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Author Topic: Doomsday 2010  (Read 26946 times)
Killane
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« on: July 13, 2010, 04:33:58 pm »

Why Doomsday?

Because it's cool.

Ok, that's not a great reason. It is the first reason I started looking at this deck, but there are others.
- it's not as graveyard dependant as other fast combo. Most fast combo decks rely on Will or have to resolve a 5 CMC instant in order to win, an card that sometimes kills the pilot instead of doing its job. With the power of Dredge, GY hate should be at an all time high in Vintage any day now.
-it has a kill that doesn't die to any Storm hate OR commonly played artifact hate - Shelldock Emrakul is very cool and allows you to cast the most powerful dude the game has ever seen for the bargain basement price of U. Emrakul can win through all sorts of obscure game states, and can't be raced by anything.
-it's fast, potentially faster than TPS, yet runs a stable mana base and good protection.
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and it's cool  Very Happy

Here's what I'm thinking:

Main Deck


4 Doomsday
4 Leyline of Anticipation

4 Dark Ritual
5 Moxen
1 Black Lotus
1 Lotus Petal
1 Sol Ring
1 Mana Crypt

1 Preordain
3 Repeal
1 Brainstorm
1 Ancestral Recall
1 Ponder

1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor
1 Imperial Seal

1 Tendrils of Agony
1 Research / Developement
1 Mind's Desire
1 YawgWin
1 Emrakul, the Aeons Torn

4 Force of Will
4 Duress
1 Hurkyl's Recall
1 Chain of Vapor

1 Scalding Tarn
4 Polluted Delta
2 Island
2 Swamp
2 Underground Sea
1 Tolarian Academy
1 Shelldock Isle

Sideboard
3 Rebuild
3 Pithing Needle
2 Tendrils of Agony
3 Dark Confidant
4 Leyline of the Void


Ok, but why don't I just play TPS?

Good question. The thing is, Tinker-bot is just not as absured a plan B as it used to be. After debated inky vs DSC vs SotSW recently I've coem to the conclusion that none of them are really good enough anymore. Shelldock emrakul is bascially a two turn clock (yes it's actually 3 turns, but one swing with the 15/15 anhillator 6 should put the game out of reach for your opponent) like DSC, essentially only vulnerable to Wasteland and Duplicant, and is actually easier to cast than Tinker.

Ok, so then why don;t i just play GWSx?

It's not fast enough. No other reason - it's a great deck I just don't like the speed of it.

Ok, so if you want fast, play ANT!?!?!?!

I don't like ANT. It's too vulnerable to Spheres, has no plan B, and actually can't run FoW. Is it broken? Yes. is it fast? Yes. But I'dather play belcher, and apart from the occaisional FNM level tournament you will never see me playing Belcher. I don;t like to be that fragile.

What's here and why:

I'm not going to comment on obvious things like DT, Lotus, or YawgWin here. If you can;t figure that stuff out I can't help you.

4 Doomsday.

Obv- point of the deck. it's like a super tutor for combo decks that allows for a powerful plan B.

4 Leyline of Anticipation - 

one issue with Doomsday is that you often have to pass the turn and you always have to cast it on mainphone. EOT Doomsday just seems completely insane, allowing you to untap and have full mana resources with you pile. It also allows for the possibility of 0th turn kills (if slim), Duress on opponents draw step, etc.... I don;t have them yet, so it needs testing and I'm the first to admit at it is 100% possible this shoudl be something else, but the idea of EOT Doomsday just seems so insane to me that i have to try it out.

1 Preordain
3 Repeal
1 Brainstorm
1 Ancestral Recall
1 Ponder -

AR is the default choice for the top of the doomsday pile, and everything else here can help you draw that AR so as to avoid passing the turn. Repeal is a nice Storm engine, but running 3 only allows for 1 Preordain. Maybe a 2/2 split is correct, but given Repeal's utility vs Fish and advantage as a Storm engne, I'm testign thsi configuaration first.

4 Force of Will
4 Duress
1 Hurkyl's Recall
1 Chain of Vapor

this is the disruption package from TPS. it allows you to stop broken plays from your opponents while protection your own stuff, espeically important when resolving Doomsday or Ancestral post- doomsday. It's possible this deck actually wants a Misdirection instead of the 4th duress, but since Leyline allows for EOT duress I'll try it like this. The jury is also out on Rebuild vs Hurkyl's due to the new white leyline. Time will tell.

Sideboard
3 Slaughter Pact
3 Pithing Needle
2 Tendrils of Agony
3 Dark Confidant
4 Leyline of the Void

Crypt and Trap are garbage vs Sanctified Dredge which I'm personally sure will be the next big thing. Leyline and Jailer are the only real hate left, and here we compliment the Leylines with 3 Pithing Needles. Given how fast we are, and the good chance of landing one off a mox during their upkeep on turn one, a few time walks off the Needles might be all we need.

the needles are also key in protecting our Shelldock from Wastelands and Strip Mines, and of course they hit Tezz, Jace, and Vault.

the other option is to transfrom into more of a GWSx type build postboard, removing the Isle and Emrakul and adding the Bobs and the Tendrils maindeck.

Waste effects and Lodestones are really the only thing this deck needs to be super scared off, so Slaughter pacts are added instead of extra rebuids. They also kill hate bears vs Fish, and lots of stuff vs oath Wink

What's not here and why:

Tinker, bot, jar - my reasoning for this is outlined above, and once the bot isn't there, tinker-jar is underwhelming on its own.

Grim Tutor, Merchant Scroll -  not needed as Doomsday functions as the super tutor in this deck. I would consider these if the Leylien of Anticipation plan doesn't pan out.

Gift's Ungiven - this will be the first card I test if the Leyline plan doesn't work out.

Gush -  without Gushbond the singleton seems very lacking.

thoughts?
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« Reply #1 on: July 13, 2010, 05:11:19 pm »

Doomsday is just as vulnerable to sphere effects as ANT is. Without testing your specific list, I think your list doesn't have any storm based kills which fight through spheres or null rod particularly effectively.

I'm sure that the shelldock isle kill will be cited as a way around spheres, but I think it is so immensely fragile, you will lose multiple games to it. You have to pass the turn, and you are completely dead to wasteland and potentially tanglewire, not to mention duplicant.

I hope that this post isn't viewed as unconstructive, but despite the cool factor, I don't think there is much of a reason to play a dedicated doomsday list right now.

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« Reply #2 on: July 13, 2010, 05:24:37 pm »

ok, you pile up ancestral, time walk, shelldock, research, emrakul?

cast doomsday (bbb)
cast repeal (u)
cast ancestral (u)
play shelldock, tapped (land drop)  (library is empty)
cast timewalk (1u)
cast research (gu) (library now has positive cards)
take extra turn
put emrakul into play using shelldock
replay time walk using say, regrowth from the sideboard?
take extra turn
attack with emrakul
win?

seems like there's too much time between playing shelldock and attacking with emrakul.  I don't think shelldocking emrakul into play counts as "casting" emrakul so he doesn't timewalk himself.
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« Reply #3 on: July 13, 2010, 05:46:28 pm »

ok, you pile up ancestral, time walk, shelldock, research, emrakul?

cast doomsday (bbb)
cast repeal (u)
cast ancestral (u)
play shelldock, tapped (land drop)  (library is empty)
cast timewalk (1u)
cast research (gu) (library now has positive cards)
take extra turn
put emrakul into play using shelldock
replay time walk using say, regrowth from the sideboard?
take extra turn
attack with emrakul
win?

seems like there's too much time between playing shelldock and attacking with emrakul.  I don't think shelldocking emrakul into play counts as "casting" emrakul so he doesn't timewalk himself.


It counts as casting otherwise the pile wouldnt work.
As said before: DD gets eaten alive by spheres. And since MUD is on the rise i would recommend 3-4 artibounce as a minimum.
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« Reply #4 on: July 13, 2010, 07:54:58 pm »

ok, you pile up ancestral, time walk, shelldock, research, emrakul?

seems like there's too much time between playing shelldock and attacking with emrakul.  I don't think shelldocking emrakul into play counts as "casting" emrakul so he doesn't timewalk himself.
Use BS instead of Ancestral. Where did "too much time" come from. You're taking all the turns. As mentioned, Shelldock counts for Emrakul's bonus ability.

Resolving one spell at {B} {B} {B} is worlds easier than resolving one at  {4} {B}. Also, you don't have to cast a eight spells through spheres/thorns/golems after your bomb, THEN cast another spell at {2} {B} {B}. At most, you cast two at {U} and another at  {1} {U}. If you're under a multiple spheres, you can still go all in on an unprotected (no Time Walk) Shelldock. There is no comparable plan B for ANT, you're just boned.
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« Reply #5 on: July 13, 2010, 09:27:45 pm »

That's good about the hideaway land's "play" ability counting as "casting," it does make this seem cuter.   Wink

it'd still almost be easier to do a pile with: ancestral, lotus/workshop, time vault, key, research; then just use vault-key instead of all this other complicated machinery to take some turns; and have whatever kill you want in the SB.
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« Reply #6 on: July 14, 2010, 01:55:19 am »

With two spare cards in hand and UU available
[Top]
BS
Shelldock
Cloud of Faeries
Lotus Petal
something
[Bottom]

"Wins" with one pass the turn. One could cut 1 Leyline or Seal to support CoF...

Also what's your default pile to win with Tendrils? The old piles won't work due to the exile zone...
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« Reply #7 on: July 14, 2010, 03:25:58 am »

why not just play quicken or sensei top to replace the leyline. They both make you not pass the turn in theory and are not shitty topdecks?
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« Reply #8 on: July 14, 2010, 12:12:33 pm »

it'd still almost be easier to do a pile with: ancestral, lotus/workshop, time vault, key, research; then just use vault-key instead of all this other complicated machinery to take some turns; and have whatever kill you want in the SB.
That plan folds to Null Rod, and also completely gives the game away to disenchant effects. Shelldock is vulnerable to Waste/Strip, but I'd much rather worry about 5 strip effects than some much higher number of Rods/Claims/Pridemages/etc.

why not just play quicken or sensei top to replace the leyline. They both make you not pass the turn in theory and are not shitty topdecks?
Quicken isn't a shitty topdeck?
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« Reply #9 on: July 14, 2010, 12:28:22 pm »

cantrip for U instead of a UU2 I'd pick the cantrip.
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« Reply #10 on: July 14, 2010, 12:52:09 pm »

cantrip for U instead of a UU2 I'd pick the cantrip.
Well, yeah, but Pyknite cantrips too, that doesn't mean it's not a shitty topdeck.

The gain from running Quicken is minimal at best. Leyline makes for dead draws later, in return for a massive gain when it does work. A swap to Quicken gains marginally less worthless topdecks in return for removing 90% of the power gained from Leyline.
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« Reply #11 on: July 14, 2010, 02:18:14 pm »

cantrip for U instead of a UU2 I'd pick the cantrip.
Well, yeah, but Pyknite cantrips too, that doesn't mean it's not a shitty topdeck.

The gain from running Quicken is minimal at best. Leyline makes for dead draws later, in return for a massive gain when it does work. A swap to Quicken gains marginally less worthless topdecks in return for removing 90% of the power gained from Leyline.

This is my line of thinking. Especially given that EOT Doomsday coupled with the ability run out artifact mana on the Shop player's upkeep and in response to further lock pieces just seems really nutty. maybe it won't work, maybe it will. i haven;t had a chance to test it yet.
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« Reply #12 on: July 14, 2010, 03:58:25 pm »

A few problems:
1.  You're not fast enough to run so little disruption.  I strongly recommend some Extirpates so you can clear out disruption and see the opponent's hand.  As a bonus, you almost always steal a turn from dredge.
2.  A savvy opponent will let Doomsday resolve and then counter the draw spell that follows.  It doesn't matter if you cast Doomsday at the end of my turn, I'm still not Draining it.
3.  Doomsday isn't Grim Tutor.  You don't want it in every hand and multiples are simply dead (since only idiots counter it).  I'd run 3 at most.  I was very comfortable with 2.
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« Reply #13 on: July 14, 2010, 09:29:37 pm »

A few problems:
1.  You're not fast enough to run so little disruption.  I strongly recommend some Extirpates so you can clear out disruption and see the opponent's hand.  As a bonus, you almost always steal a turn from dredge.
2.  A savvy opponent will let Doomsday resolve and then counter the draw spell that follows.  It doesn't matter if you cast Doomsday at the end of my turn, I'm still not Draining it.
3.  Doomsday isn't Grim Tutor.  You don't want it in every hand and multiples are simply dead (since only idiots counter it).  I'd run 3 at most.  I was very comfortable with 2.


Well, you can't counter Shelldock Isle, but I suppose you could Stifle it or Waste it.

I'm curious as a long time lover of D-Day. Why not just build around the "win now" combo of:

====
Ancestral
Black Lotus
Dark Ritual
Mind's Desire
Beacon Of Destruction
====

That wins the turn after you cast D-Day whereas Emrakul takes another turn because Shelldock Isle CIPT. I realize the Isle is more resilient to countermagic, but is it really worth it go for the Emrakul kill at the cost of a turn? Have you tested this kill?

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« Reply #14 on: July 14, 2010, 10:16:27 pm »

I like doomsday + shelldock + emrakul because it is essentially a 1 card combo. It seems like a control deck would be better for this idea. Build up a hand of a ton of counters and one draw spell (maybe even streetwraith) and you win for ubbb + a land drop. Thats as much as key vault (albeit harder to cast) and laughs at null rod. Hell you could even play null rod.
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« Reply #15 on: July 15, 2010, 12:47:03 am »

I'm playing DD tendrils with Emrakul in Legacy right now and I think it's a great deck. 

However, I've played DDay in Vintage before and I think it's too fragile in the current environment.  Passing the turn in Vintage is a lot different from doing so in Legacy, because there are about a million things that your opponent can do to disrupt you (or win themselves), and then you simply lose.  The best use of Doomsday, IMO, is to set up a win the turn you cast it--but then it ends up costing 5-6 mana and being a multiple-card combo.  Leyline of Anticipation doesn't really solve this problem because most games it will not be in your starting hand, and then you're left with 4 pieces of garbage in your deck.

Basically, if you are passing the turn you might as well be casting Oath of Druids or Hermit Druid, both of which will usually win you the game with a single activation.

In combo, I would always rather win now than 1 turn later, and the cheapest unrestricted card that does that on its own is still Ad Nauseam.  I guarantee it will win you more games when you resolve it than Doomsday will.
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« Reply #16 on: July 15, 2010, 08:21:56 am »

Well, you can't counter Shelldock Isle, but I suppose you could Stifle it or Waste it.
If you do that and you actually put Shelldock on top of the pile: 1 turn to cast D-Day, 1 to draw and play Shelldock, 1 turn to activate it and win.

Three turns sounds like forever.
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« Reply #17 on: July 15, 2010, 08:28:47 am »

A few problems:
1.  You're not fast enough to run so little disruption.  I strongly recommend some Extirpates so you can clear out disruption and see the opponent's hand.  As a bonus, you almost always steal a turn from dredge.
2.  A savvy opponent will let Doomsday resolve and then counter the draw spell that follows.  It doesn't matter if you cast Doomsday at the end of my turn, I'm still not Draining it.
3.  Doomsday isn't Grim Tutor.  You don't want it in every hand and multiples are simply dead (since only idiots counter it).  I'd run 3 at most.  I was very comfortable with 2.


Well, you can't counter Shelldock Isle, but I suppose you could Stifle it or Waste it.

I'm curious as a long time lover of D-Day. Why not just build around the "win now" combo of:

====
Ancestral
Black Lotus
Dark Ritual
Mind's Desire
Beacon Of Destruction
====

That wins the turn after you cast D-Day whereas Emrakul takes another turn because Shelldock Isle CIPT. I realize the Isle is more resilient to countermagic, but is it really worth it go for the Emrakul kill at the cost of a turn? Have you tested this kill?

-Storm

R&D replaces the Beacon- you grab 2x Tendrils from the board and you're golden.

You want the Shelldock-Emrakul to get around countermagic and force your opponents to use counters when you cast D-Day as opposed to afterwards, since they don;t know if they'll have a chance to counter post d-day. Emrakul is also pretty hard to kill and gets around all sorts of situations where Tendils just won't cut it.
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« Reply #18 on: July 15, 2010, 09:56:57 am »

I like doomsday + shelldock + emrakul because it is essentially a 1 card combo. It seems like a control deck would be better for this idea. Build up a hand of a ton of counters and one draw spell (maybe even streetwraith) and you win for ubbb + a land drop. Thats as much as key vault (albeit harder to cast) and laughs at null rod. Hell you could even play null rod.

Well, after I posted this last night, I went to bed and remembered that hideaway lands come into play tapped. So I thought the idea was garbage. But then I thought about it some more, and I would like more opinions as to whether the doomsday control deck could be viable.

My thinking is that fire/ice is not a bad card at all and can go into a shelldock doomsday stack. My idea for a doomsday stack:

Top
Brainstorm
Shelldock
Fire/Ice
Time Walk
Emrakul
Bottom

So you cast doomsday and pass. Next turn, you draw brainstorm, cast it, and draw shelldock, fire/ice, and time walk. Put time walk and a card in you hand back on top of your library. You now have four cards in your library. Play shelldock and remove emrakul (3 cards in library). Cast ice and untap shelldock (2 cards in library). Activate shelldock, taking an extra turn (one card left on your library). Cast time walk, draw your last card, and swing for the win.

To simplify, you cast doomsday, pass once and win.

This has an advantage over other doomsday stacks. If any of these cards are in your hand, you can still go off. Just put brainstorm on top and put back emrakul or shelldock or both. This is not the case for beacon of destruction, which needs to be on the bottom of the stack.

I would compare this win condition to old tezzeret decks, the ones that thought tezzeret, not vault/key was the way to win the game. They are similar because you cast a spell, pass the turn, and win.

Doomsday has some benefits over tezz. First, it costs two less mana. Going down from five to three is quite a big difference. Second, it doesn’t need to be protected. Tezz and key both are susceptible to all kinds of hate to break up the combo. Doomsday is a spell, all that needs to be done is resolve it and watch your life total.

One issue with this doomsday stack is the mana needed. It costs bbb to cast doomsday and 1uuu to cast brainstorm, ice, and activate shelldock the following turn. I’m not sure a mana base can reliable produce this, even with splitting up the costs. The nice thing is that if any of the five cards in the stack are in your hand you could go get lotus to replace it, making going off a breeze.

Any thoughts? 
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« Reply #19 on: July 15, 2010, 11:32:23 am »

I like doomsday + shelldock + emrakul because it is essentially a 1 card combo. It seems like a control deck would be better for this idea. Build up a hand of a ton of counters and one draw spell (maybe even streetwraith) and you win for ubbb + a land drop. Thats as much as key vault (albeit harder to cast) and laughs at null rod. Hell you could even play null rod.

Well, after I posted this last night, I went to bed and remembered that hideaway lands come into play tapped. So I thought the idea was garbage. But then I thought about it some more, and I would like more opinions as to whether the doomsday control deck could be viable.

My thinking is that fire/ice is not a bad card at all and can go into a shelldock doomsday stack. My idea for a doomsday stack:

Top
Brainstorm
Shelldock
Fire/Ice
Time Walk
Emrakul
Bottom

So you cast doomsday and pass. Next turn, you draw brainstorm, cast it, and draw shelldock, fire/ice, and time walk. Put time walk and a card in you hand back on top of your library. You now have four cards in your library. Play shelldock and remove emrakul (3 cards in library). Cast ice and untap shelldock (2 cards in library). Activate shelldock, taking an extra turn (one card left on your library). Cast time walk, draw your last card, and swing for the win.

To simplify, you cast doomsday, pass once and win.

This has an advantage over other doomsday stacks. If any of these cards are in your hand, you can still go off. Just put brainstorm on top and put back emrakul or shelldock or both. This is not the case for beacon of destruction, which needs to be on the bottom of the stack.

I would compare this win condition to old tezzeret decks, the ones that thought tezzeret, not vault/key was the way to win the game. They are similar because you cast a spell, pass the turn, and win.

Doomsday has some benefits over tezz. First, it costs two less mana. Going down from five to three is quite a big difference. Second, it doesn’t need to be protected. Tezz and key both are susceptible to all kinds of hate to break up the combo. Doomsday is a spell, all that needs to be done is resolve it and watch your life total.

One issue with this doomsday stack is the mana needed. It costs bbb to cast doomsday and 1uuu to cast brainstorm, ice, and activate shelldock the following turn. I’m not sure a mana base can reliable produce this, even with splitting up the costs. The nice thing is that if any of the five cards in the stack are in your hand you could go get lotus to replace it, making going off a breeze.

Any thoughts? 


I like this, and in the right build you don't even have to pass the turn, especilly if you have lotus.
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« Reply #20 on: July 15, 2010, 12:27:18 pm »

Ice only taps permanents.
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« Reply #21 on: July 15, 2010, 12:34:05 pm »

just cast time walk there instead of ice, most of that plan works fine then.
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« Reply #22 on: July 15, 2010, 12:35:19 pm »

Or Cloud of Faeries instead of Ice.  


EDIT: Also, your math is wrong.  You play Doomsday, pass.  Draw Brainstorm leaving 4 cards in your library.  Cast Brainstorm leaving 3 cards in your library.  Drop Shelldock, leaving 2 cards in your library.  If you play Time Walk or Cloud of Faeries instead of Ice here it doesn't matter, since they don't cantrip, so I guess it's a moot point.
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« Reply #23 on: July 15, 2010, 01:52:53 pm »

Or Cloud of Faeries instead of Ice.  


EDIT: Also, your math is wrong.  You play Doomsday, pass.  Draw Brainstorm leaving 4 cards in your library.  Cast Brainstorm leaving 3 cards in your library.  Drop Shelldock, leaving 2 cards in your library.  If you play Time Walk or Cloud of Faeries instead of Ice here it doesn't matter, since they don't cantrip, so I guess it's a moot point.

Just to make sure I'm following this stack correctly, using Timewalk or Cloud of Faeries will get you Emrakul but with only one non-lethal swing, is this correct?  However unlikely, I could see a good player (especially games 2 & 3) hold back some fast mana and throw down a Hurkyl's Recall or some other shenanigans on their turn.
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« Reply #24 on: July 15, 2010, 02:17:47 pm »

Or Cloud of Faeries instead of Ice.  


EDIT: Also, your math is wrong.  You play Doomsday, pass.  Draw Brainstorm leaving 4 cards in your library.  Cast Brainstorm leaving 3 cards in your library.  Drop Shelldock, leaving 2 cards in your library.  If you play Time Walk or Cloud of Faeries instead of Ice here it doesn't matter, since they don't cantrip, so I guess it's a moot point.

Just to make sure I'm following this stack correctly, using Timewalk or Cloud of Faeries will get you Emrakul but with only one non-lethal swing, is this correct?  However unlikely, I could see a good player (especially games 2 & 3) hold back some fast mana and throw down a Hurkyl's Recall or some other shenanigans on their turn.

well, it'd have to be hurkyl's on themselves for the win because hurkyl's doesn't touch Emrakul. These stacks all seem like sooo much work for a combo finish that is more consistent and fast in ANT. Sorry, gotta agree with the nay-sayers on this one.
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« Reply #25 on: July 15, 2010, 02:24:25 pm »

Wow, all this time I had thought Emrakul was an artifact.  Still, this makes him vuln to the edicts.
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Stormanimagus
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« Reply #26 on: July 15, 2010, 02:29:10 pm »

If people do wanna pursue this D-Day Emrakul Stack I do think the best avenue is to try the Cloud of Faeries option to speed up the kill:

Top
==========
Brainstorm
Shelldock Isle
Lotus
Cloud Of Faeries
Emrakul
==========
Bottom

This way you don't deck yourself AND you get Emrakul into play the turn after you resolve D-Day. You are still forced to pass the turn after resolving D-Day (which sucks) but at least now you get to go:

1. Brainstorm drawing Shelldock, Lotus and Cloud. Put back x2 random cards
2. Play Lotus.
3. Play Shelldock.
4. Sac Lotus for UUU. Play Cloud and untap Shelldock and any other land you wish.
5. Use U floating to activate Shelldock and play Emrakul.
6. Take extra turn.
7. Next turn draw random card X and swing for 16 (1 from cloud). Annihilator 6. Hopefully that will getcha there.

-Storm

BTW, here's how I'd build this deck post M11:


Shelldock Doomsday

Land (12):
4 Polluted Delta
4 Underground Sea
3 Island
1 Shelldock Isle

Artifacts (4):
1 Black Lotus
1 Lotus Petal
1 Mox Jet
1 Mox Sapphire

Creatures (2):
1 Emrakul, The Aeons Torn
1 Cloud Of Faeries

Sorceries (16):
1 Ponder
4 Preordain
4 Doomsday
4 Duress
1 Demonic Tutor
1 Yawgmoth's Will
1 Tendrils Of Agony

Instants (26):
4 Dark Ritual
4 Cabal Ritual
4 Force Of Will
4 Spell Pierce
1 Ancestral Recall
1 Brainstorm
1 Gush
1 Mystical Tutor
1 Vampiric Tutor
3 Hurkyl's Recall
2 Repeal

SB
1 Rebuild
3 Pithing Needle
1 Island
1 Swamp
3 Energy Flux
4 Leyline Of The Void
2 Ravenous Trap





« Last Edit: July 15, 2010, 02:56:41 pm by Stormanimagus » Logged

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« Reply #27 on: July 15, 2010, 04:18:24 pm »

Note that any draw can let you go off the same turn you resolve Doomsday. I'm not saying you should run Chromatic Star or anything, but Tops (as Waikiki suggested) might not be a terrible inclusion, since they actually do help out before DD as well. Means fiddling with the stack again, obv.

These stacks all seem like sooo much work for a combo finish that is more consistent and fast in ANT. Sorry, gotta agree with the nay-sayers on this one.
Faster, sure. How are the stacks less consistent than "Flip cards and hope I don't die before hitting critical mass"? If you're casting Doomsday in the first place, you should win, barring shenanigans on the opponent's part. That's why everyone's recommending stacks that minimize or negate passing the turn, and the entire point of Leyline. It lets you combo out w/out passing back, and depending on your stack, helps ensure that you have mana to do so.
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« Reply #28 on: July 15, 2010, 09:14:18 pm »

When I thought ice worked and didn't lose you the game, I liked it because it was an instant, and therefore an out to an on the table wasteland. I think twiddle is better than cloud of faeries for this reason. Twiddle or cloud of faeries does let you win without passing after the first emrakul swing, but I think its place is in the sideboard.

It isn't inconceivable that a fish deck has more than six permanents and can swing back for lethal or a combo deck goes swamp > rit > yagwill, but I think getting off an annihilator six swing is as good as winning. Twiddle, and even more so cloud of faeries, just doesn't do anything to warrant a main deck slot.

I'm going to put together a deck list see how it works.
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Gandalf_The_White_1
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« Reply #29 on: July 16, 2010, 12:04:46 am »

Faster, sure. How are the stacks less consistent than "Flip cards and hope I don't die before hitting critical mass"? If you're casting Doomsday in the first place, you should win, barring shenanigans on the opponent's part.
You answered your own question.  When you resolve Ad Naus, there is very little your opponent can do to kill you or stop you from winning before you Tendrils them out.  In testing I won literally 95% of the time I resolved Ad Naus at 15 or more life.  It's very unlikely that you die before reaching lethal, and often if you have to pass you can simply Duress them and win with Will or Jar the next turn.  Of course there are times when you are unlucky but it's the same deal with Necro, Bargain, Mind's Desire, and Draw 7s--you are playing combo, after all, and there's going to be some variance in your Storm engines.

Even though there's no variance in Doomsday piles, however, I don't think resolving Doomsday allows you to win as consistently as resolving Ad Naus does.  There are many more things that can go wrong, so it ends up being much riskier.

When you resolve Ad Nauseam, you should win, barring shenanigans on the deck's part.  And I'm much more afraid of losing to my opponent than losing to my deck.
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