Focusing on vault/key blue decks...
Strictly against MUD, do you all think Gush or Dark Confidant is better? It seems like everyone is loading up on Gush these days. I have too--I went 5-1-1 with a Gush list at the last N.Y.S.E. event and was pretty impressed with how it ran.
But nonetheless, MUD seems to be such a problem for Blue these days. The blue decks that beat shops load up on anti-MUD cards in the main and board to an extreme. Are we compensating for mistakes we are making elsewhere?
I mean, as I recall STAX was basically invented back in 03/04 to answer the Gush-Gro lists of the day. Nowadays MUD is running 13 (13!) sphere effects. Loading up on lost-cost/low-reward draw, as the modern lists have with preordain and gush, seems like exactly the wrong move when facing down that number of spheres. The more low cost filters a deck runs, the more spheres interfere with how it plays.
Is it that the overall strength of Gush overcomes the drawback of letting spheres disrupt your deck's engine? Is preordain so good at finding early land drops that the same problem is acceptable? Or are we clinging to Gush when we shouldn't be?
I think the bolded part is correct. Blue mages are so attached to the idea of "King Blue" that they believe unequivocally that Blue.dec is the heart and soul of Vintage. It is hard to argue with them most of the time. Usually Tinker-->Bot, Spells + Tendrils or Vault/Key is about as brutally efficient as you can get in Vintage. Problem is that the Kryptonite for such a deck is mana denial Strategy that gives you few turns to respond while slowing your permanent development of board state at every turn. I think the way to go right now to fight the top tier strategies in Vintage is:
1. Innovative NEW lists (Reanimator was a great progression in the right direction. Good Job Matt!). It is important to note the "new" part of this one. Simply making a blue shell deck that runs 4x Preordain and some shop hate is not usually going to cut it because your deck still relies on multiple tutors (Vault/Key), many spells (Tendrils) or board position advantage (Tinker--> Bot that doesn't get Smoked or Tangled).
Shops have effective foils for all that fit nicely into their strategy already:
1. Storm = Spheres
2. Vault/Key = Null Rod, Spheres (to slow the tutors), fast clock to stop you before you get the combo. Smokestack @1.
3. Tinker-->Bot = Smokestack, Tanglewire, Duplicant, Sculpting Steel, Maze Of Ith.
2. Playing a Shop deck designed to beat other Shops decks without tanking to the rest of the field. This is the preferred route right now, and I can't begrudge anyone for doing it. This is the mentality that explains the resurgence of Metalworker.
3. Play a deck that preys on shops or can be tailored to beat shops, but attacks the rest of the field as well. Something like 2-Card Monte might fit the bill here, but I'd like to see more players try Vial G/W or WW decks along with Null Rod versions of Noble Fish. Green Sun's Zenith gives Noble Fish another great turn 1 play on the play. Zenith --> Dryad Arbor is a great way to accelerate out of danger vs. Shops. Zenith also allows for a 1-of Selkie that allows Noble Fish to retain decent game vs. Blue decks. I strongly recommend that people give Noble Fish with 4x Rod another try and tailor it to beat Shops more. Metalworker hates Null Rod and that might be a great foil to the beast of Metalworker Shops right now.
Hope some of those thoughts are of use right now.
-Storm