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Thread: [Deck] Fetchland Tendrils

  1. #2141

    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by Namida View Post
    Given that none of us are door-to-door salesmen desperate to tell anyone who will listen about how awesome and original our pet deck is, that's the wrong approach to take--especially when you're trying to get information about a deck you're supposedly legitimately interested in. It's weird to me that you are so indignant about someone refusing to give a detailed and passionate response to a question that implies a level of interest in the deck that appears to be a shade stronger than actual apathy. I mean, it's not like Doomsday players are a secret club and we're hiding all the information from anyone who wants it. Even if that were the case, you don't just get a pamphlet and a decoder ring for merely deciding to entertain the idea of playing this deck.
    This reminds me. I need to order more secret decoder rings for storm boards.
    BZK! - Storm Boards

    Been there, tried that, still casting Doomsday.
    Drawing my deck for 0 mana since 2013.

  2. #2142
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    Re: [Deck] Fetchland Tendrils

    I took the Fetchland Tendrils list to an outing.

    I played 8 games against live opponents, and managed to win 2 of them. Once was with natural Tendrils and 8 storm. The other was a typical Probe-IU,LED,LED,Probe,BW pile with sufficient storm. Two games vs Burn was sucky, as I couldn't figure out a pile that could win without GProbe. Lost a game to my own mis-boarding in G1 (left the 2nd Tendrils maindeck...). Lost another one to being 1 Storm short with the GP piles, or 1 mana short from a Time Spiral ->DD pile. The other two matches were Byes, since I was in dead last place.

    It was a good experiment, and reminds me that I need more experience with varying my DD piles.
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  3. #2143
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    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by Koby View Post
    I took the Fetchland Tendrils list to an outing.

    I played 8 games against live opponents, and managed to win 2 of them. Once was with natural Tendrils and 8 storm. The other was a typical Probe-IU,LED,LED,Probe,BW pile with sufficient storm. Two games vs Burn was sucky, as I couldn't figure out a pile that could win without GProbe. Lost a game to my own mis-boarding in G1 (left the 2nd Tendrils maindeck...). Lost another one to being 1 Storm short with the GP piles, or 1 mana short from a Time Spiral ->DD pile. The other two matches were Byes, since I was in dead last place.

    It was a good experiment, and reminds me that I need more experience with varying my DD piles.
    I'm relatively new to the deck (but not to Storm-Decks by themselves) but right now I'm in the "playtesting-step" in learning some things about this deck and I can say that it's incredibly fun to create piles on the fly without the "inner limitation" of existing piles. Hmm, but I still have time 'til march when my next tournament appears. Try to keep yourself open-minded for ideas, sometimes you just don't need all five cards of the pile, so Probe is not always a must. I think I will wait and read most information about piles maybe 2 weeks before the tournament. IU-Piles with Anti-Hate-Cards seem to be most problematic for me atm.

  4. #2144

    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by DarkJester View Post
    I'm relatively new to the deck (but not to Storm-Decks by themselves) but right now I'm in the "playtesting-step" in learning some things about this deck and I can say that it's incredibly fun to create piles on the fly without the "inner limitation" of existing piles. Hmm, but I still have time 'til march when my next tournament appears. Try to keep yourself open-minded for ideas, sometimes you just don't need all five cards of the pile, so Probe is not always a must. I think I will wait and read most information about piles maybe 2 weeks before the tournament. IU-Piles with Anti-Hate-Cards seem to be most problematic for me atm.
    You can make a CoV pile for 2UUU+BBB if you have a SDT in play. IU | LED | CoV | LED | BW
    If you have SDT in play and Probe in hand you can play around stifle for 1BUU+BBB. CT | IU | LED | LED | BW

  5. #2145
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    Re: [Deck] Fetchland Tendrils

    In many of these game states, I was limited to 3 mana most of the time. Most of the time I was UUU (LED), or UB. I did not really study piles from the spreadsheets (and the ones google lists are pre-GP). I know what I need to study, just reporting that -- yes this deck needs homework to do well on the exams (tourneys). :P
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  6. #2146
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    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by Koby View Post
    In many of these game states, I was limited to 3 mana most of the time. Most of the time I was UUU (LED), or UB. I did not really study piles from the spreadsheets (and the ones google lists are pre-GP). I know what I need to study, just reporting that -- yes this deck needs homework to do well on the exams (tourneys). :P
    on those sheets I usually just mentally replace SW with probe. since they are the same thing in terms of cost. but figuring them out is a little more fun and after the pattern establishes itself. have not looked at those sheets in a while though. Still awful and rusty so my cantrip management is garbage so I am piloting poorly. the piles are the easy part. once you have cast doomsday the win is very deterministic. more so than PiF out of ANT. getting there in one piece with the right pieces is the hard part in my opinion.

  7. #2147
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    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by Maxe View Post
    yeah somebody posted the meme i made a while ago. :D
    So, what's the cards needed to solve that meme?

    As I near the completion of my current project, I'll probably be on DDFT again. I've missed the deck quite a bit.
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  8. #2148

    Re: [Deck] Fetchland Tendrils

    Ran Emidln's list card for card in a 6 round tournament today. Went 3-3 but it could have easily been 5-1 if I hadn't been so rusty with doomsday in general and punted multiple times in constructing the right doomsday piles. Punted more times than I can count. Deck felt quite strong. Beat spiral tide, junk depths with maindeck surgical extraction, and BUG nic fit oddity. Lost to jund, merfolk, and MUD with the 12post engine included (had all the nightmare cards still in the form of lodestone golem, 3sphere, and chalice of the void. Game 1 was no contest as he went turn 1 chalice, turn 2 metalworker, turn 3 dump a lodestone golem into play and just 5 me each turn. Game 2 he blew up 3 of my lands with sundering titan with 3sphere out on turn 2/that's all she wrote. Wasn't confident in this matchup due to the sideboard not being fully prepared against artifacts with something like meltdown or pulverize. Against merfolk game 1 I punted as I was a mana short of killing him through cursecatcher x2 + spell pierce. Game 2 I also messed up. I knew he had a FoW in hand but wasn't sure if he had a blue card. So my hand is brainstorm, sensei's divining top, some mana, burning wish, and a duress is on top with a SDT in play as well. I brainstorm into the duress instead of flipping the top to duress/I end up one mana short of killing him after pitching his FoW (he drew cosi's trickster/blue card for it.) I deluded myself into thinking that I would brainstorm into more mana/be fine or something but I got punished for it quite severely. Against spiral tide I lost game 1 again due to miscalculating my mana with doomsday/being short a mana of killing him flatout. Game 2 was easy, he cantripped a bunch and scrolled for a high tide. When I duressed him his only interaction was spell pierce after all those cantrips/he died quite easily to a basic DD pile. Game 3 he fizzled on turn zero of extra turns but resolved 2 meditates/I got the first 3 turns of extra turns but only needed the one to finish him off with a raw burning wish -> tendrils from hand with no doomsday involved due to triple gitaxian probe and other cantrips into fast mana into tendrils.

    BUG Nic Fit was pretty easy. Game 1 he has no idea what I'm on and blind therapies on brainstorm after I lead off with volc go (he misses.) See's I'm on doomsday and knows what's up. Next turn he flashbacked it on burning wish/my only business spell. I cast IU from hand. He durdles some more and I kill him with ease. Game 2 he boards into countermagic and I board into abrupt decays switching out discard because he might have teeg via GSZ or something. In hindsight this was awful. He discards a wish from my hand and extirpates it. He then discards my doomsday from my hand via therapy. We both play draw, go with him getting veteran explorer beats on. I'm land flooded as is he but I have top + a lot of fetchlands. I search for a lot of turns and my 2nd doomsday is counterspelled. I search furiously for the third doomsday and finally find it and the only card he has left in hand is spell pierce + land. I have every mana producing land in the deck in play as well as 3 fetchlands off to the side. I craft a maniac pile and kill him, using rain of filth for approximately infinite mana (11 black). Most mana I've ever made with that card.

    Against jund I win game 1 after he mulls into FIVE land + hymn to tourach. I duress hymn. He rips a thoughtseize while I'm waiting on drawing a cantrip to power up doomsday. Discards my thoughtseize. Play some more durdle turns and I draw another doomsday + fast mana and when I rip top he instantly dies. Game 2 I fuck up the doomsday pile again mana wise and am one mana short of killing via lab maniac yet again. We talked it over afterwards and found a tendrils pile that killed him. Game 3 I'm feeling confident about my chances as I hide a wish on top with ponder, brainstorm, and an LED in play or something. Then he drops chains of mephistopheles. I have to go all in on his dark confidant killing him after I mini tendrils him for 8 going LED, LED, wish, tendrils. He abrupt decays his confidant/I instantly lose as the odds that I find the singleton chain of vapor are miniscule in combination with everything else needed to combo off at this point. I decided to troll him by wishing for therapy on the last turn to name brushwagg. I miss. He wins.
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  9. #2149
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    Re: [Deck] Fetchland Tendrils

    It's been some time, since I actually played Doomsday in a tournament environment until last week. I ran emidln's lab man list with some changes to the board. The list is freakin smooth. The Emrakul/Shelldock plan really sucks these days, since you can't handle the opposing Karakas with your own anymore. Having Gitaxian Probe and Abrupt Decay in the deck feels so freaking good (they weren't printed/included when I last played the deck). But I have to say, I really miss Silence/Orim's Chant as a pro active disruption spell, especially against Miracles. Even with Decay, it is nearly impossible to handle the card, they have floating on top with their Sensei's Divining Top. I get that the double cantrip piles with Ideas Unbound are way more storm effective, than Meditate piles, but as it is, I'm playing red just for Burning Wish and as I said, I really miss my Chants. :\

  10. #2150
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    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by flrn View Post
    It's been some time, since I actually played Doomsday in a tournament environment until last week. I ran emidln's lab man list with some changes to the board. The list is freakin smooth. The Emrakul/Shelldock plan really sucks these days, since you can't handle the opposing Karakas with your own anymore. Having Gitaxian Probe and Abrupt Decay in the deck feels so freaking good (they weren't printed/included when I last played the deck). But I have to say, I really miss Silence/Orim's Chant as a pro active disruption spell, especially against Miracles. Even with Decay, it is nearly impossible to handle the card, they have floating on top with their Sensei's Divining Top. I get that the double cantrip piles with Ideas Unbound are way more storm effective, than Meditate piles, but as it is, I'm playing red just for Burning Wish and as I said, I really miss my Chants. :\
    If you miss the chants so much, you're welcome to give this a try:

    4 Polluted Delta
    4 Flooded Strand
    3 Underground Sea
    2 Volcanic Island
    1 Scrubland
    1 Tundra
    1 Island
    1 Swamp

    4 Dark Ritual
    1 Rain of Filth
    4 Lion's Eye Diamond
    3 Lotus Petal

    4 Brainstorm
    4 Gitaxian Probe
    4 Sensei's Divining Top
    4 Ponder

    3 Doomsday
    3 Burning Wish
    1 Ideas Unbound

    4 Silence
    2 Duress
    1 Cabal Therapy
    1 Chain of Vapor

    SB: 2 Tendrils of Agony
    SB: 1 Doomsday
    SB: 1 Empty the Warrens
    SB: 1 Time Spiral
    SB: 1 Infernal Contract
    SB: 2 Massacre
    SB: 1 Thoughtseize
    SB: 1 Tropical Island
    SB: 2 Abrupt Decay
    SB: 2 Xantid Swarm
    SB: 1 Karakas

    This is what I'm playing at the moment. I'm very happy with it, haven't changed a thing in months now.

  11. #2151
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    Re: [Deck] Fetchland Tendrils

    Is the Chain of Vapor really needed? I won several games off lab man pass the turn piles and I'm wondering if it could be included in that list?

  12. #2152
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    Re: [Deck] Fetchland Tendrils

    I haven't played with Lab Man myself, but I suppose you could just swap the Chain of Vapor with a Lab Man in the main (and if that's required swap a petal for a chromatic sphere). I'm more a fan of using Chain of Vapor piles myself.

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    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by flrn View Post
    Is the Chain of Vapor really needed? I won several games off lab man pass the turn piles and I'm wondering if it could be included in that list?
    I'm playing Maniac main, and it has been pretty good--so far it has beaten maindeck Leyline of Sanctity, heavy discard, and blocked like a champ to buy vital turns for me. (Maniac also has the side effect of making the deck easy enough for my friends to play because they can shoot all of their cantrips into the ground and still have a shot of winning with a pass-the-turn Maniac pile). I also haven't been playing Chain of Vapor in my maindeck, but I have yet to actually miss it. The main issue I'm having right now is that I'm not 100% sure when I should be siding out the Maniac. Also, I'm pretty iffy on Chromatic Sphere because I have yet to find myself needing it to beat removal on a Maniac.

  14. #2154
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    Re: [Deck] Fetchland Tendrils

    Yeah, don't really see the need for it either. Though, to have a fifth permanent which draws you into the pile is a nice thing to have. It came up once in my tournament yesterday.

  15. #2155
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    Re: [Deck] Fetchland Tendrils

    Perhaps I should just try Lab Man out, but the fear of drawing a dead card or losing to removal on lab man is still a bit heavy on me. Is there an overview of lab man piles anywhere?

  16. #2156
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    Re: [Deck] Fetchland Tendrils

    The basic pile is IU, LED, SDT, GP, Lab Man. It costs 1UU to cast both IU and SDT. With a cantrip in hand it can win on the same turn. If you have GP in hand and SDT in play, you can go for LED, IU, LED, GP, Lab Man and win from no mana post Doomsday. Basically the same principle as piles with Burning Wish. Chromatic Sphere Piles cost at least 4 Mana, if you need to win through removal, but most of the time, I'm just building the pile say go and wait for my opponent to do something, till my next draw step. Having to use Chromatic Sphere to play through removal didn't come up so far, therefor I don't really know if it's really needed.

  17. #2157

    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by flrn View Post
    The basic pile is IU, LED, SDT, GP, Lab Man. It costs 1UU to cast both IU and SDT. With a cantrip in hand it can win on the same turn. If you have GP in hand and SDT in play, you can go for LED, IU, LED, GP, Lab Man and win from no mana post Doomsday. Basically the same principle as piles with Burning Wish. Chromatic Sphere Piles cost at least 4 Mana, if you need to win through removal, but most of the time, I'm just building the pile say go and wait for my opponent to do something, till my next draw step. Having to use Chromatic Sphere to play through removal didn't come up so far, therefor I don't really know if it's really needed.
    This is probably a playstyle thing, but I was experimenting with ways to play pinpoint discard to open a small window that Lab Man + Chromatic Sphere would then slip through. I never was completely convinced that it was correct, but the results seemed good enough that if I wasn't playing with my UB OmniHalls I'd still be testing it.
    BZK! - Storm Boards

    Been there, tried that, still casting Doomsday.
    Drawing my deck for 0 mana since 2013.

  18. #2158
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    Re: [Deck] Fetchland Tendrils

    Too many x-2 SCG Opens with Doomsday or why the change to Omnitell?

  19. #2159

    Re: [Deck] Fetchland Tendrils

    Quote Originally Posted by flrn View Post
    Too many x-2 SCG Opens with Doomsday or why the change to Omnitell?
    OmniHalls doesn't play SDT and thus has a much smaller decision tree over the course of an event. It's also easier to double queue with on mtgo. With the black splash (Thoughtseize / Slaughter Pact / Toxic Deluge), OmniHalls has a similar spread of expected matchups to Doomsday, with a definite edge in the combo mirror. OmniHalls is slower, but I don't think the speed matters right now.
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    Been there, tried that, still casting Doomsday.
    Drawing my deck for 0 mana since 2013.

  20. #2160
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    Re: [Deck] Fetchland Tendrils

    I'm looking into Lab Man piles now, but what I don't get is how exactly does Chromatic Sphere protect you from removal in a pass the turn pile for 2UU?

    I get that the draw is part of the mana ability, but unless I'm missing something an opponent could still Abrupt Decay the Sphere while Lab Man is on the stack and vice versa. I feel I must be missing something, as sphere then only protects against Lightning Bolt/Swords to Plowshares on Lab Man, but that seems narrow.

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