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Author Topic: [Report] Waterbury Top 4 with Meandeck Tendrils  (Read 7752 times)
Saucemaster
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« on: January 23, 2005, 12:22:47 pm »

Prelude

It is the night of Friday, January 14th.  Our hero--six feet tall, blade thin and pale as a ghost, yet somehow incredibly... sexy...--awaits The Van in the cold January air of Philadelphia.  It is past 10pm, and The Van has still not arrived.  The streets of this trendy downtown Philadelphia neighborhood are bustling, and he waits patiently, watching the foolish mortals stumble by.

The Van arrives, the door opens, hands grasp the slender figure and pull him inside, and just as quickly the door closes, as the vehicle speeds off into the night.  Leaves the light and energy of the city behind.  Heads into a darkness that is more than the mere absence of light.  A Darkness that is a stain on the face of human decency, a soul-crushing weight that drags down all that transcends the merely animal in humanity, that drowns it in the depths of the frigid Delaware River.  The Van heads into The Darkness.  The Van heads into NEW JERSEY.

Before

If you feel a crawling sensation, a certain guttering of the flame of your human intelligence, an oily slime on the surface of your consciousness, check the road signs.  You might be on the New Jersey Turnpike.  I know I was.  

You might also be missing your ID, but you won't realize that until much later.

I spent a few days this summer driving across the country in my recent move from San Francisco to Philadelphia, and believe me when I tell you this: the only thing worse than a Burger King in Nebraska is a Burger King in Southern New Jersey.  There's this one on a stop on the Turnpike that totally fucking sucks.  Don't go there.  In fact, stay away from the NJT altogether if you can.

But back to the story.  The Van, despite some troubling incidents involving turnabouts marked as exits, and soft drinks whose prices are inexplicably mysterious even to the very people who are supposed to sell them, manages to arrive in Waterbury without any significant problems.  The Meandeck Ohio crew, myself, and a barn or two all bed down in the hotel.  This isn't nearly as sexy as it sounds, because it was late, and we were tired, and anyway JP wasn't there yet.  Meandeck Rule #7 (cribbed from the Paragons) is, "No Sausage Fests without JP or an Official JP Representative present."  We like capital letters.  Anyway, we slept.

We awaken, and those of us who didn't shower before going to bed the night before shower now.  Because Meandeck Rule #5 is, "Don't be That Guy who doesn't shower."  Carl and Liz, who need no introduction, and Steve (Zherbus Steve, aka "The Most Irish Steve Ever" (according to Hi-Val Doug, aka "The Standard Argument")) and Tyler (TJ-Whoopy Tyler, who I don't have a nickname for yet but is way too cool not to have one) all join us in our (now very cramped) hotel room to sleeve up and go over everything one more time.

We head down to the tournament, which for a Vintage tournament is pretty staggeringly large.  Quite possibly the largest Vintage tournament ever in North America.

The Ass-Whooping

Pairings go up.  I have that nervous jittery feeling, but it's that good nervous jittery feeling, like "Alright, time to fucking pwn" and not like "Oh shit, I forgot that project was due today."  I'm playing Meandeck Tendrils, which while fragile, is also broken as hell and almost as hot.  Who DOESN'T want to goldfish on turn one almost 70% of the time?

Round 1 I'm paired against Rob.  I didn't write anyone's last names down, so if I played against you, forgive me for only knowing your first name.  Game One: I win on turn one, the second turn of the game since I lost the die roll.  Game Two: I'm not even sure what he's playing.  I side in Force of Will.  I have literally no notes on this game except my little scribblings on how much black/blue/colorless mana I had in my pool and my storm count.  I win.  I'm about 80% sure this deck was Control Slaver, but I really didn't see much of it.

So, nice start.  Nothing like a turn one win to start a tournament right.

Round 2 I play Jared.  He's playing Control Slaver, which becomes a theme of this Waterbury.  Game One: I Spoil myself to death.  Ouch.  Game Two: I win on turn one on the back of Consult and Demonic Tutor.  Game Three: He Welds in a Platinum Angel, and I have Hurkyl's Recall and Yawgmoth's Will in hand.  The obviously correct play is to Hurk him at his EOT, then play YawgWill on mine.  If he counters the Hurk, great, I'll replay it.  I make an incredibly stupid mistake, however, and decide that since I need to resolve Hurk or I'll lose, I have to bait with Will before I play Hurk.  He counters the Will, but obviously I can't play Hurk on the same turn now and still win.  A man only has so much mana to use, after all.  I have to pass the turn, and he has a counter for my Hurkyl's Recall that he may or may not have found on the extra turn I shouldn't have given him.  I don't know if that play error cost me the match, but even if it didn't, I deserved to lose.

The rest of my team is having similarly mixed results.  Z has already died to Spoils at least once, and in general we're just foundering.  I need to stop with the stupid mistakes, and I need to start doing what I came here to do.  Game time.

Round 3 is against our very own Method!  He wins the die roll, and says "I know what you're playing--I played a few games against JP last night, and he had it.  Hmm, this is risky, but I keep."  I keep, too.  He plays Wasteland, Mox, go.

Now there is only one way that a man of Method's obvious intelligence kept that hand when he knew what I was playing, and I know this because I played Stax against Zherbus in testing.  Next turn, I promise you, he was going to play another land, and a Trinisphere.  That's why I didn't give him his next turn.  That's what Zherbus did to me in testing when I had those hands, too.  What can I say, I learned from the best.

Game Two: I keep a hand with two Force of Will and no other blue cards.  I have written here that I Forced a turn-1 Trinisphere.  I'm thinking it was actually a turn-one Tinker, but I may be confusing that with another game.  It was a card that kicks my ass, anyway, so I thought maybe I should stop it.  My first turn is relatively uneventful--Land, Chromatic Sphere, go.  My second turn is pretty event-tastic, though, because that's when I win.

Sorry about that, Method.  You did exactly what you were supposed to in that matchup, but I just had the goods.  That's what kept happening in our testing, so know that I wasn't a TOTAL lucksack.  

At this point, I'm starting to hear the sound of inevitability.  I'm starting to feel it deep down.  I am not going to lose before the Top 16, and I know it.

Round 4 sees me face Mike Burns, who's playing Tog.  I don't know that until after the match is over and we talk about it, though, because he doesn't get much of a chance to do anything.  Game One: I win on turn one.  He didn't have the Force.  Game Two: I keep a hand that's either incredible or total shit, because I'm on the draw and I have to play aggressively.  This hand would have goldfished on turn one; instead it wins on turn three, after I have to punch through Duress and Force (thanks for the clarification, Mike).  Mike's a good guy, we talk a bit, and I wish him luck.  Like all the people I played against, he was a class act, and took his loss to this ridiculous deck in stride.  For those counting at home, that makes 5 hands in four rounds that goldfished on turn 1.

Round 5 vs. Nicholas.  Game One: I win on Turn One.  No FoW to stop me.  Game Two: I run into a Force of Will on my first turn, and at the end of my second turn he plays Thirst for Knowledge dropping Platinum Angel into the yard.  The clock is ticking.  Then he plays Goblin Welder on his third turn.  That's when I decide it's time for me to win, and I do, on the third turn.

Round 6 vs. Mike Panas.  Mike is a very careful and thorough player, and almost got me.  Game One: I have a hand that goldfishes on turn one, but it seems like every deck in the tournament is control, and I can't win on turn one if he has Force.  So I slow-play and don't push it.  I make a stupid mistake and try to Land Grant while holding Tropical Island, so I just play the Trop and then Land Grant afterwards--this time with no lands in hand for real!  Thanks God this wasn't a game-ending mistake, though it could have been.  He just got to cast Peek for free!  At any rate, he does have Force, and he has Drain to back it up, but I keep constant pressure on and win through both.  Game Two: He has two Force of Will.  I have total brokenness, and after he uses both to stop me, I Brainstorm, Land Grant to shuffle, then Sleight, and YawgWill is the last card I see.  Sorry, Mike.

Still undefeated in games since losing Round 2.

Round 7 vs. Jared (a different Jared).  Game One: first turn kill.  I have no idea what he's playing, since I won the die roll.  Game Two: first turn kill.  One of Jared's friends, who was witness to game one, drops in as I'm in the middle of my massive turn and says "What the hell happened?!"  Jared replied, sounding for all the world exactly like Han Solo, "IT'S NOT MY FAULT!!"  I'm sorry, Jared.  You're right. It wasn't your fault.

The train of inevitability arrives in the station, and now I can draw into the T16.  I get paired against hulk3rules (Brian Phelon) and we draw in.

The Top 16.

I'm paired against Matt.  He's playing Control Slaver!  I'm going to pause for a second to let the sheer shock of that set in.

Round 1: I die to my own Spoils, but to be fair, Matt had this game locked up after countering everything in sight.  That train is having a little trouble getting started back up again...

Game 2: ...but it gets there okay.  I win on turn 1.

Game 3: Again with the 1st turn wins!

The Top 8.

I'm paired against hulk3rules.  This is the best match of the tournament for me.  In game 1 I run into a timely Force of Will on my first turn Ancestral (that was almost certainly a first-turn goldfish, unless I drew total ass off that Ancestral) and he Donates me my very own Illusions of Grandeur, as if I needed more.  That puts him at 39 life on my turn.  I consult for YawgWill, and it's six cards from the bottom.  My five card library combined with my YawgWill allows me to Tendrils for...

38 damage.

Pwned.

Game 2: My deck apologizes, and in a kindly gesture of reconciliation, kills my opponent on turn 1.

Game 3:  I have to LG on turn 1, and he sees my FoW and Sleight of Hand (as well as the rest of my cards, none of which were blue). I can't go off turn 1--I actually can't go off until turn 3, but i keep the hand because Brian's had to mull to 5, so I figured I had time to set up against him.  That, and it's a hand that's fairly resilient to TheRapists and Duress. Sure he has at least one FoW, I decide, if possible, to play around 2 FoW. On turn three (I think), I Whisper and Brainstorm to set up my hand for the turn four attempt, and I draw a second Sleight. I really don't need to play it, and from a goldfishing perspective it's probably better to hold back with it, but I decide to give him the chance to assume I've made a mistake, that I have no remaining blue cards to pitch to FoW and that I'm playing my only Sleight to clear the cards I just had to put back on top with Brainstorm. I play the Sleight.  When I try to go off on turn four, I start by playing Ritual, hesitating and waiting for it to resolve. He counters it, probably because I have only one black source on the board, and perhaps also in part because he DOES have the second Force, and is willing to use his first liberally. I drop Lotus after he counters the Ritual (thanks for the storm!), then play Cabal Rit with Threshold, then play Will. He FoW's, and I FoW back, pitching that original Sleight.  I don't know if my tricksiness actually won the game or not, and I think that with the information he had, Brian played correctly, but I'm pretty proud of the play....

Top 4 vs. Ultima.

...And of course we all know what pride goeth before, don't we?  Game One: I die to my own Spoils with something like 15 storm.  Game Two: he plays Land, Mox, Sol Ring, Arcane Lab.

Pwned.

And thus my Waterbury experience ends most ignobly.  Deciding that celebration is better than playing out the 3rd place vs 4th place match--particularly because the other Top *8* match isn't even finished yet--I take Ray's advice and have him tell my future opponent to take whichever Mox he wants, and I'll take the other one.  And that's why I have two Mox Rubies.

As for identification... yeah, well.  I have no defense.  I found it in the pocket of a jacket I last wore about a month ago.  I have broken Meandeck Rule #389: "Don't be That Guy who loses his ID".  And for that, I have been and will be punished, and my response will be only: "Please, sir, may I have another?"

After

This time we avoid the turnpike.  KFC off the turnpike turns out to be the polar opposite of Burger King on the turnpike.  And the story ends right where it started, as our hero tramps upstairs to his apartment, tired but victorious, buoyed by the Eagles' victory over Minnesota, in downtown Philadelphia.  And it was good.
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« Reply #1 on: January 23, 2005, 12:32:31 pm »

Rock.
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« Reply #2 on: January 23, 2005, 12:33:16 pm »

Quote from: Saucemaster
Prelude

Pairings go up.  I have that nervous jittery feeling, but it's that good nervous jittery feeling, like "Alright, time to fucking pwn" and not like "Oh shit, I forgot that project was due today."  


HAHAHAHA, nice wordage. That has earned the spot of "third funniest thing I have read on TMD".

Quote from: Saucemaster
Prelude

Round 7 vs. Jared (a different Jared).  Game One: first turn kill.  I have no idea what he's playing, since I won the die roll.  Game Two: first turn kill.


Oh shit. I can only imagine the feeling of getting first-turned twice in a match.

Entertaining report, as always. Question though: do you keep your id in someplace other than a wallet?
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« Reply #3 on: January 23, 2005, 12:59:13 pm »

I guess you didn't take notes of the mulligans you did because you reported none. If not, this deck is scary as hell, which I like Cool

Congratulations on your finish!
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« Reply #4 on: January 23, 2005, 01:22:19 pm »

Quote from: BlkXplsn
Entertaining report, as always. Question though: do you keep your id in someplace other than a wallet?


Thanks!  As for the ID: at some point a couple months ago I tossed my wallet because it was falling apart.  In the meantime, I was just carrying money/ID/credit cards in my pockets.  Which was fine, except that since I never use my ID for anything, I never noticed it was missing, and never put it in my wallet when I finally got off my lazy ass and bought a new one.... Sad

Quote from: Necropotenza
I guess you didn't take notes of the mulligans you did because you reported none.


I forgot to note them.  I will say, though, that I don't think I mulliganed more than 5 or 6 times in the tournament.
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« Reply #5 on: January 23, 2005, 01:59:44 pm »

First of all, props on trying a wacky deck and smashing some face with it.  It really is a cool pile of cards.  I have some questions/suggestions about the deck (even though this is more of a tourney report thread)
1. With like 20 cantrip effects, why in the world would you run 4 spoils and no vamp or mystical tutor?  I realize the value of getting the card in hand, but for the number of times spoils killz you until you die from it, wouldn't the topdeck tutors be a good choice?  even in conjunction with spoils?
2. I have seen similar lists with Helm of awakening.  Too symmetrical?
3. with 4 dark rits and 4 cabal rits, why would you not maindeck necro?  I realize it is not helpful for the turn one win, but if it lasts till the second turn, it seems too house to languish in the SB.
4. and now for my wacky, off the wall nOOb suggestion - what about infernal contract instead of/in addition to night's whisper?  one more mana for two more cards seems okay (presuming you aren't about to spoils yourself to death?)
again great job!
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« Reply #6 on: January 23, 2005, 02:03:23 pm »

i saw a version of the decklist in a different post, but what was the exact winning decklist and sideboard?  anyone care to help a lazy dude like me out?
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« Reply #7 on: January 23, 2005, 03:42:05 pm »

Quote from: Yawg's_sammich
First of all, props on trying a wacky deck and smashing some face with it.  It really is a cool pile of cards.  I have some questions/suggestions about the deck (even though this is more of a tourney report thread)
1. With like 20 cantrip effects, why in the world would you run 4 spoils and no vamp or mystical tutor?  I realize the value of getting the card in hand, but for the number of times spoils killz you until you die from it, wouldn't the topdeck tutors be a good choice?  even in conjunction with spoils?
2. I have seen similar lists with Helm of awakening.  Too symmetrical?
3. with 4 dark rits and 4 cabal rits, why would you not maindeck necro?  I realize it is not helpful for the turn one win, but if it lasts till the second turn, it seems too house to languish in the SB.
4. and now for my wacky, off the wall nOOb suggestion - what about infernal contract instead of/in addition to night's whisper?  one more mana for two more cards seems okay (presuming you aren't about to spoils yourself to death?)
again great job!

I've gotten a chance to fish a solid number of hands, so I think I can answer this.

The deck plays really tight.  As in, it requires perfect play and things have to fall correctly for you to pull all those turn 1 wins.  You can't afford to have dead draws or lose cards.  Everything has to either draw you a card or net you mana in some way.

Vamp and Mystical have the problem of not replacing themselves, which can create problems generating storm.  You have to have a card draw effect in our hand or on the table to get the card you tutor for, which doesn't always happen, making for a good probability of a dead draw.

Helm of Awakening also has the same problem: it doesn't replace itself, making it dead most of the time. It would be pretty terrible in multiples as well.

Necro would be a dead draw most of the time.  You would never play it unless you were fizzling out, and if you have 3 black mana available, you probably aren't fizzling.  Or at least, you wouldn't expect to be fizzling.

Infernal Contract has a huge cost: half your life.  You're really pushing it when you cast Spoils of the Vault with 10 life.  Even Night's Whisper can be a bit of a risk.  If you Spoils for a 4 of with 20 life with 50 cards remaining in your library, the probability you find what you called (in the top 19) is 86.33%.  With 18 life, it's 82.23%, and with 16 life, it's 77.26%.  Every bit of life hurts.  Consider with 48 cards and 10 life (from a contract), the probability of not dying to Spoils is 57.72%--not very good.

Anyways, the report.  Well-written, and fun to read.  Good job with the deck.
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« Reply #8 on: January 23, 2005, 04:35:16 pm »

How do you sideboard with the deck since I think I read somewhere that you basically side the forces every game what do you take out for them?

Also are you going to change the SB in the future?

Also did all of meandeck run the same decklist?
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« Reply #9 on: January 23, 2005, 11:45:53 pm »

Great report and great playing. It takes balls to take a fragile combo deck like Meandeck Tendrils (Knowing you can kill yourself just as much as your opponent can) and then do quite well with it.

Have you thought about running Force main? It seems you always side it in, or would that bring the first turn win% down too much?
It seems like it might be an idea as it can help you punch through their defenses to make sure you go off. I also thought about Duress instead of force too but these are merely speculations as I haven't played the deck yet.

Props to you and the rest of Meandeck for trying to bring combo to the forefront of vintage.
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« Reply #10 on: January 23, 2005, 11:58:13 pm »

Hehe Congrats on the Great Finish and the awsome report.

And in pure honesty I didn't think you "lucksacked" it.

Your deck does what it is supposed to do, pull fast wins.


Anywho I'll just have to flow my revenge into the patriots until they stand upon a lifeless pile of green Jerseys.  Very Happy

Oh and by the way Jersey is awsome, you just gott stay above the belt.  Otherwise your van risks being attacked by farm animals, Jackson Whites, and people who can't prounce their S's,Q's,X's,V's,W's,C's
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« Reply #11 on: January 24, 2005, 12:54:56 am »

nice report.  Not that it matters i jsut wanted to edit one thing about our match.  ROund 4 game two you said you werent sure but you think you had to play around force drain it was actually duress and force but you still worked around it fine.

p.s. thank you for calling me a class act.

note: for all you guys who dont know saucemaster was routing for me for play of the day.  I was playing against sui and im at 2.  eot I cunning wish for lava dart and dart his negator twice he has his only 2 swamps leaving shade and negator.  my turn i yawg will for ancestral time walk.  on my turn i rip brainstorm, brainstorm into cunning wish and cunning wish for the same lava dart to dart his shade than negator.  Yes, i cleared my opponents entire board with 1 lava dart  Twisted Evil
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« Reply #12 on: January 24, 2005, 04:22:35 am »

Great report! The deck looks like a really interesting suicide combo variant. It's a shame you guys didn't put more people in the top 16 or top 8, and also at SCG I. It looks like a fairly decent call in a TPS-heavy meta which is what I was kinda expecting at Waterbury, given the current backlash against Trinisphere (although it ended up not being that way). It would be nice for combo in any form to put up better results in the larger US tournaments as a showcase for the archetype which is still seeing quite low numbers over there.

I know this list has been in development for a while now, so it's fairly well ironed-out, but are there any changes your team would make to the list given the large amount of tournament experience you now have with it in two quite different fields?
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« Reply #13 on: January 24, 2005, 10:54:51 am »

Quote from: jshields
i saw a version of the decklist in a different post, but what was the exact winning decklist and sideboard?  anyone care to help a lazy dude like me out?

The decklist is in the different thread.  Here it is with sideboard.

Justin Walters
4th Place
Playing Meandeck TPS
4 Tendrils of Agony
4 Spoils of the Vault
4 Night's Whisper
4 Sleight of Hand
4 Brainstorm
4 Chromatic Sphere
4 Darkwater Egg
4 Dark Ritual
4 Cabal Ritual
4 Land Grant
1 Necropotence
1 Ancestral Recall
1 Yawgmoth's Will
1 Demonic Tutor
1 Demonic Consultation
1 Lion's Eye Diamond
1 Black Lotus
1 Mox Sapphire
1 Mox Jet
1 Mox Emerald
1 Mox Pearl
1 Mox Ruby
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Lotus Petal
1 Chrome Mox
1 Bayou
1 Tropical Island
1 Windsweapt Heath

Sideboard:
1 Chain of Vapor
4 Duress
4 Force of Will
1 Bayou
1 Doomsday
1 Elvish Spirit Guide
3 Hurkyls Recall
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« Reply #14 on: January 24, 2005, 11:30:21 am »

Quote
Sideboard:
1 Chain of Vapor
4 Duress
4 Force of Will
1 Bayou
1 Doomsday
1 Elvish Spirit Guide
3 Hurkyls Recall


We all ran the same main deck. Our sideboards were another story but it had:

4 Force of Will
X Duress
X Chain of Vapor
X Hurkyl's Recall
X Fetch/Dual
X Elvish Spirit Guide
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« Reply #15 on: January 24, 2005, 01:13:36 pm »

Lots of replies to respond to!  Here's the basic deal:

How to Sideboard

Remember that I was running the list a couple posts up, and not the list that we tweaked for Richmond (which you can find at SCG).  Generally speaking, since this deck is vulnerable to almost every sort of hate in the format, if you're playing second, you should probably side in Force of Will.  What you take out for it depends on the matchup (e.g. LED isn't so hot against Control Slaver, but you probably want to keep it against Workshops), but usually involves a couple of Night's Whispers.  If it's game three and you're on the play against Workshop, we debated whether you want Force or just want to win ASAP.  Testing suggested that winning ASAP was probably the better plan, but you probably want a Hurkyl's or two (because if you stall on turn one you're acceptably likely to be left with 3+ mana in play to actually cast it against 3sphere) so the fetchland comes out for ESG and Necro comes out for a Hurkyl's, with another slot--probably a Sleight of Hand--potentially coming out for another Chain of Vapor.  On the play against control, we were boarding in Duress, but it really did nothing for me all day, and I wasn't terribly impressed.  That doesn't mean it's a bad plan, it just means that it didn't pan out for me.  Honestly we just didn't test this SB plan nearly enough, and we were winging it.

Force of Will maindeck

Force of Will is a necessary (and effective) evil if you have to give your opponent a turn, but generally speaking you should probably be aiming to deny them a turn at all.  Remember that you're playing the percentages with this deck, and you're about 65-70% to just win on turn one, whereas you're only about 40% to have a Force on turn one (and actually less than that since the blue card count is so low).  And almost any hand that includes FoW and a blue card is probably a turn 2/3 win at best.  This is mitigated a bit by the fact that if you're on the draw, you'll start with an extra card, which to some degree balances out the otherwise dead FoW.

Helm of Awakening

Every card in this deck needs to either replace itself or produce mana to justify its slot, with the exception of Tendrils of Agony itself.  Helm doesn't replace itself, so the question is, does it end up producing mana?  It helps you cast the artifact cantrips, Night's Whisper, Cabal Ritual, Land Grant, DT, YawgWill, and Tendrils.  From that list, we can pretty safely eliminate DT, YawgWill, and Land Grant.  DT and YawgWill almost ALWAYS read "I win" regardless of their cost.  I think that in many hundreds of goldfishes and testing games, and in all ten rounds of play at Waterbury, I've hardcast Land Grant once.  So we're left with the artifact cantrips, Whisper, and Cabal Ritual.  Helm costs two to cast, and remember that you're winning all in one turn, so you need to cast three of those spells in one turn just to generate one colorless mana.  This doesn't happen as often as you might think, and typically by the time you're casting Cabal Ritual, you're generating so much mana that the colorless cost is frequently beside the point.  So Helm only becomes better than simply using ESG, which will ALWAYS get you one mana for one card, when you're going to cast FOUR of those spells in one turn.  That's exceedingly rare, so Helm just isn't worth it.  That's before taking into account what exactly you'd cut for Helm in the first place, which is a whole other problem (you can't cut a cantrip, so you're just cutting other acceleration, and all the acceleration in the deck is already better than Helm).

Vampiric/Mystical Tutor

Vampiric was and is a strong consideration for this deck, because it finds Lotus.  Spoils is incredible here, though, and I really wouldn't cut one for Vamp, because Vamp is more situational than you might think even with all the cantrips.  Mystical can't find Lotus, or Spheres/Eggs to fix your mana, so it's out.  We'd have to find room for Vamp before we'd even come CLOSE to considering Mystical.

Any changes you'd make to the deck in retrospect?

Z's changes are pretty close to the ones I'd make.  Also, look at the changes we DID make for Richmond.

New Jersey

Alright, yes, parts of New Jersey are nice.  But we weren't in any of those parts.  New Jersey is a situational state that really exists only to set up the New York play.  As long as New York remains a must-play, New Jersey has to stay, but it's a necessary evil.

Play of the Day

Seriously, that Lava Dart play was awesome.  I thought it was much cooler than Spore Frog for the win, though I have to admit that Spore Frog for the win is pretty damn cool.  Also, tournament report altered to reflect the Duress/Force thang.  Thanks!
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Team Meandeck (Retiree): The most dangerous form of Smmenen is the bicycle.
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