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wiley
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« Reply #30 on: March 05, 2009, 01:45:26 pm »

Flame Vault


The Basics:
Flame Vault was yet another deck based around the gifts ungiven shell that used time vault and Flame Fusillade to deal infinite damage to the opponent at the low cost of one turn per damage.  This requires some explaining since time vault has since been ettera'd, back then you could skip your next turn to untap time vault, and you could do this at any time.  The deck no longer works thanks to the ettera of time vault and the restriction of gifts.

Quote from: The Decklist(s):
Flame Vault
Ben Kowal

LANDS (16):
1 Tolarian Academy
1 Flooded Strand
1 Library Of Alexandria
4 Polluted Delta
1 Strip Mine
2 Underground Sea
2 Volcanic Island
4 Island

CREATURES (1):
1 Darksteel Colossus

OTHER SPELLS (43):
1 Black Lotus
1 Lotus Petal
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
3 Pithing Needle
1 Sol Ring
1 Time Vault
1 Ancestral Recall
4 Brainstorm
4 Force Of Will
3 Gifts Ungiven
4 Mana Drain
1 Mystical Tutor
1 Rack And Ruin
4 Thirst For Knowledge
1 Vampiric Tutor
1 Demonic Tutor
1 Flame Fusillade
1 Imperial Seal
1 Recoup
1 Time Walk
1 Tinker
1 Yawgmoth's Will

SIDEBOARD(15):
2 Engineered Explosives
2 Tormod's Crypt
2 Rack And Ruin
4 Red Elemental Blast
3 Rushing River
2 Pyroclasm

Other Notes, Matchup Info, etc.:

Relevant Links:
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« Reply #31 on: March 05, 2009, 01:46:24 pm »

Flash Hulk


The Basics:
Flash Hulk is one of, if not the most, broken decks to ever visit the tournament scene, ranking up there with trix and academy.  The deck uses flash to abuse the leaves play trigger of protean hulk to gather a variety of creature based kill conditions at a speed unheard of since the days of Long.

Quote from: Kill conditions for the deck include:
Quote from: kill 1
4 Disciple of the Vault
4 Phyrexian Marauder
4 Shifting Wall

This kill works by getting in 4 disciples and all of the marauders and walls, the artifacts come in as 0/0s and dies by state based effects, the disciples trigger and the opponent loses 24 life
Quote from: kill 2
1 Kiki-Jiki, Mirror Breaker
1 Karmic Guide
1 Carrion Feeder
1 Body Snatcher

This kill works by grabbing feeder and guide with the hulk trigger, guide gets back hulk, sac hulk grab kiki.  Kiki copies guide, in response to the trigger sac kiki, reanimate kiki repeat.  Attack with inf. guides.  Body snatcher is there in case you draw one of your combo pieces.
Quote from: kill 3
1 Heart Sliver
4 Virulent Sliver
1 Body Snatcher

This kill works by grabbing all your slivers and swinging in.  Poison is a cumulative ability so your opponent gets 20 poison counters in one go and loses.  Again, body snatcher is there in case you draw a combo piece.
Quote from: kill 4 (current)
1 Body Double
1 Carrion Feeder
1 Mogg Fanatic
1 Revillark
1 Body Snatcher

This kill works by grabbing feeder and double first, double copies hulk, sack double.  Grab mogg and lark, sack mogg deal one to the dome, sac lark return mogg and double (copying lark) and repeat infinitely.  Again, snatcher is there in case you draw a combo piece.  This is the current preferred kill thanks to the instant speed, which allows the deck to aggressively use pact of negation, effectively doubling its control power.
Quote from: The Decklist(s):
Flash Hulk (Lark)

LANDS (13):
3 Island
3 Flooded Strand
3 Polluted Delta
2 Tropical Island
2 Underground Sea

CREATURES (9):
1 Body Double
1 Body Snatcher
1 Carrion Feeder
1 Mogg Fanatic
3 Protean Hulk
1 Reveillark
1 Elvish Spirit Guide

OTHER SPELLS (38):
1 Ancestral Recall
4 Brainstorm
2 Chain of Vapor
4 Flash
4 Force of Will
1 Misdirection
1 Mystical Tutor
4 Pact of Negation
3 Summoner's Pact
1 Vampiric Tutor
1 Demonic Tutor
4 Merchant Scroll
2 Thoughtseize
1 Lotus Petal
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Ruby
1 Mox Sapphire

Hulk Flash (Slivers)
Justin Timoney’s Flash - 1st place - Waterbury, July 22, 2007

LANDS (12):
4 Flooded Strand
2 Island
1 Polluted Delta
2 Tropical Island
3 Underground Sea

CREATURES (14):
1 Elvish Spirit Guide
2 Heart Sliver
4 Protean Hulk
3 Street Wraith
4 Virulent Sliver

OTHER SPELLS (34):
1 Ancestral Recall
1 Black Lotus
4 Brainstorm
1 Chain of Vapor
1 Demonic Tutor
4 Flash
4 Force of Will
1 Lotus Petal
4 Merchant Scroll
2 Misdirection
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
3 Pact of Negation
2 Summoner's Pact
1 Vampiric Tutor

SIDEBOARD(15):
1 Echoing Truth
2 Elvish Spirit Guide
4 Leyline of the Void
2 Rebuild
2 Reverent Silence
4 Tarmogoyf

Other Notes, Matchup Info, etc.:

Relevant Links:
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« Reply #32 on: March 05, 2009, 01:47:24 pm »

Food Chain Goblins
By Dragon's Breath
*Copied from Deck-O-Pedia entry and reformatted with added info

The Basics:
Quote from: Vegeta2711
Use Recruiter to stack your library full of goblins, putting a Ringleader as the first and fourth card. You then use Food Chain to sacrifice Recruiter and use one other mana to power the first Ringleader into play. Then keep saccing the old Ringleader to Food Chain to play the new one. Then play and sacrifice cheaper goblins to Food Chain to drop various amounts of the guys into play and attack with all of them (Including a few very large Piledriver’s) for the win.

Quote from: The Decklist(s):
Food Chain Goblins

LANDS (12):
3 Mountain
1 Forest
4 Wooded Foothills
4 Taiga

CREATURES (36):
4 Elvish Spirit Guide
4 Goblin Lackey
4 Goblin Recruiter
4 Goblin Piledriver
4 Goblin Warchief
4 Goblin Ringleader
4 skirk Prospector
3 Goblin Sharpshooter
1 siege-Gang Commander
2 Gempalm Incinerator
2 Goblin Matron


OTHER SPELLS (12):
1 Mox Emerald
1 Mox Ruby
1 Black Lotus
1 Mana Crypt
1 Lotus Petal
1 Chrome Mox
4 Food Chain
2 Mirri's Guile

SIDEBOARD(15):
1 Goblin Sharpshooter
4 Ground Seal
2 Gempalm Incinerator
2 Oxidize/Null Rod
4 Chalice of the Void/Artifact Mutation
2 Tormod[s Crypt/Pyrostatic Pillar

Other Notes, Matchup Info, etc.:
Quote from: Other possible sideboards
If your metagame is very combo-heavy, try
4 Pyrostatic Pillar
4 Tormod[s Crypt
4 Null Rod
3 Red Elemental Blast

If your metagame is very welder-heavy, try
4 Ground Seal
4 Null Rod
4 Artifact Mutation
3 Fire/Ice

In a very control heavy metagame, try
4 Red Elemental Blast
4 Blood Moon
4 Artifact Mutation
3 Tormod[s Crypt

In a workshop heavy metagame, try
4 Blood Moon
4 Null Rod
4 Artifact Mutation
3 Wasteland (if you aren’t maindecking these)

Relevant Links:
[Primer] Food Chain Goblins Primer [Final Draft]
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« Reply #33 on: March 05, 2009, 01:53:56 pm »

Full English Breakfast


The Basics:
This deck seeks to abuse the interaction between the sub-par clone variant Volrath's Shapeshifter's awesome synergy with survival of the fittest.  The original version used flowstone hellion to stack 11 +1/-1 triggers and then dump in a phyrexian dreadnaught, which gives you a 23/1 swinging shapeshifter on the third turn.  More recent incarnations (circa '03) used powerful creatures like akroma, angel of wrath to help the volrath swing out and then dumped phage, the untouchable into the grave after damage is on the stack to win the game.  Ninja Mask and Vengeur Masque later came around and joined FEB with Mask Naught to create extremely resilient and powerful decks (unfortunately they were pushed out by the speed and power of rector trix, rector tendrils and long.dec).

Quote from: The Decklist(s):
Full English Breakfast (Black Pudding Version)
LANDS (15):
4 Bayou
4 Tropical Island
2 Windswept Heath
2 Wooded Foothills
1 Forest
2 City of Brass

CREATURES (20):
2 Phage the Untouchable
1 Akroma, Angel of Wrath
1 Cephalid Inkshrouder
1 Psychatog
1 Quirion Ranger
4 Volrath's Shapeshifter
4 Birds of Paradise
2 Elvish Spirit Guide
4 Wall of Roots

OTHER SPELLS (25):
4 Survival of the Fittest
4 Unearth
4 Duress
4 Cabal Therapy
1 Demonic Tutor
1 Vampiric Tutor
1 Ancestral Recall
2 Sylvan Library
2 Lim-Dul's Vault
1 Black Lotus
1 Mox Emerald

Full English Breakfast (Standard Version)
LANDS (16):
4 Bayou
4 City of Brass
4 Tropical Island
4 Wooded Foothills

CREATURES (23):
4 Birds of Paradise
4 Wall of Roots
2 Mystic Snake
1 Gilded Drake
1 Hypnox
1 Reya Dawnbringer
1 Squee, Goblin Nabob
1 Tradewind Rider
4 Volrath's Shapeshifter
2 Phyrexian Dreadnought
1 Flowstone Hellion
1 Morphling

OTHER SPELLS (22):
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
4 Duress
4 Mana Leak
1 Ancestral Recall
1 Demonic Tutor
1 Regrowth
1 Vampiric Tutor
4 Survival of the Fittest

Other Notes, Matchup Info, etc.:
Quote from: A comparison between Standard and Black Pudding by Solaran_X
Combo and Win

For combo, both decks use the same components. 4 Survival of the Fittest and 4 Volrath's Shapeshifter. Makes sense.

The win in "Black Pudding" relies on Akroma, Angel of Wrath getting through, and then survivaling up Phage, the Untouchable. Now, this is good in theory, but there are some holes in it.
#1 - Maze of Ith : Cephalid Inkshrouder ( which is not maindecked ) is an answer, but it is not present 1st game.
#2 - COP : Black / Story Circle : Both of these prevent all combat damage from 1 source. Therefore, once you survival up Phage, all they have to do is pay 1 and prevent damage from a black source - which is Phage. If you allow Akroma to deal the damage, and then surival up Phage - no go. They accepted damage from Akroma, and the attack phase would end. Survivaling up Phage now is worthless.
Mana Cost for Win - GG

The win in a standard FEB deck involves Flowstone Hellion and Phyrexian Dreadnought, with Morphling for evasion ( if neccessary ). It is a little more simplified, and more effective - in my opinion. A Morphling is survivaled up, and you give the Shapeshifter Untargetability and Flying until end of turn ( if needed ). Then you survival up Flowstone Hellion and use it's 0 : +1/-1 ability eight times, putting them on the stack. In response, you survival Dreadnought, and let the eight +1/-1s resolve, giving you a 20/4 Untargetable Flying Trampler. The holes in the Akroma / Phage win?
#1 - Maze of Ith : Shapeshifter is untargetable. Maze of Ith cannot touch it.
#2 - COP : Artifacts : Who plays COP : Artifacts? No one. And Story Circle cannot name Artifacts.
Mana Cost for Win ( with Morphling ) - UUGGG
Mana Cost for Win ( without Morphling ) - GG

Edge? FEB gets the edge with this one. While the Morphling MAY slow down the combo by a single turn, it is not that major of a setback. And I'd rather pay an extra UUG for insurance than risk my win for pure speed.

Utility

Utility is purely a metagame aspect. But let's look at what is roughly covered by these two different decks.

"Black Pudding"

1 Genesis - anti-control measure, allows you to recycle Shapeshifters and such easily.
1 Reya Dawnbringer - another anti-control measure, allowing you to recur large threats from your graveyard for free.
1 Squee, Goblin Nabob - used with Survival of the Fittest for one "free" Survival a turn.
1 Hypnox - Mind Twist that removes their hand from the game permanently for 1UU. And once the Shifter turns into something else, their hand is gone forever.
1 Woodripper - anti-artifact measure. I'm assuming a TnT presence, or Ducktape presence, in the metagame.
1 Druid Lyricist - anti-enchantment measure. For random annoying enchantments, such as COP : Black.
1 Crater Hellion - weenie-killer and beatstick.

Standard FEB

1 Gilded Drake - steals large creatures, and gives them a simple 3/3 Flyer in return.
1 Hypnox - same as above.
1 Reya Dawnbringer - same as above.
1 Squee, Goblin Nabob - same as above.
1 Tradewind Rider - returns troublesome permanents to their owner's hand at instant speed.

Edge? This is a purely metagamed call. There is no true edge here, although I would say the edge in a random metagame would fall to standard FEB, since it can steal the best creature an opponent has and bounce any permanent that can be targeted.

Search / Dig

The edge in this category goes to "Black Pudding". Both decks feature Demonic Tutor, Vampiric Tutor, and Regrowth. However, "Black Pudding" runs four Impulses whereas FEB is merely running a single Ancestral Recall.

Edge? "Black Pudding" for more dig.

Disruption / Protection

"Black Pudding"
4 Duress
4 Cabal Therapy

Very good at hand picking, with Duress to see what is there and Cabal Therapy to nail some more.

FEB
2 Mystic Snake
4 Duress
4 Mana Leak

Duress does the exact same job in FEB as it does in "Black Pudding". Very useful card. Also run are four Mana Leaks, for reactive answers to annoying spells and two Mystic Snakes. Why the two Snakes? Because they are counterspells that can be survivaled for. Also, they cannot be hit with a Duress either.

Edge? FEB has more versatility than "Black Pudding" in this category. "Black Pudding" is purely proactive defense, which FEB runs both proactive and reactive answers.

Acceleration

This category cannot be argued, as both decks run the same creature-based acceleration. There is no edge here, it is a tie.

Mana Sources / Mana Search

"Black Pudding"
4 Tropical Island
4 Windswept Heath
4 Bayou
4 City of Brass

FEB
4 Tropical Island
4 Windswept Heath
4 Bayou
4 City of Brass
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire

This comes down to pure numbers. "Black Pudding" runs sixteen lands, four of which are fetchlands. FEB runs the exact same sixteen lands, plus a Black Lotus and all  five Moxen. This allows for possibly two, or even three or four, mana available on FEB's first turn, either to cast a Survival or to Duress and then use a Mana Leak on the opponent's turn.

Edge? Obviously it goes to FEB on this one.

Utility Lands

No contest here. "Black Pudding" is running five Strips, whereas FEB is running none. While the Strips may be useful late game, early game they are useless as they produce only colorless mana.

Edge? "Black Pudding" because FEB has no Strips in it's deck.

Make your own decision on what type of FEB deck to play. But in an unknown metagame, FEB would be far more reliable than "Black Pudding". As final count stands...

"Black Pudding"
2 Edges, 1 Tie

FEB
4 Edges, 1 Tie
Quote from: Building Survival Mask
Quote from: SummenSaugen
Clearly, a different pair of philosophies accompanies these decks.  While Vengeur Masque relies on utility and resiliancy to control the game state until its threats can take the win, Ninja Mask relies on the theory that if your opponent is dead there are no threats to control.  While there is no proof one of these theories is better than the other, it is true one must take them in to account when discussing the deck.

Card Selections of Survival Based Mask

The Bombs
At first glance it appears these decks would be terrible at duking it out with control, since they clearly have very little disruption and a mere four counters to force their bombs through.  In reality, a careful Mask player has access to enough bombs to breach the counter wall just in to resolve the key card to break the game in half.
4x Illusionary Mask
4x Survival of the Fittest
4x(3x) Volrath's Shapeshifter
These are clearly the heart of the deck.  A control player can not allow Illusionary Mask to hit the table, since any matter of nasty horrible things could come under it and sneak right below a counter wall.  Likewise, a control player can not allow Survival of the Fittest to resolve, since it quickly turns itself in to a broken engine capable of allowing the Mask player access to a bomb every turn, and often two or three at a time.  Volrath's Shapeshifter doesn't appear to be as harmful, but in fact might as well be considered Illusionary Masks #5-8.  They turn Dreadnoughts in hand in to live cards, and can outright kill an opponent with the assistance of Phage.

Creature Utility (And Dreadnoughts)
As good a strategy as picking up something heavy and smashing your opponent repeatedly in the face is, sometimes a different strategy is necessary to win a drawn out or dicey game.  The slots for these types of options however must be kept either low in number or not necessarily bad on their own.
4x Phyrexian Dreadnought
1x Phage the Untouchable
1x Squee, Goblin Nabob
1x(0x) Gigapede
1x(0x) Psychatog
0x(2x) Meddling Mage
0x(1x) Devout Witness
0x(1x) Tradewind Rider
0x(1x) Voidmage Apprentice
The first three of these options are present in both lists, despite differing philosophy.  Regardless of control or aggro, you want to be able to establish an engine, as well as put a threat on the board that must be answered.
-Gigapede is a helpful utility creature for many reasons.  The most common reason is that it can protect your Volrath's Shapeshifter from Swords to Plowshares/other removal as well as pretend it's Squee #2.  Some less common but still very possible (and in fact a fairly decent strategy) events are hardcasting Gigapede to mess with blue based control (acting as a must counter every turn that's very very difficult to get rid of, that just so happens to beat hard) as well as luring an opponent to use a Tormod's Crypt before Squee is established.
-Psychatog is likewise a good assistant.  Though he makes a great auxillary beatdown creature, his primary purpose is to soak up removal and stack your graveyard to make Volrath's Shapeshifter better.  If you're running black, there is almost no reason not to run a Psychatog for these things.
-Meddling Mage is clearly very powerful in a build running white, as it can stop all mannerisms of things very early and reliably.  The mana cost is almost trivial, as Survival based Mask can find mana sources of any color very early and reliably.  Add that to the fact he's a fairly decent beatstick, and you have a solid creature option.
-Devout Witness is another of those token Vengeur control cards, and something I don't find to be completely necessary.  Carl Devos' accomplishments speak for themselves however, so clearly Witness must have some merit.  Though I was unable to give Devout Witness much of a fair chance, I would imagine it's helpful for removing annoying things like Null Rod or Isochron Scepter.
-Voidmage Apprentice is a trademark of Carl Devos, being a survivalable counterspell as well as very powerful under a Mask.  As strong as these abilities are, he's not a very efficient beatstick, nor is he very helpful without a Mask in play already.
-Tradewind Rider is interesting, to say the least.  An additional flying creature to make a Phage kill simpler, he's also a great maindeck answer to anything that can be put on the table.  Very befitting of the Vengeur strategy, however a poor choice for one attempting to follow the path of the ninja.  This all comes back to a statement I made on the opening of this article:  Survival based Mask is extremely difficult to hate.  Things like Null Rod and Swords to Plowshares imprinted on Isochron Scepter are great, but not necessarily going to stop the well oiled machine these decks are capable of being.

Mana Acceleration
A line the Paragons' Rakso is known to say quite often, "This is Type One.  Broken things happen."  These are often true because of stupidly early explosive starts fueled by our moxen and Black Lotus, among other restricted cards.  Some restricted mana accelerants are present in Vengeur/Ninja as well, amongst unrestricted cards such as Birds of Paradise.
3x(4x) Birds of Paradise
3x(2x) Quirion Ranger
3x On Color Moxen
1x Black Lotus
The obvious options here are the on color moxen and Black Lotus.  When Vengeur first appeared on the scene, people were quick to assume that the off color moxen would be a natural fit in the deck.  Running cards like Tradewind Rider, that may be the case.  However, in a tighter more aggressive deck, the early acceleration they provide isn't enough to pay the multiple colored costs of cards in the deck.  I'm assuming Carl Devos isn't running off color moxen for the same reason I'm not.  Sol Ring is caught in the same limbo of off color moxen.  Yes, it allows a first turn Illusionary Mask with no other acceleration, but without a Mask it has nearly no useful applications.
The options open to debate on this topic however are the unrestricted ones.  The clear as day difference between Mr. Devos' build and my own (as well as Bryce's, TMD's kl0wn) is that I'm running a third shifter over the fourth birds.  While four Birds of Paradise may appear to be a standard fit in the deck, I've come to realize that though they're amazing accelerators, the deck simply doesn't need a full complement.  Rangers on the other hand are capable of beating down, pseudo-accelerating, and saving my lands from Wasteland hits.  Likewise, they keep my graveyard tidy if I'm trying to win with a Shifter and there are Wastelands on the board.  These are all great, and those are just the cost of her ability.

Non-Creature Spells
No matter how good Survival of the Fittest is with a high creature count, it's just necessary to run a couple things that don't have a power and toughness in the corner.  Disruption, control elements, draw power, digging, and tutorage all could have a place, depending on the build and the philosophy behind it.
4x(3x) Brainstorm
4x Force of Will
4x(0x) Duress
1x Ancestral Recall
1x Time Walk
0x(1x) Enlightened Tutor
0x(2x) Swords to Plowshares
0x(1x) Sylvan Library
One of the statements I've made a lot playing my build is that you must "trust the mize."  Survival based Mask builds have a strong tendency to give you cards that completely change what you thought you were going to do.  Rather than catch you off guard and ruin your opening game plan, running Brainstorm allows you to see what you'll be seeing for a few turns, to better strengthen your board position for the following turns.  Brainstorm is a good card and almost always a good call in any deck running blue, but in these decks, it's absolutely essential.  I think of it like a combo piece.  Brainstorm + 1 good card in hand = combo.  We can see from Carl's list that he felt a Sylvan Library would be better than his 4th Brainstorm, and perhaps he was right.  I have tested this and found it to not work quite like that for me, since this deck so eagerly wishes to drop something else after ramping to two mana.  Perhaps Carl's strategy works better with it since he's attempting to control the game state, and perhaps he only runs one since he also runs Enlightened Tutor, which I'll get to in a different section of this article.
Though the power is a no brainer, the disruptive base of the deck is heavily based on not just the colored mana your lands tap for but also the color of cards in your deck.  With so many artifacts and green spells, keeping a blue count up to make the unanimous 4x Force of Will function all the time becomes a more important issue than in most other decks toting the counter.  When it comes to color splash, once again we represent different theories and methods of attack.  Carl's options clearly reflect his control aspects, trying to keep threats on the board from killing him.  My choices in Duress clearly show that I want to force my spells down now, so as to start putting down the very threats Carl wants to be removing with Swords to Plowshares.

The Simplicity of the Manabase
Any deck needs a solid manabase.  Survival based Mask has the pleasure of having a delightfully simple to configure manabase.
4x Tropical Island
4x(0x) Bayou
0x(4x) Savannah
4x(3x) Wooded Foothills
2x Windswept Heath
2x Forest
Simplicity at its best.  Pick a splash color, run four of those duals, four Tropical Islands, some basic land, and a bunch of fetches.  You'll notice I'm running one more land than Carl.  This reflects accomodating for the extremely common sight of multiple wastelands in the northeastern United States, as well as more mana intensive utility goons.


Color Splashes
Splashing a tertiary color is not essential, however it is often beneficial.  Here are the reasons for some of the splashes you'll see.

Black
Withered Wretch, Duress, Coffin Purge, Cabal Therapy, Mesmeric Fiend, Psychatog, and the ability to hardcast Phage

White
Swords to Plowshares, Meddling Mage, Enlightened Tutor, Devout Witness, Sacred Ground, Seal of Cleansing

Red
Anger, Flowstone Hellion


Now that all of the readers of this have a pretty good understanding of why Vengeur and Ninja look the way they do, we can begin to form educated decisions on sideboarding options and the general way to go about overpowering the powerful decks this environment has to offer.  I clearly can offer more from the Ninja viewpoint than the Vengeur viewpoint, so please excuse the biased reflections of my matchup analyses.

Keeper
Keeper can put up an exceptionally good fight like it's famous for, but what it can do that will really shut down your game plan is to hardcast Decree.  I know it sounds crazy, but in playtesting, that's what ends the game.  Cycling decree is too easy to work around with some Volrath's Shapeshifter manipulation, but working around flying, high power and toughness chumps is much more difficult.  This strategy is what originally leaned me to running a Plaguebearer in my sideboard, which does not match my philosophy but was simply a necessary tool, much like Force of Will.  Gigapede and Meddling Mage are great against Keeper, not to stop the many counters you need to break through, but to stop their Swords to Plowshares from removing your goons.  Meddling Mage will obviously be nixed by Fire/Ice, and Gigapede by Coffin Purge/Ebony Charm, however like any matchup throwing enough speedbumps at your enemy will allow you the time to play your game the way you want to play it.

Dragon
Your absolute worst matchup.  Dragon can go off before even the aggressive strategy behind Ninja can put many threats on the board, and though it's easy to hate, it's difficult to hate effectively.  Ground Seal is most likely your best option to stop Dragon, since it shuts off Verdant Force as well as their coffin purges for your Phage, and it cantrips.  Some other options like Root Maze, Stifle, Coffin Purge, and Withered Wretch exist, however they aren't as smooth and low maintenance as Ground Seal.  Ground Seal combined with other hate or a faster hand should be able to sneak past Dragon, but rest assured this is no easy matchup, and you'll be lucky to leave with a winning record against it.

Workshop Prison/Slavery
Another matchup where Ground Seal is insanely good, these aren't very difficult for you.  With a high permanent count and threats that make Karn look like a pansy, you should be able to run these guys over pretty quick.  If you're new to the deck, be sure you keep your Dreadnoughts away from the graveyard at all costs if Ground Seal is not in play.  Workshop players usually know that if you weld a Dreadnought in for something, you must try to reach the 12 power limit.  Clearly this is bad news, as it will most often be a one sided Wrath of God, targeting you.

TnT
Much more frightening than other Workshop decks, TnT can not only wreak havoc with your Dreadnoughts, but put them in the yard by itself through Uktabi Orangutan as well as find its answers as efficiently as you.  Combine that with the common new sight of Duplicant in the maindeck, and you have a challenging matchup.  Post board, you can bring in things like Ground Seal and Gilded Drake to shut off their better answers, but most important to these games is to keep Welder from hitting play.  The annoyance he poses will no doubt make you tear your hair out in frustration.

Madness post Restriction
Madness pre-restriction was annoying, since it could push out fat as fast as you could, and it had a much easier to establish engine.  Post restriction however it loses a lot of speed for more resiliancy, and you should be able to overpower it early, effectively swapping roles and slowing the game a turn.  Be wary though, as many of the older builds packed Gilded Drake and as you would expect he's pretty good against you.

TPS
I will refrain from comment, since I've never even seen someone play this deck, let alone playtest against it.

Landstill
As the unregs in a thread I guided noticed, U/R landstill is a tremendous annoyance for us.  Fire/Ice is great for killing mana dudes, and they have an obscene amount of mana denial capable of stopping us from dropping even two cost bombs.  The strategy here is to establish a decent manabase as early as possible, and not throw bombs at the counter wall until you can throw them every turn reliably.  The manlands will put you on a clock, but you're capable of killing them much faster than they think.  Other color splashes don't warrant nearly as much concern, since the real pain is Fire/Ice taking out your mana production and protection.

Blood Moon Control
Though these matches tend to play like textbook bombs through walls Mask vs Control, I felt I should add that Blood Moon and Back to Basics may look good against this archetype however they are not.  Blood Moon can be easily stopped by fetching a basic forest or using Birds of Paradise to their fullest, as well as dropping threats under the mask for colorless mana.  Back to Basics is easily thwarted by Quirion Ranger.

Fish
Let it be known that before I was comfortable with the black splash, I did in fact lose to fish.  This shouldn't actually happen.  Strong as Fish is, it's not capable of overpowering you without a lot of potent hate in the sideboard and a little luck.  Think of it as a control deck with only four counters, and you'll see why.  Null Rod isn't very efficient at hating you, since it only shuts off half your "masks" and doesn't come down very early since they keep their mox count at one or nothing.


Sideboarding:

Several options present themselves to make our difficult matchups more fair, and obviously it's very important to know which ones are best for a given metagame.

Stifle
Given a high number of fetchlands and Worldgorger Dragons running around, Stifle is a good candidate for the sideboard.  It also pitches to Force of Will.  Unfortunately, despite its utility and fame for never being dead, it doesn't do enough in the matchups you want it for to win the game for you.

Ground Seal
An absolute must in any environment with welders and dragons.  This is the only card I've found to be a huge bomb in the dragon matchup, as well as shutting off welders and turning otherwise bad matchups in to fairly good ones.  The fact it replaces itself is just gravy, and extremely underappreciated given the importance of "trusting the mise" in this archetype.

Gilded Drake
A survivalable answer to stupid annoying creatures like Psychatog and opposing Dreadnoughts.  He's also a decent beater under a mask if nothing else, and pitches to Force of Will.  You can also play goofy shifter tricks with him if you need to.  I highly recommend him.

Plaguebearer
I originally included Plaguebearer in my list to answer Angel tokens as I already noted, but since then I've found myself using him for many other things, such as overpowering Green Power Ranger, or digesting man-lands.  His low cost and ability to (lightly) beat face are also huge boons.

Coffin Purge
More hate for Dragon, this one has a lot of negative synergy going on with Ground Seal, but they are not necessarily mutually exclusive.  As we know, Dragon can Pernicious Deed Ground Seal out of existance, but with Coffin Purge we can sometimes buy a turn to drop a second Ground Seal, or also, remove Squees before Ground Seal even hits to stall the draw engine and allow you to win before they can find a Deed or the mana to use it.

Naturalize
You can't survival for it, it doesn't beat down hard.  It is, however, a surprise that needs to be prepared for.  Dragon intending to go off needs to check for it first, and they also much check first if they intend to leave an undefended deed in play until they get an untap step to use it. 

Nantuko Vigilante/Uktabi Orangutan/Elvish Lyrist
While good survival targets that beat down, using these as your enchantment and artifact removal increases your reliance on Survival, unless they come in in large doses.  Likewise, Vigilante is too slow to do anything against Dragon, and Lyrist isn't much good for anything else.  I tend to stay away from these guys.

Xantid Swarm
Xantid Swarm is simply an amazing underrated card, that allows the Mask player to do stupid things against control completely unchallenged.  If nothing else, Xantid Swarm is a Duress, Hymn to Tourach, or flagbearer for removal against decks like Keeper and UrPhid.  Running more than one is a good thing, since you want them early, don't want to rely on Survival to get them, and seeing another is never a bad thing.

Chalice of the Void
I have never and likely will never advocate Chalice of the Void as a sideboard option, but if your metagame is chock full of storm combo, Chalice would not be a poor selection.  The problem I have with it is thus.
-You don't ramp as high as Workshop or as fast, thus limiting its use
-You drop for one, and shut off your mana dudes, disruption, and digging spells.
-You drop for two, and shut off your Masks, your Survivals, and Naturalize
-You drop for three, and shut off Volrath's Shapeshifter
All of those kinda suck, and that's why I don't condone the use of it unless you plan to drop it for zero every time.

Arcane Laboratory
With Long being as popular as it was, Arcane Lab was probably a pretty good call.  We all know I was never that impressed with Long, but now that it's dying anyway, Arcane Lab may or may not earn its keep against the current metagame.  If there's a lot of TPS in your metagame, Arcane Lab would probably be a decent call.

With all that being said, here's the sideboard I'm currently using.

4x Ground Seal
2x Stifle
2x Gilded Drake
1x Plaguebearer
4x Xantid Swarm
2x Uktabi Orangutan

Relevant Links:
http://www.themanadrain.com/index.php?topic=11780.0
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« Reply #34 on: March 05, 2009, 01:55:08 pm »

Gay Fish


The Basics:
Gay fish was one of the first fish ports into vintage, it was obviously gay because of all the faeries ...  The list used man lands and cheap creatures as an aggro element with force of will and misdirection in addition to others as a control element.  It was able to do this thanks to powerful draw spells like standstill.

Quote from: The Decklist(s):
Gay Fish
Phantom Tape Worm

LANDS (21):
1 Strip Mine
2 Wasteland
4 Faerie Conclave
4 Mishra's Factory
9 Island
1 Library of Alexandria

CREATURES (16):
4 Rootwater Thief
4 Manta Riders
4 Lord of Atlantis
4 Cloud of Faeries

OTHER SPELLS (23):
1 Mox Sapphire
4 Force of Will
3 Misdirection
4 Standstill
4 Curiosity
3 Null Rod
1 Coastal Piracy
1 Psionic Blast
1 Time Walk
1 Ancestral Recall

Other Notes, Matchup Info, etc.:

Relevant Links:
Gay Fish Primer
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« Reply #35 on: March 05, 2009, 01:56:16 pm »

Gifts


The Basics:
When people talk about Gifts they are often referring to Meandeck gifts, however in the most general sense gifts was an engine that could fuel a variety of kill conditions.  Most notably the afforementioned Meandeck Gifts and Shortbus Severence Belcher.  Both of these decks use the powerful tutor Gifts Ungiven to crank out their respective kills.  These decks dominated for just long enough to catch the eye of the dci who decided to restrict gifts (though some pundants of the decks say that merchant scroll was the real culprit behind the power of this engine).

Quote from: The Decklist(s):
Meandeck Gifts
Suggested by Stephen Menendian on 2006-09-24

LANDS (15):
1 Tolarian Academy
2 Flooded Strand
3 Polluted Delta
2 Underground Sea
2 Volcanic Island
5 Island

CREATURES (1):
1 Darksteel Colossus

OTHER SPELLS (44):
1 Black Lotus
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Ancestral Recall
4 Brainstorm
1 Chain Of Vapor
1 Fact Or Fiction
4 Force Of Will
4 Gifts Ungiven
1 Hurkyl's Recall
4 Mana Drain
2 Misdirection
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
4 Merchant Scroll
1 Recoup
1 Tendrils Of Agony
1 Time Walk
1 Tinker
1 Yawgmoth's Will

Shortbus Severence Belcher
Matthieu Durand circa 2005

LANDS (17):
1 Boseiju, Who Shelters All
1 Tolarian Academy
2 Flooded Strand
2 Polluted Delta
4 Underground Sea
3 Volcanic Island
2 Snow-covered Island
2 Island

CREATURES (1):
1 Darksteel Colossus

OTHER SPELLS (43):
1 Burning Wish
1 Demonic Tutor
3 Duress
1 Mana Severance
1 Recoup
1 Time Walk
1 Tinker
1 Yawgmoth's Will
1 Ancestral Recall
4 Brainstorm
4 Force Of Will
3 Gifts Ungiven
4 Mana Drain
1 Mystical Tutor
1 Skeletal Scrying
3 Thirst For Knowledge
1 Black Lotus
1 Goblin Charbelcher
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
3 Phyrexian Furnace
1 Sol Ring

SIDEBOARD(15):
1 Engineered Explosives
1 Gorilla Shaman
1 Blue Elemental Blast
1 Coffin Purge
1 Lava Dart
1 Pyroblast
1 Rack And Ruin
1 Red Elemental Blast
1 Chainer's Edict
1 Cranial Extraction
1 Duress
1 Mind Twist
1 Primitive Justice
1 Pyroclasm
1 Boseiju, Who Shelters All

Other Notes, Matchup Info, etc.:

Relevant Links:
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« Reply #36 on: March 05, 2009, 01:56:58 pm »

GobLines


The Basics:
GobLines is a {R} {B} version of goblins that tries to utilize black for leyline of the void to have a chance at preventing overbearing graveyard abuse strategies.  Another key card offered by black is earwig squad which adds a decent body in addition to a cheap jester's cap effect, which is crippling to a lot of decks.

Quote from: The Decklist(s):
GobLines
Jamison Bryant

LANDS (12):
2 Wooded Foothills
6 Mountain
4 Bloodstained Mire

CREATURES (35):
3 Taurean Mauler
4 Goblin Ringleader
4 Earwig Squad
2 Skirk Prospector
1 Goblin Sharpshooter
4 Goblin Lackey
4 Mogg Fanatic
4 Goblin Matron
4 Goblin Piledriver
4 Goblin Warchief
1 Stingscourger

OTHER SPELLS (13):
1 Mox Ruby
1 Lotus Petal
4 Badlands
1 Black Lotus
1 Mana Crypt
1 Mox Jet
4 Leyline of the Void

SIDEBOARD(15):
2 Goblin Bombardment
3 Pyrostatic Pillar
3 Shattering Spree
4 Red Elemental Blast
3 Extirpate

Other Notes, Matchup Info, etc.:

Relevant Links:
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« Reply #37 on: March 05, 2009, 01:58:31 pm »

Gothenburg Slaver (aka Goth Slaver)


The Basics:
A slaver variant that came around in July of '04 in Gothenburg, Sweden piloted by Kenny Oberg and friends.  The deck uses dual draw engines in accumulated knowledge and intuition to power out the broken mind slaver and just control the entire game.

Quote from: The Decklist(s):
Gothenburg Slaver
Kenny Oberg - 5th @ Gothenburg 24.04.2004

LANDS (17):
5 Island
1 Library of Alexandria
4 Polluted Delta
1 Tolarian Academy
2 Underground Sea
4 Volcanic Island

CREATURES (6):
4 Goblin Welder
1 Pentavus
1 Platinum Angel

OTHER SPELLS (38):
1 Black Lotus
1 Mana Crypt
1 Mana Vault
2 Mindslaver
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Demonic Tutor
1 Yawgmoth's Will
4 Accumulated Knowledge
1 Ancestral Recall
2 Cunning Wish
4 Force of Will
2 Intuition
4 Mana Drain
1 Mystical Tutor
4 Thirst for Knowledge
1 Time Walk
1 Tinker
1 [c=fire]Fire/Ice

SIDEBOARD(14):
1 Chain of Vapor
2 Echoing Truth
3 Gorilla Shaman
2 Mogg Salvage
2 Rack and Ruin
3 Red Elemental Blast
1 Vampiric Tutor

Meandeck Goth Slaver

LANDS (17):
4 Volcanic Island
1 Underground Sea
3 Polluted Delta
2 Flooded Strand
5 Island
1 Strip Mine
1 Darksteel Citadel

CREATURES (4):
1 Platinum Angel
3 Goblin Welder

OTHER SPELLS (39):
4 Accumulated Knowledge
3 Intuition
4 Thirst for Knowledge
4 Brainstorm
1 Yawgmoth's Will
1 Time Walk
1 Ancestral Recall
1 Fact or Fiction
1 Tinker
2 Mindslaver
1 Crucible of Worlds
4 Mana Drain
4 Force of Will
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Black Lotus
1 Sol Ring
1 Mana Crypt

SIDEBOARD(15):
3 Engineered Explosives
3 Rack and Ruin
3 Old Man of the Sea
2 Lava Dart
2 Sphere of Resistance
2 Aether Spellbomb

Other Notes, Matchup Info, etc.:
The designs of this deck were pretty much folded into existing control slaver.  The inclusion of the intuition/ak engine was highly debated for quite a while (see the article below). 

Relevant Links:
Training Wheels - A Reflection on the Use of the Intuition/AK Draw Engine in Control Slaver - Rich Shay
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« Reply #38 on: March 05, 2009, 01:59:29 pm »

Grim Long


The Basics:
An evolution of Deathlong that replaces death wish with the infinitely better grim tutor.  This was possible after the dci decided to allow portal and starter card into sanctioned tournaments.  The deck revolves around creating a high storm count with rituals and yawgmoth's will and then casting a lethal tendrils of agony.

Quote from: The Decklist(s):
Original Grim Long
Stephen Menendian

LANDS (11):
4 Gemstone Mine
4 City of Brass
1 Glimmervoid
1 Underground Sea
1 Tolarian Academy

CREATURES (2):
2 Elvish Spirit

OTHER SPELLS (47):
1 Mox Pearl
1 Mox Ruby
1 Mox Jet
1 Mox Emerald
1 Mox Sapphire
1 Sol Ring
1 Black Lotus
1 Lotus Petal
1 Mana Crypt
1 Lion's Eye Diamond
1 Mana Vault
1 Chrome Mox
4 Dark Ritual
4 Grim Tutor
1 Yawgmoth's Will
2 Tendrils of Agony
1 Memory Jar
1 Tinker
1 Wheel of Fortune
1 Timetwister
1 Necropotence
1 Mind's Desire
1 Yawgmoth's Bargain
1 Mystical Tutor
1 Demonic Tutor
1 Vampiric Tutor
1 Crop Rotation
1 Ancestral Recall
1 Time Walk
4 Brainstorm
4 Duress
2 Defense Grid
1 Chain of Vapor/Hurkyl's Recall/Rebuild, etc

Grim Long
Stephen Menendian - 4th SCG Chicago '05

LANDS (11):
1 Tolarian Academy
4 City Of Brass
1 Forbidden Orchard
4 Gemstone Mine
1 Underground Sea

CREATURES (3):
2 Elvish Spirit Guide
1 Xantid Swarm

OTHER SPELLS (43):
1 Black Lotus
1 Lion's Eye Diamond
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Memory Jar
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Necropotence
1 Yawgmoth's Bargain
1 Ancestral Recall
4 Brainstorm
2 Cabal Ritual
4 Dark Ritual
1 Hurkyl's Recall
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
4 Duress
3 Grim Tutor
1 Imperial Seal
1 Mind's Desire
1 Regrowth
1 Tendrils Of Agony
1 Time Walk
1 Timetwister
1 Tinker
1 Wheel Of Fortune
1 Windfall
1 Yawgmoth's Will

SIDEBOARD(15):
1 Chrome Mox
1 Mox Diamond
1 Tormod's Crypt
1 Darksteel Colossus
2 Elvish Spirit Guide
3 Xantid Swarm
1 Seal Of Cleansing
1 Abeyance
1 Chain Of Vapor
2 Hurkyl's Recall
1 Balance

Other Notes, Matchup Info, etc.:

Relevant Links:
Grim Long and the Impact of Portal on Vintage - Stephen Menendian
Deconstructing Combo versus Control - Stephen Menendian
Grim Long: All Your Questions Are Belong To Us - Stephen Menendian
The Long Awaited GWS Long Primer
A Vintage Primer: Grim Long Returns!
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« Reply #39 on: March 05, 2009, 02:00:19 pm »

King James Oath


The Basics:
King James Oath is your typical oath deck that utilizes Akroma, Angel of Wrath and Hellkite Overlord as its kill conditions.  The addition of the overlord to the deck has decreased the clock by a full turn, which in vintage is a pretty big deal.  As stated the deck is your typical oath shell, use forbidden orchard to make sure your opponent has a creature so you can activate oath of druids and get a free clock on wings.  The rest of the deck can simply be dedicated to knocking your opponent off their gameplan, this means counter magic and disruptive cards like duress.

Quote from: The Decklist(s):
King James Oath
Marc Corbella

LANDS (17):
3 Flooded Strand
4 Forbidden Orchard
1 Island
1 Library of Alexandria
2 Polluted Delta
1 Strip Mine
1 Tropical Island
2 Underground Sea
2 Volcanic Island

CREATURES (2):
2 Hellkite Overlord

OTHER SPELLS (41):
1 Black Lotus
1 Lotus Petal
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Demonic Tutor
1 Duress
3 Thoughtseize
1 Vampiric Tutor
1 Yawgmoth's Will
1 Ancestral Recall
1 Brainstorm
3 Cunning Wish
1 Echoing Truth
4 Force of Will
2 Impulse
4 Mana Drain
1 Merchant Scroll
1 Mystical Tutor
1 Ponder
1 Rebuild
1 Time Walk
1 Gaea's Blessing
4 Oath of Druids

SIDEBOARD(15):
1 Ancient Grudge
1 Brain Freeze
1 Crop Rotation
1 Darkblast
1 Echoing Truth
3 Extirpate
1 Fact or Fiction
1 Misdirection
1 Pyroblast
1 Rebuild
1 Red Elemental Blast
1 Research/Development
1 Trickbind

King James Oath
James King

LANDS (17):
2 Flooded Strand
4 Forbidden Orchard
1 Island
3 Polluted Delta
1 Strip Mine
1 Tropical Island
3 Underground Sea
2 Wasteland

CREATURES (2):
1 Akroma, Angel of Wrath
1 Hellkite Overlord

OTHER SPELLS (41):
1 Black Lotus
4 Chalice of the Void
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Scroll Rack
1 Demonic Tutor
4 Thoughtseize
1 Vampiric Tutor
1 Ancestral Recall
1 Brainstorm
4 Force of Will
4 Impulse
1 Merchant Scroll
1 Misdirection
4 Negate
1 Ponder
1 Time Walk
1 Wipe Away
1 Gaea's Blessing
4 Oath of Druids

SIDEBOARD(15):
2 Arcane Laboratory
1 Life from the Loam
1 Massacre
3 Oxidize
2 Simic Sky Swallower
4 Tormod's Crypt
1 Tropical Island
1 Wasteland

Other Notes, Matchup Info, etc.:
I know this deck as King James Oath because James King was one of the first (the first?) to do well with it.  The name has stuck with me as a way to identify the new kill condition and seperate it some from other oath builds.

Relevant Links:
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« Reply #40 on: March 05, 2009, 02:01:03 pm »

Kobold Clamp
By hiirasteve
*Copied from Deck-O-Pedia entry and reformatted

The Basics:
What you want to do here is play a bunch of Kobolds (and other random 0cc spells) in one turn, preferably with a Glimpse of Nature in play. This increases your Storm count quickly, as well as drawing you countless cards. If you have blue mana, then use Retract and do it all again. The win is after all is said and done, Tendrils of Agony for upwards of 20 uncounterable, storm'd damage. Cards to watch for include Duress/Therapy/Hymn to Tourach, as these will hit some essential combo pieces. Also, Null Rod is a bit cumbersome to your deck, shutting down any artifact mana (coughMoxcough). Keep an eye out for Force of Will and/or any other counter magic that pops up, in particular Stifle (it can shut down Storm, meaning your win condition is poop). Be careful around any faster combo decks because chances are they will be packing any combination of disruption/counter magic.

Quote from: The Decklist(s):
Kobald Clamp

LANDS (9):
4 Tropical Island
3 City Of Brass
1 Gaea's Cradle
1 Tolarian Academy

CREATURES (21):
4 Ornithopter
4 Crimson Kobolds
4 Crookshank Kobolds
4 Elvish Spirit Guide
4 Kobolds Of Kher Keep
1 Orochi Leafcaller

OTHER SPELLS (30):
1 Black Lotus
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
3 Retract
4 Skullclamp
1 Candelabra Of Tawnos
1 Ancestral Recall
1 Crop Rotation
1 Cunning Wish
1 Demonic Tutor
4 Glimpse Of Nature
1 Tendrils Of Agony
1 Time Walk
1 Timetwister
1 Wheel Of Fortune

Other Notes, Matchup Info, etc.:

Relevant Links:
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« Reply #41 on: March 05, 2009, 02:01:51 pm »

Landstill
Taken from Richard Mattiuzzo's Landstill Primer (see related links section)


The Basics:
Quote from: Shock Wave
The release of Odyssey in October of 2001 gave blue an interesting card drawer in Standstill.

Standstill, U1 Enchantment

When a player plays a spell, sacrifice ~this~. If you do, then each of that player's opponents draws three cards.


Although Standstill was tinkered with in the standard, block, and limited formats, it was not for some time before the potential of the card was noticed by the vintage community. The first competitive archetype revolving around Standstill was “Gay Fish”. For further information concerning this specific build, see the Gay Fish Primer.

Landstill is an aggro-control deck that utilizes Standstill in conjunction with “man lands” in order to gain card advantage and board position. Because lands do not trigger Standstill when they are played, the Landstill player gains advantage by having threats on the table in the form of lands. Thus, the opponent is forced to break Standstill, resulting in a significant swing in card advantage.

Quote from: The Decklist(s):
UR Landstill
Richard Mattiuzzo 6th place, GenCon 07

LANDS (25):
3 Faerie Conclave
2 Flooded Strand
2 Island
1 Library of Alexandria
4 Mishra's Factory
2 Polluted Delta
2 Steam Vents
1 Strip Mine
4 Volcanic Island
4 Wasteland

CREATURES (0):

OTHER SPELLS (35):
1 Black Lotus
1 Crucible of Worlds
1 Mox Sapphire
4 Null Rod
1 Ancestral Recall
3 Chain of Vapor
4 Force of Will
4 Mana Drain
3 Misdirection
4 Standstill
4 Stifle
1 Time Walk
4 [c=fire]Fire/Ice

SIDEBOARD(15):
4 Chalice of the Void
2 Pyroblast
3 Rack and Ruin
3 Red Elemental Blast
3 Threads of Disloyalty

UW Landstill
Philip Stanton

LANDS (24):
4 Mishra's Factory
1 Strip Mine
2 Wasteland
2 Flooded Strand
2 Polluted Delta
4 Tundra
2 Plains
7 Island

CREATURES (0):

OTHER SPELLS (36):
1 Mox Sapphire
1 Black Lotus
3 Decree of Justice
2 Crucible of Worlds
4 Nevinyrral's Disk
4 Swords to Plowshares
4 Force of Will
4 Mana Drain
2 Counterspell
4 Brainstorm
1 Ancestral Recall
1 Time Walk
4 Standstill
1 Fact or Fiction

SIDEBOARD(15):
2 Wasteland
2 Maze of Ith
3 Disenchant
3 Stifle
4 Tormod's Crypt
1 Akroma's Vengeance

Other Notes, Matchup Info, etc.:

Relevant Links:
Landstill: The Primer
U/R Mattiuzzo Landstill
Landstill by Shockwave - TheManaDrain original primer
U/W Landstill by Philip Stanton
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« Reply #42 on: March 05, 2009, 02:02:38 pm »

Leviat.dec


The Basics:
The general idea of the deck is to use bazaar of baghdad to dump a form of the dragon and solitary confinement into the grave yard and cast an uncounterable replenish with Boseiju, Who Shelters All and ride it out to victory.

Quote from: The Decklist(s):
Leviat.dec
Koen vd Hulst

LANDS (18):
4 Tundra
4 Flooded Strand
3 Island
1 Plains
1 Boseiju, Who Shelters All
1 Library of Alexandria
4 Bazaar of Baghdad

CREATURES (3):
3 Squee, Goblin Nabob

OTHER SPELLS (39):
1 Mox Pearl
1 Mox Emerald
1 Mox Jet
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Black Lotus
4 Thirst for Knowledge
1 Ancestral Recall
3 Deep Analysis
4 Intuition
1 Time Walk
4 Replenish
2 Form of the Dragon
1 Solitary Confinement
1 Yawgmoth's Bargain
1 Humility
1 Balance
1 Mystical Tutor
4 Mana Drain
4 Force of Will

SIDEBOARD(15):
4 Chalice of the Void
3 Swords to Plowshares
2 Exalted Angel
2 Sacred Ground
2 Seal of Cleansing
1 Arcane Laboratory
1 Aura Fracture

Other Notes, Matchup Info, etc.:

Relevant Links:
[Discussion] Leviat.dec
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« Reply #43 on: March 05, 2009, 02:03:59 pm »

Long.dec
By PipOC
*Copied from Deck-O-Pedia entry and reformatted and slightly edited

The Basics:
Few decks are as infamous as the most powerful deck in history. Burning Desire. Long.

Mike Long didn't create the deck, but he was one of the first to speak of it's merits online, so the name sort of stuck. The original win condition was Hunting Pack, but after some of Type 1's greatest minds got to the deck (such as Steven Menendian), the kill was changed to Tendrils of Agony. After the deck started proving how degenerate it was, WOTC tested the deck themselves and won on turn 1 over 60% of the time in their godlfishing. Hence, key elements of the deck (LED, Burning Wish) were restricted. The basic idea behind the deck now lives on in many various forms from DeathLong, Grim Long, TPS and others.

Quote from: The Decklist(s):
Long.dec

LANDS (11):
4 Gemstone Mine
4 City of Brass
1 Tolarian Academy
2 Underground Sea

CREATURES (0):

OTHER SPELLS (50):
3 Chromatic Sphere
4 Lions Eye Diamond
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Lotus Petal
1 Black Lotus
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Mox Diamond
4 Dark Ritual
4 Duress
4 Brainstorm
1 Chain of Vapor
4 Burning Wish
1 Ancestral Recall
1 Time Walk
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Demonic Consultation
1 Timetwister
1 Wheel of Fortune
1 Windfall
1 Tinker
1 Minds Desire
1 Necropotence
1 Yawgmoths Bargain
1 Memory Jar
1 Tendrils of Agony

SIDEBOARD(15):
1 Tendrils of Agony
1 Yawgmoths Will
1 Diminishing Returns
4 Xantid Swarm
1 Balance
1 Primitive Justice
1 Meltdown
1 Hull Breach
4 Overload

Other Notes, Matchup Info, etc.:
60% wins on turn 1. It could do that through Force of Will no less. Burning wish for yawgmoth's will was one of the most popular plays in type one for a long while before the DCI stepped in.

The deck plays out fast mana then plays a couple business spells finding a burning wish or a draw7. Lions eye diamond fuels this craziness, even after it was neutured by errata, by breaking it in response to a tutor, a draw7 or yawgmoth's will you could generate 3 mana for a negligible cost. Yawgmoth's Will allows you replay all your fast mana, your dark rituals, your LEDs, and allow you to use them as black lotuses with no drawback, then allowed you to replay all your draw spells, eventually allowing you to find a burning wish or a tendrils and win.

Relevant Links:
Discuss: The Long.Dec And Winding Road, Part 1b - Stephen Menendian
Perfecting Long's Burning Desire
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« Reply #44 on: March 05, 2009, 02:04:37 pm »

Madness


The Basics:
Over the course of this deck's history it had many names and various significant developments in design all laid out in the primer located under the relevant links section.  What all these decks had in common was the abuse of the mechanic 'madness' that came in Odyssey block which allowed you to play a card as you discarded it.  Obviously this was easily abused with cards like Lion's Eye Diamond and Bazaar of Baghdad.

Quote from: The Decklist(s):
Madness
Matteo Rubini (August 2003) 4th place

LANDS (17):
4 Bazaar of Baghdad
1 Library of Alexandria
3 Taiga
4 Tropical Island
1 Volcanic Island
4 Wooded Foothills

CREATURES (18):
4 Basking Rootwalla
4 Wild Mongrel
4 Roar of the Wurm
4 Squee, Goblin Nabob
1 Anger
1 Wonder

OTHER SPELLS (25):
4 Circular Logic
4 Force of Will
4 Careful Study
2 Deep Analysis
2 Cunning Wish
1 Ancestral Recall
1 Time Walk
1 Wheel of Fortune
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Sapphire
1 Sol Ring

SIDEBOARD(15):
2 Blue Elemental Blast
1 Fire/Ice
1 Gilded Drake
1 Island
3 Naturalize
2 Pyrostatic Pillar
1 Rack and Ruin
3 Red Elemental Blast
1 Waterfront Bouncer

Other Notes, Matchup Info, etc.:

Relevant Links:
Vintage Madness Primer (Part 1 of 2)
Vintage Madness Primer (Part 2 of 2)
Madness by Hyperion and Rico - TheManaDrain original primer
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« Reply #45 on: March 05, 2009, 02:05:44 pm »

Mana'd Ichorid


The Basics:
The natural evolution of the combo version of manaless ichorid, this deck seeks to increase the already ridiculous power of dredge with blue spells like careful study and breakthrough.  It's first appearance was at the ICBM Open #1 on 2-2-08 wher Tommy Kolowith piloted it to 1st place and refused to post the list online.  The deck has a high chance to pull off a turn two combo of 7+ 3/3s swinging at the dome, and has been known to do it turn 1.

Quote from: The Decklist(s):
Mana'd Ichorid
Eric Dupuis - 1st at myriad games 3-1-08

LANDS (15):
1 Underground Sea
3 Cephalid Coliseum
3 City of Brass
4 Bazaar of Baghdad
4 Gemstone Mine

CREATURES (21):
1 Flame-Kin Zealot
1 Angel of Despair
1 Cephalid Sage
3 Ichorid
3 Golgari Thug
4 Narcomoeba
4 Stinkweed Imp
4 Golgari Grave-Troll

OTHER SPELLS (24):
4 Cabal Therapy
1 Lion's Eye Diamond
4 Careful Study
1 Black Lotus
1 Ancestral Recall
4 Breakthrough
1 Lotus Petal
1 Mox Sapphire
3 Dread Return
4 Bridge from Below

SIDEBOARD(15):
3 Emerald Charm
4 Chain of Vapor
4 Leyline of the Void
4 Contagion

Mana'd Ichorid
Eugeni Sánchez - 2nd at Beledona 3-29-08

LANDS (15):
4 Bazaar of Baghdad
4 Cephalid Coliseum
4 Underground Sea
3 Watery Grave

CREATURES (23):
1 Angel of Despair
1 Cephalid Sage
1 Flame-Kin Zealot
4 Golgari Grave-Troll
2 Golgari Thug
2 Ichorid
4 Narcomoeba
3 Putrid Imp
1 Simic Sky Swallower
4 Stinkweed Imp

OTHER SPELLS (22):
1 Black Lotus
4 Breakthrough
4 Bridge from Below
3 Cabal Therapy
4 Careful Study
3 Dread Return
1 Lotus Petal
1 Mox Jet
1 Mox Sapphire

SIDEBOARD(15):
4 Chain of Vapor
1 Contagion
4 Leyline of the Void
4 Pithing Needle
2 Thoughtseize

Other Notes, Matchup Info, etc.:
The downside to this deck over manaless is that it increases it's speed at the expense of it's disruption, so some of the relevant hate becomes even more deadly games 2-3.  This also has a much worse matchup against faster combo decks like flash hulk.  The upside is that the relevancy of hate pices for this build is almost polar opposite of the manaless build so your opponents are forced to take a gamble before they even show up to the tourney on whether they A) want to sideboard for ichorid at all and b) which type of ichorid they want to side for.  This is one of the reasons ichorid is so reviled among vintage players.

Relevant Links:
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« Reply #46 on: March 05, 2009, 02:07:24 pm »

Manaless Ichorid


The Basics:
The goal of this deck is to put your library into your graveyard through the use of the drdge mechanic printed in Ravnica block and Bazaar of Baghdad, and then use your graveyard as a hand, feeding spells like cabal therapy and dread return with free creatures such as narcomoeba and ichorid.  When you sacrifice creatures to play these spells you will get 2/2 zombie tokens from bridge from below that you can later use to take your opponent from 20 to 0 in a flash.  There are two ways to build manaless ichorid, control and combo.  You can use either a 5c mana base or {U} {G} or {B} {G} mana base.  The mana is used almost exclusively to deal with the threats to your strategy (effecient graveyard hate).

Quote from: The Decklist(s):
Fatesticher Dredge
Sean Orcutt, 2nd @ Stratford 21.03.2009 (113 players)

LANDS (12):
4 Bazaar of Baghdad
4 City of Brass
4 Gemstone Mine

CREATURES (26):
4 Golgari Thug
4 Ichorid
2 Sadistic Hypnotist
4 Stinkweed Imp
4 Fatestitcher
4 Narcomoeba
4 Golgari Grave-Troll

OTHER SPELLS (22):
4 Chalice of the Void
4 Serum Powder
4 Bridge from Below
4 Cabal Therapy
2 Dread Return
4 Unmask

SIDEBOARD(15):
2 Contagion
2 Darkblast
4 Ingot Chewer
3 Oxidize
3 Pithing Needle
1 Platinum Angel

Manaless Ichorid
Mustapha Kanit - 2nd @ 290 player event in Milano

LANDS (10):
4 Bazaar of Baghdad
4 Dryad Arbor
2 Petrified Field

CREATURES (27):
1 Sundering Titan
3 Golgari Thug
4 Ichorid
4 Stinkweed Imp
4 Street Wraith
4 Narcomoeba
2 Flame-Kin Zealot
4 Golgari Grave-Troll
1 Ancestor's Chosen

OTHER SPELLS (15):
4 Bridge from Below
4 Cabal Therapy
3 Dread Return
4 Leyline of the Void
4 Chalice of the Void
4 Serum Powder

SIDEBOARD(15):
3 Bayou
4 Contagion
1 Emerald Charm
3 Oxidize
4 Reverend Silence

Manaless Ichorid
Bert Kyle, 4th @ Richmond 10.05.2008 (83 players)

LANDS (11):
4 Bazaar of Baghdad
4 City of Brass
3 Petrified Field

CREATURES (22):
4 Golgari Thug
4 Ichorid
4 Stinkweed Imp
4 Narcomoeba
4 Golgari Grave-Troll
1 Ancestor's Chosen
1 Wispmare

OTHER SPELLS (27):
4 Chalice of the Void
4 Serum Powder
4 Bridge from Below
4 Cabal Therapy
1 Darkblast
2 Dread Return
4 Leyline of the Void
4 Unmask

SIDEBOARD(15):
4 Chain of Vapor
4 Emerald Charm
4 Gemstone Mine
3 Wispmare

Manaless Ichorid
Garrett Wiley

LANDS (10):
4 Bazaar of Baghdad
3 City of Brass
1 Strip Mine
2 Wasteland

CREATURES (22):
2 Ancestor's Chosen
4 Golgari Grave-Troll
4 Golgari Thug
4 Ichorid
4 Narcomoeba
4 Stinkweed Imp

OTHER SPELLS (28):
4 Bridge from Below
4 Leyline of the Void
2 Darkblast
4 Cabal Therapy
2 Dread Return
4 Unmask
4 Chalice of the Void
4 Serum Powder

SIDEBOARD(15):
4 Chain of Vapor
1 City of Brass
4 Emerald Charm
4 Gemstone Mine
2 Wispmare

Other Notes, Matchup Info, etc.:
This deck typically has an overwhelming advantage game 1, however due to the insane effenciency of graveyard hate (tormod's crypt, leyline of the void, extirpate etc.) games 2-3 tend to put ichorid as the underdog.

Relevant Links:
Meadbert Manaless Ichorid Primer
Monster Mash: Dredging Up Aggro In Vintage - By Stephen Menendian
Crushing Vintage Without Power Nine: The Manaless Ichorid Primer - By Stephen Menendian
Manaless Ichorid Versus Meandeck Gifts - A Matchup Analysis - By Stephen Menendian
So Many Insane Plays - Improving Ichorid - By Stephen Menendian
So Many Insane Plays — Teaching An Old Dog New Tricks - By Stephen Menendian
So Many Insane Plays — Long Live Ichorid - By Stephen Menendian
So Many Insane Plays — The Ichorid Blitz - By Stephen Menendian
Deconstructing Constructed - Not Another Ichorid Article - By Josh Silvestri
Deconstructing Constructed - A Vintage Article - By Josh Silvestri
TMD day one split w/ Dredge
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« Reply #47 on: March 05, 2009, 02:08:13 pm »

Maysonet Rack Balance


The Basics:
This is the deck that got Balance restricted back in '94.  The entire deck ran no spell over 2 casting cost and subsequintly had a great game against land destruction decks of the time, it also allowed the deck to come back far quicker than any other in the field after armageddon or balance.  It ran almost no creatures, often meaning it blanked all creature removal spells in your opponent's decks and your balance was a {1} {W} wrath of god.  After putting out The Rack and casting a balance you are almost assured victory.  In addition to the rack damage you would still have a factory left to beat face with, and with bazaar of baghdad and sylvan library you could filter your hand at extreme speeds and come back faster than any other deck at the time.

Quote from: The Decklist(s):
MRB, June '94
Adam Maysonet

LANDS (21):
4 Bazaar of Baghdad
4 Mishra's Factory
1 Maze of Ith
4 Savanna
4 Taiga
4 Plateau

CREATURES (0):

OTHER SPELLS (39):
4 Balance
3 Disenchant
2 Consecrate Land
3 Sylvan Library
1 Regrowth
4 Lightning Bolt
4 Chain Lightning
3 Fireball
4 The Rack
3 Library of Leng
1 Chaos Orb
1 Candelabra of Tawnos
2 Relic barrier
1 Mox Emerald
1 Mox Ruby
1 Mox Pearl
1 Black Lotus

SIDEBOARD(15):
2 Relic Barrier
1 Disenchant
3 Red Elemental Blast
2 Consecrate Land
2 Tranquility
2 Circle Of Protection: Red
3 Swords to Plowshares

Maysonet Rack Balance for April '95
Adam Maysonet

LANDS (22):
4 Bazaar of Baghdad
4 Mishra's Factory
4 Volcanic Island
4 Tundra
4 Plateau
1 Mountain
1 Plains

CREATURES (6):
3 Serendib Efreet
3 Atog

OTHER SPELLS (32):
4 Balance
3 Disenchant
1 Timewalk
1 Ancestral Recall
4 Lightning Bolt
4 Chain Lightning
4 The Rack
3 Library of Leng
1 Chaos Orb
1 Candelabra of Tawnos
2 Relic barrier
1 Mox Emerald
1 Mox Ruby
1 Mox Pearl
1 Black Lotus

SIDEBOARD(15):
2 Relic Barrier
2 Sleight of Mind
3 Red Elemental Blast
4 Consecrate Land
2 Circle Of Protection: Red
2 Swords to Plowshares

Other Notes, Matchup Info, etc.:

Relevant Links:
The Maysonet Rack Balance Deck (MRB) , June '94 - Adam Maysonet
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« Reply #48 on: March 05, 2009, 02:09:51 pm »

Meandeck Gifts


The Basics:
Not to be confused with shortbus gifts (aka severence belcher), meandeck gifts choses to make a kill with a time walking darksteel colossus or a wished for tendrils of agony.  Gifts Ungiven was such a powerful engine that the skeleton could be applied to multiple kill conditions and still make viable decks (much like merchant scroll and gush before and after).  With the restriction of gifts this archetype and many others were irreparably damaged and had to be thrown out, but when gifts was still around these decks were the kings of the hill.

Quote from: The Decklist(s):
Meandeck Gifts
Suggested by Stephen Menendian on 2006-09-24

LANDS (15):
1 Tolarian Academy
2 Flooded Strand
3 Polluted Delta
2 Underground Sea
2 Volcanic Island
5 Island

CREATURES (1):
1 Darksteel Colossus

OTHER SPELLS (44):
1 Black Lotus
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Ancestral Recall
4 Brainstorm
1 Chain Of Vapor
1 Fact Or Fiction
4 Force Of Will
4 Gifts Ungiven
1 Hurkyl's Recall
4 Mana Drain
2 Misdirection
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
4 Merchant Scroll
1 Recoup
1 Tendrils Of Agony
1 Time Walk
1 Tinker
1 Yawgmoth's Will

Other Notes, Matchup Info, etc.:

Relevant Links:
Finding the Gifts Deck - Stephen Menendian
[Premium Article] Meandeck Gifts - Stephen Menendian
Playing Meandeck Gifts in Vintage - Stephen Menendian
Gifts the Puzzling - Stephen Menendian
Bluffing Drains and Storming Brains: How to Play Control in Vintage - Stephen Menendian
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« Reply #49 on: March 05, 2009, 02:10:25 pm »

Meandeck Oath


The Basics:
Oath of Druids has lent itself to a strategy that totally hoses aggro decks by being able to cheat large creatures into play and decimate the weenie stuff your opponent played.  The biggest problem with this in vintage is that there a lot of decks that don't play creatures.  This problem was solved by the printing of Forbidden Orchard.  Team Meandeck saw this when the field was ripe with shop aggro, fish and control slaver and decided to sweep tournaments (and did, taking 4 of the top 8 slots at its firts tournament, SCG Power 9 II) with their concoction - Meandeck Oath. With two beastly creatures they found that they could decimate all the current opposition and subsequently created the following

Quote from: The Decklist(s):
Meandeck Oath

LANDS (17):
4  Flooded Strand
4  Forbidden Orchard
5  Island
1  Strip Mine
1  Tropical Island
2  Wasteland

CREATURES (2):
1  Akroma, Angel of Wrath
1  Spirit of the Night

OTHER SPELLS (41):
4  Accumulated Knowledge
1  Ancestral Recall
1  Black Lotus
4  Brainstorm
4  Force of Will
1  Gaea's Blessing
2  Impulse
4  Intuition
4  Mana Drain
4  Mana Leak
2  Misdirection
1  Mox Emerald
1  Mox Jet
1  Mox Pearl
1  Mox Ruby
1  Mox Sapphire
4  Oath of Druids
1  Time Walk

SIDEBOARD(15):
2  Arcane Laboratory
2  Back to Basics
2  Control Magic
3  Energy Flux
3  Ground Seal
1  Iridescent Angel
1  Platinum Angel
1  Pristine Angel

Other Notes, Matchup Info, etc.:
The tournament after though, meandeck oath got shut out by a huge number of control decks and workshop aggro reclaimed its reign over the meta.

Relevant Links:
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« Reply #50 on: March 05, 2009, 02:17:38 pm »

Meandeck Tendrils aka Meandeck SX
By pntbttr14

The Basics:
SX is a {U} {B} (although now splashes for manamorphose) deck designed to go off turn one ridiculously often--often at least 70% of the time. The main problems with this deck are:
-very little room for protection. In order to generate a storm count of 9, you play lots of cheap cantrips instead of a few tutors.
-hard to pilot. There are so many ways to take most hands, it is very difficult to figure out which way is the best.

Quote from: The Decklist(s):
Updated Meandeck SX by pntbttr14
This is not a very optimal version, but gives an idea of how the deck works.
LANDS (2):
1 tropical island
1 bayou

CREATURES (0):

OTHER SPELLS (58):
4 land grant
1 demonic consultation
4 chromatic star
4 chromatic sphere
4 manamorphose
4 brainstorm
4 ponder
4 street wraith
4 night's whisper
1 ancestral recall
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Black Lotus
1 Yawgmoth's will
4 dark ritual
1 Lion's eye diamond
1 lotus petal
1 mana vault
1 mana crypt
4 tendrils of agony
4 pact of negation
1 repeal

Meandeck Tendrils 2k6
Stephen Menendian

LANDS (3):
1 Bayou
1 Polluted Delta
1 Tropical Island

CREATURES (0):

OTHER SPELLS (57):
1 Demonic Tutor
1 Imperial Seal
4 Land Grant
3 Night's Whisper
4 Tendrils Of Agony
1 Yawgmoth's Will
1 Ancestral Recall
4 Brainstorm
4 Cabal Ritual
4 Dark Ritual
1 Demonic Consultation
4 Repeal
4 Spoils Of The Vault
1 Vampiric Tutor
1 Black Lotus
4 Chromatic Sphere
1 Chrome Mox
4 Darkwater Egg
1 Lion's Eye Diamond
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring

Other Notes, Matchup Info, etc.:
The duals can be searched for with land grant, which ups storm count for free. The original version ran spoils of the vault, but pilots often killed themselves with it. Street wraith is used instead in some builds. Demonic consultation is the only real tutor, which is why there are 4 tendrils. Also remember that you cannot go off in response to the pact trigger.

The deck is very susceptible to discard but can fight through counters, especially if the opponent does not know what to counter. Unlike Long, a countered Yawgwin is not necessarily fatal. It is also hard to learn to pilot correctly and may involve taking some large risks.

Relevant Links:
Primer Part 1
Primer Part 2
Playing meandeck tendrils
Tendrils revisited
Turn-One-Tendrils: Possible Return To The Scene?

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« Reply #51 on: March 05, 2009, 02:18:17 pm »

Mirror, Mirror


The Basics:
Mirror, Mirror is a Mark Trogdon invention that a mana drain powered blue control shell to fuel and protect the simple combo of time walk/savor the moment and panoptic mirror.  Obviously once online you have infinite turns and can win the game at your leisure.  The main kill condition is serra sphinx which conveniently dodges the drawback from savor the moment.

Quote from: The Decklist(s):
Mirror, Mirror
Mark Trogdon

LANDS (15):
4 Underground Sea
3 Flooded Strand
3 Island
3 Polluted Delta
1 Swamp
1 Tolarian Academy

CREATURES (3):
2 Serra Sphinx
1 Sundering Titan

OTHER SPELLS (43):
1 Black Lotus
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
4 Duress
4 Force of Will
4 Mana Drain
4 Thirst For Knowledge
3 Savor the Moment
3 Impulse
2 Panoptic Mirror
1 Ancestral Recall
1 Brainstorm
1 Demonic Tutor
1 Echoing Truth
1 Gifts Ungiven
1 Merchant Scroll
1 Mystical Tutor
1 Personal Tutor
1 Rebuild
1 Time Walk
1 Tinker
1 Yawgmoth's Will

SIDEBOARD(15):
4 Leyline of the Void
3 Dark Ritual
2 Hurkyl's Recall
2 Tendrils of Agony
2 Yixlid Jailer
1 Damnation
1 Rebuild

Other Notes, Matchup Info, etc.:

Relevant Links:
[Rumor] Savor the Moment/Panotic Mirror Deck
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« Reply #52 on: March 05, 2009, 02:19:01 pm »

Mono {U} Trix


The Basics:
Donate + Illusions of Grandeur was a combo that dominated extended for a long, long time (and I loved it!), this port to vintage was effectively blue bull shit tailored to an aggro heavy meta.

Quote from: The Decklist(s):
Mono U Trix

LANDS (17):
1 Library of Alexandria
1 Tolarian Academy
1 Strip Mine
14 Island

CREATURES (0):

OTHER SPELLS (43):
1 Sol Ring
1 Black Lotus
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
3 Illusions of Grandeur
3 Donate
2 Intuition
1 Ancestral Recall
1 Timewalk
2 Deep Analysis
1 Timetwister
1 Cunning Wish
1 Mystical Tutor
2 Merchant Scroll
4 Accumulated Knowledge
1 Gush
2 Powder Keg
2 Mana Leak
4 Force of Will
4 Mana Drain
2 Misdirection

SIDEBOARD(15):
1 Fact or Fiction
1 Stroke of Genius
2 Cursed Totem
2 Ensnaring Bridge
3 Back to Basics
2 Blue Elemental Blast
2 Divert
1 Psionic Blast
1 Capsize

Other Notes, Matchup Info, etc.:

Relevant Links:
MonoU Trix Mini-Primer
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« Reply #53 on: March 05, 2009, 02:19:37 pm »

Neo-Academy
By PipOC
*Copied from Deck-O-Pedia entry and reformatted

The Basics:
Even with 7 restrictions to it's credit academy wasn't dead. With gobs of fast mana and draw7s out the wazoo, the deck could still power out the early insane kills. The deck is based around the largest(cardwise) successful combo in magic history. Tolarian Academy, 8 random artifacts, Candelabra of Tawnos and Capsize, the deck produced infinite mana, or just a really high amount by looping the deck in mana cycles, it eventually used a colossal Braingeyser or Stroke of Genius to finish the opponent off.

Quote from: The Decklist(s):
Neo-Academy

LANDS (11):
4 City of Brass
4 Gemstone Mine
1 Tolarian Academy
2 Undiscovered Paradise

CREATURES (0):

OTHER SPELLS (49):
2 Abeyance
1 Ancestral Recall
1 Black Lotus
1 Braingeyser
2 Candelabra of Tawnos
1 Capsize
1 Crop Rotation
1 Demonic Tutor
1 Fastbond
4 Force of Will
1 Frantic Search
1 Grim Monolith
4 Helm of Awakening
4 Impulse
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
4 Meditate
1 Mind over Matter
1 Mox Diamond
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mystical Tutor
1 Regrowth
1 Sol Ring
1 Stroke of Genius
1 Time Spiral
1 Time Walk
1 Timetwister
1 Vampiric Tutor
1 Wheel of Fortune
1 Windfall

SIDEBOARD(15):
1 Balance
1 Mind Twist
4 Misdirection
4 Phyrexian Negator
3 Red Elemental Blast
2 Seal of Cleansing

Other Notes, Matchup Info, etc.:

Relevant Links:
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« Reply #54 on: March 05, 2009, 02:20:55 pm »

Oshawa Stompy


The Basics:
A {R} {G} aggro deck that showed up in '04 utilizing the synergy between squee, goblin nabob and survival of the fittest/bazaar of baghdad.  It was really good at combating keeper, landstill, fish and combo (provided it went first) decks.  The popularity of oath killed this deck with a quickness.

Quote from: The Decklist(s):
Oshawa Stompy

LANDS (20):
11 Forest
4 Wasteland
1 Stripmine
4 Bazaar of Baghdad

CREATURES (26):
4 Elvish Spirit Guide
4 Wild Mongrel
4 Arrogant Wurm
4 Basking Rootwalla
4 Hidden Gibbons
4 Squee, Goblin Nabob
2 Viridian Zealot

OTHER SPELLS (14):
3 Null Rod
3 Root Maze
1 Gaea's Blessing
1 Crop Rotation
4 Survival of the Fittest
1 Black Lotus
1 Mox Emerald

SIDEBOARD(15):
4 Ground Seal
3 Dawnstrider
1 Lumbering Satyr
2 Viridian Zealot
1 Silklash spider
4 Drop of Honey

Other Notes, Matchup Info, etc.:
Note that Oshawa Stompy is a {R} {G} deck that evolved from the principles of traditional stompy, a mono {G} deck.

Relevant Links:
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« Reply #55 on: March 05, 2009, 02:21:46 pm »

Parfait


The Basics:
Created by Raphaël Caron in 2000, this mono-white control deck used the Land Tax/Scroll Rack combo and " silver bullets " (cards that nullify whole strategies) to ensure card advantage. It usually killed with the Wild Pegasus tokens produced by the powerful Sacred Mesa enchantment.

Quote from: The Decklist(s):
Meandeck Parfait]Stephen Menendian
NOTE: The main deck is short one and the side is over one, so move one of your choice.  My typical suggestion would be moat.

LANDS (15):
10 Plains
1 Strip Mine
4 Wasteland

CREATURES (8):
4 Ethersworn Canonist
4 Aven Mindcensor

OTHER SPELLS (26):
1 Black Lotus
4 Mox Diamond
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Sapphire
4 Scroll Rack
1 Sol Ring
1 Tormod's Crypt
1 Trinisphere
1 Zuran Orb
4 Aura Of Silence
4 Land Tax
2 Abeyance
3 Argivian Find
1 Enlightened Tutor
2 Orim's Chant
3 Swords To Plowshares
1 Balance

SIDEBOARD(16):
1 Jester's Cap
2 Pithing Needle
3 Tormod's Crypt
2 Moat
2 Rule Of Law
1 Wheel Of Sun And Moon
2 Abeyance
2 Orim's Chant
1 Swords To Plowshares

'08 Parfait
Lany Chabot-Laroche

LANDS (14):
1 Swamp
2 Scrubland
2 Bloodestained Mire
1 Polluted Delta
1 Strip Mine
2 Wasteland
5 Plains

CREATURES (6):
4 Dark Confidant
2 Serra Avenger

OTHER SPELLS (40):
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Sapphire
1 Mox Emerald
1 Mox Diamond
1 Sol Ring
1 Black Lotus
4 Land Tax
1 Tormod's Crypt
1 Abeyance
4 Orim's Chant
1 Oblivion Ring
1 Thoughtseize
4 Duress
1 Balance
1 Enleightened tutor
3 Isochron Scepter
4 Swords to Plowshares
1 Chain of Mephistopheles
4 Scroll Rack
1 Vampiric Tutor
1 Demonic Tutor

SIDEBOARD(15):
1 Abeyance
1 Chains of Mephistopheles
2 Extirpate
1 Snuff out
1 Pithing Needle
3 Planar Void
1 Yixlid Jailer
1 Moat
2 Seal of Cleansing
2 Disenchant

Original Deck Parfait
Raphaël Caron

LANDS (19):
1 Library of Alexandria
1 Serra's Sanctum
13 Plains
1 Strip Mine
3 Wasteland

CREATURES (0):

OTHER SPELLS (41):
4 Land Tax
2 Scroll Rack
1 Jayemdae Tome
1 Story Circle
4 Swords to Plowshares
3 Aura of Silence
1 Moat
1 Balance
1 Wrath of God
2 Zuran Orb
1 Ivory Mask
1 Ivory Tower
4 Abeyance
1 Enlightened Tutor
1 Planar Birth
4 Argivian Find
2 Sacred Mesa
1 Tormod's Crypt
1 Soldevi Digger
1 Lotus Petal
1 Black Lotus
1 Mox Pearl
1 Mox Diamond
1 Sol Ring

SIDEBOARD(15):
1 Spirit Link
1 Jester's Cap
1 Black Vise
2 Armageddon
1 Tormod's Crypt
1 Replenish
2 Rune of Protection: Red
2 Rune of Protection: Blue
1 Rune of Protection: Black
2 Abolish
1 Ivory Mask

Other Notes, Matchup Info, etc.:
Quote from: Lany Chabot-Laroche (wagner)
Please do not play Parfait.

It was my second and last tournament with it. The deck is so incredibly slow... I could not finish game 2 in any of the first 4 rounds. It doesn't have any really good matchups but very few bad matchups too. Also the deck is incredibly hard to play (you need a whole lot of testing) and there is no good finisher. In this tournament I tried using Serra Avengers instead of the Belcher and, even though it's a little better against aggro, it's still slow as hell. Also, you never have time to scout to see what other are playing and since you always go in the 5 extra turns, everyone comes and sees your deck. Also, you don't have time to eat until top 8, and even then it's kind of tricky.

Relevant Links:
So Many Insane Plays - The Parfait Ambush!
Type One Gold: Deck Parfait - Darren Di Battista
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« Reply #56 on: March 05, 2009, 02:22:22 pm »

Pitch Long


The Basics:
Developed in '06 as yet another Long variant by Eric Becker, this deck uses pitch counters such as force of will and misdirection to protect its powerful kill condition.  Other versions of Long at the time often eschewed these pitch counters for duress, hence why this version is called Pitch Long.  Overall this was most likely the strongest deck in vintage in '06.

Quote from: The Decklist(s):
2.5c Pitch Long (nov. 06)
Eric Becker

LANDS (12):
4 Polluted Delta
2 Flooded Strand
2 Underground Sea
2 Swamp
1 Island
1 Tolarian Academy

CREATURES (0):

OTHER SPELLS (48):
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Lotus Petal
1 Mana Vault
4 Dark Ritual
4 Cabal Ritual
4 Force of Will
2-3 Misdirection
1 Chain of Vapor
0-1 Hurkyl's Recall
4 Brainstorm
2 Grim Tutor
1 Vampiric Tutor
1 Mystical Tutor
1 Demonic Tutor
1 Imperial Seal
2 Infernal Contract
1 Ancestral Recall
1 Tinker
1 Memory Jar
1 Timetwister
1 Mind's Desire
1 Yawgmoth's Bargain
1 Necropotence
1 Yawgmoth's Will
1 Tendrils of Agony
1 Time Walk


Original Pitch Long
Eric Becker

LANDS (11):
4 Polluted Delta
2 Flooded Strand
2 Underground Sea
1 Swamp
1 Island
1 Tolarian Academy

CREATURES (0):

OTHER SPELLS (49):
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Lion's Eye Diamond
1 Lotus Petal
1 Mana Vault
4 Dark Ritual
4 Cabal Ritual
4 Force of Will
3 Misdirection
1 Chain of Vapor
4 Brainstorm
3 Grim Tutor
1 Vampiric Tutor
1 Mystical Tutor
1 Demonic Tutor
1 Imperial Seal
1 Ancestral Recall
1 Tinker
1 Memory Jar
1 Windfall
1 Timetwister
1 Mind's Desire
1 Yawgmoth's Bargain
1 Necropotence
1 Yawgmoth's Will
1 Tendrils of Agony
1 Time Walk

SIDEBOARD(15):
4 Elvish Spirit Guide
3 Hurkyl's Recall
1 Rebuild
2 Bazaar of Baghdad
2 Brainfeeze
1 Tendrils of Agony
1 Darksteel Colossus
1 Massacre

Other Notes, Matchup Info, etc.:
Quote from: Eric Becker
Grim Tutor is inefficient and in a metagame packed with Gush and Duress efficiency matters. That's why you won't find any Grim Long or Pitch Long at the top tables at most events.

To combat Gush's efficiency storm combo has adapted by cutting back on tutors in favor of more "small" draw effects like Gush and Ponder so it can recover from disruption (specifically duress) faster as well as sculpt hands that win through counters better.

Relevant Links:
Pitch Long
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« Reply #57 on: March 05, 2009, 02:22:59 pm »

R/G Beatz


The Basics:
A fast and effecient tempo deck that uses low costed big bodies like tarmogoyf and kird ape to smash face.  It has a healthy amount of mana denial in magus of the moon and strip mine effects.  The vials help against both counters and spheres.  This deck even has an answer for the dreaded tinker -> colossus play in the form of stingscourger, who ever thought a goblin and a jellyfish would be so good together?

Quote from: The Decklist(s):
R/G Beatz
Jamison Bryant - 1st place SCG Chicago 11-11-07

LANDS (16):
1 Forest
2 Mountain
1 Strip Mine
4 Taiga
2 Wasteland
2 Windswept Heath
4 Wooded Foothills

CREATURES (26):
4 Kird Ape
3 Magus Of The Moon
4 Mogg Fanatic
4 Skyshroud Elite
2 Stingscourger
4 Tarmogoyf
4 Tin Street Hooligan

OTHER SPELLS (19):
4 Aether Vial
1 Black Lotus
1 Lotus Petal
1 Mox Emerald
1 Mox Ruby
3 Skullclamp
4 Seal Of Fire
4 Lightning Bolt

SIDEBOARD(15):
1 Stingscourger
4 Pyrostatic Pillar
4 Seal Of Primordium
3 Ancient Grudge
3 Pyroclasm

Other Notes, Matchup Info, etc.:
This deck is ment to be played in a shop heavy environment.

Relevant Links:
Team ICBM GR BEATZ!!! NEW TECH FOR EMERGING META
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« Reply #58 on: March 05, 2009, 02:23:32 pm »

Ritual Gifts


The Basics:
Ritual gifts was Shawn Anthony's deck that successfully fused long and gifts' strategies to make an excellent tendrils deck.  Both the main deck and side board seemed to be a perfect split between the two, propelling him to 1st place at SCG Roanoke in '06.

Quote from: The Decklist(s):
Ritual Gifts
Shawn Anthony

LANDS (13):
1  Bloodstained Mire
1  Flooded Strand
1  Island
4  Polluted Delta
1  Swamp
1  Tolarian Academy
3  Underground Sea
1  Volcanic Island

CREATURES (0):

OTHER SPELLS (47):
1  Ancestral Recall
1  Black Lotus
4  Brainstorm
1  Chain of Vapor
4  Dark Ritual
1  Demonic Tutor
4  Duress
4  Force of Will
3  Gifts Ungiven
1  Lion's Eye Diamond
1  Lotus Petal
1  Mana Crypt
1  Mana Vault
2  Merchant Scroll
2  Misdirection
1  Mox Emerald
1  Mox Jet
1  Mox Pearl
1  Mox Ruby
1  Mox Sapphire
1  Mystical Tutor
1  Recoup
1  Rushing River
1  Sol Ring
1  Tendrils of Agony
1  Time Walk
1  Timetwister
1  Vampiric Tutor
1  Wheel of Fortune
1  Yawgmoth's Bargain
1  Yawgmoth's Will

SIDEBOARD(15):
1  Darksteel Colossus
2  Hurkyl's Recall
4  Leyline of the Void
4  Mana Drain
3  Thrashing Wumpus
1  Tinker

Other Notes, Matchup Info, etc.:

Relevant Links:
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« Reply #59 on: March 05, 2009, 02:24:06 pm »

Sensei Sensei


The Basics:
The deck wants to draw its library and win.  It goes about this by using sensie's divining top, future sight and helm of awakening.  This automatically means a high storm count so all it has to do then is cunning wish for brain freeze and deck the opponent.

Quote from: The Decklist(s):
Sensei Sensei

LANDS (13):
5 Island
2 Flooded Strand
3 Polluted Delta
2 Underground Sea
1 Tolarian Academy

CREATURES (0):

OTHER SPELLS (47):
1 Mana Vault
1 Sol Ring
1 Mox Pearl
1 Mox Emerald
1 Mox Sapphire
1 Mox Ruby
1 Mox Jet
1 Black Lotus
1 Mana Crypt
3 Sensei's Divining Top
3 Helm of Awakening
3 Future Sight
1 Intuition
1 Vampiric Tutor
3 Cunning Wish
4 Force of Will
3 Mana Drain
2 Thirst for Knowledge
1 Mystical Tutor
4 Accumulated Knowledge
1 Ancestral Recall
1 Frantic Search
1 Yawgmoth's Will
1 Demonic Tutor
1 Merchant Scroll
1 Timetwister
3 Deep Analysis
1 Time Walk

SIDEBOARD(15):
3 Chalice of the Void
1 Rebuild
1 Echoing Truth
1 Blue Elemental Blast
1 Brain Freeze
2 Annul
1 Lim-Dul's Vault
1 Flash Counter
1 Coffin Purge
2 Tormod's Crypt
1 Stifle

Other Notes, Matchup Info, etc.:

Relevant Links:
The Complete Sensei, Sensei Primer
Tops
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