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Eternal Formats / Miscellaneous / Re: Brainstorm, Flash, Gush, Scroll, and Ponder Restricted
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on: June 02, 2008, 09:36:12 am
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Lastly, to the folks who think that Ponder's axe was completely random please read BS and re-read Ponder. The DCI clearly wanted to axe the BS EFFECT. If they left Ponder then it would definitely have replaced the BS slots and the format would not have changed enough. Uh... I don't think anybody questioned that. That seems pretty obvious.
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Eternal Formats / Miscellaneous / Re: Brainstorm, Flash, Gush, Scroll, and Ponder Restricted
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on: June 02, 2008, 08:58:12 am
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Do you mean to say that you think it is important to be able to justify the B&R list to newcomers in order to convince them to try the format? I think that if a player new to the format is unable to comprehend the reasoning for the apparent contradiction between obviously powerful, yet unrestricted cards (Bazaar, Workshop, Ritual), and underpowered yet restricted cards (Ponder), then they are likely to shy away from the format. After all, if they can't even understand why Ponder is better than Bazaar (which it must be, because it's restricted, right?), then what hope do they have of succeeding and excelling in the format?
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Eternal Formats / Miscellaneous / Re: Brainstorm, Flash, Gush, Scroll, and Ponder Restricted
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on: June 02, 2008, 08:37:36 am
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Bazaar vs Ponder. Tell your friend, that Ponder is a free way to smooth your draws/mana development (almost no mana investment, replaces itself with "draw a card"), while Bazaar gives a similar ability to dig through the deck, but at an entirely different cost (1 card + 1 land drop investment to play it. Plus additional card disadvantage each time you use it). Bazaar however has the ability to dump stuff into your 'yard in an uncounterable way and has a nice interaction with certain dragons and goblins. Ponder is fixing your draws. Bazaar is an engine. They're entirely different, despite the digging thing.
But Ponder is not free. It costs a blue. Bazzar, on the other hand, is free. Just drop it into play. Can't be countered, can't be responded to. And Ponder is Sorcery-speed, whereas Bazaar can be activated at Instant speed. And Ponder is a one-shot deal that can be countered, whereas Bazaar is reusable and can't be countered. And while discarding cards to Bazaar could be seen as a disadvantage, it's not really, since they left Yawgmoth's Will in the format. Also, Ichorid seems to cope just fine with the card disadvantage. Bazaar is unquestionably more powerful than Ponder. Yet Ponder got the axe. It's insanity.
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Eternal Formats / Miscellaneous / Re: That Time of Month
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on: August 20, 2007, 07:56:02 am
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You completely ignored the tourney samples I listed
Dave, I'm not sure there's any value in the statistics you posted. Of course there are going to be lots of occurrences of a useful, unrestricted card. Why don't you post the numbers of Brainstorms, Force of Wills, or Polluted Deltas for those same tournaments? They'll be just as high as the Merchant Scroll count. So what does that mean? I would submit: "Nothing." If Merchant Scroll, Gush, and Flash all got restricted, what would Vintage look like? You'd have effectively killed combo and control. Stax would dominate. Some might say "Fish," but would Fish really be as strong in an environment devoid of combo and control? Why is there such a strong desire for the DCI to further meddle in the format? Is the current state of the format really so bad? I personally think it's very diverse and exciting. For all the fearmongering surrounding Flash, it utterly fizzled at Gencon. And while the finals were indeed a GAT mirror, I would say that has more to do with the players themselves than the deck. It's not like a couple random scrubs lucksacked their way to the top with a degenerate deck. It was a pair of very experienced Vintage experts. Here are the Banned/Restricted changes I'm hoping for in September: - Gifts Ungiven - Dream Halls and that's it.
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Eternal Formats / Miscellaneous / Re: That Time of Month
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on: August 20, 2007, 07:42:42 am
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Flash, Gush, and Merchant scroll being restricted would solve most of the problems facing type 1.
Wow. That'd be so incredibly boring. Without Gifts, Flash, Gush, and Merchant Scroll, you've pretty much just handed the whole format over to Stax. This may surprise you, but not everyone enjoys prison decks.
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Eternal Formats / Creative / Re: Utah Jazz : Ilusionary Mask
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on: July 13, 2007, 07:51:56 am
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First a question : where can i find an official information about the "errata removal"?
It was posted on Wizards' website a few days ago. I am also thinking in replacing stifle by trickbind, which slow the playing of dreadnought but prevents the counter on stifle that makes you loose 2 cards for nothing and allows a nice trick : - play phyrexian and ask "do you counter?" the opponent now faces a strange situation : "either i counter a card that is useless right now, if there is no trickbinb after, or i won't be able to counter later"... I'm not sure I understand what you're saying, or if it is legal. Under the new ruling for Dreadnought, here's how it would go: You play Dreadnought. His triggered ability goes on the stack. You seem to be saying you'd pass priority at this point, and if the opponent chooses to counter him, you get to save your Stifle. If he doesn't counter him, then you Stifle the triggered ability. But this doesn't work. Once you've played Dreadnought and passed priority, you've forfeited your right to Stifle his triggered ability, unless your opponent chooses to add more effects to the stack. If he declines, then Dreadnought's triggered ability resolves, without you having an opportunity to Stifle it. You would then have to choose between either sacrificing creatures with a total power of 12, or sacrificing the Dreadnought. Stifling at this point is not an option. This is why I suggested running a full complement of Stifles. You need 1 Stifle for each attempted hardcast Dreadnought. For Dreadnoughts that you sneak in under the mask, you can use the corresponding Stifle on a fetchland or something, to keep your opponent off mana. If I'm misunderstanding what you meant, please correct me. EDIT: Also, Trickbind is overrated, in my opinion. Stifle's primary attractiveness is to stop a Storm trigger when a combo deck is comboing out on you. However, most Tendrils-based combo decks will almost always Duress you before they attempt the lethal Tendrils. In this case, Trickbind is no more effective than Stifle. And in all other instances (Stifling fetchlands, Wastelands, Oath triggers, whatever), the opponent likely isn't going to bother wasting a counterspell on it anyway, so it becomes merely a twice-as-expensive Stifle.
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Eternal Formats / Creative / Re: Utah Jazz : Ilusionary Mask
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on: July 12, 2007, 02:44:33 pm
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You didn't mention it, so I'm not sure if you're aware or not, but the errata on Phyrexian Dreadnought is being removed. That means you will now have the option of hardcasting him, without the Illusionary Mask, and then Stifling his comes-into-play trigger. So you may want to up the Stifle count in the deck to 4.
Another thing I'd suggest would be to consider employing Dark Confidant. Dreadnought is virtually painless to flip to Dark Confidant, and when played via the Illusionary Mask, it can keep your opponent guessing as to what they're going to be dealing with.
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Report] 9th Place at Untouchables Vintage Triple-power, July 7
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on: July 11, 2007, 02:40:41 pm
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I'd say a deck that has people running a 4-of they can't cast is more format distorting than people running a card that is effective versus just about any threat your opponent can throw down That's misleading. You don't need to "play" the Leyline, you just put it into play before the game starts. It can't even be countered. And I'm not denying that Force of Will is great against many more threats, I'm saying it forces you to run blue. I'm saying decks that force everyone else to play decks based on blue is more metagame-warping than a deck that requires everyone else to include 4 cards in their sideboard, while leaving them the freedom to play whatever they like maindeck.
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Report] 9th Place at Untouchables Vintage Triple-power, July 7
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on: July 11, 2007, 10:34:54 am
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The problem with Flash, much like the problem with Trinisphere, is that it is not conducive to player interaction and it warps the environment by forcing all decks to hedge strongly against it. Trinisphere said "I'm going to play my 2 card combo, and unless you have FoW, I'm going to win the game a very high percentage of the time." Rich, I'm not sure the comparison to Trinisphere is valid. If you lose the die roll and Stax goes first, your only answer to Trinisphere is Force of Will. With Flash, there are multiple answers, and the most effective one is completely free and uncounterable: Leyline of the Void. It's easy for everyone to pack Leylines in the sideboard to hose Flash. But what were people supposed to pack in their sideboards to stop a first turn Trinisphere? There's nothing. They have to play blue. Leyline doesn't force you into black the way Force of Will forces you into blue. So in that respect, I would argue that Trinisphere had a far more metagame-warping effect than Flash is having. Flash one-ups Trinisphere. It says "I'm going to play my 2 card combo. If you have FoW, it's not going to be good enough an unfair amount of the time." But those times when it is enough don't just mean you survived turn 1, they mean you won the game, because Hulk Flash dies to its own Pact triggers. Hulk Flash is more all-or-nothing than Trinisphere. Stax matches didn't revolve entirely around resolving Trinisphere the way Flash matchups revolve around resolving Flash. A countered Trinisphere just means they'll try again later. A countered Flash (after a Pact has been played) is game over for the Flash player. No matter what their next topdeck is, they can't get back into that game. They're dead. a) It cheats mana costs more than any other combo deck. Look how many free spells it runs! We've grown accustomed to having a few free spells in Vintage. 30-35% of your deck though? That's absurd.
I would argue that Ichorid is a combo deck that also horribly cheats mana costs. However, Vintage is entirely about cheating mana costs! Oath gets you a creature worth 5WWW for the cost of 1G. Tinker gets you an 11/11 trampler worth 11 for 2U. Force of Will gets you a spell worth UU (counterspell) for the cost of 1 life and a blue card. Yawgmoth's Will gets you ... well, it gets you an effect that can barely even be quantified in mana terms, but it only costs 2B. Other decks are doing it too. Grow-A-Tog is back, and it rarely pays for Gush, but rather plays it for free. Some builds run Submerge in the sideboard, again, playing it for free. Many decks are packing Massacre or Contagion in the sideboards, for the "free" aspect. I think we're seeing an evolution in Vintage. A large number of decks are taking advantage of the unprecedented number of "free" spells available to them. I will agree, however, that Hulk Flash is one of the worst offenders. It gets by on a criminally low amount of mana (my build runs 16, plus the ESG). A nasty side effect of that however (as evidenced in my tournament report from last weekend), is that it has a hard time dealing with sphere-effects. Grand Arbiter Augustin, Sphere of Resistence, Glowrider, and Chalice for 0 are all very difficult for Flash to bust through. "Vintage, like the other formats with large card pools, always runs the risk of becoming non-interactive, meaning the games are little more than both players “goldfishing” to see who can win first. Trinisphere adds to that problem by literally preventing the opponent from playing spells. We don't want Magic to be about that, especially not that easily. If combo rears its head, we'll worry about it later. But for now, we want to people to play their cards. Really." Again, I'm not sure the comparison to Trinisphere is valid here. To beat Trinisphere, you have to mulligan into Force of Will, which means you have to play blue. To beat Flash, you have to mulligan into a Leyline, which doesn't force you into any color, since anyone can play it. Thus, I don't think Flash is as metagame-warping as Trinisphere was. I think the crux of the disagreement here is, "If a deck is so strong that it requires you to dedicate 4 slots to defeating it, is that an acceptable effect on the metagame?" I think it is. When Stax was strong, combo had to run Energy Fluxes in the sideboard, solely for that matchup. Was that so bad? When Gifts rose to power, people tried all sorts of things to stop it. Stifles, Shadow of Doubt, Children of Korlis .. the metagame was dedicated to beating Gifts. Yet Gifts wasn't restricted until well after the metagame had already adjusted to handle it anyway. Where do you draw the line between a metagame "evolving" and a metagame "warping?"
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Results] Blue Bell Tournament 6-30 (pics)
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on: July 09, 2007, 07:46:52 am
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See above, Leyline isn't even good enough anymore with Reverent Silence around....Leyline in play, Cast Rev Si, Opponent goes FOW, you go FOW/Pact, Flash, GG.
That's been my experience too. I've been pushing 4 Reverent Silence and 4 Massacre on the board since they deal with the most played problematic cards (Leyline and Mindcensor). But what do you take out to bring all that in? Plus, Leyline and Mindcensor aren't the only problems. If you're facing Mindcensors, then you're probably facing Bomberman, which means you'll need to deal with Engineered Explosives for 1, and possibly even Chalice at 2. Reverent Silence and Massacre don't do anything against those, so now you'll need to bring in something to deal with artifacts, too. How do you find room in Flash to bring in all this anti-hate? I played Flash at a tournament last weekend (report here), and this is what I encountered. In several games, I was prevented from comboing out by Spheres of Resistence, Glowriders (!), Grand Arbiter Augustin (!), Engineered Explosives, Aven Mindcensors, and of course Leylines. Most of the time, I didn't even bring in Reverent Silence, opting instead for more bounce (Chain of Vapor, Echoing Truth), since they would at least let me deal with whichever particular hate my opponent happened to land first. But that increased the demands on my mana. In a 59 player event, with allegedly 7 Flash decks in attendance, none of them made the top-8. However, that may at least in part be due to a metagame that was expecting lots of Flash, and was ready for it.
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Report] 9th Place at Untouchables Vintage Triple-power, July 7
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on: July 09, 2007, 07:39:30 am
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I was arguing that because archetypes are forced into mulling into Leyline, that they are far more likely to have to keep an unplayable hand on the basis of Leyine being in their opening grip. Is this really so different from needing to mulligan into an Energy Flux when playing against stax, or a Force of Will when playing against combo? If your numbers are correct and there were 7 Flash decks there, why didn't any of them make the top-8, if it's such a degenerate deck?
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Report] Untouchables Triple Power Tournament, 7/7/07
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on: July 09, 2007, 07:19:41 am
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For those interested, the metagame was comprised of about:
10 Fish-ish 7 Flash 7 GAT 5 Bomberman 3 UR Landstill 2-3 Stax 1 Gifts (the lonely version) 1 CS 1 URW Phid 1 Ichorid (pretty sure it was the only one) 1 Drain Tendrils 1 Rit-based storm combo
I noticed this too, Rich. I think the metagame is very interesting right now. Everyone knows Ichorid is extremely strong in game 1, but if you can side in Leylines, it has a lot of trouble in games 2 and 3. So everyone packs tons of Leylines. However, everybody knows everybody else is packing tons of Leylines, so nobody actually plays Ichorid. I noticed this on our team, too. We all expected there to be lots of Ichorid there this weekend, yet none of us were stupid enough to play it ourselves. It looks like it turned out that almost nobody was actually stupid enough to try and play it. Yet everyone assumes "someone else" will be playing it. Which begs the question, "Is Ichorid really a threat at all? How can it be, if nobody is playing it?" There's almost some sort of self-fulfilling prophecy going on here that is keeping Ichorid out of the metagame entirely, despite being theoretically very strong. Just something interesting I noticed this weekend. Ichorid hasn't put up any solid numbers, and nobody's playing it (except Albert Kyle), yet everyone just takes for granted that it's super-powerful and must be stopped.
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Report] 9th Place at Untouchables Vintage Triple-power, July 7
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on: July 08, 2007, 02:37:24 pm
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This is the sort of impact that these degenerate archetypes have on the format. This is heavy, heavy skewing of the nature of the game and the environment. It is reducing the level of interactivity in the format and has certainly become less fun. I don't think this is the right place for a restriction discussion, but like I said, Flash didn't put up the results this weekend. That said, an awful lot of people ran Leylines in their sideboards, even when they had no realistic way of ever hardcasting them, including several of my opponents. I think a lot of people are running it out of fear of Ichorid, too, but I only saw 1 Ichorid player there this weekend. Everybody seems to assume that Ichorid is going to be a powerhouse, so they run Leylines in the sideboard, but I think we're seeing that nobody is gutsy enough to actually play the deck, especially knowing all the Leylines are out there. I played in this event and I ended up splitting in the finals and I can safely say that out of all the events that I've played in, this one was the least fun. I spoke with a fair number of players at the event regarding the state of the environment that also agreed with me, so I know I'm not alone.
Well I'd disagree with that, I thought it was plenty fun. I don't know what the actual metagame breakdown was, but I only know of 3 Flash decks that were present (myself, Mike, and Scott Bailie. I'm sure there were a couple others I missed, but the overwhelmingly dominant archetypes this weekend were GAT and U/W Fish decks. They were all over the place. So I'm not sure how 3 or 4 Flash decks could've ruined the party when they didn't even top-8. But maybe I'm misjudging how many Flash decks were there. I had a great time, and I'm looking forward to the Lotus event in October.
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Eternal Formats / Global Vintage Tournament Reports and Results / Re: [Report] 9th Place at Untouchables Vintage Triple-power, July 7
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on: July 08, 2007, 01:40:06 pm
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You seem to really fear Leyline, so why didn't ever bring in Reverent Silence? As with any combo deck, there's a strong risk of over-sideboarding. In my earlier matchups, I found the problem cards were more than just Leylines. It was Aven Mindcensors, Engineered Explosives, and Chalices. I found I needed a more versatile way to address post-sideboard threats, so my strategy was to focus in bumping up the count of bounce in my deck. In a couple matchups, I actually did bring in Reverent Silence, but I never got to cast it. Plus, my bounce spells can be searched out with Merchant Scroll, whereas Reverent Silence can only be found with 3 of my tutors. Also, is there a reason that you didn't play massacre on the board?
When I heard the Quebec guys weren't coming, I (wrongly) assumed the Bomberman count would be low. As it turned out, there was still plenty of Bomberman present, and not running Massacre in my sideboard was a mistake. Next time, I'll run it. It's a strong answer to Aven Mindcensor. I'm not sure why you wouldn't want to run at least some off color moxes or a mana crypt. Moxen really help power out a turn 1 kill so you don't have to worry about things like Duress or EE as much (plus you can play more turn 1 scrolls). I understand that Pact/ESG can provide this support at times, but you can't rely on that for mana unless you are comboing out that turn. This is probably the second-biggest debate regarding Hulk Flash (the first being which kill condition is the best). Myself, Mike, and Ryan Trepanier had a lengthy discussion about how much mana to run, and whether or not to run Street Wraith. Mine and Mike's position is that a deck like this seeks to win out as fast as possible, so Street Wraiths are a necessity to help you dig faster. And since we're only running an effectively 57-card deck (due to the Street Wraiths), the mana requirement is lower. Mike and I both ran with 17 mana sources (16 plus the ESG), which seemed ridiculously low to me at first. Heck, I put more mana than that in my 40-card draft decks! How can a 60-card Vintage deck get by with so little? Well, it turns out that the deck is incredibly cheap. Look at my list, look at the cards that I intend to play for free: Street Wraith (cycle) Pact of Negation Summoner's Pact Daze Misdirection Force of Will Lotus Petal Black Lotus Mox Sapphire Mox Jet Nothing in the deck costs more than 2 to cast. That said, "why not trade some of those fetchlands for moxes, and really speed up your kill?" I think that's what you were asking, right? Well, we tested it, and it turns out that when you run with so few mana sources to begin with, you're only going to see 1 or 2 in your opening hand most of the time. If they're a couple off-color moxes, then the hand is unkeepable. In any game, you're only going to see a few mana sources, so it's essential that they're in colors that you can use. Upping the mana count to something more reasonable (Ryan advocated 20) takes away slots somewhere else, and the deck is already extremely tight. Look at my list again, I was only running 3 Brainstorms. I'd have loved to run 4, but something had to make room. It's very tight. And the results speak for themselves, I went 4-1-1 with this build. And you're right about the ESG. It's tempting to side it out after game 1, but it's crucial that you leave it in. It allows all 4 of your Summoner's Pacts to function as a colorless Mox. In game 2 of round 6, I needed to do exactly that, Pacting up my ESG to cast Flash after committing the rest of my mana to chaining obstacles. I found that this often makes up for the low mana count, and helps power out a turn-1 win now and then. Thanks for reading.
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Eternal Formats / Global Vintage Tournament Reports and Results / [Report] 9th Place at Untouchables Vintage Triple-power, July 7
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on: July 08, 2007, 11:11:46 am
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On Saturday, July 7, 2007, Untouchables held a triple-power tournament in Mississauga, Ontario. 59 players attended. First prize was an Unlimited Ancestral Recall, second prize was an Unlimited Time Walk, and third was a Beta Timetwister. Fourth got some cash, and a raffle was held for 4 Antiquities Mishra's Factories (all 4 seasons) for players who preregistered. A free single-elimination side event was held for a Mana Drain, after round 3 of the main event. Team Wasted Travel once again decided to make the trip, since power tournaments are non-existent in Ottawa. 4 of us made the trip, chaffeured in style by Mike and his BMW. Myself (Hulk Flash), Mike Gouthro (Hulk Flash), Glenn Miller (Gro-A-Tog), and Robbie Patterson (Bomberman) represented Ottawa. We drove up Friday night and stayed at a local Novotel. We briefly considered testing and deckbuilding, but decided instead to check out one of the hotel's bars and make sure beer in Toronto tastes the same as it does in Ottawa. I'm happy to say it does, but we had to make sure. We topped off our evening with a round of Jaeger-bombs, then raided the room's minibar for some chocolate. We checked out around 9:30 AM Saturday morning and made our way to Untouchables. Turns out they don't open until 10:00. We had breakfast at the mall's McDonald's (except for Mike, who opted for undeniably healthier fare at CoffeeTime - way to set the example Mike). Untouchables opened and we went inside and mingled. The North Bay crew made the trip, but sadly, the Quebecers couldn't work out transportation arrangements and didn't attend. They'd announced this a few days earlier on the forums, so I expected much less Bomberman than usual in the metagame, which was a big part of my decision to play Hulk Flash. Turns out there was still plenty of Bomberman in attendance, and I faced my share of it. Leading up to the event, I'd been wavering between 3 decks: Hulk Flash, Bomberman, or Gro-A-Tog. I decided to play Hulk Flash, as did Mike. However, Mike opted for a build that runs 3 Duresses, whereas I decided to run 2 Dazes and a 4th Protean Hulk instead (Mike only ran 3 Hulks). I ended up finishing better than Mike, but I don't know if you can attribute that to our card choices, as I didn't cast Daze a single time all day. Here's the list I ran: 4 Protean Hulk 4 Virulent Sliver 1 Heart Sliver 1 Elvish Spirit Guide 3 Street Wraith 4 Force of Will 3 Pact of Negation 2 Misdirection 2 Daze 4 Flash 4 Summoner's Pact 3 Brainstorm 1 Ancestral Recall 4 Merchant Scroll 1 Chain of Vapor 1 Vampiric Tutor 1 Demonic Tutor 1 Mystical Tutor 1 Black Lotus 1 Lotus Petal 1 Mox Sapphire 1 Mox Jet 4 Polluted Delta 3 Flooded Strand 2 Island 2 Underground Sea 1 Tropical Island Sideboard 4 Leyline of the Void 2 Chain of Vapor 3 Echoing Truth 3 Hurkyl's Recall 3 Reverent Silence Shortly after 12, it was announced that we had 59 players. There would be 6 rounds of Swiss and cut to top 8. One thing I really like about Untouchables is they're quite prompt with respect to minimizing the time between rounds. When the last match of a round finishes, the next round usually starts within 10 minutes, which is really nice. Thanks to advice from Stephen Menendian, I kept good notes throughout the tournament without losing my focus on the game (with one exception). I used shorthand which let me reconstruct all my games in detail. However, for those of you with the attention span of an ADHD 5 year old who just chugged a Red Bull, here's the ... EXTREMELY SHORT VERSION Round 1, LOST 1-2 vs. UW Fish with Grand Arbiter Augustin and Sphere of Resistence due to crucible-strip-lock. Round 2, WON 2-0 vs. UW Divining Top/Counterbalance Fish through Stifle on Hulk Round 3, WON 2-1 vs. Hulk Flash mirror, he mulled himself too low game 3 Round 4, DRAW 1-1-1 vs Bomberman, too hard to bounce both Leyline and Engineered Explosives Round 5, WON 2-0 vs. Gro-A-Tog, drew great hands Round 6, WON 2-1 vs. Bob-Bomberman, Chained the hate and won I finished 4-1-1, but just missed the top-8 cutoff, finishing in 9th place out of 59. And for those of you who prefer a blow-by-blow analysis, here's the ... EXTREMELY DETAILED VERSION Round 1 vs. Andrew Van Leeuwin, UW Fish w/ Spheres and Grand Arbiter Augustin Andrew rolled a 17 and I rolled a 4, he elected to go first. Game 1: I kept a hand with 2 lands, a Flash, and a Hulk. A turn 2 win. I didn't know what I was up against, so I decided to take a shot. Andrew had an explosive opening, leading off with a Mox Ruby, Tolarian Academy, Ancestral Recall, and a Mox Pearl. On my turn, I laid my Polluted Delta and passed the turn back. On his turn 2, he tapped out and played Grand Arbiter Augustin IV, making all my spells cost 1 more. Unable to stop it, my turn 2 win just got pushed out to turn 3. He passed the turn back to me, and I laid my other Polluted Delta. One mana short of going off, I had no choice but to wait. On his turn, he swung with the Grand Arbiter, laid a strip mine, and Brainstormed into a Sphere of Resistance, which he played. I cracked my Polluted Deltas finding Islands to drop a Mox Sapphire. On his turn, he played a Crucible, getting a Crucible-Strip lock on me and effectively ending my game. He beat me down with the Arbiter. However, he didn't know what I was playing, so I had the sideboard advantage. I brought in some Hurkyl's to try and deal with the Spheres, probably a bad call on my part. Massacres would've been much better, but I wasn't running any. Game 2: On the play this time, I had a solid opening hand: Black Lotus, Island, Merchant Scroll, Protean Hulk, and 2 Summoners Pact. I lacked the protection, but I didn't see him play any countermagic in game 1, so I risked it. I played a Black Lotus, and laid an Island. I cracked the Lotus for blue, casting Merchant Scroll finding Flash. I cast Flash, he had no response. Turn 1 win. Now that he knew what I was playing, he headed back to his sideboard. Game 3: Back on the play, Andrew led with another strong opener, playing Mox Pearl and a Flooded Strand, breaking the Strand for a Tundra and casting Time Walk. On his Time Walk turn, he cast a Glowrider, which I had to read. This was bad news for me. I had kept a hand with Flash and Hulk, but my only mana was a pair of Moxes (Jet and Sapphire). The Glowrider put me in a position of desperately needing to topdeck a land. I didn't find it. He attacked with the Glowrider and scrolled up Ancestral Recall. A couple turns later, Grand Arbiter Augustin came down, locking me out even further. His creatures slowly beat me down in what was a very frustrating first matchup. Matches: 0-1-0, Games: 1-2-0 Round 2 vs. Simon Locke, UW Divining Top/Counterbalance Fish My first match finished pretty quickly, so I had been watching my teammate Glenn finish his round 1 match. Simon had been Glenn's opponent, so I knew exactly what Simon was playing. They had played to a draw. I felt a little bad sitting down against him (he recognized me and knew I'd been watching), but that's what happens sometimes. He'd know what I was playing soon enough. Simon rolled a 2, I rolled a 15 and elected to play first. Game 1: I laid and Island and passed the turn. Simon laid a Flooded Strand and passed the turn back. I played a Brainstorm, a Flooded Strand, dropped a Mox Jet, sacrificed my Strand for a Tropical Island, then cast Merchant Scroll for a Flash. On my end step, he cracked his Flooded Strand for his own Underground Sea and Brainstormed. On his turn, he played an Island and dropped a Counterbalance, which I let resolve. I had a Force of Will in hand, but I'd have to pitch my Flash. At this point, I had the win in hand. However, he had just watched me scroll up a Flash, and Brainstormed, and played a Counterbalance, so I was pretty sure the top card of his library would have a CMC of 2 to counter my Flash. So on my turn, I decided to wait for him to draw the (CMC 2) card he'd Brainstormed back before trying to go off. I played a Flooded Strand, then hardcast a Virulent Sliver. On his turn, he laid his own Flooded Strand and played a Voidmage Prodigy. However, he had only 1 untapped land left (the Flooded Strand), so he would be unable to use it this turn. I still had Force of Will, but that wouldn't stop Counterbalance from hosing me. On my turn, I topdecked a Chain of Vapor, cast it on his Counterbalance, then cast Flash. He had no response. I found the rest of my Slivers and swung in for the win. Game 2: Simon went first, playing a Polluted Delta and passing the turn. I laid my own Delta and passed the turn back. On my end step, he cracked his Delta for an Underground Sea. On his second turn, he laid a Flooded Strand and cracked it for a Tundra. He passed the turn to me. I laid a Lotus Petal, cracked my Polluted Delta for an Island and cast Flash and Summoner's Pact before passing priority. He let the Summoner's Pact resolve, so I found Hulk, but he attempted to cast Stifle on the Hulk's trigger. I had the Force of Will, and that's game. Matches: 1-1-0, Games: 3-2-0 Round 3 vs. Scott Bailie, Hulk Flash A mirror match. It turns out that Scott is even using the same kill condition as me, with the Slivers. We rolled a pair of D6's. I rolled a 9, Scott rolled a 3. I of course went first. Game 1: We both mulliganed, him to 6 and me to 5. I led with a Mox Jet and a Polluted Delta, then cycled a Street Wraith. On his turn, he laid an Underground Sea and a Black Lotus, then Brainstormed and laid his own Mox Jet. On my turn 2, I sacrificed my Delta for an Underground Sea, cast my own Brainstorm, and laid another Polluted Delta. He then laid a Tropical Island, sacrificed his Lotus for red and cast a Heart Sliver. I was surprised! He tapped the Tropical Island and cast a Virulent Sliver, and swung with both, burning for 1 and taking me to 15 (but more importantly, 2 poison counters). I cast Flash, it resolved, I found my Slivers and swung for the win. His 2 Slivers were tapped so they couldn't block, plus his own Virulent Sliver gave my Slivers an extra "Poisonous" attribute, making all my Slivers Poisonous:5. I swung for 25 poison counters. I sided in 4 Leylines. Game 2: Scott of course goes first. I had a Leyline in my opening hand but no mana. I hoped the Leyline would hold him off long enough to assemble my win. I started the match with the Leyline in play and Scott took his first turn, playing Polluted Delta, cracking it for an Underground Sea and casting Ancestral Recall. Not a bad opener! I attempted to Force of Will it, but he had his own Force to protect it. It resolved. He laid a Mox Pearl and passed the turn. I drew for my turn and still had no mana, so I did nothing and passed the turn back. He played a Flooded Strand, then tapped his Sea and Pearl for Merchant Scroll. He scrolled up Echoing Truth, then sacced his Flooded Strand for a Tropical Island. I drew for my turn, still not finding land (but I did find another Force of Will). I did nothing and passed the turn back. He laid a Polluted Delta, using it to fetch another Underground Sea, then passed the turn back to me. Still not finding land, I did nothing for the third turn in a row. On my end step, he attempted to Echoing Truth the Leyline. I had no choice but to use the Force of Will, removing Flash. On my turn, still no land. On his turn, he Brainstormed. On my turn, once again, nothing. On his fifth turn, he hardcast his own Leyline. We played "Draw-Go" for a few turns until I eventually found a Flooded Strand. I cracked it, Brainstormed, and found Lotus, which I played. I cracked it for green and hardcast a pair of Virulent Slivers. He eventually bounced my Leyline and resolved Flash, attacking for the win. This game went on much longer than Flash games are supposed to last. Game 3: Back on the draw, Scott mulliganed to 5. I assumed he was looking for a Leyline. Fortunately, I had my own in my opening hand, but this time I also had some mana to support my game. I opened with my Leyline, and was surprised when Scott didn't do the same. On my first turn, I laid an Underground Sea and passed the turn. Scott laid a Mox Jet and passed the turn back. No land? Ouch. On Scott's end step, I cast Vampiric Tutor for Ancestral Recall, deciding my best chance was to capitalize on the card discrepancy between us. On my turn 2, I drew and cast the Ancestral. He attempted a Misdirection, but I had the Force of Will to protect it. On his turn, he did nothing, and on my turn 3, I Flashed for the win. Matches: 2-1-0, Games: 5-3-0 Round 4 vs. Robbie Patterson, Bomberman It really sucks getting paired against teammates. We briefly discussed a draw or a concession, but we decided to play it out. I rolled a 6, Robbie rolled a 4. I chose to play. Game 1: I laid a Tropical Island and hardcast a Virulent Sliver. On Robbie's first turn, he laid an Island and a Mox Emerald, then passed the turn back. I laid an Underground Sea and attacked, taking him to 19 and 1 poison counter. I then laid a second Virulent Sliver, and mentally slapped myself as I recognized I should've played the second Sliver BEFORE attacking, as then Robbie would have 2 poison counters now instead of just 1. At any rate, I then attempted an Ancestral Recall, which Robbie attempted to Misdirect. I Misdirected in response, and my Ancestral resolved. I laid a Lotus Petal and passed the turn. On Robbie's turn 2, he cracked his Strand for a Tundra, then cast Trinket Mage, which I Forced. He laid a Polluted Delta and passed the turn. On my turn 3, I drew Flash, then cast Demonic Tutor for the Hulk. At this point, I debated just finding another Virulent Sliver, as he had no creatures, and the 2 Slivers already in play would dole out 6 poison counters, taking him to 7 total. Then next turn, if even 1 Sliver got through, he'd have 10 poison counters. He'd need to cast 2 creatures on his turn to stay alive. Nevertheless, I went for the Hulk and attempted to Flash. Robbie cracked his Delta in response, then Brainstormed, and drained my Flash. I attacked with 2 Slivers, taking him to 5 poison counters. It didn't matter, as he couldn't resolve a creature and my 2 Slivers delivered 4 more poison counters, taking him to 9. The next turn, he was in the same situation, needing 2 creatures. He showed me his hand. He could've cast the Trinket Mage, but was 1 mana short of getting the Salvager too, so 1 Sliver was destined to get through and deliver the lethal poison. Game 2: Robbie leads off with a Black Lotus, cracking it for white, using 1 of it for a Sol Ring, which I Force of Willed, sensing a Salvager in my future. It turns out I acted 2 quickly, as he used the remaining 2 white to drop an Engineered Explosives for 1. Ouch! That shuts off my combo until I can deal with it. On my turn, I dropped a Flooded Strand and passed the turn. Robbie laid a Tormod's Crypt on his turn 2, which didn't worry me as it does nothing against the Sliver kill. On my turn, I laid another Flooded Strand, cracked both for an Underground Sea and a Tropical Island, then cast Merchant Scroll finding Flash. This was probably a mistake, I should've gone for Ancestral. On Robbie's turn 3, he dropped a Wasteland and nuked my Underground Sea. On my turn, I did nothing, having only 1 mana and an Engineered Explosives at 1 sitting out there. Robbie followed up with a Strip Mine on my Tropical Island the next turn, clearing my board. Why oh why didn't I get the Ancestral. I played a Mox Jet, and we settled into "Draw-Go" mode for a few turns, before Robbie eventually tried to Flash in a Mindcensor. That's bad news for me, but I couldn't do anything to stop it. Robbie beat me down as I drew everything except land. Game 3: Back on the play, and with Robbie mulliganing to 5, I felt I had a good chance. That feeling evaporated as Robbie dropped a Leyline into play before the game started. Still, I wasn't too worried, as I had sided in extra Chain of Vapors to deal with his hate. I led with an Island, Mox Jet, Brainstorm, which resolved. I passed the turn and Robbie dropped an Engineered Explosives at 1. We went back and forth a bit, until he tried to cast a Mindcensor, which I Force of Willed. He resolved a Trinket Mage, but knowing the Crypt and Needle were useless against me, and already having his Engineered Explosives in play, he opted for some extra mana and found a Mox Pearl. I had everything I needed in my hand, but needed to deal with the Leyline and Engineered Explosives. Trinket Mage beat me down for several turns, until I finally had 2 Chain of Vapors in my hand, but I lacked the mana to cast both, plus the Flash, on the same turn. I waited until his end step and tried to bounce the Engineered Explosives. He Drained it. Sigh. A few turns later, I Merchant Scrolled for another Chains. Now with 2 in hand again, I made my move. I Chained the Leyline. It resolved. He now only had 2 cards in hand, and one was the Leyline. I Chained the Engineered Explosives. My heart sank as he hardcast his Misdirection, saving his Engineered Explosives. Trinket Mage continued to beat. I noted the time was almost up, and I made my final, desperate move. Having exhausted my supply of Chain of Vapors, I cast Demonic Tutor for Black Lotus, played the Lotus, then cracked it for green and hardcast Protean Hulk. My hand was 2 Force of Wills and a Pact of Negation, and I had the mana to pay the upkeep of the Pact, should it come to that. I was down to 2 life at this point, so I held my Hulk back to stave off the Trinket Mage. Time was called, we went to turns, and I dedicated my countermagic to keeping him from playing more creatures. It turned out to be unnecessary anyway, as Robbie couldn't find any more creatures. We went back and forth for our 5 turns and drew. We again discussed conceding, but decided that we both still had a chance to make it in with a draw on our records. This decision turned out to be our undoing, as it meant one of us was very likely to get paired against another teammate, Glenn, who had taken a draw in round 1. Matches: 2-1-1, Games: 6-3-1 Round 5 vs. Glenn Miller, Grow-A-Tog The nightmare scenario, another teammate. If I'd known this is how the numbers would work out, I'd have insisted Robbie and I agree to a win instead of a draw. However, I'm not intimately familiar with how the voodoo math behind DCI Reporter works its magic, and didn't see this coming. Glenn and I decide that since we both already have 1 draw on our record, a draw at this point is not an option. We play it out. I roll a 19, Glenn rolls a 15. I'm on the play. Game 1: I led by cycling Street Wraith, playing a Polluted Delta, and cracking it for a Tropical Island, and hardcasting a Virulent Sliver. Glenn played a Library of Alexandria and passed the turn back. This didn't bode well for me, as Library's card advantage can quickly become insurmountable. I needed to end this game ASAP, or at least make him play cards from his hand and get him below 7. I already had Flash/Hulk in hand, but I didn't have any protection. On my turn, I laid a Flooded Strand and cracked it for Tropical Island, then cast Merchant Scroll, which Glenn Force of Willed. I swung with my Sliver, dealing a poison counter. On Glenn's turn, he laid a Tropical Island, then tapped out to cast Time Walk, which resolved. On his Time Walk turn, he cast a Quirion Dryad. On my upkeep (I was tapped out from the attempted Merchant Scroll my prior turn), I cast Mystical Tutor for Pact of Negation, and drew it. On Glenn's turn, he dropped an Underground Sea, but did nothing else. I untapped and cast Flash for the win, with Pact of Negation backup. Game 2: Glenn mulliganed to 6 and started with a Leyline in play. He led with an Island and a Mox Emerald, then passed the turn. I dropped a Flooded Strand which I cracked for an Underground Sea. On my end step, he attempted to cast Opt. I cast Ancestral Recall in response. He cast Force of Will, which I Misdirected to his own Opt. My Recall resolved and Glenn was not happy. I drew into goodness. On Glenn's turn, he cast Merchant Scroll for his own Ancestral Recall, but didn't have the mana to cast it. On my turn 2, I cast Vampiric Tutor for Flash on my upkeep, drew the Flash, played Black Lotus, cracked it for blue, used one of the blue to Chain the Leyline, then cast Flash. Glenn had the Force of Will, but I had both Pact of Negation and Force of Will (with another blue card) to protect it. Glenn was a little miffed that the deck was so resilient, and rightfully so. That's precisely why I decided to play it today! Matches: 3-1-1, Games: 8-3-1 Round 6 vs. Eugene Lo with Bob-Bomberman After round 5, I looked at the standings. Eugene was the only other person with 10 points whom I hadn't played yet, so I was certain I'd be playing him. I did a little scouting, and the North Bay guys clued me to what he was playing. Not another UW-fishy matchup, geez. We rolled a set of D6's. Eugene rolled an 11, just barely edging out my 10. He chose to play first. Game 1: Eugene led with a Tundra, then a Black Lotus, which he broke for black, casting Duress, taking my Ancestral Recall. He used the remaining mana to cast Thirst for Knowledge. Not a bad start! On my turn, I laid an Underground Sea and my own Black Lotus, then passed the turn back. I'd been relying on that Ancestral Recall, and it really hurt to lose it. Eugene Brainstormed on his main phase, then laid a Strip Mine and nailed my Sea, leaving me with just the Lotus. He laid a Mox Sapphire and passed to me. I laid a Flooded Strand and passed back. He laid his own Strand, which he broke for Underground Sea and cast Trinket Mage, finding Pithing Needle, which he lacked the mana to cast. On my turn, I laid a second Flooded Strand. On Eugene's fourth turn, he attacked with the Trinket Mage, then cast the Needle, which I casually let resolve. He named Flooded Strand. I'm such an idiot! I looked at my board: Flooded Strand, Flooded Strand, Black Lotus. Doh. Huge misplay on my part. He followed up with an Ancestral Recall, Lotus Petal, and a Wasteland. I played a Mox Sapphire, giving me at least a little mana combined with the Lotus. On his turn, he attacked with the Trinket Mage, then dropped Engineered Explosives for 0. He played a Dark Confidant and popped the Engineered Explosives, leaving me with just a pair of useless Flooded Strands. Sigh. At least he doesn't know what I'm playing (or so I thought - after the match, he said he put me on Flash when he saw the Elvish Spirit Guide in my hand when he Duressed me turn 1). Still, he didn't know what kill I was using. I figured I'd let this game play out and see as much of his deck as I could while hiding my own cards, so I'd have the sideboarding advantage. He attacked with the Trinket Mage and Dark Confidant while I drew no more lands. Game 2: Still upset about my huge misplay, I gave myself a mental gut-check to straighten up and pay attention. I led with a Flooded Strand and passed the turn. He laid his own Flooded Strand, but followed up with a Mox Jet, Mox Sapphire, and a Lotus Petal. Wow! He cracked his Strand for a Tundra, then cast Thirst for Knowledge, which I thought was a mistake. Why not hang onto the Lotus Petal to discard to the Thirst? He ended up discarding 2 non-artifacts, missing out on the real card advantage potential of Thirst for Knowledge. This was probably the big mistake that cost him this game, but then again, I don't know what else was in his hand. On my turn 2, I laid an Underground Sea, cracked my Strand for an Island, then cast Merchant Scroll finding Pact of Negation. On his second turn, he dropped a Wasteland and hardcast a Leyline of the Void. I thought maybe that's why he played the Lotus Petal instead of ditching it to TFK, but if Leyline had been in his hand at that point, he'd have put it into play before the match began. He must've Thirsted into it. At any rate, I Forced the Leyline, and he couldn't protect it. He Wasted my Underground Sea, leaving me just the Island. I wasn't worried, I had 2 Summoner's Pact in hand. On my turn, I cast Summoner's Pact for Hulk, which resolved. Then I cast Summoner's Pact for Elvish Spirit Guide, which again resolved. I pitched the ESG and tapped my Island to Flash in the Hulk, which resolved. I went through the combo, because he wanted to see what I was using for a kill condition. Game 3: I mulliganed to 6, he kept his opening 7. Thankfully, no Leylines showed up to spoil my fun. He led with a Mox Sapphire, Mox Ruby, Tolarian Academy, and a Chalice for 2. Wow, Eugene had some lucky opening hands this matchup! Game 1, land + Lotus. Games 2 and 3, land + multiple moxes. On my turn, I laid a Flooded Strand and broke it for a Tropical Island, hardcasting a Virulent Sliver. He eventually got out both a Wasteland and a Strip Mine, and I was sitting on a pair of Fetchlands. He played an Engineered Explosives for 1. He stripped my Tropical Island, leaving me with just the 2 fetchlands. I had the necessary 2 Chains of Vapor for the Chalice and Engineered Explosives, and I had the win in hand with protection, but my only mana sources were the 2 fetchlands. If I broke them on his end step to Chain the Explosives and Chalice, he'd strip one of them and prevent me from being able to cast Flash on my turn, then he'd just recast them. I need either another mana source, or for him to tap his Wasteland and Strip Mine. I put pressure on him by attacking with the lone Virulent Sliver, eventually taking him down to 14 life (or, more importantly, 6 poison counters). I'd forced his hand: he popped the Engineered Explosives to stop the pain. Now, I only had the Chalice to deal with. I topdecked a land, broke my fetches, chained the Chalice and Flashed for the win, needing to use both Misdirection (pitching the second Chain of Vapor I'd been holding for the Engineered Explosives) and Pact of Negation to protect it. Matches: 4-1-1, Games: 10-4-1 At this point, I felt my chances of making top-8 were great. I had gotten paired up in round 2, facing Simon, who'd drawn with Glenn in round 1. Robbie won his matches too (although one of his opponents hadn't shown up so Robbie won by default, hurting his tiebreaks). Nevertheless, looking at the standings prior to this round, I felt we both had realistic chances, and it was pretty much a given that one of us would make it in. The standings went up. I sat in 9th place and Robbie was in 10th. We'd both just missed the top-8. I went through all the phases: denial ("How can that be? What must've happened in the matches above us? Maybe one of my match slips got filled out incorrectly? How can 4-1-1 not make it?"), anger, blame ("Robbie and I should've agreed to a win/loss instead of a draw"), disappointment ("This sucks, let's get out of here and go home."), and eventually acceptance. The tournament was a lot of fun, but it was incredibly frustrating to put up such a great showing and still go home empty handed. It seems to be the story of my tournament life lately. Glenn and Mike also finished in the top third of the field, but none of us won anything. If either Robbie or I had scooped to each other, then things would've been a lot different. I guess that's how it goes sometimes. Now I know better. We drove home and had a spirited argument about whether or not Flash will be restricted in September. I was the only "no" voice.  The deck is undeniably strong, but it's not without its weaknesses. Leyline on its own isn't that hard to deal with (the deck has the necessary bounce maindeck and 4 Merchant Scrolls to find it), but when combined with other hate (Engineered Explosives, Chalice), it becomes difficult to combat. I think more tournament results are needed before definitively saying whether or not the deck is degenerate or format-warping. The bottom line is that both Mike and I were playing Flash, and neither of us even made the top 8, let alone winning anything. Apparently, not a single Flash deck made the top-8. So what did I learn about the deck? It's ridiculously easy to play, and pretty resilient. It has room for loads of protection, and has the answers it needs to get out of situations. It has an "Oops I win" factor that puts off a lot of players. I firmly believe the Sliver kill is the best one devised to day. It's unaffected by Pithing Needle and Tormod's Crypt, both of which hose the Kiki-Jiki kill. The deck has a difficult Bomberman matchup. Mindcensors, Chalice, and Engineered Explosives are all "must-counters" for the deck. If you're playing the Kiki-Jiki kill, you can add Pithing Needle and Tormod's Crypt to that list. With the Sliver kill, even if a Virulent Sliver gets stuck in your hand, you can just hardcast it. If a Heart Sliver shows up in your hand, you'd need to either Brainstorm it away, or just go off on your opponent's end step, untap, and win regularly without haste. That's till 16 poison counters. If they block one, 12 still get through for lethal. It doesn't feel nearly as clumsy as the other kills devised. Flash is here at least for the summer, and I think there's still room for improvement. We'll see if it puts up the results to warrant consideration for restriction. It was pleasant to play a deck that isn't as mentally demanding as other combo decks, but I still managed to find ways to make play mistakes (not popping fetchlands in response to a Pithing Needle, scrolling up Flash when Ancestral is the better target). Thanks for another great tournament, Untouchables. See you in October for the Lotus event.
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Eternal Formats / Miscellaneous / Re: [Premium Article] So Many Insane Plays - GroAtog v. The World
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on: July 06, 2007, 09:51:26 am
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I put alot of time, energy and effort into these articles. While I understand the nitpicking, I really think it is misplaced when you consider the broader context.
Stephen, don't let it get to you. Personally, I think a large part of the reason for the nitpicking is the desire of some people to be able to say to themselves, "I found a mistake Stephen Menendian missed." There's a little bit of hero-worship at play here. You're pretty much the closest thing to a celebrity that Vintage can boast, so naturally you're going to attract all sorts of attention and criticism. A little appreciation would go a long way to making this seem like a fun way to help support the hobby I love instead of being nitpicked for things that aren't really that important or critical....
Well, you can add my name to the list of people who subscribed to premium solely to read your articles. And like I said, maybe you should try looking at the nitpicking as a compliment. People hold you in such high regard that finding your mistakes actually boosts their own self-esteem.
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Eternal Formats / Miscellaneous / Re: GT - Gush Tendrils
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on: June 15, 2007, 02:12:45 pm
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I like the idea of taking this deck more in the direction of Brain Freeze over Tendrils, for all the reasons listed by other posters. However, my one fear is that if I play this deck in a tournament, I'll get paired against some chump playing Oath and I'll be unable to win. What's this deck's strategy against Oath when using the Brain Freeze kill? With Gaea's Blessing in their deck, doesn't that virtually nullify the Brain Freeze kill? Is your only hope to catch them when they're stuck with Blessing in their hand, or hope to take both post-sideboard games with an alternate win condition?
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20
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Eternal Formats / Miscellaneous / Re: GT - Gush Tendrils
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on: June 08, 2007, 09:00:38 am
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I've been doing some extensive testing with this list, and I'm still on the fence regarding its potency. In my experience, it seems this deck takes longer to reach critical mass than other, faster combo decks, but when it does, it really goes off like crazy. Last night, one game resulted in 16 copies of Mind's Desire, which led to a Tendrils for at least 70. Even the Street Wraiths have contributed to some pretty cute tricks. In one game, my opponent attempted to cast a Trinisphere. I Mystical Tutored up a Force of Will, cycled Street Wraith to draw it, then countered it. However, overall I found my games against Stax difficult. The combination of lock components (specifically Sphere of Resistance and Chalices), plus the vulnerability of my manabase (I lost a lot of games due to Wasteland/Crucible, given that the list only runs a single basic island and no swamps or forests), I wonder if the deck is too slow.
I haven't tried tweaking the list yet, but given that I now have some test sessions under my belt, it may be time to start making some adjustments. Chalice for 1 cripples this deck. Recurring Wastelands cripple this deck. On the plus side, the Gushes enable it to combo off without needing to rely on its graveyard, which is heavily hated in the current metagame.
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21
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Eternal Formats / Creative / Re: Giftsless Gifts
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on: June 04, 2007, 09:47:34 am
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Haven't we already had this discussion about a hundred thousand times? Gifts is better than Intuition; therefore, Gifts should be run over Intuition. After all, Intuition piles are just Gifts piles -1.
Isn't that oversimplifying it a bit? Couldn't you easily say that Gifts is better than Intuition in the same way Opportunity is better than Ancestral Recall? You can't ignore the difference in CMC. It may be small, but in Vintage, it matters.
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22
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Eternal Formats / Creative / Re: Flash Oracle Text Returned to original wording!
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on: May 01, 2007, 07:43:46 am
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Okay for the oracle text that reads "put into play". Thanks for the answer.
It's interesting (and a little disappointing) that this card doesn't function analogously to the "Flash" mechanic formally codified in Time Spiral. Creature cards with "Flash" are still "played." They count towards storm, their "comes into play" effects trigger, and any "if you played this card from your hand" clauses are satisfied. With "Flash", the Blue Instant however, they don't count towards storm, and they are not "played from your hand." It would have been nice if Wizards could have harmonized the mechanic with its namesake Instant and have them function identically. Anyway, it's now May 1st, and this ruling is still listed for "Flash": 04/10/2004 You choose the creature card, optionally pay its mana cost, then put it into play if you paid the cost or into the graveyard if you didn't. All this happens during the resolution. This still makes it ambiguous as to whether or not the card ever "entered play" if you didn't pay its mana cost. This ruling appears to directly and unequivocally state that if you don't pay the cost, then the card never "comes into play." If this is how the interpretation of the card stands, then all this discussion is moot. The combos don't work. I think we still need clarification from an official source regarding whether or not this ruling stands, or is superceded by the removal of the errata.
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23
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Eternal Formats / Creative / Re: Flash Oracle Text Returned to original wording!
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on: April 26, 2007, 01:58:48 pm
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Look at the date on that ruling. Then look at how he noticed the Oracle text was changed recently. Seems like that ruling is out of date.
Yes, I know. But it's still there. If they've changed the wording to specifically enable an effect, wouldn't they delete old rulings that contradict the new way they want the card to work? That was my question. Perhaps since they left the ruling there, this was nothing more than a grammatical update, but the intent is still that the creature never actually enters play.
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Eternal Formats / Creative / Re: Flash Oracle Text Returned to original wording!
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on: April 26, 2007, 01:07:06 pm
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Gatherer still lists several rulings for "Flash", and one of them is: 2004-10-04 You choose the creature card, optionally pay its mana cost, then put it into play if you paid the cost or into the graveyard if you didn't. All this happens during the resolution.
Doesn't this directly contradict what we've assumed the new wording permits? How do you reconcile this ruling with how we think (want) the new Oracle wording to work?
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25
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Eternal Formats / Creative / Re: Future Sight blue pact?
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on: April 20, 2007, 12:04:04 pm
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Remember, we're not arguing about one tourney where Gifts did well; we are looking at 15 months worth of tourney data at major events. That's valid, but you must also remember that the tournament data we're analyzing is still fairly geographically localized to the metagame of Northeastern United States and Eastern Canada. In order to conclusively evaluate an objective "best deck," you'd have to take a wide selection of all possible builds of all possible candidates, test them all against each other, and record the results. Furthermore, this would only give you a comparative ranking of how the decks fared against each other in game 1. Factor in sideboards, and it gets even more difficult. Do you assume the same 15-card sideboard available for all matchups? Or do you permit the decks to draw on their usual sideboard answers for each matchup? That said, I do agree that the eventual winner would likely be a deck that strongly resembles modern Gifts variants, simply owing to that deck's virtually unsurpassed density of restricted/overpowered cards. This to me will constitute fleeting excitement in the format, because once we experience how cool these broken cards are we will tire of it very quickly and get more annoyed by the speed of the format and the overwhelming power of the Will/Storm centric archetypes
Unfortunately, I think you're right on this point. Wizards has given us some new tools to speed up certain decks, but this time they've neglected to include the usual checks and balances. There's no Meddling Mage or Null Rod or Pithing Needle in this set to offset the new combo tools. While I think the majority of these cards are being overhyped, they will nevertheless have an undeniable "speeding up" effect to the format. However, I think the DCI is more likely to address this with targetted restrictions (Bazaar, Grim Tutor) before we see the outright banning of Yawgmoth's Will. (I don't want this to turn into another "restriction" thread, but before I get attacked with the cries of "Restrict Bazaar, are you nuts?", consider this: Which is more broken in today's Vintage metagame: Library or Bazaar?)
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Eternal Formats / Creative / Re: Future Sight blue pact?
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on: April 20, 2007, 09:54:08 am
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Remember that more binary in nature doesn't automatically make for a weaker archetype Strictly speaking, a "binary" deck would be a deck characterized by only being capable of existing in two states - winning or losing overwhelmingly. I have no problem with this term being applied to certain decks because, quite frankly, it's appropriate. Decks that strive to go "all-in" as quickly as possible are very aptly described as "binary." If you can stop them, then they'll lose. If you can't, then they'll win. I agree with Peter that such a characterization does not necessarily imply a weaker archetype. A deck that explodes 90% of the time, but completely dies the other 10% of the time at the slightest resistance is still a very strong deck. But with absolutely no long-game capability, how else could you describe it other than "binary?" How does that even qualify as a dichotomy, much less a false one? I am in fact echoing Flores' argument that if you're not playing the deck that produces the best stats in major events (in terms of ratios of decks played to the number of t8s/t4s/t2s), you're playing the wrong deck.
Here, I've got to strongly disagree with you, Peter. This is a classic fallacy. If a tournament is held with a great, diverse metagame, and Goblins happens to win it (it's happened), then everyone took your advice and played Goblins at the next event, what will the top-8 look like? Of course, it will be entirely Goblins. This sets up a self-fulfilling prophecy, where since Goblins is the deck that's winning all the tournaments, people following your advice would conclude that it must be the best deck in the format and will play it. If, however, one rogue player shows up with an Oath deck, or some other deck with a great Goblins matchup and wins the whole thing, is that a fluke? Or, in that metagame, was Oath the "objectively best deck?" This also demonstrates why there can be no single "objectively best deck," as every deck must compete against a dynamic metagame. As for the pact, I think it might find a home in a couple of the fastest combo decks, but nowhere else. We've seen so many cards in the past couple of years that have promised to turn Vintage on its ear (Pithing Needle was supposed to make Dragon extinct, Quicken was supposed to usher in a new breed of combo decks, then Children of Korlis spelled the end of combo) that I'm very cynical now when it comes to evaluating the impact new cards will have on Vintage.
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Eternal Formats / Creative / Re: Vintage Oath
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on: November 14, 2006, 11:09:05 am
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Here's my updated build:
This is probably about as good as you're going to be able to make it without adding power. That said, this deck is very, very weak in the current Vintage metagame. First of all, by not running any Moxes, you can never cast a first-turn Oath, which is a HUGE play for Oath. Secondly, by not running Time Walk, you are giving away many wins that you could have sealed. Time Walk is critical in Oath, and often means an instant-win. Those two shortcomings severely cripple this deck. Another aspect I wanted to comment on was the Muddle the Mixtures. I played an Oath deck with Muddles in it for a long time. They worked very well, since Transmuting can't be countered (only Stifled), and my deck had several decent Muddle targets (Oath, Echoing Truth, Time Walk, Demonic Tutor, Mana Drain, Regrowth). In my opinion, the strongest synergy was with Time Walk and Regrowth. If I resolved Oath, I could Time Walk and get a free hit in. Then I could Transmute Muddle for Regrowth, Regrow the Time Walk, and Walk again for a devestating second consecutive turn of Oathing and attacking. Without Time Walk (and Regrowth), Muddle is considerably weakened. Also, I often found it was merely an overpriced tutor, and made the deck too slow. And I only ran 2, and I had good tutoring targets. You're running 4, and you lack Time Walk and Regrowth. That's waaay too many. I understand why you're running Compulsive Research over Thirst (because you have no artifacts), but I think you're underestimating the efficiency difference between an Instant and a Sorcery. In the early game, if you have 3 mana available, you can keep it open to represent Drain, and if your opponent passes the turn without doing anything threatening, you can spend that mana on a Thirst to dig 3 deeper through your deck. With Compulsive Research, however, you have to tap out on your own turn, and basically give your opponent a turn to do whatever they want. In Vintage, if a deck doesn't run power, then it must punish the decks that do. That's why Fish runs Null Rod and/or Chalice of the Void. Your deck would seriously benefit from either of these additions. It would at least buy you a little time, which you'll dearly need to cast those slow sorceries. My recommendation to you is play in proxy tournaments and add the power to this deck. Even with power, Oath is a tier-2 deck these days. Without power, it doesn't stand a chance. If you can't find any proxy tournaments in your area, I would suggest you put together a Fish deck packing Null Rods.
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Eternal Formats / Miscellaneous / Re: Should Gifts be Restricted? An outsider's perspective.
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on: November 02, 2006, 01:09:36 pm
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My assessment of Gifts Ungiven is that currently, no other unrestricted card in the format equates to a win as much as a resolved Gifts Ungiven. I'd argue that Trinket Mage comes close, but I'm Canadian.  Other examples might be Oath of Druids, Goblin Welder (admittedly, not so much anymore), and as you mentioned, Grim Tutor. The question is how much give do we allow for cards that, after resolution, most certainly lead to a victory. How high is our threshold in that regard? (...) Is Gifts Ungiven a card like that? Or is it a little too easy to resolve and swings games a little more than we would like. JDizzle raises a great point. My friends and I have spent a bit of time discussing whether or not Gifts should be restricted (for very different reasons than the original poster). Gifts is essentially a Demonic Tutor that grabs 4 cards instead of 1. In a format packed with swingy, restricted bombs like Vintage, Gifts becomes extremely powerful. Does the "different names" clause matter when the cards you're getting are restricted anyway? It's a massive swing in tempo that is almost always unrecoverable for the opponent. The color has a lot to do with it. Gifts has lent itself well to blue-based decks, while Grim Tutor has a prohibitive cost for blue decks. Thus, Mana Drain and Gifts Ungiven form a lethal combination, but Grim Tutor and Mana Drain do not. You've hit on a very important point here. Would Gifts be nearly as great if it weren't so easy to cast with Mana Drain mana? Would it enable such a dominant deck if it were costed at UUU (1 less CMC than its actual, current cost)? Ironically, probably not, in my opinion. I'm pretty confidant that Gifts Ungiven has been under careful consideration for restriction within the DCI, behind closed doors. And I wouldn't be surprised to see it put on the list at some future date. The comparison with Fact or Fiction is particularly apt. If FoF is worthy of restriction, then surely Gifts is, no?
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Eternal Formats / Creative / Re: [New Card Discussion] Angel's Grace
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on: September 22, 2006, 07:39:32 am
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Sadly this one doesn't work against Tendrils of Agony due to the life loss instead of damage (unless the wording is incorrect). But does anyone see this as a last ditch effort type of card?
Strictly speaking, I think it does work against Tendrils, just not indefinitely. Typically with Tendrils, once the last Tendrils copy resolves and you find yourself at 0 life, you're instantly dead. As soon as "any player would receive priority," you've lost the game. With this card, however, if you cast it anytime before the final copy of Tendrils resolves, it looks like it would give you until the beginning of your opponent's turn to come up with an answer. Sure, you'd be sitting there at -2 life, but it'd be just as though a Platinum Angel were temporarily in play. You'd have time to play spells to try and get your life back up above 0, or win yourself (unlikely if your opponent just gained 20 life).
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