I have one final deck post I would like to share very soon {giving my all now towards Drain~Tendrils} by the name of Happy~Long. Details still in progress, but I will stay posted to answer any questions if I can. Thanks to the viewers that share their imput.
No Val you need to obtain this creature because pestilance can't swing for 3 a turn if need be.
Oh this deck comes at you like a steel toe kodiac work boot to the teeth. My friend took forever to get the deck list and to put it together. The oath crap is what got me games 2, and he switched again game 3 to outright storm.
This list is golden for those who don't want to play pitch-long!
hey guys i'm just taking a look in here. I'm interested in seeing what people are running in their pitch long/grim long decks. I've played Pitch Long for some time, and it's been treating me well.
the basic lands in the sb have been very helpful in both the shop matchup and the RG beats matchup. wastelands combined with spheres is no good, and magus of the moon can be problematic. It also randomly hosed Price of Progress, although that wasn't my intent. Mainly it lets me develop my mana for the most part undisrupted. I saw alot of wastelands sitting unused on my opponents side of the table at the last tournament.
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i am doing a 25/25/25 Vintage tourney at my game store and was wondering what makes this version better then the drain tendrills or is it a personal choice?
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Magic: The Gathering L2 Judge
R.I.P. Todd Davis
"Tarmogoyf is such a good blue card that you cannot pitch it to force of will. It is meant to be played." Found on Roflos' sig a long while ago
At this point and time it's not a personal thing. Grim/Long is just more consistant in getting the job done. I'm a huge fan of drain/tendrils {check out the Offical thread}, so I'm speaking without trying to be bias.
Grim/Long can rip your hand, set up board control, gain tons of card tempo.........and sadly at a faster speed and rate then Drain/tendrils.
I can also say my bro and 1 close buddy run Grim/Long, so I have plenty of games under my belt from a spectators eyes so to speak {along with my current google searchs of Vintage decks that are winning 40+ tourneys for P-9 and what not}.
Good luck with the event bud!
S.M.
i am doing a 25/25/25 Vintage tourney at my game store and was wondering what makes this version better then the drain tendrills or is it a personal choice?
you know i meant other grim long decks, not decks total(shakes head and sighs).
That is still one of the most narrow statements I have heard in my life. Let me clear some things up here:
FORCE IS NOT ONLY FOR CONTROL
FOW in here is used to protect the combo. You may not cast it, but going rit necropotence turn one with Force backup is usually game. While you may use Force to prevent your opponent from winning, the probability of this happening is low unless they are playing Grim Long, Belcher, Tezz, or Oath. Like Pact of Negation, Force is in this deck purely to prevent a well timed counterspell from ruining your day. The main difference between Force and Pact is, if you do fizzle, Force will not cause you to loose the game. After all, I highly doubt you will be able to produce 3UU on turn 2-3 after fizziling.
I have been playing around with Long varients for a few years now, and have found that nearly every time, Force makes the cut and Pact does not. I don't like Duress or Sieze, because they are not instants.
Remember, a well-timed Force or Gilded Light can ruin your day, and the only ways that Tendrils has to stop these are Silence effects, Pact or FoW effects, and Duress and Seize effects. Really, it's a matter of preference. I choose Force over any of these any day.
No Val you need to obtain this creature because pestilance can't swing for 3 a turn if need be.
Happy~Long coming soon.
Vintage
1st
47 Part
6 Rounds Swiss
Check it out on that thread, and thanks to all that waited to see it.
Artifact {12}
1x Black Lotus
1x Lotus Petal
1x Mox Sapphire
1x Mox Jet
1x Mox Ruby
1x Mox Emerald
1x Mox Pearl
1x Mana Crypt
1x Mana Vault
1x Lion's Eye Diamond
1x Memory Jar
1x Sol Ring
Enchantment {2}
1x Yawgmoth's Bargain
1x Necropotence
Spell {29}
2x Cabal Ritual
4x Dark Ritual
1x Demonic Tutor
4x Duress
3x Grim Tutor
1x Vampiric Tutor
1x Yawgmoth's Will
1x Tendrils of Agony
1x Ancestral Recall
1x Brainstorm
1x Chain of Vapor
1x Mind's Desire
1x Mystical Tutor
1x Ponder
1x Time Walk
1x Timetwister
1x Tinker
1x Windfall
1x Regrowth
1x Wheel of Fortune
how fast does it win?
Creature {6}
4x Street Wraith
1x Elvish Spirit Guide
1x Simin Spirit Guide
Land {11}
4x Gimestone Mine
1x Tolarian Academy
2x Forbidden Orchard
4x City of Brass
S.B. {15}
1x Krosan Reclamation
4x Leyline of the Void
4x Oath of Druids
1x Rebuild
1x Sundering Titan
2x Tidespout Tyrant
2x Forbidden Orchard
This list is golden for those who don't want to play pitch-long!
here's my list:
1 Bloodstained Mire
2 Underground Sea
2 Island
2 Swamp
1 Tolarian Academy
1 Black Lotus
1 Mox Pearl
1 Mox Sapphire
1 Mox Ruby
1 Mox Jet
1 Mox Emerald
1 Mana Vault
1 Mana Crypt
1 Sol Ring
1 Lotus Petal
1 Darksteel Colossus
4 Force of Will
4 Dark Ritual
4 Duress
2 Cabal Ritual
2 Grim Tutor
1 Memory Jar
1 Imperial Seal
1 Yawgmoth's Bargain
1 Necropotence
1 Vampiric Tutor
1 Yawgmoth's Will
1 Tendrils of Agony
1 Demonic Tutor
1 Brainstorm
1 Ancestral Recall
1 Chain of Vapor
1 Ponder
1 Tinker
1 Mystical Tutor
1 Merchant Scroll
1 Mind's Desire
1 Gifts Ungiven
1 Rebuild
1 Misdirection
1 Timetwister
1 Time Walk
2 Thrashing Wumpus
2 Extirpate
2 Hurkyl's Recall
1 Massacre
1 Rebuild
1 Chain of Vapor
1 Tormod's Crypt
1 Pithing Needle
1 Sundering Titan
1 Gaea's Blessing
1 Island
1 Swamp
Looking for a place to play in Southern NJ? Top Deck Games is the place! Like us on Facebook
Looking for a place to play in Southern NJ? Top Deck Games is the place! Like us on Facebook
R.I.P. Todd Davis
"Tarmogoyf is such a good blue card that you cannot pitch it to force of will. It is meant to be played." Found on Roflos' sig a long while ago
Grim/Long can rip your hand, set up board control, gain tons of card tempo.........and sadly at a faster speed and rate then Drain/tendrils.
I can also say my bro and 1 close buddy run Grim/Long, so I have plenty of games under my belt from a spectators eyes so to speak {along with my current google searchs of Vintage decks that are winning 40+ tourneys for P-9 and what not}.
Good luck with the event bud!
S.M.
That is still one of the most narrow statements I have heard in my life. Let me clear some things up here:
FORCE IS NOT ONLY FOR CONTROL
FOW in here is used to protect the combo. You may not cast it, but going rit necropotence turn one with Force backup is usually game. While you may use Force to prevent your opponent from winning, the probability of this happening is low unless they are playing Grim Long, Belcher, Tezz, or Oath. Like Pact of Negation, Force is in this deck purely to prevent a well timed counterspell from ruining your day. The main difference between Force and Pact is, if you do fizzle, Force will not cause you to loose the game. After all, I highly doubt you will be able to produce 3UU on turn 2-3 after fizziling.
I have been playing around with Long varients for a few years now, and have found that nearly every time, Force makes the cut and Pact does not. I don't like Duress or Sieze, because they are not instants.
Remember, a well-timed Force or Gilded Light can ruin your day, and the only ways that Tendrils has to stop these are Silence effects, Pact or FoW effects, and Duress and Seize effects. Really, it's a matter of preference. I choose Force over any of these any day.
Legacy: WUB Doomsday
Standard: WUB Reanimator