TheManaDrain.com
September 11, 2025, 11:46:59 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Win conditions in mana drain decks  (Read 6032 times)
PETER FLUGZEUG
Full Members
Basic User
***
Posts: 275


New Ease


View Profile WWW Email
« on: October 14, 2008, 04:19:52 pm »

This thread is about win conditions in mana drain decks only. A mana drain deck is (for me) the term for a deck with the best vintage staples. I’ll give an example of a drain deck skeleton first, based on this thread: http://www.themanadrain.com/index.php?topic=36702.0
There are of course a lot of  possibilities I didn’t include, because I focus on what I think has potential in todays metagame. It’s nothing new or unknown, just the facts.
The fundamental question for a mana drain deck in my opinion is: Which win condition(s) are the best?
I’ll analyze the different win conditions under these conditions:

Mana investment
Restrictions (what you need in terms of other investments thant mana, how many can you run etc.)
Countermeasures
Clock
Slots required
Dead cards (Usefulness of the winconditions in terms other than winning the game)

First, the shell of a drain deck (suggested by steve menendian, although others said that scroll, gifts, ponder aren’t auto includes):

25 Mana Sources
4 Force of Will
4 Mana Drain
1 Ancestral Recall
1 Time Walk
1 Brainstorm
1 Merchant Scroll
1 Mystical Tutor
1 Gifts Ungiven
1 Ponder
1 Vampiric Tutor
1 Demonic Tutor
1 Yawgmoth’s Will
2 Bounce or removal Spells
4-6 Draw Engine Spells

47-49 slots.

This leaves 13-11 slots.

Now, onto the different win conditions I think being viable:

Tinker+Robot:
Mana investment: 2U
Restrictions: artifact in play and robot in library required. Tinker is restricted.
Countermeasures: Countermagic, REB, bounce, sower of temptation, swords to plowshares, goblin welder.
Clock: if using DSC, 2. If using titan 3. Things to be said in spezial about those two robots:

DSC: if discarded (thirst), it goes straight back into the library. Is unaffected by artifact destruction. (unweldable)
Titan: destroys manabases, thus virtually reducing the clock (making it less likely for your opponent to win or cast and resolve bounce in time). Can be blocked though. If stuck in your hand, you can’t shuffle it back by discarding it. Weldable. Can sometimes be hardcast. (unlikely, but still more often than DSC)
Dead cards: 1 (the robot)

Tendrils of agony:

Mana: 2BB
Restrictions: 7-9 storm needed. (i.e. most of the time only functions with will.)
Countermeasures: anything that restricts the playing of spells or will (spheres, chant, cannonist, tormod’s crypt et. al.), stifle/trickbind
Clock: 0
Dead cards: 1 (tendrils in drain-openers suck)

Empty the warrens:

Mana: 3R
Restrictions: variable storm needed (1-9, The more the better obviously)
Countermeasures: anything that restricts the playing of spells or will (spheres, chant, cannonist, tormod’s crypt et. al. But less than tendrils), stifle/trickbind, e-truth, explosives.
Clock: variable (1-10)
Dead cards: 1 (sometimes land, mox, crypt/ring/vault/lotus, warrens is okay, so it’s less dead than tendrils)

Tezzeret with time vault:
Mana: 3UU
Restrictions: none
Countermeasures: Countermagic, REB, null rod, fish (creatures with power 2), fire/ice, artifact destruction, welder, pithing needle
Clock: 1 (If vault is in hand (+2mana) or play, it’s 0, and creatures and damage don’t help. 
Dead cards: 1 (vault, aside from minor synergy with mystic remora)

Time vault with 1 voltaic key:
Mana 1+1+2
Restrictions: Time vault is restricted. Needs both cards in hand/play.
Countermeasures: Countermagic, null rod, artifact destruction, welder, pithing needle.
Clock: 0-2 (depends on mana)
Dead cards: 2 (vault, key. Key has synergy with: sol ring, mana crypt+vault, sensei’s top)

Tezzeret with grindstone+painter:
Mana: 3UU(+3)
Restrictions: none
Countermeasures: Countermagic, REB, null rod, two or more fish or one bigger creature, fire/ice, artifact destruction, welder, pithing needle, gaea’s blessing, academy ruins.
Clock: 1-2 (if DSC is in opposing library)
Dead cards: 0-2 depends on how useful you see the artifacts:
- grindstone alone only messes with bad players playing topdeck tutors without instant draw.
- painter’s servant enables REB on everything and Force with everything (also for opponent). It can block one fish, making winning possible with tezz nevertheless.

grindstone and painter:
Mana: 1+2+3
Restrictions: needs both cards in hand/play
Countermeasures: Countermagic, null rod, artifact destruction, pithing needle, gaea’s blessing, academy ruins.
Clock: 0-2, (+1 if DSC is in opponents library)
Dead cards: see above.

Oath of druids (modern, with akroma+overlord):
Mana: 1G
Restrictions: opponent needs a creature (i.e. or you need orchard). Fatties need to be in library.
Countermeasures: Krosan grip (along other enchantment destruction...), Countermagic, bounce (g1), swords to plowshares (g1), sower of temptation
Clock: 2
Dead cards: 2 (Oath fatties in hand are to my knowledge the most accurate definition of a dead card.)

Yawmoth’s will
Mana: 2B
Restrictions: It’s restricted...
Countermeasures: Countermagic, grave hate, spell-playing-restricting cards
Clock: 2B: you win. (0)
Dead cards: some win condition... Tendrils, empty are dead, if you use other win conditions, they win on themselves, thus are not dead.

So, that was a bit long, but it’s the facts. If you know any other good win conditions that fit in, tell me. Based on those facts, what do you prefer? Also, that’s for sure a metagame descision.
Also, it’s pure theory.

To me, the best of the crew are tinker and will, what a surprise, but they’re both restricted so more have to be put in. At the moment, Tezzeret seems very promising, but has problems with dudes (meta descision) unless some effort is taken to counteract.

Well, I’ll Stopp talking and let the discussion start.
Which number and which config would you use? 

Logged

I will be playing four of these.  I'll worry about the deck later.
bluemage55
Basic User
**
Posts: 583


View Profile
« Reply #1 on: October 14, 2008, 09:10:50 pm »

I think you also need to ask how many win conditions are necessary.

I'd also like to point out that you did not mention Welder + Robots as win conditions, as they are an integral part of a CS, which is very much a Drain deck.
Logged
Grand Inquisitor
Always the play, never the thing
Adepts
Basic User
****
Posts: 1476


View Profile
« Reply #2 on: October 14, 2008, 09:57:52 pm »

I guess my pessimism is based on my hopes given the title of the thread.  You gave a lot of information and very little context.  What do you expect out of this thread?  Finding the best win condition for this metagame?

How about this for a premise, in T1 mana drain decks the best win conditions are not win conditions, but engines.  What follows are that:

1) The fewer slots needed to allocate towards your win condition the better (Yawgs, Tez, Tinker)
2) The lower the mana cost of your win condition the better (duh)
3) The less interdependence your win condition has the better (Oath, in many matches, requires forbidden orchard)
4) The more side benefits of your win condition the better (e.g. salvager recycles good artifacts and beats/blocks)

Now let's look at your picks again...
Logged

There is not a single argument in your post. Just statements that have no meaning. - Guli

It's pretty awesome that I did that - Smmenen
zeus-online
Adepts
Basic User
****
Posts: 1807


View Profile
« Reply #3 on: October 15, 2008, 06:20:47 am »

I think you need to include psychatog to your list...psychatog has the advantage of only requiring 2-3 cards that are actually win conditions (2-3 togs and possibly Tinker for DSC or titan)  while cunning wish is part of the classic psychatog kill it also provides alot of utility.

Also, you completely forgot about control slaver it seems...

/Zeus

Edit: Oh yeah, and tarmogoyf, ophidian etc. also provides excellent win-conditions.
Logged

The truth is an elephant described by three blind men.
Metanoia
Basic User
**
Posts: 16



View Profile
« Reply #4 on: October 16, 2008, 10:00:07 am »

How about Stifle + Dreadnaught as a win condition?
Stifles obviously are usefull on their own in a heavy permission deck. You could easily run 4 Dreadnaughts if Thirst for Knowledge is the draw-engine.
Logged

'Impossible' only means it has never been done before...
hvndr3d y34r h3x
Basic User
**
Posts: 823


80:20 against LordHomerCat, the word's 2nd best an


View Profile
« Reply #5 on: October 16, 2008, 03:21:35 pm »

How about Stifle + Dreadnaught as a win condition?
Stifles obviously are usefull on their own in a heavy permission deck. You could easily run 4 Dreadnaughts if Thirst for Knowledge is the draw-engine.

No proven drain deck has ever used naught as far as I know

I'd also like to mention DSC can definately be welded "into the yard" which sticks it into the library again.
Logged

--------------------------------------------------------------------------------------------------
I am 80:20 against LordHomerCat, the word's 2nd best and on other days the world's best vintage player. Wink
LotusHead
Full Members
Basic User
***
Posts: 2785


Team Vacaville


View Profile
« Reply #6 on: October 17, 2008, 01:02:58 am »

Quote
Oath of druids (modern, with akroma+overlord):
Mana: 1G
Restrictions: opponent needs a creature (i.e. or you need orchard). Fatties need to be in library.
Countermeasures: Krosan grip (along other enchantment destruction...), Countermagic, bounce (g1), swords to plowshares (g1), sower of temptation
Clock: 2
Dead cards: 2 (Oath fatties in hand are to my knowledge the most accurate definition of a dead card.)


For season 1 at Eudemonia I ran Drain Oath Salvatgers w/Tinker for Colossus.

Having DSC in hand sometimes guaranteed with on Oath turn, likewise, having having Salvager in hand often gave hope for Oath for DSC which often overwhelms opponent. Lastly, Salvagers can be Hardcast easily in a Drain-Oath shell..

Just sayin.

Logged

Metanoia
Basic User
**
Posts: 16



View Profile
« Reply #7 on: October 19, 2008, 09:26:37 am »


No proven drain deck has ever used naught as far as I know


I agree, but since this thread is to examine the options, I just thought it might be interesting to examine the idea.  If the thread is to list proven options then please disregard the below:

It was inspired by the deck that Kevin Rogers ran at the British Nationals, which can be found at : http://www.starcitygames.com/php/news/article/16313.html (no premium required)

I wonder if drains could be added to such a deck. Mana Drain would function more as an accelerator than as a pure control tool in such a deck. Like how it was used in Hulk Smash.
With 4 Stifles and 4 Dreadnoughts it could be reasonably simple to assemble the combo. Another option could be to take a more control oriented route with only 1 Dreadnought, combined with control artifacts such as Tormod's Crypt and Engineered Explosives, to be fetched by Trinket Mage.

A final option could be to go the extreme control route (e.g. Steve Menendians BBS 3.0 deck), replacing the Chalices with Stifles and Morphlings with Dreadnoughts:

8 Island
3 Polluted Delta
2 Flooded Strand
4 Wastelands
1 Strip Mine
1 Library of Alexandria

1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
1 Sol Ring
1 Black Lotus
4 Stifle
4 Force of Will
4 Mana Drain
0 Misdirection
4 Mana Leak
4 Impulse
1 Ancestral Recall
1 Time Walk
4 Thirst for Knowledge/Ophidian
3 Back to Basics/Powder Keg
1 Trickbind
4 Phyrexian Dreadnought

Sideboard:
4 Energy Flux
4 Propaganda
3 BEB
4 Control Magic

This deck would forsake the resiliance of standard mono-blue for a quick win option. The biggest difficulty is of course having to determine when to switch form re-active to pro-active. I don't know whether it would actually work...
« Last Edit: October 20, 2008, 01:21:35 am by Metanoia » Logged

'Impossible' only means it has never been done before...
orgcandman
Full Members
Basic User
***
Posts: 552


Providence protects children and idiots

orgcandman
View Profile WWW
« Reply #8 on: November 02, 2008, 01:11:06 am »

I'd like to also point out that Tezz + moxen are a win condition also
Logged

Ball and Chain
Quote from: jdizzle
Congrats to the winners, but as we all know, everyone who went to this tournament was a winner
Quote from: iamfishman
Just to clarify...people name Aaron are amazing
Samite Healer
Highlander Master
Full Members
Basic User
***
Posts: 458


Samite+Healer
View Profile WWW
« Reply #9 on: November 05, 2008, 01:15:35 pm »

A problem I see with the initial post is that the analysis of the options is too simplistic.  You state that Tinker + Robot has 1 Dead card (the robot), but it is more complex than that.  Drain into Sundering Titan is a fine play and happens more often than you think, and if the Titan is in your hand the Tinker is the dead card (short of Tinker -> Lotus > Will, or if you play additional robots).

In addition, it's too simplistic to assign "clocks" to many of these win conditions, but I would rather describe them as either "win immediately" or "pass the turn and win."

While I have a lot of respect for Steve, I think that one bounce spell is enough, and I don't think Ponder or Gifts are auto-includes.

In this metagame, my Mana Drain deck would probably have a skeleton like this:

24-26 Mana Sources
1 Library of Alexandria
4 Force of Will
4 Mana Drain
4 Duress
1 Ancestral Recall
1 Time Walk
1 Brainstorm
1 Merchant Scroll
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Yawgmoth’s Will
1 Bounce Spell
1 Tinker
6-9 Draw Engine Spells

It sounds stupid because that is 53-58 cards, but in all seriousness a Mana Drain deck is defined by it's core and not its win conditions.  Throw in 2 Robots and a few welders you get Drain Slaver....put green in the mana base and dryads you get Grow.....use Intution+AK and throw in 2 Psychatogs....well, you get the idea.

With regard to Countermeasures, it is also important to take note of how many maindeck answers you have to them.  For example, if your win condition is Tendrils and the countermeasures are Arcane Lab, Sphere, Chalice, you have 1-2 bounce spells to help you; however, if your kill is Painter + Grindstone and the countermeasure is Gaea's Blessing, you have nothing in the MD to help you.  As a corollary, it's important to note how likely the countermeasures for your chosen strategy are to appear in the maindeck of the opposing decks in the expected metagame.
Logged

Proud member of the Vintage Avante-Garde

A work in progress: www.PeasantHighlander.com
zeus-online
Adepts
Basic User
****
Posts: 1807


View Profile
« Reply #10 on: November 07, 2008, 07:41:30 am »

Wow, you're actually pretty close to my current drain deck with that set of cards Wink

I'd agree with you in that the more pure control decks looks like that, but if we move closer to combo or cut back on the colors, things start to look different.

/Zeus
Logged

The truth is an elephant described by three blind men.
Samite Healer
Highlander Master
Full Members
Basic User
***
Posts: 458


Samite+Healer
View Profile WWW
« Reply #11 on: November 07, 2008, 12:35:28 pm »

You're right, my list is more from a pure control standpoint in the way it is designed.  I think that "Mana Drain decks" right now are more controlling in nature than anything else.  I don't see Mana Drain powering out Tendrils or Mind's Desire very often, or even Dryads/Togs anymore (which covers aggro/control and combo Drain style decks).
Logged

Proud member of the Vintage Avante-Garde

A work in progress: www.PeasantHighlander.com
o uncola o
Basic User
**
Posts: 49


View Profile
« Reply #12 on: November 09, 2008, 10:04:06 am »

I'd like to also point out that Tezz + moxen are a win condition also

How?
Logged
Sporkcore
Basic User
**
Posts: 271

Sporkcore@msn.com MostBadAss
View Profile Email
« Reply #13 on: November 09, 2008, 11:06:20 am »

Just using Tezz to untap artifacts and getting him up to 5 counters will let you turn all your moxen to 5/5 creatures, so you could swing for the win with them.
Logged

I haev a first turn Llanowar Elf. He casts Ancestral, a slightly stronger card from the same set.
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.288 seconds with 20 queries.