Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
loop
Well, that is a good argument for keeping IGG in (as I was saying, bringing it in does hurt double business hands), and seems like a reasonable analysis.
I can agree with that and this is a good rebuttal to my proposition of bringing IGG in.
However I still don't see how bringing Tendrils in speeds you up significantly, that was my issue with your original argument.
Since this whole discussion originated from an argument over the Burn match up and the usefulness of maindeck EtW in it, it then seems reasonable to suggest simply cutting EtW post-board without bringing any other high-CC, thus making AdN better in a match-up where your life-total can be sensitive?
By bringing in Tendrils of Agony, IGG, Past in Flames and Diminishing Returns have more Tutors to work with. If you are choked on mana, you don't need to Infernal Tutor for Burning Wish to Tendrils. With regards to the Burn match up, I don't like to rely on Ad Nauseam as my main plan, so I won't sideboard to make it better. I do think it will work in the first few turns, but I don't think side boarding out a major storm engine will help the match up because you won't be casting the Ad Nauseam past turn 3 without threat of dying. Therefore, I'd rather strengthen all of my other storm engines without changing Ad Nauseam's power too much (this is also why I don't think SBing in IGG and Tendrils makes sense).
With 8 Tutors in the main and Tendrils of Agony in the main, you have a higher chance of killing someone after a storm engine than you would if you had 7 tutors and IGG in the main. For starters, all of your Infernal Tutors are live because they all lead into Tendrils of Agony. Also, you may actually just have the Tendrils in your hand. Of courses DR might remove Tendrils of Agony, but you still have access to Burning Wish Grape Shot, so I'm willing to take the risk.
ETW is great in the main, don't get me wrong. But there can't be a bigger feeling of disappointment after you've refilled your opponent's hand with burns from DR (or IGG) and ONLY be able to drop an army of Goblins in play; only to get burned out with your army idly watching.
Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
jin
ETW is great in the main, don't get me wrong. But there can't be a bigger feeling of disappointment after you've refilled your opponent's hand with burns from DR (or IGG) and ONLY be able to drop an army of Goblins in play; only to get burned out with your army idly watching.
Please what? Why should you plan to DR into EtW ever, hence doing that turn 2+ to "refill" your opponents hand in that matchup?
If you DR into a non-lethal Tendrils but give the burn.dec player a fresh grip you basically negate your own play and wields no significant advantage over the EtW.
Arguing about the value of EtW or Ad Nauseam is nonsense. 10+ goblins T1/2 are often enough, Ad Nauseam T1/2 is too. If you can't pull that off, you can still tutor-chain or IGG-loop. I'm not willing to board out biz like EtW or Silence for CoV to battle the optional Pyrostatic Piller and just get screwed if the Burn-Player runs MBT instead.
We can calculate several scenarios FOR Tendrils or IGG maindeck but those all boil down to fail on your plan a AND b. I doubt it's smart to dilute option a & b to strenghen plan c. You can always wish for a mid-size Tendrils if you can't pull off EtW or AN in a mentionable timeframe and loop it later with PIF/IGG or just grapeshot away the rest with a Tutor chain.
Re: [Deck] T.E.S. - The EPIC Storm
This deck is about a half turn faster than ant? that is true correct? also assuming i am not breaking the rule by asking the following, which deck can fight through hate better of the two i have named.
Re: [Deck] T.E.S. - The EPIC Storm
Depends completely on what you mean by hate.
Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
Lemnear
Please what? Why should you plan to DR into EtW ever, hence doing that turn 2+ to "refill" your opponents hand in that matchup?
If you DR into a non-lethal Tendrils but give the burn.dec player a fresh grip you basically negate your own play and wields no significant advantage over the EtW.
Arguing about the value of EtW or Ad Nauseam is nonsense. 10+ goblins T1/2 are often enough, Ad Nauseam T1/2 is too. If you can't pull that off, you can still tutor-chain or IGG-loop. I'm not willing to board out biz like EtW or Silence for CoV to battle the optional Pyrostatic Piller and just get screwed if the Burn-Player runs MBT instead.
We can calculate several scenarios FOR Tendrils or IGG maindeck but those all boil down to fail on your plan a AND b. I doubt it's smart to dilute option a & b to strenghen plan c. You can always wish for a mid-size Tendrils if you can't pull off EtW or AN in a mentionable timeframe and loop it later with PIF/IGG or just grapeshot away the rest with a Tutor chain.
I think you are misunderstanding me. I never plan to DR into ETW, but Infernal Tutor with ETW main sometimes leave you with no other options (ie, when you have only 6 mana). This is an argument for siding in Tendrils in the Burn match up.
If I DR into a non-lethal Tendrils? I never do that. I don't know where this came from.
Again, I think you don't understand my plan versus Burns. I don't think I'm diluting the deck one bit by siding in Tendrils of Agony. Everyone seems to only focus on turn 1 and 2 of this match up. What is your plan after that? Lose? I plan to side in Tendrils so that I can make setting up DR and PIF faster without hindering IGG. I think that makes my turn 3 and 4 a lot stronger. TES isn't great at Tutor chains because we don't generate massive amounts of mana like ANT does. That wouldn't be my plan A, but I've seen some players pull it off. You can keep in Silence for the well prepared Burn decks and take their Lightning Bolts to your face. It's all very dependant on how they side. If I know they play MBT, obviously I'd keep some number of Silences in. I just don't think 7 protection spells is necessary against 4 MBT.
Sometimes, you just get the cantrip hands, and I refuse to mulligan into oblivion, when I can simply board in Tendrils and avoid rushing my turn 1 and turn 2. I wouldn't call that diluting my deck nor weakening my plan A and plan B one bit.
Quote:
Originally Posted by
noahgs
This deck is about a half turn faster than ant? that is true correct? also assuming i am not breaking the rule by asking the following, which deck can fight through hate better of the two i have named.
Compared with 16 Cantrip ANT? I would say TES is a full turn faster now.
Re: [Deck] T.E.S. - The EPIC Storm
I think I should not adress the boarding of Tendrils in the same post as boarding chain of Vapor vs. burn causing confusion.
Jin, I know what you are aiming for but I faced enough situations where I was able to wish for a card post DR but not Infernal into anything useful because I did not draw the often required LED in addition. The outs to hit a red mana source for Wish are also higher than digging for LED's (in addition to the remove 10 from DR possibly ripping One or more LED's). Siding Tendrils for EtW strips you from the otherwise lethal Wish -> Tendrils. Having an Infernal in the SB may still require the LED here. In scenarios of 2 LED's and Infernal we already noticed that the difference are "just" 2 mana but I doubt the improved manaefficency here can outweight the cases in which you are not able to reach the Tendrils because you a) can't wish for it anymore and b) can't turn on the Infernal in your Hand.
For the CoV vs. Silence topic I can only hint towards the cardtype-quantity in Burn.dec. Except Lightning Bolt (and optional Fireblast) near everything is at Sorcery-Speed. Silence preventing creatures, Pillar or double Lava Spike is nothing to sneeze at while you are holding hands which may require 1-2 turns of sculpting. Negating a turn 2 or 3 of a burn.dec can be a gamebreaker.
Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
jin
Again, I think you don't understand my plan versus Burns. I don't think I'm diluting the deck one bit by siding in Tendrils of Agony. Everyone seems to only focus on turn 1 and 2 of this match up. What is your plan after that? Lose? I plan to side in Tendrils so that I can make setting up DR and PIF faster without hindering IGG. I think that makes my turn 3 and 4 a lot stronger. TES isn't great at Tutor chains because we don't generate massive amounts of mana like ANT does. That wouldn't be my plan A, but I've seen some players pull it off...
Sometimes, you just get the cantrip hands, and I refuse to mulligan into oblivion, when I can simply board in Tendrils and avoid rushing my turn 1 and turn 2. I wouldn't call that diluting my deck nor weakening my plan A and plan B one bit.
Why is there a focus on turn 1 or 2? Because you're pretty much guaranteed to get a turn 1 and 2 versus burn. Sometimes on turn 3, and mostly on turn 4, you'll get burnt out if you haven't won the game. Even more so on the play, because you might only get 2 turns before burn is threatening lethal on their turn 3. A strategy based on setting up to win around the same turns the opponent is threatening to burn you out seems questionable, because they might just get there first.
Maximising your chance of winning on turn 1 or 2, and expecting to lose most games if the game goes to turn 4, is a perfectly fine strategy if it maximises your chance of winning the game overall.
Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
sconnell
Why is there a focus on turn 1 or 2? Because you're pretty much guaranteed to get a turn 1 and 2 versus burn. Sometimes on turn 3, and mostly on turn 4, you'll get burnt out if you haven't won the game. Even more so on the play, because you might only get 2 turns before burn is threatening lethal on their turn 3. A strategy based on setting up to win around the same turns the opponent is threatening to burn you out seems questionable, because they might just get there first.
Maximising your chance of winning on turn 1 or 2, and expecting to lose most games if the game goes to turn 4, is a perfectly fine strategy if it maximises your chance of winning the game overall.
Great, thanks for elucidating the central concept behind this deck.
Now that we've discussed the (trivially easy) burn matchup for 2 weeks, can we move onto a different topic? Like for instance, how about that <other matchup>?
Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
Lemnear
Jin, I know what you are aiming for but I faced enough situations where I was able to wish for a card post DR but not Infernal into anything useful because I did not draw the often required LED in addition. The outs to hit a red mana source for Wish are also higher than digging for LED's (in addition to the remove 10 from DR possibly ripping One or more LED's). Siding Tendrils for EtW strips you from the otherwise lethal Wish -> Tendrils. Having an Infernal in the SB may still require the LED here. In scenarios of 2 LED's and Infernal we already noticed that the difference are "just" 2 mana but I doubt the improved manaefficency here can outweight the cases in which you are not able to reach the Tendrils because you a) can't wish for it anymore and b) can't turn on the Infernal in your Hand.
This is a good point, but this is also the reason why I play DR as late as possible so I do not draw the lands that will lock me out of IT. My main plan in this Burn match up will always begin with Ad Nauseam and ETW first 2 turns, and quickly turns into IGG, PIF, and then DR, so I have not had much trouble even without LED, although the cantrips in the middle often find it for me. Another thing to note is that, given the chance, I often choose not to break LED to cast DR because of the problem you stated.
By not siding in Tendrils or IGG, I find that my only real plan after turn 3 is DR, which is much worse when you are forced to cast it early without many permanents in play.
Quote:
Originally Posted by
Lemnear
For the CoV vs. Silence topic I can only hint towards the cardtype-quantity in Burn.dec. Except Lightning Bolt (and optional Fireblast) near everything is at Sorcery-Speed. Silence preventing creatures, Pillar or double Lava Spike is nothing to sneeze at while you are holding hands which may require 1-2 turns of sculpting. Negating a turn 2 or 3 of a burn.dec can be a gamebreaker.
Price of Progress comes to mind. All of these are heavy hitters.
Quote:
Originally Posted by
sconnell
Why is there a focus on turn 1 or 2? Because you're pretty much guaranteed to get a turn 1 and 2 versus burn. Sometimes on turn 3, and mostly on turn 4, you'll get burnt out if you haven't won the game. Even more so on the play, because you might only get 2 turns before burn is threatening lethal on their turn 3. A strategy based on setting up to win around the same turns the opponent is threatening to burn you out seems questionable, because they might just get there first.
Maximising your chance of winning on turn 1 or 2, and expecting to lose most games if the game goes to turn 4, is a perfectly fine strategy if it maximises your chance of winning the game overall.
Please try drawing some hands and see how often you get turn 1 or 2 kills. Make sure you subtract -6 to -9 life from your life total before you Ad Nauseam. You'll find that you won't get that many first or second turn hands.
I am not diluting the deck by boarding in Tendrils for ETW. You still have the same CMC for your Ad Nauseam, and you can still Wish for ETW. Again, I refuse to mulligan cantrip-heavy hands. The trade off is better opening hands and lowering the risk of mulligan to oblivion. I'll take that.
Quote:
Originally Posted by
phazonmuant
Great, thanks for elucidating the central concept behind this deck.
Now that we've discussed the (trivially easy) burn matchup for 2 weeks, can we move onto a different topic? Like for instance, how about that <other matchup>?
Please make a suggestion.
EDIT: I have a suggestion. I really enjoyed the analysis someone did on Diminish Returns and its win percentages. It was really helpful to teach players how to set up Diminishing Returns. Well, at least for me, it was very insightful and really helped me to cast "better" Diminishing Returns. Maybe we can work together to figure out how to set up all of the other storm engines so that we are in better position to win after each storm engine.
My math is terribad, so I won't be able to give you guys numbers, but for example the very obvious thing is if you are setting up IGG, you'll need Infernal Tutor in the graveyard. Other factors include how Ad Nauseam and Diminishing Returns are both better if you haven't dropped a land yet and how you should sculpt your hand when going for PIF instead of IGG, you should look for rituals instead of LED's. There are a lot of great tips I'm sure many veterans can share.
Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
jin
This is a good point, but this is also the reason why I play DR as late as possible so I do not draw the lands that will lock me out of IT. My main plan in this Burn match up will always begin with Ad Nauseam and ETW first 2 turns, and quickly turns into IGG, PIF, and then DR, so I have not had much trouble even without LED, although the cantrips in the middle often find it for me. Another thing to note is that, given the chance, I often choose not to break LED to cast DR because of the problem you stated.
By not siding in Tendrils or IGG, I find that my only real plan after turn 3 is DR, which is much worse when you are forced to cast it early without many permanents in play.
Price of Progress comes to mind. All of these are heavy hitters.
Please try drawing some hands and see how often you get turn 1 or 2 kills. Make sure you subtract -6 to -9 life from your life total before you Ad Nauseam. You'll find that you won't get that many first or second turn hands.
I am not diluting the deck by boarding in Tendrils for ETW. You still have the same CMC for your Ad Nauseam, and you can still Wish for ETW. Again, I refuse to mulligan cantrip-heavy hands. The trade off is better opening hands and lowering the risk of mulligan to oblivion. I'll take that.
Please make a suggestion.
EDIT: I have a suggestion. I really enjoyed the analysis someone did on Diminish Returns and its win percentages. It was really helpful to teach players how to set up Diminishing Returns. Well, at least for me, it was very insightful and really helped me to cast "better" Diminishing Returns. Maybe we can work together to figure out how to set up all of the other storm engines so that we are in better position to win after each storm engine.
My math is terribad, so I won't be able to give you guys numbers, but for example the very obvious thing is if you are setting up IGG, you'll need Infernal Tutor in the graveyard. Other factors include how Ad Nauseam and Diminishing Returns are both better if you haven't dropped a land yet and how you should sculpt your hand when going for PIF instead of IGG, you should look for rituals instead of LED's. There are a lot of great tips I'm sure many veterans can share.
If any in here looses more often than not vs Burn Decks playing TES deck, this means one of these 2 things:
- You need more testing
- TES is not a deck for you.
Personally for me, Burns Decks are the easiests match ups a TES Deck can face.
Simple
Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
Pelikanudo
If any in here looses more often than not vs Burn Decks playing TES deck, this means one of these 2 things:
- You need more testing
- TES is not a deck for you.
Personally for me, Burns Decks are the easiests match ups a TES Deck can face.
Simple
I have to agree with Pelikanudo, Burn is an extremely easy match up for TES. With my testing on Mtgo, I found the match up to be about 70/30. They are either trying to burn you out within three to four turns and not disrupting you, allowing you to mold the right hand for the right engine. Or they are attempting to play their disruption spells slowing down their clock and buying you time for an engine. Realistically, they only have Pyrostatic Pillar that stone cold stops you if you don't have CoV or Decay after it's been played. Personally, during a blind game two, I take out 2 Silences for 2 CoV and if I see Pillars I'll bring in more Decays for Silences. If you don't see Pillar and you won G2 but lost G1, I would still leave it with a -2 Silence +2 CoV as they may still have Mindbreak Trap. A mix of discard, silence, and CoV buys you enough time to stop whatever they are doing for you to roll right through them. Honestly, this is a really easy match up and with a little practice it can be perfected.:cool:
Has anyone faced the new Mono Blue Omniscience deck? If so, how do we feel about it?
Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
Darkness
Has anyone faced the new Mono Blue Omniscience deck? If so, how do we feel about it?
I did and won ... suprisingly close because the redundant pieces of that deck work well into each other. I suggest the usual S&T boarding plan. For Details please dip your nose into Heart of the Storm Vol.4 right in my signature
Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
jin
EDIT: I have a suggestion. I really enjoyed the analysis someone did on Diminish Returns and its win percentages. It was really helpful to teach players how to set up Diminishing Returns. Well, at least for me, it was very insightful and really helped me to cast "better" Diminishing Returns. Maybe we can work together to figure out how to set up all of the other storm engines so that we are in better position to win after each storm engine.
My math is terribad, so I won't be able to give you guys numbers, but for example the very obvious thing is if you are setting up IGG, you'll need Infernal Tutor in the graveyard. Other factors include how Ad Nauseam and Diminishing Returns are both better if you haven't dropped a land yet and how you should sculpt your hand when going for PIF instead of IGG, you should look for rituals instead of LED's. There are a lot of great tips I'm sure many veterans can share.
Good suggestion. Those things are harder to calculate than DimRet, but I'll start thinking about how to make useful knowledge about that. I have some data and graphs about how many cards you're likely to draw off of Ad Nauseam at various life totals in the spreadsheet linked in my signature.
Quote:
Originally Posted by Darkness
Has anyone faced the new Mono Blue Omniscience deck? If so, how do we feel about it?
I haven't specifically played against the Mono-U Omniscience, but I have played the deck and played TES against other Omniscience builds. I suspect that the Mono-U matchup is 50%ish. If they're playing the set of Pacts instead of the Flusterstorms that I've advocated in that thread, I think the matchup might even be as high as 55%. Their fundamental turn is 3, maybe 4ish if you disrupt them. They're going to bring in Leyline, but it's honestly not that stellar against us - probably still better than Pact of Negation.
So tips for the matchup - bring in Swarm, draw Swarm, play Swarm. Draw Silence, play Silence. Be the aggressor. Don't be afraid to go for t1 goblins, chances are they can't punish you. They don't even always have Echoing Truth in the 75. Board in a miser's Chain of Vapor to Ad Nauseam for, but otherwise plan to win with Empty and Silence-walk, and hopefully they don't have enough mana or time to Cunning Wish for Echoing Truth.
I wouldn't mind playing against it (at least it's not Hoogland loam! Or Miracles!), but it's not trivial like Junk.
Re: [Deck] T.E.S. - The EPIC Storm
Won a local Legacy tournament with the standard list (with 2 Duress 1 Cabal Therapy.) I didn't take detailed notes, so here are some of the more interesting moments from memory (my recollection might not be 100%):
I went 4-1 in the rounds. My wins were from bug, stoneblade, goblins and a counterbalance/enchantment brew. My loss was to Death and Taxes.
Death and Taxes is a fairly painful matchup if the games go for more then a few turns, which is what happened, and I lost 0-2. Game 1 I mulled to 5 and my opponent was able to set up a mom protected Thalia before I could do anything. Game 2 I kept a hand with no hatebear removal, but a collection of mana, brainstorm and a probe. I brainstormed into IT, but I didn't have the right mana to go hellbent, and my opponent got the chance to assemble hate.
Goblins can also be a difficult matchup if you don't have a fast hand. They can present a pretty fast clock if they have Lackey/Piledriver, and the mana disruption pressure can slow you down quite a bit. My opponent was playing maindeck Thalia, which makes things much harder. I won the roll. Game 1, turn 1 I think I played a cantrip, and turn 2 cantrip leaving up a gold land. I silenced him in his turn 2 upkeep so he couldn't cast Thalia, and won on my turn with Tendrils. Game, he opened with Chalice for 0. I had kept a ritual-based hand with no artifact mana, and a chain of vapour. He had a port to slow my mana, but not much pressure. On the end of his fourth turn, I chained the Chalice. On my upkeep, he tapped an underground sea and I responded with ritual, tap my other two lands, natural Ad Nauseum which drew me enough cards to kill with Tendrils.
Against Stoneblade, basically I had one more disruption than he had answers both games. Against bug, I got crushed by hymn, hymn into Jace TMS shortly thereafter one game, but I was able to get the other two.
The counterbalance/enchantment deck was an interesting matchup. Game 1 I believe I duressed him taking Fow and seeing Detention Sphere and some other stuff, and killed him after Ad Nauseum. I boarded something like +3 abrupt, +2 chain, +1 Therapy, -4 Silence, -1 Ponder, -1 Infernal. Game 2 I kept a hand which was all-in on Burning Wish into Empty and he had the FoW. Game 3 he opened by dropping 2 Leyline of Sanctity. This means I either need to draw both Chains of Vapour in my deck (or get one and Past into Flames it) - or kill him with Goblins. The former plan would take a lot more setup, the latter meant he would have some outs in his deck. I decided to go for the latter plan based on my hand. The Gitaxian Probe/Cabal Therapy in my hand were are less appealing since I couldn't target my opponent. Fortunately, I had a Brainstorm to shuffle the therapy away. After Abrupt Decaying a Counterbalance, I ended up in a weird situation where I had Empty, Infernal Tutor and some mana. I didn't have quite enough mana to do anything exciting with Infernal, so I used up all my other cards making goblins and kept IT. On his turn he plays Energy Field, on my turn I could then IT for abrupt and remove it. He didn't draw an out to goblins in time.
Semi-finals - I got some good draws and didn't see too much of my opponent's deck. Game one I got a bunch of goblins and he cast a Tidehollow Sculler. Game 2 my opening hand was land, petal, rituals, burning wish. He went turn 1 Thoughtseize taking burning wish. I drew Gitaxian Probe into my natural Empty and put a bunch of goblins in play. Turns out he'd kept a 1-hander with Thoughtseize, canonist and some other stuff.
Quarter-finals against burn - I get a chance to play the matchup we've been discussing ad nauseum. He wins the roll and goes turn 1 Grim Lavamancer. I Probe and cantrip turn 1, seeing that he has a hand which will kill me on his turn 4. On turn 2 I have a Burning Wish and some mana. I don't have enough storm to Tendrils him, and if I go for Goblins he will burn me out on his turn 4 before I attack a second time. So, I go Diminishing Returns leaving a bit of mana up, hoping to be able to Tendrils. I get a hand of land, rituals and Empty the Warrens. This time, though, I have enough storm to put enough goblins in play to kill him on my next turn. I don't board anything. Game 2 I keep a hand with LEDx3(!), Probe, land, and some more mana. He goes turn 1 Goblin Guide revealing Ponder. My turn, I Ponder putting Infernal Tutor second from the top, then Probe cracking the LEDs in response, into IT into Ad Nauseum for the win.
Finals against rug. Game one is a little strange. I don't have a fast hand but I do have a few cantrips and disruption and hope I have some time to set up. He throws some bolts at me and gets a Mongoose pecking away, getting me very low. I haven't draw a very impressive selection of mana, and end up going IT for my third Lotus Petal. When I'm at about 3, I Burning Wish for Diminishing Returns and cast it with B floating. I get a hand which is something like Probe, natural Empty, Silence, Cabal Therapy, Duress, Chrome Mox, Rite of Flame. I Probe him and see Stifle x2, Daze, Goyf and lands. I only have access to 5 mana - which means there's no way I can cast Empty and protect it from Stifle. I cast Therapy, he Dazes, I sac a Petal to pay, I name Stifle. His turn, he casts Goyf and passes. My turn, I cast Empty for a bunch of goblins. I'm able to attack him before he draws a burn spell to finish me off. Sideboard: -1 Tutor +1 Therapy. Game 2, he can't stop me getting a pile of goblins early and can't remove them so that's that. I win 3 Wastelands.
General comments:
- Gitaxian Probe may well be my favourite card in the deck. The information gained from this card is so useful, especially against decks like rug where knowing which cards out of stuff like Daze, Spell Pierce and FoW they have can really valuable.
- I used Diminishing Returns several times, and didn't cast Ill-Gotten Gains or Past in Flames (I did wish for the latter against rug after getting goblins in play but I didn't need to use it.) I believe that it always put me in a better position than I was before, even though I didn't always get exactly what I wanted. However, I don't regret devoting sideboard cards to the other two. There weren't any other cards I really wished I had access to.
- I believe I had more wins from goblins than tendrils. This can lead to a nervous turn or two where the opponent might draw an answer - but generally they didn't.
- I tried to keep a high threshold for mulligans (ie I erred on the side of keeping), which seemed to work out ok.
- Having at least 1 Therapy main seems right. Perhaps I'm a fan of therapy because the other legacy deck I've played a lot of is Dredge. I'm considering testing more therapies main. In one sense, both Duress and Cabal Therapy have the same worst-case scenario: you pay B to look at the opponent's hand. Of course, when that is likely to happen is very different for the two cards. The flashback on Therapy doesn't come up often, but trading away 1 goblin token for something that could kill the rest of them is pretty sweet.
Re: [Deck] T.E.S. - The EPIC Storm
Goblins is fine early. T1 10-12 goblins will usually win the game on the play against anything that isnt maindecking a cheap sweeper like Engineered Explosives or something wonky. Congrats on the 3 Wastelands!
Re: [Deck] T.E.S. - The EPIC Storm
Split top 2 at 25 man tournament today with a sub-optimal version of Bryant's 75. Didn't have Therapies or the 4th Silence.
Round 1 vs. Merfolk - won 2-0
Round 2 vs. Sneak Show - won 2-1
Round 3 vs. Burn - won 2-1
Round 4 vs. Forceless BUG - lost 1-2
Round 5 ID
Top 8
Quarterfinals vs. Omnitell - won 2-1 (he got a game loss unfortunately for a judge's decision)
Semifinals vs. Burn opponent from earlier - won 2-1
Finals vs. Forceless BUG - draw
Was very happy with how the deck performed overall. Mulled to 5 more than a few times but cantrips really helped me out. Last tournament I didn't play Warrens main - this time I did and was very happy to be beating face with Goblins in most situations.
Re: [Deck] T.E.S. - The EPIC Storm
Spilt in the Finals of our LGS piloting Cook's list went 4-1
Mini report
Lost GB Elves 1-2
Won UR Delver 2-0
Won 4 Color Cascade 2-0
Won Mirror 2-1
Semi Finals Won 2-1 GB Eves
Finals we spilt it was against Deathblade which I feel like I could have won.
Couple of things to note.
The deck seems extremely powerful with all the fair decks lingering. Silence as always shined in all the combo mirros, Slience in response to Glimpse and silence in my TES mirror playing the beat down game with 4 goblins to the win lol. I won with more Tendrils than EtWs. I tried being really patient and looking at all my plays going forward instead of going off as soon as possible with Empty, which I have failed to do in the past. The elves loss was from him getting the nutter butters draws with thorn game 2 and a well timed Therapy game 3. I steam rolled the cascade player with past and flames. Jedi mind tricks do work on the weak minded, bad blue mages keep trying to counter the tutor and not the engine I'm tutoring for, why idk.
Re: [Deck] T.E.S. - The EPIC Storm
well if they dont counter the tutor and you just grab empty the warrens they cant counter it
Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
Megadeus
well if they dont counter the tutor and you just grab empty the warrens they cant counter it
qft
Re: [Deck] T.E.S. - The EPIC Storm
Quote:
Originally Posted by
Darkness
Jedi mind tricks do work on the weak minded, bad blue mages keep trying to counter the tutor and not the engine I'm tutoring for, why idk.
Aside the EtW, Past in Flames gets around counters in effect. They're usually on one hard counter in hand most of the time. What are they really going to do?