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Thread: [Deck] Infernal Bargain - A different view on Tendrils

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    Danarim's Avatar
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    [Deck] Infernal Bargain - A different view on Tendrils

    Cards from portal are tech. Cruel Bargain may be an example. It may seem nothing new, because there is already a card with exactly that effect and cost, but now we're allowed to run 8 of them. I seriously consider it as a new base for a tendrils deck - I think the first results are promising. There are many skilled combo players on this forum (Nausea the prove), I count on your feedback ;).

    Draw4 v.1.01

    Lands:
    3 Bayou
    6 Swamp
    4 Land Grant

    Mana:
    4 Dark Ritual
    4 Cabal Ritual
    4 Culling the Weak
    4 Lotus Petal
    2 Mox Diamond

    Draw&tutor:
    4 Cruel Bargain
    4 Infernal Contract
    4 Night's Whisper
    3 Diabolic Intent

    Free food:
    4 Phyrexian Walker
    4 Shield Sphere
    2 Ornithopter

    Win:
    4 Tendrils of Agony

    Sideboard:
    4 Gemstone Mine
    4 Cabal Therapy
    4 Compost
    3 Seedtime

    Some card choices:

    Cruel Bargain/Infernal Contract/Night's Whisper
    The huge advantage of those cards is the fact that thay have no drawback of the meditate sort - you can play them before going off and it's quite a good business. The lifeloss drawback isn't that big as it may seem - you can play a totally sufficient amount of them during the game, if your opponent isn't playing Burn. The walls additionally protect you from random small creatures in the first three turns. Furthermore, if you happen to fizzle, it's not a tragedy - you can often tendrils for 10, then try again the next turn, with a 7-cards hand.

    Diabolic Intent/Culling the Weak + free crits
    8x rituals is definitely not sufficient for this deck. Culling the Weak tries to solve it and does it quite well. The synergy of the free crits with the strategy of the deck is brilliant, they create a nice storm amount, defend your hit points and above all they feed the 'demonic tutor', which strongly increases the deck's consistancy.

    Mox Diamond
    The 'random mox diamonds' are there for situations (that happen quite often) when you played a bunch of draw and you have some lands in your hand that do just nothing. Worked well for me.

    Swamps
    Running mostly basic lands is good. This is a thing that Nausea doesn't.

    Some results:

    Results of goldfishing with the actual version of the deck:
    Turn 1 0
    Turn 2 IIIII
    Turn 3 IIIIIIIIIIII
    Turn 4 IIIII
    Turn 5 0
    Fizzle IIIII
    Suicide 0

    It still sucks vs red gro variants and burn, but I think it's worth working on it.

    Comments and critique welcomed.

    Edit: Changed blood pet into orni and raised the land grants numer.
    Last edited by Danarim; 01-30-2006 at 01:44 PM.

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