I played a turney this past saturday. I got a bit unlucky with the draws and I dont think all the cards that got included in the deck was needed. This is how it looked at the time of the turney (I wanted a anti-stax-deck. Thats where the draws failed me):
2 Vendilion Clique
3 Snapcaster Mage
3 Young Pyromancer
4 Spell Pierce
4 Force of Will
3 Spell Snare
4 Stifle
4 Preordain
1 Ponder
1 Brainstorm
1 Ancestral Recall
2 Repeal
1 Echoing Truth
1 Mystical Tutor
1 Time Walk
1 Ancient Grudge
3 Lightning Bolt
1 Mox Ruby
1 Mox Sapphire
1 Mox Emerald
4 Scalding Tarn
1 Polluted Delta
1 Misty Rainforest
1 Tropical Island
3 Volcanic Island
1 Mountain
1 Island
1 Library of Alexandria
4 Wasteland
1 Strip Mine
Lands & artifacts = great.
Cantrips = should have +1 Repeal.
Utility = Echoing Truth and Ancient Grudge does the exact same thing for this deck so ET should go. Mystical Tutor shouldnt really be needed and it felt.. not as good as a cantrip would have been.
Counters & critters = Stifle was great except when Chalice was set at 1. Snapcaster could go -1. Spell Pierce was great with the land destruction and I wouldnt want less than 4. Not sure about Spell Snares.
Dack Fayden would be great too. Not sure what to replace.
A blog on and about vintage. Posting are two players that have played the format competitively since 2000, but with breaks to study and just generally do other things. We live and play in Gothenburg, Sweden.
Showing posts with label Aggrocontrol. Show all posts
Showing posts with label Aggrocontrol. Show all posts
2014/09/17
2014/07/02
Ub Teachings
This deck is probably not that good against dredge and would have a hard time with the first game against stax. Im thinking SB would make the stax MU better. Surgical Extraction vs dredge would be just awsome in this deck after SB.
Apart from those decks I think this deck is a 50/50. You should be able to outplay most opponents. And trade creatures as often as possible to then land a Jace and win.
2 Vendilion Clique
4 Spellstutter Sprite
3 Snapcaster Mage
1 Venser, Shaper Savant
2 Jace, the Mind Sculptor
4 Force of Will
2 Spell Pierce
2 Flusterstorm
2 Mental Misstep
1 Mindbreak Trap
1 Dimir Charm
1 Steel Sabotage
1 Cyclonic Rift
1 Visions of Beyond
1 Gush
1 Brainstorm
1 Whispers of the Muse
3 Opt
2 Repeal
3 Mystical Teachings
1 Sol Ring
4 Wasteland
1 Strip Mine
7 Island
1 Misty Rainforest
1 Bloodstained Mire
4 Polluted Delta
2 Underground Sea
1 Swamp
I guess Underground Sea can be cut (save the swamp & fetches) as well as Dimir Charm. Add Back to Basics.
One Mana Drain (or two) would greatly improve the speed of the deck.
Theres just one Gush because you do not want to get behind in the land-race seeing as teachings has a flashback that costs loads.
Apart from those decks I think this deck is a 50/50. You should be able to outplay most opponents. And trade creatures as often as possible to then land a Jace and win.
2 Vendilion Clique
4 Spellstutter Sprite
3 Snapcaster Mage
1 Venser, Shaper Savant
2 Jace, the Mind Sculptor
4 Force of Will
2 Spell Pierce
2 Flusterstorm
2 Mental Misstep
1 Mindbreak Trap
1 Dimir Charm
1 Steel Sabotage
1 Cyclonic Rift
1 Visions of Beyond
1 Gush
1 Brainstorm
1 Whispers of the Muse
3 Opt
2 Repeal
3 Mystical Teachings
1 Sol Ring
4 Wasteland
1 Strip Mine
7 Island
1 Misty Rainforest
1 Bloodstained Mire
4 Polluted Delta
2 Underground Sea
1 Swamp
I guess Underground Sea can be cut (save the swamp & fetches) as well as Dimir Charm. Add Back to Basics.
One Mana Drain (or two) would greatly improve the speed of the deck.
Theres just one Gush because you do not want to get behind in the land-race seeing as teachings has a flashback that costs loads.
2014/06/23
URg Dack
4 Delver of Secrets
2 Snapcaster Mage
2 Vendilion Clique
3 Dack Fayden
2 Jace, the Mind Sculptor
4 Force of Will
2 Misdirection
3 Mana Drain
2 Mana Leak
3 Lightning Bolt
2 Gitaxian Probe
2 Gush
1 Ancestral Recall
1 Time Walk
1 Fire // Ice
2 Artifact spell
3 One mana counter
4 Utility Land/'s
1 Mox Sapphire
1 Mox Ruby
1 Black Lotus
4 Scalding Tarn
2 Misty Rainforest
4 Volcanic Island
2 Island
1 Mountain
1 Strip Mine
But why green?
The answears are Tarmogoyf and Ancient Grudge. You need very few green mana sources and get a super aggressive card and the best single answear to any artifact based deck. Green adds to the deck without really impacting the security of the manabase.
Ancient Grudge, Steel Sabotage and/or Hurkyl's Recall are all good choices for the artifact spells. I like AG the best because you can just discard it to Dack and flash it back for just one mana. Also having at least one two mana artifact spell is really important.
Utility land or lands can be anything like Wasteland, Karakas or manlands like Mishra's Factory Tower of the Magistrate or Worldwake manlands. Id have a couple of Crop Rotation in SB for Karakas.. the chance if it getting countered is close to none.
Creeping Tar Pit & Raging Ravine are the worldwake manlands I think are playable. You cant play 4 copies of these. Two copies would be a max and then fill the deck out with fetch and or islands depending on how scared you are of getting locked out via Wastelands.
They hit the right way in vintage; Both kill Jace-decks and they have that evade effect that ends long games.
One mana counter should be either Spell Pierce or Flusterstorm depending on how afraid of stax you are.
Gitaxian Probe gives you so much information it is just silly. Playing it for life turn one and then landing a Delver gives out the impression your hand is filled with force'es. And if the opponent doesnt know you dont play Mental Misstep.. they wont really dare to play any cmc1 spells before they got two counters.
Gush is really good with Dack and the deck is full with high effect spells so you can get away with having few lands in play.
Fire / Ice is a decent spell that is AWSOME with Dack's ultimate. Tapping Trinisphere eot?
The deck can also be played without power. Id add two more Gitaxian Probes and more fetches & basics. Three Wastelands and a Strip Mine should be OK for a powerless deck.
Sideboard should include something like three to six Blood Moon effects. Moment's Peace is also really good and a card noone would expect. Volcanic Fallout is kind of the same card as Moment's Peace if you have Tarmogoyf in the sideboard.
2 Snapcaster Mage
2 Vendilion Clique
3 Dack Fayden
2 Jace, the Mind Sculptor
4 Force of Will
2 Misdirection
3 Mana Drain
2 Mana Leak
3 Lightning Bolt
2 Gitaxian Probe
2 Gush
1 Ancestral Recall
1 Time Walk
1 Fire // Ice
2 Artifact spell
3 One mana counter
4 Utility Land/'s
1 Mox Sapphire
1 Mox Ruby
1 Black Lotus
4 Scalding Tarn
2 Misty Rainforest
4 Volcanic Island
2 Island
1 Mountain
1 Strip Mine
But why green?
The answears are Tarmogoyf and Ancient Grudge. You need very few green mana sources and get a super aggressive card and the best single answear to any artifact based deck. Green adds to the deck without really impacting the security of the manabase.
Ancient Grudge, Steel Sabotage and/or Hurkyl's Recall are all good choices for the artifact spells. I like AG the best because you can just discard it to Dack and flash it back for just one mana. Also having at least one two mana artifact spell is really important.
Utility land or lands can be anything like Wasteland, Karakas or manlands like Mishra's Factory Tower of the Magistrate or Worldwake manlands. Id have a couple of Crop Rotation in SB for Karakas.. the chance if it getting countered is close to none.
Creeping Tar Pit & Raging Ravine are the worldwake manlands I think are playable. You cant play 4 copies of these. Two copies would be a max and then fill the deck out with fetch and or islands depending on how scared you are of getting locked out via Wastelands.
They hit the right way in vintage; Both kill Jace-decks and they have that evade effect that ends long games.
One mana counter should be either Spell Pierce or Flusterstorm depending on how afraid of stax you are.
Gitaxian Probe gives you so much information it is just silly. Playing it for life turn one and then landing a Delver gives out the impression your hand is filled with force'es. And if the opponent doesnt know you dont play Mental Misstep.. they wont really dare to play any cmc1 spells before they got two counters.
Gush is really good with Dack and the deck is full with high effect spells so you can get away with having few lands in play.
Fire / Ice is a decent spell that is AWSOME with Dack's ultimate. Tapping Trinisphere eot?
The deck can also be played without power. Id add two more Gitaxian Probes and more fetches & basics. Three Wastelands and a Strip Mine should be OK for a powerless deck.
Sideboard should include something like three to six Blood Moon effects. Moment's Peace is also really good and a card noone would expect. Volcanic Fallout is kind of the same card as Moment's Peace if you have Tarmogoyf in the sideboard.
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