Jason-Mox's original post introduced Tendrils of Darkness, and then the thread split up with different people (myself included) each taking the deck in different directions. In this thread, I hope to determine which direction is best. The first thread can be found here:
http://www.themanadrain.com/cgi-bin....;t=8385If constructed accordingly, ToD can consistantly goldfish turn 2, but such a configuration is weak against control since it packs more mana accelerators and less disruption than the original build. In a purely aggro metagame, however, this would obviously be the best build. Conversly, the deck can be made to do extremely well against control by packing loads of disruption. However, this slows the deck down and makes it more vulnerable to fast aggro strategies. The goal, therefore, is to determine where to draw the line between speed and disruption.
Additional things to consider are the number of colours it runs, ie its resiliance to non-basic hate, as well as whether or not to include the Rector and/or Hurkyl's Recall engines into the deck. For reference, here is my current decklist:
spells (31)
1x Ancestral Recall
1x Time Walk
1x Timetwister
1x Mystical Tutor
1x Windfall
1x Time Spiral
1x Necropotence
1x Yawgmoth's Bargain
2x Tendrils of Agony
4x Duress
1x Vampiric Tutor
4x Cabal Therapy
1x Yawgmoth's Will
1x Wheel of Fortune
4x Burning Wish
1x Regrowth
4x Academy Rector
1x Memory Jar
mana (29)
1x Lotus Petal
4x Dark Ritual
1x Cabal Ritual
1x Mana Vault
1x Grim Monolith
1x Sol Ring
1x Black Lotus
1x Mox Jet
1x Mox Sapphire
1x Mox Ruby
1x Mox Emerald
1x Mox Pearl
1x Tolarian Academy
1x Underground Sea
1x Badlands
4x Gemstone Mine
4x City of Brass
3x Undiscovered Paradise
SB:
1x Tendrils of Agony
1x Demonic Tutor
1x Mind’s Desire
1x Vindicate
1x Words of Worship
3x Defense Grid
3x Hurkyl’s Recall
1x Form of the Dragon
1x Innocent Blood
2x undecided
A few card explanations:
- Burning Wish: The deck was already running all non-basics (even though it was only b/u/w, it only ran 14 lands), so I figured that, if I'm going to run a shaky mana base, I might as well make full use of it. Burning wish allows me to get Demonic Tutor (the most common target) to set up a kill next turn. Not only can it also get toolbox spells such as Vindicate and Innocent Blood, but it significantly increases the chances of me drawing business spells, instead of a hand full of just disruption and mana acceleration (a problem which I originally had with the deck).
- Lotus Petal: I ran this instead of a 3rd Cabal Ritual or Mana Crypt because it sacs and comes back with Will and produces coloured mana. Sometimes I'll find myself with a Cabal Ritual in hand but not that extra coloured mana to cast my Rector or draw-7. As for Crypt, not only does it not sac and come with Will, but it is quite brutal in control matches which can become quite drawn out.
- Mind's Desire: Right not it's in the SB, but I'm thinking of even cutting it from that. MD it was hard to cast because, unlike Bargain, I cannot Ritual it out, and often I'd only reveal mana acceleration and/or disuption, but not business cards. I also usually had something better to do, if I had that much mana open. Therefore, I moved it to the SB, but there it has been totally useless, so I will probably cut it outright.
- Hurkyl's Recall: Mainly against stax, and it has good synnergy with the rest of the deck. Would Rebuild be better? Possibly...
- Form of the Dragon: This is gold against sui and other random aggro since they have absolutely no answer for it. Obviously it is supposed to be fetched with Rector, not hardcast.
I think the rest is pretty self-explanatory. A brief run-down of the match-ups:
- Sligh: Very favourable. They pack hardly any disruption, and you goldfish quicker than them. Shaman is not much of a problem since you try to hold all your artifact mana in your hand until you go off, anyways.
- Sui: Can be tough surviving all of their disrupion, but FotD trully is the silver bullet here.
- RectorTrix: Comes a lot down to luck. Both decks can have "I win" draws. Where they run FoW, you run Burning Wish. Again, very luck dependant.
- Keeper: It's quite hard for them to stop all your threats. With the right hand, however, they can become proactive and screw up your game plan with Twist, a Balance, or other brokenness. Still, it's at least even, if not in your favour.
- Phid: Although they can't become proactive as easily as keeper, they do pack more counters. At least even, if not in your favour. Also, you obviously do better against builds without StP.
- Hulk: Where phid runs more counters and keeper runs broken proactive spells, hulk runs Tog, which is the least effective of the three against ToD. However, a quick Tog can put a stop to your Bargain/Necro engine.
- TnT, stacker: Builds of these decks vary. If they cast a Blood Moon or Pyrostatic Pillar then you're in trouble but, other then that, you goldfish much sooner then them. Form of the Dragon sometimes comes in against stacker, depending on how much burn they run, or TnT if they don't run Wonder.
- other combo: You're just as fast and you pack more disruption than them.
untested: Mask and Stax.
From my experience, this deck wins in three ways most of the time, via Necro/Bargain, via Will, or via draw-7s. The first is pretty straight forward, cast a quick Necro or Bargain (or a quick Rector and sac it), draw lots of cards, play lots of spells, and cast Tendrils (twice if need be, the first time to refuel on life).
The second route to victory revolves around Yawgmoth's Will. Basically you cast mana acceleration, Wish for Tutor (if you can), Tutor for Lotus or Yawgmoth's Will (whichever isn't in your hand), cast Will, recast your mana acceleration (including Lotus), recast Tutor for Tendrils, and finally Tendrils for the kill. Obviously, depending on which "combo pieces" you have in hand, you will tutor for different targets, but the principal remains the same.
The third and least used route revolves around draw-7s. Basically you cast some mana acceleration, cast a draw seven with mana floating, cast more spells, and then cast tendrils (or switch into one of the first two kill methods). I kill in this method least since it is more luck dependant and risky than the other two, so I try to set one of the others up if I can.
You'll notice that, although Tendrils is indeed uncounterable, all methods that ToD wins with require a counterable card to resolve, so this really isn't an uncounterable combo deck as some seem to think.
Hurkyl's Recall, I suppose, would be a fourth available kill method, but I don't like it since Recall can be dead in too many situations, and forces you to run artifacts that you otherwise would rather not (Shield Sphere...etc.). But nothing is set in stone. Which direction is best for the deck? My opinions I think are obvious from my decklist and card explanations. I'm especially eager to here what you have to say Jason, since it was after all you who thought up the deck, and I believe that you have taken it in the opposite direction as me (two coloured and using Hurkyl's Recall). Discuss!\n\n