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[Deck] Playing Intuition Tendrils Post Restriction
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Topic: [Deck] Playing Intuition Tendrils Post Restriction (Read 1630 times)
XxtSundaybxX
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Posts: 321
[Deck] Playing Intuition Tendrils Post Restriction
«
on:
June 14, 2008, 04:57:07 pm »
While a teammate and myself were talking one night we stumbled across the idea of Intuition Tendrils, a deck played quite a while ago. The deck seemed perfect for the current metagame. The deck plays basics lands much like control giving you a favorable matchup against stax. While the deck does not always play out like Grimlong or Pitchlong, I have certainly had MORE than my fair share of turn 1 wins with the deck, allowing the deck to run over aggro decks. The deck does rely on yawgmoths will a bit more than most storm decks however its not a necessity. Here is my current list
4x Polluted Delta
2x Flooded Strand
3x Underground Sea
3x Island
1x Swamp
1x Tolarian Academy
1x Black Lotus
1x Lotus Petal
1x Mox Sapphire
1x Mox Jet
1x Mox Ruby
1x Mox Emerald
1x Mox Pearl
1x Mana Crypt
1x Mana Vault
1x Sol Ring
4x Dark Ritual
2x Cabal Ritual
4x Force of Will
4x Duress
1x Brainstorm
1x Ponder
3x Intuition
1x Gifts Ungiven
1x Chain of Vapor
1x Hurkyls Recall
1x Rebuild
1x Merchant Scroll
1x Demonic Tutor
1x Mystical Tutor
1x Vampiric Tutor
2x Grim Tutor
1x Ancestral Recall
1x Yawgmoths Will
1x Minds Desire
1x Timetwister
1x Yawgmoths Bargain
1x Necropotence
1x Tendrils of Agony
Sideboard:
4x Dark Confidant
4x Leyline of the Void
3x Tendrils of Agony
1x Hurkyls Recall
?
?
1x Accumulated Knowledge?
There are a few cards i have been testing and wanting to include in the list
Imperial seal, this card makes a solid turn 1 play to set up a turn 2 win
Gush, the deck is light on draw spells so a free draw spell to get you 2 cards
I'm very happy with the deck, its been testing very well. It does need some work i feel though. This deck has a hard time against decks running 12 disruption spells(FoW,Drain,Duress) and it makes it even harder if those decks are also playing intuition/AK. This deck does not create card quantity, but card quality, playing out similar to gifts lists. SO therefore decks playing so many disruption spells and decks that create mass card advantage. These statements are assuming the game goes past turn 2, seeing as the deck has no trouble getting around FoW. Playing against all of these decks i have been toying around with the idea of playing a single AK on the sideboard for those decks to reap the benefits of THEYRE AK's. To say al little more about the deck, it cant be very very fast...I win turn 1 on average atleast 1 game out of every 5 or 6. This is just my experience with the deck and i will continue to test and post results, so feel free to comment/criticize
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Team East Coast Wins
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