MaximumCDawg
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« on: October 25, 2012, 03:45:14 pm » |
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I know, I know, playing Vintage without cards that cost 0 - 2 mana is like bringing a sword to a gunfight. But, with Hypergenesis the payoff is being able to run 9 or more copies of Show and Tell. My goal here is to find a reasonably decent way to run Cascade-Hypergenesis combo in Vintage.
First things first, the core of the deck: Cascade cards and Hypergenesis. Bloodbraid Elf would work fine here, too, since she will always cascade into a Hypergenesis or into a Shardless Agent who will, in turn, hit a Hypergenesis, but she doesn't do enough to win on her own to justify inclusion. I think, especially considering how much easier it is to hit 3 mana than 4, that we're stuck with the neigh-useless Violent Outburst.
4x Shardless Agent 4x Violent Outbust 2x Hypergenesis (Two so that you don't screw yourself by drawing them all, and hopefully you can Grisle into a win)
Next, we need ways to ramp our mana that are comparable with Cascade. Only Spirit Guides fit this bill.
4x Simian Spirit Guide 4x Elvish Spirit Guide
After that, we need 15 or so creatures to dump when we go off. Here's the contenders, in my mind:
Progenitus - Can only be stopped by sacrifice effects; not on most people's radar as a threat in Vintage. Pitches to force. Emrakul - The final word in smashing face. Blightsteel Collossus - Wins upon connecting, but vunlerable to hate everyone is running for Tinker. Maelstrom Wanderer - Used in Legacy, this dude usually means you win immediately becuase everyone gets Haste. Pitches to force. Thraximundar - Tech! Thrax is a fast win condition because he's hasty, but he also murders opposing creatures. Helps deal with shops / aggro. Pitches to force. Inkwell Levithan - Shroudy evasive goodness, but a slow kill. Dies to Recall. Pitches to force. Angel of Despair - Like Thrax, she's a way to deal with problematic permanents your opponent might drop. Terastadon - Ditto, perhaps better than Angel. Grislebrand - If he drops, you can probably dump 14 life into him for more spirit guides / etc and just cascade again on the spot with a huge grip, probably including a Wanderer for the win on the spot.
The creature suite I like maximizes the utility of your blue pitch counters. After that, you prefer the instant-win creatures in your maindeck. After that, I consider utility against decks that also drop lots of permanents, like shops particularly. So, something like this:
1x Progenitus 3x Inkwell Levithan 2x Malestrom Wanderer 2x Thraximundar 2x Emrakul, the Aeons Torn 2x Blightsteel Collossus 1x Terastadon
Speaking of pitch counters, you will need them to have any chance in hell of resolving Hypergenesis. You only have three options really worth talking about, I think:
4x Force of Will 2x Misdirection 4x Ricochet Trap (The existence of this card is almost entirely responsible for my thought that this deck might do anything in Vintage; it gives us access to potentially 12 very useful spells to stop countermagic)
We need a way to dig for our cards, and Gush is a good option that cooperates with Cascade.
4x Gush
Finally, we need some hate cards to let us get as far as resolving genesis against decks that want to win faster or lock us out.
4x Ingot Chewer (shops) 4x Ravenous Trap (dredge) 4x Leyline of the Void 1x Sphinx of the Steel Wind (RUG delver)
And a Show and Tell tossed in for good measure.
1x Show and Tell
So, here's a first draft of a Vintage list:
Vintage Hypergenesis
Combo (11)
4x Shardless Agent 4x Violent Outburst 2x Hypergeneisis 1x Show and Tell
Acell (8)
4x Simian Spirit Guide 4x Elvish Spirit Guide
Creatures (12) 1x Progenitus 3x Inkwell Levithan 2x Malestrom Wanderer 2x Thraximundar 2x Emrakul, the Aeons Torn 2x Blightsteel Collossus
Protection (7) 4x Force of Will 2x Misdirection 1x Ricochet Trap
Draw Engine (4) 4x Gush
Mana (18) 4x City of Brass 3x Misty Rainforest 3x Scalding Tarn 2x Tropical Island 2x Volcanic Island 2x Island 1x Forest 1x Mountain
Sideboard: 3x Ricochet Trap (in for Thrax and a Blightsteel against blue) 4x Ingot Chewer (in for Ricochet, Misdirection, and a Gush against shops) 4x Ravenous Trap (in for Forces against Dredge) 4x Leyline of the Void (in for Misdirection, Ricochet, and an Inky against Dredge)
So, thats the plan, anyway. The idea is that Vintage Hypergenesis gets an actual draw engine in the form of Gush, making it more powerful than its Legacy counterpart. In goldfishing, this build is able to cast Hypergenesis on turn 2 about half the time, it feels like, usually with at least one card for protection.
Anyone else tried this thing out?
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