Friday, May 25, 2012
Modern Nerddom’s Quick and Dirty Guide to Avacyn Restored Game Day
Hey everyone, and welcome to this special Friday edition
of Modern Nerddom. This weekend is Avacyn Restored Game Day, and around Reddit,
I’ve been noticing plenty of threads and questions regarding this tournament.
Since our community is growing pretty rapidly (Over 1000 new people since the
last Game Day, if I don’t miss my mark), I figured that a quick primer wouldn’t
go amiss.
What is Game
Day?
Game Day is the first major store-level tournament after
a new set comes out. It is always Standard Constructed format, and the prize
structure is normally a little dfferent. For entering the tournament, you get a
special full-art promotional card from the newest set. In this case, that card
is Latch Seeker:
If you are one of the Top 8 players in the tournament,
you additionally receive a full-art promotional rare from the set. The Top 8
Promo for Avacyn Restored is Killing Wave:
Finally, as of Dark Ascension, Wizards has begun giving
out a playmat to the top player at Game Day. The playmat displays “Champion”
across the bottom, as well as the set that it was given out for. This Game Day,
the prize is an Avacyn, Angel of Hope playmat:
Is My Deck Good
Enough?
It doesn’t matter. I know people are going to tell you
that Game Day is a fairly casual tournament – and it is. Some people are going
to tell you that there will be someone running a Tier 1 deck and trying to win
the playmat – and there likely will be. However, at its heart, Game Day is
about having fun, so you should definitely stop by and support your local game
shop, and have a good afternoon slinging spells.
Alright, where
is Game Day?
Wizards has helpfully created an online web tool to help
you find local game shops. It can be found here:
What Kind of
Decks Will Other People Be Playing?
If you’ve never done a constructed tournament before, it
would be useful to you to have a basic idea of some of the other decks in
Standard right now. These will likely be the majority of decks that you’ll see.
Keep in mind that Magic is an extremely customizable game, and as a result,
this list is nowhere near exhaustive.
Delver:
Delver is a tempo
deck that relies on playing a threat early in the game, and then protecting
that threat. They also play powerful equipment that gives them a dangerous late
game presence.
Wolf Run Ramp:
Wolf Run Ramp is a deck that focuses on gaining an
advantage on mana by casting various spells to find more land. They use this advantage
to cast a large creature – usually Primeval Titan – which finds more lands, and
helps them end the game.
GR Aggro
Green/Red aggro is a powerful deck that relies on casting
efficient midrange creatures, backed up with red burn spells. It also runs
powerful equipment that can make it difficult to answer.
Naya
Naya decks tend to play mid-range creatures that give them progressive advantage both when they come into play, and over time. They have a high threat density and often can have very solid endgames. Some utilize Birthing Pod to make their creatures more dangerous at all points in the game.
Zombies
Zombies is a powerful aggressive deck that relies on a
number of creatures that just won’t die. With a strong early game, they can
quickly put the game into a situation that their opponent can’t dig out of.
Esper Control
Esper Control is a stall deck that attempts to make the
game last into the late stages by playing cards like Timely Reinforcements, Day
of Judgment, and Lingering Souls. Once they have enough mana, they will aim to
land a haymaker spell – often Elesh Norn or Sun Titan.
Is there
anything else I should know?
Make sure you check with your store about start times. If
you’ve never played in an event before, make sure to speak to the store owner
about getting a DCI Number – it takes 5 minutes tops, and is required for all
events. Bring your trade cards, and see if you can get anything you’re looking
for. Most of all, have fun! Game Day is a celebration of this game we all love,
and we’d all love to have you there.
Labels:
constructed,
Game Day,
magic,
magic the gathering,
mtg,
standard
Thursday, May 24, 2012
Building Standard UWr Miracles!
Tuesday, I threw out a pretty simple question regarding
this post. Since I didn’t have any tournaments to report on, I figured that my
best bet would be to build a deck from scratch and show you all my process. I
enlisted suggestions from the community, and you guys came through for me. I
had plenty of suggestions to go through to find the one I wanted to work on.
I started the culling process with 9 potential decks and
decided to whittle them down with great sweeping cuts in order to give me one
deck that would get constructed. It occurs to me that I’ve invented something
about as original as a reality TV show by doing this, but hey – it’s not like
any of us watch those, right?
Right?
The first category I eliminated was decks that are
already showing promise in Standard. These are all decks that I’ve seen plenty
of lists for and know back and forth. They’d be interesting entries for later
blogs, but when all the work has been done already, it doesn’t seem profitable to
try and recreate an untuned list when tuned versions exist already. Based on
that, I cut RW Humans, Grixis Kamikaze, UG Self-Mill (Heebs actually has this deck) and
UR Delver (Marshall is running this and reports that it’s a blast).
From there I turned to decks that appeared to be inferior
versions of other decks. Mono-Green Infect was interesting, but I don’t think
you gain anything at all from being mono-green. You’d be significantly better
served by adding Blue for Artful Dodge, at the very least. Wild Defiance is an awesome
card though. I also cut UB Zombie Mill for being both a subpar Zombies deck,
and a subpar Milling deck. If you want to do one or the other – great! But I
don’t think the mixture of the two is going to be viable.
That left us with three finalists on the Island – Ramp Land
Destruction, WRb Tokens, and Miracles. While Ramp Land Destruction was clearly
the most interesting of the three, I also think that it’s least likely to be
viable. The Developers have made a conscious push away from Land Destruction in
recent years, which does a lot to damage it as an archetype. I think that the
best angle to take for this one is a Beast Within/Bramblecrush/Acidic Slime
strategy using Deadeye Navigator to lock them out of the game in conjunction
with Mist Raven/Aether Adept and Acidic Slime.
WRb Tokens was a close contender, but I felt it was very
similar to the things I’ve done already in all my tokens write-ups. Adding
Hellrider and Rally the Peasants are more or less the only changes I’d make,
plus stretching the mana base significantly. I can’t see this being much better
than just straight BW.
So, Miracles in Standard! If you follow the professional
scene at all, you’ll know that the most recent Pro Tour was just played in
Barcelona.
![]() |
| Brian Kibler
@bmkibler
Not a bad view from the hotel room
|
Man, I really need to win a PTQ.
If you followed the coverage, you’ll also know that it
was won by none other than Alexander Hayne, who piloted a block deck that he
amusingly called Hallelujah! The deck is a UW Control shell that uses the
advantage of extremely powerful draw steps to cause miracles to be less luck
and more a simple matter of time. With that said, his version was designed for
the block format, and porting it over to Standard will make things a little
more powerful, at least in the abstract.
I’m going to start out on a limb here and say that we
should change the colors he chose. Hayne played UW straight, but the manabases
in block are much more restrictive than what Standard has available.
To that end, I’d like to splash Red for Desolate
Lighthouse and Bonfire of the Damned. Both of these cards are extremely
powerful effects that synergize very well with the game plan. That, however, is
something for later on. For now, I think that we should start with the deck’s
primary colors.
White
White has everything a miracle deck needs on a raw-power
scale. We get to run Terminus, arguably the most powerful of our miracles, and
Entreat the Angels, which will be one of our primary kill conditions. Any spell
that makes multiple evasive flyers seems exceptionally good in my books. Because
the format is so aggro heavy, I wouldn’t be against running Day of Judgment in
some numbers. Any deck running white should have some number of Oblivion Rings
as well, simply as a catch all solution to problems.
Some other cards that I think merit consideration are
Timely Reinforcements and Gideon. Again, it may seem like overkill against
aggressive decks here, but they really are the vast majority of the format, and
we should be able to sideboard against control.
-----
An aside here about deck construction: At most competitive
events, there will be a lot of decks, and a lot of rounds. You can usually
afford to lose one, sometimes even two, and make it to the top tables. This is
because it is impossible to have a
winning matchup against every deck in the room. It just doesn’t happen.
When it does, something has gone horribly wrong and needs to be banned. If your
deck beats everyone, it’s overpowered, and if there isn’t enough diversity in
the opposing decks, that’s equally bad. One way or another, someone will beat
you. The real question is how to minimize how often that happens.
Back during Caw’s height, right after Splinter Twin hit
the scene in a big way, Valakut players were stuck with a problem. They couldn’t
beat Splinter Twin. It wasn’t that they were losing more than they were winning
– they just couldn’t put a dent in it. They had no defense against a
4-toughness creature that could – allowing only instant speed responses – make infinite
copies of itself and kill you while backed up by counterspells. At first, many
tried adding tons of Flame Slash and other removal for the deadly combo, just
to try and make the matchup into something you could fight.
The breakthrough came later. If Splinter Twin had an 80%
game win percent against you, you weren’t going to turn it around without a
complete transformational sideboard for them. It wasn’t worth your whole
sideboard just to make the matchup 50-50. They ignored the matchup and hoped
not to hit it, instead improving their %’s against the rest of the field.
-----
Blue
While the miracles available in white are potent, Blue is
where the dynamics of the deck start to come into their fullest. We have Think
Twice and Thought Scour to draw cards on their turn. Temporal Mastery serves as
a ghetto-Explore, which is just fine. We’re buying time and draw steps, which
is all this deck wants to do.
Ponder serves to fix our draws and ensure that we get
lands and spells when we’d like them, Devastation Tide is nearly as good as
Terminus, and locks the board down in combination with Tamiyo and Gideon.
Red
While red has a number of spells that I’d consider in a
deck like this, I’m going to have to say that I don’t think they’re better than
the ones we already have. Pillar of Flame is a good answer to a number of
relevant threats, but it’s fairly low impact compared to the rest of the deck.
Slagstorm is more of a color commitment than I’d be willing to make. Bonfire of
the Damned, however, serves as a late game fireball and board wipe all in one.
We could do much worse.
On the other hand, once I started actually putting the
deck together, I realized that the amount of slots we have for cards is already
extremely tight. I found myself cutting core cards to attempt to fit in the
Bonfires. It may be correct to do this, but without extensive tests, I wouldn’t
be comfortable with it. I cut the Bonfires from the maindeck, leaving us with only a very light
splash for Desolate Lighthouse, and a single Bonfire in the sideboard, just in case.
Here’s the deck list that I came up with.
Some of the highlights of the deck include Gideon and
Tamiyo, who effectively act as a tag-team. If both of these are on the field at
once, it’s very difficult to lose. Tamiyo can tap something down for Gideon to
kill. Gideon can taunt their team, allowing Tamiyo to draw you a ton of cards
unopposed. Gideon can protect Tamiyo as she builds to her ultimate while
protecting Gideon with her own tapdown.
Gideon’s ultimate is perfectly serviceable as a win
condition, and Tamiyo’s can also serve as a rapid fire Angel factory with
Entreat the Angels, or an alternate win condition with Thought Scour milling
their deck dry (when you’re not pointing it at yourself for a virtual Ancestral
Recall.)
And while they’re doing this, a single miracle of any
sort sets your opponent so far behind that coming back would take something
even more miraculous. I can’t explain enough how much these two walkers were
made for each other. They dovetail perfectly. I’m considering building a deck
designed to emphasize these two even more than they already are.
With 13 main deck aggro hosers, the matchup should be
great against any deck that turns guys sideways. Since this is the vast
majority of the current metagame, this makes this a very well positioned deck.
On the other hand, I think that we’re very very weak
against Control and Ramp. While Control is probably a matchup we don’t need a
spectacular amount of hate for, given its relative absence from the metagame,
Ramp is pretty much inexcusable. The plethora of bounce and board wipe spells
should help there, and we can always shut them out with planeswalkers, but I’m
putting some Dissipates in the board to help slow them down. We may not be able
to counter Primeval Titans anymore, but we can certainly stop Green Sun’s
Zenith and enough Ramp Spells that we’ll get to deploy Tamiyo and Gideon to
victory.
I’d wanted to do some testing on Magic Workstation (my
online testing service of choice), but unfortunately, my evening last night was
booked solid with other things, so I’ll have to leave you with this deck
untested. It’s likely far from ideal, and could use some definite tuning, but
the principles are there.
During the quarterfinals of the Pro Tour, John Finkel
commented that you could probably write a computer program to determine how
many times this deck just wins the game. During the last IQ I was at, a Zombies
player snap-kept a triple Gravecrawler hand, only to fall victim to the turn 2
Terminus flip. One of the shining words of advice for any format is to do the
most unfair thing that you can, and every miracle in this deck does exactly
that – gaining massive value for little cost.
Top deck your way to victory, my friends!
-----
This weekend, I’ll be attending the Redcap’s Corner PTQ
in the Philadelphia Convention Center. It starts on Saturday at 10am, and
promises to be good fun. The format is Standard. If you’re planning on being
there, let me know, and we can chat about our decks. Who knows, maybe you and
your deck could be featured here next week! I also hope to attend a Game Day on Sunday, but we'll see how that goes.
This Tuesday will be the first entry in a series aimed
mostly at beginning deck builders. We’ll go into some of the fundamentals of
building a deck, and talk about some common issues with freshman attempts at
putting together a pile of sixty and winning with it.
Thanks for reading, and as always, I’ll be watching the
comments for any questions from you guys. Keep reading, and I’ll keep watching.
Labels:
constructed,
deckbuilding,
Game Day,
magic,
magic the gathering,
mtg,
standard
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 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.
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.
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.
-----
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.
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.
Thursday, May 17, 2012
Top 8 at SCG: IQ with BW Tokens!
I’ll be honest. I didn’t want to get out of bed the next
morning.
I'd just won a GPT for Atlanta, had a nice dinner with the girlfriend, and settled in for the night. As is becoming a perennial issue with me, I hated my
sideboard from the day before. Despite my win, I was unhappy
with my performance against RG aggro the day before. I felt like half of the
slots in my sideboard weren’t going to do anything against any decks.
Worst, the tournament was about an hour away by car, and
Facebook told me that it started at 1030. That meant that I’d want to be there
by 10, which meant leaving before 9, getting up at 830. This was getting to be
a production and I hadn’t even gone to bed the night before yet.
I turned off my alarm.
-----
It’s 8am and I’m wide awake. The room is warm – which happens
when you both have a couple extra beers the night before and then pass out on
top of each other. She’s up too, and she looks at the clock.
“Well, looks like you’re going to the tournament after
all.”
Looks like.
I drive up to the shop, just before 10. I figure I’ve got
half an hour to root through my commons and uncommons to find some better
sideboard cards, plus rearrange the maindeck for a more general meta. The
tournament is a Star City Games invitational.
And no one is there.
I pull out my smartphone, check the event on facebook.
1030am-8pm. Seems about right. I wait for five minutes and the store owner
shows up.
“Hey,”
“Hey, isn’t there an event today?”
“Yea. Starts at noon.”
I check the phone again.
“It says 10:30.”
“That’s when we open. First pairings are noon.”
The girlfriend finds this amusing.
“Looks like you’ve got time for breakfast and sideboard.”
Looks like.
I fiddle with the
deck for a while, eating a pack of Pop-Tarts: strawberry, with frosting. Anyone
who likes another flavor better is just wrong. I pull the Revoke Existences out
of the deck. Sure, they’re versatile, but I’m not really using all the spots
anyway, and I’d rather use twice as many spots on instant speed removal, if it
comes down to that. I add in a couple of Divine Offerings and Ray of
Revelation.
You’re still not
running any green sources.
Oh right. Wouldn’t want to be an idiot and run a spell I
couldn’t actually use. I pull out my phone again, searching for any white card
in standard that references enchantments at instant speed. The list is not
overwhelming, but I don’t want to mess with my mana base with only an hour or
two before a tournament. That’s not the kind of audible that actually ever
helps. I look over the cards on the list, not finding anything worth playing, and then I spot one.
“I’ll be right back.”
I rummage through commons, find some, and slot the cards into the deck and shake my head.
"Take a look at this," I tell the store owner.
"That card looks pretty bad."
"Yea, but I think it's right."
I rummage through commons, find some, and slot the cards into the deck and shake my head.
"Take a look at this," I tell the store owner.
"That card looks pretty bad."
"Yea, but I think it's right."
I register the following.
Some explanations:
First, I disliked the Angel of Jubilation yesterday. He’d
done good work, but he’d never done something that Hero of Bladehold couldn’t
have served, and there were definitely times where Hero would have done the job
better. I dropped them out of the main deck, only to add them in as I looked
around the room and saw a ton of Naya variants. Maybe being able to turn off
Pod incidentally would be pretty good. I added one back in.
My earlier search for enchantment removal only turned up
one servicible candidate in standard. Urgent Exorcism. This card has got to be
terrible, but it serves its purpose. Instant speed enchantment destruction wins
the Tokens mirror in ways that sorceries never can. Plus, it lets me have an
instant speed answer to Drogskull Captain, which could be relevant if anyone
actually played that card anymore. Spirits seems like such a good deck. Why don’t
more people run it? Probably corrosive gale. Good thing no one runs that
either. Both of those cards hurt me a ton.
The rest of the cards in the sideboard are justified with
a mix of “I guess that could be useful
in this corner case” and “This is never going to actually help, but it looks
reasonable.” I need sideboarding lessons. I’m god-awful at it. Good thing my
game 1 strategy is solid.
Pairings go up, and we’re off to the races. 28 people in
the room means 5 rounds, then top 8.
Round 1 vs Ben
(Esper Control)
Always watch them shuffle. At a competitive event, you
can learn a lot about a person by how they conduct themselves. Ben knew his
deck, how it fit in his hands. He was comfortable playing. His mat was this
custom-looking two-entwined-dragons thing. On the other hand, he let me know his deck –
flashing me the bottom of his stack of cards while he shuffled. Seachrome
Coast, Liliana of the Veil. I couldn’t have gotten a better read on him if I’d
seen his deck list. Kids, some advice, don't shuffle with the bottom of your deck pointing at your opponent. He will begin to keep hands that murder you.
We joked around about the die roll for a few minutes
before the clock started and we drew our starting seven. I beat on him for a
bit with a Doomed Traveler, but we can both tell that my offensive pressure if
having trouble punching through his Lingering Souls stall tactics. He hits 5
mana his health on 10, then 6 with his health on 8. Then plays a Ratchet Bomb.
Boom.
I flashback my Lingering Souls and start to rebuild, but he's tapping his mana again. Sun Titan into Phantasmal Image into Ratchet Bomb.
Boom. Ouch.
I scoop shortly after that, and we’re off to the
sideboards. I find one card there that seems helpful, and even that appears
marginal. If he’s running O-rings, Shrine is probably not as good as I’d hope.
Oh well.
Game two, he mulligans, and then keeps the second hand
after agonizing over it a bit.
“Island, Thought Scour me, Go.”
He mills two lands.
“Plains, Champion, Go.”
“Thought Scour me.” He mills a third land and a Sun
Titan. “Go.”
My eyebrows perk up.
“No second land?”
He shakes his head. “Nope. Seems pretty dumb now.”
Nevertheless, he makes it a fight with a pair of Ratchet Bombs.
I’m trying to kill him before he gets back into the game, but he nevertheless
gets to 5 mana staring down lethal on my next turn. He taps the deck. “Just a
land…” he whispers. I know what’s coming. Ratchet Bomb in the yard, Sun Titan
in hand, and me with half a dozen tokens on the field. He lands the Sun Titan
and he stabilizes at 5 life.
He draws the card, flips the Seachrome Coast, tapped, and
sighs. Game Three.
He’s not in this one. I kill him on turn 5 despite a
Lingering Souls as defense. The Champion beats keep coming, and he’s sided out
his spot removal. One of the best parts about BW Tokens is the diversity of
threats. With Champions and Heros, they need to have spot removal, or you can
just run them over. However, that same spot removal is lackluster at best
against the 2-for-1 token generation that the rest of the deck is built on. It’s
a problem, and I’m not sure what the solution is. Luckily, I’m playing the
problem, so I don’t have to deal with it.
1-0 (2-1
in games)
Round 2 – Kevin
Stenborg with UW Delver
I went against Kevin last time I was at an Invitational.
He was playing RB Vampires and I beat him 2-0, but the games were closer than I’d
like, primarily because of Shrine. I’d talked to him earlier, and I knew he was
on Delver. I also knew he was dreading the Tokens matchup.
As soon as I walk over to the table, he sees me and hangs
his head. Sorry man.
“Let’s try some shenanigans,” he says while he cuts my
deck, eight different ways, then takes the top seven cards and puts them on the
bottom. “Got any shuffle effects?”
“Nope,” I respond – forgetting about my evolving wilds. “We’ll
have to check what they were at the end of the game.
The end of the game is pretty soon after that. My
scorepad reads “20-18-11-4-Win”. I don’t know what the sequence of play was,
but I never took a point of damage. No idea what it could have been except a
not-close game.
The bottom 7 was 2 Champions, 2 Gathers, a Hero, a
Lingering Souls, and a Midnight Haunting. No lands. Guess those shenanigans
hurt a bit. I sideboard in some Timely Reinforcements, taking out Doomed
Travelers.
He does better the second game, but after I Oblivion Ring
the first Delver, he’s got second Delver that refuses to flip for 6 turns. I
end the game on 9 life, having never played a flyer. Sometimes, that’s the
breaks.
2-0 (4-1
in games)
Round 3 – Mario
with RB Zombies
When he plays the Diregraf Goul on turn 1, I’m estatic.
“What?” he asks.
“I actually have sideboard cards against you! That never
happens!”
He looks a little confused, but we play on.
The first game doesn’t go his way. I start faster than
him and he’s on the defensive right away. As a tip, if you’re playing a RB
aggressive tribal deck, being on the defensive is NOT a good thing. You should
avoid that if possible in the future.
As a second tip, if you’re against a Tokens player, and
he has a board presence and a Vault of the Archangel running, you’re probably
not coming back. I gained 8 life, then 7 life, ending at 25 when I finish off
the first game.
I pull out my Oblivion Rings and bring in the Celestial
Purges. I need to maintain some board presence, so I don’t want to side out
threats for additional removal, but upgrading the removal I have seems just
fine.
This game really slams home how unfair the lifelink on
Vault is. I cast 3 spells the whole game – Champion of the Parish, Intangible
Virtue, and Lingering Souls (once, not flashback.) He on the other hand,
amassed a slew of zombies and a Phyrexian Obliterator. With vigilance, evasion,
and lifelink, what should have been a blowout turned into a gentle race that
ended with me comfortably two turns from death.
3-0 (6-1
in games)
Round 4 & 5
Because of the relatively high number of draws, followed
by a relatively high number of pair-downs losing in previous rounds, the top 4
undefeated people were safe to double draw into the Top 8. I took my time to go
and get some Subway and creep on a friend of mine who was playing a GWr Ramp
Deck focused around Sigarda and other cool nonsense like that. He ended up at a
disappointing 3-2 for the day, but missed the top 8.
3-0-2 (6-1 in games)
Round 6 –
Kamikaze
I’d read about
this deck online. It uses Blood Artist and zombies to set up a Killing Wave for
a pseudo-combo finish. It’s apparently been making some waves, but I’d never
actually played against it in practice. Just judging from what I saw in these
games, I think it’s the real deal, but I’d have to play against it more. I
suspect it might be a deck with a favorable matchup against us, but we can
probably board to kill it effectively.
He starts game one with a Gravecrawler, and I’m already
generally pleased because I’ve got a ton of tokens to clog the board up with.
Late game favors us immensely in the Zombie matchup, but all that fades when he
casts Blood Artist on turn 2.
“What’s that do?” I ask, motioning at the card.
“Whenever a creature dies, I gain one, you lose one.”
“Seems decent,” I respond.
And the game goes on. A few turns later, he’s attacking
with a Geralf’s Messenger, which I block and kill with a token.
“I’ll gain two, you lose two, then you lose two more from
Geralf’s coming back?”
I look down at the table, then at the Blood Artist. “Each
creature? Not just yours?”
“Yep.”
“That card seems nuts.”
“He’s pretty good.” He admits.
I draw for my turn, it’s a Swamp. I’ve got 8 power and
toughness in the air, and he’s on 13. If I attack, he’ll be dead in two turns. I
have four lands in play. I have a Vault of the Archangel and the Swamp in hand.
Then, then unthinkable happens.
“Land for turn,” I declare, dropping the Swamp.
Yep, you read that right.
I stare at the Swamp, willing for it to be the Vault of
the Archangel that would let me gain 8 life and be well out of reach of any
kind of nonsense. Sadly, my psychic powers haven’t progressed to that level
quite yet, and it remains a basic land. I attack for 8 and pass my turn.
He checks his life pad. “You’re at 9?”
“Yep.”
“Blood Artist, Killing Wave on 0?”
“Okay…”
“I’ll sacrifice everything. You take 10. I’ll gain 10?”
“…..huh. So I’m dead?”
“Looks like.”
Looks like.
I couldn’t tell you why I did it. I’d planned the Vault.
I’d even not played it early, to goad him into trying to race when I secretly
had 8 life more than he thought I did. The game was over – I just needed to
actually remember how to play my own cards.
I win the second game with a quick start off a Champion,
despite another misplay involving not blocking with a mortarpod, then
sacrificing it directly after combat. Taking 4 damage for no reason is the best
way to lose games, but thankfully, he draws dead and I beat him.
Game three, I look at my hand. Two Honor of the Pure, a
Champion of the Parish, a Hero of Bladehold, a Plains, and two Lingering Souls.
Plenty of gas, and a Champion to boot! Oh, it’s a one lander? I’m on the draw.
Everything will be fine.
“Land, Diregraf, go.”
I draw. Another Hero. No problem.
“Land, Champion, go.”
“Land, Gravecrawler, Tragic Slip, beat for two?”
Oh no. I draw. Midnight Haunting.
“Pass.”
“Really?”
I look down at my hand and sigh. “Yep.”
“Sometimes your deck doesn’t get there man.”
“Looks like.”
He was wrong. Not about what he said – sometimes your
deck just doesn’t get there. That’s true. But I’m willing to say that it’s
happening a lot less than you think it does. You’re failing your deck far more
than it fails you, and this was an iconic example of it. I’m not the world’s
best player. I don’t think I overreach in saying that I’m good, and that I’ll
find most of the lines of play that I should be taking, but every so often, I’ll
have a match like this. No matter what I do, it seems like I make the wrong
play, or the play that runs right into something I knew was there, or don’t
take the obvious line like “Block with Mortarpod, Sacrifice before damage to
kill your Blood Artist,” or “Don’t keep the terrible one-land hand.”
Unsurprisingly, he crushed me in the rest of that game
with a very mediocre draw. I never got him below 20, and never hit my third
land. I screwed that match up horribly, and I knew it. What I didn’t know was
why.
I still managed to Top 8 the tournament, which was nice.
I earned my second Top 8 pin from IQ’s, and I’ll certainly be participating in
them again – I’d love to earn an invite to the Invitational one way or another.
Still, I can’t help but think that I was *right there*. I win that round, and I’ve
got one more against a miracle-y control deck that I think I could beat if I
just didn’t overextend too hard. Top 2 drew, and that was that.
And you misplayed
and missed it.
Take that, brain. Play better next time. Maybe you’ll
learn something here.
As for you, reader, maybe you’ll learn something here
too. When you’re in a game, if you remember this, slow down. Think. Look at the
cards in your hand and actually use your brain. Look for the line you missed.
Don’t just drop your lands like they’re not the important things in your deck. Don’t nod and say “Yep,” when your
opponent does something, unless you’re sure you don’t actually want to block
with that Mortarpod.
-----
I’ve gotten some questions about a few cards over the
last week or so, and I’d like to touch on them.
The Fours
Hero of Bladehold, Angel of Jubilation, and Sorin, Lord
of Innistrad made up a trio of cards that are all extremely awkward in Tokens
for one reason or another.
Sorin is slow, giving us either a 1/1 useless creature on
turn 4, or half an anthem that I’d usually pay half as much for (and get twice
the value, if not more.) He can grind out a ton of value against UB Control – if you can slip him past
counterspells – but otherwise, he seems nearly useless to me. I would not play
him.
Angel of Jubilation has a lot of promise, and I say that
because I think she’ll be great once we get our next rotation and lose Hero of
Bladehold. She pumps our team, and she turns off a couple of critical spells (all
of which are from the Mirrodin block, ironically, but hey, who knows what’s
coming.) Plus, she’s a reasonable threat all on her own that gets bonuses from
half our anthems. Seems great, and she is, when you’re winning. When you’re
ahead, casting an Angel closes out the game – often giving them one less draw
than they’d otherwise have. Plus, she’s very reasonable against removal, often
having an immediate effect on the board even if they have sorcery speed removal
(and a lot of the instant speed stuff won’t hit her.) There’s only one reason
she’s not a 3-4 of in my deck.
Hero of Bladehold is insane. She’s a 3/4, which
invalidates just about all the nonblack removal in the game. She gets benefits
from both your anthems – her tokens take Intangible Virtue buffs – and she’s
easier on the mana than Angel is (with one less white mana.) While she doesn’t
have evasion, you generally don’t need it when you’re the most dangerous thing
you can do with 4 mana since Jace the Mind Sculptor. Hero of Bladehold is the
real deal, and you should all be playing her in your tokens deck – three of, if
not four, depending on how many 4’s you want to play.
Blood Artist +
Killing Wave
After seeing Kamikaze in action, I’ve got to say that I’m
impressed. Blood Artist makes every combat into a miserable experience full of
loathing. Zombies can just trade away creatures like they’re nothing, and laugh
hysterically as you try to come back. The combo-finish with Killing Wave is
just icing on the cake.
If only I had a deck that played tons of relatively
disposable creatures that also happened to run black mana for Blood Artist and
Killing Wave…
Wait.
Wait, I know this one.
This merits testing. Luckily, I have some people who play
magic on tap, and I’ll be prodding them for test games in the near future.
Entreat the
Angels
My conclusion on this card is simple. How much are you
going to get out of it? Well, I took a look at my games this weekend and counted
out how many of them went beyond 7 turns. The answer was virtually none of
them. I say virtually because there was a game against control that went past
that, but it was during a Ratchet Bomb lock, and so that doesn’t really count. Since my version of the
deck doesn’t go late, nearly as a rule, we’ve got to look at this spell for its
miracle cost alone, which seems much better. Unfortunately, though, I don’t
think it has what we need. I think it misses the cut for the same reasons that
Elspeth isn’t in the mainboard. This is a powerful linear strategy. Entreat
plays well with the strategy, but isn’t ultimately aggressive enough for use
here. Maybe if the deck slows down dramatically for some reason in the future,
but as for now, don’t bother.
A Splash of
Nature
Something I’ve been thinking about recently has been
splashing green. I think that I could do it with little cost, and it would let
me run Ray of Revelation in the sideboard, or naturalize. Both of these seem
like much better options for the current metagame than Revoke Existence or
Urgent Exorcism, but I’ll have to play with it to see. I suspect it won’t be
possible to do this and Blood Artist/Killing Wave, and it may be true that
neither is actually good enough to improve the main deck.
Thanks for reading everyone. Next Thursday, we’ll take a
look at a new brew from AVR – something non-token-y for a change! If you’ve got
any suggestions, please throw them in the comments, and I’ll be sure to see
what I can do.
Tuesday, May 15, 2012
First Place at GPT Atlanta with BW Tokens!
It started out as one of those days.
You know the type. It’s that day when you sit there in
your car, half an hour early for the event, scrambling to find a couple of
sideboard cards because watching reruns of How I Met Your Mother seemed so much
more important last night. The clock is ticking, you don’t have any money on
you, your gas tank is dry, and you haven’t eaten breakfast.
I find the two Revoke Existence that I wanted, finally,
after flipping through about a thousand assorted commons and uncommons. That’s another
thing I should do when I’ve got more than twenty minutes to spare. Apparently, having
a life makes doing other important things – like Magic - inconvenient.
I get into the shop, which is already filling up. I spot
a few of the regulars that I know, and start chatting. Alex is on Tokens today,
which is unusual. Alex is one of the better players in the store. He won a
thousand dollar tournament about a month and a half ago – plus winning States
earlier in the year. He’s probably the biggest worry in the room. I wonder if
he feels the same way about me – I don’t have any big wins like that to my
name. Lance – who I’m 2-0 against in recent play - is on Esper Control It’s a
worse matchup than his previous Delver, but nothing that I wouldn’t be
reasonable against. I also spot Bernard, who made Top 8 in the GPT that I took
2nd place in. A bunch of other reasonable players round out the
field of 14. Certainly not a big tournament, but not a soft one either.
I make a change to
my maindeck on speculation after I pick up a second Angel of Jubilation. The
card looks insanely good in BW Tokens. I finish my deck list and turn it in
with my entry fee.
We’re about to start when the door opens up, admitting
Justin and Mike.
Someone chimes in. “There’s the Ringers.”
Justin is good. He’s been on a three week winning spree
at FNM’s – not dropping a match yet with RG. I’ve heard tell that Sword of War
and Peace is a pretty good card on turn 2. He Top-4’d the GPT, though I never
had to play against him. RG is a tough matchup for me. Him being at the
tournament worries me a bit.
Mike isn’t much better. He plays one deck, and plays it
relentlessly well. Once upon a time, it was Valakut, and he racked up win after
win with it before it rotated. He switched to Delver and never looked back. He’s
been in the Top-8 situation more times than I can remember, and I don’t think I’ve
ever seen him misplay. He’s also notoriously against splitting prize. It’s all
or nothing, in his books. He’s here to win.
As for me, I haven’t eaten in nearly 18 hours because I’m
an idiot, and I got around 5 hours of sleep last night, which isn’t enough for
me. It’s going to be a long day.
Round 1 –
Justin with RG Aggro
The pairings are called, and I’m matched against Lance,
but there’s a repair and I breathe a sigh of relief. I’m hoping to get an easy
match in the first round so I can go grab some food. Unfortunately, it’s not to
be, and I draw the short straw. Round 1: Your Worst Matchup, Piloted by one of
the Best Players in the Store.
In game one, our life totals go in opposite directions.
His upwards in small chucks, and mine down in significantly larger ones. I
never get him below 20. I guess keeping Anthem-Anthem-Hero and lands isn’t the
best idea against an aggressive deck. If he’d been a little slower, I could
have attacked with the Hero and activated Vault to bump me back up to near-20,
but he kills me on his fifth turn.
Game two doesn’t go much better, except I actually case a
few spells. After I forget that Wolvir Avenger is a card and lose a token for
no reason, I promptly pass a turn without casting a spell, ignoring the active
Huntmaster. I deserve to lose this game just as much as I do the first – and I
do in short order.
I walk over to the judge afterwards, shaking my head.
“Time on the round?”
“Forty minutes left.”
Well, at least I’ve got plenty of time to eat.
“I’m going to go take a walk,” I inform the judge. I go
and get some McDonalds. Maybe I should eat healthier, but at this point, I’m
tired, I’m hungry, I have a headache, and I just want some fries.
I dislike losing. I’m sure most people can sympathize
with that, but something that I hate way more is not playing my best. Looking
back, the first hand was absolutely a mulligan. When your first play can run
directly into their Primeval Titan, you probably shouldn’t keep that. The
second game was winnable if I’d actually played it smart and not walked into
every trick in the RG aggro playbook. I played the match poorly, but I am not a
poor player. That game was NOT me. I sat down, watched a match play out while I
ate my burgers, took two Excedrin for the headache, and refocused. Four rounds,
top 8. I’m still in this.
0-1 (0-2 in games)
0-1 (0-2 in games)
Round 2 – Morbid
Werewolves
I disliked this guy. He sat down, took one look at me and
bitterly spat out “I really hope you’re not on Delver. That card is bullshit.” I
shrug. I guess he went against UW in the first round and it went poorly. I’m
not of the opinion that Delver is this monolithic institution – it’s beatable
like almost anything else if you’re willing to tune your deck to do it.
I’m on the play without any one-drops, and he starts off
with a Young Wolf. Werewolves never seemed like a spectacular deck to me, but I
know it’s quick and aggressive and can steal wins if you play into a bad
Moonmist. I play an anthem and he follows it up with a Vexing Devil.
“I’ll take the four, thanks.”
“Fine by me,” he responds with a smile. “Hunger of the
Howlpack?”
The 4/4 young wolf crashes in, taking me to 12 on turn 2.
“That’s a pretty solid line.” I comment as I mark my
rapidly dwindling life total.
I pass my next turn, and he taps the Young Wolf like his
life depended on it. I flash in a couple spirits via Midnight Haunting and
double block. He balks, looks at his hand, and nods. The Wolf dies, and he
tries to put it back in play.
“Doesn’t undie.” I note. “It had counters on it.”
“Oh, really?” I think he genuinely didn’t know.
The game ends with me playing a Hero, followed by two Honor
of the Pure and an attack.
“That card is bullshit,” he says.
“It is pretty good,” I admit I’m feeling a little dumb
about removing one from my main board for an Angel. Angel would have been little
better than a 4 mana 3/3 in that situation.
He gets the same opening in the second game, but an
O-ring solves that problem. He plays six creatures that all eventually fall to
tokens and repeated Vault of the Archangel activations. He makes a bunch of bad
attacks into deathtouch effects. Eventually, I play a Hero that closes out the
game.
“I can’t find a Moonmist to save my life, and I didn’t
draw any creatures!”
“Good games.” I don’t really have anything more to say to
that. Like I said, I didn’t really like this guy.
1-1 (2-2 in games)
Round 3 –
Bernard on UW Delver
I’m feeling much better with a win under my belt, and
food in my gut. The wonders of modern medicine have cured my headache, and the
adrenaline is flowing, which is mitigating the worst of the fatigue. Bernard is
a solid Delver player, and I’d generally count on him to not make many play
mistakes. Thankfully, I’m doing great against Delver recently, so I’m feeling
confident as we shuffle.
I’ve got the Champion into Honor draw, which normally
seems really good. Putting early pressure onto Delver is a great way to slow
them down a bit. They’ll pay mana for their Gitaxian Probes and just generally
be less dangerous.
Of course, that’s all assuming that they don’t play and
flip a pair of Delvers in the first three turns. Sometimes you just get there
regardless of anything else.
Game two is even less one sided, but in the opposite
direction. Champion into Gather into Intangible Virtue has him at 10 on turn 3,
with blockers available for the Geist of St. Traft that he plays. He tries to
balance out with a Timely Reinforcements, but a Lingering Souls off the top
puts too much P/T on the field for him to stop – plus, my tokens are just all
bigger than his.
Game three is closer than I’d like, and mostly revolves
around him beating me with a Runechanter’s Pike on a Geist while I flew over
him. Vault of the Archangel is a champion again as I gain 14 life over two
turns to stay alive on 5 when I kill him.
2-1 (4-3 in games)
I’m able to draw the fourth round, because Justin is
still undefeated and helps my breakers out a ton. This makes me very happy,
because my opponent was Alex, and the tokens mirror is something out of hell.
It all comes down to who has more Anthems, and how you leverage that to your
advantage. With two main deck Angels, and one vault more than him, I should have
the edge in the mirror, but it’s still not something I want to do.
Luckily, a clean draw lets me watch an awesome BW Control
brew fight into the top 8 in a spectacular set.
Round 5
Quarterfinals: Esper Delver
Esper Delver is slightly different from the UW version.
He’s got a bunch of tokens instead of an invisible stalker package, but he’s
much more effective at clogging the board and waiting for a Sword to kill me
with.
Game one starts slowly for both of us, with a non-flipped
delver beating on me for three turns before I manage to get tokens and anthems
running. I O-ring his Sword of War and Peace, and eventually, vigilant fliers
take the day.
Game two is scary. He manages to beat me down to 2 before
I stabilize in the air. Being that low against someone playing Gut Shot, Vapor
Snag, and Snapcaster is always nerve wracking. You want to push for lethal as
fast as possible because every draw you give them could kill you. On the other
hand, you can’t go all-in because a single flashed in creature, or a vapor snag
to remove a blocker, could leave you dead. You run the numbers, and in the end,
either he has it or he doesn’t. This time, he didn’t.
3-1-1 (6-3 in games)
Round 6
Semifinals: Justin with RG Aggro Redux
I hope it won’t sound like bragging to say that the top 4
was a stacked set of people. Justin and I paired off, and the other table was
Alex and Mike. That is a brutal set of opponents no matter how you cut it – and
Mike’s presence means that there would be no splitting of prizes.
I wanted this win more than any in the tournament. He’d
beaten me when I wasn’t at my best, and I wanted to prove that I was just as
good as he was. I wanted to prove that my deck wasn’t some janky thing he could
just walk over.
Game one started slow for both of us, with the first
major action being a turn 3 Huntmaster from him, and a Honor of the Pure
powered Lingering Souls from him. He flips his huntmaster to kill one token,
but I come back with a second honor and the flashback on the souls, shrinking
his huntmaster down and giving me a huge flying armada that kills him over
three turns of Vault-augmented attacks.
Game two can be summed up with “Double Sword.” There’s
not much that I can do against that. If he draws one, I can usually race it, or
have the removal for it. The second makes it nearly impossible to handle.
Mike looks over at our match, having beaten Alex in the
unfavorable tokens matchup.
“Justin, you gonna lose your streak?”
“Tokens are pretty good man.” He shoots back.
Mike shrugs towards Alex. “Doesn’t seem too bad.”
“We’ll see about that.” I chime in. “It’s a bad matchup
for you.”
“Seems fine,” Mike says.
“We’ll see.”
In game three, I overload the ground with one of those
nut draws you only read about. Champion into Gather into Champion and Gather
into Hero of Bladehold. He tanks for a while before extending the hand.
4-1-1 (8-4 in games)
Round 6: Mike
on UW Delver
After beating the much more difficult RG matchup, I
honestly felt pretty relieved. I was 4-0 in competitive play against Delver
with this list. Tokens are just so absurdly good against it. Every spell they
cast seems less powerful than what you’re doing natively, unless they have
multiple swords or something else nutty like that. Barring that, they need to either
win with a trick – snapcasts and snags on end step to push through damage – or a
fast delver and a ton of counter magic.
Game one isn’t close. I crush him with a double Champion
draw. He never touches me because his Geist can never attack without dying.
Game two is close, but eventually, an equipped sword goes
the distance and I don’t draw enough power to keep my head above water with
Vault. Beating with a 2/2 lifelink deathtouch is nice, but not when it costs
you 5 mana every turn and you don’t have any other plays.
The third game comes uncomfortably close. While Delver
might be a good matchup for Tokens, it’s also an extremely good deck when
piloted by a competent player, and Mike certainly qualifies. I end up with six vigilant
flyers staring him down, while I’m on 10.
He taps his deck. “So, draw an equipment for the win, or
anything else and I die.”
“Pass turn,” I say. He draws, looks at the card, sets it
down, and then goes into the tank.
He thinks, and thinks. Long moments.
“Pass turn.” His voice is even. I’m on ten. He has nine
power on the board. He’s at one. I don’t think there’s any outs, but my brain
is frantic now. I’m checking for everything. I even look to see if he’s got
green mana for a fog effect. (Ironically, he does have the green mana off a
Hinterland Harbor, for Ray of Revelation flashback, which I personally really
like in his deck.)
I untap, upkeep, draw. Survey the board, sandbag a land
and go to combat. No effects. Swing. Effects before blocks? Effects before
damage?
He flips the Seachrome Coast and extends the hand.
I won.
That’s never happened before.
5-1-1 (10-5 in games)
I’m a pretty nice guy at tournaments. I banter with my opponents,
I joke around when we’re rolling to see who goes first. We’re all here to have
fun, even if the game is very serious on both sides of the table. It’s nice to
be able to smile and laugh. An extension of that is that I’ll almost always
offer a split in Top 8 and above. Some people think that’s weak – and that you
should always play to win, but frankly, unless the top spot gets something
special, I’ve never seen the point to that at FNM level.
I’ve gotten plenty of good finishes, but never first
place.
Aftermath
Being a GPT, the prize included just over half a box for
me (which turned out to be pretty good) and three byes for GP Atlanta – a fourteen
hour drive from me.
I text people, letting them know that I’d won, and the
congratulatory texts started rolling in. At the time, I’d figured that the big
win here was the Planeswalker Points – 5 wins and a draw was over 50 points
towards the byes that I want for GP Philadelphia in the fall. Between this and
the GPT Top 4 from Ron’s Comic World, I was nearly halfway to my first bye at
the GP I really cared about.
I get a text from Marshall:
“So, going to learn legacy?”
“Fourteen hour drive for legacy? I don’t even have a
deck.”
Then a text shows up from George:
“Congrats. We going to Atlanta?”
Gears start turning. I get a text from Pop:
“Sick! So we’re going right?”
The jury is still out on the final verdict, but the more
I think about it, the more that a 14 hour drive doesn’t seem THAT bad. I could
learn legacy, put a deck together, but if I’m going to do it, it can’t be
alone. I’m going to talk to a few of my friends and see how we could work this
out, what decks we could field among us. I’m currently qualified for the World
Cup Qualifier, which happens to include a GPT for Atlanta on Sunday alongside a
PTQ, which should take some of the sharks out of the water.
This could happen, and that’s pretty exciting.
The next day, I went to a StarcityGames Invitiational
Qualifier, but that’s a story for Thursday. Check back then to find out how I
did!
Labels:
avr,
constructed,
GPT,
innistrad,
magic,
magic the gathering,
mtg,
standard,
tokens
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