Archive for the ‘team power 9 pro’ Category

Drafting ZZW (in a 64-Man Premiere Event on MTGO)

Tuesday, March 9th, 2010

When I applied to write for Power9pro.com I highlighted the fact that I attended drafts pretty often and would be glad to write about them. One of the local stores has draft FNMs as well as a draft every Tuesday night as well. But with LOST moving to Tuesdays and trying to factor in dating with PTQs every saturday, my draft nights have been few and far between.

One of the great things about Magic Online (MODO from here on out) is it’s super easy to get in a draft. UNLESS those drafts happen to be the 64 man release event drafts. Those you have to sign up for days in advance. I haven’t had a chance to do one of these since I top 4′d an M10 64-man. What a top 4 in these events does is qualify you for the set release championship. It’s a sealed tournament where first place is a foil playset of the new set. Not bad. So my ultimate goal was to qualify for this. And being on a hot run of limited lately, I thought my chances were pretty good.

I had monday off so I spent it running errands and cleaning my apartment and playing MODO. I kind of got sick of that so I started playing xbox. I did this thinking I had all afternoon free b/c I signed up for the 8pm 64-man draft. Only I didn’t, I signed up for the 4pm. So when I got up to check my email for a second and saw the MODO tab blinking I was pretty pissed. Luckily I only missed one pick. I didn’t have my draft recorder set at the time (reformatted my CPU recently) but I can only imagine what I passed someone for the very sweet autopick of Soaring *Bleeping* Seacliffs.

Already disenchanted, I did my best with what I could scrounge up and ended up Red/Black with 2 plated geopede, 2 corrupted zendikon and light black removal. I had to pass 2 searing blaze because I was extremely low on creatures. I did end up with chain reaction, which I figure would get me back into games I was behind, but I only drew it once and I never cast it.

I never had to. I went 2-0, 2-0, 2-0 winning my pod and top 8ing.

Here’s the deck I ended up with. It’s missing a card but 3 of my game replays from the first pod were missing and whatever the card is, I never ever drew it in those three games.

Notable sideboard cards were Mind Sludge, Mire Toll and Bog Tatters. I don’t pick mire toll early, but it can deal with a guy who is otherwise undealwithable.

Now a few words about my personal feelings on Zendikar Block Limited.

-I really, REALLY like blue. All it’s good creatures are excellent. They have a lot of tricks with bouncing and tapping down and paralyzing. Vapor Snare might be the best non-rare in limited right now.Everything they do is really strong but you have to stay aggressive with them. I think that UB or UR are exactly what I want to be seeing and while I’m not willing to force it, I feel like if I can get blue even if it’s UW I’m going to be happy with having the chance to play into the top 4.

-I think white is really strong, but I don’t ever know what to couple it with. I’ve never been able to pull off mono white but I think if one could pull that off it’d be pretty awesome. White has some great stuff and I’d e happy to open any white.

-Unless I’m mono green I don’t really want anything to do with it.

-Above all else, I want to open Ob Nixlis he is the card I pray for every time I queue a draft or sign up for a sealed.

The draft converter software online does not come out well on our webblog here so I’m pasting the good old MODO converter text below so you can check out my picks with commentary!

Pack 1 pick 1:
–> Ob Nixilis, the Fallen
Piranha Marsh
Sky Ruin Drake
Journey to Nowhere
Makindi Shieldmate
Caller of Gales
Mark of Mutiny
Bladetusk Boar
Needlebite Trap
Grazing Gladehart
Desecrated Earth
Cobra Trap
Forest
Cliff Threader
Turntimber Grove

1 – I barely looked at the rest of the pack and saw I was sending Journey and mostly junk. I don’t like BG so I didn’t care about the gladehart, but I do like Black with any other color and wanted to be cognizent of what was shipping. Ob Nixlis is my favorite first pick. He’s the guy I pray for every time I start a draft. I even joked to my friend Andy about likely passing him in the first draft when I missed my pick.

Pack 1 pick 2:
Ruinous Minotaur
Slaughter Cry
Blade of the Bloodchief
Joraga Bard
Stonework Puma
Feast of Blood
Scythe Tiger
Akoum Refuge
Mire Blight
Sunspring Expedition
Paralyzing Grasp
–> Mark of Mutiny
Pillarfield Ox
Mountain

2 – This pack blows. My options are paralyzing grasp, mark of mutiny, stonework puma, slaughter cry or blade of the bloodchief. Forcing vampires is hard, so blade and feast of blood are off the table. I narrow it to mark and grasp, I’d really like to be UB but I don’t want to force it and I take the mark.

Pack 1 pick 3:
Ior Ruin Expedition
Swamp
–> Disfigure
Pillarfield Ox
Explorer’s Scope
Punishing Fire
Trapmaker’s Snare
Vampire Lacerator
Kor Hookmaster
Bala Ged Thief
Brave the Elements
Sky Ruin Drake
Timbermaw Larva

3 – I don’t like lacerator much and it’s not nearly as much a signal as disfigure, as disfigure rules combat so well. For disfigure to get 2 packs to the left means I should have no problem getting enough black to justify my bomb.

Pack 1 pick 4:
Seascape Aerialist
Noble Vestige
Merfolk Wayfinder
Tempest Owl
Shatterskull Giant
Spell Pierce
Zektar Shrine Expedition
Hedron Scrabbler
Plains (FOIL)
–> Giant Scorpion
Bloodghast
Swamp

4 – I go back and forth on this pick quite a bit and I actually originalyl almost slam-clicked bloodghast. Bloodghast is fine but like lacerator gets outclassed quickly so I take the scorpion who is usually a great piece of removal.

Pack 1 pick 5:
Kabira Crossroads
Mold Shambler
–> Windrider Eel
Goblin Ruinblaster
Hagra Crocodile
Graypelt Refuge
Cliff Threader
Soaring Seacliff
Island
Oran-Rief Recluse
Teetering Peaks

5 – It could be wrong but I took the presence of EEL to be a signal. Eel is great if they don’t have removal and can end games on his own. I really would like to be blue over any other color so I slam this down figuring the croc will wheel if I really want it.

Pack 1 pick 6:
Swamp
Unstable Footing
Beast Hunt
Cancel
Quest for Ancient Secrets
–> Bog Tatters
Shieldmate’s Blessing
Crypt of Agadeem
Slaughter Cry
Kor Outfitter

6 – Even if I’m not playing black this guy blocks big guys well and is a force to be reckoned with when turned sideways.

Pack 1 pick 7:
Vampire Lacerator
Highland Berserker
Landbind Ritual
Vastwood Gorger
Harrow
Trailblazer’s Boots
Kor Cartographer
Island
–> Whiplash Trap

7 – Another tough one, again I don’t like lacerator and though my deck isn’t aggressive right now, I don’t expect it to stay that way and I windmill slam one of my favorite cards in the format.

Pack 1 pick 8:
–> Goblin Shortcutter
Plains
Desecrated Earth
Caller of Gales
Spidersilk Net
Caravan Hurda
Trailblazer’s Boots
Narrow Escape

Pack 1 pick 9:
Piranha Marsh
–> Sky Ruin Drake
Caller of Gales
Needlebite Trap
Cobra Trap
Forest
Turntimber Grove

9 – one of my favorite blue cards, should be called Stabilizer Drake.

Pack 1 pick 10:
Scythe Tiger
–> Akoum Refuge
Mire Blight
Sunspring Expedition
Pillarfield Ox
Mountain

Pack 1 pick 11:
Ior Ruin Expedition
Swamp
Explorer’s Scope
Trapmaker’s Snare
–> Bala Ged Thief

11 – She could make it if I end up with some Umara Raptors or other allies.

Pack 1 pick 12:
Noble Vestige
–> Tempest Owl
Plains (FOIL)
Swamp

I don’t hate tempest owl as a board card when I’m playing a deck that will just stall the board out.

Pack 1 pick 13:
Kabira Crossroads
–> Soaring Seacliff
Island

Pack 1 pick 14:
Swamp
–> Quest for Ancient Secrets

Pack 1 pick 15:
–> Island

—— ZEN ——

Pack 2 pick 1:
Bog Tatters
Archmage Ascension
Shoal Serpent
Khalni Gem
Grim Discovery
Kor Outfitter
River Boa
Spell Pierce
Runeflare Trap
Torch Slinger
–> Crypt Ripper
Forest
Demolish
Territorial Baloth
Soaring Seacliff

16 – Pretty bad pack, but I’m heavy black and would like to stay that way and Ripper is just fine for that. He also commands the board if I run 10+ swamps.

Pack 2 pick 2:
Heartstabber Mosquito
Beast Hunt
Gomazoa
Summoning Trap
–> Welkin Tern
Forest
Needlebite Trap
Spidersilk Net
Soul Stair Expedition
Shieldmate’s Blessing
Shoal Serpent
Plated Geopede
Molten Ravager
Sejiri Refuge

17 – Tough call here, but as I said before I’d like to be aggressive and welkin tern is the most aggressive 2 drop that blue has.

Pack 2 pick 3:
Turntimber Basilisk
Highland Berserker
Reckless Scholar
Magma Rift
Savage Silhouette
Zendikar Farguide
Shieldmate’s Blessing
–> Mind Sludge
Bog Tatters
Mountain
Slaughter Cry
Kabira Crossroads
Cancel

18 – Awful pack. I don’t much like reckless scholar, and in the off chance I am nearly mono black I take the sludge.

Pack 2 pick 4:
–> Guul Draz Vampire
Tuktuk Grunts
Narrow Escape
Expedition Map
Blood Seeker
Kazandu Refuge
Spreading Seas
Harrow
Island
Seismic Shudder
Hagra Diabolist
Goblin Shortcutter

19 – I’m not a huge fan of guul draz but I don’t love blood seeker either. Guul draz has a lot more upside so I snag it.

Pack 2 pick 5:
Ior Ruin Expedition
Scythe Tiger
Nimbus Wings
Harrow
Relic Crush
–> Summoner’s Bane
Frontier Guide
Trapfinder’s Trick
Vampire’s Bite
Mountain
Spire Barrage

20 – I don’t love this pick but it is a great sideboard card and a tempo swing. Vampire’s bite is possible but I didn’t see myself running it as most of my guys have some form of evasion so far.

Pack 2 pick 6:
Magma Rift
Baloth Cage Trap
Mountain
Mire Blight
Zendikar Farguide
Soul Stair Expedition
Khalni Heart Expedition
–> Jwar Isle Refuge
Quest for Pure Flame
Molten Ravager

21 – this pack sucks but I’ll take the fixing.

Pack 2 pick 7:
Plains
Goblin Shortcutter
Lethargy Trap
Tanglesap
Hellfire Mongrel
Goblin Bushwhacker
–> Crypt Ripper
Blood Seeker
Spidersilk Net

22 – Was really excited to see this guy, at pick 7 in this pack I’m likely the only heavy black drafter.

Pack 2 pick 8:
Savage Silhouette
Ravenous Trap (FOIL)
Hagra Crocodile
Island
–> Windrider Eel
Stonework Puma
Quest for Pure Flame
Kor Cartographer

23 – Though I now have a lot of high drops, they’re all top notch.

Pack 2 pick 9:
Archmage Ascension
Shoal Serpent
–> Spell Pierce
Runeflare Trap
Forest
Demolish
Soaring Seacliff

Pack 2 pick 10:
Beast Hunt
Forest
–> Needlebite Trap
Spidersilk Net
Shoal Serpent
Sejiri Refuge

Pack 2 pick 11:
Savage Silhouette
Shieldmate’s Blessing
Bog Tatters
Mountain
–> Cancel

Pack 2 pick 12:
Expedition Map
–> Blood Seeker
Island
Seismic Shudder

Pack 2 pick 13:
Scythe Tiger
–> Trapfinder’s Trick
Mountain

Pack 2 pick 14:
Mountain
–> Mire Blight

Pack 2 pick 15:
–> Plains

—— WWK ——

Pack 3 pick 1:
Surrakar Banisher
Jagwasp Swarm
Nature’s Claim
Kitesail Apprentice
Eye of Ugin
Corrupted Zendikon
Swamp
Kitesail
Smoldering Spires
Crusher Zendikon
–> Bloodhusk Ritualist
Join the Ranks
Refraction Trap
Cosi’s Ravager
Ricochet Trap

31 – This pack is brutal. I love corrupted Zendikon and I really want it, and it would go along with my “be aggressive” aim here, but Bloodhusk ritualist is a blowout, look for it to win me a game down the road.

Pack 3 pick 2:
–> Horizon Drake
Claws of Valakut
Mordant Dragon
Groundswell
Veteran’s Reflexes
Quest for Renewal
Surrakar Banisher
Fledgling Griffin
Grotag Thrasher
Snapping Creeper
Plains
Halimar Excavator
Shoreline Salvager
Khalni Garden

32 – Shoreline salvager is awesome and obviously with UB he’s so premium, but is a 3/3 four drop really going to compare with 2 rippers and 2 eels? probably not. Though horizon drake is tougher on my mana, he makes the three best Zendikons look so stupid, and he gets in for 3 in the air.

Pack 3 pick 3:
Mire’s Toll
Battle Hurda
Island
Halimar Depths
Quag Vampires (FOIL)
Twitch
–> Dead Reckoning
Leatherback Baloth
Permafrost Trap
Refraction Trap
Akoum Battlesinger
Explore
Agadeem Occultist

33 – I hate to see a second refraction trap get passed as it’s probably the biggest blow out instant in the format, but I love dead reckoning, especially with Ob Nixlis considering I couldn’t snag any grim discoveries.

Pack 3 pick 4:
Swamp
Kitesail
Enclave Elite
Nemesis Trap
Dread Statuary
Bojuka Bog
Ruthless Cullblade
Grappler Spider
Hedron Rover
Bull Rush
–> Caustic Crawler
Iona’s Judgment

34 – Another high drop, but he has so much value in this format. there are hundres if not thousands of creatures in Zendikar and Worldwake with just 1 toughness. But it was tough to pass a two drop.

Pack 3 pick 5:
Walking Atlas
Ruthless Cullblade
Hedron Rover
Roiling Terrain
Sejiri Steppe
Battle Hurda
–> Urge to Feed
Dispel
Forest
Calcite Snapper
Sejiri Merfolk

35 – Here I pass another ruthless cullblade for urge to feed because I’m really removal light. Calcite snapper was another option but I would rather not double blue.

Pack 3 pick 6:
Grotag Thrasher
Surrakar Banisher
Forest
Veteran’s Reflexes
Vastwood Animist
Selective Memory (FOIL)
Snapping Creeper
Perimeter Captain
Khalni Garden
–> Halimar Excavator

36 – Halimar Excavator is fine, he blocks a ton of guys. I don’t end up maindeckiing him but I board him in every match.

Pack 3 pick 7:
Bull Rush
Iona’s Judgment
Island
Grappler Spider
Scrib Nibblers
Bojuka Bog
–> Ruthless Cullblade
Enclave Elite
Spell Contortion

37 – Finally I take a ruthless Cullblade.

Pack 3 pick 8:
Perimeter Captain
Forest
Cosi’s Ravager
Kitesail Apprentice
Grappler Spider
Mysteries of the Deep
–> Æther Tradewinds
Halimar Depths

38 – I’m not going to run mysteries and I really like tradewinds, bounce in general is good when you’re trying to be aggressive.

Pack 3 pick 9:
Surrakar Banisher
Nature’s Claim
–> Corrupted Zendikon
Swamp
Smoldering Spires
Cosi’s Ravager
Ricochet Trap

39 – Never have I been so happy to see a card wheel.

Pack 3 pick 10:
Veteran’s Reflexes
Quest for Renewal
–> Surrakar Banisher
Snapping Creeper
Plains
Khalni Garden

40 – He won’t make the cut.

Pack 3 pick 11:
Mire’s Toll
Island
Halimar Depths
–> Quag Vampires (FOIL)
Twitch

41 – This guy is an all-star and I got him 11th pick, makes my curve so much better with his presence.

Pack 3 pick 12:
Swamp
–> Enclave Elite
Bojuka Bog
Bull Rush

42 – Same potential as the vampires but not as good and could come in out of the board.

Pack 3 pick 13:
Roiling Terrain
–> Dispel
Forest

43 – Awesome. In case of refraction trap!!!

Pack 3 pick 14:
Forest
–> Veteran’s Reflexes

Pack 3 pick 15:
–> Island

Here’s the 40 I end up with:

I ran the maindeck cancel over mind sludge b/c if I drop Ob Nixlis with Cancel backup they only have one turn to kill him before he’s going to end the game. Also it’s just good for dealing with bombs that my deck is not built to handle very well. Also cancel is just a huge tempo swing when you have crypt rippers beating in next turn.

I ended up boarding out Guul Draz Vampire almost every match for Halimar Excavator. the 1/3 is just too good of a statline to ignore and I never drew GDV.

Top 8 Round 1 vs. LAB103

Game 1 I kept 2 swamp, 2 island, Jwar Isle Refuge, Urge to Feed, Windrider Eel on the draw.

He starts with Bojuka Brigand on turns 2 and 3 but he never sees a third land. I drop a topdecked Welkin Tern on 2, urge to feed his 3/3 on 3, drop my eel on four, then on 5 drop a land with corrupted Zendkon and crush.

Game 2 I brought in Bog Tatters for Guul Draz Vampire and kept this on the draw: 2 Island, Jwar Isle Refuge, Windrider Eel, Bloodhusk Ritualist, Cancel, Bog Tatters.

He gets stuck on land again after leading with a Bojuka Brigand and Corrupted Zendkon. I trade Death Scorption with his 3/3, then Curve into Eel then Bog Tatters. He has hideous end for the Eel, so I drop a cullblade leaving cancel mana up. He taps out for Nimana Sell-Sword and I cancel it, then drop ripper and strike him down to 4. He has gatekeeper to pare down my board but he has nothing for Bog Tatters who swing in ftw.

So I’m qualified for the Worldwake championship, which was my goal. I missed the 64 man drafts for Zendikar, but I got to the top 4 in an m10 64-man. That time I bounced out due to bad keeps in the top 4 when I had an extremely strong deck. I didn’t want that to happen this time.

Round 2 vs. Ace of Drafts

Game 1 is missing from my recaps but I know I got there with Ob Nixlis despite his Felidar Sovereign. I know I was really low so I had to triple block the Sovereign to kill it even though I feared refraction trap, luckily he didn’t have it and Ob Nix went the distance.

Game 2 I decided not to bring in dispel b/c I didn’t see refraction trap but I did bring in the excavator. I kept: 2 Swamp, 1 Island, Eel, Drake, Crawler, Whiplash trap.

Definitely a slow hand, but he had a slow w/r deck game 1. This game he comes out swinging with Kazaandu Blademaster followed by cliff treader. He swings on 3 and tries to Join the Ranks to pump his blademaster but I cancel it.I drop my eel and trade with his treader, which may have been a mistake b/c when he dropped Grotag Thrasher next turn I really was behind in combat for the rest of the game. I stabilized a bit until he dropped Bladetusk Boar who went the distance.

Game 3 I keep 3 swamp, ripper, crawler, bloodhusk ritualist, halimar excavator on the play.

Not the best hand but it’s fine and I almost never mulligan in limited. He has a turn 2 steppe lynx, I play a turn 3 Corrupted Zendikon and a turn 4 blood seeker without a fourth land and swing with the Zendikon. He swings with his lynx and on my turn I rip blue and drop the excavator after swinging with Zendikon, seeker. He join the ranks and trades a token with my seeker. He swings in with his lynx and a hellfire mongrel he played the previous turn. I block the lynx with the excavator and disfigure the mongrel. He has no play so I drop ripper and swing him down to four, still fearing a refraction trap that never comes. Then he drops Felidar Sovereign. Great. So he has 2 card in hand, I have 5 lands out but one is the Zendikon. I can Bloodhusk Ritualist him out of a hand, but he’ll definitely be able to swing in with his Sovereign, I decide on this and he discards Land, Brave the Elements which would’ve had me calling my mama if he had the chance to play it.
On his turn he swings and goes up to 8 and I’m at 8. I go in with just the ripper with 4 swamps up, he chumps with the ally token. I pass b/c I just ripped urge to feed. He comes in with sovereign after Passing Ionas Judgement on my Zendikon. I block with Ritualist and Excavator, Urge to Feed pumping my Ritualist and he scoops to his dead Sovereign despite being at 9 life.

Finals vs. DutchMojo – This guy was cool, one of the cool few people I’ve come across on modo. He wasn’t spiteful about my bombs and even pointed out when I handed im game 2. He said he doesnt modo a lot but I threw him on my buddylist b/c I like to see when ppl are in certain rooms playing events. I’m a total stalker.

Game 1 on the draw I keep – 1 island, soaring seacliffs, jwar isle refuge, disfigure, ob nixlis, ritualist, ripper.

His first two turns he spits out Adventuring gear and Trusty machete, with no guys, and only mountains.

He plays a goblin shortcutter on 3 and equips the gear, figuring he’s short on guys I disfigure it. I rip cullblade and drop that. He pays three for a goblin torchslinger. I attack and he doesnt block, so I drop ritualist kicking once, he discards grazing gladeheart. He double equips the slinger and beats me down to 15. I swing him down to 14 and drop ripper in main 2 with a swamp up so I can trade if he doesn’t hit a land. He hits a forest and swings me down to 9 and drops summit apes. I’ve got ob nixlis and 2 islands in hand. I drop my ob nix and make him a 6/6. he double equips the apes, plays a land making him a 9/5 and swings. I trade my cullblade, my ripper and my ritualist for the apes. My turn comes I rip whiplash trap, make Ob nix a 9/9 and drop a welkin tern that I drew the turn before. He drops oren-rief recluse and passes. In his endstep I whiplash his 2 blockers and alpha ftw.

Game 2 on the draw I keep 2 swamp, Island, Jwar Isle Refuge, 2 rippers and Aether Tradewinds.

He leads with a shortcutter and I rip bloodseeker and drop it. He plays claws hitting me for 5. I swing for 1. He drops goblin guide and swings in. He gives me a swamp and I tradewinds the bloodseeker and his shortcutter getting rid of his claws. He redrops shortcutter in main 2. I rip horizon drake and drop it hoping to block and trade b/c I don’t want to trade either of my rippers who will totally outclass his 2 power guys on turn 5 becuase I can pump and control the board. I trade with his goblin guide after it reveals Quag Vampires. I decide instead of ripper to drop the Quag as a 2/2 and drop bloodseeker, hoping to trade across the board and then let my crypt rippers reign supreme. In his main 2 he drops a slinger for 3 and passes. I do my aforementioned play but he has a second shortcutter to mess up my blocks. I play a ripper next turn and swing pumping once and drop my second ripper with just 2 islands in my hand. He drops adventuring gear, equips and passes. I swing with a ripper for 3 and drop a windrider eel keeping my 2 lands in play. He plays a land and swings with his equipped shortcutter which I chump with bloodseeker. Then he drops summit apes.

Here’s where my opponent says I screwed the pooch and after rewatching I totally did. He’s at 11 with a summit apes and a goblin shortcutter. I have eel, and 2 crypt ripper with 7 black mana sources. I dropped an island making my Eel 4/4 and decided not to swing with just the eel. But If I had done the math I would’ve realize that he had to block both my guys or he dies. As a result he ended up dropping two more guys and being able to get me to 4 and spire barrage me out. so I lose game 2.

Game 3 on the play I keep 2 swamp, 1 Island, death scorpion, crypt ripper, urge to feed, whiplash trap.

He has a turn 1 goblin guide (for the record has anyone ever won with a turn 1 goblin guide in limited? I know I haven’t) revealing halimar excavator which I play on turn 2. His turn 2 is Basilisk Collar. SERIOUSLY?!. I swing w/ my 1/3 and drop another 1/3 in Death Scorpion. Instead of equipping he plays claws of valakut putting me to 14 since I can’t block it. His GG gives me a swamp and I rip another swamp on my turn. I attack him to 17 with my army of 1/3s and urge to feed his goblin guide. He has no play on turn 4 so I drop the ripper with one swamp up but I choose not to pump for fear of punishing fire or burst lightning or something. (while I haven’t seen these cards, I almost never tap out with ripper on the board if I can help it, he’s too important to let die).

On his turn he drops highland bezerker and equips the basilisk collar. I rip jwar isle refuge, drop it and then aether tradewinds it and his bezerker so I can beat in for 5 and catch him down to 8. He plays Spire Barrage on my ripper then passes and I swing him to 6. I topdeck dead reckoning which I use to get back my ripper and shoot his bezerker for 2 but he has groundswell to keep it alive! Haymakers are going left and right right now and I’m out of answers to his basilisk collar for the moment.

He goes, equip gear, plays a land and drops shortcutter and goes up to 10. My hand is whiplash trap and swamp with Crypt Ripper on top of my deck. I drop my ripper but he moved his collar to the shortcutter to hold me off. This turn he swings in and trades with my scoprion but goes up to 14. Then he equips his bezerker and passes. My draw is ritualist, so if I wait on attacks and whiplash trapping, I can let him gain more life but will be able to bounce in his end step, then make him discard his whole hand, basically taking him out of the game. So I wait again and he swings again and I don’t block so it’s 18-8 in favor of him and I’m pretty sure he thinks he has the game. He drops Crusher Zendikon in main 2 and passes. In his end step I bounce his enchanted land and his bezerker, then in my main2 I discard his hand with ritualist after swinging for 10. On his turn he rips a shortcutter and equips but I drew disfigure so I kill it and swing in for the win before he can try and re-stabilize with life gain.

So I win my first ever premiere event, pocketing 20 packs and 6 QPs. I’ve come up short on QPs the last two seasons with 7 each, but this season I’m already at 9 and it hasn’t even been a week, so at this point I’ll be just trying not to choke. But with a trip to New Orleans slated for next week I’m going to be hard pressed to fit in MODO. I’m also going to be missing one of almost a dozen PTQs online and in New England over the next two weeks, which is kind of a bummer, but I already let magic affect my every day life well… every day, I really don’t want to let it affect the special plans I make to take trips and do things with friends and/or babes.

Thanks for reading,

Mike Gemme
mike@power9pro.com
Bobbysapphire on MTGO

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

Power 9 Pro Seeks Team Member, Evangelist, MTG Lover

Wednesday, January 20th, 2010

Power 9 Pro seeks MtG players to join our team.

Ultimately, the role that any player who joins Power 9 Pro will be is an evangelist. In addition to being a part of a team of players that discusses decks, strategy, and card evaluation, you’ll represent Power 9 Pro to the MtG community at large.

What’s an evangelist?

An evangelist is someone who looks to develop recognition of Power 9 Pro as a player-centric company among the MtG player-base. With 14 million active players worldwide (and a LOT more closet-and-used-to-be-players), there are a lot of people that Power 9 Pro needs to touch. Our goal is simple: make life easier and better for players.

While we’re currently looking for three to five more players to join the team, the tasks will vary from player to player.

If you’d like to be considered, you must first meet all these criteria:

  1. Good Attitude: smiles more than frowns. Says, “Good game” or “Thank you” EVEN IF YOU LOSE. Poor sportsmanship is a major turn off. In addition to building Power 9 Pro, we want every player that wears a p9p shirt to encourage players.
  2. Must love MTG — please note that this comes second to a good attitude but that it’s just a smidgen less important. If you’re not a MTG player…well, you should be. ;-)
  3. Interested in developing a brand: this means a certain degree of entrepreneurial, self-starter attitude. There’s no monetary risk for our evangelists but the attitude of “making something happen” is certainly needed.
  4. Well spoken, capable writer: Power 9 Pro needs players who can play well and also communicate their ideas effectively and clearly.
  5. Play in tournaments. While you may not be looking to get on the Pro Tour or travel your state for every possible PTQ, you must be a tournament player. Why? Simple: you cannot evangelize very well alone from inside your bedroom.
  6. Active in MtG community: Whether you host tournaments at your home or are active on the forums, we need players who are already aware of the “broader MTG community.”
  7. There is a small stipend that comes to being a member of the Power 9 Pro Team. You cannot live off this job but we expect only a small fraction of full time work. This will not be a major time commitment and will not conflict with school or other jobs. Basically, we want the evangelist role to simply be a subsidized position for activities that MtG players already do: play and discuss MtG.

    If this is interesting so far, please email me at James[at]Power9Pro[no-Spam-seriously][dot]com. I’ll follow up with a small test-task to start the evaluation process.

    ~james.

PTQ San Diego Tournament Report (Zendikar Sealed)

Monday, November 9th, 2009

Saturday was my first PTQ in a year (school, work, and a girlfriend will do that), and 5 of my friends and I left early in the morning to make the 3.5 hour drive down to Calgary. The event was hosted in the banquet room of a local arena, and we had 129 players, a record for Alberta. The format was Zendikar Sealed deck, and everything went relatively smoothly. We were in the banquet room of a local arena, which while not an amazing venue, still worked well. After swapping our sealed pools, I got to look at the following pool.

This pool looked quite playable, and so I looked through a number of potential builds. The white had some solid removal in Journey To Nowhere, Arrow Volley Trap and Pitfall Trap. However, the only mana fixing that would help me was the Greypelt Refuge, which only made white attractive if I was playing green.

The blue was solid. However, I wanted something more for a main colour, and while there were some excellent playables in blue, there simply weren’t enough of them. Unfortunately the best blue card in the pool (Seastalkers) only shines when you can get multiple activations out of him. Not to say he’s not one of the best blue cards in the set (He is), but it didn’t make me want to play blue as a main colour.

When we get to black, we finally see something of substance. We have our first big bomb (Kalitas) and some removal and solid creatures. I’m a huge fan of Nimana Sell-Sword, and the pair of them makes them even more appealing. Top it all off with Surrakar Marauder and some Giant Scorpions and we’ve got our main colour.

Red also looks very promising, with one of the best bombs in the set (Hellkite Charger), and some nice removal and creatures. We also have a couple more Allies to pump our Sell-Swords if we play black, which is always useful. Again, the red had good potential for a main colour.

I was sorely tempted to play green, and it was extremely difficult to leave the green cards in the sideboard when I filled out my decklist. It had good creatures and a nice little bomb, but I wasn’t able to settle on a list I was happy with that included green.

The artifacts were quite nice to me, providing a Blazing Torch and a pair of Adventuring Gears. I didn’t play Stonework Puma, but I just don’t like a Grey Ogre variant that only has a relevant effect if another Ally is out. However, I wouldn’t fault anyone for playing it, as Allies can be quite good.

Here’s the list I ended up running.

This build aims to be aggressive enough to get the jump on the slower decks, yet have enough late game to win outright in a standstill. There are 5 Allies that were all terrific during the day, with Nimana Sell-Sword topping the list. There are 18 land to ensure that I both hit my bombs and got the most effect out of double Adventuring Gear. Other than that, the game plan of the deck is pretty simple” play guys, play bigger guys, play bombs, win. I submitted the decklist with 30 seconds to go, and was on my way to round 1.

Round 1 vs Jesse (UR Allies)
In the first game I mulligan and Jesse gets a Umara Reaptor and a Windrider Eel and a couple of allies, including Highland Berserker and Tuktuk Grunts. Unfortunately, I can’t deal with his fliers and we’re off to game 2.

I get a double Giant Scorpion and start bashing face with one that’s suited up with Adventuring Gear. Unfortunately Jesse resolves a Gomazoa and is able to Magma Rift one of my insects. He then resolves the Umara Raptor and a Stonework Puma which flies over me and knocks me eventually to 0, although he was at 2 when the final blow was struck.

0-1

Round 2 vs Connor (RB Aggro)
Connor and a few of his friends had traveled all the way from Victoria for the PTQ, so it made my 3.5 hour drive look ridiculous (although thery flew). He started off with an Akoum Refuge, and made a turn 2 Bloodghast. Luckily my Giant Scorpion blocked it all day long and prevented the little vampire from ever hitting my life total. Although his forces of Geyser Glider, Gatekeeper of Malakir and Torch Slinger was able to put me at 5, but Hellkite Charger changes the game state to an unbelievable degree. A single swing from the dragon is enough to win game 1.

In the second game, Connro gets stuck on 3 lands, and is using Goblin Guide and an unkicked Torch Slinger to try and beat me down. However, I have a Highland Berserker and Adventuring Gear which get in for some great beats, and my draws eventually outclass him so much that I can finish him off with a Needlebite Trap.

1-1

Round 3 vs Nick (GW)
I watched Nick play in the feature match of last round against teammate Sean, so I know he’s packing multiple Steppe Lynx and Cobra Trap, as well as mutiple landfall boosters. Nick gets a turn 1 Trusty Machete, and a turn 2 River Boa, which makes for a discouraging board position. Or, it would have if I didn’t have a turn 3 Gatekeeper of Malakir. Nick gets stuckon 3 land, and I just overrun him.

In games 2 and 3, River Boa and Trusty Machete both make repeat appearances, to which I have no answer. This gets even more awkward when a Quest for the Gemblades gives him a 6/5 regenerator. I can’t deal with it, and my hopes of top 8 are dashed. However, if I win from here on out I can still make prizes. I think my deck is good enough, so I do not drop.

1-2

Round 4 vs Ryan (RB control-ish)
In game 1 I go the full allies route, with double Sell-sword and berserker paving the way. His creature’s die to my removal, and a timely Goblin Shortcutter clears the way for my allies to take him to 0. My life sheet for Ryan goes 20, 16, 7, 0. Just shows how great multiple allies are.

In game 2 Ryan goes all out, and starts with Plated Geopede and backs it up with Quest for the Gravelord and Shatterskull Giant. I have no answers, and don’t deal a single point of damage.

Game 3 has Ryan lamenting the inclusion of Grappling Hook and Chandra Ablaze in his deck, due to their prohibitevely high costs (a 4 mana equip and discarding a red card respectively). I have a Sell-Sword and a pair of Giant Scorpions, which work great. I eventually cast Grim Discovery to get back Tuktuk Grunts and swing for the win.

2-2

Round 5 vs Christophe (RB)
It seems like everyone and their best friend is playing Red-Black today, and Christophe starts the game off with a Vampire Hexmage. He misses about 5 Quest for the Gravelord triggers, and my allied eventually overrun him.

In game 2, he resolves a Vampire Nighthawk, but I have the timely Inferno Trap. I when it looks like he might win (I’m at 10), I draw Hellite Charger and just win in an obsene fashion, bringing him from 19 to 0 in a few swings. Seriously, that card is so awesome.

3-2

Round 6 vs Blair (UB control)
Blair has a very nice deck, packing both Sphinx of Lost Truths and Sphinx of Jwar Isle. However, neither see play, as he struggles to play threast and remove my guys while I just keep augmenting my forces. He doesn’t have enough Hideous Ends (he had 2), and my allies just take him to the cleaners. In game 2 I resolve my Kalitas, which slaughters any chance my opponent had of defending himself.

4-2

Round 7 vs James (BWR Control)
James lets it slip that he has an Ob Nixilis. the Fallen, He casts double Kor Hookmaster and taps down my blockers, and I go all the way down to 0 without having dropped him below 20.

Game 2 is slightly better off for me, with my Bog Tatters taking put the largest chunks of his life total[/card], and we head off to game three with half an hour left in the round.

It gets to the point where I’m at 1, and he’s at 10. I have a Bog Tatters equipped with an Adventuring gear. I’m sitting on 4 Swamps and a Mountain, and see my great Hellikite Charger staring at me from my hand. I’m thrilled when I pass my turn, hoping to rip the mountain that will win me the game. However, James says he has effects on my upkeep, and casts Disfigure on my swampwalker. Of course. The card on the top of my library? Of course it was the mountain that would’ve won me the game.

4-3

While the best card of the day was undoubtedly Hellkite Charger, and unexpected gem was the double Nimana Sell-Sword They arte just so good with other allies that it’s unbelievable. They also don’t die to Hideous End!

I think that the key to Zendikar Sealed is to be agressive, and play your bombs. I can’t stress that enough, because they won me at least half my games. I also think that black is the most played colour in the format, so main-decking Bog Tatters isn’t a bad idea.

My only colour preference coming into this event was that I really didn’t want to play blue, and that sentiment hasn’t changed (Although give me the cards Blair had in Round 6 and we’ll talk). Obviously if you have enough cards to support it, go for it, but I’ve found that the most consistent push is given by green, red and black, and I’m always happy to be in one or two of those colours.

While the final results have yet to be displayed on the DCI webpage, I believe my final place to be around 29th out of more than 120 competitors. Considering that my last PTQ a year ago had me going 1-3 drop, I’ll happily take this result. The next PTQ is in 3 weeks in my home town of Edmonton, and feel free to stop by and say hi. I’ll be wearing a bright orange Power 9 Pro shirt, so I’ll be easy to spot.

Props to Jason Ness and West Can Events for hosting the PTQ, they do an admirable job at this sort of thing.

Any thoughts on this particular deck or the Zendikar sealed format in general can always go in the comments section, or through my email (zak-AT-power9pro.com) or via my twitter feed at www.twitter.com/zturchan.

Cheers,

Zak

Standard Pauper – Red/Black Blightening Deck Discussion

Friday, August 21st, 2009

Much of Power 9 Pro’s focus in our articles is on tournament-level play but we also play casually when we can find the time. One of our teammate’s Zak participates in a “Standard Pauper” tournament from time to time. Zak thought he would bring up the decklist with our team to see if we couldn’t help with tweaks. Here’s the discussion that ensued.

Please remember that standard pauper means cards that are type 2 legal, and are common.  No uncommons, rares, or mythics allowed.

Zak:
Here’s the list that I’ve played thus far.

Pauper Blightning: 60 Cards (Pre-M10)


Now, post M10, I need to make some changes, but I want some input from the team.  

note: An abundance of Borderposts makes smash to smithereens an absolute beating, especially on decks that are 3 colors, Flame Jab is absolutely amazing, my favorite card in the list. Goblin Deathraiders[provides] simply amazing pressure.

Problem # 1 – Shock Rotates Out
Solution – Add Lightning Bolt (This is obvious)

Problem # 2 – Incinerate Rotates Out
Solution – I’ve temporarily added Sparkmage Apprentice, but this is definitely able to be changed.  Definitely want some input here, because this deck really wants as many burn spells as possible, and the bigger the better.  

Problem # 3 – Duergar Assailant becomes worse without damage on the stack
Solution – I think the right move might be to just leave it in here, but his slot could be open to something else.

Joe:

First thought: if you love flame jab, are you certain 2 is the right number? 

The only card I am skeptical of is terminate… seems like even that might be better as a burn spell… spot removal is traditionally avoided in burn decks.  I’d recommend at least re-evaluating terminate with skepticism, and if you come to the same conclusion about it, so be it.

If you’re set on removal, there are other more greedy options out there too… soul reap for example… easier to cast, slightly more narrow, but with the chance of incinerate on top… just saying, there’s other stuff out there.  Personally I’d avoid terminate and similar spells entirely… burn all the way.  I’d experiment with using no creatures whatsoever.  You can gain subtle edges with that… using sweepers and such.

Card Brainstorm:

Burn:


Maybe Give it a Try?:

SB?

As fireball variants, breath of malfegor, giant’s ire, lava axe, and quenchable fire all do bargain damage, but can’t double as removal.

James:
Joe had similar feedback to what I was thinking. Absorb Vis was also on my list. Swamp cycle or 8 life swing. I would personally keep removal to SB. Tendrils would be good.  

Quench fire seems good. If you can throw a fattie or two in, maybe soul’s fire?  I would definitely consider/focus on that a burn deck doesn’t run much spot removal. Basically, if you’re focused on spot removal, you’re probably losing.  Lava axe may actually work. Seems like flame jab works against shard volley. It’s also very under powered in my opinion. Raven’s crime is one up on power and reinforces your partial control theme through blightening.

Dillon:
Bloodspyre Elemental and Resounding Thunder come to mind. Flame Jab is a card I have always thought could break standard at one point.
Balefire Liege and that seem pretty good together.

The spark mage can kill Llanowar elves and Nip Gwyllions, [two cards] I think would be good in pauper. Mosquito Guard would be really good in pauper too.

Zak:
1. Bloodpyre Elemental is too slow.  Not only does it cost 5 in a deck that curves out at 3, it only hits creatures at sorcery speed, and seems extremely fragile as a 1 toughness dude.

2. Resounding Thunder seems good as another burn spell.  The only problem that I have with using Jund Panorama’s instead with a forest or two is that it decreases the effectiveness of Flame Jab.  I only want 3 lands, maybe 4, but the rest I want to either sacrifice to Shard Volley or use to retrace Flame Jab.  If I cycle the thunder, I’m going to have a lot of mostly wasted land sitting on the board.  This is the same with cards like absorb vis, they just don’t help me speed up the kill.  If I have 2 lands to cycle Vis, I’ve got 2/3rds of my mana set, and most likely am pretty well off.  

3. Breath of Malfegor is nice, but again the cost factor comes up.  This deck needs to be as fast as it possibly can, which it is.  If I start casting 5 mana spells, I’ll need to increase the land count, which will decrease the overall burn count.  

4. A HUGE (read 80% of the meta) part of Type 2 Pauper is the Mimics from Eventide.  These are often fueled by cards like Nyp Gwyllion and Steam Hopper, and I see the Sparkmages being a kill spell over 60% of the time based on experience.

5. I believe that Flame Jab will lose potential if I start drawing multiples.  Sure, they’re amazing in the late game and get rid of so many things, but I only want to get 1 in the graveyard, and then I can machine-gun my opponent.  Think about this situation:

I have a Flame Jab in the graveyard, with a few cards in hand.  This situation is relatively common in the late game.  The worst-case scenario is that I draw a land, which, thanks to Jab will become 1 damage, and my odds of drawing superior burn increase.  The best case scenario is that I draw a piece of burn, which is exclusively better than a Jab.  However, with any more jabs you run the risk of a third option.  That is, drawing a spell, which turns out to be a Jab.  You get the same effect as if you had a land, yet your odds of drawing superior burn have actually decreased, as you have the same amount of lands in your library with a smaller amount of spells.

6. Tendrils is not good in a deck that really only wants one swamp out.  It’s like 4 mana for 1 damage and one life most of the time, and if terminate doesn’t belong (which I’m starting to think it doesn’t), than neither does Tendrils.

7. Raven’s Crime and Duress both have a minimal effect on the game as far as my plans are concerned.  Duress could go in the board though against any decks packing lifegain.  I;d much rather get a threat/burn spell on turn one than taking away something that probably wouldn’t have hurt me all that much in the first place.  

8. The mana in this deck takes a fair bit of practice to get right.  The only reason I can get away with both Shard Volley and Flame Jab is because I need so few lands for my plans to work properly.  

9. I considered Soul’s Fire, but the combination of so few creatures and the abundance of highly played spot removal, I don’t see it pulling its weight.

10. Regarding Lava Axe + Breath of Malfegor again.  I think that maybe a 1 or 2 of could help me pull some games out of my ass.  Will consider it.

11.  One of the things I like about having creatures in the deck is it doubles the efficiency of burn spells.  If I have a goblin deathraiders on the battlefield, a burn spell that kills my opponent’s only dude might as well also deal 3 damage to them.  Thus, the decreased burn rate that comes with using burn on creatures is mitigated.  Again, Goblin Deathraiders is the cheap, high-power card that allows this to work with maximum effectiveness.

Joe:
Good analysis.  I think you’re right about keeping the curve low.  This is historically the pattern for winning burn decks.

Zak:
I figured it out, and the answer is a card nobody actually mentioned.  Dragon Fodder has always given me trouble, as it provides pressure, but it also makes your opponents reluctant to use their removal spells.  I just cut the sparkmages entirely, thinking that the Vithian Stingers and Hurly-Burlys in the board can do their job better.  Also, I kept Terminates in, because they are my only out to anything with toughness greater than 4.  However, I often will board them out.

Dillon:
why terminate over doomblade? you can cast doomblade with a panorama and a swamp. seems like that is pretty important. also the sparkmage has to be better. direct damage as well as killing something or perhaps finishing off a creature post-combat. i think a white weenie deck would be good in pauper with no viable board sweeper.

Zak:
Terminate kills Putrid Leech

Here’s The Final List:

Pauper Blightning: 60 Cards (Post-M10)

Power 9 Pro New Product Spoiler Contest Winners

Monday, July 27th, 2009

Power 9 Pro’s second product the N-Dexers has been announced! We held a spoiler contest to see if any Magic players could guess what the product would be based off the accompanying sticker-art.

n-dexers sticker art

n-dexers sticker art

Winners were selected based on how close they were able to guess what the product was for or how it related to Magic: the Gathering.

Though we had no “perfect guesses,” there were a number that were so close we couldn’t say they were wrong.
You’ll see from the locations of the winners below, that Magic players from around the world participated in our contest. We’re elated to interact with the Magic community on such a personal level and look forward to hosting more contests.

In fact we had so much fun with the N-Dexers spoiler contest that we decided to hold another contest for the N-Dexers, this time tying in the Dragon’s Egg Power 9 Pro’s first solution designed with Magic players in mind. You can see all the details for that contest here. Our teammate Zak started us off with pics of his trip to Machu Picchu. (Don’t worry, he’s not really competition for the contest).

Without further ado, the contest winners are:

  • Marco Ruiz from near-by Santa Rosa, CA USA
  • Daniel Santorso from Terryville, CT USA
  • Andrew D’Agostino from Yardley PA, USA
  • Nathan Merilees from Sechelt, British Columbia Canada
  • Nicholas Chmielewski from Annerley, Queensland Australia

Thanks again to everyone who participated. It was really exciting seeing your guesses. :)

Embracing M10 rule changes

Sunday, June 21st, 2009

It was 3am and I had just got home and plopped on my bed. I turned on my macbook and began a quick check of gmail and my daily sites. In a sleepy haze I began reading the article on the changes coming in M10 at the wizard’s site. 

Changes sweep through the R&D department like spring cleaning. Aaron Foresythe’s article on these changes was like a tangent about all the imperfections in the game that they had let slide for so long. Mulligans, tokens ownership, Lifelink, Damage on the stack, mana burn; it really was just a long time coming.

The real kicker here is damage on the stack. I personally embrace the direction combat is taking. I had a very long discussion with a great magic player I know who is debating whether or not to quit the game. He told me that the removal of damage on the stack is tearing away the skill of the game. He then brought up Sakura Tribe Elder and Mogg Fanatic, how they are dead and how there are no more tricks. I admit that they got a lot worse, but at the same time, they weren’t filled with skill either. I know people that when they first learned how to do tricks with damage on the stack, they felt like the best players.

Think about Mogg Fanatic for a second, isn’t the play always just “damage on? sac him and ping you/that for 1″. He was just a one trick pony if you really think about it. He was almost never killing the thing he was blocking, but rather assisting some other creature in lethal or just getting in there for some more damage. Killing some random x/1 isn’t what he is known for, but rather being able to block you from taking damage and then hurt the opponent. Has he changed all that much with damage leaving the stack? No. He can still block, prevent you from taking non-trample damage and ping the opponent. 

Lets say there is a 3/1 crashing at you, and you have the Tribe-Elder as a blocker. You have a choice, does he block for lethal or does he slither into your deck and grab a land? The better player only gets better with these rule changes. Until all the creatures have their “correct play” pinned on them, like Mogg Fanatic and Sakura Tribe-Elder.

Creatures like Ravenous Baloth did get considerably worse from this change, but again, the better player will still win through skill, because there is still so much skill necessary to outplay your opponent. It is not losing any at all, but perhaps gaining it for the time being while the rules are still a shock to many copycat players.

The thing about Magic R&D is that they are always right with their decisions. I have yet to be disappointed with their decisions. I remember seeing Planeswalkers for the first time and thinking “What are they doing to this game?”. I think I can honestly say that Planeswalkers are one of the greatest things to happen to Magic. I personally am behind all of R&D’s decisions.

Lets talk about the new dual lands. Comes into play untapped if you control a basic land of the two corresponding types. Again, I was upset at first. The more I thought about it, the more I like them. I foresee the death of 5 color decks, the uprising of mono color decks, and a slower pace of mana fixing after those vivid lands get pushed. Terramorphic Expanse should perhaps get reprinted to help out their dual lands. I hate seeing that vivid land/reflecting pool garbage. “I like Broodmate Dragon but there isn’t really a deck that is good with those colors, or has a slot for it…oh wait, I can run all three colors! I also like Ajani Vengeant, Plumeviel, Putrid Leech, Cryptic Command and Bloodbraid Elf. Lets run them all!” That is just annoying. Anathemancer will soon be gone from view because non-basics will be a thing of the past. I hope. 

M10 will also bring some interesting reprints like Ball Lightning, Lightning Bolt and my personal favorite Duress. The power level of these cards is a clear indicator of where they see their game going.

I will be attending Grand Prix Boston at the beginning of August. I am very excited to be able to use M10 right out of the gates for an endless weekend of booster cracking, hotel charades, and random tournaments into the middle of the morning. I’ll be taking a 4-day weekend off of work for this endeavor.

My fellow team member Zak plays a format called DC10, a format my area knows as Type IV. The other night I had an idea to draft it. I pretty much shuffled a pile of rares and put them into piles of 15. I drafted Progenitus beat-down. 1st pick Progenitus, into second pick Finest Hour kind of sealed the deal for me. I had some really great synergies in my 40 card deck. I am considering making my own pampered Type IV brick of cards. Maybe on my down-time between M10 and Zendikar. Drafting piles of rares is just hilarious. Kind of like my Star Trek party in a couple weeks. I will have my box of M10 by then so lots of drafting will ensue with laughter wrapped in U.S.S Enterprise outfits. James Kirk drafting G/B.

Well, I will be waiting eagerly for M10 spoilers. In the meantime I will ponder over how great Lightning Bolt will be, how over-hyped Ball Lightning will be, how over looked Acidic Slime will be, and how under appreciated the new duals will be.

Dillon

Rules Changes for Magic: the Gathering — Team Discussion

Thursday, June 11th, 2009

For this post, I thought I thought it would be interesting if I pooled a number of different perspectives from the Power 9 Pro team. In that sense, we have a virtual round table discussion of the recent rules changes.

I’ll start the discussion.

James:
So, team, we have a new set of rules rolling into place with the release of M10. This set is really starting to create waves; first we were told that the core set would contain a slew of new cards and now we’re getting hit with a series of, in some cases, very drastic changes.
Most notable of which is the elimination of the combat damage & stack. Wizards also eliminated the splitting of damage among various creatures, except so far as Deathtouch is concerned. What do you guys think of these changes?

Sean:
Right away I can tell you my biggest problem with this whole thing is the elimination of damage stacking. Think of a deck like boat brew that runs 4 mogg fanatics. This deck is instantly much worse. This also goes for utility cards like qasali pridemage and call to heel. The change also limits your strategic options. For example, I could easily see a situation in core set limited where a spined wurm gets team blocked by a pair of giant spiders and a pyroclasm can no longer wipe the board.

James:
Keep in mind, Sean, that during the declare blockers step, you still have the option to play an instance at that moment. This is still considered a step and so there is an exchange of priority. It’s only at the time of “damage step” that players are no longer able to make responses. This definitely lowers the value of cards like Qasali Pridemage, though.

Dillon:
I have been thinking about the rules changes all morning. The way the
“declare blockers” step is set-up right now, I can attack with a 7/7
Cloudthresher and then my opponent declares their blockers. Lets say
they have Wall of Denial, 0/8, and then seven 1/1 insect tokens. If
they block with their entire horde of dudes, putting the Wall of
Denial first in the order, I have to assign 7 damage to the wall. Then
Cloudthresher gets eaten by insects.

Zak:
Actually, it is the attacker who choses the blocker numbers, so your Thresher will still kill the insects.

James:
Yeah, it’s important to understand that the attacker gets to choose the “stack” of blockers when there are multiple blockers to one attacker.

Dillon:
I am glad I misread.
[Still it's] Kind of goofy. It makes abilities like indestructible, a lot better…Same goes for regeneration.

Joe:
The combat damage change is harder to swallow since for over a decade many of us have learned to use the stack to our advantage at the end of the combat phase… but I think this will also prove to be a good change for the same reason. As the announcement said, it never made sense that a creature could throw a punch, then disappear completely only to have his punch land. Doesn’t make sense in the metaphor of creatures battling. Attachement to old-style combat tricks is just that: sentimental attachment. It’s arbitrary.

James:
There have been a lot of comments about people “quitting” the game because of these rules changes. Even a petition started with threats of quitting and boycotting WotC. Whereas I do think that’s a bit drastic–I mean, how much did you really like the game if “the combat stack” was the only allure–it is worth taking fairly seriously in the sense that the player base is not generally happy about these changes. Or maybe the people who are unhappy about this are just vocalizing more than the rest?

Joe:
Over the years I’ve seen wave after wave of changes to the game, whether rules changes or layout changes, bring cries of agony and pledges to quit the game forever from the peanut gallery of morons out there, only to see, time and time again, that the changes in question improved the game dramatically. In some cases, like the new card borders, they make some mistakes. At the time, white and artifact cards were painful to distinguish, and they rectified this problem in the next printing. Overall, the changes have consistently been for the better. This comes as no surprise, given that the team responsible for making the game has grown in number and sophistication over the years. I have developed a certain amount of trust in WotC R&D, and I believe they make these changes only after thoughtful deliberation and careful testing. Thus, I met the current wave of revulsion at these new rules changes with a healthy dose of skepticism.

The simple terminology changes are great. They bring the flavor and the mechanics of the game into closer alignment, making the metaphor of two mages dueling in a fantasy setting more apt to intuitively convey the proper game mechanics. Who could ask for a better change?

James:
What is your perspective on some of the other changes? Such as mana pool’s no longer burning before emptying between phases, the introduction of the “Battlefield” and “casting” versus “playing”?

Sean:
So far as the Mulligans – Good idea. They tested this at nats last year and everyone said it seemed to work fine.
Terminology Changes…I don’t really mind. I could see this making things easier for new players and the functional changes are slight.
I think the Mana Pool Changes is dumb, especially with mistbind clique in the format and functional changes to cards like valleymaker. I don’t know about anyone else but I have personally floated mana in response to clique to then draw an instant speed answer to it.
As for token ownership – Good idea. It was pretty counterintuitive before.
Deathtouch – Only necessary because of damage stacking changes.
Lifelink – Undecided. It is a large functional change that effects more than just corner cases. On the one hand lifelink now works in a more intuitive way, on the other hand loxodon warhammer on rhox war monk (AKA the love rhino) isn’t quite what it used to be.

Joe:
Lifelink and deathtouch are likewise good fits flavor wise, and will result in more players intuitively playing correctly without deep rules knowledge.

James:
Deathtouch just became one of the most powerful abilities for a creature to possess–especially if you can give a deathtouch creature first strike such as Pestilent Kathari–only that’s a 1/1 so not that hot. Bad example but y’all get my meaning.
So far as lifelink is concerned, I think this makes more sense. Other abilities such as flying, trample, forest walk, etc didn’t have such a meaningful impact if they stacked. Lifelink stacking doesn’t make much sense in the first place but overall it has such a HUGE advantage in a game where life totals are a resource to be managed in and of itself. I’ll never forget what you told me, Joe, when you were first teaching me to play: “You’re just as powerful at 1 or 2 life as at 20; just focus on managing your lifetotal like your lands and spells and you’ll be a better player. Don’t worry so much about losing one or two life. It doesn’t affect your ability to damage, and ultimately, kill me.”

Dillon:
Deathtouch became my favorite ability overnight.

Joe:
The only real rules issue I don’t fully grasp is why it was necessary to force an attacking creature to deal full lethal damage to each creature in the blocking line before moving to the next. I don’t see why this was necessary from a flavor standpoint. An attacker who recognizes his imminent demise might choose to wound many blocking creatures rather than kill a few and only wound one… and enforcing this new rule eliminates the viability of things like doing 2 damage to 3 of your opponent’s x/4 creatures, only to cast infest in your second main phase. Previously you would have wiped the board. Now it doesn’t quite work, and I’m not sure why they chose to do this. Still, I’m willing to roll with it.

James:
I agree completely but the reason may be that if your creature’s “weapon” (or whatever) can’t cut through the creature completely, how is it cutting through the next one? Did i magically (doh, bad pun) skip to the next enemy? It’s probably just an attempt to streamline the functionality of combat generally–again, right along with the elimination of the combat stack.
However, it is worth noting the rules changes so far as splitting damage is concerned is contradicted by allowing deathtouch creatures to divide their damage. Meaning, R&D addressed some of the issues w/ damage allocation but then found itself backed into a cornered with creatures like Kederekt Creeper. It’s a fairly blatant “breech” of the rules and I’m finding it hard to swallow myself.

Any final last comments?

Zak:
I think these are great. As a player who routinely teaches new players, these rules are a blessing, and although I’ll need to get used to them, I’m sure they’ll work out fine.

Joe:
Final point. The rules are always the given. You try to use the rules to your advantage. Now that the rules are different, you’ll have different ways to (ab)use them to your advantage, and previous ways of doing so may vanish entirely. Big deal. Don’t fret and make silly promises to quit magic before you see the full extent of the changes and give them a chance to grow on you! I just keep thinking of interrupts. Who would argue that the game was ruined when they dropped interrupts?

James:
I don’t like the elimination of manaburn. That is a very relevant factor in the game. In fact, the loss of a point or two of damage has won me a game or two in the past. I’m sorry to see that go. In fact, I don’t see the justification for it’s dropping…

That’s it for now. We’d love to hear alternative perspectives and opinions. Let us know what you think!
You can also join us in the discussion on twitter. It’s awesome for all those not “in the loop” as it’s SUPER easy to engage big-names like Flores and Brian David Marshal.

Faeries versus Doran Rock — Walk Through

Tuesday, June 9th, 2009

Our team member Bryan Greer posted another walk through for us. This one covers Fae vs. Doran Rock. Both solid decks with Doran by Yann Massicard taking the top-slot at GP Seattle, where the top 8 was dominated by faerie.dec. Here’s your chance to get an excellent walk through with commentary from both players. Let us know what you think! :)

Grand Prix Seattle 2009 – Black/White Tokens Tournament Report

Wednesday, June 3rd, 2009

GP Seattle went off big. With over 1100 participants at the main event alone, Tacoma, WA definitely experienced a ground swell of competitive Magic players from all over the world.

I arrived in Tacoma–about 30 min outside of Seattle–at 5:30 pm Friday, to find that already the GP event had over 700 registrants. Moreover, by the time I registered at 6pm for the GP, playmat inventories were already depleted. Bummer. That’s two GP’s in a row where I missed my chance to snag an unique playmat. There’s always next time.

Grinders were firing off every few minutes, filled by players fresh off planes to already grinder-primed from a few 3rd or 4th round defeats earlier in the day. Not to miss out for a coveted set of 3-round byes, I quickly registered for a GPT piloting B/W tokens. That list was fairly similar to the list I played at Regionals, with the addition of two pithing needles main board, removing two kitchen finks. It’s an amazing card making me very reluctant to do so. However, my suspicion that I would run into a number of cascade-related decks (5cc or ‘Swans’) left me little confidence I could reliably change the board state with finks–whereas murderous redcap can take out a recently cast bloodbraid elf or force the opponent to pay to life to save his putrid leech (but in cases of a surprise zealous persecution, forcing the life-loss and the death of putrid leech. A very profitable exchange. I also felt that having two pithing needles would increase my first game odds against those decks. I also reasoned that there were no decks immune to the pithing needle since many, many decks are running cards like treetop village, figure of destiny and ajani. In addition to three path to exile and keeping the runed halo at two of as well as 3x celestial purgein the sideboard allowed me to access potentially 11 ways of shutting down cascade decks. In the end, I lost in the semi-final match (round 3), losing to–dun, dun, dun…–5 color cascade! doh.

At that point in the evening, more friends from SF arrived. Lucky for me a few of these friends have many more years of competitive experience than myself and having caught most of my round 3 games, were able to discuss alternatives as well as teaks to my deck.

So, returning to the original B/W tokens list I ran at Regionals, I made the following changes: add more hand disruption main deck. Specifically, two times thoughtseize, dropping the pithing needle back to sideboard. Deciding that generally finks is a very, very useful card close to on-par with murderous redcaps, we decided that I should run at least three finks and three murderous redcaps.

Here’s the full list:

SB:

Round One:
Versus Bant-Agro. Should be aka Shorecrasher’s Finest Hour or Rafiq’s a B.

Anyway, this matchup has been consistently poor for me. The speed with which this deck is able to not only catapult to 40+ life and reduce me to zero is ridiculous. Game one his team consisted of Rafiq, the Warmonk and Wiltleaf Leige. His life total ends at 49 meanwhile mine goes from 3 to 5 to 7 to zero. Finks to the rescue but he didn’t buy enough time.
Game two was significantly faster than the first. I removed his first 5/3 shorecrasher mimic with a path to exile but had no answers for the one he dropped on turn 3 to activate his turn 2 drop. Before attacking he also dropped a noble heirarch to provide even more exalted-powered pain. (Luckily I path’d the 6/4). My notes have my life total jumping from 18 to 5. How? finest hour turn 4. To round it off the punishment, he drops a jhessian infiltrator turn 5 along with another Finest Hour. With no answers in hand, the rounded ended on match two. The only note about this matchup is that game two I mulligan to 5, looking to have an opening hand with answers to what I suspected would be a fast matchup. The one mistake is probably playing the path to exile early in the match. I probably should have waited for when either the shorecrasher was attacking in for lethal rather than an early “6″. Afterall, it is only 6, not 13.
0-1-0

Round Two:
Versus Blightening Beatdown
Game one goes to me where an early tidehollow sculler reveals an auntie’s hovel, blightening, boggart ram-gang,flame javelin and incinerate. My notes indicate the game wasn’t going well for my opponent, seeing as though he felt compelled to banefire a spirit token to buy time.
Game two went in his favor, powered by two ram-gangs, two hellsparks and plenty of burn.
Game three I did pull out ahead but my notes indicate a fairly serious play mistake where I should have played a finks over an ajani because a fallout to reduce finks in size could next turn be negated with the +1/+1 ability of ajani. Moreover, by having no blockers for ajani, he was quickly taken down by a fallout and hellspark (5, which is what the gaining 2 life ability gets after a fresh cast). Nonetheless, I pulled out the win.
1-1-0

Round Three:
Versus B/G Elves aka, I only run a couple, non-game-winning elves but round my changelings off to elves since they count too. ;-)

Game one goes to me, definitly related to his mulligan to 5 and my first turn thoughtseize –revealed two profane command[card] and one [card]rhen’s vanquisher–and two lands. I took the vanquisher. Despite a top-decked thoughtseize nabbing my bitter blossom, I quickly dropped him from 20 to zero.
Game two, he’s able to defeat me handily without me doing much damage at all. I did thoughtseize, which revealed two maelstrom pulse, redcap, and chameleon colossus. One pulse to my bitter blossom, a redcap to a token and a super-size changling were too much.
Game three was extremely tight with me taking the early game by skyrocketing to a whopping 27 life before he began stabilizing with cloudthresher. This game went to time. We entered turns with the full 50 minutes elapsing. Despite efforts on both our parts to balance the 5 turn clock and our precarious positions (he wasn’t able to attack in with thresher nor I positioned to resist his two colossus and attack in with enough force to win, we were poised to tie. Luckily for me, my opponent conceded on turn four telling me that regardless of whether he won or drew, he was going to have to leave early so he’d rather I get the win since it was so close anyway. Very considerate and appreciated.
2-1-0 (vs. 1-1-1 which it was shaping out to be)

Round Four:
Versus 5 color cascade, featuring bloodbraid elves, bituminous blast, and anathemancer.
Game one goes to him. Turn one thoughtseize revealed cryptic command, anathemancer, bituminous blast, and mulldrifter (in addition to his lands). A bit disappointing but I knew it could be a tough matchup considering immense array of two-for-one/card-replenishment naturally built into this deck.
Game two, I had consistently played around his strengths developing a fairly strong board position. I was poised to win, primarily because of an early game bitterblossom that remained in play the entire match. This it turns out was my ultimate downfall. Toward the end of the match, my opponent drops two anathemancers on the same turn, reducing my lifetotal from 11 to six. Next turn I could swing in putting me in the tempo-lead. Right? Wrong. Forgot to add in the life loss from my bitter blossom. He swings for 4, I leave them unblocked since blocking one with my anthem-beefed faerie token would kill his anathemancer, allowing him to unearth it same turn for the kill (that card doesn’t need to ever attack. It just needs to be put in play).
2-2-0

Not feeling too great about my chances, I tried to maintain a positive, confident outlook, knowing that though extremely difficult, I could duke-out the next 5 rounds for a day-two spot.
It was going to come down to my matchups.

Round Five:
R/G. No black. No figure of destiny.

This was looking good.

Game one goes to me. He revealed his hand at the end of game one to show three lands in hand. My life total never dropped below 11, often climbing back toward 15 with the aid of finks.
Game two I dropped a sculler on turn three to see he had a fairly weak hand consisting of a hellspark elemental and ramgang with two lands to boot.
For this matchup, I had sided out my 3 paths to exile as well as the two thoughseizes to side in 3 celestial purges and one pithing needle. it’s because at the end of the match I told him that I had put in the one pithing needle in case he was running figures of destiny and I had just not seen it game one, he told me he wans’t running them! Crazy. Because he was running tattermunge maniac in addition to his hellspark elementals, I was still happy with zealous persecutions as an effective sweeper (and fallout insurance policy).
3-2-0

Round Six:
Versus Elfball.
An extremely long-winded match abbreviated to prevent over analysis, I wasn’t able to shut down his combo in game one where he quickly filled the board with elves and drew 75% of his deck with regal force we moved to game two.
Game two was significantly closer for me. I sidded in an additional zealous persecution since I can quickly eliminate 80% of his board (lanowar elves and heritage druid being good examples). I was able to pull off a board sweep using zealous persecution only to find him top-deck another heritage druid the next turn. He promptly cast a Mycolth devouring his 2 sentinels and freshly cast heritage druid. That left a 10/10 mycoloth spitting out 6 tokens per turn. Luckily I was able to build up a small token team, swing in for six (glorious anthem on board + 3x spectral tokens) and then wrath of god from under a heights. The board looked to be swinging in my direction. In fact, with his combo-based shenanigans–namely the mycoloth and the upteen tokens he’d made–he brought my life total down to 3 (I had gotten as high as 24 w/ a finks). I had indeed gained board control but it was to be short-lived. He plays a primal command to gain 7 life and search his library for a Cloudthresher, he passed the turn. I swung in with the team, figuring I would have time to re-build the army after he brought the thresher into play next turn.
Next turn comes and he passes back to me without playing the thresher. “Okay, he’s just going to do it after I declare attackers. Makes sense.” He plays thresher, I take two, lose my board. During his upkeep, he plays another thresher taking me from 1 to zero in one flash-powered spell. Very flashy.
3-3-0
Rather than spin my wheels all day, I dropped from Grand Prix Seattle so I could watch other matches in the GP and potentially sign up for another tournament. I ended up watching a number of other great matchups, including LSV, Saito, Nassif and more. By the time the 9pm Sealed event (everyone vying for an ipod touch), I was exhausted and hungry. After only a few hours of sleep the last few days including one night on the floor of a hotel room after trying to find a place still serving food in Tacoma after midnight, I was ready to call it a night. I also decided at that point to not play in the PTQ–which ultimately had over 300 players–so I could play in the extended tournament hte next day.

The prize pool for the Extended tournament changed from an xBox 360 to an ipod nano due to registration numbers, but featured heavy weights Gerry Thompson and Bill Starks.
There turned out to be a few bumps along the way, but by the fourth round I was still undefeated. As were Starks and Thompson who were (luckily for me) plaired against eachother. Unfortunately, I punted the last match with poor sideboard choice and ended in 4th place with a 3-1 record.

I’m also happy to report that I’m the new owner of a mint richard garfield phd signed and “marked” by richard garfield himself. I also thanked him for creating such an amazing game.

I do want to thank Tim and the rest of his team with Cascade Events for hosting the tournament and a special thanks to the judges who did an amazing job at keeping the tournaments running smoothly.

Hope to see everyone out there next time. Let’s make it 3000 players at Boston! :)

Play Tactics and Walk through B/W Tokens vs Jund

Friday, May 22nd, 2009

the following video is a play by play walk through of a post-sideboard match up of B/W tokens vs Jund. the video is done by our team deck builder which bryan does with stan bessey.
for an example of a deck list for b/w tokens, you can see my previous post where i discuss the list i ran at regionals last weekend. the build bryan is running is more of a “RDW” build which is a good contrast with the list that mike flores ran at regionals.

our goal with this video (and all others we’ll be releasing down the road) are to help players looking to evaluate decks get a first hand look at how decks play out. we also feel it will give players a chance to get insights and various opinions that would otherwise be inaccessible. plus, they’re just really cool!

part one:

part two:

here’s a brief discussion that bryan and i had this morning:
[quote]
power9pro (me)
great vid. cool walk through. –when he played the spectral off windbrisk, he was over committing. basically asking for you to sweep. i actually wouldn’t have even put hte spectral under the windbrisk. i think finks would have been a better play. life swing + bigger beats. essentially b/w tokens would have kept jund on the defensive because of anthem. 4/4 isn’t a fast enough clock against a 3/2 (the -1 persist being in affect so not 4/3) when life is at those totals.
carthwolf (bryan)
he mentioned the same thing after the play happened. He did the heights though as he didnt feel he would get the chance to swing with an army again in that game so he wanted to try and get any advantage he could.
power9pro
yeah, i think it’s game dependent but i find it’s better to put something “else” under the heights…such as finks. obv’ in your matchup specifically the lifegain from finks would have been 2x more valuable than a spectral. finks is awesome.
does your list have redcaps? that card is not to be underestimated. sooo powerful. equally powerful as finks. maybe more so…
[/quote]

we’d love to hear your thoughts!! what plays would you have done differently? any major mistakes?

Regionals 2009 San Jose B/W Tokens Tournament Report

Thursday, May 21st, 2009

this past weekend i was down in san jose at superstars game store, a new partner location for power 9 pro products btw. there i had the opportunity to participate in regionals.

though the day was not a successful bid for a national champs invite, i did have a great time playing with all the other players. (my only complaint is that the store has yet to figure out how to properly ventilate the tourney-hall, resulting in near 100 degree temperatures. as you can imagine, this makes for an extremely long day, only magnifying the fatigue resulting from concentrating on winning.) the store is great for tournaments, easily seating 200 players.

i played a B/W tokens deck. for the previous few months, i’ve been playing a blightening beatdown deck with slight modifications since the release of alara reborn, so this was a big change in game style.

here’s the list i ran:

lands:
3x windbrisk heights (thought i had a fourth and then didn’t and the store didn’t have any and nobody had any for trade!!! oops. not going to happen @ gp-seattle as i’ve already secured my playset…for realz this time)

(1 to replace a windbrisk)

SB:

highlights:
turn 4 identity crisis off a windbrisk heights, removing a full 7 card hand. ouch!
numerous final kills w/ murderous redcaps. so many i couldn’t keep track. ouch!

most disappointed with:
sideboard. i thought i would see more red-aggro-based decks which my matchups didn’t really include. on that, i don’t like mark of asylum. that was really an anti-red tech as well but it’s a waste of a card for this deck. i would much rather have had either another ajani, elspeth (or two). i also regret not running thoughtseize. for mirror, G/W tokens and 5cc, i need–HAVE–to take a peek at their hand.

overall i’m still super impressed with the deck.
here’s the matchups and any highlights my sweat-riddled notes kept.

match 1:
vs 5cc. first game took 38 min. he’d maintained control for most of the round. toward the end of the round, he used jace to mill me for 20, used an ajani vengeant to destroy all my lands and then after my draw next turn, he double esper charmed me. doh. i conceded figuring his next card had to be a broodmate. later discussed this matchup w/ my friends (and ride)–one of which qualified for nationals because the other undefeated friend conceded (just out of friendship)–they both agreed i should never concede to 5cc because the deck may just never do anything. in fact, the deck has a high risk of milling itself. though, i still stand by my assumption that he had to have some sort of win conditions. next game went to time. 12 min just wasn’t enough.
0-1

match 2:
vs. G/W tokens. not many notes here but i won games one and two. zealous persecution rocked this guy’s world. i also distinctly remember playing a murderous redcap with a glorious anthem on the table which i directed the damage at his dauntless escort. in response he sac’d (of course), at which point i zealous persecutioned, eliminating his recently cast cloudgoat ranger tokens, leaving him with a lone 3/3 on the table. boo hoo for him but yay me! :)
1-1

match 3:
vs. R/B/U farrie variant. ran cryptics, broken ambitions and then demigod of revenge and banefire.
game one went to me. he conceded actually w/ me at 23 life and him at 6. game two i mulligan to 5 (doh). he starts swinging in w/ demigod of revenge. i have a note here of the play mistake where i could have killed his demigod of revenge but i had miscounted thinking i could only do 3 damage (including a zelaous persecution) when i actually would have done 4. doh. he later revealed he had the makeshift mannequin which still would have pulled the match in his favor. either way, i don’t like making mistakes. game three i don’t have many notes other than “saw 3rd cryptic at broken ambitions clash”. why did i write that down and only that? must be because it was really hot and i couldn’t think straight! either way, i pulled this out one, winning in game three.
2-1

match 4:
vs. mono-red burn.
nothing spectacular. i have a note in game one that i alpha swung w/ the “team” and then used a murderous redcap to finish for the last two. game two he gets me down to 3, only needs an incinerate but i swing in for 13. ouch. highlight of this match was using ajani goldmane’s third ability to put a 7/7 white avatar into play. very fun. in fact, i remember doing it thinking, “damn, this is the only way i can swinging in for the kill next turn.” luckily he used his incinerate to get me to 3 and not to 0. whew. very close.
3-1

match 5:
vs. U/G/w shorecrasher.
game one he beats down really fast. got him to one but he was able to activate the trample affect and swing in for 5. doh.
game 2, he didn’t do much. life total had me @ 19 and him going from 9 to zero.
game 3, i didn’t do _anything_. he had a really good draw. turn 5 i was finished. ouch.
3-2

match 6:
vs. Bant variation–in fact, i was pretty sure i was playing the same deck i played against in match 5.
game one, he gets me to 6 but i kept racing and was able to get the final points in before him.
game two, was the game that i identity crisis’d for 7 cards. next turn i played a glorious anthem off another heights, played a murderous redcap to kill off his recently cast jenara, next turn i played zealous persecution and an ajani goldmane to finish him off. _very_ fast match. in fact, my notes show: 20 -> 17 (spectral tokens) 17 -> 11 (glorious anthem) 11 -> 0. ouch.
4-2

match 7:
vs. fae — true fae, unlike the variation from round 2.
not many notes unfortunately. by this point in the afternoon i was dripping sweat. i lost game one. game two he scooped w/ me at 21 and him at 14. i can only assume i had a really impressive team on the board. game three i do have a note that i made a mistake–and boy was it a doosy. he bounced an arcane sanctum to my hand which i allow to resolve without adding the mana to my pool. SO dumb. my notes say i could have cast an ajani were i paying closer attention. there’s no proof of this but i’m fairly certain that were i able to stick ajani then (opp’ was tapped out at this point), i would have gained enough life to stabilize. friends watching the match agreed that it was a major mistake–though only one friend really noticed it.
4-3

match 8: opponent’s name was also james. lol.
vs. reveillark. we go to game three. game one finished w/ me at 22 and him going from 5 to zero. game two he was at 21 life and me at 3. game 3 he goes from 14 to 1 with me still at 11 life.
5-3