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Author Topic: BangBus (or "R&D Got Hit By a Bus")  (Read 3759 times)
Rakso
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« on: July 13, 2003, 02:02:19 pm »

http://www.starcitygames.com/php/news/expandnews.php?Article=5352

Quote
Quote BangBus (R&D got hit by a bus), Benjamin Ribbeck, July 6, 2003 Dülmen
Blue (11)
1 Ancestral Recall
1 Time Walk
1 Timetwister
1 Windfall
1 Mystical Tutor
4 Brainstorm
1 Future Sight
1 Mind's Desire

Black (8)
4 Duress
1 Demonic Tutor
1 Vampiric Tutor
1 Necropotence
1 Yawgmoth's Bargain

Red (5)
1 Wheel of Fortune
4 Burning Wish

Green (1)
1 Hunting Pack

Artifact (1)
1 Memory Jar

Mana (34)
4 Dark Ritual
1 Black Lotus
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
1 Mox Diamond
1 Lotus Petal
1 Mana Crypt
4 Lion's Eye Diamond
1 Sol Ring
4 Chromatic Sphere
1 Tolarian Academy
4 City of Brass
4 Gemstone Mine
3 Underground Sea

Sideboard (15)
1 Recoup
1 Tranquility
2 Hurkyl's Recall
2 Defense Grid
2 Xantid Swarm
1 Tinker
1 Time Spiral
1 Mind Twist
1 Vindicate
1 Balance
1 Tendrils of Agony
1 Yawgmoth's Will

Discuss.
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jpmeyer
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« Reply #1 on: July 13, 2003, 03:33:45 pm »

Oh God, "BangBus."
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Team Meandeck: "As much as I am a clueless, credit-stealing, cheating homo I do think we would do well to consider the current stage of the Vintage community." -Smmenen
Moxlotus
Guest
« Reply #2 on: July 13, 2003, 03:53:31 pm »

jpmeyer-i was thinking the exact same thing.

Anyways, this deck looks pretty good, although i'm not sure about having hunting pack MD instead of another Tendrils. Also, it looks like a 2-3 turn blood moon would rape this deck, espeically with only 4 duress as counterspells.
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MarkPharaoh
Guest
« Reply #3 on: July 13, 2003, 04:29:05 pm »

Oh god a deck named after a pr0n site, how lovely.  I think Hunting Pack is there for just another way to kill your opponent, just in case you run into a Parfait player who is able to play a Ivory Mask or if a Rector Trix player got an Illusions in play.
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Bastian
Guest
« Reply #4 on: July 13, 2003, 05:43:33 pm »

Exactly. What's good about Pack Hunt is that it's not misdirectable because it doesn't need to target the opponent although it kills a turn later than Tendrils would...
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Rakso
Guest
« Reply #5 on: July 13, 2003, 11:00:32 pm »

Quote from: MarkPharaoh+July 13 2003,14:29
Quote (MarkPharaoh @ July 13 2003,14:29)I think Hunting Pack is there for just another way to kill your opponent, just in case you run into a Parfait player who is able to play a Ivory Mask or if a Rector Trix player got an Illusions in play.
Uh-uh... In a deck with 5-color lands and Chromatic Sphere, Hunting Pack can kill as randomly as Mind's Desire.
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walking dude
Guest
« Reply #6 on: July 14, 2003, 09:57:02 pm »

Sorry to be on topic, but what's with the tinker in the side? it seems decent against control in that it gives the deck one more must counter to test control with, but it also seems good v aggro or combo because it would speed up the goldfish and help you win. So if its good against everything but not in the maindeck then that must be because everything in the maindeck is better, but in that case what do you side it in for? Does anyone else find it odd?
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Akuma (gio)
Guest
« Reply #7 on: July 15, 2003, 12:10:51 pm »

@walking dude -

Quote
Quote Red (5)
1 Wheel of Fortune
4 Burning Wish


I think that's why Tinker is in the side, along with some other maindeck worthy cards.
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walking dude
Guest
« Reply #8 on: July 15, 2003, 04:54:42 pm »

oops, for some reason I thought tinker was an instant and couldn't be wished for. It all makes sense now.
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Bastian
Guest
« Reply #9 on: July 15, 2003, 07:29:39 pm »

The only artifacts that are worthy to search for with tinker are defense grid and memory jar. I think that tinker's there mostly for the defense grid.

If you play vs control and tinker, sacrificing one of the many mana artifacts you should have in play I doubt that the opponent will counter tinker because he won't be sure what you'll be tinkering for and if you tinker for memory jar he should, I think, counter a bigger threat that you might draw with the jar: bargain, necro, desire...

My guess is that the control player will counter defense grid faster than he will tinker because he won't be sure what the opponent is tinkering for and as so he'll let it go through uncountered.

I doubt the germans would be as dumb as to pack tinker just because it's a restricted card... (like some seem to do)\n\n

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Fishhead
Guest
« Reply #10 on: July 16, 2003, 12:24:27 am »

Quote
Quote My guess is that the control player will counter defense grid faster than he will tinker because he won't be sure what the opponent is tinkering for and as so he'll let it go through uncountered.

Why would you not counter Tinker?  Are you hoping your opponent put Tinker in his deck but no good artifacts?  No.  Tinker is just as dangerous as any other tutor; just counter it and reap the card advantage.
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Dozer
Guest
« Reply #11 on: July 16, 2003, 01:48:40 am »

Quote from: Bastian+July 15 2003,17:29
Quote (Bastian @ July 15 2003,17:29)The only artifacts that are worthy to search for with tinker are defense grid and memory jar. I think that tinker's there mostly for the defense grid.

If you play vs control and tinker, sacrificing one of the many mana artifacts you should have in play I doubt that the opponent will counter tinker because he won't be sure what you'll be tinkering for and if you tinker for memory jar he should, I think, counter a bigger threat that you might draw with the jar: bargain, necro, desire...
Tinker will almost always go for Memory Jar. And a resolved Memory Jar will get this deck in the vicinity of a kill. Just consider what can come off that Jar, not even thinking about Desire and Bargain - he will be able to dump his hand and Duress you.
I agree to Fishhead: Counter that Tinker, lest you lose the game.

Dozer
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Rakso
Guest
« Reply #12 on: July 16, 2003, 06:54:27 am »

Quote from: Bastian+July 15 2003,17:29
Quote (Bastian @ July 15 2003,17:29)My guess is that the control player will counter defense grid faster than he will tinker because he won't be sure what the opponent is tinkering for and as so he'll let it go through uncountered.

I doubt the germans would be as dumb as to pack tinker just because it's a restricted card... (like some seem to do)
Uh... no need to reiterate the above basic points. Anyway, the picked out a few sorceries to Wish out instead.
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Mon, Goblin Chief
Guest
« Reply #13 on: July 16, 2003, 06:59:25 am »

IMO Tinker is in this decks SB for one reason: You want a Wishable draw-7 and Tinker is the most situational of all the Draw7 (It's just as a second Jar in this deck), so it's the one you want to MD least.
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