@desolutionist I've toyed with DPS and Defense Grid is still an attractive option imo. Misstep just got "upgraded" into more versatile counters, so you're less likely to resolve a game endling bomb as opposed to just getting your rituals stepped. And the most common line of winning though a citadel is obliterated with FoV.
I'd hedge against both disruption angles and keep some numbers of Grids in the main and side. I'm not sure what number is correct though or if it's even really just replaceable with discard 5-7(?).
And Lavinia is not a good argument in PO's favor as it can't realistically win through an active Lavinia.
I haven't played against many PO decks since the restrictions, but I always felt DPS could keep up with PO easily.
For me it's more of a playstyle thing.
I think many people don't like storm decks and the archetype is therefore underrepresented across all formats. Those decks do very well in the right hands, therefore one could argue that there are less people playing traditional storm decks.
PO is probably an easier version of the storm archetype to pilot and also feels totally different to play to other storm decks, at least in my opinion as I despise playing PO but enjoy all kinds of storm decks.
I think DPS has a lot to offer for any given metagame that's not just outright hating it out. It's just the matter of putting work into that deck. And only a handful of players are doing it.
I will always love the old days of Gifts Ungiven for some Welder shenanigans, but I must say I have not started to brew with Welder yet.
There are two directions I planned to brew with. First the aforementioned Control Slaver and secondly a SCVesque list with all the draw7s (chainings Memory Jars is just love) and a bunch of Fastbonds (as I still firmly believe the future of Fastbond lies in a turn 1 kill deck).
A little sidenote on Fastbond. A friend of mine and I jammed some games with it and it just seems stupid. Of course those were just a couple of games of combo mirrors, but Fastbond just seems plain stupid in a High Tide shell. I side on the "Misstep should've stayed unrestricted."
We had a Death's Shadow deck running around in our local meta and it had a pretty good run back then. The Missteps are really good along the shadow. It was basically a powered legacy shadows deck. I don't know if he's still playing that deck, since i haven't been playing much lately.
Personally, I wouldn't have started without proxies. I dipped into Vintage with Cockatrice from time to time without actually knowing the format, and when I heard that the local league used proxies I gave it a try, and now it's my favorite format.
I started because of proxies and stayed for the format. How would anyone even get into Vintage without proxies?
I'm a poor student and can't even afford duals right now, but I'm fortunate enough to live in a country where it's relatively easy to eventually buy into power. And I will. Because it has something special to it.
Owning power is and should be something to look up to. Be it because you spent a good chunck of your salary or because you're in possession of these cards since 1993.
Playing Magic (read Vintage) should be available for everyone. Just like everyone could proxy up a standard deck and have fun with their friends.
Sanctioned events are another story though. That NBA analogy was on point. Nobody forces you to play sanctioned events.
Until I get my Beta Power, I'll jam my altered Zendikar Basics as Power. After all proxies should look beautiful.
With the release of Bolas's Citadel and the downfall of PO, I'm looking forward for TPS to be the go to Storm deck again.
The deck also dodges Narset to a certain degree with Necropotence and the Citadel itself.
I had pretty good results with it and was wondering if any of you were toying with this deck aswell and how you might have been doing.
I'm not sure what the correct build looks like. I run the cantrip package and one draw7. 2 Narsets help the Thieves out in disrupting the opponent. (My meta is very Xerox-heavy).
I don't like Vault/Key's consistency issues either. I'cut the whole Tinker package before but then struggled to end games solely with Thief and Snapcaster. Tinker feels at least somewhat important.
Vault/Key could have it's place, but you might want both draw7s. (Not sure if that's correct either.)