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.
I think, perhaps, identifying places where members of our community may be unwelcome and unsafe, and identifying which stores support us and which actively harm us, is perhaps the best possible use for the Community subforum.
I wouldn't go spreading that around unless I knew for a fact that the store did it. ... Honestly, this is a very irresponsible post.
I totally get where you're coming from here. It's very easy for this sort of thing to become a witch hunt - and if the initial post had stood on its own, it could have absolutely been a good shop with one asshole kid and a sharpie.
Luckily I think the TMD community as a whole is rational enough to dig a littler deeper before getting out the torches, and in this particular case it didn't take much digging to figure out that this was an actual witch worth hunting.
Do you know how some people say there was never a war John McCain didn’t support? Unfortunately, that’s my perception of your views of potential restrictions. I think most of vintage players are more concerned with having a smaller restricted list than the considerations that you seem most concerned about.
I think we can both agree that I am a peace-loving dove compared to Brian.
I actually think Vintage is in a good place right now. We'll see where PO ends up.
One was at a small proxy tourney a few years ago. I was playing vs some kind of Storm deck with my Oath of Druids. I kept a hand with FoW+Blue, Mox, land, Tinker, Yawgwill, Voltaic Key, blank.
I counter his first attempt to go off and put down the Key, but fail to draw mana while he draws nothing but mana. Eventually, both of us drawing blanks for what feels like forever, he hardcasts (!) a Darksteel Colossus, and starts beating down.
At six life, I draw what I thought would be my last card - a mox Sapphire. I think for about five minutes, before coming up with the correct sequence here: Play Mox, Cast Tinker for Lotus. Sac Lotus for BBB, cast Yawgwill. Recast Lotus, Mox from 'yard, Recast Tinker using Lotus mana for Time Vault, activate with the mana from the re-played Mox for infinite turns.
That was the first time I realised I was actually capable of finding small holes like this to eke out a win.
The other one was even better. It was sometime after that, and I was playing Two Card Monte vs Gush Storm. My opponent had succesfully gotten rid of Leyline and managed to kill a Helm. I had a Welder, an artifact, and an untapped Ancient Tomb in play, when he begins to storm off. Ritual, ritual, ritual, Demonic for Yawgwin, recast the rituals, recast demonic. At this point I say: "Hold it, I want to respond. Tap Welder, sac artifact, to get my Helm back in play, tap Tomb to activate it for 1. Ok?" He thinks for a minute, shrugs, then tries to put a card in his 'yard. At this point I say, "hold it, your deck is now removed from game.", and he goes "What?" "Read Yawgmoth's Will. It Leylines you..." He looked so dejected after that, I actually felt sorry for him.
But yeah. I won a game, and the match, because my opponent resolved a Yawgwin. How often has that happened in the history of Magic?
A few years ago, Star City started simplifying the deck names they used. So Canadian Threshold became RUG Delver. Ironically, in Standard, they had a deck called Solar Flare. Solar Flare was a black white deck named after an old deck by the same name. The old deck was called Solar Flare because it contained Angel of Despair, which looks like Krililn from DBZ, whose signature move is Solar Flare.
@moorebrother1 Bad luck only exists if the goal is winning. If the goal is to do everything that you can to cause winning to happen... no more luck, good or bad... only choice-making, good and in my case, amusingly bad.
Wow, @hierarchnoble thanks for that very detailed reply. That's a lot of information to chew on there. After considering what you've said about the ease of switching between decks without holding onto extra cards, it seems rather unimportant to keep anything you aren't using in a current deck. Very interesting! I like the approach of just holding tickets rather than cards. I don't switch decks all that often anyway, so that seems ideal for me. Thank you for sharing your thoughts! That was very valuable and should save me a lot of time and effort.
I've been really enjoying the team portion of the super leagues, not just vintage. Vintage obviously has a special place in my heart for them, but hell, I'm even looking forward to even the Standard one (I think that's today...).
It makes for an interesting dynamic, because sometimes, while I may be rooting for one team, sometimes I want to see 7 matches so I can see more decks. Heh.
Thanks everyone for taking the time to ponder this and comment.
@Stuart I especially appreciate the time you took to write up your thoughts on this. It's certainly food for thought. I think your point about being a group of organizers is super on point. I think I will try and see if there is interest from others to form a group to be stronger and so no one or two people end up with everything on their shoulders.
Lands is already a pretty cool deck in Vintage (shame it was so misplayed in the VSL). I believe it's 1 or 2 steps (or new printings) away from becoming really good. Damping Sphere may be one of those steps.
It kind of came off like you were, so my apologies on misunderstanding.
I can't speak much about since the trials, as I really haven't had a chance or honestly, the drive to spend traveling all day to play vintage in months (it costs me 60+ dollars to play because of gas, food, and entry... and my whole Sunday). Only thinking about changing decks for vintage has gotten me interested in playing again. My 2 Card Monte deck is just sitting in a corner collecting dust. I thought it was the deck for me, but I'm getting the feeling it's not (I will always love the card Painter though). I want something more controlling, but that's another discussion and doesn't belong here.
Sure, these discussions are important, definitely not arguing that.