Congratulations on making the finals, Kevin!
Is there any chance you and Steve will do a So Many Insane Plays that analyzes some of the decisions and scenarios that arose during the season? I for one would quite enjoy that.
This card has got a laundry list of excellent abilities, but the cost is just too darn high.
It's great against Dack... but at six mana, it'll usually arrive too late to stop Dack from stealing an early-game Hangarback Walker or Foundary Inspector. Even when you're able to power it out early, I'd be awfully nervous about leaning on a six-mana artifact against a deck sporting Abrade and Ancient Grudge colors.
As pointed out above, the Foundry Inspector ability is nearly irrelevant once you're already able to pay 6 mana per turn through your own Spheres.
This card does excel at refilling your hand in the late game. Staff of Nin was replaced by Coercive Portal for this function, since the cheaper cost of the Portal was more important than the extra utility of the Staff. I do agree that Immortal Sun is an upgrade over Staff (not least because getting the Staff stolen by Dack is a huge blowout), but I'm not sure if the extra abilities are worth the two mana.
@chubbyrain This is exactly what I was trying to say, how a Turn 3 aggro deck trouble vintage, particularly this is a format we can play turn-1 decks and cards like lotus, moxen, A-call, time walk and such?
Shops is not just an aggro deck. That may be true of classic Affinity but is a gross mischaracterization of the strategic position of the Vintage Ravager shops decks. Chaining restricted spells in the first two turns is not trivial when your opponent plays T1 sphere effect, T2 Wasteland+Revoker.
@bobbyvictory said in The Curious Case of Mishra's Workshop:
@jsakpc Vintage has mishra's workshop + ancient tomb, modern has neither. THis increases the rate at which shops can dump their hand. Vintage also uses ballista.
YOur opponent either has the card they need in the first 3 turns or they don't. Hurkyl's doesn't help much at all since shops can drop it's entire hand again the following turn due to foundry inspector being busted. It literally only buy's 1-2 turns.
With respect, I have to disagree. Modern affinity is a turn-4-clock deck while vintage ravager aggro is a turn-3. And modern is a format where force of will, wasteland, time walk etc are illegal but in vintage we can play moxen ourselves. There is nothing about the tempo. Vintage TPS can win in turn 1. It is not the case that shop doesnt allow interaction but simply some players rather play magic on stack thank deal with the board. The proposition of shop being too broken, imho, is just a disguise of their preference.
I will grant you at least this much: it is true that current blue decks are softer against Shops than they need to be. Strong answers like By Force, Shattering Spree, Steel Sabotage, and Ingot Chewer have been sidelined for weaker but more flexible answers like Abrade. Solemnity and Energy Flux are terrors to play against but show up in far fewer sideboards than I expect. Library of Alexandria could be a Plains, Mountain, or Ancient Tomb.
Blue players also seem to not always be aware of how to play the matchup correctly. I've seen many players snap-Gush in response to Wasteland, only to fall back several turns in mana development and lose to my creatures + slight Sphere pressure. I've seen players snap-keep hands with Library on the draw and nothing else. That may be great vs other blue decks but it's suicide vs shops.
Who cares how easy it is for shops to win on turn 2? That seems totally besides the point. Shops decks contain a deadly cocktail of disruption and pressure that hamstrings opposing decks in the first couple of turns and then wins the game before they can recover.
@structuremole No I don't think that's right... the change was announced as part of the Ixalan rules changes: https://magic.wizards.com/en/articles/archive/news/ixalan-comprehensive-rules-changes-2017-09-28
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