Archive for the ‘tournaments’ Category

Magic Online M11 Draft #1

Thursday, August 26th, 2010

Hello Everyone! After many technical difficulties, I’m happy to present to you my first M11 draft video.

Cheers,

Zak

M11 Draft #1

Jinxed! Tales from the M11 Prerelease

Friday, July 23rd, 2010

Hello everyone! Magic 2011 is finally out in stores and I’m sure everyone is having fun slinging new leylines and titans, as well as favourites like Baneslayer Angel and the original planeswalkers.

This last weekend I had the privilege to draft Magic 2011 three times, including 2 Launch Parties. On Friday I drafted a white-green deck with Day of Judgment and a fair few other removal spells for the launch party during the day. In the evening at FNM, I drafted a near mono black deck with a slight blue splash for Mind Control, Foresee and Diminish. Both of these drafts went rather well, but today I’m going to examine the one draft I did which contained some very interesting moments, and which was one of my worst days of Magic in a while. However, it is through the analysis and understanding of mistakes that we get better, and it is a weak player who will ignore unfavorable results.

Let’s go to the draft, shall we?

Pack 1
In the first pack we see Black Knight, Pyroclasm, Doom Blade and Angelic Arbiter. I opted to take the white bomb and send some solid black to my left.

The second pack is very weak, with the only solid cards being a Corrupt and a Condemn. Remembering that I shipped some good black earlier, I decided to keep up the signal and take the on-colour removal spell in Condemn.

The third pick shows us Foresee, Cultivate, Nantuko Shade and Ice Cage as the relevant cards. I take the Foresee, as white-blue is a colour combination that is perfectly fine, and Foresee is the best blue common in the set, in my opinion.

For the fourth pick, we have a choice between two blue cards of note: Water Servant and Augury Owl. I take the Owl, as it’s one of the best 2-drops in the set, setting up your 3rd and 4th turns very nicely, and it provides a lot of insight as to the direction that your game plane will take.

I’m not sure what was correct in this pack. The only playable card was a Quag Sickness, and the rare was a Dragonskull Summit, and there was nothing in either blue or white. I took the Quag Sickness, but it may have been correct to simply take the rare for the few dollars it’s worth, and continue to send the strong mono black signal to the left.

The next picks are very similar to each other, with each pack containing an on-colour card, as well as a playable black card. I take Ice Cage over Child of Night, another one over Necrotic Plague, Cloud Crusader and Siege Mastodon over Nightwing Shades. When I get passed a 10th pick Corrupt I take it. Again, I have my doubts about this pick, and I’m wondering if sending such a late pick Corrupt was safe, considering that the player on my left should already be in heavy black.

My last 4 picks are a foil Plains, Nightwing Shade, Incite and a Canyon Minotaur.

Pack 2
After Pack 1, we’re looking to make a white-blue deck, although we’re looking for some more solid creatures, and better removal if we can upgrade our Ice cages to Pacifisms. The cards of note in the pack I opened were an off-colour Hoarding Dragon, a Squadron Hawk, an Inspired Charge as well as no blue cards that I’d be happy to play. The charge may look similar to Overrun, but I can’t get behind that comparison. Because the white spell only boost half as much as the green bomb, it will be used more often than not as a combat trick. Trying to use it as a way to punch through extra damage makes it more similar to a Trumpet Blast, which wasn’t exactly a great card in M10. Having not played with the new Welkin Hawk, I decided to go for it, and draft another one if it came by. Note that I would not normally pick a hawk this early in a given pack without others to back it up, but the charge seems like an inferior card, and I have to play with Squadron Hawk at some point.

Pick 2 gets me a Serra Angel, just the sort of card my deck needed. I follow that pick up with a White Knight, Pacifism and Jaces Ingenuity.

Pick 6 gives me a decision between Celestial Purge and Preordain. I haven’t played with Preordain, but when I’ve seen it cast it’s seemed like a worse Augury Owl. When you’re scrying, you’re creating virtual card advantage through the putting of dead draws on the bottom of your library. This factor is diminished because of the low scry number found on preordain, so I opted for the purge.

The seventh pick gives me a nice Armored Ascension, and I pick up a Roc Egg shortly after. The egg is an interesting card that shines against green decks that need to break through on the ground and also lack many ways to defend against a flying assault.

My last picks of this pack are Deathmark, Ajanis Pridemate, Greater Basilisk, Sylvan Ranger and Demons Horn.

Pack 3
Here we’re looking to round out our deck with more creatures, as our spells seem to be alright so far. We’re especially looking for another Squadron Hawk to hope that our early pick last pack was not in vain. The opening pack gives us a choice between Scroll Thief and Warlords Axe I don’t like picking the Axe so early because it does require such a mana investment. The thief also gets better if I can Ice Cage a blocker and regain a card worth of advantage in cage the cage gets melted, so I take the watered-down Shadowmage Infiltrator.

The second pack is a sight for sore eyes, as we pick up our second Squadron Hawk over a Diminish. I love Diminish, but I can’t run the risk of not wheeling the hawk or getting another one.

The next pack shows us a Wild Griffin, Cloud Elemental and a Mighty Leap. I take the elemental, as it provides some decent offense as well as blocking many crucial early fliers like Stormfront Pegasus and Wild Griffin.

The next pack shows me a Diminish, a Jinxed Idol and a Wild Griffin. I opt for the combat trick, thinking that I might be able to wheel the idol to combine with my Roc Egg and Squadron Hawks.

In the next pack I nab a Crystal Ball over a Cloud Crusader. Every time i’ve played this card i’ve been impressed, so I see no reason to go against the tried and true.

I get a Knight Exemplar in the next pack which goes well with my White Knight and Cloud Crusader. At worst, it’s a 2/2 with first strike for 3, which while not amazing, is still fine.

My next picks are as follows: Unsummon, Palace guard, Solemn Offering, Jinxed Idol, Alluring Siren, Blood Tithe, and a Sorcerers Strongbox.

The draft went okay for us, but we might have been able to do better. We may have been able to jump in on mono-black in pack 1 and things may have been different, but we have to play the cards we’re dealt.

Here’s the deck I built:

In building this deck, I had 21 cards with which I had no reservations about running. The 22nd and 23rd cards were, respectively Jinxed Idol and Solemn Offering. I decided to try the idol because of the aforementioned synergies with Roc Egg and Squadron Hawk. The offering also is a good answer to some of the high-power artifacts and enchantments in this set such as Warlords Axe, Whispersilk Cloak and Pacifism. I don’t advocate running such a card maindeck, I like it better than my other options.

The cards that didn’t make the cut were: Unsummon, Palace Guard, Ajanis Pridemate and Alluring Siren. I’ve never been impressed with Unsummon, espesially in a slower deck like this. However, it does have some synergy with the Jinxed Idol, but I simply don’t like it when they’ll most likely simply suffer a minor tempo setback. While could play another creature, I’m much more worried about my opponent having some relevant enchantment or artifact which I can’t deal with than having a random early guy. If either of them was a knight, to take advantage of my exemplar, it would be a different story.

Here’s how the matches went:

Round 1: vs Mike

Mike starts off aggressively with a Merfolk Spy and Goblin Piker. I play out my Jinxed Idol on turn 2, which is not normally a great idea. However, I have a Roc Egg in my hand for the next turn. He brings out anArc Runner, and smacks me down to 11. I drop my Egg and trade off my idol for a bird token, and he swings in again. I block his Piker and then he Thunder Strikes his goblin. He sacrifices his spy to return my idol. My next play is a Crystal Ball and I promptly die to the Idol.

In this game, playing a turn 2 idol after he played 2 guys was definitely wrong. If I had just played out my Egg and lost it to his trick I would have been in much better shape with my ball.

For game 2 I board out my Solemn Offering (Red-blue usually plays few enchantments, and I saw not artifacts) and my Crystal Ball (which is too slow compared to his aggressive deck). I bring in Unsummon and Celestia Purge, but in retrospect, the Unsummon should’ve been a Palace Guard.

I keep a hand with 3 islands and 4 blue spells, and I resolve a Augury Owl on turn 2. It’s awkward when I see 3 white cards, which I promptly ship to the bottom. I get a turn 3 Cloud Elemental, followed up by a turn 4 Roc Egg. He puts Volcanic Strength onto his Maritime Guard. I happily chump the guard with my Egg and get a bird out of the deal. Over the next few turns he puts out a Manic Vandal, Water Servant and Goblin Piker. However, these are no match for my flying force and I beat him into submission.

In game 3 I mulligan into 5 lands and a Serra Angel. Foolishly, I keep this hand, when against such an aggressive deck going to 5 on the draw was definitely correct. He plays out Maritime guard followed by a Goblin Piker. Things are looking up when he is stuck on 2 land for a few turns, but he is able to Diminish my angel when I block, and his plethora of 2-drops overwhelm me as I continue to draw lands.

0 – 1

Round 2: vs Shane

I start off strong with an Augury Owl and a Scroll Theif. Shane casts a combination of Diminish and Stabbing Pain to kill my thief and I bring out a Crystal Ball. He brings out an Alluring Siren on turn 4 and enchants it with an Unholy Strength. I cast my Jinxed Idol and Squadron Hawk, trading my Hawk for 2 points of damage. Shane gets stuck on 3 lands, and ends up sacrificing his siren to give me back my idol, which goes back again courtesy of my second hawk. We end up continuously trading creatures, and I’m able to gain a combat advantage by having more creatures so that he takes a few damage each turn form my team, and another 2 damage from the idol.

We both mulligan in game 2 and Shane brings out an Augury Owl. I play my own bird in the form of a Squadron Hawk. I bring out the Jinxed Idol, and he starts taking 2 points a turn. He suits his owl up with a Warlords Axe, and my attempt to cast Serra Angel is stifled by his Mana Leak. Without anyway to defend myself from the flyer, I roll over and die.

In game 3 we both have slow starts with my first play being a Roc Egg followed by a Scroll Thief which gets promptly Mana Leaked. I bring out a Cloud Crusader and Cloud Elemental. He casts a Jace Beleren which dies to my fliers in one fell swoop. He Diminishs his Ice Caged Nightwing Shade, which then gets hit by my Celestial Purge. I eventually resolve Angelic Arbiter, which decisively ends the game in my favour.

1 – 1

Round 3: vs Liam

My opponent starts off on the play, with a first-turn Birds of Paradise. I bring out a pair of Squadron Hawks and start to beat in. He attempts to race me by casting an Ornithopter and enchanting it with Unholy Strength. After taking one hit from the thopter I kill it with my Solemn Offering.

Before I continue with the match description, I’d like to say a few words about Ornithopter. When one is new to Magic, Ornithopter seems just awesome, as it’s a flying blocker that is free, and can go in any deck. However, t is virtually impossible to get value out of Ornithopter, whether it be in terms of life or card advantage. In either Limited or Constructed, your opponent’s creatures will simply get bigger than the 0/2 flier, and you’ll wish that you had played something different in it’s place that would have a greater effect on the game. In this game, my opponent opened himself up to major card disadvantage by enchanting the thopter with a pump aura, in an attempt to get value out of it. However, he would have been much better off if he had had a card whose impact would be felt by itself, without the need for an aura. Even had I not had a removal spell, all it would take would be a reasonably powerful flier to blank 2 of his cards, and he’s in the same conundrum as before: unable to gain value out of his Ornithopter. In short: don’t play Ornithopter.

My opponent casts Sign in Blood to refuel his hand and then wastes his Assassinate on one of my hawks. I bring out the JInxed Idol and trade off the last of my hawks to give it to Liam. I play out Scroll Thief and Cloud Elemental to keep up the pressure, and Liam simply doesn’t draw any gas and quickly dies to a combination of my fliers and the idol.

Liam starts game 2 by taking a mulligan to 6, and plays out a turn 1 Elixir of Immortality. This is a card that i’m unsure about, as it does not affect the board in any way, but in the late game it can make your deck more threat-dense, recouping removal spells and creatures that have died. What are your guys experiences with this card? Is it a table-turner or a dud? Let me know what you think in the comments!

I start to assemble my flying armada with Augury Owl and a pair of Squadron Hawks. The Hawks are taken down with a Doom Blade and a Stabbing Pain. I cast Celestial Purge on his Child of NIght and run out a turn-7 Angelic Arbiter, which also meets its death via Doom Blade. I try to break the stalemate with Cloud Crusader but he has a Quag Sickness for that too. Finally, I draw my game-changer and cast White Knight. Followed up with a Knight Exemplar, I’m able to break through and reduce Liam to 0 life.

2 – 1

Round 4: vs Brian

Brian is one of the best local players, and I get paired up against him. He’s also playing a blue-white deck, but with the notable absence of Jinxed Idol and Squadron hawk. In short, the deck I was looking to draft after pack 1. He starts off strong with a turn 2 Blinding Mage, and I reply with my Squadron Hawk. I attempt to cast a Crystal Ball but it gets stopped by Mana Leak. When I cast Ice Cage on his Blinding Mage, it turns out Brian is also packing a maindeck Solemn Offering which means he can keep tapping my fliers. I bring out a Cloud Elemental to increase my beatdown, but he brings out Serra Angel. I manage to kill the Angel with Diminish, but he Mind Controls my elemental and casts Jaces Ingenuity. Unable to draw a relevant spell for multiple turns on end, I lose to his freshly-cast Harbor Serpent which islandwalks me to death.

In game 2 I start with a turn 2 White Knight, and he brings out a Silvercoat Lion. I cast a turn 3 Crystal Ball while Brian misses his third land drop. My turn 4 play is Forsee and Brian casts Wild Griffin. I reply with both a Cloud Elemental and a Squadron Hawk. Brian Foresees, and then casts a Holy Strength (sided in to deal with Ice Cage), on his griffin. I bring out a Cloud Crusader but it pales in comparison to his Harbor Serpent. Just like last time, I lose to the islandwalking monstrosity.

2 – 2

Round 5: vs Blake

We both have lackluster starts with his being a turn 3 Chandras Spitfire, and my first play being a turn 4 Foresee off of a mulligan to 6. He puts out a Whispersilk Cloak and equips his spitfire. I bring out Serra Angel which dies immediately to Doom Blade. I bring out a Scroll Thied and enchant it with Armored Ascension. I put him on a fast clock with my 5 power flier and win out handily in the air, using the Roc Egg/Jinxed Idol as a finisher.

In game 2 I start off with a Squadron Hawk. Blake resolves a turn 2 Ajanis Prdiemate, and I bring out the Jinxed Idol on the following turn, so we continue to trade guys pack and forth. He brings out a Cloud Crusader and sacrifices it to the idol, only to cast Rise from the Grave to reanimate it. He then casts a Chandra Nalaar which spells my defeat when I can’t draw a relevant spell for several turns in a row, staring at the double Solemn Offering in my hand.

Before game 3 I take another gander at my sideboard and realize that I forgot to bring in Celestial Purge. I take out the extra Solemn Offering I had boarded in previously and bring in the removal spell. Make this a note: when sideboarding, look at your entire sideboard, if you leave a card you boarded in previously in a different position, you’re liable to forger

Game 3 is where I make the biggest mistakes of my tournament, but the game starts off alright. I mulligan to 6 and play a turn 2 Augury Owl followed by a Scroll Thief. He plays a Whispersilk Cloak and then Excommunicates my thief. I reply the thied and it dies a fiery death to Chandra Nalaar. I Foresee on my next turn and he replies with a Hoarding Dragon. I Condemn the dragon and then get my Jinxed Idol/Roc Egg combo online. He is forced to sacrifice each creature he plays and then I manage to stick a Crystal Ball to improve my draws. I get in for a fair bit of damage with my bird token before it gets destroyed by a Fireball.

With the Jinxed Idol in play, the power of my Ice Cages and Pacifism is significantly reduced, but I end up needing to cast them to make him sacrifice them to the idol, with me just able to keep alive at 9 life. he has double Siege Mastodon and I have Squadron Hawks and my Knight Exemplar. With him at 10 life, I start to race with my fliers, with the notion that every pair of hawk hits I get in is another turn knocked off of the Jinxed Idol clock. However, this ends up being my undoing, as I attack with one Hawk while i’m sitting at 5 life, without realizing that he still can get in for 3 damage from an unblocked Mastodon as well as 2 from the Idol that he can give to me. Had I played differently, I would have been able to resolve Angelic Arbiter and Pacifism, which were sitting in my hand, drawn off of a Jaces Ingenuity. My notes don’t precisely describe the game state at that time ,but all I do know is that I had game if had blocked with both my Hawks.

Final Record: 2 – 3

On Jinxed Idol
This card was one that played a major role in the day, killing my opponent’s 3 separate times, and being responsible for my own demise in 2 games (I kept track on the card itself with black and red Sharpie). One mistake I made was playing it in a control style deck. This card wants to be played in an aggressive deck so that you can either pave the way for your early drops or just deal continuous amounts of damage. In order for this card to be effective, you have to be in the drivers seat, you have to be the one deciding where the game is going. Otherwise your own card will be your undoing. I want to try this card out in standard in a deck with Bloodghast for some constant damage, not only because it would be fun, but because it would allow me to put more black and red notches on my idol. Final Verdict: Jinxed Idol is a potent card, but one that should be used in a deck that absolutely warrants it. I think this deck would ideally be green-white with both the Roc Egg and Squadron Hawk interactions.

One of the things that I made sure to do about that day was to not get down on myself, quit magic, or blame bad luck. Because our game was the longest running, I talked with no less than 4 different people about how I could have played my games better. This is crucial if one is to become better at Magic, because learning from your mistakes can be much more valuable than winning all the time.

I believe it was Gerry Thompson who said something along the lines of “There are a lot of people in Magic who could really benefit from getting a good ass-kicking”. The joke was that there were maybe 7 people who this would not apply to, but I believe that everyone does need to lose really badly sometimes so that we can reevaluate how we’re playing and thinking about the game. Note that I’m not advocating punting matches for a learning experience, but if you happen to do so, try and salvage what you can from the experience.

I fully admit I made some bad plays, kept some bad hands, and played relatively poor Magic over the day, but I resolved to play more, play better, and play smarter. I’m going camping for the next 2 weekends so I’ll most likely only have a couple gams of casual here or there before returning to the tournament scene with a vengeance in early August.

As always, any comments or questions or future article suggestions can be brought to my attention in the comments field below, via email at zak -AT- power9pro.com or through my twitter at www.twitter.com/zturchan.

Until next time, Cheers,

Zak

Tales From The Magic 2011 Prerelease: Part 2

Thursday, July 15th, 2010

Hello everyone and welcome to another edition of “Tales from the Prerelease”. I had the pleasure of attending 2 separate prereleases this past weekend because I just couldn’t get enough of the new core set: Magic 2011. Tomorrow is the set’s official release, and I hope you’ve got your boxes preordered to make sure you’re getting one of the nice new Birds of Paradise promos, I know I have.

Let’s look at what I opened in my other Magic 2011 Prerelease, shall we?

Zak’s Sealed Pool

Here’s the deck that I created.

This deck is very midrange, with most of the punch coming in the form of Cudgel Troll and Greater Basilisk. The double Crystal Ball ensures a steady stream of relevant spells in the later turns of the game, and our suite of removal should hopefully provide enough room for our green creatures to bash in.

One card I was not sold on at all was the Necrotic Plague, because it seemed like it would run counter to our plan of using Cudgel Troll as a main beater, but after some convincing by a friend who also opened it, I agreed to give it a shot. I also considered the inclusion of double Mind Rot, as that card is usually considered good in limited. However, I wanted to make sure that I had enough creatures to keep up a steady stream of guys.

Regarding the splash colour, I chose Blinding Mage because of it’s ability to deal with bombs. This quality made it more attractive to me than the double Pyroclasm. However, I understood that my splash colour might change in sideboarding, so I ensured I had a supply of basic lands on hand. Blue also is a potentially attractive splash, boasting Mind Control, Diminish, Mana Leak, and even Flashfreeze. I would not fault anyone for choosing one of these other colours as the splash, but the Blinding Mage is more universal while being less intense on our mana.

Let’s see how the rounds turned out!

Round 1: vs Garret

Garret is a local player who has a strange affinity for goblins. Having sat next to him during the sealed, I jokingly asked him if he was playing the Goblin Chieftan that I saw he opened. He gave an ambiguous response, and we were off to the races. The game started off slow, with the first play being my turn 4 Prized Unicorn, which quickly met its end at the hands of Garrets Doom Blade. I followed up with a Cudgel Troll, leaving green mana open for regeneration. Garret cast a Stone Golem the next turn, but I still bashed in with my troll, knocking him to 16. I follow up with a Greater Basilisk, and Garret suicides his Golem into my snake, trying to bluff a trick. In the absence of one, he Gravediggers it back to his hand, and lands an Ancient Hellkite. However, his life total is at a precarious 7, and he opts to trade his hellkite for my basilisk when I attack. He casts another Gravedigger, and brings his dragon back, but with him at 1 life now, he has to leave his dragon back to block. Once he commits more of a force to the battlefield and dispatches my Liliana’s Specter with a Chandras Outrage, he is able to attack with the dragon and burn my Blinding mage to cinders. However, I topdeck an Assassinate, and the game is over in short order.

For game 2, I board out my white splash, as well as 2 Black Knights and the Nantuko Shade. Boarding out 3 cards that want double black extremely early lets me deepen my splash, as I bring in 3 Islands, Flashfreeze, Mind Control and Mana Leak.

Garret starts off with a Terramorphic Expanse for a mountain, and brings out Runeclaw Bear and Llanowar Elves. My first play is Cudgel Troll on turn 4, and we both cast Prized Unicorns on our successive turns. On turn 5, I’m staring at Mitotic Slime and Flashfreeze. I make the greedy play and assume he will not have a turn 6 Ancient Hellkite, but he does, and I quickly die because I didn’t leave my counter mana open.

In game 3 I cast a turn 3 Cultivate, and get two Islanda because I have Mind Control in my hand. I cast Greater Basilisk on turn 4, and draw some cards with Sign in Blood on the next turn. His attempt to Doom Blade my snake is stopped by a Mana Leak. I add further pressure with Mitotic Slime, and Mind Control his only creature: a Garruks Packleader. When he drops a Yavimaya Wurm, it simply isn’t enough.

1 – 0

Round 2: vs Shane

I start this round off with a mulligan to 5, and he puts out a Goblin Balloon Brigade enchanted with an Unholy Strength. Although Quag Sickness takes care of the ballooners, I’m quickly facing down a Juggernaut, with no removal to stop it. I manage to put out a steady stream of blockers but he eventually Fireballs my last blockers and steamrolls me to death with his war machine.

I board in Naturalize, Solemn Offering, and another plains to take care of both his auras (ideally as a combat trick) or his Juggernaut. The game starts off in an eerie fashion, with both of us having turn 2 Black Knights and turn 3 Lilianas Specter. He resolves a Royal Assasin which puts a hamber on any offense I could possibly mount. However, his Juggernaut does not get to go on the rampage that it did in game 1 due to my Naturalize, and I resolve Cudgel Troll, Giant Spider and Greater Basilisk to act as a solid defense until I can draw removal for his assassin. He eventually casts Act of Treason on my troll, and I respond by putting a regeneration shield on it (all that my mana would allow). He attacks with it, and then uses both the Assassin’s ability and an Assassinate to do away with the regenerating troll. Just in time, I draw my own Assassinate to kill his source of removal. When Shane starts casting spells like Barony Vampire and Unholy Strength in the late game, my more powerful cards like Mitotic Slime and Garruks Packleader begin to dominate and clinch the game for me.

After seeing the assassin, I actually board out my extra white and bring in the blue package, hoping to Mind Control or counter the assassin, while leaving Naturalize in to deal with his artifacts and auras. In game 3, he starts of slow with an Elixir of Immortality, and missing his 4th land drop. I however, have no such problems as I Cultivate into a Cudgel Troll with regeneration mana open. Shane does have his Royal Assassin, but I’m more than happy to Mind Control it. We each build up creatures until Shane decides to wipe the board with a Destructive Force. However, I am able to rebuild my mana much easier than shane does, and I bring out a Greater Basilisk in only a few turns, which does in Shane, who’s still struggling for land after his board wipe.

2 – 0

Round 3: vs Atilla

I start off with a Black Knight, and cast Necrotic Plague on his Cyclops Gladiator, trading in my knight. I cast my Greater Basilisk on turn 5, which looks quite impressive compared to his 5 drop: a Serras Ascendant. He does resolve an Earth Servant as a 4/9, but when my team grows to include another basilisk and a Lilianas Specter. When he starts to hit a bit of a mana glut, I capitalize and win out with my team.

In game 2, I board in my blue package again, including the Diminish. While my start is pretty lackluster with a Black Knight, Cultivate, and not much else. Atilla pumps up a hasty Vulshok Berserker[/card[ with Holy Strength and then brings out [card]Earth Servant. Unable to draw a Greater Basilisk, he is able to attack me down to 5 and finish me off with a Lava Axe.

Game 3 is all me as I play Black Knight followed by back-to-back Lilianas Specters. His lone Vulshok Berserker simply doesn’t do enough when I bring out a Garruks Packmaster as well, and he dies to my team when he cant mount a defense.

3 – 0

Round 4: vs Matt

I’ve heard rumours of Matt’s supposedly unstoppable deck, so I’m a little bit anxious going into the round. He plays a turn 3 Cultivate and casts Acidic Slime on turn 4 to screw me out of green mana. I’m able to play out Lilianas Specter, Black Knight, and Necrotic Plague, but soon my hand becomes clogged with uncastable green spells. Matt brings out a Fauna Shaman and tutors for a Sun Titan. To add insult to injury, he equips it with a Sword of Vengeance, and pretty much wrecks me.

I board in the blue package again, hoping to counter his bombs before they start to affect the game too much. He Cultivates again on turn 3, and brings out a turn 4 Garruks Packleader. I am able to resolve a Cudgel Troll and Mana Leak his Sun Titan. However, he has double Pacifism for two of my blockers and I die off in short order.

3 – 1

Round 5: vs Liam

Liam starts the game off with a Goblin Tunneler, and follows it up with a turn 3 Manic Vandal. I resolve my Prized Unicorn on turn 4, but he replies with a Sword of Vengeance. However, a draw of double Greater Basilisk is able to stave off his weaker creatures, even the ones who wield the sword. He ends up being stuck on 4 lands, which is hard with the sword’s equip cost of 3. When I bring a Cudgel Troll to the battlefield, he can’t defend himself and quickly keels over.

In game 2 I get a turn 3 Crystal Ball, which I follow up with Blinding Mage. He casts Reassembling Skeleton and Diabolic Tutor. He plays his tutored-for Sword of Vengeance and throws it on a Child of Night for a commanding presence. However, the mage makes the sword almost useless, and I manage to Assassinate his 4/6 Earth Servant. When I bring a fighting force of Nantuko Shade, Garruks Packleader to the battlefield, he can do little as all his threats are either locked down or destroyed.

Final Record: 4 -1

My X – 1 record nabs me half a box worth of store credit, and second place in the tournament. As before, here’s my segment on my top cards of the day.

Top Cards

Crystal Ball
Although not mentioned in detail during my match analysis, this card has proved itself to be amazing. If you can resolve one early, your card quality becomes simply amazing compared to your opponent. You almost never hit a dead draw and can dig very effectively for answers or lands of a particular colour. If you’re digging for a specific card, you can scry at the end of your opponent’s turn and during your own upkeep to dig 4 cards deep before drawing for a turn. The fact that such library manipulation is staple to a colourless card is also noteworthy, as it can give green and red decks that traditionally have little card manipulation the power and consistency that they need as the game progresses to the later stages. I can easily see this card getting picked within the first 3 picks in a draft, and it should be played in every sealed deck you open it in.

Greater Basilisk
Maybe it’s the fact I had 3 of these guys, but they served me admirably throughout the course of the game. They provide both an excellent offense when against a walling opponent, and can defend against most of the formats ground-based creatures without risking their life. When building my deck I had doubts about how good they would prove to me, but rest assured, my fears have been assuaged. I’ll always be happy to have this guy an in any green deck, as he makes your opponent’s gameplay extremely difficult.

Cultivate
While many players originally thought this card was amazing, there are some who don’t realize how ridiculous this card is. Not only does it ramp your mana and ensure that you make a land drop on the text turn, but it helps you fix mana for both splashes or double colour commitments easily. This card is the absolute nuts, and is one of the most potent 3-drops that green has.

That’s it for now, stay tuned for next week when I go into detail about drafting Magic 2011, and a I launch a video series of my exploits on Magic Online. If you want to contact me, email me at zak -AT- power9pro.com or sound off in the comments below.

Cheers,

Zak

Tales from the Magic 2011 Prerelease!

Wednesday, July 14th, 2010

Hello everyone, and welcome to another edition of “Tales from the Prerelease”. Today is the first of 2 reports form the Wizard’s Comics prereleases, so stay tuned tomorrow for another one. I hope everyone enjoyed their first taste of Magic 2011 (I know I did). This core set is one of best core set’s ever, and I truly enjoyed playing limited with it. Without further ado, let’s see what awaited me in my sealed pool.

Zak’s Sealed Pool

And here’s the deck I built:

Zak’s Sealed Deck

This deck has an aggressive edge to it, chiefly because of the 3 Garruks Companions. Note that I’m normally not a huge fan of the card, but the potential to have a reliably aggressive base green deck was tempting, so I tried it out. This deck has some mid-game flier that keep up the pressure, and has a solid late game with Mind Control, Sword of Vengeance and some fatties to see it through to the end. The white splash gives us 2 solid removal options, as well as another quality flyer to get in for damage when we need to.

Round 1: vs Wilson

I started the first game on the draw, and quickly cast a Garruks Companion. Unfortunately, he hits a turn 3 Lilianas Specter making me discard a card. Unfortunately, I don’t draw land on either turns 3 or 4, and he bolsters his army with the likes of Juggernaut and Vulshok Berserker. When I do hit my land drop, I drop Augury Owl and Sacred Wolf, but they simply can’t stand up to Wilson’s bomb: Inferno Titan.

Game 2 is more even with me getting out a turn 3 Garruks Companion, met again by Lilianas Specter. I get a devastating turn 4 Juggernaut which outclasses Wilson’s play of Arc Runner. A Foresee on my turn lets me dig to ensure my continued stream of spells, and I cast Pacifism on his Specter to ensure that my Juggernaut gets through. When Wilson doesn’t have an answer to my extra 3 points of damage in the form of a Giant Growth, he packs it in and we go to game 3.

Although i’m on the draw, I accelerate quickly with a first-turn Llanowar Elves. Wilson’s drop is just as good, and he casts a Ember Hauler. I play a forest on turn 2, and leave Giant Growth up rather than casting the Gargoyle Sentinel in my hand, because I want to ensure that I get out a turn 3 Giant Spider. He plays a Goblin Piker and, in a moment of confusion, attacks his hauler into my spider. It turns out that he had forgotten that damage doesn’t stack anymore, and admitted his play mistake may have cost him the game. We escalate the size of our armies with me casting a Garruks Companion and a Duskdale Wurm, and him bringing out a Howling Banshee and a Juggernaut. When I finally draw Sword of Vengeance and slap it on a Garruks Packleader, Wilson extends the hand.

1 – 0

Round 2: vs Jordan

I start the second round on the play with my aggressive start of a turn 2 Garruks Companion. He drops a Bloodthrone Vampire on his turn, and follows up with Blinding Mage. He Unsummons my 3/2 beater when I swing with it, but I Negate it, intending to capitalize on his lack of a fourth land. He eventually casts a Stabbing Pain on my companion, which I quickly replace with a Giant Spider. He casts a Cloud Elemental in an effort to break through, but another Garruks Companion shows up to make his potential attacks unprofitable. When he does draw his 4th land, he taps his mage to tap my 3/2, and then Assassinates it. He casts a Gargoyle Sentinel and an Assault Griffin. I start to gain advantage by bringing out my Sword of Vengeance, and equipping it on my third companion. A Juggernaut takes out his Gargoyle, and I cast a Spined Wurm. We eventually make it to a board position where if I draw a creature, I win by giving it haste with the sword, and I pull out the Assault Griffin to win a very evenly matched game.

In game 2 he gets a slow start while I come racing out of the gates with a Blinding Mage, Llanowar Elves, and Gargoyle Sentinel. His first play is a turn 5 Serra Angel, but when I draw my Sword of Vengeance, he has to make some suboptimal blocks to stay alive. When I cast Foresee into a Pacifism for his Azure Drake, he scoops up his cards.

2 – 0

Round 3: vs Adam

Having scouted Adam (and the rest of the 2-0 bracket) earlier, I knew he was packing a red-white-black deck with Day of Judgment, Fireball, and double Corrupt, so I came in expecting almost all my cards to hit some sort of removal. I get a solid draw of Garruks Companion and Sacred Wolf on turns 2 and 3 respectively. He casts Quag Sickness on my 3/2, and brings out a Howling Banshee which trades for my Juggernaut. After a timely Mind Rot to empty my hand, he brings out an Inferno Titan to do me in.

Because so much of Adam’s removal was damage-based, I sideboarded in my Leyline of Vitality, thinking it might help me out. I get a turn 2 Garruks Companion followed again by Sacred Wolf, which trades with his Blinding Mage. However, when I cast Azure Drake, he wrecks my board with his Day of Judgment. My last 2 cards get Mind Rotted away, and he keeps up the pressure with a Nantuko Shade. When I topdeck the useless green Leyline, I extend my hand.

Let this be a lesson to everyone. Do not play Leyline of Vitality. Seriously. It only works when you have creatures out, and in order to get decent value it needs to be in your opening hand, or you have to have a sizeable army. In retrospect, I would have been better off with another creature.

2 – 1

Round 4: vs Lorenzo

Lorenzo is one of the best local players, who usually only comes to big events. Having beat him in the Extended PTQ this year, I’m sure he was out for revenge. I start off strong with a Llanowar Elves and an Augury Owl. The vast improvement of this Owl over Sage Owl becomes apparent when I ship no less than 3 forests to the bottom of my deck. We trade guys for a while until I land a Juggernaut. Lorenzo offered the trade by blocking it with Barony Vampire, but I had the Giant Growth to ensure my war-machine could keep on wrecking the place. When I had the Pacifism for his last chump-blocker, my Juggernaut was able to steamroll its way to victory.

In game 2 we both start slowly, with a turn 3 Crystal Ball for Lorenzo, and a Sacred Wolf for me. He casts Nether Horror to follow up, but I land a Sword of Vengeance and equip it to my troll-shrouded wolf. Lorenzo scrys with his Crystal Ball at both the end of my turn and on his upkeep, putting all 4 cards on the bottom of his library in the hopes of finding an answer. He tries to cast Chandras Outrage on my Yavimaya Wurm, but it gets countered by my Flashfreeze that was brought in from the sideboard. Eventually, my Wurm arms himself with Akroma’s sword, and he destroys the last few points of Lorenzo’s life.

Final Record: 3 – 1

My record is enough to get me 12 packs of M11, which I take in store credit, and I play several games of Legacy afterwards against Lorenzo’s brother, Marcel, to cap off a great prerelease.

I’ve decided to start a new segment to increase the amount of analysis in my tournament reports. I’m going to cap off each report with a list of “Top Cards” of the day, including how to best play them. Note that I will not include any obviously bomb rares in this segment, because we all know that Sword of Vengeance is the nuts.

Top Cards

Foresee

When this card was originally printed in Future Sight, it was one of the most effective card drawing spells at the time. Sure, Tidings may have gotten you three cards for only 1 mana extra, but being able to sculpt your next few turns while accruing card advantage is what made Foresee see a fair bit of constructed play it its heyday. The 4 mana sorcery is not only back, but it’s better than ever in Magic 2011 limited. If you can set up a reasonable defense that can hold your opponent back one turn, say something like a Giant Spider, then you can use Foresee to ensure that your deck doesn’t falter as it progresses into the late turns of the game. Having a defense of some sort is important, because if you don’t draw into something insane, and you haven’t augmented your board position, casting Foresee can be a losing proposition. Of course, if you have no other plays, or plays that you do have would be suboptimal, Foresee is still a fine 4-drop, but realize that you’re giving your opponent another turn to both swing in at you and strengthen their forces. However, Foresee played an all-star role in my sealed deck, digging for my bombs and putting lands on the bottom that would have been blanks.

Augury Owl

Maybe I’m biased because scry is my favourite mechanic, but Augury Owl is head and shoulders above its Sage counterpart from Magic 2010. This 2 drop flyer makes it possible to keep marginal hands that contain disproportionate amounts of land, with an overall effect similar to Serum Powder. A 1/1 flyer is also not something that should be overlooked, as this owl trades with Liliana Specter and Stromfront Pegasus extremely nicely. With all the advantage that scry gives you, taking out an opponents 2-drop is one of the most satisfying plays you can make with this little bird.

Sacred Wolf

Sacred Wolf is a card that shone brightest when I equipped it with a Sword of Vengeance, but all day it had a solid role in helping my deck “get there”. Comparing him to the underplayed Mist Leopard in M10 limited, Sacred Wolf not only provides a decent offense that is immune to the likes of Blinding Mage and Royal Assassin, but the fact that it has shroud means you can get some extremely high value out of it. This guy trades with cards like Juggernaut all day, meaning that he is a card that you should really never be unhappy to run. In the absence of a Sword of Vengeance, this guy will pick up a Warlords Axe and beat in until your opponent finds a guy to block it. Paired with a suite of solid removal spells, Sacred Wolf is a card that helped me greatly when my opponent’s needed to cast their removal spells to try and reclaim a match.

That’s it for today, I’ll have another one of these articles up tomorrow. As always, feel free to contact me via email at zak -AT- power9pro.com or via the comments section below. If you think you’d have built the deck differently, tell me what you’d have played. This pool had some tough decisions to make, so I may have made some wrong calls, but that’s part of Magic. I’m sure that as the set becomes played with more, we’ll know exactly what cards are limited all-stars and which ones are duds relegated to the realm of proxy fodder.

Until next time, Cheers!

Zak

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

Wednesday, June 9th, 2010

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

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

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

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

Here’s the sideboard I ran:

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

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

Round 1 vs. Joe Canadas playing JUND

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

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

Round 2 vs. Joe Pease – RG Land Destruction

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

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

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

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

Round 3 vs. Luke Bardsley playing JUND

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

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

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

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

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

Round 5 vs. Justin Desai playing Lotus Cobra Jund

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

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

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

Round 6 vs. Bryan Lynch playing UWR Planeswalkers

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

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

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

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

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

Round 8 vs. James P Syed playing Naya

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

TOP 8 Quarterfinal with Cameron Preston playing Jund.

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

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

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

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

Until next time,

Mike Gemme
Mike@power9pro.com
bobbysapphire on MTGO

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

Thursday, May 20th, 2010

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Speaking of Sideboard:

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

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

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

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

Til next time,

Mike Gemme
Mike@Power9Pro.com
Bobbysapphire on MTGO

Taking 2nd Place at the Boston $5K

Thursday, May 6th, 2010

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

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

you can see me discuss the list here.

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

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

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

My Board was as follows:

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

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

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

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

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

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

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

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

Quarter Finals vs. Jund

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

Semifinals vs. UW Tapout.

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

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

Finals vs. Jund

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

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

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

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

Thanks for reading

Mike Gemme
mike@power9pro.com
bobbysapphire on MTGO.

Kicking Off the Standard Season

Thursday, April 29th, 2010

Here we go again.

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

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

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

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

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

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

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

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

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

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

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

Mike Gemme
Mike@power9pro.com
Bobbysapphire on MTGO

Top Picks in Rise of the Eldrazi Draft

Thursday, April 22nd, 2010

The Prerelease was very eventful. I started with draft, and first picked Joraga Treespeaker because to me green seems like the most powerful color in Eldrazi limited. My second pick was Ondu Giant, and once third pick came around I knew it was a Prerelease: Ulamog, the Infinite Gyre was in the back of my pack. From there I got a few Smite, an Oust and Guard Duty to combat the Eldrazi. I ended with two Skittering Invasion, Artisan of Kozilek, a bunch more ramp in the form of two Overgrown Battlement, two Joraga Treespeaker and Growth Spasm. My back up plan, if I wasn’t ramping into a turn 4 Ulamog, the Infinite Gyre was just beat down. Dawnglare Invoker and Wildheart Invoker were absolutely ridiculous. Needless to say I went undefeated in four rounds of swiss.

What I took from the draft were top five picks for commons and uncommons in each color:

White:

1. Dawnglare Invoker

2. Knight of Cliffhaven

3. Oust

4. Kabira Vindicator

5. Guard Duty

Dawnglare Invoker breaks through stalemates, flies, and makes an aggressive strategy viable. It is how you can stop those blasted Eldrazi from attacking with Annihilator, and making the green decks unable to ramp with Joraga Treespeaker and Overgrown Battlement, so tap them down during their upkeep. I honestly feel that Dawnglare Invoker might be the most important limited card in this format.

Knight of Cliffhaven is the best aggressive creature in white. You could probably make an argument for Caravan Escort, which I might switch out for later down the road, but I have a feeling that Knight of Ciffhaven flying over early turn walls, and being out of Last Kiss and Staggershock range is more important.

Oust is amazing at dealing with Eldrazi, fully leveled creatures, early ramp creatures, creatures with Totem armor on them, and pretty much everything. It is the best soft removal white has, and might edge up to second place down the road.

Kabira Vindicator has a huge toughness, and makes your Eldrazi spawn relevant attackers. He sits out of Flame Slash range very quickly, and hard even to kill with Induce Despair.

Guard Duty is an interesting choice for top 5 but I think if you don’t have an answer for an Eldrazi you should pretty much scoop em up. It does combo well with Grotag Seige-Runner, which is kind of cool.

Smite and Hyena Umbra are both honorable mentions. Perhaps even Demystify as there are a lot of important enchantments.

Blue:

1. Regress

2. Enclave Cryptologist

3. Narcolepsy

4. See Beyond

5. Domestication

Regress is tempo setter, combat trick, Totem armor disruptor, level resetter, and a catch all card for blue. It’s 2U casting cost is easily splashable and a great first pick for blue.

Enclave Cryptologist is a looter in a bomb oriented format, with “haste” on turn two after playing her on turn one. She eventually becomes a straight up Archivist and is incredibly powerful. Also fairly easy to splash as you only really need one island.

Narcolepsy is an answer to an Eldrazi hitting board. Also punishes Totem armor on creatures, and all around locks a creature out of the game.

See Beyond is like a looter effect but allows you to shuffle your unwanted Eldrazi spells in the early hand back into the library for later use. It helps dig to your key spells, which blue will usually be a support color due it’s weak creatures and spells.

The only reason Domestication is in over Hada Spy Patrol is because it needs an answer for Dawnglare Invoker. The power of Dawnglare Invoker is really that large.

An honorable mention is Sea Gate Oracle, as he might be better than See Beyond in certain decks, but probably not most.

Black:

1. Nirkana Cutthroat

2. Induce Despair

3. Vendetta

4. Suffer the Past

5. Bloodrite Invoker

Black is a difficult color to rank due to its tremendously underpowered spells. It has a couple good removal pieces, but really lacks in good creatures. It mainly excels in its bombs at rare/mythic rare status. Nirkana Cutthroat is the most  efficient black creature the color has. Probably the next creatures in line are Zof Shade and Null Champion which isn’t saying much. It isn’t bogged down by big walls due to it’s Deathtouch, and it can trade with big ol’ Eldrazi when it is on defense.

Induce Despair is a bit situational due to the creature needing to be in the hand clause. With an Eldrazi in your hand, it doesn’t make it such dead weight. Also, it gets around Totem armor by giving the creature -X/-X instead of dealing damage.

Vendetta is good at killing little creatures at instant speed in response to leveling or even Totem armor. It might not be better than Induce Despair the more I play, but I like where it is positioned right now.

Suffer the Past is an interesting variant on X spells. It can certainly end games pretty quickly, and at instant speed to boot. Right now I like this card a lot, but it may drop over time, I’m slightly on the fence, but I like it a lot.

Bloodrite Invoker is an invoker that ends the game very quickly. Like most invokers, they are great in stalemates.

Black isn’t a very deep color at all, with very little variance in their spells and not a lot of tricks, just rares that are very color specific and incredibly powerful.

Red:

1. Flame Slash

2. Staggershock

3. Brimstone Mage

4. Heat Ray

5. Traitorous Instinct

Flame Slash kills nearly everything in the format. I like Staggershock as a burn spell a lot too, but I think what it doesn’t kill is really annoying, although both are tremendously powerful. Staggershock can hit players where Flame Slash cannot. Creatures have bigger butts in this format.

Brimstone Mage is a tank. He gains a formidable power and toughness, and decimates creatures and opponents. He might be the best pinger of all time.

Heat Ray with a lot of mana can kill nearly any creature at instant speed. It also deals with bigger Eldrazi later in the game. It can be nearly any size and doesn’t take a lot of red mana investment. Very splashable.

Traitorous Instinct grabs Eldrazi, and clears the way of blockers. It is a Threaten that can put some serious pressure on the opponent. I like it a lot.

Green:

1. Joraga Treespeaker

2. Beastbreaker of Bala Ged

3. Pelakka Wurm

4. Wildheart Invoker

5. Kozileks Predator

Joraga Treespeaker ramps you so incredibly quickly, and you never even have to level it past the first level. The way it comes down on turn one and recycles the level investment you put into it the next turn by producing GG is remarkable. Five mana on turn three with only one spell played. The beauty of levelers.

Beastbreaker of Bala Ged is aggression and efficiency all in one. Tramplers are important in a format of chump blocking. Also, being able to dish out four damage to terminate walls is incredible.

Pelakka Wurm is a tremendous creature, with usefulness after usefulness. The 7 life and the 7/7 body gives you a great stabilizing card. The trample gives you aggression. The card lets dig to more spells after it hits the graveyard. It is the dream wurm for green.

Wildheart Invoker makes creatures into huge attackers with trample. They way he breaks stalemates is phenomenal. Even a lousy Eldrazi spawn can become a 5/6 trampler. A four mana, 4/3 is also nothing to scoff at. Wildheart Invoker is astounding for green to punish the opponent with.

Kozileks Predator makes two additional eldrazi spawn tokens when he enters, which allows for ramping, and blocking. The beauty of him is he is a 3/3, so he is fairly aggressive, and he creates board presence very early.

Rise of Eldrazi is an interesting draft format for sure, but unfortunately it isn’t very exciting. I can’t wait for M11 now. After a few drafts I feel like certain colors have little to no depth, and others just have everything. Also, losing to an invoker is probably the most common death.

Happy earth day!

Tilting Hard, and Dealing with it.

Wednesday, April 14th, 2010

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

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

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

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

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

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

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

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

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

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

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

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

Aggression. Don’t reload:

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

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

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

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

Mike Gemme

mike@power9pro.com

Bobbysapphire on MTGO

PTQ San Juan: Merfolk in Extended *10th*

Wednesday, March 31st, 2010

Hello everyone, and I hope the students among you are enjoying Spring break as much as I am. Friday and Saturday were a whirlwind of Magic-related challenges, and now that I’m caught up on some sleep, I’m ready to recount the story.

We start off in Edmonton (my hometown) at 10:30 pm. One of my buddies swings around my place so that we can meet our other two friends on the other side of town for supper. However, Dave, the guy who is driving only came to the city about a year ago, and progresses further out of town in the opposite direction we need to go. Thus, we end up taking a roundabout trip to the restaurant that takes us almost an hour. When we get to the restaurant, I don’t recognize my friends at their table because they are sitting with 10 others whom I don’t know, and are dressed up like Japanese school girls. Long story short, after a few cell phone calls and facepalms, we sit down and enjoy general merriment until about midnight. When we finally go over to my friend’s place where we’re spending the night, we test for about an hour before attempting to go to bed. Of course our host’s roommate has also invited some other friends to spend the night, so Dave, Matt, and myself end up sleeping on the floor.

4 hours later, we get up and fill ourselves with coffee and hit the road for the 3-0hour drive to Calgary. While Dave drives and Matt sleeps in the shotgun, Brian and I test extended for a good hour and a half on top of spare binders on our laps. This is of course until the truck sputters to a stop in the middle of the highway. The three more academically inclined of us (Matt, Brian, and I) resign ourselves to the fact that we will miss the PTQ, while Dave points out that there is an abnormally strong smell of gas on the side of the highway. Looking down, we see an enormous pool of gas dripping from the bottom of the truck, and Dave is able to reconnect the dislodged gas line and set us back on our way, with enough time to spare.

On arrival at the tournament site, we find that WotC has donated a ton of product to the event, and that everyone will get six free boosters just for showing up. Seems awesome.

The time for handing in decklists comes, and this is what I submit.

Here Fishy Fishy

And here is the sideboard:

So as I said in my previous article, I didn’t think that Faerie Depths was a good decision for a metagame filled with Zoo. I came across Marshall Arthurs’ winning list about a week prior to the tournament, and I knew immediately that I would be playing merfolk. They’re a deck that I played in standard, and I’m very familiar with the archetype. Unlike Faerie Depths, I’m almost always playing ahead of my opponent, whereas Faeries needs to play catch up for most of the game.

I only made a few changes to Marshall’s list. The first, and most notable, is the removal of 2 Cursecatcher and a Mana Leak for 3 Sejiri Merfolk. I think that this was absolutely the right call, as I boarded out Cursecatchers a fair bit, and the Sejiri was able to totally turn games around. Seriously, this card is extremely good.

The other change is the inclusion of more basic lands. I knew there would be a fair few players piloting Kyle Bogemmes’ Blood Moon Zoo, as well as Gavin Verhey’s Ultimecia. I believe that the 10 basics and 3 fetches render that plan of attack effectively useless, except for that it shuts off Mutavault. Again we see that this deck is superior to Faerie Depths in its ability to deal with moon effects, whereas faeries would many times just scoop to the 3 mana enchantment or its magus.

The board is almost completely different from Marshall’s. I added Threads of Disloyalty to assist me in the Zoo matchup, and Damping Matrix to hurt Thopter Depths. Wrath of God is a way for me to deal with Elves, fast Zoo, and maybe a resolved Hypergenesis or Living End. Finally, Leyline of Singularity was my ace in the hole against Thopter Foundry decks, as well as Elves and Dredge.
Round 1: vs Arvin (Uw Merfolk)

Arvin is last year’s regional champion from Calgary, and I greet him as such when we sit down. He seems a little flattered that someone who he doesn’t know knows his name, and we make small talk while shuffling our decks. Imagine my surprise when he plays a turn one Island followed by Cursecatcher. My mindset immediately changes into how I can beat the mirror, and I identify Lord of Atlantis as a game changer immediately. I realize that I must use it as an Overrun style finisher, rather than as a source of continual damage. He casts Silvergill Adept on turn 2, and than I respond with Sejiri Merfolk. This is where he becomes aware of the situation as I have known it for 2 turns, and we both have a little chuckle at the unexpected mirror match.

He casts an Umezawas Jitte on turn 3, which I kill with a Jitte of my own. The first strike on my Sejiri Merfolk is holding the fort, but I become worried when he resolves another Jitte on the next turn. After equipping it to his 3/2 Silvergill Adept he pauses and asks me: “Does [Sejiri Merfolk] have first strike?” I reply in the affirmative, and then he does something which defies rational explanation. He attacks with his Jitte-wielding adept while he’s tapped out. I block, and I stop him when he tries to put counters on the Jitte, informing him that his guy died before it dealt combat damage. He realizes the extent of his misplay, and then I play a Jitte to kill his, and overwhelm him in the next few turns.

I board out 3 Lord of Atlantis and 2 Cursecatcher In favour of 2 Threads of Disloyalty and 3 Temporal Isolation. In game 2, I make a mistake early on when I cast Threads on his Wake Thrasher. Shortly after, I realize my mistake and explain to the judge the situation. He gives us both a warning, and our game goes on. It turns out that Arvin didn’t board out Lord of Atlantis, and my Wake Thrasher in able to go all the way with islandwalk.

1 – 0

Round 2: vs Mike (Hypergenesis)

We’re chatting while we shuffle and we discuss which, if any, decks would actually want to draw in this format. I say that the Hypergenesis builds which run Gemstone Caverns might want to and he replies that his deck might also draw sometimes. When he plays a turn 1 Gemstone Mines, I’m not surprised, and I drop a Sejiri Merfolk on turn 2. However, this is where all hell breaks loose, as he exiles a Simian Spirit Guide and casts Violent Outburst during my end step. He brings out Bogardan Hellkite and Progenitus, and I bring in 4 Merfolk Lords and a Wake Thrasher. Then my opponent misplays, choosing to kill off one of my lords with the hellkite damage, rather than hit me and swing for game next turn. He doesn’t realize this until I’ve drawn a Path to Exile for his Hellkite and my team swings in for the win.

I board in Ethersworn Canonist and Wrath of God. I have a turn 2 Sejiri Merfolk again, and he combos off on turn two…again. He brings down Angel of Despair, killing a lord I bring down, and a Progenitus. I have the Path to Exile for his angel, and so it’s a battle of merfolk vs Progenitus. I go to 2 after two successive hydra swings thanks to my lifegaining merfolk, and I try and stabilize on the back of a Lord of Atlantis, Mutavault and the aforementioned Sejiri Merfolk. I draw a Cryptic Command to tap his 10/10 and draw a card, giving me one more swing. On my draw step, a draw another Cryptic, which clinches the game for me while a 10/10 hydra was staring me down.

2 – 0

Round 3: vs Jared (Tribal Zoo)

I lose the roll and find him to have a very fast start consisting of Noble Hierarch, Qasali Pridemage, Wild Nacatl and Knight of the Reliquary. I assume he’s playing some GW aggro deck, and I attempt to stabilize with a 3/2 Sejiri merfolk wearing an Umezawas Jitte. However, he eventually beats me down with sheer numbers and I move to game 2.

I mulligan in the second game, after seeing a hand with double Mutavault and little else[/card]. I only saw Naya colours in the first game, so imagine my surprise when he cracks a fetchland for Watery Grave. In addition to his faster start, which I fend off for the most part, he has double Tribal Flames for 5, which just burn me out.

2 – 1

Round 4: vs Lorenzo (Blood Moon Zoo)

Normally, I’d be apprehensive about facing Lorenzo, as he’s one of the best players in the province. However, I know what he’s playing, and I spent a good hour testing this exact matchup on the ride home with Brian, so I know I’m favoured to win. I play 3 lords on turns 3, 4 and 5, and he resolves Bloodbraid Elf into a Blood Moon. This screws him out of green, while the high number of basics in my deck pay off, and double Merrow Reejerey takes him down.

Game 2 is all about the Wake Thrashers. I play 3 over the course of the game, and he can’t remove them all. This forces him to make a ton of chump blocks, and he draws a fair bit of land near the end of the game which seals the match.

3 – 1

Round 5: vs Shaun (Thopter Depths)

Finally, the match which matters the most. Testing has indicated that its 50/50 pre-board, and a slight edge to me post-board, and Shaun is one of the best players around, having been on the pro tour in the past. In game 1 he has a Vampire Hexmage to stop my Cursecatcher and Silvergill Adept, and a turn 3 Dark Depths wins it for him, as I don’t draw a Path to Exile

In game 2, He gets the Thopter Foundry combo online, but it’s too late, as I have the deadly duo of Wake Thrasher and Merfolk Sovereign, which crash in for upwards of 10 damage a turn.

Game 3 I have no chance. He has a turn 1 Thopter Foundry off a Chrome Mox, a turn 2 Sword of the Meek and a turn 3 Marit Lage which dies to path. However, I get overrun by thopters and the lifegain makes it impossible for me to race him.

Round 6: vs Lowell (Red Deck Wins)

This matchup is actually much harder than I had envisioned, but the plethora of lord effects I have become the deciding factor. He can’t afford to leave a Wake Thrasher unburnt, so I have enough firepower (and life) to stay alive and decimate him. My notes have me winning this game at a precarious one life.

In game 2, I resolve an early Sejiri Merfolk, which renders all his Hellspark Elementals useless. I gain 8 life off the one merfolk, and 3 lords end up being the deciding factor in this very one-sided game.

4 – 2

Round 7: vs Colin (Thopter Depths)

Within the first 2 turns, he casts triple Thoughtseize, nabbing a Lord of Atlantis and 2 Wake Thrashers. He attempts to make a Dark Depths token which is me by a Path to Exile. Eventually, my islandwalking army of merfolk overwhelm him, aided by the 6 damage he dealt to himself of the bat.

Game 2 is the perfect draw for me. I play a turn zero Leyline of Singularity, which causes everyone in the top tables around me to look. Colin is dumbfounded by the fact that one of his combos is severely neutered, and when he struggles to get a Marit Lage, I casually cast Path to Exile. I bring in an army consisting of Silvergill Adept, Lord of Atlantis, Merrow Reejerey, and Merfolk Sovereign. His ability to only make a single thopter does him in, and I find myself with a potential spot in top 8.

5 – 2

Unfortunately, I miss the top 8 on breakers and get 10th overall. This is my best finish at a PTQ yet, and come May, I have every intention of winning the ticket to Amsterdam on home soil in Edmonton.

I think that this deck was an excellent meta choice, and not enough people give this deck the respect it deserves. The Sejiri Merfolks were an amazing addition, as was the increased number of basic lands.

The only thing I would change about the above decklist would be to cut a single Temporal Isolation from the sideboard, and add in a Spell Snare, because most of the time I didn’t want to dilute my merfolk count too much, and with 4 path maindeck, it seemed excessive to have 3.

It’s now time to focus on Rise of the Eldrazi, and its impact on standard. Join me and the rest of the Power 9 Pro team with a set review, tales from prerelease and launch parties, and more in the coming weeks.

As always, feel free to sound off in the comments, or contact me via email at zak -AT- power9pro.com, or through my twitter feed at www.twitter.com/zturchan. Until next time,

Cheers,

Zak

Playing the Right Deck

Monday, March 22nd, 2010

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

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

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

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

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

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

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

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

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

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

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