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Author Topic: Impulse Keeper II  (Read 10277 times)
jpmeyer
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badplayermeyer
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« Reply #30 on: January 21, 2003, 12:32:33 pm »

Do people forget that with fetchlands Brainstorms become draw cards instead of search cards?
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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
Fishhead
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« Reply #31 on: January 21, 2003, 01:57:42 pm »

Quote
Quote Oh, stop being a tool.

Keep it relevant to the discussion Rasko, K?  I dont call you a tool every time I disagree with you.  You said exactly what I accuse you of saying-"Oh no!  You would have to cut Merchant Scroll!  Thats so bad!"

Quote
Quote Cutting Sylvan has nothing to do with cutting broken cards; the primary consideration was consolidating the mana base.

Lol.  Yep, and you have figured it out, about 2 years after all the Impulse Keeper guys cut Green from their decks.  It never was about the "broken cards".  Its about stability & consistency.  

Quote
Quote Do people forget that with fetchlands Brainstorms become draw cards instead of search cards?

This is very cool, when it works.  I respect the concept, but really bluntly, a total beginner mistake is to play Brainstorm instead of the Ancestral they havent aquired.  If you've done this (and I did at one time), you know how incorrect this is.  The Fetchies will make it less of a mistake than it was in the past, but still, its not really a draw card.  I mean you still have to put 2 cards back in your deck, Fetchie or no.  

In order to function as a "draw card" you have to have a couple conditions come together: 1) you have to have 2 cards in your hand that you want to get rid of (call it "lower hand quality" and 2) you have to have the Fetchie/Tutor.  And then you have to draw one of the two Brainstorms in your deck.  Its a certain amount of stuff to come together.

Quote
Quote Let's cut all the one and two-ofs we want to see early then. I mean, they're not any good to us now, are they? Surprised)

OK, I see the smiley.  Wink  But I am trying to make a serious point.  In two months I'll see that same comment back from a scrub without the smiley.  Sad
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j_orlove
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« Reply #32 on: January 21, 2003, 03:04:52 pm »

Quote
Quote Quote  
Cutting Sylvan has nothing to do with cutting broken cards; the primary consideration was consolidating the mana base.
 

Yep, and you have figured it out, about 2 years after all the Impulse Keeper guys cut Green from their decks.  It never was about the "broken cards".  Its about stability & consistency.  

Yes, but that was before fetchlands. Back then, you were running 4x City anyway, so it didn't make sense not to run green just for "stability".

And on merchant scroll vs impulse, would you rather get the best of the top 4 cards in your library, or the best card in your deck?
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Freddie
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« Reply #33 on: January 21, 2003, 05:39:53 pm »

@ Amosw99: I think that you and I see eye to eye... and are on the same level. I appreciate you taking the field on questions on this or similar builds of impulse keeper while I was digging myself out of my freelance deadline that did not allow me to get caught up on email and posts till just now!
------------

@ PsychoCid: There are NO match-up that Keeper CANNOT win without impulse, but IMHO ALL match-ups are more difficult w/out them.

Being able to find whatever you need faster is a gigantic asset, and that is what impulse helps to do... so it is valuable in every match-up.

I would say that it is best vs really really fast aggro were you need to find balance (or a tutor to fetch it) asap, and yawgwill to recur it. and worst against BBS game 1 with a B2B on the table, but is golden after SB in game 2 and 3, to stockpile counters, especially REB, and red sources... since, if the BBS is smart will attack those first.

Also, you missed another thing that impulse does better then Brainstorm, It helps you find the friggen colored mana you need when you need it, instead of having your good restrictedness being duressed out of your hand, before you find the color to cast it.

Nothing more heart sinking then brainstorming, hoping to find a white mana source, with no shuffle effects, and seeing no mana for the next 3 draws and knowing that you still need to draw through that crap before you will have a chance at getting to it!
---------

@ Milton:
Quote
Quote what about the Fireball?  Are you going combo-Keeper so hard that the Fireball is necessary?  I have long favored the use of Fireball as a very efficient creature killer and possible game ender.  But, in your deck wouldn't another Swords or Morphling be a good choice for this slot?  Or a Fire/Ice?  Or a couple of Kegs?

The fireball has been, as you have suggested, another way to combo, an ok creature kill, and a GREAT finisher )even w/out the combo)... as for the substitutions that you suggested for the Mophling and the fireball I feel like:

I do not want to ENTIRELY depend on going combo.. As I have already excluded the abyss, I feel that Morphling is like a similar living abyss, and I will sometimes use him simply as a removal spell, were I do not expend the extra mana to attack or pump, but only as a mana intensive Moat/ Abyss, if the combo is just a turn or so away.

I like the option of using him as a win in himself against a  control player, or as a "last" resort, or "fallback" versus aggro.

Also, as Amos has stated, usually against most aggro, all I need to do is delay them a few turns and then combo them out. Obviously it doesn't always work like this, that is why I have the morph, but the additional creature kill seems like it is semi- unnecessary, and already fulfilled my Morphling and fireball, and with these 2 cards adding additional wins in themselves.
--------------

@ ShadowLotus:
Quote
Quote I won't comment on the use of the Power Artifact/Grim Monolith combo in your Keeper build, since that's purely a metagame call, but I will make a few statements about running 4x Impulse in your MD.

First off, I don't see how your deck is able to handle decks like TnT, Mask, or Gro better w/ the addition of Impulse over Brainstorm and Cunning Wish.  

This is the catch 22 of your question. With the list that I gave in the original post, I went a little removal light, but went for a faster combo kill... and in match-ups like TNT and mask, I am able to go for the combo win faster then against control (like gro esp). In that situation, I try to go for a atrophy of resources on their part, make them use pitched on removal, Morphling, and balance, long enough for me to combo, or yawgwin a Morphling.

So the answer is what you are not wanting to comment or address, is that I go into a more combo mode in most of these situations.


Quote
Quote These are some of the more challenging match-ups for a Keeper player, and I believe one has to be better prepared for these pairings, otherwise it makes taking it all in a balanced/random metagame very difficult.  Sure, Impulse is good if you get it in the opening turns of a game; but after that, you simply begin cantripping into a lack of answers to fast aggro. How do you handle match-ups like this (especially when you have a sideboard that seems to be mostly anti-control)?

The only time impulse is not good, is after you are down to like 3-4 cards in your deck, and there is nothing else good left.

Impulse finds the good stuff, and thus it is always as long as you still need good stuff from your deck, and it is still their.
-------------

@ Vegeta2711: Thank you, those are (some of) my sentiments exactly.
-------------

@ Fishhead: I have playtested paragon keeper for about 2 weeks, and sometimes the wish was great, but way more times then that, I felt that, my opponent was able to deny me of my resources, especially mana, or the hand, and since I had little way to quickly find mana, I found wish usually only getting a plow, and a 4cc plow is ass, Or I was unable to use it at all... or it was FOW fodder.
------------

@ Dave Kaplan: If you have the power artifact in opening hand, you:

1. Find the other component to have infinite mana, using all that draw/ search.

2. FOW/ MIS with it, and go for Morphling kill, or combo with just the academy

It is obviously not a great thing to have that in opening hand when your opponent gets a good start, but it happens sometimes, and is far from unrecoverable, especially with impulse to find you what you need.
------------

@ Rakso: Since I am preaching Impulse to increase consistency, I will never be able to convince a guy that wins EVERY game that he ever posted in his articles

Oh, and that always has all 3 different color of mana to cast Dromar's charm, every game ever.

But seriously, in my experience at large tourneys (weekly 30+ person sanctioned ones) as well as the large power card tourneys I attend, consistency is really important, and playing back to back games for 4 hours, were you NEED WHAT YOU NEED RIGHT NOW!!! Impulse has been invaluable.

Quote
Quote Oh, stop being a tool.

No one said to cut Merchant Scroll for a Brainstorm, either.

You could also try to understand previous arguments, too. Colored mana aside, it just wasn't worth it to cut Sylvan for Impulse in the pre-Onslaught builds. Sylvan is the superior manipulation card.

Cutting Sylvan has nothing to do with cutting broken cards; the primary consideration was consolidating the mana base.

This is the Extreme Forum, dude.

Without debating weather or not Sylvan > Impulse, since this is not the issue now...

Impulse will help you get you find the stuff you need on a long enough timeline, this is highly valuable, and BTW you suck at civility and subtlety.
------------

@-CF-:
Quote
Quote Let's cut all the one and two-OFS we want to see early then. I mean, they're not any good to us now, are they? Surprised)

AHHHHHH!! you are always 1 step ahead of us... but seriously though... umm no.



You can always still pick up the restricted goodness from tutors, or just pick them up along the way, with impulses.

---------------

I would like to address one thing that may not be apparent from initial glances at my Combo-Keeper decklist.

I would like to address the Wheel of Fortune, Timetwister, and Enlightened tutor.

Mono Black is somewhat popular in my environment. Wheel allows a cheap way to refill my hand looking for fast mana, removal, and combo. Timetwister serves a similar purpose, but also provides emergency recursion. Enlightened Tutor is primarily a virtual copy of the combo, Zorb, or a mana that I need... but additionally serves as a second virtual copy of COP Red, Aura Fracture, and Tormod’s Crypt.

I think that Enlightened Tutor is another highly overlooked card for Keeper SB's as it provides a virtual copy of cops and many other useful cards.
-------------

I appreciate all of the feedback, positive and negative... I am going to reconfig the combo keeper for a more traditional less combo version as to submit what I would play even if I wasn't playing the combo.

-Freddie
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cooberp
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« Reply #34 on: January 21, 2003, 05:52:32 pm »

Freddie,
My Alpha Time Walk is crying at being crammed next to all these Extended-quality cards.
Get that jank out of your deck!  The Time Walk told me if you don't put it next to some T1-caliber material it's going to run away.
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Freddie
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« Reply #35 on: January 21, 2003, 06:04:28 pm »

IF I were to play Cunning Wish, I would probibly run something like this.

I like the theory of such versitiliy using cunning wish, but am not sold on it, because I have not liked it in realy actual playtesting.

I have not playtested this exact version, but think that it could have the best of both worlds, using impulse to get a good start and Cunning wish to solidify the midgame.

Blue:  (23)
Stroke of Genius: R
Brain Geyser: R
Fact or Fiction: R
Ancestral Recal: R
Time Walk: R
Mystical Tutor: R
Impulse: 4
Cunning Wish: 2
Mana Drain: 4
Force Of Will: 4
Counterspell/ Misdirection: 1

Morphling: 2

Black: (4)
Mind Twist: R
Demonic Tutor: R
Abyss: 1
Yawgmoth’s Will: R

White: (3)
Balance: R
Swords to Plowshares: 2

Red: (1)
Gorilla Shaman: 1

Mana Sources: (28)
SoLoMoxen: 6
Library Of Alexandra: R
Stip/Waste: 4
City/ Undiscovered: 1
Fetch: 4
Volcanic Island: 4
Tundra: 4
Underground Sea: 4

SideBoard: (15) (If Wish is in the deck)
REB: 3
BEB: 1
Misdirection: 1
Diabolic Edict: 1
Swords To Plowshares: 1
Ebony Charm: 1
Skeletal Scrying: 1
Allay: 1
Shattering pulse: 1
Renewed Faith: 1

Circle of Protection: Red: 1
Circle of Protection: Black: 1
Aura Fracture: 1

PS: @cooberp: I thinkthat the Time Walk tried to run from you, since one of the corners was bent, I have concluded that you must have hobbled it!

-Freddie
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PsychoCid
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« Reply #36 on: January 21, 2003, 06:41:59 pm »

Quote
Quote
@ PsychoCid: There are NO match-up that Keeper CANNOT win without impulse, but IMHO ALL match-ups are more difficult w/out them.

Being able to find whatever you need faster is a gigantic asset, and that is what impulse helps to do... so it is valuable in every match-up.

I would say that it is best vs really really fast aggro were you need to find balance (or a tutor to fetch it) asap, and yawgwill to recur it. and worst against BBS game 1 with a B2B on the table, but is golden after SB in game 2 and 3, to stockpile counters, especially REB, and red sources... since, if the BBS is smart will attack those first.

Somehow I get the feeling you'd be playing Maher Oath, if you could.  Your Impulses are there to dig for the important bomb against aggro.  You're trying to play a bullet deck.  Problem is, when playing in a high powered metagame (assuming aggro is still in there--like TnT), this just doesn't work nearly as well, anymore.

Keeper can deal nicely with aggro without running extra dig or an oddball combo (and please, let's not get into this) and if you don't make mistakes--and without weakening itself against control.
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Freddie
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« Reply #37 on: January 27, 2003, 02:57:19 pm »

I have been tinkering around with a non combo version of Keeper.

In my heavy aggro enviornament, were control is alsost non exsistant, I have decreased the LD element from the MD even further for more mana stability, and included Moat and Abyss MD.

the SB is mosr of an anti Control SB, as the MD is so anti creature, and I will probibly need to pick up games 2 and 3 vs control.

Non-Combo Impulse Keeper:
Blue:  (22)
Morphling: 2

Mana Drain: 4
Force Of Will: 4
Counterspell: 1
Misdirection: 1

Impulse: 4
Ancestral Recal: R
Time Walk: R
Mystical Tutor: R
Fact or Fiction: R
Stroke of Genius: R
Brain Geyser: R

Black: (5)
Mind Twist: R
Demonic Tutor: R
The Abyss: 1
Yawgmoth’s Will: R
Diabolic / Chainer's Edict: 1

White: (5)
Balance: R
Swords to Plowshares: 2
Dismantiling Blow: 1
The evil Moat: 1

Artifact: (1)
Zuran Orb: 1

Mana Sources: (27)
SoLoMoxen: 7
Library Of Alexandra: R
Stipmine: R
Dustbowl: 1
City of Brass: 1
Flooded Strand: 4
Underground Sea: 4
Volcanic Island: 4
Tundra: 4

SideBoard: (15)
REB: 4
Misdirection: 3
Enlightened Tutor: R
Circle of Protection: Red: 1
Circle of Protection: Black: 1
Aura Fracture: 1
Tormod's Crypt: 1
Dwarven Miner: 3

I will be trying this out this Thursday, as there will be another local power card tourney.

-Freddie
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CrazyCarl
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« Reply #38 on: January 27, 2003, 03:05:00 pm »

Freddie: Have you tried out Chainer's Edict?  I flash it back on a regular basis whenever I cast it.  It also lets you Edict to kil off a Shaman, but still have the Edict availible if they go for a Morphling.  In the months I've been using it, I've only missed the instant speed once, and it didn't even matter.

Carl
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Freddie
Guest
« Reply #39 on: January 27, 2003, 04:33:56 pm »

Crazy Carl, You are right, Chainers is a really good card, I think that I may reconsider it.

I have run it in the past and have been burned by man lands, but that was really the only time that I cared.

I was trying the diabolic right now, mainly because of the decreased LD element, and because mishra's may be a larger threat now, but i think that it is a better card over, thus I will reconsider.

Thanks buddy.

BTW, Have any of you considered playing Enlightened tutor in the SB, as a virtual copy of you COPs, crypt, zorb, moat, abyss, and even a mox/ lotus if needed?

I used to play 2 cops Reds, and 2 compost (way back when I was sporting 4 city, + Paradise) but decided to solidify a SB slot into an enlightened tutor, thus providing an extra copy of Moat, Abyss, etc...

-Freddie
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FeverDog
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« Reply #40 on: January 27, 2003, 04:45:46 pm »

If i look at Freddie's latest Keeper list, its actually not all that different from what i run. I think ppl have a tendency to see Impulse and just go off on a rant, but basically it comes down to each player's preference. Where Freddie runs his 4 Impulse, i run Vamp, Scroll, and two Wishes, so its not like hes changing the fundementals of the deck.

Impulse digs, whereas those other cards actually get you something specific, and while i still prefer the more "classic" build, i understand the motivation behind Impulse. Impulse lets you run on 27 mana, its an instant, its blue, and its not card-disadvantage. Freddie has stated that his metagame is very aggro-heavy, so his goal is to find Balance/Moat/Abyss as soon as possible, something that a Scroll or Wishes arent very good at.

We have to remember that there isnt one "optimal" build of Keeper, the deck is very metagame dependant and each player needs to play which ever version works best for him. From what i gather, Freddie has been very successful with this version, so why should he change it?
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DigDug
Guest
« Reply #41 on: January 27, 2003, 05:07:24 pm »

Up until the paragon build, I ran an Enlightened Tutor.  I used it to get a CoP: Red, 2 Compost, Engineered Plague, 2 Oaths, and a Seal of Cleansing.  It's been replaced in the sideboard by Vampiric Tutor.
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Big Blue
Guest
« Reply #42 on: January 28, 2003, 03:52:23 am »

@Freddie: Just a note, in view of my recent testing of non-Trinity Keeper: with the combo in the deck and Enlightened Tutor in the SB Cunning Wish becomes even better - being able wo Wish for Enlightened for a combo piece can be really good against aggro (although Impulse in multiples is probably still better), or alternatively Wish for Enlightened for Abyss against Sui (which, as I gather from your posts, still plays a role in your metagame).\n\n

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Freddie
Guest
« Reply #43 on: January 28, 2003, 08:25:00 am »

Big Blue, that is a good point with the wish for ET...

I just have reservations about Cunning Wish.

I think that there will be situations that it shines like crazy. But it dictates way too many SB slots for me to include as a default.

My SB is currently in transit in both the combo and non combo versions of keeper... so it is possible for me to rework a few slots, but I don't know if I could free up enough SB slots to MAKE Cuning Wish as good as I would need to.

Thanks to everyone for their useful comments.

-Freddie
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Amosw99
Guest
« Reply #44 on: January 28, 2003, 10:53:06 am »

@cunning wish

If you are worried about sideboard space you can really keep the *dedicated* wish targets down to about 3:

Ebony Charm
Disenchant (dismantling blow maybe)
Blue Elemental Blast

The other "Wishable" cards would probably be in the sideboard anyway, i.e:

Swords to plowshares
Enlightened Tutor
Red Elemental Blast
Misdirection

I think you can take your most recent posted sideboard:

REB: 4
Misdirection: 3
Enlightened Tutor: R
Circle of Protection: Red: 1
Circle of Protection: Black: 1
Aura Fracture: 1
Tormod's Crypt: 1
Dwarven Miner: 3

Cut a crypt, Misdirection, and Dwarven Miner, to add Ebony Charm, Swords to Plowshares, and Disenchant and you have an effective wish sideboard for one maindeck wish.

By the way, I have been testing the enlightened tutor in the side with one wish main and I love it.

Amos
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Freddie
Guest
« Reply #45 on: February 06, 2003, 05:17:04 pm »

Amoss99: this is a good point... recently I have been expierimenting with a keeper, with a SB of 15 instants, to MAKE Cunning wish into a better card, then just trying to fit it into a deck I already feel is pretty sleek.

I am in early stages of testing, and if things go in a positive direction, I will post the decklist and begin another disscussion, the deck uses 4 cunning wishes to try and simulare a feeling of 4 extra demonic tutors.

Here is the SB for the cunning keeper.dec

REB
Shattering Pulse
Starstorm/ Fire & Ice

Diabolic Edict
Ebony Charm
Sceletal Scrying

BEB
Misdirection
Counterspell
Gush

Enlightened Tutor
Plowshares
Allay
Honorable Passage/ Samite Ministration
Renewed Faith

-Freddie
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Big Blue
Guest
« Reply #46 on: February 07, 2003, 04:29:17 am »

lol - from one extreme to the other Wink

but it is consequent - I am curious what your testing of Cunning Keeper will show

Just a remark: If you really plan to play 4 Wishes you might want to consider to put either FoF or Stroke or both into the SB, in order to have 4 "virtual copies" (although if you play Startstorm you don't need to put Stroke into the SB since you have already a third combo piece) - having 4 virtual copies of FoF is not quite the same as having 4 FoF, but maybe still not too bad
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Amosw99
Guest
« Reply #47 on: February 07, 2003, 12:57:06 pm »

I have looked and tested with 4 cunning wish builds (basically smmemmens, heh, i spelled that so poorly  )

I have to disagree with them. Cunning wish is increadabily versitile but it is also slow. I've been playing two cunning wishes main with a sideboard of:

2 REB
1 BEB
1 Counterspell
1 Misdirection
1 Allay
1 Shattering Pulse
1 Diabolic Edict
1 Ebony Charm
1 Swords to Plowshares
1 Flaming Gambit (for monolith/artifact)
1 Enlightened Tutor
1 COP Red
1 Moat
1 Aura Fracture

So my only three non wishables are COP red, Moat, and Aura Fracture. My main deck removal is 1 SToP 1 Fire/Ice 1 The Abyss and 1 Fireball, and my maindeck counter suite is 4 drain/will 1 misd. The greatest thing about the sideboard is that I often just take out the two cunning wishes for things I would wish for in the second game and love it. It feels like i'm playing the first game sideboarded for a cost of 2U  

Also, because of the almighty impulse I can often find the cunning wish in time to set up a silver bullet (The Abyss, Monolith/Artifact, Shattering Pulse, BEB) really quickly.

The cunning wish for enlightened and cunning wish for flaming gambit makes you go off really quickly sometimes.

On a different note, I tested around 25 of unsideboarded games vs. TnT last night and I took around 14 of them (we weren't keeping track but I won more than I lost). There were two games when having brainstorm intead of impulse would have been losses and there were two games when monolith artfact got me out of a situation that morphling wouldn't have. I'm very confidant in the ability of this deck to win even more than 14 of 25, I just need to learn to play it a little better
 

Amos
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