25 September 2012
More thoughts on the SCG Invitational
SCG Invitational Report
Legacy Decklist
4 Tundra
4 Flooded Strand
3 Polluted Delta
5 Island
3 Plains
1 Oboro, Palace in the Clouds
2 Trinket Mage
2 Land Tax
2 Relic of Progenitus
3 Counterbalance
1 Engineered Explosives
2 Entreat the Angels
2 Counterspell
2 Daze
4 Force of Will
4 Terminus
4 Swords to Plowshares
4 Brainstorm
4 Jace, the Mind Sculptor
4 Sensei's Divining Top
Sideboard:
2 Humility
2 Oblivion Ring
2 Path to Exile
2 Vendilion Clique
2 Envelop
1 Grafdigger's Cage
1 Tormod's Crypt
1 Engineered Explosives
1 Moat
1 Pithing Needle
Round 1 - Brant, Damian - UB Ad Nauseam Storm
Game 1 he duresses me twice and takes my two jaces. i'm left with only swords to plowshares and he kills me on turn 3. game 2 I lead with turn 1 top, he duresses, and i show him 2x counterbalance. i resolve the 2nd one and win easily. Game 3 he has no disruption, and decides to just go for it on turn 4. i have counterspell for his infernal tutor, then top into counterbalance to lock him out.
1-0
Round 2 - Simpson-Wolf, Andrew - Dredge
Game 1 he plays Putrid Imp and passes. I play Relic of Progenitus, he's not happy. I win easily. Game 2 he mulligans to 4, has no plays. I win easily.
2-0
Round 3 - Gerard Fabiano - BUG Delver
I lose two quick games where he stuck Dark Confidant and I didn't have the removal for it. I really liked his decklist.
2-1
Round 4 - Charles Kaufmann - RUG Delver
Chi is an old friend of my from my Charleston days, so it was a friendly match. Game 1 lock him out early with counterbalance and top. Game 2 he didn't have much to sideboard, and mulliganed 4, and I win easily.
3-1
Standard Decklist
4 Kessig Wolf Run
4 Copperline Gorge
4 Rootbound Crag
9 Forest
2 Mountain
4 Green Sun's Zenith
4 Bonfire of the Damned
2 Dismember
2 Sword of War and Peace
4 Llanowar Elves
4 Birds of Paradise
4 Strangleroot Geist
4 Borderland Ranger
4 Huntmaster of the Fells
2 Wolfir Silverheart
2 Thragtusk
1 Ulvenwald Tracker
Sideboard:
2 Zealous Conscripts
3 Pillar of Flame
3 Sword of Feast and Famine
1 Thragtusk
1 Acidic Slime
1 Viridian Corrupter
1 Ancient Grudge
1 Combust
1 Crushing Vines
1 Melira, Sylvok Outcast
Round 5 - Corbett Gray - Green Summer
Game 1 i mulligan to 5, but lead with birds into borderland ranger. He has birds into Palladium Myr, but i topdeck bonfire on turn 3. He follows up with Elvish Archdruid, and I topdeck another bonfire. He then plays two llanowar elves, and I cast the bonfire from my hand. I win easily from there. Would have lost if I wasn't on the play. Game 2 he had two arbor elves but no forests, and I was able to kill off his other mana guys with ulvenwald tracker and win before he could cast primeval titan.
4-1
Round 6 - Shaheen Soorani - Mono Blue Delver
Game 1 i mulligan to 6 and keep a 4 land, birds, huntmaster hand. I draw a bunch of land and die quickly. game 2 is much longer, but i never draw bonfire and he gets me with talrand.
4-2
Round 7 - Dan Jordan - UW Delver
I win a long game 1 by just playing larger guys and eventually bonfiring his team. game 2 he mulls to 5 and never draws white mana.
5-2
Round 8 - Devin Manning - Delver
I was on my way to winning game 1 when he thought scours me and i flip over combust. that card isn't supposed to be there! After my game loss, i win games 2 and 3 by bonfiring at opportune times, he isn't very happy.
6-2
Round 9 - Stephen Mann - RUG Delver
He plays much slower than he needs to, so even though i win 2-0, we almost go to time. I play around spell pierce game 1 with counterbalance and top, but he has Izzet Charm! I didn't know the card was legal yet, it seems super awesome. Still won the game despite that blowout.
7-2
Round 10 - Bryant Cook - TES
The legendary Bryant Cook, know for playing TES, so i mulligan an otherwise solid hand without any disruption game 1, but i still lose. Game 2 i stick counterbalance and top. Game 3 i envelop his cabal therapy, he goes for it, but i have second envelop for his burning wish.
8-2
Round 11 - John Farrow - Omniscience
Side note: so many magic players mispronounce that card. at first i thought it was intentional / ironic, but now i think its just ignorance. Game 1 he turn 1 show and tell, i have no counter, he has omniscience + griselbrand into emrakul. Game 2 i stop first to show and tells, one with a counterspell, second with O-ring. I stick jace, but have to keep bottoming his good stuff, eventually he rips a burning wish for eye to nowhere to bounce my oring, then casts another wish for petals of insight, and i lose to grapeshot.
8-3
Round 12 - Jesse Piland - Bant
I played against him in GP Atlanta, but Bant is a much tougher matchup for UW miracles than it was for goblins. I lose in 3 after keeping a 1 lander game 3 and not getting there.
8-4
Round 13 - Ryan Hovis - 4 Color Pod
I lose game 1 when he naturally draws acidic slime, sun titan, and elesh norn. Could have beat any 2 of the 3. I win game 2 when he stalls on lands, and then bonfire perfectly game 3 to win when he can't kill me because he sided out his zealous conscripts.
9-4
Round 14 - Dan Musser - Zombies
I mulligan to 5 game 1, get my birds tragic slipped, and then he plays 2 diregraf ghouls. But i rip lands to cast my gas, he rips lands instead of spells, and i win easily. Game 2 is similar, except i'm never not in control.
10-4
Round 15 - Michael Hetrick - 4 Color Pod
I win game 1 with sword of war and peace. Game 2 i flood out and he has multiple thragtusks. Game 3 i get him to 1 and 6 poison with 2 silverhearts in play, but i can't do the final point before he double thragtusks and gets elesh norn to kill me.
10-5
Round 16 - Ross Merriam - UW Delver
I win game 1, then lose game 2 when i keep an iffy hand and flood, but still almost win with ulvenwald traker. Game 3 his hand is very slow and i'm able to continuously apply pressure and kill him with kessig wolf run.
11-5
Standard
Wins vs UW delver 3x, 4 color pod, zombies, and green summer.
Losses vs Mono Blue delver and 4 color pod.
Legacy
Wins vs RUG 2x, Storm 2x, Dredge
Loss vs Bant, Omniscience, BUG
I was really happy with Standard deck, somewhat disappointed with legacy list. Probably going to move away from the land tax version. Standard won't be the same again, but i might want more combusts if everyone moves to the mirran crusader version of delver.
I'll have more thoughts on the tournament up soon.
I Answer the Questions! - 9/25
In your own words, how would you describe the Invitational?
I love multi-format events.
Do you think that Show and Tell should be banned in Legacy?
Yes, it's only going to become more of a problem as they print more cards.
Will U/W Delver match its Indianapolis Invitational popularity in Atlanta?
Definitely in the Invitational, since all the good players like to play it for some reason.
How well do you expect Zombies to fare this weekend?
Zombies is too inconsistent, and not powerful enough in a field this tough.
What would your ‘dream team’ be for Grand Prix San Jose?
G. Taylor Williams and Minh Mai. Won't ever happen for many reasons.
If you could keep one card from Scars block until the next rotation, which one would it be and why?
Copperline Gorge, but I'd rather they just print Stomping Ground. Maybe Green Sun's Zenith instead.
What do you think of the fully-spoiled Return to Ravnica?
It's ok. There's a lot of hype, but outside of the dual lands I feel like it might be a let down. The dual lands back is REALLY exciting though.
Will the unbanning of Valakut in Modern influence Pro Tour Return to Ravnica?
Yes. It's pretty good against Jund, and if it's popular enough, Zoo can actually be a deck again. Helps increase the diversity of playable decks.
Does Stoneforge Mystic belong in control decks right now?
No. Terminus makes creatures unplayable.
24 September 2012
Hidden Gems in Return to Ravnica
[Editor's Note: This was originally published on the Asgard Games website in September 2012. Sharing here for archival purposes.]
The Return to Ravnica pre-release is next weekend. By
now, you’ve probably seen many of the cards on various sites, and
heard some opinions about the quality of some of the more notable
cards. Today, I’m going to look at a few of the off the radar cards
that I think will be important in the upcoming Standard format.
The Gate Cycle (Azorious Guildgate, Golgari Guildgate, Izzet
Guildgate, Rakdos Guildgate, Selesnya Guildgate)
RTR marks the highly anticipated return of the original Ravnica block
shock lands, so much of the focus has been on those, but I think these
lands are just as important! Others have already and accurately noted
the affect these will change the Pauper mana bases, and the importance
of them in Limited should be readily apparent. In Standard, these
will be the 9-12th dual lands in a two color deck if you are playing a
color combination of one of the RTR guilds. This adds a level of
consistency to two color decks that should not be overlooked. Current
RB Zombie decks run only 8 dual lands, and therefore occasionally lose
to not having red mana to play the red spells in hand. The “enters the
battlefield tapped” drawback is much less of a drawback than most
people think, and I’ll happily play 4 Golgari Guildgates in my BG
Zombie list if it means I don’t have to play any basic forests.
Unfortunately, these only help half of the two color combinations, so
Gruul, Boros, Simic, Dimir, and Orzhov decks will have to find other
ways to make the mana work, or just not be played at all.
Rakdos Cackler
The power level of creatures being printed is getting higher by the
set, but this card is still very solid. It gives mono black aggro 12
one-drop two-power creatures, and the “can’t block” drawback hasn’t
caused Gravecrawler to see any less play. The fact that it also fits
into red decks can only mean that it will see that much more play in
the new Standard.
Centaur Healer
With Wurmcoil Engine, Timely Reinforcements, and Batterskull rotating,
there isn’t as much life gain available to deckbuilders. This guy
could show up out of the board as a speed bump in GW decks as they
build up to Thragtusk mana.
Giant Growth
The original pump spell is back, and it’s still incredibly efficient.
Luckily for everyone, all of the infect cards are rotating! The
difference between one and two mana is huge for cards like this. While
Selesnya Charm will see more play because of its flexibility, the
“Green Brute Force” still has a place, especially with Fencing Ace.
Jace, Architect of Thought
Patrick Chapin wrote an entire article on Star City Games about how
good he thinks this guy is. Gerry Thompson and Brad Nelson each have
taken to Twitter declaring this the second best Jace ever after they
played with it. And yet, most people I talk to still seem to think
this card isn’t very good! Personally, I think it is much better than
Vraska (a card with 2 abilities that don’t actually do anything), and
it’s clearly better than Jace, Memory Adept. Even if you just use the
-2 ability twice, it’s 4 mana for 4 cards. He’s not going to control
the game like JTMS or Gideon, but that’s not his purpose. Like Jace
1.0, it’s best to look at it as a card drawing spell that occasionally
draws you much more cards. Also, the +1 is deceptively powerful. It
can blank an entire battlefield of Lingering Souls, and if you have
any creatures in play to protect Jace, they become much better at
doing just that. Don’t forget that the “ultimate” ability lets you
search your own library, too. You can Bribery their best creature, and
get a second Jace from your deck and use it right away! Comparing this
(or any planeswalker) to Jace, the Mind Sculptor isn’t fair, so don’t
let that cloud your judgment on this guy.
Martial Law
This is the real Dungeon Geists. Playing this againt an aggro deck
forces them to commit more creatues to the board, letting you punish
them with Supreme Verdict. I can actually see UW decks playing the max
4 copies of this, and just 2-3 Verdicts. Control decks will have to
find a different way to win in the mirror than just a single creature
or two, either going with Entreat the Angels or a milling strategy.
These are just the cards I think are being overlooked right now.
Obviously, cards like Lotleth Troll, Abrupt Decay, Dreadbore, and
others are going to be big players as well. And don’t confuse my
recommendation on these cards as a speculation based on card pricing,
since card value isn’t strictly related to how good a card is (but if
you can get Jace at less than $20, it’s probably a good deal). That’s
all I have for now, I hope you enjoy your Return to Ravnica.
Ty Thomason
@ceciliajupe on Twitter.
17 September 2012
I Answer the Questions
From GP Costa Rica:
Guild Affiliation: The Azorius Senate
Favorite RTR Preview Card: Jace, Architect of Thought
Where would you like to see a GP in the future? I think South Africa. They had one there before, and they haven't been back to the continent since. I would consider going just to check off Africa from my list.
From GP Moscow:
Favorite place traveled to for magic? Mexico City probably. Edged Barcelona by way of travel time
Detain, Overload, Unleash, Scavenge, or Populate? Unleash.
From Star City Los Angeles:
Toughest deck to pilot in Legacy? I think the Doomsday consensus is spot on.
Is it difficult to playtest Legacy? It really depends on what results you want. It probably takes more games on average to get a solid feel for a matchup, and theres probably 10x the amount of decks you see in standard or modern. However, most of them never change so testing you do now will be relevant for much longer than testing a smaller format.
Have you changed any slots in your deck based on the recent success of B/R Zombies? My RG deck hasn't changed as a result, but i'm playing it because zombies is so popular.
Which archetype would you like to play against during every round today? Monoblack Artifact Control, because it sucks.
Which Scars block or Magic 2012 card will you be happiest to see leave the format? Primeval Titan
What was the hardest card to find for your Legacy deck? Moat
13 September 2012
about sponsor invites
First, I absolutely agree with and support the invitation of William Jensen. I hope they do that in the future for other borderline Hall of Famers. Maybe Chris Pikula or Tsuyoshi Ikeda could finally get in, but that's a topic for another day.
The controversy is about the invites given to the following players: Michael Hopkins (USA), Fernando Solorzano (Costa Rica), Stephen Murray (Scotland), Jasper Johnson-Epstein (USA), and Gergely Gulyas (Hungary). Later on Twitter, Organized Play head Helene Bergeot listed the accomplishments of these players, as well as what the focus was for their decisions:
There are two issues: The awarding of invites to "undeserving" players, and the awarding of plane tickets to non-ptq winners.
The plane ticket issue is this: There are 44 Gold level pros currently, all of whom are qualified for the next pro tour. They only have plane tickets if they top 25 the last PT, top 4 a GP feeding into Seattle, or win a PTQ (yes, they can still play in PTQs). A said goal of the change to PWPs was to give all invited players a plane ticket. I think we can do with less PTQs and more plane tickets to these pros. But that said, it seems pointless to give out a sponsor invite without giving a plane ticket, so I don't feel like that should be changed, but I don't blame gold pros for feeling slighted.
A trickier issue is the lack of defined criteria to earn these, and a seemingly fluctuating standard. For PT AVR, the recipients of the sponsor invitation had much more impressive resumes. Two of them had 2 GP top 8s (only 1 GP top 8 in the entire group of new invites). A 26th place finish at a PT. And the one guy that didn't have a GP top 8 made the finals of five PTQs. So what is the standard? They won't say, and I understand that. It can change, it's based on what "feels" right (Aaron Forsythe's words, not mine). But to me, these don't feel right, and it's not just the stats (I think Hopkins and Murray have good cases based on GP and WMC performance, but the others don't impress me compared with other people I know), its the last tweet by Helene about only looking at people that didn't qualify before.
There is a large group of players (about 100 or so) that are Silver level pros. These players are pretty good, you've probably heard of a few of them too. They got to Silver level by playing in on of the last two PTs and also a couple of money GP finishes. These players are the ones that consistently put up results like the ones that qualified the sponsor invites, but these players weren't looked at because they had "got there" the past few seasons. WotC seems to be implying that a PT first timer is more deserving than someone who Q'd legitimately before and travelled to GPs on their own dime. Maybe they are. Maybe the Silver level pros had their shot and didn't convert, and maybe its time to give someone else a shot. But these someone elses aren't demonstrably better than a Silver level pro with similar or slightly worse stats. This is just another reason of why it sucks to be Silver. All you get is one PTQ against some of the best players in the world, thanks for playing.
And just to put it out there, lets look at my stats from the past season. Top 2 a RTR PTQ, top 8 a RTR PTQ. Top 64 a GP. Played a PT. I don't think that's enough to "deserve" an invite. But since we're looking at the past two seasons, maybe it changes things: Top 1 PTQ AVR, Top2 PTQ RTR, Top 8 PTQ RTR, Top 16 GP, Top 32 GP, 3x Top 64 GP, played in 2 PTs. Still not that impressive if you ask me, especially compared to others over the same period. Or look at Bing Lukes MODO results from this season alone: 3 MTGO PTQ Top8 plus a MOCS Top8. Its so fuzzy how can you really say?
Anyway, the big point is the system doesn't work. PWPs was supposed to reward consistent PTQ performance, but we all know how that turned out. But the system still doesn't work. Wizards acknowledges this with these sponsor invites, but it still feels like a temporary solution. I hope they are working on something better and clearer for the future.
Putting the band back together
What I envision this blog will contain:
Tournament reports from smaller tournaments or less important tournaments. I like to write these, but most people don't like reading them, so I want to avoid putting them into my "legit" articles.
Quick thoughts about decks in various degrees of testing and formats. See it here first, but don't expect an in depth look.
Humorous / Insightful stuff that's too long to go on twitter. I want to start answering the Quick Interview questions from the big tournaments over the weekend on a personal basis. I'll post that kind of stuff here.
It's going to be a work in progress. Let me know what you like and what you don't like.
Read my articles here: http://www.asgardgames.net/
Follow me on twitter: @ceciliajupe
10 September 2012
Power and Consistency in Sealed Deck Construction
[Editor's Note: This was originally published on the Asgard Games website in September 2012. Sharing here for archival purposes.]
Asgard Games is hosting a sealed deck Grand Prix Trial for GP San Jose on September 22. Included in the prize for the winner is a plane ticket to the Grand Prix itself! To get you ready for the tournament, I’m going to talk about how I approach sealed deck building. During Innistrad block, my sealed deck record over 80% at PTQs and Grand Prix, so I may know a thing or two.
Many things change from set to set when it comes to sealed deck building. The number of lands to play, number of colors to play, and whether to play first or draw first are all dependent on the sealed environment. In Ravnica (and most likely in the upcoming Return to Ravnica), 3 color was the low number of colors played, but in Shadowmoor you could occasionally get a mono-colored deck. Zendikar block necessitated a play first strategy, and many old-timers can tell you about playing 16 or fewer lands in Mirrodin sealed. But since the upcoming GPT is M13, we will focus on that.
Core set tempo has increased with the last few sets, but I still think the nature of sealed means you should be choosing to draw first. There are always exceptions to be mindful of, but as a general case I would say draw first. Land counts should be between 16-18 mana sources (usually 17). I also would almost always try to play two colors, and two colors only. I’ll go over the exceptions to these rules to help you better understand the reasoning behind the rules themselves, and give you the tools to identify times you shouldn’t be following the rules.
When should you play first?
· Play first if your mana curve is very low AND aggressive. A low curve defensive strategy is always better on the draw, even in draft. When considering if it’s right to play first, be mindful of mulligans. If your deck can mulligan to six and still operate on only 2 or 3 lands, it’s probably ok to play first. The way I figure this is a simple count of cards that cost 4 or more mana. If over half my cards cost 4 or more, I’m more likely to want to be on the draw, but if it’s only four 4-drops and one or two 5-drops, I’d consider playing first.
· Play first if you plan on casting Sign in Blood or Divination as your first spell. Two swamps and Sign in Blood is a really good opening hand, until you have to start discarding on turn 2. So in cases where I have multiples of these cards, I will choose to play first when I normally wouldn’t.
· Play first if your opponent wants to play first AND you think they are right. Just because they are trying to be aggressive and even if they are successful game 1 still doesn’t mean it’s right for you to play first game 2. The quality of your opponent will factor in to your decision here.
· When in doubt, choose to play first. This changes from set to set, but with M13 I think playing first if you aren’t sure is the safer play. That said, hopefully after reading this article you have less instances when you aren’t sure. The reason I say to play first is that I think you are more likely to lose a game by choosing to draw when you should have chosen play than vice versa.
When should you play 16 or 18 lands?
· Play 16 lands when you have multiples of Arbor Elf and/or Farseek in your deck. The lowest I would consider playing is 15 if I was solid base green and had 3 Arbor Elves and at least 1 Farseek. In both of these instances, play an extra land if your mana curve is high, or the rules for playing 18 lands come up.
· Play 16 lands when you are almost mono color and a lower curve. I won’t play 16 lands with more than two 5-drops, and having early drop creatures in both colors would also keep me at 17. But if you have a solid WW deck with multiple Ajani’s Sunstrikers and only splashing red for some Searing Spears, 16 lands might be the right call.
· Play 18 lands when the 23rd spell is really bad. Sometimes there just isn’t enough cards in the two colors you want, but instead of playing a third color, splashing, or playing something really bad, you can just play the 18th land. Playing 18 lands means you have to shift your mulligan decisions. You should lean more towards mulliganing 5 land 2 spell hands, and lean more towards keeping 5 spell 2 land hands.
· Play 18 lands if you have to cast a 5cc spell on turn 5. Sometimes you end up with a great deck, unfortunately the low curve was replaced with extra Turn to Slag and Essence Drains. Go ahead and play 18 lands. The last thing I want is to die with multiple 5cc removal in hand and stuck on 4 lands.
· When playing with different land counts than you are used to, keep it in mind when making decisions. Lower land counts mean you should probably cast spells sooner rather than waiting. Extra lands in the deck require a more cautious approach to trading cards and using removal.
When should you play something other than 2 colors?
· Play mono color if the gods smile on you and give you an amazing deck with enough playables in one color. You should still look at splashing a second color for extra removal or evasion creatures, if the colored mana requirements aren’t too harsh.
· Do not play 3 evenly split colors ever. Even with “perfect mana”, it’s still not perfect mana.
· Splashing is something I find many top players to have vastly different opinions about. Some will splash for removal almost every time, and look to find ways to splash bomb-type creatures. I am not one of these players. I almost never splash, and when I do, I want to have at least 2 “free” sources of the splash color. (A free source is something like Evolving Wilds or Glacial Fortress or Farseek). Splashing multiple colors is something that requires you to have free sources, or something like Gem of Becoming to get two of the splash lands. In general, I would rather play a couple of mediocre cards 21-23 and be two colors than to splash with no free sources.
· Playing 1 main color and 2 splash colors is possible, but it usually requires your main color to be green.
What all of these points of advice allude to is the balance between power and consistency in sealed deck. These are not mutually exclusive things! Your deck can be powerful and consistent, if you’re lucky. Also beware of some traps. Making your deck more consistent and less powerful might be just making your deck consistently bad! Sometimes your best bet might just be to hope to get lucky, but hopefully it doesn’t have to be. I like to play weaker colors with less depth if they have very powerful cards rather than playing the deep colors and splashing the power cards.
I hope this advice helps you in your future sealed deck tournaments. Also, don’t forget to play in the GPT at Asgard Games on September 22 and win your plane ticket to California!
Later
Ty Thomason
@ceciliajupe on twitter