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Author Topic: [Free Article] So Many Insane Plays - Meandeck Gifts 2015  (Read 16610 times)
oshkoshhaitsyosh
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« Reply #30 on: February 05, 2015, 09:56:46 am »

I understand there's ways to beat graveyard hate post board. But it doesn't look good enough to me. Are you going to bring chewer in to beat grafdiggers cage, that every non broken deck plays?

I have been brewing gifts since the announcement and my main goal has been to be broken enough while still not crutching on the grave as much as this deck does...if I were a blue pilot on UWX or Landstill I would LOVE to sit down across from a gifts deck like this since its very reliant on the gy. 1 piece of grave hate can slow this deck enough to build a controlling hand or just win.

Like I said I'm not convinced this is the best shell. As a bug list with abrupt decay to answer cage and oath and anything really could work really well. Or even a storm variant that abuses gifts but doesn't crutch on it.
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« Reply #31 on: February 05, 2015, 10:40:10 am »

I feel comfortable with the following configuration for handling hate:

Main deck:
1x Ancient Grudge
1x Nature's Claim
1x Repeal

SB:
4x Ingot Chewer
2x Nature's Claim

I run 2x Tropical island main (to support Fastbond, regrowth, etc.) So I can easily bring in both Nature's Claims for games 2 and 3.

Also keep in mind that the main deck runs 4x Mental Misstep.

EDIT: And to the point of other Gifts brews: Yes, I agree completely. It's worth testing a variety of Gifts decks. I've been tinkering around with Ritual Gifts storm (3x Dark Ritual, Necro, Bargain, Timetwister, et. al.) and I like it. It's more explosive than Control Gifts (UBx), but less resilient than the list that Stephen posted.
« Last Edit: February 05, 2015, 10:44:32 am by ApolloGod » Logged
KanaKaishou
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« Reply #32 on: February 05, 2015, 11:10:13 am »

Part of the confusion that people are having is that some of the angles of attack that are prominent in this deck haven't really been salient in the Vintage format is some time.  Vintage players, and probably especially those who are newer (that is, last 2-4 years), are used to seeing decks with plenty of removal, etc in blue decks.  This deck is a Combo-Control deck. All you need to do here is resolve Gifts against alot of what the format offers, and you win the game.  It assembles the Time Vault Combo, executes the Tinker plan (often with Time Walk), or wins via Yawg Will into the aforementioned plays or a Tendrils.  It doesn't need to remove a Pyromancer or a Mentor.  It combos through them.

There's a good reason combo-control strategies haven't been prominent, and it's because they're actively bad against the field. I've basically had all my success in vintage beating decks which look like your Gifts pile (sure, maybe they were worse because no gifts, but the basic plan was the same), because they're a lot less good in practice than they are in theory. When they're going uninhibited off they feel unbeatable, but that's only maybe 30% of games. The remaining 70% of games are very, very awkward for them.

Basically, why aren't we just playing Belcher, which has a higher turn 1, 2 and 3 percentage, loses to most of the same things, and can still play the requisite 8 counterspells? Because I'm not interested in trying to play this deck and combo once people have the time to set up a defense.
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« Reply #33 on: February 05, 2015, 11:19:26 am »

Gifts Ungiven has structural versatility in a way that many combo decks have to work hard to design. It is a tutor that also generates card advantage, and is fairly unique in that regard. The ability to find multiple cards to solve whatever problem your opponent has presented you is extremely powerful, and something that combo-control lacked before Gifts unrestriction. Gifts is a pretty fundamental broken blue spell. Grave hate is not a a stone wall that needs to be smashed through, just a closed window which needs to be opened for a single turn so the Gifts pilot can combo off. A Gifts pile with a solution to hate and other broken spells threatens to win the game now by opening the window, or win the game at any point in the future by doing whatever broken things your opponent gifted you instead of hate-window-lifters.
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« Reply #34 on: February 05, 2015, 04:27:48 pm »

There's a good reason combo-control strategies haven't been prominent, and it's because they're actively bad against the field. I've basically had all my success in vintage beating decks which look like your Gifts pile (sure, maybe they were worse because no gifts, but the basic plan was the same), because they're a lot less good in practice than they are in theory. When they're going uninhibited off they feel unbeatable, but that's only maybe 30% of games. The remaining 70% of games are very, very awkward for them.

Basically, why aren't we just playing Belcher, which has a higher turn 1, 2 and 3 percentage, loses to most of the same things, and can still play the requisite 8 counterspells? Because I'm not interested in trying to play this deck and combo once people have the time to set up a defense.

Where do you draw the line between traditional Oath and a list like Steve's? I think "combo-control" would describe a lot of Oath lists, and they've been prominent and successful lately, so I wonder what they have that a dedicated Gifts combo deck doesn't have, in your opinion.
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gkraigher
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« Reply #35 on: February 05, 2015, 05:44:05 pm »

so gifts actually targets an opponent.  are your mud opponent's not playing 1-2 witchbane orbs post sideboard?
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« Reply #36 on: February 05, 2015, 06:01:01 pm »

There's a good reason combo-control strategies haven't been prominent, and it's because they're actively bad against the field. I've basically had all my success in vintage beating decks which look like your Gifts pile (sure, maybe they were worse because no gifts, but the basic plan was the same), because they're a lot less good in practice than they are in theory. When they're going uninhibited off they feel unbeatable, but that's only maybe 30% of games. The remaining 70% of games are very, very awkward for them.

Basically, why aren't we just playing Belcher, which has a higher turn 1, 2 and 3 percentage, loses to most of the same things, and can still play the requisite 8 counterspells? Because I'm not interested in trying to play this deck and combo once people have the time to set up a defense.

Where do you draw the line between traditional Oath and a list like Steve's? I think "combo-control" would describe a lot of Oath lists, and they've been prominent and successful lately, so I wonder what they have that a dedicated Gifts combo deck doesn't have, in your opinion.

I think that's a pretty fair comparison to start with. Basically, the reason I like Oath better than I like Steve's list (though, I think, as you've noted, traditional Oath and Gifts are attempting to do similar things) is that it's a pile of interactive cards and cantrips to find answers or combo pieces to form a game plan, over coming in with a defined plan on what you're doing.

I think that Steve's list isn't really a combo-control deck as he purports, when I think about it. It doesn't assemble a varying game plan and finish with a combo, and doesn't even have the tools to do that. It tries to execute a plan of "resolve gifts" single mindedly from the very start of the game. It's a straight combo deck. I'd discuss it in the same breath as Steel City Vault, or Belcher, or Storm. If I look at it from that perspective, it's a lot more reasonable of a deck, and I suspect my dislike of it is reflexive of my dislike for strategies with Vault and Key, rather than any issue with what cards it is playing.
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« Reply #37 on: February 05, 2015, 10:54:16 pm »

I like the deck because it has 4x Snapcaster Mages rather than some of the more boring combinations people have been posting. But I wouldn't play this deck because Snapcaster Mage is too limited of a card for my style of play.

I dunno Shawn, I think this deck would be pretty fierce in your hands.  It's aggressive, and you used to play East Coast wins that way.  Just as importantly, although it's aggressive, it gives the pilot lots of timing options because Snapcaster Mage and Gifts are instants.  I think it's nicely suited to your style of play.  Snapcaster Mage here is merely an instant speed blue regrowth on your best spell, and a blocker to buy a turn more to combo out

Wow what a great sale! Smile
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« Reply #38 on: February 06, 2015, 03:47:54 am »

Gifts Ungiven has structural versatility in a way that many combo decks have to work hard to design. It is a tutor that also generates card advantage, and is fairly unique in that regard. The ability to find multiple cards to solve whatever problem your opponent has presented you is extremely powerful, and something that combo-control lacked before Gifts unrestriction. Gifts is a pretty fundamental broken blue spell. Grave hate is not a a stone wall that needs to be smashed through, just a closed window which needs to be opened for a single turn so the Gifts pilot can combo off. A Gifts pile with a solution to hate and other broken spells threatens to win the game now by opening the window, or win the game at any point in the future by doing whatever broken things your opponent gifted you instead of hate-window-lifters.

One of the smartest posts I've read on TheManaDrain in a long while.

It's odd to think that one of the issues that is bubbling up in this thread is the viability of Combo-Control strategies centered around Time Vault, Tinker and Yawgmth's Will.  It really wasn't that long ago that this strategy, fueled by 4X Thirst For Knowledge, was dominant in this format. Do folks really not remember that? The brief flirtation with Dack fueled Control Slaver this past summer/fall was yet another reflection of the impulse to design around those pillars.  Hell, this strategy, anchored by Dark Confidant and Snapcaster Mage, won the Vintage Championship just a few years ago.

It's absolutely true that this strategy has had a difficult time proving it's viability in recent years, and there are good reasons for that.  Successive waves of BUG and then Delver decks pushed this strategy to the margin of the format (Delver pushing BUG to the margin in turn).  But the notion that this strategy is little more than a glass cannon combo and general skepticism about the viability of these pillars is fairly astonishing. These strategies have enjoyed long turns of dominance in this format, such that any knee jerk skepticism regarding them is puzzling, to say the least. Is it really that hard to believe that the unrestriction of one of the format's most broken historical draw engines could elevate these strategies once more to viability? The obvious explanation for such reflexive incredulousness  is that some players here simply weren't playing during those periods, despite the fact that they constitute the bulk of this format's existence in its current iteration as "Vintage."  

In short, I'm acknowledging that Grixis style Combo-Control decks have fared poorly in Vintage of late, but claiming that the unrestriction of Gifts Ungiven, one of the best draw engines ever printed for Vintage, revives them, or least, elevates them to competitive viability.  To simply assert that decks built around Time Vault, Tinker, and Yawgmoth's Will are bad, as some sort of blanket assertion or generalized opinion, does not adequately account for the fact that Gifts is one of the best things these decks could possibly do. Does anyone doubt that unrestricting Thirst For Knowledge would make these strategies viable?  Gifts Ungiven has at least some arguments for being the better card - after all, it took 6 years for Thirst to get restricted, but only 3 for Gifts.  

Saying "I've basically had all my success in vintage beating decks which look like your Gifts pile"is internally contradictory, because these decks without Gifts are not the same.  They are fundamentally different.  Mueller's post attempts to delineate those differences.  But, to make the point a bit more concretely (and less metaphorically), Gifts Ungiven gives these decks a viable draw engine for the first time in years.  Part of the reason these strategies have been marginalized is that they have been neutered by DCI policymaking, restricting Gifts, Thirst, etc.  Another reason is that the unrestriction of Gush has made Delver viable, which renders Dark Confidant, the most recent draw engine for these style of decks, unviable.

Now to more specific questions/concerns:

Is it just me or does it seem like the deck is super super reliant on the grave and something like a Grafdiggers cage or RIP can give this deck a tough time?

From the article:

Quote
Second, there is more graveyard hate than ever before. Cards like Grafdigger’s Cage did not exist in 2007, and would surely have been effective solutions to the Recoup combo at the time. Part of the reason Gifts was so strong is that it was so versatile. But Cage would prevent Tinker and Yawgmoth’s Will, Gift’s most powerful friends, from doing their dirty work.

Third, there are more ways to prevent Gifts from being cast than ever before. Not only are Workshops far more oppressive with more Sphere effects than ever before (and Gifts is not a cheap spell), but there are more viable effects that prevent you from targeting your opponent (which Gifts does) than ever before. Cards like Leyline of Sanctity neuter Gifts, if it were to become too much of a problem.

The article was structured to try to provide a balanced look at the upsides and challenges for Gifts in 2015.  There is no doubt that there are more ways to defend against Gifts than ever before, which is, I believe, part of the reason that the DCI thought it might be acceptable to unrestrict it.  But, balanced against these negatives are some pretty amazing positives.  As a card, looked at in relative isolation, Gifts has never been more powerful.   I alluded to this in the OP and discussed it some in the article.  Rather than remain overly opaque, I'll note a few:

1) Gifts has never been unrestricted with current Time Vault errata.  Gifts is a natural way to assemble the Key/Vault combo in a single card.  

2) The diversity of spells in the format and close substitites, like the variety of countermagic, makes Gifts better than ever.

3) Snapcaster Mage radically amps up Gifts power level.  Having an already playable card with such ridiculous synergy with Gifts makes Gifts an even stronger play.  Not to mention unrestricted Regrowth.  

Throughout the article I discussed the challenges to Gifts.  For example, directly responsive to your question (RTFA Wink:

Quote
Because I’m so afraid of Cage, I often just generally sideboard in 2-3 Ingot Chewers against any deck I suspect will bring them in.
 

That actually turns out to be a fine plan.  I don't mind attacking with creatures and trying to win that way, and then finishing them off with mini-Tendrils if need be.  

Quote
Especially cage...it turns off 4 snapcsster, tinker bot, and yawg will. I'm actually surprised you didn't go with a bug she'll for abrupt decay potentially?

Oh, it's definitely an option.  I just felt that red was slightly stronger than green as a tertiary color.  I could well be wrong about that.  

While the article didn't fully convince me (your section about Shops seemed a bit made up), the replays did.

While I appreciate your candor, I don't believe that any persuasive gap between the article and the replays has to do with any fault of the article (which is supposed to be a brief, short article for Gifts Week), but rather knee-jerk skepticism, or, perhaps, in part, the limits of strategy articles as persuasive writing. I think the fact that the replays affected your perception of the deck also points toward either the limitations of an article format or the upsides of streaming as a pedagogical and persuasive tool.  Either way, I thought it wise to include some streaming for that reason.  

I'm not sure how or why the section on Shops seemed "made up."  That's kind of an odd, somewhat insulting thing to say.  If you are referring to the broken hand example of being on the play against Shops, did you think I invented that? Vintage is the format of broken hands, and I'm sure that to most readers it's within normal variance.  Not sure why that sounded made up. If you play enough games, you get lots of examples. That hand wasn't even the best hand or near so that I've executed against Shops, nor even close to the best I could make up.  I can stream that game if folks don't believe it. That was a pretty fun match.

Quote

The deck was working surprisingly well, and I was especially impressed about how strong Snapcaster was in every situation. I love Snapcaster a lot, but in the latest decks I tried him in, he often felt clunky and didn't have the targets I wanted for him. This is very different in your deck.

Again, interesting that that wouldn't have been as apparent in an article, but only came through the replay stream.  I'm not sure how to write an article that can do that.

Quote
In the videos you made a lot of misplays and had a lot of options for Gifts piles. I like how you pointed them out and often considered new or different lines.

Have you never seen my streams before?  Or read any of my tournament reports?  That's how I write tournament reports since, I dunno, 2002.  I analyze every play, and dissect my options and errors.  

Quote

I'd like to see more of these replays as I think we can learn a lot from them. Also, 3 matches are just too few to provide a reliable sample size.

I agree with both statements, although they may appear to be in some tension.  Streaming is incredibly useful for teaching/learning purposes, but there is no way that I would have the time or interest in streaming sufficient matches to reach statistical significance.  That wasn't the purpose or the intent, but rather to show some general ways in which this deck plays out, and some interesting lines of play and Gifts piles. I'll try to stream more in the near future, time permitting.

Quote

Your match against Shops was quite lucky for you,

Any time someone makes an assertion like this, I take a big grain of salt with it.  If anything, I was extremely unlucky. My first hand had 6 mana sources, and my first two draws were more mana sources.  

Quote
as he made a couple of weird plays and in g3 you couldn't have had a better opening hand given that you were losing to your clock without Tinker. The match against Belcher was just crazy. In g1 you kinda gave him the out, even though you argue with math.

I argue with math?  I polled the stream chat, as you can see, and the mathmatician who made Top 4 at Vintage Champs this past year said he would have done my play, as did many of the folks in the chat.

I thought I explained this in the chat, but the choice was between a low probability event with a great potential for harm, and a slightly higher probability event, with lower risk for harm.  It was far more probable that he'd have cards like Diminishing Returns, Twister, a Belcher, and more artifacts than Time Vault.  So, actually, the math was on my side, but more than simple math was at issue.  Probabilities can't resolve the right play, because you have to weigh the risk of harm from each event, not simply the chance of the event occurring.

EDIT: A helpful analogy may be the difference between a car crash and plane crash.  A car accident is a higher probability event, but a lower risk of serious harm.

I think my assessment of UR Delver is accurate.

Except that UR Delver has, both online, and in tournaments like the Vintage Championship, proven itself capable of competing with Workshops.  Diophan beat how many Workshops on his way to top 4?  And others, like Dario, Ryan Glacken, etc.

Quote

You must have too because you added Green to shore up that match up, at my behest in the same thread you linked. Smile

It's true I added green, but Workshops was only part of the reason for that.  I also added green for Oath.  Moreover, I did so to *strengthen* the Shop matchup, not to "shore it up." Big difference. UR Delver was more than capable of competing against Shops as proven in ample tournament evidence.

Quote

I wasn't the only one playing Null Rod. All Terra Nova decks do and they made up a sizeable portion of the meta. Other players have finished well with Stax and Rod aside from me in the past 6 months. Just because you ignore a trend that doesn't fit your narrative doesn't make it go away.

*sigh*.  I never claimed that you were the only one playing Null Rod.  I'm simply pointing out the empirical fact that the best performing Workshop variants in the last 4 months tend not to run Null Rod.  For example, the two Workshop decks that made top 8 in the Vintage Championships?  Neither ran Null Rod. Looking at recent tournament results, it's clear that the most successful Workshop decks moved off Null Rod because it's terrible against Delver, the best deck in the format until the restriction of Treasure Cruise.  

I understand there's ways to beat graveyard hate post board. But it doesn't look good enough to me. Are you going to bring chewer in to beat grafdiggers cage, that every non broken deck plays?

The very same argument could be leveled against Oath of Druids decks. This deck has clear game against Cage, and a number of viable plans (Hurkyls, assemble Key Vault, Gifts for answers, attack with Snapcasters/Chewers, Burning Wish, etc). That's pretty much all you can ask for.

I feel comfortable with the following configuration for handling hate:

Main deck:
1x Ancient Grudge
1x Nature's Claim
1x Repeal

SB:
4x Ingot Chewer
2x Nature's Claim

I run 2x Tropical island main (to support Fastbond, regrowth, etc.) So I can easily bring in both Nature's Claims for games 2 and 3.


Sounds reasonable to me.  

so gifts actually targets an opponent.  are your mud opponent's not playing 1-2 witchbane orbs post sideboard?

So does Oath of Druids.  I guess Witchbane Orb renders Oath unviable as well, right?.  

Gifts Ungiven is an insane Vintage card, and it's marginality in the last few years was because it was restricted.  Now it's not.  

Gifts Ungiven is also one of the most skill intensive cards ever printed.  Superior players should naturally gravitate towards it, and I have no doubt they will.


Thanks for writing the article, Steve.


You're welcome Smile
« Last Edit: February 06, 2015, 04:59:42 am by Smmenen » Logged

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« Reply #39 on: February 06, 2015, 06:45:49 am »

I'm not sure how or why the section on Shops seemed "made up."  That's kind of an odd, somewhat insulting thing to say.

You can interpret as many things as you want into my not as eloquent English as yours. I just think that it's not a good way for arguing if you start with "Even weak hands on the draw can turn explosive with the right mixture of mana accelerants." and then you turn to a strong hand against Shops, on the play even, and tell us how it worked out. If you mention how to get out of Spheres with a rather weak opening hand, why not provide a fitting example? Then you move on to give another example, with the confusing statement of how "Workshops are also at a gigantic disadvantage on the draw" which you already proved in your previous paragraph, but this time with a nut hand. I acknowledge that these can happen in Vintage, yet the situations you describe sound totally constructed, especially in a wider frame featuring more games.

Also, I don't think that articles are that limited as an educational tool. I never read one of your pay-articles, but didn't you wrote a book about Gush? 255 pages about Delver? (I might be mixing up things, so I apologize in advance). From what I heard you sound capable of detailed writing. Maybe you are just unwilling to, because this is a free article, but I'm sure you could have gotten way more into how the matchup plays out. You only mention to build good Gifts piles and how to SB, but you don't go further into detail. Instead you provide us with weird examples of games you won. Extremely convincing...    
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« Reply #40 on: February 06, 2015, 11:00:21 am »

I dunno, maybe that list is not the metacrusher of doom, which it was announced to be, but I enjoyed the Twitch Video very much. The list has sure some upsides, Snapcaster, Missteps and Flusterstorm had proven to be a good package,  but I guess the brewing of the community won't stop and I guess there are more, and maybe better variants to come.
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« Reply #41 on: February 06, 2015, 11:39:05 am »

... but I guess the brewing of the community won't stop and I guess there are more, and maybe better variants to come.

We've all just started dipping our toes into the water. As we take our decks to various tournaments (Online Dailies, local tournaments, regional, etc.,) we'll continually refine our lists. I believe we have seen some very solid lists, and they will only become stronger over time. The meta will adapt if necessary, but then Gifts pilots can adapt in turn.

I've shared this sentiment several times: Gifts decks are resilient, reliable, and versatile. I'll add adaptable to that list. It is my opinion that the best is yet to come for Gifts decks.
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« Reply #42 on: February 06, 2015, 12:26:24 pm »

I enjoyed the Twitch Video very much.
+1.

Makes the deck look very good, and also fun to play.  Also the video makes Steve seem approachable and reasonable.  Imagine that!    Surprised
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« Reply #43 on: February 06, 2015, 12:51:34 pm »

I'm not sure how or why the section on Shops seemed "made up."  That's kind of an odd, somewhat insulting thing to say.

You can interpret as many things as you want into my not as eloquent English as yours. I just think that it's not a good way for arguing if you start with "Even weak hands on the draw can turn explosive with the right mixture of mana accelerants." and then you turn to a strong hand against Shops, on the play even, and tell us how it worked out. If you mention how to get out of Spheres with a rather weak opening hand, why not provide a fitting example? Then you move on to give another example, with the confusing statement of how "Workshops are also at a gigantic disadvantage on the draw" which you already proved in your previous paragraph, but this time with a nut hand. I acknowledge that these can happen in Vintage, yet the situations you describe sound totally constructed, especially in a wider frame featuring more games.

Also, I don't think that articles are that limited as an educational tool. I never read one of your pay-articles, but didn't you wrote a book about Gush? 255 pages about Delver? (I might be mixing up things, so I apologize in advance). From what I heard you sound capable of detailed writing. Maybe you are just unwilling to, because this is a free article, but I'm sure you could have gotten way more into how the matchup plays out. You only mention to build good Gifts piles and how to SB, but you don't go further into detail. Instead you provide us with weird examples of games you won. Extremely convincing...    
As the one who requested the article structure of each article this week for #GiftsWeek on EC, allow me to quickly explain what we were seeking to do. None of the articles were supposed to be full primers on the deck(s) in question. There were supposed to be very short introductions into the mind of some different Vintage players about how they are attacking with Gifts Ungiven now that it is unrestricted. That's it. They are all quick hitter articles, similar to the Daily Deck-type articles on both SCG and DailyMTG, and are not meant to fully explain or canvass every detail, nor "convince" the reader of anything. I believe Steve may be releasing a full length article (think 30-60 pages of detailed analysis, as per his norm) on the subject of Gifts Ungiven in the near future, but this week's articles by each author are not meant to be comprehensive by any means.
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Smmenen
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« Reply #44 on: February 06, 2015, 01:57:32 pm »

I enjoyed the Twitch Video very much.
+1.

Makes the deck look very good, and also fun to play.  Also the video makes Steve seem approachable and reasonable.  Imagine that!    Surprised

LOL.  I don't know why I'd want people to think that :p

I dunno, maybe that list is not the metacrusher of doom, which it was announced to be, but I enjoyed the Twitch Video very much. The list has sure some upsides, Snapcaster, Missteps and Flusterstorm had proven to be a good package,  but I guess the brewing of the community won't stop and I guess there are more, and maybe better variants to come.

 All I said was that my gifts list was better than the lists I'd seen before, and that I believe this approach will be the model for successful versions going forward. I never claimed or said that this would crush the metagame.  I think it's viable and competitive, but I never claimed more than that beyond saying that it was performing surprisingly well against Delver and Shops.  

I'm not sure how or why the section on Shops seemed "made up."  That's kind of an odd, somewhat insulting thing to say.

You can interpret as many things as you want into my not as eloquent English as yours. I just think that it's not a good way for arguing if you start with "Even weak hands on the draw can turn explosive with the right mixture of mana accelerants." and then you turn to a strong hand against Shops, on the play even, and tell us how it worked out. If you mention how to get out of Spheres with a rather weak opening hand, why not provide a fitting example? Then you move on to give another example, with the confusing statement of how "Workshops are also at a gigantic disadvantage on the draw" which you already proved in your previous paragraph, but this time with a nut hand. I acknowledge that these can happen in Vintage, yet the situations you describe sound totally constructed, especially in a wider frame featuring more games.

Also, I don't think that articles are that limited as an educational tool. I never read one of your pay-articles, but didn't you wrote a book about Gush? 255 pages about Delver? (I might be mixing up things, so I apologize in advance). From what I heard you sound capable of detailed writing. Maybe you are just unwilling to, because this is a free article, but I'm sure you could have gotten way more into how the matchup plays out. You only mention to build good Gifts piles and how to SB, but you don't go further into detail. Instead you provide us with weird examples of games you won. Extremely convincing...    

Jaco is exactly right about the purpose of this article.  Maybe I should have written a 50 page article and charged for it Wink
« Last Edit: February 06, 2015, 08:16:39 pm by Smmenen » Logged

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« Reply #45 on: February 06, 2015, 05:15:04 pm »

No please don't I prefer free articles
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« Reply #46 on: February 07, 2015, 10:52:27 pm »

will be great a full article. Special with puzzle pages. They are awsome !
Good work !
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desolutionist
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« Reply #47 on: February 08, 2015, 03:14:20 pm »

Steve, let me start off by saying I'm going to win NYSE with a Gifts variant.  I'm going to accomplish this feat by testing my deck a lot between now and June.  Therefore, I'm really going to be analyzing all the cards that go into my deck and every card is going to have to prove that it belongs.  I decided to go with your model as a starting point, and I've already noticed things that I didn't notice before by just looking at the list:

Mental Misstep does not belong as a 4-of in a good Gifts deck.  I'm not even sure it belongs at all.  Its extremely narrow; weak against shops, doesn't counter things like Oath of Druids or Yawgmoth's Will and having 4x also limits the kinds of piles that can be made with Gifts Ungiven.  In the past, Mental Misstep has been a good tempo card for countering things like Delver of Secrets, Preordain, Deathrite Shaman, and Mystic Remora but in a Gifts strategy, I think disruption that can protect the combo is more valuable.  Interesting that you decided to go with 10 counterspells: that's old school and makes me believe you didn't put so much thought into the counter package.

There is a shortage of business spells and in place, you've piled up on graveyard recursion effects.  In the few games I've played, there have been turns after turns of drawing nothing and passing the turn.  This deck needs 4 Brainstorms or something similar to draw into business; not a bunch of cards that are only good once you've already seen your good cards.  I believe a good Gifts deck wouldn't have more than a Yawgmoth's Will and a way or two get it back (Recoup).  My ideal Gifts deck wins just as easily without the graveyard and unfortunately, Snapcaster Mage isn't able to assist in that category. 

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« Reply #48 on: February 08, 2015, 04:03:14 pm »

Running Mental Misstep is one way to theoretically get around cage. Not sure if that is the reasoning behind Steve's inclusion though.
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« Reply #49 on: February 08, 2015, 05:19:30 pm »

Running Mental Misstep is one way to theoretically get around cage. Not sure if that is the reasoning behind Steve's inclusion though.

A huge reason for it.  One of the three main reasons.
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« Reply #50 on: February 08, 2015, 07:29:35 pm »

I enjoyed the article and your elaboration in the comments above on the power, relevance, and strengths/weaknesses of Gifts was honest and well-stated.  I do agree with the concerns here about the list leaning too heavily on the graveyard; in testing against this deck, Nihil Spellbomb, Dack Fayden, Flusterstorm, and fighting over its acceleration (Icing Mana Vault or lands at inopportune times, countering/destroying Sol Ring/Lotus, etc.) have been pretty competent at keeping it under control.  I've had less success trying to contain the Esper Gifts variants with the Auriok kill (there were three present in just one event I attended today), particularly if they run Cavern of Souls.  I would recommend a Jace and a Gush in your maindeck and cutting at least 1 Snapcaster.  Snapcaster is powerful, but it's not recommended to be so all-in on a card that's so easy to disrupt, especially when the disruption that hits it also nails most of deck's remaining primary strategy.  Gush is super hot in an EoT Gifts pile as well having the ability in a pinch to accelerate you into a main phase Gifts where mana development is otherwise lacking.  As for Jace, in testing against a friend on that list who made a few slight changes, one of which was adding Jace, the only game I lost in a series of three matches was the one where he opened Land, Lotus, Jace, Force-Back.  Good luck with the continued development of Gifts and I hope there is a Fate Reforged set review forthcoming as I always enjoy listening to them. 
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desolutionist
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« Reply #51 on: February 08, 2015, 07:43:19 pm »

I think Steve's deck, but...

-2 Snapcaster Mage
-4 Mental Misstep
-2 Flusterstorm
-1 Hurkyl's Recall
-1 Noxious Revival
-1 Burning Wish

+11 of your favorite vintage cards (At least 6 of which are disruption and then some)

Is a really accurate Gifts model

Because really,

Cards like Thirst for Knowledge, Dack Fayden, Mana Drain, Thoughtseize, Timetwister, and Repeal are going to be successful in a Gifts deck no matter what.  Mental Misstep too in some number; but I think Gifts really prefers having a bigger supply of powerful cards.  The Tinker target can also be customized.
« Last Edit: February 08, 2015, 07:51:02 pm by desolutionist » Logged

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« Reply #52 on: February 08, 2015, 08:57:54 pm »

I agree that running a full 4 missteps is a bit of a metagame call, but I strongly disagree with the couple people who have advocating cutting all of them. I'm not sure what your meta looks like, but you get eviscerated by maindeck pyroblasts from delver if you're running gifts without missteps. Missteps also make the scroll for recall plan have a reasonable chance of success.

I don't think you can build gifts as it once was because of the existence of delver and shops with a million spheres. I've played many games as the delver deck against gifts and the flusterstorms and missteps are necessary to get your spells to resolve.
« Last Edit: February 08, 2015, 09:03:42 pm by diophan » Logged
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« Reply #53 on: February 08, 2015, 09:09:57 pm »

I understand there's ways to beat graveyard hate post board. But it doesn't look good enough to me. Are you going to bring chewer in to beat grafdiggers cage, that every non broken deck plays?

I have been brewing gifts since the announcement and my main goal has been to be broken enough while still not crutching on the grave as much as this deck does...if I were a blue pilot on UWX or Landstill I would LOVE to sit down across from a gifts deck like this since its very reliant on the gy. 1 piece of grave hate can slow this deck enough to build a controlling hand or just win.

Like I said I'm not convinced this is the best shell. As a bug list with abrupt decay to answer cage and oath and anything really could work really well. Or even a storm variant that abuses gifts but doesn't crutch on it.

This resumes my thoughts on gifts exactly.
Those playing 4 gifts + 4 Scm have it totally wrong imo. you should not play more than 3 gifts and not more than two recursion spells that are not snapcaster mage and include other high cmc bombs that way your deck has plenty of gifts pile that just don't care about grafdigger's cage, and is a lot harder to hate on.  All the while you have a lot more value piles if you can include cards like Jace and co, meaning that your gifts are never turned off and a lot better when you can't go for the win.
You play cage? i guess i will just gifts for tezzeret tinker time walk and noxious revival, see what good that cage does you.
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« Reply #54 on: February 08, 2015, 09:34:36 pm »

Interestingly, Mental Misstep probably becomes both more necessary and less effective the more run it gets in various decks.
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« Reply #55 on: February 09, 2015, 04:31:07 am »

Nice article. Thanks!

New podcast episodes in the pipeline?
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« Reply #56 on: February 09, 2015, 08:54:34 am »

I've been running the deck casually in the last days and I can't really agree with some arguments made here. For example, the 4 Gifts 4 Snapcaster package has been great for me and definitely help the deck to have more strong topdecks. You are going to chain through a couple of cards anyway, so Snapcaster always finds its use. Multiple Gifts are a good way to either win early or help to win a drawn out game by either getting additional disruption or to play mind games with your opponent depending on what is in your hand - too often you just untap win after a resolved Gifts, which is just huge. I think something like Jace or Dack or Tezz may be great to allow for even stronger value Gifts. 

4 Misstep is just a given constant for any blue deck. I will never understand the reason to only run 3, as there is just too much absurd stuff going on at 1 mana. I would probably run 4 just to counter Ancestral for 2 life but I will also thank everyone of you who refuses to play the whole playset and let my Ancestral resolve Smile Otherwise, even by countering something like a cantrip there is a good chance that this Misstep will make it more likely to help resolve your Gifts.

I have also liked the Burning Wish so far. The flexbility it offers is quite narrow, though and I would like to explore that space further. Spree has been great, Pyroclasm mostly unnecessary, Thoughtseize fine and Tendrils rarely did it anything at all. Any suggestions on other useful targets? I think I would like another Burning Wish along with some more flexibility.
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desolutionist
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« Reply #57 on: February 09, 2015, 11:50:31 am »

Quote
4 Misstep is just a given constant for any blue deck. I will never understand the reason to only run 3, as there is just too much absurd stuff going on at 1 mana.

No, actually there isn't.  Tinker is 3, Will is 3, Oath is 2, Lotus is 0, Gifts is 4, Gush is 5, FoW is 5, Mana Drain is two... Only "absurd" 1 mana card is Recall. If this were Legacy, then yes Mental Misstep would be a staple but there is a thing called artifact mana in Vintage that stretches the mana curve out.

Quote
I would probably run 4 just to counter Ancestral for 2 life but I will also thank everyone of you who refuses to play the whole playset and let my Ancestral resolve  Otherwise, even by countering something like a cantrip there is a good chance that this Misstep will make it more likely to help resolve your Gifts.

Recall is only as good as your deck dude. What the hell do I care if you resolve recall if all you have is a bunch of Missteps and Flusterstorms against my Oath of Druids?
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« Reply #58 on: February 09, 2015, 12:46:04 pm »

Voltaic Key, Fastbond, Ponder, Brainstorm, Preordain, Lighting Bolt, Swords to Plowshares, Grafdigger's Cage, Delver of Secrets, Deathrite Shaman, Nihil Spellbomb, Mana Vault, Dark Ritual, Duress, Thoughtseize, Pyroblast, Red Elemental Blast, Mystical Tutor, Vampiric Tutor, Sol Ring, Spell Pierce, Spell Snare, Sensei's Divining Top...

Edit: I'm sure I'm forgetting something, I know a lot of these are not playable in Vintage.
« Last Edit: February 09, 2015, 12:50:10 pm by Commandant » Logged

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desolutionist
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« Reply #59 on: February 09, 2015, 02:29:58 pm »

All those cards are fair, so why concern yourself with 1-for-1ing all the mediocre cards in your opponents deck?  Cards like Preordain, Ponder, and Top are just filler (for the Brainstorm void).

Here's a list of cards that actually impact the game:
Yawgmoths Will
Tinker
Gifts Ungiven
Force of Will
Oath of Druids
Lodestone Golem
Gush
Yawgmoth's Bargain
Crucible of Worlds
Jace, the Mind Sculptor
Dack Fayden
Mana Drain
Trinisphere
Dark Confidant
Black Lotus
Demonic Tutor
...
..
.

I could play a blue deck with zero one drops and not miss a beat
« Last Edit: February 09, 2015, 02:45:36 pm by desolutionist » Logged

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