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Author Topic: Multiplayer Tendrils  (Read 1248 times)
netherspirit
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« on: June 07, 2006, 01:45:52 pm »

I'm having to buy less Magic due to things going on at the moment, so I'm concentrating more on my multiplayer decks. Anyways, I'm trying with a Tendrils deck at the moment and failing loads, in all honesty it's pretty bad, I really need some help with this:

4 Remand
2 Future Sight
1 Necropotence
1 Yawgmoth's Bargain
3 Tendrils of Agony
4 Cloud of Faeries
1 Frantic Search
2 Mana Severance
2 Unsummon
1 Time Spiral
4 Ornithopter
1 Dream Halls
4 Requisition
4 Infernal Tutor
3 Tangle Wire
12 Swamp
11 Island

There it is, I'll admit it's terrible, but it's a starting point.
I'm using "free" spells (ie Cloud of Faeries) because they're easy enough to play and obviously very good with storm.
Future Sight may be slow but in multiplayer I usually have enough time for it to drop, from there it basically reads "you win" most of the time.
Mana Severance, Yawgmoth's Bargain and Necropotence allow me to use Future Sight more efficiently.
Dream Halls is just great for playing higher cost cards.
Time Spiral, Infernal Tutor and Frantic Search, I don't think I really need to explain these. Razz
Requisition is amazing, yes I know it isn't available yet, but I still proxy it, in multiplayer ditching two cards isn't as bad as in one on one games.
Unsummon and Tangle Wire help slow creatures down.
Remand just lets me keep things under control a little and gives me the extra card.

The mana base is rubbish, but in this format it doesn't matter much.
Anyways, there's my excuse for a deck, everyone in my play group plays aggro or anti blue (hehe, all because of me). Like I said, help would be much appreciated.
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Mr. Type 4
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« Reply #1 on: June 07, 2006, 04:07:24 pm »

I believe Requisition is called "Comandeer" in English.  FYI

You deck is screaming out for Mind's Desire.  It wants it soooo bad. 

Why play unsummon for U when you could play Snap for free? (or betterthan free if you get the Halls)

Onithopter seems pretty sucky, you could be casting a useful mana artifact for zero instead.  They would be better if you played Academy(which your deck really wants, also, to really get some extra synergies out of Cloud of Faeries and make your Future Sight more castable) but still, mana artifacts would be sooo much better.  Like Lotus Petal, bad Moxes if you can't get good ones, etc.

I like Remand in here.  Makes it a lot easier to kill more than one player by remanding your own Tendrils. 

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« Reply #2 on: June 18, 2006, 10:47:29 am »

Perhaps you are going in a slightly wrong direction here. Traditional storm is capable of killing several players in one shot. Instead of doing 20 points to 1 player on turn 1 or 2. It can set itself up to do anywhere between 60ish to a couple hundred if you put more set up to it, effectively making your kill at turn 3 or 4.

But I would understand if your multiplayer group won't allow the entire platter of broken cards to be used.

When I dabbled a bit into multiplayer storm, I used these that you may want to take a look at:

Mana Geyser
Anarchist
Recoup
sensei's divining top

along with the standard

burning wish
wheel of fortune
memory jar
demonic tutor
yawgmoth's will
vampiric tutor

The strategy of this BR concoction is somewhat different than what a normal storm deck would want to do. Instead of reaching a fundamental turn where you kill everyone, you only opt to make small squirts of spells to fuel your tendrils and then recurring them again with your various recursion spells to do it again. The glue here is mana geyser which will consistently get you 20ish mana in a game involving at least 4 players. (Obviously, this deck sucks 1 on 1 and is marginal in 3 player games as well).

There are different routes in tweaking the deck. Obviously, the deck will not suffice in having 2 slots for card drawing, even if you can recur them. You can either play cards like night's whisper and cost of ambition to fill out your card draw or splash blue for more draw 7s and other goodies.

And then there's slots you need for defense which no multiplayer deck can do without. I opted to play a set of sun droplets solely to allow me to survive the early game if people decide to punish me for playing combo. I also added mishra's factory as additional defense. First off, it is mana, so it doesn't cut into my spellslots (and since the rest of my mana are tuned with badlands and bloodstained mires, i wouldn't have mana problems in 2 colors). It's a great early defense card, being able to have a 3/3 on turn 2, and finally, it sucks up unneeded mana from the geyser in the absence of a divining top.

Another defensive route you can take is to use some cip creatures like phyrexian rager and lavazombies. Since the rager replaces itself and lava zombies can recur the ragers or the anarchists, these strengthens your gameplan while acting as bodies for blocking.

Finally, there's mana acceleration. In order to be able to go off as soon as you have 5 mana (its still dependent on the best turn that most your opponent's lands are tapped),  terrarion would allow you to tap out for geyser and still be able to get black mana for black spells. Furthermore, I think I played talisman of indulgence as mana accel.
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Moonkeeper
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« Reply #3 on: June 21, 2006, 04:43:40 pm »

I have a multiplayer storm deck (multiplayer is just about all I play). Mixing in cadaverous bloom helps me out alot, especially when it combines with necro or bargain.
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