Is there any advantages of this list over a more traditional Tendrils deck, like Ad Nauseam? I can see this one being much faster due to the high redundancy of cards with similar effects. Since our lands are more important to us, are me more open to Wasteland?
Is there any advantages of this list over a more traditional Tendrils deck, like ? I can see this one being much faster due to the high redundancy of cards with similar effects. Since our lands are more important to us, are me more open to ?
I guess the major advantage would be price. I can't really think of a in-game advantage. Tendrils is generally considered a turn 3 deck, and that's about where I've been when I play Sac Land Tendrils. The difference is that all the sac and depletion lands come into play tapped, so turn 1 becomes a choice between dropping a sac land and doing nothing or playing something like a Gemstone Mine and cantripping or playing disruption, where ANT is able to pretty much always do something relevant turn 1.
And that's assuming you're even playing a list that runs disruption. My list doesn't, and so it ends up being the same speed as my ANT list, but by the time I go off with ANT I've made my opponent discard 2 cards and made sure the coast is clear.
The Epic Storm on the other hand (the otherAd Nauseam deck), often tries to go off without playing any disruption or discard, except in that case comboing out turn 1 is a very real possibility, something Sac Land Tendrils can't really do. And even then, TES still runs a disruption suite of Cabal Therapys and Silences. Let me tell you, having turn 1 be Gitaxian Probe into Cabal Therapy hitting a Force of Will, then comboing out into Empty the Warrens, and flashing back Cabal Therapy to strip an Engineered Explosives or Pernicious Deed is an amazing feeling, and a soul crushing turn 1 for your opponent.
In addition, since the sac lands come into play tapped and you need to wait a turn to use them, that opens you up to a top decked Wasteland, which can suck. Wasteland is a pain for any Storm deck, but Sac Land Tendrils is the only deck where your lands can get Wastelanded before you've even had a chance to make any mana with them.
*EDIT*
Okay, I thought of an in game advantage of this deck. Chances are, unless your opponent is a very budget conscious player, or someone who's into rogue/off the wall decks, when you start the game with "Geothermal Crevice, go.", they're going to spend several minutes trying to figure out just what the hell you're playing, and what your gameplan is and what your deck does. On the other hand, "Polluted Delta, fetch Underground Sea, Ponder, go" is a pretty good indication you're playing ANT, and you opponent will (should) have a gameplan already prepared for that deck. Never underestimate confusion, I've had opponents Thoughtseize away irrelevant cards in my opening hand while playing Cherrios, while leaving me all my combo cards, enabling me to kill them my next turn. hose kind of misplays, while not something that can be relied upon, can create a very real advantage.
From what I've gathered dabbling in Sac Land Tendrils, TES, and ANT: Sac Land Tendrils tends to be the more "beginner" version of the deck. Yes, it still has the same about of mana management that most combo decks require and correct sequencing, but ANT and TES tend to have WAY more play to them. This includes knowing disruption and sideboarding against known hate cards.
Anybody still playing this deck? Thread seems barren lol...played a version in a 8-man tourney today at my shop going 2-1. Lost to merfolk because I havent played Legacy in ages, so I shaking cobwebs out by making mistakes. Beat Bant Slivers and White Weenie...highlight of the day was making 14 goblin tokens on turn 1 against White fun times
Congratulations on the good finish. Merfolk is hard to beat.
I was only able to pull off a turn 1 Empty the Warrens (on the draw) with this deck in a non-goldfish situation, but it did make my Dark Depths opponent concede the game right there. This deck is fun and explosive as long as the meta doesn't have too many counterspell loving decks like Merfolk.
Anybody still playing this deck? Thread seems barren lol...played a version in a 8-man tourney today at my shop going 2-1. Lost to merfolk because I havent played Legacy in ages, so I shaking cobwebs out by making mistakes. Beat Bant Slivers and White Weenie...highlight of the day was making 14 goblin tokens on turn 1 against White fun times
Congratulations on the good finish. Merfolk is hard to beat.
I was only able to pull off a turn 1 Empty the Warrens (on the draw) with this deck in a non-goldfish situation, but it did make my Dark Depths opponent concede the game right there. This deck is fun and explosive as long as the meta doesn't have too many counterspell loving decks like Merfolk.
Thanks! I dont play Legacy very often, so when I decide to go to the LGS for it, I just have to remember to goldfish more to get used to it again.Whenever Starcity rolls around to Charlotte, I may play this. As MermaidsareManly stated, just the "Rogue" factor may come up being the reason for a free win.
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Has anyone tried using a version with Read the Bones? I intended to try it as a two of, but haven't got the chance to test it yet. Have others here tried using the card?
The difference is that all the sac and depletion lands come into play tapped, so turn 1 becomes a choice between dropping a sac land and doing nothing or playing something like a Gemstone Mine and cantripping or playing disruption, where ANT is able to pretty much always do something relevant turn 1.
And that's assuming you're even playing a list that runs disruption. My list doesn't, and so it ends up being the same speed as my ANT list, but by the time I go off with ANT I've made my opponent discard 2 cards and made sure the coast is clear.
Just sharing some thoughts. I find turn 1 Gemstone Mine to be rather useful in some situations for the list that I use. Gemstone Mine can be used to Faithless Looting or Preordain in order to more properly setup the combo to happen on turn 3.
About maindeck disruption.A few pages back on this thread, me and another person in this thread did some extensive tests on maindeck disruption. Results show that it's fine to have 3 Duress in the main, it only causes the fizzle rate to go up a tiny bit. I still prefer the pure speed build though. the one that has Gitaxian Probes in place of the Duress.
So I'm thinking about building this deck, and I noticed the primer hasn't been updated in over a year. What changes to strategy has the deck gone through in that time? Anyone have a good, updated, list using a Wish board?
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Rest in RIP My Signature, I guess. 2015-2016, we hardly knew ye.
Total side note but I like how people are discussing running this over itself.
Well, it has to be said that Kolaghan is clearly better than Kolaghan. Considering what BR decks usually want and how stiff the competition in this guild is, there is no way that I would run Kolaghan over Kolaghan! Kolaghan might make it in as the sixth guild card or so. Kolaghan on the other hand ranks several places below that.
It was so funny to me when they described this as a downgrade to the original Zurgo during the Pax East panel. I was thinking if this is a downgrade, they should really "downgrade" all legendary creatures. Haha.
My deck designing is quite concise at this point:
1. Come up with deck idea
2. Realize this idea is somehow fundamentally similar to another deck I have or that is commonly played in my group
3. Decide I don't want to disassemble one of my existing decks
4. Give up and do nothing
I don't see the point of this new shroud mechanic. It's strictly worse than Hexproof. Threshold is pretty bad too, Delirium is a much better mechanic and probably easier to activate.
Otherwise this card is a pretty neat guy. Dodges removal and grows into a Primal Huntbeast. 3/5
There has been some.experimenting with a B/R version using Depletion lands, but wizards hasn't printed anything use full for storm decks in a while, so there's nothing new on that front. I would just add that going the Empty the Warrens route might be more risky now since lots of people are packing stuff like Golgari Charm to deal with True Name Nemesis
There has been some.experimenting with a B/R version using Depletion lands, but wizards hasn't printed anything use full for storm decks in a while, so there's nothing new on that front. I would just add that going the Empty the Warrens route might be more risky now since lots of people are packing stuff like Golgari Charm to deal with True Name Nemesis
So if I wanted to copy the first list from the primer it would still work pretty well?
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Rest in RIP My Signature, I guess. 2015-2016, we hardly knew ye.
Total side note but I like how people are discussing running this over itself.
Well, it has to be said that Kolaghan is clearly better than Kolaghan. Considering what BR decks usually want and how stiff the competition in this guild is, there is no way that I would run Kolaghan over Kolaghan! Kolaghan might make it in as the sixth guild card or so. Kolaghan on the other hand ranks several places below that.
It was so funny to me when they described this as a downgrade to the original Zurgo during the Pax East panel. I was thinking if this is a downgrade, they should really "downgrade" all legendary creatures. Haha.
My deck designing is quite concise at this point:
1. Come up with deck idea
2. Realize this idea is somehow fundamentally similar to another deck I have or that is commonly played in my group
3. Decide I don't want to disassemble one of my existing decks
4. Give up and do nothing
I don't see the point of this new shroud mechanic. It's strictly worse than Hexproof. Threshold is pretty bad too, Delirium is a much better mechanic and probably easier to activate.
Otherwise this card is a pretty neat guy. Dodges removal and grows into a Primal Huntbeast. 3/5
Although to be perfectly honest I haven't entered the deck in any real tournament in forever (I've got TES for when I'm trying to win and Cheerios for when I'm just trying to have fun), so it's pretty much been a kitchen table deck for me. I've been using it as an "Introduction to the Storm Mechanic" deck for a few people I've been trying to convince to get back into Magic, and it works fantastically for that.
Although to be perfectly honest I haven't entered the deck in any real tournament in forever (I've got TES for when I'm trying to win and Cheerios for when I'm just trying to have fun), so it's pretty much been a kitchen table deck for me. I've been using it as an "Introduction to the Storm Mechanic" deck for a few people I've been trying to convince to get back into Magic, and it works fantastically for that.
That's close to what I'll be using it for, just for myself haha. I've wanted to play Storm in legacy for a while, but I can't even come anywhere close to being able to afford most storm decks. This one's cheap, and since the LGS lets you use 10 proxies, it shouldn't take much work to put together.
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Rest in RIP My Signature, I guess. 2015-2016, we hardly knew ye.
Total side note but I like how people are discussing running this over itself.
Well, it has to be said that Kolaghan is clearly better than Kolaghan. Considering what BR decks usually want and how stiff the competition in this guild is, there is no way that I would run Kolaghan over Kolaghan! Kolaghan might make it in as the sixth guild card or so. Kolaghan on the other hand ranks several places below that.
It was so funny to me when they described this as a downgrade to the original Zurgo during the Pax East panel. I was thinking if this is a downgrade, they should really "downgrade" all legendary creatures. Haha.
My deck designing is quite concise at this point:
1. Come up with deck idea
2. Realize this idea is somehow fundamentally similar to another deck I have or that is commonly played in my group
3. Decide I don't want to disassemble one of my existing decks
4. Give up and do nothing
I don't see the point of this new shroud mechanic. It's strictly worse than Hexproof. Threshold is pretty bad too, Delirium is a much better mechanic and probably easier to activate.
Otherwise this card is a pretty neat guy. Dodges removal and grows into a Primal Huntbeast. 3/5
Total side note but I like how people are discussing running this over itself.
Well, it has to be said that Kolaghan is clearly better than Kolaghan. Considering what BR decks usually want and how stiff the competition in this guild is, there is no way that I would run Kolaghan over Kolaghan! Kolaghan might make it in as the sixth guild card or so. Kolaghan on the other hand ranks several places below that.
It was so funny to me when they described this as a downgrade to the original Zurgo during the Pax East panel. I was thinking if this is a downgrade, they should really "downgrade" all legendary creatures. Haha.
My deck designing is quite concise at this point:
1. Come up with deck idea
2. Realize this idea is somehow fundamentally similar to another deck I have or that is commonly played in my group
3. Decide I don't want to disassemble one of my existing decks
4. Give up and do nothing
I don't see the point of this new shroud mechanic. It's strictly worse than Hexproof. Threshold is pretty bad too, Delirium is a much better mechanic and probably easier to activate.
Otherwise this card is a pretty neat guy. Dodges removal and grows into a Primal Huntbeast. 3/5
No but grape shot does, and to get to 2 red mana and a colorless you would have the storm count to do 3. Where with out pyroclasm you have no creature control if you can't storm out.
No but grape shot does, and to get to 2 red mana and a colorless you would have the storm count to do 3. Where with out pyroclasm you have no creature control if you can't storm out.
You can test with Pyroclasm if you want, but I'm not sure what the goal is? This deck doesn't really do the "Oh well I can't combo this turn, try again next turn" approach very well, and I don't think Pyroclasm really kills anything that actually stops you from comboing other than Thalia. If you have 4 mana (for burning wish + pyroclasm) you should probably be comboing that turn.
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Rest in RIP My Signature, I guess. 2015-2016, we hardly knew ye.
Total side note but I like how people are discussing running this over itself.
Well, it has to be said that Kolaghan is clearly better than Kolaghan. Considering what BR decks usually want and how stiff the competition in this guild is, there is no way that I would run Kolaghan over Kolaghan! Kolaghan might make it in as the sixth guild card or so. Kolaghan on the other hand ranks several places below that.
It was so funny to me when they described this as a downgrade to the original Zurgo during the Pax East panel. I was thinking if this is a downgrade, they should really "downgrade" all legendary creatures. Haha.
My deck designing is quite concise at this point:
1. Come up with deck idea
2. Realize this idea is somehow fundamentally similar to another deck I have or that is commonly played in my group
3. Decide I don't want to disassemble one of my existing decks
4. Give up and do nothing
I don't see the point of this new shroud mechanic. It's strictly worse than Hexproof. Threshold is pretty bad too, Delirium is a much better mechanic and probably easier to activate.
Otherwise this card is a pretty neat guy. Dodges removal and grows into a Primal Huntbeast. 3/5
hello! old timey player new to the forums. was looking at belcher lists and came across this while looking. great looking list! \m/ My playgroup voted legacy for the next tournament so im gonna sleeve this up. Luckily I already have most of it and the rest of the cards are in the mail. I decided to go wishless and added PiF. If it performs the way it has with proxies than I will definitely convert and get the wishes. Once I get through the tourny ill post some results. I will definitely be playing against heavy discard, counterbalance+top, MUD, burn, reanimator. All the fun stuff.
Really loving these card selections. Thank you to jin15 for putting up the OP and thanks to fluff for continuing through 26 pages of ponder or preordain. lol.
oh and for kicks at the kitchen table add demonic consultation to the wishless list....
Hello. It's been a while since I've played the deck, but I've been getting the combo itch lately so was looking to update my build. It seems the 'recent' builds of SLT have not included Burning Wish. Is this because it's no longer really a budget option? Or do you guys feel the deck operates better without the wishboard?
I'm trying to play SLT with Noxious Revival. I guess it's very useful to recycle rituals, add to storm reusing cantrips, or even destroying Reanimate decks G1
Maybe 8 kill conditions aren't that necessary, let's see...
I liked the Bolts on SB, but DoN might do. Other SB thoughts?
So I'm trying to get some friends into Legacy and am throwing together a bunch of decks of various archetypes. The idea is to create reasonably competitive decks in recognizable archetypes that won't break the bank.
This one appeals to me as a combo deck that operates similarly to several top tier decks but doesn't require me to go find a playset of LEDs. I threw together something out of what I had on hand for goldfish testing. I'm primarily a control (stoneblade, pox) player and don't have a lot of experience with storm, so I'm having trouble figuring out the right ratios of combo enablers to maximize my chances of "going off." Input would be appreciated.
Boseiju was me trying to be cute, but any opponent with a brain will just counter one of my early spells with no colorless in the mana cost, so that should probably be an Ebon Stronghold or Graven Cairn? Obviously more Badlands would be good, but I'm not planning on acquiring more of those for this deck.
21 mana accelerants seems too many, and early goldfishing has me running out of gas before I run out of mana most often. I think I'll start by cutting a Desperate Ritual and Seething Song for a couple Chromatic Sphere? I could also try to pick up more Night's Whisper but am being cheap at the moment.
Sideboard I'll figure out later. I'm not interested in shelling out for a Burning Wish build, so it'll likely be a standard mix of hate cards.
I would suggest to get rid of the Boseiju right away. Getting the right land in your opening hand is very important for this deck. You can replace it with an Ebon Stronghold.
Looks like you have the BR version of the deck. I won't suggest much except... try to get more Night's Whisper if you can, and replace the Sign in Blood with them. And do try to practice goldfishing a few times, so you would start to feel which opening hands are keepable and which ones are not.
It's mostly standard stuff, with the exception of Lim-Dûl's Vault, which you use to find Tendrils of Agony, Past in Flames, or even set up a chain of spells. Using it is kind of risky because it's a pretty obvious target for counters, but I've found it really awesome.
Tell me what you think.
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Playing:
Legacy - Sac Land Tendrils - Enchantress - Belcher
EDH - Seizan, Perverter of Truth - Selenia, Dark Angel - Taniwha
Pauper - Blessing of Leeches
This looks like a fun Storm deck to get into. Few questions on the deck.
1. How quick is it?
2. Does it fizzle often?
3. What skill level would you rate this deck? (1 being goldfish-able, 10 being higher skill level than Combo Elves)
4. What is the most difficult thing this deck has to overcome?
5. Can this deck actually battle against established Legacy decks well?
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Modern: U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
1. Turn four is the comfortable combo turn for this deck, but a turn 3 win with Tendrils of Agony is possible.. that's assuming that the opposing deck does not have any way to disrupt the combo. Builds with Empty the Warrens in the main can combo safely on turn 2 with the right opening hand.
2. Well, I can't really answer that very well.. but me and Lyracian tested this deck for weeks back in 2012. The fizzle rate is tolerable. This is the last testing that I did (Dec 2012). Sorry it's a bit old. I've started preparing for Modern at that time, so legacy activities became minimal. I just come here every once in awhile to relax and chat with people who get interested to play this budget deck. ^-^
The last Night's Whisper arrived from SCG a few days ago.
So I decided to do a little goldfishing to test if the fizzle rate is tolerable. I've colored the results for easy identification.. green means a turn 3 combo, blue is turn 2 combo, and red means a fizzle.
1. Geo, EtW, ToA, Dark, Manamorphose, Faithless, Cabal = 14 Gob T2
2. Night, EtW, ToA, Manamorphose, Preordain, Geo, Gemstone = 12 Gob T2
3. Dark, star, EtW, Rite, ToA, Probe, Gem = 12 Gob T2
4. Sulfur, Geo, EtW, Pyretic, Probe, Sign, Preordain = 20 Gob T3
5. 2 Pyretic, Cabal, ToA, Geo, Star (mull to 6) = Fizzle T3, only able to do 16 damage from ToA
6. Sulfur, 2 Rite, Gemstone, Pyretic, Faithless, Manamorphose = 14 Gob T2
7. Petal, Faithless, Pyretic, Geo, Sulfur, Preordain, Cabal = 20 ToA T3
8. 2 Rite, Sulfur, Faithless, Gemstone, Manamorphose, Petal = 22 Gob T2
9. Dark, Gemstone, ToA, Rite, Sulfur, Star, Pyretic = 20 damage ToA T2
10. Manamorphose, Preordain, Geo, Rite, Night, Petal, Sulfur = 24 Gob T2
11. Manamorphose, Night, 2 Probe, Sulfur, Pyretic, Dark = 34 Gob T2
12. Geo, Star, Faithless, ToA, Manamorphose, Night, Pyre = 16 Gob T2
13. Cabal, Probe, Dark, 2 Sulfur, 2 Manamorphose = Fizzle T2
14. Dark, Rite, 2 Faithless, Cabal, Probe, Petal = 22 ToA T2, on the draw
15. Cabal, Preordain, 2 Dark, Sulfur, Faithless, ToA = 22 ToA T2, combo made possible by the Manamorphose drawn on the second turn
16. Sulfur, 2 Petal, Preordain, Faithless, Star, Dark = 20 ToA T2
17. Manamorphose, Night, 2 Rite, Petal, Geo, Probe = 20 Gob T2
18. 2 Geo, ToA, Manamorphose, Pyretic, Faithless, Night = 22 ToA T2
19. Pyre, 2 Gemstone, Sulfur, Faithless, Cabal, Preordain = Fizzle T2. Reached 11 storm with BBBBBR remaining in mana pool, but found no EtW or ToA
20. 2 Manamorphose, Sign, Dark, Petal, Cabal, Gemstone = Fizzle T2. Ran out of mana.
3. This is the only legacy combo deck that I've played, so can't compare with Combo Elves. Took plenty of goldfishing, and actual matches with real players before I got had the feeling on how this deck plays (or at least the version that I use).
4. For me it's counterspells. >_<
5. It's possible to defeat some legacy decks, particularly the aggro kinds. The most difficult ones are decks with plenty of discard, counterspells, and combo decks that are faster. I think the main strength of this deck is because it's a rogue deck that people don't really expect. If I do "Geothermal crevice, go" turn 1, an opponoent sometimes wonders what kind of deck I'm playing. Though of course, there are people who can sense right away that this is a combo deck once they see a ritual become used.
Copy pasted from my old post.
Posted this January 2013
Just want to update a little on the Rogue deck "Sac Land Tendrils" listed here. A version of it went 4-0 in Magic online.
Muellermilch (4-0)
Legacy Daily #4877286 on 01/10/2013
"There are no two words in the English language more harmful than 'good job'." -Terrance Fletcher, Whiplash (2014)
I guess the major advantage would be price. I can't really think of a in-game advantage. Tendrils is generally considered a turn 3 deck, and that's about where I've been when I play Sac Land Tendrils. The difference is that all the sac and depletion lands come into play tapped, so turn 1 becomes a choice between dropping a sac land and doing nothing or playing something like a Gemstone Mine and cantripping or playing disruption, where ANT is able to pretty much always do something relevant turn 1.
And that's assuming you're even playing a list that runs disruption. My list doesn't, and so it ends up being the same speed as my ANT list, but by the time I go off with ANT I've made my opponent discard 2 cards and made sure the coast is clear.
The Epic Storm on the other hand (the other Ad Nauseam deck), often tries to go off without playing any disruption or discard, except in that case comboing out turn 1 is a very real possibility, something Sac Land Tendrils can't really do. And even then, TES still runs a disruption suite of Cabal Therapys and Silences. Let me tell you, having turn 1 be Gitaxian Probe into Cabal Therapy hitting a Force of Will, then comboing out into Empty the Warrens, and flashing back Cabal Therapy to strip an Engineered Explosives or Pernicious Deed is an amazing feeling, and a soul crushing turn 1 for your opponent.
In addition, since the sac lands come into play tapped and you need to wait a turn to use them, that opens you up to a top decked Wasteland, which can suck. Wasteland is a pain for any Storm deck, but Sac Land Tendrils is the only deck where your lands can get Wastelanded before you've even had a chance to make any mana with them.
*EDIT*
Okay, I thought of an in game advantage of this deck. Chances are, unless your opponent is a very budget conscious player, or someone who's into rogue/off the wall decks, when you start the game with "Geothermal Crevice, go.", they're going to spend several minutes trying to figure out just what the hell you're playing, and what your gameplan is and what your deck does. On the other hand, "Polluted Delta, fetch Underground Sea, Ponder, go" is a pretty good indication you're playing ANT, and you opponent will (should) have a gameplan already prepared for that deck. Never underestimate confusion, I've had opponents Thoughtseize away irrelevant cards in my opening hand while playing Cherrios, while leaving me all my combo cards, enabling me to kill them my next turn. hose kind of misplays, while not something that can be relied upon, can create a very real advantage.
From what I've gathered dabbling in Sac Land Tendrils, TES, and ANT: Sac Land Tendrils tends to be the more "beginner" version of the deck. Yes, it still has the same about of mana management that most combo decks require and correct sequencing, but ANT and TES tend to have WAY more play to them. This includes knowing disruption and sideboarding against known hate cards.
"There are no two words in the English language more harmful than 'good job'." -Terrance Fletcher, Whiplash (2014)
Congratulations on the good finish. Merfolk is hard to beat.
I was only able to pull off a turn 1 Empty the Warrens (on the draw) with this deck in a non-goldfish situation, but it did make my Dark Depths opponent concede the game right there. This deck is fun and explosive as long as the meta doesn't have too many counterspell loving decks like Merfolk.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
Thanks! I dont play Legacy very often, so when I decide to go to the LGS for it, I just have to remember to goldfish more to get used to it again.Whenever Starcity rolls around to Charlotte, I may play this. As MermaidsareManly stated, just the "Rogue" factor may come up being the reason for a free win.
Has anyone tried using a version with Read the Bones? I intended to try it as a two of, but haven't got the chance to test it yet. Have others here tried using the card?
Just sharing some thoughts. I find turn 1 Gemstone Mine to be rather useful in some situations for the list that I use. Gemstone Mine can be used to Faithless Looting or Preordain in order to more properly setup the combo to happen on turn 3.
About maindeck disruption.A few pages back on this thread, me and another person in this thread did some extensive tests on maindeck disruption. Results show that it's fine to have 3 Duress in the main, it only causes the fizzle rate to go up a tiny bit. I still prefer the pure speed build though. the one that has Gitaxian Probes in place of the Duress.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
So if I wanted to copy the first list from the primer it would still work pretty well?
Yeah, the primer lists are definitely still good. I've been running the Burning Wish-less build, with the only real changes are 4 Gitaxian Probes/3 Chromatic Star instead of 4 Chromatic Star/3 Chromatic Sphere, and I've been trying out Svyelunite Temples instead of Gemstone Mines to try and have more blue mana available.
Although to be perfectly honest I haven't entered the deck in any real tournament in forever (I've got TES for when I'm trying to win and Cheerios for when I'm just trying to have fun), so it's pretty much been a kitchen table deck for me. I've been using it as an "Introduction to the Storm Mechanic" deck for a few people I've been trying to convince to get back into Magic, and it works fantastically for that.
That's close to what I'll be using it for, just for myself haha. I've wanted to play Storm in legacy for a while, but I can't even come anywhere close to being able to afford most storm decks. This one's cheap, and since the LGS lets you use 10 proxies, it shouldn't take much work to put together.
Does Pyroclasm go to the dome if you have to?
You can test with Pyroclasm if you want, but I'm not sure what the goal is? This deck doesn't really do the "Oh well I can't combo this turn, try again next turn" approach very well, and I don't think Pyroclasm really kills anything that actually stops you from comboing other than Thalia. If you have 4 mana (for burning wish + pyroclasm) you should probably be comboing that turn.
Really loving these card selections. Thank you to jin15 for putting up the OP and thanks to fluff for continuing through 26 pages of ponder or preordain. lol.
oh and for kicks at the kitchen table add demonic consultation to the wishless list....
Legacy
Control
Miracles
All flavors of Stoneblade
Aggro
Grixis Delver
UR Delver
Burn
Combo
Dredge
TES/ANT
UR & UB Reanimator
Belcher
4x Gemstone Mine
4x Ancient Spring
4x Sulfur Vent
2x Geothermal Crevice
Draw (18)
4x Ponder
4x Night's Whisper
4x Manamorphose
4x Chromatic Star
2x Chromatic Sphere
4x Lotus Petal
4x Rite of Flame
4x Dark Ritual
4x Cabal Ritual
Swiss Knife (4)
4x Noxious Revival
Kill (8)
4x Tendrils of Agony
4x Empty the Warrens
4x Duress
4x Faerie Macabre
4x Dread of Night
3x Pithing Needle
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Maybe 8 kill conditions aren't that necessary, let's see...
I liked the Bolts on SB, but DoN might do. Other SB thoughts?
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
This one appeals to me as a combo deck that operates similarly to several top tier decks but doesn't require me to go find a playset of LEDs. I threw together something out of what I had on hand for goldfish testing. I'm primarily a control (stoneblade, pox) player and don't have a lot of experience with storm, so I'm having trouble figuring out the right ratios of combo enablers to maximize my chances of "going off." Input would be appreciated.
4x Sulfur Vent
4x Geothermal Crevice
1x Badlands
4x Blackcleave Cliffs
1x Boseiju, Who Shelters All
Win Cons:
4x Empty the Warrens
3x Tendrils of Agony
4x Lotus Petal
4x Dark Ritual
4x Cabal Ritual
4x Desperate Ritual
4x Rite of Flame
1x Seething Song
4x Duress
1x Night's Whisper
1x Infernal Contract
4x Sign in Blood
4x Faithless Looting
4x Manamorphose
Boseiju was me trying to be cute, but any opponent with a brain will just counter one of my early spells with no colorless in the mana cost, so that should probably be an Ebon Stronghold or Graven Cairn? Obviously more Badlands would be good, but I'm not planning on acquiring more of those for this deck.
21 mana accelerants seems too many, and early goldfishing has me running out of gas before I run out of mana most often. I think I'll start by cutting a Desperate Ritual and Seething Song for a couple Chromatic Sphere? I could also try to pick up more Night's Whisper but am being cheap at the moment.
Sideboard I'll figure out later. I'm not interested in shelling out for a Burning Wish build, so it'll likely be a standard mix of hate cards.
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Welcome to the thread.
I would suggest to get rid of the Boseiju right away. Getting the right land in your opening hand is very important for this deck. You can replace it with an Ebon Stronghold.
Looks like you have the BR version of the deck. I won't suggest much except... try to get more Night's Whisper if you can, and replace the Sign in Blood with them. And do try to practice goldfishing a few times, so you would start to feel which opening hands are keepable and which ones are not.
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4 Lotus Petal
4 Chromatic Star
2 Chromatic Sphere
Rituals & Rites
4 Dark Ritual
4 Cabal Ritual
4 Rite of Flame
Draw
4 Faithless Looting
4 Gitaxian Probe
4 Ponder
4 Manamorphose
4 Lim-Dûl's Vault
2 Past in Flames
2 Tendrils of Agony
Land
4 Ancient Spring
4 Geothermal Crevice
4 Sulfur Vent
2 Tendo Ice Bridge
3 Duress
2 Ancient Grudge
2 Echoing Truth
2 Lightning Bolt
2 Pithing Needle
2 Pyroblast
1 Silence
1 Karakas
It's mostly standard stuff, with the exception of Lim-Dûl's Vault, which you use to find Tendrils of Agony, Past in Flames, or even set up a chain of spells. Using it is kind of risky because it's a pretty obvious target for counters, but I've found it really awesome.
Tell me what you think.
Legacy - Sac Land Tendrils - Enchantress - Belcher
EDH - Seizan, Perverter of Truth - Selenia, Dark Angel - Taniwha
Pauper - Blessing of Leeches
That's an interesting deck. It's rare to see a list that has a playset of vault. Anyway, your list looks like it's a fast one.
Just one question. Are two Tendrils of Agony on the main enough for you?
And lastly, a suggestion. Those two Tendo ice bridge can be replaced with Gemstone Mine.
Have tested Gemstone Mine in the past, and they work nicely.
http://www.mtgsalvation.com/forums/the-game/legacy-type-1-5/budget-legacy/186144-primer-sac-land-tendrils?comment=420
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Want to play a UW control deck in modern, but don't have jace or snaps?
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1. How quick is it?
2. Does it fizzle often?
3. What skill level would you rate this deck? (1 being goldfish-able, 10 being higher skill level than Combo Elves)
4. What is the most difficult thing this deck has to overcome?
5. Can this deck actually battle against established Legacy decks well?
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
1. Turn four is the comfortable combo turn for this deck, but a turn 3 win with Tendrils of Agony is possible.. that's assuming that the opposing deck does not have any way to disrupt the combo. Builds with Empty the Warrens in the main can combo safely on turn 2 with the right opening hand.
2. Well, I can't really answer that very well.. but me and Lyracian tested this deck for weeks back in 2012. The fizzle rate is tolerable. This is the last testing that I did (Dec 2012). Sorry it's a bit old. I've started preparing for Modern at that time, so legacy activities became minimal. I just come here every once in awhile to relax and chat with people who get interested to play this budget deck. ^-^
3. This is the only legacy combo deck that I've played, so can't compare with Combo Elves. Took plenty of goldfishing, and actual matches with real players before I got had the feeling on how this deck plays (or at least the version that I use).
4. For me it's counterspells. >_<
5. It's possible to defeat some legacy decks, particularly the aggro kinds. The most difficult ones are decks with plenty of discard, counterspells, and combo decks that are faster. I think the main strength of this deck is because it's a rogue deck that people don't really expect. If I do "Geothermal crevice, go" turn 1, an opponoent sometimes wonders what kind of deck I'm playing. Though of course, there are people who can sense right away that this is a combo deck once they see a ritual become used.
Copy pasted from my old post.
Posted this January 2013
And this is probably the best achievement of the deck. From Izzet Mage's post last August 20 2012.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread