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Thread: [Deck] Fetchland Tendrils

  1. #1401

    Re: [Deck] Fetchland Tendrils

    If you are trying to learn the deck, I would highly suggest starting with this list:

    4 Doomsday
    4 Infernal Tutor
    4 Brainstorm
    4 Sensei's Divining Top
    4 Ponder
    3 Duress
    3 Thoughtseize
    4 Dark Ritual
    3 Cabal Ritual
    4 Lion's Eye Diamond
    4 Lotus Petal
    1 Meditate
    1 Ill-Gotten Gains
    1 Tendrils of Agony

    4 Polluted Delta
    4 Misty Rainforest
    1 Verdant Catacombs
    3 Underground Sea
    1 Tropical Island
    2 Island
    1 Swamp

    SB: 3 Chain of Vapor
    SB: 1 Slaughter Pact
    SB: 1 Shelldock Isle
    SB: 1 Emrakul, the Aeons Torn
    SB: 1 Wipe Away
    SB: 1 Cloud of Faeries
    SB: 1 Pithing Needle
    SB: 4 Xantid Swarm
    SB: 1 Ad Nauseam
    SB: 2 Chrome Mox

    The maindeck is straightforward. It generally kills with Infernal Tutor->Ill-Gotten Gains, Doomsday->Meditate or Doomsday->Brainstorm (most Doomsday piles involve Brainstorm or Meditate). It will usually win the turn it goes off, but it has a couple pass the turn piles available to it.

    If you're losing after playing the default 2 mana pass the turn pile, you're probably doing it in games where you shouldn't (or your opponent happened to have a ton of burn). It's pretty rare for an opponent to be able to 9-10 you on turn 2.

    Don't cut Meditate unless you include Ideas Unbound in the main. Do not play Ideas Unbound with a boatload of Cabal Rituals otherwise you'll notice a lot of scenarios where you have Doomsday, SDT, and BBBBBU available.

    Helm isn't really necessary. It's better in a list with a ton of Crits, Tutors, and Wishes since you can get value out of it when not comboing, but the pass the turn pile in the face of Canonist is pretty hard to set up and extremely situational (you need like 3 lands in play and for them to have very little pressure). The other uses for Helm are much worse than just including Chain or Deathmark in your maindeck to stick inside piles (those piles are cheaper, and while they don't generate infinite storm, it's not like you need infinite storm very often (ever?)).
    BZK! - Storm Boards

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  2. #1402
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    Re: [Deck] Fetchland Tendrils

    Thanks for the list. Iggy looks so much better when you're running infernals. I'll test it. On another note, why are people playing traditional ANT anymore? The deck seems strictly worse than Doomsday or TES. My thoughts on the various storm combo decks:

    Belcher- Turn 1/2 Goldfish, ultimate glass cannon, but wrecks anything without blue/challice/trini
    TES- Turn 2/3 Goldfish, still a very quick goldfish and can protect itself fairly well. IMO, colour base is slightly dubious and lack of top for handsculpting forces you to not be able to wait too long against blue or risk them drawing more counters.
    Doomsday- Turn 3/4 Goldfish, rarely raced by aggro but aggro might get there sometimes. Protects itself very well and excellent at slow rolling blue. Can beat countertop consistently (only storm combo deck that can).
    12 cantrip ANT- Turn 3/4 Goldfish, somewhere in between TES and Doomsday in long game power. Seems strictly inferior to Doomsday combo.

    Thoughts? This are my own observations. I'm trying to decide what to play in what meta.

  3. #1403

    Re: [Deck] Fetchland Tendrils

    I wouldn't call ANT strictly inferior. There Is a lot to be said for not needing a Cantrip/Extra Turn/Graveyard to win the game with 5-7 mana. That's why you see AdN and 2 Chrome Mox in my sideboard.

    Depending on what you see the most of, you could even switch my list to play Tundras and run Chant/Silence over Duress/Thoughtseize.
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  4. #1404
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    Re: [Deck] Fetchland Tendrils

    Agreed, but in testing, you don't always find the infernal/ant in time by turns 3/4 even with 12 cantrips. Even with 4 infernal/wish + 3/4 doomsday it's hard enough to find your "win" card, I find it challenging to play a combo deck that banks on finding 4 infernal + 1 ant while being in time to be relevant (life-wise). I just feel if the skill level/experience is there, doomsday seems like a much better deck. They both have the same speed vs aggro, but doomsday can easily power out a dday for shelldock pile and just win straight up vs counterbalance, challice, trini and all the crap that hate on storm. I find this advantage to be extremely potent.

  5. #1405
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    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by emidln View Post
    I wouldn't call ANT strictly inferior. There Is a lot to be said for not needing a Cantrip/Extra Turn/Graveyard to win the game with 5-7 mana. That's why you see AdN and 2 Chrome Mox in my sideboard.

    Depending on what you see the most of, you could even switch my list to play Tundras and run Chant/Silence over Duress/Thoughtseize.
    That's exactly the point that drove me away from considering Doomsday the strongest engine. Once you play both ANT and DDFT and get the mechanic and the patterns behind each deck you understand how much casting an instant that draws you 20 cards and wins there 75% of the times is different from a sorcery that requires a cantrip and loses half of the time from tempo decks' Stifles and REBs on Meditate.
    Or random Extirpates in response to the draw effect.
    The only reason why I stick to DD is that there are no valid replacements in UB for Ad Nauseam Tendrils (baring LDV which I'm going to try), and I don't like Burning Wish.

    I like your list, Emidln, even if it was me I would move AdN main and DD side.
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  6. #1406
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    Re: [Deck] Fetchland Tendrils

    I have no doubt ANT is the best engine with the fewest holes. But since the banning of mystical, nothing has come close enough to replacing it other than LDV. LDV-ing for a 1/2 off (ANT) is painful or trying to find infernal is a bit slow. Tutoring for a tutor is very inefficient. I don't doubt that doomsday gets messed up by more stuff than ANT but you get to run infernal/personal tutor/burning wish/LDV with 4 off doomsday. This brings your count of "win cards" to 7-9 and IMO that gives you much better consistency vs 5-6 in ANT. You can use cantrips to find other stuff you need and not be just digging for the "win". That's just my opinion though. I don't think going into an ANT vs Doomsday war is appropriate. Ok so what I've gotten so far:

    ANT- More robust, harder to hate. Not as good at sitting and waiting. Forced to dig for low number of "win cards". Simple to play.
    Doomsday- More fragile vs random things. Can sit and wait better vs blue. Runs more "win" cards. Can dodge hate by going shelldock-emrakul. Hard to play, mistakes are costly.

  7. #1407

    Re: [Deck] Fetchland Tendrils

    I can't advocate chant effects in doomsday highly enough right now. Sometimes, you need chant to achieve lethal storm. There is hardly any countertop decks in the meta right now so switching seize and duress for chants and silences has no drawback. I'm also paranoid of doing some pile of doomsday that relies on you executing it that turn only to have SDT stifled. Or tendrils getting stifled = GG's. So silence/chant effects just bypass all that stuff other than FoW quite nicely and as a bonus you can use IGG in your pile then yay.

    For helm into wish into grapeshot. It can be randomly really awesome against Teeg or at other times when top gives you 'crap' as reported by pulp_fiction he topped and saw top, tendrils, and emrakul. With helm in play. So yeah that's awesome. And having access to R: get a sorcery card in your SB can be awesome. But sometimes it is very much winmore. It comes down to personal preference/playstyle I guess.
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  8. #1408
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    Re: [Deck] Fetchland Tendrils

    When do you board in the AdN and the Emrakul package emidln?
    "Part of me belives that Barrin taught me meditation simply to shut me up."

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  9. #1409

    Re: [Deck] Fetchland Tendrils

    AdN comes in against discard (where I want more threats) and tempo decks (TA, Thresh, etc where I'm probably using my cantrips for somethign other than setting up Doomsday (although I certainly keep most Doomsdays in).

    Emrakul comes in whenever I think I can get away with it (i.e. they don't have Wasteland and I don't expect needle) or when I think forcing them to have the answer is better than waiting for the game to develop more. Not all parts of the Emrakul package come in all the time, but I wanted the package to be flexible enough that I could side it in against a deck with wastes and lock pieces. Cloud of Faeries lets you sub it for IGG for times when casting IGG after losing some life is a poor decision (really fast Zoo/Sligh decks).
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    Drawing my deck for 0 mana since 2013.

  10. #1410
    I only play blue for Brainstorm and combo.
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    Re: [Deck] Fetchland Tendrils

    Time to resurrect this thread. God damn, I am too drunk to post anyhnbhig relevant but ... top anyone who has anything to say, post that shit!!!! I can post my newest liust but i am too drunk to. please dont give me another wearning cause I have4 already had like 4 but .. just trying to get some discussoin goinbg on a hgood deck. FTW!
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  11. #1411

    Re: [Deck] Fetchland Tendrils

    Here's some relevance:

    My current list:

    4x Brainstorm
    4x SDT

    1x Wipe Away
    1x Duress
    1x Daze
    2x Spell Pierce
    1x Silence
    3x Orim's Chant

    1x Lotus Petal
    2x Helm of Awakening
    2x Cabal Ritual
    4x Dark Ritual
    4x LED

    1x Ideas Unbound
    1x Meditate
    1x Lim-Dul's Vault
    1x Cunning Wish
    3x Doomsday
    4x Infernal Tutor

    1x Ill-Gotten Gains
    1x Tendrils of Agony
    1x Brain Freeze

    1x Plains
    1x Swamp
    2x Island
    1x Tropical Island
    1x Scrubland
    1x Tundra
    1x Underground Sea
    1x Marsh Flats
    3x Flooded Strand
    4x Polluted Delta

    SB:
    1x Emrakul, the Aeons Torn
    3x Xantid Swarm
    1x Slaughter Pact
    1x Hurkyl's Recall
    1x Rebuild
    1x Rushing River
    2x Krosan Grip
    3x Duress
    1x Shelldock Isle
    1x Bayou

    That's my most recent list, testing out a single Cunning Wish as opposed to a second LDV. I don't think it's going to pan out, so in the end I'm guessing -1 Wish, +1 LDV.

    --ABC

  12. #1412
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    Re: [Deck] Fetchland Tendrils

    Hi everyone, sorry to necro the thread but I really was hoping to get some new input on the deck. I feel like its a strong deck to play in the current legacy environment. Counterbalance has all but disappeared in my local meta and the SCG series seems to be shifting between several tempo decks. Anyway I figured I would post my current 60 and see what everyone is playing. Im splashing red for the wish board.

    Right now my testing includes swapping CoF for Twiddle, although you lose to edict effects if you go all in on emrakul more often you get the versatility of tapping down a single attacker, often a goyf or stalker from team America, or forcing a wasteland activation on the end step before i go for a kill.

    Lands
    4 x Polluted Delta
    3 x Underground Sea
    2 x Scalding Tarn
    2 x Volcanic Island
    1 x Badlands
    1 x Swamp
    1 x Island
    1 x Shelldock Isle

    Creatures
    1 x Cloud of Fairies
    1 x Emrakul

    Spells
    4 x Brainstorm
    4 x Ponder
    4 x Top
    4 x Dark Ritual
    2 x Cabal Ritual
    2 x Lotus Petal
    4 x Lion's Eye Diamond
    4 x Doomsday
    3 x Infernal Tutor
    3 x Burning Wish
    3 x Duress
    3 x Thoughtseize
    1 x Meditate
    1 x Ill Gotten Gains
    1 x Tendrils of Agony

  13. #1413
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    Re: [Deck] Fetchland Tendrils

    In Germany DDFT ist DtB :)

    I had several Top8's with this list:


    Maindeck:
    4 Infernal Tutor
    4 Doomsday
    4 Dark Ritual
    2 Cabal Ritual
    1 Rain of Filth
    1 Lotus Petal
    4 Lion's Eye Diamond
    4 Sensei's Divining Top
    4 Brainstorm
    4 Ponder
    1 Chain of Vapor
    4 Orim's Chant
    3 Duress
    1 Meditate
    1 Ill-Gotten Gains
    1 Tendrils of Agony

    4 Polluted Delta
    3 Misty Rainforest
    3 Flooded Strand
    2 Underground Sea
    1 Tundra
    1 Scrubland
    1 Bayou
    1 Tropical Island
    1 Island

    Sideboard:
    4 Xantid Swarm
    3 Carpet of Flowers
    1 Reverent Silence
    1 Hurkyl's Recall
    1 Rebuild
    1 Echoing Truth
    1 Slaughter Pact
    1 Wipe Away
    1 Slaughter Pact
    1 Shelldock Isle
    1 Emrakul, the Aeons torn

    The list is a blast to play and it's incredibly strong against Tempodecks and Counterbalance. I'm 11-0-4 against Tempodecks, 2-0 against Dreadstill und 5-1 against Counterbalance. On stormboards, flrn posted some sideboard techniques and if you have any question regarding the list, feel free to ask.
    Emrakul is not needed maindeck, it's enought to win against Counterbalance 2-1 ;)
    Chain of Vapor maindeck is due to many G/W decs playing Green Sun's Zenith and Gaddock Teeg maindeck :)

  14. #1414
    I only play blue for Brainstorm and combo.
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    Re: [Deck] Fetchland Tendrils

    In the interest of getting some more discussion going I took DDFT to my local tournament tonight and made it to a top 4 split out of about 18-24 people. I don't mean to clog up the thread with decklists but since mine is quite different I really need to post it. i will give a brief description of the matchups and some things I feel are right and wrong w the deck. For now, here is the list and a short report:

    4x Top
    3x Duress
    4x Dark Ritual
    3x Cabal Ritual
    4x Petal
    4x LED
    4x Burning Wish
    4x Brainstorm
    2x Infernal Tutor
    3x Doomsday
    3x Thoughtseize
    1x IGG
    1x Meditate
    1x Emrakul
    1x Tendrils
    1x Ponder

    3x Bloodstained Mire
    4x Polluted Delta
    1x Scalded Tarn (should be 2 but I only have 1)
    1x Flooded Strand (should be Tarn)
    2x Underground Sea
    1x City of Brass
    1x Badlands
    1x Volcanic Island
    1x Swamp
    1x Island
    1x Shelldock Isle

    SB
    1x Tendrils
    1x EtW
    1x Doomsday
    1x Deathmark
    1x Meltdown
    1x Eye of Nowhere

    2x Wipe Away
    2x Echoing Truth
    1x Sad Sac
    1x Thoughtseize
    1x Rebuild
    1x Chain of Vapor
    1x Slaughter Pact

    Round 1 - Standard R/B Stuff
    g1: Mull to six and IGG loop on turn like 5-6. Deck tried to make me lose but I had ample to time draw something relevant.
    g2: Turn 3 Meditate pile of: Meditate, Petal, LED, LED, Burning Wish.

    Round 2 - Dragon Stompy
    g1: Turn 1 Chalice @1, turn 2 Chalice @2 and I scoop when I realize hardcasting DD into Emrakul will take my life to low and Slogger would kill me, so I scoop em up and don't show any cards but lands.
    g2: Once again he get Chalice out @1 and 2 on turns 1 and 2 but i have Rebuild in my hand. On turn 4 I Meditate at the end of his turn and find nothing relevant but Top and a shit ton of accel. I untap, draw, play a land, and pass the turn. He drop me to 6 and I EOT Rebuild all his shit. I play out Top and look and I find the win, top 3 reveals: Top, Wish, land. I have enough mana to build storm to like 6 and then I just switched Tops around till the storm was lethal and BW for Tendrils ends it.
    g3: He goes turn 1 Magus. I go turn 1 Empty for 10 with my handy Mountain that I was missing ... he loses in short order.

    Round 3 - Recruiter Aluren
    g1: We both keep good hands but his is better. Turn 3 Aluren + Recruiter is good I hear.
    g2: We both mull to six and tear each other's hands apart. My hand ends up being: Petal, LED, DD with Top in play and 3 lands also in play. I play them all and build: Meditate, Petal, LED, LED, Burning Wish.
    3: He mulls to 5 and I stall on 1 land but: Dark Rit, Dark Rit, DD, Top, LED, and Thoughtseize don't care about my land count and another standard Meditate pile takes him down. He was never really in the game, mulled to 5 and kept 4x lands and Intuition ... luck is such a huge factor in the game.

    Round 4 - W/g/b Death and Taxes
    g1: Turn 3 DDGO while I hold LED, LED, LED in my hand and have 3 lands in play. Pile is: Brainstorm, IT,Petal, IGG, Tendrils. fucked this pile up, It should have had a SDT in space of the Petal, I was just worried about weird land shenenigans I watched him do in previous games and overthought the situation. I still won because he didn't have StP in his hand but still ... this is unacceptable.
    g2: We both mull and he Thoughtseizes me. I respond w Duress and go into the think tank with a hand like this: IGG, LED, Dark Rit, land, Brainstorm and I have a land in play. I decide to hold off on the Brainstorm and give it another draw. I draw yet another land and pass. EOT Brainstorm reveals nothing and I fetch to shuffle. He played the dude that fetches equipment and gets Jitte so I need to get some shit going before he draws a Trap or gets counters to start gaining life. The deck finally gives me some love and I rip IT off the top ..... finally. I play: land, Dark Rit, IT revealing LED, Dark Rit, LED, LED, IGG, stack IGG and bring back LED, LED, IT, play them all and break LEDs for RRRBBB and go get BW for the lethal tendrils. High threat density FTW!

    Overall I loved the main and you may notice that I did not once use Emrakul. Its ok, I really like having it there. Randomly my meta gets flooded with CB and it gives me free turn 1 wins against Zoo and shit. It also helps mulligans a ton so I will keep Emrakul in the main. Now my wishboard .... I was wanting IT SOOOOo bad. I rarely ever wished for it but recently I have been wanting it more and more. I will most likely cut Sad Sac and but IT on the wishboard. I will also cut ETruth and put the second Rebuild in. I forgot how much I loved this card. It cycles into a DD pile and gets around Chalice @2 which I have been seeing a LOT lately. Thoughts?
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  15. #1415
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    Re: [Deck] Fetchland Tendrils

    @Pulp_Fiction Nice deck list and finish. I saw your City of Brass, is this ever a liability for the life loss, I would be worried about dropping to a burnable range from zoo, Are you activating it enough times that Gemstone Mine wouldnt be a suitable replacement?

    Also I really like having Emrakul in the main. It allows you to win/window of opportunity against new/sloppy high tide players i.e (not solidarity, but spiral variants). I often just consider it my legacy tinker bot, its there if i need it but I am happy winning without it.

    Really like the wish board, and you showed that the ability to drop goblins from the board can really wreck someones day.

    I was wondering how having so many lotus petals was working for you, versus more ponders to cantrip through the deck. Since you rarely need more than 1 for piles?

    Thanks for your thoughts, and again congrats on bringing out the deck to give us a little info.

  16. #1416
    I only play blue for Brainstorm and combo.
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    Re: [Deck] Fetchland Tendrils

    TY sir :) I PM a couple people on this site about DDFT and most genuinely hate City. Here is why I have it in there as a 1-2 of, it greatly helps mulligans. When I mull to 5 or 6 I want to see the card because I know that my mana is set at this point and whatever I need it will be there. Now I feel playing 2 is crucial towards a 4c manabase but it is certainly less necessary in the 3c builds. But still playing 2 bacis lands and your most common win card costs BBB .... I just like having it. You manabase is entirely up 2 u. In the first post emidln talks about how adaptable the deck is, and once you play it and understand how it works, start to modify it. Just goldfish the hell out of any list you want, and if you don't find yourself ever wanting a City of Brass, just replace it with a fetch or another Sea. This is all personal preference. I have only had 1 tournament match where tapping CoB mattered but ... it was a factor. I won the match anyway but ... having 1 less land in play is important. In short, play whatever manabase you feel comfortable playing. Does City of Brass have to be there ... no. I like it, but it is all preference, if you feel more comfortable with more fetches or Seas, play them instead. But I just love the idea of City of Brass in a 3c Deck that only plays 17 lands, 3 of which only add 1 color. When I play TES I play City over Gemstone. I hate Gemstone Mine, especially in a deck that runs Top. Mine is a total liability in this deck since it dies after 3 uses. Fetches/additional lands are better.

    I have tried the builds that run 1-2 Petals and I just don't like them. 9-10 cantrips effects feels like enough. I really like the balance that playing this kind of acceleration backed with this level of threat density brings. Petals are in constant flux on the stormboards. Some people really like playing one and some love 2-4. Really just depends on playstyle. I like playing 4 when running Burning Wish since it allows the turn 1-2 Empty against a lot of decks. Burning Wish is the reason I still play combo, because of the versatility it adds to the deck. When your opponent mulls trying to find their hate cards, cards like EtW punish them. Because when you play Burning Wish, not only do you have additional answer cards, but additional threats. Against someone who mulls to 5 trying to find Leyline on Sanctity, 10-14 goblin tokens will cripple them. It is good to always know your outs and DDFT totally enables those outs, its just really tough to see them sometimes when there is an opponent in front of you doing things. BW combined with SI/Emrakul enables a storm deck to do totally insane things. The hard part is recognizing all of these options and choosing the one which will hurt the opponent the most.
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  17. #1417
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    Re: [Deck] Fetchland Tendrils

    I also won 2 byes for the BOM with DD by winning a 40 players event last week end. Another different list. xD

    1 Badlands
    1 Mountain
    1 Underground Sea
    1 Volcanic Island
    2 Bloodstained Mire
    2 Island
    2 Swamp
    4 Polluted Delta
    4 Scalding Tarn
    4 Lion's Eye Diamond
    4 Lotus Petal
    4 Sensei's Divining Top
    1 Cabal Ritual
    1 Rain of Filth
    4 Brainstorm
    4 Dark Ritual
    1 Ideas Unbound
    1 Ill-Gotten Gains
    1 Tendrils of Agony
    3 Doomsday
    3 Duress
    3 Thoughtseize
    4 Burning Wish
    4 Ponder
    SB: 1 Shelldock Isle
    SB: 1 Empty the Warrens
    SB: 1 Pulverize
    SB: 1 Infernal Tutor
    SB: 1 Infernal Contract
    SB: 1 Grapeshot
    SB: 1 Wipe Away
    SB: 1 Emrakul, the Aeons Torn
    SB: 1 Chain of Vapor
    SB: 2 Hurkyl's Recall
    SB: 1 Tendrils of Agony
    SB: 1 Ideas Unbound
    SB: 1 Doomsday
    SB: 1 Duress


    The "problem" with DD is that the engine and the core is so powerful that you have trouble finding the best version of the deck.

    Tournament wasn't too difficult. Only decks with fows I faced were 2x show&tell/sneak attack, 2x hive mind and 1 CAB Jace. The Cab Jace had no cunning wish though and therefore ran a lot of cards against combo, but since he missplayed badly I 2-0'ed him in spite of topdecks.
    My only loss in the rounds was against a Maverick because I missplayed during an improvised pile game 2. Game 3 He has canonist + MoR. I play a thoughtseize removing a kotr, the turn after I wish for pulverize ftw but he topdecks gaddock teeg.
    I didn't ID.

    This list was built to evolve in a non counterbalance meta, that's why I cut dazes and added petals, putting emrakul in the sb. The mana base is very good against tempo decks. I am impressed by Nemavera's results in tournaments against tempo with such a mana base, this may be time for me to switch back to green sideboard. However my results have always been incredibly better in tournaments than when testing against myself with Doomsday.

    I really killed quite often with empty the warrens so I wouldn't play burning wish without 4 petals now.

    Grapeshot was the good surprise when I tested helm shot again (helm of awakening being dismissed pretty quickly as usual when I test it again). Especially with 4 petals. It is not strictly better than deathmark, pyroclasm or virtue's ruin but all in all I feel it is the best choice in this version, and it won me a game in the tournament, several in testing.
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  18. #1418

    Re: [Deck] Fetchland Tendrils

    Can anyone comment about the following?
    I know Doomsday makes everything in this list so complex because of all the possibilities :)

    What are the exact important pros/cons about the builds with discard (TS, Duress) and the builds with Silence/chant that I miss?
    Do you play both? (SB wise)

    Silence/chant
    ++ Counter this, or lose (win or bluf with open mana).
    + 2for1 against FOW, where discard is 1for1.
    + Can buy turns.
    + Silence still works versus leyline of shroud.
    + IGG has no drawback.
    - Can't deal with hate cards (unless you buy the specific turns they can play them, before you go off).
    - They choose their counterspell (if: multiples).

    Discard
    ++ Can deal with every non-creature;non-land card.
    + TS can deal with hate-bears.
    + Let's you see their gameplan / hand info (play around possible hate).
    + Let's _you_ pick the counterspell (if: multiples) (pick fow, play around daze/others f.e.)
    - versus multiple non-counter hate-cards, silence/chant wins you the game where discard needs more discard, unless you can play around it.
    - Dead versus leyline of shroud.
    - IGG gives them back counterspells etc.

    And probably hundreds more.

  19. #1419
    Colonizer of Dreams

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    Re: [Deck] Fetchland Tendrils

    Quoting myself from stormboards.

    Quote Originally Posted by flrn
    Quote Originally Posted by lorddotm
    Why the 3 Duress 4 Orim's Chant?

    Typically I've noticed that Duress is better than Chant, but maybe you have different reasons?
    We're splashing White just to play Chant. Naturally there are very good reasons why Chant is way better than Duress. Duress is good against Archetypes like Merfolk, which are light on counters. They don't have any way to manipulate their library, so they mostly don't have that much stuff going on in their hand. It's easy to play Duress and predict what their gonna do in the next turns.

    Against any deck playing SDT and Brainstorm's, Chant is better than Duress. They have ways to manipulate the top cards of their library and Duress can't attack topdecks. And that's where Chant shines. Duress can't protect you from the Force, which is lying on top of their library with a SDT in play and several blue cards in hand. Chant can.

    Chant is also way better in the tempo matchup, which plays a lot of coniditional counters, along with several ways to manipulate the library. Just imagine you play Duress against Canadian and you see a hand consisting off two Spell Snare's, Stifle, Daze and Brainstorm. What do you take and how do you win? This is a scenario that actually happens quite often. When you play Chant in this scenario, all your opponent can do is to brainstorm in hope he finds a Force of Will for your Chant. If he doesn't find it he is dead. And that's why Chant makes Cardadvantage in the tempo matchup, where Duress only trades one card for another. That's why Chant is that strong. And that's why we splash white just to play Chant.

    Chant just has me won so many games, where Duress wouldn't have done shit. I don't know what's going on at your local meta, but around here a lot of people are playing Canadian and Tempo Bant. Without Chant's I wouldn't have a 50/50 matchup against that archetype. They would eat me all day. Chant is our key card in those matchup's. Also Chant can buy you a turn against aggrodecks, if you play it with the kicker cost. You can chantwalk an opponent in his second turn, if you expect him to drop a hatebear on turn 2. That's stuff that Duress can't do. Naturally you need to be good at predicting what your opponent might/can do to fuck you up. Nemavera even considered going down to one Duress, just to play more Chant effects. But in the end the split as you see it in the list posted on the previous page made it, since Duress gives us information's. That's a thing Chant can't do.

  20. #1420
    nidubuild
    Lejay's Avatar
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    Re: [Deck] Fetchland Tendrils

    Since I was surprised by Nemavera's results against tempo decks with 4 colors and one basic, I tested the german list today against tempo bant. List looks like this :

    4 knight of the reliquary
    4 tarmogoyf
    4 noble hierarch
    1 vendilion clique
    2 jace the mind sculptor
    4 swords to plowshares
    4 force of will
    4 daze
    4 ponder
    4 brainstorm
    4 stifle
    4 tropical island
    3 tundra
    4 misty rainforest
    3 windsweapt heath
    1 island
    1 forest
    4 wasteland
    1 maze of ith
    Sb
    4 natural order
    1 progenitus
    1 dryad arbor
    3 spell pierce
    3 engineered explosives
    1 jace the mind sculptor
    1 vendilion clique
    1 karakas

    Against a good player who won a 49 players event with the deck the day before I won mine.
    I've gone 1-5. Won the first game because he mulled to 5 and post side I played an answered swarm which gave me the game. I then lost all the matches winning only one or 2 games. Granted i was playing against a good player who knows a bit how doomsday works, and knight of the reliquary fetching wastelands is probably an additional issue, but this was so much one sided that after 6 games there really were no reasons to continue testing.
    I too have much better results in tournaments against tempo and counterbalance than when I test against myself. But in a big tournament, where after several wins you will face tough opponents, you really can't hope to win tempo decks with only one basic land.
    I suggest you to play with a better mana base. Counterbalance being pretty absent of all metagames currently you really only need to win against tempo.
    CLICK HERE FOR THE RULES OF A VERY FUN MULTIPLAYER CASUAL FORMAT
    You very likely can build it without spending any money, just out of what you already have.

    An example with my (very large) list in a visual form

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