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Legend
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« on: March 19, 2003, 11:08:01 am » |
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A few days ago I went to the weekly Sunday T1 at Neutral Ground with my usual Ankh Sligh build, except for one major change: I was running the 8 Blast plan for the first time. I knew that there was going to be some Fish, combo, and maybe even Groatog, and I felt that the Blast plan would allow me to battle these decks, while still offering me a strong option against Keeper.
To fit in the Blasts, I cut 3 Rack and Ruin, 4 Scald, and 1 Pyrokinesis. There had been no TNT at all recently, so the Racks were no great loss in this environment. Scald is amazing against Keeper, but not some of the other blue-based decks that I mentioned, so I had to cut it, and as I indicated, I felt that the Blasts would step in nicely for the Scalds in the Keeper matchup. If a COP Red hit, I would really miss Scald, but overall, I felt that the Blasts could still cause a lot of problems for Keeper and allow me to protect a key spell such as Cursed Scroll or POP, and just go all the way with one of them. Finally, losing one Nesis wasn't that big of a deal, since I still had 4 Fanatics and 3 Nesis to deal with aggro. Pretty much what I found to be the case is that the Neutral Ground metagame IS changing more than I though it might, with a rather large variety of new decks showing up. Many reliable Keeper players are either inactive or playing different decks. There are still a few reliable Keeper players, but not as many. The point is, though, that greater trends in Type I must be accounted for, because they are turning up at Neutral Ground. Hence the 8 Blast plan when I feel it is necessary, and it was definitely called for on Sunday.
So here is the list:
LAS
4 Jackal Pup 4 Goblin Cadets 4 Gorilla Shaman
4 Lightning Bolt 4 Chain Lightning 4 Incinerate 4 Price of Progress 1 Fork
4 Ankh of Mishra 4 Cursed Scroll 1 Black Vise
1 Mox Ruby 16 Mountain 4 Wasteland 1 Strip Mine
4 Pyroblast 4 Red Elemental Blast 4 Mogg Fanatic 3 Pyrokinesis
Now, here is a general breakdown of the decks that were played:
17 players ----------
2 Fish 2 Keeper 3-4 Sligh variants 3-4 Suicide variants 1 Academy 1 Rector Trix 1 Mono B Worldgorger 1 Groatog 1 Secret Force 1 Elves
Actually an interesting metagame, with some friendly matchups for me, but not without some rather treacherous ones. On to the matches...
ROUND 1: JJ Linares: SECRET FORCE
OK, I'm not going to lie to you. I was not expecting to see a Secret Force deck in Type I. Obviously, Secret Force is not a Type I deck by any means, but if he could get going , he had some annoying cards for me such as Spike Feeder. Of course, the big punch in his deck is Verdant Force. But he didn't come close to getting going. I didn't even know what he was playing until after the match, because he got mana-screwed both games. I thought he was just playing a really bad Stompy deck until he told me it was Secret Force. Game 1 he mulligans down to five, sees only one land the entire game, and I just overrun him with 2/1's. All I saw was a Lyrist, which got burned away. Game 2 he mulligans down to 6, and again all I see is another Lyrist and a couple of Elves, which all get burned as some more 2/1's and Fanatics go through. I'd say this match was over in roughly five minutes.
1-0, 2-0
ROUND 2: Raymond Lambert: KEEPER
I've played more sanctioned matches against Raymond than just about anyone, and I've had his number almost without fail. This time would be no exception to that, as he was playing Keeper, my best matchup. Game 1, I keep a marginal hand of no creatures or Ankhs, basically just a Scroll and some burn, along with a Wasteland. However, I decide to hold the Wasteland back until I see an opportune moment to use it. This hand, while slow, is perfectly capable of beating Keeper in Game 1, as they have no COP: Red yet, and they will often just succumb to the avalanche of burn spells, especially POP. My first two turns are just Mountain, Scroll, Mountain go. His first two turns are just Tundra, Sea. Then I draw Black Vise. Nice. I Wasteland his Sea, rendering him unable to Drain, and the Vise hits. From this point on, I refuse to cast any more spells. Meanwhile, my hand fills up with POPs, making it easy for me to Scroll him every turn and hasten the outcome. Ray's hand must have been Mana Drains and some more expensive items, because he never casts another spell and ends up losing to the Vise.
For Game 2, I sided out 4 Chain Lightnings and 4 Incinerates for the 8 Blasts. This proved to be a good move, as I pretty much countered anything that got in my way this game. I forced through an early Scroll by countering his Force of Will, and then I Blasted his Mystical Tutor, which I assume would have been for Shattering Pulse. Also, a couple of Ankhs were causing major problems for Ray, and by this point, he was pretty much out of answers. The big hit came from an 8 point POP, which I believe I forced through with yet another Blast, although I don't quite remember if he had any counters left to resist the POP by that time. After the POP went through, the Scroll finished things off, with the Ankhs holding him down. I still like Scald a lot against Keeper, but I must say that the Blasts worked out nicely, especially since Keeper players generally side out Mind Twist against Sligh.
2-0, 4-0
ROUND 3: Scott McCord: RECTOR TRIX
This is obviously a very unpleasant matchup for me, although I felt somewhat prepared with the Blasts in place. The problem is that he can just strip them away with Duresses and Cabal Therapies. My other hope is to take advantage of this deck's fragile manabase and race with Ankhs and creatures before the combo can be set up. I felt I had a chance here, not a great one, but a chance. Game 1, he goes first and mulligans. A good start. Or so it seems. He mulligans into Black Lotus + Rector on the first turn, and it all falls apart from there, as he gets a Phyrexian Tower and sacs the Rector to put Bargain into play.
Game 2, I've sided in the Blasts in the same way I did against Ray's Keeper. I Waste two of Scott's early lands to slow him down. However, he Enlightened Tutors for a COP: Red. This does not slow me down too much, though, as I get two Scrolls into play and begin Scrolling him every turn, naming Red Elemental Blast, of which there are three in my hand. I get him fairly low before he Duresses me, seeing 3 Red Elemental Blasts and a Pyroblast. He takes the Pyroblast, reasoning that this will make his Cabal Therapy (if he can find one) more devastating. This was, without a doubt, the correct decision on his part. But it backfires, because he didn't (and couldn't have) taken into account the lucky draw I was going to get a couple of turns later, and the fact that I would now be able to Scroll him with 100% success rate. So after a couple of more turns of Scrolling naming REB, I get him down to 9. Finally, Scott draws his Mystical Tutor, and goes for Cabal Therapy. This is a problem, because those REB's are the only thing between survival and getting comboed. There is one chance for me though - Scott only has one source of black mana in play - an Underground Sea. If I can just draw a Strip Mine....of course, my next draw IS a Strip Mine, allowing me to get rid of the Sea. This wins the game for me, as Scott draws the Therapy next turn, then follows it up by failing to draw any more black mana for the remaining few turns it takes me to win with the Scrolls.
Game 3 doesn't go my way. Going second, I seem to have a great hand of Wasteland + Mox Ruby + two Ankhs. However, Scott Duresses me right away and takes the Ruby, leaving me with only the Wasteland for mana. I do topdeck a Mountain, but I don't draw another land for quite some time thereafter, and the Duress ends up crippling my development to a great extent. I am then slowed considerably more by a COP: Red. Finally, I draw some more land and a couple of Pyroblasts, but have not inflicted much damage, and when Scott Therapies naming Red Elemental Blast (misses, but then sacs Rector, naming Pyroblast) the game is over for me, as he goes nuts with both Yawgmoth's Bargain and Will. A very hard-fought and well-played match, but in the end the combo deck does what it is supposed to do.
2-1, 5-2
ROUND 4: Andrew Bove: MONO B WORLDGORGER DRAGON
Well, my reward for having the best breakers of the 2-1's is to be paired against a 2-0-1 playing probably the last deck I want to see needing a win to salvage a 3-1. Andrew is a nice guy who I have played once before, and he appears to have the upper hand now in a big way. But here is where things really work out nicely for me, just when I needed a break or two. I get a few things to go my way in a horrible matchup, and I capitalize on some good fortune (and Andrew's misfortune). Also, despite Andrew's obvious upper hand in this matchup, I do have one huge game breaker: Ankh of Mishra. Since Andrew is not playing Necromancy, the Ankh will shut off the combo - if I can just get it into play by avoiding Duress for the first couple of turns. This would reduce his win condition to merely reanimated Phantom Nishoba (which he has in the sideboard), removing the combo as a consideration. My plan is to mulligan aggressively for an Ankh.
Game 1, there is just no two ways about it: Andrew gets totally mana-screwed. Hey, I need this to happen at least once to give me a legitimate chance. I lose the coin flip, and he plays Strip Mine, Cursed Scroll, Mana Crypt to open. I play Gorilla Shaman. Andrew then Scrolls naming Animate Dead, killing the Shaman. I am pretty sure that his entire hand was Animate Deads, or pretty close to that, because even when Andrew drew a Swamp after a couple of turns, he still couldn't do anything. So the Shaman dies, and I too am mana-screwed, but I do get an Ankh into play at some point, so I am feeling pretty comfortable. Furthermore, the Mana Crypt soon turns into a disaster for Andrew, as it inflicts 9 points of damage on him over the course of the game, which combined with some burn is enough to win it for me.
For Game 2, I side out 3 Price of Progress for 3 Pyrokinesis. Now, it is a longshot, but this is a good emergency backup plan if I can't get an Ankh into play. If I can just catch Andrew napping, I would have a chance to Bolt or Incinerate + Pyrokinesis a Dragon, making Andrew lose all his permanents. Of course, this is a total, total stab in the dark, and would probably never happen, but what do I have to lose? After all, POP is a dead card anyway. Might as well give myself that backup plan. Going second, I look at a rather marginal opening hand. However, the main consideration is that it has no Ankh, so I mulligan. The next hand is much more satisfactory, as it does have an Ankh. The only problem is that it has only one land. I have to keep it though. So Andrew opens with Strip Mine, Scroll again. I draw a Mountain off the top, and I play the first one, hoping that it doesn't get stripped. It doesn't, because Andrew was a little mana-light himself and apparently needed the Strip Mine for mana. I also need Andrew to not have Duress, which he doesn't. He does draw a Swamp, but instead of Duress, his play is Dark Ritual + Buried Alive for 2 Gorgers and 1 Ambassador Laquatus.
I then draw another Mountain, so now my mana situation is definitely alright with two consecutive draws of land. I am pleased to be able to play the Ankh, and now things are looking really good for me. I play out a Gorilla Shaman and a couple of Jackal Pups, and begin attacking. Andrew draws a Duress, and takes a Pyrokinesis. But he is in trouble because he can't go off, and time is running out quickly for him. I attack for five with my guys. Andrew draws a Powder Keg and plays it. I attack again. Andrew is at 10 life, with 2 cards in his hand. He sets the Keg at 1 and uses Scroll, targeting a Pup. He calls "Animate Dead." Well, it is a 50/50 shot from a pure numbers standpoint, but if you are good at reading eyes and other tells (which I am), the odds are considerably better than that. After looking him in the eye, I become fairly convinced of which card is the Animate Dead, and sure enough, I choose correctly and pick the other card, Phantom Nishoba. It was at this point that I learned of Andrew's extreme misfortune. The Nishoba had been in his opening hand, hence, when he had cast Buried Alive earlier, he had not been able to get this devastating anti-Sligh sideboard card. Had the Nishoba not been in his opening hand, he most likely would have won this game. As things stood, though, he had no way to get the Nishoba into his graveyard, and no way to get around the Ankh short of Kegging for two.
Now, this is where the Scroll situation comes in. Since Andrew's attempt to Scroll one of the Pups missed, I could now attack him for 5 once again during my next turn. Andrew did have the Keg out, set on one, but if he chose to sweep away my creatures, he would never be able to get rid of the Ankh of Mishra in time, as I would just draw more burn spells and kill him before he could draw another Keg. So Andrew would have no choice but to let the attack through on the next turn. So at the end of the turn, I Incinerate him, reducing him to 7. The attack brings Andrew down to 2, and I have the Chain Lightning to finish things. Certainly an unfortunate turn of events for Andrew, because if the Scroll had hit the Pup, my EOT Incinerate plus attack would have only reduced Andrew to 4 life, out of Chain Lightning range, and he would have been able to untap, keg away the Ankh, and go off. Instead, I end up winning this game by the slimmest of margins.
So I end up 3-1 for the day, in 3rd place. This continues a string of solid performances for me with Ankh Sligh since I returned to Type I in December. In four tournaments at Neutral Ground with this deck, my records are 3-1, 4-0, 3-1, 3-1, for a total of 13-3. What next, then?
In the coming weeks, I'd like to get my rating up to the 1900 plateau, and I'm getting really close to that goal. But at the level I am at right now, 3-1's will generally only give me a few points. They updated the ratings/rankings today, and for going 3-1, I only get 3 points, going from 1858 to 1861! Two weeks ago, I only got 4 points for a similar performance. That's rough going. Clearly, I'm going to need a couple more 4-0's somewhere along the line to finish the job, and anything less than 3-1 is going to be unacceptable. It's going to be a tough task with no margin for error.
I'm really pleased with the way the deck is running, though, and I'm going to keep with it, as it continues to serve me well everytime out. The only question will be whether or not the Blast plan becomes a fixture. I'll have to see how the Neutral Ground metagame develops in upcoming weeks. OK, that's all for now.\n\n
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