TheManaDrain.com
November 23, 2025, 03:45:31 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: 1 2 3 [4]
  Print  
Author Topic: [Premium Article] Tweaking (and further exploring) Meandeck Gifts  (Read 20077 times)
keratinx
Basic User
**
Posts: 32



View Profile Email
« Reply #90 on: October 28, 2006, 03:41:32 pm »

Actually, I've seen people siding out FoW/MisDs for REBs against Fish and variants and keeping their Drains in. The flip side to that is that most Fish players are adapt in playing around Mana Drains, imho.

@Gandalf,

You can actually side out Tinker+DSC for 2/3 Seasingers, using the Seasingers/Old man/Threads as kill conditions itself as it steals your opponent creatures. Talk about the tempo they will lose while you set up your play. I felt that leaving in the tutors are a must since setting up the ToA win condition is much more elegant than Tinker/DSC since Burning Wish is not in the MD.

As most of you might know, MDG is a very complicated deck to play. At times, one will get stuck with the Tutorful hand with Gifts and having so many insane plays. With such complexity, how would MDG play out against the mirrors and other drain.decs? Would it be control or aggro? Its confusing sometimes with ToA main, as it makes the deck much much faster that most players tend to just go for the kill.
Logged
desolutionist
Full Members
Basic User
***
Posts: 1130



View Profile Email
« Reply #91 on: October 28, 2006, 10:34:46 pm »

Quote
As most of you might know, MDG is a very complicated deck to play. At times, one will get stuck with the Tutorful hand with Gifts and having so many insane plays. With such complexity, how would MDG play out against the mirrors and other drain.decs? Would it be control or aggro? Its confusing sometimes with ToA main, as it makes the deck much much faster that most players tend to just go for the kill.

Basically the match will be Draw-Go until somone plays an end of turn Gifts.  Whoever wins the counter war will win the game.  Everything you do should be done to better your future position when this inevitable war occurs.  So Scrolling for Recall first (but not using it) is first priority.  2nd priority is accumlating counters.  If you have the option of deciding who goes first, always draw.  Tempo is almost irrelevant unless someone goes crazy with a turn 1 Tinker.
Logged

Join the Vintage League!
keratinx
Basic User
**
Posts: 32



View Profile Email
« Reply #92 on: October 29, 2006, 11:12:05 am »

@desolutionist

In your opinion, what are MDG's problematic match-ups? Would the new cards in TS pose a problem to the deck's primary and secondary strategy? How would you construct your SB in lieu of TS, which will be on the format soon?
Logged
Gandalf_The_White_1
Basic User
**
Posts: 606



View Profile
« Reply #93 on: October 29, 2006, 11:29:08 am »

I'm actually quite suprised that you baorded out your counter magic for hate cards and REBs against Fish. How did that work out for you during tournament play? Was there any situation that you felt that the addtional counter magic of FoW and Drain were to be useful? I asking this because I feel that 4 REBs, on paper, seems very little to protect your own business (Gifts Ungiven, Merchant Scroll) and hate cards (Seasinger, Massacre, Pyroclasm).

The reason for this is that you have so many threats for the Fish player to stop that they shouln't need protecting.  If they counter your business your removal takes out their creatures leaving them with no clock.  If they counter your removal your business just draws you into more gas.  Other than mana and creature disruption, both of which are much weaker against you post-board, fish has only 4 Fows and minimal tutoring/draw to get them.  That isn't going to be enough to stop everthing you throw at them, plus 4 REB.  Drain and Force aren't as useful for protecting your spells because you often either don't have the mana to leave open for Drain, or you don't want to pitch a card to Fow because you could just cast another threat anyways.  The only card that I want to be SURE of resolving when I cast it is Yawgmoth's Will, and by the time I cast that Fish has probably already lost anyways (and even if you mess up and it gets countered, you still have Recoup.)

Actually, I've seen people siding out FoW/MisDs for REBs against Fish and variants and keeping their Drains in. The flip side to that is that most Fish players are adapt in playing around Mana Drains, imho.

@Gandalf,

You can actually side out Tinker+DSC for 2/3 Seasingers, using the Seasingers/Old man/Threads as kill conditions itself as it steals your opponent creatures. Talk about the tempo they will lose while you set up your play. I felt that leaving in the tutors are a must since setting up the ToA win condition is much more elegant than Tinker/DSC since Burning Wish is not in the MD.

As most of you might know, MDG is a very complicated deck to play. At times, one will get stuck with the Tutorful hand with Gifts and having so many insane plays. With such complexity, how would MDG play out against the mirrors and other drain.decs? Would it be control or aggro? Its confusing sometimes with ToA main, as it makes the deck much much faster that most players tend to just go for the kill.
Correct about the playing around drain part; if the Fish player is stupid enough to have you drain one of their threats they suck and are going to lose anyways.  It's far better to have them play around Drain when you don't have it in (or even not be sure whether to play around Drain or not)

Good point about possibly stealing their creatures as a win condition; I hadn't really though of those cards outside of their disruption in slowing the Fish player down and acting as removal of a sort.

The tutors are good at the time when you are going for the kill, but I find often limited at other times when I would rather have another card that does something rather than costing me draw and tempo.  Individual games vary, but I find the proper role for Gifts against Fish is Control post-board.  Fish is designed to punish you for trying to goldfish them as you would an aggro deck with no disruption; they want to abuse one of Gifts' attributes that can be seen either as a strength or a weakness; the fact that it does't interact with the board.  Once you actually have things that interact with them, their task becomes much more difficult because like I said, they have to deal with both your answers and your threats, and it is simply too much for them.

The proper role can sometimes be difficult to determine.  It often changes not only with the matchup, but, as you stated, with your particular hand as well.  I often try to play the control role in most matchups until I see the point where I am sure I can go for the win, and then do it, but this isn't possible in all matchups (for example, against Ichorid, you have to goldfish them as quickly as possible while they are disruptiong you with Leyline/Chalice/Therapy/Unmask, etc as well as having a very fast clock.  Most of your control elements (ie, counters) do almost nothing against them as well).  The other thing that can make it difficult to determine is that sometimes when you have an advantage you can win with any number of plays assuming either role, so it may not be clear even in hindsight which was optimal or not.  The time limit factor for decisions in tournements can also be problematic.  You have to have tested enough that you can make not only the right decision, but make them quickly as well.
« Last Edit: October 29, 2006, 11:43:12 am by Gandalf_The_White_1 » Logged

Quote from: The Atog Lord link
We have rather cyclic discussion, and I fully believe that someone so inclined could create a rather accurate computer program which could do a fine job impersonating any of us.
zeus-online
Adepts
Basic User
****
Posts: 1807


View Profile
« Reply #94 on: October 29, 2006, 11:55:02 am »

Correct about the playing around drain part; if the Fish player is stupid enough to have you drain one of their threats they suck and are going to lose anyways.

So out of drain-fear the fish player will suddenly stop playing spells once you've reach UU ?

The fish player who will not play a savannah lions out of fear of drains, should definetly loose.

I don't think its that difficult to drain a 1-2 cc spell against fish, and those 1-2 mana are pretty usefull. (scrolls, gifts, SB hate cards like razormane)

/Zeus
Logged

The truth is an elephant described by three blind men.
Gandalf_The_White_1
Basic User
**
Posts: 606



View Profile
« Reply #95 on: October 30, 2006, 12:56:52 am »

Correct about the playing around drain part; if the Fish player is stupid enough to have you drain one of their threats they suck and are going to lose anyways.

So out of drain-fear the fish player will suddenly stop playing spells once you've reach UU ?

The fish player who will not play a savannah lions out of fear of drains, should definetly loose.

I don't think its that difficult to drain a 1-2 cc spell against fish, and those 1-2 mana are pretty usefull. (scrolls, gifts, SB hate cards like razormane)

/Zeus

I might have overstated, but the point is that Drain is not as useful againt Fish as other cards in the sideboard.  It CAN be good, but it is conditional and their deck is desgined to play against it.
Logged

Quote from: The Atog Lord link
We have rather cyclic discussion, and I fully believe that someone so inclined could create a rather accurate computer program which could do a fine job impersonating any of us.
zeus-online
Adepts
Basic User
****
Posts: 1807


View Profile
« Reply #96 on: October 30, 2006, 11:11:27 am »

How much drain mana do you generally expect to get?
I never expect more then 1-3...or the occasional 5 from draining a Force.

Also, it all depends upon how much you bring in, i usually bring in about 5 cards or something.

/Zeus
Logged

The truth is an elephant described by three blind men.
hitman
Full Members
Basic User
***
Posts: 507

1000% SRSLY


View Profile Email
« Reply #97 on: January 08, 2007, 09:58:21 pm »

Has anyone tried two Dark Rituals in Gifts?  I've been finding that Mana Vault really isn't that good.  The only time I want it is when I'm going off.  I'd rather play an extra Ritual to Gifts faster and abuse better off Will.  Sometimes my graveyard is missing just a little gas for a winning Gifts and I'm thinking an extra Ritual would fix that.
Logged
Thegreatgonzo
Basic User
**
Posts: 89


View Profile Email
« Reply #98 on: January 08, 2007, 10:22:20 pm »

Mana vault is tinker food that goes trough chalice for 0. It's one of the only one cc artifact of the deck, along with sol ring. Sometimes it matters. Also, you're not forced to use it when you play it.

Since the deck seems to go the tendrils way more often then not, maybe trading good old mana vault for a second ritual is not such a bad idea.

Nevertheless, even if ritual is immune to null rod, it doesn't fuel storm via rebuild the way mana vault can. Also, if you use ritual to fuel an early gift, you need to fetch a black mana source. And you can't gift for two rituals. I think I'll stick to mana vault.
Logged

He who makes a beast of himself gets rid of the pain of being a man
hitman
Full Members
Basic User
***
Posts: 507

1000% SRSLY


View Profile Email
« Reply #99 on: January 08, 2007, 11:10:36 pm »

But what matchups are you Tinkering in that you aren't bringing in more artifact cards from the board to Tinker away?  Against Stax you could bring in Pithing Needle and Tormod's Crypt.  All you have to do is Scroll for Hurkyl's, play Tormod's Crypt or Pithing Needle, or any Mox, or Sol Ring, or Mana Crypt and Tinker.  Besides, Stax plays Null Rod.  It's faster for Stax to drop Rod than Gifts to do anything with Vault.  What other matchup is Collosus going to be a main gameplan.  I don't Tinker much against Long, Fish, Slaver, Dragon, Oath, Bomberman, etc.  I'd rather make the Tendrils plan faster and more reliable.  What if I cast Vault, tap Island, cast Gifts and lose the counter war?  Now I'm getting pinged every turn.  That can matter in long Drain matchups.  The only matchup that I'd rather have Vault in is Ichorid, but I'd have to have something like Gifts and Tinker in my opening hand or they're going to Unmask my Tinker before I get the second turn to Tinker.  I'd have to use my land drop to play Vault with no blue open outside of Sapphire or Petal.  So barring broken first turn hands, I don't see Vault being worth it.  I'd rather have Ritual in a broken hand, anyway.  The reason I'm trying to rely less on artifact mana is because people have learned to stop your mana development and just win before you do.  It's harder to stop Ritual than Vault.  If you go something like Will, Recoup, Lotus, Petal, and you're holding the Ritual what can they do.  With three tutors, Brainstorms and Recall it isn't hard to find a Ritual if that's the missing piece you need to win.  It's just something I've been trying recently and it's been working well for me.  The best reason to keep Vault is for the games where they cut off the graveyard and you're forced to go the bounce artifacts route to win.
Logged
zeus-online
Adepts
Basic User
****
Posts: 1807


View Profile
« Reply #100 on: January 09, 2007, 11:11:07 am »

I'd play vault over dark ritual simply because going land, mox, vault, gifts is pretty good.

For other gifts decks there are other things to concider.....mana vault pitches to TfK, which is played in several variants...mana vault is tinker food as already mentioned.

Also, you don't have to use it right away, which can often be an advantage.

Oh yeah and dark ritual is hardly usefull before you are going off, and i usually don't worry too much about anything at that point in the game.

/Zeus
Logged

The truth is an elephant described by three blind men.
Metman
Basic User
**
Posts: 295



View Profile WWW Email
« Reply #101 on: January 09, 2007, 01:53:23 pm »

Let us also not forget that Mana Vault requires colorless mana as opposed to black.  So having it in the opening hand is more productive.  It's easier to go island, mox, vault than it is to go underground, jet/sapphire, ritual.  This makes it more useful in the opening hand and a bit more versitle early in the game.

As already mentioned it feeds storm after Hurkyl's or Rebuild plus it feeds Tolarian Academy.
Logged

Recently moved to West Phoenix and looking for Vintage players. Please PM me.

Check out my Vintage Magic Blog
http://vintagemagicponderings.blogspot.com/
Pages: 1 2 3 [4]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.075 seconds with 19 queries.