unixtreme
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« Reply #30 on: November 18, 2009, 08:26:04 pm » |
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Greetins, I have been working on this deck since the rip of TFK and after testing dozens of versions I came up with the following list:
// Lands 15 1x Library of Alexandria -> It's use is in decline but I still think its a must when you face a control deck. 1x Tolarian Academy 1x Island 2x Tundra -> Just to play Salvagers if theres no Pearl/Lotus, no need for a basic plains or more Tundras for this purpose. 4x Underground Sea -> To support the main core of the deck. 3x Polluted Delta 3x Flooded Strand
// Creatures 3 2x Auriok Salvagers -> One of the Win Conditions. 1x Sphinx of the Steel Wind -> A tinker target.
// Spells 42 5x Moxen 1x Lotus 1x Crypt 1x Sol Ring 2x Sensei's Divining Top -> Once you resolve Auriok Salvagers with lotus with this deck you only need a top to start drawing all your deck. 1x Yawgmoth's Will -> Since the Bomberman combo ain't the only way to win, Yawghmoth's will is a must here, all of us know that a mid-game Will = GG. 1x Vampiric Tutor 1x Demonic Tutor 1x Mystical Tutor 1x Ancestral Recall 1x Time Walk 1x Voltaic Key 1x Time Vault -> Alternative Win Condition (sometimes faster and safer). 1x Fact or Fiction 3x Repeal -> Who doesn't love them? 4x FOW 4x Drain -> Some ppl suggests cutting a drain or two, I don'd do it not just for the extra protection but the extra mana that can win games. 4x Accumulated Knowledge 3x Thoughtcast -> No, you don't need a crappy mana base with synods to play this card, you already have 13 artifacts on the deck, fair enough. 1x Thirst -> the 3 missing thirst have been replaced with thoughtcast, you will be amazed drawing 6 cards in a row just for UUU. 1x Engineered Explosives -> To clean the table and to draw all the deck in the combo: Tap sensei, destroy it with explosives as a response, rinse and repeat. 1x Tinker 1x Brainstorm 1x Intuition -> Get AKs, or sensei + lotus + explosives to combo.
This is a "turbo" bomberman, the lack of utilities has to be fixed with the SB, the massive draw engine allows us to remember the old 4x thirst, sometimes it will work better and sometimes worse but thoughtcast worths testing it, the main theory is keep mana untaped and dont be greedy with thoughtcast (sorcery speed sux). The deck works wonders and is still under development, I hope its not totally misconstructed and I'm sorry for my bad english.
PS: Even when I did not like Vault+Key on the old bomberman it's really nice on this, it allows you a win condition without tapping so much mana on your turn and in the same conditions as a Tezz deck. Bassically, a Tezz decks can win with Tezz or vault key, you can win with aurioks (1less cc) and vault key but you loose another potential third color on the deck.
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hitman
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1000% SRSLY
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« Reply #31 on: November 18, 2009, 09:48:45 pm » |
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How has the Intuition/AK package been for you? I'll be honest; in my experience, it hasn't been good because players bring in graveyard disruption against you to deal with the combo and if you run a graveyard-intensive engine, you may find your draw engine getting splash hate. I only ever use the Intuition/AK engine in decks that don't abuse the graveyard very much and have an abundance of mana. Usually, I want to do just about anything else than set up an Intuition pile in Bomberman. I'm not disregarding your use of the card, just sharing my experience and thoughts on it.
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unixtreme
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« Reply #32 on: November 18, 2009, 10:12:22 pm » |
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I play in a Extirpate intensitive metagame and usually dont get cought by it, by the way, the main issue with the graveyard-hate is that it will deal with the Auriok loop, so I'd choose gettin my graveyar banged due to a 3x AK and have a free pass to my combo rather than don't including AK and get an extirpate on lotus. It might not be a powerful argument but I wanted to make a deck as fast as possible just because bomberman is not really strong right now so I am trying to push it with tons of draw engine and an agressive game plan (well vs control sometimes I need to change the role deppending on who is leading the game better). The other point is that I didn't want to rely to much on sorcery-speed draw engine and the best thing that came to my mind was the AK engine, a 2 or even 1 AK on hes EOT when you have nothing to do is far better than tapping the mana on your turn to draw two cards IMO.
Overall I'm happier with thougtcast and I don't find Intuition as essential if you go with AK, sometimes is just better to cast two AK's and cycle them than cast intuition and tell your opponent: Hey, after this a 3-ish AK will come.
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Campee
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« Reply #33 on: November 19, 2009, 01:42:21 am » |
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Does this deck actually beat Tezz? Or is the goal of this deck to be better against the rest of the field..? I'm thinking that Tezz would probably win the majority of the games against this deck. True/false?
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unixtreme
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« Reply #34 on: November 19, 2009, 05:48:36 am » |
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It deppends on the version of the tezz and hes SB, the big point is that you can combo around Energy Flux and Kataki, but you can't win around Null Rod with tezz + walk. Against most of the field it works better for me than tezzeret but it could be bassically the same deck just repacing tezz with Aurioks (some versions wear 2 tezz) and spending an slot on engineered explosives, speaking of which, have an unvaluable destructive power against drain decks to get rid of their moxen or even bob.
Overall, I need much more testing against tezzeret but I can say that almost everytime I play against tezz we end up in a tie (against a friend with similar playstyle). The big cons are the lack of regrowth/REB/ingot chewer/Rack and Ruin etc when you loose another third color, and a big pro is the possibility to include some STP or even Meddling Mage or Canonist on SB, Meddling Mages are really insane against most matchups.
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Phele
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Tom Bombadil
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« Reply #35 on: November 19, 2009, 06:32:18 am » |
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2x Sensei's Divining Top -> Once you resolve Auriok Salvagers with lotus with this deck you only need a top to start drawing all your deck.
That doesn't work. As you later described, you need Explosives in addition to Top to do this trick. Top/Lotus/Salvagers are not enough to draw your deck.
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Tom Bombadil is a merry fellow; Bright blue his jacket is, and his boots are yellow.
Free Illusionary Mask!!
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unixtreme
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« Reply #36 on: November 19, 2009, 08:17:43 am » |
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In a realistic point of view, with all this draw engine having top is fair enough to find answers, i've never found a game where this doesn't happen. Of course, as a realistic point of view again, it could happen, possible but not likely. I would not say axiomatically that you will always find answers but after you resolved a key spell as auriok with the ability to build a certain amount of mana 1/3 of the spells of your deck (17) would find you answers and if we remove some lands and lotus from the count the numbers go better. But as you pointed you don't win instantly but 99% chance that you do.
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TrollMcSmash
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« Reply #37 on: November 19, 2009, 11:37:18 am » |
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I like the fact that there is a discussion going on about Bomberman, because I really like the deck-type and have been testing it for awhile. It's true, Trinket Mage IS a viable drain target... but there's a lot of things out there that are drain targets. People don't always have the drain. They don't always have the force. Or you have the answer. Bomberman's strength is that it is a very middle of the road deck, and that there are a lot of options. Where I just ran UW Bomberman, it also became very dangerous because it managed to avoid and side-step a huge chunk of the wasteland.decs running around. Manage to get into a top-deck war with an opponent? Your 2/2 ability bears can go the distance, and I've seen it happen a LOT. Admittedly, the deck has problems (Tinker sometimes, vault/key sometimes, but vault/key is a thorn for everyone. Sometimes they just draw into it. But needles helps. Some Bomberman builds I've seen running pathmage as well, as an extra beating bear with his sights set on killing vault or key). Tezz himself isn't usually much of a problem, because the creatures will just attack him and he dies. Lastly, another strength in the deck is the number of different directions you can go with it. We've seen the aggro style (like the start of this thread), the combo-ish style, the 14-creature-blitz style from back in the day, the grind-man build, etc. Tezz tends to have the deck list down to a few set cards, and boy howdy I agree Tezz is certainly a house and wins a lot of tournaments. It's refreshing to have a deck with so many different options on how you build it. Does the deck win more than Tezz? It can, with enough experience. It's a very subtle deck and it takes a good deal of practice. I don't know how many games my Trinket Mage has gone the distance; usually I had 2 creature threats in hand and very likely one of them got bombed. Then the second got through. And in most bomberman builds that meant you had some kind of control element on the board, being MM or Mindcensor, or a Trinket Mage to find pithing needles. Divining Top becomes a veritable house with the shuffle effects floating around. At any rate, I do find the deck less swingy just because there's not the 1/12 chance of flipping a 5 or 8 cc card with Bob, like you see in Tezz. That's why I like Bomberman anyway.
Question: What does Bomberman usually find to be it's HARDEST matchups? I normally have a ton of difficulty of NobleFish, but I was just wondering other people's experience.
P.S. I've reread this, but if anything is nonsensical, I blame Theraflu.
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Wagner
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« Reply #38 on: November 19, 2009, 12:45:43 pm » |
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Your 2/2 ability bears can go the distance, and I've seen it happen a LOT. Back in the days, I calculated at least 1/3 of the games were won that way. That's why I don't really want to go below 10 creatures. Stax is one hard matchup. It can lock you out quickly, even if your Trinket are golden here, they simply have too much cards that will kill the combo. In a Stax heavy metagame, I suggest adding at least 3 Fluxes in the sideboard, as simple Disenchant will not be enough. Serenity is another great option for it. Altough, with TV, it is probably way easier to get a combo out.
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unixtreme
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« Reply #39 on: November 20, 2009, 04:13:52 pm » |
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Back in the days, I calculated at least 1/3 of the games were won that way. That's why I don't really want to go below 10 creatures.
Stax is one hard matchup. It can lock you out quickly, even if your Trinket are golden here, they simply have too much cards that will kill the combo. In a Stax heavy metagame, I suggest adding at least 3 Fluxes in the sideboard, as simple Disenchant will not be enough. Serenity is another great option for it. Altough, with TV, it is probably way easier to get a combo out.
Yeah but I don't see the creatures right now, most of all because sorcery speed is what can kill the possibilities of this deck, I just take it as another combo deck and since it has various win-cons I think that focusing on insane draw and the regular tutors (which are enough IMO) is the right way. Todays stats against two different tezz decks: 17 games played, won 11, lost 6. Pros: Easy to win in 2-3 turns against a control deck. Cons: Sometimes thoughtcasts stuck in the hand due to the lack of artifacts or tapping mana at sorcery speed has bad consequences. My thoughts 
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Wagner
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« Reply #40 on: November 20, 2009, 04:48:38 pm » |
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Yeah but I don't see the creatures right now, most of all because sorcery speed is what can kill the possibilities of this deck Creatures have always been sorcery speed and there are always Drain decks to play against. What I'm saying is that the matchup I played the most with this deck is VS Slaver, and it could abuse Drain much more than any other decks right now. Yes, getting a Trinket drained sucks, but by playing right, it should'nt happen too often. And against all other decks, sorcery speed is no problem. Bomberman has always been about being polyvalent. Turning this into a pure combo weakens it a lot in my opinion since there are cards that you simply cannot afford to let resolve. I can't count how many games I won against decks by letting a Chalice for 0 or Arcane Lab in because I was going the control-aggro route. Thing is, this deck can be a pain to pilot because you need to know your role at all times. Ok, now you all made me miss playing the deck, I'll sleeve it up for next tournament.
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unixtreme
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« Reply #41 on: November 20, 2009, 08:29:18 pm » |
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Ok, now you all made me miss playing the deck, I'll sleeve it up for next tournament.
I hope you enjoy playing this awesome deck, it always amazed me and I'll seriously think about taking it into tournaments. Since I cannot disagree with your point of view about creatures I'd suggest you to test it carefully against actual decks and see how it goes (I mean creature version). By the way, imo I can't say if it's better either full-combo version or trinket/mindcensor version, I'd say they are just different, better against some matchups and worse against others. PS: Last testing: Against fish, about 8-7 games, Win: 4-5 Loose: 3. Pros: I included a Bitter Ordeal (lol), I won two games thanks to it, one I just played it to check hes deck and know if he had counters before vault/key, the other I managed to make infinite mana, I played Sphinx which get a fow pitching stifle, I fow pitching ak, he fows pitching epityr. Demonic -> Bitter Ordeal with a bazillion of gravestorm. Cons: Missing creatures to block epityr and those crappy ninja pullers. Side Note: Bitter Ordeal wasn't a final implementation, just under test, won a few games against tezzeret with a 3ish bitter but this is a marginal note. As a last note I'd say that Bitter never was a dead card in hand, even did explosives at 0 to remove 4-5 cards from hes deck (tezzeret, sphinx, vault...)
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Anusien
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« Reply #42 on: December 03, 2009, 12:43:42 pm » |
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I think the advantage of Bomberman over Tezzeret is that Bomberman still has setup spells. Here's the genesis of this idea on IRC: Usually if you tutor up Ancestral it means you don't know what to do yet but you have to keep moving the game forward [10:59:14] <Anusien> That's probably my problem with Tez; it has no cards to move the game forward, just a lot of expensive bombs The cards from Tezzeret that have been restricted most recently (Thirst for Knowledge, Brainstorm, Ponder, Merchant Scroll to a lesser degree) have all been cards that move the game forward. These tutors and card draw spells basically go in two types: A) The type that you use to set up the kill B) The type that just refill your hand. You can't usually just tutor for Will on turn 2 and win; the game needs to have progressed. And Tezzeret is starting to run low on cards that just move the game along and give you incremental advantage. Draws without Dark Confidant start to approach the point where you have too many conditional lines of play and too many finishers to reasonably advance the game. That's the sort of thing this deck still has, and why I think it has an edge. It lost Thirst for Knowledge, but you still have Trinket Mages to just get incremental advantage and move the game along until you're ready to win.
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Magic Level 3 Judge Southern USA Regional Coordinator The urge to save humanity is almost always a false front for the urge to rule.
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Pitlord
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« Reply #43 on: December 04, 2009, 03:43:57 pm » |
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Although I've done very limited testing with Bomberman recently, I do feel compelled to offer a suggestion based on observations from playing other drain-based decks.
Sensei's Divining Top and Voltaic Key together create a sustainable, decent draw engine, allowing you to essentially draw an extra card a turn for 2 mana. Since this deck has Top in play quite often due to trinket mages, would it be worth it to include a second voltaic key in the deck? It makes up half of your good combo, and makes good cards like top and sol ring better, and is tutorable with trinket mage. On the positive side, assembling key-top can give you a big edge in slower matches like drain mirrors. On the negative side though, a second key can lead to more dead draws without top or time vault. The interaction may be a little too cute and not good enough, but I think I'll be testing with a second key and see how often it's a dead draw compared to how often it gets me a few extra cards with top.
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Anusien
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« Reply #44 on: December 04, 2009, 05:54:29 pm » |
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What would you cut?
I think if you added anything, I'd rather add a second Top. Or the 4th Repeal in my list. Key has one reasonable interaction, but I don't think that makes Key worth running. If I weren't running Time Vault, I wouldn't even run the first Voltaic Key.
I'd be careful of the changes you make to the list. I think one of the goals is to minimize how much you lose to Null Rod. If you want more draw, I would suggest you add more Repeals or Impulses or something.
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Magic Level 3 Judge Southern USA Regional Coordinator The urge to save humanity is almost always a false front for the urge to rule.
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TheJesus
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« Reply #45 on: December 05, 2009, 03:42:14 am » |
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You have piqued my interest in Bomberman again.
Glen Elendra Archmage might be worth considering. Casting cost of 3U makes it easy to play off drain mana. She beats for two in the air and will counter 2 spells. Seems very efficient as a 2-of or so.
I don't have any tournament experience with this deck but have play tested with it. It's a lot of fun to play. I'm not enjoying Tez or Vroman Oath so I might give this a try. Can you help with ideas on sideboarding for these two matchups?
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Wagner
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« Reply #46 on: December 13, 2009, 04:09:26 pm » |
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Well, I said I'd sleeve it up again, and that's what I did.
Here is the list I played to a 20 person Twister tournament.
1 Black Lotus 5 Mox 1 Sol Ring 1 Mana Crypt 4 Flooded Strand 1 Polluted Delta 3 Island 4 Tundra 1 Ancient Tomb 1 Strip Mine 1 Tolarian Academy
3 Auriok Salvagers 4 Trinket Mage 1 Ethersworn Cannonist 2 Meddling Mage 4 Mana Drain 4 Force of Will 2 Mana Leak 2 Spell Snare 1 Thirst for Knowledge 1 Brainstorm 1 Ancestral Recall 1 Time Walk 2 Repeal 1 Fact or Fiction 1 Sensei`s Divining Top 1 Voltaic Key 1 Time Vault 1 Aether Spellbomb 1 Engineered Explosives 1 Tormods Crypt 1 Tinker 1 Sundering Titan
Sideboard
1 Pithing Needle 1 Tormod`s Crypt 1 Children of Koilos 1 Ethersworn Cannonist 4 Swords to Plowshares 2 Disenchant 2 Energy Flux 1 Hurkyls Recall 1 Relic of Progenitus 1 Plains
I was expecting a lot of Tezz and Fish decks, and boy did I screw up. Here is what I played against.
Round 1: Ichorid Win 2-1 Round 2: Painter RUB Win 2-1 Round 3: Belcher Lose 1-2 Round 4: Red Stax Draw 1-1 after a 30 minute game one Round 5: Elf Combo Win 2-0 Top 8: Belcher Lose 2-0
So, my only losses were against Belcher and included 2 first turn kill trough FoW and me never having 2 mana up turn one for Leak of Canonist.
Obviously, Spell Snare was crap all day since I expected a lot more Confidant/Goyf/Drain.
I can't really comment on Time Vault in the deck since I didn't even draw it ONCE in the tournament beside never siding it out.
I finally went with Meddling Mage over Canonist since I wasn't expecting combo and he his better against pretty much everything else, also Mindsensor isn't as good anymore. Repeal was also surprisingly good with Meddlign Mage, allowing me to deal with turn 1 Welder on game 1.
All in all, I was very satisfied with it, but since it was a weird tournament (played Key and Recall only once in 6 rounds also), I need more practice.
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smasher
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« Reply #47 on: December 13, 2009, 07:13:07 pm » |
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Mindsensor isn't as good anymore.
I was expecting a lot of Tezz and Fish decks, and boy did I screw up. Here is what I played against.
Is this because of a change in your own game plan or just a metagame shift to more dredge and shops where you shut down pretty much nothing against them. Based on your expectations Mindcensor seems fine. I'm just a little confused.
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Nether Void is absolutely terrible. I can't envision any game I've played with The Deck where I would have wanted everything to be mana leaked.
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Wagner
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« Reply #48 on: December 13, 2009, 10:44:51 pm » |
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Mindsensor isn't as good anymore.
I was expecting a lot of Tezz and Fish decks, and boy did I screw up. Here is what I played against.
Is this because of a change in your own game plan or just a metagame shift to more dredge and shops where you shut down pretty much nothing against them. Based on your expectations Mindcensor seems fine. I'm just a little confused. I said previously that I replaced Mindsencor with Canonist in the latest versions. But now with Time Vault being everywhere, Canonist isn't that great against Control, and since I was excepting a lot more fish, I didn't want to play another 3cc card that stop barely nothing. So, basically, I felt Meddling Mage was just overall a better solution, less efficient than Aven vs Tezz and than Canonist vs Combo, but better against everything else. That was also a good call since I saw a couple of Oaths in the tournaments. I kept a lone Canonist for Tinker, it helped once, and even random, it's still ok to have, I would however put 3 in side in future versions.
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Anusien
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« Reply #49 on: December 15, 2009, 01:41:23 pm » |
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Mindcensor was good against Merchant Scroll, Gifts Ungiven and other tutors that are now restricted. Against the average Tez list it stops: 1 Demonic Tutor, 1 Merchant Scroll, 1 Vampiric Tutor, 1 Mystical Tutor, 1 Gifts Ungiven. That's simply not enough cards.
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Magic Level 3 Judge Southern USA Regional Coordinator The urge to save humanity is almost always a false front for the urge to rule.
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Demonic Attorney
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« Reply #50 on: December 15, 2009, 02:17:05 pm » |
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I'm not sure I agree. Mindcensor blocks, out of the average Tezzeret list: Demonic Tutor Vampiric Tutor Mystical Tutor Tinker Gifts Unigven Merchant Scroll Tezzeret 5-7 fetchlands That's quite close to a fourth of Tezzeret's entire deck. Mindcensor, more or less on its own, won me my Top 8 Tezzeret mirror match at the June 2009 ELD's Mox tournament. It also has applications against Storm combo. And it functions as a beater on its own, which while not overwhelmingly important, can sometimes come up. I've been consistently impressed with the card and I run it whenever my colors allow me to. I also make a point of keeping it off the table against disruptive decks like Fish, because it hinders both my mana development and my tutor-based setup, which is something very few cards can do.
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Anusien
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« Reply #51 on: December 15, 2009, 02:31:13 pm » |
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Oh right, missed Tinker. That was originally the most important card.
Hitting fetchlands was never that relevant back when I played 3. Most of the time by the time you could cast it, their mana was mostly fine. Bomberman doesn't have any other mana disruption now, so opponents mostly used fetchlands to bait out Mindcensor.
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Magic Level 3 Judge Southern USA Regional Coordinator The urge to save humanity is almost always a false front for the urge to rule.
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Anusien
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« Reply #52 on: August 12, 2010, 12:44:59 pm » |
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Time to update this deck for the new year. I have a Vintage tournament coming up, so I've been working at replacing chaff and looking at cards that were fine but not amazing now that we have better tools available. Fact or Fiction is just a worse Jace, so that was an easy swap. Ponder was never that impressive; for me it basically just cycled, so I got convinced to turn it into Vampiric Tutor. And voila, Gifts becomes a much more impressive spell in the deck. It was previous on the cutting board. The 3 Repeal were cool but never really cut their weight; you don't really want 4 bounce spells. One of them can become a second Jace, the other one became a land (well actually a Mana Crypt; I go back and forth on this slot) and the 1st Tezzeret.
4 Trinket Mage 3 Auriok Salvagers 1 Darksteel Colossus
4 Force of Will 4 Mana Drain 1 Hurkyl's Recall
1 Ancestral Recall 1 Brainstorm 1 Gifts Ungiven 1 Thirst for Knowledge 2 Jace, the Mind Sculptor 1 Tezzeret the Seeker
1 Demonic Tutor 1 Merchant Scroll 1 Vampiric Tutor
1 Time Walk 1 Tinker 1 Yawgmoth's Will
1 Aether Spellbomb 1 Engineered Explosives 1 Sensei's Divining Top 1 Time Vault 1 Tormod's Crypt 1 Voltaic Key
1 Black Lotus 1 Mana Crypt 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Sol Ring 2 Underground Sea 3 Tundra 3 Flooded Strand 2 Misty Rainforest 1 Library of Alexandria 1 Tolarian Academy 4 Island
I think the deck is a little bit more explosive now, which is what I'd like. Repeal was cool and techy and I added it because both my heroes, Marske and BrassMan, are in love with the card, but it was never impressive. It did bounce Oath of Druids a lot in testing.
*) A friend convinced me to try Hurkyl's Recall maindeck over Echoing Truth, since I basically just care about bouncing Null Rod. Which means maindeck I only have Engineered Explosives as a way to remove Oath of Druids. Need a good comprehensive plan to beat them post-board. *) How good, really, is the maindeck Tormod's Crypt? *) Mana Crypt or 16th land?
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Magic Level 3 Judge Southern USA Regional Coordinator The urge to save humanity is almost always a false front for the urge to rule.
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Thegreatgonzo
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« Reply #53 on: August 12, 2010, 03:56:01 pm » |
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a.) Some Seal of Cleansing/Annul in the board could help, and it's also useful against Workshops. But that leaves the "show and tell plan B" unanswered. Meddling mage/Duress looks like a better package.
b.) Since you don't run waste/strip, a lonely crypt is really not enough to have a shot against dredge game 1. So it just saves a sideboard slot. Pithing needle might save a game 1 every once in a while, and he's a real good swiss knife.
c.) If it's about damage, then by all means play Mana Crypt. You have enough ways to get rid of it (or to win game before dying). If it's about mana stability, cutting an off-color mox for crypt makes more sense to me. Also, if you like explosive decks, mana crypt is the way to go.
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He who makes a beast of himself gets rid of the pain of being a man
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Anusien
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« Reply #54 on: August 12, 2010, 04:25:47 pm » |
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In my experience trying to beat Oath by focusing on stopping the card Oath is a mistake. Traditionally, I've always worked on stopping Oath from triggering, waiting to combo off in one turn or just beat down with a Spawning Pit around. Now both decks have Jace, meaning Oath doesn't have to resolve to win. I'm thinking that my sideboard strategy should probably include a mix of Spell Pierces. If you want to concentrate on stopping Oath, you can run Leyline of Sanctity which splashes against TPS. Then again, we have Canonist, which is a much better strategy against TPS.
Spell Pierce and Kataki is also a grand strategy against Stax.
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Magic Level 3 Judge Southern USA Regional Coordinator The urge to save humanity is almost always a false front for the urge to rule.
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T00L
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Has Been
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« Reply #55 on: August 12, 2010, 06:54:20 pm » |
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lol Anusien let it go man This adds nothing of substance to this thread - Verbal Warning for spam. -Godder
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« Last Edit: August 12, 2010, 11:57:04 pm by Godder »
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I like my Magic decks like I like my relationships. Abusive.
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Juggernaut GO
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« Reply #56 on: August 12, 2010, 08:15:06 pm » |
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why should he, you never let gifts go ya douche
Take it to PM. -Godder
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« Last Edit: August 12, 2010, 11:57:35 pm by Godder »
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Rand Paul is a stupid fuck, just like his daddy. Let's go buy some gold!!!
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T00L
Basic User
 
Posts: 711
Has Been
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« Reply #57 on: August 12, 2010, 09:17:18 pm » |
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Of course I did do you see me playing type 1 lately? Take it to PM. -Godder
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« Last Edit: August 12, 2010, 11:57:59 pm by Godder »
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I like my Magic decks like I like my relationships. Abusive.
Team GGs: We welcome all types of degeneracy!
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hitman
Full Members
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Posts: 507
1000% SRSLY
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« Reply #58 on: August 13, 2010, 08:16:56 am » |
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Mana Crypt or 16th land? I play both. Never missing a land drop is important with this deck. It's kind of cumbersome so you need reliable mana. It's important to play Trinket Mage early against decks like MUD and Fish and really against Tezzeret because an early Top is so important. A friend convinced me to try Hurkyl's Recall maindeck over Echoing Truth, since I basically just care about bouncing Null Rod. Which means maindeck I only have Engineered Explosives as a way to remove Oath of Druids. Need a good comprehensive plan to beat them post-board. I've been most successful with an almost-Keeper like version of Bomberman. Without Disenchants, you don't have a strong control game. I've been most successful with a control package that transitions quickly into a combo deck. Every time I've played Bomberman in the last year and a half I've played 1-2 Disenchants main and never been disappointed. It does what Hurykl's Recall does except better against everything except Tinker-bots. It's not like TPS where you build up a lot of Ritual mana, bounce their board and go off. Bomberman's more incremental. Removal is better than mass bounce in this context. Disenchant is very strong against Oath, Workshop decks of all sorts, Time Vault/Voltaic Key, Null Rod and Chalice of the Void. That's pretty much the metagame minus Ritual combo.
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honestabe
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Posts: 1113
How many more Unicorns must die???
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« Reply #59 on: September 13, 2010, 03:40:00 pm » |
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I won Monday Night Vintage 2 weeks ago with this build. The turnout is usually only 10-15 people per week, but the skill level of the players is high, so please dont think I went and beat t2 decks or anything...
Time Police Bomberman by Taylor Nottage
2 Flooded Strand 3 Island 1 Library 2 Misty Rainforest 2 Polluted Delta 1 Tolarian Academy 3 Underground Sea 2 Tundra
5 Moxen 1 Sol Ring 1 Mana Crypt 1 Lotus 1 Spellbomb 1 Voltaic Key 1 Sol Ring 1 Sensei's Top
2 Salvagers 3 Trinket Mage 1 Inkwell 2 Meddling Mage
1 Ancestral 1 Brainstorm 2 Esper Charm 4 Force of Will 1 Hurkyls 3 Mana Drain 3 Spell Pierce 1 Misdirection 1 Thirst for Knowledge
1 Yawgs 1 Tinker 1 Demonic Tutor 1 Merchant Scroll 1 Time Walk
2 Big Jace
2 Energy Flux 2 Relic of Progenitals 3 Seal of Cleansing 3 Sower of Temptation 1 Tormods Crypt 1 Swords 1 Pithing Needle 2 Yixlid Jailer
I was happy everytime I drew Esper Charm, but I still havent tested it enough tell if its good or just cute
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As far as I can tell, the entire Vintage community is based on absolute statements
-Chris Pikula
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