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Author Topic: Terrageddon in Vintage  (Read 3101 times)
B3457
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« on: August 13, 2007, 01:26:09 pm »

Hi there, I'm new to the site and just recently got really into the Vintage scene.  I've been playing some decks on MWS and when I saw the GW Terrageddon list for Legacy, I was thinking it could be converted into a Vintage format and retain it's playability.  The original list that some Dutch dude played with for a Legacy tourney was just GW, but I decided to splash black for some disruption and tutors (I've previously seen other lists that splash black for Cabal Therapies, so I guess this isn't so far-fetched).

Let me know what you guys think about the list.  Whether it has potential, and changes that could be made to make it better.

Main Deck

Lands:
4 Tranquil Thicket
2 Secluded Steppe
1 Nantuko Monastery
4 Windswept Heath
3 Forest
1 Plains
3 Savannah
2 Bayou
3 Wooded Foothills
2 Wasteland

Creatures:
3 Llanowar Elves
3 Werebear
3 Wild Mongrel
3 Eternal Witness
3 Terravore
1 Genesis

Artifacts:
1 Mox Emerald
1 Mox Pearl
1 Mox Jet
3 Chalice of the Void

Instants:
4 Swords to Plowshares
1 Vampiric Tutor

Sorceries:
4 Life from the Loam
1 Demonic Tutor
3 Armageddon

Enchantments:
2 Solitary Confinement

Sideboard
4 Cabal Therapy
3 Krosan Grip
3 Pithing Needle
2 Tormod's Crypt
3 Aven Mindcensor
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Zherbus
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« Reply #1 on: August 13, 2007, 01:31:35 pm »

The problem here is that you have no way to stop turn 1 brokenness. Whether it be a straight-up win, or resolving something that puts the opponent at an unrecoverable lead.
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B3457
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« Reply #2 on: August 13, 2007, 01:38:43 pm »

Leyline of the Void main deck?
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Harlequin
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« Reply #3 on: August 13, 2007, 01:50:16 pm »

Not only that, but with Gush unrestricted ... it's got to be the worst time to play armagedon. 

I think all in all it's the wrong time to play this deck.  But if you really want to try it you need to start with 4 Spheres of resistance, 4 chalice, and a Trinisphere.
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B3457
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« Reply #4 on: August 13, 2007, 02:10:19 pm »

Okay, I agree with you on that.  GAT is on the rise with the unrestriction of Gush, and mass land D isn't going to be very good against it.  Maybe some kind of transformative sideboard?? haha, we can dream.

But in regards to what Zherbus said, does every Vintage deck have some kind of defense against the turn one win when they are on the draw?  I understand most blue decks will play Force of Will, if for this reason alone (obviously, FoW has other uses), but in a deck like Goblins, the only protection it has against the nuts play when it's on the draw is Leyline of the Void, and they can hold their own, no?
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« Reply #5 on: August 13, 2007, 02:45:05 pm »

Almost every good type 1 deck has a defense against turn 1/2 brokenness...Force of will, duress, tormod's crypt, leyline of the void and even merchant scroll helps keeping the broken decks in check.

Allow me to illustrate:
GAT - Duress, Force of will, merchant scroll for force and usually some combination of misdirection, mana drain and red elemental blast to back that up!

Flash - Force of will, and sometimes duress - Although the main defense against fast decks is to run even faster Wink

Bomberman - Force of will is pretty much the only defense they have in the early turns, sometimes with a few misdirections, and if the game goes longer they have drain and aven mindcensor.

Storm combo - Usually 6-8 pitch counters (FoW, MisD) or just 4 duress...and obviously the ability to race as they are among the fastest decks in vintage (Beaten only by Flash and potentially Belcher)

Fish - Force of will, Daze, stifle and annoying creatures and artifacts like meddling mage, null and chalice of the void.

Stax - Stax got so many turn 1 plays that stalls the game until they can either lock you out, or win by some other means (Like Metalworker/Staff or just karn and 20 power worth of artifacts)

Control Slaver - Force of will and mana drain are the staple pieces of disruption, although Red elemental blast, Duress, Misdirection and various other disruptive cards have been seen from time to time.

Ichorid - Runs Leyline of the void, chalice and cabal therapy to survive the early turns.


That should give you a basic idea of the necessary defense.
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« Reply #6 on: August 21, 2007, 05:49:26 pm »

You could try running 4 Orim's Chant, 4 Abeyance, 4 Geddon, 4 Glowrider, 4 Sphere of Resistance, 4 Gorilla Shaman, 4 Raze with moxen.
« Last Edit: August 21, 2007, 05:53:28 pm by limitedwhole » Logged

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« Reply #7 on: August 21, 2007, 06:53:15 pm »

Terrageddon is playable in legacy because the format is much slower.
In order to make an ample port, I think you're going to need to overhaul the deck big time.
This does not mean it's not possible, but it's going to require that you re-examine a lot
of the deck's card choices and strategies in relation to the relevant Vintage decks.

One step in the right direction would be adding in cards that disrupt the opponent on turn one and two.

So, here are some suggestions, while keeping with the general theme of your deck (Land Destruction):

Root Maze:
Slows down the opponent's Fetches
Opens up their Fetchlands to Wastelands
Stops Fastbond chaining against GAT

Choke:
Cheaper than Armageddon, and better against blue decks

Root Maze + Choke:
Pwnage against Blue decks

Maindeck Aven Mindcensor:
This guy is a serious beating in Vintage,
with both Fetchlands and lots of Tutors being played.
He's not necessarily a lock for the maindeck,
but I think you should question why he's in your sideboard.

More Wastelands and a Strip Mine

Kataki, War's Wage:
Eats all the extra Moxen

Glowrider:
Hurts storm decks
Is even better with the mana denial component

Tarmogoyf or Joten Grunt:
Large beaters that don't cost three mana

Emerald, Pearl, other Moxes, Black Lotus:
I'm not sure if you have access to proxies.
These rule, in case you forgot to include them.

Duress, Mesmeric Fiend, Cabal Therapy:
Early discard is good, and you're currently playing Black manas.
If you're playing Armageddons, they're especially important,
because having Armageddons countered is bad.
Bobs might be worth a consideration, too, although they're not a neccesity.

Dropping Armageddons and Terravores from the deck:
I'm don't know if this is necessary, but I'm just putting it out there;
Armageddon is four mana and Terravore is three mana.
Neither of these cards are game winners on their own,
so you may be better using a mana curve of LD effects that build up over time
instead of relying on Armageddon + Terravore to be game on turn three or four.
I really like the idea of using Armageddon in Vintage with Terravores,
but there's a good chance there're better options for an LD deck.

Drop Solitary Confinements (especially from the maindeck):
There's a lot of bounce in Vintage,
so this is usually not a lock.
It does, however, stop Goblins (assuming they don't sack Leyline) and 'random jank'
so it'd probably be good in the sideboard, if anywhere.

That's about it off the top of my head.
Good luck with the deck, and welcome to Vintage!
« Last Edit: August 21, 2007, 06:55:52 pm by TopSecret » Logged

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