But Gifts doesn't get around lock components while at the same time setting up a will. Gifts doesn't do anything for you in the face of a Chalice or Rod while Intuition lets you win right through them, while at the same time not being as narrow as a simple bounce spell.
If higher of lower cc isn't the reason to play Intuitions over Gifts, I think that a lot of *better* things can be done with a single Gifts in a UB-ControlCombo rather than *getting around CotVs* or hate.
Even if you can't tutor for cards in multiple copies, you can add the singletons, the tutors or different other cards to get around CotVs instead only of thinking about settin up Y.Will, that should separately Tutored during the subsequent turn, as well.
Gifts would procude more than a card's replacing effect in your hand and it would fill the grave in almost the same way. When you add an additional card to a selection of three winning ones, I cannot see the arguments of *preferring* Intuitions, rather than his lower cc, which you have not addressed at all.
Mana base are stable enough to rump up to 3 or 4 mana consistently.
With this perspective, I would add GIfts instead of Intuitions, because it is more broken.
In a TPS-like, build, I added Grim Tutor to ( first as a singleton and then I doubled his quantity ), to testify if it is really so game breaking or crucial as anyone here is addressing.
His cc is really comfortable ONLY when you can afford to Ritual into it.
5 Rituals seemed to me enough only to add a single Grim Tutor and I continued playing with a single copy, to warrant a better tutors selection to my Gifts.
No, combo doesn't need to set up Wills if you want to play draw 7s. I know I hate giving my opponents a chance to find counters after i have Duressed their hand, and Intuition doesn't do that. Intuition is a versatile card that is pretty much always useful--unlike Gifts, bounce, or a draw 7.
Oh, stop posting thinking about TPS filled with Draw7.
Those decks stopped to be played since years.
Now we are discussing of Multicolored Draw7 structures ( GL and LizzRedux ) or Instant-Bombs-Filled Storm Combo decks.
I have the same feelings that you have towards Draw7, too.
The only *reset button* that I have is Timetwister, but ONLY because I don't have Red and Recoup into my deck. Otherwise, I would have cut it too.
I don't think you see the point here.
In the face of a Chalice@1, you fetch Lotus,Cabal Rit,Cabal Rit to get around it, making the chalice worthless.
Chalice@2? LotusRitualRitual.
Chalice@0? Any combination of Dark Rituals and Cabal Rituals.
It can get around Null Rod+Chalice as well, by simply fetching whatever is appropriate for the situation.
Finally someone addressed to real play examples.
Before reading your lines, I thought exactly about your interpretation on *WHY* preferring Intuitions to Gifts.
While your examples are really good, I think that you missed a point.
You can do almost the same with Gifts, maybe not directly, but producing more brokeness in a short time.
In the case of facing hate, you can play Gifts, for Playable Accelerations, Playable Tutors and Bouncers.
Which is the difference between Intuiton and Gifts?
You would ALWAYS held two among those cards into your hand. You are far more flexible and not so much extreme in your game plan.
Is a resolved Intuition always game ending?
Not, if you have to resolve Y.Will to accomplish your Storm Win.
Yes, if you can Storm up without playing Will.
Is Y.Will always gameending? Yes, of course, but you have to resolve it, first, and your opponent can weight that Intuition, gave you only another card, you have to tutor for Will or hold it in your hand and then he can start being frightened about losing.
There isn't no auto-win against hate with Intuitions and Gifts, but with the first you would gain a single strong cards while with the second, you would have two strong cards into hand.
Period.
With a so good mana base and a so strong winning route, playing 3cc spells or 4cc spells is ( often ) the same.
Once IT starts comboing off, it RARELY fizzles due to not enough spell count, or mana (if it does, then it's just the players fault, and its usually an obvious mistake). Though this makes IT more reliant on will, it makes it one of the most broken wills in the format (once you cast it, it's really hard for you to lose). You can go on and on and on with your storm count and mana-producers. Even if the YawgWin #1 plan is disabled, you have many other routes to choose from, including YawgWin #2 (Bargain), Hurkyl's Recall storm win, TPS win through card advantage of Deep Analysis, etc. Heck, I've even used Chain of Vapor as a win condition before.
All those things are in use even in TPS.
There aren't so many difference of strange game interpretations to do.
You can storm up with almost ANY spell in your deck, as much as I can almost storm up with anything in mine.
Another myth to de-throne:TPS DON'T FIZZLE.
Play well and yu can storm up as high as you need.
Even if you are playing against Life.decs, you can win with TPS. Tutor for Brainfreeze instead of ToA.
Is IT or GL equipped to win against Infinte Life Points?
They
could, but... as a matter of fact, they don't seem to foresight
that situation...
Am I wrong?
Turn 1 Duress.
Turn 2 Duress/BS/Intuition.
Turn 3 Will (if intuition) or Intuition setting up a Will.
Into this proces, I missed to see how you can consistently have Y.Will or a Tutor for it and play it protected. FoW and Duresses are ok, but you are relying on a Tutored card and maybe 3 or 4 cards over the 7 initial ones.
Is this plan safe enough to be consistently played?
I found that the correct answer is *Not Always*.
If you are going to protect it really well ( rare statistic ), then it is better to play and resolve Y.Will during turn 2 or 3.
If you are going to wait for it and rely on a Duress turn 1 and FoW turn 3, I suppose that Gifts, would have played a better role on setting up Will, because it could have given to you an additional card or different tools to accomplish the same goal.
One of the most important points no one has brought up against IT is that it is 100% a Yawgmoth's Will deck outside of resolving Bargain, Potence or Desire or an Intution for one of the three. This presents an inherent problem games 2/3 when the most prevalent hate card is some form of GY removal like Leyline of the Void or Tormod's Crypt, because the deck has pigeon holed itself to either bouncing the hate or resolving Intuition for Bargain, Potence, Desire and then getting Desire, removing two of the best cards to turn over with Desire and giving the opponent a free turn.
You are totally right here, for this reason, any deck with a structure similar to TPS or IT, can add ToA and D.Confidants during Game 2 and 3, to achieve the different goal ( winning ) with a different winning path ( multiple minor ToAs ).
As much as every one rags on D7's, atleast they give you an alternate game plan to winning the game.
This is a misinterpretation of what I usually consider *alternative*.
Draw7s are inherently worse than any other asimmetrical drawers, but they give you the opportunity of being luckier than your opponent and win.
If you are going to use different or *alternative* draw engine, to power up Game 2 and 3, add Confidants or Whispers or anything you need to the deck, but NOT Draw7s.
Either, don't consider them *at least playable* until you have different opportunities.
You can win drawing 3 or 4 cards EVERY turn far more than let you and your opponent drawing 7 more cards in a single turn.
D.Confidant ( when coupled with ToA is THE NUT ) is THE alternative way to abuse to kill opponents, if not the primarily one
