning devil guy!)
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« Reply #3 on: May 03, 2006, 01:22:26 am »

You wrote:

Drains>Rits
Shops>Drains

I disagree with you.  I would reverse each of those signs.  In a Slaver & Gifts heavy meta, GrimLong would be a great choice because you often win before Drain is online.

CS has a favorable matchup against Stax.  Gifts is close to or equal to even at least.

It really depends on the deck.  I'd argue that drains are usually the best archetype as they have very even matchups with everyone except for the decks that they completely overwhelm.  Because drains are counterspells and mana accelerants in one, they can effectively be used against EVERY strategy.

The first thing I learned about competitive Magic is that counterspells are effectively the best strategy, as they trump all other cards.  For instance, you pay 4GG for your Craw Wurm, and I'll pay UU to say 'no.'  Combined with a ritual-like accelerant, Drains form quite possibly the best all-around Magic Card of all time, doubling as both defensive in nature and offensive as an accelerant.

This is why Drain decks symbolize Vintage Magic.  They are also consistently the best finishers in nearly any given tournament, and for good reason.

They are much more even against the field than this thread makes them out to be, although they just outright win against some decks.  Very few decks can just trump Mana Drain decks in the format currently, although I would most CERTAINLY say that Shops have the best chance of doing so (I can play my important stuff which will make you lose the game before you get Drain online).

There are also certain cards which are extremely good against drains, I.E., Duress.  Rituals are generally > than Drains because they can A) Duress the Drain, or B) win before the Drain player has drain mana up.

I do appreciate the time which was put into this though, very much.
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« Reply #4 on: May 03, 2006, 01:38:14 am »

More properly:

Mana Drain is two decks - Control Slaver and (currently) Meandeck Gifts/whatever Brassman Gifts morphs into.  They generally are not so good against Ritual-based combo decks and don't like Null Rod very much, but they're awfully good against Workshops and they bag on Oath pretty well.  These are traditionally the stable elements in a developed metagame and you'll have to expect to bash a couple of these decks to win much of anything.

Workshop is currently two variations on the same theme - 5c Stax and Uba Stax.  Uba Stax is every good lock component plus Bazaar of Baghdad plus Goblin Welder... there's your deck.  It's mostly monobrown with a red splash to enable Shamans and Welders.  5c Stax is a very traditional list that aims to abuse raw card power (In Soviet Russia, Balance chooses YOU!) but has a little trouble sometimes drawing all colored spells and Workshops for mana.  These decks are weak against Control Slaver, Oath, Ichorid, Ritual-based combo on the draw (nice Chalice of the Void... die before you can play it, idiot), and specific hate cards that few people actually ever play.

Ritual-based combo is currently three decks - GrimLong, the European TPS builds, and IT.  The latter two are quite similar in style and functionality, but GrimLong is explosive, awfully powerful, and incredibly difficult to play.  GrimLong bashes Control Slaver, Gifts, and generally marginal draws across the format like no other deck, but the difficulty in mastering such a complex deck causes most people to shy away from it.  The IT/TPS decks are a full turn or more slower (at Richmond Day 2, Mandress was jumping up on chairs screaming 'Turn 1 Kill!' whereas Menendian simply got one about every match on average, killing Rich Shay through Force of Will twice) than GrimLong, but they have slightly better defenses in the form of Force of Will and a little better resistance to Stax on the draw than GrimLong does.

The Bazaar of Baghdad decks have two iterations - the Ichorid port from Extended and Dragon.  Of the two, Dragon has fallen out of favor due to splash damage from two sources: Oath of Druids hate and general graveyard hate.  Ichorid is a relatively new deck with impressive capabilities against Workshops and creature based decks but less imposing numbers against Drain and Ritual decks.

Oath of Druids has reappeared on the scene with the printing of Forbidden Orchard at the end of October, 2004.  This deck churns out a pair of enormous vigilant angels in short order and pummels the opponent until they are dead.  Oath is weaker against Drain decks and Ritual decks and strong against creature decks and Workshops.  One of the nice things about Oath is that it is eminently customizable - the kill condition is only six or seven cards, allowing for several different styles to emerge running the gamut from combo (GiftsOath), control (Meandeck Oath), and aggro-control (GWS Oath).

Creature based decks in this format evolved as the anti-decks to all of these Flagship-style natural decks.  They operate mainly by defeating the mana of the natural decks then killing them before those decks recover.  The easiest way to do that is through casting efficient mana denial cards such as Chalice of the Void and Null Rod combined with Wastelands then killing the opponent with Meddling Mage, Kataki, War's Wage, True Believer, and efficient creatures.  Most of the decks have coalesced into two variants of U/W aggro-control, one with AEther Vial and no Null Rods and the other having no Vial but both Chalices and Rods.

That's about it as far as I can remember.
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« Reply #5 on: May 03, 2006, 02:51:06 am »

An interesting analysis, which identifies the major components of the metagame correctly.  I would tend to disagree with some of your analysis, however.  For example, Drain is a natural foil to Shops, because you counter big artifacts and swing the tempo into a huge Gifts or Will or similar game ender.  Similarly, Rituals can be built in multiple ways, either balls-out GrimLong style that smashes Drains with Xantids, Duress, and quick threats, or slower IT style that runs maindeck Stax hate and rolls Stax like nothing else.

However, your analysis is for the most part, correct.  Nicely done.  I wonder if including Bazaar decks as a complete pillar unto itself is appropriate, since Bazaars enable all kinds of interesting decks (CA, Dragon, Zombies, Ichorid, Madness, etc).
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« Reply #6 on: May 03, 2006, 07:46:20 am »

I think I would agree with most of the analysis, if you think of it on a broad scope.  Rather than try and say "oh well... this drain deck has an insane bye against this shop deck"  You have to think of it on an extremely broad and 'goal oriented' mind set.  For example: the weakness of a Drain deck is the mana base, the goal of shop is to limit the mana base.  or even, The goal of Drain is cast many spells, the Goal of shop is to have your opponent cast as few spells as possible.   So If you take current decks and builds out of focus, then I think most of the ideas are conceptually correct.

Also Keep in mind that Name of each colounm is irrelevant.  For example, I would definately put Ichorid into the "Ritual" Column... not because of the actual cards it runs, but because of the tempo, goals, and weaknesses of the deck.

So here Is something to add to the coloumns maybe:
Drain--
Goal:  Gain Spell and Card advantage.  win condition is nearly irrelevant
Weaknesses/dependancies:  Must have a solid mana base

Shop--
Goal:  Prevent It's opponent from playing spells by attacking the mana base.  win condition can be hardlock, slow roll beats, or explosive "large creature" beats
Weakness:  Artifact based (it is easy for most decks to attack artifacts).  No active disruption or protection (it must resolve it's lock peices with no counterspell backup).

Hate--
Goal:  Have low manacost abundant threats to top-teir decks.  Win condition is generally slow stompy style beats.
Weakness: It is imposible to build a 60+15 card deck that hates out every other deck, and it has no potential for explosiveness in it's win condition (lack of the commonly refered to "ooops i win" factor).

Ritual --
Goal: Win.  Win fast, at almost any cost.  Win condition, anything that wins fast (storm, belcher, etc).
Weakness: Has minimal protection and generally has some sort of "lynch pin" that will cause the deck to fall apart if disrupted (be it an extract target, Null Rod/Needle,  or graveyard hate).

"Combo-Control" (Enchantment) --
Goal: Win slower than Ritual, but have a disruption package as well.  Be able to swing very easily between the "Control" role and the "Agressive" role from match up to match up.  Win Conditions may include: Psychatog, Oath of Druids, or possibly Dragon combo (this might go in the "ritual" list depending on how agressive your build is).
Weakness: Sometimes its just too hard to do both.  Can have both the mana base dependancy of control, and the "Lynch Pin" weakness of ritual based combo.
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« Reply #7 on: May 03, 2006, 10:58:04 am »

The problem with trying to show matchup advantages with megatypes, is that you slight how 15, or even 5 cards different maindeck, and a number of changes SB (say between regular fish and U/W fish against Oath) can turn around a matchup.

I think Grand Inquisitor's point is correct here. Harlequin presents a schematic that is much more in line with this thinking--setting out the general goals, strengths and weaknesses. With such a large cardpool and a splintering of archetypes into different versions, trying to say that some mega-archetype X beats Y isn't really the point (is it 5c or Uba, UW/UR/UB fish, Chalice vs Leak in Oath etc). With a resonably solid metagame of these 5 types there's enough evolution and metagaming within each archetype to prevent the emergence of a single Rock-Paper-Scissors metagame (note the Rit>Drain post by Moxlotus).
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« Reply #8 on: May 03, 2006, 03:27:28 pm »

the old generation of hate decks were primarily fish, ie blue based w color splashes for access to other colors most efficient removal strengths. the next generation of hate decks will all be black based, universally featuring dark confidant: the ultimate in efficient beater + draw engine. blue isnt really necessary for hate decks at all, since it has the weakest removal across the board. w old gems like duress and ray of revelation, plus new streamlined cards like shattering spree and hide/seek; coupled on black card advantage, over blue; thus blue is obsolete for hate decks.
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« Reply #9 on: May 03, 2006, 04:41:12 pm »

Blue gives you Meddling Mage - the strongest proactive disruption there is.  It is by no means obsolete as a color.
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« Reply #10 on: May 03, 2006, 04:48:40 pm »


Blue also makes your hate more effective because of its ability to search for the correct answers via Brainstorm and Ancestral Recall. Playing 4 hate cards and 4 Brainstorms can be much more effective than running 8 hate cards.

Blue comes with some decent hate/disruption cards too:

Magus the Unseen
Rootwater thief
Waterfront Bouncer
Stormscape Apprentice
Extract
Stifle
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« Reply #11 on: May 03, 2006, 09:00:39 pm »

Blue will likely stay as a likely color splash simply because of free counters it can run such as Force of Will and Daze. Counters spells are still the number one way of dealing with "the nutz" in Vintage. Black has Duress and Cabal Therapy which are good proactive disruption. This proactive disruption does not answer a lucky topdeck however, an inevitable part of Vintage.

With black being able to run dark confident it obtains a reliable draw engine making blue less desirable. Blue does have a similar draw engine, Ninja of the Deep Hours, but that requires more setup than confident. Currently blue is not an obsolete color in fish but is certainly not the powerhouse it used to be.
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« Reply #12 on: May 07, 2006, 04:57:51 pm »

Counterspells are most definitely hate when you use them to help keep your opponent from doing anything significant. Drawing gives you access to your clinch cards and extra threats. You can even throw in Tinker --> DSC if you want, though hate's threats usually have to be cheaper than three mana.

Blue is a rockin' color for hate and aggro. Probably almost as good as black or brown sometimes.
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