Posts made by Thewhitedragon69
posted in Vintage Community read more

@twaun007 I had a tidespout tyrant oath deck that ran 4x cunning wish to grab brainfreeze out of the sb after mox juggling (or sometimes a rebuild). The wishes also got echoing truth, trickbind vs storm, a counterspell or any "answer spell" in a pinch to allow me to go off. Cunning wish was the bomb.

posted in Vintage Strategy read more

@lienielsen If you have the mana available to go off with a chain of rituals, then I might cast the first ritual, duress, then ritual #2 and go off. But in that instance, ponder/preordain isn't even necessary. I think the main question boiled down to "I have only an underground sea and have to pick the blue or black mode on my opener." My answer, whether "going off" or not, is always to go black first, for either duress or ritual/duress.

posted in Vintage Strategy read more

I think 99% of the time you want to duress. Misstep is a 1-of, so more often than not, they are going to FoW it and give you a 2-1 if they have something in hand they want to save.

I assume you are on the play and this is your opener and you can't play both (with say a single underground sea as your only mana).

Maybe they have daze and an island to protect something next turn - and you want to stop the plan before daze gets online. This is vintage, and the plays your opponent can make can be devastating. Even if they are on control, there are plays worth stopping far greater than your resolved ponder.

The biggest worry would be them doing something degenerate like turn 1 tinker for citadel/BSC. Maybe they simply have ancestral, and pulling that is essentially a 3-for-1 in your favor if you duress it. Maybe they have great spells, but kept a greedy 1-land+lotus hand and you could mana cripple them immediately. Bottom line, if they kept their hand, it likely has at least one degenerate play or a line of "set up" spells like 1 land and their own ponder. Duressing that line could put you far ahead in the game.

And then there is always the fact that you gain the knowledge you need for how to set up your own cantrip and your best lines moving forward. It's almost never wrong to duress first. The ONE time I can see pondering first is if you are a mana source (ritual, lotus, vault, etc) away from going off and winning that turn. But even then, you have to hope you hit that mana source in the top 3 cards AND that your opponent doesn't have FoW, which a duress could stop anyway. That scenario seems like a trap, though - so I am saying duress first 99%...maybe 100% of the time.

posted in Single-Card Discussion read more

@protoaddict Wheel and timetwister are 1-ofs and only in PO or Breach decks (sometimes). Dack is in just about every xerox build which is a huge part of the meta. I can see where Hullbreacher vs Dack will happen 20x for every once you get to snipe a wheel effect.

That said, this is pretty nice vs bazaar too, as they only get their one draw on their turn and that's it. Narset also only shuts off the second draw in ANY turn, whereas this shuts off all draws except the first in their turn. Having people be able to ancestral or opt or library on your EoT to skirt the Narset drawback was annoying. You can't even do that vs this guy.

posted in Vintage Tournaments read more

@volrathxp I get it totally. Just commenting on the "I want it now" society we live in. People bitch if they have to wait in line for literally one minute.

posted in Vintage Tournaments read more

@volrathxp This is 2020. People are so saturated with social media feeds, text and IM, and instant gratification in general that we DEMAND near instantaneous reports. A week is an eternity to wait.

Haven't you ever noticed when someone sends you an email, then a text 5 minutes later asking why you didn't reply to their email, then a call 1 minute later asking if you saw their text? Welcome to the world we live in.

posted in Single-Card Discussion read more

LOL - I've never seen the card before, and I'm guessing that answers the question (not good enough)!

posted in Single-Card Discussion read more

http://www.magicspoiler.com/mtg-spoiler/loreseekers-stone-2/

This may be too expensive, and I think shops is much more able to close games quickly nowadays, but...this looks like a big upgrade to any draw engine shops has ever had.

6 mana isn't hard with shops, and cards like Staff of Nin, God-Pharoah's Statue, etc. already see play. It seems you could drop this at about the time your hand is empty and the following turn draw 3 and drop all 3 cards between land drops, mana accel, cost reducers...and just ancestral every turn thereafter for 3 mana. Is that not good? In a shops build that is primarily lock (like Golos stax), I'd think this could pull you way ahead. That deck specifically tends to get into top-deck mode and sometimes misses threats, allowing the opponent to get back in it. This might be worse than something like mystic forge, but it might be a complimentary draw engine to it.

posted in Single-Card Discussion read more

If they had 5 color lands that were all land types, painless, and entered untapped, those would be 20x the price of duals and would be the best land outside of shops/bazaar decks. Color would stop being a consideration as you could just run 4x and all the fetches to get those 4 lands easily.

posted in Single-Card Discussion read more

@botvinik I see your point, but realistically they'll never print 20+ superior black lotuses...at least not within 50 years, so it's kind of a moot point.

posted in Single-Card Discussion read more

@vaughnbros LOL, it is. But then again, it's also a game produced by a company whose sole purpose is to earn the most profits possible.

posted in Vintage Strategy read more

@lienielsen The 1BB vs 3 is a big difference. Also enters tapped without the condition met and costs life. The thing with War Room is it SHOULD just be a "Jayamdae Tome land." But saying that you need a commander for it to work is BS to me.

posted in Vintage Strategy read more

http://www.magicspoiler.com/mtg-spoiler/war-room/

Since there is no commander in vintage, that means there are 0 colors of your "commander's color identity," right? So in vintage, this is just a land that taps for colorless and has "3T: draw a card," yes?

Maybe playable, maybe not, but it seems this is the cheapest effect of this kind on a land without discard, making your opponent draw, or having other conditional hoops to jump through to draw a card.

posted in Single-Card Discussion read more

@lienielsen That would certainly get around the reserved list. They aren't "printing" a functionally identical card. They'd be errataing a different card to have a similar function.

posted in Single-Card Discussion read more

@fsecco Yeah, I'm not baying $15-16 let alone $150-160. This card can only cast commanders, so it's basically junk except as a 1 of in a single format.

posted in Single-Card Discussion read more

You can easily make lands that preclude reserved list cards. For example, trilands that enter untapped and say "your deck may not contain lands that have less than three land types" or a non-legendary Gaea's cradle that says "your deck may not contain legendary land cards." Companions already opened the door to maindeck constrictions on what it can contain, so this doesn't seem that hard to pull off.

posted in Single-Card Discussion read more

@botvinik Good in combo with ravenous traps to avoid shnanigans.

posted in Single-Card Discussion read more

I'm buying 4x (maybe 40x). They printed Companion last set and I hear they are printing Commander as a Vintage type in Kaldheim. Can't wait!

posted in Single-Card Discussion read more

@maximumcdawg That would be great...I'm packing gut shot now 😛

posted in Single-Card Discussion read more

Newest attempt - doing better!

// V_1_Agent Maralen

// 61 Maindeck
// 10 Artifact
1 Mox Jet
1 Sol Ring
1 Black Lotus
1 Mana Crypt
1 Mox Emerald
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Bolas's Citadel
1 Sensei's Divining Top

// 8 Creature
1 Maralen of the Mornsong
4 Opposition Agent
1 Notion Thief
2 Snapcaster Mage

// 13 Instant
3 Surgical Extraction
1 Mental Misstep
1 Ancestral Recall
4 Force of Will
2 Force of Negation
1 Dig Through Time
1 Vampiric Tutor
1 Brainstorm

// 17 Land
4 Wasteland
1 Strip Mine
2 Swamp
2 Island
4 Underground Sea
4 Polluted Delta

// 2 Planeswalker
1 Karn, the Great Creator
1 Narset, Parter of Veils

// 11 Sorcery
2 Thoughtseize
1 Demonic Tutor
2 Scheming Symmetry
1 Tinker
1 Time Walk
1 Treasure Cruise
1 Ponder
1 Gitaxian Probe

// 15 Sideboard
// 8 Artifact
SB: 1 Mycosynth Lattice
SB: 1 Sorcerous Spyglass
SB: 1 Crucible of Worlds
SB: 1 Ensnaring Bridge
SB: 4 Grafdigger's Cage

// 4 Enchantment
SB: 4 Leyline of the Void

// 3 Instant
SB: 3 Mindbreak Trap

Still a work in progress...but it pushes through/protects Agent much better. Maxing out on moxen makes it a turn 1 play often. Could probably use a tinkerbot. Needs work, but rough draft is more promising than GB.