The MTG cast network is down for the time being. But our podcast episodes are still going up on Eternal central. Here is our end-of-the-year show!

Kevin Cron and Steve Menendian discuss the year that was 2018, for Vintage; its key tournaments, cards, sets, and stories. In the end, we award our annual Moxies!

Podcast (somanyinsaneplays): Download (Duration: 1:57:22 — 94.2MB)

0:01:15: Announcements
0:02:00: Vintage Super League Season 9 Updates
0:13:00: Sperling/Vergo Scenario Show
0:22:30: Set Releases
0:28:30: Major Events
0:37:30: Metagame Shifts
0:53:00: New Cards
1:05:30: New Sets
1:07:15: Best Deck
1:09:40: Stories
1:17:00: Moxies
1:50:00: Looking Forward to 2019
Total Runtime: 1:57:22
Contact us at @ManyInsanePlays on Twitter or e-mail us at

Our moxie awards this year were pretty intensely debated, but I'm really happy with the final selections 🙂

I will post the EC link when it's live.

This was a very fun podcast to record. I hope you enjoy it.

Kevin Cron and Steve Menendian analyze six Vintage Scenarios.

Contact us at @ManyInsanePlays on Twitter or e-mail us at

0:01:00: Announcements: VSL season 9 coming soon!
0:08:37: Scenario 1: What Would Mishra Do?
0:48:50: Scenario 2: Schrödinger’s Ancestral
1:05:40: Scenario 3: A Paradox of Mediocrity
1:24:34: Scenario 4: The Balance of Power Does Not Last
1:37:05: Scenario 5: An Embarrassment of Monks
1:48:55: Scenario 6: Survival of the Richest

  • @meadbert

    I think your assessment is very forward thinking. Dredge is far too slow in its current form.

    Instead of giving up on FoW, could you just use Pact of Negation? (And Dread Return)

    read more
  • M

    @wfain So the cycle spells are only "air" in the graveyard, which is the point that Smmenen was right to emphasize. This is a concern. The loss of Narcomoeba does matter. Ultimately I am more than willing to give up Narcomoebas to start turn 2 with 7 cards in my yard rather than 3. So my cards are on average worse in my graveyard, but I get more of them. The bigger concern is the loss of the blue Forces.

    In your example with Preordain, the issue is you end up tying your mana up trying to draw cards instead of doing stuff. In this case the cyclers are free so no mana is being tied up and no tempo is lost.

    The list I am considering now is:

    21 draw:
    4 Bazaar of Baghdad
    4 Serum Powder
    4 Street Wraith
    4 Mishra's Bauble
    4 Urza's Bauble
    1 Gitaxian Probe

    12 dredge:
    4 Golgari Grave-Troll
    4 Stinkweed Imp
    3 Golgari Thug
    1 Shambling Shell

    15: Win
    3 Hogaak, Arisen Necropolis
    4 Ichorid
    4 Bridge From Below
    4 Prized Amalgam

    12: Defense
    4 Mental Misstep
    4 Cabal Therapy
    1 Strip Mine
    1 Chalice of the Void
    2 Force of Vigor

    4 Leyline of the Void
    4 Force of Will
    4 Force of Negation
    2 Force of Vigor
    1 Noxious Revival

    read more
  • There is also the risk of filling your deck with too much air. There’s a reason Xerox decks don’t play the restricted spells, 4 Preordain, and 4 Sleight of Hand (or whatever else). Yes, they could give themselves more chances to find the absolute best cards (Mentor+Time Walk) but they’ll lack the ability to win the games where that doesn’t work or where they’re under too much pressure early and can’t find it in time.

    If too many of your cards don’t do anything but cycle, you run the risk of... not doing anything but cycling.

    read more
  • @meadbert said in More Cycle in Dredge?:

    In Magic there are some games where you blow your opponent out and there are others where you get blown out. The trick is to win the ones in the middle where it could go either way. Cards that primarily effect that middle are most important. Other cards are "win more" or "lose less." Typically if you have Stinkweed Imp or Grave-Troll pre-board you are doing very well and very likely to win. If you have no dredger at all you are in a lot of trouble. Wasteland will just wreck you. One could argue that 0 dredgers is in the middle, but it is close to you getting blown out.

    The important middle section is when you get that Thug or Shambling Shell. Basically if Shell/Thug is your only dredger, then getting 4 chances to dredge into something rather than 3 is a pretty big different and impacts the important games where things can go either way.

    I don't think that's the right way to think about it, at least during deck construction. I think the right way to think about it is that you want cards that will turns losses into wins. So for example including more good dredgers is likely to turn losses (no dredgers) into wins (one Thug) without any sort of intermediate or medium state in between (because having a dredger is basically binary).

    read more