Tendrils of Agony
Target player loses 2 life and you gain 2 life.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)
|Have (2)||rockleemyhero ,|
Printings View all
|Vintage Masters (VMA)||Uncommon|
|Promo Set (000)||Uncommon|
|Promo set for Gatherer (PSG)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Tendrils of Agony occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Tendrils of Agony Discussion
2 weeks ago
Profet93. I think you missed the point of the deck. Those lands are necessary and already light for a mono black Ad Naus combo run. There are versions of this deck with 60-70 lands. Imp's Mischief is definitely a great card, but it is two life lost taken away from a combo run. It's just not necessary. If it were a more midrangy deck I would definitely include it. You can see that I've previously removed Slaughter Pact for similar reasoning.
All we want to do is have all the tutors to get Ad Nauseam, or use Sidisi to exploit herself for Ad Naus, and run through half of the deck or more in one shot. The lands are necessary so if Ad-Nauseam is countered we can just do a hard recasting reliably. There are plenty of ways to put the card back into our library or hand if it gets dealt with. My dear with Imp's Mischief is that we lose 2 life on a combo run, or lose 5 life to protect Ad Nauseam. This significantly lowers the amount of cards we can afford to turn over to combo from. So it just doesn't work here.
I do very much appreciate your input though and agree that it's a good card. It's just not what this deck is trying to accomplish. If As Naus gets countered, we don't care much.. and we don't need to ever keep Sidisi alive, as her sole purpose is to start the combo and just die back to command zone anyway. =)
One example of how it would run is cast Sidisi mid game. Exploit her to herself.. removal won't stop her Exploit since it happens when she enters. Turn over basically the whole deck until you get Tendrils of Agony. Play 15+ free spells like 0cmc artifacts, and cast Tendrils of Agony. Game over. If they counter it, you've now got a flooded board of blockers, Mana producers, and utile artifacts. Win the following turn with any number of options, including returning Ad Nauseam and rerunning it for some other win con. But so far I've always had a secondary win if the first attempt is thwarted.
2 weeks ago
ShaDoWz_6677 The Reason im Not Playing Cards like Trickbind , Stifle is because my playgroup doesn't play Hulk decks. Otherwise I would Definitely consider putting them in because as you said they are great counters for Flash Hulk Decks. I also have Blind Obedience in Combination with Dramatic Reversal + Isochron Scepter as an alternate win con but including Thassa's Oracle is a great idea. I will Definitely Playtest the Oracle. The Reason I won't Include Tendrils of Agony is that I have a hard time Manualy Storming of. And I also Didn't include the Mage's because I wanted to keep the curve low if I have to cast an Ad Nauseam as a Response to Something and not in Combination with an Angel's Grace. Staff of Domination finds its place as an Mana Outlet if one of my Infinite mana Combos resolve. It gives me the Possibility to draw my Deck and Storm of easier and it would also pair really great with Thassa's Oracle. Thank You for your Suggestions and the Kind Words.
2 weeks ago
Also, Staff is cute, but i dont feel it belongs. your not a combo deck. your a storm deck. Tendrils of Agony should be in this deck also. if you intend on top storming with bolas citadel or dramatic scepter storm, you wont always have AER out. You wont always hit Exsanguinate. So you can rely on traditional storm with Tendrils to hit your opponent in the face for X damage (depending on storm count) gain X life and hopefully kill the board. The feel bad with AER is when you go to pay 50 life, and someone trickbinds your AER. you paid 50 life, did 0 damage and died for it. Back up plans are always reliable in these situations when you can stop them from out right winning cause they stopped you from killing everyone in 1 turn with 1 ability. Tendrils forces them to hold Stifle or Voidslime as well to storm the storm trigger. cEDH runs only what is needed. Trickbind is the most used ability counter in cEDH right now because of split second. I would consider running Stifle and Trickbind so you can get the full value against the issue decks you will come across (most cedh is trigger/activated ability decks so stopping them the turn they want to go off with TB or Stifle is HUGE especially against the growing amount of variant storm decks, among other decks like TnT hulk, and any breakfast hulk variants.
3 weeks ago
Some wholesale changes after a weekend with my buddies, leaning even harder away from storm-style cards and fewer creatures overall:
In: Shadowspear, Essence Harvest, Nyx Lotus, Sangromancer, Extraplanar Lens, Phyrexian Arena, Swiftfoot Boots, Venser's Journal, Soul Channeling, Withering Boon, Tendrils of Corruption, Arcane Signet, and 22 Snow-Covered Swamps
Out: Greed, Blood Celebrant, Demon's Horn, Deathgreeter, Magus of the Coffers, Tendrils of Agony, Vampire Nighthawk, Charcoal Diamond, Haunted Crossroads, Knight of the Ebon Legion, Diabolic Intent, Spawning Pit, Crypt of Agadeem and 21 Swamps
2 months ago
Mainly Improvements I think you can make / Problems that I've found / Why this is a bad storm deck | Skip to the bottom for the Conclusion
3 BIG PROBLEMS > Mana, Consistency, and Modern itself
I will preface this with a statement, Modern HATES Storm. Almost all of the storm cards that Modern used to play are banned. Seething Song , Rite of Flame , Treasure Cruise , Dig Through Time , Ponder , Preordain , Faithless Looting , and Gitaxian Probe are all banned because of Storm and their use in or / storm decks. A lot of what I'll say will have relevance to Modern, but Storm is best in Vintage with access to the older Storm Cards. Some of the CARDS I mention will only be legal in Vintage, but the ideas/problems with this deck all have relevance to Modern
Differences I've found
Storm needs mana to do all the things it does. Do you know why Seething Song and Rite of Flame are banned? Because Storm took them and won on turn 1-2 and then kept winning on turn 1-2. However, because those things are banned, we need a compromise: Cards that make mana. Cards like Manamorphose , Desperate Ritual , and Pyretic Ritual can all get you the Generic portion of spells.
A difference between this deck and most Storm decks is that a) it doesn't win with Tendrils of Agony , which, although a black card, is way more efficient than Grapeshot but I'll talk about Winning later b) the cards that up the storm count don't do anything. Your Memnites, Ornithopters, and Darksteel Relics don't do anything on their own, they just cost 0. In other Storm decks, cards like Serum Visions , Manamorphose , Opt , and Deep Analysis all draw more cards while being cheap and upping the storm count.
Storm can win through other things too. Things like I dunno, creatures that DO things. Delver of Secrets Flip, Thing in the Ice Flip, and Baral, Chief of Compliance all a) do things and b) can ATTACK (Well, not Baral). If your Storm count fizzles, you still have a 3/2 flyer or a 7/8. Also, fizzling. In this deck, it's not so bad because your win condition is Aetherflux Reservoir , but fizzling is either because of a) not cards in hand or b) no mana. I've playtested this deck a few times, and what happens is I'm either top-decking, or I have no lands, both of which are TERRIBLE for a storm deck. This deck barely wins before turn 7-9, which in Modern is abysmally bad.
Your Win-Condition. You chose probably the hardest win condition in Storm. In a perfect game, where all the spells to setup are cast WHILE Aetherflux Reservoir is in play, you need to cast 8 spells to get to >50 life (56 to be exact; 20+1+2+3+4+5+6+7+8=56). So before you start going off, you need to get 4 mana and then live long enough to untap. It is very possible to get to 8 spells, but in this deck, it isn't. The way you cast spells, and the way those spells let you cast other spells means that you'll almost never have enough cards in hand to win. The ONLY line that I see is, yes, Retract , but that bounces Aetherflux Reservoir too, and we just spent 4 mana putting that thing in play. Even if we put Aetherflux into play again, we need 4 zero mana artifacts that WEREN'T in play last turn, which isn't impossible per se. So the things that this deck needs to win are a) Aetherflux Reservoir ALREADY IN PLAY b) Retract in hand c) 4 zero mana artifacts in hand d) Mana to both cast Retract AND Aetherflux Reservoir and e) a life total of at least 15. That's 5 things that this deck needs. 5 things in ONE HUNDRED CARDS!? Also, Aetherflux Reservoir isn't even a 4-of??! Not only would making you draw it easier, but 2 Aetherfluxes in play is not that bad if your win condition is >50 life. For storm it's bad, but for this, it's okay (Keep in mind a good thing in a bad deck is bad).
So, Aetherflux Reservoir sucks. What else is there?
PROS: 1) Can be cast multiple times throughout the game. The difference with Tendrils and Reservoir is that Reservoir is all or nothing; you NEED >50 life to win. Tendrils can be cast multiple times to win. If you cast tendrils for only say StormCount™ is 4, that's 8 life down for our opponent. Then, you can keep casting it. Maybe later you cast it for StormCount™ 5, that's 10 life down and 10 life gained. It's also a better thing for fizzling. If you even think you're going to fizzle, keep mana for tendrils. Tendrils should always be the last thing you cast each turn to maximize the StormCount™ 2) It's efficient. For the same mana cost as Reservoir, you get an immediate effect that drains your opponent. Also, each life that our opponent loses is great for us because instead of us gaining life, we're draining our opponent. In a format of Fetches and Shocks, 2 life is very easy to lose. Each 2 life our opponent loses is 1 less copy of tendrils we need.
CONS: 1) It's black, and quite a bit at that. We need 2 black mana to cast this thing. But, cards like Manamorphose , the Moxen that you have, Black Dual Lands, Urborg, Tomb of Yawgmoth or even just good old fashion Basic Swamp are all better than what you have right now. 16 Basics + 6 Basic Fetches is a lot for Modern. I know you're playing 100 cards, but that is still a lot. No Scalding Tarn s? No Fiery Islet s? Not even playing other duals? The Fast Lands, the Pain Lands, The Battle Lands, The Check Lands? All of these are not only but have black variants too.
PROS: 1) Cheaper, only needing to cast 2) Already in your colors / In the deck, so just needs more copies 3) Hits creatures to make way for creature damage to get through 4) Great support Card, makes Tendrils better by needing fewer copies and can chip away at a life total and help your creatures kill your opponent
CONS: 1) Really inefficient. You need to one-for-one your opponent's life total with StormCount™ if this is the MAIN win-con
PROS: 1) Cheap, needing to cast and already in your colors 2) Mill is a lot easier in Modern than Commander. Not only is every card our opponent draws good for us, but they only have ~60 cards to mill 3) Goes great with High Tide WHICH YOU SHOULD DEFINITELY BE PLAYING TO HELP YOUR AWFUL MANA
CONS: 1) Also pretty inefficient, milling 3 per StormCount™. However, unlike Grapeshot, players are constantly drawing cards and are probably drawing more than 1 per turn. 2) Completely dies to "Shuffle your graveyard into your library..." effects, so probably not a main win-con, but something to keep cards away from your opponents by milling them
PROS: 1) Very powerful at high storm count. Even with low storm count, if you can hit a Tendrils, a Grapeshot, or another Mind's Desire, then you can not only keep adding to the StormCount™ but kill your opponent 2) Adds to the StormCount™ because you cast the card
CONS: 1) A bit expensive mana-wise, but if you can be making mana with rituals or casting High Tide , then it's no problem
PROS: 1) On Color, Average cost 2) It makes a lot of creatures that can attack OR block. Also, unlike Awoken Horror , it is very hard to block all of them at once
CONS: 1) Summoning Sickness
CONCLUSION Read this if you only care about what I think of the deck and not on improvements
Honestly, the deck sucks. Aetherflux Reservoir is slow enough on its own, but the mana base, the support cards, and the number of cards make it even worse. With 100 cards, you can almost never get the pieces to fall into place right. You have very little card-draw and none of your cards replace themselves. You have to wait to at least turn 4 to cast Reservoir, and before that, you can't do anything. You can't cast your Memnite on turn 1 because that's less card to have on turn 4-5 when you have Aetherflux. Waiting until turn 4-5 to dump your hand of do-nothings is not the best. A hand dump of anything is probably not great, but in this deck of cards that don't replace themselves, it's extra bad. You'll almost never have enough cards after a hand dump. 1/3 of your deck is 0 mana artifacts. 1 card does anything on its own and you only have two copies of it. Mox Opal is the only card of the THIRD of your deck that does anything on its own. Mox Amber can only tap for mana if you have one of only FIVE legendary creatures/planeswalkers in play. With 100 cards, that never happens. Memnite and Ornithopter are never winning a game on their own in this deck. Darksteel Relic has no activated abilities. If Everflowing Chalice and Astral Cornucopia are 0 mana artifacts, then they also have no activated abilities. Paradise Mantle needs a creature. Spellbook does basically nothing because you aren't drawing cards. A lot of the other cards don't do anything either. I don't know why you are playing 100 cards if not a lot of them do things.
Unwinding Clock - What are you untapping that you need on your opponent's turn?
Isochron Scepter - a total of 12 cards and they are Vandalblast , which is NOT main-deck playable, Grapeshot , Rapid Hybridization , Dramatic Reversal , which, while it does untap the Sceptor, does very little in this deck, Cyclonic Rift , which can't be overloaded, and Retract , which bounces the Scepter and leaves Retract in exile. Not only is it rare to have an imprint target, but that target sucks.
Shimmer Myr - You don't need flash if you're doing everything on your turn
Erayo, Soratami Ascendant - You don't need its flip side
Now, a lot of these cards are 1-of's which is good. But there are cards that you have 1 of which are amazing. Most of them are legendary creatures, which drawing 2 of kinda sucks, but in 100 cards (which is still dumb) you'll never get them if you only have one copy
Urza, Lord High Artificer - Lets your do-nothing artifacts tap for ! Also, he gets you a creature that, with a lot of artifacts, can attack for lethal. ALSO, he has an activated ability which, with excess dumb artifacts, can keep you casting spells
Jhoira, Weatherlight Captain - DRAWS YOU SO MANY CARDS!! Is also a 3/3
100 cards is a bad idea in general. Consistency is a big part of any format. Even with 100 cards, you can still up consistency. Splash for tutors, White or Black, to find the cards you need.
Sideboards are a thing and can have up to 15 cards. Put targeting removal like Vandalblast there instead of your main deck. The "hate" cards of MTG go in the sideboard
2 months ago
you will want Force of Will and Force of Negation to stop your opponent should they go first :p fun concept, ive thought about what it would be like without restrictions too. maybe diversify the storm spells in case they remove them somehow, use 1 BrainFreeze 4 Mind's Desire 1 Tendrils of Agony , and cut down to 1 grapeshot. also maybe just go 4 wheel and no recycle? idk, it seems pretty crazy!
3 months ago
So I playtested and it held up really well in a 4v4 pod. I used my laptop while friends played with their decks.
I was able to storm off Tendrils of Agony for 8, which was really sweet.
I actually did have Dramatic Reversal in hand, which is how I stormed off in the first place. Though, looking back I should have used Diabolic Tutor to search for the Isochron Scepter . That was a fault on my behalf for not digging deeper into the deck.
Unfortunately I did lose, however it was in part because my opponent was able to bring out Fairgrounds Warden and nobody wanted to kill it, so I couldn't get Oona back.
Pretty fun deck. Not sure it's my cup of tea as I am more of a synergy player rather than a combo player, but it was still a lot of fun.
3 months ago
I’m trying to brew Kadena myself because of how much freaking fun she is to play. I love all the flash and top deck manipulation, but I’m wondering what the win con is. Is it just swing with a bunch of 2/2s after a Ghastly Conscription ? Have you considered Aetherflux Reservoir or Tendrils of Agony as possible storm wins?