Posts made by Joep
posted in Vintage News read more

Love the articles as always. Keep up the good work!
Vintage unleashed sounds like sooooo much fun. After reading this and listening to the serious vintage podcast I want to start brewing and playing the insanity.

One question: Is there a reason that Cling to Dust is not in the 2019-2020 cards overview? I see it in almost every doomsday deck and it's from this year of I'm not mistaken.

posted in Off-Topic read more

Sorry if this is hijacking, but I had a question about the U30 format.

@grandpabelcher said in Casual Vintage Formats:

Theory behind this is that it's tutors; the best, oldest fast mana; and unconditional, cheap draw-7s. This includes all of the P9, for tradition's sake.

So here's what's unrestricted:

To me this seems strange. Tinker is both a tutor and fast mana, checking 2 of the restriction boxes. Why is it unrestricted?

As a side note, I feel that Imperial Seal would be a better unrestriction. Has that been considered?

posted in Vintage News read more

I don't believe that changing the rules or the cards is a great option, unless the rules changes are good enough on theor own and their effect on companions is incidental.

Another option to deal with the power level, if restriction doesn't work, is unrestriction of competitive options that do not work together with the companions, such as necropotence for Lurrus and Gush for the singleton companion (as examples, I don't want to start a b&r discussion here).

posted in Vintage News read more

@grizzly said in Vintage 101: Back in a Flash:

A thought on the challenge review. You seem to pick always the same decks more or less.
While it makes sense, when the tops don't differ from one another, it would be interesting to highlight the unusual among those, like the Painter deck this week, or the Breach Oath deck, when it first appeared.
I think these lists would be much more interesting to look at instead of the standardized lists that change one or two cards at most every week.
Anyway, thanks for managing a vintage column!

Actually, I really like seeing the top lists. As I actually play very little, it helps cement the ideas and choices that are succesful. In addition, someone who is new to vintage can just open the latest acticle and see the recent lists, instead of having to do more research themselves. I think there is value in having such a resource available and updated regularly.

posted in Vintage News read more

Great show as always.

In your report card Steven asked for a similar card to stonecoil serpent for shops, and I was surprised that Endless One didn't come up. Although it is Eldrazi only, I think it is the most recent comparable card, utilizing the scaling ability for early and late deployment. It is also the baseline X/X for X that Steven asked for I believe.

About Underworld Breach, I really like the card, but I think you hyped up eachother too kuch. There us a lot of competition in the U-based Xerox variants for graveyard resources, and this uses up at least 6 if you want more than a regrowth. Between Snapcaster, Arcanist and the delve spells, I think there is too much competition for this resource to just slot in that easily.
Then again, I like the card, so maybe it diversifies this slot (or takes over). I am really curious about this card in the future and look forward to your nextvreport card to see the actual adoption rate.

Keep up the great work!

posted in Single-Card Discussion read more

Cute versus ballista blowouts.

I really like the card, and I can see it as troublesome for multiple archetypes. But in the end, I think that it is too situational for it to see any regular play.

posted in Single-Card Discussion read more

I like how this stops your opponent from pumping their own mishra's factories.

Just throwing that out there. I don't believe it will be enough to see vintage play.

posted in Vintage News read more

Awesome! I still have the feed in my podcast player, hoping you'd be back, bringing that casual seriousness. Can't wait to find time to listen to this one :).

posted in Vintage News read more

Great podcast as always! Thanks for continuing to put in all this work.

I learned something today! I always thought Shaman's Trance was the same as this card. Ultimately I think that cards that depend on your opponent's deck are too inconsistent for regular play.

The one scenario I missed in your analysis was against storm combo, where you can make mana from their graveyard much more easy and have more of an opportunity to chain these meaningfully. Then again, to get in such a situation probably means you win anyway.

I love that this card exists because it will create a few fun stories. Don't think it eill become a staple.

posted in Vintage News read more

Great episode!
What I liked about it most was that it was much more a conversation or discussion, than an interview. This, to me, is the biggest improvement, as I prefer to listen to a back and forth between people and opinions.

One question I had is about when you talked about going through older cards to search for a specific effect. How do you do this? Do you keep a list somewhere with potentially interesting cards for vintage? Or from memory, or something else (like starting with Alpha and re-reading each card until Core19 ;))

posted in Vintage News read more

I have yet to watch the videos, but i like the initiative and experiment. I believe someone did something similar for standard once. With faeries, jund and trix etc. It sounded really interesting then, and it also does in the context of vintage. Pitching decks that might have caused restrictions against eachother.

I don't know if you explained it in the introduction video already, and if you did I'm sorry for the stupid question, but do you have a gauntlet already?

Nice to see with this and the podcast that we get more new vintage media. Keep up the good work!

posted in Vintage News read more

First of all, thank you for the insightful answers! I really like the small peek into how you come to certain unexpected results. The crux really seems to be trying something strange, unusual or even counterintuitive and then get some actual play experience with it. Kind of makes me sad that I get to play so little actual vintage. But it's good to see people like yourself coming to such fascinating conclusions and brews.

If this conversation takes it too far off topic, then my apologies.

@brianpk80 said in TMD Vintage Magic Podcast - e1: Brian Kelly:

@joep said in TMD Vintage Magic Podcast - e1: Brian Kelly:

I do have some questions about the snakestill deck for Brian. For a deck that wants a fast standstill in play, why was the 4th standstill cut?

That's a good question. The answer foremost is in empirical results, the versions with 3 outperform the versions with 4. I think omitting the 4th and instead playing Treasure Cruise (which was absent from the 4x Standstill VSL list due to the overlap rule) is correct. It's also a hedge against the fact that in a less frequent but real % of cases, Standstill will be a useless topdeck because the battlefield has been lost, so this prevents flooding on a situationally dead card. Snakestill exists to abuse Standstill without being beholden to it.

Since I have literally 0 experience playing with or against standstill, I had no real clue why you would play only 3. Especially when the comment was to play one as fast as possible. The answer seems reasonable, and another example why testing is so important, because this seems to be one of those things that you would figure out quite easily with enough practice games.
Is the conclusion to play 3 standstill specific to how this deck operates? Or do you also have this with more regular standstill decks? It seems to me that with classical standstill there would be more board positions (even when slightly behind) where you could play the standstill.

@brianpk80 said in TMD Vintage Magic Podcast - e1: Brian Kelly:

@joep said in TMD Vintage Magic Podcast - e1: Brian Kelly:

I like the inevitability aspect for a single champion of wits. However, the mishra's factory weakness was glossed over a little fast in my opinion. How does this deck fare against the workshop decks with factories? Do the standstills come out? Or do you assume the opponent plays as if you have all the factories?

Another very good question. The answer is that all of the Standstills stay in except the fourth one (if you are running it) which comes out only on the draw. I was initially hesitant to play a fast Standstill against Shops or Landstill because of the fear of opposing Factories. What I've learned is that you ignore it and play the Standstill turn 1 if possible. The reason for this is that you are able to use Standstill as an actual stall card. I would rather break my own Standstill at 6 life at EoT on Turn 10 with 6 lands and no Spheres in play than get bullrushed on their first turn. It's totally worth the 3 cards that they will discard and I will not draw from that particular Standstill. I lost only 1 game to low life from this approach (double factory, triple Wasteland) while winning over a dozen directly because of it.

What usually happens is you play something at EoT that often bounces or kills their Mishra, or you play Dig through Time, Ancestral, Brainstorm, or Snapcaster and then you untap unimpeded with a huge mana base and the usual array of blue options that tends to end up with players taking 3 turns in a row and passing back with some planeswalker, more creatures, and a Null Rod in play. This is so much better than keeping Standstill in hand and facing an Inspector, Overseer, Thorn, and 6 mana on the table "because I was scared of Mishra's Factory." 🙂

This is an eye opener! And a perfect example of what I meant with doing something counterintuitive (at least for me) and just trying it out. For me the question would be, how do you come to the idea to test out just playing the standstill.
In hindsight, this seems completely reasonable. It's a 4-for-1 for your opponent (disregarding the discarding) that buys you a lot of time. That is not a lot different from casting 2 force of wills to 4-for-2 yourself to buy some time in the early turns.

Does the equation change a lot between the different (workshop) archtypes? Terra Nova seems to be the most capable of deploying the manlands and waste effects. Then again, after reading your explanation, that might nog even seem that bad. You might need to break the standstill a turn earlier to preserve enough life, but that seems to be it. But then again, that is me theorycrafting without any real experience. So to you the question, how is that in practice?

Also, would a deck like merfolk pose a problem preboard? They have the manlands, in addition to playinng some permission to capitalize better on you breaking the standstill. They also play creatures to make the board unfavorable for a standstill really quickly. Not that it is a heavily played deck, but it is always on the fringes I guess.

posted in Vintage News read more

I just had a chance to listen to the podcast. Really great you're putting in this work to give us more vintage content.

I like the concept of shoter (than so many insane plays) episodes, and I think that roughly 1 hour is a good length. Obviously I only have 1 episode to go by now, but the duration seemed appropriate for the topics discussed.

I like the idea of rotating guests, and I really enjoyed listening to Brian Kelly's discussion of the snakestill deck. I like to hear how other people reason when deckbuilding and experimenting, and I think that there is none greater than Brian for this at the moment. Great guest to get this show on the road.

I do have some questions about the snakestill deck for Brian. For a deck that wants a fast standstill in play, why was the 4th standstill cut?

I like the inevitability aspect for a single champion of wits. However, the mishra's factory weakness was glossed over a little fast in my opinion. How does this deck fare against the workshop decks with factories? Do the standstills come out? Or do you assume the opponent plays as if you have all the factories?

I also appreciate that you at least tipped on the current prices of power and duals. Mainly because I never hear anyone about it, yet is has a profound impact on my personal ability to play vintage. I don't play online, and with the current prices for power and duals, I will not be able to complete a set (I have a sapphire and an ancestral), and the average tournament (which are now nearly non existent in the Netherlands) will not be able to give power as prizes.

Keep up the good work! Love to have a new podcast to listen to.

As a point of improvement for the future, I would like to hear a little more discussion. Right now it's more an interview with Brian than a discussion. I woul personlly prefer to hear more back-and-forth between you two, uncovering where you make different decisions and what that results in.

posted in Vintage News read more

@brass-man thank you! That is awesome 🙂

posted in Vintage News read more

@thecravenone said in TMD Vintage Magic Podcast - e1: Brian Kelly:

@brass-man said in TMD Vintage Magic Podcast - e1: Brian Kelly:

I'm only aware of iTunes as a vector for getting the podcast onto people's apps. Is there some better alternative?

To submit to iTunes, you submit an RSS feed. That RSS feed may be used by any app. (Though being listed in iTunes certainly helps people find you)

iTunes has a feed-checker you can use that you'll have to pass before they let you submit your cast.

So am I right in concluding that this means there already is an rss feed? If so, what is it so that I can add it to my podcast player.

posted in Vintage News read more

Awesome initiative. I'll try to make some time to listen to it soon.

I really hope you manage to make it so that I can listen to them in my podcast app soon. But I think you made the right choice in just getting it out there first.

posted in Vintage News read more

Love the podcast ans discussions as usual.
Sometimes you do get way too deepin a cornercase and that usually ends up significantly in your predictions. But I guess predictions atre alway kind of u predictable.

Just finished the Blood Sun part. I loved the analysis and think you asked a relevant question in what would you play turn 1 against an unknown opponent.

You got hung up a bit in the card draw of the sun making it harder to evaluate, while I thought that with the framing of that question the card draw would be the least relevant. My reasoning is that the type of decks that play these effects will want to disrupt as hard as possible on turn 1, so I think the moon effect is always preferable to the sun (and most of those decks are structured to win through combat damage, putting the magus at the top). The card draw of the sun is actually the least relevant in this case I think. Later in the game, though, the card draw becomes increasingly relevant. Would the question be about a turn 2 or 3 play, it would factor in quite a bit more I think.

In the end I think that the blood sun will see play but is ultimately inferior to blood moon and magus.

Now if they ever print a magus (or otherwise similar effect), then this becomes more relevant because it allows for more aggressive tricks like lotus vale and dark depths. As it stands, with at most 4 sun effects in a deck, that isd completely unreliable and way too much work for little payoff.

Amyway, those are my thoughts on Blood Sun. Love the card. I'm looking forward to hearing the rest of the show.

posted in Single-Card Discussion read more

The land searching is indeed on the front side, by flipping away nonlamd cards.

After some limited (totally not representative) testing in a The Deck style build, I've found the card to be somwhere between okay-ish and library-of-alexandria-level-backbreaking. The fast meta/shops builds are definately not the meta it wants to be in though, unless you get lucky and drop it t1 on the play. Although there are many more cards that are good t1 on the play.

The front side is rather skill intensive. What do you do when you're low on mana and find a ponder? I found force of will when on an empty hand and 4 mana (opponent also in topdeck mode).

The turn it flips is usually amazing, as you get both the filtering and an additional land drop, with blue mana as well!

I also expected that the ability on the land would be less important than the actual mana and filtering, but it is very dominating. It allows you to play pure control, giving you something to do with your mana when there is nothing to counter. In addition: finding a Force of Will is just about the greatest, turning one blue card in your hand into a free counter. It's surprisingly worthwile to just see 4 and try to find a free counterspell when you don't have any (or get business when your opponent does nothing).

That said, it is the lack of speed on this card that makes it less appealing currently. And seeing good cards with the front side of this card is kind of awkward.

Also fuels delve spells nicely (as if they needed any more help).

All in all, I'll continue testing it. Maybe in another build or in multiples. The card is intruiging.

posted in Single-Card Discussion read more

I found the card quite interesting, actually.
Maybe not an obvious powerhouse, but it seems to me a card that would be quite good in the workshop matchup. I think the flipside would be mostly an island and that is perfectly fine. The additional ability just grabs the attention and distracts from why this card can be good.
It functions similar to a Dark Confidant there, except that it doesn't die to Walking Ballista. It finds you land drops turn after turn, which can be hugely important. Workshop have little to interact with it.
Finally, when it flips it is an additional land drop, which hardly ever seems to be mentioned. Just as an island it would have been good to get an additional land out, but this also has the ability to break open the late game.

I am actually quite excited about this card. I don't think there is an obvious home of or it. Neither do I think it is a new staple, but I do like it as a role player and think that it is deceptively powerful. Blue doesn't usually get mana acceleration in the form of additional land drops. So getting one at two mana with some card filtering in between seems quite nice.

Lastly. You can play a second copy once the first flips.

posted in Tournament Reports read more

@Ten-Ten said in The Deck is back! 3-1 at Vintage event @GP Utrecht:

@Joep Nice list and report. Have you considered Jace, Vryn's Prodigy alongside or in place of Snapcaster?


I have thought about it briefly, but never tested him out. The main reason is that right now the deck invalidates a lot of the removal opponents play as the creatures have already done their damage when they enter the battlefield. Jace, Vryn's Prodigy would change that and actively make any removal my opponent has good and worth fighting over, which means I'll be spending resources on a fight I would otherwise not have to.

On the other hand, the upside is pretty good. The looting does seem to be where I wanted to be with Dack, as drawing and discarding 1 or 2 cards is pretty much all I would need in this deck. The upside that it turns into another snapcaster is also awesome.

If I decide to play another planeswalker, this might just hit the sweet spot in terms of upside. I would not replace a snapcaster at this point, because those are too important with the Terminus package, and they also serve the role of surprise blocker. In addition, I run 2 Mental Missteps at this point, making Snapcaster a great addition.

That said, I am still a little hesistant given what I outlined earlier. Then again, it's a solid card that I might just give a spin to get a real feel for it other than theorizing over it.