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Author Topic: SnapStill  (Read 7839 times)
serracollector
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« on: October 15, 2011, 12:04:19 pm »

So I really like the Demar's snapcaster Control list.  I been trying to find a way to make my own BBS'esque type of deck, and I think that Snapcaster can help this alot.  The main problem I found is that after you Snap back an Acall, there isn't much to get you to draw, which is obv needed to stay ahead in counterspells and thus "controL"  so after much testing, I found that Standstill worked amazing well with snapcaster.  This is the build I have thus far, and would like more help with.

// Lands
    2  Tundra
    2 [MPR] Wasteland
    2  Island
    3  Mishra's Factory (2)
    4  Scalding Tarn
    4  Volcanic Island
    1 [V09] Strip Mine

// Creatures
    4 [INN] Snapcaster Mage
    1  Blightsteel Colossus

// Spells
    1  Black Lotus
    1 [V09] Lotus Petal
    1  Mox Pearl
    1  Mox Sapphire
    1  Mox Ruby
    1  Lightning Bolt
    1  Overload
    1  Red Elemental Blast
    1  Ancestral Recall
    2  Flusterstorm
    1  Brainstorm
    1  Mystical Tutor
    3  Spell Pierce
    1  Swords to Plowshares
    3  Mental Misstep
    1  Echoing Truth
    4  Standstill
    1  Merchant Scroll
    1  Time Walk
    2  Mana Drain
    1  Tinker
    1  Crucible of Worlds
    2  Jace, the Mind Sculptor
    4  Force of Will

// Sideboard
SB: 2  Red Elemental Blast
SB: 2  Shattering Spree
SB: 2  Flusterstorm
SB: 1  Swords to Plowshares
SB: 2  Surgical Extraction
SB: 1  Pyroclasm
SB: 2  Null Rod
SB: 1  Fire/Ice
SB: 2  Ravenous Trap
Card choices and why:

Drain, Fluster, REB, Force, Misstep, Spell pierce -  I like to run lots of counters, and various ones. I went from 2 pierce, 2 Fluster, 3 Drain, to 3 fluster, 2 pierce, 2 drain, and have now settled on 2 fluster, 2 drain, and 3 pierce.  I have found the early game the most important part, as you need to stop those few key spells until you can get your Acall>Snap engine, or get a standstill in play to draw more counters.

Swords, Bolt, Echoing Truth - Tinker bot, Lodestone, Confidant, Welder, Trygon, nuff said.

Crucible - its a land still deck.  2 wastes and 1 strip, with 3 factory have thus far gotten me exactly where I wanted 90% of the time. 

NO BLACK?  I'm not trying to go broke, I'm trying to make a control deck, and beat your down with Mages/Factories. 

Tinker - 7 artifacts total, (3 mox, lotus, petal, 3 factories), this is my backup plan, not my main goal.  But it is too good not to run IMO, especially in this type of deck, where an early Tarmogoyf can be massive trouble.

SB
This is where most my problem lies, as I don't know how to keep 6-7 dredge hate, as well as still keeping in 2 REB/2 Fluster for Gush decks, and enuff critter control to keep fish at bay.  I am "hoping" that Pyro, 2 Trap, and 2 Extraction is enuff for the dredge matchup, and that 1 stp, 1 bolt, and 2 shattering Spree will be enough for MUD.  OFC chalice at 1 ends this, but wat to do?  Hurk's doesn't help as much since this deck isn't as "explosive" at all as others.

So far on MWS testing has went great.  I think I am close to 50/50 against other big blue decks, if not better odds depending on my starting hand ofc.  I haven't had as much testing VS MUD as I would like, or Dredge or Oath, wish more ppl would play on MWS other than Big Blue lol.  Anyways, advice, criticism, comments, all welcome, thank you.
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BlackVise
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« Reply #1 on: October 16, 2011, 04:39:00 am »

Have you considered running Aether Vial and a few other creatures? The synergy with Standstill is brilliant. Wink If you were to go down that route, I'd suggest including Meddling Mage as well as he can be really useful in dealing with cards you very few ways of dealing with (such as Chalice of the Void @1). Plus, Aether Vial makes it far easier to use Snapcaster Mage to flashback a more expensive card like Force of Will.

The only other suggestion I have at the moment is to perhaps try Stoney Silence instead of Null Rod in the sideboard beings you're running white mana; Stoney Silence will face less hate being an enchantment, but then Null Rod is much easier to cast due to it being an artifact, so I guess that's more of a personal preference thing. Wink

Nice deck, though, looks interesting! Smile
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dangevin
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« Reply #2 on: October 16, 2011, 11:15:54 pm »

@BlackVise, I'm not sure if I'd run Vial when all it will facilitate is one 4-of. Mize well run another off-color mox in that case, since it gets you halfway to casting your SCM, and also can help many other cards in the deck with colorless CC. The two definitely have synergy but adding Meddling Mage moves this more toward a Fish build. Fish doesn't need Standstill and vice versa. Good call on the Stony Silence, I think.

@serracollector: taking a page from Josh Potucek's winning landstill, his inclusion of 2 Mindbreak Trap is a master stroke. When an opponent finally pops standstill, they're very likely to play more than one spell that turn to win/negate your +3 card advantage.

I really like Crucible but since you're without black, you have no way to tutor for it. Possible solutions could be +x Enlightened Tutor which has limited synergy with Standstill (-1 card advantage to put it on top of your deck makes it meh, though). This makes your sideboard a little more easy to handle, since you can run singleton artifact/enchantment solutions and tutor for them. Or just run another Crucible.

If you do include E.Tutors, consider swapping out Blightsteel for Vault/Key. It's +1 card maindeck but you have more than one way to win since you can just find them and hardcast. You telegraph your play unfortunately but it's a way to go, and I think Snapcaster wants your deck to be very low CMC overall.

Possible sick plays: Opponent pops standstill, respond with E.tutor for half of key/vault. Draw it in your three. EOT Snapcaster to replay e.Tutor with your 1WU open, draw step you get your other half and win. Of course Jace fateseal ruins your day.

I think anything less than 4 Factory is a mistake in landstill; they're always good in multiples. Also I'd probably sub Lotus Petal out for Sol Ring which is superior for the long-haul.

Also, since you're in White, get crazy with your allotment of Balance, at the very least in the board.
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« Reply #3 on: October 18, 2011, 01:08:51 am »

I don't think this deck can effectively run Tinker--> Blightsteel. You don't really want to run tutors. You want to control the game. Here's the list I'd run with Snaps.



Land (23):
4 Scalding Tarn
1 Bloodstained Mire
3 Volcanic Island
2 Underground Sea
2 Island
1 Mountain
4 Mishra’s Factory
4 Wasteland
1 Strip Mine

Artifacts (6):
1 Black Lotus
1 Mox Sapphire
1 Mox Ruby
3 Null Rod

Enchantments (4):
4 Standstill

Planeswalkers (2):
2 Jace, the Mindsculptor

Creatures (4):
4 Snapcaster Mage

Instants (20):
4 Force Of Will
4 Mental Misstep
4 Mana Drain
2 Flusterstorm
3 Lightning Bolt
1 Hurkyl’s Recall
1 Mystical Tutor
1 Ancestral Recall

Sorceries (2):
1 Merchant Scroll
1 Time Walk

Sideboard
4 Surgical Extraction
3 Yixlid Jailer
2 Red Elemental Blast
3 Energy Flux
3 Ingot Chewer

I also think a Vault/Key list like Brian Demars is another really good fit for Snapcaster.

just my 2-cents

-Storm
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oshkoshhaitsyosh
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« Reply #4 on: October 20, 2011, 05:47:29 pm »

@BlackVise, I'm not sure if I'd run Vial when all it will facilitate is one 4-of. Mize well run another off-color mox in that case, since it gets you halfway to casting your SCM, and also can help many other cards in the deck with colorless CC. The two definitely have synergy but adding Meddling Mage moves this more toward a Fish build. Fish doesn't need Standstill and vice versa. Good call on the Stony Silence, I think.

@serracollector: taking a page from Josh Potucek's winning landstill, his inclusion of 2 Mindbreak Trap is a master stroke. When an opponent finally pops standstill, they're very likely to play more than one spell that turn to win/negate your +3 card advantage.

I really like Crucible but since you're without black, you have no way to tutor for it. Possible solutions could be +x Enlightened Tutor which has limited synergy with Standstill (-1 card advantage to put it on top of your deck makes it meh, though). This makes your sideboard a little more easy to handle, since you can run singleton artifact/enchantment solutions and tutor for them. Or just run another Crucible.

If you do include E.Tutors, consider swapping out Blightsteel for Vault/Key. It's +1 card maindeck but you have more than one way to win since you can just find them and hardcast. You telegraph your play unfortunately but it's a way to go, and I think Snapcaster wants your deck to be very low CMC overall.

Possible sick plays: Opponent pops standstill, respond with E.tutor for half of key/vault. Draw it in your three. EOT Snapcaster to replay e.Tutor with your 1WU open, draw step you get your other half and win. Of course Jace fateseal ruins your day.

I think anything less than 4 Factory is a mistake in landstill; they're always good in multiples. Also I'd probably sub Lotus Petal out for Sol Ring which is superior for the long-haul.

Also, since you're in White, get crazy with your allotment of Balance, at the very least in the board.

This is Josh Potucek for those who don't know...Anyways, I like to see different angles taken in approaching landstill. I personally have always had success with the mana denial approach and heavy counter package. Running Null Rods, 4 waste, 1 strip accomplish the denial part, and as far as counters are concerened, MINDBREAK is a blowout. The card is nuts in landstill, and misdirection for that matter. I would never consider less then 2 of each in the deck. When I played less it was just sub par. I don't really like snapcaster much at all really. I mean he is cute but not much more then cute. I would rather run clique in this deck. And yeah 4 factory is a must to maintain pressure when the game is locked under a standstill, and also without null rod in a landstill list it makes it alot easier for your opponent to go broken on you, and you will not be able to lock them down with waste effects bc they will function on moxen. If no null rod I feel gorilla shaman is a must. But on that note shaman is pretty weak in a meta full of missteps. I won the past 2 type 1 blue bell events with landstill and winning a time walk at last blue bell legacy event, so I have a pretty good grasp on the deck as I play it in vintage and legacy.

But beyond that I really like to see new ideas on the deck, I just have tried making landstill more broken in the past and added more moxen and added tutors and what not and it always seemed to bog the deck down and it got away from the game plan too much really. But best of luck in designing your list! And I wish you success!
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serracollector
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« Reply #5 on: October 20, 2011, 06:59:35 pm »

Well after the advice given here, and much, much, MUCH, testing agsint some very good decks/players, I "think" I have settled on this:

// Lands
    4  Volcanic Island
    4  Scalding Tarn
    1  Island
    2  Tundra
    4  Mishra's Factory (2)
    2 [MPR] Wasteland
    1  Library of Alexandria

// Creatures
    4 [INN] Snapcaster Mage
    1  Ninja of the Deep Hours
    1  Blightsteel Colossus

// Spells
    1  Mox Ruby
    1  Mox Sapphire
    1  Mox Pearl
    1  Black Lotus
    1  Sol Ring
    1  Red Elemental Blast
    2  Spell Pierce
    1  Brainstorm
    1  Ancestral Recall
    1  Mystical Tutor
    3  Flusterstorm
    2  Swords to Plowshares
    3  Mental Misstep
    1  Merchant Scroll
    1  Time Walk
    4  Standstill
    1  Hurkyl's Recall
    1  Tinker
    2  Mindbreak Trap
    3  Jace, the Mind Sculptor
    4  Force of Will

// Sideboard
SB: 2  Nihil Spellbomb
SB: 3  Shattering Spree
SB: 1  Red Elemental Blast
SB: 2  Surgical Extraction
SB: 1  Pyroclasm
SB: 1  Old Man of the Sea
SB: 3  Ravenous Trap
SB: 2  Greater Gargadon

Snapcaster is not just "cute"  it allows you to EASILY play the pierce/reb/mentalmisstep, along with the busted Acall/TimeWalk/Tinker.  It allows you to play a slower and more control style deck, by allowing you to counter things early on, then drop a still, and recast tho things if you don't draw more. 
I added the 1 ninja, and it has been amazing, I ALMOST want to add a 2nd and drop 1 snapcaster.
I changed the SB a bit, as I was told Shattering spree copies are not countered by chalice @ 1, and also added Old Man, and Pyro vs Fish.
Right now I am split on Tormod's Crypt vs Nihil, as chalice for 0 is a common play for dredge from wat I been told.  But having the extra mana up after crypt is nice too.
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oshkoshhaitsyosh
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« Reply #6 on: October 20, 2011, 07:40:14 pm »

Looks like a deck like this would still lose to a bob/gush/key vault deck...they have a strong draw engine, you only run 2 swords, you run no null rods, and only a couple waste effects....don't you think a blue deck that is more broken then this just beats you? Have you tested it much vs quality broken blue decks piloted by good players? I feel they just out broken you lol...I may be wrong
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« Reply #7 on: October 20, 2011, 08:35:04 pm »

Agreed that this will get crushed by good blue decks. You are trying to do too many things.

Tinker --> Blightsteel + artifacts to support that is about 3-4 slots your deck doesn't need wasted. That and the fact that you will not be aggressively finding Tinker due to lack of Vamp and Demonic due to lack of black. You also would need to run 1-3 more artifacts to make the Tinker plan consistent and those are slots that could be better used for control elements. My advice? Stick to a "grind it out" sort of deck if you want to play Landstill and just try to have a reasonable Finisher (Snaps + Factories + some lightning bolts should really be just fine if you've locked down the game on the battlefield and kept your opponent from comboing out).

This is a control deck through and through and it cannot currently be warped into combo/control. That is a different deck if you want to build it and it looks a lot different than this.

Just my 2 cents,

-Storm
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« Reply #8 on: October 20, 2011, 09:49:21 pm »

This is a control deck, tinker is just the best anti fish tech there is.  I rarely use it, even when I have mystical or it in hand even.  Tinker has been force fodder often, and not cuz of a lack of an artifact, I wins 99% of my games by "grinding" it out.

Most games against blue decks it goes the first few turns, them trying to sculpt their hand, while I get a standstill in play with fluster back up. Then they try to go off, pop standstill, and I have 2-3 counters for free or 1 mana.

If an opponent gets a first turn confidant, yes this stings, at times I think that the tinker/bot should be 2 bolts/fireice but I just can't give up Tinker Bot its too good not to run. 

I might add 4 Null Rod SB, it is amazingly powerful at times, but seriously thus far in testing my SB has done me well.

vs Gush

-1 STP
-1 Jace
+1 REB
+1 Surgical Extraction

is all I have ever needed.  I run so many counters, and psuedo counters in Snap, that relevant spells rarely get by, maybe I am just lucky?

Yes I have still lost games to a random topdeck tinker into key/vault, but rarely.  And its a rare event anyways once your in topdeck mode.  I trust in my Acall, 4 Still, 3 jace, BS, and 4 snaps to keep me ahead in cards, and thus counters, to answer w/e my opponent may cast.  And, I haven't missed vamp, demonic, or y will for that matter with the inclusion of 4 snaps, and 4 standstill.  Having more cards usually means winning, and thus far in testing it's proven true.  In a higher MUD meta, I would agree that 2 bolts is probably the way to go, due to tangles, duplicants, and metamorphs. But I am testing this for a big blue meta, and its been doing great in testing.
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Delha
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« Reply #9 on: October 21, 2011, 11:06:58 am »

This is a control deck, tinker is just the best anti fish tech there is.  I rarely use it, even when I have mystical or it in hand even.  Tinker has been force fodder often, and not cuz of a lack of an artifact, I wins 99% of my games by "grinding" it out.
This makes no sense to me. If you've got ability to put the game away in a single swing, why would you just sit on it and purposely give the opponent more time to try and find a way out? If the Tinker plan fails, it's not like you've gone all in. You can just drop a Standstill you were holding back one turn later. On the other hand, if Tinker was indeed all you had, then giving the other guy time to draw into more counters seems even worse.
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« Reply #10 on: October 22, 2011, 07:49:21 pm »



Possible sick plays: Opponent pops standstill, respond with E.tutor for half of key/vault. Draw it in your three. EOT Snapcaster to replay e.Tutor with your 1WU open, draw step you get your other half and win. Of course Jace fateseal ruins your day.

This doesn't work. If your opponent plays a spell that triggers Standstill and then you play a spell in response, this will trigger Standstill again. Your opponent will get to draw the 3 cards. Standstill triggers on every spell that is played, and it doesn't leave play until a trigger resolves. This is why you can't Stifle it.
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dangevin
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« Reply #11 on: October 22, 2011, 09:33:14 pm »



Possible sick plays: Opponent pops standstill, respond with E.tutor for half of key/vault. Draw it in your three. EOT Snapcaster to replay e.Tutor with your 1WU open, draw step you get your other half and win. Of course Jace fateseal ruins your day.

This doesn't work. If your opponent plays a spell that triggers Standstill and then you play a spell in response, this will trigger Standstill again. Your opponent will get to draw the 3 cards. Standstill triggers on every spell that is played, and it doesn't leave play until a trigger resolves. This is why you can't Stifle it.

I see. I guess the "If you do" clause is just part of the resolution, and doesn't create a second trigger with the draw-3 portion like the initial "When" generates?
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« Reply #12 on: October 23, 2011, 11:01:27 pm »

Well, I decided to take this to Team Meandeck in Columbus, Ohio, and last minute, I decided to cut white altogether, and go with a straight UR build, replacing the 2 STP with Wipe Away, and Echoing Truth.

This is the 75 I took today:

// Lands
    1  Library of Alexandria
    2  Island
    1  Mountain
    4  Mishra's Factory (2)
    1 [V09] Strip Mine
    4  Scalding Tarn
    3 [MPR] Wasteland
    4  Volcanic Island

// Creatures
    3 [INN] Snapcaster Mage
    1  Ninja of the Deep Hours
    1  Blightsteel Colossus

// Spells
    1  Mox Ruby
    1  Mox Sapphire
    1  Black Lotus
    1  Sol Ring
    1  Red Elemental Blast
    1  Lightning Bolt
    1  Mystical Tutor
    3  Flusterstorm
    1  Ancestral Recall
    2  Spell Pierce
    1  Brainstorm
    3  Mental Misstep
    1  Time Walk
    1  Echoing Truth
    1  Merchant Scroll
    4  Standstill
    1  Wipe Away
    1  Tinker
    1  Fire/Ice
    2  Mindbreak Trap
    2  Jace, the Mind Sculptor
    4  Force of Will

// Sideboard
SB: 3  Nihil Spellbomb
SB: 2  Shattering Spree
SB: 1  Red Elemental Blast
SB: 3  Surgical Extraction
SB: 2  Pyroclasm
SB: 2  Energy Flux
SB: 2  Ravenous Trap


I ended up in 1st place  Very Happy.  I really wish I could have payed more attention and took notes, cuz I really can't give a report off the top of my head.  I know I won with Blightsteel twice, and won more games to the opponent scooping than me actually finishing.  The deck worked exactly as I thought it would, and I simply said "no" to relevant spells while always staying ahead in CA with Acall>Snap, Standstills, and Library of Alexandria....boy was Library hot today.  Anyways, atm I really wouldn't make any changes to the deck.  If your expecting a more MUD meta, then maybe swap Hurk's for echoing truth maindeck, but otherwise I would leave it at these 75.

Oh, and Ninja of Deep Hours, he was absolutely a champ.  No one expected him, and the card draw, as always, was important, and sometimes crucial to my win.

I really suggest you guys try it out.  Its fun to play, and works very very well.  GO SNAPSTILL!
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« Reply #13 on: October 24, 2011, 04:02:25 pm »

Congrats on the win. How many ppl were in attendence and what were your matches? I just won saturday for the 3rd straight time at blue bell, PA with UR landstill. I have my list under the reports...But we have a HUGE number of bobs and dredge in our meta game so my dredge plan and bob plan needs to be perfect or I won't beat them. Check out my report if your interested
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« Reply #14 on: November 28, 2011, 10:27:25 am »

Have you ever ran Mana Drains or is the  {U} {U} a problem too often?
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« Reply #15 on: November 28, 2011, 10:34:22 am »

Have you ever ran Mana Drains or is the  {U} {U} a problem too often?

I probably would try mana leak first since you don't really have an outlet for the mana, and UU is a little unreliable early game.
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« Reply #16 on: December 20, 2011, 03:50:04 pm »

3 Delver of Secrets
3 Snapcaster Mage
1 Ninja of the Deep Hours
4 Force of Will
1 Ancestral Recall
1 Time Walk
1 Merchant Scroll
1 Mystical Tutor
3 Jace, the Mind Sculptor
1 Steel Sabotage
1 Brainstorm
1 Flusterstorm
2 Spell Pierce
1 Mindbreak Trap
3 Mental Misstep
1 Black Lotus
1 Mox Sapphire
4 Mishra's Factory
8 Island
1 Strip Mine
2 Wasteland
1 Library of Alexandria
1 Polluted Delta
1 Misty Rainforest
1 Scalding Tarn
1 Flooded Strand
4 Standstill
3 Mana Drain
1 Energy Flux
1 Teferi's Response
1 Sindbad
1 Sol Ring
SB: 1 Relic of Progenitus
SB: 4 Surgical Extraction
SB: 1 Steel Sabotage
SB: 1 Hurkyl's Recall
SB: 2 Sower of Temptation
SB: 1 Threads of Disloyalty
SB: 1 Thada Adel, Acquisitor
SB: 1 Rootwater Thief
SB: 3 Energy Flux

Updated decklist.  It is now where I wanted it from the start.

Will write up a primer and edit first post with this decklist, and the primer later tonight.

On cocaktrice, last three days I have had records of 14-2, 16-3, and 17-1 against Gush decks, Oath, MUD, and Snapcaster/Bob decks.  Goyf is still a sleight problem, as are rogue decks like Goblins, but that is expected.  More later.



v2
3 Delver of Secrets
3 Snapcaster Mage
4 Force of Will
1 Ancestral Recall
1 Time Walk
1 Merchant Scroll
1 Mystical Tutor
2 Jace, the Mind Sculptor
1 Steel Sabotage
1 Brainstorm
3 Mental Misstep
1 Black Lotus
1 Mox Sapphire
4 Mishra's Factory
8 Island
1 Strip Mine
3 Wasteland
1 Library of Alexandria
1 Polluted Delta
1 Misty Rainforest
1 Scalding Tarn
4 Standstill
3 Mana Drain
2 Energy Flux
1 Sol Ring
2 Psionic Blast
2 Spell Pierce
2 Flusterstorm
1 Ninja of the Deep Hours
SB: 4 Surgical Extraction
SB: 1 Hurkyl's Recall
SB: 2 Sower of Temptation
SB: 2 Energy Flux
SB: 1 Old Man of the Sea
SB: 2 Spell Snare
SB: 2 Tormod's Crypt
SB: 1 Pithing Needle


v3
3 Delver of Secrets
3 Snapcaster Mage
4 Force of Will
1 Ancestral Recall
1 Time Walk
1 Merchant Scroll
1 Mystical Tutor
2 Jace, the Mind Sculptor
1 Steel Sabotage
1 Brainstorm
3 Mental Misstep
1 Black Lotus
1 Mox Sapphire
4 Mishra's Factory
8 Island
1 Strip Mine
3 Wasteland
1 Library of Alexandria
1 Polluted Delta
1 Misty Rainforest
1 Scalding Tarn
4 Standstill
2 Mana Drain
1 Energy Flux
1 Sol Ring
2 Psionic Blast
2 Spell Pierce
2 Flusterstorm
1 Ninja of the Deep Hours
2 Mindbreak Trap
SB: 4 Surgical Extraction
SB: 1 Hurkyl's Recall
SB: 2 Sower of Temptation
SB: 3 Energy Flux
SB: 1 Old Man of the Sea
SB: 1 Tormod's Crypt
SB: 2 Pithing Needle
SB: 1 Steel Sabotage
« Last Edit: January 06, 2012, 12:02:03 pm by serracollector » Logged

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credmond
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« Reply #17 on: December 20, 2011, 05:39:47 pm »

Teferi's response seems really techy and very situational. Has it been working for you? I imagine its ideal use is protecting your mishra's or library from wastes but it seems like a lot of mana to hold up and a bit situational for just 5 cards that ninja or standstill or snap can just replace. Your islands don't need protecting (except under rare circumstances).

Considering the very strong 8 island base and the 3 mana drains, crucible can easily get squeezed in and snapcaster and jace get accelerated to boot as you build up mana. Crucible wins the game single-handedly against shops and landstill, and is easily kept in play with a deck like this even with energy fluxes on board and seems better overall than teferi's response. Crucible is also a LOT better under a standstill than teferi's response.

Since you aren't running rods, bringing top in seems solid with delvers and sinbad although your maindeck energy flux makes that an iffy change worth considering. I guess it depends on how much value the maindeck flux is netting you in testing. If flux is really worth it over top then you might bump flux up to 2 main deck. In addition to the already mentioned synergy, top can let you see 3 cards deeper for the clinch counter/answer that keeps will or tinker from wrecking you and just enhance the amount of tight finesse plays the deck can already pull off.

So basically I am suggesting . . .

- 1 response and +1 crucible or +1 flux

or

-1 response and -1 flux (main deck)  and +1 crucible and +1 top

. . . depending on your testing results/intuition so far. Response seems outclassed by crucible here and top seems potentially really good in this deck.
« Last Edit: December 20, 2011, 05:46:45 pm by credmond » Logged
serracollector
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« Reply #18 on: December 20, 2011, 06:07:55 pm »

Crucible for Response could be a possibility.  Response has been an amazing 3 for 1 tho, and remember it can be snap'd back.  As for Top, I tested it, and in this deck your not really looking for anything broken.  Yes it works good with Sindbad, but as for now, running only a singleton of him, Delver and Jace has been plenty, and I don't always need to hit a land with him, most of the things that would get milled with him can be snap'd back. 
I am def keeping the 1 maindeck flux, it has won me so many games vs MUD and Bigblue g1.  Even dropping a turn 2-3 flux after your opponent drops 1 dual and a handful of moxen is quite brutal.  As I said Im gonna do more testing today, and post up a primer tonight.
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Onslaught
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« Reply #19 on: December 20, 2011, 07:32:26 pm »

Getting mileage out of Sindbad indicates that your games are lasting an extremely long time. If that's the case, isn't something like Ancestral Vision better than Sindbad? Maybe the milling aspect is more relevant for Delver, but 1U for a really bad Bob seems slow.
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serracollector
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« Reply #20 on: December 20, 2011, 07:43:25 pm »

Tested Vision too actually, and casting it, then having it break ur own standstill 3 turns later is not so good.
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Grand Inquisitor
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« Reply #21 on: December 21, 2011, 08:29:55 am »

I'm playing a similar home brew in a Cockatrice tourney here:

Quote

I want to very clearly caveat that this has insufficient testing and zero IRL tournament experience.  Still, I'm 2-0 Wink

I've really liked the enlightened tutor package so far.  The basic concept for my version of landstill is actually borrowed from a UGW legacy tempo deck that uses GSZ, Knights and ETutor as a control package around tempo-advantage beaters.

In the T1 version, the counter suite backs up the instant playable beaters, manlands and beats that provide victory.  ETutor is much weaker here, but I'd argue strong enough given the options:

Standstill
Null Rod
Crucible of Worlds
Control Magic
Oath of Druids
Energy Flux
Seal of Cleansing
Planar Void
Nihil Spellbomb

You have answers to all the big archetypes, and I've even considered making room for a 1x root maze vs. Gush decks.  I don't think this interferes with the main strategy of the deck in the same way that Tinker, Yawgwill and a full set of snapcasters does.  So far I like the balance and the increased access to silver bullets.

Also, kids, don't play in response to your own standstills.
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