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Author Topic: [Results] Blue Bell Tournament 6-30 (pics)  (Read 10746 times)
desolutionist
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« on: July 01, 2007, 08:54:49 pm »

Quote from: Demonic Attorney
I have lost all patience with these Blue Bell reports.  I can't remember a single one in the past few months that hasn't led to some type of problem.  If you can't handle a civil discussion about the outcome of a Magic tournament, don't post in these threads.  If you can't restrain yourself from making incendiary posts, you'll lose the ability to post in the tournament forums period.  You know who you are.  Thread closed.  -DA

Quote from: Zherbus
Better yet, next person who flames in a Blue Bell thread just gets banned. Consider this a final warning.

Main Event
38 people, cut to top 8 after 6 rounds

1st: Unlimited Time Walk
2nd: English Mana Drain
3rd: Beta Psionic Blast
4th: Textless Psionic Blast

Chris Materewicz (Hulk Flash) 1st
4 Polluted Delta
2 Tropical Island
4 Island
2 Underground Sea
1 Mox Jet
1 Mox Sapphire
1 Black Lotus
1 Lotus Petal
1 Ancestral Recall
3 Pact of Negation
4 Force of Will
4 Brainstorm
4 Summoner's Pact
2 Chain of Vapor
4 Flash
3 Protean Hulk
1 Elvish Spirit Guide
1 Vampiric Tutor
3 Nix
1 Demonic Tutor
1 Mystical Tutor
2 Misdirection
4 Merchant Scroll
1 Imperial Seal
1 Heart Sliver
4 Virulent Sliver
--------------
3 Repeal
3 Reverent Silence
3 Massacre
3 Duress
1 Hurkyl's Recall
2 Echoing Truth

Roger Sorino (GAT) 2nd
1 Library of Alexandria
4 Tropical Island
4 Underground Sea
2 Flooded Strand
2 Polluted Delta
3 Quirion Dryad
3 Street Wraith
1 Black Lotus
1 Mox Sapphire
1 Mox Jet
1 Mox Emerald
1 Mox Ruby
1 Mox Pearl
3 Misdirection
4 Force of Will
1 Ancestral Recall
1 Time Walk
4 Brainstorm
1 Fastbond
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor
1 Yawgmoth's Will
4 Merchant Scroll
1 Regrowth
4 Gush
4 Duress
1 Imperial Seal
1 Echoing Truth
1 Tendrils of Agony
1 Gifts Ungiven
----------------
2 Massacre
3 Yixlid Jailer
2 Extirpate
2 Pithing Needle
2 Diabolic Edict
3 Oxidize
1 Pernicious Deed

Conrad Kolos (Hulk Flash) 3rd
4 Flash
4 Protean Hulk
1 Karmic Guide
1 Kiki-Jiki, Mirror Breaker
1 Body Snatcher
1 Carion Feeder
4 Summoner's Pact
4 Merchant Scroll
3 Pact of Negation
3 Duress
4 Force of Will
4 Brainstorm
1 Time Walk
1 Ancestral Recall
1 Mystical Tutor
1 Demonic Tutor
1 Hurkyl's Recall
1 Chain of Vapor
1 Street Wraith
1 Mox Jet
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Emerald
1 Black Lotus
1 Mana Crypt
1 Elvish Spirit Guide
4 Underground Sea
4 Polluted Delta
1 Island
2 Flooded Strand
------------
4 Leyline of the Void
1 Yawgmoth's Will
1 Dark Ritual
1 Tendrils of Agony
1 Massacre
1 Rushing River
1 Tinker
1 Darksteel Colossus
1 Echoing Truth
1 Repeal
1 Duress
1 Pact of Negation

Dan Herd (Bomberman) 4th
4 Force of Will
4 Mana Drain
3 Disrupt
4 Merchant Scroll
4 Brainstorm
2 Thirst for Knowledge
1 Ancestral Recall
1 Time Walk
1 Echoing Truth
1 Tormod's Crypt
1 Engineered Explosives
1 AEther Spellbombd
4 Trinket Mage
3 Aven Mindcensor
3 Auriok Salvagers
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
1 Mox Jet
1 Mox Sapphire
1 Lotus Petal
1 Sol Ring
1 Black Lotus
1 Tolarian Academy
4 Tundra
3 Flooded Strand
2 Polluted Delta
1 Strip Mine
1 Library of Alexandria
1 Snow-Covered Island
1 Plains
1 Island
------------
1 Pithing Needle
2 Rushing River
2 Vedalken Shackles
3 Swords to Plowshares
3 Orim's Chant
1 Sword of Fire and Ice
1 Pyrite Spellbomb
2 Tormod's Crypt

Kevin McShea (GAT) 5th
1 Tendrils of Agony
4 Gush
1 Mox Sapphire
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Lotus Petal
4 Quirion Dryad
1 Rushing River
3 Polluted Delta
3 Flooded Strand
1 Library of Alexandria
1 Volcanic Island
4 Underground Sea
3 Tropical Island
4 Duress
4 Brainstorm
4 Merchant Scroll
1 Ancestral Recall
1 Gifts Ungiven
1 Fastbond
1 Regrowth
1 Mystical Tutor
1 Vampiric Tutor
3 Daze
1 Mana Crypt
1 Time Walk
1 Black Lotus
1 Yawgmoth's Will
4 Force of Will
1 Demonic Tutor
----------------
1 Rebuild
4 Leyline of the Void
1 Echoing Truth
1 Red Elemental Blast
1 Pyroblast
1 Massacre
2 Submerge
2 Mana Drain
2 Artifact Mutation

Jason Portizo (Hulk Flash) 6th
3 Flooded Strand
2 Polluted Delta
2 Underground Sea
1 Tropical Island
2 Island
1 Black Lotus
1 Lotus Petal
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
3 Misdirection
4 Force of Will
2 Pact of Negation
1 Vampiric Tutor
1 Demonic Tutor
1 Mystical Tutor
4 Merchant Scroll
3 Summoner's Pact
1 Ancestral Recall
4 Brainstorm
4 Street Wraith
4 Protean Hulk
1 Karmic Guide
1 Carrion Feeder
1 Body Snatcher
1 Kiki-Jiki, Mirror Breaker
4 Flash
1 Elvish Spirit Guide
2 Chain of Vapor
------------
1 Submerge
1 Heart Sliver
4 Virulent Sliver
3 Massacre
1 Hurkyl's Recall
1 Benevolent Bodyguard
1 Rebuild
3 Reverent Silence

Jeremy Beaver (Gush Tendrils) 7th
2 Flooded Strand
3 Polluted Delta
1 Tolarian Academy
1 Swamp
1 Island
2 Tropical Island
2 Underground Sea
2 Tendrils of Agony
2 Misdirection
3 Grim Tutor
4 Dark Ritual
4 Duress
4 Brainstorm
4 Force of Will
4 Gush
1 Demonic Tutor
1 Imperial Seal
1 Lotus Petal
1 Mox Emerald
1 Black Lotus
1 Mox Sapphire
1 Mox Ruby
1 Chain of Vapor
1 Yawgmoth's Will
1 Rebuild
1 Mana Crypt
1 Mox Jet
1 Mystical Tutor
1 Fastbond
1 Regrowth
1 Mox Pearl
1 Fact or Fiction
1 Timetwister
1 Sol Ring
1 Ancestral Recall
1 Vampiric Tutor
---------
2 Empty the Warrens
3 Pyroblast
4 Leyline of the Void
2 Massacre
1 Hurkyl's Recall
1 Tinker
1 Volcanic Island
1 Darksteel Colossus

Dan Silman (Hulk Flash) 8th
4 Flash
4 Protean Hulk
4 Force of Will
4 Pact of Negation
4 Brainstorm
4 Merchant Scroll
4 Summoner's Pact
1 Elvish Spirit Guide
1 Mystical Tutor
4 Virulent Sliver
2 Heart Sliver
2 Polluted Delta
2 Flooded Strand
3 Island
1 Daze
1 Lotus Petal
1 Chrome Mox
1 Mana Crypt
3 Chain of Vapor
1 Black Lotus
1 Mox Ruby
1 Mox Sapphire
1 Mox Jet
1 Mox Pearl
1 Time Walk
1 Ancestral Recall
1 Mox Emerald
1 Volcanic Island
1 Tropical Island
--------------
4 Leyline of the Void
3 Echoing Truth
1 Chain of Vapor
4 Stifle
1 Daze
1 Metallic Sliver

Side Event
9 people, single elimination

1st: Beta Scrubland

decklist coming soon (Hulk Flash vs. Hulk Flash in the finals)











Metagame:

1x UW Stax
2x Show&Tell
2x Oath
1x 5c Stax
2x BUW Fish
7x GAT
4x TPS
3x Bomberman
7x Flash
1x UW Fish
3x Gush Tendrils
1x BW Control
1x Pitch Long
1x Ichorid
1x RW Stax
1x Belcher

Do you guys want me to start posting the final standings (entirely) w/ deck names?
« Last Edit: July 08, 2007, 10:00:17 pm by desolutionist » Logged

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« Reply #1 on: July 01, 2007, 11:08:17 pm »

I guess it's safe to say that Hulk Flash is for real. 
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« Reply #2 on: July 01, 2007, 11:20:22 pm »

GWS has been talking about flash for some time now, I'm convinced that it's replaced Long as the best combo deck in the metagame.

Quote
I've played as flash and against flash a lot lately. I really think that in the current Merchant Scroll heavy metagame, flash is just a superior choice. All Flash needs to win the game is simply 2 specific cards and 2 mana. Both of the cards are way too easy to find I may add.

Long is a fairly narrow deck for the most part. Even though it's got game vs. graveyard hate it's ability to deal with 4 duress, 4 scroll, and 4 FoW is quite underwhelming. The best case scenario for Long is to play a turn 1 duress and then play a turn 2 threat. The problem though is many decks at the moment will either A)Duress you back or B)Scroll up another counter. Suddenly both decks are in topdeck mode, but the problem is Long plays about 8 additional mana sources so you are just drawing a bunch useless mana, meanwhile your opponent is either putting a clock on the table, hitting more draw spells, or finding more disruption.

Flash has two major weaknesses though and that's Leyline and Mindcensor. Leyline and Mindcensor both dodge Duress, but fortunately they can both be hit by Echoing Truth and Chain of Vapor. I think a competitive flash deck without a transformational board will need at least 4 bounce spells maybe more to deal with this hate.

Red Blast is also annoying, but flash can just sit on flash and resolve it whenever it sees the opportunity, which brings me to my next point.

Flash has 3 different possible kills. The first is with Disciple of the Vault and it sucks. The second and most played is the Kiki Jiki kill which only requires 3 cards (Kiki, Karmic Guide, and Carrion Feeder) however you can add things like Benevolent Bodyguard, Body Snatcher, Tear Drop Kami, and Bloodshot cyclops to give it some flexibility. The third kill requires only 5 cards and wins right through tormod's crypt and Extripate. The Silver kill is by far the coolest in which you get 1 Heart Sliver (haste) and 4 Virulent Sliver (poison).

The reason I hate flash so much is because the deck is so stupid. I really think it's unfair that a deck can have such an efficient kill that just wins the game for 1U. The deck isn't really all that inconsistent, but you can't be afraid to mulligan.

Quote
Long is essentially obsolete for the moment.  Honestly, after playing the match a bunch and comparing it to other matchups, Flash jsut does everything Long does but better.  It can cut down like 8 mana sources and run 8 more disruption instead.  It's win condition only costs 2 and you don't need to go all in when trying.
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« Reply #3 on: July 02, 2007, 12:43:34 am »

GWS has been talking about flash for some time now, I'm convinced that it's replaced Long as the best combo deck in the metagame.

I made the mistake of playing Pitch Long at this event.  Even though I went 4-2, I don't think I'll play the deck again anytime soon.  I completely agree with those quotes.

I guess it's safe to say that Hulk Flash is for real. 

Yeah, it's disgusting.  I would really like to see both Gush and Flash restricted.
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« Reply #4 on: July 02, 2007, 01:08:34 am »

Four out of the seven Hulk Flash decks placed in the Top 8.  I wonder what the percentage is on that one...?

Hulk Flash is the best deck right now.  Honestly, I have a feeling that it may distort Vintage.  I had a feeling it was a good time to hang up the Magical Cards... I hate that deck with a passion.

-DShell
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« Reply #5 on: July 02, 2007, 01:25:45 am »

I'd be interested in seeing the amount of SB's (total, not just T8) that had 4x Leyline of the Void. I have a feeling from looking at the metagame breakdown that about 1/3 to 1/2 did not run 4 Leyline in the board, at least. Don't get me wrong, Flash is a fine deck (and probably the best default combo deck) but we have distortions of peoples perception in every tournament of 50 or less.

In one, Bomberman dominates. In the next, GaT dominates. In the next, Flash dominates. I think the important questions are the ones people aren't asking. To me, it's a sign of a metagame which has no clear best deck.
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« Reply #6 on: July 02, 2007, 07:46:53 am »

I'd be interested in seeing the amount of SB's (total, not just T8) that had 4x Leyline of the Void. I have a feeling from looking at the metagame breakdown that about 1/3 to 1/2 did not run 4 Leyline in the board, at least

I haven't seen deck lists or anything, but just from walking around the room I would be shocked if more than 1/3 of the room had leyline. I don't recall seeing more than 2 out the entire day. At the last Blue Bell I think there was only 1 flash deck, so I dont think any of us expected 7 at this one. oops.

I twice lost to flash within the first 2 turns with double force in my hand. In the side event tourney, I only had one turn in two games. The deck is crazy when you don't have leyline to stop it
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« Reply #7 on: July 02, 2007, 09:17:41 am »

Mike, thanks for a great tourney.  desolutionist, thanks for getting the results up so quickly, as always.

I'd be interested in seeing the amount of SB's (total, not just T8) that had 4x Leyline of the Void. I have a feeling from looking at the metagame breakdown that about 1/3 to 1/2 did not run 4 Leyline in the board, at least.

I had a Bye first round and was able to watch a number of matches.  There seemed to be a good amount of GY hate (e.g. Leylines).  But, all the Leylines in the world don't seem to bother Flash.  Especially now, that most lists are starting to run Reverent Silence.  That's right, a deck that already has a multitude of "free spells" has found yet another one to help it win.  Doesn't anyone tap lands for mana anymore?

I don't like to scream that the sky is falling without more data.  But, going into this tourney I felt that Flash was on the fringe of being too powerful.  After seeing it in action I am convinced now more  than before that it is broken.  Flash itself is clearly the problem.  But, the Pacts have worsened the problem 10 fold.  Basically, the deck's counter-wall is almost invulnerable whenever it is ready to go off.  It's hard to believe that we are entering into a metagame where Storm combo is too slow!

  The deck (Flash) is crazy when you don't have leyline to stop it
See above, Leyline isn't even good enough anymore with Reverent Silence around....Leyline in play, Cast Rev Si, Opponent goes FOW, you go FOW/Pact, Flash, GG.
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« Reply #8 on: July 02, 2007, 09:51:24 am »

See above, Leyline isn't even good enough anymore with Reverent Silence around....Leyline in play, Cast Rev Si, Opponent goes FOW, you go FOW/Pact, Flash, GG.

That's been my experience too. I've been pushing 4 Reverent Silence and 4 Massacre on the board since they deal with the most played problematic cards (Leyline and Mindcensor).
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« Reply #9 on: July 02, 2007, 10:17:16 am »

See above, Leyline isn't even good enough anymore with Reverent Silence around....Leyline in play, Cast Rev Si, Opponent goes FOW, you go FOW/Pact, Flash, GG.

That's been my experience too. I've been pushing 4 Reverent Silence and 4 Massacre on the board since they deal with the most played problematic cards (Leyline and Mindcensor).

Massacre helped win me half a Mox this Saturday, and I started testing Reverent Silence on Sunday.  Most people walked into the local tournament this weekend thinking that Flash was decent, and then it took half the Top 4 (and only two Flash decks were even played).  The deck may in fact be unbalancing.

EDIT: I'm also surprised that half of the Top 8 Flash decks ran the Kiki kill over the Sliver one.  In testing, the switch flips the Bomberman matchup around all by itself.
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« Reply #10 on: July 02, 2007, 10:43:24 am »

I forgot how important Massacre is to Flash's SB in my original comments.  This means that MD and SB combined it's not uncommon for a Flash deck to run over 20 "free" spells.  Vintage used to be a format that was defined by fast mana.  Now, fast mana is too slow and we are entering into an age of "free" spell domination.  What's next?  "Free" spells that will also take your girlfriend out to the mall shopping while you're at a tournament?

When you break the deck down it is truly amazing at how much it exploits "free spells".  I can't think of a deck past or present that not had only free mana and counter elements but also had free tutors and free anti-hate protection.  Truly remarkable (read remarkable as broken).

Some common Free Spells in Flash:

Free Fast Mana: 5
1 Mox Jet
1 Mox Sapphire
1 Black Lotus
1 Lotus Petal
1 Elvish Spirit Guide

Free Counter: 9
3 Pact of Negation
4 Force of Will
2 Misdirection

Free Tutor: 7
4 Summoner's Pact
3 Protean Hulk
--------------
Free Anti-Hate Protection: 6
3 Reverent Silence
3 Massacre
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« Reply #11 on: July 02, 2007, 11:27:04 am »

Quote
But, all the Leylines in the world don't seem to bother Flash.  Especially now, that most lists are starting to run Reverent Silence.

I understand how basic problem card and answer cards relate to each other. To say it doesn't "bother" Flash is wrong. It forced the deck to be a 2-card combo (Flash/Hulk) into being a 3-card combo (Flash/Hulk/Removal). In Vintage, that's often enough to make a difference in being a turn 1-2 game or going longer. For Flash, going longer into the game is not in it's best interest.

I'm not trying to say that Flash isn't a 500 lb Gorilla in Vintage right now. I'm not even trying to refute what anyone is saying about the potency of the deck. What I am trying to do is bring the thread down to earth a little by pointing out that the results are to be taken with a grain of salt in terms of declaring a best deck.

Great job to those who crushed the field with Flash. I'm interested in what made 4/7th of the Flash decks t8, and whether this same metagame will have similiar results next time.
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« Reply #12 on: July 02, 2007, 11:34:41 am »

When you break the deck down it is truly amazing at how much it exploits "free spells".  I can't think of a deck past or present that not had only free mana and counter elements but also had free tutors and free anti-hate protection.  Truly remarkable (read remarkable as broken).

Yes, it is remarkable how many free spells are in the deck, but you seem to be missing that deck is based off cheating mana costs using flash. You get a 7 mana effect for 2 mana at instant speed. Not fair.

Even if flash can be hated out, which it definitely can be, the deck can just get skill less turn 1 kills with counter backup way to often to be legal. The card is very comparable to trinisphere.
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« Reply #13 on: July 02, 2007, 11:42:28 am »

Quote
The card is very comparable to trinisphere.

I do agree with this.
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« Reply #14 on: July 02, 2007, 12:30:58 pm »

Quote
The card is very comparable to trinisphere.

I do agree with this.

I made this comparison repeatedly on Saturday.
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« Reply #15 on: July 02, 2007, 12:53:19 pm »

When you break the deck down it is truly amazing at how much it exploits "free spells".  I can't think of a deck past or present that not had only free mana and counter elements but also had free tutors and free anti-hate protection.  Truly remarkable (read remarkable as broken).

Yes, it is remarkable how many free spells are in the deck, but you seem to be missing that deck is based off cheating mana costs using flash. You get a 7 mana effect for 2 mana at instant speed. Not fair.

Even if flash can be hated out, which it definitely can be, the deck can just get skill less turn 1 kills with counter backup way to often to be legal. The card is very comparable to trinisphere.

Careful there dude. You really don't want to open up a can of words with that statement, regardless of how true it is. How do you feel qualified to make such a statement anyways? Why not wait for the metagame to "develop"?  Rolling Eyes
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« Reply #16 on: July 02, 2007, 01:29:23 pm »

Flash is a spell that can be played on Turn 1 and win you the game, without much thought involved in your play decisions.

Trinisphere is a spell that can be played on Turn 1 and win you the game, without much thought involved in your play decisions.

The comparison seems valid.  However, I would strongly disagree with the implication that Flash does not require skill.  While the deck does get more hands that 'just win' than any other deck in the format, the games where you don't just win require perfect use of your many tutors.
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« Reply #17 on: July 02, 2007, 01:29:45 pm »

First off good to see many of you again, and thanks all for participating!

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Why not wait for the metagame to "develop"?

I think that the metagame while not fully developed has had time enough to react to Hulk Flash; however, there just seems an answer to every answer that can be presented to Hulk Flash.  Currently this is the mark of a good deck.  If this trend continues; however, this will be the mark of a metagame warping deck, and at that time I think the DCI will take action against the deck.  If Flash is truly worthy of restricting then it will not be seen until the time Lorwyn enters into Standard.  I doubt 10th Edition will cause Wizards to affect changes to the banned and restricted lists.  There definitely were some broken draws and games with Hulk Flash decks this past Saturday.  If this continues I do believe that Wizards will institute a change, much like the Workshop/Tinishpere change, but it may take some more time.

-Serberoth
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« Reply #18 on: July 02, 2007, 01:46:32 pm »

I think that the metagame while not fully developed has had time enough to react to Hulk Flash; however, there just seems an answer to every answer that can be presented to Hulk Flash.  Currently this is the mark of a good deck.  If this trend continues; however, this will be the mark of a metagame warping deck, and at that time I think the DCI will take action against the deck.  If Flash is truly worthy of restricting then it will not be seen until the time Lorwyn enters into Standard.  I doubt 10th Edition will cause Wizards to affect changes to the banned and restricted lists.  There definitely were some broken draws and games with Hulk Flash decks this past Saturday.  If this continues I do believe that Wizards will institute a change, much like the Workshop/Tinishpere change, but it may take some more time.

I was being very sarcastic, because I suggested a while ago that Flash should've been nixed on principle, and that 3-6 months of a degenerate Vintage format is not necessary to arrive at the conclusion that the card is very unfair.
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« Reply #19 on: July 02, 2007, 03:29:00 pm »

Quote
The card is very comparable to trinisphere

Perhaps the cards will warp the metagame similarly, but beyond that I think the comparison is lousy:

1) There's a turn 0 free answer to Flash in this metagame (two, if you count leyline of singularity)
2) Flash is a two card combo, compared with a lonely trinisphere (you can argue workshop>trinisphere, but there's probably as likely a chance of 1st turn 3 mana in a shop deck as there is 2 mana in Hulk Flash)
3) There's a much broader argument as to how much going second weakens either trinisphere or flash.

Also, I'd like to hear more from the actual Hulk Flash players themselves if they felt they had utter brokeness in their hands, or if they just dodged leyline, chalice @2, etc, etc.
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« Reply #20 on: July 02, 2007, 03:47:08 pm »

Quote
The card is very comparable to trinisphere

Perhaps the cards will warp the metagame similarly, but beyond that I think the comparison is lousy:

1) There's a turn 0 free answer to Flash in this metagame (two, if you count leyline of singularity)
2) Flash is a two card combo, compared with a lonely trinisphere (you can argue workshop>trinisphere, but there's probably as likely a chance of 1st turn 3 mana in a shop deck as there is 2 mana in Hulk Flash)
3) There's a much broader argument as to how much going second weakens either trinisphere or flash.

Also, I'd like to hear more from the actual Hulk Flash players themselves if they felt they had utter brokeness in their hands, or if they just dodged leyline, chalice @2, etc, etc.
I only talked to 3 of the Flash players (the two in the finals of the side event and one other whose name I didn't catch) and they seemed to agree that the deck was just flat out ridiculous.

The sheer amount of disruption the deck packs makes it relatively easy to both play around hate and work on stopping the opposing deck's strategy simultaneously, which I think is what really pushes the deck over the top.

As for the actual tournament, it was well run even if the room did get a little stuffy and exceedingly loud from the vintage event in addition to the type 2, 5 color, and yugioh tournaments that all happened at the same time. It was definitely worth it and really leaves me excited to be back to the game after a 2 year break, so a big thank you to CCGames, the Gone to Plaid guys, and just about everyone that showed up to play some type one.

Slops to the one yugioh dealer for picking that one tournament to not bring playmats to. Though I sort of feel bad for him, when I asked if he had any for sale you could tell he really wish he'd have brought some, and that I was definitely not the first to have asked him. Type one players apparently love their playmats.  Wink
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« Reply #21 on: July 02, 2007, 03:53:33 pm »

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The card is very comparable to trinisphere

Perhaps the cards will warp the metagame similarly, but beyond that I think the comparison is lousy:

Beyond that point, there is no reason to make further comparison. A card that degenerates the format and forces archetypes to board off-colour Turn 0 solutions and goldfish into them is not healthy. That is an example of a card which has environment warping impact.

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1) There's a turn 0 free answer to Flash in this metagame (two, if you count leyline of singularity)

Ugh. This line of ugly reasoning rears its head again. Trinisphere was not restricted because there were no answers to it. It was restricted because it warped the environment. It said: "Do you have one of the two answers, or do you lose?" . Flash does the same thing with an unacceptable frequency.

Quote
2) Flash is a two card combo, compared with a lonely trinisphere (you can argue workshop>trinisphere, but there's probably as likely a chance of 1st turn 3 mana in a shop deck as there is 2 mana in Hulk Flash)

I have no idea when the prospect of a 2 card, 2 mana, instant win combo became reasonable in Vintage. It is absolutely absurd. Trinisphere was also a 2 card combo, and was slightly easier to pull off on Turn 1, but it rarely ever did so with counter protection. The fact that Flash can accomplish this with even 10% frequency is just unfair.

Quote
3) There's a much broader argument as to how much going second weakens either trinisphere or flash.

Do we need to revisit this argument? It doesn't matter whether Trinisphere or Flash is weakened after Turn 1. The argument is that they are too strong on Turn 1
and additionally warp the environment into hedging against them.
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« Reply #22 on: July 02, 2007, 04:45:50 pm »

The card is definitely format warping. It enables more turn 1 wins than any Vintage combo deck, ever. In addition to that, it's not unreasonable for it to do it with counter back up, or even double counter back up. And the counters are free! When a deck is linear enough to run Pact of Negation AND Summoner's Pact to increase the consistency of winning on turn 1, there's probably a problem.There's little any deck in Vintage can do about beating some of Flash's broken hands. These are how my two matches against Flash went on Saturday:

M1G1: Flash on the play. Lotus, Ancestral, cycle SW, Summoner's Pact, Flash. I don't have Force, so I lose
M1G2: I open with Duress. I play some broken cards. Extirpate his Forces in response to a Flash, then counter Flash. eventually win.
M1G3: Open with Leyline. On turn three, he plays Reverent Silence. I Mana Drain. He Forces. He plays Flash, but I have Extirpate. So he gets Slivers. I lose.

M2G1: He opens with turn 1 Flash with Force back up. I have double Force, so I don't lose. my hand is Jet, Sapphire, Tendrils. 2 Turns later, he has another Flash and the land to cast it. (he opened with Lotus) I lose.
M2G2: We both do some stuff. I Tinker a Jar. His hand is Flash, Summoner's, Force, Force. He doesn't try to win because if I Jar in response to Flash and he doesn't luck into a Hulk, he loses. I take my turn. I Jar. At some point in the turn I have the option of either trying to win with Will and losing the game if his Jar hand has Force, or playing a Leyline and hiding Will on top of my library, so I can win next turn. My original hand is Force + Brainstorm. I opt for the Leyline. He takes his turn. Rips Chain of Vapo. bounces my Leyline, plays Pact, plays Flash. I Force, he Forces, I lose.

I felt that there was really no interaction or decision-making in any of these games with very few exceptions. The one game I won had a fair amount of interaction, and I feel that's why I won it.
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« Reply #23 on: July 02, 2007, 05:33:50 pm »

I try out Flash as soon as it came out, a month ago with the kiki combo. I felt as if, almost half of my hands were to slow, either having Summons Pack and Hulk and no tutors or Flash, I found myself parising alot. So I am actrally kinda shock, on how well it did. It also, didn't do to hot down at starcitygames two weeks ago.

The Heart Sliver, Virulent Sliver combo takes two turns but gets around all the graveyard hate, bounce, Pithing Needles, and removel.  It exchanges by taking two turn to kill, unless they have Timewalk. I never seen or played agaisnt the Slivers version. Is this how it works? If someone could please let me know, that would be great.

The Kiki version, kills the same turn, but hits alot of hate, kinda like what happen to dragons. This is the version I tested and found to be inconsistant like Dragons.

Its just shocking, I wouldn't have expected to see more than 1, maybe 2 in the top 8, but not fifty percent of the top 8 playing it.

I was there playing bomberman and my deck crap out on me. I think Aven Mindcensor is amazing right now, and I ran 3 in my main deck. I was having problems drawing into them all day long.
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« Reply #24 on: July 02, 2007, 05:40:41 pm »

The Heart Sliver + Virulent Sliver combo kills in a single turn.  You get 4 Virulent Slivers and a Heart, then swing and put a bunch of Poison counters on them.
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« Reply #25 on: July 02, 2007, 05:55:04 pm »

The Heart Sliver + Virulent Sliver combo kills in a single turn.  You get 4 Virulent Slivers and a Heart, then swing and put a bunch of Poison counters on them.

Okay I understand now. With four Virulent Slivers in play each Sliver that deals damage, gives out 4 poision counters. So as long and 3 slivers get through, thats more than enough. Now I wouldn't see any reason to run the Kiki version. It gets hated out by so much more " like Dragons ". Sliver version still gets stop by Echohing Truth, and Aven Mindcendsor. But its also alot easier to replay the one casting cost sliver from your hand.
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« Reply #26 on: July 02, 2007, 07:39:07 pm »

I have to admit, the deck is pretty dastardly.  This was my first type 1 tournament in over 5 years and I top 8'd, came in last with my flash deck and then eventually lost to bomberman.  My deck chumped out on me at the end and got burned by his mindcensor.
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« Reply #27 on: July 02, 2007, 10:58:23 pm »

After scrubbing out of the main event with Flash, I came in second in the side event.

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M2G1: He opens with turn 1 Flash with Force back up. I have double Force, so I don't lose. my hand is Jet, Sapphire, Tendrils. 2 Turns later, he has another Flash and the land to cast it. (he opened with Lotus) I lose.
M2G2: We both do some stuff. I Tinker a Jar. His hand is Flash, Summoner's, Force, Force. He doesn't try to win because if I Jar in response to Flash and he doesn't luck into a Hulk, he loses. I take my turn. I Jar. At some point in the turn I have the option of either trying to win with Will and losing the game if his Jar hand has Force, or playing a Leyline and hiding Will on top of my library, so I can win next turn. My original hand is Force + Brainstorm. I opt for the Leyline. He takes his turn. Rips Chain of Vapo. bounces my Leyline, plays Pact, plays Flash. I Force, he Forces, I lose.

I was the Flash player there. Over the course of the day I learned two very important things: if you're running flash, run Daze. It's a beating and I was never unhappy to see it all day. Turn 1 Scroll into Flash, Daze the opponent's turn 1 Duress was key. Leading me to my second point, if you want to beat Flash, run Duress. In the main event it was Duress, not Leyline that completely destroyed me.

Playing the deck feels really dumb. Luck sacking has always been a part of Magic, but every opening hand with Flash feels like a lucksack. Oops, mull to 5 still have turn 1 win with counter back up. GG l2drawbetter. When I win a game with Flash I want to apologize to my opponent. I didn't outplay him, I outdrew him.

The skill component of the deck is really low. It's similar to Ichorid in that you make maybe 1 major decision in a game, and half the time the choice is already made for you. With Flash you almost always scroll for Flash/Mystical->Summoner's Pact, and with Ichorid you almost always Therapy for Force. Naturally there are times when playskill can make a difference with the deck, but they're few and far between once you know the basics. I used to play Long. After 4 rounds I'd have a headache and make some minor error resulting in a loss. Flash is far more forgiving. You need 2 cards in hand to win, and you run a dozen spells to find them, and a dozen spells to protect them. The lines of play are very short, and very easy. There's no mana to count, no storm to keep track of. Just find 2 cards and protect them.

Right now the deck is a strong contender. What concerns me is what happens when the deck is finally optimized. There are still a number of ideas running around. If anyone finds one more amazing piece of tech for the deck, or else really spends the time to find the perfect mix between tutors and disruption the deck could easily be too much. Honestly it might already be there now.

Excessive turn 1 wins have never been the hallmark of a healthy format. In the finals of the side event I lost the die roll. I mull to 5 and keep a turn 1 win but with no disruption. I never get a chance as my opponent wins turn 1. Game 2 we both drew heavy disruption dragging the game out. I was in a great position but had both Karmic and Body Snatcher in hand forever. I finally Scroll for Brainstorm, drawing into Hulk and win with infy counters in hand. Game 3 I get turn 1'd again.

As for which kill to run, I like Kiki in the MD and the Sliver kill SB. Running Kiki main lets me fit in an extra disruption spell. Post SB the sliver kill is nice to dodge Crypts, Needles, and Extirpates. It takes up a lot of SB space, but I've never been close to needing all my SB yet. Tossing in a few extra bounce spells is pretty much all that's ever needed.
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« Reply #28 on: July 03, 2007, 10:08:37 pm »

Is there really any point to run Elvish Spirit Guilde in Hulk Flash. I mean this is a two mana combo. How ofter are you stuck on one land, with also running moxes, lotus, and lotus petal. I personally rather add another counterspell or draw to build up consistantcy. Summoner's Pact is a dead card, intil the turn you try to win. Since you probably will never be able to pay the upkeep cost.

I feel as if 4 Protein Hulks and 3 Summoner's Pact is better than the other way around.

Its almost like, people are trying to push harder for turn one kills than consistantcy.

With Force of Will, Misdirection, and Pact of Negation. This deck truely abuses FREE COUNTER SPELLS.
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« Reply #29 on: July 03, 2007, 10:38:34 pm »

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Is there really any point to run Elvish Spirit Guilde in Hulk Flash. I mean this is a two mana combo. How ofter are you stuck on one land, with also running moxes, lotus, and lotus petal

It's one of the few ways to trump 2-sphere or Chalice @ Zero, while also allowing for multiples of Summoner's Pact to not be entirely useless.
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