I guess my other question is, if you have to wait turns to develop the right manabase and draw enough cards, why are you playing a combo deck? That's trying to shoehorn it into Control's role. I mean, if it's a consistent deck but always consistent on turn 3-4, why not play DDay/Deathlong/D4RG0N instead?
'Cause winning on turn 4 does the same thing as winning on turn 2, it results in a game win.
TPS is more controllish than other combo decks, but it gave up really little broken plays, and stil has a lot of "i win" combinations, but it also has a really solid plan besides that.
As far as TPS being able to go off with more protection, how is this possible when it runs 4 less disruption cards than DDay and needs to see far more spells to go off, and ESPECIALLY when it uses Draw-7s to get there? How is it any less succeptible to Stifle, when the kill in TPS also requires storm?
It takes a little longer to set up, but you also get so see a lot more cards. And Stifle really is near useless against TPS, with the amount of search in the deck you win through Will most of the time, and this means you will just Duress your opponent again before playing the Tendrils. The same counts for Necro and Bargain.
Here we've got 4 DDay, Will, Twister, DT, Necro, and again possibly Demonic. What's the difference between these eight "I Win" cards and the ones in TPS? 5 of them (DDays and Demonic) GUARANTEE a win on this turn or the next. That's what I think the greatest strength of Doomsday is; being able to cast a spell that assures a win, not a possible stall.
First of all Doomsday can spell "I win" but also "I lose", getting a draw-spell countered means you will just have to topdeck some new threat.
And get over the Stalling, its just not going to happen, period.
Second TPS has a more stable mana base to fall back on. In doomsday you rarely cast Doomdsday by tapping 3 lands, it often involves a Ritual and this means you will have to draw another ritua/landl to play your next Doomsday
Third doomsday often gave up its whole hand to try to win, while TPS might just be holding back 2/3 cards.
Personally I like TPS with slightly more Bombs (Gift Ungiven reads "I Win" as much as doomdsay does, and you dont even have to wait a turn, giving your opponent no time to draw an answer)
As far as it rolling to all the sideboard hate in existence, I am not sure what you mean. TPS rolls to the same hate. If you mean graveyard removal, Doomsday can easily win when combo pieces have been removed. It's not as easy, but it's not forgone.
I was talking about REB, Sphere, Labaratory, Chalice, Stifle.
And doomsday is also far more vulnerable to cards people play maindeck: Ancestral, Trini, Draw-Sevens, Wasteland/Strip Mine.
Your claim that Doomsday is a "suicidal combo deck" that tries to go off regardless of what the opponent has couldn't be further from the truth. When you play it, DDay is like TPS with -4 Bad, +4 DDay. You don't do stupid stuff if your opponent has an answer to it, you figure out how to get past that answer (and thanks to DDay's additional disruption, it is easier).
I didn't means it was 100% suicidal, but it interacts with the opponent a lot less than TPS does, not uncommon you have to play a Doomsday while not knowing every single card in your opponents hand.
Koen