@chubbyrain Gotcha. That was primarily my question. I knew tezzerator was under "big blue" but wasn't sure exactly what blue control was. Is it just more like blue tempo decks like landstill? What is delver? Blue aggro? These are all different styles, much like I wouldn't lump ravager/smokestack as both "shop" decks. The names just aren't very descriptive. Mud/prison shops and aggro shops basically describe what the deck does in the name. Big blue I assume is a blue draw/counter shell that wins with one "big" play, so that makes sense. Blue control was nondescript. I assume that is any blue deck that tries to gain counterspell advantage and win with small threats over many turns? Would delver be in that boat?
Rune Scarred is much more castable (if you also play with 2+ Drains) and once you activate the possiblities of autokill are very low (if you also play with Memory's Journey).
Griselbrand is pure raw power, but sometimes you want something else or he is not enough.
A local named Dan played Junk Reanimator in our proxy tournament yesterday. I don't know his record off hand but he finished 6/14 in Swiss + 1, so I'd guess that's 3-2. Here's his decklist. Sorry for the formatting - we ran out of deck-reg sheets, so he resorted to a page from his lifepad.
@darkquarterer yeah I tried that split (and many others). But I'm still trying to work out the correct recipe xDuress/yBrutality/zDefense Grid/1 Hurkyl's/? Chain of vapour... That can easily add up to 9-10 cards if you''re not careful and I believe that is where I still need to do the most tuning/trimming.
@jsakpc Haven't tried Night's Whisper because I do not believe 2cc cantrip is where I want to be. Feels wrong tapping out T2 to draw 2. I rather cast Preodain and follow up with Duress, Dark Ritual, etc... I'm now back on 4 Preordain as I feel consistency is what some of my versions might have been lacking. (I currently cut the 3rd colour to...)
I have played similar lists without having power and found that 2 snap, 1 clique is a great split. Sol ring is bad generally. Running 4 wasteland, 1 strip is a must and I run 3 factory 1 faerie conclave for manlands. I agree with the use of moat if you can get/borrow one. Balance has always been bad for me...like every time I cast it. I run a maindeck fragmentize and a disenchant. Spell snare is better than 2 mindbreak trap. Shops is a tough matchup and I would run a stony silence and a maindeck energy flux as a hoser. 3 swords is a must. Overall I think you’ve got the right game plan just a few small tweaks. Test against shops and oath a lot as they can be really tough matchups and require tight play to navigate. Hope this helps. Just my opinion and you can take it with a grain of salt
@nba84 I’m sure it’s a budget issue, but there are things like Cabal therapy, Surgical Extraction, Meddling Mage, etc where differentiated cards can be beneficial, even if the other card is strictly better.
I really love tezz and time vault that you suggested in your list. It made my deck a little more explosive and could steal a win from nowhere, espelcially when I have an army of trinket mages for key already.
@p3temangus I will not deny there are certain games he does feel mediocre. But other games he’s just boss and has been my main win con many games.
I’ve also tried out search for azcanta for the scry effect running 3 bobs and a search. That card also seems good but pretty mana intensive once it flips.
The last paper tournament I played I removed the Bobs and won all my non-shops matches but was pretty stuck against shops which drove me back in this direction. Not saying I am correct in that assessment but I’ve been trying to feel out the best this since then
Okay so I scrapped the whole Howling Mine + Forsaken City combo. Since what I originally wanted was a deck that is more tempo/control as opposed to combo, I decided to look into something more along the lines of a Fish shell which led me to this...
Tropical Island x3
Flooded Strand x3
Misty Rainforest x2
Curse Catcher x4
Noble Hierarch x4
Imposing Sovereign x4
Tempest Drake x3
Ancestral Recall x1
Mystical Tutor x1
Crop Rotation x1
Force of Will x4
Muddle the Mixture x1
Chain of Vapor x3
Nature's Claim x3
Echoing Truth x1
Time Vault x1
The deck focuses mostly on playing creatures which either are unaffected (e.g. Curse Catcher) by the Stasis, or have a way to bypass it (e.g. Tempest Drake). In my eternal search for the perfect 2-drop Stasis-friendly evasion creature, the best I could come up with is a choice between Zephyr Falcon (et al.), and Tempest Drake. I did find another creature, Sylvan Advocate, which seems to possibly be a faster clock (8 turns versus the 10 for Tempest Drake, and 20 for the Falcons) but the lack of evasion leads to my damage just being blocked. I also found that most games are over before I get 6 lands into play. I would like some suggestions on replacements for the Tempest Drake which are 2cmc.
The Imposing Sovereign and Stasis compose the soft lock of the deck, comparable to the Null Rod/Stony Silence cards in a Fish deck. While I understand that Vintage may not be as creature heavy as it is artifact heavy, this is mostly for playing at my LGS and they tend to have aggro and tempo/control decks. I had considered putting both the Null Rod and Stasis effects in the same deck, but it just didn't work out well. Thanks @Hrishi for the Time Vault tip! I believe I recall using it years back, but I had forgotten about it. It's a great way to get about the effects of the Stasis when I can't pay/bounce it any longer.
The counter package is pretty standard for a Stasis deck with exception to Muddle the Mixture which lets me tutor for any 2cmc card in the deck (basically 1/3rd of the deck) and it provides a stronger counter as compared to Daze for some situations.
@serracollector said in Bazaars in Dredge:
Well if we are talking any number, then a deck of say 30 bazaars and 30 bloodghast would be about as optimal as they get right?
Maybe some version with 4 ghast, 4 hollow one, 4 brw, 4 nether shadow, 4 riftstone to turn mana on?
It's funny, I actually miss Metamorphs in the main deck and tended to sideboard them out. The reason I ultimately dropped them is the same reason I sided them out of the main deck--playing them after game 1 opens up the opportunity for big blow-outs due to removal. I kept running into situations where I would play a Sphere turn one, and Metamorph turn two, to which the opponent would respond with something like Ancient Grudge or Smelt on the Sphere.
Expedition Map has been amazing for me and the utility lands are a big reason for that. But before your suggestion of Ports, I was becoming ambivalent about them too. However, adding the Ports meant having more lands to get to the activation cost which made Maps much better. The two synergize as well, since the Ports and Maps both put pressure on the opponent's lands.
Of course, the biggest liability for Map is Misstep. For that reason, I tend not to play it in the early game against decks that have Misstep. But that's ok, because Map generally shines in the mid to late game. By that time, opponents have either pitched their Missteps, discarded them, or can't afford them through Spheres, Tangle Wires, Ports etc.
I've gone a total of 17 - 4 across three leagues and the P9 challenge with the above list (with a change here and there). Missed out on the top 8 yesterday by losing in a super-close, grindy final match in the swiss, and then was eliminated on tie breakers.
Looking forward to hearing about the card you're trying out.
(edit: my 5-0 list from yesterday is here: https://magic.wizards.com/en/articles/archive/mtgo-standings/competitive-vintage-constructed-league-2018-01-29)
@dataspot said in What cards are you excited about?:
Azor's Gateway: Ignore the transform side. Think of this as a 2-mana artifact that can "loot" for 1 each turn. The exile versus discard is relevant, given how easily the graveyard is accessed in Vintage, but it might be good.
If you've seen the combo deck that's playing it, I wouldn't ignore the transform side at all. It can easily tap for 10+ mana.
I for one actually think Nezahal is on par with Sphinx of the Final Word. Having a Mystic Remora attached to it is pretty great actually. It's a bit harder to protect from Swords since it doesn't have hexproof, but if your opponent needs to dig for that Swords he's in bad shape because you'll draw a lot. The great downside is that is has no evasion and that can hurt your clock a lot and make it impossible to race a Mentor.
Zacama seems good for the destroy artifact/enchantment ability, but it seems too pricey and Inferno Titan already takes care of most of the problems in Shops these days anyway.
The other 2 I don't see playing. Azor's abiltiy is too expensive and the cip trigger is just "kinda" useful. Zetalpa is just a big dumb beater so no.
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