shrewarmies
|
 |
« on: October 07, 2012, 05:43:09 am » |
|
Over the past few days I have finished my initial building, goldfishing and playtesting of my take on a burning Tendrils list and have just taken down a small monthly tournament locally.
I do have to preface this that I have not seen Smmenen's list but have seen the chat on some of the other threads regarding the list.
Introduction
With the unrestriction of Burning Wish, I have built, goldfished and tested a list I would be happy to take to a tournament, indeed have take to one and come out on top. I have always loved storm combo decks, but this is the first I have played in a long time that I don't feel like such a dog to shops that I would rather go and play a control deck. This deck makes me feel good to be playing it, knowing that any given draw could be a game changer. It is not yet optimized, the sideboard not fully complete but it certainly is the start of a powerful tournament worthy deck. The deck allows some of my favourite things: choosing my opponents fate; looking at their hand and knowing how they will have to play out their next turns, drawing 7 cards at a time multiple times a turn and looking at a board state and puzzling what is needed to win the game right then and there.
The Current list is:
Verbrannte Ranken
Lands 4 City of Brass 4 Forbidden Orchard 2 Gemstone Mine 1 Tolarian Academy
Artifacts 1 Black Lotus 2 Chrome Mox 1 Lotus Petal 1 Mana Crypt 1 Mana Vault 1 Memory Jar 1 Mox Emerald 1 Mox Jet 2 Mox Opal 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Sol Ring
Creatures 2 Simian Spirit Guide
Enchantments 1 Necropotence 1 Yawgmoth's Bargain
Instants 1 Ancestral Recall 1 Brainstorm 2 Cabal Ritual 4 Dark Ritual 1 Fact or Fiction 1 Flusterstorm 2 Hurkyl's Recall 1 Rebuild 1 Vampiric Tutor
Sorceries 4 Burning Wish 1 Demonic Tutor 3 Duress 1 Mind's Desire 1 Ponder 1 Regrowth 1 Time Walk 1 Timetwister 1 Tinker 1 Wheel of Fortune 1 Windfall
Sideboard 1 Yawgmoth's Will 2 Tendrils of Agony 1 Empty the Warrens 1 Pyroclasm 1 Thoughseize 2 Ancient Grudge 1 Shattering Spree 2 Ravenous Trap 4 Xantid Swarm
The list is very powerful, entirely capable of "going broken" with a number of different ways of storming off without the opponent getting a say in anything, often though a piece of disruption thanks to your Duress' and Flusterstorm. The multitude of Draw 7's mean that your opponent is only keeping their opening hand every other game (when your on the play) and even if critical spells are countered, you have several surefire ways of getting back in the game. These cards especially give you the ability to just "win", supplying you with the necessary fuel to keep comboing or to disrupt your opponents. Wheeling away your opponents hand can decimate their plans (especially brutal is a Hurkyl's followed by a Windfall) and keep you alive for the necessary turns to go off. It is also able to run a more controlling ( however obviously not preferred) role with multiple Duress effects, Hurkyls etc in order to set up the perfect turn where your opponent is helpless.
The primary route to victory is obviously a lethal number of copies of Tendrils of Agony. The deck has a number of ways to reach this end game and has no strict requirements to begin to combo off. Your end game however, is sure to involve the card Burning Wish (in Game 1). Burning Wish allows you unprecedented access to the cards in your sideboard allowing you to cherry pick what you need for any given situation. Need access to your graveyard> Yawgmoth’s Will, Problem creature > Pyroclasm, problem artefact > Shattering Spree; you get the picture.
One of the main features that draws me to this deck is the pure speed. You are fast, blazingly fast. Where other decks need to pack 6-8 pieces of grave yard hate to survive to turn 3 or so, you can just race the Ichorid player. It even gets better post board when you gain access to the Ravenous Traps, you can fire off a draw 7, watch them dredge their library and exile their GY leaving them with a couple of Narcomoeba’s and then have all the time in the world to finish them off.
I believe that you are faster (on average) than some of the other popular storm decks (e.g. Cobra Gush/Bob Tendrils/ Gristlebrand Oath) and your mass of business spells means that control is going to spend more time focusing on stopping you than advancing their own game plan and you run more bombs than they run countersJ . Because of the explosiveness of the deck, you are able to exploit other decks when they are weak (e.g. tapped out for Jace) seemingly out of nowhere. Your mass of acceleration is a tremendous help in the shops matchup. You can quickly out-mana their prison. The trifecta of Hurkyl’s and Rebuild also ensure you always have access to bounce which performs double duty in buying you time and adding storm.
Some of the more different card choices are:
The land base: When I originally build the deck I was using a 2 Sea, 1 Volc, 1 Trops, 1 Badlands + Fetches (Disillusionists mana base) and found that I was having mana problems. Either I would open with a land and a fetch but needed two fetches or just pulling the wrong lands at the wrong time. Then I thought of running City of Brass and found that that worked so well I kept adding more 5 colour lands until I realised my normal mana sources were getting in the way so I went for the full 5 colour mana base. I thought about Glimmervoid over gemstone mine but felt that if I am facing a chalice at 0 from my shops opponent, Glimmervoid basically becomes an unplayable mox. This change has had some other implications (both good and bad) that I will get to later.
Extra Moxen: As I was testing I found that I wanted more Hurkyl’s Recall effects (started at 1) as I was such a dog to shops. Once I upped my recalls, I found myself sitting with an extra one in hand later in the game where I could only play it for a few storm. I also wanted to be able to accelerate past shops lock pieces and I had knew dropping moxen was one of the best ways to do that. I knew diamond was not going to be good enough (only 10 lands to drop) so I went with 4 Chrome Mox. This did not work as I would often open with or draw into multiples and be crippled because I could not play them for mana. With 14 other low cost artefacts I tried Mox Opals (swapping the chrome moxen) but the legendary rule kept screwing me over so I am happy sitting at a 2-2 split each way.
Flusterstorm: When I played at Australian Masters a few weeks back my opponent beat me in an end game scenario because he had a Flusterstorm in his GY in his Will turn completely neutering my ability to stop him. I wanted to have this sort of end game and not completely reliant in Duress to see me through. This card is not completely necessary as I have found once you go off you have enough access to duress when you need it.
Fact or Fiction: I tested Disillusionists list with 3 Facts and 3 Cabals and found Fact to be a completely amazing card. It suits the deck so well, if there were a 61 card minimum rule it would certainly be a second Fact. Once you have your mana set and you are going off, facting into facts is incredible, digging you 5 for the best card/s and setting Y Will up for 1 coloured mana is great. I cut the extras for the additional mana sources but I could certainly see going above the singleton copy.
No tinker Bot: I don’t like Tinker Bot as a play because it gives me an absolutely dead Draw and is does not guarantee you the win the following turn. Jar has only failed me once (will talk about in cobra gush matchup) in testing. Everyother time I have activated a Jar I have won or put me in the winning position (stocked GY and Will in hand etc.)
The card I am most disappointed with is
Brainstorm: I was surprised when I found myself not liking drawing Brainstorm when I did. I cut the fetchland base which meant my only real shuffle effects are tutors. There has been at least twice in testing where I am digging for a draw 7 (for example) and seen mana sources and had to wait the turns to draw through what I put back. I am keeping it in at the moment but it could become fact #2 or any of a number of other cards. I found myself Chrome Moxing a BS more often than I was casting it for full value.
The sideboard is the most flexible part of this deck at the moment. I am still sorthing what deserves a slot. The only definates are: 1 Yawgmoth's Will 1 Tendrils of Agony 1 Thoughseize
Unlikely to move N Xantid Swarm 1 Pyroclasm 1 Shattering Spree
The rest is negotiable, in fact i have not used Warrens yet, the second tendrils can come in if I am expecting dorks as it can be a pseudo life gain spell. The rest of it has served me fine thus far but they have not been spectacular.
Matchups
I have tested the Deck against multiple opponents both at the Local store as well as on Cockatrice and multiple different Decks. Obviously my testing is going to be biased but this is what I think: Some of the matches I have posted as favourable may be closer to even than I point out however I strongly believe the onus is on the opponent to have a consistent answer for what you are doing. As I point out below, they really have to have a fist full of answers from the get go or they will lose. In this way you are preying to some extent on variance however You are playing the odds in that you have more threats than you have answers. I did not keep a complete record of each match set but going from memory:
MUD(Live+ Cockatrice):(even- near favourable: Die Roll important) It’s easily the worst matchup I have tested. My MUD opponent and I go about even in the early testing (die roll is quite important) but as I had more experience over the testing session I believe I started winning more games that I was losing. The Onus however is on the MUD Pilot to consistently lock you down. They are pretty much required to put chalices down at 0 and 2 in the first couple of turns and put down spheres every turn of the game. If they try to land a crucible or smokestack early, or keep a hand that doesn’t sphere + chalice every turn, you can just punish them and win the game on the spot. The multiple Hurkyl’s effects are obviously a great boon in the early game. I beat my opponent through multiple different angles of disruption: Chalice Thorn, Trinisphere, Golem Resistance etc. Your ability to lay down your artefact mana base through a T1 golem is fantastic. Shattering spree from the board (or wished for) is awesome. One game I destroyed 5 artifacts before turn 3 or so.
Boarding: -1 Flusterstorm -2 Duress +1 Shattering Spree +2 Ancient Grudge
Dredge(Cockatrice): (Favourable) Dredge is pretty much a walkover. You are generally faster than their deck (was playing against dread returnless version) and it gets better post board as you bring in Rav Traps and nuke their GY after a Draw 7. I beat my opponent one game because he Dredged his GY after I Wheel him twice and I nuke his GY leaving him with 4 Narcomoeba 5 cards in Library and then I Wish for Pyroclasm GG. I have not tested against a version with dread return but the only difference would be a preference for not passing the turn on a Jar Hand.
Boarding: -2 Duress +2 Ravenous Trap
Cobra Gush (Live):Favourable This was only a small testing session but my opponent only won a single game when we had matching Tinkers T1 (mine for Jar and his for BSC), My Jar drew him into a force and I did not have 2 mana sources for Duress then Ritual and my first ritual got countered. Not needing to spend a turn casting a dude really gives me the edge.
Cerebral Assassin (Live):Extremely Favourable A friend was testing Chromatic Lantern in his old assassin deck (Bob, Welder, Shop, Bazaar) but the games are pretty short and I win most of them (I can’t remember losing but I might have)
Merkfolk (Reel Fish I think)(Live)-Extremely Favourable. I only lost one game of this testing Session to quadruple lord beats. The dudes make Necro a riskier play but I never felt like I would have any problem with the deck. Daze was a very annoying and multiple Daze effects are annoying but nothing more than that. I have so much mana that Daze is quickly outclassed and drain remains the only real spell of worry however the deck packs Wastes and Caverns meaning UU is not achieved until it’s too late. My deck was able to go off turn 2 through a waste effect and 2 Dazes on the draw.
Grixis(Cockatrice): (?Favourable?) Grixis is a very good deck and requires discipline to beat. Your best bet is to go off early when they are tapping out for their bobs/Jace etc. An early force can set you back and the longer the games go, the more chance they have of “locking you out”, the onus is however again on your opponent because they are required to keep a counter heavy hand and be lucky enough to keep drawing into forces when you wheel. Misstep is not as bad as I originally thought it would be due to the only cards I generally care for getting countered at 1 are 4 Ritual, 1 A- Call, 1 Brainstorm and VT. This is a low number compared to some other storm builds where the bulk of plays are at 1 mana. Due to the huge amounts of acceleration I don’t run so many 1 drops. I only post favourable because I won more games than my opponent by a fair margin but depending on build Grixis in G1 can be tough. Post board Xantid Swarms come in and just take over the game if they resolve.
+4 Xantid Swarm -2 of choice -1 Rebuild -1 Hurkyl's Recall
I have not tested the Dork Matchup but I believe that unless Stony Silence becomes a major player, you should have no problems. More target bounce/pyroclasm may have to come into the board to combat this shift.
Here are a few sample hands from the deck on the play vs Freddy the goldfish.
Opening 7: Simian Spirit Guide Chrome Mox Cabal Ritual Dark Ritual VT Duress Mox Jet
Against Freddy the Goldfish this hand wins turn 3 through a piece of disruption. It is soft to chalice at 1 (which you can Duress) but beats a sphere also. I would keep this in a G1 scenario. I have randomized my hand so these are not cherry picked hands.
T1 20 Jet > Duress, Chrome Mox imprinting Cabal ritual > VT for Necro when necessary.
T2 18 Draw Necro. Ritual > Necro Pay 11 Life (Burning Wish X 2, Lotus, Forbidden Orchard, Mox Ruby, Duress, Cabal Ritual, Rebuild, Sol Ring, City of Brass, Mox Opal)Keep Lotus, Opal, Ruby, Cabal, Burning Wish, Duress.
T3 5 Duress(1), Lotus (2), Opal(3), Ruby(4), Lotus for black (BBB), Cabal Ritual (BBBB)(5), Tap Ruby (BBBBR), Burning Wish for Will(BBB)(6), Tap Chrome Mox (BBBB), Play Will (B) (7), Play Lotus (8), Dark Ritual (BBB) (9), Cabal Ritual (BBBB) (10), Tap Opal (BBBBR), Burning Wish (BBB) (11), Crack Lotus (BBBBBB), Duress (BBBBB)(12), Duress (BBBB) (13), Tendrils 14 Copies.
Opening Hand Burning Wish Mox Opal Simian Spirit Guide Vampiric Tutor Ponder Cabal Ritual Duress
= Mulligan Time Twister Forbidden Orchard Simain Spirit Guide Black Lotus Dark Ritual
Here is a risky hand. I would keep it but you can certainly argue that it dies to a Force. As Freddy is a goldfish, he will not force here. Shops/Dredge/Fish this is certainly a keep.
T1 20 Orchard, Lotus (1), Crack Lotus (BBB), Play and Tap Vault (BB3) (2), Tap Orchard (BB3U), Time Twister (BB1) (3), in response Exile SSG (BBR1) + Dark Ritual (BBBBR1) (4) Draw City of Brass, Burning Wish X 2, Mind’s Desire, Ponder, Sapphire Sapphire and Tap (BBBBRU1)(5), Ancestral (BBBBR1) Draw Crypt, Mox Ruby, Simian Spirit Guide Mana Crypt and Tap (BBBBR3) (6), Mox Ruby and Tap (BBBBRR3) (7), Exile Simain (BBBBRR3), Burning Wish (Thoughseize) (BBBBR2) (8), Thoughtseize (BBBR2) (9), Burning Wish (Tendrils) (BBB1) (10), Tendrils for 11 copies
Final Hand Wheel of Fortune Duress Dark Ritual Dark Ritual Sol Ring Mox Sapphire City of Brass
This hand offers you two distinct options, the balls to the walls involves fireing off a draw 7 this turn and going from there. I would however advise the Duress turn 1 to ensure your wheel resolves next turn.
T1 20 City of Brass, Duress. Mox Sapphire > Sol Ring T2 19 Draw Lotus Petal; now that’s a Draw. Play Petal (1), Tap City and Sol Ring > Wheel (2). In response, Crack petal (B) Dark Ritual (BBB)(3) Dark Ritual (BBBBB)(4) Draw Duress, Burning Wish, Hurkyl’s Recall, Memory Jar, Mind’s Desire, Regrowth, Vampiric Tutor (our storm plan ends here) Duress (BBBB), Tap Sapphire Memory Jar
T3 18 Upkeep Tap Jar and cast VT (Lotus) Draw Emerald, Opal, Orchard, Jet, fact or Fiction, Hukyl’s Recall, Black Lotus, Time Walk. Play Orchard, Tap Sapphire + Sol Ring Cast Hurkyl’s Recall targeting opponent. Move to second main phase. Play out mana sources (lotus first), Cast Time Walk
T4 Draw Chrome Mox Tap Opal and Emerald cast Burning Wish (thoughtseize)(1), Tap Jet > Thoughtseize (2). Play Chrome Mox (3) Tap Sapphire + Sol Ring Cast hurkyl’s (1) (4).Play Lotus (5), Sapphire (6), Jet (7), Emerald (8), Opal (9) Sol Ring (10) Chrome Mox(Regrowth) (11) Crack Lotus (UUU), Tap Sol Ring (UUU2) and Chrome Mox (UUU3), Mind’s Desire for 12 copies. Reveal: Cabal Therapy, Dark Ritual, Burning Wish x 2, Simian Spirit Guide, Mana Vault, Rebuid, Tinker, Time Twister, 2 Gemstone mine, City of Brass.
From here you can win in an innumerable number of ways. Most basic way is play out mana sources and burning wish for tendrils.
Outro
The deck as you can see is certainly powerful and can rip apart the opponents not ready for it. I encourage you to pick it up and test it for yourself. My favourite thing however is that it has no prerequisites in order to start storming, in one game against shops I through the course of the game I Chrome Mox'd my Ancestral on turn 1 and my Tinker later in the turn. Having such superfluous cards seems great.
Enjoy
|