TheManaDrain.com
September 09, 2025, 01:10:25 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: 1 2 3 [4] 5 6
  Print  
Author Topic: Temporal Mastery  (Read 35815 times)
Ten-Ten
Basic User
**
Posts: 473


Shalom Aleichem


View Profile
« Reply #90 on: April 11, 2012, 02:39:25 am »

this card is gonna be sweeet in Bomberman  Very Happy
Logged

Colossians 2:2,3
 That their hearts might be comforted, being knit together in love, and unto all riches of the full assurance of understanding, to the acknowledgement of the mystery of God, both of the Father, and of Christ; In whom are hid all the treasures of wisdom and knowledge.
vaughnbros
Basic User
**
Posts: 1574


View Profile Email
« Reply #91 on: April 11, 2012, 07:19:55 am »

And I do think that we will see some hardcast Miracle Timewalks in the future, just as we've seen hardcast Force of Wills and Commandeers.

who plays commandeer?
Once upon a time there was a beast of a deck called "Shaymora". Maybe you forget this deck or weren't playing at the time but I was. I have seen hard cast commandeer and I personally have hard cast commandeer.

This card is not in the realm of "will never be cast".

I remember that you used to play, but i haven't seen anyone use that card in at least a year. 

As far as this cards playability go play test it in a deck and tell me that it won't see play in at least 1 deck.  Its not uncommon to take like 4 turns in a row with 4 of these in your deck.  I'd probably look towards something like a blue fish list as the optimal build for them, where a majority of the cards you draw are in fact top decks. 
Logged
Cruel Ultimatum
Full Members
Basic User
***
Posts: 571

froz3nn
View Profile
« Reply #92 on: April 11, 2012, 07:38:37 am »

I browsed through this thread, so if I missed someone saying this forgive me. Just so everyone is on the same page, if you were to draw this you reveal it and cast in then, in your draw step.

Also, this card sucks. At least in vintage. it may be ok in legacy.

Quote
As far as this cards playability go play test it in a deck and tell me that it won't see play in at least 1 deck.  Its not uncommon to take like 4 turns in a row with 4 of these in your deck.

That actually seems pretty uncommon.
Logged

Egan

ECW
vaughnbros
Basic User
**
Posts: 1574


View Profile Email
« Reply #93 on: April 11, 2012, 07:53:40 am »

Quote
As far as this cards playability go play test it in a deck and tell me that it won't see play in at least 1 deck.  Its not uncommon to take like 4 turns in a row with 4 of these in your deck.

That actually seems pretty uncommon.

I'm talking in a deck with 4 jace, brainstorm, top deck tutors, in that deck though the extra walks weren't really all that powerful especially since they don't contribute to your yard for will, I don't think a deck using heavy library manipulation is necessarily the best option for this.
Logged
Wagner
Basic User
**
Posts: 820


View Profile
« Reply #94 on: April 11, 2012, 08:10:04 am »

Quote
As far as this cards playability go play test it in a deck and tell me that it won't see play in at least 1 deck.  Its not uncommon to take like 4 turns in a row with 4 of these in your deck.

That actually seems pretty uncommon.

I'm talking in a deck with 4 jace, brainstorm, top deck tutors, in that deck though the extra walks weren't really all that powerful especially since they don't contribute to your yard for will, I don't think a deck using heavy library manipulation is necessarily the best option for this.

So your point is that it would be easy to take 4 turns in a row in a deck made to do that, but that would not benefit from it?

That's like saying "I can put 4 Wordly Tutor, 4 Sylvan Tutor, and black tutors in my deck and play my 4 Llanovar Elves reliably".
Logged
vaughnbros
Basic User
**
Posts: 1574


View Profile Email
« Reply #95 on: April 11, 2012, 08:26:24 am »

Quote
As far as this cards playability go play test it in a deck and tell me that it won't see play in at least 1 deck.  Its not uncommon to take like 4 turns in a row with 4 of these in your deck.

That actually seems pretty uncommon.

I'm talking in a deck with 4 jace, brainstorm, top deck tutors, in that deck though the extra walks weren't really all that powerful especially since they don't contribute to your yard for will, I don't think a deck using heavy library manipulation is necessarily the best option for this.

So your point is that it would be easy to take 4 turns in a row in a deck made to do that, but that would not benefit from it?

That's like saying "I can put 4 Wordly Tutor, 4 Sylvan Tutor, and black tutors in my deck and play my 4 Llanovar Elves reliably".

Your example is not analogous to this at all.  A lot of decks are already playing jace, brainstorm, and top deck tutors.  And taking a time walk seems far better in almost every situation than playing a llanowar* elves

and im saying its not as big a benefit as I originally thought it would be or as some people are suggesting in this forum, because you are forced to take the time walk when it arises not when you want to take it.  Meaning you are not in a good position to take advantage of that time walk.  Im sure everybody here has drawn a time walk when they have nothing out and it either ends up just cycling itself for free or you hold it.  The latter is not an option with this card.
« Last Edit: April 11, 2012, 08:36:22 am by vaughnbros » Logged
Cruel Ultimatum
Full Members
Basic User
***
Posts: 571

froz3nn
View Profile
« Reply #96 on: April 11, 2012, 08:37:22 am »

If you have jace in play, brainstorm and untap with it in play, arent you going to win anyway without this card?

If people were that committed, they could have been playing 1 timewalk and a bunch of noxious revivals.
Logged

Egan

ECW
vaughnbros
Basic User
**
Posts: 1574


View Profile Email
« Reply #97 on: April 11, 2012, 08:41:48 am »

If you have jace in play, brainstorm and untap with it in play, arent you going to win anyway without this card?

you don't need to untap with it to set up miracles

If people were that committed, they could have been playing 1 timewalk and a bunch of noxious revivals.

you would need to tutor for the time walk in this situation and noxious revival is card disadvantage, making this scenario very different
Logged
Cruel Ultimatum
Full Members
Basic User
***
Posts: 571

froz3nn
View Profile
« Reply #98 on: April 11, 2012, 08:48:45 am »

I guess my point is instead of setting up timewalks, you could just draw cards that do stuff on their own. Everytime you cast ancestral and draw this thing you will wonder why you play this card. Also there is no room in decks these days to play 4 of them.
Logged

Egan

ECW
AmbivalentDuck
Tournament Organizers
Basic User
**
Posts: 2807

Exile Ancestral and turn Tiago sideways.

ambivalentduck ambivalentduck ambivalentduck
View Profile
« Reply #99 on: April 11, 2012, 10:18:50 am »

A few things:
1. Time Walk isn't actually that good unless extra land drops, untap steps, or combat steps generate substantial advantage.  Of course there are better cantrips.
2. You don't have to play bad or even marginal cards to set this up.  Jace, Brainstorm, Ponder, and topdeck tutors are already universal in decks with color support for them.
3. This wouldn't go in every deck.  It almost certainly goes into decks with Delver and Bob, though.  Consider that this may allow something like Sullivan Solution to be revived.
4. The current duck weekly (and the next few) are an excellent opportunity to test this card.  If you have a strong opinion, please test it Smile

I strongly suspect a new archetype that uses Bob, Delver, Edric, Regrowth effects (maybe even E Witness), and Snapcaster to find and recur as many Time Walk effects as possible while beating.
Logged

A link to the GitHub project where I store all of my Cockatrice decks.
Team TMD - If you feel that team secrecy is bad for Vintage put this in your signature
Any interest in putting together/maintaining a Github Git project that hosts proven decks of all major archetypes and documents their changes over time?
MaximumCDawg
Full Members
Basic User
***
Posts: 2172


View Profile
« Reply #100 on: April 11, 2012, 12:06:16 pm »

As has been mentioned several times before, this card is not simply "Win More."

(1) It helps you accelerate or protect your win condition in the first place, if you use it before resolving it.  (Jace, for example).
(2) It helps you protect your win if you use it after resolving it.  (Sorry bro, I'm gonna take 3 turns with my new Jace.)

Perhaps it helps to think of this card as a temporary "lock" on your opponent.  If you hit two in a row after you've got a threat on the board, what are they gonna do?  Jace alone will draw you two to three extra cards this way.  You'll see even more if you've got shuffle effects around.  Sure, once you have Jace or Blightsteel online it's good times anyway, but now you can realistically lock the opponent out of finding an answer until the advantage turns into a win.  You also can win in gamestates you could not otherwise, such as resolving Jace when the opponent has two or more creatures in play to beat him down with.  (Time walk, bounce a dude, time walk, bounce a dude.... gg)

The existence of Top and Jace as playable cards in Vintage is what makes this card powerful, in my opinion.  Without them, it's too unreliable and too likely to be just spinning your wheels without getting an advantage  (see the quibbling on the last page over negative card advantage).  But, with them?  With them, it threatens the kind of un-interactive game states that Menendian complained about.
Logged
boggyb
Basic User
**
Posts: 462



View Profile
« Reply #101 on: April 11, 2012, 12:10:38 pm »

All right. Looks like we've exhausted our theoretical vocabulary and then some. Has anyone tried out some decklists with this?
Logged
Phele
Basic User
**
Posts: 562


Tom Bombadil


View Profile
« Reply #102 on: April 11, 2012, 12:32:11 pm »

All right. Looks like we've exhausted our theoretical vocabulary and then some. Has anyone tried out some decklists with this?

Yes, something with lots of Tops, Delvers, Confidants and Jaces in different combinations. So far, it was so, so, pretty inconvenient to set up.
Logged

Tom Bombadil is a merry fellow; Bright blue his jacket is, and his boots are yellow.

Free Illusionary Mask!!
AmbivalentDuck
Tournament Organizers
Basic User
**
Posts: 2807

Exile Ancestral and turn Tiago sideways.

ambivalentduck ambivalentduck ambivalentduck
View Profile
« Reply #103 on: April 11, 2012, 12:43:20 pm »

All right. Looks like we've exhausted our theoretical vocabulary and then some. Has anyone tried out some decklists with this?
Absolutely zero value in a two-card monte build with Ancestral Knowledge to dig for combo pieces.  That said, Ancestral Knowledge is VERY cute in two-card monte.

Cumulative upkeep combos very poorly with Time Walk.

Just to generate some discussion:
1 Ancestral Recall
1 Brainstorm
3 Sensei's Divining Top
3 Jace, the Mind Sculptor
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Merchant Scroll

2 Flusterstorm
4 Force of Will
2 Spell Pierce

1 Time Walk
4 Temporal Mastery

1 Regrowth
1 Yawgmoth's Will

4 Snapcaster Mage
1 Edric, Spymaster of Trest
4 Dark Confidant
3 Trygon Predator

1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Black Lotus
4 Underground Sea
4 Tropical Island
1 Island
1 Forest
4 Misty Rainforest
1 Polluted Delta
« Last Edit: April 11, 2012, 01:05:22 pm by AmbivalentDuck » Logged

A link to the GitHub project where I store all of my Cockatrice decks.
Team TMD - If you feel that team secrecy is bad for Vintage put this in your signature
Any interest in putting together/maintaining a Github Git project that hosts proven decks of all major archetypes and documents their changes over time?
boggyb
Basic User
**
Posts: 462



View Profile
« Reply #104 on: April 11, 2012, 01:19:38 pm »

This Demarisan pile is bad but maybe good food for thought. Board Control + Card advantage + Temporal Mastery?

1 Black Lotus
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
2 Sensei's Divining Top

1 Blightsteel Colossus
2 Snapcaster Mage

4 Jace, the Mind Sculptor

1 Ancestral Recall
2 Ancient Grudge
1 Brainstorm
4 Force of Will
2 Lightning Bolt
2 Mana Drain
1 Mystical Tutor
1 Nature's Claim
1 Thirst for Knowledge
1 Vampiric Tutor
1 Demonic Tutor
1 Merchant Scroll
1 Ponder
1 Time Walk
1 Tinker
1 Yawgmoth's Will
2 Temporal Mastery

2 Island
4 City of Brass
2 Flooded Strand
2 Misty Rainforest
1 Polluted Delta
2 Scalding Tarn
1 Tropical Island
2 Underground Sea
2 Volcanic Island
1 Tolarian Academy
Logged
hvndr3d y34r h3x
Basic User
**
Posts: 823


80:20 against LordHomerCat, the word's 2nd best an


View Profile
« Reply #105 on: April 11, 2012, 01:25:21 pm »

If you want to take extra turns off Jace there's any easier way to do it without adding crap into your deck.  You just pay and extra mana and cast Tezzeret instead.
You seem to have missed the point, and a large application of time walk. Time walk helps you RESOLVE JACE, on top of that, it’s GOOD WITH JACE in play.
Let me break this down for you:
1. Time walk helps you resolve spells, like jace or tinker.
2. time walk is good with any permanents that do things, like bob, jace, tarmogoyf, library, trygon, oath of druids, top, the list goes on to include just about everything not in a prison vintage deck.
3. Time walk can provide tempo.

Adding time walk is not "adding crap to your deck.” If you don't want to take my word for it, Steve had a few comments about it in the second episode of SMIP where he identifies time walk as the least unrestrictable card.
"Ancestral into ancestral is broken, but time walk into time walk is more broken"
"If you can string together two time walks, I don't see how your opponent can possibly come back"-Steve Menendian

Obviously, this thing isn't exactly time walk. But it’s pretty easy to set up with cards we're already running in multiples, together! Not to mention this thing is potentially better than time walk with the potential of being played at the end of your opponent's turn.

And I do think that we will see some hardcast Miracle Timewalks in the future, just as we've seen hardcast Force of Wills and Commandeers.

who plays commandeer?
Once upon a time there was a beast of a deck called "Shaymora". Maybe you forget this deck or weren't playing at the time but I was. I have seen hard cast commandeer and I personally have hard cast commandeer.

This card is not in the realm of "will never be cast".

I used to hard cast oath targets all the time, I agree that this thing will be hard cast more often than people think.

Did anyone mention the potential for sleight of hand tricks with this whole miracle thing?  So now I'm going to have to watch exactly where my opponent places his card after he draws it?  Or will people have to set aside their hands and draw so there is no confusion.  This mechanic seems really horrible.... 

p.s. Did blue need more Time Walks?

I think it's going to be more like "If the card you drew touched any of the cards in your hand, too late". Of course people are going to try to cheat, some always do, but I don't think it's going to be much of a problem.

It's a trigger that occurs "when you draw it", not after you draw it and have been sitting with it in your hand staring at it for a while. I'd assume its a "from the top of your library onto the stack type of thing or you missed the trigger and you're SOL." But yeah, it seems obnoxious to draw the line of opportunity with that trigger. I asuume WOTC will have to make it painfully obvious with some sort of statement.

How the hell does this help you resolve Jace? by pitching to FOW? In that case I'm putting 4 Polar Krakens in my Jace deck
You've never used time walk to play a series of other wise not affordable spells in sequence where one or more must be done at sorcery speed in order to resolve a bomb? If not that is completely shocking! I recommend you look into it as a way to improve your game. There are a lot of applications for this, such as shorting your opponent on mana by forcing responses, as well as just doing more things before the opponent gets a chance to do things.
I've used time walk or stored a turn in time vault to break many a stalemate or gain control at many key junctures in blue match ups where no other card would do. This is a BIG part of why walk is good, being able to play more spells in a row with the full un tap helps resolve things, like JTMS. I don't know how more blatantly I can put it with out being insulting. If you have any further questions I guess you can PM me, but I might not be as pleasant.
Logged

--------------------------------------------------------------------------------------------------
I am 80:20 against LordHomerCat, the word's 2nd best and on other days the world's best vintage player. Wink
Blue Lotus
Basic User
**
Posts: 389



View Profile
« Reply #106 on: April 11, 2012, 01:33:20 pm »

I think this is best paired with scroll rack in vintage. Ponder, preordain can't get these things out of your hand.

And if im playing scroll rack, im playing land tax. And I'm very happy as well.

But then again, is scroll rack + this better than vault+key? Probably not.

I think this is rather tame in a format without reliable access to brainstorm.
Logged
AmbivalentDuck
Tournament Organizers
Basic User
**
Posts: 2807

Exile Ancestral and turn Tiago sideways.

ambivalentduck ambivalentduck ambivalentduck
View Profile
« Reply #107 on: April 11, 2012, 01:39:03 pm »

A little bit of testing later, here's where I'm at.  It's not difficult or uncommon to take 3-4 turns in a row while actually doing something with them:
1 Ancestral Recall
2 Sensei's Divining Top
1 Brainstorm
3 Jace, the Mind Sculptor
1 Yawgmoth's Will
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor

1 Time Vault
2 Voltaic Key

1 Tinker
1 Blightsteel Colossus

4 Snapcaster Mage
4 Dark Confidant

1 Time Walk
4 Temporal Mastery

2 Flusterstorm
2 Spell Pierce
4 Force of Will

1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Black Lotus
1 Sol Ring
1 Mana Crypt
4 Underground Sea
1 Island
1 Swamp
4 Polluted Delta
1 Misty Rainforest
3 Wasteland
1 Strip Mine
Logged

A link to the GitHub project where I store all of my Cockatrice decks.
Team TMD - If you feel that team secrecy is bad for Vintage put this in your signature
Any interest in putting together/maintaining a Github Git project that hosts proven decks of all major archetypes and documents their changes over time?
Oath of Happy
Basic User
**
Posts: 288



View Profile
« Reply #108 on: April 11, 2012, 01:43:29 pm »

If you want to take extra turns off Jace there's any easier way to do it without adding crap into your deck.  You just pay and extra mana and cast Tezzeret instead.
You seem to have missed the point, and a large application of time walk. Time walk helps you RESOLVE JACE, on top of that, it’s GOOD WITH JACE in play.
Let me break this down for you:
1. Time walk helps you resolve spells, like jace or tinker.
2. time walk is good with any permanents that do things, like bob, jace, tarmogoyf, library, trygon, oath of druids, top, the list goes on to include just about everything not in a prison vintage deck.
3. Time walk can provide tempo.

Adding time walk is not "adding crap to your deck.” If you don't want to take my word for it, Steve had a few comments about it in the second episode of SMIP where he identifies time walk as the least unrestrictable card.
"Ancestral into ancestral is broken, but time walk into time walk is more broken"
"If you can string together two time walks, I don't see how your opponent can possibly come back"-Steve Menendian

Obviously, this thing isn't exactly time walk. But it’s pretty easy to set up with cards we're already running in multiples, together! Not to mention this thing is potentially better than time walk with the potential of being played at the end of your opponent's turn.

And I do think that we will see some hardcast Miracle Timewalks in the future, just as we've seen hardcast Force of Wills and Commandeers.

who plays commandeer?
Once upon a time there was a beast of a deck called "Shaymora". Maybe you forget this deck or weren't playing at the time but I was. I have seen hard cast commandeer and I personally have hard cast commandeer.

This card is not in the realm of "will never be cast".

I used to hard cast oath targets all the time, I agree that this thing will be hard cast more often than people think.

Did anyone mention the potential for sleight of hand tricks with this whole miracle thing?  So now I'm going to have to watch exactly where my opponent places his card after he draws it?  Or will people have to set aside their hands and draw so there is no confusion.  This mechanic seems really horrible....  

p.s. Did blue need more Time Walks?

I think it's going to be more like "If the card you drew touched any of the cards in your hand, too late". Of course people are going to try to cheat, some always do, but I don't think it's going to be much of a problem.

It's a trigger that occurs "when you draw it", not after you draw it and have been sitting with it in your hand staring at it for a while. I'd assume its a "from the top of your library onto the stack type of thing or you missed the trigger and you're SOL." But yeah, it seems obnoxious to draw the line of opportunity with that trigger. I asuume WOTC will have to make it painfully obvious with some sort of statement.

How the hell does this help you resolve Jace? by pitching to FOW? In that case I'm putting 4 Polar Krakens in my Jace deck
You've never used time walk to play a series of other wise not affordable spells in sequence where one or more must be done at sorcery speed in order to resolve a bomb? If not that is completely shocking! I recommend you look into it as a way to improve your game. There are a lot of applications for this, such as shorting your opponent on mana by forcing responses, as well as just doing more things before the opponent gets a chance to do things.
I've used time walk or stored a turn in time vault to break many a stalemate or gain control at many key junctures in blue match ups where no other card would do. This is a BIG part of why walk is good, being able to play more spells in a row with the full un tap helps resolve things, like JTMS. I don't know how more blatantly I can put it with out being insulting. If you have any further questions I guess you can PM me, but I might not be as pleasant.

Well I'm really worred about PM'ing you since you said you might not be as pleasant so I should probably say it here.  What you stated about Time Walk helping you resolve spells is obvious.  Everyone knows that.  I've played Time Walk for about ten years and have also skipped a turn to untapped my Time Vault so that I can play a turn worth of threats, untap, and unload more later on.  Rather than make a card that will sometimes help you resolve  a Jace if you get it in a very specific situation how bout play cards that will always make it easier to resolve a spell.  Mana drain, for example, helps you win a counterwar (AKA helps you resolve Jace) and also give you free mana durring your main phase (AKA helps you resolve Jace).  If you have this TM in your hand with no Force to pitch it to then you're most likely to lose the counterwar.  As far as ripping these in the first turn/2 to help you drop an extra land and cast Jace before your opponent has enough turns to stop you, It's much more likely that you'll lose the counterwar due to haveing dead TM's in hand.  Not to mention, with all the pitch counter's and 1 CC disruption spells resolving a Jace isnt really about accelerating into 4 mana, it's about having more counter's than the opponent.  Instead of building a deck focussed on resolving extra Time Walks why not build a deck focussed on winning the game.  If you have any questions on how to build decks better at winning or just how to get better at Vintage, feel free to PM me AGAIN, but I might just ignore it this time
« Last Edit: April 11, 2012, 01:52:18 pm by Oath of Happy » Logged
hvndr3d y34r h3x
Basic User
**
Posts: 823


80:20 against LordHomerCat, the word's 2nd best an


View Profile
« Reply #109 on: April 11, 2012, 02:25:33 pm »

You’re trolling at this point yeah? A full extra turn is about as helpful as it gets. Sure if TA is in you had and you wish you had a force of will to pitch you'll be upset to see this thing, but at that point you're probably going to be unhappy with every car you're running that isn't FOW number 5, be it TA, bob, snaps or any other good vintage card. I suggest you re think that argument.
Drain in neat and all but again it’s a card that works really well with talk walk for the reasons I blatantly pointed out before, "series of spells in which one or more must be cast as sorcery speed...” I suggest you look back, re read, and think more critically about some specific concretes.
Yes you're right mana drain helps you win a counter war, but so does time walk. Yes drain CAN free up mana, but time walk ALWAYS WILL free up mana. It has the benefit of not needing a decent target and a previously won counter war like drain does.
You've also completely missed the concept of time walks in deck construction. The deck wouldn't necessarily be focused on TA, it would just run a couple TA'S and maybe an extra top because it’s easy to get online in current shells with little to no deviation from standard currently accepted lists, and is good at most, if not all, phases of the game plan.
I offered to take this up in PM so that you would stop broadcasting your complete ignorance of how good this effect is. But I’m assuming you're either trolling or too dense to reevaluate ideas, either way I’m retracting my offer and plan on ignoring all further comments you make. Attempting productive conversation seems futile here.
Logged

--------------------------------------------------------------------------------------------------
I am 80:20 against LordHomerCat, the word's 2nd best and on other days the world's best vintage player. Wink
DubDub
Full Members
Basic User
***
Posts: 1392



View Profile Email
« Reply #110 on: April 11, 2012, 02:34:22 pm »

By the way, if people are going to be slinging this spell around, I can't wait to Drain one of these.  Thank you very much for my {7}.
Logged

Vintage is a lovely format, it's too bad so few people can play because the supply of power is so small.

Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
Prospero
Aequitas
Administrator
Basic User
*****
Posts: 4854



View Profile
« Reply #111 on: April 11, 2012, 02:48:57 pm »

There are some good points that are being discussed in this thread, but I'd caution those participating to avoid comments that could be perceived as personal attacks.  If you disagree with the other users, that's fine.  Just please don't dismiss their points outright, and please don't accuse other members of trolling. 

If you have any personal issues with comments, as ever, feel free to use the 'Report to moderator' button.
Logged

"I’ll break my staff,
Bury it certain fathoms in the earth,
And deeper than did ever plummet sound
I’ll drown my book."

The Return of Superman

Prospero's Art Collection
vaughnbros
Basic User
**
Posts: 1574


View Profile Email
« Reply #112 on: April 11, 2012, 03:22:34 pm »

By the way, if people are going to be slinging this spell around, I can't wait to Drain one of these.  Thank you very much for my {7}.

exactly why i wouldn't be putting this card anywhere near a deck with 4 bobs, but maybe that's just me...
Logged
AmbivalentDuck
Tournament Organizers
Basic User
**
Posts: 2807

Exile Ancestral and turn Tiago sideways.

ambivalentduck ambivalentduck ambivalentduck
View Profile
« Reply #113 on: April 11, 2012, 03:23:57 pm »

By the way, if people are going to be slinging this spell around, I can't wait to Drain one of these.  Thank you very much for my {7}.

exactly why i wouldn't be putting this card anywhere near a deck with 4 bobs, but maybe that's just me...
People said that same thing about Darksteel Colossus.  It's not that hard to find a Top.
Logged

A link to the GitHub project where I store all of my Cockatrice decks.
Team TMD - If you feel that team secrecy is bad for Vintage put this in your signature
Any interest in putting together/maintaining a Github Git project that hosts proven decks of all major archetypes and documents their changes over time?
GrandpaBelcher
Adepts
Basic User
****
Posts: 1421


1000% Serious


View Profile WWW
« Reply #114 on: April 11, 2012, 03:50:21 pm »

By the way, if people are going to be slinging this spell around, I can't wait to Drain one of these.  Thank you very much for my {7}.

exactly why i wouldn't be putting this card anywhere near a deck with 4 bobs, but maybe that's just me...
People said that same thing about Darksteel Colossus.  It's not that hard to find a Top.

Your deck looks fine. I mean, UB Vintage Control ahoy, right? So is Temporal Mastery better in here than other cards could be in those slots? You could be playing another set of control spells, for example. Would you want them rather than Temporal Mastery?
Logged

Cast Force of Love and help support the Serious Vintage podcast and streaming!
https://teespring.com/seriousvintage
TheWhiteDragon
Basic User
**
Posts: 1644


ericdm69@hotmail.com MrMiller2033 ericdm696969
View Profile WWW
« Reply #115 on: April 11, 2012, 04:52:16 pm »

By the way, if people are going to be slinging this spell around, I can't wait to Drain one of these.  Thank you very much for my {7}.

exactly why i wouldn't be putting this card anywhere near a deck with 4 bobs, but maybe that's just me...
People said that same thing about Darksteel Colossus.  It's not that hard to find a Top.

To be fair, there is a world of difference between ONE 12cc spell that can end the game in one turn and FOUR 7cc spells that marginally advance a gameplan in a 4 confidant build.  It's risky enough running 4 bobs with BSC and 4 FoW (and some even have gushes), now consider adding 2 or more TAs and your asking for massive damage on flips.
Logged

"I know to whom I owe the most loyalty, and I see him in the mirror every day." - Starke of Rath
AmbivalentDuck
Tournament Organizers
Basic User
**
Posts: 2807

Exile Ancestral and turn Tiago sideways.

ambivalentduck ambivalentduck ambivalentduck
View Profile
« Reply #116 on: April 11, 2012, 06:36:55 pm »

By the way, if people are going to be slinging this spell around, I can't wait to Drain one of these.  Thank you very much for my {7}.

exactly why i wouldn't be putting this card anywhere near a deck with 4 bobs, but maybe that's just me...
People said that same thing about Darksteel Colossus.  It's not that hard to find a Top.

Your deck looks fine. I mean, UB Vintage Control ahoy, right? So is Temporal Mastery better in here than other cards could be in those slots? You could be playing another set of control spells, for example. Would you want them rather than Temporal Mastery?
So far, unclear.  You end up naturally ripping it off the top surprisingly often.  So you have 5 chances of topdecking Time Walk.  Like Time Walk, it's never awful.  Unlike Time Walk, you can't sandbag it.

For some reason, I've been in topdeck mode way more than a deck with 3x Jace and 4x Bob should be.  I can't say it's not because I run 4x cantrip that I can't reliably (in the early game) avoid hitting.
Logged

A link to the GitHub project where I store all of my Cockatrice decks.
Team TMD - If you feel that team secrecy is bad for Vintage put this in your signature
Any interest in putting together/maintaining a Github Git project that hosts proven decks of all major archetypes and documents their changes over time?
Oath of Happy
Basic User
**
Posts: 288



View Profile
« Reply #117 on: April 11, 2012, 07:51:39 pm »

@hvndr3d y34r h3x

"Adding time walk is not "adding crap to your deck.” If you don't want to take my word for it, Steve had a few comments about it in the second episode of SMIP where he identifies time walk as the least unrestrictable card.
"Ancestral into ancestral is broken, but time walk into time walk is more broken"
"If you can string together two time walks, I don't see how your opponent can possibly come back"-Steve Menendian"

Steve may have said this a while back, but take a look at the most recent Meandeck top 8 lists and you'll notice that Steve did not run Time Walk.  No one in their right mind would say Time Walk is a bad card, but it's not usually going to be a geambreaker, especially when (in the case of Temporal Mastery) you have less control over the timing of when you play it.  Sure TA can be great but the downside of having a useless card in your hand rather than a business spell will definitely lose you games.  A lot of times in the control mirror blue players will side out Blightsteel Colossus so that they have 1 less dead draw in the deck which makes it more likely to win the control war, and I'm sure an 11/11 Indestructable Infect Deathtouch is more valueable than an extra turn.
Logged
GrandpaBelcher
Adepts
Basic User
****
Posts: 1421


1000% Serious


View Profile WWW
« Reply #118 on: April 11, 2012, 08:04:13 pm »

By the way, if people are going to be slinging this spell around, I can't wait to Drain one of these.  Thank you very much for my {7}.

exactly why i wouldn't be putting this card anywhere near a deck with 4 bobs, but maybe that's just me...
People said that same thing about Darksteel Colossus.  It's not that hard to find a Top.

Your deck looks fine. I mean, UB Vintage Control ahoy, right? So is Temporal Mastery better in here than other cards could be in those slots? You could be playing another set of control spells, for example. Would you want them rather than Temporal Mastery?
So far, unclear.  You end up naturally ripping it off the top surprisingly often.  So you have 5 chances of topdecking Time Walk.  Like Time Walk, it's never awful.  Unlike Time Walk, you can't sandbag it.

For some reason, I've been in topdeck mode way more than a deck with 3x Jace and 4x Bob should be.  I can't say it's not because I run 4x cantrip that I can't reliably (in the early game) avoid hitting.

What about topdecking Temporal Mastery when it wasn't the first card in a turn, or flipping it to Bob? Obviously that's a potential hazard that changes 5x Time Walk into 1x Time Walk and four cards to pitch to Force of Will. I mean, you have a lot of card drawing potential. Were you able to put them back with Jace readily enough or otherwise play around the mostly dead card?
Logged

Cast Force of Love and help support the Serious Vintage podcast and streaming!
https://teespring.com/seriousvintage
nineisnoone
Full Members
Basic User
***
Posts: 902


The Laughing Magician


View Profile
« Reply #119 on: April 12, 2012, 08:21:00 am »

By the way, if people are going to be slinging this spell around, I can't wait to Drain one of these.  Thank you very much for my {7}.

exactly why i wouldn't be putting this card anywhere near a deck with 4 bobs, but maybe that's just me...
People said that same thing about Darksteel Colossus.  It's not that hard to find a Top.

Your deck looks fine. I mean, UB Vintage Control ahoy, right? So is Temporal Mastery better in here than other cards could be in those slots? You could be playing another set of control spells, for example. Would you want them rather than Temporal Mastery?
So far, unclear.  You end up naturally ripping it off the top surprisingly often.  So you have 5 chances of topdecking Time Walk.  Like Time Walk, it's never awful.  Unlike Time Walk, you can't sandbag it.

For some reason, I've been in topdeck mode way more than a deck with 3x Jace and 4x Bob should be.  I can't say it's not because I run 4x cantrip that I can't reliably (in the early game) avoid hitting.

What about topdecking Temporal Mastery when it wasn't the first card in a turn, or flipping it to Bob? Obviously that's a potential hazard that changes 5x Time Walk into 1x Time Walk and four cards to pitch to Force of Will. I mean, you have a lot of card drawing potential. Were you able to put them back with Jace readily enough or otherwise play around the mostly dead card?

But what kind of draw spells are run nowadays? If we were in the Thirst for Knowledge days, then yeah. But aside from Ancestral, you have Jace (not an issue), Top (not an issue), and all the cantrips (not an issue). Bob is an kind of an issue, but I would see this as more being an alternative than a compliment to Bob.

Someone mentioned Bomberman, which is a great example of Trinket Mage being a CA source while not drawing cards. I'm sure there are plenty other means to provide CA (SCM for example) without conflicting with TM.

Which now that I think of it is how the card should be thought of. Less "play things that provide synergy with the card" and more "don't play things that provide anti-synergy with the card"
Logged

I laugh a great deal because I like to laugh, but everything I say is deadly serious.
Pages: 1 2 3 [4] 5 6
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.079 seconds with 19 queries.