Though I had not played with Sulfuric Vortex for 5 years, and for the last 3 years the card was sitting in my sideboard. Currently Sulfuric Vortex is sitting in my secondary sideboard, technologically it's put on the side and often used when I'm playing mutiplayer/casually.
The major flaw with Sulfuric Vortex is that the card cost 3 mana. And we typically have 2 lands in our opening hand and sometimes draw the 3rd land within the next 3 turns. The other problematic issue with Sulfuric Vortex is playing it after Eidolon of the Great Revel is in play. It sort of handicaps us in the damage race.
Splash... originally splash was a big deal because the original burn deck were packed with disposable spells and disposable creatures and loosing a land was a big deal. Later, a few players developed a theory called virtual card advantage. The theory assumes that the opponent has removal cards in hand and we can screw the opponent over by playing cards that disallows the opponent form casting/playing such cards. I'm being honest, this is a BS theory and it only works if you want to screw the opponent over with wasteland. Not by land removal but by forcing the opponent to regret they dropped a wasteland in play when an island/or other mana sources would had been a much better card in the early turns. And the theory seemed to forget cards like brainstorm so the opponent can filter less useful cards for something better.
1, I have no known way to search for the land therefore drawing up the land is luck draw. You have a better chance is dealing 5 damage with a Thunderous Wrath than drawing up a Karakas when needed. And I played against a player that is playing with one Thunderous Wrath in their burn deck and I seen it come up for the miracle play more than once.
2, No red mana, unfortunately we have very little that requires a colorless mana source so the use of the land is very limited, and forces us to play another land drop.
3, cannot fireblast... It would really, really suck to have 2 lands in play, a mountain and a Karakas and a fireblast in your hand.
Maybe it's me but why not put the 2 Deflecting Palm in your main and take the 2 Sulfuric Vortex and put them in your sideboard.
What do we think of Rampaging Ferocidon? A 3/3 with Menace for 3 isn't exactly optimal, but we play Sulfuric Vortex and that only stops lifegain whereas this also taxes creature based strategies.
I don't think it's maindeck material personally, but rather that it might be relevant as a sideboard card versus D&T and Elves.
I have been playing with a single Plateau and a 2-3 Deflecting Palm in the side
I have yet to be mana screwed because of it & waste land (I had 1 game where my out was him killing it so that he could not kill his own dual in response to PoP)
I'm not sure if it's worth it in a blind meta, but for a few weeks almost half of my store was either playing reanimator, lands or some variance of show and tell. Deflecting their big threat felt great
I've been finding out that splashing a dual land might be a good thing for Legacy burn. I know most players like to believe that mono red is the best, and it can be the best, but there are way way too many cards that reanimator/show puts into play that beats burn.
I'm basically new to Legacy and I've decided to play this deck since it's both strong and doesn't drain the bank account the way a lot of other Legacy decks do. My plan is to complete this deck by the end of September, practice hard for a month, and then go to the SCG Open in Washington DC at the end of October.
I looked at different lists, looks like the sideboard is where most of the difference is with this deck, so I picked and chose stuff from different sideboards that I liked. Here is what I want to build:
One question I have, since I'm new... why doesn't the deck play Blood Moon? With most of the other decks relying on fetches + duals, wouldn't it shut down a large part of the opposition? Is it just too slow?
Good luck in building the deck and I hope you have lots of fun in the legacy format
Blood Moon seemed to work really good in the Modern Format because the format is slower than legacy. On the flip side, I never understood the milticolor burn decks in the modern format because mono red with blood moon in the main is freak'n awesome. Not to mention the modern mono red burn player would always have an advantage from the shock/fetch damage.
In legacy burn we seldom want to play 3cc or higher spells. And most players believe that dropping a blood moon won't speed up the deck for the win. And in come cases by the time you play blood moon the opponent has the advantage.
You're playing a linear deck and have issues with auto-scooping? Methinks you're in the wrong strategy. All linears in Legacy have cards they just pack it up to when resolved. Iona is Burn's.
Why auto-scoop? Sideboard 3 Phyrexian Metamorph... sure your not going to kill their Iona, but they might be forced to block you're clone (especially if you shut down one of their colors).
I don't think Grim is doing much of anything there. Iona's a 7/7 - you're not winning that race. You're also going to run out of cards in your graveyard. I think that if Iona lands, you just scoop and move on to the next game.
Sorry I have issues with auto scooping. If Iona becomes an issue than it might be a good idea to change strategy and/or color splash.
GP Vegas is coming up next week and I plan to play in one of the side events Thursday. I plan on playing Patrick Sullivan's list and the only thing I'm not sure about is my side board. I'm thinking I'd like to have 4x Smash to Smithereens, 4x Searing Blood, possibly 2x Vexing Shusher, and as for grave yard hate I can't decide between 4x Faerie Macabre or 4x Leyline of the Void? I own both I'm just not sure which would be the best option. As for the rest of the SB I'm not sure what should fill in the slots.
I like Faerie Macabre better because you can use him if you draw him later in the game. Layline your screwed if you don't have them in the opening hand, and each mulligan without a leyline is another twist in the screw.
soo why do we still talk about that?
just suggested a card and said something about pro/con...
karakas is ok vs 2 problem matchups and you said yourself you can beat both decks if they dont go like t1 iona or t1-2 emrakul/griselbrand...
play 3-4 karakas or split your sb and play 3-4 ashen riders and 3-4 faerie or leyline or something even more narrow like brittle effigy thats your choice...
Sometimes it's best to talk out ideas to see what others think.
Like I said, I think Karakas is a wonderful card against reanimator/show... but the land also sucks because the land is exclusive to bouncing the legendary creatures back to the opponent's hand.
well u can use the mana to pay for a chancellor if they reanimate it... anyways all other cards also have drawbacks but karakas can not be countered or discarded...
Sure but I'd never lost a game when Annex is the sole creature in play. Besides most reanimator/show would play Jin-Gitaxias Before they play Annex. And if they are skilled they would play Iona against burn and any other mono-color deck first.
I hate to lose to
thats why you have 15 slots and can pick your cards for matchups you are afraid of... ;-)
Please don't quote me out of context. What I was saying: I hate to lose to a quick tutored Iona because they are banking on that all my attacks would be blocked and I won't be able to cast spells.
15 card sideboard slots do help, but focusing on red/artifact don't have all the answers.
you could play some amount of karakas vs show and tell + reanimator... doesnt matter if you topdeck it or have it in your opener... you can still lose with it but it is a lot harder for them to kill you with a non legend or sneak attack...
Karakas is an awesome card against Show/Reanimator. But you need 3 copies because we have no way to tutor the card. And unfortunately, most of our cards don't ask for colorless mana, therefore Karakas is a dead land.
not sure about storm but their plan is to slow a little bit down to sb removal for eidolon or pillar or not?
some just ignore it and try to combo as fast as possible -> mindbreak trap...
Eidolon has been a good anti-storm card. If storm is a big deck in your tournament, it might be smarter to add 2 Pillars (sort of like Eidolon 5/6)
the sad truth is you can not cover all matchups without losing % in other matchups...
It's true, but unlike most decks, burn is the most aggressive. Every card/spell is an attack on the opponent's life points. Loosing the game by % can happen. I would like to lose against reanimator by a race. I hate to lose to reanimator because they tutored Iona and put her into play on turn 2.
The four free slots are what I have to play with. I was wondering your opinions on the full playset of Searing Blood to fill that? I know eight searing effects might be a lot, but as you can see the rest of my deck is heavily slated against combo decks. I'm thinking that the eight effects could come in to help heavily favor me against creature decks post-board. My other option is 0-1 Searing Blood and 3-4 Pyroblast. That could help against Delver decks as well as FoW and Sneak and Show. I'd rather not pack graveyard hate, as I think I just wanna hope to dodge those matchups.
Of course, if you have any other suggestions about my deck overall, I'm happy to listen.
EDIT: Actually, the more I'm looking at it, the more I think a playset of Ensnaring Bridge might be just what the doctor ordered. It's slow, but it does give me hate against Reanimator and Sneak and Show without being dead in other matches. Specifically, I can also bring it in versus Eldrazi and Lands. What do you all think?
I like searing blood/blaze; both cards are awesome! I do strongly recommend playing 4 searing blood/blaze in the main deck. I would drop (or sideboard) the flame rifts. I noticed some player using flame rifts with eidolon but they seemed cautious and they would play 2 or 3 flame rifts. I also think you could drop (or sideboard) Grim Lavamancer.
Fireblast is a necessary burn card and you should never play less than 4. In the old school days playing less than 4 was ok because the burn decks were slow and drawing a fireblast was ok. Today you want to have that fireblast in your opening hand.
I have mixed feelings with Ensnaring Bridge. First, I do like it and 3 seemed like a good number. But Ensnaring Bridge don't do any good against a good reanimator/show player. All they do is drop Iona, Shield of Emeria into play and watch you fold. They will combo out for a first/second turn Iona, just because a burn player folding is the only option. Usually the best card against reanimator is Faerie Macabre. I like it because the opponent cannot counter the card. It's also an awesome card to play in response to exhume. Against show, some player used Angel of Despair or Ashen Rider a lot has to do with timing. I do think Red Elemental Blast and Pyroblast are better cards, it knocks out show or brainstorm. And it would be smart to sideboard 2 of each card. Sure you can play Ensaring Bridge to counter the secondary cards, but most of the time once you stopped the first creature the opponent won't be able to pull off the second one.
Is the OP consistently updated? Does it includes cards up to the current set or will it be perpetually stuck at like 5 years ago or something like that?
Burn has been constantly changing, especially in the last 5 years. Also the banning of Top dropped the need to sideboard Vexing Shusher and Exquisite Firecraft.
Grim Lavamancer Best against Elves/Merfolks and other control type decks.
Vexing Devil Most misunderstood card, especially for those that don't play it.
And naturally, you can just add more burn.
Main spells:
Mostly had not changed.
Lightning Bolt, Chain Lightning, Lava Spike and Rift Bolt. Although, I stopped playing Rift Bolt for over year because the Suspend ability seemed to drag the deck, other players seemed to like Rift Bolt because Countertop had a hard time in stopping the card... Countertop is now dead so I'm not sure how long will Rift Bolt will remain as a burn staple. I still believe the suspend ability is a major drag to the deck, especially if you're aim is playing Goblin Guides/Swiftspears on turn 1, and Eidolon on turn 2, that pushes Rift Bolt to turn 3 or 4 for the suspend ability. I've been playing Forked Bolt instead and enjoyed the performance.
Price of Progress and Fireblast. Most players play 4 each without question. Although Price of Progress can be flexible to 3 cards, but it depends on where you are playing.
Searing Blood, Searing Blaze. Both cards have their pros and cons. Because legacy is a creature format - it would be wise to play 3-4 of either or a mix of both spells.
Flame Rift I've seen love/hate at both ends. Good card but most burn players see the 4 damage and the 2 damage from Eidolon as a major disadvantage. Other's don't see it that way. Just recently, there are some players playing Flame Rift and Eidolon and they are doing well in tournaments.
Sulfuric Vortex This is a good card, very effective. The down side the card cost 3 mana, so player pack 2 in the deck.
Exquisite Firecraft for 2 years players were slowly adding Firecraft to their decks, some even play 3 in the main and 1 in the sideboard. It was an effective card against countertop. I don't see Firecraft getting played as much as today because countertop is now dead, but if you believe the meta is loaded with control decks, then maybe Firecraft is an idea card.
Skullcrack So far I had not seen anybody playing with the card. It's still a good card but overshadowed by the other burn spells. I won't be surprised to see players dropping their 3cc firecraft for 2cc Skullcrack.
New cards:
Harsh Mentor Seemed to be a good sideboard option against countertop. I do think players want to make this guy work, so we are going to see a few listed in the sideboard. I'm not sure and I don't think he was worth 8 dollars on the release, and since his price has dropped to 3 dollars each is a good sign on how over hyped the card was. I do think he's an awesome card for Vintage Burn, but who plays burn in vintage.
Splashes do have issues. Good luck with the splash but the deck is not burn. As for Thorn... 38 spells are going to get hit by the casting cost boost. Do you really think that would be a good direction to go.
No, it doesn't. Look, I'm sorry you can't tell the difference between criticisms of your deck building strategy and personal attacks, maybe it's because you're so used to them being coupled that you just think both always happen simultaneously. I have not insulted you or attacked you, but because you continue to claim that I have I'm done engaging with you. You're not listening to anything I've said (or anyone else here for that matter) and are just playing the victim for some odd reason. I'm tempted to just block you because I don't feel like playing the "Soldier cries wolf" game anymore.
Typical. My deck is only good against bad players. There is no bad players in high power tournaments. WTF! I'm crying wolf.
I bet you are pulling this rabbit out of your hat because you cannot answer the scenario. You know whatever choice you make I have the advantage, and you cannot deal with that.
I was speaking solely to the actions that an opponent might take when faced with a "punisher effect" like Devil has. Let's assume Devil gave you the choice, it would be phenomena (actually busted) if that were the case. Instead, your opponent gets the choice. Every time you play Devil, there's a certain choice that produces the most desirable outcome for you.
First, we are playing arggo-tempo.
Second, we are playing burn.
Third, the vexing devil punisher effect doesn’t change the context of the deck.
A good opponent will almost always make the choice that has the best outcome for them. A bad opponent will some less frequently make the right choice.
This is what I like to know, what choice can a good opponent make that’s better than a bad opponent.
Assuming that this was turn 3.
Turn 1, Goblin Guide attack.
Turn 2, I played a land and casted Eidolon, you dazed it. I attacked with Goblin Guide. On your turn, you played Goyf.
Turn 3, I played my 3rd land and casted Vexing Devil.
What amazing solution could a good opponent do? What could you do that would shock me?
Here are the options.
1, let Vexing Devil stay. I would have a 4/3 creature in play. This would put you in defense, if you attack me with Goyf, I’ll let him go thru and I would hit you for 6. Sure you could bolt Vexing Devil but what if I have another eidolon? I also have 2 mana open. (4/3 creature is in my favor)
2, you could absorb the 4 damage. You already took 4 damage from GG and 4 more would put you down to 12 life. You know I’m playing Goblin Guide and Eidolon so you should know I’m playing burn. So I could have price of progress and fireblast ready. I also have 2 mana open. Since you used daze and play goyf you have at least 1 to 2 non-basic lands in play. (4 damage is in my favor)
3, Counterspell. I know you dazed Eidolon and I will assume you have a Force of Will in your hand. I also have 2 mana open and cards in my hand. (Wasting a Counterspell is in my favor)
Maybe you can come up with a 4th option? Maybe it’s a bad move to play Goyf early? The graveyard has a land, instant, creature and enchantment – that makes Goyf a 4/5, if you’re playing against burn you need to outrace me.
White or Black splash makes sense, especially when you don't want to 'auto lose' to something like a second turn Iona, Shield of Emeria drop.
@AteValve
A lot of player like Sulfuric Vortex because you can deal 4 damage for the win, as well as shut down gain life decks.
I think Rampaging Ferocidon is going to be a bigger card in Modern format because it's close to Sulfuric Vortex.
Though I had not played with Sulfuric Vortex for 5 years, and for the last 3 years the card was sitting in my sideboard. Currently Sulfuric Vortex is sitting in my secondary sideboard, technologically it's put on the side and often used when I'm playing mutiplayer/casually.
The major flaw with Sulfuric Vortex is that the card cost 3 mana. And we typically have 2 lands in our opening hand and sometimes draw the 3rd land within the next 3 turns. The other problematic issue with Sulfuric Vortex is playing it after Eidolon of the Great Revel is in play. It sort of handicaps us in the damage race.
Splash... originally splash was a big deal because the original burn deck were packed with disposable spells and disposable creatures and loosing a land was a big deal. Later, a few players developed a theory called virtual card advantage. The theory assumes that the opponent has removal cards in hand and we can screw the opponent over by playing cards that disallows the opponent form casting/playing such cards. I'm being honest, this is a BS theory and it only works if you want to screw the opponent over with wasteland. Not by land removal but by forcing the opponent to regret they dropped a wasteland in play when an island/or other mana sources would had been a much better card in the early turns. And the theory seemed to forget cards like brainstorm so the opponent can filter less useful cards for something better.
If Virtual Card advantage did work Eidolon of the Great Revel, Goblin Guide, Monastery Swiftspear and Grim Lavamancer would be unplayable.
3 things stop me from playing Karakas...
1, I have no known way to search for the land therefore drawing up the land is luck draw. You have a better chance is dealing 5 damage with a Thunderous Wrath than drawing up a Karakas when needed. And I played against a player that is playing with one Thunderous Wrath in their burn deck and I seen it come up for the miracle play more than once.
2, No red mana, unfortunately we have very little that requires a colorless mana source so the use of the land is very limited, and forces us to play another land drop.
3, cannot fireblast... It would really, really suck to have 2 lands in play, a mountain and a Karakas and a fireblast in your hand.
Maybe it's me but why not put the 2 Deflecting Palm in your main and take the 2 Sulfuric Vortex and put them in your sideboard.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
I think Rampaging Ferocidon is an awesome creature in a modern mono-red build, since modern don't have Sulfuric Vortex...
As for legacy, I can see some players trying 2 in replacement for Sulfuric Vortex - but those players are not playing with Swiftspear...
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
I've been finding out that splashing a dual land might be a good thing for Legacy burn. I know most players like to believe that mono red is the best, and it can be the best, but there are way way too many cards that reanimator/show puts into play that beats burn.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Good luck in building the deck and I hope you have lots of fun in the legacy format
Blood Moon seemed to work really good in the Modern Format because the format is slower than legacy. On the flip side, I never understood the milticolor burn decks in the modern format because mono red with blood moon in the main is freak'n awesome. Not to mention the modern mono red burn player would always have an advantage from the shock/fetch damage.
In legacy burn we seldom want to play 3cc or higher spells. And most players believe that dropping a blood moon won't speed up the deck for the win. And in come cases by the time you play blood moon the opponent has the advantage.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Why auto-scoop? Sideboard 3 Phyrexian Metamorph... sure your not going to kill their Iona, but they might be forced to block you're clone (especially if you shut down one of their colors).
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Sorry I have issues with auto scooping. If Iona becomes an issue than it might be a good idea to change strategy and/or color splash.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
I like Faerie Macabre better because you can use him if you draw him later in the game. Layline your screwed if you don't have them in the opening hand, and each mulligan without a leyline is another twist in the screw.
I'm not sure if there is a point to play Vexing Shusher, he's usually used in countertop and countertop is a dead deck. Red Elemental Blast and pyroblast seemed to be better cards, they knock out counterspell and show and tell.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Sometimes it's best to talk out ideas to see what others think.
Like I said, I think Karakas is a wonderful card against reanimator/show... but the land also sucks because the land is exclusive to bouncing the legendary creatures back to the opponent's hand.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Sure but I'd never lost a game when Annex is the sole creature in play. Besides most reanimator/show would play Jin-Gitaxias Before they play Annex. And if they are skilled they would play Iona against burn and any other mono-color deck first.
Please don't quote me out of context. What I was saying: I hate to lose to a quick tutored Iona because they are banking on that all my attacks would be blocked and I won't be able to cast spells.
15 card sideboard slots do help, but focusing on red/artifact don't have all the answers.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Karakas is an awesome card against Show/Reanimator. But you need 3 copies because we have no way to tutor the card. And unfortunately, most of our cards don't ask for colorless mana, therefore Karakas is a dead land.
Eidolon has been a good anti-storm card. If storm is a big deck in your tournament, it might be smarter to add 2 Pillars (sort of like Eidolon 5/6)
It's true, but unlike most decks, burn is the most aggressive. Every card/spell is an attack on the opponent's life points. Loosing the game by % can happen. I would like to lose against reanimator by a race. I hate to lose to reanimator because they tutored Iona and put her into play on turn 2.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
I like searing blood/blaze; both cards are awesome! I do strongly recommend playing 4 searing blood/blaze in the main deck. I would drop (or sideboard) the flame rifts. I noticed some player using flame rifts with eidolon but they seemed cautious and they would play 2 or 3 flame rifts. I also think you could drop (or sideboard) Grim Lavamancer.
Fireblast is a necessary burn card and you should never play less than 4. In the old school days playing less than 4 was ok because the burn decks were slow and drawing a fireblast was ok. Today you want to have that fireblast in your opening hand.
I have mixed feelings with Ensnaring Bridge. First, I do like it and 3 seemed like a good number. But Ensnaring Bridge don't do any good against a good reanimator/show player. All they do is drop Iona, Shield of Emeria into play and watch you fold. They will combo out for a first/second turn Iona, just because a burn player folding is the only option. Usually the best card against reanimator is Faerie Macabre. I like it because the opponent cannot counter the card. It's also an awesome card to play in response to exhume. Against show, some player used Angel of Despair or Ashen Rider a lot has to do with timing. I do think Red Elemental Blast and Pyroblast are better cards, it knocks out show or brainstorm. And it would be smart to sideboard 2 of each card. Sure you can play Ensaring Bridge to counter the secondary cards, but most of the time once you stopped the first creature the opponent won't be able to pull off the second one.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Burn has been constantly changing, especially in the last 5 years. Also the banning of Top dropped the need to sideboard Vexing Shusher and Exquisite Firecraft.
The core creatures are:
Goblin Guide
Eidolon of the Great Revel
Secondary Burn Creatures are:
Monastery Swiftspear Fast damage and sometimes better than Goblin Guide!
Grim Lavamancer Best against Elves/Merfolks and other control type decks.
Vexing Devil Most misunderstood card, especially for those that don't play it.
And naturally, you can just add more burn.
Main spells:
Mostly had not changed.
Lightning Bolt, Chain Lightning, Lava Spike and Rift Bolt. Although, I stopped playing Rift Bolt for over year because the Suspend ability seemed to drag the deck, other players seemed to like Rift Bolt because Countertop had a hard time in stopping the card... Countertop is now dead so I'm not sure how long will Rift Bolt will remain as a burn staple. I still believe the suspend ability is a major drag to the deck, especially if you're aim is playing Goblin Guides/Swiftspears on turn 1, and Eidolon on turn 2, that pushes Rift Bolt to turn 3 or 4 for the suspend ability. I've been playing Forked Bolt instead and enjoyed the performance.
Price of Progress and Fireblast. Most players play 4 each without question. Although Price of Progress can be flexible to 3 cards, but it depends on where you are playing.
Searing Blood, Searing Blaze. Both cards have their pros and cons. Because legacy is a creature format - it would be wise to play 3-4 of either or a mix of both spells.
Flame Rift I've seen love/hate at both ends. Good card but most burn players see the 4 damage and the 2 damage from Eidolon as a major disadvantage. Other's don't see it that way. Just recently, there are some players playing Flame Rift and Eidolon and they are doing well in tournaments.
Sulfuric Vortex This is a good card, very effective. The down side the card cost 3 mana, so player pack 2 in the deck.
Exquisite Firecraft for 2 years players were slowly adding Firecraft to their decks, some even play 3 in the main and 1 in the sideboard. It was an effective card against countertop. I don't see Firecraft getting played as much as today because countertop is now dead, but if you believe the meta is loaded with control decks, then maybe Firecraft is an idea card.
Skullcrack So far I had not seen anybody playing with the card. It's still a good card but overshadowed by the other burn spells. I won't be surprised to see players dropping their 3cc firecraft for 2cc Skullcrack.
New cards:
Harsh Mentor Seemed to be a good sideboard option against countertop. I do think players want to make this guy work, so we are going to see a few listed in the sideboard. I'm not sure and I don't think he was worth 8 dollars on the release, and since his price has dropped to 3 dollars each is a good sign on how over hyped the card was. I do think he's an awesome card for Vintage Burn, but who plays burn in vintage.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Splashes do have issues. Good luck with the splash but the deck is not burn. As for Thorn... 38 spells are going to get hit by the casting cost boost. Do you really think that would be a good direction to go.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Typical. My deck is only good against bad players. There is no bad players in high power tournaments. WTF! I'm crying wolf.
I bet you are pulling this rabbit out of your hat because you cannot answer the scenario. You know whatever choice you make I have the advantage, and you cannot deal with that.
@JamesTheIV
Why play grim lavamancer?
Warning issued for trolling.
- Teia
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
It does.
First, we are playing arggo-tempo.
Second, we are playing burn.
Third, the vexing devil punisher effect doesn’t change the context of the deck.
This is what I like to know, what choice can a good opponent make that’s better than a bad opponent.
Assuming that this was turn 3.
Turn 1, Goblin Guide attack.
Turn 2, I played a land and casted Eidolon, you dazed it. I attacked with Goblin Guide. On your turn, you played Goyf.
Turn 3, I played my 3rd land and casted Vexing Devil.
What amazing solution could a good opponent do? What could you do that would shock me?
Here are the options.
1, let Vexing Devil stay. I would have a 4/3 creature in play. This would put you in defense, if you attack me with Goyf, I’ll let him go thru and I would hit you for 6. Sure you could bolt Vexing Devil but what if I have another eidolon? I also have 2 mana open. (4/3 creature is in my favor)
2, you could absorb the 4 damage. You already took 4 damage from GG and 4 more would put you down to 12 life. You know I’m playing Goblin Guide and Eidolon so you should know I’m playing burn. So I could have price of progress and fireblast ready. I also have 2 mana open. Since you used daze and play goyf you have at least 1 to 2 non-basic lands in play. (4 damage is in my favor)
3, Counterspell. I know you dazed Eidolon and I will assume you have a Force of Will in your hand. I also have 2 mana open and cards in my hand. (Wasting a Counterspell is in my favor)
Maybe you can come up with a 4th option? Maybe it’s a bad move to play Goyf early? The graveyard has a land, instant, creature and enchantment – that makes Goyf a 4/5, if you’re playing against burn you need to outrace me.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!