Ok, the card for this week is Holistic Wisdom" target="blank">Holistic Wisdom. Sorry I didn't get it earlier, I've been busy as hell. I'll get the points up by Sunday or Monday. Sorry again, and congrats to Parabola01 for winning.
The first thing I want to point out, is as the deck only contains istants I inted it to be sort of draw-go, you're not supposed to play anything unless you have to or it's the op.'s eot.
The digging spells serve double duty in this deck: 1. they dig into the game affecting spells, 2. they provide fuel for HW (discard + themself). -> CA should not be a problem.
- Pulse of the Grid: Has a built in selfrecursion.
- Thirst for Knowledge: Digs the deepest.
- Frantic Search: Is free (!) justifying the CdA
- Tolarian Winds: Cheap and swingy
- Forbid: Possibe selfrecursion and fuel providing, justified it's +1 to Counterspell and MD
- Foil: Possible free and fuel providing made it a better choice than FoW
- Moment's Peace: Flashback either twice usable or once after discarding.
- Tangle: Buying two turns.
- Holistic Wisdom: CA and win engine of the deck
- Research: If you'd face a (slow) mill deck or other weirdnes
- Storm Seeker: The only non conditional, non-global direct damage instant in GU
- Lands: I put in 4 different Fetches because last tuesday I got semiscrewed by a Needle, appart from that it serves no obvoius purpose. No Budget was mentioned, maybe a BoB could fit but the deck looks mana hungry. You can also recycle lands with HW - so don't bother too much if you happen to discard some.
If you want to sink more $ into the deck -you can exchange the Counters, depending on results, adding Bazar and Power...
Ok, the card for this week is Holistic Wisdom" target="blank">Holistic Wisdom. Sorry I didn't get it earlier, I've been busy as hell. I'll get the points up by Sunday or Monday. Sorry again, and congrats to Parabola01 for winning.
Actually, the stalling kind of works out nicely for me. I'll be on vacation from Saturday through Monday, so, on a normal schedule, I would miss the voting. However, if it's still a week-ish, I should be more than fine.
Heres another sorcery based deck, this one featuring spellweavers helix
this is one is not going to be a dueling champion, but it certainly has the potential to be fun in multiplayer
all the sorcerrys are okay on their own, but they get a lot better if you can recur whichever ones you want by playing a cheap spell through the helix.
the cloudkeys can reduce the costs of you enchantments, or you can remove them (or even the artifact lands) to search for the helixes (or the other way around)
the sorceries with retrace and flashback let you trigger the helix more
I haven't really checked very carefully, but with cloudkey, all suns dawn, revive, the helix, and the search ability that holistic wisdom provides, theres probably some way to set up some kind of loop. here too.
Does anyone now the deadline? I don't know if I'll have time to recompile the decklist I made (I had it on a textfile, forgot to save before shutting my computer). anyway, I had a creature base in mind. Well half creature, half sorcery. I am also surprise that noone as taken this approach as of yet.
I'll post my votes after djosh does, but with only four decks, he might wait for at least a fifth, as with the 1st Contest.
I'm trying not to look over the decks right now, as I want to save it for when it's time to judge, but I'm curious what you guys come up with. Holistic Wisdom is one of those cards I always wanted to break. I'll probably end up building one of them.
The first thing I want to point out, is as the deck only contains istants I inted it to be sort of draw-go, you're not supposed to play anything unless you have to or it's the op.'s eot.
The digging spells serve double duty in this deck: 1. they dig into the game affecting spells, 2. they provide fuel for HW (discard + themself). -> CA should not be a problem.
- Pulse of the Grid: Has a built in selfrecursion.
- Thirst for Knowledge: Digs the deepest.
- Frantic Search: Is free (!) justifying the CdA
- Tolarian Winds: Cheap and swingy
- Forbid: Possibe selfrecursion and fuel providing, justified it's +1 to Counterspell and MD
- Foil: Possible free and fuel providing made it a better choice than FoW
- Moment's Peace: Flashback either twice usable or once after discarding.
- Tangle: Buying two turns.
- Holistic Wisdom: CA and win engine of the deck
- Research: If you'd face a (slow) mill deck or other weirdnes
- Storm Seeker: The only non conditional, non-global direct damage instant in GU
- Lands: I put in 4 different Fetches because last tuesday I got semiscrewed by a Needle, appart from that it serves no obvoius purpose. No Budget was mentioned, maybe a BoB could fit but the deck looks mana hungry. You can also recycle lands with HW - so don't bother too much if you happen to discard some.
If you want to sink more $ into the deck -you can exchange the Counters, depending on results, adding Bazar and Power...
Err... how would this win? It looks like you'd kill yourself. Oo;
As you can tell, all the spells here are creatures, except for Grave Pact. I decided to go the creature route because I actually tooled around with a T2 rogue deck that revolved around Holistic Wisdom when Odyssey Block was in, so I wanted to try the opposite of it, since that one was all instants.
Explanations for the cards that might need explaining:
-Shriekmaw: Reusable terror with holistic wisdom. 2 for 1 when Grave Pact is out. You can play this along side Caller of the Claw for an extra 2/2.
-Briarhorn: Reusable Giant Growth (kinda) and not a terrible creature when you need it. Synergies with Grave Pact and Caller of the Claw
-Augur of Skulls: Discard for control decks. Can reuse the discard ability with Holistic Wisdom if needed, but it's mostly for the early discard and to synergy with Caller of the Claw and Grave Pact.
-Shambling Shell: You can lay +1/+1 counters on the ledgewalker. Synergies with Caller and Grave Pact. Dredge is great when holistic wisdom is out.
-Hypnotic Spector: to give control decks some trouble. And, ****, why not add it -- I love this guy.
-Caller of the Claw: Nice to play after a ***/Damnation/whatever. Also works well with holistic wisdom since you can retreive the ones that die and keep on replenishing the board with creatures. I was thinking of including a way to sacrifice these so I could rinse and repeat with Holistic Wisdom, but I feel like if I can't get a 2/2 to be dead just by attacking, then I'm probably winning.
-Silhana Ledgewalker: Nice against control decks, and you can stack the counters from Shambling Shell on it, along with Briarhorn's ability for some easy damage.
-Grave Pact: Synergies with Shambling Shell, Augur of Skulls, and the evoke cards. With the evoke cards and the sac creatures like augur of skulls and shambling shell + Holistic Wisdom, one should be able to keep the board free of opposing creatures.
All the decks look fun, I will put my vote in sometime before Saturday. If someone wants to take over for points cause I just don't have as much time as I thought I would... school already started for me so I am stretched thin. Keep up the good work otherwise guys.
My vote goes to foreverstrife. I love how your deck works, and I've actually tried them all out, and this one was my fav to play around with. Good luck to everyone else.
As there is no real system for grading, here's what I'll do:
I'll tally up what I did and did not like about each deck. +1 for each Pro and -1 for each Con. If I need to give an "out of 10" score if it is really close, I would be more than happy do that, but this is much simpler for me.
Here's my scores:
When I asked for decks based around Holistic Wisdom, I was not expecting this. And I mean that in a good way.
Pros:
+ Plenty of card drawing. You're going to see Holistic Wisdom unless the almighty Shuffler Gods conspire against you.
+ Protection. Not only can you find Holistic Wisdom, but with 8 counterspells and 8 fog effects, you'll keep it and you alive.
+ Reliance of the Chosen Card. You are going to need Holistic Wisdom to win the game. That's something to look for in a contest to make decks based around Holistic Wisdom.
+ Storm Seeker. A creative and awesome win-condition.
+ Research. Returning any spent cards to Holistic again? Great idea.
Cons:
- Frantic Search. As per Contest Rules, decks must be Vintage Legal + Un-set cards. Frantic Search is Restricted in Vintage.
- 20 lands. As a Draw-Go deck using a card that forces you to pay 2 to reuse a spell, 20 lands seems very low.
Pros: 5 Cons: 2
Total: 3
Self-decking and Replenish? This will be interesting.
Pros:
+ Decking as fuel. And not just Dredge, either. Although, I feel Glimpse the Unthinkable would be better as a kill by itself, it is a very cool concept.
+ Deck thinning. Decking, drawing, tutoring, and land removing. You're going to find whatever you need.
+ Different paths to victory. Even if the opponent can deal with one way, you have a few other choices on how to win.
+ Board sweepers and utility. For packing cards that don't make you win, but let you last long enough to do so.
Cons:
- Small reliance on Holistic Wisdom. You can just draw into Replenish, play some Breakthroughs to discard the rest, and win without ever playing Holistic Wisdom. If this weren't a contest, I would call that a good thing, but these decks must be based and built around the card. If it can function without that card, I don't feel it's built around it enough.
- Regrowth. As per Contest Rules, decks must be Vintage Legal + Un-set cards. Regrowth is Restricted in Vintage.
Pros: 4 Cons: 2
Total: 2
Big Mana Artifacts. One of my favorites.
Pros:
+ Alternate paths to Victory. Slaverlock, dozens of Snakes, or Launching a ton of Rockets. Any of them work.
+ Contest Legal. For respecting the contest legality.
+ Draw power. Plenty of cards to dig to for whatever you need.
+ Naked Singularity. For actually using this card.
+ Board sweepers. For playing cards that don't make you win, but let you live long enough to do so.
Cons:
- Mana base. With so few sources of colored mana, it seems kind of shaky. I would have like to see some duals in place of the basics and Expanse, to make sure you can always play a colored spell.
- Research the Deep. With only 7 cards total that are at 5cmc or greater, a cost I would consider good enough to reliably clash at, this guy doesn't seem worth the slots. Compulsive Research or some other type of draw would probably benefit you more.
While you can win without Holistic Wisdom, I do not think it would very easy. So, I will neither dock or add points.
Pros: 5 Cons: 2
Total: 3
An infinite combo. Very cool.
(Set up two Spellweaver Helixes with one card + Channel the Suns. Reduce that cards cost to one mana with Cloud Key. Play it can return it as much as possible with Holistic Wisdom, netting 7 mana each time. Use that extra mana to replay Harmonize to feed to combo. It could fizzle out by running into some lands, since each casting nets 6 mana + 1 green, and Harmonize recursion needs 4 green mana + 2 any.)
Pros:
+ Stand-alone combo. Point awarded for making a combo deck that does not need it's infinite combo to win.
+ Thinning and drawing. Rites of Spring, while fueling Holistic Wisdom and Spellweaver Helix, also can thin the deck a lot.
+ Synergy. All the cards come together very well.
+ Contest legality. For respecting the contest legality.
Cons:
- Because the deck can win fine without Holistic Wisdom, just not as reliable as it would with it, I'll only take off half a point. I feel it's need for Holistic Wisdom is somewhere between willoe's and No Name Maddox's decks, and in between 0 and 1 is .5
Pros: 4 Cons: .5
Total: 3.5
Half rock, half beatdown, and all awesome.
Pros:
+ Synergy. All the cards come together very well.
+ Stand alone. Not only do they come together well, but they are also just great by themselves.
+ Contest Legality. For respecting the contest's format legality.
+ Caller of the Claw. I was surprised to see him at first, but he looks great in here. A great idea.
+ Hard to kill win condition. Your main kill condition is a creature who can't be targeted and is hard to block.
+ Several paths to victory. You do not need said creature to win, and can kill with any number of critters.
Cons:
- Lands. Even with 7 turn 1 mana producers, 18 lands seems too low.
- Hypnotic Specter. Maybe I'm being harsh for this one, but this just seemed kind of random. You can't play it Turn 1, it doesn't synergize with the rest of the deck, and it's not something you would really want to recur. Augur of Skulls already coves the discard, and very nicely I may add.
Pros: 6 Cons: 2
Total: 4
1st: foreverstrife @ 4
2nd: Anasi @ 3.5
3rd: Blutsau & No Name Maddox @ 3
5th: willoe @ 2
Close round, I would say. First and Last were separated by only 2 points. My vote, however, is for foreverstrife.
Wow, 2 points differnce for legality of the deck, I'll keep that one in mind.
Once more I think a B&R list is sh!t - the cards on it are there to prevent omgz-broken-as-hell.dec (reduce speed and banning ante) and to be honest no one would play such a deck in casual, unless the meta is like this, but go to tourneys and win some prizes. I'd say nearly no card is broken by itself, it depends on the deck you play it in. Let's be honest, there simply is no such omgz-broken-as-hell.dec in the contest and it's very likely that the contest will never lead to such a deck.
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
I agree with you Blutsau. To me, Casual is all about playing whatever 4 cards you want. Who cares if you're running 4x Black Lotus when your build-around-me card is Tempting Wurm or something. Besides, there are plenty of broken cards in Un-sets. Staying Power, Mox Lotus, Gleemax, and such.
I guess that's why they're Un, and in the Un-block by themselfs not broken. I'd rather ban Uncards... 4 Lotuses is a bad example, $$$. 4 Crop Rotation to get Marit Lage;Regrowth, Trinisphere, ShaharazadWeel of Fortune and Windfall, all the Tutors and fast mana, the newest additions. It's a list made to form a format, Vintage and keep it stable and not "play or draw? play wins".
Trinisphere is a prime example, if you resolve it, you just have won - in Vintage, at a six man table in the neighbours kitchen, wayne?
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Ok I'm sorry about that... but I just don't want super super crazy decks that blow everything out of the water with like 4 black lotuses and such. I mean I just wanted some sort of guideline for what is legal and such. If parabola wants he can revote because of that. I mean its not such a big deal to me as long as its not amazingly amazingly broken. I just want to see fun casual decks, not stuff that wins faster then you can play the deck basically.
Ok I'm sorry about that... but I just don't want super super crazy decks that blow everything out of the water with like 4 black lotuses and such. I mean I just wanted some sort of guideline for what is legal and such. If parabola wants he can revote because of that. I mean its not such a big deal to me as long as its not amazingly amazingly broken. I just want to see fun casual decks, not stuff that wins faster then you can play the deck basically.
I'll take you up on that revote. I was thinking about redoing all the scores and going more in depth, but, to keep it fair, I'm just going to remove all points based on legality. Next time, I'll be sure to add some sort of real system.
So, it's:
Blutsau: 4
willoe: 3
No Name Maddox: 2
Anasi: 2.5
foreverstrife: 3
1st: Blutsau
2nd: willoe and foreverstrife
4th: Anasi
5th: No Name Maddox
What would such a loop be good for? you get 0 cards more into the game.
They errataed the reminder text away - and why would this be usefull? we only have 5 PWs and a handfull of medicore Triball stuff
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
My vote is for Blutau.
I like the way how you would just keep hitting them with damage every turn with Storm Seeker.
My only thing is if they have no cards in there hand.
I'm fine with it for now I guess. If to many people come up with the sameish deck or not many decks are posted, then I will require a new card be picked.
Its not like Tooth of Chris-Goria is a card that a deck can center around. So I thought to use it in a deck that featured Spikeshot Goblin as the main win condition.
Private Mod Note
():
Rollback Post to RevisionRollBack
That's the remarkable thing about life. It's never so bad that it can't get worse
Calvin and Hobbes Cube Tutor
To post a comment, please login or register a new account.
4x Pulse of the Grid
4x Thirst for Knowledge
4x Frantic Search
4x Tolarian Winds
Stalling
4x Forbid
4x Foil
4x Moment's Peace
4x Tangle
4x Holistic Wisdom
1x Research
3x Storm Seeker
Land
4x Tropical Island
4x Breeding Pool
1x Flooded Srand
1x Polluted Delta
1x Windswept Heath
1x Wooded Foothills
5x Island
3x Forest
*Research (Research/Development)
the plan: Digging, stalling, recycling, win.
The first thing I want to point out, is as the deck only contains istants I inted it to be sort of draw-go, you're not supposed to play anything unless you have to or it's the op.'s eot.
The digging spells serve double duty in this deck: 1. they dig into the game affecting spells, 2. they provide fuel for HW (discard + themself). -> CA should not be a problem.
- Pulse of the Grid: Has a built in selfrecursion.
- Thirst for Knowledge: Digs the deepest.
- Frantic Search: Is free (!) justifying the CdA
- Tolarian Winds: Cheap and swingy
- Forbid: Possibe selfrecursion and fuel providing, justified it's +1 to Counterspell and MD
- Foil: Possible free and fuel providing made it a better choice than FoW
- Moment's Peace: Flashback either twice usable or once after discarding.
- Tangle: Buying two turns.
- Holistic Wisdom: CA and win engine of the deck
- Research: If you'd face a (slow) mill deck or other weirdnes
- Storm Seeker: The only non conditional, non-global direct damage instant in GU
- Lands: I put in 4 different Fetches because last tuesday I got semiscrewed by a Needle, appart from that it serves no obvoius purpose. No Budget was mentioned, maybe a BoB could fit but the deck looks mana hungry. You can also recycle lands with HW - so don't bother too much if you happen to discard some.
If you want to sink more $ into the deck -you can exchange the Counters, depending on results, adding Bazar and Power...
Actually, the stalling kind of works out nicely for me. I'll be on vacation from Saturday through Monday, so, on a normal schedule, I would miss the voting. However, if it's still a week-ish, I should be more than fine.
Good luck all.
this is one is not going to be a dueling champion, but it certainly has the potential to be fun in multiplayer
all the sorcerrys are okay on their own, but they get a lot better if you can recur whichever ones you want by playing a cheap spell through the helix.
the cloudkeys can reduce the costs of you enchantments, or you can remove them (or even the artifact lands) to search for the helixes (or the other way around)
the sorceries with retrace and flashback let you trigger the helix more
I haven't really checked very carefully, but with cloudkey, all suns dawn, revive, the helix, and the search ability that holistic wisdom provides, theres probably some way to set up some kind of loop. here too.
4 x acorn harvest
4 x rites of spring
4 x harmonize
4 x holistic wisdom
4 x cloud key
4 x channel the suns
4 x revive
1 x break asunder
1 x grizzly fate
1 x monstrify
4 x savage conception
2 x overrun
4 x tree of tales
20 x forest
casual deck construction contest season 3:
http://forums.mtgsalvation.com/showthread.php?t=189597
my trade thread:
http://forums.mtgsalvation.com/showthread.php?t=239539
I updated my post with the spoiler.
I'll post my votes after djosh does, but with only four decks, he might wait for at least a fifth, as with the 1st Contest.
I'm trying not to look over the decks right now, as I want to save it for when it's time to judge, but I'm curious what you guys come up with. Holistic Wisdom is one of those cards I always wanted to break. I'll probably end up building one of them.
Err... how would this win? It looks like you'd kill yourself. Oo;
Avatar by a_passer_bye
Signature by Zaphod
your soul and you'll discover the world."
~ Diary of Azusa
http://z6.invisionfree.com/CyberRealms_Gaming/index.php?act=idx
4 Shriekmaw
4 Holistic Wisdom
4 Caller of the Claw
3 Elves of Deep Shadow
4 Birds of Paradise
4 Augur of Skulls
4 Hypnotic Spector
4 Silhana Ledgewalker
4 Shambling Shell
3 Grave Pact
4 Overgrown Tomb
2 Pendelhaven
5 Forest
3 Swamp
Explanations for the cards that might need explaining:
-Shriekmaw: Reusable terror with holistic wisdom. 2 for 1 when Grave Pact is out. You can play this along side Caller of the Claw for an extra 2/2.
-Briarhorn: Reusable Giant Growth (kinda) and not a terrible creature when you need it. Synergies with Grave Pact and Caller of the Claw
-Augur of Skulls: Discard for control decks. Can reuse the discard ability with Holistic Wisdom if needed, but it's mostly for the early discard and to synergy with Caller of the Claw and Grave Pact.
-Shambling Shell: You can lay +1/+1 counters on the ledgewalker. Synergies with Caller and Grave Pact. Dredge is great when holistic wisdom is out.
-Hypnotic Spector: to give control decks some trouble. And, ****, why not add it -- I love this guy.
-Caller of the Claw: Nice to play after a ***/Damnation/whatever. Also works well with holistic wisdom since you can retreive the ones that die and keep on replenishing the board with creatures. I was thinking of including a way to sacrifice these so I could rinse and repeat with Holistic Wisdom, but I feel like if I can't get a 2/2 to be dead just by attacking, then I'm probably winning.
-Silhana Ledgewalker: Nice against control decks, and you can stack the counters from Shambling Shell on it, along with Briarhorn's ability for some easy damage.
-Grave Pact: Synergies with Shambling Shell, Augur of Skulls, and the evoke cards. With the evoke cards and the sac creatures like augur of skulls and shambling shell + Holistic Wisdom, one should be able to keep the board free of opposing creatures.
I'll tally up what I did and did not like about each deck. +1 for each Pro and -1 for each Con. If I need to give an "out of 10" score if it is really close, I would be more than happy do that, but this is much simpler for me.
Here's my scores:
When I asked for decks based around Holistic Wisdom, I was not expecting this. And I mean that in a good way.
Pros:
+ Plenty of card drawing. You're going to see Holistic Wisdom unless the almighty Shuffler Gods conspire against you.
+ Protection. Not only can you find Holistic Wisdom, but with 8 counterspells and 8 fog effects, you'll keep it and you alive.
+ Reliance of the Chosen Card. You are going to need Holistic Wisdom to win the game. That's something to look for in a contest to make decks based around Holistic Wisdom.
+ Storm Seeker. A creative and awesome win-condition.
+ Research. Returning any spent cards to Holistic again? Great idea.
Cons:
- Frantic Search. As per Contest Rules, decks must be Vintage Legal + Un-set cards. Frantic Search is Restricted in Vintage.
- 20 lands. As a Draw-Go deck using a card that forces you to pay 2 to reuse a spell, 20 lands seems very low.
Pros: 5 Cons: 2
Total: 3
Self-decking and Replenish? This will be interesting.
Pros:
+ Decking as fuel. And not just Dredge, either. Although, I feel Glimpse the Unthinkable would be better as a kill by itself, it is a very cool concept.
+ Deck thinning. Decking, drawing, tutoring, and land removing. You're going to find whatever you need.
+ Different paths to victory. Even if the opponent can deal with one way, you have a few other choices on how to win.
+ Board sweepers and utility. For packing cards that don't make you win, but let you last long enough to do so.
Cons:
- Small reliance on Holistic Wisdom. You can just draw into Replenish, play some Breakthroughs to discard the rest, and win without ever playing Holistic Wisdom. If this weren't a contest, I would call that a good thing, but these decks must be based and built around the card. If it can function without that card, I don't feel it's built around it enough.
- Regrowth. As per Contest Rules, decks must be Vintage Legal + Un-set cards. Regrowth is Restricted in Vintage.
Pros: 4 Cons: 2
Total: 2
Big Mana Artifacts. One of my favorites.
Pros:
+ Alternate paths to Victory. Slaverlock, dozens of Snakes, or Launching a ton of Rockets. Any of them work.
+ Contest Legal. For respecting the contest legality.
+ Draw power. Plenty of cards to dig to for whatever you need.
+ Naked Singularity. For actually using this card.
+ Board sweepers. For playing cards that don't make you win, but let you live long enough to do so.
Cons:
- Mana base. With so few sources of colored mana, it seems kind of shaky. I would have like to see some duals in place of the basics and Expanse, to make sure you can always play a colored spell.
- Research the Deep. With only 7 cards total that are at 5cmc or greater, a cost I would consider good enough to reliably clash at, this guy doesn't seem worth the slots. Compulsive Research or some other type of draw would probably benefit you more.
While you can win without Holistic Wisdom, I do not think it would very easy. So, I will neither dock or add points.
Pros: 5 Cons: 2
Total: 3
An infinite combo. Very cool.
(Set up two Spellweaver Helixes with one card + Channel the Suns. Reduce that cards cost to one mana with Cloud Key. Play it can return it as much as possible with Holistic Wisdom, netting 7 mana each time. Use that extra mana to replay Harmonize to feed to combo. It could fizzle out by running into some lands, since each casting nets 6 mana + 1 green, and Harmonize recursion needs 4 green mana + 2 any.)
Pros:
+ Stand-alone combo. Point awarded for making a combo deck that does not need it's infinite combo to win.
+ Thinning and drawing. Rites of Spring, while fueling Holistic Wisdom and Spellweaver Helix, also can thin the deck a lot.
+ Synergy. All the cards come together very well.
+ Contest legality. For respecting the contest legality.
Cons:
- Because the deck can win fine without Holistic Wisdom, just not as reliable as it would with it, I'll only take off half a point. I feel it's need for Holistic Wisdom is somewhere between willoe's and No Name Maddox's decks, and in between 0 and 1 is .5
Pros: 4 Cons: .5
Total: 3.5
Half rock, half beatdown, and all awesome.
Pros:
+ Synergy. All the cards come together very well.
+ Stand alone. Not only do they come together well, but they are also just great by themselves.
+ Contest Legality. For respecting the contest's format legality.
+ Caller of the Claw. I was surprised to see him at first, but he looks great in here. A great idea.
+ Hard to kill win condition. Your main kill condition is a creature who can't be targeted and is hard to block.
+ Several paths to victory. You do not need said creature to win, and can kill with any number of critters.
Cons:
- Lands. Even with 7 turn 1 mana producers, 18 lands seems too low.
- Hypnotic Specter. Maybe I'm being harsh for this one, but this just seemed kind of random. You can't play it Turn 1, it doesn't synergize with the rest of the deck, and it's not something you would really want to recur. Augur of Skulls already coves the discard, and very nicely I may add.
Pros: 6 Cons: 2
Total: 4
1st: foreverstrife @ 4
2nd: Anasi @ 3.5
3rd: Blutsau & No Name Maddox @ 3
5th: willoe @ 2
Close round, I would say. First and Last were separated by only 2 points. My vote, however, is for foreverstrife.
Congrats deserved all around.
Trinisphere is a prime example, if you resolve it, you just have won - in Vintage, at a six man table in the neighbours kitchen, wayne?
I'll take you up on that revote. I was thinking about redoing all the scores and going more in depth, but, to keep it fair, I'm just going to remove all points based on legality. Next time, I'll be sure to add some sort of real system.
So, it's:
Blutsau: 4
willoe: 3
No Name Maddox: 2
Anasi: 2.5
foreverstrife: 3
1st: Blutsau
2nd: willoe and foreverstrife
4th: Anasi
5th: No Name Maddox
That surprises me...I'd think MaGo would be all over that. This update actually makes sense, compared to a lot of others we've gotten lately.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
They errataed the reminder text away - and why would this be usefull? we only have 5 PWs and a handfull of medicore Triball stuff
I like the way how you would just keep hitting them with damage every turn with Storm Seeker.
My only thing is if they have no cards in there hand.
your examples are sort of unfair because it's a whole different thing to build around cards depending on the op. to have some effect at all.
I'll post a deck if djosh doesn't accept the suggsestion, ok? I can't explain it in public why I chose the card, as it would spoil the contest.
4 Tree of Tales
4 Great Furnace
4 Darksteel Citadel
4 Wooded Foothills
4 Taiga
1 Forest
1 Mountain
4 Spikeshot Goblin
4 Eternal Witness
3 Iron Myr
3 Copper Myr
Spells 24
4 Cranial Plaiting
4 Tooth of Chris-Goria
4 Lightning Bolt
4 Worldly Tutor
1 Regrowth
4 Thousand Year-Elixir
3 Hull Breach
Its not like Tooth of Chris-Goria is a card that a deck can center around. So I thought to use it in a deck that featured Spikeshot Goblin as the main win condition.
Calvin and Hobbes
Cube Tutor