Vengvinegence

by Merfolker on 25 April 2010

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

Trying to make vengevine work for it's $$$
I started building this deck for the Vengevine deck challenge, began play testing it and it's turned out pretty solid.
I'm using it in my FIRST EVER tournament tomorrow, so would appreciate your feedback!

Deck Tags

  • Combo

Deck at a Glance

Social Stats

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This deck has been viewed 945 times.

Mana Curve

Mana Symbol Occurrence

049008

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Vengvinegence

You say you want opinions, and you are taking this to a (T2=Standard) tournament. So here's my honest assessment of your deck (sorry if I am sometimes a bit blunt):



Overall, cool Idea, it has some great conceptual synergy. But the power level is lacking in this high-power Standard Format. If you go up against other homebrews... like at an FNM with mostly casual decks, it could do ok.

But it will get blown out by any of the good decks with advantage cards. Aggro decks will crush you fast. With other decks like Jund, as soon as they resolves a spell they will probably win. Because the spell is so powerful. Any deck running powerful cards like BSA + Planswalkers + Removal + Advantage Cards will beat you. You have good utility, and if you are an amazing player and play really well, you might be able to take some matches.

Most of the really powerful decks in the format (Jund, Naya, Vampires, Bant Aggro/Eldrazi Bant) can win even if they are being piloted by morons - because the decks are simple and powerful. Your deck has the possibility of winning, but besides Vengevine, all the creatures are insanely weak. Narcolepsy and counterspells are good 1-for-1 spells. But they will get their cards out. Especially since there are manlands in Standard again. Vengevine is your only advantage card. A 2 for 1. And you can't really cast him, so he's more like 1.25 for 1. All of your other cards are like a 1/2 for 1. Compared to other things. Sure Ponder and Distortion Strike can be nutty. With other cards. But Ponder without fetchlands is bad. And only 1-of does nothing overall. Distortion Strike is great with really good, fast aggro decks, but bad with slow decks or weak creatures.


Cards that would be reallllllly good for this concept: Sphinx of Lost Truths. Cheap cards with Unearth. Like the 1B Rat that makes both players discard a card. Jace 2.0. Maybe good blue Creatures like Calcite Snapper or... well there aren't very many good blue creatures. Especially small ones.

Honestly, I'd go Blue Green (UG) or Blue Black (UB) or UGB with this concept. Or even UW. And if you splash another color, and if you can, get some manlands. They make almost any deck better.


Good Luck.
~Loki3

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Posted 05 May 2010 at 05:22

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Thanks for the feedback Loki. I did get crushed at the tournament, most were playing popular Jund decks, with another large group UW to compete against the Jund. A couple of the strongest players let me switch decks with them so they could pick mine apart which was really helpful. I really thought I had a good concept, but it clearly doesn't stand up to the most powerful competitive decks out there (or any other deck really...).

It actually ended up a total disaster, as I was unaware you couldn't play with proxies, so I had to change the whole theme of the deck last minute, take out my vengevine proxies, and ended up with an embarrassingly weak counter/copy deck, unable to even make it 10 turns.

Oh well, adapt and overcome.

Thanks again!

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Posted 10 May 2010 at 15:06

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