Best posts made by desolutionist
posted in Workshops read more

I didn’t know how this was going to work or if it was going to work. My reasoning for picking up this deck was because I was searching for a strategy that met this criteria:

Doesn’t draw extra cards.
Makes 2-for-1s through creatures (cards like Flametongue Kavu and Thought-Knot Seer)

Survival of the Fittest appealed to me because it essentially is able to cheat on the “doesn’t draw extra cards” criteria. It doesn’t draw extra cards, but it finds exactly the card that you want and puts it into your hand. So I began the search on Morphing.de, aiming for one of the Spike Feeder combos or Vengevine lists, but I stumbled upon an old deck from 2002 called TnT.

I started with a list that was directly from 2002, just to observe some things and figured it was a good place to start. And of course I’ve been analyzing the strategy and my games and making changes when I think of them. But 14 years is a lot of ground to cover so I know that I’m not even close to an ideal list yet. But here is where I’m at:

4 Mishra’s Workshop
4 Mana Confluence
4 Taiga
2 Tropical Island
1 Cavern of Souls
3 Wasteland
1 Strip Mine
1 Tolarian Academy
1 Library of Alexandria
1 Black Lotus
1 Mox Sapphire
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
1 Mox Jet
1 Sol Ring

4 Goblin Welder
3 Phyrexian Revoker
2 Squee, Goblin Nabob
1 Reclamation Sage
1 Sulfur Elemental
1 Fire Imp
1 Simian Spirit Guide
1 Su-Chi
1 Lodestone Golem
1 Flametongue Kavu
2 Razormane Masticore
1 Ingot Chewer
3 Wurmcoil Engine
1 Sundering Titan
4 Survival of the Fittest
1 Crucible of Worlds
1 Chalice of the Void
1 Trinisphere
1 Time Walk
1 Ancestral Recall

-sideboard-
1 In the Eye of Chaos
1 Choke
1 Pyrostatic Pillar
4 Grafdigger’s Cage
2 Tormod’s Crypt
1 Pyroblast
1 Ingot Chewer
1 Gorilla Shaman
1 Flametongue Kavu
1 Ancient Grudge
1 Artifact Mutation

I’m not going to get into card specifics because It’s hard for me to say any of these cards definitely belong in the deck and they might be replaced by tomorrow. I started with a list that had 4 Juggernauts and 4 Su-Chis. I cut Juggernaut right away because its pretty bad against 3/2 first strikers, but Su-Chi is not bad. I went to zero but then added 1 because its kind of nice to have a plethora of options with Survival.

I’m sharing this because I’ve been really impressed by this deck. I didn’t expect it to be as competitive as it is. I was more or less trying to scope it out for future iterations of the Vintage meta. (i.e. Hate bears.meta), because it makes sense that it would have really good game against those decks due to the Flametongue Kavus, redundant (and Large) creatures, and ways to go broken with Goblin Welder. So the real question is how does this deck stack up against Gush Mentor, Ravager Shops, and the other decks that are being playing on MTGO right now.

The first thing I noticed on MTGO is that a lot of people are trying out these underpowered hate strategies before CN2 is even available. So right of the bat, I can confirm that TNT truly dominates that whole pillar. If someone wants to beat this deck, they’re going to have to go broken (Like DPS or a great first turn from Ravager Shops), it’s not going to be beaten by something fair. So Eldrazi, is a joke of a matchup apparently. They’re aiming too much for Gush decks with how they’re constructed and they just miss TnT. One game against Eldrazi I didn’t have much going besides a Phyrexian Revoker so I played it naming “Abandon Hope”. A couple Squee chump blocks later, and I was able to get a Survival of the Fittest and the deck just takes off from there. Get another Revoker, name the Endbringer he just cast, get a Welder into play, Weld in a Wurmcoil Engine, etc. It’s truly remarkable how Survival just allows you to go off.

Now I have lost some games to those turn 1 Monastery Mentors; but I’m not convinced its a bad matchup. If you can resolve a Survival of the Fittest, its very hard for the Gush deck to keep up with your card advantage. They have to counter your threats and you’re drawing 3 cards (creatures that you choose) every turn. Then after the dust settles, maybe they get a Mentor in play, but then I’m just able to kill it via Fire Imp or something. In the Gush matchup, this deck operates within the “do-nothing theory”. The Do-Nothing Theory is what I describe what the Gush deck does against Dredge or Goblins. They might have a good hand in general (Preordain, Land, Gush, Flusterstorm, Gitaxian Probe, Force, Land), but simply do nothing against the particular strategy that I’m deploying.

Overall this deck has promising alignment within the metagame. And I'm happy to be working on it currently.

posted in Off-Topic read more

I'm taking on a full time (5 classes) college semester while also working full time (my boss will be flexible with my schedule) and upon starting my first homework assignments after being out of school for almost 10 years, I can definitely say that there is no way I'll have anytime for Vintage. So... not really sure what I'm getting myself into but will post and play again in a couple months.

posted in Decks read more

This deck is sweet, I'm looking forward to taking it to the next level as I have only been playing it for a few days so far.

Power Nine Challenge 7th Place
7/30/16

4 Polluted Delta
1 Flooded Strand
2 Underground Sea
2 Underground River
1 Snow-Covered Island
1 Island
1 Strip Mine
1 Academy Ruins
1 Library of Alexandria
1 Tolarian Academy
1 Black Lotus
1 Mana Vault
1 Mana Crypt
1 Sol Ring
1 Mox Jet
1 Mox Sapphire
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl

4 Thought-Knot Seer
3 Dark Confidant
1 Blightsteel Colossus
1 Snapcaster Mage

1 Time Vault
1 Voltaic Key
2 Sensei's Divining Top
4 Mana Drain
4 Force of Will
2 Mental Misstep
1 Spell Snare
1 Steel Sabotage
1 Flusterstorm
2 Gifts Ungiven
1 Jace, the Mind Sculptor
1 Yawgmoth's Will
1 Demonic Tutor
1 Vampiric Tutor
1 Time Walk
1 Ancestral Recall
1 Brainstorm
1 Tinker

Sideboard
4 Ravenous Trap
2 Curious Homunculus
3 Hurkyl’s Recall
1 Snuff Out
1 Swamp
1 Volrath’s Stronghold
2 Recoil
1 Toxic Deluge

I started with a traditional Gifts shell and play tested games with different configurations trying to find the best one. The idea for Thought-Knot Seer was inspired by a Modern format Gifts Tron deck. After a few practice games, it was clear that Thought-Knot Seer was very powerful in a big blue deck.

I played a Grixis version of the deck on Tuesday to a 3-1 finish in the Vintage Daily. The deck felt great for the entire tournament. I started out undefeated, but lost to Esper Mentor in round 4. I decided to cut red from the deck since the only card I was using red for was Dack Fayden.

Before the Power 9 tournament, I played 3 matches against a friend playing Storm. They were close games, but I felt like I had the advantage ultimately because of Thought-Knot Seer. This also allowed me the opportunity to test out my maindeck Dark Confidants. (Note: I sideboard Blightsteel Colossus out against Storm)

I built the sideboard for the power 9 tournament just 20 minutes before the event began. I decided that the Curious Homunculus were/are essentially useless but the Recoils definitely have some merit. I wanted a Blue card that dealt with big permanents like other Eldrazi.

Round 1: 2-0 vs. kuroyukihime (TKS Shops)

Game 1

I Force his turn 1 Thorn, play a land and 2 moxes and cast Ancestral. His turn he plays a Sword of War and Peace and a Mishra’s Factory. On my turn I cast a Thought-Knot Seer and take his Phyrexian Metamorph, which clears the way for the Tinker in my hand. I decide to trade the TKS with his Mishra’s Factory because otherwise I would take 10. He draws a 2Sphere from TKS and casts it. I resolve Tinker for BSC and win.

Game 2

he plays Wasteland, Lotus, TKS and I FoW it. I have an early Tinker again but he Metamorphs it this time. The BSCs trade and eventually I’m just in a grindy game in which I’m able to make my mana drops, counter some Thought-Knot Seers, survive under Wire, and eventually I beat him down with a Snapcaster Mage that flashbacked an Ancestral Recall. His own Ancient Tombs helped me here. He had 3 Wastelands this game and it made me realize the vulnerability of my mana base. At one point in the game, I could no longer cast the Snuff Out in my hand for free.

Round 2: 2-0 vs. TelefonTelAviv (Esper Mentor)

Game 1

In this game he got down a Baleful Strix and quick Mentor. I knew after seeing the Baleful Strix that I was going to have to go the combo route this game with Gifts. I played the Dark Confidant on my second main phase, which he attempted to Force. I Mana Drained the Force and Confidant resolved. On my next turn I used the Drain mana to cast Thought-Knot Seer to reveal that he only had a Flooded Strand (And two Mentors w/ Monks in play). It took me five minutes then to come up with the pile of Snapcaster, Time Walk, Tinker, Yawgmoth’s Will. I had 5 Mana, with a Lotus still in play. I was 1 mana short of assembling an instant kill with Time Vault Key and the pile that I chose was for Tinker and Snapcaster, I planned to Tinker BSC and hope he doesn't top deck. He top decked Gush, but ultimately not enough. On my next turn I played Snapcaster and he conceded.

Game 2

I didn’t like my hand in game 2 but it was good enough to keep. I only had 13 minutes left on the clock because of the Gifts Ungiven and I was set on playing quickly and conceding if I didn’t see a chance. But I top decked Library of Alexandria, turn 1 (on the draw w/ 7 cards). After a few turns, my opponent just conceded.

Round 3: 2-0 vs. P Fresh (Sylvan Mentor)

Game 1

Look at this hand. I kept this. I top decked a Flooded Strand. I used my Force to defend a Mana Vault from Misstep. He then FoWed my Time Vault, but I was able to use the Mana Vault and Voltaic Key with Tolarian Academy to cast Thought-Knot Seers, which ran into 2 Swords to Plowshares. Eventually the game devolved into my Dark Confidant against his Sylvan Library. I believe Dark Confidant has the advantage here because he is essentially taking 6 life per turn.

Game 2

This game was weird. I didn’t get any artifacts for the entire game and just played a grindy game off of my lands and creatures. I Thought-Knot Seered him to see that he had 2 Ancient Grudges in hand!. He fought well, but eventually I won with Bob and TKS.

Round 4: 2-0 vs. Evouga (Oath)

Game 1

Some more weird games. He had Orchard turn 1 to Thoughtseize my Demonic Tutor and Misstep my Ancestral. He didn’t have Oath and I had two Spirit Tokens beating down for a good portion of the game.

Game 2

I had a Blightsteel Colossus in play from his Show and Tell. He activated his first Griselbrand twice and passed the turn. I tried to cast Jace with Mana Drain, but that failed. I attacked and he blocked, 4 poison counters. He Show and Tells Griselbrand and draws 7. He cast Yawgmoth’s Will, Time Walk. He attacked and drew 7 cards. He could not find an answer to Blightsteel and conceded.

Round 5: 1-2 vs. Becks84 (Storm)

Game 1

He had turn 1 Tinker of Blightsteel and I had no response.

Game 2

I took a mean mulligan but scried TKS to the top, with the mana to cast it off Mana Crypt and a Mox. He turn 1 Duressed me, but my TKS and then another TKS quickly won the game.

Game 3

My original hand had 2 Force of Will, 1 Mental Misstep, and 1 Spell Snare with plenty of other blue cards, but no lands. I didn’t think my luck would continue with the top decks, so I mulliganed to this terrible hand. I was Tendriled immediately.

At this point in the tournament, I am fatigued and develop a negative mindset. I didn't have faith in my deck in the last match. I'm in tilt and feel vulnerable. A little too much coffee. So I decide to put down the note taking and screenshots to just focus my remaining energy on playing the final, most difficult matches.

Round 6: 1-2 vs. i_b_true (Grixis Thieves)

Game 1

I expected him to be on Grixis Therapy, but he got off the Notion Thief + Dack combo and surprised me.

Game 2

I won. I don't remember how. I think it was a TKS clearing the way for a Vault/Key

Game 3

This was a much closer game than the first, but he got off Notion Thief + Dack combo again.

Top 8: 1-2 vs. diophan (Grixis Therapy)

Game 1

I won quickly with TKS? Don't remember.

Game 2

I was winning with artifact acceleration, a TKS, and perhaps maybe a Top, but then he buried me with Null Rod (I only had 1 land)

Game 3

I had a decent hand but I really needed to draw a land. My hand was Delta, Mana Vault, Dark Confidant, and some other good stuff. My plan was to play Land, Mana Vault pass. And then turn 2 Dark Confidant, hopefully drawing a land but not needing one. He stopped me cold by Strip Mining my Underground Sea. I didn't draw another land for 11 turns, but was just too far behind at that point.

So in conclusion

Thought-Knot Seer in Drain-based Blue is very good.

I need to take another look at my mana base.

posted in Vintage Community read more

The problem with that approach is that they've been following that approach for a while and I don't think many people like the direction it's taking us. People want to play Vintage; they want their deck to do powerful things. People don't want to play with a bunch of hate bears. There used to be only 1 hate bear deck but now the hate bear concept is just spread across all the major archetypes and that's not okay.

posted in Vintage Community read more

I'll do it, I was thinking about doing it anyway because I figured you weren't playing. If you could help with the spreadsheets that would be awesome.

posted in Official Tournament Results read more

There's only room for good 3U spells in top 8. 😁

posted in Vintage News read more

Let's just complain about Steve's free content all day.

posted in Vintage Community read more

So we're still calling it 'Kelly Oath', right?

Brian Kelly received all the scrutiny for putting Auriok Salvagers into Oath, so he should continue to be credited for the deck in my opinion.

posted in Vintage Community read more

Ponder is definitely restricted because of Gush. Ponder was a primarily used as an instrument of the Gush mana base; Vintage decks weren't playing "Opt" otherwise; they were playing Accumulated Knowledge and Thirst for Knowledge. If Gush were never unrestricted, Ponder would have never seen play. They restricted Gush, Brainstorm, Scroll, and Ponder all at once so people just threw in restricted Ponders into what used to be Brainstorm slots.

If you could go back to 2005 and cut your Thirsts for Ponders, you get blown out. It's fairly comical to imagine.

I've said it when it happened and I'm saying it now. Ponder was the stupidest restriction the DCI ever came up with, even stupider than Gitaxian Probe. (People are only now realizing that DCI is incompetent???). Ponder is not even worth talking about unrestricting because it's so stupid that you get dumber just be trying to understand what the DCI is thinking

With regards to Flash, it could probably come off but then we would actually have another brainless, but good deck in the format. So it's a losing proposition for my tastes. It wasn't so much that Flash was broken, but it was boring. "Oh you have land, Mox, Flash? I guess you win! Play again? Oh land, Mox, Flash? Okay good games!" Do you want matches to go like this?

posted in Vintage Community read more

@cutlex said in Cards to unrestrict:

I'm not sure I'll ever understand the sentiment that unrestricted Lodestone Golem was somehow worse for the format than Chalice would have been. As a longtime shop pilot, I experienced WAY more blowouts from Chalice than from the Golem. Golem rewarded metagame preparation and deck construction whereas Chalice randomly derped opening hands so hard that Ingot Chewer became the most played creature in the format.

Because it's way easier to beat a Chalice when you have more than 4 turns to do so.

posted in Combo read more

Here's a real quick post of some of my thoughts concerning Storm and what new cards I've been trying.

Kolaghan's Command

This is the perfect upgrade to Rushing River in a deck that wants to deal with hatebear and artifact combinations. Rushing River is clearly more versatile in terms of what permanents it can remove, but Kolaghan's Command is more versatile in the types of other applications the card can be useful for. I haven't played too many games with it, but the writing is kind of all over the wall. Anyway, Rushing River is always a (-1) card advantage, while Command is always a (+1), allowing Storm to play more of an attrition game if its pilot chooses. Though I would still have a Rushing River in the sideboard so that any complicated board state can always be solved.

Pack Rat

I had been operating under my own generalization that 1 Pack Rat in the board is all I'll ever need, however, I've been so continuously impressed with this card to the point of playing 1 Pack Rat in the maindeck and 2 in the board. It's really great against any Thorn of Amethyst deck (Really any creature is), but Pack Rat just meshes really well with the Storm shell due to all the mana and card draw available. It ends games quickly and often the opponent just doesn't have an answer for it.

Plague Spitter

It's no secret now that Thrashing Wumpus has been a powerhouse in the sideboard of Storm decks. Mostly because of the Pestilence ability but also because of the 3/3 body. In advocation for Plague Spitter, the 3/3 body isn't worth the Dark Ritual you need to cast the Wumpus. Getting to 5 mana is too vulnerable to disruption. The only relevant and commonly played hate-bear that isn't killed by Plague Spitter is Ethersworn Cannonist. (Unless they want to attack into the Spitter) This brings up another aspect of Plague Spitter's ability that can actually close out games: Your Ancient-Tomb-Tapping or Cannonist-playing opponent may not be able to afford a stalemate board position because both players will be taking 1 damage per turn.

Thrashing Wumpus had also been an incredible asset for defeating Grixis Therapy decks. Pre-board, the Grixis Therapy player should win almost every time, but post-board the odds are heavily on the side of the Wumpus. Plague Spitter is just a strict upgrade to Wumpus in this scenario.

City of Solitude

I thought this card was amazing when Steve first started to talk about it, but now that I've played with it for a few events, I feel comfortable leaving green out of my deck for the time being. Its a great card but the mana cost is not great, I don't believe its extremely impressive most of the time; although it can be really great about 10% of the time. The opportunity cost is too high for only a slight upgrade to Defense Grid. Play Wheel of Fortune. (and Kolaghan's Command and basic lands)

Eldrazi

This deck is no challenge for Storm. Its less prison (than 2015 Shops) and more vanilla beatsticks instead. A few Hurkyl's, a Kolaghan's Comman, a Rushing River, some Pack Rats, and some Plague Spitters deal with this deck quite easily. The Eldrazi deck's best common play against Storm is turn 1 Thorn of Amethyst; 1 Thorn is simple to defeat. If they continue to compound the Thorns with more Thorns, Thalias, or Metamorphs, then just go for Pack Rat. If they don't compound the Thorns, then they are most likely going for beatdown. In this scenario, just deal with 1 Thorn and then combo off.

posted in Vintage Strategy read more

So anyway, I respect all the people who post here. You are my peers. I work my 40 hours every week and squeeze in Vintage as much as I can between all my other responsibilities. Together, we all make Vintage what it is.

Sometimes the limitations of language and improper use of language can actually serve as a barrier to good communication. With all the ideas I have throughout my workweek about Vintage, it can be difficult to remember them all and convey them clearly in English. Let alone have the time to do it properly. So I apologize; I think you guys are right in that my original post was just not very clear.

Unfortunately, I won't be able to explain more of my train of thought here because once again, I just don't have the time right now. -_- I've got to meet people for dinner, get my deck ready for the dailies this weekend, etc. There just isn't enough time in the day; I can't rush this because then it just lead to more confusion.

posted in Tournament Reports read more

@tammit67

Misstep trades with one Dark Ritual. Stony Silence trades with half of your deck...

posted in Official Tournament Results read more

@MSolymossy

I've tossed around the idea of playing a singleton Mentor as a bomb in my Gifts deck.

posted in Vintage Community read more

I just want to express my opinion that tournament data shouldn't be used when determining the restricted list. The reason for this is because people have a tendency to cling to one of three decks without thoroughly exploring all of the options; tournament data is a distorted lens through which to see Vintage as a whole.

Personally, for me, it's easy to win in a three deck metagame because I already know what to expect and can play a card like Ancient Grudge to hedge against 66% of the metagame. Though sometimes, late at night, I'll play against some Europeans on MTGO and get blown out by unique decks, such as UR Shops. While I routinely crush the traditional MUD lists, UR shops has just enough of a 'x' factor to win a majority of the time.

I just don't see that type of trial and error deck construction or willingness to experiment from the Americans. And really, that's why the American metagame sucks; doesn't have much to do with the restricted list at all.

posted in Combo read more

I top8ed todays MTGO P9 Event with the Bob Tendrils deck I’ve been talking about. Here’s the list and a brief report of how the tournament went:

9
4 Dark Confidant
1 Sensei’s Divining Top
4 Pack Rat

16
2 Tendrils of Agony
4 Dark Petition
1 Yawgmoth’s Will
1 Black Lotus
1 Demonic Tutor
1 Vampiric Tutor
1 Necropotence
4 Dark Ritual
1 Cabal Ritual

14
4 Gitaxian Probe
4 Cabal Therapy
4 Duress
1 Brainstorm
1 Ancestral Recall

21
1 Lotus Petal
1 Mox Sapphire
1 Mox Jet
1 Mox Emerald
1 Mox Pearl
1 Mox Ruby
1 Mana Crypt
1 Sol Ring
4 Polluted Delta
1 Bloodstained Mire
2 Swamp
1 Island
3 Underground Sea
1 Library of Alexandria
1 Tolarian Academy

-Sideboard-
1 Yawgmoth’s Bargain
1 Mind’s Desire
4 Ravenous Trap
3 Hurkyl’s Recall
1 Plague Spitter
1 Strip Mine
1 Wasteland
1 Rushing River
1 Doom Blade
1 Null Rod

Round 1: 2-1 Against TPS (thehello32)

He got me game 2 with a turn 2 kill, but the other two games I was able to out-control him with Duress effects before killing him. He had Force of Will and Flusterstorm.

Round 2: 1-2 Against TKS Shops (mtgGreg)

I won game 1, at the final hour, with Pack Rat. This all went to waste in game 2 when I was going to be able to end of turn Hurkyl’s Recall and combo off on my turn. The little white dot at the bottom of my screen wasn’t selected for ‘end of the turn’ so it passed my opportunity to play it and then there were Tangle Wire triggers on my upkeep. And in game 3 I landed a Pack Rat but had trouble getting the 3rd land until it was too late.

Round 3: 2-0 Against TKS Shops (Montolio himself!)

Game 1 I Duressed his Thorn of Amethyst and he just never got any other type of Sphere effect so I was able to Tendrils him without obstacles.Game 2 I got off an end of turn Hurkyl’s Recall and then Dark Petition for the win.

Round 4: 2-1 Against White Eldrazi (jdPhoenix)

Game 1 I killed him on turn 1 with Probe, Ritual, Lotus, Demonic, Mana Crypt, Ruby. Game 2 was a game that kind of went: Thalia - Revoker - Spirit of the Labyrinth and I couldn’t really do anything with my Ancestral Recall or any of my spells. Game 3 I got down a turn 1 Bob, a turn 2 Rat, and just took over from there.

Round 5: 2-1 Against Dredge (EpicLegion)

Game 1 I didn’t have a turn 1 win in the face of double Leyline of the Void, so I couldn’t really do much. Game 2 I get down a Pack Rat, thats backed by a Ravenous Trap or two. Game 3 I get down a Bob and control the game with Ravenous Traps.

Round 6: 2-1 Against Eldrazi Shops (KDBKGB)

Game 1 I win with Pack Rat. Game 2 he beats me with a a turn 1 2Sphere, then Lodestone Golem and Reality Smasher. Game 3 I overwhelm him with an early Pack Rat

Round 7: 2-1 Against DPS (Pintogeddon)

Game 1 I control his hand, stick a Bob, and then Tendrils him a few turns later. Game 2 he gets off turn 1 Lotus, Ancestral, Sol Ring, Land, Cabal Ritual, Yawgmoth’s Will, Ancestral, Duress, LED, Lotus. I Duress him and he doesn’t have much but is flooded, so I take his Duress. He top decks Demonic Tutor and Timetwisters, which gets him the win. Game 3 I Probe him to see that his hand is Ancestral, Duress, Duress, Petition, Vamp, etc. but only one land. I have a pretty busted hand otherwise that is capable of possibly winning on the next turn if I draw a Mox. So I thought about casting Therapy on Duress, so that he will just tap himself out to play Ancestral and not Duress me. But I decided to Lotus Petal, Therapy naming Ancestral after playing my own Ancestral. He spends his turn to Duress the wrong card out of my hand and then I Tendrils him on my turn.

Top 8: 0-2 Against UWR Mentor (Princess_Power)

Both games I was never in the game. He was just firing off Ancestral Recalls, Gushes, and countering my spells. Nothing I could really do; I was just outplayed.

The Null Rod in the board was useless. Had that been a Defense Grid, maybe I would have stood more of a chance against Princess_Power.

posted in Combo read more

@letseeker

Actually Time Walk has many uses. The most important reason is that it gives you access to one more mana on turn one, which could be the difference between turn 1 Bargain or nothing. It's also very over powered when combined with other bombs such as Necropotence or any of the draw7s. And last but not least, it helps reduce the bottlenecking of mana against a Blue control deck; play a bomb that gets countered, Time walk to untap and play another bomb.

posted in Workshops read more

I placed 16th today in the Power 9 challenge with a TNT deck. It's kind of inconsistent but my losses were really not that bad. In round 2 I lost to cageyKG, the eventual winner of the event. And in round 4, I lost to Dredge (oddseidank) in a match in which I won game 1. Otherwise I went 2-1, 2-0, 2-1, and 2-1 against Gush Mentor, Grixis Therapy, Storm, and Gush Mentor. Here's the list:

4 Cavern of Souls
4 Mishra’s Workshop
4 Wooded Foothills
3 Taiga
1 Plateau
1 Savannah
1 Karakas
1 Strip Mine
1 Wasteland
1 Black Lotus
1 Mox Sapphire
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
1 Mox Jet
1 Mana Crypt
1 Sol Ring
1 Mox Opal
1 Chromatic Lantern

4 Goblin Welder
3 Thalia, Guardian of Thraben
3 Phyrexian Revoker
3 Triskelion
2 Stoneforge Mystic
1 Ethersworn Cannonist
1 Vryn Wingmare
1 Squee, Goblin Nabob
1 Anger
1 Lodestone Golem
1 Wurmcoil Engine

4 Survival of the Fittest
3 Thorn of Amethyst
1 Chalice of the Void
1 Umezawa’s Jitte

(—sideboard—)
4 Grafdigger’s Cage
3 Ingot Chewer
2 Tormod’s Crypt
2 Flametongue Kavu
1 Sword of Fire and Ice
1 Dismember
1 Spirit of the Labyrinth
1 Crucible of Worlds

posted in Off-Topic read more

@nedleeds

It enforces the game rules and shuffles decks instantaneously all without requiring you to leave your house. And for those who don't want to take a 10 hour plane ride to sit in a game store and shuffle cards, MTGO is far superior to real life game play. That 10 hour trip to a a big tournament is a $20,000 ordeal if you are counting the price of the cards. The competitive experience of a large Vintage tournament is not only replicated on MTGO, but it is enhanced.

The physical aspect of MTG is the my least favorite attribute of the game. Especially in tournaments, where your top card could flip over or your card sleeves split.