Monday, September 30, 2013

Forcing Through - Vintage Primer: Cobra Gush



Vintage is arguably the most thought provoking format in all of Magic. Between the Power Nine and cards like Necropotence there are a potentially endless number of decks that you could build in order to be competitive is this high powered format. I would like to introduce you all to one of the decks that I am currently playing when somebody asks whether or not I want to play in this format.



Gold Cobra:

Main Deck
1 Black Lotus
1 Brainstorm
1 Ancestral Recall
1 Mox Sapphire
4 Force of Will
1 Fastbond
1 Mystical Tutor
4 Misty Rainforest
3 Tropical Island
2 Island
1 Merchant Scroll
1 Mana Crypt
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Mox Pearl
1 Flusterstorm
4 Gush
2 Underground Sea
2 Jace, the Mind Sculptor
2 Polluted Delta
1 Vampiric Tutor
1 Demonic Tutor
1 Time Walk
1 Ponder
1 Sol Ring
3 Mental Misstep
1 Hurkyl's Recall
1 Yawgmoth's Will
3 Mana Drain
3 Lotus Cobra
1 Regrowth
1 Library of Alexandria
2 Talrand, Sky Summoner
1 Tolarian Academy
2 Abrupt Decay
1 Dismember

Sideboard
SB: 1 Flusterstorm
SB: 1 Misdirection
SB: 2 Nature's Claim
SB: 3 Trygon Predator
SB: 1 Forest
SB: 1 Abrupt Decay
SB: 1 Engineered Explosives
SB: 1 Pithing Needle
SB: 1 Nihil Spellbomb
SB: 3 Yixlid Jailer

For those of you who are not aware as to how this deck works, it goes simply like this. You cast either Fastbond or a Lotus Cobra and then use those spells in conjunction with Gush to continuously gain advantage from your mana and play through your library and cast a Talrand, Sky Summoner using counterspells and cantrips to create small creatures and swarm your opponent.

These are some of the cards that will allow you to create advantageous positions and overwhelm your opponent.


Gush:
Gush is the main engine that turns this deck, as it serves multiple purposes depending on the situation required for it. For example, Gush allows you to draw into extra cards in order to look or a Force of Will or other counterspell, Gush also allows you to protect against Wasteland/Strip Mine as you can Gush in response and return the land being targeted to your hand, fizzling their trigger.


Lotus Cobra:
If Gush is the engine of this deck, then Lotus Cobra is most certainly the fuel. Lotus Cobra in conjunction with fetchlands allows you to turn every fetchland into a Black Lotus, often bypassing turns and putting you far ahead of your opponent, allowing you to play out your spells while leaving counterspell mana up.


Talrand, Sky Summoner:
Talrand, Sky Summoner actually has a purpose other than being an EDH all-star, and that purpose is playing in decks like these producing massive amounts of drakes what with to beat your opponents face in. Talrand also supplies blockers when you have an active Jace, the Mind Sculptor that needs protection


Jace, the Mind Sculptor:
Jace the Mind Sculptor is the ultimate Swiss army knife for any blue based deck in Vintage. It allows you to do so many things based on what your situation needs. Though most often with Jace, unless you are under a great deal of pressure, it is a free Brainstorm every turn, which will either draw you into more action, or more counterspells.

These are some of the match-ups that you will face if you take this deck to a tournament.

Versus Dredge:
When playing against Dredge, it is important to realize that their goal is to strip your hand with Cabal Therapy and then beat you down with an army of 2/2 zombies. If you can prevent them from doing this, then chances are that this match-up will be easy. If however you cannot, then you will have an uphill battle on your hands. Post-board you should bring in the three Yixlid Jailers, Nihil Spellbomb, and the Pithing Needle.

Versus Workshop:
When playing against Workshop, it is best to recognize what their important spells are and if possible, counter those. Also in this match-up, Lotus Cobra is your friend because it allows you to produce the mana to get past their taxing effects which will inevitably allow you to overwhelm them. If however they can get set-up before you can get set-up then this match-up is very difficult if not impossible. Post-board you should bring in the two Nature’s Claims, all three Trygon Predators, the Forest, and the Engineered Explosives.

Versus Pyromancer:
When playing against Pyromancer, it is best to understand what you are going to be up against, in that Pyromancer uses Young Pyromancer to gain as much advantage as possible. If you can stop this early enough by either countering it or destroying it with a Dismember or an Abrupt Decay, then this match-up is much more manageable. If they however get off to an insane start and you cannot stabilize, then you’ll have a hard time catching up. Post-board you should bring in the Flusterstorm, the Misdirection, the third Abrupt Decay, and the Engineered Explosives.

Versus Snapcaster Control:
When playing against Snapcaster Control, you should recognize that they essentially have two copies of all of their key spells with the addition of a full play set of snapcaster mages with which to flashback said spells, so do your best to mitigate that. If you can do that and stabilize your board position then you will be able to pull ahead enough to win. If they can keep momentum in their favor then they will surely be able to overrun you with card advantage. Post-board you should bring in the Flusterstorm, the Misdirection, the third Abrupt Decay, the Nihil Spellbomb, and the Three Yixlid Jailers in order to prevent their graveyard shenanigans.

Versus Oath/Burning Long:
When playing against Oath it is best to understand that their singular purpose is to stick an Oath of Druids, at which point they can go off and kill you via storm or Griselbrand. So your singular purpose is to stop that from happening either by countering it, or destroying it with an Abrupt Decay. If you can keep them from sticking the Oath, or finding a way to mitigate the potential advantage that it gives, then this match-up is a cakewalk. If however you cannot then they will steamroll you. Post-board you should bring in the Flusterstorm, both Natures’ Claims, the third Abrupt Decay, and the Engineered Explosives in order to ensure they cannot keep an Oath of Druids in play or just combo out with storm.

Versus Humans:
When playing against humans, it is important to understand that besides their Dark Confidants and their Thalia, Guardian of Thrabens, you really do not have to worry about what they are casting all that much as you can usually deal with it by casting Talrand and just swarming them. If however they can keep a Thalia out for a long period of time, they will have negated most of the advantage that you have gained and you will lose. Post Board you should bring in the Forest, the third Abrupt Decay, and the Engineered Explosives.

These are most of the potential match-ups that you will play in an average vintage Meta.

You should play this deck if:
• You like playing combo control.
• You like playing tempo.
• You like interactive games.

You shouldn’t play this deck if:
• You prefer playing pure control.
• You like playing aggro.
• You have a lot of workshops in your Meta.

This is but a small taste as to the potential fun of playing a Gush-bond deck, if you have any questions or have a deck that you would like to me to do a primer on next, please feel free in the comment section below.

By: Corey Vangel
@Zielle47

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