29 December 2015

2016 Magic Resolutions

Last year wasn't a great year for me in the world of Magic. It was a great year for me in everything else - I finished school, I got married, I moved to College Station (this might not be that great), and I got a new job. All of these things took time away from my favorite game (picking up a nasty Hearthstone habit didn’t help either).

In the few major events I played, I didn't perform up to my standards. I played slower than usual because I was reacting to new situations I should've seen in testing. My mental game was weak as I failed to take advantage of some reads I had and probably gave away more information than I gained. I tilted a couple of times because I valued the specific result higher than normal since I was playing fewer tournaments.

So at the end of 2015, I did some self evaluation and came up with a plan to improve in some areas. It’s going to be a New Year’s resolution of sorts. The overall goal isn’t any one thing. I don’t aspire to make it back to the Pro Tour. But if it happens as a result of the process, I’m more than willing to face that challenge again. However, goals without measurable outcomes are difficult to actually meet so I try to keep things quantifiable. I have three categories of resolution: Content Creation, Tournaments, and the more abstract Play Improvements.

Content Creation

Content creation will be the biggest part of my plan for 2016. I want to write an article at least once a week. I’ve written articles in the past and have tried to keep up a tournament report blog, but I always lacked in motivation. My goal with writing every week is to find out what I like to write about, which might actually be different than what I want to write about since writing what I want hasn’t worked out before. I’m going to try many different types of articles as the year goes on. If there's anything you want to see me to write about, send the suggestions my way.

I may also try to record a video periodically if I can figure out how to do it. A perfect way to meet my goals for drafting (see below) will be to record the drafts I do. If this is successful, it may take the place of some articles to afford me some more free time. Streaming is also a possibility.

Tournaments

I want to do at least one booster draft a week. When I lived in Houston, our group would meet regularly for one to three drafts during the week. I haven’t been able to replicate this where I am now, so I will have to use Magic Online. I prefer to play constructed on MTGO, but my Limited game is suffering. I’ve only drafted BFZ one time!

I plan to attend every Grand Prix in the area. I also plan to attend any SCG Opens that come this way. Traveling for tournaments won’t be a high priority, but I want the play experience that comes with it so I'll make a goal of traveling to two large events. This may include Vintage and Legacy Champs as they have been on my bucket list for some time.

As for PPTQs, I won’t be playing many. I’m not a fan of the system in general, and I really don’t want to drive more than an hour to play in them. When they come up and it makes sense, I'll go. But since the goal isn’t necessarily to qualify for the PT, it won’t be a high priority like the other resolutions.

Play Improvements

These are all more abstract than the others, and thus harder to measure. They'll be evaluated at the end of the year mostly by feel. I'll also look at how well I kept to the related goals above and how well they allowed me to accomplish what I wanted.

I want to improve my Limited skills. At one point, I was probably in the top five drafters in Texas, but I’ve clearly let it lapse. Even when I was at the top of my Limited game, I still relied on instinct combined with opinions from players I respected. I rarely experimented in Draft to find new strategies or to see where I may have been off with some evaluations. Hopefully by drafting once a week I can regain my old form and learn some new tricks.

I want to regain control of my body language and tells. My favorite quote about Magic comes from Gary Wise, “Your ability to succeed at the top levels of Magic is directly related to your ability to control your tells.” I’m definitely rusty at this, and maybe there's some paranoia and I haven’t actually lost as much as I think. But it’s still a goal of mine, and the best way to get better is practice. I want to play a minimum number of IRL tournaments to work on these skills, hopefully at least once a month.

Looking Forward

I'm intentionally keeping a lot of the plan open-ended. I’ll play the formats I’m interested in playing. I won’t force Modern or Standard when I don’t want to play. Other than drafting once a week, I won’t have any commitments. I want to use my play time as research for weekly articles. This is where I can use suggestions from the readers. Let me know if there's something you want me to write about or somewhere you want me to play, and I’ll see what I can do. I’m looking forward to sharing this year’s journey with you.

Thanks,
Ty

21 December 2015

Legacy 1K and Miracles thoughts



I played the Pat’s Games Legacy 1k on Sundayin Austin. I really appreciate Pat running big tournaments to support both Legacy and Modern that are worth making the trip to. I wish more stores would have cash prize tournaments.


The Deck

I played Cavern Miracles in the event. Here is my list:


4 Sensei's Divining Top
4 Counterbalance
4 Brainstorm
4 Force of Will
4 Swords to Plowshares
4 Terminus
2 Counterspell
4 Jace the Mind Sculptor
2 Spell Pierce
2 Monastery Mentor
1 Snapcaster Mage
2 Venser, Shaper Savant
4 Tundra
4 Flooded Strand
1 Arid Mesa
4 Scalding Tarn
5 Island
1 Plains
2 Cavern of Souls
2 Karakas
Sideboard
3 Containment Priest
2 Rest in Peace
2 Flusterstorm
3 Vendilion Clique
2 Disenchant
1 Teferi, Mage of Zhalfir
1 Monastery Mentor
1 Misdirection


A lot of thoughts went into this list, some good and some bad.

Monastery Mentor over Entreat the Angels - I liked only having to play 1 basic Plains, it made fetching the basics easier than some other versions, but Mentor was not as reliable of a kill condition. In theory it’s better in the mirror with Cavern and can kill quicker on 4-5 lands. I did not play against the mirror, so I can’t speak for that, but I did not play enough Mentors to reliably close out the games I was ahead in. It still might be good, I’m not sure though. The way my deck was constructed I think Entreat might have been better.

I never like playing red cards in Miracles, and I did not miss them at all. Blood Moon has never worked out for me. Spell Pierce and Flusterstorm have been acceptable replacements for Pyroblast. Wear / Tear is better than Disenchant, but I consider it a luxury when you consider the mana base tradeoffs. Izzet Staticaster is better now that Mentor is on the rise, and is the only card without a good replacement.

I always play 4 Jace in Miracles. I like to play the game in the Jace direction, and still haven’t seen a good reason not to. I think this list should have had 3 Cliques main instead of Mentors, but I wouldn’t cut a Jace for the 3rd. Maybe the Snapcaster.

The 2 Karakas might be overkill. I wanted 23 land because Ponder was awful when I played it. Riptide Lab is probably too expensive, and Karakas is better versus Gaddock Teeg and Reanimator.

The sideboard had all the cards I wanted, none of the cards I didn’t want. I never felt like I was missing something. Sometimes I thought I had too much to bring in. I brought in Cliques almost every match. Reanimator was very easy with so much hate. I never got to cast Teferi but was not upset to have access to him in several matches.


The Tournament


My first round opponent had preregistered but did not show up. The final count was 67 players, but 3 no shows. We could have had a six round tournament if there had only been a players meeting before pairings. The time saved by skipping the meeting did not make up for the extra round. That was my only complaint for how the tournament was run.
1-0

Round 2 I played against Grixis Delver. His deck didn’t do anything. He never had Stifle or Daze when I thought he would. He never had Therapy to go with his Probes. He occasionally had Force of Will, but never used it on the important spells. He might not have been experience in Legacy.
2-0

Round 3 I play against Robert Berni. Half the reason I went up for the tournament was to hang out with him since I hadn’t seen him since his return from the Phillipines. He was on Shardless Bug. Game 1 was a grind, I was almost able to defeat three Liliana ultimates, but eventually he got me. Game 2 I had Jace in play versus his Liliana. I played Mentor and Top to pressure his planeswalker, but he had his own Jace to take out my creatures. I never beat this deck when they have their own Jace.
2-1

Round 4 I play against Tad Macareg and his RUG Delver. Game 1 I have plenty of lands, he doesn’t have an early threat, and I lock up the game with Counterbalance. He concedes to 1 and 2 on top of my deck. Game 2 I mulligan and get Stifle-Wastelanded out of the game. Game 3 I keep a sketch one land Top hand with 2 Force of Wills. I eventually draw out of it, and his double mulligan allows my Forces to buy me the time I need, but I never find Terminus and his 3 Nimble Mongoose kill me.
2-2

Round 5 I play against Reanimator. Game 1 he spends early turns Pondering and Brainstorming. I counter his first Exhume for Griselbrand. I play Karakas as my 5th land. He has a second Exhume and goes for it. I Snapcaster Counterspell, he Dazes, I pay, he Dazes again. He then draws 7 cards and Entombs Grave Titan. I bounce the Griselbrand on my turn and attack. Venser with Cavern and Karakas keep him from ever getting Grave Titan into play while I finish him off with some attacks. Game 2 I have Containment Priest, Flusterstorm, and Rest in Peace and am never in a bad position since he fails to draw any discard.
3-2

Round 6 I play against Aluren. I had never played against it before, and was excited to see something new. Both games were very close, I was able to resolve Jace, but I may have misplayed it. He was able to Deathrite Shaman me game 1 with Aluren and I couldn’t bounce it to stay alive. Game 2 was very similar, he couldn’t combo me because I had countered Cavern Harpy earlier in the game, but eventually he played 3 Imperial Recruiters to beat me down and I couldn’t answer all of them with Venser before I died.
3-3

Round 7 I play against Jund. Game 1 I’m on the play, counter his first Liliana, and play Jace to bounce his Tarmogoyf. He doesn’t have Bloodbraid or Bolt, so I untap and take over with Jace. Game 2 i’m on the back foot the entire time after his turn two Liliana and turn three Bloodbraid into Goblin Rabblemaster. Game 3 I play Mentor on turn 3, he has Abrupt Decay but I Misdirect it to his Deathrite Shaman. He has another Decay but is out of gas at this point. I draw Jace while he draws lands so I win.
4-3

22nd place.


The Takeaway

I’m definitely still rusty, I felt like I was reacting too often to what my opponents were doing instead of seeing it before it happened. That’s not a good place to be with a deck like this. Hopefully I can play more frequently and have more preparation for whatever my next tournament is. I think the deck wasn’t focused on the things I wanted it to be.

22 September 2015

Modern Merfolk Primer

I've started writing this article many times. For a long time, I put it off because no one was interested. Recently however, Merfolk has been putting up results, including winning a Grand Prix. What I want to accomplish in writing this is explain why the deck is good, what cards are important in certain matchups, and the basic strategy for playing it.

I've played a bunch of Merfolk in my life in just about every format. Modern is the youngest of all formats, but I've probably played more games with Fish there than any other format. The power level of Merfolk has remained about the same for the duration of the format, but the power level of the rest of the format has shifted to where now its no longer strictly a tier 2 option, and might even be tier 1.

First things first: Modern Merfolk is not a "Fish" deck. By this I mean that it is not trying to resolve one or two creatures and attack while using countermagic to stall the game until the opponent is dead. It is not an "Aggro-Control" deck, or however you want to describe the "Tempo" "Delver" archetypes that no one can agree on a name for. Merfolk in Modern is pure Aggro. In a lot of ways, it's like White Weenie, but without the hate creatures, or Zoo without the burn spells. I know this doesn't sound impressive, and it really isn't, but the deck does win.

Why is Merfolk better than other aggressive strategies? First of all, almost all of your threats are interchangeable. Three or more different anthem creatures in the deck is maximum redundancy, making the opponents removal spells less effective. Secondly, the deck has velocity / card advantage built in with Silvergil Adept (and Spreading Seas to a lesser extent). Thirdly, it uses Aether Vial which can lead to some of the best draws available to any deck in the format. It also has four mutavaults, which bring the threat density to a very high level. Finally, the manabase is pain free, which is a surprisingly relevant upside in Modern.

The core of the deck:

4 Mutavault
4 Aether Vial
4 Silvergil Adept
4 Lord of Atlantis
4 Master of the Pearl Trident

Mutavault is a land that also is a free 4/4 creature. Its the best card in the deck. I try to aggressively attack with it on turn two when I start with turn one Aether Vial. The mana you lose from not playing a spell on turn two will be easily made up when Vial ticks up higher, and getting free points of damage in is very important for a deck without reach.

Aether Vial is the next best card in the deck. You keep most every hand that has a land and a Vial. It counts pretty much as one land for deck construction purposes, but generates 4 to 8+ mana a game. The primary way to win with the deck is to play multiple creatures in a single turn, and it is the easiest way to achieve that.

Silvergil Adept is the best Merfolk, and thus next on the power rankings. It gives you the ability to pressure the opponent without committing all your resources to the board. It digs for the cards you need to have in the matchup. You can cast it with Mutavault mana. It's great and you should never cut it.

The eight two mana lords are what gives the deck consistency. Combined with Spreading Seas they can make your team unblockable. Also, the strength of Snapcaster Mage in the format right now means you will have incidental islandwalk fairly frequently.

The next group of cards:

4 Merrow Reejery
4 Spreading Seas
4 Cursecatcher

I think Merrow Reejery is almost good enough to be in the first tier. It allows for some crazy explosive starts, even without Aether Vial. In some matchups, it can be slightly too expensive and I might side it out, so it doesn't quite make the top tier, but I would always start four in the main deck.

Spreading Seas is very hit and miss. Sometimes its the best card in a given matchup. Other times it just cycles at sorcery speed. But when its good its great, and that is why you play four in the main deck. Green decks like Jund, Abzan, and Naya sometimes don't run enough actual shock land duals to recover from a well placed Spreading Seas. This limits them to only play one spell a turn, and buys you enough time to steal a victory. It is also very important versus Urzatron decks.

Cursecatcher is the classic Merfolk one-drop, and in my opinion still the best. The rise of Kologhan's Command as a premiere removal spell makes it better than Cosi's Trickster or Tideshaper Mystic. You need at least four one-drops in the deck since you don't have an abundance of turn one plays.

The rest of the deck includes cards from this category:

Harbinger of Tides
Master of Waves
Tidebinder Mage
Phantasmal Image
Kira, Great Glass-Spinner
Vapor Snag
Dismember
Random Countermagic
Random Blue Legends
21st and 22nd lands
Maindecking SB Cards

Harbinger of Tides is great. It's awesome with Merrow Reejery. The people who say it isn't great probably don't like Reejery. I will probably always play at least three.

Master of Waves is not necessary to the deck. I know it seems like the rise in success of Merfolk has corresponded with the rise in play of this card and it's strength against the popular decks like Grixis and Jund, but it is not essential. I think it is a reasonable card to play in order to put away games faster, but a lot of times in my experience it has just been win more. Putting it in your deck has some significant drawbacks in the way you play, as you are incentivized to tick up your vials past two and three, sometimes stranding other creatures in your hand you could have otherwise played. It does work well with Spreading Seas, and can swing the tougher aggro matchups in your favor. I think because playing any number of these puts you in situations where you tick up vial at a risk, you should play more of them if you play them at all. I would avoid only playing one or two, and try to fit all four in if I were to play the card.

Tidebinder Mage is great when it works, but obviously not great when it doesn't. I always feel like I "get lucky" to have it work game 1, since I'm only playing a couple in the main deck and have to get the right matchup. Unlike Harbinger of the Tides, it allows your opponent to get the mana back by killing the Tidebinder, where Harbinger always sets them back that mana. Tidebinder is better when trying to break through, but Harbinger is better when racing. Harbinger is also better versus non-red and non-green guys (obviously). I prefer Harbinger, but sometimes you might want both.

Phantasmal Image is a lot of ways the opposite of Master of Waves. It keeps your Vials on two, but still increases your clock. It also lets you make some interesting plays by copying the opponents creatures. However it is much worse vs grindier matchups, where the best it can do is copy an adept to avoid risk of being blown out later. In some metagames its probably right to play four of these, but usually it is too much of a liability if you aren't trying to be as fast as possible.

Kira, Great Glass-Spinner is a great card vs UR and Grixis. It can really throw off the opponents game plan when they are waiting with removal for your lord and instead you play her. She also works great with Spellskite out of the sideboard. I've had great success with her in the main deck to be "pre-boarded" against grixis and other UR decks.

Vapor Snag and Dismember are really the best options for removal in the mono color build. Dismember is nice because it can be another turn one play, but a much worse top deck in the mid to late game racing situation. Vapor Snag is useful in saving your own guys, acting as a pseudo counterspell that can also clear the path for blockers, but it is much worse at answering opponents one and two mana creatures.

Various Counterspells are all pretty bad in the main deck. Remand and other two mana spells are only good in draws that involve Aether Vial. Picking the right one mana spell will just give you frustration when you have the wrong one, and none of them deal with creatures. Spell Pierce is fine, until you play against Tron. Dispel is fine, until you play against Liliana. The best strategy is to play some in the SB that are the best for the matchups you expect, then use them games two and three.

Various Blue Legends include Sygg, River Cutthroat, Thassa God of the Sea, Vendilion Clique, and Venser Shaper Savant. Sygg is cute, but no longer strong enough compared with the other main deck creatures. Thassa is reasonable, helps you to mitigate flood and can occasionally attack. You can also vial her in, but never want to draw two. Venser and Clique don't do enough vs the field to warrant the inclusion in the main deck but could be reasonable sideboard cards. Playing with any makes Minamo actually relevant sometimes, but thats not enough to require it. Minamo still good enough vs Choke to make the cut.

I like to play 21 lands. Most builds play 20 lands. If you play 22 lands, you can play a couple of colorless lands in addition to Mutavault like Tectonic Edge or Ghost Quarter. My logic for playing 21 lands: I am going to keep every one-land hand with Aether Vial, and I want to be better off in those situations at drawing the second land. Some lists run four or more lands in the sideboard to bring in when you side out Aether Vial or you just want more mana to hold up countermagic. It is a good plan but one that takes up a lot of spots that you must sacrifice some matchups (usually no Hurkyll's Recall for the Robots matchup).

Maindecking Sideboard cards like Spellskite, Relic of Progenitus, Pithing Needle, or others can be a good way to increase the total number of sideboard cards you can play. I would make sure you have all your plans covered though, you don't want to get stuck with dead cards in the deck after sideboard.

Cards in other colors:

Path to Exile
Sygg, River Guide
Stony Silence
Collected Company

White is the easiest second color to play. You get both Seachrome Coast and Wanderwine Hub which are pain-free sources of both colors. You also get Path to Exile, a real removal spell that can let you play a more traditional game of magic. Stony Silence in the board is a much stronger card vs Affinity, Tron, and Lantern than Hurkyll's Recall, but comes at the cost of having to side out Aether Vial. Sygg River Guide is good enough to always play one, especially with Aether Vial. Other white SB options like Meddling Mage, Burrenton Forge Tender or other anti-red cards, and Detention Sphere can help you versus the wide variety of decks that exist on the fringe of modern. Not having as many islands helps in the mirror. The biggest drawback is your fourth land not always being untapped when you want to activate two Mutavaults, and getting stuck with white cards in your hand and not being able to cast them. I played a UW version at GP OKC that I was very happy with despite not making day two. I punted key games in two matches that I should have easily won.

I've tried just about every color combination of Merfolk, including green for Collected Company, black for Inquisition of Kozilek and Dark Confidant, and red for Lightning Bolt and Blood Moon. The price you pay on the mana base is just never justifiable for the gains you make. Maybe if a good two color Merfolk is printed you can re-evaluate.

Sideboard Cards

Spellskite
Swan Song / Spell Pierce / Dispel
Remand / Mana Leak / Unified Will / Delay
Hurkyll's Recall
Hibernation
Pithing Needle / Phyrexian Revoker
Relic of Progenitus
More Creatures
Lands

I like Spellskite a lot as a sideboard card because it is great in the Bogles and Infect matchups, as well as being good vs Snapcaster + Lightning Bolt decks at protected your guys, especially with Aether Vial and Kira. It also protects from Splinter Twin combo.

Hurkyll's Recall should likely be a four of in your sideboard. It is good enough to beat affinity, and you really don't need too many cards for other matchups in my opinion.

Hibernation is similar to Hurkyll's Recall, but Elves is not as popular as affinity.

The countermagic and other cards really depends on what you are comfortable with. I like Swan Song a lot because it is cheap enough to come in vs URx and actually good vs Scapeshift, but Unified Will is better versus something like Tron and random combo. Dispel is only good at protecting your team, but very good at that. Spell Pierce is probably best in an unknown metagame.

You can play cards like Tidebinder Mage in the sideboard. Some matchups you would rather have it that Hibernation, so I like to run a split. Revoker and Needle are both good versus a variety of decks, but not great against anything specific.

I covered the land SB strategy above, but included it in the list for completeness. It's a good strategy, but one that makes your deck better vs the sideboard of the popular decks and ignores decks that are bad matchups. If that's a SB style you agree with, it's worth considering.



How to Play the Deck;

The deck doesn't play like a traditional Fish deck, but also not like a traditional Aggro deck either. It's not important to use all your mana every turn, or to get an early presence. Many decks are prepared for this, and running your lord out on turn two into lightning bolt, only to have your turn three play get killed by snapcaster bolt will not be a successful strategy.

When you have Aether Vial, sometimes it is best to just wait until the end of their turn to put things into play despite the fact you can do more damage on your turn. The goal is to make it difficult for your opponent to disrupt you. Spreading Seas is a great turn two play instead of getting a creature killed on curve for your opponent. Also waiting to play your guys will let you see more cards and have a better critical mass of creatures.

I keep any one land hand with Aether Vial. I like to play Vial with Mutavault mana and attack with Mutavault on turn two.

I side out Spreading Seas against any deck that already has islands. Playing Spreading Seas before you play your threats is also a good plan, Sometimes you can steal wins by mana screwing your opponent. However against decks that are more aggressive than you, you probably don't have time to play Seas. Sometimes your best plan vs Bogles is to hope they kept the one lander though.

Cursecatcher gets sided out fairly often. When people have sweepers it just gets caught up in the wash, and it's not actually good against many decks.

The biggest advice is to just be patient. Most decks don't play the cards necessary to break up a board of 3+ lords, so try to get that to happen. You don't have to attack into Deceiver Exarch mana.



The Decklist:

I would suggest starting with Paul Rietzl's list from GP OKC to start. It is very streamlined and aggressive without much cute stuff for interacting.

Anyway, that's all for now. I'll try to update this in the future, maybe elaborate on some spots or add more cards to discuss. If you have any questions post in the comments or tweet at me @ceciliajupe.





















17 February 2015

Garruk, Apex Predator at SCG Houston


note: this was originally posted on the MTGBazaar website. I've reposted here for archival purposes - Ty (3/11/2021)


SCG Houston February 14/15 2015 - Standard Open 26th Place Report Ty Thomason

Play the deck with the best mana.


That has been rule #1 in my playgroup, ever since the first time I heard it. I think it was Zvi Mowshovitz who described it in the creation of the Mythic deck. You can usually tell a Zvi creation by the mana base. Sometimes the best mana is shared by many decks, so you need other tools. In a small format like standard, that is rarely the case. Spell lands are also a factor in evaluating the best mana. Kessig Wolf Run, Gavony Township, Celestial Colonnade are huge bonuses.

The best mana in standard is Caryatid and Courser. There are only two relevant spell lands in standard: Radiant Fountain and Nykthos, Shrine to Nyx. I value proactive over reactive, so I’ve been playing Nykthos. After PT KTK, Robert Berni was excited about a green devotion deck that killed with Villainous Wealth. Will Lowry was a fan of the RG Monsters deck with 4 Crater’s Claws. We combined the Constellation engine of the first with the consistency and flexibility of the second to create Dr. Claw, our GP San Antonio deck:

Dr Claw

4 Elvish Mystic
4 Sylvan Caryatid
4 Voyaging Satyr
4 Courser of Kruphix
4 Polukranos, Eater of Worlds
4 Eidolon of Blossoms
2 Arbor Colossus
2 Hornet Queen
2 Genesis Hydra
3 Boon Satyr

4 Crater’s Claws

4 Wooded Foothills
4 Temple of Abandon
4 Nykthos, Shrine to Nyx
10 Forest
1 Mountain

Sideboard

2 Genesis Hydra
3 Nissa Worldwaker
2 Xenagos, God of Revels
2 Reclamation Sage
4 Nylea’s Disciple
2 Setessan Tactics

This put six players into day 2, and I had the highest finish at 25th place after conceding to David Ochoa in the last round when we were playing for 9th. The deck was a machine in game 1, almost always killing with lethal Crater’s Claws with X routinely greater than 20. There were some issues in post board games against sweepers and Elspeth. The rest of standard season I played GB Whip, but most of our crew stayed with the Claw.

With Fate Reforged added to standard, I went back to green devotion. Whisperwood Elemental helped vs sweepers, and Ugin helped vs Heroic, a previously bad matchup. At the same time, the deck I liked previously, GP Whip, seemed to be negated by the new speed of the format and bigger over the top threats. Recurring Hornet Queens isn’t very effective against decks with Ugin. Will Lowry won a PTQ with a list similar to this. Dr Claw was becoming more and more known and popular, especially in the Texas area.

Trying to come up with ways to beat the mirror lead me to Garruk, Apex Predator as an answer for Ugin. Doomwake Giant plus more enchantments could keep them off devotion to avoid lethal Claws. Black spells also could help against control decks, as well as giving Merciless Executioner for Heroic matchups. I looked at the GB Ramp decks and decided to cut Hornet Queens for Genesis Hydras and a more explosive Nykthos game. The list I registered for SCG Houston incorporated these ideas:
GB Ramp


4 Elvish Mystic
2 Genesis Hydra
4 Sylvan Caryatid
3 Voyaging Satyr
4 Courser of Kruphix
3 Doomwake Giant
4 Eidolon of Blossoms
4 Polukranos, World Eater

3 Frontier Siege
2 Garruk, Apex Predator
3 Ugin, the Spirit Dragon

6 Forest
1 Swamp
4 Llanowar Wastes
4 Temple of Malady
4 Windswept Heath
4 Nykthos, Shrine to Nyx
1 Urborg, Tomb of Yawgmoth

Sideboard

2 Arbor Colossus
2 Genesis Hydra
2 Merciless Executioner
4 Nylea's Disciple
2 Reclamation Sage
3 Nissa, Worldwaker

I wasn’t too concerned with control matchups since in my testing Genesis Hydra was usually enough by itself to get around counters and the threats were diverse enough to beat any specific removal. Thoughtsieze and Read the Bones were in the sideboard at various points, but got cut to make room for higher impact cards. If I wanted something for control going forward, I would play Whisperwood Elemental, but I’m not sure you need it. The third Nissa may have been excessive with fewer forests overall.

I started the tournament off fairly well. The small field meant every player with three losses would make day 2, and I finished day 1 at 7-2 so I was ahead of the curve. I played against RW Aggro twice and went 1-1, Abzan Aggro once 1-0, Abzan Control five times 4-1, and RG Beats 1-0. The deck did what I hoped it would do, but my losses came to mana issues. I kept four land, caryatid, courser, siege on the play against RW game one, but drew nothing but lands the entire game and died. Losing the first game on the play was frustrating, a wasted opportunity. Sure enough I won game two but lost game 3 on the back foot the whole time because of course he has Seeker of the Way. The loss to Abzan Control I kept a mana-light hand on six cards and couldn’t deploy a large enough threat to interact with his Tasigur. After this matchup, I decided to stop bringing in all the Nissas and consider Merciless Executioner for the Abzan Control matchup (I was already bringing it it versus Abzan Aggro).

Day two started out with wins against Mono Red twice, but then I lost three matches in a row. Twice I lost to Abzan Aggro, one match where I flooded in two games, the other where I mulliganed to five twice. The other loss was to Jeskai Tokens, which might be a bad matchup. The final round I defeated Abzan Control to finish at 10-5. My tiebreakers were good enough to get me $200.

I can’t say the tournament wasn’t a success, but I was hoping for a better finish, especially at the start of day 2. I was really happy with the way the deck performed and wouldn’t be upset about playing it again. I was very excited to see Robert Berni win the tournament with the other deck I had helped work on. I’m feeling better and better each new set about my deck building skills.

The tournament was a lot of fun and I really hope Star City Games comes back to Houston soon.

Thanks,
Ty