I do think it is better than needle and not only because of MM. The peek effect really does make it valuable in some specific circumstances, the problem is, I think people were hoping it would stand in for thorn, and it isn't that good. I still think it is playable, and possibly even maindeck-able in some number (naming a planeswalker, or fetch as a pseudo wasteland is not SO bad) that gaining a couple slots in the sideboard that don't have to be dedicated to dredge I think makes it a decent card.
Posts made by garbageaggro
RE: [XLN] Sorcerous Spyglass
RE: [XLN] Sorcerous Spyglass
Man, I have liked spyglass in my testing. Part of that is playing it against BUG and naming deathrite/lands, but overall the card has seemed very good to me, both in shops and eldrazi? I think it probably depends on what you think the meta at champs is going to be, but I definitely think it is a maindeckable card for some metas.
RE: Workshop Aggro
nd that can happen quite frequently now that there are weekly Vintage challenges. So, not only would any presentation of pros and cons likely be quickly obsoleted, but it's often going to be self-defeating.
@garbageaggro If you are really curious about Shop variants, then I recommend doing a data analysis yourself.
Step 1: pull all of the top performing Shop decks, say, every Shop deck since the restriction in events of 33 or more players.
Step 2: tally the card choices (there aren't that many).
Here's an example of how you can do it: http://www.starcitygames.com/magic/vintage/10983_Stax_Dissected.html
Step 3: try to analyze which card choices are better in specific matchups, and to identify particular synergies. that is, look for patterns to see which cards tend to be paired together, and what they are being played against.
There are probably no more than 50 artifacts & eldrazi that see more than marginal play in Workshop decks (and probably no more than 100 that see play at all), and around 10 or so unrestricted cards that are most frequently played (Revoker, Sphere, Ravager, Ballista, Wire, etc.).
I aggregated a list of every artifact/colorless spell played in MUD a while back, so you can see this list for reference: http://www.starcitygames.com/magic/vintage/15408_So_Many_Insane_Plays_Building_a_Better_Beatdown_MUD.html
But unless you specifically ask someone like Montolio about a specific card, I don't really think a general call for MUD experts to present and justify their choices is likely to bear fruit. You are better off analyzing a player's list to try to understand their thinking.
Although I haven't put much effort into Workshops this year, my observation is that Foundry Inspector variants tend to predominate at the top tables. Although underestimated when printed, Foundry Inspector appears to be the combination of offense, utility, and tempo enabler that makes it pretty common T1 threat. For example, with a Workshop, a Mox, and a Sphere effect (Thorn, Sphere or Chalice), Foundry Inspector does a passable Lodestone impression, generating a tempo threat that is difficult to race. At the same time, he makes Ballistas larger and faster and helps in the mirror match.
Similarly, the brutal combo of Ravager and Ballista is ubiquitous, largely rendering Hangarback and Trike to secondary roles, if they are present at all.
So, honestly, I have been playing vintage for a number of years, and can figure it out, but part of the thing I am trying to do, is help to make the threads on TMD useful for people new to archetypes. I do have questions for shops players, but I also know a lot of them in Ohio, that being said, my learning of the archetype (not all the subtle nuances), in my mind, might be helpful to new players to vintage that happen upon TMD. However, if the established players say, "I recommend doing a data analysis yourself" then that is a pretty substantial barrier to someone new to the format. I appreciate the welcoming nature of many of the people I interact with at vintage tournaments, but once again I am reminded of how unwelcoming the online community can be. This only hurts vintage.
RE: Yawgmoth's Storm
Soul spike is an interesting card. I think you can make a similar argument in favor of running multiple tendrils to my mind. I think a bargain deck with mini tendrils available probably up its win % at least a bit, since you aren't as worried about casting it just to draw more cards when you need to at like 6 storm.
RE: Temur Cascade
I think having a critical mass of counterspells that aren't going to be hit by cascades is probably the answer to "why commandeer". Keep in mind if you are way ahead on cards (which this deck is trying to do) then commandeer historically has been a playable one of.
RE: 4 Color Control
I haven't run into a lot of combo yet, so I admit that is probably coloring the appeal for me. But against mentor and shops, he has just felt very medium. I just would rather cast something worth potentially more cards that is better when there is a board full of stuff. So far for me that has been kess, or alternatively more/another planeswalker.
So, I just started a new job, and a co-worker who heard I liked magic started telling me about Android Netrunner, and boy does it seem sweet. It seems like it has all the things I like about Magic, while being maybe a bit cheaper, and having a super cool flavor (Neuromancer, so good!).
Anyhow, since I know I have heard bits about this before, I was wondering if anyone else had played this game? Had tips for noobs, have archetypes they like/reminded them of magic decks and so forth.
I found an article series that was trying to map classic magic theory articles (who's the beatdown, finding the tinker deck, etc) to their equivalent in Netrunner, and found it to be really helpful to my understanding of the game, but also feeding the fire for this game (article series: http://winconditiongames.com/netrunner/standing-on-the-servers-of-giants-introduction/)
RE: 4 Color Control
I think my main issue is with leo has been, that he is just slow in the matchups I want him, or my opponent is playing a fair amount of removal. So in the case of paradoxical the 3 different mana pips, makes me feel like they are already drawing a ton of cards before i get him in play. Against mentor, they jsut have the removal spells, and they otherwise don't care all that much about my creatures, because their velocity is so much higher than mine they are going to find their win conditions faster. I like kess in that much because she out values them at some point, and is really good when you are casting her. Basically she feels like playing JTMS used to for me. Against paradoxical, I think i would rather have a lower cc creature that either provided some disruption, or just some discard spells to take away their high impact spells. Null rod also helps a lot.