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Author Topic: short essay: Why you fail at gushing in 2010  (Read 974 times)
The_Band
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« on: September 22, 2010, 11:20:57 am »

Thank you DCI!  We now have gush back, and you know what they say...    
"Third time's a charm".
   If you didn't play back when gush was legal from June 2006 to June 2008, you missed out on a super-fun time.    Everyone could chose to play magic like two jet fighters flying at Mock 5 engaged in a dogfight.  Brainstorm lead to stupid plays with Tendrils of Agony as well as flash, and Gush was played in Oath of Druids, Painter Servant, various storm decks, and the obvious GAT.   Lurking in the shadows ready to strike was Magus of the Moon in workshop decks, making sure islands weren’t vanishing via the 5 mana free instant from Mercadian Masques.  
   When gush, brainstorm, flash, ponder, and merchant scroll were restricted the whole vintage community was up in arms (Other than Mark Trogdon, who said for years Brainstorm was too powerful… go figure he’s a workshop player).   It was the end of the golden age;  instead of doing battle inside super-fast jet fighters, you now were comparative to two crippled men fighting with crutches over a social security check.  Games were long and drawn out except for on the rare occasion Time Vault would make someone unable to take another turn.    
   And then, this happened:         
      September 20th, 2010
         Frantic Search is unrestricted.
         Gush is unrestricted.
   Frantic Search doesn’t scare me too much.   I think this will make Goblin Welder a very usable threat.   I have played several games online and have played against this archetype about 4 times in 3 days.   Each list crutched extremely heavily on Goblin Welder, though.   Gush is what excites me, like every magic player the most.    
   The problem, however is that every magic player is trying to throw 4 gushes into their favorite deck and call it a day.   TMD User Ambivaliant Duck has thrown Doomsday together.  Quite honestly; his list looks awful.   He runs no fastbond, and he runs Ingot Chewer and Engineered Explosives.  And only 3 gushes.  His list is all-in and crutching on the actual card doomsday.   I will not post my doomsday list, but I do believe we will reach the optimal build shortly.  Once I win a tournament, you will see it. 
   The other big flaw I’m seeing is 13 or 14 lands in Gat.  You need at least 15 to compete against Loadstone Golem.  Keep in mind that Scars of Mirrodin makes this archetype even stronger!   You need to now be able to deal with them playing spheres every turn (Literally).   Your Psychatogs, Quirion Dryads, and Tarmogoyfs won’t even see play against those decks.   You won’t cast , and if you do, they won’t live through Golem’s attack steps.  Not only that, but you’re so light on land that every threat they resolve cripples your resources.  You play as many lands as they play sphere effects:  Do the math.  

   My point here people is that you don’t need to discover fire, but don’t just try to make decks from two years ago viable in a completely different meta.   Do some actual innovating!  I’m sick of relying on Team Meandeck to come out with all the sick ideas that actually work! (Seriously meadbert.  Actually play magic if you’re going to post useless decklists.)

You know, for someone who ranted so much about TMD not being relevant, you sure didn't waste any time trying to come back.  Banned.  And Soly, keep in mind that each time we catch you doing this (and we will catch you), it's just going to lengthen the time before we even consider letting you come back. -DA
« Last Edit: September 22, 2010, 01:24:52 pm by Demonic Attorney » Logged
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