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Thread: [Deck] Infernal Bargain - A different view on Tendrils

  1. #1
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    [Deck] Infernal Bargain - A different view on Tendrils

    Cards from portal are tech. Cruel Bargain may be an example. It may seem nothing new, because there is already a card with exactly that effect and cost, but now we're allowed to run 8 of them. I seriously consider it as a new base for a tendrils deck - I think the first results are promising. There are many skilled combo players on this forum (Nausea the prove), I count on your feedback ;).

    Draw4 v.1.01

    Lands:
    3 Bayou
    6 Swamp
    4 Land Grant

    Mana:
    4 Dark Ritual
    4 Cabal Ritual
    4 Culling the Weak
    4 Lotus Petal
    2 Mox Diamond

    Draw&tutor:
    4 Cruel Bargain
    4 Infernal Contract
    4 Night's Whisper
    3 Diabolic Intent

    Free food:
    4 Phyrexian Walker
    4 Shield Sphere
    2 Ornithopter

    Win:
    4 Tendrils of Agony

    Sideboard:
    4 Gemstone Mine
    4 Cabal Therapy
    4 Compost
    3 Seedtime

    Some card choices:

    Cruel Bargain/Infernal Contract/Night's Whisper
    The huge advantage of those cards is the fact that thay have no drawback of the meditate sort - you can play them before going off and it's quite a good business. The lifeloss drawback isn't that big as it may seem - you can play a totally sufficient amount of them during the game, if your opponent isn't playing Burn. The walls additionally protect you from random small creatures in the first three turns. Furthermore, if you happen to fizzle, it's not a tragedy - you can often tendrils for 10, then try again the next turn, with a 7-cards hand.

    Diabolic Intent/Culling the Weak + free crits
    8x rituals is definitely not sufficient for this deck. Culling the Weak tries to solve it and does it quite well. The synergy of the free crits with the strategy of the deck is brilliant, they create a nice storm amount, defend your hit points and above all they feed the 'demonic tutor', which strongly increases the deck's consistancy.

    Mox Diamond
    The 'random mox diamonds' are there for situations (that happen quite often) when you played a bunch of draw and you have some lands in your hand that do just nothing. Worked well for me.

    Swamps
    Running mostly basic lands is good. This is a thing that Nausea doesn't.

    Some results:

    Results of goldfishing with the actual version of the deck:
    Turn 1 0
    Turn 2 IIIII
    Turn 3 IIIIIIIIIIII
    Turn 4 IIIII
    Turn 5 0
    Fizzle IIIII
    Suicide 0

    It still sucks vs red gro variants and burn, but I think it's worth working on it.

    Comments and critique welcomed.

    Edit: Changed blood pet into orni and raised the land grants numer.
    Last edited by Danarim; 01-30-2006 at 01:44 PM.

  2. #2
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    Re: [Deck] Infernal Bargain - a different view on Tendrils

    This deck was created by me about 2 months ago. It uses the portal/mirage drawing spells. Well let me post the deck.
    Muck-Tide v1(Created By the Roodmistah)
    Lands:(17)
    4x Bloodstained Mire
    13x Swamps
    Artifacts:(11)
    4x Lotus Petal
    3x Candelabra of Tawnos
    4x Defense Grid
    Instants/Sorceries:(32)
    4x Cruel Bargain
    4x Infernal Contract
    3x Night's Whisper
    2x Desperate Research
    4x Dark Rituals
    4x Cabal Rituals
    4x Bubbling Mucks
    3x Rain of Filth
    4x Tedrils Of Agony
    Sideboard Choices:
    4x Nevinyrral's Disk
    4x Powder Keg
    4x Engineered Plague
    3x Duress
    And now for my card choices:
    Swamps: They're basic and untargetable by wasteland.
    Bloodstained Mire: Good for cabal ritual and land thinning.
    Lotus Petal: Free mana Excel for my bubbling muck and it has the ability to do alot of good duing mid-combo when u need just 1 mana.
    Candelabra of Tawnos: Bubbling Muck + This is insanely godly.
    Bubbling Muck:Allows all my lands to produce more mana and it's really good.
    Defense Grid: What your playing GRO? What you're playing any counter/burn deck. Well that's nice for you. First turn Grid Easy.
    Infernal Contract: Lost Half my life for 4 cards. Quite easily very broken.
    Cruel Bargain: Same cards tech from portal.
    Desperate Research: Digs for missing combo essentials such as bubbling muck and dark rituals. In Mid-combo u fetch and a tendrils and it's game
    Dark Ritual/Cabal ritual: Mana Excel.
    Rain Of Filth: With 3 lands turn 3 it's just like a dark ritual and i can sac my lands to boost up the threshold for my cabal rituals.
    Tendrils of Agony: Broken. End of story.
    Sideboard Choices:
    4x Nevinyrral's Disk: It gets rid of any threats(Meddling Mage, Chalice, Trinisphere, anything.)
    4x Powder Keg:It also gets rid of any threats with disk.
    4x Engineered Plague:Tribe decks like gobbos cripples them.
    3x Duress: Hand manipulator very good against most decks.
    Post replays and tell me what u guys think!
    UR Dreadstill creator and BRx WGD Combo Pioneer
    Quote Originally Posted by xsockmonkeyx View Post
    EDIT: and Roodmistah. If Dreadstill sucks then he's been mopping up the East Coast with a "crap" deck and making you all look bad.
    Quote Originally Posted by Rabbi View Post
    "Protection from player" is like a joke ability from Unglued. Ban this crap from legacy asap.

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    Re: [Deck] Infernal Bargain - a different view on Tendrils

    could we have ur Matchups please?
    and towrds the G/b version why donesnt ur sideboard have any creature destruction enchantment or arifact hate, what would u do if u got matched up against pillar or believer or sphere?

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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    Muck-Tide v1(Created By the Roodmistah)
    First, thanks for your feedback. Nice to see that someone already have worked on the idea. However, I have many doubts on the bubbling muck engine. With no bubbling muck + candelabra on hand, you have no chances to win turn 2 - you absolutely need the three lands. That also means you have to run more of them - the influence on the deck is bad. Rain of filth is also problematic - it needs multiple swamps, and it sucks when you draw two of them during the game - it will happen quite often. Sacrificing your lands isn't the best thing in the world when you hope drawing the candelabra/bubbling muck combo. Does desperate research work good for you? I have the feeling that it fizzles too often to be worth playing. Is there a reason for running md defense grids instead of duress? Duress cannot be destroyed, costs less and can fight random combo hate.

    4x Bloodstained Mire
    I do not recommend paining yourself, while it means you can play less draw spells. If you like fetching, play Land Grant.

    I doubt that you have a stable three turns clock, but I agree that bubbling muck + candelabra could be a nice base to build a deck around.

    and towrds the G/b version why donesnt ur sideboard have any creature destruction enchantment or arifact hate, what would u do if u got matched up against pillar or believer or sphere?
    You're absolutely right. A combination of naturalizes/smothers (any other suggestions?) may fit well, in the place of the composts.

    could we have ur Matchups please?
    I'll put them as fast as I'll build a decent sideboard ;).

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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    From a quick round of Goldfishing this deck, I'd say it's strength is in its ability to "go off" without actually losing the game when it fizzles. A bunch of times, I hit a less than lethal Tendrils, only to regain a ton of life, then Contract or Bargain into the rest of the win on the next turn. The "Gain 2 life" part of Tendrils is this deck's best friend. One problem I've found is that it seems to be short on creatures occasionally. I've cut 1 Night's Whisper and added 1 more Walker. That's been showing positive results so far, as Whispers are basically bad Contracts in this deck. With unrestricted Demonic Tutor in the deck, you really need at least 2 creatures to go off; 1 to sack for mana, and at least one for the oh shit button when you need Tendrils now.

    Edit - Blood Pet Sucks ass. I'd always rather have Ornithopter or a Kobold. His techy sac for B is basically worthless, as at best he'd sac for Intent or Culling, and at worst, he takes a hit from Lackey. Thopter has the advantage of surviving that hit, so I would run him.
    Last edited by Nightmare; 01-30-2006 at 09:56 AM.

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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    Has anyone tested Lion's Eye Diamond? It might not work the way this deck is set up, but cracking one in response to your own Bargain/Contract is a good way to get mana and add +1 storm for free.

  7. #7

    Re: [Deck] Infernal Bargain - A different view on Tendrils

    Wow. Great minds think alike. I've been pondering an almost exact same decklist..
    Have you tested Cabal Therapy as a way to clear your opponent's hand easily, as well as adding two storm for just one mana. :)

    Creatures - 10
    4 Phyrexian Walker
    4 Shield Sphere
    2 Ornichopter

    Disruption - 4
    4 Cabal Therapy

    Draw/Search - 12
    4 Infernal Contract
    4 Cruel Bargains
    4 Diabolic Intent

    Test Slots:: 4
    4 Night's Whisper

    Kill - 4
    4 Tendril's of Agony

    Speed - 16
    4 Dark Ritual
    4 Cabal Ritual
    4 Culling the Weak
    4 Lotus Petal

    "Lands" - 10
    4 Land Grant
    2 Polluted Delta
    2 Swamp
    2 Bayou

    Sideboard::
    4 Xantid Swarm
    Go Blue!
    1 Underground Sea
    1 Tropical Island
    1 Echoing Truth
    2 Chain Vapor

    How's the Mox Diamonds been working for you? I so much wish we could have Skullclamp in this deck. :-P

  8. #8
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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    One problem I've found is that it seems to be short on creatures occasionally. I've cut 1 Night's Whisper and added 1 more Walker. That's been showing positive results so far, as Whispers are basically bad Contracts in this deck.
    That's not a bad idea, I can't disagree with the fact that whispers is one of the weakest pieces.

    Blood Pet Sucks ass. I'd always rather have Ornithopter or a Kobold. His techy sac for B is basically worthless, as at best he'd sac for Intent or Culling, and at worst, he takes a hit from Lackey. Thopter has the advantage of surviving that hit, so I would run him.
    Lackey is a good argument, but I can't agree with you on the uselessity of blood pet's ability. When you have no ritual+contract in hand, blood pet is the best first turn drop so far. But still, with goblins beeing a horde in the metagame, I won't discuss.

    Has anyone tested Lion's Eye Diamond? It might not work the way this deck is set up, but cracking one in response to your own Bargain/Contract is a good way to get mana and add +1 storm for free.
    I was waiting for that :). Yes, I did. I have tested 2x and 4x LED, and found it strictly worse than any of the rituals we're running. LED in response to contract is cool, but the fact you're freezed when you have no other ritual in hand or when you want to tendrils incredibly sux. While playing this deck, you have too often a huge hand to leave it in the grave like that. As it was said, culling the weak does the job better.

    Wow. Great minds think alike. I've been pondering an almost exact same decklist..
    That's nice to hear. The builds are in fact incredibly similar (mention the colored lands in the sideboard!).

    Have you tested Cabal Therapy as a way to clear your opponent's hand easily, as well as adding two storm for just one mana. :)
    Of course I did, that's just the eternal question - main or sideboard. I have to test it more.

    How's the Mox Diamonds been working for you?
    Quite well - it's almost petal, this deck loves free dark ritual enablers. However, with main therapy, I think I would cut them.

    4 Land Grant
    I'm still unsure if it is better to have more land grants, because of bayou's vulnerability to wasteland, but I think I'll finally add them.

    2 Polluted Delta
    I must say no. Polluted Delta means 'you can play one less draw spell during the game'. 1 HP does not make the difference very often, but fizzling for such a reason is unacceptable.
    Last edited by Danarim; 01-30-2006 at 11:45 AM.

  9. #9
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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    So, I just tested your first list with my adjustments:

    -4 Blood Pet
    -1 Night's Whisper
    +4 Ornithopter
    +1 Walker

    Twenty Games of Fishing, these were the results:

    Turn 1: I
    Turn 2: III
    Turn 3: II
    Turn 4: IIII
    Turn Dead: III
    Fizzle: IIIIIII (7)

    What happenned? Well, when I went to turn dead, twice it was because of having Zero Draw spells until turn 6 or 7. Once it was because of a one land game, trying to go off turn 4 on ritual mana alone.

    Two fizzles i wrote down. The first was running out of creatures at 2 life, with Whisper and Intent in hand, plenty of mana, and Ornithopter 2 cards down. The second was me at 4 mana and 8 spells, needing to choose between Tendrils and Contract. Missed the Culling off Contract, lost. This happenned more than one time. I think it might be worth it to Tendrils in this situation in the future, and hope to Contract into the win.

    The turn 1 win was with the following hand:

    Bayou
    Tendrils
    Culling
    Ornithopter
    Bargain
    Lotus Petal
    Shield Sphere

    Here's how it played:
    Play Bayou. Ornithopter, Cull it (BBBB)(2). Bargain into dark Ritual x2, Phyrexian Walker, Lotus Petal (B)(3). Petal, Petal (BBB)(5). Ritual, Ritual, Free dudes (BBBBBBB)(9). Tendrils for 20. Pretty much the god hand.

    Here's what I think. Test Blue in the place of Green. Land Grant isn't that great. Hurkyl's Recall could be NUTS in this build. Here's a test list:


    4x Underground Sea
    4x Polluted Delta
    2x Island
    4x Swamp

    4x Dark Ritual
    4x Cabal Ritual
    4x Culling the Weak
    4x Lotus Petal

    3x Cruel Bargain
    3x Infernal Contract
    3x Meditate
    4x Diabolic Intent
    2x Hurkyl's Recall/Rebuild

    4x Phyrexian Walker
    4x Shield Sphere
    3x Ornithopter

    4x Tendrils Of Agony
    Last edited by Nightmare; 01-30-2006 at 01:09 PM.

  10. #10
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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    If you try test playing a non culling version it may be a more stronger build for you. I find my build to be able to go off turn 3 almost every game, but it doesn't have the ability to go off turn 2. It's a sacrifice im willing to take.
    UR Dreadstill creator and BRx WGD Combo Pioneer
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    EDIT: and Roodmistah. If Dreadstill sucks then he's been mopping up the East Coast with a "crap" deck and making you all look bad.
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    "Protection from player" is like a joke ability from Unglued. Ban this crap from legacy asap.

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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    Twenty Games of Fishing, these were the results:

    Turn 1: I
    Turn 2: III
    Turn 3: II
    Turn 4: IIII
    Turn Dead: III
    Fizzle: IIIIIII (7)

    What happenned? Well, when I went to turn dead, twice it was because of having Zero Draw spells until turn 6 or 7. Once it was because of a one land game, trying to go off turn 4 on ritual mana alone.
    That's disapointing. Maybe you're playing something wrong, but the situations you are describing seem really to be no way ones. The deck's weakness seems to be the lack of library rearanging/cantrips and I have no idea how to fix it - I found nothing better than diabolic intent (tested tainted pact, for example). However, I'm still an optimist. I made a little goldfishing just minutes ago (10x), for testing 4x land grant, and here are my results.

    T2 III
    T3 IIIII
    T4 I
    Fizzle II

    Concerning the strategy, I usually try to concentrate on the third turn. It means that I play 1st turn or 2nd mana accel only if I have a contract. If not, I play calmly whispers and intent.

    Here's what I think. Test Blue in the place of Green. Land Grant isn't that great. Hurkyl's Recall could be NUTS in this build.
    That's worth testing but has its evident disadvantages. I'd probably run mox diamond.

    Edit:
    If you try test playing a non culling version it may be a more stronger build for you. I find my build to be able to go off turn 3 almost every game, but it doesn't have the ability to go off turn 2. It's a sacrifice im willing to take.
    I will try to goldfish it, but I'm sceptic (especially while you're not presenting arguments), mainly because you're running many cards that are dead in dozens of situations (rain, bubbling muck, the tapping artifact). Since you have a constant 3rd turn kill, I'll be glad if you post here some goldfishing results.
    Last edited by Danarim; 01-30-2006 at 12:24 PM.

  12. #12
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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    Denarim, your focus should be on a turn 3 kill, which should be pretty easy seeing as though you run tutors to search for your missing combo essentials. Still, what do u have on lets say control deck or sly/burn decks. It still needs some revising which is why i would strongly suggest running at least defense grids in the SB of 4x.
    UR Dreadstill creator and BRx WGD Combo Pioneer
    Quote Originally Posted by xsockmonkeyx View Post
    EDIT: and Roodmistah. If Dreadstill sucks then he's been mopping up the East Coast with a "crap" deck and making you all look bad.
    Quote Originally Posted by Rabbi View Post
    "Protection from player" is like a joke ability from Unglued. Ban this crap from legacy asap.

  13. #13
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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    Denarim, your focus should be on a turn 3 kill, which should be pretty easy seeing as though you run tutors to search for your missing combo essentials.
    So, you have two turns for building a hand/board able to let you go off - three swamps, draw spells, rituals that work. Could you explain me how do you do it, mentioning that your only manipulation/search spell is 2x desperate search? I don't know if you realize, but drawing into multiples grids, rains, candelabras without bubbling muck, bubbling mucks without candelabra or whatever of that kind kills you, not mentioning simple situations when the 'working' cards you have are not sufficient. That's what is called 'lack of consistancy'. That said, I'm still very curious of your goldfishing results.

    Edit:
    Overall, Mr Nightmare is perfectly right on blood pet's suckiness, its lack of synergy with culling the weak is in fact a too big disadvantage, when compared to thopter. 2x Ornithopters welcome.
    Last edited by Danarim; 01-30-2006 at 12:53 PM.

  14. #14
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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    How does this deck do against counters? I haven't got around to testing it, but it seems solid. Also, the deck should be called Draw4, because that would be awesome.

    Roop

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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    I was thinking the exact same thing for the name. Like the Uno card. Hurkyl's is out, by the way. It doesn't work nearly as well as I had hoped. However, Blue is still worth running, if for nothing other than Meditate. How many Draw4's can you fit in here? Now testing my last list -2 Hurkyl's, +1 Meditate, +1 other Draw4.

    Edit - Got another turn 1 win. Swamp, Ritual, Petal, Meditate, Ritual, Shield Sphere, Intent for Tendrils, Thopter, Cull, Cabal Ritual, Tendrils for 20.

    Edit #2 - Did we just make Legacy Long.dec??
    Last edited by Nightmare; 01-30-2006 at 01:41 PM.

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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    the deck should be called Draw4, because that would be awesome.
    Good point :). Changed the name in the topic.

    How does this deck do against counters?
    First, the 1st turn ritual + draw4 is a devastating play. If fowed, it's 2 cards vs 2, and it's easy to recover after. If not, it practically wins the control match. If you have to set up your hand first, it's more difficult. The must counter spells are contract and bargain, so it gives you the possibility of casting whispers and diabolic with no harm, allowing to build a decent hand quickly. Then, consequently play draw4 each turn you can, hoping it won't be countered a day. Postboard, the terapies help a lot, I believe them to be much better here than duress. I tested the deck against landstill and it worked quite well. The biggest problem aren't really counters, the things I'm worried are stifle, lock artifacts and instant burn spells.

    Did we just make Legacy Long.dec??
    Haha, it would be great :).

    Edit:
    I have to agree that (boarded) chain of vapors are simply awesome, with maindecked blue sources it leaves many sb slots. 4x chain, 4x therapy, do we need something more?
    Last edited by Danarim; 01-30-2006 at 02:40 PM.

  17. #17
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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    Wow. This deck definitely looks interesting. How does it do against aggro-control like Threshold?
    Sometimes you have to read between the minds.

    ++ T8ing all over Europe since 2005 ++
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  18. #18
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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    do we need something more?
    Burning Wish. It is probably the main reason to run Nausea over this. I have done some testing, but I haven't added red yet. I'll get back to you when I come up with my final list.

  19. #19
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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    Just wanted to point out that with my newest list (see a few posts up) I just won turn 2 Vs. Goblins with NO LAND. I like this deck a LOT.

  20. #20
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    Re: [Deck] Infernal Bargain - A different view on Tendrils

    I definitly wouldn't run this deck over Nausea yes, being that it has burning wish for its 'outs'.

    This deck seems to crumble if it relys on a draw 4 and it gets countered. I also lose games straight up to meddling mage. Try to work red in for burning wish, fuck blue. Red gives you crazy goodies like gamble in addition to wishes.

    Lions Eye Diamond was discussed but only breifly. LED could actually make way for Death Wish. Death Wish is rare power at the hands of anyone thats played Long Death. Death Wish's ability to tutor you any card is actually very abusable. I would rather play diabolic intent if your not playing LED of course.

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