what...if they put chalice at 2, they most likely don't have a chalice on 1.
If they have both, then I don't mind scooping to the stonecold nuts, even in ari's build you could play around it if you just tap5 lands (chrome mox/petals) for an ad nauseam and hope you drop them to their knees with a bunch of 0 mana crap and ill-gotten gains into tendrills.
The point is rebuild isn't there for chalice but for trinisphere, at that point everything costs 3, you might as well play the better one (just in case you have to cycle it).
Sad thing, I dislike it cuz it makes the ad nauseam more horrible again. chain of vapor is fine as it is, just sucks again chalice. but be honest...how often do you see chalice these days (in a non-goblin deck)
How about Pulverize? My main concern with it is it's not great against a single Trinisphere, and it forces you to run a slightly weaker manabase (I'm trying 2 Volcanics and a Badlands), but it has a powerful effect against artifact hate. Unlike a bounce spell, this is available Game 1 and is accessible exactly when you want it via Wish.
I havent seen it here but found it in the DDFT thread - great videos of this deck in action http://www.mefeedia.com/watch/34898875 I liked these a lot! If MatiasNL is here - thank you so much! Great commentary and you have got nice jokes there :) This is really helpful for all those starting playing storm. The only thing that I didnt like is that he is playing against some stupid players, the online meta seems to not have that much blue tempo as my meta, and that he has some amazing topdecks. But hey, thats life I guess. Congrats and keep em comming!
Im from Czech Republic, so be patient with my english!
I' ve never been a huge fan of Grim Tutor for legacy (though I think Ari's list has some strong points), and since playing TES has gave good results when I played it regularly, I ' ve been testing this llist so far, for a very good win ratio. I' m posting it since now seems relevant for the discussion about Burning Wish.
Main 60
Lands 16
4x Polluted Delta
2x Bloodstained Mire
1x Misty Rainforest
1x Flooded Strand
1x Scalding tarn
2x Island
2x Swamp
2x Underground Sea
1x Volcanic Island
Cantrips 12
4x Brainstorm
4x Ponder
4x Preordain
Acceleration 16
4x Dark Ritual
4x Cabal Ritual
4x Lotus Petal
4x Lion's Eye Diamond
Protection 7
4x Duress
3x Thoughtseize
Bussiness 9
3x Infernal Tutor
3x Burning Wish
1x Ad Nauseam
1x Ill-Gotten Gains
1x Tendrils of Agony
Sideboard 15
4x Doomsday
1x Emrakul
1x Shelldock Isle
1x Wipe Away (or the 2nd Ad Nauseam)
2x Chain of Vapor
1x Hurkyl's Recall
1x Tendrils of Agony
1x Infernal Tutor
1x Deathmark
1x Meltdown
1x Thoughtseize
The point is that what I enjoyed the most of playing Wishes is that you don't necessarily auto lose to a andom main deck hate bear (such a GSZ --> Gaddock Teeg) and the flexibility it gives you, someitmes even with Doomsday Plan maindeck. I' ve tested Warrens but they are not needed, the deck is not as explosive as TES is and sometimes going for the goblins is simple a bad plan with all those Tempo decks(team america for instance) with EE main deck.
I' ve been considering chopping a cantirp in pro of another fetchland, but with this configuration seems that 16 lands are more than enough for our purpose.
Greetings,
Iņaki.-
Last edited by egosum; 04-03-2011 at 11:19 AM.
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
4 [ON] Flooded Strand
4 [ON] Polluted Delta
2 [A] Underground Sea
2 [UNH] Swamp
2 [UNH] Island
1 [ZEN] Verdant Catacombs
// Spells
4 [MPR] Ponder
4 [M11] Preordain
4 [FNM] Brainstorm
4 [CST] Dark Ritual
4 [TO] Cabal Ritual
4 [ARE] Duress
2 [LRW] Thoughtseize
4 [DIS] Infernal Tutor
1 [US] Ill-Gotten Gains
1 [FNM] Tendrils of Agony
2 [GPX] Chrome Mox
4 [MI] Lion's Eye Diamond
4 [TE] Lotus Petal
2 [ST] Grim Tutor
1 [ALA] Ad Nauseam
// Sideboard
SB: 2 [LRW] Thoughtseize
SB: 1 [ALA] Ad Nauseam
SB: 3 [SC] Xantid Swarm
SB: 1 [NE] Reverent Silence
SB: 3 [ON] Chain of Vapor
SB: 1 [B] Tropical Island
SB: 2 [DS] Echoing Truth
SB: 2 [UL] Rebuild
I've been running this list lately, and am quite happy with it. I'm going to try Egosum's list (lost 2-1 to him on MWS, just now). Running BW though means I have to replace Xantid, which have been great (especially vs. Merfolk).
People, posts where you go "This is my list, and I'm happy with it" are useless. They are doubly useless when all you did over an earlier-mentioned list or an established one is go -1 Land +1 Thoughtseize.
Pulverize is out of the question. You aren't going to play two mountains.
If this is due my post with the, as you said, pretty standard list with the BW, I tried to give a brief explanation with the reasons why I think they are worth the slot in the build. But since I could have been a little short in my answer this is what I would 've post.
After giving Lax Storm a try, and starting with the point that the last Ritual Tendrils deck I' ve played in Legacy was TES (this is to mak you know that obviously is hard not to try to find a comparison), I felt that it has some black points that could be easily solved by splashing a little red for BW.
First of all I' d like to tell what I think are the strongest points of Lax Storm, these are the points I tried not to corrupt by splashing:
-Solid mana base, resilient to wasteland.
-Enough Threat Density.
-Non-dependace on Ad Nauseam (basing an strategy on Ad Nauseam, as primary engine is kind of suicidal in the times we are living. In fact it's always been, but Mystical Tutor was the paste that put the deck together).
-No card disadvantage (this is based on the cut of the Moxen).
-Big amount of high quality cantrips provide early and fast hand sculpting.
What I found that could be improved:
-Grim Tutor is O.K. but not a beast and has too many weaknesses (I have them, I tested them, I' m not talking for budget reasons nor for any kind of fooloish theory). First of All being costy, 3 CC makes that you cannot use it freely to find the pieces you need, if you are in a rush (under pressure if playing against aggro) you normally don't want to tap out in turn 3, lightning bolting you, and pass the turn in order to see what happens if you get your next Upkeep phase. The 3 lifes also make that after a resolved ADN it sucks, same for a Tutor Chain if you need to Chain with one or the 2 Tutors, maybe you can die to a single bolt (or maybe you cannot because you are low on lifes).
-Having access to a single Tendrils of Agony is not always enough, it can lead you to some crappy mulligans and, in occasions, you may be forced to find a Brainstorm so you can crack the LEDs freely (maybe because you are facing a FoW deck and you cannot pass through IGG loop, maybe because you already have the IGG in hand too), this can be told brainstorm dependence.
-The super tight main deck has a big problem dealing with random maindeck answers our opponent can play. With the, minor but still representative in some metas, success of Kuldotha red, and more specially with the growing of the popularity of Green Sun's Zenith in both Zoo and Bant (with most of them play a singleton Gaddock Teeg) makes the storm players to rethink about having some anti hate access in main deck. Obviously one could say that a single Chain of Vapor can seal the deal (can be fetched in an effective way with Grim Tutors, but remember always that effective is not the same as efficient), as I said tapping out turn 3 going for CoV to play it in the next Turn and bolting you, or even worse wasting a Ritual (Dark or Cabal) or a lotus petal to speed this up, therefore leading us to card disadvantage (something that we have to flee when playing this kind of deck)is truly a bad game plan.
So this is why I post the list, I think that a comment about a deck list is better if is coupled with it, I could have wrote something like the list X in the Post Y, but for every reader that do not follow this thread continuously it will be, for sure, more difficult to follow the explanation.
So with Burning Wish I tried to fill all those gaps by simply sacrificing a single basic land, that at least by this time hasn't hurt. Burning Wish also works great with a doomsday sideboard, so, as I said before, you can go for the DD plan in the first game (or in every game although you have not sided them in, this can give you some extra outs, for more information please check all the extensive documentation about making DD piles, read specially those piles that work with a cantrip, not with Sensei's divining top because after testing it it showed suboptimal for our game plan).
Hope this feels like more constructive, or at least less "useless".
Greetings,
Iņaki.-
I think it is. By sacrificing the explosiveness of TES (this is red rituals and EtW, and Moxen, basicaly) you gain a lot of consitancy, Cabal Ritual is a very good card if played with many fetchlands and cantrips, which is the case, I' ve found lately tht the Warrens plan was only super good against merfolk, and they seem like in low profile (this is as I said some posts above due to the large number of EE being played and also because the cantrip lists is not as fast as TES). TES suffered from being color controlled in some occasions (though not too often), while this deck doesn't. Also with tempo growing, the card disadvantage the Moxen brought hurt us badly (card disadvantage is a bad ally in an attrition war). Plus TES doens't have room for the DD plan in the board which I see pretty efficient against CB - Top (and once again the option of DD Storm if needed, I'll post some useful piles specific for this list as soon as I have the time).
Greetings,
Iņaki.-
Last edited by egosum; 04-03-2011 at 01:31 PM.
Wow many thakns from spain iņaki ;)
I´ll waiting for that piles
Well this are the more relevant piles you can do, if needed, with my list (the information is taken from a complete spreadsheet of 357 DD piles made by a user from the Stormboards. I' ve filtered them by cutting the ones that use cards not in my miandeck, note: see that no pile needs any specific card in play, or that require a "Wish-Target" not currently in my sideboard. I also omitted the piles that need a BW in hand since I'm making the assumption that if we had a BW in hand we have used it to fetch for DD.
Non Pass the Turn Piles:
Hand Requirements: BS +2
Mana required: UU
Storm Count: 7
DD Pile: BS + 2x LED + BS +ToA
Note 1: if the last BS in the pile (i.e. the fourth card) is replaced with IGG, you have the same requirements for 10 Storm Count.
Note 2: if in addition to the IGG change, you change the ToA for a Burning Wish (--> ToA) you have the same requirements for 11 Storm Count.
Hand Requirements: 2xBS + 2
Mana required: U
Storm Count: 8
DD Pile: LP + BS + 2x LED + ToA
Note 1: if the BS in the pile (i.e. the fourth card) is replaced with IGG, you have the same requirements for 11 Storm Count.
Note 2: if in addition to the IGG change, you change the ToA for a Burning Wish (--> ToA) you have the same requirements for 12 Storm Count.
Note 3: all this piles work exactly the same way if your hand is PN + BS +2.
Pass the Turn Piles:
Hand Requirements: IT + 1
Mana required: 1UB
Storm Count: 10
DD Pile: BS + 2x LED + IGG +ToA
Note: if the extra card in your hand is PN (i.e. IT + PN) you have the same pile for Storm Count 10 but for only UU as mana requirement.
Hand Requirements: PN + 1
Mana required: UU
Storm Count: 9
DD Pile: BS + 2x LED + IGG +ToA
Note 1: if the extra card you have in hand is PN (i.e. PN + PN) you have exactly the same pile but for Storm Count of 10.
Note 2: if you replace the ToA for a BW (--> ToA). You have the same pile but for Storm Count of 10. Note that with a hand requirement of PN + PN in this case you'll have a Storm Count of 12.
This is an example of how you can make some modifications in the piles by exchangeing the order of some cards.
Modification of the PN + PN pile (interesting to keep in mind):
Hand Requirements: PN + ToA
Mana required: UU
Storm Count: 10
DD Pile: BS + 2x LED + IGG + PN
Greetings,
Iņaki.-
P.S. maybe it's not needed, but here is a Legend:
BS = Brainstorm
PN = Ponder (wherever it says Ponder it can be replaced by Preordain)
BW = Burning Wish
IT = Infernal Tutor
LED = Lion's Eye Diamond
LP = Lotus Petal
IGG = Ill-Gotten Gains
ToA = Tendrils of Agony
Egosum:
The point about MD hate becoming more prevalent is a real one. The Grim Tutor build really doesn't have a realistic way to change to beat MD hate without sacrificing a significant amount of consistency when you don't want Chain of Vapors. One isn't going to cut it. The deck was designed a for a format where MD hate was completely absent and your goal was to be as consistent against the generic cards (Duress, Force, Daze, Wasteland) as possible. GSZ and the resurgence of Stifle have changed things to the point I'm considering Burning Wish as well.
I haven't had real issues with the single Tendrils yet, it comes up rarely as even against Blue decks if it is in hand you can IGG it back and just play it through a Force or two. Drawing IGG and the Tendrils is an issue, but once I started actually shuffling well after Brainstorms it went away and it mostly a product of laziness and trying to turbo through a game.
Thank you for the answer.
One small change I would probably make to the list is the addition of 1 badlands in favor of a swamp.
I've always felt like 3 basic land is enough and I feel more comfortable with 2 (land) red sources.
This is in case one gets destroyed or you want to BW>IT with 1 island 1 other land.
How do you play against TES?
Chant with W open means you can't go off, and even if you force them to discard their Chants, you still have no way of going IGG on them. Setting up a tutor chain for 8-9 storm is unlikely given all the discard involved in the mirror match, so it seems like it comes down to ripping Ad Nauseam (or Dark Confidant, if you run that in the board).
@Arilax: do try it, is working wonders for me, although Spell Snare may hurt the deck, this is why I decided to add the 7th "duress", the 8th is well placed in the board as a wish target (coming to the maindeck in some given matches).
@Dia_Bot: I would only spoil the mana base with another dual if the deck wanted to give extra support to the red splash, i.e. playing pyroclasm instead of Deathmark in the board, for instance. Despite the fact that 3 Basic lands (2x U + 1x B) are enough, by playing extra basic lands (beyond that) makes you more confortable when paired against tempo decks, and since it seems not necessary to add the 2nd red source I'll keep it like this. (9 fetch + volcanic + Petal, and in some situations LED played off cantrip is enough for that small splash). Choosing between Volcanic of Badlands is, I think, a personal choice, I' m not really sure which is correct but since 2 islands are enough for cantripping the first turns playing 2 Swamps seems strong, just in case one get sinkholed or Hym to Tourached away from yourhand, I know these are corner case, but the point is taht 3 Islands are not really needed.
@lordofthepit: pairing against TES is, as most mirror like matches, an attrition game. So disruption is the most relevant part of your deck, just cantrip into it and rip their hand. Also having a second Nauseam in the board increases the winning ratio in this match up (one of the strongest plays you can do in "mirror" is ADN at the end of you ropponent's Turn, once your disruption has made a little job).
Greetings,
Iņaki.-
How do you guys stop a Top floating a Force of Will. Sometimes stripping their hand of all blue spells is just not actually realistic. But this deck can almost never beat that, and I can't imagine how bad it is when there is two Tops and Force+blue card floating. I guess I will accept that and move on.
That being said, I definitely think that Burning Wish is a million times better than Grim Tutor. Although part of me wants to drop a Swamp and an Island for a Volcanic and a Badlands to support Pulverize (which is such an amazing card), but that might make the TA, Merfolk, etc. very, very hard.
If this is the situation, that means taht you are facing an slow pace deck, so just try to rip the hand as much as you can and double bomb them to death. I know it is hard, but beyond this there is no real chance to win a FoW concealed unde a Top.
Greetings,
Iņaki.-
P.D. I' m afrain Pulverize is not needed, and even with 2 red lands it is not that great, sinc eyou 'll need the Pulerize to combat decks taht also pack land disruption (for instance, Kuldotha red, Aggro Loam playing chalice, ...). I'm afraid this deck players won't respect your lands until you can get the 2 mountains together, plus is unreal that you won't show a mountain before having the pulverize in hand, simply because you need burningh wish to find it (obviously you can play BW out of Lotus Petal, but then you may need LP + BW + 2 Fetch uncracked in play, not easy to assemble).
If we are talking game 1, It requires either stripping their other blue cards (as you said difficult) or putting them in a position where one FoW won't be enough. The *easiest* (not saying it's easy) is to have an IGG AND an Ad Nauseam in hand. You AdN during their turn and put them in a position of either countering it, or letting you draw a bunch (of discard hopefully) OR burning it on the Ad and letting you have IGG.
Of course in that scenario there aren't a ton of outs (in the grim build) but you play what you can.
This NPH card was spoiled this morning on MTGS (yeah, I know). It was in Japanese, so the translation is a little rough, but you get the idea:
"Phyrexian Unlife"
Rare
2W
Enchantment
You do not lose the game for having 0 or less life.
While you are at 0 or less life, all sources deal damage to you as if they had Infect.
Might we see this in a UBw "draw your deck" Storm variant with multiple Ad Nauseam (3 life? Who cares! Keep flipping!)?
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