みなさん、こんにちは。今日俺は台湾Oathを大会へもって来ました。それは自分の大会レポートです。ごめん。英語で書きました。

Round 1 しろーさん with Mirror Oath

Game 1
I win the dice roll and open up with first turn Mox, Sol Ring, Time Vault, Land. He lays down land and says go. I Mystical Tutor end of his turn for Tinker. I play another land and pass the turn because I had Mana Drain in hand and wanted to protect my Tinker. He attempts to cast Channel and I have to Mana Drain it. I cast Tinker on my turn and win eventually with Oath.

-3 Oath of Druids + 2 Nature’s Claim +1 Hurkyl’s Recall.

Game 2
He starts off with City of Brass and some Moxes. I start off slow too. He then attempts to play an Oath of Druids with his Forbidden Orchard but I counter it. I concede the Orchard war and try to instead play the Tezzeret game. I accumulate card advantage via Ancestral Recall and Yawgmoth’s Will. I sit back and counter his threats while beating him down with 4 spirit tokens. Sorry this is all from memory.


Round 2 タチキ with Jace and Tezzeret

Game 1
I do not remember this game that well. I got off an early Oath and win the counter war. He could not handle it. Tezzeret really has no game if they lose the counter war with you over Oath. Their only out is bounce or key vault and your Oath targets make it very hard for them to recover.

Sideboard: -1 Swamp, -1 Emrakul, +1 Hurkyl’s Recall, +1 Nature’s Claim

Game 2
He goes first turn Engineered Explosives at 2. I look at my hand. Hurkyl’s Recall, Force of Will, Oath of Druids, Iona, 1 Orchard, 1 other land and 1 Show and Tell. I figured that I would let the Explosives resolve and save my counterspell for my Show and Tell. There is one problem with that plan. Tachiki had Sower of Temptation in his hand. Magic is a card game and in a card game we gamble. I lost the gamble in that game.

Game 3
I go first and resolve an early Ancestral Recall. But my card advantage is negated after he forced me to double Force of Will his own Ancestral Recall. I had Tinker in my hand and he played Engineered Explosives at 2 and a Sensei’s Divining Top. I was 100% reliant on my Tinker now and Tinkered for an Inkwell Leviathan. Both our hands were depleted and we were on Topdeck mode. He topdecks Merchant’s Scroll and bounces my Inkwell. Which of course was devestating. I assembled some counterspells and kept all his threats off the board. But after the I countered his Jace, his Divining Top found him his Voltaic Key and he started taking infinite turns. But time was called and he could not win in 5 turns. Too close.

Tezzeret’s strength lies now in the endgame against Oath. Tezzeret runs slower cards like Divining Top and Confidant and Jace. If Oath’s offense is stopped early on, the advantage will slowly turn to Tezzeret because their cards grow stronger as the game goes on.

My mistake this round was not countering the Engineered Explosives. I should have still tried to resolve my Oath first because that is the strongest option I had. But I went immediately to Plan B and basically conceded my strongest win condition. So yeah, play mistake game 2. I probably should not have double FoWed his Ancestral Recall. I could have countered his Hurkyl’s Recall on my Inkwell. But I would have to let him draw 3 cards. Looking back, that was probably the better play, let him draw 3 and protect my own threat.

Round 3 レベかさん with Dark Depths

Game 1
I start off with first turn Oath with an Orchard. He plays Sadistic Sacrament off a dark ritual and removes my Terastodan, Inkwell Leviathan, and Iona. I Brainstorm on my upkeep in response to Oath and put back Emrakul. After I Oath, I Mystical Tutor for Time Walk and Annihilate his board. He chooses not to Oath on his upkeep and scoops after he draws.

Sideboard: Nothing

Game 2
He starts off with first turn double Dark Ritual and Mox Rub-->Null Rod and Magus of the Moon. I see no basic Islands and lose to Magus of the Moon beats. I had first turn Oath too.

Game 3
I start off with 2nd turn Oath. He plays his Confidant after I already gave him a Spirit token. Confidant draws him Darkblast while Oath gets me Emrakul. I Mystical Tutor for Time Walk and he scoops.

Round 4 二コラ (nicofromtokyo) with Drain Tendrils

Game 1

I play an early Oath and he attempts to Nature’s Claim it. I Force of Will. He tries to dig for an answer with Accumulated Knowledge # 2 but does not have anything. My creature comes into play and I Vampiric Tutor for a Time Walk.

Sideboard: -1 Swamp, -1 Emrakul +1 Nature’s Claim, + 1 Hurkyl’s Recall.

Game 2

He mulligans once and keeps a 1 land hand. I saw an opportunity and immediately cast my Oath of Druids off an Orchard. I win the counter war and Oath up Inkwell Leviathan. He gets his 2nd mana source but is too late to stop the recurring Oaths.

3-0-1

Prize: DCI Demonic Tutor Judge Foil along with 6 Rise of the Eldrazi packs.

Thoughts on the deck:

It is the best deck in Vintage right now, but still has many weaknesses that can lose games.

Examples: Blood Moon effects, Sower of Temptation, Metalworker combo can outrace it, Duplicant can be very horrible if resolved, Game 1 vs Selkie and Dredge is harder to win. Tezzeret can still beat you if they out counter you early on (IF they out counter you)

Tinker is the biggest weakness in the deck because it is the most vulnerable. Unlike all other options, you are not guaranteed a win if you Tinker. And usually if the Tinker target is dealt with, you have already depleted your hand trying to fight for it and you are in a horrible situation. But Oath has no choice but to run Tinker because it is another win condition. Running Tinker is still better than not running Tinker because of the sheer games you will win with it. But you will also be more vulnerable because you have to run Inkwell Leviathan(or any other Robot) and Oathing up your Robot is not exactly the strongest option.

Jace: Not tried it but looks too slow and clunky.

Tezzeret: Dead early on and does not win you the games plus being vulnerable to creatures.

Sensei’s Divining Top: Way too slow and holds you back more than it helps you.

Timetwister: Does not fit into this deck’s strategy.

See Beyond: Maybe after they ban Show and Tell. (I don’t like it)

Sphinx/DSC: Too vulnerable to Swords to Plowshares, Chain of Vapor, and Echoing Truth. If the opponent is running Hurkyl’s Recall rather than Echoing Truth or Chain of Vapor, than they are vulnerable to your other 3 creatures.

4 Creatures: Prevents decking in case you draw 1-2 of them. Does not lose to Sadistic Sacrament. And has perfect synergy with Show and Tell.

Show and Tell: A huge gamble if your opponent sides in Sower of Temptation or in the Oath mirror. But it is worth it. I have won more games with it than I have lost.

Tidesprout Tyrant: Too slow and is a totally different approach. Plus is not synergistic with the rest of the deck. Tyrant requires its very own special Oath build and right now Elephant Oath is stronger than that.

Emrakul: Pure awesomeness. Would recommend everyone try it before judging. If you don’t, you are screwing yourself...

12 counterspells: Counterspells are one of the best effects in Magic and it fits very well in a broken deck that wants to outmatch its opponent early game.

Matchups:

ANT: Good matchup with 12 counters. Make sure you hold back your counterspells in the beginning and let them try to go off. ANT will try to go off in the beginning because they grow weaker as the game progresses. Stop them early on with counterspells, then play your Oath after they have exhausted their hand.

TPS: Stop their key spells but you do not need to play as conservatively as with ANT because TPS is slower but more stable. So you play aggressive with Oath while holding back your counterspells for their Key spells and tutors.

MUD: Great matchup. Oath only costs 2 and so you are still able to get it through the spheres. Mud cannot handle 5 Tinkers.

Selkie: Game 1 is a race for you because you have to hurry up and get your huge creature or your KeyVault on the board. The longer the game goes, the worse it is for you. Game 2 you side in your hate and hose them.

Dredge: See above

Tezzeret: A good matchup. You are running the same broken cards as they are except they are slower. The key difference is that you have to be the one to cast the first offensive spell. You need to win the counter war over Ancestral, Yawg Will, Oath or Tinker or KeyVault or else Tezzeret’s slower cards can overpower you later on. Watch out for Sower of Temptation game 2 though, it is devastating if they put it into play with your Show and Tell. Otherwise, the matchup is very favorable. Tezzeret needs to side in a lot of hate spells. Always counter the Engineered Explosives at 2 and the Nature’s Claim. It should be obvious but the number of misplays that happen in a tournament always surprises me.

Decklist:
台湾Oath.
Win:
Iona
Emrakul
Elephant
Inkwell
Tinker
4 Oath
1 Key
1 Vault

Awesomeness:
Ancestral Recall
Time Walk
Yawgmoth’s Will
Demonic Tutor
Vampiric Tutor

Protection:
4 Mana Drain
4 Force of Will
4 Spell Pierce

Plan B Packet:
1 Show and Tell

So So but still necessary:
Merchant’s Scroll
Mystical Tutor
Brainstorm
Ponder

The Universal Vintage Blue Deck Bomb:
Gifts Ungiven

Mana:
4 Polluted Delta
3 Island
1 Swamp
2 Underground Sea
2 Tropical Island
4 Forbidden Orchard
5 Mox
1 Black Lotus
1 Mana Crypt
1 Sol Ring
1 Library of Alexandria
1 Tolarian Academy

Sideboard:

Selkie
3 Massacre
3 Deathmark

Dredge
4 Rav Trap
2 Planar Void

Workshop/Tezzeret/Mirror
2 Nature’s Claim
1 Hurkyl’s Recall

ありがとう:
神様
家族
友人

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