Posts made by peterflugzeug
posted in Single-Card Discussion read more

Oh god... Discard your hand, then draw x+4? Geiiiiim... Also not too shabby with wheel of fortune or tolarian winds. (Well, notion thief still better with wheel, but this ain't too bad with it either.) Are there any nice "each player discards their hand" effects for cheap?

posted in Single-Card Discussion read more

Can we agree that MTG has now officially jumped the Shark?
ship's going down, together with Spacegodzilla, Death Corona...

posted in Decks read more

Wow, Wrenn & Six are strong. I also made up a list and tested a bit, which is the direction I see the lands deck going. The list is a huge pile of 75.

3 Mox Diamond
1 Mox Ruby
1 Mox Emerald
1 Black Lotus

1 Crucible of Worlds
1 Trinisphere
1 Engineered Explosives
1 Zuran Orb
1 Fastbond
1 Sylvan Library

1 Ancestral Recall
2 Enlightened Tutor
3 Mental Misstep
2 Force of Vigor
1 Ancient Grudge

1 Strip Mine
1 Ghost Quarter
3 Wasteland

3 Riftstone Portal
3 Bazaar of Baghdad
1 The Tabernacle at Pendrell Vale
2 Taiga
1 Waterlogged Grove
1 Fiery Islet
1 Savannah
1 Tropical Island
3 Wooded Foothills
1 Dark Depths
2 Thespian's Stage

4 Wrenn and Six
1 Dack Fayden

1 Time Walk
3 Life from the Loam
1 Balance
4 Living Wish
1 Wheel of Fortune

1 Ramunap Excavator
1 Collector Ouphe
1 Eternal Witness
1 Yixlid Jailer
1 Tireless Tracker
1 Manglehorn

1 Bojuka Bog
1 Dark Depths
1 Bazaar of Baghdad
1 Ghost Quarter
1 Glacial Chasm
1 The Tabernacle at Pendrell Vale

2 Ravenous Trap
1 Force of Vigor

As i've seen, it feels a bit like old 5c Stax lists, denying mana, locking the game up.
(Yes, zuran orb is bad. it is the WIN more button. helps when low on life. draw the deck, infinite life, etc. Courser works, too. kindof. The rest of the cards are legitimate. It is able to win easily with wrenn+waste, then living wish for collector's ouphe.)

It's probably not streamlined enough, though.

posted in Art and Collecting read more
  1. "UP" they go. #hodl.

  2. Europeans buy and sell on There you can also see what cards were sold for. (And you can see what people ask for their cards in the respective languages and conditions). Don't forget to calculate the conversion from €>$. Another good tool is where you can also see the "market" price: what cards actually sell for. Compare the two tools, find a good middle ground. If not selling picemeal, you'll have to give generous discounts if yomeone is buying loads of cards. PM me for further conversation.

Best, Peterflugzeug.

posted in Single-Card Discussion read more

How is I_A exile their hand with a pyroblast?
They still get to draw as many cards as they have in their hand? Sure, the return clause returns 0 cards to their hand but then the etb effect still is tolarian winds if I'm not mistaken.

posted in Vintage Community read more
  • Baral 2cc Combo with manamorphose, gifts and regrowth. The deck is called "Almost good".

  • Grixis Thieves: It's really important to play timetwister. Pulling the Mind Twist + Draw 14 wins not just the game, but the match in most circumstances because the opponent starts g2/3 with a tilt token in play. Also, I have wanted daretti II to be good since it was printed.

(in short: play night's whisper. card is good.)

posted in Vintage Strategy read more

@13nova Yes, that round 4 match against Stax was epic indeed. Thanks for sharing.

posted in Vintage News read more

So looking forward to it! this series is one of my most desired vintage magic content! thanks for doing these.

posted in Vintage Community read more

@neo_altoid But that's not really argument for gush's restriction. Only because most blue decks run the same draw spells doesn't mean this draw spell needs to be restricted. For example, you could make the same argument about preordain. How many true non-preordain decks were there? this is the old "diversity in draw engines" argument that has been made over and over again. Put it to rest. Different Gush decks play very differently. Even Grixis pyromancer and mentor (two TX token strategies) play(ed) differently.

So, after the restriction, we can see that gush is not necessary for the TurboXerox engine to dominate. Even restricting every 1-mana cantrip wouldn't hurt it. I'd say the problem is that there is a finisher that is easier to cast than tinker (no artifact in play needed), requires less investment (sacrificing an artifact, running a dead card), is harder to deal with, and kills about as quickly. The only requirement said finisher has is "play lots of spells, doesn't matter what the effect says on the card."

On the other hand, some decks conceptually rely on 4 gush to work, such as doomsday for example, or any form of gushbond decks (which have been outclassed a long time ago). Not only have these decks been killed by the restriction of gush, the very POSSIBILITY of "innovating" with gush has been removed! that's what wappla means by removing bricks I think.

(Grixis pyromancer has been killed by the printing of walking ballista though, and then killed again by the restriction of probe; DPS also has been killed by restricting probe). The problem with probe is the same: the spell is only problematic when it summons a seeker of the way.

Long story short:

  1. restrict mentor. unrestrict gush OR fastbond. unrestrict probe. unrestrict memory jar. unrestrict yawgmoth's bargain.
    see what happens. if the main problem in the metagame continues to exist (I think it has been well defined that at the moment there is a two deck metagame with MUD and TX: mentor), try more things: One possibility:

  2. restrict misstep and sphere. unrestrict chalice of the void.

Restricting misstep would make real 1cc-counters better, like REB (opening up the possibility of painters), spell pierce + snare, as well as making hand disruption, rituals and 1cc-creatures better.

Restriction of sphere is not a very obvious one, but I think it has some merits, because sphere is unconditional (removes deckbuilding options to play around it) and is only usable for workshop decks. While creature decks don't have problems with thorn, they do with sphere.

Chalice on the other hand is a card that can be used in or even enables a variety of decks (MUD, Blue moon, some baral-2cc-mono-U-control, could make eldrazi and other critter decks stronger, a white deck with chalice and chalice man, etc.) and is very effective against the cantrip menace, (unlike misstep, which forces blue decks to run their own missteps to counter the opponents missteps that countered the misstep which add more dead draws against MUD). Also, chalice is nullified by cavern of souls. It would also give all the decks an option against PO decks, while being relatively easy to answer for these decks set on any number via engineered explosives (with the help of strip/library/sol ring/mana vault/monolith mana). I'd only unrestrict chalice if at the same time restricting sphere though!

Also: the workshop: Magic players tend to forget that mishra's workshop has a weakness: All permanents in a workshop deck have the artifact type. one hurkyl's (or anything else) to rule them all. Eldrazi are already harder to answer, because their card types vary (but is worse as a deck). And at the same time, the taxing deck is important to have in vintage, to prevent t1 glass cannons and TX strategies from totally dominating. The goal should be how to make shop decks a little worse against Non-greedy TX/combo decks.

All in all, I'd look for restrictions and unrestrictions which open up possibilities of deckbuilding and foster variety, without destroying archetypes like workshop or gush decks.

posted in Vintage Community read more

@Dumpsterac1d thank you very much.

gush was one of my favourite cards to play. I didn't stop playing vintage because of the gush restriction though. I stopped playing because mentor made playing gush so boring, removed skill and just plopped out huge tokens all the time while playing magic.
Even the turbo-xerox-engine in itself is fine. With chalice as a 4-of, it would be even less of a problem.

posted in Official Tournament Results read more

Now that's an interesting top 8! Nice to see some variety in real life as opposed to online results.

posted in Vintage Strategy read more

@BazaarOfBaghdad What exactly do the odds look like you're always talking about? Can you provide some numbers and explanations how you found them?

posted in Vintage Strategy read more

The thing is, in painter, gush is a good card, but this is no gush deck. 4x gush without cantrips means you're drawing was too much mana. Thirst and gush are very synergistic together and fill some different roles. As for Treasure cruise, exactly what @spook said. I mean' you can run it and only play 1 gush if you prefer. I wouldn't though. it's often clunky. like yawgmoth's will.

posted in Vintage Strategy read more

Hello, nice that you start a thread about painter, my pet deck. here is a link to an old primer I wrote on the old mana drain.

It's true that the deck ran 2 gush and 3-4 thirst back sometimes. But since then, little jace has arrived, so that 2 little jace somehow fill the role of two thirsts. I'd agree though, that at least some number of gushes are strongly advised in this deck, for the following rasons:

  1. synergy with dack fayden.
  2. synergy with painter + force: pitch a land.
  3. synertgy with jace, vryn's prodigy.
  4. gush

JACO's comments are all very helpful, but I would strongly disagree with regards to the pyroblast discussion: keep Pyro + REB splitted. The number of times you lose because your opponent names «pyroblast» with cabal therapy exceeds the number of games you lose because you could ultimate dack but have REB in hand. And just as a side note, if you name blue with painter, you cannot use dack's ultimate with blasts anymore at all obviously.

Also, 3 underground sea are too many. I never want to draw these duals, I want to fetch them. play 7 fetches, 7 lands. That is totally solid. You can even play 6 fetches and a strip mine for these eldrazi double lands and caverns. Strip mine is very good as is library (esp with two gushes), depending on the expected metagame.

For the sideboard, I strongly advise you to play toxic deluge instead of virulent plague. Deluge takes out every creature in the format. At once. that frees you the spot of murderous cut (you already run two daretti main).

If you want to go a bit more greedy and improve the blue matchup, I’d advise the following sideboard:

2 mystic remora
1 flusterstorm
1 mindbreak trap

1 mountain
1 shattering spree
2 ingot chewer

3 grafdigger’s cage
2 Nihil spellbomb
1 pithing needle

1 toxic deluge

The remora / fluster / trap package is more than solid against non-creature decks.

Against MUD, as you already run 4 maindeck anti-artifact cards, you can board out the missteps and 2 REBs, run the red package from the board plus needle and deluge. with the solid manabase you run, it should not be too difficult to get one out. It’s a bit low though.

Here is my list for comparison:
*61 cards. JACO is right, the space is too tight in Grixis. Consider either library or strip mine to be it. cut one if you need to reduce it to 60.

1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mox Emerald

2 Underground Sea
3 Volcanic Island
2 Island
4 Scalding Tarn
2 Misty Rainforest
1 Tolarian Academy
1 Strip Mine
1 Library of Alexandria

3 Painter's Servant
2 Grindstone
1 Blightsteel Colossus

4 Force of Will
2 Red Elemental Blast
2 Pyroblast
3 Mental Misstep
1 Fire // Ice / flex answer slot. (pyroclasm is good.)
1 Daretti, Ingenious Iconoclast

1 Dig Through Time
1 Tinker
1 Yawgmoth's Will
1 Demonic Tutor
1 Vampiric Tutor

1 Sensei's Divining Top
1 Brainstorm
1 Ancestral Recall
1 Jace, Vryn's Prodigy
2 Gush
2 Thirst for Knowledge

1 Notion Thief / snapcaster mage / second jace boy
2 Dack Fayden
1 Jace, the Mind Sculptor / second daretti
1 Time Walk

SB: 2 Ingot Chewer
SB: 1 Shattering Spree
SB: 1 Pithing Needle
SB: 1 Engineered Explosives
SB: 2 Nihil Spellbomb
SB: 3 Grafdigger's Cage
SB: 2 Mystic Remora
SB: 1 Mindbreak Trap
SB: 1 Flusterstorm
SB: 1 Toxic Deluge

My list is a bit greedy, you can put some more creature and mud hate in for sure, but it does weaken your blue matchup. Maybe just 1 remora to randomly lucksack a win. Or just run gush main as a singleton.

posted in Vintage News read more

@MaximumCDawg I suppose you win the tournament; everybody else goes home. Chances are, you are already at the kitchen table.

posted in Vintage Community read more

@snowydude I'd try to be easier on the issue. Think about it not as shuffling your deck but as cutting it more than once. why should it make a difference, as long as the person treats your cards with care and is polite? I mean, you properly shuffled your deck before, didn't you? so it shouldn't make any difference.

posted in Vintage Community read more

my suggestion:
unrestrict chalice
restrict mental misstep and gitaxian probe.

"No changes" it will probably be though.

posted in Vintage Community read more

Thanks for the clarification. I agree that the strategy itself is not the most fun maybe, but last time flash was unrestricted, alongside brainstorm and merchant scroll, it didn't even dominate (yeah I know, no sources here, just saying something. It did dominate that one invitational before getting axed). I would be interested in seeing that deck though, because you seem to have a list ready!

posted in Vintage Community read more

@JACO just for clarification:

When Academy Rector dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle your library.

this means that leyline and also graveyard-exile stuff in response to the trigger stop rector from working.

posted in Vintage Community read more

@p3temangus yes indeed. I am not advocating for the unrestriction of channel, just for the record.