I was told to move this post to it's own thread. It's an idea I've been working on, a deck concept that can incorporate a few win conditions. These win conditions are based on one engine but achive a)decking your oponent b)infinate life and c)infinate damage. With the banning of Diciple Of The Vault, I was forced to use Tendrils as the damage win condition. It first made use of W and a limited splash R for Burning Wish to get SB bullets in Sorcery form. I've streamlined it to U/B and used the additional W/R slots to bolster the controll elements. This also allowed me to stabilize the mana base. I've been able to run 18 lands without even a hint of mana screw or lack of mana. Of course I want at least 20 in relation to Fish mana denial concepts and 6 of ea. basic to play around Wastelands. I focus on Fish so mush because Fish and Oath are my Meta, as you will read on in the latter of this post.
Weakness: 3 pieces to go off & protecting the combo against FoW & Drains & WipeAway.(other artifact bounce/removal is a concern as well I know)
without further delay, I give to you The Revolver. A bad Tendrils build by Mike Samson (Me)
combo pieces:
x4 Myr Retriver
x3 Ashnods Alter ( chosen over KCI because of the 1cc difference, in spite of KCI utilizing all artifacts)
x4 Tendrils (Brainfreeze , Leonin Elder are the sidable choices unless you decide to go one route and save SB slots for utility/answers)
Control:
x4 FOW
x4Mana Drain
x1Echoing Truth
x1WipeAway
x4Duress
Utility:
x1Ancestral Recall
x1TimeWalk
x1Demonic Tutor
x1Vampiric Tutor
x1Mystical Tutor
X1Merchant Scroll
x4 Brainstorm
x1MisD
Mana Acceleration:
X1Mox Saph
x1Mox Jet
xManaVault
X1B.Lotus
ManaBase:
x6Island
x6Swamp
X4UndergroundSea
x4PollutedDelta
SB:
x2Tormods crypt
x1CoffinPurge
x1Rebuild
x1Tinker
x1SSS
The rest has not been settled on or even seriously worked on because of the testing I'm currently trying to accomplish with the MD.
Of course this is another drain deck that wants to combo out as fast as possible. It utilizes HEAVY control elements as I'm a paranoid player when it comes to the playing of combo.
The control element:
x4 Duress - I've seen it said time and time again, that Duress is a pro-active counter. I've used it time and time again as such, and I cannot say enough how much it makes me giggle to force out a players force or drain in responce to a Duress.
x4FoW- No comment
X4Drains- No Comment
x1Echoing Truth/x1Wipe Away - I play in an Oath / Fish heavy Environment. As such if I'm not playing Fish myself, I don't like Chalice hitting play.
The Draw element:
why all the damn tutors? well I value tutor power as much as I value Brainstorms hide and seek ablility. Also, because of the combo concept, I need between 7-9 copies of the pieces to give it some solidiy. In fact I recently cut Entomb as a Myr Tutor. Reasoning was because I thought in eary game I'd rather spend B to Duress and disrupt the hand rather than send a Myr to G/Y early, and therefore open it up to the CoffinPurge / Tormod's Treatment, thus causing me to have to draw into / spend another tutor on another Myr

So whats next?:
More tourny play of course. Further development from feed back from great minds at work here on TMD. Looking into the possibility of re-introducing W. Seal Of CLeansing for the Oath and Fish Match ups seems very solid. As well Balance seems to be calling me again, due to the fact that little hits the board on my end. My concern with Balance is the fact that in Control matches I'll be "mind twisting" my hand in some situations.
In the Oath match-up:
i've found that the heavy control / permission play almost kept the Oath player from ever doing anything constructve. With no real drain targets, I fall back on the Duress / FOW / Echoing Truth. (as a side note, this deck used to run W with red being a splash for Burning Wish and the SB silver bullets. This gave me access to Balance, StP and Seal Of Cleansing - any comments on that would be greatly appreciated). Of course DSC is a non-issue because the worst place for him is in the Oath players hand. As for SSS, I haven't yet had to play against that.
In the Fish Match-up:
I've found that the control elements allow me to play around the disruption of Fish in most of it's incarnations. WTF giving me the most trouble as it is quite capable of pumping it's beaters in a race and the lack of StP and Pyroclasm(though they can pump around this). The bounce in the deck allows me to get around the Chalice issue. and Rootwater is a must counter/deal with issue as I'm a Combo Player. Again Duress when on the play allows me to "fish" out the vial/chalice issue. If it hits, the mid game bounce /his FOW /my Drain and go off makes me feel a little more confident in the match-up as well. But of course nothing is ever THAT easy ALL of the time.
The majority of the rest of the decks are rogue, and a few people trying to play Sui-HD decks. I had a player trying to work Squirrels Nest in a tourny last year, which was funny. Though not as funny as the guy who ran Tooth n Nail The local environment I play in is worse still with Elf Decks and Goblins around and random budget aggro attemps. You may recall that I am the poster of the U/W Vial Chalice fish that runs un-powered. This deck is a 10 proxy environment deck, as you all may know I own no power and the drains are borrowed.
well thats the idea guys, have fun with it, rip it to shreds and put it down as long as there is something of substance in the reply's that allow me to build on this idea.
Thanks
Haunted.