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Author Topic: [Deck] The Perfect Con  (Read 2243 times)
EaterOfDreams
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« on: June 02, 2006, 01:55:31 am »

4 Brainstorm
1 Ancestral Recall
4 Force Of Will
2 Merchant Scroll
1 Mystical Tutor
1 Hurkyl's Recall
1 Rebuild
1 Chain Of Vapor
1 Tinker
4 Duress
1 Demonic Tutor
1 Vampiric Tutor
1 Nectropotence
1 Yawgmoth's Bargain
2 Tendrils Of Agony
1 Yawgmoth's Will
1 Memory Jar

4 Dark Confidant
1 Darksteel Colossus

4 Dark Ritual
1 Mox Jet
1 Mox Sapphire
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
1 Black Lotus
1 Mana Crypt
1 Lotus Petal
1 Mana Vault
1 Sol Ring
4 Polluted Delta
2 Bloodstained Mire
2 Underground Sea
2 Swamp
2 Island
1 Tolarian Academy

Disruption/Protection
  Force Of Will - Force is 50/50 currently. Part of me REALLY wants to try Cabal Therapy/Hymn To Tourach. But nonetheless, Turn 1 3-Spheres are awful while on the draw so Force is here.
  Duress - Duress = Amazing <33.

Tutors/Card Draw
  Merchant Scroll - 2 MIGHT be too many. After the fetch of Ancestral it seems to become "BrainStorm, Force Or Bounce Spell". I've tried adding FoF and Frantic Search but neither performed well enough.
  Demonic Tutor/Vampiric Tutor/Mystical Tutor - DUH!!
  Dark Confidant - Dark Confidant = Teh HOTT Sex. Sure it sucks when you're comboing off but I've often played one or two more just to increase storm. And hey, they're usually easy pitches to Necro and Bargain.
  Ancestral Recall - If you have to question this I WILL slap you.

The Win/Misc..
  Tendrils Of Agony - Logically. I feel two is a good number. And you can luck sack into drawing one before you get capped Razz. The other 2 safely reside in Mr. Side-Board
  Darksteel Colossus - Back-up win. Has actually performed MUCH poorer than expected. May move to the side for something. Who knows what =/..
  Necropotence/Yagwmoth's Bargain - Fit better here than in the "Card Draw" section since either of these cards resolving typically means GG.
  Memory Jar/Yawgmoth's Will - 2 More cards that often = Win. It's THAT simple.
  Chain Of Vapor/Rebuild/Hurkyl's Recall - The Tri-Suite of bounce spells seems to be expected in a deck such as this. And they all work well for Scroll targets. I currently play 2 Echoing Truth and 2 more Rebuild sideboard.
  Tinker - Fetches Colossus and Jar. More than enough reason to be in here. Case CLOSED!!

The Mana
  6 Fetches - I don't own Strands or there'd be 1 or 2 in here. But this works fine.
  Islands/Swamps - Basic Lands = Good I Hear!!
  Underground Sea/Tolarian Academy - Only THREE WasteLand-Able targets. However if Stax continues it's current direction I may add one or two more seas.
  Rituals/Moxen Etc.. - BLAH!!

I decided to post the boring stuff here since not many people seem to care. And I just didn't think about it before. Either way. So I've been working on something like this for 2 or 3 months. I was planning to play a version at this previous Richmond P9 but then failed to bring all my cards and get it finalized so I tossed together Confidant Control the night before and did better than expected STILL missing cards even for that

I know this deck is nothing new. It's a modified TPS with Confidants but I care not. I feel the suave deck-name alone makes it my own creation. Perhaps I'll play a lone Grizzly Bear with Spirit Guides in the side for hidden tech purposes. Then it could honour my girl who finds the Grizzly Bear flavor text (As Do I) one of the funniest things in the history of things made from trees..

*SideBoard And Match Up Analysis Coming Soon* Really Razz I'll Have To Slighty Wing It Since There is NO Vintage MetaGame Here =(..
« Last Edit: June 04, 2006, 05:41:55 pm by EaterOfDreams » Logged

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netherspirit
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« Reply #1 on: June 04, 2006, 06:03:54 am »

Why the heck haven't you included Time Walk???!!!!!!
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« Reply #2 on: June 04, 2006, 01:23:24 pm »

Why the heck haven't you included Time Walk???!!!!!!
There are better draw spells.

What exactly does Time Walk do for a storm deck? When you've played eight spells and have a Time Walk alone in your hand, are you really happy it's there?

A bomb is better suited for the slot, since Time Walk doesn't really do anything for the combo or setting up. It *might* draw out a Force of Will sometimes, but I doubt it.

-hq
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netherspirit
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« Reply #3 on: June 04, 2006, 01:29:03 pm »

Hmm, I guess, but even so, I've run it in every storm deck I've built, and it's always proved to help more than it hurt.
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Pitlord
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« Reply #4 on: June 04, 2006, 01:36:27 pm »

Time walk in storm combo is really weak. It doesn't actually do anything for you while combing out, and drawign it before combo is pointless because it just replaces itself. Time walk in storm combo is simply a 2 mana cantrip that makes mulligan decisions hard. I would honestly rather play somethign like opt before time walk.

One other card that I am wondering about it's exclusion though is mind's desire. It costs quite a bit, but wins the game when resolved. The other minor problem, other than high casting cost, is that flipping it with confidant makes you cry, but on the plus side, it pitches to FoW. I am just wondering if it was tested and was too mana intensive, etc. or if was not tested and could be good.
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netherspirit
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« Reply #5 on: June 04, 2006, 01:43:36 pm »

Heh, I'm not a genius when it comes to storm so I'l take your word for it, would Meditate be worth running?
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Cross
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« Reply #6 on: June 04, 2006, 03:19:41 pm »

If you are running dark confidant you need to be running time walk.

If you are running darksteel colossus you need to run time walk.

This combination should be obvious. Dark confidant is INSANE with time walk. That’s 4 damage and two extra cards. That’s eleven damage from colossus, and one extra card. That's less storm and more cards, without having to pay for an actual draw spell.

HOWEVER, I question the combination of confidant and tendrils though, and that’s after playing them together successfully for a long time. Tendrils decks are decks that want to win as fast as possible. Dark confidant wants to win after many turns of gaining card advantage. I feel like these are two diverging strategies that hurt the deck design. Even colossus is on the slow side for combo decks. This is the same reason that some people are questioning time walk in here, rather then just setting up an extra turn, why not have a better cantrip to storm through. Though I think time walk should be in most storm decks, I think you are actually looking at two different decks and trying to combine them into a jumble.

And no meditate is not worth running, thirst for knowledge would be way better.
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EaterOfDreams
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« Reply #7 on: June 04, 2006, 05:39:34 pm »

Mind's Desire was tested once or twice but the only times I could cast it I could win anyway. It's in the SideBoard currently. Time Walk might not be bad but I'm planning to cut Colossus so I'm not sure if it's valid enough to run JUST because on Confidants. I'd personally run Remand over it. Which I DID weeks ago. Also I don't consider the deck a "Jumble" per se. It's kind of like Post SB IT sans Intuition. I played Confidant Control in Richmond months ago and almost ALWAYS wished I had Tendrils for a back-up win at times so I worked the deck into this. I'm scared of the Oath match-up though. There's NO Type 1 scene here at ALL so it's kind of me play-testing against decks myself which isn't the most fun thing to do. ICBM Oath especially seems rough, Chalices, Null Rod, Counters/Duress. Not good for Combo =(..
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god_of_war
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« Reply #8 on: June 06, 2006, 06:55:29 am »

have you drawn the colossus off the confidant before? sure hes a good back-up but wouldnt you want to have him in the side for the game 2 surprise factor?
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EaterOfDreams
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« Reply #9 on: June 06, 2006, 04:41:38 pm »

About Colossus - I've turned him over once or twice playing Confidant Control months ago but never with this deck as I can remember. However, I DO believe I'm cutting him as well as Tinker/Jar for 3 of something. Possibly 2 Remand and a  Time Walk. We'll see..
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Webster
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« Reply #10 on: June 07, 2006, 01:11:09 am »

Time walk is good and so is mind's desire. Time walk has the obvious synergy with dark confidant, but what hasn't been mentioned is its ability to act as a spectacular set-up card against any drain deck. When setting up for the win, time walk essentially doubles your permanent-based mana allowing you to play your disruption and tutors before the game-winning turn to follow.

Mind's desire has its niche also in the drain match-up. Think of it as the go-to draw-7 versus drain decks where tinker/jar, twister, bargain, necro fall into the "i-hope-you-don't-have-a-counter-because-I-don't-have-a-duress/force" category.


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cssamerican
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« Reply #11 on: June 07, 2006, 02:21:15 pm »

HOWEVER, I question the combination of confidant and tendrils though, and that’s after playing them together successfully for a long time. Tendrils decks are decks that want to win as fast as possible. Dark confidant wants to win after many turns of gaining card advantage. I feel like these are two diverging strategies that hurt the deck design.
I semi-agree with this, if you are playing cards like Necro, Bargain, Desire, and Jar in conjunction with Confidant then your pulling the deck's goals in two different directions. You have four cards that are geared to simply win a soon as possible and four cards that are designed to slowly gain an insurmountable advantage. The tendrils bit I kind of disagree with though, it is an efficient kill card whether you use it early or late. The deck I play, as been an evolution that started with Tog. I added confidants to increase draw and clock then I realized that ToA was just a better kill card than Tog. So the deck I play is more of a control deck than a combo deck, but its roll is clear. I don't run combo cards; it is a control deck whose kill just happens to be ToA.
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