RaleighNCTourneys
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« on: November 20, 2006, 07:07:48 pm » |
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What did I just lose to? StarCity Games Roanoke Day 2 - 1st Place Report plus MORE!
FIRST PLACE! HIGH FIVE! VERY NICE, VERY NICE!!
The Report
It’s not Intuition Tendrils, although I do run Intuition and Tendrils of Agony. It’s not Gifts; I don’t even run Gifts. It’s not a Long variant…. just because you see a Dark Ritual and Tendrils of Agony does not mean you’re playing Long. I got all of these things this weekend. Other than the people who knew me (I played 3 people I drove with day 1 and 2 day 2), many of my opponents didn’t know what I was playing. When I’d ask for a minute to think about a play, some people were more than happy to give me time thinking that I was playing Long and agonizing over some complex decision. If you look in the StarCity database, you can find lists for Drain TPS, which was my inspiration for this deck. This is the closest relative to what I was playing. I call the deck Drain Tendrils (DT); you can call it whatever you want.
I’ve been testing this deck for close to 6 months now and my team (Arsenal) and I were fully aware of the deck’s power going into Roanoke. This deck has got me back into Type 1 and testing every week with the team we recently formed. We even started having local tournaments every month or so. Go back to SCG Charlotte a few months ago, that was the first time I had played DT in a tournament and I didn’t really have much testing with it other than some occasional testing on MWS when I got bored of schoolwork. Other than that, I hadn’t tested the deck against a real opponent. At SCG Charlotte, I piloted the deck to a 13th and 17th place finish, having a whopping 3 matches in both days where winning any of them would get me into the top 8. My lack of testing and seriousness in Type 1 kicked in as the caliber of player got slightly better in the later rounds, and I lost all 3 matches. After that, I realized how good the deck was and I just needed to put more time into it. I was amazed that some goofy deck I messed around with on MWS was so powerful, and coincidentally it was the same list within 1 or 2 cards that I ran at Roanoke. In the 4 local tourneys at the Sports Zone in Cary, NC between Charlotte and Roanoake, I piloted the deck to a 14-0 match record and a 26-2 game record against good decks with generally very competent opponents. I was amazed at how powerful this deck had become and how good I had become with it. In my testing with Machinus (Chris Coppola), I absolutely destroyed Gifts and from pre-boarded games I wrote in my notebook, on the play I was 6-1 and on the draw 5-2 against him. In the local tournaments, my Gifts matchup was the same and I always won with ease. With all the talk about Gifts being the best deck lately, I knew this deck had a great shot at Roanoke.
Here is the list I ran both days at Roanoake:
Maindeck
Counter 4x Mana Drain 4x Force of Will
Draw 4x Accumulated Knowledge 2x Intuition 4x Brainstorm 3x Thirst for Knowledge 1x Ancestral Recall 1x Gush 1x Fact or Fiction 1x Frantic Search
Other Good Stuff
1x Mystical Tutor 1x Demonic Tutor 1x Vampiric Tutor 1x Time Walk 2x Rebuild 1x Chain of Vapor 1x Yawgmoth’s Will 2x Tendrils of Agony 1x Dark Ritual
Mana
4x Underground Sea 4x Island 3x Flooded Strand 2x Polluted Delta 1x Tolarian Academy 1x Sol Ring 1x Black Lotus 1x Mox Pearl 1x Mox Emerald 1x Mox Ruby 1x Mox Sapphire 1x Mox Jet 1x Mana Crypt 1x Mana Vault 1x Lotus Petal 1x Library of Alexandria
// 61 Cards
Sideboard
1x Hurkyl's Recall 1x Darkblast 3x Diabolic Edict 4x Duress 1x Tinker 1x Darksteel Colossus 2x Tormod’s Crypt 2x Massacre
// 15 Cards
The trip was generally uneventful. I’m not much of a storyteller so I’ll just get right into the tournament report. It was great seeing all the familiar faces and friends again and meeting new people like Feinstein and so many other cool people I played against and chatted with. Type 1 really has the best player base in all of the formats.
Day 1 I was generally satisfied with my performance, although playing 3 matches against people I drove with was not fun. I went 4-2, good was good for an 11th place, and lost to Becker in 3 games in the match that decided who would top 8. He won the die roll in the match and dropped Chalice of the Void on zero turn 1 in games 1 and 3, which was very hard to get out of. His deck was very impressive and he deserved the win. I was disappointed that I didn’t top 8, but I knew there was tomorrow.
Day 2 Report
Round 1 – Mark Trogdon with Workshop Aggro
I know I’ve talked to Mark at previous SCGs and he’s always been a really nice guy and fun to talk to and play against. Mark and Jerry Yang are 2 of the nicest Vintage players I’ve ever met and it’s always a pleasure to play against them.
Game 1
I talk to my teammate Chris before the match and ask if he knows what Mark plays. He told me Control Slaver and nothing else. I was mentally prepared for CS and that was a huge mistake and should have cost me this game. I am on the draw and keep a VERY sketchy hand with 2x Force of Will, Rebuild, Thirst for Knowledge, Fact of Fiction, Sol Ring and Mana Vault. If I draw a blue source I’m fine and the 2x Force of Will should buy plenty of time. Mark opens with a Lotus and cracks for a Goblin Welder, which I let resolve because he is playing CS. But he’s not playing CS, and if I knew he was playing with Mishra’s Workshops I would have countered it. I believe he then casts a Fire (Fire/Ice), and I gladly take 2. I draw, discard and pass. Mark drops a Workshop and I think to myself how screwed I am. He has an active welder so my 2x Force of Will I have in hand are useless. He plays an off color Mox, which I decide to Force of Will to keep him at 3 mana and not let him have any artifacts in play. He then casts a Mana Crypt. I think for a little bit, mostly about how screwed I am, then I decide I might as well go all in and Force of Will that one too. He then casts an equipment similar to Vulshok Battlegear and passes. I draw a card and pass. He plays a Solemn Simulacrum and passes. I draw a card and pass. He drops another welder, a big artifact dude with equipment and passes. I draw a card and pass. He attacks me for a bunch and does some Solemn Simulacrum stuff. I only have 2 more turns at most to live. I draw an Underground Sea, play my Mana Vault and pass. At this point, I managed to draw into Yawgmoth’s Will and Vampiric Tutor and I still have my Fact or Fiction in hand. Mark swings with a 7/7 artifact and Solemn, but not with his 2 Welders and I go down to 3. He does some Solemn tricks with Goblin Welder hoping to hit a Wasteland and end the game. On my upkeep, I Vampiric Tutor, going to 1, and get Lotus. I play Sol Ring off Vault and crack Lotus for blue for Fact or Fiction. There is a brainstorm plus Lotus Petal and Dark Ritual, which Mark wisely puts in different piles. I am forced to take the Lotus Petal and I then Yawgmoth’s Will. I end up having to Fact or Fiction again after Will out of desperation and I hit a pile in which Mark puts Mana Crypt and a Mox Sapphire in one pile, which I take. I am able to Rebuild to make some mana and get the storm count high, and I end up with one blue mana in my pool, a bunch of colorless, a Lotus Petal in play and Dark Ritual in my yard. I cast the brainstorm that’s in my yard (as my last hope) and draw land, Force of Will and… TENDRILS OF AGONY as the third card!!! I go to replay Dark Ritual and my hand slips out of excitement and some artifacts in play almost fall off the table. I then cast Tendrils for 34.
Game 2
I board in a Hurkyl’s, 3x Diabolic Edict, Darkblast and Tinker/Colossus. This game ends shortly after I tinker up Colossus with protection and win.
Matches: 1-0 Games: 2-0
Round 2 - George Goanos with Bomberman
George is one of the guys I drove up with, but he lives in Georgia and I never get to test with him. I know what he’s playing, but I don’t have much experience against it.
Game 1
I establish early control of the game with counters and draw spells. I manage to get myself down to 12 life from vault damage though. After reducing my opponent to no permanent threats and just a few cards in hand, I am able to safely go for the Yawgmoth’s Will/Tendrils kill and easily win.
Game 2
I board in 3x Diabolic Edict, Tinker/Colossus and 3 or 4 Duress. I open with a strong start with 2 Force of Will and a Library of Alexandria and start abusing. On turn 2 or 3, he drops a Meddling Mage and I activate Library of Alexandria and go to 8 cards with 1 Diabolic Edict in hand. I strongly consider Forcing knowing that he knows my board, but I bank on the guess he’ll name something like Tinker or Yawgmoth’s Will and not Edict. He names Edict and I then wished I had Forced, but I’m still in a very very nice position. He swings for a few turns and I use my Library every turn. He casts an Auriok Salvagers that I Force, and it gets countered. He then plays a Aether Spellbomb shutting off my Tinker plan, which also resolves. He tries a Tormod’s Crypt, which I Force of Will and he Drains my Force on his first main. Crypt unfortunately resolves. He swings with Meddling Mage putting me to 15 and burns for 5 putting him at 15. On his next end step, I try and AK for 4 (I had previously Intuitioned up 3 AKs and resolved the AK for 3) and George thinks about Crypting, but lets it through in fear of Yawgmoth’s Will. I take my turn and during my turn time is called, so I’m in a really nice position. I end up comboing him out with a Tendrils for 20 that turn, which involved playing some cards like Gush, Brainstorm, Black Lotus and Tolarian. I had already hit Tendrils while drawing a lot of cards, so I’m pretty sure I have the win. Just to make sure, I cast Yawgmoth’s Will, he Crypts away about 25 cards. I let the Crypt resolve and then respond to my Will with a Black Lotus and sac for blue. I replay Lotus off Will and Tendrils for the win.
Matches: 2-0 Games: 4-0
Round 3 – Mike Hetherington with Meandeck Gifts
I play Mike twice day 2 and he’s a really laid back guy, and we both try to psyche each other out with small talk, which probably doesn’t work for either of us but we always had some sarcastic comments to make to each other after every play. It was a lot of fun. I really enjoyed being attacked every turn with no creatures and taking the damage. I need to start getting in the habit of going to 2nd main phase every turn more often.
Game 1
I wish I could remember more but I can’t take notes because it’s hard for me to concentrate on the match if I do that. I think I cast Accumulated Knowledge for a bunch of cards and had Drain for one of his Gifts. The next turn I had Fact of Fiction and I was able to get a pile with Mystical Tutor in it. I had Ancestral Recall in hand to Mystical for Yawgmoth’s Will and Ancestral Recall into it and cast it with a juicy yard. I think he has 1 card in hand so I showed him my hand and he scoops.
Game 2
I board in 4x Duress, 2x Tormod’s Crypt and Tinker/Colossus.
I keep a hand with Black Lotus, Mox Jet, Time Walk, Tinker, Force of Will, Underground Sea and a blue card. I keep. He opens with a first turn Fact or Fiction, which I counter. I Tinker up the Big Man and Time Walk. He goes to 9 and I pass. He draws for turn and that ends the match.
Matches: 3-0 Games: 6-0
Round 4 – Cullen Cox with Hide/Seek Control
I’ve played Cullen twice in the local tournaments in NC and the day before at SCG. When I find out we’re paired up we’re both really excited because he drove here together and one of us will top 8 for sure.
Game 1
I am able to find a turn 2 or so Recall and cast a Yawgmoth’s Will turn 3 off Drain mana from a countered Dark Confidant. I cast Will far from a guaranteed win and do not find any good combo pieces. I draw a bunch of cards using Tolarian and replay my Black Lotus with a Drain, 2 FOW and all draw spells in my hand. I play the slow and safe game for about 5 more turns, countering every important threat. I eventually have about 7 cards in hand and he has 1 or 2. The non-Will Tendrils kill is easily executed off cheap and busted draw spells and Rebuild.
Game 2
I am now 99% sure I won the match and will top 8 because of how long game 1 took. Cullen should have scooped after my Will if he wanted any chance to win this match, which he even said during game 2. I asked him if he wanted to scoop during Will but he wanted to play it out, which is very understandable, but his deck is slow and time is always a huge factor. With my board against Cullen’s deck, I almost can’t lose and even if he takes out all 3 of my win conditions I can play so that the game will take as long as I want it to because I have answers to all of his cards. I board in 3x Edict, 1x Darkblast, 2x Massacre and Tinker/Colossus. I mull to 6 and keep a hand with a Ancestral Recall. I Recall and play a Mox or 2 and pass. He doesn’t do anything (maybe Duress?) and passes. I get Drain online and pass. He plays a Confidant at some point, which I let in and Diabolic Edict him. I counter a Seek (Hide/Seek) at some point, but the second one gets through and he takes a Colossus, which puts him to 27. I still have 2 Tendrils of Agony left in my deck. This is the only match I keep in both Tendrils game 2, because of Seek. He Pithing Needles Library of Alexandria. I have a lot of cards in hand, and he is running low. We are getting very close to time now. He plays a morphed creature, and I Diabolic Edict him again. With about 2 minutes left, he Duresses me with 2 cards in hand and I have 7 consisting of Brainstorm, 2x Drain, Edict, 2x Massacre and Thirst for Knowledge. He scoops and the match is over. Thanks for the good games Cullen I know you’ll get in the top 8 at one of these.
Matches: 4-0 Games: 8-0
Round 5 – ID with Jeremy Seroogy with 5 Color Stax
Round 6 – ID with Dave Feinstein with U/W Fish
I am 4-0-2 after Swiss and the #1 seed.
Top 8 – Marty with 5 Color Stax
Game 1
I play first and play and Island. He drops a turn one Chalice of the Void on 2. He gets out an early Crucible and has Strip Mine in hand soon after, so I quickly run out of lands. I didn’t get a Force of Will that game, and I can’t Drain so he won. I have no permanents for a long time, but I was in the game the whole time surprisingly. I had Will in hand with a Mox and Lotus Petal and a decent yard. I’m pretty sure topdecking Black Lotus or Dark Ritual would have won me the game until he dropped 2 Sphere of Resistance in one turn.
Game 2
I board in Hurkyl’s, Darkblast and Tinker/Colossus. I end up winning this game off a fairly early upkeep Brainstorm then Mystical Tutor for Tinker off a Mana Drained Sphere of Resistance. After Tinker, I am holding Force of Will, Gush, Underground Sea and Darkblast. I am fairly sure I’ve won because if he casts a Goblin Welder to answer my Colossus I can Darkblast it, and I have Force of Will for something like Balance. He does cast a Balance and I Force of Will it and win.
Game 3
I keep and open with Library of Alexandria, which is not a very strong play against Stax. He gets a turn one Crucible of Worlds and he gets the Wasteland thing going. I play a few basic lands and artifact mana and counter what I need to and start working the end of turn draw. I eventually get a Tolarian Academy I can use for one turn because of recurring Wasteland. I am able to play through a Sphere of Resistance and Brainstorm, Demonic Tutor and Tinker with Force of Will and Time Walk in hand. I made a huge mistake because I was somewhat nervous and tapped my mana wrong and I ended up burning for 2 and passing with no mana open so I couldn’t Force of Will because of Sphere of Resistance. I am relieved to see him play a Smokestack and pass. I cast Time Walk and win with Force backup.
Matches: 5-0 Games: 10-1
Top 4 - Mike Hetherington (again) with Meandeck Gifts
I am somewhat relieved to find out I am playing Mike again because I am confident in the Gifts matchup and know I have a decent shot and the confidence of a previous 2-0 win.
Game 1
I am on the draw. He opens with Island go. I open with Island, Mox, Mana Crypt go. He Brainstorms at my EOT, and I respond with Fact or Ficton, which he Forces and I Force back. At this point, I start getting way ahead on resources and cards and almost have a secured win. On his turn 4 he top decks Ancestral Recall and casts it with UU open and some artifact mana. My hand is Force of Will, 3 Accumulated Knowledge and Dark Ritual. My plan was to Accumulated Knowledge for 1, 2 and then 3 on his end step and win the game from there (I had the 6 mana open). Pitching AK to Force of Will is really bad for me right now, but I decide to Force of Will his Ancestral anyway, which he Drains on his second mainphase. I think I drained a Fact of Fiction on his turn as well, but I drained something and I have 4 mana the next turn. I untap and draw, use my drain mana to AK for 1 and then 2. I end up with a Dark Ritual, Tolarian and Yawgmoth’s Will (or Demonic Tutor) in hand with no protection. I need to win now or I feel like I will almost definitely lose. I tell Mike if he has the Force of Will (he only has 3 cards in hand) he almost certainly wins, and if he doesn’t he loses. He didn’t have the Force of Will and my Will resolves. He still doesn’t scoop, but as soon as I show him Tolarian he realizes the game is over.
Game 2
I board in 4x Duress, 2x Tormod’s Crypt and Tinker/Colossus.
Mike is on the play again and opens with Mox Sapphire, Brainstorm and pass. Apparently he kept a potentially really good hand with Tinker, Gifts, Force, Sol Ring and Mana Vault. He didn’t hit a land off Brainstorm though. I play an Island and pass. He plays a Sol Ring and passes. I play another Island and get the Drain online and pass. He does some stuff and taps out for a Merchant Scroll, which I Drain. I take my turn and cast a Thirst for Knowledge off Drain mana. I discard 2 Accumulated Knowledge and play a Tormod’s Crypt. I am able to Duress and I see Ancestral Recall, Tinker and Time Walk. I have Demonic Tutor in hand and I can cast my own Tinker that turn if I want to. I remember back to when we played in Swiss and we shared each others board, so I know he brings in Sundering Titan over Colossus against me. This is perfect because I can now Tinker up my Colossus and he can only get a Sundering Titan and won’t be able to race me or have another Colossus in play. With this knowledge, I take Ancestral Recall, get out my colossus and pass. I have basically gone all in with this plan because the only way he can win is with good topdecks and I have Tormod’s Crypt in play to negate his Yawgmoth’s Will plan. He doesn’t find his Wipe Away or any other answer and I win.
Matches: 6-0 Games: 12-1
Finals – Split with Chris Marchand with Bomberman
I have had about 45 minutes of time to relax after my 2 game match. This has given me a ton of time to find out exactly what Chris is playing in his deck and I’ve been talking to one of my teammates from back home and he was nice enough to pull up a Bomberman list and run me through the deck and talk about strategies. I know what Bomberman does, and I know what I want to do, but I haven’t had much testing. A few minutes before I expect we’ll start, Chris is outside and motions me outside to talk to him. He wants to go home, and I know him and his guys pretty well from previous SCGs so I hear him out. He wants to split and I consider it and I know there is no way I am leaving the tourney in 2nd place. I tell him that and let him know that if I do split, the only way I’d do it is if he conceded to me. We work the split out with the judge standing next to us (I don’t know how he found us) so nothing shady goes on. He concedes to me and I am able to get home earlier so I’m happy. For everyone there who really wanted us to play it out, I understand splits are boring, but Chris and his boys had a long drive home and I got to get 1st place and go home early, so it made sense at the time. It would have been nice to play it out though.
Thanks to all of my teammates on Arsenal and everyone else who tested with me! It really made a difference this time around.
The Deck
Drain Tendrils is currently my favorite deck. I made it, I win with it and I take my losses with it. I’m probably not going to stop playing it until it gets hated out or I get bored. A great advantage to the deck is that no one knows what you’re playing. You can play a 3 game match and beat their face in and they still may have no idea what you’re playing. I suppose that the deck is a control-combo hybrid, but I think of it as the current purest competitive control deck that has a combo finish because it makes the most sense. All it is is draw and counters. Draw. Counter. End step draw. Force of Will this, Drain that, draw 3 more cards and try to win when you have to. There’s nothing too intricate to the deck. There’s no pondering for 5 minutes on a Gifts Ungiven pile to save the day. All of my thought and agonizing have gone into my card choices for the deck and extensive playtesting and strategy. Once you know what you’re doing and how to play the thing, the decisions to make should be easy most of the time. The deck draws cards and then uses small “tricks” to build up advantages. The “tricks” are cards like chain of vapor, rebuild, frantic search, gush, dark ritual and 2x Tendrils of Agony along with many others I will discuss.
History
My history with the deck is as follows: MonoBlack to MonoBlack splash blue to Blue/Black Control to EBA to Tog to Drain Tendrils. For my style of play, it was the most logical progression of decks. If you look at the history of the decks, the win conditions decrease as experience increases. This makes sense for a control based blue/black deck. As you become a better player and gain more knowledge of cards and a format, you start adding more cards that give you options to make the best plays and start taking out cards that you can’t really do anything with other than play them and hope they work (like negators, shades, tog and to some extent tinker).
Where did I get the idea for this deck?
Drain TPS A Vintage deck, by Steve Houdlette 12th place at a Waterbury tournament in Waterbury, Connecticut, United States on 2006-01-29 -------------------------------------------------------------------------------- Maindeck:
Artifacts 1 Black Lotus 1 Mana Crypt 1 Mana Vault 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Sol Ring
Artifact Creatures 1 Darksteel Colossus
Enchantments 1 Yawgmoth's Bargain
Instants 4 Accumulated Knowledge 1 Ancestral Recall 4 Brainstorm 1 Echoing Truth 4 Force Of Will 2 Gifts Ungiven 3 Intuition 4 Mana Drain 1 Mystical Tutor 1 Rebuild
Sorceries 1 Demonic Tutor 1 Duress 1 Merchant Scroll 1 Recoup 1 Tendrils Of Agony 1 Time Walk 1 Tinker 1 Yawgmoth's Will
Basic Lands 4 Island
Lands 3 Flooded Strand 1 Library Of Alexandria 2 Polluted Delta 4 Underground Sea 1 Volcanic Island
Legendary Lands 1 Tolarian Academy
The idea between his deck and mine are pretty similar, but the end result is vastly different in my opinion. No offense to this decks creator, but to me, it just looks like a suboptimal Gifts deck. It has nothing to separate it from Gifts’ game plan and nothing that makes it better than Gifts in my opinion. It’s basically a modified Gifts deck that still runs Gifts, recoup and all those goodies. I didn’t want to play Gifts. I didn’t want anyone to know what I was playing or how to stop my game plan. I also wanted to play blue/black control. From this list, I came up with a list that I played for the first time at a tournament with minimal testing. I played the following version of Drain Tendrils at SCG Charlotte day 2 (I played the same list day 1 without Frantic Search).
Drain TPS A Vintage deck, by Cody Vinci 17th place at a StarCityGames Power 9 Tournament tournament in Charlotte, North Carolina, United States on 2006-07-09 -------------------------------------------------------------------------------- Maindeck:
Artifacts 1 Black Lotus 1 Lotus Petal 1 Mana Crypt 1 Mana Vault 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Sol Ring
Instants 4 Accumulated Knowledge 1 Ancestral Recall 4 Brainstorm 1 Dark Ritual 1 Fact Or Fiction 4 Force Of Will 1 Frantic Search 1 Gush 2 Intuition 4 Mana Drain 1 Mystical Tutor 2 Rebuild 3 Thirst For Knowledge 1 Vampiric Tutor
Sorceries 1 Demonic Tutor 1 Merchant Scroll (Chain of Vapor in current list) 2 Tendrils Of Agony 1 Time Walk 1 Yawgmoth's Will
Basic Lands 4 Island
Lands 3 Flooded Strand 1 Library Of Alexandria 2 Polluted Delta 4 Underground Sea
Legendary Lands 1 Tolarian Academy
Card Choices
I will first go through my reasoning for playing each card before explaining which cards didn’t make the cut.
Cards that need no reasoning: Ancestral Recall, 4 Brainstorm, 4 Force of Will, 4 Mana Drain, Time Walk, Yawgmoth’s Will and the 3 tutors.
2 Intuition/ 4 AK: This engine is the primary draw engine in the deck. Starting with AK for 2, this is where small card advantages turn into game winning hands. Intuition is amazing in this deck because it also sets up busted Yawgmoth’s Will. Theoretically, the deck wants to do this: Intuition for 3 AKs with 1 AK in hand. Draw 7 cards. Find the other Intuition and set up a broken Will and win. Of course, this rarely happens and is not necessary to win, but it is what the cards are designed to do in the deck. Generally, if I am going to Will my Intuition finds: Black Lotus, Dark Ritual and Lotus Petal: the 3 mana sources in the deck that you can play before Will and again after Will resolves. This Intuition pile is somewhat theoretical and also rarely is the resultant pile because of game state factors such as resources (sometimes you need to get Mana Crypt over Lotus Petal) and sometimes you have the mana but not the draw/tutors so you get Black Lotus, Ancestral Recall and Gush or anything that makes sense in a given situation. I much prefer Intiuition/AK over Merchant Scroll/Ancestral Recall/Gifts Ungiven because of the ability to draw so many cards with AKs. If you need to build up card advantage, Gifts isn’t really that great. If you need to win right away, AKs are a cheap investment that can net a huge advantage. Intuition/AK serves as both Merchant Scroll and Gifts in this deck because it provides massive card advantage and sets up the broken win.
Thirst for Knowledge: This is the workhorse draw engine of the deck. It’s not as busted as AK, but it’s always there to give you 3 new cards. If you happen to have an artifact you want to discard, you win a small war. If you don’t, pitching cards like AK, Tendrils of Agony or Dark Ritual don’t really matter too much. These 3 Thirst for Knowledges are what keep the deck running smoothly. They prevent the deck from stalling out and going into topdeck mode. I would run 4 of them, but I can’t find room.
Gush: This is one of my favorite cards in this deck. The deck doesn’t really need more than 2 islands in play to play at a very good comfort level. Having one island in play late game doesn’t really scare me in many situations. Gush is perfect in this deck because it doesn’t run Tinker and devotes its game plan to winning only with Tendrils. For this reason, Gush is a great draw spell even when you are not looking for the win, but even better, it is a free “draw 2 cards” and free storm when going off. No questions asked. Free cards and storm! You can also do neat tricks like if you only have 2 islands and a Mox and want to cast Fact or Fiction. You can go from 2 cards in hand (gush + fact) and 3 mana to 4 mana and about 6 cards in hand just like that. Pretty impressive.
Frantic Search: This card effectively shares the same role as gush but is less effective at doing what it does unless you are going to win the same turn. Gush is always card advantage while frantic search is always card disadvantage. However, I have come to the conclusion that Frantic Search is invaluable in this deck because of its mana fixing ability. You can turn an attempt to win with no hope of being able to cast a Tendrils of Agony or more gas into a secured victory with this card quite often for only 1 blue + 2 colorless mana. Don’t forget the tricks with Tolarian Academy are pretty insane too. With AKs in your deck you can sometimes turn the card disadvantage in your favor. Another free blue draw spell that lets you see 2 new cards… also pretty impressive. You can also do things with Library of Alexandria like tap to go to 8 cards, Frantic Search to go to 9 cards and then discard to 7 and untap 2 lands and Library of Aelxandria and then draw another card off the Library.
Rebuild: This card has been amazing for me. Running 1 in the deck is simply too little. Against Stax, Chalice Fish and Null Rod Fish, 2 is a must have. You are not running Tinker so you can’t randomly pull out the Colossus and win through hate. You need to have answers to potentially game breaking artifacts. 2 Rebuilds are the best choice here because they cycle, cost 3 mana and return all artifacts. The cycling ability is amazing in this deck because you want to run through your deck as fast as possible and not have dead cards. Costing 3 mana is actually an advantage because chalice on 0, 1 and 2 are by far the most common settings (Hurkl’s Recall gets stopped by 2). Returning all artifacts is extremely important because your only win condition is Tendrils.
Chain of Vapor: Also one of the unsung heroes of the deck. It means you don’t auto-lose to meddling mages set to Tendrils. The reason I like this card so much is because of how much fun it is to bluff a win with it. If you’re playing a competent control player, all you have to do it stare at you board position for a minute (assuming you have a few artifacts and lands). Then you make believe you’re counting storm and make it seem like you have a sufficient amount to go lethal with Tendrils. Then you confidently cast Chain of Vapor targeting one of your artifacts. If you can pull the bluff off, you have just cast a Duress for 1 blue mana. Let’s not forget that a lot of the time you will not be bluffing because you better believe Chain of Vapor wins game with Tendrils all day long.
Dark Ritual: One of the surprise cards and combo-enablers in the deck. Cards like Gush, Frantic Search, the 3 tutors, the 3 bounce spells and Dark Ritual are what I call the combo-enablers in the deck. The really shine when it’s time to win, but they also have very useful functions when you are not going off. With that said, Dark Ritual is the least useful card when not going off. It’s amazing when you are going off. And because you’re playing straight Tendrils combo, it’s useful pretty often. It’s better than Cabal Ritual because it really shines when your graveyard is being hosed. It makes non-Will kills much easier. Turning 1 black mana into 3 black is valuable in many situations the deck will face.
Fact or Fiction: I don’t have much to say on this card other than it’s amazing. It goes 5 cards deep and in a deck that is all about tearing through your library as quickly as possible, it’s really solid.
Tendrils of Agony: 1 is too little by far and 3 is overkill. Without Tinker, 2 is definitely the right number.
The Mana Base: Some people have told me I run a very light mana base, but it works for me and I’m not about to change it. I’ve never played a deck that was so tight on slots for new cards, but I really can’t change anything at this point without changing a lot of things. I love Library of Alexandria in the control mirror and because the deck has multiple draw spells it’s really good late game as well.
The following cards did not make the cut in the deck but were tested. I will list them in the order I would add them to the deck if I could. I’ll keep these explanations shorter or leave them out.
4th Thirst for Knowledge: Great draw spell, but I have to balance combo-enablers with efficient draw spells. The 4th Thirst came up a little short to Frantic Search.
Duress: Great in the control mirror and against combo. Good for post-TS metagame with Trickbind. Too risky to run maindeck because it can be dead in a few matchups.
Merchant Scroll: Finds good blue cards. I run a lot of those. The problem is tapping out on your mainphase. This deck does not want to do that even with the power of Merchant Scroll. If there was more room, this would probably find a home though.
Misdirection: Very powerful in the control mirror and randomly steals Recall. The problem is it doesn’t fit in with the deck’s plan that well because it just sits in your hand.
Darkblast – In a post-TS metagame, Children of Korlis poses a huge threat. Dealing with Welders, Confidants and fish dudes is very nice too.
Tinker/Darksteel Colossus – Doesn’t fit the game 1 plan, but it is very nice to randomly win games.
Repeal – Very nice to have for storming out and you get to draw a card. The problem is it doesn’t do enough against Stax or multiple Chalice of the Void and Null Rod. Doesn’t answer huge artifacts.
Hurkyl’s Recall – I like that it’s 1 mana less than Rebuild sometimes, but Rebuild has much more going for it.
Cabal Ritual – Not better than Dark Ritual in this deck in my testing.
Yawgmoth’s Bargain - Seems good theoretically, in practice costs way too much even with drain mana and usually doesn’t win the game the turn it’s played.
Mind’s Desire - Seems good theoretically, in practice is even worse than Bargain.
Sideboarding
My current sideboard is as follows:
4x Duress 1x Tinker 1x DSC 3x Edict 2x Massacre 1x Darkblast 1x Hurkyl’s Recall 2x Tormod's Crypt
This is tuned to a fish heavy metagame (my local meta) and can be adjusted easily. I will discuss how I board based on my current board. I usually like to turn the deck into a metagamed Tinker/Colossus based deck post-board, if that option makes sense. I never, ever, ever board out the core draw spells in this deck. They are what keeps the deck rolling. An exception I can think of may be the AK mirror, but I’m undecided on how to board that. I’m pretty sure I’d still keep 4 AKs in the deck.
Gifts: +4 Duress +1 Tinker +1 DSC +1 Tormod’s Crypt (Sometimes I put in both)
-1 Tendrils -1 Dark Ritual -1 Frantic Search -2 Rebuild -1 Vampiric Tutor -1 Mystical Tutor
Comments: Post-board can be difficult with Red Elemental Blasts, but you do have Duress to hit their threats too. I like the Tinker and Tendrils kill conditions here post-board here to expand your options for the kill.
Control Slaver: +4 Duress +1 Darkblast +1 Tormod’s Crypt
-2 Rebuild -1 Frantic Search -1 Vampiric Tutor -1 Mystical Tutor -1 Dark Ritual
Welders can pose a huge threat to the Tinker plan. I prefer to stay with only the Tendrils kill here and plow through counters with Duress. I may bring in Tinker depending on the skill level of the opponent.
Oath:
+4 Duress -1 Frantic Search -2 Rebuild -1 Vampiric Tutor
I don’t really have much for oath off the board. It’s not really a problematic matchup because they are fairly easy to race. If they run a null rod or chalice configuration I’d keep the rebuilds in and take out dark ritual and a mystical. Depending on the player I may bring in Tinker.
Stax:
+1 Rebuild +1 Darkblast (if they have welders) +1 Tinker +1 Colossus
-1 Tendrils -1 Dark Ritual -1 Frantic Search -1 Vamp tutor
I like this matchup a lot because Rebuild/Hurkyl’s is so amazing here. If it resolves you almost always win. Tinker/Colossus is too big of a threat to not run here, even if they have welders.
White Fish Variants
+2 Massacre +3 Edicts +1 Darkblast +1 Tinker +1 DSC
-8 Random Cards. You win game 2.
Seriously….
-1 Tendrils -1 Dark Ritual -1 Frantic Search -1 Vamp -1 Mystical -1 Rebuild -1 Chain of Vapor -1 Gush
SS or Goblins or Non-White Fish
+3 Edicts +1 Darkblast +1 Tinker +1 DSC
-1 Tendrils -1 Dark Ritual -1 Frantic Search -1 Chain of Vapor -2 Rebuild
Sometimes I bring in a Massacre to hardcast.
Long Combo
+4 Duress +1 Tormod’s Crypt +1 Darkblast
-1 Frantic Search -1 Chain of Vapor -2 Rebuild -1 Dark Ritual -1 Gush
Make sure you bring in Darkblast for their Xantid Swarms. I bring in Colossus against less skilled players.
Comments/Conclusion
I don’t know how this deck will end up in the long run but as of now I like the fact that it’s under the radar and it’s really good. The deck can be somewhat misleading because there aren’t any really tough thinking cards like Gifts Ungiven or draw 7s and such. However, your only win condition is Tendrils game 1 so you can never get lazy and just go for the Tinker kill. I like no Tinker/DSC maindeck because it allows you to play the deck very efficiently and rewards you for skill. Most decks have answers to a game 1 Colossus so it’s a really big risk to run and requires protection. With the tendrils configuration, most decks can’t answer Tendrils (only with Stifle or Trickbind), so protecting your win is much easier and allows for outplaying your opponent in many situations. The more you play the deck the better you will be at it. I just feel like this deck is so good at what it does and the person playing it just needs time to realize the full power of it before making a judgment one way or the other on it.
Edit: Edited the document
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