Rich Shay’s Origins 2004 ReportNote that I am posting this in the Open Forum because many of my opponents, and other people who may wish to respond, are not full members.PreludeI’ve been going to Origins for nearly a decade now, and I wouldn’t dream of missing it. Every year since I was a little kid, my father and I have gone there together, along with my uncle. My father is a big wargame player.
After a smooth flight in, my father, uncle, father’s friend, cousin, and myself went to a place called BD’s Mongolian Barbeque. This place is great! There is a similar place in New England called Fire and Ice. The concept is that you fill a bowl with raw meat, vegetables, noodles, spices, and sauces; then, you hand the bowl to one of the cooks. Two or three of them stand around a huge circular grill on which two dozen or so people’s orders are cooked at the same time. They cook your food while shouting, flipping their spatulas, and otherwise adding to a rather festive environment. The food is excellent, and the idea of combining a buffet with an open kitchen is really cool.
During this meal, a waitress walks up to me and hands me a drink coaster. Now, after finishing 27th at Nationals, my first comment was something to the effective of, “Ben Bleiweiss has no idea what he’s talking about!�. This drink coaster had written on it, “Mr. Shea – I know exactly what I’m doing. Mr. Bleiweiss.� So, despite the fact that he misspelled my name (it’s “Shay�), I look around to find him sitting with the Star City administrators. I talk with them about Type One, Star City, and a host of other topics. They weren’t nearly as harsh on Type One as I was expecting them to be.
I won’t bore any of you with the details of the non-Type One events I was in. I scrubbed right out of a PTQ and a Grand Prix Trial. I started off by losing the first round of the Amateur Championships and then decided to drop and play in the Type One later that day, because it was clearly not my time to do well in non-Type One tournaments. I ended up splitting for first in an eight-man Type Two box tournament, though
First EventThis tournament was not very good for me. Myself, along with most of Team Meandeck, received a gameloss going into Round One. The tournament started nearly half an hour behind schedule, and we were standing right near the speakers; however, we failed to hear the announcement that the event was starting. The judge insists that the call was given for the event to start. He stubbornly refused to change his mind on the matter. This is the same judge who also insisted that Time Walk targets. I lose game one – and therefore round one – to Ankh Sligh. In round two, I beat Null Rod Control in three games. I then lose to Tog in the third round, and drop.
Best quote of the event: Smmenen had just lost his first round to Suicide Black.
Me: “If it makes you feel any better, I just lost my round to Ankh Sligh.�
Steve: “It does.�
Later on that night, Samite beat me with his awesomely foiled-out Highlander deck. In our previous testing, I had been doing very well against that deck. I decided that part of the reason for my poor performance that day was the new Dragon Shield sleeves which I had been using. So, I switched back to my Super Blue sleeves. In my experience, these are the best sleeves available. They are certainly worth paying a buck or two more.
Second EventFor this event, I changed my deck around a little bit. First, I recall Samite devastating me with Mind’s Eye. I played Mind’s Eye in the Tinker-Stax Extended deck on which Control Slaver is based, and it was very powerful against Tog in that format. That, combined with Mind’s Eye’s immunity to Null Rod, convinced me to try it out. My second idea was to play Darksteel Citadel in the deck. Yes, that really is the indestructible artifact land. Finally, I decided that, given the number of control and aggro-control decks in the area, some Duresses belonged in my sideboard.
Sorry, I only started taking notes for this tournament a few rounds in, so my accounts of the first two matches won’t be that great.
Round One: Fish
I win in two games. Fire/Ice was my MVP, hitting two curious Cloud of Faeries on the third turn of game one.
1 - 0
Round Two: Matrix with Angel Beatdown featuring Mana Drain
Matrix is a good player from Rhode Island, whom I have played several times both in real life and on Apprentice. This was, however, our first meeting in a tournament. I have never seen – or even heard of – Matrix playing anything other than multi-colored-control decks.
Library of Alexandria is one of the most powerful cards against Control Slaver. With no way to remove the card, Control Slaver is forced to either try to race the card advantage – which is no easy task – or to somehow go off quickly, before the Library ends the game. Matrix won the roll and played a first turn library. And not just any library, but a library with the All-Seeing Eye atop it, drawn in by Mark Poole himself. I was in trouble. However, I answered by using a Black Lotus to cast a first-turn Tinker for Mind’s Eye. This card was beyond amazing in this match. Every time he used his Library, I did too. I won from the avalanche of card advantage provided by the Eye.
In the second game, Matrix again opened with a first turn Library. This time, I shut down the Library with a first turn Duress. I then cast an Ancestral and two Brainstorms off a Lotus. We play draw-go for a few turns, and then Slaver resolves. I win with two very good hands in both games; but for the record, Matrix shuffled my deck both times.
2 – 0
Round Three: Josh with GAT
I open with a Flooded Strand. Josh opens with an Underground Sea and an Emerald. He casts Demonic Tutor and passes the turn back. On my turn I Tinker for Mindslaver, and we both cast Force of Will. However, when I Slave him, I am unable to take advantage of it. He has out just a Mox and a land for mana. His hand consists of two Psychatogs, a Stifle, two Dryads, Serum Visions, Night’s Whisper, and a Yawgmoth’s Will. One more land, and I would have been able to play then Tog and end the game. However, with this setup, the most damage thing I could do was tap him out, go to his discard step, and make him pitch his Yawgmoth’s Will. He soon draws land, and starts dropping threats. I play out a Welder, but he Wishes for a Fire/Ice and destroys him. I’m taking more and more damage from his creatures when I resolve a second Welder. However, his Stifle buys him enough time to win with Dryad.
In the second game, he casts an early Ancestral, and Forces it through. I tutor for my own Ancestral, and then resolve a Fact or Fiction, taking two Duresses and a Time Walk over two Thirsts. I eventually use the Duresses to force through my Yawgmoth’s Will, which ends the game.
The third game starts badly for me, with him casting a first turn Dryad and Serum Visions. I drop a turn one Welder, and soon resolve a Thirst for Knowledge. However, he wrecks my side of the table with a Pernicious Deed for one. I try to recover, but he resolves Ancestral, and his double Force of Wills prevent me from stopping him.
2 – 1
Round Four: Carl with GAT.
Before this round starts, we learn that Smmenen has followed the lead of his teammate Carl in winning a match by mis-filling out a match result slip. Obviously, this is another Meandeck innovation which we shall all soon copy. So remember, in Magic, and in everything else, read what you sign!
Also in this round, Kerz lost a game to Hatred.
I play a first turn library, but it gets shut down by Duress. I drop a Welder, and my opponent drops a Dryad. My 1/1 Welder swings in, offering to trade with the Dryad. Carl does not deign to trade creatures. Carl Ancestrals and Duresses me. Carl shuts me down with counter magic as his Dryad grows huge. Soon my Welder is on guard duty, and I don’t live long after that.
I start game one with duress, and see a hand of Fetchland, Volcanic Island, two Moxes, Night’s Whisper, Mana Drain, and a Demonic Tutor. I take the Tutor and cast Thirst for Knowledge. I pitch Library of Alexandria and Tinker, having no artifacts in hand. Carl drops his Moxes and Whispers. I soon have a pair of Welders on the board. Carl Fires them. He drops Dryad. She grows for some time, as Carl talks on his phone. However, when she is 4/4, I FTK her. I had not been bringing them in for this matchup, but Keith (KSesler) recommended bringing them in, and it saved the day. Thanks Keith! Carl wishes for Firestorm to handle the FTK, but I then resolve Yawgmoth’s Will.
Carl opens the third game with a Lotus, Night’s Whisper, and a Vampiric Tutor, leaving his Tropical Island untapped. I open by dropping a pair of Moxes and a land. I Tutor for and cast my Ancestral. Carl plays another Whisper. Soon, Carl Wishes for Fact or Fiction. He takes two land and a Force of Will over a Dryad and a Wish. I Duress Carl. Then, I drop a Slaver, which is countered. Carl starts casting more card-drawing spells and soon has a Psychatog on the table. However, he has no answer to my Yawgmoth’s Will. I check the result slip, and hand it in.
3 – 1
Round Five: Chad Slany (NietzReznor) with Tog
We start this round of by discussing philosophy. We agree that Nietzsche is awful. I mention how awesome Plato is, while Chad likes Aristotle more. I can respect that. I mention how Heraclitus in many ways laid the groundwork for the connection between modern Christianity and ancient Greek philosophy. Then we played cards.
In game one, Chad intuitioned for Accumulated Knowledge and resolves it. After a few turns I cast Goblin Welder, but Chad wins the counter war and I soon lose to a huge Psychatog.
In the second game, I mulligan and keep. I resolve a second turn Thirst. Chad gets out five mana on the second turn, indicated that he has a Force. We draw-go for a little while, with a few Brainstorms being resolved. He Wishes. I Drain. He forces through the Wish and Fact of Fictions. I then Fact or Fiction. He AK’s for four cards. Then, I make the play which I have been setting up for some time. I play Goblin Welder, Time Walk, and resolve Yawgmoth’s Will.
In the third game, he gets out an early monkey. We both play card drawing spells. I draw more than he does and resolve Yawgmoth’s Will.
4 – 1
Round Six: Joseph (Trout3r) with Workshop Prison
I’m on the play in the first game. I keep a hand with Force of Will, Mana Drain, and five mana. I proceed to draw nothing but mana for the next seven turns. I use the Force, pitching the Drain, to counter his early Tinker, and don’t play a single spell for the rest of the game, which lasts seven turns.
In the second game, I Duress, and take Sol Ring over Red Elemental Blast, Smoke Stack, Two Triskelions, Volcanic Island, and a Mox. I Drain his Trinisphere, and Tinker for Pentavus. I seal the deal with Rack and Ruin, and Pentavus goes the distance.
In the third game, he plays a first turn Goblin Welder and Mana Crypt. I have a Mox, a Sol Ring, and a Time Walk. I get Shattering Pulse online early, taking out his Mox. He soon plays a Tormod’s Crypt, while hitting me with his two Goblins Welders. However, I use both Rack and Ruin and Shattering Pulse, as well as a Welder of my own, to remove his artifacts. He opts against using his Crypt when I welded it into a Mox, and I resolve Yawgmoth’s Will and win.
So, I finish third. Steve wins.
Third EventThere is some time between this event ending and the Midnight event starting. That gives me time to return to my hotel room, nap, and work on my list. Also, I get the chance to try out Type Four, an Ohio specialty. This format is infinite mana, Arcane Lab. It was a blast to play; thanks for introducing me to it.
How did I change my deck around for the midnight event? Here is the list I played. I’ll explain my (somewhat strange) card choices after the list.
//NAME: Control Slaver
// Creatures
2 Pentavus
4 Goblin Welder
// Counter
3 Duress
4 Mana Drain
4 Force of Will
// Drawing
4 Thirst for Knowledge
4 Brainstorm
1 Fact or Fiction
1 Ancestral Recall
// Other
1 Mind's Eye
2 Mindslaver
1 Tinker
1 Time Walk
// Black
1 Yawgmoth's Will
1 Demonic Tutor
// Mana
1 Mana Crypt
1 Mox Sapphire
1 Mox Emerald
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Sol Ring
1 Black Lotus
// Land
1 Library of Alexandria
4 Underground Sea
4 Flooded Strand
4 Volcanic Island
2 Darksteel Citadel
3 Island
// Sideboard
SB: 1 Shattering Pulse
SB: 2 Echoing Truth
SB: 2 Rack and Ruin
SB: 2 Red Elemental Blast
SB: 2 Gorilla Shaman
SB: 3 Flametongue Kavu
SB: 3 Smokestack
It is important to note that the Sol Ring and Mana Crypt were signed by Mark Tedin at Origins, and a Wurm was drawn inside the Mana Crypt.
Before I explain this list, a word of caution. What the heck have I done here? Where are the Wishes? The Fire/Ices? And what’s up with the Citadels? I metagamed this deck against what I saw in the previous two tournaments at Origins. Please note that I do not consider this by any means the optimal Control Slaver list for a general metagame. Please do not copy this deck list unless your metagame matches that which I am about to describe.
I have in the past seen some interesting Control Slaver builds from Ohio, and now I understand why. From my own matches, and from watching the decks around me, it was fair to conclude that the Ohio metagame – at least at Origins – was heavily, heavily dominated by three decks. Tog, GAT, and Polychromatic Control with Angels were heavily present. Food Chain Goblins, quite a popular deck in the events I have played in at home, was nearly non-existent.
Therefore, I metagamed Control Slaver against those three decks. The result was something closer to ELD’s and thecapn’s lists, specifically removing the Fire/Ices and Wishes. I added the Duresses in order to be able to force through key spells against the three decks, allowing Control Slaver to assume the aggro role in the matchup better. This required going to only three Islands, but I did not see much in the way of nonbasic land hate at Origins.
Platinum Angel is a card which I feel should be maindecked in a general, wide-open metagame. It hurt to remove her. However, against control and some aggro-control decks, Pentavus is just better. As I usually sideboard out Angel, Memory Jar, and Mana Vault against control decks anyway, not maindecking them at all made sense in this field.
And now, the most interesting addition to my deck. I have lost countless games to Gorilla Shaman. He can single-handedly shut down my Welder engine, while disrupting my mana base. Darksteel Citadel is immune to Strip Mine and to Gorilla Shaman, and is an artifact. During Origins, the Citadel proved itself more powerful than I could have imagined. There were several occasions in which I was able to Weld or Tinker away the Citadel despite an opponent’s Shaman being on the table.
The sideboard is fairly standard, with the exception of the Smokestacks. I wanted to try them against GAT. However, I didn’t play against any GAT decks in the Midnight tournament, and therefore was unable to see if they worked.
And now, on with the report!
Round One: Chad Slany
I had played against Chad at the end of the last event. I open with land, Mox, Time Walk, Thirst. He Forces my early Welder, and Strip Mined my Library. He told me that he added Strip Mine to his deck for just such an occasion. I then Duressed him. He Drained, but I Forced it through. I left him with a Psychatog and a Ruby. He then Wished for and cast Fact or Fiction. He took Ancestral over four land. I tutored for Welder. He resolves Tog. I then resolve and use Mindslaver, effectively ending the game.
In the second game, Chad leads with a Shaman. I topdeck Library of Alexandria, and next turn Duress Chad, taking Fact or Fiction and leaving him with Wish, Blue Blast, and Force of Will. Chad soon plays a second Shaman. I cast a Welder. Chad Blasts him, but I Force back. Chad Forces again, countering my Welder but leaving himself without a hand. I soon Tinker for Pentavus, which ends the game.
1 – 0
Round Two: Travis Hopkins (Frimble) with Super Gro
Wow this match. I’m not even going to bother covering the events of this match. Let it suffice to say that dealing with the judge took around fifteen minutes, and Travis and I were allotted only an additional five. The game went to a draw.
Now, let me preface this by stating that I do not lightly speak ill of judges. I understand that they have a demanding and important task to accomplish. I further understand that the game relies on them and that they must, as a matter of necessity, be given tremendous power over tournaments. Even after other tournaments with questionable judging, I wrote not a single word in complaint regarding the way in which the event was handled.
Now, however, I complain.
This was around 4am. This was REL 2. This occurs with around five spells on the stack. During Travis’ turn, neither he nor I are certain whether he has made his land drop. Therefore, we call over the judge to ask what is to be done in such a situation. I myself am unsure, and state that if my opponent affirms one way or the other, I will agree with him and do as he says. The judge tries to determine whether or not a land has been played by examining my game notes (notes I take to be able to write these reports), as well as Travis’ hand. During the course of the judge’s investigation into whether a land has or has not been played, he gave away game information by inferring that Travis does not, in fact, have any land in hand. Because Travis did not have land in hand, and was tapped out, and the question of whether a land has been played came up, it was rather clear that Travis had a Gush in hand.
Yet, the fact that the judge gave away game information was not my main complaint. The judge went off to determine what is to be done when neither player can remember if a land had or had not been played. He came back and gave us both warnings for failure to agree on reality. Travis and I protested that neither of us disagreed with the other; yet, the fact that Travis and I disagreed was of no account to the judge.
The judge then ruled that no more lands could be played “for the rest of the game.�
Despite my and Travis’ attempts to appeal (this judge happened to be the head judge as well), the warnings stand. I am strongly considering taking action with the DCI over those warnings.
This is the worst misuse of judicial authority I have yet to witness in my time playing this game. I sincerely hope that it is the last such instance I witness.
1 – 0 – 1
Round Three: ForgottenAncient.dec
Sorry, I was so frustrated by my previous match that I forgot to take down my opponent’s name.
In the first game, I Thirst early. He plays some Birds and some Cantrips, and Forgotten Ancient resolves. I Slave a few times, and soon have the infinite combo with two Welders, Pentavus, and Mindslaver.
In the second game, I Force my opponent’s Ancient. I take his Yawgmoth’s Will with Duress. I hardcast both Slaver and Welder. I Slave him for several turns in a row, until finding a Pentavus and winning.
2 – 0 – 1
Round Four: Matrix with Four Color Control
My draws against Matrix were amazing the first time we played, and that continued here. I started by playing Underground Sea, Ancestral, Sol Ring, and Mana Crypt. I slaved him on my third turn, and dumped his hand. He conceded.
Things did not go as well for me in the second game. Matrix started by playing a Mox, a City, and a Sol Ring modified by Tedin to resemble the Death Star. I get a Library, but Matrix Strip Mines it. Matrix Red Blasts my Fact of Fiction, and drops an Angel. I Thirst and resolve Mindslaver. Matrix cycles Decree of Justice for three. I slave him, but am unable to do anything. Matrix’s army defeats me.
I start the third game with Goblin Welder. Matrix Strips my land and plays a Gorilla Shaman. I Duress him. Then, I cast Thirst for Knowledge and discard Pentavus. Welder brings the Pentavus into play. The artifact creature goes the distance for me.
3 – 0 – 1
Round Five: Windfall with Draw Seven
We get repaired to start things off in round five. It turns out that the pairings were off because the match results had been entered incorrectly into the computer. I am surprised by nothing at this point in the event. It is nearly six am.
I play an Underground Sea and pass. My opponent plays a Glimmervoid. He then casts Mox Diamond. I Force the Diamond, hoping to destroy his Glimmervoid. I probably would not have done that if it were not six am; instead, I walk into his trap. He Brainstorms, and uses Elvish Spirit Guide to cast Sol Ring. On my turn, I Tinker for Mindslaver. At the end of the turn, I have no hand, a Mindslaver, Mana Crypt, and two land. I slave him next turn, and just when I am starting to go off with his deck, he concedes.
I will mention that Windfall had a very cool-looking deck, with foil Brainstorms, Glimmervoids, and Cities. The Beta signed Sol Ring was nice, too.
In the second game, after a few turns, this is my board and hand: I have in play 4 land, a Mox, and an active Welder. My hand is Thirst for Knowledge and a Demonic Tutor. Windfall has three or four cards in hand and around four mana on the table.
I ponder what to do. I could get a Drain, and hope to stop him from doing anything further. However, if I do that, I still have no pressure on him. So, I grab a Mindslaver with my Tutor. On his turn, he casts Diminishing Returns. I respond by casting Thirst. I discard and bring back the Slaver. He attempts to win on that turn, but fails. I untap, Slave him, and end the game.
4 – 0 – 1
I win this event. Thus ends another Origins for me.
ConclusionNow, the first thing that Origins did for me was make me appreciate just how important good judges are. It is easy to take them for granted, but dedicated, knowledgeable judges are necessary for a tournament to be run smoothly and well. This Origins gave me a new appreciation for judges.
Second, I think that this Origins has taught me a lot about deck building. I am no longer of the belief that there is an “optimal� build of a given deck. I have seen countless discussions arise over whether or not one build of a deck is better or worse than another. My Origins experienced has reinforced in me the notion that the proper build of a deck is a function of the metagame in which that deck is to be played. In other words, the Control Slaver build that works well for Waterbury may not be optimal in Ohio. Arguing over whether one build of a deck is better or worse than another is pointless if those two decks are going to battle through different fields. Also, this means that when copying a deck to play in your next tournament, it might be helpful if you tune that deck for your local metagame.
Props:- Props to all of the TMD’ers who showed up. I had a great time. Thanks for introducing me to Type Four. It was fun to play side games, and just hang out.
- Props to Samite for introducing me to the power which Mind’s Eye has in Type One.
- Props to Keith for talking about Control Slaver ideas with me.
- Props to Ron (Greg Kelly) for working with me on Type Two and Block. Congrats for making the finals of a PTQ, Ron!
- Props to Tom (Deranged Parrot) for giving me some Block Constructed ideas.
- Also, props to Aaron Cutler, because he asked for Props.