Post-6/20 Drain Tendrils: Staying Ahead of the CurveBy Cody Vinci
With the recent restriction of Brainstorm, Ponder, Merchant Scroll, Flash and Gush, Drain Tendrils (DT) survived and was only affected by Brainstorm’s restriction. But what kind of changes in strategy and card selection have to be introduced in order for it to remain competitive? I’d like to examine DT in the post-6/20 metagame and suggest a list for what I believe to be the most powerful Drain deck in the format. Additionally, I will present two other viable DT forms and my 10 principles of DT. Finally, I played 5 games 1s on MWS to give people a taste for what my deck of choice is like.
For some background on the deck, checkout the TMD thread here:
http://www.themanadrain.com/index.php?topic=35275.0 At first I was unsure if the loss of three Brainstorm would be as simple of a fix as adding 3 more good blue cards. Would I need more lands in the deck with the loss of Brainstorm? I only run 14 lands as it is. This was not an easy question to answer theoretically, but my guess was that post-6/20 DT would not be as simple as -3x Brainstorm, +3x good blue cards.
The three possible iterations of Drain Tendrils kill conditions are a) 2x Tendrils, b) 1x Tendrils, 1x Tinker, 1x Darksteel Colossus or c) 1x Tendrils, 1x Empty the Warrens. If you’re playing with any other kill conditions, you’re not playing DT. So, from these options, the 2x Tendrils kill seemed the weakest to me because the loss of Brainstorm should mean that the purest combo form of DT should be the weakest. I started testing the 1x Tendrils, 1x Tinker, 1x Darksteel Colossus version that I’ve played many times in the past. The problem with this version of the deck was that it was just too slow. It didn’t explode like DT decks of the past. The Tinker/Colossus kill was too weak against Control Slaver due to Goblin Welder and way too slow against Long without 4x Brainstorm. The combo/control aspect of DT had shifted too much to control, and the explosive combo kills just weren’t there. However, I did notice that I did not need to add any more mana sources to the deck. The mana base was still strong and smooth. If I were to play with this kill today, the main deck would look like this:
3 Flooded Strand
4 Island
2 Polluted Delta
1 Tolarian Academy
4 Underground Sea
1 Lotus Petal
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Black Lotus
1 Sol Ring
1 Mana Vault
1 Skeletal Scrying
1 Frantic Search
1 Ancestral Recall
1 Brainstorm
1 Ponder
4 Thirst for Knowledge
1 Fact or Fiction
4 Accumulated Knowledge
2 Intuition
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor
1 Merchant Scroll
1 Chain of Vapor
1 Hurkyl's Recall
1 Rebuild
4 Force of Will
4 Mana Drain
1 Tendrils of Agony
1 Time Walk
1 Yawgmoth's Will
1 Tinker
1 Darksteel Colossus
For another excellent main deck boasting the Tinker/DSC/Tendrils plan, take a look at Mike Solymossy’s recent top 8 Drain Tendrils list from Vintage Champs.
http://www.wizards.com/default.asp?x=mtgevent/usnat08/vintage2After experimenting with this first list and moving forward, I saw Jordi Amat’s list which used Gifts Ungiven, Recoup and Empty the Warrens in addition to Tendrils of Agony. Although I’ve never played with Gifts Ungiven and Recoup in DT (I have played with Empty the Warrens), it seemed like something worth trying. I was much happier with this list over the first one, since this was more combo-oriented and could put together Will kills with all of the tutors, Gifts Ungiven and the 2 Intuitions (through Recoup). After piloting the deck in one tournament with moderate success, I saw that my inexperience with Gifts Ungiven was a big problem, so I tested more and more with this list to get practice with playing the card. All of this testing to get better with Gifts Ungiven led me to the same place I was at with the first list: the deck still felt too slow and didn’t have that explosiveness from pre-6/20. Sure, Gifts and Recoup make the deck more combo-oriented. But the mana investment needed to make that plan work is tremendous, and DT is not very well-equipped to take advantage of such cards. Don’t get me wrong—the first two lists are very powerful and did well in my testing. I just felt like the deck was missing something and not playing out like I had hoped. Here is the list I would play if I were to play this version of the deck:
3 Flooded Strand
3 Island
3 Polluted Delta
1 Tolarian Academy
3 Underground Sea
2 Volcanic Island
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Lotus Petal
1 Mana Crypt
1 Sol Ring
1 Mana Vault
4 Accumulated Knowledge
1 Ancestral Recall
1 Brainstorm
1 Fact or Fiction
3 Thirst for Knowledge
1 Ponder
1 Frantic Search
1 Gifts Ungiven
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor
2 Intuition
1 Merchant Scroll
1 Chain of Vapor
1 Rebuild
1 Hurkyl's Recall
4 Force of Will
4 Mana Drain
1 Tendrils of Agony
1 Time Walk
1 Yawgmoth's Will
1 Recoup
1 Empty the Warrens
Basically, the problem I was having was that all of my kills were being setup. That might seem strange, but DT was never designed to setup kills like Long or Gifts decks do with tutors. I’ve always wanted the deck to “setup” its kills through massive amounts of draw spells so that the opponent never knew when he was going to lose and any of the draw spells could end the game. I like to think of the draw spells in the deck as “probability tutors.” They find the cards you need to win while drawing through the deck and building up card advantage to support the counter base. It’s only a matter of time before you find what you need with so many draw spells in the deck, so winning is only just a probability function of how many cards you’ve been through and a function of time. The best way to abuse this approach to Drain Tendrils is by running 2x Tendrils of Agony as the kill. Doing this often eliminates the need to use a tutor for Tendrils of Agony during a kill turn and thus frees up mana and a tutor to use toward getting to 10 storm and 2BB. But my initial supposition was that this version of the deck would not be possible without 4x Brainstorm. But, it was just a supposition. I was entirely wrong. The following list is what I believe to be the most powerful Mana Drain deck in the format. In the end, the list I concluded was similar to my first successful tournament appearance with the deck, which can be found here:
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=20188. I took out the 3x Brainstorm and Library of Alexandria for an additional Thirst for Knowledge, Skeletal Scrying, Ponder and Merchant Scroll. I also cut a Gush because the original list was 61 cards (back when I thought that was funny). The resulting list had a very similar feel, and the loss of Brainstorm was actually felt the least to me playing this version. The kills were once again exploding out when my opponents least expected it. I can finally rest easy as I’ve found a DT list I’m happy with. Here it is:
3 Flooded Strand
4 Island
2 Polluted Delta
1 Tolarian Academy
4 Underground Sea
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Lotus Petal
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Dark Ritual
4 Accumulated Knowledge
1 Ancestral Recall
1 Brainstorm
1 Fact or Fiction
4 Thirst for Knowledge
1 Ponder
1 Frantic Search
1 Skeletal Scrying
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor
2 Intuition
1 Merchant Scroll
1 Chain of Vapor
1 Rebuild
1 Hurkyl's Recall
4 Force of Will
4 Mana Drain
2 Tendrils of Agony
1 Time Walk
1 Yawgmoth's Will
I would like to point out that this is a list that is similar to Galen Lamei (Aardshark)’s, which he got first place at an Adventure Lotus Tourney:
http://www.themanadrain.com/index.php?topic=36206.0 As for a sideboard, here is what I am currently using and recommend:
4x Leyline of the Void
2x Pithing Needle
1x Yixlid Jailer
1x Tormod’s Crypt
1x Tinker
1x Darksteel Colossus
2x Duress
2x Thoughtseize
1x Darkblast
For the post-6/20 metagame, here are my 10 principles of DT (in no specific order):
1) Frantic Search is an auto-include I’ve always been a fan of Frantic Search, but this is not bias speaking. Frantic Search is an auto-include in all builds of Drain Tendrils. DT wins 5% or less of its games on turn 2 or before. That means Frantic Search needs to be in the deck (read: untaps 3 lands). You’re always going to have at least one card that you don’t need, so Frantic Search is always going to be amazing. The card is restricted for a reason, and if any deck out there is made to abuse Frantic Search, it’s DT. I used to think Gush was slightly better than Frantic Search in DT, but with Brainstorm gone, I’ve been able to appreciate Frantic Search so much more. You can literally pull wins out of your ass with this card. Trust me, it belongs here.
2) Accepting an Ichorid match loss is unacceptableIchorid and DT. Oh what fun! It’s a terrible matchup game 1, but you simply can’t accept it as an auto-loss for the match. If it takes 15 cards in the board to beat it, then so be it. Luckily, 8-9 anti-Ichorid cards is the right number. The key to keeping the board strong is to use very effective anti-Ichorid cards that can also be used in other matchups. For instance, Pithing Needle is amazing against Ichorid, but also can come in against certain Workshop builds, Landstill and Control Slaver. Tormod’s Crypt can also be used against Long and Slaver.
3) Maximize the number of blue instants and draw spells in the deckAlthough some people have had success with main deck Duress effects, I really recommend against it. The key to winning consistently with DT is to have a consistent main deck with a focused plan. It doesn’t get much more focused than a massive amount of draw spells, 8x counters and 2x Tendrils. The beauty of the DT list I presented is being able to fetch out Island after Island and only get an Underground Sea when it’s time to win. Keeping the number of blue instants and draw spells as high as possible allow for DT to abuse the end step and make the opponent fear every card you play since they may never have another turn.
4) Keep your main deck as general as possible and adjust post-boardUnless you absolutely know the metagame will be all Combo or all Workshop, don’t try to tailor the main deck. Keep it general. Draw spells are good against everything because they allow you to win against everything. Playing with a main deck filled with draw spells and combo-enablers will allow you to have good game against the whole field. You can make adjustments post-board.
5) Know the deck's limitsThis comes with testing and experience. There are certain things the deck can and can't do. Don't expect more from the deck than what you know it can do from testing.
6) Three bounce spells is the minimum main deckChain of Vapor doesn’t deal with multiple Sphere of Resistance or Thorns. It gets rid of the random stuff that will show up, bounces that creature to buy you a turn and is the decks’ best combo-enabler. So, you need two return-all artifact spells in the maindeck so that you don’t have to feel that you must counter that Sphere of Resistance. Three really is the minimum. These are great combo-enablers in the deck, and their different casting costs making them even more versatile.
7) The sideboard builds itselfIf you refuse to accept Ichorid as an auto-loss, the board builds itself. You need Duress effects to be competitive post-board with other Control decks and Long. You also need Tinker/Colossus in order to compensate for the slower nature of post-board DT. That leaves, let’s see, one slot. Make it a Darkblast. It’s too versatile not to run it.
8) Be able to write down all 75 cards in your deck without any troubleYou need to be able to know all of the cards in your deck at any given time. This is because, as I explained before, the draw spells act as “probability tutors.” Knowing and getting a feel for the cards you will hit off a draw spell requires you to have knowledge of your entire deck. Further, with 4 tutors and 2 Intuition in the deck, it helps tremendously to know everything in your deck before you decide if you want to cast that Intuition for the win.
9) Play control as long as possible If the kill isn’t there, don’t force it. The deck can play control until it needs to win, so don’t try to play the deck like Long if there is no reason to; you will often find yourself with a handful of good spells but no resources to cast them. The deck can definitely be pressed to try to win on turn 3 or later, but if there’s no reason to win, let the deck pilot in control mode until you feel comfortable going for the kill.
10) Don’t be afraid to use your main phase Just because the deck is full of instants, don’t become attached to your opponents EOT step. If they are tapped out or you’ll still have Drain mana up after you cast a spell, go for it! You might find the win on the spot or force your opponent to use a Force of Will instead of a Drain. Don’t use your main phase if your opponent has UU up and is playing control, but keep in mind that its there as an option. I use my own main phase to cast draw spells all the time.
Next, I played 5 game 1s on MWS with DT just to give people a feel for how the decks play out and how I personally play it (relatively conservative). I quit against decks that were too janky (Kobolds, Birds of Paradisego.dec, etc.) and had some bad experience with the sessions disconnecting, but I finally managed to get 5 games in. I think this goes without saying, but MWS games are no indication of the deck’s ability and shouldn’t be taken very seriously. I played these games under the name “vintage.”
Game 1: ANkhI keep an opening with Lotus Petal, Yawgmoth’s Will, Underground Sea, Polluted Delta, Accumulated Knowledge, Chain of Vapor and Time Walk. He mulls to 6, keeps and starts.
Turn 1 (ANkh): Bayou, go.
Turn 1 (vintage): Draw Mox Jet. Delta cracks for Island. Play Jet. Time Walk.
Turn 2 (vintage): Draw Vampiric Tutor. Underground Sea, go.
Turn 2 (ANkh): Wasteland, go. At EOT, I cast Accumulated Knowledge for 1 (getting Frantic Search) and Vampiric Tutor for Ancestral Recall. ANkh then Extirpates my Accumulated Knowledges (and shuffles up my Recall).
Turn 3 (vintage): Draw Hurkyl’s Recall. Use my Mox and 2 lands to play Frantic Search. I find Black Lotus and Mystical Tutor and discard Chain of Vapor and Hurkyl’s Recall, then untap my 2 lands. I play Black Lotus and Lotus Petal and crack them, float a black and play Will. I replay Black Lotus and Lotus Petal. I replay a fetchland and get Underground Sea and Vampiric Tutor for Tendrils of Agony. I then Frantic Search into Tendrils (also drawing a Force of Will) then discard Force of Will and Mystical Tutor (only Tendrils left in hand). I Hurkyl’s Recall myself, replay my artifacts and cast Tendrils of Agony for 26.

This was a very quick win for DT and the cards just sort of came together for me. I was impressed the deck won through Extirpated Accumulated Knowledges that also took away an Ancestral Recall. The key to winning this game was using Frantic Search on the main phase to see if I could put the win together while my opponent couldn’t do anything. If he would have used his Wasteland at any point, it would have been harder to win but it shouldn’t have been a problem.
Game 2: JDudeI keep an opening with Force of Will, 2x Underground Sea, Dark Ritual, Flooded Strand, Ancestral Recall and Frantic Search. He keeps his 7, and I begin.
Turn 1 (vintage): Flooded Strand fetches Island, go.
Turn 1 (JDude): On his upkeep I Ancestral Recall, which resolves and finds Yawgmoth’s Will, Island and Thirst for Knowledge. JDude plays an Island and Ruby for a Strategic Planning. He dumps and Island and Mystical Tutor.
Turn 2 (vintage): I draw Pearl and play it as well as a Strand into and Underground Sea. Since he is tapped out and I will still have UU up after resolution, I cast Frantic Search into Intuition and Island. I discard two Islands and untap. At this point, I can Dark Ritual floating a black and cast Intution. I can get Mana Crypt and Black Lotus, but there isn’t a third card I can get that will guarantee a Yawgmoth’s Will this turn, and it wouldn’t be all that strong anyway, so I pass and to set up the kill for the next turn.
Turn 2 (JDude): He plays an Emerald and Tolarian Academy and casts another Strategic Planning dumping Mana Vault and Thirst for Knowledge. At his EOT, I cast Dark Ritual. He responds with a Thirst for Knowledge (tapping out). I allow this to resolve and he dumps a Crucible of Worlds. I then use my Dark Ritual Mana and Island to cast my own Thirst for Knowledge. I draw Brainstorm, Sol Ring and Chain of Vapor and pitch Sol Ring.
Turn 3 (vintage): I draw an Intuition and cast a Brainstorm on my main phase, which finds Force of Will, Time Walk and Hurkyl’s Recall. I put back Hurkyl’s Recall and my second Intuition, play another Sea and Time Walk.
Turn 4 (vintage): I cast Intuition (with Mox, Sea, Island) on my upkeep for Black Lotus, Mana Crypt and Mox Sapphire. At this point, I only have an Underground Sea open and a Chain of Vapor in hand. I get the Sapphire and use it to cast Chain of Vapor, bounce my 2 Moxen. I replay them both and use my third land to cast Yawgmoth’s Will with counter backup, but it resolves anyway. I replay Lotus, Mana Crypt and Sol Ring as well as a fetchland for Underground Sea. Lotus goes for UUU and I use 2U to cast Intuition. I find Vampiric Tutor, Mystical Tutor and Demonic Tutor and get to keep the Vamp. I cast Vamp for Tendrils and Chain of Vapor my 4 artifacts. I replay my artifacts, Ancestral Recall into Tendrils and use Dark Ritual to cast it for lethal off my last Underground Sea.
This game I was lucky enough to start with Ancestral Recall, so its not too impressive that I won. The key to winning here was the Dark Ritual into Thirst for Knowledge at EOT. Although it may be tempting to save Dark Ritual for the Will next turn, the benefit of seeing three new cards outweighed a not-so-impressive Will and allowed me to kill my opponent the next turn.
Game 3: pierce I keep an opening of Mana Drain, Tendrils of Agony, Ponder, Flooded Strand, Brainstorm, Hurkyl’s Recall and Intuition. He keeps and starts.
Turn 1 (pierce): Underground Sea into a Duress, which takes Brainstorm.
Turn 1 (vintage): Draw Time Walk. Use Strand to get Island and Ponder. Draw a land off Ponder and stack Chain of Vapor and Fact or Fiction, go.
Turn 2 (pierce): He plays Pearl, Vault, Petal, Delta into a Sea and casts Yawgmoth’s Bargain. It resolves, and he wins on his next turn with a non-Will Tendrils for 20.
Not much I could have done here other than mulliganed. Long is one of the more difficult game 1s for DT and stuff like this will happen.
Game 4: Your MomI keep a hand with Ponder, Skeletal Scrying, Ancestral Recall, Vampiric Tutor, Underground Sea, Mana Drain and Mox Ruby. He keeps and starts.
Turn 1 (Your Mom): Underground Sea for a Duress taking Ancestral.
Turn 1 (vintage): Draw a Time Walk. Play Ruby and Sea to Time Walk.
Turn 2 (vintage): Draw a Mox Jet. Play it and Scrying for 2 removing Recall and Time Walk (probably should have Pondered and played Vampiric Tutor, not sure why I didn’t). Anyway, he Forces my Scrying.
Turn 2 (Your Mom): Duress on Vampiric Tutor, go.
Turn 3 (vintage): Draw Accumulated Knowledge. Cast it main phase into a Mox Pearl and pass.
Turn 3 (Your Mom): Draw go.
Turn 4 (vintage): Draw Underground Sea and play it, go.
Turn 4 (Your Mom): Main phase Impulse, go.
Turn 5 (vintage): I draw Strand and play it then Ponder. I see Thirst for Knowledge, Mana Crypt and Underground Sea and draw Thirst. I pass, and he casts Impulse at EOT.
Turn 5 (Your Mom): Fetchland for a Sea, go. EOT, I fetch and Thirst for Knowledge. He Ancestral Recalls, which resolves. I hit Scroll, Lotus and Sol Ring and pitch Pearl.
Turn 6 (vintage): Draw Hurkyl’s Recall. I play Sol Ring, Black Lotus and Scroll for Intuition and then Accumulated Knowledge for 4 (drawing Thirst for Knowledge, Force of Will, Mana Drain and Island). I play an Island, keep Drain open and pass.
Turn 6 (Your Mom): He draws, plays a land and passes.
Turn 7 (vintage): Draw Fact or Fiction, go.
Turn 7 (Your Mom): Go. EOT I cast Thirst and get Force of Will, Island and Demonic Tutor. I pitch Tendrils of Agony and an Island. I cast another Thirst for an Underground Sea, Tendrils of Agony and Mana Drain. I pitch the land and Tendrils.
Turn 8 (vintage): I draw a sapphire and pass. I could win now but decide to play it safe with all my counters and Fact or Fiction.
Turn 8 (Your Mom): He plays Serra Sphinx and Time Walk. I let both resolve.
Turn 9 (Your Mom): He plays a Delta and attacks. He drops Panoptic Mirror and it resolves. He plays Tinker and I Drain that. He Forces my Drain and I Drain his Force. He has no cards left in hand and I have 8 mana coming and a Demonic Tutor in hand for Yawgmoth’s Will. Game over… wow that was a boring one. My apologies.
My deck was more efficient since it didn’t play Serra Sphinx so winning was inevitable.
Game 5: SiderI keep a hand with 2x Drain, 2x Island, Hurkyl’s Recall, Dark Ritual and Thirst for Knowledge. He keeps and starts.
Turn 1 (Sider): Strand, Ruby, go.
Turn 1 (vintage): I draw Thirst for Knowledge. Island, go.
Turn 2 (Sider): Island, go.
Turn 2 (vintage): I draw Emerald and play it along with an Island. Pass.
Turn 3 (Sider): Volcanic Island, go. At EOT, I cast Thirst. He Cunning Wishes for Pyroblast and counters it.
Turn 3 (vintage): I draw Mana Drain and pass.
Turn 4 (Sider): Strand, go. At his EOT, I cast Thirst for Knowledge and he Drains it.
Turn 4 (vintage): Draw Tendrils of Agony, pass.
Turn 5 (Sider): He plays Delta and uses his Drain mana to Merchant Scroll into Ancestral Recall and cast it. I Mana Drain. He hardcasts Force of Will with Drain mana and draws 3. He gets an Underground Sea and Thoughtseizes me taking a Mana Drain and leaving me with one more. He plays Mox Pearl and passes.
Turn 5 (vintage): Draw Strand. Play it and pass.
Turn 6 (Sider): He plays Trinket Mage and gets Sensei’s Top. I allow both to resolve.
Turn 6 (vintage): I draw Fact or Fiction and pass. He Tops EOT.
Turn 7 (Sider): He attacks and passes.
Turn 7 (vintage): I draw a Jet, play it and pass. He casts Vampiric Tutor then Tops.
Turn 8 (Sider): He attacks and passes. EOT I Dark Ritual with Jet and use an Island to cast Fact or Fiction. He Mana Drains and I Mana Drain back. He draws with his Top and then casts Gifts Ungiven (Volcanic Island still open) finding Force of Will, Pyroblast, Brainstorm and Mystical Tutor. I give him Mystical and Brainstorm. He Brainstorms, draws three and then scoops. Just for fun, the top 5 cards of my library were Force of Will, Thirst for Knowledge, Tolarian Academy, Black Lotus and Mystical Tutor. I would have taken any pile with Mystical and gotten Will and won next turn.
The key to this last game was waiting for one more blue or black source (which I hit when I drew Mox Jet) so that I could Dark Ritual into Fact or Fiction with Mana Drain backup. Since this was my last draw spell in my hand, its resolution meant me winning or losing the game.
That’s all I have for now. Thanks for reading!
Cody Vinci
RaleighNCTourneys on forums
Arsenal
jcvinci@ncsu.edu