Showing posts with label Deck. Show all posts
Showing posts with label Deck. Show all posts

Saturday, October 4, 2008

California Regionals Standard Report

by TheInferno

This year regionals was held at a venue called Great Escape Games. My girlfriend and I arrive at the scene with neither of us having slept in the last thirty hours. ( No we aren't tweakers we just had a lot to do the night before.) My girl and I immediately get in an argument when we find that mapquest skipped a step when explaining where this place was. Great Escape is conveniently located BEHIND an Old Navy store. When I say behind, I literally mean we pulled into the shopping center drove around all of the stores a few times and then drove into the back of the shopping center where old navy's loading dock was before spotting it. I'm guessing it's called great escape because if your are running from a store that you have stolen something from, this is where you go.
Anyways...

I meet up with all of the other Reno players in the parking lot (Shyft, Jon Stocks, Nick, Brad, and St). I was hoping that one of them would have Mutavaults handy but it's then that a playset of Mutavaults is more expensive than a barrel of oil. The only man with mutavaults in the whole tournament let me borrow them for $40 and $100 in collateral!!!! I have to agree to this seeing as how my deck is garbage without them. I register this deck with one minute to spare and zero hours of testing under my belt...




















UW Merfolk
Main Deck Sideboard
4 Lord of Atlantis
4 Merrow Rejeerey
4 Cursecatcher
2 Tideshaper Mystic
4 Silvergill Adept
4 Sower of Temptation
2 Sygg River Guide
4 Stonybrook Banneret
4 Mana Tithe
4 Sages Dousing
2 Cryptic Command
2 Mystic Gate
4 Wanderwine Hub
4 Adarkar Wastes
4 Mutavault
7 Snow-Covered Island
1 Snow-Covered Plains
1 Venser, Shaper Savant
4 Burrenton Forge-Tender
3 Flashfreeze
4 Sunlance
3 Stone Cloaker



Round 1: Josh ( Faeries) Josh is on the play game 1
Game 1: Josh leads out with turn two Bitterblossom which I'm not very afraid of with two Lord of Atlantis in my hand staring back at me. I play turn one Cursecatcher, turn two lord, and turn three Rejerrey. On my fourth upkeep he attempted to Mistbind Clique which was immediately met by a Mana Tithe.
"MANA TITHE," he yelped, "What kind of garbage are you playing?" Turn 4 Rejerrey, Lord, Lord was enough to take game one.
1-0
Game 2: On the draw I choose to play turn one untapped revealing Cursecatcher and pass. At this point Josh either didn't care or completely forgot about my Mana Tithe that won the last game, but he played Bitterblossom straight through my untapped white producing land. Of course I was bluffing....how obvious could it be? Anyhow, his blossom produced enough faeries for him to beat me down to twelve with and then came back to back scion of Oona's to put me away while stuck on three land.
1-1
Game3: NUTS!! First turn Cursecatcher. Second turn Cursecather, Mana Tithe his Bitterblossom. Third Turn Merrow Rejeerey. Fourth turn Lord, Lord, Mana Tithe his Cryptic Command on my fifth turn for the win! He was a little bit more than angry.
1-0
Games: 2-1

Round 2: Another Josh ( More Faeries) I am on the play game 1
This match was really boring.... Game 1: Josh mulls to five while I'm looking down at Island, Island, Mutavault, Lord, Rej, Catcher, Dousing.
He only played two land this game. My notes for this game were: He M to 5. Oppo= No second land until turn he loses.
1-0
Game 2: This game was as exciting as the first. I played Curse catcher followed by Banneret. After that I doused his next three spells and then Cryptic commanded his first Bitterblossom of the match and beat him down with my two 1/1s and two Vaults.
2-0
Games: 3-1

Round 3: Jeremy (5c Combo simalar to 420.5n) Jeremy is on the play game 1
Game 1: All I can say about this game is with me at nine and him having six permanents on the board, Jeremy sacrificed his Horizon Canopy to draw a card and then proceeded to Firespout to kill my whole team and put counters on his Kitchen Finks and Murderous Redcap, and then sacrificed his whole board to put Greater Gargadon in play since I only had a plains open thinking this was the play that would end the game and then…MANA TITHE!!! He effectively Obliterated his half of the board! I drew Silvergill, which drew me a Mutavault, which both attacked four times to win me the game. Try to tell me that this isn't the best punt in magic history!
1-0
Game 2: Jerry drew multiple firespouts to ruin my aggro draw with no counters. He won the game with three kitchen finks and a Horde of Notions.
1-1
Game 3: I lead out with two Burrenton Forge-Tender and a Silvergill Adept with a Mana Tithe for his Kitchen Finks. From here on out I had a counter for every spell he attempted to play for the rest of the game. Thank God for punt of the century!!!
Matches: 3-0
Games: 6-2

Round 4: Miles ( Mono Red Burn) Miles is on the play
Game 1: Due to my lack of any sort of testing I had no clue this deck even existed. His draw was great game one but mine was about par with it. The game came down to him drawing only to a burn spell that did three or more damage and he ripped Rift Bolt for the win.
0-1

Games 2 and 3 my notes were almost identical. Turn one Forge-tender. Turn two Silvergill. Turn three Forge-tender, Flashfreeze his creature and proceed to smash with tender and two Mutavaults for the rest of the game. I find that this match is very easy to deal with if you draw multiple Forge-Tender and Flashfreeze.
Matches: 4-0
Games: 8-3
Round 5: Yong (LARK!!!!!!!1 YAY) I am on the play
Game 1: I didn't know much about the format but I know this matchup was great for me. At this point my lack of rest started to catching up to me. This game I had Sygg River Guide on the board the whole game with him controlling an Island, but I never attacked. Whenever I get close to top 8 I get pretty nervous and when it is mixed with sleep deprivation I am terrible. He plays land-go forever until I get ready to start attacking for the win. He Cryptic Commands three turns in a row tapping down my team; he didn't realize these attacks would have only taken him down to one, so I saved my own Cryptic Command for Wrath of God. He attempted to Wrath, I countered and drew a Rejeerey for the win.
1-0

Game 2: Yong goes into the tank for roughly five minutes while thinking about whether or not to keep his seven card hand and eventually decides to keep it. I play turn one Cursecatcher, turn two Mutavault and Silvergill Adept, and he scoops on his fourth turn becuase of a lack of land and my ability to draw great hands in this situation.
Matches: 5-0
Games: 10-3
Round 6: Jon Stocks (Mono Red Burn) Jon is from Reno and a good friend of mine so we draw with both of us only needing 1 more win to top 8!!!

Round 7: Jacob Mills ( Homebrewed U/G) I am on the play... I think
I am basically asleep for this whole match. I didn't keep very good notes, and I punted three times in game two. Game three I won on turn five of time and burst into celebration. I'm sorry Jacob, I wish I remembered this match. TIME FOR TOP 8!!!!!
I intentionally draw round 8.
During round 8 I met up with the other three players that intentionally drew... We smoked and talked about our decks. Two of them were playing faeries and the other was playing merfolk. Suddenly I'm feeling very comfortable with my odds of going to nationals. I re-entered the room just in time to see another faeries deck take out G/R mana ramp and Jacob beat his opponent. So far I'm pretty sure I have a bye against most of T8.

Top 8: Mark (Faeries) Mark Is on the play
Game 1: My deck shines in this game. Turn one Cursecatcher. Turn two Jeremy resolves a Bitterblossom. Turn two I play Silvergill Adept. Turn three I play Lord of Atlantis, which Mark immediately attempts to smother. I sacrifice Cursecatcher he pays 1 of course, and I Mana Tithe. Turn four Mark attempts to Mistbind Clique which is met by another Mana Tithe. I draw Mutavault and the game is history from there.
1-0
Game 2: My opening hand is Mutavault, Adarkar Wastes, Lord of Atlantis, Lord of Atlantis, Cursecatcher, Cursecatcher, Sages Dousing. Eventually I decided to keep since I was on the draw and this hand had some serious potential. I didn't draw a second blue producing land as Mark's deck delivered and average hand and an average outcome against a land screwed deck. After some joking around and quoting The Office Mark and I get back to it.
Game 3: (What a way to end it) After much contemplation Mark and I both decide to keep our hands.Mark suspends Ancestral Visions. I play Stonybrook Banneret. Turn two Mark Played Bitterblossom. Turn three I played Sygg. Sadly enough he was the best creature in my hand, but I did have three Sages dousing. Mark keeps the aggression on with Bitterblossom but doesn't play anything else. On my fourth turn I draw Silvergill Adept which Mark attempts to Spellshutter Sprite which is met by one of my three Sages Dousings. I draw Lord of Atlantis and Island and pass. On his fourth turn Mark finally plays an Island so I can get in there with my Banneret and Sygg, now that they can't block Mark attacks with his two bitterblossom tokens, putting me at 18. On my turn I draw Lord of Atlantis and go into the tank. Do I play a lord and attack putting him at seven and just cast one dousing on the visions which is coming out of suspend next turn? Do I play both lords since he only has two cards in hand and hope that neither of them is a counter or terror or cryptic command? I decide to attack for three putting him at thirteen. At the end of the turn Mark plays Scion of Oona. This makes things really interesting. Do I douse this or do I double douse the visions and go to nine. I decided to race. But wait! Mark lets the first Sages Dousing Resolve and doesn't pay. I draw Island from Sages Dousing. He attacks for six which puts me at twelve and attempts to play Vendilion Clique I have to counter this because it represents unblockable lethal damage. I draw Adarkar Wastes off of Sages dousing. Mark Terrors my Sygg while I am tapped out. Mark now has zero cards in had with two open land. My draw is another Adarkar Wastes of course. I play Lord, Lord attack with the team which puts Mark at seven and a certain end to his regionals. Mark draws and all of his buddies gasp as he flips over another Scion of Oona. I show him my two land hand and give him a well deserved hand shaking. What a match. Mark is a great kid and an even better opponent. I wish you the best of luck at nationals.
On no sleep, no testing and no Mutavaults when I walked into the room, I top 8ed at regionals. It was an uphill battle, but it was a lot of fun.
On no sleep, no testing I lost to a top deck.

Saturday, February 16, 2008

Extended Tournament 16 February Top 8 Decks

DeathCloud 
//Lands
3 Overgrown Tomb
4 Bloodstained Mire
3 Wooded Foothills
1 Polluted Delta
2 Tainted Wood
3 Golgari Rot Farm
3 Snow-Covered Forest
4 Snow-Covered Swamp

//Creatures
4 Ravenous Baloth
4 Sakura-Tribe Elder
4 Tarmogoyf

//Spells
4 Garruk Wildspeaker
2 Liliana Vess
4 Thoughtseize
3 Smother
3 Pernicious Deed
4 Sensei's Divining Top
3 Death Cloud
2 Damnation

//Sideboard
1 Smother
1 Damnation
4 Leyline of the Void
3 Extirpate
2 Darkheart Sliver
3 Duress
1 Boseiju, Who Shelters All


Hearbeat Combo
//Lands
8 Forest
6 Island
4 Snow-Covered Forest
4 Snow-Covered Island

//Creatures
4 Sakura-Tribe Elder

//Spells
1 Brain Freeze
4 Cunning Wish
2 Deep Analysis
3 Early Harvest
2 Fact or Fiction
4 Gifts Ungiven
4 Heartbeat of Spring
3 Mind's Desire
3 Moment's Peace
1 Nostalgic Dreams
1 Recollect
3 Remand
1 Revive
2 Search for Tomorrow

//Sideboard
2 Brain Freeze
1 Chain of Vapor
1 Early Harvest
1 Echoing Truth
2 Engineered Explosives
1 Fact or Fiction
2 Gigadrowse
1 Hunting Pack
1 Krosan Grip
1 Moment's Peace
1 Pact of Negation
1 Stifle


DeathCloud
//Lands
1 [GP] Godless Shrine
2 [RAV] Overgrown Tomb
2 [ON] Bloodstained Mire
2 [ON] Windswept Heath
2 [AP] Llanowar Wastes
4 [7E] Swamp (1)
1 [PLC] Urborg, Tomb of Yawgmoth
6 [10E] Forest (3)
2 [FUT] Horizon Canopy
2 [10E] Treetop Village

// Creatures
2 [LRW] Liliana Vess
3 [FD] Eternal Witness
4 [ON] Ravenous Baloth
4 [LRW] Garruk Wildspeaker
4 [CHK] Sakura-Tribe Elder

// Spells
3 [PLC] Harmonize
2 [PLC] Damnation
2 [MR] Chrome Mox
3 [ON] Smother
2 [AP] Pernicious Deed
3 [DS] Death Cloud
4 [7E] Duress

// Sideboard
SB: 1 [PLC] Damnation
SB: 1 [AP] Pernicious Deed
SB: 4 [GP] Leyline of the Void
SB: 3 [SOK] Pithing Needle
SB: 3 [TSP] Krosan Grip
SB: 3 [PLC] Extirpate


Doran Rock
// Lands
2 [ON] Bloodstained Mire
2 [GP] Godless Shrine
2 [MOR] Murmuring Bosk
2 [RAV] Overgrown Tomb
1 [CHK] Shizo, Death's Storehouse
3 [10E] Treetop Village
4 [ON] Windswept Heath
1 [ON] Wooded Foothills
3 [UNH] Forest
1 [UNH] Swamp
1 [UNH] Plains

// Creatures
4 [10E] Birds of Paradise
4 [RAV] Dark Confidant
3 [LRW] Doran, the Siege Tower
4 [RAV] Loxodon Hierarch
4 [FUT] Tarmogoyf

// Spells
4 [JU] Cabal Therapy
3 [7E] Duress
3 [RAV] Putrefy
2 [ON] Smother
3 [BOK] Umezawa's Jitte
4 [AP] Vindicate

// Sideboard
SB: 2 [TSP] Krosan Grip
SB: 2 [MOR] Offalsnout
SB: 3 [AP] Pernicious Deed
SB: 4 [GP] Leyline of the Void
SB: 2 [DIS] Indrik Stomphowler
SB: 2 [LRW] Gaddock Teeg


UB Moonlace Aggro Rock Midrange Combo
// Lands
4 [UL] Faerie Conclave
4 [ON] Flooded Strand
4 [ON] Polluted Delta
4 [LRW] Secluded Glen
3 [RAV] Watery Grave
1 [DIS] Hallowed Fountain
2 [TSB] Pendelhaven
2 [UNH] Island

// Creatures
4 [LRW] Scion of Oona
4 [LRW] Spellstutter Sprite
4 [LRW] Oona's Prowler
4 [LRW] Nightshade Stinger
4 [MM] Cloud Sprite
3 [LRW] Mistbind Clique

// Spells
3 [MOR] Bitterblossom
4 [MM] Counterspell
4 [SC] Stifle
2 [BOK] Umezawa's Jitte

// Sideboard
SB: 1 [BOK] Umezawa's Jitte
SB: 4 [BOK] Threads of Disloyalty
SB: 3 [OD] Sphere of Law
SB: 4 [UL] Engineered Plague
SB: 3 [TSP] Moonlace


Next Level Blue:
// Lands
1 [TSP] Academy Ruins
4 [ON] Flooded Strand
4 [ON] Polluted Delta
1 [GP] Steam Vents
2 [DIS] Breeding Pool
1 [RAV] Watery Grave
1 [MR] Tree of Tales
6 [PT] Island (4)
1 [DIS] Hallowed Fountain
1 [SOK] Miren, the Moaning Well

// Creatures
4 [FUT] Tarmogoyf
3 [FD] Trinket Mage

// Spells
4 [7E] Counterspell
4 [CS] Counterbalance
4 [CHK] Sensei's Divining Top
2 [MR] Thirst for Knowledge
1 [CH] Tormod's Crypt
1 [FD] Engineered Explosives
3 [MR] Chrome Mox
3 [FD] Vedalken Shackles
3 [JU] Living Wish
3 [BOK] Threads of Disloyalty
3 [7E] Force Spike

// Sideboard
SB: 1 [TSP] Academy Ruins
SB: 2 [CH] Tormod's Crypt
SB: 1 [10E] Pithing Needle
SB: 1 [CHK] Meloku the Clouded Mirror
SB: 3 [LRW] Sower of Temptation
SB: 1 [DIS] Indrik Stomphowler
SB: 1 [SOK] Kataki, War's Wage
SB: 1 [LRW] Gaddock Teeg
SB: 1 [FUT] Yixlid Jailer
SB: 3 [TSP] Ancient Grudge


Mono Red Burn
// Lands
4 [OD] Barbarian Ring
4 [DS] Blinkmoth Nexus
4 [MR] Great Furnace
6 [LRW] Mountain (2)
2 [MOR] Mutavault
1 [DS] Darksteel Citadel

// Creatures
4 [PLC] Keldon Marauders
4 [10E] Mogg Fanatic
2 [ON] Blistering Firecat

// Spells
4 [MOR] Shard Volley
4 [10E] Incinerate
4 [TSP] Rift Bolt
3 [TSB] Browbeat
3 [JU] Lava Dart
4 [CHK] Lava Spike
4 [MR] Shrapnel Blast
3 [BOK] Flames of the Blood Hand

// Sideboard
SB: 4 [SC] Sulfuric Vortex
SB: 3 [JU] Flaring Pain
SB: 4 [TSB] Tormod's Crypt
SB: 4 [GP] Shattering Spree


Ideal:

// Lands
1 [LRW] Plains (4)
1 [8E] City of Brass
1 [TSB] Gemstone Mine
1 [DIS] Hallowed Fountain
1 [RAV] Sacred Foundry
2 [CHK] Boseiju, Who Shelters All
2 [ON] Windswept Heath
2 [ON] Flooded Strand
4 [IN] Ancient Spring
4 [IN] Tinder Farm
4 [IN] Sulfur Vent

// Spells
1 [CHK] Honden of Seeing Winds
1 [AP] Pernicious Deed
2 [JU] Solitary Confinement
2 [PS] Orim's Chant
2 [DIS] Dovescape
3 [SOK] Enduring Ideal
3 [9E] Form of the Dragon
3 [MR] Seething Song
4 [TSP] Lotus Bloom
4 [AP] Fire/Ice
4 [JU] Burning Wish
4 [FD] Pentad Prism
4 [CHK] Sensei's Divining Top

// Sideboard
SB: 1 [SOK] Enduring Ideal
SB: 4 [8E] Boil
SB: 1 [10E] Pyroclasm
SB: 1 [LRW] Thoughtseize
SB: 4 [TSB] Tormod's Crypt
SB: 4 [GP] Leyline of the Void

Tuesday, January 15, 2008

TEPS for new Extended

Yeah, I know, it sounds disgusting doesn’t it? Still, that’s the word that Craig the Editor used earlier this week to describe the act of playtesting Extended with Mind’s Desire, a.k.a. The Extended Perfect Storm, a.k.a. TEPS. This article is primarily intended for those of you who are fairly new to Extended, or Combo decks, or TEPS specifically. If you’re a 1950-ranked Pro, you might just find some new wrinkle here, but the chances are that you already know all the stuff I’m going to tell you, and more. Why not save yourself the bother and go back to thinking about Draft archetypes for Kuala Lumpur next month?

Right, now that the game’s geniuses have gone, we can get cosy. Let’s kick off by looking at the deck, and then we’ll talk a bit about what all the cards do, what they should do, and most importantly what they can do when you’re up against a brick wall. Then we’ll move on to some test games on Magic Online, and we’ll end by concluding you should all be dull and go and play Doran decks anyway. The decklist:

Maindeck:
Artifacts
4 Chromatic Sphere
4 Chromatic Star
4 Chrome Mox
4 Lotus Bloom

Instants
4 Cabal Ritual
4 Seething Song

Sorceries
4 Burning Wish
3 Channel The Suns
4 Infernal Tutor
3 Mind's Desire
4 Rite Of Flame
2 Sins Of The Past
1 Tendrils Of Agony

Lands
3 Gemstone Mine
3 Geothermal Crevice
2 Irrigation Ditch
4 Sulfur Vent
3 Tinder Farm

Sideboard:
3 Krosan Grip
3 Orim's Chant
1 Channel The Suns
1 Duress
2 Empty The Warrens
1 Eye Of Nowhere
1 Mind's Desire
1 Pyroclasm
1 Sins Of The Past
1 Tendrils Of Agony

This, boys and girls, is most definitely not a 60 card deck. No, it’s a 69 card deck, it’s just that 9 of those start out in the Sideboard. Tutoring effects are amongst the game’s most powerful historically, and if you haven’t been playing long you might not have experienced the straight-to-hand power punch of a decent tutor. Mind you, even the Harbingers in Lorwyn Limited give you a glimpse of that. Here we have Burning Wish, a card that allows us to get any of our 9 sorceries out of the sideboard and into our hand at the price of just two mana. It’s no coincidence that many Black players name Burning Wish as their first stab-in-the-dark with Cabal Therapy.

But we’re getting ahead of ourselves. What does the deck aim to do? First, put a lot of mana into play. Second, convert this boatload of mana into one killer turn, building up a Storm count ready to be exploited by Mind’s Desire. This six-mana beauty allows you to remove cards from the game and then play them for free. This, all being well, allows you to wade your way through as much of your deck as you need before using the Storm mechanic again with Tendrils Of Agony aimed at your opponent. In that one turn, they can lose far more life than they have. So now let’s see how the components of our deck shape our gameplan.

Geothermal Crevice, Irrigation Ditch, Sulfur Vent, and Tinder Farm.

Mana acceleration generally comes at a price, most often in terms of disposability. Cards like Birds Of Paradise that let you ‘cheat’ on mana turn after turn are in demand for a reason. As for land, most of the time there’s a penalty to pay for generating more than one mana. In the case of these Invasion lands, the penalty is that you have to sacrifice the land to get the second mana out of them. Fortunately for us, having cards in our graveyard is no bad thing, as we’ll see.

Gemstone Mine.

One of the challenges about putting this deck together so that it functions is the problem of running many many colors. Joseph and his Amazing Technicolor Deckcoat wouldn’t have as many colors as this bad boy. While the Invasion lands are something of a blunt instrument, Gemstone Mine is our go-to-guy in a mana crisis when the quantity is less important than the quality. Like Aladdin’s genie, the Mine can grant you three wishes, and frankly, anyone who can’t win a game of Magic after that kind of help doesn’t deserve it. Still, we really don’t want to have color issues, so...

Chromatic Star, Chromatic Sphere.

Eight one-mana artifacts join the team, and they serve four functions in our deck. First, they get to generate the color of mana we need when we want it, and at essentially no cost (although we have to have one mana available to activate them, we get one mana back.) Second, when we sacrifice them, we get to draw a card deeper into our deck. This is good times, when we’re busy searching for killer cards from our library. Third, they fill the graveyard, pushing us towards Threshold, which is key for one of our cards. And fourth, because they’re so cheap at one mana each, we can cast them on the turn we propose to win sometimes, generating an extra tick in the Storm count, increasing our chances of success. One little aside, although they mostly do exactly the same thing as each other, the Chromatic Star allows you to draw a card even if it has been destroyed by your opponent. Worth bearing in mind if you have both in hand and expect some countermeasures.

Chrome Mox, Lotus Bloom.

The zero cost Mox helps boost our mana supply, and can get us out of tight spots regarding mana color if we Imprint wisely. Because it costs precisely nothing, we’ll be casting these like they’re going out of fashion on the turn that we ‘go off,’ i.e. win. Remember, the higher the Storm count, the more likely we are to win, so this is just gravy. The Bloom gets suspended, generally on turn 1 if we can make it so, and will appear as scheduled on turn 4. Especially on the draw (going second), turn 4 is when we expect to drop our load and do our thing (that’s another way of saying ‘win’). The Bloom not only gives us a three mana shot in the arm, it also contributes to the Storm count.

Cabal Ritual, Rite Of Flame, Seething Song.

These are our dedicated bonus mana producers. On our winning turn, we want to cast as many spells as possible, and that means mana. Seething Song is the most dependable of the three, since it always always always gives you two more than you started with. On the downside, if you started with UBR mana in your pool, out the other side of a Song you’re looking at RRRRR. Perhaps you’re starting to see why those one-mana artifacts are a bit good? Rite Of Flame is never bad, but gets incrementally better as you see more of them. The first Rite gets you plus one mana (single R becomes RR), the second gives you plus two net (R becomes RRR) and so on. It’s pretty unlikely that you’ll actually cast three or four before you get to the initial Mind’s Desire, and from there on they’re free to cast anyway. Cabal Ritual is the most interesting and often the most important of the bunch. Unlike Song, which is a static +2 mana, or Rite which could be 1,2,3, or 4+, but is always a known factor (‘there have been none so far, therefore this Rite will generate plus 1,’ for example), Cabal Ritual is an either/or card. Either you don’t have Threshold, in which case you get +1 mana, or you’re in the happy position of having 7 cards in your graveyard already, at which point it’s +3 mana. I have to tell you, most of the time you need that +3, so you want to be planning on obtaining Threshold, which isn’t always as easy as it looks. One of the quickest ways to improve when you first start playing with TEPS is to pay attention to your Cabal Rituals and make sure they give you that +3 bonus. When we get to Sins Of The Past, I’ll explain a bit more about this.

Channel The Suns.

Although Channel does give us a minor mana boost of +1, that’s not the reason we’re playing it. Rather, it’s the ultimate mana fixer. G and WWW? Cast Channel, it’s one of everything. GRUB? Cast Channel, it’s one of everything. BBBG? Cast Channel....you get the idea. You know the Spice Girls song ‘Two Become One’...? Channel The Suns is ‘Four Become Five,’ and you might feel like singing about it too.

Sins Of The Past, Infernal Tutor.

In a way, these are our Get Out Of Jail Free cards. Infernal Tutor isn’t that great a lot of the time. For it to really shine we need Hellbent, so it has to be the last card in our hand. When we’re busy going off that’s not a major problem, and at that point it functions like a super-Burning Wish, that can get any card at all from our entire library, most often Mind’s Desire. When we have plenty of cards still in hand, it can only find something that’s already in our hand. This can be fine if all we want is more mana - a second Cabal Ritual or Rite or Song or Channel - but it does nothing to find the missing pieces from our setup. As for Sins Of The Past, it’s an unwieldy bugger of a card at 6 mana, but has the advantage of costing nothing but Black mana. This is another reason why Cabal Ritual is so important as a +3 spell, because Sins is the ultimate backup spell, where you get to play Mind’s Desire from out of the graveyard if you haven’t managed to sew up the game on your first Stormed-up Desire. It’s very very hard to lose if you have Sins plus mana as backup when you go off.

Burning Wish.

You know how you’re only allowed four of any one card in a deck? Not in this deck. Here you have 7 Channel the Suns, 7 Mind’s Desire, 6 Sins Of The Past and so on... well, not literally, but that’s the effect of playing Burning Wish. When you draw it, what it’s really saying is, ‘Hi. I’m your friendly Burning Wish, and I want to be your low-maintenance girlfriend. What would you like me to be today? For just R1 I can be almost anything you like. Want to smooth your mana? I’ll be your dream Channel The Suns. Fancy some Combo power? I’ll be your next Mind’s Desire. You have a pesky monster problem you want clearing up? I’ll be your Pyroclasm. Want a permanent to be not-so-permanent? Eye Of Nowhere is what I’ll become. I can expose an opponent’s plans if you make me Duress. I could turn into a bunch of monsters with Empty The Warrens. Let’s go round again as I become Sins Of The Past. Or if you want to end it all, I’m your Tendrils Of Agony.’ Talkative little thing. One thing you’ll find as you start playing with TEPS is that peoples’ fear of Burning Wish is basically justified, but that also means that they can make some horrible miscalculations. As I’ve said to several opponents lately, as they named Burning Wish with Cabal Therapy deep into the game, ‘Are you kidding? If I had Burning Wish anytime since last Tuesday, you’d be dead by now.’ And, despite the hyperbole, it’s essentially true. You struggle to lose once you successfully resolve Burning Wish, God bless it.

Mind’s Desire.

They named the deck after this one, because it’s next to impossible to execute a decent winning strategy without casting it (Empty The Warrens notwithstanding, more later.) We’ll have plenty of opportunity to see this guy in all its glory later.

Tendrils Of Agony.

Not to be confused with the workmen outside my house who woke me at 6.15 this morning - this was of course the Ten Drills Of Agony - Tendrils is the kill mechanism, the coup de grace, the cherry on the cake, and the shuffle-up-your-permanents. Your life goes way way up, and theirs goes way way down.

Orim’s Chant, Krosan Grip.

The only cards in our Sideboard that can’t be searched for by Burning Wish, hence our need for a goodly number of them. Orim’s Chant can buy us a crucial turn against an opponent who is about to wreck our plan if left unmolested, and also guarantees that we’ll be left in peace when our moment comes. Krosan Grip is there for all the assorted naughty things people will throw at us of an Artifact and Enchantment disposition, which might include vile things like Chalice Of The Void, or Engineered Explosives, or Trinisphere, or Counterbalance or....

And that’s our deck. Like most Combo decks it’s extremely tightly focused. Get mana, play a bucketload for Storm, Mind’s Desire, go off.

Of course, it’s not always as simple as that. Let’s get to the Tournament Practice room on Magic Online and get some games going.

Match 1 versus Dredge

Generally I expect to lose to Dredge. It’s simply quicker than we are. Not this time though. In Game 1 I take an opening hand featuring no land, but with a Lotus Bloom and assorted acceleration I can expect to go off turn 4. Although he has a poor start, I’m still surprised to find myself getting to turn 4 without being, er, dead. Still, there I am, putting my Bloom into play, and from there double Seething Song, Channel the Suns, 2 Chromatic Spheres and assorted other goodness lead to my opening Mind’s Desire being for 10 copies. (If you’re still not sure what happens, I get to remove 10 cards from the game - technically the top card of my library on 10 separate occasions, but now just the top 10 as a sanctioned shortcut - and play any of them I like for free. Mana producers? Free. Artifacts? Free. Tutors? Free. And most importantly, more Mind’s Desires or Sins Of The Past, Free.) Since many opponents will concede at this point, it might be worth running some solitaire games to actually see the whole Combo in action. In Game 2, I keep two land, a Rite, a Ritual, a Wish, a Desire, and a Chant. Good news. He’s set to go off, so I Chant him, meaning he can’t play spells that turn. That leaves me vulnerable to him having a Stifle for my Storm trigger when I go off, but it may surprise you to learn that it’s generally better to have some chance than no chance, provided that you’re trying to win of course. He doesn’t have a Stifle - are people running Stifle in boards right now? - and I Combo out. Somewhat to my surprise, I win the match.

Match 2 versus BG

On the play, I keep Gemstone Mine, Lotus Bloom, 2 Cabal Rituals, Seething Song, Infernal Tutor, Chromatic Sphere, and Mind’s Desire. Turn 1, I don’t have the Desire any more, thanks to his Duress. In this environment, it’s a good idea to calculate mulligans on the basis of what your hand looks like without its best card. As we’ll see, sometimes they don’t take the best card, but you can’t expect that, especially if you’re at the back end of a PTQ. He follows up his Duress with Dark Confidant and then a Tarmogoyf. By now I’ve drawn into Sins Of The Past, and that means it’s time to switch to plan B. Assuming that he doesn’t have Extirpate maindeck, I can aim to generate a bunch of Black mana, cast Sins, then play the Desire out of my graveyard. In order to do this I really want my Rituals to be for 5 Black mana, so I deliberately burn for one at the end of his turn. Why? Because that way I get to sacrifice the Gemstone Mine when I remove the last counter, contributing to Threshold. My Bloom resolves, followed up my Chrome Mox, Seething Song, Ritual, Ritual, Sins, Tutor, Sphere and then Desire from the graveyard for 9 copies. End of game.

Game 2 gets complicated. I have a genuine (i.e. unplayable hand) mulligan to 6, keeping 2 land, Bloom, Star, Tutor and Burning Wish. What does a hand of five look like? It’s the same without the Bloom, when he Duresses me turn 1. Turn 2 he makes Ghost Quarter. Now that’s a proper irritant, since I have zero basic lands to go and fetch when he blows it up. I make a Chromatic Star to help smooth mana, but he Molders it, and then makes Dark Confidant a.k.a. Bob. When I get up to 8 cards in hand, I have to discard. Since I’ve drawn Sins, it’s time to try the same plan as Game 1, so I discard Mind’s Desire. Now that we’ve boarded it’s more likely that he’ll be able to Extirpate me into near-oblivion, but there’s no way with his Ghost Quarter and minimal fixing for me that I’m going to be able to operate normally. This way, I have a chance of brute-forcing my way up to six Black mana and get a speculative Desire off for 4 or maybe 5 from the graveyard. Tediously, he Duresses again, taking a Ritual. Needing a Gemstone Mine or Channel The Suns to get the engine started, I don’t find them, and die.

I keep Bloom, 2 Chrome Mox, 2 Chromatic Star, Rite of Flame and Orim’s Chant to start game 3. On the play, I can at least suspend the Bloom before his inevitable turn 1 Duress hits. And there it is, taking my Rite Of Flame. 3 games, 3 Duresses. Like I said, visualise your hand without something. I Imprint the first Chrome Mox with Orim’s Chant and make a Chromatic Star. I mock his Ghost Quarter, since I have no land for it to destroy, and watch as he makes 2 Dark Confidants. Only more hand disruption worries me, and he doesn’t see any. I get off a Desire for 6, and with another Desire in hand the mana acceleration I get for free sees me home.

Match 3 versus Mono-Green Beats.

Whilst not a rich man, I am prepared to lay a modest wager that you are unlikely to face this deck at the top tables of a PTQ. Barring miracles, this is essentially a goldfishing operation, where I lay a land, then a second sac land plus a Chromatic Star. Turn 3 I draw Channel The Suns. I go off with Channel, Rite, Song, Burning Wish, a sacrificed Star into another Ritual, Chrome Mox and then Desire for 7. The Storm count reveals Burning Wish and plenty of free mana. Game 2 is even simpler, with a Desire for 9, a number at which it’s next to impossible to misfire. Incidentally, now seems a good time to issue the standard government health warning about any results you see here. Never was a room so misnamend than the Tournament Practice room, since many of the decks you’ll play against (and indeed with) should never be allowed near a PTQ unless you have a death wish. In other words, testing lies. Thanks Zvi.

Match 4 versus Domain Zoo.

I’m generally pretty hopeful about this matchup, since I hope to simply be a turn quicker than my opponent. Game 1 really doesn’t work out like that, and turns out to be quite the workout for the deck, which is exactly what we want, so that we can learn what the deck can do under pressure. I mulligan to 6, and keep land, Bloom, Star, Sphere, Mox and Song. This is what’s known in the trade as a drawing hand. Right now I have absolutely nothing in terms of going off, but I do have mana of multiple colors, at least 6 mana by the time Bloom resolves, and two extra draws via Sphere and Star. I should be fine. Things start getting complicated when he makes Turn 1 Birds Of Paradise and follows up with Turn 2 Magus Of The Moon. I like Mountains, but not that much. I suspend a second Lotus Bloom, but when the first one resolves he Putrefies it. He makes Tarmogoyf and then casts Living Wish for Gaddock Teeg, casting the Lorwyn Legend. Now there’s another hoop we have to get through, since Gaddock comprehensively shuts down the bit of our deck where we actually win. Fortunately, my hand has been building up nicely, and the goodness is complete when I draw Burning Wish just after my second Bloom resolves unmolested. Song, Song, then Burning Wish for Pyroclasm. Cast it, goodbye Gaddock. Sacrifice a Star, draw Chrome Mox, which I cast without Imprint. Sacrifice another Star, draw Channel The Suns, nice. Sacrifice a third artifact mana-washer, draw land, never mind. Lay another Chrome Mox, cast Desire for 9. Overcoming both Magus and Gaddock, nice.

He pulls things round Game 2, as he puts quick pressure on me, and my Desire for 5 (which is on the border of likely failure) doesn’t come through for me, as I see 2 Rituals and three land. I fizzle and die.

In the decider I make the first use out of Plan C, which involves Empty The Warrens. I have to be honest, I hate Plan C. Whether you’re going about your lawful business with regular Desire action, or cheating a bit with Sins Of The Past, you’re the one making the running. Most of the time, only the vagaries of your own deck can stop you doing your thing. With the Empty plan, it’s very well named, as empty is exactly what your hand and options are going to be once you’ve tried it. You use up every resource in the known universe, and at the end of it, you don’t kill your opponent. Instead you pass the turn, and pray. Not that I have any objection to the power of prayer, but when it comes to Magic I like to leave the divine out of it. Whether you have 20 tokens or 200, they all have 1 toughness, they’re all monsters, and they all die to mass removal. ‘Please don’t kill them, please don’t kill them’ you chant over and over, and that’s without the decks toting burn spells who calmly thank you for their bonus turn and set you alight. No, I’m really not a fan. However, as plan C goes, it does pose a fairly considerable question. I was forced into Plan C here thanks largely to Magus Of The Moon and a clumsy initial Desire for 5. Thankfully, my 20 goblins were sufficient to pull off a 2-1 victory.

Match 5 versus Opposition

When he made a turn 2 Wirewood Hivemaster I was smirking. I mean, who plays with junk like that? When he made another one turn 3, plus a token, I was still smiling, though it was a bit of a puzzled smile. When he made Opposition turn 4, I wasn’t smiling at all, as he proceeded to tap everything I owned forever and ever Amen. In the second game he made Sensei’s Divining Top turn 1, and Counterbalance turn 2. These get followed up by a pair of Wren’s Run Vanquishers. I manage to Krosan Grip the Counterbalance, which improves my odds somewhat. Then he makes a third Vanquisher and Imperious Perfect. Since I’m on 11, I have to go off the following turn. This is problematic. Double Seething Song, double Chrome Mox, last card Infernal Tutor for Burning Wish, Wish for Empty The Warrens, and we’re off to the races with your friend and mine, Plan C. I make 14 1/1s. Now, bizarrely for Extended, we’re playing combat math. He attacks, I chump two of them and fall to 7. Now I have 12 guys left. 10 of them attack into Imperious Perfect and Wirewood Symbiote. He drops to 4, and as things stand I can beat him. Not if he plays Opposition however, and that’s what he does. Frowny face.

Match 6 versus Mirror, kind of.

At least, that’s what I think as he starts off with a suspended Lotus Bloom and an Invasion sac land. Interestingly, it turns out that he’s actually running a version of the Aussie Storm deck from last Summer’s Standard. That means Pyromancer’s Swath and Grapeshot, plus card draw and search like Ponder and Compulsive Research. He also has Sensei’s Divining Top, and when he draws a second one things get a little funky. He gets in a position to go off, and then uses most of his mana to lay a Top, tap it, draw a Top, putting Top to the, er, top, play a Top, tap the Top, draw a Top, putting Top to the, er, top... He does this nine times then casts Grapeshot for 30. If I’m going to get beaten, this is the kind of thing I love to watch. Game 2 I get to go off first, but he’s on the play in the decider and goes off with Swath plus Grapeshot. This is the kind of Magic that make Pros want to not play a deck, knowing that so much depends on the opening coinflip. Admittedly, Orim’s Chant would have given me the decider, as I was ready to go off the following turn, but them’s the breaks.

Match 7 versus Mirror, actually.

Turn 4, I win on the play. Turn 4, he wins on the play. Turn 4, I make a crucial error on the play. It turns out that Sins Of The Past gets removed from the game when it’s done its thing. If you’ve bothered to read the whole of the text on the card, you already know this. I either hadn’t, or had forgotten that I had, and dismally failed to reach Threshold, thus stranding myself on insufficient mana. Urghh.

Match 8 versus Domain Zoo

This is the reason I wouldn’t play Zoo in Extended. His Game 1 involved Isamaru, Hound Of Konda turn 1, Watchwolf turn 2, Watchwolf and Mogg Fanatic turn 3, and die on my turn 4. He hit me for 2,5, and 9. He could do no more. And I ignored him totally from first to last, and won. His pressure was slightly more troublesome in Game 2, and when I was forced to go off I could only Desire for 5. Thankfully a second Desire and a Burning Wish took care of things, but 5 is definitely a number where things can go wrong.

Match 9 versus WBR Aggro

Another goldfish type of opponent. He got me to 5 life, but then I Desired for 9. Game 2, despite him coming out with a Molten Rain, I was on 14 when I went off for 9 again. I really question why you would play these kind of decks at the moment. Isn’t Doran really hard work? Isn’t Dredge really hard work? Isn’t TEPS really hard work?

Match 10 versus Dredge

I’m on the draw, but let’s not worry about me, let’s look at what he does. Turn 1, he makes City Of Brass and casts Tireless Tribe. He discards Golgari Grave-Troll. He untaps, dredges the Grave-Troll. He lays Cephalid Coliseum. Thanks to the dredge, he has Threshold. He activates the Coliseum, and proceeds to dredge all kinds of naughtiness into his graveyard. He casts Cabal Therapy with Flashback, and makes 4 Zombie tokens thanks to all four copies of Bridge From Below. He Dread Returns a Golgari Grave-Troll, which is a 12/12. I have laid a tapped Invasion land. Ouch.

Game 2 was much more interesting. I manage to Desire for 6, where I should be safe to not fizzle, and see 3 Chromatic Stars, 2 mana accelerants, and a land. I lay all three artifacts, and sacrifice them, netting me another 3 cards. None of the cards I saw that final turn were Burning Wish, Infernal Tutor, Tendrils Of Agony, or Mind’s Desire. I wondered what the chances were of that happening. Now these calculations are extremely rough, but when I started the turn I was looking for 8 cards out of 50. That’s not far off 1 in 6. So each additional card I see will have a roughly 83% chance of not being what I want. In reality, as I continue to see more ‘bad’ cards, my chances of seeing those ‘good’ eight ones increases slightly, but we’re only looking for approximate information. In total I saw 10 cards unsuccessfully. The chances of that are approximately:

.83 x .83 x .83 x .83 x .83 x .83 x .83 x .83 x .83 x .83

Which, as you’re doubtless bursting to know, is 0.15516041187205853449. That’s 15% to you and me. That probably means the actual figure, factoring in the slight increase in our chances each turn, is roundabout 12-13 %. In other words, what felt like an extremely unlikely loss actually has a failure rate of around 1 in 7 to 1 in 8. You are of course quite at liberty to say that you don’t care about this, but people have a nasty habit of talking in generalities: ‘It can’t fail. It never loses to Dredge. It’s a guaranteed bye against Aggro.’ That kind of thing. Knowing your deck’s failure rate is essential, especially with a deck like this.

Ten matches, and a 6-4 record. Not especially impressive. Does that mean you shouldn’t play TEPS at your next PTQ? Not necessarily. Consider this:

England has had one PTQ this season. It was won by TEPS, piloted by a man called Matt Light who started the day with a Constructed ranking roundabout 1630. He went 4-1-1 in the Swiss. In the quarterfinal he faced Goblins, and simply was one turn too quick for them. In the semis he faced Dredge, but the Dredge deck malfunctioned at critical moments, and Matt was able to go off turn 4 both games. In the final he faced perennial PT Qualifier veteran Stefano Gattolin, playing Domain Zoo. Stefano did everything he possibly could to eke out the win. He Vindicated land, he hit with Boros Swiftblade plus Tribal Flames for 17 damage on turn 3. In game 2 Matt avoided death by effectively giving himself an extra turn thanks to Orim’s Chant, and Matt went off without a hitch twice to win his first slot at a Pro Tour.

Saturday, January 12, 2008

Doran Rock Extended

I can't remember when the last time I was allowed to play in a non-team format PTQ. I believe it has been 3 years since I had hit the gravy train and never had the chance to join the party. Today, Level 3 is no longer Level 3. It is virtually “Level 3”, but without the appearance fee, it often meant less than $2500 per annum for a Level 3 player. But in exchange, Wizards allows us to participate in PTQs, which I have been waiting to do for so long. Playing in PTQs is very different from a PT. You don't fly across the globe to play Magic, you get to hang out with all your local buddies, and most importantly, the level of tension is much less. Every time I went to a PT and if I made subtle decision mistakes, the tension never goes away and I would be angry at myself. In a PTQ I don't felt as bad even if I made the largest mistake on earth. I mean, I'll be good once I get home.

Okay, enough on the introduction. Let's move on to the real stuff that you are looking for. Basically me and my mates gathered for a couple of times and formed about 6-7 metagame decks. I started on Gift Rock with the addition of Doran and I instantly fell in love with it. It's a three mana 5/5 without drawback, makes Cranial Plating and Goblin Piledriver look like a nerd while giving extra love to your Birds of Paradise and Tarmogoyf. What more can you ask for? I was switching constantly between the Gift Rock and the Doran Rock, and both featured 4 copies of Doran, the Siege Tower.

After various testing, I decided to try my hand with the aggro version at the PTQ since it is easier to play, uses less Stamina and time to win compared to the ever complicated Gifts Ungiven... but no doubt they are both powerful decks. Here's my Doran Rock List:


Doran Rock Terry Soh
Main Deck:

4 Birds of Paradise
4 Dark Confidant
4 Doran, the Siege Tower
3 Eternal Witness
3 Loxodon Hierarch
4 Tarmogoyf

3 Cabal Therapy
3 Living Wish
1 Profane Command
3 Thoughtseize
1 Umezawa's Jitte
4 Vindicate

2 Forest
1 Godless Shrine
1 Okina, Temple to the Grandfathers
3 Overgrown Tomb
1 Plains
2 Polluted Delta
1 Shizo, Death's Storehouse
1 Swamp
1 Temple Garden
4 Treetop Village
4 Windswept Heath
2 Wooded Foothills
Sideboard:
2 Duress
1 Eternal Witness
3 Gaddock Teeg
1 Harmonic Sliver
1 Kataki, War's Wage
1 Loxodon Hierarch
3 Pernicious Deed
1 Shriekmaw
1 Umezawa's Jitte
1 Yixlid Jailer

Before I start to talk about the deck, let me explain why Rock is my deck of choice. Obviously, Doran is a great addition to the deck, but one hidden gem had given me enough assurance to play Rock. He is Mr. Gaddock Teeg. Let's see here. In the past, Living Wish for Kataki meant good game for Affinity, and wishing for Jixlid Jailer has the same effect on Dredge. Now, an unanswered Gaddock Teeg meant good game for UrzaTron decks, Minds Desire, Enduring Ideal and to a certain extent Dredge as well. This is just insane. This is the main reason I had been avoiding playing these decks, because I don't want to lose to Gaddock Teeg.

For Tron decks, you will need to have a Counterspell ready, or else don't even think about casting Mindslaver, Repeal, Gifts Ungiven, Engineered Explosives and so on. For Desire and Ideal, you MUST draw a Burning Wish and a win condition in order to go off. Adding to the fact that Doran Rock hits hard with its creatures, your opponent wouldn't have that much time to assemble the appropriate pieces to deal with Teeg before dying.

Naturally, Rock has always been a black green based deck that has discard, removal and a bunch of good creatures. Rock has also always been a slayer of beatdown decks because of the barrage of removal and fat creatures that stall the board. Rock usually doesn't do well against other greedier midrange decks like Tron or fast combo decks like Desire or Ideal, due to the lack of pressure. Now, Doran fixes the pressure part and Gaddock says “you better do something about me or die”.

Explanation on card selection:

4 Birds of Paradise - best all time accelerator and now he even attacks for one with Doran.

4 Tarmogoyf
4 Dark Confidant
4 Doran, the Siege Tower – The aggressive guys in the deck. There is no reason to run less than 4 of each in an aggressive Rock.

3 Loxodon Hierarch – He fuels Dark Confidant and gives you game against aggro. 3 seem like the right number, as he is fairly expensive.

3 Eternal Witness - Once my all time favorite card, he is never bad, but he's not very aggressive unlike its comrades. Make sure you notice the interaction of Eternal Witness and Profane Command or Witness getting back Witness in a long battle of Attrition.

3 Living Wish – This is similar to the 5th to 7th Vindicate, or finding game winning creatures like Kataki, Jixlid and Gaddock Teeg.

3 Thoughtseize
3 Cabal Therapy – 3 of each seems right. Also, never run Duress over Thoughtseize. Despite the life loss, Thoughtseize is always better in most scenarios. Either you play against a deck where life is irrelevant anyway, or otherwise you would want to discard cards like Tarmogoyf, Dark Confidant or Goblin Warchief instead of the non-creature spells. Cabal Therapy is just awesome, but ideally, you would prefer to draw 1 of each to balance it out.

4 Vindicate – Versatile, flexible, etc. Just throw it on anything that stops your path to victory. I never board these out once.

1 Umezawa's Jitte
1 Profane Command – I play 1 of each to have a chance to draw them. They are not the key to the deck, but drawing one in the midgame is simply awesome. You never really want to draw 2 either; therefore 1 of each seems like the right amount.

Lands - I added Okina and Shizo to the land base, taking out a couple of basic lands as a direct replacement. I mean, it's a free bonus to Doran, so why not? The only downside is increased vulnerability to Blood Moon, but people never really board it in against Rock and very few decks actually run Blood Moon. I know I wanted to play 4 Treetop Village and 8 fetchlands so that was simple. The current configuration of duals (3 Overgrown Tomb, 1 Godless Shrine, 1 Temple Garden) seems like the correct way to go. You always want to draw a Tomb as black and green is your main color. Having 1 of each of the other duals gives you flexibility to optimize your mana in different situations.

Matchup Analysis

Before going in depth on each sideboarding strategy for a specific matchup, you may ask, “There are at least a dozen viable decks in Extended, how do I prepare for so many matchups when Living Wish has taken up half of the sideboard?” The answer is by playing flexible sideboard cards in a wide metagame. For example, Tormod's Crypt is focused to fight Dredge, but that's all it does. On the other hand, Gaddock Teeg stops Dread Return, which is a key spell that Dredge would need to resolve to win instantly, but overall, it has less impact compared to a Crypt. But the thing is, Gaddock Teeg could be boarded in against four different decks, while Tormod's Crypt is only good against one deck and your sideboard has only so much space. Therefore, my boarding plan was simple:

-- 2 Gaddock Teeg and 2 Duress against control/combo decks
-- 3 Pernicious Deed and 1 Umezawa's Jitte against creature strategies

This is the basic theory, but in the actual game you might board differently against a specific deck, or depending what sideboard cards your opponent brings in etc. Nevertheless, it is always good to have a basic plan in mind to make sure you are on the right track. As 7 slots had been devoted to Wish targets, I decided to equally split up (4 each) the rest of the slots for both control/combo and creatures.

Goblins, Zoo
+ 3 Pernicious Deed,+1 Jitte, +1 Eternal Wtiness, +1 Hierarch, +1 Shriekmaw

-3 Thoughtseize, -3 Living Wish, -1 Cabal Therapy

The Living Wish is swapped for the one-ofs in the sideboard, as Wish is too slow in this matchup. Discards are near useless, so take out all Thoughtseize and 1 Cabal Therapy to swap for the Deeds and additional Jitte. Leaving 2 Therapy maindeck after boarding is fine, as you get a chance and know your opponent's game plan. If you don't like it, you can board in random creatures like Gaddock Teeg or Kataki as chump blockers instead of the remaining Therapies.

Affinity
+3 Pernicious Deed +1 Jitte

-3 Thoughtseize, 1 Cabal Therapy

The only difference between Goblins/Zoo matchup and this is that you keep the Wishes to fetch Kataki, that's all.

Desire, Ideal, Tron
+2 Gaddock Teeg, + 2 Duress

- 1 Jitte, - 1 Profane Command, -1 Loxodon Hierach, -1 Doran

You bring in 2 Gaddock Teeg into the deck and leave 1 in the sideboard. In this way, you have 5 Gaddock Teeg. Duress is additional ammunition in addition to Thoughtseize and Therapy. The whole game is about discarding their key spells, resolving Teeg and protect him. I used to board out all the Hierarch in this matchup, until I found that his Regeneration ability is actually relevant against decks with Burning Wish as they usually fetch Pyroclasm to deal with Gaddock. Once you could untap with both Hierarch and Gaddock in play, it is near impossible for them to deal with him.

Counterbalance
+ 2 Pernicious Deed, + 2 Duress

-1 Jitte, - 1 Birds, -2 Doran

Counterbalance decks are neither aggro nor control and this often dragged to a long game. Their weakness is the board, as they often commits a lot on the table, like Mox, Counterbalance, Explosive, their own Goyf and Confidant etc. Deed is useful against them, but I believe 2 is enough, since you would need to keep your board fairly equal. Once you have Hierarch + Deed combo, that is often game. It is very hard to determine the slots to bring in and out against Counterbalance, because they are neither aggro or control. You want to have discards to deal with their engine and card advamtage, at the same time, you want to have answers to Dark Confidant and Tarmogoyf . Practice this matchup post-sideboard, it is very crucial to know the true value and effectiveness of each card since you are trying to fight them in all aspects.

This morning I went to my local PTQ and I made Top 8 with this deck, but losing to a Monoblue Aggro Control deck in quarters. The deck seems to be working well in the current metagame. I don't think I would many any change to the deck, as I felt happy with maindeck and the amount of sideboards I can bring in against each deck. I recommend you to give it a try. Apparently lately I had been switching from a control player to a beatdown player. The joy of beating down while you had seen your opponent hand has nothing is invaluable.

By Terry Soh

Tuesday, December 25, 2007

Top 8 at GP Stuttgart. Lorwyn Limited.

GP Stuttgart is over, and we have a new leader for the Player of the Year race: Shuhei Nakamura, Japanese level five pro, is the winner of the first big batch of points this year. His unorthodox draft strategy took him to a win, with a deck that met very mixed reactions among the spectators. However, it’s hard to argue with success. His runner-up, Robert van Medevoort, failed to produce his Profane Command in the finals, but he had a pretty good deck (which you can of course find here in the coverage).

The host country Germany brought about half of all competitors to the trade fair in Sindelfingen, and two of them made Top 8. Marc Vogt had a remarkable run with a clean 12-0 and just one bye, and Raul Porojan made his second GP Top 8 after GP Strasbourg. We saw a number of old favorites, as well as some rising stars here in Strasbourg. Marijn Lybaert was among them, missing Top 8 by a hair. The Belgian kid was trumped only by his National champion Fried Meulders, who notched a Top 8 appearance on his virtual achievemets badge.


GP Stuttgart was the biggest individual Grand Prix this year, and just as big as GP Amsterdam. Lorwyn Limited is over as a format, because the next event in the Magic year will be the Morningtide prereleases. Stay tuned to magicthegathering.com, where we will pick up with the Player of the Year race after that, and see if Shuhei Nakamura defends his early lead across the many formats of Pro Tours and Grand Prix in 2008!
//---------------------------------------------------------------//

Name: Joel Calafell
Age: 19
Residence: Barcelona, Spain
Occupation: Student

Number of GP Top 8s: 1

Number of PTs played: 4

Biggest Magic success: Top 16 at GP Bilbao 2005, co-designer of the deck "Cepmacio Breakfast" (not sure if this is a success)

Tournament result: 13-2

How did you prepare for the tournament? Made two drafts on MTGO the day before leaving

Joel Calafell
Main Deck
40 cards
4 Island
3 Mountain
7 Plains
1 Shimmering Grotto
1 Vivid Crag
1 Vivid Creek
17 lands
1 Avian Changeling
1 Flamekin Harbinger
1 Flamekin Spitfire
1 Galepowder Mage
1 Goldmeadow Harrier
1 Hillcomber Giant
1 Kithkin Greatheart
1 Kithkin Harbinger
1 Kithkin Healer
1 Mulldrifter
2 Oaken Brawler
2 Pestermite
1 Plover Knights
1 Purity
16 creatures
2 Glimmerdust Nap
1 Lash Out
1 Neck Snap
1 Wanderer's Twig
1 Whirlpool Whelm
1 Wings of Velis Vel
7 other spells
//---------------------------------------------------------------//

Name: Patrizio Golia
Age: 17
Residence: Forlí, Italy
Occupation: Student

Number of GP Top 8s: 0

Number of PTs played: 0

Biggest Magic success: Day 2 at GP Firenze, Italian "Under 15" National Champion 2005, 5 PTQ Top 8, 20th at Italian Nationals 2006.

Tournament result: 13-2, with two byes, and an 11-0 after his 2-2 start.

How did you prepare for the tournament? Magic Online


Patrizio Golia
Main Deck
40 cards
10 Island
7 Plains
17 lands
1 Avian Changeling
1 Deeptread Merrow
1 Fallowsage
1 Inkfathom Divers
1 Judge of Currents
1 Kinsbaile Balloonist
1 Merrow Harbinger
1 Sentinels of Glen Elendra
1 Silvergill Adept
1 Silvergill Douser
1 Stonybrook Angler
1 Sygg, River Guide
2 Tideshaper Mystic
1 Veteran of the Depths
1 Wispmare
16 creatures
1 Aquitect's Will
1 Crib Swap
1 Neck Snap
2 Ponder
1 Summon the School
1 Triclopean Sight
7 other spells
//---------------------------------------------------------------//


Name: Shuuhei Nakamura
Age: 26
Residence: Edge of Osaka, Japan
Occupation: Pro traveler

Number of GP Top 8s: 11?

Number of PTs played: 20+?

Biggest Magic success: I got 3rd in Limit's qualifier tournament (the 1st and 2nd get invited to the Limit's tournament). [It's the biggest invitation only event in Japan.]

Tournament result: Day one: 7-1-1, Day two: 3-0, 2-1

How did you prepare for the tournament? I was playing all GPs using Lorwyn. I like blue!

Shuuhei Nakamura
Main Deck
40 cards
6 Forest
1 Gilt-Leaf Palace
8 Island
1 Shimmering Grotto
1 Swamp
17 lands
1 Amoeboid Changeling
1 Black Poplar Shaman
1 Changeling Titan
1 Cloudcrown Oak
1 Deeptread Merrow
1 Fallowsage
1 Inkfathom Divers
1 Merrow Harbinger
1 Merrow Reejerey
1 Pestermite
1 Sentinels of Glen Elendra
1 Silvergill Douser
1 Sower of Temptation
1 Stonybrook Angler
1 Thorntooth Witch
15 creatures
1 Broken Ambitions
1 Eyeblight's Ending
1 Fertile Ground
1 Fistful of Force
1 Gilt-Leaf Ambush
1 Oblivion Ring
1 Runed Stalactite
1 Springleaf Drum
8 other spells
//---------------------------------------------------------------//

Name: Marc Vogt
Age: 20
Residence: Freising, Germany
Occupation: Student

Number of GP Top 8s: 1

Number of PTs played: 0

Biggest Magic success: Second at a Prerelease event with more than 100 people

Tournament result: 12-1-2; 3-0 in the first draft with a Goblins/Faeries deck, 0-1-2 in the second draft with W/U Changeling

How did you prepare for the tournament? Playing a lot of Etherlords II!

Marc Vogt
Main Deck
40 cards
7 Mountain
10 Swamp
17 lands
1 Boggart Harbinger
1 Boggart Loggers
1 Dreamspoiler Witches
1 Ghostly Changeling
2 Hornet Harasser
1 Inner-Flame Acolyte
1 Inner-Flame Igniter
1 Mudbutton Torchrunner
1 Shriekmaw
1 Soulbright Flamekin
4 Squeaking Pie Sneak
1 Tar Pitcher
1 Thundercloud Shaman
17 creatures
1 Boggart Birth Rite
2 Eyeblight's Ending
1 Nameless Inversion
1 Peppersmoke
1 Tarfire
6 other spells
//---------------------------------------------------------------//

Name: Raul Porojan
Age: 19
Residence: Freiburg, Germany
Occupation: Student, Basketball coach

Number of GP Top 8s: 2

Number of PTs played: 1

Biggest Magic success: 9th Edition prerelease Top 9 (and of course the Top 2 finish at GP Strasbourg)

Tournament result: 12-1-2; in draft, I played Merfolk because you cannot go worse than 2-1 with them, and red Elementals/Giants because you either go 3-0 or 0-3.

How did you prepare for the tournament? MTGO

Raul Porojan
Main Deck

40 cards
8 Forest
1 Plains
5 Swamp
1 Vivid Grove
1 Vivid Meadow
16 lands
1 Battlewand Oak
1 Briarhorn
1 Changeling Hero
1 Doran, the Siege Tower
1 Elvish Harbinger
1 Leaf Gilder
1 Lys Alana Huntmaster
1 Nath of the Gilt-Leaf
1 Nath's Elite
1 Oakgnarl Warrior
1 Thorntooth Witch
1 Warren Pilferers
2 Woodland Changeling
14 creatures
2 Fertile Ground
1 Garruk Wildspeaker
2 Gilt-Leaf Ambush
1 Lignify
1 Nameless Inversion
1 Neck Snap
1 Oblivion Ring
1 Profane Command
10 other spells
//---------------------------------------------------------------//


Name: Robert van Meedevort
Age: 21
Residence: The Netherlands
Occupation: Student

Number of GP Top 8s: first one

Number of PTs played: 10

Biggest Magic success: Team Worlds Championship 2006

Tournament result: 12-1-2

How did you prepare for the tournament? I did a lot of drafts to prepare for Worlds.

Robert van Medevoort
Main Deck

40 cards
6 Island
3 Plains
1 Shimmering Grotto
7 Swamp
1 Vivid Marsh
1 Vivid Meadow
19 lands
1 Amoeboid Changeling
1 Brion Stoutarm
1 Cloudgoat Ranger
1 Dreamspoiler Witches
1 Fallowsage
1 Ghostly Changeling
2 Judge of Currents
1 Mournwhelk
1 Oona's Prowler
1 Pestermite
1 Shapesharer
1 Sygg, River Guide
1 Thieving Sprite
1 Tideshaper Mystic
15 creatures
1 Footbottom Feast
1 Peppersmoke
1 Ponder
1 Profane Command
1 Wanderer's Twig
1 Weed Strangle
6 other spells
//---------------------------------------------------------------//


Name: Jonathan Bergström
Age: 25
Residence: Mullsjö, Sweden
Occupation: Poet in a truck driver's body

Number of GP Top 8s: First!

Number of PTs played: 4

Biggest Magic success: Lots of Nationals Top 8

Tournament result: Sealed 8-1, Draft 4-0-2

How did you prepare for the tournament? Did a FNM draft. I always build Treefolk Sealed decks, because I love them.


Jonathan Bergström
Main Deck
40 cards
8 Mountain
9 Plains
17 lands
1 Avian Changeling
2 Axegrinder Giant
1 Fire-Belly Changeling
2 Goldmeadow Harrier
1 Hillcomber Giant
1 Inner-Flame Igniter
2 Kinsbaile Skirmisher
1 Kithkin Greatheart
1 Knight of Meadowgrain
2 Mudbutton Torchrunner
1 Plover Knights
1 Stinkdrinker Daredevil
1 Thundercloud Shaman
17 creatures
1 Consuming Bonfire
1 Lash Out
2 Moonglove Extract
1 Oblivion Ring
1 Tarfire
6 other spells
//---------------------------------------------------------------//

Name: Fried Meulders
Age: 22
Residence: Rillaar, Belgium
Occupation: Student

Number of GP Top 8s: 1

Number of PTs played: 12-ish

Biggest Magic success: Belgian Champ 2007, 20th at PT Geneva 2007, Level 3 last season (unfortunately, that doesn't mean anything anymore)

Tournament result: Sealed 7-2, Draft 6-0. I just went with the flow, and played R/U Elementals in the first draft and R/G Giants in the second draft.

How did you prepare for the tournament? MTGO.

Fried Meulders
Main Deck
40 cards
10 Island
7 Swamp
17 lands
1 Aethersnipe
1 Amoeboid Changeling
1 Dreamspoiler Witches
1 Paperfin Rascal
1 Pestermite
2 Ringskipper
2 Sentinels of Glen Elendra
1 Silvergill Douser
2 Skeletal Changeling
3 Spellstutter Sprite
15 creatures
1 Broken Ambitions
1 Faerie Trickery
1 Familiar's Ruse
1 Final Revels
1 Glimmerdust Nap
1 Moonglove Extract
1 Peppersmoke
1 Whirlpool Whelm
8 other spells

Thursday, December 20, 2007

The Power of Black Green Elves. Standard

Worlds has just ended and a three color Doran deck took the trophy home while mono-red Dragonstorm decks were a hit. However, I have noticed the major changes in the metagame include the absence of Cryptic Command decks and a lot of Black Green variations floating around. I can understand that, from the previous, that Monoblue had been consistently losing to Elves due to its speed and Treetop Village, and all Black Green decks featured those elements.

At one point, I was pretty sure I was going to play a Blue Control deck in Worlds, but since I found myself consistently losing to Elves, why not give it a try? The result was fantastic. Here is my exact Elf list that I piloted to a 4-1 result in Worlds;

BG Elves Terry Soh
2007 Worlds, 4-1 Format: Type II - LRW
Main Deck

4 Boreal Druid
3 Civic Wayfinder
3 Garruk Wildspeaker
4 Imperious Perfect
4 Llanowar Elves
4 Masked Admirers
3 Tarmogoyf
4 Wren's Run Vanquisher
3 Eyeblight's Ending
3 Profane Command
4 Thoughtseize
5 Forest
4 Gilt-Leaf Palace
4 Llanowar Wastes
1 Pendelhaven
2 Swamp
4 Treetop Village
1 Urborg, Tomb of Yawgmoth
Sideboard
2 Cloudthresher
1 Liliana Vess
1 Nath of the Gilt-Leaf
2 Naturalize
2 Serrated Arrows
4 Shriekmaw
3 Viridian Shaman

This list is almost optimal, although I would still make a minor tweak which I will disclose later. As a comparison, here is Katsuhiro Mori's top 8 list compared to mine;

TarmoRock Katsuhiro Mori
2007 Worlds New York City, NY Format: Type II - LRW
Finished: 5th - 8th Place Number of Players: 388  

Main Deck
1 Boreal Druid
1 Civic Wayfinder
2 Garruk Wildspeaker
4 Imperious Perfect
4 Llanowar Elves
2 Masked Admirers
1 Mirri the Cursed
3 Tarmogoyf
3 Troll Ascetic
4 Wren's Run Vanquisher
2 Eyeblight's Ending
1 Loxodon Warhammer
1 Nameless Inversion
4 Profane Command
4 Thoughtseize
5 Forest
4 Gilt-Leaf Palace
4 Llanowar Wastes
1 Pendelhaven
4 Swamp
4 Treetop Village
1 Urborg, Tomb of Yawgmoth
Sideboard

2 Cloudthresher
1 Krosan Grip
3 Liliana Vess
1 Loxodon Warhammer
2 Phyrexian Totem
2 Razormane Masticore
2 Slaughter Pact
2 Viridian Shaman

As you can see, the Japanese always love their one-of cards plan in the deck. Sure, it will shine in some situations when you need it, but at times, it can be horrible or totally useless. I prefer a consistent plan and a direction to where I am heading to. One of the major differences between my list and Mori's are the Civic Wayfinder vs Troll Ascetic. I was initially using Troll Ascetic in my list, and then a friend of mine told me that some Black Green Elf deck uses Civic Wayfinder and asked me to try it out. It was wonderful. Not only does it give you easier access to black mana, it provides the very needed card advantage to fight battles of Attrition wars with a lot of decks that are designed to beat this kind of deck. Mori's list only played five mana producing elves while I had the full eight. I think the mana elf is really important to have in the opening grip, or else there is not much point in running them. There was even a point I had a Birds of Paradise as the 9th one mana elf in the deck, but I took it out for an additional Civic Wayfinder.

Cards that I ended up not playing;

Troll Ascetic - it is very good in the mirror, but doesn't do much against control. I underestimated the amount of mirror Black Green decks that appeared at Worlds, therefore I didn't run them. Also, it works very well along with Loxodon Warhammer. However, the aspects which I dislike about troll are not being an elf and requiring double green mana.

Loxodon Warhammer - As I tested the deck, I felt it often has an edge against other aggro decks in the field and Loxodon Warhammer is a win more card in this situation. I always ended up wanting for more creature removal to push damage instead of paying 6 mana and clinching some life. Nevertheless, it is a good card against aggro decks, especially mirror.

Nameless Inversion - Tarmogoyf, Bogardan Hellkite, Cloudtresher, Teferi, Guile, Mistbind Clique. These are the cards you simply can't kill with Nameless Inversion whereas Eyeblight's Ending will get the job done. I really don't mind paying the extra mana for the additional list of creatures that you can kill. The biggest downside of Eyeblight's Ending is that it never kills a Imperious Perfect, which could single-handedly win games on its own.

Elvish Champion - There were so many times I had lost because I had to hold Elvish Champion in hand against another Elf deck or its double green requirement. Believe it or not, double green mana is actually something you might not able to assemble in the early game. It also barely does anything against those Red decks and Blue White decks with a lot of mass removal.

Matchup Analysis

Monoblue control
-1 Profane Command
-3 Civic Wayfinder
-1 Garruk
-1 Boreal Druid
-1 Masked Admirer

+3 Viridian Shaman
+4 Shriekmaw

This is your easiest matchup. Out of 10 games, sideboarded or pre-sideboard, you usually win 9 games. Cast your early critters to put pressure and use Thoughtseize to push for your other spells. Usually this is how it goes: turn 1 mana elves, turn 2 Thoughtseize and Tarmogoyf/ Vanquisher or either one of them combined with Treetop. If you are on the play and could play out a turn 2 Imperious Perfect, you have almost won the game. You can still play spells on turn 3, but never on turn 4. I always turn my guys sideways along with Treetop Village or Pendalhaven and said go. The purpose is to clog the control player's hand with counters. Sooner or later, they would have to respond to the board of creatures, and that is where you start unloading your spells. For example, they would need to cast the Teferi or Guile to defend themselves. At that point, you simply try to play the multiple threats in your hand and they can never use all those Counterspells in time. Play tight and you always win this matchup, trust me.

RG Mana Ramp
-4 Imperious Perfect
-1 Boreal Druid

+3 Shriekmaw
+1 Nath of the Glit Leaf
+1 Liliana Vess

Imperious Perfect is totally useless in this matchup. You never want to make guys with him in this matchup; in fact, he always turn sideways along with other elf for quick damage. Game 1 is tough, but if you have multiple Thoughtseize or their has a land heavy hand, which happens most of the time, you can keep pushing with reusable resources like Masked Admirer and Garruk. Speaking of Masked Admirer, this is the card that makes you stands a chance against all those designated Elf killer decks. Sure, Molten Disaster kills all your men, but as long as you kept 1 Llanowar Elf in hand and you have Masked Admirer in your graveyard, you can build up very fast again. I played 2 copies at first, then upped to 3, and finally decided to play 4 copies on the night before Worlds. The downside is, the plan costs a lot of mana though. That is why I chose to play Civic Wayfinder over Troll Ascetic because it supports the plan of Masked Admirer.

After boarding, you have more disruption. The big discarders (Nath and Liliana) is pretty good against any nonblue control decks. Shriekmaw clears the path of any annoying Wall of Roots, opposing Tarmogoyf and also answers late game Cloudtresher and Hellkites. Always try to keep an mana elves in hand if possible if you have a Masked Admirer. It helps a lot when you are rebuilding your force, which happens a lot of time.

Faeries (both UG and UB)
-3 Garruk
-1 Masked Admirer
-4 Thoughtseize

+2 Cloudtresher
+2 Serrated Arrows
+4 Shriekmaw

Garruk is useless in this matchup, as you can never keep him long on the table. Thoughtseize is okay, but losing 2 life for trading a card is hefty in a matchup where both players are racing for damage. Masked Admirer is also pretty irrelevant in this matchup, but it is still slightly better than Thoughtseize or Garruk. If you plan to sideboard more heavily against Faeries, just take out remaining Masked Admirers. Game 1 is less favourable because they flies and you don't, simple as that.

Game 2 is more favourable because you have 4 one sided Wrath of God and 4 additional removals against their lord, Scion of Oona. Bait with some creatures and once you sensed that they are low on counters, go for Serrated Arrows and Cloudtresher (evoked most of the time) and those should win you games most of the time. Always play your cards rather than waiting because this is a tempo oriented matchup, where both players are looking to keep up creatures on board and denying opponent's resources with removals and counterspells.

Mirror Match
Black Green Elf
-4 Thoughtseize
-3 Eyeblight's Ending
-1 Tarmogoyf

+4 Shriekmaw
+2 Serrated Arrows
+1 Liliana Vess
+1 Nath of the Glit Leaf

Black Green Non-Elf
-4 Thoughtseize
-2 Civic Wayfinder

+4 Shriekmaw
+1 Liliana Vess
+1 Nath of the Glit Leaf

This matchup is highly dependant on speed and acceleration, therefore never cut down on mana elves. You will find the board is pretty one sided if one has mana elf and another does not. The difference is in the elf mirror, Eyeblight is utter crap while it is good against the non-elf version of black green. Thoughtseize is equally bad on both matchup,so don't hesitate to side out all of them. It is pretty much you switched all 4 Thoughtseize for 4 Shriekmaw in the board. Nath and Liliana Vess is good because the matchup tend to be slower after sideboard with both players boarding in more removals. Do try to play around Damnation, because some Black Green did have them in sideboard. I mean, you don't have to expect all of your opponent has it, but if you have 2 guys on board and he has none, maybe you can attack with Treetop Village instead of casting the 3rd guy.

Explained above are all those matchups you will expect to face in the current environment. The only deck that I didn't explain is the Monored Dragonstorm, which my sideboard has nothing to board against them. Well, it is supposed to take the field by surprise, and I don't see any decks has prepared against it. I suppose playing cards like Riftsweeper helps a little and additional discards like Stupor gives you some time to kill them before they go off. But none of these directly hit them hard though. Nevertheless, it is a racing game between both decks and Thoughtseize hurts them a lot.

If I were to play the deck again, I would cut a Boreal Druid for a Swamp. I realized that the deck doesn't really lose games when it you has lands in play, but if you has too many mana elves and too little land, it can be a problem due to the massive amount of mass removals in the format. I think 7 mana elf is still a healthy number to go, but going down to 5 or 6 is just trying to cheat yourself. It is so much harder to play one on turn 1 if you keep reducing the numbers. I really like Profane Command as well, but I'm not sure if I would go 4 copies. If any of you really wants to play 4 copies, I recommend cutting a Garruk for it. Overall I like the sideboard a lot, because I have cards to board in for all matchups except for the new Dragonstorm deck. I might switch the Naturalize for Riftsweeper or Stupor for the matchup. Originally, Naturalize was there to fight those pesky UW control decks featuring Teferi's Moat and Story Circle on Modo, but I think those decks no longer survive in the current metagame filled with Dragonstorm decks.

I really liked the deck a lot and how fast games could be ended. My strategy for Worlds is play two aggro decks, because of the tight schedule of 5 constructed rounds and 3 rounds of limited for 2 consecutive ways. In this way, I was able to minimize my Stamina loss on constructed portion and able to concentrate more on the draft portion. Unfortunately, I screwed up in the draft, going 0-3 in the first pod, which hurts my chance of excelling in this tournament. Maybe I should start to practice more drafts and start all over from the bottom again.

Til then, may you enjoy beating down with these friendly elves!
by Terry Soh

Wednesday, December 19, 2007

Lorwyn Draft. Elves.

How to collect Elves: The basic colors.



If you take the first or second peak Garruk Wildspeaker or Imperious Perfect (if you saw these draft top peaks, most likely you will take it over other), then you will just play green. These cards are really good not only in a deck on Elves, although there, too, but in their own right: Garruk simply wins the game (though it's best not to stand too early, and the first play "+1" ability to untap lands, to keep the bomb capable decide the game) because it is hard to kill, but to produce many tokens and let all creatures start in a decisive attack. A Imperious Perfect favorably differs from many other "Lords" that does not necessarily to draft just Elves: he is able to create and deliver an opponent a lot of trouble, if the couple of turn he will be in game. But certainly if it will be drafted with fellows that would be great!
There is also good elves such as Elf Masked Admirers and Nath of the Gilt-Leaf, and the Wren's Run Packmaster (although it is desirable to play it on the table when there are at least two Elf to avoid early death), but these are rares and you will see them rarely. Turning to the less rare cards.

Without decent common Elves would not be at draft worthy archetype, but fortunately, we have the present man-Lys Alana Huntmaster. Not all value it highly, and often as not they walk very first peaks. But this at least Filler 3 / 3 for 4 mana (albeit with a double cost) as well as a maximum-much more. If you drafted at least two or three later than the middle of the second booster, start taking strong Elf, no regret. Namely: such a remarkable ambush as Gilt-Leaf Ambush, such a decent second drop, and the source of the second Green mana, as Leaf Glider; and searcher Elvish Harbringer (although he had already uncommon) is not redundant. They and of themselves good, and if we are on the table worth Chief Hunter Liz-Alany, all together elves able to show the enemy the sky of diamonds.
Slightly less good but still are a variant of such cards, as Gilt-Leaf Seer and Moonglove Winnower.
Removal plus Elf-Eyeblight's Ending, do not miss. Remember, too, Elf-simulator, so much the second time elven color-black, among others please note card such as Nameless Inversion. Average quality changeling(type Woodland Changeling), add to taste, to make land, place and start to deliver the arm.
If you can recruit a significant portion of listed above (commons and at least one decent rare Perfect either), then I guarantee that your opponents will have to behold.
But it is quite possible, even likely that entirely you will not be able to collect on the deck of Elf. There is no afraid. Consider first that can be added to the green (the primary color of elvish deck) and black (the second most important elvish color). Just want to say banal: add a good card, tentatively draft them. But try to indicate what would be the most preferable, given the shortcomings lacks.
What are their weaknesses? Well, on the ground, ideally it is not simply equal percentage, but fly elves do not know how. Here we can help flyer blockers, like Cloudcrown Oak, but perhaps more effective removal prove, and if you have a lot of Nameless Inversion and Eyeblight's Ending, but you have to take Shriekmaw, and its add-its draft bomb. Removal on draft generally acclaimed, and in combination with Elf removal winding up the mountain, and removing flyers not giving another dangerous archetype - Merfolks-collect their kombs: they comb with each other today, we will soon! Regarding Merfolks: it is more than true, because, even if you gather on the ground and fantastic and gigantic army, but will not be enough removal, Merfolks, combined simply do not let you win.
If, for example, the Goblin, all on the contrary, will kill many of our creatures, so try to get at any price advantage on the cards. Here we help these cards as Ambush, which raises two Elves for a spell; also try, if there is a time and mana to the Chief Hunter Liz-Alany and on the same play during another one or two Elf; then, and even if Hunter murder, we have to get him the advantage.
Yet sometimes hinder armies of Elves may removal massive, but I do not recall many such draft LLL effective cards, is that the white team, but before it even have to live (and draft it is not easy: it is the CRP, in addition, to build on it a deck is not always).

As collect Elves: that it is possible to add other colors.

If you draft Elves, green draft you must, however, it may become more of you are not black; il in the third color want to leave. What to do? Tell you.
To call will only commons as most often catches cards; uncommons royalties, and still we will most likely mainly flowers / primary colors.
Well, first of all, remind about Changeling in many colors other creatures and other worthy of this type will not enumerate.
Changeling addition, however, there are other cards in blue, for example, because we need to stop flyers, come tappers (Stonybrook Angler), its flyers (well, if ambush instance, Persermite but not Time Glen-Elendry worse card), but as soon flyers will tap (alone or our efforts), Glimmerdust Nap reassure them.
Ponder help get it main Elf. And just blue Common, which falls in love (almost) draft Deck with blue, and the Janjaweed and drifter - Mulldrifter.
What exactly blue advised not to play, it is Captivating Glance too unreliable card.
Consider the red-here we have not tappers, and indeed flyers a little, but how come removal Lash Out Consuming Burnfire and to a lesser extent (as kills fewer hazardous substance) Tarfire. But black removal usually more universal, and fishing blow of Elf, we need not always so, and not too often they add red-faced is it that if you really drafted lot of these cards and relatively decent creatues, including Changeling creatures.
And quite a bit of white. Clearly deserve a place in a deck (of commons) Oblivion Ring and tapper-Kithkin mana for 1 white, but as a good alternative-drifter enemy flyer - Plover Knights (though here and double COST, but doublecolored deck with a large number of mana stabilization-can) .
A final touch-the artifacts. Moonglove Extract is not tied to the color removal-finishing blow -  slow motion, can be put. And great card and for doublecolored decks doubly Wanderer's Twig. It will save you from the flood and screw. Just play it. 1-2 pieces.
Well, thanks for reading. I wish success to Lorwyn draft on Elves!

Tuesday, December 18, 2007

Extended Affinity Deck

The first Pro Tour Qualifier of the Pro Tour-Hollywood qualifying season has come and gone at Worlds this year and if you've already missed it you're doing yourself a disservice. Here's a link for you lazy kids who weren't watching the Worlds coverage this weekend. Take a moment to review while the res to of us wait…

Notice anything? If you said “those decks are all mopey mid-range decks!” give yourself a pat on the back. As is often common with early-season PTQs players opted to try to hedge their bets against all of the decks with aggressive plans in the format by playing answers to everything, hoping to hit the right ones at the right time. That worked for Matt Mar, but today we're going to talk about strategies which seek to find holes in that plan.

Here's the list:
Springleaf Affinity Bill Stark

Main Deck
4 Arcbound Ravager
4 Arcbound Worker
4 Atog
4 Frogmite
4 Myr Enforcer
4 Ornithopter

2 Chromatic Star
4 Cranial Plating
4 Fatal Frenzy
4 Springleaf Drum
4 Thoughtcast

4 Ancient Den
2 Blinkmoth Nexus
4 Great Furnace
4 Seat of the Synod
4 Tree of Tales

Springleaf Drum

The first question on most people's minds when they look at the Springleaf version of Affinity is “why the Drums?” That's probably fair, so let's break down what the card does for the deck.

First, as a mana fixer and a mana source the card can count as a pseudo-land, something things like Chromatic Star simply are unable to do. This lets us cut to 18 actual lands as we really want to start with two lands in our hand and never see a third. It also, as mentioned, fixes our mana but the most important thing it does is speed the deck up as an accelerant.

“But isn't that what Paradise Mantle does? No one's playing that, are they?”

Yes and no. No one is playing Paradise Mantle in their Affinity lists on any competitive level, but Springleaf Drum and Mantle function in two entirely separate ways. Picture the two cards as separate means of buying a new car. Paradise Mantle lets you buy the new car with no down payment! All you have to do is make a high monthly payment over time, but for right now you get to drive your car home off the lot (never mind that over the long term you'll be paying more in interest). Springleaf Drum, on the other hand, is akin to buying the car up front; you pay the full price now taking a bigger chunk out of your immediate income but over the long term you save a ton of money (mana) by not having to make payments.

Let's look at an example to help clarify that analogy a little:

Turn 1: You play an Artifact Land, an Ornithopter, and Springleaf Drum. Tap Ornithopter and Drum and play Drum, Chromatic Star, or Arcbound Worker plus every Frogmite you were able to draw.
Turn 2: You have access to at least two mana, likely three, and can do something like the following: play a land, tap Arcbound Worker and both lands for three mana, play Cranial Plating, Equip, and put your opponent dead on turn 3.

Or, with the Paradise Mantle:

Turn 1: Land, Ornithopter, Paradise Mantle. Either play Frogmite(s)/Arcbound Worker/Chromatic Sphere or equip Paradise Mantle.
Turn 2: Use one mana to equip Mantle netting you even on mana for the investment and having access to two total mana if you've got your second land.

The Springleaf Drum then helps us go off a little bit faster, speeding the deck up by .5-1 turns. Getting us the rest of the way? So glad you asked…

The Art of Going Big

Most of the decks in the Top 8 at the PTQ Hollywood at Worlds were mopey midrange control decks with varied answers for a varied field of perceived threats which get bogged down in trying to be universally good and lose focus of what they're actually supposed to be doing. Such circumstances are perfect for decks with concise, aggressive plans to dominate while the three and four color Rock decks try to figure out their behind from their head. Additionally the existence of Enduring Ideals also merits ticking up Affinity's aggressiveness a tad to have a shot game 1. Even by doing so we're still a little bit of a dog, but the two cards that help make up some of the distance for us? Fatal Frenzy and Atog.

So, why add the red cards? No two cards in the format make you as aggressive as Frenzy and Atog, particularly in conjunction with one another. Shrapnel Blast will always do 5, but it's hard to imagine a spot in which Fatal Frenzy doesn't do at least that much. Cranial Plating, Arcbound Ravager, Atog, all are excellent targets for the Berserk and sometimes simply playing it on Myr Enforcer to trample the last points through is enough for a win.

So, what do the red cards do for Affinity? Simply put they speed the deck back up. They force the format to keep things honest and they help us play around Ancient Grudge. People can't sit back and be mopey with Ravenous Baloth or hoping to Gifts into a Pernicious Deed lock when you can just kill them on turn 4, blockers or no. The red cards force them to take Affinity seriously and try to interact with us and anyone who doesn't get that memo before the first weekend of PTQs will have their head spinning from 19/20 trampling Atogs.

Furthermore the Frenzy is a surprise (well, it is right now anyway). Players may be smart enough to play around Shrapnel Blast but most won't have Fatal Frenzy on their mind and as a result the card becomes a total blowout whenever it hits. No longer is clogging down the board with blockers an answer to Affinity.

Tips and Tricks

-Play the Ornithopter first. This trick dates to the first Affinity lists when players would run obscene amounts of artifact removal maindeck trying to blow an opponent out with “spot removal.” The trick then was to play Ornithopter before playing Arcbound Worker. If your opponent had the trick for the Worker, you'd still get the modular counter moved over to your 0/2. Few players so aggressively blow up the 1/1 these days, but it's still a good idea to play the ‘Thopter first.

-Should you play Nexus? It's always tempting to run artifact lands onto the board as soon as you draw them in the hopes of finding some type of Affinity spell off the top of your deck so it's much cheaper to play, but ask yourself how much cheaper the spell will be than if you open with Nexus. If you can open with Nexus as your land you will be able to attack with it on turn 2, creating an artifact. If your opener is Nexus, Thopter, Springleaf Drum and you plan on following up with an artifact land the Nexus, activated, will still give you four artifacts in play for free Frogmites or, tapping Thopter/Nexus with Drum, the correct amount of mana for Thoughtcast. The only card you couldn't play for its completely reduced cost in that scenario is Myr Enforcer so think things through. Is getting an extra point in with Nexus good enough to merit the possibility of not playing turn 2 Myr Enforcer if it's there?

-Play around Smother. In fact, it will do you well to study PTQ lists closely and determine what probable removal your opponent may have that can mess up your “go big” plans on something like Atog, Ravager, or Fatal Frenzy. Is Gifts Rock running Smother and/or Putrefy? Or are they more likely to simply have Ancient Grudge? What about Chase Rare Control? What removal spells are they running? Study and know these things so you have a better idea of when it's safe to “go off” and/or whether or not you should wait.

Sideboard

When we re-visited Skred Red a few weeks back we left off a 15 card sideboard per se because the format hadn't been nailed down just yet. Extended is the same way, though there are some cards which contribute to what you're trying to do. Thorn of Amethyst and Tormod's Crypt are the best at what they do in disrupting your opponent and being artifacts, perfect for our goals. Crypt might not be as necessary considering Dredge is unlikely to start the season as very popular but it does fit the bill of a focused aggressive deck with a tight plan, perfect for mopey mid-range metagames.

The Thorn is good against decks like Heartbeat or TEPs, but neither of those are seeing much play either. It has also been suggested against Enduring Ideals, but I actually like Ronom Unicorn for that job. If they have Pernicious Deed maindeck and can go off with 40 mana on their epic turn, you're sunk no matter what but slowrolling the bear to get their desperation Solitary Confinement, as is more often the case, seems like a total blowout, particularly when you consider the Epic deck is actually only about one turn faster than Springleaf Affinity.

From there things are kind of debatable at your leisure. Tarmogoyf is a possible inclusion against other Tarmogoyf decks though I'd probably prefer Moriok Rigger and re-working the manabase as the Rigger fits into your plans while the ‘Goyf is just “good.” Ancient Grudge is another excellent consideration for things like Scepter Chant and the mirror. Meddling Mage and Gaddock Teeg are bandied about as possible solutions to “things” but both seem too prohibitive cost-wise to actually make the cut. Hitting two specific colored mana at the same time seems a bit hard to swallow and again both cards seem “good” instead of helping the plan, unlike Crypt and Thorn. If the first PTQ were tomorrow and I had to have my sideboard turned in right now, here's how it would look:

4 Tormod's Crypt
4 Thorn of Amethyst
4 Ronom Unicorn
3 Ancient Grudge

I'd probably bring my playset of Pithing Needle with me just in case, though…

Conclusion

We're about one month out from the actual kick off of the PTQ Hollywood season, and players seem excited to finally get a crack at a constructed format at the PTQ level. Who can blame them, it's been a while. As the season progresses decks like Springleaf Affinity will likely grow out of favor as the format adapts and cards like Atog and Fatal Frenzy no longer catch players off guard, but for the early weeks of the season (as it was last year) Affinity is an excellent solution to the format. Stay tuned in the coming weeks as we look at some matchup breakdowns with fresher PTQ lists and changes necessary for the deck to survive over the course of the season.

-Bill Stark