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posted in Single-Card Discussion read more

@Brass-Man I think in general the best way to have these types of discussions while not having a thread pop up for every card is to have single thread for each new set that people can discuss new cards and their hype/playability. Then that way if a card ever does really break away and show it's more than just an interesting card to theory craft over (ie Paradoxical Outcome) then a SCD thread can be made to go deeper into it.

posted in Vintage Strategy read more

@msg67183 said:

Issue with this play is not only gives our opponents a chance to have FoW and Blue card, but also Mental Misstep, which increases their chances for interaction fairly significantly.

That's definitely true, tinker first cuts their outs down to just force but I think if they have it you're almost certainly losing that game. Going DT first will lower your percentage to win on turn 1 a little but give you more options going forward.

posted in Vintage Strategy read more

So the consensus is definitely go for it right away. But the major difference I would have is going with DT and not tinker. It's the same mana investment this turn but if DT/key get countered you still have mana from the crypt turn 2 to tinker or do whatever else you need to the following turn. So my play would be:

fetch -> Sea
Crypt
Lotus
Play time vault off of crypt
Crack lotus for BBB
DT for Key (with B floating and untapped U Sea)
Play Key and hopefully win from there

Depending on where that gets broken up you have a few different options. If you have a tinker bot you can go for that turn 2 if Time Vault gets answered on their turn 1 or if the vault got countered originally. If DT/Key got countered you only need one more mana source to try and tinker for the win again turn 2. I understand wanting to keep the DT to try and recover from early counter magic but with that hand is so explosive that I think you're better off just trying to jam the combo and win right away.

posted in Vintage Community read more

In general I hate playing with and against backwards cards that just have names sharpied onto them just because that gets real confusing really quick if you have a bunch of them that are all different cards.

posted in Tournament Reports read more

Technically you can name whatever you want, including a mox or black lotus. It just doesn't do anything.

posted in Combo read more

@beder said:

@chaosofslayer

Few questons/remarks for you:

  1. My old build played preordains and they were just ok, I want to try thirst to see if the extra card advantage is really worth the way higher mana cost.
  2. Brain Freeze is purely there to test. I'm going to be keeping notes of how often I miss on lethal because of the storm count being too low or how often it wins over tendrils because I wouldn't have been able to get double black while going off.
  3. Lotus petal is mostly there for the more explosive yawg will turns and also for being able to have extra protection early game during the critical first paradoxical. Where grim monolith will absolutely generate more mana for our big threats over the course of the game I like being able to have a lotus petal sit there when I'm otherwise tapped out on turn 1/2 to threaten a flusterstorm. And if I don't need to fluster I get to draw an extra card. Also if I played Mind twist I think I'd definitely try the monolith over the petal.
  4. I have considered playing the blue gearhulk over snapcaster for that exact reason but I'm loving how much more versatile snapcaster is. Again if I played mind twist I think this spot would be gearhulk, but I don't know if I would want to give up the ability to snap back time walk.
posted in Combo read more

This is the list I'm going to be testing this weekend, not going to eternal weekend unfortunately. The other thread with the mind twist version makes me want to try two of those over the two thoughtseize just to see how they work out.

Creatures: 1
1 Snapcaster Mage

Instants/Sorceries: 27
4 Force of Will
2 Flusterstorm
2 Thoughtseize

4 Paradoxical Outcome
2 Thirst For Knowledge
1 Dig Through Time
1 Brainstorm
1 Ponder
1 Ancestral Recall
1 Time Walk

1 Vampiric Tutor
1 Demonic Tutor
1 Yawgmoth's Will
1 Tinker
1 Merchant Scroll

1 Chain of Vapor
1 Balance

1 Brain Freeze

Artifacts: 19
2 Sensei's Divining Top
1 Expedition Map

2 Voltaic Key
1 Time Vault

3 Mox Opal
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Mox Sapphire
1 Mox Pearl
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Lotus Petal
1 Black Lotus

Planeswalkers: 2
2 Tezzert the Seeker

Lands: 11
4 Flooded Strand
2 Underground Sea
2 Tundra
1 Island
1 Seat of the Synod
1 Tolarian Academy

Sideboard: 15
3 Monastery Mentor
3 Containment Priest
2 Rest in Peace
1 Plains
1 Myr Battlesphere
1 Flusterstorm
1 Repeal
1 Hurkyl's Recall
1 Duress
1 Toxic Deluge

posted in Combo read more

@msg67183 said:

I would just play it in the main deck and play a real board instead of trying to transform

Well the idea is that you want to blank all of the creature/mentor hate for game 1. If we're just going to be a mentor deck there's better shells to play that in.

posted in Combo read more

@Khahan said:

I don't see the point of brain freeze if you are in black. If you tendrils in game 1 you win against any deck. If you brainfreeze in game1 you win against any deck that doesn't run DSC or emrakul or gaea's blessing. Why use a situationally worse win-con?

The short answer is the mana cost is so much more manageable on the turns you're going off. There's also some marginal value of brain freezing yourself for 12-15 to set up a winning yawg will turn. But that's definitely something I'm paying attention to while I test whether or not I could have been able to to cast tendrils at the end of a turn.

@msg67183 said:

Mentor just seems like the best win con for this deck aside from Vault/ Key and Tezzeret Ultimate. It doesn't require you to go off all in a single turn, so that automatically helps against Workshops.

I haven't gotten much testing in but I feel like it's perfect out of the board when your opponent has sided out all of their removal. Then in game 3 you get to play the mind games of whether or not you're keeping in mentor or bringing it back out.

posted in Combo read more

My list is pretty similar main but I'm running Mentor side and not the oath plan for the games where the opponent sides out all of their removal. I'm also playing Yawg Will over Timetwister and I've been loving it so far.