Originally Posted by
4eak
I ran two more tests of the pure-speed version of the deck. If you are interested in the results, then read on. If you aren't actually interested, and you haven't anything relevant to say to which I haven't responded pages ago, then please don't bother replying and just do your own testing and post your own results.
Additionally, for those who choose to continue reading but refuse to actually test the pure-speed combo because you don't find it worth trying (indicating somehow that you know without real testing that this version is useless), let me pre-emptively explain that you may still find these results significant, even if they aren't perfectly relevant to you. Most versions of the deck are within a handful of cards away from being identical, and the results may still give you a starting place.
For reference:
Lands: 12x
1x Swamp
1x Island
4x Underground Sea
2x Flooded Strand
4x Polluted Delta
Mana Accel: 26
4x Lotus Petal
4x Chrome Mox
4x LED
4x Dark Ritual
4x Cabal Ritual
3x ESG
3x Summoner's Pact
Card Quality: 16
4x Brainstorm
4x Ponder
4x Mystical Tutor
4x Infernal Tutor
Win-Stuff: 6
1x Tendrils of Agony
1x Ill-Gotten Gains
4x Ad Nauseam
Test 1
I've been very interested to know what my average lifeloss was per game. Specifically, I wanted to know what was the average minimum lifeloss with the fastest possible win. Usually I draw to my 5 life limit, check to see if I have the win in hand, and if I don't I'll draw until I have my missing piece(s). But, what if I was really pressed to make sure I played as efficiently as possible, then what was the best I could do without limiting the speed of the deck?
My rules for this test were simple:
-A win is a 9-Storm Tendrils (even if I may only need 8 in some games) or equivalent double Tendrils
-Take the first win that shows in the cards, even if it costs more life.
-Draw the least number of cards necessary for winning.
-Use IGG route when it costs less life and is atleast equally as likely to win as AdN (not that AdN + IGG are mutually exclusive)
After a ton of goldfishing (yeah, I know that isn't the same as testing in a game...but goldfishing is universal, while testing a gauntlet is very metagame specific and it tests opponent skill--I'm limiting variables here), here are the results with my pure-speed list:
-8.65 life spent per average game.
-Averaged 9.7 cards per AnD.
-IGG used in 12% of the games.
All three stats are lower than many protected versions because this is a pure-speed combo. This could easily be 2 more life spent, and 11-12 cards per game in versions running protection.
The surprising aspect of this test would be that while the deck has an average CC cost of 1.15 per card, when I am conserving life, I spend 0.89 life per card. My explanation for why this has occured:
-I used the IGG route many times (often it was the path of least resistance), which usually takes up only 1-2 life.
-I am very careful in the use of Brainstorm and/or Shuffling effects to control my lifetotals (when possible).
-The use of Summoner's Pact + tutoring lowers the CC curve of the deck.
As most already know, but I wish to emphasize, IGG games can be won with almost zero life loss (although, with fetchlands that isn't usually the case), but requires enough setup that it isn't something that this deck can rely upon with any consistency. IGG is merely one more option in this deck. I'd need Burning Wish to say it was a consistent option.
Test 2
I've forgotton one portion of my win percentage testing. My last set of tests analyzed a 7-card hand, mulligan rates to 6-card hands, and the win-percentages at 6 cards. I never go below 6-cards because in almost all cases -1 card = -1 turn for this deck, but mainly that the deck can win with 6 cards in 1st and 2nd turns, it really is very, very unlikely to do so with 5 or less.
My previous test assumed that I was going first, which is only true half the time. Essentially, I needed results for how the deck performed on the draw. In this test I drew a 7-card hand, checked for mulligan, then drew the 8th (as you would in a normal game).
On the Draw results:
T1= 48%
T2= 34%
T3= 6%
T4+Fizzle= 1%
Mulligans= 11%
A few comments:
-Clearly T1 on the draw is much more likely than on the play. The 8th card was very powerful (and practically a timewalk if I am undisrupted).
-The mulligan rate is much lower when I am on the draw. Some hands that should be mulliganed on the play are not mulled on the draw.
-I was very surprised to see so few T3 wins. The deck either did its thing in T1 or T2, or it just didn't.
-Fizzles required drawing 2 AdN + IGG or ToA with almost nothing else. They are extremely rare, but they do happen.
-IT became a stronger card than Mystical on the draw, while Mystical is a stronger card on the play.
Assuming a 50/50 chance of being on the Draw or on the play, when I integrate win percentages of playing 'on the draw' and 'on the play' (yes, in a vacuum of non-interactive combo-heaven goldfishing with the least amount of variables to analyze), my end result win percentages with the deck are:
T1= 32% (32.325%)
T2= 57% (56.96%)
T3= 10% (9.66%)
T4+Fizzle= 1% (1.055%)
In gameplay, AdN is stronger the earlier you use it. You avoid disruption and your less likely to have taken any lifeloss that would inhibit your use of AdN. This deck maximally abuses that fact, and it takes that idea to the Nth degree. I still don't want to lose to a deck I know is packing FoW or drops a T1 sphere, but I race a good deal of it.
Additionally, I've had similar percentage wins running a singleton protection spell and won against otherwise unwinnable circumstances. Wipe Away, and surprisingly PoN (which I don't advocate in other builds) have been very strong tutor targets. I must note that you do take a hit in the above percentages to use a tutored/cantripped protection spell, but it costs very little to the deck when you have merely a singleton. There isn't the same buildup of synergy loss when you run multiple protection spells. Specifically, the loss in win percentages is not linear as you add protection spells--you lose more and more percentage points with each additional non-combo card. The first protection spell added has the least effect on your chances to win early, and it is definitely the strongest addition as you can usually only tutor for one.
I have to admit, I enjoy how non-interactive this deck can be. I race so much hate, and in the first game of a match, I'm playing better-than-ichorid (the 1st game I consider to be its strongest and least interactive). The 2nd/3rd games, of course, are sided properly for hate. It definitely takes some balls to play this against a field with blue and discard (as is usually the case when you play combo against control), but it is quite winnable.
peace,
4eak