In a 1v1 with 20 life each
Tendrils of Agony
is clearly a better card. It requires a stifle effect (rarer than counters) to truly stop, and fast mana acceleration means you tend to grow your available mana into the tendrils so you can pay for counterspells easier.
In multiplayer EDH with 3 players of 40 life each, playing
Tendrils of Agony
becomes much more challenging in a deck that doesn't go infinite. Tendrils needs a very high storm count to actually win the game.
Assuming a worst case scenario where all 3 opponents have 40 life (unlikely but possible), you would need:
- 59 storm before casting
Tendrils of Agony
by itself, 60 copies resolve.
-
- 120 life loss and 60 total storm
-
29 storm before casting
Tendrils of Agony
,
Remand
it, 29 copies resolve, recast
Tendrils of Agony
, 32 copies resolve.
-
- 61 copies total, 122 life loss and 32 total storm
-
18 storm before casting
Tendrils of Agony
,
Remand
it, 18 copies resolve, recast
Tendrils of Agony
with 21 storm, 21 copies resolve,
Snapcaster Mage
targeting
Tendrils of Agony
, flash back the
Tendrils of Agony
with 23 storm, 23 copies resolve
-
This becomes easier as opponents lose life during the game, but it's pretty clear that you want to either get infinite storm to use
Tendrils of Agony
or go with a different approach to storm. Even when bouncing all your cheap mana rocks with
Hurkyl's Recall
it's difficult and impractical to go over 40 storm with the current deck plan.
Compare this to
Aetherflux Reservoir
, which can easily gain you life back from high negative life totals into such high positives that you can afford to draw your library several times over AND kill 3 full health opponents, with the added utility of killing hatebears that may be stopping you from targeting them first, such as
True Believer
. It's a permanent so it can sit around, accruing incremental advantage through life gain off your normal spells, although smart opponents will know to remove it ASAP.
Let's compare the tendrils storm requirement to the largest storm requirement with
Aetherflux Reservoir
, you drew into a god hand of
Ad Nauseam
,
Angel's Grace
and some cheap mana to cast them on turn 1 and draw the library.
You start at -118 life (125 is the total CMC of this deck), you have just cast
Aetherflux Reservoir
and are sitting at storm 10. Cards cast were (let's say):Land,
Dark Ritual
,
Mana Crypt
,
Lotus Petal
,
Angel's Grace
,
Ad Nauseam
,
Chrome Mox
,
Mana Vault
,
Helm of Awakening
,
Sol Ring
,
Aetherflux Reservoir
.
According to the formula in the # of spells to win accordion:
https://www.wolframalpha.com/input/?i=L%2B((W%2F2)(2(S%2B1)%2B(W-1)))%3E(50*T),T%3D3,S%3D10,L%3D-118,W%3E0,W%3Dinteger
you need 16 or more spells to win, with 26 total storm. This absolute worst case possible for
Aetherflux Reservoir
storm is 3 storm more than the minimum number of spells possible for a very convoluted
Tendrils of Agony
storm line. Those 16 spells gain you a whopping 296 life, putting you from -118 to 178 life.
Casting any 16 spells is easier than casting
Tendrils of Agony
three times since you tend to net mana or be mana neutral by casting all artifacts in the deck, free due to
Helm of Awakening
.
The
Shimmer Myr
Shenanigans example:
With the
Shimmer Myr
line, holding priority and responding to the first Aetherflux trigger (see the accordion panel for details) this gets easier. Let's say you played your
Ad Nauseam
sequence with different cards, cast
Mana Vault
and
Shimmer Myr
after
Aetherflux Reservoir
, gained +11 + 12 life, going to -95 life and storm = 12.
The link to the equation is:
https://www.wolframalpha.com/input/?i=L%2B(W)(W%2BS)%3E(50T),T%3D3,S%3D12,L%3D-95,W%3E0,W%3Dinteger
Which means you only need 11 more spells to win, ending at only 23 total storm. The highest possible storm requirement for
Aetherflux Reservoir
is equal to the minimum possible storm line for
Tendrils of Agony
, except this can all happen at instant speed and requires little to no mana while the Tendrils line requires a very heavy mana investment.
The above storm count was counted using an optimized play to conserve mana, it's actually possible to get
Shimmer Myr
out with 10 storm count rather than 12. In that case you only need 12 spells cast to win, ending at 22 total storm count, beating out the minimum possible storm line for
Tendrils of Agony
Keep in mind for a more optimal situation, only 12 spells are needed to gain 144 life with trigger stacking with storm = 0. If you have 7+ Life, the game is now over. Compare this to Tendrils, which needs at MINIMUM 23 storm.