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

@garbageaggro said in [IKO] Cat Bird:

dinosaur cat? No respect.

can't fly without a catapult, clearly inferior.

posted in Single-Card Discussion read more

@serracollector said in [IKO] Drannith Magistrate:

Soooo.....this is a lock with Uba Mask?

Yes, and that might actually be something that isn't too hard to set up. Good catch.

posted in Single-Card Discussion read more

This plays well with some already proven lands, like mishra's workshop, tolarian academy, mishra's factory, karakas, and maze of ith.

It also plays well with cards like volrath's stronghold, bazaar of baghdad, Library of alexandria, gaea's cradle, and the longest shot I could find that might be useful was vault of the archangel.

Other than mana ramp, or doubling down on golos utility I'm not sure it finds a home in shops. I also don't see any other archetype wanting it for utility since it is rather slow and clunky without a tutor engine like golos.

Still a neat card, and something to keep in the back pocket for when wizards slips up and make a truly abusable land to combo with it.

posted in Vintage News read more

Good article as always. I really like the look of the Breach Painter decks. Goblin Engineer and Emry are both really good cards, nice to see them getting vintage play.

posted in Vintage News read more

I always enjoy these little update on the format articles, thanks for putting them out.

I played a paper event in NC 2 weeks ago with notmi's Sun Titan oath deck. Even with a bunch of bad sideboarding decisions on my part I still took second, beating combo, dredge twice, and finally losing in 3 to paradoxical oath. My takeaway was that breach was fantastic, and prdoxical outcome is still on the border of too powerful for the format 🙂

Since then I have been brewing a paradoxical list that runs breach as yawg will 2 and 3, as well as running brain freeze/demonic consultation and thassa's oracle for an easy self mill win that doesn't care about things like veil of summer, and the alt win cons with vault/key etc that naturally slot into a paradoxical deck shore up any reliance on the grave that breach has. Its been fun to goldfish, just wish I had the cards on modo.

I wouldn't be surprised to see a UR delver with breach just as a way to cast an extra 3 lightning bolt/time walk/ancestral. It is a great way to add reach in the late game, and can act as a dreadhorde arcanist early.

I definitely think oracle and breach both have staying power in vintage, and I look forward to the future decks involving them.

posted in Official Tournament Results read more

@jaco said in North America Vintage Champs 2019 Coverage, Decklists, and Results:

updated the page for a section for the actual Top 8 lists, typed out on the web page. Will add a separate post for Top 8 Unpowered decks sometime later this week/weekend. Legacy Champs, Modern Champs, and Old School coverage on the way as well.

Awesome! Really looking forward to the Old School coverage. Love the format, just priced out of what I want to play.

Thanks again for all the hard work. It goes a long way to getting people to think about the format.

posted in Official Tournament Results read more

Top 8 list locations from the pdf in alphabetical order:

Brennen, Joe - p.24
Coval, Brian - p.57
Eberhart, Ryan - p.77
Franks, Justin - p.96
Hockey, Brian - p.134
Kieth, Jody - p.148
Pinter, Jeremy - p.219
Schatteman, Boston - p.241

Huge thanks to Jaco and team for getting these put up like this. Already saw a lot of neat and interesting decks rolling through this, and I liked the artwork on brassman's sheet

EDIT: 1st place unpowered list (Humfleet, Patrick) is on p.137

posted in Decks read more

I played the following at our local tournament in NC last week:

i went 3-2, getting 5th place. I lost to dredge (could have been won) and DPS which didn't seem winnable. I beat 2 white eldrazi decks and a non-welder shops list.

Random Thoughts:

Engineer as an entomb was great, and looping tangle wires was really strong. However, Sundering Titan can't really be played along side the engineers, you need the red mana to continue to get value out of him but the titan kills your mountain. plus titan just isn't as good as he used to be.

Expedition map was ok, but it was also terrible when all I had was shop or a mountain. It also doesn't play well with null rods. I would like to try out Golos if I were to play the deck again.

Every time I have slaver, I was short on mana to activate it.

There were a few time where, if I had a smokestack in the deck the game would have closed out a lot sooner, with less chances for my opponent to come back.

Uba Mask was a dud every time I drew it, and scouting the field it seemed like every deck it would be decent against ran multiple ways main and side to deal with it.

Hollow Ones were ok. They put in work, but I'm not 100% on them.

I really missed spheres, the land destruction plan just wasn't enough with things like force of vigor floating around.

Ankh of Mishra was a blank, I just didn't know what to put in there. Something like revokers or spyglass would have been better.

Witchbane orb did nothing vs DPS, I had it t1 in game 2 and they just chain of vapored it away and went off anyway.

There is an awful lot of value to be gained from welder tricks. Whether or not it is worth the 6-7 slots and the significantly worse mana base to support them is up in the air.

Something like the recent 5-0 "uba stax" decks seem just a bit better;

posted in Vintage Strategy read more

Is there a link to the rules regarding adventure? I'm assuming it isn't an entire crop of creatures like misthollow griffon and eternal scourge and there is some kind of rider on the adventure ability that only allows it to be cast from exile when exiled with the mechanic.

If that is the case then I still prefer ingot chewer, which can also serve to remove bridge from below. But with thorn restricted there may be instances where you can use the differences between the two. I doubt a burning wish deck cares about the body, but maybe...

posted in Vintage Strategy read more

@vaughnbros said in Fastbond Brainstorming:

Issue is that outside of Waste and Ouphe it really doesn’t have much interaction. Storm decks probably crush it.

Outside of adding 4-6 sphere effects I'm not sure that is solvable, and even then they are planning to win through that against shops. GW gives Teeg, but how likely is it that they can storm out without bounce/kill?

You could try BG with discard, and maybe a backup hogaak plan.

posted in Vintage Strategy read more

Starting point for me is turbodepths, this is my quick rough draft:

I'm 99% sure that depths combo makes it into any lands based desk these days. The question becomes what colors and what interaction you want to have.

Crucible/excavator don't really seem needed in the current environment, though courser might have space when you get up over 30 lands. As far as zuran orb/nomad stadium/kabira crossroads for inf life, I just don't see it as needed over glacial chasm these days. The combo now is a 20/20 flyer or this, almost certainly not both. Plus the depths combo dodges grave hate, unlike cycling barbarian ring or cephalid colosseum over and over.

Bazaar and loam is an excellent draw/card selection engine, I think that takes up slots long before the horizon canopy lands.

Field of the dead is interesting but slow. I don't think it would ever warrant a main deck slot, but if you are running a wish board it is a decent alt win con.

Bojuka bog should probably be in any deck with crop rotation. Haven't figured out a card to cut yet.

Horn of Greed exists as an alternative to Tatyova, it isn't one side but 3 is far easier than 3UG.

Looking at legacy, the GW TurboDepths decks have spicy tech like Tomik and Teeg as protection and disruption. Not sure they are vintage viable though.

posted in BUG read more

@desolutionist said in BUG Control:

@vaughnbros

Randomly good against planeswalkers. But what do you mean flash? Isn’t GSZ a sorcery?

I'm assuming he means fetch lands.

It has a few good uses. Flash attacker for planeswalkers, surprise blocker to throw off combat math, and it can be a good way to get rid of bridge from below out of dredge.

For its utility I would strongly consider running it, but it doesn't necessarily make the cut.

posted in Single-Card Discussion read more

Doesn't this go into the dredge decks that turn into marit lage combo? It isn't so much about getting bazaar, since the land comes in tapped, but the other combo lands which cpt anyway.

posted in Single-Card Discussion read more

@thewhitedragon69 I assume you're talking about the blazing infect deck, which is fun.
This card might make an infect deck with similar explosiveness but much higher consistency. Plus I got rid of most of the edh creatures the deck was force to run to support blazing shoal.

posted in Single-Card Discussion read more

This is significantly better than become immense on offence for infect. I'm sure it makes into legacy lists. It might be enough to make a vintage deck out of infect, greatly increasing the turn 2 kill rate. Either way I will get my playset.

posted in Decks read more

@thecravenone This is what I plan to test out next week. (Blatantly stealing your excellent formatting)

A few minor changes from your list;

Main

  • -1 stp, -1 karn, -1 dack, -1 crop rot / +2 dreadbore, +2 expidition map

  • I am going to try out dreadbore since you need an answer for an opposing karn/dack as well as creatures.

  • The singleton dack doesn't seem like the best choice, since if you are tutoring you just go for karn/power. I also don't think the deck has enough draw power/card selection to utilize him as a singleton.

  • The crop rotation is a leftover from back in 2005, before there were an extra 4 free counters for it. Changing to map just seems like a much better call.

  • 4 karn plus 2 tutors seems like a bit much, plus one less means slightly less stress on the mana base. Plus in this list there is no dack to discard extras.

Side

  • -1 Jester's Cap, -3 Grafdigger's Cage, -1 Ratchet Bomb, +1 Wurmcoil Engine, +2 Abrade, +1 Ensnaring Bridge, +1 Witchbane Orb

  • Cap is not the awesome sauce it once was, fight me.

  • Cages are the most suspect cut, but bridge is an excellent answer to both oath and dredge, especially since it will be followed up with more lock pieces that eventually lead to lattice lock.

  • Ratchet bomb does little for you as a singleton, it is not something you will karn for as there are just better options. Plus it is stax, let the smokestack and wires do the work. If anything add a blast zone to the main.

  • Added an extra wurmcoil so you can side one in v shops and still karn for the other.

  • More abrade means more creature kill and the ability to put more artifacts in the yard to abuse welder.

  • Not having bridge in a karn deck is strange, it is an overpowered lock piece against everything except the 1/1 army from pyromancer. It buys a huge amount of time to set up smokestack/crucible, which is also a win con with b ring. This should be an auto include, possibly even over lattice.

  • Witchbane Orb is robbed from the brass city vault decks recently, it is an excellent hedge against hurk, and protects from tendrils, oath of druids, jace activations etc.

posted in Combo read more

@spook said in Experimental Combo:

@rat3de I think the strength of PO in this deck is when Frenzy isn't present. But you could build a DD half of the deck that works without EF.

Wouldn't you just pick up the frenzy as well so there is no down side?

posted in Single-Card Discussion read more

@hierarchnoble said in [M19] Desecrated Tomb:

Bat Stax Fever

What, no myr retriever + junk diver + KCI? I'm so disappointed.

posted in Single-Card Discussion read more

I like this. It feels like it would slot into a shell similar to drain tendrils, where you can get incremental advantage as you control the game. Definitely an improvement over aetherflux reservoir, but not a snowbally as sphinx-bone wand (which can't see play because of casting cost).

There seems to a bunch of stuff in this set that at least has potential, but isn't immediately broken.

posted in Single-Card Discussion read more

@brass-man said in [DOM] Muldrotha, the Gravetide:

@aaron-patten Could you be more explicit about what the Muldrotha, the Gravetide combo actually is ? Auriok Salvagers and Sun Titan combos both involve the graveyard, but they use very different sets of support cards, which has a huge impact on the sort of decks they can be used in (there's no Sun Titan-Man deck)

The loop would be; have a muldrotha in play and play a clone effect (dance of many, phantasmal image), the original dies to legend rule and you now have a new one that doesn't remember what has been played this turn. Cast lotus from the yard and then cast either another clone effect or an animate dead style enchantment to get another muldrotha and continue the loop.

At this point you can play all permanents out of your graveyard, notably good with walkers in the instance that you can get multiple of the same kind in graveyard (dack, daretti and both 3 cmc lilliana's come to mind)

I believe the card is worth considering, but I would think it goes more towards a worldgorger dragon/bomberman style deck than something like dredge. How good can a bomberman deck be with animate deads and clones? There is only so much space in a deck, so it definitely won't be easy to make properly.