meadbert
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« Reply #40 on: October 07, 2009, 02:57:08 pm » |
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So I finally finished testing the top 4 decks from my gauntlet against the top 4 from worlds. This took a while since my daughter was born in the midst of testing.
The top 4 decks from Worlds were: Tez Drain Tendrils Steel City Vault 5 Color Uba Stax
The top 4 decks in my gauntlet were: Hermit Vault Arcane Oath Root Maze Oath Arcane Scrying
Here are the results: Note that the Stax matchups took forever so you might want to skim them.
5 Color Uba Stax vs Arcane Scrying Note that I swapped Lotus Petal for Black Lotus. Arcane Scrying wins die roll.
Arcane Scrying keeps: Arcane Denial Urza's Bauble Misdirection Polluted Delta Repeal Black Lotus Mishra's Bauble
5 Color Uba Stax mulligans: Razormane Masticore Mox Jet Goblin Welder Sphere Of Resistance Triskelion Crucible Of Worlds Tangle Wire
5 Color Uba Stax mulligans: Black Lotus Triskelion Sundering Titan Uba Mask Gemstone Mine Karn, Silver Golem
It was tempting to keep that hand with turn 1 Uba Mask being so strong, but with only 1 "permanent" mana source and Trisk, Titan and Karn in hand I could see this was leading to a loss.
5 Color Uba Stax keeps: Chalice Of The Void Tangle Wire Mox Jet Mishra's Workshop Goblin Welder
Turn 1 Arcane Scrying: The first question is whether to hold Denial as counter magic or to use it to draw. My rule of thumb is to use it to draw if I already have counter backup or if I am missing my next land drop. In this case I am missing my next land drop so I tentatively play to draw off Denial. Here there is actually a tough call. One option is to crack Mishra's Bauble targeting myself so I know whether I want to crack Delta or not. The second option is to go ahead and crack Delta now and then Repeal my own Lotus to draw a card. I decide to crack Mishra's Bauble targeting myself. This reveals Island on top which I like and which guarentees my next land drop and allows me to hold Denial up as a counter spell. I then play Urza's Bauble and crack it. I see Mox Jet. I play Delta and Lotus and then pass the turn. Turn 1 5 Color Uba Stax: On upkeep Denial draws Island and Cephalid Colliseum. Stax draws Trinisphere. Stax leads with Jet. Stax then plays Chalice@0. The hope is to draw out a counter, but Denial has no 0cc cards in hand, is holding Denial to draw off future drawn 0cc spells and has Repeal to bounce Chalice if need be so is not even the slightest bit concerned. Chalice resolves. Stax plays Workshop. Stax plays Trinisphere. This cannot stand. Denial Denials Trinisphere cracking Lotus to pay for it. The next question is do I make use of the floating blue mana. I could Repeal Chalice in which case Stax will just replay it. A better option would be to Repeal Mox Jet shorting Stax of its mana. In this case I do not do that either because I am likely to win with Tinker and for that I will want Repeal to bounce Chalice so I can Tinker out an artifact. Instead I choose to not mana burn for 1.
Turn 2 Arcane Scrying: On upkeep Scrying draws Drain and Stax draws 2xResistor. Scrying draws Island for turn. Play Island. Pass turn.
Turn 2 5 Color Uba Stax: Draw Academy. Tap Shop to play Resistor (Drained) Tap Academy to play second Resistor (resolves). Turn 3 Arcane Scrying: Draw Mox Jet. Play Island. Crack Delta for Island going to 19. Tap 2 Islands to play Repeal targeting Chalice of the Void. Draw Mystical Tutor. Tap 3rd Island to play Mox Jet. Pass the turn. Turn 3 5 Color Uba Stax: Draw Gemstone Mine. Play Mine. Play Wire. Play Welder. Pass turn.
Turn 4 Arcane Scrying: Welder is annoying. Normal options are Repeal/Chain or keep Artifacts out of yard with Yawg or Skeletal Scrying. Too early to Yawg for win and not sure what to get with Mystical so just wait. Tap out on upkeep. Draw Skeletal Scrying for turn. Play Colliseum. Pass turn.
Turn 4 5 Color Uba Stax: Tap nothing relevant. Draw MoxEmerald. Weld in Trinisphere for Jet. Pass turn.
Turn 5 Arcane Scrying: Play Skeletal Scrying for 3 on upkeep removing Drain, Denial and Delta. Drop to 15 life. Draw Urza's Bauble, Tolarian Academy and Mox Pearl. Already tapped out for Wire. Draw Force of Will. Play Academy, removing Stax's academy.
Turn 5 5 Color Uba Stax: Tap nothing relevant. Draw Resistor. Play Resistor off shop. Weld out Trinsphere for 3rd Resistor.
Turn 6 Arcane Scrying: Tap Colliseum + Jet. Draw Walk. Pass turn.
Turn 6 5 Color Uba Stax: Tap nothing relevant. Draw Titan. Pass Turn. Turn 7 Arcane Scrying: Tap Colliseum to Wire. Draw Walk. Pass turn. EOT: Welder welds out Jet for a Bauble.
Turn 7 5 Color Uba Stax: Tap nothing. Draw Ancient Grudge. Swing to 13. Pass turn.
Turn 8 Arcane Scrying: Tap nothing to Wire. Draw Urza's Bauble. Pass turn. Turn 8 5 Color Uba Stax: Sac Wire. Draw City. Play City. Swing to 12. Pass turn.
Turn 9 Arcane Scrying: Draw Bauble.
Turn 9 5 Color Uba Stax: Draw and play Gemstone mine. Swing to 11. Turn 10 Arcane Scrying: Draw Skeletal Scrying. Discard Urza's Bauble.
Turn 10 5 Color Uba Stax: Draw and Play Workshop. Swing to 10.
Turn 11 Arcane Scrying: Draw and Discard Urza's Bauble.
Turn 11 5 Color Uba Stax: Draw Ruby. Swing to 9.
Turn 12 Arcane Scrying: Draw and play Strand. Fetch Sea to 8 life. Play Walk to 7 life.
Turn 12.B Arcane Scrying: Draw Mishra's Bauble, dicard Urza's Bauble.
Turn 12 5 Color Uba Stax: Draw and play Wasteland. Activate targeting Sea. In Response Scrying Scrys for 1 removing Strand, dropping to 6 life and drawing Tinker. Swing to 5.
Turn 13 Arcane Scrying: Draw Scroll and Mystical for Recall to 4 life.
Turn 13 5 Color Uba Stax: Draw and Play Resistor#4. Swing to 3.
From here Scrying has no chance and conceeds.
Arcane Scrying Sideboarding: Out: 3xMisdirection, 2xSkeletal Scrying, 4xUrza's Bauble. In: 2xPithing Needle, 4xEngineered Explosives, Rebuild, 2xHurkyl's Recall
5 Color Uba Stax Sideboarding: Out: Powder Keg, Triskelion, Razormane Masticore, 2xAncient Grudge In: 2xEnsnaring Bridge, 2xPyroblast, Red Elemental Blast
Game 2:
Scrying Keeps: Urza's Bauble Ancestral Recall Polluted Delta Mox Jet Chain Of Vapor Cephalid Colliseum Force Of Will
Stax keeps: Gemstone Mine Wasteland Mishra's Workshop Goblin Welder Mishra's Workshop Gemstone Mine Tangle Wire4
Turn 1 Scrying: Play and crack Mishra's Bauble seeing Scroll which is weak with Recall in hand. Play and crack Delta fetching Island and going to 19. Play Recall drawing Sol Ring, Mana Drain and Mishra's Bauble. Play Misrha's Bauble targeting Stax and seeing Tinker on top. Play Sol Ring. Turn 1 Stax: Scrying draws Thirst and Mishra's Bauble on upkeep. Stax draws Tinker. Stax plays Gemstone Mine and then Welder which Scrying Forces pitching Chain of Vapor. Scrying to 18.
Turn 2 Scrying: Draw Mana Drain. Play Colliseum. Turn 2 Stax: Draw Barbarian Ring. Play and activate Wasteland targeting Colliseum. In response Scrying casts Thirst with Colliseum and Sol Ring dropping to 17 life. Scrying draws Island, Sapphire and Underground Sea and discards Sapphire.
Turn 3 Scrying: Draw Explosives. Play Island. Play and crack Mishra's Bauble targeting Stax and seeing Wasteland.
Turn 3 Stax: Scrying draws Pithing Needle on upkeep. Stax plays Shop and then Tangle Wire which Scrying Drains.
Turn 4 Scrying: Draw Mana Drain. Play Needle naming Wasteland. Play Underground Sea.
Turn 4 Stax: Draw Bazaar. Play Gemstone Mine.
Turn 5 Scrying: Draw Hurkyl's Recall. Turn 5 Stax: Draw Titan. Play Shop. Play Titan which is Drained.
Turn 6 Scrying: Draw Explosives.
Turn 6 Stax: Draw Mox Pearl. Play Pearl. Play Wasteland. Tinker out Pearl, but Tinker is Drained.
Turn 7 Scrying: Draw, play and activate Mishra's Bauble targeting Stax. See Crucible on top.
Turn 7 Stax: Scrying draws Explosives on upkeep. Draw and resolve Crucible. Play Bazaar.
Turn 8 Scrying: Draw 4th Explosives WTF!!!
Turn 8 Stax: Draw Chalice. Activate Bazaar drawing Resistor and Ensnaring Bridge. Discard Ring, Chalice and Resistor. Play Ensnaring Bridge.
Turn 9 Scrying: Draw Second Pithing Needle.
Turn 9 Stax: Bazaar Smokey and Vamp on upkeep. Draw Mana Vault.
Turn 10 Scrying: Draw Mana Drain.
Turn 10 Stax: Draw Chalice of the Void. Activate Bazaar drawing Blast and Uba. Keep only Uba. Play Uba which Scrying dutifully Drains.
Turn 11 Scrying: Draw and play Fact leaving 2xIsland untapped. See Sea, Denial, Strand, Force and Pearl. Split puts Force and Pearl together. Keep Denial and both lands. Play Strand.
Turn 11 Stax: Bazaar on upkeep milling Welder and Wire. Draw Mana Crypt.
Turn 12 Scrying: Draw Scrying. Denial an Explosives off Island and Jet. Play Sea.
Turn 12 Stax: Scrying draws Mana Crypt, Academy and Force on upkeep.
(At this point Scrying is ahead 8-0 in cards. Then Scrys into DT + 2xForce. Easiest win is to Tinker for DSC and Hurkyl's Bridge)
Game 3: Stax keeps: Gemstone Mine Mishra's Workshop Uba Mask Gemstone Mine Strip Mine Mox Ruby Pyroblast
Scrying mulligans: Darksteel Colossus Mana Drain Arcane Denial Mana Drain Fact Or Fiction Arcane Denial Engineered Explosives
Scrying Keeps: Engineered Explosives Time Walk Polluted Delta Mana Crypt Mishra's Bauble Pithing Needle
Turn 1 Stax: Play Ruby, Shop and Uba Mask. Normally this is gg, but post board Scrying has a lot of permanent threats.
Turn 1 Scrying: "Draw" Lotus. Play Lotus, Delta and Bauble.
Turn 2 Stax: "Draw" Tangle Wire. Play Gemstone Mine and TangleWire. EOT Scrying activate's Bauble and Sees Fetch on top.
Turn 2 Scrying: Tap out. "Draw" Strand. "Draw" Colliseum. Play Strand. Play Mana Crypt. Fetch Sea. Play Needle naming Welder. Play Explosives at 0. Play Time Walk (Blasted).
Turn 3 Stax: Tap Ruby on upkeep. Draw Sol Ring. Play Sol ring and Strip tapped Delta.
Turn 3 Scrying: "Draw" and play Explosives at 1.
Turn 4 Stax. Draw and play Resistor.
Turn 4 Scrying. Draw and play Vamp getting Tinker.
Turn 5 Stax. Draw and play Sapphire.
Turn 5 Scrying. Draw and play Tinker for DSC.
Turn 6 Stax: Draw and play Recall into Welder, Wasteland and Barbarian Ring. Note that Welder is still Needled.
Turn 6 Scrying. "Draw" Force.
Turn 7 Stax: Draw Smokestack and conceed. (Ensnaring Bridge was next card so super close game.)
So this was Stax's best chance to win since the other 3 decks are Oath decks. Arcane Scrying is good against Shops in general, Uba Mask is a wrecking ball against it so it can struggle. Because I still test against Uba Stax a lot my board is well suited to beat it. All the permanent threats post board really help and did well here.
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5 Color Uba Stax vs Root Maze Oath
Root Maze Oath wins Die Roll
Oath keeps this shady hand: Balance Time Walk Argivian Find City Of Brass Argivian Find Ponder Intuition
1 Mana sources vs Stax is terrible so I might be making a mistake here. I am basically hoping that Ponder finds something.
Stax Mulligans this: Ancestral Recall Uba Mask Chalice Of The Void Crucible Of Worlds Tangle Wire Sphere Of Resistance Wasteland
Stax Mulligans this: Tangle Wire Triskelion Demonic Tutor Karn, Silver Golem Powder Keg Crucible Of Worlds
Stax Keeps: Wasteland City Of Brass Ancestral Recall1 Uba Mask Chalice Of The Void
Turn 1 Oath: Play City. Ponder to 19 life seeing Force, Waste and Gemstone. Keep Force. Put Waste on top.
Turn 1 Stax: Draw Resistor. Resolve Chalice@0. Play City. Recall into Force. Stax goes to 19. Oath goes to 18. Oath pitches Intuition.
Turn 2 Oath: Draw Wasteland. Play Wasteland and Time Walk dropping to 17.
Turn 2.B Oath: Draw Gemstone Mine. Play Gemstone Mine.
Turn 2 Stax: Draw Vamp. Play Wasteland. Play Resistor dropping to 18.
Turn 3 Oath: Draw Mystical Tutor. EOT: Stax Resolves Vamp dropping to 15 and puts Shop on top.
Turn 3 Stax: Draw Shop. Play Shop. Play Uba Mask to 14 life.
Turn 4 Oath: "Draw" Oath. Play Oath to 17 life.
Turn 4 Stax: "Draw" Ancient Grudge. Waste City of Brass.
Turn 5 Oath: "Draw" Root Maze. Play Root Maze.
Turn 5 Stax: "Draw" and Play Tangle Wire to 13 life.
Turn 6 Oath: Waste Shop on Upkeep. Tap out. "Draw" Sapphire.
Turn 6 Stax: Tap nothing relevant. "Draw" Razormane Masticore.
Turn 7 Oath: Tap out. "Draw" Enlightened Tutor.
Turn 7 Stax: "Draw" Resistor.
Turn 8 Oath: "Draw" and Play Gemstone Mine.
Turn 8 Stax: "Draw" and play Gemstone Mine.
Turn 9 Oath: Tap one Mine. "Draw" Merchant Scroll.
Turn 9 Stax: "Draw" and play Shop.
Turn 10 Oath: "Draw" Intuition.
Turn 10 Stax: "Draw Ruby"
Turn 11 Oath: "Draw" and play Orchard.
Turn 12 Stax: "Draw" and play Shop.
...
Turn 13 Oath: Oath up Tyrant. From here win is easy.
Sidboarding: Oath: Out: Balance, 2xRoot Maze, Argivian Find. In: Wasteland, 2xNull Rod, Progenitus Stax: Out: Uba Mask, Powder Keg, Crop Rotation, 2xAncient Grudge. In: 3xPyro/REB, 2xVault/Key
Stax keeps: Black Lotus Voltaic Key Ancestral Recall City Of Brass Goblin Welder Pyroblast Mox Emerald
Oath keeps: Mox Jet Root Maze City Of Brass Force Of Will Null Rod Enlightened Tutor Forbidden Orchard
Turn 1 Stax: Play Lotus, Play Emerald, Play City, Play Key.
Turn 1 Oath: Draw Wasteland. Play Jet. Play City. Play Rod dropping to 19, in response STax Recalls into Pyro, REB and Trinisphere dropping to 19.
Turn 2 Stax: Draw Shop! Play Shop. Play Trinisphere.
Turn 2 Oath: Draw Intuition. Waste Shop.
Turn 3 Stax: Draw and play Gemstone Mine.
Turn 3 Oath: Draw Tyrant. Play Orchard.
Turn 4 Stax: Draw Mana Crypt.
Turn 4 Oath: Draw and play Gemstone Mine.
Turn 5 Stax: Draw and Play Shop. EOT: Oath ETs for OAth.
Turn 5 Oath: Draw and play Oath.
Turn 6 Stax: Draw Welder. Stax lacks mana to blast Tyrants and thus loses from here.
This was just a tough matchup for Stax.
==================================================================================================== 5 Color Uba Stax vs Arcane Oath Stax wins die roll.
Stax keeps: Mox Ruby Vampiric Tutor Sundering Titan Mishra's Workshop Uba Mask Demonic Tutor Ancient Grudge
Oath keeps: Oath Of Druids Forbidden Orchard Force Of Will Engineered Explosives Mox Sapphire Tidespout Tyrant Mana Drain
Turn 1 Stax: Play Ruby, Shop, Uba.
Turn 1 Oath: "Draw" Lotus. Play Lotus, Sapphire, Orchard and Oath.
Turn 2 Stax: "Draw" Resistor. Swing to 19.
Turn 2 Oath: Oath up Triskelivus flipping Blessing.
It actually takes a while for Oath to win from here because only Tyrant is in hand. Definitely replacing Needle with second Tyrant is improvement. Anyway, Triskelivus is removed a few times with Ancient Grudge and shoots a Welder but eventually swings for win.
Sideboarding: Stax: Out: Uba Mask, Powder Keg, Crop Rotation, 2xAncient Grudge. In: 3xPyro/REB, 2xVault/Key Oath: Out: 4 Force, 4 Crypt, 4 Denial, 1 Muddle. In: 9 Strip/Waste/Factory, 3 Loam, 1 Needle
Stax keeps: Sphere Of Resistance Goblin Welder Goblin Welder Chalice Of The Void Vampiric Tutor Mishra's Workshop Mox Sapphire
Oath keeps: Life From The Loam Life From The Loam Mox Pearl Wasteland Oath Of Druids Intuition Wasteland This sort of shady with no colored source, but that is life. Against Stax, even with a colored source you may not have it for long. Rely on Wastes to keep you in the game long enough to draw mana.
Turn 1 Stax: Play Sapphire, Shop, Chalice@2. Boom!!!
Turn 1 Oath: Draw Factory. Waste Shop. Play Pearl.
Turn 2 Stax: Draw Welder.
Turn 2 Oath: Draw Strand. Play Factory.
Turn 3 Stax: Draw Crucible.
Turn 3 Oath: Draw Trops. Play Trops. Swing to 18.
Turn 4 Stax: Draw + play Academy. Play Crucible.
Turn 4 Oath: Draw Muddle. Play Waste. Intuition for 3xExplosives. Play Explosives@0.
Turn 5 Stax: Draw and Play Gemstone Mine. Play Resistor.
Turn 5 Oath: Draw Intuition. Explode Explosives and play Oath.
From here it is pretty much over.
Arcane Oath may lack the raw power of Root Maze Oath, but the sideboard with Life from the Loams and 9 additional mana sources is ideal for beating Stax so again this was a super tough matchup for Stax. =================================================================================================== 5 Color Uba Stax vs Hermit Vault
Stax wins die roll.
Stax mulligans: Memory Jar Goblin Welder Tangle Wire Crucible Of Worlds Wasteland Uba Mask Trinisphere
Stax Keeps: GemstoneMine4 CropRotation1 ManaVault1 GemstoneMine1 GoblinWelder4 SunderingTitan1
Druid keeps: Misdirection Polluted Delta Worldly Tutor Hermit Druid Tropical Island Polluted Delta Misdirection
Turn 1 Stax: Play Gemstone Mine and Mana Vault.
Turn 1 Druid: Draw Trops. Play Delta.
Turn 2 Stax: Draw and Play Wasteland.
Turn 2 Druid: Draw Dragon's Breath. Play Trops. Fetch trops to 19. Play Druid.
Turn 3 Stax: Draw Shop! Play Shop and hardcast Titan blowing up both Trops.
Turn 3 Druid: Draw Druid. Play and activate Delta fetching Trops. Activate Druid. Win.
Sideboarding: Stax: Out: 2 Crucible, 2 Grudge. In: 2 Ensnaring Bridge, 1 Keg, 1 Tormod's Crypt. Druid: Out: 4 Misdirection. In: 1 Progenitus, 1 Mystical Tutor, 2 Vault/Key.
Stax keeps: Black Lotus Chalice Of The Void Barbarian Ring Tormod's Crypt Tolarian Academy City Of Brass Uba Mask
Hermit Keeps: Lim-Dul's Vault Dragon Breath Polluted Delta Gush Bayou Black Lotus Daze
Turn 1 Stax: Play City and Chalice@2 dropping to 19 and winning the game.
Sideboarding: Hermit: Out: 4xWorldly, 4xDruid, 3xNarco, Coggy, Dread, Bridge, Breath. In: 4xOrchard, 4xOath, 3xProgenitus, 2xVault/Key, Mystical, Ponder.
Druid keeps: Lim-Dul'sVault1 OathOfDruids4 Daze2 ForbiddenOrchard2 PollutedDelta2 ForceOfWill2 Misdirection3
Stax Keeps: Crop Rotation Sphere Of Resistance Bazaar Of Baghdad Sphere Of Resistance Memory Jar Gemstone Mine Mox Emerald1
Turn 1 Druid: Play Delta.
Turn 1 Stax: Draw Trini. Play and activate Bazaar seeing Ruby and Recall, discarding 2xResistor and Jar. Play Ruby. Play Emerald. Crop Rotation out Bazaar for Shop (Forced). Druid to 19 and pitches MisD.
Turn 2 Druid: Draw Daze, Fetch Trops to 18. Play Orchard. Play Oath.
Turn 2 Stax. Draw Chalice. Play Gemstone Mine. Play Recall into Razormane Masticore, Tinker and Triskelion.
Turn 3 Druid. Oath up Progenitus. Lim-Dul's Vault putting 2xForce on top and loseing 4 life. Draw Force.
Turn 3 Stax. Draw Triskelion. Tinker out Emerald into Daze.
Turn 4 Druid. Draw Force. Swing.
Turn 4 Stax. Draw Resistor. Too late for anything.
A third Oath matchup was again though although this one should be better since Daze is not a great weapon against Stax and MisD is pretty dead. Also, Druid has no basics and I ran no bounce to deal with cards like Ensnaring Bridge. Stax easily could have won this matchup, but got unlucky here.
5 Color Uba Stax finished 0-4. Basically playing 3 Oath decks is tough. I possibly mis-sideboarded in the Oath matchups. The better strategy may have been to bring in Leylines and then attempt to Blast Tyrants and Ancient Grudge Triskelivus etc. I was playing as though I did not know the exact deck I was playing thus Progenitus in board was always possible. Also assembling Grudge, Blast and Leyline seemed tough. Obivously my strategy did not work, but I am not sure that Leylines would have been right anyway.
==================================================================================================== Steel City Vault vs Arcane Scrying
Arcane Scrying wins die roll.
Arcane Scrying keeps: Mox Ruby Island Arcane Denial Mana Drain Vampiric Tutor Mana Drain Demonic Tutor
Steel City Vault Keeps: Voltaic Key Polluted Delta Volcanic Island Ancestral Recall Brainstorm Thirst For Knowledge Transmute Artifact
Turn 1 Scrying: Play Ruby. Play Island.
Turn 1 Vault: Draw Fact.
Turn 2 Scrying: Vault plays Recall into Denial on upkeep. Scrying draws and plays Lotus.
Turn 2 Vault: Vault draws Regrowth and Pearl on upkeep. Denial draws Denial on upkeep. Vault draws Rebuild. Vault plays and cracks Delta for Trops. Vault plays Pearl. Vault Regrowths Recall.
Turn 3 Scrying: Vault Recalls on upkeep which Denial Drains. Denial draws Mishra's Bauble. Denial Denials Bauble.
Turn 3 Vault: Denial draws Thirst and 2xUrza's Bauble on upkeep. Vault draws City. Vault plays City. Vault Trasmutes out Pearl for Vault.
Turn 4 Scrying: Draw Tinker. Play and crack 2 Urza's Baubles.
Turn 4 Vault: Denial draws Brainstorm and Strand on upkeep. Vault draws MisD. Vault plays Key, Denial Brainstorms in response only seeing 2xMisdirection and Urza's Bauble. Vault wins.
Sideboarding:
Scrying: No Change. Vault: -2 Ancient Grudge, +1 REB, +1 Pyroblast
Scrying keeps: Arcane Denial Misdirection Mana Crypt Underground Sea Misdirection Mox Sapphire Repeal
Vault keeps: Force Of Will Brainstorm City Of Brass Thirst For Knowledge Mox Emerald Polluted Delta Ponder
Turn 1 Scrying: Play Sapphire. Repeal Sapphire drawing Chain of Vapor. Play Sapphire. Play Sea. Denial a Mana Crypt, (Vault pitches Ponder to Force, Scrying pitches Chain to MisD.)
Turn 1 Vault: Scrying draws 2xMishra's Bauble and Delta on upkeep. Vault draws Time Vault. Vault plays Emerld, City and Time Vault dropping to 18.
Turn 2 Scrying: Scrying draws Lotus, plays Delta and cracks both Baubles seeing own Force with first and Vault's Ruby with second. Vault gives Scrying another turn.
Turn 3 Scrying: Scrying draws Force and Arcane Denial on upkeep. Scrying Denials Lotus.
Turn 3 Vault: Scrying draws Ruby, Bauble and Force on upkeep. Vault draws Ruby. Vault play Delta and fetches Sea going to 17. Vault plays Thirst but Denial pitches MisD to Force going to 19. Vault takes another turn with Time Vault.
Turn 3.B Vault: Draw City. Play Brainstorm of Sea seeing Regrowth, Delta and Key. Win.
In general I would expect Arcane Scrying to win this matchup, but I am not that familiar with Steel City Vault yet, so I am not sure if ripping Transmute for the combo is the sort of thing that this deck does a lot of it just got lucky and lucksacked into the win. ====================================================================================================
Steel City Vault vs Root Maze Oath
Steel City Vault wins die roll.
Vault mulligans: Voltaic Key Force Of Will City Of Brass Timetwister Yawgmoth's Will Thirst For Knowledge Voltaic Key
Oath mulligans: Demonic Tutor Root Maze Root Maze Tidespout Tyrant Ponder Enlightened Tutor Ancestral Recall
Vault keeps: Ancient Grudge City Of Brass Force Of Will Force Of Will Mana Crypt Mox Sapphire
Oath keeps: MerchantScroll1 RootMaze3 GemstoneMine1 MoxJet1 ForbiddenOrchard2 Balance1
Turn 1 Vault: Play Sapphire. Play City.
Turn 1 Oath: Draw Gemstone. Play Jet. Play Gemstone. Play Root Maze. EOT: Vault Grudges Jet, drops to 19 life.
Turn 2 Vault: Draws Delta. Plays Delta.
Turn 2 Oath: Draw Enlightened Tutor. Play Orchard.
Turn 3 Vault: Draw Thirst. Fetch Sea going to 18. EOT: Oath ETs for Oath.
Turn 3 Oath: Oath draws and plays Oath (Vault Forces pitching Force to 17, Oath Forces pitching Scroll to 19).
Turn 4 Vault: Draw Brainstorm. Play Thirst into Wheel, Petal and Tinker. Discard Petal. Play Mana Crypt.
Turn 4 Oath: Oath up Tyrant. Draw Argivian Find. Find out Emerald bouncing Crypt. Play Emerald bouncing City.
Turn 4 Vault draw Force. Replay Crypt. Replay City.
Turn 5 Oath: Oath out Tyrant. Play Demonic bouncing City + Crypt. (Vault Forces Demonic pitching Brainstorm). Oath swings with Tyrant.
From here Vault can never quite get Tinker mana up.
Sideboarding: Vault: -2 Goblin Welder, +1 Naturalize, +1 Ingot Chewer Oath: -2 Enlightened Tutor, -2 Argivian Find, -1 Balance, +3 Choke, +2 Null Rod
Vault Mulligans: Black Lotus Force Of Will Ancient Grudge Ingot Chewer Underground Sea Inkwell Leviathan
Oath keeps: Gemstone Mine City Of Brass Gemstone Mine Wasteland Merchant Scroll Force Of Will Force Of Will
Vault keeps: City Of Brass Mox Emerald Impulse Ancient Grudge Flooded Strand Memory Jar
Turn 1 Vault: Play Emerald. Play Strand.
Turn 1 Oath: Draw Imperial Seal. Play City. Play Seal going to 17, putting Recall on Top. EOT Vault fetches Sea and plays Impulse intot Fire/Ice, Tinker, Mana Crypt and City. Keeps Tinker.
Turn 2 Vault: Draw Key. Play City. Play Key.
Turn 2 Oath: Draw Recall. Waste City.
Turn 3 Vault: Oath Recalls on upkeep going to 16 and drawing Tyrant, Oath and Rod. Vault draws Naturalize.
Turn 3 Oath: Draw Wasteland. Play Wasteland. Play Null Rod going to 15. Vault taps Emerald in response and then Naturalizes Rod.
Turn 4 Vault: Draw Force.
Turn 4 Oath: Draw Vamp. Waste Sea. Play Gemstone Mine. Play Oath to 14. Vault Forces pitching Tinker. Oath Forces back pitching Tyrant and going to 13.
Turn 5 Vault: Draw and play Trops.
Turn 5 Oath: Vamp on upkeep for Orchard. Play Orchard. Scroll for Mystical.
Turn 6 Vault: Draw and play Tormod's Crypt.
Turn 6 Oath: Oath up Tyrant. Mystical Tutor bouncing Crypt getting Demonic Tutor. Play Tutor bouncing Trops getting Root Maze. Play Root Maze bouncing Emerald.
From here Vault will never have a mana source again.
The sideboard with Chokes and Null Rods was strong for Root Maze Oath in this matchup. ==================================================================================================== Star City Vault vs Arcane Oath
Arcane Oath wins die roll.
Oath keeps: Forbidden Orchard Intuition Island Tormod's Crypt Engineered Explosives Forbidden Orchard Mox Sapphire
Vault keeps: Transmute Artifact Volcanic Island Fire/Ice Rebuild Force Of Will Memory Jar Polluted Delta
Turn 1 Oath: Play Sapphire. Play Island.
Turn 1 Vault: Draw Key. Play Volcanic. Play Key.
Turn 2 Oath: Draw Oath. Play Orchard. Play Oath. Vault Forces pitching Fire/Ice. Oath plays Explosives at 1.
Turn 2 Vault: Draw Force. Play Delta.
Turn 3 Oath: Draw Pearl. EOT: Vault Fetches Sea and Cycles Rebuild into Chain of Vapor.
Turn 3 Vault: Draw Fact or Fiction. EOT: Oath Intuitions for 3xOath.
Turn 4 Oath: Oath Draws Tormod's and then walks last Oath into Force for the loss. From here Vault wins with Token beats.
Sideboarding: Oath: No change. Vault: -2 Goblin Welder, +1 Naturalize, +1 Ingot Chewer
Oath mulligans: Island Time Walk Tidespout Tyrant Oath Of Druids Tormod's Crypt Tormod's Crypt Island
Vault keeps: Island Underground Sea Sol Ring Force Of Will Inkwell Leviathan Transmute Artifact Vampiric Tutor
Oath mulligans: Tormod's Crypt Intuition Force Of Will Tormod's Crypt Brainstorm Oath Of Druids
Oath keeps: Engineered Explosives Tropical Island Force Of Will Ancestral Recall Black Lotus
Turn 1 Oath: Play Trops. Play Recall (Forced pitching Leviathan)
Turn 1 Vault: Draw Academy. Play Island. Play Sol Ring.
Turn 2 Oath: Draw Intuition. Play Lotus.
Turn 2 Vault: Draw Thirst. Play Thirst into Time Vault, Mox Pearl and Fire/Ice. Discard Pearl. Play Academy.
Turn 3 Oath: Draw Oath. Intuition for 3xOrchards. Play Orchard. Play Oath.
Turn 3 Vault: Draw Wheel of Fortune. Play Sea. Play Time Vault. Transmute out Sol Ring for Key. Win.
Oath had some crappy mulligans and then this also shows the weakness of Intuitioning for Oaths. ==================================================================================================== Steel City Vault vs Hermit Vault
Steel City Vault wins flip.
Vault keeps: Time Vault Underground Sea Flooded Strand Mox Emerald Wheel Of Fortune Fact Or Fiction Tropical Island
Hermit keeps: Misdirection Narcomoeba Ancestral Recall Demonic Tutor Lim-Dul's Vault Polluted Delta Underground Sea
Turn 1 Vault: Play Emerald, Sea and Time Vault.
Turn 1 Hermit: Draw Lim-Dul's Vault. Play Fetch.
Turn 2 Vault: Draw Key. Play Trops. Play Key, Hermit Fetches Trops in response and Recalls in response into Force, Dread Return and Worldly Tutor. Hermit then Forces Key pitching Lim-Dul's.
Turn 2 Hermit: Draw Hermit Druid. Play Sea. Play Druid.
Turn 3 Vault. Draw Transmute Artifact. Transmute out Emerald for other Key. Play Strand. Win.
Sideboarding: Vault: -2 Ancient Grudge, +1 Tormod's Crypt, +1 Naturalize. Druid: -1 Gush, -2 Daze, +2 Vault/Key, +1 Progenitus.
Hermit Keeps: Voltaic Key Mox Sapphire Dragon Breath Imperial Seal Underground Sea Vampiric Tutor Narcomoeba2
Vault Mulligans: Impulse Merchant Scroll Brainstorm Time Walk Ponder Sol Ring Fire / Ice
Vault Keeps: Polluted Delta Force Of Will Regrowth Sol Ring Thirst For Knowledge Rebuild
Turn 1 Hermit: Play Sapphire. Play Sea. Play Key. Play Seal to 18 for Time Vault.
Turn 1 Vault: Draw Jar. Fetch Trops to 19. Play Sol Ring.
Turn 2 Hermit: Draw Vault. Play Vault (Forced to 18 pitching Rebuild.)
Turn 2 Vault: Draw Sea. Play Thirst drawing Tinker, Jet and Academy. Discard Jar. Play Academy. Play Jet. Tinker out Jet for Leviathan.
Turn 3 Hermit: Draw Emerald.
Turn 3 Vault: Draw Ponder. Play Pondering seeing Key, Fact and City. Keep Fact. Fact into Key, City, Wheel, Impulse, Impulse. Vault takes Wheel + Impulse. Play Sea. Swing to 11. EOT: Hermit Vamps to 9 for Hermit.
Turn 4 Hermit: Draw Druid. Play Emerald. Play Druid.
Turn 4 Vault: Draw Volcanic Island. Play Volcanic Island. Play Wheel of Fortune into Mana Crypt, Mox Sapphire, Mox Emerald, Flooded Strand, Flooded Strand, Black Lotus and Tormod's Crypt. Hermit draws Polluted Delta, Daze, Bayou, Misdirection, Black Lotus, Dread Return and Polluted Delta. Swing to 2. Play Tormod's Crypt. Easy win from there.
Steel City Vault won this matchup by just outbreaking Hermit. I am impressed with Steel City Vault. ==================================================================================================== Drain Tendrils vs Arcane Scrying
Drain Tendrils wins die roll.
Tendrils keeps: Island Mystical Tutor Island Fact Or Fiction Volcanic Island Yawgmoth's Will Sensei's Divining Top
Scrying keeps: Urza's Bauble Force Of Will Mystical Tutor Mox Ruby Force Of Will Cephalid Colliseum Black Lotus
Turn 1 Tendrils: Play Volcanic.
Turn 1 Scrying: Draw Sol Ring. Play Lotus. Play Ruby. Play Sol Ring. Play Colliseum. Play and activate Bauble seeing Top. EOT: Tendrils Mysticals for Recall.
Turn 2 Tendrils: Scrying draws Delta on upkeep. Draw Recall. Play Recall (Scrying Forces with Lotus and Sol Ring) Play Island. Play Top. EOT: Scrying Mysticals to 19 for Tinker.
Turn 2 Scrying: Draw Tinker. Fetch Sea with Delta to 18. Tinker out Emerald for DSC.
Turn 3 Tendrils: Top on upkeep seeing Sol Ring Rebuild and Swamp. Put Sol Ring on top with Rebuild Next. Draw and play Sol Ring. Draw Rebuild off Top. Play Rebuild.
Turn 3 Scrying: Draw Walk. Play Sol Ring. Play Walk.
Turn 3.B Scrying: Draw and Play Pearl.
Turn 4 Tendrils: Draw Top. Play Sol Ring. Play Fact (hardcast Force from Scrying)
Turn 4 Scrying: Draw Scrying. Play Scrying for 4 dropping to 13. Draw Demonic, Academy, Jet and Misdirection. Play Academy. Play Jet. Demonic for Yawg.
Turn 5 Tendrils: Draw Swamp. Play Swamp. Play Yawg. Play Recall into 2xDelta + Vamp. Crack Delta for Sea. Mystical for Drain. Play top and activate to get Drain.
Turn 5 Scrying: Draw Chain of Vapor. Activate Colliseum to draw Bauble, Island and Sea. Pitch DSC, Island and Sea. Play and activate Bauble. Play Yawg with MisD backup for Tinker->DSC, Walk, 2xBaubles, DT->Drain and draw into Island, Strand and Denial. Get a swing in and pass turn with 2xcounter backup for the win.
sideboarding: Drain Tendrils: -1 Darkblast, +1 Duress Arcane Scrying: -3 Urza's Bauble, +3 Engineered Explosives.
Drain Tendrils mulligans: Mana Vault Mox Emerald Mox Pearl Empty The Warrens Ancestral Recall Ponder Dark Confidant
Arcane Scrying keeps: Underground Sea Misdirection Yawgmoth's Will Arcane Denial Urza's Bauble Arcane Denial Mishra's Bauble
Drain Tendrils keeps: Rebuild Duress Yawgmoth's Will Underground Sea Mox Emerald Lotus Petal
Turn 1 Tendrils: Play Sea. Play Duress taking Yawg. Play Emerald. Play Petal.
Turn 1 Scrying: Draw Demonic. Play Sea. Play both Baubles and crack. See Mana Drain and Rebuild.
Turn 2 Tendrils: Scrying draws Strand and Sapphire on upkeep. Draw Drain.
Turn 2 Scrying: Fetch Sea with Strand to 19. Denial Sapphire (Tendrils Drains, Scrying pitches Denial to MisD.)
Turn 3 Tendrils: Scrying draws Strand, Scrying and Drain on upkeep. Draw Lotus. Cycle Rebuild into Pyroblast. Play Lotus.
Turn 3 Scrying: Draw Jet. Fetch Island to 18. Play Jet.
Turn 4 Tendrils: Draw Drain. EOT: Scrying casts Scrying for 3 to 15. (Tendrils cracks Lotus to Drain)
Turn 4 Scrying: Draw Mishra's Bauble. Play + Crack Bauble. Demonic for Tinker.
Turn 5 Tendrils: Scrying draws Delta on upkeep. Draw Intuition. Intuition for Delta, Volc and Ruby. Get Volc. Play Volc.
Turn 5 Scrying: Draw Recall. Fetch Island to 17. Tinker out Jet (Tendrils Blasts, but Scrying has Drain)
Turn 6 Tendrils: Draw Drain. Play Yawg. Fetch Sea to 19. Duress Recall. Play Ruby, Petal and Lotus. Rebuild. Replay Petal, Emerald and Ruby. Intuition for 3xDark Confidant.
Turn 6 Scrying: Draw Chain.
Turn 7 Tendrils: Draw Sapphire. Play Sapphire. Play Confidant.
(From here Scrying only out is to hardcast DSC which does not work out as Confidant outdraws.)
Game 3
Scrying mulligans: Engineered Explosives Repeal Mana Crypt Mishra's Bauble Mystical Tutor Force Of Will Arcane Denial
Tendrils keeps: Island Mystical Tutor Underground Sea Ancestral Recall Volcanic Island Platinum Angel Dark Confidant
Scrying keeps: Mox Sapphire Tinker Island Arcane Denial Misdirection Underground Sea
Turn 1 Scrying: Play Sapphire. Play Sea.
Turn 1 Tendrils: Draw Warrens. Play Sea.
Turn 2 Scrying: Tendrils plays Recall on upkeep (Scrying Misdirects pitching Denial drawing into Fact, Mana Crypt and Drain.) Draw Lotus. Play Island. Play Mana Crypt. Tinker out Crypt for DSC.
Turn 2 Tendrils: Mystical on upkeep for Chain of Vapor. Draw Chain of Vapor. Play Volc. Play Chain (Drained).
Turn 3 Scrying: Draw Repeal. Repeal Sapphire into Vamp. Replay Sapphire. Fact into Denial. Swing for 11.
Turn 3 Tendrils: Fails to draw answer and would not matter Scrying has counter backup.
Game 2 is a perfect example of where Twister would improve Drain SCrying. Still the "worst" cards are Scrying and MisD and MisD was pretty huge in the two wins so I am hesitant to pull it. ==================================================================================================== Drain Tendrils vs Root Maze Oath
Drain Tendrils wins die roll.
Drain Tendrils keeps: Force Of Will Intuition Polluted Delta Chain Of Vapor Black Lotus Force Of Will Time Walk
Oath keeps: Oath Of Druids Enlightened Tutor Enlightened Tutor Mox Emerald Intuition Oath Of Druids Gemstone Mine
Turn 1 Tendrils: Play Lotus. Play Delta.
Turn 1 Oath: Draw Gemstone Mine. Play Emerald. Play Mine. Play Oath (Forced to 19 pitching Chain)
Turn 2 Tendrils: Draw Swamp. Play Swamp. Fetch Volc to 19. Play Walk.
Turn 2.B Tendrils: Draw Demonic. Demonic for Yawg.
Turn 2 Oath: Draw Gemstone Mine. Play Gemstone Mine. Play Oath.
Turn 3 Tendrils: Draw Sea. Intuition for Vault, Crypt and Petal getting Vault. Play Vault. Play Yawg. Fetch Sea. Play Crypt. Play Petal. Play Lotus. Play Demonic for Tendrils. Play Walk and Force it pitching Force. Play Tendrils for 20.
Sideboarding: Tendrils: -1 Tinker, -1 Platz, -1 Darkblast, +2 Duress, +1 Hurkyl's
Oath: -2 Enlightened Tutor, -2 Argivian Find, -1 Balance, +3 Choke, +2 Null Rod
Oath Keeps: Oath Of Druids Brainstorm Mox Pearl Choke City Of Brass Intuition Enlightened Tutor
Tendrils Keeps: Hurkyl's Recall Dark Confidant Mox Ruby Polluted Delta Island Swamp Sensei's Divining Top
Turn 1 Oath: Play Pearl. Play City. Play Oath to 19.
Turn 1 Tendrils: Draw Recall. Play Ruby. Play Island. Play Top.
Turn 2 Oath: Tendrils Recalls on upkeep into Bob, Lotus and Petal. Draw Tyrant. Brainstorm to 18 into Saphire, Ruby and Find. Put Tyrant and Choke back. Play Ruby. Play Sapphire. Play Intuition for 3xOrchard. Play Orchard.
Turn 2 Tendrils: Top seeing Emerald, Hurkyl's and Mana Vault. Draw Emerald. Play Lotus, Petal, Emerald, Swamp and 2xBob.
Turn 3 Oath: Oath up Tyrant. Find and Play Rod and Enlightened Tutor and play Root Maze bouncing all permanents and Tendrils is locked out.
Game 3:
Tendrils Mulligans: Underground Sea Mox Jet Black Lotus Vampiric Tutor Polluted Delta Polluted Delta Swamp
Oath Keeps: Choke Force Of Will City Of Brass Force Of Will Wasteland Mox Sapphire Null Rod
Tendrils Keeps: Hurkyl's Recall Force Of Will Underground Sea Volcanic Island Mana Drain Mox Sapphire
Turn 1 Tendrils: Play Sapphire. Play Volcanic.
Turn 1 Oath: Draw Strip Mine. Play Sapphire. Wase Volcanic.
Turn 2 Tendrils: Draw Mana Drain. Play Sea.
Turn 2 Oath: Draw Jet. Play Jet. Strip Sea.
Turn 3 Tendrils: Draw Force.
Turn 3 Oath: Draw Root Maze. Play Root Maze to 19. (Forced to 19, pitching Drain)
Turn 4 Tendrils: Draw Force.
Turn 4 Oath: Draw Null Rod. Play Choke to 18 (Forced to 18 pitching Drain) (Forced back to 17 pitching Force) (Forced back to 17 pitching Hurkyl's) At this point Tendrils has Sapphire in play and no hand. Oath has City, Jet and Sapphire in play with 2xRod in hand.
Turn 5 Tendrils: Draw and Play Delta.
Turn 5 Oath: Draw Lotus. Play Rod.
Turn 6 Tendrils: Draw Ruby.
Turn 6 Oath: Draw + Play City. Play Rod going to 15.
Turn 7 Tendrils: Draw and Play Delta.
Turn 7 Oath: Draw Argivian Find. Find out Root Maze to 14. Play Root Maze to 13. In Response Tendrils fetches Island and Swamp to 15.
Turn 8 Tendrils: Draw Intuition.
Turn 8 Oath: Draw Force.
Turn 9 Tendrils: Draw + Play Dark Confidant.
Turn 9 Oath: Draw + Play Oath.
Turn 10 Tendrils: Reveal Sea. Draw Recall. Swing to 11. Play Recall. Draw Academy, Brainstorm, Jet. Play Jet. Play Ruby. Play Academy.
Turn 10 Oath: Oath up Tyrant. Draw Gemstone Mine. Play Gemstone Mine. Play Lotus bouncing Academy.
Turn 11 Tendrils: Reveal Sea. Draw Rebuild. Swing to 9. Play Brainstorm seeing Emerald, Sol Ring and Pyroblast. Put back 2xSea. Play Emerald. Play Sol Ring. Play Academy.
Turn 11 Oath: Draw Ruby. Play Ruby bouncing Academy. Swing to 10.
Turn 12 Tendrils: Reveal Sea. Draw Sea. Swing to 7. Play Academy.
Turn 12 Oath: Draw City. Play City. Swing to 5.
Turn 13 Tendrils: Reveal Pyroblast to 4. Draw Scroll. Scroll for Chain and Chain Root Maze. Rebuild. Replay Moxen Swing to 5. Play Sea.
Turn 13 Oath: Tendrils Pyros Tyrant. Draw Demonic. Demonic for Walk. Walk.
Turn 13.B Oath: Oath up Tyrant. Draw Gemonstinie Mine. Replay all Moxen + Rod bouncing mana.
Oath wins next turn.
Root Maze Oath is well suited to beat this deck. First you have Oath answering Bob. Then Root Maze makes the Tendrils plan tough and Platz is easy to deal with if you have Tyrant. The Choke/Rod board plan was strong again. ==================================================================================================== Drain Tendrils vs Arcane Oath
Drain Tendrils wins die roll.
Drain Tendrils keeps: Mana Drain Empty The Warrens Underground Sea Island Dark Confidant Demonic Tutor Mox Jet
Arcane Oath keeps: Intuition4 Intuition1 PollutedDelta1 ForbiddenOrchard1 EngineeredExplosives4 Tormod'sCrypt4 Island2
Turn 1 Tendrils: Play Jet. Play Island. Play Bob.
Turn 1 Oath: Draw Mana Drain. Play Tormod's Crypt. Play Island.
Turn 2 Tendrils: Reveal Walk to 18. Draw Drain. Play Sea. Swing to 18. Play Walk.
Turn 2.B Tendrils: Reveal Petal. Draw Tinker. Swing to 16. Play Petal. Demonic for Recall.
Turn 2 Oath: Draw Mana Drain. Play Delta. Fetch Trops to 15. Play Explosives for 2. which is Drained.
Turn 3 Tendrils: Reveal Vamp to 17. Draw Ponder. Swing to 13.
Turn 3 Oath: Draw Force. Play Orchard. EOT: Tendrils plays Recall which is Drained.
Turn 4 Tendrils: Reveal Swamp. Draw Drain. Swing to 11.
Turn 4 Oath: Draw Pearl. Play Pearl. Play Intuition for 3xOath. Play Oath (Drained) (Forced back to 10 pitching Intuition.) EOT: Vamp to 15 for Chain of Vapor.
Turn 5 Tendrils: Reveal Chain to 14. Draw Sea. Swing to 7. Chain Oath. Play Sea.
Turn 5 Oath: Draw Force. Play Oath (Drained).
Turn 6 Tendrils: Reveal Mystical to 13. Draw Drain. Swing to 4. Tinker for Platz.
From here easy win.
Sideboarding: Tendrils: -1 Darkblast, +1 Duress Oath: -1 Pithing Needle, +1 Strip Mine
Oath Keeps: Flooded Strand Ancestral Recall Gaea's Blessing Engineered Explosives Mana Drain Muddle The Mixture Engineered Explosives
Tendrils keeps: Tendrils Of Agony Swamp Hurkyl's Recall Force Of Will Mana Crypt Underground Sea Brainstorm
Turn 1 Oath: Play Strand and Fetch Trops to 19.
Turn 1 Tendrils: Oath plays Recall on upkeep into Force to 19 pitching Hurkyl's. Draw Sapphire. Play Sapphire. Play Brainstorm drawing Chain, Bob and Walk. Put back Swamp and Walk with Swamp on top. Play Sea. Play Mana Crypt. Play Bob.
Turn 2 Oath: Draw Explosives.
Turn 2 Tendrils: No Crypt Damage. Reveal Swamp. Draw Walk. Play Walk. Play Swamp. Swing to 17.
Turn 2.B Tendrils: No Crypt Damage. Reveal Pyroblast to 18. Draw Sea. Play Sea. Swing to 15.
Turn 3 Oath: Draw Island. Play Explosives@2
Turn 3 Tendrils: No Crypt Damage. Reveal Delta. Draw Swamp. Play Delta. Swing to 13.
Turn 4 Oath: Draw Tyrant. Explode Explosives.
Turn 4 Tendrils: Draw Island. Play Island.
Turn 5 Oath: Draw Intuition.
Turn 5 Tendrils: Draw Mystical. Play Swamp.
Turn 6 Oath: Draw Orchard. Play Orchard. Muddle for Oath. EOT: Tendrils Mysticals for Recall.
Turn 6 Tendrils: Draw REcall. Play Recall into Island, Demonic and Petal. Fetch Volc. Play Petal. Chain Petal + Sapphire + Crypt. Replay all and crack Petal. Demonic for Yawg and easy Yawg win.
This shows what Andy was saying. Even against decks with Dark Confidants Arcane Oath does not have a great Drain matchup. =================================================================================================== Drain Tendrils vs Hermit Vault
Hermit Vault wins roll.
Hermit Keeps: Misdirection Force Of Will Polluted Delta Tropical Island Ancestral Recall Vampiric Tutor Cabal Therapy
Tendrils Mulligans: Force Of Will Intuition Sensei's Divining Top Mana Crypt Demonic Tutor Sol Ring Mox Pearl
Tendrils Keeps: Polluted Delta Demonic Tutor Mox Ruby Force Of Will Underground Sea Rebuild
Turn 1 Druid: Play Fetch.
Turn 1 Tendrils: Draw Brainstorm. Play Ruby (In response Druid fetches Sea and Recalls. Tendrils pitches Rebuild to Force going to 19, but Druid pitches Force to Misdirection to counter Ruby instead.) Druid draws Trops + 2xStrand. Play Sea.
Turn 2 Druid: Draw Lim-Dul's Vault. Play Trops. EOT: Tendrils plays Brainstorm into Jet, Drain and Drain. Puts back Jet and Drain on top.
Turn 2 Tendrils: Draw Drain. Play Delta. EOT: Lim-Dul's Vault for Druid to 18.
Turn 3 Druid: Draw Druid. Play Therapy naming Mana Drain. Play Trops. Play Druid.
Turn 3 Tendrils: Draw Jet. Fetch Volc. Play Jet. Demonic for Darkblast. Darkblast Druid.
From here Darkblast does its thing and Tendrils wins.
Sideboarding: Tendrils: -1 Hurkyl's Recall, -1 Rebuild, +2 Duress Druid: -1 Gush, +1 Progenitus
Druid Keeps: Daze Polluted Delta Flooded Strand Worldly Tutor Daze Narcomoeba Cabal Therapy
Tendrils Keeps: Darkblast Lotus Petal Yawgmoth's Will Mox Ruby Pyroblast Ponder Polluted Delta
Turn 1 Hermit: Play Strand.
Turn 1 Tendrils: Draw Recall. Play Ruby. Play Petal. Play Delta. Fetch Sea to 19. Play Recall into Demonic, Lotus and Gifts. Play Lotus. EOT: Hermit Fetches Trops to 19 and Worldly Tutors for Druid.
Turn 2 Hermit: Draw Druid. Play Delta and Fetch Sea to 18. Play Druid.
Turn 2 Tendrils: Darkblast Druid on upkeep. From here Druid has not chance to recover.
So Hermit was the top deck in testing, but Drain decks were not packing maindeck Darkblast and Fire/Ice. Those cards make a big difference. Drain Tendrils record of 2-2 was solid. I felt like Root Maze Oath was the really tough matchup. Even Arcane Scrying was a solid matchup if Bob got going early. ====================================================================================================
Tez vs Arcane Scrying
Arcane Scrying wins die roll.
Scrying Keeps: Mox Sapphire Urza's Bauble Demonic Tutor Mana Drain Misdirection Mana Drain Ancestral Recall
Tez Keeps: Sol Ring Merchant Scroll Volcanic Island Underground Sea Thirst For Knowledge Tezzeret The Seeker Time Walk
Turn 1 Scrying: Play and crack Urza's Bauble seeing Sea. Play Sapphire.
Turn 1 Tez: Scrying draws Scrying. Play Sapphire (In Response Scrying plays Recall and draws Emerald, Drain and Ruby) Play Sea. Play Sol Ring. Play Scroll for Recall.
Turn 2 Scrying: Draw Force. Play Ruby. Play Emerald.
Turn 2 Tez: Draw Time Vault. Play Time Vault. Play Volcanic. Play Recall (Scrying MisD's pitching Drain and drawing Walk, Urza and Scrying. Play Walk.
Turn 2.B Tez: Draw Mana Drain. Play Tez (Scrying Forces to 19 pitching Drain.)
Turn 3 Scrying: Draw Colliseum. Play Colliseum. Play Walk. Play Urza's Bauble seeing Thirst.
Turn 3.B Scrying: Draw Scroll on upkeep. Draw Mishra's Bauble. Play Mishra's Bauble seeing Drain. Scroll for Thirst.
Turn 3 Tez: Scrying draws Mishra's on upkeep. Draw Drain. Play Thirst drawing Drain, Bob and Rack & Ruin. Discard Drain and Rack. Play Dark Confidant.
Turn 4 Scrying: Draw Mystical Tutor. Play Fact into MisD, Force, Repeal, Strand and Delta. Keep Strand + Delta. Play Mishra's Bauble seeing Drain. Play Strand.
Turn 4 Tez: Scrying Draws Jet. Reveal Drain. Draw Bob. Play Bob. EOT: Scrying fetches Sea and Mysticals for Yawg.
Turn 5 Scrying: Draw Yawg. Demonic for Lotus. Resolve Yawg through Drain with Drain Go nuts including drawing 10 cards, Mysticalling for Tinker for DSC and Walking.
Sideboarding: Tez: -1 Fire/Ice, -1 Rack and Ruin, -1 Darkblast, +1 Pyroblast, +2 REB. Scrying: -2 Urza's Bauble, -1 Repeal, +3 Engineered Explosives
Tez Mulligans: Tinker Yawgmoth's Will Misdirection Mana Drain Sensei's Divining Top Demonic Tutor Mystical Tutor
Scrying Keeps: Engineered Explosives Force Of Will Force Of Will Island Mystical Tutor Darksteel Colossus Force Of Will
Tez Keeps: Underground Sea Mana Drain Sol Ring Misdirection Chain Of Vapor Inkwell Leviathan
Turn 1 Tez: Play Sea. Play Sol Ring.
Turn 1 Scrying: Draw Misdirection. Play Island.
Turn 2 Tez: Draw Sea. Play Sea. EOT: Scrying Mysticals for Recall.
Turn 2 Scrying: Draw Recall. Play Recall (Tez MisD's pitching Leviathan and Drains, but Scrying Forces to 19 and MisDs pitching 2xForce.) Scrying draws Sea, MisD and Scrying. Play Sea.
Turn 3 Tez: Draw Sapphire. Play Sapphire.
Turn 3 Scrying: Draw Mishra's Bauble. Play and activate Bauble seeing Delta. Play Explosives@2.
Turn 4 Tez: Scrying draws Island on upkeep. Draw + Play Delta.
Turn 4 Scrying: Draw Mana Crypt. Play Island. Play Mana Crypt.
Turn 5 Tez: Draw Bob. Play Bob (Scrying responds with Scrying for 4 to 15 drawing Misrha, Urza, Walk and Thirst.
Turn 5 Scrying: No Crypt damage. Draw Denial. Play Walk. Denial a Bauble and play Misrha's Bauble seeing Force.
Turn 5.B Scrying: Draw 2xDrain and 2xColliseum on upkeep. Crypt damage to 12. Draw Denial. Play Colliseum. Explode Explosives.
Turn 6 Tez: Draw Force. EOT; SCrying Thirsts into Force.
Turn 6 Scrying: No Crypt damage. Draw Explosives. Play Colliseum. Denial explosives.
Turn 7 TEz: Scrying draws Demonic Force and Bauble on upkeep. Draw and play Strand.
Turn 7 Scrying: Crypt damage to 8. Draw Emerlad. Demonic for Tinker for DSC and from here win easily.
Folks are hard on Explosives, but it is good for me. Against these sorts of Tez decks it answers Vault/Key as well as Bob. It also answers Warrens. In non Drain matchups it answers Resistors, Welder, Oath and even Bridge tokens against Dredge. Arcane Scrying went 3-1 which is fairly solid.
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