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Author Topic: [Article] I have a Death Wish for Yawgmoth's Will, Part Two  (Read 8982 times)
Smmenen
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« on: October 06, 2004, 10:15:14 pm »

http://www.starcitygames.com/php/news/expandnews.php?Article=8219

In this article, I’ll explain the game plan of the deck and then describe how to use the core cards properly, because every card has qualifications upon when you should play it that may not be immediately obvious. First I want to address the most important decision you will make in every game that you play with this deck: mulliganing.


I really take some time in this article to comb through the many decisions that are made.  Some may seem obvious but I'm almost certain that if you think about what you know before reading the article and then think about what you know afterward, you'll come away with ALOT more knowledge.  

I hope it also addresses some of the comments made about part one.  I look forward to reading your thoughts.
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« Reply #1 on: October 06, 2004, 10:48:59 pm »

Good, helpful article. I've already streamlined some of my goldfishing after reading it. It also deepened my overall knowledge about the intracacies of all Storm combo in t1.

One question, though:
Quote
Even with Mystical Tutor, you can play a land and pass the turn on your first turn, and on your second turn's upkeep you can Mystical Tutor or Vampiric Tutor for Mind's Desire.

Why would you wait for the second turn's upkeep, instead of doing it at your opponent's EoT?
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Smmenen
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« Reply #2 on: October 06, 2004, 10:55:08 pm »

To up your storm count of course Smile
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« Reply #3 on: October 06, 2004, 10:57:16 pm »

One assumes that it's to up the storm count for turn 2.

EDIT: Great minds think alike... Very Happy
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« Reply #4 on: October 06, 2004, 11:06:44 pm »

Quote from: ShadyPhoenix
One question, though:
Quote
Even with Mystical Tutor, you can play a land and pass the turn on your first turn, and on your second turn's upkeep you can Mystical Tutor or Vampiric Tutor for Mind's Desire.

Why would you wait for the second turn's upkeep, instead of doing it at your opponent's EoT?


If you have the mana to play it in your upkeep instead of at eot, it ups the storm count for your desire.

Edit:OMG 3 at a time lol.
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everythingitouchdies
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« Reply #5 on: October 07, 2004, 05:35:35 am »

This article is very well composed. An informative and helpful read. Great Job.

EITD
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« Reply #6 on: October 07, 2004, 10:48:46 am »

great article, i have been goldffishing with this deck and this article should help speed up my kills
Thanks Stephen
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« Reply #7 on: October 07, 2004, 11:48:14 am »

Something I feel you need to touch on Steve is why DeathLong should or shouldn't be played over Draw7. Considering that you abandoned Death Wish for Diminishing Returns in Storm Combo, and then decided to come back to Death Wish leaves unanswered questions.
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« Reply #8 on: October 07, 2004, 12:28:10 pm »

Quote from: BreathWeapon
Something I feel you need to touch on Steve is why DeathLong should or shouldn't be played over Draw7. Considering that you abandoned Death Wish for Diminishing Returns in Storm Combo, and then decided to come back to Death Wish leaves unanswered questions.


He explained that in part 1.  Baically, Steve gave an example and concluded that although draw 7 could resolve draw 7s under any circumstances, it was a flawed concept because each draw 7 weakened your deck while strengthening your opponent's.  He moved on to explain that death wish was a better auxiliary threat than additional dimishing returns, especially as 2UU is often diffucult to obtain while 1BB is considerable easier as you have accesss to rituals.
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« Reply #9 on: October 07, 2004, 12:30:11 pm »

@ BreathWeapon

I'm not sure, but I think that Steve mentioned that he was unsatisfied with Draw-7.dec because be was forced to win by relying on a set of cards that would help his opponent find more answers (i.e., the Draw-7's themselves).  

Death long (and the old long in general) seems less reliant on the Draw-7's, and more reliant on the Death Wish->Will (or tendrils)->Win.

But eh, this is just a guess. I just stared playing combo a couple weeks ago after Waterbury and I'm still pretty new to the archetype in general.  
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« Reply #10 on: October 07, 2004, 04:22:26 pm »

I'm still not clear why this deck is or is not better than TPS, the deck to which it is most similar other than Draw-7 (which has already been discussed).   People from Europe keep raving about how good TPS is and I'm not sure if TPS has put up numbers here in the US, but I would be interested to know if Steve thinks that is because it is inferior or just underplayed/played by people who are not experts.
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« Reply #11 on: October 07, 2004, 09:42:03 pm »

I understand that a Combo strategy of D7's is less desirable than Wishes, however Steve didn't elaborate on whether or not the metagame plays a factor in deciding which Storm Combo Deck is the better choice.

Wishes have their flaws to, Gandalf. While Returns is always sufficient to set you into motion in your First 7, a Wish is not.
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Smmenen
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« Reply #12 on: October 08, 2004, 11:12:41 am »

If I were playing TPS, I would be worried about other combo decks.

Dragon is as fast as you are.  I can only imagine that Belcher is a terrible matchup for you.  Belcher seems to have little trouble going 50-50 against decks like Tog and I can't imagine how a deck without Mana Drain would be much better.  

At the Waterbury Carl played against Belcher, Dragon and TPS and pwned them all.   MeanDeath is also more fun to play.  But it's also more challanging.  I hope more people try it and I hope this article will help in that effort.

Who here is actually trying this deck and has liked it?
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everythingitouchdies
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« Reply #13 on: October 08, 2004, 11:34:01 am »

Quote from: Smmenen
If I were playing TPS, I would be worried about other control decks.

Who here is actually trying this deck and has liked it?


I have been playing this deck, and so is one of my affiliates, and we have both been having a blast with it. Tweaked for some metagame reasons, and some personal preferences on choice sideboard cards, this deck has been good to me. I am interested in the next part of the article more than anything, since it will touch on the aspect most people are the least comfortable with and that we have spent alot of time on.

I am alternating TPS and DeathLong, and I have alot of positive things to say about both. I actually prefer TPS in the control matchups, but it is really a different deck entirely and has to be played different, by which I mean slower, if you expect it to work. Most of the time if you hear someone complaining about one Tendrils deck and praising another, they were misplaying the former and not necessarily realizing it.

EITD
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Smmenen
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« Reply #14 on: October 08, 2004, 11:37:55 am »

I meant "combo" when I said "control" right there.  

The next part of the article essentially goes into matchup analysis in detail.
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everythingitouchdies
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« Reply #15 on: October 08, 2004, 12:12:26 pm »

Quote from: Smmenen
I meant "combo" when I said "control" right there.  

The next part of the article essentially goes into matchup analysis in detail.


Which makes more sense. I didnt pick up on it. I look forward to the next piece.
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« Reply #16 on: October 08, 2004, 04:09:25 pm »

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Who here is actually trying this deck and has liked it?

I've been testing it a little (college gives me very little time for magic), and it's amazing.  

The one thing I didn't see in the article that I really wanted was the absolute importance of Brainstorm.  Yes it helps your mana, and it digs down.  But everybody knows that.  The reason it's so much better in ___Death (call it what you want) and TPS than in most decks is because almost a third of your deck says "I win."  So after you've drawn your hand of seven, a Brainstorm almost guarantees you hit one "I win card."  A resolved Brainstorm basically means you will win this turn or the next one in probably more than 9 games out of 10.
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Mixing Mike
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« Reply #17 on: October 08, 2004, 04:24:32 pm »

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Who here is actually trying this deck and has liked it?


I haven't had many opponents, yet the goldfishing sure is fun.  I'll be playing it on the side for a while to get the hang of it.

Also, I've made City #4 into Glimmervoid #2.  Like I said, I havn't had any opponents, and it's only failed me once through my opening hands.  Is this a good idea, or is that one time enough to not run the 2ed Glimmervoid?  Is it because of the hate against brown stuff the reason why you don't play the 2ed?  I'm curious is all, and extremely new to Tendrils-based combo in general.
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everythingitouchdies
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« Reply #18 on: October 08, 2004, 04:36:27 pm »

Quote from: Mixing Mike
Also, I've made City #4 into Glimmervoid #2.  Like I said, I havn't had any opponents, and it's only failed me once through my opening hands.  Is this a good idea, or is that one time enough to not run the 2ed Glimmervoid?  Is it because of the hate against brown stuff the reason why you don't play the 2nd?


When I first built this I played 3 City of Brass and 2 Glimmervoids just because I didnt have another Arabian City. I didnt have any real problems with it, but there were plenty of times when I could have. With the induction of CoK, I am running 3 CoB and 3 Forbidden Orchards (removing the two glimmervoids and the underground sea) and am much happier than I was running Glimmervoid in the first place.
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« Reply #19 on: October 08, 2004, 04:37:59 pm »

Quote
Also, I've made City #4 into Glimmervoid #2. Like I said, I havn't had any opponents, and it's only failed me once through my opening hands. Is this a good idea, or is that one time enough to not run the 2ed Glimmervoid?



Personally, I like Glimmervoid the least out of all the 5c lands in the deck.  However, much to my suprise, Forbidden Orchard has been really good in testing.  I initially thought the damage would add up too quickly, but it doesnt matter as much as I thought it would.  I am definitely dropping the Underground Sea and the Glimmervoid for 2 Forbidden Orchards.  I may even add a 3rd at the cost of a Gemstone, but only more testing will tell.

I've been testing the deck quite a bit and really like it.  I'd never have the balls to take it to an actual tourney, but its probably my favorite deck in the format right now.
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« Reply #20 on: October 08, 2004, 05:51:50 pm »

I try and play as much Storm Combo as possible, because you always learn something new every time you sit down with Tendrils.

I've had good numbers across the board except for Mono-U. It's really damn hard to deal with FoW, Drain, Leak and 2-3 other random C-Spells or Chalices. In this match up, you really feel Death Wish's inability to act as a Primary threat. The Mana Intesnity and Tempo loss of the card is a real pain in the ass when you fighting Tooth and Nail to slip a bomb through their 12-14 Counter Wall.

I'm looking forward to your explanation of this match up, because short of Boarding Swarms and praying they resolve I've had a terrible match against Phid.Dec
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« Reply #21 on: October 08, 2004, 07:34:45 pm »

Has getting utterly destroyed by Pillar been a problem with this deck in testing so far? Razz
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« Reply #22 on: October 08, 2004, 08:56:32 pm »

Quote from: Vegeta2711
Has getting utterly destroyed by Pillar been a problem with this deck in testing so far? Razz


Death wish/burning wish--> simplify/hull breach Smile.

I would assume, though, that pillar has not been tested against extensively as it is not common except in decks lacking good maindeck disruption (things like mono R or R/G beatz).  Against straightforward aggro decks you should still be able to win via 3 routes: 1: kill them before pillar hits,2: duress pillar, 3: pwn pillar via simplify/hull breach tech.
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Smmenen
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« Reply #23 on: October 08, 2004, 09:07:09 pm »

It's muuuuuuuuuuuuuuuch easier to win under Pillar than Trinisphere - which is doable as well.

Gandolf is right though.  If you are playing something like FCG, Duress will be able to nail it.

Not to mention, you can actually win with a Pillar on the table by having drawn either the Burning Wish or the maindeck Tendrils or a tutor for the maindeck Tendrils.  Pillar is not high on my list of cards I'd worry about.  Null Rod is stronger.
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« Reply #24 on: October 08, 2004, 09:32:58 pm »

The part on Brainstorm was right on target.  Anyone who's played control can tell you that Brainstorm might be the best unrestricted blue card in type 1 (it holds it own really well in company with Mana Drain, Force of Will, and Cunning Wish).  Understanding how important Brainstorm really is is paramount to playing this deck.

The information on Necro was definitely the high point of the article, however.  Mark Rosewater wrote an article not too long ago that, from a design point, Necropotence is one of the best cards R & D has ever come up with.  It is also a card that is very difficult to master, as he pointed out.  Learning to use Necro properly wins games.

I'm looking forward to part 3.  I've been testing this deck and can't wait to see how your analysis compares to what I've discovered.
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Smmenen
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« Reply #25 on: October 08, 2004, 10:22:18 pm »

How has your experience compared to what I've said?  

What is it that you would find helpful?

Part three is basically matchup analysis and description - it's twice as long as parts one and two though.
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« Reply #26 on: October 08, 2004, 10:31:15 pm »

Why is Simplify in the board?  I can't see any reason, except for being 1 mana instead of 2, that it's at all better than Disenchant, and I'd think Disenchant would be helpful for also being able to hit artifacts.

Also, the manabase change I made was:
-1 City of Brass
-1 Gemstone Mine
-1 Glimmervoid
-1 Underground Sea
+4 Forbidden Orchard

Although I may cut it back to 2 or 3, I've found that I want the turn 1 City instead of turn 1 Forbidden Orchard, but after that the Orchard is better (and turn 1 Orchard over turn 1 Gemstone, but after that Gemstone is good).  Also, I often found problems with the Glimmervoid on an early setup turn, because I tend to hold back mana artifacts until I can drop them all at once to up the storm count, which means it might be dead, and if you only draw 1 card, it's gone.  Forbidden Orchard is much better.
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« Reply #27 on: October 08, 2004, 11:16:28 pm »

Quote from: Anusien
Why is Simplify in the board?  I can't see any reason, except for being 1 mana instead of 2, that it's at all better than Disenchant, and I'd think Disenchant would be helpful for also being able to hit artifacts.

It's there because it's cheap and effective as well as being a sorcery so you can get it with burning.

I know many people have been happy with the orchard; they seem to be quite effective.
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« Reply #28 on: October 09, 2004, 12:05:34 am »

Great article, Steve.  I've been playing this deck (or something very close to it) for a few moths now, and I definitely think it is a contender.  Hopefully your articles will convince others to at least give this deck a shot.

    Right now, I'm testing 4 Orchards over 1 City, 1 Gemstone, 1 Viod and 1 Sea.  Have the Orchards been working for anyone else?  In limited testing, they seem good, but 4 may not be the right number.
    Also, has anyone removed the Crop Rotation?  I was never happy with it, so I cut it... any thoughts on what to add?  I've been testing a lone Intution, which seems expensive a lot of time, but is randomly amazing.
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everythingitouchdies
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« Reply #29 on: October 09, 2004, 03:17:26 am »

Quote from: nietzreznor

     Have the Orchards been working for anyone else?  In limited testing, they seem good, but 4 may not be the right number.
    Also, has anyone removed the Crop Rotation?  I was never happy with it, so I cut it... any thoughts on what to add?  I've been testing a lone Intution, which seems expensive a lot of time, but is randomly amazing.


I have settled for 3 orchards, 3 cities, 4 gemstones, and tolarian. I am extremely happy with it.

I cut crop rotation long ago, adding a maindeck Rebuild to complement the maindeck Hurkyl's. CC variation is good.

Crop rotation is strong, but it was the easiest to cut from the deck for me because it is conditional.

EITD
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