I'd like to post my take on an updated tog list, inspired by this thread:
http://www.themanadrain.com/forums/index.php?topic=27042.0While the build in jCoKn's (what's up with the name, bro?) thread acknowledges cutting down on the number of winconditions, I think there are some flaws in the deck theory.
I agree that the deck can function very well and be very brutal with just a few win conditions. I stick to my guns with 1 Tog instead of the Tendrils. I wont spend much time discussing this secondary win condition, as Tinker/DC will win you the game 80% of the time.
My major concern in regards to jCoKn's list is the 'card advantage' parts of the deck - it's draw engine. Let me explain:
Intuition/AK is an established way to refill your hand. It is amazing when you're holding AK no. 4 in hand or when your deck has other uses for the Inutitions (Mindslaver, Dragon, etc.).
But if you look at AK/Intuition under other circumstances, it's just a 3 for 2 card advantage for 3UU. That's really slow when facing FCG or some other nasty beats. And in this deck it doesn't even tutor for brokenness... Sure it sets up a Win More Yawgmoth's Will or finds 3 FoW in a pinch, but nothing REALLY spectacular happens when playing Intuition for anything besides AK.
AK/Intuition's reliance on the graveyard is a problem too, as random hate towards the grave hurts you pretty bad.
Merchant Scroll has the same problems card advantage-wise in my opinion.
Not to mention, Merchant Scroll > Ancestral Recall is never a bad thing.
I'm not sure I agree here... Sure you get 3 new cards, but at the cost of 1UU at sorcery speed and 2 cards, this seems less than impressive. It is really good to be able to tutor for broken blue cards, but at sorcery speed and getting no real card advantage in the process, makes it problematic to me. Especially in this very tight deck that needs to be on top to win - controlling the game.
These factors combined: the slow and unimpressive 'card advantage' takes a lot of the 'oomph!' from this very explosive and savagely controllish deck.
I've tried to make my version of Tog faster, while still having the ability to dig deep into the library for answers in the opening turns.
MAIN:
1 Psychatog
1 Tinker
1 Darksteel Colossus
4 Mana Drain
4 Force of Will
4 Duress
4 Thirst For Knowledge
4 Brainstorm
3 Cunning Wish
1 Echoing Truth
2 Engineered Explosives
1 Ancestral Recall
1 Time Walk
1 Yawgmoth’s Will
1 Demonic Tutor
1 Mystical Tutor
1 Fact Or Fiction
1 Gush
1 Mox Pearl
1 Mox Jet
1 Mox Sapphire
1 Mox Ruby
1 Mox Emerald
1 Black Lotus
1 Mana Crypt
4 Polluted Delta
2 Flooded Strand
2 Tropical Island
4 Island
4 Undergroud Sea
1 Seat Of The Synod
SIDEBOARD:
1 Oxidize
1 Berserk
1 Seedtime
1 Krosan Reclamation
1 Moment's Peace
1 Misdirection
1 Stifle
1 Hurkyl's Recall
1 Echoing Truth
1 Chain Of Vapor
1 Darkblast
1 Coffin Purge
1 Vampiric Tutor
1 Mind Twist
1 Hideous Laughter
(Please disregard the sb. The only vital cards are: the bounce spells, Vampiric Tutor, Mind Twist, Berserk and Misdirection)
The big difference between the two builds is obviously my inclusion of Thirst For Knowledge as my main draw engine. It is supported by Fact Or Fiction, tutors, 3 Cunning Wish and a questionable Gush.
Thirst + Fact has a nice ability to dig deep into the deck NOW. You don't have to spend a turn setting up with Intuition.. You draw the cards at once and see your options right away. This wins you games when staring down active Welder, Goblins or an active Oath. It does so in the important turns 2-5 in which most T1 games are decided. This is essential in relation to Intuition/AK that loses a turn for you on this account.
Here's two examples:
With Intuition/AK:
A turn 2 Mana Drain (for 2), lets my turn 3 play be: Intuition for 3xAK for U, and keep UU open (expecting to draw 3 cards in my opponents next EOT step if he has no play)
With Thirst For Knowledge:
A turn 2 mana drain (for 2), lets my turn 3 play be: Thirst 3 cards deep into my deck giving me options NOW, maybe even finding another Mana Drain, extra land or brokenness. It still lets me put up UU and playing a brainstorm, tutor or whatever.
The Thirst version is a lot more aggressive this way - it lets me randomly see proactive cards like Duress, Time Walk and Tinker and lets me able to play these right away.
Adding enough artifacts to make this work was actually pretty easy.
Even as I include green for the good ol' Berserk win, I still chose Engineered Explosives over Pernicious Deed, because og the Thirsts. Explosives have been working wonders for me and are often one or two mana cheaper than a Deed. It's fine to discard these to Thirst, when you're in control of the game. Also U+random mox/black is a lot easier to produce than finding consistant green mana in this deck.
Being able to get rid of a Darksteel Colossus in hand in other ways than by Brainstorm'ing it away is obviously another huge benefit from Thirst - Oath players know how it feels to be stuck with 'big dude in hand' (some pun intended).
1 artifact land was added to give another random artifact to discard without wrecking the mana base too much.
Try it out - it works quite alright.
I feel that Green still gives some very nice options. Berserk is not to be scoffed at. It makes Tog lethal ALL THE TIME. and I've even played it on DC to finish the game NOW. I don't see it as a win more card at all. It gives you a lot more options.
Krosan Reclamation doubles as Graveyard hate and it recycles your sparse win conditions if all goes wrong. If someone decks you, you can put Timewalk + Tinker back in your library (or cunning wish + Tinker).
The most important sb-card is Vampiric Tutor. It gets you tinker at the cost of card advantage - When your opponent is properly disrupted this has little consequence as Mr. 11/11 JUST DOESN'T CARE. It feels clunky to end of turn Wish for vampiric, and miss your next draw - but it has won me lots of games. I'm sure this is true for jCoKn as well.
Bounce maindecked AND sideboarded as numerous different wish targets are very important in the current environment of oaths, Needles, Chalices, and other hatefull artifacts and enchantments.
I like the idea of adding white if Stax and Oath are problematic. But I'd rather have an effective toolbox in random metas.
I played this deck in a 24 man well-powered tournament last week and won, but that's the only test the deck has had so far.
Gush won me the semi-finals, but has to move to the sb I'm afraid. Maybe a maindeck Misdirection or an extra explosives or a Sol Ring will take it's slot.
Thx for reading.