Tinker and Darksteel Colossus are accepted as the number one kill condition in many decks. The combination has superceded old-school ways of winning like the age-old Morphling, Decree of Justice and Psychatog, cards which used to finish the game for control decks.
Today, decks like
TT Confidant Control have established Tinker as their only or main game plan. Many Gifts builds especially in aggro-heavy environments still rely on Tinker/Colossus as their primary road to victory, too, although they have a back-up kill in Tendrils of Agony.
Players have called for the ban of Tinker, or even Darksteel Colossus, before. That’s how good, or rather stupidly easy, the combo is. (In Germany, some call the two-card combination "Behindertenausweis", a “Handicapped ID”.) Unless you run headfirst into Swords to Plowshares, an early Darksteel Colossus spells good game. If Tinker is so strong that it has been called the second-best card in the format after Yawgmoth’s Will, why are we not devoting more time to finding it as fast as possible, tutoring it up at any chance?
Finding the TinkerHowever, to play the Tinker you have to find the Tinker, and we all agree that we’d play with more than one if we just could. Dark Confidant, Gifts Ungiven, Thirst for Knowledge, all these take you closer to the sweet blue sorcery prized at 2U. So does the Tutor suite: Mystical Tutor, Vampiric Tutor, Demonic Tutor, Personal Tutor, the two unaffordables Grim Tutor and Imperial Seal, and the overcosted Cruel Tutor.
One reason we don’t tutor as much is that an early Tinker is often the wrong play, leaving you exposed to any kind of removal or bounce your opponent might have. You usually have time; using that time to set up a protection scheme for your Tinker or DSC through Duress, Drain and FoW promises more reliable success. Or just combo out with the classic Gifts-Ungiven-setup of Tinker, Will, Recoup and Time Walk, allowing you to play Tinker and hit with DSC once or twice in one big swing.
Among the ways to tutor up Tinker is also the overlooked mechanic from Ravnica, Dimir’s Transmute. At PT Honululu, T8-competitor Maximilian Bracht made excellent use of Drift of Phantasms in his Heartbeat Combo deck. Drift coincidentally transmutes for 1UU into any card with a converted mana cost of 3.
That includes Tinker, and Yawgmoth’s Will.
Why has Transmute not made its way into mainstream Vintage yet? My guess is mostly because it is expensive, and the number of Tutors has already reached a high point. We don’t really need more tutors to make our decks good. On the other hand, control decks who try to find their Tinker as soon as possible should not shy away from a tutor-heavy build. Especially in environments where creatures run rampant, Drift of Phantasms is a viable addition. As a 0/5 flying wall, it stops most common attacking creatures cold (not that there are much, anyway). And Drift tutors with blue mana.
Essentially, what you have is a blue 3-mana uncounterable tutor for Will, Tinker and other assorted goodies in the three mana slot. Necropotence, Rebuild, Engineered Plague, Back to Basics, Cunning Wish, Stroke of Genius, Crucible of Worlds, the list isn’t too shabby.
As a thought exercise, and not having access to Imperial Seal and Grim Tutor (in a non-proxy environment, those are hard to get), I thought of the following. Basically starting from TT Confidant Control with the walking draw engine that is all the rage these days, I simply added a couple of Drifts to find Tinker as soon as the deck reaches three mana.
Tinker60 cards
//Blue (25)
4 Force of Will
4 Mana Drain
4 Mana Leak
4 Brainstorm
1 Fact or Fiction
1 Ancestral Recall
1 Mystical Tutor
1 Personal Tutor
3 Drift of Phantasms
1 Tinker
1 Time Walk
// Black (6)
3 Dark Confidant
1 Demonic Tutor
1 Vampiric Tutor
1 Yawgmoth's Will
//Artifacts (13)
1 Sensei’s Divining Top
1 Vedalken Shackles
1 Platinum Angel
1 Darksteel Colossus
1 Mana Vault
1 Sol Ring
1 Mana Crypt
1 Mox Pearl
1 Mox Jet
1 Mox Sapphire
1 Mox Ruby
1 Mox Jet
1 Black Lotus
//Lands (16)
1 Library of Alexandria
1 Tolarian Academy
6 Island
1 Swamp
2 Flooded Strand
3 Polluted Delta
2 Underground Sea
I stayed away from most of the other three-mana cards besides Will and Tinker. As I said above, the deck was mostly a thinking exercise, and is clearly untuned. I have yet to take it through the paces, but don’t have the time at the moment. It goldfishes nicely, though, as you always have a way to find the Tinker. It is nearly mono-blue, and has the extra protection in the Mana Leaks to make the Tinker plan less vulnerable. The Leaks could probably be Duress, and what’s missing from the list is three-mana bounce (either Rushing River or Capsize) to be tutored up in case of need. Also, a Drift-able counterspell (Forbid or maybe even Muddle the Mixture) would do good. Those two are the additions I would make to the tutor toolbox, but mainly it's about finding Tinker (or Will) anyway.
Vedalken Shackles is an experimental inclusion which can be fetched via Drifts as primary creature removal. It has the inherent problem that most creature decks the Shackles are good against also run Null Rod, another reason why tutorable bounce needs to be in there. But when Shackles stick, they are strong.
The great thing about this deck is that it has the same advantage as TT Confidant Control, since it is the same shell: It can ignore the opponent and build up mana until it finds Tinker, which happens a lot with this deck. You accumulate protection (counters), then Drift or Tutor up a Tinker and go to town. The deck could even be run mono-blue and still have six tutor effects for Tinker (Personal and Mystical Tutor, 4 Drift).
What speaks against the Transmute mechanic? For example,
this:
This is type one people. I'd much rather play with all good cards, rather than good cards and slow, awful, bad cards that tutor for good cards. Three Mana tutors for Yawgmoth's Will and Tinker hardly seem to be as good as many of the other options combo has available to it at the moment. For instance, Grim Tutor which gets ANYTHING. Plus, it counts for storm, whereas these tutors do not.
While Transmute has been dismissed in combo in favor of Grim Tutor, these arguments have to be rethought for Transmute in a controllish deck. An uncounterable, mono-blue way to find Tinker or Will can hardly be scoffed at, especially since your Tinker can deal with virtually anything your opponent throws on the table while you look for it.
ConclusionAs a closing thought, why not just use Thirst for Knowledge over Drift of Phantasms, like TT Confidant does? It’s an instant, it is card advantage or at least card selection, and it is not as narrow as Drift. To that I say: It’s a possibility, but I wasn’t looking for card draw. This deck is trying a tutor-based approach. If you want to play Thirsts, do so, maybe in a mono-blue variant instead of Confidants.
I am aware of the arguments against a tutor strategy. In a nutshell: It is too slow, it costs too much mana, you’d much rather have a “real” card in your hand, it’s not card advantage. However, when the result of your tutoring is so strong that it deals with anything (Tinker for Platinum Angel or Darksteel Colossus), and you are guaranteed that the Tinker comes early enough, trying to get to your power cards as soon as possible looks good to me.
There are two questions asked here: Is relying on Tinker alone to dangerous and too inflexible, or is the payoff worth the risk? And: Is Tutoring for Tinker a viable strategy? Are all the eggs safe in that basket, so to speak? (As you can guess, I’d answer yes both times.)
Dozer
P.S.: I realize the timing might not be optimal, what with Richmond back-to-back coming up and many new developments to talk about after this weekend, but it went through my head and I wanted to get this up
before the Richmond excitement obscures everything else.
/edit: Now as I read the TT Confidant Control thread again, I realize I've built the exact same deck, only with Drifts instead of Thirsts. That's not really helpful, and looks like plagiarism, too. It wasn't, but it doesn't matter anyway, because the deck is just a starting point for the question: Is tutoring for Tinker as good as or better than drawing cards to find it? The important part of the decklist is the tutoring shell:
1 Mystical Tutor
1 Personal Tutor
1 Demonic
1 Vampiric
3 Drift
1 Will
1 Tinker
Too much space for too little action?