I'd just won a GPT for Atlanta, had a nice dinner with the girlfriend, and settled in for the night. As is becoming a perennial issue with me, I hated my
sideboard from the day before. Despite my win, I was unhappy
with my performance against RG aggro the day before. I felt like half of the
slots in my sideboard weren’t going to do anything against any decks.
Worst, the tournament was about an hour away by car, and
Facebook told me that it started at 1030. That meant that I’d want to be there
by 10, which meant leaving before 9, getting up at 830. This was getting to be
a production and I hadn’t even gone to bed the night before yet.
I turned off my alarm.
-----
It’s 8am and I’m wide awake. The room is warm – which happens
when you both have a couple extra beers the night before and then pass out on
top of each other. She’s up too, and she looks at the clock.
“Well, looks like you’re going to the tournament after
all.”
Looks like.
I drive up to the shop, just before 10. I figure I’ve got
half an hour to root through my commons and uncommons to find some better
sideboard cards, plus rearrange the maindeck for a more general meta. The
tournament is a Star City Games invitational.
And no one is there.
I pull out my smartphone, check the event on facebook.
1030am-8pm. Seems about right. I wait for five minutes and the store owner
shows up.
“Hey,”
“Hey, isn’t there an event today?”
“Yea. Starts at noon.”
I check the phone again.
“It says 10:30.”
“That’s when we open. First pairings are noon.”
The girlfriend finds this amusing.
“Looks like you’ve got time for breakfast and sideboard.”
Looks like.
I fiddle with the
deck for a while, eating a pack of Pop-Tarts: strawberry, with frosting. Anyone
who likes another flavor better is just wrong. I pull the Revoke Existences out
of the deck. Sure, they’re versatile, but I’m not really using all the spots
anyway, and I’d rather use twice as many spots on instant speed removal, if it
comes down to that. I add in a couple of Divine Offerings and Ray of
Revelation.
You’re still not
running any green sources.
Oh right. Wouldn’t want to be an idiot and run a spell I
couldn’t actually use. I pull out my phone again, searching for any white card
in standard that references enchantments at instant speed. The list is not
overwhelming, but I don’t want to mess with my mana base with only an hour or
two before a tournament. That’s not the kind of audible that actually ever
helps. I look over the cards on the list, not finding anything worth playing, and then I spot one.
“I’ll be right back.”
I rummage through commons, find some, and slot the cards into the deck and shake my head.
"Take a look at this," I tell the store owner.
"That card looks pretty bad."
"Yea, but I think it's right."
I rummage through commons, find some, and slot the cards into the deck and shake my head.
"Take a look at this," I tell the store owner.
"That card looks pretty bad."
"Yea, but I think it's right."
I register the following.
Some explanations:
First, I disliked the Angel of Jubilation yesterday. He’d
done good work, but he’d never done something that Hero of Bladehold couldn’t
have served, and there were definitely times where Hero would have done the job
better. I dropped them out of the main deck, only to add them in as I looked
around the room and saw a ton of Naya variants. Maybe being able to turn off
Pod incidentally would be pretty good. I added one back in.
My earlier search for enchantment removal only turned up
one servicible candidate in standard. Urgent Exorcism. This card has got to be
terrible, but it serves its purpose. Instant speed enchantment destruction wins
the Tokens mirror in ways that sorceries never can. Plus, it lets me have an
instant speed answer to Drogskull Captain, which could be relevant if anyone
actually played that card anymore. Spirits seems like such a good deck. Why don’t
more people run it? Probably corrosive gale. Good thing no one runs that
either. Both of those cards hurt me a ton.
The rest of the cards in the sideboard are justified with
a mix of “I guess that could be useful
in this corner case” and “This is never going to actually help, but it looks
reasonable.” I need sideboarding lessons. I’m god-awful at it. Good thing my
game 1 strategy is solid.
Pairings go up, and we’re off to the races. 28 people in
the room means 5 rounds, then top 8.
Round 1 vs Ben
(Esper Control)
Always watch them shuffle. At a competitive event, you
can learn a lot about a person by how they conduct themselves. Ben knew his
deck, how it fit in his hands. He was comfortable playing. His mat was this
custom-looking two-entwined-dragons thing. On the other hand, he let me know his deck –
flashing me the bottom of his stack of cards while he shuffled. Seachrome
Coast, Liliana of the Veil. I couldn’t have gotten a better read on him if I’d
seen his deck list. Kids, some advice, don't shuffle with the bottom of your deck pointing at your opponent. He will begin to keep hands that murder you.
We joked around about the die roll for a few minutes
before the clock started and we drew our starting seven. I beat on him for a
bit with a Doomed Traveler, but we can both tell that my offensive pressure if
having trouble punching through his Lingering Souls stall tactics. He hits 5
mana his health on 10, then 6 with his health on 8. Then plays a Ratchet Bomb.
Boom.
I flashback my Lingering Souls and start to rebuild, but he's tapping his mana again. Sun Titan into Phantasmal Image into Ratchet Bomb.
Boom. Ouch.
I scoop shortly after that, and we’re off to the
sideboards. I find one card there that seems helpful, and even that appears
marginal. If he’s running O-rings, Shrine is probably not as good as I’d hope.
Oh well.
Game two, he mulligans, and then keeps the second hand
after agonizing over it a bit.
“Island, Thought Scour me, Go.”
He mills two lands.
“Plains, Champion, Go.”
“Thought Scour me.” He mills a third land and a Sun
Titan. “Go.”
My eyebrows perk up.
“No second land?”
He shakes his head. “Nope. Seems pretty dumb now.”
Nevertheless, he makes it a fight with a pair of Ratchet Bombs.
I’m trying to kill him before he gets back into the game, but he nevertheless
gets to 5 mana staring down lethal on my next turn. He taps the deck. “Just a
land…” he whispers. I know what’s coming. Ratchet Bomb in the yard, Sun Titan
in hand, and me with half a dozen tokens on the field. He lands the Sun Titan
and he stabilizes at 5 life.
He draws the card, flips the Seachrome Coast, tapped, and
sighs. Game Three.
He’s not in this one. I kill him on turn 5 despite a
Lingering Souls as defense. The Champion beats keep coming, and he’s sided out
his spot removal. One of the best parts about BW Tokens is the diversity of
threats. With Champions and Heros, they need to have spot removal, or you can
just run them over. However, that same spot removal is lackluster at best
against the 2-for-1 token generation that the rest of the deck is built on. It’s
a problem, and I’m not sure what the solution is. Luckily, I’m playing the
problem, so I don’t have to deal with it.
1-0 (2-1
in games)
Round 2 – Kevin
Stenborg with UW Delver
I went against Kevin last time I was at an Invitational.
He was playing RB Vampires and I beat him 2-0, but the games were closer than I’d
like, primarily because of Shrine. I’d talked to him earlier, and I knew he was
on Delver. I also knew he was dreading the Tokens matchup.
As soon as I walk over to the table, he sees me and hangs
his head. Sorry man.
“Let’s try some shenanigans,” he says while he cuts my
deck, eight different ways, then takes the top seven cards and puts them on the
bottom. “Got any shuffle effects?”
“Nope,” I respond – forgetting about my evolving wilds. “We’ll
have to check what they were at the end of the game.
The end of the game is pretty soon after that. My
scorepad reads “20-18-11-4-Win”. I don’t know what the sequence of play was,
but I never took a point of damage. No idea what it could have been except a
not-close game.
The bottom 7 was 2 Champions, 2 Gathers, a Hero, a
Lingering Souls, and a Midnight Haunting. No lands. Guess those shenanigans
hurt a bit. I sideboard in some Timely Reinforcements, taking out Doomed
Travelers.
He does better the second game, but after I Oblivion Ring
the first Delver, he’s got second Delver that refuses to flip for 6 turns. I
end the game on 9 life, having never played a flyer. Sometimes, that’s the
breaks.
2-0 (4-1
in games)
Round 3 – Mario
with RB Zombies
When he plays the Diregraf Goul on turn 1, I’m estatic.
“What?” he asks.
“I actually have sideboard cards against you! That never
happens!”
He looks a little confused, but we play on.
The first game doesn’t go his way. I start faster than
him and he’s on the defensive right away. As a tip, if you’re playing a RB
aggressive tribal deck, being on the defensive is NOT a good thing. You should
avoid that if possible in the future.
As a second tip, if you’re against a Tokens player, and
he has a board presence and a Vault of the Archangel running, you’re probably
not coming back. I gained 8 life, then 7 life, ending at 25 when I finish off
the first game.
I pull out my Oblivion Rings and bring in the Celestial
Purges. I need to maintain some board presence, so I don’t want to side out
threats for additional removal, but upgrading the removal I have seems just
fine.
This game really slams home how unfair the lifelink on
Vault is. I cast 3 spells the whole game – Champion of the Parish, Intangible
Virtue, and Lingering Souls (once, not flashback.) He on the other hand,
amassed a slew of zombies and a Phyrexian Obliterator. With vigilance, evasion,
and lifelink, what should have been a blowout turned into a gentle race that
ended with me comfortably two turns from death.
3-0 (6-1
in games)
Round 4 & 5
Because of the relatively high number of draws, followed
by a relatively high number of pair-downs losing in previous rounds, the top 4
undefeated people were safe to double draw into the Top 8. I took my time to go
and get some Subway and creep on a friend of mine who was playing a GWr Ramp
Deck focused around Sigarda and other cool nonsense like that. He ended up at a
disappointing 3-2 for the day, but missed the top 8.
3-0-2 (6-1 in games)
Round 6 –
Kamikaze
I’d read about
this deck online. It uses Blood Artist and zombies to set up a Killing Wave for
a pseudo-combo finish. It’s apparently been making some waves, but I’d never
actually played against it in practice. Just judging from what I saw in these
games, I think it’s the real deal, but I’d have to play against it more. I
suspect it might be a deck with a favorable matchup against us, but we can
probably board to kill it effectively.
He starts game one with a Gravecrawler, and I’m already
generally pleased because I’ve got a ton of tokens to clog the board up with.
Late game favors us immensely in the Zombie matchup, but all that fades when he
casts Blood Artist on turn 2.
“What’s that do?” I ask, motioning at the card.
“Whenever a creature dies, I gain one, you lose one.”
“Seems decent,” I respond.
And the game goes on. A few turns later, he’s attacking
with a Geralf’s Messenger, which I block and kill with a token.
“I’ll gain two, you lose two, then you lose two more from
Geralf’s coming back?”
I look down at the table, then at the Blood Artist. “Each
creature? Not just yours?”
“Yep.”
“That card seems nuts.”
“He’s pretty good.” He admits.
I draw for my turn, it’s a Swamp. I’ve got 8 power and
toughness in the air, and he’s on 13. If I attack, he’ll be dead in two turns. I
have four lands in play. I have a Vault of the Archangel and the Swamp in hand.
Then, then unthinkable happens.
“Land for turn,” I declare, dropping the Swamp.
Yep, you read that right.
I stare at the Swamp, willing for it to be the Vault of
the Archangel that would let me gain 8 life and be well out of reach of any
kind of nonsense. Sadly, my psychic powers haven’t progressed to that level
quite yet, and it remains a basic land. I attack for 8 and pass my turn.
He checks his life pad. “You’re at 9?”
“Yep.”
“Blood Artist, Killing Wave on 0?”
“Okay…”
“I’ll sacrifice everything. You take 10. I’ll gain 10?”
“…..huh. So I’m dead?”
“Looks like.”
Looks like.
I couldn’t tell you why I did it. I’d planned the Vault.
I’d even not played it early, to goad him into trying to race when I secretly
had 8 life more than he thought I did. The game was over – I just needed to
actually remember how to play my own cards.
I win the second game with a quick start off a Champion,
despite another misplay involving not blocking with a mortarpod, then
sacrificing it directly after combat. Taking 4 damage for no reason is the best
way to lose games, but thankfully, he draws dead and I beat him.
Game three, I look at my hand. Two Honor of the Pure, a
Champion of the Parish, a Hero of Bladehold, a Plains, and two Lingering Souls.
Plenty of gas, and a Champion to boot! Oh, it’s a one lander? I’m on the draw.
Everything will be fine.
“Land, Diregraf, go.”
I draw. Another Hero. No problem.
“Land, Champion, go.”
“Land, Gravecrawler, Tragic Slip, beat for two?”
Oh no. I draw. Midnight Haunting.
“Pass.”
“Really?”
I look down at my hand and sigh. “Yep.”
“Sometimes your deck doesn’t get there man.”
“Looks like.”
He was wrong. Not about what he said – sometimes your
deck just doesn’t get there. That’s true. But I’m willing to say that it’s
happening a lot less than you think it does. You’re failing your deck far more
than it fails you, and this was an iconic example of it. I’m not the world’s
best player. I don’t think I overreach in saying that I’m good, and that I’ll
find most of the lines of play that I should be taking, but every so often, I’ll
have a match like this. No matter what I do, it seems like I make the wrong
play, or the play that runs right into something I knew was there, or don’t
take the obvious line like “Block with Mortarpod, Sacrifice before damage to
kill your Blood Artist,” or “Don’t keep the terrible one-land hand.”
Unsurprisingly, he crushed me in the rest of that game
with a very mediocre draw. I never got him below 20, and never hit my third
land. I screwed that match up horribly, and I knew it. What I didn’t know was
why.
I still managed to Top 8 the tournament, which was nice.
I earned my second Top 8 pin from IQ’s, and I’ll certainly be participating in
them again – I’d love to earn an invite to the Invitational one way or another.
Still, I can’t help but think that I was *right there*. I win that round, and I’ve
got one more against a miracle-y control deck that I think I could beat if I
just didn’t overextend too hard. Top 2 drew, and that was that.
And you misplayed
and missed it.
Take that, brain. Play better next time. Maybe you’ll
learn something here.
As for you, reader, maybe you’ll learn something here
too. When you’re in a game, if you remember this, slow down. Think. Look at the
cards in your hand and actually use your brain. Look for the line you missed.
Don’t just drop your lands like they’re not the important things in your deck. Don’t nod and say “Yep,” when your
opponent does something, unless you’re sure you don’t actually want to block
with that Mortarpod.
-----
I’ve gotten some questions about a few cards over the
last week or so, and I’d like to touch on them.
The Fours
Hero of Bladehold, Angel of Jubilation, and Sorin, Lord
of Innistrad made up a trio of cards that are all extremely awkward in Tokens
for one reason or another.
Sorin is slow, giving us either a 1/1 useless creature on
turn 4, or half an anthem that I’d usually pay half as much for (and get twice
the value, if not more.) He can grind out a ton of value against UB Control – if you can slip him past
counterspells – but otherwise, he seems nearly useless to me. I would not play
him.
Angel of Jubilation has a lot of promise, and I say that
because I think she’ll be great once we get our next rotation and lose Hero of
Bladehold. She pumps our team, and she turns off a couple of critical spells (all
of which are from the Mirrodin block, ironically, but hey, who knows what’s
coming.) Plus, she’s a reasonable threat all on her own that gets bonuses from
half our anthems. Seems great, and she is, when you’re winning. When you’re
ahead, casting an Angel closes out the game – often giving them one less draw
than they’d otherwise have. Plus, she’s very reasonable against removal, often
having an immediate effect on the board even if they have sorcery speed removal
(and a lot of the instant speed stuff won’t hit her.) There’s only one reason
she’s not a 3-4 of in my deck.
Hero of Bladehold is insane. She’s a 3/4, which
invalidates just about all the nonblack removal in the game. She gets benefits
from both your anthems – her tokens take Intangible Virtue buffs – and she’s
easier on the mana than Angel is (with one less white mana.) While she doesn’t
have evasion, you generally don’t need it when you’re the most dangerous thing
you can do with 4 mana since Jace the Mind Sculptor. Hero of Bladehold is the
real deal, and you should all be playing her in your tokens deck – three of, if
not four, depending on how many 4’s you want to play.
Blood Artist +
Killing Wave
After seeing Kamikaze in action, I’ve got to say that I’m
impressed. Blood Artist makes every combat into a miserable experience full of
loathing. Zombies can just trade away creatures like they’re nothing, and laugh
hysterically as you try to come back. The combo-finish with Killing Wave is
just icing on the cake.
If only I had a deck that played tons of relatively
disposable creatures that also happened to run black mana for Blood Artist and
Killing Wave…
Wait.
Wait, I know this one.
This merits testing. Luckily, I have some people who play
magic on tap, and I’ll be prodding them for test games in the near future.
Entreat the
Angels
My conclusion on this card is simple. How much are you
going to get out of it? Well, I took a look at my games this weekend and counted
out how many of them went beyond 7 turns. The answer was virtually none of
them. I say virtually because there was a game against control that went past
that, but it was during a Ratchet Bomb lock, and so that doesn’t really count. Since my version of the
deck doesn’t go late, nearly as a rule, we’ve got to look at this spell for its
miracle cost alone, which seems much better. Unfortunately, though, I don’t
think it has what we need. I think it misses the cut for the same reasons that
Elspeth isn’t in the mainboard. This is a powerful linear strategy. Entreat
plays well with the strategy, but isn’t ultimately aggressive enough for use
here. Maybe if the deck slows down dramatically for some reason in the future,
but as for now, don’t bother.
A Splash of
Nature
Something I’ve been thinking about recently has been
splashing green. I think that I could do it with little cost, and it would let
me run Ray of Revelation in the sideboard, or naturalize. Both of these seem
like much better options for the current metagame than Revoke Existence or
Urgent Exorcism, but I’ll have to play with it to see. I suspect it won’t be
possible to do this and Blood Artist/Killing Wave, and it may be true that
neither is actually good enough to improve the main deck.
Thanks for reading everyone. Next Thursday, we’ll take a
look at a new brew from AVR – something non-token-y for a change! If you’ve got
any suggestions, please throw them in the comments, and I’ll be sure to see
what I can do.
Thanks for the great read!
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