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By: whiffy, Georgios Efelis
Jul 11 2011 1:51pm
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Hello everybody. So this week I manned up and tried to do some Gushing. I had a list that I liked and thought it would be a good day to avoid (Workshop) decks. Good news is that I avoided Shops. The bad news is that that is the only thing that went right for me. Heh. So we have an expanded deck tech now, which I think adds some depth to it. Watch it to find out what it is! Ooh ooh. Unfortunately round three's audio and visual are off synch. Not quite sure how it happened but it’s there, at least the games were not overly complicated. I very clearly got wrecked in no time flat. Lastly, round four was a no show, so I recorded the replay of the finals match instead of playing a pickup game. I was pretty demoralized at the losses, and then proceeded to 0-2 drop a block DE. Can't run well all the time, unfortunately.

Enjoy the videos!

                                               DECK TECH

 

 

                                                                     Round 1

                                                               Round 2

                                                                  Round 3

                                                                    Round 4

Thats it for this week, I hope you guys enjoyed it! See ya in 7.

6 Comments

Gush by aaronm67 at Mon, 07/11/2011 - 20:11
aaronm67's picture

I especially noticed in R2G1 -- you shouldn't be afraid to play gush without Fastbond out. You should have played it there to keep making your land drops, and you definitely should have played it before Brainstorming -- you probably could have won the game the turn you drew that brainstorm (I think I probably would have tutored for a Force with the D-Tutor, as the Fastbond was definitely not needed to win that game).

You got a little pigeonholed on resolving Vault + Key, but Gush into Brainstorm would have drawn you 5 extra cards, which goes a long way to winning the game.

Anyway -- cool videos, though. I think gush definitely has potential to be abused more in classic, especially with unrestricted brainstorm.

On turn 3 in R2G1, why didn't by ForestFire0 at Wed, 07/13/2011 - 12:14
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On turn 3 in R2G1, why didn't you make black with Undergroud Sea, cast Dark Ritual, play key, find an island with the fetchland, and play tinker into BSC? I mean, you did win on the next turn anyway, but you didn't know that on turn 3. You had FoW backup anyway, so it seems pretty unlikely he could have stopped it.

@aaronm I do get a little one by whiffy at Wed, 07/13/2011 - 12:33
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@aaronm I do get a little one track minded with plays in classic. however, i liked the tutor for fastbond, as it allowed me to gauge its hand. Unless he has never played vs gush, he would counter fastbond if he had the ability too. I just really wanted to resolve vault and tinker for key. That was my line and thats where i went. I do feel like this deck was a little above my playskill as well, at least i didnt practise it enough. Maybe 2 dozen matches? should prolly be like at least 100 matches for me to say profeicent.

@forest fire- The reson i didnt go for blightsteel is it loses to something like steel sabotage, or chain of vapor, where as vault key is just delayed a tun by the same spells.

In this game i only had 1 fow and he had a full grip the whole game, i played conservativly to avoid just bricking all my spells into counters.

Re: by aaronm67 at Wed, 07/13/2011 - 23:44
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Yeah, I want criticizing-was just trying to give you some tips for if you do try it again-i have played a lot of gush in vintage. Your sequence there should have been gush->gush->bstorm->hurkyl->mana vault-> minds desire.

That at the very least is 6 storm, and it's likely he would have tried to counter some of the draw spells too. After that...I've never seen minds desire fizzle on 6 storm after drawing 7 cards, but if it did, you would certainly have enough counter magic to protect vault/key. minds desire is in there for the blue decks with infi countermagic :)

Also, just in general, you have to respect how broken gush/brainstorm are, as a few games you were just sitting with them in your hand for several turns. It isn't the end of the world if a gush is countered, as it helps you whether it resolves or not.

I can understand that by ForestFire0 at Thu, 07/14/2011 - 01:10
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I can understand that reasoning, but he was tapped out the turn you could have done that, and you still have a FoW in hand. He also hadn't shown any indication of those cards (and it seemed like he wasn't very familiar with the format yet, so he might not know what to play to counter certain decks).

Admittedly, this is a bit of a moot point since you won next turn anyway, but you didn't know you could win that turn. He would had to have 2 ways to bounce the BSC since you had FoW, and you could have won the next turn. It's a low-risk, high reward play. Maybe I'm wrong though. I'm not really that into the format, so I could be.

The opponent was a well by whiffy at Thu, 07/14/2011 - 01:23
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The opponent was a well versed classic pilot, he knows the tricks of the trade, and chances are he was running a list built by cat weasel which is very good. When iM not completly comfortable running a deck i tend to err on the side of control rather then agro. It is easier to deploy reserve cards then scramble after blitzing them into a brick wall. your point is valid, i just gave the reason i didnt go for the 11/11.