Showing posts with label SCG. Show all posts
Showing posts with label SCG. Show all posts

Friday, September 27, 2013

BW Midrange for SCG Worcester

Hey guys, this weekend is SCG Worcester, featuring a Saturday Team Sealed Open and a Sunday Standard Open. I'll be playing in the latter, so I'm going to be building a deck. What follows is the process by which I came to my deck, which I think is pretty sweet and well positioned for the weekend. I started writing this on Wednesday morning, and spent the majority of the morning building, testing, and discussing it with friends. Here's the result - hope that it's interesting.

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It's Wednesday morning, just before noon. This weekend, I'll be working SCG Worcester. I'll be judging the Team Sealed on Saturday, but I was unable to get on staff for Sunday's standard. As a result, I'll be jamming a few games of Standard in the new format, and that means I need a deck. Last week, I promised that I'd run you guys through the process of building my deck, and deciding some of the more important choices.

I've been keeping up with some of the articles that have been spoiled, and there's a ton of decks that people have been tossing around. I think that, when building a deck, it's important to first define what we're expecting to see. That will let us tailor what we're doing to try and combat it as effectively as possible.

Burning Earth and Red Deck Wins
This is the definition of 'Format Warping'
We're coming off of a multicolored block, and multicolored cards are going to make up a significant portion
of the field. As a result, I definitely think that Red Deck Wins (or some red-based aggressive deck) running Burning Earth is one of the more solid choices. Burning Earth has been shaping the metagame. A ton of people are going to try and jam three colored decks, but ultimately, I feel like too many of them are going to auto-lose to Burning Earth for me to be comfortable running them. Some would argue that you could devote sideboard slots to combating the card, but I'm not a fan of that method against aggressive decks in particular. There's too many ways that you're dead anyway. If you draw yours and they don't, then you have a dead card against the creature threats. If they get Burning Earth and you don't, then you're just dead. If either you both draw, or neither draws, you're fine, but that gives us a lot of situations where our sideboard card isn't terribly useful. When we could also combat this by just building our deck in such a way that it doesn't fold to a commonly played enchantment, getting greedy with our lands feels like a losing proposition. Given all this, I'm leaning towards a two color list.

Drawing Cards for Fun and Profit
Also worth noting is that Control decks have lost significant ground, but not the core of what made their decks work. They still have a powerful suite of removal spells backed up by Sphinx's Revelation. They have a powerful cadre of planeswalkers – Both Jaces, Chandra, new Elspeth – that are sure to give anyone fits. Most of all, they have the most resilient finisher since Jace, The Mind Sculptor: Aetherling. I've seen countless people posting UW Control, UWR Control, and Esper Control lists, trying everything from recreating Flash to a new Ashiok-centric list.

A Look at What We've Lost
The hole that Innistrad left in the format is gigantic. Without Huntmaster, Geist of St. Traft, Olivia Voldaren, Lingering Souls, Unburial Rites Checklands, Kessig Wolf Run, two different Garruks, Snapcaster and most importantly Thragtusk, nearly every card in the format needs to be re-evaluated. Like it or not, Thragtusk was the heart of every midrange deck in the previous format, and without it, we're going to need to find another way to stabilize against aggro decks while still putting threats on the table to pressure Control.

Not Going to Miss This Guy
I'm a midrange player at heart. I don't have the wherewithal to battle to time every round with a control deck. I hate the lack of options that an aggressive deck gives me. While I'll prefer my lists to have a strong pro-active plan, I don't want them to be easily trumped by what the control decks are doing. If you'd like, you could describe it as 'Big Aggro' or something along those lines.

As the general archetype that has lost the most, I think that Midrange is also the area where the most effective brewing could come right now. Control and Aggro both have their paths laid out for them, but Midrange was set adrift on the currents and left to fend for itself.

For those that follow me, you also know that I adore Orzhov colors. I play it in Legacy, and I've been trying to make a grindy BW Midrange deck work in Modern. (No successes yet – more on that in a later article). While I may be insanely biased in this, I do think that there currently exist the tools in Standard to build an incredibly powerful BW deck, with a powerful pro-active plan that is difficult to deal with. Between the powerful cards we have access to from RTR Block, plus a couple of choice weapons from Theros, I think there's something here. I'm initially attracted to Elspeth, Obzedat, Blood Baron of Vizkopa, and the wide array of very versatile removal spells that are available to the colors.


First Tries
So, keeping in mind that I want to avoid losing directly to Burning Earth, while still being able to fight a three-color control deck and put up a healthy toe-to-toe fight with anything else that comes my way, I came up with this initial list:


Those of you who are paying attention will notice that there's only 56 cards in this list. I could think of a couple things to fit into those slots, but at this point, there's enough of a shell to start sending to people to figure out what they like and don't like about the list.

I can not state enough how valuable a testing team is when trying to come up with a list to take to a tournament. I also can't stress enough how important it is to have multiple groups like this – because they won't have the biases of the others. The groups that I spoke to had the following to say:

Group A:
Another Elspeth, and then 3 early removal spells. Probably another Doom Blade, another Devour Flesh, and maybe a 1-of Merciless Eviction.

Group B:
Add an Elspeth, a land, and probably more removal spells. Also, this deck seems like it needs more Desecration Demon.

Group C:
Your curve doesn't even start till turn 3. Try something earlier – like Tithe Drinker or Baleful Eidolon

Group D:
I tested this deck already. Alms Beast doesn't do what you want. Desecration Demon is also pretty bad in the list. Trying Archangel of Thune, and early results are good.

Group E:
I think you're just cold to RDW. They'll just run you over. 4 Cheap Removal spells, possibly cut Thoughtseizes for more, or play my UW Deck. Seriously. I'm not using it Sunday.

Of the five, we had an enormously divergent set of responses. I'd like to note that two of these people are regular SCG grinders, and the other three have been playing Magic since the Weatherlight Crew were regulars on the cards. Judges are prevalent among the list, but don't make up the majority of it. Suffice to say it's a decent cross section of people you'd talk to at an SCG Event.

First, something that multiples of them had to say – I do like the second Elspeth. It shores up our late game and makes us have a good amount more inevitability. I decided to go with the more removal spells option here. A couple of people talked about that, and I'm inclined to agree with them. I added in an extra Doom Blade and Devour Flesh. For the last card, I was torn on another removal spell, but since we're still testing, I opted for the one-off Merciless Eviction. If it ended up not playing dividends, we could always cut it for removal.

That gave us the following list to test with:



At this point, I've got a list, with no sideboard, and that's what I'm going to test with. This is the kind of deck that wants to at least have reasonable game 1's against the field. It's not like a control deck where Game 1 is your weakest, and it only gets better from there. Since the field is pretty wide open – with a number of styles of control, aggro, and midrange all being tested extensively – I feel like we're going to have a generalized sideboard to handle broad archetypes, rather than a focused one aimed at specific cards and game plans.

I test on Magic Workstation – partially because I don't have cards on Magic Online, partially because Theros isn't available on Magic Online, and partially because it's quick and easy. If given the chance, I'd be testing in real life with friends, but unfortunately, my friends have jobs and such – and I'm a little time crunched for this deck. Future iterations will go through a gauntlet of whatever does well at Worcester – in person.

Testing – Round 1
My first match is against a GW aggro deck that comes out the gate quickly. I'm shocked by how much life my deck goes through, between Read the Bones, Shocklands, and Thoughtseize, I do almost as much damage to myself as my opponent does in the first game, and he takes me down. Second game I play a lot more conservatively, and despite a mulligan to six cards, I win. Third game is a nail biter, where my Obzedat and Blood Baron come online just in time to take over the game. I take control at one life, and swing back up to 15 before he leaves the room. Not a clean win, but I noted some misplays and am confident that the sideboard will help the aggro match up a lot.

Second match is against a BWR list very similar to the one that GerryT has been peddling around. While his red cards are extremely powerful in game 1, in games two and three, his mana base fails him. Once drawing him a Come Into Play Tapped land when he needed one extra mana, and the other time just locking him off red. Another flaw in playing three color decks at the moment is that sometimes, your deck just kills you, and they don't even need a Burning Earth.

Final match with this version was against a UW Control deck. I played it pretty conservatively, but after a Thoughtseize took his only Sphinx's Revelation, and he couldn't find an instant-speed answer to Obzedat, he crumpled.

C-C-C-Changes
I was very happy with the first run of the deck, however, I did notice a few clunky bits. I disliked how Alms Beast didn't actually seem to do much. While the synergy with Erebos was pretty awesome, I'm only playing two of the God, and it seemed like my friend was correct – Alms Beast is never really the Abyss that I wanted. Most often, it ate a removal spell and we moved on.

I also wasn't very happy with how the deck preformed against the aggro match ups. While we won the matches against GW, I felt like a good draw could provide us issues if we're only relying on removal. (Voice of Resurgence, in particular, was fairly annoying to deal with.) I decided to make a couple of changes for the second iteration of testing, trying out some tech that a friend of mine has been working with.

Finally, I was hemorrhaging life the entire time, and I wanted to do something about that before making any huge changes. Removing one Read the Bones for more removal seemed like the best option.

Changes:
+3 Tithe Drinker
-3 Alms Beast
+1 Devour Flesh
-1 Read the Bones

Testing – Round 2
We're still working without a sideboard here, because I don't really have a good enough feel for what people are testing and working with. After those changes, I went back into the trenches for a couple more matches.

Boros:
Soldier of the Pantheon is extremely strong in this deck, and with the help of an Anthem, he takes Game 1. I was heartened by the fact that I was about a turn away from balancing out, but just couldn't get there quite quickly enough. In game two, I draw a ton of removal into a Blood Baron, and he can't handle it. Game three is much the same, except with an Obzedat instead. Didn't need to cast the Elspeth that I almost certainly would have sided out. Hammer of Purphoros strikes me as a very strong card here. It nearly won him the game after I'd firmly established control.

GW:
This went a lot like my first round did, except that he had a Scavenging Ooze and I played around it VERY poorly. He won in three, but I think I could have played significantly better and not time walked myself multiple times over the course of the match by playing into his responses.

Esper:
His lands ended up crushing him in the first game, and he never really got rolling the second after a mull to six. A turn five Obzedat ends up going the distance after he can't respond to it.

Esper:
The first two matches, we trade games – him narrowly losing the second, and me the first after a mulligan to five. The third match was one of the best games of Magic I've ever played and went all the way to turn 35. In an epic match dominated by a number of different cards, I feel like I really got a feel for the match up. He was leaning hard on Jace, Aetherling, Blood Baron, and Sphinx's Revelation, while I had Read the Bones, Obzedat, my own Blood Baron, and Elspeth.

Fittingly, the changes I made to the deck all came into play, with a Devour Flesh killing off his early blocker to allow a lot of early damage through via Tithe Drinker (responsible for over 20 points of life swing over the third game). Merciless Eviction ended the life of one of his Jace's, and the second Elspeth (after the first was Thoughtseized away) killed off two of his Blood Barons and made the three tokens that finished the job.

I couldn't be happier with the deck's performance in this game. The scry effects felt very relevant (both Read the Bones and Temple of Silence), the manabase never gave me significant trouble, and the late game felt powerful.

Given the strong showing, I'm going to work on a sideboard now. While I was playing these games, I noticed that I constantly wanted some more early blockers against the aggressive lists, though the removal seemed about right. On the other side of the coin, a little more card draw would have been very useful against control. Sin Collector was a card that I was considering for the main deck, if control was very prevalent, but I think we can make room for it in the side.


I've got a bunch of cards with varying use against varying decks here. I'm not specifically targeting any archetypes, but I made sure that I've got cards useful against a couple different types of aggro, as well as other midrange match ups (attrition based) and control match ups (resiliency based). This is honestly the part of the deck that is gonna undergo the greatest amount of change from week to week, especially this week, when we're in a Day 0 format with no established decks. Obviously, in the future, we're going to want to metagame a little bit more against some of the decks you're likely to see.

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That's it for me this week everyone. Tune in next Wednesday to see how the deck did (assuming that you don't see me on Coverage this week). How did you like the deck? Let me know in the comments - either here or on Reddit, Twitter, etc. Also, let me know what you thought about the article. It's quite a bit longer than my typical article, and I'm interested in hearing what you guys thought about it.

Thursday, January 10, 2013

Playing at Competitive REL – A Beginner's Guide


You've been playing at FNM's for a couple of months now, and you're starting to notice that you're winning more often than not. The same at your local shop's Tuesday standard.

You like your deck – no, actually, you love your deck. You built it yourself, and maybe it's not exactly a netdeck, but it has a solid game plan and you know how to pilot it against all the major decks in the format.

You're wondering if you should maybe take your game to the next level. You hear some guys at your shop talking about travel plans. You saunter over to them and ask them what they're talking about.

Oh, dude, you didn't know? This weekend is the Grand Prix.”

The Grand Prix?” you ask. You've heard some of the guys talk about how they went to Boston a few months ago, but you've never been to one. “What's that?”

It's a huge tournament – usually more than a thousand people – over two days. There's one this weekend in Atlantic City! A bunch of us from the shop are going down there.”

Wow, awesome.”

One more thing – it's a competitive tournament, a little bit different from an FNM.”

Oh?”

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It can be a little intimidating stepping into your first Competitive REL tournament. In fact, it can be downright terrifying. My first was a side event at Pro Tour Philadelphia (back when they were open to the public.) It was a big tournament for an iPad, and I got a game loss in my first game. Unfortunately, at the time, I had no idea that there was any difference between my local FNM and a tournament for $15,000. I assumed we were just playing Magic, and that was that.

The reality is a little different, and as a player who hates seeing people get screwed because they weren't aware of the difference, I'm going to be going into some detail about some of the things that you can expect at a Competitive event.

First off, what is Competitive REL? Because of the high prizes associated with them, some tournaments are run at a stricter level of rules enforcement than others. Notable events are the first day of a Grand Prix, TCGPlayer Max Events, Grand Prix Trials, Pro Tour Qualifiers, and Star City Games Opens, Invitational Qualifiers, and Invitationals

At these tournaments, there is some measure of high prizes at stake. It could be playmats, invites to other tournaments, byes, or large cash prizes. Regardless, because of the prizes being offered, the tournament is to be held in as skill-testing an environment as possible. That's where we hit the first major difference between Regular REL and Competitive REL.

During Regular REL tournaments, like FNM, the emphasis is on educating players. At Competitive REL, the emphasis is on an individual's play skill.

That might seem like a minor thing, but it really has a whole lot of implications. The most obvious way that you can see it is that at a Competitive REL tournament, there will be a judge who can hand out the penalties found in the Infraction Procedure Guide (or IPG, for short.) That's the document that all judges (and players, if they so choose) have access to, which tells about all the things that you can be penalized for at a Competitive tournament.

Some of these things are fairly simple. The IPG has a whole boatload of ways of saying simple things like “Don't Cheat”. Luckily, you're a good person, and you're not going to cheat. We don't have to worry about the vast majority of that section because it doesn't apply to you as long as you are being open and honest while playing.

That brings us to the first major rule that I'm going to give you if you've never played at Competitive REL. It's the first rule because I honestly believe that it is the most important.

Do not lie to the judge.

The judge does not exist to punish you. He exists to make sure that the game is being played by the rules, and to ensure an even playing field, and to make sure that everyone at the tournament is comfortable.

Sometimes, the judge will punish someone. That could very well mean anything from a verbal Caution (which means literally nothing as far as you playing the game goes) to a Disqualification (which is very bad.) For the record, receiving multiple instances of the same penalty does eventually lead to an upgrade in penalty to a more severe one. That said, lying to a tournament official is a one-way street to a disqualification. Period. End of Story. Just don't do it.

The IPG lists out a full treatment of everything you can get punished for. This is a good thing, because it means that judges can't just capriciously punish for anything, only things covered by the existing document. They can't 'go rogue' and just make things up. Please keep in mind that at larger events, you ALWAYS have the right to appeal a decision to the Head Judge of the tournament if you believe that your ruling was incorrect. For the majority of players in the majority of situations, none of that is important. In all my time playing competitively, I believe that I've received only a handful of warnings (and one game loss, as you'll see below).

How do you avoid such penalties? It's actually pretty simple. Play according to the rules, and be clear, open, and obvious about what you're doing. Below, I'm going to list what I consider to be the 5 most commonly given out errors and penalties, and how to avoid them:

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1) Tournament Error: Deck/Decklist Error

This one is the top of the list, and it isn't even close. In Round 2 of GP Boston-Worcester last year, over 100 of these were given out at the start of Round 4. This penalty refers to something fairly broad – there's a problem with your deck, or your decklist.

At Competitive REL, you will be responsible for filling out (either before the tournament begins for Constructed, or during deck constuction for a Limited Event) a deck list. Be very careful with this list, because as far as the tournament officials are concerned, that's what you're playing. In order to curb cheating and provide some measure of security for the integrity of the tournament, judges will be checking decks throughout the tournament. As long as what's in your deck matches what's on the sheet, there's likely to be no problem whatsoever. However, there's always a few things that can go wrong. Here's some of the common ways to earn yourself a Deck/Decklist Error:

-You made a last minute change to your deck, and forgot to update your decklist.
-You forgot to de-sideboard your deck after your last round
-You had a bunch of cards that aren't in your deck or sideboard in the same box as your deck and sideboard.
-You don't have at least 60 cards (or 40 for limited) in your main deck, and in Constructed tournaments, you have a number other than 0 or 15 in your sideboard.
-You are playing cards that aren't legal in the format that you are playing.

There are other ways to earn them, but those are what I'd consider the most common. The penalty for Deck/Decklist Error is usually a Game Loss – a steep penalty because the potential for abuse is so high. Be careful with this one, and when the judge tells everyone to take one last look over their decklists, I implore you to actually do it. Judges hate giving this one out, because it's usually so easily avoided.

My first infraction ever was a Deck/Decklist Problem. I didn't fill one out because I didn't know it was required. Whoops. By the time I was informed of this, round 1 was already well underway, and my opponent was happy to be cruising onto game 2.

2) Game Rule Violation

A Game Rule Violation is a general catchall category for an issue that takes place during the game, but doesn't fall into any of the other categories. Generally, it means that you did something that you shouldn't have done. At the moment, the most common one of these that comes to mind is putting a creature into the graveyard after it's been killed by a Pillar of Flame. There isn't much to say about this one except that you should make sure that you are doing your best to adhere to the text on cards.

3) Missed Trigger

Everyone take a deep breath, because I know that you've heard tons about this one. You've heard things about lapsing and nonlapsing triggers. You've heard tons about people getting disqualified for ignoring triggers, and abilities that don't happen when they should.

Relax. Take a deep breath. This one isn't that tricky.

First off, some info, and the largest change between Regular and Competitive REL. At Competitive REL, you are required to demonstrate awareness of each one of your triggers. If you (or your opponent) do not, then the trigger is considered missed, and a judge should be called.

Full stop.

When a judge is called, a couple of things will happen. First, the judge will establish if the trigger was actually missed. A trigger is considered missed if the player who's trigger it was has taken an action after the trigger would have resolved without indicating that they were aware of the trigger. Second, the judge will ask the opponent of the player if they would like to place the ability on the stack. (The answer will generally be no. Do I want my opponent to gain 2 life and a 2/2 wolf token – no, no I do not.) As far as the game goes, that's the end of it.

Then, based on if the ability is detrimental to the player, they may get a warning, but that's not generally something that players will need to worry about.

The penalty for a missed trigger is usually nothing, but is occasionally a Warning, however, you likely won't get your trigger unless it hurts you in some way. Failing to activate a trigger deliberately and pretending you missed it, by the way, is cheating, so don't do that.

If you have any more questions about missed triggers, I strongly suggest you read Level 5 Judge Toby Elliot's Blog on the Topic. It can be found HERE. There is additional commentary HERE as well.

4) Looking At Extra Cards

This one is actually remarkably common. Have you ever been shuffling your opponent's deck and accidentally spilled it all over the table? You looked at some extra cards. Ever try to draw a card and the top one flipped over onto the table? Looking at extra cards.

It generally takes place whenever someone looks at (but doesn't draw!) extra cards.

To avoid this one, just simply be deliberate with your actions. Be sure you've only picked up one card. Shuffle gently (but thoroughly!) with your opponent's deck. Doing this is a Warning.

5) Drawing Extra Cards

On the other hand, if instead of just looking at extra cards, you actually draw extra cards into your hand (indicated by the cards making contact with the rest of your hand) we've entered into a different penalty altogether. Drawing Extra Cards is one of the most extreme infractions that can be committed, because of how much potential for abuse there is, and how little an opponent could potentially do to stop it. Worse, because there's no easy fix, drawing extra cards is almost always a Game Loss.

There are some exceptions that you could look up, but those are extreme corner cases, and it's best to just simply be extra careful any time that you're drawing cards – this goes for drawing for turn, drawing dozens of cards in a single turn off a Glimpse of Nature, or casting a Sphinx's Revelation for a whole bunch. Count the cards before putting them into your hand, and we won't have an issue.

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There are a number of other infractions that can be given out for a variety of things, the vast majority won't actually apply in almost any situation. If you want to take a look at the entire list, the entire IPG is available for your perusal HERE.

I'd also like to point to a pair of articles that Jackie Lee, a notable professional player, has written on the topic of Competitive REL and Judges – Here and Here. They are both well-written, well-informed articles that I recommend to anyone looking to break into the competitive scene.

I want to take a couple of paragraphs at the end of this article to ease some concerns as well. If you're looking into starting at a Competitive tournament, you should consider the judge an ally. We exist to help you at all times, and make sure that the tournament is a fun experience for all. If someone at the venue, even another player or tournament official, is giving you a problem, please, speak to a judge about it. Likewise, if you are unsure of an interaction, or you think something has gone wrong in your game, call a judge. They will be more than happy to help you sort it out.

If, at any point, in any tournament, you ever need the assistance of a Judge, just raise your hand high (some of us have trouble seeing through all the spell-slinging, so clearer is better), and yell loudly “Judge!” One of us black-shirted folks will be by shortly to sort things out.

With that, may all your spells resolve, and good luck at any future events you take part in.


Thursday, August 9, 2012

A Respectable 6-3 at Star City Games: Washington DC

It’s interesting how things happen sometimes. You write something, yell up and down about the new thing that’s going to change it all, and then, forty eight hours later, you’re scrambling to put a deck together – your third in two days.

How did this happen?

Last weekend was the Star City Games: Washington DC event. By random luck, I was able to attend, because my job wanted me to go to Washington DC from Sunday till Tuesday. It meant that I wouldn’t be able to play in the Legacy Open on Sunday, but I was mostly alright with that, since my Legacy deck is still broadly ‘under construction’ – missing a Karakas, Urborg, four Wastelands, and three Bobs. (Plus some other assorted cards that have since been filled). That’s not exactly a small list, but still, we’re getting closer.

So, Standard Open was going to be my best bet – with hopes that I would make Top 8 and secure an invitation to one of the two remaining invitational’s of the year. That was the goal. To accomplish that, I’d most likely have to go x-1 or better, with the potential of a draw in the last round.

To this goal, I wrote an article about my Naya Aggro deck, which can be found Here. The decklist I ended up building to play in the event was as follows:


There was a lot of power in this deck, and it has the potential to run away with games that it was clearly losing. Hero of Bladehold and Gavony Township provide a strong top-end, and four Caverns give the deck a lot of game against Delver Style decks. With Restoration Angel to back up any assault, and Bonfire for the occasional blowout, the deck was strong.

And I hated it.

I played some test games with it, but it constantly felt like I was mulliganing into oblivion. I was never able to find the lands that I wanted, a dork, and some reasonable sequence of plays that didn’t depend entirely on “and then I’ll draw all the cards I need.” I found myself playing out my hand quickly against other similar aggro decks and lacking a way to go over the top to win, instead getting into a board stall and knowing that I really didn’t have many (if any) outs.

I called up Marshall on Thursday, after posting my counterpoint about Bonfire. A lot of the points that I’d made were festering in my mind – countermagic WAS strong against that kind of deck. Tokens did have a lot of recurring threats that made it viable against Naya style decks. Delver was still a flying Wild Nacatl for U that needed to be dealt with.

What if I merged the two decks?

I drove to Marshall’s that night and we spent the better part of four hours piecing together the deck that I’d be taking down to DC. Late night audibles rarely work, because you end up with little familiarity with the deck and not enough practice. I ignored this because I figured that it was just tokens with a support package instead of a Humans package. It looked strong. Plus, I got to sideboard Day of Judgment and go to town with that as tech against Naya and the Elf deck that BW is completely incapable of beating.


This deck looked like it had everything. A strong early game with Delver/Snapcaster/Vapor Snag, it had the late game with Anthems and Lingering Souls. We were able to find a mana base that worked (partially by being very careful to avoid double-colored spells), and enough removal to punch through the biggest offenders in the format. We were positive we were on to something here.

Unfortunately, we finished the deck at Dark O’Clock and didn’t have time to test it. I couldn’t go to FNM on Friday to test it because I was busy sleeping – since my train to DC left at 5am. Still, I felt confident that I’d be able to do well with the deck. I slept a healthy amount before the tournament, and we were ready to go.

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It’s 10:05. The tournament was scheduled to start five minutes ago, but there’s still a line out the door. I’m staring across the board at two Rancors on a Blighted Agent.

“This deck is pretty bad,” I admit – referring to mine, not the UG Infect deck that’s been tossing me around like a ragdoll for the last hour.
“It’s probably a bad matchup for you. Don’t worry.” That’s my friend Mark. I’ve seen him at a bunch of events, and he offered to play a few rounds to get each of us used to our decks. It isn’t going well. I’ve managed to squeak out a single win – he’s got more than half a dozen under his belt.
“It’s not that your deck is good,” I explain. “Well, I mean, it is. You’re really explosive, but my deck isn’t flowing the way it should. The mana feels fine, but I just don’t feel like I’m going to have the power to punch through and actually get a kill.”
“So, what’re you thinking?”
“I’ve still got all the cards that I’d need for BW Tokens…” I say, hesitantly. I could also audible to Delver – since I have that almost built as well, but that doesn’t put me in any better shape.
“I don’t think that’s smart.” Mark answers, and we keep playing. “Maybe you’re just getting bad hands.”

Five minutes later, one of Mark’s friends comes by and reports. “I’m seeing a ton of control decks in the field today – and a lot of Delver too. A lot of Pod, but not a lot of Naya Aggro or Humans.”
Mark taps some creature, probably an Ichorclaw Myr. “Four infect at you?” I try to remove it, and he casts apostle’s blessing in response. Two Wild Defiance Triggers go on the stack and I scoop it up.

“Last call for registration!” goes the shout. I take one last look at the deck and make the call.

“Help me unsleeve this.”


It’s 10:25 and I’m frantically writing on a deck registration sheet, putting back together a deck that I’d played in more than a dozen tournaments. If there wasn’t much Naya in the room, and the read was right, Tokens would cut through the control decks and the Delver decks – all I needed to do was dodge the Naya decks.

Round 1 – Chris with Bant Pod
Chanting “Not Naya” while I shuffled, my opponent leads with Razorverge Thicket into Birds of Paradise – because why not. Luckily for me, I’ve got the fast start, and he’s not really playing Naya at all. He’s on Bant Pod – a deck that I know exists, but not much more than that. I remember the older Bant Pod lists – flicker an acidic slime a bunch of times with Venser and lock you out of the game, or get a Stonehorn lock. I imagine that this deck plays out much the same.

Luckily, I have the Champion > Gather > Anthem > Anthem draw, and he goes down on turn five. Before he’s able to set anything up.

I play game two much more conservatively – unsure if he’s running Day of Judgment in his list. He almost gets a stonehorn lock on me, but I’ve got removal for the Venser to keep me on the right side of the matchup. I end up killing him while I’m on 31 life.

1-0   (2-0 in games)

Round 2 – Steve with Mono Black Control
Game one is agonizing. I get my beatdown on, dropping him down to three life over the opening turns of the game with a fairly aggressive start. I’m still on 20, and feeling great. He topdecks a Mutilate to wipe my board, but I’ve got a Gather the Townsfolk in reserve. This unfortunately does nothing when he drops a Wurmcoil Engine, and I quickly drop to two life as he beats me down with it (and removes my human tokens). He goes back up over twenty before I find a Gather the Townsfolk and a Hero of Bladehold to stop him. I’m poised to gain 20+ life the next turn and kill him off a vault of the archangel swing, but he topdecks a second mutilate and kills me with the Wurmcoil Tokens.

Ouch.

Luckily for me, his good luck breaks and he mulligans in the second game. Despite him activating mindslaver twice on me, he can’t quite get a lock on the game and I kill him through two pristine talismans that gained him 16 life over the course of the game.

Our third game is a classic Tokens vs Control matchup, with me always having more gas to stop his attempts to regain control. I slow roll every token maker, buying a board wipe from him every turn until he eventually runs out. Even his pair of pristine talismans can’t keep him up through two anthems and any creatures.

2-0   (4-1 in games)

Round 3 – Robert with GW Elves
Let me just go on record and say that I don’t know why this deck isn’t bigger. In game one, I remove his turn 2 Archdruid, and still die on turn 5 to a swing for 45 damage off a Craterhoof Behemoth that he green sun zenithed for. Shockingly, I almost survived. Almost doesn’t count.

I have no notes for game two. It went more poorly than game one.

2-1 (4-3 in games)

Round 4 – Brad Nelson on BW Zombie Pod

I read the pairings and I’m on fire. Brad Nelson, player of the year for 2010. This is the first game I’ve ever had against a player of his caliber, and I’m nervous as all hell. I sit down, and try to make some small talk – he seems pretty quiet. Understandable, since he’s already picked up a loss. We present our decks and I move to cut his, but my hand slips and flips a card.

Geralf’s Messenger.

Both of our hands shoot into the air and I get a warning for Looking At Extra Cards.

I apologize, and he nods. “It’s alright, just sucks because it’s a pretty big tell.”

That’s pretty fair, I think. I hope that he doesn’t think I did it deliberately, because I can see how it could be interpreted like that. Brad is one of my favorite writers, and I’d hate to think he had a negative opinion of me because of a mistake like that.

I’d like to tell you guys that I drew a hand that was marginal against Zombies and kept it because I was doing the honorable thing. Truthfully though, the hand was just all gas. He gets some quick hits in with a nighthawk before I land two heroes. He answers the first, but the second gets a combat step with Vault of the Archangel and start beating in for 24 point life swings. He goes down and we sideboard.

I love my zombies sideboard in this deck – it’s one of my favorite parts about playing it. To this day, I’ve only lost to zombies once with Tokens, and that was due almost entirely to a gigantic misplay on my part.

Today kept up that trend, and despite him getting the Restoration Angel/Geralf’s Messenger combo going, I beat him down and win the round.

3-1 (6-3 in games)

Round 5 – Gavin with RG Pod
I don’t have a lot of experience against this deck, and I keep a slower hand. He doesn’t seem interested in playniog that game, and crushes me in a quick game one.

Game two, he mulligans and we both stall out on the ground, unable to make a profitable move. The game comes down to me being able to draw flyers, and him never finding a bonfire to miracle.

Game three, I pull off a miracle’d Entreat the Angels for 1 on turn 4, and the angel went the distance to beat him down for the win.

4-1 (8-4 in games)

Round 6 – Andrew with Esper…well…
The round starts, and I win Game 1 without any real idea what he’s playing except Esper colors. He cast a lingering souls, a ponder, and a mana leak – which effectively means he could be any Esper archetype ever. He boards in a bunch of cards, but I’m hesitant, and end up presenting my original 60.

I think I actually stand by this decision. My sideboard cards for the Esper matchups are pretty weak overall, and I’d rather not dilute my deck with dead cards if I guess wrong. Unfortunately, I have a quick draw and he has the answers for it, stalling me out until his plan becomes obvious – as he copies a bunch of Sun Titans with the least fair clone creature ever printed.

To be honest, I’m positive that I could have won this one. I made a bad removal early on, sacrificing a creature to kill his doomed traveler clone – thinking that it would be sacrificed and not give him the token. This is 100% absurd – the only reason I thought it was because my opponent a few tournaments ago had missed his trigger, not because it doesn’t happen.

I got him to 1, and he killed me with triplicate Sun Titan attacks and Dead Weight and such. It was unpleasant.

Game three, I was forced to mulligan, and I couldn’t put out enough pressure. He stabilized at 8 life, and I never got to touch him again.

4-2 (8-6 in games)

Round 7 – Naya Pod
And here we go, folks. The matchup I feat more than anything – Naya. Cocked and ready to go with a quartet of Bonfires, we squared off. I lose the first game after he gains a ton of life off a Thragtusk to change the math on our race. Both of us sideboard, and we’re off into game two.

Game two was the best match of magic that I have played in a long time. I have a slower start, with a slew of anthems. After losing my board in the late game to a catastrophic Bonfire, he beats me down to 4 life – with him still on 20. Things look grim, but I topdeck a Gather the Townsfolk, putting 20 power and toughness onto the board with a vault – but one mana shy of using it. He had a single flyer – a restoration angel that dropped me to  1 life. I attack, and he first-strikes down one token, eating eight damage, and losing only a little bit of his ground force while we trade off creatures. I gain sixteen, going to seventeen and having more than lethal on the board. He draws, and finds no help, playing another Blade Splicer and hitting me for three in the air, I go to fourteen. I draw for the turn, attack, and pass after destroying a few more of his guys.

He topdecks a bonfire, and hitsme for five with it, wiping my board. The crowd (because we’ve drawn a crowd at this point) goes wild, and he turns his guys sideways for the win.

I drop Midnight Haunting, blocking his angel and a splicer token to go to six, and then counter swing to kill him the following turn.

 Game three was sadly a little anticlimactic, with him mulling to six and stumbling on lands. He still made a fight of it, but I manage to get an Angel of Jubilation out to turn off his Pod, and without the mana advantage, the threat of a bonfire was minimal. I killed him with a Pod rotting in hand, and a Bonfire that could never have killed anything.

5-2 (10-7 in games)

Round 8 – Ian on RG Aggro
In our first game, I manage to get the tempo advantage on him once I’ve got an anthem set up, and I run him over pretty handily. Our second game isn’t close, with him getting a turn 2 sword of war and peace and crushing me.

Our third game goes much the way of the first, with Vault fo the Archangel sealing the game once I get ahead. Ian reveals after the match that he runs four Sword of War and Peace main, as well as four bonfires that he never saw a miracle of. I was probably lucky to get out of this one.

6-2 (12-8 in games)

Round 9 – Russo with RG Aggro

I know Russo – he plays at the shop I used to go to all the time back in NY. He’s on RG Aggro, and while I’d love to say they were both close games, decided by the skill of both players, he crushed me in both with T2 Sword, and T2 Sword. I really don’t know if there’s a good answer to that card in white that doesn’t open you up to an insane blowout if they don’t have it.

6-3 (12-10 in games)

Aftermath
While the tournament was 10 rounds long, a quick look at the standings after the ninth round revealed that there was no way that I could make the top 64. It was unfortunate, and crushing, because up until then, I felt like I was doing fairly well in the tournament.

My losses were against Elves (which is a bad matchup – I’ll need to Sideboard some Day of Judgment in the future. The loss to Esper was avoidable – I think – if I had remembered my Phantasmal Image interaction better and not flubbed the second game.

The games against Russo were probably not winnable – as he had the nut draw in both games, but without Sword in the picture, I can’t imagine that he has a terribly good match against me. Both games were winnable if I had a turn or two to breathe, so maybe Gut Shot would have been all I needed to take the lead there.

Altogether, for the longest tournament I’ve ever played in (10 rounds is monumental, and kudos to the judges for keeping it running so smoothly) it went reasonably. I would have liked to have finished x-2, but then again, so would everyone else in the room. Next time, I will.

-----

This weekend, I’ll be attending (and judging) the Top Deck Games Summer Open. If you’re interested in going to GP Boston, this represents a great tournament with a robust prize, in addition to some spectacular side events that range from Standard Win-A-Box to Ravnica/Dissention/Guildpact drafts. You should absolutely come on down and check it out.

The facebook event can be found Here. I'll be one of the guys in the Judge Blacks.

Tuesday, July 17, 2012

Connecticon Convention Report - Top 8 in a StarCity Elite IQ

It was a long, mostly successful weekend.

I left work at noon on Friday, thinking to beat rush hour traffic. Unfortunately, that worked about as well as the George Washington Bridge’s Toll Plaza, and we arrived just after 10pm. Admittedly, we did get a late start due to some unavoidable circumstances regarding members of our party who weren’t necessarily ready to travel at the correct time, but traffic and dinner played a big part of it. We played Apples to Apples for the evening and Pop and I strategized for the next day.

Connecticon is a massive, multi-genre convention. If you’ve never gone, I strongly encourage you to give it a try. There’s literally something for everyone there. In previous years, I’ve spent the weekend roleplaying, attending panels on webcomics, buying magnificent art at bargain-basement prices, and playing Magic. This year, I will admit, my attention was a little bit more focused.

There were Star City Invitational Qualifiers firing off, two per day – all of Super Level or higher. Over the weekend, fourteen invitations would be given out – six for legacy, four for sealed, and four for standard. Nevertheless, Pop and I were leery about entering the Sealed Elite Qualifier. With a $40 price tag, it was certainly the most expensive event of the weekend, and neither of us wanted to get stuck with a subpar pool. I suggested that we swing by early in the day and make the decision to enter the tournament or not based on the number of people entering.

We arrived at 9:45, with only fifteen minutes left to enter. At that point, there were 35 people on the list. Cash prizes went down to the Top 16, and that seemed very reasonable, so we both entered. Unfortunately for our math, the numbers ballooned up to 65 in the last ten minutes, and so we were left with a (barely) seven round slog to the Top 8.

I opened a fairly lackluster pool, and was glad to pass it away, but unfortunately, Pop opened what some would conservatively call the Best Pool Ever. Featuring both a Liliana and an Ajani, the pool also had such all-stars as a pair of Serra Angels, double Murder and Pacifism, and enough exalted triggers to make Elves laugh at Titans.

Needless to say, he passed that away and got a pile of cardboard that could have been competitive if we were playing Homelands. Sadly, we weren’t. He went 0-1 drop on the spot.

I, on the other hand, received a pretty solid pool. It was a bit light on playables, but some creative choices ended up with a BW Exalted deck that splashed an Evolving Wilds and a single Island for Harbor Bandit. This choice ended up being the difference between winning a match and losing it in roughly half my matches.

Let me be clear about this – if you are using a member of the Kird Ape cycle, and you have any fixing in your deck, add one of the extra color. I promise you that you will not regret it.

I’m sitting there, building my pool, when I notice one judge stalking me. I look over at his nametag, and realize it seems familiar. I fish out my phone and start looking up a name on Reddit. It took me a good 45 seconds, but I eventually look up.

“Hello there Wingman.”
“Was wondering when you’d figure it out.”

Wingman2011, as many of you redditors know him, served as a judge for the weekend, and did a spectacular job. I have to give him some credit for being the primary announcer for the Fill-And-Fire events all day on Saturday, and managing to keep them amusing even the thirtieth time we all heard “Random So-And-So, your Draft is ready to fire. They would all LOVE to start playing, and we would LOVE to take your money. Please report to the desk immediately.” Also, ladies, he has an awesome radio voice, which had been described as both stand-up comedian and radio host.

Back to the sealed, most of the games eventually came down to one of my creatures being unblockable – either via flying, Harbor Bandit, or Tormented Soul. Add in a few exalted triggers, and it represents a very real clock that cleaved through opponents. Others were won because Vampire Nighthawk is incredible at racing. Others fell because Mark of the Vampire is an underrated card. +2/+2 and lifelink is a playable aura in Limited if you watch carefully and play it around instant removal. Often, a single swing would be more than enough to turn the tide.

Since again, I find limited summaries boring (and they often boil down to ‘and then I had it and he didn’t’) I’ll spare the details. I won my first four, lost the fifth, and then won round six to be able to draw into the Top 8 draft.

The Top 8 draft was one of the most harrowing Magic experiences that I’ve gone through so far. I’ve never done a competitive REL draft before, and I’m a little ashamed to know that I earned a warning for Improper Draft Procedure for looking at a pack of cards early. Then again, half the table got warnings for similar things, so I suppose that we were all fairly new to Top 8 drafts. I built what I thought was an awesome UW Skies deck – always a popular archetype in limited. Unfortunately for me, Big Green Stompy is also a good limited archetype, and Spiders beat birds in this set. Sentinel Spider, specifically, deserves some credit for being a huge road block for everything and their cousin. It’s a non-flying Serra Angel, but in Green, and at common. Seems pretty solid.

 I lose in the Top 8, collecting another SCG Top 8 pin (That makes three!), my first SCG IQ Playmat, and $100. I opted to receive the money in convention prize tickets, which allowed me to buy a pair of Scrublands for my legacy deck. While I was doing that, Pop had been doing some Fill-And-Fire Sealed events, and won one for a Convention-exclusive playmat – and enough tickets over the course of the day to buy a Karakas at an absurdly low price. Good for him.

We durdled around for the evening, playing one last Fill-And-Fire Sealed. (I lost in the finals in game 3 to Switcheroo on my 10/10 Slumbering Dragon. Mind control effects suck, but still good for some tickets.) Bed followed shortly thereafter, and on the morning, we were back at it.

The Standard Super IQ on Sunday went less well for me. I played my normal Tokens build with some minor sideboard tweaks for the Wolf Run matchup. I met Naya Aggro in game one, packing the newly released Thragtusk. I don’t want to say that I told you so, but that card is absurd. It throttled me in game one with a pair of Restoration Angels attached that I was never able to dig out from under. Game two came down to him miracling a Bonfire for 2 and killing more tokens than I’d like to admit. Neither match was close.

I won round two against RW Humans, which seems like a bad matchup unless you draw multiple Champions of the Parish like I did.  Sometimes you’re lucky, I suppose. Unfortunately, I was not, and I lost the third round to Delver after he blind flipped a lot of things and ran me over without much protest. He at least complimented that I blanked his Vapor Snags all game by playing around them.

Pop continued to play in the event and went on to Top 8 before losing his match. Still won a playmat and $50 cash.

While he did that, I entered the final Standard Fill-And-Fire  event of the weekend. Not wanting to go out on a 1-2 drop, I 3-0 the event and take home the prize of 32 tickets and a playmat. Two of the matches were pretty lackluster affairs – against Mill and a subpar version of Tokens that never got off the ground. The third match was against an extremely competent UW Delver player who put me down a game early, and took an advantage in the second. A well-timed Midnight Haunting put me back in the game, and I managed to crawl back before taking the game – and then the third in decisive fashion.

I cash in my tickets for my last Marsh Flats, my last Ethersworn Canonist, and three packs of AVR – one of which contained a Cavern of Souls. My luck was strong with this one. I’ve only got about 20 cards to go for my Legacy deck, and we’re making slow but steady progress on that front. I’ve resolved to not spend too much money on the deck from here on our, which means all the card acquisitions will have to be via prize support or trades. This is going to make it a little difficult, but I imagine that we can probably get there over time.

I caught up with Wingman once more before I left, and we made sure to get a picture for you guys. I’m the handsome one in green. He’s the handsome one in Judge Black.

Wingman2011 and Myself, Rocking the Con


Overall, the weekend went extremely well for me. I received prizes from 3 of the 4 events I entered, though admittedly not the events that I would have expected if you had asked me at the start of the weekend. We ended things up with a trip to Texas Roadhouse and then singing Linkin Park all the way back to Philadelphia.

This coming weekend will be spent in DC, so I won't likely get to play much Magic. There's an outside chance I might finally set up my Magic Online account though - and try out the new Beta Client (which I hear is sweet). The Magic Judge Open is coming up, and I'd like to have at least some familiarity with the system by that time. This Thursday, we'll talk about what I'm unhappy with in Tokens, and what deck I'll be testing out in Standard next week!

Have any suggestions for an article for me to write? I'm always accepting suggestions. Feel free to leave comments, message me on Twitter (@ajrula) or reddit (andrewrula). I also accept email suggestions - andrewrula at gmail.com.

Until Thursday, Happy Spellslinging!
-Andrew

Tuesday, June 19, 2012

On Banning Delver

Last week, I told you all that I planned on doing an article on mulligans today, to help newer players with some of the more common mistakes that are often made before the game even starts. However, I’d like to put that article off till next week and instead focus on something more pertinent to this week: the subject of bannings.

The next announcement for the Banned/Restricted list is scheduled for tonight at midnight. In it, was can expect to see some manner of changes to formats that we all know and love. Recently, there have been two archetypes in the crosshairs in two different formats, and there’s a reasonable chance that either could see a ban.

I’ve been following Legacy for the last month or two, since it was decided that I’d be traveling to Atlanta for the Legacy GP that’s happening the weekend after next. In that time, we’ve seen Griselbrand take over the format before it settled back down. Having spoken to a number of people who play legacy much more than I, I’ve been assured that Griselbrand is not a fair card, and never played in fair decks. Once resolved, a Griselbrand leads directly to a victory more assuredly than Emrakul or Progenitus ever could. A flying, 7/7 Lifelinking Yawgmoth’s Bargain on demand is not a card that I would expect to remain unbanned for long. Yawgmoth’s Bargain is banned, and Griselbrand is simultaneously more powerful and easier to get into play. I don’t know if I’d expect him to be banned with this announcement, but certainly would expect him to be banned within the year.

That said, there’s a reasonable case for this week’s results showing that Griselbrand’s influence may have been overstated. The amusing StarCity Legacy Open featured Elves vs Goblins in the semifinals, which included both players mulliganing into oblivion and putting together a good approximation of a Duel Decks series.

I’m not going to lie – the twitter feed was pretty hysterical. I’d watch for the SCG Sweet Tweets article this week. It’s going to be pretty funny.

However, Legacy isn’t going to be the focus of the article today. I know we’ve heard a lot about Delver in recent weeks, but this is the time to lay my cards on the table.

I don’t know if they should ban something.

There are a ton of articles posting one opinion or another. Kibler went on record on his stream saying that he didn’t think Delver merited a ban. Chapin has come out publically saying that Snapcaster Mage is too good and must be banned. We’ve had #BanPonder on twitter, and WotC developers hint that Mana Leak is too powerful for modern development rules. There are results from multiple weeks indicating that Delver is currently taking up more than half of the metagame. (109 players using UW Delver at the SCG Invitational, with another 10 players on the ‘Delverless’ Delver build.) Delver has consistently been putting up results that nearly equal Caw-Blade in dominance.

And yet…

Solar Flare wins twice in back-to-back SCG Opens. Brian Kibler takes down a 5k playing Naya. Only one of the three World Magic Cup Qualifiers in the USA was won by Delver. If it was ban-worthy, shouldn’t it be everywhere? I mean, everywhere?

Let’s not mince words here. A ban in standard is just about the worst case scenario for Wizards of the Coast. They are a business, and their job is to make money. Thankfully for fans of the game, they have decided to take a long-term stance, and try to retain customers for as long as possible. Having an overpowered deck dominate the format may sell more packs (take a look at Worldwake), but ultimately it will lower tournament attendance and make people stop playing the game. This is a long-term net loss for the company, and so it is in their best interests to present a healthy format for us to play.

So, is UW Delver overpowered and worthy of a ban? Let’s take a look.

MTGPulse.com - UW Delver by Gerry Thompson

This is UW Delver in its most recent incarnation, as played to a third place finish at the SCG Invitational. It is designed as a UW Tempo deck that relies on cheap, efficient threats backed up with counter magic and bounce. Post-board, it has the ability to morph into a very respectable control deck and answer a wide variety of threats. Many run equipment to give the deck late-game sustaining power. The deck is a natural merging of the neo-Caw decks that came about when Zendikar rotated and the Illusions deck pioneered by Todd Anderson. As the Illusion core gave way to a more familiar set of Delver of Secrets/Snapcaster Mage/Geist of St. Traft/ Invisible Stalker, the core of the deck began to form.

The revelation came at the hands of Gerry Thompson, Slayer of Formats. Responsible in part for Angel Delver, Dredge, the new Hypergenesis deck, and a number of other decks in their time, he is one of the best players in the game at the moment at doing exactly what he did – taking a powerful deck and tweaking it until it looks unbeatable.

He added Restoration Angel.

It was an unorthodox choice. None of the creatures in Delver would benefit from the blink effect – so perhaps he was only doing it to save them from bounce spells. (Edit: It has been pointed out to me that Restoration Angel has significant synergy with Snapcaster Mage. The rest of this point still stands though.) The truth was more powerful than that. Gerry was attempting to recreate the Faeries dilemma. I pass the turn with four mana up – do I have Mistbind Clique or Cryptic Command?

I pass the turn with 4 mana up. Is it a Restoration Angel or a Snapcaster Mage/Mana Leak?

The results were spectacular, and in the weeks since, many have been calling the format solved. They say that Angel Delver is the pinnacle of what is available to the Standard card pool, and the only improvements that could be made would be to skew the deck to fight the increasing number of mirror matches. They say that this is reason enough to call for a ban. They may be right. I certainly wouldn’t mourn the banning of any card in the deck. I’ve faced delver more than any other deck in these past few months. I’ve messaged WotC representatives, explaining that I’d prefer a metagame where half of my matches aren’t the same game – over and over. I’d love a more diverse metagame, and a ban would surely accomplish that.

On the other hand, it may not be necessary. The 2013 core set releases in two weeks, which could shake up the format a bit. Even a small addition to a deck such as Naya, G/R, or Wolf Run could unseat Delver. Beyond that, we have rotation in three short months, banishing all of Delver’s Phyrexian Mana spells to the depths of Mirrodin’s Core – along with Ponder, Mana Leak, and every Sword that’s left in Standard. Delver will lose a ton from the Return to Ravnica rotation, and while the core of effective creatures will remain, that’s hardly the monstrosity that we’ve had the last months.

Come to think of it, let’s take a look at that term as well – monstrosity. The deck is certainly good. I don’t think that anyone could deny that. It can be aggressive or controlling. It can answer any threat in the format and attack from multiple angles. It gets to fight with superior card selection and card advantage. It does everything that a Spike player could want a deck to do. It’s the type of deck that speaks to professional players – “Play me, I can show your skill. With me, you can gain an advantage with prodigious ponders, and cunning counterspells. Choose me, and your mulligans will impact you less than anyone else. Your probes will give you perfect information, and you will win.”

So professional players have been picking up Delver, and playing, and winning. Part of that is because of the deck. Part of that is because they are professional players. Sam Black took a Delverless Delver list to the finals of a World Magic Cup Qualifier, and LSV won a similar tournament with his version. However, if you take their decks out of the equation, is anyone surprised to hear that LSV and Sam Black did well at a tournament? Is anyone shocked that Gerry Thompson and Todd Anderson have put up good results piloting any deck at a Star City Games open? The players who are playing Delver are also the players who are most likely to win as-is.

So, maybe that’s what this is – an echo chamber. Gerry breaks the format with Angel Delver, and people start jumping on the bandwagon. Once there, they find a list they like, and they keep innovating on it. The best minds in the game are all relentlessly brewing and trying to find the tweak that will give them the edge in the matchup. Blade Splicer over Geist of St. Traft? Switching back to Invisible Stalker? Switching to Esper Colors, or Izzet? Where is the edge? How do we win?

Can you honestly say that Naya Aggro has gotten that much attention? It seems to me that Brian Kibler has been the deck’s only proponent, despite his high win percentage with it. He beat a number of Delver decks to get to the top of the $5k that he won last weekend. Was that luck, or is Delver just not as dominant as things seem, because most of the brewing attention in the format has been pouring into a single deck?

And should we ban a deck because a lot of people are playing it, even if it’s not necessarily over-performing? Delver took five of the top eight slots at the Invitational – but it was also nearly 50% of the field. You would expect 4-6 of them to make top 8, especially in a three-day, multiple format tournament. That’s not ban-worthy – that’s statistics.

But the fact is that half of the room is sleeving up Seachrome Coasts every weekend, and it doesn’t look to be changing anytime soon. Wizards has a chance to intervene for the health of the format, but it’s questionable if they will – or should. Delver could be unseated in the coming weeks. Perhaps a green deck, featuring Hexproof attackers and Thragtusk, could take over. Perhaps an exalted deck, utilizing the new Ajani in a Bant shell? There are options in M13 that could make me accept a ‘no bans’ verdict. Delver would fade, becoming a smaller (though likely still powerful) deck, and the format goes on.

Or maybe it doesn’t – Delver remains a powerhouse, fed by the attention of most of the major grinders poring over every card selection in countless daily events. We wait for three months, and all collectively rejoice when it’s finally the day of Rotation. We’ll crack open our Shocklands in Return to Ravnica, and cheer that we’ll never have to put up with Swords and Vapor Snag again.

Three months may be too long to wait for that though. Tournament attendance could suffer, which will ultimately be the trigger point for Wizards. If they think that banning Delver will increase tournament attendance, they will do it. If they believe that it will be neutral or hurt instead, they will not.

Here’s hoping that they make the right choice, whichever it is.

-----

What do you think? Is Delver too good? Does it deserve a ban? If so, what do you think should get the Axe? Sound off in the comments – I’d love to get some community feedback on the topic.

Tuesday, May 22, 2012

Scheduling Your Grind

Today we’re going to take a bit of a break from Tournament Reports and Deck Lists and narrow in on something that isn’t often talked about in the Magic Community – finding and scheduling these high-level events. Everything I write in this article is from my own point of view, so if you live in a foreign country, things may be subtly different for you. For certain, the required number of planeswalker points is likely to change, so be wary that your mileage may vary.

When we talk about Grinding, we’re usually referring to going to as many tournaments as possible in a given period, trying to ‘grind out’ rewards related to those tournaments. The first step towards this is determining what’s out there. Here’s a quick overview. The Magic tournament scene is broadly split into three circuits right now, as well as independent events. The first and most well-known of these is the Pro Tour Series.

The Pro Tour Series
The Pro Tour is the crowning event of Magic. Held three times per year in varying locations, they offer the largest payout for a Wizards-run tournament. They are held over multiple days in multiple formats, and often feature names that you’ll hear when running around your local card shop. They’ve also got a pretty significant prize payout - $40,000 for first place, and then staggering downwards to the top 75, who each get $1000.

However, the Pro Tour isn’t something you can just walk into. You need to qualify for it. To that end, there’s three major ways to achieve this. You can Top 25 a Pro Tour, Top 4 a Grand Prix, or win a Pro Tour Qualifier (PTQ). All of those are monumental accomplishments, and represent the goal for a number of aspiring grinders.

A step down from the Pro Tour is a Grand Prix (GP). Held most weekends in varied locations on the globe, they feature an 8x planeswalker point multiplier and two days of play – if you make the cut. In addition, they’re the most prominent tournament that offers byes to players for good play. You can earn between 1 and 3 byes for any given GP. The simplest way to get 3 is to win a Grand Prix Trial (Held in local stores) for the appropriate Grand Prix, though you can also qualify for them through Planeswalker Points. Grand Prix’s are the largest public events in Magic, and can break 1500 attendees regularly.

In addition, there’s the World Cup, which has only been added this year. This is an invite only tournament and has the dubious distinction of being the only tournament that you need to qualify to qualify for. You need to achieve the same number of planeswalker points as you would for a single bye at a GP to Qualify for the World Cup Qualifier – which are held three times per country. Alternatively, you could win player of the year, but the Qualifier seems a bit more likely.

That’s a rough sketch of the Pro Tour Series, but it’s hardly the only show in town.

The Star City Games Open Series
Star City Games is arguably the most well known magic sales hub on the internet. They also happen to run the largest independent tournament series on the market. The Star City Games Open series is basically a fully fledged competitor to the Pro Tour, and has comparable prizes.

The crown jewel in the Open Series is the Invitational. Held four times a year, it pays $75,000 out to the top 64 players, including $15,000 for first prize. However, like the Pro Tour, the Invitational doesn’t allow just anyone to walk in – you need to qualify first. There are broadly four methods of qualification. The first is to place highly at the previous Invitational. You can also win a SCG Invitational Qualifier (which come in three flavors – Normal, Super, and Elite, with increasing prize for each), or accumulate enough Open Points (Star City’s reward program, earned from placing well at their events), and finally, you can perform exceptionally well at an Open.

Star City Opens are to the Invitational what Grand Prixs are for the Pro Tour. They’re open events – no qualification needed – with hundreds of players. There’s one most weekends in some city in the USA. They generally feature two types of events – a Standard Open on Saturday and a Legacy Open on Sunday. Achieving top 8 in either of these will get you an invite to the Invitational of your choice that year.

The TCGPlayer Max Series
While I haven’t participated in any of their events as of the writing of this piece, but from the looks of it, it’s got a healthy following as well. The crown event is a $50,000 championship – paying $12,000 to the top finisher. To get there, you need to earn TCGPlayer points, which are available from tons of events held all around the country. Some stores even run weekly events.

While it appears to be the smallest of the big circuits, it could be true that there’s less interest in them, making the tournaments softer by comparison. Again, I haven’t attended any of their events, so your mileage may vary.

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Now for the real question: Why is this important? Why do we care about all these different tournaments that are being run all around the world? Well, we want to go to some of them! We’ve got a couple of free weekends for the next few months and we want to play some high level magic and maybe see some prizes. If that all sounds fun, then there’s something you should know off the bat.

This stuff gets complicated quick.

I’m not an organized person by nature. In fact, I’m very unorganized. I need to-do lists to keep track of my day-to-day tasks. I keep a notebook on me like it’s a crutch. For me, doing this kind of thing requires preparation. The rest of this article is going to more or less go through my methodology for deciding what I’m doing with my weekends for the next two months. (And it should also give you a reasonable idea about the tournament reports that you can expect to see here on a weekly basis!)

First thing I’m going to do is block off the days that I can’t do anything. Understandably, there’s a fair amount of events going on between now and July that I can’t miss for one reason or another.

June 3 – Brother’s Graduation
June 22-24 – Meeting Girlfriend’s Family
July 6-8 – M13 Prerelease (Weekend at Marshalls)
July 12-14 – Connecticon


Seems easy enough. We just won’t look for events on those days. Next up is to hit the ‘big fish’. These are huge events, and I can’t see anything else interfering with me going to them. Because I played like a madman during the previous planeswalker point season, I have enough points for a single bye to all GP’s, and I have a qualification for the World Cup Qualifier. I generally use www.mtgmom.com to track the dates of important events, so I’ve got that in the background while I do this. It tracks the location of all Pro Tours, GP’s, Star City and TCGPlayer events, which makes it pretty invaluable.  According to that site, the only World Cup Qualifier that I can reasonably go to is in Maryland, and held on the 16th of June. That’s an open weekend for me, so we’ll slot that into our schedule. I probably won’t win, but it’ll be a fun time, and it’s only a couple of hours drive.

Always check the details of a big event like this, because there might be more interesting things going on. For example, the World Cup Qualifier is a two day event if you make Top 8, so I’ll have to plan to either have a hotel room, or drive there and back if I turn out to make Top 8. Checking the event’s website, it looks like there’s going to be a PTQ on Sunday – so even if I don’t make the Top 8, I’ll likely still want to be there. I’ll plan on getting a hotel room for the night – they have a deal with the event so that it’s less than 100 dollars with a complimentary breakfast thrown in, which is probably cheaper than driving there and back twice, including tolls – and it’s certainly easier on my mind if I don’t need to wake up at 6am to be there by registration.

The other major event on my calendar for this period is GP Atlanta. Pop has agreed to go with me, so we’ll be spell slinging for the weekend in Legacy fashion. I’ve still not 100% settled on a deck, but preliminary results seem to be pointing at a Burn deck. I don’t know legacy too well, so a strong linear deck might just be the best option. This is taking place on June 30-31, but we’ll need to fly out on the 29th to be there in the morning. Note to self, book hotel, book your plane flight.

The schedule now looks like this:

May 25-27 – n/a
June 1 -3 – Brother’s Graduation
June 8-10 – n/a
June 15-17 – Magic World Cup Qualifier
June 22-24 – Meeting Girlfriend’s Family
June 29-July 1 – GP Atlanta
July 6-8 – Weekend at Marshalls
July 12-14 – Connecticon

We have three weekends free during this period, and with all the travel that I’m going to be doing, I don’t think I’m going to want to do a ton of long-distance travel during those. I check the weekends on MTGMom to find out if anything is really local. The 26th of May is a PTQ in my hometown, run by my home shop. It’s literally within walking distance of my apartment, so we can add that to the list. June 8-10 has nothing worth noting.  I’d like to have something on June 8-10 so that I’m at least warmed up for the Qualifier the following weekend. MTGMom doesn’t count GPT’s as major events, and so doesn’t list them. You need to use locator.wizards.com for that – search for Grand Prix Trials.

A quick search for premier events on that weekend in my area reveals that two stores are having a double GPT Saturday. I very much prefer Ron’s Comic World for that even though Top Deck Games is closer, though the two affiliated GP’s for either aren’t exactly within travel distance. I’ve got options here, but I’ll leave it up to me on those dates to decide if it’s worth going to. Sometimes you should leave flex in your schedule to account for being tired, sick, or just not feeling like playing Magic. Burnout is a real thing, and you need to take your mental fatigue into account whenever you have major events coming up.

On a lark, I do a quick check for the weekends that I’m not available, and I find something interesting. My brother’s graduation is on Sunday, in New York, and I’ll be traveling up through NJ on the Saturday before. As a result, I’ll be passing by a major event being held in Edison NJ – a $5,000 TCGPlayer Tournament. It starts early in the morning, so if I go and play in it, I can leave as soon as I’m reasonably out of the prize running (or if I win) and head home for dinner. It’s not something I’m married to, idea wise, but it’s certainly a possible thing I could do if I’m in the mood to that weekend.

Also, the weekend of Connecticon isn’t going to be a bust, Magic-wise, because there’s a number of events being held there by Star City Games – including an Elite Qualifier. I’ll most likely play in something, but I wouldn’t want to miss too much of the convention itself, so I’ll make that call once I see the program for the convention.

May 25-27 – Redcap’s Corner PTQ
June 1 -3 – Brother’s Graduation
June 8-10 – (Double GPT Weekend at Ron’s)
June 15-17 – Magic World Cup Qualifier
June 22-24 – Meeting Girlfriend’s Family
June 29-July 1 – GP Atlanta
July 6-8 – Weekend at Marshalls
July 12-14 – Connecticon

Seems like a busy couple of months, but it should also be extremely exciting. Just based on that list, I’ll be traveling to a state I’ve never been to, flying on my own for the first time, playing in two of the biggest tournaments of my life, and all of that wrapped up in a couple of very significant life events. I’m going to be exhausted and running off adrenaline for half of the time, but I couldn’t be more thrilled for the whole thing.

Wish me luck, and check back on Thursday, where I’ll be building a Standard deck from scratch – including sideboard and a few test matches against the top decks in the format. What deck, you might ask? Well, that’s up to you guys! Let me know in the comments section, either here or on Reddit, what kind of deck you’d like to see my construct. I’ll take the suggestion that I like the best, and we’ll see it come to life on Thursday.

Also, a question for the community. I generally have been using Thursdays to write articles on Tournament Reports and Deck Techs, but I've gotten a few comments from people saying that those have gone over their head a bit because they're not as experienced with deckbuilding. How would you guys feel about Tuesdays becoming an introductory deckbuilding series? Again, let me know in the comments - both here and on Reddit.