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Author Topic: Ichorid's Tipping Point  (Read 9418 times)
arctic79
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« Reply #30 on: March 25, 2009, 04:14:10 pm »

I just want to touch on a few things that I see many players miss as possible outs vs. Ichorid.  If you are running anything with smallish creatures, kill 'em to nuke Bridges, this is unbelievably confusing to the dredge player until you point out the rest of the text on Bridge (which many people ignore).  Magus of the Moon (or Blood Moon) in maindeck painter.dec & deeznaughts is good (not perfect) as extra insurance along with your SB.

I totally agree that much SB hate against Ichorid has been on the decline and Ichorid numbers are on the rise as well as the resiliency of Ichorid.  It has become a seemingly more challenging deck to play against recently, and I think it has to do more with dredge players learning from past mistakes and making the right plays instead of letting the deck autopilot itself like many did in the past.  
I hate Ichorid but what are you going to do, you can't avoid the elephant in the room forever.
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« Reply #31 on: March 25, 2009, 04:30:03 pm »

If you are asking for major contributing factors as to why ichorid is raising in popularity, I think it is tied directly to what was/is happening around it.

Prior to the release of future sight in may 2007 Ichorid was no where near the power level it is today.  The addition of Bridge from Below gave it something that was ripe to rip Vintage a new one, creature swarms.  The fact is that Vintage doesn't run a whole lot of mass removal for creatures, and many of the tools that were working to stop ichorids and shadows before, like granite shards, simply stopped being effective.

With less than a month into this new and awesome design space for the build vintage is turned on its side by the restriction of gifts and unrestriction of gush and the tuning of another new archetype, Flash Hulk.  All of the big name people flock back to their broken gush decks of old and lend their voices to the tune of 'not playing gush decks is wrong.'  This leaves a few people to continue working on the deck and a very few more to actually play it at tournaments.

Half a year into Gush era mark II we still have largely differing opinions on how the deck should be built and what its role should be.  The major difference being Meadbert vs. Everyone Else in that Ichorid should be a much more controlling deck that doesn't just try to be faster than the hate.  During this time most people opt for the Flame-kin Zealot kill (now we are beginning to see a wider diversity in tournament play, and even more though out discussions on the merits of other options).

Come May of '08 we have seen the rise of another new gush deck, Tyrant Oath (along with a wide variety of other, less popular gush powered decks) which uses an infinite mill combo to win.  Another new archetype is also beginning to be super hyped, painter's grindstone which also happens to win with an infinite mill combo.  The two together along with the GAT match up push ichorid's viability down considerably.  Despite this, and despite the fact that leyline is played everywhere to try and combat flash, a few dedicated ichorid players still manage to perform respectably well.  Unfortunately, very few people are trying out this deck.

In June of '08 we see the next trouncing of the format with a slew of cards added to the restricted list.  People complain that ichorid will be the best deck in the format but still few decide to pick it up.  Instead people put their energy towards creating new decks and adjusting old archetypes that they are familiar with and ichorid continues to go under represented at tournaments.

Ichorid begins to pick up a little bit of steam, especially by winning a 300+ person event in Europe which garnered respect from even the most anti-ichorid players.  Unfortunately, in September we see yet another new archetype come forth, one that just sits better with the general vintage community, a deck that wins by infinite turns, is blue based with mana drains and makes excellent use of the the next most broken card draw in the format, Tezeret.  Not to mention the outburst of support of ad nauseam decks coming out of the wood works.

Now, the format hasn't seen an amazing new archetype that enthralls their heart for a couple of months and more people have begun to look at this sleeping beast that has gone all but unnoticed for so long.  Some people who have played it for so long and done so well are getting listened to.  Now the deck feels even more like a blue deck than before with some new additions.  Now there has been a batch of heightened activity in the threads dedicated to the deck.  Now it has won/split/top 8'ed at tournaments that are well know before they even begin.
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« Reply #32 on: March 25, 2009, 04:36:08 pm »

There is no "Tipping Point" when most main decks flat out ignore graveyard hate, and instead dedicate their extra slots to beating blue decks. You're not going to be able to beat everything with your main deck, no matter what deck you play. Blue decks are vulnerable in particular because they are so heavily leveraged against other blue decks that they altogether ignore graveyard based strategies, so OF COURSE they are going to have to dedicate a much higher percentage of their sideboard if they want to beat Ichorid.

Ichorid's place in Vintage is like Slide was in Extended and Legacy. It's a "glass cannon," or run that will easily run the table if it hits it's right matchups, or will be easily taken down if they run into combo (or in Vintage's case a prepared opponent, with enough dedicated graveyard hate main or sideboard).

As meadbert alluded to earlier, Ichorid should be doing well right now, as Blue based strategies have come to a crescendo in the tournament scene the past couple of years, and Ichorid's strategy is a natural predator of those strategies.
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« Reply #33 on: March 25, 2009, 06:56:22 pm »

Ray is supposed to send me the non Top-16 decklists, and I'll type them up in my spare time (I'm very fast at typing up decklists).  Then we can see the percentage of dredge in the field. 

I am REALLY looking forward to that Smile

Peace,

-Troy
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« Reply #34 on: March 25, 2009, 07:44:22 pm »

All that happened was non-retards finally started playing the deck in numbers that are roughly equivalent to what the deck should have been played at since the beginning of time. If anything even more people should play it than currently do, since their EV with other decks in a high powered field is ridiculously low and there's no major skill threshold to be crossed.

I think the biggest reason why Ichorid is winning is that opponents have no idea what to board out. It doesn't take a genius to figure out a decent platter of sideboard cards to bring in, but I doubt the majority have a very clear or thought-out manner in which cards they bring out. Even traditionally simple decisions like the value of counters against Ichorid have been muddled to some degree due to number of ways Mana Ichorid has to protect the deck's inner workings.
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Diakonov
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« Reply #35 on: March 25, 2009, 09:32:16 pm »

I think the biggest reason why Ichorid is winning is that opponents have no idea what to board out. It doesn't take a genius to figure out a decent platter of sideboard cards to bring in, but I doubt the majority have a very clear or thought-out manner in which cards they bring out. Even traditionally simple decisions like the value of counters against Ichorid have been muddled to some degree due to number of ways Mana Ichorid has to protect the deck's inner workings.

This is absolutely true.  In fact, I would even venture to say that most tend to neglect to spend as much time as they should on testing with sideboards in general (myself included).  What to take out is far more complicated, and depending on the deck--which cards and how many are reasonable to take out for the deck to still function like it's supposed to--it should be a determining factor on how to build the board in the first place.  The suggestion of boarding 12 cards against Ichorid sounds great and all, but that is a pretty generalized concept; I mean, you've got to look at how it fares against Ichorid in the first place, as well as consider if the deck's engine even exists anymore once you've swapped 12 cards.  Sure, the deck could be chock full of hate, but you still to be able to get to it.  I suppose this last part is somewhat self-evident, but still worth noting.
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« Reply #36 on: March 25, 2009, 10:07:31 pm »


Quote
players trying to play too defensively against Dredge.  Dredge sort of has inevitability on its side. 

So this is pretty interesting to me.  Inevitability seems much more appropriate when talking about something like Hulk or Control Slaver.  By this I mean that the control elements in those decks allowed them to perform really well in the late game once they hit a threshold of resources.  I don't see Dredge in the same light, but maybe I'm misjudging it.  Unmask and Chalice just seem like less stable tools than mana drain and force of will.

Looking at the play of using a Force of Will and pitching an action spell like Thirst to protect Pithing Needle, I'm assuming I'll topdeck better than Dredge (once the Bazaar is neutralized).  Are you disagreeing with this?  Can you elaborate on why you think I shouldn't protect the needle?

What makes Hulk and Control Slaver powerful in the late game is that they can use their mana to chain draw spells together.  Also, in Slaver's case they can potentially hard cast Robots.  They key here is the draw engine.  In the early game, the power of a magic deck is limited by their mana.  You may have 7 cards in your hand on turn 1, but you can only spend mana on 1 or 2 spells usually.  The rest must wait till later in the game.  In the late game this is reversed.  Instead of of the bottleneck being mana, you instead find that you have plenty of many, but your hand size becomes the limitation.  Draw spells become much more powerful in the late game.  Force of Will, Unmask and Chalice of the Void are all mostly useful in the early game because they have free mana costs.  They also become slightly more powerful in the late game as Force and Unmask can be hardcast and Chalice of the Void can be cast with X as values other than 0.  Still, the reason these cards exist in type 1 is because they are powerful on turn 1.  Force of Will is most useful for two purposes.  One is to prevent your opponent from winning quickly.  The other is to protect a quick win of your own.  Force of Will can certainly counter Fact or Fiction or Gifts or a mid/late Yawg Will, but in those situations Counterspell would probably have been the better card since you should have enough mana to play it by then you would rather pay  {U} {U} than pitch a blue card which is likely a powerful draw spell.

Against Dredge, Force of Will is not preventing a quick win post board.  First of all even left totally alone Dredge is unlikely to win before turn four.  Second, before Dredge goes for the win it is likely to be able to cast at least 1 Therapy and if Dredge is looking to win it will name Force of Will anyway.

The second good use of Force of Will is the more intersting one against Dredge.  Definitely countering Chalice of the Void so you can combo out yourself is a huge play.  Having Chalice shut off a several Moxen or even a Tormod's Crypt is a total pain.  I will say that Thirst for Knowledge partly mitigates this risk since you can pitch artifacts to Thirst for card advantage.  Waiting to have 3 lands out seems slow but it is not that slow since Dredge is usually looking at a turn 4 or later win post board.  Force of Will on Unmask is not particularly helpful since you now lose Force and a business spell rather than just 1 spell.  In order to argue that losing two cards is better than losing the 1, one must either claim that the one hate card was super valuable (which would back up my claim that Tez should run more hate) or that Force of Will + blue card are very weak (which would back up my claim that Force is weak.)

In general the best use of Force of Will is countering that Chalice of the Void, but a Chain of Vapor would usually have been better since it is well worth paying the extra  {U} to avoid pitching a blue spell.  For this reason I would never board out Chain of Vapor but keep in Force.

Lets get back to the Needle/Force question.  First of all I object to Force even being in the deck, but lets say that it is there.  How good of a play is pitching Thirst to Force to protect Needle from Oxidize?  First, if Dredge is on the play then he probably already pitched a Dredger and is looking at around a turn 6 win if Needle sticks.  This is compared to perhaps a turn 4 win if Needle does not stick.  Thus, Oxidize on Needle buys Dredge about 2 turns of speed.  That seems pretty awesome and well worth countering.  On the other side, what does pitching Thirst to Force cost?  First of all I am claiming that you can mostly harmlessly discard Force to Thirst thus Thirst basically reads draw 3, discard 1.  What might Thirst draw you?  Well Thirst could draw you Tormod's Crypt, Pithing Needle or Relic of Progenitus in which case it was way better than pitching Thirst to Force.  If Thirst draws no hate then it just drew 3 business/mana cards which puts you 3 cards closer to your eventual win which basically speeds up the win by 3 turns.  So in one case Thirst digs three cards closer to the win while replacing the hate you lost, or in the other case it just digs three cards closer to the win.  In either case you are making up ground faster than Dredge has.

If Dredge were on the draw then there is the question of whether they would even bother with Oxidize on Needle since the difference between removing Needle and keeping it may only be a turn.  If they do drop a land and go for Oxidize then they have set themselves back to about a turn 7 win so that is much more important play.

Finally I want to address Drain.  Drain is mostly better than Force against Dredge.  This is definitely true on the play.  On the play Chalice is less threatening and Drain is up before Dredge's turn 2 which is in time to cause trouble with their Dread Returns.  Even using Walk, Sapphire, Lotus, Petal or Academy to Drain a turn 2 Unmask can be huge.  What is nice about Drain is that at worst it counters a Therapy and then that mana can be used to accelerate out Fact, Gifts, Thirst or Tez a turn earlier and win quicker.  In the mean time it does not have that wretched cost of pitching a draw spell.

Where control players instincts go wrong is that they test against Dredge a lot pre board and then make decisions on how to board based on preboard games.  Drain players discover that Drain is not too relvant and frequently Gifts/Fact never have a chance to get played because Dredge has emptied their hand on turn 2 preboard.  Thus the Fact and Gifts get boarded out, and even Thirst seems like too little too late.  Instead, Dredge vs Drain games should average over 6 turns post board in which cast Fact and Gifts become some of the best cards in Drain's deck, while Thirst for knowledge is solid too.  Even with Chalice out Thirst will have time to do plenty in six turns.

« Last Edit: March 26, 2009, 09:07:08 am by meadbert » Logged

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« Reply #37 on: March 26, 2009, 12:59:26 am »

I think part of the problem is that Ichorid was relegated to the dumpster in the sky known as "budget decks".  By and large, good players seem to play either Dark Ritual or Mana Drain, and they don't play budget decks.  So the players with less experience and less power played Ichorid, would punt matchups or T8 purely on luck and distort peoples' views on the deck.
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« Reply #38 on: April 08, 2009, 01:38:22 am »

I tried 1 fatestitcher maindeck and 2 in the s/b and I really like the card I'm going to keep him in my deck. I really do like how the big talkers concede then punt game 2 or 3 against ichorid or just concede or totally start to avoid joining your games lol. I normally play storm but If I could pick 2 matchups to play all day I wouldn't mind playing against fish and ichorid all day. If your not comfortable in the ichorid match I bet you just love type 1 lmao.
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« Reply #39 on: April 08, 2009, 05:05:52 am »

The reason why Ichorid came as a surprise to many, is because 50% of the field was dominated by tezzeret. Tezzeret was siding out ichorid hate in exchange for cards that would help in the mirror. That opened a window of opportunity for Ichorid.

Last weekend i played 2-0 in 4 matches, forcing ichorid through multiple hate pieces on g2 every time. Ingot Chewer is the best sideboard card in the deck currently. Besides killing Pithing Needle, Tormod's Crypt and Relic of Progenitus, it is unaffected by Sphere of Resistance, Thorn of Amethyst and Trinisphere AND creates extra fodder through bridge from below.

Also, I frequently cast a quick first Dread Return on Fatestitcher if there's nothing else in my graveyard, especially if my opponent tinkers for Colossus. It taps down colossus and serves as a 'dread-returnable bazaar'  like eternal witness (but with summoning sickness). It also gives you an auto win by dread returning sharuum into time vault. Sometimes it also happens that I play black lotus and gemstone mine and i get to hardcast dread return. It almost never happens, but when it does its pretty awesome.
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« Reply #40 on: April 08, 2009, 05:42:42 am »

502.74 - Evoke

    * 502.74a - Evoke represents two abilities: a static ability that functions in any zone from which the card can be played and a triggered ability that functions in play. "Evoke [cost]" means "You may play this card by paying [cost] rather than paying its mana cost" and "When this permanent comes into play, if its evoke cost was paid, its controller sacrifices it." Paying a card's evoke cost follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2007/10/01]
    * 502.74.Ruling.1 - Evoke does not change the type of the spell or change when it can be played. So while it may make a permanent spell more like an instant, it is not actually making the spell into an instant. [D'Angelo 2007/10/20]

Ingot Chewer is the best sideboard card in the deck currently. Besides killing Pithing Needle, Tormod's Crypt and Relic of Progenitus, it is unaffected by Sphere of Resistance, Thorn of Amethyst and Trinisphere AND creates extra fodder through bridge from below.

Evoke does indeed get affected by SoR and 3sphere.  It doesn't get affected by thorn because it is a creature.  I hope this didn't play any significant role in your games last week.
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« Reply #41 on: April 08, 2009, 10:19:48 am »

I asked a judge last week and he ruled in favor of me even though there was a sphere out. Thanks for pointing it out Wiley.

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