Wednesday, October 31, 2007

The (wasted) build

Wasted Sealed Build Lorwyn 1.0
Done drunk and not reading any other posts on this pool prior.


Avian Changeling (foil)
2 x Cloudgoat Ranger
Goldmeadow Harrier
Kinsbaile Balloonist
Kithkin Harbinger
Oblivion Ring
Oaken Brawler
Springjack Knight
Thoughtweft Trio
Wellgabber Apothecary

Footbottom Feast
Shriekmaw

Ashling the Pilgrim
Axegrinder Giant
Blades of Velis Vel
Blind-Spot Giant
Consuming Bonfire
Inner-Flame Igniter
Hurly-Burly
Mudbutton Torchrunner
Stinkdrinker Daredevil

Dolmen Gate

Shimmering Grotto
7 Plains
7 Mountains
2 Swamp

17 land
17 creatures
6 other spells

1 drops = 1
2 drops = 4
3 drops = 9
4 drops = 3
5 drops = 5
6 drops = 1

Wow. What a balanced pool. This is awful to build sober, so I started drinking. I know that the Kithkin seem great, topping off with Thoughtweft Trio, but there’s also some real chaff with them as well. Luckily the dubs Cloudgoat Ranger helps to mitigate this. Awesome evasion and Kithkin tokens to Champion. I feel like given the O-ring (removal!) and the Dolmen Gate to help with our aggressive strategy we definitely go white here. But the second color is totally up for grabs. Blue would give a sizable number of faerie fliers (Glen Elendra Pranksters, Pestermite, 2 x Sentinels of Glen Elendra), some conditional removal (Stonybrook Angler, Glimmerdust Nap, and Silvergill Douser, which in this pool is stretching it), and one potentially game breaking bomb copier (Shapesharer). We also get a conditional counterspell. Is it enough? I thought so at first, then I drank more alcohol. Then I decided it wasn’t. Let’s keep going. Black is almost equally deep, with 2 x Boggart Birth Rite (if we had, you know Boggarts), Dreamspoiler Witches, Fodder Launch, Footbottom Feast, Marsh Flitter (Goblins AND a faeries!) and Moonglove Winnower (AKA killer bomb-blocking dude). There’s also some creature I’ve never heard of before named Shriekmaw. Too soon to tell if that guy is any good. Black is SO close to being playable. You can make a build that works on the goblin synergy if you are willing to run at least one Nath’s Buffoon; but it’s Nath’s Buffoon! You don’t want to do that. Onward. Red is seemingly too scattered to be playable at first. Some Elementals, some giants, some goblins, eh. But Ashling the Pilgrim is a bomb, both for removal and for being able to grow whenever you have the mana available. Consuming Bonfire does kill any of your opponent’s dudes, so that seems okay. Running Axegrinder Giant and Blind-Spot Giant ups you to five total giants (counting the changeling) so the Stinkdrinker Daredevil doesn’t seem terrible. Hurly-Burly and Mudbutton Torchrunner are more or less removal and Inner-Flame Igniter is tricksey. Blades of Velis Vel is a sad, sad substitute for Surge of Thoughtweft, but at least it gets an extra four damage in there. Finally, green. I really wanted to find a way to play Kithkin Mourncaller in this build. It just wasn’t happening. Everything else is too tribal to be useful in small amounts (Lys Alana Huntmaster, Battlewand Oak, Gilt-Leaf Seer) with maybe the exception of Gilt-Leaf Ambush (maybe removal, or just a fog) and Oakgnarl Warrior (fucking big). Just not gonna happen, green. Sorry.
There are definitely some sub par dudes in my build. Wellgabber Apothecary? Well, if you don’t have the Dolmen Gate this guy can keep your team attacking for a little longer, and it’s definitely a rush deck, so that’s the strategy. Oaken Brawler? What? You’d run Kinsbaile Skirmisher instead? Because that’s about all we’ve got left to run. This guy might be three power and will rarely be killed if he swings. Also helps to even out the curve. Blind-Spot Giant? Definitely power over consistency here. We have to get guys through and with this build maybe that means getting lucky and drawing your giants in multiples. Preferably after playing Stinkdrinker Daredevil. Footbottom Feast? Shriekmaw? Well, we have no fucking fixing except for the Drum and the Grotto, both sub par. We will stretch for playables in any color combination. I’d rather splash for powerful stuff than play utter chaff in color. The Feast, by the way, is better in a 17 creature deck than elsewhere. Late game it stacks our deck full of more gas. Our removal is very conditional, but I felt like the Elementals offer some explosive power at the low end of the curve over the consistency that we could have with the puny faeries. I cut the Smokebraider very last despite having visions of a turn three Shriekmaw. This deck wants guys that can swing early and hard, and this guy only enables. We have 17 dudes already, we need room for removal. Now I will look at all the better builds that you guys posted.

Green sucks in sealed, now?

So it looks like green is ruling the roost in constructed. States decklists have green all over the place as midrange and aggro-control archetypes seem to have done a number on white aggro, red aggro and assorted junk that showed up. But am I the only one who has looked at the 3 sealed pools that we've opened so far and barely even glanced at the green? Even in Andy's pool with a Garruk and Imperious Perfect, there just didn't seems to be any good reason at all to go green.

The past couple years of sealed have been held together with green as big smashy Wurms won a Pro Tour and England Nationals alike during Rav block. Time Spiral Block presented lots of fat, aggressive reasons to go green as well. But Lorwyn just seems really, really bare of solid reasons to pull your pool green. Traditionally, fat bodies and acceleration and fixing have been the motivation. Now, fixing is colorless, the fat verde all has a power lower than its toughness, and the acceleration is almost nonexistent. There are a few bombs that might make you play Treefolk (Doran, Timber Protector) and a very nice (best?) planeswalker. But the elves in sealed seem distinctly below the tribal curve. Merfolk, Faeries, Goblins, Elementals and Giants all seem playable in the right (not too unlikely) circumstances. Green just seems iffy right now.

This is not a complaint, by the way. In Rav Block, everyone was playing green in sealed. It's good to have a cycle of power levels. I am just making what is more by way of an observation. I'll be happy if I open Garruk at the ptq, just not because I think he'll win me the tourney. It's just one less I have to pay retail for.

Interesting Sealed Build

White

dawnfluke
goldmeadow dodger
plover knights
wellgabber apothecary
wispmare
battle mastery
2x necksnap
summon the school

blue

amoeboid changeling
faerie harbinger
2x guile
mulldrifter
pestermite
ringskipper
silvergill douser
spellstutter sprite
steambed aquitects
aquitect's will
broken ambitions
ego erasure
familar's ruse
whirlpool whelm

black

black poplar shaman
bog hoodlums
2x dreamspoiler witches
nath's buffoon
nectar faerie
shriekmaw
skeletal changeling
thieving sprite
colfenor's plans
eyeblight's ending
final revels
footbottom feast
makeshift mannequin
peppersmoke

red

Axegrinder giant
boggart sprite-chaser
glarewielder
2x goatnapper
ingot chewer
mudbutton torchrunner
nova chaser
soulbright flamekin
blades of velis vel
boggart shenanigans
consuming bonfire

green

battlewand oak
elvish branchbender
elvish handservant
guardian of clordell
imperious perfect
oakgnarl warrior
2x fertile ground
garruk wildspeaker
heal the scars
2x rootgrapple
spring cleaning

Tuesday, October 30, 2007

TooSarcastic Sealed Pool

Sealed Pool

Avian Changeling (foil)
Burrenton Forge-Tender
2 x Cloudgoat Ranger
Dawnfluke
Goldmeadow Dodger
Goldmeadow Harrier
Kinsbaile Balloonist
Kinsbaile Skirmisher
Kithkin Harbinger
Oblivion Ring
Oaken Brawler
Soaring Hope
Springjack Knight
Summon the School
Thoughtweft Trio
Wellgabber Apothecary
Wispmare

Broken Ambitions
Captivating Glance (foil)
Glen Elendra Pranksters
Glimmerdust Nap
2 x Inkfathom Divers
Merrow Commerce
Pestermite
2 x Sentinels of Glen Elendra
Silvergill Douser
Shapesharer
Stonybrook Angler

2 x Boggart Birth Rite
Dreamspoiler Witches
Fodder Launch
Footbottom Feast
Marsh Flitter
Moonglove Winnower
2 x Nath’s Buffoon
Peppersmoke
Prowess of the Fair
Quill-Slinger Boggart
Shriekmaw
Squeaking Pie Sneak

Ashling the Pilgrim
Axegrinder Giant
Blades of Velis Vel
Blind-Spot Giant
Consuming Bonfire
Faultgrinder
2 x Ingot Chewer
Inner-Flame Igniter
Hurly-Burly
Mudbutton Torchrunner
Smokebraider
Stinkdrinker Daredevil

Battlewand Oak
Elvish Handservant
Gilt-Leaf Ambush
Gilt-Leaf Seer
Kithkin Mourncaller
Heal the Scars
Lignify
Lys Alana Huntmaster
Oakgnarl Warrior
Rootgrapple
Seeguide Ash
Spring Cleaning

Dolmen Gate
Springleaf Drum
Twinning Glass

Plains (foil)
Shimmering Grotto

That's all you get tonight.
Figure it out.
Post it.
I'll post my comments/build on the morrow.
T

The Build

Avian Changeling
Kinsbaile Balloonist
Oblivion Ring
Hillcomber Giant
Veteran of the Depths
2 x Glimmerdust Nap
Inkfathom Divers
Mistbind Clique
Ringskipper
Ponder
Sentinels of Glen Elendra
Silvergill Adept
Silvergill Douser
Dreamspoiler Witches
Eyeblight's Ending
Final Revels
Peppersmoke
Warren Pilferers
Hamletback Giant
Brion Stoutarm
Moonglove Extract
Wanderer's Twig
2 Shimmering Grotto
Vivid Crag
2 Vivid Creek
1 Mountain
1 Swamp
4 Plains
6 Island

TS almost nailed my build. I play Hillcomber Giant over Surge of Thoughtweft. It's a good trick, but I often err on the side of not enough tricks. As I intimated in the comments, I played Ringskipper over Paperfin Rascal to give one more target for the Champion ability on the Clique. I think this is very strong. I understand scoop's motivations for his build, but the blue in this pool is out of control. I think we have to play it.

So who's gonna post a pool late tonight/early tomorrow?

It's pack cracking time

...and so, CBG emerges from his alcohol and work induced haze to bring you a sealed build! First, I'd like to thank scoop_phase for reminding me the correct way to do this is with a tourney pack and two boosters. Unfortunately, all I have is boosters. Just keep the fact that quadruple anything builds are unlikely in real tourneys in mind and you'll be fine. Second, save your Morningtide ads and bring them to me, my pretties. I am still working on my mural.

The open...

White
Avian Changeling
Burrenton Forge-Tender
Cenn's Heir
Goldmeadow Stalwart
Hillcomber Giant
Kinsbaile Balloonist
Oblivion Ring
Pollen Lullaby
Soaring Hope
Springjack Knight
Surge of Thoughtweft
Veteran of the Depths
2 Wellgabber Apothecary

Blue
Aquitect's Will
Captivating Glance
Ego Erasure
2 Glimmerdust Nap
Inkfathom Divers
Mistbind Clique
Paperfin Rascal
Ponder
Protective Bubble
Ringskipper
Sentinels of Glen Elendra
Silvergill Adept
Silvergill Douser

Black
Black Poplar Shaman
Bog Hoodlums
2 Boggart Birth Rite
Boggart-Harbinger
Dreamspoiler Witches
Eyeblight's Ending
Final Revels
Hornet Harasser
Mournwhelk
Peppersmoke
Scarred Vinebreeder
Warren Pilferers

Red
Blind-Spot Giant
Blades of Velis Vel
Boggart Shenanigans
Goatnapper
Hamletback Giant
Incandescent Soulstoke
Ingot Chewer
2 Inner Flame Acolyte
Mudbutton Torchrunner
2 Soulbright Flamekin
Stinkdrinker Daredevil

Green
Battlewand Oak
Bog-Strider Ash
Cloudcrown Oak
Elvish Branchbender
Gilt-Leaf Seer
Jagged-Scar Archers
Kithkin Daggerdare
Masked Admirers
Nath's Elite
Seedguide Ash
Spring Cleaning

Multicolor, Land and Artifacts
Brion Stoutarm
Moonglove Extract
2 Shimmering Grove
Vivid Crag
2 Vivid Creek
2 Wanderer's Twig

Packs of Lorwyn cracked in draft and sealed...28.
Planeswalkers opened in Lorwyn sealed...0.

Okay, just typing those in says U/W/b/r. But let's go through systematically. One note: I break them up into three categories, but these valuations obviously shift dramatically depending on archetype. Goldmeadow Stalwart is not even filler here, but he's obviously teh nuts if you have like double Wizened Cenn or something.

White
Solid Playables: Avian Changeling, Hillcomber Giant, Kinsbaile Balloonist, Oblivion Ring, Veteran of the Depths, Brion Stoutarm
Filler: Burrenton Forge-Tender, Pollen Lullaby, Surge of Thoughtweft

Going through at first, I thought the white was a slam dunk. Now I am not so sure. The Veteran can be strong, if he doesn't get ganked right away. Brion is better with giants to throw (not that i won't play him).
Kinsbaile is better with giants to lift (though he helps the Veteran nicely as well). I think we still want white, but we may evaluate how heavily to play it. The tricks are nice.

Blue
Solid Playables: Silvergill Douser, Silvergill Adept, Sentinels of Glen Elendra, Mistbind Clique, Inkfathom Divers, 2 Glimmerdust Nap
Filler: Ringskipper, Protective Bubble, Ponder, Paperfin Rascal

Nice. Open. We are a little thin on faeries but I think we just shove every changeling we can find in and hope. The ones we have are very strong. I think we probably play the Ringskipper just to up the faerie count. What I wouldn't give for a Pestermite.

Black
Solid Playables: Dreamspoiler Witches, Warren Pilferers, Mournwhelk, Final Revels, Eyeblight's Ending
Filler: Peppersmoke, Hornet Harasser, Boggart Harbinger, Boggart Birth Rite

Here we have all the good support spells for goblins and none of the bombs that would make me want to play them. No Fodder Launch, no Wort, No Mad Auntie. The Dreamspoiler is a gift and the Peppersmoke will probably get in there somewhere. Final Revels seems amazing. That's because it is. Incidentally, if you get it in 2HG, take it. I'd take it over everything but a planeswalker.

Red
Solid Playables: Goatnapper, Mudbutton Torchrunner, Incandescent Soulstoke, Hamletback Giant, Brion Stoutarm
Filler: Soulbright Flamekin, Inner-flame Acolyte

Brion. Hamletback. That's about it. I know from experience that the Soulstoke has a KILL ME! sign on his 2-butt.

Green
Solid Playables: Seedguide Ash, Nath's Elite, Masked Admirers, Jagged-Scar Archers, Battlewand Oak
Filler: Kithkin Daggerdare, Cloudcrown Oak, Bog-strider Ash

This is actually a decent open, but it has no synergy with the rest of the cards. Yes Masked Admirers is nice. No it is not splashable. Unless you are Fugie.

Artifacts and Lands
Solid Playables: Vivid Crag, Vivid Creek, Shimmering Grotto, Moonglove Extract
Filler: Wanderer's Twig

Oh, my. Seems playable. I don't know, do we play both shimmering grotto? I think so, because then we can go 4 color with 17 land and no basic swamps or mountains. Bizarro world. I'd go down to 16 land if not for the 3 CIP lands. Well, this is long enough. I'll post a build later tonight. You'll have to wait til then to tear apart my choices.

Sealed Article

http://wizards.com/default.asp?x=mtgcom/daily/qm33

Monday, October 29, 2007

Kuala Lampur Ahoy!

So type 2 states is finally behind us. This means that you serious Magic folks will be focusing on Limited again. Awesome. I have a suggestion. We have this here site. What if, in training for the PTQ in two weeks, we open up a sealed pool each, post the contents (yes, lots of writing, so what?) sans build, and then people can each post their own suggested deck in the comments. We could even then test out our optimal builds IRL (say CBG's dungeon, Friday night?). Learning is fun!
T

Tuesday, October 23, 2007

Sorry Fugie

http://www.starcitygames.com/php/news/article/14914.html

Even Jahn is against you:

" I have tried all kinds of strange and funky things in these decks — even to the extent of playing Living End. (Withered Wretch can turn it from “truly sucky” to just “pretty much sucks.”)"

And he is head judging so you will get your chance to prove him wrong.

Monday, October 22, 2007

2HG - Telling You Crap You Already Know

We've been drafting a lot of Two Headed Giant over at Casa de Bondage Goth lately. Fugie's teaser post alluded to a deck in such a tourney, but I won't spoil his story for you. I am here to talk about some guidelines for 2HG that have proven to be true yet again. These are things that most of you competent players have a vague idea of, but may not have thought about in a while. So as you start to integrate 2HG into your Lorwyn Limited experience, consider a few truisms.

#1 Removal is (still) better than a body.

Lorwyn block gave us some interesting tension when it comes to drafting. Unlike past formats, getting your 13th Kithkin can be critical to the way your deck plays. You shouldn't be looking for 12-19 bodies, you should look for an equivalent number of synergistic creatures types and abilities. There are some formats where having the dudes is more important (admittedly I can only think of ChKChKChK draft, which was super aggressive and weenie-based, and possibly Coldsnap draft, because of the inherent synergies in that good old set) and some where you have to take removal over nearly everything else (XthXthXth draft skews closer to this side, more examples of either format are welcome in comments). It seems to be the rule that in 2HG the removal becomes even more important because the low end of your creature curve gets obsoleted mid-game and and everyone has plenty more time to find and play their respective bombs. Since we all know bombs win games, having removal (and knowing when to use it, obv) gets you back into things before you are smashed to a pulp. HOWEVER, one of the things I was most interested in when playing 2HG Lorwyn Limited was whether or not the need for creature type synergies would overmaster the need for decent removal. If your dedicated Merfolk deck, in the last pack of a 2HG draft, has a choice between a third pick (technically 5th and 6th picks, you know what I mean) Neck Snap and Summon the School which do you take? (Let's assume you other pick in that pack was, uh, Mad Auntie for your other head's half-built Goblin deck, whatever.) The Merfolk Sorcery makes your deck all kinds of awesome in the late game- which you will usually get to in 2HG. But the removal is also really good. It appears, after some experience, that removal still trumps the majority of creatures, even if it means diluting the internal synergy of your deck's creature base. In 2HG, if you see no guys that need to be gotten rid of on the other side of the board, you are winning. There will be targets for removal. Your Summon the School only gets ridiculous if you are able to reach a critical mass of Merfolk (quick aside; Summon the School is not as good in 2HG as regular draft. 30 life plus many more chump blockers = far less effective at ending the game). Getting to that critical mass may take the whole game, or not even happen at all. So keep on taking those Weed Strangles and Tarfires when they come. Now, sometimes you are going to need to kill more than one monster at a time in order to stay in the game. This leads us to our second Rule You Already Know.

#2 Card Advantage Wins 2HG Games

You know how to destroy an opponent in 2HG? Cast Mournwhelk, forcing player A (let's call him "Lajor Muck") to ditch two of the three cards he still has in hand. Then, next turn, counter player B's Footbottom Feast with Familiar's Ruse, returning your Mournwhelk only to recast it again to strip the last two cards from player B's hand. Yeah, TooSarcastic's team won that one (sorry, Major Luck). It's really hard to fight through that much card disadvantage. Likewise, CBG and I ended up drawing the round prior, partly because we are bad players, but mostly because we passed a (foily!) Final Revels in the draft that ended up making it to our opponents, who then used it wreck us on card advantage, along with a second Revels later in the game that mopped up all the 2-butts we had cast after the first Revels resolved. Casting a Hoarder's Greed to draw four cards wasn't bad for the other team either. I mean, who cares about losing four life in this format? The only way my Gothy Captain partner and I were even still in that game was the fact that we also cast our own copy of Final Revels to four-for-one their board as well. In regular draft, getting tempoed out while waiting to reap the rewards of your card advantage is a fairly common concern. This is less so in 2HG. Weenie rushes are less good. Play the 7-casting cost spell that gets two of their cards. You will (almost) always be able to play it. Having said that...

#3 Curving Out Still Wins Games

Last night I was again paired with CBG playing against Fugie and his roommate. I kept a hand with 2 Plains, an Island, Summon the School, Merfolk Harbinger, Inkfathom Divers, and Faerie Trickery. CBG looked at me like I was crazy, but I said, "It's 2HG, I'll get the 4th land eventually. We've got time." Turn two (we were on the play) I drew Moonglove Extract. Just fine. Meanwhile, Fugie had played a 2/1 elemental turn one. Turn three I drew Fallowsage and cast the Extract. Fugie's team had four dudes out to our one, but we had on-board removal so it was fine, right? No it wasn't. Wort, Boggart Auntie comes down next turn with a board full of Gobs for them. Also, my extract can't even kill the Elemental because of Wings of Velis Vel from Fugie. Suddenly half our life is gone. This is the turn. I need to draw a land to continue play spells. I rip... Fallowsage number two! I guess this is a bad beats story. Also, the match prior, I dug through all but the last three cards of my library looking for the game-winning planeswalker Ajani. After the match, I flip over the deck to reveal Ajani as the bottom card. Bad. Beats. But I digress. The whole point is playing land number four (on turn four) and casting Merfolk Harbinger for Stonybrook Angler might not have won the game, but it sure as hell would have made it closer than playing my fourth land on turn six, which is what ended up happening. Build your deck with a curve in mind. Consider mulligans with a curve in mind. You curve may start at three (or maybe even four) instead of one, but 2HG still needs a curve. There are some beatdown strategies out there. They may not be the strongest archetypes, but if people discount them and don't build to protect against an early rush, Kithkin, Elemental and Goblin synergies can overwhelm an opposing team pretty quickly. Also, 90% of the time it's right to play 18 land. I've heard "official" columnists make the argument that you should run fewer lands in 2HG because you get a free mulligan, you have a partner to help you if you stumble, and the games go longer so you draw more cards. It has been my experience that the games I win come from casting Mournwhelk on turn seven, preferably with Aethersnipe either the turn before (to get the bomb into their hand so they discard it) or the turn after (to return Mourwhelk so as to destroy the second opponent's hand). It's hard to lose games when you hit the top end of your curve on schedule. And you know your curve will end higher than your average individual draft deck. Run more land than normal, not less. Getting flooded sucks, but at least when you do draw your business spells you can cast them.

That's it kids. Go play some 2HG.
T

Wednesday, October 17, 2007

Timmy

So it would probably be declasse of me to mention the fact that Lava Axe kills Enduring Ideal dead, right? Catch, indeed.

--CBG

Tuesday, October 16, 2007

Some Musings on Lorwyn Limited (In the form of a Release Tournament Report)

It’s not bragging if you’re learning, right? Seriously, I realize no one wants to slog through page after page of some schmuck alternately stating “I won” or “I got hosed.” So I will try to toss in some strategic insights on this still young format based on my results. Here goes!

The Deck: I was blessed with several possible directions for a build, but none of them felt overpowering for me. I had about half of a stellar Faerie deck (Faerie Harbinger, Peppersmoke, Pestermite, dubs Dreamspoiler Witches, Faerie Trickery, and Oona's Prowler) and some other good back up cards (dubs Æthersnipe, Liliana Vess, Nameless Inversion, Cairn Wanderer and Ponder. Yes, I did consider splashing the Æthersnipes, thank you. But I’m getting ahead of myself. This was a very solid dozen or so cards. Another direction was Elves, given my dubs Elvish Promenade, but sadly I had merely five other Elf creatures. And there was an Austere Command to consider. Given that my pool had great creatures but was light on removal, I decided a build-your-own Wrath of God would be good idea. So I decided I would play white if at all possible. In the end, my choice was to play all my Kithkin and all but two of my Treefolk, with a splash for the Nameless Inversion and Cairn Wanderer. What about Liliana Vess? I felt like it was too greedy to depend on getting double black given my dearth of fixing. She got cut. Here’s what I ran.

The List:
Kithkin Creatures:
Goldmeadow Harrier
Kithkin Daggerdare
Plover Knights
2 x Springjack Knight (Surprisingly good)
Wizened Cenn

Treefolk Creatures:
2 x Battlewand Oak (Without these a Treefolk deck doesn’t work)
Bog-Strider Ash
Cloudcrown Oak (The best Treefolk at common, I believe)
Oaken Brawler
Oakgnarl Warrior
Sentry Oak (Quite good)

Shapeshifter Creatures:
Cairn Wanderer
Changeling Titan

Elemental Creatures:
Briarhorn (Play it. If you have to, splash for it. Amazing.)

Total Creatures: 16

Spells:
Oblivion Ring (Play it)
Austere Command (Duh)
Dolmen Gate (It fits this deck’s strategy. I would play it in a Kithkin, Faerie, or maybe Merfolk deck)
Lace with Moonglove
Nameless Inversion (Best common after O-ring in the set)
Surge of Thoughtweft
Incremental Growth (A real skill tester. Goes up in value the better the player you are.)
Total Spells: 7

Land:
7 x Plains
7 x Forests
2 x Swamps
Vivid Marsh
Total Land: 17

Other possible playables: Kinsbaile Skirmisher, Fistful of Force, Runed Stalactite.
I won’t lie: the first match I had the Skirmisher and the Stalactite in the main instead of Lace with Moonglove and Bog-Strider Ash. People told me the Fistful of Force was good, but I just couldn’t see it being better than any spell other than maybe Lace with Moonglove, and I refused to cut a creature for it. Anyone want to make an argument for any of the board cards? Let me hear it.

Round 1: Scott
Scott says that we’ve played before, at a different release tourney. I smile and say “I think that we have.” Then he says with an edge of resentment that he is pretty sure that I beat him in that tournament. I tell him I don’t remember, but he cuts me off and says that he knows this because he lost every match of that tournament. Is it wrong of me to feel some relief when an opponent tells you that? Should “easy win” be floating through your mind? Or would that make you a dick? Just asking. We both mull to six and he asks me if we can just draw seven again. “I wish,” I reply, “but we better keep this match within the official rules.” He keeps a two lander after the Paris and I proceed to roll over him as he discards every three casting cost Kithkin ever printed. Dude got screwed. At this point I was thinking about round 2 already. That may have been a mistake. Next game he makes some guys, I kill them and I am looking at overwhelming board position. Then he drops foily Garruk Wildspeaker, untaps two lands and drops Ajani Goldmane, gaining himself 2 life. This is like turn six. Next turn he makes a beast and gives it a +1/+1 counter. I tap the 4/4 beastie with my Goldmeadow Harrier, play Incremental Growth and manage to kill both Planeswalkers that turn. Crisis averted. I also inform him that his foily Garruk should net him around $10 if he so desires. That’s the match. Moral: Planeswalkers are good. But I also think they are a little skill testing. Scott could have waited until he had just one creature down, then dropped the Planeswalkers and made a Beast. Even if I knocked one of ‘Walkers out, I still probably would have lost the tempo I had and likely the game. Instead they just sucked up one turn of attacks before I began beating on Scott.

Round 2: Ryan
Ryan is Scott’s buddy. He is one of those guys who plays like they have five minutes to win every game. In game one it actually took Ryan about five minutes to pound me into oblivion with Merfolk and Elementals. I took 13 damage on the last turn of the game. He was still at 20 life. Game two I was pinging away with some weenies and able to activate Springjack Knight multiple times to force through lots of damage. Unfortunately, he had Judge of Currents gaining him a total of nine extra life this game. I managed to kill a Sygg, River Guide and Veteran of the Depths before finally taking him out. We had 12 minutes to finish game three. This game I got the sense that he was more interested in tapping his Merfolk to do extraneous stuff than he was focused on winning. He took me to seven, but I managed to get him. After he lost Ryan told me that he had the perfect answer to my deck- Soaring Hope. Suffice it to say I would have been fine with him playing that card instead of actual threats. Moral: Lifegain is bad, but you already knew that. Clashing every turn is good. I know it helps your opponent too, smoothing his draws and letting him see your cards, but if you’re clashing then occasionally you get an added benefit as well, like a doublestriking a creature. Sentry Oak was great for that reason. You don’t even have to throw the guy in the red zone if you win the clash. You can just write down the removal spell that your opponent revealed, put the land you revealed on the bottom of your library and make plays to reflect this new information.

Round 3: Joey McHaines
We all know Joseph by now. I will withhold comments accordingly. He was listening to the Packer game on his radio, which was a nice bonus. His deck was a dedicated Elf creation with about twelve creatures and about eight hojillion removal spells. Seriously, he was splashing white for double O-ring and Neck Snap. Healso ran dubs Eyeblight’s Ending, a Weed Strangle, a Lignify etc. We both mulled to six and both had very slow hands. I was stuck on two land, swinging with a Kithkin Daggerdare and he was stuck on three with a Avian Changeling beating me above. He swung in for five turns before we really started to get rolling. He Lignified my Sentry Oak, which was fine, because I gave it three +1/+1 counters with an Incremental Growth. A 0/4 Treefolk with no abilities can still swing, and often should if it is now a 3/7. He finally played Nath of the Gilt-Leaf and started removing all my blockers with his, uh removal. It was elementary after that. Game 2 our decks actually came to play. I feel like he killed about eight of my guys, but I think I Wrathed the board with Austere Command, so I may have helped him out in that regard. He of course played Footbottom Feast to reload. He also was apparently gaining life (according to the life totals recorded), although I’m not sure how. He got this game and the match with what seemed like four total creatures that he just recurred. Joe went on to go 4-0-2 and made the top 8. Moral: Removal is SO good in this format. Lorwyn is about creatures, yes? If you can remove creatures, not only do you stop ridiculous synergies from occurring, you also can win the game yourself- with YOUR creatures. Wizards supposedly dialed back the amount of removal for this set, so I suggest taking it over bomb creatures in this format.

Round 4: Dylan
It was win or go home time. Dylan came out packing a base-blue deck that splashed white (Veteran of the Depths, probably other stuff), black (Nameless Inversion) and red (Tarfire). Also he had Merfolk, at least one Æthersnipe and a Benthicore. I couldn’t stop the Benthicore game one. That thing is a house. He got me when I was one White mana shy of the Austere Command. But I was ready for Benthicore game two. He was beating me in the air with some 2 power flyer for about four turns. Then drops the big guy and next turn tries to turn it sideways. Down comes Briarhorn, giving itself +3/+3. Go ahead, tap your Merfolk and give Benthicore shroud. I don’t have to target your guy. That swung the game around. My Treefolk had time to come down and after that it was lights out. Game 3 he was on his back foot the whole time. I would see him keep a Tarfire on top of his library after a clash with no Mountains in play. Same thing would happen with Nameless Inversion. By the time he got mana I had him at 13 with no chump blockers. I Surge of Thoughtweft with a bunch of dudes to drop him to 3 and that’s too far for him to recover. He takes me down to 18 and scoops them up. Moral: Briarhorn. Is. Amazing. Splash for him, draft him first pick, do whatever you have to do to play him. He is removal for all non-evasive creatures 6/6 and smaller. Draft him like a removal spell that also happens to give you a dude. The only time I didn’t kill an opponent’s creature with this guy was when I cast him at the end of my opponent’s turn so I would have enough bodies to swarm for the win on my next turn. Some cards are skill testers. This card will get you raped by thirteen year-olds because anyone with even a vague notion of Magic’s turn structure can destroy people with this. Okay, I’m done ranting.

Round 5: Keith
I have played with Keith before and there was something about him that made me dislike him. He seemed fine on the surface; a clean-cut guy with a good poker face. I usually appreciate opponents who don’t show any emotion because I can (mostly) rely on them to keep any psychiatric and or personality disorders to themselves. I hate the guy who is socially retarded, or gregariously condescending, or wants to tell you about how hot his girlfriend is, and how also he makes millions of dollars and definitely doesn’t have a really, really small penis. I prefer losing to emotionless killing machines than dealing with the same bizarre shit I slog through working at a mental health clinic. Sorry about the aside. Back to Keith. I am probably slandering Keith here, but I have a vague intuition that the last time we played he won, and was just the tiniest bit smug about it- just smug enough to let me notice. Now I sound like the crazy one. But hey, everyone likes winning and has a right to happy about it, so I should probably stop whining about that. It’s Magic-playin’ time. Keith is running a base-red Elemental deck with Blue as the secondary color. The first game he removes some of my early drops then has some strange combo-esque play involving Inner-Flame Acolyte pumping up a Changeling Berserker after equipping it with Runed Stalactite. I was at a healthy 17 life and two turns later I was dead. The Elementals can come out of nowhere to win. Very anxiety producing. Game 2 I had the perfect curve. Turn 2 Wizened Cenn, turn 3 Springjack Knight, turn 4 swing with both Kithkin, win the clash, Springjack gets doublestrike, cast Surge of Thoughtweft after Keith chooses not to block, take eleven sir- wait, you what? You Familiar's Ruse, countering my Surge of Thoughtweft, returning your Inner-Flame Acolyte? Ugh. I guess you just take 8 instead. After I dropped Plover Knights on turn 5 his mask cracked a little. “Of course. Of course you have Plover Knights on turn five.” He started to turn the game around and then I three-for-oned him with the Austere Command. He scooped on 7 life. We shuffled up for game 3. When I dropped turn two Dolmen Gate he got real salty. He threw up his hands and exclaimed, “Great, just great. That card!” I had seen mixed success with it previously (I was able to continue to attack in for a few damage per turn during a creature stall against Dylan, but against Joe I wished it had been another dude), and to be honest the card itself did less for me this game than the knowledge that my opponent was frustrated. We were both racing and I doubt Keith would have blocked more often if the Gate hadn’t been there. He had me down to 10, which I knew would go fast if he drew a hasty Changeling Berserker with any amount of pump or burn. Still I had no real option but to hope he didn’t draw the right cards and try to end the game as quickly as possible. After he went to 7 life he started holding his Elementals back to chump block. He was land flooded and I started to suspect his last 2 cards in hand were also lands. One more all-in attack took him to 3. He tossed his hand of two basics onto the table, conceding in disgust. Wary of returning the smugness he may have possibly given me in the past, I told Keith that he had me scared the whole time because I knew his deck could drop large amounts of damage from nowhere. “It’s a good deck,” he replied, shaking his head. “When I draw non-land cards.” We’ve all been there. Moral: Dolmen Gate is a fine card in an aggressive deck. Still, I would definitely relegate it to the sideboard in matches where you know your opponent has lots of removal or has a good chance of outracing you. In draft, even if you are building a mid-range deck I would snag a late Dolmen Gate for sideboarding in against decks where you know you will be the aggressor. It remains to be seen what pick will end up being “late” for a rare like this. I’m predicting if you see this coming anywhere after fourth pick it’s probably better than the other cards still in the pack- unless you’re running the slowest and of control decks.

Round 6: Tom
I found my opponent. I explained to him that looking at the standings we were guaranteed a Top 8 berth with a draw in this round. “Okay.” He replied. “So, where do you want to play?” I was confused. “Do you… mean for fun?” I asked. “No. I came here to play. And I think I have a pretty good chance.” “You don’t understand,” I countered. “If you lose this round there’s a good chance you won’t make it in to the Top 8. I don’t care how good you think your deck is, you have to admit there’s still a chance of you losing. If we draw, it’s a guarantee. Why would you want to take the risk?” He looked at me with the tiniest hint of smile. “I think my tiebreaks will get me in even if I lose. And besides; if I want to play, you have to play.” “Fair enough.” I replied, cursing inwardly that I got paired against the one cowboy still left in this tournament. We finished shuffling. Before presenting my deck I said, “One last chance. Will you ID with me?” Now he was smiling wide. “Nope.” I took a deep breath. Here we go. I throw back a one-lander. He blithely keeps immediately, not waiting for me to finish mulling. My six card hand features two Forests, a Dolmen Gate and three White creatures. I think for a while, then decide five is better. I keep on two lands and three spells I can’t cast. He starts laying dudes a’plenty, capping it off with a Brion Stoutarm. I have an O-ring ready for big bad Brion, but before I lay the removal he drops Purity. Okay, I have to remove that from the game before I can kill Brion with damage anyway. I have no other way of dealing with the Incarnation, but at least if he starts swinging with the Giant I could slide a Briarhorn in front of Brion. He doesn’t swing with Brion. And I don’t draw Briarhorn. He gets me with weenies and flings the last four damage at me. Game 2. It’s ugly. Turn 4 Brion Stoutarm for him. I’m “racing” him, but with the lifelink I really feel like I’m racing on a treadmill. He gains 15 life over the course of the game. He O-rings my Cairn Wanderer. I O-ring his Stoutarm. He O-rings my O-ring. I may have said some sarcastic comments at that point. I also lose badly. At the end of the game I told him “I feel no compulsion to be nice to you if I don’t make the Top 8.” That, kids, is me admitting right here and now that I am a dick. I realized this about four minutes later and apologized to Tom. Perhaps because of this apology, Providence decided to let two losers on 4-2 make the cut. I was one of them. Moral: Don’t be a dick. If there is some doubt in your mind as to whether or not you have been dick, rest assured you have. If you find yourself admitting that you are, in fact, a dick, make amends as best you can. It won’t always get you into a Top 8, but it will dampen the flames of whatever B.O. perfumed inferno awaits gamer assholes like us on the Other Side.

Top 8 Draft: We set up for the draft. Fugie, having been knocked from the tourney, is judging this show. I have recorded my picks.
Pack 1 Pick 1: Oblivion Ring
Best common removal in the set. Mise.
P1P2: Cloudthresher
A guy would have to be pretty heavy green to pay the GGGG in the casting cost, but it’s the second pick and I might as well shoot for it.
P1P3: Silvergill Douser
Nothing in Green. I’ll take the best card left in the pack.
P1P4: Thundercloud Shaman
I’m not seeing a lot of solid signaling, but if I end up in red this guy gets in there for sure. 4/4 for five is just fine thanks. Killing weenies is gravy.
P1P5: Wanderwine Prophets
I don’t know the set well enough to know if this is a signal or not. This guy seems abusable in the right deck.
P1P6: Silvergill Douser
Now we’re talking. I know these dudes are good. If people want to ship me more Merfolk I will snap them up.
P1P7: Battlewand Oak
I really like Treefolk. They’ve been good to me in one draft and in this sealed pool. This guy is excellent in a Treefolk deck. I will look out for more coming.
P1P8: Amoeboid Changeling
I seem to be shifting toward Blue, and this guy is capable of creating two extra Merfolk (or Treefolk, or whatever).
P1P9: Giant Harbinger
I don’t know if I’m in Red or not, but all the Harbingers have been really good for me prior. This one seems like it won’t be any different.
P1P10: Glimmerdust Nap
First removal I’ve picked since O-ring.
P1P11: Springleaf Drum
I don’t know if this is good fixing, but it’s fixing.
P1P12: Deeptread Merrow
Solid dude that will make the maindeck. Not a bad 12th pick.
P1P13: Mournwhelk
Really? 13th? This seems better that 13th pick to me. Maybe 7 is just too much to pay. We’ll see.
P1P14: Ponder
I think Blue is open. Can you imagine passing this- twice?
P1P14: Wellgabber Apothecary
Playable 15th pick. Nice.
Pack 2 Pick 1: Guile
The on-color Incarnation. How lucky.
P2P2: Mulldrifter
Daddy like.
P2P3: Mulldrifter
For reals. Blue is WIDE open. This deck is almost built.
P2P4: Briarhorn
I’m pretty sure by Christmas a Briarhorn will never, ever, ever go fourth pick. I know I will at least splash for green now.
* * *
It’s at this point that a guy on the other side of the table raises his hand and says, “I think this pile has too many cards in it.” He was right. The pack he was passing should have had 10 or 11 cards, but had 14. He was short 2 cards that he drafted (from his picked cards, but then some other dude next me was also short one card in his draft pile. WTF? Judge Fugie takes about ten minutes to gather info and contemplate what could have gone wrong. When he returns from his monastic hideout behind the store counter, Fugie is unhappy. “The mistakes made are incorrectable. Take the cards you have drafted so far and put them as far away from the table as possible. We will start the draft over and the packs used to do so will come out of the prize payout.” Oh shit. Also, The Fugitive Wizard explains that we will be doing this thing “all the way Pro Tour,” counting every single pack and passing on his command. Timed review periods, picks, and deck building. Oh, and the genius with 14 cards in his pack got a game loss. When Fugie ain’t happy, ain’t nobody happy.
The next draft took twice as long. I won’t bore you with my picks, since I didn’t bother writing them down anyway. I was very tired by this point and somehow managed to try drafting Black/White Treefolk. Moral: Don’t try to draft Black/White Treefolk. Some of the best Treefolk are in Black and White, but you’ll never get enough to make it work. At least I didn’t. I realized this halfway through and ended up drafting some shitty Boggarts as well. It was B/R/w. I barely got sleeved in time to sit down for the Quarters. I faced Tom- again.

Quarterfinals: Tom
Neither of us were feeling very good about our decks, but his came to play. He had a U/W Merfolk deck with so much card draw. Dubs Mulldrifter for starters. Must be nice. Reminds me of a deck I drafted once... Game 2 I dropped him to 7 before he stabilized, but I was never able to punch through for enough damage. I remember ripping a crucial Fodder Launch with two guys (one a Gob) on board; a Lowland Oaf and a Spiderwig Boggart. I give the Boggart +1/+0 and flying with the Oaf and swing for three in the air. We go to the second main. I sac the Boggart and target his Stonybrook Angler with the Fodder Launch. In hand I have the Warren Pilferers to return the Spiderwig from the graveyard, but he has the key Faerie Trickery to counter the Fodder Launch. As a result he stays out of alpha strike range. He mops me up after drawing (literally) seven more cards than me. Moral: I don’t know how to do a successful draft of Lorwyn if people around you are switching tribes midstream, or sending terrible signals. You need to go tribal to have any chance of winning a draft, but if your tribe of choice dries up, I have this feeling you could just be fucked. I’m not sure how good drafters will end up compensating for this. There must be more complexity to the format than I’m giving it credit for, but it certainly feels easier to get hosed by people switching (or dipping in) to other tribes. Be ready for it to happen to you, boys.

Finally, Finish This Damn Article!
Well, I finished pretty poorly after a strong start. I lost four games straight at the end of the night (to the same guy!), and finished a middling 4-3. But I somehow made Top 8, and I got 1.5 free drafts out of the deal, along with another deck box. One final moral: In Lorwyn Sealed your ideal deck will be two tribes only, with a few supporting off-tribe bombs. Do not play a Merfolk/Faerie/Elemental deck because they’re all base blue. Color doesn’t matter as much as tribe. I was happy with Kithkin/Treefolk, and would build it again if the cards were there.
One thing’s for sure: Those of you waiting for TooSarcastic to win a Release tournament may have a long wait.
T

I need a hero sideboard!

So I need a sideboard for the UW Fish list. I did end up replacing the Think Twices with Unsummons and OMG what a blowout. Where should I be going with the sideboard? Is Fortify good finishing/Pyroclasm insurance, or just dumb? Disenchants or Ronom Unicorns or Cloudchaser Kestrels? Card drawing? Counterspelling? Ghost Quarters? Wrath of Gods against better aggro? Psi Blast for some reach? I am really at a loss. Also, I need to figure out the post rotation manabase. 4X Adarkar Wastes? Nimbus Mazes? Both? 22 lands? Snow lands plus Mouth of Ronom? Help me.

Also 4X Azorius First-Wing becomes 4X Serra Avenger but what do I do about 3X Remand? This might be the perfect deck for Familiar's Ruse, no?

Monday, October 15, 2007

A game log

9:42 bat_matt joined the game.
9:42 bat_matt: hello
9:42 bat_matt chooses to play first.
9:42 bat_matt keeps this hand.
9:42 JHodges7 keeps this hand.
9:42 bat_matt skips their draw step.
9:42 bat_matt plays Plains.
9:42 bat_matt plays Suntail Hawk.
9:42 Turn 1: JHodges7.
9:42 JHodges7 plays Forest.
9:42 Turn 2: bat_matt.
9:42 bat_matt plays Island.
9:42 bat_matt plays Unstable Mutation: targeting Suntail Hawk.
9:42 Turn 2: JHodges7.
9:42 JHodges7 plays Island.
9:42 JHodges7 plays Seal of Primordium.
9:42 Turn 3: bat_matt.
9:42 bat_matt plays triggered ability from Unstable Mutation.
9:42 JHodges7 plays activated ability from Seal of Primordium: targeting Unstable Mutation.
9:42 bat_matt plays Flying Men.
9:42 bat_matt plays Azorius Chancery.
9:42 bat_matt plays triggered ability from Azorius Chancery.
9:42 Island is returned to bat_matt's hand from play.
9:42 Turn 3: JHodges7.
9:42 JHodges7 plays Forest.
9:42 JHodges7 plays Coiling Oracle.
9:42 JHodges7 plays triggered ability from Coiling Oracle.
9:42 JHodges7 reveals Gaea's Anthem.
9:42 Turn 4: bat_matt.
9:42 bat_matt plays Island.
9:42 Turn 4: JHodges7.
9:42 JHodges7 plays Forest.
9:42 JHodges7 plays Gaea's Anthem.
9:42 Turn 5: bat_matt.
9:42 Turn 5: JHodges7.
9:42 JHodges7 plays Simic Growth Chamber.
9:42 JHodges7 plays triggered ability from Simic Growth Chamber.
9:42 Forest is returned to JHodges7's hand from play.
9:42 Turn 6: bat_matt.
9:42 bat_matt plays Jötun Grunt.
9:42 JHodges7 plays Remove Soul targeting Jötun Grunt.
9:42 bat_matt plays Remand targeting Jötun Grunt.
9:42 JHodges7's Remove Soul is countered because of no legal targets.
9:42 Turn 6: JHodges7.
9:42 JHodges7 plays Forest.
9:42 JHodges7 plays Gauntlet of Power.
9:42 JHodges7 chooses green for Gauntlet of Power.
9:42 Turn 7: bat_matt.
9:42 bat_matt plays Island.
9:42 bat_matt plays Jötun Grunt.
9:42 bat_matt plays Azorius First-Wing.
9:42 Turn 7: JHodges7.
9:42 JHodges7 plays Gauntlet of Power.
9:42 JHodges7 chooses green for Gauntlet of Power.
9:42 JHodges7 plays Nacatl War-Pride.
9:42 Jötun Grunt blocks Coiling Oracle.
9:42 bat_matt plays Unsummon targeting Jötun Grunt.
9:42 Jötun Grunt is returned to bat_matt's hand from play.
9:42 Turn 8: bat_matt.
9:42 bat_matt plays Jötun Grunt.
9:42 Turn 8: JHodges7.
9:42 JHodges7: Good Game
9:42 JHodges7 plays Overrun.
9:42 bat_matt plays Unsummon targeting Nacatl War-Pride.
9:42 Nacatl War-Pride is returned to JHodges7's hand from play.
9:42 JHodges7 plays Nacatl War-Pride.
9:42 bat_matt plays Remand targeting Nacatl War-Pride.
9:42 JHodges7 has conceded from the game.

That, ladies and gents, is why you don't say gg when your island playing opponent has 4 cards in hand.

Saturday, October 13, 2007

Elementals in Lorwyn Draft

We celebrated the release of Lorywn with a 5 man last night. We played round robin, I guess to get as much experience with the new cards as possible. I ended up in 2nd with an E/g/b deck (translation: elementals splashing for giants and goblins). Somebody (rhymes with MooBombastic) managed to draft 2 Lilliana (!) and took the whole shebang. Note to self: Briarhorn is the nut high in Limited. Its an instant speed Hill Giant with a Giant Growth attached. Seems fair.

So elementals haven't gotten a ton of love in the few Lorwyn draft articles I have read so far. People seem pretty fond of faeries and kithkin, though I confess I haven't read everything out there. I was able to go mono red. The biggest problem with the elementals is how small most of em are. I sure felt like I was playing a lot of one butts. Here's the deck I drafted...

2 Flamekin Bladewhirl (These weren't quite as strong as I expected. A 2/1 on turn 1 is nice, don't get me wrong, but everything blocks and kills it, and everybody is running weenies)
1 Flamekin Brawler (Blocks well and combos nicely with Ceaseless Searblades)
1 Needle Drop (Totally worth it, even just to cycle for R)
1 Tarfire (This is good, but I took it over a Hostility, hoping that would wheel. That was dumb)
1 Adder-Staff Boggart (Can someone please explain to me why I thought this was a first striker? Memories of Boros, maybe? Nonetheless, very strong card)
2 Soulbright Flamekin (Again, combos with the Ceaseless Searblades, nicely costed, relevant ability for giants)
1 Smokebraider (Would have been even better if I had remembered I could cast Hostility with it)
2 Fire-Belly Changeling (It's been mentioned that changelings are awesome. This is so nuts good. Whomever claims that the Changeling ability makes Mistform Ultimus less special should be shot. The comment may be true, but the changelings absolutely make these tribal decks flow. Tribe synergies are just as important as color and Changeling makes it work. The Fire-Bellys also combo nicely with Ceaseless Searblades)
2 Mudbutton Torchrunner (These were subpar versus the Faerie deck, since I have no way to get them killed, but they are very solid removal against everybody else. And they go to the face (relevant against planeswalkers)!)
1 Stinkdrinker Daredevil (This is so much better than I expected, since it enables the changelings as well and lowers the cost of Giant's Ire (which I think is being undervalued))
2 Inner-Flame Acolyte (I didn't evoke one of these all day. Why bother when it's a 4/2 haste for 3?)
1 Ceaseless Searblades (There were 3 games of 10 where this ability was really relevant, but wow is it ever relevant. Picture a board of Searblades, Soulbright Flamekin, Flamekin Brawler and 6 Mountains. Attack with Searblades and Flamekin Brawler, activate the Soulbright 3 times (Searblades becomes 5/4 with trample), add 8 mana to your pool and activate the Brawler 8 times (Searblades is 13/4 with trample, Brawler is 8/2 with trample). Seems okay, amiright?)
2 Giant's Ire (People always seems to undervalue Lava Axe effects but with any changeling and a Stinkdrinker in play, this says, 1R, deal 4 damage to target opponent and draw a card. That is nuts)
1 Changeling Berserker (This is good, obv)
1 Ingot Chewer ( So few relevant artifacts, but the body is nice in an archetype a little lacking in fat. On the plus side, the artifacts you are likely to hit are generally manafixing)
1 Sunrise Sovereign ( Changelings, duh)
1 Hostility (My stupidity paid off, as there were 2 in the pool. I still should have taken the first one over the Tarfire. Dumb interaction #476...Hostility, changeling and Stinkdrinker in play. Giant's Ire reads, 1R, put 4(!) hasty 3/1 elementals in play, draw a card. 12 power for 2 mana. Seems fair)
1 Hearthcage Giant (Rawr)
16 Mountain

Maybe this should be 17 land, but the elementals allow you to cheat the high mana cost stuff a lot. The deck usually plays nice, but if they have a way to remove your weenies, you are in a world of hurt, cuz you need those guys to commit shenanigans late in the game. Did beat an active Mirror Entity in the last game of the night though, so I was pretty happy with it. Release event on Sunday!

--CBG

PS Thank you Major_Luck, for correcting my game state. I am not being sarcastic. You make me a better player, even though I call you a dick for it. Thank you for not killing me, also.

Friday, October 12, 2007

W00t, casual deck!

Okay, I have been kicking around UW Fish in my head for like, um, 12 months (i.e. since TS released) without doing anything about it. Here's a decklist that has gone 4-0 (Yes, I know thats not impressive, but it's better than the 0-4 I got out of Living End) since I built it for like 6 tix 2 hours ago.

4 Flying Men
2 Loxodon Warhammer
3 Remand
4 Suntail Hawk
4 Unstable Mutation
4 Azorius First-Wing
4 Drifter il-Dal
4 Jotun Grunt
4 Looter il-Kor
3 Mana Tithe
4 Think Twice

7 Plains
10 Island
3 Azorius Chancery

The Grunts and Warhammers are the most expensive things in here. I think its good to be reminded how fucking insanely good the bouncelands are. Yes, even in constructed (at least where people aren't playing boomerang). Looter feeds Grunt quite nicely. Just saying. I think there might be cause to put Unsummon in here to forge a path. I actually have yet to cast a Think Twice, though I did discard one to a Looter once.

Game 1-Opponent concedes on turn 5 to a board consisting of Flying Men, Suntail Hawk, Jotun Grunt * 2(only one of whom could be fed) and Drifter il-Dal.

Game 2-CounterBurn slows me down a couple turns and opponent concedes on turn 8 at 1 life.

Game 3-Opponent concedes after manascrew.

Game 4-Opponent concedes on turn 5 with lethal on the stack. Double Unstable Mutation draw.

What does it lose post rotation? Remand and Azorius First-Wing. There are lots of replacements for the First-Wing (Serra Avenger comes to mind). I don't know if it's possible to replace Remand though. Sheesh.

Thursday, October 11, 2007

Ready for a change.

Fugie has gotten us some Lorwyn boxes for rock-bottom prices, and I couldn't be happier. The same skill testing that caused some other bloggers unmitigated success with Xth draft pretty much relegated my performance to mediocrity. I don't know why. I had drafted Xth about 10 times when Quentin Martin finally ran his Xth walk-through draft, and I still had no idea why he thought any of the cards he picked were any good. Card evaluation with expert level sets is somehow different; everybody starts on the same naive ground and works their way forward. With base sets I get all fouled up by having played with the cards (in different environs) since 95. Last weekend I went to a final Xth edition sealed event and went an awful 1-2-1. I'm just finished. I used up all my Xth packs drafting and I won't draft it no more. I have not been very excited by Lorwyn thus far, but have not actually played with any of the cards yet. I imagine having a couple boxes of product tomorrow night will help me get into the mood.
T
In a totally unrelated aside, those for a taste of double geekitude in other environs might want to track down Jacob London's track "Interest Rates Just Fell Again (the Sound Republic Lost In Translation Mix)." I just got done watching Episodes 1-3 of Star Wars again and I swear somewhere on Tatooine there are two beat-up service droids that make this abrasive, techy funk music while their master sleeps. All the other droids are dancing...

Sunday, October 7, 2007

So I was playing with the U/R Control deck on MWS and it is pretty terrible. As far as I'm concerned the deck is scarped unless someone can fix it. So I proxied this up and played it this weekend at FNM, SNM and for about 5 hours today with Tyler...

4 Damnation
3 Mystic Teachings
3 Shriekmaw
3 Careful Consideration
2 Oblivion Ring
2 Aeon Chronicler
2 Tendrils of Corruption
1 Fairies Trickery
1 Haunting Hymn
1 Pact of Negation
1 Terror
1 Void
1 Grim Harvest
1 Strangling Soot
1 Slaughter Pact
1 Teferi's Moat
1 Triskelavus

4 Prismatic Lens
3 Coalition Relic

4 River of Tears
3 Urborg, Tomb of Yawgmoth
3 Terramorphic Expanse
3 Snow-covered Island
3 Snow-covered Swamp
2 Tolaria West
2 Dreadship Reef
1 Snow-covered Plains
1 Underground River
1 Academy Ruins
1 Urza's Factory

Sideboard:

2 Teferi's Moat
1 Ancient Grudge
1 Return to Dust
2 Pull from Eternity
3 Detrivore
3 Extripate
1 Jace Beleren
2 Ajani Goldmane

The sideboard is in no way final...

I've made a ton of small changes to the deck already. Some include:

The 4th Sheikmaw became a Terror because sometimes I really want to be able to tutor for one.

The 2nd Slaughter Pact became Strangling Soot.

Beacon of Destruction became Void.

The 2 Cryptic Commands became a Fairies Trickery, and a Grim Harvest (this card is INSANE). Triple blue is also really hard to come by especially if your trying to do other things.

The 3rd Aeon Chronicler and Teferi became 2 Oblivion Rings. Teferi just doesn't do enough vs anything and I never find myself Mystical Teachings for it.

I would definitely like someone to dissect the mana base for me. I think I have it close... it just doesn't seem like it plays out quite right.

So far from testingim going 50/50 against aggro in general... about about 60/40 against control. The Greater Goyf match up can definitely be rough. If they get a Gargadon early its really rough. U/G Tempo is winnable if i can kill there early Looters and Ohran Vipers. Other aggro decks are slightly in my favor. Plainswalkers in genearl are pretty hard to deal with, hence the 2 main deck Oblivion Rings. I would like something better against them so they can't just board in enchantment destruction and blow me out.

Any thoughts or questions on it greatly appreciated as always.

Saturday, October 6, 2007

I Pulled a Fugie

When in a 6 man, look for White Weenie. I take no credit for this.

1 Bandage
1 Angelic Wall
1 Ghost Warden
1 Samite Healer
2 Youthful Knight
2 Steadfast Guard
1 Mind Stone
1 Venerable Monk
1 Benalish Knight
1 Skyhunter Prowler
2 Skyhunter Skirmisher
3 Wild Griffin
2 Warrior's Honor
1 Aven Cloudchaser
1 Ballista Squad
1 Skyhunter Patrol
1 Serra Angel
1 Kjeldoran Royal Guard
16 Plains

I bounced around colors until I wheeled a Wild Griffin in pack one. It really helps to open incredible, unspeakable white uncommons in pack 2. It also really helps to have 3 people fighting over red in a pool without a single Shock, Incinerate or Guerilla Tactics in it.

I dropped a game in matches 2 and 3. So broken.

Friday, October 5, 2007

Update

4 Aeon Chronicler
2 arcanis
4 Stalking Yeti
2 Bogardan Hellkite

4 Pyroclasm
4 Ancestral Visions
3 Remove Soul
3 Cryptic Command
4 Incenerate
3 Cancel

4 Shivan Reef
4 Mouth of Ronom
1 Vivid Crag
1 Vivid Creek
2 Tolaria West
1 Urza's Factory
2 Dreadship Reef
2 Molten Slagheap
1 Kher Keep
2 Terramorphic Expanse
1 Academy Ruins
3 Snow-Covered Island
3 Snow-Covered Mountian

Sideboard:

1 Sulfurous Blast
4 Blood Knight
3 Stuffy Doll (For Tarmagoyf but man this seems horrible)
3 Teferi, Mage of Zhalfir
1 Academy Ruins
3 Triskilivous

I also wish I knew of a good answer for the 1g enchantment that makes 4/4 Treefolk and the 2w enchantment that makes 4/4 Angels.

Thursday, October 4, 2007

It's the end of the world, boys.

Have you louts seen this shit? Unbelievable. The small child that everyone loves to hate, Owen Turtenwald himself, has written a review of Lorwyn's red cards on the somewhat respectable Brainburst.com . The boy is like what, 15? He's on his way to one measly Pro Tour and now he's getting writing gigs. Here's the thing; he's not really half bad. Now before you shout me down, let me explain. No, his article is not Flores-esque beauty. It ain't even Peter Jahn-esque solid writing (man is from the WI. Gots to give him a little credit). But picture in your head the smelly, profane, and cocky sumbitch who we all know as Owen and you see that this kid is a fucking Voltaire given where he had to start. I don't know about you guys, but I'm willing to read him. Some of his metaphors are strained, and he seems to be obsessed with some marginal combo, but I listened to Owen when he talked about strategy in person, even though he was arrogant and a dick. The kid usually saw interactions that I had missed, and was thinking about two levels above me strategy-wise. The fact that his article is almost unreadably long is a function not of his writing style but of the assignment given him (or did he have to beg for it? We don't know). Besides, you can't blame a guy for writing incredibly long, boring magic treatises. Really, his article (which admittedly has had the advantage of being professionally edited) is on par with the best of what being written over here and ya'll know it. I haven't played with the new set and so have no place criticizing his analysis, but I saw little that raised my eyebrows; most of it seemed spot-on. But hey, I want to know what you guys think. Does he suck? Should he never write again? Does this make him somewhat redeemable? Is it possible our little asshole is... maturing? Wait, check out the last little throwaway paragraph at the end of the article. Owen seems compelled to remind us all that he went 7-1 at the prerelease- and won two boxes of Lorwyn as a result. Totally gratuitous bragging. Well, maybe things don't change.
T

The Really Heavy Ballista

I know some of you don't read the articles on the mothership, so I am just gonna recommend you head over there and check out Chris Millar's comboriffic article today. I was literally LOL and LMAO. Not ROFLMAO, though. That would be silly.

Wednesday, October 3, 2007

Sillyness insues

If I learned anything @ this past weekend’s prerelease I can sum it up in three truths.

1. Consistent decks win pods/drafts
2. Goofy interactions win games
3. Random luck is the great equalizer

Having a consistent deck in the upcoming limited format is almost more important that having amazing bombs. In XXX draft bombs just win drafts. In triple Lorwyn I think that consistency is more important than sheer power. For example I watched both a white green kithkin and a blue black faerie deck just destroy their opponents as each deck made the basically the same in each of several games in a row. It was no surprise to find out that each of these players hade two or more copies of each common creature/spell in their decks. I know that it seems very obvious to state that multiples of cards are good in draft, but none of these cards are game winners in and of themselves, which leads me to my second point.

Goofy interactions win games. Scoop_phase is all too familiar with the interaction of Summon the School & Judge of Currents. For those that don’t know here are the relevant cards:

Summon the School

3W
Tribal Sorcery — Merfolk
Put two 1/1 blue Merfolk Wizard creature tokens into play.Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.


Judge of Currents

1W
Creature — Merfolk Wizard
1/1
Whenever a Merfolk you control becomes tapped, you may gain 1 life.


All you need is one other merfolk and you can stall long enough to draw answers or win conditions. I pulled this off myself during the sealed portion with only a single copy of each, but saw a ridiculous deck pull it off with multiples of each of the above cards. It should not be a problem is you can draw an answer, but the deck I saw ran counter spells to protect the combo from the few sweepers out there.

Finally, sometimes the magic gods just don’t like you. I myself have had several runs of great luck and poor luck over the past year and will be the first to admit that I win games I should not win and lose games that I should not loose. This past Saturday was no exception. I got the nuts draw in game one against my round one opponent in my 2nd draft pod. Unfortunately he also had the nuts draw and had an answer for every threat I played and more threats than I had answers. Amazing top decks and mana screw just happen. These are part of why we keep coming back to the game we enjoy so much.

Time to Break Heartwood Storyteller in Half

Some of you may remember this list...

4 Llanowar Elves
4 Birds of Paradise
4 Heartwood Storyteller
4 Ohran Viper
4 Timbermare
2 Harmonize
4 Might of Old Krosa
2 Stonewood Invocation
4 Stampeding Wildebeests
4 Citanul Woodreaders
4 Llanowar Reborn
18 Forest
1 Hurricane
1 Overrun

Which has evolved into this

4 Llanowar Elves
4 Birds of Paradise
4 Heartwood Storyteller
4 Ohran Viper
4 Timbermare
2 Harmonize
4 Might of Old Krosa
2 Stonewood Invocation
4 Stampeding Wildebeests
4 Llanowar Reborn
18 Forest
2 Hurricane
2 Loxodon Warhammer
2 Troll Ascetic

The biggest problem with this list (other than the fact the I'm piloting it) is the 12 non-creature spells "combo-ing" with Heartwood Storyteller. Man, does that suck. Isn't it cool how Wizards is providing us with spells that pretend to be creatures now?

I think both of the green dudes (translation: TEH G d00dz0rzzzxxx) are totally in there. We can support the regular casting cost of the Cloudthresher, and Briarhorn is no Might of Old Krosa, but he sure doesn't draw my opponent a card when Heartwood is out. I will be the first to admit Cloudthresher kills my Birds. No, I don't actually have a solution to that. Hrmph. Maybe something like this...


4 Llanowar Elves
4 Birds of Paradise
4 Heartwood Storyteller
4 Ohran Viper
4 Timbermare
2 Harmonize
4 Briarhorn
2 Stonewood Invocation
4 Stampeding Wildebeests
4 Llanowar Reborn
18 Forest
2 Cloudthresher
2 Loxodon Warhammer
2 Troll Ascetic

I heart RGD

I am probably going to become known as the dude who is unreasonably obsessed with obsolete formats but, dy-amn do I love RGD sealed and draft (and how I wish we could go back in time and have a real block constructed season1). I started playing right when 9th Edition came out so Ravnica was my first large set. (My initial reaction? Why the hell are people so excited about Temple Garden?) I had actually learned way back when Invasion was the current set and I still own about 4 precons from back then, but I didn't have anyone to play with and quickly set it down. I knew that multicolor was cool and that Ravnica was supposed to be the multicolor set, but wow did this ever knock my socks off. The guild model is absolutely genius, and forces incredibly interesting decisions in sealed and draft. Personally, I am a big fan of opening giant wurms and beating face with them. Your mileage may vary. The only high level event I have ever attended was GP:St. Louis, where, at one point, I was 3-1 and looking like a strong chance for Day 2, with no byes. Admittedly I washed out from that point, but considering my record at FNM is rife with last place finishes, it was pretty awesome.

So why am I talking about this? Because the local store has Olde Fart Magic Night on Tuesdays. It's a sealed league and this month, we opened whichever block we wanted. Me? I wanted one last spin around the block(heh) with RGD. I've gone 2-0 with my deck so far which features Niv-Mizzet and Glint-Eye Nephilim colors (though no glint-eye itself). Remand, Last Gasp2, Pyromatics, Vedalken Dismisser, Hit/Run, etc. I am convinced it is impossible to lose a game in which Vedalken Dismisser hits the table. More importantly than the power level is just being able to play all your cards. I am four color with 16 land and 2 signets. So sweet. I have yet to stumble on mana in 5 games. Sometimes I think we should all just switch to Duel Masters. Then again, would we get such enjoyment out of smooth mana if it didn't usually suck? Who knows. Not me.

I am totally going in on at least a box of each once the rotation happens. I am actually going to try to swing 2 of each. Anybody wanna help fund that?

...Yeah, I didn't think so. Anyways, RGD draft at my house in 2009!

1And you better believe the people in Renton wish it as well. back
2Have you seen Nameless Inversion? Since when does black get the flowstone effect? I've seen it in artifacts, but Black? back

Tuesday, October 2, 2007

U/R Snow Control

I figure if Fugie can harrass everyone with the deck he wants to work on for states so can I :)


U/R Snow Control

4 aeon chronicler
2 arcanis
4 stalking yeti
2 bogardan hellkite

4 skred
4 ancestral visions
2 remove soul
4 rune snag
3 cryptic command
2 faerie trickery
2 cancels

25-27 Lands

Simple, hopefully effective... questions, thoughts, comments?