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Author Topic: Vintage Champs Playing Cheat Codes  (Read 4957 times)
Cripson
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« on: August 29, 2015, 05:38:33 pm »

Hello world I have been wanting to write this report since vintage champs, just now finding time. I piloted this list to a 7W 1D 2L in the main event finishing up at the #25 spot.  However as many of you know I play all kinds of interesting variants in vintage and this was another homebrew design that left all of my opponents either stunned/baffled or as Paul Lynch said it best “what the @#$% are you playing Mercer”  Very Happy

I am not going to spend a whole lot of time going through the matches I played over the weekend but more of the card choices I selected and why.
 
I began the design on this deck since the beginning of July and finally had it optimized for Eternal Weekend.  I began looking at the “Main Vintage Pillars” and wanted a deck that has very consistent games against each: The Four Pillars I focused on beating were 1. Workshop Decks 2. Dredge 3. Delver/Mentor 4.Blue Decks

I can honestly say my deck design did very well against each of these over the 2 days of vintage I played.
For Example
Day 1- I played against Workshop which is my best matchup winning 3 out 4 times I played against it
Day 2- I played against Workshop 5 times and winning 4 matches and drawing against it in Round 10
Day 1- I played against Dredge winning 1 out 1 times I played against it
Day 2- I played against Dredge winning 2 out 2 times I played against it
Day 1- I played against Mentor winning 1 out 1 times I played against it
Day 2- I played against Mentor/Delver 1 out 1 times I played against it
Day 1- I played against 2 Blue Decks winning 1 out 2 Games I played
Day 2- I played against 2 Blue Decks Winning 1 out 2 Games I played

So the deck I brewed together at first glance is an Oath of Druids deck….However this deck is actually more of a Prison deck based around the current metagame.

Cheat Codes-Oath by Mercer

Business (33)
•   4 Force of Will
•   1 Hurkyl’s Recall
•   2 Energy Flux
•   2 Propaganda
•   4 Chalice of the Void
•   1 The Tabernacle at Pendrell Vale
•   1 Ancestral Recall
•   1 Time Walk
•   3 Dack Fayden
•   2 Jace, the Mind Sculptor
•   1 Dig Through Time
•   1 Vampiric Tutor
•   1 Demonic Tutor
•   4 Oath of Druids
•   2 Show and Tell
•   1 Blazing Archon
•   1 Emrakul, the Aeons Torn
•   1 Griselbrand

Mana Sources (27)
•   1 Black Lotus
•   1 Mox Emerald
•   1 Mox Jet
•   1 Mox Ruby
•   1 Mox Sapphire
•   1 Sol Ring
•   4 Forbidden Orchard
•   2 Scalding Tarn
•   2 Misty Rainforest
•   1 Volcanic Island
•   1 Tropical Island
•   1 Underground Sea
•   1 Island
•   1 Forest
•   1 Strip Mine
•   4 Wasteland
•   3 Ancient Tomb


   Sideboard (15)
•   4 Leyline of the Void
•   3 Ravenous Trap
•   2 Ancient Grudge
•   2 Abrupt Decay
•   3 Sudden Shock
•   1 Crucible of the Worlds



Ok so lets look at why this deck is well positioned at each of the Main pillars

We will start with the Blue Player’s“ME” bane of the format – Workshop.  This deck is very very well versed against the workshop metagame in Game 1: first off if we look at the mana base there are 21 Lands optimizing land drops every turn against the shops player.  Additionally, against spheres we have Ancient Tomb which negates sphere effects and we have Wasteland/Stripmine. Fight fire with Fire which is awesome when they are vying for sphere effects on the board.  Also I can not tell you how many times I was on the draw against shops on game one and smiled when they go T1 Workshop Sphere of Resistance Go and I wasteland them under their own sphere.  Very Happy and quickly just continue dropping lands and resolving a Dack, Oath or Energy flux

Against the Workshop we also have some very interesting card choices in our arsenal
MAIN DECK – ENERGY FLUX x 2    Very Happy Very Happy Very Happy card is so sick
We also have 4 fetch, 2 basic lands, 3 Dack Fayden, 2 Jace, 1 hurklys recall, 4 FOW, 5 Strip Effects, 3 Ancient Tombs, 4 Oath and 2 Propaganda.  Also if were on the play we have Chalice of the Void at 0
Quite honestly this is a strong lock against our opponent.  The other interesting card to Consider in our Arsenal is the Blazing Archon.  Since our friendly workshop player is an aggressive deck that must attack you to win and it makes sense to put a creature in there that stops that all together.

Typically it was my experience you win 90% of game 1 against the workshop pilot.

Sideboarding Game 2

-4 Chalice
-1 Tabernacle unless you play against hangerback walker

+2 Ancient Grudge
+2 Abrupt Decay
+1 Crucible World

Pillar 2 Dredge

The cards that are strong against the game 1 in our arsenal

5 Strip Effects, 2 Propaganda, 1 Tabernacle, 2 Show and Tell, 2 Tutors, Blazing Archon and Griselbrand

Essentially the Game 1 will go like this T1 opponent plays a Bazaar pass, depending on your hand if you have a tutor and a show and tell you find Blazing Archon ASAP and you win the game.  If you have wasteland effects keep them at bay on the bazaars and find either Tabernacle or Nail in the coffin propaganda

Game 2 or 3 Sideboarding is the same.

+4 Leyline and +3 Rav Trap

-1 Hurkly’s Recall,- 2 Energy Flux, -3 Force of will, -1 Emrakul,

You want to keep Chalice of the Void in play to resolve at 1 to keep natures claim in check.

Also depending on your hand If I was on the play against Dredge if I lost game 1 I played very aggressively in game 2 to resolve the Blazing Archon as late as T2 every game and it served me very well.

Delver/Mentor/Pyromancer UWR or BUR

This deck is very threating against them.  As this and many blue decks run cheap cards: such as mental misstep, delver, thoughtseize, brainstorm, preordain, recall, cabal therapy, lightning bolt, swords to plowshares, REB/Pyroblast etc. etc. etc.  and that is why Mental Misstep is so broken.  I just assumed I would make my mental misstep a permanent with chalice of the void@1=more broken.  This card is in my opinion the very reason why this deck can handle blue decks so well.

Think about the few cards I mentioned above and look at the metagame for a moment.  If I resolve chalice against my opponent normally at 1 it will cut off almost 60% or more of their deck. Sure I don’t stop everything at chalice at 1 but it shuts down their draw tempo to a crawl and virtually creates an enormous amount of dead draws for my opponent.

Also you will naturally draw more threats now as their hand is filled with useless cards and you use dack fayden as your draw engine.  Also if you want to cheat you draw 2 cards and drop Emerakul in the graveyard to get all your juicy wastlands and lock pieces back  Very Happy

Ok we have their hands locked up. Lets wasteland some mana sources for shiggles and force our threats through.  Major threats at this point are the oath of druids/SNT and/or propraganda/planeswalkers.
As a prison deck we have almost made all of our cards Misstep proof except 3/ sol ring, recall, vamp so this deck encourages us to play chalice at 1 and most of our cards are enchantments/planeswalkers so it turns off opponents flusterstorms.  The deck also encourages our chalice at 0 to shut down early moxes or drop an early energy flux against a blue deck to keep their mana sources thoroughly shut off.  All the while we are making land drops and wastlanding them in the middle to incremental values. 

Against Delver U/W or UWR or something of that variant if you resolve the Chalice at 1 on T1, T2 you will win the game 1 over 90% of the time in my testing.  Additionally Keeping Chalice in and Energy Flux in these matches are very good against the lists with White.  I spent most of my time fighting the white sources in these matchups to keep containment priest off the board and graffdiggers cage at bay.

Against this match up my sideboarding was

+2 Ancient Grudge
+3 Sudden Shock
+1 Abrupt Decay

-1 Hurkyls Recall, - 1 Jace, -1 Dack,- 1 Force of will, -1 Forest, - 1 Ancient Tomb

Against control blue decks you want to continue down the prison road by attacking there mana base just like shops does with concentration on stealing artifacts with dack, chalice, flux and waste effects.

Against the mirror I had no testing but stuck with my plan against control blue decks which provided a strong assortment of fun for my round 9 opponent which was land destruction and resolving Jace the mind sculptor.

Sideboarding against the mirror I put in crucible worlds and sudden shocks and 1 abrupt decay.  The best creature to resolve against Oath is Blazing Archon as they are stuck locked from attacking.  I boarded in sudden shock on the off chance that we had an oath on board and it felt like the best thing against the orchard match up other than the wastelands by just killing a token at the end of turn to use oath on the following turn and it helps kill opposing Jaces.  Basically this is a game of attrition typically won by who resolves Jace or has the most orchards.

My deck influences was actually Shops and “The Answer”  Shops by controlling my opponents permanents and the barrage of land destruction.  “The Answer” having blue control deck with chalice’s.  I played the “the answer” a while back to a T8 finish and wrote my tourney responses about it…I really liked the design of the list however I just felt like it was lacking on dealing with resolved permanents and it was very slow at getting threats down to “just win the game”.

Final thoughts on the list.  You are always going to playing against cage except against dredge, so just sideboard knowing that and Blazing Archon was an absolute beating. Tabernacle is fun in an Oath deck because you can tie up there mana and give them a spirit token that they can not sacrifice first to trigger oath also using propaganda and Orchard together was like cheating as you kind of get your 5 color mana freely. 

Hope you all like my article and give the deck a try.

This is a Game 1 Against a Workshop Player...for Validation for my Blue Brethren ~Matt Mercer



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Islandswamp
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« Reply #1 on: August 29, 2015, 06:45:12 pm »

That's a really interesting-looking deck. I'm always just trying to shove more counterspells in my lists, but this looks like it has different control angles. Congrats on your finish.
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Cripson
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« Reply #2 on: August 29, 2015, 08:22:59 pm »

Thanks I/S it's fun to play and I have the opposite thinking by always wanting to cut counterspells anymore
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oshkoshhaitsyosh
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« Reply #3 on: August 29, 2015, 08:38:52 pm »

Love it Mercer, thanks for sharing!
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« Reply #4 on: August 30, 2015, 06:07:19 am »

Wow, love the deck. I'd make some changes, but I saw oath with chalices lots of years ago and have often wondered how would they perform now. Congratulations on your great result!
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« Reply #5 on: August 30, 2015, 06:28:16 am »

Thanks for posting, I'm a big fan of propaganda and that, along with chalice on 1 looks like a great meta call against dredge, young pyro and mentor.  You've found a great home for this within an oath shell and since oath is one of my favourite archetypes I definitely want to give it a try.
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Cripson
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« Reply #6 on: August 30, 2015, 07:23:59 am »

Give it a whirl if you have any thoughts, suggestions, or questions pm me
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Islandswamp
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« Reply #7 on: August 30, 2015, 04:01:50 pm »

Thanks I/S it's fun to play and I have the opposite thinking by always wanting to cut counterspells anymore

Propaganda and Ghostly Prison are cards I've tried before. I resolved one against Dredge once, and the guy just couldn't attack until it was destroyed. I'm actually trying Propaganda in an Oath deck sideboard right now, I haven't been able to actually make a decision yet, but your deck gave me the idea to try it again.
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WhiteLotus
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« Reply #8 on: August 30, 2015, 11:51:56 pm »

Very interesting and unique list.  But it looks like opening Pandora's box of Variance with so many situational answers, a lot of mana sources and a rather succinct Draw engine (only 1 delve spell, no thirst, no library, no filtering whatsoever, basically nothing outside of Planeswakers and Recall) with only Fow and Chalice as protection. Especially considering that it inherits the natural Variance of Oath on top of that.
Seems like a lot of difficult mulligan decisions especially g1 if you don't know exactly what your opponent is on. Energy Flux maindeck seems super overkill/dead way too often and has extremely poor synergy with Chalice (although to be fair, I can't imagine you'd care all that much about Chalice vs Shops, especially with Energy Flux on board).

Seems like a very sweet list with a ton of different angles of attack, and a lot of Game vs Shops and Dredge. Very similar to the Answer structurally.
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« Reply #9 on: August 31, 2015, 12:07:21 pm »

(for the viewers at home) It's important to know that Propaganda doesn't stop creatures from attacking your planeswalkers, only you - so it's kind of anti-synergistic in a deck with 5 planeswalkers (though some players won't even bother attacking if they don't know that's how the card works)

That doesn't mean the card or deck is bad though, it's just something good to keep in mind if anyone decides to pick up this list.

I love maindeck Tomb/EFlux by the way ... if people are maindecking Flusterstorms and Missteps, what's wrong with a little shop hate?
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« Reply #10 on: August 31, 2015, 01:09:00 pm »

I'm the guy in the picture you posted. As I read the report I was wondering if it was someone else also running the maindeck flux and propaganda, then I saw the picture and recognized my shirt.

Congrats on your nice finish!
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« Reply #11 on: August 31, 2015, 02:00:32 pm »

I was the MUD player that squeezed out the win against you on day 1.  I walked away feeling very lucky and appreciate your innovation.  Thanks for sharing.

 
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Aaron Patten
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« Reply #12 on: August 31, 2015, 04:16:24 pm »

This list is awesome.  I was stoked when I read it a few days ago. (When the Eternal Weekend deck lists went up on mtgtop8)
Been thinking of testing chalice and prop in oath, now I feel more encouraged to do so than ever. 
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« Reply #13 on: August 31, 2015, 04:27:39 pm »

How did Blazing Archon work out on the day? 

Anything you would tweak/change after having ran it for ten rounds??
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Cripson
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« Reply #14 on: August 31, 2015, 06:09:16 pm »

@Nomad-Archon was fantastic and is just big enough to not be dismembered.  Not sure I would change anything if I feel that those are the decks I am going to play against again in another tourney. 

@Dail- We had a fun match on day 1 it was one of the best I had through-out.  I think you played very well by paying for you mox when you had the chance and the critical turn you hit your sol-land when you needed it on the last draw-GG  Very Happy

@Brass man- you are correct about the attacking planeswalkers. Just a reminder the propaganda are there to shutdown mentor/dredge/shops/oath critters.  Additionally, its fantastic against manlands and pitches to FOW.

@WhiteLotus- The draw engine was Dack and not preordains...BTW E:Flux is amazing yes it does not have great synergy with chalice but it the two of those cards in retrospect compliment the game plan deployed in the list.  Also lets say you have chalice @ 0 & 1 now you have a card that you may just want to pitch to FOW.  Also depending on the game state I played chalice out at 1 against shops to tap a perm to tanglewires.  There are lots of little intricacy throughout the list and different angles to attack each archtype you may be up against. Very Happy

@Rikter- Thanks for being an awesome sport.  I still remember you saying during our match "Oh god your pitching hurkyl's Recall to FOW this can't be good for me" Very Happy
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« Reply #15 on: September 02, 2015, 11:39:27 pm »

As someone who played ICBM Chalice Oath for years, and won/split numerous tournaments with it, that list looks really interesting.  The Ancient Tombs are a nice touch.  This is clearly a "sledgehammer Shops" kind of deck.  Nice job!

In case you're curious, here's what I was running back in the day:

Creatures [2]
1 Akroma, Angel of Wrath
1 Razia, Boros Archangel

Instants [20]
1 Ancestral Recall
1 Crop Rotation
1 Intuition
1 Vampiric Tutor
1 Wipe Away
3 Thirst for Knowledge
4 Brainstorm
4 Force of Will
4 Mana Drain

Sorceries [4]
1 Demonic Tutor
1 Gaea's Blessing
1 Life from the Loam
1 Time Walk

Enchantments [4]
4 Oath of Druids


Artifacts [12]
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
2 Null Rod
4 Chalice of the Void

Lands [18]
1 Strip Mine
2 Flooded Strand
2 Mishra's Factory
2 Polluted Delta
2 Underground Sea
2 Wasteland
3 Tropical Island
4 Forbidden Orchard

4 Leyline of the Void
1 Life from the Loam
2 Mishra's Factory
3 Oxidize
3 Pyroclasm
2 Simic Sky Swallower
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« Reply #16 on: September 03, 2015, 03:27:11 am »

Ah, fond memories of the "Kill in 3 Turns" Oath decks pre-Gristledad.
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« Reply #17 on: September 03, 2015, 01:08:44 pm »

How would you re-adjust the 75 to address your 2 losses to blue decks?  I imagine they just had a deeper draw engine and produced more answers quicker than you produced threats?  Do you recall what happened?

Also any reasoning behind the 2/2 split on fetches, i'd rather go 4 misty so i know i can fetch either basic i'd need when facing down wasteland decks.

I also noticed the low number of fetch lands keeps would your jace brainstorms stagnant.  Not sure how to fix that manabase yet as you are wanting ancient tombs for that turn 1 chalice on 1 often.
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Cripson
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« Reply #18 on: September 04, 2015, 09:57:24 am »

Ryan  the 2 blue decks I lost against were the following.  Blue Belcher played by Joel Lim and World Gorger Dragon Combo played by JR Goldberg.

So against Belcher game 1 I was on the draw and Joel had the nuts and won on T1.  Game 2 I could have mulled till I had a opening hand chalice but I opened with Fow, Energy Flux, Ancient Tomb, Tropical Island, Jace, Grudge, Orchard.  Which I thought was very keepable hand against Belcher.  Joel opened with 2xprobe, timetwister, Fow, mana crypt, lotus, mox, academy.  His probes provided him with a recall and a pact of negation.  Needless to say he was going crazy and I attemted to Fow his timetwister while he had 3 floating from Lotus . My FOW got pacted and his draw was into a TV/Key combination.  However I made him play through until he resolved a kill cause he did have mana crypt on board and his life was 10 from multiple probes played on his T1 and after his Timetwister and finding more probes, so his life was a factor in the game at this point.  He shortly drew a tinker for belcher and was game over for me.

Game 1: Against Dragon I traded a lot of AJ bazaars with wastelands I actually killed 2 and he drew another off the top deck.  I had oath already resolved and we were both in Top deck mode.  However I was seeing 3 a turn cause I resolved dack earlier in the game I was looking for orchards.  Anyways long story short AJ found a Animate dead I forced it he had no hand and that was my last card in my hand. I drew then dacked 3 mana sources no strip/waste just fetches and duals.  AJ drew and found dance of the dead on his next draw.  Assembled Dragon and tasigur combo.  The funny thing about this was he said to me in this game I target you with infinite ancestral recalls.  I looked at him and said that's cool I had chalice@1 in this game I said do you have hurky'ls recall in your deck and he did.  Very Happy  Very Happy

Game 2
***Note I have never played against Dragon so I did not know that they have a transformational sideboard.  LOL

So I pulled out my creature stuff and sideboarded the Leylines and Rav Traps.  AJ put in Mentors and I think Containment Priest.  I lose to his mentors.

So those were my 2 blue matches I lost against.  


One was to crazy combo which I would love to have a rematch post board against again.  The other was just ignorance to a deck I have never played against.  Surprised


Your other comment was on the fetchlands.  So Day 1 when you and I played I was running another basic which was a Mountain. I cut the mountain that night but did not have anymore misty rainforest with me so I just left it as is.  Yes the 4xMisty is better so you can reliably find your forest.  

The other comment was the lack of Fetch for Jace storm.   That is actually a semi true statement.  Cause where the lack of fetches in the deck for Jacestorm is picked up by Dack +1 where you are filtering 3 cards just a little differerntly in this deck.  Rather than the traditional Jace for 3 put two back, fetch.  Its Jace for 3 put two back then Dack for 2.  You still filter your cards the exact same.  





 
« Last Edit: September 04, 2015, 10:08:34 am by Cripson » Logged
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« Reply #19 on: September 05, 2015, 11:39:18 am »

Props for innovating!  While it is an oath list, there is enough uniqueness in it to make it YOUR deck.  I applaud that! #hatenetdecks
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