Posts made by Thewhitedragon69
posted in Vintage Strategy read more

I can't wait for this to catch on so bazaar and shop can get restricted. Then I can get a reasonably priced playset during the ensuing fire sale :).

posted in Dredge read more

I think I'd just run 8 removal spells rather than a 2 card combo to push one of 4 spells through. Your odds of drawing 2 removal out of 8, even with 1 being countered, is greater than you drawing a cavern and a wisp. It'll really suck when you cavern a wisp and they mindbreak trap it :p.

posted in Decks read more

I think LutS is a really good addition to burn in any format. I'd also think Skewer the Critics is an auto-include. You will deal damage every turn, in addition to fetches and phyrexian mana burning the opponent. It's basically Lightning bolt 5-8.

If you're making this for vintage, than I think any build without bloodmoon is a mistake. BM hits you none at all and just flat out wins vs bazaar dredge and Workshops. If you are running 4x SSG (and I'd go with lotus and on color moxen even if you run 4x rod), you'll get a lot of turn 1 BMs that just own any opponent holding fetches and duals.

I dislike sulfuric vortex. 2 damage a turn for 3 mana (that also hits you) is no bargain. Cindervines seems much better in a build like this. It has utility and also is going to do 2+ a turn to an opponent (and only the opponent) much faster and more reliably. Life gain isn't a thing in Vintage - artifacts/enchantments are. Cindervines also removes chalice @ 1, which blocks MANY of your spells.

If you are going green, I'd also think atarka's command is decent and tarmogoyf could be huge. I think Dryad could be SB as it is just a 2/1 vs a lot of decks (shops, survival, humans, eldrazi, oath), but it could just be an efficient 2/1. I like swiftspear better here.

posted in Vintage Community read more

I'd go with 4 tokens. 4 is often enough to represent all the tokens you need. If you need more, just put dice on them and you have enough to represent all the tapped, untapped, and opponent controlled tapped and untapped (assuming they have a way to steal tokens). There aren't any other configurations you'd need to represent with more than 4 tokens.

posted in Single-Card Discussion read more

So, there is an Assassin's Trophy single card discussion already, but I think this thought/discussion deserves a separate thread.

As noted in the AT thread, a direct comparison isn't exactly right because AT is better for a broad spectrum answer whereas AD is better as an uncounterable answer to a critical set of cards (oath, TV, cage, etc.). However, I'd like to know which is better as a main deck card given the current state of vintage. Assume a moderately fast kill with a medium amount of counter/discard magic. The main decks at the moment seem to be:

Storm (TPS/DPS/POS)
Survival
Dredge
Shops (aggro - prison is dead)
Oath
Pyro/Mentor/Delver (aka Xerox)
BUG
Eldrazi (barely in the meta)

Am I missing anything? Given these as the main players, FoW is in about 50% of these decks. Decks with FoW tend to have oath, mentor, pyromancer, TV, dack, and things costing 3>. They also have Library and Jace at times. Decks without FoW have bazaar or workshop and threats that cost 4<, such as hollow one, gurmag, golem, VV, Karn.

Let's assume you face FoW decks 50% of all matches. You want to run 2-4 main deck decays or trophies (not a split). Which do you pick and why?

posted in Single-Card Discussion read more

In the deck I'm mainly thinking about, I look to close out the game in the first 4 turns or sooner. Mid-game isn't really where I want to be, and late game I'm probably up a creek outside of an ancestral->gas turn.

My primary colors are BUG. I have white available in lotus petal, black lotus, 2 mana confluence, 5 fetches (for savannah if I add white), savannah, and 4 nobles. I am fairly green/black heavy, but I actually get as much white as I do black counting nobles (black gets 3 bayou and a jet). I run 1 trop and a sapphire as well, so I have the same access to blue regardless of if I go 4 color or stay BUG.

I have 3 slots open (and a 4th if I drop from 4 thoughtseize down to 3). So I can be on 3-4 main lavinia, 3 main leovold, or eshew them both and go with something else. I currently run 3x Leovold, and he's been SBed out in most matches. He's great vs blue draw decks, but seems meh elsewhere. I am leaning towards Lavinia just because of the "Oops, you kept a land, mox, lotus hand - I win," games.

I don't really want to post a decklist (just noting my mana base to emphasize mana colors aren't the issue) because I want to discuss this more in the abstract than in the context of my current pet deck.

It seems like in a deck wanting to win the fast game and leverage an early advantage rather than a long-game advantage, Lavinia gets the nod. But I still want to see what the thoughts are on the spectrum of these two solid creatures.

posted in Single-Card Discussion read more

So I have been playing several brews with these cards lately, and I just want to see what everyone thinks. Between Leovold or Lavinia (in decks where mana color is not an issue), which is better main? What matchups are better for Leo vs Lavinia?

My analysis in playtesting is as follows:

Vs Shops...
Lavinia is solid on the play turn 1. Thereafter, it's fairly useless since it doesn't block creature spells.
Leovold is a better blocker for golem, but slower vs spheres due to cmc 3 vs 2. Leo makes you draw off a wasteland, but it's hardly profitable. He's solid vs ballista unless you are playing X/1s, in which case the draw 1 is not great. Both creatures are less than stellar here.

Vs oath...
On the play, lavinia stops turn 1 oath. Lavinia also stops FoW and misstep on your claim (unless they pay for it). Lavinia is not stellar as she triggers oath and they don't have that much overcosted stuff they are casting with ramp anyway.
Leovold gives you a card off oath trigger and orchard. It stops cantrips and ancestral. It's usually in play much later than lavinia and does nothing vs counterspells. Both seem negligible in the matchup.

Vs dredge...
Lavinia stops dread return, flashback therapy, misstep, FoW, unmask. It doesn't seem to have much use but isn't 100% dead, unlike...
Leovold stops nothing. They can dredge to replace bazaar's draws, so no dice there. They don't target you with anything but therapy, so it's a corner case you get any benefit.

Vs survival...
Lavinia stops FoW, misstep, free rootwalla, free hollowed one. Stopping the rootwalla and thus vengevine is pretty decent.
Leovold stops bazaar draws, but not survival. You never get targeted, so the other ability is negligible.

Vs PO...
Lavinia stops all the PO and spells the opponent ramps into, all the moxen, the FoW, the probe, and missteps. Really solid in this matchup.
Leovold stops the card draw, including PO. You draw a ton off a tendrils before a single copy resolves. This is also a solid matchup.

Vs blue control/mentor
Lavinia stops FoW, gush, moxen, treasure cruise, DTT
Leovold stops all the card draw, even cantrips, but not counterspells. Both seem equally strong vs this matchup.

Vs humans/fish...
Lavinia really does nothing.
Leovold really does nothing but have a 3 toughness butt, which isn't bad vs 2/1s.

Anything I'm missing? Am I wrong in any analysis? Other big meta players I'm forgetting?

Which is better if you decide to run, say, 3x main of either. Is a mix better?

posted in Vintage Tournaments read more

Lol. I love to brew. And RTS tourneys are my fave places to bring brews and drink brews at breweries 🙂

posted in Vintage Tournaments read more

Love me some infect 😉 4-1 was not quite good enough, but I'm happy with the performance.

posted in Single-Card Discussion read more

@spacebalzz It's a chalice @ 0 in more ways than 1. Yes, on turn 1, you stop them playing moxen at all, but even on any turn after that, they can't ramp into spells bigger than the # of lands they have, negating the mana bump. You can still use the mox mana to cast multiple smaller spells, but if you are trying to power out a turn 2 Jace for instance with a land, mox, sol ring into 2nd land, Jace...that gets shut down when Lavinia hits.

posted in Single-Card Discussion read more

Sphinx of the Guildpact 7
Artifact Creature - Sphinx

Sphinx of the Guildpact is all colors.
Flying
Hexproof from monocolored (This creature can't be the target of monocolored spells or abilities your opponents control.)

5/5

Might just be off the mark here, but is this shops playable? The 6 spot gives us Wurmcoil and Hellkite, and 7 is just a lot of mana in general. However, this blanks plow, by force, grudge, bounce spells, etc., etc. A 5/5 flyer for 7 isn't super hot, but a 5/5 flyer on the battlefield is better than a 6/6 wurm in exile or a 5/5 hellkite in the graveyard.

posted in Single-Card Discussion read more

@john-cox

Jar is okay, but it's a one-shot card boost and does nothing the turn you play it. I think for 1 more mana The Immortal Sun is better. It stops PWs and shops run none of their own, beefs up your weenie plan and shops is mainly aggro now, gives you incremental card advantage spread out over turns so you can cast all of it instead of the best 2-3 pieces out of 7 like jar, and negates one of your sphere effects on yourself. If you want a CA engine with plus side, I think TIS is the way to go nowadays.

posted in Single-Card Discussion read more

@protoaddct If that's ALL you want to do, sure, Quicken is better. I think the mana fixing, instant speed, Eot enchantment/PW, casting costless spells, deal direct damage, etc., all rolled into one card is what makes this better than quicken. Not sure if it will end up a playable or not, but it's gotta be worth testing.

Maybe a rainbow deck with hypergenesis, vivions, and restore balance? Emrakul cheats with oath and orchards (since you're rainbow and running emrakul anyway)?

posted in Single-Card Discussion read more

@khahan Gotcha. EoT Sorcery is still intriguing. It's also a way to EoT oath into play after frying their priest as someone said. negating sorcery-speed answers to things helps.

I'm actually maybe most excited about EoT balance. Twist/Wrath/Armogeddon on your opponent's end step has to be brutal. Being able to do it 5 times (with restore balance) is just hot.

posted in Single-Card Discussion read more

@saya That text is very different. Electrodominance deals damage equal to X, but your next spell can be X or less. You can blast a Jace for 4 and cast a 1cmc spell off it. Also, you're not paying the cost of the next spell, which is a big difference from that wording.

Being a quicken AND mana filter to boot, and casting any spell (not just instant/sorcery) is really strong imo.

Vial smasher is also dealing damage off your first spell and it's a creature, so it can be killed on your turn when you cast it before it has any effect. Your opponent is aware he's in play as well. The difference in timing on this new card is WAY different than VStF.

Also, being cast for value (i.e. RR3 to bolt + cast free tinker (without sacing an artifact), ancestral, etc.) is decent, but not earth shattering - EoT tinker without sacing an artifact is kinda hot though. But the big play is casting costless spells for RR like hypergenisis or wheel of fate. Vial Smasher has nothing on that.

posted in Single-Card Discussion read more

@craw_advantage WOW. RR might be tough to pull off in current decks, but I think this is certainly worth testing. An EoT Oath of Druids after I'm sure I won't see grafdiggers or they are tapped out and I won't have to worry about a sorcery speed answer...that is really interesting. I'm still mostly thinking hypergenisis for the 2 mana busted play, but instant speed that casts ANYTHING is very, very, interesting to me.

posted in Single-Card Discussion read more

@fsecco In modern though, something like EoT RR into ancestral visions on turn 2 is really solid...it's meh in vintage. The cascade FINDS living end, so it's probably better for that, but I still think this has application with AV or just sick value in modern. But if this can allow EoT PWs, creatures, and artifacts, that can be REALLY nasty.

posted in Single-Card Discussion read more

@maximumcdawg

This overcomes the timing restrictions??? WOW. So I can EoT hypergenisis? THAT is intriguing. Ancestral visions was the card that came to mind first...but instant speed balance (the suspend or regular one), hypergenesis, living end maybe? I can at very least see this doing stupid stuff in modern, but if it gets around timing restrictions of sorceries, I definitely think it's worth tinkering with in Vintage.

And since, unlike As Foretold, this just says "cast a card"...can I cast oath of druids or liliana EoT?

posted in Single-Card Discussion read more

Electrodominance
XRR
Instant
Electrodominance deals X damage to any target. You may cast a card with converted mana cost X or less from your hand without paying it's mana cost.

Could this make something like Ancestral Visions playable in Vintage? We already have As Foretold which sees no play, but As Foretold requires tapping out main phase and needs time to ramp and has no ability by itself (albeit, it's reusable). This spell is instant, just a "plus 2" to the cost of any spell you want to cast, and can kill planeswalkers, weenies, or deal the final damage to an opponent at instant speed.

I can see a situation where you EoT this thing and play instants not in your colors...maybe an As Foretold/Electrodominance UR deck with non-UR spells? You can also cast PWs, artifacts, and creatures off this on your main phase, which you can't with AF.

I liked those "Play a spell with CMC X or less for free" spells in the last block (Sram's expertise for example), but you couldn't cast anything costing more than 3 and you couldn't cheat out a costless card for 2 mana like you can with this. RR = Hypergenisis? Mountain, Ruby/SSG = Emrakul?

posted in Single-Card Discussion read more

@aelien said in Single Card Discussion - Lavinia, Azorious Renegade:

@thewhitedragon69 I could either respond to most of your quite nonsensical points, but i iam very lazy and at a friend's right now so please just read my big post from before.

I'd like to hear, at least, which of those points were nonsensical specifically, and why you think so. The abilities that do not shut off an opponent's ability to perform an action are rarely powerful enough to be playable.

You mention leovold's ability being strong enough, but if he didn't have the "opponents can't draw more than 1 card" ability, do you really think he'd be playable just because he lets you draw when your stuff is targeted? I highly doubt it.