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posted in Survival read more

I played 3 ESG in place of the off color Moxen to help enable turn 1 Survival, Ouphe or Thalia. They also have the bonus of helping you work through your Survival chain if you're tight on land. I did want to try and fit other creatures in the deck, Containment Priest, Phantasmal Image, Knight of Autumn and Sanctum Prelate to be exact, in order to have bullets against particular matchups, but decided that the Deafening Silence and Force of Vigor handled them just as well and tended to be more game breaking. I actually put up a very quick write up in the tournament report thread.

posted in Survival read more

Finished 6-3 at Eternal Weekend with this list

4 Basking Rootwalla
4 Hollow One
4 Noble Hierarch
4 Vengevine
3 Collector Ouphe
3 Elvish Spirit Guide
1 Deputy of Detention
1 Lavinia, Azorius Renegade
1 Phyrexian Revoker
1 Squee, Goblin Nabob
1 Thalia, Guardian of Thraben
1 Wonder

4 Survival of the Fittest
3 Deafening Silence
1 Ancestral Recall
1 Force of Vigor
1 Time Walk

1 Black Lotus
1 Mox Emerald
1 Mox Pearl
1 Mox Sapphire

4 Bazaar of Baghdad
1 Forest
4 Misty Rainforest
4 Savannah
2 Tropical Island
3 Verdant Catacombs

4 Containment Priest
2 Grafdigger's Cage
1 Collector Ouphe
2 Energy Flux
2 Force of Vigor
1 Kataki, War's Rage
1 Sanctum Prelate
1 Squee, Goblin Nabob
1 Scavenging Ooze

posted in Tournament Reports read more

I'll make this quick and easy. I played Bant Survival at Eternal Weekend and ended up going 6-3, but with a more unconventional list. I decided to sleeve up a card that got me wanting to play this and only this for Vintage Champs that particular weekend, Deafening Silence. I know it hasn't seen much play at all, but with the restriction of Mental Misstep it seemed like a really powerful card to try and play in a format that is dominated by spells. I worked a bit with a friend, Charlie Krug, bouncing card choices back and forth for a few weeks leading up to the tournament. I believe when it was time to register lists however we had 72 of 75 matching cards in our decks and I think that was mainly due to the lists that we both tested and us not being able to collaborate as much as we liked. We both expected a field full of Shops, Outcome, Oath and some random Dredge and Jeskai lists. Here's the list that I chose to play.

4 Basking Rootwalla
4 Hollow One
4 Noble Hierarch
4 Vengevine
3 Collector Ouphe
3 Elvish Spirit Guide
1 Deputy of Detention
1 Lavinia, Azorius Renegade
1 Phyrexian Revoker
1 Squee, Goblin Nabob
1 Thalia, Guardian of Thraben
1 Wonder

4 Survival of the Fittest
3 Deafening Silence
1 Ancestral Recall
1 Force of Vigor
1 Time Walk

1 Black Lotus
1 Mox Emerald
1 Mox Pearl
1 Mox Sapphire

4 Bazaar of Baghdad
1 Forest
4 Misty Rainforest
4 Savannah
2 Tropical Island
3 Verdant Catacombs

4 Containment Priest
2 Grafdigger's Cage
1 Collector Ouphe
2 Energy Flux
2 Force of Vigor
1 Kataki, War's Rage
1 Sanctum Prelate
1 Squee, Goblin Nabob
1 Scavenging Ooze

So why Deafening Silence? I believe that the card is something that can allow non-blue, non-combo decks to function in format dominated by draw spells, fast mana and quick kills. Being able to land a Deafening Silence on 1 with pressure against many decks in the format means that you've got a really good chance at winning. The card slows down the blue and combo decks to the point where they have difficulty amassing card and mana advantage over you. Adding the mixture of the hatebears in Thalia, Lavinia and Revoker helps you to maintain that advantage. Finding a Bazaar or Survival just means you're typically able to end the game quickly. Since you're able to fight opposing decks along the axis of limiting their spell count it also allows you to keep a wider array of hands other than just looking for Ancestral, Bazaar or Survival.

So how did I do with the list at EW? 6-3 is the record I achieved. The wins were against Shops, DPS, White Eldrazi, 4c Outcome, Esper Outcome and Mono Red Moon. The losses were to eventual top 8 competitor Bryan Hockey on RUG Outcome, Dredge and Esper Outcome. I use the word achieved as a form of encouragement for myself becasue two of my match losses, rounds 7 & 8, were strictly due to me not being aware of/maintaining board state. Playing aginst Dredge in round 7 I made a mistake of tapping the Tropical Island I had just gotten off of a fetch to activate Survival to get a Deputy of Detention to clear some Narcomoebas out of the way for a win. When I tapped the Tropical I had already picked up my deck and had seen the bottom card so there was no going back on it since there was potential information gained. This led me to make a different play grabbing a Thalia to stop him from casting any cards for the rest of the game. Unfortunately the following turn he hit the jackpot with his dredges and was able to put me in a defensive position for a few more turns where I would make another mistake. My opponenet dredged down the the final three cards in his deck and got a ton of dorks into play for a "you figure it out attack." I took my time and figured out that I could five damage from creatures go down to 2 and win on the back swing, but when I made my blockers I found that I only took 2 damage instead of the 5 I had thought out in my head and was confused why until I saw that I had blocked a Prized Amalgam with my Thalia. The Thalia going to the graveyard would allow him to get Ashen Rider into play twice off Dread Returns and get exile 3 of the 4 Vengevine I had in play to win with the following turn. This would cost me round 7.

Round 8 I was playing against Outcome and got to a point where I had Ouphe and Lavinia in play, but my opponent had 4 lands to cast everything in his deck. My opponent also had a Monastery Mentor in play with a few tokens. The mistake turn comes with him casting Ancestral into cast Tormod's Crypt, Mana Crypt and Mox Jet for a mini Tendrils of Agony to put me 8 life, getting a bunch of Monk tokens and attacking, leaving him with 2 cards in hand. Knowing that he's attacking for a lot of damage I make blocks to survive with Ouphe in play to stop his Crypt from doing any damage and give myself at winning by ditching a Squee, to get Rootwalla to get Deputy of Detention. The Deputy gets countered by the last two cards in his hand which were both Force of Will. The mistake made there was me forgetting to trigger the Lavinia on his 0 casting cost spells. This would have countered all of them and left me not worrying about the Tormod's Crypt and allowed me to lose the Ouphe and protect my Deputy from Force. The Deputy resolving would have allowed me to nuke his Monk tokens and start attacking his life total down with flying Vengevines and the the following turn allow me to lock out his mana again with Ouphe thanks to the Survival.

So yeah...a few mental mistakes certainly cost me an opportunity at a top 8 this year, but I'm extremely happy with how well the deck played. Going forward I actually think I want to take out the Ancestral Recall, Time Walk and Force of Vigor from the deck and play the fourth Deafening Silence and possibly some more hate bears or utility creatures. It's terrible reasoning, but I only cast Ancestral twice the whole day and both games that it was cast I lost where as having Deafening Silence in those spots would have certainly been game changing. Time Walk wasn't cast once the whole day and I've rarely had spots where it's just flat out won me the game.

thanks for reading

posted in Decks read more

@Dr-J I tried horn to begin with figuring an old Turboland deck would be fine, but found that my opp drawing a card(s) was too much of a burden. Even though most decks are land light in vintage it really just means the card draw spells lead to more board advantage/ game ending hits for those decks...

@Serracollector I like the idea of Regrowth a ton, gives me a reason to play with my beta ones šŸ˜, I think my biggest concern with this particular list is playing against Jeskai or Outcome game 1. The Ziasbond list has a much more reasonable game 1 against those decks, but I do feel my list is more explosive. I was really trying to find a way to play Veil of Summer in the main without compromising the land v spell count, so that's my next project

posted in Decks read more

4 Misty Rainforest
4 Waterlogged Grove
3 Island
1 Forest
4 Wasteland
4 Tropical IslandĀ 
4 Dark Depths
4 Thespian's Stage
1 Bojuka Bog
3 Mystic Sanctuary
1 Strip Mine
1 The Tabernacle at Pendrel Vale
2 Glacial Chasm

1 Ancestral Recall
1 Brainstorm
1 Gush
1 Time Walk
2 Force of Vigor
1 Exploration
1 Ramunap Excavator
4 Crop Rotation
4 Fastbond
4 Treasure Hunt
4 Crucible of Worlds

4 Veil of Summer
4 Grafdigger's Cage
3 Null Rod
2 Hurkyl's Recall
2 Tormod's Crypt

So Fastbond+Crucible let's you go nutter butter... Glacial Chasm lets you play all the land without taking damage from Fastbond. Wasteland/ Strip Mine with a mana producing land nets you infinite mana. Adding the 'canopy' land, Waterlogged Grove, lets you draw the entire deck hopefully allowing you to find Time Walk, make a 20/20 and win. Mystic Sanctuary allows you to rebuy your draw spells/ Time Walk and combos insanely well with Gush. Noticeably missing are fast mana rocks which have been excluded in favor of more land to have better hits/ greater consistency when casting Treasure Hunt. The Exploration and Ramunap Excavator are there to be the 5th Fastbond and Crucible since there's no protection in the deck. Force of Vigor is there strictly to attempt to disrupt any Shops/PO shenanigans g1.

The following is the initial list I started with. You'll notice the absence of Crop Rotation in favor of counters to aid in your own plan/ disrupt the opp. Just a few lists I was durdling with, feel free to discuss.

3 Misty Rainforest
4 Waterlogged Grove
3 Island
1 Forest
4 Wasteland
4 Tropical IslandĀ 
3 Dark Depths
3 Thespian's Stage
1 Karakas
2 Mystic Sanctuary
1 Strip Mine
1 The Tabernacle at Pendrel Vale
2 Glacial Chasm

1 Black Lotus
1 Mox Diamond
1 Mox Emerald
1 Mox Sapphire

1 Ancestral Recall
1 Brainstorm
1 Gush
1 Time Walk
4 Force of Will
1 Flusterstorm
1 Force of Negation
1 Mental Misstep
1 Mindbreak Trap
4 Fastbond
4 Treasure Hunt
4 Crucible of Worlds

posted in Single-Card Discussion read more

4 Misty Rainforest
4 Waterlogged Grove
3 Island
1 Forest
4 Wasteland
4 Tropical IslandĀ 
4 Dark Depths
4 Thespian's Stage
1 Bojuka Bog
3 Mystic Sanctuary
1 Strip Mine
1 The Tabernacle at Pendrel Vale
2 Glacial Chasm

1 Ancestral Recall
1 Brainstorm
1 Gush
1 Time Walk
2 Force of Vigor
1 Exploration
1 Ramunap Excavator
4 Crop Rotation
4 Fastbond
4 Treasure Hunt
4 Crucible of Worlds

4 Veil of Summer
4 Grafdigger's Cage
3 Null Rod
2 Hurkyl's Recall
2 Tormod's Crypt

So Fastbond+Crucible let's you go nutter butter... Glacial Chasm lets you play all the land without taking damage from Fastbond. Wasteland/ Strip Mine with a mana producing land nets you infinite mana. Adding the 'canopy' land, Waterlogged Grove, lets you draw the entire deck hopefully allowing you to find Time Walk, make a 20/20 and win. Mystic Sanctuary allows you to rebuy your draw spells/ Time Walk and combos insanely well with Gush. Noticeably missing are fast mana rocks which have been excluded in favor of more land to have better hits/ greater consistency when casting Treasure Hunt. The Exploration and Ramunap Excavator are there to be the 5th Fastbond and Crucible since there's no protection in the deck. Force of Vigor is there strictly to attempt to disrupt any Shops/PO shenanigans g1.

The following is the initial list I started with. You'll notice the absence of Crop Rotation in favor of counters to aid in your own plan/ disrupt the opp. Just a few lists I was durdling with, feel free to discuss.

3 Misty Rainforest
4 Waterlogged Grove
3 Island
1 Forest
4 Wasteland
4 Tropical IslandĀ 
3 Dark Depths
3 Thespian's Stage
1 Karakas
2 Mystic Sanctuary
1 Strip Mine
1 The Tabernacle at Pendrel Vale
2 Glacial Chasm

1 Black Lotus
1 Mox Diamond
1 Mox Emerald
1 Mox Sapphire

1 Ancestral Recall
1 Brainstorm
1 Gush
1 Time Walk
4 Force of Will
1 Flusterstorm
1 Force of Negation
1 Mental Misstep
1 Mindbreak Trap
4 Fastbond
4 Treasure Hunt
4 Crucible of Worlds

posted in Vintage Tournaments read more

ATTENTION!!!! due to judge availability there Will be NO vintage event!!!

posted in Vintage Tournaments read more

REMINDER: this is happening Saturday!!!

posted in Vintage Tournaments read more

Rivals Games
1108 W Bristol St
Elkhart, IN
46514

August 17, 2019

Legacy Trial 12pm
Vintage Trial 6pm

Entry $10 each

Competitive REL

1st place for each event receives a bye to Eternal Weekend for the corresponding event.

100% percent of entries paid out in store credit to top 4/ top 8

posted in Vintage Tournaments read more

Where:
Fantasy Games
52025 State Road 933
South Bend, In
46637

Entry:
$15 for each event

Start time:
11am for legacy event, sign up ends at 1055am, doors open at 10am.

6pm for vintage event, however it may be delayed if any players in legacy top 8 wish to play.

Prize:
Winner of each event will receive a 1 round bye at the corresponding Eternal Weekend main event.

Store credit split among top players equal to total entries minus $50.

8-15, players top 4 split credit
16+ players, top 8 split credit

Credit is split after swiss rounds, but before cut to top 4/8.

Store credit must be spent same day.