TheManaDrain.com
February 14, 2026, 04:16:41 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Monster's Den Aug 27th 2011, Minneapolis, MN: Top 8 with Bob/Gush Control  (Read 1199 times)
ReubenG
Basic User
**
Posts: 91



View Profile
« on: August 28, 2011, 03:49:30 pm »

The Vintage tournament at Monster’s Den comes around only once or twice a year, so I rarely get to play Vintage in a tournament, but it’s my favorite format so I follow it on the sidelines year round.

Going into the tournament, I was expecting a mix of MUD aggro, Tezz/Vault, Gush, and Dredge.  I figured blue decks to be the majority of the field with a small mix of MUD aggro, dredge, and storm combo.  Turned out to be much more Slash Panther than I expected (probably 30% of field and at least 3 of top 8)

I was planning to play MUD, Gush or fall back on my pet deck The Deck.  I started work on tuning my deck to see if I could match the metagame, but I felt like I wasn’t exploring my options enough.  MUD didn’t fit my play style being aggro, and I didn’t have Smokestacks or Welders to make it more interesting for me.   So I started to work on Gush.

Looking at all the top Gush decks, and reading Menendian’s Book on Gush (which helps with the play techniques and deckbuilding), I wanted something in between Steve’s Bob/Gush deck or Shay’s Gush/Tendrils deck.  Menendian’s deck was going to be pushing aggressiveness too much for me, and Shay’s deck was more my speed with Jace and Drains, but I didn’t have the time to put into playing enough games to get comfortable with a tendrils win and the nuances of that streamlined of a list.  What I settled on was taking Pikula’s winning deck as my starting point.  Here is his list:

Deckname: 4-3-2

3 Underground Sea
3 Tropical Island
2 Island
6 Fetchlands
Tolarian Academy
5 Moxes
Black Lotus
Sol Ring
Mana Crypt

3 Dark Confidant
1 Blightsteel Colossus

2 Jace the Mind Sculptor

4 Force of Will
2 Mental Misstep
2 Spell Pierce
2 Mana Drain

1 Demonic Tutor
1 Vampiric Tutor
1 Yawgmoth's Will

3 Preordain
4 Gush
Brainstorm
Ancestral Recall
Mystical Tutor
Time Walk
Tinker

Fastbond

Time Vault
Voltaic Key
Sensei's Diving Top

Nature's Claim
Hurkyl's Recall

Sideboard:

4 Leyline of the Void
2 Nihil Spellbomb
1 Pithing Needle
2 Trygon Predator
1 Nature's Claim
1 Hurkyl's Recall
2 Mental Misstep
2 Sower of Temptation

I really liked the deck especially the main decked Mental Missteps, Drains, and Jaces.  I really needed to just change the side board for the metagame I expected and possibly the main.  Looking at the other Bob/Gush lists, they didn’t have Mana Crypt, and I wondered if the life loss with Bob, Gush, and Crypt together would be too much, so I decided to cut it.  After loosing Crypt from the list, I cut the Academy in favor of another fetchland because I didn’t want it to turn off Gush.  I then fit 2 Trygons main to fight the MUD decks and cut an island for it since Steve and Pauls Champ’s lists ran 13 and 14 land perspectively and I felt losing the 15th wouldn’t be much of a problem.  For the sideboard, I chose to splash red in the main to get access to Grudge.
Here is the list I sleeved up with (pasted from Cockatrice):
 
3 Underground Sea
2 Tropical Island
1 Island
3 Polluted Delta
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
3 Dark Confidant
1 Blightsteel Colossus
2 Jace, the Mind Sculptor
4 Force of Will
2 Mental Misstep
2 Spell Pierce
2 Mana Drain
1 Demonic Tutor
1 Vampiric Tutor
1 Yawgmoth's Will
3 Preordain
4 Gush
1 Brainstorm
1 Ancestral Recall
1 Mystical Tutor
1 Time Walk
1 Time Vault
1 Tinker
1 Fastbond
1 Voltaic Key
1 Sensei's Divining Top
1 Nature's Claim
1 Hurkyl's Recall
1 Volcanic Island
2 Trygon Predator
4 Scalding Tarn
SB: 2 Mental Misstep
SB: 4 Leyline of the Void
SB: 1 Yixlid Jailer
SB: 2 Ingot Chewer
SB: 1 Ancient Grudge
SB: 1 Mountain
SB: 1 Lightning Bolt
SB: 1 Pyroblast
SB: 1 Red Elemental Blast
SB: 1 Tormod's Crypt

Round 1 Win: Oath with Iona/Painters Servant
Game 1 I was able to Pierce his opening Black Lotus. I realize he is oath when orchard comes down on turn 2, and he Consults for Oath of Druids.  I exiles Iona and bins Painters Servant resolving Consult.  I follow up with a trygon and next turn attack to blow up the Oath (leaving a Grindstone which had resolved), and was able to win shortly after with trygon and spirit beats.
Game 2 was interesting in that I mull to six and keep Gush, Vamp, 3 land, Mox.  Turn 2 after I get land and mox in play he is able to thoughtsieze, I vamp in response to get drain.  I pass next turn with 2 island and drain up, drain his Oath and after he passes I top deck Will.  I won shortly after.  (I tanked a bit on what to vamp for but drain felt right as he had orchard in play already and I had to counter the follow-up Oath).  What would you have vamped for?

Round 2 Loss: MUD with Slash Panther
Game 1:  I believe I loose the die roll, but am able to get Bob on board.  I failed to draw into much business and with tangle wire, beats, and Bob damage, I loose.
Game 2:  I am able to play land, mox, Time Walk. Then follow up turn I have a choice.  I have FOW, Gush, Time Vault, Hurkly’s but no land.  I decided to land Time Vault now and before I get locked out from playing it and have force for the next threat.  Next turn he drops revoker on time vault.  I decide not to counter as I can hurkyl it away, but then he casts a sphere of resistance.  I decide to counter the sphere pitching Hurkyl’s since I wanted the Gush for more land.  I don’t draw into land for 3 turns and loose to cat beats.  Looking back I maybe should have pitched Gush and played the waiting game with Hurklys.  Any thoughts?


Round 3 Draw: Gush (Storm? I only saw Blightsteel win)
Game 1: Plays out like a typical Gush mirror.  I loose a counter war and can’t stop Blightsteel.
Game 2: Again plays out as a typical mirror, but I am able to drain into a will turn and win.
Never got to game 3 due to time.

Round 4 Win: Bob Gush (Menendian’s List)
Game 1: Again plays out like a mirror match, but I am able to put together Vault/Key
Game 2: Same as before, but he gets Vault/Key
Game 3: If I remember correctly I win with Blightsteel
Note: Mental Misstep was great in this matchup.

Round 5 Win: Tezz/Vualt
Game 1: Blue Mirror what I was able to eek out the win with Bob after I had to tinker for top to loose from his draws.
Game 2: Goes to turns, but with Bob out I am able to Will a huge turn and win with Tinker into Blightsteel.

Top 8
Quarter Finals Loss: Keeper
Game 1:  After a counter war where he tries to land Tezz unsuccessfully, he follows up with Jace and Fateseals for the win.
Game 2:  After much work I am able to get Bob in play and then a land a Time Vault.  I my turns, I am able to dodge 4 blind Bob flips at 2 with only a Preordain until I get top and win with Bob….Foreshadowing.
Game 3: After an early stripmine on my first land which sets me back a few turns I am able to again get bob down on the beatdown plan.  I use the Fastbond engine to dig for a win, but draw into several lands.  He is in topdeck mode, and lands an EE to blow up my mox.  Next turn I draw into a Tinker, with no artifacts.  I have him down to 7 life with Bob beats, but I’ at 5 life and now can’t use the tinker I top decked to get top.  I drop the top card for Bob and reveal a FOW. 

Even though it was the first time I have played Gush in a tournament, I felt comfortable with the plays and the power of Gush.  I don’t know yet if Bob is the way to go as I didn’t get to cast him often and when I did…died to him a few times. If I continue to run Bob I would probably find room for another Top in the main.  Mental Misstep is great and unexpected for many players.  I also really like having the red splash for REB, and grudge, but probably didn’t need a 4th Mental Misstep (maybe the 3rd trygon). I also need to test more against MUD as it feels like such an uphill battle.

I will also add it was hard to loose to a keeper deck in the Top 8, as it was so much like my pet deck I have run in the past (including Engineered Explosives).  Getting Mind Twisted games 1 and 3 really sealed the deal.  I actually think it is fairly strong in the current metagame with access to counters and LD.
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.032 seconds with 19 queries.