First, my list4 Dark Confidant
2 Snapcaster Mage
R Ancestral Recall
R Brainstorm
3 Night's Whisper
4 Gitaxian Probe
4 Cabal Therapy
4 Duress
4 Force of Will
3 Mental Misstep
1 Chain of Vapor
R Imperial Seal
R Vampiric Tutor
R Demonic Consultation
R Demonic Tutor
R Necropotence
R Yawgmoth's Will
2 Tendrils of Agony
4 Dark Ritual
R Black Lotus
R Mox Jet
R Mox Sapphire
R Lotus Petal
4 Polluted Delta
2 Marsh Flats
3 Underground Sea
3 Swamp
1 Island
So the genesis of this deck started out silly, but it was kind of kismet since it ended up having so many mini-synergies. In general, I've been determined to play Rituals lately. Since I grabbed a foil set of Night's Whisper, I've also been trying to use them a lot too. I've never been huge on balls to the wall combo, so I like Bob in my Tendrils decks. Night's Whisper over Bob is not my style, but in addition to Bob...it seemed interesting. SNOB Tendrils, Forino Suicide Black, and some other decks have tried a similar configuration. From there, everything fell into place organically. Missteps are the bane of Ritual decks, and my choices boiled down to a) fight fire with fire, or b) run a critical mass of 1 mana spells. I ended up just going with both, to the tune of 3 Misstep and 8 Duress effects. It was initially just x4 Thoughtseize and x4 Duress, but opposing Missteps ruined my day to the point where I started considering Cabal Therapy. Being able to use it twice helps punch stuff through, and since there is already a
nearly unmanageable amount of life loss it was nice to be able to drop Thoughtseize. Once Therapy became a legitimate consideration, I obviously needed some more bodies and some more ways to gather info about their hand. For a while it was 4 Duress/4 Thoughtseize/4 Cabal Therapy. This is actually not that bad. Turn one Duress effect + turn two Bob followed by a stream of hand stripping is really good. Bob just wears them out, of course.
Yet, on the non Ritual opening hands, I was annoyed by Therapy. With 4 Duress/4 Thoughtseize, Therapy was almost never blind outside of the first turn. However, when the ideal first turn play involves clearing the way for Bob, Therapy on turn one was lacking. Also, I still needed to add more creatures for Therapy flashing. Since I had tons of fun with a Snapcaster/Gitaxian Probe build recently (which can be seen
here), it was natural to move Gitaxian Probes into the deck. They solved the first turn Therapy issue, they played nice with the topdeck tutors, they build storm, they turn Snapcaster into a ghetto Thoughtseize, etc. Probes also get your blue count just high enough to be in the range of using FOW, though for a long time I played a version with x4 Misstep and no copies of FOW.
Flow of playUsually games go something like Misstep their opening play (18 life), Probe on your turn (16), pop a fetch (15) and Imperial Seal for something (13), then FOW them (12), and Night's Whisper (10) into Bob, which can then reveal stuff to finish killing yourself.
...Just kidding, but as you can see this is truly a "Suicide" approach to Tendrils. Since you are putting yourself on a clock, this might make you think that the deck should be played similar to Pitch Long or Belcher or something. On the contrary, you are actually a bit more grindy. I think of this deck as a middle-ground between TPS and GWSx. You have a very deliberate early game, and you need to know how to manage your life before punching it into overdrive. In a lot of matchups, you get to that "overdrive" state pretty easily. Probe helps with this a lot, since you can see if their hand is easy enough to power through with your tutors. You know that feeling you get vs. Dredge or Shops (on the play) or whatever where your hand is just barely enough to blindly go off but you know they can't stop you from doing anything on your turn? Sometimes, Probe lets you experience that vs. blue decks too. Your Will becomes lethal really fast, especially if your 6 creatures have gotten some attacks in. Depending on which tutor you use, there are tons of scenarios where you need very little mana to be able to find and play a Will for game. For example, turn 3, Bob swings for a second time putting them around 15 or 16 life, Seal for Will (Storm 1), flash Therapy (2), Probe to draw Will (3), Ritual (4), Will (5), Seal for Tendrils (6), Probe for Tendrils (7) only requires 3 mana to win with. There are tons of configurations of turns like this, and a lot of times you can just strip their hand (or see that the path is clear with Probe), then pop a Ritual and tutor for Lotus and win outright. Mana floating (from Lotus or Ritual or w/e), Demonic for Yawgs, replay mana, Demonic for Tendrils is a common "oops I win" victory that is enabled by Probe. So, even though it isn't an "all in" combo deck, it definitely has a significant amount of fast wins. Most of the time though, your order of operations is Disrupt > Ride Bob > Go Off.
Cards for considerationCabal Ritual: I hate this card so much, but it might be mandatory to get at least one more back in the deck. In the non-FOW version, I waffled a bunch between one and two copies. You get to threshold pretty quickly thanks to Probe, but it's still such a win-more card most of the time.
Grim Tutor: More life loss! When you include Grim Tutor, you can kill yourself by like turn three. It's awesome. That being said, having an overpowering amount of tutors is pretty good sometimes. If you hammer their hand early and just constantly throw tutors to find a game winning Yawgmoth's (which happens faster than most Tendrils decks), you usually win. In the non-FOW version, I was rocking two copies.
Thoughtseize: Mentioned above in a 12 Duress package, but it could also be somewhat interchangeable with Duress in the current build
Hurkyl's Recall: Kinda interchangeable with the Chain of Vapor slot. Having Chain get Misstepped when you are targeting BSC is insanely annoying, but doesn't happen that often with all your discarding. Making extra copies of Chain to bounce your own stuff for Storm building is almost never relevant. Bouncing Snapcaster can be sick from time to time. Hurk's gives you a little more juice against Shops G1 though, eh.
Time Walk: It feels so blasphemous to not be playing it, but since you put both players in topdeck mode so much this often feels like a cantrip. It's a complete blowout when Bob is in play, but since I have Night's Whispers I leaned more towards "one big turn" than incremental advantages.
Mystical Tutor: It's just as good as Vamp and Seal when it comes to putting Will on top to grab with Probe. It also ups the blue count to get FOW into a more reasonable usability. If I had extra space in the FOW build, I'd def run this over Grim Tutor.
Tinker and Timetwister: These suck in this deck. Don't use them.
Moxes: Fitting the last three Moxes might not be too hard, since you could slide down to 13 land pretty comfortably. So that would just leave finding space for two slots. The question is, how much off color mana does this deck really want? Turn one Bob is nice, but you are pretty consistent at opening with a Duress effect. So unless you have a Ritual, a Pearl or whatever doesn't let you open with both Duress and Bob. If you do have a Ritual, then you could already play Duress effect/Bob anyway. I don't think they are necessary in this build, but I did mess around with them at various points during the "I must play Night's Whisper!" testing phase. Off topic, but I swear there has to be a good UB(
x) control deck out there that wants 4 Bob/3 Night's Whisper. Maybe with Snapcaster too...
SideboardAs you may have noticed in the above section, it seems preferable to play the non-FOW version in order to fit a Cabal Ritual or two and some Grim Tutors. Being able to say "no" to something is usually fairly irrelevant for this deck. You just let them play whatever, then untap and kill them. It's nice to Duress someone and leave Tinker in their hand, because you know it won't be relevant for two turns and that you'll already be in a position to start blasting off. But of course, FOW is not here for Blue decks. It's to give you game against Shops. I bring this up in the Sideboard section to draw attention to the fact that you are really, really good against Blue. The sideboard is almost entirely devoted to Shops for this reason. I almost went as far to include x4 ESG or SSG at one point. Dismember is great against Shops (more ways to kill yourself!), and it's a complete blowout if you're ever able to flash it back with Snapcaster. Rebuild often feels like a pipe dream (and it doesn't really benefit you at all), but I still like it as a way around Chalice.
4 Leyline of the Void
1 Yixlid Jailer
2 Surgical Extraction
4 Hurkyl's Recall
1 Rebuild
3 Dismember
There is a lot of room for configuration in this board. The Surgical Extractions could probably come out for more Jailers depending on your desired strength against Dredge. The Extractions can come in against Gush and other stuff and do some big time damage with Snapcaster. Also, considering how often you put them into topdeck mode, it's nice to Extraction after they topdeck a Vampiric or Mystical. They can be useful against other combo decks as well. Sadistic Sacrament is worth considering for the same reason, and it can come in vs. Vault/Key, Oath, etc. I saw one of Forino's builds use Ill-Gotten Gains, which is something worth considering against blue decks with Thoughtseize. Darkblast is good too. You don't really need a Massacre or Virtue's Ruin or anything like that, since you are fast enough to just Dismember Teeg and go off before a hate deck can kill you (you're fairly immune to Null Rod, which helps a lot in this match). At one point I had 3 Null Rods and 4 Negator in the board. With that configuration, I really wanted 2 Emissary as well. Negator is unbelievably good in a lot of matchups, but you need to augment the beatdown with more than just Jailers/Bobs for it to be viable.
Closing thoughtsI am really content with how this deck turned out. I was pretty bugged by the lack of Rituals in Vintage right now, so it feels good to try to do something about it. My Ritual itch has been scratched, and it's nice to have a viable Ritual build to fiddle with and make tweaks over time. I've been playing a huge amount of matches with this during the holidays, and almost everyone who has played against the deck has commented on how much they like it. I think the main thing that other Ritual builds can take away from this list is that you have to construct your deck with the explicit goal of surviving in a Misstep infested metagame. Running Missteps of your own is not enough, nor is having 5ish Duress effects. You also have to focus on what Rituals can do that Gush decks cannot. Since this deck has "one card" combos (running as many tutors as you can fit >>>> win with Yawgmoth's Will since it gets lethal so fast in this build), your advantage over Gush is the speed. If you needed more setup, you're better off just running Gush/Fastbond (and potentially Lotus Cobra). If you wanted an even faster take on this deck, then Ad Nauseum is another good reason to run Rituals. Gush can never run it since it would kill them, so an Ad Nauseum list with -4 FOW, -1 land, -4 Bob, +3 Mox, +4 Pact of Negation, + X seems pretty good too. Rituals may be at an all time low, but they might be able to evolve and survive.
