jamestosetti
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« on: June 04, 2015, 10:30:18 am » |
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Gush Tendrils
Gush Tendrils is a control and combo hybrid centered on Gush and Yawgmoth’s Will. The deck is similar to Doomsday and TPS (The Perfect Storm). The major difference with Doomsday is that some control elements have been incorporated as well as the emphasis on the draw package. Gush Tendrils takes on many of the same lines as TPS, but it is less focused on resolving bombs, and there is much more focus on chaining together spells. The combination of Fastbond and Gush allow for extreme mana ramping in unison with the artifact mana and Tolarian Academy.
Few differences are noticed when compared to traditional Control decks. The counter package is nearly identical to a traditional control deck. In fact, the deck operates like a control deck until the pilot decides it is time to switch gears, and attempt a combo finish. At this point, the deck displays its raw explosive capabilities. Some of the stronger changes in momentum come from resolving Mana Drain, or assembling the Fastbond and Gush combo.
General Strategy – Any Moxen or artifact mana in an opening hand should almost always be played out on the opening turn rather than saved for storm count. This is only on the opening hand though. The reason for this is rather simple but appropriate. Shops is a popular choice, and it such a strong deck that it warrants playing out the artifact mana against any unknown opponent. Mana Crypt is the only exception. It is generally worth holding the Mana Crypt as long as possible to save life for Fastbond acceleration. Mana Vault can be held as well if one has an exceptionally strong hand that can be utilized on turn one.
Aside from the opening turn strategy, the rest is normally a game of inches. To put it simply, Gush Tendrils must have more cards than the opponent to win. If each player has four cards in hand, then one wants to change it to a 3 to 5 ratio, and to continue in this direction. Fighting over the number of cards in hand the entire game is a productive strategy for this deck as a whole because Yawgmoth’s Will is almost a guaranteed win if this has taken place.
Card Advantage – Library of Alexandria, Ancestral Recall, Dig Through Time, Jace, the Mindsculptor, and Gush - Gush Tendrils strives to achieve card advantage whenever possible. Ultimately the strategy is to chain upwards of ten spells together to cast a lethal Tendrils, so every additional card counts. The deck is also very good at playing the control role. Although the disruption package is very good, it is not the best in the format. However, it makes up for this through gaining card advantage, and as a result, winning the ensuing counter wars.
The ability to recur Ancestral Recall repeatedly allows the Gush Tendrils player to appear reckless with their spells. Casting spells into potential counter spells knowingly can help gain card advantage. Once the opponent’s hand is exhausted it is possible to set up turns where spells can be cast uncontested. Because Mental Misstep is such a common addition to the blue disruption package Ancestral can sometimes be defended with one’s own Mental Misstep, and then Regrowth or Noxious Revival can be used to cast Ancestral Recall again.
The combination of Fastbond and Gush can create either a board advantage or card advantage. In addition, Fastbond can be used to draw out a potential counter before attempting to resolve Ancestral Recall. Gush enables the pilot to dig a little deeper in hopes of finding a needed spell, flush out counter spells, and potentially save lands from being destroyed. If it is probably that Fastbond will resolve, and there is a tutor in hand along with a Gush, a strong turn can be set up by tutoring for a Gush. Gushing into Gush with Fastond in play is a good way to either catch back up, or to pull well ahead.
If Library of Alexandria is in the opening hand on the play it is normally correct to just play it out, and not a cast a spell in order to start drawing off it the next turn. In fact, it is best to not cast a spell unless your opponent could win the game. Keeping the Library active for as long as possible is not only very strong, but it is generally how the card should be used. Gush Tendrils has the ability to set up synergistic board states to achieve card advantage. A Library of Alexandria combined with Monastery Siege or Jace, the Mind Sculptor will quickly overwhelm most opponents.
Card Filtering - Monastery Siege, Brainstorm, Ponder, Preordain, and Sensei’s Divining Top - Gush Tendrils variants can use card filtering for different purposes. Some of them use four Preordains to sift through the library quickly in order to set up multiple Dig Through Times. This particular version uses four different spells that are powerful and versatile. The graveyard is not always filled as quickly, but the amount of lines that can be taken is greatly increased. The ability to dig one card deeper, repetitively, or to shuffle away cards increases the probability that Tendrils of Agony can be found in a tight situation.
Testing proved that in some amount of games a powerful draw mechanic was needed. While Mystic Remora can fill this role, a new card had been printed that needed to be tested. Monastery Siege has great synergy with Yawgmoth’s Will while left unchecked creates an extreme advantage. The fact that it is an enchantment gives it an edge over a planeswalker in that it cannot be removed by Lightning Bolt or similar spells.
Enablers of the Draw Engine – Regrowth, Noxious Revival, Merchant Scroll, Vampiric Tutor, and Demonic Tutor - This deck is well positioned to take advantage of repeatedly casting Ancestral Recall. The amount of one casting cost spells that draw out counters allows for the oppositions Mental Missteps to be drawn out, so that Ancestral Recall can be tutored for as soon as possible. If Mystical Tutor or Vampiric Tutor are not Mental Misstepped it is likely the opponent just doesn’t have one. Too many potential threats could possibly exist for these cards to be taken lightly. If the Recall is countered, it has come at a cost to the opponent’s hand, and there are also three ways to cast it again. Noxious Revival and Regrowth can retrieve it or any other card, or it can be recast after Yawgmoth’s Will resolves.
The Mana Base – The mana base of Gush Tendrils is designed to be effective in the Shops matchup and also to be capable of producing enough of the needed colors to win with Tendrils after casting many spells. Four Underground Seas will increase the win percentage drastically. It is common to tap them for one or two black mana before casting Gush, and then playing out another Sea and tapping it for black. Mental Misstep is good at countering Dark Rituals, so this is a way to produce enough black mana while playing around it. Mana Drain is also a good way to transition from control to combo while also ramping.
Tolarian Academy is not only good in the Shops matchup, but in any matchup. Because Dark Ritual is not included large amounts of mana must be produced in other ways. It provides many subtle benefits. Among them the ability to pay for Flusterstorm costs, hard casting Force of Will, or just the capability to cast more spells. It can be used to pay for Dig Through Time in order to keep more cards in the graveyard keeping Yawgmoth’s a stronger possibility.
Although only one basic Island is included it is adequate. Pithing Needle from the sideboard keeps your lands from getting destroyed while also potentially stopping a Kudoltha Forgemaster or anything that is good enough to win. Gush is also commonly used to save lands from Strip Mine and Wasteland. Gush and Pithing Needle are effective enough to enable non-basic lands to be fetched on turn one.
It is more important to use Scalding Tarn and Flooded Strand than one might initially think. Every additional turn adds to the probability that a lethal Tendrils turn can be assembled, so bluffing Pyroblast is a rather effective way to make it come together. A red/white and blue fetch into a blue spell normally means a Mana Drain or Monastery Mentor Deck. It is difficult for the opponent to know exactly what they could be facing even after Underground Sea and Tropical Island have come into play.
Side Boarding – In most cases Gush Tendrils plays with 61 cards post board. This is not a disadvantage because of the number of tutors and draw capabilities.
Monastery Mentor decks with fewer creatures and more planeswalkers– Don’t change anything unless you think there will be more creatures. In this case bring in Toxic Deluge.
Monastery Mentor decks with more than two Mentors and possibly Delver of Secrets In – Toxic Deluge, Tinker, and Sphinx of the Steel Wind. Out – Hurkyl’s Recall and Jace, the Mind Sculptor.
R/U Delver In – Tinker, and Sphinx of the Steel Wind. Out – Jace, the Mindsculptor
Dredge – Noxious Revival can be used to top deck a loan dredge card or a lethal Dread Return target. Misdirection can be used to change the target of Dread return to something of lesser consequence. In- Tormod’s Crypt x2, Yixlid Jailer x2, and Pithing Needle x2, Tinker, Blightsteel Colossus Out – Thoughtseize x2, Dig Through Time x2, Jace, the Mindsculptor, Monastery Siege, and Mana Drain
Hate Bears – Depending on which variant one is facing the Trygon Predators can also be used. In this case Mental Missteps could be sided out if they are not using Deathrite Shaman. In – Thoughtseize, Tinker, and Sphinx of the Steel Wind, and Toxic Deluge. Out – Jace, the Mindsculptor, and Flusterstorm x2
Shops In – Pithing Needle x2, Trygon Predator x2, Hurkyl’s Recall x2, Thoughtseize, Tinker, Blightsteel Colossus, and Sphinx of the Steel Wind. Out – Mental Misstep x3, Misdirection, Noxious Revival, Regrowth, Flusterstorm x2, and Dig Through Time.
Steel City Vault – Trygon Predator, Tinker, and Blightsteel Colossus can also be used in this match. In – Pithing Needle x2 Out – Flusterstorm
Doomsday In – Thoughtseize
Landstill – This is the worst match up. In – Trygon Predator x2, Thoughtseize, and Pithing Needle x2. Out – Jace, the Mindsculptor, Dig Through Time, Monastery Siege, and Mana Crypt.
Salvager's Combo In – Pithing Needle, and Thoughtseize Out – Misdirection or Hurkyl’s Recall
Oath In – Thoughtseize
Deck List
Blue 1 Time Walk 1 Preordain 1 Ponder 1 Merchant Scroll 1 Mystical Tutor 1 Ancestral Recall 4 Gush 2 Dig Through Time 1 Brainstorm 1 Hurkyl's Recall 4 Force of Will 1 Misdirection 2 Flusterstorm 1 Mana Drain 3 Mental Misstep 1 Jace, the Mind Sculptor 1 Monastery Siege
Black 1 Demonic Tutor 1 Vampiric Tutor 1 Yawgmoth's Will 1 Tendrils of Agony 2 Thoughtseize
Green 1 Fastbond 1 Noxious Revival 1 Regrowth
Land 1 Island 4 Underground Sea 2 Tropical Island 4 Scalding Tarn 2 Flooded Strand 1 Tolarian Academy 1 Library of Alexandria
Artifacts 1 Black Lotus 1 Mox Emerald 1 Mox Sapphire 1 Mox Jet 1 Lotus Petal 1 Mana Crypt 1 Sol Ring 1 Mana Vault 1 Sensei's Divining Top
Side Board SB: 2 Pithing Needle SB: 2 Yixlid Jailer SB: 2 Hurkyl's Recall SB: 1 Tinker SB: 1 Toxic Deluge SB: 2 Tormod's Crypt SB: 1 Blightsteel Colossus SB: 1 Thoughtseize SB: 2 Trygon Predator SB: 1 Sphinx of the Steel Wind
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