I'd just like to point out that grudge has been nothing but good to me. With meandeck ichorid I used to have significant trouble getting all the way against a deck that could play either an early needle or an early crypt. In fact, I initially dropped the deck entirely because of that problem after playtesting tons of games where TFK gifts would just crypt/needle me on turn two and I would have no answer. Grudge is so good though, because it gets rid of both tormods crypt AND needle, all while not needing to actualy be in play which is important.
I don’t know if you noticed, but my very last MD Ichorid list ran 2 Chain of Vapor maindeck for that very reason. (And also because it handled DSC so well).
Steve mentioned earlier that ichorid "draws" better then any other deck out there because essentialy it will always see 9-10 cards its first turn. This was one of the draw backs of leyline (and in my opinion gemstone) because it couldn't take advatage of that 10, it was stuck at 7. There is however a significant downside. While this deck commonly sees 10 cards in its opening turn, it rarely has much of a hand past turn 2, and certainly has almost no hand (save for dredgers) on turn 3. Ichoird has a use it or lose it mentality *unless* that card can be played out of the graveyard. This is why grudge is so good. out of those say 9 cards, we know that bazaar will be one of them. Now, add in pithing needle. Then add in a land to cast needle. Oft times it just wont be there. Grudge, like ashen or factory, only needs a land to be in that opening 9. After that, the deck will just provide though its normal game plan.
Yes, that's what I was alluding to at the conclusion of this post:
http://www.themanadrain.com/index.php?topic=31723.msg458028#msg458028 I have perhaps another way of thinking about it that will bring this issue into a tight focus.
There was a debate on my team boards about to what extent this deck obe's the normal rules of magic. That is, one teammate pointed out that normal concepts such as card advantage and tempo really don't apply. Jacob countered that they very much do apply.
I agree with Jacob, but what this deck does is burst our basic assumptions about how card advantage and tempo operates in practice.
This is because in 99% of cases, card advantage is generally measured by cards going to your hand. Why?
Because the rules of magic construct a game where cards are transferred from one zone (the library) through certain processes to another zone (the hand) from which they may then be transferred to another zone ("play").
Thus, the card advantage assumption works on the notion that you have more available cards to play when you transfer more cards from the "library" zone to the "hand zone" so that they may be played in the "play zone" or the "stack" zone which often interacts and conditions which cards enter the "play" zone.
Ichorid bursts one of those key assumptions. The vast majority of its plays come from transferring cards from the "graveyard" zone to the "play zone" and the "stack" zone. The only exception really is cards played on the first turn from your opening hand.
Thus, in terms of card advantage, Bazaar of Baghdad doesn't read, draw 2 cards discard 3, it actually reads, draw 10 period. You see my point despite the gross approximation. The Bazaar dredge engine generates enormous card advantage in recurring men and flashback spells and all the cards that do similar effects ( i.e. Dragon's breath).
Hence, this brings into focus the reason Grudge is so good - it's one of thsoe cards playable from the GY zone while Needle is not.
However, I think Duress has a key saving grace. It's overall utitlity isn't just in what it does by itself, but that it so well complements the other cards in hte deck by being black (to pitch to Unmask) and helping to make your subsequent Therapies better. Importantly, I don't think that Mishra's Factory is different from Needle or Duress in the manner you say aside from the fact that Factory + Therapy only requires one card whereas Duress + Land requries two. However, the fact that mitigates this point is that Therapy can be played off a land from hand, just as it can flashed back.
If it makes any sense, this is also why I think both ashen and factory are better then duress MD. Ashen and Factory are to Grudge as Duress is to Pithing Needle, but thats another debate. It's also why I may ceede the argument on Pimp (although I still <3 my jap version of him).
But a key point is that Ashen Ghoul is useless without land except as Ichorid and S. Ghoul fodder. That restriction dramatically limits its utility.
Interestingly enough, while I think charm is better against leyline,
Strictly speaking, yes Charm is better against Leyline in the sense that Charm destroys it while Leyline does not. But that margin is extremely small. On a scale of effectiveness against Leyline if Charm is 98% good, Chain is 96.5% good.
The overall utility of Chain absolutely dwarfs Emerald.
I am quite frankly shocked that you went into Waterbury without Chains in your SB.
this waterbury taught me that perhaps chain may be needed. I flat out lost a SB'ed game to Hunted wumpas, and quite frankly that was the suck.
I thought we established last year that every Ichorid decklist between mainboard and sideboard should always have 4 Chain of Vapor.
Chain of Vapor is to Vintage in 2007 what Swords to Plowshares was to Vintage in 1996 – the most universally efficient way of dealing with permanents.
The fact that they can replay the card is a theoretical threat that only has merit on discussion boards and very little basis in actual reality .
If I had gone to Waterbury I would have played the list I published and I’m very disappointed that Ichorid players like yourself opened yourself up so much by running inferior cards like Charm. You had a real chance to do very well, but you somehow go stuck on the notion that dealing with Leyline as a permanent was more important than bouncing it because you didn’t see that 99% of the time, bouncing it is dealing with it as a permanent.
/end vent.
G3 I SB'ed in my single chain of vapor in a vain hope that I could answer the black beast. As it turns out, I had a redic series of three turns and won easily after poor luck mulligans by TK, but thats besides the point. The point is, Wumpas, wtf. Charm is great if everyone sideboards leyline (well, great might not be the word, but better then chain certainly )
I bolded the word “certainly” there.
I couldn’t disagree more. This is where your train runs off the tracks.
We limit and narrow this discussion to several cards:
T. Crypt
Needle
Planar Void
Leyline
But the reality is that there are A LOT of cards that are effective against Ichorid. Note that I say effective, not devastating.
Cards like Grunt, Ensnaring Bridge, etc. Ben Carp rattled off a list of cards I hadn’t even thought up that would be effective and can’t recall now.
The point and the reality is that you simply
do not know what your opponent is going to throw at you and you must be prepared for something.
TK’s Wumpuss just proves my point.
Here’s why and the key logic:
If they do nothing you win anyway. So there is no harm if they don’t. If they do do something, you have to be ready to win regardless of what it is.Your claim that is that if everyone boards leylines, Emerald Charm is certainly better than Chain is exactly the thinking that lead you lose games and not do as well as you could have at the Waterbury.
It’s just plain wrong. Emerald Charm was wrong a month ago, it was wrong a week ago, and it is wrong now. It’s wrong because you are comparing it to Chain of Vapor which is the only automatic 4 of.
, however if people start becoming more clever then chain may be a viable answer. I know I missed chain against goblin welder when I was jar'ed to death once, and then again almost a second time. Grudge did nothing against welding a jar (well, it wasn't the strongest card although it did force the draw in final turns) but chain + discard would have made it an easy match. Chain is good against things that we don't already have an answer too, which is mostly creature based solutions. Other then creatures everything else seemingly can be hit by grudge + charm just as easily as by grudge + chain. Am I missing anything besides answering creatures, and if I'm not, is it really the ability to hit creatures v. the ability to untap bazaar?
Not only does that paragraph reinforce my general point, but you are trying to cover every base. You can’t. And whats more you don’t need to.
This fear that Chain of Vapor permits people to replay their card is not rooted in reality. I don’t know how many times I can say that before people believe it. It’s rooted in theory.
I apologize for coming off strong here, but these points are central. I suppose I would have to say that:
Myth number 1: Chain of Vapor is problematic is a solution to Ichorid hate because they can just replay the spell.
That is just wrong wrong wrong. There are many reasons why this is wrong beyond those I’ve already articulated in this thread and in this post.
Game 2 and 3 are still symetrical. If you have a 100% chance of winning games 1 and 3 then you have a 100% chance of winning the match.
I do see your point about usually only needing to win 1 out of the final 2 games so it is okay to use conditional cards like Gemstone Caverns.
But that’s really not the point. It’s not about its conditionality so much as how a particular conditionality is negated by a particular feature of the deck.
The point is that if you have a super high game 1 win percentage, then the particular drawback that Caverns is only good on the draw isn’t a drawback because it will come into play (i.e. be useful) every match.
The fact that you don’t understand this point explains why you said this:
Your winning percentage in game 1 has no impact on how good Gemstone Caverns is.
This is flat out wrong.
Your winning percentage in game one is what justifies the use of Gemstone Caverns. As I carefully explained in my article this week (which I thought you read), Gemstone Caverns has four particular drawbacks. The drawback that requires you to be on the draw is not a problem if you have a super high win percentage.
As I said in the article, if we assume that we would be on the draw 0% of the time in a particular game, then obviously Gemstone Caverns is awful. Conversely, if we were on the draw 100% of the time in a particular game, then that particular drawback is not at issue. The question then becomes: what is the threshold level of times you need to be on the draw to make Caverns good? I argue that the roughly 80% game 1 win percentage is above that threshold. Do you see the connection now? Because it is clear from your statements that you didn’t get this before.
Creatures can be a big deal. Between Withered Wretch, Thrashing Wumpus and Goblin Sharpshooter there are a lot of problematic creatures. I really like the bounce/discard strategy. I am thinking Steve's direction is the correct one.
Among other threats – it’s not just creatures, it’s the fact that Chain hits Everything except land. In a deck that needs to maximize its ability to win every game post board, why on god’s green earth would you want to have the wrong solution to a particular threat and hope to find the right one through topdecking? Chain of Vapor is the right solution to everything just about.
Could Echoing Truth work alongside Chain of Vapor? I know it costs 2, but with sideboard slots devoted to land and if Wasteland is possibly moved to the main then the mana source count could be upped to 15 or so post board making 2 cc spells like Echoing Truth possible.
It’s something to keep in mind, but I have made a formal constraint in design against anything that requires two mana.
In testing Chain has been amazing because of its flexibility. I actually want more of them which is why I am considering Echoing Truth.
Hallelujah.
An idea I was toying with was something like keeping a maindeck that is similar to what I ran in Richmond and then adding:
7 Underground Sea/River/Gemstone Caverns
4 Chain of Vapor
3 Echoing Truth
1 Ashen Ghoul
That SB seems fine for Manaless Ichorid.
My major concern with the mana version is that it is significantly slower. I think the turn 3 goldfish dropped from something like 45% to about 17%. This is a really big difference. There was still a big discrepency in the turn 4 goldfish.
I found that Manaless Ichorid won on about turn 3.4 and my Mana Ichorid is about a 3.75 deck. I don’t think its quite as slow as you were making out – you have it pegged at a 3.83 clock.
I think while there is a big difference, as long as we are within turns 3-4 we are fine. Once we get into turn 4-5 range, then I don’t think you have a good deck.
My deck still wins a lot of games on turn 3, even if, by your math, most are on turn 4.
The problem it seemed was not having enough dredgers.
Actually, that’s not the problem and I’m actually quite surprised you would say that given that you ran exactly that number of dredgers at Roanoke.
The problem and what I think you meant to say is that the reason why the deck is slower is that there aren’t enough “quality” dredgers.
Running Shell over Thug makes a big difference. But I run Shell because I don’t want a “virtual” kill advocated by Vroman and his teammates.
This problem would be solved with the following list:
Mana Ichorid Variant (Without Ghoul Combo)By Stephen Menendian
The Combo:
4 Bazaar of Baghdad
4 Serum Powder
2 Dread Return
1 Sundering Titan
1 Yosei Food:
4 Nether Shadow
4 Ichorid
4 Stinkweed Imp
4 Golgari Grave-Troll
4 Golgari Thug Disruption
4 Unmask
4 Chalice of the Void
4 Cabal Therapy
4 Duress 1 Strip Mine
Mana
3 Petrified Field
1 Gemstone Mine
4 City of Brass
1 Black Lotus
1 Mox Jet
1 Lotus Petal
Sideboard
2 Duress
4 Gemstone Caverns
4 Chain of Vapor
3 Ancient Grudge
1 Gemstone Mine
1 Petrified Field
But the problem is that the virtual kill just gives your opponent time.. which is a precious commodity as we have already stated many times.
In a game 1 situation I like Manaless Ichorid for now because it goes more broken faster. In games 2 and 3 mana Ichorid has better solutions.
I agree with you, but would argue that Mana Ichorid can be built it ways that keep the speed of Manaless Ichorid. For instance, you could just build a Manaless Ichorid list like this:
Mana(less) Ichorid Variant By Stephen Menendian
The Combo:
4 Bazaar of Baghdad
4 Serum Powder
2 Sutured Ghoul
2 Dragon’s Breath
2 Dread Return
Food:
4 Nether Shadow
4 Ichorid
4 Stinkweed Imp
4 Golgari Grave-Troll
4 Golgari Thug
4 Shambling Shell
Disruption
4 Unmask
4 Chalice of the Void
4 Cabal Therapy
1 Strip Mine
Mana
4 Petrified Field
2 City of Brass
1 Black Lotus
1 Mox Jet
1 Lotus Petal
All I did with this list was take Manaless Ichorid and go:
- 1 Maze (or whatever the random 1-of was)
- 4 Leylines or whatever you ran in this slot
+ 5 Mana sources
As I explained in my article, I content that even this configuration is just superior to Manaless Ichorid because you have the content to fight post board games with mana without having to cram all your mana into your sb AND you can hard cast Therapies, which gives you more interactive power than Leyline or Wasteland would.
Thus, in this way I have demonstrated that mana ichorid list CAN be built in a way that do not slow down the deck at all. This deck has zero speed differences from pure manaless ichorid.
My mana ichorid list is just a few cards off from this.
I cut the 4 Thug and 1 Field for 2 duress and 3 more land.
It’s that which provides the speed difference.