Farandar
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« Reply #150 on: February 12, 2009, 09:55:30 am » |
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I like what you've done with this stack so far. It's mostly lower power stuff but it does have some strong effects like Kaerevek the Merciless, Searing Wind, Chord of Calling and Chainer. I bet Chainer seems really good in here. Thanks for the good word. The pack has been worked to allow a lot of choices : you want to mass reanimate : lose life. You want to draw : offer lifepoints to your opponent. The pack is under big reconstruction since a lot of stupid card have shown up. We are also going to introduce the "alternate cost makes free spell", so a lot of new spells and creatures are going to show up. Sad part of it : the pack is currently exploding (400+ !!!) Have you tried Dimir Doppleganger? Nope, didn't get one. I'm not that enthousiastic about the card. Got to ask about a couple of these... Have these cards been good for you? Experiment Kraj The big ooze has never showned up yet. We keep it in until big (bug ?) day. Kismet I guess that Loxodon Gatekeeper would make more sense, but we had plenty of the enchantment to spare, and the Elephant is nowhere to find around. Maybe we should change the oldy for the fatty (but a 2/3 is some kind of a joke in here...) Copy Enchantment This is only here for the stupid "combo" : followed footsteps + Copy enchantement + opalescence  Yomiji Might be on the exit road with the reconstruction of the stack. Counterspells = 33 is a little over 10%. That's pretty good. Wonder if this is ironic since you said earlier that a lower percentage of counterspells was better. Hostility seems bad. You only have like 9 burn spells. Seems unlikely you'll ever see the effect. Reconstruction has added 6 or so burn spells... but I don't know if they'll make it all. Anyway, Hostility is still a recursive 6/6 celerity. A bit under the curve maybe, but purity seems even lower than that, I guess. I think they will both stay and be outted when proved really under the curve after a few game. I dont think Vamp Dragon would be too good in here. Actually, the only time we played it, the same player played every turn Whispers of the Muse, until he found a symetric damage spell like Hurricane or so... but he had the higher life points total... the whole three get out of the pack... Legacy Weapon has also been surprisingly fair for me. Wonder how it can be. We'll try out again. I certainly agree that the other cards you have listed as "banned" would be overly powerful for most Type 4 stacks. Checks and Balances is one I haven't seen, and looks like fun. What happens when there are only two players left? It's really not clear on the card. What if it's in play when there's three players, and one player dies... does every card get countered? I guess there is some kind of SBE that makes the card run a self destruction process when there are only two players left  There's probably a lot more to comment on here, but this stack does look like a lot of fun. thanks for sharing. I'll keep you posted after the new stack has run a bit  [/quote]
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Wagner
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« Reply #151 on: February 12, 2009, 10:24:34 am » |
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I dont think Vamp Dragon would be too good in here. Actually, the only time we played it, the same player played every turn Whispers of the Muse, until he found a symetric damage spell like Hurricane or so... but he had the higher life points total... the whole three get out of the pack... What does that have to do with the Dragon? From your example, any creature in the same situation would have been given the boot. I.e: He drew a bunch of cards, then played Grizzly Bears, then killed everyone with a burn spell. Grizzly Bear is obviously overpowered. Vamp Dragon is a good mass removal and rarely gets big enough to really be a nuisance, yet it is a great ability creature with a great board and game effect, I think it should be in pretty much every stack, way before Masticore actually.
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Farandar
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« Reply #152 on: February 12, 2009, 10:28:35 am » |
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It had to do since nobody could play any creature without having it killed by the Dragon. So it kept on attacking, and let us die miserabily. Maybe - probably - we overreacted about the whole three cards, but it was one of our first game in T4.
We'll try it again.
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dandan
More Vintage than Adept
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More Vintage than Adept
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« Reply #153 on: March 03, 2009, 05:02:40 am » |
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I exclude any infinite damage (paying infinite life is OK if you have that much), firebreathing and anything that can repeatedly wipe the board (killing one creature a turn is fine). Just the one spell per turn so Cycling probably better for us than in most groups.
Is there an easy way to quickly draft? Quite often we just want to get down to business and just shuffle out some piles and everyone grabs one.
It is also a problem if we have a 2 player game (you can deal 4 cards and get first and last pick but even that is a bit slow). Also certain cards (buyback!) are waaaaaaaaaay too strong in a duel, whilst others are rather weak (Storm, although I can live with Storm not being a monster once in a while).
Any advice on quick ways to start a Type 4 game?
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Playing bad cards since 1995
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Anusien
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« Reply #154 on: March 03, 2009, 10:28:27 am » |
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We've Solomon drafted, and that is quite interesting. You can get stuck with some big decks full of shitty cards and a few gems that way.
Also it may help if you double the number of packs and cut the size in half.
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Magic Level 3 Judge Southern USA Regional Coordinator The urge to save humanity is almost always a false front for the urge to rule.
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Harlequin
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« Reply #155 on: March 03, 2009, 11:03:46 am » |
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I have an interesting 2-player variant. It's much much MUCH less hopeless than 1-spell for turn in a 2 player game. But I wouldn't call it 'fair.' It definatly can be very onesided, but we've had some good games. Basically its not really type 4. In that you don't have infinite mana for spells. You do have infinite mana for activated abilites, and other non-spell payments (cycling, unmorphing, mirari payments, and whatnot). The way you play spells is that you may play any land in your hand upside down as a 'HyperLand.' Hyperlands count as your land drop for that turn. They are non-basic lands of the same name, and are targetable, return-to-hand-able, and can be put into the graveyard. Hyperlands become the normal card when they leave the play zone. This includes going to hand or graveyard. Hyperlands Tap for mana equal to the mana cost of card (X=0). So If I play Nichol Bolas as a Hyperland, its as if I had a land that said:  : Add   {U}{B}{B}{R}{R} to your mana pool. Its type 4 so there is no mana burn. However, mana does clear each phase, so when I tap my Nichol Bolas Hyperland, I add all that mana to my pool, and can play as many spells as I can with that mana. So I could play bascially 8 mana worth of U, B, or R spells... so long as I have enough colored (so no Promise of Power). Each player will need a bunch of dice. Place dice on each hyperland because putting them upsidedown (not face down) can get really confusing when you're tapping lands + creatures in play. Dice not only help you remember which cards in play are Hyperlands, but are useful when tapping big lands for crazy amounts of mana. You can play with any typical Type 4 deck, but cards definately change value. Really really high casting cost cards typcically end up as lands (Because you won't have enough small cards to muster the payment, and they alow you to do more each turn). Artifacts or low CC cards with good activated abilites are primo because you will basically always be able to play them, and abuse them. All and all its alot more fun than losing to 1 monster protected by 2 counterspells in a "one spell for turn" duel.
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Mr. Type 4
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« Reply #156 on: March 03, 2009, 03:28:48 pm » |
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Any advice on quick ways to start a Type 4 game? Deal an even number of cards to each player. Shuffle without looking and just play. We've played this way a lot of times, and I think it's the eay to go if you dont want to draft. I think that the draft is one of the more interesting/fun parts of the game, but I cant think of any good ways to run a satisfying draft that are not time consuming. If you want to get started quickly, random stacks of cards are best. If you make packs and run it like a cube draft, this would be the second fastest way. My old friend Dave and I used to play two player games by just dividing the stack into two piles and then we'd play a game then swap decks. These games can be stupid broken sometimes, but they're at least over quickly.
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2008 VINTAGE CHAMPION 2013 NYSE OPEN I CHAMPION Team Meandeck Mastriano's the only person I know who can pick up chicks and win magic tournaments at the same time.
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oneofchaos
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« Reply #157 on: April 09, 2009, 05:20:06 am » |
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Paul-
What are your standards on including a counterspell in the stack? Will you include any old counter as long as it says "counter target spell" or does it have to be strictly superior? I'm torn because I need to choose to include more counters, or only the good ones. Also what are your rules on alternate casting costs?
Mine are that any of the following are free: Pitching cards (misdirection, commandeer etc) Morphs Bringers Suspend Pacts Evoke
It rewards people that pick the subpar cards by allowing them two cards per turn. Ideas on anything else to include in that rule?
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Somebody tell Chapin how counterbalance works?
"Of all the major Vintage archetypes that exist and have existed for a significant period of time, Oath of Druids is basically the only won that has never won Vintage Championships and never will (the other being Dredge, which will never win either)." - Some guy who does not know vintage....
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Farandar
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« Reply #158 on: April 09, 2009, 05:28:38 am » |
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Madness Flashback anything that allows you to play a spell without paying its mana cost (from Isochron scepter to Brilliant Ultimatum)
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oneofchaos
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« Reply #159 on: April 09, 2009, 06:18:26 am » |
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Forgot about that obviously. Madness I don't think I play anything aside blast from the past, and I ruled madness counts as spell per turn. Infinite cycling with kicker and buyback is pretty good... Basically as long as your not paying the top right hand corner of the card's mana cost I would see it as a free for the most part. If you modify the cost (IE: avatar of woe with 10 creatures in yard) I would still think it counts as your spell per turn?
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Somebody tell Chapin how counterbalance works?
"Of all the major Vintage archetypes that exist and have existed for a significant period of time, Oath of Druids is basically the only won that has never won Vintage Championships and never will (the other being Dredge, which will never win either)." - Some guy who does not know vintage....
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rathzil
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« Reply #160 on: April 28, 2009, 06:35:44 pm » |
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Hi all,
I've been reading this forum for a few months, and have recently begun playing Type 4 in our playgroup. I built this stack from cards that I've had lying around forever, with probably about 50$ spent on acquiring various commons and uncommons I happened not to have that seemed to feature prominently in others' lists.
Now that we've played about 6 or 7 times (with 2-4 'games' per draft), I figure it's time to start seeking out ways to improve the stack.
Usually 4-6 of us wheel draft the entire list, and play with the entire deck. We're still playing around with this idea, but the large deck sizes make the card advantage engines incredible (and death through milling does still happen).
Our motto so far is that anything is fair game as long as it doesn't kill everyone else the moment it hits play. That said, we're still unsure about Walking Archive. So far it's been amazing, but not game ending (enough countermagic and instant removal seems to exist that it isn't completely bonkers)
We play with the house rules that an ability can only target a permanent once while that ability is on the stack (ie: Mistmeadow Witch can target herself, but if someone responds to that, she can't target herself again until the first instance has resolved, though she could target other things).
We also play with the rule that whenever you don't have to pay mana, it doesn't count as your spell per turn. Also evoke doesn't count either, as we felt this added an interesting mix of bonus cards to the stack.
I know I should probably put one of my FoW, and one of my Misdirection in here, but other than that I'm looking for feedback on great cards I happen to have missed. Any other general comments are great too. Thanks!
Countermagic (40) Absorb Arcane Denial Assert Authority Cancel Counterspell Countersquall Decree of Silence Discombobulate Dismiss Disrupting Shoal Dissipate Double Negative Draining Whelk Dream Fracture Ertai’s Meddling Exclude Fervent Denial Foil Forbid Induce Paranoia Hinder Hindering Light Lapse of Certainty Memory Lapse Muddle the Mixture Mystic Snake Punish Ignorance Rewind Remove Soul Soul Manipulation Spell Blast Spell Burst Spelljack Spite // Malice Suffocating Blast Time Stop Traumatic Visions Undermine Vex Voidmage Apprentice Voidmage Prodigy
Misdirection Effects (7) Deflection Quicksilver Dragon Reiterate Shunt Swerve Wild Ricochet Willbender
Removal (40) Agonizing Demise Annihilate Blood Frenzy Brainspoil Chastise Crooked Scales Cruel Revival Desert Twister Diabolic Edict Disembowel Duplicant Executioner’s Capsule Expunge Faith’s Fetters Fissure Oblivion Ring Order // Chaos Path to Exile Phithisis Predator, Flagship Rend Flesh Radiant’s Judgment Resounding Silence Retribution of the Meek Second Thoughts Sever Soul Shriekmaw Skinthinner Slaughter Sudden Death Sword to Plowshares Terminate Terror Tornado Unmake Violent Ultimatum Violet Pall Wing Shards Wreak Havoc Wrecking Ball
Burn (10) Breath of Malfegor Cerebral Vortex Heat Ray Resounding Thunder Riddle of Lightning Searing Wind Soul’s Fire Sudden Shock Torrent of Fire Urza’s Rage
Steal Stuff (18) Binding Grasp Blatant Thievery Chromeshell Crab Confiscate Control Magic Desertion Dominate Evangelize Gather Specimens Grab the Reins Insurrection Planeswalker’s Mischief Ray of Command Slave of Bolas Spinal Embrace Thieves’ Auction Yavimaya’s Embrace Word of Seizing
Wrath Effects (27) Balance Balancing act Bane of the Living Barter in Blood Decree of Annihilation Desolation Giant Dregs of Sorrow Dwarven Catapult False Prophet Forced March Flowstone Slide Inferno Jiwari, the Earth Aflame Jokulhaups Kirtar’s Wrath March of Souls Mass Calcify Obliterate Pernicious Deed Plaguewind Reiver Demon Rout Scourglass Slice and Dice Soulscour Tsabo’s Decree Wrath of God
Anti-Artifact/Enchantment (15) Altar’s Light Allay Dismantling Blow Hull Breach Ingot Chewer Krosan Grip Molder Mystic Melting Naturalize Orim’s Thunder Ray of Revelation Shattering Pulse Shattering Spree Smash Wispmare
Card Advantage (22) Arcanis the Omnipotent Aerial Caravan Aven Fateshaper Compulsion Courier’s Capsule Future Sight Gifts Ungiven Heed the Mists Jushi Apprentice Moonlight Bargain Opportunity Persuasion Promise of Power Pulse of the Grid Read the Runes Rush of Knowledge Thought Reflection Treasure Trove Tower of Fortunes Twisted Justice Vanish into Memory Whispers of the Muse
Reanimation (15) Betrayal of Flesh Cauldron Dance Chainer, Dementia Master Dance of the Dead Dawn of the Dead Miraculous Recovery Oversold Cemetery Puppeteer Clique Reaping the Graves Reborn Hope Reviving Vapors Sedraxis, the Traitor King Twilight’s Call Vengeful Rebirth Yawgmoth’s Agenda
Board Control (10) Fleshformer Flood Flowstone Overseer Legacy Weapon Masticore Mistmeadow Witch Plaguebearer Planeswalker’s Scorn Smokespew Invoker Task Mage Assembly
Defensive (9) Combat Medic Ivory Mask Mourner’s Shield Panacea Pariah’s Shield Pentagram of Ages Protective Sphere Shield of the Ages Sword Dancer
Lifegain (5) Chant of Vhitu-Ghazi Invincible Hymn Mirror Strike Reverse Damage Tower of Eons
Fatties (54) Akroma, Angel of Wrath Arcades Sabboth Angel of Despair Autochthon Wurm Avatar of Woe Bloodfire Colossus Bosh, Iron Golem Bringer of the Black Dawn Bringer of the Green Dawn Bringer of the Red Dawn Broodmate Dragon Carrion Thrash Cognivore Colossus of Sardia Crush of Wurms Dragon Broodmother Empyrial Archangel Firemane Angel Fungal Shambler Gigapede Godsire Grozoth Hostility Hunting Pack Hypnox Imperial Hellkite Intet, the Dreamer Iridescent Angel Jareth, Leonine Titan Kaerek the Merciless Kamahl, Pit Fighter Karrthus, Tyrant of Jund Krosan Cloudscraper Krosan Colossus Lord of Extinction Maelstrom Archangel Magister Sphinx Mortivore Multani, Maro-Sorcerer Myojin of Seeing Winds Nicol Bolas Phage the Untouchable Plated Slagwurm Prince of Thralls Rockshard Elemental Silvos, Rogue Elemental Sisters of the Stone Death Spearbreaker Behemoth Spellbreaker Behemoth Spirit Monger Symbiotic Wurm Vein Drinker Vigor Xanthic Statue
Utility Creatures (19) Armoured Guardian Cabal Interrogator Cho-Manno, Revolutionary Crowd Favourites Dauntless Escort Ethersworn Adjudicator Genesis Glarecaster Glory Grixis Sojourners Magus of the Abyss Mayael the Anima Rakka Mar Root Elemental Scrivener Sen Triplets Sunscape Battlemage Thicket Elemental Withered Wretch
Utility Artifacts (14) Aladdin’s Ring Door to Nothingness Grinning Totem Icy Manipulator Lich’s Mirror Mirari Null Brooch Quicksilver Amulet Reito Lantern Relic of Progenitus Ring of Gix Rings of Brighthearth Vedalken Orrey Walking Archive
Utility Enchantments (8) Gratuitous Violence Holistic Wisdom Knollspine Invocation Maelstrom Nexus Necrogenesis Night Soil Wild Research Wound Reflection
Utility Spells (19) Backlash Bant Charm Captain’s Maneuver Crosis’s Charm Cruel Ultimatum Darigaaz’s Charm Decree of Savagery Dromar’s Charm Esper Charm Grixis Charm Jund Charm Knowledge Exploitation Mirrorweave Naya charm Reflect Damage Resounding Roar Resounding Scream Soulblast Time Stretch
Tutors (13) Aladdin’s Lamp Citanul Flute Descendant of Soramaro Diabolic Tutor Eladamri’s Call Flash of Insight Mystical Tutor Mystical Teachings Planar Portal Riptide Shapeshifter Soothsaying Wargate
Bounce (8) Aethersnipe Capsize Evacuation Kederekt Leviathan Resounding Wave Temporal Adept Upheaval Wipe Away
Lands (6) Boseiju, Who Shelters All Hall of the Bandit Lord Kor Haven Urza’s Factory Wasteland Winding Canyons
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Beralt
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« Reply #161 on: May 11, 2009, 03:52:31 pm » |
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Rathzil,
Nice list few comments and then some cards you might add - but generally your stack seems overly large - so many wrath and removal effects along with quite a few card drawers. I might cut some wrath, a bit of removal and some of the card draw.
All these are just suggestions - you might add a few and take out a few.
Countermagic to add - Cryptic command, Last Word, Voidslime, Ertai, Wizard Adept, Venser, Remand, Perplex, Delay, Voidmage Husher.
Not a huge fan of Hindering Light, Traumatic Visions seems redundant (although it does the same thing as Cancel and Counterspell), Spellburst has proved troublesome in the past for our group, with it's buyback.
Misdirection - I might drop swerve - dead card sometimes.
Removal - Chainer's Edict Flashback is nice. Oblation removes anything and plays nice in multiplayer - can use it on your own critters too.
Burn - Beacon of Destruction stops your decking problems.
Steal Stuff - Take Possesion with split second is goood, Treachery helps with untapping lands if you have any useful ones.
Wrath Effects - Hallowed Burial takes care of indestructibles, Dregs of Sorrow can draw you cards, Savage Twister is a low budget alternative, Akroma's Vengeance cycles and can take care of just about any problem, Nevinyrral's disk is old skool, Austere Command gives you choices , Starstorm is an instant that can cycle.
Anti-Artifact - Break Asunder cycles if no targets available, Artifact Mutation gives you tokens. Naturalize and Hull Breach seem outclassed.
Card Advantage - Fact or Fiction and Thran Tome - both allow other player interaction.
Reanimation - Living Death - both a sweeper and a reanimator, Necromancy can be used as an instant, Debtor's Knell extremely powerful if remains in play, Corpse Dance - buyback here isn't too bad since it removes it's targets over time. Reya Dawnbringer is another nice reanimation tool that's not too broken. Twilight Shepard has potential here too.
Board Control - Vampiric Dragon is much better then Smokespew Invoker - Flood seems like it would just stalemate games.
Defensive & Lifegain - Not a huge fan of either but I do like Flash creatures and Morph - Exalted Angel for the Morph and Lifelink along with Angel of Salvation for Flash and Damage Prevention. Soulspike is a pitch spell that can gain you life - Phantom Nishoba is a hard to kill lifegainer.
Fatties - you missed the Big Kahuna - Darksteel Collussus, Inkwell Leviathan - Shroud is good, Myojin of Life's Web 8/8 Indestructible that can vomit your hand of critters into play!, Kokusho - one of the best multiplayer cards ever, Thornling full of abilities, Crosis for some discard, Vesuvan Doppler for copying whichever critter is the fattest, Spirit of the Night - Hasted, Flying, First Striking wannabe Akroma, Verdant Force - making sure you have some tokens, Oversoul of Dusk just about immune to everything, Dread stopping creatures and decking immunity, Bogardan Hellkite Flash and damage dealing!, Blazing Archon to stop those pesky attackers. Crovax, Ascendant is hard to kill and finally Storm Herd - nothing like 20 tokens on turn 1.
Utility creatures - Vexing Shusher, Anger (needs to be in there), Teferi - near broken and Mindwrack Liege to put red/blue critters into play instantly
Utility artifacts - Gleemax!, Mindslaver, Obelisk of Alara
Utility Enchantments - Sneak Attack
Utility Spells - Nicol Bolas, Planeswalker, Headstone - it cycles
Bounce - Tidespout Tyrant - reusuable bounce, Repeal - Bounce and cantripping
Land - Maze of Ith, Sunhome, Karakas (incredible in this environment).
Whew - sorry the commentary wound down to mostly just suggestions to add - good luck.
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oneofchaos
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« Reply #162 on: May 11, 2009, 06:50:17 pm » |
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When Finals are over, I'll post my outdated version of the stack. Lotta poor choices.
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Somebody tell Chapin how counterbalance works?
"Of all the major Vintage archetypes that exist and have existed for a significant period of time, Oath of Druids is basically the only won that has never won Vintage Championships and never will (the other being Dredge, which will never win either)." - Some guy who does not know vintage....
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rathzil
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« Reply #163 on: May 11, 2009, 11:11:01 pm » |
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Thanks Beralt,
Definitely a few ideas in there that I hadn't thought of. I plan on whittling the stack down a bit, and a lot of the cards you listed are things I'm currently working towards getting my hands on. As the T4 stack made up of far less expensive cards than my cube, I'm trying to stick exclusively to actual cards for the t4 stack. Slowly acquiring them though, now that we've made sure it's something our group will want to regularly engage in.
We definitely enjoy spellburst though, as it doesn't get truly crazy until you're down to 2 players, and other players are usually quick to counter it or just kill the guy who has it.
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Farandar
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« Reply #164 on: May 12, 2009, 04:40:01 am » |
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We definitely enjoy spellburst though, as it doesn't get truly crazy until you're down to 2 players, and other players are usually quick to counter it or just kill the guy who has it.
So what's the point having a card which is dead until face to face, since you won't use it before unless you want to be identified as the "shoot me" player ? Here are the cards that Beralt pointed out that interested me for not having them in my stack : Oblation : seems nice indeed. Void mage husher : recursive but not broken, counters only targeted abilities which might be narrow... Hallowed burial : Final Judgment does the same, only better. Akro's vengeance : Nice since it destroys also artifacts and creature Break asunder seems very weak when you have orim's thunder... Angel of salvation : nice indeed, the damage prevention seems week, but the flash thing is good indeed. Exalted angel : I hav one of these, but it seems too weak to me. The morph powers it up, but is that enough ? Bogardan Hellkite : damn, I missed this one, when I have so many dragons !!! Oversoul fo dusk : protected from direct agression, on a 5/5 body. Nice, but I think I have bigger fattiess... Chainer's edict : It's a ritual  Dread : Doesn't prevent from being hit. Guile is better since it's aggressive, not defensive. Might be replaced by the oversoul. Neviniral's disk : I replaced it by Plague boiler, just faster and with a wider span. Twilight sheperd : brings back creatures dead this turn... Nice to "counter" a wrath effect, but seems too narrow Spirit of the night : overpowered by SOOOOO many creatures since Tidespout tyran : nice but slow Headstone : wtf ? There are a lot of cards way better than this (cremate for a start, coffin purge...) karakas : why not ? I will have to repost my updated stack with ARB... Anyone have ideas about what to prefer between Mortivore and Lord of Extinction ? Second is fatter, first has a built-in protection... seems better to me...
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oneofchaos
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« Reply #165 on: July 22, 2009, 02:23:51 pm » |
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Tonight I will be posting my most updated version of the stack! Be ready! (I counted 50+ counterspells!)
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Somebody tell Chapin how counterbalance works?
"Of all the major Vintage archetypes that exist and have existed for a significant period of time, Oath of Druids is basically the only won that has never won Vintage Championships and never will (the other being Dredge, which will never win either)." - Some guy who does not know vintage....
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Shalafi
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« Reply #166 on: November 03, 2009, 10:04:31 pm » |
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I am so glad I found this post! I will add my two cents from what I have seen... (We T4 in between rounds of drafting at FNM and its a blast.)
Any library searching I have tossed as it just takes too long. (Academy Rector/Black Bringer etc.)
We also play 'one creature and one non-creature' spell per turn. Try it! We find it is much faster and more interesting not only in two player but also multiplayer! (It also makes creatures with flash like B. Hellkite even more amazing as you can also play an instant on opponents turn)
Thanks for your lists! I will add mine when I get some time, but its over 500 cards and many have already been listed. The new 'sac a creature, draw' artifact from Zendikar is really good (I know its a reprint with a different name). Its great with things like Storm Herd obv. and against wraths.
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spcleddy
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« Reply #167 on: January 26, 2010, 10:42:35 pm » |
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Try a "ten second rule" for library searching. Everybody in our group counts down. Puts the guy under pressure to find something quick.
Favorite Zendikar addition: Rites of Replication. Last week I got fifteen spells off the top for free by copying Djinn of Wishes. It's also really unfair with Kokusho.
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scud8000
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« Reply #168 on: February 12, 2010, 04:49:10 pm » |
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i'm putting together a type 4 stack for the first time, and have a few questions for those more experienced since i haven't seen it in action all that much. the main things i'm debating about including are instants with buyback (allay, blast from the past, forbid, etc) and things with non-tapping activated abilities (like mistmeadow witch, azorius guildmage, masticores, etc). is there any consensus on whether or not to include these, or whether or not to errata the abilities to limit their scope in a given turn? i could just run them and find out, but that will take a while so i figured i'd ask first.
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Farandar
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« Reply #169 on: February 13, 2010, 04:38:56 am » |
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The thing is, Buyback allows only to get the card back, not to replay it on the same turn.
Blast of the past is alone in its genre : you cycle it, play it for free with the acc rules and madness, plus buyback (with kick)... and do it again : one of the biggest spoiler. Some ban it.
whispers of the muse is fair. Powerful but fair.
Spell burst is not.
Slaughter is fair.
Allay is not that useful.
For the activated abilities without tap, the most unfair are those from Illuminatus Djinn, Walking archive, the new dragon from Zendikar (built-in aggravated assault on a 5/5 flyer haste body), Mischevious qanar, Consumptive goo. Others are pretty safe. Powerful - but, hell why would you play T4 BUT to play fatties ? - but safe.
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spcleddy
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« Reply #170 on: March 28, 2010, 06:35:58 pm » |
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@Farandar: Blast is a blast to play, as long as everyone understands that it counts as your spell for the turn. No ACC balogna. Make Djinn Illuminatus once per spell (just like Quanar) and it works. I have the Goo in my stack, and I don't know if I've actually seen it kill somebody. It also makes a nice target for Spinal Embrace (although THAT person then becomes a target for everyone else to kill!) There are ways to deal with badass cards.
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spcleddy
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« Reply #171 on: March 29, 2010, 07:48:29 pm » |
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Here is my current stack list. Recently took out some wrath effects and added more creatures. Hoping to get more sleeves and grow the stack to 300-400 cards. Any comments or suggestions?
Acquire (ten second rule for any searching cards) Akroma, Angel of Wrath Akroma's Vengeance (usually gets cycled) Aladdin's Lamp All Suns' Dawn Altar's Light Angel of Salvation Arcanis the Omnipotent Assert Authority Autochthon Wurm Balance Balancing Act Bane of the Living (everyone knows what it is face-down b/c he is one of my few morphs) Bant Charm Barter in Blood Battlegrace Angel Beacon of Destruction Beacon of Immortality Beacon of Unrest Betrayal of Flesh (can't really entwine right now, I want to add more lands) Biorhythm Blast from the Past (2 damage, 1/1 goblin, and a card every turn!) Blitz Hellion Blood Tyrant Bloodfire Colossus Bogardan Hellkite Borborygmos Boseiju, Who Shelters All Bosh, Iron Golem Brilliant Ultimatum Bringer of the Black Dawn Bringer of the Blue Dawn Bringer of the Green Dawn (probably the worst next to Red Dawn, but why not include the cycle? also, more targets for Grozoth's ability!) Bringer of the Red Dawn Bringer of the White Dawn Broodmate Dragon Capsize Cerebral Vortex Chainer, Dementia Master Charnelhoard Wurm Chord of Calling Cognivore Combat Medic Commandeer Conflux Consumptive Goo Controvert Counterbore Counterspell Countersquall Covenant of Minds Cruel Ultimatum Cryptic Command Dance of the Dead Daring Apprentice Dark Depths Darksteel Colossus Decree of Annihilation Decree of Silence Delaying Shield Discombobulate Dismal Failure Dismantling Blow Disrupting Shoal Djinn Illuminatus (once a turn) Djinn of Wishes (Rite of Rep's BFF) Dominate Door to Nothingness Double Negative Draco Draining Whelk Dregs of Sorrow Dwarven Catapult Eight-and-a-Half-Tails Elemental Appeal Esper Charm Faerie Trickery Feral Hydra Fervent Denial Final Judgment Firemane Angel (she gets around with a common graveyard) Flash of Insight Flowstone Overseer Flowstone Slide Foil Force of Will (one of the few ACCs) Gifts Ungiven Gleemax (too powerful, but love the ridiculous flavor too much to cut it) Godsire Goliath Sphinx Grab the Reins Greater Morphling (no haste anymore) Grozoth Hellkite Charger Hinder Hive Mind (I used to run Eye of the Storm, which became a headache. This can be fun, but maybe not worth a slot) Hour of Reckoning Hoverguard Sweepers Hunting Pack Hymn of Rebirth Induce Paranoia Infernal Spawn of Infernal Spawn of Evil (need to get my hands on the original) Inferno Ink-Eyes, Servant of Oni (don't forget the regen) Inkwell Leviathan Iona, Shield of Emeria Johnny, Combo Player (once/turn) Kalonian Behemoth Keiga, the Tide Star Kiki-Jiki, Mirror Breaker Knollspine Invocation (Pyromancy's big brother) Kodama of the North Tree Kokusho, the Evening Star (another Rite of Rep's buddy) Kuro, Pitlord Last Word Lorthos, the Tidemaker Marshal's Anthem Martial Coup Masticore Maze of Ith Memnarch (kleptomania!) Minamo's Meddling Mind Control Mindbreak Trap Mindleech Mass Mind's Eye Mindslaver Mischievious Quanar (once/turn) Mossbridge Troll (go go regen) Myojin of Cleansing Fire Myojin of Life's Web Myojin of Night's Reach Mystic Melting Mystic Restraints (surprisingly useful) Mystic Snake Necrogenesis Negate Nevinyrral's Disk Nezumi Graverobber Nivix, Aerie of the Firemind (new addition, not sure how good it is yet) Obelisk of Alara Obliterate Oblivion Stone Overwhelming Intellect (Plagiarize loves this) Pact of Negation Panglacial Wurm Parallectric Feedback Path to Exile Perplex Plagiarize Plague Boiler Plague Wind Planar Cleansing Planar Portal Plated Slagwurm Predator, Flagship Progenitus Promise of Power Punish Ignorance Put Away Putrefy Quicksilver Amulet Ray of Distortion Razia, Boros Archangel Reiterate Relic Crush Remand Remove Soul Resounding Scream Resounding Thunder Resounding Wave Retribution of the Meek Rewind Reya Dawnbringer Riddle of Lightning Rite of Replication Root Elemental Safe Haven Scourge of Kher Ridges Screams of the Damned Searing Wind Second Thoughts Sedris, the Traitor King Seed Spark Sharuum the Hegemon Shield of the Ages Sickening Shoal Simic Sky Swallower Sisters of Stone Death Slave of Bolas Smokespew Invoker Solar Tide Soul Manipulation Soulscour Spearbreaker Behemoth Spell Blast Spellbreaker Behemoth Sphinx of Jwar Isle Sphinx of Lost Truths Sphinx of the Steel Wind Sphinx Sovereign Spinal Embrace Stone Idol Trap Storm Herd Stronghold Biologist (new addition, looked like a good idea) Suffocating Blast Summoner's Bane Summoning Trap Sunscour Swift Silence Swords to Plowshares Tainted Pact (too much text, must counter!) Take Possession Tatsumasa, the Dragon's Fang Teferi, Mage of Zhalfir (I would consider this to be the most unfair card, especially unanswered at end of turn one) Terastodon Terminate Terra Stomper Thought Dissector Thwart Time Stop Time Stretch Timmy, Power Gamer Tooth and Nail Tower of Eons Tower of Fortunes Twisted Justice Vedalken Orrery Venser, Shaper Savant Vex Vigor Mortis Wicked Akuba (teehee) Witherscale Wurm (another newbie. had it in your stack? did you like it?) World-Bottling Kit Wrexial, the Risen Deep
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Rubik_3x3x3
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« Reply #172 on: June 30, 2010, 12:42:01 am » |
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@ spcleddy
Add more morphs to protect that Bane, as well as other morphs. There's tons of good ones like Skinthinner and Quicksilver Dragon as well as the very beefy Krosan Cloudscraper. All it takes is 5 or 6 morphs to make it at least a bit scary that you have Cloudscraper attacking you facedown.
Doesn't Tainted Pact take forever to get used?
I wouldn't use Witherscale Wurm, Autochthon is notably better, and that guy doesn't really do much.
Nivix should be OK, but I don't expect it to be overwhelming by any means. If you want to add more lands, which I think is a great idea for any stack, I might suggest: Academy Ruins Boseiju, Who Shelters All Eye of Ugin Karakas Kor Haven Maze of Ith Prahv, Spires of Order Sunhome, Fortress of the Legion Volrath's Stronghold
Not to count out Nivix, just giving you some ideas. Admittedly, I didn't check for all these in your list, you may already have some or most of those. I usually just consider if I would play an artifact with the ability, and if so, it's gonna be good as a land.
I didn't look the whole thing over, but I hope the bit of input I gave helped. Otherwise, just look at the set reviews that are in the Type 4 section of the site and you can usually find a few things to add within those.
EDIT: Thank you, Farandar, for doing the morph search I wasn't willing to in the next post down.
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« Last Edit: July 05, 2010, 01:47:06 am by Rubik_3x3x3 »
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Farandar
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« Reply #173 on: July 01, 2010, 07:23:50 am » |
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Good morphs worth playing 'em Willbender Voidmage apprentice (for these, remember that morphing a creature DO NOT go through the stack and so can counter/divert a Split second spell) Skinthinner Chromeshell crab Brine elemental + Vesuvan shapeshifter (but both can work alone  ) Imperial Hellkite (uncounterable self replacing dragon)
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thorme
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« Reply #174 on: September 10, 2011, 08:47:29 am » |
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Finally getting around to posting mine. It's not one of the high-powered ones...most cards around the Nezumi Graverobber and up power-level are absent. I have a couple principles for my stack:
- No errata (I want it to be easy to sit down with anyone and play wiithout heavy house rules for specific cards...so no Quanar, Anger, etc. in my stack - no foreign cards either) - No tutors (Most often play multiplayer and tutors make the games take much, much longer with folks having to sit around quite a bit) - As far as how my stack plays...I don't use the alternate casting cost rule or anything clunky. The rule is simple: you play with all the normal rules of magic except that you get infinite colored Type 4 mana in your mana pool at all times and once per turn you can use that mana to cast a spell. Implications: If I tap my Karakas to Path to Exile a guy, that doesn't count towards my "1 spell per turn" because I didn't use my Type 4 mana for it...ditto for Pacts, etc. Another implication: I can activate abilities with my Type 4 mana and if those abilities in turn generate mana, that mana can be used to cast a spell and also doesn't count towards my "1 spell per turn" so that's why you'll see a card like Skyshroud Elf in the stack.
That said, here's the 280-card list:
Instants ===== Absorb Agonizing Demise Annihilate Bant Charm Beast Attack Captain's Maneuver Cauldron Dance Commandeer Controvert Cremate Cryptic Command Decree of Silence Desertion Discombobulate Dismal Failure Dismantling Blow Dismiss Dominate Dromar's Charm Ember Shot Esper Charm Exile Fact or Fiction Fervent Denial Festival of the Guildpact Force of Will Gather Specimens Grab the Reins Grim Harvest Hindering Light Into the Roil Jace's Ingenuity Krosan Grip Memory Plunder Mindbreak Trap Molder Momentous Fall Mystic Melting Mystic Snake Nemesis Trap Opportunity Overwhelming Intellect Pact of Negation Path to Exile Prophetic Bolt Pulse of the Fields Pulse of the Grid Punish Ignorance Ray of Distortion Reflect Damage Relic Crush Repeal Resounding Roar Resounding Silence Resounding Thunder Resounding Wave Reverse Damage Reviving Vapors Riddle of Lightning Searing Wind Second Thoughts Seed Spark Shattering Pulse Shining Shoal Slaughter Pact Soul Manipulation Spelljack Spinal Embrace Spite/Malice Slice in Twain Starstorm Sudden Death Swift Silence Tainted Pact Thirst for Knowledge Time Stop Undermine Unmake Urza's Rage Whispers of the Muse Wild Ricochet Word of Seizing
Creatures ====== Aeon Chronicler Akroma, Angel of Wrath Ana Battlemage Angel of Despair Angel of Salvation Arashi, the Sky Asunder Arcanis Archon of Justice Artizan of Kozilek Azorius Guildmage Bane of the Living Benalish Commander Blood Celebrant Body Double Bogarden Hellkite Bosh, Iron Golem Butcher of Malakir Chancellor of the Spires Consecrated Sphinx Creakwood Ghoul Crowd Favorite Darksteel Colossus Deathless Angel Deepfire Elemental Desolation Giant Dimir Doppleganger Djinn of Wishes Dragon Broodmother Dragon Whelp Draining Whelk Dread Cacodemon Duplicant Eight and a Half Tails Enigma Sphinx Etched Monstrosity Etched Oracle Firemane Angel Fleshformer Flowstone Overseer Furnace Dragon Gaea's Revenge Garza Zol, Plague Queen Genesis Glory Grixis Sojourners Grave Titan Hoard-Smelter Dragon Havoc Demon Hypnox Ink Eyes, Servant of Oni Iona, Shield of Emeria Jiwari, the Earth Aflame Kaervek the Merciless Kamahl, Pit Fighter Karn, Silver Golem Karrthus, Tyrant of Jund Kederekt Leviathan Keiga, the Tide Star Kokoshu, the Evening Star Kozilek, Butcher of Truth Lighthouse Chronologist Magister Sphinx Mist Dragon Mistmeadow Witch Morphling Myojin of Cleansing Fire Myojin of Infinite Rage Myojin of Life's Web Myojin of Seeing Winds Nantuko Vigilante Nicol Bolas Niv-Mizzet the Firemind Pelakka Wurm Pentavus Penumbra Wurm Phyrexian Gargantua Phyrexian Ingestor Pride of the Clouds Progenitus Pupeteer Clique Platinum Emperion Quicksilver Dragon Rainbow Efreet Razia, Boros Archangel Reiver Demon Reya Dawnbringer Root Elemental Scavenging Ooze Scion of Darkness Scourge of Kher Ridges Sedris, the Traitor King Sengir Nasferatu Sheoldred, Whispering One Siege-Gand Commander Skyshroud Elf Smokespew Invoker Spearbreaker Behemoth Sphinx of Lost Truths Sphinx of the Steel Wind Sphinx of Uthuun Spirit of the Night Stalking Vengeance Teferi Terastodon Thicket Elemental Thornling Thraximundar Tidespout Tyrant Transcendant Master Triskelevius Uktabi Kong Ulamog, the Infinite Gyre Vampiric Dragon Vesuvan Shapeshifter Willbender Withered Wretch Woodfall Primus Wurmcoil Engine
Sorceries ====== Akroma's Vengence All is Dust Austere Command Beacon of Immortality Catastrophe Conqueror's Pledge Consuming Vapors Crime/Punishment Cruel Ultimatum Crush of Wurms Decree of Pain Din of the Fireherd Evangelize Feudkiller's Verdict Phyrexian Rebirth Praetor's Counsel Final Judgment Forced March Granny's Payback Heroes Remembered Jokulhaups Kiss of the Amesha Mind Spring Obliterate Plague Wind Planar Cleansing Promise of Power Recurring Insight Rite of Replication Rout Sorin's Vengeance Time Stretch Twisted Justice Vengeful Rebirth Violent Ultimatum Void Volley of Boulders
Enchantments ========= Baneful Omen Cast Through Time Confiscate Debtor's Knell Fevered Convulsions Holistic Wisdom Maelstrom Nexus Marshall's Anthem Necrogenesis Pernicious Deed Planeswalker's Scorn Psychic Posession Take Posession Thought Reflection
Artifacts ===== Akroma's Memorial Alladin's Ring Altar of Shadows Echo Chamber Legacy Weapon Mind's Eye Mirari Muse Vessel Nihil Spellbomb Obelisk of Alara Oblivion Stone Shield of the Ages Soul Conduit Tatsumatsu, Dragon Fang Temporal Aperture Tower of Eons Tower of Fortunes Vedalken Orrery
Planeswalkers ========= Karn Liberated Nicol Bolas, Planeswalker Sorin Markhov
Lands ==== Diamond Valley Karakas Kor Haven Maze of Ith Miren, the Moaning Well Prahav, City of Spires Urza's Factory Winding Canyons
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Team Short Bus Lamenting Hasbro's destruction of the G.I. Joe brand since 2005.
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Choke
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« Reply #175 on: September 05, 2014, 04:13:29 am » |
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Sorry for this necro,
since I've been now on sick leave for more than 2 weeks, I've had plenty of times to read into all kind of different variant formats, and I wondered why nobody has posted their stack or updates since ages?
I've taken plenty of stuff (which just looked cool or over the top) out of my junk/trade binders and wondered what people currently had in their stacks.
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