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 1 
 on: Today at 08:54:56 PM 
Started by oshkoshhaitsyosh - Last post by oshkoshhaitsyosh
I am a tattoo artist full time living 45 min outside of Philly (Pottstown PA) looking to trade tattoo service for power. I have been tattooing for about 6 years and have been an artist forever. I'd love to trade services for power if anyone is interested. PM me, Facebook me, or check me out on beneaththeskintattoo.com ...thanks fellas

 2 
 on: Today at 07:53:25 PM 
Started by Calvin240sx - Last post by ramrodjon
Cool looking brew, Tom, and congrats on the finish!

 3 
 on: Today at 03:15:23 PM 
Started by Calvin240sx - Last post by Samoht
That list is so sweet Razz. But why no Chains of Mephistopheles? You can run all three black Legends enchantments, and Hrishi can attest to the power of Chains+Lili. Also, what is the Sb maze for?

My draw engine is Bazaar of Baghdad. Think about Chains again.

 4 
 on: Today at 02:37:19 PM 
Started by V is for Vintage - Last post by boggyb
Any suggestions on further experiments to run? At this point I feel fairly locked into a slightly modified version of that list I posted. Modifications are just

Main:
+1 Talrand
-1 Deluge

Side:
+1 Deluge
+1 Jailer
-1 Talrand
-1 Mindbreak Trap

Have screwed around with Snapcaster but found it, like Library, win-more/lose-more. Snapcaster -> Ancestral is game ending but not necessary and it suffers from the same problems as Regrowth. It's a lot better in general, though, as it regrows counterspells and trades with a Pyromancer.

FWIW, have tried and dismissed these ideas for a 60th card. (The second Decay is currently 60th.)

Island
gifts ungiven
fact or fiction
imperial seal
notion thief
snapcaster mage
library of alexandria
nihil spellbomb
sensei's divining top
ponder
duress
thoughtseize
flusterstorm
misdirection
repeal
spell pierce
spell snare
hurkyl's

Best ideas (aside from the Decay) seem to be:
Island
Snapcaster
Spell Snare
SDT
Duress
Hurkyl's
Library

Spell Snare seems closest in competition, followed by Island.

Anyway, won't clog the thread any more. Any further experiment ideas welcome! Thanks.

 5 
 on: Today at 02:32:45 PM 
Started by Smmenen - Last post by msg67183
The counter suite I like in Delver decks is actually this:

4 Force of Will
4 Mental Misstep
3 Flusterstorm
3 Spell Pierce

This combination was used at Champs by AJ Grasso last year and I think this suite works very well.

 6 
 on: Today at 02:24:32 PM 
Started by Zherbus - Last post by Chubby Rain

I don't understand how it is possible to prefer Jace to Gifts Ungiven whan you can play a 4CC spell...
When it was possible to play 4 copies of Gifts Ungiven, it was usual to make mana piles, or piles including another copy of Gifts Ungiven.
But when you can play only one copy of the card, you must use it at its optimal power : the immediate win.

Gifts Ungiven is like Yawgmoth's Bargain : it is written "I win" on the card.
But I understand that the card if more difficult to play properly than Jace.
Jace can (sometimes) win the game, but often against other control decks.
Against aggro decks, if I have 4 manas available on turns 1 or 2, I will never want to cast Jace !
And against control decks, trying to resolve a Jace like that is suicide when the opponent plays Mana drain!

Concerning colored mana, Jace needs UU where Gifts needs U : huge difference.
Concerning speed, Jace is a ritual speed spell where Gifts is an instant speed spell : second huge difference.
Third difference : Gifts Ungiven, well played, wins you the game on the spot, where Jace wins the game only half or third of the times, and usually against control decks only.

Jace is a very strong card, but let's be honest : the card is not restricted instead of Gifts Ungiven which is limited.
If Gifts is restricted and Jace is not, there is a reason, it isn't  Wink ??

In order to be told about that fact, just ask to DCI to derestrict Gifts....you will see the results very quickly  Wink
Next Top8s full of Jace.decks or Gifts.decks ? I think everybody knows the answer  Smile


I disagree with almost everything you said, except for factual statements like Gifts is  {3} {U} instant and Jace is a  {2} {U} {U} planeswalker.

1) Jace is incredibly difficult to play optimally. I have been playing Jace based control decks for about a year and a half now, have won several pieces of power with them, and still find myself misplaying with Jace. That said, it is harder to flat out punt the game with Jace than with an incorrect Gifts pile.

2) While I don't have time to discuss the nuances of Jace in the control matchup, I would recommend not casting an unprotected Jace into an opponent's Mana Drain.

3) The argument that a card is restricted is a very poor argument for one card being better than another. Until recently, Regrowth was restricted and since being unrestricted, has hardly warped the metagame. Graveyard hate has also increased as Grafdigger's Cage and Deathrite Shaman are maindeck cards that make constructing Gifts piles more difficult. Simply saying a card is restricted fails to take into account subsequent printings and changes to the metagame.


 7 
 on: Today at 02:23:44 PM 
Started by Calvin240sx - Last post by Samoht
Quarters: Matt Murray on Pocket Locket Rocket
G1:I fail to Chalice 1 in order to play Bloodghast against Matt's hellbent hand. He draws Trinket Mage -> Top and I would have lost because of it but Matt lost every Mana Crypt roll under the sun and died the turn before comboing me out.
G2: I don't remember what I did wrong in this game, but there was a definite mistake that led to Matt winning.
G3: I have Dark Ritual + Nether Void, but nowhere to go if it gets countered. I have 2 Therapy so I plan to clear the way. Matt dodges my Therapies expertly and finds a FoW and holds a blue card, so I have to cast Pack Rat to enable Therapy next turn, and Matt kills me on the spot. My hand was marginal, as it was short a 2nd land and relied on Nether Void, but against Matt's combo deck my only real route to victory is a fast Chalice or a Nether Void. I had a potential turn 2 protected Void, but Matt's starting 7 were Mox + Top + Land + Ancestral + Vamp + 2 other cards. I couldn't overcome blanking on Therapy 1 with that quality of a hand on Matt's end.

From my recollection, game 1 I assembled Helm + Top + Magus but forgot that I could announce EE at 1, apply the reduction from Helm, and use that to blow up your chalice at zero to unlock the moxen stranded in my hand. Game 2 was another Helm of Awakening blunder as you could have cast Trinisphere a turn earlier. I'm not entirely sure it would have mattered as I had a Rebuild that I cycled later to bounce it, but I don't remember the game state and your hand well enough to figure out how it would have played out.

Again, congrats on the Top 8.

In G1 I could have played Chalice @ 1 instead of Bloodghast. If I do that, your 2nd TM has to get EE not Top, which cuts off a combo piece and interferes with your draws. I'm in a much better situation under those circumstances than I was with Bloodghast.

Yes, in G2 I missed that Helm of Awakening was symmetrical and missed out on 3 Ball by a turn. I would have followed it up with Crucible + double strip, so I'm not sure if you'd have been getting to 3 to cast that Rebuild.

Congrats to you too Matt, you played very well! Was interesting to see the Pocket Locket Rocket deck in action in the flesh! Brian Kelly got into top 8 too, with his Oath package! Glad to see the team doing so well! If only Justin was there!

 8 
 on: Today at 12:12:02 PM 
Started by Smmenen - Last post by boggyb
Sweet.

Have you tried a Grixis build with Cabal Therapies and maybe Dark Confidant? The Pyromancer + Therapy interaction is surprisingly potent, esp. with all those Probes. Black gives you access to Jailer in the board, which solves your softness to Dredge nicely.

 9 
 on: Today at 12:00:54 PM 
Started by Calvin240sx - Last post by Chubby Rain
Quarters: Matt Murray on Pocket Locket Rocket
G1:I fail to Chalice 1 in order to play Bloodghast against Matt's hellbent hand. He draws Trinket Mage -> Top and I would have lost because of it but Matt lost every Mana Crypt roll under the sun and died the turn before comboing me out.
G2: I don't remember what I did wrong in this game, but there was a definite mistake that led to Matt winning.
G3: I have Dark Ritual + Nether Void, but nowhere to go if it gets countered. I have 2 Therapy so I plan to clear the way. Matt dodges my Therapies expertly and finds a FoW and holds a blue card, so I have to cast Pack Rat to enable Therapy next turn, and Matt kills me on the spot. My hand was marginal, as it was short a 2nd land and relied on Nether Void, but against Matt's combo deck my only real route to victory is a fast Chalice or a Nether Void. I had a potential turn 2 protected Void, but Matt's starting 7 were Mox + Top + Land + Ancestral + Vamp + 2 other cards. I couldn't overcome blanking on Therapy 1 with that quality of a hand on Matt's end.

From my recollection, game 1 I assembled Helm + Top + Magus but forgot that I could announce EE at 1, apply the reduction from Helm, and use that to blow up your chalice at zero to unlock the moxen stranded in my hand. Game 2 was another Helm of Awakening blunder as you could have cast Trinisphere a turn earlier. I'm not entirely sure it would have mattered as I had a Rebuild that I cycled later to bounce it, but I don't remember the game state and your hand well enough to figure out how it would have played out.

Again, congrats on the Top 8.

 10 
 on: Today at 11:45:32 AM 
Started by Calvin240sx - Last post by JarofFortune
That list is so sweet Razz. But why no Chains of Mephistopheles? You can run all three black Legends enchantments, and Hrishi can attest to the power of Chains+Lili. Also, what is the Sb maze for?

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