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Author Topic: Vintage CoK  (Read 1350 times)
Sarcasmic
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« on: September 07, 2004, 07:20:26 pm »

For those not keeping up with the CoK spoilers, here are two cards that I think could be useful in Vintage:

Glimpse of Nature - G
Sorcery
Whenever you play a creature spell this turn, draw a card.

Minama, School at Water's Edge
Legendary Land
T: Add U to your mana pool.
U,T: Untap target Legendary permanent.

I see the first one in a G/ub Affinity deck.  Speed through your deck with Glimpse of Nature by playing Ornithopters and Affinity creatures, Thoughtcast and maybe Skullclamp.  Eventually, you'll have enough artifacts to win via Disciple of the Vault damage, Tendrils of Agony, or a (Berserked? Rancored?) Ravager... or some combination of the above.  Xantid Swarm can provide protection, if you don't want to go with Duress or FoW.

As for the second, it's obviously Tolarian Academy's sidekick.  At worst, it's an island (granted, one that can get nailed by non-basic hate, but is also immune to 7/10).

Thoughts?
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Jacob Orlove
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« Reply #1 on: September 07, 2004, 08:06:13 pm »

We already have a land that untaps other lands. I'd tell you what it's called, but I actually can't remember the name, because no one has played it in the history of ever.
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« Reply #2 on: September 07, 2004, 08:14:48 pm »

Deserted Temple
Land

{T}: Add {1} to your mana pool.
{1},{T}: Untap target land.
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Sarcasmic
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« Reply #3 on: September 07, 2004, 08:20:07 pm »

Odyssey's "Deserted Temple."  I have never ever seen that card.

I stand owned.  The first one is still cool... right?

EDIT: Owned by slow reply too.  Today just isn't my day Sad
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AIcOPed
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« Reply #4 on: September 08, 2004, 11:05:35 am »

The fisrt allows you to untap any legendary permanent, which granted in type one means tolarian academy, but who knows what is in store for the future.

The problem with even using it for a tolarian is you are down the land that you use to add1 and down the land itself, so your tolarian needs to tap for 3 or more for a gain.  Kind of hard work it seems.

side note, if i had to place my money on best type one CoK card it would be on Busieju, One who shelters all. I think this card will be awesome. If it fits in fish, then fish would have a ton of uncounterable counterspells.
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« Reply #5 on: September 08, 2004, 11:54:19 am »

The problem with that being that Fish runs pitch counters and maybe Annul, none of which benefit from the colorless mana provided by Busieju.  Alright, you can hard-cast Force or Daze, but that's not really the plan...
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Sarcasmic
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« Reply #6 on: September 08, 2004, 01:16:00 pm »

Yes, I don't think Fish is the deck for That Land What Shelters Things.  The only cards it can work on are Daze and FoW, neither of which are hardcast.

For those who haven't seen it:
Boseiju, Who Shelters All -
Legendary Land
Boseiju, Who Shelters All comes into play tapped.
Pay 2 life, T: Add 1 to your mana pool. If that mana is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.

So, what can it be used for?  Just scanning through my Control Slaver deck, I see Cunning Wish, Intuition, Thirst for Knolwedge, Fact or Fiction, Time Walk, Yawgmoth's Will, Accumulated Knowledge and Tinker.  Lots of choices there, but will the downsides override the positives?

- Comes into play tapped -> slow slow slow.  This may not be so bad though, as the big use of the card could be to break a mid game control lock.  If it can guarantee a Yawgmoth's Will it may just swing the game.

- 2 life loss.  Not as bad as the first drawback, but not so good when coupled with:

- Produces 1 colourless and only works on instants/sorceries.  Losing two life to cast an Creature, Artifact or Enchantment sucks.  But again, it could be made worthwhile if it pushes through that YawgWin

- Guarantees that other spells will be countered.  There is no option to make the spell counterable, which guarantees that your instants/sorceries without colourless mana in their costs as well as your other cards are more likely to be countered.  Again, I'm not smart enough to see if this is a real disadvantage or not.

Another positive effect is that this card overrides Chalice of the Void.  A Time Walk cast through the Shelter sneaks past a Chalice for 2.  This is good news.  However, the majority of Chalices I've seen have been dropped at 0 or 1 to stop Moxes, Welders, Shamans, Lavamancers etc. so this may not be very significant.


There's a lot of room for analysis.  I'd do more, but I'm not smart enough/experienced enough to see the full consequences of this card.  Are the drawbacks of this card really that bad?  Are the positives worth it?  I can't say for sure, but it's worth a look if only to force through a gamebreaking Yawgwin, TimeWalk, Tinker (for DSC) or Intuition (please let me put three Sundering Titans in the trash...).
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