Tuesday, April 30, 2013

Standard Deck Tech - Double Strike Emissary

Here's a breakdown of my standard deck right now. The base is the standard Burning-Tree Emissary engine (see Shahar Shenhar's list from PTGTC):

Burning-Tree Emissary Lightning Mauler Flinthoof Boar

with efficient 1-drops:

Stromkirk Noble Rakdos Cackler

Here is were the deck diverges. At the top of the curve we move to double strike with the Paladin and pump with Rampager:

 Silverblade Paladin Ghor-Clan Rampager

For spells we shift from burn to charms:

Boros Charm Selesnya Charm

But of course you cannot live without the best card in the deck:

Rancor

The lands are simple: 4 of each shockland in these colors. Two of each of the M10 style dual lands. And two mountains. The mountains are due to the heavy red requirement at the one slot.



Decklist:
4 Stromkirk Noble
4 Rakdos Cackler
4 Burning-Tree Emissary
4 Lightning Mauler
4 Flinthoof Boar
4 Silverblade Paladin
4 Ghor-Clan Rampager

4 Rancor
4 Boros Charm
4 Selesnya Charm

4 Stomping Ground
2 Rootbound Crag
4 Temple Garden
2 Sunpetal Grove
4 Sacred Foundry
2 Clifftop Retreat
2 Mountain

Let's do the time warp again

The Dragon’s Maze (that name just reeks of focus group testing btw) pre-release was my first tournament since before I could legally drink. At the original Wizards of the Coast play area in the U district: Dalmuti’s. Now THAT’S a callback. Therefore a blow by blow re-enactment is a bit beyond my powers as I was just desperately trying to stay chill and not accidentally refer to manaburn, banding, interrupts or anything else that would immediately reveal my old fogie-hood.

That said, I thoroughly enjoyed my deck. Azorius with an Orzhov secret ally. I ended up with a loaded number of fliers and some good cipher spells so the game plan practically wrote itself. However, the truth of the matter was my winning or losing depending exclusive on my good friend: Ipseria.

Isperia, Supreme Judge

Yup, she joins the party and it’s a win. No Ipsy and no good news for me. Gotta love sealed deck. I finished 2-2; nothing to sneeze at. My most clever move was dropping Ipsy on turn four with a ciphered Hidden Strings providing the two extra mana. That felt both awesome and dirty.

Much like a heroin dealer, the first hit is free and THEN Pete jacks up the price. I find myself seriously considering putting together a constructed deck for the first time since freshman year. We’ll be rummaging through some ideas and requirements for how to make a deck.

1)      Sustainable. I don’t want something so ridiculously combo heavy that if one card leaves the rotation I’m totally lost.
2)      Fun to play. And by ‘fun’ I mean ‘making decisions.’ Full-throated agro is well and good- I myself thoroughly enjoyed a good White Weenie deck centered on banding, Jihad, and Army of Allah- but they tend to be more fatalistic. I like the control gameplay.
3)      Bargain hunting. I want to be the Oakland As of deckbuilding; searching for overlooked gems, ignored gameplay, or shunned cards. I’d rather be more unique and lose than win with a net-deck.

I have quite a bit of homework ahead of me since I’m totally ignorant of pretty much anything before Return to Ravinica. Historically I’ve always played white/blue control and I’m too old to learn new tricks. I like the detention mechanic a lot, though it looks like existing white/blue needs those card drawing engines. Perhaps a Serra Angel for fond memories of introducing me to puberty? Also potentially undervalued abilities in defender (wall/control/detention/extort) or Scavenge (building around Varolz) Maybe. Open to ideas.

Monday, April 29, 2013

Dragon's Maze Pre-Release Sealed: East Coast Edition

Dragon's Maze pre-release at The End Game Center in Charlottesville, VA on 4/27/13

Roughly 50 people showed up by 2:00 pm to play pre-release sealed and when I registered, they asked me for my top 5 guild choices. I was not prepared for that question. Gruul, Azorius, Orzhov, uh... Rakdos, uhhh... Dimir?


It did seem as if they didn't have a good algorithm for determining which players would get which guild, so around 2:45 they started handing out packs, and my name comes up for the Azorius Senate. It seems like the blue-white lawmages were not terribly popular, but, <SPOILER ALERT> I did meet one other Azorian at the pointy end of the tournament in the fifth round <END SPOILER>. 


I put Gruul down as top choice because i love bloodrushing, plus i liked the sound of three of the potential four secret allies (not selesnya). In a perfect world, where i could pick, I would be Orzhov-Azorius, but the potential awkward Orzhov pairings led me to put Aziorius second, since there was then a 50% chance of playing Esper.


So they toss me an Azorius pack and what's the secret ally? Yup, Orzhov. So lucky!


45 minutes of deckbuliding later, I have the following deck 


creatures - 14

2 drops
Azorious Arrester
Blood Scrivener

Deputy of Aquittals
Tithe Drinker

3 drops

Lyev Skynight
Wind Drake
Vassal Soul

4 drops

Alms Beast
Ascended Lawmage
Assault Griffin
Sunspire Gatekeepers
Ubul Sar Gatekeepers
 

6 drops
Aetherling
Skyline Predator

spells

Warped Physique
Devour Flesh
Dramatic Rescue
Fatal Fumes

Far & Away
Debtor's Pulpit
Knightly Valor
Gift of Orzhova
Prophetic Prism

lands

2x Azorius Guildgate
2x Orzhov Guildgate
Dimir Guildgate
5x Plains
4x Swamp
3x Island


last cuts/sideboard
Dutiful Thrull
Thrull Parasite
Haazda Snare Squad
Profit & Loss
Paralyzing Grasp
Azorious Cluestone
Dimir Cluestone
Syndicate Enforcer
Court Street Denizen

I find that the guild-pack pre-release formats tend to be long on playables in your colors. Since you're generally going 3-colors, you have even more playables in-color and making the last few cuts is really difficult. I could have probably built a 60-card deck that i wouldn't have minded playing.




all stars

plus Debtor's Pulpit

  • We're used to Debtor's Pulpit being too slow in Gatecrash draft, but for 10-guild sealed, it was amazing.
  • Tithe Drinker will pair very well with Syndic of Tithes, Azorius Arrester, Dead Reveler and Stab Wound in full-block draft. Put Profit & Loss in this deck, too.



underperformers

Blood Scrivener Fatal Fumes

  • Blood Scrivener did not trigger once all day. it traded with an occasional two-drop from an opponent, but that slot would probably have been better as Thrull Parasite
  • Fatal Fumes was fine, but generally underwhelming. It needed to be combined with creature combat to effectively remove non-utility dudes.

After a quick round 2 (and a run for gyros), we learned this particular location was running a six-round swiss tournament, not the four-round pre-release flight i have become accustomed to. I don't think I've played the full swiss pairings outside of a PTQ since I was a wee lad begging my parents to drive me upwards of an hour to go to the "Philadelphia" Urza's Legacy pre-release in the Norristown National Guard Armory. That one usually drew about 150-200 players back in roughly 600 BC.

I played against a variety of 3-color green decks for most of the day. Jund, Naya, RUG stand out a few days later. My tightly focused fliers and tempo generally ruled the day, with detain, bounce, and tapper holding off the beasts while fliers got in there. Occasionally, the Gift of Orzhova or Knightly Valor would make an appearance to put vigilance and big or lifelink and flying pants on a cheap guy to finish things up while the life gain or knight kept the race in my favor.

I played against a blue-white-red mage in round 5 at 4-0 in my closest match of the day. His battalion triggers from Bomber Corps and Firemane Avenger had the potential of eating my team, plus he had fliers to stop mine. But card advantage took over and I squeaked by in three games.

In the last round, I was paired against a pleasant young man playing Naya aggro, but he had a serious aversion against mulling to five, so he kept a 1-land, six-card hand in game one and never got there. Game two was our closest one, with him blowing me out three for one with a (very) well-timed Weapon Surge. I probably made some a mistake or two that I didn't notice, but after that blowout, I was left with only Alms Beast and I tried to get there before he could bring me down from my lofty life total. That game ended with him at one, me at one, then me dead. Game three, he mulligans, then keeps a two-lander that didn't have the right colors and stumbles for two turns before finding his third land. My turn 4 white gatekeeper plus his friend the knight cleaned up while sacrifice effects and bounce kept him off of blockers.

6-0, winner-winner!

hindsight
  • In sealed, the 2/4 gatekeepers are good enough to consider playing single-color gates (or as I call them, CIPT basic lands) just to enable the white, blue & black gatekeepers in a controlling deck. 
  • If you have an Izzet gate and a Rakdos gate that are off-color but otherwise let you splash the Burn side of Turn & Burn for free AND enable your gatekeepers, even better.
  • The mana will be tough unless you get lucky with your gates (like I did). I never did mulligan to 5, but plenty of times to 6. My opponents mulled plenty and were often stuck on one color for too long for my tempo-based deck.
  • Korozda Gorgon is very strong if you can get the time to make it work, especially in BUG. Simic counters plus Golgari counters, plus Rakdos counters make for some crazy shenanigans, including unexpected blocks from newly-leashed Rakdos cultists and advantageous use of evolve counters to shrink or kill the opposition. I'm willing to bet Mutant's Prey will shine in the right BUG draft deck. Between the 2/5 gorgon and the 4/1 Rot Farm Skeleton, some Golgari creatures seem tailor-made for evolve zaniness.


curve of the day
  • t1 - guildgate
  • t2 - basic land, Tithe Drinker
  • t3 - basic land, Devour Flesh, extort, attack for 2. (23-19)
  • t4 - guildgate, Azorius Arrester, extort, detain, attack for 2 (26-16)
  • t5 - land attack, Fatal Fumes to kill the blocker on Tithe Drinker, extort (29-13)
  • t6 - land Deputy of Acquittals, extort, return Arrester. Azorius Arrester, extort, detain, attack (33-9)
  • a flier and a few more extorted spells later, it was all over.
My next MTG event will probably be a MODO release event. I'll be back with (probably) shorter notes then.

Sunday, April 28, 2013

Tournament Report - Dragon's Maze Prerelease

At Card Kingdom every tournament is 4 rounds of swiss regardless of attendance. For the prerelease they have 72 slots per tournament and run four of them in total. Registration is online two weeks beforehand through a third party, brown paper tickets. They sell out fast.

Anyways I had my Blue/Red/Green deck in hand and sat down for my first round match.

Round 1: Not a single close game. I won game one on 18 life, she won game two on 17 life, I won game three on 20 life. In each game whoever played first got on the front foot an never relinquished it. The most exciting part was this interaction. My opponent played a Scab-Clan Giant. I wasn't worried because I was sandbagging my Progenitor Mimic just in case a big creature came down.

Scab-Clan Giant Progenitor Mimic

What was interesting was a judges ruling we needed. On my turn a copy of Scab-Clan Giant came into play and we chose the target by rolling a die (it happened to be my opponents Scab-Clan Giant). I then decided to pump mine before the fight. But my opponent felt that the random target selection was made on resolution of the ability, not stacking. JUDGE!!!
The judge ruled that the random target is determined when the ability stacks so I was allowed to respond while it was on the stack. Every creature she played for the rest of the game died to my continual stream of Giants. W 2-1 (1-0)

Round 2: This round did not go so well for me. My opponent was playing Boros but fortunately for me was willing to accept all of the trades I offered. He was never able to get his Firemane Avenger battalion trigger. However for the game I drew 13 lands and only 8 spells. I just didn't have the steam to push through a win.

Firemane Avenger Skyknight Legionnaire

Game two was a complete disaster. He played a Firemane Avenger on turn four and I didn't have an immediate answer. This time he had refused to trade early (seeming to have learned from his game 1 mistakes) and had two creatures on the board. I figured I had a little time before the Avenger would be online. I was wrong. On his next turn he dropped a Skyknight Legionnair. Game. Set. Match. L 0-2 (1-1)

Round 3: Again I faced a Boros opponent. But this time I had Ætherize ready. I played some dudes, he played some dudes, we were swinging back and forth. 18-18, 16-14, 14-8. Then on turn 5 I didn't play any dudes and left up 5 lands. He dropped a haste guy and swung for 10. I played Ætherize - game over.
Ætherize
That was all it took to tilt him. Next game he mulliganned, then he mulliganed again (side bar: what is the past tense of mulligan? how do you spell it?). The best part was the anger he expressed at his draw. In particular when the drew to five he did it one card at a time and after the second card he groaned. How can you possibly be mad at just two cards? Yep I'm kinda a douche.  W 2-0 (2-1)

Round 4: My opponent won the roll and elected to go first. He came out of the gates firing with some Boros action. I was able to get my evolve chain online and we were racing. Then he dropped Firemange Avenger - officially my nemesis for this tournament. It's funny whenever I get a Firemane Avenger is never works. When my opponents get them they always get online. I must be doing something wrong. Anyways, that life swing was brutal. I managed to Paralyzing Grasp it and it only got off one trigger. The next turn he Act of Treasoned the Avenger and swung in again. Blerg. I had my Ætherize but nothing else going. The six life he gained would turn out to be the difference in the game.

Game two was super shitty. He stalled on two plains and then finally drew a third plains. He played one spell all game.

Game three - for all the marbles (which at this tournament meant winning 4 packs instead of 1). My opponent comes out of the gates firing and on turn three drops a madcap skillz. Soon I'm down to 5. I played Inspiration at the end of his turn. Which by the way feels amazing, I highly recommend it if you have the means. Fortuantely I drew just the cards I needed, an Ætherize and a Voidwielder. His next attack met wound up sending his whole team back to his hand and now my couple dorks were on the prowl. I'm at 5 he is at 13. He drops two dudes. I play Voidwielder, 5-9. And the exciting bit, I drew my Progenitor Mimic.

Voidwielder + Progenitor Mimic 
That was all she wrote. W 2-1 (3-1)


Overall: I went 3-1 and was pretty happy. My deck was a blast to play. The bummer was that I never got to use my Mercurial Chemister. Frilled oculus was an absolute beast.



Deck Report - Dragon's Maze Prerelease

I chose the Simic Combine and was paired "secretly" with the Izzet League. I was initially bummed because Izzet is creature light and Simic wants a ton of creatures. But I cracked the packs anyway ... and was pissed. I thought the pool sucked. Luckily we had forever to build and here is what I came up with (I'm not going to list the whole pool, that is crazy).



mana: prophetic prism, izzet keyrune, grull - simic - izzet guildgates. and 5xU, 4xG,5xR

dudes: only 12 of them (I was really worried about that)
2 drop - frilled occulus, goblin electromancer, shambleshark, frostburn weird
3 drop - wind drake, battering krasis, the CROC (crocanura for those not in the know)
4 drop - rubblebelt maaka (3/3 bloodrush for R)
5 drop - leyline phantom, voidwielder, mercurial chemister
6 drop - Progenitor Mimic

the highlights were 

Progenitor Mimic Mercurial Chemister

spells: 9
There were a few of my old favorites - Teleportal, AEthreize and Simic Charm. Some solid stuff as well - Paralysing Grasp, Punish the Enemy, scatter arc, and Inspiration.  And two exciting cards from the new set:

Dragonshift

Turn // Burn


Late Cuts: Electrickery, Maze Behemoth, Burst of Strength, Maze Glider, Rust Scarab

Stay tuned to hear how the tournament went!

Welcome to Magical Notes

This is a blog about Magic the Gathering. Basically my friends and I were always emailing tournament results back and forth. Now we have a place to put them. Commissioning date - Dragon's Maze Prerelease Weekend - 2013-04-28