As a storm player holing a land in hand while casting dark ritual to bait them to Misstep the Ritual, thinking they can constrict you on mana. Withholding information is not really a Vintage specific thing, but some of the applications of this are.
Very Common: Hurkyl's recall yourself bouncing your artifact acceleration back to produce mana and storm count. Same works with Chain of Vapor ofcourse.
Casting Cabal Therapy or Thoughtseize on yourself sometimes has slight advantages: It might get a Blightsteel Colossus shuffled back into your deck if you want it as a tinker target. Pretty rare, but it sometimes helps: Taking a spell you are not planning on casting to get quickly to Threshhold for Cabal Ritual. It costs a mana and 2 hand cards to produce 2 more mana, quite the all in play.
Gushing in response to a Balance to make your opponent sac their lands.
Posts made by Aelien
RE: What are some Common Vintage Tips & Tricks Everyone Should Know?
RE: What are some Common Vintage Tips & Tricks Everyone Should Know?
@volrathxp common tricks from the top of my head:
triggering things by casting pyroblast on a nonsensical target. For example, triggering mentor or dack by casting pyroblast on a land.
common sensei's top tricks like tapping top, holding priority and untapping it with key to tap it again to draw an extra card and put top in hand. Or the tapping top and in response bouncing it by any means (PO, repeal...)
If you want to draw with top, but don't want to have the top on your library as the first card you can activate tops order ability and in response put sensei's on the library to draw your card. Now when the order ability resolves, you can order sensei's anywhere in the top 3 you want.
there is value to be gained with triggers that have a scaling factor which is checked upon resolution. For example if you have a Aetherflux reservoir on the battlefield and you cast 2 instants in a row you can gain 3 life total if you let everything resolve individually, or you can cast the second instant while the first reservoir trigger is still in the stack to gain 4 life instead.
since probe is restricted there are a few sneaky bluffing possiblies available again. Letting a blind cabal therapy on you resolve even though you have a misstep in hand to counter it might be worth it in some situations. Most players will not name misstep with the therapy if it resolves and you save yourself a misstep and some life. (The cost of course is that your opponent could hit something else, sees your hand etc.)
An oldschool bluffing trick would also be selectively skipping to your second main before casting a spell to bluff having a mana drain in hand.
There are so many more...
RE: A New and Interesting Take on Oath
@msg67183 jtms, tezzeret and some other walkers. However for your prisony build iam not sure how much the extra land they might get works against that.
I support having strip and wastes in there if you want to control the game by mana denial
RE: [GOR] Creeping Chill
I am not a dredge player at all, so take my opinion with a grain of salt.
For me this card seems to only work together with other direct damage or lifeloss effects to be enough (for example with the new golemn card that makes your opponent lose life equal to creatures in your GY). However, while I think that it is pretty potent to kill your opponent with direct damage/drain, there probably needs to be a good reason why playing this strategy over just attacking is worth it.
RE: [Free Article] The Evolving 2018 vintage metagame
@volrathxp Just wanted to say, that i really enjoyed the article and iam glad the series is back. You manged to give a nice format overview without just highlighting the usual builds.
RE: [Free Article] The Evolving 2018 vintage metagame
I would play so much Vintage if only I could. I just don't have the money to spend to get into mtgo. Whenever I hear people complaining about having to wait 10 minutes for a game I kind of think "man, I wish I had these problems", it's not like you have to stare at the window for the whole time, just do some work or other leasury things while waiting. But I guess that is kind of an outsiders perspective. The metagame atually seems very interesting to me. Most currently powerful deck have a very solid core, that allows for brewing around.
If you stay with the PO core you can play it from hard combo over kind of midrangy all the way to very controlling.
Same goes for Xerox. The core of the deck allows you to go for a very controlling deck with only JTMS and a mentor as your win con, over playing more snaps, pyros and even going very aggressive with delver if you want to.
Dredge has a ton of very flexible cards that all get supported by the very powerful and tight core.
Oath allows for multiple strategies, however it seems like the core takes slightly more cards and most options you can take revolve around what oath targets to run.
These are just some of the top decks, and these are just the most popular options. If you run an established archetype defined by a incredibly powerful core, it often allows for a lot of different cards and ways to utilize it.
Maybe my lack of playing on mtgo kind of clouds my perspective, since a lot of people are complaining that the metagame seems stale to them as if they would always play against the same 4 75s over and over again. That is not my experience at all.
Edit: iam sorry for the rambling, it's kind of late and iam tired.
RE: [GRN] Mission Briefing
A specific example of this card producing value was the following:
I was on Ritual Storm playing against Oath.
I cast a big must counter threat and my opponent has two options. His hand was force, Mission briefing, blue card and he had another force in his yard.
Option 1: play Force from hand and pitch blue card (or mission briefing)
Option 2: play Mission briefing to cast force from the yard and pitch his blue card, and still have a force in hand. Normally that doesn't sound so good, but the briefings surveil 2 made sure he would draw another blue card next turn to have his second force online.
It's not an insane play, and iam not sure how good the card actually is, but it definitely opens up new plays for a deck not really able to cast snaps, and produces marginal value. It is definitely playable, that's for sure, is it really good? No idea, needs more testing.
RE: lasav, the multifarious
@thecravenone Iam not sure if you are just mocking the fringe format or if you are actually interested.
It's a UB deck with rituals, petal, LED, a ton of cantrips, tutors like personal, mystical, merchant scroll and stuff like lim duls vault. For protection i have some cheap countermagic, discard (inquisition is obviously insane) and few removal.
It's all about finding Doomsday and either go the easy route: TOP Predict, Labman, unearth, BS, - BOT. Which is cheap and easy to pull off but can be disrupted by removal.
Or go for: TOP Ideas Unbound, Remand, Brain Freeze, -, - BOT
This storm kill is usually very hard to disrupt, but costs a ton of mana and you can't to be able to kill the same turn as casting Doomsday.
Of course all of those can be modified and the usual doomsday stuff. Sadly a lot of great cards like black tutors, yawgwill, Necrosis, fast mana etc. are banned.
It's really fun though I love when I get to play.
RE: Hollow Survival wins Asia Vintage Champs 2018!
As someone who was very sceptical of the survival deck for a long time and credited a lot of its success to it mostly just being unexpected I have to say i was probably wrong on that one.
Glad to see another successful viable strategy.
RE: Empty the Warrens in DPS Sideboards
@desolutionist Pack Rat was good before ballista was printed, now its just pretty bad in my opinion.
In general splashing 1 additional color for eather Mentor or Wheel and Empty is pretty easy and there is just a bit downside to it. However, my current build is pure UB and features tinker bot in the maindeck instead of Mentor or Empty. I dont really miss wheel a lot, i have to say, but wheel would definetly be the main reason to but a badlands in there again, not really Empty. However i dont object to empty as much as i did a few month ago, i can see it as a small number, what alienates (get it?) me is people playing 3 or even 4 copies.
Against Shops i rather board in a huge amount of bounce spells and aim to win with 1 of them resolving at the end of their turn, or try to win early with a tinker. ( i play 1x Hurkyl's maindeck, and 1 chain of vapor, and i bring in 3x hurkyl's, 1x Rebuild, 1x Echoing Truth and 1x Island. cutting mostly discard spells and defense grids)
Against most blue control decks i board in more defense grids and sometimes more discard (depending on the state of my sideboard at the time).
So generally i much rather board in cards that force through my 2 main win cons (tendils and bot) instead of boarding in additional win cons.
RE: [Podcast] SMIP # 80: SCGCon Power Nine Results and Battlebond Review
I was confused that there was no thread aout this thing, when i found it a few weeks ago on EC.
Please always make a post like this as soon as a podcast is released, i think many people find it solely through tmd.
Interesting Decknames and Card-nicknames
Lets hear about the stories behind interesting, obscure and funny names for Decks and nicknames of cards.
Names featured here should not be incredibly obvious like "The Deck is called Grixis Pyromancer because it has Young Pyromancer in it and plays Grixis colors" or "This Deck is called Dredge, because it uses the Dredge mechanic".
The Decks do not all have to be Vintage Decks, however the Names should have been widely used in the relevant Format or MTG as a whole to the point that people at the time could genereally understand what Deck or Card was talked about when the Name was used. Stuff should not be incredibly obvies, but you can definetly talk about generally well-knows like "Bob" or "Tim" as long as the trivia is interesting.
For example: Why is this weird Doomsday-Reanimator-Storm Hybrid Legacy Deck called "Tin-fins"? Whats up with all the famous breakfast themed Decknames?
I would love to have an example Decklist be included or a Picture of the card talked about as well as some context in the posts, so everybody can get the references. I hope we get some cool Trivia out of it and a thread to consult everytime a newer player asks what the hell kind of weird (Deck-) name you are talking about.
So lets start with some classics:
Context: The iconic and powerful catch-all, board clear saw a ton of play in early magic and is still a staple in Old School and EDH due to its ability to provide such an effect to colors that generally have problems dealing with specific permanents or lack the ability to whipe a board.
The Name: The name is one of the most tounge twister like mtg card names out there and in many playgroups people tend to pronounce it kind of like they want. To ease the problem you might hear some players refer to the card just as "Larry's Disk". Thats easy to remember and the sound kind of fits, but there is more behind that common nickname than just the ability to unknot ones tongue.
In the mtg Lore the Disk is named after Nevinyrral, a powerful Lich on Dominaria and mentor to generations of Necromancers after his demise though his work "The Necromancer's Handbook". Nevinyrral used the Disk in question to blow himself and Urborg up.
Nevinyrral himself was named by WotC (Probably Garfield himself) after Larry Niven (just written backwards). The US- Author not only coined the Term "Mana" in the context of a magical resource supplied by lands, but also had a Warlock character in his books that build a mana-draining disc, which was the direct inspiration for the card. This makes "Larry's Disk" not only a much needed shortcut for the staggering card name, but also an interesting reference to inspiration from the earliest days of the game.
TLDR: "Larrys Disc" is named after Larry Niven.
The Four Horseman
These are the combo.
These are what you want to resolve.
These will keep you alive while you search.
These will help you find the combo.4 Ponder
These make your mana.3 Island1 Swamp
Context: The Four Horsemen is a Legacy Deck that people mostly know because it had some controversy around itself regarding slow play and shortcuts in tournament play. The Deck works by bringing Basalt Monolith and Mesmeric Orb together into play. This allows you to mill yourself indefinetly just by tapping and untapping the Monolith. While milling yourself you might just find your Emrakul and shuffle your GY back into your Deck using its trigger. You basically repeat milling yourself and shuffling your library back into your Deck until your find a very specific combination of cards making up your gamestate before the Emrakul crashes the party again: Have 3 Narcomoebas in play and Blasting Station, Sharuum as well as a Dread Return in your Graveyard. Now just cast Dread Return targeting the Sharuum, which in turn will bring the Blasting station into play. As soon as it is in play, keep going with the selfmill and have the Narcomoebas fill the two jobs of beeing a sac target and an untap trigger for the blasting station, shuffling them back into your library ad infinitum allowing you to deal an infinite amount of damage to your opponent. Not convoluted at all.
The problem the deck has is that the very specific combination of hitting 3 Narcomoebas, Sharuum, Blasting Station and Dread Return before Emrakul is not determanistic which makes the pilot unable to specifically name a number of times they want to repeat the demonstated self-milling loop.
In September 2012 at the SCG Legacy Open LA, the head judge was brought over to make a call on a feature match involving Jeff Liu on the infamous Deck. The judge, Josh Stansfield, had this to say about the game: "By performing the same loop of actions without changing the game, he was violating the shortcut policy outlined in the Magic Tournament Rules and the Slow Play policy in the Infraction Procedure Guide." (http://www.starcitygames.com/events/coverage/deck_tech_four_horsemen_with_j.html)
The Name: This name is one of the most confusing and many theories about what cards it specifically references can be found online, mostly because the Deck changed quite a lot from its original form. I heard people say the 4 Horsemen where the Narcomoebas, others say its the 4 pieces needed to find once the infinite mill is established, this comes the closest to the original meaning of the name. I found the earliest mention of this deck in a mtgsalvation thread called "[deck] The Four Horsemen" , where a US User called Finn postet a List and explanation for his Deck idea originally in March of 2011. (https://www.mtgsalvation.com/forums/the-game/legacy-type-1-5/developing-legacy/181684-deck-the-four-horsemen) The Thread now has over 13 Pages of posts reaching into 2017 with updates and a loyal playerbase constantly tinkering on the Deck. In his post Finn gave a clue about the Deckname in the following sentece explaining the decks win condition " If you milled 3 Narcos, a "Horseman" and a Dread Return before he does, great - Dread Return a fatties." Alone this sentence doesnt seem to make a lot of sense when you look at the post, where nowhere else (but the Title) Horsemen are mentioned, and reanimating fatties doesnt really seem to be the goal of the Deck. The Answer comes in reading the thread further and discovering that the original post was last edited in November 2011, and with it the Decklist changed. In the replies to the thread posted before the edits to the orignal post where made, you can find peoples own suggestions to alter the original decklist, which included exactly 4 fatties as reanimation targets for the Dread returns ushering in the end of the game if found. The Deck has gone through a lot of interations of reanimation targets called "Horsemen" of choice for specific metagame answers, safer comboing, resilience and speed after finally settling on cutting the fattie win condition as a whole and replacing them with the win condition described above. The name stuck, and now we have this wonderfully infamous combo Deck with a very confusing Name.
TLDR: 4 Horsemen refers to 4 specific reanimation targets in a proto version of the Deck.
Edit: fixed typos and grammar mistakes, added TLDRs