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Author Topic: [Deck] Drain Tendrils  (Read 81466 times)
Duncan
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« Reply #30 on: February 16, 2008, 05:24:46 am »

1. I'd like to hear what your opinion/strategy is versus (Tyrant) Oath. The only thing i could find in the reports was this small piece:

Quote
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.
I assume this is vs. Angel Oath. A friend of mine played several games against oath and he told me it wasnt a very good matchup. Maybe you can elaborate a bit what the general tactics and boarding look like?

2. In your reports you played 2 (or 1, i dont remember) tournaments with a red splash for empty the warrens. Do you think this is still a viable choice, or have you dismissed it in favor of more basic lands?

3. You mentioned Diabolic Edicts were great sideboard cards against anything like Bomberman, Fish etc. Why have you dismissed these? Is it since you have multiple win conditions and the ability to race those decks?

4. You proposed to cut a rebuild in favor of Tinker DSC. In your reports you stated that Rebuild is far superior over H. Recall so i'm curious why suggest cutting Rebuild before Recall. Is this because of the decline of Chalice in the format? The Time Walk argument still seems viable to me. As is bouncing their lock pieces EOT and in the same time your artifact mana to generate more storm.

5. Psychatog, if you'd have it in your board, in which matches do you think it is the most useful? And do you think playing a maindeck tog instead of let's say Tinker could be viable? Or does this make the deck too much vulnerable for graveyard hate.
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« Reply #31 on: February 16, 2008, 10:55:55 am »

I would cut the CoV before Rebuild if you're adding in Tinker/DSC.
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« Reply #32 on: February 16, 2008, 11:18:17 am »

I decided to actually cut 1 of the Hurkyl's Recalls.  So, my bounce package looks like this : 1 Rebuild, 1 H. Recall, and 1 Chain of Vapor.

Do you think this is right?
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« Reply #33 on: February 16, 2008, 11:35:02 am »

chain of vapor is weaker main deck with the tinker/colossus package because if you were to desperately need to bounce a permanent of theirs when your colossus is in play they could...say...just sacrifice a land and away your colossus goes into your hand...sitting there useless for the time being.  On the other hand hurkyll's recall can target a player and barring the possibility of them having misdirection you can still have your cake (colossus) and eat it too..sounds wierd but it's true.  Also with rebuild if it isn't of any use you can just cycle the card.  Of course these are just my opinions and they may be skewed.  I think chain of vapor is stronger in long builds instead of this build anyway, but I do think chain of vapor is warranted if tinker/colossus is in the board, that or echoing truth md. 
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« Reply #34 on: February 16, 2008, 12:23:27 pm »

in a build like this I'd say chain is just fine, typically you would use removal on an obstacle that is preventing you from going off, or multi moxen bouncing. Chain gives you an out to funny multi chalice/ chalice sphere combinations that hurkyl's sometimes won't get you out of alone. In the event of tinker dark steal I can see you cases needing board removal, such as smokestacks and water front. bouncer(while still sick). Platz isn't even a big deal as long as you wait till lethal. Most problems can be solved by digging out rebuild or hurkyl's with the decks amazing draw/ tutor engine when chain is suboptimal.
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« Reply #35 on: February 16, 2008, 12:59:56 pm »

1. I'd like to hear what your opinion/strategy is versus (Tyrant) Oath. The only thing i could find in the reports was this small piece:

Quote
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.
I assume this is vs. Angel Oath. A friend of mine played several games against oath and he told me it wasnt a very good matchup. Maybe you can elaborate a bit what the general tactics and boarding look like?

2. In your reports you played 2 (or 1, i dont remember) tournaments with a red splash for empty the warrens. Do you think this is still a viable choice, or have you dismissed it in favor of more basic lands?

3. You mentioned Diabolic Edicts were great sideboard cards against anything like Bomberman, Fish etc. Why have you dismissed these? Is it since you have multiple win conditions and the ability to race those decks?

4. You proposed to cut a rebuild in favor of Tinker DSC. In your reports you stated that Rebuild is far superior over H. Recall so i'm curious why suggest cutting Rebuild before Recall. Is this because of the decline of Chalice in the format? The Time Walk argument still seems viable to me. As is bouncing their lock pieces EOT and in the same time your artifact mana to generate more storm.

5. Psychatog, if you'd have it in your board, in which matches do you think it is the most useful? And do you think playing a maindeck tog instead of let's say Tinker could be viable? Or does this make the deck too much vulnerable for graveyard hate.

1. The boarding would still be about the same. +4 Duress/Thoughtseize and +1 Echoing Truth. -2 Hurkyl's, -1 CoV, -1 Scrying, -1 Vamp

I try to Duress out Oath or keep it off the table. If you can do that, then go for Tinker. If Oath resolves, switch to Tendrils plan. That's about it.

2. I think it's still viable but not optimal. The basic lands are really important and there are no other red cards I want for support on my board.

3. No, it's just because of board constraints (see reply #10).

4. It's almost entirely because of 9 sphere Workshop. Any amount of spheres is going to make Rebuild difficult to cast if not impossible. The two mana for Hurkyl's is why I prefer it now. The cycling ability is cute, but not at the expense of winning the game.

5. Tog definitely can't be a replacement for Tinker/DSC. Tinker helps the combo kill (Lotus) and DSC pitches to TFK. Further, DSC is just better for the deck than Tog can be. And the deck is already vulnerable to graveyard hate, like you mentioned. It would come in against Fish type decks for sure like DeezNaughts. Also, against Workshop decks.


About all this Chain of Vapor talk... it belongs in the deck. Why does it matter if it's weaker than it was with the 2x Tendrils kill or if it's weaker than in Long? Look at the card in the context of the build it will be played in. It's strong enough to be played in any DT configuration and any preceived weaknesses will be offset by how often it helps combo out and answer all kinds of threats.
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« Reply #36 on: February 16, 2008, 06:19:23 pm »

Chain of Vapor is far and away the best bounce you can run, it's the very last of these effects to cut (in a deck with a Tendrils kill). For one, it's your  only out to Enchantments/Creatures. But more importantly, it is just an insane storm-enabler because it's cheaper than the rest (a U-Ritual that makes storm 3-4 is sooo good). It also can make a nice stand in for Rebuild for only U (bouncing all your artifacts then the one lock-piece that stops you going off). The non-synergy with DSC is a non-issue. I ran them side by side in Gifted and that problem never came up in the whole 2 years (and I was running Scrolls to search the damn thing, too). If you have DSC in play, you rarely need to bounce anything, actually. Strange but true, 11/11 tramplers do that.
I'm quite sure from my Gifted experience (and the few testgames I played with this deck) that you'll want to include it in early Intuitions->kill once you already have the Tutor/Will you need.
Basically what I'm saying is that CoV will win you more games than any other bounce-spell in the deck. Why in heaven would you cut it for a non-synergy that will come up maybe once in a hundred games, if that. The preferred way to win is Tendrils, anyway, DSC is just here because he randomly steals games vs highly disruptive decks. There's surely a reason Cody ran 2 Tendrils 0 DSC  before and never cut down to zero Tendrils. That means a card that is great with Tendrils but rather sucks with DSC is far more likely to make the deck than a card that sucks with Tendrils and is fine with DSC (and you still can't profitably bounce in a DSC-stand-off).
As for the Hurkyl's/Rebuild argument, removing all outs to Leyline, IEOC, Oath, Mindcensor, Meddling Mage, TTyrant, etc seems like a really bad idea, especially as CoV is actually better at enabling storm in non-shop matchups. It is actually a great tutor-target to allow you to just run a lethal Tendrils out of nowhere vs aggro.

Having tested the deck a little lately (I played like three or four games when you won SCG with it, too, but soon returned to Gifted, so those don't really count), I'm unhappy with the TfK, too often it doesn't hit an artifact. I'd like to remove the 4th for something better. FoF was ok, but really slow. Scrying had a similar problem but at least became insane with Drain for 3+. What about cutting a TfK and the FoF for Merchant Scrolls? It leaves you with the same amount of draw or at least cards that get draw and gives you even better access to AK 4 (and Ancestral, obv). Scroll-Intuition can substitute for Scroll->FoF so FoF isn't needed either way. Not to mention you'd be far more likely to access the correct bounce at the time it's needed and it should help immensely vs fast combo (a matchup that should be somewhat soft, considering you have only 8 counters and only FoW to interact before turn 2 at all) by representing extra-FoWs.
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« Reply #37 on: February 19, 2008, 03:29:46 pm »

Maindeck tinker & dsc is a big improvement. 

Scrub Q: Ever think of playing mindtwist in the place of skeletal scrying? Here's my thinking.  Midgame I often find myself with a hand of 6 or 7 filled with scrying, FOF, and TFK.  As the most expensive draw spell (including the life and rfg costs), I never get around to casting scrying. Mindtwist + counters creates a virtual lock versus decks without alot of board threats.  Mindtwist also sets up protected y-wills, and can be randomly drained (or accelerated via artifacts) into early game for advantage. Arguments against are its sorcery speed, doesn't actually win the game by itself, and is win-more when its useful.  Also, a simple duress effect might be better versus the decks its good against.  Still, thought it was worth tossing out there.

As for the side, a removal spell like edict might be better than tog.

Also a sideboading question for Cody: Do you ever want sideboard out the intution-AK engine when you want to bring in a bunch of sideboard cards? For example, I tried this recently against Tog, where I wanted ,thoughtseize and needles, and it seemed ok.  I could also see it as viable against fast storm combo (to make room for leyline and thoughtseize). I'm guessing you'll think this is a terrible idea.
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« Reply #38 on: February 20, 2008, 07:46:24 am »

I played Drain Tendrils in a 12 proxy tournament in Hengelo (The Netherlands), last Sunday.

http://www.magic-hengelo.nl/resultaten/080217%20Vintage/T8%20decklists.php

I placed 1st after 5 rounds en splitted the finals in T8 against a friend. This was my decklist:

4x Island
4x Underground Sea
3x Flooded Strand
2x Polluted Delta
1x Tolarian Academy

1x Mox Pearl
1x Mox Emerald
1x Mox Ruby
1x Mox Jet
1x Mox Sapphire   
1x Lotus Petal
1x Black Lotus
1x Mana Crypt
1x Sol Ring
1x Mana Vault

1x Darksteel Colossus

1x Chain of Vapor
4x Brainstorm
1x Mystical Tutor
1x Vampiric Tutor
1x Ancestral Recall
1x Skeletal Scrying
2x Hurkyl’s Recall
4x Accumulated Knowledge
4x Mana Drain
4x Thrist for Knowledge
2x Intuition
1x Fact or Fiction
4x Force of Will

1x Demonic Tutor
1x Time walk
1x Tinker
1x Yawgmoth’s Will
1x Tendrils of Agony

//SB//
1x Darkblast
1x Echoing truth
1x Rebuild
4x Thoughtseize
1x Psychatog
3x Pithing Needle
4x Leyline of the Void

I removed a tendrils and a rebuild for tinker and DSC maindeck. The free slots side where filled with 1 tog (against aggro) and a rebuild. I was very happy with my list, de DSC maindeck was absolutely an improvement. I sided tog once against dawn of the dead and it was amazing. I thought long and hard what to put in the last free slot (I narrowed it down to: extirpate, the second tendrils of agony, hurkyl’s recall or rebuild), but finally opted for the rebuild. I had the feeling that with rebuild removed from main and side, the matchup against workshops was less favourable.

I have written a report, but it is written in Dutch. If anyone is interested pm me.

I did not play the best magic this tournament (made at least 2 huge mistakes), but I noticed that the deck is very forgiving. It matches my play style, as in; play like you will draw your answers and have confidence in your draws.

All in all; excellent work on the list Cody! 
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« Reply #39 on: February 20, 2008, 10:42:31 am »

Has anyone thought about going to the full 4 Intuition and then throwing in a tutorable Dark Ritual and Cabal Ritual. This is just a thought, but here's a list for that:

Drain-IT

Land (15):
3 Polluted Delta
3 Flooded Strand
3 Underground Sea
1 Volcanic Island
4 Island
1 Tolarian Academy

Artifacts (9):
1 Black Lotus
1 Lion’s Eye Diamond
1 Lotus Petal
1 Mox Jet
1 Mox Sapphire
1 Mox Ruby
1 Mana Crypt
1 Mana Vault
1 Sol Ring

Instants (28):
4 Brainstorm
4 Force Of Will
4 Mana Drain
4 Intuition
4 Accumulated Knowledge
1 Fact Or Fiction
1 Ancestral Recall
1 Dark Ritual
1 Cabal Ritual
1 Vampiric Tutor
1 Mystical Tutor
1 Hurkyl’s Recall
1 Rebuild

Sorceries (8):
3 Duress
1 Demonic Tutor
1 Time Walk
1 Yawgmoth’s Will
1 Tendrils Of Agony
1 Empty The Warrens

SB
3 Extirpate
4 Red Elemental Blast
1 Echoing Truth
1 Psychatog
3 Pithing Needle
1 Tinker
1 Platinum Angel
1 Darksteel Colossus

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« Reply #40 on: February 20, 2008, 01:11:06 pm »

Interesting.

In general, Thirst is better than Intuition.  It is the more flexible draw spell because it works against Leyline of the Void and gets DSC out of your hand.  It is also handy in the AK mirror.

If you want to add Rituals, then perhaps something along the lines of Intuition Tendrils could be good again.  Stax is showing up more and more now and IT had a great Stax matchup.
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« Reply #41 on: February 20, 2008, 01:22:19 pm »

Interesting.

In general, Thirst is better than Intuition.  It is the more flexible draw spell because it works against Leyline of the Void and gets DSC out of your hand.  It is also handy in the AK mirror.

If you want to add Rituals, then perhaps something along the lines of Intuition Tendrils could be good again.  Stax is showing up more and more now and IT had a great Stax matchup.

Yeah, I used to love IT. But I think the days of pure UB Storm Combo are gone. You really need Red in whatever version of this deck you run IMO if not solely for REB SB. With Tyrant Oath and GAT at the top of the field right now REB seems a necessary choice. I think it'll remain that way until Wizards does the right thing and restricts Merchant Scroll.
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« Reply #42 on: February 21, 2008, 01:48:35 am »

Aside the shakier manabase, I don't really see the disadvantage of playing red.  You gain more sideboard options and you get empty the warrens as another kill card which takes up one less slot than tinker DSC.  Empty allows you stop at whatever point you feel your unsafe casting it for.  You can safetly empty for 8, and win the game.  With tinker, step 1 is finding it.  Step 2 is playing it and countering each counter your opponent throws against it.  Empty loves counters as you need 1 per copy.  Also Empty is a lot better vs stax, which is on the rise.
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« Reply #43 on: February 21, 2008, 04:25:19 am »

I would also better go for adding only one Volcanic Island and play an Empty the Warrens. The card is so powerfull against Stax and some aggros like Fish. Also being able to play REB against Flash and GAT will be really usefull in a lot of metagames.

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« Reply #44 on: February 21, 2008, 11:24:08 am »

The Shakier manabase is a big problem.

One option is to drop an Underground Sea for a Volcanic.  These mainstains the stability.

The last time I tried this I found that I really wanted access to black on turn 1 for Duress in enough matchups that it was painful to drop an Underground Sea.

For instance, against Long it sucks to have Duress in your hand, but no access to black.

I am not sure REB is that good with only 1 Volcanic Island.  You run into situations where you have Volcanic and Duress or even more common would be to have REB/Pyro, but no access to Red.
It is probably best to just run Thoughtseize/Duress and and consistently have access to black.
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« Reply #45 on: February 22, 2008, 01:11:17 pm »

Red wouldnt be a bad idea for the deck. We could side in Blood Moon effects and a Swamp post-board, but seems kinda slow.

But running Red or not, I doubt will affect the Stax MU because the mana base in this deck is already rock solid. It probably doesnt need any other colors besides Blue until it combos off. Of course, we dont need EtW or REB.
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« Reply #46 on: February 22, 2008, 01:14:20 pm »

I may play like a duck, but after some testing, I more often kill with DSC than Tendrils.

 Wink

By the way, I removed the red after some testing, It wasnt as good as I thought. You re right.

 Very Happy
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« Reply #47 on: February 22, 2008, 01:35:15 pm »

So what's up with the 1-of Skeletal Scrying in this deck? Seems like if you're devoting this slot to draw you might as well run another Intuition since it's bombtastic.
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« Reply #48 on: February 22, 2008, 02:04:45 pm »

Thirst sort of functions as an Intuition.  Between 4 Thirst and 2 Intuitions you are very likely to have a way to put your first AK in the yard without having to cast it.

Intuition #2 is usually not that good.  Generally it is better to follow up an Intuition with a Skeletal Scrying than with a second Intuition.  Skeletal Scrying also acts as an alternate way to draw cards.  Sometimes you have a ton of drain Mana so you Mystical/Vamp for Scrying and draw 7 cards.  Other times your AKs are Extirpated.  Also, maybe your Yawg is Duressed on turn 1.  In that case Scrying sort of acts as a second Yawg.  I don't like that it is dead with Leyline of the Void out, but it is still usually a really good card.

Maybe you are right, but I have actually loved Skeletal Scrying ever since Cody added it to the list.
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« Reply #49 on: February 25, 2008, 02:35:22 am »

T8 lists: http://www.magicclubmol.be/files/results/20080224.html

This weekend got into t8 with the following list:

4x Island
4x Underground Sea
3x Flooded Strand
2x Polluted Delta
1x Tolarian Academy

1x Mox Pearl
1x Mox Emerald
1x Mox Ruby
1x Mox Jet
1x Mox Sapphire   
1x Lotus Petal
1x Black Lotus
1x Mana Crypt
1x Sol Ring
1x Mana Vault

1x Darksteel Colossus

1x Chain of Vapor
4x Brainstorm
1x Mystical Tutor
1x Vampiric Tutor
1x Ancestral Recall
1x Rebuild
2x Hurkyl’s Recall
4x Accumulated Knowledge
4x Mana Drain
4x Thrist for Knowledge
2x Intuition
1x Fact or Fiction
4x Force of Will

1x Demonic Tutor
1x Time walk
1x Tinker
1x Yawgmoth’s Will
1x Tendrils of Agony

//SB//
1x Darkblast
1x Echoing truth
1x Duress
4x Thoughtseize
4x Pithing Needle
4x Leyline of the Void

reasons for the list i played:
- in mol usually there are 50 % workshop decks and it's non proxy so also  some goblin and other unpowered decks => tinker colossus main

- couldn't find a scrying => replaced it with the rebuild I put into the SB to maindeck tinker colossus

- 1 SB slot turned into duress

quick report:

R1 against a friend with goblins. I helped on his deck so I knew he ran earwig squads. U got good draws, 2 games drained a warchief and comboed easily

R2 against a dutch player. I put him on unpowered goblins as well.
G1:To my surprise he opens with lotus, shop into lockpieces. I manage to counter some locks and cast drawspells in respons to tangle wire triggers. There is no real pressure from him and eventually I bounce his board and win.
G2: he caps me and we go to game 3.
G3: early metalworker and a revealed hand of 5 artifacts spell doom. then he casts a bottled cloister. I'm holding hurkyll's. So on my turn I bopunce his board in respons to the 'remove your hand from the game' trigger. he loses everything, I tinker colossus up

R3 against a deck wit trinket mages, confi, dreadnought, tarmo, ...
G1: good draws ensure me an early Yawg-win
G2: don't know what i'm playing against, walk into stifles and die to beats
G3: I've got it, I'm winning full graveyard, will and drain. He's topdecking. I foolisly drain a timewalk that was only a draw 1 go. I was thinking i could use the mana for a will next turn. My turn he's got 2 cards, i got will and drain, I cast will, he forces, i drain the force. Here's where it goes wrong: I tappes all colored mana but a mox jet and 1 blue in pool, i burn the 2 mana from my previous drain by going to second mainphase to get the 5 drain mana from the fow. Then I have to burn those 5 also because i can do nothing but put a tinker on top with mystical. Next turn i tinker colossus. he gets a spellbomb for it off a topdecked trinket mage.

R4: against 5cc metalworker staff of domination combo stax
U usually lose to this player, he knows his deck in and out
G1: I get a nice draw, he gets nothing special think tangle and 1 sphere so I wombo easily
G2: He's doing well, he caps me but I expected the cap and I'm holding tendrills and will in my hand because i tutored them up the turn before. my third card is a drain. in play 1 island and a fetch. Semi-full graveyard with lotus in it. Yhen I notice a missplay from him. het taps 5 to cast a memory Jar, tappinhg his wasteland and leaving his gemstone mine with 1 counter untapped. This was the out I needed, I fetch a sea, drain the jar and combo on my turn.

R5: ID against flash

T8 : I LOSE TO ELFCLAMP WITH ONLY 2 PRIEST AND 1 CRADLE

G1: I miscalculate and he does 16 damage in 1 turn (I'm on 16)
G2: I combo
G3: I shuffle away the colossus 5 times and draw him 6 times. All i see is a few drains, moxes and land. At one point i'm 41 mana short on hardcasting the big guy but i die to elf beats. At the time I was blaming bad luck, but I also counter the wrong elves I think.

some remarks:
- I Mulled almost every game because my openinghand had no land and only an off-coloor mos if any. SEriousely: I started 2 games with the full 7 cards all day.
- I usually play workshop decks, so I have to learn to be more patient. still the deck is very forgiving due to all the carddraw.
- I love playing storm combo without rituals. It's so consistent and relaxed because if you lose will, it's not so much of a problem.



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« Reply #50 on: February 25, 2008, 08:01:31 am »

Congrats on the finish and thanks for the report.

Also, two DT decks top 8ed the meandeck open: http://www.themanadrain.com/index.php?topic=35388.msg493551;boardseen#new
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« Reply #51 on: March 09, 2008, 11:55:41 pm »

Has anyone tested Extripate in the sideboard over Needle?
I seem to like it more...
Not to mention Duress/Thoughtsieze + Extripate = really good.
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« Reply #52 on: March 10, 2008, 03:28:46 am »

Has anyone tested Extripate in the sideboard over Needle?
I seem to like it more...
Not to mention Duress/Thoughtsieze + Extripate = really good.

I personally do not like it.
- You have to fetch a non basic to play it
- For maximal use you have to board in thoughtseize + extirpates and I never find enough place to side in that many cards
- Needle has more uses: stops welder, bazaar, wasteland, ... and you do not have to get those cards into their graveyard first.
- Vintage has a lot of one-offs so extirpate won't hit that much. (It's kindoff a weak argument I know because extirpating a will or lotus can be a powerfull play)
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« Reply #53 on: April 23, 2008, 06:25:23 pm »

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If Josh Morford or Michael Smar roam these boards, I'd love to hear your guys thoughts on the deck. I noticed that one of the lists was the same as mine and one was modified with Merchant Scrolls and surprisingly no Intuition. Very different DT decks with similar results... interesting.

The thread has'nt been modified since last month but I prefer post here, even if my list is very different than the Codi's one.

I used the following list who made top4, and won, at the two last tourneys I've done:

1x Black Lotus
1x Mana Crypt
1x Mana Vault
1x Sol Ring
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
1x Demonic Tutor
2x Duress
1x Yawgmoth's Will
1x Ancestral Recall
4x Brainstorm
1x Chain of Vapor
1x Darksteel Colossus
2x Dark Ritual
4x Mana Drain
1x Mystical Tutor
2x Merchant Scroll
1x Time Walk
1x Tinker
3x Thirst for Knowledge
4x Force of Will
1x Gifts Ungiven
1x Frantic Search
1x Rebuild
1x Tendrils of Agony
1x Grim Tutor
1x Timetwister

3x Flooded Strand
4x Polluted Delta
3x Underground Sea
1x Volcanic Island
3x Island
1x Tolarian Academy
1x Library of Alexandria

Sideboard:
1x Sundering Titan
2x Pithing Needle
4x Leyline of the Void
1x Rebuild
3x Engineered Explosives
1x Extirpate
1x Pyroblast
2x Rack and Ruin

The big differences with Codi's list are the addition of the Dark Rituals & Duresses, and the elimination of the AK draw engine. The lack of AK forced to change Intuition in Gifts Ungiven and another tutor. Grim Tutor has been tried, with good results.The list seems a lot like an old Gift deck, but people call this a "DT deck". This list has a draw-engine a little inferior, but I think that the explosiveness has been interestingly increased. The philosophy concerning the manner to play the deck is not changed. The aim is a kill between turn 4 and turn 5. Frantic Search fit well here because of DSC as a second win condition.
The "black mana question" didn't seem to be a real issue in Codi's list, here it is again easier to reach the 2 black manas! For more stability , this deck works in U-B colors maindeck. A very small red splash has been added for the best red cards against Flash and Shop, but I think the deck can operate perfectly with 2 colors only.

I didn't want to post here suggestions for modifications. Codi's List have worked very well, but as he was interested on the eventual others forms of "Drain Tendrils" who can work well currently, here is one list I recommend....try it , you'll not be disappointed Smile

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meadbert
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« Reply #54 on: April 23, 2008, 07:18:18 pm »

So can Manamophose be integrated into this list?
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kalisia
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« Reply #55 on: April 25, 2008, 02:31:57 pm »

This card could be interesting, but may be in another kind of deck. The card is in the third color of the deck, whereas Dark Ritual is in the second one. DT has no real color problem, so the advantage of Dark Ritual is the extra mana it produces, more than the color. But the cantrip effect of Manamorphose is interesting, I would see this in a SX list, as another "Darkwater Egg or Chomatic Sphere" effect (color filter + cantrip).
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meadbert
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« Reply #56 on: April 25, 2008, 02:51:44 pm »

I am not sold on Manamorphose in DT either.  When Empty the Warrens came out Cody shifted over to a Urb version that ran Warrens, Blasts and Pyroclasm in the board and at times even Wheel of Fortune, which can be solid with AKs.
Abe, was also playing a Urb version at the time and I get their lists confused.  Anyway, I never liked how the deck played out because I thought adding the third color really hurt the manabase and along with it, both the Stax and Fish matchups.  Also, it was less consistent in terms of having black mana for Duress and Leyline of the Void post board.  What I always hated about Gifts was that I would board in 4 Duress and then have these hands where I had 2 Duress and no black mana sources.  Empty the Warrens seemed pretty good though.

Anyway, the cantrip is huge, but I am not sure that going to 3 colors is what DT needs.
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TripleAgent
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« Reply #57 on: May 07, 2008, 02:43:31 pm »

Going to StarCity this weekend with DT. Anyone have any last minute suggestions or changes for the current meta? And especially not to get blown out as much by Flash...

I was also thinking of some MD changes...mainly the replacement of FOF and some of the bounce to improve the game 1s against Flash and Oath, which I've done terrible against lately. I figure as long at the core stays the same, I will keep puninshing whatever Shop decks are still there, so maybe I can improve the bad, more relevant match G1s to at least 50/50. I hate getting trashed G1 then having to rely on hate and luck to win the match. Winning some G1s would have to make it way easier...I am trying Frantic in place of FOF...when it works it's busted, but otherwise meh.
« Last Edit: May 07, 2008, 02:50:41 pm by TripleAgent » Logged
Mdizzle4life85
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« Reply #58 on: June 01, 2008, 12:20:55 am »

ya

Hello, and welcome to The Mana Drain.  Because we pride ourselves on being the leading resource for Vintage information today, we ask that all posts made to TMD include a minimum of relevant content.  Post consisting of one word unfortunately do not meet this standard.  Please be sure to read the site rules to avoid this type of problem in the future.  We look forward to your future contributions.  -DA
« Last Edit: June 01, 2008, 07:53:09 am by Demonic Attorney » Logged

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RaleighNCTourneys
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« Reply #59 on: June 02, 2008, 12:09:27 pm »

-3 Brainstorm
+1 Ponder
+1 Gush
+1 Merchant Scroll

hooray DT!!!
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