Archive for the ‘deck building’ Category

Opening the Vaults at the Superstars 5K *Top 16*

Wednesday, March 10th, 2010

I generally do my best to keep up on deck tech. I don’t consider myself a rogue deck designer, most of my creations have been pretty straightforward or modifications of known strategies. I tend to look for interesting decks that I feel would be fun to play and tweak them. Sometimes this means I will play a straight tier 1 deck, and other days I’ll try something rogue. I tend to have this issue of not focusing as much on my own decks as much as playing the “bad guy” deck in our gauntlets and testing. I generally have 3 or 4 decks and offer to play whichever my opponent needs, and of course Jund was the matchup everyone wanted. While this makes me a fine a Jund player I really didn’t see myself playing infinite Jund on Jund matches so I’ve had my eye open.

What interested me about Open the Vaults was Niels Viaene’s performance at PT San Diego. Considering Boss Naya was the deck to beat leaving that tournament, I heard from folks on and off the team that Naya was not looking forward to playing against it at all. Yet there was no discussion on whether it was a valid deck or not. It seemed like a cool deck in the write ups, it just stumbled on mana in the finals. I asked around and no one had really played with it or against it. I had also played a lot of Turbo Fog and it seemed an auto-win over so many decks. However, Olivier Ruel did poorly with it at the PT and when we tested Boss Naya against it I just couldn’t beat its fast starts. I broke apart the shell and thought about playing U/W Chapin control but I knew testing would be even worse since it takes so long to resolve games. I finally just decided to put together Filigree, tested a few games, and took it to my FNM. I figured if it didn’t work I’d audible to Jund or just play Vampires at the 5K, which seemed decent in our testing.

Sideboard

Overall the strategy is pretty simple –

  • Cycle your men to get your combo and fill up the yard.
  • Use spreading seas as a psuedo-remand – it can definitely slow their mana down and gives you a card.
  • Use all your enchantment-based removal to shut down their men.
  • Stabilize your defense with Sphinx, or one of your artifact men if you have no choice.
  • Open the Vaults and win.

FNM Feb 26th

Round 1 vs. GWU Bant Ramp
Neither of these games was very close, with all my removal for his big guys going unanswered. We did have a nice O-ring battle over Baneslayer for a while but I pulled out a 117 life combo and Open the Vaulted a dead O-ring onto the angel.

Round 2 vs. Vampires
This was a closer match – I had multiple spreading seas in both games to make his Mind Sludges less valuable. In game two he had a Ravenous Trap for me when I open the vaulted, but I had enough time to hardcast an angel and gain enough life to survive, filled my yard, and Open the Vaulted again for the win. Sphinx of Lost Truths is such a power card with great toughness and a great way to refill your hand after getting hit by discard.

Round 3 vs. UW
I honestly don’t remember much about this matchup, but I did win it.

Round 4 vs. Eldrazi Green
In both games he curved out quickly into Eldrazi and I never drew wrath or an O-ring for his ultimate Garruk.

I walked away from the games feeling pretty confident in the deck overall, but felt I needed more answers to aggressive starts so I put in the 3 Journey to Nowhere main. I thought I would get Pithing Needles for the board as well but never got around to it.

I spent the remainder of the night practicing and making some extra decks to give out at the 5K so I arrived in San Jose at exactly 5 minutes til the tournament started and scribbled out my decklist quickly with the original sideboard.

5K Main Flight Feb. 27th

Round 1 vs. Chapin control: 1-1-1
I found myself staring down a string of PTQ top 8 pins attached to a rather old playmat. I was a little embarrassed of my worndown Windwright Mage mat, but after seeing his mat I brought it out.

Game 1 – He thought I was U/W as well at first (common mistake everyone made) – Then I Spreading Seas his early white sources and Tectonic Edges but this let him cast Jace. I eventually O-ringed Jace out, but he countered almost everything I cast, eventually drew Iona and called White, and that was basically game. This was about a 25 minute game mainly waiting for him to decide Jace effects and resolve draw spells

Game 2 – I sided in my negates, stopped his early Jaces, got the combo off going to 27, which he Martial couped, but I combo’d again to 91 life. We now had about 10 minutes left.

Game 3 – I get smashed down with Baneslayer to 6, but I had three negates in hand early and eventually got the combo through as we went to time. I dealt with Baneslayer, and swung for 24 on turn 4, but it wasn’t enough to finish the game out before time was up. So now I’m in the draw bracket…

Round 2 vs. Naya 2-0
Double Spreading Seas made short work of his mana, and I let him flail around with a Hierarch or two and saved my removal for his big finishers. Knight of the Reliquary and Ajani are the big threats out of this deck. My removal aced all his threats one by one. He did hit me a bit but I never got below 12 and ended both games well above 20 life.

Round 3 vs. UWR 2-1
Good games, but getting Open the Vaults was too strong- He had Jace but instead of drawing cards he kept fatesealing me. This is bad when you’re playing a slow control deck. I drew O-ring for Jace and eventually combo’d out. He got Ajani out really early on the second game and blew all my lands with Jace at one step away from ultimating me. In Game 3.Spreading seas kept him off red and Ajani and I combo’d pretty early and finished him out.

Round 4 vs. Aggro Red 2-1
My opponent was undefeated but freely admitted he didn’t play standard much. This was my worst match up and he quickly blew me out with Goblin Guides, Ball Lightnings, and direct damage.

Game 2 – Spreading seas kept him off Ball Lighting mana. He got down early goblin guides but I Journeyed them. He really didn’t draw much more gas and I instead of cycling my two Architects of Will, I played them and kept him from drawing any thing else while I set up my Vaults.

Game 3 – He kept a two fetch land hand but failed to draw anymore land. At end of turn he would discard Punishing Fire instead of casting it – I think didn’t want to fetch for fear of decreasing his potential land count and I got down double sphinx to finish him off. He showed me a hand of Hell’s Thunder and Ball lightning after I finished him.

Round 5 vs. Jund 2-1
This was a pretty long match as we both got deck checked, then when I got my deck back we noticed my sleeves (which I had just bought) had some color imperfections in them. I had to re-sleeve after the match but it was definitely a distraction.

Game 1 – My removal aced his early Putrid Leeches, but I didn’t do much while he got quickly to Bloodbraid into Thrinax, and I didn’t get much down to block or trade.

Game 2 Was almost the same scenario with the top end of him casting Malakir Bloodwitch multiple times and my wrathing at least Three times. He eventually got some men to stick and hit me down to 4, and I Opened the Vaults back up to a very healthy life total and took him out.

Game 3 was similar to game 2 except my end life total was even higher. Admittedly though I would have lost without a topdeck Open the Vaults.

Round 6 vs. Naya 2-0
This was covered on Channelfireball. Again it was spreading Seas basically keeping him out of the game.

Round 7 – We draw in to the money round.

Superstars 5k – Top 32

Round 1 vs. 5-Color Cascade
Game 1 – This was a crazy matchup since I had no idea what he was doing. I seas his Exotic Orchard and Rupture Spire which allows him to cast Jace. I o-ring the Jace, but I’m stuck on 4 mana. He casts two enlisted wurms which cascade into Bitumous blast (no targets). I journey and wrath his men, and down comes Jace #2, which I eventually draw into O-ring for. He hit me with Bloodbraid into a Blighting (discarding Angel),and lands Ajani but Sharuum comes down with his pal Filigree Angel and Ajani dies. We trade back and forth a bit with him running extreme cascades but I Open the Vaults and my force overwhelms him.

Game 2 I seas his stuff again and deal with planeswalkers and Open the Vaults a small army which he has no answer for.

Round 2 vs. 27 land Jund.

Game 1 I get down early Spreading Seas, he casts rampant growth, and gets out a turn 3 elf, which I kill, and thrinax, which I kill, and turn 4 siege gang, which I wrath.

He casts broodmate and I wrath.

He casts broodmate again and I get out a Sphinx drawing and discarding 3 cards. I had OTV in my hand but never drew a third removal spell or put Angel in the yard. Broodmate took me out.

Game 2 he’s smart enough not to blightning me and though I can kill all his men on the ground, it’s his man lands that eventually get past me.

Thoughts:

The new sideboard is still a work in progress. Courier’s capsule is “most likely to get sided out” in favor of what game you’re playing, and depending on how many and what type of men your opponent is playing you go up or down on the removal. Pithing Needle tends to hit all the cards you would O-ring (Ajani, Jace) but it mainly combats the man lands as well, which this deck has trouble with. Mind Control goes in against U/W against baneslayers and Iona.

61 card Open Filligree v.2

Sideboard

Why and what do we name Magic decks?

Wednesday, March 10th, 2010

If you have ever been to a decently large constructed Magic tournament, where you have to register your deck, you have been asked the question in no uncertain terms.

What's in a name? That which we call Jund by any other name would play as sweet.

What's in a name? That which we call Jund by any other name would play as sweet.

It’s right there. For some this is a trivial question, as someone has told them what to write there, but for others, deck builders, it is a momentous occasion. The line can read more like “If you should attain glory on this fine day, what would be the name of the weapon you have forged and wielded to your victory?” Besides, the act of naming is a fairly infrequent event in most people’s lives. The typical individual will name nothing more than their pets, children, and a few paltry academic papers. If you are an artist or author by profession or hobby, then perhaps you have more opportunity to name, but there are so few whom would have such a privilege and responsibility. Most of the time, things already have names by the time we become aware of them.

Deck builders have the above experiences with their vast and varied brews regularly. The decks are simultaneously like pets, children, and theses. The deck builder is artists, scientist, and author. There is a responsibility to name a deck well, as if you or your trusting compatriots do well in a significant tourney, the world will want to know, “What was that person playing?” They will want to know what configuration of cards are in your deck list, sure, but the first thing they look for is the name. By what do you call the deck, and what gives it such a name? To answer this, let’s look first at what functions a name can serve and also some names that already typify those particular functions.

The first function of a name is brevity. Imagine how painful the descriptions and dialogue of the MTG community would be if every time  a match was described it begins with “Well, he had four Putrid Leech, four Bloodbraid Elf, four Sprouting Thrinax, four…” eventually reaching a ‘versus’ and beginning all over again with another long list. What would be a twenty minute verbal description of what two deck met in a round can be brought down to merely a second. “The Semi-final is ‘Jund‘ versus ‘Boss Naya‘”. This isn’t as accurate as listing all the cards, but is a whole lot more practical.

Secondly, a name must be in some way relatable to the deck that typifies it, but this can be done many ways. The most important factor is that it is adopted for use by the Magic Community. If someone creates a deck and names it “Train Wreck”, but no one ever cares to know what that means, what cards are in it, or to call it by such a name when referring to the deck, then it doesn’t really get named “Train Wreck”. Maybe it is named “UBR Discard” instead because that became the name the group decided to call it. If I say “SphinxFire”, nobody will know that I’m referring to UWR Control, which I built essentially over a month before LSV popularized his build by performing well at a major event.

Some of the ways that we describe a deck using a name can vary. Sometimes we can simply refer to the colors of mana most used, sometimes using naming conventions WotC has given us as a shortcut. If the word ‘Naya’ appears in a deck, we know it plays Red, Green, and White, as those are the colors of mana associated with that shard in the Shards of Alara setting. Likewise, the word ‘Boros’ tells us that a deck uses Red and White. These naming conventions have caught on due to deck archetypes that have been played repeatedly using these colors and the associated strategies. However, color combination names don’t always work. Green and White dominated decks aren’t called Selesnya because not only does it sound like the name of a Russian rock band, but also because it is a mouthful and no Green and White decks featured prominently during the time period that this would have popularized.

Another naming option is to use a namesake, such as the deck’s creator. We have seen this recently with ‘Boss Naya’, which contains the color word to give you a basic description of the deck, but also contains the nickname of the decks creator, Tom “The Boss” Ross to tell you that this is his variant. This type of convention was also used in the name ‘Rubin Zoo’. This type of name allows people to find fairly specific deck lists for an archetype that may have many variants.

Perhaps you would rather just describe what the deck does or how it wins games. Names like ‘UW Control’, ‘Mono-Red Burn’ and ‘GW Aggro’ describe quiet acutely the color of the deck and the basic strategy.  Sometimes though, a deck will have an important interaction that the deck revolves around, using the key cards as namesakes, and describing what the deck does at the same time. ‘Dark Depths/Thopter’ and ‘Hypergenesis’ are examples of this type of naming, though this can be extended to mechanics that are key as well, such as ‘Affinity’ and ‘Dredge’. The point is to tell you in the name what the deck is going to try to accomplish.

My favorite is when a deck has an off-the-wall name that you actually think about for a moment to see how it relates to the list of cards to which it is associated. ‘The Hulk Gets Crabs’ and ‘Ruel Gets Crabs‘ are two recent and humorous examples. Assuming you know things like Ruel refers to Ranger of Eos, the deck tells you that card A gets card B and that’s a really good thing, and due to creative play on the names of the cards, you have a humorous and memorable name to boot.

There is occasionally a deck name that will be essentially useless if it wasn’t for the fact that it is tightly associated to the deck list, because the name is like a person’s name, essentially a pseudo-unique and undescriptive tag or identifier. ‘KarstenBot BabyKiller’, for example, has no meaning to me, other than that it is related to a certain configuration of cards.

I, personally, give my deck names some thought when I become happy with a brew and deem it worthy of naming. I also keep a mental note of things that I think should be deck names simply for awesomeness and am occasionally inspired to try and make a deck worthy of the name I have thought up. After reading about Rise of the Eldrazi’s monsters, I’ve got one particular deck I’m hoping to create and name in a particularly witty way, but for now I will keep the name to myself, so as not to spoil the fun of a finished product.

I know that this did not offer a solution to what naming convention should be used in naming a deck, but I hope that I have laid out the issue for discussion and look forward to revisiting the issue based on some feedback from my readers. Should we collapse these diverse naming practices into a stricter and subsequently more efficient nomenclature, or should we be free to name our creations however we like, provided everyone can know what we are talking about? Let’s hash-it out in the comments below and on Twitter. Hit me up @RobJelf.

How to Quest for the Goblin Lord in Standard.

Thursday, February 25th, 2010

Decks can sometimes come from the most off-handed and reckless thoughts or actions. It seems a fitting occurrence that such impulsiveness would get Goblins into my bag for a trip to our local store’s new “Playtest Tuesday” event. The plan was to have players gather at the store for a couple hours of building, trading, talk, and testing, followed by a brief casual three round swiss tournament. Part of the idea is to try out deck ideas that you maybe wouldn’t want to trot out at FNM, but still want to give a good shake.

My Tuesday afternoon was to be busy and as I’m about to head out the door I looked at all the halfway torn apart decks and my FNM deck and decided this simply would not do. Needing to get out the door, I quickly put together in my head the not-yet-complete Legacy Goblins deck that I’ve been piecing together and a seemingly random Uncommon out of Worldwake: Quest for the Goblin Lord, which I remember being last pick in a recent draft.

Goblins are a competitive consideration for Legacy, made occasional showings in Lorwyn-era Standard, and briefly blipped on the radar shortly after M10 was released. Decks built around the tribe can put out impressive damage very quickly; there was a new card to play with, and I had a core set of cards to pull from already set aside and aching to be played. Besides, the night was to be ideas and semi-casual competition, right?

With around ten minutes of searching and sleeving, I cobbled together the following decklist, although I will admit a certain amount of shame at the poor sideboard that I just slapped together:


I arrived at the store just before the tourney, and I didn’t really get any time for small talk or discussion of the deck. I quickly asked around for my missing Quests, as I only had that single draft reject when I built the deck, and the folks there were plenty happy to be rid of them.

With only three rounds, the night was due to go quickly, but I was excited to try out my contraption against some of the decks I saw there. My matches went Jund, Boss Naya, and ended on UW Chapin. I ask forgiveness as in my haste and the casual nature of the night, I lack detailed notes on each game, and that’s not really the point of this article anyhow, but I will recall briefly what I can.

Jund seemed to suffer from being Jund against the massively fast amounts of damage Goblins could dish out, being slow on mana, and only getting guys down on turn two and three allowed me to quickly roll them. Getting Quest online and dropping Chieftans into play as early as turn 3 didn’t hurt either and Jund stumbling on mana just laid down and died.

Boss Naya, other than the name giving flashbacks to my console gaming days, gave me figurative fits. I quickly applied ludicrous amounts of pressure game one, but quickly came under the hammer, quite literally, as a resolved Behemoth Sledge began to eat my guys and bring the Naya player from burn range to victory in short order. This is where I became grateful for one quick consideration I did make during my speed-building session: Tuktuk Scrapper in the SB.

This little Goblin Ally comes in with a handy Shatter that will handle a Sledge or Basilisk Collar and ping the owner of such implements while he’s at it. My only regret is not having at least one more SB. Thanks to the Scrapper, I take game two. Surprisingly, and thanks to game one’s Naya come back from the brink, game three ends with a draw due to a frantic race in turns with Naya only one (missing) top decked Lightning Bolt away from death.

UW Chapin is a frustrating and strange deck to sit across from. Game one, again I get a high-powered Warren Instigator in before there is anything the opponent can do, and I roll them like a ball downhill. Game two, and for this I kick myself, I fail to consider that the opponent might side in Kor Firewalkers, In my defense, I had not seen the UW Chapin list yet, so I was not fully informed, but I slapped a playset of Unstable Footing in just for such a circumstance.

Quickly applying pressure, I bring him down to the single digits when he drops a Firewalker. I mentally roundhouse myself, but also can’t help but smile at what may be one of my new favorite creatures.  Besides, even with him gaining life and having a protected blocker, my goblin swarm can get damage through, and if I resolve an Eldrazi Monument, the game will be mine. I keep him on low life, even with him countering my guys and gaining from it. Of course this means when I have him at two life he drops another Firewalker.  Thanks to Ruinblaster and Edge eating his manlands, the game goes on till he finally drops Iona, Shield of Emeria with only 2 minutes left in the round. We called it a draw.

Good for a cheap pack, I took this deck to play against some buddies the next night. My goblin horde has eaten a weak Vampire deck, a UB Ally Combo deck, and in the toughest matchup, they lost to a Bant Shroud deck, courtesy of Deft Duelist.

In discussion of the deck, we have considered a couple of splash opportunities, using either Arid Mesa to enable a Stoneforge Mystic package with Firewalker as a possible extension, or going with Scalding Tarn and a package of cheap and unexpected counterspells like Dispel to help power down things in the control match, or fend off opposing removal.

I’m personally leaning towards the white splash, allowing me to do tricks such as the one suggested by fellow Power 9 Pro team member Dillon Wilson, equipping SGC with a Basilisk Collar. Tentatively, I think the package will look something like this:

Out

In

The sideboard needs some help, but I know that I’m going to be looking for at least one more Ruinblaster and Scrapper, likely more Searing Blaze, and possibly a Path to Exile or two. I want to avoid going too Boros, but the power of the Stoneforge Mystic and Basilisk Collar are undeniable, and having a couple non-goblins allows me to run Assaults without leaving the door open. Another great thing is that the Quest for the Goblin Lord only cares about goblins as they enter the battlefield. Once it is online, it’ll gladly give everyone a +2/+0 boost.

Now, I’ll open up another thought or two for feedback which you can leave in the comments below. Should Voracious Dragon take the place of Eldrazi Monument? Should we look at Glory of Warfare instead of the Quest?

I’ve had a lot of fun with this randomly thrown together, Quest-inspired deck and look forward to working on it and making it as strong as possible. Is there a chance that WotC is throwing us a bone here and that the tribal deck that maybe poised to kick Jund off its throne is not Vampires, but rather Goblins? Packing synergy, speed, and power, I really think the little red guys have a decent chance.

Rob J.
P.S. Follow me on Twitter @RobJelf

Naya Boss by LSV: Official Deck Analysis and Discussion

Thursday, February 25th, 2010

In this video interview with Luis Scott-Vargas, we take a look at the deck strategy and play techniques for the Naya Boss build that propelled LSV to a remarkable 17-1 record at Pro Tour San Diego.

Hear LSV’s reasons for including one Basilisk Collar or Sejiri Steppe

One major comment I have is that back in mid-2009, LSV was claiming that players need to stop trying to play so much mid-range and focus on control. He basically implied that mid-range was a losing strategy. I suppose like everything related to Magic, it’s all format dependent.

Thoughts? Comments? We’d love to hear them in the comments below. :)

Patrick Chapin’s “Punishing Gifts”-Extended Tournament Report

Tuesday, February 16th, 2010

Over the weekend I had a chance to go play an extended tournament at my local game store.  It ended up being a small (9 people) affair, but I still had a great time.  Earlier in the week, I asked Power 9 Pro’s very own Joe Klesert for some advice on what to play.  He told me about a great deck from Patrick “the Innovator” Chapin that looked to take advantage of the current Dark Depths/Thopter Foundry (DDT) dominated meta-game.  DDT is arguably the best deck in the format right now, punishing other decks based on the Depth’s Vampire Hexmage combo and the Thopter Sword of the Meek combo.  The list that Joe gave me was this:

I did not have access to all of the cards I needed so I had to replace 1 Hallowed Fountain with Adarkar Wastes and the Cranial Extraction with another copy of Extirpate.

First round I played Mark who was running a R/G deck that i liked to think of as 2-color zoo.  It ran the Punishing Fire/Grove of the Burnwillows engine that first appeared in the Ben Rubin Zoo deck now known as Rubin Zoo (great name).  One neat piece of synergy that Mark had was the use of Kavu Predator to go along with his Burnwillows.  Game 1 Mark stomped on my head pretty quickly even after having to mulligan.  Game 2 went a little better, as I had answered all of his threats and he was in top deck mode.  I had the Punishing Fire engine going, but was trying to find either Teferi or my Thopter/Sword combo as I was still in burn range from early beats.  Unfortunately, he top decked Bloodbraid Elf into Punishing Fire and backed them up with Lightning Bolt to finish me off.

Second Round I played against Joseph playing a version of Elves!.  I was really surprised to see this list, when I was doing research on extended there was very little mention of Elves!.  In Game 1, Firespout was the superstar allowing me to blow-up 2 Heritage Druids and buy myself enough time to set up my Thopter/Sword combo to win.  Game 2 was a blowout thanks to Engineered Explosives holding the fort until I could go ultimate with Jace.

Trying to gain some momentum I headed to Round  3 where I was playing against Johnny running U/B Teachings.  His deck is similar to mine but it relies more on setting up Mystical Teachings to find Teferi.  In Game 1, Johnny gets Teferi online quickly and I need to spend a lot of resources to get past the counter wall in order to get rid of him.  It was all for naught as once Path to Exile finally got rid of Teferi, Crovax, Ascendant Hero came down to finish me off.  Crovax is great tech against Thopter tokens, even if the opposing side has an army built up Crovax can still turn that combo “off”.  Game 2 was the most fun I had in the tournament.  Johnny and I were in an all out counter war.  I had my Gargoyle Castle/Crucible of Worlds engine going, attacking with 3/4 tokens, trying to get past his team of Teferi and Sphinx of Jwar Isle.  In the end, I forgot to activate and swing  with my Celestial Colonade which would have put him low enough to burn out with Punishing Fire (in hand).  He got off Pulse of the Fields and my opportunity was gone.

Sitting on my 1-2 record I drew the bye for the fourth and final round and decided to head home early (much to the delight of my wife).  This deck was a blast to play.  There are plenty of amazing interactions in the deck.  I will definitely practice with it and try to bring it out again.  One thing I noticed was that I wanted a way to put more pressure on my opponent, but only through more testing will I figure out what that should be (more Jace perhaps?).If you are looking for a deck to play, I would recommend this one, just make sure you have enough time to practice.

Why The Internet Will Always Build a Better Deck.

Monday, February 15th, 2010

This is my first article written for the MTG community, and I’m pleased to be writing for the awesome folks at Power 9 Pro. Today I’m going to talk about net decks and using the power of community to create a better deck, but first I’m going to say a word about what you can expect most often from my articles.

Now, you’ve obviously turned to the internet to research Magic and maybe get some fresh perspectives on the game we all love. I can tell because that is where this post is located and you have chosen to read it. You are seeking to improve your game. For some you simply want to beat Jund, Affinity, or MUD. You may want to know what to do about Blightning, Baneslayer Angel, or Tarmagoyf. I am going to do better than tell you how to make those worries go away. I’m going to strive to develop reasoning and tools that will drive your game, my game, and the game to new levels. I deal in cognitive and practical tools. Please, step into my shop.

What to do? What to do?

A lot of players fresh to the tournament scene or who have gotten slightly more competitive within their casual group become frustrated at so called ‘net decks’. The internet is always going to build a better deck, and you shouldn’t begrudge that, because you can be part of the process and you can reap the benefits. Besides, odds are you already do ‘net deck’, but you’ll see what I mean a little later.

All decks begin with selecting a goal. The obvious goal of the game is to win, but there are a number of ways to do so. Commonly the goal will be to reduce the opponent’s life total to zero, so we will work with this most common objective. Combos aside, an opponent’s life total is usually reduced to zero through attacking with creatures or using direct damage sources.

There are 1,118 cards in standard as of the launch of Worldwake. There will be 1,575 cards in standard with the release of M11 in July. How many do you know? Ok, perhaps that is unfair, so lets say that only 20% of the cards in the environment are constructed playable. That brings the number down to 315 cards. Now, do you know all of them? Maybe you do, but do you remember them all at once? Of course you don’t. We can only remember 5-9 different units of information at any one time, and that is something that you need to think about when you are deck building. You do not, and can not remember all the cards, all the time. You need help.

Help comes in many different forms. Some rouge deck builders sit down and flip back and forth between the cards in their collection, or the cards legal to the format on Gatherer or Magiccards.info, an idea in mind, scribbling down notes. They are helping themselves, extending there mental capacity to deck build by using the images to store the details of the cards and the notes to store the fleeting thoughts they are having about interactions. This is good, but still limited. Let’s find more help.

Our deck builder constructs his deck and takes it over to his Magic playing friend’s house. They sit down and play a couple games and our hero asks his buddy what he thinks. Now here is where things get interesting. The buddy has played games that our hero hasn’t. The buddy has his own criteria on what cards are good and just how good they are, and they aren’t all the same as our hero’s. The buddy suggests a few changes, Our hero likes some, as a good case has been made, and he makes a few adjustments. Here we have doubled up on the brain power and experience involved in the deck’s creation, but we can do better.

Our hero and the buddy go to the card store to play a few game with friends. After each match-up, our hero surrenders his deck for inspection and comment. The deck is interesting to some, doesn’t work well enough according to others. Discussion breaks out and cases are made for more efficient card choices, different variations that can be tried, and the addition of an more obscure card to serve a special purpose in the deck. Our hero couldn’t have come up with all these different opinions by himself. He may be quite smart, but the power of, lets say five, other brains working on the same problem as he is, in addition to the variety in styles, experiences and preferences, dwarfs the effort that he could bring to bear on it.

Our hero, without ever looking at a deck list or browsing a forum has just net decked. In this case, the net was not the internet, but the network of players around him. The MTG community online is doing this same thing, but we are taking advantage of the gifts of technology to bring the raw power and vastly varied experiences of hundreds, if not thousands of minds to bear on the same problems.

Now, I believe the thing that people actually are disturbed by is when a player completely turns their brains off and simply selects the winning-est deck that they can assemble without serious consideration to improving on it or an alternative to it. Honestly, if you are simply a Magic playing computer, running iterated decision trees and card-counting probability algorithms, then this approach is probably fine. If you have been cramming for exams, or working overtime and you just need something to play in a tourney without much thought, I can understand grabbing the latest Red-Deck-Wins list and running with it. However, if you have any creative impulse or opinion about Magic, and if you love this game you must, you will be a part of the network and contribute back to the development of others’ decks.

With the processing power of the human brain at approximately 100 million computer

A network of brain power making awesome!

A network of brain power making awesome!

instructions per second, and hundreds of people playing a game with hundreds of cards, hundreds of rules and millions of possible interactions, I believe that I can make two assertions. The first assertion is that the only way to create a deck and make it an optimal winner is to bring the power of as many human brains as possible to it, using whatever network possible, including the internet. I think that most can agree to that, but my second assertion will probably be a bit more controversial. I believe that there can always be a better deck made than whatever is ‘best’ given enough brain power applied to the problem.

Hype, and testing Grixis in Standard

Friday, February 12th, 2010

When it comes to Magic: The Gathering, hype is a strange beast. With the universal language of the internet greasing the wheels, a magic meta can spin out of control in a mere 24 hours. I fell into this trap last night playing in the latest online ptq. Today I’m going to take a look at what transpired over the 24 hours leading up to the PTQ and how I bought into the hype and got burned, and then address some of the same issues I’m dealing with in preparing my friend on the Pro Tour for PT San Diego.

Two weeks ago when I top 8′d my first PTQ, the meta was pretty much one deck: Dark Depths / Thopter (DDT). In the two weeks leading up to that tournament, DDT was absolutely dominant and top 8’s were littered with the list all over MTGO. I was more than happy to sleeve up a very fast zoo deck to beat them to the punch; it was such a good meta-call that I could play sloppy whilst drunk and on no sleep and still go 7-1 losing only to running turn 1 blood moons- but I digress.

The last two weeks have seen the online, Extended meta get mixed up a little bit more. There was a bit more dredge, some faeries, and a little zoo but most of the good players online were still playing DDT. I had tested some different zoo builds in that time and mainly not done great, but I finally settled on one with maindeck meddling mages with damping matrix in the sideboard and 3-1′d a daily event the night before the ptq.

When I looked at the decklists from the event the next day, there were a LOT of zoo decks that 3-1′d or better. And then I caught the lists fromt he Premiere event that started at midnight on Thursday morning and six of the top eight decks were zoo with Knight of the Reliquary, most with maindeck Jitte and one with main deck Blood Moon!

Well my friends and I went into crisis mode: we needed Deathmark in the sideboard; I needed Jittes, probably in the maindeck; my Goblin Guide had to be Knight now that it was going to be outclassed. My Gmail inbox was overloaded during my Thursday workday and the two hours after work leading up to the PTQ was crafting the perfect deck to beat Zoo and probably still be good against DDT.

Guess how many Zoo decks I faced: ZERO.
I even dropped a match to DDT, something I’d only done once and mainly do to mulligans.

Would three maindeck Meddling Mage gotten me past my gauntlet last night? Perhaps, I did face Hive Mind, Pox Rock and Thopter Foundry three times. Did Jitte win me any games? Nope. Did I attack once with Knight of the Reliquary last night? Septuple Nope.

I bought into the hype, and I got burned.

A card that has received a ton of Standard buzz lately is Jace, The Mind Sculptor. I’m expecting to have to face this guy tonight at Friday Night Magic as I battle for 90 in store credit so that I can buy my own 1.5 Jaces.

I have had the opportunity to play with and against the Mind Sculptor on Magic Workstation and so far I’m not buying into the hype.

My friend Jason Ford is Qualified for San Diego after his top 50 finish in Austin and we’ve been testing the balls off of Grixis and the new blue cards in Worldwake and here is some of the things we’ve found.

Treasure Hunt is doing just what you want it to. It’s smoothing out your draws and getting you a spell. Sometimes it flips another treasure hunt and it’s kind of lame and sometimes it gets you through three land and hits Earthquake after your opponent cast Martial Coup and has you dead on board.

Calcite Snapper is better than advertised. I’ve been loving this card. It locks down a board that can’t swarm, and when you’re packing 4 Lightning Bolt and 4 Terminate you can probably keep the swarm down. Then, when your opponent over-extends to push through, you can earthquake his team or drop a land and beat in for four.

Then there’s the aforementioned Jace. We’ve played a bunch of games with Jace and I think a blue deck won when he hit the table once, maybe twice. He’s not easy to protect as a Jund player can simply hold his Blightning or Maelstrom Pulse for when a Planeswalker hits the table. And unless you’re scrying for one right when he hits the table (which isn’t very gamebreaking) and Lightning Bolt will do.

Grixis, mainly, has not been cutting it. The deck is no Jund. It can do some fun stuff and has some strong cards but it has struggled to get the win. After some games there are always times where an Earthquake here would’ve won it, or if this Cruel ultimatum was a Sphinx of Jwar Isle the Blue deck likely would’ve won, but Jund doesn’t normally have those games where it couldn’t draw enough to win. What Jund does is unfair, what Grixis does isn’t.

One thing We’ve taken to doing with some of our standard builds is make a list with a bunch of singletons in it, so that we’re constantly hitting different “game plans” and generally get a taste for things that are working and arent. I would say that counters are not working right now, and spot removal is. I think if you’re playing blue and red, then you should pack Double Negative in your 75 because it’s at worst a cancel.

A couple more things about Grixis: you can leave Mysteries of the deep on the bench, you’ve only got 4 fetches in the deck and while instant speed is good, you’re better off just playing divination if you want to draw two cards.

Cruel Ultimatum isn’t that good. When your only 7 creatures have shroud, there’s a damn good chance you’re not getting a guy back from your graveyard. And playing things like Architects of Will is not even remotely the same as packing Mulldrifter like in the days of yore. A number of times the Grixis player has cast Cruel Ultimatum and still lost because it’s not that hard to play around discarding three cards, and in Jund when almost every creature you play is actaully two creatures, sacrificing one doesnt matter.

The thing that is ending games for Grixis is Sphinx of Jwar Isle. No he does not beat Baneslayer Angel but you have answers for that guy in Terminate and Jace. The only thing Jund has for this guy is double blocking with Broodmate Dragon (unless you’re dead on board already), which is pretty darn narrow.

There is some Buzz about using Everflowing Chalice to get you to Nicol Bolas, Planeswalker but that just further turns on your opponent’s maelstrom pulses. I know I’m focusing a lot on Jund right now, but if you’re not beating Vampires with this deck you need to see if you can beat Jund and UWR and we started with Jund. Grixis couldn’t beat it so we mostly moved on.

This is the list I would run if I was going to sleeve up Grixis, using Cruel Ultimatum Only in the Board. This might get you through Jund, but vamps and other control decks are still a major issue.

My opinion is that the blue decks are going to have trouble finishing games no matter what. Sphinx of Jwar Isle is clearly the answer in my eyes, it’s just a matter of getting to him.

For the record, I would just play Jund. Jund may have some issues with Ajani Vengeant and UWR (though I did get a 9/9 Raging Ravine to take out some Wall of Denials), but for the most part Jund isn’t losing much. I’ve been using Jund and beating the control decks at a steady clip, doing it without Great Sable Stag to boot. A lot of your removal is dead against these control decks obviously, but savvy Jund players are terminating their Sprouting Thrinax with Oren Rief out to make a little army in their opponent’s end step to push through damage and kill planeswalkers.

Thanks for reading,

Mike Gemme
Bobbysapphire on MTGO
mike@power9pro.com

New EDH Generals from Worldwake

Tuesday, February 9th, 2010

Elder Dragon Highlander is one of my favorite formats to play.  The rules of this format allow for some very exciting interactions with cards that would be rarely played in any other format.  The most important aspect of EDH is the General.  Any Legendary Creature can be the General for your EDH deck with very few exceptions ( Braids, Cabal Minion is banned for example), and with the release of Worldwake some new potential Generals join the fray.

Anowon, the Ruin Sage is a strong new General for mono-black EDH decks.

Anowon has an ability that reminds us of the Abyss.   Mono-black is a strong color in EDH and with the addition of Anowon, vampire themed decks get a power boost.  There are plenty of Vampires running around in Magic but the fact that their creature type lets them dodge a bullet from Anowon makes them really shine.  Vamps that work well on team Anowon include Ascendant Evincar which can destroy token strategies; Repentant Vampire shines against other decks running swamps; Mephidross Vampire is a house when you start turning your opponents team with Krovikan Vampire and Soul Collector.  Anowon’s Worldwake friends are also welcome additions to the army: Bloodhusk Ritualist, Butcher of Malakir and Kalastria Highborn.

The next addition to the EDH world is Thada Adel, Acquisitor.

Thada Adel will give any opposing player fits as most decks run very powerful artifacts.  Thada will see play not only as a General just for the chance to steal things like Mindslaver, Nevinyrrals Disk, Rings of Brighthearth, and Oblivion Stone.  Even nabbing a Sol Ring can be devastating.

Next up is Kazuul, Tyrant of the Cliffs

Kazuul is not quite as impressive as an EDH General as Anowon and Thada but it’s ability can be good.  Red has access to Land destroying effects that can make it more likely for Kazuul’s ability to resolve.  I like the idea of adding Pandemonium to prevent people from attacking you with swarms.  If you wanted to try an Ogre themed deck pick up Deathforge ShamanRustmouth Ogre, Initiate of Blood and Heartless Hidetsugu (who makes a good General himself).

Representing Green we have Omnath, Locus of Mana

The great thing about this General is that its low casting cost ensures that it will hit the battlefield early and often.  Cards like Early Harvest, Extraplanar Lens and Gauntlet of Power make this Elemental a beatstick.  Omnath’s best friend is Rofellos, Llanowar Emissary.  Mana ramp is a must when playing Omnath, so be sure to have Staff of Domination and Helix Pinnacle for alternate win conditions.

Last on our list of new EDH Generals we have the killer Kraken Wrexial, the Risen Deep

Big body, evasion and a relevant ability makes sure that Wrexial wrecks stuff.  Using a semi-mill strategy can ensure plenty of juicy targets for our sea monster friend.  Glimpse the Unthinkable, Mind Funeral and the other deep-sea threat Nemesis of Reason go perfectly with Wrexial.  Other graveyard loving cards that can go along with our General are Beacon of Unrest, Memory Plunder and Puppeteer Clique. Sexy Wrexy definitely has a lot going for it.

EDH just got more exciting with these new Generals.  I wish there was a new white Legend to round out the list.  Out of all of these newcomers I feel that Anowon and Thada will have the biggest impact, but that won’t stop me from putting Wrexial in my Szadek, Lord of Secrets deck.

San Juan PTQ Top 8 Report – Tribal Zoo

Friday, February 5th, 2010

When I found out that I was going to be able to write about cards for a real website on commission after ten years of playing cards, I swore I wasn’t going to allow myself to be one of those writers who drums up his personal life with exuberant stories of booze, broads and ballyhoo. However, my first PTQ top 8 happened to be occur when I was completely wasted, built my deck wrong, and stayed up 32 hours straight: From .08 to top 8.

My Magic weekend started at FNM, which was a draft event. We had three full pods and I split in the finals of mine with the guy I had beaten to get into the top 8 of New Hampshire States last month snagging $35 in credit. I didn’t do anything that night because I had to get up at 630 to make it to Boston for the first flight of the Pre Release so that I could do two and win as many Worldwake packs for team drafting in San Diego as I could. (I have a bad, bad habit of opening packs too often. So far I’ve only opened two Worldwake packs and I have 12 left so, if you see me in SD scrounging for packs, you know that I’m back off the wagon).

I get home around 10:30 (you can read about my escapades here) and immediately crack Lienenkugel Fireside Nut Brown (my favorite seasonal beer) and make some calls to see what’s what. My friend Steviegets is heading out to some bars with his babe, my brother is partying at college and my friend Justin is going to bed early so he can play in the 4am PTQ [/foreshadowing].

I decide to meet up with Steve at the bar and get there first grabbing a Guinness and wandering around for a few until he gets there. Though I’m Italian, I’m currently addicted to Guinness and my liquor or choice is Jameson’s Irish Whiskey; my grandmother would not approve.

Once Steve showed up with his gal and her friends things got a little saucier, apparently some girls were there for a bachelorette party at a random townie bar in central Massachusetts with a limo… so making fun of them was an immediate ice-breaker. Though it was my birthday in a couple days steve refused to do any shots with me, but one of his babe’s friends was into it and we ended up racing jagerbombs. I wish I could remember a lot after that, but the next thing I knew it was 2am in the morning, Steve was gone, the Jagerbomb girl was gone, I was in no shape to drive and I somehow remembered to close my tab that just happened to have all the jagerbombs on it (even when girls say they’re gonna split, they often don’t and I got burned).

I end up getting a ride home from a girl who does not like me and makes no qualms about bitching me out the entire ride home for what happened the last time we saw each other (censored) but let’s just say I took her out for Lobster dinner and never called her again.

So it’s about 3am and Justin is already up for the ptq and he’s amped up to play dark depths/foundry (DDT from here on out). I’m drunk talking to him online and also talking to my buddy and Pro Tour dream crusher Jason Ford who is at college in Minnesota and also wasted. He’s telling me about how he just spent about 70 tix putting Faeries together to play in the ptq. Well I’m jealous and I’m awake (and have been since 6:30) so now I’m playing in the ptq. I steal a bunch of zoo stuff from my friend andy’s account and sent him a pretty simple email: “I stole the zoo deck to play in this _____ ptq.”

So I’m building the deck and I realize that I need a hallowed fountain, so I go back on and take the hallowed fountain because I want [card]meddling mage [/card in my sideboard. here's the list I ended up with:

Notice the omission of the hallowed fountain. Meaning that I had only one blue source for my 4x meddling mage in the sideboard. Notice that there are only 20 land in a 4x steppe lynx deck.

Here’s the Sideboard

Everyone and Everyone have been playing DDT online lately and I had been talking about extended at the PreRe and how I thought fast zoo would be a great answer to that as I felt it could really get in there if it could survive the first few rounds. This sideboard is pretty standard and every card did work for me during the tournament at some point.

Well it’s 4am and I’m already dead tired, dreaming about things that I can do in between rounds to stay awake but really hoping that I don’t do mediocre and stay up all day for no reason.

Round 1 vs. Failtego – Scapeshift w/ blue

Game 1 I keep Goyf, Path, Lynx and 4 land.

I lead with lynx and he casts condescend my goyf on 2. Next turn I drop Kird ape and Goblin Guide and hit in, pathing his tribe elder to get more damage in, seeing as it’s going to fetch him a land anyway. He refeals firespout and repeals my guide. On his turn he casts firespout, I beat in with goblin guide on mine. He gets to 7 land and casts scapeshift and I win.

I board in meddling mages for paths and some ghost quarters in the off chance I can catch him without a basic mountain when he goes off.

Game 2 I keep a 1 lander with lynx, 2 lightning bolt, goyf, goblin guide and tribal flames

I lead with the guide. I draw a land on 2 and lay the goyf. I get him down to 8 and he firespouts and I rip my second tribal flames, playing both in consecutive turns to finish him out.

Game 3 I mull to 5 and keep Nactl, Teeg, Helix, Meddling Mage, which is a pretty bad 5 but if I draw 1 land I can get everything going. Unless that land is Ghost Quarter which was my first draw. My second draw is a verdant catacombs and I run gaddock teeg into remand two turns in a row. I finally land teeg after playing a goblin guide and beating in with it revealing scapeshift on the top. So in my end step I ghost quarters him to take him off mana or take shift off the top. Luckily he searches up the land buying me time and I’m able to get in for the win with gaddock teeg/meddling mage beats.

1-0

Round 2 vs. Backstreet playing hive mind.

I keept 3 land, flames, goblin guide and gaddock teeg x2.

I rip goyf with my first draw and decide to play it on turn 2 thinking that hive mind cannot possibly combo off on turn 2. Obviously the guy has rite of flame, seething song x2, hive mind, pact of the titan and I lose with 2 teegs in my hand.

Game 2 I keep 3 land, guide, goyf, helix, lynx.

That’s a pretty gassy hand and I beat up on him pretty fast. He can’t go off on turn 3 and I kill him on turn 4 as a result. No interactions.

Game 3 I keep 3 land, 2 goblin guide, steppe lynx, medding mage

He leads with telling time on turns 1 and 2. I go goblin guide and reveal a firespout so I drop meddling mage naming firespout. On my turn 3 I rip a kird ape and drop lynx, ape, guide and he’s got one turn to combo off and doesnt and I win on turn 4.

2-0

Round 3 vs. Nullname playing smallpox.

I keep 2 land, teeg, path, lynx, might of alara in game 1.

He wins the roll and thoughtseizes gaddock teeg away. I drop my links and he casts cry of contrition on it and then putrify to strip my hand. I draw another teeg and play it, next turn I beat in with might of alara to do some damage. He drops Kitchen Finks to recoup a bit then duresses me. I double bolt him in response to get him to 1 but he putrifies teeg and drops a goyf and I cannot catch up to two swings in a row with Goyf/Finks/Treetop Village.

I board in ancient grudges for the rack but that’s about it.

Game 2 I keep a one lander, which wasn’t smart but since he hadn’t cast smallpox in game 1 I kind of forgot about it. I kept: 1 Land, kird ape, tarmogoyf, goblin guide, lightning bolt, path, ancient grudge which is a pretty sweet one.

So i lead with kird ape and turn 2 I put the goblin guide out there. He smallpoxes and I lose the guide and my only land. So my board is just one GIANT kird ape. I don’t know if you’ve ever had just one creature on table, but they expand it to your whole board on MTGO and it’s pretty funny. He’s got no hand at this point so it’s draw, beat for 1, go. Eventually, I draw a bloodcrypt before I have to discard and he topdecks a goyf and starts beating in. I draw a second land, fetch up white and path it. I drop my own goyf which gets answered with a kitchen finks, which I path. He casts cry of contrition leaving me with just helix in my hand. I beat in with goyf before he can come up with a removal and end it next turn.

3-0

Round 4 vs. Gmomemo playing All in Red

This guy ended up with the Whammy (9th).

I didn’t rewatch these games, they were too painful.

Game 1 he hit an early deus, I pathed it and beat in before he could do anything other than cast a late blood moon.

it’s about this time I realized I just ran Juza’s list which runs a basic mountain and not a basic forest, which pretty much bones this deck. It was my friend Justin’s idea to start running basic forest in this over the mountain and I wish I thought of it when I was drunk 4 hours ago.

Game 2 he casts a turn 1 blood moon on the play and I can’t do anything but lose.

Game 3 I have meddling mage in my opener, I lay a land but have no play. He gets another turn 1 blood moon and I never play a spell. Lame.

3-1.

Here’s where my fast zoo vs. DDT theory will burn or bust (spoiler warning: it burns) out as I face 3 copies of the deck in a row.

Round 5 vs. BadDrafter playing DDT

The first game of this match is missing but I remember not playing around EE very well and still winning off of a topdecked path to exile to kill his token when I was otherwise (obviously) dead.

for all three of these games my boarding plan was as follows:

-2 might of alara
-4 steppe lynx
-1 mountain
-1 scalding tarn
-3 Gaddock Teeg

+3 Ghost Quarters
+4 Meddling mage
+3 Ancient Grudge
+1 Yixlid Jailer

Game 2 was a shitshow. I kept Nacatl, Flames, Meddling Mage, Goyf, Helix and 2 lands. He opens with double bob. I have no drop but I name meddling mage on thopter on turn 2. He EEs killing both his bobs and my meddling mage and goyf, leaving me with just Nacatl. He drops hexmage and depths but doesnt crack the token… which a lot of ppl don’t do (I used to not do it, but I learned that there’s usually not a reason to hold it in a lot of cases). Short story: I topdeck ghost quarter, play it, and beat him down with the nacatl and burn before he can find another way to beat me.

4-1

It’s about this time that I realize that my car is in the middle of downtown Worcester, MA and I need a ride. I call steve to come get me to bring me to my car and we get back to my place with seconds to spare. he goes home to shower and get coffee and will come back later on.

Round 6 vs. SipitHolla w/ DDT

Again game 1 is missing, but I know I won the game, I’m just not sure how.

Game 2 I have to mull to 4 and never get anything going. he gets the thopter combo when he’s still at 14 and I really just lose. (this is the only game in the swiss portion of the tournament that I lose to DDT)

Game 3 I keept Land, Land, Goyf, Ape, Flames, Ancient Grudge.

I lead with ape and follow it up with goyf. These guys beat in uncontested for a bit and then I cast tribal flames to put the nail in the coffin.

5-1

Round 7 vs. Fabian playing DDT

Game 1 I keep land x2, Kird ape x2, Bolt x2, Lightning Helix

I drop my apes and start beating in, eventually I get him to 11 with 3 lands in play and he drops hexmage and depths and pops the token. Luckily I’m still holding my two bolts and my helix, and I topdeck tribal flames for the overkill.

Unfortunately game 2 was missing from my replays =(. I do remember that I almost ran out of time and got disconnected, and reconnected with less than a minute left. I had Meddling mage on Engineered Explosives with a nacatl and then a second meddling mage, steve and I couldn’t really decide what to name. I thought thopter but he said it didnt matter (thought I can’t remember why), turns out he did have a thopter and it slowed me down a bit, but I was able to drop Yixlid Jailer beats to finish the game with less than 30 seconds left.

So now I’m in round 8 and kind of freaking out. I’ve been close to a top 8 before, but then I’d been well rested, I’d eaten and hydrated during the day. At this point it’s about 11:30 am and I’ve been up for 29 hours. In between rounds I’ve done stupid shit like dishes, trying to sleep (which didn’t happen once) and talking on the phone to justin and jason. I even played some standard games in the casual room but that just made me more tired.

Round 8 vs. Sergio_Dominaria playing Mystical Teachings

I keep 7 with Kird ape, Land x2, Teeg, Goblin Guide, Steppe Lynx and Might of alara.

I lead with ape which he paths. Then I drop lynx and beat in with it plus might. he drops engineered explosives so I attack and he pops it, then I play tribal flames to get him to 2 and drop a kird ape that I was holding back from when he dropped Engineered Explosives. I swing in with the ape but he plays teaching for Path to Exile tapping out. I drop Gaddock Teeg and he has nothing and Teeg does the last two.

I keep in the Teegs for this game but bring in Meddling mages, Tormod’s crypt and ancient grudges.

In game 2 I keept Kird ape x2, goyf, lightning bolt, flames and 2 land.

my first draw is tormod’s crypt, so I lay it and kird ape, then I pop a fetch hoping to play my goyf but he plays shadow of doubt to stop me so I just lay the second ape. Next turn I swing and he paths one (kind of counter intuitive to his shadow of doubt play) and I fetch up a plains and bolt him and pass. I draw a second goyf so I run the other one out there to get mana leaked in my second main phase. I keep pounding away at him with my kird ape which he decides to repeal. I then drop Teeg and Kird ape holding Flames, Helix and Goyf.

Teeg and Kird ape beat him down to 7 and he drops finks to go to 9. So I helix it in my end step and pop tormod’s crypt with the trigger on the stop so it can’t persist. I rip Goblin guide and swing to drop him to 3 then Drop my goyf hoping to draw out a counter but the goyf sticks and I have 10 attack on table with a tribal flames that can do 4 damage, but he still has 2 mana up so I pass. He taps 5 for baneslayer angel which now puts him out of range of my attacks. I rip meddling mage and drop it, he thinks for a bit and lets it stick. I have a decision to make: he has two mana up. I have seen one counter all game and that’s mana leak, so the odds would say to name spell snare. The odds always end up screwing me, but I name spell snare anyway and go for it with the flames and I win and I’m in the top 8.

I decide to take a shower but keep all the same clothes on, but I feel I might’ve washed most of my luck off of me. I won round 8 very quickly and it was a long wait to top 8. We went over the decks and in the top 8 were five DDT decks, my zoo, the mystical teachings I beat in round 8 and the UB control deck that went 8-0.

I finish in third after swiss and get paired against Tezzerator, the guy that beat my friend in round 4. He’s playing DDT.

I keep Lynx, Lynx Goyf and lands on the draw and rip a goyf so my luck is obviously still around. I lead with lynx and decide to go for the blitz after I rip might of alara and swing for 8, but he has the repeal, so I just redrop Lynx and pass. I swing and drop Lynx and a goyf on 3 with him at 18. He taps out his four lands to play thopter and sword. I play a fetch, cast tribal flames and swing for 12 to put him on 2 and finish him off with a bolt, dealing 18 damage in one turn. Suck on that Loam Lion.

So obviously my luck is still with me and I’m feeling really good after that total asskicking…….

Game 2 I Keep goblin guide, keeping 3 land, bolt, meddling mage, goyf

my first draw is helix. and I lead with the guide. He reveals depths. Turn 2 I swing in and he reveals hexmage, so I cast meddling mage naming Hexmage, which he deathmarks. I goyf then lay a freshly ripped ghost quarters. He deathmarks the goyf and I swing in with goblin guide which he repeals. He drops the thopter combo while at about 14 life and I can’t touch him from there.

I’m pretty bummed that my hot hand got stomped so quickly, but I have high hopes as that’s the only game I’ve lost where I haven’t had to mull to 4 vs. this deck…………………………………

Game 3 I mull to 5 and probably should’ve kept but boy my brother and steve convinced me that I couldn’t win with it, so I kept going to 4 and didnt hit a land. I never got to play a spell that game despite the game going for like 10 turns and my ptq run was over.

After losing, my focus and adrenaline went away and I felt really sick, like hungover. I was up for 32 hours straight, I got wasted and sobered up in an 8 hour span of wakedness (something I think your body usually recovers from when you sleep) and I crashed hard.

Some thoughts about zoo. I’ve ran with it a little bit since then and while it has been good vs. DDT, other things are still out there that give it problems.

One strategy I’ve seen work is to put damping matrix (some people have them in the main, this might be a stretch) and Bloodbraids to try and give yourself more chances to get it out. Damping matrix does blow out DDT a bit, but it’s not that hard to play around because DDT runs Echoing Truth and Into the Roil which bounce it and can be searched out by muddle.

If I were to continue running this list, I’d stick with Steppe Lynx over Loam Lion because of it’s explosiveness. I know I also errantly ran 20 lands, but I’ve run 21 lands since then and have been wholly disappointed as to how much flooding I’ve faced. I know I ran really hot in this ptq and had some really lucky topdecks and got past opponents who I played poorly against, but I felt the deck gave me a lot of chances to do that. I also wouldn’t run might of alara anymore, because of repeal and echoing truth being really popular right now.

That’s it for me.

Mike Gemme
Bobbysapphire on MODO
mike@power9pro.com

Deckbuilding at the Worldwake Pre Release

Tuesday, February 2nd, 2010

Everyone is writing about Worldwake right now and we probably have at least another week or two of reading about the impact of the set in Standard, Extended, Sealed, Draft, Legacy, EDH, Type 4, Mental Magic… the list goes on.

This article is more focused on deckbuilding in the new sealed format. Any type of Magic player has the opportunity to run in this format over the next couple weeks whether it be release events this weekend, release events online two weeks from now, or maybe most importantly (at least for me) the Last Chance Qualifier for Pro Tour San Diego on February 18th in sunny Southern California.

I ran in two flights on Saturday and went 3-0-1, 3-1 with a sole loss to a pretty oustanding black deck featuring Sorin Markov and Butcher of Malakir among other fun things. My decks had some pretty slick cards as well; but I’m not 100% sure if I built my decks correctly, and that’s what this piece is going to try and figure out. I welcome and encourage any type of suggestion or criticism in the comments section. Like I said I’m looking to grind into the Pro Tour in two weeks so any help is appreciated.

Here’s a look at my first pool (a * denotes Foil):

BLACK – 14

Bloodhusk Ritualist
Dead Reckoning x2
Giant Scoprion
Guul Draz Vampire
Nemesis Trap
Mindless Null
Pulse Tracker
Ruthless Cullblade
Ruthless Cullblade *
Scrib Nibblers
Surrakar Marauder
Tomb Hex
Vampire Lacerator

BLUE – 13

Calcite Snapper
Dispel
Living Tsunami
Mysteries of the Deep
Paralyzing Grasp
Rite of Replication
Spell Pierce
Tideforce Elemental
Treasure Hunt
Umara Raptor
vapor Snare
Whiplash Trap
Welkin Tern

GREEN – 11

Arbor Elf
Cobra Trap
Explore
Feral Contest
Greenweaver Druid
Nissa’s Chosen
Nature’s Claim
River Boa
Relic Crush
Vastwood Zendikon
Vines of Vastwood

RED – 15

Bladetusk Boar
Deathforge Shaman
Goblin Roughrider
Goblin Shortcutter x2
Grotag Thrasher
Hellfire Mongrel
Plated Geopede
Quest for the Pure Flame
Ricochet Trap
Rotting Terrain x2
Searing Blaze
Stone Idol Trap
Torch Slinger

WHITE -17

Apex Hawks x2
Arrow Volley Trap
Battle Hurda
Caravan Hurda
Devout Lightcaster
Guardian Zendikon
Kabira Evangel
Lightkeeper of Emeria
Loam Lion
Join the Ranks
Kor Skyfisher
Journey to Nowhere
Narrow Escape
Nimbus Wings
Noble Vestige
Rest for the Weary

ARTIFACT – 8

Explorer’s Scope *
Hedron Rover
Khalni Gem
Lodestone Golem
Spidersilk Net
Stonework Puma
Trailblazer’s Boots
Walking Atlas

LAND – 6

Halimar Depths
Jwar Isle Refuge
Lavaclaw Reaches
Sejiri Steppe
Teetering Peaks
Turntimber Grove

I got to build across from my good friend Andy Roman in Flight 1 which is a great advantage in a Pre Release since you can talk about building and card choices and what not; since you really haven’t had any time to truly evaluate the cards before this point. Right away I knew that Black and Green were out (there were no black cards in my first pack at all), and that I would definitely be playing Blue or Red. The only decision I had to make was whether or not to run one of those with White. White was really lacking creatures even though it had some good ones with Evasion. All Five creatures I would run with White had either first strike or flying. There wasn’t a good chance of me playing Kabira Evangel or Devout Lightcaster since I had such little allies nor enough White to warrant a WWW casting cost. The only thing white gave me that I loved was Journey to Nowhere.

After a second glance at everything I decided that I was definitely playing Blue as my best cards were clearly Living Tsunami and Rite of Replication. 11 of my 13 Blue cards were striaght up good, and I ended up playing that many. I then do what I normally do when building a sealed deck, which is put my Blue cards in the middle by curve and the Red and White cards above and below to see how the decks would look. It became pretty clear when I had nine solid Red creatures as well as Searing Blaze and Stone Idol Trap which I felt was a pretty strong bomb even though Andy sorta disagreed. Turns out it was, especially when I got to say “I’ll Rite of Replication my Stone Idol token.” Leaving me with a permanent 6/12 trampler on the board (since the instant says “exile it at the beginning of your next end step” instead of the instant indicating the token has that text.

I went 3-0-1 with the following deck, choosing to Intentionally Draw in the final round so my opponent and I would each get six packs instead of eight and four.

Normally I run 18 land but I only curve to 5 (considering I’ll never cast Stone Idol Trap for 6), I had nearly no landfall and I have Living Tsunami, so I went with 17.

Some limited analysis of the new cards.

Treasure Hunt – I am pretty underwhelmed by this card, especially on turn 2. If you cast it on turn 2 on the draw you’re automatically discarding if you had no one drop. A couple of times I hit 3-4 cards off of it and most of the time I ended up discarding a land or two. One time it was huge though when I had 5 lands in hand and 2 spells I ran it just to discard and I drew 3 more lands and could dump 5 lands to my graveyard. That seems pretty rare.

Mysteries of the Deep – this card was great, even if I was wasting a turn playing it to draw 3.

Searing Blaze – Might as well just say sorcery in this format, but it’s a pretty good sorcery.

Stone Idol Trap – a total bomb. won me several games including a gunsling vs. Darwin Castle.

Hedron Rover – Was really good, a 4/4 attacker for 4 was really solid all day.

Halimar Depths – was always really, really good for me. Bouncing it every turn with tsunami was even better.

Grotag Thrasher – not great stats but he can really open up a clogged board for him and some friends.

Deathforge Shaman – Another game winner. This cycle of guys who multikick for their color are all really strong, this guy is good; the black version is great.

Vapor Snare – Unfortunately I never cast this card but it seems quite outstanding with a limited drawback, especially in a deck with a lower curve like the one I ran. Does not combo well with Tsunami.

Here’s my second card pool (again, foils have a *):

BLACK – 17

Agadeem Occultist *
Bojuka Brigand x2
Dead Reckoning
Death’s Shadow
Grim Discovery
Guul Draz Spectre
Guul Draz Vampire
Heartstabber Mosquito
Kalitas, Blood Chief of Ghet
Mire’s Toll
Nimana Sell Sword
Scrib Nibblers x2
Soul Stair Expedition
Vampire Hexmage
Vampire’s Bite

BLUE – 13

Aether Tradewinds
Enclave Elite x2
Halimar Excavator
Hedron Crab
Merfolk Seastalkers
Shoal Serpent
Sky Ruin Drake x2
Sphinx of Jwar Isle
Tideforce Elemental
Trapfinder’s Trick
Treasure Hunt
Twitch

GREEN – 17

Arbor Elf
Beast Hunt
Beastial Menace
Cobra Trap
Explore
Grazing Gladehart
Grappler Spider
Graypelt Hunter
Nissa’s Chosen
Oren-Rief Survivalist
Relic Crush
Scythe Tiger
Savage Sliouette
Slingbow Trap
Snapping Creeper
Turntimber Basilisk
Vines of Vastwood

RED – 12

Akoum Battleslinger
Bazaar Trader =(
Burst Lightning
Deathforge Shaman
Magma Rift
Quest for the Goblin Lore
Searing Blaze
Skitter of Lizards
Slavering Nulls
Tuktuk Grunts

WHITE – 13

Apex Hawks
Battle Hurda
Brave the Elements
Iona’s Judgment x2
Kor Hookmaster
Kor Outfitter
Kor Sanctifiers
Marshal’s Anthem
Shieldmate’s Blessing
Veteran Reflexes x2
Windborne Charge

ARTIFACT – 5

Adventuring Gear
Hedron Rover
Spidersilk Net
Trusty Machete
Walking Atlas

LAND – 6

Bojuka Bog
Dread Statuary
Graypelt Refuge
Halimar Depths
Khalni Garden
Piranha Marsh

I’m definitely interested in analyzing this pool because I most hastily built it. I kid you not, that the kid I was stuck sitting next to spelled so bad that I thought I was going to vomit all over my packs while waiting to open them. That and, interestingly enough, I opened both Sphinx of Jwar Isle and The Bloodchief of Ghet in my FNM draft the night before, played U/B and split in the finals of my pod. Now I have them both again not 24 hours later. Weird.

I had enough playables in Blue that because of the Sphinx I should run that color. Depending on how much you devalue the Bloodchief, you could consider going green here, but there just aren’t enough playables. I just put a list together and I struggled to get to 20 and I don’t want to run two Enclave Elite. Black just had way too much power with Heartstabber Mosquito, Guul Draz Spectre, plus it gave me a really strong ally subtheme due to the synergy with Agadeem Occultist, Halimar Excavator and Hedron Crab.

A quick aside about milling in limited: normally I think milling with just a crab that’s going to maybe hit for a few isn’t that great, but with the excavators you’re not milling 3-6 cards anymore. With six allies and the crab I had the potential to mill 20 or so cards per game, meaning that I’m no longer just changing my opponent’s next draw, I’m actively stripping their deck. That coupled with the Occultist’s ability to steal creatures and Guul Draz Specter stripping their hand, I was actively attacking their deck; so I went for it.

I end up with a pretty decent curve but very light on creature removal. My goal was to hopefully mill enough good cards to let my bombs do the talking. That went pretty well as I went 3-1 losing only to an absolutely ridiculous deck aforementioned.

Some takes on the cards here:

Agadeem Occultist: Sadly I never got to use his ability because he was a lightning rod for removal due to all my milling/allies, but if I ever tapped him it was going to be GG.

Tideforce Elemental: I love tappers, even bad ones (sup Vectis Dominator). This is going to be one of my favorite cards in limited in the near future. He was always oustanding be it on offense or defense.

Dead Reckoning: This card was extremely impressive. At one point an opponent of mine Heartstabbered my Kalitas and his friend said “that’s how they do it on the pro tour!” It was pretty embarassing when I Dead Reckoning’d his Machete equipped Flyer next turn and my board was soon Kalitas, Sphinx and vampire tokens.

Aether Tradewinds: Not very exciting but it gets things done.

Halimar Excavator: I’ll take a 1/3 for 2 in Blue, especially if I can swing more allies. I liked him all day.

Bojuka Brigand: These guys were great when I kept hitting allies but when a 3/3 comes down and they can’t even chump it kind of sucks.

Dread Statuary: I loved this guy, especially with grim discovery. He got into the red zone, he defended intimidators, and he killed guys the rest of my team couldnt. I’d run him anytime I have him.

Enclave Elite: Pretty dumpy, I sided the second one in against Blue for the Hedron Crab a bit. My friend Andy really liked multikicker but I didn’t use it much and found it pretty underwhelming when used to add +1/+1 tokens against me, and only really good with the guys who multikick for one color to make you discard or burn or gain life.

My initial thoughts on Worldwake was that it was going to be mainly inconsequential, and I think mainly that was right. I hadn’t considered the fact that it would be super fun, and I walk away from these events with the realization that it is. I’m sure winning certainly helped that feeling, but I enjoyed playing almost every card I laid on the table on Saturday.

I really feel like I want to be blue at the LCQ in San Diego. It is really easy to clog up the ground with white and blue but I think blue has a little bit more trickery with cards like Into the Roil and Whiplash Trap to get you through it. It’s already tough getting through Kraken Hatching, and Calcite Snapper one-ups it. I’m also in love with Tideforce Elemental. But really, I would follow your bombs because there are so many of them in this new set.

I will say this about draft: I think the draft format is going to be defined by allies. There are so many allies now it frightens me to the point that I don’t know if I want to draft much if I’m going to be fighting over allies for three packs; but we shall see.

I’ll leave you with my recommendation of the top three Worldwake cards I’m picking up right now, aside from the obvious mythic rares: Chain Reaction, Lavaclaw Reaches and Celestial Colonnade.

Later,

Mike Gemme
BobbySapphire on MTGO
mike@power9pro.com

Premium Control: A New Deck for Standard

Saturday, January 9th, 2010

This past Monday I had the desire to build a new deck that could be competitive in the more or less fully-defined standard environment. However, this deck was a product of another long and arduous task that had come to completion earlier that day.

Yes, 6 months after the release of Magic: 2010, I have finished my playset of what is arguably one of the best creatures in standard, Baneslayer Angel. This card has been one of the most controversial aspects of modern Magic, primarily due to its prohibitive price tag. I’ve recently been in contact with some Magic players around the globe, discussing the necessity of Baneslayer Angels, and whether or not they are worth the price, especially when they play a role in some of the top decks such as Luis Scott-Vargas’ UWr control build which won the recent Star City Games 5k tournament in Los Angeles. So now, with my set on angels in hand, I wanted to make something new that wasn’t really on the radar. So I set about looking for other cards that would be good in a deck with my new angels.

Believe it or not, the card I chose to pair my 5/5 flier with has only one thing in common with the mythic rare: its huge power level and impact on the game.

Blightning is another one of the best cards in standard. The ability to take out planeswalkers is highly underestimated, and the advantage you get from a Blightning is almost game-breaking, whatever stage of the game it is.

These 2 cards have only been played together in one deck this season: 5 colour cascade, and I really didn’t like how shaky and slow the 5 colour mana base is in today’s standard, especially with everyone running Spreading Seas and Goblin Ruinblaster. Thus, I decided to do a build using only red, black, and white, along with some of the best cards these colours have to offer.

My guiding idea for this deck was to have cards that will be good during almost all parts of the game. I only play 3 different creatures in the deck, but they are all cards which require an answer immediately. In addition to the aforementioned Baneslayer Angel, I selected Vampire Nighthawk and Siege-Gang Commander.

Vampire Nighthawk is amazing at what it does, and is often a mini-Baneslayer Angel that is able to deal with Sphinx of Jwar Isle or Wooly Thoctar with relative ease. It’s a powerful threat that can also act as a wall against the aggro decks, and is a ton of power in a small package.

Siege-Gang Commander is one of the most overlooked cards in current Magic, only seeing play in some Jund variants. It demands an answer in the form of a sweeper, and in testing has been one of the most powerful cards in the deck, being able to punch in for immense amounts of damage if you can untap with him. Even Maelstrom Pulse is less effective against SGC than against other finishers. The most amazing thing that I’ve found about the goblin is that I often am able to win games by using him as a 7 mana Shock or even a 9 mana Flame Javelin.

Well, without further ado, here’s the current decklist.

RWB Premium Control

This deck’s main focus is to control the board with removal, and then eventually drop a threat. Ajani Vengeant is an all-star in this deck, capable of doing… well pretty much everything. The sheer amount of removal in this deck is key in ensuring that his ultimate goes off, which happens around 50% of the time, a surprisingly high percentage, and it makes the rest of your game almost a lock.

Terminate is a card that is boarded in against any deck that runs Baneslayers or Malakir Bloodwitch, but for game 1 I really find that the versatility of the current removal package is more effective. One match I recently played, my opponent was at 17, but I realized that my normal game plan wouldn’t simply work (he was a control deck packing Rite of Replication, and had something like 10 mana available). I then started casting burn spells during his end step, and was able to win that way, without having to risk getting my face bashed in by 5 Baneslayer Angels. This deck packs 13 sources of potential burn, and 4 more if you count Siege-Gangs. This gives the deck an alternate route to victory during games which go longer.

I’ve found the singleton Burst Lightning to be extremely effective, both at killing off creatures and (more commonly) taking out a freshly dropped Garruk Wildspeaker or Ajani Vengeant. However, too much burn would alter the focus of this deck too much for my liking, and you need the 4 Path to Exiles in order to have a good mainboard answer to Baneslayer.

Bituminous Blast is another great way of stabilizing the board. Sometimes it cascades into Ajani Vengeant or Blightning which is awesome, but more of the time it can take out 2 creatures at once, which is awesome when you have something like a Siege-Gang Commander out and you need to punch through.

If there is one thing I would like to improve about this deck, it would be the mana base. Unfortunately, the best cards in this deck are very colour-intensive, namely Vampire NIghthawk, Day of Judgment, Baneslayer Angel, Siege-Gang Commander. Note that getting all 3 colours is almost never a problem, but getting doubles of the ones you need is. I might fiddle with the number of Terramorphic Expanse, but I have a personal attachment for the card. Others might use Akoum Refuge, but think the expanse would be better. Because you don’t do very much in the early game, a few more ETBT lands don’t hurt that much.

The sideboard is pretty standard, and I’ll go through what cards I would board in against the top decks.

Jund
Obviously the Ethersworn Canonists come in here, to stop or at least slow down cascade effects. Celestial Purge is crucial in this matchup, able to dispatch Sprouting Thrinax. I would board out the Burst Lightning, Bituminous Blasts and 2 Lightning Bolt, because non-exile removal isn’t nearly as good against them.

UWr Control
All our targeted removal is pretty bad against them, so I would take out Bituminous Blasts and Path to Exiles for a Wall of Reverence (It blocks Sphinx of Jwar Isle), 3 Though Hemorrhage (name the aforementioned Sphinx), and 2 Malakir Bloodwitch (they get through Wall of Denial and Baneslayer Angel).

Grixis Control
Again we board out Path to Exile because it’s largely useless, and we put in Thought Hemorrhage for the Sphinx of Jwar Isle. Depending on how many planeswalkers they play you may board out some burn, but it’s usually pretty good when just sent to the dome.

Red Deck Wins
Here we board out Siege-Gang Commanders and a Bituminous Blast in favour of 2 walls and 3 purges. It is crucial to use exile removal on things like Hellspark Elemental, and burn-style removal for Ball Lightnings, but other than that your removal and lifegain should be enough.

Eldrazi Green
In this match, we want to have Thought Hemorrhage and Ethersworn Canonist. We can take out the Bituminous Blasts and 3 Siege-Gang Commanders, because they generally get outclassed by whatever elves can bring to the table.

Boros Bushwacker
Here we need to lower our curve and win out with lifegain. In come Wall of Reverence and, if you want, Terminates. Siege-Gang Commander is just too slow, as is Bitumonous Blast, so pick how much of each of those to remove. I would probably leave 1 Blast in, jest because It can cascade into removal or lifegain, but SGC will just provide chump blockers.

Premium control is a great deck to play, it’s powerful, yet fun at the same time, and few decks know how to play correctly against it. I strongly encourage you to take it to some tournaments and try it out. If any of you have any questions or comments, feel free to email me at zak -AT- power9pro.com or via my twitter feed at www.twitter.com/zturchan.

Cheers,

Zak

Provincial Championships Tournament Report (7th)

Friday, December 11th, 2009

Hello everyone and welcome to the week after The 2009s. I hope that everyone had a great time and that we have some new rising stars in the Magic community. Please excuse me not writing anything for a while, as my workload for school has been extremely busy, and I’m reduced to about 1 Magic tournament a week (if that). However, the much-needed rest that is the Christmas vacation is fast approaching, so I hope to refocus some of my energies on Magic.

The night before the tournament, after I got home from work, I had to come up with the final build for my deck. My choice? A variant on Gerry T’s “Spread ‘Em”. I liked the deck a great deal for a few reasons. First, it has a stellar matchup against the likes of Jund and Naya, both of which I expected in full force. Second, post-board it’s matchup against RDW and Boros is extremely close, and infinitely better than game 1. However, I did not expect a great deal of Boros decks (turns out I was wrong).

The 2009s in Edmonton was a gongshow to put it lightly. The day before, Edmonton became immersed in about a foot and a half of snow, probably more in some parts. The entire Highway 2 was closed down, which meant that all the people from Calgary could not make their way down, including teammate Sean, which was disappointing. I woke up at 7am on Saturday, Dragon’s Egg in hand (on shoulder?) and was all ready to go smash some face. Unfortunately, life enjoys throwing curveballs at us. Unfortunately, the entire city’s bus system had gone down due to the weather, yet neither their transit help line or their website would admit to this fact. I only found out because I was able to get a hold of a judge at the event who filled me in. He promised that they would keep registrations open for a half hour, and I was able to snag a ride to get to the site with 5 minutes left.

However, all was not well and good. I was looking through my deck and filling out my list at breakneck speed when I noticed my deck was playing 26 land. I knew this couldn’t be right, as the list I had been testing prior to the event only had 25. So I moved my last Convincing Mirage from my sideboard to the main, and had to think of what I had on me that could replace a sideboard card. The only other cards I had on me were a red deck wins that I had intended to lend to a friend of mine, who ended up not showing up that day. I took the only card that I thought might, just might work. Manabarbs. I was in such a rush that anything would be better than not having a sideboard at all, so at the very worst I was running a 14 card sideboard, so sue me.

Here’s the decklist I filled out.

And the sideboard looked like this:

Now there are some card choices here that are not standard. The most obvious of these is Stoic Angel. The reasoning behind the Bant Angel is threefold. First, It is a solid four drop creature that I found the deck needed, something that could go on the offensive once my opponent’s mana was sufficiently screwed. Second, the angel provided a solid form of defense against one of my worst matchups, Eldrazi Green, as well as a way to potentially pull out a game 1 against Boros.

Obviously this deck should play a full set of Baneslayers, but some people simply don’t have them. No one in my city is selling them for less than $60, and I can’t justify spending that much when I have to pay off some debt for my new computer.

Just as I was about to go hand in my decklist and pay my entry fee, Jason Ness (the organizer) yelled out “Pairings for Round 1 are up!” I was flabbergasted, and rushed to see if I could still get in. Jason, being a pretty understanding guy, paired me against the player who would have had a bye, and I was all set to play. Compared to the stress of getting to the site and registering, playing a few rounds of Magic seemed quite easy.

Round 1 – vs David (UWR planeswalker control)

Game one is great for me. I screw him out of red and ensure he only has a single white mana so I cast an Ajani Vengeant who goes ultimate, and he can’t deal with a Sphinx of Jwar Isle.

In game 2, he has Wall of Denial which makes for a hard time getting to his life. To top it all of he casts his own Ajani Vengeant, which locks me out of my red mana. This in turn results in me not being able to cast my copy of the planeswalker, and overall mana screw (hot helped by his copies of Spreading Seas) prevents me from casting something big like Obelisk of Alara or Sphinx of Jwar Isle to try and win out. When he blows up all my lands and swings with a pair of shrouded sphinxes, I scoop and we go to game 2.

Because there are only 5 minutes left in the round, I go all out aggro in a hope to win it all, because his deck will not be able to kill me before time is called. In come Deft Duelists, Rhox War Monks and the 2 more Stoic Angel (a creature matters more to me than something like gaining 4 life against his deck).

I get a great start, with turn 2 Deft Duelist and turn 3 Rhox War Monk. However, his Wall of Denial makes my aggro plan go awry, and the last of our 5 extra turns is up with him at a precarious 5 life.

0 – 0 – 1

This is an awkward spot to be in. A round 1 draw means that each round I’ll be getting paired up or down, mostly up for the rest of the tournament, but I still have to win 4 of my next 5 in order to top 8.

Round 2 – vs (another) David (Bant)

I lose the die roll, and we both play Seaside Citadels to start. He has a Noble Hierarch and eventually a Rhox War Monk. I simply make all of his lands into islands and swamps, and I have the Day of Judgment for a timely 3 for 1. On my next turn Ajani Vengeant comes down and starts further decimating his mana. Eventually, I resolve both a Baneslayer Angel and a Sphinx of Jwar Isle and I think I’ve got the game won. He casts a $60 mythic angel of his own, and passes the turn to me. Thinking for a fair bit, I swing with Sphinx of Jwar Isle, and leave Baneslayer back to block in case my plan doesn’t work. He falls for my trap and blocks the sphinx with his angel. Combat went something like this:

Me: Attack with Sphinx?
Him: Block with Baneslayer.
Me: Okay, it dies.
Him: No, first strike.
Me: Yes, Ardent Plea has exalted.
Him: Ohh S***! (looks at hand, dejectedly)

I proceeded to win game 1 from there on out. I board in the Wall of Denials to protect against a possible Rafiq of the Many, as well as Oblivion Ring to take out his Noble Hierarch and Birds of Paradise, lest they make make mana and allow him to, you know, cast spells.

He plays first, and has a Noble Hierarch. My turn sees a Jungle Shrine and he plops down a second land and a hierarch. Luckily, he doesn’t play any more lands, and on my turn 4 I get a 4-for-1 Day of Judgment, taking out the mana dorks as well as a Qasali Pridemage and Emeria Angel. He draws a couple lands after that, but they’re not enough to stop a Sphinx of Jwar Isle.

1 – 0 – 1

Round 3 – vs Devin (Jund)

I was quite happy to face Devin, as his deck is probably my deck’s best matchup. A turn-two Spreading Seas on his Savage Lands was just the first in a long chain of mana denial spells. Follow them up with a Day of Judgment and a Baneslayer Angel, and game 1 is easily won.

Game 2 is much the same, with him having to have Broodmate Dragon and her baby sit back while Baneslayer cruises into the red zone. Although my first angel gets hit with Terminate, my second one sticks, and I win the round handily.

2 – 0 – 1

Round 4 – vs Sylvester (Jund)

I was so happy to see Dragonskull Summit and a forest from Sylvester, who had asked me before the game “Are you playing Jund or anti-Jund?” to which I shrugged and said “we’ll see.” Again, not much to say here, as the match is almost a bye for our deck, and Sylvester had to deal with some mana screw in game 2 to make a bad situation worse.

3 – 0 – 1

Round 5 – vs Sean (Turbo Fog/Jacerator)

Sean was playing one of the worst matchups for my deck. I had scouted Sean’s deck and knew that my matchup was abysmal. However, I committed myself to play the Magic I possibly could. Game 1, I was able to resolve an Ajani Vengeant, which was able to go ultimate. Follow that up with a Sphinx of Jwar Isle, and the turbofog deck had nothing to do, and got the win in game 1.

After sideboarding out Spreading Seas and adding in Oblivion Ring and Manabarbs, my opponent and I were called by my good friend Matt who was judging for a mid-round deck check. Nothing was wrong with our lists, but some of Sean’s cards were boxed, and he received a warning.

Sean cast a turn one Pithing Needle, naming Ajani Vengeant. This turned off my strongest out against the fog deck, and I wasn’t able to break through his wall of fogs.

I decided that a more aggro approach would be prudent, and so out came the expensive creatures in favour of more lightweight ones from the board. Spreading Seas aIso came out to ensure maximum mana denial had to win this one fast.

In game 3, I was told we had 10 minutes left, but that was extra time we had been granted due to the deck check. The judge behind me began to take on my shuffling duties for things like fetchlands, and directed the game pace. I went first with a land, and he played a Glacial Fortress. On turn 2, I cracked a Misty Rainforest for an Island with a Convincing Mirage in hand. Due to his desire to keep the game moving, the judge said “go” just after I got my island, and the entire crowd laughed when I told the judge my turn wasn’t done. His land was made a forest, as was the one he played next turn. He evetually dropped a Howling Mine, and I was able to cascade a Bloodbraid Elf into an Oblivion Ring to rid him of the mine. He dropped another land and another mine, and I repeated my turn, with an elf into a ring to get rid of the mine. Adding a Deft Duelist was enough to win the final game while he was hold white spells he
couldn’t play.

4 – 0 – 1

Round 6 vs ???(???)

When I sat down at table 1, my opponent and I agreed to draw, which would get us both into top 8.

4 – 0 – 2

Top 8 – Quarterfinals vs Olav (Boros Bushwacker)

After going an entire day without playing against the super-fast red white deck, I had to face in a match where it really mattered. Game 1 was just us going through the motions, as we both knew it wouldn’t be a probable for his creatures to decimate me.

My sideboarding was obvious. Duelists, Walls, Monks and Angels all come in, and the more expensive stuff and lack screw packages come out. Game 2 sees the antithesis to game 1, with Deft Duelist, Wall of Denial and Rhox War Monk making it virtually impossible for the aggro deck to bring me down from a life total well above 30.

Game 3 is a nail biter. I get down a duelist and a wall, and he has Plated Geopede, Steppe Lynx, and 3 fetchlands. After he casts a Ranger of Eos to get even more dudes, I start to panic, but I soak up all the hist well after gaining life with Captured Sunlight. I’m at 7, and cast my MVP for the day Stoic Angel. All of his army remains tapped, and my Angel is set to take him down, as he continues having to make poor combat decisions with only a single creature. I get him down so that I will have game next turn. He has 2 cards in hand, and 5 lands out. I’m racking my brain to see what he could possibly have. My mind settles on the fact that he needs a Burst Lightning, a Lightning Bolt, as well as a 6th land to cast them both if he wants to pull it out. He draws, gasps, and shows me his hand.

Lightning Bolt
Burst Lightning
Arid Mesa

Surveying the board, I sigh, and extend the hand.

4 – 1 – 2

I ended up getting 7th place overall, and was happy to have top 8ed my first ever big tournament. I like the playmats we got, even though the years haven’t been kind to Serra Angel. I really like Spread ‘Em as a deck, and give major kudos to Gerry T for coming up with the idea. It’s an awesome deck, being fun to play and extremely powerful, but that is obviously heavily metagame dependent.

Props go out to Jason Ness, the organizer/head judge, who coordinated a giant pizza delivery for lunch. He’s a terrific organizer who has organized Grand Prix tournaments in the past, and is a valuable asset to the Alberta magic scene.

I’m relieved that the heavy competitive magic season is done. I can get back to school work, enjoy the holidays, and not worry about attaining the perfect 75 card list. I’ll still write here, especially over the holidays, and I hope that you all had fun with your respective championships. We’re heading into Worldwake spoiler season, so expect lots of commentary on Smother, Celestial Collonade, and Leatherback Baloths. (Hint: They’re awesome!).

As always, email me at zak -AT- power9pro.com with questions or comments, or you cna check out my twitter feed at www.twitter.com/zturchan.

Cheers,

Zak