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ickeyray
Joined: 21 Mar 2006 Posts: 3
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Posted: Tue Mar 21, 2006 9:05 am Post subject: Viable Combo in Vintage? |
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Here's a deck I'm thinking of:
False Immortality (60) Cards
(4) False Cure............the combo
(4) Beacon of Immortality
(1) Demonic Tutor.........search
(1) Vampiric Tutor
(1) Ancestral Recall
(1) Time Walk
(1) Timetwister
(1) Regrowth
(4) Impulse
(4) Brainstorm
(1) Balance...............protection
(4) Force of Will
(2) Mana Drain
(1) Black Lotus...........mana
(1) Sol Ring
(1) Mox Emerald
(1) Mox Jet
(1) Mox Pearl
(1) Mox Sapphire
(1) Library of Alexandria...land
(1) Tolarian Academy
(1) Boseiju, Who Shelters All
(4) City of Brass
(4) Underground Sea
(4) Tundra
(4) Scrubland
(2) Tropical Island
(2) Savannah
(2) Bayou |
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ant900
Joined: 11 Oct 2004 Posts: 2480 Location: somewhere
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Posted: Tue Mar 21, 2006 9:10 am Post subject: |
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| Quote: | | Viable Combo in Vintage? |
let me ask you this, would you rather play this over... say dragon combo? |
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ickeyray
Joined: 21 Mar 2006 Posts: 3
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Posted: Tue Mar 21, 2006 9:17 am Post subject: |
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Yeah, I prefer playing my own ideas as opposed to playing some netdeck.
It's just been quite awhile since I've played Vintage, so I was wondering if it'd be too slow. |
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ant900
Joined: 11 Oct 2004 Posts: 2480 Location: somewhere
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Posted: Tue Mar 21, 2006 9:21 am Post subject: |
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| im not telling you to play a netdeck, just pointing out the fact that yes your deck is too slow |
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RThomas
Joined: 31 Aug 2004 Posts: 384
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Posted: Tue Mar 21, 2006 9:23 am Post subject: |
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| ant900 wrote: | | Quote: | | Viable Combo in Vintage? |
let me ask you this, would you rather play this over... say dragon combo? |
This isn't the sentiment that this player is looking for. He's asking how good this combo is, not for a comparison to other, established decks. Provide other players with the common courtesy of answering their questions instead of your one-line questions that can be answered in a pinch, with virtually no relation to the topic whatsoever.
edit: i have been corrected.
Last edited by RThomas on Wed Mar 22, 2006 7:34 pm; edited 1 time in total |
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Bejeezus
Joined: 12 Dec 2004 Posts: 1712 Location: Right Here
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Posted: Tue Mar 21, 2006 9:42 am Post subject: |
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From On the Mainland Again by John Carter, Saturday, March 11, 2006:
Q: If I play Beacon of Immortality targeting my opponent whose life total is 20, does he actually gain 20 life or does his life just become 40? I'm thinking of False Cure here... --Fred
A: Changes in life totals are treated as life gains (increases) or losses (decreases). [CR Glossary: "Life, Life Total"] The Beacon doubling 20 into 40 means a 20-point gain just occurred and will trigger False Cure.
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From Saturday School #80 by Rune Horvik, Saturday, May 29, 2004:
Q: Does Beacon of Immortality count as life gain for the purposes of False Cure? If so, that's an instant win combo, isn't it?
-- Jim Bruene
A: If Beacon of Immortality causes a life total to increase, the game sees this as life gain, and False Cure will cause the player to lose twice that amount of life, which causes the player to lose the game (unless the player has a Platinum Angel, or something else that causes you to not lose by having 0 life).
As far as the deck goes...I think that it may be to easily disrupted...Maybe adding more counter magic may help.
And perhaps you may benefit from Mana Crypt and Mana Vault. |
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ant900
Joined: 11 Oct 2004 Posts: 2480 Location: somewhere
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Posted: Tue Mar 21, 2006 10:01 am Post subject: |
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| RThomas wrote: | | ant900 wrote: | | Quote: | | Viable Combo in Vintage? |
let me ask you this, would you rather play this over... say dragon combo? |
This isn't the sentiment that this player is looking for. He's asking how good this combo is, not for a comparison to other, established decks. Provide other players with the common courtesy of answering their questions instead of your one-line questions that can be answered in a pinch, with virtually no relation to the topic whatsoever.
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he asked if his deck was viable and I was stating by saying compair it to dragon combo is that a 8 mana combo that probably wont easily go off turn 4+ when there are decks that can easilly go off turn 1-3, so yes i think my statement did have to do with the topic |
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Hacko
Joined: 13 Sep 2004 Posts: 18
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Posted: Tue Mar 21, 2006 10:08 am Post subject: |
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Add a hell of a lot more draw, and instead of needing 5 to cast white beacon, add some "forests" and use all the green stuff that lets you cast it for free if you have players gain life...
(been playing it on 2hg casual...) |
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ickeyray
Joined: 21 Mar 2006 Posts: 3
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Posted: Tue Mar 21, 2006 3:56 pm Post subject: |
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Thanks all, yeah, goldfishing it it seldom goes off before turn 5, probably too slow for today's enviornment.
I just loved the idea, giving life and taking it away. |
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ant900
Joined: 11 Oct 2004 Posts: 2480 Location: somewhere
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Posted: Tue Mar 21, 2006 4:01 pm Post subject: |
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| if you try it in extended you might have a better chance |
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yehudi
Joined: 29 Dec 2005 Posts: 86
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Posted: Tue Mar 21, 2006 4:37 pm Post subject: |
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| might work only i would ad doomsday to make a nice doomsday stack on turn 3 and win then and there |
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RThomas
Joined: 31 Aug 2004 Posts: 384
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Posted: Wed Mar 22, 2006 7:48 pm Post subject: |
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Okay, since we're addressing this as a viable deck, where can I begin?
-Your combo costs 8 mana. At that rate, you might as well add another mana and play Tooth and Nail. At least then, you won't have to protect 2 spells.
-Your combo is incredibly, nastily, stupidly, inherantly slow. You don't need all of the random combo cards, since they're not doing anything for you anyways.
-Six counterspells is not enough to sustain you to 8 mana.
-You play no basic land. Your manabase will be consistantly wrecked by Wasteland, Blood Moon, and Back to Basics.
-Other obvious stuff
Your deck may be something in casual play, but it isn't tournament worthy. Moved. |
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