I think your "schools" approach feels a bit... shoehorn-y at times (in that Rob Hahn might not translate that well to
Having said that, as a combo player combo decks by their very nature are very disparate in a way control and aggro really aren't. Decks like ProsBloom, Metalworker, Doomsday, Dredge, etc. function so differently it's hard to categorize them together. Speaking of which, was there a Type I combo deck before Type II ProsBloom hit the scene? If not, maybe that's a good place to start.
To be clear: that's not how I classify decks within the "Combo School." The combo decks that are included in the "Restricted List Combo School" follow a very specific play pattern that includes: lots of mana acceleration, a high density of restricted cards, and a number of tutors (often unrestricted), and either a big mana or storm finisher (e.g. Fireball, Kaeverk's Torch, Tendrils of Agony), or recursive elements (like Twister loops or a bigYawg Will). Thus, decks in this school include: Pre-DCI Lotus/Twister decks, 1997 Prosperity Vice, 1997/8 Doomsday (recursion deck with Timetwister), 1998-2002 Academy, 2002 Burning Long, 2003-2008 TPS, 2005-6 Grim Long, Burning Oath, Dark Petition Storm, etc.
These are decks that follow the basic play pattern of: 1) generate lots of mana -> 2) draw or otherwise see lots of cards -> 3) play a critical mass finisher. They feature as high density of mana, and very few finishers (a single Fireball or Tendrils often). And they very often use disruption to protect this plan, like Duress, Defense Grid, Abeyance, City of Solitude, Xantid Swarm, Force of Will, etc. But if you map 2002 Burning Long and 2015 DPS, it's basically the same scaffolding, just different cards in that slot. No different with other Schools, like comparing 1994 The Deck with 2002 Keeper, except that the win conditions change (i.e. Morphling over Serra Angel, etc.)
Combo decks that are focused on assembling two random cards don't fall into this school.
ProsBloom was never a tournament level Type I deck because you didn't need Cadaverous Bloom.
That being said- in your position, I'd focus on the decks. Tell us when new, interesting things happened that changed the way we think about and play Vintage (or even Magic as a whole). Tell us those stories. Weave together the fabric of the format by showing us the world as it was when it changed greatly. What was it like when Comer figured out how to Xerox? How did it change the landscape? Which darlings did it kill? Which did it foster? How does it influence what we're doing today? The same for Shops (the more control variants, the ones today are really just Zoo decks imo) and Dredge and Oath and Control (the Deck, of course, comes to mind!). The schools can be your invisible scaffolding, that which guides you in delivering the stories, but they need not be the exoskeleton that binds the body from the outside and is all that's visible to the onlooker.
In any case, I do all of these things, but the Aggro Shops decks are still very obviously Aggro O'Brien School decks, which played with 4 Juggernaut and 4 Juzam in some cases.
Thanks to everyone who replied: it affirmed my inclination, which is to take a hybrid approach rather than trying to insist upon a player name for each school.
@Princess_Power yeah, it does just seem like neither of them considered it possible to fill up the hand and discard. Kai even mentioned how he was scared when he passed back and Owen still got another turn, but then it didn't matter so he assumed that it didnt work.
they could only do it in vintage masters or a similar set. in Standard right now they are afraid to print a Rampant Growth as mana acceleration is just too powerful. there's no way a colorless mox would be fine, even if it came into play tapped. hell, if it had suspend: 1 and ETB tapped, it would probably be one of the most powerful cards in Standard right now. accelerating into TKS and reality smasher is just insanely powerful. printing a 6th, colorless mox just for vintage would probably be fine. at some point you're just mox-flooded and adding another one doesn't break thinks. although at some point the 1-land-belcher deck would be too powerful. but I doubt allowing a single copy of a 6th mob would be enough to push that over the edge.
Hey, I'm the author of the program that automates combos on MTGO. I came to the conclusion that without official support from WOTC (which could come in many forms) these types of programs can never be fully functional and bug free enough for the average player to use them. I removed the script because I didn't want to spend time to updating a program every week that didn't work in a large number of cases.
For example, the Bomberman combo script didn't work if you had a Monastery Mentor in play. This is because Mentor creates a huge number of triggers which are impossible to automatically order and yield to. I believe tmdbrassman actually has a video on his stream demonstrating this. There are a bunch of other cases like this where tiny issues with card interactions or how the user had their MTGO interface set up made the program not work.
Sorry for the disappointing answer. I sincerely hope the ability to automate combos comes to MTGO in some form one day.
I guess if you get used to playing on Cockatrice you are all set. All you need to is find some Vintage players (seems there are plenty).
I from time to time play a match but even though I used to play on Cockatrice I can't concentrate on the game that well and mess up and that is why I rather play on MODO. but I wanted to try xmage to see the difference (haven't done that yet)
People usually play 'casually' so if there is something strange happening it is usually your opponent changing mind about his play or something similar and players do not tell you that your life total is supposed to be different or something. I usually add counters/change life with delay because I can't play properly on Cockatrice.
So to answer your question I have nothing against Cockatrice. It's all about the players.
It is easier to be wrong in Vintage than any other format. It’s also easier to argue you actually are right. As a result, what people believe to be true is usually more relevant than the actual reality.
We're about to draft it at our office too. That being said, outside of picking up Wastelands on MODO and wanting this Cabal Therapy art in non-foil, the set didn't really interest me outside of drafting.
@Brass-Man That is a good point... after Lodestonegate I can't even imagine what would happen if they intervened with this card... I wonder what ever happened to all those dudes who just gave up on magic when Shahhrazad got the ax. On the other hand, it is curious that Intervention isn't in top 8s more... one would think more guys would be drawn to a card of that power level.
@grumpytopdecker Hey Grumpy, we do have monthly Vintage tournaments at Face to Face games.
Our facebook group is "Friday Night Vintage" which is organized by "Lam Pham". Look us up and that will keep you recent on when we are getting together.
I will also post on TMD when we are hooking up next. Hope to see you there.
@Gumgod The thought was to play it with blue so I had Counterspell as somewhat of a back-up plan but might be tough to get double-blue online. Since the Eternal Central rules allow Collectors edition, I picked up the Power 9 so I'll have that available. If anything, I guess it will be fun to just get some matches in.
@ topicalisland probably $1,500 or less in additional spending by the time eternal weekend comes around. have a vacation in between now and then that is tying up some cash. i do have the power 9 , biggest thing missing would be workshops...
One more thing that just came to mind, if you're going by the Eternal Central ban list, then Strip mine is not restricted. Getting all three tron lands online seems even harder in that type of meta game.