TheManaDrain.com
September 07, 2025, 10:03:00 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: FREE ARTICLE: The Perfect Storm  (Read 9978 times)
Smmenen
2007 Vintage World Champion
Adepts
Basic User
****
Posts: 6392


Smmenen
View Profile WWW
« on: August 18, 2008, 08:37:40 am »

This is a complete Primer on TPS.   

http://www.starcitygames.com/php/news/article/16270.html

Editor's Blurb:
Quote
Monday, August 18th - Storm is a mechanic that has been abused in a variety of formats. From Standard to Vintage, from Extended to Two-Headed Giant, it seems that copying spells for zero mana is quite a strong strategy. Today, Stephen Menendian looks at the strongest deck in Vintage, replete with the powerful Storm combo… The Perfect Storm.

« Last Edit: November 24, 2008, 04:39:23 pm by Smmenen » Logged

Luecifer
Basic User
**
Posts: 73



View Profile
« Reply #1 on: August 18, 2008, 11:38:16 am »

Nice read Steve, but a question that arises in my mind, and I believe has been asked before but I will ask it here again just in case. Have you considered anything additional to Tarmogoyf in splashing green, and also have you considered any different creatures aside from the goyf, such as Tommy's addition of Phyrexian Negators post board?
Logged

Battle not with monsters, lest ye become a monster,
and if you gaze into the abyss, the abyss gazes also into you.

Rest in piece Daniel, you will be missed.

to the last I grapple with thee; from hell's heart I stab at thee; for hate's sake I spit my last breath at thee.

Sith Lord-Seperatist Council

"Surrender to the dark side or you will be destroyed."
Smmenen
2007 Vintage World Champion
Adepts
Basic User
****
Posts: 6392


Smmenen
View Profile WWW
« Reply #2 on: August 18, 2008, 11:48:06 am »

Good question; I'll answer it next week. 
Logged

Aneurysm
Basic User
**
Posts: 22


xxilikeatreyuxx
View Profile Email
« Reply #3 on: August 30, 2008, 03:15:05 pm »

Steve, I try not to troll on here too much, and I'm sorry that I'm rezing this thread, but i feel like i have to question one of your plays.

Quote
Grim Tutor for Ancestral Recall is a play that I might make with a hand such as this:

Mox Jet
Mox Emerald
Polluted Delta
Grim Tutor
Force of Will
Misdirection
Chain of Vapor


Why would you consider recall here? What are your ideal cards to draw. Ideally, you hit tinker and some blue mana to play recall and tinker. But if you just tutor for tinker, you save a whole turn if your recall doesn't get you mana. If you do hit tinker+blue source, you are up one card, which is (mostly) irrelevant because you are going to break jar next turn anyway. I just wanted to know what your ideal cards were and why you decided to get three random cards over a card that wins you the game. Thanks.
Logged

I couldn't break the format, so I let Becker do it.

Team GWS
Smmenen
2007 Vintage World Champion
Adepts
Basic User
****
Posts: 6392


Smmenen
View Profile WWW
« Reply #4 on: September 04, 2008, 05:18:03 pm »

Steve, I try not to troll on here too much, and I'm sorry that I'm rezing this thread, but i feel like i have to question one of your plays.

Quote
Grim Tutor for Ancestral Recall is a play that I might make with a hand such as this:

Mox Jet
Mox Emerald
Polluted Delta
Grim Tutor
Force of Will
Misdirection
Chain of Vapor


Why would you consider recall here? What are your ideal cards to draw. Ideally, you hit tinker and some blue mana to play recall and tinker. But if you just tutor for tinker, you save a whole turn if your recall doesn't get you mana. If you do hit tinker+blue source, you are up one card, which is (mostly) irrelevant because you are going to break jar next turn anyway. I just wanted to know what your ideal cards were and why you decided to get three random cards over a card that wins you the game. Thanks.


Could you clarify your questions.  What are the ideal cards to draw?  What do you mean by that?   
Logged

Seeker
Basic User
**
Posts: 9


View Profile Email
« Reply #5 on: September 04, 2008, 07:02:30 pm »

Could you clarify your questions.  What are the ideal cards to draw?  What do you mean by that?   
He wants to know what combinations of cards you want to draw off Recall that makes you decide the right play is to tutor for Recall rather than tutoring for one of those cards you want - "Ideally, you hit tinker and some blue mana", or so he says, so why not just tutor for Tinker?
Logged
hitman
Full Members
Basic User
***
Posts: 507

1000% SRSLY


View Profile Email
« Reply #6 on: September 04, 2008, 08:13:48 pm »

Because he won't have many cards left after that kind of play.  It's an all-in kind of play.  If you go Tinker, they go counter, you counter their counter and your hand is pretty much gone.  If you have Memory Jar or Colossus after the Tinker and they Tutor for an answer end of turn or upkeep, draw it on their turn or have a Scroll to put Truth in hand, they can make you either pop Jar at a ridiculous time, send it back to your hand, or handle the Colossus you just got.  If you get Recall, you're likely to have double counter up and/or some form of business.  In any case, you have more cards, i.e. options, than if you just tutor for the bomb.  Force of Will doesn't give you the information Duress does, potentially enabling an all-in type of play.
« Last Edit: September 05, 2008, 09:15:16 am by hitman » Logged
Smmenen
2007 Vintage World Champion
Adepts
Basic User
****
Posts: 6392


Smmenen
View Profile WWW
« Reply #7 on: November 24, 2008, 04:39:09 pm »

FYI:  For those of you do not have premium, this article is free!  Part Two will be free as of tomorrow, November 25th!

This article is 98% current, the only difference is a couple of very small tweaks to the decklist.   I run Fact or Fiction over the 2nd Grim Tutor and cut green from the decklist. 

Let me know if you have any questions.

Stephen

EDIT:  I am very interested to know what non-premium readers think of my articles.   

« Last Edit: November 24, 2008, 11:13:43 pm by Smmenen » Logged

LotusHead
Full Members
Basic User
***
Posts: 2785


Team Vacaville


View Profile
« Reply #8 on: November 25, 2008, 02:59:51 am »

FYI:  For those of you do not have premium, this article is free!  Part Two will be free as of tomorrow, November 25th!

This article is 98% current, the only difference is a couple of very small tweaks to the decklist.   I run Fact or Fiction over the 2nd Grim Tutor and cut green from the decklist. 

Let me know if you have any questions.

Stephen

EDIT:  I am very interested to know what non-premium readers think of my articles.   



I enjoyed the article, but it was as informative as say, getting ass reamed by Webster and LSV over and over.

I do think that to non-vintage veterans, you spelled out much of the TPS game plan pretty well (like Chain/Rebuild as Storm Enablers, and the perils of TimeTwister)

I did very much enjoy the history of TPS at the beginning of the article, as I formally entered Vintage after 5th Dawn into the 4 3Sphere meta and faced TPS for the first time in the last round of swiss and in top 8 of the first tourney I won power in. (I GOT HELLA LUCKY I ADMIT IT).

Thanks to steve or whoever for nudging this now free article to us non-premium misers. Smile
Logged

brianpk80
2015 Vintage World Champion
Adepts
Basic User
****
Posts: 1333



View Profile
« Reply #9 on: November 25, 2008, 05:53:03 am »

EDIT:  I am very interested to know what non-premium readers think of my articles.   

Non-premium here.  Although positive feedback tends to get ignored around here, I'll add some.

The deck is strong, particularly the sideboard which is leveraged towards abating Ichorid and outplaying Fish/Stax in a semi-transformational maneuver.  I always advise Fish players to keep a lot of creature control in their deck post board v. Storm because the good players will attempt to out-maneuver them with ploys as this.

Your writing is good and is geared towards a broad audience.  Expert players may take some of the information in there for granted, but it's clear you are able to present the material in a way that would educate someone who knows very little about TPS or even Vintage in general.  On that note, it's quite comprehensive.  Colorful/humored descriptors like "at Sam’s Club quantities and prices" are indicators of confident writing.  You did a nice job on this article. 

-B
Logged

"It seems like a normal Monk deck with all the normal Monk cards.  And then the clouds divide...  something is revealed in the skies."
Nehptis
Full Members
Basic User
***
Posts: 562



View Profile
« Reply #10 on: November 25, 2008, 11:16:49 am »

Excellent Primer for TPS.  It really motivated me to pickup the deck again after not playing it since before GTutor was Vintage legal.

When will Part III be available that discusses the SBing options?

I'm struggling with using Xantid Swarms or Goyfs in my SB.  Where would you recommend using 1 over the other?
Logged
Smmenen
2007 Vintage World Champion
Adepts
Basic User
****
Posts: 6392


Smmenen
View Profile WWW
« Reply #11 on: November 25, 2008, 11:43:50 am »

Excellent Primer for TPS.  It really motivated me to pickup the deck again after not playing it since before GTutor was Vintage legal.

When will Part III be available that discusses the SBing options?

I'm struggling with using Xantid Swarms or Goyfs in my SB.  Where would you recommend using 1 over the other?

It will be free next week.   

Until then, enjoy Part II, which is much more detailed, and geared toward a higher level than Part I, and is now free: http://www.themanadrain.com/index.php?topic=36410.msg506318#msg506318

EDIT:

Again, many people who write primers just write about basic mechanics or individual cards.  In Part two, I tried to give a framework for how to play with these cards.  I think it's a really helpful framework that should clarify most of the complexity of TPS. 
« Last Edit: November 25, 2008, 09:22:20 pm by Smmenen » Logged

Nehptis
Full Members
Basic User
***
Posts: 562



View Profile
« Reply #12 on: November 26, 2008, 10:04:14 am »

Steve or other TPS experts, would you care to discuss the pros / cons of Goyf vs. Swarms in the SB?  I have a tourney this weekend so I can't wait for Part III to become un-primed!
Logged
Smmenen
2007 Vintage World Champion
Adepts
Basic User
****
Posts: 6392


Smmenen
View Profile WWW
« Reply #13 on: November 26, 2008, 12:01:49 pm »

As an FYI, here is the latest list I've been using.  It's only two cards different in the maindeck than the list in the primer article. 

TPS
Stephen Menendian

2 Underground Sea
4 Polluted Delta
1 Bloodstained Mire
1 Tolarian Academy
2 Island
2 Swamp
1 Mox Sapphire
1 Mox Emerald
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Black Lotus
1 Lotus Petal
4 Dark Ritual
2 Cabal Ritual

1 Chain of Vapor
1 Rebuild
1 Ancestral Recall
1 Time Walk
1 Brainstorm
1 Ponder
1 Merchant Scroll
4 Force of Will
1 Misdirection
1 Mystical Tutor
1 Gifts Ungiven
1 Fact or Fiction
1 Tinker
1 Timetwister
1 Mind's Desire
1 Memory Jar
4 Duress
1 Demonic Tutor
1 Vampiric Tutor
1 Imperial Seal
1 Grim Tutor
1 Yawgmoth's Will
1 Yawgmoth's Bargain
1 Necropotence
1 Tendrils of Agony
1 Darksteel Colossus

Sideboard:
3 Yixlid Jailer
3 Tormod's Crypt
2 Pithing Needle
2 Massacre
2 Hurkyl's Recall
2 Island
1 Swamp

The two maindeck differences from the primer are:

- 2nd Grim Tutor
+ 1 Fact or Fiction
- 1 Bayou
+ 1 Tolarian Academy

The only real variability, in my view, should be in the suite of anti-Ichorid cards.   I do not advise a green splash.  Tolarian Academy is too important. 
« Last Edit: November 26, 2008, 12:07:12 pm by Smmenen » Logged

Dr.KnowMaD
Basic User
**
Posts: 82



View Profile Email
« Reply #14 on: November 26, 2008, 03:21:36 pm »

Did you mean minus one Grim tutor?  I think I missed something.   Any, I'm highly in favor of the new tutor suit, very tight. 

All the talk and good points about a second Tendrils main, what happened?

Are that many basics that important?  I have three main and against plenty of waste affects I still find the window I need first game.  I don't see a need other than personal preferences to run green though, and I like the fourth basic, so I wanted to hear more on this.  Nullifying wastes in the second game is right on.
 
                                                                                                                                                         
Ok, I Know what happened, read one article went away and posted on the other when I came back.

The questions where basically answered.  Three Trinispheres would be more of a problem.

                                                                                                                                                              Dr.KnowMaD
« Last Edit: November 26, 2008, 03:37:28 pm by Dr.KnowMaD » Logged

Who was that masked man?
hauntedechos
Full Members
Basic User
***
Posts: 347


"Let Fury Have The Hour, Anger Can Be Power"

viler666@hotmail.com
View Profile Email
« Reply #15 on: November 26, 2008, 05:52:07 pm »

Mr. Menendian,

Always an appreciator of your efforts and work in Vintage.  Thank you for your never tireing efforts.


I've been looking into playing Storm in the current meta and I have been asking members of Vintage on thier opinions.  This is with regards to what form of Storm to be playing.  I see that you still advocate for TPS and that is reassuring.  However there are thoes that say the presence of Sundering Titan would position TPS poorly in the current meta, what are your feelings on this?  To further that question, what main deck considerations do you make, if you are expecting to see a lot of Sundering Titans?  I belive that many Tezz lists do pack ST as a secondary win (myself included), just as TPS packs DSC; so for me this is a heavy consideraton.

Not to derail the thread, but is TPS really the best storm deck of choice for players right now?  I am not trolling, but it has been suggested to me, that a form of Ad Naus Storm would possibly fair better with a field of Sundering Titans (which is really the crux of the agruments against TPSso far as I have heard).  What are the strengths for TPS, that AD Naus lists lack?  Of course this is your opinion and not the gosphel and I am merely looking to educate myself on such considerations.

Lastly, I see that the SB has considerations for game 2-3 against shop decks and others that pack a number of chalices etc.  Is this to inferr that we as TPS players, must be prepared to lose a large number of game ones against Chalice decks (shop, staxx, ICBM Oath)?  If that be the case, could the single Volcanic and a number of Ingot Chewers be considered in the sted of the G splash?


thank you for your time.

Mike
aka
Haunted.
Logged

Smmenen
2007 Vintage World Champion
Adepts
Basic User
****
Posts: 6392


Smmenen
View Profile WWW
« Reply #16 on: November 26, 2008, 06:10:12 pm »

Sundering Titan

Sundering Titan is an 8 mana artifact.   If your opponent has eight mana on table to play Sundering Titan and they are playing a Drain deck, something has gone terribly wrong.   Either they have successfully countered a number of threats, in which case they have succeeded in controlling the game or they have the nuts.  In the case of the former, the threat of Sundering Titan is no less dangerous than any number of cards such as Mindslaver or Tezzeret.   In the case of the latter, again, Sundering Titan is a symptom of a problem, not the problem itself.  Their acceleration could have resulted in any number of threats.

If they Tinkered Sundering Titan in, the more likely scenario, that means one of several things.  First, it means that they resolved Tinker through your gauntlet of Force of Will and Duress.  If that is the case, the threat wasn't Sundering Titan, it was Tinker.  In which case, the fact that they found Sundering Titan is not particularly relevant.   Second, it means that they either drew Tinker in their opening hand or had to tutor for it.  If they drew it and got to play it early on, it probably won't be that damaging to you, perhaps taking out one land.   If they tutored it up, that means that you were ineffective at setting up your own game plan which would naturally deflect the harm of the resolved Tinker. 

TPS v. Other Storm decks

Ad Nauseam is a fine storm deck.  It is a bit faster than TPS, but it has several drawbacks.  First of all, it is not as consistent, even my uber-consistent version.  Second, it doesn't run Force of Will.   Force of Will is the best unrestricted spell in Vintage and critical in the combo mirror.  It's one of the key reasons that TPS is better than most other storm decks.   

Finally, I do not see a problem with Chalice.  I run two Hurkyl's Recalls in the sideboard, in addition to a Rebuild maindeck.   Even if they have Chalice on 2, there are a number of tutors that can find Rebuild, including Grim Tutor.   
« Last Edit: November 26, 2008, 10:22:27 pm by Smmenen » Logged

Thegreatgonzo
Basic User
**
Posts: 89


View Profile Email
« Reply #17 on: November 26, 2008, 09:57:59 pm »

@ Smmenen : About the anti ichorid package.

Some months ago, after the 2nd gush era, I played Grim long in a Tournament at breda, in Netherlands. I faced Ichorid 2 times in a row, and figured out that my best options were :

Plan A.) Goldfish my opponent while his graveyard is not lethal
Plan B.) Find and resolve Timetwister; go to plan A

So i came to strongly believe (but haven't really tested yet) that personal tutor could be a nice sideboard option against ichorid (since it helps plan b, by finding Ttwister and keeping it out of cabal therapy range). Do you think it could it work for TPS ? (or at least for grim long ?) Have you ever tested this tech ?

Logged

He who makes a beast of himself gets rid of the pain of being a man
Smmenen
2007 Vintage World Champion
Adepts
Basic User
****
Posts: 6392


Smmenen
View Profile WWW
« Reply #18 on: November 26, 2008, 10:21:52 pm »

@ Smmenen : About the anti ichorid package.

Some months ago, after the 2nd gush era, I played Grim long in a Tournament at breda, in Netherlands. I faced Ichorid 2 times in a row, and figured out that my best options were :

Plan A.) Goldfish my opponent while his graveyard is not lethal
Plan B.) Find and resolve Timetwister; go to plan A

So i came to strongly believe (but haven't really tested yet) that personal tutor could be a nice sideboard option against ichorid (since it helps plan b, by finding Ttwister and keeping it out of cabal therapy range). Do you think it could it work for TPS ? (or at least for grim long ?) Have you ever tested this tech ?



I have not tested it, but that is an interesting idea.   One of the things I've discovered as well is that the topdeck tutors are amazing in the Ichorid matchup.   Personal Tutor can also find Demonic Tutor which can find anything immediately.   It's also blue, which is nice as well. 

My general view of the Ichorid match, one that I obviously pay a great deal of attention to, is not so much specific to individual cards as much as quantity.   Although the mix matters, I care less whether it's Leyline of the Void, Extirpate, Tormod's Crypt or Yixlid Jailer than the fact that I run at least 8 anti-Ichorid cards.   Personal Tutor could be a fine addition to that mix.   
« Last Edit: November 26, 2008, 10:37:47 pm by Smmenen » Logged

Bongo
Basic User
**
Posts: 173



View Profile
« Reply #19 on: November 27, 2008, 05:44:44 am »

I really like that new list, seems very good.
A few questions:


1.
I've been underwhelmed by Misdirection. I even have difficulty pitching blue cards (which are mostly bombs I don't wanna throw away) to Force, and living the dream and Misdirecting a Recall doesn't happen against good players.
In testing, I also felt that TPS was light on threats, so I want to replace the Misdirection with another bomb or draw spell. I was thinking about including Intuition, Windfall, Night's Whisper or Time Spiral. Which of those do you recommend? Are there better options?


2.
I also like additional basics in the board, but isn't three a little too much? Especially since you have Needles in the board, which you can set to Strip/Waste/Shaman.
Also, why did you abandon the man-plan?


3.
What's you sideboard strategy against Tezzeret and Drain decks packing Duress? I've been having difficulties, because Duress sets me back at least a turn, giving my opponent the time to set up his countermeasures. This is also another reason why I want more draw spells or bombs - to recover better from discard.
Logged
wiley
Full Members
Basic User
***
Posts: 764


garrettlwiley
View Profile
« Reply #20 on: November 27, 2008, 07:11:12 am »

@ Smmenen : About the anti ichorid package.

Some months ago, after the 2nd gush era, I played Grim long in a Tournament at breda, in Netherlands. I faced Ichorid 2 times in a row, and figured out that my best options were :

Plan A.) Goldfish my opponent while his graveyard is not lethal
Plan B.) Find and resolve Timetwister; go to plan A

So i came to strongly believe (but haven't really tested yet) that personal tutor could be a nice sideboard option against ichorid (since it helps plan b, by finding Ttwister and keeping it out of cabal therapy range). Do you think it could it work for TPS ? (or at least for grim long ?) Have you ever tested this tech ?



I have not tested it, but that is an interesting idea.   One of the things I've discovered as well is that the topdeck tutors are amazing in the Ichorid matchup.   Personal Tutor can also find Demonic Tutor which can find anything immediately.   It's also blue, which is nice as well. 

My general view of the Ichorid match, one that I obviously pay a great deal of attention to, is not so much specific to individual cards as much as quantity.   Although the mix matters, I care less whether it's Leyline of the Void, Extirpate, Tormod's Crypt or Yixlid Jailer than the fact that I run at least 8 anti-Ichorid cards.   Personal Tutor could be a fine addition to that mix.   

As a long time Ichorid player with a lot of experience in the TPS match I can say this with confidence.  Ichorid plays out a lot like GAT did, it typically has the game won by turn 2, it just needs to finish it.  If you have no answer to bazaar, bridge or dread return (the dryads of ichorid) before their turn 3 then you have almost definitely lost the game.

Twister is a great card against ichorid, especially if you can cast it turn 1 on the play.  However, it has to meet the timing requirement stated above.  This is why Steve runs 8 cards, that way on the play or draw he should have an answer to the 'dryads' by his turn 2.  It is not a fool proof plan, but it probably is the one with the best chance for success.  As Steve already stated, top deck tutors are amazing against ichorid, who runs 0 reactive disruption.
Logged

Team Arsenal
Webster
Full Members
Basic User
***
Posts: 462


The Ocho

psychatog187
View Profile
« Reply #21 on: November 27, 2008, 12:43:07 pm »

I really like that new list, seems very good.
A few questions:


1.
I've been underwhelmed by Misdirection. I even have difficulty pitching blue cards (which are mostly bombs I don't wanna throw away) to Force, and living the dream and Misdirecting a Recall doesn't happen against good players.
In testing, I also felt that TPS was light on threats, so I want to replace the Misdirection with another bomb or draw spell. I was thinking about including Intuition, Windfall, Night's Whisper or Time Spiral. Which of those do you recommend? Are there better options?

Misdirection is fine. Given that you have trouble finding blue cards to remove to force, misdirection can't compound that problem. Misdirecting ancestral will happen against anyone because a stock TPS list will run 0-1 misdirection. It's a calculated risk. Most of the time it's going to be worth it to fire ancestral off baring the scenerio where they actually merchant scroll for it the turn before. Then you have a mexican standoff where whoever can draw more gas and leverage it appropriately will make use of their recall/mis-d.

I wouldn't actually play intuition (too many slots), windfall (inconsistant), time spiral (almost uncastable). Night's whisper as a singleton is the most attractive because of the low resource requirement; 1B is cheaper than water. The card may be underwhelming if what you're looking for is some grim long bomb like wheel of fortune.


Quote
2.
I also like additional basics in the board, but isn't three a little too much? Especially since you have Needles in the board, which you can set to Strip/Waste/Shaman.
Also, why did you abandon the man-plan?

Basics are your friend. You won't be bringing in pithing needle anyways because it really sucks to play into their plan of chalice for 1. What is going to happen game 2 is you're going to play a bunch of lands, hurkyl's their board, untap and play 2 rituals with a bomb or tutor to kill them.


Quote
3.
What's you sideboard strategy against Tezzeret and Drain decks packing Duress? I've been having difficulties, because Duress sets me back at least a turn, giving my opponent the time to set up his countermeasures. This is also another reason why I want more draw spells or bombs - to recover better from discard.

You're going to approach this matchup like the drain tendrils matchup. A few duress thrown into the standard drain shell isn't going to help out consistantly enough to where they crush you. It's still rough on their side.
Logged

Smmenen
2007 Vintage World Champion
Adepts
Basic User
****
Posts: 6392


Smmenen
View Profile WWW
« Reply #22 on: November 27, 2008, 02:23:12 pm »

I'd echo what Webster said but add that if you play Fact over the 2nd Grim Tutor, you shouldn't be having problems not having enough blue spells. 
Logged

enuff
Basic User
**
Posts: 2


View Profile
« Reply #23 on: December 08, 2008, 02:52:00 pm »

Sorry for posting in this outdated thread... But i have the following question:
Could someone explain me how to play memory jar correctly? I have some difficulties to utilize this card...
When do you play tinker for jar over colossus? Is it as soon as you expect some bounce and you don’t have protection in your hand? If so, do you still pass the turn and hope, that jar will not get bounced?
Then if I „hardcast“ memory jar (in early game), I’m probably out of ressources and pass the turn. It frequently happens to me, that I cannot cast a lethal tendrils in the following eight cards drawn from jar. Now I have the problem that I find it quite difficult to create a heavy advantage out of my jar-hand. The only possibility I see is topdeck-tutor for will. But this is still an all-in play...
Logged
Isaac85
Basic User
**
Posts: 159


ike85sxe@hotmail.com ikedaddy85
View Profile
« Reply #24 on: December 08, 2008, 08:37:19 pm »

So I read this article and the follow up one. Before I start I havnt read any of your articles before but after reading this I wish I has a premium account. The detail you put into both of them was perfect and if your goal was to teach someone how the deck runs in and out you did just that.
Logged

Team Men Of Low Moral Fiber
the intrepid traveler
Nomakh
Basic User
**
Posts: 2


View Profile
« Reply #25 on: January 09, 2009, 10:49:42 pm »

Was wondering about using Infernal Contract.

BBB Sorcery
Draw 4, lose 1/2 your life rounded up.

I must admit I'm not a tier one player but it doesn't seem that it would be that much of a drawback to include one.  I realize that you would, in most cases, need to use one of 7 cards (lotus/rituals) to get it off but getting 4 new cards to help things churning sounds good to me.  The wording on it that doesn't allow it to be misdirected is a plus too.
« Last Edit: January 10, 2009, 08:50:49 am by Nomakh » Logged
Relwarbeht
Basic User
**
Posts: 14


View Profile
« Reply #26 on: January 10, 2009, 11:08:28 am »

I think that one of the biggest problems with contract is that it is dis-synergistic with some of the other engines in the deck, namely yawgmoth's bargain.  Also, Drawing 4 is by no means lethal, so a fast contract is by no means faster than the other options in the deck.  That means if you do have to pass the turn, you are putting yourself at a serious disadvantage, by giving aggressive creature based decks a 1-2 turn start into your life total and other combo decks a huge advantage of not needing a sizeable tendrils at all to win the game.
Logged
wjgogol
Basic User
**
Posts: 8


View Profile Email
« Reply #27 on: January 29, 2009, 12:57:32 am »

Sorry for posting in this outdated thread... But i have the following question:
Could someone explain me how to play memory jar correctly? I have some difficulties to utilize this card...
When do you play tinker for jar over colossus? Is it as soon as you expect some bounce and you don’t have protection in your hand? If so, do you still pass the turn and hope, that jar will not get bounced?
Then if I „hardcast“ memory jar (in early game), I’m probably out of ressources and pass the turn. It frequently happens to me, that I cannot cast a lethal tendrils in the following eight cards drawn from jar. Now I have the problem that I find it quite difficult to create a heavy advantage out of my jar-hand. The only possibility I see is topdeck-tutor for will. But this is still an all-in play...

honestly, the most basic way to play with jar is to play spells, empty your hand, and float mana, and use your jar hand to win. this is the most basic way to play it, but i find myself using it defensively more often than not, as in, using a topdeck tutor to get a bounce spell, jarring, bouncing some threats, therin having them discarded at eot.  im even simpler terms, playing one mo off a jar hand and filling your yard for a will is card advantage. getting 7 new cards, even if they are artifact mana, brainstorm, etc, buries your opponent in card advantage, and will likely lead to your victory.

i also agree with the above points about infernal contract. the effect does not fit well with the other (read: better) conditions like necro and bargain

what is the consensus on a red splash, for recoup and empty?

also, on the same thread, thirst for knowledge? 
Logged
LordHomerCat
Full Members
Basic User
***
Posts: 1397

Lord+Homer+Cat
View Profile
« Reply #28 on: January 29, 2009, 01:16:43 am »

Sorry for posting in this outdated thread... But i have the following question:
Could someone explain me how to play memory jar correctly? I have some difficulties to utilize this card...
When do you play tinker for jar over colossus? Is it as soon as you expect some bounce and you don’t have protection in your hand? If so, do you still pass the turn and hope, that jar will not get bounced?
Then if I „hardcast“ memory jar (in early game), I’m probably out of ressources and pass the turn. It frequently happens to me, that I cannot cast a lethal tendrils in the following eight cards drawn from jar. Now I have the problem that I find it quite difficult to create a heavy advantage out of my jar-hand. The only possibility I see is topdeck-tutor for will. But this is still an all-in play...

honestly, the most basic way to play with jar is to play spells, empty your hand, and float mana, and use your jar hand to win. this is the most basic way to play it, but i find myself using it defensively more often than not, as in, using a topdeck tutor to get a bounce spell, jarring, bouncing some threats, therin having them discarded at eot.  im even simpler terms, playing one mo off a jar hand and filling your yard for a will is card advantage. getting 7 new cards, even if they are artifact mana, brainstorm, etc, buries your opponent in card advantage, and will likely lead to your victory.

i also agree with the above points about infernal contract. the effect does not fit well with the other (read: better) conditions like necro and bargain

what is the consensus on a red splash, for recoup and empty?

also, on the same thread, thirst for knowledge? 

If you are able to play a topdeck tutor before you jar, and then resolve whichever spell it was you tutored for within the jar...

why didn't you just tutor for Will (or Lotus if you have no mana)?
Logged

Team Meandeck

Team Serious

Quote from: spider
LordHomerCat is just mean, and isnt really justifying his statements very well, is he?
wjgogol
Basic User
**
Posts: 8


View Profile Email
« Reply #29 on: January 29, 2009, 01:27:55 pm »

Sorry for posting in this outdated thread... But i have the following question:
Could someone explain me how to play memory jar correctly? I have some difficulties to utilize this card...
When do you play tinker for jar over colossus? Is it as soon as you expect some bounce and you don’t have protection in your hand? If so, do you still pass the turn and hope, that jar will not get bounced?
Then if I „hardcast“ memory jar (in early game), I’m probably out of ressources and pass the turn. It frequently happens to me, that I cannot cast a lethal tendrils in the following eight cards drawn from jar. Now I have the problem that I find it quite difficult to create a heavy advantage out of my jar-hand. The only possibility I see is topdeck-tutor for will. But this is still an all-in play...

honestly, the most basic way to play with jar is to play spells, empty your hand, and float mana, and use your jar hand to win. this is the most basic way to play it, but i find myself using it defensively more often than not, as in, using a topdeck tutor to get a bounce spell, jarring, bouncing some threats, therin having them discarded at eot.  im even simpler terms, playing one mo off a jar hand and filling your yard for a will is card advantage. getting 7 new cards, even if they are artifact mana, brainstorm, etc, buries your opponent in card advantage, and will likely lead to your victory.

i also agree with the above points about infernal contract. the effect does not fit well with the other (read: better) conditions like necro and bargain

what is the consensus on a red splash, for recoup and empty?

also, on the same thread, thirst for knowledge? 

If you are able to play a topdeck tutor before you jar, and then resolve whichever spell it was you tutored for within the jar...

why didn't you just tutor for Will (or Lotus if you have no mana)?




that would be a very specific scenario, in which you would like to get will, but your opponent has a threat or something that makes will awful( leyline, crypt, planar void,) so you TD the bounce spell, and refill your yard for the will.
Logged
Pages: [1]
  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 0.062 seconds with 17 queries.