Archive for the ‘standard’ Category

PTQ Report – Charlestown, MA 6/5/10 – Top 8 w/ UW Control

Wednesday, June 9th, 2010

After I finished 2nd at the TCGPlayer.com 5k at the beginning of May, I must’ve thought I was “the man” to break a promise I made to myself that this standard season I would figure out one deck I wanted to play and stick with it. I ran UW Control at the PTQ the next day and went something like 2-3 drop, losing to a bunch of Jund decks after mostly steamrolling Jund the day before. Annoyed, and wanting to jump on the bandwagon of the Big Deck of the Week, I ran Mythic Conscription the next weekend and gave up abotu 130 points on my total rating just in time for me to lose some byes for Grand Prix DC.

At said Grand Prix, I got back to what I wanted to be doing and sleeved up UW and my list was only a few cards off of the winning list. I started out 2-0 and lost my next three, bowing me out of competition. Remembering the aforementioned promise that I made to myself at the end of Extended Season, I stuck to my guns, changed my sideboard a bit and tossed Sphinx of Jwar Isle back in the Main Deck, gearing up to take on all sorts of creature decks (presumably Jund). What transpired was me starting 5-0, losing to the sole control deck I would play all day, beating another creature deck in Round 7 and drawing into the top 8 as the #3 seed. Not Bad.

I mentioned earlier that I wanted to gear my deck towards creatures. Naya, Jund, Mythic and to some degree Next Level Bant were all predominantly creature decks even if NLB had a distinct control aspect to it with hard-to-kill Planeswalkers. Still, I wanted to be ready for creatures, so I wanted at least three Path to Exile and at least three Day of Judgment as the foundation of creature kill. I am in the camp of loving Baneslayer Angel. I know that she is a lightning rod for removal and that people will hold removal in order to kill her, but I’m no pro. Sometimes I need my cards to do some of the work for me and this bitch is a workhorse. She is like Kerri Walsh to Linvala’s Misty May.

Anyway, Let me just show you this list. It’s not super different than what I or anyone else has been running, but if you’re going to browse this TR you might as well have the frame of reference.

Here’s the sideboard I ran:

I stuck the into the roil in there because I love it against control decks, it can be such a blowout. Whether it bouncing a baneslayer blocker, or bouncing your own Oblivion Ring with the trigger on the stack, or bouncing your own Oblivion Ring to legend rule their planeswalker, to bouncing a conscripted creature, I like what the card does. I ran it in the MD in Washington DC because I wanted it as the fourth path/fourth Oblivion ring combo card. Here I kept it in the board but I might just cut it alltogether next time out.

I put in 4 Celestial Purge because Firewalkers just don’t do enough against Jund right now, and while sometimes when playing Jund and facing them down they can be very annoying, but when Sarkhan the Mad flies over them all, it can be pretty useless. 4 Celestial Purge was aweseome for me in 4 rounds against Jund and 1 round against Mono Red. I think it was the smartest call I made all weekend and one of the reasons I top 8′d this PTQ.

Round 1 vs. Joe Canadas playing JUND

I figured this kid had a really loose keep in game 1 because he wasn’t really playing anything the first few turns. I slapped down an Elspeth on turn 4 and then started activating my Collonade and swinging for 7 on Turn 6. A few turns of that ended the game pretty quick.

I was pretty sure this kid was new, but when he announced “sideboarding eight!” in between our match while I was shuffling it was clearly confirmed. I told him not to announce that anymore and then kind of took it too easy on him. I cast Path to Exile on one of his creatures and he passed the turn and I reminded him he can search for a land, allowing him to get a second red mana on the board and almost letting him back into a game I had heavily under control. I still ended up winning but I learned an important lesson in playing down to the level of my competition and it was a mistake to not just give him the tip at the end of the game. Giving beginner players a way to beat you is not the way to grind into the pro tour.

Round 2 vs. Joe Pease – RG Land Destruction

This guy just completely blew me out in game 1 by hitting bloodbraid elf on this turn 4 and 5 and hitting resounding wave every time, bouncing my land and keeping me out of the game. I never got to cast a decent spell though on the final turn if I ripped a land I could’ve cast Day of Judgment and possibly gotten back into the game.

I saw him cascade past several Rolling Terrain so I boarded in my negates and my cancel.

Game 2 on the play he really couldn’t do much. He might’ve gotten some lands killed or spreading seased but I was able to stick Elspeth and Baneslayer and he didn’t have much for that.

Game 3 was the crazy one. He kept me off double white forever and my hand was 3 Baneslayer Angel and 2 Day of Judgment. Finally I was able to start dropping baneslayers and he mind controlled the first, and then the second one. I ripped oblivion ring to take one of them back rather than killing everything with Day of Judgment because time was about to be called. I used elspeth to start bashing in with a 7/7 baneslayer and he let the damage go through. I then pathed his (my) baneslayer and swung in for 12 with baneslayer and colonnade + elspeth ftw on turn 2 of extra time.

Round 3 vs. Luke Bardsley playing JUND

It was Jund with Vengevine and Cunning Sparkmage in the maindeck. I started with 2 wall of omens and he dropped a sparkmage. I went to oblivion ring it and he suicided his sparkmage in response making me lose one of my walls, which sucked. He wasn’t doing much when he’s leading with sparkmages though. He ended up cascading into Putrid Leech in consecutive turns with runner-runner Bloodbraid Elf which I Held off with ELspeth and then cast Day of Judgment to blow him out and get there with a baneslayer angel.

Game 2 he mulled to 4 and cast a turn 4 sarkhan the mad with his lotus cobra that I had no kill spell for. He stabilized quite a bit, mainly because I allowed him to keep his second red source on the table far too long when I had tectonic edge up. This allowed him to cast at least 2 extra spells he wouldn’t have been able to cast. He got me down to 6 but elspeth protecting me enough to cast a mind spring for 5 made it impossible for him to finish me off.

Round 4 vs. Devon O’Donnell playing Mono Red.

I’m buddy’s with Devon through my little bro and I knew he was running mono red, which I was happy about given my sideboard. He started game 1 with double goblin guide which I ripped 5 lands off of, so I could to discard a bunch of stuff I know wouldn’t matter. I had double spreading seas to keep him off early ball lightning and bought myself some time to drop a baneslayer. This is where I think I made a mistake. He had two Kiln Fiend out but clearly had no spells b/c he had been attacking in for 1 each with them. I had a baneslayer out with another in hand. I was at decently low life and while he was at 6 mana, two spreading seas meant he could not go double ball lightning or ball lightning + Hells Thunder. I decided to attack with my Baneslayer angel and drop the second. He dropped smoldering spires, Ball LIghtning and tried to play a Hell’s thunder until I reminded him that he didn’t have the correct mana to, and extended the hand. but I should’ve held up the baneslayer b/c I knew smoldering spires could be coming down and ruining my day.

Im game 2 Devon mulled to 5 and my opener was Wall of omens, celestial purge x2 and 4 land. I let him back into the game somehow by tapping out on turn 3 and he dropped a turn 3 hell’s thunder and again I was tapped out when he ripped the land to bring hells Thunder back. As a result he bolted and then burst lightning w/ kicker’d me and got me to 5, meaning he had an out with unstable footing, but alas it was not to be and he was dead to my double baneslayer beyond that. But still, I should’ve just played slow and allowed myself to pick off his threats with my purges and not ended the game with one still in my hand.

Round 5 vs. Justin Desai playing Lotus Cobra Jund

So Justin Desai is one of my closest friends and we’ve been CCG Partners for almost a full decade now. We’re considered one of the best Decipher SWCCG tandems of all time and are two time world champions in that game. We’ve only faced each other in sanctioned magic games a few times and never in a ptq.

Justin and I both stall out on lands early and are just playing draw go. Eventually he hits a couple of Leeches and Bloodbraid elfs and I get a really huge swing off of a Day of Judgment with Elspeth out. After that Elspeth and Colonnade go the rest of the way.

Game 2 I keep a hand with some spreading seas and 2x Celestial Purge. He plays lotus cobra on turn 2 and ramps into a turn 3 bloodbraid where he hits another cobra. I’m tapped out on account of the spreading seas so I can’t purge his bloodbraid, so I take 5. His next turn he drops a Terramorphic Expanse and casts a Sarkhan the Mad but doesn’t activate it, opting to swing for 7 into my empty board. I respond by Purging his Sarkhan, effectively timewalking him. After that I stabilize with Elspeth and Baneslayer angel and he can’t get much going after the mistake.

Round 6 vs. Bryan Lynch playing UWR Planeswalkers

At this point there were like 4 or 5 X-0’s so I was hoping to avoid Lynch who was pretty much the only UWR at the top of the standings. Of course I have awful luck and did not avoid him. Knowing my deck was more geared for creature decks, I didn’t have a lot of high hopes.

Nor should I have as this match was a massacre. Game 1 he kept me off double white mana all game with Spreading Seas and Ajani Vengeant. Game 2 I boarded out my wall of omens, kept a 2 lander with some spreading seas and some early plays. Lynch comes down with calcite snapper and four turns later I’m dead without having drawn another land.

Round 7 vs. Kyle Machado Playing R/G Weekend Warriors

I again kept a 2 lander against Kyle, never drew a third and got beatdown pretty hard by what seemed to be just a straight RG beatdown deck. I decided to board in 3 of my celestial purge but not all four because of Vengevine and other green based cards I figured I would see. Game 2 was a battle as he hit Goblin ruinblaster after goblin ruinblaster. Luckily I was on the play and slapped an elspeth down first so I was making tokens like it was going out of style. I also had a few wall of omens down. Eventually I drew out of my mana lock, got some baneslayers down and climbed out of range.

Boarding for game 3 I realized that as long as I stuck a baneslayer he really had no answer for it, save Threaten. I kept a pretty slow hand but one with day of judgment and baneslayer angel and 3 basic lands. My first couple of draws were also basic lands so I was able to lay basics on the first 5 turns and stay away from an onslaught of ruinblasters. Luckily for me he stalled on mana for a couple turns and wasn’t able to do much damage while I got to baneslayer mana. This is big time becasue he played the new threaten that makes the guy he steals power +2 and was able to swing be down to 4 life before I was able to get my baneslayer back, swing in and drop another one, keeping myself out of range, but had he not stumbled I would not have been sitting in third and able to draw into the top 8.

Round 8 vs. James P Syed playing Naya

We intentionally drew. I was in third, justin in fourth, so me and justin both make our first IRL PTQ top 8s.

TOP 8 Quarterfinal with Cameron Preston playing Jund.

To make a long story short, I got blightninged 7 times in 2 games and lost 0-2. It was pretty lame considering I had been 6-0 against Jund on the day going into this game. There was a chance I could’ve pulled game 1 out when I had some baneslayers on the way, but I did some math wrong and went to 3 when I thought I’d be at 4 and he had his blightning #3 of the game for me.

In game 2 it was just a total beatdown as he blightninged me all 4 times and never got to play anything that could’ve gotten me back into the game.

So all in all a pretty big bummer. Especially now since this next level bant deck is doing so well that UW control might not be an option anymore. I have another PTQ this weekend in Rhode Island but I’m unsure what I’m going to run.

Justin has been doing really well with Lotus Cobra Jund online and obviously had some success at the PTQ above. He used a similar if not the same list in the online ptq sunday and started 5-1 before losing his next two. I would say you could look for his decklist at the following link, but for some reason his decklist is ommitted, which sucks b/c it’s his first top 8. But you can check out the rest of the top 8 decklists here: http://www.wizards.com/magic/magazine/events.aspx?x=mtg/daily/eventcoverage/amsterdam10ptq/0605boston

Until next time,

Mike Gemme
Mike@power9pro.com
bobbysapphire on MTGO

Sleeving Up U/W for Grand Prix D.C.

Thursday, May 20th, 2010

After my top 2 finish at the Boston 5k a few weeks ago, I was looking good going into the GP with at least one bye and if I played well in any of the PTQs on the following two weekends I could be looking at 2 byes. That didn’t happen.

The day after the 5k I was pretty beat, sleeved up mostly the same 75 from the day before and went 2-2 drop at a PTQ. The following weekend was another PTQ in connecticut and I decided to switch to mythic. Mythic was a bit more complicated than I estimated and while it was capable of those blowout, turn 3 Eldrazi Conscription wins- playing a deck that just turns sideways was not what I was used to in standard and I coughed up a couple wins by simply not attacking in with my lotus cobra, forgoing one exalted trigger and losing with my opponent at 1.

Those kind of things drive me crazy and I am in no mood to play the Conscription deck again after going 0-2 in a PTQ and 2-2 drop in a WPN qualifier (losing to grixis 3 times, which is just a brutal matchup post board when you have to face down 4 lightning bolt, 4 terminate and the rest of the b/r goods and jace, the mind sculptor).

To be quite honest I’m a little torn what to do right now. Jund is certainly back on the rise and a couple of my teammates here in Mass really like it (and I’ve always considered them blue mages). It’s certainly very good as the results don’t lie, and going into the 5k weekend earlier in the month, Jund kind of punched me in the teeth a little, as I thought it was a very favorable matchup for UW Tapout; but really, nothing is favorable enough vs. cascade.

For the first time maybe ever, we’re bringing all 7 members of our squad to the same tournament, so decks are pretty sparse. We can put together two Junds or a Jund and a Naya, but I likely won’t be sleeving up anything green. There is plenty of time to play Jund for me at the online PTQs next month.

So unless I want to sleeve up some devastating summons, and I don’t think I do without having a card to kill baneslayer; I don’t really want to rely on mark of mutiny and a swing FTW to beat any deck with baneslayer angel in it, I’m going to be playing UW TAPOUT.

I’ve made some tweaks, and made some pretty brutal decisions (and I still have a couple more to make I fear), but I’ll talk about the deck a bit and what changes I’ve made and why.

I really liked UW control the weekend that I played it. I always felt like there was something I could do, or that I could draw (plus ways to draw it) that would bail me out of whatever situation I found myself in. I don’t feel like that has really changed. I like cantripping on turn 2 as much as I can. I love oblivion ring and mind spring, and while people can tell me all day that Baneslayer Angel sucks, she doesn’t and she’s a baller, and I love her.

I think that UW is fine vs. most matchups, I don’t think Dauntless Escort is very hard to play around in mythic with the right answers. I think UW can still beat Jund just fine if you gear it to the aggro matchup (and I don’t think wrath effects are nearly as bad as many people think they are vs. the deck). Furthermore, creature decks are all the rage right now with jund, naya and conscription running rampant at regionals and on MTGO.

The biggest issue I’ve stuggled with is how to deal with the creatures. I know a lot of people say to just run Sphinx of Jwar Isle and not baneslayer b/c it just gives opponent’s dead cards, but most jund players are already cutting terminates and just running maelstrom pulse x4. I think that a deck that maindecks a bunch of terminates is rough, don’t get me wrong; but the meta seems to be going the other way. People are now expecting UW tapout to not run baneslayers and the UWR Planeswalker deck doesn’t (Even though they should run them out of the board), and this could be the weekend to re-capitalize on running a full squad of Baneslayers.

So I’ve decided to neglect Sphinx of Jwar Isle despite how “good” (read: unkillable) it is against Jund. If you don’t hit several sphinx of Jwar Isle it’s really hard to actaully beat in against Jund with your 5/5. Which is why I like Baneslayer, even if they have a couple answers to it, you can turn it sideways and not fear that you’re going to die on the swing back.

I’ve upped the Planeswalker count to be a little strong against the aggro decks and put them on difficult decisions. Gideon works best with baneslayer on the table to kill one of their attackers. Elspeth is just a difficult planeswalker to kill. This also presents far more Pulse targets, making my baneslayers a bit better.

I cut an oblivion ring, conceding that creature decks are far more popular than the control decks right now, and a lot better. Instead of just upping a Path to exile however, I decided to toss in an Into the Roil. I like into the roil for a number of reasons. It’s as good as removal vs. Mythic and it’s just a lot better than path against the control matchups. Being able to bounce my own obring to legend rule a planeswalker and reload my removal seems really strong. It’s one more maindecked blue answer to a polymorphed Iona naming white and in plenty of situations itll draw me a card.

I’ve cut a mind spring, because games where I draw 2 in my opening hand were driving me a little nuts and while I know it’s practically a win condition, the cantripping in the rest of the deck will hopefully get me there.

I really loved the 2 negates maindeck when I played it and I don’t want to cut them, they’re only really bad against Conscription and Naya, but they’re great in the mirror and against jund, so I like them in the front 60.

I’ve decided to cut a Day of judgment to add in a martial coup which is a little worse against jund and mythic and to be honest, the one maindeck change I’m likely to make is to go back to three DOJ, one martial coup, I just don’t like making myself worse in the control mirrors, especially since right now I haven’t been able to fit one of the Eldrazi gods into my sideboard.

Speaking of Sideboard:

The only matchup I really don’t like is the Vengevine Naya matchup. I’m not really sure what I want to be doing vs. that post board but I’m going to get some testing in tonight and friday before the GP.

This is geared pretty heavily towards the control matchups, in which I like more negates, another into the roil, the sanctifiers and the Luminarchs. A few weeks ago I thought luminarchs were trash but looking at lists, people are cutting an oblivion ring or two from their 75 and enchantment destruction is almost non-existant. Some people are adopting into the roil, which could be an issue, but with 4 negates I should be able to back it up. I like keeping the sanctifiers for the mirror to deal with luminarchs and obrings still. I think that the firewalkers and the purges will be enough for the jund matchup, combined with leaving DOJ in and bringing in the Mind Control.

Maybe some more testing this weekend will tell me I’m wrong, but I’m hoping the white planeswalkers and arsenal of celestial purge in the board will help swing the Jund matchup a little bit, it’s possible that it’s not enough.

I’m pretty excited about the GP, GP Trials and even a fallback ptq on sunday, and I’m happy to be sleeving up this deck on the real battlefield. I’ll likely switch to Jund talk next week as ONline PTQs start back up and I’ve already traded for my Sarkhan the Mads and Consuming Vapors.

Til next time,

Mike Gemme
Mike@Power9Pro.com
Bobbysapphire on MTGO

Taking 2nd Place at the Boston $5K

Thursday, May 6th, 2010

Last week I discussed my preparation for the big TCGPlayer.com 5k / PTQ weekend in Boston, MA. All week I was pretty certain that I would be sleeving up UW tapout for Saturday but was contemplating some Mythic for Sunday. I also talked about my helping friend and former pro tour-er Blaine Hatab get Kiln Fiend into a winning deck. Well, Blaine and my testing (or lack thereof) worked out as he finished 9th and I came in second losing in the finals to JUND when I couldn’t rip one of 14 outs to take home my first Magic Trophy.

First I’ll start with the list I brought to the tournament Saturday and some discussion of it.

you can see me discuss the list here.

My big insistance in the deck was to run 4 Oblivion rings. I really like the Obring vs. just about every deck out there right now. Even against mono red or R/x, being able to oblivion ring a Kiln fiend is invaluable. I wouldn’t leave all four in postboard vs. red decks, and I’d only cut them all if I didn’t see kiln fiend in games 1 and 2. But Planeswalkers are everywhere right now, and so aren’t baneslayers; Obring is just a good catch all, I even Obring’d a 1/1 Goblin Token vs. polymorph once last weekend.

I also liked 2 path and considered 3 just because of how good mythic is, and how an unchecked baneslayer angel can simply rule the mirror.

Probably the strangest thing about my list is the inclusion of 4 total fetchlands, 2 white and 2 blue. This is for a number of reasons. 1 they make both Jace and Sphinx of Jwar Isle better. Sometimes the sphinx just isnt enough late game and that’s when you have most of your card advantage. Numerous times on the weekend I would end up with a sphinx and some fetches and they would give me the chance to see more cards. Same goes with Jace, I once Jace: brainstormed 3 times in a row and got all lands each time, luckily the third time yielded a fetch so I could mix things up and ended up taking the game down despite not havnig a single threat for a few turns.

My Board was as follows:

Nothing really crazy in here except the 2 Jace Beleren. Those are in there for the control match to vindicate their jace and net me some cards when I can slap em down and get it done. I also ended up bringing them in vs. UR polymorph b/c in game 1 my opponent seemed really reliant on Jace to find his stuff.

This tournament really started off on the wrong foot for me. Out of 228 players I got paired up aganist my best friend Steve Baroni in round 1 and he was playing Open the Vaults / Time Sieve, the one deck that UW has almost no chance of beating.

Steve started with a mull to 4 or 5 and dropped game 1, then proceeded to take game 2 easily. As we began to shuffle up for game 3 Steve wanted to reboard some cards and when he reached for his deckbox it was gone. Someone had taken his box with his postboarded deck and he was missing some important hard to find commons and unless he replaced them would’ve had to scoop from the tournament. As we played game 3 Blaine tried to track some cards down, after coming up with nothing Steve decided to scoop to me and drop from the tournament to do some free drafting.

Then I proceded to drop my second game to the UW mirror after I couldn’t handle my opponent’s baneslayer angels in either of the second or third game.

I was not feeling great at this point, clearly I should’ve been 0-2 drop but with one win I *simply* had to win out…

I ended up beating, in no particular order, UW Tapout x2, Mythic, Jund, Naya SHallies, and White weenie to finish up 7-1 and able to draw with eventual champ Josh Herr into the top 8.

I was pretty nervous for the top 8 simply because I had played so horribly in the 8th round. I faced a good local player I knew and had beaten the last two times we faced (Dustin Taylor – 1859). I played really poorly against Dustin who was in it to win it. He gave me a real run for my money in game 1 after he mulled to 3 and I had a fairly slow start. In game 2 he rolled me on the play and in game 3 I ripped running baneslayer angels to give him no hope of top eighting. Most of my good fortune on Satudray was due to my supreme rips and not having to mull once.

In the top 8 meeting we were discussing splits and Gerard Fabiano was undecided on a split himself. I proposed we each take 500 and put the final 200 in the pot and play a winner-take-all top 8 event. Everyone eventually agreed to this and we were off.

Quarter Finals vs. Jund

I was pretty confident about Jund going into this event and was glad to see it in the first round of the top 8. Now that I had $500 in my pocket the pressure was off and I was able to just do work. If you watch my opponent’s interview he said he felt like he got outjunded this match and mabye that’s true because there weren’t any difficult decisions to be made during these games. It was all about surviving blightnings and casting as many spreading seas as I could to get to my Baneslayer Angels and Sphinx of Jwar Isle.

Semifinals vs. UW Tapout.

This is the only match other than mythic that I 2-0′d all day. In game 1 I stuck a Baneslayer Angel on 5 and then he played one on his turn 5. I laid down a jace the mind sculptor and bounced his angel then swang. At this point the lock was on as he could either try and take out my jace or keep dropping his Baneslayer. He dropped the baneslayer again and I didn’t have to play another card the rest of the match because of Negate in my hand and no reason to tap.

In game 2 it was more of the same, I answered his baneslayers but he couldn’t answer my 5/5 fliers. On the game winning turn I had a Sphinx and a Slayer vs. his Slayer. With plenty of Mana I cast mind spring for 4 leaving 3 mana open in hopes of ripping a path or an oblivion ring, the fourth card I drew was an Obring and that was that.

Finals vs. Jund

He takes down game 1 after casting Blightning once from his hand and another off of a cascade. In game 2 I have 7 mana on the turn after he drops Malakir Bloodwitch to a pretty full board facing down my baneslayer angel. I drop a Wall of Omens drawing Mind Control taking his bloodwitch and he scoops us into game 3.

Game 3 was a little nuts as he has the triple Putrid Leech Start after my Spreading Seas suck on the draw. Between all his Putride Leech activations and a swing from my Baneslayer Angel we’re both sitting under 10 life. I have a Colonnade on the board but my only other lands are plains and tectonic edges. I can draw any one of 3 islands, 2 blue fetches, 4 Glacial Fortresses or 3 Wrath of Gods to even this game up. I draw a blank and he’s able to burn me with Siege Gang Comander and have more than enough to swing in for the win and the trophy (though he and I split the final $200).

All in all I was pretty happy with UW tapout. I sleeved it up again on Sunday but it did not perform as well, I had to mulligan a lot and my draws weren’t very optimal and I was out by the sixth round. If I had to sleeve it up again I would definitely include a Gideon Jura in my Maindeck and likely a second martial coup. Martial Coup is really important in the mirror and my opponents having multiples took me down plenty of times over the two day weekend. I think I would cut down to 2 mind spring and try to throw in a Divination. Some potential cuts are 1x Baneslayer Angel, 1x Day of Judgment or an Oblivion Ring. I really like the maindeck negates so I wouldn’t personally cut those but I can see why people would not want them in the big 60.

This weekend I’ve got another PTQ in Hartford Connectictu, I’ll be wearing my bright orange Power9pro tshirt but I’ll likely be sleeving up Mythic Bant. I haven’t decided about which version I’m going to run, I’m leaning towards the Eldrazi Conscription version but with at least 1 Rafiq of the Many to give it more of a threat level if I can’t find my Sovereigns of Lost ALara during a game.

Thanks for reading

Mike Gemme
mike@power9pro.com
bobbysapphire on MTGO.

Kicking Off the Standard Season

Thursday, April 29th, 2010

Here we go again.

It’s another season here on the PTQC and the grinding begins this weekend at the TCGPlayer 5k in Boston followed by a Sunday Funday PTQ.

Right now, public enemy #1 is UW Tapout; a deck that you can barely damage in the early game and is nigh untouchable in the mid-late game due to the hand sculpting card advantage given to the deck by cantrippers Wall of Omens and Spreading Seas, as well as Divination and Mind Spring, and of course Jace, the Mind Sculptor. Those, along with three-time all-star Oblivion Ring, and hall of famer Wrath of God there just isn’t a whole lot you can do to this deck before they resolve Baneslayer Angel or Sphinx of Jwar Isle.

Since I took this gig, I’ve been pushing Jund hard. Play the best deck I always say, and that deck is Jund. Well, unfortunately, it’s not anymore and I’ve been contemplating dumping my Maelstrom Pulses online for a cool 66 tickets though I’m not abandoning the bandwagon just yet. I am however, probably going to sleeve up UW Tapout this weekend at the 5k, so if you’re at the event and you see a better looking guy than you sitting across the table in a bright orange power9pro tshirt, mulligan appropriately.

That isn’t to say that I haven’t been trying like hell to brew up something spicy for one of these two events, because I have. I wish I had a better head start on things but life sometimes gets in the way and I was left with just a couple weeks to prepare for “The New Standard” as you see it called around the internets.

When Prophetic Prism was spoiled, old-school Open the Vaults / Time Sieve popped into my head because of its ability to replace elsewhere flask. I got the team involved because my brother had top 8′d an Australian PTQ with the deck last year and got to seeing if we could make it work in Standard where UW is what everyone is trying to do. We put a list together, tried some different things, and like I suspected it ran shop against UW Tapout. I was struggling against Jund a bit, but I wasn’t really comfortable with what hands I should’ve been keeping and what hands I should’ve been shipping. I passed it across the table to my buddy Steve and he immediately was feeling the deck. One of his big hangups has been that he really didn’t like any deck and he wanted to hit the 5k with something spicy and off the radar. And while Open the Vaults with Filligree Angel is certainly a deck right now, it’s possible to lose despite climbing to absurd amounts of life. The Tezzerator concoction simply never passes the turn back because of Time Sieve.

Mike Siever is not very spicy, and this is pretty much just a drummed up old list with some prophetic prisms and a couple extra glassdust hulk, but it gets the job done. We found that the Hulk is pretty much the key to beating jund. They have so much disruption that it’s not exactly feasable to get the Time Sieve loop going, but if you can beat in for a couple turns with the Hulk while ramping and possibly rocking out an Open the Vaults, you simply catch the Jund Player unawares and tapped out and eventually at 0 life. Depending on how Steve does with this bear I might run it on Sunday.

Another buddy of mine fell in love with a new ROE card: Kiln Fiend. We pretty much spent an entire 24 hours discussing and testing decks with this guy trying to make him work. Sometimes he was just broken. If Jund tapped out for a sprouting thrinax on turn 3, he could straight up end the game with Distortion Strike[card], [card]Lightning Bolt, Burst Lightning; attack take 15, you’re pretty damn dead. Distortion strike makes him very good but in games you don’t draw the card, or in games that your opponent has like, a lightning bolt, things get ugly quick. We sleeved up just about every 1cc spell for red and blue (what’s up Burst of Speed ) and it was just too flimsy against Jund. There’s a possibility that this guy could be really good in Boros because you have a lot of other creatres to use who are strong and Emerge Unscathed takes the place of Distortion Strike, but outside of lightning bolt, burn spells are so underwhelming in standard that Boros doesn’t seem very well placed.

I’ve given MBC some serious thought this week but haven’t had any time to test it, once ROE comes out online I’ll probably sleeve this up virtually at some point and see how it does b/c I have most every card for it and somehow Abyssal Persecutor is like $10 less than it is IRL

I really like Contaminated Ground, this deck is trying to nickel and dime the opponent, and maybe bash in with an abyssal once or twice. Contaminated Ground goes a long way and works as a removal spell for a turn 1 Celestial Colonnade. I love Ob Nixlis and Sorin Markov and this deck is just filled with good stuff. I think if you’re running Mind Sludge (which you should) then just don’t bother with tactonic edge, but this is definitely an archtype that could embrace the edge with a different approach.

My other option this weekend? Mythic Bant. The deck is pretty narrow, but it can sure as shit steamroll people. I haven’t played any games with it, which is against my motto for this season, but it is tournament one with a new set and I have to start somewhere. It does look like a pretty fun deck. If you haven’t seen the version with Sovereigns of Lost Alara and Edlrazi Conscription, I suggest you check it out because that looks like even more of a blast; “does my Sovereigns of Lost Alara Trigger Resolve? +10/+10 trample, Annihilate 2, thanks for playing” sounds like a fun mantra to repeat on the weekend. I think if anything I’d go with the Thronling version because it owns Jund, but I have to come up with a couple Rafiq of the Many if so because nobody ever seems to have that card.

I’ll let y’all know how things go next week, thanks for letting me air out my thoughts on the format and as always feel free to slam me or give me some better ideas.

Mike Gemme
Mike@power9pro.com
Bobbysapphire on MTGO

Tilting Hard, and Dealing with it.

Wednesday, April 14th, 2010

Tilt n (tlt): a state of mental confusion or frustration in which a player adopts a less than optimal strategy, usually resulting in the player becoming over-aggressive.

I hate it when poker terms bleed out into real life situations. I cringe anytime someone (including myself) says that they were “all-in” on something that isn’t a no-limit pot. I have to actively restrain myself from whipping out my pimp-hand when someone says something is “the nut,” but there’s just no better way to describe being tilted other than to say you’re on tilt, and having to admit that I’m on tilt when I am only makes me tilt harder.

I haven’t picked up a magic card in nearly two weeks because I’m on tilt. Hard.

That statement isn’t entirely true, because some friends and I team drafted at a hip bar in Boston a couple of weeks ago; I wasn’t happy about it, but I thought having some fun with magic might help my issue.

This all started after I had been killing it on Magic Online last month. After my online PTQ top 8 things had been steady, I was winning a bit but drafting a bit and not winning so everything kind of offset. Then I won a limited premiere event and my account was actually pretty respectable. I already had JUND built online so I really didn’t need to invest in anything, I could just pay entry fees to try and build the account to what I envisioned as a most ludcrious state by “going infinite” in daily events.

It had also been my goal since I got into MTGO to participate in a Magic Online Championship Series Event, something you have to qualify for by winning events online and earning points. In march after just a few days I had 11 out of the needed 15 points to participate; three weeks later I was holding steady at 11, the season over and my account nearly zeroed out of packs and tix.

This alone is enough to piss someone right off, but this is just the end to justify the means. The path that I took is what drove me into a downward spiral of Anger, Fear and Aggression: The Dark Path.

Anger. Don’t think you’re better than the game:

Magic is a quick game, often times over within 8 turns for each player. With so many fast decks out there the game can end even earlier. A lot of times when we lose there was something we could’ve done to win, but sometimes you just lose. If, after a loss, you open your mind to the idea that losses are inevitable you can avoid tilting.

But if you’re really angry about a loss, instead of jumping in another 8-man queue, go watch your games and see if there was any other play you could’ve made.

Fear. Don’t make stupid decisions because you are afraid to lose, these will only make you madder:

1271254281947

I have bad decisions tattooed on my arm; no joke. A lot of these were life decisions, but damned if I wasn’t sitting in that chair thinking about how it applies to my card career too. When you know you’re playing against vampires and you keep a hand with NO removal even though it’s a “good matchup” and you lose, it’s easy for someone to say “you can’t be mad, you decided to keep a bad hand.” SCREW that. You just did a stupid thing, and it’s infuriating. Most of my losses to vampires and allies are because I kept a hand without removal despite knowing my matchup and knowing I boarded in extra creature kill. And when I do this it only serves to piss me off, even if my mana was tight.

Aggression. Don’t reload:

I used to play a bunch of poker and when I was running bad I knew to just do something else. I have plenty of hobbies I can do something else with my time. I find it a lot harder to walk away from Magic because it’s such a proving ground for me. It’s the first card game I’ve played that I haven’t been able to excel at. So when I start losing it’s harder for me to not jump in an 8-man queue with 6 people in it or a Daily event that’s firing in 10 minutes.

I’ll harken back to the definition of Tilt I posted above and how it mentions aggressiveness. I most identify this with being too aggressive with your actual iterations of playing. If you’re angry and you are losing, just stop reloading beacuse even if you win a game or two, is it really going to pull you out of tilt, or is it going to make you reload again? It’s like false positive reinforcement, yeah that didn’t go so bad but when you find yourself still in your swoon you’re going to be up ranting and raving on facebook chat to your friends about how bullshit you are at yourself for keeping 6 lands and a bloodbraid elf.

That ranting and raving thing is a true story, only it happened on Gmail chat. I went through about 80 tickets in three days trying to qualify for the MOCS, and when I clicked open the Magic Online store to bust into my paypal account I had to draw the line and unplug my laptop. I like to pride myself on being a pretty cool customer, almost completely unflappable, but we all have weaknesses and as much of a gracious loser I think I am, I HATE losing; it bends me out of shape.

So I’m Magic Free for two weeks, even though I am a bit regretful that I cannot attend any Rise of Eldrazi pre-releases. I really enjoyed posting my pools from the Worldwake prereleases and writing about them for power9pro but I have an engagement with another card game that I must attend, and to be honest I don’t think I’m ready to strap back into a magic seat yet. I’m still pretty frustrated with myself for allowing my account to go nuclear instead of playing some xbox or reading, but I need to open myself up to the fact that playing for the sake of playing isn’t going to make me a better magic player. I’m going to sit back down when I really want to give it a stab… or on Sunday when the first standard PTQ online fires.

Mike Gemme

mike@power9pro.com

Bobbysapphire on MTGO

What Ways are there to Win at Magic?

Thursday, April 8th, 2010

The goal of the game of Magic is obviously to win, right? But there are many ways to accomplish this goal. First and foremost is to make the opponent lose the game, because if you are the last one standing, you win. If there is only one player remaining, that player wins the game. This is important because most games end by causing your opponent to lose the game by reducing their life total to zero. The rules of the game tell us that unless an effect in play would prevent you from losing, if your life total is zero (or less) when state-based effects are checked, that is right before any player would receive priority, you are eliminated from the game.  Of course, this isn’t the only way a player can be eliminated from the game. The rules also tell us that if a player would be required to draw but cannot do so due to having zero cards in their library, they are eliminated. So what can we learn from this?

In both instances the game looks for the status of a vital resource in the game. When one of these resources, your life or your library, are exhausted you are out. Life total is your vitality and you must protect it from dipping under one. You can use and abuse it up till that point, and with the right application of effects, possibly beyond that point, but once the state in the rules is achieved, you lack the vitality to respond to the game. You can see it as being dead, being knocked unconscious, or whatever you like, but you are no longer a factor in the game. The case for being milled out seems a little more clear on this point. If you cannot draw any further spells to respond to the opponent’s actions and advance your own agenda, you are no longer a reasonable factor in the game, and the game removes you.

So, when you can’t respond anymore, and cannot advance your own agenda, you lose. This makes sense, but of course there are many ways of creating this situation for your opponent making it so that they’ve lost the game before the game actually kicks them out and declares you the winner. Let’s look at some strategies that do this as an overview of a type of ‘alternate’ win conditions that often crop up.

You can’t play the cards if you don’t get a turn. This may be the most obvious lockout, but if you are chaining together as many extra turns as you like, your opponent is dead in the water, unable to manipulate the gamestate beyond what few instant speed cards or abilities he has and what mana he has open. He simply waits for you to achieve one of the game ending states.

You can’t play the cards if you don’t have any mana. This is the goal of land disruption and destruction decks. If you need BRG to cast Sprouting Thrinax, and all you have is URG, thanks to Spreading Seas on your only source of B, you are locked out of that card. If you have none of the mana to cast the cards in your deck, either because they are the wrong colors thanks to your opponent or they keep getting sent to the graveyard or removed from game, you just sit with a full hand as your opponent kills you. You lose.

You can’t play the cards that leave your hand before you can play them. If you took your favorite deck and pulled out all the cards other than a handful of cheap instants, could you win a game by playing those cards one at a time? Most likely not, and that is why instant speed discard is a rare and powerful thing. With enough powerful discard, you can keep someone in topdeck mode. If you have instant speed discard, you can force them to play the card immediately after drawing it or lose it. Last I checked, unless you have great things on board already, you are not likely to win a game where nothing can ever come out of your hand.

You can’t play the cards if you can’t untap or are kept from casting. There has been and continues to be a plague that creeps through our beloved game on occasion. The ‘Lock’ type decks aim to ensure that you either never get to untap permanents, keeping you from having mana or other tap abilities to use, or they ensure that you are constantly under constraints that prevent you from casting. Of course, as we can see from above, if you can no longer interact with the gamestate, you’ve loss the game and are simply waiting for the game to declare your opponent the winner.

Due to the defacto state of win that the above deck archetypes can create, it is important to always look for ways to achieve one of these states when evaluating new cards and working to innovate a new strategy when deck building, Each strategy has a different weak point to exploit and a critical period in which to exploit it. Land destruction, for instance, must come online reliably on your turn three, because after that, too much is done buy three and four casting cost spells and too many lands are in play to stop most opponents plans. Discard should also come online as soon as possible, but is much more tolerant to creating a late game lock if there is instant speed discard in the format. In all of these cases, if your opponent can no longer effect the game, they’ve already loss and all you have to do is pluck away at their life or library until the game kicks them out.

Now, one quick note. There is another way of winning the game, and that’s with a rules modifying clause that creates a new winning condition other than being the last man standing. Mayael’s Aria, Helix Pinnacle, and Rise of the Eldrazi’s Near Death Experience are all ways of creating a change to the rules to declare yourself a winner. However, there is no inherent removal of your opponent in this strategy, so you opponent can actively attempt to keep you from succeeding up until the final moment. This separates these strategies from those above.

So, next time you are looking for a strategy outside of just attacking with many big guys, you can consider some of these winning game states and see if you can lock your opponent out of the game. Also, if you sit down across from one of these strategies, understand that they are trying to stop you from interacting with the game, and while annoying that is one of the most powerful ways to win as it is implied right in the rules: make your opponent irrelevant.

The New Rise of Eldrazi Mechanics

Thursday, March 25th, 2010

So, everybody wants to be a Figure of Destiny.

I just spent a week down in my favorite city in the world (New Orleans) and on my shaky flights home I took notes on an article I’ve been meaning to write since I landed this gig at p9p. However, when I got home and punched “Daily MTG” into google for the first time in eight days and found the Rise of Eldrazi visual spoiler and some crazy new mechanics, I knew that I’d once again have to shelve that other article and talk about power levelling.

So far we’ve got three Light Warriors who can level up at will (well, sorcery speed will):

Guul Draz Assasin Lighthouse ChronologistKnight of Cliffhaven

It’s pretty tough to analyze these guys after only seeing three of them, but their rarity speaks to me a bit. One mythic, one rare and one common; there will likely be a fair number of these guys in the set, maybe 2-3 per color.

I think the major thing to consider about this mechanic is how exactly to play it (even before we consider how good this mechanic really is or isn’t). For example, take a look at Guul Draz Assasin. When are we playing this guy? Play him on one, level him up maybe on 2, then on 3 you level him up again and make their 2 drop -2/-2. That’s obviously one streamlined option, but does this guy get worse if you can’t play him on turn 1? Maybe not. Turn 3 you can play him and pump him once, then on turn 4 you can pump him again and still have the option to make a guy -2/-2 which can make combat really tricky that turn if they can’t kill him. The main question we need to ask ourselves at this point is how does our board look? Is a casting cost of 2BBB worth it to have a 2/2 that can run shop on the board?

What this mechanic really is, is “slow-kicker.” The fact that the rare ones seem color-intensive could make things really problematic, but the common Knight of Cliffhaven (anybody else thinking of Cliff Claven?) levels for three colorless mana, making him a much better limited card even if his level up cost is pretty expensive. We’ve seen 2/2’s for 2cc go a long way in limited over the years, and we’ve seen 2/3 flyers do pretty well too. But a 2/3 flyer for 5 mana? Eh. If your curve falters it’s fine, and if you’re really struggling to stop a flyer he is obviously very handy, but really I think most times this guy is going to be a good limited staple (since we’re drafting triple ROE) for white but no real practical constructed application.

This mechanic gives us a new template which is cool if not fugly, and I think the power level of the rares will be the deciding factor on whether or not these guys can hang in constructed standard, because I’m sure some will be usable in block.

Dennis Rodman plays magic?!

Rebound is the only new mechanic with the potential to do really unfair things. This is what we have so far:

Prey's VengeanceVirulent Swipe

Right now we only have things that are pumps, which is fine because so far they’re both forms of removal that are really good when you play it on your opponent’s turn and rebound it on your turn.

I don’t think I really have to go too in depth into this, as it’s pretty obvious that if you can block, play Preys Vengeance to go +2/+2 to kill a creature and keep your guy alive, rebound into your guy being +2/+2 again and attack in bigger than anyone on the board you’re going to be looking pretty good. Same with Virulent Swipe, you can play it on defense to force a trade and then swing in the next turn with someone else and make them trade with you again or take some damage. It seems like a good way to make use of a guy who has become outclassed by the other creatures on the board.

It’ll be interesting to see what else they do with this mechanic. The two cards we have are uncommon so I wonder if there will be just one uncommon Rebound card in each color that’s some form of pump. It’s easy to assume that the white card will give us lifelink and the blue card will give us flying, but maybe R/D will be a little more inventive than that.

But it would be really cool if they gave us real board changing cards with rebound. Like a blue card that bounces a creature, a black that kills, a red that burns etc. It is a really cool, strong mechanic that doesn’t seem TOO powerful.

I’ve already said something on totem armor in the power9pro spoiler article two weeks ago, but this new card is exactly what I was looking for to think that this mechanic has potential:

Hyena Umbra

First strike is one of the most powerful of the most used keywords on creatures. It can absolutely rule combat, so casting Hyena Umbra to give a guy +1/+1 and first strike and “Regenerate for free” makes this a nifty little power package at a very, very low cost. Kindled Fury was one of my absolute favorite cards in M10 draft and won me many a pack on MTGO, this card reminds me of that. And, since it’s white I like it as a card that can make Knight of the Reliquary even better. I’m interested to see what the other colors with this mechanic have to offer, especially at such low costs.

The only other new mechanic is Annihilator and I think it’s pretty obvious that it’s one of the most powerful Mechanics magic has ever printed. Obviously it’s main hindrance is that none of the cards it’s printed on cost less than 8, nor do they have haste, so you’re not going to be Annihilating anything without great effort.

There’s also a little something going on with Defender, but that’s not exactly new or exciting, just that they’re getting really into defender for this set, which (with apologies) doesn’t excite me whatsoever. Though this card was spoiled today by WOTC:

Guard Duty

That’s it for me, I’m always excited about new cards even if I’m not excited about their constructed applications. I’m hoping we get a lot more out of rebound and some interesting Level Uppers in all the colors, until then I’ll be cascading.

Mike Gemme
BobbySapphire on MTGO
mike@power9pro.com

PS: here’s a link to the WOTC Visiual Spoiler, check it often.

Playing the Right Deck

Monday, March 22nd, 2010

If you’ve ready any of my artciles you know I’m not a casual magic player. I don’t have an EDH deck, I’ve never played type 4 and I attend FNM because the shop down the street from me gives away $90 in store credit to first place and $30 to second place (for $5 entry). There are two things I’ve learned recently that I think have made me a better magic player and I want to explore the first one today: playing the right deck, or how I learned to put down the Vampires and love Jund.

In any given tournament that I enter I play to win the entire tournament. Top 8’ing a PTQ or finishing inside of the prizes is always nice, but really I play because I want that top slot. I can only assume that this goal is the same for any other serious tournament player – why else would we spend endless hours playtesting and theorizing? Despite this, many players are guilty of handicapping themselves before a tournament even starts, defaulting them to a position of somewhere less than first, solely based on their deck choice.

Now, this doesn’t only apply to that kid who is here for his first PTQ with his 5 color ally deck he beats all of his friends with at lunch. No, this goes much further, extending into decks that many players consider viable and are even willing to enter tournaments with. While these decks may seem quite powerful in a vacuum, they simply are often not capable of winning a tournament because it simply cannot beat the best deck in the room.

A brief aside; despite the fact that people are complaining about Jund’s dominance, you simply have to realize that there is always a best deck. In Standard it’s Jund, replacing the dominance of Faeries from last season; in Extended, we see Dark Depths/Thopter Combo as far and away the best in place of the Riptide Laboratory-fueled Mono Blue Faeries of a year ago. While these decks are not necessarily the most popular (though Jund certainly is), they will be piloted by the best players and be at the top tables all day long. Thus, if you realistically want to win a tournament, you need to be able to fight these decks; if you cannot, you’re playing for 2nd at best.

Take Vampires for example. Inherently, this is an extremely strong deck – both [/card]Vampire Nocturnus[/card] and Mind Sludge are pretty unfair, you never get color-screwed, and most of your other spells pack a pretty powerful punch. Consensus says that you crush everything, that you’re the deck that everyone mentions to be “the deck I least want to see in the top 8”…except for Jund. And that, my friends, is a huge exception – the fact that you simply can’t beat the best deck.

Maybe you’ve beaten Jund 2 of the last 3 times at your local FNM, but I would need a lot more evidence than just that to overturn the popular consensus. And yes, I realize that Vampires won a 5K at some point this Standard season, but Affinity and Merfolk have also won Extended PTQs – I’d rather not focus on corner cases. The fact is, Jund is the best deck – you simply cannot ignore the results – and when it is occupying at least 3 spots in the top 8 of a tournament (up to a whopping 6 at GP: KL), you’re participating in a losing venture by bringing a copy of Twilight to the table.

Vampires is not the only deck of this sort. Playing some sort of GB Rock variation in Extended, chock full of Sakura Tribe Elders and Garruk Wildspeakers that have no hope of interacting with a flying, indestructible 20/20 or endless stream of Thopter tokens, has no realistic shot at ever winning. Steve Sadin, Limited Information author for the mothership and GP: Columbus winner, was once quoted in a Kyle Sanchez article stating that “During a lot of these PTQs, usually while IDing into the Top 8, I would realize that my deck was actually incapable of winning the tournament because it wasn’t capable of beating the best, most prepared player(s) in the room.” And that is the key, right there – if your deck is simply not capable of beating the best that there is (and I assure you, the best players will be playing the best decks), then you are doing yourself no favors but presenting yourself an unwinnable situation.

Now, much of what I’ve said so far may seem rather obvious, so hopefully I can explain out a few more pieces of advice. Beyond playing decks that, as described above, cannot feasibly win tournaments, you should avoid playing decks that are simply inferior versions of others and decks that fold to the same kind of hate.

For the former, let’s look at decks such as Boss Naya and Bant (not the Mythic deck, something more like the Junk decks that Bucher and Juza played at worlds). Now, at face value, these decks have very little in common – Jund wants to Cascade, Naya features sleek Ranger and Stoneforge Mystic packages, and Junk decks want to run out Baneslayer Angels. But boiled down, these are all simply aggressive mid-range decks featuring efficient creatures and some removal or disruption. I know, Naya can pack the Cunning Sparksmage combo postboard and Bant can do crazy things on a turn 3 start, but these decks are all essentially trying to accomplish the same thing by similar means. So why would you play something that’s proven to be a lesser form than the best, especially when it’s a bad matchup for you? Honestly, the best I can come up with here is that people are sick of playing with Jund, which means their sick of winning, which I simply can’t comprehend..but I digress.

As for the latter piece of advice, we should first consider the Dark Depths deck, easily considered to be the top dog in Extended. However, the deck is susceptible to a fair amount of sideboard hate, presented by Zoo decks in the form of cards like Bant Charm and Damping Matrix. So if people are packing hosers like these, why would you ever consider playing Affinity, a weaker deck that falls prey to the same hate? Similarly, if a card like Night of Soul’s Betrayal suddenly became a big hit to combat Thopter Foundry, your Bitterblossoms and Vendilion Cliques should probably stay in your trade binder.

What I’m trying to get at through all of this, is that at a given point in time there should probably only be a few decks that you should even consider playing. Card issues aside, if your aim is to win the tournament, you should be playing the best or playing what seeks to beat the best. Zac Hill once said that you should pose two questions when approaching a format, asking yourself what is the most powerful thing you can be doing and what is the best way to stop that. Consider these words next time you’re heading off to a tourney, hopefully leaving your Vampire Hexmages in the board in favor of some Putrid Leeches, Hellspark Elementals, or even Spreading Seas.

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.

Trying to Grind at Pro Tour San Diego and the New Standard

Friday, February 26th, 2010

Attending my first Pro Tour last weekend was a hip-check to my Super Ego. I’ve been to dozens of card conventions and large tournaments, but this is the first time I attended when I wasn’t even invited to the big dance. There was never a VS System Pro Circuit Championship that I wasn’t qualified for. Since 2002 there’s only been one year where I participated in Star Wars CCG Worlds that I didn’t have a bye to the second day. And when Decipher had a Fantasy Lord of the Rings TCG contest for Worlds on their official website I was worth 15 points!

Joking aside, the transition to magic has been oft-fruitless and never had that been so abundantly clear than when I was on the side of the convention hall near the dealers, looking accross at the “pros” duking it out for zeros.

I will say that if you love Magic you should definitely attend a pro tour. 8 man events fire from 9am to 3am. You can play a MTGO Draft for free. Some of the tournaments have insane prizes (xbox, flights to San Juan, Foil uncut sheets of Worldwake), and there’s plenty of room to battle EDH style, trade, or loaf around dishing about the game.

I fancy myself a competitive Magic Player so I didn’t do anything *fun* last weekend other than a 2HG sealed event. I had never played 2HG and my brother and I built our deck pretty suboptimally since we didn’t understand that Pulse Tracker was an inherent powerhouse. We had some fair bombs for regular sealed decks, but 2HG is a much different breed.

My first event was the LCQ. My pool was pretty fair and I thought it would allow me to do some work. It was a RG ally deck with a light black splash for Bojuka Brigand and Nimana Sell-Sword to up the ally count to double digits. Its bread and butter was the Kazuul Warlord and the double Graypelt Hunter. My first heartbreak came in game 3 of round 2 when I passed the turn to my opponent while tapped out with a 2/3 a 2/1 and the warlord untapped. I was at 11 life and he was at 4. My only card in hand was a burst lightning that I could kick next turn. My opponent had 2 counters on Quest for the Grave Lord and a Hagra Crocodile and a Ruthless Cullblade on board. My opponent draws, putting two cards in his hand. He says “Well, he can’t block” and swings in with the croc. I go into the tank: I’ve already drawn out his Groundswell so I’m not super worried about the swing. I’m a little bit concerned about Vampire’s bite, which I haven’t seen but some people board in vs. red. I also know he hasn’t played either of the Bloodhusk Ritualists that he had. I felt that if I blocked and let him put a 5/5 zombie on the field, I’d be hard pressed to get my four damage in if he just drew the ritualist. I decided not to block and the two cards in my opponent’s hand were Harrow and a second Groundswell dealing me exactly 11 damage. I stayed in but I was pretty broken after that. I think I ended up 2-2 or 2-3.

I was however, geared up for Extended and sleeved up Combo Elves the night before I left for San Diego while I caught up on my favorite USA shows White Collar and Psych. I’m big into television so if anyone ever wants to talk tv, comment away; I watch a lot.

I didn’t have the opportunity to test the elves much because of all the standard testing for my friends and roomates on the PT, so when I went into the PTQs with it I ended up 1-3, 2-3; but I learned a lot about the deck and had the chance to chat up Matt Nass during some heated games of Guillotine over the course of the weekend about sideboard plans and I feel a lot better slinging it tomorrow at the local PTQ.

What I really want to get to though, is standard. Since worlds, about everyone on my team other than my brother (turbofog) has been rocking Marijn “I hate the world” Lybaert’s Jund list. After the event he posted up the deck with updates and it looked a little something like this:

We call this list STUND (stock Jund); it’s about the least spicy Jund list ever made. I top 8′d states with it in New Hampshire and it has fared well for my friend and top 100 constructed player on planet Earth Jason Ford; the dude who x-1′d the first day of the Pro Tour with the above list (swap out 2 Rootbound Crag for 2 Raging Ravine) and dealt talk of the town Tom Ross his only constructed loss all weekend.

Like I said, this list isn’t spicy. It doesnt put Siege-Gang in, which is what a lot of Jund decks are doing right now. It doesn’t even consider Rampant Growth or Explore, but instead opts for the board developing Borderland Ranger in the MD (with two more in the board!). Most people who look at Jason’s list and ask me about it question these Borderlands and the Chandra Nalaar most often. A lot of times Chandra just gets there, we even bring her in for the mirror (cutting 4 leeches and 3 Pulse, always – no matter what). Against control decks, she gets there in the face of Wall of Denial, in matchups with creatures she’s recurring removal. Borderland Ranger is a little bit harder to defend, so I’ve asked JFord to give me 100 words on why the borderlander. He gave me doulbe that.

“Borderland Ranger is probably the card that gets the most funny looks, besides maybe the Chandra in the sideboard. Borderland Ranger, despite only being a 1 of, is largely the foundation of the deck. It lets you essentially play 25.5 lands, fixes your mana, fetches a basic against pesky Ruinblaster shenanigans, and even acts as a body – a 2/2 should not be ignored. Some ask why I wouldn’t just play another Ravine in its spot, as manlands largely do much of the same – they let me play a higher land count with much of the same utility of a spell, and they even tap for 2 colors to boot. However, the manlands don’t let you develop as well. Ravine never actually wants to block a Bloodbraid Elf, as it will cost you both a land drop and an entire turn (to keep the mana untapped), on top of doing nothing for your Ruinblaster situation. Furthemore, Borderland lets me cast Garruk, Bloodwitch, and Chandra post board – not something that just one land outside of Savage Lands is helping.

Don’t find yourself falling into the trap of automatically shaving the one Borderland, either when initially building or when sideboarding. It is as much of a core to this build as the 4 Bloodbraids are. ”

That’s all pretty well said without even considering it’s red zone implications. It trades with bloodbraid and is great to block a leech when you’ve got mana up with a bolt backup. He also lets you keep a lot of unkeepable hands as well. Even though I do sometimes get burned by them (more on this later), I’ll keep a two lander with borderland and gas no problem.

Jason ended up 8-2 in the constructed portion and 46th overall at the PT, his second straight top 50 finish and he’ll be riding the train into San Juan later on in the year.

So after my PTQing was done, they had a WPN event on Sunday with a first place prize of a flight and hotel to the next PT in San Juan. I decided to sleeve up STUND (though when I sat down for round 1 I totally forgot that I put my fetches in my elves deck and had to run and snag Jason’s deckbox to avoid DQ). I ended up in the top 8 with a sole loss to white weenie where in G1 I had to mull to 4 with no land and game 2 he just had more threats than I had removal though I likely incorrectly terminated a Conquerer’s Pledge token when my life was starting to get low. I beat Bant Twice, B/R burn, and UW Control.

Some Highlights:

R1 vs. UW Control, dropped game 1 but got there on game 2 with a double bloodwitch hand and game 3 with Chandra’s Ultimate against 3 Wall of Denial.

R3 vs. Bant my opponent could’ve had the draw but decided not to kill my garruk w/ 4 counters and let my lone bloodwitch beat past his two Baneslayers for 7 when I topdecked burn while he was at 8 life.

R5 vs. B/R aggro my opponent. In game 1 my opponent stuck on two lands and all I saw was Goblin Guide and Hellspark Elemental so I think I kept a slower hand in game 2. He went t3 Ball Lightning, T4 Ball Lightning, t5 Elemental Appeal (soaking two of the damage with a borderland!) dropping me to 2 life. He has a lavaclaw reaches out and 1 card in hand so I’m forced to play Bloodbraid Elf and luckily I hit Blightning stripping him of his own Blightning. He activated reaches and traded with the Elf. I cast a Broodmate Dragon on 6 and he played Hell’s Thunder and traded with one. I cast BLightning leaving terminate mana up and stripped him of his searing blaze, swung in to put him to 8 life. He whiffs the next turn and I drop him to 4. He rips elemental appeal but I had the terminate (and a bit blast if he found burn, to try and cascade into my own burn) and I win while playing all but one of my spells with just 2 life against BURN.

In the top 8 I lost to a pro named Ari Lax in the mirror. I kept a 2 land w/ borderland Ranger hand on the play with a bloodbraid and a goblin ruinblaster with Thrinax and Blightning to boot. I didn’t get there and even though first place was flight and a hotel, second place was an uncut foil sheet of worldwake, third and fourth place got a foil set of worldwake. What’d 5-8 get? THREE PACKS. awesome. I ripped my 4th Quest for the Nihil Stone of the weekend in the WWK pack and burned the other two for warmth.

I have a lot more to say about standard, especially the “Boss” Naya that everyone seems to really like. By now everyone knows that Scott-Vargas whent 17-0 and Tom Ross got the Whammy hitting ninth by two % points. Knight of the Reliquary is not a must have card in the standard environment and dealears at the PT were actually sold out of them accross the board. I’m glad I picked some up when Zendikar first hit because now they’re up to $12. I will say that Knight is now an absolute must kill and you really cannot let Bant and Naya untap with a Knight in play or it’s curtains for you and your spells.

The Naya deck is interesting and I hope I get to take it to some FNMs soon. There is certainly concerns about the mana, as I heard all weekend how those of the CFB guys who ran it and didn’t do well were losing to their mana all day. I decided to chat up Jason about it since all we do is dink around on Gmail all day:

Mike: so you dealt tom ross his only loss.. what are your thoughts on his naya and how is that gonna hold up?

JFord: I mean..its kinda tough to say because it was just one match where both games were basically blowouts. It’s funny…the naya decks mana is worse than jund. I almost think it costs you too much to be playing wild nacatl, but if you cut those then ranger does much much less and so on. It’s another intrinsically powerful deck, but im slantted towards jund just cuz im a fanboy. You also gotta kinda question if the sparksmage/collar thing is too cute or whether it is that sick.

Mike: well it seems sick against these decks that are almost all creatures, the bant that sam black played or even in the mirror where you will exhaust their sejeri steppes right quick.

JFord: this is definitely true. But, then you gotta ask where the metagame stands. He did take down 3 other jund players..so maybe im just a sack haha.

Mike: haha, do they bring in the sparkmages against jund?

JFord: no I dont believe so

Mike: the buzz around the convention center was that the guys on that squad that did bad with the naya lost primarily to mana issues so that does say something.

JFord: yea i mean..the mana is pretty poor
like i said…the deck works pretty hard to make nacatl happen
and its like..is it worht it? Maybe.
But if you cut nacatls for better mana then what is your deck doing?
not a whole lot probably.
also not sure why they’re playing scute mob over dragonmaster outcast, but im sure they know.

Mike: i agree on the nacatl thing, but my big question is why not wooly thoctar. like, I dont see the point of the one drop because you’re mana is so iffy, why not take the approach of the bant decks which is to spit out a big monster on t3? Like knight is fine obviously, but when are you playing your ncatl?

JFord: Well… first, the Ranger of Eos engine.
Secondly, which piggybacks on it, is stoneforge mystic.
Basically, more threat density for your equipment.
Your guys dont have to be THAT good if you can play more/ get them down quicker
because the equipment should trump.

Mike: I guess ranger tutoring up two 3/3s dying to be equipped is good.

JFord: Right. And it lets you do cutesy things like scutes and gives more value to your 1 drops
so i guess its kinda cute..it’s also pretty good

Mike: looking at this naya list its actually pretty good, I hadnt broken it down.
its got some weak cascades though.

JFord: Its got a lot of em, but it isn’t like jund where you’re depending on them either.

Mike: no

JFord: but yea..bloodbraid in jund =/= bloodbraid in naya
not even close

Mike: I just imagine all those times you hit mana birds or a t4 scute mob youre like, “suck”

JFord: Yea, but if you have a hierarch or two down..hasty wooly thoctar?

Mike: I mean yeah that’s an upside……….

Then we started delving into Chapin’s UW List. Something that has a bunch of us here at Power9Pro.com kind of fired up. I think a few of us are going to explore that list quite a bit in the upcoming weeks. I know I already have my Jaces, including a German one, which is pretty sweet.

That’s it for this week. Not sure how I feel about throwing a chat into the article but we’ll keep it spicy. Editing that bear took longer than it would’ve taken to summarize the whole sh’bang. Standard definitely seems a lot of fun right now, and I’m looking forward to playing the standard queues on MTGO as well as some FNMs.

But for now, back to the grind of extended and sleeving up combo elves tomorrow morning in Beantown.

Til next time,

Mike Gemme
mike@power9pro.com
bobbysapphire on MTGO

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