i see, that means you would have to get a plians or anything that can generate white mana on first turn inorder to use it. And last but not least, you would need to go first and counter them on their turn.
question: How do you do that in U/B deck?
i would think thought seize is the one cost counter spell
is cryptic command absolutely necessary? is not the counterspell i´d choose to play if I am only at 4 mana. cryptic command a stupor and then let resolve a thoughtseize?
I am confused about this card as a 4 of. I think that is a little bit overated.
I have won a lot of games because people loves to play the command and then fall to cheap hand disruption.
The card is stupidly good, probably the best card in the expansion and it does EVERYTHING you want to do.
It counters their Stupor tehn Thoughtseize resolves, so? You just 2:1'd them, instead than losing 3 cards, you lost none, seems pretty good to me.
A problematic permanent that you can't resolve got trough? (Garruk, Mesa, whatever) Bounce it and cantrip.
Your opponent play Call and its flashback? Counter and bounce.
You'll win next turn if it wasn't for all those blockers? Tap everything and draw.
You need one more turn to Damnation/make another removal/stabilize? Fog and Cantrip.
The card is SO versatile that is an absolute must as 4of, because it's TOO good not to be played as a playset. You're NEVER unhappy to draw into one and it's stellar in each and every MU.Here'ssomehints...
All are highly played and you'll always see at least one of these in each and every game. There'sother waystoo...
I understand your point my friend. It is obvious that I don´t have a playset yet and probably that is why I still do not feel the power of the card.
I just feel that probably (in theory) is not the best counter to play when you are still in the early-mid game (4-6 mana).
i see, that means you would have to get a plians or anything that can generate white mana on first turn inorder to use it. And last but not least, you would need to go first and counter them on their turn.
question: How do you do that in U/B deck?
i would think thought seize is the one cost counter spell
Who wants to do it on turn 1... ?
I'm happy if their best play on turn 1 is a Rift Bolt or Greater Gargadon. Means there's no pressure on the board.
Pull From Eternity is there to remove the gargs when YOU WANT to Tendrils.
2nd'ly, it can also strip away an annoying late game Rift Bolt.
It happened all through out TSP Block and it will continue to happen throughout Standard.
Well, for the early game you have Rune Snag, then you upgrade to Cryptic Command.
Cancel and Trickery are very limited while the Command is a swiss-army knife for the deck, taking the place that was of Cancel, Venser and Think Twice, freeing up LOTS of slots.
I absolutely agree with you.
I don´t know who can do the math for this, I would like to know at what percentage you will draw the command as a 3-of and as a 4-of when having 5-6 mana to play it and without leaving your defenses open (sometimes 2x1 can be bad, no so often but it happens). Then analize if you can cut them two 3 commands and add one more teachable silver bullet. Sorry, I am very stubborn (is spelled correctly?) with the math thing.
In a 60 card deck, in a 7 card opening hand I believe the odds of drawing any particular 4-of in your deck is calculated ~ 50% (or there abouts.. ?)
Consider 5-6 mana means it's at least turn 4 if not turn 5 or 6... and you're chances are substantially increased esp. once you factor in Mystical Teachings and a draw spell (Careful Consideration).
I think more importantly though is whether or not the you NEED an extra silver bullet.
The strength of UB/x/y/z Teachings decks right now is playing whatever cards you want because the mana is that easy AND also 4 of:
Damnation
Cryptic Command
..and then..
Grim Harvest
Shriekmaw
Triskelavus
Xx Mystical Teachings
Xx Careful Consideration
And THEN the silver bullets, spot removal etc.
Silver bullets are not a reason to cut either Damnation or Cryptic Command IMO. The reason Cryptic Command is so strong is because it functions as a 'choose-what-you-need' silver bullet that cantrips or multi-tasks.
You probably only need 1 Tendrils if you're playing thw deck correctly. And if you're not, then play a different deck. Especially with all the control decks now.
Meta call. If your meta consists of a sudden netdeck of control decks, and then R/x aggro burn... or R/G Mana Ramp even... seems really bad to play just 1 MD Tendrils when you turn anything non-Snow Red into a winning % with 2. It also kills creatures above 3 toughness as spot removal. Certainly better than Eyeblight's Ending.
wow, hey flashlight, did you go to ny champs if i may ask? cause here there plenty of blink, r/g, and goblin decks, all decks tendrils is amazing against
I agree with Flashlight: wtf man?
How exactly is Tendrils goof against decks with Momentary Blink and Greater Gargadon? I mean, the BEST play with it is to hit your own creature for the life...and I'd rather make a better play in that situation.
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I board out my Tendrils of Corruption against Blink decks. If you don't draw Extirpate or a Mystical Teachings, then Tendrils is usually a dead card, as it it far too risky to play when your opponent isn't tapped out (which is too often).
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Against Blink decks? I've never had a problem keeping my life total high against Blink decks, honestly. It's not a very hard MU.
However, I can see the usefulness of keeping it in...I just typically board in more useful things for that MU.
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You play tendrills only because it's the best life gain available and it's insane vs elves and aggro rock and Mana Ramp. However it's not very good vs control and it's dog poo against Rg so running more than 1 is incorrect. The deck is alreayd insanely tight on slots. I don't know how you could make room for an extra. I guess in the sideboard.
=), you extirpate the Mulldrifter not because it's a GG but because without them they just can't race you in CA. i mean we run 4 MT and x Careful COnsideration and a Mull, Grim harvest engine wich they can't extirpate, because you have so many ways to get CA. also when they lose the MUlldrifters. you can safely play more realxed and lpay with teferi to shut down they epocharsites, Cryptic Command any threat they mught put against an draw a card (more CA =D )
I'm proposing more of a permission based Teachings. Cryptic Relic and the like are ok, but I think Teachings can exist as a permission based deck. Granted, I'm not sure about the meta right now in my area (haven't played a Lorwyn T2 tourney), if its a lot of 2 color control + aggro, then the relic version probably trumps the control based (due to Detritivore and other nice stuff in the sideboard). If theres Mono U, I can't think of a better way to combat it then to become a mirror match with extirpates and tutors.
So against Aggro - Cryptic Relic is the best version.
Against control + midrange - Permission traditional teachings is the better version.
So its really a metagame call that us teachings players need to make. Are there more Kithkin, Elves, Sadin Aggro, Goyfs, Ascetics, etc? Or are there more Sonic Booms, Mannequin, B/G Rock, Pickles, etc.
well as always is a metagame decision but i think that i'd go eitht he relic all over and then there is this little thing that happens when you pair Control vs control and you all run lots o counters...its avery exhaustive game. i prefer the relic deck and after board is far more easy to win that exhaustive game
Against Mannequin, I have never extirpated the Mulldrifters to win. Usually, if they can't resolve an early Infiltrator, extirpating mannequin is a much better move in my mind. In general, if a player is lucky, they will draw 3 drifters, hardly will they ever draw 4, and most likely they'll just draw 2 or so (of course, unless Shadowmage is active, then they can definitely outrace you), but with creature hate, Damnation, etc, i've been able to get rid of their relevant creatures. Without being able to recur them, the deck is just a midrange aggro deck without any good engine...
Pull From Eternity...
Owns gargadon and is a one cost counterspell for that and for Rift Bolt.
-TEAM REVOLUTION
question: How do you do that in U/B deck?
i would think thought seize is the one cost counter spell
I am confused about this card as a 4 of. I think that is a little bit overated.
I have won a lot of games because people loves to play the command and then fall to cheap hand disruption.
I understand your point my friend. It is obvious that I don´t have a playset yet and probably that is why I still do not feel the power of the card.
I just feel that probably (in theory) is not the best counter to play when you are still in the early-mid game (4-6 mana).
Who wants to do it on turn 1... ?
I'm happy if their best play on turn 1 is a Rift Bolt or Greater Gargadon. Means there's no pressure on the board.
Pull From Eternity is there to remove the gargs when YOU WANT to Tendrils.
2nd'ly, it can also strip away an annoying late game Rift Bolt.
It happened all through out TSP Block and it will continue to happen throughout Standard.
-TEAM REVOLUTION
I absolutely agree with you.
I don´t know who can do the math for this, I would like to know at what percentage you will draw the command as a 3-of and as a 4-of when having 5-6 mana to play it and without leaving your defenses open (sometimes 2x1 can be bad, no so often but it happens). Then analize if you can cut them two 3 commands and add one more teachable silver bullet. Sorry, I am very stubborn (is spelled correctly?) with the math thing.
Consider 5-6 mana means it's at least turn 4 if not turn 5 or 6... and you're chances are substantially increased esp. once you factor in Mystical Teachings and a draw spell (Careful Consideration).
I think more importantly though is whether or not the you NEED an extra silver bullet.
The strength of UB/x/y/z Teachings decks right now is playing whatever cards you want because the mana is that easy AND also 4 of:
Damnation
Cryptic Command
..and then..
Grim Harvest
Shriekmaw
Triskelavus
Xx Mystical Teachings
Xx Careful Consideration
And THEN the silver bullets, spot removal etc.
Silver bullets are not a reason to cut either Damnation or Cryptic Command IMO. The reason Cryptic Command is so strong is because it functions as a 'choose-what-you-need' silver bullet that cantrips or multi-tasks.
-TEAM REVOLUTION
-TEAM REVOLUTION
I agree with Flashlight: wtf man?
How exactly is Tendrils goof against decks with Momentary Blink and Greater Gargadon? I mean, the BEST play with it is to hit your own creature for the life...and I'd rather make a better play in that situation.
Read my Constructed column on Star City, Thirst for Knowledge!
View my MTGS-era TFK articles here!
In my experience you make it stick once (via pull, no garg's or maybe your own dude) against RG for 5+ and that's generally good game.
-TEAM REVOLUTION
Read my Constructed column on Star City, Thirst for Knowledge!
View my MTGS-era TFK articles here!
However, I can see the usefulness of keeping it in...I just typically board in more useful things for that MU.
Read my Constructed column on Star City, Thirst for Knowledge!
View my MTGS-era TFK articles here!
Read my Constructed column on Star City, Thirst for Knowledge!
View my MTGS-era TFK articles here!
Thanks to R&Doom For the Great Banner!
So against Aggro - Cryptic Relic is the best version.
Against control + midrange - Permission traditional teachings is the better version.
So its really a metagame call that us teachings players need to make. Are there more Kithkin, Elves, Sadin Aggro, Goyfs, Ascetics, etc? Or are there more Sonic Booms, Mannequin, B/G Rock, Pickles, etc.
HARD CHOICE!!
Thanks to R&Doom For the Great Banner!