Tuesday, November 27, 2012

PTQ Gatecrash: Tampa, Fl (P2)

After quickly dispatching Freedom in Round 2, I went over to see how the rest of the team was doing. Robert, Jules, and I were at a healthy 2-0, while Jav, Emily, and Chris were all suffering from an 0-2 start. While waiting to see the results of Stephen's game, I had a chance to take a look at everyone's deck and discuss side-boarding options that they had available. With spirits running strong, I moved in for the next round.

Round 3: Selesnya Aggro

In Round 3, I sat across the table from a guy named Ari. He exuded a lot of confidence going into this match from the way he was talking about his pool and his already impressive 2-0 performance didn't prove him wrong, so I had a feeling this Round would be tough. In Game 1, he opened with a Selesnya Guildgate and proceeded to commit creature after creature when I continued to miss land drops. Even though I kept up a strong defense with a Centaur Healer I was able to cast, his army of 2/2s would eventually overwhelm me with the support of a pair of Centaur tokens courtesy of Courser's Accord. I was holding Armada Wurm in hand when I finally stabilized around 8 life. and debated whether to cast it or not and reveal my bomb rare. Casting Armada Wurm would help me stabilize on the ground, but wouldn't help me develop an offensive to punch back because the ground was cluttered on his side of the board. After drawing into the 6th land, Ari jokingly said 'where's that Armada Wurm?' Clearly I couldn't disappoint him. I opted to cast the Wurm to buy a couple turns and hope to see a few more cards from my opponent's deck that might help in side-boarding. Also, revealing a bomb card might also bring him on the tilt and edge him into over preparing going into Game 2. After my opponent committed two Bird tokens to the battlefield from an end of turn Eyes in the Skies, I was quickly being clocked out. I alpha-striked with my team to see if there were any other tricks up his sleeve and after blocks, I conceded and we moved to Game 2. To prevent getting blown out again from my opponents' early-game aggression and evasive tokens, I brought in Trestle Troll again to hold down the fort to my life total so I had the option to stabilize if it was necessary. For Game 2, the match was a grinder as we went back and forth for small points of damage throughout the game while committing creature after creature to the board. Did I mention that Selesnya mirrors were grueling? I don't remember the finer details of this game, but I remember coming out on top from a Gatecreeper Vine/Launch Party interaction. Bananas. Game 3 was a little lack luster, but my opponent missed his 4th land and couldn't commit anything to the board that was larger than Loxodon Smiter, so the 4/4 went in for punch after punch. I eventually overwhelmed him and took a 2-1 victory. He clearly was very disappointed after this match, but he wished me well. We both had a game where we had to struggle with a resource famine, so in the end the match was determined by the Game 2 outcome. Ari would eventually place 10th in the tournament overall with an X-2 record.

Current Standing: 3-0

After this round, I went to go see how everyone else was doing. Emily and Javier 0-X dropped and along with Nick, they went to find food. Chris won a match, and Jules and Robert both got caught up in a loss a piece. The team stood at Jules, Robert, and Stephen all at 2-1, which is still good at this point. Since the games with Ari didn't take very long, I went to hunt down some complementary Jolly Ranchers and cold water. After responding to good luck texts from friends and family, Round 4 was being called.

Round 4; 4-Color Midrange

I took the seat across a taller guy who was wearing a Denver Broncos jersey. I commented 'I used to like the Broncos' to the entertainment of the Top 8 table. Someone asked why and I mentioned that I was a Tim Tebow fan. This was met with dismay and contempt from the table that was just a second ago on my side. Haters. My opponent, Julian was not enjoying any of the hilarity and proceeded to be condescending and silent the entire match; my least favorite of people. Game 1 started atrociously. I took a mulligan to 5 on the play. Five. Cards. My hand had a Forest, Swamp, Keening Apparition, Korozda Monitor, and a Dreg Mangler. Well.. if a hand had to have 5 cards in it, I suppose this is what I'd want. I didn't have high hopes for this game, but figured if I could draw into any land, I had a Dreg Mangler to play defense, if I drew a green source/Forest, I'd have 3 draws to find a 4th land for the Korozda Monitor and if I drew into a white source Plains, I'd have both Dreg Mangler and Keening Apparition to hold the fort. The Scavenge ability on my two creatures would help recover some of the card advantage lost during the mulligans. My opponent opened with a turn 1 Rakdos Guildgate. I didn't make the same mistake as before and waited to see what the rest of his lands would reveal. I drew into a Plains; wow. I cast my turn 2 Keening Apparition and shipped. My opponent played a Plains and this threw me off. I wasn't entirely sure what his deck was, so I marked the Plains as potentially a 3rd splash for something like Trostani's Judgment or Arrest. Either way, this is a good indicator that the quality of removal in his deck is potentially very low, so I switched my strategy into a more aggressive approach. I cast my Dreg Mangler and swung with the team. He committed an Ogre Jailbreaker to the board that was promptly killed off with a Launch Party that I drew using my Dreg Mangler as fodder. I cast Korozda Monitor and swung in to bring my opponent down to 6. He then played his bomb rare, Desecration Demon. With my 5th land as the last card in my hand, I sat and thought the play over for a few minutes. In my mind, the play was to Scavenge my Dreg Mangler on the Korozda Monitor on the battlefield, then enter combat and sacrifice my Keening Apparition to the Desecration Demon to tap it and swing in and punch for damage. This play took over 5 minutes because I kept thinking Dreg Mangler Scavenged for 2 +1/+1 counters instead of 3. After looking in my graveyard to make sure I knew the Scavenge cost, I saw that the mangler was a 3/3. Oops. Even I forget to read the cards sometimes. I swung in and he conceded after making a snarky remark on 'how easy' that play was. In my head, I was thinking 'I just beat you on a mulligan to 5'. Jerk.


For Game 2, I brought in Slum Reaper and Aerial Predation and dropped an Avenging Arrow and Golgari Longlegs. Unfortunately, I was only able to see two spells from Game 1, so I didn't really know what I was fighting against. I initially thought his deck was a Jund deck splashing White for some undetermined removal spell. Slum Reaper is good enough against Rakdos since it helps keep their creature masses at a manageable level in the early-mid game. The predation was simply just another answer to Desecration Demon. After my opponent made his minor adjustments, we moved forward. He opened with a Selesnya Guildgate. Wait. What? Then a swamp, then a turn 3 Centaur Healer. I swear I didn't see him side board in or out that many cards. I was legitimately thrown off. I thought to myself 'what kind of deck is this?' I quickly found out that most of his deck was dedicated to a Selsnya shell and we both prepared a large midgame push. Eventually he pushed in for enough damage with a pair of Giant Growths and profitable blocks, so we moved on to Game 3. In side-boarding, I dropped the Slum Reaper and brought in Trestle Troll in case my opponent when for an early game aggression and it helps hold off the Desecration Demon in case he makes an unwelcome appearance. I elected to take the play and hoped I could draw into a strong curve and apply a ton of pressure early so my Scavenge cards could be the last bit of reach I needed to close out the game. The game started with damage swinging in both directions until I hit a critical mass of creatures that he couldn't safely swing into. I also relentlessly blitzed with my Scavenge creatures because I knew it would be unprofitable for him to block in most cases. There were several times where he clearly left 6 mana open and I knew a Trostani's Judgment was there, so I avoided Scavenging on certain turns when that was available to him. After he cast the removal spell, he then followed his play up with the deadly Desecration Demon and had only one card in hand, I made a gamble. Julian had been often leaving up a Golgari Guildgate for most of his turns, so I was predicting he had a Giant Growth. I wasn't certain, but I had avoided baiting it in the early turns so I could keep most of my creatures to play defense. Luckily my Seller of Songbirds Bird token wasn't affected if he had the pump spell. On my turn, I shot down his demon with one of my boarded in Aerial Predation and with Julian at just 4 life, I suited up my Bird with a Scavenged Drudge Beetle and cast Swift Justice on my Bird to swing for lethal. Holding my breath, I waited for a response. He paused for a good 30 seconds and then revealed the Giant Growth and conceded the match. I swear, I heard the metaphorical cheers from an audience of thousands. This win meant a lot since it was against a strong opponent with a very hard-to-read deck. Julian would eventually place 5th in the tournament with a 6-1-1 record and place 4th in the Top 8.

I left the table quickly because I needed to be away from any magic cards and just drink some cold water to keep my calm. Since most of the team were in games and the others were foraging for food, I kept in a corner and just chilled out. Jules would now stand at a 2-2 record, while Stephen and Robert were both at 3-1. Since my match with Julian took a while, the next round started quicker than I had I hoped. With no room to let my brain relax, I took out the side board cards and sat down for Round 5.

Current Standing: 4-0

Round 5: Bant (U/W/G) Tempo

For Round 5, I was paired up against a guy named Mark. I've seen him around Coolstuff Games in Orlando, so we had some friendly conversation about our store and the people we traveled with to Tampa before the game began. Mark opened with a very aggressive start of an army of Sunspire Griffin, Vassal Soul, and an Azorius Keyrune along with some detain cards. My opening was similar, but all my creatures lacked flight; my life total was in jeopardy. To top things off, I could sense that a few people were standing behind me watching the game including Emily. No pressure.

I looked at my hand and with a pair of Golgari Longlegs and a ton of mana available. Since he had a lot of creatures on the battlefield and very few cards in hand, I knew Supreme Verdict would probably be out of the question. The only plausible way to fight all of his evasive creatures is to swing relentlessly on the ground. Creatures with evasion are strictly better than ones that can't fly, so I needed to present unprofitable combat trades in every attack phase so he would elect to take the damage to keep his high-quality army. Eventually his total would fall to just 10 life, all while staring down a pair of Golgari Longlegs. This mid-game pressure put him in a very uncomfortable position where he would have to start chump blocking to survive and he just had one card in hand. He went for the all-in strategy by animating his Azorius Keyrune and sending in an alpha-strike at me in the air and cast Chorus of Might on one of his flying creatures. Baited.


With just 2 mana up, I revealed the Druid's Deliverance in my hand. He responded with 'Fog?' I'm pretty sure a grin escaped from my face, but I couldn't help it. Staring down at least 15 power on the ground and no cards in his grip, he packed up and we moved to Game 2. While shuffling, he muttered 'didn't even Populate.' I was dying of laughter on the inside, but did my best to hide it.  I don't remember Game 2 that much, but I made the obvious side board choices you can see on the score sheet and went for an early game aggression that knocked him out with ease. *Quick aside: Early game aggression works really well against the tempo deck because their creatures are usually very small, but have really good abilities like Flying or Detain. If you commit to early aggression, they usually can't Detain all of your creatures and are pressured into making poor blocks in order to stay alive in the mid-game, which puts them in an uncomfortable spot and forces them into risky plays; Game 1 being a good example. Mark would eventually finish 20th overall in the tournament with a 5-3 record.

I got up and started to shake a little. How is all of this possible? Emily handed me a burrito that she had leftover when everyone went to grab lunch and I scarfed it down. I don't even think I paid back whoever bought that burrito. Oops. Afterwards, I went to call my mom and tell her how everything was going. As one of my biggest supporters and inspirations in life, it was the best thing I could think of at the time. After a small chat, I went back inside and enjoyed watching the rest of the team play some Commander and struggle to keep the life totals in order. After a brief break, and Robert and Stephen both at 4-1, we entered the next round strong.

Current Standing: 5-0; 2nd Place

Round 6: angelofserenity.dec or Bant (U/W/G) Control

I was paired up against a guy named Michael who is an Armada Games regular and was very friendly. We both joked around about how we were both almost a shoe-in for the Top 8 and were genuinely having a good time. It was a very good-mannered match overall and I hope to play against Michael again. My opponent opened up with a very slow noncommittal start with creatures sprinkled in here and there and a few removal spells without making any huge pushes in the early or the mid-game. This was a huge signal; he must have a few bombs up his sleeve. After the thought crossed my mind, she landed on the battlefield. Angel of Serenity. After wiping out my army, the angel cleaned up the rest of my life total very easily. Looking into the sideboard, I didn't have too many options other than to blitz him before he had the opportunity to cast the angel. I brought in Trestle Troll to block some of the Flying creatures he played in the early game so I could overextend without worry. I also brought in an Aerial Predation and Soul Tithe for backup. Game 2 went similarly. With Towering Indrik and Hussar Patrol keeping him alive, my creatures couldn't punch in quick enough and the Angel of Serenity brought smite and justice upon the battlefield again. Even though I had the predation to kill her this time and Armada Wurm to clog up the ground a little, the exiling my 3 creatures did enough damage so the rest of his army had the opening he needed to swing into the pair of 5/5 wurms and clean up the rest of my life total. I was a little disappointed after hitting an 0-2 speed bump, but Michael said 'don't worry, I'll see you in the Top 8.' Those were some encouraging words that I wouldn't forget. Michael would eventually finish 2nd place in the tournament with a 6-0-2 record and 3rd place in the Top 8.

This round was painful for everyone since I heard that both Robert and Stephen suffered a loss and both now sat at 4-2. This next round would be a tough one because a win would be an almost guaranteed Top 8, while a loss was almost a guaranteed 'not Top 8'. The guy sitting across from me in a few minutes would be in the same position and basically gunning with everything he's got to make it. If there was a stressful match, Round 7 was it.

Current Standing 5-1; 5th Place

Round 7: Rakdos Aggro

I sat across the table from a guy named Dustin. We had a little discussion on where we were from and how all the travelling went. He was a friendly guy from Tallahassee who had the chance to play while his fiancĂ© was away. Serendipitous. We shuffled up and presented our decks to cut when all of a sudden.. DENIED. A pair of judges came by and asked us for our decks and sideboard to be deck checked. You know that feeling when you're playing a videogame and all of a sudden it starts to lag? That's what being deck checked is like. You're in the zone and all of a sudden if just comes to an abrupt halt and you realize you haven't eaten all day. Or called your family. We sat in our chairs for an excruciatingly long 8 minutes. In that time, I went to get a drink of water and had a small conversation with CJ and sat back down and twiddled my thumbs. I knew I was getting psyched out a little, but only if I could keep my cool longer for this 50min round. JUST 50 MORE! When we got our decks back, all of the cards were neatly organized. I said to Dustin 'shuffle for 8 minutes?' and he agreed. Excellent. I planned this so that we could sit longer and endure this sort of festering while we were in the vicinity of two other flanking matches going on and couldn't necessarily start the game. I don't really know how to explain what I was trying to do nor can I justify that it has any real effect, but simply, I wanted to test my opponent's patience. In Game 1, I saw that he was playing Rakdos and thought it was really refreshing not to play against mirror match. About time. He opened with a pair of early creatures that were promptly stopped by my giant Loxodon Smiter. Unfortunately, none of the Rakdos creatures can be that huge that early and not even the mightly Lobber Crew has stats to defend against this beater. I took some early hits while I took to the red zone. I eventually stopped attacking and cast a Korozda Monitor and held on the fort. My opponent was amassing a large army full of rather small creatures. He was over committing to the board, but what for? I was expecting a Dynacharge or an Island followed by Teleportal. I needed to apply some mid-game pressure and soon. I suited up my Korozda Monitor with a Knightly Valor and swung with my Loxodon Smiter and monitor into the red zone with my opponent at 7. He thought over combat for a few minutes, then placed a 1/1 in front of my monitor and said 'I take 4 from the smiter?'

What?

I said: 'Korozda Monitor has trample, you take 4 + 4?'

He looked at the monitor, the battlefield, his life total, then his hand and silently picked up his cards and we moved to Game 2. Did.. that just happen? SUCCESS! Although it wasn't obvious at first, all that waiting and the pressure of this game was getting to my opponent too. He was on the tilt and I knew I could take advantage. I went into Game 2 with the intentions of doing a mid-game push and kept the list the same since my deck is already well equipped to take advantage of turns 4-6 with 2 copies of Golgari Longlegs and Armada Wurm, which is larger than most of the creatures the Rakdos deck can muster on those turns.

*Another quick aside: Against Rakdos, a mid-game push is really strong because the strategy plays a lot like Zerg from Starcraft II. What does this mean? Rakdos can create a very aggressive early game and can be very powerful in large numbers. Rakdos also has a nice suite of high-quality late game spells like Carnival HellsteedChaos Imps, and Explosive Impact. What about in the middle of their curve? Rakdos is usually squandering removal spells in order to push for more damage or survive into the late game. Around turns 4-7 are their most vulnerable turns because they lack high-quality spells around 4-5 mana. Setting your push to the mid game allows you to commit some creatures early to make trades if necessary or to eat up your opponents' removal spells while you bide time to cast larger creatures that should have no problem pushing through for large chunks of your opponent's life total.

Putting this theory to the test and without a good memory of what strictly happened, Dustin's life total quickly  fell to 0 in Game 2 and he conceded the match. !!! Dustin would eventually place 19th overall in the tournament with a 5-3 record.

After the match, I ran over to tell everyone and was really excited. I needed to know the math for the next match and see if I could draw into the Top 8 for my final round. After talking to a judge (apparently they're not supposed to help you, but I had no idea how the tie-breakers and such worked), I think I could confidently draw into the Top 8. I was getting tired and I really needed a break, so I decided to lobby for the draw.

Current Standing: 6-1; 3rd Place

Round 8: I got paired against James who currently held 2nd place. I asked for the draw and he looked at me and said 'nah, I want to play.' Seriously? Then he said 'I'm just joking, lololool' What a jerk.. =D

After Round 8, Michael announced the names for the Top 8 and then.. in 4th place, my name was called. Oh man. The feeling of accomplishment was overwhelming. I did it, I am so close to the Pro Tour invite. 'Only a few more coin flips to Montreal' -Stephen.

Final Standings in the Swiss: 4th seed going into the Top 8, 6-1-1 record, and a 71.43% win percentage.

Of 151 people, the Top 8. I made it. What was the Top 8 like?



Each of us got our own Top 8 Playmat for this specific PTQ with artwork by Kristy Dunn and won 24 booster packs of Return to Ravnica. The paperwork on top of the box is the release waiver for the publication of our images and contract from WotC in the event that we won the PTQ and how the travel reimbursement would work. After all the fine details were explained, the judges all circled around along with onlookers, spectators, and friends for support. The draft would soon begin.


 

The draft itself was very.. intense. Each pick was timed to about 45 seconds and incrementally decreased as the number of cards in each pack decreased. It's difficult to conceptualize everything that happened in one article, but I can break it down as best I can from the most important decisions I made. 

Pack 1, Pick 1: The rare was Overgrown Tomb. Tempting, but I have more sense than to rare draft here. The strong playables were Frostburn Weird and Centaur Healer. Fortunately, I've had a lot of practice with both Izzet based Grixis (U/R/B) and Selesnya (often with a Black splash), so both cards jumped out at me. I felt more comfortable playing Selesnya and it's treated me well in the past, so I decided to take the healer. It's a strong playable and gaining 3 life is important in draft, since the games move quicker and the decks are generally more aggressive. Plus a 3/3 creature is a great-sized body to have in the early game. 

Pack 1, Pick 2: The next pack didn't have too many exciting cards in it, but it did have a Trostani's Judgment that's a fine one of and could even be good if I can get enough token producers to Populate with. I believe the rare was missing from this pack, so there were no tells so far as to what the guy to my right may have picked. 

Pack 1, Pick 3: This pack was.. famine. No. Green. Playables. What? The only Selsnya pick was a Seller of Songbirds. The pack was overall poor with the next best card being Izzet Charm. I'm not a fan of playing Izzet aggro because it's not my favorite style of play, but I couldn't ignore the sign, could I? This would be the most vital pick of the draft and I knew it. I could jump ship and see if Izzet was open (safer route) or stay hardcore to my all-in Selesnya strategy (more risky). Since I didn't see any strong playables in any guild so far, I was making this decision somewhat blind. The lack of good Selesnya cards in Pick 2 was somewhat tell that I should pick up the Izzet Charm. I ended up taking the Seller of Songbirds because I really wanted to famine Selesnya in Pack 1 and hopefully get rewarded in Pack 2 when the direction of the packs shifts from Left to Right. In hindsight, I think the charm was the correct choice, but during this draft I didn't want to see it. I had a lot of success with Selesnya during the day and played against the archetype so many times that I gave myself tunnel-vision and that's all I wanted to play when I was constructing this deck. The next picks would suffer from this decision.

Pack 1, Pick 4: The next pick had a few weaker Selesnya cards scattered in and a Savage Surge. The Pack also had a Sewer Shambler and a few other decent Blue cards, but nothing that I particularly was interested in. Simple pick here.  

Pack 1, Pick 5: No Green or White playables. Harsh. This is when I absolutely knew that Selesnya was not open and it's derivatives (Golgari and Azorius) were also being taken up. There were a few decent red cards and a lone Slum Reaper and Sewer Shambler to respresent the Black. Unfortunately, I didn't see any strong Blue playables, so Bant was out of the question. The decision was to jump ship and take a decent red card and possibly jump ship on a new strategy or take a weaker Slum Reaper and stay on track with my current strategy. Like Pick 3, I had the tunnel vision that swayed me towards the G/W/b archetype and I took the reaper and went full steam ahead. 

Pack 2, Pick 1: This pack was rough. Since I elected to fight for Selesnya cards, this pack would have to have a Vitu-Ghazi Guildmage, Eyes in the Skies, AND Wayfaring Temple. I really wanted to throw all these cards at the judges. Seriously? I ended up taking the guildmage because it's insane card advantage if you manage to stabilize, but I knew I'd be sending some awesome goodies to the other Selesnya players at the table (which I guess were 2 at this table and 2 Azorius players). The Temple is a little worse (but only marginally so) since it's easily chump-blocked in the Selesnya mirrors I was preparing to fight against.  

Pack 3, Pick 1: I opened up a lackluster rare (I think it was Rest in Peace) and saw a Stab Wound in the pack with nothing else noteworthy. Stab Wound is easily one of the best commons in the set and is very good at pushing stalemates in your favor. Since I was already committed to the Black splash, this was an easy pick. 

The rest of the draft was nuance with subtle picks here and there. I ended up picking up a ton of Izzet-themed cards that were largely unplayable, but I hoped would end up cutting the Rakdos deck that was splashing Blue. After reviewing my pool, I realized I had just enough playable cards to hit around 23-24 and I didn't have an opportunity to pick up side board cards because there were at least 2 other players picking up Selesnya cards. This deck didn't have a plan after boarding, which is a scary place to be. But, I couldn't look back. I had to use this list and fight with it. 

The deck I ended up registering was this Selesnya with a splash of Black deck:


Lands: 
5x Forests
4x Swamps
6x Plains

Match 1 in the Top 8: Selesnya

I was paired up against Julian again (that I faced in Round 4) who remarkably was the 5th seed in the Top 8. I was thinking to myself 'how did he get this far with that weird 4-Color deck?' He must have played it very well or was familiar enough with the archetype. This would be another struggle. Again, we opened against each other as a Selesnya mirror. In Game 1, we committed creature after creature to the board, trading small points of damage here and there. There were so many things occurring on the board we had to ask the judges to bring actual token cards.. multiple times! He then broke the stalemate by going for the alpha strike with one lone card left in his hand. After thinking over the combat for several minutes and finally declaring blocks, I knew there was no way I could play around either a Common Bond, Giant Growth, Selesnya Charm, nor a Chorus of Might. I simply had to hope he didn't have it. Unfortunately, his last card was that Chorus and we moved to Game 2. For Game 2, I took a mulligan to 6 and kept a hand that was lackluster but I elected to play and hoped that early game aggression would pressure him out. This would be more difficult to do in this deck without the Scavenge creatures in my list, so I had to play more carefully. My opponent cast a Centaur's Herald and sacrificed it early on his Turn 3; this is unusual. Uh-Oh. He then cast the monstrosity that would seal my fate: Growing Ranks


Without a removal spell, I was victim to the Growing Ranks Populating his Centaur token into oblivion. He was gaining card advantage and board presence every turn and my cards were eventually no match. He finally obtained enough critical mass that he went for another gruesome alpha strike and I conceded the match. A huge wave of disappointment overcame me. I made it this far.. just to lose? I walked out of the grand ball room and lay on the floor. Luckily, I was joined by the team and we all enjoyed dinner late that night and talked about all of the gaming, trading, and hilarity that had happened that day. 

It hit me as we were waiting outside to walk into the restaurant for 1/2 off appetizer happy hour..

We all won today. This event is the manifestation of all the hard work that everyone put into Casual Net and Magic over the past year and a half. As I looked at everyone laughing and talking over their battle scars of the day; I saw how Casual Net created this experience. A network of people joined by a common passion work together to help, nurture, and cultivate others' experiences as well as their own in this community created this camaraderie. In 2010, when I was first brainstorming up a Magic group for Facebook, I didn't think that idea would have come to fruition. I can't express how grateful I am that I've been able to meet all of you and have the opportunity to share these experiences with everyone. But.. enough gushing. There's more time for that later. 


For the closing words, I just wanted to thank all of the people and friends from Casual Net that came out to have a good time and show their support for the network we're building. Thank you Stephen, Robert, Emily, Nick, Javier, CJ, Justin, Jules, and Chris for all coming out. This experience would not have been nearly as amazing without all of you being apart of it. I also wanted to thank Michael Fortino and the Armada Games family for hosting a smooth and well-organized event. Until the next PTQ, Magic players!


Check out the MTG Casual Net Archive and connect with us on Facebook!

-David J.

Monday, November 19, 2012

PTQ Gatecrash: Tampa - Robert W.

Party the night before? Check. Have to wake up early? Check. Wanting to go to sleep for 10hrs of Magic? Double check. The life of a Tournament goer. Or at least for me anyways. As many of you already know, PTQ Gatecrash in Tampa occurred a few weeks ago. I was pretty stoked about attending the event, mainly to meet some more of the casual netters (who were all awesome by the way), but also to play some fun games of Magic and have a great day.

The event was sealed, not my favorite format by a long shot. I feel that it's just too luck based to be considered that competitive, but boy was I wrong on that one! Watching someone win with dudes and a single Teleportal every match without any rares or mythic rares in his deck is pretty amazing to see.


With 151 people in attendance, I ended up making Top 16 (16th place exactly!) after 8 rouds of swiss. It was a long and grueling day of combat tricking my way to victory. here's the pool of cards I had to work with:

Green (10):
Golgari Decoy
Axebane Stag
Death's Presence
Korozda Monitor
Deadbridge Goliath
Rubbleback Rhino
Drudge Beetle
Giant Growth
Savage Surge
Towering Indrik

White (11):
Ethereal Armor
Avenging Arrow
Security Blockade
Sphere of Safety
Azorius Justiciar
Seller of Songbirds
Keening Apparition
Sunspire Griffin
Eyes in the Skies
Concordia Pegasus
Angel of Serenity

Black (13):
2x Launch Party (one of them was foil ;D)
Catacomb Slug
Cremate
2x Drainpipe Vermin
Mind Rot
2x Sewer Shambler
Shrieking Affliction
3x Stab Wound

Red (13):
2x Pursuit of Flight
Viashino Racketeer
Survey the Wreckage
Racecourse Fury
Minotaur Aggressor
Gore-House Chainwalker
Electrickery
Bloodfray Giant
Bellows Lizard
Batterhorn
2x Annihilating Fire

Blue (7):
Syncopate
Downsize
Dispel
Crosstown Courier
2x Chronic Flooding
Blustersquall (Foil ;D)

Multicolored (20):
Dramatic Rescue
Heroes' Reunion
Slitherhead
Frostburn Weird
Blistercoil Weird
Izzet Charm
2x Goblin Electromancer
Counterflux
Search Warrant
Skull Rend
Rakdos Shred-Freak
Sundering Growth
Golgari Longlegs
Dreg Mangler
Vitu-Ghazi Guildmage
Common Bond
2x Grizly Salvage
Armada Wurm

Lands/Artifacts (4):
2x Azorius Guildgate
Transguild Promenade
Izzet Keyrune

After flipping through all the cards and taking out the bombs I had to work with, I was ecstatic I already paid for my entry fee by opening both Armada Wurm and Angel of Serenity, but also 3x Stab Wounds? This pool was nuts!

I could have gone a few different directions while making my deck. Angel was an auto-include as she just flat out wins games when she hits the board. The WWW in the casting cost makes it a little rough for making a multi-colored deck, but having the Transguild Promenade and Guildgates would help right? Wrong. My blue was crap, flat out. I didn't want to go red because of all the RR (double red) spells that would end up in the deck and the lack of fixing that I had. black had some awesome removal options, but no creatures, so I went straight to Green. Armada Wurm was an auto-include was were a majority of the other White and Green creatures. After about 15min of putting together all the cards I wanted to play with, I ended up registering this deck:

Creatures (13):
Angel of Serenity
Azorious Justiciar
Seller of Songbirds
Keening Apparition
Sunspire Griffin
Concordia Pegasus
Rubbleback Rhino
Drudge Beetle
Towering Indrik
Golgari Longlegs
Dredge Mangler
Vitu-Ghazi Guildmage
Armada Wurm

Spells (10)
2x Grisly Salvage
Eyes in the Skies
Giant Growth
Savage Surge
Shrieking Affliction
2x Stab Wound
Launch Party
Common Bond

Land (17):
Transguild Promenade
3x Swamp
6x Forest
7x Plains

Looks pretty good, right? Now some of you may be wondering 'Why didn't I play Deadbridge Goliath?' or '2 Stab Wounds over 3?'

To answer the first question, I'm stupid. While sorting my cards, I wasn't sure which of my Green and Black cards were my secondary and tertiary splashes. I set the Goliath aside in one of my corner piles while sorting the cards because of the GG (double Green) in its casting cost. He must have been lost or shuffled in with the rest of my cards and I forgot to register him in my list as a result. I ended up side-boarding him in every single game after Round 1. As for the Stab Wounds, I wanted to have a 2-1 split with Launch Party. I was afraid of having anything with 3 or more toughness getting Stab Wounded, so I figured using Launch Party to get rid of them would help me get some serious value.

And now for the good stuff. Tournament report! :D

Round 1: Rakdos Midrange

My first round opponent seemed to be a pretty nice older gentleman. We sat down, said our good lucks and set off to game one. He didn't really do much except play a couple dudes which I dispatched quickly. I was playing very cautiously because of a suspected Rakdos, Lord of Riots, so the game turned into a swing with one creature and leave the others back so none of his creatures can push for damage. My conservative strategy worked and we moved to the next game. Game 2 was long and grindy; we kept trading blows, but he eventually stabilized behind a Lobber Crew and a bunch of creatures with Defender and constantly pinged me to death to move the match to game 3. Since I knew his game plan, I made sure to keep a very aggressive hand. Going from a 2-3-4 CMC creature followed by curving out into Armada Wurm with Populate backup the following turn made quick work of him. 1-0

Round 2: 4-Color Good Stuff

I sat down and said my hellos as we shuffled up for the first match. I kept up a lot of pressure throughout the game and eventually over ran his defenders. Game 2 was pretty rough since I kept drawing into land I didn't need while he had multiple kill spells for my dudes. He quickly got me down to 0 for another Game 3. In this match, I got clever. I brought in a pair of Sewer Shamblers from the board to punch through with Swampwalk and quickly tempo-ed him out with 4 damage/turn. 2-0

Round 3: Bant (U/W/G) Control:

This fine young gentleman was my first loss of the day. Game one was long and grindy with him spamming removal spells until I ran out of gas and quickly losing afterwards. Game 2 was a little more interesting where I had game on board and he used a clutch Detention Sphere to commit to an alpha strike that swung for lethal. 2-1

Round 4: Grixis (U/R/B) Things

I don't remember too much from this round, but I do recall him being land screwed both games for a quick 2-0 victory. 3-1

Round 5: Jund (B/R/G) Amazingness

This was the highlight of my day hands down. It started off with us getting deck checked and we just sat around for about 10 minutes. In Game 1, he ended up finishing me off with a Guttersnipe and some Sorceries and Instants. Game 2 was a little rough, since he took a mulligan to 5 and couldn't keep up with my onslaught of creatures. Now, Game 3 is when it gets interesting. He takes the play and I take a mulligan down to 5 cards. My hand consists of a Swamp, Forest, Plains, Stab Wound, and one irrelevant card. He makes the first play throwing down a creature that I quickly kill with Stab Wound. After about 4 or so turns of me doing nothing, I have an Armada Wurm in hand with 5 lands in play. I Grisly Salvage into 3 lands and 2 creatures and opt to take the land to cast the Wurm next turn. After I pass, he has a board state containing Trestle Troll, Guttersnipe, Slitherhead, and Drudge Beetle and brings me down to three life the next turn. I slam down the Armada Wurm and grin at his startled face. I look at him in the eye and say "If you have an instant or sorcery in hand, I'll scoop right now." He responds with "I don't..." and doesn't rip one on the next turn. This is where I almost fell out of my chair. I ripped Angel of Serenity off the top, slammed her on the table and exiled his entire army. This guy looked distraught. I swung for 10 and passed. He drew his next card, set it down for a second, then picked up all his cards. THIS GAME WAS THE SINGLE MOST INTENSE GAME OF MAGIC I'VE EVER PLAYED!!! 4-1


At this point, I was going crazy. I ran to our group of casual netters playing EDH and retold the story of my victory like a billion times ('literally' -DJ). I could actually make Top 8! I couldn't even begin to believe how well I was doing. The celebration; however, was a little short..

Round 6: Izzet Aggro

In Game 1, I let my opponent's Frostburn Weird get in for too much damage while I was trying to get him down to a low enough life total to kill him. He ended up killing my only blocker and finished swung in for the last 4 points of lethal. Before Game 2 is when things get a little rough. I got deck checked again. To anyone who's never been deck checked before, they sort all your cards by color and land and give you back the pile of cards the same way. This organizes all the cards and disrupts all the 'randomness' of drawing certain cards. I shuffled 5-6 times and we went into Game 2. I kept a hand with four land, two creatures, and a Stab Wound with no Swamps. I drew into EVERY black card I had in my deck and couldn't play anything. Needless to say, he won that game. 4-2

I was dream crushed. so close to the Top 8 within my grasp and it was gut wrenchingly taken away from me. I could still make Top 16 though, so I continued on.

Round 7: Rakdos Aggro

This game was against a girl I've met before at coolstuff before, but I don't think she recognized me. her name was Nhi (I think that's spelled right?) and she's very fun to play against. She was the only person all day to actually converse with me during our games which was a nice change of pace. Game 1 begun with a turn 2 Gore-House Chainwalker on her side of the board and a prompt Stab Wound on my side. I eventually pushed in for enough damage to make a quick Game 1 sweep. In Game 2, I stumbled on lands and we quickly traded games to a final death match in Game 3. This game went a little slower than the other two, but I eventually created an overwhelming board state and swung for lethal. 5-2

Round 8: I don't even know

Since both Stephen and I were both X-2 so far, we both joked about having to play against each other. We got close to being paired last round so it was pretty much guaranteed we'd get paired this round. We talked about this before the round had started and decided that we'd either draw or let the other win so that one of us could get a spot in the Top 16. I apparently had better tie breakers, so he walked up and said 'you win.' We sat down and he dominated me in Game 1, so I'm actually very glad I didn't have to play against him.

Overall, the day was pretty amazing. David made Top 8, I made Top 16 with Stephen's help, and he got 29th. Everyone who played did awesome and I definitely can't wait to go to another PTQ. Thanks for reading and be sure to show some support for the next tournament we all go to!


Check out the MTG Casual Net Archive and connect with us on Facebook!

-Robert Williams

Friday, November 16, 2012

COMMANDER! Review: Isperia, Supreme Judge

Sup MTGcas, Javier here. With the Player's Championship now over and September 29th coming closer and closer, it's spoiler season! Like Christmas in July (or Sept. in this case, but you know what I mean)! The Return to Ravnica prerelease event is just weeks away and I hope you're as excited as I am to go back to one of the most popular planes in the multiverse. With the vast city of Ravnica looming before us, we look to Isperia, Supreme Judge, the new leader of the Azorius guild for a little bit of order.

'I serve only justice. But through that duty, I serve all of Ravnica.'

Now where have we seen this sphinx before? Ah yes, as Isperia the Inscrutable from Dissension a few years back. Well, time has passed and our old friend is more authoritative than before. Her stern composure hearkens to her title as judge, but her enormous frame implies she may also be the executioner. Posted above what may be described as some sort of Hallowed Fountain, this sphinx overlooks the megalopolis she has sworn to keep in line. In other words, I think this art is pretty rad and Isperia is an intimating force.

Boasting a sizable 6/4 body, Isperia is no slouch in combat and will dispatch players quickly if allowed to roam the skies unchecked. But crashing into the red zone isn't usually what U/W is best at (current Standard not withstanding, curse you Delver of Secrets!) Isperia's ability is a great boon to control players hoping to protect themselves from swarms of creatures at any point in the game. Not unlike Edric, Spymaster of Trest, who rewards opponents for attacking other players, Isperia penalizes opponents by giving her controller cards, which leads to a more uncertain attack. Card advantage (especially in Commander) is an extremely important asset as games tend to be a bit on the longer side, so drawing cards passively gives you more and more options to win with.

Building a control shell around Isperia seems like the way to go here. Cards that give you a passive bonuses such as Rhystic Study and Luminarch Ascension can help you incrementally build your resources, leaving mana open for responses such as counter-magic or removal that you might draw off of the trigger (responding to an attacking creature with a top-decked Condemn seems pretty effective AND flavorful). As you will surely become a target once you generate enough incremental advantage, defending yourself is the next step to victory. Mass removal such as Austere Command or Evacuation can protect you from early beat-downs, while cards such as Ghostly Prison and Moat limit the creatures that can attack you at all. Quick observation: Angelic Arbiter + Angel Song = Time Walk; not the worst.

Isperia's ability also triggers off of attacks declared on your planeswalkers, making them even more dangerous as well. While planeswalkers are usually kept in check by periodic attacks, the card draw threat from this general means keeping your Superfriends' loyalty high is easier than usual. Planeswalkers with powerful emblem ultimates like Tamiyo, the Moon Sage and Venser, the Sojourner can very easily be protected long enough to ultimate and usually mean the game is over when they do. Gideon Jura gets a quick shout-out here for combining awesomely with Isperia and providing insane potential for card draw.


Some drawbacks to playing Isperia in this fashion are single creatures that are hard to deal with and opposing control generals. Although you will likely handle opposing swarm strategies such as Rith, the Awakener with ease, generals like Rafiq of the Many who usually attack with one creature minimize your card draw while still putting up big numbers. Similarly, Hexproof creatures like Thrun, the Last Troll will attack into you and your general with impunity, knowing they're safe from your Path to Exile and will "trade" with your general with regenerate mana open. As for the control mirror, Isperia gains power when your opponents attack you, but does very little to stop Jhoira of the Ghitu suspending big spells or an Oona milling your library into oblivion. Possible responses to these strategies are Fog Bank for Rafiq, Wall of Denial for Thrun, and the aforementioned Luminarch Ascension for Jhoira and Oona.

As far as comparison to other legendaries is concerned, Grand Arbiter, Augustin IV helps control a board by slowing your opponents down and speeding yourself up, making your turns more valuable. However, Isperia's ability is more combat-focused, so a more salient comparison can be found in Gwafa Hazid, Profiteer. Gwafa prevents your opponents from attacking you straight-up with his Pacifism-like ability, at the cost of giving your opponent a draw. Isperia moves the card-advantage in the other direction, albeit with a less direct ability for altering combat. The two Legends have a similar list of problems - namely Hexproof and the control mirror - so they don't complement each other in the most robust way. It's not necessarily a bad idea to put Gwafa in your Isperia deck, but he'll often act as a more redundant ability than as a diverse threat.


Isperia, Supreme Judge is playable in all other formats as soon as Ravnica hits, but I can't really see him making a big splash. In Legacy, most U control lists use either non-creature win conditions like Blue Sun's Zenith in High Tide or go for smaller aggressive creatures while making sure you don't stop them such as Delver of Secrets (again!) in R/U/G Threshold or Lord of Atlantis in, well, Merfolk. As far as Standard goes, we still have over 150 cards to see from RtR, so it really is impossible to guess how Isperia will fit into the new metagame. The most I can say is that with the Titans gone, we will likely see a much more diverse list of threats hitting the board around the 6-mana slot and hey, maybe Isperia will make the cut somewhere. At the very least this dude is the bomb of a life time in Limited and I will first pick the sphinx in a heart beat. In a land where creatures turn sideways and 6 power fliers win games, Isperia reins queen.

As you can see, Isperia, Supreme Judge is an enormous flier with a great ability for giving passive card draw against aggressive decks. Isperia is a solid choice for a control general and even if she's not generating card advantage, she remains a large body to turn sideways. I hope you enjoyed this quick synopsis of Isperia and feel free to leave any comments pertaining to the article of the general. Until next time, deck builders!


Can't get enough Commander/EDH content? Check out the Commander Series on the MTG Casual Network Archive!

-Javier Remy

Connect with us on Facebook!

Sunday, November 4, 2012

PTQ Gatecrash: Tampa, Fl (P1)

The day before the PTQ this past Sunday on Oct. 28th in Tampa, Fl I was conducting some last minute preparation by looking at the list of cards in Return to Ravnica. By this point, I had spent most of my practice/prep over the past month simply doing puzzles in my spare time and doing the occasional draft at my local card shop to see what cards I enjoyed playing with and what types of archetypes other people created.  I didn't feel as confident in my RtR limited ability for this PTQ compared to the M13 sealed format back in Ocoee, Fl last month, especially since I didn't know the name of most of the cards in the set. I went through the list of cards over and over trying not to call Stonefare Crocodile 'hungry alligator' as I referred to him in the past. Needless to say, I freaked out a little. After spending a couple hours browsing through the set list, I decided to knock out for the night and get a good amount of rest so I can focus on having strong gameplay tomorrow. No pressure, right? RIGHT?


The next day, I woke up and had an early breakfast with my friend, CJ. We had some quality bro-bro bonding time and discussed our general musings on philosophy and women. At one point, Skyfall by Adele came up on the radio and we jammed out for a couple minutes before walking into the Embassy Suite USF Hotel. When I walked in, I scouted out the area to see what the vendors were selling and get an overall feel for the environment; the feeling of 'this is where I'd be for the next 10hrs' was a little overwhelming. Cue gasp for breath* I found the rest of the Casual Net gang (most of which were representing our new shirts!) and sat down to share some conversation and calm everyone's nerves and my own. Once the judges called everyone for seating, it was game time. I wished everyone good luck and headed to my seat. They handed each of us 6 booster packs to open, record, and gawk over who was going to get them. To my dismay, I had the misfortune of opening this beautiful gem..


Seriously? Seeing this was so painful. Everyone knows my friend, Carlos is obsessed with any penis/phallic-themed cards that WotC has ever printed and this has to be the most obviously penis-looking card ever printed.. They made it just for him. And here it stares at me in. In. Foil. Although I wanted to just simply take this card home and wrap it up as THE MOST AMAZING CHRISTMAS PRESENT EVER, I knew I had to ship it away in favor of a less erection-invoking sealed pool. Well, not before snapping this photo of course.

The judges then instructed us to pass our sealed pool to the right.. then the right.. aaaaand then the right one last time. The sealed pool I finally received was the following:

Rares (6):
Armada Wurm
Azor's Elocutors
Cryptborn Horror
Hypersonic Dragon
Loxodon Smiter
Search the City

Uncommons/Commons (78):

White (9):
Armory Guard
Avenging Arrow
Azorius Arrester
Keening Apparition
Knightly Valor
Seller of Songbirds
Soul Tithe
Swift Justice
Trained Caracal

Blue (11):
Aquus Steed
Cancel
Crosstown Courier
2x Chronic Flooding
Dispel
Doorkeeper
Faerie Imposter
Runewing
Stealer of Secrets
Tower Drake

Black (10):
2x Deviant Glee
Destroy the Evidence
Launch Party
Perlious Shadow
2x Sewer Shambler
Slum Reaper
Stab Wound
Ultimate Price

Red (10):
Electrickery
Gore-House Chainwalker
Guttersnipe
Pyroconvergence
Splatter Thug
3x Survey the Wreckage
Tenement Crasher
Viashino Racketeer

Green (9):
2x Aerial Predation
Axebane Stag
2x Centaur's Herald
Drudge Beetle
Druid's Deliverance
Gatecreeper Vine
Korozda Monitor

Artifact (5):
Azorius Keyrune
2x Rakdos Keyrune
2x Tablet of the Guilds

Multicolored (15):
Augur Spree
Centaur Healer
2x Chemister's Trick
Dramatic Rescue
Dreg Mangler
Essence Backlash
Fall of the Gravel
Grisly Salvage
Heroes' Reunion
2x Search Warrant
Skull Rend
Trestle Troll
Vitu-Ghazi Guildmage

Hybrid (6):
2x Golgari Longlegs
2x Judge's Familiar
Rakdos Shredfreak
Vassal Soul

Land (3):
Golgari Guildgate
Izzet Guildgate
Transguild Promenade

The most disappointing part of this pool was the fact that it didn't have the foil Armada Wurm and fate was just mocking me with a non-foil version. Although the foiling has no functional impact on the game, aesthetics are everything. The collector in me was dying, but I still pressed forward. Now on to the actual analysis!

I started by looking at the rares first to see what direction the highest power-level cards might take me. An Armada Wurm and a Loxodon Smiter are solid Selesnya cards that I could opt to play. The Hypersonic Dragon is a very aggressive bomb that I could use as the foundation for an Izzet aggro deck. Even the filibustering Azor's Elocutors is a reasonable playable for a Blue and/or White-splashed control strategy. Armada Wurm is clearly the most powerful card since it's 10 power for 6 mana, which is amazingly efficient and the token has a ton of synergy with the Populate mechanic that goes deep with the guild. I was definitely leaning in the Selesnya direction, but the bulk of the commons and uncommons would dictate the final decklist. I looked at the Green and White first to see if there was a solid Selesnya shell to build around. The Green and White sections both had 9 playables a piece (about 6 from each color are strong playables, which is a little low) and 2 playables in the multicolored section. The Vitu-Ghazi Guildmage being the most noteworthy card since it can take over stale board states very easily since you can generate tons of card advantage through Populating and Centaur token creation, which is such an important quality in a format full of strong creatures and a low number of high-quality removal at low mana costs. Selesnya is looking good so far, but will require a little help from a third color. Adding the third color is feasible since I had some flexibility with a Transguild Promenade and a pair of off-color guildgates. Selsnya bleeds well into Blue (for an Azorius splash) and Black (for a Golgari splash). The Bant (U/W/G) deck is probably one of the stronger archetypes, so I started my search there. The Blue section has 11 cards, an Azorius Keyrune (which helps make the splash stronger) and a Dramatic Rescue which are both strong playables. Although Faerie Imposter and Runewing are very good, there weren't any cards in the Blue splash that I strictly wanted enough in the deck to justify the splash. I then looked to Black. Black had a beautiful set of Launch Party, Ultimate Price, and Stab Wound that I would be more than happy to sleeve up. The Black also helps cast Golgari Longlegs if I get flooded on Plains/strictly white mana sources. After briefly looking over the Red cards I probably wasn't going to play, I committed to Black as the splash color for the extra suite of removal spells.

After picking out my favorite Green, White, and Black cards, this is the list of 40 cards I decided to register:

Creatures (15):
2x Centaur Herald
1x Azorius Arrester
1x Keening Apparition
1x Vitu-Ghazi Guildmage
1x Gatecreeper Vine
1x Drudge Beetle
1x Seller of Songbirds
1x Dreg Mangler
1x Centaur Healer
1x Loxodon Smiter
1x Korozda Monitor
2x Golgari Longlegs
1x Armada Wurm

Spells (8):
1x Swift Justice
1x Druid's Deliverance
1x Ultimate Price
1x Avenging Arrow
1x Aerial Predation
1x Stab Wound
1x Launch Party
1x Knightly Valor

Lands (17):
1x Transguild Promenade
1x Golgari Guildgate
7x Forest
5x Plains
3x Swamp

The land distribution for these 3-5 color decks is the most important part of its construction. Should I play 17 or 18 lands? Since Return to Ravnica limited is a little slower than M13 because of the higher average mana cost of the commons/uncommons, it's not unusual to consider running 22 playable cards and 18 land. Looking at the mana cost distribution, the curve is very strong with a lot of creatures/spells at 2-3 mana, 3 spells at 5 mana, and only one spell at 6 mana, I can easily get away with just 17 land for this deck. The most important part of this mana base is the Golgari Guildgate, since it bleeds into Green (which is the primary color) and Black (which is the splash color), which is the strongest type of gate you can have in a 3-color deck.

In testing, I had the opportunity to practice a few sealed pools with a G/W/b shell and tested out the mana with several combinations. With about 4-5 Black cards, I had a lot of success running 3 hard Black sources (Swamps) and 2 soft ones or just 4 hard Black sources, so I went with a Promenade, Gate, and 3 Swamp distribution. The amount of Forests and Plains to include was the difficult part. Since Armada Wurm is the only spell requiring two White and the pair of Golgari Longlegs and Korozda Monitor that require double Green, I knew I wanted to run more Forests than Plains. With 2 nonbasic lands and 3 Swamps already determined, I have 12 lands to play around with. I locked in with 7 Forests and 5 Plains as a healthy number.

The few cool things about this list is that it was very versatile. Cards like Dreg Mangler can be used both offensively and defensively since it has Haste (obviously aggressive) AND Scavenge (which is a little of both since you can hold him as a strong chump blocker that most opponents don't want to put in your graveyard). Knightly Valor is also a strong card that can help me stay aggressive by pumping up a guy (along with Vigilance) and create another token to hold the fort and protect my life total.

Some of the cards I initially thought were weaker were Avenging Arrow and Gatecreeper Vine. Since most of the creatures in the format have at least 2 power, the vine doesn't hold up to many attacks, so I thought it was simply just a mana fixer and a small amount of card advantage in the early game. One strong interaction is Gatecreeper Vine and the Launch Party in the main and some synergy with Slum Reaper in the sideboard (discussed a little later) so you don't lose board position in the mid game; this simple maneuver is usually enough to close out most games. As for Avenging Arrow, it's removal that's flexible and kills any-sized creature, but is extremely conditional, since the creature it kills has to deal damage that turn (either to you or a creature you control) and you can't use it to negate opponents' Giant Growths or Savage Surge. It also can't kill walls since the better ones being Lobber Crew, Doorkeeper, and Hover Barrier don't deal combat damage. It has its limitations and doesn't really help aggro decks push for more damage, but it was useful when I started to fall behind in the creature race against other aggro decks.

After spending about 30min constructing my deck, I dedicated about 5-10min to my sideboard plan. Side boarding is really important when it comes to high-level play and limited/sealed is no exception.


Sideboard:
Trestle Troll (against aggro decks and decks with fliers)
Soul Tithe (against Azorius tempo and against decks with Planeswalkers)
1x Aerial Predation (against decks with fliers..)
Slum Reaper (against non-Golgari and non-Selesnya decks)
Azor's Elocutors (against control decks)

Trestle Troll is one of those cards that are very good when it's in the right match up. Since it's not one of those card I wanted to see very often, I left it out of the main board in favor of Golgari Longlegs that's a more powerful choice against 'most' decks. Soul Tithe is really strong against decks that are trying to aggressively curve out with creatures, so sometimes it's a hard removal spell, but most of the time you're just trying to slow your opponent down while you a mass your forces on the ground for a power alpha strike. You can also use the tithe to force your opponent to pay for Paralyzing Grasps or Arrests they put on your creatures. As for the rest of the options, they're pretty much self-explanatory.

After registering the deck, I sat down with Nick, Emily, Robert, and Jules to see how their decks were looking. After Robert finished helping Emily put her deck together, he and I had a quick show match where my draws were too aggressive for him to keep up; I was feeling a little more confident now. When they called the start of Round 1, I wished everyone luck and sat down for what would be an excruciating long campaign of me vs. the room.

Round 1: Selesyna Midrange

In Round 1, I was paired against a guy named Brad. He was a quiet fellow who clearly was just focused on his gameplay, so we didn't have the opportunity to share the usual, cordial banter of pregame jitters. In Game 1, he opened up with a Rakdos Guildgate, so I initially thought his deck would show an aggressive push, so I committed to a very early, defensive strategy. Unfortunately, that gate was poorly placed since the rest of his plays were all Green and White cards. This was a Selesnya mirror. The game drew out for turn after turn and about half of the time in the round had elapsed in this grueling Game 1. We both joked about the match up a little as each turn was pretty much 'land, pass' as we both continued to commit small creatures to the board and clog up the ground even further. I finally broke the stalemate with a Seller of Songbirds bird token. By his reaction to the creature, I could tell he didn't have the removal spell for it. I patiently waited and threw away a Dreg Mangler and scavenged the bird for 3 1+/1+ counters. I had a Korozda Monitor in my graveyard, but didn't elect to speed up the Bird clock because of the threat of Selesnya Charm in my opponent's hand. My Bird was content dishing out 4 damage a turn and my opponent made a last ditch alpha strike. After blocks, he gave the concession and we moved to Game 2.


For side boarding, I decided to go with:

+1 Trestle Troll and
-1 Golgari Longlegs

Since the ground got cluttered easily in Game 1, I felt the insect wouldn't have much of an opportunity to punch in. I also wanted to be prepared for my opponent's Seller of Songbirds or Eyes in the Skies I may not have seen in Game 1. For Game 2, I decided to go for a more aggressive strategy that would have been more successful in Game 1 had I read out what his deck did a little better. Luckily, Game 2 played out very differently. I over committed creatures to the board without fear of any Supreme Verdict or Street Spasm and went to work chipping away at his life total. I committed an early Vitu-Ghazi Guildmage because of the lack of removal I had seen in Game 1 and the card advantage engine went to work and made an army of Centaur tokens that closed out the round with a 2-0 victory.

Current Standing: 1-0

After the round, I went to go look for the other competitors on the team. Robert, Jules, Stephen (and I believe Chris?) had all won their matches. Emily was locked in a stalemate of Game 3 with a guy named Freedom that went into time in the round. Unfortunately, this story ends with her opponent stealing Game 3 on turn 5 with an array of bomby rares. Minutes after the end to this match, we sat down for pairings for Round 2. Low and behold...

Round 2: Bant (U/W/G) Control

I was paired against the same guy named Freedom, who seemed very excited to be playing Magic that Sunday. He and I had engaging conversation about Magic in general and we talked about how we started playing, how long, etc. I got the vibe that he was very impressed with his deck, so I elected to play a blitzy, non-committal strategy to draw out any bomb rares I might have to prep against in Game 2 and 3. In Game 1, I cluttered the board with an army of 2/2s and 3/3s and kept attacking relentlessly into his one wall that he layed down, which is a pretty favorable board position in the match-up, so I felt heavily in control all game.  Fortunately, my blitzy/noncommittal plan baited an unexpected Supreme Verdict. After the board was cleaned, I committed a Golgari Longlegs and the Armada Wurm I had been holding that easily cleaned up the rest of his life total in one giant swing. I knew I had definitely shook him up after that game, since he was a bit quieter. Even though I saw a few flying creatures, I saw a Dispel in Game 1, so I decided not to board the 2nd copy of Aerial Predation. I also wanted to keep the Golgari Longlegs in favor of Trestle Troll because I didn't see a lot of removal nor a lot of cheap creatures to see a blitz counter-attack from him, so I just kept the list the same. I also made a point of shuffling up the deck and not looking at the sideboard going into Game 2. I knew my opponent was shaken up from the last game and I had the opportunity to exude a large amount of confidence in my main 40 cards. If my opponent notices this, it's a huge momentum crusher. Maybe I was being too hopeful that he saw it? He seemed like a bright kid, so I was banking that he did >:)


In Game 2, it was a brutal game for my opponent. He kept a 2x Island, 1x Forest hand with a small amount of action, but couldn't commit enough to the board to match the pair of creatures I laid on my own battlefield. Since he didn't have a single White mana source up, I knew I could over commit creatures to the board without fear of seeing a Supreme Verdict cast at the very earliest, two turns from now. And if he drew into double white-sources, he would have to commit creatures to the board to survive, so his own creatures would suffer some collateral damage from the wrath effect. Conveniently, I was ok with either arrangement, so into the red-zone my creatures went. After some swings, he finally stuck a Jace, Architect of Thought on the board and used its -2 ability, knowing full well that Jace wasn't going to live and was hoping to see a 5th land (preferably a white source). No such luck. After flipping 3 spells off the top and drawing for his turn, he revealed a 5th land (a 4th Island) and laid out the concession leading in a quick 2-0 sweep. We shook hands and I wished him good luck for the rest of his first PTQ. 

Current Standing: 2-0

After the round, I met up with...

Since this whole story is pretty long (especially the next 6 rounds and the Top 8 draft), I'm going to break this article up into two parts. I really wanted to get the evaluation of the sealed pool and what I did in terms of creating the side-board out there early this week so everyone heading out to the PTQ in Tallahassee this weekend could get a chance to see what I was able to do with this pool. Until part 2, everyone!

Check out the MTG Casual Net Archive and connect with us on Facebook!

-David J.