03 December 2018

RPTQ Report

(See preparation here, here, and here)

The first thing to talk about is not playing Path to Exile.

In the testing I had done, it was becoming more and more uncommon that drawing a single Path wasn't as good as it used to be. This is a fundamentally different deck than GW Value Town, and you don't really have much interest in the game going long. Many games you have to just start attacking and hoping your opponent can't kill you. The decks where you absolutely need Path to beat just weren't common (Devoted Druid and Infect). Reflector Mage did a much better job at buying the time while still being a reasonable threat and a hit off Collected Company.

The second card to talk about is, once again, Aether Vial. There is a weird tension where Vial wants you to play more two drops, but cards like Rattlechains and Remorseful Cleric just weren't very good. However, once you cut Aether Vial you really want to play Rattlechains to give back the added playability on your opponent's turn. Playing Reflector Mage means you want some additional mana acceleration if possible (likely Birds of Paradise). That lead me to trying out the following list:


This was a modification of a brew I had with 4x Lingering Souls instead of the Reflector Mages. Lingering Souls is a powerful card but completely unnecessary. The Birds of Paradise made casting Collected Company easier. However, the biggest takeaway was how great Gavony Township was. This card was winning mirrors, setting up very hard to deal with board states against control, and letting Supreme Phantom block a Arclight Phoenix without any worries.

In the end, Collin and I decided that Vial was too important in the mirrors to cut entirely, but we were on board with Township and Reflector Mage. The list we played at the RPTQ looked like this:

The Deck

4 Noble Hierarch
4 Mausaleum Wanderer
2 Rattlechains
3 Selfless Spirit
4 Supreme Phantom
4 Drogskol Captain
4 Spell Queller
2 Phantasmal Image
3 Reflector Mage
1 Birds of Paradise
1 Kira, Great Glass-spinner
4 Collected Company
3 Aether vial 
2 Horizon Canopy
1 Gavony Township
4 Botanical Sanctum
2 Misty Rainforest
4 Flooded Strand
1 Cavern of Souls
2 Hallowed Fountain
1 Temple Garden
1 Breeding Pool
1 Island
1 Plains
1 Forest

Sideboard
2 Damping Sphere
4 Rest in Peace
4 Stony Silence
3 Unified Will
2 Knight of Autumn


I convinced Collin to play the Kira over the 4th Reflector Mage, and he convinced me to not play a Path over the one Birds of Paradise. Both cards were probably mistakes and should be 4th Mage and 4th Aether Vial. The 3rd Canopy was cut for the Cavern to help with Township since you are actually interested in getting to five mana now. The sideboard is the way it is because there just aren't very many cards you want to bring in or cut against a large portion of the metagame, and the times you do bring in cards you want them to be the best ones.

The Games

I went 1-2 drop. Collin was 4-0 but ended up 5-2 after losing round five and six. I did have some interesting spots in my three matches I'd like to share.

Round 1 against UW control:
Game 1 I mulligan to six on the draw and keep fetchland, Noble, Noble, 3x Company. With the scry of land on top this hand easily got there for the win. 
Game 2 I develop slowish but he doesn't have any planeswalkers and I'm able to hold up Unified Will pretty much the whole game. I end up attacking him down to 6 life but before damage he casts Settle the Wreckage. I have six mana and three cards in hand: Spell Queller, Unified Will, and Collected Company. I use my Aether Vial to put in Queller and counter the Settle. He's now at 5 life. On his turn he casts Supreme Verdict with three untapped mana. I have 43 cards left in my library and 8 of them will answer the Verdict if I hit off Collected Company. This is 71% to work. However, I could wait and just Company after Verdict to redevelop. This line is very bad against a Dispel because my Unified Will will no longer be available. Because of this, I decide to fire off the CoCo. He has the Dispel which I counter with Mausoleum Wanderer, but then do not find any card I need. I still have a window to draw some threats, but I draw additional lands and lose to a Teferi. 
Game 3 he mulligans to six. I lead with a dual land, and he plays basic plains. I play another land and he plays a second plains. Given that he is most likely missing lands, I deploy a 4/3 Knight of Autumn and he untaps and plays Island Search for Azcanta. This is awkard. He then Paths my Knight and my Spell Queller and 3x Unified Will aren't enough pressure to prevent him from running away with the game from the Search. It's possible I should have held up Spell Queller on turn three since I had a feeling he had the Search in his hand. I could have played Queller and the used Knight to kill the Search later on. I'm still not certain about this play.
0-1

Round 2 against Jund:
Not much to say here. He missed a Bob trigger one game, and I resolved a Company both games and easily won.
1-1

Round 3 against Enduring Ideal (!?)
Game 1 I lead with Noble Hierarch, he plays a Porphory Nodes. I decline to add to the board and the cards trade. He plays some scry lands including New Benalia. I Spell Queller a Suppresion Field just to get a threat on the board. I then have to Queller a Ghostly Prison, and then I must Queller the Runed Halo. I'm still not certain what he's playing. It looks like a RW Prison deck. I attack him down to 8 life and hold up Company instead of playing a Drogskol Captain. He plays a Ghostly Prison and I play Company but can't get enough power in play to kill him the next turn. I instead elect to protect myself from sweepers I haven't seen and put two Selfless Spirits into play. His next turn he plays Phyrexian Unlife and now I'm much further away from killing him. I manage an attack down to 4 life, but his follow up Form of the Dragon locks me out of the game. 
Game 2 he starts by suspending two Lotus Bloom. I have a turn three Kira that is answered by Porphory Nodes. I can kill the Nodes with Knight and play Mausoluem Wanderer, or try to hold up Unified Will with his two Lotus coming off suspend. I still hadn't seen Enduring Ideal so I messed this one up and didn't hold up Will. He resolved Ideal and put Overwhelming Splendor into play, and I was pretty much unable to win on the spot. A Dovescape and Form of the Dragon followed and I was done.

I think I could have won both games against Ideal though perhaps game two would have been tricky still. I think I got a bit unlucky against UW control but I was in good positions. Overall I'm still happy with the deck.

What's Next

Going forward I would play 4 Reflector Mage 4 Aether Vial and no Path to Exile. I'd also cut the Knight of Autumns from the sideboard. They really don't do enough for me. I'm not sure what the last two cards in the SB would be, maybe a Dispel and a Ceremonious Rejection. The fourth Unified Will is also an option.

As for Magic, I haven't been playing much outside of Arena anyway so I have no idea what I'll do. I'm qualified for the next (last) RPTQ and after that I'm not sure how much I'll be on the weekend grind. I do plan on attending some Grand Prix (Magic Fest) next year. I'll still play when I'm interested but I have no need to play when I'm not.

Thanks for reading,
Ty

30 November 2018

RPTQ Prep Week 3 and 4: Sideboarding

When playing MTG Arena, there are game modes that are single game matches. Playing these modes and seeing my results has shown how much better I am at playing games two and three of a match. Part of this is knowing what is in your opponent's deck. This makes mulligans easier in constructed, and informs which tricks to play around in limited. Another part could be a tendancy to play decks that are less powerful but more flexible. A bigger part is probably my strength at sideboarding (and playing decks with stronger sideboards).

I think sideboarding is the main skill that separates pro level players from the players stuggling to make it. This is most apparent at comments on articles and mentions on Twitter from players asking the pros for sideboarding guides. As the saying goes, give a man a SB guide and he'll have some success with that deck, but teach a man how to sideboard and he'll have success with all decks in the future.

Sideboarding and Preparation

With my limited time to actually play games these days, developing a coherent sideboard and sideboarding plan is one of the best ways to prepare. You can do it in small increments and spend idle time thinking about it. My success has almost always come when I've been very well prepared in my sideboard strategy. In this way, I'm much more Caruana than Carlsen (perhaps the delusion that I could do what Fabiano does but could never do what Magnus does made me root for the Norwegian).

One tool to do this is something called the Elephant Method (I have no idea where this originated or why it's called this.) Since Modern has so many possible sideboard cards and possible matchups, this can be quite more involved that a block constructed deck. I use it to get an idea of how many cards I could realistically cut and bring in for each matchup I'm concerned about, choosing cards with multiple use cases when appropriate. The last few times I've done this in Modern I've ended up with about 90 cards that I would like to have access to. The hard part is narrowing down to the final 75.

The most important part of this process is knowing which cards are good and which cards are bad in a certain matchup. To do this I like to think of a ranked list of cards I want to have most often to cards I'd rather not see. It's easy to cut the dead cards, but a majority of the sideboard cuts won't be dead cards, just whatever is at the bottom of the list.

For example, when thinking about Bant Spirits vs UW control decks, coming up with cards you don't want starts easy. Path to Exile and / or Reflector Mage are both largely dead in the matchup. But the next cards down are somewhat harder to figure out. Working in reverse from cards we want most, you want to see Collected Company, Mausoleum Wanderer, Spell Queller, Drogskol Captain, Selfless Spirit, Rattlechains, Aether Vial and Noble Hierarch in some numbers. What you then see is that Supreme Phantom and Phantasmal Image are not that important in this particular matchup. While still being useful, they don't do much on their own and will largely be win-more type cards. If I had more cards to bring in that just removing dead cards, I would look to cut some of these.

Sideboarding in Modern

As I said before, sideboarding in Modern has way more possibilities than other formats. There are many cards that when played in the right matchup will effectively win you the game on the spot. If you can afford to play these cards, you probably should. This is one of the stregnths of Bant Spirits.

Since a deck can be thought of as 75 cards that is "pre-boarded" vs a specific matchup or archetype, what do you choose to pre-board against? Modern has so many possible opponents, so you want to play cards that have the most utility across all matchups (they are dead less often than narrower cards). An additional incentive to play the most flexible cards in the main deck comes from the nature of the way many games play out. Against most of the combo decks in the format, having the correct card is more important than having more card advantage. You can win while still drawing a dead card or two, as long as the cards that do something do it well. However in a matchup like a midrange mirror, drawing a dead card in the mid to late game will have an outsized negative effect than drawing the dead card vs combo (or control). This is why you should be mainly preboarded for matchups that will come down to attrition. Including a large number of Good Cards in your main deck is one good way to do this.

The Spirits Sideboard

Spirits is the first deck in a long time where I felt that the different maindeck configurations could have drastically different sideboards. It truly has been a whole-75 process. I think this is because so many of the cards in the maindeck are filler-type cards.

I haven't quite finalized my list, but I will be playing 3-4 Rest in Peace, 3-4 Stony Silence, and 2-3 Damping Sphere. I will also most likely have 2-4 Unified Will and probably a couple of Knight of Autumn. The exact numbers will depend on how many Path to Exile and Reflector Mage are played in the maindeck, as well as how many dead cards I perceive for the matchups I am expecting. The metagame I'm expecting will consist of KCI, Storm, Hardened Scales, Humans, Spirits, UWx control, Tron, Dredge, and BGx decks. There may be some new Phoenix decks that people will play, but the information I have makes me think the deck isn't quite good enough yet.

The Final Push

I have two days to get the deck locked down to something I'm happy with. I feel further away than I'd like to be, but I also feel like I have some good ideas I'm leaning toward that could be an advantage. I promise to write regardless of the result, at least to share my decklist.

Until then,
Ty

19 November 2018

RPTQ Prep Week 1 and 2: Bad Cards and Good Cards

Building decks in formats like Modern and Legacy is different than Standard. When building for Standard, it is mainly about trying to figure out which cards are actually Good Cards, and then play as many of them as possible. In the older formats, there are so many Good Cards that it is fairly simple to play a deck full of them. Jund and Jeskai Midrange would be examples of decks entirely made of Good Cards.

Having a deck full of Good Cards in the older formats isn't good enough. It is advantageous in certain games, especially midrange mirrors, but you can do better. The opportunities for incredible synergy are almost infinite. Just compare Jund Midrange with Jund Death's Shadow. By replacing some Good Cards with some Bad Cards with synergy, your deck becomes more than a pile of good cards, but a machine with a goal. Street Wraith and Death's Shadow aren't exactly Good Cards. Opt and Terminus are also not Good Cards, but the UWx control decks began winning much more often when they added that package.

Hopefully this illustrates my point about what a Good Card is. It's somewhat hard to define, and probably just my arbitrary opinion. A Good Card is something that has a proven pedigree as one of the pillars of the format. A good card is consistently powerful and doesn't require other cards to perform. A Good Card goes in multiple decks with different strategies.

The general deckbuilding process is something like this:
  • Identify a synergy or strategy to exploit
  • Include enough sufficiently synergistic cards to acheive a critical mass for your strategy
  • Fill the deck with Good Cards to ensure a baseline power level and the ability to play games when things aren't going according to plan
It's the third point that many decks skip on. They go all-in on plan A and leave themselves vulnerable to disruption. They have to backup plan for when things go wrong. This is a legitimate strategy, but one I prefer to avoid when possible.

Bad Cards in Spirits

Most of the cards with Spirit type are probably Bad Cards. They do very little on their own (but a lot more that other tribes like Merfolk). The best two are Spell Queller and Mausoleum Wanderer. Once you include those in your deck you probably want to play the Supreme Phantom and Drogskol Captain. Selfless Spirit helps protect your army. The synergy is building. You add Rattlechains for more protection, Phantasmal Image for rendundancy. You could fill out the list with even more spirits. Nebelgast Herald is reasonable, as are Remorseful Cleric, Geist of Saint Traft, Kira, Great Glass-spinner, etc. 

But the decks don't play all Bad Cards. You want Aether Vial, a Good Card that syngergizes with your strategy. You want Path to Exile, the cheapest and most flexible removal spell available in your colors. The Bant version plays Noble Hierarch and Collected Company, two cards that scream Good Card when compared with any of the Spirits already in the deck.

I've build lists with different combinations of Bad Cards instead of Good Cards. Here is some feedback:

I tried a UW only list with Curious Obsession. This card was much better than I thought it would be. The same goes with Smuggler's Copter. To enable these cards, I played two Judge's Familiar, which also overperformed. Despite the good results, they still aren't on the Noble Hierarch and Collected Company level. The only advantage to running a UW only list at this point would be to play the Good Card Mutavault, but I believe it to have negative synergy with the cards already in the deck.

Additional Good Cards in Spirits

I also tried a version with a four-color mana base to support Collected Company and Lingering Souls. I played Birds of Paradise instead of Aether Vial, but had to cut Path to Exile to keep enough creatures in the deck for CoCo. Lingering Souls is a Good Card, but it wasn't needed, just nice to have. Whenever I find a card is "just nice to have" in Modern, I always try to replace it with a much more impactful card.

I've also been playing one Jace, the Mind-Sculptor in the sideboard. One of the kings of Good Cards, he definitely performs when he is in play. Whether or not I will have room in the sideboard for him at the end of testing remains to be seen.

Some Metagame Considerations

I really hate Remorseful Cleric. I've lost several games that I would have won if it had been the 3rd or 4th Selfless Spirit. When it has been useful, it's only been fine. Against Snapcaster Mage, Selfless Spirit is often just as good.

However, Dredge is real. I've finally played a few matches and I am worried. I don't think Spirits is favored to win unless it draws a hate card of some kind. I will certainly be playing three Rest in Peace in the sideboard, and probably consider playing the fourth. Perhaps the Cleric makes it's way back into the list to save sideboard space eventually.

Knight of Autumn is probably needed. While Reclamation Sage is a card that I've always found to be "just nice to have", Knight does enough that it can be actually a Good Card. When I cast Collected Company and saw my two Blessed Alliance against Burn, I decided to reconsider Knight. It can't do everything you want it to (I don't think it is very good against Death's Shadow for instance), but if enough situation come up where it is better than "just nice to have" I'll play one or two.

Next Weeks

While I'm not quite locked in, there is a lot of benefit to playing Spirits. It will probably still be good in the metagame. It will be hard to hate out. I have all the cards already. Maybe I'll find more time over Thanksgiving to get some more hours in with anything to finally lock in to something.

08 November 2018

RPTQ Prep Week 0

Once again, I'll be attempting to chronicle my preparation process for the upcoming Modern RPTQ. Since I won the PPTQ in early September, I haven't played much Modern at all. I spent a lot of time practicing limited for GP Denver. I've also been messing around on MTG Arena (short review: I like it). Otherwise, I haven't been playing much at all.

I'm calling it Week 0 to go over what little I have done that wasn't focused testing for RPTQ. At this stage, it is most likely I'll be playing Bant Spirit again. I won the PPTQ with it, and it won the most recent GP, so I don't see much reason to switch to something else. However, I'm always willing to try something new, and when I get my brew hat on I can play a bunch of random stuff just for fun.

Kelvin Chew Bant

I put together the Kelvin Chew Bant list in paper to play between rounds at GP Denver. I only played it against UW Control. I could not see how this deck ever wins despite playing a lot of cards I like quite a bit. UW is probably not the best matchup. Voice of Resurgence is unplayable against Terminus. It has similar style to the Todd Stevens style GW deck I had success with last year, but is more tempo oriented without any larger creatures to pressure the opponent. I'm sure it is fine, and the Jaces and Teferis I had in the SB were very strong but it didn't seem like anything special.

One thing I noticed while sleeving this deck though was how good Meddling Mage is, especially with Spell Queller. Meddling Mage is one of the reasons Humans is so strong, and I found in games against UW I was actively looking for all the Mages I could find with this deck. With those lessons in mind, I decided to try something new.

Meddling Mage Spirits

Merfolk master Nikachu has been playing a few copies of Peek in his latest lists. Given the similarities of Merfolk and Spirits, I wondered about including Peek in a straight UW shell. It gives another turn 1 play, and could also allow for playing Meddling Mage. Many Spirits decks play Thalia, a card I'm not a huge fan of in the list. I thought Meddling Mage could fill that slot, especially with Peek in the deck. I played this list in a MTGO league and did not have much success. Peek making your cards costs 1 more off the top was very annoying, and the Meddling Mages didn't do enough when I resolved them. I was still rusty a bit so maybe that lead to some losses, but I don't think this is the upside for sticking with two colors.

Merfolk, yet again

I'll probably always go back to Merfolk every few months. I just enjoy it so much, even when I know its much worse than Humans and Spirits now. After seeing the not-so-obvious-to-me synergy between Noble Hierarch and Aether Vial, I decided to go back to my Noble Hierarch Merfolk CoCo list and add Vial back in. I also finally got to play some reps with Merfolk Trickster in Modern. You don't have a basic forest so Field of Ruin can be a problem for casting CoCo, but Tideshaper Mystic can always help fix your mana. The deck was surprisingly resilient, much more so that Spirits or Humans thanks to Silvergill Adept and some spice in the SB like Kumena and Jace. Overall the deck is fine, but adding green doesn't really get you enough SB cards to make it worth it to me.

Combo Elves

One final deck I attempted to play was a more combo-focused Elves list with Cloudstone Curio and Beast Whisperer. The thinking was that Beast Whisperer could be a Glimpse of Nature you can Summoner's Pact for. I don't have the exact list I played but it was almost entirely 4 ofs with singleton Walking Ballista and Craterhoof Behemoth. I found that actually trying to combo off on MTGO is a huge pain. Also I don't think you have time to take off a turn to cast Cloudstone Curio in Modern, though it was very good without going infinite, just looping Elvish Visionary and Dwynen's Elite could really get out of hand. Beast Whisperer was probably 1 mana too expensive. If it didn't die to Lightning Bolt it may have more potential. Glimps of Nature you can cast for value early (say turn 3 or 4) just to draw a few cards and set up for future, but Beast Whisperer doesn't let you do this. Drawing multiple Summoner's Pacts while trying to play a fair game was very terrible.

Next Week(s)

I have one other brew I may play if I have time, but otherwise I imagine it's going to be focused entirely on Bant Spirits. There still seems to be lots of variations and no real consensus yet on several cards. I want to start honing in on exactly what I want and like.

15 October 2018

Grand Prix Denver Report *5th Place*

I always have more to say when I do well. Success means perhaps I have something useful to share, or perhaps its a way to hold on to the glory for just a bit longer.

The Secret to Team Events

The biggest impact to your success in team events is choosing your teammates. I know this may seem obvious but it doesn't get brought up much. Clearly to have the best chance of success you want to have the best teammates possible. There are a bunch of factors that go into this process, and much of it is navigating complicated social dynamics that even I am no expert in. If success at a team event is important to you, find the best players you can that are also looking for success at the team event. My friend Jack Dobbin put on a clinic in this regard at GP Denver. He picked up members of the last two domestic Team Limited Grand Prix winning teams (Jack is no slouch either), and they cruised to an easy victory only losing one match on the weekend. 

One thing I keep in mind for team events is managing the personalities of the teammates. I'm very easy going and can get along with almost anyone, but many of the people I want to team with aren't quite the same. If someone on your team doesn't want to team with the third person, you have to pick between the two. It is not worth it to have that potential conflict there for 14+ rounds. Maybe this means teaming with neither person, no matter how good you think they are or how much chance for success they will add to your team.

For this event I was lucky I could have both Will Lowry and Collin Rountree on my team. I get along great with both of them, and while many others might not get along with them all the time, they respect and like each other enough that I knew it would work out. We teamed before at a Team Constructed SCG Open, but Team Limited is a different animal where we actually need to be on the same page strategically.

Guilds of Ravnica Team Sealed

We did two practice Team Sealed during prerelease weekend, and I built many simulated pools on the various websites that try to do this. We wanted to have one person being the "architect" of the pool, with the other two people giving feedback on the decks. For our team, Will would be the architect, Collin would give feedback for the Dimir deck, and I would give feedback for the Boros deck. My other duty is to make sure the right player is playing the right deck. Most of the time this means I play Boros, but I considered all the options before we submitted the lists.

Because of the guilds, team sealed for GRN is easier than most sets. In just about every pool there will be a Dimir deck and a Boros deck. I saw one pool that didn't end up with Boros, and every pool had Dimir or UBx. The not-so-secret consensus is that Golgari is by far the worst of the guilds. We didn't think Selesnya was much better. Many teams tried to avoid the green cards by playing Dimir (sometimes splashing the good GB cards), Boros (could include Naya), and Izzet, but sometimes the colors just weren't deep enough or the green cards were too strong.

Our strategy was to find a way to win with the green decks. There are not many easy ways to do this. The simplest strategy is to get paired vs the opposing Boros deck and hope it's weak enough to take down with larger creatures. Another strategy is to open some incredible rares. A third strategy might be to do something weird like splashing red in Golgari to play Cosmotronic Wave. All of these were on the table and it was up to Will to figure out what gave the green deck the best chance to win if we had to play green cards.


Our Event

Our first pool made winning with green very clear: we had two Find // Finality. The Boros deck was a bit weak without any rares, but had two Truefire Captain. The Dimir deck splashed red for the Izzet cards we weren't playing and included 10 gates and Guild Summit. I took the Boros, Collin played Grixis, and Will played Golgari.

We went 7-1 on day 1. We were very fortunate our losses were spread out correctly. Collin started 4-0 but finished 0-4. I started 1-3 but finished 4-0. Will went 6-2. My personal highlight was hitting my 1 out Cosmotronic Wave in game 3 of round 8 to not be dead to an army of X/1s, and then having my opponent brick on the next 5 drawsteps while I killed him with a lone Skyknight Legionairre. 

Our second pool had a much better Boros deck. It ended up with Light of the Legion, Venerated Loxodon, Tajic, and Runaway Steamkin for rares. We had a good Dimir deck, but all the good cards were single color Blue or Black. We tried splitting White for Selesnya but couldn't find a build we liked. We then split the Blue and Black. The Golgari deck had 3x Dead Weight and multiple early game threats to actually put pressure on the opponent. The Izzet deck was the weakest but splashed Black for Etrata and Artful Takedown, and green for Vivid Revial (and Chamber Sentry) to have a strong lategame. Double Chemister's Insight provided additional card advantage. I assigned Will to the Blue deck and Collin to the Golgari deck, and once again I was on the Boros cards.

My deck was incredible and I went 5-1, only losing to an Izzet deck that Quasiduplicated a Murmuring Mystic. Collin was 4-2 and Will went 3-3. Our losses didn't quite line up as well as before, and we finished the day 4-2 when both Collin and Will lost after I easily dispatched my opponet while playing for top 4. 


Last Place

It's very rare to play an entire tournament while still in contention to win the event. This was a nice experience where up until the final game we still had a chance to win the GP. When you get knocked out of contention early but still have other prizes to play for that may or may not be important to you personally, it can be hard to have your head in the game to play those final rounds. We didn't have to experience that at all, but it did make the sting of losing feel a bit harsher. I remember reading a quote from someone at a World Championship many many years ago that described getting 10th place as "a blur of wins but somehow a disappointment". I understand that feeling now. 

It's also hard to reflect on this event at a personal level. In the three matches we lost, I won my personal match twice. The other time we all lost in very quick fashion. When I think back, it's hard to find something I could have done to give us a better chance. Losing round 14 was basically losing in the finals of a PTQ, or losing in top 4 of RPTQ. Basically last place if the goal is to make it to the Pro Tour. But we did end up with $700 each (it's also very rare to play a Magic event and turn a profit, especially one you fly to). And I got the points I needed to be Bronze (which isn't really anything for me anymore anyway, but I guess I did it.)

It had been almost 4 years since I had last played Team Limited, and I really don't know why I haven't played more. I really enjoyed it, especially with the two people I teamed with. I'll be looking to play again in the future, hopefully sooner than 4 years from now.


Thanks,
Ty