First of all, for those of you who didn’t see it yet, or those of you who are just looking for a decklist, here it is: (this is the list I played at last tournament, not the final version, guess you’ll have to scroll you’re mouse wheel for that one)
TT Confident v1.1
Lands:
3 Polluted Delta
2 Flooded Strand
4 Underground Sea
2 Tundra
3 Island
1 Tolarian Academy
1 Library of Alexandria
Artifacts:
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Lotus Petal
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Black Lotus
1 Sensei, Divining Top
1 Memory Jar
1 Darksteel Colossus
Blue:
4 Brainstorm
4 Mana Drain
4 Force of Will
2 Rebuild
2 Thirst for Knowledge
1 Ancestral Recall
1 Time Walk
1 Mystical Tutor
1 Tinker
1 Merchant Scroll
1 Hurkyl’s Recall
1 Mind’s Desire
Black:
2 Duress
3 Dark Confidant
1 Demonic Tutor
1 Yawgmoth’s Will
1 Yawgmoth’s Bargain
2 Tendrils of Agony
Sideboard:
1 Darkblast
1 Engineered Plague
2 Shadow of Doubt
1 Engineered Explosives
1 Sundering Titan
2 Sacred Ground
1 Balace
2 Seal of Cleansing
2 Tormod’s Crypt
1 Echoing Truth
1 Blue Elemental BlastI played this deck last weekend to a 5-1 record in the Castricum tournaments. I only lost 2 games, but unfortunately in the same match. For a deck that I had hardly touched before the tournament and which was based around a card that hadn’t seen any real play in vintage yet I think I did fairly well. Here’s a short report.
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Round 1: FCGGame 1: Confidant buys me a lot of time by blocking a Piledriver and I tinker into Colossus for the Win. But instead of beating him with it I go for the stylish kill by bouncing it back to my hand and finishing him with a lethal Tendrils.
Game 2: My second turn plague makes 3 lackeys hit his graveyard and that sealed the deal.
Round 2: FCGGame 1: I force a lackey, but he gets back in the game with a recruiter. I counter a Sharshooter to buy another turn because he can only get me down to 1 with help of his Siege-gang. In my following turn I resolve a will and some other stuff, but can only get the storm count to 7 before resolving my Tendrils. With the life gained I’m able to survive another turn, but I have little business left (just a Rebuild and a Desire). Next turn I Desire for 5, and one of the cards is my second Tendrils (Sweet).
Game 2: He tries a first-turn Blood Moon which I FoW. I resolve a plague a little later which seals the deal again.
Round 3: Workshop AggroGame 1: He starts with Chalice for 0, but I kept a slow hand with multiple Brainstorm and Drains, so it doesn’t really hurt me. He doesn’t play much business before I get double blue online, and I counter a Thirst and a Tinker (with Welder on the board). At some point I resolve a Thirst and have to choose between keeping a Rebuild and a Desire, going for a large Desire, or keeping double drain and play the controllish game. Off course I go for the Desire, but my Desire for 7 reveals little to nothing. I get a Seal of Cleansing, Time Walk and maybe a BS or Thirst. Over the next turns I counter at least 3 more of his spells because I keep drawing FoW’s. Finally I find a Confidant and it starts the beats. With the help of some brainstorms I avoid taking heavy damage myself while my confidant and his mana vault deal the final points of damage to him. (Somewhere I also resolved a 8-life Tendrils)
Game 2: He plays stuff, I deal with the stuff. At one point we’re both out of gas but I got a Confidant on the board, which should win me the game. However he draws a Duplicant and gets an amazing 2/1 beat stick. With about 10 mana available I draw Demonic and Will wins me the game before the beat stick even touches me.
Round 4: 5-c StaxGame 1: He start of with a Sphere or Resistance off a Workshop, and avoids burn by dropping a Mox. I drop lotus with the help of a Island, getting Drain online. Two turns later I drain a Karn and drop a Bargain through double Sphere of Resistance. But this gives him the opportunity to Resolve a Smokestack. I pay enough life to find a H. Recall and am able to bounce his board end of his turn. I’m holding Ancestral, Walk and Will, so winning soon after is no trouble.
Game 2: I keep a risky 1-land hand that has Brainstorm and Darkblast. I brainstorm into some more lands and kill a Welder while he build mana and drops multiple Spheres again. After a brainstorm I dredge back the Darkblast to get rid of two bad cards, but unfortunately the third card is the land I needed, I do not draw a land for at least 4 more turns and he has little trouble locking me out.
Game 3: I mulligan away a so-so hand that had no real business. My 6-card contains Sacred Ground, Seal of Cleansing and Confidant, together with some lands, so I keep it even if it lacks acceleration. He drops a Tangle Wire first turn (great play) and this keeps me off 2 mana for the next couple of turns, since I can find no artifact mana at all. He gets a Trini into play and I’m pretty much locked . After taking only 6 damage from his mana crypt in at least 10 turns he finds a Welder and a Karn a little later to finish this game. The fact that he drew 3 wastlands in the early game didnt help this game.
Round 5: Oath. Game 1: This is the first time I get to start game 1!, and the second time I get to start a game. I take advantage of it by resolving a Time Walk and passing the turn with three mana open. He plays Sol Ring and I thirst eot, discarding a Lotus. Next turn I play a confidant with Drain backup. He doesn’t counter but instead plays an Oath on his turn, which I try to drain, but he finds a FoW with an impulse to protect it. It doesn’t matter though, since confidant gives me another artifact bouncer to make the Tendrils in my hand lethal.
Game 2: He keeps a hand he shouldn’t have lacking coloured mana sources, and I get a huge Desire (13 storm I believe) which leads to Will. After bouncing my artefacts some more I resolve a Tendrils with 34 copies.
Round 6: UW landstillGame 1: He drops a standstill but misses multiple land-drops while I miss none. When he finally finds some Factories I break the Standstill with a Thirst, and next turn I resolve a Will for the Win.
Game 2: We trade some counters, and I get a Confidant at some point. I hardcast Jar and use it next turn to dig for some better cards. The only useful card I get is a Top, which finds me a second confidant. After blocking a Factory with a Confidant and keeping the other to draw me some cards I finally see a Tendrils with my top, which combines well with the Rebuild in my hand to win the game.
I finish 3rd, with two players with a 5-0-1 record above me, and about 5 with 12 points below me.
That’s it for the small report, except for one more note about the deck I played:
It was 62 cards, and thus suboptimal. But I had to choose between several cards and rather played with them all to see how they would please me, so I kept all in. I will propose a revised decklist at the end of this little article.
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HistoryIt was pretty funny seeing people guess about how I came up with the deck, but I think no-one will ever have guessed what really happened. It actually started when I was looking at possible legacy cards that could tutor for Battle of Wits, which lead to the Transmute ability. I thought there was a 5cc card with transmute, but after looking it up there wasn’t one, which ruined my ideas of making Battle of Wits playable in legacy. What I did see was a 6cc card with Transmute, which I wanted to try building a deck around (mainly for grabbing Desire). An uncounterable way to find Desire seemed pretty good, and I made a deck full of cheap useful artifacts and lots of artifacts bouncers, coupled with Desire, Tendrils and some tutors. The fact that you could get Bargain with the transmute cards too made them pretty decent.
But the deck never really impressed me, and slowly I started cutting the orthodox cards for more mainstream cards. In the end I combined three ideas in one:
- TPS with Drains,
- Playing with Confidant
- Creating storm with artifact bounce spells
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While playing in the tournament I saw a lot of reactions of surprise when they saw Drains, Combo-Elements and even the suicidal 2/1 dude. While the deck may looks like a total pile, it actually has a huge amount of synergies, all starting at the Confidant:
Confidant + Top: This one is pretty obvious, the Top allows you to dodge taking damage from your confidant. In the worst case you get to exchange the Top with the top card, forcing you to take a single damage.
Confidant + Tendrils: Confidant digs for cards to up the storm count, but at the same time it takes the need for a copy away every time it hits your opponent. Also several times I used a small-sized tendrils to gain life to stay away from the dangerous low digits with a Confidant in play.
Top + Rebuild/Tendrils: Top is an easy way to get the storm count higher, and it’s just another artifact to be bounced by H. Recall and Rebuild.
Confidant + Drains (and FoW’s) : Having 8 counters in your deck and lots of draw allows you to win games mono-u style. Sit back and ride the card advantage of confidant to the win.
Confidant/Rebuild + LoA: It’s very easy to get back up to 7 cards in this deck, and therefore LoA shines in the deck.
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What I would change if I would play the deck again: First of all the deck needs to get rid of Tinker-Colossus, or at least the Colossus. Aside from the danger of taking 11 damage from Confidant Collosus does simply not fit into the deck. I sided it out in round 3 to 6 and only kept it in against FCG. With 2 Tendrils in the deck you rarely lack the ability to get one, and I think the second Tendrils fits the deck much better than Colossus does. Colossus should find a spot in the sideboard though.
Duress isn’t worth it, it should also be moved to the sideboard. I added Duress to make the matchup against Slaver/Gifts better but I think you don’t need these before sideboard. Confidant is enough of a bomb against these decks. Duress should be in the sideboard though.
The deck needs more Tops, I rarely regretted seeing my single copy. It’s not only great with Confidant but it also makes winning early with Tendrils much easier by digging for pieces and upping the storm count
The deck begs for a Swamp, and probably still does after the Duresses leave.
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This leads to this revised deck:
TT Confident v1.2
Lands:
4 Polluted Delta
1 Flooded Strand
4 Underground Sea
1 Tundra
3 Island
1 Swamp1 Tolarian Academy
1 Library of Alexandria
Artifacts: 1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Lotus Petal
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Black Lotus
2 Sensei, Divining Top
1 Memory Jar
0 Darksteel Colossus
Blue: 4 Brainstorm
4 Mana Drain
4 Force of Will
2 Rebuild
2 Thirst for Knowledge
1 Ancestral Recall
1 Time Walk
1 Mystical Tutor
1 Tinker (could be Thirst #3 too)
0 Merchant Scroll
1 Hurkyl’s Recall
1 Mind’s Desire
Black: 0 Duress
4 Dark Confidant
1 Demonic Tutor
1 Yawgmoth’s Will
1 Yawgmoth’s Bargain
2 Tendrils of Agony
Sideboard: 1 Darkblast
1 Engineered Plague (the fact that it won me 2 games makes it stay)
1 Engineered Explosives
1 Sundering Titan (if you expect a lot of Gifts)
2 Tormod’s Crypt
2 Sacred Ground
1 Balace (if you expect a lot of aggro)
1 Seal of Cleansing
1 Echoing Truth
1 Tundra1 Darksteel Colossus2 Duress0/1 Tinker[/i]
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Some Questions and Answers from the Castricum thread: @ Koen:
Your deck did look very intiresting. I would be intirested to know how "combo" pieces such as Bargain and Desire did in what seems like a control deck.
Bargain fits into this deck a little better than most control decks, but it’s really not all that different. After playing with Bargain in this deck, I might even play it in Gifts. But the fact that you have Tendrils to gain life, and the ability to win easily when drawing about 10 cards makes this card powerful in this deck.
Desire is a card I would have cut before the tournament if I had to go down to 60 cards. But it proved much better than expected during the tournament. When you hand doesn’t combine well with the Desire, you still can pitch it to FoW, Brainstorm and Thirst. Not to mention that a single artifact bouncer makes this card incredibly powerful.
In general I think this deck runs very little cards you never want to see (No Recoup, Burning Wish, Truth etc) and because of this the deck can afford to run some cards that can win games but can also sit useless in your hand. Because you don’t have many other cards you want to get rid of with Brainstorm and Thirst.
Also, was it worth running 2 Tundras just for the white spells in the sideboard? They just seem out of place and could be unnecessary wasteland targets.
Before the tournament I hadn’t really thought about the sideboard yet, and I needed an answer to Stax (aside from all the bouncers). Sacred Ground seemed the best option, and because this made me add some more powerful white cards I couldn’t get away running a single Tundra. Looking back I think having a Swamp over 1 of the Tundra and cutting some white cards in the sideboard would have been a better option.
When I saw Koen's deck on Morphling.de my first thought was 'He did it.' This of course refers to his announcement to be willing to test TPS with a combined number of both Rituals and Drains. It seems to me that he tried to merge Gifts.dec and TPS, cut Rituals at some point and generates Storm through Rebuilds.
As explained above, this isn’t really how I created the deck. If I would have started with TPS solely the deck would probably have run Drains and Rituals, but that’s a different deck, something I may try later.
That was my thought as well, but good job Koen, either way. Confident is really powerful
Thanks, I think almost half the archetypes out there could be adjusted to fit in Confidant and most of ‘em probably should because the card is a powerhouse.
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That’s it,
Feel free to share thoughts about the deck
Koen