LennoxLewis86
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« on: May 03, 2009, 04:24:10 pm » |
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Hey readers who think wtf is Bad Long,
Earlier I've posted a topic on a so called FoW'less TPS deck running Confidant when one of ManaDrains good members redirected me to a deck called GWSx. I've looked into it and like the build. The gameplan is different from most TPS decks, as it also didn't play FoW and likes to sit on Confidant until it can safely play a lethal Tendrils. I've looked into dozens of GrimLong, PitchLong and TPS decklists and finally know where to draw the thin line between these archetypes.If you like consistancy you might wanna lean towards Pitch, DrainTendrils or regular U/B TPS with plenty of protection and disruption. If you like winning fast and impressive I'd recommend GrimLong at it's fullest speed.
I like GrimLong, and I like the fear it brings to the game. And this deck is the best in what it does: win fast or hardly win at all... The longer the game drags, the harder it becomes for the inexperienced player to overcome his foe's skills. If a well trained Grim goldfisher takes on the best, he has a better chance to win games if the decks interact as little as possible. This is why I decided to let go of the Dark Confidants and tried for a faster build. The first thing I had to think about is the manabase. Do I want to go for the rainbowlands or the fetchplan? After some thoughts I decided to stay with the fetchlands but with 4 colors, one specific card moved me to do so. I'll explain this later. Shopdecks are very dangerous and using the rainbowlands properly is very difficult to do. Game 1 I'm weak to Shop decks but the sideboard plan becomes much easier to address when you can board in extra bounce and basics. This means I play with 5 fetchlands namely 4 Deltas and 1 Strand. Next to that I play 3 Underground Sea, 1 Tropical Island, 1 Volcanic Island and a Tolarian Academy. I carry three basic lands in my SB: 2 Islands and a Swamp.
I immeadiately decided to go for as many bombs as possible including the full set of draw7's with Twister, Wheel, Tinker>Jar and Windfall. Ofcourse Necro and Bargain are included. The fact that the cardadvantage is one-sided makes these, together with Ancestral Recall, the best bombs in the deck.
I also decided on the shaky Fastbond and Gush, they work together beautifully but on their own they could be very bad in some situations. Still, let me try to explain: On turn 2 Gush is potentially a good card (when you try to go off) and it can be tutored for with Merchant Scroll in the case you have already cast Ancestral Recall or have Fastbond out. It also works well as a free carddrawer when you've just drew a fresh hand of a Draw7 and found a Gush. Now you can dig 2 deeper for free. Fastbond works nicely with Yawgmoth's Will and Draw7's as well so it's not that bad. In fact, it makes your Draw7's that much better because you can go into them with no mana floating and still have a remote chance you'll be able to combo out. Also, with this many tutors it is very easy to find and cast the other piece of the combo. The combo [cc: 0 -INS- pay 2 life, add 2 mana of any combination of colors to your mana pool, then draw 2 cards] is just too sick to not include IMHO. Fastbond/Gush makes the deck potentially faster, but also more inconsistant. It is true that Gush can be bad in your openinghand but mid-game Gush is rarely a dead draw, only if you don't have 2 Islands in play it's possibly a bad draw... but chances are slim because you only run a single Gush and rarely go off in turn 1. (and if you do, it is often a calculated play with little to no risks) Fastbond on the other hand should always be fine in an openinghand but can be bad when drawn into. Remember, being able to cast both is absolutely crushing. Not to mention resolving Will with Fastbond out and Gush in your yard.
I don't want to turn this topic into a Fastbond/Gush in Grim argument so I'll continue to discuss other picks with you. As I mentioned before, I wanted to sacrifice a little consistancy for speed and agressiveness. So I choose to play as little disruption as possible. This actually means that you want to win the game by casting preferably no more than 2 Duress effects, and winning through all kinds of threats out there is hard. On the bright side, you will have a very good game against other fast decks that try to win instead of not lose. Playing only 2 Thoughtseize and 2 Duress is dangerous, but you'll make room for more ways to win. I play 2 ESG, and already had to make room for Gush/Bond.
So without further ado, I present to you:
BAD LONG
Tolarian Academy 4 Polluted Delta 3 Underground Sea Tropical Island Volcanic Island Flooded Strand
2 ESG Power9 Sol Ring Mana Vault Mana Crypt Lotus Petal Lion's Eye Diamond Memory Jar Tinker Wheel of Fortune Windfall Necropotence Yawgmoth's Bargain Mind's Desire Yawgmoth's Will Demonic Tutor Vampiric Tutor Mystical Tutor Merchant Scroll 3 Grim Tutor 4 Dark Ritual 2 Cabal Ritual Fastbond Gush Chain of Vapor Hurkyl's Recall Brainstorm Ponder 2 Duress 2 Thoughtseize Tendrils of Agony Regrowth ------------------------------------- 2 Hurkyl's Recall 2 Extirpate 3 Tormod's Crypt 2 Island 1 Swamp 1 Rebuild 3 Xantid Swarm Empty the Warrens
Obviously it's your typical Grim Long deck, but what's the difference between Grim Long and Bad Long? 4 Duress effects, Gush/Bond, red splash and fetchlands all make this deck to whatever it is but it most definitely deserves the name. People would call this bad when they see the list because it looks like the manabase is only there to support Gush/Bond, it's logical that if you play it with rainbowlands Gush is out and Fastbond too. Only Regrowth stops me from playing a solid U/B base with a little splash for Wheel and ETW. I've tested this for fun and the three cards pack a punch, especially Regrowth is sick. I always smile when I'm going off and dig into a Gush with 2 tapped Islands out, and I smile even more when I ESG a Fastbond into play to replay those lands and well.. win.. I just love those three cards, I miss them. I've been a fan since they were in their primes and I'm a fan long after. I think of any excuse to play them and my manabase is the biggest excuse for a serious vintagedeck, I love it!
You have to mulligan agressively, very agressively. This deck isn't consistant at all but it is consistant in what it does, when it does.. And it does it very fast. Turn 1 is a good goldfish. I say in about 33% of the time you can do this but only when your opponent can't do anything. Maybe if I were better the percentages could be higher. There are way too many plays with a deck like this, especially with so many damn tutors.. I also like to gamble, so naturally I go for it when I think I could pull it off in a goldfish. Only when I KNOW they have something to stop me I play around it. No bluffs, no waiting.. just go.. I've learned this: it frightens people, and it frightens good players as well.. They hate to gamble and wish to use their skill/cards to perfection to win games. Well, meet Bad Long: a pile of restricted cards and a shitload of tutors into them. Some messed up fetchplan and little disruption. But this deck is FAST! Just what I like.
To explain the sideboard: I decided to go for strategies that involve helping me to combo out. The only card that prevents anything is Extirpate, it helps if I think the deck I'm facing is packing so much disruption I must neutralize it a little first. Tormod's Crypt buys me time, just the strategy I'm looking for. This deck is designed to have a favorable game (1) against Ichorid, it doesn't need to dedicate so much slots to it because it just needs to go off faster. It's easy to get rid of all Duress effects and board in the Tormod's Crypt. I think this deck is great against Ichorid because it takes a turn or two before things get out of hand. Bad Long can go off easily turn 2 and 3 if not disrupted. If they have Unmask so be it, but they still have to find a Bazaar in their openinghand. Good luck also having an Unmask and decent pitch to go with it.. I like my deck in this match-up, especially because it already plays little Duress effects, means less dead cards in my deck in game 1. Against Tez I'm looking to pressure them in game 1. I'll try to beat their Mana Drain by going off before it comes online. The little Duresses remove Force but mostly I just imagine my opponent is a wall that can't do anything, if they counter me oh well.. Strategies are involved by playing bomb after bomb, forcing them to counter but if I see a path to victory I try to go to it as soon as possible. I also play with Xantid Swarms in my sideboard, this helps a great deal. Other combodecks with control elements are good match-ups for me, it's too little control to really annoy me and too little combo to race me... Tez is just the exception because it has that oops I win combo, which is annoying.. Still, it shouldn't come any faster than my Tendrils. Against workshop decks I board in extra basics and bounce, wait until the right time. Bounce, and go off. I've played this online only, but have tested against people I meet who can play a lot better than me. And I've played some nice matches against randoms.
All in all, it's called Bad Long for a reason, the fact that the manabase, 4 colored core and little combo protection differ from many other TPS/Long builds I think it can be given a different name than 4cc Grim Long or just Long.
It's bad because it's a four colored pile of restricted cards with a lot of tutors and shaky manabase. It's good because it's a four colored pile of restricted cards with a lot of tutors and a shaky manabase.
Last tuesday I bought a full set of power 9 and can't wait to get back into the days of tournamentplaying, and endless discussion on cards and decks. This is the start to my new collection, and slowly I'm collecting the staple cards. I sold my extended/standard cards like 3 years ago but in the meantime I saved money for a car. Now I live in the city, and here in Amsterdam I only need a bike lol.. Now I would like to return to the coolest format of Magic, ofcourse vintage ^^
Please share your thoughts on this crazy but playable idea. I haven't had the chance to try this out against top players so my question to you is: do you see yourself playing a good game against this deck? Are there too many weaknesses to weigh out the extra cards? I put some serious time into testing and writing this so this is not just a random thought, but something I really consider playing. Thoughts on improving the list are most welcome, this is only version 1 and this deck needs a lot more versions to be as good as it can possibly be.
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