Ad Nauseam Tendrils: What’s the Play?

Legacy Storm is a deck that often functions off of gut, reads, mind-games, calculated risks, and overall tight play, which is something I like about the deck.  It brings uncertainty along with excitement with every decision. Although the deck has great capability to play a slow, grindy game, some hands you have to play as dealt.

-Today I’m going to look at a play made by a friend of mine in round 13 of GP Atlanta against RUG Delver, piloted by Jarvis Yu.  At 12-3, Max Carini (wonderperaux on modo) ended up in the top 16 of the GP with an interesting, slower take on ANT.

Storm by Max Carini

RUG delver by Jarvis Yu

Game 2, Turn 1

We find Max, our storm player is on the play for game 2 and keeps the following hand:

Take a minute and decide what you think you would do on turn 1. Seems simple, right?

Max took a line on turn 1 that i think most people wouldn’t consider.  Max stepped on the pedal (petal?) turn 1 by fetching an Island, playing 3 LEDs, casting ponder, and cracking all 3 Diamonds.

Initially I would dismiss this play and not think twice and many I asked would do the same.  However, this list is quite different from lists that I am used to so I decided to use more than my intuition to figure this one out.

Why would you make this play in the first place?

Storm has a really strong game plan of grinding out fair blue decks.  That being said, Lion’s Eye Diamond is quite a bit worse than dark ritual in both this hand and this match up.  LED is in my opinion the most powerful card in the deck, after the most powerful card in legacy, Brainstorm. It is normally a useful piece of the puzzle but is a lot worse than dark ritual in multiples or in conjunction with Past in Flames.  

One of the keys to the RUG matchup from the storm side is to establish a stable manabase and try to blank their soft or conditional permission.  Part of LED’s strength in the storm deck is speed and unlocking a hellbent Infernal Tutor. These are 2 issues you generally do not run into against delver as much as other matchups since you are playing a slower game.  The card is much more important to the Ad Nauseam plan than the Past in Flames, grindy plan of multiple Tendrils that Max has chosen to register.  

Considering all of this I think this hand has a lot less late-game equity than most keepable hands and I feel Max likely also identified this when making his turn 1 decision.  This configuration only has 6 discard spells as opposed to the stock 8, choosing to fight against countermagic with a slow grind, a game plan that really does not involve 3 Lion’s Eye Diamonds.  

How likely are we to hit on a goldfish?

As I said before, this list has a lot more business than a stock storm list.  Let’s take a look at Max’s postboard configuration.  

4 Ponder

4 Brainstorm

1 Preordain

6 Discard

2 Abrupt Decay

4 Infernal Tutor

2 Grim Tutor

2 Past in Flames

2 Tendrils of Agony

1 Empty the Warrens

8 Rituals

8 Artifact Mana

16 Land (8 fetches 8 targets)

Once again here is the scenario

  • Ponder on stack, UUU BBB RRR mana from 3 LEDs
  • Storm = 4
  • Infernal Tutor, Tendrils of Agony, Misty Rainforest and 3x LED in graveyard
    • 52 cards in library

 So in order to keep ponder we need to see one of the following:

An Action Spell:  Infernal Tutor, Grim Tutor, and Empty the Warrens are all wins if we find them.  There are 7 postboard and 1 in the hand so 6 left in the deck.

A Past in Flames: Finding this requires a flashback ponder to find a 1 mana spell for storm count.  We need to group this separately since there is around a 1% chance we still brick if we find this.

A Second Ponder: Brainstorm and preordain are not worth keeping since you are spending a mana and gaining a look.  Ponder however shows you 1 additional card since you see one lower and the shuffle card.  

With these conditions we are 51.765% to Keep ponder, which breaks down as follows:

The breakdown is a little complicated on ponder but you can see it here if interested.

Now a lot of the time we are going to shuffle Ponder in which we can flip the following:

An Action Spell: You are officially now a Noob Lucker

A Past in Flames: Once again almost always good enough but around 1% to whiff

A Blue Card: Redraws! Remember we have 3 Ponders, 4 Brainstorms, and 1 Preordain left in the Deck

Anything Else: We brick:  This is the most common case and will happen 31.54% of the time.  Once we shuffle the Ponder, this of course goes up by a lot (to nearly 70 Percent!).

This brings our total goldfish rate to… 61.57%

Part of this final calculation involves a couple extra percent from chain cantrip lines, such as Ponder into Ponder into Past in Flames.  I calculated all lines that seemed to add up to at least 0.1% and took an educated guess summing up the dozens of miniscule possibilities.

In all honesty, this is much higher than I expected it to be. It is worth remembering that we are using a very Business-heavy list and this number will probably be a lot lower with a stock storm list.  Knowing this now, if I were to play a list like this against a horrendous match up, like Eldrazi Stompy or White Eldrazi, I would feel much more confident taking those chances on a ponder than fighting through a mountain of permanent-based lock pieces.  

Now how likely are we to win beyond the goldfish?

You may have once heard while talking about Leylines or Force of Will that a player is roughly 40% (39.95%) to have a 4-of in their opening hand.  One could also argue that the number is higher since it is a reason to keep or mulligan a hand. While this is true, the other side must also be taken into account.  A card like Force of Will not only needs a blue card to cast it on turn 1, but also needs to be in a hand worth keeping. Most 7s without a colored source, a threat or cantrip, or an appropriate spell : land ratio are probably better off as a 6.  Since this is a very subjective measurement, and I feel both sides will come close to offsetting, I’m going to use these numbers as estimates of what to expect across the table.

Jarvis has 4 Force of Will and 2 Force of Negation, which at the time I think is a good number to assume from RUG Delver, although I think I would put the average around 5.7 or so leading up to the Event.  This puts Jarvis on a 54.14% to have interaction on a random 7 with Forces alone. Our odds of winning the goldfish and dodging the force check are now down to just 28.24% 

We could now look at how this number changes when we add 1 copy of Surgical Extraction but I don’t feel a need to consider that after seeing this number.  It would be a hard sell to try and tell me that this opening 7 is less than 28% to win on the play, which is where I would probably need to make this play.  

What happened in the game?

Once again, I think Max’s play had merit from the position he was in.  After showing him this number, he agreed that it is the incorrect play looking from a number standpoint.  Unfortunately we will never know if Max’s ponder would have hit because it was met by one of the 2 Force of Wills in Jarvis’s opening hand.  

If you are interested in seeing all the calculations done for this article, you can once again see them <Here>.

Thanks and keep storming,

-Cliffy

BLACK DETH

DETH’S SERVANT

    So, I haven’t been playing a ton of legacy lately as I was spending a good portion of my magic time preparing for the limited portion of GP Vegas.  However, the last time I did I was able to turn a few heads with an even CRAZIER brew of DETH. For those of you that are in “the know”, read on, for those of you that are soon to be in “the know,” this link is for you. I shall attempt to impart a modicum of wisdom here with the hope that you come away from this enlightened, excited, and above all else, ready to play some DETH’s Servant. What is DETH’s Servant? Well, for an in depth conversation about this deck, the card choices, an overview of the matchups, sideboard and a whole lot of laughs, I would first advise you to listen to Leaving a Legacy .  Jerry Mee and Pat Euglow invited me to come on the show to highlight this particular list. I did, and it was awesome. Have you listened to it yet? I’ll wait…

Here is the link again.  I’m not messing around, you’re going to want to check out that podcast.  

Okay, I think it’s safe to assume that by now you’ve checked out the origin story and listened to the podcast.  We’re now prepared to dive into the depths of DETH. Today’s dive will include the changes I made and why, mulligan decisions and general sideboarding strategies. 


THE ADDITIONS

Why did I add a fourth combo?  Well, aside from my bottomless need for attention, there were also a couple of other legitimate reasons.  First and foremost: what I learned in my initial build was that the more combos I added, the better the deck seemed to get. Keeping this in mind, I decided to add yet another combo and see if the trend continued in a linear fashion or started to pass the apex of the theoretical combo parabola.

 X axis = number of combos           

Y axis = deck performance

The first league I played I was able to secure a 5-0.  This continues to suggest that the graph on the bottom is, in fact, the correct one.  So, it follows that, if I could conceivably cram an infinite number of combos into a 60 card deck, I would never lose.  I am currently working on this theorem, and feel I am close to a breakthrough.  

The next reason has to do with decks that tax.  Eldrazi and Taxes, Death and Taxes, Death and Taxes and Taxes (this is when you are actively being audited by your D&T opponent),lands, mono red prison, you get the idea.  Essentially, I wanted a cheaper combo that wouldn’t be as punished by cards like Thalia, Guardian of Thraben or Thorn of Amethyst. I also wanted a viable way to win the game if my opponent resolved a Gaddock Teeg game one with a Wasteland up (which happens more frequently than one might think). Additionally, having another two card combo that can potentially win the game on the spot helps even out the Sneak and Show match up.  Your opponent now has to gamble with Show and Tell if you have even one of the following cards in play: Painter’s Servant, Grindstone, Leyline of the Void, or Helm of Obedience.  

The other addition that I made was Echo of Eons as a one of in the main deck.  My reasoning for this doesn’t amount to much more than these two reasons and in this exact order: I thought it was cool.  Second, I found that in match ups where my opponent thwarted my turn two kill and was grinding me down, I did not have a way to bounce back into the game effectively.  I see my Echo of Eons as the fourth quarter Hail Mary against these long game strategies. However, it is also quite good against any deck that has minimal interaction on your turn.  Does it get stuck in my hand sometimes? Absolutely. This, however, brings me back to the number one reason I decided to run it, which is that it is in fact, very cool. Not much on this Earth beats waiting until your opponent is tapped out, playing your hand, drawing 7, playing another hand and usually just winning on the spot. 

The last change that I made was cutting two duress for two Inquisition of Kozilek.  This was mostly due to a drastic shift in the meta. I was playing against delvers and True Name-Nemesis quite frequently.  I wanted a way to strip early pressure out of my opponent’s hand to allow the deck to draw into its win conditions. The downside to this change is, of course, that inquisition does not hit Force of Will, which is often a primary target. 

MULLIGAN DECISIONS

With any  deck your starting hand and the decisions you make to keep or mull are extremely important.  It is no different here, in fact, I believe it is even more important. It is also a little more complex than most linear decks.  There are hands that are easy to keep, of course. For instance, when you have a turn one kill or a turn two kill, no problem.

This is a turn one kill and an example of those easy keeps I mentioned above.  On the play in game one, my approach is to always jam. You will get blown out by Force of Will from time to time, but you will win way more often.  Sadly, most of the time you will not have a turn one or even turn two kill. Which hands you decide to keep depends greatly on what you are playing against, which makes your game one decisions even more crucial. 

When you play with a linear deck, your deck does a thing, let’s call it X.  When you draw a hand if you think your hand will allow you do X it is a keep, if it does not do X then it is a mulligan.  DETH differs from this in the sense that it is looking to do W,X,Y, or Z. So, when you draw a hand does none of those things it does not mean you should mulligan those hands 100% of the time.  For example, if we think of Leyline/Helm and Painter/Servant, Depths and Stage/Hexmage as two card combos and LED/Ritual/Tutor as a three card combo we can assess our hands in valuations. For instance, here is a sample hand that I kept in the blind against an opponent game one. 

   This hand I can look at as  ⅔ x and ½ y, or ⅔ storm and ½ depths.  What this means is that on my first draw of the game I can draw 12 cards that will complete one of these combos(all copies of LED, Ritual, Stage, Hexmage, and Plunge into Darkness). That is nearly 25%. The disruption can slow down my opponent and help set up my win.  This hand is especially nice because you have a back up plan, go all-in with Depths. It also has potential versatility. If I cast Thoughtseize and I see my opponent is sitting on Wasteland and Knight of the Reliquary I will be looking to complete my storm combo. I may play out my Depths to bait their Wasteland to buy another draw free of pressure and clear the way for my lake of the dead.  As it panned out, this particular opponent was playing UW control and I was able to strip away meaningful cards turn one and two and use Infernal Tutor discarding my hand to LED for Hexmage to attack for 20 on turn 4.

This hand may be an obvious keep as it contains ½ Helm combo, full Depths combo and ⅓ storm combo.  I am only including it here to discuss the power starting with Leyline in play. Not only do we have a good aggressive plan, but beginning the game with Leyline of the Void in play enables much of our deck to function at a much higher efficiency (It is also noteworthy to mention that simply by starting with a Leyline in play you will receive a concession in roughly 4-5 percent of your game ones).  Even if one or both Depths and Stage were swamps, I would likely keep this hand, especially in game one. Leyline of the Void enables our Ill-gotten Gains as well as our Helms and turns them into “your opponent exiles their hand and you get three sweet cards back from your graveyard.”  Even if you get your Helm of Obedience surgically extracted you can still storm off without fear of the FOW once you resolve your first Ill-gotten Gains. As it turned out, this game actually ended on turn three with another 20/20. Let’s look at one more example. 

This is a hand I would ship back.  It only has ⅓ storm. If I knew that I was playing against storm, I would probably keep this, but game one, I would mulligan. 

Hopefully this gives you an idea of how I evaluate hands with DETH.  It is built in such a way (that is without brainstorms, ponders, or any efficient cantrip) to maximize the value of the top card of your deck.  So, if you’re starting hand doesn’t have the win in it, but has varied pieces of your combos, do not despair. As George Michael would tell you, “you gotta have faith.”

SIDEBOARDING

“You must do what you feel is right, of course.” 

  • Obi Wan Kenobi

Sideboarding with DETH can be a tricky endeavor.  There are a few certainties, but many more uncertainties.  For example, against control, I will always bring in Hymn to Tourach. Against elves I will always bring in Toxic Deluge.  Against Mono red Prison I will always bring in Phyrexian Obliterator. Aside from these type of examples the rest of my sideboarding strategy is greatly dependent upon what happened game one and two.  This differs from many sideboard strategies in the sense that I don’t necessarily do the same thing match to match, or even game to game. For instance, if I beat my opponent game one with my Dark Depths combo and they only see cards that could viably be in Turbo Depths, I may lean away from that strategy in game two(especially if they have Wasteland and Karakas), anticipating that my opponent will side heavily into stopping that particular win condition.  If I happen to storm out my opponent game one, I might side out my storm combo completely and lean into my Painter/Grindstone combo with Obliterators for back up. It is a game of cat and mouse. Against control I may side out three or all of my lotus petals on the draw as I want my cards all to impact the game state in a meaningful way, where as I may bring them in on the play in an attempt to win before they can develop their board. My best advice is to think about the game that was just played and consider these factors:

  1. What combo did I win with (if you won)?
  2. What cards did my opponent see (if you lost)?
  3. What combo is my opponent’s deck most vulnerable to?
  4. What strategy are they likely to take against me?  
  5. What do they expect that I will do?

It’s important to remember that as difficult as it can be to sideboard with DETH, it is also difficult to sideboard against.  The benefit of having four distinctive modes to victory is that many of the strategies do not share sideboard cards. Your opponent’s strategy versus storm and Painter/Grindstone, for example, are not going to share many cards.  Make the best decisions you can with the information you gathered during game one and remember that your opponent has some difficult choices to make as well. 

CLOSING REMARKS

  That’s the crash course on DETH’s Servant. If you have any questions or remarks please feel free to ask below in the comment section.  You can also find me on Twitter @traswidden and I am traswidden on twitch.  

Revisiting Legacy Storm: Daze

Edit: Before going through this I would like to add that this was written right before Modern Horizons became legal and the meta has become a little less hostile and less focused around WAR haymakers since then.  This article was written with a meta of spring 2019 in mind and a few points may be less impactful as of this article’s release in July 2019. That being said, this is still a very comprehensive guide on one of the many options we have in the Dark Ritual world and well worth discovering.  Also I would like to credit Kai Sawatari and Jonathan Alexander for originating this plan. Enjoy.

In a format driven by velocity, mana efficiency is at a premium.  Almost every viable deck tries to take advantage of card costs in some way, whether it’s through delve, Phyrexian mana, graveyard recursion, or an alternative cost.  Following Force of Will and Surgical Extraction, we see Daze as a premier “free” spell in the format. Probably the greatest tempo spell ever printed, the card has proven its strength along side quick clocks and mana denial strategies.  Recently banned in Pauper, this powerhouse can and has allowed combo decks with too low of a blue count for Force of Will to interact on an axis they normally cannot. Having a short shelf life however, Daze comes at a cost. War of the Spark has given legacy quite a shake-up, introducing many new problematic cards for combo strategies including Karn, the Great Creator , Narset, Parter of Veils , and Dreadhorde Arcanist , as well as a resurgence in old staples like Chalice of the Void and Counterbalance .

I think our friend from Nemesis may be the answer

What does daze offer to Storm?

Although you can try to play the counter war game, that’s likely not going to earn a slot in the storm box.  Much more often than not, storm has no issue dealing with a pile of counter-magic since it is a completely reactive form of interaction and is not really something we need to care about until we want to win.  This is something that becomes more and more apparent the more games you play vs blue mages and how sequencing your spells correctly can bait or encourage your opponent to spew their counters where they should not.

Similar to Abrupt Decay , Daze allows storm to play answers to permanent based hate that are generic enough to have text in most matchups.  Being a Counterspell, the card has at least a little value across the board. Where Daze shines however is the fact that this is a Zero Mana answer to Chalice of the Void, Thalia, Guardian of Thraben , Counterbalance and others.  One of the issues that Abrupt Decay has against taxing permanents is that you normally need to spend a turn or more off to answer it and by this time, there’s a good chance that you’ve lost the window that Decay was supposed to create; They may have played another permanent or two to slow you down or possibly turned off your Ad Nauseam line.  If this card still seems out of place to you, let’s look at how Daze lines up against the metagame.

But first, the list:

Sawatari Daze Strom(SDS): By Kai Sawatari

First off, I just want to say that nothing about this list plays out the way you think it does in your head (or at least it did for me).  Everything about this list that I wanted to change upon initial glance demonstrated its purpose when I played with it. Many of the concerns that I had ended up not being as big of a deal as I thought they were once I learned how the machine works.  As you can see, there are a lot of changes made from the stock list to incorporate the Daze plan. This may seem a little extreme or unnecessary but the gameplan of this list will become more apparent as we look at how this lines up against the field. I am going to group the field into three groups: Combo, Fair-Blue, and Prison.  The 2019 meta is much more diverse than this but most decks tend to take the role of one of these three when against ritual-based combo decks.

Daze Storm Vs. The World

How Storm battles Prison Decks and the “No Fear Pivot”

Well normally we don’t, but here’s how we think we do.  Game 1 generally is a lot of crossing our fingers, prioritizing discard over cantripping, and playing around as little as possible after the first lock piece comes down.  This varies a lot by matchup but generally we are in goldfish mode and make more aggressive decisions with our cantrips. We also lean on poor Ad Nauseam lines over waiting for a deterministic line because passing the turn is more often incorrect when you have the option to not do so.  

Postboard games with a stock list are much slower as you board in 6 to 7 bounce or removal spells, diluting your deck on almost every axis.  Ad Nauseam gets worse because you have more non-goldfish cards to flip. Past in Flames is more often off the table since most decks in this category run hard graveyard hate like Tormod’s Crypt or Leyline of the Void .  Postboard hands missing a Lion’s Eye Diamond can be especially clunky as well. In addition to cutting cantrips, many games can be lost by having a redundant removal spell or simply the inability to punish your prison opponent when they mulligan into the ground and miss.  

Introducing the “No Fear Pivot”

  The Daze list takes a lot more of a “No Fear” approach against prison.  Our game plan here is to cut all discard for Decays, an additional Daze, and extra goldfish cards like Dark Petition or an extra Tendrils of Agony, both of which make our Ad Nauseams much smoother by not requiring a flip of Lion’s Eye Diamond to win that turn.  This configuration is surprisingly good at goldfishing on turn 2 or 3 while answering a permanent based piece of hate and avoids most of the issues a stock list runs into postboard. Keeping in all 12 cantrips and boarding up in “business” spells as opposed to down lets us do this much more often than it appears on paper.  It’s worth noting that this deck is worse than stock at fighting through an excessive, above average amount of hate. A traditional list having access to Echoing Truth , Chain of Vapor , and Hurkyl’s Recall will provide more resilience, however I have found this plan to be favorable against the vast majority of Ancient Tomb decks since most of the time you face a large pile of taxing artifacts you aren’t winning regardless of what your plan is.

How Storm Beats Other Combo Decks

This is obviously quite a sliding scale but most combo decks in legacy can be grouped into the ones that play Force of Will and the ones that don’t. 

Force of Will Combo decks tend to rely on cantrips and blue permission to protect their combo and ensure they live to tell their tale.  This category includes decks like Sneak and Show, High Tide, and Infect. Discard has historically beaten countermagic in combo mirrors and that still holds up in 2019.  These all tend to favor storm because discard tends to be harder to fight through as a combo deck than countermagic since blue permission is a completely reactive form of interaction and has a much larger mana tax to play it.  These matchups tend to involve lots of calculated risk-taking because passing the turn could mean death. That being said, even if they are aware of us playing daze, they probably cannot afford to play around it if it changes their clock.  Having both forms of interaction, especially in a game 1, is very strong and will win you games from the inability to play around it. 8 Discard is nice in game 1s here but so is beating your opponent. For these matchups we have the best of both worlds, having up to 6 counterspells and 8 discard spells postboard if we choose so.  Speed is almost always the name of the game and playing around cards game 1 although situational is more often incorrect in the blind because of how proactive these decks are.  

Non-Force Combo decks in legacy either rely on either efficient discard, a powerful backup plan, a plan that is hard to interact with, or raw speed. This encapsules the Reanimator and Dredge variants, Marit Leige variants, Elves, Storm variants, and others.  These matchups tend to have interesting decisions, mostly on how to use your interaction. A common one in discard mirrors, both fair and unfair, is if you spend your interaction on disrupting them or to stop their disruption. Daze tends to not be very useful in these matchups as mana is rarely a bottleneck when players are shredding each others’ hands and players can normally afford the tempo to play around it.  The main exception to this is the “raw speed” combo decks, mainly Black Red reanimator. This is an atrocious matchup for storm since they are a turn faster on average and have pregame interaction via Chancellor of the Annex . Daze is an amazing card for this matchup since they are a turn 1 combo deck with little resilience that really does not want to pass the turn.   

How Storm Beats Fair-Blue and the “Blue Pivots”

Fair-Blue decks are the largest subgroup of legacy and, in my opinion, the biggest reason to play ANT.  On paper, most of these decks look like they crush storm but play out differently when the stars don’t align.  Daze is far from an all-star here but we have quite a maniacal plan accounting this. Once again, there is a lot of deviation in these strategies but from the view of a storm pilot, Fair-Blue mostly breaks down into Aggro-Blue, UBx “Strix-Pile” Blue, and “Tundra Blue”.

UBx Blue decks like Grixis Control and Czech Pile tend to be the easiest of these three despite looking like the hardest on paper. I am categorizing this group as “strix-pile” decks from their use of Baleful Strix as a glue.   these decks use countermagic, Snapcaster Mage[c] , powerful discard like [c]Thoughtseize and Hymn to Tourach , and a strong Xerox package, which are all powerful, proactive forms of disruption against us.  However, the high amount of dead cards and lack of a clock make game 1 a heavy favorite due to the strength of Past in Flames and Ad Nauseam undoing all discard. The fact that most of these decks more often rely on Surgical Extraction over other hate like Nihil Spellbomb both means this is often true postboard.  Replacing the Daze package with more action and discard makes this matchup feel quite lopsided even post-board. Although we are not playing it, Empty the Warrens is also an insanely effective card that demands them to find a 2 or 3 of in short time. Often times 6 goblins will either be enough to cross the finish, or put a serious constraint on their cantrips and planeswalkers.  

Aggro Blue, which is basically only Delver of Secrets decks in 2019, is a little rougher than the strix blue matchup but has consistently been a good match up throughout history and remains so today.  Our gameplan is usually to establish stable mana, play around everything possible, and go off at the last possible second. Absolutely nothing about this is what Daze is trying to do.

Introducing the Semi-Pivot

In this matchup we transform into a Grinding Station-esque list, cutting all the cards with a shelf life for multiple copies of Tendrils, an extra Past in Flames, as well as Carpet of Flowers and more discard. The goal with this is to ignore all soft disruption by invalidating it and win by naturally drawing a copy of tendrils, if not two. That being said, Carpet of Flowers is important too and very much worth fetching into wasteland to play.  Without Deathrite Shaman in the format, most Delver decks can’t afford to play at least 2 lands into it. When it’s time to go off, keep in mind that a ritual or discard spell normally provokes a reaction with cards like Spell Pierce and Daze, adding to the storm count. Cantrips can also be saved for storm count on the combo turn once mana is no longer a bottleneck. This plan relies pretty heavily on the fact that these decks do not play discard and have no way to punish you for stockpiling your hand until the last second.  That being said, when the plan works, their hand is basically irrelevant. Since you always have inevitability in the match up, it is often worthwhile to take a threat with a turn one Thoughtseize to extend the game.  

Tundra Blue breaks down mostly into the Miracles and Stoneblade variants of legacy.  Although they function very differently, both play similar forms of interaction and have anemic clocks, so we will group them together.  Notably Daze can save us from losing to a Counterbalance on the spot or losing control to an early Jace, the Mind Sculptor , but the card is much worse postboard when both players are constantly passing the turn with mana up.  These decks try to hide behind a wall of Snapcaster Mages and Flusterstorms until either a Jace or mediocre creature beats takes the game. Outside of troubling permanents like Counterbalance and Search for Azcanta , the Snap-Fluster interaction can be very hard for a discard-based combo deck to beat if they do not come prepared to face it.  

Now is time to introduce the Full Pivot

(Prepare Yourself)

In these matchups we board out dazes as well as the Infernal Tutor-Lion’s Eye Diamond package entirely and bring in basically our entire sideboard.  Thirteen cards, all but the 4th Daze and 2nd Dark Petition come in and we are a different deck entirely. This configuration will basically never be able to go off in the first few turns but if the game goes as planned our engine will run almost without a choke point.  Going on manual mode means that our discard can basically ignore all spells that aren’t Snapcaster Mage, Surgical Extraction , and Flusterstorm. Sometimes we can even pay for Flusterstorm or fight over them with our own! Abrupt Decay is our greatest utility spell in the match up and a necessity to answer permanents Tundra Mages play like Counterbalance.  Keep in mind not to spew these, even when you have multiples; A surgical on Decay into counterbalance is the best line our opponent can take against our plan. Cabal Therapy outperforms other discard spells since it is normally a must-counter, meaning it generates multiple storm; The 3 3 2 split also provides incidental insulation from a proactive Surgical Extraction.  Carpet of Flowers either functions as a ritual by changing phases the turn you cast it or gives you the velocity to sculpt your hand while holding up interaction. All in all, we take the control role in the matchup and take advantage of the opponent respecting our explosiveness from game 1. One could think of this as a pump-fake: You keep them waiting on their countermagic for a Tutor or Past in Flames and then you cast 2 Tendrils off 8 mana with a Flusterstorm to fight back.  

Why is There No Empty the Warrens?

Empty the Warrens has been the secondary win condition of Storm decks since the card was printed.  Serving as a second angle of attack, Empty the Warrens fills a different role in each matchup.  As we go through the matchups, keep in mind how our deck pivots postboard in each case.

Against prison decks, Empty serves as a speed option, normally a calculated risk.  Most prison decks have an answer to a wide board; Death and Taxes has Batterskull , Eldrazi has Ratchet Bomb, Moon Stompy has Fiery Confluence ; The list goes on and on .  When we empty in these matchups, it’s generally in fear of something we cannot or do not want to play through, serving as an alternative of passing the turn.  Our “No Fear” pivot is shockingly consistent at casting Ad Nauseam or Past in Flames on turn 2 or 3 through a piece of hate. It is very rare with this configuration that you could tutor for Empty the Warrens and not simply win.  In the wise words of Cedric Phillips, “This is the classic plan of Ponder, kill you.”

Against Fair-Blue, Empty the Warrens serves as either a low-resource alternative that plays well through blue interaction or a “gotcha” or “cheese” play when you happen to naturally draw it.  Our configuration here, with the exception of the “strix blue” decks, is really set up to play a much more patient game. Since we never really have a lack of resources, we generally don’t need to take on the risks associated with this plan.    

Empty the Warrens is still a great storm card.  Having the option to go all in with as few as 8 goblins (or less!) when you know the coast is clear is very strong.  If there was a 16th slot, Empty the Warrens would be fine to add…but we don’t have that privilege. Empty would just be a little too low impact with this gameplan to warrant a slot.  The main appeal that I view from Empty the Warrens is the ability to board into a Blue Pivot vs the Discard “UBx” decks. As the list is, there is too much risk of a discard spell followed with a surgical taking your Tendrils of Agony when you have a full 3 in your deck against any UBx deck.  If you were inclined to run one, I would recommend playing it over a Tendrils rather than the Dark Petition since it is not good in combo mirrors.    

Conclusion & Sideboard Guide

I cannot stress enough how different this list plays out than one would think it does.  A lot of choices may seem suspect, but this is a very well-tuned machine that executes better than theory may suggest.  I would highly recommend trying the list card for card before making any changes and having faith in the board plan. Make sure to Join the Ad Nauseam Tendrils Facebook group if you found this interesting and would like to read more on this.  

Keep Storming,

Michael Clifford

For questions and inquiries, contact me at clifford@manatutors.com

Sideboard Guide:

Vs Delver “Semi Pivot”

Vs Tundra “Full Pivot”

Vs Grixis Control

Vs DnT “No Fear Pivot”

Vs Sneak and Show

Vs Storm

Vs Elves

OTD

OTP

Vs GB Depths Variants

Vs BR Reanimator

Vs Lands 

Vs Eldrazi / Moon stompy

Either this approach or

Vs 4c “Aggro” loam

SB Guide by Michael Clifford (Cl1ffy81)

DEPTHS TENDRILS HELM (DETH)

Meet DETH 

I am most well known in the magic community for designing this deck. So far, it hasn’t exactly made waves in the legacy format, but there has been a ripple or two. My first two live tournaments I made top 16 (CFB 4k) and split top 4 (Forgotten Path Games 1k) respectively. My List combines 3 well known (or long forgotten) combos all in one insane amalgamation I have named DETH, an acronym that represents the ways it can win while clearly explaining what happens to your opponent when any of those modes are implemented.  I have nurtured it, watched it grow and am proud of the deck it’s become. However, it wasn’t born as the glorious work of art you see today.

It all started in 2018 when I was reading through some old cards and stumbled upon Ill-gotten Gains.  I thought to myself, “wow, this would be pretty sweet with Leyline of the Void.” When I voiced this idea to my dear brother, he agreed, that it would indeed be “sweet” but followed up with a question I was not yet prepared to answer, “yeah, but how do you win?” I toyed around with this idea until I landed on Helm of Obedience.  I then built my deck, which, at the time, consisted of Leylines, Helms, Ill-gotten Gains, a bunch of discard spells, baubles and infernal contracts. I took it to my local legacy weekly tournament and got destroyed. Turns out, my “sweet” idea wasn’t so great in practice. One pithing needle, Disenchant or Assassin’s Trophy (just to name a few) completely locked me out of the game.  

Instead of becoming discouraged (despite the taunting and teasing of my friends) I went back to the drawing board, a Lone Ranger facing terrible odds.  After a few weeks of tweaking the build I had; testing cabal rituals, trying various mana bases and transformative sideboards (which may or may not have included Doom Whisperer), I finally conceded that the deck, as it was, couldn’t hang with the big boys and gals.  By big boys and gals, of course, I am referring to the Tiered decks we all know and love (or hate). Even with the baubles, the discard and the card draw, I just couldn’t assemble my combo fast enough, and sure I stole some matches, however, if I didn’t start with a Leyline in play the game rarely went my way.  

I decided I needed a more efficient way to get the card I needed when I needed it, and decided I would give Infernal Tutor and Lion’s Eye Diamond a trial run.  I cut the baubles and exchanged them for lotus petals, I was going all in. I took it back and started to see instant results, posting my first winning record at my local event. After additional testing I realized I had a very relevant piece of the Iggy-pop shell already in my main board.  So, I figured, I may as well throw a Tendrils of Agony in and see what happened. It was great! It gave the deck another way to win, I could finally play around a Pithing Needle, a Disenchant AND an Assassin’s Trophy

As the ancient riddle goes “what is better than two combos?” Three combos!  I jokingly suggested that I should jam the Dark Depths combo into the deck as well.  The response, “why not?” Yes, why not indeed? So, that’s exactly what I did. I then had my triple threat deck, DETH. DEpths Tendrils Helm. I went to work testing various copies of Vampire hexmage, Thesbian’s stage and Dark Depths and ultimately decided to run 3 of each land and 2 hexmage.  

That week, my friend Jay Trojan asked me if I was going to the Legacy 4k at Channel Fireball the following weekend, and told me that he had a deck I could borrow should I want to attend.  I remember deciding that I would go, and that I would be bringing my homebrew. I ended up surprising the field (and myself) that day stealing match after match. I started 3-0 and lost round 4 in 3 games to my friend Isaac Sears who knew and had played against my list.  Then I was 4-1, then 5-1, for the last round I got the CFB feature match and again was paired against a friend who knew my list, Marshall Janakowski. I was bested in 2 games. I finished 5-2 and 15th overall. Channel Fireball brought me into their streaming booth for a brief interview about the deck.  It was then that I decided I would continue to refine the deck and begin streaming it. 

That more or less brings us to today, I am still streaming the deck  at traswidden on Twitch and I am still refining the build and sideboard.  

My Two Cents:  There are a ton of undiscovered competitive decks out there, and a lot of great ideas.  A good idea by itself does not equate to a good deck. With enough time, care and patience some of these ideas can become competitive decks.  I took a ton of learning losses to find the right combination of cards to make this deck competitive. Is it the best deck of all time? Maybe not, but if you ask me, it’s the most fun.

THE COMBOS

Leyline of the Void/ Helm of Obedience.  

This is an old favorite of mine. Leyline of the Void causes your opponent’s cards to be exiled rather than placed in the graveyard, while Helm of Obedience states that you must place X cards into your opponent’s graveyard until a creature is placed there or X is reached.  The result, of course, of having both of these cards on the battlefield together is being able to mill your opponent’s entire library with X being equal to 1. Since a card is never placed in the graveyard, the condition is never satisfied, thus winning you the game on your opponents next draw step due to them being unable to draw a card.  Naturally, getting two cards that take 4 mana into play is no small feat. Being able to start with a Leyline in play is a huge advantage for this particular combo and is generally good against the field. It shuts off reanimator shenanigans, dredge nonsense, snapcaster mage trickeries, as well as Life from the Loam strategies to name a few. The graveyard is a huge resource in legacy and sometimes taking that away is enough.  However, this deck also works proactively to win with Leyline of the Void in addition to thwarting your opponent’s game plan. In addition to running 3 Helm in the main deck, there are also 5 cards that can tutor for it.

Ill-gotten Gains is another all-star when paired with Leyline, it doesn’t immediately win you the game if you resolve it, but often your opponent may concede. Since your opponent can’t place cards in their graveyard, Ill-gotten Gains effectively exiles their hand while allowing you your choice of any 3 cards from your graveyard to come back to your hand. Mind Twist? SOLD. 

Dark Depths/ Thespian’s Stage/Vampire Hexmage

I’m sure many of you are familiar with this combination of cards, being able to make a 20/20 flying, indestructible creature on turn one is pretty great.  Hexmage is also useful on its own as a way to take out planeswalkers or clear counters off of a chalice of the void when you need it. Similarly, Thespian’s stage can copy many of the utility lands your opponents control that the deck can’t afford to play.  Two of my favorite targets : locus lands versus Eldrazi post and Karakas against Death and Taxes, also, every once in a while you can get away copying a Dark Depths controlled by an unsuspecting opponent. 

Tendrils of Agony/ Ill-Gotten Gains

This is the third and final win condition. Storm. This can lead to some tricky lines in actual gameplay, but the math and theory behind it are simple enough.  Cast 10 spells and then cast Tendrils of Agony. In order for this plan to work, you need a six mana loop. The simplest way to achieve this is with 2 mana, 2 Lion’s Eye Diamonds and one Infernal Tutor.  Cast Infernal Tutor with your 2 mana, sacrifice your 2 LEDs with your spell on the stack floating 6 black mana and tutor for Ill-gotten Gains. Cast your Ill-gotten Gains with 4 of your six floating mana targeting LED, LED, and infernal tutor from your graveyard.  Use the last 2 floating black mana to cast Infernal Tutor again sacrificing the LED’s in the same fashion. You can repeat this process until you have cast enough spells to tutor for your Tendrils of Agony and end the game. Similarly, you can run this combo the same way with 3 mana, 1 dark ritual and 1 LED.  Since this loop only nets you 5 mana, you are -1 mana for each loop you do, so in order to get to 10 spells you would need the third land to cast the dark ritual leaving you with exactly 4 mana after casting infernal tutor and sacrificing LED.  

The General Idea

Having three distinctly different win conditions in the deck is difficult for your opponents to navigate, but it can also be challenging to pilot.  Often times, I have discovered that you need to pivot between game plans as your opponents shut one path of victory off. For Instance, Thalia makes it impossible to win by storm, where Karakas makes your Depths combo useless.  The ability to adapt and innovate is crucial. What deck are you playing against? Which combo is most likely to beat them? Which combo are you closest to assembling? There are a lot of moving parts in all magic games, which is what makes the game so great, but it is especially true with DETH. If you’d like to see the deck in action I stream it often under the handle Traswidden.  Next time I will go a little more in depth about the deck’s good, and not so good match ups and general sideboard strategies and answer some of the questions I posed above.