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Time Vault

PostPosted: 12 Dec 2009, 23:59
by DennisBergkamp
How is Time Vault supposed to work exactly? When does "If you would begin your turn" happen ? During untap? Upkeep? Or even before that?

Re: Time Vault

PostPosted: 13 Dec 2009, 01:04
by Vecc
Even before that. It would happen right after you opponent had passed his turn back to you, as a replacement effect decision. The most correct way to implement this in Forge would probably be a prompt which would come up as soon as both the player and AI have passed priority at the End Step, but after all Cleanup Step events took place (checking max hand-size, removing damage from creatures, etc.)

I don't know exactly if that's possible in the structure Forge is coded in, but it sounds like it is and would be pretty much correct.

Other than this, I think it's pretty easy to understand Time Vault. Gets sick cheap working in some combos, but other than that it's pretty harmless.

Re: Time Vault

PostPosted: 13 Dec 2009, 22:38
by zerker2000
"Some combos"? Try "anything capable of untapping an artifact" :). I mean seriously, {2}?!

Re: Time Vault

PostPosted: 14 Dec 2009, 03:18
by apthaven
Voltaic Key + Time Vault should work well if you ask me.

Re: Time Vault

PostPosted: 14 Dec 2009, 17:05
by Vecc
zerker2000 wrote:"Some combos"? Try "anything capable of untapping an artifact" :). I mean seriously, {2}?!
Very few viable combos in competitive formats, actually. Voltaic Key + Time Vault is probably the only one to show in Tier 1 decks.

Re: Time Vault

PostPosted: 16 Dec 2009, 08:53
by Mr.Chaos
That combo is mean though.
Turn 1: land, Sol Ring, Time Vault.
Turn 2: Land (Tolarian Academy is best), Voltaic Key and... I win! (provided you put the right cards in your deck like a series of red direct damage cards or just stick to blue artifact stuff with Master of Etherium.)

Re: Time Vault

PostPosted: 16 Dec 2009, 17:27
by Vecc
There are lots of nice Vintage lists centered around that combo lately.

http://www.deckcheck.net/list.php?main=Time+Vault

It might sound boring but I love cheap combos. :mrgreen: It's like engineering.

Re: Time Vault

PostPosted: 17 Dec 2009, 02:13
by zerker2000
Why not artifact Land + key; academy + vault + win?

Re: Time Vault

PostPosted: 17 Dec 2009, 07:07
by Mr.Chaos
zerker2000 wrote:Why not artifact Land + key; academy + vault + win?
That is a 2 turn combo as well, just like my idea. The point is that you can basically lock the game in just 2 turns, which is ridiculously overpowered. (and no fun for whoever you are playing with at that time.)

Re: Time Vault

PostPosted: 18 Dec 2009, 00:40
by zerker2000
Hey, there are some Vintage combos that could net you a Turn-0 win(t1 upkeep playing second) provided you get extremely lucky with your starting hand.

Re: Time Vault

PostPosted: 18 Dec 2009, 01:26
by Vecc
zerker2000 wrote:Hey, there are some Vintage combos that could net you a Turn-0 win(t1 upkeep playing second) provided you get extremely lucky with your starting hand.
Classic Flash Hulk was badass... pretty much the reason why they restricted Flash and cheap tutors like Mystical Tutor and Merchant Scroll.

Think Dennis minds us hijacking this thread? :mrgreen:

Re: Time Vault

PostPosted: 18 Dec 2009, 12:30
by Mr.Chaos
If any of us get banned from the forum, then yes. :(
Otherwise, he doesn't mind. :lol:

Re: Time Vault

PostPosted: 19 Dec 2009, 02:32
by zerker2000
Why would we get banned? Are you saying he isn't the one we should worry about :??

Re: Time Vault

PostPosted: 19 Dec 2009, 02:49
by DennisBergkamp
No probs, I don't mind at all.
Besides, I don't have the power to ban you guys anyway, so feel free to highjack all of my threads :lol:

Re: Time Vault

PostPosted: 19 Dec 2009, 07:05
by Mr.Chaos
We are career criminals. Where ever we show up, we steal the show. :lol: