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Author Topic: [Premium Article] Meandeck Gifts  (Read 83302 times)
Lunar
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« Reply #90 on: June 30, 2005, 06:03:18 pm »

@ smmenen...I never said you said that fish was on the decline...sombody on here (not going to go back through to find out exactly) said that fish was seemingly declining a bit in NE...as im not from there I have to go on what is posted...if that is incorrect then thats okay....some of webs statements are based on OUR meta here on the west coast and that is a major difference apparently between some of what you guys have been arguing about.

About Duress...while not as optimal as a first turn duress, a late game duress can be very useful as well steve.  Dont discount it as an option just because mathmatically it isnt optimal on turn 23...Ive seen some bad choices (*cough* meandeck tendrils *cough) made by you guys in the name of optimal choices...I dont think web is saying that he will NEVER turn 1 duress somebody (im sure he would if it was in his hand) I think he is trying to say that its not as bad late game as a top deck or something as you make it out to be.

You mention Library of Alexandria smmenen in your article (I think, not on the messages) Ive seen (and lost to) web playing it (myself playing stax) its pretty solid...although im not so sure if removing the ET is the right call...with stantons latest stats I suppose it could be a juicy target for wasteland though.

As for now this is really just frustrating players like myself...I dont know who to believe the great smmenen...or a local pro tour level player who consistantly top 8s/4s at our events...
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« Reply #91 on: June 30, 2005, 06:06:57 pm »

Re: Duress:
I'm not trying to be mean, but I honestly don't think you understood the arguments I was making and your position is seemingly contradictory/incoherent. I'll let someone else take it up with you and follow through with the arguments I was making if they are so inclined...

No, I do understand what you mean. My thoughts on duress change for different matchups because of the way that I play said matchups.

You play misdirection over duress in your build because you don't want to wait around, giving your opponent more time to find solutions, possibly destabilizing your mana base, just to stop your opponent from winning with his deck's game plan. You want your opponent to lose to your deck's game plan because, as being the aggresive deck, that is what will happen as you resolve specific crucial spells which make your deck's next crucial spell even more easier to resolve. Adding misdirection makes these plays happen sooner because misdirection costs no mana and duress costs one.

I truely do understand everything. Make no mistake about that.


Web
« Last Edit: June 30, 2005, 06:09:10 pm by Webster » Logged

Elric
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« Reply #92 on: June 30, 2005, 06:09:26 pm »

"Misdirection's cost is certainly higher in terms of card disadvantage, but it is amortized among all the times you don't have to do it and the mana efficiency you trade off."

Steve, I'm not sure what you meant here.  Also, if you were designing a deck to beat this one how would you do it?  
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cosineme
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« Reply #93 on: June 30, 2005, 06:19:57 pm »

has anybody felt so inclined to test a different bounce spell than echoing truth? the situation has arised a few times where my tinker successfully resolves after drain and fow, but two turns later his tinker does as well. now we're both sitting pretty with dead colossi on the board...

echoing truth is great against COV, however, if you are in a position to bounce two COV's i would say that you are in a tenuous situation at best...

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« Reply #94 on: June 30, 2005, 06:42:34 pm »

has anybody felt so inclined to test a different bounce spell than echoing truth? the situation has arised a few times where my tinker successfully resolves after drain and fow, but two turns later his tinker does as well. now we're both sitting pretty with dead colossi on the board...

echoing truth is great against COV, however, if you are in a position to bounce two COV's i would say that you are in a tenuous situation at best...

Rushing river is the only bounce spell that I would consider if I were to not include rebuild or echoing truth. It is the most flexible and non-detrimental spell to the deck's gameplan.


Web
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arj
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« Reply #95 on: June 30, 2005, 06:53:09 pm »

How has your testing gone?  Not many people have reported on their experiences with the deck and I'm curious what people think now that they have had time to test it. 

I've read your article and recognized a lot of the things you where saying about thirst and skeletal scrying, so I set you to test this build. I played against 4CC, Sensei, U/W fish and unpowered slaver. What I really liked about this deck is the clear focus on abusing gifts. Most of the games I won was after casting multiple gifts slowly building up huge card advantage and mana. Another card that is very strong in this deck is rebuild. Rebuild helped getting rid of those pesky chalices and was instrumental to resolving tendrils for the win, which happened about 50% of the games that I won. This helped me play the deck more aggressive especially with tinker -> DC since I knew that if that failed the second plan was not that hard to resolve. The only thing I missed, with furnace and scrying gone, was a way to remove things from my graveyard against welders since the tinker plan is often a lot faster than the tendrils plan.

I tested both 2 Misdirection/1 Disrupting Shoal and 3 Duress configurations. I found Duress to be very important in the control match so I settled on that one. I was actually surprised at how well Disrupting Shoal performed. In the worst case you pitch it to Force. I might even include one together with the Duress.
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cosineme
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« Reply #96 on: June 30, 2005, 08:21:01 pm »

has anybody felt so inclined to test a different bounce spell than echoing truth? the situation has arised a few times where my tinker successfully resolves after drain and fow, but two turns later his tinker does as well. now we're both sitting pretty with dead colossi on the board...

echoing truth is great against COV, however, if you are in a position to bounce two COV's i would say that you are in a tenuous situation at best...

Rushing river is the only bounce spell that I would consider if I were to not include rebuild or echoing truth. It is the most flexible and non-detrimental spell to the deck's gameplan.


Web

you can't replace the echoing truth with another 3 CC bounce spell. That means against MWS decks, COTV for 3 is game. Rebuild, tinker, and your suggessted rushing river...
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« Reply #97 on: June 30, 2005, 08:21:21 pm »

Re: Duress:
I'm not trying to be mean, but I honestly don't think you understood the arguments I was making and your position is seemingly contradictory/incoherent. I'll let someone else take it up with you and follow through with the arguments I was making if they are so inclined...

No, I do understand what you mean. My thoughts on duress change for different matchups because of the way that I play said matchups.

You play misdirection over duress in your build because you don't want to wait around, giving your opponent more time to find solutions, possibly destabilizing your mana base, just to stop your opponent from winning with his deck's game plan. You want your opponent to lose to your deck's game plan because, as being the aggresive deck, that is what will happen as you resolve specific crucial spells which make your deck's next crucial spell even more easier to resolve. Adding misdirection makes these plays happen sooner because misdirection costs no mana and duress costs one.

I truely do understand everything. Make no mistake about that.


Web

This is a difficult communicative task.  We are starting to talk on levels of abstraction where precise language is going to be crucial.  

You do seem to grasp the broad purpose of Misdirection.  But what you seemed to be contradicting was your first comment that you would rather have Duress in the Chalice 0 game state than Misdirection becuase you can hold the Duress to clear the way in the late game or just remove the CHalice from their hand on turn one.  

But the point I was making is that Misdirection is actually much better in that match than Duress.  The value of Duress is the value of the card you take.  Frequently agaisnt Fish, the card you take will be much lower than the opportunity cost of that slot.  Think of a deck as a 56 card deck with 4 slots left.  The decision to add Duress in those four slots should be made based upon the decision that the value of the cards you take with Duress will be more valuable than any other card you can fit into those four slots.  

In the current metagame, the value of the card you take will often be quite low and sometimes zero.  If you Duress them and see all creatures on turn one and a Wasteland, the value of that Duress is not only zero (save the marginal benefit of seeing their hand), it is actually negative becuase you lost that land.  It was as if you were playing Lord of the Pit in that slot (or think any other number of completely worthless cards).  Against Fish, it is much better to have Rebuild or Echoing Truth becuase they frequently will have played a Multiple Chalice or Multiple Rod.  

Duress costs one black - which you will have to pay for the late game plan to protect your bounce spell.  You have to pay that whether or not you discover they have a counter for your bounce spell. If they DO have a counter, then the value of the Duress was pretty high.  If they don't, it was basically zero.  But you have to pay that one black anyway.  With Misdirection, if they don't have the counter, then you don't have to pitch the card.  If they do have the counter, they you have to pitch the card, but it was worth it becuase the value of those two cards (Misdirection and the pitched card) is now going to be equal to you basically winning the game.  What I meant by "amortizing" Misdirection is that you will only have to pitch a card (the cost) every so often in that position - so you aren't actually paying for it the full time.  But the times you DO use the misdirection, it will more than make up for the cost of pitching a blue spell becuase by bouncing the spell, you untap and win.  

Why do I say all of this?  Becuase in your second to last post you suggested that Misdirection versus Duress is a debate about card parity versus efficiency.  And it's really not.  You expend the Duress every time even if you get nothing for it.  That is not card parity.  But you don't have to actually use the Misdirection - but it is there in the situations where you would have wanted the Duress and then you just pay the blue spell as its cost.  Both cards lose parity and Misdirection is more mana efficient.

I also don't have any idea where you got the notion that Misdirection is better in the Fish/Shop metagame.  The use of Misdirection primarily grew from my testing against my teammate Joe Bushman who was playing Gifts and Tog against me.  That was where I first thought of the idea.  Then I tested it agaisnt a wider range of matchups and it proved to be quite suitable.  

Remember, when I was testing agaisnt Joe (piloting Tog and Gifts), I started out with 4 Duress, then I used 2 Duress and 2 Misdirections, and then I moved to 3 Misdirections - in that order.  When I tested against Fish, the Misdirections were as good as Duress if not better.  And agaisnt Shops, the distinction is irrellevant since they are both hideous.  At least I could pitch the Misds to FOW and then SB them out.  

If I am not being clear in this post so far, ask me where I'm being ambiguous and I'll try to explain again - I'm a bit tired from working all day and I'm  not sure if that was a clear response.

But again, I must challenge the notion that this deck can't be a late game deck.  By having Misidrections, I always feel strong.  I can power through my early plays and ride my advantage to a late game victory.  Gifts is such a powerful card that I can just continue to Gifts and Gifts into a relatively secure win (even though I might have to work for it in the final battle, I'm the one who is gonig to win).  The point is that if you win the first counter war, you will probably win the game.  If you win the second, you definately win the game.  If you lose the second, it is still anyone's game.  But don't assume that this deck can't play a late game - it has a reallly savage late game.

Basically what happens in the control matches is that my first gifts gets one or two of the key combo parts into my GY - like Tinker or Will and then I can jsut build my GY and use gifts to force them to give me the cards I want until I finally go for the gold.  Again, I can explain in more detail (but I'd rather not).  
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Machinus
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« Reply #98 on: June 30, 2005, 09:38:16 pm »

The biggest strength of MisD over Duress is the early game mana stability.

I would be very happy to duress my opponent and see nothing I could take. This means I can go all out and basically turns Gifts into a savage combo deck. When you know there is no disruption, Gifts becomes a brutal mana acceleration/card advantage machine. Gifts is powerful when played the standard way, but there are a lot of high risk high reward decisions that you can make with the deck. If you know that your opponent can't do anything, then you are basically free to go as broken as possible and you can tap out and do whatever you want.

A strength of Duress is knowing what your opponent can throw at you and knowing how much you can risk. I doubt that you would ever not be able to take a card when you open with it blindly (even though the value of the discarded card can vary widely, and as steve said, will sometimes not be worth the cost of playing duress at all). However, duress will be able to take standard stuff like chalice, drain, and force, and sometimes better things like tinker, bargain, trinisphere, etc. In additon to an earlier and more proactive role in disrupting the opponent, Duress can provide critical knowledge about what risks you can take and what you have to consider in making your plays. It can even determine what you gifts for, answering threats before they ever come into play.

Lastly, duress is arguably a more versatile card. Misdirection is only strong against control and aggro control decks. Duress is good against control, as well as combo, moderate against aggro-control like wtf, and can be good against multicolor workshop decks. Also, it is a better card for general or mixed environments because you are gathering knowledge about your opponent's strategy as well as disrupting it. Misdirection is a reactive card that cannot serve this second function.

« Last Edit: June 30, 2005, 09:41:25 pm by Machinus » Logged

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« Reply #99 on: July 01, 2005, 01:35:31 am »

A major advantage of Misdirection over Duress that hasn't been mentioned is the fact that a Misdirected spell still costs your opponent whatever resources he used to cast it.  This is a big deal.  The two most common plays with Mis-D are probably going to be countering Force of Will and Mana Drain.  Both of these cards can also be taken with Duress.  Compare the resource balance sheets, however:

Duress taking Fow or Drain:
Cost: 1 mana, 1 card
Benefit: 1 card

Misdirected Drain:
Cost: 2 cards
Benefit: 1 card, 2 mana

Misdirected Fow:
Cost: 2 cards
Benefit: 2 cards

With Duress you come out even on cards but you are one mana behind.  With Misdirection you either come out dead even (vs. Force) or trade one lost card for two of their mana (vs. Drain).  In both cases you are arguably better off with Misdirection than Duress.  Costing your opponent two mana and saving yourself one (a three mana difference) is probably worth a card in T1 more often than not, and trading two cards for two for free is better than trading one for one at a cost to yourself.

If this is too abstract, here is an example of the difference.  You Duress your opponent, with a plan to follow up with a key spell.  He has UU2 available and the following relevant spells: Mana Drain, Mana Drain, Thirst for Knowledge.  Whatever you take, you aren't going to be able to resolve your key spell.  If you wait to cast your spell he will simply Thirst EOT, presumably strengthening his position further.

Other than that, I would like to second Machinus's post.  Swinging and missing with Duress is often super-plus-good because it means you can play the deck extremely aggressively.  That leads to a win 9 times out of 10.

Leo
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cosineme
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« Reply #100 on: July 01, 2005, 01:58:13 am »

Has anybody determined an effective SB method? To steve's original list, with the 4 scrolls, and 4 Gifts and 3 Misd? This list is extremely tight, and I have not really been able to find any spaces for even the most basic of SB strategies. The only cards I dare touch are for control matches not running COTV, and then i can board out 2 bounce + 1 mystical tutor (CA disadvantage) to add 3 relevant cards, most likely 2 REB and 1 pyro.

Against MWS decks, and fishy decks, you can't bring the bounce out, but at the same time, taking out a scroll and a gifts means you're going to be running slower.

Any success so far?
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« Reply #101 on: July 01, 2005, 02:44:44 am »

Against MWS decks, and fishy decks, you can't bring the bounce out, but at the same time, taking out a scroll and a gifts means you're going to be running slower.

Any success so far?


Against MWS decks I'd take out Misdirections, as they are generally useless in the matchup, and bring in Rack and Ruin.  Bringing in extra Rebuilds against both Shop and Fish decks seems pretty good also.
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« Reply #102 on: July 01, 2005, 02:54:58 am »

Quote from: steve
You do seem to grasp the broad purpose of Misdirection.  But what you seemed to be contradicting was your first comment that you would rather have Duress in the Chalice 0 game state than Misdirection becuase you can hold the Duress to clear the way in the late game or just remove the CHalice from their hand on turn one. 

No Steve, you are wrong in this precise game situation.
IF your opponent would play against you a first turn CotV for zero, your game plan usually il so slowed down that the best thing you can do is to Drain something during Turn 2 ( opponent's turn 3 ) maybe with FoW and/or Mis-D backup. OTOH, while this protections' setting is really good, it leaves you totally undefended during the opponent's turn 2, the ones after which he resolved the CotV for 0. Another thing to add could be that the may follow up ANOTHER threat during the CotV's turn.

SO, being more specific, IF I was holding my own Mis-Ds in my hand AFTER is resolved CotV AND IF my hand was supposed to be good because of FAST GIFTS and a lot of accelerations, all those things backupped by those situationals Mis-Ds, NOW they showed all their sub-par nature.

In the SAME SITUATION, Duresses, would have dealt with AT LEAST one of the opponent's Turn 2 threats ( a thing that usually Mis_D cannot do ) and it would have paired the TEMPO regression that a single CotV have done to your deck.

In the SAME SITUATION, try to focus that a turn 1 Duress, turn 2 Drain and maybe a turn 3 FoW+Gifts are really game breaking, even if your opponent would have played that damn CotV for 0, while a turn 1 Nothing-More-Than-A-Brainstorm, turn 2 Drain and maybe turn 3 FoW+Gifts could have exposed you to many more risks, because ONE of the threats that Duress would have discarded is in the opponent's hand yet.


Quote from: Steve
But the point I was making is that Misdirection is actually much better in that match than Duress.  The value of Duress is the value of the card you take.  Frequently agaisnt Fish, the card you take will be much lower than the opportunity cost of that slot.  Think of a deck as a 56 card deck with 4 slots left.  The decision to add Duress in those four slots should be made based upon the decision that the value of the cards you take with Duress will be more valuable than any other card you can fit into those four slots. 

Against Fish, Mis-D is better than Duress only  because it auto-prevent you the possible error of fetching for Non-Basic lands.
I played against Fishs all the day long and I have to fear a lot from them.
I used to keep slow hand, but with a lot of mana ( more lands, rather than artifact's mana ) and especially because if you are going to went around the Dazes, they have only 4 FoWs to protect them.
Their clock is so slow, that I usually fetch for basic, even if I'm holding a couple of Duresses. I have more fetches and a lot of Undergrounds. Holding in my hand an useless Mis-D against Fish in my opinion and regarding my playstile is really worst than waiting a couple of turns to develop a solid mana base AND THEN try to use the Non-Blue Bombs.
Even a single Duress during turn 3 or turn 4 can open you the path to an easier victory.


Quote from: steve
In the current metagame, the value of the card you take will often be quite low and sometimes zero.  If you Duress them and see all creatures on turn one and a Wasteland, the value of that Duress is not only zero (save the marginal benefit of seeing their hand), it is actually negative becuase you lost that land.  It was as if you were playing Lord of the Pit in that slot (or think any other number of completely worthless cards).  Against Fish, it is much better to have Rebuild or Echoing Truth becuase they frequently will have played a Multiple Chalice or Multiple Rod


I bolded the words that I consider true.
OTOH, I don't think that they automatically exclude the presence of Duresses from your maindeck.
I'm playing at now with a Cunning and a single Rebuild maindeck. I have three discard effects too.
Rarely I play so aggressively to fetch for Underground without thinnking about the possible opponent's Wastelands and rarely I have found a deck that FORCED me to Both fetch an Underground AND play a first turn Duress EVEN if I'm aware of his Strips.


Quote from: steve
Duress costs one black - which you will have to pay for the late game plan to protect your bounce spell.  You have to pay that whether or not you discover they have a counter for your bounce spell. If they DO have a counter, then the value of the Duress was pretty high.  If they don't, it was basically zero.  But you have to pay that one black anyway.  With Misdirection, if they don't have the counter, then you don't have to pitch the card.  If they do have the counter, they you have to pitch the card, but it was worth it becuase the value of those two cards (Misdirection and the pitched card) is now going to be equal to you basically winning the game.  What I meant by "amortizing" Misdirection is that you will only have to pitch a card (the cost) every so often in that position - so you aren't actually paying for it the full time.  But the times you DO use the misdirection, it will more than make up for the cost of pitching a blue spell becuase by bouncing the spell, you untap and win. 

It is really funny to read this lines, not because they are stupid, but because they showed at least two things:
1) You would play the deck exactly as it is supposed to work, both while goldfishing or while playing against a real opponent.
2) You are so fall in love with the "turn 3-4-winning plan" that can you usually are going to apply with thhis deck that you are not considering the inevitability of not being able to do so. Calm down. Massage your rectum for some sweet relief. You would realize that real opponents would gain SO MUCH advantage from knowing about your game plan that you could be smashed down during the mid-game.

OMG! I say mid-game! OMG"
...Exactly.... Sad Try to pull your self into this "strange world", a world not dominated by goldfishing against an unpleasantly rigid and static opponent, but caractherized by decks that would gain advantage after your first turn Scroll for Ancestral ( maybe Duressing it away while you are holding your Mis-D... ) or after letting you resolve anyone of yours One-For-One tutors, concentrating themselves on countering your 3-5 Bombs.

If the opponent's deck can survive to your initial rush with proactive or reactive spells or with a good combination of both of them, you could find that your deck have a little if not way to deal with them during the mid-game.




Quote from: Steve
Why do I say all of this?  Becuase in your second to last post you suggested that Misdirection versus Duress is a debate about card parity versus efficiency.  And it's really not.  You expend the Duress every time even if you get nothing for it.  That is not card parity.  But you don't have to actually use the Misdirection - but it is there in the situations where you would have wanted the Duress and then you just pay the blue spell as its cost.  Both cards lose parity and Misdirection is more mana efficient.

While your words are true in these lines, they answered different asks. You are trying not to focus to a primarily thing: The debate is about the possibility of having DEAD cards into your hand. While Mis-D is often a dead card, Duress, properly used, would not be inserted in that category. You can hold into your hand both of them. A card that you decide not to play is not a Dead card. It is only a non-played card. OTOH, you could have ALWAYS played Duress to produce some effects while the same could not be said for Mis-D.







Quote from: steve
I also don't have any idea where you got the notion that Misdirection is better in the Fish/Shop metagame.  The use of Misdirection primarily grew from my testing against my teammate Joe Bushman who was playing Gifts and Tog against me.  That was where I first thought of the idea.  Then I tested it agaisnt a wider range of matchups and it proved to be quite suitable. 

I found that Tog have a lot of problems with multiple Mis-Ds. You can kill all their Deeps, Ancestrals, Mindtwists and so on.
I found that the unprepared player would not win a single game against your deck.
The same could not be said for the smart and the good player. Tog would Duress you first and then carefully think about the correct plan to apply in order to win.
You negate to yourself the same forsighting wisdom. You can't check is hand. He can plan while you can only suppose.
You matchup is good when people play in a flast way.
As soon as they know what they are going to face, your Mis_Ds would often be clunked into your hand useless.


On the other hand, I can't argue against the general porpouse of your entire phrase: "Tog's matchup is better"

I found that the Workshop.dec's matchup is better especially because of Merchants not because of Mis-Ds. They let you fetch the needed bouncers. The sad thing is that they can lock you down with Chalices and Rods and Spheres so much that you could play them when they are useless or not in time.
I played a lot yesterday against Welders.dec and they are not a threat exactly as you said. If they manage to fetch for Sundering or for Mindslaver via Intuition, you could have your face smashed regardless the number of things that your deck can produce. Your deck not have quick and fast ways to escape from those situations.


Quote from: steve
Remember, when I was testing agaisnt Joe (piloting Tog and Gifts), I started out with 4 Duress, then I used 2 Duress and 2 Misdirections, and then I moved to 3 Misdirections - in that order.  When I tested against Fish, the Misdirections were as good as Duress if not better.  And agaisnt Shops, the distinction is irrellevant since they are both hideous.  At least I could pitch the Misds to FOW and then SB them out. 

You are sintetic but correct for the other brief matchup analysis, but, how are you productively and consistently using Mis_Ds against Fish, if not pitching them to FoW? Sad


Quote from: steve
But again, I must challenge the notion that this deck can't be a late game deck.  By having Misidrections, I always feel strong.  I can power through my early plays and ride my advantage to a late game victory.  Gifts is such a powerful card that I can just continue to Gifts and Gifts into a relatively secure win (even though I might have to work for it in the final battle, I'm the one who is gonig to win).  The point is that if you win the first counter war, you will probably win the game.  If you win the second, you definately win the game.  If you lose the second, it is still anyone's game.  But don't assume that this deck can't play a late game - it has a reallly savage late game.


Oh! Man!
Smile
Now I recognize you!
Smile
OK!I'm happy!  Now that we are talking about the same thing.
It is a strong but compressed deck.
It is so compressed that it can be played well only if piloted aggressively.
If played aggressibely it can win a lot, but it should follow his best winning plan.
His best winning plan cost you a lot of mana and it is really predictable even if powerful.
It is as much flat as Oath but stronger because based on Istant Speed Bombs instead of Slow Enchantment.
Why play a so predictable deck? Stop the Gifts and you would lose.
The risk can balance the candle?



Quote from: steve
Basically what happens in the control matches is that my first gifts gets one or two of the key combo parts into my GY - like Tinker or Will and then I can jsut build my GY and use gifts to force them to give me the cards I want until I finally go for the gold.  Again, I can explain in more detail (but I'd rather not). 
   

This is true.
And these are the "basis" about resolving good Gifts.
Anyone is aware of it.

Anyway you are starting from a strange point of view... The one from which you are going to resolve all the Gifts that you decide to play against the oppoent Wink



MaxxMatt






PS. I played against TPS and against C-S.
I found myself LOST without Duresses against those two specific matchups.
-TPS golfish exaggerately faster than you because of the usual bombs that he packs and because of Rituals. You rely only on FoW. He have quicker Duresses for your FoWs and Mis-Ds are useless. Playing with Duressses would let you win a bit more. Playing without them against a good deck with a good build would produce you too many losses.
-C-Slavery can play Turn 1 Welder and Turn 2 TFK or Intuition, locking you quickly. While both of you had the FoWs to protect each others bombs, his engine would come online quickly. A single Duress during you first turn of play could have discarded that TFK or that Intuition that usually would cost you the game.


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« Reply #103 on: July 01, 2005, 05:17:40 am »

@Maxxmatt Just to respond to one thing and that is how smmenen can basically assume he will resolve a gifts ungiven eventually. Lets look at the things that find or protect a gifts;
4x Merchant scroll
4x Gifts
1x Demonic tutor
1x Mystical tutor
1x Vamp. Tutor (or not depends on the build)
4x Force of will
3x Misdirection
4x Mana drain (if the first doesn't resolve than you can protect the second and the third with drain, if needed)

And a honorable mention to 4x brainstorm, FOF and the other broken shizznit these basically find protection or a gifts as well (or flat out win the game).

Thats a total of 21 cards not counting vamp. tutor, broken stuff (which they should also stop) and brainstorm digging for threats. Thats half his library!! If this deck doesn't resolve a gifts than no deck would've won that game.
So yeah you can assume that most of your gifts will resolve, or at the very minimum one will resolve.



To the deck; I am a aggro/control player at heart but this deck makes me reconsider my ways, my god is it insane. I honestly think that there is a decent chance this will end up getting a piece restricted (gifts most likely. There is still a lot of improvement to be made (It ain't perfect yet) but the concept behind it is so solid. I congratulate everyone who worked on this deck, I believe you managed to break the format. Smile

I would say that misdirection is the right choice, but that mainly stems from my experiences with aggro/control decks that hate losing tempo. One mana really is a big road block for T1 decks. And especially in a deck like this that tries to win the game NOW (or if the matchup demands it later, but preferably now) needs to maximize all of its mana, that 1 mana for duress might be the mana you need to pay for daze or to cast that brainstorm or to cast that gifts with protection a turn earlier. Not to mention the other disadvantages duress has (gets worse the longer the game progresses, requires B, cannot be pitch to force and it can miss).
But as I said I'm a aggro control player at heart and thats the way I think, tempo rules the world of MTG unless we enter the realm that is called the late game (oh what a scary shit that is).
Personal theory of mine is that card advantage is in a way tempo advantage but thats a entirely different topic. Smile
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« Reply #104 on: July 01, 2005, 05:56:04 am »

In my testing I had to come up with the following conclusion: It is very tight and perhaps proves that Gifts is restriction-worthy, but it is very vulnerable to yardhate. I could imagine that if this deck gets overly popular people start to play their Withered Wretches, Planar Voids, Coffin Purges, Tormod's Crypts again. And these are easily included together with CotV and other stuff mentioned in this thread already.

@Smmenen: What would be your answers to decks packed with yardhate?
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« Reply #105 on: July 01, 2005, 08:55:09 am »

Vander:
The obvious solution is Tinker.  You don't have to Yawg Will or Recoup to win with this deck, especially if your opponent is playing grave hate instead of other options.

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« Reply #106 on: July 01, 2005, 09:30:20 am »

And wouldn't it be better in that situation to set it up with Duress to clear the way from Counters, StPs and Edicts? Especially concerning StPs that Duress is stronger than MisD because there aren't always other legal targets.
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« Reply #107 on: July 01, 2005, 10:26:50 am »

I am getting way to damn tired of the duress/misdirection argument. 

Just run the deck the way you want.  Steve simply feels that in his testing misdirection is better in this deck.  I some what agree.  I still need to test more to be sure.

Lets talk about the deck more then the duress/misdirection part of the deck.

please!
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« Reply #108 on: July 01, 2005, 11:58:31 am »

The fundamental flaw of duress is the same as it was in meandeck oath.  You need to resolve gifts asap, then protect what you resolve for a couple turns.  Duress is a proactive approach that costs you tempo and deteriorates your manabase.  It's by no means a bad card, but when it's a choice of resolving your draw engine, and pitching a blue card to stop them from countering it.  Or duressing, then waiting a turn and hoping they didn't draw a counter, it becomes clear what card works better.  Another thing I might mention is duress is often met with brainstorm in response.  Also, merchant scroll can tutor up MisD, not duress.

this is around what my sideboard would look like

Back to basics x2
chalice x3-4
RNR x2-3
REB/Pyro (though if misd does become played it may be strictly better to just use 3 REB)  x3
pyroclasm x1
tendrils x1 (with the maindeck et and rebuild I don't think anymore BW targets are needed than these 2)
old man x2-3

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« Reply #109 on: July 01, 2005, 12:05:30 pm »

Not to draw attention of the Duress Vs. Misdirection topic, but I can't read about it anymore. I may go mad and eat my girlfriends face off, spit it out, and rub it on my dry skin patches.


Anyway, I did have a question:

Has anybody done some solid testing with Library of Alexandria in this deck? I put it in yesterday just to try it out and I had several amazing games due to an opening hand with Library. I was drawing cards off it like a mad man and when I felt like stopping at about turn three, I just won with Gifts and timewalked 50 times. It seems like a solid addition, it fit well in the other builds, so I was wondering why wasn't it included. Any solid reasons to not run this in Meandeck Gifts?
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« Reply #110 on: July 01, 2005, 12:10:35 pm »

Not to draw attention of the Duress Vs. Misdirection topic, but I can't read about it anymore. I may go mad and eat my girlfriends face off, spit it out, and rub it on my dry skin patches.


Anyway, I did have a question:

Has anybody done some solid testing with Library of Alexandria in this deck? I put it in yesterday just to try it out and I had several amazing games due to an opening hand with Library. I was drawing cards off it like a mad man and when I felt like stopping at about turn three, I just won with Gifts and timewalked 50 times. It seems like a solid addition, it fit well in the other builds, so I was wondering why wasn't it included. Any solid reasons to not run this in Meandeck Gifts?

I'm guessing that Lotus petal was in the spot of LoA, and I'm pretty sure this was done for purposes of 1st turn drain mana and 2nd turn gifts mana.  I personally am going to try and fit this is my sideboard because against anything besides control it's not incredible and with so many pitch counters chances are if my opponent just doesnt sit there, I'm not going to have 7 cards in hand.
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« Reply #111 on: July 01, 2005, 01:15:57 pm »

I think Loa is better in a more controllish version of gifts, and not in this sort of combo gifts. Too slow, wastable, , not giving blue, etc.
maybe SB, but i wouldn't play it maindeck.
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« Reply #112 on: July 01, 2005, 03:02:14 pm »

I think Loa is better in a more controllish version of gifts, and not in this sort of combo gifts. Too slow, wastable, , not giving blue, etc.
maybe SB, but i wouldn't play it maindeck.

I agree.  In this deck Petal is better though testing could change things.

What do you guys think about the merchant scrolls?  Too many?  Do they need to be replaced with other tutors/cards?  What about switching out one with personal tutor (its like a mystical but its a sorcery)?

with PT you can go for ancestral first turn (and you dont need that mox to cast it) and ancestral cannot be duressed away.  I like PT in this deck and I think dropping one merchant scroll for it is a GOOD call.  what about you guys?  Steve what are your thoughts on PT in this deck?
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« Reply #113 on: July 01, 2005, 03:28:50 pm »

Ancestral Recall is not a sorcery, sorry. Smile
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« Reply #114 on: July 01, 2005, 06:05:50 pm »

Anyway, I did have a question:

Has anybody done some solid testing with Library of Alexandria in this deck? I put it in yesterday just to try it out and I had several amazing games due to an opening hand with Library. I was drawing cards off it like a mad man and when I felt like stopping at about turn three, I just won with Gifts and timewalked 50 times. It seems like a solid addition, it fit well in the other builds, so I was wondering why wasn't it included. Any solid reasons to not run this in Meandeck Gifts?
Library is not included because it is counterintuitive to the way this deck wants to operate in the early game. You absolutely do not want to play a first turn Library and activate it the first and second turn. You want to cast first turn Merchant Scroll, and second turn Ancestral with disruption backup. That is your game plan. Do not dick around with Library. 2 Library activations would cost you 2 potentially blue mana over the first couple of turns. As alban alluded to, that might be better in a slower, controlling version of Gifts, but not here. Go for the throat, and know when to mulligan.

Personal Tutor sucks here, because it slows you down a turn at least by not putting the card directly in your hand. That is terrible. You people need to actually proxy this deck up and play it against some other decks before making bad suggestions like that.
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« Reply #115 on: July 01, 2005, 06:28:48 pm »

LOA? You guys have to be kidding me...I haven't been playing this deck correctly, by any means, but 10 pieces of acceleration, as well as 7 pitch counters, means that if you are waiting turn by turn to activate library, you aren't playing the deck correctly.

As many people have noticed, the draw engine is not robust, it is designed to get a.recall, and cast it, and win from the slight boost that it provides. wasting your time not playing your mana accel, means that you will be entering the mid game with no draw engine, and more conditional answers that other decks should find an easier time taking care of with their much larger draw engine.

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« Reply #116 on: July 01, 2005, 09:21:40 pm »

Well, my amazingly original teammate saw this new decklist, dropped everything he was playing, and promptly built it. A true netdecker and follower of Smenenen. After various harsh remarks towards him, I called the team together to playtest against this new "all in wonder". I was piloting Birdshit and my other teammate was piloting Food Chain. It was shocking to say the least. My Goblin spewing teammate was slaughtered. He had to have a first/ second turn win and Gifts had to have no Forces for the little red men to actually do their job. Even after sideboard Food Chain lost quite consistantly (thanks Pyroclasm). Frustrated, FCG moved aside and I sat down. It was amazing. My doubts about this seemingly horrid deck were replaced with awe as it performed amazingly. I split with him about 50/50 thanks in part to mutually broken hands on both sides. We didn't get to sideboard yet (had to go see War of the Worlds)... But it took some miraculous topdecks on my part to thwart his strategy. Merchant Scroll?? Stunning. Hes having trouble building the sideboard (mostly because he doesn't have a premium account and is hesitant to do anything unless told by the creator...), but when he does I'll update how the sideboarded games went. If I expect lots of this deck at Star City, I might just have to find those Extracts I put away  Wink
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« Reply #117 on: July 02, 2005, 03:16:48 am »

If you're worried about STP on Colossus, don't be. The turn that you Will up Colossus, you can counter STP with stuff in your graveyard. Past that, you can Merchant Scroll into counters to protect it. There have been games where I have had six counters when I enter my Time Walk turns.
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« Reply #118 on: July 02, 2005, 11:37:55 am »

I am just getting back into magic after a long break, so I am a bit slow to pick things like this up, but I have a couple questions:

1: I read about people gifting into "the combo", or just going broken with gifts.  Is this typically going for tinker/dsc, or something else...more directly, what is the first gifts usually searching for?

2: What would a sideboard look like? I saw "the usually wish targets" ...what might those be?

Thanks!
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« Reply #119 on: July 02, 2005, 12:22:17 pm »

I am just getting back into magic after a long break, so I am a bit slow to pick things like this up, but I have a couple questions:

1: I read about people gifting into "the combo", or just going broken with gifts.  Is this typically going for tinker/dsc, or something else...more directly, what is the first gifts usually searching for?

2: What would a sideboard look like? I saw "the usually wish targets" ...what might those be?

Thanks!

you would gifts for recoup, will, ancestral, and tinker.  Then you win the game.  There is a lot things to gifts for but never gifts for DSC.  I have found the first gifts a lot of times is lotus, and moxen or lotus, moxen, and academy.

a "official" sideboard has not yet been revealed.
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