@Neonico- Ahh. So the secret's out. Noble Fish is finally being metagamed against? Well, this is a problem. Noble Fish should be designed to give Tezz absolute headaches, but Darkblast is a very difficult card to beat. I don't think bounce for Null Rod is that big a deal for Noble Fish, cause then you just need to protect yourself with Counters for 1 turn, and often you can get far enough ahead on CA with Selkie to have those extra Force/Dazes.
I'd like to know what people think Selkie-Strike can do to adapt.
-Storm
Is it ironic ?

I test darkblast and dark confidant in Tezzeret build since my "good but not enough" result in Bazaar of Moxen, in May 2009.
But in fact, the inclusion of darkblast has been decided lately (July) not only because it's huge against Noble fish. Spellsnare and vendillion clique did the job really well, and darkblast wasn't a key component of the anti-hate in our Tezzeret build. We decided to include it maindeck when every control player switch back from remora to confidant in our metagame, and gorilla shaman and goblin welder started to make a come back.
I'd like to know what people think Selkie-Strike can do to adapt.
I think it simply can't adapt, and take back its place in the metagame, as long as control decks have to maindeck Fire/Ice and darkblast to fight opposite confidant in control matchups, and welders and gorilla shaman. But i let thefish players answer the question, i'm simply not expert with the deck.
I think this notion: that there is a structural assymetry in that Tezzeret decks can adapt but that Fish decks cannot is the flawed assumption. Fish decks can certainly adapt. That's why this isn't about the ability to adapt, it's about whether innovators will step up and allow it to adapt. It's an arms race on both sides.
But whatever the reason to include darkblast is (selkie/Welder/Confidant/Shaman), it's just one more example of how dominant deck have to adapt, not only to the metagame itself, but also to the deck designed to beat it.
You are assuming that the Tezzeret deck is the dominant deck in some sort of structural sense rather than at a particular moment in the metagame. That's part of your general assymetry assumption.
If Tezzeret is dominant, truly so, then perhaps Mana Drain needs to be restricted. But if it's not, and I think there are plenty of reasons to thikn that it is not -- such as the success of Null Rod decks in winning both ICBM tournaments -- then it's not about a dominant deck versus a non-dominant deck. It's about decks competing in a metagame, and about one deck temporarily outperforming another with superior technology.
Tezzeret has won the recent battles, but that doesn't mean its won the war.
@Smennen : By hate deck, i mean any deck that isn't designed around one of the vintage main engine (What you call the "pillars" : ritual+tutors/draw7, Drain+draw/tutors, Shop+lock), but around tools to beat those engines. For me, null rod isn't apillar of the vintage metagame, simply because it's not an engine by itself.
The whole idea of a 'pillar' is a metahpor I came up with a long time ago in my articles on SCG in talking about Vintage. I first proposed the pillar framework, and Tom Lapille, who used to be a teammate of mine (and a test partner, since he lived in Ohio with me), adopted it in talking about the Vintage restricted list. These ideas: Pillars, Engines, etc. They are metaphors, not reality. They are only talked about to the extent that they are useful. Null Rod has happened to be a pillar of the format from time to time, and, despite what you say, is so today. It's a pillar because of one simple reason: it allows decks to be built around it. And not just one deck, but a bunch of archetypes. It's not an engine in that it doesn't 'generate mana or draw cards', but that doesn't mean it's not a pillar of the format. Force of Will isn't an engine, but if you read Tom LaPille's framework, Force is a pillar, along with Dark Ritual, Bazaar, and Shop.
EDIT : about your last post : i don't totally agree with this :
"First of all, all power is contextual."
And then this :
"Secondly, all decks are metagame decks. All decks position themselves in the metagame to adjust to other decks. That's the nature of the competitive dynamic of Magic. Null Rod decks are no more metagamed than TPS or Tezzeret. It's not just that the decks themselves are metagamed, but the choice to run them is also a metagame decision. Thus, while TPS is less flexible than some other decks in terms of what can be shuffled around in the maindeck, that doesn't mean that it isn't a metagame deck. The choice to run it expresses an expectation about the metagame."
My point of view : When you play the best deck in the format, let's say actually tezzeret, it's because it has the biggest raw power of all actual vintage deck. It's the absolute most broken deck in the metagame actually. Running the best deck of the format (read : the best engine) isn't influenced by the metagame.
This is so wrong.
First, the whole lesson of the Vintage Championship was that the decks that ended up winning were *HIGHLY* metagamed. Itou's Tezzeret list is a brillliantly metagamed deck. It's got basic Swamp, THREE anti-artifact spells (Rack and Ruin, Chain of Vapor, Hurkyl's Recall) TWO anti creature spells: Darkblast AND Fire/Ice, and Magus of the Unseen for the mirror and Shop. If he was playing a field of TPS and Ad Nauseam, he would have been crushed.
The second and third place lists were similarly metagamed. All of the other great players who showed up just playing what they felt were the most powerful decks they could build -- guess what happened to them? They didn't win. They didn't make top 8. They are dissapointed in their performace, left wondering why their 'most powerful cards' didnt' win for them.
Second, you've got it completely backward. The "best decks" are a function of the metagame, not separate from it or a function of 'best engines' separate from the metagame. They are only 'best' because of the existing form of the metagame. If the metagame were to look very differently, then the best deck would necessarily be different.
Third, if your argument is simply to play the most poweful spells, then why wouldn't you play with Yawgmoth's Bargain and Mind's Desire in every deck?
Best has no meaning outside of the context of Vintage format and the composition of the metagame.
What is influenced by the metagame is the tuning of the list, not the choice of the engine. We all know that 55/60 cards are allmost identical in any list of the most dominant decks (exception perhaps for shop decks, whereyou have alot more choices but it's true for rituals and drain decks) and the 5last slots are often decided to fight thedecksweshould face the most in a metagame.
Of course the tweaks you make to your decks are influenced by the metagame, but the conclusion that a deck is 'best' is only knowable in the context of a metagame. Outside of the metagame, no such claims about being 'best' can be made. That's what you are missing.
First of all, all power is contextual. Black Lotus is far from a top pick in an Alpha Rotissierie Draft and Yawgmoth's Will or Tinker are terrible in Sealed deck.
seriously? I've seen this argument multiple times now, and it makes no sense at all to me. We have a context, and its not Alpha Rotissierie Draft. This is the 'Vintage Open Forum'. I think its safe to assume that if someone mentions a powerful card in here, they are talking about within the context of the current metagame that the Vintage format is operating within.
Tinker, Will, Recall, Gifts, etc... These are powerful cards within that context. These are the cards that you'll see people say "I've never lost after casting x".
Sure Tezz is good within the current Metagame, but the Metagame would have to shift drastically for that to change. The same is not true for Hate decks. Take your G/W/B deck for example. Itou changed a few cards, and by your own admission the matchup became horrible. No one is claiming that Tezz is good independent of the metagame, but it's difficult to deny that it’s far more stable given small changes in the metagame.
I think it's very easy to deny that. I think given the context, the current card pool in Vintage, one could say that most of the cards in Meandeck Beats are inherently good:
Null Rod: Moxen exist. Black Lotus Exists. The best cards in the game tend to abuse these cards, things like Yawg Will for instance. moxen and other artifacts often make up as much as 33% of some mana bases. Null Rod is insanely powerful.
Aven Mindcensor: The format is full of tutors, including a mana base built on Fetchlands
Dark Confidant: best creature ever?
Thoughtseize: one of the best disruption spells ever, perhaps second only to Force and Trinisphere?
Qasali Pridemage: 20% of all fields are Shops. Time Vault is legal in the format. THat's another 30% of the field. Against the rest of the field, it's a power booster and wins Goyf wars. It's pretty much good across whatever hypothetical metagame you could construct out of the Vintage card pool given some notion of what's good in the format.
Gaddock Teeg: FOrce of Will is in the format.
And so on.
The fact of the matter is that lots and lots of Tezzeret players were crushed as the ICBM Open by Null Rod decks. There TEzzeret players were mostly running Night's Whisper as the replacement. Tezzeret decks that ultimately have succeeded since have acknowledged a dramatic change in the field, and have adjusted pretty starkly. Most are running Bobs now. ALl are running lots of bounce/removal. Tezzeret decks did poorly at the ICBM open. Now they are doing well. They appear to be quite sensitive to metagame changes, as all decks are.
I think of Tezz (insert current powerful restricted deck name here) as being highly inelastic, while Hate decks are highly elastic.
Exactly. This is what I'm talking about -- these assumptions of assymetry. It's false. It's a perceptual falsehood explained by how we process and interpret information. Read my article here about how little Meandeck Beats had to change to swing the matchup back. Just as much as Tez had to change: a few key cards. I don't think there are any grounds whatsoever for concluding that one deck is somehow more 'elastic' than another in that regard. It's simply untrue.
I think this is mainly a function of their game plan. Tezz is trying to win, and the Hate decks are trying to stop their opponent from winning (or at the very least slow them down), and then winning themselves. If they have more card drawing, more tutors, answers to your hate, and counterspells then they have a considerable advantage.
I love it.
This is one of the reasons I love Trinisphere as a teaching device. Think about Trinisphere decks. Their plan is to stop the opponent from playing spells. But in reality 'trying to stop the opponent from winning' is not distinguishable from a plan that is described as "trying to win themselves.' The fact of the matter is that the two are actually the same. The strategy that Trinisphere decks employed is to prevent the opponent from playing spells as a way to win.
My point is that this descriptive dichtomy is nonsense.
Mono Blue decks try to prevent the opponent from winning first. That's also what The Deck did. But it wasn't a 'hate deck,' whatever that might mean.
In fact, what you are describing is what is described in "Who's The Beatdown?" as Role. But, the lesson there isn't that decks have an inherent role. Rather, the optimal role is matchup dependent. I thought this was one of the most basic lessons of magic.
I definitely agree that there are generally two approaches in Vintage: decks that try to combo out and use spells to prevent the opponent from stopping them (Tez, TPS, Ad Nauseam, Bazaar, etc) and decks that try to stop the opponent in general (Stax, Fish, Beats). But, 1) the latter aren't 'hate' decks, any more than Trinistax or Keeper is a 'hate' deck; 2) the line between them is not always clear. Decks switch roles depending on the match, design tweaks etc; 3) since we already have useful terminology to describe these differnt roles (see Who's the Beatdown?), using the term 'hate,' which is very misleading and imaccurate seems like a bad idea.
I’m not saying that Hate decks aren’t good, and can’t win tournaments. I simply think that they will always be at a disadvantage. I have no idea who to attribute this quote to, but I think it says it all “Threats will always be better than answers”.
That's not what Dave Price said. That's a bad misquote. If that were true, then Matenda Lion would be better than Moat.
Simply put: This deck is not a hate deck because it runs cards that are powerful. Null Rod and Qasali Pridemage are not hate cards. They are amazing cards. As are all the cards in this deck. Null Rod is INSANELY powerful, in the Vintage context. Of course there is a context, but people then lose sight of the fact that that context is constantly evolving and contingent.
These cards would likely not make the cut if time vault didn't receive errata. Therefore the answers chosen are powerful given the current metagame.
Did you not see where I said power is contextual? What is the context? It's both the card pool AND the metagame. It's not one or the other. It's both. The card pool is important independent of the metagame because interactions themselves create synergy. And the degree of (or web of) synergy is what we mean by power in the 'objective' sense (that is, metagame-independent sense). That point is why I linked to my article in this thread, as it established that important idea which no one else had made in a magic theory article before.
Going down the "if so and so didn't exist..." line of thought is a slippery slope. If Time Vault didn't exist, sure, Qasali Pridemage wouldn't be as powerful. But Time Vault does exist. If Ancestral Recall didn't exist, Merchant Scroll wouldn't be restricted, let alone powerful. If Yawgmoth's Will didn't exist, Gifts Ungiven wouldn't be restricted or that good either. If Tolarian Academy didn't exist, lots of other cards wouldn't be good either. If Alpha dual lands didn't exist, Onslaught fetchlands wouldn't be nearly as powerful. What's your point?
You can't say that: if one card didn't exist, another card wouldn't be that powerful as the touchstone for your measurement of elasticity or not. The presence of a single card can and does make a huge difference.
Calling this bgw hate deck to the metagame seems fine.
I can see why you want to get away from the term hate deck in hopes of creating a little more substance to the deck in discussion. It still seems largely irrelevant to the discussion in whole though. If you follow the current vintage metagame and the metagame reports then it is understood that tezzeret is the deck to beat and a hate deck would be one designed to answer that deck. When the metagame shifts and a new deck is similarly performing then a new hate deck will be developed with new answers and it will still be understood what the deck is when referred to as such.
I suppose if you are an outsider to vintage/magic then the term hate deck is confusing but I would bet that any deck name is equally confusing.
My problem with the term 'hate' is not semantcis. It's that is draws out a whole series of nested/interconnected assumptions that I'm calling out as wrong, which Neonico and Kuberr just articulated, among others.
I wish I hadn't read that. But...here goes. You're looking at this wrong. You're looking at a system with high dimensionality and going, "Gasp, the components interact!" Instead, you could use any number of tools to reduce the dimensionality of the system without much loss of generality and instead observe that Magic is a resource-limited game with only a few modes of interaction that are all closely tied to the game's underlying resource system.
You can project cards into the limited dimensionality space and if you create some cute (and tedious) transforms, probably even get cards into a function space where they interact in ways that submit to closed form analysis.
I don't want to sound too mean to saying this, but that article reads like a high school physics student simultaneously discovering hash brownies and functional analysis. You've discovered that you can step past reductionism and view Magic as a system. Great. Now understand that you can often project systems onto much simpler versions of themselves in order to understand them without actually losing much detail.
Encountering a complex system, you can view its vast function space and go "Woooowwwwwwww." They're understandably overwhelming when you don't have tools for dealing with them. But, neural engineers (like myself) take complexity far greater than you can encounter in a fixed card pool with known function and known rules and make sense of it every day. Brains have hundreds of billions of unique interacting parts and their characteristics are mostly unknown and perhaps unknowable (in the complete, time-varying transfer function sense). Compare this to Magic's <12000 cards with printed rules text.
I totally need to finish the article I started on vintage decks. It turns out that they submit wonderfully to Principle Component Analysis. Despite our vast card pool, vintage decks reduce fairly neatly to a tree-like diagram. I wouldn't be surprised if vintage *games* do too. You can probably map choices into a fairly small resource space.
In the meanwhile, it's safe to assume that when we find language that usefully describes some aspect of the game, it's because we've stumbled on a component of the game that we could later analytically show is present. The recurrent use (and debate over) the word 'hate' probably means that it's close to describing a key functional element of the game.
I'm not trying to go "Look, I can use big words, I'm awesome!" I'm trying to communicate that there's a toolbox for dealing with complexity that you obviously haven't run into. If decks fall into clean-ish categories, there's almost certainly an underlying cost function with local minima, whether we know it analytically or not. Complexity in no way prevents analysis, it just makes it more difficult and requires more sophisticated tools.
You seem to be under the impression that I'm somehow in 'golly-shucks awe' of complexity, and then overwhelmed by it. That is not the case.
The purpose of the article was to explicate and apply three related systems theory principles, and since they sequentially build on each other, present (develop) them in that order. The first principle is the principle of emergence. The explanation for emergence is found in a systems organization (and a systems organization is simply the relationships between parts). The second principle is the shift in emphasis from looking the parts of a system (which is how most magic players think/analyze) to the relationships between a systems parts. Together, these two principles suggest a new paradigm for understanding causation and causality. This was the discussion of Thoughtseize, etc. As a trio, together these principles have many applications for magic design, deck construction, in-game analysis, and so on. This is, of course, an oversimplication, but that's the nutshell version.
The reason I cited that article was for the idea that what we call power is actually the sum of the synergistic interactions in the card pool.
One manifestation of this fact is that interactivity needs to be reconceptualized, to some degree. Interactivity is at the core of Magic, and it's not just about how players 'feel' about how their decisions influence the game, but about the cards, the decks, and the various interfacing systems. I think it's a mistake to use 'interactivity' as a metric for defining 'hate' decks, as you were suggesting, and I was using this article as the theoretical foundation for why I believe that to be the case.
But at the other extreme, if we take away any label or concept that has a "shade of grey" meaning... then every post, artical, or debate will be refined to a point of saying that "All vintage decks are decks. End of discussion."
At the end of the day, its easier to say "I played against Tezz"
Or ask "How does your deck deal with hate?" Rather than trying to needing to attach 1000 word dissertations and definitions to qualify the words you use.
The point of communication is simply that you "get" what I want you to "get." And while phrases like "Hate Deck" or "Hate card" don't need hard-line definitions for us to go to Chillies after a turnement, have a burger, and talk about Magical Cards. And when I take a bite, and say "Damn... I really got hated out today... can you help me think of cards that will help me dodge hate?" - you at least have a gist of what I'm saying. If your response is "Every card in magic is a hate card, and ever deck is a hate deck" then there is no point in talking to you.
I am in complete agreement with the spirit of your ideas here. The problem is that our language reflects our thinking. And this dichotomy between the (implicit) "good" or dominant decks and "hate" (read: junk/bad) decks is a dichotomy built on certain interconnected assumptions, many of which are flawed. It may be a useful way of communicating, but so is using racial epithets and other language that we shouldn't be using.
At the end of the day, its easier to say "I played against Tezz"
Or ask "How does your deck deal with hate?" Rather than trying to needing to attach 1000 word dissertations and definitions to qualify the words you use.
And that has some meaning 'under the hood.' The Tezz core and counterstrategies are principle components of the vintage meta. It turns out that when we use names like 'Tez' and 'Fish,' even when they're historical artifacts and no longer appropriate, they tend to describe very real swaths of vintage deckbuilding.
You'll notice I use the term "Fish" in my metgame analysis articles. I've even redefined the term in practical terms.
What I wrote earlier is 100% applicable:
This is not about semantics. This is not just about whether the term "hate" is appropriate or not.
Otherwise I would have framed and addressed the issue in those terms. Rather, the term is an expression of a particular set of assumptions (I called it a worldview) that I believe is, point by point, flawed, if not wrog.
The term is not as problematic as the assumptions that it expresses, which I tried to unpack in my first big post in this thread. The worldview that it expresses has already carved the field/metagame into two domains: the 'dominant/most powerful' decks and the 'hate' decks, and has already made all kinds of judgments about those two categories, which I think is just wrong.
I have a few spare minutes at the moment:
There is no such thing as a 'hate' deck unless all decks are hate decks.
I disagree. It's hard to describe 'pure,' minimally interactive combo like Belcher as hate.
Actually, it's very easy to do so.
The reason that's easy that the *decision* to play Belcher could easily be described as engaging in metagame arbitrage. That is, the pilot sees a metagame game, and a spot to 'hate out' the field with Belcher. Just as any configuration of Keeper or particular configuration of Fish cards could be understood as metagaming.
What you described for hate decks is simply another mode of deck construction, and describes Stax as much as it does Fish or Beats.
This is dead on. I think those of us using the the word hate would agree with this. Do you prefer the term answer deck? reactive deck?
I don't prefer any of these terms.
I love talking about the card Trinisphere. It's perhaps one of my favorite pedagogical tropes in these conversations.
1) Is Trinisphere a powerful card?
2) Is Trinisphere a hate card?
3) Is Trinisphere interactive?
4) Is Trinisphere reactive or proactive? Defensive or offensive?
5) Is Trinisphere an 'answer' card? What if its in Uba Stax, which you described as a 'hate' deck, or the mode you listed as:
Hate Deck:
1) limit my opponents options
2) resolve some threats
3) race
4) win?
Mike Flores wrote an article on Interactivity. http://www.starcitygames.com/php/news/article/8895.html
He talked about how in the combo era, Sphere of Resistance allowed interactivity. I asked Flores if he felt that Trinisphere was also an interactive card. Just a few months prior, the DCI restricted Trinisphere because it was called 'non-interactive.'
How could it be both?
What's interesting about Trinisphere is that it's interactivity is so powerful that it actually leads to non-interactivity. What we discover is that interactivity slips into non-interactivity and vice-versa. They are distinct domains, but they bleed, and badly so.
There. No need to write an article on this topic now.