Innovations - Counterbalance-Flash in Vintage
[SCROLL DOWN TO READ THE ARTICLE!]
Become a StarCityGames.com Premium Member and receive exclusive access to top-level strategies, new decklists and entertaining reports from many of the best players and writers that the game has to offer! This includes "The Innovator" & Worlds finalist Patrick Chapin, 2010 Player of the Year Brad Nelson, Classic Theorist Mike Flores, Hall of Famer Brian Kibler, GP and SCG Invitational Champion Gerry Thompson, StarCityGames.com Director of Sales Ben Bleiweiss ...and many, many more!
PLUS! StarCityGames.com Premium members now have an EXCLUSIVE WEEKLY NEWSLETTER sent just to them with the latest tech, exclusive content and exclusive deals along with unprecedented access into America's largest Magic: the Gathering sales database, and can view lists of StarCityGames.com's top-selling items - broken down by category, format legality, and rarity - in real time! When it comes to trading, increased knowledge equals increased profits - and increased knowledge is just one click away for our Premium members!
A StarCityGames.com Premium Membership gives you exclusive access to the best Magic: the Gathering content available and is an amazing bargain for just pennies a day! When you're ready to start getting more out of this game, click here to join StarCityGames.com Premium today!
If you are a valid StarCityGames.com Premium member and still cannot view the article, please consult this FAQ.
This week I return to Vintage with a brew I came up with today while hanging out with Luis Scott-Vargas (in town testing for the Grand Prix) and Brian DeMars. They were battling Vintage, with LSV on Gush-Long and DeMars on Counterbalance-Slaver.
The games went back and forth, but were tons of fun to watch. LSV let me play a couple with his pimped-out combo deck, but I quickly realized that every turn I don’t cast Flash when I legally could have is a wasted opportunity.
I decided to mix it up a little and try out a Counterbalance package in my Flash deck. Some of the shell is a derivative of the Flash deck Owen Turtenwald and I have been working on. This includes the Hulk package now made famous in extended Bubble-Hulk, which is far superior to the Sliver kill, as I will detail below.
Here is what I played.
| Counterbalance-Flash Featured by Patrick Chapin on 2008-03-16 (Vintage) | ||
Artifacts 1 Black Lotus 1 Lotus Petal 1 Mana Crypt 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 3 Sensei's Divining Top Creatures 1 Body Double 1 Body Snatcher 1 Carrion Feeder 1 Mogg Fanatic 4 Protean Hulk 1 Reveillark Enchantments 2 Counterbalance |
Instants 1 Ancestral Recall 4 Brainstorm 1 Chain of Vapor 4 Flash 4 Force of Will 1 Mystical Tutor 4 Pact of Negation 1 Summoner's Pact 1 Vampiric Tutor Sorceries 1 Demonic Tutor 3 Merchant Scroll Basic Lands 1 Island Lands 2 City of Brass 3 Flooded Strand 3 Polluted Delta 2 Tropical Island 2 Underground Sea | 4 Leyline of the Void 1 Hurkyl's Recall 2 Oxidize 1 Pyroblast 1 Rebuild 1 Red Elemental Blast 1 Massacre 1 Reverent Silence 3 Boseiju, Who Shelters All |
![]() |
![]() | |
| Download this deck in Apprentice format! |
Download this deck in Magic Online Text format! | |
To begin with, you will notice 3 Sensei’s Divining Tops. These not only enable the Counterbalance lock, but also work as a sort of Brainstorm every turn. Seeing as Brainstorm is just about the best card in the deck, this is a pretty good deal. Between fetchlands, Merchant Scrolls, and other Tutors, you have plenty of shufflers to ensure continual new looks at the top of your library.
It cannot be stressed enough how much the Top allows you to sculpt the perfect hand against GAT or Drain decks. If you can get it to stick, you can almost get a mini-tutor every turn until you are pretty sure your opponent won’t be able to stop your onslaught. It is also nice that it allows you to Mystical or Vamp and then draw the card immediately. Finally, it is very common in this deck to have extra colorless mana as a result of off-color Moxes. What better way to spend it could you possibly ask for?
I made room for the three Tops by shaving a Merchant Scroll and two Summoner’s Pacts. The library manipulation provided by Top makes up for the lessening of tutor capabilities.
There are only two Counterbalances, as the lock is not your main plan. It is merely a better way to disrupt people than Thoughtseize or Misdirection. I actually cut the two Thoughtseizes I was playing to make room for the Counterbalances.
Aside from the Top-Counterbalance combo that acts as a Chalice on 1, 2, and 3 on your opponent, as in Extended, there are actually some fantastic other synergies to look for. First of all, one can take a page from the Legacy playbook and Brainstorm with Counterbalance in play, serving as a super Dismiss for a single mana.
Mystical Tutor and Vampiric Tutor become insane with Counterbalance in play. I am somewhat concerned about not having a three maindeck, but so far it has not cost me. It is worth considering a stronger Counterbalance package, increasing the Counterbalance count as well as increasing the count of cards that manipulate the top of library. Lim-Dul’s Vault or Worldly Tutor might be interesting.
The Bubble-Hulk kill is superior to the Sliver kill for a variety of reasons. First of all, Sliver beatdown is decent, but Mogg Fanatic, Body Snatcher, Body Double and Reveillark are all decent in the right contexts. Carrion Feeder is the weak link, but he is not much worse than Heart Sliver.
Also, now you don’t need an attack phase to kill, so you can win at instant speed, such as when an opponent cracks a fetch land or in response to a Pact Trigger killing you. This opens up the door to such plays as Merchant Scroll for Flash turn 1. Then Pact of Negation their Trinisphere or Necropotence or whatever. Then Flash on upkeep in response to the Pact trigger.
This greatly increases the value of the already amazing Pact of Negations. Being able to randomly Pact anything, even a Duress, is incredible.
For those out of the loop, the Bubble-Hulk kill goes as follows:
1. Flash a Hulk.
2. Search for a Body Snatcher, Carrion Feeder, and Mogg Fanatic.
3. Discard whichever piece of the combo you may have in your hand to Body Snatcher (if Snatcher is the piece in your hand, just skip straight to Body Double and get the Fanatic when you get Reveillark).
4. Sacrifice Body Snatcher to Carrion Feeder to get back Hulk.
5. Sacrifice Hulk to Carrion Feeder to get Body Double.
6. Sacrifice Body Double copying Hulk to Carrion Feeder to get Reveillark.
7. Sacrifice Mogg Fanatic to deal 1 damage to opponent.
8. Sacrifice Reveillark to Carrion Feeder to get back Body Double and Mogg Fanatic.
9. Sacrifice Mogg Fanatic to deal 1 damage to opponent.
10. Sacrifice Body Double copying Reveillark to Carrion Feeder to get back Body Double and Mogg Fanatic.
11. Repeat steps 9 and 10 until you win.
This combo is vulnerable to Tormod’s Crypt, unlike the Sliver Kill. However, all Tormod’s Crypt usually does is prevent you from winning that turn, which matters with Pacts. Usually if one player plays a Crypt it plays out like this:
Enemy: Tormod’s Crypt
Hero: Flash Hulk. If they don’t respond to Hulk Trigger, we get a Body Double copying Hulk and a Carrion Feeder. Now they can’t Crypt us or we win in response. Meanwhile, we have 7 power worth of creatures on the board and the ability to produce Reveillark, Body Snatcher, or Mogg Fanatic at instant speed.
If they Crypt us in response to the Hulk Trigger, we get Reveillark and Carrion Feeder or Mogg Fanatic, or we get Body Snatcher, Carrion Feeder, and Mogg Fanatic. Either way, that is a solid clock.
Still, the increased vulnerability to Tormod’s Crypt is by far worth the value added by being able to kill at instant speed. I can’t tell you how many games I win by Flashing in response to a fetchland or a Thirst for Knowledge.
The Sliver kill was always a nice option, but there are tactics available to the Bubble-Hulk style, such as Fanatic against Dredge or Welder.
Body Double is a Blue card to pitch to Force of Will if you are desperate, or an interesting beater in the right situation. Reveillark is usually a bad Air Elemental, but sometimes a great one.
Body Snatcher is interesting in that he can allow you to put a Hulk in your graveyard to power up your Body Double or to threaten to bring back by blocking an opponent’s Juggernaut. Also, sometimes you just randomly Body Snatcher plus Carrion Feeder and go off without Flashing.
I was asked last night how I would beat a Mogg Fanatic from a Goblin player. Well, one Fanatic is easy. You just go off like normal, except that you sac your Fanatic to your Carrion Feeder first. If they shoot your guy in response you can sac your Body Snatcher. If they don’t, your guy will be a 2/2.
So how do you beat double Fanatic?
Goblins: Land, Ruby, Mogg Fanatic, Mogg Fanatic
Hero: Flash Hulk, go get Body Double copying Hulk and Carrion Feeder. Unless there is a compelling reason to act, you can say go here. You have a 6/6 and a Carrion Feeder. What are they gonna do? If they try to kill your Carrion Feeder it is the same as if you try to go off yourself, except that they force the issue, but lose a second Fanatic.
Let’s say you are looking at some serious pressure though, and a 6/6 and a 1/1 is not enough. Well, you can sacrifice the Body Double to get a Reveillark and a Fanatic. They will cash in a Fanatic to kill your Feeder, but now you have a Reveillark and a Fanatic. If your Reveillark ever dies, you will get back Body double and Carrion Feeder and go off immediately.
That means that against double Fanatic, a Flashed Hulk will produce a 6/6 and a 1/1 and the ability to instantly produce a Mogg Fanatic and a Reveillark that will auto-win if it ever dies. This makes it very hard on a Goblin player, as it is tough for they to win in a single hit. You can even attack with the Hulk and if they counter-attack, sac it to Feeder to get the Reveillark to block with.
I am not convinced that Counterbalance is the right direction to take Flash, but it is an interesting step in mixing up Flash’s playbook. In my testing with LSV and DeMars, I found that my win percentage against Slaver was helped by the addition, whereas I think my Gush-Long Match-up suffered a little.
It is possible that the Tops should be maindeck and that the Counterbalances should be in the board, primarily for GAT and Drain decks. The more I think about it, the more I think that is probably the right direction for the deck.
The only real new addition to the sideboard, Boseiju, is not only great against GAT and Drain decks, it can also be used against Workshop decks as an additional land to fight Wasteland, as well as an answer to Chalice on two.
This is random, but it seems to happen to me all the time. Let’s say you are on the draw. Your opponent plays a land and a Sol Ring and passes. Now you have a turn 1 kill, but would need to Pact. Do you go for it (risking losing to Force of Will) or wait to set your hand up more?
This is where it is so vital to read your opponent. Wait 20 seconds or so until you are well into your turn, without doing anything. Your opponent might get bored and start revealing information. If they have a Force of Will, they will tend to look at their hand a lot. They will look at their hand, then look away, then back to their hand, over and over.
However, if they do not have a Force of Will, most people will do things like look at the top of their library or put their hand down on the table. It is important to watch what notable body language you see from your opponent, then play a spell to see how much strength they had. Then you will have learned information about whether or not the body language you observed was a sign of strength or weakness. Then when you see the same behavior later, you will have a better idea of what to link to it.
Some people always move their face the same way when they have Force of Will. Or they will fidget when they don’t have it. Or they may touch their ear when they do. You have to watch and observe what you can, then find out through experience what it meant. If they touch their ear when they had Force of Will game 1, but didn’t touch their ear game 2 (turning out to not have it), when you see them touch their ear again in game 3 you should be mindful of opening yourself up to Force.
Also, when your opponent Force of Wills they may play the Force of Will immediately, but not remove a Blue card until after much deliberation. This is usually a very good tell that they have another Blue card in their hand, usually of comparable power level to the one they remove. However, if they remove a card immediately, it is often a good indicator that that was clearly the only choice to remove.
Sorry if this type of stuff is obvious to you, but Flores says I should point this stuff out more often.
For reference, here is LSV’s Gush Long deck designed by Previous Level Blue creator Eric Becker.
| Gush-Long Featured by Eric Becker on 2008-03-16 (Vintage) | ||
Artifacts 1 Black Lotus 1 Lotus Petal 1 Mana Crypt 1 Mox Emerald 1 Mox Jet 1 Mox Sapphire Enchantments 1 Fastbond 1 Necropotence Instants 1 Ancestral Recall 4 Brainstorm 4 Dark Ritual 1 Echoing Truth 4 Force of Will 4 Gush 1 Hurkyl's Recall 1 Mystical Tutor 1 Vampiric Tutor |
Sorceries 1 Demonic Tutor 4 Duress 1 Imperial Seal 1 Merchant Scroll 4 Ponder 2 Tendrils of Agony 1 Thoughtseize 1 Time Walk 1 Timetwister 1 Yawgmoth's Will Basic Lands 1 Island Basic Snow Lands 1 Snow-Covered Island Lands 3 Flooded Strand 4 Polluted Delta 1 Tropical Island 4 Underground Sea | 1 Engineered Explosives 2 Pithing Needle 4 Dark Confidant 4 Leyline of the Void 2 Hurkyl's Recall 1 Hydroblast 1 Swamp |
![]() |
![]() | |
| Download this deck in Apprentice format! |
Download this deck in Magic Online Text format! | |
I asked LSV for his thoughts on Vintage these days, as he is well known for being more attuned to the format than most Pros.
LSV: I like the current format. There are a lot of good, interesting strategies and cards. Gush becoming unrestricted surprisingly turned out really well. Storm, GAT, TyrantOath, Flash, Mono-R Workshop, and Dredge are all Tier 1 strategies.
I would like to see Gifts Ungiven and Fact or Fiction unrestricted. Drain decks are already underpowered now, and I think that with all the Gushes and Spheres floating around there would not be big problems with letting people play these expensive card drawers.
Wish me luck at the GP this weekend guys! By the way, I would totally ship you guys my list if I knew what I was playing. Right now I am torn between Next Level Blue, some sort of Chase Rare variant, and a bad but fun five-color control deck.
See you guys next week.
Patrick Chapin
“The Innovator”









Monday, March 10th - Stephen has been working overtime this week… In today’s edition of So Many Insane Plays, the Vintage World Champion brings us the lowdown...
Tuesday, March 11th - Today I’ll be having a look at the fresh results from the Standard Grand Prix in Shizouka, hopefully giving us some insight into the...
Tuesday, March 11th - Join Rich Hagon as he sifts through the Pro data from Kuala Lumpur. Who's up, who's down, who might be heading for Player of the Year Contention, and who might be heading for the exit... it's all
Tuesday, March 11th - Drafting with Morningtide is now available on Magic Online, every other day at least. In celebration, Nick brings us a Lor/Lor/Mor Draft...
Tuesday, March 11th - Magic Online: a blessing and a curse. Testing and drafting on MTGO can be a fantastic experience when flowing smoothly… but throw a...
Wednesday, March 12th - Last week I detailed how I drove Adrian Sullivan’s beautiful Ferrari right into the ditch, and afterwards jumped into a draft, in which I did pretty well. I don’t talk about Limited much here because...
Wednesday, March 12th - It was almost exactly three years ago that I first started to play Magic Online. MTGO has been a huge part of my Magic ever since. ...
Wednesday, March 12th - Grand Prix: Shizouka showed the world that the Faerie Menace cannot be underestimated. Indeed, Alex Kim believes that the lynchpin card,...
Thursday, March 6th - In the current Extended metagame, there are a number of powerful strategies available to the discerning spellslinger. Perhaps the most powerful is Dredge, a turn 2 combo deck that has something like an 80%...
Friday, March 7th - Hello everybody, and welcome to another edition of the Magic Show. This week we speak to Magic players just like you in Nashville, TN to hear...
Friday, March 7th - While we could very easily focus upon Extended coming up on a week or so until Grand Prix: Philadelphia, I fear the benefits of a further analysis of the field and brainstorming up decklists isn’t the...
Friday, March 7th - This week, Mike turns away from the vagaries of the seemingly endless Extended season. Instead of thrashing out metagame data, he turns to deeper theory. He tackles the concept of "never settling," a fine...
Friday, March 7th - Last weekend, Adrian Sullivan took his powerful Miser’s Rock deck to a PTQ win and an invite to Hollywood! While this article does contain...
Monday, March 10th - So I played Rock Band all weekend with some pals, staying up until five in the morning to live the high life by strumming a plastic ukelele. And now, bereft of sleep or good sense, I get possibly one of the...
Monday, March 10th - Christopher Coppola updates his standing banned list recommendations and discusses the reasons for the 










