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Author Topic: B/G, possibly U on a Budget  (Read 1090 times)
eastman11
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eastmaneleven
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« on: October 09, 2004, 10:43:53 pm »

I have been playing Vintage for over a year now, and I have yet to settle on a real deck.  The regular T1 tournies in my area have dried up so I now am doing the best I can with limited resources.  But enough of the newbie whining, on to the deck.  I can't invest in any Power or other expensive goods really at the moment, so I have to use generally what I have (no job).

That is B/G in my case: It is the only decent manabase I can put together at the moment with 4 Bayous and 4 Deltas.  I am also trying to incorporate U as I already have the fetches and Tropical Islands.

At the moment, the deck looks like this, it is a bastard child of Reanimator:

MANA (25):
4 Bayou
4 Tropical Island
4 Polluted Delta
4 Ancient Tomb
1 Swamp
1 Forest
1 Strip Mine

1 Mana Vault
1 Sol Ring
4 Dark Ritual

CREATURES (7):
4 Birds of Paradise
1 Spirit of the Night
1 Sundering Titan
1 Darksteel Colossus

TUTOR/DRAW (12):
1 Demonic Tutor
1 Vampiric Tutor
4 Brainstorm
4 Skeletal Scrying
1 Stroke of Genius
1 Windfall

FACILITATORS (5):
3 Recurring Nightmare
2 Buried Alive

DISRUPTION (4):
4 Duress

BROKEN (7):
4 Pernicious Deed
1 Yawgmoth's Will
1 Tinker
1 Memory Jar

SIDEBOARD:
4 Xantid Swarm
4 Null Rod
4 Phyrexian Negator
2 Naturalize
1 Seedtime

As far as card choices go, I will skip the manabase as of now, if you have any questions please specify.  All I will mention is the lone Forest and Swamp: I have to be able to cast a Deed under nonbasic land controls, so they are necessary.

CREATURES:

Birds are the best there is at mana acceleration and smoothing, and they are the food for Nightmares.

The Colossus is in there for the now well-established Tinker-->DSC backup route in every deck that can pull it off.

The remaining two, the Spirit of the Night and Sundering Titan are my recurred creatures.  The Titan is likely to be cut, as recurring a creature to disrupt my opponent is fairly useless after testing, as I should be able to go in for the kill.  Spirit of the Night has done his job effectively, especially due to the haste function.

DRAW:

Black has the best there is in tutors, Dem. and Vamp.

Brainstorm is very good at putting the fat back into the deck with the 'storm/fetch tactic.

Scrying is a terrific drawer, but I find it too costly in terms of life for the most part thanks to the Tombs.  This is a major issue in the deck that needs addressing.

Stroke, though obviously not as good as Scrying, is in here because sometimes it is the only real pure draw I can afford thanks to the Tombs (again the Scryings aren't helpful.)

Windfall is included because of the fact that I have used it to drop creatures into the 'yard after dropping my hand, then pick up a few cards in the process.

FACILITATORS:

Not much to say about these, I run 3 Nightmares and only 2 B.A. because if I find one of either (which is not too difficult with the deck's drawing), I am pretty much set for the match.

DISRUPTION:

No deck can be even mildly successful unless it packs proactive disruption or immediate answers, and Duress is the card of choice to protect the deck's necessary threats.

BROKEN:

Let's face it, all B/G has to offer is Deed, but quite frankly I think it is a lot to offer.  It can effectively answer most threats, and it is the real finisher of the deck: a reanimated creature that has a Deed sweep is usually enough to end the game.

YawgWill is an excellent card, and here it is no exception.  It is not utilized to its full power however, and it is mostly only useful after Dark Rituals are in the 'yard to power out a massive draw or something along those lines.  Still, it is to powerful to leave out.

Tinker is included for the DSC and the Memory Jar, its the ultimate back-up and utility card.


SIDEBOARD:
What can I say, it's trash and needs serious help.


The deck needs modifications, but bear in mind that I can't afford at most more than $50 worth of modifications, and the most important issues at the moment for me are (a) the life-loss problem with Scrying as mentioned above and (b) the need for possibly more disruption.  All criticism appreciated as long as it is not overly harsh and destructive.  And as far as the budget issue, don't take it as a invalidating restriction, look at it as a challenge.
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Pristine
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« Reply #1 on: October 09, 2004, 11:55:44 pm »

alright so i looked at it and im trying to decifer how its working, first of all i suggest the b/u version but ill work with what i have. if this is reanimator, which it indeed looks like, then you need to run Reya Dawnbringer. Reya is almost a must have in reanimator, after that where is the entomb? its not hard to get a hold of so i suggest throwing in one of them. moving on akromas angels would be my next addition to the deck, but you really need to drop green for blue to let yourself run a more counter/disruptive reanimator. also i have to say i like the blue drawing engine moreso then your black one simply because the options vary impulse, AKs, brainstorm, etc. etc.  

once again if this is not a version of reanimator let me know so i can try putting up a more helpful post.
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Pex
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« Reply #2 on: October 10, 2004, 05:16:06 am »

3 Recurring Nightmare with only 4 birds to sac??
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eastman11
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« Reply #3 on: October 10, 2004, 11:58:52 am »

Pristine:  
This is reanimator at the moment, but I don't feel that it is working too well, it is too slow.  I have considered trying to make the deck more aggro in nature, perhaps cutting the combo and just using River Boas (they have good synergy with Deed), Rancor, and possibly Spiritmonger, though I think testing of that will show it eventually to be too slow.  If I do decide to stick with the combo, however, I can't afford to drop G unless you have an idea of a sac creature to run for the Nightmares.  

As far as Reya Dawnbringer goes, I feel that might be overkill.  As it is now, the Reanimator is too slow, and waiting a turn for Reya to come online is something that I can't afford to do.  It is the same problem as with Sundering Titan: once I have an active Nightmare, I should be able to win the game.  As far as I am concerned that means that the creatures should immediately start dealing damage.  While Reya is nice, I don't think that it is necessary, and that the deck can win without it.  Akroma, Angel of Wrath, I agree with you on, I will get one and test it out in the Titan spot.  It should help to speed up the kill.

Pex:
Yes, that's right, only 3 Nightmare and 4 Birds to sac.  And yes, that is too small a number, but in putting the deck together, I simply couldn't find room for any more creatures, though it has become obvious to me that I need more.   The Nightmares haven't been trouble however, and I am able to find one fairly easily.  If you have suggestions as to creatures I can run and what they should replace in the deck, let me know.


All:
As I mentioned, I have considered going more aggro with the deck.  If you think this is a better plan for the deck, let me know and please give suggestions. Thanks
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