My local area has decided that with our core group of legacy players that we could run a reasonably competitive vintage event from time to time, allowing 9 proxies. I don't know how standard that is, but I suppose it made sense at the time for the coined name of the grouping of eponymous cards that make vintage what it is. No, this is not SSV as is quite obvious, but I don't really know what else to call it. The deck has a sort of reanimator/belcher feel to it. Feel free to offer advice, as I am not seasoned in vintage. What I actually came here for, however, is a decent suggestion for the mana base.
2) At the moment you're very vulnerable to Mental Misstep, I suggest adding some of your own.
I hope that helps!
I suppose I can't avoid not giving a breakdown of cards First of all, most of the cards are redundant copies of others as to create the highest possible consistency, while trying not to sacrifice speed by playing high costed spells. Isn't that everyone's goal? More specifically, there are only a few categories of cards in the 'Draw' and 'Tutors' sections. They are:
1.) Cards that cost 1 or less mana (this includes both Time Walk and Street Wraith). These cards either simply replace themselves - some of which have additional bonuses, gain you cards, or tutor for something.
2.) Cards that cost 2 mana. These cards almost always find whatever you need.
The cards labelled 'Protection' and 'Acceleration' are pretty self explanatory, as the goal of the deck is to go infinite and beat with a fatty. Originally I was playing both Mana Crypt and Mana Vault, but depending on my mana base, I may not be able to lose more life each turn as I wait to have enough mana to take another turn and cast Tinker.
I am not going to lie to you and say that I remembered that Mental Misstep was a card. Along with helping me build a mana base, I would love to know what you would take out for it.
So am I right in assuming that your deck is built to just draw into Vault/Key or Tinker and win?
Your mana base - I think Tolarian Academy is worth considering, as you'll likely draw one or two artifacts easily enough, and if you're wanting to combo out quite quickly with a three color deck then Gemstone Mine is a great card.
In all honesty, I'm not quite sure what to suggest at the moment. The cards that jump out to me as suboptimal, though, are Thoughtseize, Lim-Dûl's Vault and Chain of Vapor (great bounce card but Chalice of the Void at 1 is a real problem for this deck, so bounce at another CMC is probably better). Perhaps replace them with 3 Mental Misstep, 1 Rebuild, 1 Demonic Consultation, and then that leaves you with two open slots.
You have to understand though, my problem with my mana base is that it has to last for a while. I can't assume I will get more than one mana every game, so the mana I do have has to be able to reliably activate Voltaic Key every turn. I feel as though City of Brass might be a better option, but I still need some sort of land in there that wont be killing me. Maybe Forsaken City? With Tolarian Academy: what is it I need that mana for in this deck? Even if I did want that mana, my current artifact setup wouldn't support it. It seems almost as risky / rewarding as Demonic Consultation.
4 City of Brass
4 Forbidden Orchard
2 Forsaken City
Acceleration - 8
1 Black Lotus
5 Moxen
1 Lotus Petal
1 Sol Ring
Draw - 16
4 Gitaxian Probe
4 Street Wraith
1 Time Walk
1 Ancestral Recall
1 Brainstorm
1 Ponder
4 Preordain
4 Enlightened Tutor
1 Imperial Seal
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
2 Lim-Dûl's Vault
Protection - 9
1 Ingot Chewer
1 Hurkyl's Recall
3 Mental Misstep
4 Force of Will
4 Voltaic Key
1 Time Vault
1 Tinker
1 Inkwell Leviathan
It acts as another voltaic key or it acts as a tutor for artifacts. endgame, it can give you another way to win...
540 Peasant cube- Gold EditionSomething SpicyI suppose I can't avoid not giving a breakdown of cards First of all, most of the cards are redundant copies of others as to create the highest possible consistency, while trying not to sacrifice speed by playing high costed spells. Isn't that everyone's goal? More specifically, there are only a few categories of cards in the 'Draw' and 'Tutors' sections. They are:
1.) Cards that cost 1 or less mana (this includes both Time Walk and Street Wraith). These cards either simply replace themselves - some of which have additional bonuses, gain you cards, or tutor for something.
2.) Cards that cost 2 mana. These cards almost always find whatever you need.
The cards labelled 'Protection' and 'Acceleration' are pretty self explanatory, as the goal of the deck is to go infinite and beat with a fatty. Originally I was playing both Mana Crypt and Mana Vault, but depending on my mana base, I may not be able to lose more life each turn as I wait to have enough mana to take another turn and cast Tinker.
I am not going to lie to you and say that I remembered that Mental Misstep was a card. Along with helping me build a mana base, I would love to know what you would take out for it.
For me, it seems as though Tezzeret the Seeker will almost always be an overcosted Fabricate.
You have to understand though, my problem with my mana base is that it has to last for a while. I can't assume I will get more than one mana every game, so the mana I do have has to be able to reliably activate Voltaic Key every turn. I feel as though City of Brass might be a better option, but I still need some sort of land in there that wont be killing me. Maybe Forsaken City? With Tolarian Academy: what is it I need that mana for in this deck? Even if I did want that mana, my current artifact setup wouldn't support it. It seems almost as risky / rewarding as Demonic Consultation.
I'm also not so sure I could cast Rebuild, but I can test Mental Misstep over Thoughtseize.