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Author Topic: [Free Article] Vintage Matchup: MUD Vs. UW Landstill  (Read 12146 times)
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« on: November 07, 2012, 10:34:47 am »

New Vintage article up on SCG.

http://www.starcitygames.com/magic/vintage/25143-Vintage-Matchup-MUD-vs-UW-Landstill.html

Match up analysis from the MUD side, as requested by the readers here on TMD.

Game two is a really good example of how to win games with MUD where you have to grind them out, rather than lock them out.

Enjoy.
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« Reply #1 on: November 07, 2012, 11:16:46 am »

Enjoyable read.  Thank you, Brian.
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« Reply #2 on: November 10, 2012, 03:21:00 pm »

I am glad to see you write another Vintage article, Mr. DeMars.

 Great article. Enjoyed it. Thank you.

I have played a similar Standstill list and just recently splashed red in the SB for Chewers and Bolts.

Chalice at two is just game over for this Standstill deck even after SB.

Also, the additional wasteland would have been nice maybe even Ghost quarter in the SB.

The match would have gone much differently if you test against a standstill list like this one:

http://www.morphling.de/top8decks.php?id=1571&highlight=3#place3

or even better,

http://www.morphling.de/top8decks.php?id=1604&highlight=1#place1

Again, thank you for the article.  Very Happy
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« Reply #3 on: November 12, 2012, 11:00:55 am »

I think the part about your opponent not playing anything 35% of games is interesting. What does it say about a format where the most consistently performing, consistent play-wise, and highly played-as far as I can tell- deck  just wins while the opponent stares at them the whole time because they got locked out beforcthey could cast a card over a third of the time? Do you think the list you tested against shop was overly suseptable? How does this compare with the days of 4 three ball?
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« Reply #4 on: November 12, 2012, 12:06:44 pm »

Nice work on the article Brian.

My experience with Landstill suggests that Chalice at two nearly always beats it.  I have not liked two color Landstill without Red for that reason alone. Engineered Explosives and Ingot Chewer are just too good against Shops, specifically Chalice of the Void. 

How have the games gone, from Shop's perspective, after a resolved Stoneforge Mystic?
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« Reply #5 on: November 12, 2012, 06:39:41 pm »

UW is cute, while UR is GOOD
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« Reply #6 on: November 13, 2012, 06:03:54 am »

amazing read. Those vintage matchup articles (play by play) are my favourite read.
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« Reply #7 on: November 15, 2012, 12:16:31 pm »

Thanks for the positive feedback.

To reiterate, I pick my match ups for these articles based upon looking at two decks that placed in the top four of the biggest tournament for the week that I write the article.   So, while I understand that UR Landstill w/ Chewer has a better match up against MUD, that wasn't what people were playing and performing well with the week I wrote the article.  It is really the only way to be objective.  If I played MUD V. Landstill and just made a Landstill deck to beat MUD we wouldn't learn as much by playing the games.  It keeps things, at least in my mind, more objective and realistic based on what people are actually playing--as opposed to what people say they are going to play (8 cards for Dredge, 8 cards for Shops) but in practice rarely ever actually do.

I think that it is concerning that a deck like Workshop has such a high win percentage on the play.  When I did my Grixis V. Martello analysis the die roll was the most important factor in determining the winner of that match.  In my analysis I concluded that the match up felt like it was, in general, about 50-50, but that the person on the play was probably favored at a 75-25 clip.  Shop is of course the biggest offender of this phenomenon, because of its nature--but, I also think this is a trend for all decks in Vintage in general.  If you think about it, the extra card one gets for being on the draw is supposed to offset the advantage of tempo associated with being on the play.  In Vintage the one extra card really doesn't come close to offsetting the tempo because the format and the games are very fast.  The thing about Vintage is that the games, because of the cards, are largely about quickly creating blow outs where the opponent really doesn't have too much of a chance to come back from the advantage acquired once it has been done.  Think about it, every good deck takes advantage of this in one way or another.

Lodestone, go.
Standstill, go.
Bob, go.
Bazaar, go.
Oath, go.

It is hard to come back from these things because the generate advantage so quickly and are difficult to undo.  Once one reaps the benefits of these types of plays, it is difficult for an opponent (who doesn't have an even more powerful draw) to get back into the game.  For instance, lets look at Dark Confidant.  In a mirror match how much better is Bob on the play than on the draw.  I can play mine out, and then my opponent has to choose to kill it or play his own Bob.  If he plays his bob, I will get my card first, and then have an opportunity to kill his, whereas if he wants to kill mine before I draw he has to give up the ability to play his.  It is just one of a million examples of being on the play being strategically much better than the draw. 

Or, the difference between playing standstill on the play before my opponent can cast their Dark Confidant, or on the draw after they have played Dark Confidant.  My biggest issue with the format, that was perhaps only partially realized when I wrote my criticism of the format "is vintage too fast," is that I think I was right to criticize that there was a problem with the way that games of Vintage play out, but perhaps framed my argument incorrectly.  I did stress, in that article, that games tended to quickly spiral into blow outs where the opponent had very little chance of coming back--that games tended to lack, for lack of a better phrase, "a going back and forth" between who was winning.  Once somebody started winning, they simply won. 

I am not sure if this is necessarily good or bad.  I don't like it, but others might enjoy one big fight and the game ends.  What I don't like is that starting to win, and then the linear progression toward winning, tends to be highly predicated upon being on the play.  If most decks try to create blow outs, if most decks once they have started winning don't really give opponent's much room to fight back into a game, and most decks try to start getting ahead on turn one, then it is really no wonder that being on the play highly dictates who will win a match of Vintage.

In most formats, one would hope that being on the play or draw would give a player an equal chance to win the match.  If not the random act of rolling a die has tremendous implications in what should be a high skill game.  I have heard people make the claim that in Standard or limited going first equates to about a 51-49 advantage, in general, for a match win.  Which is pretty small.  In Vintage the importance of the die roll is pronounced in an extreme way--with Workshop being, of course, the most extreme example. 

As I have already stated, Workshop is only the most obvious offender because as you play against it and can't play your moxes, or play a single card, it is obvoius that if you had been on the play the game would have looked vastly different.  Yet, a lot of match ups are subtly like that.   It is my opinion that the format in and of itself has evolved to a point where with the cards available playing to create a blow out is the best strategy, and that being on the play only skews this phenomenon in more obvious ways. 

When I said it was fast, and I have reiterated this a zillion times, I didn't mean that every deck won on the first turn--I said that the games very quickly progressed down a path where a player is ahead and the opponent simply cannot likely come back into the game.  Once again, i can't specifically say if it is good or bad.  As a rule, it isn't what I enjoy in a game of Magic--but, a lot of people do have the "its vintage and broken stuff happens" attitude.  Some people point to format diversity as a way of proving that the format is healthy.  And while there are a bunch of different decks, and at least Workshop isn't as dominant as Thirst for Knowledge Tezzeret; I'm not willing to buy into the fact that just because there are eight different decks that can blow somebody out in an efficient manner, means that the format as a whole is healthy.  The other problem is that short of a largescale sweeping string of restrictions, I don't actually think that it is possible to effect a meaningful change to the way that games play out.

The more powerful the cards that get printed the more pronounced this "you can't battle back into the game-ness" is going to become.  I won a SCG Power Nine by Oathing up Arkoma and Ancient Hydra.  We now Oath up Yawgmoth's Bargain.  You could get back into the game against an Akroma, but can you realistically get back into the game against Griselbrand?  Hardly. 

I refuse to get super invested in arguing about it one way or another, because I will play regardless of if they change anything or not.  Here is my actual argument, so that people can actually argue with what I am saying, rather than pick out pieces and take them out of context:

The importance of being on the play is heightened to a point where it is often the determining factor in a game of Vintage.  Being on the play or draw, should, ideally give a player an equal change of winning (not taking good and bad match ups into consideration), which is to say, a player should not be heavily disadvantaged mere because they lost a die roll, or some other random action that has little to do with playing a skill game.  One reason I have isolated, as a possible cause for the play being better in Vintage than other formats, is that of the playable decks in Vintage, most of them once they have gotten ahead give an opponent little chance to battle back and take the lead away.  (It isn't IMPOSSIBLE, just unlikely--Think Lodestone on play, Standstill go, or I have a Griselbrand GL).  Also, I do not see "Diversity" as the determining factor in whether or not a format is healthy and fun to play.  It is one factor, but not the only one, and in my mind not even the most important one. 

Rather than argue that I suggested a possible way to fix it, which I don't care if they restrict cards or don't, is there any other realistic way to take the emphasis off getting a huge advantage for being on the play.  Also, plz don't tell me "Ben Carp wanted to be on the play with Landstill, see the play isn't THAT good" because I am 100% certain taking the play in Vintage is rancid, compared to the other option.



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« Reply #8 on: November 15, 2012, 06:02:46 pm »

Brian,

A huge fundamental problem with how Vintage games play out now (as opposed to 5 years ago even) is that advantages are built up over many turns. This means, that the bombs of today take many turns to actually win the game but they are just as oppressive as the bombs of yesterday that won the game all in one fell swoop.

I think a prime example of this is Jace. Jace obviously creates insurmountable card/tempo advantage after 2-3 activations (on average I would say) but the opponent has the "illusion" of being able to "come back" because he doesn't ACTUALLY win the game that fast. In the days when Storm decks were big they would often win by coming out of nowhere at 1-2 life against shops and eot hurkys them and then go nuts. With the printing of Lodestone Golem this is far less likely because you can't just sit on your hands as a storm player, play basics, and expect to be granted such an opportunity before you lose.

My next statement will be about as unpopular as they come to folks at R & D.

VINTAGE NEEDS A TRUE COMBO DECK AGAIN!

Combo decks are the "Comeback Kings" in my opinion and would throw a wrench in the Lodestone, Jace, Bob, Bazaar, Oath oppression that we currently see in Vintage. There need to be decks out there that fight over different resources (ala dredge not fighting over spells resolving at all, but rather the Graveyard) or "go off" all at once as their Plan A. Some decks that exist now have the old "oops I win" card combos, but I am talking about a deck that goes for the "oops I win" as Plan A and is designed to execute Plan A. Stephen's Burning Oath list is a decent stab at this approach, but I think it is far from being Tier 1 because so many decks punish the kind of tempo losses that come about as a result of risky cards like Chrome Mox (the deck runs 3-4 of those and I think that is wrong btw) and it is just so blown out by cards like stony silence/chalice @0 or sphere effects. It may be that a sort of "Jack-of-all-trades" approach like Stephen's Burning Oath list may be the only best option for combo right now, but you'll notice that even the oath plan takes some turns to win and is a easily disrupted with something like a revoker + a metamorph or spheres + metamorph. I think Griselbrand is the closest we'll get to a combo deck right now and it can still be answered when it is forced to pass the turn (after playing Oath).

Think about all the best strategies in Vintage right now. Jace, Bob, Shops, Landstill. They all require the resource that people often forget: TURNS. If someone could design a deck or if there was a new printing that cut off these decks from developing their turns in order to win then Vintage would be truly shaken up. What is depressing to me is seeing a game be over 6 turns before its actually over and just knowing that I have a diminishing % chance of coming back starting from about 5% and dwindling every turn as I approach my demise. Games like this are boring and I think the play skill required to achieve a game-state like this in your favor pales in comparison to having to (and being able to) find a way to come back from the jaws of death. These types of games are exciting and why I used to love Vintage. I hope Vintage can be this again someday.

-Storm
« Last Edit: November 16, 2012, 12:23:13 am by Stormanimagus » Logged

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« Reply #9 on: November 16, 2012, 12:08:13 am »

(awesome post because it's awesome)
This is some quality shit right here. I don't care how opinionated what I'm saying may sound, but this is a pretty goddamn real post. It has substance, it isn't at all lofty in its claims (no ridiculous statements like "Shops wins EVERY SINGLE GAME, OPOPOP BAN BAN BAN" or some bullshit like that), and it goes into detail about WHY combo decks need to come back, citing turn usage and vintage theory.
My brain is kind of fried right now (making music really kills my... thoughts), but I haven't seen a post this solid in a long, long time here.
Thanks, Storm. I hope TMD can be this again someday.
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« Reply #10 on: November 16, 2012, 02:22:18 pm »

@Brian
I don't think being on the play is a new advantage that has all of a sudden sprouted.  It has always existed in this format.  Before workshops decks, there were ritual decks.

Your right though on that the power level of the cards seems to be directly correlated with the die rolls impact.  Limited and standard are just about the only formats that I've played where the die roll doesn't matter, unless I'm playing with or against something like RDW.  I haven't played much legacy in the last year, I know the die roll used to be important, but maybe you could confirm or deny its importance in that format.  I know in modern and vintage it definitely matters a lot.

The only real solution I see to this problem would be to make a change to the rules of the game by giving some additional advantage to the player going second.

VINTAGE NEEDS A TRUE COMBO DECK AGAIN!

Did you actually read his post hes talking about the die roll being a problem.  How exactly does a true combo deck fix this problem?  In fact a combo deck is much more likely to magnify the problem than fix anything.

Also there are combo decks that are competitive.  Ad nauseam is only bad against workshops.  Menendians burning long list is only bad against landstill.  If you play in a tournament and manage to avoid these bad match ups you could easily win one.  People have decided that they don't want to play a glass cannon that gets creamed by one match up.

So you are saying that we need a combo deck that is powerful enough to overcome counter heavy decks, like landstill, and mana denial strategies, like workshops.  I'm sorry, but I'm pretty sure the last thing this format needs a combo deck that is reliant to pretty much all disruption strategies.
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« Reply #11 on: November 21, 2012, 02:07:42 pm »

Brian,

A huge fundamental problem with how Vintage games play out now (as opposed to 5 years ago even) is that advantages are built up over many turns. This means, that the bombs of today take many turns to actually win the game but they are just as oppressive as the bombs of yesterday that won the game all in one fell swoop.

I think a prime example of this is Jace. Jace obviously creates insurmountable card/tempo advantage after 2-3 activations (on average I would say) but the opponent has the "illusion" of being able to "come back" because he doesn't ACTUALLY win the game that fast. In the days when Storm decks were big they would often win by coming out of nowhere at 1-2 life against shops and eot hurkys them and then go nuts. With the printing of Lodestone Golem this is far less likely because you can't just sit on your hands as a storm player, play basics, and expect to be granted such an opportunity before you lose.

My next statement will be about as unpopular as they come to folks at R & D.

VINTAGE NEEDS A TRUE COMBO DECK AGAIN!

Combo decks are the "Comeback Kings" in my opinion and would throw a wrench in the Lodestone, Jace, Bob, Bazaar, Oath oppression that we currently see in Vintage. There need to be decks out there that fight over different resources (ala dredge not fighting over spells resolving at all, but rather the Graveyard) or "go off" all at once as their Plan A. Some decks that exist now have the old "oops I win" card combos, but I am talking about a deck that goes for the "oops I win" as Plan A and is designed to execute Plan A. Stephen's Burning Oath list is a decent stab at this approach, but I think it is far from being Tier 1 because so many decks punish the kind of tempo losses that come about as a result of risky cards like Chrome Mox (the deck runs 3-4 of those and I think that is wrong btw) and it is just so blown out by cards like stony silence/chalice @0 or sphere effects. It may be that a sort of "Jack-of-all-trades" approach like Stephen's Burning Oath list may be the only best option for combo right now, but you'll notice that even the oath plan takes some turns to win and is a easily disrupted with something like a revoker + a metamorph or spheres + metamorph. I think Griselbrand is the closest we'll get to a combo deck right now and it can still be answered when it is forced to pass the turn (after playing Oath).

Think about all the best strategies in Vintage right now. Jace, Bob, Shops, Landstill. They all require the resource that people often forget: TURNS. If someone could design a deck or if there was a new printing that cut off these decks from developing their turns in order to win then Vintage would be truly shaken up. What is depressing to me is seeing a game be over 6 turns before its actually over and just knowing that I have a diminishing % chance of coming back starting from about 5% and dwindling every turn as I approach my demise. Games like this are boring and I think the play skill required to achieve a game-state like this in your favor pales in comparison to having to (and being able to) find a way to come back from the jaws of death. These types of games are exciting and why I used to love Vintage. I hope Vintage can be this again someday.

-Storm


This is the best post I've read on TMD in YEARS, and is better than most mtg articles on the web today that aren't written by PVDDR.

@Brian
I don't think being on the play is a new advantage that has all of a sudden sprouted.  It has always existed in this format.  Before workshops decks, there were ritual decks.

Your right though on that the power level of the cards seems to be directly correlated with the die rolls impact.  Limited and standard are just about the only formats that I've played where the die roll doesn't matter, unless I'm playing with or against something like RDW.  I haven't played much legacy in the last year, I know the die roll used to be important, but maybe you could confirm or deny its importance in that format.  I know in modern and vintage it definitely matters a lot.

The only real solution I see to this problem would be to make a change to the rules of the game by giving some additional advantage to the player going second.

VINTAGE NEEDS A TRUE COMBO DECK AGAIN!

Did you actually read his post hes talking about the die roll being a problem.  How exactly does a true combo deck fix this problem?  In fact a combo deck is much more likely to magnify the problem than fix anything.

Also there are combo decks that are competitive.  Ad nauseam is only bad against workshops.  Menendians burning long list is only bad against landstill.  If you play in a tournament and manage to avoid these bad match ups you could easily win one.  People have decided that they don't want to play a glass cannon that gets creamed by one match up.

So you are saying that we need a combo deck that is powerful enough to overcome counter heavy decks, like landstill, and mana denial strategies, like workshops.  I'm sorry, but I'm pretty sure the last thing this format needs a combo deck that is reliant to pretty much all disruption strategies.

Here's the thing, if you actually read Storm's whole post, you start to get an understanding of why a true combo deck will lessen the die roll effect current extant in the format. The current problem is that there are multiple tactics that create an advantage that becomes insurmountable after 2-3 turns. In fact, the entire format is current based upon smashing these strategies against each other.

If a true combo deck exists, one that can blast past that advantage and win from nowhere in a flurry of nasty tentacles, deck building has to adapt to the presence of a tier 1 combo deck. You can't rely on Jace alone to win when you could die to Tendrils at any time.

I think the answer to the problem is to restrict Lodestone Golem. Shop decks were a bad but very winnable match-up for rituals prior to the existence of the lock piece that also kills in 4 turns. The few tournaments I won up here in Canada with TPS I beat all the randoms soundly, had fun and interesting matches against Dredge, Drains, and tense nail-biting struggles against shops. Lodestone changed all that and made the match, IMHO 90/10 unwinnable.  Force shops to go back to being grindy, with the occasional T1 Trinisphere nut draw, and make land-drops a valid plan of attack against the archetype again, and you create a healthier format.
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