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Author Topic: [Bologna - 23/04/06] - Ur/$t4k$ Win  (Read 2010 times)
MaxxMatt
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« on: April 28, 2006, 05:36:10 am »

Hi all,

I have some time to tell you about the results at our local tourney.

We had 33 players, a sanctioned tourney with K16 and REL2
6 Rounds have been played and Top8s too.



The Top8 have been:

1° TDL - Andrea Giorgini (Stax UR)
2° AXL - Andrea Giusti (TPS UB con NightWhispers)
3/4 PinkFish - David Besso (MonoBrownStacker)
3/4 Edi1986 - Davide Ascenzo (MDGifts)

Gli altri top8 sono:
Ricca84 (T1T)
Fede (Chalice/FishUR)
Morgan (MaskNaught MonoBlack)
Kaiser_Soze - Fulvio Zerbino (MonoBrownStacker)


I played Control/Gifts and after easily going 3 win and 1 draw, I lost the last two matches on my own.
My opponents did nothing of consequence while I was cursed by both screw and flood.
The first time, my deck lose with all the good cards in hand but without any mana at all to resolve them while during the last match, I resolved both Ancestral and FoF remaining with only lands and Recoup in hand.

I would describe my matches extensively after talking about the tourney itself.
I tried to recollect and write some lists, too.


Andrea Giusti / UB_TPS / 2nd Place

Protections / 11
4 Fow
4 Duress
1 Chain of Vapor
1 Echoing Truth
1 Hurkyll's Recall

Drawers / 16
4 Brainstorm
3 Nights Whisper
1 Necropotence
1 Mind Desire
1 Timetwister
1 Yawgmoth's Bargain
1 Yawgmoth's Will
1 Gifts Ungiven
1 Fact or Fiction
1 Ancestral Recall
1 Time Walk

Tutors / 3
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor

Winners / 2
2 Tendrils of Agony

Mana / 27
10 Artifacts' Accelerators
5 Fetch
1 LoA
1 Academy
2 U. Sea
2 Island
2 Swamp
4 Rituals

Side:
3 Defence Grid
3 Dark confidant
2 Tormod’s Crypt
2 Massacre
1 NoSBetrayall
1 Plague Spitter
3 Rebuild – Hurkil’s- Rushing River



He went undefeated during all the swiss' rounds playing against:

1 Round - ChaliceBlack
Game 1
Initial Hand : 3 lands, desire, crypt, vault, brainstorm.
Both played land go for a while. Brainstorm revealed him only other mana fonts. Both Duressed a couple of times without too many results. MonoBlack played SoR stopping the Desire's plan for a while. Black continued to beat with a couple of critters and losing lifes because of Skeletal Scrying. TPS bounced back SoR and played a ToA for enough spells to kill hiim without playing the Desire.
Game 2
Initial Hand>Island, Swamp, Jet, demonic, bargain, Fow, Brainstorm.
Demonic for Lotus and Bargain during his second turn with FoW backup, won the entire game for him.

2 Round - MonoBrownStacker
Game 1
Initial hand. Swamp, Island, Ritualx2, Duress, Necro, T. Academy
TPS went first. Double Ritual, Duress (taking out CotV) and Necro was his first turn. He draw 9 cards.
Opponents played Smokestack and passed the turn. TPS played all the mana at his disposal and draw other cards from Necro. Stacker played W.Orb and passed the turn. TPS played Desire for more than 8 spells and won with it.
Game 2
Stacker managed to resolve Trinisphere, D.Gridx2, Razormane Masticore and CotV for 1 and for 3. TPS had a couple of artifacts mana on board and a couple of lands. During his last turn, he bounced all the artifacts back to opponent's hand and resolved Bargain. He won during the same turn.

3 Round - T1Tog
Game 1
Both of them traded Duresses for protections and bombs. TPS played a third turn Walk and N. Whisper, seeing nothing of consequence. T1T kept his mana open and passed the turn. TPS, Brainstormed into nothing but tried to resolve Ritual and Y.Will without counters backup too!. T1T responded with Skeletal Scrying for 4 finding no counter and sadly losing the game.
Game 2
TPS sided in D.Confidant and Defence Grids.  T1T Duressed away TPS Duress. TPS resolved D.Grid on the next turn. T1T played a couple of moxen and a Brainstorm and passed the turn. TPS played and resolved D.Confidant while T1T played and resolved Tiinker for Sundering Titan. Titan killed two lands to TPS. TPS, luckily drew into Chain of Vapour and FoF. He resolved both of them killing T1T-s land and drawing into Rituals and ToA. D.Confidant attacked twice and then ToA for 6 won the game for TPS.

4 Round - NewSmmenen-$t4k$
Game 1
TPS kept an hand with 4 lands and a couple of drawers but no real bombs at all. Stacks reset TPS' board with his Smokestack once and then he managed to resolve CotV for 1, 3 and 4 in play! TPS had enough spells into his grave to kill almost all the opponents available, even for future matches, but he had only two lands left in his deck: Tolarian and LoA. He managed to draw into LoA while Stacks was stalling with no threats on board and it draw him 2 cards. TPS resolved Petal and Crypt and Academy. He bounced back all the opponent's chalices with E.Truth and resolved Y/Will for the win during his next turn.
Game 2
Stacker mulliganed to five but played Academy, Lotus, Cotv for 0 and SoR. My own Academy killed his own land and I sit on my LoA for more than 3 turns, while he waited for mana to play his own fresh spells. Necropotence resolve and I played a little ToA to rise my life points and draw more cards. He finally played a couple of threats but I bounced them back and won the next turn.

5 Round - ChaliceFishUR
ID

6 Round - UR-$t4k$
ID

Quartefinals - MonoBlackMaskNaught
Game 1
Mask started with land, solring, mask. I FoWilled  it pitching Chain. They both traded discard effects for a couple of turns and He started beating TPS with Mishra's Factory. TPS chained a couple of N. Whispers but was severed kicked by both Factory and Specters. TPS played Walk and then played Demonic for Y. Will. He won with a ToA and a storm count up to 20.
Game 2
TPS sided in D.Confidants to eventually take care of opponent's discards effects. Mask started with Factory and passed the turn. TPS played Land, Mox, Sol Ring, Lotus, Necro and D.Confidant. He drew 13 cards and won in the next turn.

Semifinals - MDGifts
Game 1
They both played a slow game. Gifts used Merchants for protections while TPS played proactive Duresses to get rid of them. TPS played Walk and then N.Whispers. That move showed him FoW and Y Will that chained a ToA for 22 during the fifth turn of play.
Game 2
TPS kept an hand with a lot of accelerations and Brainstorms but no black mana at all. MDGifts Duressed him twice and TPS didn't find the black mana source until it was to late.
Game 3
MDGifts mulliganed once and TPS kept this hand: underground, fow, petalo, 2 mox, gifts, island. TPS drop all his accelerations and resolved Gifts for Brainstorm, FoF, D.Confidant and Timetwister. Opponent give him Brainstorm and FoF. MDGifts tried to resolve Ancestral but TPS played FoW pitching Brainstorm. FoF, played with sorcery speed showed him:defense grid, ritual, demonic, duress, mistical. TPS took the pile with Mystical and Demonic but MD Merchanted for FoW during his own turn. TPS mystically tutor for Ancestral which get countered. He drew a Duress, played it and then Demonic tutor chained Y.Will for the win.

Finals - Ur-$t4k$
Lost by Drop.


I would add more reports and descriptions soon!








@@@@@@@@@@@@@@
My Report with Control Gifts
@@@@@@@@@@@@@@

I played this list.

Mana / 26
9 SoLoMoxCryPetalVault ( Pearl missing Sad )
5 Fetch
4 Island
3 Volcanic
3 U. Sea
1 LoA
1 Academy

Protections / 8
4 Drain
4 FoW

Drawers / 12
4 TFK
4 Brainstorm
2 Gifts
1 Ancestral
1 FoF

Toolbox / 4

1 Darkblast
1 Needle
1 T. Crypt
1 Rebuild

Tutors / 7
2 Merchant
1 Demonic
1 Vampiric
1 Mystical
1 B. Wish
1 Tinker

Winners / 4
1 Y.Will
1 Walk
1 Recoup
1 DSC

Sideboard - (15)
2 Rack & Ruin
2 Red Elemental Blast
2 Pyroclasm
1 Shattering Spree
1 Pyroblast
1 Hurkyll's Recall
1 Duress
1 Tendrils or Agony
1 Eye of Nowhere
1 Chainer's Edict
1 Deep Analysis
1 Tormod's Crypt

My tourney have been.

1 Round - Control-Gifts ( almost my own deck ) - 2-0
2 Round - FCG with maindeck control hate - 2-0
3 Round - UB-TPS - 2-1
4 Round - UR-ChaliceFish - 1-1
5 Round - MonoBrownStacker ( Cloisters and Beater plus all the other locking components ) - 0-2
6 Round - UR-%t4k$ - 0-2




1 Round - Control Gifts
Game 1
First turn Tinker with FoW backup. I mised Ancestral finding the second protection. He drew into Rebuild, played it but was 1 counter short to be able to resolve it.
Game 2
+1 ToA +1 DeepAnal +1 Duress +2 ReB -1 Darkblast -1 Mystical -1 P.Needle -1 Tinker -1 DSC
We played draw go and little counter wars for almost thirty minutes. He resolved Tinker for DSC and I let him attack once. I Gifted for Rebuild, Ancestral, Walk and Duress with Recoup and Y. Will into my hand. I checked for counters once with Duress and then chained a couple of turns thanks to Walk and Recoup, I played the Y. Will and won with a gigantic ToA.

2 Round - FCG
Game 1
He killed 3 of my lands, beated me down a bit thanks to Piledriver and Matron but completely lost the game after my own B.Wish for Pyroclasm. I recovered quickly and killed him with DSC
Game 2
I sided in both Pyroclasm and Chainer Edict leaving out little to nothing B.Wish targets. I count not to waste it for useless removals. I sided out grave hate, M.Vault and Needle . He played Recruiter with 4 mana on table ( one of them was BoP ), stacking Ringleader and 4 Piledriver. I killed his board once leaving him with 3 mana on table. He cannot resolve Ringleader and had his Piledrivers clunked for too much time on the top of his library. I killed his creatures before killing him with ToA

3 Round - TPS
Game 1
He did not so much to stop me from resolving TFK three times and Gifts once. He cannot overcome my protections and I won with ease.
Game 2
I got killed by ToA for 4 and ToA for 5 during the same turn. How bad.
Game 3
Sadly for him, he mulliganed down to five. I won during my second turn, instead. My GodHand was: Emerald, Solring, Lotus, Academy, Ancestral, Walk, FoF. FoF revealed me Y.Will and Gifts. Gifts gave me the needed mana to kill him the next turn thanks to Y.Will

4 Round
Game 1
I tutored a quick Pithing Needle naming Wasteland. With my mana base safe, my game goes almost undisturbed and I could easily find Y.Will and ToA for the win.
Game 2
The total casting cost of my hand was 25 but I had both Brainstorm and Ancestral. I resolved both of them without finding a single blue mana font. I conceded soon in order to do the third match.
Game 3
I re.sided in Tinker+DSC, trying to find a quick kill. I had a lot of mana this time, but no tutors at all and only drawers. I chained all of them trying to find something better. I resolved all of them ( TFKs x2 and FoF ) and finally Tinker showed up. Time was called, I have little to no protections into my hand and the board was Spiketail, CotV for 0 and Rod for him, while I have tons of mana and some useless artifacts. I try to Walk but he countered it, I resolved Pithing Needle ( naming the activated ninjutzu ability of the Ninja that can bounce DSC ) and then Tinker for DSC. He had no cards into his hand excluding the useless kamigawa ninja, while I had Y.Will but no black mana left into my deck. He draw go, I draw, attack go, he topdecked E.Truth and we draw the entire game

5 Round - UR-$t4k$
Game 1
I kept an hand with: Brainstormx2, Fetch, Drain, FoW and TFK. I'm a bit light on mana, but he started first and I have Brainstorm and FoW to play. He started playing something not so crucial, so I let it resolve. He passed the turn. I Brainstormed into nothing more than a land and a couple of spell with ccX. I played land and passed the turn while he loaded his board with Wasteland on my land and CotV for 2. I have only a Drain and no other 2cc spells in my hand. Because of the two useless spells on the top of my deck, I opted to let it resolve too, leaving my only FoW ready to be played on something nastier. My last Brainstorm showed me Ancestral. Ancestral resolved the next turn and it gave me Walk and Burning and no mana fonts. In the previous turn, I let it resolve CotV for 0 while I countered Smokestack with my FoW. I was pretty pissed of even if he was doing nothing spectacular. My draws were: Emerald and Merchant. I scooped after his first little threat.
Game 2.
I pileshuffled my deck twice trying to avoid silly draws. I sided in H.Recall, ToA and R&Rx2, siding out Tinker, DSC, Merchant and Mystical. When playing against Welders.dec, I found really difficult to play around his tools without bouncing back all his stuff. When playing with this plan in mind, the ToA kill is really easier to set up rather than the DSC's one. On the other hand, all those ideas are dumb when the deck plays against you. I mulliganed an hand with Recoup, Y.Will and five mana fonts. My second hand was, Drainm Brainstorm and quick mana. I shut up both Welders and denial with Needle naming Wasteland and T.Crypt on board. It takes me some time to build a better hand. My Drain get rid of his Smokestack and I have a FoF ready to be played in my hand. It showed me 3 lands and 2 moxen. With a stop such as this one, he managed to resolve TFKs after TFKs and build a good hand without too many problems. My permanents became useless towards an active mindslaver and he crushed my hand with ease another time


Round 6 - Monobrown-MUD
Game 1
I kept a good hand with a first turn TFK and a Needle naming Wasteland again. My mana base was safe, but I have nothing more than land and a Brainstorm. He made some mana and Razormane Masticore. My hand grew well after Ancestral, finding Vampiric Tutor and Recoup. The only thing that I need was a black mana source and nothing more. I have nothing to Recoup and an useless Vampiric tutor in my hand, coupled with so many mana on table that seemed really  dumb not to have




 
....to be continued.....


« Last Edit: May 02, 2006, 06:13:46 am by MaxxMatt » Logged

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MaxxMatt
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« Reply #1 on: May 02, 2006, 04:41:27 am »

This is the report of one of the Top8ers that defeated me during the swiss and that managed to reach the final 4th place with his MonoBrown build.



Mana - (25)
4 Mishra s Workshop
4 Wasteland
3 Ancient Tomb
3 Coty of Traitorsi
1 Strip Mine
1 Tolarian Academy
1 Black Lotus
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring

Creatures - (10)
3 Metalworker
3 Karn, Silver Golem
3 Razormane Masticore
1 Juggernaut

Lock Component - (22)
4 Chalice of the Void
4 Smokestack
4 Tangle Wire
4 Sphere of Resistance
3 Winter Orb
2 Mana Web
1 Trinisphere

Drawers - (3)
1 Memory Jar
2 Bottled Cloister

Side - (15)
2 x Cripta di Tormod
2 x Scultping Steele
3 x Jester Cap
3 x Defence Grid
3 x Pithing Needle
2 x Crucible of Worlds


He played with multiple Karns and Razormane Masticore to both have good chances of dealing with opponents with or without Rods. He opted for Razormane because of Fish and the high percentage of forst turn CotV and second turn Rod that he was going to face. Karn is the winner of choices against Control and Combo decks: when his locking components are working well, a single attack can finish the opponent with ease. The lack of Metaworker#4 can be questionable, but he added another beater to his army and the results make him happy of that choice.

The locking pool is astonishing strong and resilient, even without Welders to power/up their possible recursion.
Among the cards that he had choosen, we can see Winter Orbs and Mana Webs. They are functionally better than CoW+Wasteland against well built decks, with a lot of maindeck basic lands. Bottle Cloister is one of his new addition to the maindeck, but while I found it poor and risky against global bouncers, his overall good drawing effect can balance his drawback.

He opted to add specific tools against Dragon ( Tormod-s Crypt and Pithing Needle ) and Control & Combo Decks ( Jester' Cap and Defence Grid ). There are only a couple of choices to power'up the Mirrors ( Sculpting Steele and CoW ).
Winter Orb, Defence Grid and the synergies with the other Locking Components choosen for the maindeck, are usually game against  Control and Combo, but they are really GREAT against anyone usually packing Global Removals against him.



Report

Round 1 - MDGifts
Game 1
MUD kept a so-so hand and Gifts managed to resolve Tinker for DSC during his third turn. Wires or Smokestack didn't show up and he lose
Game 2
First turn Trinisphere, second turn Stripmine+Metalworker and third turn Jester Cap. Win
Game 3
Gifts opened with Sapphire and Island, Draining a first turn Trinisphere. Regardless this good start, the rest of the MUD's hand was too much for Gifts to resist to his locking components and jester's caps.

Round 2 - UB-TPS
Game 1
TPS managed to resolve a first turn Necro and draw the hell from it during his second turn.
Game 2
MUD resolved CotV for 0 and Trinisphere during his first turn. During his second turn he played Defence Grid to avoid EoT bouncers and a third turn CotV for 3 seemed to put a deadly seal on his win. Unluckily for him, the lack of beaters or Smokestack let opponent to raise the mana count up to 6 and resolve Yawgmoth's Bargain. TPS had a couple of 2cc bouncers maindecked that Bargain help him to find. He bounced all the artifact stuff back to his hand and won with ease.

Round 3 - UB-TPS
Game 1
Unlucky game for MUD's opponent. He resolved a first turn Necropotence and a third turn Y.Will with a little graveyard, but the deck was unfair and didn't show enough spells to kill him, under the plague of opponent's SoRx2.
Game 2
TPS played a first turn Y.Will with the grave full of goodies. He Storm up to 10 spells and killed the opponent thanks to double ToA during the same turn.
Game 3
TPS countered a first turn Jester's Cap and bounced back both CotV for 0 and 1 thanks to E. Truth. He Brainstormed twice without finding nothing really gamebreaking. MUD set up CotVs at 1 and 3 and started to lock the opponent down until he dies because of Karn

Round 4 - KITT
Game 1
MUD mulliganed down to 5, but managed to  resolve first turn SoR that almost stopped the KITT's winning routine.
Game 2
MUD kept an hand with CoW, Lotus, Waste and other useless cards. KITT Duressed away CoW but MUD topdecked CotV that resolved for 0. Some beaters started to quickly munch KITT life and the other locking components eventually showed up.

Round 5 - T1T
Game 1
Unluckily, MUD cannot recover from a second turn DSC
Game 2
MUD mulliganed again down to five but MWs and Lotus let him lock the game quickly enough to steal a win through Jester's Capx2.
Game 3
T1T starter with a first turn Intuition for more gas and a Pithing Needle naming Wasteland. MUD WinterOrbs and Defence Grid stopped T1T from being too deadly. The time was called and none of them was able to win. Draw.

Round 6 - My-Control-Gifts
Game 1&2
Look at my report. He had no notes at all because both the games were won by nothing more than his first initial hand.

Quartefinals - MDGifts
Game 1
MUD mulliganed once again while MDG managed to resolve a quick Tinker for DSC.
Game 2
MUD tried to resolve a first turn Jester's Cap. MDG thought really too long before deciding to simply counter that spell. MDG Brainstormed once seeing Mystical and R&R that both sealed the game for him, coupled to a bad chain of MUD[s draws



MaxxMatt
« Last Edit: May 02, 2006, 04:44:29 am by MaxxMatt » Logged

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« Reply #2 on: May 02, 2006, 05:04:01 am »

Thanks for the report maxx. It's nice to hear how combo is doing in another non-proxy enviroment.

Could you elaborate on why or when nights whisper has been the most succesful. Why was it included in the first place? I find them better than Dark Confidant maindeck but then again I don't run bob maindeck Smile
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MaxxMatt
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« Reply #3 on: May 04, 2006, 07:24:24 am »

@Arj

Nights Whisper have been compared to Dark Confidant, played in his spots for a while and then preferred as maindeck choice, only because of the specific field that we was going to face.

There were a lot Fish.dec and Welders.dec, a lot of Darkblasts and a couple of decks that can gain some advantage from the damages that you could make to yourself.

While D.Confidant can die in a lot of ways, N.Whisper, while less game breaking, can easily create small but redundant "Necro-Effects".

It is cheap and can add a couple of points to the storm count, it is black and the number of damages that it can deal to you is controlled.

In a different field ( more Control and Artifact oriented ), I would have preferred D.Confidants for sure.

N.Whisper are always good against Control decks and against Combo, the cards drawn can be used soon, without waiting for them a couple of turns, as D.Confidant requires.

As you could easily see, N.Whispers and D.Confidant aren't mutually exclusive.
In all the Control and some slow combo matchups, they are both maindecked.
Their being black and the inherent advantages of being able to play one or both of them during the first two turns of the game ( thanks to dark rituals ) is usualyl overewhelming.

When D.Confidant and N.Whispers are both maindecked, the deck transmute itself in a nearly monoblack deck, with the splash of powerfull blue restricted effects. Cabal Therapy are added to and the plan of storming into the opponent's face, is easily achieved by the constant and increasing cards' advantage effect that they can produce.

I really like both the plan and I'm sure that, aside from playing with a decent number of blue cards for FoWs, I would have suggested to play both of them since Game1.

I'll hope it can help
Maxx
« Last Edit: May 04, 2006, 03:37:21 pm by MaxxMatt » Logged

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« Reply #4 on: May 04, 2006, 07:33:01 am »

As you could easily see, N.Whispers and D.Confidant aren't mutually exclusive.
In all the Control and some slow combo matchups, they are both maindecked.
Their being black and the inherent advantages of being able to play one or both of them during the first two turns of the game ( thanks to dark rituals ) is usualyl overewhelming.

When D.Confidant and N.Whispers are both maindecked, the deck transmute itself in a nearly monoblack deck, with the splash of powerfull blue restricted effects. Cabal Therapy are added to and the plan of storming into the opponent's face, is easily achieved by the constant and increasing cards' advantage effect that they can produce.

I really like both the plan and I'm sure that, aside from playing with a decent number of blue cards for FoWs, I would have suggested to play both of them since Game1.

I'll hope it can help
Maxx

Interesting thought. I'm going to try adding a couple of whispers maindeck. About the blue count post sideboard: I always side out at least 3 FoW's for cabal therapy so I don't see the problem. Could be very powerful combination as pointed out with powerful first turn plays a large percentage of the games. I would never had thought of a Sui black sideboard to a combo deck a year ago and then along came the confidant Smile

Thanks!
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