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Author Topic: Where did Gifted.fr go?  (Read 2732 times)
Xenoben187
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« on: August 07, 2005, 03:01:05 am »

I know everyone was psyched about MDG but I find it kind of odd that all talk has ceased on Gifted.fr.  I do feel MDG is inherently stronger than gifted, however, it seems the onesided draw of gifted.fr and the duresses could definitely mean alot in the gifted.fr vs. mdg matchup and the deck in my testing has even better matches against slaver (shay slaver w/ md tormod's).  I think more should be put into this deck instead of everyone bandwagoning straight to MDG, I mean, dicemanx did take the deck to 2nd at Rochester and then at Chicago not a single list of it is played?

Some ideas I think would benefit the deck.
1. Skeletal Scrying is incredible, I think the deck should be running 3.
2. Engineered Explosives were very good when I played the deck, Pithing Needle could possibly find a spot there too, or even Tormod's Crypt in a meandeck gifts/slaver heavy meta?
3. Splashing white for Balance and possible wish targets is something I think might be worth it, possibly even turning the deck into more of a 4cc with an incredibly better kill condition
4. I feel vampiric is necessary, tutoring for library won me several games at chicago

Here is the list with proposed changes.

4 mana drain
4 brainstorm
4 force of will
3 skeletal scrying
2 gifts
1 thirst
1 fact or fiction
1 recoup
1 burning wish
1 yawgwin
1 time walk
1 acall
1 tinker
1 dsc
1 mystical tutor
1 vampiric tutor
1 demonic tutor
1 balance
2 duress
2 tormod's/ee/needle
1 cunning wish

7 solomoxen
1 loa
1 mana crypt
4 island

1 swamp
4 polluted delta
3 underground sea
2 volcanic island
2 tundra


*possibly go to 5 fetch 1 tundra, I'm not decided there yet




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Aaron
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« Reply #1 on: August 07, 2005, 04:10:55 am »

possibly even turning the deck into more of a 4cc with an incredibly better kill condition

I don't know why you would ever want to do this. Gifts does not want to be 4cc, because it simply ignores everything that 4cc can not, and then wins in a turn or two. Why would you wish for Balance when you could simply wish for Tendrils and win the game? Maybe other users on here won't agree with me, but in my opinion, splashing white for one card in the sideboard which isn't even necessary for your game plan, is a very weak move.

Also, Library is pretty weak in Meandeck Gifts and not much better in any other version, because it is suited to a much slower game as is Balance. Vamp -> Library against any deck with a strip effect is a nice way to lose the game pretty fast (-2 CA, not to mention -2 life). Did you not face Wastelands in the Workshop capital of the world? If so, you are the man.  Wink

What's your justification for Balance?
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MaxxMatt
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« Reply #2 on: August 07, 2005, 04:35:29 am »

I play a build similar to yours since May, but I don't feel that those cards are really needed for those reasons:

-Swamp. It force you to Drain things on turn three or four and it is half a loss, from my specific point of view. You cannot try to win only with your Black spells so I think that it should be another Volcanic or underground. it forces you to play the full set of Polluted Delta and not a different configuration of Fetchlands. The Needles played against you could be more focused and you lose you ability to name, in a safer way, Polluted Delta to stop the opponent's search-land-engine.

-Balance and Tundras. I love this card. It is the pinnacle of the strenght. on the other hand, while I played this card without any fear against any NON-Denial strategy, I have a lot of problems when facing Fishes, Dragons, Oath and any other decks that can play around it or any other decks that are glad to see you fetching for white or being forced to play a totally off-color dual land because you cannot do otherwise. I played it for a month with a maindeck Fire/Ice. I cut them now, for the two bouncers needed to deal with a larger majority of archetipes: Rebuild and Rushing River.


-Vampiric Tutor. It force you to play duals before the needed time. If you are fetching for Swamp you would play a slow Mana Drain and this loss of tempo isn't usually recoverable with any use of the card that Vampiric Tutor can provide to you. As I state in other threads, I minimized the number of 1cc spells and VT is the first one that I cut. I play Demonic, Merchant, Burning and Mystical as tutors and they positively cover that role completely.

Cunning Wish I extensively try one or two Cunnings as removals and additional tutors. I cut them because of their inherent Slowness in the matchups where I need to search and play specific removals and spells with a minor amount of mana available. I usually play safely with bouncers maindeck, with an easier access because of the other Tutors and a "slow" Burning Wish that is able to search this when and if needed.

The Artifacts Utilities Maindecked. I tried them too in the past and they are so situationals and it is so easy to work around them that I cut them off ( putting the E.Es and the Needles in my side ) and add the only things that I usually use to win: Gifts Ungiven

Drawers Configuration. This is really a stylish and personal section to modulate basing on their specific needs. I play with two TFKs and a Skeletal, considering Ancestral and FoF as untouchable drawers. They are enough and I can play a better midgame thanks to them,

I put my current list for comparisation.
I can assure you that I start with a list similar to yours, and after a couple of game lost to decks that usually overcome me because of the inherent Deckbuilding errors that this list have in it, I stopped losing against them and I have and overall better game plan and matchup against ALL the field.
Minimizing the points of weakness usable from your opponents is the first thing that I think to do after an initial test.

This is the last product of my Team:


(11)
4 Drain
4 FoW
2 Duress
1 Mindtwist

(13)
4 Gifts
4 Brainstorm
2 TFK
1 FoF
1 Ancestral
1 Skeletal

(5)
1 Burning
1 Demonic
1 Mystical
1 Merchant
1 Tinker

(6)
1 Walk
1 Recoup
1 Y Will
1 DSC
1 Rebuild
1 Rushing River

(25)
8 CrySoLoMoxen
3 Flooded
2 Polluted
3 Undeground
3 Volcanic
3 Island
1 Snow Covered Island
1 LoA
1 Academy

Side - (15)
1 Duress
1 Pyroclasm
1 ToA
1 Meltdown
1 ReB
1 Pyro
1 BeB
1 Bosejiu
2 R&R
2 E.E.
3 Needles


Enjoy.
MaxxMatt




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Whatever Works
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« Reply #3 on: August 07, 2005, 12:46:58 pm »

You talk about how great gifted.fr draw engine is with thirst for knowledge, and then in your list you only run 1. Scrying is good, but is primarily a late game draw while thirst is much more effective in the early game. There should be some kind of balance between draw...

Also the gifted.fr deck always had easy matchup with aggro why would you ever add white to mess up its mana base vs. its bad matchups like stax.

Kyle L
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« Reply #4 on: August 08, 2005, 02:33:19 am »

Matt

Why no Lotus Petal/Mana Vault? They seem like they would certainly add to the brokenness factor, especially since you are running Mind Twist in the maindeck. Otherwise, I absolutely love your maineck.

The Gifts pile: Fact or Fiction, Merchant Scroll, Skeletal Scrying, Gifts Ungiven is absolutely insane for card draw.

Good work
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MaxxMatt
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« Reply #5 on: August 08, 2005, 03:15:51 am »

Quote from: Aaron
Why would you wish for Balance when you could simply wish for Tendrils and win the game? Maybe other users on here won't agree with me, but in my opinion, [iu]splashing white for one card in the sideboard which isn't even necessary for your game plan, is a very weak move[/u].

I played with the Balance maindeck for obvious reasons correlated to his greater power, if compared to any other playable card.
Splashing white, would have been a really strong and good move in the right enviroment.
In the end, I cut it not because of his value or his little impact on the game but because of the opponent's strong denial strategy against which I have to regret anything over my own Islands.
If I would be sure of not facing too many Fishes or Landstill or MW.dec, I would have played it every day with ease and no other card could have produced so strong effects with so little mana investiment.

Balance didso many things to me when I played it:

-Welders+Karn = Kill both of them for two mana
-Shamans+Fatties = Kill both of them for two mana
-Mindtwist-like effect with a bit of artifact mana accelerations
-Restore mana AND creature parity = Against Fish or MW.dec it is usually an Armageddon plus a Wrath of GOd, while letting you recovering from bad position or improving your board position aggressively playing it.
-Kill creatures such as Pyroclasm, but it can kill Mongrels, Wurms, Roars, Juggy, Su-Chi, DSC, Titans.

If you play correctly a deck that can rely on Balance against all the opponent's that I told about, until now, I'm sure that you can overcome more game situations than with any other cards print until now.

Anytime I had a well timed Tutor or Fetchland or anything that could have let me play Balance in the right moment, I won the game and I was happy to have this card in to my deck.
Sadly, too many decks can avoid this well timed play with ease, and I want to play only safe cards, especially predicting bad gaming situations.

Quote from: Aaron
Also, Library is pretty weak in Meandeck Gifts and not much better in any other version, because it is suited to a much slower game as is Balance. Vamp -> Library against any deck with a strip effect is a nice way to lose the game pretty fast (-2 CA, not to mention -2 life). Did you not face Wastelands in the Workshop capital of the world? If so, you are the man.

I'm not sure from which perspective you can say such a thing.
There are so many matchups against which this card shines, that I'm playing it again and I'm going to assure you that the drawback of drawing it against Wasteland.dec isn't so important.

It can let you win entire games against C-Slavery, Atog, 4C-C, 3C-C, Oath, sometimes against TPS's too, any control, control-combo deck of your choice that usualy pretend to be a bit more slower clock and a couple of times to set up a win.

I play it again and I'm not regretting Tutoring or searching or simply drawing it sometimes. It is the other needed colorless mana source of my choice to play a cotv for 0 when some Spheres are in play against me ( over Sol RIng, Crypt and the Mana Drain's colourless mana ), It swap his winning role with the Bosejiu that I have in my side and I prefer it because it is a bit more "universal" than him. It pretend to be slower than other drawers, but the game position that THIS Gifts.dec is going to acquire and HIS approach to the game is a bit slower and more Controllish than the OTHER one.

It all comes down to strategy and game plan resolutions.
This deck simply had a different Protections/Drawers/Tutors configuration that let it have a more control plan, while not losing the ever present broken game situatiations that any deck with Gifts can achieve.
I prefer it more and more, if compared to the Mis-D' one, but it is all about playstile and approach to the game.
Both of the decks are really powerfull!

Quote from: Whatever Works
You talk about how great gifted.fr draw engine is with thirst for knowledge, and then in your list you only run 1. Scrying is good, but is primarily a late game draw while thirst is much more effective in the early game. There should be some kind of balance between draw...

You are right, I would have preferred a 2 for 2 drawers split, but he tried this aggressive and extreme configuration, maybe with the old 4C-C drawers' configuration in mind.
It isn't a bad move from my point of view, but, playing this configuration you simply prevent yourself from having strong choices:

-You are forced to play with Polluted because of the large amount of black that is connected to the presence of the lone Swamp. Now:
1) You have Pithing Needles and you can't saferly name the mostly played fetchland without losing completely your fetching ability
2) Your opponents' too that play with the Needles have easier and stronger choices naming Polluted Delta.
3) While playing with more Black is stronger because of the effects of the TUtors and the Drawers, the unbalanced mana configuration force you to play some games realying on an unstable mana base ( duals in the early game ) because of the massive presence of those cards into your possible initial hand.
Fetching the Swamp is strong because you can keep playing your cards, but it is a free Time Walk for the opponents' against which a single Drain in the early game is an auto win.


I don't want to switch the thread in a different direction, but I started some months ago with a list similar to the one written in the first post, and after a lot of time, tweaks and testing, it has naturally changed into mine. A lot of players ( Toad, the Germans and so on ) that are involved in this deck development have feelings similar to mine, towards this deck.
I feel that the improvments done would let me play better control and combo matchups and most of all, better mirror matches.

This is great for me.

MaxxMatt

EDIT>
@ExitMusic

I play with a bit less accelerations and a bit "cotv-nullrod-shaman's" proof mana base.
It is my fault not being so brave to play with Vault and Petal.
The first one can let you play a first turn Gifts. On the other hand, it was a ColorLess BlackLotus anytime I played it. Once tapped, it would not untap easily and I would have little mana available next turn, and it usually forces me to Gifts for cheap things, that is something that I don't want to be forced to do.
I regret a bit not playing Petal beucause it is a strong Gifts target when you are searchin for a single color from your mana base and sometimes I was forced to do weaker choices because of my decision not to play it. On the other hand,  Vial.decs and the MW.decs usually have an auto play resolving a CotV for zero if they are on the play. Chalices are one of my worst nightmare because I can survive to them, but I can lose entire sections of my own spells with a single Chalice and I don't want to play stupid games because of Deckbuilding Errors.
Any mana font available to this deck is reusable and I think that it is the right compromise to play for a more balanced game. I mulliganed a lot more when during the first games, I play with a mana base dominated by all the artifacts available.
You can add the Petal or the Vault if you need more acceleration and you have a metagame "safer" than mine, maybe losing a bit of consistency but providing to the deck a bit more speed. Carefully value the pros and the cons of those two different configurations. Wink

You had a ton of white space at the end here, I deleted it. Try not to do this, it messes up the way the thread displays.[/color]
« Last Edit: August 10, 2005, 12:27:21 am by Matt » Logged

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Xenoben187
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« Reply #6 on: August 08, 2005, 02:58:32 pm »

Ok, well, I didn't even know this post went up, my internet went out while I was writing it.  This wasn't the complete post I wanted to post, but oh well.

To address some of the things said thus far.

Something everyone here seems to not understand (I guess they were all in a coma when Toad released this list and dicemanx placed at Rochestor) is this is not meandeck gifts, it's goal is NOT to resolve a gifts asap, it gains card advantage and a healthy mana base then resolves gifts for the win.

Use of Swamp
Diceman already went over this in his report of why he used the swamp, this deck has a much heavier black dependance than meandeck gifts and with so much fish in Rochestor and workshops in chicago, running the swamp is a necessity, many have agreed on this including smmennen.

Use of LoA
Once again, this is NOT Meandeck gifts.  Library is INCREDIBLE in this deck and I could never cut it. 

Not using petal and mana vault
Diceman also went over this in his report, because this deck's goal is to gain CA and a stable mana base it doesn't want the 1 shot mana such as petal and vault.

Balance (if you look at my list, it's maindeck, not sideboard)
My justification for this card is this, it's effing broken and it doesn't screw up your manabase that much to run it.  This card wins games, it's mind twist, wrath and geddon for 2 mana.  The funniest part is the matches you say it screws my manabase up in, it actually can be the most useful.  Throwing down alot of accelerants then balancing with a scrying in hand is an incredible play.  Also, being able to recoup it, or wish for it after you remove it is excellent.  See what MaxxMatt said about the card if you need more justification to run it.

Thirst For Knowledge
I never even commented on this card, I'm not sure where you saw that I did, in fact, the only reason I even ran it was because it made a CA gifts a little better.  But, I do find this card suboptimal.  Smmennen said it best, this is a deck that wants to throw down acceleration, and when you only really have 1 card you want to pitch to thirst, you lose acceleration running this card.
I have thought about running Merchant Scroll in this slot, and possibly taking a scrying spot.  But I'm not sure about it.  How has the single scroll been for you  Matt?

Matt-
I have a question about your pithing needles, when you played against stax was needle on waste effective?  This is really my main reason for thinking of running needle main, though EE has always been very nice for me in my worst matchups (hitting chalices and 3cc bombs such as In the Eye of Chaos)

I hope this clears up some of my choices.

Though, nobody has really addressed the real question of this post. The focus of my post was not to analyze my card choices, but more to ask the question of why isn't anyone really playing or talking about this deck anymore?  Is Steve's build just that much better?
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MaxxMatt
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« Reply #7 on: August 09, 2005, 06:09:32 am »

There are so many playing and skills-involving differences between the two decks ( Gifted and MG ) and so much claim around the last one, that I think impossible, at now, to see more play for Gifted.
In the initial path of development for this deck, a lot of players play their differently tuned list. There were a few crucial differences in each version proposed and there were a lot of possibilities for all of them in the proper metagame.
The little claim and the high skills required to master the deck forces a lot of player to "hate gifts" before trying to play it better.
None really start teaching, talking and judging the role of the players and the cards in the deck with results that could be commonly understood and easily re-used by the mass, and the deck saw him played only by the ones that really worked hard around it ( the Germans, Dicemax and a few others in America, Toad and a few others in France, Me and a few other in Italy. I don't want to dismiss anyone. Simply I don't know all the others. These are simply some examples. )
This "unusual" path, force people to stop thinking about it.
All the differences, the possible choices, the strange configurations of some players, weren't understood as "STRONG POSSIBILITIES TO ADAPT TO YOUR OWN USE" but as "A PRODUCT NOT FULLY TESTED AND RELEASED YET!".
A so superficial way of thinking to "Gifted" deponed it, almost completely, from his throne.
Steve's great role primarily consisted on having teached things easy to learn to anything and having proposed a NEARLY UNTOUCHABLE and UNCUSTOMIZABLE deck to play.
He ( and his team ) thought about anything.
How could a net.decker or a little.experienced player think about tuning and toying anymore around a strong deck when he had a well-packaged and well described product to use without using anything else Steve's thread?
While he prepared a pack, a Gift, a ready-to-play-strong-thing, for all the people who want to play all his products, we went over and over debating which cards should be used in the XYZ metagame, in the XYZ spot, in the XYZ configuration.

This way of proposing a deck ( as a Work in Progress thing rather then a Fully Done Deck ), descouraged people thinking at it as a "good deck to play".
The Steve's work, on the other hand, because of his inherent strenght, descourage "the thinking" itself, but it is another story.
Anyone took and play it as it is because it work really well. All the decks that he was going to propose during these years have been strong but difficulty un-customizable.


Even now, that both of the decks have done great things, I'm sure that people are thinking about MG as THE better version of all the decks based on Gifts Ungiven and not such as a different version with as much potential as the previous ones.
Steve's large use of well written English language and the large audience that he can dispone, de-throned Gifted, without a lot of real reasoning and comparation between the works, excluding his article.
I don't want to judge where or why or when the differences between the decks should underline their strength or their limits, but I'm sure that the MG AND Gifted could be easily played with good results in the right enviroment and/or with the rigth player piloting them.

I'm sure that, in this reasoning that I'm trying to expose to you, the numbers still count.
A lot of people pick up the deck and did well with it ( MG Version ).
A few people play the other deck and some number could apper unbalanced, positively looking at a better winning rate of the MG version.
If these number could reflect some sort of balance, I'm sure that we would see the same number of good results.
My opinion consist primarily on saying that is the Gifts'Ungiven Spell that is broken, not the specific Gifts Ungiven Deck

@Xenoben.

Quote
Something everyone here seems to not understand (I guess they were all in a coma when Toad released this list and dicemanx placed at Rochestor) is this is not meandeck gifts, it's goal is NOT to resolve a gifts asap, it gains card advantage and a healthy mana base then resolves gifts for the win.

I agree with your statement and I have the same feelings that you have about the deck strategy and his winning game plan.
OTOH, I would say for sure that you cannot go under 3 Gifts for consistency reasons.
You would not see them so often, sometimes it is needed to rise the density threats in your hand thanks to it and I think that a game plan can be easier developed with heart-attacks being conscious that you have more of them in your deck and if one or two went countered, you can resolve the next one that you have been able to tutor anyway.

I see it played in the deck as Engine, such as Intuition is the Tog's engine. Three should be the perfect number, allowing you to play it fast when needed but having a lot of choices to resolve "at least one of it during the entire game process".
I play 4-of-them in my maindeck, not because I want to transform my version in a different version of Steve's deck.
I have the Gifts#4 maindecked because I found that I don't have any other playable card that can fit this spot better than Gifts. Maybe it is only due to my playstile, but I don't feel the need of nothing more than this card.

Quote
...Use of LoA...

Quote
...Not using petal and mana vault...

I have the same feelings that you have about those cards.
A lot of "Storm-Ended" games would have been easier to close if I would have played with the single Lotus Petal maideck.
OTOH, I want to draw into lands when needed against MW.decs and Fish.decs, so I would not cut anything for it now.

Quote
Thirst For Knowledge ....
...But, I do find this card suboptimal.

On an extended intent.
Talking about Skeletals and TFKs.
I try all those configuration "extensively" ( translate this word such as: As many games as needed to produce a good statistic number )
0-4
You don't support the needed variety of drawers to power up the GIfts when needed.
A lot of TFKs need a lot of maindeck artifacts and netting you three cards giving you two isn't enough to guarantee a full hand and a good recover
You cannot tricks Welders activations and you should rely on Y Will to win any DSC-game with them in play.
I cannot play 4 Gifts. I played three of them because of lack of space.

1-3
With this configuration , have large access to drawers and draw options, but I missed an additional tutor ( Merchant Scroll or Vampiric Tutor ) and the Gifts#4
This configuration seems balanced, I preferred dropping another drawer to fit in the needed lacking "pieces".

2-2
This configuration is strong!
It let you abuse of Skeletals and TKFs and GIfts in multiples, without relying them to minor roles, due to their being "1of".
I win a lot with those 4 drawers, but I felt the deck to be too much mana hungry. Skeletals cost a lot, TKFs and GIfts and FoF and all the sorceries, usually force you to decide the precise sequence of spells to play to win, without failing in a single prediction, because you usually can't resolve two or three of them in a row because of the amount of mana available.
If your mana base isn't stressed too much by your opponents' I suggest you to play this configuration.
It wins more than you think any control matchups and relying a bit less on Gifts Ungiven, let the deck to be more flessible and reactive to "unthought and unlucky game situations.

2-1
I switched a TFK for a Skeletal, when I realize that it usually drew me more cards without cutting too much power to my Winning Y Will.
I started to fetch more Undergrounds and I changed too much the winning rate against a lot of aggro.control decks, hating your lands all around.
If you see a few Wastelands or you have to face a lot of pure control games ( Tog, C-Slavery, Oath ), play a full set of Gifts and this drawers configurations.
ReBs would not hurt you too much and you would "surf" through your deck with ease.

1-2
At now, I', playing this configuration.
With 4 Gifts and a single Merchant as additional Tutor.
I'm satisfied with it, but I fully realize that it is not a so correct compromise between my needs to win against Fishes and MWs and my need to be able to play a control-role with the deck when needed, yet.
As you, I could easily add a basic Swamp to the deck, in order to let me safely play all the strong black spells I need.
While your version REQUIRE IT not to autoscoop to inconsistent hands, I ended up cutting it.
I don't want to reiterate the same statements, but playing with the Swamp, at now is more incorrect than playing with 2 TFks:

-I want to abuse of Mana Drains soon
-I want to be able to Gifts for different lands configuration when I unluckily need the colour to win
-I want to give some more problems to the opponents using Pithing Needles against me
-I want to use my own Pithing Needles on opponent's lands when needed

The compromise that I made consist on playing with all the available spells that can let me play a better Gifts, while not relying too much on secondary colours or situational cards, especially becuase the Blue Spells are needed and all the other ones are only the perfect complementar compedium to them.
I regret playing the deck aggressively and all the cards in my maindeck have been perfectly weighted during the past days.
The deck won Control-Mirrors and have an edge over the Gift's Mirrors because not rely entirely on Gifts - the strong and weak weapon of the deck.

@Single Merchant Scroll
I play it over Vampiric Tutor, because I lost too many games during which I was forced to play an early andblind VT against an unknown opponent, leaving my mana base too opened to early attacks.
I added another Gifts to power up at his maximum all the possible Merchant targets.
It power up Gifts, it is an additional tutor for my bouncers and it is bad only against decks with Tangle Wires and Spheres.
I don't want more tutors for a few Threats, I need to conduct the game without consuming all my weapons in the first turns of the game hoing that them would positively resolve.
Tutoring a lot and Drawing less cards, leave the deck "watered" and with a lot of bad topdecking possibilies because of a lesser threat's density.
The right amount of Tutors and Drawers would let you surf throught the deck in a flat-less way.
I feel that Rushing and Rebuild are good targets, because they cover almost all the spectrum of the possible opponent's threats. I wouldtry to add a single F/I in some place to have cheaper and definitive answers to the "nasty-weenies-with-nasty-abilities" I have to faces all day long.

@Pithing Needles
They have been the best addition to my sideboard since their print.
I played a lot of Chalices in their spot before them, for the Combo matchup, but they were so un-sinergic with all the rest of the deck, that I lost interest on them.
I confidently board in Needles in multiple copies when I'm on the play. I regret a bit them when I knew the oppoent's deck and I perfectly know about them being able to stop all of them with a single CotV for 1.
I board out Duresses, Mindtwist, Mystical, a Gifts and a TFK swapping in the right configuration of Needles, E.E.s and R&R.
Needles #1 usually calls Wasteland while the other one is usually resolved for Welders or fat artifacts with abilites.
E.E. can get rid of a lot of permanents and R&R are usually game ending if they targets larger and hypercosted artifacts.

@How are you going to face Bazaar.decs?
If you would choose to play with E.E.s you would not have solutions to Animated Dragons or larger Madness/CelebralAssassins Creatures ( excluding the slow Cunning Wish ).
If you go for Pithing Needle, you can stop Bazaars but they can discard things in other ways and you could not stop the real threats that would appear on board.
If you would play with Crypts/Furnaces, you would have nice solutions to graveyard problems, but the smart opponent could went around them easily.
Are you sure of your "utilities spells" configuration? Anyone of them is indirectly inadequate to let you survive to those decks.

Balance is !!!STRONG!!! but... look at these interactions:

Balance-Mongrel is bad
Balance-Dragon is bad
Balance-Titan is bad
E.E.-Rod is bad
E.E.-Fatty is bad
Burning-Dragon is bad
Burning-"A lot of Fatties" is bad
Cunning is good but slow. So in the end it is bad in these matchups.

A lot of your maindeck solutions could be swapped in your side to power up the right matchup, while leaving some more universal choices in your maindeck.

@Mana Base.
Play with a single Tundra and add the Fetch #5 or anything else you feel better than it.
Try City of Brass if you are not pestered by MWs and Fishes. Wink

MaxxMatt
« Last Edit: August 10, 2005, 12:27:56 am by Matt » Logged

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« Reply #8 on: August 09, 2005, 06:30:14 pm »

I challenge you to a battle of ridiculously long posts.

Spam like this should be kept to PM.
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« Last Edit: August 09, 2005, 07:40:53 pm by Jacob Orlove » Logged

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« Reply #9 on: August 13, 2005, 07:36:05 pm »

matt have you considered playing murmurs from beyond instead of thirst for knowledge?

murmers from beyond-instant-2U-  Reveal the top three cards of your library. An opponent chooses one. Put that card into your graveyard and the rest into your hand.
This also gets around Uba Mask which seems to have gotten popular lately.
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« Reply #10 on: August 14, 2005, 01:34:43 pm »

@bdg4liffe

I haven't tried it yet because of two reasons:

1) I faced too few Uba.decs to behave them being a possible matchups where I play
2) I'm not totally confident on them because it net the same cards that can net TFK, but I usually should receive the two worst.

I sometimes NEED to feed my grave with spells and things to replay in the next turns.
With five cards ( as for FoF ) the opponent would have hard time dealing with the best of them because of the high number of possible broken configurations.
When you net three, you are going to drew shit, mana, broken and you would usually hold in hand both the mana and the shit. Not a satisfing picture...

On the other hand, it would be a nice addition if the field would require less cards with the lack of "draw" word, even simply swapping TFK#2 for one of them.

At now, with 4 Gifts, a lot of tutors, 1 FoF and a lot of cards that are broken by themseves, I'm really confident on being able to easily circumvent cards like Chains of Mephystopheles, Uba Mask and similar ones.





@@@@@@@@@
On a general note
@@@@@@@@@
I recently extensively tested against FCG, RB-Hate, RG-Hate, Fish-UR, Fish-UW, Atog, TPS-UBr , MeandeckGifts, Slavery and Oath.
Games after games I focused on my maindeck's configuration and I feel really proud to assure you that I regret really a few things in every different matchups.
I usually have good matchup against them all, without stupidly stellar results, but with an edge over them all, if I play carefully without losing resources in a blind and mechanic way.
The deck respond to the player, games after games and I'm reall astonished on how it can get out from extremely bad situations.

The solutions' configurations can easily cover all the spectrum of the possible oppponent's threats ( Rushing River, Rebuild, Burning Wish ).
The drawer's configuration is perfect at now.
The protection's configuration isn't optimal for all the possible metagames, but it is the best compromise to have tools to crush the mirror and to have a good matchup against Hate.decs, too.
In the end, Gifts Ungiven is THE card.

Some months ago Fetchlands completely revolutioned the format.
Gifts is doing the same now.



Maxx


@B-Tings. Is this post short enough for your brain? Wink

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