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1  Vintage Community Discussion / Non-Vintage / FishyTog Top 4 In Akron OH on: November 12, 2007, 10:45:00 pm
Friday, November 9th I piloted my home brew UB FishyTog deck to a 4-2 (including one scoop to a teammate) finish and a four-way split in the top 4. 19 players attended for 5 rounds before cutting to top 8. The deck i played was:

//Lands// (24)

4x Polluted Delta
2x Flooded Strand
4x Underground Sea
1x Island
1x Swamp
4x Chrome Mox
4x Mishra's Factory
4x Wasteland

//Creatures// (14)

4x Dark Confidant
4x Looter Il-Kor
3x Shadowmage Infiltrator
3x Psychatog

//Spells// (22)

3x Damnation
3x Slaughter Pact (having this forced made my day. Having a land flipped via counterbalance to counter this ruined my day)
2x Jitte
3x Duress
4x Force of Will
3x Daze
4x Brainstorm

//Sideboard// (15)
4x Chalice
4x E Plague
3x Extripate
3x Pithing Needle
1x Jitte

My rounds went as follows:

Round 1
vs BGw Aggro-control (goyf, watchwolf, bob, lions, serra avenger, deed)

Game one I'm on the draw and mull to six to keep a hand of (fetch, C Mox, Duress, Looter, Force, Shadowmage) and he leads with a savannah lions. I draw a brainstorm and lead with Land, Mox (imprint duress), crack fetch, play looter. He plays a second turn goyf which I force with brainstorm. (counting on hitting a land with looter and winning via shadowmage/looter card advantage) I draw a chrome mox and looter finds me a jitte in its place, which I play. He drops deed on his turn and swings me to 16, passing the turn. I cannot find another land to play shadowmage, so I swing in and grab counters on Jitte. His turn he swings, pops deed for two (leaving me with only a sea and 18 life) and plays a serra avenger, who finishes the game quickly.
Game two a turn one bob into turn two Dr. Teeth finishes the game quickly alongside a timely daze on a deed. (I boarded in a jitte, and three needles for deed in place of 3 duress and 1 daze.)
game three he gets double E Witness and blocks Tog for eternity while I turn over more and more useless cards allowing him to CA/Deed FTW (I once saw bob flip chrome mox, a draw of chome mox, and looted a chrome mox)
One of the main problems I had in theese games was that I never saw a damnation, though I had at least one constant card drawing/filtering effect online each game. Frowns.

Record 0-1
Round 2
vs Jacob Redfern (from my team) and affinity (with vial, bob, and (goyfs which we couldnt find) sans enforcers and frogmites (which replaced the absent goyfs))

Jacob was 1-0 and had been paired down against me. I scooped to him and we played it out for the lulz. Our games were very sloppy, as I was depressed at starting out 0-2 and he was depressed over not having goyfs. We make infinite take-backs (like him misclicking with chrome star colors and disciple) and me drawing before paying for a pact on his plated flyer. Frowns all around, as he did beat me 2-1 in the games we played anyhow. (though double disciple did help game three)

Record 0-2
Round 3
vs UGr Thresh (three or four thresh decks were being played, and this unfortunate fellow had allready played a UGr player and mulled horribly vs a combo player.)

Game one I'm on the play and open with a Confidant off a mox (bob gets forced with a force) and he answers with a goose which I daze. I replay my sea and play a looter. (which he forces !!! with a spell snare) He then resolves a Goyf against me, (go figure i cant see two alnds, two threats, and four counters) which I answer turn three with Dr. Teeth. Turn four he swings a 3/4 goyf (instant, (my fetch), creature) whcih I block with Dr. Teeth and one card in hand (four in the bin) I pump goyf twice to a three four (ensuring that we both agree on the abilities resolving) and notify him that Tog just ate the only land in a bin, and that goyf was now a 2/3... and ask him if his last card happens to be bolt... It is, and goyf and Tog trade with the help of a bolt. My next card happens to be a shadowmage to go with the jitte in my hand and finkle carries jitte to victory.
I board out three duress (starting to think theese should be cashseize, yet I'm hesitant to play seize, bob, and fetches in the same deck) and two dazes for one jitte and four chalices.
Game two is the silliest game of magic I've played in quite some time. I'm on the draw, and at seven I see no lands, at six, i see a factory and no moxen, at five I finally see a Sea and a brainstorm (should be fine on the draw with 23 remaining land cards out of 55.... right?) with an active force. He keeps a hand of lands a goose, and a goyf. Goose resolves, and I draw a chalice. I play Sea, Brainstorm... no lands in the top three.... mega-frowns. I force his Goyf, and goose begins the slow race one by one. After drawing through the two non-lands, I come across ANOTHER brainstorm, which I play and hit.... no lands. He has been intentionally playing lands off the top of his (18 lands in the darn) deck, and resolves another non-thresh goose around turn six. The 1/1s go the distance and end-game, I have a bigger grave than him as he reveals his hand of 4 lands and a daze. Sidenote: if i had actually seen the one daze left in the deck, I may have won this by tapping sea, playing chalice for zero, dazing with sea, replaying sea and playing either a bob or a looter.
Game three I get down looters on turns one and two, and he has a goose and a later goyf (which I let resolve per what i have in my sculpted hand at that point: pact,pact,Tog) I attempt to pact his goyf, which he forces (best two for one EVAR!!! ) and I pact again!!! and play my now-safe Tog. Tog wins handily after I pay for my layaway Dark Banishing the following turn.

Record 1-2
Round 4
vs Suicide Black

He is playing old-school sui, and leads game one with carnophage, which i answer with factory, mox, looter followed by two zombie-enchants. Looter filters my hand for a few turns while factory keeps 'phage tapped and the zombies at bay. I force the only shade he sees, and after he dumps his hand I damnation into Tog + Jitte FTW.

I board out 3x Shadowmage and 3x Slaughter pact (thank god for looter, as theese were absolutly dead in this matchup) and 3x duress for 4x chalice, 1x Jitte, and 4x E- Plague (which I actually use to kill his pro-white jump knight) He opens with land, dark rit, needle, (naming factory: a testament as to how much of a bomb factory was game one, you'd think he's name tog) Hymn which eats the force. I play a factory (frowns), mox, chalice for one (with tog in hand) and he gets stuck on 1 land revelaing a host of one drops after tog smashes face.

Record 2-2
Round 5
vs UB discard/mill

Game one i go apeshit again with double looter and a later jitte, which ends the game in a hurry (I see a few CMC 2 discards/mill spells before it ens, as he gets stuck on two lands and a !!! signet) I board in chalices and two needles and out damnations and pacts.
game two he plays the UB mill twenty spell on me turn two (which I DONT force, as a 11/12 Tog is in hand and hungry.) and after I land tog, Haunting Echoes does eat the force. I drop chalice for two and Tog has dinner. I think this is the best matchup imaginable for tog.

Record 3-2
Top Eight
vs BGw Aggro-control (same player as Round 1)

I drop a pair of factories after Brainstorming and hold off his team of (small goyf) and lions. I get him to over-commit with Avenger and damnation his board of 3 creatures and one card. I drop looter and jitte and wrap things up shortly after. His response to damnation was "OMFG, I didnt know you played damnation!!!" (... yeah, tell me about it)
game two I get a factory online to help against his aggro opening of lions, watchwolf. One turn he doesn't attack with the lions, even though I only have factory untapped, (perhaps he thought it could activate itself and block) But after a deed warths the board, my CA and shadowmage couldnt race his two flying avengers (both off the top! ). (a needle I dropped on deed was vindicated)
Game three I needle Deed, play shadowmage and land chalices for one and two, following it up with a dmanation for good measure. He reveals his hand of avenger, Grunt, StP, and Deedx2. Epic win. Looter and factory x3 usher a concession.

Record 4-2
(quarterfinals all split for $18 in store credit (entry was only $5) and I pick up a savannah out of the case to finish my set.)
Top 4 consisted of:
UGr Thresh (my buddy Kyle Paster)
UB FishyTog
?TES/Iggy?
UG (?r/w?) Thresh

Props to my fellow Lucksacks Kyle, Kent, and Jacob, (who drove from Columbu, Columbus, and BG) the store owner for having weekly Legacy tournaments, (and a great case with duals, fetches, and cashsiezes) and my mill/discard opponent for facilitating the biggest and free-est feast Tog has ever had.

Cuts on Kyle for not sticking with his commitment to play y Faerie Stompy deck, (which would have allowed jacob to actually run Goyfs over frogmites... ughhh) and Lorwyn for having such god-awful rares like Colfeners' ____.
2  Vintage Community Discussion / Non-Vintage / Re: [Report] Akron Legacy FNM won by RB Goblins on: November 08, 2007, 09:33:28 am
Thorn gives goblins a fighting chance against combo pre-boards, and randomly makes life hard for decks like Thresh, (1U cantrips) B/WB aggro, (1B dark rit, 1BB hymn) and various control decks.

Thorn comes out against other creature-heavy decks, as while they do play a few game breaking spells, (rift/slide, deed) Thorn usually only suceeds at slowing their big spell down a turn, while not disrupting their early creature plays. I also often need the playset of Aunties to make my guys win in combat/hasten clock as well as protect key gobos. (IE SGC vs prison decks, Wort vs Board-sweepers like deed)

Goblin tribal spells seem awful in legacy decks not running goyf, as gobos have enough problems with big greens without adding fuel to the tarfire. Tafire + Wort is nice against prison decks, but SGC is better. I would never run lighting bolt in goblins, and even though tarfire can be fetched via matron and ringleader, it is at the very best a sub-optimal bolt that doesn't kill sea drake, ect.

Boggart Shennagins is just god-awful. Perhaps in a dedicated EtW storm deck (to protect vs pyroclasm/sweepers)... but then why not just run goblin war strike... I think the card is simply awful in every format, even limited. Bleh. (sorry if you like it)
3  Vintage Community Discussion / Non-Vintage / [Report] Akron Legacy FNM won by RB Goblins on: October 29, 2007, 10:09:19 am
I Just won a six round tournament undefeated with R/B goblins in Akron, OH. My list was as follows:

//Artifacts//   
4 x AEther Vial   
4 x Thorn of Amethyst

//Creatures//
4 x Goblin Lackey
3 x Goblin Sledder
4 x Goblin Piledriver
1 x Goblin Tinkerer
4 x Goblin Warchief
1 x Mad Auntie
4 x Goblin Matron
3 x Gempalm Incinerator
1 x Wort, Boggart Auntie
4 x Goblin Ringleader
2 x Siege-Gang Commander

//Lands//   

4 x Badlands   
4 x Bloodstained Mire   
5 x Mountain   
2 x Swamp   
4 x Wasteland   
2 x Wooded Foothills

//SB//

3 x Mad Auntie
4 x Thoughtsieze
4 x Chalice
1 x Goblin King
1 x Goblin Settler
1 x Goblin Sharpshooter
1 x Goblin Tinkerer

My rounds were as follows:

Match 1:
vs GRW rifter

turn two on the play he living wishes for a Tividar of thorn after seeing my Aether Vial. I draw (frowns) a turn two lackey who debates (and eventually does) going through the vial his turn three EoT. His turn thrre play is Tividar, with no targets. I vial in lackey EoT, move vial up to two, and Go turn three warchief, vial in driver, swing with lackey, driver, and chief. He (correctly) blocks lackey and goes to 12. (with a fetch) His turn four he swings in for two, drops astral slide and cycles to blink Tividar, killing warchief. I lose this game after my turn four ringleader hits jack-squat and he goes turn five swing, Hierarch, cycle/blink tividar killing driver leaving him at 16 and me with a lonely ringleader.

Game two I get crazy-go-nuts hand with turn one lackey, turn two swing in and drop siege-gang, play driver, turn three play sledder, swing for infinite. He cant keep up, and he futily wishes for (but cant play) a tividar his turn three only to dies on my turn four. Yippee for lackey brokenness. 

Game three is very close, with him getting lightning rift AND slide along with tividar, but my first auntie answers his slide, protecting my driver and chief. He attempts to blink tividar/rift auntie, but I vial in auntie number two (!!) to keep the rift from killing her and tap to regen his tividar target. I evenutally get three vials on board after a standoff against two hierarchs, tividar, a couple of walls, and rift/slide. I chain-vial matron for ringleader hitting siege gang, which i vial in, and sledder, who lets me push through all my hasty dudes for lethal. Sledder brings home the bacon and warrents my choice over fanatic.

Match 2
Vs mono-blue modded Faerie-stompy.

He is playing a literal faerie stompy without drakes, but with every annoying faerie ever printed, including two maindeck 1/1 pr reds, and four 2/1 pro-reds. He also has tap-down champion faerie, cloud, ect. I pummel him game one with double driver and lackey shennanigens.

Game two he lands three (!!!) 2/1 pro-red guys in a row and beats for three a turn with his 4/4 champion until he can swing for a lethal 10 in the air. Hacks. Can't see a driver to save me in this game.

Game three he forces driver number one, and does something nutty like cloud of faeries, cloud of faeries, scion of (whatever, the 1/1 faerie lord that pumps others and gives them shroud.) I tell him he'd better have scion number two or another force, and instead of playing scion number two, he opts to bounce my warchief to gain tempo. I tell him if I hit a land, he loses, and that he should have played scion number two and just won next turn. I draw a land, play warchief via vial, and matron for a sharpshooter, killing his entire board.

Match 3:
Vs UGr thresh

My buddy Kyle Paster is playing his thresh deck, and he scoops to me to go get food,as I won all four of the mathes we tested before the tournament started. Some of the matches we tested went as follows:

1. I play turn one lackey, he doesnt have a turn one goose or bolt: I win

2. He keeps a one or two lander and a cantrip. I play vial, then waste his land turn two

3. I play torn turn two, and he can't grow dryad/cantip into a goyf fast enough to stop the goblin team.

4. I get thoughtsize on goyf, chalice at one, or two aunties post boards.

5. I get wort and chump his goyf ad nausuem. (one with a matron, which I recurrec every turn until I could swing in with chief, matron, wort, and two drivers)

Game one vs thresh was about 50/50 unless he kept a one-lander or didnt have an answer ro turn one leackey. This apparently happened often, as after the first few trial matches, he'd agressivly mull into an active force, or bolt, or a two lander with a cantrip and goyf. I also won a lot of games thanks to sledder, and it DOES let lackey through after they answer with goose. (that or they trade a goose for a sledder and have to deal with lackey turn two (niether of which is a good position for thresh) Games two and three were slightly favorable for golbins, (I boarded out tinkerer, four thorns and three incinerators for three mad aunties, one goblin king, and four chalices.)

Match four:
vs Stifle-naught

Again a deck piloted by another member of my team, Anthony Cuevas, who was undefeated up to this point. We tie so he can make it to the top four, but play it out as we have nothing else to do. Game one he has no answer to turn one lackey (save for stifle) and I know this, so when lackey resolves, I pretty much have the win for game one.

Game two he lands an early dreadnought with me only having a vial at one on the board. I move vial up to two, drop matron fetching tinkerer, and activate vial (no stifle) to put tinkerer on the board before his draw. He swings in for 11, and I untap and kill dreadnaught. His only way to win after a tinkerer is on the board is trinket mage, and I soundly pummel him with little red guys.

On a side note I must stress how imperitive it is to include the often-overlooked tinkerer in the side (or preferably main) of any (save for possible RG as tin-street is superior so long as chief isnt on the board.) build. Tinkerer is a house against needles on vial, e-explosives (with warchief, otherwise, serves as a deterant) and jitte, as well as wrecking other random artifacts, such a dreadnaughts and vials in the mirror.

Semi-finals:

I'm paired against Kyle Paster again, and he scoops me in to the finals as he kows that he, myself, and Anthony are all in the top four, and thresh has major problems dealing with counter-top (in addition to all the normal counters and the 11/11 trampler) as well as thorn, thoughtsieze, and quads auntie + mountainwalking King. Anthony wins his match against Junk deck (GWB with confidant, goyf, deed, StP, Vindi, Hymn, ect) and we play again in the finals.

Finals:

We decide once again, to play it out for the experience. Game one is mine thanks to being on the play and a turn one vial that invalidated his balance. (retrospectivly, a balance on the draw against goblins is pretty weak and he should have thrown it back) Post-boards, I drop my thorns and incinerators for the pump-suite as well as two cashsiezes and an additional tinkerer, who comes down early and ensures the win. Anthony and I pool our store credit and I pick up my Berserk out of the case and call it a night.

Sidenotes:

In the hours before the tournament, I also tested against Anthony's TES deck, and we determined that after Thron MB, goblins does stand a chance against storm-based combo, and game one was sligtly in his favor due to his three (!!) copies of EtW MB and, (go figure) goblins can't deal with 10-14 little red guys on turn one/two. Games two and three improve considerably due to all the board-hate, including chalcie and cashseize. Sharpshooter also discouraged him from going with the goblin plan unless he could get them on turn one or two (though we found two was too late in one game with chief and sharp in hand (not likely, but it happens))

I played against Junk.dec, and won soundly due to the card advantage of ringleader/matron/wort. I had a chief on the board with lethal via a driver facing down a deed, and simply played a matron via vial , and made him pop the deed, afterwards playing my matron-fetched wort. The games were similar to playing against a back-peddling burn deck, where his deck couldnt draw/play answers to my deck nearly fast enough.

~Eric Blegen
4  Vintage Community Discussion / Non-Vintage / Re: NEW MEANDECK OPEN - SANCTIONED LEGACY!!!!!! SEPT 2, 2007 on: September 03, 2007, 06:10:26 pm
I am Eric Blegen, finished #2 with 10 pts, and here is my take on the tournament.

The top four were as follows:

Kyle with UGr Grow (4 Goyf, 4 Mongoose, 4 Dryad, 4 Fire/Ice, 4 Bolt)
Eric Blegen with an original UB FishyTog (list below)
Mark Trogdon with modified Angel Stompy (3/4 Exalted, 1 Avenger, Jitte, True Believer, Silver Knight, StP)
Doug Linn with an original GWB Control Deck (deed in SB, Tormagoyf, Bob, Monastary in maindeck)

Other notable decks were:
(name not remembered) U/G Threshold (Werebear, Mongoose, Goyf, Wasteland)
(name not remembered) Ichorid deck with bridge, dread return for flame-kin
Jacob Redfern with High Tide (3 pts)
(name not remembered) with The Epic Storm (0/3? pts)

   What my take on the tournament was:

   Combo bombed in the Aggro/Control heavy environment, due to Mainboard cards like daze, Force of Will, and Duress as well as the odd spell snare or counterspell. Deed, Explosives, Chalices and powder kegs came in from the boards to take wins from the often viable golbin plan of an earlier storm for TES yielding 12-20 golbins. Solidarity took a blow from the large amount of spell snares being run, (possibly because of the predominance of goyf, bob, and just about every spell in this format) and made wishing for wipe away almost a necessity after boards against chalices set to one. The bridge deck, in all matches I saw, was typically one turn or one crypt away from winning all the matches it lost. Bride/Ichorid had many turn one/two kills and I believe that the raw speed of the deck makes it a more viable option in this metagame, as the possibility of a turn one kills denied Thresh/Grow decks their two or three cantrips to dig for additional permission, as well as the certainty of beating goblins with their slower clock and (generally) absence of permission/hate.

   U/B Thresh/Grow seems to be a strong choice yet, with 1st and (fifth?)place finishes going to the only two in the tournament. The stifles allow for random victories against combo, as well as acting as a turn one sinkhole against newer or inexperienced players. (I decided to cut stifle from my list as it often is nearly dead against good players, and ends up being Force-fodder in most of the top 8 games where better players play around it.) Goyf is as allways a highly efficient beater and arguably the best creature in the format, providing a good clock and another answer to gobins' 'aggro'(debatable) plan. Spell snares dominate most opponents in the meta, and the red versions' burn elements wreck havoc on most every deck currently played. (though their usefulness in the mirror is lessened significantly) I feel that versions of Grow with mainboard wastelands are superior insofar as they don't hit a speed bump against landstill's defenders or random decks using factory. Wasteland also forces Grow decks to run additional land slots, and lowers the chances of game losses to poor opens without land, as well as can just randomly win games against opponents who keep such one-landers. With brainstorm, serum visions, and (opt/portent) in the deck, wastelands often can be shuffled/ scry'd away when not needed, and easily found when the situation demands it. The sideboard package of Top/Counterbalance is a powerful tool in the mirror, and against certain combo decks. If you have the duals/fetches and are up for a deck that really tests a pilot's skill, this may be the deck for you. (top 8 matches between these decks often come down to the correct choice of fetching, brainstorming, and holding mana open for spell snare/bolt/counterspell)

  There was an omonous lack of golbins at the tournament, with only one deck full of green guys making an appearance, though not into the top four. (cannot remember color-combination, but I heard RW, which would be better against aggro-control and bridge/belcher/tes type combo with swords, and rule of law in the board) Perhaps a sign of Goyf's current hype, the little guys have been stepping out of the vial into the defense, rather than charging head-first into a field of avengers, werebears, and sea-drakes. The goyfs raw size often necessitates a three or four-for one trade, which no deck can afford to do agaisnt Thresh/Grow. I've personally tested the goblin-fish/goyf matchup many times with both mono-red red-white, and red-black goblins, and it looks to be abysmal from every angle. Could this mean Goblins will pass the torch of 'the deck to beat' down to Thresh/Grow? Perhaps some game breaking (and hopefully pro-green) goblin awaits in Lorwyn to bring back the stablizing deck of Legacy, but until then, lackys will continue to be fire/iced, bolted, and stifled until they find themselves starring down a 4/5 goyf.

   My deck, which I am calling UB FishyTog, was designed to utilize my favorite creature, (who is now vying for most powerful against goyf) Psycatog. I've loved Looter il-kor ever since his release in Timespiral block, and routinely first-pick him in limited. His synergy with tog is undeniable, and I consider his 2 mana price tag to be roughly equivalent to an opt and a bolt, as he nearly always resolves, and will often do between 3 and 5 points of damage, while smoothing out your draw and providing tog-chow for later. Bob seems like a natural fit in a UB tog deck, as his card advantage allows you to find, feed, and backup tog with countermagic. Shadowmage was added as another card-drawing engine. (i have absymaly poor luck, and need all the card quality/advantage i can to survive floods and stalls) The deck is rounded out with Permission in the form of duress (now thoughtseize), daze, and Force, with creature removal in Sudden death(now slaughter pact) and Damnation. (which can yield massive advantage, as tog forces opponents to commit dudes to the board, and works well with the four factories and card-selection) I chose sudden death over smother after much playtesting with both, as smother often had to be played around daze, and was never guaranteed to resolve, so the 1BB often was equivalent to the 2B of a smother. (around daze) it routinely kills Goyf, and kills other important guys like spike-feeder, werebear, bob, and monastery. My list was as follows, and was wholly original, developed over a month and a half by myself and team-mate, Anthony Cuevas.

4 Chrome Mox
2 Umezawa's Jitte

3 Shadowmage Infiltrator
3 Psychatog

3 Damnation
4 Dark Confidant
3 Duress
3 Sudden Death

4 Mishra's Factory
1 Island
4 Polluted Delta
2 Flooded Strand
1 Swamp
4 Underground Sea
4 Wasteland

4 Brainstorm
3 Daze
4 Force of Will   
4 Looter il-Kor

//Sideboard: 15
SB: 3 Chalice of the Void
SB: 3 Extirpate
SB: 3 Pithing Needle
SB: 4 Engineered Plague
SB: 2 Vedalken Shackles   

Cleaned up your decklist. --Matt
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