Best posts made by letseeker
posted in Vintage Strategy read more

i dont think there is a fundamental turn in vintage like modern, the biggest reason for this imho is that there is much varience in games, and that there is a wide variety of deck, from the turn one decks to the turn 20 decks, and the simple fact you can win out of no where, so in my opinion there is no fundamental turn.

posted in Workshops read more

@gkraigher i would have to disagree with you saying city is the single best card, grafdiggers cage is. while cage dosnt stop them from dredging, what it does stop is narcomeaba, cabal therapy, dread return, ichorid, and any other graveyard shenanigans, dredge can still operate without bazaar, but it cant operate without creatures coming back from the grave. Also it doubles as hate against one of shops worst matchups which is oath.

posted in Vintage News read more

@Thermia vintage can be scary at first to get into, i still consider myself new to vintage, and my advice would be to find a deck and stick with it until you get more comfortable with the format. thats not to say play that deck and only that deck forever but once u get comfortable with the format, the interactions, etc., then branch out to different decks. As for the decks you said you looked like your style, im not sure which big blue decks you mean as there are many but since you are just starting out i recommend staying away from storm and steel city vault type decks, its hard to understand the format as it is and playing a deck like that will make it even harder, i would recomend mentor or a delver deck.

posted in Decks read more

@Gonzo that does help a lot, and i do see your point.the cuts ive deceided on is 2 fetches, library, a regrowth, jace, and the two delve cards and i added a basic island. i'm considering changing my counter magic a little but im not sure, and the mentors im not sure if i want to go below three but it will need to be tested, i may cut a flusterstorm for another land.

posted in Vintage Strategy read more

as far as i know spirit is played in the hatebears decks, but im not sure. as for the temporal tresspass, i think its not played because its not always the best card, in my experience time walk is either great of terrible, so why have even more swingy cads like that, also the ability to play time walk early on turn two is huge where as tresspass is a turn four or five card.r

posted in Xerox read more

I would go into the tournament with DPS

posted in Vintage Community read more

i started playing magic when rtr came out, but i never had the money to play competitivly so found cockatrice and played a little standard and then worked into playing modern, legacy, and finally vintage, and ive been playing vintage for about three tears but in the last year i got really deep into it and thats what i mainly play.

posted in Decks read more

@Ten-Ten i dont think playing cobra without gush is a good idea, the whole point of playing cobra is because of gush

posted in Xerox read more

@JuzamJim because young pyro beats mentor in my experience

posted in Vintage News read more

wow, i never took the 5c humans deck seriously, now im gonna have to.

posted in Single-Card Discussion read more

if you could get the counters on it, it would stop dredge, and could hurt oath a lot, but its very corner case, maybe in grixis therapy where they already play bolt, and can get in some damage but it may be a win more card.

posted in Vintage Strategy read more

i would have went revoker first then thorn because if they counter revoker, then thorn resolves, and then you are much more likely to get lodestone to resolve because it shuts down any turn one plays besides moxen and then you bury them under taxing effects, for turn two i would have played thalia then turn three lodestone, but my turn one wouldnt have changed.

Edit: some thing i just thought about to is that if both revoker and thorn got force of willed, turn two i would definitely play golemn because the chances of them having a 4 card hand (after two forces and two exiled blue cards) with another force plus blue card is highly unlikely, i would say its safe to assume two of those cards are mana sources of some type(either moxen, land, so on and so forth), and even if they did have third force they are so far behind it would be ridiculous but as i said, if they had double force on your turn one i highly doubt they have a third one on your turn two.

posted in Vintage Community read more

@DrStreetmention most people in response would crack the fetch not realizing they are at one life, thus killing themselves, thats what im assuming anyway

posted in Oath read more

Hello everybody, so for the past few week i have been playing a burning oath/steel city vault hybrid that I like to call steel city oath. What the deck is trying to do is win with one of three ways, through voltaic key/time vault, using oath of druids to get any of the three creatures, or using Tinker to get Sphinx of the steel wind. The deck does this by playing a draw engine much like steel city vault, and then winning with so much card advantage. Below is the list i've been testing.

The Deck

1 Ancestral Recall
1 Timetwister
1 Wheel of Fortune
1 Windfall
1 Memory Jar
4 Thoughtcast
4 Force of Will
3 Mental Misstep
1 Misdirection
1 Flusterstorm
1 Mox Emerald
1 Mox Jet
3 Mox Opal
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Black Lotus
4 Oath of Druids
1 Griselbrand
1 Sun Titan
1 Sphinx of the Steel Wind
1 Time Vault
1 Voltaic Key
4 Forbidden Orchard
3 Mana Confluence
1 Library of Alexandria
1 Tolarian Academy
2 Seat of the Synod
1 Demonic Tutor
2 Burning Wish
1 Vampiric Tutor
1 Mystical Tutor
1 Scroll Rack
1 Jace, the Mind Sculptor
1 Transmute Artifact
1 Tinker
1 Time Walk

SB: 3 Abrupt Decay
SB: 1 Mind Twist
SB: 1 Balance
SB: 1 Toxic Deluge
SB: 1 Show and Tell
SB: 1 yawgmoth’s will
SB: 1 Dragonlord Dromoka
SB: 1 Magus of the Moat
SB: 4 Leyline of the Void
SB: 1 Helm of Obedience

I came to this deck while i was playing steel city vault. I wanted a way to improve the shops matchup so at the time i had an oath package in the sideboard of the steel city vault deck. I found myself constantly boarding in the oath package, so i wanted to try to build a deck that was “pre-boarded” with the oath package, and that is how i came to the list above. The deck can have many lines that will lead to victory, and because of this it is hard to hate the deck out, if they have a containment priest i simply go for the vault key combo, if the have arcane laboratory i go for an Oath win.

Card Choices

The Draw Engine
4 thoughtcast
1 ancestral recall
1 time twister
1 wheel of fortune
1 Windfall
1 memory jar

This is a similar draw engine i used in my steel city vault deck and it has been amazing. I didnt want to add brainstorm, ponder, or preordain because with the deck i wanted each card to be as powerful as possible so that top decks were much better and the draw 7’s would benefit me more than my opponent. Also without the preordain, brainstorm, and ponder it makes my opponent's mental missteps slightly worse as mental misstep dosnt hit very many cards in the deck, 9 to be exact, including my own mental missteps. Thoughtcast has been an amazing way to get card advantage as Thoughtcast most of the time reads pay a blue, draw 2 cards, and the card advantage gained from this is huge, also it isnt hit by mental misstep which is a huge bonus. The draw 7’s are in here because when one is cast, i will usually draw into atleast one or two pieces of artifact mana and it can help to put me way ahead of the opponent on mana. Some other cards that i have not included are treasure cruise and dig throught time. The reason for this is because i cant fill up my graveyard that fast, due to not having any fetches, and i dont play as many cantrips as a deck like mentor does, so often during testing it would rot in my hand and by the time i could cast it im too far behind because it just sat there in my hand.

The Counter Spells
4 force of will
3 mental misstep
1 flusterstorm
1 misdirection

The counter package has been very good for me, four force of wills and three mental misstep are pretty standard, some people would play four missteps but personally i feel that is one to many. The one flusterstorm is in there to help with stack wars. The one misdirection is force of number five, and it helps against abrupt decay or targeted removal, and it's also amazing to misdirect an ancestral recall, which has come up a few times. One other counterspell i have tried is mindbreak trap, but i dont feel it fits in this deck. It is a card that is either amazing or terrible as casting it for four mana is not what i want to be doing so i have cut it out.

The Tutors
2 burning wish
1 demonic tutor
1 vampiric tutor
1 mystcal tutor

Burning wish is one of the most powerful cards in the deck, the ability to have a virtual two copies of balance, mind twist, and the other wish targets is amazing. It allows the deck to catch up with the opponent when they are ahead, and it also allows me to put a creature into play that i have drawn due to show and tell. The rest of the tutors are fairly standard for combo decks, so i won't go into too much detail. Two tutors not in the deck are merchant scroll and imperial seal. Merchant scroll doesn't work well in this deck because the only card i would want to get with it is ancestrall recall, and i don't like the idea of playing merchant scroll just for recall because if i draw recall, merchant scroll becomes much worse. Imperial seal i don't like because of the sorcery speed, it is huge card disadvantage.
The Artifact mana

1 Mana Crypt
1 mana vault
1 Sol Ring
1 Mox Pearl
1 Mox Sapphire
1 Mox Ruby
1 Mox Emerald
1 Mox Jet
3 Mox Opal
1 Black Lotus

These spells are what make the deck so broken, it plays most of the standard artifact manat. The three mox opals have been amazing, it helps to play your broken spells much faster, and it can act as a lotus petal when drawn in multiples. I chose three because i didn't want an opening hand of 2 mox opals and no metal craft.
The Lands
4 forbidden orchard
3 mana confluence
2 seat of the synod
1 library of alexandria
1 tolarian academy

The four orchards are standard for oath, it gives them a creature and fixes your mana. The three mana confluence are there because im playing so few lands the deck is playing five colors, that playing fetches and dual lands are not an option. Seat of the synod is in here to help turn on metal craft, to help with thoughtcast, and to also work with tolarian academy. I only have two in here because when i was testing four and even three i would not be able to get the colors i needed but i wanted to play some number of them because of thoughtcast and mox opal. As for tolarian academy this card is an amazing card in any deck with tons of artifacts, it can generate so much mana. Library of alexandria is a great card in blue decks in general, but is especially good here because i have the draw 7’s to turn library back on after a counter war.

The Win Conditions
1 sun titan
1 griselbrand
1 sphinx of the steel wind
1 voltaic key
1 time vault

The ways the deck usually win are either through taking infinite turns with voltaic key/time vault or oathing into a huge creature. Sphinx of the steel wind is here because of tinker, and griselbrand is the standard oath target. Sun titan is in the deck to either go for the key/vault combo or to get scroll rack, which i will talk about more later.
Everything Else.
1 scroll rack
1 jace the mind sculptor
1 tinker
1 transmute artifact
4 oath of druids
1 timewalk

I didn't want to include transmute artifact and tinker in the tutor section because they are for specific cards, those being memory jar, sphinx of the steel wind, and either of the key/vault combo pieces. Tinker into sphinx provides another easy way to get out a huge creature, and can also be another draw 7. Transmute artifact is in here more specifically for the key/vault combo, but i have gotten memory jar with it. Scroll rack is in the deck so i don't end up losing because i decked myself, so it is more of a fail safe plan. Jace the mind sculptor is just a great way to draw extra cards, i would play two but the deck is so tight on space i couldn't fit another one in. Oath of druids could have gone in the win conditions section but oath is only a path to how i win, although a huge path. There isnt much to say about oath, play it, give them a creature with orchard, and get a huge creature to end the game.
The SideBoard
As i go through the sideboard it will be broken down into different sections and i will discuss each section individually.

1 dragonlord dromoka
1 magus of the moat

These are my alternate oath targets. Magus of the moat is great against any creature deck and has won me games due to the fact that they cant deal with it easily, and by the time they do i usually either draw into an answer to what they have, or i can go for oath or key/vault combo. Dragonlord Dromoka is in the deck as a way to fight against gush decks, and any other blue decks for that matter. Being able to have a “permanent” xantid swarm effect is huge.

1 balance
1 mind twist
1 toxic deluge
1 show and tell
1 yawgmoth’s will

Balance is a way for me to catch up to the opponent when i am behind, and it can also serve as a board wipe against creature based decks. Mind twist is in there for the blue decks and against storm as i won't cast it unless i can get x for at least three or four. Toxic deluge is also a board wipe but i go for that when balance will hurt me as well. Show and tell is my out for if i draw one of my huge creatures. Yawgmoth’s will has been in and out of the deck very often, as i dont get it very often unlike the other wish targets.

4 leyline of the void
1 helm of obedience

This is my hate against dredge as having an opener with leyline followed by tinker into helm is just an instant win. Also i am testing this against storm, but right now these five slots could be changed for something else as this bit of the sideboard is still being tested.

3 abrupt decay

The abrupt decays are in here as a way to fight against oath hate and null rod, and can also come in against storm to destroy their defense grids. I dont have them main because i feel like if i did i would want to take a much more contoll route and not be as fast or as broken with the spells i play.
Cards not in the deck

Tendril’s of agony

This is another card constantly in and out of the wish board, and the main reason for this is because often i dont feel like i can generate enough storm to make it lethal, and thus i dont get it very often.

Cantrips

Cards such as brainstorm, ponder, preordain, etc. i am grouping together. Im not going to talk about them here as i have already talked about them earlier. The same goes with gitaxian probe.

Dack Fayden

While i would love to have him in the deck, i simply do not have enough slots for him because the slots in the deck are so tight, otherwise i would play him in the deck.

Strengths and weaknesses

One huge strength of the deck is how broken it can be, often times i can draw upwards of 15-20 cards in a game because of the draw 7’s. Another huge strength is that you can get some easy free wins at times, such and having voltaic key and finding timevault. A weakness of the deck is that it can sometimes lose to itself, because it doesn't have the cantrips like mentor decks do it can't sculpt a perfect hand, and the deck can have some variance to it.

Well thanks for reading, any questions or comments are welcome as always and if you have any suggestions to improve this write up let me know, any feedback is highly welcome.

posted in Vintage Community read more

something that has been brought up before in this thread that i like is having a sub thread for primers, but i would like to expand on this, could we make two subthreads, one for established deck primers and one for new and upcoming deck primers so that if people want to look at established decks they can do that without seeing the brews and vise versa. as to answer your question @Brass-Man i personally use primers as a way to learn about decks, and why certain cards are included or not incuded, and to find similar decks to mine and get ideas as to why card x is better than card y.

posted in Vintage News read more

good read, like always, keep up the great work

posted in Eldrazi read more

i personally have not played eldrazi and i havnt played against it much but to me it seems that crucible of worlds would be good against them, recur your wasteland effects to mana screw them, and when they waste you you can get the land back and you can end up with a mana advantage, maybe as a two of in the sideboard, plus it has splash damage against shops.

posted in Single-Card Discussion read more

im gonna try building a steel city vault style deck with this, it seems like it would be good because with this if you have lets say 5 mana artifacts in play, which happens a lot in steel city vault from what ive played, your half way to lethal tendrills, and the cards you draw will more than likely be enough to make it lethal, im gonna try it as a 3 of and see how it goes.

posted in Workshops read more

I'm not an experienced shops player but my first instinct would be to name dack fayden if I was shops, and probably Jace if I was white eldrazi