Smmenen
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« Reply #90 on: February 03, 2015, 08:42:42 pm » |
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@Machinus, your list has seven 4cc blue spells (3 fact, 2 gifts, and 2 jace). That mana curve seems suspect to me. In an era where 4cc spells are more difficult to cast than ever, that seems excessive, especially with your lack of mana acceleration beyond Mana Drain. Your list doesn't even have Mana Vault. There are not many more accelerators that are good enough to maindeck. Mana Vault is an ineffective source of mana. Couldn't disagree more. Casting Gifts with Mana Vault is more than worthwhile both back in the day and present. In fact, even moreso now that Voltaic Key is often maindeck. Key will sometimes be put into Gifts piles even. Mana Vault is simply too good to omit. It is a 1cc artifact so it evades Chalice @ 0, and gives you another sacrifice to Tinker, makes Academy bigger, can be untapped with Key or 'reset' with Hurkyl's or Tezzeret, and is just darn good.
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« Last Edit: February 03, 2015, 09:39:36 pm by Smmenen »
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Machinus
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« Reply #91 on: February 03, 2015, 09:34:31 pm » |
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@Machinus, your list has seven 4cc blue spells (3 fact, 2 gifts, and 2 jace). That mana curve seems suspect to me. In an era where 4cc spells are more difficult to cast than ever, that seems excessive, especially with your lack of mana acceleration beyond Mana Drain. Your list doesn't even have Mana Vault. There are not many more accelerators that are good enough to maindeck. Mana Vault is an ineffective source of mana. Couldn't disagree more. Casting Gifts with Mana Vault is more than worthwhile both back in the day and present. Mana Vault is simply too good to omit. Couldn't disagree more. Mana Vault can be omitted just fine. Maybe your upcoming breakthrough article will enlighten us with reasoning. It is a 1cc artifact so it evades Chalice @ 1 Most of the time 1cc artifacts do not evade Chalice at 1.
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« Last Edit: February 03, 2015, 09:54:25 pm by Machinus »
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Smmenen
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« Reply #92 on: February 03, 2015, 09:46:34 pm » |
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@Machinus, your list has seven 4cc blue spells (3 fact, 2 gifts, and 2 jace). That mana curve seems suspect to me. In an era where 4cc spells are more difficult to cast than ever, that seems excessive, especially with your lack of mana acceleration beyond Mana Drain. Your list doesn't even have Mana Vault. There are not many more accelerators that are good enough to maindeck. Mana Vault is an ineffective source of mana. Couldn't disagree more. Casting Gifts with Mana Vault is more than worthwhile both back in the day and present. I Mana Vault is simply too good to omit. Couldn't disagree more. Mana Vault can be omitted just fine. Maybe your upcoming breakthrough article will enlighten us with reasoning. I don't need to write an article to explain why Mana Vault is probably mandatory in a Gifts list with 7 4cc blue spells. It's pretty obvious to most. I just gave you reasons, but I will add to them: 1) Mana Vault accelerates out Gifts, Tinker, and Yawg Will 2) It's fantastic against Workshops 3) It can be untapped by Key, so it's never dead even when tapped 4) It boosts Academy, even when tapped. 5) It can be untapped with Hurkyl's, and even generate mana that way. 6) Not to mention, Mana Vault is important for the "mana" Gifts package. If you get Lotus, Mana Vault, Crypt, and Academy, you can basically make Gifts mana neutral to set up a huge play. 7) Mana Vault was also a key staple in Gifts lists of the past: http://www.starcitygames.com/article/11209_Gifts-Dissected--Part-II.htmlMana Vault appeared in roughly 88% of the Gifts lists that top 8ed Vintage tournaments at the time of that writing (41/47 decks). Conclusion: The burden of proof is on the player arguing why Mana Vault shouldn't be included, not on why it should be.
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« Last Edit: February 03, 2015, 09:54:14 pm by Smmenen »
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Machinus
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« Reply #93 on: February 03, 2015, 09:51:56 pm » |
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@Machinus, your list has seven 4cc blue spells (3 fact, 2 gifts, and 2 jace). That mana curve seems suspect to me. In an era where 4cc spells are more difficult to cast than ever, that seems excessive, especially with your lack of mana acceleration beyond Mana Drain. Your list doesn't even have Mana Vault. There are not many more accelerators that are good enough to maindeck. Mana Vault is an ineffective source of mana. Couldn't disagree more. Casting Gifts with Mana Vault is more than worthwhile both back in the day and present. I Mana Vault is simply too good to omit. Couldn't disagree more. Mana Vault can be omitted just fine. Maybe your upcoming breakthrough article will enlighten us with reasoning. I don't need to write an article to explain why Mana Vault is probably mandatory in a Gifts list with 7 4cc blue spells. It's pretty obvious to most. I just gave you reasons, but I will add to them: 1) Mana Vault accelerates out Gifts, Tinker, and Yawg Will 2) It's fantastic against Workshops 3) It can be untapped by Key, so it's never dead even when tapped 4) It boosts Academy, even when tapped. 5) It can be untapped with Hurkyl's, and even generate mana that way. 6) Not to mention, Mana Vault is important for the "mana" Gifts package. If you get Lotus, Mana Vault, Crypt, and Academy, you can basically make Gifts mana neutral to set up a huge play. 7) Mana Vault was also a key staple in Gifts lists of the past: http://www.starcitygames.com/article/11209_Gifts-Dissected--Part-II.htmlMana Vault appeared in roughly 88% of the Gifts lists that top 8ed Vintage tournaments at the time of that writing (41/47 decks). Conclusion: The burden of proof is on the player arguing why Mana Vault shouldn't be included, not on why it should be. There is no burden of proof. I've played Gifts for a long time and I don't have to play Mana Vault. It has pros and cons, and without Thirst and Brainstorm it might not be good enough to play. So far I haven't seen you winning any big tournaments on the basis of including Mana Vault in your Gifts deck so let's not get ahead of ourselves.
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Smmenen
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« Reply #94 on: February 03, 2015, 09:55:37 pm » |
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You asked for reasons, I supplied a half dozen.
For Gifts decks that don't run Tinker, I suppose it would be more arguable. But yours not only runs Tinker, but has a ridiculously expensive mana curve. I don't think your deck, as presented, is viable. You have 3 Facts, and 2 gifts, and 2 Jace. That doesn't even make sense on the face of it.
EDIT: It's true I haven't won any tournaments with Gifts recently, but I have won many tournaments with Gifts, and there are more compelling reasons to run Mana Vault than ever: namely, Lodestone Golem.
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« Last Edit: February 03, 2015, 10:00:00 pm by Smmenen »
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Machinus
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« Reply #95 on: February 03, 2015, 10:05:02 pm » |
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You asked for reasons, I supplied a half dozen.
For Gifts decks that don't run Tinker, I suppose it would be more arguable. But yours not only runs Tinker, but has a ridiculously expensive mana curve. I don't think your deck, as presented, is viable. You have 3 Facts, and 2 gifts, and 2 Jace. That doesn't even make sense on the face of it.
EDIT: It's true I haven't won any tournaments with Gifts recently, but I have won many tournaments with Gifts, and there are more compelling reasons to run Mana Vault than ever: namely, Lodestone Golem.
Actually, what you did was list some very obvious other cards that interact with artifacts. Anyone that has played Vintage for a week could figure them out. You haven't contributed anything.
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Smmenen
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« Reply #96 on: February 03, 2015, 10:15:57 pm » |
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You asked for reasons, I supplied a half dozen.
For Gifts decks that don't run Tinker, I suppose it would be more arguable. But yours not only runs Tinker, but has a ridiculously expensive mana curve. I don't think your deck, as presented, is viable. You have 3 Facts, and 2 gifts, and 2 Jace. That doesn't even make sense on the face of it.
EDIT: It's true I haven't won any tournaments with Gifts recently, but I have won many tournaments with Gifts, and there are more compelling reasons to run Mana Vault than ever: namely, Lodestone Golem.
Actually, what you did was list some very obvious other cards that interact with artifacts. Anyone that has played Vintage for a week could figure them out. You haven't contributed anything. Well, I actually pointed out a few things that weren't quite simple math, like important Gifts packages that require Mana Vault. But if that isn't compelling enough to you, I'll simply add that I've done alot of testing recently, and Mana Vault has been a top performer across the board, but it's especially important against Workshops in the current metagame. Mana Vault has won me multiple games that no other card in that slot likely would have. Moreover, just because the reasons are "obvious" or easy to figure out, doesn't mean they don't apply. Reasons are reasons whether they are obvious or not.
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Machinus
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« Reply #97 on: February 03, 2015, 10:42:14 pm » |
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You asked for reasons, I supplied a half dozen.
For Gifts decks that don't run Tinker, I suppose it would be more arguable. But yours not only runs Tinker, but has a ridiculously expensive mana curve. I don't think your deck, as presented, is viable. You have 3 Facts, and 2 gifts, and 2 Jace. That doesn't even make sense on the face of it.
EDIT: It's true I haven't won any tournaments with Gifts recently, but I have won many tournaments with Gifts, and there are more compelling reasons to run Mana Vault than ever: namely, Lodestone Golem.
Actually, what you did was list some very obvious other cards that interact with artifacts. Anyone that has played Vintage for a week could figure them out. You haven't contributed anything. Well, I actually pointed out a few things that weren't quite simple math, like important Gifts packages that require Mana Vault. But if that isn't compelling enough to you, I'll simply add that I've done alot of testing recently, and Mana Vault has been a top performer across the board, but it's especially important against Workshops in the current metagame. Mana Vault has won me multiple games that no other card in that slot likely would have. Moreover, just because the reasons are "obvious" or easy to figure out, doesn't mean they don't apply. Reasons are reasons whether they are obvious or not. Well depite your boorish posting, your opinion has been noted. I am sure you will dazzle everyone with your upcoming masterpiece about Mana Vault. My opinion is that +2 colorless mana may not be worth a card in this new version of the deck, and I have cut it.
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diopter
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« Reply #98 on: February 03, 2015, 11:06:55 pm » |
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Machinus: I think you must mulligan a lot with the FoF build - it seems mathematically impossible not to.
I think this problem needs a solution and neither FoF nor sitting on Drain does it. I have come to realize that Mana Drain is really not great in combo control builds these days - if your deck is somewhat dependent on the mana then you will wait forever while the early Young Peezies or Lodestones eat you alive. Drains are much better in the hard Ux control builds that don't need the mana in the developing turns and can stretch the game to turn 4+ with value SDTs, early Standstills and infi Swords/Explosives.
I guess Steve's suggestion is a good approach - certainly becoming the huge mana deck gives you an angle to just go over the top of other strategies - but I also like the theorycraft behind a low-key approach centered on e.g. Dack Fayden feeding you Moxen or 1-for-1's until you get an opening to combo off.
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desolutionist
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« Reply #99 on: February 03, 2015, 11:39:56 pm » |
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Beside it being a staple artifact accelerant, Mana Vault is one of the best turn 1 plays for a Gifts deck. I think the only other card that casts a Gifts with just one land is Black Lotus
Mox Opal is a mana card that most likely belongs as well. It might be strictly better than Lotus Petal, a mana card that could possibly be omitted.
diopter,
Mana Drain could become a better counterspell moving forward if the metagame becomes more combo based
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« Last Edit: February 03, 2015, 11:52:33 pm by desolutionist »
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Machinus
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« Reply #100 on: February 03, 2015, 11:55:28 pm » |
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Well I mentioned on the last page that 7 may be too many for the 4cc spot. I have considered cutting a Jace for a land.
I have played a lot with Mana Vault. It is a borderline card because you need the mana AFTER the gifts, not just to cast it. One vault doesn't solve the mana problem.
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zeus-online
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« Reply #101 on: February 04, 2015, 12:07:08 am » |
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« Last Edit: February 25, 2015, 03:50:17 pm by zeus-online »
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The truth is an elephant described by three blind men.
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Smmenen
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« Reply #102 on: February 04, 2015, 12:09:59 am » |
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I have played a lot with Mana Vault. It is a borderline card because you need the mana AFTER the gifts, not just to cast it. One vault doesn't solve the mana problem.
That i can sort of agree with. But my first thought regarding your list was that it looked really clunky with so many 4-mana spells and a lack of mana acceleration to cast them. I am strongly considering cutting down on jaces and snapcasters in my list for the reason that they require too much mana in an already clunky deck. Mana Vault can be untapped with Key or 'reset' with Hurkyl's or Tezzeret.
Are you suggesting that tezzeret belongs in the gifts deck? Seems like the last thing you need in a 4 gifts control deck is another expensive card. No, but it is an option. Time Vaulting is one of the best things you can do with Gifts. Meandeck Gifts played 4 Gifts and 1 Fact, and I think that's probably the max number of 4cc blue spells you can run. Beside it being a staple artifact accelerant, Mana Vault is one of the best turn 1 plays for a Gifts deck. I think the only other card that casts a Gifts with just one land is Black Lotus
Amen. Both are sick plays with a good Gifts list. T2 play Gifts off a Mana Vault and a land, leaving one land up is one of my favorite plays with modern Gifts. You can do it EOT and protect it with Fluster/Pyro/Reb, and then untap and Snapcaster. It's just insane.
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Machinus
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« Reply #103 on: February 04, 2015, 01:12:10 am » |
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I have played a lot with Mana Vault. It is a borderline card because you need the mana AFTER the gifts, not just to cast it. One vault doesn't solve the mana problem.
That i can sort of agree with. But my first thought regarding your list was that it looked really clunky with so many 4-mana spells and a lack of mana acceleration to cast them. I am strongly considering cutting down on jaces and snapcasters in my list for the reason that they require too much mana in an already clunky deck. I think 6 4cc spells could be fine. 3 fact, 2 gifts, 1 jace could work with 16 land. I have been trying that. I haven't seen any good "fast" versions of this deck. I think getting up to turn 3 or 4 may be the best way to play this deck now that we have less consistent blue decks.
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« Last Edit: February 04, 2015, 01:25:47 am by Machinus »
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JACO
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« Reply #104 on: February 04, 2015, 03:53:41 am » |
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Mana Vault has been in most of my Gifts decks in testing thus far, except the Rector Omniscience one. As Steve stated, it is fantastic against Workshops and/or with Voltaic Key in play, but it is also very good at helping you race against things like Dredge (or control-combo decks), which is very relevant when most of us are trimming Dredge hate from the sideboard because we're pretending these are very fast combo decks (they're not). I think if you're playing Key/Vault there's zero reason not to play Vault, other than being obstinate. The only reason I don't play it in Rector Omniscience is because after a lot of testing I cut it for Ancient Tombs (I wanted repeatable mana acceleration to cast multiple expensive threats early, and Tomb does that better, albeit at a cost of 2 life). Depending on your configuration Ancient Tomb might be worth a look main deck as well, but not if you're running stuff like Drain where you want to have lots of blue mana at all times. EDIT, just saw this: I like your idea. You may have something there.
Just wanted to point out some possible ways to deal with Jace:
Maelstrom Pulse Hero's Downfall Pithing Needle Snapcaster Mage Rushing River
The best ways in a BUG shell to deal with Jace would probably be Vendilion Clique and/or Notion Thief. Both are very good against Jace decks.
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« Last Edit: February 04, 2015, 04:02:31 am by JACO »
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Want to write about Vintage, Legacy, Modern, Type 4, or Commander/EDH? Eternal Central is looking for writers! Contact me. Follow me on Twitter @JMJACO. Follow Eternal Central on Twitter @EternalCentral.
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DuKeLiO
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« Reply #105 on: February 04, 2015, 04:12:26 am » |
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When I have played my Burning Wish list, I have some feeling of the deck is too heavy, and my deck have only five 4cc spells and 25 mana sources. When I saw your list at the first time, @Machinus, it looked like you will be mana screwed too often playing only 23 mana sources. Also, may be Mana Vault is not needed in a non-storm deck, but I think it will be good in a deck with 5 3U spells and wants to play a lot of spells in one turn.
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Machinus
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« Reply #106 on: February 04, 2015, 04:19:53 am » |
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Mana Vault has been in most of my Gifts decks in testing thus far, except the Rector Omniscience one. As Steve stated, it is fantastic against Workshops and/or with Voltaic Key in play, but it is also very good at helping you race against things like Dredge (or control-combo decks), which is very relevant when most of us are trimming Dredge hate from the sideboard because we're pretending these are very fast combo decks (they're not). I think if you're playing Key/Vault there's zero reason not to play Vault, other than being obstinate. The only reason I don't play it in Rector Omniscience is because after a lot of testing I cut it for Ancient Tombs (I wanted repeatable mana acceleration to cast multiple expensive threats early, and Tomb does that better, albeit at a cost of 2 life). Depending on your configuration Ancient Tomb might be worth a look main deck as well, but not if you're running stuff like Drain where you want to have lots of blue mana at all times. EDIT, just saw this: I like your idea. You may have something there.
Just wanted to point out some possible ways to deal with Jace:
Maelstrom Pulse Hero's Downfall Pithing Needle Snapcaster Mage Rushing River
The best ways in a BUG shell to deal with Jace would probably be Vendilion Clique and/or Notion Thief. Both are very good against Jace decks. I considered Tomb but yes it does interfere with leaving UU up often. Regarding Mana Vault, the argument from Ichorid is a very good one. Similar to MUD, though, it depends on what kind of decks you expect to see your metagame. I am not sure if there is a "normal" metagame, but in my area there are few of either, which might be one reason I am testing without it.
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Aaron Patten
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« Reply #107 on: February 04, 2015, 02:16:32 pm » |
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Bomberman Gifts has always been very strong in my experience. Since Bomberman is present in today's meta it's likely a good fit with the new gifts.
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Machinus
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« Reply #108 on: February 05, 2015, 04:59:01 pm » |
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In the old days when Stax was tier 1 in Vintage, it was normal to play 16 lands in fast Drain decks, and even 18 lands in Oath. It was essential vs. spheres and also very good against Wasteland and soft counters from Fish decks. This type of deck depends on having access to UU as often as possible. I am trying 16 lands.
13 Control 4 Force of Will 4 Mana Drain 3 Mental Misstep 2 Thoughtseize
2 Answers 1 Hurkyl's Recall 1 Abrupt Decay
2 Tinker 1 Tinker 1 Blightsteel Colossus
6 Gifts 2 Gifts Ungiven 1 Yawgmoth's Will 1 Time Vault 1 Voltaic Key 1 Regrowth
13 Draw 3 Fact or Fiction 1 Jace, the Mind Sculptor 1 Thirst for Knowledge 1 Time Walk 1 Demonic Tutor 1 Merchant Scroll 1 Ponder 1 Vampiric Tutor 1 Mystical Tutor 1 Ancestral Recall 1 Brainstorm
8 Artifact Mana 1 Black Lotus 1 Mana Crypt 1 Sol Ring 1 Mox Pearl 1 Mox Sapphire 1 Mox Jet 1 Mox Ruby 1 Mox Emerald
16 Lands 1 Tolarian Academy 3 Underground Sea 3 Tropical Island 2 Island 1 Snow-Covered Island 2 Polluted Delta 2 Flooded Strand 1 Misty Rainforest 1 Scalding Tarn
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desolutionist
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« Reply #109 on: February 13, 2015, 10:19:32 am » |
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I've had some positive experiences with Ancestral Vision in competitive Vintage on Magic Online. It was also a real player while Mental Misstep dominated Legacy and the fact that it's banned in modern for being OP is evidence of how good it is.
I wonder if Gifts can be slowed (by playing a lot more control) to utilize the Ancestral Vision draw engine.
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Machinus
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« Reply #110 on: February 13, 2015, 02:26:20 pm » |
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It was also a real player while Mental Misstep dominated Legacy and the fact that it's banned in modern for being OP is evidence of how good it is.
The Modern banned list is not a reliable source of data for what cards are "OP." They ban cards for different reasons, or sometimes no reason. I think AV is probably too slow for Vintage unless you can put it on the stack with a different effect like cascade.
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Space_Stormy
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« Reply #111 on: February 13, 2015, 04:29:35 pm » |
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It was also a real player while Mental Misstep dominated Legacy and the fact that it's banned in modern for being OP is evidence of how good it is.
The Modern banned list is not a reliable source of data for what cards are "OP." They ban cards for different reasons, or sometimes no reason. I think AV is probably too slow for Vintage unless you can put it on the stack with a different effect like cascade. I could see sideboarding it for slower matchups like Delver v Delver but really no combo deck can take advantage of it (which is a good thing honestly)
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desolutionist
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« Reply #112 on: February 13, 2015, 05:16:53 pm » |
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Yes it's quite good at what it does, when you're trading counters back and forth; often is a more successful turn one play than Ancestal Recall.
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DuKeLiO
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« Reply #113 on: February 23, 2015, 05:28:44 am » |
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I update my list to win my local league tournament. I used this list: 3 Snapcaster Mage 1 Blightsteel Colossus 4 Force of Will 3 Mana Drain 3 Mental Misstep 2 Flusterstorm 2 Repeal 1 Hurkyl's Recall 4 Gifts Ungiven 1 Brainstorm 1 Ancestral Recall 1 Merchant Scroll 1 Time Walk 1 Thirst for Knowledge 1 Jace, the Mind Sculptor 1 Demonic Tutor 4 Burning Wish 1 Noxious Revival 1 Black Lotus 1 Lotus Petal 1 Mana Crypt 1 Mana Vault 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Sol Ring 1 Library of Alexandria 1 Tolarian Academy 2 Island 2 Underground Sea 4 Volcanic Island 1 Misty Rainforest 4 Scalding Tarn Sb: 1 Treasure Cruise 1 Tinker 1 Thougthseize 1 Toxic Deluge 1 Yawgmoth's Will 1 Tendrils of Agony 1 Mountain 4 Pulverize 2 Nihil Spellbomb 1 Ravenous Trap 1 Surgical Extraction I came back with Mental Misstep disruption beacuse of Pyroblast and having to fight for Noxious Revival. I add 3 instead of 2 MisD and the 3rd Repeal. I drop DTT because of his poor perfomance in this deck. Also dropped Fire/Ice because the metagame shift on Young Pyromancer to Monastery Mentor on my metagame. I added Noxious Revival and a 3rd Snapcaster. In spite of being 21 players we always play at least 6 rounds with cut to top8: 2-1 UW Remora Mentor 2-0 Oath 0-2 Landstill (3+3 Pyroblast  ) 2-0 UW Mentor 0-2 MUD (I heavily missplayed g1 and g2 he nuts-draw me completely) 2-1 UWR Mentor QF 2-1 Esper Tasigur Bomberman 2-1 UR Delver 2-1 UW Mentor
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Chaam
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« Reply #114 on: March 23, 2015, 10:19:30 am » |
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So has everyone given up on making Gifts work? I have been playing the following list and it has been performing well in testing. The majority of the testing has been vs. Delver and it seems quite favorable. I have also tested vs. storm and that is a good matchup. I have done limited testing vs. dredge but on paper doesn't seem that bad but I have yet to test vs. Shops and that matchup seems horrible.
Sorcery (7) 1x Ponder 1x Time Walk 1x Demonic Tutor 1x Merchant Scroll 1x Tinker 1x Yawgmoth's Will 1x Treasure Cruise
Instant (23) 1x Ancestrall Recall 1x Brainstorm 1x Mystical Tutor 1x Vampiric Tutor 2x Flusterstorm 4x Mental Misstep 3x Mana Drain 1x Thirst for Knowledge 3x Gifts Ungiven 4x Force of Will 1x Misdirection 1x Dig Through Time
Planeswalker (2) 1x Dack Fayden 1x Jace, the Mind Sculptor
Creature (2) 1x Snapcaster Mage 1x Blightsteel Colossus
Artifact (11) 1x Black Lotus 1x Mox Jet 1x Mox Sapphire 1x Mox Ruby 1x Mox Pearl 1x Mox Emerald 1x Mana Crypt 1x Sensei's Divining Top 1x Sol Ring 1x Voltaic Key 1x Time Vault
Land (15) 1x Island 1x Library of Alexandria 3x Polluted Delta 4x Scalding Tarn 1x Tolarian Academy 3x Underground Sea 2x Volcanic Island
Sideboard (15) 4x Ingot Chewer 1x Mountain 2x Viashino Heretic 4x Ravenous Trap 1x Nihil Spellbomb 2x Pyroblast 1x Pyroclasm
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KanaKaishou
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« Reply #115 on: March 23, 2015, 09:15:00 pm » |
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So has everyone given up on making Gifts work? I have been playing the following list and it has been performing well in testing. The majority of the testing has been vs. Delver and it seems quite favorable. I have also tested vs. storm and that is a good matchup. I have done limited testing vs. dredge but on paper doesn't seem that bad but I have yet to test vs. Shops and that matchup seems horrible.
I say this in all honesty: Gifts wasn't enough to make this style of deck good. It helped (don't get me wrong), but Tinker/Vault/Jace the deck is just not where I want to be right now. As far as your results...I can't believe you're having high success against Delver. Your deck has (1) the same amount of countermagic, (2) worse card draw, and (3) more expensive, only arguably better threats. Its the same problem that the grixis deck has always had with delver. Storm is just an awkward deck, and yes, your deck seems to have lots of high cc awkward against shops cards, though I'd imagine it's not unwinnably bad. I think the more effective Gifts decks have been ones where the desired Gifts pile is essentially "known" before hand, unlike your deck, where your pile is always up for debate (Do I want to tinker? or vault/key? how do I do that?). For example, Hrishi's Gifts Storm list has Gifts...but 7-8/10, you get Recoup/Will/LED/Lotus, subbing different cards in for pieces you already have. Or my Gifts Bomberman, where 7-8/10, you get Rites/Salvagers/Tasigur/Lotus, subbing in different cards for what you already have. Gifts has a lot of power by being a flexible card, but it sure seems to me that the right way is to let the card be drawn up as a linear kill condition (I'm *always* getting this pile of 4, given the choice) rather than a "I don't know, let's find out, I have all these tools" card (which is how I view your deck full of tutors). If you need to be creative you can do that in game--no need to go deep on having multiple slightly different effects of differing names.
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boggyb
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« Reply #116 on: March 23, 2015, 09:41:29 pm » |
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Agree with Vasu, I like the deck but just don't see the Delver matchup working out. Try 1-2 maindeck Bolts and try out Bob -- he's a surprisingly effective counterplay against Delver, especially on the play and/or if backed up by protection. Your main gameplan besides your ~15% chance of smashing them with a good draw is to race them by squeaking out a win on turn 4-5. You usually will win with zero mana in your pool and/or only 0-1 cards left in your hand and most of your yard exiled. Bob is great at building a critical mass/distracting their removal/slowing their attack during those early turns. Check the list I posted earlier in the thread for what I mean.
I wouldn't play that list now, since it's mediocre against Delver and bad against Mentor and I think those decks will be popular for the next few months at least. But if I had to I'd DEFINITELY add a Hurkyl's or two (huge oversight on my part -- should prob have one in the main in place of a Jace), and test the heck out of the Mentor matchup, tweaking the sideboard to accommodate it. Test against B. Kelly's list from the other day or the simpler lists from the VSL and you'll see it's an uphill battle.
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DuKeLiO
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« Reply #117 on: March 27, 2015, 05:50:09 am » |
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The problem with the vastly majority of list I see online : - You can't play less than 24 mana sources in a deck with so many slow cards like Gifts, Jace, Will and delve cards. On my experience Delve cards have not good sinergy with the deck itself and SDT is too ana intensive for a deck that are trying to play 4cc spells. - Your Gifts piles are very weak without playing a good quantity of graveyard recursion. Having Snapcaster Mage in hand BEFORE you resolve gifts ungiven is gg too often to not maximize the chance of doing it. - Recoup is weak. You can Compare any yawgmoth's will+recoup pile with Snap+Noxious+YawgW+Black Lotus/Time Walk and you will very dissapointed on Recoup performance. - Gifts is a combo card and you have to use it on this way. You have to use both aspects of the cards, the graveyard fill one and the pure card advantage one to fully benefit the four mana you spend on it. - Repeal is best friend of combo-control players. It ups the storm, ups the mana with Mana Crypt and can resolve temporarily annoying permanents like oath, containment, delver, cage... or won a ton of time against aggresive decks. Its also have a lot sinergy with other cards you have to play in your deck like Snapcaster Mage, Noxious Revival and Mana Drain.
Burning Gifts works. It is as good as any other deck in Vintage right now. Maybe it is a little thoughtful because you have a lot of options, and you have to chain a lot of spells to win the game instead of throwing Vault-Key (mongocombo) or oath into play, but the deck is very good if you can play at a good magic level. The deck is elitist and I can't recommend it to everyone, but this also makes it very fun because you have a lot of room for improvement for your own play. I have lost very few games where I could not have played better, and I like it. My list have a positive UW Mentor matchup and I have only some problems beating remora lists, but they are not too popular (and I think they are not very good for a open metagame neither). These decks have to tap out on his own turn too often and this is very good for us to win before they untap.
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jamestosetti
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« Reply #118 on: May 15, 2015, 11:04:15 pm » |
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It had been a while since I'd played control, so started thinking about my options. I've been reading about all of the interesting new options like Gifts, Mentor, and the best draw engine, so I decided to test my own thoughts on these decks. Its never easy to brew a tier one control deck, so I made a deck that contained what I think is one of the best draw engines in Vintage, and I wanted to see how the meta would be able to deal with it. My thoughts on Gifts Ungiven is that two is unnecessary unless your playing some very dedicated strategy, and that it is meant to build momentum. If you can snap it back, you don't really need two. I will post my list, and try to explain the game plan as best I can. I've played a few matches, so I'm still testing, but I have won them. This deck is meant to achieve card advantage against decks that have the same goal, while attempting to tinker something in against Mentor. Fish decks or hate bears have been showing up, so I wanted the deck to be resilient to these strategies. Fortunately the Tinker package is good against Shops and hate bears, so that helps. This deck is probably not the strongest against Oath, but I hear Oath is hated out, so I designed it to just give Oath a good game. 2 Mana Drain 1 Ancestral Recall 1 Brainstorm 2 Flusterstorm 1 Mystical Tutor 4 Force of Will 1 Misdirection 1 Gifts Ungiven 2 Dig Through Time 3 Gush 3 Mental Misstep 3 Preordain 1 Ponder 1 Time Walk 1 Jace, the Mind Sculptor 1 Tinker 1 Sphinx of the Steel Wind 1 Blightsteel Colossus 1 Snapcaster Mage 1 Notion Thief 1 Yawgmoth's Will 1 Demonic Tutor 1 Vampiric Tutor 2 Regrowth 1 Black Lotus 1 Mox Sapphire 1 Mox Jet 1 Mox Emerald 1 Sol Ring 1 Mana Crypt 1 Mana Vault 1 Lotus Petal 1 Library of Alexandria 1 Tolarian Academy 3 Underground Sea 2 Tropical Island 2 Island 4 Scalding Tarn 2 Flooded Strand SB: 2 Tormod's Crypt SB: 2 Yixlid Jailer SB: 4 Thoughtseize SB: 2 Trygon Predator SB: 1 Hurkyl's Recall SB: 1 Toxic Deluge SB: 1 Abrupt Decay SB: 2 Pithing Needle My experience with this metagame is that whoever is able to utilize their draw engine wins the match. I haven't tested any Time Vault packages in this meta yet because I feel like using those slots for draw spells is a better option right now. I only use One Jace because of how many Mentor, hate bear, and Terra Nova decks I have seen. I have just been trying to maximize the capabilities or my draw engines in the decks I have made. Here are some thoughts on this draw engine. Assuming Gifts resolves, I can get Tinker, Recall, Regrowth, Snapcaster. From here, I can decide whether or not to snap back the Gifts Ungiven for: Regrowth, Dig Through Time, and two other cards (maybe Yawg Will, FOW, Mana Drain, Time Walk). It would just have to be a judgment call, but I think the Dig is a solid option to keep the momentum rolling, and you would also have two regrowth at this point which would be pretty tough for the opponent to deal with. I am not an expert on Gifts piles, but I have noticed that outpacing the opponents draw engine has yielded the highest success rate for me in this meta. In fact, I learned about snapping back Gifts from reading this thread. I didn't know how much fun that was going to be 
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« Last Edit: May 15, 2015, 11:09:31 pm by jamestosetti »
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EnialisLiadon
Basic User
 
Posts: 379
I like cake.
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« Reply #119 on: October 03, 2015, 02:25:38 am » |
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While 3-0'ing a 6-man vintage FNM is hardly definitive evidence of the efficacy of my list, I liked how it ran and am interesting in tuning it further. I suppose one could argue that it doesn't belong in this thread, considering the presence of multiple TfK. In any case, I had been testing various Gifts shells since its unrestriction and was dissatisfied with most all of them. Burning Gifts was awkward and mana-hungry (adding 2RR to the Tendrils kill via wishing twice was rough), I either missed red or still splashed it with terrible mana in Regrowth Gifts, and Gifts leaning on Night's Whisper lacked oomph. So I put Gifts aside and played various combo decks.
Then Thirst was unrestricted, so I put this together to bring to Pandemonium.
//Mana--26 1x Lotus Petal 1x Mana Crypt 1x Mana Vault 7x SoLoMoxen 2x Island 1x Library of Alexandria 2x Polluted Delta 4x Scalding Tarn 1x Tolarian Academy 3x Underground Sea 3x Volcanic Island
//Dead cards--4 1x Blightsteel Colossus 1x Time Vault 1x Voltaic Key 1x Recoup
//Control--14 2x Flusterstorm 4x Force of Will 3x Mana Drain 2x Mental Misstep 1x Rebuild 2x Dack Fayden
//Business--16 1x Demonic Tutor 1x Vampiric Tutor 1x Yawgmoth's Will 1x Ancestral Recall 1x Brainstorm 1x Dig through Time 3x Gifts Ungiven 1x Mystical Tutor 3x Thirst for Knowledge 1x Time Walk 1x Tinker 1x Treasure Cruise
//Sideboard 3x Tormod's Crypt 2x Duress 3x Ingot Chewer 3x Pulverize 2x Pyroclasm 2x Mountain
It is definitely in the vein of Gifts decks of old, with the Drains and Recoup. Speaking of the latter, I haven't minded it much at all. It's the best card to make Gifts game-winning by itself and with only taking up a single slot--Snapcaster and Noxious Revival take two, and while Snapcaster has more utility by itself than Recoup does, I still say what I hate most with Gifts is drawing dead cards, and Recoup cuts down on that while serving a vital role. It also feels good to Recoup a Time Walk, Treasure Cruise, or Demonic Tutor. It happens. Anyways.
I had recently included Vault/Key at the expense of the 4th Gifts and Empty the Warrens. Empty was serving the role of Tendrils, but allowing you to go off for 6-12 goblins quickly to win out of nowhere. It felt lackluster against Mentor/Pyromancer and felt redundant to Blightsteel--both generally required a big Will turn involving Time Walk.
Thirst's unrestriction was the main reason I wanted to sleeve up Gifts again. It gives the deck velocity and helps you build up resources for a big Gifts turn.
As for changes, I feel like the 3rd Misstep is needed if people are still going to be playing 2-3 Pyroblasts in their maindecks. I might also need to get a 4th Volc in there to accommodate Pulverize. The board is relatively untested. There were no shops decks at the event, so I was unable to try the Pulverize plan--which I know to be solid in Pyromancer decks--but am unsure of in mana-hungry decks like Gifts. Duress is mostly for Flusterstorm, but has upside against the uptick in combo I've seen lately. Skimping on dredge hate because I'm a ramblin' gamblin' man.
Anyone else trying Gifts out in the wake of this BR announcement? I'm excited to see how the meta shifts.
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