My friend, teammate, and fellow expert Legacy theorist Capt4in (@cattribal on Twitter) asked me today why Tinker isn't legal if Show and Tell isn't bannably overpowered. So what would you do in Legacy with Tinker? Our thesis is that the usual Vintage target, Blighsteel Colossus, wouldn't be as good in Legacy due to the preponderance of relevant removal and that moreover making a Griselbrand for the same amount of mana is a substantially higher-power play anyway. Memory Jar is another favourite target in Vintage but that card is banned in Legacy. The best we could come up with is setting up a Mindslaver lock or getting Sundering Titan. What would you do with Tinker in Legacy?
"I'm willing to imagine a TES where Past in Flames replaces Ill-Gotten Gains entirely, and we just don't play Diminishing Returns." - me, 29/09/2011
Founding member of Team Scrubbad: Legacy Legends
I'd Sundering Titan the living shit out of you, even if I didn't win the game, I got to throw away 75% of the fun, and claim the last 25% as my own.
-Matt
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I would find a way to make Cerebral Assassin a think again. Goblin Welder + Possessed Portal. Nice Brainstorm, format.
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Hmmm, for starters Tinker is a 1 cards combo. With S&T you at least need two cards in hand.
You are most certainly right, that the collossus wouldn't be as good as in Vintage, but "have the swords or die" still seems pretty good to me. Griselbrand might be the stronger creature, but the fact that you only need tinker in hand pushes that combo over the top in my opinion.
Other than that, Tinker has great utility as a tutor effect: Platinum Emperion, Trinisphere, Sphinx of the Steel Wind, Duplicant are all pretty gamebreaking in the right matchup.
I think the
4 Ancient Tomb
4 City of Traitors
4 Chrome Mox
4 Mox Diamond
4 Seat of the Synod
base makes a turn 2 Tinker reasonably likely and with say 5 silver bullets in the deck, that is a rather scary thought.
Sneaky Pirates of Doom - Not really a Legacy Team anymore.
It's definitely more versatile and clogs one's decklist up less than is necessary with Show and Tell strategies. The point about it being in effect a one-card combo rather than two is well-taken. I'm not really convinced that the plays you actually make with it are as good as those you make with Show and Tell, though. I'm willing to believe that the two strategies are on opposite sides of the bannably overpowered line, but I'm not sure how far apart they really are.
"I'm willing to imagine a TES where Past in Flames replaces Ill-Gotten Gains entirely, and we just don't play Diminishing Returns." - me, 29/09/2011
Founding member of Team Scrubbad: Legacy Legends
Turn 1 Ancient Tomb, Mox Diamond, Tinker > Smokestack, GO!
Turn 1 City of Traitors, Chrome Mox, Tinker > Blightsteel Colossus, GO!
Primary legacy deck High Tide primer
How can you be a legacy expert and say you want to unban tinker?
No love for Inkwell Leviathan or Nullstone Gargoyle or Lodestone Golem?
I'd play both tinker and show and tell with a mix of
Sundering Titan
Blightsteel Colossus
Inkwell Leviathan/Sphinx of the Steel Wind depending on the amount of white decks /StPs/blockers
Sideboard a Spine of Ish-Sah
"I'm willing to imagine a TES where Past in Flames replaces Ill-Gotten Gains entirely, and we just don't play Diminishing Returns." - me, 29/09/2011
Founding member of Team Scrubbad: Legacy Legends
Nothing that's more powerful than Griselbrand.
It helps that Tinker is a mana cheat and a tutor though.
Although the comparison is illuminating.
For my confessions, they burned me with fire/
And found I was for endurance made
Cast Inkweel Leviathan at basically any point in the game. You could make a Tinker combo deck of course. What I would love to do is to have four copies of a 3-mana 7/11 Shroud,Trample and Islandwalking monster in my midrange/control deck. The same way NO RUG would win >50% of its games without Natural Order but always had the option...
The seven cardinal sins of Legacy:
1. Discuss the unbanning ofLand TaxEarthcraft.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).
I think Show&Tell Griselbrand is closer to Flash Hulk in terms of deck building and execution, the problem with Tinker is that a deck with 4 Tinker can still do other non Tinker stuff like play Tarmogoyfs or whatever and get to Tinker Colossus on top of it, it's kind of like a cheaper, blue Natural Order. That U/B Planeswalker deck would scare the shit out of me if it could just Tinker Colossus off a sol land and a mana rock out of no where.
I'd play lands/aggro loam. -6 spells +4 tinker +1 Blightsteel +1 Platinum emperion. Play 8-10 artifact lands.
Alternatively Stoneblade -3 lingering souls -3 other cards -6 lands +6 artifact lands +4 tinker +1 blightsteel +1 emperion.
Tinker is simply a free win in decks that already exists.
I c h o r i d - my anti blue
Manaless Ichorid- At least its cheeper than standard.
We admit for the sake of the exercise that following is true:
Landstill > Fromat
Non-Basic Hate > Landstill
Basics > Non-Basic Hate
We can therefore logically conlude that
Basics > Format
Ragequit, probably. Tinker vs S&T sounds like the worst thing ever. I thought people were already sick and sad about derping Standard fatties into play?
This would be every tourney report ever if people could play 4 Tinkers.
I'm probably exaggerating, but I don't think I'm totally wrong either.Code:while tournament do Game 1: I won turn 2 because I had more free counterspells. Game 2: They won on turn 1 because they had more free counterspells. Game 3: We have the same amount of counterspells in our opening hand, but they had more card drawing. They won. end
In case the standard disclaimer needs to be made; I'm not a Blue hater, my Force of Wills are on standby, just waiting for the FoWn Signal to light up the dark and tumultuous clouds above Gotham City. I just don't see why there needs to be another Blue deck that can derp a huge threat into play that can potentially race both combo and aggro, and have free countermagic backup while doing it. I don't think it adds anything to the format, and I don't think it necessarily obviates any of the existing strategies that aim to do the same thing; there would just be more of them.
Play Vintage and Modern.
Tinker in Aggro Loam seems like a pretty terrible use of Tinker.
Tinker is best as either a combo win in artifact-based control decks or something akin to SnT. I mean, sure, you can Tinker for BSC and win the game...or you can Tinker for BSZ and gain eleven life because of StP. Sometimes you want to Tinker for something else to lock the opponent down.
That said, Tinker is never a good card to have running around your format. Removing Vintage's Moxen from the equation doesn't make the card any less onerous.
I'd play some sorta U/x combo/control monstrosity. The kind of deck that hasn't been seen since Flash. Except fewer dead/bad cards.
"We are goblinkind, heirs to the mountain empires of chieftains past. Rest is death to us, and arson is our call to war."
Matt Bevenour in real life
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