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posted in Vintage Strategy read more

You could build a reasonable Oath of Druids deck that wouldn't break the bank. Oath of Druids is under $2 and Forbidden Orchard is around $7. Most of the rest of the deck is pretty much legacy staples and you can customize the list to the cards you have access to.

Here's an example that assumes you have Force of Wills, duals, and fetches.

2 Flooded Strand
4 Forbidden Orchard
1 Forest
1 Island
1 Misty Rainforest
2 Polluted Delta
2 Scalding Tarn
1 Strip Mine
2 Tropical Island
2 Volcanic Island

1 Ancient Grudge
1 Arlinn Kord
1 Brainstorm
1 Chain of Vapor
1 Dack Fayden
1 Damping Sphere
1 Deep Analysis
1 Dig Through Time
1 Fire / Ice
2 Flusterstorm
4 Force of Will
1 Gitaxian Probe
1 Griselbrand
1 Gush
1 Hurkyl's Recall
2 Inferno Titan
1 Izzet Charm
1 Jace, the Mind Sculptor
4 Mental Misstep
1 Merchant Scroll
1 Mindbreak Trap
1 Nissa, Steward of Elements
4 Oath of Druids
1 Ponder
4 Preordain
1 Pyroblast
1 Sylvan Library
1 Treasure Cruise

Sideboard:
2 Ancient Grudge
1 Carnage Tyrant
1 Damping Sphere
1 Firespout
1 Hurkyl's Recall
1 Nature's Claim
1 Null Rod
1 Pyroblast
1 Relic of Progenitus
1 Sorceress Spyglass
1 Thrun, the Last Troll
3 Tormod's Crypt

Note: It might need more lands - I just compiled a list based on cards that see play in this kind of deck.

posted in Rules QnA read more

@fsecco, the graveyard order and game layout are treated similarly. While you are correct that MTR section 3.14 says that graveyards using cards prior to Urza's Saga can't be reordered, most decks in Legacy and Vintage don't play cards that are affected by graveyard order, so judges won't strictly enforce it. If a player is playing cards that are affected by graveyard order, they must keep their graveyard in the proper order.

The same thing goes with board layout. As long as it's clear to all players, anyone playing a deck that relies heavily on the graveyard or exile may expand those zones.

If the setup of the game causes some confusion, the judge may issue a warning for Communication Policy Violation and could back the game up to the point of the decision that was made based on the incorrect information per IPG 3.7.

posted in Rules QnA read more

@fsecco, yes you can describe the card such that it is no longer ambiguous if you don't know or can't remember the name.

MTR 3.6
A card is considered named in game when a player has provided a description (which may include the name or partial name) that could only apply to one card. Any player or judge realizing a description is still ambiguous must seek further clarification.

posted in Vintage Strategy read more

I'm not saying these cards are good or should be played, but these are the cards (not mentioned above) that I think could see play under the right circumstances or should at least be discussed.

Mastermind's Acquisition: It's a combination tutor/wish. I think its mana cost might make it unplayable, but I could see it making an appearance as a 1-of in a Storm deck.

Reckless Rage: Four damage to a creature is quite a bit, especially for R. That's probably still not good enough, but it's worth a discussion.

Merfolk Mistbinder: Merfolk?

Storm the Vault: Five artifacts isn't an unreasonable number for Vintage and the transformed side is slightly better than Academy.

Azor's Gateway: Ignore the transform side. Think of this as a 2-mana artifact that can "loot" for 1 each turn. The exile versus discard is relevant, given how easily the graveyard is accessed in Vintage, but it might be good.

The Immortal Sun: Not uncastable out of Shops, works against Dack and/or Jace, offsets Spheres, gives card advantage, makes clock faster.