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Author Topic: [Free Article] I Dream of Mishra  (Read 1981 times)
voltron00x
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« on: August 29, 2010, 11:00:23 pm »

As mentioned elsewhere, this week I talk about Workshops.  Although the article is centered on Workshops, the ideas contained are applicable across a broad range of Magic decks, in and out of Vintage.

http://www.starcitygames.com/magic/vintage/19985_The_Long_Winding_Road_I_Dream_of_Mishra.html

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« Reply #1 on: August 29, 2010, 11:56:54 pm »

Another solid article with some great points.

But, more importantly, welcome to R&D Matt...
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« Reply #2 on: August 30, 2010, 12:01:14 am »

Great read as always man!
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« Reply #3 on: August 30, 2010, 01:06:15 am »

Good stuff, needed far more flame quotes though.
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« Reply #4 on: August 30, 2010, 03:18:34 am »

Great article as always.

Off-Topic:
Awesome to have you on board R&D as well Wink
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« Reply #5 on: August 30, 2010, 03:56:55 am »

I really liked this article, interesting writing style.

I wonder what the inspiration for the theme was?

I also happen to agree with most of what you've said eventhough, as a general rule, i always play drain decks Wink

I'm just afraid that this debate will turn "LoA" style, where neither side ever really convinces the other and the debate can go on for ages.
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« Reply #6 on: August 30, 2010, 05:25:50 am »

I enjoyed this article very much.

I turned to shops when "proxies" became commonplace in NorCal.  I've continued running with them because they are so fun and diverse.

Can't wait for Mirroden 2: Artifact Boogaloo to come out.
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voltron00x
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« Reply #7 on: August 30, 2010, 08:08:56 am »

I really liked this article, interesting writing style.

I wonder what the inspiration for the theme was?

I also happen to agree with most of what you've said eventhough, as a general rule, i always play drain decks Wink

I'm just afraid that this debate will turn "LoA" style, where neither side ever really convinces the other and the debate can go on for ages.

Stylistically, to some extent this was inspired by some of Chapin's articles, which I thought was appropriate / interesting in that I wanted to debate or counter the points he made about Workshops.  I thought it might also work to pull in some who normally don't read Vintage articles because the basic principles apply across formats, even if they are being applied specifically to Workshops in this article.
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« Reply #8 on: August 30, 2010, 01:50:23 pm »

Nice article, thanks for writing it!
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« Reply #9 on: August 30, 2010, 04:02:24 pm »

Very good article.  I agree with it all.  Any one deck/arch type is not the best, nor never will be.  You could have the ultimate control/anti-Mud deck in the field, and it could easily be ran over by Gobos or White weenie.  Nice trygon meet my sword and bolt. 

And if you read the report done by the winning person at gencon most of his matches against mud was:

"They cast Sphere affect X, but I happened to have Force of will and 2nd turn trygon".

Yea because EVERYONE has a Force of Will g1.

MUD needs 2 mana and a resistor to set up its game, and with 4 workshop, 4 anceint tomb, 4 city of traitors, restricted mana makers, and 13 spheres/4 tangle's, it would seem to me that MUD has a lot more chance of getting one of it's "starters" than ANY blue deck has of getting there first turn FOW, which is almost necessary to stop those 13 sphere/4 tangles.  And thats not even counting the help of Serum Powder.

MUD does not play tutors, ancestral, Force of Will, and Y win, but how are those spells any good when they cost 2 - 3+ more mana each, and there is a chalice for 0, and u got 2 basics which you can't seem to find?

Im not saying MUD is the best, but I am definitely saying that Force of Will/Mana drain is NOT the best either, and people who believe that have no imagination, and do only as they are told, or as you wrote, people just get set on 1 deck type.

I make new decks all the time on MWS, for fun, but still try to keep them competitive.  No I cant win off a 3 mana combo (time vault/key), no I cant get a Fatty out on turn 2 (oath/tinker), and no I can't lock you out on turn 2 with a Trinisphere/Crucible, but just because the current magic world is made of 2 card combos, doesn't mean other combos can't be found or simply drawn before your opponents find theirs.

Almost any deck has a chance to win, and they do not ever NEED specific cards.  Some cards may be "bad" in magic, but workshop, and lodestone, are not two of them.

Very nice article.  Sorry for my rant, had to get that out there.
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« Reply #10 on: August 30, 2010, 06:03:29 pm »

Great Article Matt.
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