Best posts made by BillCopes
posted in Single-Card Discussion read more

1 sphere, it costs 10.
2 spheres, it costs 9.
2 spheres, 1 thorn, it costs 7.
2 spheres, 2 thorns, it costs 5.

At what point does this become good? If I wanted 10-ish power on the board for 5 mana, I'd play Precursor Golem first.

posted in Single-Card Discussion read more

I'm generally not a fan of these threads, but I'll bite:

This guy could give the Thirst For Knowledge / Gifts Ungiven decks another way accelerate into those spells, and then, perhaps help with a combo kill of some sort when on the flip side.

posted in Vintage Community read more


Mental misstep is playable in anything not trying to lay spheres.

posted in Vintage Strategy read more

Don't forget about Root Maze. It's the little speed bump that could.

And Choke, for those blue assholes.

posted in Single-Card Discussion read more

I look at this card and am reminded of Spirit Monger, because of body and cost. Unless you're making this a combo piece in some funky dredge deck, it has about as much utility and playability.

I wish vintage was loose enough that Wild Frogrel could be a thing, but then I guess at that point we'd be playing modern with moxen. 😛

posted in Vintage Community read more

Hai! We used to talk Shops.

posted in Single-Card Discussion read more

Just thinking on this a tad more. Orrey + Crucible allow Ghost Quarters hit more than one land in a turn. Orrey could make a 9-strip shop deck a real thing, finally.

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I don't know where the home for this is, but as @Protoaddct pointed out, this seems pretty good off of the shop + mox + sphere hand. The issue it has in any of the current builds is that it doesn't provide any disruption. I was thinking perhaps this could be a solid addition to the tiny robots engine: play all the dudes for free after clamping!

If shops wants to pick up null rod again for whatever reason, this can help mitigate some of the symmetry.

posted in Single-Card Discussion read more

The only one of these that seems marginally playable in anything "vintage-looking" is Smuggler's Copter. I doubt it's functional with the loss of lodestone, but Tiny robots could run this, as that deck eschews spheres for a speedy clock. I can see this attacking for a lot on turns two and three with a cranial plating and a memnite pilot.

Also just want to note that the crew mechanic gets hit by Null Rod, if that hasn't been discussed before.

posted in Vintage Strategy read more

There was a huge amount of time where Dredge cards hadn't been printed yet, and Hymn was not doing well in events. Whatever the reason

@Brass-Man: I recall many blue decks running 1-2 Misdirections as extra Force of Wills during this time. Having an ancestral misdirected was enough of a blowout. If you still had a hand, hymning yourself is clearly much, worse.

posted in Single-Card Discussion read more

alt text

Alright, so I know the casting cost is wonky for a shops deck. UU2 is not easy to achieve with 9 spheres, but this can be built around with a little but of ingenuity and a mox opal or three.

You also have to have an upkeep for this to do anything, but in shops decks upkeeps are generally easy to achieve if your deck does what it’s supposed to do.

What I find exciting here is that this is a “free” Sphere of Resistance a turn after the investment. It could be a Tangle Wire, a Thorn of Amethyst, if you’re lucky, maybe a Lodestone Golem.

It’s a built in win condition. Can you shops kids imagine slapping this on a Sphere when you have control of the game? Nobody gets out until you win the game.

It could also help one come from behind if they are only able to stick a single relevant Arti-threat.

Of course, this is all presumable spitballing, but I’d love to at least attempt to start a discussion.

Happy First Tuesday

posted in Single-Card Discussion read more

Here's the list I'll be testing next week:

4 Mishra’s Workshop
4 Ancient Tomb
4 Wasteland
1 Strip Mine
1 Tolarian Academy
2 Seat of the Synod
1 Mana Crypt
1 Black Lotus
1 Mox Jet
1 Mox Ruby
1 Mox Pearl
1 Mox Emerald
1 Mox Sapphire
3 Mox Opal

3 Mechanized Production
4 Stasis
1 Tinker
1 Ancestral Recall
4 Sphere of Resistance
4 Ensnaring Bridge
4 Tangle Wire
4 Smokestack
3 Hangarback Walker
3 Crucible of Worlds
2 Defense Grid
1 Trinisphere

Stasis is something I thought of at the last second as another way to freeze the game while production does its thing. Mechanized Production enchanting a Mox Opal or Seat of the Synod is a sneaky way to keep Stasis going forevers, or until enough upkeeps have gone by.

posted in Vintage Strategy read more

Minor note, but Forbidden Orchard will also trigger Beck if you're doing the Oath thing.

posted in Vintage Community read more

@madmanmike25 YAS! I've had Juggers win the same way in the past.

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Aside from the singleton, storm chain angle, is anyone thinking about the implications of having more than one of these in play at once? This thing is a meat grinder by itself.

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I'm sensing the Temporal Mastery trap is about to spring. It's doable, but I don't think this is the most efficient way to be taking extra turns.