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 on: Today at 03:51:44 PM 
Started by TakeYourTime - Last post by DaveKap
1) Roland Chang
Prominent Shops player, former Vintage World Champ, 2014 Champs T8, regional top performer and above all else, huge community organizer

2) Greg Fenton
Prominent Oath player, 2013 Vintage Champs T8, deckbuilder for 2014 Vintage Champ Mark Tocco, regional top performer

The third would be a top pro who also plays Vintage. Chapin, Huey Jensen, Reid Duke?

 on: Today at 03:00:57 PM 
Started by vaughnbros - Last post by DaveKap
Hey Dave the versions on my deck in this thread are pretty old.  Some discussion started and teetered out over here again,  The addition of Urborgs and more mana sources capable of casting Lab Maniac make that problem less of an issue.  Also wastelands and force of wills have increased my disruption ability.  I have also been running Mayor of Avabruk as another counter to shops game plan as the only reasonable answers are their dismembers/metamorphs with me having Forces to prevent them.  Id definitely love to hear your thoughts on how you think my lists could be improved further though.

I personally haven't been a fan of the strictly Depths versions since its reliant on a typically turn-5 2-card combo kill, but I think in a field of less exile effects, like RiP, leyline and Tormod's,  it could be built into a pretty threatening force if you can improve on the list.  I think step 1 for me would be making the manabase work with Life from the Loam.  I definitely like Dakmors+bloodghast over Thug+Ichorid since dakmor is so much better G2/3.  I'm also not a huge of a fan of 4 Chancellors over some number of Chalice of the Void, again this is for G2/3 reasons where chalice at 1 can put you way ahead in a lot of blue match ups.

Thanks for the feedback, I'll try Salvage/Bloodghast over Ichorids.

Another version of Dredge I've only seen once was against Vinny Forino. This is a very loose version of what I remember. Anyone have experience with this type of build w/ multi-hate tools of Powder Keg/Ratchet Bomb?

Shops Dredge

4 Bridge from Below
4 Chalice of the Void
4 Cabal Therapy
2 Dread Return
4 Serum Powder
4 Unmask

4 Bloodghast
1 Elesh Norn, Grand Cenobyte
4 Golgari Grave-Troll
4 Golgari Thug
4 Ichorid
4 Narcomoeba
4 Stinkweed Imp

4 Ancient Tomb
4 Bazaar of Baghdad
1 Dakmor Salvage
4 Mishra's Workshop

4 Ratchet Bomb
4 Powder Keg
2 Urborg, Tomb of Yawgmoth
?? 4 Leyline of Sanctity
?? 1

 on: Today at 02:58:41 PM 
Started by Myriad Games - Last post by Bill Copes
+1, bullshit pending.

 on: Today at 02:28:38 PM 
Started by Smmenen - Last post by Mr. Type 4
Personally I like the set review podcasts the most, even if the verdict is that it's all unplayable dreck.

 on: Today at 02:05:47 PM 
Started by Myriad Games - Last post by ErtaiAdept
I will actually be able to make this one!

 on: Today at 01:22:22 PM 
Started by landlotusjuzam - Last post by Changster
Hey TMD peeps, this is IN my backyard (Brooklyn/Queens)!  Let's put those old cards to use this Saturday and have some old school fun  Very Happy

I'm rockin' Sui-Bluey - surprise, surprise, no Workshops.  Hope you see there!

 on: Today at 01:12:15 PM 
Started by TakeYourTime - Last post by The Atog Lord
Randy Buehler is the mastermind behind the VSL. Everyone who has played in it has had a hand in shaping its course and direction, but Randy is the founder.

 on: Today at 12:58:59 PM 
Started by TakeYourTime - Last post by MaximumCDawg
To clarify a couple of points:

1. The Standard Super League is real. It is not an April Fool's joke. Now, personally, I have very little interest in standard as a format. However, I will likely tune in to see what Andrew Cuneo has brewed up. He's one of the best deck-builders out there, and his decks are almost always interesting no matter the format.

2. I honestly don't mind taking a ten-week break. I love playing in the Vintage Super League. It is an honor. But, it is also a huge time commitment. The VSL begins at 9pm, and I usually have a lot of trouble sleeping afterward. Taking a break and being able to get more rest on Tuesday nights for a while is welcome, honestly.

I thought the VSL was your baby.  Did you just handle the logistics for Wizards in setting up the vintage games?

 on: Today at 12:43:20 PM 
Started by TakeYourTime - Last post by Hrishi
I feel like if they wanted to take a break from vintage they could have easily showcased another format that isn't being given enough coverage by WOTC, like legacy.

 on: Today at 12:02:46 PM 
Started by mmcgeach - Last post by mmcgeach
This deck has been ok in some recent action; I've sometimes wished I had four preordains, except, you know, against shops.  The meta is very fixing-reliant now.

But, I did try out Narset Transcendant and Myth Realized:

+2 Narset
+2 Myth Realized

-1 vault
-1 key
-1 ral zarek
-1 supreme verdict

and found this:

On Narset Transcendant: Narset is not as good as Jace.  But, there are some situations where Narset is better.  The primary instance is if you already have a Jace in play, but also if your opponent has some kind of utility bear in play like a snapcaster - Narset is better able to survive profitably on that kind of board.  I usually used Narset's +1, which sometimes bricked but was made better by stuff like brainstorm and sensei's top.  I also used Narset's -2 on two preordains two turns in a row (against shops) and that was pretty great value.  In the control v. control matchup, Narset is a real threat to ultimate in three turns, and that ultimate just wins.  Anyway, I thought Narset would be sort of marginally playable and I still think that.

On Myth Realized: I wanted it to be a control finisher, so I played two in place of vault-key.  I envisioned playing it turn 6 after I'd established control, then dropping extra moxes, cantrips, and counters and beating for 5 every turn to close out the game.  And I did that in one game.  But, HOLY CRAP, is this card better than that.  It's a control finisher you can PLAY TURN ONE, and becomes a game-ending threat by turn 3 or 4.  This card wildly outperformed every expectation I had.  In one match against oath I played it turn one, got it to 5 counters by turn 2, and attacked for 7 with it on turn 3.  In a match against shops I traded one with a lodestone; I pumped another one up to 6 and held off more lodestones, and then hurked + time walked to attack for 9 and 11 on consecutive turns for the win.  Against Oath it was an 8/8 that didn't activate oath.  Against control it was a 6/6 that let me balance away all my opponents creatures and cards in hand, then just won on an empty board.  In some cases it also blocked for planeswalkers pretty well.  I have to say this was basically awesome every time I drew it - and I was surprised.

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