Originally Posted by
tuxdev
It's really not that cut and dry anymore. We're actually the worst vial deck at using vial. Goblins has a nice steady stream of CA to keep vial busy (it's also the most crippled by not having a vial effect). D&T uses it for massive blowout tricks and also has sword of fire and ice to also keep vial fed. We mostly just use it as ramp more than anything else and can play just fine without one. Now that we've all dropped standstill, we don't have the CA needed to feed vial ourselves and that makes the second vial all the more painful. Due to how awesome T1 vial is and how terrible it is to draw one, 4x vial w/ 4 1-drops has significantly higher variance than 3x vial and 7 1-drops. Also, having the T1 play is much better than not having one as well as having something to vial in on 1, which the 3-7 build also gets you. Drawing the vial is a brick after T1, as you are much better off continuing to curve out with dudes than let up on the pressure by casting vial. The soonest you can possibly cast it while still advancing the board in a reasonable way is T3, which means it's not useful until T5.
There's no substitute for actually understanding what role vial has in the deck, and how that role has changed now that we don't run 100% of waste/muta/vial/standstill/daze.