The week after the Columbus Mox Tournament (Dec. 28th) I was hard at work on post January Combo. Unfortunatly, a modified TPS was just sooooo slooooowww more often than not winning on turn three and being completely unable to beat Tog without 4 md Xantid Swarm.
What follows is the original inception and evolution of Death Long for Open Sourcing.
You've heard people suggest Death Wish before - but I had always dismissed it. So, desperate for something to work, I tried it on Dec. 30th and it was AMAZING.
A few things about Death Wish that meandeck people have heard me rant about repeatedly. First, you don't have to reveal the card!! Second, you don't just have to get Sorceries! You can get creatures, instants and even lands! This problem with that is that you have unlimited choices in SBing. Literally - every card is something you have access to.
This deck is something of a labor of love for me - not because I'm enthralled with combo - but becuase of my underlying belief, that becuase Type One is the broken format, Combo should necessarily be the best archetype.
Here was my first serious list:
From: "smmenen" <
Smmenen@lycos.com>
Date: Wed Dec 31, 2003 12:17 pm
Subject: Smmenen.dec?
1 Crop Rotation
1 Memory Jar
1 Demonic Tutor
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Lotus Petal
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
1 Mind's Desire
1 Lion's Eye Diamond
1 Time Walk
1 Timetwister
1 Tendrils of Agony
3 Duress
4 Dark Ritual
1 Vampiric Tutor
1 Mystical Tutor
4 Brainstorm
1 Wheel of Fortune
1 Windfall
1 Ancestral Recall
1 Yawgmoth's Bargain
1 Necropotence
1 Tinker
1 Tolarian Academy
3 Xantid Swarm
2 Glimmervoid
4 Gemstone Mine
2 Elvish Spirit Guide
4 City of Brass
1 Chrome Mox
1 Mox Diamond
1 Burning Wish
4 Death Wish
SB:
1 Yawg Will
1 Diminishing Returns
1 Tendrils of Agony
1 Gorilla Shaman
1 Rack and Ruin
1 Duress
1 Xantid Swarm
1 Primitive Justice
1 Meltdown
3 Naturalize
3 Crumble
It plays just like Long. You just have to play more carefully. The
key reason regular combo stinks is becuase you have to rely on draw
7s. Long used Draw 7s as a last resort. So does this deck. With
Burning Wish and Death Wish you have 5 more threats that don't
involve refilling your opponents hand. Your goal is simply to dump
some mana and a tutor in your graveyard - which means finding Dark
Rituals is important, then cast Death Wish + Yawg Will and win.
Or else you find Desire, Necro, or Bargain and abuse them and then
lose like 2 life to Death Wish and win. The alternative is to rely
on some draw 7s, which can be legitimate.
Any SB suggestions?
Maybe a Goblin Welder?
Steve
Here was the next update:
Date: Sun Jan 4, 2004 12:42 am
Subject: LongDeath and TnT lists
LongDeath:
4 City of Brass
4 Gemstone Mine
2 Glimmervoid
1 Tolarian Academy
4 Dark Rituals
1 Elvish Spirit Guide
1 Crop Rotation
1 Chrome Mox
1 Mox Diamond
1 Mox Pearl
1 Mox Sapphire
1 Mox Ruby
1 Mox Jet
1 Mox Emerald
1 Sol Ring
1 Mana Crypt
1 Black Lotus
1 Lotus Petal
1 Mana Vault
1 Lion's Eye Diamond
General Utility, AKA, The Good Schtuff
4 Duress
4 Brainstorm
1 Chain of Vapor
1 Time Walk
1 Ancestral Recall
Tutors:
1 Demonic Tutor
1 Mystical Tutor
1 Vampiric Tutor
1 Enlightened Tutor
1 Demonic Consultation
Draw7s AKA the Last Resort:
1 Windfall
1 Tinker
1 Memory Jar
1 Timetwister
1 Wheel of Fortune
Wishes - Things that Find Yawgmoth's Will - Five this time!!
4 Death Wish
1 Burning Wish
Really Good Shit:
1 NecroPWNtence
1 Yawgmoth's Bargain
1 Mind's Desire
Finisher:
1 Tendrils of Agony
Before I give my SB, a brief funny aside. Paul Mastriano recounted
a funny aside that emphasizes how powerful the old long was. He
said he loved playing Ancestral just as counter-bait. After all, he
recounted, if that went through you knew something was very very
wrong and you could just go nuts. Sooo TRUE.
SB:
Keep in mind that you do NOT have to reveal the card you get with
Death Wish.
So far my SB isn't that stupendous but its powerful:
The usual suspects:
1 Tendrils of Agony
1 Yawgmoth's Will
4 Xantid Swarm
1 Hurkyl's Recall
1 Meltdown
1 Primitive Justice
1 Tormod's Crypt
3 Crumble
2 Naturalize
Hurkyl's Recall has been an MVP so far.
The mainboard isn't completely finished. It may want 2 Elvish
Spirit Guides instead of One, but then again, it may not. These
things need to be tested in detail and I'm sure over the next few
months we'll discover what is best.
Stephen Menendian
On January 7th I made some analysis which I think is super-important - and remains so at the moment:
From: "smmenen" <
Smmenen@lycos.com>
Date: Wed Jan 7, 2004 11:15 pm
Subject: How To Win WIth LongDeath
The round of preliminary testing has ended and I'm ready to present
some analysis of where Long stands. In the process, we can hope to
shed some insight into how to play the deck build for some of you
who might want to try their hand.
How things shake down.
Death Wish BB1
Yes, Death Wish is no Burning Wish.....Its better....just kidding.
Death Wish is certainloy not strictly inferior. Let me try to
identify how the casting cost difference affects long. The red
meant that your mana base was basically UB/r. That was a problem
for Long and why you really needed the chromatic Spheres. In fact,
alot of the turn one wins involved using chromatic sphere to make
Burning Wish a 2R cc cantrip.
In that respect, Death Wish adds more consistency. One problem with
Death Wish is that with one ritual you cannot recast the ritual
since the Death Wish and yawg will eat up the black B and BB. This
hasn't been a problem at all though. If you don't have one extra
black mana, you aren't going to be able to go off anyway unless you
have two or more rituals and some really good shit.
Most important cards:
Brainstorm and Dark Ritual.
Dark Ritual is now the central broken mana source and my most
frequent Consult target. Brainstorm is even more imporant than
ever. Prior to the restrictions, the Draw7s were acceptable becuase
of their synergy with Lion's Eye Diamond. Otherwise Draw7s were
mostly a last resort - the reason is that Duress, Wheel requires
another black to play another Duress to clear their new hand - all
that clearing sucks. The problem with Draw7s as it stands now is
that you are even less likely to have any good amount of mana
floating off a turn 1 draw 7 and thus you are much less likely to
randomly win off a turn one draw7 with three LED mana floating.
Net result? That eats into the old long's turn one win percent -
which if played aggressively rose to around 35-40% although most
poeple don't believe it - it was true. The new long has no more
than a 20% turn one win percentage and probably less. But its hard
to tell because like old long, speed isn't everything and I don'
tplay to win on turn 1 - I play to WIN period.
Why is Brainstorm so much more important? Becuase without Draw7s
becing so broken, you need a way to optimize your hand with mana,
duress, and tutors so that you can follow your ideal plan of just
winning immediately - the preferred path to victory of not having to
deal with draw7s.
Because the draw 7s are weaker - it basically means that you need to
slow down the game as much as possibly before using them. That has
affected a few cards: Time Walk is now really importatant and
Desire, Bargain, and NERCO increased in importance as the draw7s
decreased.
With all that in mind, the deck is unfinished. It still needs one
or two more cards and I'll explain my experimental decisions at the
end:
4 Gemstone
4 City of Brass
2 Glimmervoid
1 Academy
I still don't understand why that land base is so money, but it is.
5 Moxen
1 Black Lotus
1 Mox Diamond
1 Chrome Mox
1 LED
1 Mana Crypt
1 Mana Vault
1 Lotus Petal
1 Sol Ring
4 Dark Ritual
2 Elvish Spirit Guide
1 Crop Rotation (it's a "wet" or blue ritual, if you will)
Protecting and Setting up the combo
4 Brainstorm
4 Duress
1 Time Walk
1 Ancestral
The Tutors:
1 Vampiric tutor
1 Mystical Tutor
1 Demonic Tutor
1 Demonic Consulation
Ways to find Yawg Will
4 Death Wish
1 Burning Wish
I WIN:
1 Necro
1 Bargain
1 Mind's Desire
Draw7s:
1 Tinker
1 Memory Jar
1 Wheel of Fortune
1 Windfall
1 Timetwister
Finisher:
1 Tendrils of Agony
At this point i have one test card:
1 Mirri's Guile. WTF?
I don't like Enlightened Tutor. Recall my discussion of how
important Brainstorms now are. If I could easily cast Sylvan I
would play it, but I can't. This deck only wants to set itself up
on turn one for a monster turn two win. Mirri's guille fulfills
that Brainstorm Function but gives me another way to do it. I'm
open to suggestions to cut it, but so far its really good.
Just to Summarize of the moment, Death Wish is actually not slower
than Burning Wish, BUT Draw7s are worse without 4 LEDs - thus making
the deck appear slower simpkly becuase it has about 1/2 the number
of turn one wins - it is actually just as much of a turn two deck as
it always was.
I can go into more detail if people want - but I figured poeple were
interested in how the games go. I'll just close by saying that
Bargain and Necro are still AMAZING becuase you just go to 2-3 life
and then cast Death Wish for tendrils and refill your life and kill
them.
But perhaps the biggest breakthrough was:From: "smmenen" <
Smmenen@lycos.com>
Date: Tue Jan 13, 2004 2:37 pm
Subject: ALERT: Radical Update to Long
I try and take these things slowly - making sure that I am certain
with updates before I report these things, that's why they have been
so sporadic.
As many of you know, I've been constantly tweaking Long in the past
few weeks ? starting with Dec. 29th when we first put Death Wish
long together under the assumption that Death Wish was a good
replacement for Burning Wish.
A week ago I sent out an update on where the deck was and what I had
together at the moment and I attempted to explain some of the
changes I had made. The deck was doing very well against many
matchups, but Friday night I had a bit of trouble against Joe's
Tog. Admittedly he drew *very* well, but I lost something like 5
games in a row before I won 4 in a row. I was constantly making
adjustments as we were playing. In the end, I was disappointed with
several elements of the deck.
The first few games we played I was trying to play conservatively,
as I might with old long if I had the chance ? I would try and clear
the way first before playing a key spell. Well one of the lessons
learned back in Sept/Oct that night when Kevin and I finally put the
Tog from HELL for combo (with four duress) up against Long was that
the way Long won was by constantly applying pressure. What this
meant was that you would try and force your way through the Tog
deck. This was not an easy task considering that at the same time
draw7s would want to be played 2nd and you didn't want to break your
LEDs. I spent some time illustrating this difficult and the best
way to mitigate it in my subsequent SCG article covering the matchup
and I posted a perfect split of 4-4.
Well, I had to learn that lesson again in the context of new Long.
Longdeath is more razer's edge in that regard, but at the same time
its not. Let me explain. You do not have extra mana to spend on
Duress, at the same time you don't have to consider whether to blow
an LED or not. The correct way to play long ? and once I did this I
started winning against Joe, is to PLAY the draw7s immediately ?
play those threats. Play the threats, if they counter the threat,
play another the following turn, if they don't fine. They aren't
combo ? they aren't going to combo you out even if you can do
nothing off the draw 7. Instead I was trying to duress first and
I'd get wrecked by his Duress, his Shaman, his Wasteland, and his
Mana Drains. You have to apply all the pressure you can muster
immediately. Midway through our testing I also decided to try
Hurkyl's Recall as a maindeck card and to my amazement, it was
perfect. It would help against Joe's turn one: Mox, Lotus, Land
openings but primarily, by playing aggressive draw 7s, it could also
help rejuvenate my mana on one turn.
This got me thinking: I never want to cast Duress anymore ? why use
it? Last night I goldfished 20 games with Duress as Force of Will
and it was INCREDIBLE. I was asking myself why in the hell didn't I
try this with long? Force of Will never would have worked in old
long. The first and obvious reason is that LED basically precludes
countermagic. In my current build of Long I have 16 blue cards with
4 fows, that's four more than Crazy stax at time. It worked so
perfectly I can hardly express. In goldfising it would help secure
a turn one back up for Dark Rit, Necro. It would be there after I
bargain to help protect me from countermagic ? it was just so
amazing that I was actually a bit stunned. I won a huge percentage
of my 20 goldfishes on turn one ? something like 7 or 8 ? and over
half of those because I had FoW ? otherwise I would have been one
turn slower, or more, with Duress protection.
Anyway, here is the list:
2 Glimmervoid
4 Gemstone Mine
4 City of Brass
1 Tolarian Academy
7 Moxen including Diamond and Chrome
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Lotus Petal
1 Grim Monolith (has been fine so far) because of:
2 Chromatic Sphere
1 Lion's Eye Diamond
4 Dark Ritual
1 Crop Rotation
1 Hurkyl's Recall
4 Force of Will
4 Brainstorm
1 Ancestral Recall
1 Time Walk
1 Mind's Desire
1 Yawgmoth's Bargain
1 Necropotence
1 Tinker
1 Memory Jar
1 Windfall
1 Timetwister
1 Wheel of Fortune
1 Burning Wish
3 Death Wish
1 Demonic Tutor
1 Demonic Consultation
1 Vampiric Tutor
1 Mystical Tutor
Finisher:
1 Tendrils of Agony
At this point, the deck is much closer to being tournament ready ?
although I am demanding the utmost strict secrecy as I did with
Slavery until we decided none of us wanted to play it. If
necessary, I will not be playing this at the local tournaments just
to keep it out of tournament reports and out of sight.
Retract may or may not find a place in this build, if it does, it is
key to understand why it would be good, which requires some
explanation because it is not as obvious as one might think.
Steve
The final suggestion to the deck was the
at midnight before the Waterbury, I was talking with Kevin Cron and he suggested Cabal Ritual - which in a few goldfishes where it was inserted, the card was insane.
At this point I have tested with 4 Cabal Rituals and I like what I see, but I am not satisfied. The deck is still two tiered and I really don?t know which direction to push the deck in as of yet.
For the Waterbury, becuase I had not tested Cabal Ritual I cut it in the morning at Carl's urging and the Grim and the Mox Diamond for two maindeck Xantid Swarms. I had also cut Mystical to make room for a maindeck Diminishing Returns.
One of the key things for Waterbury was that the deck was a TOTAL surprise. Nobody saw it coming and that was a powerful bonus. I think one of the biggest traps I get into is thinking, against control, that I have to protect my key spell. This only gets you into a rut. It is simply not possibly to protect your spells like it once was with old Long. The deck does not have enough resources to do this. The best strategy, and the only good way to win against control is to continually pile on the threats.
Here is my most recent list:
4 City of Brass
4 Gemstone Mine
2 Glimmervoid
1 Tolarian Academy
1 Mox Sapphire
1 Mox Emerald
1 Mox Pearl
1 Mox Ruby
1 Mox Jet
1 Chrome Mox
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Black Lotus
1 Sol Ring
1 Lion's Eye Diamond
4 Dark Ritual
3 Chromatic Sphere
1 Crop Rotation
2 Foil Cabal Rituals
1 Ancestral Recall
1 Time Walk
1 Timetwister
1 Wheel
1 Windfall
1 Tinker
1 Diminishing Returns
1 Memory Jar
1 Necropotence
1 Mind's Desire
1 Yawgmoth's Bargain
3 Death Wish
1 Burning Wish
1 Vamp Tutor
1 Demonic Tutor
1 Demonic Consulation
1 Tendrils
4 Brainstorm
4 Force of Will
If you are in a heavy control environment, I would add MD Swarms.
If you have any questions, I will do my best to answer. As for the future of this deck, I?m uncertain. It will take a lot of work and testing, but I believe that it has a real future. In the meantime, I have started working on another Academyesque combo deck reminiscent of Koen?s Diminshing Returns deck from last June based on the theory that Diminishing Returns is one of the most broken unrestricted cards and abusing it can be rewarding.
Stephen Menendian