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A grave is the safest place to store ill-gotten treasures.

NYSE 3 winner, vintage champs 2015 top 4.

Unban Shahrazad.

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posted in Vintage Community read more

they're real cards in the same sense that CE/IE are real cards. i'd expect events to at most put them in the same bin, and possibly worse as the front looks different.

the particular cards you mentioned:
wasteland is the kind of card you should just own, they're $20 a card for real ones, you're not saving as much on them as you are on City and they're much less niche. Fow also looks to be $20-30 for gold border copies, at which point for your set of proxies you could get one real one and play with 3 sharpie proxies.

posted in Vintage News read more

@desolutionist said in SMIP: 2020 B&R Roundup:

Not being able to use mana vs. being dead from damage is pretty similar.

given the choice between Null Rod and Ankh of Mishra for artifacts, which would you play? eidolon of the great revel is close to the latter, but we see a lot more collector ouphe then eidolon.

posted in Vintage Strategy read more

@thewhitedragon69 said in Berserk Shadow:

4x phyrexian unlife/4x angel's grace? Both of those cards are naturally amazeballs vs tendrils decks, so you get a nice bonus there.

angel's grace is pretty bad against tendrils- the life loss still happens, they move to cleanup step and you die.

also generally using plunge or spoils of the vault in combination with grace requires that you be digging for the berserk effect, as you're all in on winning that turn and barring haste-giver need to have the shadow already in play.

posted in Single-Card Discussion read more

@serracollector it doesn't need cavern to be uncounterable, but if you are playing 5c humans your manabase has caverns and unclaimed territory that either are set to elf/shaman or set to human. setting one on elf to cast this and having that land function as a colorless source for the rest of the game is a big cost; to the best of my knowledge humans typically play 8 cavern/territory, power, and mana confluence as its initial mana sources, the only non-human creatures being spirit guides or revokers, the latter castable off off-type caverns. playing a fetch/dual/DRS manabase is certainly a good way to play magic but it's going to be a very different deck than 4/5C humans, which is the context in which i replied.

posted in Single-Card Discussion read more

@brass-man casting ephemerate off this trigger is pretty bad, as rebound only happens when you cast something from your hand

posted in Vintage Community read more

@protoaddict said in Predictions for Jump/Start:

I imagine each deck would have to have at least 1 new card because people would get annoyed buying product that was all reprint garbage.

there are 37 new cards and 46 themes, so this will likely require some overlap with some new cards showing up in multiple decks.

posted in Vintage Community read more

if cards from it have eternal relevance I would expect tribal cards of some kind; an elf or goblin that fits in somewhat with the existing legacy decks. aside from that, i'd say the usual warning signs that wotc can't got a set without ignoring are the thing to check: cards that mess with the basic mana system of the game(free spells, cost reduction, rituals), cards that generate substantial card advantage for 3 or less mana, cards that are good with such enablers(reanimate/tinker targets), and cards whose effect has no clear precedent and is therefore likely to have not been costed properly in design.

posted in Single-Card Discussion read more

i think courser is still just better with fastbond due to negating the damage if one wants this effect.

posted in Single-Card Discussion read more

@vaughnbros Smiting Helix. cauldron familiar, if you've got enough of them and enough food(this will matter in standard). gnaw to the bone. 3x firemane angel.
oh, and Uro. they really just didn't care what was in standard when they printed this card, did they?