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Author Topic: Card choice - Lab deck  (Read 8298 times)
waffles
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« on: December 14, 2011, 05:09:54 pm »

Im trying to decide what is a better land "tutor" Crop rotation or Tolaria West. This is in my U/G/W deck. With tolaria it is more expensive,and is sorcery speed. But the trade off is it is almost uncounterable and its more versital than crop rotation. Crop Rotion is way faster being only a {G} and an instant cast but it can be countered. both can net me whatever land i want.
« Last Edit: December 20, 2011, 11:25:41 pm by waffles » Logged
vaughnbros
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« Reply #1 on: December 14, 2011, 05:45:46 pm »

Im trying to decide what is a better land "tutor" Crop rotation or Tolaria West. This is in my U/G/W deck. With tolaria it is more expensive,and is sorcery speed. But the trade off is it is almost uncounterable and its more versital than crop rotation. Crop Rotion is way faster being only a {G} and an instant cast but it can be countered. both can net me whatever land i want.

A deck list would help, not really sure what your trying to do with your deck and not really sure what land you are even fetching out.  The fact that crop rotation instantly puts the land into play and is 2 less mana than tolaria makes its a lot better in most situations, but if your deck doesn't care when you get the land or how much mana you paid for it then tolaria will be better, since its uncountable and doesn't make you sacrifice a land.
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Delha
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« Reply #2 on: December 14, 2011, 05:54:09 pm »

As is often the case, the answer is "it depends".

Mainstream Vintage decks generally demand action quickly enough that Tolaria West is slow to the point of being practically useless. It just doesn't do enough to justify the cost.

On the other hand, Crop Rotation is going to be great either. Running this into Misstep is going to cost you a lot of games. Even with the additional mana cost, Sylvan Scrying might be better than Crop Rot, for the simple reason that you don't walk into a two-for-one when it eats a counter.

If you're playing casually, then it's more likely to depend on your list.
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« Reply #3 on: December 14, 2011, 07:59:56 pm »

And don't forget Expedition Map, it colorless vs the UU needed for tolaria, if it gets countered, its a 1 for 1 not 2 for 1 like crop, and extra's fuel certain lands (like academy or bazaar as fodder etc etc).

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waffles
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« Reply #4 on: December 14, 2011, 10:14:02 pm »

Im trying to decide what is a better land "tutor" Crop rotation or Tolaria West. This is in my U/G/W deck. With tolaria it is more expensive,and is sorcery speed. But the trade off is it is almost uncounterable and its more versital than crop rotation. Crop Rotion is way faster being only a {G} and an instant cast but it can be countered. both can net me whatever land i want.

A deck list would help, not really sure what your trying to do with your deck and not really sure what land you are even fetching out.  The fact that crop rotation instantly puts the land into play and is 2 less mana than tolaria makes its a lot better in most situations, but if your deck doesn't care when you get the land or how much mana you paid for it then tolaria will be better, since its uncountable and doesn't make you sacrifice a land.

well currently i have just a very basic frame work. half baked at best. but any nonbasic land, i have the basics covered by the fetches. I am trying to quickly push out a 4CC enchantement in a unpowered event. I dont want to go the flash/rector way it will just end up being to convoluted and fragile.

As is often the case, the answer is "it depends".

Mainstream Vintage decks generally demand action quickly enough that Tolaria West is slow to the point of being practically useless. It just doesn't do enough to justify the cost.

On the other hand, Crop Rotation is going to be great either. Running this into Misstep is going to cost you a lot of games. Even with the additional mana cost, Sylvan Scrying might be better than Crop Rot, for the simple reason that you don't walk into a two-for-one when it eats a counter.

If you're playing casually, then it's more likely to depend on your list.
Hrmm, now im kinda leaning to the rotation was because of its the low cost and instant speed. Being able to rotate into the land at the end of turn to cast say a brainstorm would set me ahead in the terms of set up.
« Last Edit: December 14, 2011, 10:23:41 pm by waffles » Logged
nineisnoone
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« Reply #5 on: December 15, 2011, 09:39:03 am »

imo, unless your deck needs crop rotation, don't run crop rotation.
tolaria west/slyvan scying aren't fantastic, but unless the reward is extremely high for what you are planning (i.e. win the game), crop rotation probably isn't worth the risk.
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« Reply #6 on: December 15, 2011, 12:25:49 pm »

Agreed with nineisnone.

If you're just digging up blue sources to Brainstorm, why risk eating a 2-for-1 when you can just fetch out a Trop or Island in the first place? Crop Rot really belongs in a deck that generates ridiculous amounts of advantage, either by grabbing an inherently powerful land (Academy/Library/etc) or by enabling something like Crucible/Strip.
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waffles
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« Reply #7 on: December 15, 2011, 06:20:51 pm »

Agreed with nineisnone.

If you're just digging up blue sources to Brainstorm, why risk eating a 2-for-1 when you can just fetch out a Trop or Island in the first place? Crop Rot really belongs in a deck that generates ridiculous amounts of advantage, either by grabbing an inherently powerful land (Academy/Library/etc) or by enabling something like Crucible/Strip.

The land i want to rotate into would be forbidden orchard, the faster i get it out the faster i can set up. i dont really care what i cast with it i just want them to have the tokens. id playtest it but i dont have a complete shell yet.
« Last Edit: December 15, 2011, 06:29:03 pm by waffles » Logged
nineisnoone
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« Reply #8 on: December 16, 2011, 10:04:21 am »

Agreed with nineisnone.

If you're just digging up blue sources to Brainstorm, why risk eating a 2-for-1 when you can just fetch out a Trop or Island in the first place? Crop Rot really belongs in a deck that generates ridiculous amounts of advantage, either by grabbing an inherently powerful land (Academy/Library/etc) or by enabling something like Crucible/Strip.

The land i want to rotate into would be forbidden orchard, the faster i get it out the faster i can set up. i dont really care what i cast with it i just want them to have the tokens. id playtest it but i dont have a complete shell yet.

If you are just setting up, then you probably want Slyvan Scrying or Tolaria West. (of course, Vamp/Seal/Demonic before that then). I don't think the risk/reward is worth Rotation just for that.
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« Reply #9 on: December 16, 2011, 12:29:18 pm »

Agreed with nineisnone.

If you're just digging up blue sources to Brainstorm, why risk eating a 2-for-1 when you can just fetch out a Trop or Island in the first place? Crop Rot really belongs in a deck that generates ridiculous amounts of advantage, either by grabbing an inherently powerful land (Academy/Library/etc) or by enabling something like Crucible/Strip.
The land i want to rotate into would be forbidden orchard, the faster i get it out the faster i can set up. i dont really care what i cast with it i just want them to have the tokens. id playtest it but i dont have a complete shell yet.
Why do they need the tokens? This is exactly why people were asking for details earlier. You're clearly trying to accomplish something, but you're asking such narrow questions that the answers might well be irrelevant. For example, Orchard might not be the best way to give them creatures, and if that's the case, this entire thread would be better served discussing your actual game plan.
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waffles
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« Reply #10 on: December 17, 2011, 06:16:16 pm »

Agreed with nineisnone.

If you're just digging up blue sources to Brainstorm, why risk eating a 2-for-1 when you can just fetch out a Trop or Island in the first place? Crop Rot really belongs in a deck that generates ridiculous amounts of advantage; either by grabbing an inherently powerful land (Academy/Library/etc) or by enabling something like Crucible/Strip.
The land i want to rotate into would be forbidden orchard, the faster i get it out the faster i can set up. i dont really care what i cast with it i just want them to have the tokens. id playtest it but i dont have a complete shell yet.
Why do they need the tokens? This is exactly why people were asking for details earlier. You're clearly trying to accomplish something, but you're asking such narrow questions that the answers might well be irrelevant. For example, Orchard might not be the best way to give them creatures, and if that's the case, this entire thread would be better served discussing your actual game plan.

Okay i wanted to wait until i had the whole thing hashed out but here you are:

2   x   Leveler
   Creatures   
1   x   Academy Rector
4   x   Sakura-Tribe Elder
2   x   Hunted Phantasm
4   x   Laboratory  maniac
4   x   Trygon Predator
3   x   Qasali Pridemage
   Enchantments    
4   x   Defense of the Heart
   Land   
3   x   Plains
2   x   Island
2   x   Forest
4   x   Forbidden Orchard
2   x   Savannah
2   x   Tropical Island
4   x   Windswept Heath
   Spells    
4   x   Muddle the Mixture
4   x   Crop Rotation
4   x   Swords to Plowshares
3   x   Null Rod
1   x   Brainstorm
1   x   merchant scroll
1   x   Flash
1   x   Mystical Tutor
3   x   Enlightened Tutor
4   x   Force of Will
1   x   Paradigm Shift

yes i know it's 70cards, and it is unpowered.  The 70 cards can be trimmed down, but my environment is unpowered. the premise of this deck is to go off on defense of the heart bringing in maniac and leveler at the same time. then moving on to my draw phase to win. I understand there are many things that i haven’t covered like everything that play testing would reveal and various other holes. So that is why i need the tokens, the defense requires that my opponent have 3 so i used forbidden orchard and the hunted phantasm to do this. the phantasm is my alt plan if my orchards are nuked. I wanted to do it in these colors for access to the artifact/enchant hate. Additionally, the enchantment fetch as well.
« Last Edit: December 17, 2011, 06:23:53 pm by waffles » Logged
Delha
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« Reply #11 on: December 19, 2011, 12:47:52 pm »

Hunted Troll also generates enough tokens to trigger DotH. I'd suggest using Phantasm and Troll as your enablers, as well as adding Engineered Explosives or Ratchet Bomb. Both of these give you a backup plan of just wiping out the tokens to beat down with the Hunted creatures, in addition to serving as general purpose removal. I realize these don't play well with Null Rod, but I don't think this deck would already fare poorly against the mainstream decks that Null Rod is most effective against.
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« Reply #12 on: December 19, 2011, 03:11:16 pm »

Suggestion?

Go UGr for Varchild's War-Riders, and ditch the White for Chaos Warp and Red Rituals.  That way, you can hose the Blue Decks in the board with Blasts, Heretics and Welders, whilst having some explosive capabilities.  If you're in a proxy meta, proxy the jewelery (SoLoMoxen) and get ARecall and TW, so you can go War-riders, Walk, DotH as an alternative possibility.
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waffles
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« Reply #13 on: December 20, 2011, 11:17:54 pm »

Hunted Troll also generates enough tokens to trigger DotH. I'd suggest using Phantasm and Troll as your enablers, as well as adding Engineered Explosives or Ratchet Bomb. Both of these give you a backup plan of just wiping out the tokens to beat down with the Hunted creatures, in addition to serving as general purpose removal. I realize these don't play well with Null Rod, but I don't think this deck would already fare poorly against the mainstream decks that Null Rod is most effective against.

Hrmm, You think ill be able to cast the hunted troll? currently what decks do you speculate that i would have the most trouble with? Im thinking dredge, randomly oath, stax depending on if im on the play or not. Unsure about fish, belcher, tendrils, orb/naught and mud.
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Delha
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« Reply #14 on: December 21, 2011, 01:01:20 pm »

Hunted Troll also generates enough tokens to trigger DotH. I'd suggest using Phantasm and Troll as your enablers, as well as adding Engineered Explosives or Ratchet Bomb. Both of these give you a backup plan of just wiping out the tokens to beat down with the Hunted creatures, in addition to serving as general purpose removal. I realize these don't play well with Null Rod, but I don't think this deck would already fare poorly against the mainstream decks that Null Rod is most effective against.
Hrmm, You think ill be able to cast the hunted troll? currently what decks do you speculate that i would have the most trouble with? Im thinking dredge, randomly oath, stax depending on if im on the play or not. Unsure about fish, belcher, tendrils, orb/naught and mud.
If you can cast DotH, I don't see why you can't cast Troll. Your current list (which I would admittedly change significantly) has probably a dozen green sources, and that's before accounting for the color fixing Elder gives you.

Regarding Null Rod - I should just rephrase: Null Rod is most typically used as part of a mana denial package. You've said that your environment is unpowered, meaning one of the biggest incentives for running Rod is already gone. You want to be turning their Lotus and a moxen into dead draws, which obviously isn't going to happen if people aren't running those cards in the first place.

My point regarding mainstream decks was that if you play this list against fully powered decks, you don't have enough things that interfere with their plan, so they'd quite likely just crush this list anyway. At the end of the day, this isn't really relevant because your meta is unpowered. I probably shouldn't have mentioned it at all.
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« Reply #15 on: December 21, 2011, 04:29:49 pm »

The best deck for an unpowered meta is almost certainly Tendrils Doomsday since it suffers so little for the loss of power.

I don't think "convoluted late-game combo deck" beats "legacy."  I mean...why aren't you using Oath of Druids?  It both decks you and finds your critters.
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« Reply #16 on: December 21, 2011, 05:20:51 pm »

The best deck for an unpowered meta is almost certainly Tendrils Doomsday since it suffers so little for the loss of power.

I don't think "convoluted late-game combo deck" beats "legacy."  I mean...why aren't you using Oath of Druids?  It both decks you and finds your critters.
As a side note, Oath "goes off" a turn slower in the sense that Maniac won't trigger on the second turn you Oath (which is when you empty out your deck entirely). This is still offset by the fact that Oath comes down much sooner than DotH, but figured I'd mention it anyway.

T2 Oath -> T3 Maniac -> T4 empty deck -> T5 Win
T4 DotH -> T5 Maniac + Leveler -> T6 Win

DotH gives your opponent a one turn window to remove Maniac. Oath gives them a two turn window, but also has the potential to get online much sooner.
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« Reply #17 on: December 21, 2011, 05:33:41 pm »

DotH gives your opponent a one turn window to remove Maniac. Oath gives them a two turn window, but also has the potential to get online much sooner.
You get several variations on an insurance policy, though.  One is running the new Krosan Rec, some relatively inexpensive Lotus Petals, Chrome Moxen, Rituals, and Yawg Will to storm out if need be.
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« Reply #18 on: December 21, 2011, 05:41:47 pm »

Yeah.

Also, costing 2 instead of 4 obviously makes it easier to hold up mana for non-FoW counters, should you choose to run them.
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« Reply #19 on: December 21, 2011, 09:28:06 pm »

I'm pretty sure there is a better combo than Leveler/Maniac... Mephidross Vampire and Triskellion does infinite damage already, though that is susceptible to Null Rod.

As far as Oath... yeah, well there's that.

I would actually run BSC and Inner Flame Acolyte. You get the advantage over Oath by having the option to Tinker --> BSC. You can evoke with BSC to win a turn sooner, and you can even haste it into play if necessary to kill Jace.

Running Rune-Scarred Demon is another possibility (tutor for something that gives haste) or just some random disruption creature that will buy you the turn.

As far as getting creatures into play for your opponent, honestly I think sticking with Orchard is your best bet as those other cards are just too dead. Assuming it takes Oath + 2 turns to win (it might be 1 now with RSD though) and you win instantly, you aren't behind since you will be going: Orchard, +2 turns with dropping Heart somewhere in there.

Plus you get the options of playing Tinker-> BSC and other good creatures like Dark Confindant and Snapcaster that Oath does not.

Good luck.
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« Reply #20 on: December 21, 2011, 10:00:51 pm »

The best deck for an unpowered meta is almost certainly Tendrils Doomsday since it suffers so little for the loss of power.

I don't think "convoluted late-game combo deck" beats "legacy."  I mean...why aren't you using Oath of Druids?  It both decks you and finds your critters.
As a side note, Oath "goes off" a turn slower in the sense that Maniac won't trigger on the second turn you Oath (which is when you empty out your deck entirely). This is still offset by the fact that Oath comes down much sooner than DotH, but figured I'd mention it anyway.

T2 Oath -> T3 Maniac -> T4 empty deck -> T5 Win
T4 DotH -> T5 Maniac + Leveler -> T6 Win

DotH gives your opponent a one turn window to remove Maniac. Oath gives them a two turn window, but also has the potential to get online much sooner.

Doesnt DotH win in the same turn as the trigger; Due to the draw step?

Revision 1:

2   x   Leveler
   Creatures   
1   x   Academy Rector
2   x   Hunted Phantasm
4   x   Laboratory  maniac
   Enchantments   
4   x   Defense of the Heart
   Land   
 
4   x   Forbidden Orchard
   Spells   
1   x   Flash
3   x   Enlightened Tutor
1   x   Paradigm Shift

In this revision ive stripped away everything but the win condition, the triggers and the means to find it. This is a means to refocus and allow me to better understand the construction of a competive deck.
« Last Edit: December 22, 2011, 07:21:51 am by waffles » Logged
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« Reply #21 on: December 22, 2011, 06:18:09 am »

I just had a thought: why not also play Worldly Tutor? It finds most of your combo pieces when you,re without DotH.
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waffles
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« Reply #22 on: December 22, 2011, 07:30:56 am »

I just had a thought: why not also play Worldly Tutor? It finds most of your combo pieces when you,re without DotH.

Hrmm, that would allow me to find the maniac and use paradigm shift to win.
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« Reply #23 on: December 23, 2011, 01:07:45 pm »

Doesnt DotH win in the same turn as the trigger; Due to the draw step?
Yes, you're right. For some reason I was thinking of Maniac as being a triggered ability with "At the beginning of your upkeep, if there are no cards in your library..."

I just had a thought: why not also play Worldly Tutor? It finds most of your combo pieces when you,re without DotH.
Hrmm, that would allow me to find the maniac and use paradigm shift to win.
Just keep in mind that if you tutor for Maniac or fetch up a land before casting Shift, those will end up back in your library.

Regarding the "core" list: Rector probably isn't a good idea, since you don't have an sac outlet. I still don't think Orchard is necessary for your purposes either, it'll often be too slow. As long as your aren't seeing a lot of Wastelands though, I supposed it doesn't really hurt. If 8x Hunted creatures isn't enough, Questing Phelddagrif is another option as well. It's, fun, silly, and fits nicely with the Plan B beatdown option.

Off the top of my head
4x DotH
2x Maniac
2x Leveler
1x Caldera Hellion

4x Hunted Phantasm
4x Hunted Troll

2x Enlightened Tutor
2x Ratchet Bomb
?? Echoing Truth

1x Brainstorm
4x Lat Nam's Legacy

4x FoW
?? Other countermagic

?? Mana

Caldera Hellion: For the beatdown plan if you trigger DotH when against an opponent who runs heavy removal (and would just kill Maniac then watch you deck out). Grabbing this guy and a Hunted Troll will probably wipe the board in many cases, leaving you with 11 power unopposed. If you find that 3 dmg isn't enough to sweep, you can run Crater Hellion instead.

Ratchet Bomb: As mentioend before, solid general purpose removal in addition to clearing out tokens when needed. Might be good to up the count on these.

Echoing Truth: Largely the same function as Ratchet Bomb, probably unnecessary.

Brainstorm/Lat-Nam's Legacy: You're undoubtedly gonna have the same problem as Oath, getting dead draws like double Leveler or extra DotH, so it makes sense to use the same answers Oath does to that issue. You can probably cut down on the Legacy count.
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« Reply #24 on: December 23, 2011, 02:03:56 pm »

i dont see a problem at all with hunted creates AND orchards.  Massacre Wurm seems like it would be amazing in a list like this.  It seems like it and a hunted creature would be a safer fetch target for your DotH than leveler and maniac.  Since they cant just kill or bounce your maniac to beat you, although they need to already have 5 creatures, have lost some life, or you need a creature that can swing that turn to win for you to auto win with this combo.  But I would find it rare that one of those three cases is not satisfied.

I feel like black is just better than white for your list too.  You cant swords your academy rector, however you can edict, dismember, or doom blade him, and if you can kill your own rector now you can play Worldly over Enlightened tutor which will allow you to get either DotH or a token generator.  You also get the two best tutors in the game out of vamp and demonic.  The only real loss from your list that i see is qasali, but since your area is unpowered i doubt you see his best match up of stax. 
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« Reply #25 on: December 23, 2011, 03:52:24 pm »

i dont see a problem at all with hunted creates AND orchards.  Massacre Wurm seems like it would be amazing in a list like this.  It seems like it and a hunted creature would be a safer fetch target for your DotH than leveler and maniac.  Since they cant just kill or bounce your maniac to beat you, although they need to already have 5 creatures, have lost some life, or you need a creature that can swing that turn to win for you to auto win with this combo.  But I would find it rare that one of those three cases is not satisfied.

I feel like black is just better than white for your list too.  You cant swords your academy rector, however you can edict, dismember, or doom blade him, and if you can kill your own rector now you can play Worldly over Enlightened tutor which will allow you to get either DotH or a token generator.  You also get the two best tutors in the game out of vamp and demonic.  The only real loss from your list that i see is qasali, but since your area is unpowered i doubt you see his best match up of stax.
Nice, I hadn't seen Massacre Wurm before. I'd definitely run that over Hellions.

I still wouldn't cut white for black (wasn't expecting to hardcasting Hellion anyway). Worldy -> Rector -> Dismember/etc is pretty bad. You burn three cards on getting DotH into play, and still might not have a Hunted creature at that point. Vamp and Demo are certainly nice, but this isn't a traditional Vintage list, and so there aren't the same bomby targets to dig up. It's not like you're ever going to be nabbing Will/Ancestral, and if you want to Vamp for DotH, you might as well be running mutliple Enlightened instead.

If you do insist on running Rector (which I still recommend against), Pattern of Rebirth might also be worth considering.
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« Reply #26 on: December 23, 2011, 04:55:17 pm »

Y not just run emrakul+flame-kin zealout? Its the primary package I used when attempting DotH in legacy.  19 hasty damage+anihilator 6 should win about any game in. Non powered envitironment. And with a few exceptions zealout will still give emrakul haste and +1/+1 even if they have removal for zealout.
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« Reply #27 on: December 23, 2011, 06:13:56 pm »

Y not just run emrakul+flame-kin zealout? Its the primary package I used when attempting DotH in legacy.  19 hasty damage+anihilator 6 should win about any game in. Non powered envitironment. And with a few exceptions zealout will still give emrakul haste and +1/+1 even if they have removal for zealout.

hunted troll gives them 4 1/1 fliers so they have fodder to sacrifice and chump block, so you would need 2 emrakul swings.
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waffles
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« Reply #28 on: December 24, 2011, 11:35:34 am »

I don’t see a problem at all with hunted creates AND orchards.  Massacre Wurm seems like it would be amazing in a list like this.  It seems like it and a hunted creature would be a safer fetch target for your DotH than leveler and maniac.  Since they can’t just kill or bounce your maniac to beat you, although they need to already have 5 creatures, have lost some life, or you need a creature that can swing that turn to win for you to auto win with this combo.  But I would find it rare that one of those three cases is not satisfied.

I feel like black is just better than white for your list too.  You can’t swords your academy rector, however you can edict, dismember, or doom blade him, and if you can kill your own rector now you can play Worldly over Enlightened tutor which will allow you to get either DotH or a token generator.  You also get the two best tutors in the game out of vamp and demonic.  The only real loss from your list that I see is qasali, but since your area is unpowered I doubt you see his best match up of stax. 
I see the orchards at worst a land that produces 1 token for {0} in the event I run into wastes. This still furthers my goal to trigger DotH. I included the hunted creatures as an alternative way so I wouldn’t have to completely rely on the orchards.
Quote from: Delha
Rector probably isn't a good idea, since you don't have an sac outlet.
Originally I stated I didn’t want to use flash/rector, I later included it because I didn’t see any other way to find and get DotH in play faster. Flash causes the creature to come into play. If I don’t pay the cost, it dies. Thus, solving the sac issue But, I know I won’t always have flash, so it would be silly to rely on it.
I chose white for the enchantment tutors in addition to the artifact/enchant hate. With white I also have access to balance and other removal as well as the various silencing effects. In choosing red, Allows access to Brand, for use as a backup plan in the event I am unable to find DotH. This will net me all the tokens I have produced up to that point; Or if the tokens become a problem Simoon is a great answer.
Alternatively Mayael's Aria or Epic Struggle might be work as a backup plan in the event I figure on red. But, those seem like bad options.

The conditions I am trying to fulfill are:

Find DotH consistently
Cast DotH consistently
Resolve DotH trigger consistently
Win by turn 3, 4 at the latest

Quote from: vaughnbros
Since they cant just kill or bounce your maniac to beat you
Did you mean can here?
Quote from: Delha
For the beatdown plan if you trigger DotH when against an opponent who runs heavy removal (and would just kill Maniac then watch you deck out).
Lab maniac reads:

If you both are speaking of after maniac and leveler come into play. Then there is a simple answer I could respond with an instant draw to win. E.g. Brainstorm, a draw cantrip such as abeyance, cycling or some other drawing effect would win me the game through the maniac’s trigger since I get to draw from my empty library it becomes the newest on the stack, causing me to win; making bounce and creature removal kind of a moot point.

Quote from: Delha
Just keep in mind that if you tutor for Maniac or fetch up a land before casting Shift, those will end up back in your library.
I know, I would most likely run it with graveyard removal, which would serve to hurt my opponent as well.

 
Caldera Hellion: For the beatdown plan if you trigger DotH when against an opponent who runs heavy removal (and would just kill Maniac then watch you deck out). Grabbing this guy and a Hunted Troll will probably wipe the board in many cases, leaving you with 11 power unopposed. If you find that 3 dmg isn't enough to sweep, you can run Crater Hellion instead.

About the hellion, I would play Avatar of Might an over it since it is an 8/8 with trample. Also it becomes a creature for {G} {G} with all those tokens I I’m producing. Which I think is a better way to put pressure on them.

The additions and changes I would make to your revision Delha are:

Remove the hellion, add an Avatar of Might

Add:
4x Miscalculation
This is another counter in addition to being a source of card draw. It has good synergy with the maniac

4x Edge of Autumn
Mana Fixing, and Cycling.
3x Gush
Foresight, malipulate fate might work here too
« Last Edit: December 27, 2011, 10:45:08 am by waffles » Logged
Delha
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« Reply #29 on: December 27, 2011, 01:46:59 pm »

Quote from: Delha
Rector probably isn't a good idea, since you don't have an sac outlet.
Originally I stated I didn’t want to use flash/rector, I later included it because I didn’t see any other way to find and get DotH in play faster. Flash causes the creature to come into play. If I don’t pay the cost, it dies. Thus, solving the sac issue But, I know I won’t always have flash, so it would be silly to rely on it.
I chose white for the enchantment tutors in addition to the artifact/enchant hate. With white I also have access to balance and other removal as well as the various silencing effects. In choosing red, Allows access to Brand, for use as a backup plan in the event I am unable to find DotH. This will net me all the tokens I have produced up to that point; Or if the tokens become a problem Simoon is a great answer.
As you said, you won't always have Flash, which in turn means Rector will often be useless. Unless you're going to run other sac outlets, you should not run Rector.

You already have 4x Enlightened available to you for the purpose of finding DotH. Trying to dig up Rector and Flash together is an inferior plan. Brand does not work anymore, you no longer "own" the tokens created by Hunted creatures, the rules were changed such that the player who controls the token at the time of creation is the owner. Simoon is a terrible card. Engineered Explosives and Ratchet Bomb are both almost strictly superior. As I stated before, they have actual utility even when you're not wiping out tokens, while Simoon typically will not. Additionally, EE and Ratchet are less mana intensive (either free or costing {2} instead of {R} {G}), and can be played in advance of the Hunted creature.

The conditions I am trying to fulfill are:

Find DotH consistently
Cast DotH consistently
Resolve DotH trigger consistently
Win by turn 3, 4 at the latest
Winning by turn 3 or 4 isn't a realistic goal. It requires resolving DotH and giving your opp tokens by turn 2 or 3, which in turn demands  {4} {U} {U} {G} at a minimum. That's a tall order even with power, and probably impossible to consistently achieve without it.


If you both are speaking of after maniac and leveler come into play. Then there is a simple answer I could respond with an instant draw to win. E.g. Brainstorm, a draw cantrip such as abeyance, cycling or some other drawing effect would win me the game through the maniac’s trigger since I get to draw from my empty library it becomes the newest on the stack, causing me to win; making bounce and creature removal kind of a moot point.
Quote from: Delha
Just keep in mind that if you tutor for Maniac or fetch up a land before casting Shift, those will end up back in your library.
I know, I would most likely run it with graveyard removal, which would serve to hurt my opponent as well.
I don't think you have in your list for more instant draw. Also, while you can certainly try to resolve a draw spell and win first, they can always bounce/kill Maniac again as well. Given that you're putting a lot of effort into setting up your combo in the first place, it's unlikely that they're wasting their removal on anything until you try to combo out.

There's the same problem with Paradigm Shift. No space, and it's worthless most of the time. If you want this to be about DotH, just focus on that. Paradigm Shift is just a cute trick that wastes deckspace and clogs up your hand.


Caldera Hellion: For the beatdown plan if you trigger DotH when against an opponent who runs heavy removal (and would just kill Maniac then watch you deck out). Grabbing this guy and a Hunted Troll will probably wipe the board in many cases, leaving you with 11 power unopposed. If you find that 3 dmg isn't enough to sweep, you can run Crater Hellion instead.
About the hellion, I would play Avatar of Might an over it since it is an 8/8 with trample. Also it becomes a creature for {G} {G} with all those tokens I I’m producing. Which I think is a better way to put pressure on them.

The additions and changes I would make to your revision Delha are:

Remove the hellion, add an Avatar of Might

Add:
4x Miscalculation
This is another counter in addition to being a source of card draw. It has good synergy with the maniac

4x Edge of Autumn
Mana Fixing, and Cycling.
3x Gush
Foresight, malipulate fate might work here too
Avatar of Might is far inferior to Massacre Wurm (which should replace Hellion per vaughbros' suggestion).
1. You don't want to be hardcasting here. The idea is to dig up Wurm via DotH.
     a. Wurm + Troll gets you 14 power, kills their dorks (Welder/Confidant/etc), and deals probably 16+ dmg in the process.
     b. Avatar + Troll gets you effectively 8 power on the board (since Troll gets chump blocked for four turns).
     c. Using Avatar to attack means you want to race, but leaving they with tokens makes it harder for you to do so.
2. Avatar only works with Phantasm. Troll gives them only 3 more creatures than you.
3. If you trigger DotH off a Phantasm, you can dig up Phantasm + Wurm for lethal. 5 tokens from each Phantasm = 10 tokens = 20 life.
4. You want to get rid of their tokens if you're going beatdown, to stop them from outracing you.

What's the rationale behind Foresight/Manipulate Fate? I may be missing something, but both seem worse than Lat Nam's Legacy in this deck. Gush could work out well, and Edge of Autumn might be okay, but I'm dubious about Miscalculation. I suspect it's too weak of a counterspell, meaning that it's likely going to just sit in hand a lot waiting to be cycled. If that ends up being the case, you're better off running something else. Maybe Abeyance, Fire/Ice, Remand, Repeal, or even Call to Heel. I'd probably personally lean towards Call to Heel/Repeal. The former stops BSC, and the latter is good for just general utility.
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I suppose it's mostly the thought that this format is just one big Mistake; and not even a very sophisticated one at that.
Much like humanity itself.
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