AI-Driven Strategies for My Tendrils Run Deep Combos

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My Tendrils Run Deep card art from Duskmourn: House of Horror Commander

Image courtesy of Scryfall.com

AI-Driven Approaches to My Tendrils Run Deep in Commander

In the world of Commander, where every game might hinge on a single draw or a clever land drop, My Tendrils Run Deep sits as a curious summons from the Duskmourn: House of Horror Commander set. It’s an Ongoing Scheme with zero mana cost, which instantly signals a different kind of tempo than your typical creature-heavy build. The card’s text is compact but potent: you may play an additional land on each of your turns, and at the end step, if you control six or more lands, you draw two cards and abandon the scheme. The flavor text—“There is no path here that does not end with me.”—presents a smug, almost inevitabile promise that your land drops are not just a resource, but a destiny 🧙‍♂️🔥.

Think of AI-driven deck optimization as a way to peer into the future of your board state. This scheme rewards land-rich strategies, immediate mana advantage, and a reliable card flow that can unlock outrageous, tendril-like combos. The AI approach doesn’t replace your intuition; it expands it. When you model thousands of permutations—land counts, spell timings, draw sequences, and the probability of hitting six lands by end step—you begin to see patterns: what kind of ramp and tutors maximize your chances to reach the six-land threshold on time, what sequence of plays tends to keep you safe from removal, and how to structure your draws so that two-card refuels become a no-brainer in the late game ⚔️🎲.

My Tendrils Run Deep thrives when you lean into land-first acceleration and card-advantage insurance. The scheme’s two-card draw at end step is an elegant compensation for the temporary absence of colored mana or heavy-statted threats. In practical terms, AI-assisted planning suggests a deck archetype built around land ramp, mana rocks, and draw engines that can deliver two-card increments reliably once you hit six lands. Colorless, universal lands and fetches become your best friends here, because they don’t impose color commitments that could slow you down after the scheme ends. The result is a game plan that leans into tempo and inevitability, with the knowledge that your next two draws will refill your hand while your board presence continues to grow 🧙‍♂️💎.

Strategic pillars for AI-assisted synergy

  • Ramp consistency: Prioritize sources that reliably add lands or mana on each turn. Think of cards that scale with the number of lands you own and that give you a predictable pipeline into the six-land condition.
  • Seat scheduling: In a multiplayer setting, AI models help you sequence plays so your opponents worry about a looming endgame instead of a single, immediate threat. The more you diversify threats, the more the scheme’s late draw becomes a win condition rather than a mere resource generator.
  • Card draw timing: The draw-two clause is best leveraged when you’ve already built up fuel. AI heuristics can flag moments when drawing two cards will flip the board state in your favor or refill essential answers to removal and combo pieces.
  • Protection and persistence: Since you’re leaning on the land curve, you’ll want protection for your land drops and for the AI-identified lines of play that keep your board intact until the six-land threshold is reached.
  • Deck-top analysis: With Ongoing Schemes, the top of your library matters more than usual. AI-assisted sifting helps you keep land tutors or key draw engines accessible while you chase the six-lands mark.

In practice, a well-tuned list uses the AI to simulate thousands of game-state snapshots. It asks: at what point does the risk of being blown out by mass removal outweigh the payoff of an extra land each turn? How often do you hit six lands by turn six, seven, or eight, and what is your win rate after that drop-dead moment? The answers guide card selection, including which support spells to include, what lands to pull from the deck, and how to pace your draws so the two-card payoff lands exactly when you need it most 🧙‍♂️🎨.

Flavor and design trivia matter too. My Tendrils Run Deep sits in the Duskmourn: House of Horror Commander suite as a common card with a black border and a potent conceptual hook. The art by Marcela Bolívar—capturing the sense that a single, creeping influence can alter the course of an entire game—pairs well with the card’s flavor text. The ongoing scheme mechanic itself invites a meta where players anticipate long-run value: ramp, draw, and endurance become a narrative arc across many games, all anchored by the land you lovingly, stubbornly, play on every turn 🧠🔥.

For players chasing a real-world analog to this card’s vibe, the AI-driven approach mirrors how you might optimize a long-term gear setup in a strategy game: invest in the infrastructure (lands), ensure a steady stream of resources (draws), and time your big plays to hit just after you’ve crossed the threshold into dominance. And yes, sometimes the best plan is to let the tendrils of inevitability creep across the board until your opponents realize they’ve walked into a trap they helped you set—credit to the card’s ominous flavor, and the perfect reminder that in MTG, knowledge is power and timing is everything 🧙‍♂️⚔️.

As you experiment with AI-informed decks, you’ll notice the thrill of probability aligning with a tactile, tactile reality at the table. The nine lives of your plan emerge: safe combos, clean land drops, and a final draw that seals the deal. If you’re curious about translating this approach to your own playgroup, keep a notebook of your AI-assisted test results, then compare your “expected value” charts with actual outcomes. You’ll soon be able to craft a strategy that not only works on paper but sings on the battlefield with each land drop, each draw, and each well-timed scheme activation 🧙‍♂️💎.

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My Tendrils Run Deep

My Tendrils Run Deep

Ongoing Scheme

(An ongoing scheme remains face up until it's abandoned.)

You may play an additional land on each of your turns.

At the beginning of your end step, if you control six or more lands, draw two cards, then abandon this scheme.

"There is no path here that does not end with me."

ID: 1829a79c-9384-4597-9003-b90568d82e13

Oracle ID: 62c6eec8-f463-444e-a468-8b89760bcac5

Multiverse IDs: 675235

TCGPlayer ID: 579125

Colors:

Color Identity:

Keywords:

Rarity: Common

Released: 2024-09-27

Artist: Marcela Bolívar

Frame: 2015

Border: black

Set: Duskmourn: House of Horror Commander (dsc)

Collector #: 345

Legalities

  • Standard — not_legal
  • Future — not_legal
  • Historic — not_legal
  • Timeless — not_legal
  • Gladiator — not_legal
  • Pioneer — not_legal
  • Modern — not_legal
  • Legacy — not_legal
  • Pauper — not_legal
  • Vintage — not_legal
  • Penny — not_legal
  • Commander — not_legal
  • Oathbreaker — not_legal
  • Standardbrawl — not_legal
  • Brawl — not_legal
  • Alchemy — not_legal
  • Paupercommander — not_legal
  • Duel — not_legal
  • Oldschool — not_legal
  • Premodern — not_legal
  • Predh — not_legal

Prices

  • USD: 0.36
Last updated: 2025-11-15