last edited by ribby
@desolutionist who are these “best Vintage players” that quit? This is not the first time I have seen that claim associated with Brainstorm. Coincidentally I often read that Brainstorm is skill testing. I don’t really agree.
Brainstorm was a huge piece that enabled the durdle-to-big-turn strategy in Vintage. It was poopy, and remains so. It let players play without a curve, or appropriate mana, or actual interaction (no a single Chain of Vapor doesn’t qualify). I see the justification for “smoothing draws”, what’s that all about? Why is it so important to be enable a deck that’s all about finding Ancestral Recall first? Why is this held up as what Vintage “should be”???
And my goodness, in the mid-2000s the kills were always the same!!! No, the difference between Goblin Welder for Mindslaver and Tendrils for 10 isn’t relevant. It was all a drive to one big turn, the flashiness of taking all the turns or the subtlety of a sideboard Empty the Warrens isn’t relevant. I’m still dead without recourse.
Today you might actually have to defend yourself proactively, against creatures and other threats of various types, and consider your curve, and your mix of air and threats. You can sometimes attack and block (though not nearly enough). We’re getting closer to the day where maindeck sweepers and value 2-for-1s are acceptable choices.
If the price to get this was “good players” leaving - it was probably worth it, and maybe more have to go. Harsh I know. Just saying.
So, how does this relate to Shops? It doesn’t really. Other than Shops is a huge reason why durdlers actually need to play defence, and play with a curve. It’s a bit too efficient at the moment, as players we probably need to do a better job of digging through the archives and turning up efficient threats.