warble
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« Reply #5 on: November 30, 2006, 10:17:20 am » |
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First off I'd like to start by mentioning the three commonly played methods to go aggro with creatures in Vintage:
1) Aether Vial 2) Goblin Lackey 3) Goblin Welder (with Bazaar of Baghdad)
Without a mention to these three it's hard to establish a baseline for "how good" a card should be. All of these alternatives cost exactly 1 (yes that is ONE) mana and play creatures without casting anything, putting them directly in play from your hand or graveyard.
If we go up to the less "aggro" and more combo level of creature power we get
1) Oath of Druids 2) Animate Dead
For two mana we can get creatures like Sundering Titan, Worldgorger Dragon, Akroma, Salvagers and SSS. We are already seeing a trend towards winning the game.
Looking at three mana, we are at the control level of creature power so we level out at:
1) Thirst for Knowledge (with Goblin Welder) 2) Tinker 3) Necromancy
At this level of "free creatures" we now desire flexibility in our engine and the ability to win instantly (with a deck containing Mindslaver for instance) is present simply because we have so much mana available.
So what is my issue with Show and Tell? Why is it "less strong" than any of the listed cards? Because we are paying 3 mana for a card, it must be strong enough to warrant the extra mana. Mana is a very VERY limited resource especially if you play large creatures (also known as dead cards, in vintage) What I see from Show and Tell is a card with power equivalent to a two-mana costing free creature placement, with the drawback that the creature must be in your hand and that your opponent will get a free permanent drop. Because you assume you have 3 mana at this point, against mindslaver.dec you face auto-losing. You will occasionally get the free drop, but it has cost you two cards from your hand, 3 mana and a turn. That had better be one heck of a creature! I think we've established that there isn't a good way to salvage show and tell for vintage, outside of a control/disruption shell that would need to completely destroy your opponent's hand prior to casting the card. The alternative would be running suicide blue...that can't be a real deck...even rogue...
Without seeing where we are in vintage, it's hard to focus on how we can evolve from there. We have at the lowest mana tiers (Ichorid actually has a 0 mana method for playing creatures) virtually uncounterable creature wins. This isn't simply aggro, for two mana in vintage we win the game easily with Worldgorger Dragon. When we advocate a rogue creature deck we typically focus on the disruption capabilities of the creatures, or their ability to combo together to win on an early turn (hello lackey, meddling mage). Because we desire early disruption we don't care about going around a casting cost of arbitrary size, so we can easily employ aether vial. Winning on an early turn also requires that we have low casting cost creatures, so why focus on playing them for free?
What I believe you would like is a deck that employs the typical free creature playing methods, but with a different creature base. By saying you want a new creature playing method you're essentially roping yourself into a less efficient engine with the same creatures. If you were talking about playing a card other than a creature, it would make a lot more sense. Let's look back at the card Show and Tell for a moment.
Show and Tell was vastly inferior to our other free creature playing methods, but if we expand our search space outside of creatures we immediately see that the card is playable in vintage. What card does show and tell combo with? Dovescape! Yes, our opponent immediately plays something and it could suck but even if the card played is mindslaver, we haven't lost! We broke the casting cost for a win condition, not some aggro creature that, with three turns, can possibly win unless your opponent has a DsC in play. Does this mean that I envision a deck with show and tell dovescape as the win condition? Hell no, but it's certainly feasible given what we want from the cards.
What is really not feasible is using a completely sub-optimal engine such as elvish piper to play gigantic creatures and beat face. That event is unique to formats that don't contain one-card win conditions...and vintage is far from that format. Innovation doesn't always break the mold, and with creatures such as dark confidant, meddling mage, goblin lackey, goblin welder, and worldgorger dragon available playing a creature in vintage is definitely not always about going around the casting cost.
I really think that dread returns is intensely underutilized, however. For zero mana, it should be winning tournaments, because the construction of a zero mana deck allows for sooooo much disruption and aggro it's not right. I understand that a large portion of the post is dedicated to the existing engines, but that is because to find something better than what we have, we really have to know how friggin' good what we have is first.
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