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posted in Single-Card Discussion read more

@griselbrother said in Spell Snare - Time for a comeback?:

@countdabubba said in Spell Snare - Time for a comeback?:

@craw_advantage When it's useful it's a 1 for 1 trade that nets you 1 mana over your opponent. When it's not useful you get mowed down by an opponent who deploys their gameplan while you sit there helplessly with a reactive spell in hand.

That sounds like Mental Misstep.

I think costing zero mana vs costing one mana (even though they are both +1 mana advantage, assuming you're not misstepping a misstep) makes Misstep worth the risk of this situation.

Sure, they're both gonna be irrelevant at some point. (That's the drawback of cheap conditional counters), but costing no mana makes Misstep worth it.

No mana over one mana is greater than the difference of one mana.

posted in Vintage Strategy read more

@moorebrother1

Scenario 1
Player A casts a spell (did something), Player B counters the spell (did something)

In this case, both players did something. There was an interaction.

Scenario 2
Player A casts a can't be countered spell (did something), Player B... (did nothing)

In this case, only one player did something. There wasn't an interaction.*

Now that doesn't mean interaction can't come later, I was just responding to your comment that counter spells are "uninteractive".

@moorebrother1 said in Counterspells:

This type of play is often called "interactive", but if you are playing against a deck that does not have counterspells it feels one sided and often dumb.

posted in Vintage Strategy read more

"Can't be countered" is the epitome of "uninteractive."

Normal Progression: Player A casts a spell, Player B chooses to counter or not= Interaction

Can't Be Countered Progression: Player A casts a can't be countered spell, Player B... = No Interaction.

posted in Vintage Strategy read more

With out counter magic, Vintage becomes a drag race. No interaction, just who can execute their strategy first.

Honestly, I feel like this is the problem with Modern. The counter magic is awful each player is can just do what they want to do.

posted in Single-Card Discussion read more

@cuikui said in [GOR] Mnemonic Betrayal:

You cast another Mnemonic Betrayal during your extra turn.

@vaughnbros said in [GOR] Mnemonic Betrayal:

@cuikui

Or even during the same turn.

I guess in a world where we're casting Time Warp... sure...

posted in Single-Card Discussion read more

@smmenen said in [GOR] Mnemonic Betrayal:

@wfain said in [GOR] Mnemonic Betrayal:

The one interesting thing is that you can chain your opponent’s Time Walk with these.

Wizards of the coast gave us this card as a preview and I mentioned this interaction in our podcast went live today.

http://www.eternalcentral.com/so-many-insane-plays-podcast-episode-82-guilds-of-ravnica-preview-and-metagame-update/

How are you chaining their Time Walk. It seems once you cast their Time Walk the first time, it would then go to their graveyard. (Not back into exile)

What have you found that I'm missing?

posted in Single-Card Discussion read more

I like this card. It seems like Shops would be an auto include, but it actually stops Workshop.

Well done Wizards... well done.

posted in Tournament Reports read more

Vintage Tournament Report
Hi-Score St. Paul MN, 19 Players

Main Deck
2x Scalding Tarn
2x Polluted Delta
2 Underground Sea
2 Island
1 Seat of the Synod
1 Library of Alexandria
1 Tolarian Academy
1 Mox Diamond
2 Chrome Mox
4 Mox Opal
1 Mana Vault
2 Grim Monolith
1 Mana Crypt
1 sol Ring
1 Mox Pearl
1 Mox Runy
1 Mox Emerald
1 Mox Jet
1 Mox Sapphire
1 Lotus Petal
1 Lion’s Eye Diamond
1 Black Lotus
2 Sensei’s Divining Top
4 Force of Will
3 Flusterstorm
2 Hurkyl’s Recall
4 Paradoxical Outcome
1 Thoughtcast
1 Timetwister
1 Demonic Tutor
1 Tendrils of Agony
1 Yawgmoth’s Will
1 Ancestral Recall
1 Tinker
1 Ponder
1 Repeal
1 Brainstorm
1 TimeWalk
2 Snapcaster Mage
1 Blightsteel Colossus
Side Board
2 Mindbreak Trap
1 Flusterstorm
1 Balance
1 Engineered Explosives
2 Massacre
3 Defense Grid
1 Graftdigger’s Cage
4 Tormod’s Crypt

Round 1 Lost to Ham Sandwich
Round 1 started off akward. We got to the store, without realizing there was 6 “Hi-Score’s” in the cities. I called them at about 11:50a (event started at 12p) and told them we went to the wrong place and ask if they’d wait for me. He said he couldn’t wait and I would have to get a round 1 loss for being late, but he’d sign me up. Honestly, I was just happy to be able to play Vintage… We head over.
(0-1)

Round 2 2-0 Land Still
Game 1, opponent fetched T1, tapped out for Ponder, I combo’d off with Tendrils. Game 2, opponent rolled some beats with Factories, got me down to 8. I generated a billion storm but couldn’t find a tutor or Tendrils, so I just Tinkered for Blightsteel and Time Walked.
(1-1)

Round 3 2-1 Mono W Eldrazi
Opponent plays T1 Thalia off a Cavern, I look at my FoW in hand and cry a little. He plays a couple more Eldrazi off a second Cavern T2 and my face gets Reality Smashed. Game 2 on the play, I Tinker out BSC and he concedes before drawing his first card. Game 3, he doesn’t get T1 Thalia and I Tendrils combo on T2.
(2-1)

Round 4 2-0 Old School Storm
Game 1 was funny, I storm up and fizzle and pass the turn. Then he storms up and fizzles as well and passes is back to me. I draw a Yag’s Will, recast the Paradoxical (only card in yard) he Flusterstorms the Paradoxical (9 storm at this point), I have enough mana to pay it (due to Academy and rocks). Draw a million cards and finally win on the second try. Game 2, he plays a Crypt on T1, along with some mana rocks, empties his hand and Balances. Leaving both of us with no hands, no lands, but he has a crypt and a mox. The crypt slowly wears him down, I get Snapcaster down and beat along side the Crypt for the win.
(3-1)

Round 5 0-0-1 ID (They told me Shops, but I never saw the deck)
After my loss in Round 1, I fought back to 4th place at the end of round 4. I go to sit down and my opponent offers a draw, we do the math, decide we both draw into top 8.
(3-1-1)

Top 8 2-0 Ravager Shops
I’m 5th seed so I’m on the draw the rest of the day. I mull down to 5 and see Land-Mox-Mox-Mox-Demonic Tutor. Plan to Tutor for a Paradoxical, draw a bunch of cards and hopefully win on T2. Opponent drops a T1 Sphere, so I have to spend my T1 Deploying moxes, T2 Resolving Demonic Tutor (Went for Tinker Instead), and T3 Tinker out Blightsteel. Opponent gets beats from Factories and Steel Overseer for a few Turns. When I attack with Blightsteel, he blocks with one creature, I bounce the one creature and win with Infect. Game 2, he gets out a Revoker, Sphere and Overseer. He is beating on me and I’m able to use Hurkyl’s and Engineered Explosives to buy some turns. He gets me down to 5 with lethal on the board before I finally find a PO, and 10 min and 40ish storm later, I’m able to Tendrils.
(1-0 Top 😎

Top 4 0-2 Ravager Shops
So, before the Top 4 plays, we all decide to spilt the Top 8 prize pool evenly which came to 50.00 cash and $45 Store Credit. The only stipulation was we all got to play for fun. Game 1, storm off with Tendrils. Game 2 and 3 I get locked out by Trinisphere super early and have no game either time.

I had an absolutely amazing time playing this deck. Paradoxical Outcome is such a powerhouse! I will note, that I have never played this deck, didn’t have a net deck deck list, finished building the deck yesterday and my first game with it was literally Game 1 in Round 2!

posted in Vintage News read more

alt text

Seems like a thing.

Edit

Also, Selemenity/DD is a combo, and this actually disrupts.

posted in Vintage Community read more

@maximumcdawg said in The Reserve List - The Reddest Red Herring:

If you wanted to play optimal decks, you'd always run both. So, like, Delver would run two Sapphires and two Lotuses and two Rubies. Paradoxical Outcome would run all 12.
(I mean, unless you did that "combo ban" thing you were talking about. )

Definitely in the Combo Ban world. Obviously with out it, people run both and the problem is still there.... (and probably worse).