Sunday, September 29, 2013

Theros draft tech: How to win off of two lands

With Pete and Jed out of town for Jed's bachelor party I figured I had to really represent this weekend. On Friday night I went to Green Lake Games with Derek to draft Theros. Pack one, pick one was very easy:
                                              Stormbreath Dragon
Besides being a $30 card currently, he is an utter bomb in this format. He's so much bigger and faster than anything else that it's a blowout vs any deck. Green can be the worse to face with Nessian Asp holding him off pretty well, Lash of the Whip and Rage of Purphoros are common removal that take him out, but beyond that he trumps the format. Knowing I would be red and quite aggressive I was looking to go RW heroic. A fourth pick Magma Jet made me very happy to be in red, and I managed to pick up some mediocre early white drops. By the end of the first pack I wasnt seeing anything but a lot of green. Like thirteenth pick Vulpine Goliath. Pack two started off uneventful, picking up a couple more red and white cards. Around pick five or six the green was flowing so hard I made the decision to move in. I likely should have realized this earlier in pack one. I think more than most formats this is going to be a very important one to be able to read signals and have confidence when to jump ship for a safer vessel. (The next draft is a prime example of reading signals paying off).

The rest of the draft saw me picking solid green card after solid green card with an occasional red treat. After it was over we realized Derek, who was two to my left also went RG after opening Xenagos, the Reveler, but beyond that there was one other red drafter and no one else in green! Needless to say we both easily went 2-0 and then were paired in the final round. After agreeing to split the prize, we played and I won in three, almost single handedly off of Stormbreath Dragon. I think all in all his deck was much better than mine, he was in the colors from the get go and had much better acceleration. I think I had better three drops, but that doesnt matter much in the mirror match. Xenagos hit the table on turn four of game one but died on my next turn to the haste Dragon.

My round two opponent was a pretty weird match. After both mulling to five, I had a three land, double three drop hand and proceeded to steam roll his one-lander. Game two was something like Hopeful Eidolon into Ordeal of Heliod versus my five drops so I didnt last long. Game three I was getting beaten down by:
      Triad of Fates     Wingsteed Rider     Heliod's Emissary
Turn six or so Stormbreath comes down to stabilize, a role only possible because of his amazing pro white. With his offense shut down I slowly start to build up my board until eventually it looks like:
      Stormbreath Dragon     Nessian Asp     Nessian Courser
I am a turn away from starting to beat with the Asp with threat of monstrosity when he goes:
                                      Elspeth, Sun's Champion
and announces "-3: wrath most your team." I look down at the one mountain I have untapped and then to the Coordinated Assault in my hand. I cast it targeting his Triad of Fates and the Wingsteed Rider (which has a +1/+1 counter on it by this time) causing Elspeth to wreck his team too. I then proceed to suit up my Courser with a Purphoros's Emissary to take out Elspeth and go on to win the game.

I enjoyed the draft and do think that green is very powerful in Theros limited. It has likely the best common three drop in Nessian Courser and five drop in Nessian Asp. Pairing with red was good, though mostly just because of Stormbreath as I only had Magma Jet and Boulderfall for removal. In general green is a bit slow and needs some early removal coming from a likely pairing with red or black (or a lot of acceleration). Because of the weakness of cheap removal in both those colors I actually think blue may be a much better partner for green. It has great psuedo-removal in Voyage's End and Griptide, and the ocean color surprisingly has fantastic monsters to beat alongside green's (and the best flyers of the set). My only other observation of note during this draft was a mono black deck, which needless to say went 3-0 on the back of many Gray Merchants of Asphodel and Disciples of Phenax.

Despite liking green's strengths (Id also played it at the prerelease going UG) I was really interested in what a fast aggro deck could do in this format. I think this means going W/x heroic, although perhaps RB can put a somewhat aggro Minotaur deck together. Sitting down at Card Kingdom this Saturday to draft I was therefore someone disappointed in my first pick:
                                           Sea God's Revenge
Dont get me wrong, this card is clearly a bomb first pick, but it seemed to fit much better into a controlling big monster UG deck like Id played before. I believe I got a second pick Triton Tactics over not much else in any other colors. A third pick Sip of Hemlock told me (or so i thought, turns out the kid took a Gray Merchant over it) that black was open. A UB controlling deck sounded interesting so I was excited to try to pursue that. I believe I then got a Triton Fortune Hunter and another Sip of Hemlock (seriously kid what black cards were you taking!!) before seeing this fifth or sixth:
                                           Dauntless Onslaught
This is a screaming, flashing, exploding signal that white heroic it completely open. I quickly moved in and picked up a few more good creature and tricks in the rest of the pack, including a second Triton Tactics (and was very happy that two of my three early blue picks fit perfectly into the deck). Pack two I got insanely hooked up with every single white heroic card I could want. There was not much blue, despite me never shipping anything good in the color, the neighbor to my left had gone into it. But that didnt matter, really the two Triton Tactics would have been all I needed.

Pack three may have been one of the weirdest packs I have ever drafted. I expecteded to get insanely hooked up as I had seen pretty solid white in pack one and cut it very hard in pack two. The pack I opened had one white card and one blue card, both very unexciting (I think I got a Chosen by Heliod here). The pack next passed to me also had only one card of each of my colors, both unmemorable. From there on out I saw zero blue (the person to my right turned out to be in it all along which looking back made sense) but super shockingly I think I only ended up with two playable white cards out of pack three. I think there was one other white drafter at the table (who wasnt on the diehard heroic plan) and it was simply that all of the pack threes we opened were super weak in white. I guess that just happens. On the other hand it gave me opportunity to hate cards such as Coordinated Assault, Nessian Courser, Shredding Wings and a thirteenth pick Stoneshock Giant (sorry dude to my left who was in red!!)

Here is the list I started with:
Creatures:
One drop- Soldier of the Pantheon, Favored Hoplite, Hopeful Eidelon x 3
Two drop- Travelling Philosopher, Phalanx Leader, Calvary Pegasus x 2
Three drop- Triton Fortune Hunter, Wingsteed Rider, Lagonna-Band Elder, Observant Alseid x 2
Four drop- Heliod's Emissary, Ephara's Warden
Spells:
One drop- Gods Willing x 2, Triton Tactics x 2
Two drop- Ordeal of Heliod, Voyage's End
Three drop- Dauntless Onslaught
Four drop- Griptide
Land:
Plains x 11, Island x 5

That's right, a 16 land draft deck that has five one drops and tops out at four. If there is a fast deck in this format I think this is it. Dauntless Onslaught is often a two-for-one double heroic enabler, Gods Willing a one-for-one heroic enable (plus scry!) that can also be used to push the last few points through by making something unblockable, while Triton Tactics is at the bare minimum a one mana Frost Breath double heroic enabler, that, like Voyage's End and Griptide, often acts like a Time Walk versus the slower beefier decks of the format.

Side note: tonight I realized that the rewards from the Ordeals are separately triggered from "When you sacrifice..." them, NOT part of the attacking trigger. I dont think there is currently anything in standard that allows you to sacrifice enchantments, but if you could youd get all the reward without having to go through the hassle of trying to attack your opponent a few times.

I feel insanely lucky to have gotten Favored Hoplite, Phalanx Leader, Wingsteed Rider, and Dauntless Onslaught in the same deck. Im not sure how likely this is to happen, even one other person at the table going white heroic might spoil the plan, but I do think anytime I open a Phalanx Leader I will slam it and try to go this route. The fact that I got almost all of these cards over one pack makes me think that if you are dedicated to it over all three you will be fine (as long as a neighbor isnt cutting you.)

Triton Fortune Hunter and Calvary Pegasus turned out to be surprisingly good in the deck. In hindsight the Pegasus is clearly a crucial ingredient to this deck, half of my one and two drops were human and it so often let me just crash through the air while leaving back a Hopeful Eidolon or something to chump. The merfolk soldier drew me at least one card every time it saw play, and likely averaged around two, which is something very important to a deck like this that cant afford to run out of steam. The scry on Gods Willing and Voyage's End help with this, but nothing works as good as just drawing cards.

The weakest card by far was Ephara's Warden and I quickly realized that it should be replaced by Chosen By Heliod versus fast decks and Sea God's Revenge versus the slow ones. Of sideboard note, I did have an additional Chosen By Heliod and a Vanquish the Foul, which just seems strictly weaker than Sea God's Revenge.

And now, the story of how I won the last game of the night off of two lands. Over the entire game. After mulling to six. My hand of seven was one Island and all white cards. While shuffling after mulliganing, and revealing that it was a one lander, my opponent stated "oh yeah I couldnt play a one lander" I made the remark that "oh i certainly could have a good one land hand." Of which my six carder was a (semi-weak) example:
     Plains     Hopeful Eidolon     Ordeal of Heliod
     Cavalry Pegasus     Dauntless Onslaught     Observant Alseid
This is keepable because hitting the turn two land likely gives you +19 life from Ordeal on the Eidolon, while if you get to three lands over the first four draws you also likely win. Instead my next six draws were:
     Soldier of the Pantheon     Wingsteed Rider     Favored Hoplite 
     Plains     Phalanx Leader     Gods Willing
which also apparently works. He was racing me pretty well with a couple of Cavern Lampads, but my ordeal triggered while I was at two life. And that is how I finished my run to 4-0 with only two lands in play.

Saturday, September 28, 2013

MTGO Theros Release Event Changes: Where's the Best Value?

Wizards has made some changes to the entry fees and prize payout for limited events on MTGO starting with Theros. In a recent announcement, Mike Turian laid out the changes.

In the old days, the value was clear. Skip the pre-release events and play as many sealed release queues as you can find the time for. But where is the value now?

The big news is that sealed release events are no longer the overwhelmingly great value they were formerly. In the table below, I have organized all the relevant entry and expected value (EV) details of all the formats. The EV calculations are based on a 50-50 chance of winning each match. If you are reading a blog like this one, your results should skew a little better.

event type players entry
cost
total
prizes
prize EV EV/entry
Pre-release
Sealed
16 25 32 2.000 0.080 packs
4-3-2-2 Draft 8 14* 11 1.375 0.098 packs
8-4 Draft 8 14* 12 1.500 0.107 packs
Swiss Draft 8 14* 12 1.500 0.107 packs
Pre-release
Swiss Draft
8 15 13 1.625 0.108 packs
Theros Release
Sealed
16
20
36
2.250
0.113 packs
"Old" Release
Sealed Events
16
24
63
3.938
0.164 packs!

*Normal 8-player draft queues can be entered with 3 packs plus two tickets, which lowers the typical actual cost of entry to somewhere between 12-13 tickets, which boosts your EV.

Overall, wizards has flattened the prize payouts so that there is not one kind of event that sticks out like a sore thumb. In addition, the sealed release queues have had their cost to enter lowered while cutting more prizes from the winner's end of the prize pool. I get the feeling this is designed to encourage the "budget" players to enter more events while making them less rewarding for the grinder crowd that is doing the slow bleed or is nearly infinite.

This change is unwelcome for those of us who used to play as many release sealed events as possible, but we shouldn't complain too loudly. If the prize payout ratio doesn't suit you, vote with your dollars and don't play, but in reality release sealed is still the best base value Theros limited event you have the opportunity to play in.

One other thing to remember is that if you are selling off your limited leavings, the first week of a new set is always the most expensive 95% of the cards will ever be. Sealed events do provide you with 6 packs worth of cards to sell and twice the chance of opening whichever money mythic is commanding the highest price. For me, the goal is to play Magic, so that bit doesn't much matter to me. What matters more is that in a 16-player event, we get an extra round.

Surprisingly to me, the Pre-release Swiss draft is up there in terms of raw EV. That event also only accepts tickets for entry, but if you must play during the first weekend, choose Swiss Draft ahead of Pre-release sealed.

The old release sealed structure was well out of line with the regular formats, so it shouldn't surprise us to see it go. I only hope you got a chance to take advantage of it while it was still here. However, the new release queues remain some of the best value available during release time, but due to the entry options of the draft formats, once you can get your hands on some Theros packs for less than retail, drafting will be the way to go.

As always, just say no to 4-3-2-2 draft and pre-release sealed events!

Thursday, September 26, 2013

Theros Playtesting - PVDDRs thought from the prerelease

PVDDR dropped a nice article about his impressions of Theros after playing with the cards at the prerelease. Check it out here: http://www.channelfireball.com/articles/pvs-playhouse-theros-prerelease-2/

also for stefan I have punched out an excerpt:

Omenspeaker
OmenspeakerOverperformed
As I was building my Sealed deck, I considered cutting Omenspeaker from it. It’s not a very impactful card and I didn’t feel like I needed it. That would have been a very bad mistake, because the card was actually very good. Being a 1/3 it stops most early rushes, and the ability makes it useful later, when a 1/3 guy for 2 would have been horrible. It’s sort of like a Spark Jolt, except it does a much better job of killing early guys and it’s over twice as good in the late game. Due to monstrosity and bestow, sometimes all you need is a blocker for their big guy and this provides it, whereas Spark Jolt would not.

Told you!

Tuesday, September 24, 2013

Magical Notes Academy: What's new in MTG since 5th grade

So you haven't played magic since 1994 and want to know what is new. Well Fallen Empires is no longer the worst set ever, that distinction rests with Homelands. Outside of that nothing has changed except for a BRAND NEW CARD TYPE! Check this out:

Nicol Bolas Nicol Bolas, Planeswalker
now that's a level up!

Check out this article if you want to learn more about Planeswalkers: http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/planeswalkers/week4

Over the summer they released the newest core set, aka Magic 2014. Hillarious right, magic is now being sold like a car. Actually it's pretty sweet. The core set is a clean execution of the game and the dept of play is surprisingly good. By removing the need to make new crazy stuff the game can just focus on the fundamentals. It produces a surprisingly deep strategic aspect to the game. If you want to learn more here is a link to the FAQ for M14: https://www.wizards.com/magic/magazine/article.aspx?x=mtg/faq/m14

But the new hotness is Theros bloc:



Here's a link to an article explaining what new madness they dreamt up get us to buy more cards:: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/therosmechanics

The cards don't go on sale until Friday. If you want to see what's in the set, check it out here: http://www.wizards.com/magic/tcg/article.aspx?x=mtg/tcg/theros/cig  (there is also a link over on the right hand side of the blog).

Theros Prerelease: Story Time

This weekend I played a Prerelease for Theros and it was awesome. There were a few interesting stories and I decided to share them here.

story from deckbuilding: So this dude wanted to splash elspeth and asked for my advice. I was like "dude she's double white, You can't splash that". Then i whipped out the nexus and looked up the numbers from LR. For those to lazy to click through:

Turn 6 (13 cards)
How often will you draw at least 1 sources + 1 splash  card (success), or no source + splash card (failure)

Splash 1 card
13 cards,  2 sources 17% success, 15% failure,
13 cards, 3 sources 22% success, 10% failure
13 cards, 4 sources 26% chance, 7% failure
Splash 2 cards
13 cards, 2 sources, 29% success, 26% failure
13 cards, 3 sources, 37% success, 18% failure
13 cards, 4 sources, 43% success, 12% failure
13 cards, 5 sources, 47% success, 8% failure
Splash CC card
13 cards, 2 sources, 3% success, 30% failure
13 cards, 3 sources, 7% success, 25% failure
13 cards, 4 sources, 11% success, 21% failure
13 cards, 5 sources, 15% success, 16% failure
13 cards, 6 sources,19% success, 13% failure

Those are some grim numbers on the CC splash. I felt bad crushing that guys dream of splashing Elspeth but I just had to say something. At a PTQ I would smugly acknowledge my superiority, but at a prerelease it is about having fun. And him staring at his uncastabe Elspeth ain't fun.

story the 10 year old and the fogs: So I'm playing against a 10 year old in round 1. It wasn't close, I crushed him in 2. However he did play fog against me quite effectively. Quite often actually. So much so that I had to ask how many he was playing. He said two. We took a look through his deck and there were 4 fogs in there, all the same one:

Defend the Hearth vs. Read the Bones
some times you feel like a nut          ...                   some times you don't.

I also took a look through his sideboard. AND HE HAD TWO READ THE BONES IN THERE. He was playing black and figured the 3rd and 4th fog were better than read the bones 1 and 2. I could not keep quite. He had invited me to comment. So I said in the most timmy way possible, "What?!!?!?! you're not playing read the bones!!!?!?! That card is so awesome! Dude that rules you gotta rock them."

story frustrated loser: so Stefan just finished pounding his round 4 opponent into the ground. His opponent was clearly upset and the source of that rage was expressed in the following comment, "that's why sealed is dumb. It's all about getting the cards. There is no skill involved."  Now I've been frustrated playing sealed before, I admit it can be excruciating when you opponent drops Polukranos after Polukranos on your face. That blows. But no skill. 


He was pissed and I didn't want to start a fight because he would crush me. But I couldn't say nothing. So I just said, " well you do get to pick the cards you play. I played this kid earlier who played 4 fogs."

Monday, September 23, 2013

Theros Sealed: IRL

Jonathan and I trekked to Gorilla King Comics in Fells Point Baltimore for Theros pre-release day. Its a small, casual store that pulled together 10 people for the sealed event.

I will go on the record and say that I don't like the "pick your color" style of sealed that the pre-releases have become. I want to use these for sealed practice and these pools are less realistic. That being said, I understand why Wizards is choosing to do it this way and I would guess the format is here to stay. As for us, it just becomes a new challenge. Rather than scraping for playables in that color, we end up making tough cuts just to get down to 40 cards.

I admit I didn't know what the playable pre-release promos were, nor which color had the money bombs, so I chose green because I wanted to battle with some efficient beef. It turns out that outside of a 4/5 for 5, our pre-release card is not too hot:
I had big plans, but actual targets of Anthousa were zero.
Green was deep, obviously. White was pretty good, red was very good but shallow, while blue and black are not good enough.

Main deck

If you can't read the picture:

1 - Temple of Mystery
2 - Fleecemane Lion, 2x Battlewise Valor, Savage Surge
3 - Chronicler of Heroes, Nessian Courser, Opaline Unicorn, Agent of Horizons, 2x Fade into Antiquity, Time to Feed
4 - 2x Staunch-Hearted Warrior, Heliod's Emissary, Divine Verdict
5 - 2x Anthousa, Setessan Hero, 2x Nessian Asp, 2x Observant Alseid
X - Mistcutter Hydrya
8x Forest, 8x Plains, Unknown Shores

Sideboard:
Shredding Winds, 2x Last Breath, 2x Setessan Griffin

Green-white cuts
The five-mana fliers should have probably replaced the two copies of Anthousa.

Red possibility: burn, planeswalker, and not much else
Two of the best red cards were the instant-speed naturalizes. I chose to use the green sorcery version that exiles in case I ran into any gods.

This is a very non-Archer deck, with no evasion, little in the way of tricks, just efficient beef and plenty of late-game mana-hungry cards.

In match one, I was paired up with Jonathan Mu in a match where two men would enter and only one would leave. He chose the Path of Red, then brewed up a spicy red, white, splash black minotaur tribal deck. I was rolled. I was constantly trading with my guys, waiting for my beef to outclass his, but he kept dropping minotaur lords and haste duders with four or more power. I lost with extreme prejudice and headed over to the losers' bracket. I will ask Jonny to provide his list for our amusement.

In match two, I played against Daniel, with a red-green deck that had no chance. He played Xenagos, the Reveler, but was so new to Magic that he told me this was his first planeswalker in play. I can confirm this is likely true based on his play choices.

In match three, I played against Mark, with another red-green deck. This one was closer, and he monstrosified his red pre-release card, but I had already monstrosified my fleecemane lion and suited it up with vigilance bestow. I got in for a few free cards when Mark chumped my indestructible, vigilant guy despite having a blocker big enough to safely block as long as I didn't have a trick. (I didn't).

In game two, he made a two-drop, three drop, then Xenagos the Reveler and a haste satyr. I never recovered.

Sidebar: three of the same planeswalker in 50 packs opened? That seems unusual.

In game three, I got the dream curve and demolished him.

Match three against Zach, playing red-blue.

Sidebar #2: Zach and I had exchanged a little banter between rounds after he claimed my planeswalker was worth $30. I countered that it is only worth whatever I could get someone to pay me for it. He passed at buying it for $30, $25, and $20, so I believe I won that one. Anyhoo, there was a little tension in the air for this round. (Xenagos sells for $23 on eBay)

In game one, I mulled, then kept four lands, Opaline Unicorn, and Mistcutter Hydra. (From scouting, I knew Zach was nearly mono-blue.) I made a turn 4 4/4 haster that sent Zach's life from 20, to 16, 12, 8, 4, 0. Incidental, for-constructed, pro-blue can be a real bitch sometimes.

Our second game was interactive. Zach played scry spells, burn spells and two */3 chimera that eventually grew to 4/3s. Unfortunately for him, I had two main deck Asps that are 4/5 reach, so his large fliers did bupkis. We reached a standoff where in addition to my Asp, I had a Staunch-Hearted Warrior with no counters, and in addition to his fliers, he had a Crackling Triton, three open mana, and a Sealock Monster about to get big.

I could smell his desperation to get me with his on-board trick in response to me targeting my hero, so I played Time to Feed, forcing my hero, which would become a 4/4 to fight his 5/5. Before I could even say what I was targeting on his side, he grabs his merfolk, sacs it and says in response deal two to your guy. I very calmly play the Battlewise Valor I also had in hand to make my guy 6/6 with +2/+2 and two damage, who then fought the 5/5 sea monster. Blowout city. If Zach just thinks for a second there, he still loses his monster and is facing down a 6/6, but he threw away his shock guy for no value, since I had to act next no matter what.


Technically, that is only a two-for-two, but I killed a 5/5 (soon to be 8/8), killed a 2/3 that can shock anything, added 4 +1/+1 counters to my guy, scryed 1, and gained three life for the low cost of those two cards and five mana.

From that point on it was academic. For good measure, I blew him out again when he tried a triple-block on my 6/6 with his two fliers and another small creature. I had the Shredding Winds (and an extra Divine Verdict) in hand.

Jonathan 4-0'd the tourney and the two of us rolled into this store, went 6-0 against not each other, and took first and third places.

Lessons of the day:

  1. Play the maindeck enchantment removal. 
  2. Always choose blue. Green big dudes just aren't fun.
  3. Force minotaur tribal in Theros draft.





Magical Notes Academy: Drafting 101

Hello and Welcome to the Magical Notes Academy. Jed asked me to whip up a little intro to draft for those participating in his 12th birthday party this weekend. There are a million guides on drafting that you can find but you don't know what the quality is, caveat emptor. here is some safe and sound advice:

Let's start with the basics, how does a draft work: from the mothership: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/format226b

For those who don't want to read to much, draft is just what it sounds like. There are three steps:

  1. get some cards
  2. build your deck
  3. battle

Step 1: You open a booster pack and take any card you like. Then you pass the pack to your left and get a pack from your right. Repeat until the pack is gone. You do this three times alternating directions each time until you have acquired 42 cards. You don't have to grab basic lands here, we'll provide as many of whatever kinds you like.

Step 2: Now you have to build a deck. The only restriction is that it must have at least 40 cards. You can play all 8 of your Fireball's if you were lucky enough to get them. Don't worry about lands. There will be a box provided. But you should worry about the number of lands you play. It should be 17 or 18 (for an intense discussion download this podcast and jump to the 34 min mark).

Step 3: Battle! This is magic as it was meant to be. 5/5 Flying Dragons rule the battlefield, and removal spells like terror are few and far between. The majority of the cards in the set are relevant and games tend to go a little longer than in constructed. Don't worry about playing that 7 drop, you will have the time to get there.

If you want to read some theory here is a popular personality:
http://www.starcitygames.com/magic/fundamentals/12549_Learning_How_To_Draft.html  -- evan irwin

If you would like to practice wizards has a draft simulator for you to try out: http://www.wizards.com/magic/tcg/resources.aspx?x=mtg/tcg/resources/boosterdraftsimulator
(they drop a new one every week so you can go back and find old ones if you want to practice more).

Hit up the comments if you have any questions.



Think you're a rockstar and ready for more? Then head over hear to here from the best: http://www.channelfireball.com/articles/stark-reality-drafting-the-hard-way/





As an aside: I decided to name the blog post "drafting 101", as it turns out that is a pretty popular idea. See


I haven't vetted these articles, they may be crap.






Theros Prerelease: Tournament Report

Link to the deck I was playing - quick hit it was Red Black.

Round 1: I was paired up against Alex, he was 10 and has been playing for a couple of years. Game one was pretty slow to develop. He was on the front foot but I got down my God!

Erebos, God of the Dead Purphoros's Emissary

He was pouring some damage on me and I was drawing some cards so pretty soon I was getting kinda low. Eventually I was able to stabilize and my devotion turned Erebos on. I then suited him up with the +3/+3 goblin war drums bestow guy. I was low on life but feeling pretty good. I swung with my God and

Defend the Hearth

Same thing next turn. In the meantime he was getting me for a couple every turn and I was now down to 4.  I needed something to stop the bleeding. And that is when I drew and cast:

Abhorrent Overlord
He resigned, onto game 2.

Game two got off to a bad start for my opponent. He went BG/G///B/ In case you can't read my short hand I will decode for you. Those are his land drops and a "/" means no drop. Swamp, Forest, none, Forest, none, none, none and by this point he was out of the game. W 2-0 (1-0)

Round 2: My opponent was a woman named Whitney, whose.... ok limerick time later. This is match report time. In game one when went WW/W/////. I won easily. Game two was just as lopsided but the other way. She went 

Yoked Ox Ordeal of Heliod
as Brent pointed out, that is brutal.

On my turn four I was staring down a 3/7 and a 3/3 while the score was 14-30. Eesh. Nothing in my deck every had a chance to deal with that Ox (edit: ok I had a 2 drop deathtouch guy but didn't see him). I fought valiantly but was way way too behind to have a shot in that game.

Game three was shitty. Total I saw 6 spells (one was a travelers amulet) and 11 lands. That's called a flood ladies and germs. Again I tried to hand in there and managed to pop my overlord. But my opponent removaled it because the power was greater than 4

Vanquish the Foul

That was all I had. L 1-2 (1-1)

Round 3: This time I was matched up against someone grad student aged. He seemed to know what was going on and was playing Blue Green. Game one I landed an Ember Swallower:

Ember Swallower Opaline Unicorn

He was a little stumbly on mana and I also had my Unicorn online. I MONSTROUSIZED the swallower on turn 6 and he was toast. I guess I should mention that I was down to 2 life that game. He was getting some swings in but couldn't handle a 7/8 without all of his precious lands. Meanwhile I knew it was coming and planned accordingly.

Gme two was sweet. He never touched me.He went GG/UU so not a horrible start from a mana stand point. Whiffing on turn 3 is pretty bad. It let me get on the front foot and again I MONSTROUSIZED my swallower. I also got to drop a Disciple of Phenax for 5 (the number of cards he had in hand)

Disciple of Phenax Mogis's Marauder

He had a bunch of expensive dudes he wasn't able to cast post monstrousing and I sealed the deal. The game was well in hand at 22-11. But to pour it on I dropped an Overlord and produced 5 tokens, aka 11 flying damage. Game and Match. W 2-0 (2-1) I forgot to mention he was down to 9 from a devoted Mogis's Marauder and team.

Round 4: All right after that round 2 loss I really need a win here. I'd played my opponent before, I think he's like 30 something (so for those keeping score two opponents were older than me and two were younger). Right away this is strange. During his upkeep on turn three he drops a Magma Jet to my dome:

Magma Jet

Apparently just so he could scry. He then proceeds to burn out me or my creature every turn. Soon he has dropped a Purhporos

Purphoros, God of the Forge

However I have a few dudes and start swinging. He started playing his creatures and plinking me for two. However I had the removal and was able to keep him off of the devotion. Due to all the early burning my opponent was out of cards and I just kept playing dudes. Game win.

Game two was more of the same but now my opponent was on the play and got on the front foot. He even managed a swing in with the God. That was brutal. However his attacks were poor and he exposed his devotees to my blockers. I was able to trade our boards and his good returned to the forge. Again he played out a bunch of burn early on my dome and as such was now out of cards and I had a full grip. I just kept dropping dudes and the match was mine. W 2-0 (3-1)


Wrapup: Another tournament at Card Kingdom, another 3-1 for me. I just can't seem to crack that 4-0 in sealed. I think I build my deck well, I'm sure we'll find some mistakes once we learn the format. But I don't feel it was a disaster. The round I lost was pretty rough but that's magic. Overall only a handful of games were competitive. I never mulliganned. My opponents mulled twice and I lost one of those games.