So far this deck is 100% made up of only cards that support a turn-2 kill. Here are the winning hands:
Land, Land, Tinder, Myr, Berserk, Strobe
Land, Land, Tinder, Myr, Berserk, Berserk
Land, Land, Tinder, Burning, Myr, +4/+4, Berserk
Land, Land, Tinder, Burning, Myr, +4/+4, Strobe
Land, Land, Tinder, KilnF, Berserk, Strobe
Land, Land, Tinder, KilnF, Berserk, Berserk
Land, Land, Tinder, KilnF, +4/+4, Berserk
Land, Land, Tinder, KilnF, +4/+4, Strobe
Land, Land, Glistner, +4/+4, Strobe
Land, Land, Glistner, +4/+4, Berserk
Most of these hands are 5 or 6 cards so you can afford to mull at least once. The problem is, this doesn't make a full 60 card deck. I am 15 cards short. I want to fill those last 15 slots with more T2 win scenarios OR cards that improve the consistency of the existing scenarios without diluting them. What are your suggestions?
I should clarify: please if you list card addition suggestions, also explain what additional T2 win condition those cards add, or explain how they augment the existing ones. (For example, I don't see how summoner's pact helps by fetching an elf or Tinder wall to help you win before the next upkeep)
Using the last 15 slots for cantrips like Manamorphose could be an option. Sideboard cards are another option.Lightning Bolt might be good in case an early blocker comes out and prevents 2 or 3 damage.
Also, I am considering a mid-game for a plan B. If I add 4x Joraga Treespeaker then I have access to 5 mana on turn 3, which can drop a Deus of Calamity.
Finally, what are the most efficient card drawing engines for RG? Skullclamp?
Well you will need to fill up this list and since you want to kill reliably by T2 you need at least one more way and quite a few more cards.You can add 4x Manamorphose, 4x Bloodlust and 4x Wild Nacatyl running the 8 shocklands with plains and still keeps this in vintage value land.
T1 any green source plus Wild Nacatyl.
T2 we need a mountain and a plains in play, play Tinder Wall (still have one mana), sac tinder wall,cast Manamorphose (3 mana left) if you need a certain color to combo off, or still looking for the last combo piece. Play another Tinder Wall, (sac it) (4 mana left) now there are many wins-BL+BL+AS, BL+BL+Berserk, GS+BL+Berserk, GS+BL+AS, MoK+BL+Berserk, MoK+MoK+Berserk, etc, etc MANY MANY ways, Simian Spirit Guide Is another good filler suggestion but Manamorphose seems essential.
I know this thread has kinda been hijacked, but whatever, I'll continue it anyway. I originally responded because the idea of every single card in the deck supporting the T2 win while being budget is kinda cute and it was probably not really ever intended to be played outside a kitchen table with friends building some decks that adhere to vintage construction rules.
Kovo, if you're looking to actually get into vintage, definitely rethink the above deck before going out and getting berserks, because I doubt that your deck would win a single game in any semi-legit vintage tournament. I am not trying to be mean or discouraging, just trying to give some constructive criticism:
mud will lock you out turn 1
Bazaar is faster than you, even on the draw and you have no graveyard hate in the sideboard anywhere ... you usually need 4 grafdiggers and 4 whatever else (leyline, tormod, nihil, etc...) to even go 50/50 with them.
Kiln fiend won't resolve against a blue deck unless you're packing your own FoW, MM, FS, etc... and willing to fight over it.
You'll get completely bulldozed by oath decks.
This deck folds to a T1 chalice on 1. You have no way of dealing with it outside of pact, and you won't be able to pay for it anyway.
BG fish decks will tear your stuff apart before you can go off / protect / whatever.
If you are actually serious about getting into vintage and like the feel of infect, you can definitely build a half-decent semi-budget (for vintage at least) infect deck.
Your sig suggests that you play legacy merfolk ... so maybe even easier way to get into vintage is to add: lotus, sapphire, time walk, ancenstral, cruise, ponder, strip mine, 2-4 MM, and 3-4 null rod to your merfolk deck and call it a day (plus adjust the SB from legacy to vintage).
Thanks for the response. I have since let go of building this deck Looking more into either vintage infect, or goblins (just because I like goblins, and not because they are super powerful).
Cool. Infect is a lot of fun. Goblins looks fun too, although never played it myself.
There are loads of decks that port nicely into vintage from legacy, usually with the addition of just a few restricted cards. Although they may not be quite consistent enough to win a big tournament, you can certainly win matches (and have fun) with stuff like infect, elves, goblins, merfolk, delver, miracles, painter, storm, burn, hatebears, and more.
One other thing: the above list you polished a bit does look like fun for a very competitive kitchen-table deck. I might even proxy up what I don't have and play it a bit with some friends against some of their glass cannon decks.
4 Berserk
4 Assault Strobe
2 Might of Old Krosa
2 Groundswell
4 Tinder Wall
4 Glistener Elf
4 Kiln Fiend
4 Burning Tree Emissary
4 Myr Superion
4 Copperline Gorge
4 Karplusan Forest
4 Forest
1 Pendlehaven
So far this deck is 100% made up of only cards that support a turn-2 kill. Here are the winning hands:
Land, Land, Tinder, Myr, Berserk, Strobe
Land, Land, Tinder, Myr, Berserk, Berserk
Land, Land, Tinder, Burning, Myr, +4/+4, Berserk
Land, Land, Tinder, Burning, Myr, +4/+4, Strobe
Land, Land, Tinder, KilnF, Berserk, Strobe
Land, Land, Tinder, KilnF, Berserk, Berserk
Land, Land, Tinder, KilnF, +4/+4, Berserk
Land, Land, Tinder, KilnF, +4/+4, Strobe
Land, Land, Glistner, +4/+4, Strobe
Land, Land, Glistner, +4/+4, Berserk
Most of these hands are 5 or 6 cards so you can afford to mull at least once. The problem is, this doesn't make a full 60 card deck. I am 15 cards short. I want to fill those last 15 slots with more T2 win scenarios OR cards that improve the consistency of the existing scenarios without diluting them. What are your suggestions?
Using the last 15 slots for cantrips like Manamorphose could be an option. Sideboard cards are another option.Lightning Bolt might be good in case an early blocker comes out and prevents 2 or 3 damage.
Also, I am considering a mid-game for a plan B. If I add 4x Joraga Treespeaker then I have access to 5 mana on turn 3, which can drop a Deus of Calamity.
Finally, what are the most efficient card drawing engines for RG? Skullclamp?
T1 any green source plus Wild Nacatyl.
T2 we need a mountain and a plains in play, play Tinder Wall (still have one mana), sac tinder wall,cast Manamorphose (3 mana left) if you need a certain color to combo off, or still looking for the last combo piece. Play another Tinder Wall, (sac it) (4 mana left) now there are many wins-BL+BL+AS, BL+BL+Berserk, GS+BL+Berserk, GS+BL+AS, MoK+BL+Berserk, MoK+MoK+Berserk, etc, etc MANY MANY ways, Simian Spirit Guide Is another good filler suggestion but Manamorphose seems essential.
Have you gotten the 60 together yet?
Playtested at all?
Elvish Spirit Guide
Simian Spirit Guide
Lotus Petal
Manamorphose
Immolating Souleater
Mutagenic Growth
Double Cleave
^ Can do some janky stuff that might work in with what you already have.
land, fast mana, souleater, strobe, pump
land, fast mana, souleater, berserk, pump
land, land, fast mana, souleater, cleave, pump
I'm sure there are loads of ways adding any number of those increases the T2 combo count.
Pioneer: Spirits
EDH: Ur-Dragon + Lord Windgrace + Arixmethes + Atla Palani + Kalamax
Any luck with the original list?
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
4x Burning-Tree Emissary
4x Glistener Elf
4x Immolating Souleater
4x Kiln Fiend
4x Myr Superion
4x Tinder Wall
4x Berserk
3x Groundswell
4x Manamorphose
3x Might of Old Krosa
4x Mutagenic Growth
4x Copperline Gorge
5x Forest
4x Karplusan Forest
1x Pendelhaven
Sorcery (4)
4x Assault Strobe
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
4x Berserk
2x Double Cleave
4x Groundswell
4x Manamorphose
4x Might of Old Krosa
4x Mutagenic Growth
4x Copperline Gorge
2x Forest
4x Karplusan Forest
4x Stomping Ground
Creature (16)
4x Glistener Elf
4x Immolating Souleater
4x Kiln Fiend
4x Simian Spirit Guide
4x Assault Strobe
4x Gitaxian Probe
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
CardboardCreationism
ETSY COUNTERS
Would Mental Misstep be worth running to counter opposing Misstep, Lightning Bolt or Swords to Plowshares or does that just dillute the deck.
Workshop with Sphere effects and Trinisphere sounds like bad news for this deck though.
4x Berserk
4x Groundswell
4x Manamorphose
4x Might of Old Krosa
4x Mutagenic Growth
2x Temur Battle Rage
Creature (16)
4x Glistener Elf
4x Immolating Souleater
4x Kiln Fiend
4x Simian Spirit Guide
4x Assault Strobe
4x Gitaxian Probe
Land (14)
4x Copperline Gorge
2x Gemstone Mine
4x Karplusan Forest
4x Stomping Ground
4x Mental Misstep
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
4x Berserk
4x Groundswell
4x Invigorate
4x Manamorphose
4x Might of Old Krosa
4x Mutagenic Growth
Artifact (2)
2x Lotus Petal
Sorcery (10)
4x Assault Strobe
4x Gitaxian Probe
2x Reckless Charge
4x Glistener Elf
4x Kiln Fiend
4x Simian Spirit Guide
Land (12)
4x Copperline Gorge
4x Forest
4x Stomping Ground
3x Autumn's Veil
4x Mental Misstep
4x Nature's Claim
4x Pact of Negation
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
Kovo, if you're looking to actually get into vintage, definitely rethink the above deck before going out and getting berserks, because I doubt that your deck would win a single game in any semi-legit vintage tournament. I am not trying to be mean or discouraging, just trying to give some constructive criticism:
mud will lock you out turn 1
Bazaar is faster than you, even on the draw and you have no graveyard hate in the sideboard anywhere ... you usually need 4 grafdiggers and 4 whatever else (leyline, tormod, nihil, etc...) to even go 50/50 with them.
Kiln fiend won't resolve against a blue deck unless you're packing your own FoW, MM, FS, etc... and willing to fight over it.
You'll get completely bulldozed by oath decks.
This deck folds to a T1 chalice on 1. You have no way of dealing with it outside of pact, and you won't be able to pay for it anyway.
BG fish decks will tear your stuff apart before you can go off / protect / whatever.
If you are actually serious about getting into vintage and like the feel of infect, you can definitely build a half-decent semi-budget (for vintage at least) infect deck.
Your sig suggests that you play legacy merfolk ... so maybe even easier way to get into vintage is to add: lotus, sapphire, time walk, ancenstral, cruise, ponder, strip mine, 2-4 MM, and 3-4 null rod to your merfolk deck and call it a day (plus adjust the SB from legacy to vintage).
Pioneer: Spirits
EDH: Ur-Dragon + Lord Windgrace + Arixmethes + Atla Palani + Kalamax
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
There are loads of decks that port nicely into vintage from legacy, usually with the addition of just a few restricted cards. Although they may not be quite consistent enough to win a big tournament, you can certainly win matches (and have fun) with stuff like infect, elves, goblins, merfolk, delver, miracles, painter, storm, burn, hatebears, and more.
One other thing: the above list you polished a bit does look like fun for a very competitive kitchen-table deck. I might even proxy up what I don't have and play it a bit with some friends against some of their glass cannon decks.
Pioneer: Spirits
EDH: Ur-Dragon + Lord Windgrace + Arixmethes + Atla Palani + Kalamax