The innocents screamed, and Gisela answered. A single
sword stroke – unwavering and true – bisected the demon from head to thigh.
Black mana coursed out of the husk as it dissolved into the night.
“Goldnight!”
she shouted from the town square, her voice echoing out to the fields. “To me!” They had been fighting for
hours, and the fighting only just begun. Her troops – Cathars and priests, archmages
and angels – began to filter into the square. Within minutes, they were
building the perimeter. Refugees helped fight the fires that had engulfed half
the village. The shadows that had besieged the hamlet swarmed, but none dared
cross the defenders.
This fight was different. For months, they had been waging
a losing battle. Avacyn’s imprisonment within the Helvault had driven the
Flights into hiding. Human magics had weakened, and even Avacyn’s own holy
wards faltered. Hundreds of villages across Gavony, Nephalia, and Kessig had
been lost to the darkness.
No more.
Avacyn’s restoration had brought with it more than mere
power. It brought renewed resolve. They fought with the With a quick glance across the assembled
warriors stirred something in Gisela that she hadn’t felt since…
We’re winning.
The thought scarcely crossed her mind before she
dismissed it. People were dead – and the demon attack was still potent, if
broken – no doubt orchestrated by one of the greater demons. It needed to be handled if the horde was to be
defeated. Gisela’s hand rested upon the runic longblade at her side. One of the Cathars looked up to her.
“Lady Gisela,” he bowed. “Will you take the field?”
“I believe that I shall.” She said, her lips curving into
a smile.
---
Her blade whirled, intercepting claws and spines. She
rolled her wrist and stepped into the attack, cleaving through flesh and bone.
No sooner than she felt the attack connect, she was moving into a second
strike. She cleaves through the horde as if she was wading through a creek –
barely slowed by their attacks.
She was Gisela, Blade of Goldnight, Chosen of Avacyn. The
Archangel had chosen her to be the
sworn sword of the Angels. Let the Herons and Alabasters issue their wards and
pray for spirits. Goldnight would do as Goldnight had always done. Fight, and
win.
Another demon met his end, erupting in maleficent shadows
as Gisela’s holy blade smote it across its brow. Gisela turned to face the next and gasped.
Black corruption poured over her – a spell as frighteningly powerful as any
that she knew. She felt her skin, her entire body – rippling with the blow.
Ebon mana coursed through her, slackening her resolve even as it sapped her
strength. Her blades fell from her hands. She felt the dark mana bind around
her, holding her fast. She fell to one knee and looked up at her assailant.
He was tall, even discounting his wings. Standing at a
monstrous seven feet, he still managed to maintain close to human form. Spikes
bristled from his shoulders, his elbows; seemingly every part of every limb was
a weapon of some sort. His eyes bellied a cruelty and cunning that could only
be demonic in origin.
He laughed at her, and the demons began to encircle the
fallen Archangel, forming a makeshift arena. The demon took a step forward, and
spoke to her in an alien, reverberating voice.
“Goldnight dog,” he sneered. “Your precious Angel may be
back, but she struggled to battle us on even footing before!” Gisela’s lips
worked in quick precise movements, reciting prayer after prayer.
“ Now that Griselbrand is gone, I, Enterian, will ascend.”
He reached down and grabbed her roughly by the neck, lifting her to eye level
with him.
“Darkness,” he said simply. “Will consume everything.”
“Not…”she forced out, “Not everything.”
Enterian laughed, his mirth taken up by dozens, then
hundreds of demons. Their laughter was a grating cacophony against her ears.
She felt his grip tighten.
“Ha!” he barked. “And who stands against me, Goldnight!?”
“Light and Flame,” she said gravely.
The words took hold, calling power into being. Above, the
clouds whirled; Below, the ground quaked; Upon the ground, Enterian glared
daggers into Gisela, who met his stare with calm, cool determination.
The firestorm sundered the battlefield. The air itself
ignited with a thunderous explosion – the Goldnight battle cry. Gisela was an
angel of flame as much as light. The demon roared in agony, dropping the angel
in a moment. In the same moment, Gisela struck the ground, forcing the binding
magic away from her. Both hands fell upon her twin blades, honed in thousands
of battles over centuries.
Before the flames had passed away, Gisela was on top of
him. Half a dozen wounds already dealt, Gisela was a masterful blademan. In
seconds, she had him pinned against the ground: one blade through his shoulder,
while the other was held to the demon’s throat. Still, he laughed.
"Go ahead, Angel!” he taunted. “Kill me! Strike me down! Your
own master said it: What cannot be killed must be sealed! It makes no
difference! Without the Helvault, you cannot defeat us forever!”
Embers burned in her eyes as she called upon all the
power of the Stensian mountains. Fury gripped her and she let the mana fly from
her weapons into the demon’s body. Red flame melded with white righteousness in
a scouring blast. Flesh melted away, then muscle, then bone. She poured herself
into it, using her own essence as much as her angelic magic. She watched as,
for one crucial moment, Enterian realized his mistake. Goldnight did as
Goldnight always did – fight, and win. The angels had developed new weapons,
and demons were immortal no more.
“I’ve got one out,” he announces suddenly on his
opponents turn. Game three with lethal damage coming in the following turn.
There’s a dozen people crowding around, waiting for the last match to decide
the PTQ. To one, a blue envelope and a trip to Spain. To the other, a
handshake and a pat on the back.
“What?” his opponent asks, confused.
“One out in the deck. One card that beats you.” He looks
down at the stack of cards. “One Blight Dragon.”
His opponent looks at the board. No flyers to speak of,
and only a Doom Blade in hand. With most of a dozen swamps in play, and a
Lashwrithe, the Dragon would attack for the full ten infect – a veritable
one-shot.
He’s got maybe forty cards left in his library. Two
percent odds. Two and a half, maybe.
“So draw the card.”
He'd worked so hard to get here. Nine grueling rounds of play. Dozens of hours of practice and tuning his deck. He knew every card, picked and tested each one. He was up half the night agonizing about a last-minute switch. He sleeved it up even though everyone told him he was wrong. He trusted his deck then.
He places his hand on top of the deck, takes a deep
breath, and whispers, practically praying.
“Just one time, deck. Just one time.”
He flips the card.
-----
Over the last few days, there’s been a lot of talk about
a new mechanic that’s coming out with Avacyn Restored. That mechanic is Miracle.
If you’ll excuse
the lore nut in me for a moment, I adore this mechanic. Magic lore is full of
moments like this. The sudden turn and twist that overturns everything we know.
The moment when we realize that, maybe, despite the odds, we can do this. It
distills everything in the game to one critical point where everything hangs in
the balance.
“What is Urza doing with that Sylex?”
“Is the Legacy powerful enough to defeat Yawgmoth,
manifest upon Dominaria?”
“What’s happening to the Eye of Ugin?”
“Does Thalia sacrifice her men, or the Helvault?”
Miracle tells
us everything that we need to know. When you’re on your last topdeck, knowing
that nothing in the world could save you, and suddenly, Time Walk appears. Not
a five mana time walk imitation. Not a variant with buyback. Honest to god, two
mana, take another turn. You get a breath of fresh air, an extra untap, cast
one extra spell, and dig yourself back from the precipice.
It’s hard to call that anything but a miracle.
The detractors from this mechanic have a point. Magic is
designed to be a skill-intensive game. Giving more power to random elements
like the draw stew doesn’t increase the skill required to be good at it. Any
chump could top deck four Thunderous Wrath and beat the best player in the
world. There are issues with the mechanic being extraordinarily swingy. When draws
such a huge role in a game, it’s easy to get frustrated by the ‘run bads’ or to
lose a game because of sheer luck.
But you've been there - that situation when you're drawing dead. You hate
that feeling. Everyone hates that feeling. How much better is it to play a game when you're behind, but you've got outs. If we didn't want any randomness, we'd play chess. Every top deck is a thrill. Did I find it? Did I get there? You know that you probably won't find it, but every so often...
There is a quote on my desk. I feel
like it distills this down to a single line.
“When something isn’t supposed to happen, but it does,
that’s magic.”
So, is this much variance good for the game? Certainly,
it’s going to lead to blowouts. It’s going to lead to a sudden reversal at a
critical moment. It’s going to make everyone peel their eyes on the top of the
deck when that last draw happens – hoping, praying.
It’s going to cause upsets. It’s going to make people
talk about it. And, sure, while someone might be a little sour about losing the
PTQ to the lucky topdeck, someone else is going to be on a cloud because they
pulled the card, won, and ended up at a Pro Tour.
“I’m going to Hawaii!”
“I’m
going to Spain!”
“I’m going!”
So, is that good for the game? Let’s go back to a
different story, from not so long ago:
-----
He looks down at his hand, no help there. A single
whipflare stares back at him, just not powerful enough. Across the board: a
fleet of 4/4 hexproof spirits threatening lethal damage. He has one chance –
one out. There were two whipflares left in the deck, and either of them would
dig him out, wipe the board, and let him set up for a favorable endgame.
Any other card meant death.
He puts his hand on the deck, his hand gripping on the
top card. He pulls it, flipping it over because he knows it’s the only thing
that matters anymore in this game.
Whipflare
The crowd goes wild.
Brian Kibler taps the mana and wipes the board, so
overcome with relief and emotion that he even forgets to attack with his
creature before wiping the board. A few short hours later, he’s clutching a
trophy in his hands as they name him Pro Tour Champion.
Thus far, in my quest for Magic related fame and glory,
I’ve gone to quite a few tournaments. Most have been in comic shops, or
community rooms. I’ve played in convention centers and even a Wendy’s.
(Delaware States '11 had overflowed its store’s fire limit, and so the top tables
were played in a nearby Wendy’s with a separate judge, who was luckily nearby.)
As I walked into the real estate brokerage, however, I had to admit, this was a
first.
And not an unpleasant one either! Cyborg One, from
Doylestown PA, puts on a great show. Knowing that they had a major Warhammer
Event at the shop, they made sure that everyone was rerouted to an office park,
where the father of a shop’s regular allowed them use of the space. Aside from
being able to stretch out and have sufficient room to play, they also provided
some exceedingly comfortable chairs and a well-heated and lit space.
I paid the entry fee and meandered around for a while. It
was my first Invitational Qualifier – and the next invitational was only a two
hour drive away – in Baltimore. I didn’t feel confident in my ability to
win, but I had promised myself something the night prior when testing – I would
manage to get Top 8.
The room filled up. I spent some time trading for
Modern cards, still trying to build Maverick before the PTQ season is over. While I’m unsure if
it’ll be done in time, it is a deck that I’m interested in having built for
later seasons. I
get to have a nice conversation with a guy who’s also playing Tokens,
while I
look at his binder – but we’ll come back to him later. With a few minutes left before the round, I wrote out my deck
list.
Here’s what I played:
Round 1: Andrew– Mono Green Aggro
First round was called and I went to sit down. My
opponent was a pink-cheeked blonde haired kid who looked fairly confident. I
made a little small talk with him and asked if he’d done any bigger tournaments
like this before. He admitted that he hadn’t, and I tried to put him at ease by
telling him it was my first IQ as well. I wished him luck and we started.
I start off pretty quickly by landing a bunch of Human
tokens, powered up by intangible virtue. That ground to a halt when Thrun hit
the field, and we moved into a stall as he played a pair of Dungrove Elders. He
couldn’t tap out, but I couldn’t swing in without dying. I make a misplay
involving Thrun. He taps out to equip a Sword of War and Peace, and I use Beast
Within before combat, not taking the Troll out with a double-block from my
tokens. It ended up not mattering though, as I land both of my Hero of
Bladehold and swing for exact after some complicated math.
Game two was another mathematical nightmare, involving a
series of chump blocks to keep an 8/8 Sworded Dungrove Elder at bay while I
attacked in the air. Clutch play of the game was using a Beast Within on my own
land to make a blocker on the final turn, before I swung for 8 damage in the
skies.
1-0 (2-0 on games)
Round 2: Kevin– R/B Aggro
My second round opponent struck me as a pretty awesome
guy, chatting freely and generally seeming happy to be in the 1-0 bracket. We
talk about Standard for a bit before beginning. He’s on RB Aggro. Blade
Splicer on turn 2 stops his Stromkirk Noble, and I start to make a few
creatures in the air when he taps out for Olivia.
I look down at my hand, and the closest thing I have to
an answer is a Gavony Township. I hold my breath and start doing math on his
increasingly dangerous Shrine against my unhappily small army of tokens.
Luckily, Olivia needs two mana per ping, and Gavony Township increases my whole
team by one per turn. I eventually (with the help of an intangible virtue)
outpace her and swing in for lethal, forcing Olivia to chump to keep him alive.
The second game, I’ll admit, was sloppy on my part. I
kept a one land hand against a red deck, relying on my pair of mana dorks to
bail me out. Unfortunately, they’re both bolted, and I stumble on lands.
Luckily, I draw what I need in the right order while he durdles around without
much pressure and close out a game that was way too close for comfort. I really
need to stop being cocky about my mulliganing. It’s the weakest part of my play
by far.
2-0 (4-0 on games)
Round 3: Tim - U/B Zombies
Tim seems like a giant teddy bear. He’s the most friendly
guy in the world, despite his huge and muscular stature. I find out that he’s
actually moved to Philly very recently, and was looking for a store. I
recommended Redcap’s Corner, and he seemed to like what I had to say. Maybe
I’ll see him there in future weeks.
The first game was much closer than it seemed, despite
ending on turn 5. He beats me down to 10 while I hit him for a few points in
the air. I land a Hero of Bladehold just before he drops an Obliterator of his
own. Luckily, Sorin bails me out, providing the anthem that I need to swing for
exactly lethal, despite the Obliterator.
Second game, I land an accelerated Blade Splicer into
Sorin. A couple of blocks later, Sorin goes ultimate, stealing a Geralf’s
messenger, a captain, and a Phantasmal Image. He scooped immediately after
that.
3-0 (6-0 on games)
Round 4 & 5: Draw into Top 8.
At this point, I realize that I’m probably in pretty good
shape in the five round tournament, and look for someone else in the 3-0
bracket. I find the other tokens guy, and he informs me that he’s pretty sure
that 3-0 is a lock if we double-draw. We check out the math, and he’s right.
There are four of us at 9 points, and two draws locks us in. We all shake
hands, and go out for Burger King before the top 8.
While there, one of the other guys laughed and said “This
must be what it feels like to be a Pro at a GP. Get three byes, win four
matches, draw the next two rounds. Congrats on day two.” I had to admit,
that sounded like a pretty good deal.
When we get back, the top 8 meet and agree to split the
prize pool – 9 packs each, or $36 in credit, plus our pins. That left the $250
travel stipend and the Invite for first place. I was pretty happy with having
made it this far, especially with the double-draw in, but I didn’t feel like I
was through yet. We sat down to play it out.
3-0-2 (6-0 on games)
Top 8: Matt with Burning Vengeance Reanimator
Matt was one of the other 3-0 players who drew in, so I
was a little leery going into the match. I don’t have a lot of experience at
the top of a tournament bracket. Luckily, he was playing a relatively strange
archetype, which managed to be the talk of the shop, so I knew going in that he
was playing some Burning Vengeance deck with Unburial Rites. Not something I’d
tested against, that’s for sure.
Unfortunately for Matt, he never gets to build up any
pressure. In game one, Sorin sits on the board and made two emblems to go with
an intangible virtue as my Gathered Townsfolk went the distance. Game two
wasn’t closer, with a turn 3 Hero of Bladehold that he couldn’t answer. I felt
bad, since his deck hadn’t really done anything in either game except play a
bunch of filtering and not a lot of answers.
Unfortunately, I played like crap the entire set here.
Not only did I peg him on the wrong deck, but I kept an even more marginal
hand. After the turn 1 Copperline Gorge, I figured him for Wolf’s Run, and
I never revised that even after having seen a Strangleroot Geist. I hadn’t
tested the Wolf’s Run matchup before, and it was something that worried me,
despite the fact that I had a strong sideboard plan against them. I kept a
marginal hand in game one, involving three anthems, two lands (Plains and
Swamp), and a pair of Blade Splicers. No green sources and no playable creatures
means the hand is not keepable, but I choked and kept it. I never saw the third land until he already
had a Huntmaster flipped.
Game two went better despite my mulligan to 6, with me
keeping up for a while until he played a sword that I didn’t have an answer
for. A 2/3 Bird of Paradise beat me by itself, supported by a healthy allotment
of wolves and geists on the ground. Had I been able to answer the Sword, I
think I could have won this one pretty handily, but alas.
4-1-2 (8-2 on games)
Aftermath
While a Top 4 finish is hardly bad my first time out, I
couldn’t help but have a bad taste in my mouth. I felt like I had thrown the
game away. This feeling subsided somewhat when I took my credit and managed to
pick up a pair of Vengevines, a Fauna Shaman, as well as a Hero of Bladehold
(so I can return one of those to Marshall, at least.)
I watched my friend playing Tokens win the finals
handily, though the matches were much closer than they should have been. In
game two, he had the option to trade his Elsepth for the opposing Batterskull,
and decided to gain life instead, losing Elspeth the following turn to a
trampling Batterskull. In the end, though, an increasingly large contingent of
anthems bore the tokens deck out and scored the victory and the blue envelope.
We helped the store owners close the place down,
complementing them on a well run event. They’re hoping to run two qualifiers
per set release from now on, and I can safely say that I’ll be attending the
majority of those. Once they move into their larger store in the next few
months, they promised to look into a Super IQ – which gives out awesome
playmats as prizes in addition to the rest.
I can't say enough good things about the Cyborg One crew, except to say that I'll be attending all their future events without question. Stand up guys all around, and a great experience.
The winning tokens player and I got to talking, and he
mentioned that he needed to walk nearly three miles to the train station, take
a train back to his place, then take another hour and a half worth of busses to
his girlfriend’s place. I offered him a ride, since it was more or less on the
way, and I didn’t really know how to get back to Philly from where we were. Seemed dumb to have to travel for 3-4 hours just to get 40 minutes away. He accepted.
You always hear that the best part of Magic is the
people, but I’d never really believed it till now. Everyone I’d ever hung out
with at a tournament had been people that I went to the site with. It took
about an hour and a half to get back to Philly, and Vishra rode with me the
majority of the way. We discussed the deck, and I got a nice ego boost when he
mentioned that he’d read my blog from the link on MTGSalvation.
Shoutout to you Vishra, and best of luck in Baltimore! I’ll
be watching for you on stream!
As you may have heard in my last post, Magic Game Day was
this past weekend, and I was out to win the top prize – the Thraban Heretic
playmat. I had a deck that I was confident with, and had enough play with it
that I knew I could do well. After passing up the last minute idea of driving
to GP Baltimore (waking up at 5am to drive there seemed like a bad idea after I
laid down to go to bed at 2am), I figured I wanted a full day of Magic nonetheless,
and set out to find Game Day events.
This was the deck I planned on playing. I’d made some
minor changes since the GPT, figuring that extra removal in the board would be more
useful than Stony Silence, and deciding to shift more towards midnight haunting
over Gather the Townsfolk, which had been unimpressive thusfar.
I checked Redcap’s Corner first, my current primary store,
which always has killer events with remarkably good prize payout. Unlike a lot
of places, they pay out the entire entry fee in store credit. A $5 eight man standard pays out 40 dollars in
credit, usually concentrated to the top 2 (25 and 15, usually). I wanted to play
there because it’s my normal shop, and I’m trying to become more and more of a
regular there. The competition is stiff – everyone, for the most part, having a
firm grasp of the rules, and tier 1 decks are the rule, rather than the
exception. Unfortunately, their game day started at 5pm. I’d woken up around
10, and didn’t want to wait 7 hours to play magic.
My search continued, and I found a quaint little shop in
NJ, where I traveled about 20 minutes (it would have been less, had I not
gotten lost in the bowels of NJ, where there are two Haddon Avenues, which
intersect, in Collingswood Township – next to Haddon Township. Who designed
this place?!) I played three rounds out there before deciding to drop and head
on over to Redcap’s. The rounds went as follows.
Top Deck Games
Round 1: RG Aggro (2-0)
This deck was actually pretty interesting. He was playing
a 1-drop aggro deck focusing on Torch Fiend and Young Wolf. He came out the
gate pretty quickly, but I figured I could stabilize around 10 life and then
crush him back with vigilant tokens. Then he cast Instigator Gang off of an
Infernal Plunge, and without a spell to cast on my own turn, I was facing down
a dangerous squad of wolves that were threatening lethal in short order.
As always, my deck bailed me out, with a gather the
townsfolk off the top to pair with the one I had in my hand. Four mana later, I
had an army of 2/2 vigilant creatures, and a gavony township on the field,
threatening a pump the following turn. I stabilize on 4 life and manage to claw
my way back in to take down game one.
Game two, I keep a hand with a dork and two blade
splicers, backed up with intangible virtue. He was never in it, and I put the
game away.
Round 2: Frites (1-2)
I’d seen this guy laying out his deck before the match,
so I knew he was on some multicolored ranimator plan. After the turn 1
faithless looting, he mentioned that he’d seen the list from the Pro Tour and
just copied it. Great. Like I mentioned last time, I knew that Reanimator plans
were going to be a weak point for me. Elesh Norn stops the deck cold – and when
he tosses her into the yard on t5, I know I’m in trouble. My draw wasn’t quite
aggressive enough, and he stabilizes on 6 life to kill me.
Game two goes my way though. An aggressive dork into
intangible virtue, then hero and gavony, provided the t5 kill that I needed to
race him out.
Unfortunately, game three saw him pitch Elesh Norn and
Unburial Rites on t1 to a faithless looting. By turn 4, the Grand Cenobite was
sitting on the field and ended any game plan I’d hoped to have.
Round 3: Wannabe Wolf-Run (2-0)
My opponent for this round was newer at the game than
most, and had won his second round mostly by having the nut draw. He was on a
Wolf Run Variant – and I use the term variant to be kind. No Slagstorms, only
two Green Sun’s Zeniths, and a pair of Primeval Titans just made his deck completely
inconsistent and unable to mount any defense. I took him down without issue in
two games that were never close.
After the third round, it was after 4pm, and I realized I
wouldn’t be able to stay if I wanted to catch the Redcap tournament. I dropped,
wishing everyone luck, and got to Redcap just in time for pairings.
Redcap's Corner
Round 1: UW Control? (2-0)
I’m going to be honest – I don’t know what this guy was
playing. All I know is that he cast 4 ponders over two games, shuffling all of
them, and a pair of spellskites that died to Blade Splicers without any real
issue. Round was over before match slips were out, and I got to watch a pretty
awesome match between Mono Red and UW Humans that was going on next to me. Both
players seemed to have a really great handle on their decks. Humans ended up
edging out the victory through an unanswered Sword in game 3
Round 2: Anthem Spirits (2-1)
Creature mirrors usually go to the deck with more
anthems, and this guy had twelve of them. Four captains, four phantasmal image,
plus a playset of honor of the pure made him have some absurd draws possible.
He blows me out of the water by resolving T2 Honor, T3, 4, and 5 Captains, and
I just couldn’t keep up with the Hexproof Flyers.
I board in all my Naturalizes and cross my fingers. Luckily,
I get there. My flyers are able to overcome his after I blow him out by Naturalizing
his Honor of the Pure after blockers and killing two Captains off. After the
game, he admitted to only having been playing for three or four months, so he
was still having trouble playing around things. Honestly though, he played
extraordinarily well for someone who had only started with Innistrad.
Game three was tough, with me throwing chump blockers in
the air to hold the line against his increasingly powerful air force. All the
while, Blade Splicers, keeping pace with his Lords, got in for devastating hit
after devastating hit, eventually forcing him to chump with a Lord, which died
and put him behind in the race. He never recovered, and I took a narrow victory
the turn before he would have killed me. After the game, he pointed out that he’d
been locked off of Black mana, and couldn’t have flashbacked either of the
lingering souls in his yard. Had he seen a single black source in any of the
last four turns, I’d have died on the spot. Talk about close matches.
Round 3: UW Haunted Humans (2-1)
This matchup is a mental nightmare. All three of our
games went to complicated board stalls that involved phantasmal imaged Hero of
Bladeholds and Gavony Triggers, Equipped Geists of St. Traft, Vigilant Golems
pounding through, Ratchet Bombs, and Planeswalkers going ultimate. All three
rounds were nightmares of board state, and I actually stopped taking notes so
that I wouldn’t inadvertently miss anything. The last game came down to me on
two life, and swinging to kill him from 6 to end the match in my favor.
Round 4: Tempered Steel (0-2)
I’m going to be honest, I didn’t expect to see this deck
around anymore. I’ve always hated it, and I’ve never been able to play well
against it. I don’t know if it’s just been bad luck, but it seems like every
time I go against it, since the Caw-Blade days, it’s ended on turn 4 with
multiple Tempered Steel in play.
Without going too much into detail, he lands a t2
Tempered Steel in game 1, to go with his 3 creatures, and crushes me. Game two
goes even less well. All said and done, he landed 5 of the eponymous enchantment
in two games, and I never saw any removal. Match lasted all of ten minutes.
At this point, we cut to top 4, which consisted of me,
the Mono-Red player I’d watched in round 1, Tempered Steel Guy, and the UW Humans
deck (which rallied to 3-1 as well). I’m matched against Mono-Red.
Top 4: Red Deck Wins (2-1)
Game one ends up being a lot closer than I wanted it to be.
Starting the last turn, he has a Shrine on 6, with me at 11. He galvanic blasts
me on upkeep, taking me to 9 and the Shrine to 8 after the upkeep trigger. He
looks at the card he draws, then at the five mana he has in play. He tanks for
a little while, and then extends the hand. Phew.
Game two goes better for him. I can’t find flyers and he
beats me over the head with a Phoenix carrying a Sword. You know the game went
poorly when he ended on 29 health.
Round three, on the other hand, goes even worse for him.
I curve out perfectly, and find the O-ring for his Phoenix. He gets locked down
without his recurring threat and I kill him while still on 10. He’s pretty
happy, having been part of the Spirit player’s group, who only started at the
Innistrad prerelease. Top four after less than half a year’s play is awesome.
Good for him.
Finals vs UW Humans. (2-0)
I’d like to tell a story of an epic rematch here, but to
be honest, he was never in it. He mulliganed both games, and I drew pretty
well, putting him down in less than fifteen minutes of play, most of which was
spent shuffling his deck. It was a
pretty lackluster finals after all the fighting that I had to do to get there,
but I suppose that happens sometimes.
For my troubles, I was awarded 30 bucks in store credit,
which went to round out my playset of Knights of the Reliquary. (Building GW
Aggro for Modern – it’s going to be pretty awesome!) In addition, I got the
playmat, which I’ve been staring at dreamily since I got it.
Sometimes, things just work out the way you want them to.
Next weekend, I’ll be skipping FNM to do some extreme
testing at Marshall’s house. We’re going to see if we can’t work out a Havengul
Lich deck, either combo or control, or whatnot – we haven’t decided yet. I’ll be sure to
report results back when I have them. He’s planning on playing in his shop’s
belated game day, while I’ll most likely be headed to the Star City Games
Qualifier in Doylestown. I’ll be sure to post a new deck list when I’ve got the
results from there. Preliminary plan includes finding a way to stop graveyard
based strategies from reanimating Elesh Norn in my face, and finding an actual
workable sideboard plan against Wolf Run Ramp.
Feel free to ask any questions you've got about the deck, comments, or things you'd like to see in the future.
With every new set, we get new weapons, new tools to work with. With each set, the same patterns – we build up our collections, crack our packs, and trade for what we think is the next best thing. We all know – some of us more accurately than others – that we’re on to something powerful. Many of us will cobble together those decks, keeping a careful eye on the professional scene all the while.
Delver is strong.
Spirits are rising.
Huntmaster of the Fells is on the upswing.
Dungrove Elder is back, with friends.
Sword of War and Peace is where you want to be right now.
One by one, we find our decks. We choose the weapons we’ll do battle with. Some test, others work on pure theory, still more iterate on the decks that came before. The professionals go to war – Grand Prix, Star City Open, Pro Tour. Results pour in.
And then, the event for the rest of us. Game Day.
That would be this weekend, for those of you who don’t know. Magic Game Day: Dark Ascension is this weekend, 25 February 2012, and the prizes are greater than normal. Of course, there’s the usual full-art promos (and a nice one at that!). Foil promos and packs for those who rank highly. This time around, a new prize for the champion: a Playmat.
Now, I’m not a pro. I mean, I wouldn’t mind playing at a higher level than the one that I am currently playing at, but I’ve never played in a main event of a Grand Prix. I’ve never done a Star City Open. I’ve never done anything but side events at the Pro Tour. That said, for once, I think I’ve got a deck that can compete on the highest levels and win. I think that with good play, I could win that playmat.
And I want to do it.
Maybe it’s my inner Spike coming out, but I’ve got the bug. A month ago, when I was just hashing out details and slowly collecting cards, watching the metagame shift in tournament reports, I would never have imagined feeling confident about winning a tournament. Now, a month later, I feel like the only limiting factor on my deck is my ability to play it perfectly. Things have happened in the meantime. A third place finish at a Grand Prix Trial with over 80 players has encouraged me. They way my deck is playing has bolstered that confidence. I look at the other decks in the format and can safely say that there isn’t another deck that I’d rather be playing.
What deck is it that’s got me aiming for the top prize?
This deck has some legs. If you’ve
been following things since Dark Ascension was spoiled, you’ll have
no doubt seen the tokens lists popping up. Sorin and Lingering Souls
have electrified players with their easy-to-build archetype that
combines raw power with evasive flyers and enough gas to weather the
worst that a control deck can bring against them. Nevertheless,
despite the initial hype, token decks have notoriously
underperformed. It could have been the existence of Ratchet Bomb in
multiple sideboards that caused the trouble. Maybe it was people’s
reluctance to buy Sorin at his initial price. Perhaps the problem was
just that people were looking to the wrong places. Tokens was a turn
too slow, and not quite powerful to make the splash that some people
hoped for.
This deck is not the Black/White tokens
that has lost again and again to Delver and Spirits.
The Core:
The core of the deck is simple, use
your powerful token generators, in concert with multiple anthem
effects and light permission, to attack with multiple mid-sized
creatures around turn 4-6. To this end, we have a large number of
token generators (Lingering Souls, Midnight Haunting, Blade Splicer,
Gather the Townsfolk) that each put multiple bodies onto the field
immediately. Sorin, Lord of Innistrad and Intangible Virtue (as well
as Honor of the Pure in the sideboard) provide those creatures with
massive bonuses, making their evasive attacks even harder to stop.
Vigilance is key here – the ability to attack without fear of a
counter-swing wins games outright. This deck maintains all the power
that the normal B/W lists provide and more. Gavony Township makes
every creature in the deck into a game ending threat.
The deck has an amazing resilience that
allows it to fight through even multiple sweepers, flashing back
Lingering Souls with multiple anthems on the field allows the deck to
repopulate it’s threats almost immediately while managing to avoid
overextending into the next one.
The Twist:
The addition of green provides the BW
tokens deck with a number of additional options, all of which are
strong enough to warrant it’s addition to the deck. Adding six mana
dorks allows us to accelerate on the play into a 3 drop like Blade
Splicer that will immediately put more controlling decks on the back
foot. They’ll have to use reactive answers, rather than proactive
counterspells, and as a result, will be tapped down on your turn more
often. Landing a larger threat immediately also provides trouble for
the aggro decks of the format, who can find their Zombie or Delver
based assault stymied by a 3/3 first strike on the second turn.
While the additional speed is useful,
it also provides a number of other benefits. Adding green allows us
the use of Gavony Township, which is one of the most influential
lands in standard. When battles are being won by granular differences
in power and toughness, a repeatable pump effect is invaluable,
especially as early as turn four. Even more dangerous, the effect
allows your mana dorks to take to the Red Zone and actually make a
difference in combat. It is not uncommon to transform a Bird of
Paradise, via Gavony Township, Sorin’s Emblem, and a Battle Cry
into a credible threat once it’s outlived its use as a mana source.
With the addition of green, we also get
access to an easily splash-able Garruk Relentless. With his token
generation and spot removal capabilities, alongside his ability to
create Deathtouch creatures (buffed by the rest of your effects) and
even tutor for your answers in rare circumstances, he is a fearsome
threat that can land as early as the third turn.
Weaknesses:
For all its strengths, this deck does
still have a few glaring weaknesses. First, the lack of a strong
removal package leaves it very vulnerable to a well constructed
reanimator deck. A fast Elesh Norn leaves us with only two ‘outs’
in the whole deck, both sorcery speed and vulnerable to removal
themselves. I would be unhappy to see my foe with Unburial Rites most
of the time. The solution here is to apply pressure early and hard,
forcing them to use their mana on answering your threats, rather than
letting them go about their business and getting their finisher on
the field as fast as possible.
Furthermore, while I haven’t tested
the matchup extensively, I suspect that Wolf Run with Huntmaster and
Slagstorm is a terrible matchup all around. Post board, their ability
to bring in up to 6 sweepers, as well as value creatures that cause
persistent problems for any kind of slowly gathering offence makes it
a nightmare. As noted before, we have only a few answers to a Titan
once resolved – and no permission to stop it from resolving at
that. This matchup broadly comes down to a race, usually with tokens
trying to throw evasive damage past a resolved titan for the last few
points before a Kessig Wolf Run depleted your life faster than a
resolved Splinter Twin.
Sideboard:
The sideboard for this deck is very
much tailored for the current metagame, and as a result, is extremely
prone to shifting suddenly and without notice. The board listed above
was primarily prepared for the weekend of the 18th, when I attended a
GPT. I expected the metagame to broadly mirror those of the
professional circuit, and admittedly, was mostly correct. I plan on
making some changes for the upcoming weekend at my local shop, since
I expect the metagame there to be slightly lower caliber (sorry
guys!) so that a strong, centralized strategy with answers to broad
archetypes would have the best chance of doing well, rather than
specific bullets for individual decks.
With that said, here's some of the justifications for the pieces that I played last weekend.
The pair of Hero of Bladehold shouldn't surprise anyone. The card is a beast, and only gets stronger with the support offered in this shell. I would have four main deck, except for Vapor Snag's place as the best removal spell in standard.
The solitary Thrun is my nod to the control match up, but it's also useful against Delver style decks where a 4/4 that can't be fooled or tricked is worth it's weight in gold. I'd play a second if I could, and I might make that change in the coming weeks.
Three naturalizes are useful in a number of match ups, from Tempered Steel to Sword Decks, to Pike decks, to Heartless Summoning decks. I wouldn't consider going below three.
Three Stony Silences were put in entirely to respect the power of Ratchet Bomb, however, it also comes in useful against a number of decks that rely on powerful artifacts. Infect, Sword, and Pike decks come directly to mind, but if you have a Wolf Run deck pinned on Ratchet Bombs, it will also turn off their Sphere of the Suns. Best off, it's a proactive answer to it, stopping them before the spell is even cast.
Elsepth Tirel was a relatively late addition to the list, and one I was very unsure of going into the GPT. I found myself not boarding her in for most of my match ups, but come the final round of Swiss, as soon as my opponent landed his turn 1 Diregraf Ghoul, I knew Elsepth would have her chance. I'll spare you the details and tell you that she single-handedly won every game I cast her in. She's absurd. Play her. Learn to love her.
The last four spots go to a quartet of Honor of the Pure. This was originally a plan to help deal with Wolf's Run decks of all flavors, but I found them extremely useful in the Spirits match ups. As those battles tend to favor whomever happens to have more anthem/lord effects, loading up on more seemed a good way to gain an edge in that match up. As of this writing, I haven't gotten to test it against Wolf's Run, but I suspect that match up is probably still pretty bad. Will consider more options against it - possibly bringing Nevermore in, but we'll see.
Conclusion:
I think that Junk Tokens is, at the moment, attacking the metagame in a unique and powerful manner. I'd strongly suggest suiting it up and taking it for a spin, see if you like it. It's certainly the type of deck that I'm loving, and I plan on iterating on it for a good long time.
Feel free to ask questions in the comments below. I'll be answering questions about the deck for the foreseeable future. Expect to see some tournament reports in the coming weeks as I report on the deck's progress.