Hello Everyone!
This past weekend we had the very exciting Pro Tour Gatecrash, won by none other than Tom Martel! I have been a huge fan of Martel for a very long time, and I'm really glad to see him make it all the way and take home the cup.
I was unfortunately not able to watch much of the Pro Tour because I was spending the weekend with my girlfriend, but I did carve out Sunday to watch the top 8 and catch up on the drama from the days prior. The biggest card of the weekend was easily Boros Reckoner, which I'm kicking myself for not thinking about during Gatecrash previews. When I first saw the card, I was tired and dreaming small, and overall felt like it would be decent but not great. Also, I was following Jesse Smith on twitter and he started going nuts for the card, so I really didn't want it to be good.
Regardless of my misplaced feelings for the card, it was the face of the tournament, including 4 in Martel's winning list. It's all the way up to $26! People were doing all kinds of crazy things with Reckoner ranging from Blasphemous Act to Harvest Pyre for 20 to simply playing it as a dominate board presence. No matter when it was played, it was generally very good! However, I don't think it will stay that way for long. The reason the card is so good in this current format is because there is no non-burn spot removal. It's been many years since we haven't had a playable Doom Blade type card in the format, so I completely missed on it.
However, while I'm a huge fan of Tom Martel and I'm really glad he won, I am not a huge fan of the deck. What I'm more excited about is Melissa DeTora. While I have never met her, she plays near where I do and we have interacted on local Facebook groups from time to time. She brought a much needed innovation to Bant Control to the table, and it worked fantastically for her, sending her into the Top 8. She is the first female to ever top 8 a Pro Tour!
Reid Duke previously was the master of Bant Control, and he splashed black for Nephalia Drownyard, however since then Esper Control has established itself as a better Nephalia Drownyard deck (which Ben Stark made the top 8 with). As a response to all the Drownyard action, players have been sideboarding in one or two Psychic Spiral to their decks for those glorious "Oops! I win!" moments, as happened to Ben Stark. As we go deep, we realize that since there is a perfect counter to the previous mill strategy, the best way to counter that counter is to completely sidestep the fight and attack from a different angle (and actually attack!). Bant is distinctly different from Esper because it plays more creatures like Thragtusk and Centaur Healer, so we have many more creatures to pump with our Wolf Run.
I think going down the road, this is going to be the best control deck in the format. One important thing for a control deck to do is to be able to close out games quickly. With Nephalia Drownyard, you're milling your opponent, so they don't have their game plan disrupted and you may even draw them some cards in the form of flashback spells. With Kessig Wolf Run though, we can end the game in the blink of an eye in just one or two turns. One of the reasons Caw-Blade was so dominant in its time (even before New Phyrexia came out) was because it too had the ability to close out games very quickly. Gideon Jura + Celestial Colonnade was a 2 turn clock, so as soon as you established enough control to punch through a little damage, your opponent was insta-dead.
One card that I have heard some people talk about, and I feel is also very exciting for Wolf Run Bant is Assemble the Legion. This card is fantastic at dominating the board! I would suggest just playing 1 or 2 because you never want multiples, but this card is simply amazing when it comes to making a board presence. Imagine this curve: Farseek, Supreme Verdict, Assemble the Legion. Now our opponent has to constantly add more and more creatures to the board in order to get any attackers through, and within a couple turns they cannot profitably attack for the rest of the game. Keep in mind the tokens also have haste so when granted the opportunity for profitable attacks, we can drop in 5 tokens and immediately get in there. Wolf Run only makes this better as we can just attack with 2 or 3 guys, leaving up tons of blockers, and we don't have to fear the swing-back.
Looking at DeTora's list, I would suggest cutting a Restoration Angel and a Syncopate for 2 Assemble the Legion. The one issue that Assemble does have is that it doesn't have an immediate impact on the board, so if we're too far behind, it may not do enough. Even if that's enough to prevent Assemble from seeing much play, I think it will at the very least see a bump in value as other players try it out in their deck, so it's worth picking up regardless - it's a bulk rare, so you can't go wrong!
Overall I thought the Pro Tour was once again very exciting, and I had a lot of fun watching when I could, and cheering for my favorite players as I followed on twitter. If you played the Fantasy Pro Tour on Facebook, here was my roster:
Planeswalker: Jace Architect of Thought (15)
Big Creature: Angel of Glory's Rise (93)
Medium Creature: Hellrider (192)
Small Creature: Ash Zealot (72)
Instant: Searing Spear (240)
Sorcery: Bonfire of the Damned (98)
Enchantment: Detention Sphere (72)
Artifact: Chromatic Lantern (0)
Non-Basic Land: Sacred Foundry (248)
New Set Card: Boros Reckoner (381)
Player: Yuuya Wantanabe
Total: 1284
The highest possible was (from what I have researched):
Planeswalker: Garruk, Primal Hunter (275)
Large Creature: Thragtusk (369)
Medium Creature; Huntmaster of the Fells (390)
Small Creature: Augur of Bolas (249)
Instant: Searing Spear (240)
Sorcery: Pillar of Flame (232)
Enchantment: Rest in Peace (178)
Artifact: Grafdigger's Cage (76)
Non-Basic Land: Stomping Ground (354)
New Set Card: Boros Reckoner (381)
Player: Tom Martel
Total: 2744
I enjoy the Fantasy Pro Tour, although I'll admit I'm terrible at it. Regardless, I like how Magic is getting into things like Fantasy league to help create a more real community and environment.
That's all I have for today! Until next time, stay classy!
Ryan Lackie
Ryan.Lackie92@gmail.com
@ThingsILack
Thursday, February 21, 2013
Sunday, February 17, 2013
Magic Organized Play
Hello Everyone!
I love playing magic, and
like most things that I love doing I want to share it with all of my friends.
However, Magic can be perceived as a nerdy, useless game from an outside
perspective. How come its socially acceptable to run as fast as you can at your
friends who just push you in the dirt? How can making pig piles like 3 year
olds on a giant field be considered the most popular sport in america while
critical thinking and situational analysis is laughable?
It comes down to
perception. It comes down to the media.
Professional sports are
overwhelmingly dominant in this category. Players like Kobe Bryant and
Alex Rodriguez are household names even for people who haven't
watched the sport in years. The celebrity and power of these sports
figures transcends their line of work and they are bigger than
themselves.
Physical sports are very
easy to consume by the average user, it's clear to see that the guy ahead of
everyone else in a running race is winning. So does this mean that mental
sports are not consumable by the public? Of course not! Chess and Poker come to
mind as two mental sports which are incredibly popular. Here are the current standings for chess internationally.
It's easy to see why Chess may not be too popular in the USA right now, we
don't have any celebrities! Only 4 players from the USA make the top 100 at
positions 8, 18, 68, and 83. Compare this to Russia who has 25 players on that
list including positions 2, 5, 10, 12, 14, 20, and 22, and you can see why
chess is significantly more popular over there! Former Chess World Champion of
over a decade Gary Kasparov was so popular in Russia that he even ran for
President and had a significant following! Poker too has an incredible
following. This is ESPN's recent
power rankings for best poker players in the world. Phil Ivey and Phil
Hellmuth each have over 150,000 followers on twitter, which is a good measuring
stick for assessing popularity and relevance.
So why has Chess lost so
much relevance in the USA where Poker is so popular? People love rivalries, I
know I do! We love having our hero emerge victorious! All the greatest stories
have protagonists and antagonists, both of whom receive deep character
development and in doing so draw you closer to both sides and invests you in
the conflict. Bobby Fischer is considered to be the greatest player of all time
and his opponent, who made the cover of Life Magazine and Sports Illustrated,
and was a national phenomenon. Since then though, we have not had a true
American hero Chess player, and the game has suffered appropriately.
In poker though, we don't
just have player who is taking on the unknown enemy from afar, but instead we
have a group of people playing each other. We can learn about each player at
the table, and become invested in each of their stories. As such, poker is incredibly
popular and frequently gets spots on ESPN.
So how come if it is so
possible for mental sports and cards to become so popular, Magic is left out of
the loop?
This is a matter of
approach-ability. It comes down to perception. It comes down to the media.
Celebrity in Magic
MTG certainly has some
celebrities. Players like Luis Scott-Vargas, Paulo Vitor Dama Da Rosa, Patrick
Chapin, Brian Kibler, Shuhei Nakamura, and Yuuya Wantanabe all perk any magic
player's ear because the names are so recognizable. Magic even has it's own
living legends of history: Kai Budde and Jon Finkel. I know this is the case
for even casual players who have no aspirations for the Pro Tour by observing
the room when Brian Kibler played FNM at my local store a little over a year ago.
Last year just before
Christmas Brian sent out a tweet saying that he was going to be in my neck of
the woods, and was looking for a place to play FNM, so I enthusiastically
tweeted him the address for Toys. I didn't hear back, but when I got to FNM a
little early with my not so trusty Burning Vengeance deck in hand, I found
Brian at a table jamming a game with some of the other people who were also
early. I instantly went into fan boy mode and tried talking about anything
magic with him. Soon more and more people came and it seemed like I was
watching the same 30 second YouTube clip over and over again where a random
person walks into a room, looks around before exclaiming something to the
degree of, "Holy shit! Is that Brian Kibler?!" Some people went as
far to immediately pull out their phone and call their friends. This was the
case for 98% of the crowd with the only ones confused at the commotion were all
in middle school.
But even then, they
figured it out soon! Round 1, Kibler was paired against Casey who was in 7th
grade. Like clockwork, as soon as everyone finished their matches, they
immediately packed up and tried to get the best seat possible to watch Brian
play. Casey asked, "Why is everyone watching me play?" to which I
responded by asking if he knew who his opponent was. It only took one small
sentence to grab Casey's full attention after I said, "This is Brian
Kibler, he was just voted into the Pro Tour Hall of Fame last year."
Immediately his eyes went wide, and he sat straight up in his seat with perfect
posture, clearly hoping to take down the best in the world.
If I had any doubts to a
celebrity player's effect on the game, that day renounced it. No one in that
room left without knowing exactly who was in our presence, and I could tell the
fire was turned up a little inside everyone, we all aspired a little more to be
like that.
Woo boy.... Imagine how exciting
it would be if there were no more named pros on the professional circuit? It
would become the SCG Open series. Not saying the SCG Open series is bad, but
when I watch the live streaming I care more about the commentary from recognizable
named pros more than I do about the actual people playing. Of course
the decks are cool, but if we have a Standard GP and an SCG Open streaming at
the same time, would you rather watch PV play UWr Flash or John Doe? Obviously
you would rather see PV, a master of the game! You know what's even more
exciting? When PV is playing against someone whose name you also recognize.
Let's say it's someone like Alex Hayne, winner of PT Avacyn Restored. Even if
you don't care too much about him you know that he too is an incredibly good
player and is absolutely worth your time to watch. This doubles the excitement
because you know that it just won't be a one sided beating on some n00b, but
instead a very well thought out, crafted, challenging game. As Brian said in
his article though, the incentive to play is not there any more and he may not
go to any GPs next year, along with LSV.
I hope we see the severe
disaster on the horizon
The Issues with Current
System
So clearly we need to
develop a new system that caters to our top players. But we also want to allow
for new pros to emerge. This creates a serious conundrum, and there is no easy
answer. Staying on the Pro Tour is important because players like PV can be
incredibly good, but this year he is in a slump. Should one of the best players
of all time get thrown back to the ranks of PTQ grinding because of a 3 month
slump? Clearly this is a net negative. However the way the current system is
designed is by accumulating Pro Points. Here's the point value of
various finishes. When you acquire Pro Points you can move up the 3 ranks for
players: Silver (15 points), Gold (30 points) and Platinum (45 points). Here's
the full article on
PPC, including benefits. Basically Silver gets you less byes for a GP
than you would get for winning a GPT, Gold means you don't have to PTQ any
more, and Platinum gives you the kingdom. Put another way, you get nothing
until Platinum.
As a college student who
is incredibly busy (This is my 5th session working on this post to get this
far), it is nearly impossible to go to a lot of events, even FNMs. If I were
aspiring to be a professional Magic player, I have two choices - win a PTQ or
accumulate 30 pro points to get a qualification. Winning a PTQ is an insane
task in and of itself - requiring the perfect deck, perfect play, and a lot of
luck to go your way. Coming in second place in the PTQ only gets you pity
points from your friends, so at least going the Pro Points route we get
something that accumulates.
The problem is though that
if you look at the values of Pro Points awarded to different finishes in GPs
and Pro Tours, you realize that GPs provide nearly nothing in value, however
Pro Tours don't provide enough on their own. This means the only way to get up
to Platinum, the only level with reasonable value, we need to go to an ungodly
amount of Grand Prix and come in the top 64 of all of them!
Top 8ing 5 GPs and
attending all 3 Pro Tours won't even get you gold...
Carrie Oliver wrote a sobering article
on ChannelFireball last year that basically analyzed the $ per Planeswalker
Point she
earned over a GP weekend. Since that article and many others like it went up,
the system was changed to what we have today. While this is certainly a better
system because it isn't completely arbitrary, it also isn't completely
reasonable to achieve. When doing a cost-benefit analysis and a risk-reward
analysis of the current Pro Point system we have to acknowledge it's not worth
our time to try and make it to platinum. If we do make it to platinum, we have our
costs softened, but if we get even 44 points, we're SOL and get nothing. Is
that worth the risk?
People respond to benefits, but the
benefits aren't there. In the old Pro Points structure, there were 8 levels
that you could rise to. Level 8 is the equivalent of today's Platinum
where only the best of the best would go. What we have as Gold was what level 4
was back then with an invitation to every Pro Tour in the year. Our
current Silver was equivalent to level 3, which qualified you for one
Pro Tour. Just based off those numbers and comparisons we can already see a
problem - there's a huge gap missing between Gold and Platinum! Players like
Conley Woods and Craig Wescoe fell in this middle range because they are very
good players, but not the top 5 in the world. In the old system there were
simple benefits at level 6 and money at level 7, so those aformentioned players
could still play a ton and not go completely broke. Their not level 8 and
therefor can't consider it a full second source of income, but it's enough to
allow you to play a lot competitively. Here it's be the best in the world
or get absolutely nothing!
Imbalance in Grand Prix
There are so many
iterations where someone who is very very good but can't play a lot and slips
up once gets absolutely nothing, adding insult to injury. The United States got
18 Grand Prix this year (2013 GP Schedule) vs the rest of the world
which got 27. Seperated by continent we have:
Asia - 7
Europe - 11
Oceana - 3
North America - 4
South America - 2
Considering the USA is a
part of North America, USA players have local access to 22 Grand Prix, which is
as much as the rest of the world combined. If it's so hard for me to get to
Grand Prix when I have local access to half the annual offerings and nearly
endless options, how can we reasonably expect anyone from outside North America
to do the same? I understand it's a USA-made game, but still, this blanket
policy is excluding the entire international community!
Seeing as it is so
essential to go to a lot of Grand Prix to accumulate enough points to make
Gold, or more importantly Platinum, we are clearly creating significant
barriers to international players. International players are so essential to
the game! Before the rise of ChannelFireball, Japan was the overwhelmingly
dominant country in the world of MTG (and they are moving back to that position
now). Without the international scene we wouldn't have Kai Budde, Martin Juza, Shuuhei
Nakamura, Paulo Vitor Dama Da Rosa, Yuuya Wantanabe, Gabriel Nassif, Samuele
Estratti, and so many more. All of these players are either in the Hall of Fame
or are Platinum players, so it's much easier to maintain that status than
someone trying to break in. However, as Kibler mentioned, just because it's
easier doesn't mean it's rationally feasible.
Of those 7 players I
mentioned, 4 are from Europe, which has the second highest number of Grand Prix
this year. Yuuya and Shuuhei are from Japan, and in Asia there are only 7 Grand
Prix. Lastly Paulo is from South America which gets a grand total of 2! Even if
he wins both GPs and attends all 3 Pro Tours because of the insane costs to fly
cross continent, he wouldn't even make Gold.
So What Can We Do Instead?
So clearly there are significant
issues with the current system, and we need to find a way to cater to all
players - a very daunting task. In order to provide a good system we need to
evaluate who we want to cater to, and look at other successful systems for
inspiration. Let's look at the many things this system has to allow for:
- Make it reasonable to qualify for the Pro
Tour
- Make it possible to reach highest level
in rewards
- Don't make the rewards all or nothing
- Allow for international players to have a
chance
- Don't require grinding as the only means
to succeed
- Maintain exclusivity
- Better represent the top tier players
If anyone suggested it would be easy,
then I have some sobering news for you! Creating a perfect system is incredibly
difficult, and the fact that organized professional play has existed for about
19 years is a testament to the dedication of players, and their willingness to
make magic the best it can possibly be. Also, considering all the changes that
have happened over the past 4 years, it shows that WotC also cares a lot about
their competitive scene and willing to try new things to make it work.
One thing that I do feel does not need
to be changed is getting onto the Pro Tour. Winning a PTQ makes sense. Sure it
sucks that 2nd place gets nothing, but that's on the Tournament Organizer to
provide appropriate prize, not on WotC. Coming in top 4 of a small GP or top 8
of a large GP (>1200 people) is also a fine passage for entry. Recently,
WotC has also been giving out sponsor's exemptions which has been
under fire by many people, however I think in time that will also be a good
thing to make sure less people fall through the cracks. Obviously it's
impossible to catch everyone who "deserves" a spot, but I don't have
any significant issues with the way it is now.
What I do have an issue with is
staying on the Pro Tour. Right now you have to make the top 25 to qualify for
the next one. Only top 25?!?! Yes, less than 12% will be able to qualify for
the next event, and of those, probably half or more already had an invitation
to the next one anyways from PPC. With that system, you cannot expect to last
longer than one Pro Tour. Tyler Lytle, the last man to win the Cup GP Trophy,
and who then top 8d the first event with the sickle GP Trophy said on twitter
last week he was playing in a GP. I asked why if we was already on the Pro
Tour, and he responded that he knew he probably wasn't going to finish top 25,
so he wanted to start grinding towards PT Dragon's Maze. That's depressing...
Win a GP, top 8 the very next one, and then go right back to PTQ grinding
because you didn't earn much....
So now we reach a tricky balancing act
between making it more possible to chain Pro Tours and maintaining exclusivity
of the events. If the Pro Tour is open to anyone, then it’s no more special
than a Grand Prix. If it’s too difficult though, you will lose a lot of
potential players that would otherwise have had significant positive impacts on
the game and the event.
Let’s take a look at professional
sports and see what they do that works so well.
NFL/MLB/NBA/NHL
All of these sports have the exact
same system: franchise teams from the respective associations that have a
pre-planned schedule before a playoffs cutoff. This is a very efficient
structured system that makes complete sense to an outsider. To work your way up
to a professional sport is also simple to understand. In High School you play
and do very well, so you’re recruited by colleges. Then in college you continue
to excel and draw the attention of a professional team who will then have you
sign a contract. There is a clear path that everyone takes, and once you’re
contracted it’s your guaranteed career until the contract expires.
League of Legends/DotA
League of Legends is a video game that
has exploded in popularity recently with a professional scene that is now
starting their third season. Similar to NFL, there are teams who work together
and have a ranking. There are 4 Divisions you have to work your way up through
– Bronze, Silver, Gold, and Platinum. To move up a division you have to “win”
that division through consistent high quality play. Upon winning Platinum, you
are entered into the competitive brackets and the Pro Circuit.
DotA is very similar to League in the
style of game itself, but also in Pro structure. In DotA you have teams and
play in tournaments of increasing difficulty until you qualify for the
Professional Circuit.
If this is how magic would run, this
would be very easy, and actually pretty cool as well. Professional teams of 8
could be made up of all the major websites and stores like Channel Fireball,
Star City Games, TCG Player, Blackborder, MTGO Academy, Legit MTG, and so forth
(team RLack MTG!). However this would completely gut the system and would cause
a lot of confusion.
I do think it would be a net positive
for the game long term though. Channel Fireball has been the best team over the
past four years, and as a response Star City Games has been trying to put
together different teams as well. SCGBlue and SCGBlack was designed to be
mini-rivals of each other, with SCGBlue playing the role of David and SCGBlack
being Goliath. For PTGTC Channel Fireball put together team Panik, and SCG
redesigned their team. I feel this trend will continue until it becomes the norm
as opposed to something unique.
However, this will take a long time to
come out, and it still doesn’t answer the major question on hand – Grand Prix
and Pro Points.
PGA
Golf is an individual sport with 4
major events a year, a striking resemblance to MTG. Players may be sponsored,
but there’s no team franchising. They also have a sport that can be played for
many decades, even as you turn to your 50s, just like Magic (I look forward to
seeing LSV win the Pro Tour at 50 years old), so longevity is something to keep
in mind. They have developed celebrities like Tiger Woods and Arnold Palmer,
and has established itself as piece of household conversation. Their making it
onto the Pro Tour is very similar to ours with qualifying tournaments and
whatnot, but their retention of players is significantly more results quality
oriented, not quantity oriented.
Their tournaments are called the PGA
Tour, and depending on how well you do on the masters series, the longer you
are invited back for. Winning a tour would invite you to all tours for 10 years, Top 5 would be invited for five years, top 15 for 2 years, and top 30 for one year. This is brilliant! When someone wins the biggest tournament of the year
and establishes themselves as the best player in the world, we want to leverage
their fame for our benefit and make them into a celebrity. After all, why do we
care about LSV, PV, Kibler, and other professional players? Because they have
done well many times and have received media attention.
Remember that the Pro
Tour is a marketing tool for WotC. Their #1 source of income in Magic is
through booster pack sales. However, watching players do so well promotes the game and encourages more pack sales.
I think this is the best individual sport structure that I have seen and is portable to magic. I feel the best way to balance players who can't go to a lot of events, whether for being international or a student, is to make individual performances worth more than grinding.
With every good solution, there's a reason it's not actually a solution. This time, we acknowledge that if a player wins a Pro Tour, then they no longer have to go to any GPs, and can attend Pro Tours in a similar manner to being on the Hall of Fame. Therefore, these benefits for doing well need to have a short lifetime.
Potential Solution?
I think looking forward on the short term, having a system similar to Golf where a player who wins a Pro Tour stays on for 3 years, and cascades down from there may be a great system to develop fantastic players. In dealing with the issue of Pro Player's Club, reverting back to the 8 tier system will allow players to not feel pressured to go to everything or feel gruesomely punished for going to just one fewer than necessary. Maintaining the same methods to qualify the Pro Tour, including the Sponsor's Exemptions and Special Invitations, will make it just as clear on how to make it onto the train.
This will allow people who just want to play on the Pro Tour and do well play on the Pro Tours without benefits. However, those who want to make Magic a real career can go to the GPs and work their way up the Pro Player's club to receive benefits. This is better than top 25 makes it into the next Pro Tour because spiking a top 16 can earn you 3 Pro Tours, and a top 8 can earn you 6. Players like Josh Cho wouldn't get dumped back into the ranks of PTQ grinders after the Cinderella story top 8.
This feels like a very simple solution, but simplicity is the best answer. If the system is too complicated, it will turn players away because we can't figure out how to crack it. Good play is rewarded, lots of play is rewarded. Magic will benefit.
I am very interested in hearing everyone's opinion on this issue. I acknowledge this article is a little slow to the heat of the moment, but even if it's not the most exciting thing to talk about in the moment, it's still a legitimate issue that has to be resolved.
That's all I have for today! Until next time, stay classy!
Ryan Lackie
Ryan.Lackie92@gmail.com
@ThingsILack
Saturday, February 2, 2013
Drafting Boros
Hello Everyone!
There are two stores in my town to get cards, and both of them only offer draft for FNM. Last year I would have had a problem with that, but nowadays I have been too busy to pay attention to constructed too closely or invest in standard, so I'm actually grateful for the major draft option being there. I wound up going to Larry's Comics where there was 22 people signed up for Draft FNM. We split everyone up into pods (2 of 8 and 1 of 6). I was in the 6 person pod and had a very exciting first pack where I opened a Master Biomancer. Of course going in I felt that Simic was by far the worst guild, but I was hoping to go Dimir or Gruul and splash the Biomancer. It was a noble thought. I tried to go Gruul through pack one, but instead I was mono-red with a few green cards. In pack two I got a small influx of decent white cards including 2 Guildmages, so in pack 3 I had to drop my awesome green and blue cards and forced Boros as hard as I could. With just 4 cards left in pack I realized I only had 21 cards in red and white so I had to get lucky or pay for a worse mana base. I was able to pull it out in the end and created this beauty:
2x Boros Elite
Foundry Street Denizen
Daring Skyjek
Syndic of Tithes
Skinbrand Goblin
2x Sunhome Guildmage
Firefist Striker
Skyknight Legionnaire
Warmind Infantry
Viashino Shanktail
Scorchwalker
Towering Thunderfist
Mugging
Smite
Arrows of Justice
2x Act of Treason
Massive Raid
2x Madcap Skills
Five Alarm Fire
3x Boros Guildgate
5x Plains
9x Mountains
Sideboard:
Ghor-Clan Rampager
Zhur-Taa Swine
Skaarg Guildmage
Gruul Guildgate
Wildwood Rebirth
Gruul Keyrune
Voidwalk
Incursion Specialist
Hands of Binding
Gridlock
Cloudfin Raptor
Simic Guildgate
In case you didn't feel like reading and analyzing the decklist, here's some stats:
3 one-drop creatures
6 two-drop creatures
2 Madcap Skills
2 Act of Treason
So basically I was balls to the walls aggro. I actually found that 17 lands was too much and I wish I could have drafted just one more card in my colors so I could build a leaner deck. Regardless, I usually won with just enough stuff, rarely finishing the game with any spells in hand. Thankfully though I always had just enough to win, and win I did!
4-0 in matches
8-1 in games
1st place
Yes, I went 4-0. We did the drafts and then we had swiss pairing with the whole group of 22. Normally that would be 5 rounds, but after round 4 I was the only undefeated left, so the event ended an hour early, to no one's dismay.
The only game I lost I kept a 2 land hand on the draw with a 1 drop and a 2 drop and a bunch of 3's. I never drew my 3rd land and died. Besides that I just kicked ass and took names. In fact, I won so fast that I was the first to finish every round and usually my friends were still in game one as I started looking for ways to cure boredom.
Overall I really liked my deck and would draft it again in a heartbeat! If I were dedicated to Boros from the beginning I may have picked up other cards like Truefire Paladin and Wojek Halberdiers and probably only played 16 lands.
Before the draft I ranked the guilds in terms of playability at: Gruul, Dimir, Boros, Orzhov, Simic. However, Boros thoroughly impressed me. I thought that it wouldn't play through removal very well, however I was able to fight through 5 removal spells in one game and two Hands of Binding. So that, plus the super fast clock it puts the opponent on thoroughly impressed me. I think Boros may be the best to draft, with Gruul as a close second. So no my power rankings are:
1. Boros
2. Gruul
3. Dimir
4. Orzhov
5. Simic
Red is easily the best color to force yourself into as quickly as possible. This format actually isn't all that exciting to me. Basically you just try to do the most powerful thing possible while completely ignoring the opponent. With Boros you just kill them fast before they can get away with anything. In Gruul you're a combo deck that's bigger than Boros trying to kill in as few swings as possible. Dimir is Cipher + Unblockable + enough removal to stay alive and card advantage your opponents into the ground. Orzhov and Simic both try to play fair, but Simic has the compounded issue of not having interaction with the opponent and not being very powerful. Orzhov has potential, but is basically a second string Boros.
That's all I have for today! Until next time, stay classy!
Ryan Lackie
Ryan.Lackie92@gmail.com
@ThingsILack
There are two stores in my town to get cards, and both of them only offer draft for FNM. Last year I would have had a problem with that, but nowadays I have been too busy to pay attention to constructed too closely or invest in standard, so I'm actually grateful for the major draft option being there. I wound up going to Larry's Comics where there was 22 people signed up for Draft FNM. We split everyone up into pods (2 of 8 and 1 of 6). I was in the 6 person pod and had a very exciting first pack where I opened a Master Biomancer. Of course going in I felt that Simic was by far the worst guild, but I was hoping to go Dimir or Gruul and splash the Biomancer. It was a noble thought. I tried to go Gruul through pack one, but instead I was mono-red with a few green cards. In pack two I got a small influx of decent white cards including 2 Guildmages, so in pack 3 I had to drop my awesome green and blue cards and forced Boros as hard as I could. With just 4 cards left in pack I realized I only had 21 cards in red and white so I had to get lucky or pay for a worse mana base. I was able to pull it out in the end and created this beauty:
2x Boros Elite
Foundry Street Denizen
Daring Skyjek
Syndic of Tithes
Skinbrand Goblin
2x Sunhome Guildmage
Firefist Striker
Skyknight Legionnaire
Warmind Infantry
Viashino Shanktail
Scorchwalker
Towering Thunderfist
Mugging
Smite
Arrows of Justice
2x Act of Treason
Massive Raid
2x Madcap Skills
Five Alarm Fire
3x Boros Guildgate
5x Plains
9x Mountains
Sideboard:
Ghor-Clan Rampager
Zhur-Taa Swine
Skaarg Guildmage
Gruul Guildgate
Wildwood Rebirth
Gruul Keyrune
Voidwalk
Incursion Specialist
Hands of Binding
Gridlock
Cloudfin Raptor
Simic Guildgate
In case you didn't feel like reading and analyzing the decklist, here's some stats:
3 one-drop creatures
6 two-drop creatures
2 Madcap Skills
2 Act of Treason
So basically I was balls to the walls aggro. I actually found that 17 lands was too much and I wish I could have drafted just one more card in my colors so I could build a leaner deck. Regardless, I usually won with just enough stuff, rarely finishing the game with any spells in hand. Thankfully though I always had just enough to win, and win I did!
4-0 in matches
8-1 in games
1st place
Yes, I went 4-0. We did the drafts and then we had swiss pairing with the whole group of 22. Normally that would be 5 rounds, but after round 4 I was the only undefeated left, so the event ended an hour early, to no one's dismay.
The only game I lost I kept a 2 land hand on the draw with a 1 drop and a 2 drop and a bunch of 3's. I never drew my 3rd land and died. Besides that I just kicked ass and took names. In fact, I won so fast that I was the first to finish every round and usually my friends were still in game one as I started looking for ways to cure boredom.
Overall I really liked my deck and would draft it again in a heartbeat! If I were dedicated to Boros from the beginning I may have picked up other cards like Truefire Paladin and Wojek Halberdiers and probably only played 16 lands.
Before the draft I ranked the guilds in terms of playability at: Gruul, Dimir, Boros, Orzhov, Simic. However, Boros thoroughly impressed me. I thought that it wouldn't play through removal very well, however I was able to fight through 5 removal spells in one game and two Hands of Binding. So that, plus the super fast clock it puts the opponent on thoroughly impressed me. I think Boros may be the best to draft, with Gruul as a close second. So no my power rankings are:
1. Boros
2. Gruul
3. Dimir
4. Orzhov
5. Simic
Red is easily the best color to force yourself into as quickly as possible. This format actually isn't all that exciting to me. Basically you just try to do the most powerful thing possible while completely ignoring the opponent. With Boros you just kill them fast before they can get away with anything. In Gruul you're a combo deck that's bigger than Boros trying to kill in as few swings as possible. Dimir is Cipher + Unblockable + enough removal to stay alive and card advantage your opponents into the ground. Orzhov and Simic both try to play fair, but Simic has the compounded issue of not having interaction with the opponent and not being very powerful. Orzhov has potential, but is basically a second string Boros.
That's all I have for today! Until next time, stay classy!
Ryan Lackie
Ryan.Lackie92@gmail.com
@ThingsILack
Friday, February 1, 2013
There Can Only Be One!
Hello Everyone!
I thought for the longest time I would never do it, but I finally conceded and built..... an EDH (Commander) deck. Two in fact! Right now it's a pair of online decks and a huge stack of proxies, but now I have new cards to trade for, and decks that match the format everyone else plays on my floor. I don't know much about commander, but what I have been able to learn from the games I have played, the most important thing is to have a powerful strategy, and bigger tends to be better.
What that in mind, one thing I realize that prevented me from ever getting into Commander is that reading the decklists was the most obnoxious thing I could ever imagine, and felt it just wasn't worth my time. If however, you do like to read the decklists, here are my two decks as of now:
Commander: Prime Speaker Zegana
Thragtusk
Birds of Paradise
Noble Hierarch
Regal Force
Mystic Snake
Draining Whelk
Kozilek, Butcher of Truth
Ulamog, the Infinite Gyre
Woodfall Primus
Diluvian Primordial
Primordial Hydra
Sylvan Primordial
Primordial Sage
Soul of the Harvest
Garruk's Packleader
Fathom Mage
Yavimaya Elder
Eternal Witness
Edric, Spymaster of Trest
Lorescale Coatl
Fauna Shaman
Erayo, Soratami Ascendant
Experiment Kraj
Terastodon
Phyrexian Metamorph
Scavenging Ooze
Murkfiend Liege
Forgotten Ancient
Magus of the Library
Oracle of Mul Daya
Consecrated Sphinx
Devastation Tide
Temporal Mastery
AEtherize
Tamiyo, the Moon Sage
Jace, the Mind Sculptor
Leyline of Anticipation
Simic Keyrune
Simic Signet
Dryad Arbor
Tropical Island
Breeding Pool
Misty Rainforest
Scalding Tarn
Flooded Strand
Verdant Catacombs
Windswept Heath
Wooded Foothills
Polluted Delta
Simic Growth Chamber
Simic Guildgate
Hinterland Harbor
Yavimaya Hollow
I thought for the longest time I would never do it, but I finally conceded and built..... an EDH (Commander) deck. Two in fact! Right now it's a pair of online decks and a huge stack of proxies, but now I have new cards to trade for, and decks that match the format everyone else plays on my floor. I don't know much about commander, but what I have been able to learn from the games I have played, the most important thing is to have a powerful strategy, and bigger tends to be better.
What that in mind, one thing I realize that prevented me from ever getting into Commander is that reading the decklists was the most obnoxious thing I could ever imagine, and felt it just wasn't worth my time. If however, you do like to read the decklists, here are my two decks as of now:
Commander: Prime Speaker Zegana
Thragtusk
Birds of Paradise
Noble Hierarch
Regal Force
Mystic Snake
Draining Whelk
Kozilek, Butcher of Truth
Ulamog, the Infinite Gyre
Woodfall Primus
Diluvian Primordial
Primordial Hydra
Sylvan Primordial
Primordial Sage
Soul of the Harvest
Garruk's Packleader
Fathom Mage
Yavimaya Elder
Eternal Witness
Edric, Spymaster of Trest
Lorescale Coatl
Fauna Shaman
Erayo, Soratami Ascendant
Experiment Kraj
Terastodon
Phyrexian Metamorph
Scavenging Ooze
Murkfiend Liege
Forgotten Ancient
Magus of the Library
Oracle of Mul Daya
Consecrated Sphinx
Devastation Tide
Temporal Mastery
Primal Command
Praetor's Counsel
Life from the Loam
Urban Evolution
Crop Rotation
Life from the Loam
Urban Evolution
Green Sun's Zenith
Farseek
Crop Rotation
Cyclonic Rift
AEtherize
Chord of Calling
Cryptic Command
Mystic Genesis
Tamiyo, the Moon Sage
Jace, the Mind Sculptor
Garruk Wildspeaker
Garruk, Primal Hunter
Garruk, Primal Hunter
Leyline of Anticipation
Survival of the Fittest
Propaganda
Gilded Lotus
Sol Ring
Mana Crypt
Crystal Shard
Sol Ring
Mana Crypt
Crystal Shard
Simic Keyrune
Simic Signet
Dryad Arbor
Tropical Island
Breeding Pool
Misty Rainforest
Scalding Tarn
Flooded Strand
Verdant Catacombs
Windswept Heath
Wooded Foothills
Polluted Delta
Simic Growth Chamber
Simic Guildgate
Hinterland Harbor
Command Tower
Yavimaya Hollow
Yavimaya Coast
Tolaria West
Tranquil Thicket
Treetop Village
Lonely Sandbar
7 Island
6 Forest
Remote Isle
Slippery Karst
Academy Ruins
Tranquil Thicket
Treetop Village
Lonely Sandbar
7 Island
6 Forest
Remote Isle
Slippery Karst
Academy Ruins
Wasteland
Strip Mine
Flooded Grove
Gaea's Cradle
Strip Mine
Flooded Grove
Gaea's Cradle
Reliquary Tower
This deck is very simple, but very straightforward: Lots of mana, lots of cards, lots of dudes. Crystal Shard can rebuy your ETB creatures like Mystic Snake and Terastadon to lock players out of the game, and from there winning is inevitable.
General: Kozilek, Butcher of Truth
Wurmcoil Engine
Duplicant
Lodestone Golem
Mycosynth Golem
Blightsteel Colossus
Darksteel Juggernaut
Steel Hellkite
Myr Battlesphere
Precursor Golem
Platinum Angel
Platinum Emperion
Pentavus
Batterskull
Karn, Silver Golem
Shimmer Myr
Steel Overseer
Silent Arbiter
Kuldotha Forgemaster
Ulamog's Crusher
Stuffy Doll
Manor Gargoyle
Artisan of Kozilek
It That Betrays
Ulamog, the Infinite Gyre
Vedalken Orrery
Crucible of Worlds
Mimic Vat
Prototype Portal
Sculpting Steel
Staff of Nin
Mind's Eye
Trading Post
Lightning Greaves
Darksteel Forge
Mindslaver
Tangle Wire
Expedition Map
Brittle Effigy
Lux Cannon
Contagion Engine
Tumble Magnet
Temple Bell
Akroma's Memorial
Sensei's Divining Top
Spine of Ish Sah
Everflowing Chalice
Mox Opal
Sol Ring
Mana Vault
Mana Crypt
Mind Stone
Grim Monolith
Guardian Idol
Dreamstone Hedron
Thran Dynamo
All Is Dust
Eldrazi Conscription
Karn Liberated
Scorched Ruins
Ancient Tomb
Blasted Landscape
Blinkmoth Nexus
Buried Ruin
City of Traitors
Cloudpost
Crystal Vein
Darksteel Citadel
Dread Statuary
Dust Bowl
Eldrazi Temple
Eye of Ugin
Gargoyle Castle
Glimmerpost
Gods' Eye, Gate to the Reikai
Haunted Fengraf
Homeward Path
Inkmoth Nexus
Mikokoro, Center of the Sea
Miren, the Moaning Well
Mishra's Factory
Mishra's Workshop
Mutavault
Mystifying Maze
Petrified Field
Phyrexia's Core
Rishadan Port
Springjack Pasture
Stalking Stones
Strip Mine
Tectonic Edge
Temple of the False God
Thespian's Stage
Vesuva
Urza's Factory
Urza's Mine
Urza's Power Plant
Urza's Tower
Wasteland
Zoetic Cavern
This deck is more of a deckbuilding challenge than it is a legitimate deck. That being said, it is very powerful, and can do many insane things. The best card in the deck for me has been All is Dust, as whenever you cast it, especially in multi-player, things get nasty on the other side of the board. I think this deck probably needs more mana ramp, but I have found that building these decks is all about playing them a ton and feeling for what works best.
If you have a commander deck on Cockatrice (or any deck for that matter) challenge me to a game! My username is rLack, and I would love to jam some games!
Commander is a pretty cool format, and I like having to think outside the box when putting together the perfect 99 to make sure I actually have enough good cards! The French do have a competitive EDH scene, but I'm going to choose to ignore anything that comes from there so I can have a safe haven for a relaxed game.
That's all I have for today! Until next time, stay classy!
Ryan Lackie
Ryan.Lackie92@gmail.com
@ThingsILack
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