Page 76 of 135 FirstFirst ... 266672737475767778798086126 ... LastLast
Results 1,501 to 1,520 of 2691

Thread: [Deck] Fetchland Tendrils

  1. #1501

    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by Namida View Post
    Are there any advantages to keeping the deck UB instead of splashing the third color?
    resilience to wasteland

    Chant effects make IGG much better though.
    Swim, Bike, Run, MTG

  2. #1502
    I only play blue for Brainstorm and combo.
    Pulp_Fiction's Avatar
    Join Date

    Jan 2008
    Location

    Alpharetta, Georgia
    Posts

    665

    Re: [Deck] Fetchland Tendrils

    IMOP there is really no point in not playing a third color and each has its merits. Resilience to Wasteland is good but ... all you really need it 2 basics to be good in the Stompy/Stax matchups. The added mana consistency does not make up for the loss of white (Chant effects and Disenchants), green (Swarm, Grip, Reverent Silence), or red (Burning Wish, EtW, Meltdown). Three colors is right where u want to be with DDFT. 4 Is pushing it and you will be capable of pulling off 2 basics but ... I hate mulligans due to opening lands I can't use in 4c builds; so I stick with 3 for consistency issues and overall utility.
    "I just shot Marvin in the face!"
    "Why the fuck'd you do that??"

  3. #1503

    Re: [Deck] Fetchland Tendrils

    Do you guys find Fish to be a terrible match? I can't seem to consistently beat it. Any tips? Another more specific question, when you thoughtseize do you usually grab a Lord or countermagic? What if you have discard spell? Or they have multiple counterspells? I feel like Fish is going to be big in Providence and was hoping to play this if I went. Any matchup advice would be great.

  4. #1504
    Colonizer of Dreams

    Join Date

    Aug 2009
    Posts

    203

    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by PunkRocker1134 View Post
    Do you guys find Fish to be a terrible match? I can't seem to consistently beat it. Any tips? Another more specific question, when you thoughtseize do you usually grab a Lord or countermagic? What if you have discard spell? Or they have multiple counterspells? I feel like Fish is going to be big in Providence and was hoping to play this if I went. Any matchup advice would be great.
    If you play the german list, you are favored against Merfolk. Preboard they only have Daze, Cursecatcher and Force of Will. Every landdrop you make, makes their Daze/Cursecatcher worse. You got 4 Chants and 3 Duress to prevent them from interrupting you, so you should be able to win preboard. Postboard you bring in 3 Carpet of Flowers and 4 Xantid Swarm, for 4 Chant, 2 Cabal Rituals and 1 Chain of Vapor. Now you got eleven cards (4 SDT, 4 Swarm and 3 Carpet), which come down on turn 1, which they need to force, or else they are very likely to lose the game. They have no library manipulation at all, so Duress is a great play against them when going off. That might change with New Phyrexia in the format, but until then you have a great matchup against them postboard, because Swarm and Carpet turns off all their Spell Pierce's and Daze's.

  5. #1505

    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by flrn View Post
    If you play the german list, you are favored against Merfolk. Preboard they only have Daze, Cursecatcher and Force of Will. Every landdrop you make, makes their Daze/Cursecatcher worse. You got 4 Chants and 3 Duress to prevent them from interrupting you, so you should be able to win preboard. Postboard you bring in 3 Carpet of Flowers and 4 Xantid Swarm, for 4 Chant, 2 Cabal Rituals and 1 Chain of Vapor. Now you got eleven cards (4 SDT, 4 Swarm and 3 Carpet), which come down on turn 1, which they need to force, or else they are very likely to lose the game. They have no library manipulation at all, so Duress is a great play against them when going off. That might change with New Phyrexia in the format, but until then you have a great matchup against them postboard, because Swarm and Carpet turns off all their Spell Pierce's and Daze's.
    Whit MM these consideration will not change radically ?
    I'm really worried about MM...

  6. #1506
    Crimson King

    Join Date

    Jan 2008
    Posts

    185

    Re: [Deck] Fetchland Tendrils

    While it is true that MM counters a lot of usefull card including all 12 protection spells there's some things you have to consider:

    - MM needs slots thus they either have to cut business or more likely Dazes/Spellpierces
    - with Daze gone the total number of disruption they run hasn't changed, although improved somewhat

    MM also is more or less useless on the comboturn, countering cantrips and Tops countered is way more disruptive than hoping for the comboplayer to just go off unprotected. This however is where general ignorance comes into play.

    If played correctly MM will be a pain in the ass, aka Daze without the tempoloss.

  7. #1507

    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by jjjoness' View Post
    MM also is more or less useless on the comboturn, countering cantrips and Tops countered is way more disruptive than hoping for the comboplayer to just go off unprotected. This however is where general ignorance comes into play.

    Probably i'm ignorant, but I do not understand why MM would be useless in the comboturn, if you want to use a Doomsday pile to go off Top it's essential... MM on Top coud be problematic if you doesn't play an Orim's Chant or something like that...

  8. #1508
    Member

    Join Date

    Nov 2010
    Location

    Japan
    Posts

    369

    Re: [Deck] Fetchland Tendrils

    To be honest, the question about colors was a concern on budget. I try not to muddy up conversation about things like that, but we can't seem to shut up about MM, so I figure now as good a time as any to throw this in here. I haven't seen a straight UB list for a while on the site, so I was wondering why someone would play UB over w for Chant, which is my lord and savior. I've been practicing with various lists on the various pages from this thread, and Chant is SO good, but I don't have the money to play white yet. Long story short--I don't own Chants, and I don't any lands with Blue in them other than one Volcanic Island, and I only just got the money to get the Underground Seas and Deltas. So when I finally actually get to play in events, I'm starting out with a Burning Wish Version or going straight UB with no green in the SB/playing Bayou instead of Tropical Island, which I can tell is pretty poor. Everyone plays Tropical Island because you want to resolve Swarm/Carpet early, and you don't need black until you're comboing, right? Having to choose between t1 Swarm and being able to play cantrips in the next few turns seems like a bad decision to need to make.

    In general, without Chant, I think I'd want to play Burning Wish because it does makes getting getting storm much easier, and the whole "This can win the game or stop you from losing" deal seems pretty good too. I've seen some lists that play only one Wish to put in piles. Is that really any good? I mean, it's less of a dead draw than Emrakul, and people are playing him, but Emrakul is more powerful when you use it than Burning Wish and its +1 storm, so I don't know.

    The two UB versions in the thread that I have interest in are lists by emidln. One version has four LDV, and it seems like LDV completely disappeared from people's lists. Is there a reason no one is playing LDV anymore? It seems like a pretty powerful card. The other version is the version suggested for players trying to learn the deck (read: me). In particular, it's the most straightforward, and being able to side Ad Nauseam in seems like it'd be pretty powerful, especially when opponents don't expect it.

    Is Emrakul any good at all when you're not playing against a lot of CB? I mean...Shelldock Isle sucks almost every time that it's not hiding Emrakul, and Emrakul is an evil bastard that makes me want to flip a table when I want to IT->LED-> IGG. On that note--when you cast IGG, and you discard Emrakul, you don't need to shuffle until IGG finishes resolving, right?

  9. #1509
    Member
    DarkJester's Avatar
    Join Date

    Dec 2010
    Location

    GermOney
    Posts

    114

    Re: [Deck] Fetchland Tendrils

    Could somebody tell me how the so called german list looks like ,please? I want to build DDFT myself but I'm kind of uninspired with which list I should start.

  10. #1510
    Member

    Join Date

    Sep 2006
    Location

    CZE
    Posts

    41

    Re: [Deck] Fetchland Tendrils

    Hi, Im writing it for the second time, so it will be short. This is the basic list suggested by Emidln, found on page 71 where he explains some stuff:

    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

    This is the "German" list by Nemavera also from page 71:

    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

    And lastly Pulp fictions list from page 74:

    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
    2x Scalded 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 Infernal Tutor

    2x Wipe Away
    2x Rebuild
    1x Mindbreak Trap
    1x Thoughtseize
    1x Echoing Truth
    1x Chain of Vapor
    1x Slaughter Pact

    If I may suggest, start with ANT, learn everything you can, then play TES, then the basic list and only after that try the more complex lists. Also on MTGO MattiasNL has a lot of success with UBw list, he has really good videos about it here: http://www.mefeedia.com/feeds/247442/mattiasnl
    Last edited by addaro; 05-10-2011 at 03:38 PM.
    Im from Czech Republic, so be patient with my english!

  11. #1511

    Re: [Deck] Fetchland Tendrils

    Hi

    I have been running the Burning wish version of this deck (basically the same BW list from above). I absoulety love how it can come up with answers from nowhere and can win from nowhere.

    However, ı am having problems against Ant lists with 12 draw spells. They seem to be at least half or a full turn faster than the B.Wsih version. How do you guys fight against those?

  12. #1512

    Re: [Deck] Fetchland Tendrils

    It's awkward with the wish version because you lack chants. Your best bet is to duress them to buy some time. Or combo off before them as it is a race with that version. There isn't that much you can do to beat them with the wish version other than hoping they fizzle with ad nauseam if they go for it but if they IGG loop for the win or tutor chain there's nothing you can do. Mostly though just try to race it.
    Bread Connoisseur on MTGSalvation Forums
    Currently Playing:
    All flavors of storm combo
    Quote Originally Posted by Vacrix
    Lands is a joke for Solidarity. Its like asking a morbidly obese parapalegic to run the mile with his shoes tied.

  13. #1513
    I only play blue for Brainstorm and combo.
    Pulp_Fiction's Avatar
    Join Date

    Jan 2008
    Location

    Alpharetta, Georgia
    Posts

    665

    Re: [Deck] Fetchland Tendrils

    Thats why I play Mindbreak Trap so I can use Emrakul. With Top in play you can safely pass the turn building this: Trap, SI, Emrakul, LED, Burning Wish and if they don't go for it, just look w Top during your upkeep. But if you really are having problems just play a Sad Sac or Extract. Either of those OWN basically every ANT list. Extract is the nuts against them, but Sad Sac has multiple applications, mainly against TES and Reanimator.
    "I just shot Marvin in the face!"
    "Why the fuck'd you do that??"

  14. #1514
    Rapin' your villages, Burnin' your women
    Jeff Kruchkow's Avatar
    Join Date

    Dec 2008
    Posts

    412

    Re: [Deck] Fetchland Tendrils

    So I've been testing Gitaxian Probe and its been nothing but amazing. Playing a UBr version with Ideas Unbound as my draw, having Probe makes IGG piles a bit cheaper while not losing storm like Wraith. Plus, its a free way to draw into a pile meaning that with top and probe you can make piles with no mana requirement.

  15. #1515

    Re: [Deck] Fetchland Tendrils

    How many probes do you run? I'm curious because I just cracked a foil japanese probe today. And with top in play it is pretty sweet I imagine because with probe in hand you go DDay building LED, IU, Dark Rit, IGG, tendrils and the requirements for the pile are to have one black floating for the dark rit after DD making the pile cost 4 black mana essentially. Only problem with probe? Paying 4 life after DDay is sometimes awkward so you might need a blue mana to hardcast it making the pile cost an additional. What does your list look like right now Jeff I'm interested.

    Probe is also sweet for piles without IGG. Usually you just build with probe in hand and top in play LED, IU, LED, LED, Tendrils. Or if you just have an LED in play post DD you cast probe, sack it for UUU in response, draw IU, cast it, drawing LED LED probe. Cast LED's, cast probe, sack LED's in response for red and black cast burning wish get tendrils which assuming you cast a ritual to power out doomsday is exactly ten storm. Glad to hear good things about probe the card is pretty solid IMO since information is sometimes king in this deck especially at those moments where you have the nuts draw and you simply ask the question of "Do you have force of will?" and if they don't you just win.
    Bread Connoisseur on MTGSalvation Forums
    Currently Playing:
    All flavors of storm combo
    Quote Originally Posted by Vacrix
    Lands is a joke for Solidarity. Its like asking a morbidly obese parapalegic to run the mile with his shoes tied.

  16. #1516
    (previously Metalwalker)
    GGoober's Avatar
    Join Date

    Mar 2008
    Location

    Houston, TX
    Posts

    1,647

    Re: [Deck] Fetchland Tendrils

    The only problem I see with Probe (I need to test it) is:
    1) If you're intending to peek for FoW/Wastelands to decide which DD piles you're making, you need to play Probe before building a pile because building a pile with Probe then storming up to win or Emrakul'ing doesn't really solve the decision tree on which piles to make. So either a list is playing enough Probes to go off before Doomsday or they are simply using Probe as a +1 draw, +1 storm count for 2 life (this is the strongest reason to play Probe, i.e. it's flexible in DD piles where you need an extra draw+Storm and could afford 2 life.

    2) This probably won't happen too much but sometimes you will DD down to 1 life, and Probe becomes a dead card in your hand. This is not likely if you're just playing 1 Probe for DD piles, but will be more likely if people are experimenting lists with more Probes for the peek effect.

    I'm on the boat on testing 1 Probe in the 60 because it opens up more piles. I.e. sometimes you cannot setup piles with Drits and you require LEDs due to initial mana requirements but yet you cannot utilize LEDs because you'll lose your hand in the wrong order when cracking LEDs to reach critical mana. Probe allows you to crack LED in succession, therefore opening more piles where you could not have utilized which require multiple LED cracking in succession.
    Decks that I care about:
    Steel Stompy
    UWx Landstill
    Dreadstalker
    DDFT (10% practice)

    Mangara on MWS? You must be masochistic. -kiblast
    Quote Originally Posted by Gheizen64 View Post
    REB is a fantastic sideboard card against blue... in blue decks :/

  17. #1517
    Member

    Join Date

    Nov 2010
    Location

    Japan
    Posts

    369

    Re: [Deck] Fetchland Tendrils

    So, after a lot of testing, the deck that I've decided on is straight UB. It's still a budget issue (I'd play UBw if I owned Flooded Strands or Tundra), but Lim-Dul's Vault is working out so much better for me than Burning Wish was.

    The list I'm planning on is as follows:

    4 Doomsday
    3 Infernal Tutor
    4 Lim-Dul's Vault
    4 Brainstorm
    2 Ponder
    4 Sensei's Divining Top
    3 Duress
    3 Thoughtseize
    1 Chain of Vapor
    1 Meditate
    1 Ill-Gotten Gains
    1 Tendrils of Agony
    4 Dark Ritual
    2 Cabal Ritual
    4 Lion's Eye Diamond
    4 Lotus Petal
    4 Polluted Delta
    3 Misty Rainforest
    1 Verdant Catacombs
    2 Underground Sea
    1 Tropical Island
    1 Bayou
    2 Island
    1 Swamp

    SB
    1 Shelldock Isle
    4 Xantid Swarm
    3 Carpet of Flowers
    1 Cloud of Faeries
    2 Echoing Truth
    1 Hurkyl's Recall
    1 Rebuild
    1 Wipe Away
    1 Emrakul, The Aeons Torn

    This is basically a list by emidln a few pages back, with a slightly different manabase (I don't own a third U.Sea), and Chain of Vapor main because I've definitely watched ANT lose to maindecked Gaddock Teeg at the place I'll be playing at.

    I'm not entirely sure about my Sideboard yet, because It's basically cobbled up from what I could theorycraft and what I read from posts detailing sideboard advice. The reason is that I don't have much experience playing the deck against matches where I don't just destroy my opponent since they don't interact with me. I'm torn on Emrakul, Shelldock Isle, and Cloud of Faeries.

    My area has a lot of tempo decks in it, and recall a comment about perhaps having Painter's Servant and Grindstone in the sideboard for an area with a lot of Team America in it. Could anyone elaborate on that a bit further? I'd be interested in taking out all of the Shelldock Isle stuff for it since CB decks aren't popular right now (though Misstep might make change that), and every deck seems to have Wasteland in it so siding the cards in seems strictly "to try to get away with it" instead of actually improving a matchup.

  18. #1518

    Re: [Deck] Fetchland Tendrils

    So I spend my classtime making up random puzzles with the deck so I can practice without actually playing. This one is pretty easy, but I'm curious if someone can come up with a solution that uses multiple DDay (mine didn't).

    Hand: Brainstorm x2, Doomsdayx3, Lotus Petal, Dark Ritual

    Board: Sea, Delta, Island

    Other info: Opponent has Force and Mental Misstep in their graveyard, and you know from a previous Duress that they have a single Zur's Weirding in hand.

    My solution is Tendrils for 26, curious to see what other people do :)

  19. #1519
    I only play blue for Brainstorm and combo.
    Pulp_Fiction's Avatar
    Join Date

    Jan 2008
    Location

    Alpharetta, Georgia
    Posts

    665

    Re: [Deck] Fetchland Tendrils

    Just cast DD and build an Emrakul stack, Brainstorm into it and play SI as your land for the turn ... why complicate things? All you have to do is build this and win: SI, Emrakul, Petal, Petal, Tendrils. Assuming the counter DRit, use ur Petal and get DD forced, next turn try it again possibly using another BS beforehand, I seriously doubt trying to bait MM with BS would work against anyone even semi-competent. I like just playing shit into their faces and forcing them to answer it or lose, Top is a good bait card but BS is not.

    A while ago someone asked about a 4c manabase for the UBr BW list. I have finally found one after testing that I really like. I swapped the main around a little for 4x Thoughtseize and 2x Swarm (just to save room in the board so I can run 4 Swarm) and arrived at this:

    4x Polluted Delta
    4x Bloodstained Mire
    2x City of Brass
    2x Sea
    1x Volcanic
    1x Badlands
    1x Bayou
    1x Swamp
    1x SI

    You have to lose the island since black is WAY more important which weakens the Dragon Stompy match a little but nothing else really suffers, especially against every deck running Wasteland Swarms pretty much come out anyway (Merfolk aside). So far this manabase has yet to leave me stranded and has been hella consistent.
    "I just shot Marvin in the face!"
    "Why the fuck'd you do that??"

  20. #1520
    (previously Metalwalker)
    GGoober's Avatar
    Join Date

    Mar 2008
    Location

    Houston, TX
    Posts

    1,647

    Re: [Deck] Fetchland Tendrils

    Thanks Pulp. I felt the only true weakness in your list was the Merfolks matchup (which you mentioned yourself). I'll get to testing the 4c splash. I was testing REB slots previously but they are not good enough as counters against Merfolks (REB is still alright against CB/blue decks) but not as good as swarm.
    Decks that I care about:
    Steel Stompy
    UWx Landstill
    Dreadstalker
    DDFT (10% practice)

    Mangara on MWS? You must be masochistic. -kiblast
    Quote Originally Posted by Gheizen64 View Post
    REB is a fantastic sideboard card against blue... in blue decks :/

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)