Today was Zendikar Game Day. I decided to go, since it was essentially FNM + 3 bucks and extra prizes. Not bad. We ended up with exactly 17 people showing up, so it was 5 rounds of Swiss into top 8. X-2 was enough to make it in by my calculations.
I got my Nissa's Chosen and gushed over it (I almost wish I was playing R/G Elves, since that Chosen looks SO DAMN COOL!) and then it was on to the first round.
Round 1 vs. U/B Mill
First round, he came out of the gates, and I drew very few creatures. I drew a Bloodbraid Elf with 8 cards left in my library, and he Mind Funeraled me. Sadly, out of those 8 cards, only 3 were land.
Game 2 I had Anathemancers in just as another guy to replace my removal. I managed to get double Bloodbraid Elf and kill him.
Game 3 I was hitting him and he played Nemesis of Reason. I swung with Sprouting Thrinax and Bloodbraid Elf (into Putrid Leech) and he killed the Thrinax, just as I planned. Sure he Doom Bladed the Elf, but meh. What happened next is something I'm not sure about.
He declared an attack with Nemesis of Reason, then said 'Wait no, play Traumatize first'. I said that he'd declared an attack, and he swung, knocked me to 14 cards (I killed the Nemesis) then Traumatized me to 7. It turned out it didn't matter in the end, as I killed him next turn, but since it was REL 1, should I have let him take it back? I'd appreciate feedback on this for next time.
1-0
Round 2 vs. Mono-White
She was running a deck with Baneslayers, Emeria, and various soldiers with Honor of the Pure. She had a fair bit of removal as well. I can't remember much of this round, but I do remember going 2-1.
2-0
Round 3 vs. Vampires
Game 1 he played some guys, but I played some better guys. Not much to it.
Game 2 I knocked him to 5, but he Tendrilled for about 8 and played Malakir Bloodwitch and was able to defeat me handily.
Game 3 I took him to 2 before he stabilised, but I had the Lightning Bolt.
3-0
Round 4 vs. Jund
I offer the ID, but he declines for whatever reason, so we end up playing it out.
Round 1 he's playing Borderland Ranger, which is odd. He eventually kills me with Broodmate Dragon.
Round 2 about the same thing happens, but I get a Bituminous Blast. It cascades into an Elf cascading into a Thrinax, but he plays another Broodmate. Despite my Deathmark, he gets through for the win.
Afterwards he tells me he runs 4 Broodmates but no Leeches. He runs Borderland Ranger as a source of card advantage.
3-1
Round 5 vs. ID
I offer the draw to him, and explain my reasoning, and he accepts.
3-1-1
I make Top 8, and we go into single elimination.
Top 8 vs. Luminarch Control
I go up against the guy who ID'ed with me last round. Game 1 I knock him down to 3, but he gets Luminarch active with 8 mana. I die.
Game 2 I manage to simply answer every real threat he plays, with Pulses for the Ascension and Wall of Reverence, and Bituminous Blast for the World Queller. My board overwhelms him.
Game 3 he draws triple Path, double O-Ring, and Journey to Nowhere. I knock him down to literally 1, but he gets Wall of Reverence and active Ascension, stifling my attempts to win.
Eliminated in Top 8.
And that's my tournament. I get a very nice-looking foil full-art Emeria Angel. The guy playing Luminarch Control ends up eliminated against the Jund guy who beat me, and the Mill deck makes the finals against Jund Guy. Jund Guy wins the whole tournament, but doesn't get his certificate since it's not in Australia yet.
I then proceed to get my prize packs, choosing M10, and out of my first pack, see a Garruk staring back at me. I show it to a couple of people, and proclaim it's going straight in my Jund deck. I then open the second pack, only to find ANOTHER GARRUK WILDSPEAKER! The whole store exclaims at my luck, and I immediately slot them both into my Jund deck. That was very damn lucky.
And that's the Game Day! I had a great time, and am definitely going to attend the Worldwake Game Day, and hopefully do better that time! I would recommend the Worldwake Game Day to anyone thinking of attending: it's like an FNM, but with more prizes! What more could you ask for?
Until next time!
Showing posts with label zendikar. Show all posts
Showing posts with label zendikar. Show all posts
Saturday, October 31, 2009
Monday, October 19, 2009
Zendikar Decks Part VIII: Conclusion and Analysis
Hello everyone, and welcome to the final Zendikar Decks. Rather than talk a new deck, we're going to analyse the results of the ratings. So here we go!
Salivanth's Rating:
1st: Time Sieve Combo (4.5 / 5)
1st: Soldiers (4.5 / 5)
3rd: Jund (4 / 5)
4th: Warp World (3.5 / 5)
4th: Bloodchief Ascension (3.5 / 5)
6th: Vampire Aggro (2 / 5)
7th: W/B/R Control (1.5 / 5)
Match Rating:
1st: Jund (6 / 8)
1st: Soldiers (6 / 8)
3rd: Bloodchief Ascension (4 / 8)
3rd: Vampire Aggro (4 / 8)
3rd: Time Sieve Combo (4 / 8)
3rd: Warp World (4 / 8)
7th: W/B/R Control (2 / 8)
Total Ranking:
1st: Soldiers (10.5 / 13)
2nd: Jund (10 / 13)
3rd: Time Sieve (8.5 / 13)
4th: Bloodchief Ascension (7.5 / 13)
4th: Warp World (7.5 / 13)
6th: Vampire Aggro (6 / 13)
7th: W/B/R Control (3.5 / 13)
And there you have it! The winner of my analysis is Soldiers!
One must note however, that it was pretty foolish of me to do this analysis so soon. Since then, many new decks have popped up which I hadn't tested. I'll be analysing them over the next few weeks, when I deign to. So in the meantime, if there's one thing I've taught you:
Time Sieve is not dead. Remember that.
Good luck in your testing!
Salivanth's Rating:
1st: Time Sieve Combo (4.5 / 5)
1st: Soldiers (4.5 / 5)
3rd: Jund (4 / 5)
4th: Warp World (3.5 / 5)
4th: Bloodchief Ascension (3.5 / 5)
6th: Vampire Aggro (2 / 5)
7th: W/B/R Control (1.5 / 5)
Match Rating:
1st: Jund (6 / 8)
1st: Soldiers (6 / 8)
3rd: Bloodchief Ascension (4 / 8)
3rd: Vampire Aggro (4 / 8)
3rd: Time Sieve Combo (4 / 8)
3rd: Warp World (4 / 8)
7th: W/B/R Control (2 / 8)
Total Ranking:
1st: Soldiers (10.5 / 13)
2nd: Jund (10 / 13)
3rd: Time Sieve (8.5 / 13)
4th: Bloodchief Ascension (7.5 / 13)
4th: Warp World (7.5 / 13)
6th: Vampire Aggro (6 / 13)
7th: W/B/R Control (3.5 / 13)
And there you have it! The winner of my analysis is Soldiers!
One must note however, that it was pretty foolish of me to do this analysis so soon. Since then, many new decks have popped up which I hadn't tested. I'll be analysing them over the next few weeks, when I deign to. So in the meantime, if there's one thing I've taught you:
Time Sieve is not dead. Remember that.
Good luck in your testing!
Wednesday, October 14, 2009
The Trap Of Rogue Decks
How many of you try to make decks for tournaments? Decks that try to beat the best decks, decks that are innovative, or fun, or cool...and decks that lose. I was That Guy. Now I'm not. Unless you're one of the top players in the world, you probably shouldn't be trying to innovate totally new decks. Play a Tier 1 deck. You'll win more.
And even further! Some people actually COMPLAIN about netdecks! That they're somehow stifling the originality and creativity of the game, that it's less 'skilful' to win with it. If it's not netdecks in general, it's one deck. Affinity, Faeries, Five-Color Control...
"Everyone uses that deck!"
"That manabase in cash could feed a starving child for a year."
"That deck's cheap / broken / not fun."
Well guess what? It wins. And if you want to win, you need to play the best deck or beat the best deck, and if you want to beat the best deck, generally you want another Tier 1 deck (unless you're happy to get beaten by every deck EXCEPT the Tier 1 deck. Then you can make a hate deck just fine.) if you want to win.
How many of you have been in PTQ's? Tournaments are hard enough without self-inflicting rules. Nobody other than you is going to obey your rules unless your rules are "Do whatever you legally can to win."
Note that I'm not saying 'always play the best deck'. You should play the deck you think has the best position and power in the metagame: the deck most likely to make you win. And it's almost certainly not your creation. Warp World is cute, but can it win? Vampires is new and shiny, but will it win?
If you're not doing your best with deck selection, you're not doing your best as a player. And that's the road to losing. Because if you're not doing your best and playing one of the best decks, you'll be competing against someone who is. And in the end, when the dust settles, the only thing that matters is who has won, and who has lost.
N.B: I do not condone cheating. That's not a legal way to win. Anyone who points to this article as justification for cheating is a fool. Play Magic to the best of your ability. A game of Magic where you cheat is not a game of Magic. So play legally: but play the very best you can within the legal limits.
See you next time, when I bring you Time Sieve.
And even further! Some people actually COMPLAIN about netdecks! That they're somehow stifling the originality and creativity of the game, that it's less 'skilful' to win with it. If it's not netdecks in general, it's one deck. Affinity, Faeries, Five-Color Control...
"Everyone uses that deck!"
"That manabase in cash could feed a starving child for a year."
"That deck's cheap / broken / not fun."
Well guess what? It wins. And if you want to win, you need to play the best deck or beat the best deck, and if you want to beat the best deck, generally you want another Tier 1 deck (unless you're happy to get beaten by every deck EXCEPT the Tier 1 deck. Then you can make a hate deck just fine.) if you want to win.
How many of you have been in PTQ's? Tournaments are hard enough without self-inflicting rules. Nobody other than you is going to obey your rules unless your rules are "Do whatever you legally can to win."
Note that I'm not saying 'always play the best deck'. You should play the deck you think has the best position and power in the metagame: the deck most likely to make you win. And it's almost certainly not your creation. Warp World is cute, but can it win? Vampires is new and shiny, but will it win?
If you're not doing your best with deck selection, you're not doing your best as a player. And that's the road to losing. Because if you're not doing your best and playing one of the best decks, you'll be competing against someone who is. And in the end, when the dust settles, the only thing that matters is who has won, and who has lost.
N.B: I do not condone cheating. That's not a legal way to win. Anyone who points to this article as justification for cheating is a fool. Play Magic to the best of your ability. A game of Magic where you cheat is not a game of Magic. So play legally: but play the very best you can within the legal limits.
See you next time, when I bring you Time Sieve.
Tuesday, October 13, 2009
Zendikar Decks Part VI: Soldiers
Welcome, people, to the penultimate article in the Zendikar Decks series. The series is almost over, and I'm quite glad for it. 4 matches can take as many hours in MWS due to the amount of people who don't play a full match.
Anyway, let's get to the deck: Soldiers.
Lands (23)
23 Plains
Creatures (20)
4 Elite Vanguard
4 Kazandu Blademaster
4 Kor Aeronaut
4 Kor Skyfisher
4 Veteran Armorsmith
Spells (17)
3 Ajani Goldmane
2 Brave the Elements
4 Conqueror's Pledge
2 Harm's Way
4 Honor of the Pure
2 Path to Exile
Sideboard:
2 Brave the Elements
4 Celestial Purge
3 Devout Lightcaster
2 Elspeth, Knight-Errant
2 Harm's Way
2 Path to Exile
I couldn't decide between the three awesome one-mana tricks, Brave the Elements, Harm's Way, and Path to Exile. However, having all 3 makes it impossible for my opponents to play around them all.
I hopped on to MWS. ThatDamnAussie from Twitter graciously took the first battle.
Round 1 vs. Bushwhacker Aggro
He plays Goblin Guide, which I trump with Kor Skyfisher. He plays a Geopede and a Teetering Peaks next turn. I keep playing Soldiers, but his fetchlands are going well with his Geopede and Lynx. I drop to 5, then get my fifth land and play Conqueror's Pledge. I play a SECOND Pledge and start trying to kill his dudes: not an easy proposition. Eventually he gets Ranger of Eos for 2 Goblin Guides and swarms me to death after I lose most of my Soldiers.
Game 2 I play Kazandu Blademaster, and he, Steppe Lynx. I play a second one, and he Paths the 3/3. He smashes me down at an alarming rate. I cast a Pledge at 6 life, but this time I have a trump. With 4 tokens still in play, I drop double Honor of the Pure! I crush him in short order.
Game 3 he gets out 3 Steppe Lynxes but misses his second land drop. He plays Goblin Guide and swings. When I block with my 2/3, he Paths his own Guide to landfall his Lynxes. Pretty clever. I manage to stabilise however, then play Conqueror's Pledge, then Ajani Goldmane! I win.
1-0
Round 2 vs. Bant
I get turn 2 Blademaster, he gets turn 2 War Monk. I Path it, he gets Dauntless Escort. He then plays Rafiq and Baneslayer. I concede pretty quickly.
Game 2 I have 3 3/5's in play by Turn 4, and I crush him to death.
Game 3 I get some early beats, he gets Elspeth and War Monk. He uses the combo to bring me to 7 while his life skyrockets. I get an Ajani and beat Elspeth to death. I then get a Conqueror's Pledge, he plays Day of Judgement. So what do I play? Another Pledge. With Ajani. What could possibly beat that? ANOTHER DAY OF JUDGEMENT! Talk about nut draws for both sides!
I get an Elspeth and start climbing loyalty with my two 'walkers. He plays a Baneslayer, and I topdeck another Pledge. He kills Ajani with Baneslayer. I play Honor of the Pure and attack for 24! I then play an Aeronaut to block with next turn, and then succeed in the impossible: winning a race against a Baneslayer Angel.
2-0
Round 3 vs. Grixis Megrim
I get a Vanguard, he Doom Blades it. He then plays Megrim, and Duresses my hand: of lands and Conqueror's Pledge. GAH! I play an Armorsmith with Honor of the Pure, and he Blades it, too. I play Aeronaut, he Twincasts a Blightning. Luckily I only have 2 cards to discard. I go to 7. I then teach him the finer points of the problem of discard by playing every card I draw: the first being a Pledge. Remembering I still have Honor of the Pure out. I win in 2 turns.
Game 2 he plays a Howling Mine, and I play an Armorsmith. I Devout Lightcaster his Megrim, he Terminates my Armorsmith. I use Skyfisher to bounce the Lightcaster. He concedes after his next draw. I presume he got mana flooded.
I think he conceded too quickly, but still...
3-0.
Round 4 vs. Cruel Control
Unfortunately I lost the notes, but here's what I remember:
Game 1 he gets Wall of Denial and Kathari Remnant. His powerful cascades win while I fail to break through his guys.
Game 2 he doesn't get much, and I knock him to 8 before he plays his first spell. I'm able to defeat him with massive Soldiers.
Game 3 goes pretty long, and he Cruels me after I Pledge. I'm hoping I can win with my double Honor of the Pure, but he plays a second Cruel, and manages to Pulse the Honors of the Pure. It takes a long time, but he eventually wins with 18 cards left in his library (and 36 in mine. He drew a LOT of cards).
3-1
Salivanth's Rating: 4.5/5
Match Rating: 6/8
Total Score: 10.5
Overall, I'm quite satisfied with most of the Soldier deck. If I could do it over again, I'd cut the Harm's Ways and go up to 3 Paths and 3 BtE's, and also try to find a replacement for Kor Aeronaut, which didn't quite cut it. It was the weakest card in the deck and I was consistently siding him out. Perhaps Veteran Swordsmith would do better there.
Thanks for reading!
Anyway, let's get to the deck: Soldiers.
Lands (23)
23 Plains
Creatures (20)
4 Elite Vanguard
4 Kazandu Blademaster
4 Kor Aeronaut
4 Kor Skyfisher
4 Veteran Armorsmith
Spells (17)
3 Ajani Goldmane
2 Brave the Elements
4 Conqueror's Pledge
2 Harm's Way
4 Honor of the Pure
2 Path to Exile
Sideboard:
2 Brave the Elements
4 Celestial Purge
3 Devout Lightcaster
2 Elspeth, Knight-Errant
2 Harm's Way
2 Path to Exile
I couldn't decide between the three awesome one-mana tricks, Brave the Elements, Harm's Way, and Path to Exile. However, having all 3 makes it impossible for my opponents to play around them all.
I hopped on to MWS. ThatDamnAussie from Twitter graciously took the first battle.
Round 1 vs. Bushwhacker Aggro
He plays Goblin Guide, which I trump with Kor Skyfisher. He plays a Geopede and a Teetering Peaks next turn. I keep playing Soldiers, but his fetchlands are going well with his Geopede and Lynx. I drop to 5, then get my fifth land and play Conqueror's Pledge. I play a SECOND Pledge and start trying to kill his dudes: not an easy proposition. Eventually he gets Ranger of Eos for 2 Goblin Guides and swarms me to death after I lose most of my Soldiers.
Game 2 I play Kazandu Blademaster, and he, Steppe Lynx. I play a second one, and he Paths the 3/3. He smashes me down at an alarming rate. I cast a Pledge at 6 life, but this time I have a trump. With 4 tokens still in play, I drop double Honor of the Pure! I crush him in short order.
Game 3 he gets out 3 Steppe Lynxes but misses his second land drop. He plays Goblin Guide and swings. When I block with my 2/3, he Paths his own Guide to landfall his Lynxes. Pretty clever. I manage to stabilise however, then play Conqueror's Pledge, then Ajani Goldmane! I win.
1-0
Round 2 vs. Bant
I get turn 2 Blademaster, he gets turn 2 War Monk. I Path it, he gets Dauntless Escort. He then plays Rafiq and Baneslayer. I concede pretty quickly.
Game 2 I have 3 3/5's in play by Turn 4, and I crush him to death.
Game 3 I get some early beats, he gets Elspeth and War Monk. He uses the combo to bring me to 7 while his life skyrockets. I get an Ajani and beat Elspeth to death. I then get a Conqueror's Pledge, he plays Day of Judgement. So what do I play? Another Pledge. With Ajani. What could possibly beat that? ANOTHER DAY OF JUDGEMENT! Talk about nut draws for both sides!
I get an Elspeth and start climbing loyalty with my two 'walkers. He plays a Baneslayer, and I topdeck another Pledge. He kills Ajani with Baneslayer. I play Honor of the Pure and attack for 24! I then play an Aeronaut to block with next turn, and then succeed in the impossible: winning a race against a Baneslayer Angel.
2-0
Round 3 vs. Grixis Megrim
I get a Vanguard, he Doom Blades it. He then plays Megrim, and Duresses my hand: of lands and Conqueror's Pledge. GAH! I play an Armorsmith with Honor of the Pure, and he Blades it, too. I play Aeronaut, he Twincasts a Blightning. Luckily I only have 2 cards to discard. I go to 7. I then teach him the finer points of the problem of discard by playing every card I draw: the first being a Pledge. Remembering I still have Honor of the Pure out. I win in 2 turns.
Game 2 he plays a Howling Mine, and I play an Armorsmith. I Devout Lightcaster his Megrim, he Terminates my Armorsmith. I use Skyfisher to bounce the Lightcaster. He concedes after his next draw. I presume he got mana flooded.
I think he conceded too quickly, but still...
3-0.
Round 4 vs. Cruel Control
Unfortunately I lost the notes, but here's what I remember:
Game 1 he gets Wall of Denial and Kathari Remnant. His powerful cascades win while I fail to break through his guys.
Game 2 he doesn't get much, and I knock him to 8 before he plays his first spell. I'm able to defeat him with massive Soldiers.
Game 3 goes pretty long, and he Cruels me after I Pledge. I'm hoping I can win with my double Honor of the Pure, but he plays a second Cruel, and manages to Pulse the Honors of the Pure. It takes a long time, but he eventually wins with 18 cards left in his library (and 36 in mine. He drew a LOT of cards).
3-1
Salivanth's Rating: 4.5/5
Match Rating: 6/8
Total Score: 10.5
Overall, I'm quite satisfied with most of the Soldier deck. If I could do it over again, I'd cut the Harm's Ways and go up to 3 Paths and 3 BtE's, and also try to find a replacement for Kor Aeronaut, which didn't quite cut it. It was the weakest card in the deck and I was consistently siding him out. Perhaps Veteran Swordsmith would do better there.
Thanks for reading!
Labels:
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Sunday, October 11, 2009
Zendikar Decks Part V: Jund Aggro
Well, with a combo of parties, too much World of Warcraft, and just plain laziness, it's been 3 days since I last posted. This is unacceptable, and hopefully will not happen in the near future. As soon as this Zendikar Decks series is finished I hope to move back to my regular 6-a-week update schedule. (The day I don't post is 'whenever the hell I feel like it')
Meanwhile, let's move on to my Jund list.
Here's the list I decided to use:
Lands (24)
4 Dragonskull Summit
2 Forest
4 Mountain
3 Rootbound Crag
4 Savage Lands
3 Swamp
4 Verdant Catacombs
Creatures (17)
4 Bloodbraid Elf
2 Broodmate Dragon
3 Great Sable Stag
4 Putrid Leech
4 Sprouting Thrinax
Spells (19)
4 Bituminous Blast
4 Jund Charm
4 Lightning Bolt
4 Maelstrom Pulse
3 Sign in Blood
Sideboard (15)
3 Blightning
4 Deathmark
1 Great Sable Stag
4 Pyroclasm
3 Terminate
Jund Charm is my pet card, but it's so good. People almost never see it coming because it doesn't see play. It's a maindeck sweeper or combat trick: what's not to love? I also don't like Blightning in Jund that much. Yeah it's card advantage, but I prefer to win by affecting the board.
I just realised as I said that. That would mean Sign in Blood isn't good, but it is.
Dear god, what have I done?
We interrupt this revelation to bring you our actual article. (BTW, I'm totally trying out Blightning soon.)
I hopped on to MWS to do battle. (Forgetting all about Oran-Rief, no less).
Match 1 vs. BGW Rock
He Duresses my Jund Charm, and I lay Sprouting Thrinax. He plays Scute Mob, and I Jund Charm to kill it. I play Putrid Leech and knock him to 7 life. He makes a beast with Garruk, and I draw Pulse. I Pulse the token and ignore Garruk, swinging for exactly lethal.
Game 2 I play a Putrid Leech. When I swing and pump, he Purges it. He plays a Scute Mob, and I Bit Blast into a Leech to kill it. He plays a second Scute Mob, and I play Jund Charm. He plays Baneslayer Angel. I play Broodmate Dragon. He Paths my Putrid Leech (???), and attacks. I topdeck, and play, a Maelstrom Pulse, then swing. He Pulses BMD. I play Putrid Leech, and 2 Thrinaxes. He casts Day of Judgement, and I win with my army of Saprolings.
1-0
Match 2 vs. Armament Master WW
He plays Kor Duelist and Spidersilk Net. I play Putrid Leech. He passes and I swing with it, then play Great Sable Stag. He plays Quietus Spike, so I Jund Charm. He plays a Hookmaster, but I Bit Blast it and beat him to death with Sable Stag and Putrid Leech.
Game 2 He gets out Armament Master. I let him equip the Machete, then Deathmark the Master. He plays Skyfisher and equips it, I Pulse it. He plays another Skyfisher, I Bit Blast it. My Leech gets Pathed, but I Bloodbraid into Sign in Blood. I play Putrid Leech, swing him for 7, then win with Sign In Blood.
Achievement gotten: Here Have Some Cards.
Turns out killing every dude they play is a good strategy. Who knew?
2-0
Match 3 vs. Jund Landfall
I play fetches and Sign in Blood, he plays Khalni Heart and a fetchland. I Bloodbraid Elf into a Maelstrom Pulse to kill his Khalni Heart Expedition. A quick note: so many people keep hands assuming their mana accelerator will survive. If you kill it, you can throw their plans out of whack.
I start beating him, but he kills my guys. He then Bloodbraid Elfs into Birds. I topdeck Broodmate Dragon. He BE's into Zektar Shrine Expedition. I BE into Great Sable Stag. I then sac a fetchland before I beat him to death to take 1 more damage for:
Achievement gotten: Suicide Indeed.
(I also got this achievement in an FNM game on Saturday)
Game 2 he plays and unearths Hellspark Elemental. I play Sprouting Thrinax. He plays Bloodbraid Elf into Earthquake. I double block with my Saprolings. I kill his two new Hellsparks with LB and Terminate, then the unearthed ones by Bit Blasting into Maelstrom Pulse. I love this deck.
He gets a Zektar Shrine and activates it next turn. I Bit Blast into Bloodbraid Elf into Great Sable Stag, untap, and play Broodmate Dragon.
Yeah, I won that game.
3-0
Match 4 vs. Sphinx Control
The first play is a Jace. We both draw, and my draw is ironically a Pulse, which I use next turn. Irony is sweet. I play Great Sable Stag, which gets Bolted. He plays (unkicked) Sphinx of Lost Truths. I play another Stag, and he bashes with the Sphinx. He bolts my GSS, so I play a Thrinax.
I swing, then he blocks. I Jund Charm. He Negates, so I Jund Charm again. He plays Pyroclasm and Lightning Bolt to kill my 5/5 Thrinax. I BE into LB, and beat him to death over the next couple of turns.
Game 2 I get stuck on 2 land. He plays Jace and helps me draw my third land. How kind. I play GSS. He Cruels me. I discard, then play a second GSS. He Cruels me for the rest of my hand and board, and I concede.
Game 3 he plays Jace, I play Thrinax. He plays Wretched Banquet. I kill Jace with Lightning Bolt and play another Thrinax. He kills it too, then Cruels me. I play another Thrinax. I begin to hope I might actually win this. He Cruels me again, however, and Pyroclasms my Saproling army. He plays a Sphinx with me at 4 life. I play a Pulse, and he Negates it. That ends up being game.
3-1
Salivanth's Score: 4/5
Match Score: 6/8
Total Score: 10
Overall, the deck needs a bit of tuning. It's not the best it can be yet, but it's still one of the strongest decks in the new format. I'm looking forward to testing more ideas in it.
Notes: Broodmate Dragon and Sprouting Thrinax are friggin' nuts. I want to go up to 3 Broodmates.
Thanks for reading!
Meanwhile, let's move on to my Jund list.
Here's the list I decided to use:
Lands (24)
4 Dragonskull Summit
2 Forest
4 Mountain
3 Rootbound Crag
4 Savage Lands
3 Swamp
4 Verdant Catacombs
Creatures (17)
4 Bloodbraid Elf
2 Broodmate Dragon
3 Great Sable Stag
4 Putrid Leech
4 Sprouting Thrinax
Spells (19)
4 Bituminous Blast
4 Jund Charm
4 Lightning Bolt
4 Maelstrom Pulse
3 Sign in Blood
Sideboard (15)
3 Blightning
4 Deathmark
1 Great Sable Stag
4 Pyroclasm
3 Terminate
Jund Charm is my pet card, but it's so good. People almost never see it coming because it doesn't see play. It's a maindeck sweeper or combat trick: what's not to love? I also don't like Blightning in Jund that much. Yeah it's card advantage, but I prefer to win by affecting the board.
I just realised as I said that. That would mean Sign in Blood isn't good, but it is.
Dear god, what have I done?
We interrupt this revelation to bring you our actual article. (BTW, I'm totally trying out Blightning soon.)
I hopped on to MWS to do battle. (Forgetting all about Oran-Rief, no less).
Match 1 vs. BGW Rock
He Duresses my Jund Charm, and I lay Sprouting Thrinax. He plays Scute Mob, and I Jund Charm to kill it. I play Putrid Leech and knock him to 7 life. He makes a beast with Garruk, and I draw Pulse. I Pulse the token and ignore Garruk, swinging for exactly lethal.
Game 2 I play a Putrid Leech. When I swing and pump, he Purges it. He plays a Scute Mob, and I Bit Blast into a Leech to kill it. He plays a second Scute Mob, and I play Jund Charm. He plays Baneslayer Angel. I play Broodmate Dragon. He Paths my Putrid Leech (???), and attacks. I topdeck, and play, a Maelstrom Pulse, then swing. He Pulses BMD. I play Putrid Leech, and 2 Thrinaxes. He casts Day of Judgement, and I win with my army of Saprolings.
1-0
Match 2 vs. Armament Master WW
He plays Kor Duelist and Spidersilk Net. I play Putrid Leech. He passes and I swing with it, then play Great Sable Stag. He plays Quietus Spike, so I Jund Charm. He plays a Hookmaster, but I Bit Blast it and beat him to death with Sable Stag and Putrid Leech.
Game 2 He gets out Armament Master. I let him equip the Machete, then Deathmark the Master. He plays Skyfisher and equips it, I Pulse it. He plays another Skyfisher, I Bit Blast it. My Leech gets Pathed, but I Bloodbraid into Sign in Blood. I play Putrid Leech, swing him for 7, then win with Sign In Blood.
Achievement gotten: Here Have Some Cards.
Turns out killing every dude they play is a good strategy. Who knew?
2-0
Match 3 vs. Jund Landfall
I play fetches and Sign in Blood, he plays Khalni Heart and a fetchland. I Bloodbraid Elf into a Maelstrom Pulse to kill his Khalni Heart Expedition. A quick note: so many people keep hands assuming their mana accelerator will survive. If you kill it, you can throw their plans out of whack.
I start beating him, but he kills my guys. He then Bloodbraid Elfs into Birds. I topdeck Broodmate Dragon. He BE's into Zektar Shrine Expedition. I BE into Great Sable Stag. I then sac a fetchland before I beat him to death to take 1 more damage for:
Achievement gotten: Suicide Indeed.
(I also got this achievement in an FNM game on Saturday)
Game 2 he plays and unearths Hellspark Elemental. I play Sprouting Thrinax. He plays Bloodbraid Elf into Earthquake. I double block with my Saprolings. I kill his two new Hellsparks with LB and Terminate, then the unearthed ones by Bit Blasting into Maelstrom Pulse. I love this deck.
He gets a Zektar Shrine and activates it next turn. I Bit Blast into Bloodbraid Elf into Great Sable Stag, untap, and play Broodmate Dragon.
Yeah, I won that game.
3-0
Match 4 vs. Sphinx Control
The first play is a Jace. We both draw, and my draw is ironically a Pulse, which I use next turn. Irony is sweet. I play Great Sable Stag, which gets Bolted. He plays (unkicked) Sphinx of Lost Truths. I play another Stag, and he bashes with the Sphinx. He bolts my GSS, so I play a Thrinax.
I swing, then he blocks. I Jund Charm. He Negates, so I Jund Charm again. He plays Pyroclasm and Lightning Bolt to kill my 5/5 Thrinax. I BE into LB, and beat him to death over the next couple of turns.
Game 2 I get stuck on 2 land. He plays Jace and helps me draw my third land. How kind. I play GSS. He Cruels me. I discard, then play a second GSS. He Cruels me for the rest of my hand and board, and I concede.
Game 3 he plays Jace, I play Thrinax. He plays Wretched Banquet. I kill Jace with Lightning Bolt and play another Thrinax. He kills it too, then Cruels me. I play another Thrinax. I begin to hope I might actually win this. He Cruels me again, however, and Pyroclasms my Saproling army. He plays a Sphinx with me at 4 life. I play a Pulse, and he Negates it. That ends up being game.
3-1
Salivanth's Score: 4/5
Match Score: 6/8
Total Score: 10
Overall, the deck needs a bit of tuning. It's not the best it can be yet, but it's still one of the strongest decks in the new format. I'm looking forward to testing more ideas in it.
Notes: Broodmate Dragon and Sprouting Thrinax are friggin' nuts. I want to go up to 3 Broodmates.
Thanks for reading!
Wednesday, October 7, 2009
Zendikar Decks Part IV: Warp World
Welcome readers, to Part Four of the Zendikar Decks series. Today, we tackle Warp World.
Here's the decklist I chose:
Lands: (23)
4 Forest
5 Mountain
4 Rootbound Crag
4 Savage Lands
2 Swamp
4 Verdant Catacombs
Creatures: (29)
4 Birds of Paradise
2 Bogardan Hellkite
4 Elvish Visionary
4 Greenweaver Druid
2 Keeper of Progenitus
4 Lotus Cobra
2 Noble Hierarch
3 Ob Nixilis, the Fallen
4 Siege-Gang Commander
Spells (8)
4 Trace of Abundance
4 Warp World
I hopped on MWS to do battle.
Match 1 vs. U/B Mill
Game 1 he gets manascrewed while I get a Turn 4 Siege-Gang Commander and a Turn 6 Hellkite. His only plays are Hedron Crab and Jace.
Game 2 he plays a Turn 1 Hedron Crab. I play a Savage Lands. He plays a fetch, then Archive Traps me when I sacrifice my own fetch. I play Lotus Cobra.
I get to Warp World mana, and he mills me down to 12 cards in library. In my last turn before I die, I play Warp World and float 2 mana. He goes from 8 permanents to 4, and I get two Lotus Cobras and five lands so I can play another Warp World. This one gets him to one permanent, and I flip over Ob Nixilis. The landfall triggers kill him.
1-0
Match 2 vs. White Control
I get some early ramps, and lay out my hand. He casts Day of Judgement. He plays a Seraph and a Baneslayer, and I don't reach Warp World mana in time.
Game 2 I get a Turn 4 Ob Nixilis, and he uses Lapse of Certainty. He plays Guardian Seraph, I play Ob Nixilis, then play and sac a fetchland. He O-Rings it. I go for a Warp World, and he Lapses it. I play Warp World with one in hand. He gets Iona, Shield of Emeria and names red. He kills me with the giant flier next turn.
1-1
Match 3 vs. Naya
I play Lotus Cobra and Elvish Visionary: he plays Bloodbraid Elf into Trace of Abundance. He plays Cliffrunner Behemoth and a Garruk, then another Cliffrunner. When he uses his ultimate, I can't keep up with the raw power.
Game 2 We both play Trace of Abundance. He plays Cliffrunner. I play Keeper of Progenitus. He uses Bituminous Blast to cascade into another one, then finishes it with two Lightning Bolts to the dome.
1-2
Match 4 vs. Four-Color Midrange
He plays Noble Hierarch, I play Lotus Cobra. He Paths it, and plays Knight of the Reliquary. I get Ob Nixilis plus a fetch to out-do the 6/6 Knight. He passes. I swing, he goes to 2, and I Hellkite him to win.
Game 2 I curve out massively into a Turn 4 Warp World. Unfortunately, his 3 lands flip up 3 lands. I play Hellkite, he plays Rhox War Monk and Harrow. I get him to 4 life but he plays Baneslayer, then Realm Razer next turn. I chump with Birds and eventually Hellkite, but am never able to draw an answer.
Game 3 I get a Warp World, but he's lucky enough to Warp into Baneslayer while I fail to Warp into my finishers, and he bashes me to death.
1-3
Salivanth's Rating:
3.5/5
Matches x2:
2/5
Total Score: 5.5
I think the main reason Warp World failed was both my lack of knowledge of when to Warp, and the luck and raw power of some of my opponents' decks. When the metagame shifts to accommodate control, Warp World should become a lot better.
Next time: New Jund!
Here's the decklist I chose:
Lands: (23)
4 Forest
5 Mountain
4 Rootbound Crag
4 Savage Lands
2 Swamp
4 Verdant Catacombs
Creatures: (29)
4 Birds of Paradise
2 Bogardan Hellkite
4 Elvish Visionary
4 Greenweaver Druid
2 Keeper of Progenitus
4 Lotus Cobra
2 Noble Hierarch
3 Ob Nixilis, the Fallen
4 Siege-Gang Commander
Spells (8)
4 Trace of Abundance
4 Warp World
I hopped on MWS to do battle.
Match 1 vs. U/B Mill
Game 1 he gets manascrewed while I get a Turn 4 Siege-Gang Commander and a Turn 6 Hellkite. His only plays are Hedron Crab and Jace.
Game 2 he plays a Turn 1 Hedron Crab. I play a Savage Lands. He plays a fetch, then Archive Traps me when I sacrifice my own fetch. I play Lotus Cobra.
I get to Warp World mana, and he mills me down to 12 cards in library. In my last turn before I die, I play Warp World and float 2 mana. He goes from 8 permanents to 4, and I get two Lotus Cobras and five lands so I can play another Warp World. This one gets him to one permanent, and I flip over Ob Nixilis. The landfall triggers kill him.
1-0
Match 2 vs. White Control
I get some early ramps, and lay out my hand. He casts Day of Judgement. He plays a Seraph and a Baneslayer, and I don't reach Warp World mana in time.
Game 2 I get a Turn 4 Ob Nixilis, and he uses Lapse of Certainty. He plays Guardian Seraph, I play Ob Nixilis, then play and sac a fetchland. He O-Rings it. I go for a Warp World, and he Lapses it. I play Warp World with one in hand. He gets Iona, Shield of Emeria and names red. He kills me with the giant flier next turn.
1-1
Match 3 vs. Naya
I play Lotus Cobra and Elvish Visionary: he plays Bloodbraid Elf into Trace of Abundance. He plays Cliffrunner Behemoth and a Garruk, then another Cliffrunner. When he uses his ultimate, I can't keep up with the raw power.
Game 2 We both play Trace of Abundance. He plays Cliffrunner. I play Keeper of Progenitus. He uses Bituminous Blast to cascade into another one, then finishes it with two Lightning Bolts to the dome.
1-2
Match 4 vs. Four-Color Midrange
He plays Noble Hierarch, I play Lotus Cobra. He Paths it, and plays Knight of the Reliquary. I get Ob Nixilis plus a fetch to out-do the 6/6 Knight. He passes. I swing, he goes to 2, and I Hellkite him to win.
Game 2 I curve out massively into a Turn 4 Warp World. Unfortunately, his 3 lands flip up 3 lands. I play Hellkite, he plays Rhox War Monk and Harrow. I get him to 4 life but he plays Baneslayer, then Realm Razer next turn. I chump with Birds and eventually Hellkite, but am never able to draw an answer.
Game 3 I get a Warp World, but he's lucky enough to Warp into Baneslayer while I fail to Warp into my finishers, and he bashes me to death.
1-3
Salivanth's Rating:
3.5/5
Matches x2:
2/5
Total Score: 5.5
I think the main reason Warp World failed was both my lack of knowledge of when to Warp, and the luck and raw power of some of my opponents' decks. When the metagame shifts to accommodate control, Warp World should become a lot better.
Next time: New Jund!
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Tuesday, September 29, 2009
Zendikar Decks Part II: B/R Bloodchief
Hello readers, and welcome to part two of my Zendikar decks series. Today's post will be about B/R Bloodchief. This deck focuses on playing a Bloodchief Ascension and activating it as quickly as possible. It then uses cards such as Blightning and sweepers to put cards in the opponent's graveyard and deal lots of damage.
Here's the decklist I used:
Lands (20)
4 Akoum Refuge
4 Dragonskull Summit
8 Mountain
8 Swamp
Creatures (16)
4 Goblin Guide
4 Hell's Thunder
4 Hellspark Elemental
4 Vampire Lacerator
Spells (24)
4 Blightning
4 Bloodchief Ascension
4 Burst Lightning
4 Lightning Bolt
4 Volcanic Fallout
4 Earthquake
Sideboard:
4 Deathmark
3 Duress
4 Goblin Outlander
4 Hideous End
I hopped onto MWS to do battle.
Round 1 vs. Four-Color Control
We start off with ETBT lands. I play Vampire Lacerator, which he Agony Warps. He Esper Charms, and I counter with Blightning and another Lacerator. He plays Baneslayer Angel, then another a couple of turns later, and beats me to death with them.
Game 2 he mulligans to 5. I use Hellspark Elemental, and get some early Goblin Guide action. He gets rid of it already at 10 life. We pass for a couple of turns, then he Time Warps twice. I drop a Lacerator, and hit him a couple of times. Lightning Bolt and Earthquake are enough to end it.
Game 3 he Spell Pierces a Bloodchief Ascension and Burst Lightning. He Blightnings me, and Pierces another Ascension. I play a third Ascension and beat down with a Lacerator. I activate it and he Esper Charms it. I knock him to 8 with double Lacerator before he Day of Judgements them. I Goblin Guide him to 6, and he plays Baneslayer Angel. I Hideous End it and he scoops it up.
1-0
Round 2 vs. BGW Landfall
He plays a Turn 2 Lotus Cobra. I Bolt it. I swing with a Hellspark, he plays another Cobra and Cobras into a Bloodghast. I kill the Cobra again. He hits with Bloodghast, and then drops a Knight of the Reliquary. He plays an Ob Nixilis a turn or two later and when he plays another fetchland I scoop.
Game 2 I kill a Lotus Cobra, but he plays a second and third one. I don't find enough removal. He plays double Steppe Lynx and landfalls his way to victory over a few turns. I barely get him to 10.
1-1
Round 3 vs. Naya
He opens with a Nacatl. I Bolt it and play Goblin Guide. With the aid of his fetchlands I start beating him down. He plays a 5/5 Reliquary. He plays a Behemoth Sledge, but I trick him into a block and then double Burst Lightning it. I get him down to 5, but he equips a Nacatl with Behemoth Sledge and manages to outrace me.
Game 2 I open with a Goblin Guide, and he opens with a Birds. He plays a Nacatl and a Ranger of Eos. When he plays Behemoth Sledge, I Fallout the board, leaving him at 11. He plays a Nacatl and equips it, but I quake for 5. I Deathmark his next Nacatl. He plays 2 Hierarchs and equips Behemoth Sledge. I pray for a quake off the top, and I get it.
Game 3 I mulligan to 6 and play a Turn 2 Bloodchief Ascension. He plays Behemoth Sledge. I Hellspark him. He plays a Nacatl and I Bolt him at EOT. I play Fallout leaving him at 12 life. He Purges my active Ascension. I swing him to 8, but he gets a 5/5 lifelink Nacatl, and I never draw another Deathmark.
1-2
Round 4 vs. Soldiers
I play a Turn 1 Bloodchief Ascension, and he plays Elite Vanguard. I pass, he plays Honor and attacks. I ho-hum, and take 3. I Burst Lightning him at EOT, then Goblin Guide him. He plays Kor Aeronaut. I swing, he Paths the Guide. I Earthquake for 3 to activate my Ascension. He attacks. Next turn I Blightning him, then I manage to Blightning + Hellspark for exactly lethal the turn after that.
Game 2 He passes. I play Goblin Guide and attack, and he plays White Knight. I Bolt it. He plays Honor of the Pure, I play Bloodchief Ascension and swing. He plays a second Honor and Sigilled Paladin, which I Deathmark. I swing. He Paths my Guide, so I Fallout an empty board to activate Ascension. He plays Kor Aeronaut. I Blightning him to 3 life and 0 cards in hand, then Deathmark his one creature. I win shortly after.
2-2
Salivanth's Rating: 3.5/5
Matches Won x2: 4/8
Total Score: 7.5
I like B/R Bloodchief, but I think B/R Blightning is better. The Bloodchief often gets killed or doesn't activate and it warps your game too much. Goblin Guide is awesome, I don't know about Lacerator. I'd recommend upping the curve by removing the Bloodchief Ascensions and the Lacerators and adding in some strong 3-4 mana cards.
Make sure to vote for tomorrow's deck in the polls!
See you tomorrow!
Here's the decklist I used:
Lands (20)
4 Akoum Refuge
4 Dragonskull Summit
8 Mountain
8 Swamp
Creatures (16)
4 Goblin Guide
4 Hell's Thunder
4 Hellspark Elemental
4 Vampire Lacerator
Spells (24)
4 Blightning
4 Bloodchief Ascension
4 Burst Lightning
4 Lightning Bolt
4 Volcanic Fallout
4 Earthquake
Sideboard:
4 Deathmark
3 Duress
4 Goblin Outlander
4 Hideous End
I hopped onto MWS to do battle.
Round 1 vs. Four-Color Control
We start off with ETBT lands. I play Vampire Lacerator, which he Agony Warps. He Esper Charms, and I counter with Blightning and another Lacerator. He plays Baneslayer Angel, then another a couple of turns later, and beats me to death with them.
Game 2 he mulligans to 5. I use Hellspark Elemental, and get some early Goblin Guide action. He gets rid of it already at 10 life. We pass for a couple of turns, then he Time Warps twice. I drop a Lacerator, and hit him a couple of times. Lightning Bolt and Earthquake are enough to end it.
Game 3 he Spell Pierces a Bloodchief Ascension and Burst Lightning. He Blightnings me, and Pierces another Ascension. I play a third Ascension and beat down with a Lacerator. I activate it and he Esper Charms it. I knock him to 8 with double Lacerator before he Day of Judgements them. I Goblin Guide him to 6, and he plays Baneslayer Angel. I Hideous End it and he scoops it up.
1-0
Round 2 vs. BGW Landfall
He plays a Turn 2 Lotus Cobra. I Bolt it. I swing with a Hellspark, he plays another Cobra and Cobras into a Bloodghast. I kill the Cobra again. He hits with Bloodghast, and then drops a Knight of the Reliquary. He plays an Ob Nixilis a turn or two later and when he plays another fetchland I scoop.
Game 2 I kill a Lotus Cobra, but he plays a second and third one. I don't find enough removal. He plays double Steppe Lynx and landfalls his way to victory over a few turns. I barely get him to 10.
1-1
Round 3 vs. Naya
He opens with a Nacatl. I Bolt it and play Goblin Guide. With the aid of his fetchlands I start beating him down. He plays a 5/5 Reliquary. He plays a Behemoth Sledge, but I trick him into a block and then double Burst Lightning it. I get him down to 5, but he equips a Nacatl with Behemoth Sledge and manages to outrace me.
Game 2 I open with a Goblin Guide, and he opens with a Birds. He plays a Nacatl and a Ranger of Eos. When he plays Behemoth Sledge, I Fallout the board, leaving him at 11. He plays a Nacatl and equips it, but I quake for 5. I Deathmark his next Nacatl. He plays 2 Hierarchs and equips Behemoth Sledge. I pray for a quake off the top, and I get it.
Game 3 I mulligan to 6 and play a Turn 2 Bloodchief Ascension. He plays Behemoth Sledge. I Hellspark him. He plays a Nacatl and I Bolt him at EOT. I play Fallout leaving him at 12 life. He Purges my active Ascension. I swing him to 8, but he gets a 5/5 lifelink Nacatl, and I never draw another Deathmark.
1-2
Round 4 vs. Soldiers
I play a Turn 1 Bloodchief Ascension, and he plays Elite Vanguard. I pass, he plays Honor and attacks. I ho-hum, and take 3. I Burst Lightning him at EOT, then Goblin Guide him. He plays Kor Aeronaut. I swing, he Paths the Guide. I Earthquake for 3 to activate my Ascension. He attacks. Next turn I Blightning him, then I manage to Blightning + Hellspark for exactly lethal the turn after that.
Game 2 He passes. I play Goblin Guide and attack, and he plays White Knight. I Bolt it. He plays Honor of the Pure, I play Bloodchief Ascension and swing. He plays a second Honor and Sigilled Paladin, which I Deathmark. I swing. He Paths my Guide, so I Fallout an empty board to activate Ascension. He plays Kor Aeronaut. I Blightning him to 3 life and 0 cards in hand, then Deathmark his one creature. I win shortly after.
2-2
Salivanth's Rating: 3.5/5
Matches Won x2: 4/8
Total Score: 7.5
I like B/R Bloodchief, but I think B/R Blightning is better. The Bloodchief often gets killed or doesn't activate and it warps your game too much. Goblin Guide is awesome, I don't know about Lacerator. I'd recommend upping the curve by removing the Bloodchief Ascensions and the Lacerators and adding in some strong 3-4 mana cards.
Make sure to vote for tomorrow's deck in the polls!
See you tomorrow!
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Zendikar Achievements!
I was wondering a couple of months ago: what would make Magic even better? ACHIEVEMENTS! But what was the point of making achievements just for myself? Flash forward to now, and I now have the medium to do so.
For the uninitiated:
Achievements, also known by many names, like awards, accomplishments, feats or badges, are certain objectives within a game, the accomplishment of which awards a certain amount of points (usually). Gamers love achievements, as it's in their nature to strive for objectives. Xbox 360 has it, World of Warcraft has it...why not Magic?
Thus, every time a new set is released and whenever the hell I feel like it, I'll release a new group of achievements. If you succeed at one, feel free to post your story!
Here are the first 15 achievements I've come up with:
For the uninitiated:
Achievements, also known by many names, like awards, accomplishments, feats or badges, are certain objectives within a game, the accomplishment of which awards a certain amount of points (usually). Gamers love achievements, as it's in their nature to strive for objectives. Xbox 360 has it, World of Warcraft has it...why not Magic?
Thus, every time a new set is released and whenever the hell I feel like it, I'll release a new group of achievements. If you succeed at one, feel free to post your story!
Here are the first 15 achievements I've come up with:
HOW Much Mana?: Kick one of the following cards: Conqueror’s Pledge, Rite of Replication, Sadistic Sacrament, Elemental Appeal, Gigantiform. (10 points)
Land Ho!: Play 3 land in a single turn. (10 points)
Suicide Indeed: Take 10 self-inflicted damage in one game. (10 points)
Winnin’ The Expedition: Activate 2 Expedition cards in one turn. (10 points)
Another One?: Play 4 of any card that isn’t a basic land in a single game. (20 points)
Cards Up My Sleeve: Destroy 3 different types of permanent in one game. (The permanent types are creature, artifact, enchantment, land, planeswalker and tribal). (20 points)
Down With The Chief: Defeat a player who has a Bloodchief Ascension with 3 or more counters on it. (20 points)
Here Have Some Cards: Win a game by casting Sign in Blood on an opponent. (20 points)
Man of the Land: Have a 10/10 or bigger creature from among the following: Knight of the Reliquary, Ob Nixilis, the Fallen, Territorial Baloth. (20 points)
Not Very Observant: Play the alternate casting costs of 3 traps in a single game. (20 points)
The Other Rare-Draft: Pick 12 full-art basic lands in a draft, then 3-0 the draft. (30 points)
We Don’t Need No Stinkin’ Fetches!: Go Top 3 at FNM with a mono-colored deck. (30 points)
You Suck: Steal a permanent, destroy all creatures, and take an extra turn in a 24-hour period. (30 points)
I'd like feedback on this, since it's a pretty unique idea, and I figure either it totally flops or it does well, and I love experimenting.
I am currently accepting stories and submissions for new achievements at salivanth@live.com, or on Twitter at
Happy achieving!
Labels:
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Monday, September 28, 2009
Zendikar Decks Part I: Vampire Aggro
Welcome to the first article in my series on Zendikar decks. Polls will be running through the week to determine the next deck in the series, and the first one you guys picked was Vampire Aggro. Don't forget to vote for tomorrow's article!
Here's the deck I ended up using:
Lands (24)
24 Swamp
Creatures (26)
4 Bloodghast
4 Gatekeeper of Malakir
4 Guul Draz Vampire
2 Malakir Bloodwitch
4 Vampire Lacerator
4 Vampire Nighthawk
4 Vampire Nocturnus
Spells (10)
4 Doom Blade
2 Duress
4 Sign in Blood
Sideboard:
4 Vampire Hexmage
2 Malakir Bloodwitch
3 Bloodchief Ascension
4 Deathmark
2 Duress
I hopped on MWS to do battle.
Round 1 vs. Mono-Red Burn
He wins the die roll, and we both mulligan to 6.
He plays a land and passes. I play Guul Draz Vampire. At EOT, he Burst Lightnings me. (18, 20) He plays Hellspark Elemental and swings. I take it. (15, 20). I untap, and swing. (15, 19). I play Bloodghast.
He passes, and I swing for 3. (15, 16). I play Vampire Nighthawk. He Bolts it. He plays Hell's Thunder and attacks. (11, 16). I swing back. (11, 13). I play another Bloodghast. He plays a second Hellspark and swings. (8, 13).
I attack with everything. (8, 8) and then play a Vampire Lacerator. He untaps, and unearths both Hellsparks. I Doom Blade one, and take 3. (5, 8). I attack with my Bloodghasts. (5, 4). He plays Goblin Ruinblaster and passes. I untap, and swing for the win.
Game 2 he elects to play. He keeps, and I mulligan to 6. He plays a land and passes, I play Guul Draz Vampire. Turn 2, he plays a land and passes. I Duress. I take Fallout, and attack. (20, 19). I then play a second Guul Draz Vampire.
He untaps, and Earthquakes for 1. (19, 18). He passes. I play Vampire Nighthawk. He plays double Burst Lightning to kill it. I untap, and play Bloodchief Ascension. He plays Hell's Thunder, and swings. (15, 18). I pass. He unearths Hell's Thunder and attacks. I Doom Blade it.
I untap and play another Bloodchief Ascension. Not the best topdecks. He plays Elemental Appeal and attacks. I Doom Blade it. I pass. Another land. He plays Quest for Pure Flame and Elemental Appeal. He swings. (8, 18). I draw nothing but lands for the next two turns and he plays and unearths Hell's Thunder to kill me.
Game 3 I choose to play, and we both mulligan to 6. Turn 1 I play Guul Draz Vampire. He plays a land and passes. I play Turn 2 Duress, and he aims a Bolt at me in response. (17, 20). I take Elemental Appeal, and swing. (17, 19). He plays a land and passes. I swing (17, 18) and play Vampire Lacerator.
He plays a land and passes. I swing (16, 15) and pass. He passes yet again. I swing, and he plays Fallout (13, 13). I play Guul Draz Vampire and Bloodghast. He lays a land and passes. I swing, he plays another Fallout. (11, 11). I play another Bloodghast. He plays Elemental Appeal and swings. (4, 11).
I play a land, returning Bloodghast, then play Vampire Nocturnus. I swing with a 4/2 flying Bloodghast. (4, 7). I pass. He draws, plays Earthquake for 2 (2, 5) then Burst Lightnings me for the win.
0-1
Round 2 vs. Vampire Aggro
Note: My computer crashed while writing these, so the rest of the post will be fairly short.
Game 1 I keep a slow hand. He curves out basically perfectly and beats me before I put up much resistance.
Game 2 we trade for a while until I manage to get out multiple Bloodwitches and win that way.
Game 3 he gets the advantage, then I play Nocturnus. Unfortunately I then draw 3 swamps in a row and die.
0-2
Round 3 vs. Bant
Game 1 he plays Great Sable Stag with Rafiq of the Many. I die about as horribly as you'd expect.
Game 2 I play lots of guys, and by the time he stabilises I have 3/2's with fear to seal the deal.
Game 3 we play a long game. I eventually stick a Gatekeeper of Malakir with FOUR removal spells in hand. I then bash him to death over six turns killing everything he plays.
1-2
Round 4 vs. B/R Bloodchief
Game 1 his deck works perfectly, getting 3 counters on Bloodchief Ascension and Blightninging me to death.
Game 2 he stalls for a bit and I end up winning with Vampire Nocturnus's buff.
Game 3 we race. He eventually sticks an Ascension and Earthquakes my guys to activate it, but he's at 2 and I manage to kill him even with his active Ascension.
2-2
My Ranking: 2/5
Matches Won x2: 4/8
The ranking system will work as follows. I will rank the deck by consistency and power out of 5, then the amount of matches out of 4 won, x2, will be the rest of the score. At the end, I'll rank them all up.
Frankly, I don't think Vampire Aggro is that great, and B/R hate will keep it down. I rate it Tier 2.
See you soon with the next deck!
Here's the deck I ended up using:
Lands (24)
24 Swamp
Creatures (26)
4 Bloodghast
4 Gatekeeper of Malakir
4 Guul Draz Vampire
2 Malakir Bloodwitch
4 Vampire Lacerator
4 Vampire Nighthawk
4 Vampire Nocturnus
Spells (10)
4 Doom Blade
2 Duress
4 Sign in Blood
Sideboard:
4 Vampire Hexmage
2 Malakir Bloodwitch
3 Bloodchief Ascension
4 Deathmark
2 Duress
I hopped on MWS to do battle.
Round 1 vs. Mono-Red Burn
He wins the die roll, and we both mulligan to 6.
He plays a land and passes. I play Guul Draz Vampire. At EOT, he Burst Lightnings me. (18, 20) He plays Hellspark Elemental and swings. I take it. (15, 20). I untap, and swing. (15, 19). I play Bloodghast.
He passes, and I swing for 3. (15, 16). I play Vampire Nighthawk. He Bolts it. He plays Hell's Thunder and attacks. (11, 16). I swing back. (11, 13). I play another Bloodghast. He plays a second Hellspark and swings. (8, 13).
I attack with everything. (8, 8) and then play a Vampire Lacerator. He untaps, and unearths both Hellsparks. I Doom Blade one, and take 3. (5, 8). I attack with my Bloodghasts. (5, 4). He plays Goblin Ruinblaster and passes. I untap, and swing for the win.
Game 2 he elects to play. He keeps, and I mulligan to 6. He plays a land and passes, I play Guul Draz Vampire. Turn 2, he plays a land and passes. I Duress. I take Fallout, and attack. (20, 19). I then play a second Guul Draz Vampire.
He untaps, and Earthquakes for 1. (19, 18). He passes. I play Vampire Nighthawk. He plays double Burst Lightning to kill it. I untap, and play Bloodchief Ascension. He plays Hell's Thunder, and swings. (15, 18). I pass. He unearths Hell's Thunder and attacks. I Doom Blade it.
I untap and play another Bloodchief Ascension. Not the best topdecks. He plays Elemental Appeal and attacks. I Doom Blade it. I pass. Another land. He plays Quest for Pure Flame and Elemental Appeal. He swings. (8, 18). I draw nothing but lands for the next two turns and he plays and unearths Hell's Thunder to kill me.
Game 3 I choose to play, and we both mulligan to 6. Turn 1 I play Guul Draz Vampire. He plays a land and passes. I play Turn 2 Duress, and he aims a Bolt at me in response. (17, 20). I take Elemental Appeal, and swing. (17, 19). He plays a land and passes. I swing (17, 18) and play Vampire Lacerator.
He plays a land and passes. I swing (16, 15) and pass. He passes yet again. I swing, and he plays Fallout (13, 13). I play Guul Draz Vampire and Bloodghast. He lays a land and passes. I swing, he plays another Fallout. (11, 11). I play another Bloodghast. He plays Elemental Appeal and swings. (4, 11).
I play a land, returning Bloodghast, then play Vampire Nocturnus. I swing with a 4/2 flying Bloodghast. (4, 7). I pass. He draws, plays Earthquake for 2 (2, 5) then Burst Lightnings me for the win.
0-1
Round 2 vs. Vampire Aggro
Note: My computer crashed while writing these, so the rest of the post will be fairly short.
Game 1 I keep a slow hand. He curves out basically perfectly and beats me before I put up much resistance.
Game 2 we trade for a while until I manage to get out multiple Bloodwitches and win that way.
Game 3 he gets the advantage, then I play Nocturnus. Unfortunately I then draw 3 swamps in a row and die.
0-2
Round 3 vs. Bant
Game 1 he plays Great Sable Stag with Rafiq of the Many. I die about as horribly as you'd expect.
Game 2 I play lots of guys, and by the time he stabilises I have 3/2's with fear to seal the deal.
Game 3 we play a long game. I eventually stick a Gatekeeper of Malakir with FOUR removal spells in hand. I then bash him to death over six turns killing everything he plays.
1-2
Round 4 vs. B/R Bloodchief
Game 1 his deck works perfectly, getting 3 counters on Bloodchief Ascension and Blightninging me to death.
Game 2 he stalls for a bit and I end up winning with Vampire Nocturnus's buff.
Game 3 we race. He eventually sticks an Ascension and Earthquakes my guys to activate it, but he's at 2 and I manage to kill him even with his active Ascension.
2-2
My Ranking: 2/5
Matches Won x2: 4/8
The ranking system will work as follows. I will rank the deck by consistency and power out of 5, then the amount of matches out of 4 won, x2, will be the rest of the score. At the end, I'll rank them all up.
Frankly, I don't think Vampire Aggro is that great, and B/R hate will keep it down. I rate it Tier 2.
See you soon with the next deck!
Sunday, September 27, 2009
Zendikar Decks Part II
I promised in my original Zendikar Decks article here that I'd eventually flesh out these decks. Now is the time for me to do that. I'll propose 7 decks, and I intend to test them, one per day, (except for Saturday) for a week. I'll allow people to vote on their choice. Here are the decks:
W/B/R Control.
Lands (26)
4 Arid Mesa
4 Dragonskull Summit
4 Marsh Flats
4 Mountain
5 Plains
5 Swamp
Creatures (4)
4 Baneslayer Angel
Spells (30)
3 Ajani Vengeant
3 Chandra Nalaar
4 Day of Judgement
3 Lightning Bolt
3 Luminarch Ascension
3 Martial Coup
4 Path to Exile
4 Sign in Blood
3 Terminate
Sideboard:
4 Celestial Purge
4 Oblivion Ring
3 Solemn Offering
4 Volcanic Fallout
The deck has 7 Wraths, and ample finishers. It can finish from several angles. It has card draw in Sign in Blood, and plenty of spot removal. It's a rough draft, but could turn into quite a deck.
New Time Sieve
Lands (18)
7 Island
5 Plains
6 Swamp
Creatures (0)
Spells ()
4 Day of Judgement
4 Fieldmist Borderpost
3 Font of Mythos
4 Howling Mine
4 Kaleidoscope
4 Mistvein Borderpost
4 Obelisk of Esper
4 Open the Vaults
3 Tezzeret the Seeker
4 Time Sieve
4 Time Warp
Sideboard:
4 Celestial Purge
4 Ethersworn Canonist
3 Meddling Mage
4 Path to Exile
The deck loses a bit, and doesn't gain much, but the deck still has Tier 1 potential. An extra Tezzeret has been added for the non-combo finish. Obelisk of Esper acts as Borderposts 9-12, and the Day of Judgement is there to stop Vampires.
Vampire Aggro
Lands (24)
24 Swamp
Creatures (26)
4 Bloodghast
4 Gatekeeper of Malakir
4 Guul Draz Vampire
2 Malakir Bloodwitch
4 Vampire Lacerator
4 Vampire Nighthawk
4 Vampire Nocturnus
Spells (10)
4 Doom Blade
2 Duress
4 Sign in Blood
Sideboard:
2 Bloodchief Ascension
4 Deathmark
2 Duress
2 Malakir Bloodwitch
3 Ravenous Trap
The deck is fast, has some late-game plans, light disruption, removal and card draw, and it's VAMPIRES. Who doesn't like Vampires? The Ravenous Trap in the sideboard is against Time Sieve. Absolutely destroys them.
B/R Bloodchief Blightning
Lands (24)
4 Akoum Refuge
4 Dragonskull Summit
8 Mountain
8 Swamp
Creatures (18)
2 Ball Lightning
4 Goblin Guide
4 Hellspark Elemental
4 Goblin Outlander
4 Vampire Lacerator
Spells (18)
4 Blightning
4 Bloodchief Ascension
4 Burst Lightning
4 Lightning Bolt
2 Volcanic Fallout
Sideboard:
3 Banefire
4 Deathmark
4 Duress
2 Terminate
2 Volcanic Fallout
This deck is a fairly simple B/R deck. The idea is to beat the opponent to death, either with or without a Bloodchief Ascension.
New Jund
Lands (25)
4 Dragonskull Summit
3 Forest
3 Mountain
4 Rootbound Crag
4 Savage Lands
3 Swamp
4 Verdant Catacombs
Creatures (16)
4 Bloodbraid Elf
4 Lotus Cobra
4 Putrid Leech
4 Vampire Nighthawk
Spells (19)
4 Bituminous Blast
4 Jund Charm
4 Lightning Bolt
4 Maelstrom Pulse
3 Sign in Blood
Sideboard:
4 Deathmark
4 Great Sable Stag
3 Jund Hackblade
4 Volcanic Fallout
A Jund list with many of the same traits as pre-Zendikar Jund: the ability to play as aggro or control, a malleable sideboard, and a lot of sheer power, and Cascade.
New Warp World
Lands (23)
7 Forest
9 Mountain
3 Swamp
4 Verdant Catacombs
Creatures (29)
4 Birds of Paradise
2 Bogardan Hellkite
4 Elvish Visionary
4 Keeper of Progenitus
4 Lotus Cobra
4 Noble Hierarch
3 Ob Nixilis, the Fallen
4 Siege-Gang Commander
Spells (8)
4 Trace of Abundance
4 Warp World
Sideboard:
4 Bloodbraid Elf
4 Thought Hemorrhage
4 Vithian Renegades
3 Volcanic Fallout
W/B/R Control.
Lands (26)
4 Arid Mesa
4 Dragonskull Summit
4 Marsh Flats
4 Mountain
5 Plains
5 Swamp
Creatures (4)
4 Baneslayer Angel
Spells (30)
3 Ajani Vengeant
3 Chandra Nalaar
4 Day of Judgement
3 Lightning Bolt
3 Luminarch Ascension
3 Martial Coup
4 Path to Exile
4 Sign in Blood
3 Terminate
Sideboard:
4 Celestial Purge
4 Oblivion Ring
3 Solemn Offering
4 Volcanic Fallout
The deck has 7 Wraths, and ample finishers. It can finish from several angles. It has card draw in Sign in Blood, and plenty of spot removal. It's a rough draft, but could turn into quite a deck.
New Time Sieve
Lands (18)
7 Island
5 Plains
6 Swamp
Creatures (0)
Spells ()
4 Day of Judgement
4 Fieldmist Borderpost
3 Font of Mythos
4 Howling Mine
4 Kaleidoscope
4 Mistvein Borderpost
4 Obelisk of Esper
4 Open the Vaults
3 Tezzeret the Seeker
4 Time Sieve
4 Time Warp
Sideboard:
4 Celestial Purge
4 Ethersworn Canonist
3 Meddling Mage
4 Path to Exile
The deck loses a bit, and doesn't gain much, but the deck still has Tier 1 potential. An extra Tezzeret has been added for the non-combo finish. Obelisk of Esper acts as Borderposts 9-12, and the Day of Judgement is there to stop Vampires.
Vampire Aggro
Lands (24)
24 Swamp
Creatures (26)
4 Bloodghast
4 Gatekeeper of Malakir
4 Guul Draz Vampire
2 Malakir Bloodwitch
4 Vampire Lacerator
4 Vampire Nighthawk
4 Vampire Nocturnus
Spells (10)
4 Doom Blade
2 Duress
4 Sign in Blood
Sideboard:
2 Bloodchief Ascension
4 Deathmark
2 Duress
2 Malakir Bloodwitch
3 Ravenous Trap
The deck is fast, has some late-game plans, light disruption, removal and card draw, and it's VAMPIRES. Who doesn't like Vampires? The Ravenous Trap in the sideboard is against Time Sieve. Absolutely destroys them.
B/R Bloodchief Blightning
Lands (24)
4 Akoum Refuge
4 Dragonskull Summit
8 Mountain
8 Swamp
Creatures (18)
2 Ball Lightning
4 Goblin Guide
4 Hellspark Elemental
4 Goblin Outlander
4 Vampire Lacerator
Spells (18)
4 Blightning
4 Bloodchief Ascension
4 Burst Lightning
4 Lightning Bolt
2 Volcanic Fallout
Sideboard:
3 Banefire
4 Deathmark
4 Duress
2 Terminate
2 Volcanic Fallout
This deck is a fairly simple B/R deck. The idea is to beat the opponent to death, either with or without a Bloodchief Ascension.
New Jund
Lands (25)
4 Dragonskull Summit
3 Forest
3 Mountain
4 Rootbound Crag
4 Savage Lands
3 Swamp
4 Verdant Catacombs
Creatures (16)
4 Bloodbraid Elf
4 Lotus Cobra
4 Putrid Leech
4 Vampire Nighthawk
Spells (19)
4 Bituminous Blast
4 Jund Charm
4 Lightning Bolt
4 Maelstrom Pulse
3 Sign in Blood
Sideboard:
4 Deathmark
4 Great Sable Stag
3 Jund Hackblade
4 Volcanic Fallout
A Jund list with many of the same traits as pre-Zendikar Jund: the ability to play as aggro or control, a malleable sideboard, and a lot of sheer power, and Cascade.
New Warp World
Lands (23)
7 Forest
9 Mountain
3 Swamp
4 Verdant Catacombs
Creatures (29)
4 Birds of Paradise
2 Bogardan Hellkite
4 Elvish Visionary
4 Keeper of Progenitus
4 Lotus Cobra
4 Noble Hierarch
3 Ob Nixilis, the Fallen
4 Siege-Gang Commander
Spells (8)
4 Trace of Abundance
4 Warp World
Sideboard:
4 Bloodbraid Elf
4 Thought Hemorrhage
4 Vithian Renegades
3 Volcanic Fallout
Most of the deck remains the same. The main additions are Ob Nixilis, who is a BEATING if you get 3-4 lands off Warp World, and Lotus Cobra to power out more fast starts.
Soldiers
Lands (24)
23 Plains
Creatures ()
4 Captain of the Watch
4 Elite Vanguard
4 Kazandu Blademaster
4 Kor Aeronaut
4 Veteran Armorsmith
4 Veteran Swordsmith
Spells ()
2 Conqueror's Pledge
4 Honor of the Pure
4 Path to Exile
3 Brave the Elements
Sideboard:
3 Baneslayer Angel
1 Brave the Elements
4 Celestial Purge
3 Devout Lightcaster
4 Harm's Way
This is an archetypal White Weenie deck: plenty of guys, some modern token-producers, and the Anthem of choice, Honor of the Pure. Also features the anti-removal Brave the Elements as a new addition.
So those are our seven. Be sure to vote for which one should be tested first in the poll!
Labels:
2,
aggro,
bloodchief,
control,
decks,
elf combo,
jund,
post-zen,
post-zendikar,
soldiers,
standard,
T2,
time sieve,
type,
vampire,
warp world,
white weenie,
zen,
zendikar
Saturday, September 26, 2009
Zendikar Prerelease: A Gamer's Tale.
After finishing yesterday's blog post at 3 am, I then proceeded to fall asleep until 8 am. I got more sleep than half the players at the Prerelease. (We're GAMERS. It happens) I headed in, and the atmosphere was absolutely, positively...dull. This continued on in that vein, until...
WAIT A MINUTE. This isn't "How My Day Went", this is the Zendikar Prerelease report! So let's just skip right to the cards, shall we? Any objections?
...
...
...
*crickets chirp*
...
I thought not.
We got passed our cards and deck registration sheets, and I started sorting. It took a bit of time, since I had to open a kid's boosters for him (he broke his arm a few weeks ago and still hasn't missed a week. That's just awesome.) but I immediately realised, while I didn't have any bombs, I had a very solid pool. Here's what I opened.
Basic Land:
2 Island
2 Mountain
2 Swamp
Non-Basic Land:
1 Kazandu Refuge
1 Oran-Rief, the Vastwood
1 Piranha Marsh
1 Soaring Seacliff
1 Teetering Peaks
1 Valakut, the Molten Pinnacle
Artifact:
1 Adventuring Gear
1 Carnage Altar
2 Expedition Map
1 Stonework Puma
1 Trusty Machete
White:
1 Brave the Elements
2 Caravan Hurda
1 Journey to Nowhere
1 Kazandu Blademaster
1 Kor Skyfisher
1 Nimbus Wings
1 Noble Vestige
1 Ondu Cleric
1 Shieldmate's Blessing
1 Steppe Lynx
1 Sunspring Expedition
Blue:
1 Archive Trap
1 Caller of Gales
1 Gomazoa
1 Into the Roil
1 Ior Ruin Expedition
1 Kraken Hatchling
1 Quest for Ancient Secrets
1 Reckless Scholar
1 Sea Gate Loremaster
1 Sky Ruin Drake
1 Summoner's Bane
2 Tempest Owl
1 Trapfinder's Trick
2 Welkin Tern
1 Whiplash Trap
Black:
4 Crypt Ripper
1 Desecrated Earth
1 Feast of Blood
1 Giant Scorpion
2 Hideous End
2 Mindless Null
1 Ravenous Trap
2 Sadistic Sacrament
2 Soul Stair Expedition
1 Vampire Hexmage
Red:
1 Geyser Glider
1 Goblin War Paint
1 Murasa Pyromancer
1 Plated Geopede
1 Quest for Pure Flame
1 Ruinous Minotaur
1 Seismic Shudder
1 Shatterskull Giant
1 Spire Barrage
1 Torch Slinger
1 Zektar Shrine Expedition
Green:
2 Grazing Gladehart
1 Joraga Bard
1 Khalni Heart Expedition
1 Nissa's Chosen
2 Oran-Rief Survivalist
1 Savage Silhouette
2 Tajuru Archer
1 Turntimber Basilisk
1 Vastwood Gorger
Now, since you may not know all the cards in Zendikar yet (shame on you for not memorising the entire Visual Spoiler already!) here are some of the more interesting ones.
Crypt Ripper
2BB
Haste
2/2
B: +1/+1 til EOT.
I opened FOUR of these. Yeah. FOUR. As I mentioned in my own post, this card is actually pretty damn good. Combined with the two Hideous End, I knew instantly I would play black. We didn't end up deck swapping (we have a fairly lenient prerelease) so we got to brewin'!
The biggest problem I had was in deciding a second color. I could have made arguments for all of them. Red had some solid creatures and Zektar Shrine. Green had some great creatures. White had a Piece of removal and some combat tricks, and blue has a lot of decent playables, including two (Reckless Scholar and Sea Gate Loremaster) that can just win the game if left unchecked.
After much agonizing, I went with a blue-black build. I chose to add the Seacliff, but not the Piranha Marsh. Here's the build I ended up with:
Lands (17)
7 Island
1 Soaring Seacluff
9 Swamp
Creatures (13)
1 Caller of Gales
4 Crypt Ripper
1 Giant Scorpion
1 Gomozoa
1 Reckless Scholar
1 Sea Gate Loremaster
1 Sky Ruin Drake
1 Vampire Hexmage
2 Welkin Tern
Spells (10)
1 Carnage Altar
2 Hideous End
1 Into the Roil
1 Ior Ruin Expedition
2 Soul Stair Expedition
1 Summoner's Bane
1 Trusty Machete
1 Whiplash Trap
I added Carnage Altar as an experiment. Cards like this can occasionally turn out uber-powerful, and if I was right, I'd look awesome and have a great edge.
It wasn't. It was terrible, and I should have taken it out after Round 1. Somehow I forgot about the 'Change your deck between rounds' rule at the Prerelease.
Trusty Machete, however, was bloody awesome.
Crypt Ripper, however, was my MVP. So good to have 4 of them. Let's move on to the games though, lest I wax about every card in my deck.
Round 1 vs. Heath
I lose the die roll. Both of us elect to keep. He leads with a Sunspring Expedition. I match it with a Soul Stair Expedition. He plays Kor Skyfisher, bouncing his Plains, and I pass. He plays Turntimber Grove and bashes me for 3. (17,20)
I pass. He swings again, and I give his Skyfisher a rather Hideous End. (17,18) He plays a Shieldmate. A 1/4 defender. Scary. I play Crypt Ripper, he plays Greenweaver Druid. I drop an Ior Ruin, then a land (I almost, out of habit, do it the other way round) and swing. He lets it through, and I triple-pump. (17, 13). He activates his Expedition. (17, 21). He plays Harrow and swings. I take 1. (16, 21). I attack with Crypt Ripper. His 1/4 blocks, and I pump the Ripper to kill it. At the end of my turn, he plays Baloth Cage Trap.
Next turn, he plays Celestial Mantle and swings with a 7/7 that will double his life total if it hits. Yeah, I chump block. Next turn I kick Into The Roil to bounce his token, then swing, and pump +4. (16, 11). He plays Kor Hookmaster and Explorer's Scope. He swings for 1. (15, 11). I play Sky Ruin Drake and another Soul Stair Expedition, then pass.
He plays Stonework Puma, then Brave the Elements naming blue. He swings. (13, 11). I swing. He blocks with the Puma. I pump to kill it, and hit for 2 with my Drake. (13, 9). I then play Sea Gate Loremaster and Giant Scorpion. He untaps and plays Landbind Ritual. (13, 21). He swings. Giant Scorpion blocks. The Hookmaster dies. I swing. (13, 18). He blocks my Crypt Ripper with Greenweaver Druid. He passes.
I play Gomazoa and Trusty Machete. I equip it, and swing. (13, 8) He plays Kor Sanctifiers. I Summoner's Bane it. Next turn, I play Soaring Seacliff, pump my Ripper, and beat him to death in the air.
Game 2 he chooses to play. He keeps, and I mull to 6. His first play is Kor Outfitters. I draw Soul Stair Expedition, play it, then lay a land. He plays Greenweaver Druid, and swings. (20, 18). I play Giant Scorpion, and he kicks Kor Aeronaut. He swings. (20, 16). I play Crypt Ripper and swing. (18, 16). He plays Turntimber Larva. He swings again. (18, 14). I respond in kind, with a 5/5 Crypt Ripper. (13, 14). He swings (13, 10) and I block Turntimber Larva with Giant Scorpion. I get it back with the Expedition at EOT.
I play it, then swing, pumping twice. (9, 10). He plays another Kor Outfitters and swings. (9, 5). I play Gomozoa and pass. He plays Stonework Puma and knocks me to two. I play Carnage Alter and sacrifice Gomozoa. I fail to draw an answer, and concede.
On to Game 3!
I play, and we both keep. I play a Trusty Machete, he plays Sunspring Expedition. I play Vampire Hexmage, he plays Expedition Map. I swing, then play Welkin Tern. He plays Kor Hookmaster, targeting the Hexmage. I equip Trusty Machete to Welkin Tern. (This happens several times throughout the day. It becomes a running gag of mine about the homocidal bird carrying a machete in it's mouth.)
I swing. (14, 20). He uses Expedition Map to find Turntimber Grove, plays it, and hits me for 3. (14, 17). I play Sky Ruin Drake (or as I start calling it, Race Ruin Drake) and swing. (8, 17). He sacs the Expedition. (16, 17). He plays Territorial Baloth. I play Crypt Ripper. He swings. (10, 11). We have a race on our hands! I oblige. He then plays Kor Outfitters, attaching the Expedition Scope to the Basilisk. I play Crypt Ripper. I swing. He Pitfall Traps my 4/4 Ripper and blocks the other. (2, 11). He then plays Puma, and Harrow (making the Baloth an 8/8.) He swings. I go to 3. I win next turn.
1-0
Round 2 vs. Luke
I play first. I play a Swamp, he plays the R/G Refuge. (20, 21)
I play a land, he plays Zektar Shrine Expedition.
I play Reckless Scholar, he passes. I play Crypt Ripper, he uses Punishing Fire. He passes. I play a Sky Ruin Drake. He passes again. I play Ior Ruin Expedition and attack. He Harrows and Hideous Ends my Drake. (18, 19). He plays Tuktuk Grunts and swings. I block. I play Gomazoa, then Welkin Tern. I swing. (18, 17).
He plays Marsh Casualties. I play Trusty Machete and Crypt Ripper. I swing. (18, 15). He swings with the Zektar and a 4/4. I block the 7/1 and Gomazoa-shuffle it into oblivion, and take 4. (14, 15). I equip Crypt Ripper with my Machete, and attack. (14, 9). He plays Mark of Mutiny on it, and attacks. (6, 9). I swing, he blocks. I play Sea Gate Loremaster.
He plays Giant Scorpion. He passes. I swing and he blocks and uses Slaughter Cry to kill my guy. He plays a Shrine, and a land. He swings. (5, 9). I equip the Machete to the Loremaster. I pass. He swings. (4, 9). I Hideous End his blocker next turn, and swing. (4, 4). He kicks Mold Shambler. I use Summoner's Bane. I play a Crypt Ripper next turn and swing for the win.
Game 2 he chooses to draw. I play a Turn 2 Ior Ruin, and he passes. I play Reckless Scholar. He plays Vampire Nighthawk. (The sheer IMPOSSIBILITY of this card to be dealt with profitably says that I want this as my Jund 3-drop.) I play a Crypt Ripper and pass. He swings. (18, 22). I play a land and sac the Expedition. I pass. He swings. (16, 24). He then plays Spidersilk Net and attaches it to the Nighthawk. He kicks Gatekeeper of Malakir, and I sacrifice my Reckless Scholar.
I play my combo: Caller of Gales plus Giant Scorpion. He swings. (12, 28). I play a Crypt Ripper. He plays Malakir Bloodwitch. (9, 31). He swings. I use my combo and block. (9, 33). I swing, and +3. He goes to 28. He Spidersilk Nets onto the Bloodwitch. I Whiplash Trap it at end of turn, since the only card I have to kill it is Summoner's Bane (in hand, too!)
I then swing. (9, 22). He plays Malakir Bloodwitch, I Summoner's Bane it. I swing. (9, 11). He plays Hagra Diabolist. (8, 11). I kick Into the Roil and swing for the win.
2-0.
Round 3 vs. Brian.
I mulligan, and he keeps. He plays the G/W refuge. (20, 21). I lay a land and pass. We both play lands, then I play Giant Scorpion. He passes. I play Crypt Ripper, and swing. (20, 18). He passes. I swing, pump the Ripper to a 4/4. He Burst Lightnings it (with Kicker). (20, 17). He passes. I play a Crypt Ripper and swing. (20, 12). Next turn I play Trusty Machete and Welkin Tarn and swing. (20, 3). He concedes.
Game 2 he plays Kor Duelist. I play Soul Stair Expedition. He plays Turntimber Grove and swings. (20, 18). I play Welkin Tern. He swings. (20, 17). He plays Nissa's Chosen. I play Trusty Machete, and equip it to the Tern. I swing. (16, 17). We both swing for a few turns. Here's how it goes:
16, 14.
12, 14.
12, 11.
8, 11.
He then plays an end of turn Baloth Cage Trap. He swings, and I Whiplash Trap his token and Chosen. (8. 9) He plays Oracle of Mul Daya. I swing. (4, 9). He plays Kor Hookmaster. I Summoner's Bane it. He Magma Rifts. I get it back with Soul Stair at EOT.
I equip the machete to my token and swing. He blocks. I play Sky Ruin Drake. He kicks Kor Sanctifiers and kills my Machete. I swing. (9, 2). I play Welkin Tern and Sea Gate Loremaster. He draws and concedes.
3-0.
Round 4 vs. Jarred
I've been hearing tales of Jarred's amazing deck all day. Let's see if it lives up to the hype.
He keeps, I mulligan. I play a land, he plays Piranha Marsh. (20, 19). Turn 3 he plays Quest for the Gemblades. I play Crypt Ripper and swing. (18, 19). He kicks Gatekeeper of Malakir. I play Sky Ruin Drake. He plays Territorial Baloth. I pass. He swings. I block the Gatekeeper. (18, 13). He plays some guys, and I Whiplash Trap them for U.
Aside: I totally punted this. For some reason I thought Whiplash Trap's U cost was only meant to bounce the creatures that were played. I should have gone for the Baloth instead. It probably wouldn't have helped though. See below.
He swings. (18, 7).
Next turn he plays Sorin Markov. He drains my life and beats me to death shortly after.
Game 2 I play Caller of Gales. He plays Piranha Marsh. (20, 19). I swing, and play Welkin Tarn. He plays Quest of the Gemblades. I swing. (16, 19). He plays Vampire Nighthawk. So much for out-aggroing him.
I play a Soul Stair and pass. He swings. (18, 17). I swing. (16, 17). He plays Crypt Ripper and swings. (18, 12)
I play Sea Gate Loremaster and swing. (16, 12).
He swings. (18, 4).
I draw, and concede.
3-1.
Ow...the pain...
Round 5 vs. Nicholas
He wins the roll. I mulligan. Turn 1, he plays Guul Draz Vampire. I play Caller of Gales. He swings, and I block. He plays a second Guul Draz Vampire. I play Welkin Tern. He plays Kor Hookmaster and swings. (20, 19). I pass. He swings (20, 18) then plays Kor Cartographer.
I swing. (18, 18). He swings. (18, 15). He plays Kazandu Blademaster and Adventuring Geat. I swing. (16, 15) I play Carnage Altar, again cursing it's very existence.
He swings. (16, 10). I pass. He swings (16, 4). I kick Into The Roil, fail to find something next turn, and concede.
Game 2 I choose to play. I play Soul Stair, he plays Vampire Lacerator and Spidersilk Net. I pass. He swings (19, 18) and plays Bloodghast. I play Gomazoa. He swings. I block Bloodghast. (18, 16)
I play Reckless Scholar. He swings. I block Bloodghast and shuffle them away. (17,14). he swings next turn. (16, 12). I play Crypt Ripper, and swing. (14, 12).
He swings, I block, and he casts Disfigure. (13, 12). I swing, and he casts Hideous End. (13, 10). I remark that now I'm at 10, I'm basically screwed. He agrees. I play Hexmage. He swings. After double-checking for a combat trick, I blow him out with my guys. He forgot Hexmage had first strike. a Hideous End was also involved. (He played a Hookmaster at one point. My notes suck.) (11, 10).
I swing. (6, 10). I win quite quickly, and we're on to Game 3.
Game 3 I keep, and my heart turns to ice. How could I forget that his deck was so fast, and I have so little early action!?
He plays Vampire Lacerator. I play Carnage Altar. He swings. (19, 18). I pass. He swings. (18, 16). He plays Kor Sanctifiers.
I play Gomazoa, acting as if I had it all along. Don't know if I fooled him. He swings. (17, 14) then plays Heartstabber Mosquito. I play Ior Ruin Expedition, lay a land, and pass. he swings. (16, 10). Once again, past the 10 mark. I play Sky Ruin Drake. He swings, I block Lacerator. (16, 6) He plays another couple of guys next turn and swings. (16, 2). I have nothing off the top, and that's the tournament.
3-2.
Well, in the end thanks to high resistances, I come 8th out of 33, so I'm happy. I get some Zendikar packs for my troubles, and had a cool day of Magic. I'll need to play at the Launch Party and participate in some Zendikar draft before I make a formal conclusion as to the format, but here's my view:
As spoken by someone who's name I don't know at the Prerelease: Games in Zendikar go really fast or really long. There's not really a middle ground. I totally agree. Zendikar's early drops and bombs are so good that midrange decks get flanked on either side. Either play aggro or play late-game: but make a choice. THIS IS VERY IMPORTANT. Thank you, nameless guy.
Quests are very useful. They're also a big part of Limited.
Black is the best color in Zendikar. Most of the top 8 played with it. I advise trying to play it in Sealed. I don't know about Draft yet.
Thanks for reading!
WAIT A MINUTE. This isn't "How My Day Went", this is the Zendikar Prerelease report! So let's just skip right to the cards, shall we? Any objections?
...
...
...
*crickets chirp*
...
I thought not.
We got passed our cards and deck registration sheets, and I started sorting. It took a bit of time, since I had to open a kid's boosters for him (he broke his arm a few weeks ago and still hasn't missed a week. That's just awesome.) but I immediately realised, while I didn't have any bombs, I had a very solid pool. Here's what I opened.
Basic Land:
2 Island
2 Mountain
2 Swamp
Non-Basic Land:
1 Kazandu Refuge
1 Oran-Rief, the Vastwood
1 Piranha Marsh
1 Soaring Seacliff
1 Teetering Peaks
1 Valakut, the Molten Pinnacle
Artifact:
1 Adventuring Gear
1 Carnage Altar
2 Expedition Map
1 Stonework Puma
1 Trusty Machete
White:
1 Brave the Elements
2 Caravan Hurda
1 Journey to Nowhere
1 Kazandu Blademaster
1 Kor Skyfisher
1 Nimbus Wings
1 Noble Vestige
1 Ondu Cleric
1 Shieldmate's Blessing
1 Steppe Lynx
1 Sunspring Expedition
Blue:
1 Archive Trap
1 Caller of Gales
1 Gomazoa
1 Into the Roil
1 Ior Ruin Expedition
1 Kraken Hatchling
1 Quest for Ancient Secrets
1 Reckless Scholar
1 Sea Gate Loremaster
1 Sky Ruin Drake
1 Summoner's Bane
2 Tempest Owl
1 Trapfinder's Trick
2 Welkin Tern
1 Whiplash Trap
Black:
4 Crypt Ripper
1 Desecrated Earth
1 Feast of Blood
1 Giant Scorpion
2 Hideous End
2 Mindless Null
1 Ravenous Trap
2 Sadistic Sacrament
2 Soul Stair Expedition
1 Vampire Hexmage
Red:
1 Geyser Glider
1 Goblin War Paint
1 Murasa Pyromancer
1 Plated Geopede
1 Quest for Pure Flame
1 Ruinous Minotaur
1 Seismic Shudder
1 Shatterskull Giant
1 Spire Barrage
1 Torch Slinger
1 Zektar Shrine Expedition
Green:
2 Grazing Gladehart
1 Joraga Bard
1 Khalni Heart Expedition
1 Nissa's Chosen
2 Oran-Rief Survivalist
1 Savage Silhouette
2 Tajuru Archer
1 Turntimber Basilisk
1 Vastwood Gorger
Now, since you may not know all the cards in Zendikar yet (shame on you for not memorising the entire Visual Spoiler already!) here are some of the more interesting ones.
Crypt Ripper
2BB
Haste
2/2
B: +1/+1 til EOT.
I opened FOUR of these. Yeah. FOUR. As I mentioned in my own post, this card is actually pretty damn good. Combined with the two Hideous End, I knew instantly I would play black. We didn't end up deck swapping (we have a fairly lenient prerelease) so we got to brewin'!
The biggest problem I had was in deciding a second color. I could have made arguments for all of them. Red had some solid creatures and Zektar Shrine. Green had some great creatures. White had a Piece of removal and some combat tricks, and blue has a lot of decent playables, including two (Reckless Scholar and Sea Gate Loremaster) that can just win the game if left unchecked.
After much agonizing, I went with a blue-black build. I chose to add the Seacliff, but not the Piranha Marsh. Here's the build I ended up with:
Lands (17)
7 Island
1 Soaring Seacluff
9 Swamp
Creatures (13)
1 Caller of Gales
4 Crypt Ripper
1 Giant Scorpion
1 Gomozoa
1 Reckless Scholar
1 Sea Gate Loremaster
1 Sky Ruin Drake
1 Vampire Hexmage
2 Welkin Tern
Spells (10)
1 Carnage Altar
2 Hideous End
1 Into the Roil
1 Ior Ruin Expedition
2 Soul Stair Expedition
1 Summoner's Bane
1 Trusty Machete
1 Whiplash Trap
I added Carnage Altar as an experiment. Cards like this can occasionally turn out uber-powerful, and if I was right, I'd look awesome and have a great edge.
It wasn't. It was terrible, and I should have taken it out after Round 1. Somehow I forgot about the 'Change your deck between rounds' rule at the Prerelease.
Trusty Machete, however, was bloody awesome.
Crypt Ripper, however, was my MVP. So good to have 4 of them. Let's move on to the games though, lest I wax about every card in my deck.
Round 1 vs. Heath
I lose the die roll. Both of us elect to keep. He leads with a Sunspring Expedition. I match it with a Soul Stair Expedition. He plays Kor Skyfisher, bouncing his Plains, and I pass. He plays Turntimber Grove and bashes me for 3. (17,20)
I pass. He swings again, and I give his Skyfisher a rather Hideous End. (17,18) He plays a Shieldmate. A 1/4 defender. Scary. I play Crypt Ripper, he plays Greenweaver Druid. I drop an Ior Ruin, then a land (I almost, out of habit, do it the other way round) and swing. He lets it through, and I triple-pump. (17, 13). He activates his Expedition. (17, 21). He plays Harrow and swings. I take 1. (16, 21). I attack with Crypt Ripper. His 1/4 blocks, and I pump the Ripper to kill it. At the end of my turn, he plays Baloth Cage Trap.
Next turn, he plays Celestial Mantle and swings with a 7/7 that will double his life total if it hits. Yeah, I chump block. Next turn I kick Into The Roil to bounce his token, then swing, and pump +4. (16, 11). He plays Kor Hookmaster and Explorer's Scope. He swings for 1. (15, 11). I play Sky Ruin Drake and another Soul Stair Expedition, then pass.
He plays Stonework Puma, then Brave the Elements naming blue. He swings. (13, 11). I swing. He blocks with the Puma. I pump to kill it, and hit for 2 with my Drake. (13, 9). I then play Sea Gate Loremaster and Giant Scorpion. He untaps and plays Landbind Ritual. (13, 21). He swings. Giant Scorpion blocks. The Hookmaster dies. I swing. (13, 18). He blocks my Crypt Ripper with Greenweaver Druid. He passes.
I play Gomazoa and Trusty Machete. I equip it, and swing. (13, 8) He plays Kor Sanctifiers. I Summoner's Bane it. Next turn, I play Soaring Seacliff, pump my Ripper, and beat him to death in the air.
Game 2 he chooses to play. He keeps, and I mull to 6. His first play is Kor Outfitters. I draw Soul Stair Expedition, play it, then lay a land. He plays Greenweaver Druid, and swings. (20, 18). I play Giant Scorpion, and he kicks Kor Aeronaut. He swings. (20, 16). I play Crypt Ripper and swing. (18, 16). He plays Turntimber Larva. He swings again. (18, 14). I respond in kind, with a 5/5 Crypt Ripper. (13, 14). He swings (13, 10) and I block Turntimber Larva with Giant Scorpion. I get it back with the Expedition at EOT.
I play it, then swing, pumping twice. (9, 10). He plays another Kor Outfitters and swings. (9, 5). I play Gomozoa and pass. He plays Stonework Puma and knocks me to two. I play Carnage Alter and sacrifice Gomozoa. I fail to draw an answer, and concede.
On to Game 3!
I play, and we both keep. I play a Trusty Machete, he plays Sunspring Expedition. I play Vampire Hexmage, he plays Expedition Map. I swing, then play Welkin Tern. He plays Kor Hookmaster, targeting the Hexmage. I equip Trusty Machete to Welkin Tern. (This happens several times throughout the day. It becomes a running gag of mine about the homocidal bird carrying a machete in it's mouth.)
I swing. (14, 20). He uses Expedition Map to find Turntimber Grove, plays it, and hits me for 3. (14, 17). I play Sky Ruin Drake (or as I start calling it, Race Ruin Drake) and swing. (8, 17). He sacs the Expedition. (16, 17). He plays Territorial Baloth. I play Crypt Ripper. He swings. (10, 11). We have a race on our hands! I oblige. He then plays Kor Outfitters, attaching the Expedition Scope to the Basilisk. I play Crypt Ripper. I swing. He Pitfall Traps my 4/4 Ripper and blocks the other. (2, 11). He then plays Puma, and Harrow (making the Baloth an 8/8.) He swings. I go to 3. I win next turn.
1-0
Round 2 vs. Luke
I play first. I play a Swamp, he plays the R/G Refuge. (20, 21)
I play a land, he plays Zektar Shrine Expedition.
I play Reckless Scholar, he passes. I play Crypt Ripper, he uses Punishing Fire. He passes. I play a Sky Ruin Drake. He passes again. I play Ior Ruin Expedition and attack. He Harrows and Hideous Ends my Drake. (18, 19). He plays Tuktuk Grunts and swings. I block. I play Gomazoa, then Welkin Tern. I swing. (18, 17).
He plays Marsh Casualties. I play Trusty Machete and Crypt Ripper. I swing. (18, 15). He swings with the Zektar and a 4/4. I block the 7/1 and Gomazoa-shuffle it into oblivion, and take 4. (14, 15). I equip Crypt Ripper with my Machete, and attack. (14, 9). He plays Mark of Mutiny on it, and attacks. (6, 9). I swing, he blocks. I play Sea Gate Loremaster.
He plays Giant Scorpion. He passes. I swing and he blocks and uses Slaughter Cry to kill my guy. He plays a Shrine, and a land. He swings. (5, 9). I equip the Machete to the Loremaster. I pass. He swings. (4, 9). I Hideous End his blocker next turn, and swing. (4, 4). He kicks Mold Shambler. I use Summoner's Bane. I play a Crypt Ripper next turn and swing for the win.
Game 2 he chooses to draw. I play a Turn 2 Ior Ruin, and he passes. I play Reckless Scholar. He plays Vampire Nighthawk. (The sheer IMPOSSIBILITY of this card to be dealt with profitably says that I want this as my Jund 3-drop.) I play a Crypt Ripper and pass. He swings. (18, 22). I play a land and sac the Expedition. I pass. He swings. (16, 24). He then plays Spidersilk Net and attaches it to the Nighthawk. He kicks Gatekeeper of Malakir, and I sacrifice my Reckless Scholar.
I play my combo: Caller of Gales plus Giant Scorpion. He swings. (12, 28). I play a Crypt Ripper. He plays Malakir Bloodwitch. (9, 31). He swings. I use my combo and block. (9, 33). I swing, and +3. He goes to 28. He Spidersilk Nets onto the Bloodwitch. I Whiplash Trap it at end of turn, since the only card I have to kill it is Summoner's Bane (in hand, too!)
I then swing. (9, 22). He plays Malakir Bloodwitch, I Summoner's Bane it. I swing. (9, 11). He plays Hagra Diabolist. (8, 11). I kick Into the Roil and swing for the win.
2-0.
Round 3 vs. Brian.
I mulligan, and he keeps. He plays the G/W refuge. (20, 21). I lay a land and pass. We both play lands, then I play Giant Scorpion. He passes. I play Crypt Ripper, and swing. (20, 18). He passes. I swing, pump the Ripper to a 4/4. He Burst Lightnings it (with Kicker). (20, 17). He passes. I play a Crypt Ripper and swing. (20, 12). Next turn I play Trusty Machete and Welkin Tarn and swing. (20, 3). He concedes.
Game 2 he plays Kor Duelist. I play Soul Stair Expedition. He plays Turntimber Grove and swings. (20, 18). I play Welkin Tern. He swings. (20, 17). He plays Nissa's Chosen. I play Trusty Machete, and equip it to the Tern. I swing. (16, 17). We both swing for a few turns. Here's how it goes:
16, 14.
12, 14.
12, 11.
8, 11.
He then plays an end of turn Baloth Cage Trap. He swings, and I Whiplash Trap his token and Chosen. (8. 9) He plays Oracle of Mul Daya. I swing. (4, 9). He plays Kor Hookmaster. I Summoner's Bane it. He Magma Rifts. I get it back with Soul Stair at EOT.
I equip the machete to my token and swing. He blocks. I play Sky Ruin Drake. He kicks Kor Sanctifiers and kills my Machete. I swing. (9, 2). I play Welkin Tern and Sea Gate Loremaster. He draws and concedes.
3-0.
Round 4 vs. Jarred
I've been hearing tales of Jarred's amazing deck all day. Let's see if it lives up to the hype.
He keeps, I mulligan. I play a land, he plays Piranha Marsh. (20, 19). Turn 3 he plays Quest for the Gemblades. I play Crypt Ripper and swing. (18, 19). He kicks Gatekeeper of Malakir. I play Sky Ruin Drake. He plays Territorial Baloth. I pass. He swings. I block the Gatekeeper. (18, 13). He plays some guys, and I Whiplash Trap them for U.
Aside: I totally punted this. For some reason I thought Whiplash Trap's U cost was only meant to bounce the creatures that were played. I should have gone for the Baloth instead. It probably wouldn't have helped though. See below.
He swings. (18, 7).
Next turn he plays Sorin Markov. He drains my life and beats me to death shortly after.
Game 2 I play Caller of Gales. He plays Piranha Marsh. (20, 19). I swing, and play Welkin Tarn. He plays Quest of the Gemblades. I swing. (16, 19). He plays Vampire Nighthawk. So much for out-aggroing him.
I play a Soul Stair and pass. He swings. (18, 17). I swing. (16, 17). He plays Crypt Ripper and swings. (18, 12)
I play Sea Gate Loremaster and swing. (16, 12).
He swings. (18, 4).
I draw, and concede.
3-1.
Ow...the pain...
Round 5 vs. Nicholas
He wins the roll. I mulligan. Turn 1, he plays Guul Draz Vampire. I play Caller of Gales. He swings, and I block. He plays a second Guul Draz Vampire. I play Welkin Tern. He plays Kor Hookmaster and swings. (20, 19). I pass. He swings (20, 18) then plays Kor Cartographer.
I swing. (18, 18). He swings. (18, 15). He plays Kazandu Blademaster and Adventuring Geat. I swing. (16, 15) I play Carnage Altar, again cursing it's very existence.
He swings. (16, 10). I pass. He swings (16, 4). I kick Into The Roil, fail to find something next turn, and concede.
Game 2 I choose to play. I play Soul Stair, he plays Vampire Lacerator and Spidersilk Net. I pass. He swings (19, 18) and plays Bloodghast. I play Gomazoa. He swings. I block Bloodghast. (18, 16)
I play Reckless Scholar. He swings. I block Bloodghast and shuffle them away. (17,14). he swings next turn. (16, 12). I play Crypt Ripper, and swing. (14, 12).
He swings, I block, and he casts Disfigure. (13, 12). I swing, and he casts Hideous End. (13, 10). I remark that now I'm at 10, I'm basically screwed. He agrees. I play Hexmage. He swings. After double-checking for a combat trick, I blow him out with my guys. He forgot Hexmage had first strike. a Hideous End was also involved. (He played a Hookmaster at one point. My notes suck.) (11, 10).
I swing. (6, 10). I win quite quickly, and we're on to Game 3.
Game 3 I keep, and my heart turns to ice. How could I forget that his deck was so fast, and I have so little early action!?
He plays Vampire Lacerator. I play Carnage Altar. He swings. (19, 18). I pass. He swings. (18, 16). He plays Kor Sanctifiers.
I play Gomazoa, acting as if I had it all along. Don't know if I fooled him. He swings. (17, 14) then plays Heartstabber Mosquito. I play Ior Ruin Expedition, lay a land, and pass. he swings. (16, 10). Once again, past the 10 mark. I play Sky Ruin Drake. He swings, I block Lacerator. (16, 6) He plays another couple of guys next turn and swings. (16, 2). I have nothing off the top, and that's the tournament.
3-2.
Well, in the end thanks to high resistances, I come 8th out of 33, so I'm happy. I get some Zendikar packs for my troubles, and had a cool day of Magic. I'll need to play at the Launch Party and participate in some Zendikar draft before I make a formal conclusion as to the format, but here's my view:
As spoken by someone who's name I don't know at the Prerelease: Games in Zendikar go really fast or really long. There's not really a middle ground. I totally agree. Zendikar's early drops and bombs are so good that midrange decks get flanked on either side. Either play aggro or play late-game: but make a choice. THIS IS VERY IMPORTANT. Thank you, nameless guy.
Quests are very useful. They're also a big part of Limited.
Black is the best color in Zendikar. Most of the top 8 played with it. I advise trying to play it in Sealed. I don't know about Draft yet.
Thanks for reading!
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Tuesday, September 22, 2009
More Zendikar Spoilers
Hi guys! It's time for more spoilers already, so I don't fall too far behind again! Let's go!
This card is a sideboard card, at best. "But, Salivanth, what are you talking about? It's a better Doom Blade in Vampire Aggro!"
Answer: Not really. In a hyper-aggressive aggro deck, 4 life is only a bit more important than Instant vs. Sorcery, and you can't play it Turn 2. You also, obviously, can't play it after a Judgement. I think Doom Blade is a better choice.
That being said, you can probably pick these up late in a Vampire deck in Limited for some more removal.
This could be decent in Mono-White Control, which is being pushed a decent amount. ETBT doesn't matter as much to control, and control is all about incremental advantages. 2 life tacked on to a Plains is an incremental advantage. Keep an eye on this card.
Hmm...the RRR cost is a bit much for decks that aren't almost all red. However, regardless of the effect, it's a 4/4 for 4 in Red. Not to be sniffed at. As for the effect, it's clearly a way to spend extra mana. I think this could see play in a Red aggro deck as a finisher. Even if it dies, if it sticks around a turn or two, your life, probably already low, is now in dire peril.
This card isn't that great. Could be decent versus W/U skies in Limited, but I don't see it seeing much play.
An interesting quest. I think this'll be a good rattlesnake. It's very hard to attack into this card. Or block either. In fact, combat math becomes bloody hard. Pick these up. I wouldn't hesitate to play 2-3 of these if I could get them in a Draft. They'll be fifth-seventh pick, but they should be higher.
This is a good piece of common removal, and you can probably pick it up pretty late. It's not hard to do damage. Basically, the card reads "If enchanted creature is nonevasive, if it attacks or blocks, destroy it at end of combat". Plus, there's probably at least one pinger in Zendikar.
Not really a playable. This card does not work, since it's only really decent application (a combat trick) is nullified. Probably second-worst of the cycle (the black one being the worst).
Enchantment removal is a lot better in Zendikar than in other sets because of quests. This card is better than it would be in another set. Pick it accordingly.
Good common mana-fixer, that can also get you a non-basic should you need it. This isn't spectacular, but it does it's job in Limited.
This is, essentially, a Lava Axe. Not too great. The R effect is incredibly, INCREDIBLY narrow, and will almost never be used. Just...no. Don't play this except if you have to.
Decent card. Probably not quite Constructed material (maybe with Kicker W) but it's good for Limited. Gets in there well. Still, a 2/2 flier for 2 is damn good. This might see play in Constructed yet. Wait, it's a SOLDIER? The plot thickens...
Strong Limited card, doesn't quite make the Constructed cut. At 1W it would. If only...
Cool. I have a name to start praying for. Verdant Catacombs. Open for me please...
WOW. In Limited, in 19 cases out of 20, you just win when you play this. In Constructed, it's a great finisher. This card is amazingly good, since a 5/5 flier is basically proof against anything but removal. This WILL see play in Block, and in T2 if Baneslayer is not in M11.
If you have spare mana, this card is great. It's nearly indestructible with the new removal spells. Good to put on fragile utility creatures.
In an Ally deck, this can be quite mean. In a non-ally deck: not really.
Now THIS is an ally. In a deck with half-a-dozen plus allies, it could gain 6 life or so before dying. I think Allies may be worth looking at in Draft, as a matter of fact.
An innovative pump spell. Well designed, and this could totally take out a stalemate if put on a couple of decent-sized creatures, like 3/3 or bigger.
Now that's a good weenie in Limited. Look out for B/W Aggro as a Zendikar archetype, because it will be mean stuff.
And that's another bundle of cards.
See you tomorrow!
Feast of Blood | ![]() ![]() |
| Sorcery | ![]() |
| Cast Feast of Blood only if you control two or more Vampires. Destroy target creature. You gain 4 life. | |
| #88/249 | |
This card is a sideboard card, at best. "But, Salivanth, what are you talking about? It's a better Doom Blade in Vampire Aggro!"
Answer: Not really. In a hyper-aggressive aggro deck, 4 life is only a bit more important than Instant vs. Sorcery, and you can't play it Turn 2. You also, obviously, can't play it after a Judgement. I think Doom Blade is a better choice.
That being said, you can probably pick these up late in a Vampire deck in Limited for some more removal.
Kabira Crossroads | |
| Land | ![]() |
| Kabira Crossroads enters the battlefield tapped. When Kabira Crossroads enters the battlefield, you gain 2 life. : Add to your mana pool. | |
This could be decent in Mono-White Control, which is being pushed a decent amount. ETBT doesn't matter as much to control, and control is all about incremental advantages. 2 life tacked on to a Plains is an incremental advantage. Keep an eye on this card.
Obsidian Fireheart | ![]() ![]() ![]() ![]() |
| Creature - Elemental | ![]() |
![]() ![]() : Put a blaze counter on target land without a blaze counter on it. Lands with blaze counters on them have "At the beginning of your upkeep, this land deals 1 damage to you". (The land continues to burn even after Obsidian Fireheart leaves the battlefield.) | |
| 4/4 | |
Hmm...the RRR cost is a bit much for decks that aren't almost all red. However, regardless of the effect, it's a 4/4 for 4 in Red. Not to be sniffed at. As for the effect, it's clearly a way to spend extra mana. I think this could see play in a Red aggro deck as a finisher. Even if it dies, if it sticks around a turn or two, your life, probably already low, is now in dire peril.
Oran-Rief Recluse | ![]() ![]() |
| Creature - Spider | ![]() |
Kicker ![]() ![]() Reach When Oran-Rief Recluse enters the battlefield, if it was kicked, destroy target creature with flying. | |
| 1/3 | |
This card isn't that great. Could be decent versus W/U skies in Limited, but I don't see it seeing much play.
Quest for the Gemblades | ![]() ![]() |
| Enchantment | ![]() |
| Whenever a creature you control deals combat damage to another creature, you may put a quest counter on Quest for the Gemblades. Remove a quest counter from Quest for the Gemblades and sacrifice it: Put four +1/+1 counters on target creature. | |
An interesting quest. I think this'll be a good rattlesnake. It's very hard to attack into this card. Or block either. In fact, combat math becomes bloody hard. Pick these up. I wouldn't hesitate to play 2-3 of these if I could get them in a Draft. They'll be fifth-seventh pick, but they should be higher.
Mire Blight | ![]() |
| Enchantment - Aura | ![]() |
| Enchant Creature When enchanted creature is dealt damage, destroy it. | |
This is a good piece of common removal, and you can probably pick it up pretty late. It's not hard to do damage. Basically, the card reads "If enchanted creature is nonevasive, if it attacks or blocks, destroy it at end of combat". Plus, there's probably at least one pinger in Zendikar.
Turntimber Grove | |
| Land | ![]() |
| Turntimber Grove enters the battlefield tapped. When Turntimber Grove enters the battlefield, target creature gets +1/+1 until end of turn. : Add to your mana pool. | |
| #227/249 | |
Not really a playable. This card does not work, since it's only really decent application (a combat trick) is nullified. Probably second-worst of the cycle (the black one being the worst).
Relic Crush | ![]() ![]() |
| Instant | ![]() |
| Destroy target artifact or enchantment and up to one other target artifact or enchantment. | |
Enchantment removal is a lot better in Zendikar than in other sets because of quests. This card is better than it would be in another set. Pick it accordingly.
Expedition Map | ![]() |
| Artifact | ![]() |
, , Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. | |
Good common mana-fixer, that can also get you a non-basic should you need it. This isn't spectacular, but it does it's job in Limited.
Unstable Footing | ![]() |
| Instant | ![]() |
Kicker ![]() ![]() Damage can't be prevented this turn. If Unstable Footing was kicked, it deals 5 damage to target player. | |
This is, essentially, a Lava Axe. Not too great. The R effect is incredibly, INCREDIBLY narrow, and will almost never be used. Just...no. Don't play this except if you have to.
Kor Aeronaut | ![]() ![]() |
| Creature - Kor Soldier | ![]() |
Kicker ![]() ![]() Flying When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn. | |
| 2/2 | |
Decent card. Probably not quite Constructed material (maybe with Kicker W) but it's good for Limited. Gets in there well. Still, a 2/2 flier for 2 is damn good. This might see play in Constructed yet. Wait, it's a SOLDIER? The plot thickens...
Kor Hookmaster | ![]() ![]() |
| Creature - Kor Soldier | ![]() |
| When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. | |
| 2/2 | |
Strong Limited card, doesn't quite make the Constructed cut. At 1W it would. If only...
Verdant Catacombs | |
| Land | ![]() |
, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card and put it onto the battlefield. Then shuffle your library. | |
| Illus. Vance Kovacs #229/249 | |
Cool. I have a name to start praying for. Verdant Catacombs. Open for me please...
Sphinx of Jwar Isle | ![]() ![]() ![]() |
| Creature - Sphinx | ![]() |
| Flying, shroud You may look at the top card of your library.(You may do this at any time) | |
| #68/249 | 5/5 |
WOW. In Limited, in 19 cases out of 20, you just win when you play this. In Constructed, it's a great finisher. This card is amazingly good, since a 5/5 flier is basically proof against anything but removal. This WILL see play in Block, and in T2 if Baneslayer is not in M11.
Savage Silhouette | ![]() ![]() |
| Enchantment - Aura | ![]() |
| Enchant creature Enchanted creature gets +2/+2 and has " ![]() : Regenerate enchanted creature". | |
If you have spare mana, this card is great. It's nearly indestructible with the new removal spells. Good to put on fragile utility creatures.
Hagra Diabolist | ![]() ![]() |
| Creature - Ogre Shaman Ally | ![]() |
| When Hagra Diabolist or an other Ally enters the battlefield, target player loses life equal to the the number of Allies you control. Then gain that much life. | |
| 3/2 | |
In an Ally deck, this can be quite mean. In a non-ally deck: not really.
Ondu Cleric | ![]() ![]() |
| Creature - Kor Cleric Ally | ![]() |
| When Ondu Cleric or another Ally comes into play, you may gain 1 life for each Ally you control. | |
| 1/1 | |
Now THIS is an ally. In a deck with half-a-dozen plus allies, it could gain 6 life or so before dying. I think Allies may be worth looking at in Draft, as a matter of fact.
Nimbus Wings | ![]() ![]() ![]() |
| Sorcery | ![]() |
| Two target creatures get +2/+2 and flying until end of turn. | |
An innovative pump spell. Well designed, and this could totally take out a stalemate if put on a couple of decent-sized creatures, like 3/3 or bigger.
Kor Outfitter | ![]() ![]() |
| Creature - Kor Soldier | ![]() |
| When Kor Outfitter enters the battlefield, attach target equipment you control to target creature you control. | |
| #21/249 | 2/2 |
Now that's a good weenie in Limited. Look out for B/W Aggro as a Zendikar archetype, because it will be mean stuff.
And that's another bundle of cards.
See you tomorrow!
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