ErkBek
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A strong play.
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« on: May 27, 2007, 10:43:09 pm » |
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Sorry this article didn't get finished sooner, I've been really busy with getting my life together now that I'm done with college and in South Carolina. -------------------- For my entire career, I’ve tried to build a Tendrils deck, and I think I’ve finally found exactly what I was looking for. It’s fast, it’s broken, it's resilient, and it's flexible all at the same time. This is not a Will deck, it’s a Tendrils deck.
The Business 23 4x Brainstorm 1x Ancestral Recall 1x Time Walk 1x Necropotence 1x Mind’s Desire 1x Yawgmoth's Will 1x Yawgmoth's Bargain 1x Memory Jar 1x Tinker 1x Timetwister 1x Wheel of Fortune 3x Grim Tutor 1x Imperial Seal 1x Mystical Tutor 1x Vampiric Tutor 1x Demonic Tutor 2x Tendrils of Agony
The Protection 7 4x Duress 2x Rebuild 1x Hurkyl’s Recall
The Acceleration 19 5 Moxen 1 Black Lotus 1 Mana Crypt 1 Sol Ring 1 Lion’s Eye Diamond 1 Lotus Petal 1 Mana Vault 4 Dark Ritual 2 Cabal Ritual 2 Simian Spirit Guide
Land 11 4 Polluted Delta 1 Bloodstained Mire 2 Underground Sea 1 Badlands 1 Island 1 Swamp 1 Tolarian Academy
The maindeck isn’t anything too new. It’s about 6 or 7 cards from what Justin Droba made about a year ago, except he ran Green instead of Red. Since the deck has been completely built from the ground up by my teammate and I, I’ve decided to call the deck GWS Long.
Three factors have since then made Red a more attractive splash.
1) The printing of Empty the Warrens has given combo another plan of attack in the stax and fish matchups. 2) The printing of Simian Spirit Guide has made red spells much easier to cast, allowing a sideboard strategy with several red cards. 3) The metagame has sped up significantly. Xantid Swarm isn’t what it used to be, Pryoblast is better.
I’ve seen a few other Grim Long and Pitch Long decks running red, but none of them are built to use red as much as I think it should be used; red is more of a splash color. Pitch Long by nature can’t run as much red as it’d like to, something I’ll talk about later. Red isn’t really a splash color in this deck, because post sideboard you typically have around 6 or 7 red cards in the deck.
Traditionally combo decks are supposed to win game 1, and then try to pull out 1 of the remaining 2 games. With this deck it just doesn’t feel that way. I go into games 2 and 3 knowing they are just as good, if not more so than game 1. Here’s the sideboard, plus strategies I’d recommend
4 Pyroblast 1 Volcanic 2 Extripate 3 Empty the Warrens 1 Planar Void 4 Open metagame slots (probably I’d run a 2 Leylines for the ichorid matchup, then some massacres if you expect lots of UW fish or some extra combo hate for the mirror)
Gifts +4 Pyroblast +2 Extripate +1 Volcanic -2 Cabal Rit -3 Bounce Spells -1 Iseal -1 Mystical
Post board the gifts matchup is just great. You are basically running 2 combo-control decks up against each other, except yours is filled with more efficient spells and a more flexible win. You’ve got 10 spells that double as both disruption and protection costing just 1 mana each. Extripate is simply a house if the game gets past turn 3, which is fairly likely. Gifts cannot combo out through extripate very easily, specifically in this matchup since they are forced to try to put away a win as fast as possible.
Slaver -1 Rebuild -1 Iseal -1 Mystical -1 Cabal Rit +1 Volc +3 Pyroblast
Slaver is one of those matchups that are highly favorable game 1, and usually much worse after they bring in hate. The matchup is overall very favorable, but if you aren’t careful, they can definitely sneak a match from you. This matchup rewards experience probably more than any other.
I’ve found that Slaver usually has 3 different packages to address the combo matchup.
The first and probably most common is the Sphere of Resistance plan. In SoR plan you can expect Slaver to bring in 3 Sphere of Resistance and 2 Duress or Tormod’s Crypts to compliment them. You’ve got a Rebuild and Hurkyl’s to deal with the SoR’s in game 2 if they hit play. If you know they’ve got Spheres on the board, keep in the 3rd bounce spell.
The second plan for the Slaver players that are not so focused on the combo match and more on gifts. This plan usually involves bumping their disruption package up to 3 Red Blast, 3 Duress, and 2-3 Tormod’s Crypts (plus the standard 4 Drain and 4 FoW package). While playing against 16-17 disruption spells may be intimidating, it’s actually not all that bad. To play this much disruption, Slaver has to dilute their deck a considerable amount, so you can expect they won’t be slave locking you too quickly unless they draw a spicy opening 7.
The third and probably least common plan is the Arcane Lab plan. This plan sucks, especially vs. you since you bring in 3 Pryoblast. Anyways, they will likely bring in 2 or 3 REBs or Duress to go with them.
I think its worth noting that no Slaver player runs Chalice on their board anymore.
Combo Mirror +2 Extripate +1 Volcanic +2 Pryoblast -3 Bounce Spells -1 Iseal -1 Island (when on the draw cut necro for another pryoblast)
Combo mirrors are never fun. Pitch Long almost always has a small upper hand in combo mirror. Again, there are a couple things you can expect to see out of your opponent’s sideboard.
Option 1 is simply have their maindeck Force of Wills to go along with either Envelop or Duress off the sideboard, Duress being more likely. This is the classic combo mirror, all I can advise on this is know your role and try to make them blow FoW + blue card in the first 2 turns if possible.
If they are playing 5C Pitch Long or any form of Grim Long, you could run into Orim’s Chant off the sideboard. Chant is real pain to play against. If they are playing a 2.5C build, closely watch unused fetchlands. If they sit on the table, and your opponent is not deckthinning, this is likely a tell. They probably don’t want to reveal to you a white source which means they want to respond to a draw7 or Yawgmoth’s Will with an Orim’s Chant. Maybe now that I’ve posted this, people might bluff with this maneuver, you could even go as far as playing a Scrubland or Tundra on the board but no Chants to go along with it.
Stax +3 Empty the Warrens +1 Volcanic -1 Iseal -1 Mind’s Desire -1 Duress -1 Tendrils
You should have a pretty decent game 1 vs. stax because I’ve included 3 global bounce spells, 2 SSG in the maindeck, and the stability of a 2 color manabase. Chalice for 1 is a beating, costing you nearly a third of your deck (18 cards).
Warrens really helps a lot in this matchup. You’re not diluting your deck at all to play it; you’re actually making your deck even more threat and mana rich. Playing a Warrens for 6 on turn 1 or 2 isn’t really all that difficult and it can really cause problems for an opponent. Your opponent is also bringing in something like 3-5 cards to deal with the 3 cards you brought in, diluting their focus off your main storm kill.
Artifact/Affinity Aggro No Sideboarding with the current sideboard. Maybe -1 Duress +1 Volcanic when on the draw. I really think this deck is a sleeper, but it’s only seeing play in the Midwest.
The SS +3 Warrens +1 Volcanic +4 Pyroblast -3 Bounce -1 Cabal Rit -1 Tendrils -1 Desire -1 Tinker -1 Jar
I understand that the SS does have answers to Warrens, but a mid-sized warrens will force them to change their focus, pretty quickly. In my limited experience with this matchup, ETW has been gold.
You’ll notice that I board out Tinker, Jar, and Desire in this matchup because you simply cannot afford for your bombs to get stifled. Also, you should be aware that the SS will probably be bringing in a couple of Shadow of Doubts which are really annoying. I bring in a full set of Pyroblasts because they counter tons of their spells, but most importantly to kill Dimir Cutpurse. Cutpurse is usually the nail in the coffin, especially if they get in a turn 1 stifle/duress followed by a turn 2 cutpurse.
Just as a tip, you are much better off playing around stifle and having lands wasted, than ever giving your opponent the opportunity to stifle your fetchlands. If they waste a land at least they lost a land drop in the process.
UW Fish +1 Volcanic +3 Warrens +2 Pryoblast -1 Rebuild -1 Mana Vault -1 Lion’s Eye Diamond -1 Iseal -1 Mind’s Desire -1 Tendrils
If you really fear UW fish, you should pack some Massacres on the board. Chant is the real problem in the matchup though. If you know they’ve one in hand either try to either duress it away, catch them tapped out, try to win with a mid-sized warrens, or massacre the board and then play a draw7 into their chant. That chant is gone and you’ve got seven new cards to work with next turn.
Oath +1 Volcanic +2 Pryoblast -1 Iseal -1 Mind’s Desire -1 LED
The only card I fear in oath is Chalice at 1, again that’s why I’m running 3 bounce spells that don’t cost 1. If they do get an early chalice @1, winning is going to be tough because it’ll be rough trying to resolve your bounce spells without protection. If they don’t have chalice, you shouldn’t have much problem winning.
Ichorid On the Draw +1 Volcanic +1 Planar Void +2 Extripate -4 Duress
On the Play +1 Planar Void +2 Extripate -1 Duress -2 Rebuild
I never got to play Long vs. new ichorid, but I found old ichorid to be slightly favorable. Against old ichorid my plan was to just be able to play a bomb by turn 2. I would mull to 4 fairly often to do this. If they are fortunate enough to get an unmask or chalice that single handily defeats me, then their deck did what it was supposed to do. I’m not too sure who thought of the 1 of planar void on the sideboard for GL, but it’s mainly there as a tutor target. Against new ichorid, you’ve got a whole new animal. I think that I’d go with 2 leylines on the sideboard for some more oops I win hands.
You’ll notice that in every matchup I bring in the Volcanic Island off the board. I’ve always liked having extra land in my sideboard of combo to change mana ratios for post-boarded games since they typically last longer. This deck is no exception. I prefer 11 lands in game 1 and 12 lands in games 2 and 3.
I hope that covers most questions regarding playing red, matchups, and sideboarding strategies now I’d like to talk about playing GWS Long.
Becker’s Hierarchy of GWS Long’s Threats At some point in the thread about CrossLong on TheManaDrain.com, I made what I called the “Hierarchy of Combo.” Basically, I ranked the threats that I found best to have in your opening hand that would lead you to winning the game. In this list, I excluded tutors, Yawgmoth’s Will, and Black Lotus since they produce threats and their value is highly dependant on what else is in your hand. Here’s in order the bombs I like to see in my opening hand
1) Necropotence – Necro is easy to cast and produces tremendous card advantage. It’s probably one of Grim Long’s best outs to winning through chalice at 1 as well. Every time I draw necro I feel like I’m just going through the motions. I don’t think playing it on turn 2 is all that bad either, because the chances of getting combo’d out by a mini tendrils when my opponent couldn’t produce a full tendrils for 20 is pretty low.
Most players are very unsure on how many cards they should take with Necropotence. I have a couple standard rules that I’ll try to explain to help you choose how many cards to take.
a. 7 life is the minimum life total you can be at to make the Grim->Will->Grim->Tendrils play. This is often times the quickest and most simple way to wrap up a game after necro resolves. I often times will just go straight to 8 or 9 life after necro resolves so I can put away the game like this.
b. How many cards are in your hand? If you’ve got 2 or less and they aren’t very good, you probably are looking for a full new grip of cards. I’d probably go for around 11 cards, this will give you probably whatever you are looking for.
c. If you’ve still got business in your hand, you probably don’t need all that many cards. I’d probably go to about 12 or so life, so you can produce bombs 3 turns in a row.
d. When deciding what cards to keep, you should be able to figure out some combination of cards that wins the game right there, on the spot. Try to figure out what combination can do this with the least amount of cards possible. If you only need five cards, keep the 2 most flexible cards to go along with those five. These cards should allow you to play around common hate cards the best. For example, you may decide to keep an extra land in your hand to play around the possibility of a strip mine, wasteland, or even academy (to match yours). e. Necro -> Tendrils -> Necro -> Win is a favorite strategy of mine. Gaining 10ish life off a tendrils combined with a duress or time walk is a great way to just bury your opponent even further. The life gain from tendrils should give you the remaining cards you need to win.
2) Ancestral Recall – Ancestral is obviously good stuff. The efficiency of U for 3 cards is obviously very powerful. If you are playing a post board game be sure to play around Red Blast.
3) Yawgmoth’s Bargain – While Bargain is very expensive its brute power to draw 19 cards is just unmatchable. I’ve seen some people misplay bargain very badly, just a couple things to note here. The main thing comes from people that have made their land drop for the turn and have 0 mana floating, going for the kill that turn. Think about it. You’ve only got Mox Jet, Black Lotus, and Lotus Petal as mana starters that are on color (well Sapphire + Walk will work too). If you don’t sense a ton on pressure from your opponent, look at the top couple cards and pass the turn at a healthy life total.
4) Wheel of Fortune – I asked Steve a while ago why he doesn’t switch from 5C long to 2.5C and his response was Wheel of Fortune. Yes, wheel is really good, but playing a 5C manabase sucks. I’ll talk about successfully playing draw7’s in a little bit.
5) Tinker + Jar – Tinker’s flexibility to grab Lotus for a Yawg Will or to grab Memory Jar for a draw 7 is really handy. In my book Wheel is better than Tinker Jar though, because you permanently get the cards, plus you don’t have to worry about Red Blast, Null Rod, or Stifle.
6) Timetwister – I’d put this at the bottom of the draw7’s. Most of the time shuffling back graveyards is actually the opposite of what you are trying to do, however this can be a bonus vs. ichorid or CS (after they get a robot in the yard). Again, it’s blue so bait those Red Blast with Brainstorms.
7) Mind’s Desire – Yes, desire isn’t too high on my list. It’s because I feel that it is very difficult to set up properly, and even when you do, you aren’t really guaranteed a win. Desire is a nice tutor target when you’ve got lots of mana and are probably up against a counter or two. If you draw desire, academy should come to mind as a possible tutor target so you can cast a desire without ever showing UU signaling an opponent what you are up to. I’m a bit of a hater on Desire, you may think much higher of it, that’s cool, I’ve found that I’ve lost several games because Desire either fizzled or I died holding it.
Playing Draw7’s better This is definitely one of the toughest things to describe how to do. I hope I can shed some light on it. Far too often I hear something like “So I played my land for the turn, mox, ritual, and Twister with BB in pool. I drew 7 new cards and didn’t win that turn. How unlucky!”
Wheel, Jar, and Twister play out slightly differently, none of them do the exact same thing so you shouldn’t expect the exact same thing out of each one. These all have the same purpose though; to generate card advantage and further mana production, leading into either another bomb or the finisher, Tendrils.
When you play a draw7 you’re going to see a different set of cards each time upon resolution, the real skill comes from properly setting up a draw7. When playing a draw7, specifically Wheel and Jar, you can roughly estimate the threat density and mana density of the deck. This is most important when it comes to Memory Jar since you actually have the choice of whether or not to activate it the turn it hits play.
Typically with a draw 7, I do not assume I’m going to win the game unless I have at least 4 mana floating upon resolution. 4 mana is an arbitrary number, but I look at it this way, its like you’re restarting the game with Black Lotus, a mox, and a storm of X already, can you win turn 1? Probably, but not always (largely because you can’t mulligan this 7). If you look at it that way, you can’t take for granted that you’re going to always win the turn you cast a draw7. If you can’t win that turn, your goal is to survive another turn in which winning shouldn’t be too difficult unless an opponent has really thrown a wrench into your plans or you drew the anti-nuts.
There are a couple of cool tricks involving Memory Jar. The first is pretty obvious, wait until your next upkeep to activate jar. This way you will get to untap all your lands and then draw an 8th card during your draw phase. I usually pass the turn about 70% of the time Memory Jar hits play. Another trick that most combo players know, is to play a threat or a Duress while Jar is still on the table and then activate it in response. This way you will still draw your 7 cards from Memory Jar, but still benefit from the cards in your past hand. For example, I could play a Grim Tutor and then break Jar in response, draw 7 cards and then ask if Grim Tutor resolves. The final trick with Jar I’d like to mention is that if you need to bail out of kill that turn, you can set up the kill for next turn with either a Brainstorm or a topdeck tutor.
The final thing I’d like to mention about draw7’s in this build is that it’s not all that unlikely that you will hit a Tendrils on your draw7 hand. If you don’t hit a Tendrils you’ll likely hit another bomb or a tutor. If you’ve got enough mana floating it’s really not all that difficult to find the game ending Tendrils. Think about it, if you have 4 mana floating, all your hand needs to do is net 3 mana and have a Grim Tutor in it to end the game.
Questionable cards included in this deck Imperial Seal – This card is great in Grim Long, but bad in Pitch Long. It simply comes from the efficiency of Grim Long allowing all the card disadvantage tutors which help produce a continuous stream of threats.
Time Walk – It took me a long time to realize why Time Walk is good in Grim Long but marginal in IT, TPS, and Pitch Long. Grim Long is the most threat rich of all combo decks and it never has to hold back playing Walk to pitch it to FoW. Time Walk is a mini-combo with all of your real bombs. Despite what people say, playing a draw7 into a Time Walk is great. Sure it resets your storm count, but lets you untap probably about 5 mana sources to go off the next turn. Walk plus Necro or Bargain is also really good too.
Simian Spirit Guide – This guy is amazing. It compliments the red sideboard plan perfectly, provides mox-like acceleration for comboing, helps cast bounce spells, and even beats for 2 in a crunch. You’ll notice that I never board this guy out, he’s too valuable.
Cards excluded from this deck Windfall – Windfall is a true hit or miss when its cast. A teammate of mine, Phillip Schmitt put it well saying, “Windfall is a very mercurial card. A Windfall for 4 can win you the game, but one for 7 will crap out. It's really weird.” I would say windfall is competing with a 3rd Grim Tutor and I’d much rather have the Grim Tutor.
Burning Wish – Burning Wish makes you run a crappy sideboard and you never want to have to cast it. Even if you were to cast it, there’s usually nothing good to wish for.
Infernal Contract – I brought this card back mainstream in Vintage when I started playing it in Pitch Long. Basically it’s good in Pitch Long due to its pitch magic sweet, but it sucks in Grim Long.
Chain of Vapor – The most common and most problematic maindeck hate card for Grim Long is Chalice of the Void set at 1. Pitch Long has 3 ways to deal with chalice, either counter it with Force of Will, bounce it with the non-chain bounce spell, or win right through it using cabal rituals for mana. Grim Long’s only real chance is to bounce the chalice because playing through it is going to be tough, plus you don’t have FoW to buy you time.
Finally, I’d like to say exactly why I think GWS Long is the best deck in the format.
The first reason is the advantage of playing ritual combo. “The best defense, is a good offense.” In vintage, now more than ever, combo is king. Grim Long is the format’s fastest deck and it is on the beatdown in every matchup. This is invaluable to your strategy. Unless you are playing a ritual combo mirror, you can mostly ignore that your opponent may race you.
I believe that this deck is better than Pitch Long simply because the maindeck is more efficient and consistent, plus the sideboard options are not limited. All of this has to do with the inclusion of Force of Will. FoW is best protection card for combo, if it does not hinder the deck’s consistency and options. I feel that FoW does hinder pitch long’s consistency, specifically when mulliganing. Force of Will is the last card I want to see in a mulligan to 5, because I’m looking for gas or efficient disruption. Force of Will, Misdirection, and Grim Tutor combine to make 10 cards in Pitch Long that require 2 cards to play (FoW + blue card or Grim + Ritual). This card inefficiency catches up with the deck especially in the gifts matchup and when up against duress.
I feel that the real problem with Force of Will is the sideboard limitations it causes. To properly support Force of Will you need at least 12 other blue cards in the deck, the thing is you don’t want 12 other blue cards often times. So you’re forced doing things like keeping in Mystical Tutor and Chain of Vapor when you really want to just board them out. You’ll also notice that Pitch Long wants to just board into Grim Long against Gifts for its efficiency, but it’s limited by sideboard space. In fact, Pitch Long wants to play like Grim Long in the SS matchup too.
In conclusion, GWS Long is so powerful because its strategy is very focused as a pure combo deck in game 1. Then it sideboards into a combo-control when it is desirable to. Since it’s not playing Force of Will, there are no limitations to your sideboarding strategies, thus you can run whatever cards you want on your sideboard.
I hope that you found this article enjoyable and informative. Thanks for reading.
Eric Becker Team GWS
------Bonus on post Future Sight GWS Long ---------
Unfortunately, I never got to play Vintage with Future Sight before I retired from the game. However, I’ve talked with a few individuals about their experience with Street Wraith and Pact of Negation. It seems that Street Wraith has proved itself and it should be included for sure. Meanwhile, Pact of Negation is simply not needed. Pact is a win more in your good matchups and a terrible draw in your bad matchups. I’d recommend these changes
-1 Cabal Ritual -1 Rebuild -1 Mystical Tutor +3 Street Wraith.
I view Street Wraith as a card fix ratios and to cut dead weight from a deck. By adding 3 Street Wraith and not 4, you get what I consider an improved mana ratio, of just over 50% mana. Also, from what I’ve heard, casting Street Wraith against fish and stax is some good.
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