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Author Topic: [Vintage 2.0] - New Deck - Bōmbāsti.cc  (Read 3475 times)
MaxxMatt
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« on: July 01, 2008, 07:46:17 am »

hi all,

B&R restrictions moved my mind over new decks' design.

I rearranged a pile with a storm combo finish, a lot of fixers and general porpouse spells, when chained each other, can easily kill opponents with Goblin tokens or ToAs.

Without the redundancy given by Braintorms & MScrolls, I opted to fill the list with both different cantrips and staple bombs. The first ones try to emulate Brainstorms digging effect.  Searching through the possibly more usefull ones, I realized Repeals and Manamorphes are actually the best because of different perspectives:

-Repeals are both little cc permanents bouncers, blue cards to pitch to FoW, low cc cantrips, colorless mana enhancers and little storm generators.
-Manamorphose, on the other hand, are perfect to fix offcolor colors, cantrip with a minor coloured mana intensity and rise storm count.

Both of them are perfect to optimize disadvantage tutors and after testing the deck, I realized how smooth and thin it can be considered when playing so many drawing and fixing effects.

I built up a deck can be able to abuse of spells, mana and contemporarily prevent opponents denial strategies to attack his own mana base too easily. I added a lot of fetchlands and some basic lands. The skeleton is blue and black, with minor splashes of red and green, primarily for additional bombs and some sideboard ad-hoc choices.

I'll type the list and in order to better focus strategies and cards.
I added a transformational sideboard to the list because I felt it to be a better way to approach some specific matchups.

Here is the pile! Smile

Bombāsti.cc!! 2k8

(12) - Protections
4 Force of Will
4 Repeal
3 Duress
1 Hurkyll's Recall

(15) - Drawers & Fixers
4 Manamorphose
R Yawgmoth's Bargain
R Yawgmoth's Will
R Wheel of Fortune
R Ancestral Recall
R Necropotence
R Mind's Desire
R Brainstorm
R Timetwister
R Time Walk
R Ponder
R Gush

(4) - Tutors
R Merchant Scroll
R Vampiric Tutor
R Demonic Tutor
R Mystical Tutor

(2) - Winners
1 Tendril's of Agony
1 Empty the Warrens

(27) - Mana & Fixers
10 Artifact Mana
5 Fetchland
4 Dark Ritual
3 Underground Sea
R Tolarian Academy
1 Volcanic Island
1 Badlands
1 Swamp
1 Island


As you can easily see, the gameplan is autoexplaining: build up a good (god? Smile)hand, peek opponents one with duresses and protect your bomb with FoWs. You can quickly apply this plan thanks to chain of spells, cool mana fixing and gambling decisions.


Why should you considere this deck "strong" or at least "worth testing"?

-- His own mana base is robust enough to go around singletons of spheres and soft denial, at least for the time needed to set up the win
-- It contains all the staple storm combo bombs usually used. Desire, EtW & ToA can get rid of opponents counters and protections while Necro, Bargain and all the other draw7 are the spells of choice against non.control or combo decks.
-- Duresses and FoWs are the best set of proactive and reactive protections spells due to their efficiency and low cc.
-- All the singletons and tutors are well established restricted spells to power up the remaining redundant and cooperative deck's shell
-- I'm not here to describe strategy and possible plays step by step because winning paths are really different one from each other. I'm supposed to kill fast opponents with a non denial plan while I consider to slow down my plays and build a solid board before trying to win against artifact.dec and aggro.control.dec



-- I even considered testing and playing ISeal and LDVault somewhere. Deck is tight, really tight. They could be swapped with Repeal#4 or Winner#2 only if metagame leave me satisfied by their own lack. At now, I want those two spells maindecked, so nor ISeal and LDV .
-- HRecall over Chain or Rebuild is a choice of opportunity. I fee that CotV@1 can be, aside with CotV@0, chalices worst cc, so I opted to maindeck a single ( but easily tutorable ) answer to it. Spheres usually slow down the deck but this is a common problem for all storm.decs. I tried to switch Repeal#4 with HRecall#2, but I had better result with the forth fixers rather than playing the second best artifact answer.
-- IMHO, singletons of MScroll and Gush went in pair but they have good lonely usage, too: Gush can save lands and rump up storm count for free while MScroll can be considered a tutor for anything crucial in the deck ( maybe excluding Necro & Bargain excluded ).
-- Opponents or future real life opponents are are the greatest interrogative: will be they ready enough to contain our winning plan? I fail to see how this deck can storm up into the face of "every" opponent. MW.dec and strictly similar denial.decs can be a pain, because of spheres effects and other locking pieces, almost untouched by last restrictions. Going deep into this analysis, I tried to arrange the deck being able to switch from a difficult to fuel storm win to a solid combo of two cards.
-- Some of my teammate tried Oath and a transformational sideboard different from mine. Because my own playstyle, I preferred Painter as second finisher for the deck. It use a little mana development, colorless mana and it is as solid as it seems. For reference, I'll write even their own sideboard of choice.       
-- Minor changes can be done to maindeck without impacting winning percentages or games approach. Repeal#4 or Duress#4 can be swapped with Chain or HRecall#2 or Rebuild#1, according to "metagame" Thoughtsize can be preferred to Duress or we can add Tinker and MJar instead of Gush and Scroll. All these minor changes can be tweaked and tuned on players' moood and style.                                                                                     


(15) - MaxxMatt Sideboard
3 Painter's Servant
3 Grindstone
2 Echoing Truth
2 Rebuild
2 Oxidize
1 Tropical Island
1 Island
1 Swamp

Sideboard - Oath Transformational Sideboard

4 Oath of Druids
2 Simic Sky Swallower
1 Tropical Island
1 Gaea's Blessing
2 Pyroclasm
2 Pithing Needle
2 Tormod's Crypt
1 Extirpate





« Last Edit: July 01, 2008, 07:51:33 am by MaxxMatt » Logged

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MaxxMatt
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« Reply #1 on: July 09, 2008, 03:23:47 am »

I'm disappointed about doubleposting, but the lack of answers and some improvements done with this new archetype during these days, force me to write a bit more about my deck.

The skeleton remains nearly untouched but I decided to give a try to a couple of spells and they totally satisfied me.

I added Frantic Search to maindeck, killing the Merchant Scroll slot. While MScroll search for anything but Necro, Desire and Bargain, I realized how slow is compared to the entire deck, full of self-replacing spells and tricky plays.
I found FSearch really good at fixing dead cards and it has a nice side effect while playing against MW.dec under the TWire trigger. It let me play untapped during mainphase giving me the opportunity to optimize stronger Sorcery speed spells.

I swapped Badland#1 for Volcanic Island#2 because of Gush. This cool free spells got unused in hand because of this pesky dual land more than once. I cannot play without Swamp#1 because of Fish.dec and MW.dec: against them I need stable basic lands in play and additional lands in side have been a positive crucial factor when winning against them. My first thought about the addition of a single Badland were a positive one. I need to search and play blue, black and red spells without using too many fetchlands or spending too much time on this effort. With an Island in play I only needed to fetch Badland once and put in play all 3 colours. On the other hand, aside Gush free cc, I realized how few times I need Swamp AND Island AND Mountain, in order to play almost any spell in hand.

Island and Swamp usually let me resolve 2/3 of the deck
Volcanic Island and manamorphose simply trade themselves for any other needed color
Swamp and Volcanic Island can be as good as Island and Badland, at fixing my coloured play needs.
 

I switched Repeal#4 with a maindeck Rebuild#1. It is another good fixer for disadvantage tutors, it can swing your worst artifact based matchup and can bounce Spheres with the same repeal's mana investment with the benefit of a global artifact bouncer.


Sideboard completely satisfied me.
Additional mana fonts have been added to switch for MVault, Petal or overcosted spells against Fish or Artifact based decks. A stable mana board is far more important than resolving chain of spells. Basic lands leave the board nearly untouched aside Strip & Smokestack effects. Tropical alone were enough to resolve Oxidize but I made a satisfactory new addition to sideboard will let me cut another color and play with diversified casting cost solutions.
I cut Oxidize for Chain of Vapors. While first ones instantly kill CotV@0 and other artifacts with the possibly minor mana investment, the latter, at the same cc, can both bounce back threats and act as a storm enhancer.
Without green, 2 single additional lands were enough for my sideboard and I free another slot.

These two slots at now have been filled with Tinker and DSC for consistency reasons. Tinker is a nice addition as a stand alone spell because of transformational side. DSC is overhelming against aggro and artifact too. If you realize that playing storm or combo win could cost you some games, put them in and race fish, slower control or artifacts with ease.

I tested a couple of games with a single maindeck winner, switching EtW alternatiively with LDVault and MScroll. While it is really better if you aren't facing Extirpates, I didn't feel comfortable with the opportunity of autolosing an entire game because of the lack of Braisntorms and their good skill of hiding threats. So, I put EtW back in for consistency reasons.




In the end , this is the deck as it is at now:


Bombāsti.cc!! 2k8 - version 2.0

(12) - Protections

4 Force of Will
3 Repeal
3 Duress
1 Hurkyll's Recall
1 Rebuild

(15) - Drawers & Fixers
4 Manamorphose
R Yawgmoth's Bargain
R Yawgmoth's Will
R Wheel of Fortune
R Ancestral Recall
R Necropotence
R Frantic Search
R Mind's Desire
R Brainstorm
R Timetwister
R Time Walk
R Ponder
R Gush

(3) - Tutors
R Vampiric Tutor
R Demonic Tutor
R Mystical Tutor

(2) - Winners
1 Tendril's of Agony
1 Empty the Warrens

(27) - Mana & Fixers
10 Artifact Mana
5 Fetchland
4 Dark Ritual
3 Underground Sea
2 Volcanic Island
R Tolarian Academy
1 Swamp
1 Island

(15) - MaxxMatt Sideboard
3 Painter's Servant
3 Grindstone
2 Echoing Truth
2 Chain of Vapors
1 Rebuild

1 Island
1 Swamp
1 Tinker
1 Darksteel Colossus



Enjoy!
MaxxMatt
« Last Edit: July 09, 2008, 03:33:34 am by MaxxMatt » Logged

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Negator13
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« Reply #2 on: July 10, 2008, 04:02:11 am »

I like your build alot, the Manamorphose/Repeal engine feels alot like Gushbond.

I'm confused as to why you wouldn't run Tinker/Jar in this deck, though. Wouldn't it be stronger than, say, the Frantic Search and possibly Gush?
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DerMeik
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« Reply #3 on: July 10, 2008, 06:54:10 am »

I do not think that this list is better than traditional TPS lists.

Sure, we have to switch out Brainstorm for something new but I do not think that Manamorphose fits that role. I also don't like the singletons Gush and Frantic Search. If you want to fix your Manabase Nights Whisper would be a card to put your eye on.

What about the Time Walk? Do you think that it is strong enough without Tinker/Titan or Tinker/DSC?

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MaxxMatt
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« Reply #4 on: July 10, 2008, 08:43:31 am »

About Traditional Lists strength

I think any single deck after restrictions is by no mean worse than the Brainstorm-based ones.
So? Can we choose for a comeback nor play full set of Brainstorms?

This list is really far from TPS "traditional" list and not only because of the lack of BS.
Look and test it in order to understand why.




About Time Walk
Strategical strength of this spell is overhelming.
Walk+Necro
Walk+EtW
Walk+Land+Land+Bomb
Walk+Duress+Bomb
Walk+MT/DT/VT
Walk+Bomb+Bomb
Walk+Tinker+DSC
WalkTricky+AnythingElse.

Cut it and you'll have a worse deck.
It is a matter of fact.


Frantic Search & Gush vs. NightWhispers
I prefer playing instant speed spells. FS & Gush, over their own fixing/drawing effect have stronger skills that would let you superpass their own drawbacks. Gush save lands and it is a free spell for storm porpouses. FSearch let you tap twice Academy, it helps feeding grave and untap lands after Wires triggers leaving you opened during mainphases. Both of them are blue cards to pitch to FoW. NWisphers is far less versatile of both of them. I played NWhispers in tests and their impact in a metagame filled with Artifact.dec, AggroControl and ControlCombo.dec isn't as cool as it seeems.
If you want to switch for something else, add MScroll, LDulVault, Tinker/Jar or another Duress/Repeal before choosing NWhispers.



About Tinker/MJar
My first test-list had both of them aside with MScroll and LDVault. After playing with them for a while I ended up putting Tinker in sideboard for DSC porpouses only. MJar AND Tinker are not a combo, without Brainstorms to shuffle back the overcosted artifact. DSC isn't so easy to discard or shuffle back too, but I have Brainstorm#1, FranticSearch, WheelofFortune, Desire, Necro & Bargain in order to emulate BS effect. With this deck's structure, there is far more rate of drawing a dead card with Tinker/DSC rather than FSearch/Gush



minidrawers & maxidrawers
The deck has plenty of both of them: you can chain spells and adjust mana while surfing through the deck, searching for protection, solutions, winner or additional bombs. Usually, self replacing spells are enough to guarantee a decent storm count, tutor for either EtW or ToA and win. They help you sculpt a good ( god? ) hand with the right mix of bombs & protections. If you are able to correctly fix mana colors and predict possible further interactions with deck's spells, you are going to be pleased by both Repeals and Manamorphose as much as Gushes. The key factor is about their own nearly free casting cost and their own ability to cycle and thin the deck.


Maxx


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« Reply #5 on: July 10, 2008, 03:32:12 pm »

Your manabase seems very weak for what it is trying to support. 6 sources of R/G for Manamorphose seems incredibly risky since a number of your plays, especially the Duresses, are predicated on fetching out an Underground Sea. You also have a massive disconnect that is far too likely to ruin attempts to combo off than this deck should be comfortable with. Repeal takes live mana (blue) and often converts it into dead unless you have one of the 2 Moxen, and Manamorphose takes rare mana just to use in the first place, not even to mention how Dark Ritual has to be cast after it, not before.

Force of Will + Duress worked fine for TPS, but TPS could concentrate on UB exclusively (or at worst a single Volcanic for ETW as a backup kill) and depend on 4 Brainstorms to support Force. 18 blue cards is already borderline for Force, but yours are either dead or necessary bombs. You have too many hands where casting Force would make you pitch your only real business spell.

Your acceleration seems completely inadequate for casting Bargain and Desire, or even the draw-7s to any sort of advantage. Manamorphose and Repeal are even trades which is fine for upping storm but it doesn't help you power out expensive spells. GrimLong supports a similar set of bombs off 4 Rituals, 2-3 Cabal Rituals, and likely some number of Simian Spirit Guides. Chaining a bunch of cantrips into a barebones Draw-7 with little or nothing floating is just begging to fizzle you out.

Not only are two of your 'bombs' extremely overcosted for your deck, your number of bombs even including those is extremely low. Again, GrimLong has the same ones PLUS several Grim Tutors PLUS Tinker/Jar. You're either going to be stuck keeping hands with mana and cantrips, or mulliganning a lot more.

The sideboard seems quite simply terrible and ill-advised. An inefficient combo-kill absent the REBs that make Painter viable in its own deck, while still being highly vulnerable to traditional combo hate such as Chalice @1 (which is absolutely devastating to your maindeck already) and Null Rod, not to mention mana-denial in general.
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« Reply #6 on: July 15, 2008, 03:30:17 am »

@AngryPed

Are you sure your rebuttal arguments cannot be applied to any modern combo decks?  Wink
Let me articulate a bit more.

Smmemen & co. build since years strong & fast decks simply scoop after the right combination of Spheres/Rods/CotV@1/Denial/Counterspell. Running GrimTutors isn't enough to guarantee a different approach to the game plan of a combo deck played under the influence of hate spells because resolving a quick and gamebreaking GrimTutor involve your ability to resolve Rituals & Fixers & Manadevelpment and that situation usually arise when you are free from hate itself.
In the end, 2 or 3 Cabal Rituals are not enough of a difference in order to search and develop mana for answers.


Talking about my deck, I'm astonished HOW you are not reading between the lines, his own STRONG stability. I suggest you to play a bit more the list rather than simply looking at it and state reasonable but inadequate words. Mana base seems ill-advised to you, only because you don't look at it with an objective perspective but you are only trying to detract the deck or sort of....

Red is only Manamorphoses and Wheel. Manamorphose are mana fixers themselves. When you fetch for red, fire a manamorphose, cycle it and then play another spell is hardly believable you are not able to correctly fix colors for spells. 7 red lands(5+2) are enough for those 5 spells especially because they are not the only mana fonts: Petal, Lotus & Ruby run the total number up to 10. I'm going to repeat me another time but if you choose to play a red/blue land and manamorphose, your subsequent non red spells are fixed by manamorphose itself. ...or are you going to fear Manamorphose being countered? I hope not! Wink

@About my work.
Start thinking about me as one of the co.worker behind any modern TPS list, so, while you are referring to them such as a good player, I can refer to them such as "innovator" ( if not creator ): I'm perfectly aware about real game problem of any played TPS list. Troubles with CotV@1 against TPS build are common such as the ones against any other speedy.all.in.stewe.storm.com bo. The difference is that both Bombastic or TPS has tools to escape from deadly situations while speedy.all.in.storm combo deck can only topdeck or scoop&shuffle into another first turn kill.

@About Bombastic & common hate.
Bombastic as enough lands (13/15 vs. 11 ) and maindeck answers ( HRecall/Rebuild/Repeals ) to artifact hate since game 1, I can consider this matchup a tie.
Post side you can switch for additional lands and answers in order to even rise this matchup winning rate.
I can opt to ad Painters combo as well, if I'm not going to fear opponent's Rods addition

@About Painters Kill
I fail to see WHEN Painters is inadequate as kill condition WITHUOT Blasts. I'm not going to use Painters as useful tools to powerup Blasts effects. I'm going to play this 2 combo cards AGAINST ANY DECK that can suffer being milled and that is going to add Storm hate instead of 2.cards.combo.hate. The best comparison I can do is talking about the use of TinkerforDSC AND StormSpells. The latter are primarily kill while the first one come out when some hate have to be circumvented with a single shot. I'm going to add Painters&Grindstones when I realize killing opponents without chaining spells would become safer than storming up to 10.

@About the lack of Blasts.
Of course, I could have played with some of them in side. At now I fail to see their own addition would have played a safer role for this deck. Painters combo killed Ichorid, non counterspells decks, aggro decks, artifact decks. Against control, aggrocontrol & oath I found myself pleased by killing them with storm mechanic. Why adding lands, bouncers and nothing more to sideboard? My worst matchups, in the end are the ones that completely lock me down. Artifact.dec usually do that so I concentrate on them. ETruth are general porpouse bouncers, for Oath or other decks with a few key .on.board. spells. Lands are the perfect compendium to add or switch for a better manabase and a better manabase is the first step to achieve in order to survive MW.decs.

@About "being unable to resolve Bargain or Desire"
I considered this line a little joke, don't you? Smile
Any deck with Rituals, ManaFixers and fully accelerations can resolve those two overcosted bombs with a correct planning and reasoning. 27 mana fonts are enough to resolve both of them. It was enough in the past with full set of Brainstorms as well as now wit Repeals/Manamorphose/OtherFixers.



MAxx
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« Reply #7 on: July 15, 2008, 08:53:24 pm »

@AngryPed

Are you sure your rebuttal arguments cannot be applied to any modern combo decks?  Wink

Very sure. Smmenen's GrimLong, Becker's GWS Long, and my teammates' variants have all addressed the issues in a number of ways that your build does not. Their counts and mana/spell ratios are much more stable than yours.

Quote
Running GrimTutors isn't enough to guarantee a different approach to the game plan of a combo deck played under the influence of hate spells because resolving a quick and gamebreaking GrimTutor involve your ability to resolve Rituals & Fixers & Manadevelpment and that situation usually arise when you are free from hate itself.

The only mention I made of Grim Tutor was as additional business. It has nothing to do with hate.

Quote
In the end, 2 or 3 Cabal Rituals are not enough of a difference in order to search and develop mana for answers.

Considering Smmenen, Becker, and Kolowith all disagree with that, I don't think you can really assert that without any justification whatsoever. Increasing your Ritual count by 50-75% is hardly insignificant when you do play the most expensive bombs.

Quote
Talking about my deck, I'm astonished HOW you are not reading between the lines, his own STRONG stability. I suggest you to play a bit more the list rather than simply looking at it and state reasonable but inadequate words. Mana base seems ill-advised to you, only because you don't look at it with an objective perspective but you are only trying to detract the deck or sort of....

Reading between the lines? Let me paraphrase: you want me to ignore the fact that the deck has a ton of painfully glaring deficiencies because you say I am being critical rather than blindly embracing the deck with open arms? I think you need to read my Blog on Vintage in the Adept's forum, specifically the 4th and 6th deadly sins of Vintage.

Quote
Red is only Manamorphoses and Wheel. Manamorphose are mana fixers themselves. When you fetch for red, fire a manamorphose, cycle it and then play another spell is hardly believable you are not able to correctly fix colors for spells. 7 red lands(5+2) are enough for those 5 spells especially because they are not the only mana fonts: Petal, Lotus & Ruby run the total number up to 10.

None of which fixes the problem of having a gap between the red/blue and black sides of the deck. You run Duress, strongly indicating your first fetchland wants to find Underground Sea. This cuts your odds of seeing the timely red source nearly in half. Since your business count is severely reduced, your odds of being able to play aggressively with the first fetchland into Volcanic into Manamorphose and reliably chain into a turn 1/2 kill are much lower than other combo decks.

Quote
I'm going to repeat me another time but if you choose to play a red/blue land and manamorphose, your subsequent non red spells are fixed by manamorphose itself. ...or are you going to fear Manamorphose being countered? I hope not! Wink

If you play a Volcanic into Manamorphose and don't win that turn, you are in a tricky spot. If your goal is in fact to win the turn you cast Manamorphose, running a bunch of extra control and dead-mana cantrips instead of business or actual accelerants makes zero sense.

Quote
@About my work.
Start thinking about me as one of the co.worker behind any modern TPS list, so, while you are referring to them such as a good player, I can refer to them such as "innovator" ( if not creator ): I'm perfectly aware about real game problem of any played TPS list. Troubles with CotV@1 against TPS build are common such as the ones against any other speedy.all.in.stewe.storm.com bo. The difference is that both Bombastic or TPS has tools to escape from deadly situations while speedy.all.in.storm combo deck can only topdeck or scoop&shuffle into another first turn kill.

Considering the other storm decks have seen viable results and TPS hasn't, I question whether the argument holds any weight whatsoever. I consider 'modern TPS' an oxymoron. Drain Tendrils does the slower combo route better, and considering that hasn't seen results except for the same 1 guy who always plays it, I have no idea why this would be better.

Quote
@About Bombastic & common hate.
Bombastic as enough lands (13/15 vs. 11 ) and maindeck answers ( HRecall/Rebuild/Repeals ) to artifact hate since game 1, I can consider this matchup a tie.
Post side you can switch for additional lands and answers in order to even rise this matchup winning rate.
I can opt to ad Painters combo as well, if I'm not going to fear opponent's Rods addition

All of which violates one of the cardinal principles of competitive Magic: there is no wrong threat, only a wrong answer. Sacrificing speed for answers does not necessarily improve your matchups. It might slightly help the Shop matchup, but every turn you sacrifice makes your control matchup exponentially worse. Anything with Drains or Duresses will take that extra time window and murder you.

Quote
@About Painters Kill
I fail to see WHEN Painters is inadequate as kill condition WITHUOT Blasts. I'm not going to use Painters as useful tools to powerup Blasts effects. I'm going to play this 2 combo cards AGAINST ANY DECK that can suffer being milled and that is going to add Storm hate instead of 2.cards.combo.hate. The best comparison I can do is talking about the use of TinkerforDSC AND StormSpells. The latter are primarily kill while the first one come out when some hate have to be circumvented with a single shot. I'm going to add Painters&Grindstones when I realize killing opponents without chaining spells would become safer than storming up to 10.

You seem to have some rather confusing ideas about so-called 'storm hate.' I'm missing the part where Painter/Stone is immune to Chalice, Sphere of Resistance, Thoughtseize, counters, Jester's Cap, Meddling Mage, Trinisphere, Null Rod, Platinum Angel, or Extirpate. The only thing I can think of that you want Painter/Stone against is graveyard hate which is mediocre against you anyways and shouldn't be brought in and Arcane Lab which is narrow and actually does hurt the combo anyways.

Furthermore, your deck is designed with a combo engine, not a control or draw engine. 4 Force and 3 Duress is not enough to keep you alive very long, and you lack a dedicated draw structure to guarantee finding both combo pieces.

Compare this to TK's recent PitchLong sideboard which included Negators, Dark Confidants, and Hymn to Tourachs, each of which was independently good, synergized well with the maindeck Rituals, and was capable of being individually boarded in in various situations.

Quote
@About the lack of Blasts.
Of course, I could have played with some of them in side. At now I fail to see their own addition would have played a safer role for this deck. Painters combo killed Ichorid, non counterspells decks, aggro decks, artifact decks. Against control, aggrocontrol & oath I found myself pleased by killing them with storm mechanic. Why adding lands, bouncers and nothing more to sideboard? My worst matchups, in the end are the ones that completely lock me down. Artifact.dec usually do that so I concentrate on them. ETruth are general porpouse bouncers, for Oath or other decks with a few key .on.board. spells. Lands are the perfect compendium to add or switch for a better manabase and a better manabase is the first step to achieve in order to survive MW.decs.

You have a goldfish that falls after the time Mana Drain comes online. If you're not worried about that, you're going to get crushed. Devoting your entire sideboard to one match which really shouldn't be your worst is suicide. You're going to get savaged by Drain+Duress setups and Ichorid will race you.

Quote
@About "being unable to resolve Bargain or Desire"
I considered this line a little joke, don't you? Smile

No. I'm pointing out a glaring flaw.

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Any deck with Rituals, ManaFixers and fully accelerations can resolve those two overcosted bombs with a correct planning and reasoning.

That's like saying Control Slaver can hardcast Sundering Titan and Darksteel Colossus with 'correct planning and reasoning.' Just because it is mathematically possible doesn't necessarily make it statistically likely nor reasonable.

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27 mana fonts are enough to resolve both of them.

The number of blanket mana sources you play is highly irrelevant. Only your acceleration. You play 10 artifact mana plus 4 Rituals. Your average Long list has that plus 2-3 Cabal Rituals and possibly even several Simian Spirit Guides. Unless you're counting on dropping 2-3 lands minimum before casting them, your odds of being able to generate that much mana in the first couple turns is a lot lower than other combo decks.

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It was enough in the past with full set of Brainstorms as well as now wit Repeals/Manamorphose/OtherFixers.

The power of Brainstorm was its ability to find additional accelerants. Repeal is a tempo black hole towards casting either and Manamorphose only breaks even. Manamorphose off a Volcanic Island also presents a choke point in your mana development that an intelligent player will use their counter on and cripple you by stranding your black bombs in hand.
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