Negator13
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« on: June 30, 2005, 02:34:57 pm » |
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Intro
Hi, I'm Justin Bransfield, a Connecticut T1 player. I have finished highly at the last two Waterbury tournaments with my favorite deck, TPS, and I am intimately familiar with the deck. I am taking the time to write a Primer for anyone considering playing the deck in the future. I have decided to post it here on the Open Forum instead of sending it to SCG or something so that it is readily available to all. I hope you enjoy and learn something from it.
From what I've seen here on TMD and on the SCG message boards, American players really, really don't like TPS. Just about every week there's a thread on either site about how TPS is terrible, or outdated by the latest Meandeck creation, or pushed out by some prison deck, or... you get the idea. It seems to be automatically dismissed as a contender when people are testing their latest decks, and barely gets any consideration for sideboards besides the occasional Arcane Lab or two. In short, the deck gets no respect around here. I'm writing this to convince you that TPS is indeed something to be feared and respected- and hopefully at the end of this, you'll agree.
Where TPS fits in the T1 Metagame
There are three basic archtypes in T1- but they're not aggro, control, and combo like you might think. Instead these three basic molds are defined by the broken acceleration they run on- either Mishra's Workshop, Mana Drain, or Dark Ritual. It just so happens that most Workshop decks are aggro or prison, Mana Drain decks are generally control, and Dark Ritual decks are usually combo. Every "tier 1" Type 1 deck (with the possible exception of Fish, if it can be considered Tier 1 and not just a metagame deck) contains one of those three broken enablers. Here in America, Drain decks are very well represented in New England, and Workshops are everywhere in the midwest and south states. Ritual decks, however, are very scarce here in America... though they run rampant in Europe.
Each of the three main archetypes has its own inherent strengths and weaknesses. Workshop decks are very explosive, with their namesake card enabling very early, pressing threats such as Juggernaut or Smokestack. Drain decks are generally reactive, whose gameplan involves setting up for the first few turns and using Drain to simultaneously stop a threat and accelerate into their own. Ritual decks, normally based around the Storm mechanic, use Dark Ritual to both make mana and up the spell count so they can pump out bombs such as Necropotence or Yawgmoth's Will in order to get up to 10 spells in one turn.
Each of the three decktypes uses its own form of disruption to force through their respective gameplans. Shop decks use things like Chalice of the Void, Sphere of Resistance, and other artifacts that hinder their opponents. Drain decks use their namesake card in conjunction with Force of Will and other countermagic to stop threats. Ritual decks generally use proactive disruption like Duress, and free protection like Force of Will, in order to make sure their key spells resolve.
Interestingly, Shop, Drain, and Ritual decks generally form a sort of Rock-Paper-Scissors relationship. In general, Shop decks beat Ritual decks, which beat Drain decks, which in turn beat Shop decks. Each archtype's weaknesses are compounded by their nemesis's general strategy. For example, Workshop decks rely heavily on expensive artifacts, which make juicy targets for Mana Drain. Further, Ritual decks need to cast many cheap spells to win, which Shop decks make difficult using cards like Chalice and Sphere. Finally, because Drain decks need some time to set up and need specific cards in hand to win, they fall to the speed and disruption of Ritual decks.
As I said before, Drain decks are prevelant in New England, Shop decks are everywhere in the midwest and South states, and Ritual decks are abundant in Europe. Therefore, the Rock-Paper-Scissors trifecta is rarely completed in a specific region's metagame. Because of this characteristic, a smart player can go into one of these areas with the archtype that does well against the most represented decks there, and come out on top. This leads me to my main point: If you play in a Drain-heavy metagame, you should be playing TPS.
The Deck Itself
TPS, or The Perfect Storm, is a Tendrils-based Combo-Control deck that uses Dark Ritual and other acceleration to quickly play one of several game breaking bombs and use it to play 10 spells in one turn, the last of which is, of course, Tendrils of Agony. Unlike some other combo decks, TPS is not a balls-to-the-wall, breakneck pace speed deck. It generally goldfishes on turn 3 to 4, keeping tabs on the opponents strategy long enough to ensure it can go off unhindered at the right time. Generally the deck plays its game in three stages:
1. Setting up 2. Resolving a bomb 3. Playing 10 spells for the win
The deck achieves each of these three goals with different cards. Step 1, "setting up", is done using mana acceleration, card draw, and disruption to create a figurative foundation of stability on which it can safely launch its main game plan. This leads to Step 2, where the deck uses that foundation to successfully cast one of its bombs that allow it to win. Winning is Step 3, when the deck uses the resources gained from that bomb to cast 10 spells and deal 20 damage to the opponent.
If you look at a typical TPS list, you can easily see how each card corresponds to one of those steps. Here is my current list:
3 Island 1 Swamp 4 Underground Sea 1 Tolarian Academy 1 Flooded Strand 4 Polluted Delta 1 Black Lotus 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Mana Crypt 1 Lotus Petal 1 Mana Vault 1 Sol Ring 1 Darksteel Colossus 1 Ancestral Recall 4 Brainstorm 1 Mystical Tutor 1 Chain of Vapor 1 Time Walk 1 Timetwister 1 Frantic Search 1 Rebuild 1 Tinker 1 Cunning Wish 4 Force of Will 1 Time Spiral 1 Mind's Desire 4 Dark Ritual 1 Vampiric Tutor 4 Duress 1 Demonic Tutor 1 Yawgmoth's Will 1 Necropotence 2 Tendrils of Agony 1 Yawgmoth's Bargain 1 Memory Jar
As you can see, each card lends itself to furthering one of the aforementioned goals. First, there are the mana sources, 14 of which are nonland acceleration. The high amount of accel allows the deck to cast multiple set-up spells in one turn, or cast an expensive bomb. Next, you have fixers and tutors, like Brainstorm, Ancestral Recall, Demonic Tutor, etc. These "set-up" cards are cheap, 1-2 mana spells that optimize your hand in preparation for a win. Then there are the protection cards, namely Duress, Force of Will, Chain of Vapor, and Rebuild. These cards are used to stop the opponent's gameplan in order to give you time to win, and to protect your key spells from being countered or prevented. Then of course are the many bombs, among which are Timetwister, Necropotence, Yawgmoth's Bargain, Mind's Desire, and of course, Yawgmoth's will. The point of these cards is that if you resolve any of them, you win. Successfully casting any of these cards will give you the resources nessecary for you to play the 10 needed spells for a lethal Tendrils. Finally, there are the win conditions. Tendrils of Agony, Darksteel Colossus, and Cunning Wish --> Brain Freeze follow your bomb and put the game away.
You can see that the cards from each category fall into their own slot in the mana curve:
Mana Sources: 0-1 Mana Optimizers, Fixers, and Protection: 1-3 Mana (0 for FoW) Bombs: 3-6 Mana
Card Choices
Mana Sources: One of the strengths of TPS is that it can support a very, very stable and resilient mana base. With 4 Basics and 5 Fetchlands, in allied colors, the deck is basically immune to Wasteland and other nonbasic hate. With 10 artifact accelerants and Tolarian Academy, the manabase is also extremely explosive and can produce obscene amounts of mana. Add in the Dark Rituals, and you get a resilient mana base that can quickly accelerate to 6+ mana in the first couple turns.
Optimizers: TPS relies on the staple Brainstorm/Fetch "engine" to smooth over its draws and get rid of deadweight like early Tendrils of Agony or Darksteel Colossus. It uses all three of the Demonic, Mystical, and Vampiric Tutors, allowing it access to any card it needs. Of course, it has Ancestral Recall. Frantic Search is a card that is fairly unique to TPS. While not played in all versions, I personally find it to be amazing. It is not great, but certainly not terrible on its own, just to cycle through a couple cards. However, in conjunction with any of several other cards, it creates amazing synergies. For example:
-Frantic Search with Mana Vault/Sol Ring/Off color Mox: Let's say you have 1 Underground Sea, 2 Island, and a Mana Vault. You have Yawgmoth's Bargain in hand, but only have 1 B mana available. However, you also have Frantic Search. Tap Vault, 2 Islands, and Sea for 3UUB. Use 2U to play Frantic Search, floating 1UB. Untap the three lands, tap them again for a total of 1UUUBB. Play Bargain, win. In this way, Frantic Search allows you to turn colorless mana into precious colored mana.
-Frantic Search with Yawgmoth's Will: Frantic Search allows you to increase both your hand and graveyard for use with Will, then untaps your lands so you can pay for Will.
-Frantic Search with Mind's Desire: If you flip over a Search with Desire, you can play it for free for a gain of 3 mana and 2 cards, usually meaning you win. Frantic Search is also a great card to up your Storm count before Desire.
-Frantic Search with Mystical or Vampiric Tutor: As a free cantrip, FS can let you draw into what you Vamp or Mystical for right now.
-Frantic Search with Darksteel Colossus: This is another shuffle mechanism for Brainstorm, and it gets rid of your worst card.
-Frantic Search with Tolarian Academy: This is the big one. Floating mana off Academy, then untapping it with Frantic Search is gamebreaking.
There are other hidden things about FS, too. For example, against Stax, if your opponent has a Tangle Wire, you can respond to the Wire on your upkeep by floating mana into your draw step. Then in your draw step, play Search, untapping your lands. You can now use those lands to combo out, or cast Rebuild on your opponent's end step.
The final optimizer is Time Walk. This seems to be a somewhat controversial choice, with the main arguement against it being that it "resets your Storm count". That's just not true. Last I checked, playing Time Walk upped your spell count by 1, until you take another turn. No one said you had to take that extra turn right after you play Walk. In the worst case scenario, Time Walk can be a "blank card" where you just pay 1U to get an extra card for your Storm count. However, in all other cases, Time Walk is simply amazing. One of the best turn 1 plays you can make is Land, Mox, Timewalk. This deck needs some time to set up, and Time Walk lets it do that a turn faster. Uncuttable, in my opinion.
Protection: This deck uses the Duress/FoW suite. In my opinion, this is the best disruption setup in T1. Yes, better than Mana Drain. You see, Duress is better at stopping your opponent's best card than Mana Drain is, and Dark Ritual is better at accelerating than Mana Drain is. The only downside is that Duress/Ritual takes 8 card slots, while Mana Drain takes 4. However, in TPS, that is a moot point, because not only is the deck not hurting for room at all it benefits from playing 2 spells to get the same effect as 1- it wins with the Storm mechanic. Anyway, Duress allows you to proactively strip your opponent's best card or counterspell in the early game or while you're comboing out. I regularly tutor for Duress when I have the mana to play it and a bomb I'm holding. It allows you to make sure you can win unhindered. Force of Will is much the same. In TPS, FoW is used more as backup than permission. You use it as a free way to make sure a bomb resolves, and in emergencies you use it to stop your opponent's bomb. The ability to play Force of Will is one of the many advantages TPS has over other combo decks. Finally, you have Rebuild and Chain of Vapor. These serve dual purposes. The first is to answer your opponent's attempts to stop your from comboing out, like a Sphere of Resistance or Meddling Mage. The second is to greatly up your Storm count without having to resolve a Draw-7 or something similar. You can Rebuild, returning 3 Moxen to your hand, and recast them, increasing your spell count by 4 for no mana. You can even produce mana by floating mana off Moxen, Rebuilding, and replaying them. Chain of Vapor can be used in a similar way, where you sacrifice your own lands to bounce additional artifacts, then replay them.
Bombs: There are a couple different types of bombs in TPS. The first type is the Draw 7's- Tinker -->Memory Jar, hardcast Memory Jar, Time Spiral, and Timetwister. These cards allow you to pour whatever resources nessecary into making them resolve, then reward you by completely restocking your resources. With a new grip of 7 cards, and in Time Spiral's case, untapped lands, you can almost always play the nessecary 10 spells to win. The next type are the one sided, broken cards known as Mind's Desire, Necropotence, and Yawgmoth's Bargain. These cards are even better than the Draw 7's, since they benefit you and only you. A Mind's Desire for anything more than 5 is usually a win, fueled by Rebuild, Chain of Vapor, or a Draw 7. Necropotence will generally win the turn after it is cast, and Bargain of course wins almost every game on the spot. The final category of bomb is its own card: Yawgmoth's Will. The most broken card in Magic is of course the most broken card in TPS. You will find yourself winning the majority of your games off the back of this card, and therefore you will base the majority of your gameplan around this card. With Rituals, Lotus, Academy, and multiple Tutors, Yawgmoth's Will is game over every time you cast it.
Win Conditions: Tendrils of Agony is your main route to victory. Some people only run 1, but I run 2 for a few reasons. The first is because I run Memory Jar. If you run only 1 Tendrils, if it's in your hand and you want to pop Jar, it will be stranded in your face down cards and you will not be able to win. The other reason to run 2 is that often you will cast a "Mini-Tendrils" for 10-12 damage and follow it with another Tendrils for the rest of their life total either in the same turn or later in the game. This can be beacuse either you were unable to get the nessecary storm count to win, or you needed to stay alive with the lifegain from Tendrils. Next, I run Darksteel Colossus. I ran him in my sideboard at both Waterburies, but with the rising popularity of Fish I have moved him to the main. It is an advantage to have him MD in many situations. For one, if you cast an early Tinker for DSC and win 2 turns later, your opponent will probably not know what you are playing and will sideboard incorrectly. Two, if both Tendrils are somehow removed or negated (Cranial Extraction, etc) DSC provides and easy way to alternatively win. Finally, sometimes Tinker --> DSC is just easier than Tendrils. Against aggro decks like Fish or FCG, or against prison decks that make it hard to play 10 spells in one turn, a 2U 11 Trampler can end the game simply and efficiently. Finally, I run a Cunning Wish. Cunning Wish can be considered an optimizer, Bomb, Protection, or Win Condition, because it can tutor for card draw, bounce, permission, or Brain Freeze. It is a general purpose failsafe that is never dead.
Playing the Deck
When playing TPS, you have to realize what each card's role is and play it accordingly. What do I mean by that? Well, for one thing, you have decide how many resources you want to "pour into" a specific card. This generally means the amount of one-shot accelerators you are willing to use to pay for a certain card, or the extent to which you are willing to protect it. For example, a card such as Time Spiral, which will completely replenish your resources if you resolve it, is worth play Dark Rituals and protecting with multiple Force of Wills to get it to resolve. A card like Frantic Search, which will only go so far in fixing your resources, is not. Incidentally, this is the reason why I, unlike the general consensus, do not like Gifts Ungiven in TPS. Gifts Ungiven is closer to an "Optimizer" than a Bomb in this deck. However, it lies within the mana range of a bomb. This means you'll probably have to burn a Ritual or Vault activation to play it, and most likely need to protect it with a FoW since by the time you can cast it your opponent will most likely have Drain mana up. If you do resolve it, however, it will only give you 2 cards back. If you spent a Ritual to play it, and a FoW to force it through, you have used four cards to gain two. Since this deck is not built around Gifts Ungiven, that is pretty poor. You should only be burning Rituals and FoWs and Duresses on cards that will fully replenish your resources or flat out win the game- cards like Yawgmoth's Bargain or Timetwister.
Another key thing to remember when piloting TPS is that it, again, is a Combo-Control deck, not a straight combo deck. As such, it usually needs to set up for one or two turns before going all in and attempting to resolve a game winning bomb. It is usually nessecary to build up a firm manabase of 3 or 4 mana and make sure your opponent cannot counter our threat before trying for it. The best play you can generally make turn 1 is to either fix your hand with Brainstorm or take your opponent's key card with Duress. Of course, since TPS is a combo deck, you will sometimes get the nuts and be able to go Ritual-Ritual Bargain or something equally ridiculous, but you should not try to force an early win if you don't need to. Remember: it doesn't matter when you win, as long as you win.
Alllow me to present some notes on a few specific cards and situations.
-If you are playing first against an unknown deck, and want to play something turn 1, lead with a Basic land or Fetch for a basic land. If you don't know if your opponent is packing Wastelands, sacrifice Polluted Delta for Swamp, not Underground Sea if you want to Duress them.
-Keep Fetchlands around instead of wantonly sacrificing them. If you topdeck a Brainstorm or your opponent draws a useless Wasteland, you will thank me.
-Don't waste Duresses. If you know your opponent is playing a permission based deck with a slow clock, save Duress for a turn in which you want to resolve a bomb, instead of burning it turn 1 and giving them the opportunity to topdeck a counterspell.
-As a general rule of thumb, Tinker for DSC in the first 3 turns and go for Memory Jar after that. To elaborate, go for Memory Jar only when you have 3-4 mana on the table so you know you'll be able to make use of those 7 cards.
-Wait a turn before using Memory Jar. Dont pop it the turn you play it, unless you have alot of mana untapped. Also, make sure you pop Jar on your upkeep, so you can draw an 8th card on your draw step and have access to it.
-Tinker for Black Lotus can be an amazing play. I do this all the time when setting up for a Yawg Will.
-Mulligan if you have Tendrils or DSC in your opening hand. These 3 cards are for all intents and purposes, worthless until you are ready to win. Never be afraid to discard or Brainstorm back Tendrils or DSC, because you will have guaranteed access to them when you need them, thanks to Tutors and Yawgmoth's Will.
-Know how much life to pay for Necro or Bargain. As a general rule of thumb, I pay enough life to draw up to 12 cards, then discard 5 to get down to 7. I dont draw all the way down to 1 life with Bargain if I'm tapped out. Play smart.
And the most important rule of all:
NEVER TRY TO COMBO OUT TOO EARLY!!!
The most common error people make when playing TPS is they see a bunch of broken cards and try to win ASAP. That's a horrible mistake. Always, always take the nessecary time to set up. Duress your opponent, lay down enough lands, make sure you have FoW backup, count your resources carefully. People tend to get scared, when playing T1, that if they give their opponent a turn or two that they will get blown out of the water. That, surprisingly, is pretty untrue. Except in combo mirror matches, you are generally not in danger of your opponent surprise-winning if you wait until turn 3 to go off. T1 isn't as explosive and fast as people make it out to be. You do have enough time to set up. If you play smart, you will not fizzle out, barring obscenely terrible draws on your part. As I said, the #1 criticism facing TPS is that its high amount of mana sources and disruption causes it to fizzle out after resolving a bomb. However, if you give yourself enough time to play out enough mana and make sure you can go off unhindered, that will not happen.
Matchups
Before discussing each Matchup, I must present the sideboard.
2 Psychatog 1 Chain of Vapor 2 Hurkyl's Recall 1 Brain Freeze 2 Echoing Truth 1 Rebuild 2 Misdirection 2 Skeletal Scrying 2 Tormod's Crypt
Here's a quick explanation of card choices:
Psychatog: This is used as a "Moat on wheels" against aggro, and as an alternate win condition against extreme hate or permission.
Chain of Vapor, Hurkyl's Recall, Echoing Truth, Rebuild: This configuration, added to the maindeck Chain and Rebuild, allows you to configure your post board protection suite to address your opponent's hate. For example, against Stax you can have 2 Recall 2 Rebuild, and against a deck packing Arcane Laboratory you have access to 2 Chain and 2 Truth.
Skeletal Scrying: Against decks with heavy countermagic, these are subbed in for expensive, symetrical bombs. Instead of casting, say, Time Spiral on your mainphase against a deck with Mana Drains, you can wait until their combat step to cast a Scrying for 5 or 6, which benefits only you and allows you to play around Drain.
Misdirection: This too is boarded in against heavy permission, basically as FoW #5 and 6. You use your FoW's as backup in these matchups to protect a bomb, and MisD does exactly the same thing.
Tormod's Crypt: This is used to make faster combo more manageable, and is sideboarded in against Gifts combo.
Brain Freeze: What turns Cunning Wish into a win condition.
With that out of the way, onto the matchups, by category.
Drain Decks
Since it is a Ritual deck, TPS naturally has an advantage against Drain reliant decks. Against decks playing only FoW and Drain, you will have a very easy time winning. Those playing Duresses or Mana Leaks in addition to the normal 8 are harder, but still favorable. Since these decks usually don't play Wasteland, you can freely play nonbasic lands and aggressively use Duress to neuter their strategy while strengthening your own. Try to play around Mana Drain as best you can, and never play a bomb without Duress/FoW backup unless you know the coast is clear. The first game will always be the easiest against these decks since their normal strategy has nothign to do with stopping you from playing 10 spells in one turn. Post sideboard, they will probably have hate in the form of Arcane Laboratory or Chalice of the Void, but your sideboarding and smart play can easily negate those.
Sideboarding:
Control Slaver
SB OUT: 1 Tinker, 1 Memory Jar, 1 Darksteel Colossus, 1 Time Spiral, 1 Mind's Desire, 1 Rebuild, 1 Cunning Wish
Their Welders make Jar and DSC liabilities. Spiral is too risky to be Drained, Rebuild doesn't bounce Arcane Laboratory, Mind's Desire always gets boarded out with Rebuild, and there's nothing left to Cunning Wish for.
SB IN: 1 Chain of Vapor, 2 Echoing Truth, 2 Misdirection, 2 Skeletal Scrying
Chains and Truths deal with Arcane Labs and any artifact fat, Misdirections help against permission and Scryings are amazing against control.
Oath
SB OUT: 1 DSC, 1 Time Spiral, 1 Mind's Desire, 1 Rebuild, 1 Cunning Wish, 1 Frantic Search, 1 Necropotence
Spiral is too expensive and symmetrical, DSC is of course bad against Oath of Druids, Rebuild is useless and Desire leaves with it, Cunning Wish has no targets, Frantic Search is the weakest card left in the deck and their quick clock makes Necropotence less valueable.
SB IN: 1 Chain of Vapor, 2 Echoing Truth, 2 Misdirection, 2 Skeletal Scrying
Chain and Truth bounce labs and Oathed up creatures, MisD and Scrying are good against Drains.
Gifts
SB OUT: 1 Memory Jar, 1 Time Spiral, 1 Cunning Wish, 1 Chain of Vapor, 1 Frantic Search, 1 Necropotence
Spiral gets Drained, Jar helps their Yawg Will strategy, Wish has no targets after boarding, Chain is not needed since Rebuild takes care of their DSC, Frantic Search is weak and Necro is bad against DSC --> Time Walk.
SB IN: 2 Misdirection, 2 Skeletal Scrying, 2 Tormod's Crypt
MisD and Scrying are, again, good against Drain, and Crypt comes in instead of bounce because they can't run Chalice or Lab, while Crypt ruins their whole gameplan.
Sensei, Sensei
SB OUT: 1 Time Spiral, 1 DSC, 1 Cunning Wish, 1 Chain of Vapor
Spiral and DSC are too slow, Wish is also too slow and Chain does little to nothing.
SB IN: 2 Skeletal Scring, 2 Misdirection
Your strategy vs. Sensei is to win ASAP and Scrying and MisD help you to ignore your opponent and do that.
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Workshop Decks
As I said in the introduction, Workshop decks are the natural enemies of Ritual decks. Fortunately, TPS distinguishes itself from other Ritual decks in that it maintains a 50-50 matchup with Stax and Workshop Aggro. The ability to run FoW and bounce allows it to deal with the maindeck hate Stax presents and the quick clock of WS aggro. The deck's stable, basic-heavy mana base also allows it to deal with the Wastelands and Crucibles of both decks. Post board, the deck gains even more tools and gives either Workshop deck a run for its money.
If you have alot of Shops in your area, (and therefore probably not alot of Fish or Drains) I would advise taking the Psychatogs and Misdirections out of the sideboard and running 4 Annuls in their place, which sub in nicely for Duresses. I won't make a sideboard plan for that build, though, because I've never tested that sideboard configuration.
Sideboarding:
Welder/Wire Stax
SB OUT: 1 DSC, 1 Cunning Wish 4 Duress DSC is useless against Welders and Duress is bad against Stax's redundant threats, Wastelands, and Welders. Cunning Wish will have no targets.
SB IN: 1 Chain of Vapor, 2 Echoing Truth, 2 Hurkyl's Recall, 1 Rebuild
After board you have 8, yes, 8 bounce spells. These let you play around Spheres, CoWs, and Chalices of any setting and make it easy to win.
Welderless Stax
SB OUT: 4 Duress, 1 Cunning Wish, 1 Frantic Search
Duress sucks vs. Stax, Wish has no targets, FS is weak against Chains and In The Eye.
SB IN: 1 Chain of Vapor, 2 Echoing Truth, 2 Hurkyl's Recall, 1 Rebuild
Lots of bounce, and Chain and Truth become even more important since they run some nasty enchantments.
Workshop Aggro
SB OUT: 4 Duress, 1 Necropotence, 1 Yawgmoth's Bargain, 1 Cunning Wish, 1 Frantic Search
Duress blows, Necro and Bargain lose effectiveness against Juggernaughts, Wish has no targets, FS is weak.
SB IN: 6 Bounce Spells, 2 Psychatog
The Bounce spells are as good as ever, and Tog lets you block and kill Juggs, with DSC, it becomes an impressive threat.
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Ritual Decks
Here's the deal with TPS. It, like other Ritual decks, has a good matchup against Drain decks. Unlike most Ritual decks, it also does fairly well against Workshops. Unfortunately, in exchange for that, it tends to lose to other, faster combo decks. The good news is that combo is very underrepresented, so TPS's weakness to other combo may well be a moot point in the current metagame.
In a combo on combo matchup, the idea is of course to disrupt the opponent's attempt to combo off, and to combo off yourself as soon as humanly possible. Go balls to the wall. TPS has little to sideboard against other combo, so you'll have to play tight and hope for good draws.
Sideboarding:
TPS Mirror
SB OUT: 1 Chain of Vapor, 1 Rebuild
You can make a case for boarding in MisD, Scrying, or Crypt, but I prefer to leave my deck's strategy completely undiluted so I can win before my opponent.
SB IN: 2 Hurkyl's Recall
These just replace the other, slower bounce spells, so I can get a high storm count ASAP.
Deathlong
SB OUT: 1 Chain of Vapor, 1 Rebuild, 1 Cunning Wish, 1 DSC
Chain and Rebuild come out for Hurkyl's, and Wish and DSC are too slow against Long.
SB IN: 2 Hurkyl's Recall, 2 Tormod's Crypt
Deathlong is a Yawgmoth's Will deck, therefore Crypt helps alot.
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Metagame Decks
These are generally underpowered aggro control decks like Fish and R/G Beatz. They can range from byes, as is the case with R/G Beats, to very hard matchups, like when playing against a UW Null Rod Fish build with Labs, Chants, Mages, Daze, Hatchling, etc.
Since Fish is a very popular deck right now, I will elaborate on how to play the matchup. At first glance, it would seem that the maindeck hate presented by Fish like Chalice of the Void (or Null Rod), Meddling Mage, Daze, FoW, and Rootwater Thief, together with other nasty sideboard problems, would make the Fish matchup a very uphill battle. That's really not true though. The only real permission these decks play is Force of Will. That means you are pretty much free to cast whatever you want without fear, provided you have the mana. Therefore you can generally pretty much goldfish against these decks, usually around turn 3. All you have to do is Force of Will the key threat they play (Usually Meddling Mage or Chalice of the Void) and win. With maindeck DSC, if the game gets past that point and they are able to resolve some problematic permanents, you can just turn you deck's plan into "Tutor for Tinker and play Tinker".
RG beats and other Tier 3 decks aren't really metagame considerations, so I'll only include SB plans vs. Fish.
Sideboarding:
Fish Variants (WTF, UW Null Rod, Gay Red)
SB OUT: 1 Cunning Wish, 1 Rebuild, 1 Mind's Desire, 1 Memory Jar, 1 Frantic Search
Cunning Wish is slow, Rebuild is not needed and Desire will be weak without it, Jar isnt' as good a Tinker target as DSC is, Frantic Search is the weakest card left.
SB IN: 2 Psychatog, 1 Chain of Vapor, 2 Echoing Truth
Tog gives you a huge wall and a pretty good win condition if they have a lot of hate. Chain and Truth bounce Rods, Labs, Mages, Chalices, whatever.
Allow me to talk a little more about the postboard matchup against Fish. Your strategy goes from winning ASAP to pacing yourself and allowing your deck to deal with their hosers systematically until you can win. Psychatog goes a long way toward doing this because he really puts the brakes on their attacks and buys you alot of time. With 4 bounce spells in your deck, you can allow the Fish deck to resolve some hosers (Meddling Mage, Chalice) and build up resources until you're ready to win, at which point you bounce whatever's giving you trouble and go off. If they put up too much of a fight for you to be able to Tendrils them normally, you can go to Plan B and Tinker in a Colossus, or swing and swing with a Tog. Overall, if you know what Fish's key cards are and what your strategy is, you can win quite easily.
Conclusion
TPS is the best of a very underplayed group of decks in T1, the Ritual decks. It is undeservedly unpopular, due to the incorrect play its pilots make and incorrect assumptions people make when analyzing it. The deck has a strong disruption suite, stable manabase, and the ability to win very quickly by playing bomb after bomb.
The list and sideboard strategies are not the only options available to those who wish to play TPS. There is quite a bit of room for tweaking to your own liking. Some of the commonly played options available that I do not include are:
Gifts Ungiven Future Sight Library of Alexandria Boseiju, Who Shelters All Merchant Scroll Skeletal Scrying (Maindeck) Recoup Burning Wish Wheel of Fortune Windfall
If you are interested in playing the Perfect Storm, you will need patience and a willingness to learn. The deck is not necessarily difficult to play, but often presents complicated situations that require experience with the deck and a deep understanding of its goals. The best way to succeed with the deck is to practice. Goldfish, test with teammates, and most importantly, take it to tournaments. I have been playing the deck for 7 months now and I am still improving my play with the deck.
In summary, if your metagame has a high number of Drain decks and some Workshop decks, or if you're bored with the deck you're currently playing and want to try something new, I urge you to pick up TPS. You'll be surprised at what it can do, especially with all the criticism towards it by prominent American players.
I hope you enjoyed this primer and learned at least a little from it.
-Justin
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