TheManaDrain.com
December 29, 2025, 02:42:00 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
  Home Help Search Calendar Login Register  
  Show Posts
Pages: [1] 2 3 ... 5
1  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 25, 2005, 10:36:40 pm
OK, I discussed things with Alfred earlier. Basically, the Odyssey list is set, probably 12/12 on the lands, although maybe I'll reconsider Tarnished Citadel at some point. Invasion is pretty close to set, although there may be some changes made later on. Ice Age will stay as is for now, then we will look at it again before the next tournament. So things are more or less set, and all suggestions/alterations will be tabled until right before the next tournament. That's where we stand for now.

Please hold any suggestions, comments or questions until right before the next tournament, sometime after the release of Ravnica. I will not discuss BOTS any further until that time, nor will I be available to do so. So again, I'd appreciate it if you'd all wait until then.

This discussion is now over, and thanks again to all. Look for BOTS VII sometime later this year or early next year!
2  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 25, 2005, 03:46:21 am
Yeah, no problem, I figured you must have been talking about the set as a whole. Ice Age truly has a lousy card pool for this format, despite having some excellent individual cards.  Anyway, I hope to have some finalized lists up later today to put a wrap on this discussion.
3  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 24, 2005, 05:04:35 pm
Actually, the older system of playing the matches with other capable players was never officially eliminated. What happened is that while overall interest in the tournament (reading the reports and commenting, making predictions etc.) increased drastically, interest in actually participating and playing in the matches gradually decreased. More specifically the stable of capable players that I had been using kind of dried up. Fortunately, around the time that was happening, Alfred stepped in to fill the void.

So the gradual fading of help from the original group of assistants, coupled with Alfred's excellent work, led towards a system where I played all the matches with him exclusively over the past three tournaments or so. Ultimately, running the tournament with the help of one committed and intelligent person rather than with several people actually proved more efficient. No need to track down multiple people who themselves might have busy schedules. Instead, the tournament ran efficiently because Alfred and I had everything coordinated - we could just meet at a chosen time and blitz through a dozen matches in one sitting.

Another thing to note is that I almost never contracted out matches to other folks without my participation. I had a larger group of players involved early on, but with just a couple of exceptions in the first one or two tournaments, I have participated in every match. I want to personally make sure that everything runs smoothly. That remains true today.

Although in theory I'd have no problem bringing other capable players back into things, in practice it has not proved feasible in recent tournaments. Often, people will express interest in playing, but they are not really interested. There is a big leap betweeen someone saying "Oh cool I want to play!" and that person actually setting aside the time and being available. It is extremely time-consuming and annoying to coordinate matches and times to play when more than two people are involved, a fact which tends to cancel out any other possible benefits of such a system. Its even worse when people offer to play, or say they want to play, when they actually don't mean it.

It has just become easier for me to do it this way because it costs me even more time having to set up and coordinate matches when more people get involved. More moving parts, more variables. I need things to be run according to my schedule, rather than for me to be trying to fit my timetable into a bunch of different people's schedules. Its just been more efficient this way and I am concerned that bringing other people in will just add to the time problems.

Now, with that said, I would be willing to include 1 or 2 other people besides myself and Alfred if they were committed (and I mean really committed) to playing the matches when they say they will, and if they were committed to bringing the tournament to a conclusion within a reasonable period of time.  I can't have the tournament dragging out for over a month because people can't honor their commitments.

Moreover, these people would have to be good players. The brutal truth is that many of the people who post on these forums and others like it are horrible players and stupid people, and I can't have the matches influenced in that way. So the players, as you said, would need to be capable and intelligent, and they would need to know how to play the decks. I can determine to a reasonable degree a person's general competence by seeing what they write, and usually thats a decent indicator of their playing ability and/or intelligence level.

But again, that is an issue that can be ironed out at a later point. For now, this discussion is becoming too time consuming for me and I'd really like to conclude it. If you are REALLY interested in playing when the next tournament comes around, you should contact me at that point and we would work things out.

This discussion could just keep going and going, and I really don't want that, and can't have that. So again, I will post the final decklists for Invasion and Odyssey (and perhaps Ice Age) after discussing things with Alfred this weekend. Thanks again to all.
4  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 24, 2005, 01:10:25 pm
Correct. I have generally done a tournament after a new set is released.

This time I may wait for two sets, since running the tournament is such a major production. There is a small chance I will do another after the next Kamigawa set, as I'd like to leave that possibility available. More likely I will wait until after Ravnica.

Also you wrote "Ice Age will just have to suck it up for being so poorly designed." What is that supposed to mean? Are you trying to insinuate that the current deck is poorly designed? Or are you merely noting that the card pool is weak?

Surely you jest if you think your Sabretooth Tiger.dec is better than the current build.

If anything, the only deck currently under consideration as a replacement is the following Pox deck designed by Alfred:

(This list is very approximate, as I don't recall Alfred's exact build)

4 Pox
4 Stone Rain
4 Icequake
4 Abyssal Specter
4 Knight of Stromgald?
4 Dark Banishing
4 Incinerate
4 Dance of the Dead?
4 Dark Ritual?
X Lands

The deck may have had Icy Manipulator and/or Foul Familiar, although I'm not sure. This build is just a rough sketch of what Alfred came up with. I'll ask him later what the exact build was.
5  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 24, 2005, 01:03:51 am
Not bad, but I'd rather stick with the power of Necropotence unless a great alternative is miraculously discovered. Although that list has good removal, the creatures as a group are pretty average and the deck is stuck drawing one card per turn, which means its removal won't be terribly difficulty to overcome. Its also kind of an in between deck - not blazingly fast or overpowering, not really equipped to play a shutdown control game, and not possessing any particularly unique aspects otherwise that will make it into a winner.

I've tried several times with Alfred in the past to come up with a good new deck for Ice Age, and each time we came away without a solution.
Alfred had a pretty decent Pox/LD deck, but it was really no more effective than the current deck. Ice Age just has a lousy card pool for this format.

I'll give the set one more look, but nothing exciting is going to suddenly pop up. If only Donate were in Ice Age.....

Anyway, I think that this discussion has run its course, and I'm ready to just leave things alone until the next Battle of the Sets tournament. I'm satisfied all the decks are in order, and I can't keep addressing every Battle of the Sets question or issue during the periods in between tournaments. I'd rather let the topic lay fallow until the next tournament because I really don't want this to become a year round commitment. My intent is to run the tournament for a couple of weeks every so often, but other than that, I have too much else going on to be doing this on a regular basis.

So, I'd like to thank everyone who participated in this latest round of revisions. Thanks for your input, suggestions, and ideas on Invasion and Odyssey.

Now unless there are any other pressing questions or concerns, I'm ready to end the discussion until the beginning of the next tournament later this year or early next year. I'm going to discuss a couple of final details with Alfred in the next day or two, and then I'll post any final comments or decklists afterwards. Other than that, you'll hear from me again when the next tournament begins. Thanks again.
6  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 23, 2005, 05:41:45 pm
I'm not going to lie to you - that list is absolutely horrible.


Abysmal, actually.


However, with that said, I am open to suggestions about Ice Age, and I also agree that Necropotence is not a requirement. After all, Ice Age lacks many of the support cards that made the assorted Necrodecks of the past so great. Moreover, Ice Age still hasn't won a match even with Necropotence. I'm hardly thrilled with current Ice Age deck; but finding a replacement is not so easy.
7  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 22, 2005, 01:24:21 pm
Well, no point in dragging out the process. I'm going to ratify the new Odyssey deck unless there are any objections.

It seems to me that the only unresolved issue is the exact configuration of the manabase, but its probably going to be either 12 Forest/12 Island or 12 Forest/11 Island/1 Citadel. Similarly, Invasion looks done to me barring the possibility of minor adjustments to the mana and also the Recoil/Repulse issue. Recoil is more versatile and is in the current list. However, this deck would rather draw a card than make the opponent discard one. Also, Repulse is easier to cast and works better with Lobotomy in a lot of circumstances. For example, against Scourge, Recoil + Lobotomy is not an answer to Eternal Dragon, since they can just discard it off Recoil. However, Repulse + Lobotomy is. Then again, Recoil can save Invasion from certain death via Lightning Rift, for example.

So Recoil is in for now, but the question is - which is better against more opponents? The main issue is that without Recoil, Invasion has no way to return an annoying non-creature permanent once its hit the table. Otherwise, Repulse would definitely be the choice. Of course, another option would be to cut Undermine, which would leave Invasion still with 8 counters, but I'm not sure we want to do that. I'll look at all options though.

So except for the remaining minor adjustments, that should conclude the primary work on Invasion and Odyssey unless there are any other deck ideas that I really see as better than these. Now its just down to final adjustments.
8  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 21, 2005, 11:14:42 pm
Based on the draws I've taken with this deck so far, I'll again emphasize that I'm really not comfortable with less than 24 lands, especially since this deck wants to reliably get four mana in play, then a bit more than that soon afterwards for an Upheaval, if needed. 24 lands is especially important if Upheaval is going to be such a focus of the deck. Extra lands, much like extra Upheavals, can be tossed to Studies or Mongrel. I think people are underestimating the mana requirements of this deck, especially the fact that it needs green and blue right away.

Also, I like Roar of the Wurm a lot, especially because of Careful Study. Without 4 Roars, the Studies will not be as good, and with 4 Studies and 4 Mongrels, I'm comfortable Roar can be tossed into the graveyard with regularity.

Here is the list I propose based on my previous list and all of the ideas you guys have been putting out:


4 Upheaval
4 Aether Burst
4 Standstill
4 Careful Study
4 Roar of the Wurm
4 Call of the Herd
4 Wild Mongrel
4 Werebear
4 Nimble Mongoose
12 Forest
12 Island

OR

12 Forest
11 Island
1 Tarnished Citadel
9  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 21, 2005, 01:21:34 pm
OK, so are we set on Invasion, or are there any further objections? If no one has any objections, I'm going to consider Invasion a done deal and ratify the updated list (leaving open the possibility of sligh alterations).

If there are no further objections, I'd like to move on to Odyssey and focus on finishing that list. The way I see it, here is the core of the UG Threshold deck that we ought to work off:


4 Roar of the Wurm
4 Call of the Herd
4 Wild Mongrel
4 Werebear
4 Nimble Mongoose
4 Standstill
4 Careful Study
12 Forest
11 Island
1 Tarnished Citadel

(52 cards)


I think there are eight slots that are really up for debate.

The first issue that needs to be resolved is whether we are going with Upheaval or Traumatize. To me, its one or the other. Personally, I'm leaning towards Upheaval, since it can get this deck out of bad situations and totally turn the game around, although it provides threshold at a higher cc than Traumatize and does not have that mini-Quiet Spec aspect to it.  

And another thing about Upheaval: if it is used, I'd say 3 would be a fine number, but parallelflux just suggested using 4. I may actually not be against that idea. Now, I've almost never (if ever) seen 4 Upheavals used in a Constructed deck. However, what's the harm of using 4 as opposed to 3? You can just pitch any extras to Mongrel or discard them to Careful Study. So its either 3 Upheavals or 4 if we go the Upheaval route.
10  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 20, 2005, 08:53:40 pm
@parallelflux

Yes, I'd like that 4th Rout. One thing I'm discovering is that Chromatic Sphere is really a waste and not necessary with the 8 multilands and Opt to help make 3 colors work. and yes, all 8 are necessary). Between Chromatic Sphere and the multilands, Sphere loses out. Its unnecessary and takes up slots. If anything, I still think this deck needs more actual land. Lobotomy could go, but it deals with problems once and for all and I kind of like that. Maybe keep three. Agenda could be cut down to a one of, but one Agenda is kind of random. I think either none or two.  I'm really not sure Agenda is necessary.

I'm thinking:

-4 Chromatic Sphere
-1 Lobotomy
-2 Yawgmoth's Agenda
+1 Rout
+4 Undermine
+ 1 Swamp
+ 1 Plains

Which gives us:


3 Dromar, the Banisher
3 Lobotomy
4 Rout
4 Fact or Fiction
4 Recoil
4 Undermine
4 Absorb
4 Prohibit
4 Opt
4 Salt Marsh
4 Coastal Tower
6 Island
6 Plains
6 Swamp



@Nazdakka


What we need to decide is whether this is going to be an Upheaval deck or a Traumatize deck. I am quite familiar with Upheaval's use in UG Threshold, but what needs to be decided is whether Upheaval is better than Traumatize in this format. Also, on the lands, I've found that this deck needs 24 lands, especially since there is no dual to fix the mana. Unfortunately, the deck needs green early, but also a little blue, but then double blue later. Just because Werebear can produce mana does not mean we should have fewer lands, especially given the mana requirements. I've found 24 to be perfectly fine so far. I have also considered adding a lone Citadel - that is definitely a possibility. We'll see.
11  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 19, 2005, 11:43:47 pm
Here is my proposed Invasion list. I've tried my best to minimize what I think are the biggest weaknesses of the decktype:



2 Yawgmoth's Agenda
3 Dromar, the Banisher
3 Rout
4 Fact or Fiction
4 Lobotomy
4 Recoil
4 Absorb
4 Prohibit
4 Opt
4 Chromatic Sphere
4 Salt Marsh
4 Coastal Tower
6 Island
5 Plains
5 Swamp



I feel Rout is needed to avoid being swarmed under by certain aggro decks. Lobotomy seems like the right choice, but that's up for debate. Recoil over Repulse because Recoil is more versatile. Absorb over Undermine because you'd rather gain life than cause the opponent to lose it in this sort of deck. Prohibit is in because I'm unwilling to have the deck just sit there until turn three with no defensive options for the first two turns. Opt adds some nice cheap search, while Chromatic Sphere further smooths out the mana.


Here are some possible issues:

3 Routs or 4? I kind of wanted 4, but how to fit it, and is 4 even necessary? I'm leaning towards 4, but how?

The mana - what do you think the correct configuation is? After adding up the spells and adjusting for other factors (like how early certain mana is needed, and how many spells of each color there are) I have 14 Blue sources, 9 Black, and 9 White, plus the 4 Spheres.

Or do you think this deck needs 25 lands instead of 24? Or perhaps 23 instead of 24?

Other concerns, suggestions, or objections?



Also, here is a modified proposal for Odyssey, UG but with both Upheaval and Traumatize.

3 Upheaval
3 Traumatize
2 Thought Devourer
4 Careful Study
4 Standstill
4 Roar of the Wurm
4 Call of the Herd
4 Wild Mongrel
4 Werebear
4 Nimble Mongoose
13/12 Forest
11/12 Island
12  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 19, 2005, 06:55:12 pm
I agree with you that UWB will play better than Domain.

But ironically, as one of your main criticisms of the B/R deck involved mana-curve issues, that same problem exists with your proposed UWB.

It really doesn't have very much game early on, as it comes out of the gates really slowly, not able to do much until turn three. Sure, it can cast Opt, or Addle, but those first two turns are a dangerous time for Invasion during which it can fall behind.

A number of its key spells are bunched into the three mana range (i.e. Absorb, Undermine, Repulse, Recoil) - 16 in fact, a bad casting cost distribution - so Invasion is for the most part limited to one spell per turn until it reaches six mana.
13  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 19, 2005, 02:26:32 pm
I'm not writing anything off. I'll give Domain the fair look it deserves, just as I would with any other legitimate idea. But its my job to maintain some skepticism with any deck ideas (including my own) so ultimately, I can critically evaluate what the proper deck choice is. This has been the process for all of the decks and all of the card choices.

And my skepticism arises not "because the lands are off by two cards or something silly like that" as you indicated, but because of the crucial missing ingredients such as Lay of the Land and Allied Strategies. I thought I made that point pretty clear.

BTW, you can also throw Torment (Rancid Earth) and Apocalypse (Vindicate) onto the list of decks with LD capabilities.
14  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 19, 2005, 01:42:14 pm
Domain is not bad, but the major reason I don't like it that much is the cards it doesn't have, rather than those it does have. Here's Kai Budde's winning decklist from GP London 2001 (IBC):

7 Forest
5 Island
2 Llanowar Wastes
2 Mountain
1 Plains
3 Swamp
1 Yavimaya Coast
 
4 Allied Strategies
4 Chromatic Sphere
4 Collective Restraint
2 Destructive Flow
4 Evasive Action
1 Goblin Trenches
4 Harrow
4 Lay of the Land
1 Legacy Weapon
1 Ordered Migration
1 Overgrown Estate
2 Pernicious Deed
2 Void
4 Worldly Counsel
1 Yawgmoth's Agenda


To me, an Invasion-only Domain deck's lack of Allied Strategies, Evasive Action, and Lay of the Land is pretty damaging. Lay of the Land especially, since the mana really suffers without that extra mana fixing. It would also be nice to have Pernicious Deed and Legacy Weapon, but unfortunately those too are not in Invasion, nor are the Trenches and Estate.
15  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 19, 2005, 02:56:21 am
Thanks for more ideas and decklists. I appreciate the effort. I will continue to consider everything that gets tossed out here for consideration. Invasion and Odyssey are both still quite wide open.

However, I do want to remind you all of something very important which i think has been lost here - and that is:

Don't confuse depth, or size of card pool, with success, or think that a "deep" set should be doing better. I'm getting this vibe from some people that Invasion should have been doing better all along based on its large card pool and wide array of options. Having a large card pool certainly increases a set's chances of success, but guarantees nothing. For example, take the following three sets, all three among the true elite of the format, and all three with at least one title under their belt:

Antiquities (84 cards)
Torment (143 cards)
Apocalypse (143 cards)

Compare to Invasion (335 cards) - obviously, Invasion can't hold a candle to any of the above three, despite its overwhelming card pool advantage. Why? Because above all its about being able to field a powerful deck, and failing brute power, a synergistic deck that just works for whatever reason. Some smaller sets just happen to have the required cards to form brutally powerful decks (such as the above three, which have a high percentage of powerful cards in the appropriate colors despite a small card pool), while others, (such as Visions) possess a fortuitous synergy (i.e. Sands of Time and Equipoise) despite a small card pool.

On the other hand, you have some large sets that have failed miserably, not because of any failure in deckbuilding, but just because the elements of a winning deck are not present, or maybe because a number of elements are present, but a few crucial ones are missing. Ice Age and Mirage stand out as examples of big sets that just don't win. Invasion has done a little better, but has also been for the most part a loser. Then again, you have big sets like Tempest and Masques that have been big winners.

The point is that depth is absolutely anything but a guarantee or barometer for success. Antiquities is the best proof of that on one end, as it is the only two-time champion despite ranking 33rd out of 34 in card pool size, ahead of only Arabian Nights. In contrast, Ice Age, with a beefy 373 card pool, has yet to win a match.

It just comes down to what a set has to work with - and Invasion, for all the respect it seems to get from some people, just doesn't deserve it. It really has a great deal less raw power than some would think, and it doesn't have any one great deck option to turn to. Hence, its lack of success, and the difficulty we are having finding a new deck for it.

Essentially, Invasion suffers from having a lot of decent options, but no standouts. In contrast, many of the most successful decks in this format have only one (maybe two) deck options, but that one option is a home run. Which set is going to do better in this format - the unfocused set that can field a wide array of decent decks, or the focused set that has very limited deck options, but can field that one killer deck from those limited options? Obviously, the latter is going to be the winning set more often than not, while the former will be left behind to wallow in mediocrity.

So don't be looking for things that aren't there - we can do our best to maximize Invasion's resources - but those resources, when it comes to this format at least, are actually mediocre, especially considering the size of the card pool. For a variety of reasons, those 335 cards just don't come together to hit a home run.

Finally, I understand that a lot of people are just referencing the "depth" to point out the wide array of options we have. That said, I don't think I like any of the slower control decks, like the UBW, or UBR decks. I've tested them in the past, and while they have some powerful individual cards, they are very slow and plodding, and have difficulty closing games out. Remember, this format is filled with punishing aggro decks. A control deck better be damn good to withstand such unforgiving tests. I'm not convinced that Invasion would be able to do that in control form.

Maybe something a little more unconventional.
16  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 18, 2005, 02:51:46 pm
@parallelflux


No, I don't write anything without putting thought into it. I just respond to what I see. So that is not the correct inference to draw.

Now, while I appreciate your detailed argument about Cinder Shade, I will just reply with two brief points:

1) Its going to be a moot point since we are changing the deck to a different build anyway

2) I don't like the fact that Cinder Shade only grows when fed with black mana. To me that alone is a fatal flaw in a deck that utilizes a roughly equal quantity of Swamps and Mountains, even allowing for Urborg Volcano.  I'll use Nantuko Shade for a baseline comparison here, since Shade is the standard for mana-intensive pump creatures (granted, Shade is one of the best creatures in Magic, but it helps illustrate my point) .

Nantuko Shade is highly effective in Torment because all of Torment's mana is black. Moreover, it requires one fewer mana to cast and starts out with an extra point of power. Cinder Shade, on the other hand, cannot pump with any land in Invasion, only some of the lands. Also, you pay one more mana than Nantuko Shade, but get one fewer point of base power.

The bottom line: I don't think Cinder Shade is particularly efficient - especially since Invasion B/R will want to tap out for several turns after turn three. Shivan Zombie can go into battle as a 2/2 independent of any further mana investment. Yeah, Shivan Zombie is not a card of earth-shattering quality - however, I played enough Invasion Block Constructed to tell you that I saw plenty of Shivan Zombies during that PTQ Season, but zero Cinder Shades.

With all that said, I can assure you that I have read your arguments, so don't think I didn't. But I do remain in strong disagreement with you about Cinder Shade. Nevertheless, I appreciate the effort you've put into your arguments. Feel free to throw out any further suggestions.

As for the control lists that you and Machinus have posted, I'll have to get back to you on that. Maybe between now and then I'll come up with a different list.


@Nazdakka

Yeah, Upheaval is no doubt a strong card in Threshold. Its definitely a major consideration. I've actually had it in an alternative list in my Apprentice files for awhile now.

But I kind of like the "mega Quiet Speculation" (as you termed it) effect of Traumatize, filling the graveyard with Calls and Roars, plus Traumatize is essentially two mana less (at worst) than Upheaval, as an effective Upheaval requires at least seven total mana for Upheaval + Mongoose or eight total for Upheaval + Werebear/Mongrel.

I do agree though that Upheaval is damn good. It can get this deck out of impossible situations where the assault has been stalled. I'll try and build an Upheaval list.

On Thought Devourer, I've goldfished the deck a little and I like the Devourers as this deck can empty its hand pretty fast and if not, you can get down to the limit by chucking Roars, Calls, or an extra land or extra Traumatize.  Also, given the aggressive nature of this deck, I'd much rather have a 4/4 flyer for 4 than a 2/1 searcher for 3, so I'm not inclined to use Cephalid Looter. However, a full four Thought Devourers may be a bit much since the effect is cumulative. Still, though I like them. We'll see.
17  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 18, 2005, 01:17:22 am
Right now UG Threshold is the frontrunner, but I'm still going to discuss a couple of other ideas with Alfred.

As for the Traumatize/Echoes build you present, I understand what you are trying to do, but obviously the UG Threshold deck is much better.

Yawgmoth's Agenda has a place in an Invasion control deck, and I would consider one or two if that sort of deck was adopted. At six mana, it might be a bit expensive for an aggro deck. But yeah, I'd consider it in the right deck.

Also, Cinder Shade is not a good creature, but I think you now realize that. Way too mana-intensive, and including it simply because it fits a curve is not alone nearly enough of a reason to consider it. You also mentioned that adding a 26th land (Necropolis) helps, but Shade needs either black or red mana, so that wouldn't really do much.


So the search for new decks stands like this as of now:

ODYSSEY: UG Threshold is the frontrunner, with modified Tog and a few
                others still as considerations

INVASION: Still searching.....


Anyway, thanks for the continued thoughts and suggestions. Feel free to keep it coming if you have anything else you want to add.
18  Vintage Community Discussion / Casual Forum / An idea on: March 17, 2005, 07:41:13 pm
OK, as I said, I am not thrilled with Odyssey UG Threshold for the most part, but I have had an idea for quite some time that might just put Threshold over the top, and I'm going to post it here to see what people think - Traumatize!

Yes, that's right, guaranteed threshold for five mana, all of a sudden your Mongeese and Werebears shoot up to 3/3 and 4/4, and hopefully the graveyard is filled with some Roar and Call tokens ready to come into battle.

Here is the list:

4 Traumatize
4 Thought Devourer
4 Standstill
4 Careful Study
4 Roar of the Wurm
4 Call of the Herd
4 Wild Mongrel
4 Werebear
4 Nimble Mongoose

11 Island
13 Forest

or

12 Island
12 Forest
19  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 17, 2005, 01:34:19 pm
Yep, I guess he meant Cinder Shade.



@EVERYBODY

I really appreciate the suggestions and all, but again, I just don't have the time right now to properly answer the questions/suggestions.

Also, I did not want this to become a free-for-all, a referendum on any and all decks. This is startinng to fly a bit off the rails, with people beginning to make suggestions about a wide variety of decks when in fact it was only a couple of decks that were really up for change to begin with.
I really want rein the dicussion back in.

Now, I could spend my time repeatedly explaining why a certain build is optimal for a certain set, but I have done that ad nauseum over the last couple of years for a lot of the decks (everytime someone new comes along) and it is extremely time consuming. I will do my best to consider some of the suggestions when I have the time. Understand though that since this discussion was revived a week or so ago, this has become a sort of open season on any deck, which it is not.

For example, Alliances is not up for change. Blue/White has been tested in the past, and it just doesn't measure up in any way to the Red/Green deck. I'm not sure where the reasoning is there - look at some of the matchups for either deck and you'll find that a slow Blue/White deck (especially with Spiny Starfish) has worse matchups against almost every deck. This is the kind of thing I am talking about that I would really like to keep tp a minimum - hairtrigger reactions to well-established decks without very much testing or reasoning behind the suggestions. I don't think it is reasonable to say "X deck seems really weak,  this is better" without seeing how a deck's matches have gone over several tournaments or without at least trying to visualize some of the matchups.


So let's just keep the dicussion to Invasion and Odyssey, since those seem to be the main candidates for at least some change at this point.

I am eager to change Invasion, so all suggestions are welcome, and Odyssey will probably get some kind of alteration.
20  Vintage Community Discussion / Casual Forum / Battle of the Sets VI - official tournament thread! on: March 17, 2005, 02:26:11 am
I'm extremely busy right now, so I will have to try and make my replies brief and will not be able to provide the usual level of detail. Until I get get some obligations and work off my back, I won't be able to add that much more to this discussion. So here goes:


@parallelflux:

I don't share your optimism about Invasion's quality (regardless of deck) and ability to go deep into the tournament with any regularity. Having played and tested this format extensively over a couple of years, it really pales in comparison to the elite decks. And no, it has never gotten Top 8.

In general, I don't agree with your suggestions for the current deck, largely because some of them are impossibilities - you need to check your facts a bit more. You state that

"Cinder Giant will make the deck play out better. Its an efficient shade that can easily make 2 for 1. Furthermore, its a beating in the late game."

You also mention it as a three drop.

I'm really not sure what you mean, especially considering that it is a giant, it costs four mana not three, and is not even in Invasion - its a Weatherlight card!

You also state that:

"It certainly will not hurt to play urborg volcano over 3-4 of your basic lands."

Look again - the Volcanoes are there, and have always been there!


I think if Invasion is going to be changed, it needs a whole new deck.

As for Weatherlight, you suggest:

"However, it just seems wrong to play 7 5cc creatures in a deck with 21 lands...there are a few cards that could be played over them although it might not be superior:"

This deck really does not need to be drawing land after the first few turns - even moreso than a lot of other decks. Playing a low land count minimizes this risk - a very real risk considering that Buried Alive essentially increases the land count with its deck thinning. The only consideration to the contrary that I have had is to play 22 lands instead of 21, which I originally had. I may do that, cutting 1 Gallowbraid, but other than that I have no inclination to change the deck. As for the other suggestions (Coils of the Medusa, Spinning Darkness etc), I want to emphasize is that this deck needs to maximize its creature count, and can't afford to lose creature slots to questionable spells. Spinning Darkness, for example, overall a good card, has absolutely no business in a deck that RELIES on its graveyard.




@Das_Boot


No, mana flood is not a problem. All of the decks have ideal or close to ideal mana bases. Some decks require a ton of mana to operate properly.
Torment, for example, has 29 lands. Yet it has a win and a finals appearance in the last two tournaments. That should tell you all you need to know. As for FTK, unfortunately, it was in the deck that was just replaced. Running it in the new deck would be impracticable because none of the three colors are candidates for removal. You also suggested running Terminate. Unfortunately, in order to run Terminate and FTK, that would require either the removal or blue or white, and the axing of either of those means no Meddling Mage. It would also mean the removal of Dromar's Charm. Plus, it would destroy a lot of the synergy of the deck (i.e. Stormscape Familiar, Sunscape Battlemage). Planeshift's dismal record with FTK and Terminate in it for many tournaments has shown that those cards are not the answer in this format. Planeshift just needs a new deck, period.





@ Machinus

Thanks for the suggestions. As I indicated to you in PM, I will do my best to consider them and get back to you as soon as possible.




Again, I really want to emphasize that I just don't have enough time right now to devote proper attention to this topic. I'm absolutely flooded with work. Its just the way my schedule has broken for this month or two. In a couple of weeks (or a bit more) I might. For now, though, you all might be best served by letting this topic fall a bit. When I'm ready, I'll bump it up and reopen it to suggestions. I just don't like the idea of not being able to give these suggestions full and proper consideration and commentary.
21  Vintage Community Discussion / Casual Forum / New Planeshift lists on: March 15, 2005, 01:07:21 pm
Actually, we have new 3 new decklists to announce for next time, including Planeshift. I wasn't planning on revealing them until the next tournament, but since there is a renewed interest in revising some of the decks, I see no reason to wait.

PLANESHIFT

4 Phyrexian Scuta
4 Voice of All
4 Sunscape Battlemage
4 Dromar's Charm
4 Bog Down
4 Rushing River
4 Meddling Mage
4 Stormscape Familiar
4 Mana Cylix
2 Dromar's Cavern
6 Swamp
8 Plains
8 Island


WEATHERLIGHT

4 Buried Alive
3 Gallowbraid
4 Morinfen
4 Hidden Horror
4 Razortooth Rats
4 Serrated Biskelion
4 Barrow Ghoul
4 Fledgling Djinn
4 Circling Vultures
4 Straw Golem
21 Swamp


THE DARK

4 Wormwood Treefolk
4 Lurker
4 Tracker
4 Scavenger Folk
4 Witch Hunter
4 Preacher
4 Exorcist
3 Barl's Cage
4 Maze of Ith
11 Forest
14 Plains
22  Vintage Community Discussion / Casual Forum / Sideboards & Odyssey on: March 15, 2005, 01:32:13 am
First of all, thanks for posting and I appreciate your interest in Battle of the Sets. So welcome. Now, to the issues...


I'm 100% opposed to sideboards in this format. Sideboards will continue to NOT be a part of this format and I don't anticipate ever using them - and for good reasons. Right from the start of the first BOTS tournament (six have been completed as of now over the course of a couple of years), I determined that sideboards were not going to be a part of this format, and I've staunchly stuck with that principle ever since.

I really want to emphasize that stance once again.

Sideboards would in fact have the opposite effect that you suggest; sideboards would actually tend to make matches more lopsided and less interesting rather than less lopsided and more interesting because it would:

1) Allow the larger sets (i.e. standalones like Tempest or Masques) to increase their already existing advantage (larger card pool) over smaller sets by giving the larger sets access to an even greater pool of options with which to nullify or hamper opposing strategies. I do not want to widen this gap, especially given the current state of affairs in which the smaller sets have done extremely well (the last three titles have been won by smaller sets - Antiquities twice, and Torment, not to mention Apocalypse winning the first title). Consider that many of the small sets would have little or no good or even viable sideboard options, while larger sets would suddenly have answers to a wide range of problems.

2) Lead to matches where one deck would just get completely hosed by some random sideboard card - obviously, I don't want hosings to be a part of this format, and I see no reason to fix an imaginary problem - that the matches need to be more interesting - they couldn't be more interesting than they currently are! (See the coverage of the last two or three tournaments, especially each of the Finals).

The fact of the matter is, lopsided matches will always be a part of this or any format for a variety of reasons, including bad matchups, and, GASP! because one deck may just be better than the other (especially in the early rounds).

So essentially sideboards would have the effect of replacing those few matches where one deck simply has no chance against another with many more of those types of matches. Not good.

And I have still another reason why sideboards have never been and almost certainly never will be a part of this format: I want each deck to head into the tournament with its best, and then see where that takes it.

No extra help. No crutches to aid weakness. Once the journey begins, each deck goes with what it has and nothing more - no safety nets when the going gets tough. I've always recognized that sideboards are a necessary part of Contructed tournament Magic, but I've never liked them.

Here, in this format, not only do I not like the idea, but sideboards are totally unnecessary and actually quite detrimental to the health of the format. Playing with no sideboards also makes deckbuilding much more interesting and challenging - for example, if a semi-sideboard card such as spot artifact removal (i.e. Primitive Justice in Alliances) is up for consideration in a decklist, we need to weigh the value of the improvement in certain matchups against the possibility of it being dead weight in other matchups.

Going further with the Alliances example, there are other considerations too - such as how likely Alliances is to face artifact heavy decks in the first round (fairly likely given Alliances's typically low seedings). Then ways to solve the problem or alleviate it are considered. In Alliances's case, Primitive Justice is never a truly dead card because it can be tossed to Pyrokinesis or Balduvian Horde. Similarly, with Judgment, Ray of Revelation is included because it is absolutely devastating against opponents that rely on enchantments, and allows Judgment to have a chance in or win matchups it otherwise would have had no chance in (see 3-2 Round two victory over Onslaught in the last tournament). Yet it makes no difference against decks without enchantments. But that problem is alleviated by the fact that the Rays can just turn into Brushhopper fodder if they are otherwise useless.

It is these deckbuilding and creative challenges that are lost or somewhat limited if sideboards are included. Indeed, the challenge of building a well-rounded deck is lost in some notable cases, since some decks would gain access to a ridiculous array of tools that others wouldn't have. A number of matchups would be completely distorted on this basis.

Each deck is made to be as versatile as is realistically possible - in some cases, that is not really feasible, but the idea remains the same:

Each set puts its best foot forward, its best possible deck, and then takes on all comers. The deck that wins 5 consecutive matches is the winner. Matchups will necessarily be a huge part of it. But each deck will also need to navigate through some unfavorable or even matchups at certain points if it hopes to win - and I would hate to throw this notion of competition out the window by artificially changing matchups with sideboards.

Let 'em play!


As for Odyssey, I again reiterate that I am always open to changing decks provided I see a suggestion that is clearly better than an existing list, or at least as good and worthwhile for some other reason. Moreover, I can see why you two have questioned Odyssey. I am open to changing Odyssey. But I need a good reason to, which I don't really have at this point.

I'll also add that all of the ideas that you have suggested have, at the very least, been considered. Not all have actually gotten to the decklist point or into serious testing. I did come up with an UZI (Upheaval/Zombie Infestation) list at one point (which I no longer have) and I recall that it suffered from a couple of major problems related to losing Infiltrator and Tog:

1) Infiltrator is Odyssey's best card-drawer in a number of matchups, where it really helps win games. On the other hand, when its bad, it tends to be horrible.

2) You lose the ability to block. Sure, Odyssey has a decent amount of removal and bounce, but once you lose the ability to also defend with a blocking Tog (or perhaps an Infiltrator if need be), the deck's chances of getting into position for a favorable Upheaval decrease dramatically, simply because the removal, bounce, and board control, while strong, is not overwhelming, and creature decks can sometimes navigate through it. As it is, with Tog to play defense, Odyssey can have trouble with the best aggro decks (and loses to the best of them). Without Tog on defense, the deck's staying power decreases.

3) You lose the ability to win without Upheaval. Odyssey is at its best when it can Upheaval for the win. But with the current Tog deck, it can, and often does win without Upheaval, simply by building up dominant position and then winning with Tog once the board is clear (or the opponent concedes). But the UZI deck does not have that ability. It needs to get an Upheaval off, or else it can't win. That is another fatal flaw.

4) Zombie Infestation does nothing on its own without Upheaval. Sure, you can make a Zombie or two, but thats not going to get the job done. Contrast Infestation with Tog, which, as already mentioned, is useful on its own.


As for the other deck ideas, U/G Threshold has actually been tested in the past. I remember being unimpressed with it. Without Mental Note (Judgment), threshold is not achieved as easily as you might think. Aside from Mongrel and Study, the deck really misses that third great discard/graveyard-enabling outlet, such as Mental Note, Breakthrough (Torment), or Aquamoeba (Torment). What you end up with is an unexciting aggro deck that doesn't compare favorably to the top aggro decks in the format, and lacks the punch or versatility to take on the top control decks. You end up with a kind of middle-of-the road to above average deck that won't make any serious waves in the tournament pool.

Reanimator and Balancing Tings are other ideas I have considered, but not tested save for some limited goldfishing. I'm always willing to see any proposed lists, but both strike me as underpowered and scattered with only the Odyssey card pool to work with.

Hence, my stance favoring the current Tog deck. Again, though, if anybody wants to make a serious proposal, I'll take a look.
23  Vintage Community Discussion / Casual Forum / Thanks on: February 24, 2005, 11:06:56 pm
I’d also like to extend a special thanks to Alfred for all of his excellent help once again - thanks for playing all the matches, for working on the decks with me, and for helping to make Battle of the Sets VI a success. It was a lot of fun working with you once again, and I hope to do so next time. Much appreciated.

I’d also like to thank the audience - all of you who read and enjoyed the reports - I also appreciate your support of Battle of the Sets, and I’m glad you got a kick out of it. Thanks very much for reading, commenting, and predicting. Also thanks for the kind words.

Again, I had a lot of fun doing this, and thanks to all.

Look here for Battle of the Sets VII sometime in late 2005 or early 2006 after the release of Ravnica!
24  Vintage Community Discussion / Casual Forum / The Finals on: February 24, 2005, 10:58:22 pm
THE FINALS


ANTIQUITIES defeats TORMENT 3-1 to win Battle of the Sets VI !

Antiquities is the ultimate champion! In an epic confrontation, Antiquities emerged victorious and proved to be the mightiest of all combatants subjected to the demanding rigors of Battle of the Sets.

On the line was the right to be called the best - to become the first two-time Battle of the Sets champion. Both decks checked in with 12-1 records thus far in the tournament - as if they had ruthlessly annihilated their competition for the sole purpose of finding a worthy adversary - each other. Let the ultimate showdown begin…

GAME 1

Torment won the die roll 11-6, and the match was underway. Antiquities had the first play with Candelabra of Tawnos off Urza’s Tower, while Torment summoned a turn two Nantuko Shade. Antiquities seized the advantage with a Mishra’s Workshop, which pumped out Tetravus thanks to the Candelabra. The Workshop’s contribution ended after that as Torment Rancid Earthed the super-land.

Conscious of Torment’s Chainer’s Edicts and Faceless Butchers, Antiquities wished to avoid taking a bath on its investment in the Tetravus. Consequently, during Antiquities’s upkeep, three Tetravites broke off to form a four-way air armada (along with the original Tetravus). Even better, another Workshop hit the table, allowing for Clockwork Avian to make its first appearance of the contest (with one point of mana burn). Both combatants were at 19 after the original Tetravus attacked.  Torment got the turn back and Butchered the Avian. Shade also hit for two, giving Torment a brief lead in the life totals.

Meanwhile, the Tet Offensive was underway on the other side, as the Antiquities air brigade delivered 4 points of damage.  

Antiquities then played its third Workshop (!) of the game, and now with the ability to produce nine mana, used all of it for Tawnos’s Coffin, Su-Chi, and another Candelabra. As Antiquities concluded its turn, the situation was:

LAND: Antiquities: 2 Workshops & Tower
             Torment: 4 Swamps
             
CREATURES: Antiquities: Tetravus, 3 Tetravites, Su-Chi  
                           Torment: Shade & Butcher (covering Avian)

OTHER PERMANENTS: Antiquities: Tawnos’s Coffin & 2 Candelabras
                                              Torment: None
                                     
LIFE: Antiquities: 17
           Torment: 15


Advantage Antiquities. Torment played a fifth Swamp and fortified its position with a Shambling Swarm (which importantly had the potential to kill the Tetravites).  Antiquities dropped Urza’s Mine and continued swarming through the air, reducing Torment to 11. Then Antiquities really put the screws to Torment with a Triskelion.  

Torment was on the run, and lashed out with an attack from Shade and Swarm (after laying a sixth land). The Swarm went through, but the Shade was blocked by Su-Chi.  Torment elected to pump Shade to 4/3, effectuating the trade and leaving Antiquities with four mana from the Chi, three of which went into the Coffin to phase out the Swarm (thereby ensuring the continuing success of the Tet Offensive) and one of which went into a Candelabra.

Antiquities next shot down the Butcher with Trisk, leaving Torment with no creatures, 11 life, and the prospect of an assault from the Avian, Tetravus, Tetravites, and mini-Trisk. Faced with this impossible situation, Torment conceded and saved Antiquities the trouble.

Antiquities 1, Torment 0



GAME 2

Antiquities again seized the early advantage, powering out a turn one Onulet with a Workshop. Mesmeric Fiend showed up for the first time, stealing a Triskelion. Antiquities pulled further ahead, adding a Power Plant, summoning Su-Chi, and commencing the Onulet beatings. Torment Rancid Earthed the Workshop, a necessary step, but one that left Antiquities with another turn of unopposed bashing. Antiquities added another Power Plant and a Candelabra, sending Onulet and Chi in for 6 damage.

Torment got back in the game on its fourth turn, casting Chainer’s Edict (killing Onulet and gaining 2 life for Antiquities) and Nantuko Shade. Fiend hit for one and it was back to Antiquities. The Chi smashed again, making the life totals 21-8 in favor of Antiquities, which also dropped a Mishra’s Factory.  Shade hit for two and was joined by another Shade and a fifth Swamp. Antiquities ratcheted up the pressure, summoning another Chi, while the original traded in combat with the new Shade. The Chi mana went into the Factory and the turn was back to Torment. Laquatus’s Champion joined the party, significantly cutting into Antiquites’s lead. The life totals stood at 13-8 in favor of Antiquities. The remaining Chi went on the attack and was chumped by Shade while the Champion stood back with no regeneration mana available. Antiquities dropped another Candelabra and passed.  

Torment then put Antiquities on the defensive by flashing back Chainer’s Edict, taking care of the Chi and leaving Antiquities’s board clear. Antiquities could have animated the Factory to save the Chi, but that would have left Antiquities with only three lands, too high a price for keeping Chi around, so Antiquities opted to let Chi go.

However, Antiquities animated the Factory upon the Chi’s death, using two of the Chi mana to sink into animating the Factory, which tapped to make itself 3/3, then the other two Chi mana for each Candelabra to untap Mishra for defense against the Champion. With a now 4/4 Factory available to block, the Champion declined the attack since no regeneration mana was available. The Fiend also held back. Had Torment attacked, Antiquities would have been down to three lands after blocking, but Torment would have lost is monster and restored Antiquities to 19 life.

Antiquities was now in some trouble, with only four mana in play and facing down the Champion with only a Factory as a potential board presence. But then the Antiquities flair for the dramatic kicked in - a Workshop on the draw! This facilitated the appearance of a Tetravus with the use of Workshop, an Urza land, and a Candelabra, leaving the Factory and two other Urza lands untapped.

However, Torment was unimpressed and uncorked another Champion, instantly pulling Torment ahead, 8-7. The other Champion attacked, and Antiquities was obliged to chump block with the Factory.

Antiquities responded by making three Tetravites during upkeep and attacking with the original Tetravus to even the life totals at 7. Still, Antiquities needed some more pressure to wrap up the game before the Champions could, and Clockwork Avian satisfied this requirement. It was also supplemented with a not-yet-usable Tawnos’s Coffin.  Antiquities now had 8 flying damage in play, but would need to do some blocking in order to itself survive. At this point, Torment had the two Champions - but it also had the Fiend, which had lurked in the background almost the entire game after stealing the Triskelion on turn two. All of a sudden, the Fiend could prove very important in such a tight situation.

Ultimately, though, Torment faced a dilemma that it could not overcome. It had no cards in hand, and the draw provided nothing of use. This, then, was Torment’s problem: it could attack with all three creatures, which would force Antiquities (if Antiquities played it correctly) to block a Champion and a Fiend to stay alive (Antiquities would be at 1 life after that). Antiquities would lose two Tetravites in the exchange, and have only 6 flying damage on the table after that, not enough to finish off Torment the next turn (Torment would also fall to 1 life from such an attack). But if the Fiend died (which it would if Antiquities blocked correctly), Antiquities would get its Triskelion back in hand, which would be more than enough for Antiquities to win on its next turn. Torment could also decline to attack with the Fiend, but this strategy would prove even worse, as Antiquities could instead use the Coffin next turn on the Fiend to get the Triskelion back - and win with the Trisk and flyers anyway. Realizing Antiquities had the game won, Torment sent all three creatures on the attack in an evil fit of rage. Antiquities predictably blocked a Champion and a Fiend, and the artifact deck had gained a commanding 2-0 lead in the series.

Antiquities 2, Torment 0


GAME 3

After the close loss in game two, Torment now needed three straight victories to win the ultimate showdown. Antiquities was definitely in charge, but you never want to let an opponent as dangerous as Torment off the deck, because once the door is left even slightly ajar, anything can happen.  All of the pressure was on Torment, down 0-2 - but if Antiquities were to lose this game, suddenly at least a bit of the pressure would go to Antiquites in game four. The close-out win is often the hardest of the three, especially when faced with a powerful and desperate opponent. Torment was like a wounded animal - badly injured but still alive and very dangerous.

Realizing this, Antiquities resolved to treat this game as if it was the decider. But that would not be enough, as desperate Torment clawed back into the series with a frenetic burst of effort.

You didn’t really believe that the ultimate showdown would end in a sweep, did you?

Antiquities opened with a Factory and Candelabra, while Torment summoned a turn two Shade. Antiquities did not have a Workshop, and could only play another Factory. Without a Workshop, everything changes. For the first time in the match, Torment could dictate the play - the game would be played Torment’s way, at Torment’s pace. The Shade hit for two, and Rancid Earth knocked out a Factory. Torment had an excellent draw, exactly what it needed to stay alive, while Antiquities was struggling.  

Even if Torment didn’t win the match, it wouldn’t fall without a fight. Yes, Torment was not going to walk away empty-handed, and it was not going down without inflicting some serious pain as the price of victory for its enemy. Torment doesn’t lose very often - and when it does, it will make sure the victor knows it was in a fight to the death.

Antiquities added another Factory, and could only attack for two before passing back. Torment added another Shade. The original Shade clobbered Antiquities for another 4 damage. Antiquities found nothing of use on the draw, played a Tower, and was finished. Torment unleashed both Shades. Both went unblocked, and Antiquities took the maximum amount of pain, dropping to 5 life.

Antiquities’s uncanny topdecking aptitude continued when another Workshop showed up on the next draw, but it was just a little too late - even though for a moment, the opposite seemed true. Triskelion surfaced once again to shoot down both Shades, and it did seem as if Antiquities had stabilized. But Torment was unfazed and Butchered the Trisk (which shot its last counter at Torment). Antiquities Stripped a Swamp, desperate to avoid a game-ending Champion arrival (leaving Torment with four Swamps) and replenished its board position with a 3/3 Clay. Torment had yet another Butcher, and under it went the Clay. The Factories held the first Butcher at bay, and Antiquities had a little more time to find some escape from the quagmire it was in.  

Another Strip Mine left Torment with only three Swamps and Tetravus improved Antiquities’s situation some more. Torment lacked a fourth Swamp, but badly damaged Antiquities with a Rancid Earth on the Workshop. Antiquities used the opening to make Tetravites, thankful that that the Tetravus had survived, but without the Workshop to make any further gains. Onulet joined the team off the remaining lands, Tetravus attacked, and the life totals were 16-5 in favor of Torment.

Torment found a fourth Swamp before the situation could deteriorate further and placed the Onulet under the nightmarish control of a third Butcher. Now the two active Butchers faced only the three Tetravites - not enough to deter a double attack. Antiquities fell to 1 life, but found a fourth land (Urza’s Mine) to drop a Su-Chi. One Tetravite attacked, leaving the life totals at 15-1 in favor of Torment. Antiquities was on the edge, but Torment couldn’t finish it just yet, instead playing a very useful Shambling Swarm. Antiquities made a 3/3 Clay, and this time held back all four 1/1 flyers.

Torment attacked with the Swarm, and Antiquities had no choice but to block, which of course is exactly what Torment wanted.  The Tetravites blocked, and Torment used the three Swarm counters to kill the Clay. Torment then pushed Antiquities over the edge with another Swarm to replace the fallen one. Antiquities could play another Chi, but would not have enough blockers to survive if it did that. So Antiquites was forced to take its chances with the matchup of 1/1 Tetravus, two Factories, and Su-Chi backed by just the 1 life vs. the three Butchers and the Swarm. This was all moot, though, as Torment showed the Chainer’s Edict it needed to immediately end the game.

Antiquities 2, Torment 1


GAME 4

Now the pressure shifted to Antiquities a little. Antiquities still had the upper hand, and Torment was up against tough odds (needing to win two games in a row with Antiquities playing first both times). But Antiquities didn’t want to risk facing the vagaries of a winner-take-all game five - where anything can happen and one misstep can mean disaster - so it was imperative to just end the damn thing right now before Torment could rise all the way from the dead.

Indeed, after game two, Torment was in its coffin with the lid closed and the nails about to be hammered in. Now the lid was at least somewhat ajar and Torment was getting ready to emerge from the coffin. A win here and Torment would kick the lid off, getting ready to emerge for a remarkable resurrection.

Anyone who’s seen ‘Friday the 13th Part VI: Jason Lives’ knows its a really bad idea to open up coffins, especially when unspeakable evil lies within - and its an even worse idea to start messing around with the corpse.  Don’t stick it with a fence pole. Don’t pour gasoline on it. Just leave the accursed thing alone and be happy you’re not underground either.

Fortunately, longtime horror buff Antiquities has learned this lesson well. It was time to put Torment where it belongs - in hell.

Antiquities had the opening hand it needed to accomplish this objective, leading with Urza’s Power Plant + Candelabra. Torment played its Swamp and hoped that Antiquities’s first turn was just the sign of a mediocre hand rather than a Workshop draw. It was the latter, of course, and Antiquities churned out a 3/3 Clay. Mesmeric Fiend took care of a Tetravus, but Torment did not like what it saw. Antiquities held a great hand - it had merely kept the Tetravus back to let the Clay test the waters for Edicts. Clay bashed for 3, while Antiquities bettered its mana with Urza’s Tower and dropped a Clockwork Avian.  Torment did indeed have an Edict, which killed the Clay.

With Clay dead, Avian picked up the slack, inflicting 4 damage through the skies to leave Torment at 13.  Even better, Antiquities added a second Avian to really step up the pressure.

Torment needed immediate relief from Antiquities’s relentless offensive. The relief arrived in the form of a Butcher, which provided a smothering solution to the second Avian. This allowed the Fiend to nip Antiquities for a sneaky point of damage.  

Torment was hanging on, but the Antiquities death machine was firing on all pistons, sustaining the momentum with Su-Chi and Onulet. Moreover, Antiquities had the first Avian on the attack - the metallic pterodactyl continued to reign supreme in the skies, reducing Torment to 10.

Nantuko Shade joined the battle and another Fiend relieved Antiquities of a Coffin. However, Torment failed to make its fifth land drop and was still reeling from the continuous blast of artifact creatures. As the turn went back to Antiquities, the board situation was:

LAND: Antiquities: Workshop, Power Plant, Tower
             Torment: 4 Swamps (all tapped)
             
CREATURES: Antiquities: 2/4 Avian, Su-Chi, Onulet  
                           Torment: Shade, Butcher (covering second Avian),
                                         2 Fiends (holding down Tetravus & Coffin)

OTHER PERMANENTS: Antiquities: Candelabra
                                              Torment: None
                                     
LIFE: Antiquities: 19
           Torment: 10


Antiquities was closing in on the title, and went for the kill. During upkeep, the Avian recharged to 4/4 in preparation for the final assault. This left Antiquities without the services of Tower, Power Plant and Avian for the turn, but nicely positioned for the endgame.  

Next, Antiquities sent Su-Chi into action, which forced Torment to make an unpleasant choice of whether or not to chump block with the 2/1 Shade (blocking with any of the three other creatures was not really an option given the fact that all three held down game-breakers - Butcher covered Avian, Fiend #1 Tetravus, and Fiend #2 Coffin).

Torment was in a tight spot. If it allowed the Chi to go through, Antiquities would only need two more attacks from the unblockable Avian to close out the match. Torment would only have two chances to find the Butcher needed to kill the Avian.

On the other hand, if Torment blocked with the Shade, the black deck would gain one, possibly two extra chances to find the needed Butcher by conserving four precious life points (starting with Torment at 10, The Avian’s first attack would reduce Torment to 6, the second attack to 3, the third attack to 1, and then one final attack - of course, this math assumes Antiquities not finding some other damage source to accelerate the process). Plus, Torment had a Shambling Swarm waiting in the wings to tie up the ground. So with the threat of the charged-up Avian looming, Torment reluctantly threw the 2/1 Shade in front of the Chi. Antiquities played another Tower and passed.

Torment nursed faint hopes, but things were slipping away. In order to extend the game, Torment needed that Butcher in short order to shut down the Avian. Time was running out on the forces of evil. Torment had only three (maybe four) more draws to find the required Butcher or else the Avian would end the match.

The first draw produced the elusive fifth Swamp instead. Torment just had to hope for the best, and at least bettered its position somewhat with the aforementioned Swarm and fifth Swamp before passing.

The Avian went to work, dropping Torment to 6. Antiquities added a Factory and Torment got the turn back.

The second draw? Rancid Earth. The Workshop disappeared, but Antiquities had four lands remaining and the Avian bearing down. The clock continued to tick away on Torment, and that clock only ticked faster when Antiquities drew its next card - Rocket Launcher. The Avian dropped Torment to 3 - and now with the Rocket Launcher’s promise of 2 damage the following turn, Torment was down to its last chance to find the Butcher.

Antiquities had Torment on the ropes - could it extend the game? The draw…

…Swamp - Antiquities was once more Battle of the Sets Champion!


Antiquities 3, Torment 1



EPILOGUE

And so the epic confrontation has come to an end after four spectacular games. Antiquities has its second championship, the Battle of the Sets VI title, and victory in the ultimate showdown.

What of the vanquished? Black-hearted Torment has been defeated, but its foes have nevertheless gained even more respect for its fearsome power and single-minded dedication to evil.

For now, the power of cold steel has smothered the flames of evil.  What the future holds, no one can be certain of. But the world is safe - for now.

Congratulations to Antiquities, Battle of the Sets VI champion and winner of the ultimate showdown!
25  Vintage Community Discussion / Casual Forum / Finals Preview on: February 23, 2005, 04:26:08 am
FINALS PREVIEW


Antiquities vs. Torment - The Ultimate Showdown


This is the dream bout - the ultimate showdown between the champions of the past two Battle of the Sets tournaments.  A better finale you could not hope for. Higher drama you will not find. This is Battle of the Sets at its best. This is what you came to see. This is what you live for.

The two most dominant sets meet at last - with everything on the line. It’s the cold steel of Antiquities vs. the pure evil of Torment.

In the storied history of Battle of the Sets - the endless struggle for supremacy played out over the centuries, filled with tales valor and might, of epic confrontations, of the purest good and the blackest evil, of remarkable battles and heroic performances, handed down through the ages - this is the most important match yet.

The winner becomes the first two-time Battle of the Sets champion - and earns the right to be called the best, the mightiest expansion set of all time!

Now, let’s meet the combatants, the magnificent gladiators:


ANTIQUITIES

4 Triskelion
4 Tetravus
4 Clockwork Avian
4 Tawnos's Coffin
4 Su-Chi
4 Rocket Launcher
4 Primal Clay
4 Onulet
4 Candelabra of Tawnos
4 Mishra's Workshop
4 Mishra's Factory
4 Strip Mine
4 Urza's Power Plant
4 Urza's Mine
4 Urza's Tower

Many a battered opponent has chalked up defeat to Antiquities with this simple refrain: “Nothing I could do, I ran into a buzz-saw.” Yes, Antiquities is the prime example of a buzz-saw - a dominant force that doesn’t just beat opponents - but beats them badly. Antiquities has made a habit of thrashings, throttlings, poundings, and smashings - winning big has become routine. But there’s more to Antiquities than just winning big.  There’s also a remarkable flair for the dramatic - on the rare occasions Antiquities has been pushed to the limit in recent tournaments, it has almost always responded with something dramatic - be it a comeback against all odds, an amazing topdeck at the last possible moment, or just a flat out dazzling opening hand when needed most.

Usually, the question is not whether Antiquities will win - its how Antiquities will win.
It all starts with Mishra’s Workshop. No single card is more important to a deck than Workshop is to Antiquities. Workshop allows for the unfair blasts of artifact creatures
that leave opponents doubled over and gasping for air. When Antiquities gets its best draws, with a Workshop or two in hand, almost no one can stand up to it.  Pretty hard to beat turn one Onulet, turn two Su-Chi, turn three Primal Clay, Strip Mine. Or turn one Candelabra, turn two Triskelion, turn three Tetravus. There are a ton of variations on the Antiquities power opening - any one of them breathtaking - for the opponent gasping for air after a few blows to the gut, that is. Fast, bone-crunching artifact creatures and free land destruction to keep the opponent down - a potent combination.

Or maybe Antiquities doesn’t get off to such a great start. You’re Antiquities’s opponent. You think you have a chance, you start to get excited. You’re doing well….the game is yours….then …. BAM! Antiquities put the Urza trinity together and all of a sudden it has more mana than you can shake stick at - you’re in trouble. Before you know what hit you, all sorts of artifact creatures are coming at you, or maybe you just get blown away by a huge Rocket Launch.   Maybe you find yourself in a late-game situation, topdecking answers and fighting back. You fall behind once again, but you draw the card you need
to wipe away Triskelion and a couple of other artifact creatures that are beating on you - Akroma’s Vengeance. But Antiquities is just a little bit too resourceful - Tawnos’s Coffin saves the Triskelion. Then it gets out of the phantom zone and bludgeons you to death. This actually happened - to Onslaught in the BOTS IV finals.

Antiquities is a champion - fast, versatile, and with no matchup it can’t win.

But it wasn’t always like this. In order to become a champion, you need to overcome disappointment and defeat; Antiquities encountered plenty of disappointment and defeat - bitter, bitter defeat - in the first three BOTS tournaments.

Regarded as one of the elite decks entering the first BOTS tournament, Antiquities immediately demonstrated why. It hammered its way into the Final Four, where it met Apocalypse. In one of the best matches ever contested, Antiquities fell 3-2, forcing a fifth game but ultimately succumbing to the eventual champion.

Antiquities was expected to continue its advance toward the ultimate goal in BOTS II, but instead Antiquities took one step back. It advanced to the Top 8, and there held a 2-1 lead on Arabian Nights. But Antiquities suddenly collapsed and lost the final two games of the match with horrid draws, letting a match it had slip away, and with it a shot at the title.

The disappointment continued in BOTS III, as Antiquities took yet another step back - this time falling, and falling hard in the second round. The opponent? Torment - Antiquities’s opponent in these very finals you are about to witness. Torment swept Antiquities on that occasion, and the artifact deck had hit rock bottom.

Once a fan favorite, media darling, babe magnet, and an all-around cool guy, Antiquities began to battle depression. It wasn’t long before Antiquities took to the bottle, drinking itself into a stupor each day. But Antiquities was no quitter. Just when it seemed darkest, just when the beer gut was biggest - Antiquities pulled itself together and resolved to be the best - to rededicate itself to winning the whole thing. Antiquities began to work out again, rising each morning before sunup and running 10 miles along the beach. After a nutritious, balanced breakfast, Antiquities would hit the weight room until its muscles cried out “no more, no more!” It was during these workouts that Antiquities dreamed big - that it visualized winning the whole enchilada.

By the time BOTS IV rolled around, Antiquities was ready - both spiritually and physically. Oh yes, Antiquities was ready. Moreover, the decklist underwent a subtle but significant change - four clunky Jalum Tomes were removed - and taking the place of the departed Tomes was everyone’s favorite walking, talking luxury toilet - Onulet. This move proved to be the final piece of the puzzle for Antiquities - the missing link. Four slots that had contributed very little, four slots that had basically been a drag on the deck, were suddenly filled with a 2/2 creature that could be played on turn one with regularity, drastically improving Antiquities’s early game and increasing its aggressiveness that much more. Turn one Onulet, turn two Su-Chi - not bad, not bad at all. And the little life gain ability was just a nice bonus.

This was it. BOTS IV was Antiquities’s breakout performance, as it finally captured the championship. The fact that it proved anything but easy made it all the more rewarding. After escaping from a dangerous five-game first round encounter with Serenity-packing Weatherlight, Antiquities swept Urza’s Destiny. But then came the moment of truth. The artifact set fell behind 0-2 to Scourge in the division finals. Sure enough, Antiquities pulled off one of the greatest comebacks ever, mowing Scourge down in the final three games to take the match 3-2. Next up was Darksteel, a tough 3-1 victory for Antiquities. Then, in the finals, Antiquities battled Onslaught in perhaps the best title match to date, losing the first game, but once again rallying to take the final three. Antiquities had finally captured its elusive championship, and with a series of memorable performances under pressure.

Another Top 4 appearance followed last time out, but the dynasty talk was put on hold for at least another tournament when Antiquities’s old nemesis Apocalypse resurfaced once again to derail the artifact deck, this time 3-1.

Now, Antiquities has arrived in the finals for the second time in three tournaments. A win here and Antiquities becomes the first two-time champion in BOTS history, and arguably its first dynasty, as Antiquities would have two titles in three tournaments with a cumulative 13-1 match record over that period. But that argument will have to wait for now, because a monumental challenge lies ahead in the form of an evil adversary with dynasty ideas of its own……



…..Let’s meet our other finalist, shall we?




TORMENT

4 Laquatus's Champion
3 Mind Sludge
4 Shambling Swarm
4 Faceless Butcher
4 Rancid Earth
4 Nantuko Shade
4 Mesmeric Fiend
4 Chainer's Edict
3 Cabal Coffers
26 Swamp


Defending champion Torment has one very important characteristic in common with its finals opponent - Torment is also a certified buzz-saw, having sliced right through all of its recent opponents while encountering only limited resistance. In fact, Torment enters these finals having won nine consecutive matches. After capturing the championship last time, Torment will stop at nothing to become not only the first two-time BOTS champion, but the first repeat champion.

Torment is hardcore. Hardcore evil.

Torment is pure evil - a remorseless killer, a mono-black menace, a nightmare beyond your wildest dreams. Nothing is sacred. Not your creatures, not your mana, and not your hand. Death - what a pleasant fate when put up against the prospect of confronting Torment.

Your creatures aren’t going to survive. They’re going to get Edicted - Chainer’s Edicted. Or Butchered by a Faceless killer. Or perhaps two or three will die along with a Shambling Swarm.  Maybe one or two creatures will survive the carnage. But what then? What of the survivors? They have survived, but only to witness unspeakable horrors.

Indeed, those that do survive - they can’t stand up to the mighty Laquatus’s Champion. The Champs are Torment’s trusted assassins - Torment’s agents of death. If you are fortunate enough to avoid facing down a Champion, you will not be much better off against Natuko Shade.  Yes, the Shade is no bargain either, especially with the outrageous mana production of Cabal Coffers.  Games come to an end quickly when a 16/15 undead insect with an appetite for destruction is on the prowl.

Don’t even think of getting the early drop on Torment. It has plenty to do in the early game. Mesmeric Fiends take away an opponent’s key cards, Chainer’s Edicts prevent creature rushes, and Rancid Earth slows an enemy down - or just flat out buries him. Nantuko Shade will also make an early appearance if needed. Next comes the real trouble. Once Torment has four or five Swamps in play, its Mind Sludge time. The ultimate finisher, Sludge puts the opponent in his coffin and nails it shut. If you get hit with a big Sludge, you’re dead where you stand. It’s only a matter of time before the grim reaper’s forces come for you - perhaps a Champ, maybe a Shade if your lucky. Best to just concede and die peacefully. Or you can wait around and be torn limb from limb.

There is also the slow, painful death. Torment does that too, if need be. A creature Butchered here, another creature Butchered, an Edict here, a Rancid Earth there, some hits from Fiends, Butchers, and Swarms. Nothing big, but before you know it, you’re dead.
Torment can beat you in different ways - none of them pleasant. Bone-crunching is more like it.

How did Torment become the executioner it is today? Always regarded as one of the top decks, Torment nonetheless started off humbly, losing in the second round to Legends in the first BOTS tournament. Torment improved quickly, sweeping defending champ Apocalypse in the second BOTS tourney before ultimately losing a tough 3-2 decision to Masques. Torment edged still closer to the big prize in BOTS III. In the Top 4, Torment led eventual champion Mirrodin 2-1, only to watch as the affinity deck rallied for the win. An huge disappointment - but just as Antiquities had, Torment was paying its dues, forging strength from the intense fire of the tournament’s late rounds, gaining experience.  Just like Antiquities, Torment also had a personal nemesis of its own - Legends. The two met once again in BOTS IV, and once again Legends knocked Torment out in a second round sweep. Torment could only watch with envy as Antiquities walked away with its first title. But Torment’s wait wouldn’t be very long - BOTS V would be Torment’s breakthrough, its tribute to evil. Dominating the early rounds with sweeps over Visions and Urza’s Legacy, Torment met Onslaught in the division finals. A convincing 3-1 dismantling propelled Torment back into the Top 4, where it again met Mirrodin.  This time, Torment turned the tables and dropped the affinity deck with extreme prejudice, 3-1.  In the finals, Apocalypse gave Torment a little more than it bargained for - but in the end, Torment produced a commanding game five performance to capture its first title.

Now, after four straight massacres in this tournament, Torment finds itself back in the finals, on the verge of a remarkable achievement - back to back titles against a highly competitive field. Standing in the way is Antiquities - Torment’s counterpart in destruction. Torment wouldn’t have it any other way, nor would Antiquities. Let the battle begin.

So there you have it - your BOTS VI finals matchup. The power of cold steel in a contest against pure evil. A ruthless artifact death machine versus a wicked agent of evil. Both have pillaged, raped, and destroyed to get here. Both have left the battlefield littered with the bodies of those who dared stand in the way of the inevitable confrontation - the inevitable fight to the death between the two mighty machines. This was the match that had to happen. All that has come before was just the prelude to the coming storm. Now there is nothing left but ……

….THE ULTIMATE SHOWDOWN!


Check back later today to see what happened…if you can handle it.


SURGEON GENERAL’S WARNING: Not for individuals with heart problems, erectile dysfunction, or extreme sensitivity to excitement. If you are pregnant, please consider less strenuous activities such as croquet or backgammon. If you need to vomit at any time, don’t hesitate, but please use the bags provided. Do note, however, that there is no risk of Carbon Monoxide poisoning. Whoever told you that needs to get their facts straight.

Thank you, enjoy the show.
26  Vintage Community Discussion / Casual Forum / Final Four on: February 23, 2005, 02:25:17 am
THE FINAL FOUR

The ultimate showdown is set - defending champion Torment will face mighty Antiquities in a dream finals matchup between the last two BOTS champions! These two freight trains have been on a collision course the entire way - and now, having left the battlefield littered with the lifeless remains of their opponents, the two will meet at last to determine who the true master is!

The hideous evil of Torment vs. the metallic might of Antiquities - who will emerge triumphant? Let’s see how they each got to the finals.


MATCH 1 (D-1 Winner vs. D-2 Winner)


TORMENT d. URZA’S DESTINY, 3-0

In yet another tune-up for Torment’s inevitable showdown with Antiquities, Destiny crumbled like cheap porcelain in yet another romp for the mighty king of evil. There just hasn’t been much to say about Torment’s matches thus far - it has torn every opponent to shreds with its nightmarish creatures, efficient removal, and stifling disruption.

In fact, Torment has now won nine matches in a row, mostly in blowouts. How could there possibly be anything new to add to the story? How does this latest slaughter stand out from any of the others?

As hard as it is to believe, this one is different even from the rest - because for the first time in BOTS history, which now includes countless matches, including a great many lopsided ones - one deck failed to inflict even a single point of damage against the other (obviously discounting any matches in which Tempest lost, since it is incapable of inflicting damage and doesn’t do so even when it wins - the same would go for Visions).

Yes, that’s right - Torment has pitched the first ever series shutout against an opponent capable of inflicting damage - denying Destiny the dignity of causing even so much as a single point of damage. Three straight 20-0 results. Even Homelands and The Dark never suffered this cruel fate. A frightening show of force from Torment - but now it must face the ultimate challenge in Antiquities . . .









MATCH 2 (D-3 Winner vs. D-4 Winner)


ANTIQUITIES d. VISIONS, 3-0


After repeated failures with inferior decks, Visions stormed into the Final Four with its new Sandsipoise concoction, while Antiquities has been up to its usual tricks, demolishing foe after foe with ruthless brutality. Visions specializes in smashing aggressive strategies, having already smashed artifact giants Mirrodin and Darksteel. But Antiquities stands apart from those earlier victims for several reasons.

First, it has enough speed to potentially race the Visions creature lock, especially if Visions is unable to get the lock immediately on turn four. Antiquities is capable of significantly earlier kills than Darksteel, and although Mirrodin is also capable of the quick knockout needed to floor Visions, Antiquities can pull it off with even a bit more consistency.

Second, Antiquities has meaningful disruption in Strip Mine, which the other two artifact decks lack completely. Strip Mines can deny Visions an entire color at a huge moment - for example, Stripping a Plains to prevent Peace Talks or Equipoise, or ripping away an Island to deny Vision Charm. Strips can also be used simply to set Visions back a crucial turn, enough to mean the difference between victory and defeat in a matchup that involves a very slim difference between racing the lock successfully and falling just short.

Third, Antiquities can win with Mishra’s Factories even after the lock is in place - the lock will not deny Antiquities access to its lands, and of course Factory does not become an artifact creature until it is activated as such - which it won’t be until needed for the kill during Antiquities’s turn, safe from the Sandsipoise lock. If Visions stabilizes at a low life total, or even a mid-range life total, it can still lose even with the lock in play unless it has a Vision Charm or perhaps Forbidden Ritual to finish off the Factories for good.

Finally, since Antiquities does not lose its lands so long as it does not have more than Visions, it can also finish off a game after Visions has stabilized at a low life total with Triskelion powered out by Mishra’s Workshop.

For all of the above reasons, Antiquities earned a crushing sweep over Visions to advance to the dream bout with Torment.

GAME 1

The match could not have started better for Antiquities - first it won the die roll 9-7, then pulled an excellent hand that led to this absurd opening:

Turn 1: Mishra’s Factory, Candelabra of Tawnos
Turn 2: Mishra’s Workshop, use Candelabra, Triskelion
Turn 3: Another Workshop, use Candelabra to generate nine mana for
              Clockwork Avian and 3/3 Primal Clay, attack Visions to 16 with Triskelion

At this point, Antiquities had a turn four kill set up and Visions was in a hopeless position. Visions couldn’t tap out for Equipoise because Antiquities would win on its next attack (assuming it had a non-Workshop land to activate Mishra’s Factory - which it did - another Factory), but if it didn’t play the Equipoise, Antiquities would benefit just the same since the lock would be hopelessly delayed.  Forced into an impossible position by Antiquities’s blistering start, Visions used Vision Charm to phase Triskelion, but the vicious assault dropped Visions to 4 life. Resistance was futile, but Visions went through the motions anyway (hey, this is the Final Four), Vampiric Tutoring for Peace Talks before realizing how hopeless the situation was and just conceding.

Antiquities 1, Visions 0


GAME 2

Barely conscious and seriously injured from the shattering game one experience, Visions again fell behind when Antiquities churned out a turn one Onulet.  Visions cast Vampiric Tutor, played a second land, and passed. The luxury toilet hit for two and was joined by a Factory and a Su-Chi. Visions dropped a Plains and played Equipoise. Antiquities then played a very damaging Strip Mine on the Plains, delaying Sands of Time for at least two turns and cutting off the possibility of any Peace Talks. Visions fell to 10 on the attack from Chi and Onulet, and Antiquities added a non-threatening but nevertheless very cool Rocket Launcher just for the hell of it.  

Hey, Antiquities is so good that it can afford to toy with even the toughest opponents. Visions played a Swamp and passed. Antiquities added another Factory and a 3/3 Clay. Onulet and Chi struck Visions down to 4.  It was now or never for Visions if it was going to make any kind of move. Sands of Time hit the table, and Visions had a momentary reprieve. Antiquities lost all of its artifacts, while one Factory was tapped due to Sands of Time. Antiquities had no further land, so it needed both Factories to use either one. In order to do this, Antiquities cast Rocket Launcher so that all three lands would be tapped (and therefore untapped next turn). Visions took advantage of the momentary respite to Coercion a Triskelion, a near game-winner were Antiquities to draw another land.  Antiquities just drew another Trisk the very next turn - but still lacked the land to cast it or safely operate the Factories (Antiquities could attack with a Factory, but were it to be Vision Charmed, it would be lost forever to the Sandispoise combo, which would not allow a Charmed Factory to phase back in, and given Antiquities’s land situation, a more conservative play would be best, especially after drawing another Trisk).  So Antiquities played an Avian in order to make the three lands usable next turn (of course the Avian would phase out). Visions played a land and passed. Antiquities drew the needed fourth land and sixth mana (Strip Mine), allowing it to play the second Trisk, which shot Visions to 1. Visions drew and passed. Both Factories attacked for the win - and it was enough, as Visions only had one Vision Charm.

Antiquities 2, Visions 0


GAME 3  

Maddeningly for Visions, its masterful opponent again had the toilet draw -turn one Onulet. Visions Impulsed. Antiquities continued the dismantling with a Factory and yet another 3/3 Clay. Visions lacked Equipoise and had to settle for a Coercion, taking Strip Mine and leaving Antiquities with just a couple of Urza lands. But Antiquities had the start it needed and was in complete command of the game and the match. The next attack dropped Visions to 11, and it did not improve the situation very much with Wand of Denial and Peace Talks the following turn.  Antiquities then administered the knockout blow with a Triskelion, a move that convinced Visions to not even bother with its next draw step.

Antiquities has derailed yet another supposedly challenging opponent - bring on Torment for the ultimate showdown!
27  Vintage Community Discussion / Casual Forum / Final Four preview on: February 23, 2005, 12:39:52 am
Division play has concluded - now, only four combatants remain to battle for the hallowed and coveted title of Battle of the Sets Champion!


THE FINAL FOUR - MATCHUPS


MATCH 1: D-1 Winner vs. D-2 Winner


Urza’s Destiny vs. Torment


PRIOR MEETINGS:

None

HOW THEY GOT HERE:

Urza’s Destiny: Invasion 3-1, Champions of Kamigawa 3-1, Mercadian Masques 3-0
Torment: Prophecy 3-0, Fifth Dawn 3-0, Apocalypse 3-1




Match 2: D-3 Winner vs. D-4 Winner

Visions vs. Antiquities

PRIOR MEETINGS:

None


HOW THEY GOT HERE:

Visions: Exodus 3-0, Mirrodin 3-1, Darksteel 3-0
Antiquities: Homelands 3-0, Betrayers of Kamigawa 3-0, Judgment 3-1








THE FINAL FOUR - INTERESTING FACTS

-This Final Four features #1 seed (Antiquities), a #2 seed (Torment), a #3 seed (Urza’s Destiny), and a #4 seed (Visions).

-Antiquities is appearing in its record 4th Final Four

-Torment is appearing in its 3rd Final Four, bettered only by Antiquities’s four appearances

-Urza’s Destiny and Visions are appearing in their 1st Final Fours

-Antiquities (BOTS IV) and Torment (BOTS V) have won the previous two tournaments; if they meet in the finals it will be the first time the previous two champions have met in the finals, and the first time two championship-winners have met in the finals after already winning titles (Tempest met Mirrodin in the BOTS III finals, but Mirrodin had not yet won a title, a gap in its resume which it filled by beating Tempest, and Apocalypse met Torment in the BOTS V finals, with Torment taking its first title)

-Antiquities and Torment are both trying to become the first two-time BOTS champions

-Torment will attempt to become the first repeat BOTS champion

-The dominant 36-5 combined games record compiled thus far by the four remaining contestants thus far is the best ever aggregate record by the Final Four contestants at the conclusion of division play; none of the contestants have been pushed to a fifth game and they have combined for seven sweeps out of a total twelve matches
28  Vintage Community Discussion / Casual Forum / Division Finals on: February 22, 2005, 10:02:55 pm
DIVISION FINALS RESULTS



DIVISION 1


#3 URZA’S DESTINY d. #4 MERCADIAN MASQUES, 3-0

After losses in three previous quarterfinal appearances, Urza’s Destiny finally captured its first division title in a Masticore massacre over Masques.  Ironically, Destiny’s finest hour would not have been realized without the serendipitous aid of Masques in the first place - had Masques not rallied from 1-2 down versus Tempest, Destiny would have been forced to contend with Tempest, a guaranteed roadblock for Destiny.  But Masques disposed of Tempest, gifting Destiny with a match it couldn’t lose instead of a match it couldn’t win.

Yes, Destiny had sidestepped an impossible matchup and watched it replaced with one of its best - all thanks to the rebel alliance. Masques had courageously rescued Destiny from the cruel fate of Tempest’s creature lock.  How could Destiny ever repay the brave and noble rebels for the favor?

By murdering all of them with a giant mechanical cat, of course.

I’ll take that division title, thank you very much. That’s gratitude for you, alright.

As for the actual games, Masques came close in the first two, but just couldn’t pull either of them out. The rebels cut Destiny down to a precarious 1 life in the opener, but at the last possible moment Masticore roared off the top of Destiny’s deck to crush any dreams of an upset. After that crippling misfortune denied them a game one steal, the rebels again came close in the second, dropping Destiny to 3 before Masticore again showed up to ruin the party. Having put forth its best effort only to fall short twice, Masques had nothing left and lost the third game easily to another Masticore.  

The rebellion has been crushed - Destiny advances to the Final Four!




DIVISION 2


#2 TORMENT d. #1 APOCALYPSE, 3-1

This is getting very old for Apocalypse - for the second consecutive tournament, and third time overall, Torment has derailed Apocalypse's title hopes. Apocalypse made a serious bid to vanquish its nemesis in the finals last time, but Torment pulled it out in game five. This time, Apocalypse teased with a game one win before collapsing in three straight.

GAME 1

Apocalypse managed to take the opener on the strength of an early Phyrexian Arena - which by itself hardly guarantees victory (see the matchup preview for a discussion of Apoc’s problems vs. Torment) but is a good start. Next, Gerrard’s Verdict knocked out a Shambling Swarm and Mind Sludge. Then, a second Verdict dumped Laquatus’s Champion and Faceless Butcher. Despite the setbacks, Torment was able to deal with three Spiritmongers. Apocalypse finally ended it with a Desolation Angel.  

Apocalypse 1, Torment 0


GAME 2

Torment was undaunted, and bounced right back from its first loss of the tournament. An early Shade got a hit in before falling to Death Grasp, although the Shade was replaced with the capable services of a Shambling Swarm. Apocalypse, at 13, managed to knock out a Champion and a Butcher with a Verdict, then added a Lynx to defend against the Swarm. Lynx and Swarm stared at each other as another Swarm showed up. Apocalypse played Phyrexian Arena, but fell to 7 from the Swarms when the Lynx was cleared away with a Chainer’s Edict. However, Vindicate on a Swarm allowed Apocalypse to get a nice two for one, killing the other Swarm.  Apocalypse had the Arena working, although without much life to work with. Mind Sludge knocked out a Deed and a Monger, and uneventful topdecking ensued for a couple of turns until Apocalypse, down to 3 life, found a Spiritmonger. The Monger predictably fell to a flashbacked Edict (Torment kept another Edict in hand in case of Desolation Angel rather than using it over the Edict already in the graveyard - this way, Torment would be able to kill the Angel within two turns after recovery from the land destruction). Meanwhile, Apocalypse fell to 2 from the Arena, but gained 12 life from self-Verdicts over the next couple of turns, pulling out of instant death range if a Champion were to show up. Still, that failed to prevent a freshly drawn Champion from suddenly ending the game after Apocalypse exhausted its last remaining delay measure, a Deed which bought one more futile turn.

Apocalypse 1, Torment 1


GAME 3

An early Fiend took an Arena, while Edict eliminated Lynx. Apocalypse hit back with a Verdict and another Lynx. Torment could only manage an unspectacular Sludge, which knocked out a pair of lands. The game had settles into a leisurely place, unusual for this hard-hitting matchup in which casualties in the mana, hand and creature departments typically add up quickly.  However, this state of affairs was short-lived, as a Champion showed up to again tear Apocalypse apart.

Torment 2, Apocalypse 1


GAME 4

Apocalypse burned with desire for revenge, but Torment was just too tough once again. The mono-black monstrosity was slowed by a couple of early Vindicates and a Verdict, but Apocalypse couldn’t find green mana for a Spiritmonger. Torment would have had the Edict ready, but instead took the opportunity to play a Shade. Apocalypse played a sixth land and Grasped the Shade, going up to 24.  This left Apocalypse with four cards in hand, and seemingly in good shape. Nonetheless, Torment drew a key fourth Swamp the very next turn, giving it four Swamps and a Coffers.  This allowed Torment to put the dagger in Apocalypse with a four-card Sludge - knocking out Spiritmonger, two Deeds, and a critical Desolation Angel. As it turned out, Apocalypse’s next card was a Swamp - the seventh land that would have allowed Apocalypse to unleash the kickered Desolation Angel. Had Apocalypse declined to Grasp the Shade, Apocalypse could have kept the Desolation Angel and instead discarded the other four cards, which would have included the Grasp. From there, the Angel might have been able to race the Shade, depending on whether Torment could have drawn two Swamps within four draw steps (for Edict).  Although it is unclear what would have happened in that scenario, the reality was that Torment was on the verge of a return trip to the Final Four, and it wasn’t long before Apocalypse’s worst nightmare showed up - another Champion.

Torment’s top assassin once more stood ready to close out its rival, which it did in short order.

Apocalypse has once again been dealt with by Torment in the way it knows best - and the quest to become the first repeat BOTS champion remains on track.

Torment 3, Apocalypse 1



DIVISION 3


#4 VISIONS d. #2 DARKSTEEL, 3-0

Visions capped off a ridiculously easy run through a tough bracket with an easy sweep over Darksteel, which like Mirrodin was just not fast enough to race the Visions Sandsipoise lockdown with a straight-up aggro strategy. Previously downtrodden Visions grabs the Division 3 title with a 9-1 record and moves into the Final Four!




DIVISION 4


#1 ANTIQUITIES d. #6 JUDGMENT, 3-1

Judgment’s Cinderella run to the division finals has been one of the best stories of the tournament this far, but the fairy tale is over.  Children everywhere were enthralled by Judgment and its motley band of  creatures, but sadly for the youngsters, we know that all too often fantasy gives way to reality - in this case the cold, metallic reality of the Antiquities death machine.  As usual, the Antiquities buzz-saw is slicing through its opponents with icy and relentless efficiency. Antiquities lost its title last time, wants it back, and will do whatever it takes to whomever stands in the way of this goal.  Next in line was Judgment, which at least managed to make it a bit interesting for awhile.


GAME 1

Antiquities played first and immediately unloaded a beefy blast of artifact creatures in Judgment’s face. Turn one Onulet, turn two Su-Chi, turn three Strip Mine, turn four Triskelion. When Antiquities goes berserk like this, an opponent might as well just tip the hat and hope for better luck next time.

Antiquities 1, Judgment 0


GAME 2

Judgment waded through a couple of early Strip Mines and opened solidly with Suntail Hawk and Phantom Nomad. Antiquities had no Mishra’s Workshop, only a Factory and a couple of Urza’s Power Plants. This was Judgment’s chance, and it needed to capitalize. The Strips had slowed Judgment to the point of just a Hawk hit per turn while the Nomad and Factory just sat around. Antiquities, though, wasn’t doing anything either, and began to discard, stuck on three lands. It wouldn’t be long before Antiquities found a way out, but Judgment, still with just two Plains, couldn’t locate the Forest it needed to drop Elephant Guide on the Hawk.  Judgment didn’t wait long, though, as the Forest showed on the next draw. Antiquities again drew and discarded, while Judgment added a Brushhopper. Down to 6 life and facing two substantial threats, Antiquities elected to try its luck in the third game.

Antiquities 1, Judgment 1




GAME 3

Antiquities had not faced any significant difficulty thus far in the tournament, but it was about to face its first challenge. Even in an advantageous matchup, a 1-2 deficit tempts fate by bringing the tournament-ending bad draw into the picture. Antiquities actually surmounted an 0-2 deficit against Scourge on the way to the BOTS IV title, but it would be best to leave some margin for error this time. Sensing the danger, Antiquities attempted to regain control of the match. Judgment, though, was not cooperating, and neither was the opening hand.

Antiquities had pulled another lackluster opening, starting out with Mishra’s Factory, Urza’s Tower, and Urza’s Power Plant. After a mulligan, Judgment didn’t fly out of the gates either, making the first play with a turn three Brushhopper. Then Antiquities failed to draw a fourth land - and suddenly Judgment had an opening it needed to put itself in command of the match. Battle Screech + flashback (tapping the two Birds and the Hopper) poured the pressure on. Antiquities needed to get itself together right away. An Urza’s Tower did not provide Antiquities with the mighty Urza-land trinity (Tower, Power Plant, and Mine), but at least it enabled the arrival of Su-Chi. Judgment added a Spurnmage Advocate, but more importantly, put Antiquities on a serious clock with Elephant Guide on a Bird.  The Birds swarmed through the air, dropping Antiquities to 13. The mighty artifact deck could produce only a Tawnos’s Coffin before passing back. The situation was dire - the ferocious Birds flocked together in a deadly migration pattern for 7 more damage. Judgment added Glory and passed the turn back to Antiquities, only 6 life points from that dreaded 1-2 deficit.

Then, it happened…

Urza’s Mine on the draw! Remarkably, Antiquities had located the final piece of the Urza trinity at the last possible moment and could now produce eleven mana. Antiquities had suddenly gone from despair to euphoria - using nine of the available eleven mana, the mighty artifact deck used the Coffin to phase out the big Bird (reducing it to a 3/3 elephant since phasing kills tokens) and dropped a life-saving Triskelion.

Sickened by the sudden reversal of fortune, Judgment got the turn back and attempted to regroup as best it could, but the horse was already out of the barn and running wild.

Judgment went for an all-out attack. Su-Chi blocked the Hopper, while the Trisk blocked the Elephant. Before damage, the Trisk shot all three remaining Birds. Trisk and Hopper died, while Glory and Advocate got through to drop Antiquities to 2. The position was Su-Chi (and Coffin) versus Glory, Advocate and the Elephant token as Antiquities got the turn back.  Judgment still entertained dim hopes, but those hopes took a beating the following turn when Antiquities further secured the board with a pair of Clockwork Avians. Judgment added another Glory, but Antiquities answered with a third Avian! Any hopes of a Judgment reversal finally vanished completely a turn later when Antiquities added a Triskelion and another Coffin. Antiquities had scored a miraculous victory - and now, in a familiar position, could go for the kill.

Antiquities 2, Judgment 1


GAME 4

Judgment started off with a Suntail Hawk, but Antiquities immediately asserted itself with a turn one Onulet despite a mulligan. Strip Mine knocked out Judgment’s only Forest. Spurmage Advocate joined the Hawk. Antiquities played another Strip Mine but delayed further damage to the environment, instead using the Strip to play a Candelabra. Onulet banged in for its second attack, and it was Judgment’s turn once again. However, the gritty underdog had given its all and just had nothing left. With no further land, all Judgment could manage was a feeble attack. Antiquities was about to advance to a record fourth Final Four - now it was only a question of when Judgment would concede. The wait was not long - Antiquities summoned a Triskelion, and Judgment graciously conceded to its powerful adversary.


Antiquities 3, Judgment 1
29  Vintage Community Discussion / Casual Forum / Division Finals Preview on: February 21, 2005, 09:03:44 pm
THE DIVISION FINALS  - PAIRINGS & PREVIEWS


DIVISION 1

#3 Urza’s Destiny vs. #4 Mercadian Masques

PRIOR MEETINGS: None
TOP 8 HISTORY: Both sets are appearing in their 4th Top 8. Destiny has never advanced
                          further, while Masques made it all the way to the Finals in BOTS II,
                          losing to Tempest 3-1.
KEY CARDS/MATCHUPS: Masticore - the Cat should be able to run amok against Masques and singlehandedly deliver Destiny the division title. Masques’s only hope for stealing a game is to either catch a ‘Core with a Disenchant and no regeneration mana up or pray it doesn’t make an appearance. Another major problem for Masques is its inability to deal with Rofellos, which will only make Masticore that much more destructive. Masques would do well to take a single game.
                                     


DIVISION 2

#1 Apocalypse vs. #2 Torment

PRIOR MEETINGS: (2) Torment won 3-0 in the BOTS II Round of 16, and again 3-2 in the
                                  Finals last time out.
TOP 8 HISTORY: Apocalypse is appearing in its 3rd Top 8, while Torment is in its 4th.
                          Apocalypse won the whole thing in BOTS I and lost in the Finals to
                          Torment last time out. Torment made Top 8 in BOTS II, Top 4 in BOTS
                          III, and as mentioned, won the entire tournament last time.
KEY CARDS/MATCHUPS: This is a very difficult matchup for Apocalypse - winning two games in the Finals last time exceeded expectations. On Torment’s side, Chainer’s Edict is devastating, since Apocalypse has so few creatures - hence, Apocalypse will have a hard time winning with Spiritmonger, and Lynxes will do little more than soak up Edicts (which can be flashbacked anyway to kill Monger). As a result, Desolation Angel is Apocalypse’s main path to victory in this matchup. The other cards that have killed Apocalypse in the previous meetings have been Mind Sludge and the essentially invulnerable Laquatus’s Champion. Apocalypse can hang in if it gets a Phyrexian Arena into play, if it gets a major Vindicate land-destruction draw to pull way ahead in the early game (unfortunately for Apocalypse, Torment can also do this), or if can get a kickered Desolation Angel off in the mid to late game in an even to favorable board situation.  But whatever strategy Apocalypse employs, the matchup heavily favors Torment.






DIVISION 3

#4 Visions vs. #2 Darksteel

PRIOR MEETINGS: None
TOP 8 HISTORY: This is Visions’s first Top 8 appearance, but this is also Visions’s first time out with the Sandsipoise deck.  Darksteel has made three prior Top 8’s (including a Top 4), but likewise, this is Darksteel’s first time out with the Ravager deck. So prior history is not at all useful here.
KEY CARDS/MATCHUPS:  Simple: the Sandsipoise combo vs. Darksteel’s ability to win as quickly as possible. Unfortunately for Darksteel, for all of its raw power and tremendous synergy, it is not capable of very early kills even with its most aggressive draws. Mirrodin is capable of significantly earlier kills, and even that was not enough against Visions in the previous round. The bottom line is that Visions should win this match easily barring a series of shockingly awful draws (unlikely since it can just mulligan into early lockdown hands), since it can reliably get the lock in place by turn four or five.


DIVISION 4

#1 Antiquities vs. #6 Judgment

PRIOR MEETINGS: None
TOP 8 HISTORY: Quite a contrast here. Judgment, with its new G/W deck, is making its first
Top 8 appearance. Antiquities, on the other hand, has now appeared in a record five Top 8’s. With a win here, Antiquities would also claim a record fourth Top 4 appearance. Antiquities also has a title to its credit, winning the whole enchilada in BOTS IV.
KEY CARDS/MATCHUPS:  Antiquities is probably the best deck in the format, which obviously
makes it a favorite in just about any matchup. However, Judgment is situated particularly poorly in this matchup, as some of its best cards are far less effective than usual.  Glory, for example, is reduced to 3/3 flyer for five mana, which is certainly respectable and useful, but because Antiquities is entirely colorless, Glory’s fearsome graveyard incarnation ability is useless. As such, Glory is outclassed by Antiquities’s big flyers (Clockwork Avian and Tetravus) without the help of Elephant Guide. Ray of Revelation is reduced to Brushhopper fodder with no enchantments to target. So Judgment is denied the opportunity to go 2 for 1 in the enchantment destruction department. Those are two  individual examples of Judgment’s disadvantage - but two big picture problems sum up the matchup. First, Antiquities is faster than Judgment while possessing the ability to control as well. Antiquities can win either with fast hands of its own or by controlling Judgment’s rushes with removal and board stalls. In the former type of game, Antiquities can blow Judgment out of the water, and in the latter, Judgment’s assault will stall against Antiquities’s blocking and other defenses, while Antiquities wins at its leisure.  Even more disturbing for Judgment is the fact that from top to bottom, Antiquities’s creatures are just bigger and better. If Judgment is to make some noise here, it will need to come out with some of its fastest hands, preferably with Elephant Guide to push one big creature over the top, while hoping Antiquities pulls some sub-par hands - Judgment will lose almost every time if both decks draw optimal hands.  What Judgment needs is a combination of its best and Antiquities’s worst.
30  Vintage Community Discussion / Casual Forum / The Round of 16 concludes on: February 21, 2005, 05:19:14 pm
The Round of 16 concludes:


DIVISION 1

#3 URZA’S DESTINY d. #2 CHAMPIONS OF KAMIGAWA, 3-1

Consistent performer Destiny was in search of its fourth Top 8 appearance - which would a Division Finals matchup with Mercadian Masques. Champions was looking to build on its second round appearance last time and go one step further.  In a convincing display, Destiny outmuscled Champions, which was on the defensive at seemingly every turn. Although in theory it might seem that Champions can badly impair Destiny with Cranial Extraction, in practice this was not true simply because Destiny has twelve beefy win conditions (including Ancient Silverback and Masticore, both immune from Rend Flesh with regeneration mana open), plus some small critters that can poke away if given the chance. Throw in some essentially game-ending disruption in the form of Plow Under, and Destiny has the upper hand. Nevertheless, Champions is a strong deck and is not to be underestimated.

The match opened with a Distress knocking out a Silverback from Destiny’s hand. This was a promising start for Champions, especially since the overgrown ape would surely make a monkey out of Champions if given the chance. Even better, a Waking Nightmare knocked out Pattern of Rebirth and Heart Warden. But Destiny was hardly shaken by the events of the game thus far, and with a healthy amount of land, a Heart Warden, and a Dynamo in play, was able to fire off a debilitating Plow Under. A Thorn Elemental fell to Rend Flesh, but a Silverback and a Patterned Yavimaya Elder convinced Champions to fold it up.

Again, Champions started well, with a Nightmare knocking out Masticore and a Dynamo. Destiny managed to Pattern a Warden. Champions shot back with an Extraction, naming Silverback. Here was a truly disturbing moment for Champions that should have been a good one. The Extraction removed an ape from Destiny’s hand, as well as the other three from Destiny’s library, denying it the best target for a Pattern search. Still, it just wasn’t enough, as Destiny calmly shrugged off the potentially damaging Extraction with Plow Under followed by a game-winning Thorn Elemental searched out by the Warden. Kokusho showed up at the last moment, but that wasn’t going to cut it against the mighty Elemental.

Champions salvaged the third game thanks to a racing Kokusho, which beat out a Silverback, and Elder, and Rofellos thanks to a head start and a couple of Rend Fleshes.
But it was more Destiny dominance in the close-out fourth game. Turn three Masticore followed by Plow Under, and it was all over. Destiny was moving on to face Masques.




DIVISION 2

#1 APOCALYPSE d. #4 URZA’S SAGA, 3-0

Some matches come down to one card - sometimes the opponent’s strategy just can’t cope with that single card. This was one such silver-bullet match, and the card in question was Pernicious Deed. No matter how many times Saga unleashed Time Spiral, no matter how big the Processor tokens were, no matter how much mana Saga could generate - it didn’t matter, because Apocalypse would inevitably Deed the board.  

Saga would then be left with serious brain damage and no prospects of recovery - reduced to sucking its thumb while in the fetal position, drooling periodically, and capable of very little aside from asking for more apple sauce with infantile hand gestures.


#2 TORMENT d. #3 FIFTH DAWN, 3-0

Fifth Dawn is a good deck - a very good deck. It capably pumps out giant Bringers and Mantas. The mana situation is smooth and easy thanks to Joiner Adept, Wayfarer’s Bauble, and Channel the Suns. Engineered Explosives adds needed permanent removal. Eternal Witness gets any of the aforementioned options back from the graveyard for repeat use. Fifth Dawn just does it all, even balancing its checkbook, driving the kids to soccer practice, and holding down two jobs - all while working towards an electrical engineering degree at night school.  Fifth Dawn lives in a decent middle-class neighborhood and drives a Saturn. The kids are satisfied with a good TV dinner and help out around the house, the little angels.  Life is good. Yes, hard-working Fifth Dawn is an impressive piece of work, and has a lot going for it.  In fact, Fifth Dawn probably has what it takes to advance even further into the tournament, except for one major problem - its round two opponent just doesn’t lose anymore.

Defending champ Torment is in another league right now, not just winning every match, but routinely savaging its opponents in brutal sweeps. Remorseless and evil Torment is a black-hearted lord of darkness who will think nothing of leaving opponents crippled for life. Sadly, good citizen Fifth Dawn is now the latest victim of the mono-black menace, falling in three quick games. Fifth Dawn was just no match for Torment’s brutal mix of disruption, removal, and overwhelming creatures.

At this point, it seems that the only opponent who can stand up to powerhouse Torment is a certain buzz-saw on the other side of the bracket featuring a certain land that adds three mana usable only to play artifacts . . .  (end excessively obvious and potentially suspense-damaging foreshadowing).
Pages: [1] 2 3 ... 5
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.058 seconds with 15 queries.