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Author Topic: Siding out Tendrils games 2/3  (Read 776 times)
warble
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« on: April 18, 2006, 01:42:41 pm »

I am at an impasse with regards to Control Slaver.  Currently my maindeck includes Pentavus, Mindslaver, Tendrils of Agony and Darksteel Colossus.  My sideboard includes one copy of Tendrils of Agony.  My question is:


Against what decks do you side Tendrils of Agony out, and against what decks do you side Tendrils of Agony in?


Deck Support Mechanism for Tendrils of Agony:
Demonic Tutor, Vampiric Tutor, Imperial Seal, Mystical Tutor, Tinker, Gifts x 2, Goblin Welder x 3

Average turn for Slave or Tendrils win:
Turn 3

Game 1 the options for the maindeck above are virtually limitless.  This is the objective of Control Slaver, to be unbeatable game 1 because you don't run enough answers and CS is both reactive and proactive.  Games 2 and 3 are a completely different story.

Possible reasons to remove Tendrils from your deck games 2/3:

1) Tormod's Crypt/Leyline of the Void makes Tendrils weak

2) Null Rod makes Tendrils sad and weak and pitiful as well

3) Gorilla shaman makes it really hard to set up a mana base early

Possible reasons to keep Tendrils in your deck games 2/3

1) Arcane Lab is a terrible sideboard against CS, so you will always be able to go off if you have enough mana.

2) Time Constraints suggest only DsC beatdown and tendrils will win in time.  In this instance you always remove all but tendrils, DsC and combo pieces as we all know.

3) Tendrils is not blue and Tinker is.  When your opponent has red mana this is a big issue, because many opponents will hope to defend with a single red blast against CS.  When Tendrils is in your deck that strategy is not viable.

My current strategy is to leave the maindeck set of threats intact against all decks.  A diverse set of threats means that I cannot get Capped once and lose, and that I can always tinker out an answer against Stax and Control.  Also, it makes it more difficult to sideboard correctly because only having artifact hate against slaver will not win, and only having control will not work because of goblin welder (and the fact that I have tormod's crypt and rack and ruin sideboarded in).

Is this optimal?  I can see justification for removing tendrils in a fish matchup because of stifle/chant, but I can also see justification for leaving it in just to make yawgwill lethal through Swords to Plowshares.  For reference on how welder and tendrils work, you play mox/lotus, sac lotus, weld moxes for lotus, sac lotus for more mana, yawgwill with mana drain backup, if you get drain mana pass to second main phase, replay mox/lotus, utilize mana to ramp storm count with 1 costers and tendrils.

Edit:  No love, man, no love
« Last Edit: April 19, 2006, 02:40:33 pm by warble » Logged
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