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Author Topic: Manabond in Vintage?  (Read 2764 times)
Bill_Murray
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« on: August 25, 2009, 07:34:04 pm »

Is it possible to build an effective Manabond deck for Vintage? Or for a more specific question: Is it possible in certain metas?

Here is what I have for the core, which is pretty basic:

4 Manabond
4 Exploration
4 Null Rod
4 Sphere of Resistance
1 Trinisphere
4 Life from the Loam

4 Wasteland
1 Strip Mine
4 Rishadan Port
2-4 The Tabernacle at Pendrell Vale
4 Mishra's Factory


I'm thinking about a R splash for Grudge/Rack and Ruin, and Barbarian Ring.

Any thoughts on this in either direction would be helpful.
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DubDub
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« Reply #1 on: August 25, 2009, 07:54:40 pm »

I should think that Fastbond is an auto-include, right?
With that level of reliance on Loam the cycling lands are also probably pretty good.
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Vintage is a lovely format, it's too bad so few people can play because the supply of power is so small.

Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
RichardD
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« Reply #2 on: August 26, 2009, 02:03:58 am »

Crucible and Workshop seem like they would fit too.
Glacial Chasm and/or Maze of Ith seem necessary to not lose against DSC.

Basically the deck would turn out like the Land.dec from Legacy with some more brokenness from the Vintage cardpool.
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BruiZar
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« Reply #3 on: August 26, 2009, 02:16:33 am »

Rishadan Port isn't good enough. Too many Tabernacles, you only need 1, needs Crop Rotations, Dump the Explorations, Replace Null Rod for Chalice of the Void, Add Ancient Grudges, Add Fastbond. Zendikar introduces a new ability called Land Fall, which makes an effect trigger when you make a land drop. Here is the first one that has been spoiled:

Rampaging Baloths
Creature - Beast   
Trample
Landfall - Whenever a land enters the battlefield under your control, you may put a 4/4 green Beast creature token onto the battlefield.
#176/249   6/6


Obviously, its not hard to think of abilities that may or may not be good for vintage. ie:  {U} Drawing cards, or bounce a nonland permanent,  {G} making 2/2 bears,  {B} lose 2 life & gain 2 life or discard a card,  {R} Destroy Artifact / Destroy Land or deal 2 damage,  {W} Gain 3 life or search your library for a plains card and put it in your hand

With cards like Mana Bond, Ghost Town and Oboro, Palace in the Clouds, That can be pretty potent.
« Last Edit: August 26, 2009, 02:19:49 am by BruiZar » Logged
meadbert
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« Reply #4 on: August 26, 2009, 12:58:58 pm »

4 Bazaar of Baghdad
4 Tranquil Thicket
4 Treetop Village
1 Strip Mine
3 Ghost Quarter
4 Wasteland
4 City of Brass
4 Gemstone Mine
4 Mishra's Factory
4 Mutavault
2 Glacial Chasm
4 Mox Diamond
3 Raven's Crime
4 Gamble
1 Fastbond
4 Manabond
2 Exploration
4 Life from the Loam
sideboard
4 Null Rod
2 Flame Jab
4 Ancient Grudge
1 Raven's Crime
4 Ray Of Revelation

EDIT: Added spaces for readability
I tried this list and it better than it probably looks.  Long was a disasterous matchup in particular.
Presumably I did not like even a token Crop Rotation, since I did not include one.
« Last Edit: August 26, 2009, 06:45:50 pm by meadbert » Logged

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SadDubs
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« Reply #5 on: August 26, 2009, 02:38:16 pm »

have you tested against any of the major vintage archetypes? This looks cool and all, but is it fast and strong enough vs tezzeret or noble fish?
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meadbert
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« Reply #6 on: August 26, 2009, 02:54:03 pm »

It was not competitive with the top tiers of vintage.
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vassago
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« Reply #7 on: August 26, 2009, 03:10:32 pm »

My first thoughts on this were a bit strange.  However, if you decide to build this I would kee some of these things in mind: 1) In a deck where you are trying to ramp up the mana, Key/Vault just seems stupid good here.  2) Chalice is the nut high in the legacy build out of the board, so it might be good here.  * I could be wrong, but maybe Owen will give some insight here  3) Ancient Grudge is awesome and I would think an auto include especially if you are running Life from the Loam and/or Mulch.  4) I like playig blue cards whenever I can, so this is the reason why I would suggest using them, especialy Intuition. 
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BruiZar
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« Reply #8 on: August 26, 2009, 03:44:24 pm »

the problem is that life from the loam throws time vault and key in the graveyard. How do you fix that? Also, with excessive amounts of mana, multiple Recoups and a bunch of strong sorceries seems like a good idea too
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vassago
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« Reply #9 on: August 26, 2009, 04:59:44 pm »

the problem is that life from the loam throws time vault and key in the graveyard. How do you fix that? Also, with excessive amounts of mana, multiple Recoups and a bunch of strong sorceries seems like a good idea too

Oh yeah, I forgot about that.  o_O Yawgmoth's Will might be good for that then. I like the direction we are heading with this.  Five color land craziness.  BRILLIANT   Very Happy On a more serious note, if you are running red already, Goblin welder might be pretty good and then I guess it totally drifts away from a land deck and becomes this jumbled up mess of fifty different things going on.  I was just to excited by the idea of turn1 fast bond & drop hand into key/vault.   Sad
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policehq
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« Reply #10 on: August 26, 2009, 05:42:06 pm »

Academy Ruins is good for the Time Vault problem.
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BruiZar
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« Reply #11 on: August 26, 2009, 06:25:11 pm »

I agree with Academy Ruins. That solves the problem pretty well.
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Darkenslight
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« Reply #12 on: August 27, 2009, 02:46:27 pm »

Run Clear the Land for exile shenanigans?  Seems almost as strong as Mulch in this deck.

For reference:

Clear the Land   {2} {G}
Sorcery
Each player reveales the top five cards of their library.  Put all land cards revealed this way onto the battlefield tapped, and exile the rest.
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RichardD
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« Reply #13 on: August 28, 2009, 12:42:34 am »

Run Clear the Land for exile shenanigans?  Seems almost as strong as Mulch in this deck.

For reference:

Clear the Land   {2} {G}
Sorcery
Each player reveales the top five cards of their library.  Put all land cards revealed this way onto the battlefield tapped, and exile the rest.

I don't think Mulch is good enough, let alone Clear the Land, which is one mana more.
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Darkenslight
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« Reply #14 on: August 28, 2009, 05:15:24 am »

Run Clear the Land for exile shenanigans?  Seems almost as strong as Mulch in this deck.

For reference:

Clear the Land   {2} {G}
Sorcery
Each player reveales the top five cards of their library.  Put all land cards revealed this way onto the battlefield tapped, and exile the rest.

I don't think Mulch is good enough, let alone Clear the Land, which is one mana more.

Mulch is useful as it mills LftL; Clear the Land is useful as you are far moire likely to hit lands than your opponent.  It will be more likely to remove gas from your opponentin most cases, As far as I can tell, most decks run 23-28 mana sources, and often, 7 of those are the SoLoMoxen; with your 30-something (mainly Land-based) and Manabond, I'm sure it needs at least testing before being dismissed.
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kkoie
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« Reply #15 on: August 28, 2009, 09:12:59 am »

It looks like a fun deck, but what do you do about combo?  Ravens Crime doesn't strike me as a good enough answer, nor Chalice.  It doesn't look to me like the deck has a quick enough clock for the chalice's to be effective.  By the time you deal fatal damage, they have probably drawn into chalice hate and are going off.

I recall having a really hard time playing this deck in legacy against combo, let alone vintage.


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meadbert
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« Reply #16 on: August 28, 2009, 09:28:03 am »

Clear the land gives you opponent mana which is the last thing you want to do.
Gamble is better than Mulch for finding Life from the Loam.
Combo is definitely a disaster.  I am not sure what can be done about that.
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