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Author Topic: [Report] The Cary Cup #1: TO Report (0th Place) and Player Report (1st Place)  (Read 9685 times)
RaleighNCTourneys
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« on: January 27, 2008, 06:20:59 pm »

Announcement Thread: http://www.themanadrain.com/index.php?topic=35112.0

The Cary Cup #1 - 20 Proxy Vintage - 1/26/08 - Cary, NC at the Sports Zone

What is the Cary Cup?

A 2008 Vintage Magic series in Cary, NC. At the conclusion of each event, the "winner" of that event will have his/her name inscribed on the Cary Cup. I say "winner" because if there is a split... the highest ranked splitter after swiss will be the "winner." No exceptions (as in working out who is the "winner" in the split). Additionally, I will personally put $1 in the Cary Cup for each person who attends each Cary Cup event before the final one. The money from ALL previous Cary Cup events will remain in the Cary Cup until the LAST event (tba), at which point the winner of the last Cary Cup event gets the first place prize for that event, the actual Cary Cup with his/her name on it as the overall winner AND all of the money inside of it. Finally, any person with their name inscribed on the Cary Cup gets FREE entry to ALL subsequent Cary Cup events.

Here is the Cary Cup:



_____________________________ _________
TO Report

We had 22 people show up for the first event! Thank you to everyone from in state and especially out of state who made the trip.

The metagame breakdown was as follows:

6 GAT
3 Deez Noughts
3 Ichorid
2 MonoR Stax
2 SuperLong
1 Gush Tendrils
1 Drain Tendrils
1 5C Stax
1 Flash
1 Tyrant Oath
1 Keeper

The prizes were slightly modified due to less than 25 people, but we played for good stuff still…

1st: Recall
2nd: 2x FOW
3rd: 1x FOW
4th: 1x FOW
5th-8th: 1 pick each from prize pool

Here were the standings after 5 rounds of swiss:

1st: Bert Kyle (Ichorid) – 11 points
2nd: Darien Elderfield (Gush Tendrils) – 11 points
3rd: Eric Becker (GAT) – 11 points
4th: Adam O'Brien (MonoR Stax) – 10 points
5th: Cody Vinci (Drain Tendrils) – 10 points
6th: Eddie Davenport (Deez Noughts) – 10 points
7th: George Goanos (Deez Noughts) – 10 points
8th: Ben Arredondo (Flash) – 9 points

Top 8:

Bert Kyle (Ichorid) defeats Ben Arredondo (Flash) in 2 games
Cody Vinci (Drain Tendrils) has Adam O'Brien (MonoR Stax) concede to him
Darien Elderfield (Gush Tendrils) defeats George Goanos (Deez Noughts) in 2 games
Eric Becker (GAT) defeats Eddie Davenport (Deez Noughts) in 2 games

Top 4:

Cody Vinci (Drain Tendrils) defeats Bert Kyle (Ichorid) in 3 games
Darien Elderfield (Gush Tendrils) defeats Eric Becker (GAT) in 3 games

Finals:

Cody Vinci (Drain Tendrils) defeats Darien Elderfield (Gush Tendrils) in 3 games

Final results were:

1st place:       Cody Vinci (Drain Tendrils) – Ancestral Recall
2nd place:      Darien Elderfield (Gush Tendrils) – 2x FOW
3rd/4th place: Bert Kyle (Ichorid) – 1x FOW
3rd/4th place: Eric Becker (GAT) – 1x FOW
5th-8th place: Adam O'Brien (MonoR Stax) – Foil Engineered Explosives
5th-8th place: Eddie Davenport (Deez Noughts) – Foil Thirst for Knowledge
5th-8th place: George Goanos (Deez Noughts) – Dark Confidant
5th-8th place: Ben Arredondo (Flash) – Foil Rebuild






Top 8 Decklists:

1st place: Cody Vinci (Drain Tendrils)

3 Flooded Strand
4 Island
2 Polluted Delta
1 Tolarian Academy
4 Underground Sea 
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 Black Lotus
1 Sol Ring

1 Ancestral Recall
4 Brainstorm
4 Thirst for Knowledge
1 Skeletal Scrying
1 Fact or Fiction
4 Accumulated Knowledge

2 Intuition
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor

1 Chain of Vapor
2 Hurkyl's Recall
1 Rebuild

4 Force of Will
4 Mana Drain
   
2 Tendrils of Agony
1 Time Walk
1 Yawgmoth's Will

Sideboard

4 Leyline of the Void
3 Pithing Needle
1 Echoing Truth
1 Darkblast
1 Tinker
1 Darksteel Colossus
4 Thoughtseize


2nd place: Darien Elderfield (Gush Tendrils)

3 Polluted Delta
3 Flooded Strand
3 Underground Sea
1 Volcanic Island
1 Tropical Island
3 Island
1 Black Lotus
5 Mox
1 Darksteel Colossus
1 Tinker
1 Time Walk
1 Tendrils
1 Yawg’s Will
1 Fastbond
4 Duress
4 FOW
2 Misdirection
3 Mana Drain
1 Echoing Truth
4 Brainstorm
1 Ancestral Recall
4 Gush
1 Fact or Fiction
4 Merchant Scroll
1 Demonic Tutor
1 Imperial Seal
1 Vampiric Tutor
1 Mystical Tutor
1 Gifts Ungiven
1 Regrowth

Sideboard

4 Energy Flux
3 REB
2 Pithing Needle
3 Threads of Disloyalty
2 Pyroclasm
1 Fire//Ice


3rd/4th place: Bert Kyle (Ichorid)     

Draw Stuff:
4 Bazaar of Baghdad
4 Serum Powder
3 Petrified Field

Dredgers:
4 Golgari Grave-Troll
4 Stinkweed Imp
4 Golgari Thug
1 Darkbast

Beaters:
4 Bridge from Below
4 Ichorid
4 Narcomoeba

Free Disruption:
4 Leyline of the Void
4 Unmask
4 Chalice of the Void

Flashback Stuff:
4 Cabal Therapy
2 Dread Return
2 Ancestor's Chosen

Mana:
4 City of Brass

Sideboard:
4 Gemstone Mine
4 Chain of Vapor
4 Emerald Charm
2 Wax/Wane
1 Darkblast

                 
3rd/4th place: Eric Becker (GAT)     

1 Black Lotus
4 Flooded Strand
4 Polluted Delta
1 Island
3 Underground Sea
2 Tropical Island
1 Volcanic Island
1 Mox Jet
1 Mox Sapphire
1 Mox Emerald
4 Ponder
4 Gush
4 Brainstorm
4 FOW
2 Misdirection
4 Duress
1 Thoughtseize
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor
1 Yawgmoth’s Will
1 Fastbond
4 Merchant Scroll
1 Empty the Warrens
4 Dryad
1 Time Walk
1 Recall
1 Echoing Truth
1 Fire//Ice

Sideboard

3 Gofy
2 REB
1 Pyroblast
4 Energy Flux
2 Yixlid Jailer
3 Pithing Needle

                 
5th-8th place: Adam O'Brien (MonoR Stax)

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
4 Sphere Of Resistance
4 Tangle Wire
4 Thorn Of Amethyst
1 Trinisphere
1 Crucible of Worlds

Artifact Creatures
2 Duplicant
3 Juggernaut
4 Solemn Simulacrum

Creatures
3 Goblin Welder
3 Gorilla Shaman
4 Magus Of The Moon

Legendary Artifacts
3 Umezawa's Jitte
 
Basic Lands
6 Mountain

Lands
4 Mishra's Workshop
1 Strip Mine
4 Wasteland

Legendary Lands
1 Tolarian Academy

Sideboard

1 Razormane Masticore
2 Triskelion
4 Leyline Of The Void
2 Pyroblast
4 Rack And Ruin
2 Red Elemental Blast


5th-8th place: Eddie Davenport (Deez Noughts)

4 Stifle
4 FOW
4 Brainstorm
4 Thoughtseize
3 Illusionary Mask
2 Spell Snare
1 Demonic Tutor
1 Mystical Tutor
1 Vampiric Tutor
1 Ancestral Recall
1 Time Walk
1 Echoing Truth
4 Dark Confidant
4 Phyrexian Dreadnought
3 Dimir Cutpurse
4 Underground Sea
4 Polluted Delta
1 Flooded Strand
2 Island
1 Swamp
1 Strip Mine
3 Wasteland
5 Mox
1 Black Lotus

Sideboard

2 Threads of Disloyalty
2 Engineered Explosives
1 Darkblast
2 Pithing Needle
4 Leyline of the Void
3 Hurkyl’s Recall
1 Wipe Away


5th-8th place: George Goanos (Deez Noughts)   

1 Strip Mine
1 Island
4 Polluted Delta
1 Flooded Strand
3 Wasteland
4 Underground Sea
1 Tropical Island
1 Academy Ruins
1 Bayou
3 Trinket Mage
4 Tarmogoyf
1 Phyrexian Dreadnought
4 Dark Confidant
1 Demonic Tutor
1 Vampiric Tutor
1 Black Lotus
5 Mox
1 Recall
1 Time Walk
1 Duress
4 Stifle
4 Brainstorm
1 Mystical Tutor
3 Thoughtseize
1 Engineered Explosives
1 Sensei’s Top
1 Tormod’s Crypt
4 FOW
1 AEther Spellbomb

Sideboard

2 Sword of Fire and Ice
2 Sword of Light and Shadow
2 Threads of Disloyalty
3 Trygon Predator
4 Leyline of the Void
1 Tormod’s Crypt
1 Pithing Needle


5th-8th place: Ben Arredondo (Flash)

3 Summoner’s Pact
4 FOW
3 Pact of Negation
4 Brainstorm
3 Daze
4 Flash
1 Vampiric Tutor
1 Chain of Vapor
1 Ancestral Recall
1 Demonic Tutor
2 Merchant Scroll
2 Ponder
1 ESG
2 Flooded Strand
2 Tropical Island
2 Polluted Delta
3 Underground Sea

Sideboard

3 Leyline of the Void
2 Stifle
1 Mystical Tutor
1 Merchant Scroll
1 Tinker
1 Darksteel Colossus
1 Hurkyl’s Recall
1 Echoing Truth
1 Brain Freeze

Look for the next Cary Cup event in the near future!

_____________________________ _________
Player Report

I think I’ve changed my mind about if I want to keep playing magic 5 times in the last year. I haven’t actually tested in close to a year, and I had no plans on doing well this tourney. I considered myself on the way out… just trying to get rid of my collection and hang out with some old friends a couple of more times. I was sure I would scrub out, which is fine since I could help make the tourney run smoother for the people playing. I wasn’t going to mentally quit or anything, and as always I tried my best to win. But considering my lack of any preparation and insane Friday night, I really only had one choice: my old pal Drain Tendrils.

So, Friday night, a good friend of mine had a “black light toga party” at his house. Although this magic tourney was planned out well before that, this is my last semester of college, and who knows how many black light toga parties I’ll be able to go to the rest of my life. So, I was definitely going to that. Then there was the Cary Cup… I didn’t really want to go, but being the TO and all, I had to. It’s not that I didn’t want to play Vintage, I’d just rather sleep in at times.

So, here I am Friday night, trying to have a good time… but there’s something else on my mind… (not really)



A few shots, more Irish carbombs than I can count and a shirtless jog around the neighborhood later… it was bed time… at 7 AM. I think it may have occurred to me at some point that I may need to wake up in time for the tourney… and my alarm miraculously went off at 10:30 AM. About 4 snoozes later I was up and ready to help clean up the house from last night. We decide to make a trip to Bojangles for breakfast, and I request a pit stop at my apartment so I can begin thinking about Vintage. I run upstairs, grab the Cary Cup, frantically try to start MWS…5….4….3…..2…..1…. NO I DON’T WANT TO REGISTER! I look for the Drain Tendrils deck I have saved there, hit print, grab my cards and I’m gone. I call my teammate Chris Coppola on the way to Bojangles to pick him up, but he apparently had more fun than me the night before and took a pass. The Bojangles traffic is backed up onto the street, and now I realize I’m completely screwed. It’s about 12 PM and I need food before I can go. I find a parking spot after 10 mins and then join the line extending out the door. I get my food, and I'm gone in a few mins… then I’m finally out the door ready to go. If you know me, I’m at every tourney I run a good 2+ hours before it starts. Now I’m hoping to just get there before it starts. I manage to get there around 12:30 and start registering people. I feel like complete shit and keep leaving important things (my phone, the list of people registered) in random places. I seriously consider not even playing and just taking it easy, but my competitive spirit won’t let me. I seek some sideboard advice from Bert and keep my MWS Drain Tendrils maindeck the same. At around 1:30, round 1 begins.

Needless to say, no notes were taken.

Round 1: Garrett Wiley w/ Ichorid

Game 1- He mulls a few times, which makes me happy. He starts with bazaar. That makes me sad. I hate Ichorid. I now officially hate Vintage (Ichorid does that to me when I play it). From my past experiences, if my Ichorid opponent starts with bazaar and some dredgers the first turn, I should scoop. I want to try to win the match, and all my 3 game Ichorid matches have taken way too long. Unless I have the nuts, there’s no point in playing.

Game 2- Garrett tells me he has a 59 card deck and can’t find the other card. I appreciate his honesty, and it shows what a stand up guy he is. The judge playing in the tourney makes a ruling and gives him a game loss. He shortly after finds his card on the floor on the other side of the room from shuffling it earlier.

+4 Leyline, +3 Needle, +Tinker, + DSC

Game 3- I start with a Leyline and drop a turn 1 or 2 Pithing Needle or something like that. He can’t do much and I am able to Intution for Lotus, Petal and Chain of Vapor EOT and then Vamp for Will for an easy kill.

Matches: 1-0
Games: 2-1

Round 2: Bryson Bonton w/ 5c Stax

Game 1- This is a very long game that takes over 30 mins. His lock pieces include Chalice of the Void, 3x Tangle Wire, Crucible of Worlds plus Wasteland and Goblin Welder. He is amazed that I fetch out 4 basics. His locks are less than impressive against Drain Tendrils, and I am able to use my surplus of draw spells nearly every turn in response to Wire or at EOT. I set up a Will after an EOT hurkyl’s that can easily produce a 2x Tendrils kill of 100+, and I start to set that up. I have Tendrils in my yard, so it’s obvious that I won. He is somewhat new to Vintage and does not scoop. I take that to mean that he may have Trickkbind or something, so I want to make sure I have access to both copies of my Tendrils. After 5-10 mins of my Will, he realizes he loses and scoops.

+2 Neddle, +Darkblast, +Tinker, +DSC

Game 2- Nothing too exciting here. He starts with Leyline of the Void. I would like to win this game, but a draw is just as good so I’m not in a rush to play aggressive if I don’t need to. Needle is key here as I am able to Needle his Mishra’s Factory and draw the game out. We go to time and 5 turns later still nothing has happened. He makes a comment that he would have won if we didn’t go to time. He ended up with 1 card in hand, and I had the win in my hand if I wanted it. I don’t mean to be a jerk, but I could have won on the spot if I wanted to think a little.

Matches: 2-0
Games: 3-1-1

Round 3: Bert Kyle w/ Ichroid

This is from Bert’s report (his perspective)

Game 1-  I open with Leyline and Cody just concedes because he wants a win and knows this matchup can be slow post board.

Game 2-  Cody mulls to 1 trying to find hate (he ran 4 Leyline and 4 Needle).  His one card is a Needle but it is Therapied before he finds mana and I win easily.  It turns out that against my advice Cody dropped his Needle count to three at the last minute.  While I would like to encourage all future opponents to do this, I generally encourage my teammates to run a full set of Leylines and Needles post board if they expect to beat Ichorid.

Matches: 2-1
Games: 3-3-1

Round 4: AJ Fields w/ GAT

Game 1- I am able to pull ahead early and win the card advantage war off Fact or Fiction. AJ, however, gets down a Dryad. I hit more lands than I would have liked, but I’m able to Chain of Vapor his dude. I’m taking lots of Crypt damage and I don’t have much action in my hand. He Duresses out a Hurykl’s Recall over an AK for 1, which turns out to be the winner for him. I draw some cards and he has a lethal kill if I lose to crypt. I can do a really weak Tendrils or hope I win the flip and draw a combo enabler. I opt for the latter. I do win the flip and draw nothing good. I’m forced into a mini Tendrils to keep me alive one more turn. The last Crypt flip doesn’t matter because I’m above 3, and I rip a Recall off the top. Two lands and a Drain later I lose.

+1 Tinker, +1 Darksteel Colossus, +4 Thoughtseize, +1 Echoing Truth

Game 2- I get an early AK for 3 and 4 and set up an easy Will > Tendrils that he scoops to. I think I also resolved 3 Thoughtseize.

Game 3- This is a really tight game and lots of fun. I really enjoy matches like these and by this point in the day I remember why I love Vintage so much. The winner makes top 8, and it’s a matchup I enjoy playing.

AJ gets down a Dryad and eventually ramps up to 5. I’m doing my normal draw stuff off a FoF, AK for 3 and maybe a Thirst or 2. I still have 3 turns left but need to act fast. It’s AJ’s turn and he Duresses me. I have a Bainstorm in hand and end up with Mystical Tutor, Demonic Tutor and Yawgmoth’s Will before I need to put 2 back. I put back Will and then DT on top. He is showing mana for REB and may have Drain or FOW in hand. The good news is he only has like 2 cards at this point. He takes Mystical by default and passes. The only relevant card in my hand is DT. I can DT now and lose Will. I put him on 1 counter, so I need to get 2 threats. DT for Lotus into Will next turn just won’t cut it. DT for Tinker now shuffles away my Will. I want two must counter cards and so I just pass the turn. He swings, and I have 2 turns left. I untap and draw Will. I now have DT and Will in hand. I have the kill easily if he doesn’t have a counter but even a REB will mess up my Will kill because I needed the Brainstorm in my yard. I Demonic for Tinker and cast it. He REBS. I still have one turn left and Will. He swings again and passes. I draw a land and cast Will. The kill was somewhat easy, but I am set on Tinkering for Lotus and then DTing for Tendrils. That was like 1 storm short. I change my thinking and realize all I need to do is DT for Lotus and then Mystical for Tendrils and Brainstorm into it. I do that and win.

Matches: 3-1
Games: 5-4-1

Round 5: ID with Eddie Davenport (Deez Noughts)

Top 8: Adam O’brien w/ MonoR Stax

He is a teammate and has to be somewhere at 7:30 PM. He scoops to me, and I tell him we can split whatever I win.

Top 4: Bert Kyle w/ Ichroid

This is from Bert’s report (his perspective)

Game 1-  I totally jinx myself twice here.  First Cody rolls a 1 during the die roll so I become very happy.  I then roll a 1.  Cody rolls a 3.  I roll a 1.  At this point I point out that I have not mulliganed to fewer than 5 yet today.  Naturally the gods curse me for my hubris and I mull to oblivion never finding Bazaar and lose on turn 5.  At this point I am in a world of pain.  This matchup just went from about 60% in my favor to about 80% in Cody's favor.

Game 2-  Cody opens with Leyline and Needle.  I quickly Emerald Charm Leyline and then later Chain Needle eot giving me two Bazaar activations.  From there I am able to Therapy Needle away and win quickly.  Since I have a huge advantage when on the play this win is not that huge.  Cody still has a 70% chance of winning when on the play post board.  This is because Needle is such a pain when I am on the draw.

Game 3-  Cody opens with 2xLeyline and then Intuitions for 3x Needle.  I am actually able to remove both Leylines.  Then Tinker comes out but I rip Chain of Vapor off the top and attempt to Chain DSC, but Cody has Drain and DSC does me in.

Matches: 4-1
Games: 7-5-1

Finals: Darien Elderfield w/ Gush Tendrils

Game 1- He only has a Sapphire and an off color Mox to start but a few Brainstorms and a FOW. I have a turn 2 Intuition with FOW backup off a turn 1 Sol Ring. I cast Intuition on my turn while his Sapphire is tapped in hopes of turning my Intuition and AK in 7 cards next turn. He forces and I force back. At this point the game is over. I hold off on casting the AKs next turn so I can keep Drain up. I Drain his Time Walk and untap. I start with a Brainstorm to use my fetchland, then AK for 3 and Time Walk. I untap and draw 4 and then win with a lethal Will.

+1 Tinker, +1 Darksteel Colossus, +4 Thoughtseize, +1 Echoing Truth

Game 2- I mull to 5 and get stuck with 1 Island. I try a sapphire and I lose the counter war over it. Darien isn’t doing much but has much more mana and a few more cards. I get a Pearl or something and am able to AK for 1 and 2. He REBs a bunch of shit and Duresses out my Tinker. He then wins with a Tinker of his own.

Game 3- I keep a decent hand with a turn 2 Drain online as well as Thirst for Knowledge and FOW. He scrolls for Recall and casts it on turn 2. I Force of Will and he Forces back. I drain his FOW and he never recovers from this tempo swing. I use my 3 blue lands and 5 colorless mana to get way ahead. I think I Time Walk and Thirst twice. I have a Demonic in hand with an AK for 1 and a Brainstorm. I think Darien has 2-3 cards at this point. I figure I can Demonic for Recall or Tinker and resolve either one right there. The Recall would probably get me the win eventually, but I knew he didn’t have a counter and thought Tinker would be an easy way to end the game quickly. I usually play very conservative, but I wanted to just go for the win and not regret not doing it later. I DT for Tinker, cast it and pass. He passes and I swing for 11. I hit a Mana Drain and pass. He Gushes, I consider letting it resolve. I’m pretty sure he has nothing important in his hand so I counter the Gush. I untap and win. This was definitely a fun match regardless of the outcome and it could have went either way. Congrats on 2nd place, Darien. You played very well. 

Matches: 5-1
Games: 9-6-1
« Last Edit: February 03, 2008, 06:50:52 pm by RaleighNCTourneys » Logged

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« Reply #1 on: January 28, 2008, 12:34:21 am »

Nice deck, I'm really interested in trying it out. Do you think you could post what you sided out each match along with what you sided in? Also, have you considered LoA? It seems pretty solid in a deck with that much draw power, and your manabase is already extremely solid so it doesn't seem like it would hurt very much.
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« Reply #2 on: January 28, 2008, 12:45:16 am »

Sorry to let down Arsenal this time...but it was definitely the right call...

Congrats on the finish! I'll see you in the top4 next time.
« Last Edit: January 28, 2008, 12:52:55 am by Machinus » Logged

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« Reply #3 on: January 28, 2008, 01:21:59 am »

Congrats Cody!  I guess you showed everyone that GAT isn't king. Wink  I'm also glad that this tournament has perhaps pushed you back toward wanting to keep playing, as it would be a shame if the Vintage community lost you.  That, and in spite of all the tournaments we have both played in, we have never faced each other.  That day will come...

I'm also guessing that LoA wasn't included because of the classic "I want to play Brainstorm or whatever on turn one rather than just passing the turn" issue.
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« Reply #4 on: January 28, 2008, 02:17:53 am »

OMG!!! Cody, you are the man! Way to thug life the tourney!

There's a chance I'll be moving to Raleigh in the coming year...if so, beware!
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« Reply #5 on: January 28, 2008, 04:38:12 pm »

Nice deck, I'm really interested in trying it out. Do you think you could post what you sided out each match along with what you sided in? Also, have you considered LoA? It seems pretty solid in a deck with that much draw power, and your manabase is already extremely solid so it doesn't seem like it would hurt very much.

Thanks... I've actually been playing this deck for a few years, so I've tried a bunch of stuff along the way. I've included LoA in the past, but there were other cards that I thought were more important for this tourney. Specifically, I wanted to run a 4th bounce spell and a Skeletal Scrying. I normally run 2x Rebuild and 1x Chain of Vapor, but with Thorns, having more bounce became more important for my deck as well as running Hurkyl's over Rebuild to actually be able to cast my bounce. The Skeletal Scrying is there as a back-up Yawgmoth's Will of sorts. It's a must counter in many situations and like Will, wins the game if it resolves. It's specific function when I put it there was to have an extra card to get an advantage against GAT. Basically you wait as long as possible and cast it for whatever you can to not die. Then you untap and win. That's how it works in theory at least.

The cards I consider when boarding out are the following: Chain of Vapor, 2x Hurkyl's Recall, Rebuild, Tendrils of Agony, Skeletal Scrying, Mystical Tutor and Vampiric Tutor.

Against Ichorid I will usually board out 4x AK and keep Intuition.

Against decks that are fast combo decks (Flash, Long) I consider Fact or Fiction. Also for decks with 8 spheres.

My boarding for the tourney:

Ichorid- +4 Leyline, +3 Needle, +1 Tinker, +1 DSC, +1 Echoing Truth
            -4 AK, -1 Tendrils, -1 Skeletal Scrying, -4 Bounce

5C Stax- +2 Neddle, +Darkblast, +Tinker, +DSC
            -1 Tendrils, -1 Skeletal Scrying, -1 Chain of Vapor, -1 Vampiric Tutor, -1 FoF

GAT/Gush Tendrils-     on the draw...
             +1 Tinker, +1 Darksteel Colossus, +3 Thoughtseize, +1 Echoing Truth
             -1 Tendrils, -1 Rebuild, -2 Hurkyl's Recall, -1 Chain of Vapor, -1 Vampiric Tutor

                               on the play...
             same, except
            +1 Thoughtseize
            -1 Skeletal Scrying

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« Reply #6 on: January 28, 2008, 05:09:48 pm »

1 Ancestral Recall
4 Brainstorm
4 Thirst for Knowledge
1 Skeletal Scrying
1 Fact or Fiction
4 Accumulated Knowledge

That seems like a ton of card draw...Did you find a full set of thirsts and Intuition/ak needed?  It would seem that 4 thoughtseize in the main would be needed.  Thirst also seems a bit slow for a deck like this.  But I am interested in your reasoning.
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« Reply #7 on: January 28, 2008, 06:14:51 pm »

Cody can answer this better, but in short Thirst and AK have a great deal of Synergy.  Generally you want 12-13 artifacts in a deck to support Thirst.  Drain Tendrils is able to support Thirst with only 10 artifacts because it runs the AKs.  Discarding an AK and a Land to Thirst is actually strong since your next AK draws you 2.  In a faster meta Thirst can actually be better than Intuition since Thirst draws you three cards now while Intuition sets up draw for nex turn.  I suspect this is why Cody generally runs 3-4 Thirst and only 2 Intuition.
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« Reply #8 on: January 28, 2008, 07:54:30 pm »

Thanks for the sideboarding tips.

What are your thoughts on Merchant Scroll vs TFK? Scroll gets AK #4, any of your bounce spells, Mystical, Fow/Drain, and of course Ancestral. Also running a set of Scrolls would allow you to cut 1 or 2 bounce spells since you can use it to tutor for them.
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« Reply #9 on: January 28, 2008, 09:29:18 pm »

OMG!!! Cody, you are the man! Way to thug life the tourney!

There's a chance I'll be moving to Raleigh in the coming year...if so, beware!
Let us know if this pans out, its always nice to have another strong player migrate to the south. First Zherbus, then Becker, then the Brassman, and possibly you. We are still have room for other Meandeckers and GG'rs.
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« Reply #10 on: January 28, 2008, 09:55:50 pm »

That Flash deck needs a ton of cards...
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« Reply #11 on: January 28, 2008, 10:45:09 pm »

Thanks for the replies and interest. I have written 2 reports on this deck in the past, if anyone has any interest in those...

http://www.themanadrain.com/index.php?topic=32239.msg465186#msg465186
[Report] Adapting Drain Tendrils: Top 4 Split at Charleston, SC  

http://www.themanadrain.com/index.php?topic=31087.msg451385#msg451385
What did I just lose to? StarCity Games Roanoke Day 2 - *1st* PLUS MORE!

Also, I'm not sure if people know that I've played this deck almost exclusively for about 2 years or so. There was a brief period I tried to add Dark Confidant, Duress and other cards that weren't as successful as my normal maindeck. Here are my complete results (from notes I have taken, to the best of my knowledge) from playing a Drain Tendrils deck (all within 2-3 cards of each other).

SCG Events:

1 1st
3 top 16
0 non-top 16

NC/SC/GA Events:

1 1st
1 1st/2nd split
1 2nd
1 3rd
6 top 4 split
1 top 8
0 non-top 8

I'm presenting these results to establish the decks' credibility and show my long history with it. I don't mean to brag. Smile

Thanks for the sideboarding tips.

What are your thoughts on Merchant Scroll vs TFK? Scroll gets AK #4, any of your bounce spells, Mystical, Fow/Drain, and of course Ancestral. Also running a set of Scrolls would allow you to cut 1 or 2 bounce spells since you can use it to tutor for them.

Merchant Scroll has been discussed in the past and should be a serious consideration in building a deck like that. In fact, I think it was Evenpence who posted a Drain Tendrils deck sporting 4 Merchant Scroll. He called it codename Bill Cosby.

Scroll has many many targets in this deck, which makes it seem very strong, but my experience is that it does not outweight whatever it will be replacing. The whole point of the deck is to minimize the number of sorceries so that you can produce a constant flow of draw spells at EOT or counter shit on your opponents turn. Once you start using Merchant Scroll, the deck just feels (for lack of a better word) so much different and does not use Scroll as effectively as other decks that abuse it. I've run Scroll a few times in the past but never more than 1. I don't think it's optimal at even 1, though.

Scrolling for 1-2 bounce spells in your deck seems great, but in practice it never worked like I'd hoped. You really want to hit a bounce spell off draw or just have it in your hand to start with (against workshop decks). Tapping out to Scroll for bounce didn't impress me. The biggest reason I don't like it is that I want to continue to produce Rebuild effects during a Workshop matchup. Running multiple Scroll forces you to cut bounce, and I've found multiple bounce spells a neccesity in many Workshop matches. This is because the deck is a relatively slow combo deck. It's not like Long where you Hurkyl's, untap, win. It's more like Hurkyl's, untap, AK for 3, TFK and then a turn or 2 later do it again and then win.

TFK has always been amazing for me in this deck. To me, it clearly beats out Scroll although it's often hard for me to explain stuff.

1 Ancestral Recall
4 Brainstorm
4 Thirst for Knowledge
1 Skeletal Scrying
1 Fact or Fiction
4 Accumulated Knowledge

That seems like a ton of card draw...Did you find a full set of thirsts and Intuition/ak needed?  It would seem that 4 thoughtseize in the main would be needed.  Thirst also seems a bit slow for a deck like this.  But I am interested in your reasoning.

It is a ton of draw... but that's the whole point. I've always used 3-4 TFK and Intu/AK, and they are neccessary for what this deck is trying to do. If you drop the worst 4 cards from the deck and add 4 Thoughtseize... the deck becomes really weak. The 2x Tendrils kill is no longer viable, and you're forced to drop 1 and add Tinker/DSC. At this point you are dropping 5 cards. Any 5 cards dropped from the deck will make too many matchups too poor for my liking. The deck can compete against any deck other than Ichorid game 1. Game 2 the deck pretty much always changes to Tinker/DSC and 1 Tendrils and then adapts to whatever the opponent is playing. Many times that means adding 4 Thoughtseize... but it's not going to work game 1 according to my testing results and theory behind the deck.
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« Reply #12 on: January 29, 2008, 03:58:17 am »

That Flash deck needs a ton of cards...

Indeed...
MD: 39 cards
SB: 12 cards

That's at least 24 cards missing in a single decklist! New record!  Wink
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« Reply #13 on: January 29, 2008, 09:21:54 am »

As someone who played against Cody, I can vouch for the effectiveness to the TfK in this deck.  Most of his power plays were smoothed out extremely well by this card (I don't think he ever cast AK in our match).
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« Reply #14 on: January 29, 2008, 05:50:15 pm »

@Cody:

Well i can definetly see the strength of all the card draw, might a card like ponder be better in one of the slots.  In my experience with a combo control deck i see the problem is you need card parity a lot of times of card advantage.  In a deck like long card advantage is great because your deck is full of bombs so you want to grab them.  However, the problem I've seen with decks like these is that a lot of times when you are trying to go off you end up drawing a bunch of lands and counters and have to sit on your hands for a few turns.  However, you do seem to have a good track record with the deck so I dont want to seem like I am critiquing you too much, just wondering because I like the look of the deck so I am trying to find out if you have explored many of these options.
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« Reply #15 on: January 30, 2008, 03:19:42 pm »

@Cody:

Well i can definetly see the strength of all the card draw, might a card like ponder be better in one of the slots.  In my experience with a combo control deck i see the problem is you need card parity a lot of times of card advantage.  In a deck like long card advantage is great because your deck is full of bombs so you want to grab them.  However, the problem I've seen with decks like these is that a lot of times when you are trying to go off you end up drawing a bunch of lands and counters and have to sit on your hands for a few turns.  However, you do seem to have a good track record with the deck so I dont want to seem like I am critiquing you too much, just wondering because I like the look of the deck so I am trying to find out if you have explored many of these options.

I'll admit that I haven't tested Ponder in the deck, but I really don't think it will fit. Platz Control seems like it makes much better use of it. The seemingly endless supply of draw spells is somewhat deceptive. There are many times I don't have anything good in my hand (duressed out or countered or just didn't draw into anything), and I'm hoping to hit a draw spell or something good off the top. I usually don't lose games just sitting on a bunch of draw spells that I didn't have time to cast.

re: Going off and fizzling...

I think your example of trying to go off and just hitting nothing shows one reason why the deck runs so many draw spells. The deck usually can't explode like long, but your situation of drawing into just lands and counters is minimized by having so many good draw spells to draw into. Given an optimal situation, all the relevent spells are played EOT. From there, I can analyze my situation and figure out what I need to do to win. Often this will involve just tutoring for a Will or chaining more draw spells together if I'm not ready to win. The hidden power of the Intu/AK engine lies in Intuition. Intuition allows the deck to instantly put wins together when combined with Will or 3 tutors for Will. At the same time, all of the draw spells in the deck act as "probability tutors" because I go through my deck so fast there is a very good chance I can get what I want.

Critiquing the deck is not a problem. I'm probably going to seem resistant to changing the deck around only because I've worked on it for so long and I'm happy with where it's at.

Thanks again for your feedback... keep the ideas coming if you have them.
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« Reply #16 on: January 30, 2008, 10:00:54 pm »

i dont care if this is a small tournament this is only my third vintage tournament in my life and i make 6th sweet.....if only i would have tested vs gat more. i tested everything.i also punted round one vs grim long. i kept a bad hand game one and game 2 after knowing what he was i kept a even worse hand and forgot to sb in the right cards yea it was a long night.luckly after that i woke up and started winning.fav play
turn one
black lotus, underground sea, mox jet, sac lotus for triple blue
play nought, stifle, tap jet for black and play time walk.yes i know ballsy with no counter in hand but i wanted to win this game quick it paid off.
i swung for 12 on my opponent first turn he bounces the nought. i top deck a stifle my opponent draws and scoops.
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« Reply #17 on: February 01, 2008, 06:22:09 pm »

Hey Cody-
Congrats on your consistent success with what may be considered a living fossil! I play in norcal. I've been watching your drain tendrils lists for the last couple of years, and recently started testing the archetype as an answer to the slower, workshop & aggro heavy meta.  I have a few questions about the deck:

1) Both the previous reports your link to sport a single (then) restricted gush (about which you commented "ZOMG GUSH"). Now that you have access to 4, you ommit it entirely.  Can you explain why you dropped it?  Would you consider gush in your modern build, and if so how many and for what? 

(To a lesser extent same question about Frantic Search, although I'm more surprised you ever ran it).

2) I notice you tried red & ETW as answers to extirpate, which seems decidedly unnecessary now. However, ETW is good versus creatures and Stax.  Have you tried ETW in the current meta?

3) You're deck sports tons of artifact bounce, but only a lonely chain of vapor to answer creatures (e.g. mm --> tendrials + chalice @ 1 = gl).  Is this not a problem? It seems to me this might make ETW particularly (ahem) warranted.  Other possibilities include darkblast main, cunning wish, crippling fatigue. 

4) How is the deck against dedicated (storm) combo? I'd think that fast decks like Grim Long (now nearly extinct) and flash that can go off turn 2-3 with duress backup would have been tough matchups (which is what kept me from picking up before now). 

Have you tested against the slower storm decks of today, and are the matchups better? These matchups are of particular interest to me, as tropical storm and superlong have been the decks of choice of late of the LSV and David Ochoa, the strongest players in my meta.

Thanks in advance for the advice, and for your incredible support of the format.  I hope that I find myself eastside at the right time someday and get a chance to play in one of you're awesome tourneys!
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« Reply #18 on: February 01, 2008, 07:20:25 pm »

Hopefully Cody can comment more intelligently on these questions later, but I will try to answer based on my limitted experience.

1) Both the previous reports your link to sport a single (then) restricted gush (about which you commented "ZOMG GUSH"). Now that you have access to 4, you ommit it entirely.  Can you explain why you dropped it?  Would you consider gush in your modern build, and if so how many and for what? 
In a Gifts/Long heavy meta it was important to be able to race those decks and combo out on turn 3.  In this meta, that race is less important so combo pieces such as Gush, Frantic Search and Dark Ritual were dropped.  Also, running Leylines post board made Thirst for Knowledge better so you could filter dead draws.  When TFK#4 was added something had to go and I believe that was Gush.

2) I notice you tried red & ETW as answers to extirpate, which seems decidedly unnecessary now. However, ETW is good versus creatures and Stax.  Have you tried ETW in the current meta?
With Stax back a 3 color manabase can be problematic.  Although Warrens is great against Stax, Rebuid and Hurkles are better.

3) You're deck sports tons of artifact bounce, but only a lonely chain of vapor to answer creatures (e.g. mm --> tendrials + chalice @ 1 = gl).  Is this not a problem? It seems to me this might make ETW particularly (ahem) warranted.  Other possibilities include darkblast main, cunning wish, crippling fatigue. 
Cody played without even Chain for the longest time.  There was a while that he just played 3 Rebuild and 0 Chain.  Mage + Chalie@1 is answered because Hurkles and Rebuild bounce Chalice.

4) How is the deck against dedicated (storm) combo? I'd think that fast decks like Grim Long (now nearly extinct) and flash that can go off turn 2-3 with duress backup would have been tough matchups (which is what kept me from picking up before now). 
Oldschool turn 2 Grim Long was a problem.  Basically DT had the same problem that Slaver did.  Drain might not be up in time and without access to Merchant Scroll it is tough to find Force in time.  Now that Long decks are aiming more at turn 3, DT has a much better chance since not only is Drain more likely to be up, but Thirst can draw into Force and Intuition can even tutor for Force in an emergency.  Flash remains a problem because it races Drain.  Having Leylines post board really helps Drain decks though since it is tough to remove Leyline and Flash for the win all before Drain mana is available.  Also the Thoughtseize in the board really help the Long and Flash matchups post board.

Have you tested against the slower storm decks of today, and are the matchups better? These matchups are of particular interest to me, as tropical storm and superlong have been the decks of choice of late of the LSV and David Ochoa, the strongest players in my meta.
This was answered a bit above, but both Tropical Storm and Super Long aim for turn 3 so Drain is more relevant.  Super Long really has trouble because Drain Tendrils easily outdraws it over time.  Tropical Storm can use Gush + Brainstorm to try to keep up with Drain Tendrils, but Drain Tendrils still has a good matchup there.
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« Reply #19 on: February 02, 2008, 07:05:42 pm »

I made a thread for further discussion of Drain Tendrils here:

http://www.themanadrain.com/index.php?topic=35275.msg492346#msg492346
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« Reply #20 on: March 15, 2008, 07:44:23 pm »

I noticed the topic in the tournament announcement forums but couldnt post there have you checked out all fun and games in apex area.  It has a good amount of room but they only sale type 2 singles.  Mods if this is in the wrong place sorry, but I couldnt post in the other forum.
Thanks
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