This thread is meant to present a deck which hasn't received yet much attention outside of France, however in this country it has top8ed several times in the past few months and won a couple of tournaments, the results being posted first in my hands and then by several other pilots who picked up the deck, which is why I took the time to write this and posted in the open forum (section #8 has results which I believe are suited to call this deck "proven").
While the deck doesn't feature particularly new or unseen before cards or ideas, it pushes pretty far a concept that hasn't been fully explored yet : hybriding oath and storm archetypes.
0. Deck name
1. Decklist
2. Deck inception
3. Deck features
4. Sideboard
5. Matchup analysis
6. Room for improvement and alternate choices
7. Common questions and critics
8. Deck results
0. Deck nameI don't care much about deck names, I called it "grim oath" and "junk oath" in the past, here it's referred to as "oath combo" fairly often, I called the latest version "broken oath" because I once swore that I wouldn't ever play a vintage deck without tinker because it was just so fucking dumb, and well, I did with this deck ^^.
1. Deck listI guess a thread can't really start another way.
4 Oath of Druids
1 Tidespout Tyrant
2 Eternal Witness
1 Tendrils of Agony
1 Timetwister
1 Yawgmoth's Bargain
1 Yawgmoth's Will
1 Necropotence
1 Gifts Ungiven
1 Mind's Desire
1 Demonic Tutor
1 Vampiric Tutor
1 Merchant Scroll
1 Brainstorm
1 Ancestral Recall
1 Time Walk
1 Mystical Tutor
1 Ponder
4 Force of Will
2 Misdirection
2 Duress
1 Rebuild
1 Chain of Vapor
4 Forbidden Orchard
1 Tolarian Academy
4 Polluted Delta
2 Underground Sea
2 Tropical Island
1 Island
1 Volcanic Island
1 Mox Emerald
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mox Jet
1 Lotus Petal
1 Sol Ring
1 Mana Crypt
1 Black Lotus
4 Dark Ritual
// Sideboard
SB: 2 Tormod's Crypt
SB: 2 Ancient Grudge
SB: 3 Pyroclasm
SB: 1 Tinker
SB: 1 [ARB] Sphinx of the Steel Wind
SB: 3 Ravenous Trap
SB: 2 Sadistic Sacrament
SB: 1 Pyroblast
2. Deck inceptionI'm a long-time TPS player, a deck that I love and that brought me a good amount of results (among which a top8 at bazaar of moxen 2). My sideboard strategies to fight with the difficult matchups of the deck has been similar to other's (first with tombstalkers, then tarmo+confidants), but the last times I played a smennen-like TPS list, my sideboard strategy against shops and fish was to transform into oath (with empyrial*2 and gaeas blessing originally). With the advent of confidant-remora tezz over here in europe last year, I realised that boarding the oath plan was more and more relevant in matchups they were not meant to adress originally, and thought that if I was gonna board it 70+ % of the time, I should run it maindeck. From there I started working on a TPS-oath hybrid.
A little bit of initial research provided me with some lists which were either obsolete due to restrictions or didn't make me particularly happy (samples
1 2 3).
My own first build (
list) kept tinker->jar and incorporated oath with tyrant and magister sphinx as creatures (hence the name junk oath, magister sphinx being a junk rare). Sphinx had the advantage of being a 2-turn clock like colossus, pitching to fow, and not trampling over tokens to avoid the opponent activating oath. While I had some good results with the list, I wasn't yet completely happy with the synergies between the two strategies. I wanted the oath plan to fit in the storm plan better, to depend less on drawing my beasts, and to avoid bad cards such as krosan reclamation or lat nam's legacy.
The recent explosion in the european meta of qasali pridemage decks made the sphinx obsolete, and tyrant just by himself often felt underwhelming. This is how I arrived to the tinkerless tyran-witness version presented here.
3. Deck featuresTo get to the above list I tried to adress some of the weaknesses of the decks I wanted to hybrid :
A. Generally speaking, why does TPS lose games ?a. Because many cards make the storm plan unavailable or very difficult (spheres, cannonists, chalice, null rod). TPS is made to adress one of those threats landing the board, but if a second hits, or if a counter hits the countermeasure, you're pretty much out (the latter is particularly relevant in the fish-infested meta with have over-here).
b. (a year ago) Because of mystic remora. Control was 2 years ago a good matchup for TPS. Then came mystic remora, and suddenly control became another difficult matchup, making the whole field really hostile to the deck. This is less important today because remora (at least over here) has become much less played in a metagame full of creatures.
.c Because of a too low threat density. With spell pierce joining fish and control's usual annoyances package, resolving a bomb (which is normally all what tps needs) has become much more difficult then it used to, the increase in the amount of counters in opposing decks making draw7s more unreliable as well. Therefore, getting to the critical turn with at the very least one and preferably two disruption elements in hand has become much more of a necessity, the problem being that nowadays even control has a clock able to match the time necessary to achieve that.
B. Generally speaking, why does (traditional) oath lose games ?a. Because it relies on oath too much. Cards like chalice, meddling mage, and now qasali pridemage (and trygon to a lesser extent) punish strongly a deck relying only on oath to win. Iona versions are the evolution of control-oath to adress this issue (actually another hybrid), by incorporating the tezz plan in addition to the oath one.
b. Because of a too slow clock. Killing 3 turns after playing oath is too slow. Killing 2 turns after playing oath will sometimes prove too slow. This is particularly relevant in the control matchup. If it takes a couple of turns to find the oath of the orchard, then another couple to kill, chances are your opponent kill have infinite turn'ed you before. This is even more important in this matchup because due to the number of slots you need for the "kill" (6-8 depending on the version), a control deck built with less slots to kill has a better draw engine and more counter backup than you do.
c. Because of an oath target being removal-sensitive. Swords, ET, CoV, duplicant, depending on the oath version you're playing, can ruin the day if they shot the only target you had remaining.
d. Because of so many insanely awful topdecks. Drawing one of your targets is not only bad because it isn't in your library anymore, but also because you just lost that draw. In a vintage game that can easily be all what's needed to make a difference. The third target (often krosan reclamation or gaea's blessing) will also be an awful card to have in hand in 90% of cases.
The list above, by incorporating tidespout tyrant and eternal witness as oath targets, tries to maintain as many advantages as possible of both the original strategies :
- The power of the bombs, flexibility and explosiveness in TPS.
- The ability of oath to win by playing a single undercosted card.
and, in the meantime, adress the issues listed previously :
A.a. Hate cards that are a problem for TPS are virtually ineffective against oath. One strategy relies on playing plenty of spells, the other on resolving a single 2-mana enchantment.
A.b. While remora isn't much present anymore as it used to, oath just needs you to play a single spell to win. Also nowadays, most control decks are playing at least a few creatures, which definitely helps the matchup.
A.c. While the deck has lost tinker and jar compared with original TPS, it has won 4 oaths as additional bombs in its package, giving it an overall higher threat density, even moreso in matchups without mana denial in which witnesses can be reliably harcastable.
B.a. The storm plan in the deck remains very solid. This is not primarily an oath deck. It isn't primarily a TPS deck either, while it definitely is a storm deck. I've made statistics out of the hundreds of games I played with the deck, and "only" approximately 60% of victories
relied on oath to win. You'll just as often as in TPS be able to tutor for a turn 2 necropotence and win from there.
B.b. There are plenty of ways the deck will win on "first" activation (see further down). The kill rate at the second activation is extremely high.
B.c. Witnesses are virtually immune to removal (in that they provide their benefit on the CIP). Getting a tyrant bounced can be handled (if necessary) by witnessing brainstorm. Getting a tyrant plowsharised sucks, although most of the times against decks that play swords oathing double witness takes care of the game.
B.d. The single bad topdeck is tidespout tyrant. The witnesses are completely hardcastable, and are even pretty good against anything that doesn't do too much mana denial (control primarily), mana denial strategies being the ones against which oath shines. Even having tyrant in hand, if you need it to bounce some annoyance, witnessing brainstorm will allow that. No krosan ! The risk to get killed by an innoportune spell snare on krosan disappears, and a very bad topdeck with it. With 2 witnesses and all the tutors in the deck, you will have access to your whole deck, without the need to put your balls on the table.
So what exactly happens when you oath with this deck ?
The main idea is to either witness a Ywill, or witness a time walk until you have both tyrant and witness in play, point from which if you have mox/spell you can bounce/play witness for a hand-built infinite ywill. There are many variants that can lead you to win like this on first activation, just to list a couple :
oath->witness->walk->oath->win
Or without walk in the first graveyard drop :
oath->witness->mystical->walk->oath
oath->witness->vampiric->walk->oath
oath->witness->demonic->walk->oath
From there, if you oath the 2d witness, in 99% of cases you'll have enough in the yard to kill (directly or from tutoring ywill to kill). If you oath the tyrant in 2d position, there are many tyrant+witness shenanigans, again just to list the main ones :
Tyrant + Witness + 5 manas + walk = infinite turn (who needs time vault anyway ?

).
Tyrant + Witness + mox emerald or black lotus + 1 extra artifact mana = get all cards from your yard in hand (multiple times if need be).
There are very few realistic board situations which you can't get out of to win with these two cards in play.
Oathing the tyrant first is where you have the least chances to kill on first activation, because you have only your hand and board to play with, although anyone who played tyrant oath in the gush era knows there's plenty you can do with just that. With a tyrant in play, even if you don't win right away, you should have enough to buy time until your second activation and win from there.
The deck is extremely fun to play, although also quite demanding, due to the many available lines of play and choices.
Its main weaknesses compared to the original decks it is hybrided from are I think twofold :
- The mana base is less strong than in TPS. The need for colored mana and orchards makes you more sensitive to wasteland. To mitigate this, the deck plays 15 lands (compared to the 12-13 of original TPS), and the oath plan, if more mana demanding here than in a dragon oath, is still much less hungry than a regular TPS build. Magus of he moon still spells game (though nobody plays it these days).
- You need to play spells after resolving oath. Comparing it to dragon oath, with the latter once you activate, all you have to do is tap your dragons and keep your butt cheeks tight hoping your clock will be enough. Here, you will need to play spells after activating, meaning that if you slipped your oath through a counter wall "by chance" (n the first turn, or because of an opponent tapping out too hastily), you will hit the counter wall once you activate. This can hinder seriously your clock, and while you still have 2 other activations left and inherent card advantage coming with them, sometimes yes, you may lose you a game you'd have won with dragons.
I think it's important to understand that unlike most oath decks which use oath to dump a fatty, this deck most of the time uses oath as a tutor + graveyard filler, which fits in really well in the storm strategy. Oath->witness is essentially a tutor on the first X cards of your library, putting the others in your yard.
4. SideboardThe maindeck here is geared towards the control matchup. The metagame being full of fish these days over here, the red splash for pyroclasm comes in handily, and also provides ancient grudge which is nice with oath. Tinker and sphinx can be boarded in from the sideboard to mitigate opposing graveyard hate and have a third game plan versus creatures. In a meta with less creatures, or with mostly bant as creatures it is possible not to splash R, run nature's claim, perish, and get another basic maindeck.
The deck sporting dark ritual, we have easy access to sadistic sacrament as a "kill" against control and oath.
Note that in the past I used to run an extra land in the sideboard and one less maindeck. I have chosen now to run the land maindeck, and take it out in matchups that do not do mana denial. In the case of this list, the island would typically get out of the deck post side in control or combo matchups.
5. Matchup analysisWhile I have detailed stats and sideboard plans, I won't make this post 200 pages and will just post here a few comments:
- Tezz : control, as for TPS, is always a tense and difficult matchup in which victory can shift sides pretty quickly depending on your choices. Witness really shines here when comparing to "regular" oath as a card that would normally have been bad and suddenly becomes pretty good. The threat density is your bigger strength here, knowing when to throw each is key. Desire is as awesome as always in the matchup.
- Oath : (assuming control-iona-vault version). This can be very dumb as most oath mirrors are (looks who's got the most orchards). Or it can look like a tezz vs storm matchup. Post side, both players take out 3 oaths and it looks even more like a tezz vs storm matchup, only this time you also have the 2 sacraments as extra kills and game plans.
- Fish : (assuming selkie-qasali-denial bant). Oath makes us much stronger against the general denial approach, however this is far from an easy matchup, mostly due to qasali pridemage. Even trygon can be a hassle paired with stifle. Post side, bring in 3 pyroclasm, pyroblast and tinker, and life suddenly has become much easier.
- MUD : I tested originally a list with only 2 witnesses as targets. MUD makes the tyrant necessary, although in tests it has proven usefull and necessary in many other situations as well. The oath strategy has the inherent advantage here, being cheap and the opponenet relying on creatures to win. You even have the flexibility of a maindeck rebuild to reach critical turn TPS-style.
- Ichorid : you have a slightly better G1 against ichorid than most of the metagame, due to being able to race it. The fact that you can win on first oath activation, and the access to timetwister as a reset button, are our best chances here. Still in the 30-70 though, nothing magical. Post side, I have found that 5 hate cards were generally enough. The 2/1 beatdown route for him is generally too slow, so the game plan here is basically have 1 hate card resolve, then race. Witness -> hate has proved relevant multiple times.
- TPS/ANT : luckily the meta is not very nice with TPS these days, because this can be a pretty difficult matchup. The oath plan will often be too slow, and our disruption package is a bit light in these matchups (particularly vs ANT).
6. Room for improvement and alternate choicesSuggestions that have been made and should at least be worth testing :
- Depending on the meta, desire, which is mostly there for the control matchup, may not have its place maindeck. It probably would in the US, however the european meta is infested with tezzeret destruction decks, and control tends to be much less represented, at least in top8s. Getting desire out would probably mean taking out rebuild too, since we have tyrant as a bounce engine and rebuild probably doesn't carry its weight anymore without its storm enabler role. The best candidate for these slots is not completely clear though, I would probably test impulse first, then maybe extra disruption slots (spell pierce ?). Note though those cards must be U to be able to rely on force and misdirection.
- As noted above, not splashing R and keeping a pure BUG version with 1 more trop or 1 more basic is definitely an option.
- Some consider bargain too expansive without the cabal rituals, and have replaced it with grim tutor. I personally wouldn't go without it.
- There could be alternatives to the chosen disruption package 4 force 2 misdi 2 duress 2 bounce. Spell pierce is probably worth testing, but again any blue card out should be replaced by another blue card.
- Someone suggested playing with just 1 witness. I find more comfortable playing with 2, and running only 1 would seem like unnecessary risk to me, considering the hardcastability and relevant ability of witness.
7. Common questions and criticsAfter about 12 pages of discussions in the french forums, here are the most common / relevant comments received.
- Your deck looks like a bad TPS and a bad oath.Well that's not exactly the critic I get, it is more along the lines of "the storm plan seems to be too much disturbed with all the oath jank in the middle and doesn't seem like a really solid alternative to the oath route".
I generally answer by suggesting to look at what's in and out compared with TPS (using a regular smenenen list).
Out :
- tinker, jar, colossus, 2 duress, imperial seal, grim tutor, 2 cabal ritual, mana vault
In :
- 4 oaths, 2 witnesses, 1 tyrant, 1 misdi, 2 lands
The main TPS engines (ywill, necro, bargain) are all still there as well as the 3 main enablers (gifts, twister, desire) and the 2 multifunction enablers (rebuild and chain of vapor). You only lose jar as an engine. Imperial seal and grim tutor are essentially tutors that let you play the card you tutored for the next turn, which is very similar to what oath does in this deck.
Drawing jar, colossus or tinker while comboing isn't much better than drawing an oath (yeah tinker->lotus can be relevant sometimes, but I wouldn't consider it a consistant storm enabler). Witnesses are pretty decent setup cards before comboing, immune to spell pierce, and good chump blockers.
Mana vault was deemed too unreliable in a null-rod infested environement.
Finally the real things that you lose are the 2 cabal rituals and 2 duress (1 of which is replaced by a misdi for upping the U count). Sure these can be very relevant while comboing, however they are definitely not necessary pieces, and what the oath plans offers seems to me definitely worth the loss.
The situation where their loss is the most relevant is when resolving an early necropotence. With TPS you can often be very aggressive with necropotence, setting up an instant win next turn. Here in most cases you have to play necropotence more conservatively. But if you look at things objectively, necropotence doesn't have to win you the game next turn. It has to win you the game. It does so very well in this deck too, even if it sometimes takes a couple more turns than in traditional TPS.
- I tested your deck, oathed a witness as the 3rd card and had to regrowth a land, it sucks.Most of the time, you'll have something broken to get back with witness, or a tutor to get that broken stuff. Most of the time it will win you the game.
Sometimes, you'll flip the witness very early. Well, regrowthing a force or a brainstorm isn't too shabby waiting for the next activation. If your graveyard is completely empty, it generally means you're very early in the game and went orchard-oath turn 1 or something. If that's the case, well maybe you'll still win after the 2d or 3rd activation.
Otherwise, yeah shit happens. That's the moments where you think about those dragons. But then you also think about those dragons, about all the times you drew them, when you hardcast a witness returning that ancestral to your hand.
When you actually lose a game to a poor oath->witness, think big picture and how many games they turned out better than their conterparts. I personnaly think the benefits outweight the cost. You don't have to

.
- I find it bothering not to know which creature is going to be flipped first.Yep, there's some randomness in that, that's true. You'll often find yourself hoping for witness and flipping tyrant, or the other way around. The games when you lose the next turn because you flipped the bad one, you'll curse me. But I think the flexibility of having both makes it a necessary evil.
- Your manabase seem shaky.Well it isn't that bad, really. Oath being only 1G makes things possible with a manabase far less appealing than TPS's. The deck has posted many results in the french meta, which currently is over-filled with null rod and wasteland decks. As I said one extra land that used to be in the SB is here maindecked and SB-out-able.
- Aren't you sensitive to graveyard hate ?Yes and no. Maindeck definitely, even if tyrant does wonders (witness + tyrant still works after a tormod effect

). But few people maindeck GY hate. Often you'll sideboard out one of the witnesses to bring in the tinker plan to mitigate the graveyard hate your opponents might bring in. You'll have strong GY-independant storm+oath+tinker plans while your opponent might draw irrelevant GY-hate cards.
8. Deck resultsThe top8s I'm aware of in the last months (all in France, in the hands of 4 different pilots) :
1st out of 58 players in Bourgoin Jallieu
1st out of 31 players in Paris
2d out of 18 players in Bourgoin Jallieu
3rd out of 34 players in Annecy
4rd out of 34 players in Annecy
6th out of 32 in Bourgoin Jallieu (invite-only 2009 french championship finals tournament)
8th out 24 in Bourgoin Jallieu
Thanks for reading, shoot

.