Saturday, May 4, 2013

FNM - Dragon's Maze Release Sealed Deck


Two packs of Return to Ravnica, two packs of Gatecrash, and two packs of Dragon's Maze. Fittingly this will be a two parter. Part 1 on the deck and part 2 on the tournament. This deck building was pretty tough. I took all the time I had and was not really happy with my decisions.

Short Story: All the power in the packs was in RG. Those colors also had the best removal so I went with it. I was a little short on playables in RG so I had to add a scoche of black.

mana: Stomping Ground (woo), Transguild Promenade, 6 mountain, 6 forest, 3 swamp

Stomping Ground Transguild Promenade

dudes: 16 dudes, slow on the curve side b/c the pool was short on 2 drops
1 drop - Legion Loyalist
2 drop - nothing (sometimes played Rakdos Shred-Freak)
3 drop - Crocanura, Ember Beast, Guttersnipe, Dreg Mangler
4 drop - Slum Reaper, Corpsejack Menace, Thrashing Mossdog, Crowned Ceratok, Viashino Shanktail, Deadbridge Goliath
5 drop - Adaptive Snapjaw
6 drop - Scab-Clan Giant, Maze Behemoth, Tenement Crasher, Ruination Wurm

Legion Loyalist Scab-Clan Giant

spells:
removal - Ground Assault, Pit Fight, Electrickery, Weapon Surge (combat trick removal)
blowout city - Clan Defiance, Armed & Dangerous
douche city - Frenzied Tilling

Clan Defiance Armed // Dangerous

Sideboard time: Aerial Predation against flying decks. I would often board out Electrickery if I never saw small creatures. Or a big dude if I needed to speed up.

Dryad Militant, 2x Centaur's Herald, Spire Tracer, Riot Piker (I'm afraid of "attacks each turn if able"), Death's Approach (felt I didn't need more removal), Slate Street Ruffian, Deathcult Rogue. Hit me up in the comments.










Long Story (rambly and incoherent, i have no idea what i'm doing):

I'll go a little more in depth than usual and hopefully someone will set me straight in the comments. I cracked my packs and was immediately excited by.

Clan Defiance

By far this was the best card I got. I looked through the pool and ... made like one million piles. Man I had no idea what I was doing. Fortunately my removal options helped to cut down the pool. In red/green I also had Ground Assault and Pit Fight

Ground Assault Pit Fight

Great for clearing the way and keeping the beats coming. There was also a Weapon Surge (solid combat trick) and Electrickery. 

Weapon Surge Electrickery

Finally I had one of my favorites from the new set Armed & Dangerous

Armed // Dangerous

I love this card. Double strike is huge and the lure effect can be removal or game winning. I felt with this core I was ready to rip the opponents to pieces. But what about the other color options? 

The only compelling reasons to play White were Avenging Arrow and Trostani's Judgement. I felt I was already solid on removal and without the creature backup white just wasn't cutting it. Blue was even more boring with Inspiration being the only card of interest aside from a couple flyers. Black just had some low quality removal, Drown in Filth and Death's Approach (and one other we will get to later). Some people think Death's Approach is fine but I just don't like it (to the comment board, I'm willing to turn around on it). I certainly like it less than the stuff I already had in RG. From all of this I decided to try and give red green a go and forget about this three color nonsense everyone had been talking about it.


There wasn't much in way of an aggressive curve for me. I had, 2x Centaur's Herald, but no populate to help it out. I only had two 2 drops on color so I wasn't feeling confident on the aggro plan. The only one drop I did play was Legion Loyalist

Legion Loyalist

And let me tell you that little goblin was a beast, more to come on this guy. At the three slot is where this deck comes alive. I love Crocanura - 1/3 evolve reach. Just a beast, well actually a Crocodile Frog, but you get the point. Along with that were Ember Beast and Guttersnipe. Both highly playable.

Crocanura Guttersnipe

For the four slot I had some serious gas. Deadbridge Goliath is huge at 5/5 for four. And I rounded it out with Viashino Shanktail, Crowned Ceratok, and Thrashing Mossdog. I then had 5 big drops. Tenement Crasher, Adaptive Snapjaw, Maze Behemoth, Runination Wurm and Scab-Clan Giant.

Scab-Clan Giant



However there were some black cards I splashed

tCorpsejack MenaceDreg ManglerSlum Reaper

How do I get back into standard?

Pilfered through all my old cards to develop a war chest of a few hundred dollars that I plan on using for store credit.

...

So now what?

The way I see it I have a few alternatives:

a) purchase enough singles to form a net deck of my choice (the crowd boos in the background)
b) get half a box (or whatever) of the baseline expansions so I don't have to embarrassingly scurry around for singles. This begs the question, how much of what? That's a lot of rounds of Pack Wars though. I am IN.
c) Think of a creative deck, beg/borrow/steal commons from Pete and single-purchase the rest. Then playtest it and get ripped apart by his Double Strike Emissary nonsense.

Thoughts?

Thursday, May 2, 2013

Gold is where you find it, p2

Went through the Big Box over the night. Fallen Empires, Ice Age and some other random scattered expansions. But the highlight was finding my old Death Ward collection

7 Unlimited, 55 Revised, 19 4th edition, 8 foreign language & 30 Ice Age






Yup, still sucks. Also a full set of laces. What's that, you younguns say? Imagine blowing your allowance on a pack of magic cards and getting... this. Not enough profanity in the world.



However, all was not lost as buried in there was also Nugget #2




PACK WARS

So you and a friend just won some booster packs. What do you do with them? Obviously you go all Cookie Monster on that shit and rip them open,


dive straight to the rare,  and go all sad face because you just opened

Trait Doctoring

Ooops. Ok so you want something better. Here's what you do (imagine John Williams sound track)...






PACK
WARS






Crack those packs open and DON'T LOOK AT THEM. Then each of you shuffles and draws 7 cards. You are now playing a regular game of magic. Except you use a d10 to mark the turn. Start on 2. During player 1's upkeep, up the die value by 1.


That number is how much mana you have to burn (heh!) on your turn and your opponen'ts combined. So if the die says 5 during your upkeep you have 5 mana to spend in any combination of colors you like. Then during your next upkeep you empty your pool and add 6 (you don't empty your pool like normal, it carries over). You can pick the colors at the time you use the mana.

That's it everything else is just like regular magic.


Some people may point out that Wizards has a webpage where they call Pack Wars 'Mini-Master'. It is inferior, don't play it! But if you are curious, check it out here http://www.wizards.com/Magic/TCG/Resources.aspx?x=mtg/tcg/resources/formats-casual

There is also a version of PACK WARS called ... EXTREME PACK WARS. In that version you have UNLIMITED MANA!!!!1!11 But you can only cast one spell per turn and you can only activate on ability per turn. What do you do for an X spell? Obviously X = 1d6+1.


So enjoy cracking those packs and having some fun along the way.

Wednesday, May 1, 2013

Dragon's Maze cycles: #1 Fuse Uncommons

Uncommon Fuse cards from Dragon's Maze ranked from 10 to 1 for limited.

Split cards are inherently versatile and the addition of fuse adds a third mode for each. Expect these to be limited powerhouses.

Either memorize what each one of these does or practice reading them sideways. One of the biggest tells of this format will be turning cards sideways to read. Reminder: keep your eyes on your opponent when he draws his card for the turn.

Down & Dirty
Down & Dirty

Neither side of Down & Dirty is horrible on its own. Mind Rot for 4 is unexciting, but may be a sideboard option against a slow Orzhov deck. Regrowth for 3 is also unexciting. The big problem with this card is that it is 7 mana combined, by which time the Mind Rot half does little. In theory it is a two-for-one, but I want my seven-mana spells to affect the board.

The lack of synergy between the two sides of this spell actually make it more likely to see play in a deck that can only cast one half.

Give & Take
Give & Take

Travel Preparations and Common Bond have demonstrated the sheer power of adding many +1/+1 counters at once. Give should be solid on its own, but I predict it will be very situational when you will want to Take as well. Keep in mind you can split these effects and it may actually be better to do so. Two cards and a bigger dude may often be a better choice than five cards and a tiny dude.

Watch out for now-lethal damage already on a creature when you Take counters off.

This is the fuse card I could see myself being easily wrong about.

Armed & Dangerous
Armed & Dangerous

You can tell I'm a control player because it took me several times playing this card to realize i should probably lure my worst guy and get through with the rest of my team including a big guy buffed with double strike.

Is it my fault I would rather take a two-for-one than just win outright?

That being said, this is often a finisher, but it is very vulnerable. Removal on your lured dude is typically bad news for the rest of the team.

Dangerous alone is playable for Lure tricks, but Armed in a non-green deck seems unwise.

Toil & Trouble
Toil & Trouble

I like Toil & Trouble for its versatility. Like Armed & Dangerous, this will often be a finisher in the right deck. Unlike Armed & Dangerous, it is much more resilient. Into an empty hand, this does four to your opponent's dome. Otherwise it will do 4 plus the number of cards in hand, which gets spicy. If you need cards, then it's black's version of Divination. If you have 6 mana, you might as well send a few value points of damage at your opponent, but that will hinder your chance to play any cards you draw.

Note that if you fuse for the full damage package, there is no opportunity to play the cards drawn before the Trouble half resolves. They can play any instants in response to avoid pain.

I predict I will play Toil in a non-red deck, but never Trouble in a non-black one.

Protect & Serve
Protect & Serve

Martial Glory was a great trick in Boros and I look at Protect & Serve as a more expensive version in a color combination that wants it less than the original. It will take some work to set up a combat two-for-one, but it will work on occasion.

I will probably avoid Protect & Serve unless I can cast both sides and expect a fair amount of creature combat. (Hint: in Azorius, I usually don't, due to evasion and detain)

Profit & Loss
Profit & Loss

Zealous Persecution cost WB, right?

Loss on its own could be very effective in the right spots. If Profit happens to to be (ahem) profitable at the same time, that is all the better, but when I have this card in hand, I will typically focus on getting Loss to wipe my opponent's board in conjunction with combat.

Of course, from time to time, instant mini-Overrun will just end a game.

Boros may want Profit by itself as a 23rd card, but most black decks will be willing to run Loss alone. It will be a rare aggro-extort deck that will make use of  both sides consistently.

Wear & Tear
Wear & Tear

Obviously Wear & Tear is not a main deck choice unless the draft format goes nutty somewhere, but this could be a powerful option out of the board. Orzhov in particular has some powerful enchantments, plus it is one of the decks that wants Keyrunes and Cluestones.

Each of these spells is an efficient answer on its own if your opponent shows you multiple enchantments or artifacts game one and it is bonkers if you can get the instant 3-mana two-for-one.

Alive & Well
Alive & Well

Alive & Well is solid, but unspectacular. I can't really complain about a Hill Giant token and bonus life gain for one extra white mana will often be welcome.

This is one of the few fuse cards that doesn't threaten a two-for-one, but a reasonable spell with incremental life gain is a nice bonus. Token creators are necessary for Selesnya; other guilds will probably not be too interested. Expect this card to come late in drafts and be perfectly reasonable.

I'm not convinced I want either side of this card without access to the other color. Sometimes you will have an open turn with four mana need a creature, but only about 0.01% of the time will it be correct to play Well on its own. [ed: feels like an overcosted Centaur Healer?]

Turn & Burn
Turn & Burn

So Good!

Super versatile and blowout city depending on the board state. Do I even need to need to go into why?

This thing is so good it stings when your opponent plays a must-answer threat that can't be Turned and you only have a perfect one-for-one response.

If you don't have a good use for the burn, it can even go to the dome. Don't get sucked in by the danger of cool things and remember you can always burn them for the last two points.

Far & Away
Far & Away

Also SO GOOD!

Far & Away is far and away (eh, eh?) the most versatile fuse card and almost always a blowout for your opponent. Bounce is very strong in this format with all the playable creature enchantments and +1/+1 counters from Simic and Golgari. Be very careful attacking into 3UB.

While both sides are overcosted by a full colorless mana, I am willing to play either side of this card without the means to cast the other, but why would anyone want to?

Gold is where you find it

I have now retrieved my boxes of magical cards from my parent's attic. Also apparently my netrunner cards and Dune (?!) cards have been recovered. Those are less fun to talk about though. No, this will be a brief record of exploring stacks of really old, mostly really shitty cards. Wait, that doesn't sound like much fun either. I'll skip the boring stuff and share the nuggets (being defined as worth more than $5) and/or occasional irrational fond memory/half baked deck.

Because somewhere out there is a merfolk deck with a full set of Lords of Atlantis and Sunken City. LIVE THE DREAM PEOPLE.

RKF


Dakkon Blackblade

Oh man, Richard Kane Ferguson. I thought your art was THE SHIT back in the day. So much badassness in a package the size of four postage stamps. Did I have a D&D character named Dakkon Blackblade? *Obviously*. How has his style aged? Well a lot better than, say, anything else from that era. Though I have to admit I've wandered from the fold and more into the arms of Donato, Nielsen, and Rebecca Guay since then. I also have absolutely zero idea who the modern Magic artists are as a lot of the individual personality of the cards have been bled out. It was cool picking out the Hoover, Tucker, Franzier etc. Modern magic art is undoubtedly better now but there just seems to be a lot less soul. Music was better back in the mid 90s too. Moving on.

Nugget #1!


HOT DOG WE HAVE A WIENER. Our first card that might actually cut into my down-payments on shock-lands. Not sure how often Ms. Dickinson was quoted on magic cards, but she sure picked a winner with this one.

Karakas

I must admit I was a little surprised to see this card hovering around $100. But like Pete taught me, land can't be counterspelled. Plus it works on friendly legends, whisking them to safety, as well as annoying your opponent. Best of all, it provides no-gimmick mana from the word go. It's like a plains only better in every way. My copy is a little worn, but not too bad. Enjoy your revery bees and flowers; you all did find work here.

Next entry: the shallow layers from random weekend sealed deck/drafts with friends. Kamigawa and Mirrodin blocks. This is going to be grim.

Tournament Report - Standard FNM

I played the Standard FNM at Card Kingdom last week. They always play 4 rounds of swiss, regardless of the number of participants (this one ws 50). I played the deck I profiled earlier - Double Strike Emissary. Let's go!

Round 1: I played against a humans aggro deck. A good match up for me, and it all comes down to the one drops. They cannot block the Stromkirk Noble and have a hard time removing it.

Stromkirk Noble vs. Champion of the Parish

Game 1: I mulled to 6 and still didn't have a Noble. But I went with it. He had a Champion. After some shocklands and attacks it was 18-18, then 17-18, then 17-5. We're both just playing out aggressive stuff and swinging away. 12-5, 12-1. All I need now is Selesnya Charm, Rampager, Boros Charm, or Rancor. None come and I lose. I saw 12 cards total that game and 6 were lands, definitely worse than expected given the 20 lands in the deck but hey, that's Magic.

Game 2: I got my Noble he got his Champion. Some awkward passes and more creatures came out. Eventually the he swung and I went to 14. Then I swung back 14-16. Then 14-12, I had gained the creature advantage and he couldn't deal with the Noble. 14-5, 14-1, win.

Game 3: He mulligans this time and stumbles a little. He does get a Fiend Hunter to remove my Noble but is forced to chump with it on the next turn. 18-18, 16-11, 16-8. Game. W 2-1 (1-0)


Round 2: This guy brought a home brew undying deck. He did not choose to play removal in his deck. Basically it was all about the counters. Starting with aggressive early drops:

Young Wolf Strangleroot Geist

Followed up with some potentially game breaking dudes: 

Corpsejack Menace Primordial Hydra

However he had no way to protect them. My main trick to remove them was actually Rancor + Selesnya Charm. One time I did get to Selesnya Charm a 18/18 hydra (intentionally allowed to grow so I could pop it during his upkeep, it felt dirty).

Game 1: 18-12,16-4,10-8,10-0. He had a little life gain but even still it wasn't close.
Game 2: 17-15,15-19,12-17,8-5,4-kill. This game I got to do Rancor + Selesnya Charm twice. It was sweet. W 2-0 (2-0)

Round 3: I only ever saw my opponent play two spells this round. 

Think Twice Liliana of the Veil

It was a control deck and it was too slow for me. I killed him on turn 5 in game one. He got stuck on 3 land so perhaps he had a wrath but couldn't play it. On turn 3 I attacked him to 8, then to 4, then killed him.

Game two was even faster, he died on turn 4. Again he did a little removal with Liliana, and he did get the mana to wrath but I had boros charm ready. He didn't cast it. W 2-0 (3-0)

Round 3 was so quick it was 50 minutes till I played another game.

Round 4:  This guy was playing expensive_shit.dec. Boros Reckoner, Snapcaster Mage, Restoration Angel, you get the idea. The story of this match is that I didn't know how to handle the Reckoner. In fact I have never played against it with the deck before. Nor did I every playtest against it. I was learning on the fly and it did not go well.

Boros Reckoner

Game 1: My deck worked as planned this game. Rolled him up in four turns. It was sweet. Noble, Emissary, Rancor, Mauler. It was great. I was confident as shit.

Game 2: This is where it hit the fan. I mulled to 6 and kept a one land hand figuring the odds of drawing into it were better than if I mulled to five. 18-18. It paid off and I got land number 2. 16-14. But land number 3 never showed up. So I'm trying to make it work on 2 lands. I do get down an Emissary with a Rancor and am smashing. 16-11. He then plops down a Reckoner. I panic and play out a Noble. Now I'm afraid to attack because I'm gonna lose some cards. But that buys him time to get to the Restoration Angle. Something my deck can't handle. I force the situation and lose my board. He's got an Angel. Fortunately I draw my third land and drop a Centaur healer. 19-11. But he's got flyers now including a Thundermaw Hellkite. 9-11. Fortunately I've got some pump and all he's got on defense is a Snapcaster Mage. I can swing for 10 with trample and he can only absorb 1. Since he's on 9 I swing and pump. He takes 9 and goes to 2. Because he was at 11, I was at 9. Oops. 9-2. And he's got me on the crack back. Game loss. More on this later.

Game 3: I mull to 6. It is awkward again. 18-18, 12-14,6-12. And he gets the Restoration Angel down, I can't deal with it. I lose two turns later. L 1-2 (3-1)

Wrap up: At the time all I could think about was the combat math error in game 2. I think I misread the life totals because of fatigue. I always write the numbers down myself and I just misread my pad. Usually I'm good at that so I think it was fatigue. But as time went on I realized I was in a bad spot because I made poor decisions against Boros Reckoner. I now realize that it is just going to take me two cards to get rid of and that's the way it goes. So I might as well pay the two cards right away. As it was I wound up loosing two creatures to it but I also lost valuable time. My deck can't afford to go long and while cards in hand are valuable the time is more valuable. If I had just bitten the bullet on him right away I probably would have won.







ps: And in fitting justice what did I crack in one of my prize packs?

Boros Reckoner