Eternity Vessel is one of my most favorite cards from Zendikar. I like the innovative flavor behind the Landfall mechanic and it’s relation to infinite life. My first route was deciding on how to make Eternity Vessel useful, without making the deck just plain boring or too weak if the Vessels were removed. For this reason, I decided to make this deck:
The basis of the deck is to use the combination of Eternity Vessel + Fastbond + Storm Cauldron to generate infinite landfall possibilities, without losing any life. Combined with Horn of Greed, this gives me infinite draw. With Rampaging Baloths, I am ensured infinite creatures, and with Roil Elemental, a guaranteed control over my opponent’s creatures. I included the Vedalken Engineers, and Sol Rings so that I could accelerate into the Vessel much quicker. Propaganda is there in case of a match-up against an Aggressively oriented deck that when combined with Storm Cauldron allows me to stall for time until my combo is set up. Twenty-Four lands may seem like a lot, but with the Horns, the deck moves quickly, potentially yielding a Turn 2 Vessel combo. I have found this deck extraordinarily fun to play with and I hope that the judges do as well.
First, I have to say that I was really disappointed to see that Numot thought about the same idea I had this past week end. However, my deck is a little different.
EDIT: OK, so last night I was going through my cards because I was building a welder casual deck for tonight match when I found the missing 2 keys for my deck to became much more constistant. So I will update my deck list and make a few changes.
Note: We use Vintage restriction rules in our Casual games. So that means only 1 thinker and 1 brainstorm
First, I am amazed to see that no one thought about Gilder bairn! This little bugger is just so freaking insane with darksteel reactor + eternity vessel + opposition!!!
Win condition: with darksteel reactor. You can dismantle all the counters from the eternity vessel into the darksteel reactor.
One of the rules that you guys might not know is that, you can dismantle the darksteel reactor to itself and it will double up the number of charge counters on it. Also, you can dismantle the reactor to add the number of counter from it and to the eternity vessel.
All the 0 creatures casting cost are there to protect me from losing to many life points before I can get an eternity vessel out. Also, they are there to lower my hand size for ensnaring bridge. They are also there to be used with opposition so I can tap lots of permenant from my opponent.
Mystical tutor to get your dismantle or, most likely, the tinker to get that eternity vessel or darksteel forge or darksteel reactor into the battlefield.
Ensnaring bridge is just fun in this deck. It is the #1 defense cards against any agro deck, since in a matter of a few turn, I should have nearly no cards in hand. Opposition is just too good with all those little creatures to be ignored. Also, using opposition to tap the gilder bairn to tap a permanent, then 3 mana and untap to double up the number of counters on ANY permanent I control...
Sensei’s the divining top and fabricate to get the missing pieces of any combo. I thought about gamble, but with the bridge, it wasn’t an effective combinaison.
Oboros, to trigger landfall everyturn.
Darksteel forge is just too insane in this deck (with tinker).
Mishra's factory to trigger with opposition (if needed) and also, to be used as potential blockers since this deck is not that many "intensive"
This deck is a combo-life gain deck that with a little preparation can explode into an infinite life, infinite draw engine based around Metalworker and cards like Well of Lost Dreams.
Sun Droplet, Meekstone, Bottle Gnomes and Puppet Strings all come in early game to slow down your opponent while you set up your artifacts. Staff of Domination can also slow down your opponent, gain you some life or combo with Metalworker for infinite mana/life/draw. Cloudpost/Vesuva/Ancient Tomb all combo together to help get the ball rolling quickly while Expedition Map can search up missing lands or the possible bounce lands Oboro and Ghost Town to help you trigger Eternity Vessel to stall or for Reliquary Tower to keep your hand size, or Academy Ruins to bring back stuff in a pinch. Well of Lost Dreams along with all the life gain (Eternity Vessel does trigger life gain) can make sure that your hand is always full. Sculpting Steel comes in to copy any other utility/life gain like Ivory Tower, Sun Droplet, or Puppet Strings. Karn, Silver Golem comes in as an alternate win condition.
This deck is also legacy legal (it was hard to keep Mishra's Workshop out but it only made sense to keep it more casual than a simple vintage MUD deck).
haha ok so I have played your deck a few times and its awesome lol but my only real question is you have it built for I am guessing type1? why not toss the 1x Tinker for that occasional awesomely quick vessel?
Well I can put tinkers in so many deck, that it then becomes not very original.
It's powerful sure and I'd probably run it in the deck if I was just playing with my friends, but this here is a contest and I have been burned for using tinker too much before :embarrass:.
...
BTW Jacko, I had a Darksteel Reactor idea at first too, mine was trying to play it with March of the Machines and Fate Transfer, but alas... I decided to pick something else so as not to offend someone who called it.
...
BTW #2: It is kind of unethical in my book to call a card and then not submit a deck right away or very soon after. I mean, you can post at least the shell so as to give an idea to everybody else of what you are trying to accomplish.
I mean there are lots of different kinds of deck that can still be built with similar cards, I don't want anybody to be put off because somebody else picked the card they were thinking of, right?
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Currently Taking altered art Comissions. www.nf96alters.webs.com
Quick and Cheap Alters (looking to fill up some slots so some special pricing currently)
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
The idea here is that, as eternity Vessel will give you lots of life, you may aswell use the extra lifes you get on something useful, so here I added an assortment of powerful (and not so powerful) black spells that use lifes (no necropotence and bargain though, that would be too easy.)
There's dark ritual for acceleration and pain's reward and moonlit bargainfor card draw, most of the time you can afford to draw the 5 cards anyways.
Finally to win you can attack with a big grimclaw bat (maybe powered by hatred) or start acumulating power on a wall (or bat) and then, when it has more power than you opponent's life total, rite of consumption it to drain your opponent.
There were a few realizations about Eternity Vessel that led my deck to be an all-artifact monstrosity:
1. It isn’t important to trigger Landfall every turn, let alone multiple times a turn.
2. The fact that they are “charge” counters isn’t that relevant. Specific charge counter cards don’t really impact the Vessel that much.
3. You want at least a couple of ways to decrease your life total. A way that will help you trigger Landfall would be nice.
4. It just sits there when not triggering landfall. Do something with it!
The way I take advantage of the Vessel’s landfall trigger is fourfold:
1. I’m often prepared to cast it as early as Turn 3, hopefully ensuring I have a high life total, as well as lands in hand.
2. I use the mighty Book of Rass for cheap card draw. The life loss is wiped away when I dig a land out of my library and play it.
3. Once the Vessel is in play, I have many reset buttons. I can allow myself to lose life (through being attacked) as my opponent commits to the board. I then drop a land and reset my life, as well as the board when I surprise drop a nuke (often saving key pieces of my set up).
4. Want land. I have twenty four land in the deck, and four land tutors.
Supporting Theme: Voltaic Key is the grease of the deck, especially with my global resets. With it, I can pop a Disk the first turn it comes into play. I can also spread around fate counters from an Oblivion Stone with reckless abandon, and with my mana generation I can even add a fate counter to a permanent and detonate the Stone on the same turn. I often untap a Nevinyrral’s Disk or a Tower of Fortunes to either attack or block. That’s right, Karn, Silver Golem is an integral part of the deck. Eternity Vessels that can attack and block are sick, especially with the way clear of blockers, like after you nuke everything. Karn, as an honest-to-God attacker, also loves when there are no blockers. It’s also fun to blow up the world, only to start attacking an opponent with a Nevinyrral’s Disk or Book of Rass. If they don’t deal with the Disk, they’ll need to commit something to the board. If they deal with the Book of Rass, laugh at them! While saving things with Fate counters is great, don’t hesitate to lose permanents. There is plenty of redundancy built into the deck.
Mana Overdrive: Expedition Map puts the mana supply over the top. Ideally, you’ll want to use the Map (and Vesuvas) for Mishra’s Factory. If you can, it means you drew either a good Cloudpost, Urzatron, or Metalworker hand. While I’ll never hesitate to tutor up a mana piece I need, I love the Factories with all the reset buttons. Outside of the Karn brutality, they’re all you have! (Then again the Expedition Map seems designed for: Turn One, play Urza's Mine, cast the Map. Turn Two, play Urza's Power Plant, crack the Map and tutor up Urza's Tower. You figure out the rest!)
What I Didn’t Use:
When Darksteel Forge came out I flipped. It would be perfect in this deck. I even have a foil one. Sadly, it’s a been-there-done-that kind of thing. Let us all mourn together…:shots:
I didn’t use colored cards (I heard U was pretty good). I had Scourglass in the deck at one point, but installing both Urzatron and Eightpost really gave me the complement to the Metalworker/Voltaic Key combo I needed. Although I stayed away from Vintage, every single land I have loves Candelabra of Tawnos. I couldn't help myself. Maybe I'll open one in a Zendikar pack.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Currently Taking altered art Comissions. www.nf96alters.webs.com
Quick and Cheap Alters (looking to fill up some slots so some special pricing currently)
Well now, looks like I can't keep a secret for all of 15 minutes :-/...
Just a friendly advice, quoting directly from my laboratory shouldn't be considered "official", it's more like my work-in-progress stuff, as such, it might not be always 100% accurate.
Anyways, so you know the top 8 (read post above); it was long in coming, but Haloween week is shall we say "special" (in a party-esque kind of way).
I would of course like to add that over and above these 8 contestants, others also received votes but were not ultimately chosen, they are:
Creativity/Originality: 0 to 5 points How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks. Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour Total:
Creativity/Originality: 0 to 5 points How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks. Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour Total:
Creativity/Originality: 0 to 5 points How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks. Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour Total:
Creativity/Originality: 0 to 5 points How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks. Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour Total:
Creativity/Originality: 0 to 5 points How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks. Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour Total:
Creativity/Originality: 0 to 5 points How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks. Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour Total:
Creativity/Originality: 0 to 5 points How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks. Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour Total:
Creativity/Originality: 0 to 5 points How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks. Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour Total:
...
As for why you were not chosen Mp 28, well, for myself I did vote for you, and I liked the Fastbond interactions and landfall abuse, but I guess also that your deck was lacking in a few areas.
Namely, lack of an early defense, not much disruption, not much tutoring for what is mostly a combo deck and also no way to offset early lifeloss with some lifegain of your own for when the Vessel does hit the table.
Also if I may say so, this deck would have been a whole of a lot stronger with Overburden instead of (or in addition to) Storm Cauldron. I even reread the list twice to make sure I hadn't missed it by mistake, but it wasn't there and I was like: d'oh !!!
Horn of Greed is also a very hard card to play around since it gives so much CA to your opponents.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Darn I got votes with an unfinished deck. Stupid midterms not allowing me time for tweaking. Oh well at least it makes me feel better about it that it got votes even in it's unfinished state.
Currently Taking altered art Comissions. www.nf96alters.webs.com
Quick and Cheap Alters (looking to fill up some slots so some special pricing currently)
Creativity/Originality: 0 to 5 points
2/5: I feel this was one of the main combo's people expected to see. Effectiveness/Card adherence: 0 to 5 points
2/5: It is a very powerful card draw engine, I just dont feel it was put to the best of use Synergy/Tuning: 0 to 5 points
1/5: Here is where I think the deck is lacking. It doesnt have any mana ramp, so your actually forced to play both the peices at 4 and 6 mana. After that, if you drop the Vessel you cant actually go off til the next turn, and every turn you leave lich out there is one more turn for them to deal with ti, loseing you the game. Especially without control or disruption for anything but creatures...which lich answers already. Power/Capacity to win: 0 to 5 points
1/5: I think it is possible, but in the rough 10 games I pplayed with it, I always missed. Interaction/Protection: 0 to 5 points
2/5: Creature decks without enchantment/permanent dispurtion can't win but everything else has answers, and unfortunatly this deck doesnt have ways to stop that. Format/Thematic: up to 2 points bonus (can't go over 25) 0/2: Total:8
Creativity/Originality: 0 to 5 points
2/5: I love the way Vessel interacts with dismantle, as it provides a HUGE source of counters. I do feel this was somewhat expected tho Effectiveness/Card adherence: 0 to 5 points
3/5: Vessel is a HUGE part of this deck, as without it, it really cease's to work lol Synergy/Tuning: 0 to 5 points
3/5: Overall the pieces are all here. I do think some of the cards in here are out of place, I.e Lightning bolt seems like a "just because" where you could have run something like Shrapnel Blast and been more effective. I also feel Glimmervoid is missing, and it would allow for larger Engineered Explosives. Power/Capacity to win: 0 to 5 points
3/5: This deck can win, as long as it can survive and get vessel into play early enough. Interaction/Protection: 0 to 5 points
2/5: Light on the creature removal and against counterspells it just rolls over and dies. I had my Reactors countered in almost half my games against control..bounced in the others. Format/Thematic: up to 2 points bonus (can't go over 25) 1/2 for a solid extended list, which is where I tested it more then anything Total:14
Creativity/Originality: 0 to 5 points
4/5: I love the lock here. once it lands its almost game over. and its very flavorful in the casual sort of way. Effectiveness/Card adherence: 0 to 5 points
3/5 It really seals the deal, pairs well with almost everything in the whole deck. Synergy/Tuning: 0 to 5 points
4/5 I love the addition of Flicker with the vessel. Its something that I missed myself in deckbuilding, so I am so jeoulous. The lock with Zur's Weirding is just plain mean haha Power/Capacity to win: 0 to 5 points
3/5 I won almost all my games played against casual decks, and it did well against some mainstream decks as well, See below for some critic Interaction/Protection: 0 to 5 points
2/5 The only removal being path to exile, the deck risks getting run over. I might of liked to see something like O ring to pair with Flicker or some creatures that could slow the aggro rush and pair with Lark, like kami of false hope. Format/Thematic: up to 2 points bonus (can't go over 25) 0/2
Total:16
Creativity/Originality: 0 to 5 points
3/5 I like the fact the entire deck seems to be a well oiled machine and work well, minus a few rusty cogs (see below) Effectiveness/Card adherence: 0 to 5 points
2/5 It helps fuel the fire, and most of the card choices are paired well with it, but I actually won a handful of games without ever dropping the vessel lol Synergy/Tuning: 0 to 5 points
3/5 I really feel Baneslayer is out of place here. Ob Nixilis is such a power house, and you might have been able to benifit from a better creature in that slow, maybe something with a more useful ability, Like Minion of the wastes. Power/Capacity to win: 0 to 5 points
3/5 the deck can win for sure, and even gave my friend who plays tuned control decks a massive run for his money winning more then one game. Interaction/Protection: 0 to 5 points
2/5 destroys almost anything creature based, and has a great game against burn with the tech life gain Format/Thematic: up to 2 points bonus (can't go over 25) 0/2
Total:13
Creativity/Originality: 0 to 5 points
5/5 ...its a combo...with Lich's Mirror Effectiveness/Card adherence: 0 to 5 points
3/5 Vessel is a big part of the combo...but this deck is full of NO!!!* Synergy/Tuning: 0 to 5 points
3/5 one actually wonders how many more annoying cards you can cram in a deck, this deck is full to the brim of permission. Power/Capacity to win: 0 to 5 points
4/5 I don't think it wins...it just doesn't lose haha, I maneged to find 2 people to play with, and both scooped once the mirror pop'd and I have vessel with 7 cards. Interaction/Protection: 0 to 5 points
3/5 it makes up for lack of everything with a overabundance of redundancy..and it works amazingly well lol Format/Thematic: up to 2 points bonus (can't go over 25) 1/2 Had to give a point for sheer epic here Total:19
Creativity/Originality: 0 to 5 points 3/5 Gunna go out on a limb and say that this is one of the decks I looked forward most to seeing..its an amazing idea Effectiveness/Card adherence: 0 to 5 points 3/5 Paired with the rest of the deck, its backbreaking Synergy/Tuning: 0 to 5 points 4/5 Doubling Season and Vessel just make for a rediculous amount of life advantage. Combined with the other cards in the deck...I mean the creatures get HUGE, Tanglewire is just mean..and come on Pentivus is just rude. Power/Capacity to win: 0 to 5 points 3/5 Played well against a handful of decks, and won a nice amount of them..still think somethings missing tho, Just cant figure it out right now Interaction/Protection: 0 to 5 points 4/5 I dropped a tangle wire with Doubling season in play....then dropped a Sculpting Steel...he scooped lol Format/Thematic: up to 2 points bonus (can't go over 25) 0/2 Total:17
Creativity/Originality: 0 to 5 points 3/5 its original to say the least..looks like some beast from the type 1 threads lol Effectiveness/Card adherence: 0 to 5 points 2/5 unless I am missing something the vessel is really here just to suppliment the Glacial Chasm and Phyrexian Processor..so I think the deck could actually run without it Synergy/Tuning: 0 to 5 points 3/5 its a finely tuned machine, but again I think the vessel could be replaced with almost anything and the deck would function just the same, and if you replaced it with Zuran orb your looking at a type1 powerhouse Power/Capacity to win: 0 to 5 points 5/5 this beast wins...alot in the casual sections, and holds it own against most non tier type 1 decks Interaction/Protection: 0 to 5 points 4/5 tons of counters, and tons of speed for the deck Format/Thematic: up to 2 points bonus (can't go over 25) 0/2 Total:17
Creativity/Originality: 0 to 5 points 5/5 Its totally colorless...and it works lol Effectiveness/Card adherence: 0 to 5 points 4/5 powerful card draw, and huge advantage...cant argue with that. Synergy/Tuning: 0 to 5 points 5/5 This thing is a beast..every card points towards the end goal of just winning. The vessel is a huge beatstick lategame and gains tons of life to fuel the draw engine Power/Capacity to win: 0 to 5 points 5/5 I havent lost a single game against anything casual and actually ran over a few legacy decks as well....this thing just abuses the artifact things without breaking the format too abd with cards like Tolarian acedemy. Interaction/Protection: 0 to 5 points 4/5 Doesnt pair well against control but is just the nuts draw against creatures or combo decks lol Format/Thematic: up to 2 points bonus (can't go over 25) 1/2 this beast is 100% colorless...thats just epic Total:24
Feel free to yell at me for my choices, since this is my first time and its gunna take some time for me to get the grasp of how the curve goes with judging lol I might have been a little harsh but I am learning
4 Breeding Pool
4 Forest
4 Island
4 Flooded Grove
4 Tropical Island
4 Misty Rainforest
4 Lotus Cobra
4 Rampaging Baloths
2 Roil Elemental
4 Vedalken Engineer
22 Spells
4 Eternity Vessel
3 Horn of Greed
4 Sol Ring
4 Storm Cauldron
4 Fastbond
3 Propaganda
The basis of the deck is to use the combination of Eternity Vessel + Fastbond + Storm Cauldron to generate infinite landfall possibilities, without losing any life. Combined with Horn of Greed, this gives me infinite draw. With Rampaging Baloths, I am ensured infinite creatures, and with Roil Elemental, a guaranteed control over my opponent’s creatures. I included the Vedalken Engineers, and Sol Rings so that I could accelerate into the Vessel much quicker. Propaganda is there in case of a match-up against an Aggressively oriented deck that when combined with Storm Cauldron allows me to stall for time until my combo is set up. Twenty-Four lands may seem like a lot, but with the Horns, the deck moves quickly, potentially yielding a Turn 2 Vessel combo. I have found this deck extraordinarily fun to play with and I hope that the judges do as well.
-MagicProfessor28
EDIT: OK, so last night I was going through my cards because I was building a welder casual deck for tonight match when I found the missing 2 keys for my deck to became much more constistant. So I will update my deck list and make a few changes.
3 dismantle
1 brainstorm
1 tinker
1 mystical tutor
2 fabricate
Creatures 15
4 ornithopter
3 phyrexian walker
4 shield sphere
4 gilder bairn
3 sensei’s divining top
1 sol ring
1 darksteel forge
1 darksteel reactor
4 eternity vessel
3 ensnaring bridge
Enchantment 4
4 opposition
2 oboros, palace in the clouds
3 mishra's factory
4 volcanic island
2 steam vents
5 island
4 scalding tarn
Note: We use Vintage restriction rules in our Casual games. So that means only 1 thinker and 1 brainstorm
First, I am amazed to see that no one thought about Gilder bairn! This little bugger is just so freaking insane with darksteel reactor + eternity vessel + opposition!!!
Win condition: with darksteel reactor. You can dismantle all the counters from the eternity vessel into the darksteel reactor.
One of the rules that you guys might not know is that, you can dismantle the darksteel reactor to itself and it will double up the number of charge counters on it. Also, you can dismantle the reactor to add the number of counter from it and to the eternity vessel.
All the 0 creatures casting cost are there to protect me from losing to many life points before I can get an eternity vessel out. Also, they are there to lower my hand size for ensnaring bridge. They are also there to be used with opposition so I can tap lots of permenant from my opponent.
Mystical tutor to get your dismantle or, most likely, the tinker to get that eternity vessel or darksteel forge or darksteel reactor into the battlefield.
Ensnaring bridge is just fun in this deck. It is the #1 defense cards against any agro deck, since in a matter of a few turn, I should have nearly no cards in hand. Opposition is just too good with all those little creatures to be ignored. Also, using opposition to tap the gilder bairn to tap a permanent, then 3 mana and untap to double up the number of counters on ANY permanent I control...
Sensei’s the divining top and fabricate to get the missing pieces of any combo. I thought about gamble, but with the bridge, it wasn’t an effective combinaison.
Oboros, to trigger landfall everyturn.
Darksteel forge is just too insane in this deck (with tinker).
Mishra's factory to trigger with opposition (if needed) and also, to be used as potential blockers since this deck is not that many "intensive"
1 Karn, Silver Golem
4 Metalworker
4 Bottle Gnomes
Search:
3 Fabricate
3 Expedition Map
1 Planar Portal
Life Gain/Draw:
4 Eternity Vessel
4 Sun Droplet
3 Well of Lost Dreams
2 Ivory Tower
4 Puppet Strings
3 Meekstone
2 Sculpting Steel
Combo:
2 Staff of Domination
1 Stroke of Genius
Lands:
1 Ghost Town
1 Reliquary Tower
1 Oboro, Palace in the Clouds
4 Cloudpost
4 Vesuva
3 Ancient Tomb
4 Seat of the Synod
1 Academy Ruins
This deck is a combo-life gain deck that with a little preparation can explode into an infinite life, infinite draw engine based around Metalworker and cards like Well of Lost Dreams.
Sun Droplet, Meekstone, Bottle Gnomes and Puppet Strings all come in early game to slow down your opponent while you set up your artifacts. Staff of Domination can also slow down your opponent, gain you some life or combo with Metalworker for infinite mana/life/draw. Cloudpost/Vesuva/Ancient Tomb all combo together to help get the ball rolling quickly while Expedition Map can search up missing lands or the possible bounce lands Oboro and Ghost Town to help you trigger Eternity Vessel to stall or for Reliquary Tower to keep your hand size, or Academy Ruins to bring back stuff in a pinch. Well of Lost Dreams along with all the life gain (Eternity Vessel does trigger life gain) can make sure that your hand is always full. Sculpting Steel comes in to copy any other utility/life gain like Ivory Tower, Sun Droplet, or Puppet Strings. Karn, Silver Golem comes in as an alternate win condition.
This deck is also legacy legal (it was hard to keep Mishra's Workshop out but it only made sense to keep it more casual than a simple vintage MUD deck).
Well I can put tinkers in so many deck, that it then becomes not very original.
It's powerful sure and I'd probably run it in the deck if I was just playing with my friends, but this here is a contest and I have been burned for using tinker too much before :embarrass:.
...
BTW Jacko, I had a Darksteel Reactor idea at first too, mine was trying to play it with March of the Machines and Fate Transfer, but alas... I decided to pick something else so as not to offend someone who called it.
...
BTW #2: It is kind of unethical in my book to call a card and then not submit a deck right away or very soon after. I mean, you can post at least the shell so as to give an idea to everybody else of what you are trying to accomplish.
I mean there are lots of different kinds of deck that can still be built with similar cards, I don't want anybody to be put off because somebody else picked the card they were thinking of, right?
as soon as zendikar was spoiled, that was one of the cards that jumped out at me for a combo so i figured i'd get my idea up there quick as possible.
just in case the BTW#2 was directed towards me, i di have the full list up less then 24 hours after putting the idea out there.
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So I'd like to point out that contestants still have about a day to post decks, then we'll proceed with judging.
4 dark ritual
4 snuff out
3 moonlit bargain
4 grimclaw bats
4 blood wall
3 rite of consumption
3 hatred
2 murderous betrayal
3 imp's mischief
3 pain's reward
3 ancient tomb
16 swamp
2 urborg, tomb of yawgmoth
2 cabal coffers
The idea here is that, as eternity Vessel will give you lots of life, you may aswell use the extra lifes you get on something useful, so here I added an assortment of powerful (and not so powerful) black spells that use lifes (no necropotence and bargain though, that would be too easy.)
There's dark ritual for acceleration and pain's reward and moonlit bargainfor card draw, most of the time you can afford to draw the 5 cards anyways.
Finally to win you can attack with a big grimclaw bat (maybe powered by hatred) or start acumulating power on a wall (or bat) and then, when it has more power than you opponent's life total, rite of consumption it to drain your opponent.
I just edited my deck with the little bugger!!
4 Cloudpost
4 Vesuva
4 Urza’s Tower
4 Urza’s Power Plant
4 Urza’s Mine
4 Mishra’s Factory
4 Metalworker
4 Karn, Silver Golem
Non-Creature Artifacts (28)
4 Eternity Vessel
3 Book of Rass
3 Tower of Fortunes
4 Nevinyrral’s Disk
4 Oblivion Stone
1 Predator, Flagship
4 Voltaic Key
1 Candelabra of Tawnos
4 Expedition Map
There were a few realizations about Eternity Vessel that led my deck to be an all-artifact monstrosity:
1. It isn’t important to trigger Landfall every turn, let alone multiple times a turn.
2. The fact that they are “charge” counters isn’t that relevant. Specific charge counter cards don’t really impact the Vessel that much.
3. You want at least a couple of ways to decrease your life total. A way that will help you trigger Landfall would be nice.
4. It just sits there when not triggering landfall. Do something with it!
The way I take advantage of the Vessel’s landfall trigger is fourfold:
1. I’m often prepared to cast it as early as Turn 3, hopefully ensuring I have a high life total, as well as lands in hand.
2. I use the mighty Book of Rass for cheap card draw. The life loss is wiped away when I dig a land out of my library and play it.
3. Once the Vessel is in play, I have many reset buttons. I can allow myself to lose life (through being attacked) as my opponent commits to the board. I then drop a land and reset my life, as well as the board when I surprise drop a nuke (often saving key pieces of my set up).
4. Want land. I have twenty four land in the deck, and four land tutors.
Supporting Theme:
Voltaic Key is the grease of the deck, especially with my global resets. With it, I can pop a Disk the first turn it comes into play. I can also spread around fate counters from an Oblivion Stone with reckless abandon, and with my mana generation I can even add a fate counter to a permanent and detonate the Stone on the same turn. I often untap a Nevinyrral’s Disk or a Tower of Fortunes to either attack or block. That’s right, Karn, Silver Golem is an integral part of the deck. Eternity Vessels that can attack and block are sick, especially with the way clear of blockers, like after you nuke everything. Karn, as an honest-to-God attacker, also loves when there are no blockers. It’s also fun to blow up the world, only to start attacking an opponent with a Nevinyrral’s Disk or Book of Rass. If they don’t deal with the Disk, they’ll need to commit something to the board. If they deal with the Book of Rass, laugh at them! While saving things with Fate counters is great, don’t hesitate to lose permanents. There is plenty of redundancy built into the deck.
Mana Overdrive:
Expedition Map puts the mana supply over the top. Ideally, you’ll want to use the Map (and Vesuvas) for Mishra’s Factory. If you can, it means you drew either a good Cloudpost, Urzatron, or Metalworker hand. While I’ll never hesitate to tutor up a mana piece I need, I love the Factories with all the reset buttons. Outside of the Karn brutality, they’re all you have! (Then again the Expedition Map seems designed for: Turn One, play Urza's Mine, cast the Map. Turn Two, play Urza's Power Plant, crack the Map and tutor up Urza's Tower. You figure out the rest!)
What I Didn’t Use:
When Darksteel Forge came out I flipped. It would be perfect in this deck. I even have a foil one. Sadly, it’s a been-there-done-that kind of thing. Let us all mourn together…:shots:
I didn’t use colored cards (I heard U was pretty good). I had Scourglass in the deck at one point, but installing both Urzatron and Eightpost really gave me the complement to the Metalworker/Voltaic Key combo I needed. Although I stayed away from Vintage, every single land I have loves Candelabra of Tawnos. I couldn't help myself. Maybe I'll open one in a Zendikar pack.
Thank you Numotflame96 for the banner.
I'm just curious, since I have another idea on how to abuse Eternity Vessel...
I was gunna ask the same thing, I found the coolest card to abuse it with lol
cause you're the one who has to close it dumdum...
...
All right so I have Blutsau and TheCounterGuy volunteering, you guys can PM me your top 8...
I just need one more confirmed guest judge... First one to PM me his top 8 gets a :cookie:.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
I'll keep you posted...
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Numotflame96
Znowstorm
Evilkarma
Blutsau
Fdtori
Urweak
Old Fogey
These are the top 8 according to Fdtori’s Deck Laboratory thread (http://forums.mtgsalvation.com/showthread.php?p=4545288#post4545288). Sorry for the spoiler Couldn't wait!
I was hoping to get some insight as to why my deck was not chosen.
Thanks in Advance,
MagicProfessor28
Just a friendly advice, quoting directly from my laboratory shouldn't be considered "official", it's more like my work-in-progress stuff, as such, it might not be always 100% accurate.
Anyways, so you know the top 8 (read post above); it was long in coming, but Haloween week is shall we say "special" (in a party-esque kind of way).
I would of course like to add that over and above these 8 contestants, others also received votes but were not ultimately chosen, they are:
Stridyr,
Magicproffessor28,
Anansi,
Flatulence Incarnate.
So goodluck to all the lucky finalists, judges have until next Sunday (November 8), to submit their scores.
Here is the template:
4 Lich
4 Eternity Vessel
2 Spiraling Embers
4 Enlightened Tutor
4 Terminate
4 Pyroclasm
3 Damnation
4 Path to Exile
4 Lightning Bolt
4 Lightning Helix
4 The Tabernacle at Pendrell Vale
4 Bloodstained Mire
4 Badland
3 Scrubland
2 Fetid Heath
2 Graven Cairns
1 Swamp
How creative and original is your deck.
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Total:
2 Oboro, Palace in the Clouds
4 Darksteel Citadel
4 Steam Vents
4 Seat of the Synod
4 Great Furnace
4 Scalding Tarn
4 Chalice of the Void
2 Engineered Explosives
3 Eternity Vessel
3 Dismantle
4 Power Conduit
4 Lightning Bolt
4 Rune Snag
4 Thirst for Knowledge
4 Thoughtcast
2 Darksteel Reactor
How creative and original is your deck.
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Total:
3 Eternity Vessel
2 Zur's Weirding
4 Knight of the Reliquary
4 Lotus Cobra
4 Crop Rotation
4 Path to Exile
4 Flicker
3 Reveilark
3 Enlightended Tutor
4 Wall of Reverence
2 Phantom Nishoba
4 Windswept Heath
3 Wooded Foothils
3 Temple Garden
4 Savannah
1 Tundra
1 Flagstones of Trokair
1 Krosan Verge
1 Academy Ruins
1 Tree of Tales
1 Mikokoro, Center of the Sea
1 Emeria, the Sky Ruin
1 Forest
1 Plains
How creative and original is your deck.
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Total:
4 Baneslayer Angel
1 Ob Nixilis, the Fallen
//2 Planeswalkers//
1 Ajani Goldmane
1 Sorin Markov
//30 Spells//
4 Mox Diamond
2 Eternity Vessel
4 Enlightened Tutor
3 Ghostly Prison
4 Sun Droplet
1 Greed
1 Moat
1 Well of Lost Dreams
1 Crucible of Worlds
1 Story Circle
1 Runed Halo
1 Oblivion Ring
1 Sanguine Bond
3 Vindicate
3 Wrath of God
4 Marsh Flats
2 Windswept Heath
4 Scrubland
4 Godless Shrine
3 Plains
3 Wasteland
4 Ancient Tomb
How creative and original is your deck.
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Total:
3x Eternity Vessel
2x Lich's Mirror
3x Oblivion Ring
Tutors:
4x Enlightened Tutor
1x Necropotence
1x Vampirc Tutor
1x Demonic Tutor
2x Death Wish
Annoyance:
2x Embargo
2x Glacial Chasm
1x Illusions of Grandeur
Control:
2x Vindicate
3x Wrath of God
3x Mana Drain
1x Extirpate
1x Mana Crypt
1x Mana Vault
1x Sol Ring
2x Worn Powerstone
Land:
4x City of Brass
4x Tarnished Citadel
4x Hallowed Fountain
4x Adarkar Wastes
2x Sunken Ruins
1x Mystic Gate
1x Fetid Heath
4x Ancient Tomb
1x Eternity Vessel
1x Lich's Mirror
1x Oblivion Ring
1x Embargo
1x Glacial Chasm
1x Illusions of Grandeur
1x Vindicate
1x Wrath of God
1x Mana Drain
1x Disenchant
3x Swords to Plowshares
2x Worn Powerstone
How creative and original is your deck.
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Total:
4 Master Transmuter
3 Eternal Witness
4 Epochrasite
3 Duplicant
2 Pentavus
Spells (22)
3 Fabricate
3 Doubling Season
4 Umbilicus
4 Tangle Wire
3 Eternity Vessel
3 Sculpting Steel
2 Clock of Omens
4 Tree of Tales
4 Seat of the Synod
1 Academy Ruins
1 Tolarian Academy
4 Misty Rainforest
4 Tropical Island
2 Island
2 Forest
How creative and original is your deck.
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Total:
1x Valakut, the Molten Pinnacle
1x Ghost Town
1x Barbarian Ring
4x Misty Rainforest
1x Glacial Chasm
2x Tropical Island
4x Volcanic Island
4x Taiga
1x The Tabernacle at Pendrell Vale
1x Sol Ring
3x Eternity Vessel
3x Zuran Orb
4x Mox Diamond
3x Crucible of Worlds
1x Fastbond
3x Crop Rotation
3x Krosan Grip
4x Mana Drain
3x Force of Will
3x Thirst for Knowledge
1x Mystical Tutor
1x Life from the Loam
2x Transmute Artifact
1x Intuition
1x Tinker
1x Sylvan Library
1x Phyrexian Processor
3x Goblin Welder
How creative and original is your deck.
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Total:
4 Cloudpost
4 Vesuva
4 Urza’s Tower
4 Urza’s Power Plant
4 Urza’s Mine
4 Mishra’s Factory
4 Metalworker
4 Karn, Silver Golem
Non-Creature Artifacts (28)
4 Eternity Vessel
3 Book of Rass
3 Tower of Fortunes
4 Nevinyrral’s Disk
4 Oblivion Stone
1 Predator, Flagship
4 Voltaic Key
1 Candelabra of Tawnos
4 Expedition Map
How creative and original is your deck.
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Total:
As for why you were not chosen Mp 28, well, for myself I did vote for you, and I liked the Fastbond interactions and landfall abuse, but I guess also that your deck was lacking in a few areas.
Namely, lack of an early defense, not much disruption, not much tutoring for what is mostly a combo deck and also no way to offset early lifeloss with some lifegain of your own for when the Vessel does hit the table.
Also if I may say so, this deck would have been a whole of a lot stronger with Overburden instead of (or in addition to) Storm Cauldron. I even reread the list twice to make sure I hadn't missed it by mistake, but it wasn't there and I was like: d'oh !!!
Horn of Greed is also a very hard card to play around since it gives so much CA to your opponents.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
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4 Lich
4 Eternity Vessel
2 Spiraling Embers
4 Enlightened Tutor
4 Terminate
4 Pyroclasm
3 Damnation
4 Path to Exile
4 Lightning Bolt
4 Lightning Helix
4 The Tabernacle at Pendrell Vale
4 Bloodstained Mire
4 Badland
3 Scrubland
2 Fetid Heath
2 Graven Cairns
1 Swamp
Creativity/Originality: 0 to 5 points
2/5: I feel this was one of the main combo's people expected to see.
Effectiveness/Card adherence: 0 to 5 points
2/5: It is a very powerful card draw engine, I just dont feel it was put to the best of use
Synergy/Tuning: 0 to 5 points
1/5: Here is where I think the deck is lacking. It doesnt have any mana ramp, so your actually forced to play both the peices at 4 and 6 mana. After that, if you drop the Vessel you cant actually go off til the next turn, and every turn you leave lich out there is one more turn for them to deal with ti, loseing you the game. Especially without control or disruption for anything but creatures...which lich answers already.
Power/Capacity to win: 0 to 5 points
1/5: I think it is possible, but in the rough 10 games I pplayed with it, I always missed.
Interaction/Protection: 0 to 5 points
2/5: Creature decks without enchantment/permanent dispurtion can't win but everything else has answers, and unfortunatly this deck doesnt have ways to stop that.
Format/Thematic: up to 2 points bonus (can't go over 25)
0/2:
Total:8
2 Oboro, Palace in the Clouds
4 Darksteel Citadel
4 Steam Vents
4 Seat of the Synod
4 Great Furnace
4 Scalding Tarn
4 Chalice of the Void
2 Engineered Explosives
3 Eternity Vessel
3 Dismantle
4 Power Conduit
4 Lightning Bolt
4 Rune Snag
4 Thirst for Knowledge
4 Thoughtcast
2 Darksteel Reactor
Creativity/Originality: 0 to 5 points
2/5: I love the way Vessel interacts with dismantle, as it provides a HUGE source of counters. I do feel this was somewhat expected tho
Effectiveness/Card adherence: 0 to 5 points
3/5: Vessel is a HUGE part of this deck, as without it, it really cease's to work lol
Synergy/Tuning: 0 to 5 points
3/5: Overall the pieces are all here. I do think some of the cards in here are out of place, I.e Lightning bolt seems like a "just because" where you could have run something like Shrapnel Blast and been more effective. I also feel Glimmervoid is missing, and it would allow for larger Engineered Explosives.
Power/Capacity to win: 0 to 5 points
3/5: This deck can win, as long as it can survive and get vessel into play early enough.
Interaction/Protection: 0 to 5 points
2/5: Light on the creature removal and against counterspells it just rolls over and dies. I had my Reactors countered in almost half my games against control..bounced in the others.
Format/Thematic: up to 2 points bonus (can't go over 25)
1/2 for a solid extended list, which is where I tested it more then anything
Total:14
3 Eternity Vessel
2 Zur's Weirding
4 Knight of the Reliquary
4 Lotus Cobra
4 Crop Rotation
4 Path to Exile
4 Flicker
3 Reveilark
3 Enlightended Tutor
4 Wall of Reverence
2 Phantom Nishoba
23 Lands
4 Windswept Heath
3 Wooded Foothils
3 Temple Garden
4 Savannah
1 Tundra
1 Flagstones of Trokair
1 Krosan Verge
1 Academy Ruins
1 Tree of Tales
1 Mikokoro, Center of the Sea
1 Emeria, the Sky Ruin
1 Forest
1 Plains
Creativity/Originality: 0 to 5 points
4/5: I love the lock here. once it lands its almost game over. and its very flavorful in the casual sort of way.
Effectiveness/Card adherence: 0 to 5 points
3/5 It really seals the deal, pairs well with almost everything in the whole deck.
Synergy/Tuning: 0 to 5 points
4/5 I love the addition of Flicker with the vessel. Its something that I missed myself in deckbuilding, so I am so jeoulous. The lock with Zur's Weirding is just plain mean haha
Power/Capacity to win: 0 to 5 points
3/5 I won almost all my games played against casual decks, and it did well against some mainstream decks as well, See below for some critic
Interaction/Protection: 0 to 5 points
2/5 The only removal being path to exile, the deck risks getting run over. I might of liked to see something like O ring to pair with Flicker or some creatures that could slow the aggro rush and pair with Lark, like kami of false hope.
Format/Thematic: up to 2 points bonus (can't go over 25)
0/2
Total:16
4 Baneslayer Angel
1 Ob Nixilis, the Fallen
1 Ajani Goldmane
1 Sorin Markov
4 Mox Diamond
2 Eternity Vessel
4 Enlightened Tutor
3 Ghostly Prison
4 Sun Droplet
1 Greed
1 Moat
1 Well of Lost Dreams
1 Crucible of Worlds
1 Story Circle
1 Runed Halo
1 Oblivion Ring
1 Sanguine Bond
3 Vindicate
3 Wrath of God
2 Windswept Heath
4 Scrubland
4 Godless Shrine
3 Plains
3 Wasteland
4 Ancient Tomb
Creativity/Originality: 0 to 5 points
3/5 I like the fact the entire deck seems to be a well oiled machine and work well, minus a few rusty cogs (see below)
Effectiveness/Card adherence: 0 to 5 points
2/5 It helps fuel the fire, and most of the card choices are paired well with it, but I actually won a handful of games without ever dropping the vessel lol
Synergy/Tuning: 0 to 5 points
3/5 I really feel Baneslayer is out of place here. Ob Nixilis is such a power house, and you might have been able to benifit from a better creature in that slow, maybe something with a more useful ability, Like Minion of the wastes.
Power/Capacity to win: 0 to 5 points
3/5 the deck can win for sure, and even gave my friend who plays tuned control decks a massive run for his money winning more then one game.
Interaction/Protection: 0 to 5 points
2/5 destroys almost anything creature based, and has a great game against burn with the tech life gain
Format/Thematic: up to 2 points bonus (can't go over 25)
0/2
Total:13
3x Eternity Vessel
2x Lich's Mirror
3x Oblivion Ring
4x Enlightened Tutor
1x Necropotence
1x Vampirc Tutor
1x Demonic Tutor
2x Death Wish
2x Embargo
2x Glacial Chasm
1x Illusions of Grandeur
2x Vindicate
3x Wrath of God
3x Mana Drain
1x Extirpate
1x Mana Vault
1x Sol Ring
2x Worn Powerstone
4x City of Brass
4x Tarnished Citadel
4x Hallowed Fountain
4x Adarkar Wastes
2x Sunken Ruins
1x Mystic Gate
1x Fetid Heath
4x Ancient Tomb
1x Eternity Vessel
1x Lich's Mirror
1x Oblivion Ring
1x Embargo
1x Glacial Chasm
1x Illusions of Grandeur
1x Vindicate
1x Wrath of God
1x Mana Drain
1x Disenchant
3x Swords to Plowshares
2x Worn Powerstone
Creativity/Originality: 0 to 5 points
5/5 ...its a combo...with Lich's Mirror
Effectiveness/Card adherence: 0 to 5 points
3/5 Vessel is a big part of the combo...but this deck is full of NO!!!*
Synergy/Tuning: 0 to 5 points
3/5 one actually wonders how many more annoying cards you can cram in a deck, this deck is full to the brim of permission.
Power/Capacity to win: 0 to 5 points
4/5 I don't think it wins...it just doesn't lose haha, I maneged to find 2 people to play with, and both scooped once the mirror pop'd and I have vessel with 7 cards.
Interaction/Protection: 0 to 5 points
3/5 it makes up for lack of everything with a overabundance of redundancy..and it works amazingly well lol
Format/Thematic: up to 2 points bonus (can't go over 25)
1/2 Had to give a point for sheer epic here
Total:19
4 Master Transmuter
3 Eternal Witness
4 Epochrasite
3 Duplicant
2 Pentavus
3 Fabricate
3 Doubling Season
4 Umbilicus
4 Tangle Wire
3 Eternity Vessel
3 Sculpting Steel
2 Clock of Omens
4 Seat of the Synod
1 Academy Ruins
1 Tolarian Academy
4 Misty Rainforest
4 Tropical Island
2 Island
2 Forest
Creativity/Originality: 0 to 5 points
3/5 Gunna go out on a limb and say that this is one of the decks I looked forward most to seeing..its an amazing idea
Effectiveness/Card adherence: 0 to 5 points
3/5 Paired with the rest of the deck, its backbreaking
Synergy/Tuning: 0 to 5 points
4/5 Doubling Season and Vessel just make for a rediculous amount of life advantage. Combined with the other cards in the deck...I mean the creatures get HUGE, Tanglewire is just mean..and come on Pentivus is just rude.
Power/Capacity to win: 0 to 5 points
3/5 Played well against a handful of decks, and won a nice amount of them..still think somethings missing tho, Just cant figure it out right now
Interaction/Protection: 0 to 5 points
4/5 I dropped a tangle wire with Doubling season in play....then dropped a Sculpting Steel...he scooped lol
Format/Thematic: up to 2 points bonus (can't go over 25)
0/2
Total:17
1x Valakut, the Molten Pinnacle
1x Ghost Town
1x Barbarian Ring
4x Misty Rainforest
1x Glacial Chasm
2x Tropical Island
4x Volcanic Island
4x Taiga
1x The Tabernacle at Pendrell Vale
3x Eternity Vessel
3x Zuran Orb
4x Mox Diamond
3x Crucible of Worlds
1x Fastbond
3x Crop Rotation
3x Krosan Grip
4x Mana Drain
3x Force of Will
3x Thirst for Knowledge
1x Mystical Tutor
1x Life from the Loam
2x Transmute Artifact
1x Intuition
1x Tinker
1x Sylvan Library
1x Phyrexian Processor
Creativity/Originality: 0 to 5 points
3/5 its original to say the least..looks like some beast from the type 1 threads lol
Effectiveness/Card adherence: 0 to 5 points
2/5 unless I am missing something the vessel is really here just to suppliment the Glacial Chasm and Phyrexian Processor..so I think the deck could actually run without it
Synergy/Tuning: 0 to 5 points
3/5 its a finely tuned machine, but again I think the vessel could be replaced with almost anything and the deck would function just the same, and if you replaced it with Zuran orb your looking at a type1 powerhouse
Power/Capacity to win: 0 to 5 points
5/5 this beast wins...alot in the casual sections, and holds it own against most non tier type 1 decks
Interaction/Protection: 0 to 5 points
4/5 tons of counters, and tons of speed for the deck
Format/Thematic: up to 2 points bonus (can't go over 25)
0/2
Total:17
4 Cloudpost
4 Vesuva
4 Urza’s Tower
4 Urza’s Power Plant
4 Urza’s Mine
4 Mishra’s Factory
4 Karn, Silver Golem
4 Eternity Vessel
3 Book of Rass
3 Tower of Fortunes
4 Nevinyrral’s Disk
4 Oblivion Stone
1 Predator, Flagship
4 Voltaic Key
1 Candelabra of Tawnos
4 Expedition Map
Creativity/Originality: 0 to 5 points
5/5 Its totally colorless...and it works lol
Effectiveness/Card adherence: 0 to 5 points
4/5 powerful card draw, and huge advantage...cant argue with that.
Synergy/Tuning: 0 to 5 points
5/5 This thing is a beast..every card points towards the end goal of just winning. The vessel is a huge beatstick lategame and gains tons of life to fuel the draw engine
Power/Capacity to win: 0 to 5 points
5/5 I havent lost a single game against anything casual and actually ran over a few legacy decks as well....this thing just abuses the artifact things without breaking the format too abd with cards like Tolarian acedemy.
Interaction/Protection: 0 to 5 points
4/5 Doesnt pair well against control but is just the nuts draw against creatures or combo decks lol
Format/Thematic: up to 2 points bonus (can't go over 25)
1/2 this beast is 100% colorless...thats just epic
Total:24
So the Results from me are
Old Fogey: 24
Blutsau: 19
Fdtori: 17
Urweak: 17
Znowstorm: 16
Numotflames: 14
Evilkarma: 13
Uthkara: 8
Feel free to yell at me for my choices, since this is my first time and its gunna take some time for me to get the grasp of how the curve goes with judging lol I might have been a little harsh but I am learning
It was one of the top 3 cards that were discussed with Eternity Vessel, with Doubling Season being the top