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Contemplating Constructed: Playing TEPS in Extended
Posted On: 03/05/2008 15:24:33

Stop the presses.

 

I finally came up with a catchy title! Now I can write about things all the time and be cool like everyone else.

 

… Yeah…

 

Okay, to give you an overview of how this is gonna work, I’m going to write about whichever decks seem good to me in various constructed formats. Between March and May, the primary format I will be focusing on is Standard, because it is relevant for City Champs Finals, Regionals, and Pro Tour Hollywood. Then, once summer rolls around, I’ll start into Lorwyn Block Constructed, as I believe it is the format for the next PTQ season this year.

 

However, since there are a few PTQs and a GP in the Extended format to round out this season, I thought I’d talk about one of the few decks I’m looking at for the last two PTQs I’m attending: The Extended Perfect Storm.

 

The back story on the deck is that at Worlds in 2006, Raphael Levy got way ahead of the curve by playing a deck that was recommended to him from a friend, which was the original version of TEPS, given life through Lotus Bloom. The deck had been in development at some time on MTGSalvation, and with the coming of Time Spiral, it acquired everything it needed to become tier one. The 2007 Extended Season saw to that, as TEPS was one of the most popular decks in the format, and ended up taking too much hate in the form of Chalice of the Void, Counterbalance, Orims Chant, etc. The deck is named after the vintage deck labeled ‘The Perfect Storm’, or TPS, because they were very similar in strategy and design.

 

With this current Extended format making drastic changes, TEPS has been allowed back into the scene, and has shaken up the metagame. Most people who want to play a sacland combo deck like this usually lean on Enduring Ideal because it’s a one card combo, and requires less judgmental skill and more patience. TEPS is a deck of variables, and keeping track of colors, amounts, and production of mana. It’s hard to play perfectly, and easy to miscount. The disruption in the format is hard to play around, and Gaddock Teeg is a huge problem for the average combo mage. But fear not; we will prevail. Here’s my list:

 

TEPS

 

3 Gemstone Mine
3 Geothermal Crevice
3 Irrigation Ditch
4 Sulfur Vent
2 Tinder Farm


4 Burning Wish
4 Cabal Ritual
4 Rite of Flame
4 Seething Song
4 Lotus Bloom

4 Chromatic Sphere
4 Chromatic Star
3 Channel the Suns
3 Chrome Mox
3 Infernal Tutor
3 Mind's Desire
2 Duress

2 Sins of the Past
1 Tendrils of Agony

 

Sideboard

 

1 Channel the Suns
1 Deathmark
1 Tendrils of Agony

2 Duress

1 Empty the Warrens
1 Hull Breach
1 Mind's Desire
3 Slaughter Pact
4 Tormod’s Crypt

 

Let’s go over the basic idea of the deck. TEPS is a storm deck. We cast lots of rituals which both accelerate our mana and add to our storm count, then kill the opponent with either Tendrils of Agony or Empty the Warrens. The key components of the deck are Mind’s Desire and Burning Wish, which make the deck what it is. Desire is the basic card you want to cast in any given game, and you want to reach a certain storm count threshold for it to be cast. I’m never comfortable casting a desire for less than 6, because it requires that you hit one of your X outs, where X equals the total number of Desires, Sins of the Past, and Burning Wishes left in your deck. If your hand is empty, the value of Infernal Tutor also becomes considered an out.

 

 

For example, I cast a desire for 5 which I burning wished for, and the only card in my hand is a sins of the past. I have used up all the mana in my pool. I have two Sins of the Past, three Desires, and three Burning Wishes left in my deck. That is only eight outs for which I can hit, and Burning Wish requires that I get more ritual effects so that I can cast Tendrils of Agony to actually win. See how bad these odds are? The only time I’d combo off in this way is if my back is against the wall and there is no other option (except to die). The problem is that some people think that you need to ‘go for it’ asap, which is only right when you actually have ‘it’, which is basically enough rituals and generated storm count to combo off. Lots of times, inexperienced players do not.

 

 

I watched my friend Christian combo off for a very weak 4 copies of desire at the Des Moines PTQ this past weekend against Adrian Sullivan in the quarterfinals. Adrian only had 2 lands and a Sakura Tribe Elder in play. Christian decided to ‘go for it’ when he clearly could not reach the proper storm count threshold. Seven copies is comfortable, and anything above that is gas. 4 is abysmal. Adrian is not doing anything next turn except maybe playing a Destructive Flow; perhaps a Baloth if he has a land (which is unlikely since Adrian mulliganed and missed his second land drop, but made his third). There’s no rush to take him out and risk losing when Christian had plenty of time to win. There’s no clock to worry about either, so I really didn’t understand why he decided it needed to be done. I would have taken the risk that my opponent has a Flow, in which case I am screwed anyway because my hand is garbage, but if he doesn’t have it, I’m basically home free and can sit on my lands until I’ve drawn a few rituals.

 

 

My own biggest problem with the deck, and something that Brandon Scheel helped me with, is knowing how to mulligan. Assessing your mulligans with TEPS depends on many factors, including the knowledge of what archetype your opponent is playing and whether you’re on the play or the draw. I tend to keep hands with lots of lands against Previous Level Blue because I just want to play ‘Land, Go’ for the first five or six turns. I always look for Lotus Blooms against aggro, and usually expect at least two rituals. I always mulligan a no lander unless it has multiple lotus blooms and I know that my opponent isn’t a blue deck. I hate not having lands, and Cryptic Command just kind of wrecks my day. Chrome Mox is the worst card in the deck for mulliganing, because it’s basically a blank or puts you at -1 cards, which is a very negative factor in this deck.

 

 

The other problem I have is that I play TEPS on autopilot. Scheel told me that after the first few turns, I should have already gotten an idea about what my game plan is for this game, and be thinking ahead and evaluating the critical turn where I choose to go off. I should always have an idea of what I will be using as a kill, because there are often times where we can go off but not have the black black necessary to cast Tendrils, and be forced to take the Empty the Warrens route instead. I’ve spent some time goldfishing it, and I now think I know what he means. Basically, when I keep a hand, I need to identify the role of each card in it. For example:

Burning Wish, Infernal Tutor, Seething Song, Sulfur Vent, Lotus Bloom, Rite of Flame, Geothermal Crevice

 

I have two cards in my hand that operate in multiple ways: Infernal Tutor and Burning Wish. One of those needs to be saved for getting a Desire, since it’s unlikely that I will just storm my unknown opponent for 10 with Tendrils. Basically, I need to choose between Burning Wish and Infernal Tutor when the time comes to combo off; I’ll set one aside to help generate storm and the other to get my storm card.

 

 

A really helpful tool that I learned from my friend Matt is it’s easier to play TEPS if you think about each spell as a + or a – count to your total mana when going off. For example, Seething song is a +count of 2, while Burning Wish is a –count of two (or a –count of one if you are wishing for Channel the Suns). Thinking of it that way makes it easier to know when you can combo, and so the only effort you put into it is fixing your colors correctly so that you can cast your double colored spells like Desire. Here’s a general in game example:

 

 


 

 

 

It’s turn 4, Lotus Bloom has just unsuspended, you’ve just drawn Infernal Tutor, and you think you have enough to go off. If you do the basic addition and subtraction in the correct order, you’ll wind up with 7 extra mana floating with a Desire for 8 copies (lets assume the Chromatic Stars draw you sack lands) . Here’s how I did it.

 

1) Sacrifice Lotus Bloom for UUU, Sulfur Vent, and Tinder Farm. UUUURRW is in our pool. Storm count is 1 (Bloom).

 

2) Cast Seething Song using RRW. Cast Seething Song 2 using RRR. RRRRRRRUUUU is in our pool. Storm count is 3 (Bloom, Song, Song).

 

3) Sacrifice both Chromatic Stars and filter red mana into black mana. I draw two irrigation ditches, which are irrelevant now. RRRRRUUUUBB is in our pool.

 

4) Cast Infernal Tutor using RB, revealing Cabal Ritual. Cast Cabal Ritual, using BR. Cast Cabal Ritual 2, using BB. RRRBBBBBBBBUUUU is in our pool. Storm count is 6 (Bloom, Song, Song, Tutor, Ritual, Ritual)

 

5) Burning Wish for Mind’s Desire using RR. Mind’s Desire for 8 using UUBBBB. RBBBBUU is in our pool. Storm count is 8 (Bloom, Song, Song, Tutor, Ritual, Ritual, Wish, Desire).

 

This is actually probably one of the most elementary hands you can get with TEPS. We reach storm count threshold easily without being pressed for mana, and have no problems with color fixing, and we even have mana left over if we’re forced to cast more spells naturally. In many instances, you’ll be forced into situations where you have to combo off for less because a –count spell messes up your math, and keeps you from getting to the storm count you want to be at. That’s just how it goes.

 

 

The last thing I’ve recently come to realize is that there is a correct and an incorrect way to play your Chromatic effects. Most of the time, you want them onto the table before your critical turn because they eat one mana to cast, subtracting from your overall mana production. However, if I was to keep a hand with multiple chromatic effects, some lands, and a burning wish, desire, etc, then I’ll hold off on the chromatic effects until I combo because I’m going to have so much mana anyway that I want to reach the storm count threshold.

 

 

I hope this article has been helpful. When writing this, I felt that many people would gravitate to this deck thinking it was an Extended version of Dragonstorm. While Dragonstorm does have similar aspects, it doesn’t have the mana fixing layer that this deck requires, since it’s casting spells in 4 colors. Dragonstorm can be played well on autopilot because there is little variance in how your critical turn is played. With TEPS, there are many decisions to be made in the turn you choose to go off. How you make those decisions will affect the outcome of the match, and dictate whether you win or lose.

 

 

Happy PTQing.



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Viewing 1 - 6 out of 6 Comments

03/07/2008 11:43:28
Against heavy disruption decks like Doran, you have to be willing to attempt going off for like 4 with a Desire. There are other plans, but with the main-deck, that's about the best given that your hand isn't just nuts enough to go off regardless.


03/07/2008 11:42:29
The reason is because Teeg is such a blowout against UG Tron, which is a huge part of the metagame right now, especially online. I watched a UG Tron vs Zoo matchup where the dude had the turn one Ape turn two teeg draw, and the Tron player just really couldn't do anything about it and died a few moment's peaces later. Tron was huge at our PTQ, and non of them top eighted because of how many teegs were among the top tables after about round 5. Teeg is permanent disruption. It forces the opponent to have the answer or lose the game because they can't do anything. I'd probably not play it in Doran, where you already have a lot of good cards for the matchups teeg is good against. Spirit Stompy is just a basic beatdown deck, and without teeg doesn't seem like it can beat Ideal or TEPS ever because they are just goldfishing vs you.


03/07/2008 11:28:43
Thanks for the reply, solid reasoning behind your argument.

I guess my comment about dedicated hate for each deck involved whether or not to board enchantment hate against Ideal, since to me, Teeg is a beating, but easy to play around.  It's kinda like Smother.  Smother is ridiculously efficient, yet Terminate and Putrefy should see more play in the upcoming events due to deckbuilders realizing the efficiency of Smother against their deck, and playing more fatties like Ravenous Baloth, Spiritmonger, Blistering Firecat, Mystic Enforcer, Chameleon Colossus, et al.

For example, in my Doran sideboard, I decided not to board Krosan Grip, since I could not think of a circumstance where my main deck Putrefy didn't get the job done.  Of course, I lost to Blood Moon, but I also have Vindicates and Pernicious Deed to take down the Moon, and I would never really want to put in Krosan Grip against an aggro deck.  To me, the best disruption is the ability to shred your hand, then lay a Bob or undercosted fatty to put you on a clock.  Since every deck can play the same disruption as me (love the fetches), why would you need to play Teeg?


03/07/2008 09:58:27

Falkor: No, I am not qualified. I actually 1-2'd the DSM PTQ with the deck, and didn't know a thing about it going in. My first round was against Previous Level Blue, which is the dream, but I dropped a chromatic sphere from my deck and so presented 59 cards for game two after killing him handily game one. I was definitely on tilt for game three and kept an atrocious hand, and he just killed me with two tarmogoyfs before I could go off. My other loss was to death cloud, where I combo'd for Desire 7 and hit nothing but lands and rituals game one, and then was destroyed by 2x thoughtseize and Deathcloud for 3 in game two.

 

However, everything I learned about the deck that I've written here I learned the day AFTER the event, oddly enough. Scheel won a PTQ in Kansas last year with TEPS, and had never even shuffled up the deck until the night before that event, having been forced to audible to it because all of his belongings had been left in another state. He's basically the nuts, and a great teacher. We went over quite a few different openers with the deck and basically I made my decision to keep or mull, and then he would tell me why I was wrong or ask me why I made that choice, and then explain the reasoning. His commenting about having a specific gameplan set up is what got me thinking about how I expect the game should go. I used to be under the impression that, for the most part, combo decks all played out the same, which isn't the case. You very rarely cast all the same cards in the same way, and the choices vary depending on which turn you go off, how many spells you have, if you have to kill a Gaddock Teeg, etc. Also, knowing how you are going to combo before you combo makes it easier because then you don't spend time off the clock going into the tank and possibly getting a warning or game loss for slowplay.

 

And yes, Doran is just about the worst matchup I tested on Sunday. I think I scooped at 0-6; Matt wanted to play a set, but I felt that I was not close to ever winning a game, and had a list to the ground full of cards I hoped he didn't have in his hand. Doran attacks this deck from many angles, including having a 4 turn clock, land destruction, and discard. Therapy is my greatest fear.


In the TEPS vs Ideal argument, TEPS is just all around the better deck. I want to win the game when I combo off, and far too often I see Ideal cast their 'one card combo' and then lose because they don't have enough cards to do all of sustaining Confinement, get the Honden, and get dovescape before they die. Also, I have a sneaking suspicion that Spirit Stompy is going to be very popular for the rest of the season because Tallowisp is awesome, and 4 maindeck Kami of Ancient Law and 4 Gaddock Teeg is pretty much Ideal's worst nightmare.



03/07/2008 01:48:23

I like your method for keeping track of mana, makes things much simpler. Nice graphics also. A friend of mine is a dedicated TEPS player and he plays 2 tendrils main because people are usually at least dealing 4 to themselves with their own lands and aggro decks sometimes deal 6-7. Getting people from 20 is hard, getting them from 14-16 is actually pretty easy as it turns out.  Also the word on the street is that ponder is real good.

 

Re: falkor; I know you weren't asking me, but I think TEPS is the stronger deck. I disagree with you about the hate, a lot of it is the same for both decks. Therapy, Teeg, blood moon, stuff that kills a lotus bloom. To be honest they're pretty similar, but ideal just seems way easier to disrupt, and it doesn't have the pacts to defend itself and jack up the storm count simultaneously. A teeg is way easier to defend against damage than the black pact. 



03/06/2008 16:22:47
@third_place
Are you qualified for Pro Tour: Hollywood?  If so, congrats!

What do you think will see more hate in the current Extended meta?  Ideal or TEPS?  To me, this is the difference-maker in which combo deck you should play.  If you feel like Ideal is catching more hate, then play TEPS; if you feel like TEPS is catching more hate, then play Ideal.  The hate is NOT the same vs. each deck since each deck has fundamentally different win conditions. 

How do you off through Extirpate + all of the black discard in Doran?  I must admit I had no problems defeating TEPS with 4x Cabal Therapy, 3x Duress, 4x Extirpate, 4x Putrefy, and 4x Vindicate.

What do you do against something like that?



*** MyTCGplayer ***