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1  Vintage Community Discussion / Casual Forum / [Deck] Easter Tendrils on: June 08, 2004, 09:47:29 pm
Ifflejink, nice build but I have a few questions.  First, why not drop one Death Wish for a Burning Wish?   Burning Wish is cheaper, gets all the good stuff (Will and Tendrils), and has the added bonus of not hurting you.  

Do you think that the draw7's are really better in the sideboard?  I'm never sad to draw into a Wheel or a Windfall.  Wishing for one seems inefficient.  I'm of the opinion that this deck is all about the draw7's. The eggs keep the combo going, but if you draw useless stuff a few times in a row, it fizzles. By useless stuff, I mean mana when you need draw, or draw when you need mana.  When you draw 7 cards, you almost always get something useful.  

How's Night's Whisper working for you?  It seems to me that this deck is a bit too suicidal already with City of Brass, Death Wish, Mana Crypt, Mana Vault, Lim-dul's Vault, etc.  I was originally pretty high on Whisper, but I don't want to make it too easy for someone who's holding a Bolt or even Fire/Ice.

Why Fastbond?  By the time you wish for it and cast it, it'll be hard to get back more mana than you've already spent.

I'm with you on the Lotus Petal. Too good to pass up.  You may want to re-consider Grim Monolith.  Earlier, you said it's too slow, but even without a Helm, it gives you a net gain of 1 mana.  With a Helm, it becomes another Dark Ritual.
2  Vintage Community Discussion / Casual Forum / yeah, Death Wish rocks on: May 23, 2004, 11:45:15 pm
Ifflejink, I completely agree.  The wishes are what this deck was missing.  There's a wsih version posted in this thread by darkmindtone that's actually pretty good.  I think that 3x Death Wish and 1x Burning Wish can replace the Spoils, provided that you run some draw7's maindeck.  Spoils was great for getting early Helms, but it also has the bad habit of killing the caster or removing really good stuff from the game.  Also, drawing Spoils while going off is pretty bad.  Drawing a wish while going off is really good (usually wins you the game as you can just wish for Yawg's Will or Tendrils).  Also, by moving Will and a Tendrils to the board, we open up more room in the deck.

Here are some humble observations from my recent testing (mostly goldfish, some real competition):

Draw7's seem to work very well.  Sometimes, if you go on a spree of drawing/casting eggs, you hit a pocket of land or non-eggs and you stall.  This is bad and usually results in a game loss.  The Draw7's all but ensure that you'll hit something that you need to keep going, and are easily castable with the help of mana acceleration and helm.

Speaking of mana acceleration, I'm finding that a lot of it is needed. Even  4 of each ritual, Sol Ring, Mana Vault, Mana Crypt, and Grim Monolith isn't too much.  You need cards and mana to keep the combo going, so anything that gives you a net gain of mana is really good.

For that reason, Tolarian Academy is the superstar of the deck.  That may seem obvious, but it's so true that it's absolutely worth running Crop Rotation.  It pumps the storm count by 1 and gives you an academy, even if you already played a land that turn.  

With all this extra mana, Mind's Desire is certainy castable, and when you cast it, you win.  Even a 4 or 5 point Desire is enough to put you over the top, and sometimes it gets really out of hand (10-15 point Desires are not rare at all).  

On a different subject, I think that 5th Dawn has a few interesting cards for this deck.  First is Night's Whisper:

1B, Socery, You draw 2 cards and lose 2 life.  

This can either replace Thoughtcast, or be used in conjunction with Thoughtcast for some major card advantage.  It's easy to cast (especially with Helm) and it's the right color for this deck.  The 2 life is not a big deal.

Conjurer's Bauble:

1, Artifact, Tap, Sacrifice Conjurer's Bauble: Put up to one target card from your graveyard on the bottom of your library. Draw a card.

To me, this is better than an egg.  It requires no mana to use and it might put one of the broken cards back into your deck for further abuse.
3  Vintage Community Discussion / Casual Forum / some thoughts on: April 01, 2004, 01:44:09 am
Hi.  I'm new to these forums.  I've been experimenting a lot with this type of deck lately (several different builds, both real competition and goldfishing), and wanted to share some thoughts and ideas.

Spoils of the Vault:  Ugh.  Isn't there anything better than this?  It's great for getting first turn helms (with the help of dark ritual), but to me, it's utterly dead after turn one.  Seriously, if you already have a helm, what else can you possibly go for?  Tendrils?  The odds aren't good. Yawgmoth's Will?  That's just suicide.  Dark Ritual maybe, but that's about it.  Too often. this card will just flat out kill me by removing both tendrils from the game or simply by reducing my life to the point where I'm an easy target.

Wheel of Fortune: Wow.  It works surprisingly well.  You can either use it to go off on the curent turn, or set yourself up to easily go off next turn.  Sure, it does fill the opponent's hand, but that shouldn't matter much unless he's playing control.  If he's playing control, egg.dec is toast anyway, especially game 1.

Windfall: See Wheel of Fortune.

Thoughtcast: Great card.  Works really well here thanks to helm.  I'm never sad to draw one.  However, it doesn't provide enough draw power by itself to keep the combo going all the time.

Diminishing Returns:  It's hard to cast thanks to the UU in the cost, and it has a bad habit of removing good stuff from the game (like Tendrils or Will).  I don't think it's worth it without some Wishes to recover lost stuff.

Frantic Search:  Yes, it untaps Academy, but that's about it.  I find that when the deck is trying to go off, the hand is usually almost empty.  So, this basically says: Two two cards.  Discard those two cards.  Untap your Academy.  That's not to say that it's bad, but it's not great either.

Ancestral Knowledge:  Looks outstanding on paper, but doesn't seem to help all that much when it comes to game time.  Maybe I'm playing the deck wrong (very good possibility), but it always seems to stall out the combo, not help it keep going. It burns critical mana, and the upkeep taps out a critical land if you use it to set up the combo next turn.

Finally, what's the optimum number of Tendrils? Two seems a little low.  If there were more, we wouldn't have to worry about removing them from the game with Spoils, etc.  Also, if there were more, it wouldn't be necessary to completely go off in a single turn.   You could cast 4 or 5 spells, use Tendrils, and then try to do it again next turn.  Much easier than trying to go off all at once, especially with this deck's limited land base.

Anyway, I hope I've contributed to what I consider to be a very interesting deck.  I'm a n00b, so go easy on me.
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