-These should be treated as 60 card decks.
-Cards are only declared as having a definite status when its doing something. Players can't just say they have X in hand at any time to deny the opponent using that card.
I'm going to first demonstrate a solution for Vintage, before tackling the very much harder than expected problem of solving Legacy.
Leyline of Anticipation creates a lot of uncontainable variations, by effectively changing the starting player at cost of a card, so A will eliminate that in the Serum stack. Additionally Gemstone Caverns opens up a ton of options for B, so that also needs to be sniped. The remaining question is whether either player can make use of the 2xspirit guide->manamorphose plan in upkeep. If B can put it to use, then A needs to either 1) allow it to happen if its survivable, 2) use manamorphose first, 3) put manamorphose in the Serum stack. However only six cards other than Serum itself can be banned in this way, and if Anticipation and Caverns are already must-eliminate, that leaves progressively more free counters at B's disposal. Without Anticipation and Cavern, the only way for B to make mana is via Spirit Guides, which could turn into Pyretic/Desperate Ritual and Shimmer Myr and allow Chalice of the Void with 2 remaining cards, which shuts off all the copious mana and Pact of Negation. Or undisrupted, B could turn Pyretic into Seething Song, into Manamorphose, Ad Nauseam, with 2 cards left over. And even if unable to win at instant speed, B can draw all the artifact mana and cheapest win conditions to deny them to A and win on the following turn. Even without Manamorphose, B could use spirit guides for things like Pyroblast and Autumn's Veil and generally being annoying. So A has to be able to either stop this, or find a way to use spirit guides/morphose itself, or consign morphose to Serum exile.
If A executes the same plan and puts Ad Nauseam on the stack with two cards left in upkeep, there will always be more free counters for B than can be put away with Serum. For example with this Serum stack:
[Serum Powder, Gemstone Cavern, Force of Will, Disrupting Shoal, Mindbreak Trap, Misdirection, Leyline of Anticipation]
B will Commandeer the Ad Nas, pitching Pact of Negation and Foil, leaving A defenseless.
If A tries to use Spirit Guides for a less all-in plan, for example to Manamorphose into Ancestral Recall floating U, then if B attempts to Commandeer he pitches Pact Negation, and either Foil or Disrupt. If B picks Foil, then A Disrupts, and B is out of the counter war, with hand count at 7 to 4 in A's favor. If B pitches Disrupt, then A either has to Dispel or Foil. If A Dispel's then B will Foil the Dispel, letting Commandeer resolve, so final hand count is 3 to 4 in B's favor. If A Foils then its 4 to 4 with a mana in pool for A and no more free counters. Foil will pitch any island and either Soul Spike as priority unless B has already used it, or Vine Dryad. A can use the extra mana to cycle Quicken, which puts yard count up to 6, in case Cabal Ritual is necessary.
If B has already Soul Spiked, exiling Dark Ritual and Ad Naseam, then B should have 1 card in hand, and A will turn his 4 cards into Black Lotus, Time Vault, Voltaic Key, Tolarian Academy.
If B keeps his 4 cards, then A has to worry about Abolish, so will make his 4 cards Black Lotus, Dark Ritual, Ad Nauseam, Tendrils of Agony.
If B doesn't fight over Ancestral, then A goes to main phase 7 cards to 7 with Commandeer, Pact, Foil, Daze and Disrupt all still in the mix. B doesn't have a chance, because A drops U-Sea into Black Lotus, for Dark Ritual, into Ad Nauseam, w 3 cards left. If B Commandeers pitching Daze and Disrupt, A casts Pact, B Foils pitching Nix and Dispel, but still loses to A's Force Spike and another card. If B lets Ancestral through and uses Soul Spike to eliminate Ad Nas and Ritual, its the same set of alternatives where A sets up Vault-Volt and has enough mana to counter either Abolish or Foil with whatever is left of the the 1c counters.
B can respond to Manamorphose in upkeep by casting Vine Dryad pitching Protean Hulk, and then Snapback on the Dryad pitching Ancestral. In this case A resolves Manamorphose and recoups some card advantage by casting Dark Ritual into Meditate, which would bring A back up to 7 cards to B's Vine Dryad in hand plus 3 others, which is a clear win as shown above. If B has also Soul Spiked exiling Dark Ritual and Ad Nas, then B's only card in hand is Vine Dryad, and A will spend the UB on Perilous Research and go into mainphase with 6 cards to 0.
B's best play is to attempt Commandeering the Manamorphose, and gain the mana and extra card, which would be quite a coup. If B pitches Foil and Pact Negation, then he definitely gets the Morphose, and will cast Ancestral Recall and Orim's Chant, meaning A just has to play Island and pass with 3 cards to B's 7 after draw step. This is a disaster. The conclusion is that Commandeer is too dangerous to leave in B's hand, so put that in the Serum stack and let B have Misdirection. That means B can either Foil the Manamorphose, dumping Pact, which A will Misdirect pitching Snapback. Or B lets Manamorphose resolve in order to attempt to Misdirect the Recall, pitching Pact, but A will use the other mana from morphose to cast a 1c counter. In the former case, A ends counter war with 5 to 4 cards. In latter 6 to 5. In both cases there will be no more free counterspells. If B lets Recall resolve then its 7 to 7 and the same plays work as shown above. Once A is in main phase, the Vintage artifact mana is totally overpowering.
So this should be a locked solution tree for Type 1 card pool. To summarize:
B will Commandeer the Ad Nas, pitching Pact of Negation and Foil, leaving A defenseless.
If A tries to use Spirit Guides for a less all-in plan, for example to Manamorphose into Ancestral Recall floating U, then if B attempts to Commandeer he pitches Pact Negation, and either Foil or Disrupt. If B picks Foil, then A Disrupts, and B is out of the counter war, with hand count at 7 to 4 in A's favor. If B pitches Disrupt, then A either has to Dispel or Foil. If A Dispel's then B will Foil the Dispel, letting Commandeer resolve, so final hand count is 3 to 4 in B's favor. If A Foils then its 4 to 4 with a mana in pool for A and no more free counters. Foil will pitch any island and either Soul Spike as priority unless B has already used it, or Vine Dryad. A can use the extra mana to cycle Quicken, which puts yard count up to 6, in case Cabal Ritual is necessary.
If B has already Soul Spiked, exiling Dark Ritual and Ad Naseam, then B should have 1 card in hand, and A will turn his 4 cards into Black Lotus, Time Vault, Voltaic Key, Tolarian Academy.
If B keeps his 4 cards, then A has to worry about Abolish, so will make his 4 cards Black Lotus, Dark Ritual, Ad Nauseam, Tendrils of Agony.
If B doesn't fight over Ancestral, then A goes to main phase 7 cards to 7 with Commandeer, Pact, Foil, Daze and Disrupt all still in the mix. B doesn't have a chance, because A drops U-Sea into Black Lotus, for Dark Ritual, into Ad Nauseam, w 3 cards left. If B Commandeers pitching Daze and Disrupt, A casts Pact, B Foils pitching Nix and Dispel, but still loses to A's Force Spike and another card. If B lets Ancestral through and uses Soul Spike to eliminate Ad Nas and Ritual, its the same set of alternatives where A sets up Vault-Volt and has enough mana to counter either Abolish or Foil with whatever is left of the the 1c counters.
B can respond to Manamorphose in upkeep by casting Vine Dryad pitching Protean Hulk, and then Snapback on the Dryad pitching Ancestral. In this case A resolves Manamorphose and recoups some card advantage by casting Dark Ritual into Meditate, which would bring A back up to 7 cards to B's Vine Dryad in hand plus 3 others, which is a clear win as shown above. If B has also Soul Spiked exiling Dark Ritual and Ad Nas, then B's only card in hand is Vine Dryad, and A will spend the UB on Perilous Research and go into mainphase with 6 cards to 0.
B's best play is to attempt Commandeering the Manamorphose, and gain the mana and extra card, which would be quite a coup. If B pitches Foil and Pact Negation, then he definitely gets the Morphose, and will cast Ancestral Recall and Orim's Chant, meaning A just has to play Island and pass with 3 cards to B's 7 after draw step. This is a disaster. The conclusion is that Commandeer is too dangerous to leave in B's hand, so put that in the Serum stack and let B have Misdirection. That means B can either Foil the Manamorphose, dumping Pact, which A will Misdirect pitching Snapback. Or B lets Manamorphose resolve in order to attempt to Misdirect the Recall, pitching Pact, but A will use the other mana from morphose to cast a 1c counter. In the former case, A ends counter war with 5 to 4 cards. In latter 6 to 5. In both cases there will be no more free counterspells. If B lets Recall resolve then its 7 to 7 and the same plays work as shown above. Once A is in main phase, the Vintage artifact mana is totally overpowering.
So this should be a locked solution tree for Type 1 card pool. To summarize:
-A begins game by activating Serum Powder to exile itself, Gemstone Cavern, Force of Will, Disrupting Shoal, Mindbreak Trap, Commandeer, and Leyline of Anticipation.
-As soon as A has first priority he will exile both Simian Spirit Guide and Elvish Spirit Guide and put Manamorphose on the stack. B will lose any attempted counterwar and/or be down a lot of cards trying to pitch-spell Recall out of the game.
-A will resolve Ancestral Recall and be either at 5 to 4, 6 to 5, or 7 to 7 cards depending how B attempted to disrupt. If B pitches Ancestral, A will Perilous Research and be at 6 to 3, or 4 to 0 if B tries to counter.
-A will use Black Lotus et al to easily get 5 mana for Ad Nauseum, unless B has used pitch spells to eliminate this option, in which case A puts together Time Vault + Voltaic Key with counter back up.
Legacy is exponentially more complicated, and Standard I don't even know where to start, since your opponent actually gets a turn. In Extended Gregg discovered a turn 1 kill if we waive the restriction on not duplicating cards. Memnite, Accorder's Shield, Mox Opal, Mountain, Pyretic Ritual, Manamorphose into URR, Tome Scour target self milling 4xVengevine, Goblin Bushwhacker kicked for 24 damage. Unfortunately this loses to the 4x Mindbreak Traps the opponent is holding. That combo is almost Standard legal except for the Manamorphose. In Standard one could cast Memnite, Accorder's Shield, Mox Opal, Mountain, Pyretic Ritual, Burning Inquiry discarding 3xVengevine, Goblin Bushwhacker kicked for 19 damage. Unfortunately then your opponent gets 8 cards which means he can do the same thing except insert another Memnite before the Bushwhacker and deal 21 back vs your all tapped team.
-As soon as A has first priority he will exile both Simian Spirit Guide and Elvish Spirit Guide and put Manamorphose on the stack. B will lose any attempted counterwar and/or be down a lot of cards trying to pitch-spell Recall out of the game.
-A will resolve Ancestral Recall and be either at 5 to 4, 6 to 5, or 7 to 7 cards depending how B attempted to disrupt. If B pitches Ancestral, A will Perilous Research and be at 6 to 3, or 4 to 0 if B tries to counter.
-A will use Black Lotus et al to easily get 5 mana for Ad Nauseum, unless B has used pitch spells to eliminate this option, in which case A puts together Time Vault + Voltaic Key with counter back up.
Legacy is exponentially more complicated, and Standard I don't even know where to start, since your opponent actually gets a turn. In Extended Gregg discovered a turn 1 kill if we waive the restriction on not duplicating cards. Memnite, Accorder's Shield, Mox Opal, Mountain, Pyretic Ritual, Manamorphose into URR, Tome Scour target self milling 4xVengevine, Goblin Bushwhacker kicked for 24 damage. Unfortunately this loses to the 4x Mindbreak Traps the opponent is holding. That combo is almost Standard legal except for the Manamorphose. In Standard one could cast Memnite, Accorder's Shield, Mox Opal, Mountain, Pyretic Ritual, Burning Inquiry discarding 3xVengevine, Goblin Bushwhacker kicked for 19 damage. Unfortunately then your opponent gets 8 cards which means he can do the same thing except insert another Memnite before the Bushwhacker and deal 21 back vs your all tapped team.
After spending way too much time thinking about this, I sense I am close to an optimal Legacy solution, but there are still some loose ends to be resolved before I post Part 3.
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