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Author Topic: [RtR] Underworld Connections  (Read 5320 times)
MaximumCDawg
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« on: September 10, 2012, 10:11:25 am »

Underworld Connections  1BB

Enchantment - Aura R

Enchant Land
Enchanted Land has " {Tap}, Pay 1 life: Draw a card"

Initially, I dismissed this as a Phyrexian Arena that was vulnerable to Strip Mine, but then I realized untap effects let you re-use the ability.  If you're able to draw 3+ cards a turn off this card, I think you're cooking with gas.  So, what untap effects see play in Vintage?

Voltaic Key + Artifact Land with Connections = Sketchy and vulnerable to wasteland.

And... that's about it.  Well, what untappers do NOT see play in Vintage, but are cheap enough that they might?

Arbor Elf - Bad card except in Elf Combo, and Elf Combo does not want this card.
Burst of Energy - Too narrow
Cloud of Faeries - Interesting.  I've used this dork before in decks that need a free body.
Snap - Like Cloud, interesting.  It's great against Blightsteel and it's free.  Maybe you could find synergy here...
Deserted Temple - Very interesting.  Could work in a mono-black deck with other powerful lands.
Dream's Grip - Better than Burst of Energy,  but still bad.  
Earthcraft - Possible in a squirrel combo deck, but not sure if its worth it for Connections.  2GBB = draw 2 cards a turn? Eh...
Emerald Charm - Better than Burst of Energy, used to actually see play in some decks.  Probably still not good enough.
Ghostly Touch - A whole deck fulla 2-for-1s!  Pass.
Lapis Lazuli Talisman (and friends) - Holy balls, a use for Talisman?  Haha no, it's still too expensive.  You could do worse than pay 3 to draw a card repeatedly, but as a 5 mana two card combo, this is bunk.  HOWEVER if anyone makes a winning decklist actually using one of the Talismans, they will be my hero.
Magus of the Candelabra / Candelabra of Tawnos - Cheap and efficient, but what else is in your deck making use of these effects?
Orbo Breezecaller - Price seems too steep.  I guess it's bonkers good with Fastbond in play, so maybe there is a deck to be made here.
Reset - Only goes in one deck.  High Tide does not want Connections.
Reminwind Taskmage - THIS seems possible.  Snow requirement is steep, but he works as a good Tinker foil as well as helping your draw engine.
Trickster Mage - Cheap and all, but there have to be better options.  Turns the extra card you draw into a loot effect.

And thats about it.  I guess I'd see myself trying to brew this with a deck featuring Snap and Cloud of Faeries, maybe some sort of strange BUG tempo deck.  Beyond that, not seein' much utility for Vintage.

[EDIT] - Whoops, I'm not in the General Strategy subforum.  Can a mod help me out here?  Sorry.

Added  {Tap} so people would no longer risk shitting themselves or accidentally buy this card.
« Last Edit: September 12, 2012, 08:56:06 am by Meddling Mike » Logged
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« Reply #1 on: September 10, 2012, 10:14:22 am »

Underworld Connections  1BB

Enchantment - Aura R

Enchant Land
Enchanted Land has ", Pay 1 life: Draw a card"

Initially, I dismissed this as a Phyrexian Arena that was vulnerable to Strip Mine, but then I realized untap effects let you re-use the ability.  If you're able to draw 3+ cards a turn off this card, I think you're cooking with gas.  So, what untap effects see play in Vintage?

Voltaic Key + Artifact Land with Connections = Sketchy and vulnerable to wasteland.

And... that's about it.  Well, what untappers do NOT see play in Vintage, but are cheap enough that they might?

Arbor Elf - Bad card except in Elf Combo, and Elf Combo does not want this card.
Burst of Energy - Too narrow
Cloud of Faeries - Interesting.  I've used this dork before in decks that need a free body.
Snap - Like Cloud, interesting.  It's great against Blightsteel and it's free.  Maybe you could find synergy here...
Deserted Temple - Very interesting.  Could work in a mono-black deck with other powerful lands.
Dream's Grip - Better than Burst of Energy,  but still bad.  
Earthcraft - Possible in a squirrel combo deck, but not sure if its worth it for Connections.  2GBB = draw 2 cards a turn? Eh...
Emerald Charm - Better than Burst of Energy, used to actually see play in some decks.  Probably still not good enough.
Ghostly Touch - A whole deck fulla 2-for-1s!  Pass.
Lapis Lazuli Talisman (and friends) - Holy balls, a use for Talisman?  Haha no, it's still too expensive.  You could do worse than pay 3 to draw a card repeatedly, but as a 5 mana two card combo, this is bunk.  HOWEVER if anyone makes a winning decklist actually using one of the Talismans, they will be my hero.
Magus of the Candelabra / Candelabra of Tawnos - Cheap and efficient, but what else is in your deck making use of these effects?
Orbo Breezecaller - Price seems too steep.  I guess it's bonkers good with Fastbond in play, so maybe there is a deck to be made here.
Reset - Only goes in one deck.  High Tide does not want Connections.
Reminwind Taskmage - THIS seems possible.  Snow requirement is steep, but he works as a good Tinker foil as well as helping your draw engine.
Trickster Mage - Cheap and all, but there have to be better options.  Turns the extra card you draw into a loot effect.

And thats about it.  I guess I'd see myself trying to brew this with a deck featuring Snap and Cloud of Faeries, maybe some sort of strange BUG tempo deck.  Beyond that, not seein' much utility for Vintage.

[EDIT] - Whoops, I'm not in the General Strategy subforum.  Can a mod help me out here?  Sorry.

I don't see this being played in formats where phyrexian arena is legal.

That being said, that card isn't being played either.

I'll put this up there with dark tutelage as just plain outclassed - may see play in standard and EDH
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« Reply #2 on: September 10, 2012, 11:31:52 am »

Kobolds + Earthcraft + this. That's 6 mana plus a steady stream of creatures to draw cards. Not happening.
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« Reply #3 on: September 11, 2012, 01:52:29 am »

You forgot the two best untap effects: Frantic Search and Time Spiral.
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« Reply #4 on: September 11, 2012, 03:29:19 pm »

I almost shit my pants before I realized you forgot to put that  {Tap} symbol in there. Now I am just sad, but much cleaner.
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« Reply #5 on: September 11, 2012, 07:35:46 pm »

I almost shit my pants before I realized you forgot to put that  {Tap} symbol in there. Now I am just sad, but much cleaner.

Damn...I just preordered my playset of half-costed yawg bargains.  OP ruined my day Sad frwnz.
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« Reply #6 on: September 11, 2012, 09:10:33 pm »

Darksteel Citadel is indestructible, and untaps under Voltaic Key.  Maybe we can make a mono black turbo tezz using 4 keys, 4 darksteel, 4 of this, 4 dark rituals, time vault  Wink
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« Reply #7 on: September 12, 2012, 08:35:32 am »

The vast majority of the time, this is a Phyrexian Arena that interferes with your mana development and is easier to remove. This is as likely to see Vintage success as Merfolk of the Pearl Trident, who at least doesn't set you up for a two-for-one and pitches to Force of Will.
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« Reply #8 on: September 13, 2012, 07:49:20 am »

Odds of Vintage play approach zero since you need an extra card to do what Necropotence does without any help.  Any future printings that make this worthwhile would "break" stupid stuff like the Guild Karoos in Modern. I don't think the comparison to Phyrexian Arena even matters. If this was a two card combo that let you draw your deck, it still wouldn't see play.
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« Reply #9 on: September 13, 2012, 08:44:54 am »

enchantment land lol
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evouga
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« Reply #10 on: September 13, 2012, 09:33:15 am »

I would play it if it cost {B}, maybe even  {1} {B}. It's easy to underestimate the power of cheap, steady card advantage. Assuming you enchant a basic Island the only card your opponent is likely to 2-for-1 you with is Strip Mine. The loss of the land's mana is annoying but you can always wait to draw during the opponent's EOT, keeping up Drain mana in the meanwhile.

Obviously Necropotence is better, but also restricted.
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