SCG CON is rapidly approaching . In addition to the StarCityGames.com® 2018 Season One Invitational , it features some really unique events, like a No Banned List Modern Open .
You know which one I'm most excited about?
Vintage is really just awesome. It has all of the history of the game allowing for a diverse but powerful set of strategies. These powerful cards lead to really dynamic game play, where often no one is truly out of the game, but precision in play is super important. And most importantly it's singleton, so each game feels super unique but balanced because so many powerful things can happen.
I've recently had the pleasure of participating in the Team Vintage Super League, playing alongside Maryland locals Jarvis Yu and Seth Manfield as the Blue Crab Club. The team format includes deck uniqueness rules, which might be one of the best ways to experience the format as you have to look at everything outside of your favorite combo, midrange, prison, or graveyard pillar.
So, here's that look at everything. Where is Vintage right now?
- 4 Arcbound Ravager
- 1 Chief of the Foundry
- 4 Foundry Inspector
- 3 Hangarback Walker
- 1 Lodestone Golem
- 2 Phyrexian Metamorph
- 4 Phyrexian Revoker
- 4 Steel Overseer
- 4 Walking Ballista
To no one's surprise, Mishra's Workshop is the best standalone archetype in Vintage.
This isn't Mishra's Workshop Classic though. This is possibly the last big step in Vintage being dragged into the world of 2018 Magic bit by bit.
Mishra's Workshop decks have always been about layered disruption effects. Previously, the layering was the terminus more than anything else. Your first Sphere of Resistance ensured you had a turn to land a Thorn of Amethyst, then a Null Rod and then a Wasteland. Each lock effect turned off such a huge percentage of your opponent's deck that you would get free turns from their draw steps and accumulate lock pieces faster than they accumulated relevant stuff. It's like Taking Turns, only your opponent technically takes them too. Your kill condition was "eventually," and you saw real stupid stuff like Juggernaut being Vintage playable in this decade.
Then a bunch of stuff got restricted.
And you have new Shops.
Instead of asserting that your lock piece-generated Time Walks lead to more Time Walks, those turns directly convert to damage. Games reach a pinch point where you kill in a known number of turns and they may or may not be able to draw out of it while you still have plenty of draws that speed up your clock or add a layer to the lock.