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Author Topic: Extirpate vs. TPTS/Gush Decks  (Read 3841 times)
brokenbacon
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« on: October 21, 2010, 02:36:36 pm »

So it seems that the new Gush decks have taken the field by storm (haha I made a funny)
The question here is this: After the first Gush the opponent plays, if you Extirpate their Gushes wouldn't that just trainwreck them? True, they have Jaces for the long game, but that would slow them the hell down in comboing out.
Basically, is Extirpate a viable maindeck option (1x, of course) in, say Bob Tendrils?
It kills Dredge, it gets rid of Wasteland, takes out Fetches, abolishes FOW..... I mean, against today's meta wouldn't that just annihilate?
Recent Gush lists have been playing 1x Mindbreak Trap in their main, so theoretically wouldn't it make sense to replace MBT with Extirpate?

On another note: when playing against a Gush player, I am correct in saying that it is essential to stop Fastbond over anything else, right? As this is the one card that 4x Gush revolves around.....

Food for thought.
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TheBrassMan
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« Reply #1 on: October 21, 2010, 03:29:22 pm »

Extirpate is far from a dead card, but you may be overvaluing its impact.

Generally speaking, Extirpate has two huge strikes against it - Like a millstone, it doesn't directly affect cards that a player has or has already played, only cards they might play later.  It also only really has value against unrestricted spells, which are, on average, much worse than restricted ones.

When a player plays a Fastbond, then immediately plays a Gush, Extirpate basically kills the future value of Fastbond.  In this case, your Extirpate is effectively killing the Fastbond that your opponent already invested resources in - that could totally be worth the card.

Without Fastbond though, Extirpating a Gush may not accomplish much.  Without Gush in their deck, a player just draws the first card Gush would have drawn, instead of the Gush.  Without Fastbond in play, this might even be *better* than drawing and having to cast the Gush itself.  Think about that - Extirpating Gush could easily make your opponent more likely to win, even ignoring the opportunity cost you spent by drawing and casting Extirpate.

As a dredge player for a while, I certainly don't want my opponent to be running around with maindeck Extirpate... but if I had to choose playing against Extirpate or almost any other hate card (Needle, Crypt, Leyline, Jailer, maybe even wasteland), I'm much less afraid of Extirpate than those cards.  In other words, adding Extirpate to your deck makes it better against Dredge, no argument there - but replacing a different hate card with Extirpate makes your deck worse.  (Without knowing the rest of your deck and metagame concerns here, it's impossible for me to know if that's the case in your specific example(

As for your other examples, they run similar to the argument against Gush.  Most of the time takes 3 unrestricted cards and removes them from their library, their deck is better for it, not worse.  In most games I would far rather Extirpate targeting my own Misty Rainforest than my opponent's.  Force of Will is the card that's the most common exception to this, but after the first few turns, there are certainly games where a deck is better without Forces than with.

I wouldn't rely on Extirpate in general, but if you do decide to run it, be really careful when you cast it.  There are lots of situations where your opponent is better off after it resolves.  You need to have a lot of information available to you to get enough value from it to make it worth casting.
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brokenbacon
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« Reply #2 on: October 21, 2010, 03:44:19 pm »

Thanks very much, TheBrassMan. I really appreciate the clear and concise advice.
So in a list like this, for example, 1 Mindbreak Trap main, 1 side to combat the Gush decks is a good plan?

4 Dark Confidant
1 Jace, The Mind Sculptor
2 Tendrils of Agony
3 Preordain
1 Rebuild
4 Dark Ritual
1 Cabal Ritual
1 Brainstorm
1 Ponder
1 Ancestral Recall
1 Time Walk
1 Timetwister
1 Necropotence
1 Mind’s Desire
1 Yawgmoth’s Will
4 Force of Will
4 Duress
1 Mindbreak Trap
1 Demonic Tutor
1 Vampiric Tutor
1 Imperial Seal
1 Mystical Tutor
1 Merchant Scroll
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Lotus Petal
1 Black Lotus
5 Moxen
4 Polluted Delta
1 Scalding Tarn
2 Underground Sea
2 Island
2 Swamp
1 Tolarian Academy

SB
4 Leyline of the Void
3 Yixlid Jailer
1 Mindbreak Trap
1 Tinker
1 Inkwell Leviathan
1 Slaughter Pact
2 Echoing Truth
2 Hurkyl’s Recall

Thanks very much again.
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TheBrassMan
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AndyProbasco
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« Reply #3 on: October 21, 2010, 05:00:11 pm »

Yeah, I like Trap more than Extirpate there ... Now, that list is a little more aggressive than I imagined, which does make Extirpate->Force of Will a better play (plus the Duresses give you more information, which means you're more likely to get Extirpate stripping things out of people's hands, which can hurt)

It's kind of early to tell what Gush decks are going to look like, and which cards hose them the best... but Trap seems like a good place to start (especially if you expect other TPS/Bob Tendrils deck in your meta)
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brokenbacon
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Yeah, well, that's just, like, your opinion, man.


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« Reply #4 on: October 21, 2010, 06:27:06 pm »

That all makes perfect sense. Thanks a ton!
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TEAM TOP DECK INSURRECTION-luck draws...fukin luck draws
Vintage Master of Princeton @ SWC
Fuck your horse and the couch you rode in on
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