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Author Topic: Dealing with new generation of Type 2 in Type 1  (Read 2139 times)
blizzardwolf
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« on: October 05, 2005, 07:44:09 pm »

I'm a fairly old player, not from the way back days of Channel-Fireball and $10 Lotuses, but I started playing right around the time of Academy. I played for a while, all the way up to Judgement, and even made it to Regionals and States once each. This by no means makes me an expert, it's just supposed to give some informatin about me. My name's Wolf, and I just recently started playing again online and was directed here by another member.

Now, that out of the way, the new generation of Type 2 cards are having a big impact on the scene of magic in all formats. I had a discussion with a friend of mine the other day, and he was lamenting the new "super powers" called the Darksteel artiifacts, with the Indestructible ability.

Why am I bothering to talk about Type 2 cards in a Vintage forum you ask? Because the new generation of cards are so powerful, it's almost going to be impossible to not see them incorporated into Type decks, making them even more powerful. Already we're seeing cards like Darksteel Colossus and Chrome Mox being used in decks like Red Sligh Old Blue Control. It's somewhat of a flawed perception that because a card, or a set is Type 2, there's no way it can ever measure up to the power of the older cards used in Type 1, and thus, it's commonly assumed that Type 2 cards won't be used in Type 1. This is a flawed perception, and one any good player can't afford to ignore.

So, moving on, we'll start with Darksteel Colossus, arguably the biggest threat of the Darksteel Cards. Now, for anyone who doesn't know, Indestructible says this: Destroy Effects and Lethal Damage don't destroy this card.

What this means is Colossus is immune to Urza's Rage, lethal combat damage, Disenchant, Obliterate, Wrath of God, all of the way that have been there to deal with creatures before. But before anyone keels over and dies, remember, there are ways to deal with him.

1. Counterspell
2. Take Control of Him
3. Diabolic Edict will kill him, because it's not damage, and it doesn't say destroy.
4. Remove him from the game
5. Tap him
6. Return him to his owner's hand
7. Play Pacify on him
8. Reduce his toughness to zero, via Phyrexian Plaguelord, or the like. It's also not damage or a destroy effect.
9. Use Maze of Ith, or Fog, or even Spore Frog.

So as you can see, there are at least 9 ways to deal with Colossus, from Blue, White, Green, and Black. The fact that he can't be destroyed doesn't mean he can't be killed. So, if Darksteel hits the board, now you know what you can do about him. And several of those methods can be used on any Darksteel card played. In Type 1, these methods are a lot more viable to use than in Type 2.

(On a side note, while I remember, Stifle alone cannot be used to counter Standstill. Because Standstill says "when you play a spell" which is, when you declare a spell and spend mana on it, Standstill immediately fires off before whatever you cast has a chance to resolve. But there is good news, you can play another spell first, and then in response to Standstill, Stifle it's ability.)

That's it for now, I'd write more, but I have to be going. If this topic needs to be moved, then no hard feelings, I'll understand.
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Jacob Orlove
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« Reply #1 on: October 05, 2005, 08:05:50 pm »

First of all, this is pretty basic stuff. Second, you're completely wrong about Standstill. It's a triggered ability, so if you play Stifle before Standstill resolves, it'll just trigger again off the Stifle.

Moved to Newbie.
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« Reply #2 on: October 05, 2005, 09:51:29 pm »

It seems like you may have missed a bit of what's changed in vintage.  Quite a few newer cards are extremely playable in vintage, and even end up replacing older cards, or making older decks totally obsolete.  Oldschool 4c Keeper has been totally outclassed by Control Slaver, which is faster and more efficient.  It also happens to be based around mirrodin block cards.  Gifts ungiven, trinisphere, chalice of the void, aether vial, umezawa's jitte, Mindslaver, fetchlands, goblins, are all examples of excellent cards released in the last 3 years that have changed the format in some way or form.  I would read through the threads here, and check up on decks that are winning the Star city P9 events and gencon, to get yourself up to speed if you are interested.
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« Reply #3 on: October 06, 2005, 01:01:21 pm »

He also didn't mention 2 of the most popular cards for dealing with colossus, in welder (sometimes works) and STP
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« Reply #4 on: October 06, 2005, 08:52:04 pm »

Its not the new cards that do or do not effect type I. Its the attitude that the folks and players take when building decks now, rather than in the past. Although as Mark said, Wizards are making more efficient cards, they know how the game works now, they cant go back and change The Dark, Fallen Empires, Mirage, to be more efficient, these cards only see play now, if a new mechanic interacts with them in some crazy way, if they weren't good enough to be played before.
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Mark_Story
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« Reply #5 on: October 06, 2005, 10:41:43 pm »

Such as Dandan randomly appearing in fish decks as a foil to the meta game.  I think wizards has an infinately more intimate understanding of the game now, the players aren't far behind either.  Ideas about cost > effect have been fairly well established.  Exceptions occur, ie,skullclamp, jitte, but in general things are pretty good now.

It is also important to remember that wizards gives no regards to vintage when designing cards (other than cards like chalice) What happens in vintage happens.  If it gets out of hand they can always restrict the card.
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blizzardwolf
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« Reply #6 on: October 06, 2005, 10:55:15 pm »

Ah, I see. I have been away then.  Razz

Like I said, I quit playing around Judgement, so I should apologize in advance for little mistakes like this.

Although I was under the impression that you could Stifle a Standstill, casue triggered abilities like that only go on the stack once. But I can be wrong, I'm no guru.

Well, moving back to what I DO know about, and staying away from what I don't for the moment, and being this is a newbie thread, I figure this belongs as well here as anywhere. I know this isn't Type 2 related really, but it doesn't a whole new thread for it.

The advantages of letting your oponnent know what's in your hand.

Ah yes, the violation of Magic Dogma, you're not supposed to sit there and go "Look what's in my hand!" unless you're winning by just a stupid margin. This actually comes from a principle I learned when I was playing chess for a while, which is "The threat is stronger than the execution."

In chess it means the possibility/threat of taking a piece, or making an attack, is actually more effective than actually doing so. So how does this apply to magic? Take Seal of Cleansing for example. Me personally, unless playing against a green deck with Tranquility in it, I would rather have one Seal of Cleansing on the board, rather than one Disenchant in my hand. The reason is this: Your opponent sees the Seal in play, and knows any artifact or enchantment he casts is going to get destroyed, so instead of playing that Opalescence in his hand, he sits there and holds it back, waiting for a way to deal with the Seal.

The advantage being this, the more turns your opponent takes to do something, the more turns you have to make your own play.

Playing Blue/White Control for instance, laying a Seal of Cleansing on the board keeps the opponent from playing artifacts or enchantments until he was a way to get rid of the Seal. And anything he can view as a viable threat, so can you, so he's not gonna trick anyone out by playing Ornithopter. He knows that any potential artifact or enchantment threat he does play, is going to get immediately destroyed. So he waits, and waits, and waits. Meanwhile, you're drawing card, after card, after card, because he's not playing anything you readily have to deal with, so when he does finally have a way to get rid of Seal, by then he's waited so long, you've got another way to handle whatever he casts.

Now Magic is not Chess, and the disadvantage to this is that your opponent knows what you have in play, and can plan around it, versus the surprise assault of an instant Disenchant. It's my personaly preference to use Seal of Cleansing, usually in combination with Disenchant.

The principle of the threat being stronger than the execution is best shown by Standstill, and the players who still don't play anything because they're afraid of triggering it. Every turn that goes by that you don't trigger Standstill, is one card more they draw on top of Standstill. Or Daring Apprentice, which is a guaranteed counterspell, right there, staring your opponent in the face going "Play something and see what happens!"

That leads back to letting your opponent know what's in your hand. This mostly a blue tactic, but it could be applied VERY selectively to other colors.

Let's set up an imaginary game, a mono blue control deck, versus say, Replenish splashing black. (I know, humor me. Razz)

Say Replenish Duressed the blue deck in the very beginning of the game, and saw a counterspell in that hand. And now we're in the late game, Replenish has it's whole combo ready to go, but there's a problem. The guy playing Replenish knows there is at least one counterspell in his opponent's hand, he hasn't seen that one counter played since he Duressed and saw it. It may be the only one, but any player who's had experience with blue can tell you, all it takes is one counterspell entered in just the right point of a combo's execution to shut the entire thing down for several turns, and even spell doom for the opponent. In this instance it would be countering the Replenish.

So you know you've only got one Replenish in your hand, and every turn you wait, is one more turn he could possibly draw another counter. And you could try to play other cards to bait that Counterspell out of his hand, but what if he can deal with them with say, bounce cards, or what if they're not a threat at all?

The same advantages and disadvantages apply with this tactic as with using Seal, except that you can use this tactic to actually bait the card you want Countered and in the graveyard out of his hand. It's pretty much drawing another counter, and waiting for him to bait you again. When he does, go ahead and play that Counterspell he knows you've had since the beginning of the game, and more likely than not, he'll figure "well, now's as secure a time as I'm likely to get." and casts his Replenish, or whatever you've been waiting to counter, and Voila! Countered Spell.

The Top 5 Counterspells in Magic:

5. Rewind.

Reason: Because you don't necessarily have to untap islands with it. You can untap that Forsaken City, or those Stalking Stones you attacked with a turn earlier and need to block with this turn, or that Tolarian Academy. Not to mention free counters leave you with mana to cast other stuff, like draw power at the end of the turn, or other counterspells.

4. Force Spike.

Reason: I think Force Spike is undervalued by too many people. It's a first-turn counter, and it's cheap, so you don't have to waste a Force of Will and another card to stop that first turn Dark Ritual that would otherwise spell immediate death for your deck. It's just as good late game as well, since a lot of players don't expect to see Force Spike lomped in a deck with Arcane Denial, and Force of Will, so you can play down to one mana available, and they'll tap out, believing they can cast with impunity. Force Spike is definitely an out-of-left-field that can save you more often than not.

3. Arcane Denial.

Reason: Card advantage, card advantage, and oh yeah, card advantage. Arcane Denial is the only cantrip counterspell there is, or at least that's worth playing with. There is some debate that the card advantage it allows your opponent makes it more damaging to you than helpful, but experience has shown me, personally, otherwise. Card advantage almost always helps a blue deck more than the opponent. And if you play with Sapphire Medallion, well then it becomes a Force Spike, except without a way for the opponent to negate it. It costs the same as a Counterspell, and you draw a card on top of it. Can't get too much better than that.

2. Force of Will.

Reason: Alternate casting cost. Everyone knows Force of Will, it's the most infamous counter blue ever produced, and any blue deck worth its salt runs four of them. Force of Will's pay 1 life and remove a blue card from the game casting cost has saved many players in it's time, from being able to be cast on the first turn, to being able to be cast when tapped completely out. Having a tapped out blue deck be a safe haven for casting spells has LONG since gone by the wayside, as opponents never know if there's a Force waiting to take a piece of whatever they cast. The "invisible counter", you never quite know when it's there, but if it is, it can almost always be cast.

1. Counterspell.

Reason: Ah yes, oldie but a goodie. Short, simple, no drawbacks or potential drawbacks, and cheap. You don't lose a life, it's only two to cast, there's no way to negate it, and it doesn't give anything to your opponent. Simple, as usual, is best.


I'm sure I'm gonna fall under fire for putting things like Rewind and Force Spike up there, in place of Mana Drain. What have I been smoking? How dare I leave out Mana Drain!

The simple answer is: There wasn't enough room. Had it been top six, Mana Drain would've made it, but as it is, I withheld it for two reasons: First and most poertinent is the unfortunate potential for mana burn. If all you have is three Mana Drains, and a bunch of land, or nothing else at all, what are you supposed to use that extra three or four mana on? That's unavoidable loss of life. The second is that Mana Drain is EXTREMELY hard to obtain, it was only printed in Legends, and last I checked, it sold for about $40 apiece. I tried to use counters that most Friday Night Magic players can realistically obtain, (I know I fail with Force of Will, but c'mon, how could I not put Force of Will up there?) and most players just don't have that kind of money to put towards a counter, especially one that can ONLY be used in Type 1.

So, thoughts, suggestions, opinions, posts to say I'm full of crap, all are welcome. I'm trying to stimulate discussion here.  Smile
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NastyNate
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« Reply #7 on: October 07, 2005, 12:28:04 am »

I hate to say this blizzardwolf, because you clearly put quite a bit of thought and effort into your previous post, but what were you smoking when you made that list of counters?

Arcane denial is one of the most terrible cards ever printed. For the bargain basement price of two mana you give your opponent more threats than the one they initially wanted to cast! What happens when you counter their ancestral, and draw an island, then they draw yawgmoth's will and black lotus? Obviously this is an extreme example, but this card has the ability to lose games all by itself.

Mana Drain is the most powerful counter ever printed, and it's not even on your list. Even countering a measly two casting cost threat, enables you to bust out a minimum four casting cost response during your next main faze. Something crappy like fact or fiction. Any player who is dying from mana burn from their drains is not playing correctly. They fuel the card drawing engine, win conditions, and even in your day they would dump excess mana into morphling or gorilla shaman if needed. Price considerations, if anything, should be a confirmation of power level. Mana drains a Legends uncommon mind you, now run for over one hundred bucks a piece, but there are plenty of rares out of that set that won't fetch more than ten bucks.

Mana Leak belongs in the top five. It has the efficient casting cost of arcane denial but it has no drawback. Sure people can play around it, by paying three more mana, but vintage decks are so mana efficient, it is highly unlikely.

Rewind was the worst of the free spells to come out of Urza's block. At least the others were proactive, and could be abused with things like academy, but not this. Then it costs four mana, which is terribly expensive for an effect that should never run you more than two mana in vintage. On top of that, the effect worthless in a counter war. Just think about it. If two players each have four islands untapped, when they decide to battle it out over a tinker on the stack, who will win? The one packing mana leak, and counterspell, or the one packing rewind and counterspell? Think about it.

Force spike and counterspell are alright, but certainly not the best. Force spike is too easily circumvented, and counter spell suffers from the malady of not being mana drain, but sharing an identical cost. It's kind of like comparing lightning bolt to shock in that regard.

I think a far more rational list would go something like this

1. Mana Drain (whole decks are built around this bad Larry)

2. Force of Will (the only free hard counter ever printed)

3. Mana Leak (a turn one counter with a land and a mox)

4. Red Elemental Blast (not even blue...heh)

5. Misdirection (the other free counter, but far more limited)

You seem like a nice guy, but posting stuff like this is certainly not going to help stimulate any discussion.

I took a three-four year break from magic myself, and I missed the sixth edition rules changes, and errata the first time around. That was a doozy to overcome, and I felt pretty ignorant when I came back to a completely unfamiliar "stack." You are fortunate to have never missed such dramatic changes in the way the game itself is played.

Your other points have some merit to them, but in your combo vs control example, the combo player did nothing, because he knew the control player had a counter in his had, correct? That is one of the most terrible strategies ever. The longer you wait the more counters, you will have to fight through. You played during Urza's block, so you are familiar with Academy, and Trix. No combo player will ever just sit there, unless that is the only option they have left, as in they have an empty hand. A successful combo player will try to bait the control player into countering the wrong threat, or force them to spend their entire hand trying to stop them. Combo decks typically pack numerous bombs like draw sevens, tinker, will, necro, bargain, tutors, etc. They have a better chance trying to top deck the win vs. a spent control deck, than sitting on their ass waiting for an opening, while the control player plays the game unimpeded.

Sorry to be such a sour puss.

-Nate-
« Last Edit: October 07, 2005, 12:40:17 am by NastyNate » Logged
Moxlotus
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« Reply #8 on: October 07, 2005, 12:30:53 am »

If you know where to buy Drains for $40, I will buy several hundred of them.  Drain is easily the best counterspell ever printed-cost and rarity have nothing to do with how good the card is in a deck.

Arcane Denial-the worst counterspell ever printed.  You give your opponent 2 cards while you give yourself only 1.  Blue is supposed to draw more cards-not let your opponent draw more than you.

I would suggest you familiarize yourself with Type 1 before posting more.  You clearly have no idea on what cards are good in Type 1.
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Jacob Orlove
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« Reply #9 on: October 07, 2005, 12:41:47 am »

1. I already linked the rules in your other thread: http://www.themanadrain.com/forums/index.php?topic=18027.0
Additional reminders will lead to warnings.
2. Neither of your points were on topic. The whole point of having threads is so that people can discuss separate topics in separate places. One topic = one thread. Trying to discuss multiple topics at once leads to confusion, discarded points, and wasted time in general.
3. Many of the points you are trying to make are simply wrong. Please catch up on the past five to seven years of development in magic theory and strategy, because right now you're making yourself look foolish.
4. Thread closed.
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