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Re: [Deck] Fetchland Tendrils
Sorry Pulp_Fiction, I'm just used to people being certain ways on message boards, and as such try to head off unhelpful rants, which is what my last post can be written up to.
The list I was playing was aimed at a heavy blue meta but without red as an option. This disallowed the normal way of combating blue (EtW), and the list was about a turn slower than a normal FT List. This along with testing against aggro lists and Ichorid led me to try the Ghostly Prison as a way to buy a little more time against these lists that were beating me. Whenever I dropped one, I won. It was solid tech as long as I got it in time (Turn 1 or 2 tutor into it was a solid play). If there's a better way, I would love to hear it, but with the list I was playing, (already a 4c list), I couldn't feel comfortable in a wasteland heavy meta playing a 5th color (the fourth was just a splash; green).
I think from my efforts I learned one thing. Red is going to be important, and I believe I was wrong with my initial feeling that red is on its way out of combo. Theres a new creature in scars that costs (1)(W), its a 2/2 and stops players from searching their libraries. This means fetches get shut down, IT gets shut down, Enlightened Tutor gets shut down, D-Day gets shut down. Burning Wish however, does not. Cunning Wish neither, but the cmc is just a bit too stringent as far as I'm concerned. I can't seem to get it right.
I'm interested in Mox Opal and if a more SI approach might be a better idea than the last few lists I've seen. I'm tired of Ad Nauseam, it just can't bend to a situation. How does the general player of FT feel about Top in non-D-Day lists?
Also, why are players like Bryant and Emidln playing 3/1 Chants and Silence respectively? Isn't it just a better idea to play 4 chants?
Thanks guys,
--ABC
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Re: [Deck] Fetchland Tendrils
I don't play any protection spells in any builds outside of Duress, Thoughtseize, Daze, Force of Will, Spell Pierce, and Xantid Swarm. Force of Will and Spell Pierce are only for builds including Show and Tell. In a normal DDFT list, my choices are pretty much Duress, Thoughtseize, Daze, and Xantid Swarm.
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Re: [Deck] Fetchland Tendrils
So you never use chant/silence? What's the reasoning behind this development? Is daze an actual possibility? I've never even heard of that as a possibility before. I suppose that's not too shabby of an idea. I'm guessing 4 duress, 4 daze, 1 Thoughtseize?
I don't think I've ever even considered playing blue protection, that's so silly. I'm going to try it.
--ABC
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
Secretly.A.Bee
So you never use chant/silence? What's the reasoning behind this development? Is daze an actual possibility? I've never even heard of that as a possibility before. I suppose that's not too shabby of an idea. I'm guessing 4 duress, 4 daze, 1 Thoughtseize?
I don't think I've ever even considered playing blue protection, that's so silly. I'm going to try it.
--ABC
That's because the deck itself is already 4 colors, 5 colors might be overdoing it.
The current builds I run only runs 4 Duress and 3 Daze with one Seize in SB.
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Re: [Deck] Fetchland Tendrils
I tested quite a bit last night and daze is freaking good. I think it's probably better than Pyroblast. My favorite play so far is Underground Sea into Duress with a Daze in hand.
I've played 5c lists, and they aren't bad in a wasteland light metagame, but that was with Mystical, so IDK how well it will work now. (loved 4 Duress, 4 PBlast, 1 Chant. That was the sh!t)
--ABC
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Re: [Deck] Fetchland Tendrils
I made it to a top 4 split at my local cardshop tonight out of 20-22 people. I am REALLY liking this list. Helm of Awakening is seriously nuts and flat out won me 2 games when I was at least 1 mana short of the win! I encountered basically every hate card (aside from Mindbreak Trap) in the format and came out rocking! I got good matchups but my opponents always got their hate cards into play. Here is the list I played followed by a short report:
4x Top
4x Duress
4x Dark Ritual
4x Cabal Ritual
4x Petal
4x LED
4x Burning Wish
4x Brainstorm
3x Doomsday
2x Thoughtseize
2x LDV
1x IGG
1x Helm of Awakening
1x Meditate
1x Emrakul
1x Tendrils
4x Bloodstained Mire
4x Polluted Delta
2x Underground Sea
2x City of Brass
1x Badlands
1x Volcanic Island
1x Swamp
1x Shelldock Isle
SB
1x Grapeshot
1x Tendrils
1x Thoughtseize
1x EtW
1x Doomsday
1x Infernal Tutor
1x Deathmark
1x Meltdown
2x Wipe Away
1x Slaughter Pact
1x Chain of Vapor
1x Pithing Needle
1x Sad Sac
1x Echoing Truth
Round 1 - Merfolk (0-2)
g1: He Wastelands me out of the game and after a Duress I see double Force, Spell Pierce and Merfolk.
g2: Mull to 5 and get overwhelmed.
Round 2 - Death and Taxes
g1: Turn 4 Meditate stack after a mull to 5.
g2: He drops a Runed Halo on Tendrils and gets met w GRAPESHOT for 100000000 on turn 4.
Round 3 - Pyromancer's Ascension combo
g1: Turn 4 Meditate stack after Duress and BW for Thoughtseize.
g2: I can't draw into shit after a mull to 6 and he mulls to 5. We are both left there drawing bricks. I Top into a Mediate and Brainstorm and go for it since my hand is all acceleration. Odds are on my side since I can potentially dig 10 cards into my deck. I hit Burning Wish and the game is quickly over.
Round 4 - G/W Death and Taxes
g1: He plays turn 2 Teeg. I Burning Wish for Deathmark and setup a kill on my turn 5 via LDV. I get there with the help of a recently drawn Helm and am able to IGG, bring back DD, LED, Brainstorm, and build a Meditate stack using the Brainstorm in my yard to bring it back.
g2: He mull to 6 and I Thoughtseize Teeg out of his hand. I easily win on turn 4 with a DD IGG stack.
Round 5 - B/G/w Vengevine Survival
g1: Turn 3 IGG stack easily gets there.
g2: THIS WAS SO BAD ASS. We both mulled to 6 and he starts off a little slow. I have a Top and Helm in play on turn 4 as well as 3 lands. I play a fetchland and look with Top, I see: Top, Tendrils, Emrakul. I think to myself, damnit deck stop giving me waiiiiiiiiit, THATS THE STONE COLD NUTS. I have Dark Ritual in hand and activate the Top to draw Top. Infinite storm ensues since Helm is in play, then I cast Dark Ritual, rearrage the top 3, draw Tendrils, tap a land and cast Tendrils for 1000000! The best part was when I told my opponent "ok, activate Top to draw Top, infinite storm". The look of absolute shock on his face was sooooo priceless!
Overall there is not a single thing I would change about the deck except going to 3x Duress and 3x Thoughtseize in the main. I can win so many ways that its just insanity. You have Empty the Warrens, Tendrils, Emrakul, and Grapeshot! The versatility of this deck is insane. The only problem is the inability to beat Merfolk almost ever. I really want 2-4 Xantid Swarm in the board but this is literally the only matchup where its good! I suppose I could make room for 2x Swarm and replace a City of Brass w/ Bayou but .... I don't know. Maybe its worth it.
It feels excellent to put down some good results with DD again. I would highly recommend Helm in the main, its just so good. It won me some games out of nowhere and is just ridiculously effective! The only problem w/ Helm is that it adds a whole other degree of difficulty to the deck. The DD math that I have embedded into my brain has to be slightly altered as does the IGG loop. You can IGG loop w just 2x Dark Rit and an IT! It throws off mana costs but just take another 10 seconds, work the math out, then go with it. Thoughts?
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Re: [Deck] Fetchland Tendrils
This deck rocks, tis sad that most idiots cant play it correctrly. but whatca u do?
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Re: [Deck] Fetchland Tendrils
@ Pulp_Fiction: How are you liking the Sadistic Sacrament out of the board? Could you explain the practical uses for it, or is it mostly to steal win conditions out of random decks.
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Re: [Deck] Fetchland Tendrils
Are there any decks that Sad Sac actually takes the win conditions from, now that all of the storm decks play Burning Wish?
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Re: [Deck] Fetchland Tendrils
There is still quite a bit of Reanimator and combo in my meta. It also has its uses against TES since u could remove: AdN, Tendrils, and EtW, forcing them to get double BWish to get things going. Against Reanimatior I side it in since I will basically be wishing for Deathmark or trying to find bounce. Sad Sac adds another savage threat to them and acts as good counterbait or forces them to discard it from your hand over something more relevant in your hand. And against combo its just a serious I win card or a ridiculously good stall tactic (everything but Belcher). This is a meta slot though, if you don't see those 2 decks often I wouldn't bother running it.
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
Pulp_Fiction
4x Top
4x Duress
4x Dark Ritual
4x Cabal Ritual
4x Petal
4x LED
4x Burning Wish
4x Brainstorm
3x Doomsday
2x Thoughtseize
2x LDV
1x IGG
1x Helm of Awakening
1x Meditate
1x Emrakul
1x Tendrils
4x Bloodstained Mire
4x Polluted Delta
2x Underground Sea
2x City of Brass
1x Badlands
1x Volcanic Island
1x Swamp
1x Shelldock Isle
SB
1x Grapeshot
1x Tendrils
1x Thoughtseize
1x EtW
1x Doomsday
1x Infernal Tutor
1x Deathmark
1x Meltdown
2x Wipe Away
1x Slaughter Pact
1x Chain of Vapor
1x Pithing Needle
1x Sad Sac
1x Echoing Truth
First of all let me say, that I think that everyone. who pilots this deck should build his list on his own. If that list works out well for you, stick to it, but I have several questions about your list. To break down your list in categories:
Business (9):
4 Burning Wish
3 Doomsday
2 Lim-Dul's Vault
Protection (6):
4 Duress
2 Thoughtseize
Mana Acceleration (16):
4 Dark Ritual
4 Cabal Ritual
4 Lotus Petal
4 Lion's Eye Diamond
Cardquality/Carddraw (9):
4 Brainstorm
4 Sensei's Divining Top
1 Meditate
Lands (16):
4 Bloodstained Mire
4 Polluted Delta
2 Underground Sea
2 City of Brass
1 Badlands
1 Volcanic Island
1 Swamp
1 Shelldock Isle
Dead Cards (4):
1 Ill-Gotten Gains
1 Helm of Awakening
1 Emrakul, the Aeons Torn
1 Tendrils of Agony
I think you are playing way too much mana acceleration. There is no need at all to play this much mana acceleration, since you are mostly going off turn 3-4 and by then you should have at least 3 lands in play to pay for the costs of the standard piles. Mostly I only have/need one Dark Ritual to go off. I don't think those Cabal Ritual's are needed at all. This directly leads me to the second point.
I personally think that your manabase is horrible. Why do you play City of Brass? You are only playing three colours. My current approach on this deck plays four colours and I have no problems at all fixing my mana. Why are you playing the Basic Swamp over the Basic Island? The Basic Island is way more important since it helps you casting your cantrips pre-combo to fix your hand to go off. The one black mana as initial manasource never should be a problem. Hell since you only play three colours you could go for a manabase that could easily support Pulverize out of the board, which is way better than Meltdown. Another problem is that you only play 15 "real" lands. My current approach features 17 lands and Shelldock Isle isn't one of em. I had the feeling that I have to mulligan too often due to not having the right amount of mana on my opening hand. Ever since i added the 17th land, I didn't had to take a single mulligan due to not having the right amount of mana on my hand. Since you only play eight cards (Top and Brainstorm) to fix your hand, you are either really lucky with your landdrops, or you mulligan quite often, or you have sick shuffle skills.
A solid three colour manabase could look like this:
4 Scalding Tarn
4 Polluted Delta
1 Bloodstained Mire
1 Island
1 Swamp
2 Underground Sea
2 Volcanic Island
1 Badlands
There at least three red lands needed to support Pulverize. If you want to play 17 lands, you could add another Underground Sea.
Another Point: Why are you still playing Meditate over Idea's Unbound. Here in europe most pilots have switched to Idea's Unbound, since it's most of the time way better than Meditate. You wrote that you were one mana short in several games and Helm of Awakening won you these games. Let me say that Doomsday piles that contain Idea's Unbound mostly need one mana less than piles, which are using Meditate. Also piles with Idea's Unbound are creating at least the same amount of storm than Meditate Piles. I personally don't think that there is any need to play Helm of Awakening.
Here is my list for reference:
1 Street Wraith
4 Brainstorm
1 Chain of Vapor
4 Dark Ritual
3 Daze
2 Lim-Dul's Vault
4 Burning Wish
3 Doomsday
3 Duress
1 Ideas Unbound
4 Ponder
2 Thoughtseize
4 Lion's Eye Diamond
3 Lotus Petal
4 Sensei's Divining Top
1 Badlands
1 Bayou
1 Island
2 Misty Rainforest
4 Polluted Delta
3 Scalding Tarn
1 Tropical Island
3 Underground Sea
1 Volcanic Island
Sideboard
1 Emrakul, the Aeons Torn
2 Vexing Shusher
4 Xantid Swarm
1 Echoing Truth
1 Wipe Away
1 Doomsday
1 Empty the Warrens
1 Hull Breach
1 Ill-Gotten Gains
1 Tendrils of Agony
1 Shelldock Isle
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Re: [Deck] Fetchland Tendrils
I would say we have a drastic difference in playstyles. Some like the slow setup approach and I personally want to build a more aggressive and diverse build.
I am playing the right amount of mana acceleration for me. Everytime I ran 2x CRit I still had mana problems whether I played 15 or 17 lands or 2-4 Ponders. I could not pull off playing as little acceleration as u do and I don't ever want to rely on hitting land drops after 2, rather I would like to just have additional acceleration. I regularly get Wastelanded and would rather rely on my acceleration to get me out of there and be explosive rather then rely on my opponent not drawing multiple Wastelands (or Loam recursion) and stopping me from comboing off OR subject myself to almost instant losses to a turn 1 Moon effect. This is the configuration that works for me. Also, I only have 2 dead cards, Emrakul and Tendrils. IGG (especially when playing CRits) wins games out of nowhere or if in the opening hand can mindtwist the opponent. Rarely am I upset to draw IGG. Same with Helm, everyone seems to assume that its a dead draw ... not at all. This card allows the deck to be even more insane and win through additional hate cards. Rather than find answers I can play around most anything aside from Null Rod. Helm also turns off Sphere effects .... just something interesting and it makes you win out of nowhere. Whether people think it is good on paper or not, try it out, I really enjoy it.
I assume you are the person on the stormboards who can't imagine playing the deck without 4 Ponders. I don't like Ponder nor want it. Just a preference thing, I have never had problems playing as much dig as I do. However, the reason I have success with builds like this is that I mulligan VERY aggressively. I don't ever keep hands of all acceleration and Brainstorm, but I will keep all accel and Top. I have no reservations about going down to 5 but I also know when to keep risky hands.
I have never ONCE had mana problems with that manabase. Works for me. I love City of Brass, and here is why. I have the worst luck u can imagine, I'm like a negative rabbits foot. So I just assume that I am going to be mana-screwed or Wastelanded down to 1 land, enter City of Brass. I don't worry about making more than 2 land drops when I have City, I never have mana problems. Don't like the manabase, don't run it. I run a Swamp because I don't ever want to see a basic Island. I have 7 blue cards .... why would I want an Island, much rather have a swamp to start casting rituals. Playing 17 lands feels very excessive to me. 16 is fine, and my meta has a lot of Reanimator and CB, Emrakul in the main is great and Shelldock by itself acts as another shuffle effect for Top if you are stalled and randomly wins games when you put a cantrip under it. Unless it is in my opening hand (chances are small) I am usually happy to see Shelldock. And with the additional acceleration, it makes Shelldock even less of a problem in your hand. Its all player preference, Cook runs 13 lands in TES and feels it's excessive, I run 14-15 and feel it's barely enough. All preference, but 15 lands is not excessive at all, every 1/4 is a land.
As far as Meltdown goes ... its a preference thing. I just assume that against Stax I'm going to get wastelanded and won't really have access to 2 mountains that easily. Save for the rare situations where I have 3 Fetchlands in play and can BW for Pulverive without being Wastelanded in the process. Meltdown can be cast off of acceleration and a single land if need be. Thats the only reason I play it. Everything I play always assumes a worst case scenario and the opponent has exactly what they need, so I play cards that I think give me the best odds of making it out of nearly any situation.
Those games where I was 1 mana short were where I was casting MULTIPLE non-acceleration spells before DD and I CRit into it, Helm turns it into a DRit! I don't like Ideas Unbound. That simple. It nets you negative cards and makes you play a Ponder/SW. I have won NUMEROUS games based on the all-in Meditate play but I also have played Meditate go against a lot of stuff. I have tested IU before and I just don't care for it, I much prefer Meditate, and with the additional rituals, I regularly have 2-3 when comboing off and need only a U to cast Meditate afterward. I think UU puts more of a reliance on LEDs. And now that I am considering splashing green I would really not want to worry about always having LEDs to cast it. Sounds like City of Brass would be quite good here :) Also, I have found very little difference in the mana requirements of both while Meditate stacks regularly give me just as much of more storm.
I really like this build and people keep taking Helm the wrong way, its just an additional out adding further versatility to the manner of ways you can can beat the opponent and their hate cards. Perhaps I play DD very differently than you do. I couldn't imagine ever wanting Daze in my hand since I won't ever play reactive protection spells, but if it works for you, play it. This is why I like playing the build that I do, and if you have any doubts shuffle it up and test it, you may be surprised.
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Re: [Deck] Fetchland Tendrils
Well as I said in the first sentence of my post. I think every Doomsday pilot has to build his list on his own, since there are a lot of different approaches to the deck. Your list just looks so "black", that i had to write down my thoughts on it and ask you how you feel about some choices, even though I'm almost certain, that I couldn't play your approach of the deck. You may be right about the drastic difference in playstyles.
And yeah you are right, Ponders have been really awesome for me. I consider it a really good choice in a Doomsday build, even though i often find myself boarding three of em out, since deckspace is tight. I'm sure your manabase works for you. But as I said, I don't like to mulligan, because i don't have the needed mana on my opening seven. But if you are as aggressive as you say, why don't you play Gemstone Mine instead of City of Brass. After all, Doomsday still costs you half of your life and your total lifepoints are quite precious pre-combo. That's why I'm thinking about playing the fourth Duress instead of the second Thoughtseize in my list.
You can also go all-in with Idea's Unbound, since the discard effect takes place at the end of the turn. With my manabase it's no problem to cast Idea's Unbound and then go off, since I normally hit all my landdrops until turn 4 or 5. And as you can see, most of my lands are producing blue mana. There's only 1 Bayou and 1 Badlands, who don't produce blue mana. That's why I don't heavily depend on Lion's Eye Diamond to cast the blue stuff after Doomsday.
How many storm does your standard pile produce after you casted Doomsday? I'm mostly using those two piles:
With SDT in play:
Idea's Unbound, Lion's Eye Diamond, Street Wraith, Lion's Eye Diamond, Burning Wish
With Ponder/Brainstorm in hand:
Idea's Unbound, Lion's Eye Diamond, Lion's Eye Diamond, Ponder, Burning Wish
Both piles need three mana (1st one: 1UU, 2nd one: UUU) and create storm 6 after Doomsday.
Oh and Daze won me several games Especially post-board people wan't their protection pieces to hit the table as soon as possible. They get greedy. Daze is a card, which punishes greedy opponents. Dazing the second turn Ethersworn Canonist just feels that good.
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Re: [Deck] Fetchland Tendrils
I adjust the piles as needed but the stack I use most often is: (Top in play) Meditate, LED, LED, Petal, Burning Wish which creates 7 storm after DD and only costs 2U after DD.
Without Top in play and BS in hand it depends on how many cards I have in hand, but assuming 0 I will build something like: Meditate, Petal, Ritual, Ritual, Tendrils which creates 6 storm after DD and only costs 2U after DD.
The mana requirements for Meditate are way better than IU I think and I still keep coming back to the double ritual thing and only needing U after DD. Not saying it is better but I find it is easier to cast when an opponent is actually doing stuff to disrupt your game plan.
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Re: [Deck] Fetchland Tendrils
I played this to 3-1 today in the MTGO Daily event:
3 Burning Wish
3 Doomsday
2 Infernal Tutor
4 Sensei's Divining Top
4 Brainstorm
4 Ponder
2 Preordain
3 Orim's Chant
3 Silence
1 Chain of Vapor
1 Meditate
1 Ill-Gotten Gains
1 Tendrils of Agony
4 Dark Ritual
3 Cabal Ritual
4 Lion's Eye Diamond
1 Lotus Petal
4 Polluted Delta
3 Scalding Tarn
3 Underground Sea
2 Volcanic Island
2 Tundra
2 Island
SB: 1 Tendrils of Agony
SB: 1 Doomsday
SB: 1 Infernal Tutor
SB: 1 Ill-Gotten Gains
SB: 1 Ideas Unbound
SB: 1 Meltdown
SB: 1 Duress
SB: 4 Thoughtseize
SB: 1 Shelldock Isle
SB: 1 Emrakul, the Aeons Torn
SB: 1 Cloud of Faeries
SB: 1 Wipe Away
My loss was to a mono black discard deck that had Thoughtseize+Specter turn 1 in game 1 and double discard + specter by turn 2 in game 3. I beat Imperial Aluren, Dredge, and Death and Taxes.
FWIW, I won with Med/LED/LED/Wish/Wish as a pass the turn pile twice. Against Death and Taxes, Ideas Unbound would have been a mana cheaper to Chain of Vapor the Runed Halo while comboing, but I had a spare 3-4 mana anyway.
Meditate and IU tend to have the same CMC to win, but in a deck with a large amount of black mana from Cabal Rits, I find myself with BBU a lot. I won at least one game today due to being able to win with CRit->DD then use an island to cast Meditate after SDT. Meditate actually drawing 4 cards was relevant twice and the card advantage let me pull ahead in an attrition war both times (vs Aluren).
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
emidln
I played this to 3-1 today in the MTGO Daily event:
3 Burning Wish
3 Doomsday
2 Infernal Tutor
4 Sensei's Divining Top
4 Brainstorm
4 Ponder
2 Preordain
3 Orim's Chant
3 Silence
1 Chain of Vapor
1 Meditate
1 Ill-Gotten Gains
1 Tendrils of Agony
4 Dark Ritual
3 Cabal Ritual
4 Lion's Eye Diamond
1 Lotus Petal
4 Polluted Delta
3 Scalding Tarn
3 Underground Sea
2 Volcanic Island
2 Tundra
2 Island
SB: 1 Tendrils of Agony
SB: 1 Doomsday
SB: 1 Infernal Tutor
SB: 1 Ill-Gotten Gains
SB: 1 Ideas Unbound
SB: 1 Meltdown
SB: 1 Duress
SB: 4 Thoughtseize
SB: 1 Shelldock Isle
SB: 1 Emrakul, the Aeons Torn
SB: 1 Cloud of Faeries
SB: 1 Wipe Away
My loss was to a mono black discard deck that had Thoughtseize+Specter turn 1 in game 1 and double discard + specter by turn 2 in game 3. I beat Imperial Aluren, Dredge, and Death and Taxes.
FWIW, I won with Med/LED/LED/Wish/Wish as a pass the turn pile twice. Against Death and Taxes, Ideas Unbound would have been a mana cheaper to Chain of Vapor the Runed Halo while comboing, but I had a spare 3-4 mana anyway.
Meditate and IU tend to have the same CMC to win, but in a deck with a large amount of black mana from Cabal Rits, I find myself with BBU a lot. I won at least one game today due to being able to win with CRit->DD then use an island to cast Meditate after SDT. Meditate actually drawing 4 cards was relevant twice and the card advantage let me pull ahead in an attrition war both times (vs Aluren).
Interesting list.
I always thought you were an 8 Duress kinda guy, apparently not.
Was the 3/2 split between Tutors good?
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
emidln
I played this to 3-1 today in the MTGO Daily event:
3 Burning Wish
3 Doomsday
2 Infernal Tutor
4 Sensei's Divining Top
4 Brainstorm
4 Ponder
2 Preordain
3 Orim's Chant
3 Silence
1 Chain of Vapor
1 Meditate
1 Ill-Gotten Gains
1 Tendrils of Agony
4 Dark Ritual
3 Cabal Ritual
4 Lion's Eye Diamond
1 Lotus Petal
4 Polluted Delta
3 Scalding Tarn
3 Underground Sea
2 Volcanic Island
2 Tundra
2 Island
SB: 1 Tendrils of Agony
SB: 1 Doomsday
SB: 1 Infernal Tutor
SB: 1 Ill-Gotten Gains
SB: 1 Ideas Unbound
SB: 1 Meltdown
SB: 1 Duress
SB: 4 Thoughtseize
SB: 1 Shelldock Isle
SB: 1 Emrakul, the Aeons Torn
SB: 1 Cloud of Faeries
SB: 1 Wipe Away
My loss was to a mono black discard deck that had Thoughtseize+Specter turn 1 in game 1 and double discard + specter by turn 2 in game 3. I beat Imperial Aluren, Dredge, and Death and Taxes.
FWIW, I won with Med/LED/LED/Wish/Wish as a pass the turn pile twice. Against Death and Taxes, Ideas Unbound would have been a mana cheaper to Chain of Vapor the Runed Halo while comboing, but I had a spare 3-4 mana anyway.
Meditate and IU tend to have the same CMC to win, but in a deck with a large amount of black mana from Cabal Rits, I find myself with BBU a lot. I won at least one game today due to being able to win with CRit->DD then use an island to cast Meditate after SDT. Meditate actually drawing 4 cards was relevant twice and the card advantage let me pull ahead in an attrition war both times (vs Aluren).
I love how you squeezed 14 cantrips into this list. Looks pretty sick.
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Re: [Deck] Fetchland Tendrils
Played the deck today in our local tournament with my list some posts above this one with the following changes: - 1 Underground Sea, + 1 Volcanic Island and in the board -1 Hull Breach, + 1 Pulverize.
I'm just wondering if you guys go for the Emrakul Plan against Enchantress if you keep a slow hand, since Enchantress has that 1-off Karakas. I had to face Enchantress in two rounds today and while I was doing the Emrakul Plan against the first opponent (won me the game), I didn't brought it in against the second opponent. I lost against the second opponent. since I couldn't find a single cantrip in five round, where I was holding the kill, but didn't had a card to draw myself into the pile.
Also TES is a sucky matchup without Chants, since I have to make my deck worse. Due to him playing Chants, I have to bring in Swarms.
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
flrn
Played the deck today in our local tournament with my list some posts above this one with the following changes: - 1 Underground Sea, + 1 Volcanic Island and in the board -1 Hull Breach, + 1 Pulverize.
I'm just wondering if you guys go for the Emrakul Plan against Enchantress if you keep a slow hand, since Enchantress has that 1-off Karakas. I had to face Enchantress in two rounds today and while I was doing the Emrakul Plan against the first opponent (won me the game), I didn't brought it in against the second opponent. I lost against the second opponent. since I couldn't find a single cantrip in five round, where I was holding the kill, but didn't had a card to draw myself into the pile.
Why does this matter against Enchantress? Just build a pass the turn pile. Not like they have pressure.
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
emidln
Why does this matter against Enchantress? Just build a pass the turn pile. Not like they have pressure.
It was a build including Living Wish, so a pass the turn pile would have been too risky, since he easily had those 4 mana to go: Living Wish -> Canonist/Teeg. Since I had no cantrip all game, I also couldn't replace a cantrip card in a pass the turn pile with a bouncespell.
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Re: [Deck] Fetchland Tendrils
Im thinking about playing spell pierce in side board because its gods againts teps and blue decks,
What do you think about playing spell pierce in sideboard ?
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Re: [Deck] Fetchland Tendrils
Spell Pierce works kinda like a more efficient retroactive duress. Not exactly better but the mana you save first few turns can be spent into assembling the combo kill the following turn, that is if they don't play something relevant.
It worked against my opponent's CotV. Downside if of course you can't peek if they have traps and the game can reach to a point where they can just pay for it. It can't stop a Ethersworn Cannonist and this is where Thoughtseize is better.
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
kiwi
Im thinking about playing spell pierce in side board because its gods againts teps and blue decks,
What do you think about playing spell pierce in sideboard ?
Counters are good against greedy opponents, who want to throw their hate out as fast as possible. That's why Daze is good, because people often drop that second turn Canonist. Spell Pierce on the other hand doesn't hit Canonist. It's quite good against opposing counters, but since you play LED to get your mana goin opponents will simply wait till you dropped your hand to counter the stuff after you broke your LED's. That's why I wouldn't go for Spell Pierce.
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Re: [Deck] Fetchland Tendrils
I top4ed yesterday in a little 32-men tourney with my list of Fetchland Tendrils+ Ad Nauseam hybrid. I won against Burn, Life.dec, Survival with Negates, Fows, Vvines and hatebears post-side, then ID the 4th and 5th round. In the quarters I beat Elves with Thorn post-side and 8 Blood Moon MD, then in the semi I lost to URB Dreadstill even if I could have won the 1st game if I had find a fucking acceleration despites BSing, Topping, fetching, BSing and so on.
List, for reference:
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
3 [ON] Polluted Delta
1 [U] Tropical Island
4 [ON] Flooded Strand
2 [A] Underground Sea
1 [A] Tundra
1 [U] Scrubland
1 [BRB] Plains (6)
1 [10E] Island (2)
1 [ALA] Swamp (3)
// Spells
1 [TE] Meditate
3 [JGC] Orim's Chant
2 [M10] Silence
1 [ON] Chain of Vapor
1 [US] Ill-Gotten Gains
2 [DDC] Duress
1 [FNM] Tendrils of Agony
3 [TO] Cabal Ritual
1 [ALA] Ad Nauseam
4 [US] Dark Ritual
4 [FNM] Brainstorm
4 [MI] Lion's Eye Diamond
4 [TE] Lotus Petal
4 [LRW] Ponder
4 [V09] Sensei's Divining Top
2 [6E] Doomsday
4 [DIS] Infernal Tutor
// Sideboard
SB: 1 [U] Tropical Island
SB: 2 [ON] Chain of Vapor
SB: 1 [6E] Doomsday
SB: 1 [TSP] Wipe Away
SB: 2 [TSP] Krosan Grip
SB: 1 [FUT] Slaughter Pact
SB: 1 [5E] Hurkyl's Recall
SB: 3 [RAV] Dark Confidant
SB: 3 [SC] Xantid Swarm
As you can see, it's more focused on being an ANT than a DDFT, with Doomsday being the additional tutors ANT now lacks and granting a better Mu and post-side asset against control-heavy decks (CB and Tempo). The list ran smoothly all day, I would just change a bit the sideboard because I think, without Emrakul, 4 cc3 split seconds are required against CB, and therefore also Carpet is.
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Re: [Deck] Fetchland Tendrils
How good is this list under AdN? I wrote down a very similar list a while ago when looking to replace the Grim Tutors in Ari Lax's list.
Why don't you run Emrakul sideboard?
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Re: [Deck] Fetchland Tendrils
This list is surely not optimized for Ad Nauseam, but I came to the conclusion AdN is a bomb you can't renounce to in certain situations when you have a Infernal+LED and Chant hand, and your opponent counters the Chant. What can you do here?
1)you can't go for the IGG loop because they have Fow in the graveyard, unless you're so mana high that you are able to pick back Chant, Infernal and LED/ritual.
2) you don't have Top in play, therefore no Doomsday piles.
This happened also in Doomsday ANT, remember that beautiful deck we used to play? I think this is its son.
Here Ad Nauseam allows you to not wait in topdeck mode to find another piece of protection to IGG loop or to find a cantrip for Doomsday. You just go all-in and cast it, and if you have 1 black mana floating you're really likely to win before suiciding. Also, please note you can also stop if you don't want to risk and Chant them then go off on your turn. You play 5 chants. Rarely you will Kicker Orim's due to no Chrome Mox, but it's surely better than if you were playing Thoughtseize.
This has won me SEVERAL games I would have before lost due to having to wait to rebuild a protection-with hand. The more time you give them, the more they will beat you. Ad Nauseam costs 1 slot and wins on the spot. Even without Chrome Moxes.
Little story in testings:
I did this against Bant to Chant him t2, he thought of a bluff, I went off with Infernal and all-in. IGG was missing 1 storm.
I could bluff Chanting the opponent in their upkeep to cast my Ad Nauseam on top off LEDs with SDT.
Little story in tournament:
Yesterday I played against a Life.dec. We were g3. He was on the play. He starts Mom, I fan my 7:
Dark ritual, Cabal ritual, Petal, Land, Ad Nauseam, X, Infernal.
This allowed to go off g1, flip Dark ritual, Dark ritual, and IGG, stop at like 4 lives, and then IGG loop for the win retrieving Dark, Cabal and Infernal. He scooped it up and I saw a Gaddock in hand. I would not have won if that AdN was a DD or IGG.
Ad Nauseam is just the mad bullet that will win you games on spot, and adds another angle to the deck, particularly effective against control-heavy (tempo) decks where Doomsday gets hit by Stifle on Top, or you just have to run before Counterbalance comes down.
It works, trust me. It's not like it was in ANT, but it's still very powerful and you'll find yourself winning with Ad Nauseam several times against those decks.
Post-side you cut it out if you want to slowroll the opponent, or you have to board in Grips and Wipe Aways against CB.
--------------------------------------------------------------------------------------------------
Emrakul is not needed anymore because of CB having reduced in numbers, and, sincerely, I always found that plan to be pretty situational and risky, because people got used to it after the GP success and came to know this plan; not to mention here Counterbalance is always accompanied by a strong dose of either Bant super-exalted creatures, or Dreadnoughts ft. StifleWaste.
I'm kind more of a pure combo player, Tendrils is more safe and doesn't require to pack 2 horrible cards that do little or nothing on their own. I'd use those 2 slots for the another Grip and another Duress or bounce.
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Re: [Deck] Fetchland Tendrils
Here's my list. Looking for feedback and comments.. more on the sideboard than anything else. I also have this posted on storm boards. Thanks in advance.
I don't have access to Polluted Deltas at the moment. I only own playsets of Bloodstained Mire, Scalding Tarn and Misty Rainforest. With my manabase, would what I have listed be the 'correct' configuration?
18 Land
4 Bloodstained Mire
2 Scalding Tarn
2 Misty Rainforest
2 Underground Sea
2 Swamp
1 Island
1 Volcanic Island
1 Tropical Island
1 Badlands
1 Bayou
1 Shelldock Isle
1 Creature
1 Emrakul, the Aeons Torn
41 Spells
4 Sensei's Divining Top
4 Lion's Eye Diamond
4 Dark Ritual
4 Brainstorm
4 Ponder
4 Burning Wish
4 Duress
3 Daze
3 Doomsday
2 Lotus Petal
1 Thoughtseize
1 Chain of Vapor
1 Meditate
1 Tendrils of Agony
1 Ill-Gotten Gains
15 Sideboard
4 Dark Confidant
3 Xantid Swarm
2 Krosan Grip
1 Echoing Truth
1 Doomsday
1 Tendrils of Agony
1 Empty the Warrens
1 Deathmark
1 Meltdown
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Re: [Deck] Fetchland Tendrils
Why not cut down the Petal to just 1? 1 is all you really need, and 2 just seems too random.
@Piceli89: You could have just asked for me to make an avatar for you.
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
kicks_422
Why not cut down the Petal to just 1? 1 is all you really need, and 2 just seems too random.
@Piceli89: You could have just asked for me to make an avatar for you.
I'm not really sure why I ran 2 petals in the first place. I realized it's awkwardness last night while testing.. the only reason I'd ever need it is piles like:
Meditate
Lotus Petal
Dark Ritual
Dark Ritual
Tendrils
What do you think about the Dark Confidants in the sideboard?
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
kicks_422
Why not cut down the Petal to just 1? 1 is all you really need, and 2 just seems too random.
@Piceli89: You could have just asked for me to make an avatar for you.
Sorry, this is just too cool to not use it. But I'll delete it if you mind.
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Re: [Deck] Fetchland Tendrils
Alright I am not trying to clog this thread up with decklists because I hate when people repeatedly post their list, but I feel this is necessary. I have been doing some testing and I recently realized how little I like LDV in the deck. The card is sick good when the conditions are right, but if I am staring at a 5-6 cards hand, thats the last thing I want 2 see most of the time. Now when LDV resolves and I have a few accelerants and mana available, I almost always win and it helps me tutor up SB cards and LEDs. But I don't like seeing it all that often, so I started hopping onto the Ponder train and that did wonders. I also cut a Cabal Ritual for a 3rd Ponder and I feel this has made the deck stronger than ever. Here is the list I am currently playing:
4x Top
3x Duress
4x Dark Ritual
3x Cabal Ritual
4x Petal
4x LED
4x Burning Wish
4x Brainstorm
3x Doomsday
3x Thoughtseize
3x Ponder
1x IGG
1x Helm of Awakening
1x Meditate
1x Emrakul
1x Tendrils
4x Bloodstained Mire
4x Polluted Delta
1x Underground Sea
2x City of Brass
1x Badlands
1x Volcanic Island
1x Swamp
1x Shelldock Isle
1x Bayou
SB
1x Grapeshot
1x Tendrils
1x Thoughtseize
1x EtW
1x Doomsday
1x Deathmark
1x Meltdown
1x Wipe Away
1x Slaughter Pact
1x Chain of Vapor
2x Echoing Truth
3x Swarm
I realized that I have to have the Swarm against Merfolk, otherwise its a near auto-loss. Swarm is also really good in the Reanimator matchup and he has won me quite a few games since it can chump block after a pass the turn pile. The manabase is rock solid and I don't ever have mana problems. I am considering cutting 1x Echoing Truth from the board and putting in Reverent Silence just to make Enchantress a permanent bye. And even though I am not the least bit scared of the white Leyline since goblin tokens and Emrakul just rock it in the face but its always nice to have the option of removing it and winning on the spot rather than passing the turn a few times before winning.
Something I am also greatly considering is Stifle for an Emrakul stack. I absolutely hate protection spells that are only reactive but this is a really funny answer to Karakas and all the cute little tricks people like 2 play while you go the Emrakul route. Now I am not sure if this is even a remotely good idea but has anyone ever tested this? Again, I don't think it will be very good since anything running Karakas you are going to beat anyway with Tendrils but its an option. It would also be an interesting answer against Wasteland in a pass the turn pile but in order to not deck yourself you would have to have access to more mana for a DD to reshuffle or have a Top in play and build a pile like: Shelldock, Stifle, Emrakul, Rit, DD or something like that. Does this seem like something viable or does it just sound worthless and situational?
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Re: [Deck] Fetchland Tendrils
Alright I am not trying to clog this thread up with decklists because I hate when people repeatedly post their list, but I feel this is necessary. I have been doing some testing and I recently realized how little I like LDV in the deck. The card is sick good when the conditions are right, but if I am staring at a 5-6 cards hand, thats the last thing I want 2 see most of the time. Now when LDV resolves and I have a few accelerants and mana available, I almost always win and it helps me tutor up SB cards and LEDs. But I don't like seeing it all that often, so I started hopping onto the Ponder train and that did wonders. I also cut a Cabal Ritual for a 3rd Ponder and I feel this has made the deck stronger than ever. Here is the list I am currently playing:
4x Top
3x Duress
4x Dark Ritual
3x Cabal Ritual
4x Petal
4x LED
4x Burning Wish
4x Brainstorm
3x Doomsday
3x Thoughtseize
3x Ponder
1x IGG
1x Helm of Awakening
1x Meditate
1x Emrakul
1x Tendrils
4x Bloodstained Mire
4x Polluted Delta
1x Underground Sea
2x City of Brass
1x Badlands
1x Volcanic Island
1x Swamp
1x Shelldock Isle
1x Bayou
SB
1x Grapeshot
1x Tendrils
1x Thoughtseize
1x EtW
1x Doomsday
1x Deathmark
1x Meltdown
1x Wipe Away
1x Slaughter Pact
1x Chain of Vapor
2x Echoing Truth
3x Swarm
I realized that I have to have the Swarm against Merfolk, otherwise its a near auto-loss. Swarm is also really good in the Reanimator matchup and he has won me quite a few games since it can chump block after a pass the turn pile. The manabase is rock solid and I don't ever have mana problems. I am considering cutting 1x Echoing Truth from the board and putting in Reverent Silence just to make Enchantress a permanent bye. And even though I am not the least bit scared of the white Leyline since goblin tokens and Emrakul just rock it in the face but its always nice to have the option of removing it and winning on the spot rather than passing the turn a few times before winning.
Something I am also greatly considering is Stifle for an Emrakul stack. I absolutely hate protection spells that are only reactive but this is a really funny answer to Karakas and all the cute little tricks people like 2 play while you go the Emrakul route. Now I am not sure if this is even a remotely good idea but has anyone ever tested this? Again, I don't think it will be very good since anything running Karakas you are going to beat anyway with Tendrils but its an option.
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
Pulp_Fiction
Something I am also greatly considering is Stifle for an Emrakul stack. I absolutely hate protection spells that are only reactive but this is a really funny answer to Karakas and all the cute little tricks people like 2 play while you go the Emrakul route. Now I am not sure if this is even a remotely good idea but has anyone ever tested this? Again, I don't think it will be very good since anything running Karakas you are going to beat anyway with Tendrils but its an option.
Wouldn't Pithing Needle be better? With Pithing Needle, you don't need two lands in play to activate Shelldock and keep Stifle open. I'd also much rather naturally draw the needle than Stifle.
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
Pulp_Fiction
Alright I am not trying to clog this thread up with decklists because I hate when people repeatedly post their list, but I feel this is necessary. I have been doing some testing and I recently realized how little I like LDV in the deck. The card is sick good when the conditions are right, but if I am staring at a 5-6 cards hand, thats the last thing I want 2 see most of the time. Now when LDV resolves and I have a few accelerants and mana available, I almost always win and it helps me tutor up SB cards and LEDs. But I don't like seeing it all that often, so I started hopping onto the Ponder train and that did wonders. I also cut a Cabal Ritual for a 3rd Ponder and I feel this has made the deck stronger than ever. Here is the list I am currently playing:
4x Top
3x Duress
4x Dark Ritual
3x Cabal Ritual
4x Petal
4x LED
4x Burning Wish
4x Brainstorm
3x Doomsday
3x Thoughtseize
3x Ponder
1x IGG
1x Helm of Awakening
1x Meditate
1x Emrakul
1x Tendrils
4x Bloodstained Mire
4x Polluted Delta
1x Underground Sea
2x City of Brass
1x Badlands
1x Volcanic Island
1x Swamp
1x Shelldock Isle
1x Bayou
SB
1x Grapeshot
1x Tendrils
1x Thoughtseize
1x EtW
1x Doomsday
1x Deathmark
1x Meltdown
1x Wipe Away
1x Slaughter Pact
1x Chain of Vapor
2x Echoing Truth
3x Swarm
I realized that I have to have the Swarm against Merfolk, otherwise its a near auto-loss. Swarm is also really good in the Reanimator matchup and he has won me quite a few games since it can chump block after a pass the turn pile. The manabase is rock solid and I don't ever have mana problems. I am considering cutting 1x Echoing Truth from the board and putting in Reverent Silence just to make Enchantress a permanent bye. And even though I am not the least bit scared of the white Leyline since goblin tokens and Emrakul just rock it in the face but its always nice to have the option of removing it and winning on the spot rather than passing the turn a few times before winning.
Something I am also greatly considering is Stifle for an Emrakul stack. I absolutely hate protection spells that are only reactive but this is a really funny answer to Karakas and all the cute little tricks people like 2 play while you go the Emrakul route. Now I am not sure if this is even a remotely good idea but has anyone ever tested this? Again, I don't think it will be very good since anything running Karakas you are going to beat anyway with Tendrils but its an option.
That is almost my exact list (changes with the mana base). I was trying to find room for the 4th Ponder, but it does not look like that is going to happen.
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Re: [Deck] Fetchland Tendrils
I took the list I posted above to my local tournament and made it to a top 4 split out of about 20-25 people. I will write a short report with comments.
Round 1 - Standard G/B stuff (2-0)
g1: Turn 1 Dark Rit DD go. Pile: Brainstorm, LED, LED, IGG, Tendrils
g2: Turn 3 Meditate pile of: Meditate, Rit, Rit, Petal, Tendrils
Round 2 - R/G Affinity w Chalice in the Main and Trinisphere in the side (2-1)
g1: Mull to 4 ... lose.
g2: He mulls to 4 and loses.
g3: Turn 1 Thoughtseize gets his Trinisphere. He rips Chalice off the top and drops it at 0 and plays turn 4 Trinishpere. I can't draw a land but Heml helps me out. Meltdown clears his board and my hand is this: Meditate, DRit, Petal, CRit, Top and I have 4 lands in play (one is a City and I will lose if I tap it cause I'm at one). I throw out a hail mary Meditate at 1 life and hit a Burning Wish + LED ... he is at 12 life from his lands and Sylvan Library.
Round 3 - B/G Vengvival (0-2)
g1: He rips my hand apart with Thoughtseize and flashbacked Therapies and I die on turn 5 to Vengevines.
g2: I Duress him on turn 1 and see: 2x Thoughtseize, E Witness, Mindbreak Trap, Birds, Survival, and a land .... I lose in short order after he hits both times with a fresh Therapy and recurred Survival.
Round 4 - DDFT (2-0)
g1: We rip eachother's hands up and on turn 4 my hand is: 3x Petal, Meditate, IGG, Burning Wish and 2 lands in play. I play a Petal and pass assuming another Duress is coming. On his turn he Duresses me and I respond w Meditate and draw the nuts and he is forced to take my Wish. On my next turn he gets IGGed out with the help of some freshly drawn threshed CRits :)
g2: He sideboardes wrong since he wished for DD last game and goes for a pass the turn pile on turn 1 ..... DD isn't there and he concedes.
Round 5 - Big Zoo (2-0)
g1: Turn 2 Meditate pile w the stone cold nuts. Pile: Meditate, Petal, DRit, DRit, Tendrils
g2: My turn 1 Thoughtseize sees Teeg AND Null Rod. I take the Null Rod and Teeg hits the board. After some filtering w Top I finally get what I need and on turn 4 fire off this pile w a Top in play: Meditate, Top, Helm, LED, BWish. The main reason I went for this stack is I HAD too. He had a Vial in play w 2 counters on it and I didn't board in Pact since I was sure he had Null Rod. Turns out that playing it safe won me the game. After I Graopshotted him for 10000,0000,0,0,0 damage he told me that he wanted me 2 kill his Teeg so bad and showed me the other in his hand. So had I gone for a turn 3 meditate pile of: Meditate, Pact, Rit, Rit, Tendrils I would have flat out lost the game. This is why I so much appreciate having the option of Helmshot ... while a cute trick, it is ridiculously effective and flat out wins games.
Overall I am very happy with how the deck played, I would not change a thing about the list and I managed to deal with every hate card imaginable. I made a mistake against the Survival player and should not have boarded out the Emrakul plan ... I saw Wasteland in g1 so I took it out. Had I known he had that much hate I would have left it in. But aside from the the deck played super well, I mulled about 4-6 times but I mull a lot more than most people do. I am very satisfied w the list and the way it performed.
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Re: [Deck] Fetchland Tendrils
In lieu of HelmShot in Game 2 against Zoo, wouldn't you have won as well if you went the Emrakul+Shelldock route?
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
Pulp_Fiction
Round 1 - Standard G/B stuff (2-0)
g1: Turn 1 Dark Rit DD go. Pile: Brainstorm, LED, LED, IGG, Tendrils
Isnīt this a veeeery risky play? From "Standard BG Stuff" I would expect Thoughtseize, Duress, Hymn, Wasteland. All of the stuff that would have totally wrecked your plan. Or am I missing something? With this pile you need to have 2 Mana (or Street Wraith of course) AND a second draw spell apart from the Brainstorm in your pile AND one more card in your hand to put it back...
Quote:
Originally Posted by
Pulp_Fiction
Round 5 - Big Zoo (2-0)
g2: My turn 1 Thoughtseize sees Teeg AND Null Rod. I take the Null Rod and Teeg hits the board. After some filtering w Top I finally get what I need and on turn 4 fire off this pile w a Top in play: Meditate, Top, Helm, LED, BWish. The main reason I went for this stack is I HAD too. He had a Vial in play w 2 counters on it and I didn't board in Pact since I was sure he had Null Rod. Turns out that playing it safe won me the game. After I Graopshotted him for 10000,0000,0,0,0 damage he told me that he wanted me 2 kill his Teeg so bad and showed me the other in his hand. So had I gone for a turn 3 meditate pile of: Meditate, Pact, Rit, Rit, Tendrils I would have flat out lost the game. This is why I so much appreciate having the option of Helmshot ... while a cute trick, it is ridiculously effective and flat out wins games.
The second Gaddock wouldnīt have done anything or am I wrong? You could have played everything in your pile except for Tendrils. When youīre playing Pact at the very last moment, Gaddock is gone, youīll have priority again and can cast ToA without him having a chance to respond.
Nonetheless, I guess Helm is a great option to think about. I just canīt find any room to add it in my list... but itīs great to see it working out that good for you. Congratulations!
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Re: [Deck] Fetchland Tendrils
@kicks: I always board out Emrakul against Zoo. Its just a very risky plan and I potentially could have lost the game had I done Emrakul with Teeg in play. I was at 14 life when I cast DD so it took me down to 7, then a hit from Teeg drags me to 5 and I know he had a Bolt + land in hand which drops me to 2 ... he has a 3 outer but still, the other plan was a guarnteed victory.
@DerFern: Yeah, I guess that is right, play Pact last and then Tendrils. Can he respond to Tendrils and Vial the other in to stop Tendrils or has it already been cast so it resolves, or does the first copy of Tendrils happen and Teeg stops the rest? I am not sure the order in how these things work.
Anytime you make the play of DDGO it is risky. Against a standard deck though on turn 1 I am really not to concerned with what he is going 2 do and for that fact, even if he draws Duress you also have to consider he has not idea what I am about to do. This is one of the greatest things DD has going for it, so few people can even play it right and the ones who haven't ever tried really have no idea what to do. When I play this deck there are certain times where I like going balls-out and other times I play conservative. But against standard players with standard decks ... I'm not worried in the least.
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Re: [Deck] Fetchland Tendrils
Quote:
Originally Posted by
Pulp_Fiction
Can he respond to Tendrils and Vial the other in to stop Tendrils or has it already been cast so it resolves, or does the first copy of Tendrils happen and Teeg stops the rest? I am not sure the order in how these things work.
It works out like this: you play Pact and if it resolves Gaddock is gone. Then you have priority again, since you are the active player. You cast ToA and at the time you cast it, Storm will trigger (copy this for each spell played before it each turn). Before the storm trigger resolves both of you have priority again. You would do nothing but your opponent can respond with whatever he thinks is cool. He could of course activate his Vial to get Teeg into play. Assume noone wants to do anything again before storm resolves, it will do so. Since storm copies the original spell and does not cast them, Gaddock Teeg wonīt prevent it to create a whole lot of Tendrils...
Regarding the Standard BG Deck. I thought you meant a standard BG-Legacy-Deck (The Rock or whatever) and not a Standard (Type II)-Deck, so yeah... I guess it was right not to be afraid...
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Re: [Deck] Fetchland Tendrils
Ok I'm a very new doomsday player, so please be gentle. I run pulp fiction's MD with the following changes: - 1 helm, - 1 igg, + 1 ponder + 1 duress. I'm basically playing a "dumbed down" beginner's version of doomsday. I understand all the basic piles and can beat countertop consistently with this deck. This is the only storm combo deck I've played that has a positive MU against blue, thanks guys for working up such a beastly list. Anyway my question is: How important/useful are the additional tech like pass the turn iggy and helm-shot? Correct me if I'm wrong:
Pass the turn iggy- used when there is no cantrip or top in hand.
-IMO this is very risky and you just die to dudes against aggro. Shelldock emrakul does the same thing but is a turn slower. I find that this is only useful if you have to go for it the next turn and cannot sit around for 2 turns waiting for shelldock emrakul. IMO this is incredibly narrow and I prefer a "live card" like ponder/seize.
-To generate extra storm in you dday pile. I usually bypass this by just putting a top in my dday pile and swapping the tops around to generate storm with my extra mana.
Helm-shot-> Against gaddock teeg
This allows you to bypass gaddock by going infinite storm and burning wish into grapeshot. However, you need a buttload of mana because you have to chuck a 2nd top and a helm into the stack. Is this really useful MD?
SB questions:
I have the most basic wish sb-
Tendrils
Doomsday
Deathmark
Thoughtseize
4 Show and tell
3 Emrakul
2 LDV
2 Pyroblast
I like the show and tell plan post board because I can bypass teeq, cannonist and mindbreaktrap. Also I get to cut mana accel (LED) for live cards against blue control since I don't play the meditate plan anymore. Thoughts? I'm sure this has been done before.