Monday, February 9, 2009

Whippit Long Term Side Effects



Greetings!

Given the name of the blog, I can not think of any article better to start posting the analysis of this magnificent deck combo so in vogue lately. The archetype that I will discuss this week is the ancient TEPS, more specifically the version of Luis Scott-Vargas, recently won the GP of Los Angeles. Is the list?. The following:

Main Deck:

0 4 reef creatures

awesome ship

3 Polluted Delta 2 Island 3 Playa flooded

3
3 steam vents in the Cascade Cliffs

land
18
4 lust of the mind
4 Seething Song 4
2 Electrolyze Blossoming Lotus

4 Peer Through Depths hand
2 Game 4 Manamorfosis


4 4 Forward Thinking
4 Rite of Flame 4 Ritual desperate

2 Tendrils of agony 42 other spells





Bench: 2 Ad nauseam

3 Brain Freeze 3
2 Gigadormecer
denial Pact breaking
2 Reguero
3 Echoing Truth
bench
15 cards 60 cards



The version I play, metagame issues, the main change 2 for 2 Forward Gigadormecer, but my vanity has not yet reached the level needed to analyze my deck through top of the combo master, Luis Scott-Vargas.

1. Philosophy of the deck.
2. Letters.
3. Pairings.
4. Future of the deck.

1. Philosophy of the deck.
This deck, TEPS, is (or at least initially was) the very simple mechanics of play 9 spells in a turn and then solve the Tendrils of agony. Sounds simple. However, in recent times, the strategy of the deck has evolved into the desire of the mind, and aims to solve this spell. Playing it for 5 or 6, and will likely win. Thanks to the multiple-accelerators we have, besides, we play early (not so rare as one might think to play a second turn.) However, the winner of the GP version looked more secure with the safety combo.

2. This section
Letters take the opportunity to bring interesting data as far as rules are concerned. Letters to note are:

Reef awesome ship: the land, commonly called storage lands, we significantly improve the pairing against decks that require us to let us mana open and did not allow us to warp quickly, because while we expect something Secure the combo, mana can be accumulated but not steal land (as is likely). Note: You do not turn to draw mana from it. Be careful in pairing Vs Faeries and we may return to the hand with a Venser, and all counters will be useless.

Cascade Crags: filtering lands are extremely useful. Allow us manna and add us to calculate if we UU in the reserve. Note: Do not rotate the jump to warp, but when we have a lot of mana in reserve and want of another color. Longing

mind: Win condition. Note: do not jump to launch a desperate yearning. TEPS is a deck to learn to count, and very well. Only if we lose the next turn should push us to warp. And we must not only think about the counter-tale, also in flames Tribal zoo and earning ability of Elves!. Keep in mind, those who do not know, that if you offset the mind Longing copies normally are resolved, only if you counteract triggered ability (for example Stifle or Trickbind) would be resolved only original.

Electrolyze: Allows you to take away pesky Elves / Fairies and earn a good amount of tempo.

Peer Through Depths: this instant, just to be, is essential. At end of turn the other will help us deepen neither more nor less than 5 cards in our library, providing us with probably the instant or sorcery that we lack.

Sleight of Hand: honestly, is not convinced. However, I will not discuss the master. Its great utility is that we can dig 2 cards in our library and, more importantly, put one of them, which we do not want to steal in the bottom, which a reflection is not capable of doing. I thought Visions of serum as a substitute because of its synergy with the Reflect, but I still have not dared to test it.

Manamorfosis: This card is incredibly good. It is a spell, we change a few colors mana by others (R-> U or R-> B is the most common) and enables us to draw a card. It's like taking 56 cards in the deck, but it adds to storm and we add two mana. Unbelievable.

Forward: all combo needs to be defended, and the Forward is the letter that defends us, apart from delaying the other if necessary. A major source of tempo. Note: A good idea Forward is to launch our own Desire or Tendrils of agony of mind. Tendrils throwing to the result is obvious. Throwing the dream is almost certain that we can return to play with mana generators that we go with one's desire.

Reflect: we can further 3 cards in the deck and even shuffling. Ideal for bending the first turn, but ultimately it will be for 1 spell. Note: If you have a fetchland in play and only one of the 3 cards we see we like, we can put that up, steal, sacrifice fetch, and shuffle. It is also important to remember that a shift can be very b output OOD Mana Reflection, stealing, Lotus suspended.

Tendrils of Agony: Win condition. Note: same as for the desire, we must remember that a counter keeps only take 2 lives. In addition, we can take a few turns of life if we can not warp or even 10 if we can throw does not come Longing. Anything is possible.

Ad nauseam: the beginning, I had my doubts about this letter. Though still not convinced too, I think its utility may be the following: at least be a Gigadrowse because the opponent knows that if he misses, he is lost. However, it also serves to deepen the library. Why?. Very simple. With cranial extraction or extirpated, we have been able to remove the Desires. If this was so, it'll cost us a winning hand not long to thank Ad Nauseam.

brain freeze: Another Cartonazo. It gives us the game against Elves! (Or if you know of the existence of this letter on our deck, forces him to cut a couple of gears), and most especially in the mirror and against Dredge. Against Dredge because it will be a few letters in the library, and against the mirror, for obvious reasons ... or not?. Against the mirror is useful, yes, but not when it warps the oppo as when warped us. If it warps the oppo, it may not be enough to deck (probable, even). But if warped us, we have: a) An alternative win condition (Vs Extraction cranial Runed halo ...), b) A letter, if he plays Brain Freeze, helps us to respond with the same currency and Decker. And this, believe me, is tech.

Gigadormecer: its use is more than evident. We throw the other end of the shift of control from blue to let no source untapped. Has other utilities, but that is the most significant. Remember that if you resist it, must counteract the copies one by one. Beware of the Chalice of the void.

Echoing Truth: It is used for many things, from returning to his hand a predator dragon to give back a Canon ethereal or more Runed halo.

If I said some letters is because I think they have obvious utility.

3. Pairings

Fairies: this is a difficult pairing. I do not know why, I lose some of this confrontation, but I think it's more luck than anything else. We must take into account their multiple permission, but we should not obsess to the point of not warp when to do so commonplace. We must be careful with your gang Vendilion, but for us we have to play basic Vedalken Shackles, a dead card against us. Do not usually play Stifle base.
Bench:
I usually do this:

- 2 + 2 Gigadormecer
Forward
- 2 + 3 Electrolyze

denial Pact - 1 set of hands

or this one:

- 4 Remand Gigadormecer

+ 2 - 1 set of hands
+ 3 Pact of negation

Electrolyze I decide whether to remove the dangerous depending on the version the beatdown.

Percentage: 40-50%

Elves is not too complicated, or should not be if not for the g1 often for him. Forward Here are golden, but should not be discouraged and think that post-side the game should be ours.
Bench:

- Sleight of Hand 2 + 3 Brain freeze

- 1 Electrolyze

can think of putting the Echoing Truth, but this should remove Forward or some key piece, and I prefer to avoid that.

Percentage: 40-50%

Zoo: In general, we are faster than him and has no disruption of any kind, so it's not complicated. However, we should have very good damage fetchlands we do and know that we may have to try to warp to the desperate.
Bench:

If I do something, is this:

- Sleight of Hand 2 + 3 Echoing Truth

- 1 Remand

But I think not necessary.

Percentage: 50-60%

After the pairing "important" step anlizar others in less depth. Dredge

: Also is favorable but are fast and unpredictable, in this matchup if it is discarded as soon as possible.
Bench:

+ 3 + 3 Echoing Truth
Brain freeze (a choice, I do)
- 4 Remand
- 2 Electrolyze

Percentage: 50-60%

Bant aggro: It is VERY complicated. Some god ill gotten them to spawn players this to be carried Stifle Canonist ethereal base, and that, my friends, we fuck and well.

- 4 Remand Pact
+ 3 + 1 negation

Echoing Truth - 2 Sleight of Hand
+ 2 Gigadormecer

If we remove the Electrolyze can get the 3 Echoing Truth, please to taste. However, the common goal: Kill Da canonist.

Percentage: 40-50%

Stupid Life: It should not be difficult but I have a pair of touchdowns. The first is that you get the truth reflected by whether the Runed Halo and also a Brain Freeze, by the same. The second is that the counters should be kept to its Gilded light.
Bench:

- 2 Electrolyze
- 2 Tendrils of agony
- 2 Sleight of Hand
+ 3 + 3 Echoing Truth

Brain freeze - 3 Remand
+ 3 Pact of negation

The Remand by the covenants is because Gilded Light is a low cost and is preferably a hard counter. Anyway, this is the bench Hardcore, which assumes Runed assume that the halo will go for the Earrings. Light leaving the bench in a Tendrils.

Percentage: 50-60%

Death Cloud Rock: There is a big difference between carrying Crime and non-raven. Those who do, force us to bend VERY fast, so you know. Against which we should have no problems. The bench and the percentages are against yes.
Bench:

not bench anything. If we put something Truth would be reflected if the Worm Harvester, but I think if we get to put the worms had already lost the game yes or yes.

Percentage: 45-55%

Affinity: What to say about this matchup. It's a race we usually win.
Bench:

- 4 Forward
+ 3 Echoing Truth
- 1 set of hands
+ 2
breaking Reguero
The Echoing Truth is to prevent murderers talegazos that this deck gets from time to time.

Percentage: 55-65%
network
Mono Burn!: I think we should win. However, I do not know why, I usually lose. The price for winning a fairy, I guess xD.
Bench:

not change anything, I think this is a race, as against Affinity.

Percentage: 45-55%

4. Future of the deck.
With the disappearance of the letters with a thunderstorm with a great power, the deck will lose much of its potential. Even so, we must not forget the existence of Swath storm, a deck that combines the pass from Shrapnel Pyromancer. We hope that Wizards releases a gem before October and kept alive this ancient archetype that gives both color format.


Until next week!

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