A.-1.
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Team RST
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« on: April 12, 2008, 07:01:07 pm » |
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Savor The Moment  Sorcery Take an extra turn after this one. Skip the untap step of that turn. Does this card have a place in Vintage? Could it see play in a deck such as Tyrant Oath? The card works well in a deck running the Gush/Fastbond engine. It could also work well in some newer version of Sex.dec with Aether Vial, Quirion Ranger, Eternal Witness, and cheap efficient beaters like Tarmogoyf.
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Please make an attempt to use proper grammar.
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CalmLikeABomb
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I think we're parked, man.
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« Reply #1 on: April 12, 2008, 10:27:41 pm » |
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I would stay away from any deck where you needed to swing with un-hasted fatties. You cant untap them to keep swingin. This will be perfect for GushBond, and should lead to more focusing on control or combo.
This could see some play, but the 3 total cost is comes about 1 too steep. IMO. Probably will fit like a glove in Mana Drain decks. Most probably.
Anyway,
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I have played this game for so long I coulda had a boat instead.
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BruiZar
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« Reply #2 on: April 13, 2008, 04:23:39 am » |
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Although it's an aggressively costed timewalk without an element of chance like Stitch in Time, I can't really see this being played. You gain an upkeep and a draw extra so unless you find a way to abuse the additional upkeep, it's gonna be quiet useless. Mana Drain may benefit from the additional mainphase, and your hardcasted creatures essentially get 'haste', but other than that I'm not impressed by the card.
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coyoteuglly
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« Reply #3 on: April 14, 2008, 12:26:52 am » |
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The only deck I could really see this being played in is some weird variation of Staxs. But UU seems like it could be rough to get. Skipping an untap step seems like a huge travesty.
Eric Becker... prove me wrong.
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GUnit
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« Reply #4 on: April 14, 2008, 01:53:35 am » |
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This card is certainly interesting, but I think that timewalk itself is already under-appreciated in vintage.
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-G UNIT
AKA Thingstuff, Frenetic
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Nehptis
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« Reply #5 on: April 14, 2008, 08:56:08 am » |
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It has potential use in Tyrant Oath. A setup like this is strong:
T2: Island + Orchard for Oath T3: Oath for Tyrant, drop Trop/Sea/Vol/Fetch play Savor the Moment T4: Oath for 2nd Tyrant.....Do fun stuff (Gush, or drop a land to play Ponder / BS, or play a Mox)
You still get to drop and use 1 Land on the Savor the Moment turn, which is sometimes all Oath needs.
This card will see Vintage play.
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meadbert
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« Reply #6 on: April 14, 2008, 09:33:11 am » |
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This card is great with any kind of free draw engine.
There is obviously great Synergy with Dark Confidant.
This card would be powerful with the Bazaar/Squee engine, but that would require having uu1 and Bazaar in play to happen.
I do not see howing mine getting any play in vintage but this makes Howling mine more one sided.
Also if you run Turboland with Horns, Explorations, Gushes and Crucibles then you get a ton of extra draws every turn and you should be dropping multiple new lands each turn so you could potentially chain these guys together. I will test Turboland with 4 of these new timewalks and see what happens.
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T1: Arsenal
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Troy_Costisick
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« Reply #7 on: April 14, 2008, 09:36:25 am » |
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This card is great with any kind of free draw engine.
There is obviously great Synergy with Dark Confidant.
This card would be powerful with the Bazaar/Squee engine, but that would require having uu1 and Bazaar in play to happen.
I do not see howing mine getting any play in vintage but this makes Howling mine more one sided.
Also if you run Turboland with Horns, Explorations, Gushes and Crucibles then you get a ton of extra draws every turn and you should be dropping multiple new lands each turn so you could potentially chain these guys together. I will test Turboland with 4 of these new timewalks and see what happens.
Please post your results with that. I'd be interested to see them Peace, -Troy
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Phele
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Tom Bombadil
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« Reply #8 on: April 14, 2008, 09:36:52 am » |
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Beside the uses this can have in Tyrant Oath, it also might have some value for the older, maybe a little bit outdated Angel Oath, as the Angels don't tap to attack.
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Tom Bombadil is a merry fellow; Bright blue his jacket is, and his boots are yellow.
Free Illusionary Mask!!
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BruiZar
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« Reply #9 on: April 14, 2008, 01:14:05 pm » |
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Will
Veritas
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« Reply #10 on: April 14, 2008, 02:49:21 pm » |
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Fastbond and Gush makes this more attractive. It will be a niche deck that will abuse this like turboland or something dumb like awakening control which will more than likely never be a good deck in this format but let's see someone completely break this in half.
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The artist formerly known as Wmagzoo7
"If one does not know to which port one is sailing, no wind is favorable" - Seneca
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Thegreatgonzo
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« Reply #11 on: April 14, 2008, 05:47:46 pm » |
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Imprinted on a panoptic mirror, it wins the game just as the original one. The thing is, I don't know if Mirror.deck needs another timewalk. To be perfectly honest, I don't even know if such a deck exist  More seriously, it's not as strong as a time walk, but it's not restricted yet. And it could be quite broken if properly (ab)used. Just my two cents
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He who makes a beast of himself gets rid of the pain of being a man
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GUnit
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« Reply #12 on: April 14, 2008, 06:37:26 pm » |
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In my opinion, this card is totally superfluous. The only way to make it worth playing is if you have gush/bond, but if you get fastbond into play you're already going to win the game anyway. This card is also a turn too slow and one too many blue mana. (I also don't really like the art  )
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-G UNIT
AKA Thingstuff, Frenetic
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meadbert
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« Reply #13 on: April 14, 2008, 08:03:06 pm » |
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So this card has a ton of synergy with Turboland. 1) Synergizes with Horn since you get extra draws. 2) Synergiizes with Exploration since you get more land drops. Note: Does not synergize with Fastbond since you already have infinite land drops. 3) Synergizes with Crucible since you can play fetches from the yard or perpetuate a Waste/Strip lock. 4) Synergizes with Gush since you can replay bounced lands that were tapped. 5) Synergizes with Bazaar since between Gush and Crucible you usually have lands to discard.
It turns out that #3 is pretty important. That was one of the best uses and actually makes Ghost Quarter more interesting. Consider: Turn 1 Land, Exploration Land Turn 2 Waste, Land, Crucible. Turn 3. Waste, Waste, Savor the Moment, Waste, Waste.
Now why would anyone need 5 activations by turn 3? I do not know, however 5 Ghost Quarter activations starts to become VERY scary for a number of decks.
I did a lot of goldfishing with this card. I was playing a list with 4x Exploration, Crucible, Horn, Gush, Save the Moment. It was b/u/g and naturally ran Fastbond, Ancestral, Walk, Demonic, Imp, Vamp and Yawg.
First of all I was running less disruption than I usually do since I yanked Rods and Intuition which frequently finds disruption (eg: Strip + Loam) I was hoping for a faster Goldfish and I think I was goldfishing faster but not THAT much faster. Usually Null Rod Turboland combos out on turn 4. Savor the Moment was allowing a lot of turn 3 wins.
So goldfishing I was really not sure. I really liked that Savor the Moment synergizes with Exploration, Horn and Gush since those are usually the least likely cards to be countered.
Then I started testing against real decks. First of all, Horn of Greed REALLY sucks right now. With so many decks using the Gushbond engine your Horn can simply help your opponent combo out. This makes GAT, Tyrant Oath, Gush Tendrils/TTS horendous matchups. I never actually tested Gush Tendrils or TTS but I am pretty sure those will be terrible. GAT and Tyrant Oath sure were!
Next came shop decks. Shop Aggro was a strong matchup, however I should mention that the list I was playing against did not have Tangle Wires. Against Mud both Tanglewire and Smokey can be problematic. With Crucible out Smokey can help you since it gives you another land to replay untapped. Tangle Wire makes Savor the Moment Terrible. Although Savor the Moment seemed bad against Stax, the deck destroyed Stax as turbolandis prone to do. Shop Aggro was also favorable.
Ichorid (No Wastelands) was favorable largely on the back of Glacial Chasms and Wastelands.
Savor the Moment had an interesting effect here. First I thought it would have negative synergy with Glacial Chasm since you do not want to pay life Chasm and let those counters stack up. Instead, Chasm worked quite well since you usually held Chasm till after you played Savor the Moment. Then you had more lands in play and thus Chasm's sac a land drawback was less painful. Also, with Crucible out you could sac Chasm far more often and in that matter keep it on the board at most times. This was a huge problem for Shop Aggro and Ichorid. Tyrant Oath can ofcourse bounce Chasm and Flash can combo out during your draw phase after you sac Chasm so once you drop Chasm you must straight up win before you ever sack it.
Flash was quite a terrible matchup.
Some Problems: It is very common that I have exploration in play and then I make two land drops but cannot cast Horn or Crucible or anything that I want to. This deck just does not have 2cc cost cards. The mana curve sucked.
More disruption was needed. Typically Turboland has used Wastelands, Null Rod and Duress as their disruption. Duress's problem is that Horn lets your opponent draw more on their turn and you are too likely to Duress a bad card to have your opponent draw into its bombs.
Another thought is finding a way to add Force to the deck. With such a ridiculous draw engine, Force would be nice.
Getting the mana base right is tough: It is tough to support Gush, Savor the Moment and also run Wastes, Strips and Ghost Quarters. Also I really wanted Shops for Crucible/Horn but could not find room.
Basically Savor the Moment just does not work out in the current meta, if the meta ever shifts to where Turboland can be good again, then I will give it another try. For now I will probably stick to Intuitions and Null Rods.
Full list I tested with: 3 Polluted Delta 3 Flooded Strand 3 Underground Sea 4 Tropical Island 1 Cephalid Colliseum 1 Tolarian Academy 1 Strip Mine 3 Wasteland 2 Bazaar of Baghdad 2 Glacial Chasm
1 Black Lotus 1 Mox Ruby 1 Mox Jet 1 Mox Sapphire 1 Mox Emerald 1 Mox Pearl 1 Sol Ring 1 Mana Crypt 4 Crucible of Worlds 4 Horn of Greed
1 Yawgmoth's Will 1 Demonic Tutor 1 Imperial Seal 1 Vampiric Tutor
4 Savor the Moment 1 Time Walk 4 Gush 1 Echoing Truth 1 Ancestral Recall
4 Exploration 1 Fastbond 1 Regrowth
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Shawn Sr.
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« Reply #14 on: May 11, 2008, 12:16:32 am » |
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Savor The Moment with Time Vault. Skip your Savor turn to untap the Vault and take the vault turn instead. I'm using this in my Time Vault\Mizzium deck right now and I like it. It's a nice alternate way to get another turn while working towards comboing out.
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