Hi all; first post on TMD - great forums! Lurked for a bit but felt I had to post something about this deck, because I think it's really quite awesome.
Me and my good friend tested this deck vs tezz (UBr) and tezz was winning more of the matches, also it seems in alot of instances when my friend playing the deck was holding bob...if the bob had been a grim tutor that would have equated in an AUTOWIN. But never the less the deck doesnt play grim tutor. Me and him both came to realize alot of the games he was loosing to having bob in hand would have been a win with a grim tutor. Idk the deck seems good but is only OK vs tezz IMO and why not just play grim long and not play bob?
...and lastly we were testing 2 tendrils, and 1 empty and it seemed pretty good where as we had tested vs fish and empty is just stupid vs fish
/facepalm!
This post makes me very sad.
This post made me laugh.
...but seriously, what soly says in his previous post is the exact reason why this deck is good - it doesn't run out of gas, and can play the drawn-out card advantage game quite comfortably vs. tezzeret. To say that"'if bob had been a grim tutor that would have equated in an AUTOWIN" is missing the point as far as why this deck is good. In the current meta dominated by drain decks, GWSx is easily the best storm-based deck owing to its ability grind out wins and stay in the game, which trumps the fact that it goldfishes the slowest (compared to TPS/ANT) and lacks FoW/Pact protection. To me, grim tutor is quite terrible, as it costs 3 mana to get you one card, so unless you're fetching yawgwill (which means you had 6 mana available at least), it's going to be a negative mana play that won't = win unless you already have a good hand with excellent resources already. I get the feeling that you've been either goldfishing too much or playing against a poor control player. With GWSx, 3 mana allows me to wheel or twister for 7 fresh cards and the extra resources to push through for the W without relying on yawgwill (although with 7 new cards I'm likely to draw it or a tutor, as well as extra mana and duress effects), instead of fetching me a single card. (I've interpreted your grim tutor=autowin statement as meaning grim tutor-->resolved yawgwill-->win; sorry if I've totally misunderstood what you meant).
To illustrate, I just played a game against oath. On the play, my hand was petal, sea, mox jet, wheel, dark ritual, cabal ritual and something else. I played land and passed the turn. He dropped orchard and mox and played demonic tutor. I was already regretting keeping that hand when i drew top, and played it off a ritual hoping to see a duress, instead seeing lotus, and played that then wheeled after dropping my hand (wheel>duress lol). drew into lotus, twister, duresses, and mana, played them, twistered for another 7 cards. The sad part of this story is that despite 2 draw7s and 12+ storm, i didn't see any tutors or tendrils, so I had to be content with cleaning up my floating mana by playing two confidants and a duress (which got forced) and won a turn or two later (off a rebuild and tendrils courtesy of my confidants) despite his resolving oath on his next turn. Point is, for 3 mana, I can be doing so much crazier shit than grim tutor. A resolved confidant is such a beating, as allows you, the combo player, to sit back and let the other guy be the aggressor as he struggles to answer confidant or quickly win himself, as each turn bob is unanswered is -1 storm and +1 card for me. This puts them on the back foot, and has forced them to tinker for DSC immediately when they would rather've gone for the guaranteed win via vault-key, which usually then buys me enough time to win via tendrils.
A question for soly/duncan - Bob is totally the superstar of this deck imo, and I find that in games where he gets countered, I tend to struggle and end up being losing via being buried in card advantage unless i topdeck some bombs asap. So lets say its turn 1/2 and I have 2 mana available and I have a confidant and draw duress. Do you think iit worth duressing this turn to ensure bob resolves next turn, or play bob into a possible counter and duress them next turn and take one of their bombs to hopefully regain parity? And does this change depending on whether they are drain mana up?
As for the mini-tendrils plan - it's not the greatest thing you can do vs tezz, but its a beating against other storm decks, which are probably the worst matchup for GWSx. TPS/ANT revolve around one big (usually involving yawgwill) turn that generates 10+ storm for the win), but a mini-tendrils for ~10 a turn before they go off really screws up their game plan, as they then need 15+ storm to win, which is hard to achieve, so you end up buying more time for another mini-tendrils that is usually lethal, especially if accompanied by an attack or two from bob. That you can fairly safely consult for this mini-tendrils can be quite important, and is the reason why don't run EtW MD, since the mini-tendrils plan is almost always better.
I've tested with tinker-->jar/DSC and it's been underwhelming. GWSx is focused on the storm win which is its strength, and wasting cards on the DSC wincon is a storm deck trying to what tezz does better, and is not really playing to its strengths. Tinker-->jar is effectively another 3 mana draw7, but like soly mentioned, there are games when jar is in hand and you can't get rid of it, which just isn't good enough if you have to hardcast it (likewise bargain), since nothing costs more than 3 mana other than tendrils/desire/IGG. Speaking of IGG, this is the one card I not sure about because its quite expensive (4CC), seems a bit of a weak for its cost, and isn't good against blue. I tend to SB it out a lot, although that's probably cos there's too much tezz floating around. I like it as a card to SB in though if I'm not playing drains.
This is really an excellent deck in the current meta; I'm definitely going to take it to a tourney soon and let it loose lol.