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Author Topic: Tendrils of Darkness  (Read 3524 times)
urza's child
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« Reply #30 on: June 30, 2003, 12:06:39 pm »

brainstorm is amazing, the 1cc difference is amazing. And i don't see how you consistatly win on turns 1-3, for me its 3-4, with turn 2 on occasions. But this deck is great, but sui and trix are a problem, along with control
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Jason-Mox
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« Reply #31 on: June 30, 2003, 12:48:29 pm »

Quote
Quote this deck is great, but sui and trix are a problem, along with control

i will agree with you that sui, because if the discard, can be a challenge. control on the other hand, can differ alot, right from keeper variations with 8-10 counter, to URphid with ca. 12.

to be honest i have played the trix matchup (monoU) with good results, but i can see that rector trix (i assume that what to mean) is a totally different story, and i haven't played the matchup yet
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Kerzkid11
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« Reply #32 on: June 30, 2003, 08:53:39 pm »

Heres what a Scott, from the RI crew,lacking an account has to say:

Jason-Mox,

Similar to yourself, as of late I have been undertaking a new concept in light on the new mechanic, Storm.  Since the prematurity of the resticted Mind’s Desire, the Storm mechanic has shown a new emergence as a type 1 pinnical.

 In combination with the ideas you present and ideas I have formulated, the following has been crafted:

The Perfect Storm  -  TPS

1 Swamp
1 Island
4 Polluted Delta
3 Flooded Strand
2 Tundra
3 Underground Sea
1 Mox Jet
1 Mox Emerald
1 Mox Sapphire
1 Mox Pearl
1 Mox Ruby
1 Black Lotus
1 Sol Ring
1 Mana Vault
1 Grim Monolith
1 Mana Crypt
1 Lotus Petal
4 Dark Ritual
2 Cabal Ritual

3 Brainstorm
1 Memory Jar
1 Time Spiral
1 Windfall
1 Timetwister
1 Mind’s Desire
1 Ancestral Recall
1 Yawgmoth’s Bargin
1 Necropotence
1 Frantic Search
1 Time Walk

3 Academy Rector
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor

4 Cabal Therapy
4 Duress

2 Tendrils of Agony

The obvious characteristics show the intervention for the abuse of the mechanic Storm.  From a worlds view, two particular draw engines come to light, the Academy engine via “draw 7’s” and the Rector Trix draw engine; Necro/Bargin.  The Storm mechanic fundamentally interacts superbly with the sweeping effect of “laying your hand” and then refilling with the draw 7 effect.  Additionally, the power of Yawgmoth’s Bargin and Necropotence provide the ability to continuously feed cards to fuel the Storm mechanic.  With the combination of these two engines and the inherent life gain of Tentrils of Agony, a new T1 combo arises.

Better than academy?  Academy is most notable for its powerful first and second turn wins using speed as its vehicle.  It is not uncommon for the Academy to out perform ANY deck barring any unforeseen FOW; unfortunately, this is also the decks demise.  Inconsistancies often occur with complete reliance on draw 7’s.

Better than Rector Trix?  Rector Trix is a new breed of “power” combo utilizing the powerful engine of Yawgmoth’s Bargin and Necropotence backed up with stifling disruption.  Rector Trix relies solely on the interaction from Academy Rector’s remove from graveyard effect to find its draw engine usually from the synergetic Cabal Therapy. Occasionally, the illusions/donate combo can be assembled without the engine of Bargin or Necro, but this kill mechanism is the weakness the deck faces.  Apart from the illusion/donate being “dead” components before the draw engine enters play, the combo kill can be risky if not properly executed  

The Perfect Storm (TPS) combines elements from each of these two decks and interwines them without skipping a beat.  The synergy between the speed and endurance with the innate ability of ignoring combo’s inherent weaknesses makes this deck a new weapon within the type 1 arsenal.

To be continued…
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Jason-Mox
Guest
« Reply #33 on: July 01, 2003, 05:52:06 am »

hi scott, i was very interesting to read your view's on the deck, an i look forward to hearing more, i have some question thou:

Quote
Quote 1 Swamp
1 Island
4 Polluted Delta
3 Flooded Strand
2 Tundra
3 Underground Sea

how is this manabase working out? my first fear was that, more nonbasic = inconsistance and vunarbilaty (cant spell that right) and that are one of the things i want to avoid with this deck. with almost every deck packing 4-5 strips even 1 could slow your plan town 1-2 turns, and althou rector makes the deck worth it, is it better? this deck needs to be fast and utily its turns to the max and you cant afford to have your lands stripped the turn before you would be able to go off.

i can perfectly well see that in some metagames adding 1 color and duals would not hurt much, but in my meta nonbasic hate is a dime a dozen, and i have to contruct decks to avoid and survive this (and i know i am not the only one)

one might ask himself, does the deck NEED another color to be competetive or even tier 1!!! only testing can tell

the basis perception of this deck from my point of view is:

kill slowed down 1 turn = more damage
more damage = less card to draw
less cards to draw = less explosive
less explosive = more risk's
more risk's = more losses

Quote
Quote Better than Rector Trix?

i actually think that it is better, in some ways but mostly because it tendrills (which also makes the match against rector trix better bause they need to play the combo twice, but i dont because casted 20+ spells in 1 turn happens often

on a side note, i am going to copenhagen to dj this week so i might be slow in my replies
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Monotone
Guest
« Reply #34 on: July 01, 2003, 04:23:10 pm »

Recently in Minneapolis players have been testing a similar concept using the rector trix engine.  Based on our thoughts this shaves 0.5-1 turns off the kill clock.  has anyone else found silimar results. I will try to get a decklist and post it later.
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Vegeta2711
Guest
« Reply #35 on: July 05, 2003, 12:45:43 am »

I just have to say I'm VERY impressed with the sheer power of this deck. I've only played about 9 or 10 games (not goldfish) with it sofar, but am amazed at how quickly I can go off with therapy/duress protection. My first 3 games with the deck I went off turn 2 twice and turn 3 once all with protection.

I also recommend the Rector engine, in goldfishing it allowed the deck to go off with a slight more consistency early on and in real games allowed them to be super moats. They made the aggro matchup go from very favorable to complete bye territory with little exception.  
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DarkCrusader
Guest
« Reply #36 on: July 05, 2003, 08:22:01 am »

I really like the new Storm mechanic. I am basing my Tendrils deck off High Tide. Rather than straight combo. Its Combo/ Control based. If you would like me to post my deck list, I could.

As for the decks the way you guys have them, I have a few questions.

#1: With the new storm mechanic, does the Tendrils have to resolve in order for it to be put on the stack? Like if I FOW or MisD your Tendrils.

#2: Does Artifact hate hurt your game because you play so many artifacts, or is it not a factor cus you use Rituals to go off most the time?

Thats basically all I have to say.

 
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Matt The Great
Guest
« Reply #37 on: July 05, 2003, 01:11:31 pm »

Quote from: DarkCrusader+July 05 2003,08:22
Quote (DarkCrusader @ July 05 2003,08:22)#1: With the new storm mechanic, does the Tendrils have to resolve in order for it to be put on the stack? Like if I FOW or MisD your Tendrils.
No.

1. Me: Play Tendrils, putting it on the stack. The Storm trigger triggers, and is put on the stack. Pass priority.
2. Opponent: Well I would like to Stifle that but I don't have one. Pass priority.
3. The Storm trigger resolves, putting a bunch of copies on the stack.
4. Me: Pass priority.
5. Opponent: pass priority. First Tendrils resolves.

Repeat steps 4 and 5 for every copy of Tendrils, including the original (which is the last one to actually resolve). If your opponent tried to counter the Tendrils at step 2, he could, but Storm has already triggered and will still put a bunch of copies on the stack.

This effectively makes Storm spells nigh-uncounterable.\n\n

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