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Author Topic: Battle of the Sets VI - official tournament thread!  (Read 14572 times)
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« on: January 29, 2005, 10:00:51 pm »

OK, the tournament is underway. For those not familiar with this tournament, its rules, and its history, you can read the rather detailed explanation over in the casual mill at MTG Salvation (this is the most recent explanatory thread):

http://forums.mtgsalvation.com/showthread.php?t=3432

Here at the manadrain, I'd expect that most are familiar with the tournament, since it was held exclusively over here the first five times, but if you've not seen this before, by all means bring yourself up to speed and enjoy!

Previously, this tournament was held only here at the manadrain, but for the first time, it will gain an audience on three sites (manadrain, MTGSalvation, and MTGNews).

Anyway, in this thread I will be posting match reports as they come in and constantly updating the match results as well. This is also the place to make predictions and comments. Predictions before each round are especially welcome.

I will post the divisions below, along with the first round pairings. Remember, its a simple regional-style tournament format (much like the NCAA) - single elimination, best 3 out of 5, 1 plays 8, 2 plays 7, etc. in each division until the four Division winners square off in the Final Four. The decks are not reseeded within the divisions after the first round, so the winner of the 1-8 matchup automatically plays the winner of the 4-5 matchup in the second round.

The Divisions were put together simply by randomly drawing out of a hat. For example, the first #1 seed that came up was Tempest. Therefore, Tempest was the #1 seed in Divisions 1 (D-1). Apocalypse was the second #1 seed pulled from the hat, so it became the #1 seed in D-2. As another example, Judgment was the last #6 seed pulled, so it ended up as the #6 seed of D-4. Also note that the D-1 Winner plays the D-2 winner in the Final Four, while the D-3 Winner plays the D-4 Winner.


As for previews, this time I figure I won't provide matchup analysis or any prior history for a given matchup beforehand, to make the predictions more fun. I'll save any matchup analysis for the actual reports and let you guys have some fun making the picks. Some will be quite easy to call, while others will be very difficult. There will be several matchups that have developed into rivalries in which the decks have already clashed in epic confrontations - or matchups where one combatant simply owns the other. But most matchups will be first-time meetings. Some of you will have already seen all or some of the first five Battle of the Sets tournaments and will have an edge in making the calls, especially on the rematches. Old tournament threads on the manadrain.com or the brief history of each prior tournament may also prove helpful to you.

Of course, you'll need the decklists, which I have included below the divisions and pairings/match results. Also, when making your picks, remember that each match is best 3 out of 5, and don't forget to make your choices for the following categories in addition to picking the individual matches:

1. Champion
2. Finalist
3. Division winners (Final Four)
4. Most dangerous deck not seeded #1 or #2
5. Along similar lines, deck seeded #4 or lower most likely to do some damage
6. #1 seed most likely to disappoint; or #1 seed most likely to suffer
an early exit
7. #2 seed most likely to disappoint; or #2 seed most likely to be
bounced early
8. Upset special - your choice for a shocking first-round upset, or just
a mild one if you don't have a shocker
9. Your favorite deck - who are you rooting for?
10. Sleeper deck - a deck you think might be overlooked, regardless of
seed, but has the potential to either win or go deep
11. Toughest Division
12. Don't forget to pick each individual match before the start of each
round!


Good luck, and Enjoy!

Here are the divisions and pairings:


DIVISION 1 (D-1)


1. Tempest

2. Champions of Kamigawa

3. Urza’s Destiny

4. Mercadian Masques

5. Urza’s Legacy

6. Invasion

7. Stronghold

8. Planeshift


#1 Tempest vs. #8 Planeshift
#2 Champions of Kamigawa d. #7 Stronghold, 3-1
#3 Urza's Destiny vs. #6 Invasion
#4 Mercadian Masques vs. #5 Urza's Legacy

#4 Mercadian Masques d. #1 Tempest, 3-2
#3 Urza's Destiny d. #2 Champions of Kamigawa, 3-1

#3 Urza's Destiny d. #4 Mercadian Masques, 3-0

#3 Urza's Destiny wins Division 1!



DIVISION 2 (D-2)



1. Apocalypse

2. Torment

3. Fifth Dawn

4. Urza’s Saga

5. Scourge

6. Alliances

7. Prophecy

8. Weatherlight


#1 Apocalypse vs. #8 Weatherlight
#2 Torment vs. #7 Prophecy
#3 Fifth Dawn vs. #6 Alliances
#4 Urza's Saga vs. #5 Scourge

#1 Apocalypse d. #4 Urza's Saga, 3-0
#2 Torment d. #3 Fifth Dawn, 3-0

#2 Torment d. #1 Apocalypse, 3-1

#2 Torment wins Division 2!



DIVISION 3 (D-3)



1. Mirrodin

2. Darksteel

3. Odyssey

4. Visions

5. Exodus

6. Legions

7. Mirage

8. Nemesis



#1 Mirrodin vs. #8 Nemesis
#2 Darksteel d. #7 Mirage, 3-0
#3 Odyssey d. #6 Legions, 3-2
#4 Visions d. #5 Exodus, 3-0

#4 Visions d. #1 Mirrodin, 3-1
#2 Darksteel d. #3 Odyssey, 3-0

#4 Visions d. #2 Darksteel, 3-0

#4 Visions wins Division 3!


DIVISION 4 (D-4)



1. Antiquities

2. Onslaught

3. Arabian Nights

4. Betrayers of Kamigawa

5. Legends

6. Judgment

7. Ice Age

8. Homelands/The Dark/Fallen Empires (Play-in division)



#1 Antiquities vs. #8 Homelands (Winner of the play-in)
#2 Onslaught d. #7 Ice Age, 3-2
#6 Judgment d. #3 Arabian Nights, 3-0
#4 Betrayers of Kamigawa d. #5 Legends, 3-1

#1 Antiquities d. #4 Betrayers of Kamigawa, 3-0
#6 Judgment d. #2 Onslaught, 3-2

#1 Antiquities d. #6 Judgment, 3-1

#1 Antiquities wins Division 4!


Play-In Division:
Fallen Empires d. The Dark, 3-1
Homeland d. The Dark, 3-0
Homelands d. Fallen Empires, 3-2
Homelands wins the Play-In Division!



FINAL FOUR

D-1 Champion vs. D-2 Champion

Torment d. Urza’s Destiny, 3-0

D-3 Champion vs. D-4 Champion

Antiquities d. Visions, 3-0



FINALS

Antiquities d. Torment, 3-1

Antiquities wins BOTS VI!




And all 34 DECKLISTS

#1: ARABIAN NIGHTS

4 Juzam Djinn
4 Oubliette
4 Erg Raiders
4 Old Man of the Sea
4 Serendib Efreet
4 Flying Men
4 Unstable Mutation
4 Erhnam Djinn
4 Library of Alexandria
4 City of Brass
10 Swamp
10 Island


#2: ANTIQUITIES

4 Triskelion
4 Tetravus
4 Clockwork Avian
4 Tawnos's Coffin
4 Su-Chi
4 Rocket Launcher
4 Primal Clay
4 Onulet
4 Candelabra of Tawnos
4 Mishra's Workshop
4 Mishra's Factory
4 Strip Mine
4 Urza's Power Plant
4 Urza's Mine
4 Urza's Tower


#3: LEGENDS

4 Moat
4 Thunder Spirit
3 Greater Realm of Preservation
4 Spirit Link
4 Land Tax
3 Firestorm Phoenix
4 Pyrotechnics
3 Land's Edge
4 Chain Lightning
10 Mountain
17 Plains


#4: THE DARK

4 Inferno
4 Eternal Flame
4 Fissure
4 Ball Lightning
4 Sisters of the Flame
3 Brothers of Fire
4 Fire Drake
4 Fellwar Stone
4 Maze of Ith
25 Mountain


#5: FALLEN EMPIRES

4 Thrull Champion
4 Derelor
4 Armor Thrull
4 Mindstab Thrull
4 Necrite
4 Order of the Ebon Hand
4 Hymn to Tourach
4 Thrull Retainer
4 Aeolipile
4 Ebon Stronghold
20 Swamp


#6: ICE AGE

4 Jokulhaups
4 Incinerate
3 Demonic Consultation
4 Abyssal Specter
4 Foul Familiar
4 Dark Banishing
4 Necropotence
4 Zuran Orb
4 Dark Ritual
4 Sulfurous Springs
8 Mountain
13 Swamp


#7: HOMELANDS

4 Abbey Gargoyles
4 Abbey Matron
4 Aysen Bureaucrats
4 Death Speakers
3 Autumn Willow
4 Roots
4 Leaping Lizard
4 Spectral Bears
4 Serrated Arrows
11 Forest
14 Plains


#8: ALLIANCES

4 Balduvian Horde
4 Pillage
4 Primitive Justice
4 Guerilla Tactics
4 Death Spark
4 Pyrokinesis
4 Deadly Insect
4 Yavimaya Ants
4 Elvish Ranger
11 Forest
13 Mountain


#9: MIRAGE

4 Volcanic Dragon
4 Wildfire Emissary
4 Hammer of Bogardan
4 Savage Twister
4 Incinerate
4 Kaervek's Torch
4 Wall of Roots
4 Rampant Growth
4 Fire Diamond
4 Mountain Valley
5 Forest
15 Mountain


#10: VISIONS

4 Peace Talks
4 Equipoise
4 Impulse
4 Vision Charm
4 Sands of Time
4 Wand of Denial
4 Coercion
4 Vampiric Tutor
2 Forbidden Ritual
8 Island
8 Plains
8 Swamp
2 Undiscovered Paradise


#11: WEATHERLIGHT

4 Empyrial Armor
4 Benalish Knight
4 Soul Shepherd
4 Serenity
4 Duskrider Falcon
4 Avizoa
4 Phantom Warrior
4 Sage Owl
4 Serrated Biskelion
4 Gemstone Mine
9 Island
11 Plains


#12: TEMPEST

4 Dismiss
4 Intuition
3 Capsize
4 Counterspell
4 Whispers of the Muse
4 Humility
4 Orim's Prayer
4 Sapphire Medallion
3 Grindstone
4 Reflecting Pool
10 Plains
12 Island


#13: STRONGHOLD

4 Sliver Queen
4 Flame Wave
3 Flowstone Mauler
4 Shard Phoenix
4 Shock
4 Dream Halls
4 Thalakos Deceiver
4 Sift
4 Mana Leak
12 Island
13 Mountain


#14: EXODUS

1 Spike Hatcher
4 Spike Weaver
4 Wood Elves
4 Survival of the Fittest
4 Pygmy Troll
1 Pit Spawn
2 Dauthi Jackal
4 Recurring Nightmare
4 Oath of Ghouls
4 Thrull Surgeon
1 Keeper of the Dead
1 Plaguebearer
2 Thopter Squadron
12 Forest
12 Swamp


#15: URZA'S SAGA

4 Time Spiral
3 Karn, Silver Golem
4 Phyrexian Processor
4 Smokestack
4 Worn Powerstone
4 Pit Trap
4 Thran Turbine
4 Voltaic Key
4 Claws of Gix
4 Tolarian Academy
4 Blasted Landscape
17 Island


#16: URZA'S LEGACY

2 Palinchron
4 Weatherseed Faeries
4 Fleeting Image
4 Cloud of Faeries
4 Snap
4 Miscalculation
4 Might of Oaks
4 Simian Grunts
4 Rancor
4 Faerie Conclave
4 Treetop Village
7 Forest
11 Island


#17: URZA'S DESTINY

4 Thorn Elemental
4 Ancient Silverback
4 Plow Under
4 Pattern of Rebirth
4 Yavimaya Elder
4 Rofellos, Llanowar Emissary
4 Heart Warden
4 Masticore
4 Thran Dynamo
24 Forest


#18: MERCADIAN MASQUES

4 Reverent Mantra
3 Story Circle
4 Cho-Manno's Blessing
4 Thermal Glider
4 Nightwind Glider
4 Disenchant
2 Ramosian Lieutenant
4 Fresh Volunteers
4 Steadfast Guard
4 Ramosian Sergeant
4 Rishadan Port
19 Plains


#19: NEMESIS

4 Saproling Burst
4 Blastoderm
4 Wild Mammoth
4 Stampede Driver
4 Skyshroud Ridgeback
4 Mogg Alarm
4 Arc Mage
4 Mogg Toady
4 Seal of Fire
12 Mountain
12 Forest


#20: PROPHECY

4 Scoria Cat
4 Citadel of Pain
4 Rhystic Lightning
4 Veteran Brawlers
4 Branded Brawlers
4 Troublesome Spirit
4 Ribbon Snake
4 Spiketail Hatchling
4 Chimeric Idol
12 Island
12 Mountain


#21: INVASION

3 Void
4 Blazing Specter
4 Pyre Zombie
4 Shivan Zombie
4 Ravenous Rats
4 Addle
4 Skizzik
4 Urza's Rage
4 Ghitu Fire
1 Keldon Necropolis
4 Urborg Volcano
10 Swamp
10 Mountain


#22: PLANESHIFT

4 Lava Zombie
4 Terminate
4 Phyrexian Scuta
4 Lord of the Undead
4 Nightscape Familiar
4 Maggot Carrier
4 Flametongue Kavu
4 Magma Burst
4 Thunderscape Battlemage
11 Mountain
13 Swamp


#23: APOCALYPSE

4 Spiritmonger
4 Pernicious Deed
4 Vindicate
4 Death Grasp
4 Gerrard's Verdict
2 Desolation Angel
4 Phyrexian Arena
4 Spectral Lynx
4 Caves of Koilos
4 Llanowar Wastes
4 Forest
8 Plains
10 Swamp


#24: ODYSSEY

4 Psychatog
4 Shadowmage Infiltrator
3 Upheaval
2 Persuasion
4 Concentrate
4 Aether Burst
4 Standstill
4 Ghastly Demise
4 Innocent Blood
4 Darkwater Catacombs
2 Cephalid Coliseum
10 Swamp
11 Island


#25: TORMENT

4 Laquatus's Champion
3 Mind Sludge
4 Shambling Swarm
4 Faceless Butcher
4 Rancid Earth
4 Nantuko Shade
4 Mesmeric Fiend
4 Chainer's Edict
3 Cabal Coffers
26 Swamp


#26: JUDGMENT

4 Glory
4 Battle Screech
3 Commander Eesha
4 Anurid Brushhopper
4 Elephant Guide
4 Ray of Revelation
4 Phantom Nomad
4 Suntail Hawk
4 Spurnmage Advocate
10 Forest
15 Plains


#27: ONSLAUGHT

4 Exalted Angel
4 Akroma's Vengeance
4 Astral Slide
4 Akroma's Blessing
4 Renewed Faith
4 Starstorm
4 Lightning Rift
4 Shock
4 Secluded Steppe
4 Forgotten Cave
8 Mountain
12 Plains


#28: LEGIONS

4 Clickslither
4 Goblin Goon
4 Gempalm Incinerator
4 Unstable Hulk
4 Skirk Marauder
4 Skirk Drill Sergeant
4 Goblin Lookout
4 Goblin Grappler
4 Warbreak Trumpeter
24 Mountain


#29: SCOURGE

4 Eternal Dragon
4 Noble Templar
4 Daru Warchief
4 Dawn Elemental
4 Decree of Justice
4 Wing Shards
4 Dragon Scales
4 Silver Knight
4 Temple of the False God
24 Plains


#30: MIRRODIN

4 Somber Hoverguard
4 Thoughtcast
4 Shrapnel Blast
4 Atog
4 Disciple of the Vault
4 Myr Enforcer
4 Frogmite
4 Pyrite Spellbomb
4 Bonesplitter
4 Ornithopter
4 Welding Jar
4 Glimmervoid
4 Seat of the Synod
4 Great Furnace
4 Vault of Whispers


#31: DARKSTEEL

4 Spire Golem
4 Arcbound Crusher
4 Arcbound Stinger
4 Arcbound Slith
4 Arcbound Ravager
4 Arcbound Worker
4 Myr Moonvessel
4 Genesis Chamber
4 Skullclamp
4 Darksteel Citadel
4 Blinkmoth Nexus
16 Island


#32: FIFTH DAWN

4 Engineered Explosives
4 Pentad Prism
4 Wayfarer's Bauble
4 Skyreach Manta
4 Bringer of the Green Dawn
4 Bringer of the Blue Dawn
4 Channel the Suns
4 Eternal Witness
4 Joiner Adept
3 Swamp
3 Mountain
3 Plains
3 Island
12 Forest


#33: CHAMPIONS OF KAMIGAWA

4 Kokusho, the Evening Star
4 Hideous Laughter
4 Cranial Extraction
4 Rend Flesh
4 Waking Nightmare
4 Distress
3 Swallowing Plague
4 Sakura-Tribe Elder
4 Hana Kami
1 Okina, Temple to the Grandfathers
1 Shizo, Death's Storehouse
7 Forest
16 Swamp


#34 BETRAYERS OF KAMIGAWA

2 Patron of the Kitsune
4 Final Judgment
4 Terashi's Grasp
4 Genju of the Fields
4 Three Tragedies
4 Yukora the Prisoner
4 Eradicate
4 Horobi's Whisper
4 Sickening Shoal
10 Plains
16 Swamp
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Legend
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« Reply #1 on: January 30, 2005, 10:43:26 pm »

The quest for the coveted title of Battle of the Sets Champion has begun!

Let's see how the first few matches turned out:


DIVISION 1 Action:

#2 CHAMPIONS OF KAMIGAWA d. #7 STRONGHOLD, 3-1

Kamigawa headed into its first match not only as an overwhelming favorite versus Stronghold, but as a serious contender to win the entire tournament. In this matchup of sets debuting new decks, Kamigawa stumbled only in the third game and won easily.

Stronghold had essentially no chance of accomplishing anything in this matchup - Cranial Extraction is an extremely potent card in general, but against Stronghold it is absolutely nightmarish, especially when it rips out all four Shard Phoenixes, the lifeblood of the Stronghold deck in particular because of its synergy with Dream Halls. Additionally, Kamigawa possesses powerful hand destruction and a heavy arsenal of removal. The only question was whether Stronghold would manage to steal a game before bowing out.

After a mulligan to five to open the match, the listless underdog stalled on two lands and quickly succumbed to a couple of Waking Nightmares and a Cranial Extraction. Left with nothing, Stronghold conceded. The second game was not much more promising, and after more disgusting resource deprivation, Stronghold again conceded after inflicting only three points of damage.

With a two-game cushion and playing second, Kamigawa kept a risky one-swamp hand with a couple of Distresses, but the gamble backfired when no second land showed for four turns. Given a respite from the usual Kamigawa nightmare, Stronghold was able to hit away with a pair of lowly Thalakos Deceivers and a Shard Phoenix while Kamigawa floundered. Kamigawa actually mounted a late charge after drawing some land, smiting a couple of attackers and casting a Phoenix-removing Extraction. But it was too little, too late when a Deciver and Flowstone Mauler dropped Kamigawa to 1 life - and able to remove only one of the creatures on its next turn with just four mana in play, Kamigawa conceded.

However, Kamigawa quickly shook off its game three misadventure and returned to buzz-saw form with a convincing close-out victory. With three early Sakura-Tribe Elders, Kamigawa leisurely build up its mana and took Mana Leak all but out of the picture.  Meanwhile, Stronghold mounted no pressure as Kamigawa continued to build up its mana base with a fourth Elder!  It wasn’t long before a pair of Cranial Extractions removed all of Stronghold’s Phoenixes and Sliver Queens. When a Hideous Laughter swept away a pair of Deceivers with Kamigawa at a comfortable high-teens life total, the concession was forthcoming. Kamigawa and its menacing weapons of dismemberment were on to the second round to face the winner of Destiny/Invasion. Interestingly, Kamigawa was able to win the match without casting Kokusho even once.


Elsewhere, in DIVISION 3........

#2 DARKSTEEL d. #7 MIRAGE, 3-0


Revamped Darksteel dominated every game of this match and thundered into the second round with a shattered opponent left in its wake. Mirage also brought a new deck to the table, but its unspectacular burn deck never had a chance against the brutal power of Skullclamp, Arcbound Ravager, and Genesis Chamber. Mirage was constantly on the defensive and never managed to reduce Darksteel below 16 life.  The end of game one summed up the match - with Mirage facing an overwhelming Darksteel board position of numerous Myr tokens, Ravager and other assorted modular creatures, a futile attack from a Volcanic Dragon was easily thwarted when an Arcbound Stinger instantly swelled to 10/10 thanks to Ravager. The other games involved Skullclamp insanity and more appearances from Ravager. The Darksteel machine powers into the second round, where its opponent will be either Odyssey or Legions.


And over in DIVISION 4.............

#6 JUDGMENT d. #3 ARABIAN NIGHTS, 3-0

Arabian Nights was rightfully concerned about this matchup against the dangerous new Judgment deck when the pairings were announced - and this concern proved justified …

It was Judgment Day - at last.

Yes, after five tournaments of futility, Judgment has finally found the right deck, and is off the hook with its first ever match win, in dominating fashion no less.

GAME 1

Judgment won the die roll and played first. Arabian mulliganed, and with Judgment’s solid opening draw, it was imperative that it grabbed the first game. Judgment opened with turn one Suntail Hawk, turn two Phantom Nomad, and turn three Suntail Hawk. Arabian layed Island, Library of Alexandria, and Island on its first three turns.  Meanwhile, Judgment knocked Arabian down to 12, but could not find a needed Plains for its fourth land in order to cast Commander Eesha and Battle Screech - its two best cards in this matchup. Judgment settled for another Nomad and passed back. Arabian played an Old Man of the Sea (its best card in this matchup - taking a pain from City of Brass) and was done. Judgment could not find that elusive fourth land and instead attacked with all four of its creatures. A Nomad was blocked, and Arabian was at 7. It could only manage an Unstably Mutated Flying Men on its next turn. Then Judgment found another Plains, and unleashed four Bird tokens with a Battle Screech. Judgment, now back in control, declined the attack, instead building up its forces for one final attack. Arabian was in serious trouble despite several turns of Library use and played a not-so-great Serendib Efreet. Judgment was in the driver’s seat, and then it topdecked a second Battle Screech. Arabian conceded after its next draw.

Judgment 1, Arabian 0

GAME 2

Judgment has the first creature with a turn two Nomad. Arabian responded with an Old Man, while Judgment one-upped that with an Elephant Guide on Nomad, dropping Arabian to 15. Arabian had the Oubliette, though, and thanks to an Unstable Mutation, evened the life totals. Judgment Screeched two Birds into play. Arabian attacked Judgment to 11 with the Old Man and added a Flying Men. Judgment had a Ray of Revelation, but declined to remove the Mutation, instead choosing to let the enchantment eventually kill the Old Man. Judgment then put Arabian in a really difficult position with another Battle Screech, which allowed for the flashback of both Screeches. Suddenly, Judgment had eight Birds in play against a soon-to-be-dead Old Man and a Flying Men. Arabian summoned another Old Man and Mutated the Flying Men. Judgment simply let both the original Old Man and the Men through for 7 damage, falling to 4 but in total command of the game.
Judgment added a Brushhopper and played a sixth land, leaving Ray of Revelation and Glory in hand. The Men attacked once again, but when Judgment discarded both the Glory and Ray, Arabian saw the wisdom of concession in the face of hopeless position and it was on to game three.

Judgment 2, Arabian 0


GAME 3

In easily the closest game of the match, Arabian opened strong with a Library. Judgment;s first two plays were a Hawk and a Nomad. Meanwhile, a Flying Men came in for a surprise seven-point attack on Arabian’s third turn thanks to a pair of Mutations. Judgment added a pair of Spurnmage Advocates, further revealing the extent of its versatile creature lineup. Arabian fell to 16 from the Hawk and Nomad and attacked Judgment down to 8 with the still large, but shrinking Men. Arabian also added an Old Man. Judgment replied with Eesha on its next turn. The game was slipping away from Arabian, but it added another Old Man. The Men’s attacking was over with thanks to the pro-creatures Eesha, but the Old Men at least held out the promise of stealing almost all of Judgment’s creatures. Judgment could only add another Suntail Hawk, while a Nomad was stolen EOT. Arabian could steal all of Judgment’s creatures aside from Eesha, and use them to attack Judgment, which would be forced to block and kill its own creatures because of its low life total. Advantage Arabian - especially when it added a third Old Man. The Men finally died, but Arabian attacked with the stolen Nomad. Judgment declined the block and fell to 6.
The board position was now triple Old Man and the stolen Nomad versus Eesha, a pair of Suntail Hawks, and a pair of Advocates.  Judgment’s only chance was to race with Eesha before the Old Men got completely out of hand - a slim possibility of victory, but a possibility nonetheless thanks to an Elephant Guide. The Guided Eesha slammed Arabian down to 11, but a Hawk was stolen EOT. Arabian played a Serendib Efreet (this would prove crucial because the upkeep damage would cost Arabian one turn of clock against Eesha) and a Flying Men. Nomad and Hawk hit Judgment down to 3. Unblockable Eesha reduced Arabian to 6, and with the Serendib upkeep coming up, it was now apparent that Arabian had to win on its next attack (barring an Oubliette on the draw). The last untapped Old Man stole an Advocate EOT. It was going to be close. No Oubliette on the draw. Was it finally Judgment’s time after many tournaments of frustration? It was so close - but Arabian was prepared to mount one last charge.  Serendib, Men, Nomad, Hawk, and Advocate came charging in. The remaining Hawk blocked Serendib, leaving Arabian with Men, Nomad, Hawk, and Advocate - 5 damage. But Judgment could block one of the remaining attackers with the second Advocate and destroy another attacker with Advocate’s ability - which would leave it at 1 life so long as the Nomad was either blocked or destroyed. This meant that Judgment had its first ever match win in a sweep over a higher seeded opponent! Judgment will face either Onslaught or Ice Age.


Judgment 3, Arabian 0


#4 BETRAYERS OF KAMIGAWA d. #5 LEGENDS, 3-1

On paper, it seemed that newcomer Betrayers had drawn a bad pairing against Legends, since Yukora is shut down by Greater Realm, Moat, and Spirit Link, while Patron of the Kistune is also shut down by Moat and Spirit Link. Moreover, Moat stops Genju of the Fields dead in its tracks. Fortunately, Genju is otherwise impossible to deal with for Legends. But Legends has plenty of troublesome enchantments - while Betrayers only has four Terashi’s Grasps to answer them. On the positive side for Betrayers, Legends would have no chance of making headway with its creatures thanks to Betrayer’s obscene creature removal capabilities. Essentially, the matchup came down to Genju of the Fields and Terashi’s Grasp versus Land Tax and Moat. If Betrayers could match each Moat with a Grasp, it could win with its unopposed Genjus (which would also prevent Legends from racing with Land’s Edge and burn thanks to Genju’s built-in life gain). Complicating things for Betrayers, though, is the fact that Legends has Land Tax - which if used would give Legends a far greater chance of drawing more Moats than Betrayers could draw Grasps. All Legends needed to do was keep a Moat on the table long enough to win with Land’s Edge and burn. With Land Tax, the 4-4 ration of Grasps to Moats was actually in favor of Legends. However, any Moat-killing Grasp would gain 4 life for Betrayers and erase two Land’s Edge tosses, buying Betrayers more time. Betrayers had a chance - but it needed at least a little good fortune in the Moat vs. Grasp battle. If Betrayers could surmount the challenge of this seemingly difficult matchup, there would be no telling how far it could go.



GAME 1

Legends playing second after Betrayers won the die roll and jumped into the lead with the perfect start - turn one Land Tax, turn two Greater Realm, turn three Land’s Edge, turn four Moat. Betrayers, with a very slow Grasp-less and Genju-less draw, packed it in a just a few minutes. By now, a large crowd had gathered around this feature match, with the noisy partisans split roughly down the middle. Little did the Legends supporters suspect what was about to happen.

Legends 1, Betrayers 0

GAME 2

 This time, Betrayers elected to play second in an effort to thwart Land Tax and to slightly increase the chances of drawing a Grasp. Betrayers started with a Plains, but declined to play a second land after Legends opened with a Plains. Betrayers wanted to make sure no Land Taxing occurred. There was essentially no cost to skipping a land drop in this matchup, so Betrayers did so. Legends went ahead and played a Mountain and a Greater Realm. Legends also had the next two plays with a Moat and a freshly drawn Land’s Edge after that. Betrayers finally did something with Three Tragedies, knocking out Spirit Link, Chain Lightning, and a Plains, leaving Legends with one card in hand. Legends then played another Moat, and suddenly, Betrayers needed two Grasps quickly. Betrayers added a Genju and Yukora. Chain Lighting dropped Betrayers to 17. Betrayers then tried to Three Tragedies Legends, but it just threw a pair of Plains at Betrayers to drop it to 13. Meanwhile, Betrayers had drawn a Grasp, but did not use it given the lack of imminent danger posed by empty-handed Legends. However, a Pyrotechnics that reduced Betrayers to 9 convinced it to use Grasp on the following turn, restoring Betrayers to 13 and cutting the Moat count in half. Even better for Betrayers, it was on even footing with Legends in the Grasp/Moat race since no Taxing had occurred. Legends drew nothing and passed. Betrayers summoned a useless Yukora. Legends again drew nothing of consequence and passed. Betrayers found a second Genju and it was back to Legends, which again had nothing. The game was now in doubt. If Betrayers could find a Grasp fairly soon (before Legends found another Moat or found enough land to win with the Edge) it had an excellent chance of winning. If not, Legends would eventually win with the Edge.

Then came the turning point of the match - Betrayers found a second Grasp on the next draw! The life gain from the Grasp and one Genju attack restored Betrayers to a healthy 19 life and left Legends scrambling for another Moat. With five lands in play for each deck, Betrayers now had to weigh the value of playing a sixth land versus the possibility of allowing Legends to use the Land Tax that was presumably held back in hand. Betrayers elected to play the sixth land so that both Genjus could attack each turn, hoping that it could either race Legends before it found another Moat, or that the life gain from a couple of attacks would buy Betrayers enough time to find another Grasp if the Genjus didn’t finish the job. Legends dropped the Tax as expected. The next attack made it 23-14 in favor of Betrayers. Legends Taxed, drew, and passed. 27-10. All Legends could manage was to throw a bunch of land at Betrayers, dropping it to a healthy 9 life.  Unfortunately for Legends it needed to avoid playing a land so it could keep Taxing to race for the win - leaving only five lands in play (two Greater Realm activations). This meant that it could stop only Yukora and one Land’s Edge activation (both players can use Land’s Edge). Even if Legends could survive one more turn, only a Moat would do. But Betrayers didn’t even allow Legends this opportunity, as the Genjus, Yukora, and four lands were enough to finish the job (Realm could stop only one land and Yukora).

Legends 1, Betrayers 1


GAME 3

Legends made Betrayers play first, and it opened with a Genju. Legends had the Land Tax - setting in motion a surreal series of turns in which both decks refused to play land in an attempt to win the Tax wars. But Betrayers ultimately stood to benefit more from this, as it could simply discard useless card after useless card while getting closer and closer to Grasps (or obtaining more Grasps). Or did it? Legends could arguably benefit more if it was hoarding a mix of direct damage, land and a Land’s Edge with which to race once it could start Taxing.  But in order to do this and commit to Taxing, there would be costs - after non-important cards like Spirit Link and Thunder Spirit had run out, Legends would need to start choosing between important cards - for example, Moat or burn. In that sense, Betrayers would have the edge, since its only essential cards it needed to hold onto were Grasps and perhaps Genju. Once Betrayers had a couple of Grasps, it would be at leisure to let Legends start Taxing and begin the Genjus attacking.

The comedy of discarding began with Betrayers discarding Yukora and passing. Legends chucked a Plains. Betrayers tossed another Yukora. The rest of the discarding went like this:

Legends: Spirit Link
Betrayers: Horobi’s Whisper
Legends: Thunder Spirit
Betrayers: Three Tragedies
Legends: Thunder Spirit
Betrayers: Horobi’s Whisper
Legends: Spirit Link
Betrayers: Three Tragedies
Legends: Greater Realm
Betrayers: Yukora
Legends: Moat
Betrayers: Swamp
Legends: Pyrotechnics
Betrayers: Horobi’s Whisper
Legends: Moat

Once the second Moat went to the grave, Betrayers was ready to move, as it had by this time two Grasps in hand. Betrayers played a Swamp and passed. The Taxing began. Legends Chained Betrayers and discarded a land. But Genju returned Betrayers to 19 on the following turn. Legends Taxed and played Land’s Edge, throwing five land at Betrayers, dropping it to 9. Genju upped Betrayers to 11, and it did not play another land, short-circuiting the Taxing. Legends, with four cards in hand, now had a brief window of opportunity to steal the game. After its draw, it could win with a five-card combination of either three lands and a couple of Chains, or four lands and a Chain (or three Chains and a land). But Legends did not have any such combination. Instead, all it could do was Chain and pass after dropping a land. Betrayers could now either attack with Genju or Grasp the Edge - just to be safe, Betrayers chose to Grasp the Edge to gain 3 more life and end the danger of being Edged out. Pyrotechnics dropped Betrayers to 7, but Genju wiped out half of the Technics and continued to frustrate Legends with another two-point life gain. Legends actually found a third Moat on its next turn, but Betrayers had the second Grasp ready on its next turn, jumping up to 13 life. Legends was all but finished in this game, but did manage another Tax (not usable) and another Edge. Meanwhile, the Genju began working Legends over, and Betrayers began to capitalize on the Edge as well, tossing some land at Legends in an ironic turn of events. It was Moat or nothing for Legends. But help was not on the way, and it wasn’t long before Legends suffered the humiliation of losing to the its own Edge teamed up with the lone Genju.

Betrayers 2, Legends 1


GAME 4

Betrayers played first and opened solidly with a Genju. Legends could only manage a Greater Realm, and the Genju beatings started - well, not really. After one Genju hit (delayed for a turn when Betrayers skipped a land drop to prevent potential Taxing), Moat came down to halt it. Legends also managed a Thunder Spirit. Meanwhile, Betrayers had a Grasp to destroy Moat - first, though, Betrayers cast Three Tragedies, knocking out Spirit Link, Mountain, and Plains. Thunder Spirit and Technics reduced Betrayers to 16. Betrayers summoned Patron of the Kitsune. Thunder Spirit hit feebly for one lousy point of damage and another Technics dropped Betrayers to a quite safe 11 life. Legends was in deep trouble with no second Moat in sight and a Patron poised to go on the rampage.

The aforementioned Grasp destroyed the Moat, and the Genju/Patron tandem put Betrayers in command of the life totals with a 17-11 lead after the Grasp/Genju life gains. Legends could only manage a Chain Lightning, and an Edge. It was the end for Legends. Horobi’s Whisper removed the would-be chump blocking Thunder Spirit, clearing the path for Genju and Patron. Then, Betrayers slammed the door shut, closing out the match in ironic fashion with a couple of land tosses for the final 4 damage. Having overcome a significant challenge in its first ever match, Betrayers will face Antiquities in the second round after it disposes of the play-in winner, almost certainly in three straight. A titanic confrontation looms between the newcomer and former champion Antiquities - let the anticipation begin.

Betrayers 3, Legends 1


Stay tuned for more thrilling action as the tournament unfolds over the next month or so!
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« Reply #2 on: February 11, 2005, 03:54:28 am »

The action resumes, starting with the feature match of the day, Onslaught vs. Ice age in a Division 4 struggle for survival!



#2 ONSLAUGHT d. #7 ICE AGE, 3-2


Ice Age has become the BOTS version of the Chicago Cubs, having lost in the first round of each tournament, three of those times in agonizing five-game fashion. Its not that Ice Age has been totally outclassed each time - rather, Ice Age has had repeated legitimate opportunities to finally break through - but each time it has been victimized by a mixture of bad fortune and its own penchant for finding a way to avoid victory.



Meanwhile, Onslaught has been one of the most successfully BOTS competitors, having appeared in two finals to date (BOTS I and BOTS IV, losing both times to Apocalypse and Antiquities, respectively). Onslaught has been particularly hard on underdogs, usually taking down such challengers with extreme prejudice. But Ice Age was no ordinary challenge for Onslaught - although Onslaught’s enchantments would survive Jokulhaups. But Ice Age could win with well-timed ‘Haups that would render Rift and Slide useless without the mana to use them - if Ice Age could pounce right away on its landless foe before it inevitably recovered. The best way to do this would be with Ritual + Abyssal - but could Ice Age set up the position it needed to get Onslaught off balance and keep it off balance?



An all-time classic match was in store- but sadly for Ice Age, the script had the same old ending in store for the star-crossed set once again.





GAME 1



Ice Age won the roll and immediately Consulted for Necro. It was not a good Consult, though, with two Haups removed from the game along with a pair of Zuran Orbs. The Necro hit on turn two thanks to a Ritual, and Ice Age was in good shape with a third Zuran Orb to go along with the Skull. Ice Age’s first creature was a turn three Foul Familiar, while Onslaught merely cycled Renewed Faith EOT to make the life totals 22-16. Onslaught played Astral Slide before Ice Age got the turn back and hit for three with Familiar. After some more Necroing, the life totals stood at 19-13 Onslaught. The Familiar wasn’t doing much though, as Onslaught simply Slid it out on the next attack. Ice Age Necroed some more and passed back. Meanwhile, Onslaught played a face-down Angel with one mana open, signaling probable Slide protection. Ice Age Consulted for an Incinerate at the end of Onslaught’s turn, losing a pair of Familiars and a Specter in the process. Incinerate targeted the Angel, but Onslaught had the Blessing to save it (and bring it back in its full 4/5 majesty). Without a Banishing, Ice Age was forced to Haups on the following turn, taking out four of its own lands (Ritual used to cast Haups), four Onslaught lands, the Angel, and the Familiar, but going up to 16 life in the process from the Orb. Ice Age now seemed well positioned, able to play a Swamp after the Haups and with a good amount of life to support Necro - but there was just one minor problem - Ice Age only had ten cards left in its library, with presumably very few win conditions left.



Meanwhile, Onslaught was left with only a Slide in play, but did manage a Secluded Steppe after the Haups. Ice Age, meanwhile, could do nothing but pull its remaining four cards left in its library (after Necroing for six the previous turn) and pass with 6 life remaining. Onslaught had by this time drawn a Rift, but could not cast it yet due to ForgottenCave being its second land. Ice Age played a third land and passed. Onslaught dropped the Rift and passed. Ice Age played its fourth land and played the first of two Specters. Ice Age had an Orb in play to avoid Rift death and try to race, but Onslaught was in good position with some cheap cyclers. The first of these (Steppe) was used to Slide out the attacking Specter and shoot Ice Age down to 4 with the Rift. But Ice Age added another Specter, and had four lands with which to gain a potential eight life in the damage race should it become necessary. Onslaught, in a reckless and ill-advised move, went for the kill a bit early, using Blessing and a Shock to force a land sac from Ice Age, but in the process opening up to a double Specter Attack. The Specters knocked out a Slide and an Angel, dropping Onslaught to 15. Onslaught went for another Angel, but it was promptly Banished, and all of a sudden Onslaught was in bad trouble. The Specters made it 11-2 Onslaught and knocked out Vengeance and Mountain in the process. With only three lands in play and the Specters bearing down, Onslaught suddenly needed help quickly. It played another Angel, but that too was Incinerated. The Specters continued their amazing comeback bid, knocking out a Starstorm and reducing Onslaught to 7. Onslaught could only play another Rift and pass back in a state of shock. The Specters reduced handless, floundering Onslaught to 3 life. Ice Age, with no cards left in its library, was about to pull off a stunning comeback - unless Onslaught could pull a rabbit out if its hat by drawing a cycler.

Of course, that is exactly what happened, as Onslaught pulled a Steppe off the top, which enabled it to double shoot a Specter and Slide the other on the subsequent attack. But the outcome was still in doubt when Onslaught did not find another cycler. The remaining Specter dropped Onslaught to 1. Could the rogue Specter do it? No, as Onslaught narrowly pulled off the escape with a ForgottenCave waiting on the next draw! On to the second game after a narrow Onslaught escape.



Onslaught 1, Ice Age 0



GAME 2



Onslaught had a turn-two Rift, while Ice Age consulted for Necro and got it down on turn three - but the accursed luck continued for the snakebitten set - the Consult removed 31 cards! Ice Age looked real bad when Onslaught added another Rift, but a Familiar somehow managed to get a hit in while Ice Age continued to Necro vigorously in an attempt to set up the perfect Haups - but three Haups were already gone. An Angel soon appeared, but was quickly Banished. Finally, Ice Age Haupsed. In response, Onslaught cycled Faith and double Rifted Ice Age, but it hardly mattered as Ice Age gained 12 from an Orb and went up to 18 life before playing a Swamp, Necroing, and passing. Onslaught could only manage a Plains. Ice Age now had the perfect scenario - turn-two Abyssal Specter after the Haups - Onslaught’s worst nightmare. Onslaught could only manage a Steppe before passing back. Ice Age had another Specter. Onslaught was slow in setting in finding more cyclers with which to use with very little mana in play, and was soon snowed under by a rush of Abyssals and Familiars combined with some finishing burn. The onslaught was simply too much for Onslaught - it was on to the third game with the series evened.



Onslaught 1, Ice Age 1





GAME 3



Ice Age Consulted early for a Ritual but suffered more bad fortune as several creatures and a couple of Haups were wiped away in the process. It was another terrible Consult, but when you deal with the devil, you pay the price. At least it allowed Ice Age to get Necro into play, while Onslaught countered with a Slide (and a second Slide the turn afterwards). Ice Age added an Orb and a Specter. Onslaught was now in a difficult position despite the Slides. It could Slide Specter repeatedly to hold the menace at bay - but the dilemma was that Ice Age could actually turn this against Onslaught by Haupsing after the Specter was Slid, thereby turning Onslaught’s Slide into a safe haven for the Specter. The Specter would then return to wreak havoc against a landless opponent after a Haups - all thanks to Onslaught’s Slide. Moreover, Onslaught could not risk going beyond three or four lands in play to open up other options because of the Haups threat. Nevertheless, Onslaught was not willing to accept two damage and the loss of a card just yet and Slid the Specter out when it attacked the first couple of times. Finally, Ice Age capitalized on the opening with a Haups after Specter had been Slid out. Ice Age went up to 19 and started Necroing again, but Onslaught simply layed a Plains and was ready for the Specter with a Blessing to Slide out the menace. Ice Age, though, had another Specter off a Ritual - but with two Slides in play, this did not seem to be enough. A Familiar was summoned as well the following turn. Despite this trio of threats, the situation did not seem to improve for Ice Age when a Rift made an appearance. But the, it happened - Onslaught, stuck on two lands, was out of cheap cyclers, creating a window of opportunity for Ice Age, which knocked Onslaught down to 13 and in the process took out a Starstorm and a Vengeance. Onslaught did not find a third land, but when Ice Age tried another attack, it encountered a rude surprise in the form of a topdecked Blessing, which Rifted the Familiar (returned to hand) and Slid out the two Specters. The Familiar was replayed, and Onslaught got the turn back, still desperate for land and cyclers. Onslaught did indeed play a third land, and passed back. When Ice Age attacked, Onslaught cycled Faith, shooting the Familiar, gaining two life, and Sliding the Specters. Ice Age replayed the first Familiar and added another. While Ice Age was tapped out, Onslaught Shocked a Familiar and Rifted another with the Steppe, but opened up to the Specters in the process - a calculated risk to remove the Familiars once and for all. Onslaught accepted the Specter damage the following turn, falling to 11 while losing Starstorm and Angel.



Meanwhile, Ice Age had no Haups left, meaning Onslaught could play lands with impunity. The Specters attacked again, but were both Slid out this time by a Vengeance. Incinerate knocked Onslaught down to 8. Ice Age Necroed to 5 with Orb in play and passed. Blessing Slid out both Specters on their next attack and shot Ice Age to 3, but Ice Age added a third Specter! On the next Ice Age attack, two Specters were Slid with a Vengeance, while the third fell to a Rift shot and a Shock. Both Specters were Slid out on their next attack, while Rift shot Ice Age to 1. Shock then forced a land sac, but Onslaught was out of cyclers, having hit a dead pocket, so out came a face-up Exalted Angel with all four of Ice Age’s Dark Banishings gone, as well as two Incinerates. The remaining Incinerates, however, were in Ice Age’s hand! The Exalted Angel became a fallen Angel EOT, and the Specters knocked out another Angel and a Rift. Onslaught fell to 4 life, but could climb right back into the driver’s seat if it drew a cycler next turn. The draw . . . Astral Slide! Ice Age had taken the lead in the series, and was poised for its first ever match win.



This should have been a turning point for Ice Age. But in the case of BOTS’s very own hard-luck cursed franchise Ice Age, turning points that would be turning points for other sets turn into comeback opportunities for the opponent. Doors of opportunity flung ajar slam shut just as quickly as they open and lead to nowhere.



Ice Age 2, Onslaught 1





GAME 4



Ice Age played a turn one Necro and had a Zuran Orb to go along with the Skull - a promising start. But Onslaught played turn two and turn four Rifts to spoil the party. Ice Age managed a quick Jokulhaups, but was never competitive against the Rifts, as Onslaught recovered very quickly from the Haups to gun down Ice Age, which could not find another Orb. An Abyssal attempted to make a race of it, but the Rifts were just too much and it was on to the deciding game - a place Ice Age definitely did not want to be given its tragic history.



Ice Age 2, Onslaught 2





GAME 5



The trouble started right away for Ice Age, which had to mulligan a putrid hand into a mediocre one. Once again, it could not seem to get the turn two Specter draw, which obviously could have made things a bit tougher on Onslaught. A reasonably decent Consult removed a pair of Haups, but found the Necro in only 10 cards. Could have been better, could have been worse. Onslaught played an early Rift, while Ice Age started to Necro and summoned a Specter. Onslaught added a Slide. Fearing the Slide/Haups combo working against it, Onslaught accepted two damage from the Specter and dropped a Starstorm into the graveyard. Ice Age Necroed down to 10, while Onslaught added another Rift. Specter attacked again, but this time went down to Blessing/double-Rift. The match was slipping away from Ice Age, and it need to make something happen pronto. Onslaught added a third Rift and a second Slide! Ice Age could wait no longer, and had to EOT Consult for an Orb so it could Haups. It turned out to be one of the more bizarre Consults of all-time - Ice Age went from frustration to satisfaction in moments - two Orbs were wiped out in the first six cards - but the seventh was another Orb! Three Orbs out of five cards. Ice Age Haupsed, losing six lands and rising to 20 life, while Onslaught lost five lands but retained three Rifts and two Slides. Ice Age needed to work quickly or else Onslaught would quickly be back in control - with nearly full 20 life still remaining. Ice Age played a Swamp, Necroed (for nine cards, sensing the need to find Ritual + Abyssal ASAP), and passed. Onslaught played a Mountain. Ice Age could only play another land and pass back in disgust, knowing it had missed an opportunity. Onslaught dropped a Plains and was done. Ice Age added a Foul Familiar. Onslaught missed its third land drop, but had a Renewed Faith to Slide out the Familiar and gain 2 life. Ice Age added a Specter, but had little hope even after Onslaught missed another land drop.



That yet another match had slipped away from Ice Age was confirmed on its next attack, when Onslaught used a ForgottenCave to Slide both creatures and shoot Orb-less Ice Age down to 1. Ice Age did have a fourth Orb to prolong the agony, but Onslaught found a third land. Specter was then double Rifted, while Onslaught elected to take the Familiar damage, dropping to a quite safe 14. An Angel appeared and was quickly Banished. Familiar hit Onslaught down to 11, and a second Familiar was summoned. Wait a minute - Ice Age was making one final bid to steal the match. Just a couple of more Familiar hits, plus a couple of Incinerates …. but Onslaught sensed that this was exactly Ice Age’s plan and was ready for it, playing a fourth land and passing back. On the ensuing attack, one Familiar was Rifted, the other went through, and Ice Age got double Rifted, falling to 2. The Familiar + Incinerate left Onslaught at 5, and Ice Age replayed the Rifted Familiar. Ice Age had lethal damage on the board, but Onslaught had several cyclers, while Ice Age was down to only two lands from using Orb to stay alive. When both Familiars were Rifted on Ice Age’s next attack, it was forced to extend the hand in defeat. Ice Age had once again given a valiant performance, but once again the valiant performance was given in defeat - gut-wrenching, agonizing defeat. One of these days, Ice Age will get a win - just not this time. Onslaught guts out a grueling first round fight to the finish and advances for a date with Judgment!



Onslaught 3, Ice Age 2





Meanwhile, in the battle of the bottom feeders............




PLAY-IN DIVISION (Winner is #8 seed in D-4)



FALLEN EMPIRES d. THE DARK, 3-1



Fallen Empires dropped the second game when the Dark managed to survive the early game and stabilize with Mazes, but Empires had more than enough for its punchless opponent in the other three games. A particularly revolting development for The Dark was its inability to stop Mindstab Thrulls with Maze of Ith (Thrull can cause discard as long as its unblocked even if it deals no damage).



HOMELANDS d. THE DARK, 3-0



Again, The Dark proved no match even for its other fellow bottom feeder, and was eliminated from contention in three straight. At times, the going was agonizingly slow, but Homelands just continued to grind along with its trademark slow, suboptimal beatings until victory was achieved. Begin the unnecessarily slow dipping mechanism!!! Anyway, the Homelands victory left it and Fallen Empires to square off for the play-in division title and the chance to get walloped by Antiquities. What an honor.





HOMELANDS d. FALLEN EMPIRES, 3-2



Homelands had the upper hand on paper, thanks to Spectral Bears (3/3 for two with no drawback versus FE), Abbey Gargoyles (unblockable), Death Speakers (annoying little pro-black bugger) and the slow but effective Serrated Arrows. The way the match actually played out was quite a bit closer than it would seem on paper. Fallen Empires fell behind early in the first game against a Bears and a Speaker, but fought back with Order of the Ebon Hand and Hymn to Tourach to grab the first game. Homelands barely avoided falling behind 0-2 when it fell to 2 life before winning at the last possible moment by dropping a Roots on FE’s only blocker (an Armor Thrull) with FE ready to win on the following turn. Homelands took the lead in the series, but Fallen Empires forced the decider in a bizarre fourth game. Homelands had only one Plains for a long time while FE built up an army of Thrulls, but managed to hang in with three Death Speakers! Ultimately, the Speakers could not handle the avalanche of Thrulls, including multiple Necrites, Derelors, and Mindstabs, all backed up by Thrull Champion. In the deciding fifth game, FE fell behind early against a Bears and a Speaker, but valiantly fought back to make a contest of it. But Homelands held off the challenge with a Serrated Arrows and managed to race with Abbey Gargoyles, taking the match and the play-in division in the process!



On to the slaughter versus Antiquities!





Over to Division 3...........


#4 VISONS d. #5 EXODUS, 3-0



This will undoubtedly go down as the shortest match of this BOTS tournament, or perhaps of any BOTS tournament thus far. Exodus, with no meaningful disruption to combat the Visions Sandsipoise combo (Thrull Surgeons, hardly enough), conceded on turn four in each game as Visions easily put the combo together three times in a row. Visions will almost certainly face Mirrodin in the next round, and the former champion will be an underdog against the Visions combo deck. This is the machine bracket - Visions, Mirrodin and Darksteel all operate with cold and mechanical efficiency in dispatching their opponents - but only one can survive and advance to the Final Four. Don’t be surprised if its Visions - if it gets the right matchups against decks powerless to stop the combo, it can lawnmower its way right through a bracket.





#3 ODYSSEY d. #6 LEGIONS, 3-2



These two know each other well, having met once before, with Odyssey emerging with a tough 3-2 win. Odyssey may have cheap removal, powerful card-drawing, and arguably the most powerful creature of all time, but Legions can overwhelm the Tog deck with its fast Goblin draws. Moreover, Legions possesses several deceptively effective tricks in its arsenal of unmorphing Goblins - such as Unstable Hulk’s growth trick, Warbreak Trumpeter’s token trick, and of course Skirk Marauder. Then again, Legions often doesn’t need tricks - usually it will just bluntly smash its opponent’s cranium open with a rock, employing either Clickslither or Goblin Goon for that task. Legions may be a 6 seed - but it is a dangerous one in a tournament featuring a group of dangerous 6 seeds (Judgment, Alliances and Invasion being the others).



Maybe not so surprisingly, then, Legions once again pushed Odyssey’s Tog deck to the limit, but Dr. Teeth was able to rally from 1-2 down to face Darksteel in the second round. Legions captured game one with a surprise unmorphed 8/8 trampling Unstable Hulk after Odyssey had seemingly withstood an early Legions assault. Odyssey stabilized the match with a game two win on the strength of good early removal and Tog blocking, falling no lower than 9 life. But Legions seized the advantage with a late-game Warbreak Trumpeter unmorph for three Goblin tokens that provided just enough damage to get past a couple of Infiltrators and a Tog for the win. In the fourth game, Odyssey desperately battle for its life and finally wrested control of the game, beating Legions down with its own Goblin Goon and a Tog. Finally, in the fifth game, Odyssey restored order and crushed the Goblin uprising with a commanding close-out performance, removing or bouncing all of Legions’s early creatures, then dominating with Togs backed up by Standstills to easily take the deciding game in a massacre to conclude an otherwise tight match. Odyssey, like Onslaught, rallies from 1-2 down to avoid an upset. Next up - powerhouse Darksteel.
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« Reply #3 on: February 12, 2005, 02:22:03 pm »

OK, the Round of 32 has been completed, and here’s how things turned out in the remaining matches:





DIVISION 1





#1 TEMPEST d. #8 PLANESHIFT, 3-0



Planeshift can’t do a damn thing about Tempest’s creature lock , which made for a very brief opening round encounter. A nice light workout to get Tempest started and warmed up for its next opponent…



#4 MERCADIAN MASQUES d. #5 URZA’S LEGACY, 3-1



…which will be Mercadian Masques after a comfortable win over Legacy. The combination of Rebel searching, Story Circle, and repeated Porting proved far too much for sluggish Legacy to handle save for game two when a couple of Simian Grunts stole a win from the rebel alliance. Other than that, though, the match was all Masques.





#3 URZA’s DESTINY d. #6 INVASION, 3-1



The turning point of this match came in the first game - and it went Destiny’s way, putting it in commanding position which it would never relinquish. Destiny had six mana in play and was flogging its adversary with a Masticore, which mauled Invasion down to 8. Destiny, though, was tapped out from gunning down a Blazing Specter and Ravenous Rats. Invasion had an opening to kill the ‘Core if only it could draw a Ghitu Fire (with six mana of its own in play). Instead, the draw yielded a Skizzik, which evened the life totals at 8. The ‘Core attacked back to drop Invasion to 4, then machine-gunned the Skizzik in cold blood. Again, Destiny was tapped out, and Invasion could stay alive with a Ghitu Fire. Mercifully, the Fire was waiting on top of Invasion’s deck to take out the rampaging Masticore. Destiny drew nothing and passed. Invasion played a Pyre Zombie, and suddenly Destiny was in trouble. But just as suddenly, the momentum turned completely back in Destiny’s favor when it topdecked another Masticore! With a Forest in hand to support the monster, Destiny was able to win on its very next turn. After this crushing turn of events, Invasion never recovered, managing only a game three win after the outcome of the match was no longer in doubt.



The rest of the match featured Destiny dealing with its foe in the way it knows best - with repeated ape smashings at the hands of enraged Ancient Silverbacks. Yes, Invasion found out the hard way what the Phyrexian killing machines learned long ago - don’t wound the damn ape - you’ll only make it angry.







DIVISION 2



#1 APOCALYPSE d. #8 WEATHERLIGHT, 3-0



Weatherlight delivered quite a disgraceful performance in this stinking excuse for a match - there are termite colonies that have put up more of a fight against the giant anteater than Weatherlight did here.





#2 TORMENT d. #7 PROPHECY, 3-0



Torment may have swept Prophecy - but make no mistake, Prophecy put up furious resistance and showed incredible bravery in the face of overwhelming odds.

Wait a minute … that’s a lie, a shameful lie - the truth is that Prophecy folded like camping equipment and fought like a little girl.





#3 FIFTH DAWN d. #6 ALLIANCES, 3-1



These two met in the first round of the previous tournament, with Fifth Dawn emerging victorious from one of the greatest matches in BOTS history - a pulsating back-and-forth epic that featured an extremely rare 0-2 comeback. Alliances, still festering with bitterness about letting that 2-0 lead slip away, was ready to serve a nice cold helping of revenge on its new arch-nemesis. Sadly for the spunky 6 seed, Fifth Dawn had other ideas, and in the end, this sequel, like so many others, failed to live up to the original. Alliances gained the upper hand in the first game with a Balduvian Horde and briefly maintained that edge with a Primitive Justice to knock a 4/4 Skyreach Manta out of the skies. An Elvish Ranger joined the Horde, but Fifth Dawn fought back with a Bringer of the Green Dawn. Alliances reduced Fifth Dawn to 5 and even managed to kill the Bringer in combat, but a second Bringer and a Manta proved too much and Fifth Dawn had the lead. Alliances did manage to take game two against a slow Fifth Dawn start, but the final two games were total washouts in favor of Fifth Dawn. Game three was a particularly smashing affair, as Fifth Dawn managed to summon a turn three Bringer of the Blue Dawn off a Channel the Suns. Unable to find any Pillages to slow down Fifth Dawn, Alliances fell to a couple of Bringers in the fourth game, and the match was over without nearly as much kicking and screaming as last time.





#4 URZA’S SAGA d. #5 SCOURGE, 3-2



In a thrilling confrontation between the degenerate Saga machine and the plodding-but-metronomically consistent Scourge mono-white control deck, Saga was able to escape with a strong performance in the decisive game. Scourge would be in trouble against Saga’s fast starts, but if Scourge could hang in there, it would have a chance to race against Saga’s Smokestacks thanks to Decree of Justice.



GAME 1



Saga played first, but was off to a slow start despite an early Academy, with only three Islands, a Claws, and a Powerstone on the first four turns. Scourge wasn’t doing much either, but finally capitalized on the delay with a turn four Dawn Elemental to at least provide some pressure should Saga continue in its struggles. Saga cast Smokestack and passed back. Scourge played a fifth Plains, attacked with Dawn Elemental, and summoned a Silver Knight.



Before we head to Saga’s next turn, I would like to digress for a moment and point out that Dawn Elemental features some of the worst artwork in all of Magic. Dawn Elemental? More like a banana with goggles.



Anyway, it was Saga’s turn again. Smokestack gained a counter, and Saga added a second Smokestack. But Scourge made things more complicated for Saga on the next upkeep by cycling a Decree of Justice for a pair of soldier tokens before adding a Temple of the False God. Meanwhile, the Elemental and the Knight dropped Saga to 12. The Stacks went up to two and one counters, but Saga could only manage a Thran Turbine before passing. It was going to be close.



Scourge again frustrated Saga with another upkeep Decree, this time producing four soldiers! Saga fell to 7 from the Elemental and Knight. On Saga’s upkeep it gained a life from Claws and added a Pit Trap. Scourge continued to meet the demands of the Smokestacks, knocking Saga to 5 with the Elemental, forcing the use of Pit Trap with the Knight, and adding another Elemental. Saga succumbed the following turn.



Scourge 1, Urza’s Saga 0





GAME 2





A blowout for Saga, as it managed an early Smokestack and a Time Spiral. Apparently Scourge was not convinced that concession was the appropriate reaction under the circumstances - but another Spiral and a second Smokestack changed that mindset in a hurry.



Scourge 1, Urza’s Saga 1





GAME 3



After two really slow hands, Scourge was fortunate to be tied in the series. The white deck finally had a “fast” start with a turn two Silver Knight - Scourge’s equivalent of Ritual + Negator. OK, so it’s really nothing like a turn one Negator, but you do the best you can with what you’ve got. However, the brave Knight didn’t last very long, falling into a Pit on its second attack. Scourge hit several times with a Dawn Elemental to reduce Saga to 1 life, but by that point it had a Claws and enough artifacts to stay alive - and more importantly a crippling Smokestack and some a 5/5 Processor tokens.



Urza’s Saga 2, Scourge 1





GAME 4



Scourge forced a deciding fifth game with its “nuts” draw - three Silver Knights on turns two through four! Saga dropped a 4-point Processor on turn four, falling to 10, but able to make a token at least. Scourge gladly trade one of the three Knights for 4 more damage, and Saga was at 6. Scourge added a Noble Templar. Saga seemed to be recovering with a Spiral and another token. Scourge declined the attack, but had a boatload of mana in play, all but telegraphing a rather large Decree of Justice. Saga managed two more tokens thanks to Voltaic Key, but the situation did not improve when Scourge cycled in four soldier tokens EOT. The situation went from bad to worse for Saga when Scourge followed that up on its next turn with a timely Daru Warchief and a Dragon Scales. On to a surprising game five.



Urza’s Saga 2, Scourge 2





GAME 5



Scourge had the first play with a Silver Knight, while Saga had two Islands, an Academy, Worn Powerstone, and Thran Turbine in play at the end of turn three. The Knight valiantly hit for two damage, but Saga dropped a pair of party poopers the following turn - the first of which was Smokestack. But the real party pooper was a 5-point Processor, promising an endless stream of large and angry minion tokens. Scourge could only manage a Dawn Elemental after that. When Saga Spiraled the following turn, Scourge was close to offering the handshake - which was in fact offered upon the sight of a Claws, which totally slammed the door shut. A good match ends with Saga advancing to face Apocalypse and Scourge going home - but not without a few stories to tell to the wife and kids.



Urza’s Saga 3, Scourge 2








DIVISION 3



#1 MIRRODIN d. #8 NEMESIS, 3-0



Mirrodin barely worked up a sweat in taking out Nemesis in three straight. The closest Nemesis got to win was in the third game, when a couple of Blastoderms were picking on a lone Myr Enforcer. But the teasing stopped pretty quickly when Mirrodin drew Atog and Disciple of the Vault on consecutive turns. That game turned around in a hurry - and just like that, the match was over. For all of its dominance though, the former champion faces an almost impossible task in the next round - the menace of Visions’s new Sandsipoise lockdown deck. It seems probable that the win over Nemesis will be Mirrodin’s lone highlight of this event - which would certainly be a bitter pill to swallow for a set used to routinely deep journeys into the tournament.





DIVISION 4



#1 ANTIQUITIES d. #8 HOMELANDS, 3-0



Come on - did you expect anything else? A freebie for Antiquities - but a very dangerous challenge is up next in the form of Betrayers of Kamigawa, fresh off an impressive debut win over Legends.









And so the first round is over - and oh did the higher seeds flourish. In an extraordinarily unusual outcome that will likely not be repeated anytime soon, only one lower seed was able to win a match - six seeded Judgment, which swept Arabian Nights 3-0. Otherwise, it was a total shutout for the lower seeds, which lost 15 out of the 16 first round matches. Some underdogs came close - including Ice Age, Legions, and Scourge - but of them, only Judgment survived and advanced.



Stay tuned - the Round of 16 matchups will be posted shortly - your predictions for this next set of matches are welcomed and encouraged! Who will advance to the Divison Finals? Who are your picks to advance, and how do you see the big picture playing out at this point versus what you thought before the tournament started? Let’s hear your picks for the upcoming round!
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« Reply #4 on: February 13, 2005, 01:56:16 am »

ROUND OF 16 PAIRINGS:


DIVISION 1

#1 Tempest vs. #4 Mercadian Masques

#2 Champions of Kamigawa vs. #3 Urza’s Destiny



DIVISION 2

#1 Apocalypse vs. #4 Urza’s Saga

#2 Torment vs. #3 Fifth Dawn


DIVISION 3

#1 Mirrodin vs. #4 Visions

#2 Darksteel vs. #3 Odyssey


DIVISION 4

#1 Antiquities vs. #4 Betrayers of Kamigawa

#2 Onslaught vs. #6 Judgment
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« Reply #5 on: February 14, 2005, 01:35:14 pm »

Oooooooh, these are all quite even! Except for the Apocalypse/Saga one. Apocalypse will probably win that one, and champions will also probably win against Destiny. Here are my predictions for the highlight reel:

Tempest vs. Masques: Masques has proven in the past that it can win this matchup with disenchant and rishadan port, combined with rebel beatdown.

Torment vs. 5th Dawn: 5th Dawn has enough piddly creatures to protect against edict, so it all comes down to how fast it can get down a bringer, and how well it can protect it.

Antiquities vs. Betrayers: I have just been thinking about how good Betrayers actually is. In terms of beating aggro, Betrayers is actually much better than Champions is, and is probably the best anti-aggro deck in the whole field. See what happens when the unstoppable force hits the immovable object.
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« Reply #6 on: February 17, 2005, 01:53:59 am »

The Round of 16 is underway!


DIVISION 3


# 4 VISIONS d. #1 MIRRODIN, 3-1

Although Mirrodin is a #1 seed and one of the true BOTS powerhouses, new-look Visions is an unstoppable buzz-saw right now. Coming off a 3-0 demolition of Exodus, Visions looked to have a very smooth ride all the way to the final four - and perhaps even further. Now only Mirrodin, and then the winner of Darksteel/Odyssey stood in the way of Visions and a very surprising division title.

Perhaps a final four appearance would not be entirely surprising - once the brackets were revealed, it became apparent that Visions had drawn the matchups it needed to go deep into the tournament - but going into the tournament, who could have expected that a set with only one match win to its credit in five previous events would be able to navigate all the way to the Final Four? Yet thanks to its new Sandsipoise lock deck, Visions has emerged as the dark-horse title contender out of the 4 slot.

If you aren't familiar with the Sandsipoise combo, it works like this: Equipoise phases all of an opponent's excess creatures/artifacts/lands out during Visions’s upkeep, while Sands of Time requires each participant to skip his untap phase, making the opponent’s creatures, artifacts, and lands never come back again - this works because phasing in and out occurs during the untap step.

In other words, during its upkeep, Visions uses Equipoise to phase out all opposing creatures (Equipoise also phases out land and artifacts as long as the opponent has more than Visions - moreover, Equipoise allows its controller to choose the phase-out targets if that should become necessary). Meanwhile, Sands of Time causes both decks to skip their untap phase, which means phasing creatures (and any other phasing permanents) never get the chance to phase back in.  

Thanks to the search power of Impulse and Vampiric Tutor, Visions has no difficulty setting up the lock within an adequate amount of time. Meanwhile,  Peace Talks buys Visions any needed time against aggro, Coercion adds some protection against removal or any other threatening cards, while Wand of Denial slams the hammer down against any potential escape from the lock if the opponent does not already have what they need in hand. What it all amounts to is a cohesive mixture of lock components, search, and defense. Visions is certainly one of the most unusual and interesting decks in the format, and is one of only two creatureless decks - the other being Tempest.

Getting back to Visions’s status in division three, all of the aforementioned opponents/potential opponents have something in common - they have no answer for the brutal Sandsipoise lockdown of Visions, which it can usually deploy by turn four - essentially too fast for even the fastest aggro draws. Visions is vulnerable to hand or mana disruption, enchantment removal, and to a lesser extent artifact removal (Vision Charm can protect Sands of Time).  Then again, Visions is not without its own countermeasures, including Coercion, Wand of Denial, and even the surprisingly useful Vision Charm (which can be used to deck an uncooperative opponent - i.e. one who refuses to concede).

Darksteel has none of the tools needed to defeat Visions, and is not fast enough to race. Odyssey can do absolutely nothing about the lock. And Mirrodin? Of the three, Mirrodin is the only one with even a glimmer of hope - the Affinity deck is capable of winning in four turns with its fastest draws, and five or six turns more typically. Mirrodin’s only hope would be to come up with some super-fast draws and hope Visions stumbled a bit, for even Mirrodin’s best might not be fast enough against Visions.  Even worse for Mirrodin, Visions is not without defense tactics - Peace Talks can buy an extra turn, while Vision Charm can be used to stall an artifact creature or deny an artifact land for a turn.

Mirrodin was walking into a minefield, but got exactly what it needed to start the match - a die roll win, and then a speed draw:

Turn 1: Great Furnace, Bonesplitter, Ornithopter
Visions: Plains
Turn 2: Great Furnace #2, Frogmite, Equip Thopter - Visions at 18
Visions: Island, Impulse
Turn 3: Glimmervoid, Disciple of the Vault, Myr Enforcer, Visions at 14
Visions: Undiscovered Paradise, Peace Talks
Turn 4: Welding Jar, Visions still at 14 while the peace talks continue….(but Shrapnel Blast in hand for the kill)
Visions: Vampiric on upkeep, Plains, Equipoise, falls to 12
Turn 5: Attack for 9, Shrapnel Blast for 6 (Disciple)

So Mirrodin had done what it needed to do - stolen the first game with a turn four kill draw (delayed one turn by the Peace Talks) one turn before Visions could deploy the lock.

But all Mirrodin’s win did was show how badly the odds were stacked against it - everything had gone its way in the first game, and it was only barely able to win.

Visions wasted no time in showing why it, and not Mirrodin, is in charge of this division - the upstart got the lock down on turn five thanks to the search power of Impulse - and with 16 life points to spare, as Mirrodin couldn’t muster the same type of draw as the previous game. Visions even employed some annoying trickery, using Vision Charm on a Great Furnace to further muck up Mirrodin’s plan of attack.  

The next game was even easier for Visions - it simply got the lock down in four turns, while Mirrodin didn’t even come close to mounting any kind of threat - not that it realistically could have given a mere four turns.

In the finale, it was more of the same, as Visions was never threatened (at one point Coercing a Shrapnel Blast that wouldn’t have been enough anyway) and got the lock on turn five with plenty of life to spare.

Visions moves into a quarterfinal coronation in impressive fashion over former champion Mirrodin!





DIVISION 4


#6 JUDGMENT d. #2 ONSLAUGHT, 3-2

Judgment has done it again - the upstart darling of the tournament has pulled the major upset over longtime powerhouse Onslaught, bouncing the higher seed in a thrilling battle that required the full five games!

After defeating 3rd seeded Arabian Nights in the opening round, Judgment now advances even further into uncharted waters - moving into the division finals where it will face an even greater challenge in former champion Antiquities (more on that later).  Remarkably, Judgment was the only lower seed to survive the opening round.  Now, the renegade has done more than just a little damage - it has derailed one of the big boys.  

Although Judgment was an underdog by seeding and reputation going into the match, it had several things going for it that in reality made the match very even. Most importantly, Judgment has Ray of Revelation. Each Ray Judgment draws wipes out two of Onslaught’s board-controlling enchantments - Lightning Rift & Astral Slide - and without the services of those enchantments, Onslaught is in trouble. Judgment looked to have a good chance of keeping the enchantment situation under control.

Second, Judgment has Glory, which can shelter Judgment’s forces from Starstorm, Lighting Rift, and Shock.  Glory can also negate Exalted Angel as a blocker or allow a flying creature to block the Angel and survive.

Commander Eesha is another asset for Judgment. It can block Angel and survive, as well as attack right around Angel regardless of Glory. With Elephant Guide enchanted on the Commander, she becomes a runaway train that can halt Angel completely and survive double Lightning Rift.

Aside from Ray, Glory, and Eesha, Judgment also has the capability to simply overrun Onslaught before it can set up its defenses properly. This is Judgment’s best road to victory - preempt the long game with a quick knockout.

But Onslaught is not without its own advantages in the matchup. Most importantly, Exalted Angel. Although Judgment can combat the Angel in various aforementioned ways, a turn four face-up Angel should still carry Onslaught to victory more often than not, as Judgment has no actual way to remove it or interfere with turn-three face down/turn-four flip. At any point in the game, Angel can be a menace, but especially early on against an opponent with no actual removal for the Angel.

Another ace for Onslaught is Akroma’s Vengeance. Where Starstorm fails, Vengeance does not. Judgment does have Brushhopper and Elephant Guide, which can both throw monkey wrenches into a Vengeance, but overall it is a very strong card in this matchup.

Finally, although Judgment has eight pieces of enchantment removal (4 Rays + flashback on each) to match Onslaught’s eight enchantments, Onslaught has a greater chance of finding its enchantments than Judgment does of finding its Rays, as cycling allows Onslaught to rapidly dig through its deck. This is especially so the longer the game continues - if the controlling Onslaught could survive the early rush, it would have inevitability on its side.

Another minor nuance is that Onslaught can still get at least one use (sometimes more) out of its enchantments once it has a considerable amount of mana in play. No matter how many Rays Judgment has, Onslaught can play a Slide or a Rift, then use it as many times as the available mana and cyclers permit in response to a Ray. This could prove especially useful for important one-time tasks such as Sliding out an Elephant-Guided creature or gunning down multiple small creatures with a Rift.  The Rays would be a major problem for Onslaught - but Onslaught would not be without its ways to at least get something out if its enchantments.

What it all added up to was a very even matchup between the sentimental favorite - upstart Judgment - and the powerful, ugly bully - Onslaught.


GAME 1

Things started off slowly with Onslaught playing first, as the control deck had no Rift, Angel or Slide, only land and some cyclers. Judgment had a slow hand of its own. Nevertheless, it had the first play with a turn three Anurid Brushhopper - a legitimate menace as Onslaught continued to flounder like a beached whale. Onslaught fired off cycler after cycler, but still could find nothing of any use as the Brushhopper continued its march of doom. Judgment was stalled on three lands with nothing else to do, but at least it had the Brushhopper to try and take advantage of the opening. Judgment finally added a Spurnmage Advocate. Onslaught, down to 14 life and finally tired of the beatings, unleashed a Starstorm during Judgment’s attack step, killing the Advocate, but not the Hopper, which went into hiding pitching Glory and Battle Screech. Onslaught continued to find nothing, and with Glory in the graveyard, a couple of other Starstorms were now useless against the Hopper. Onslaught fell to 8 as Judgment added a Suntail Hawk. Onslaught cycled a Starstorm EOT in search of answers. Now with nine mana in play, Onslaught fired off an Akroma’s Vengeance.  This provided a temporary reprieve, killing the Hawk and delaying the Hopper, but it survived with the pitch of Battle Screech and Ray of Revelation. With the remaining three mana, Onslaught summoned a face-down Angel.  The Hopper smashed Onslaught down to 5, and Judgment added an annoying Commander Eesha to even the odds against the Angel.

Onslaught needed a way to clear Eesha out of the way, even if just temporarily to gain some life from Angel. Judgment had two Rays in the graveyard (one discarded to Hopper + one discarded when Judgment stalled on three lands). Onslaught had by now drawn into a Slide and a Rift, which it could get at least one use out of before they were Rayed.  Onslaught played a tenth land and both enchantments, flipped over Angel, and with the last mana cycled a Blessing to Slide out Eesha. The Angel then made the life totals 16-9 in favor of Judgment. The Hopper hit Onslaught to 6, while a new Ray took out the Slide. Judgment allowed the Rift to remain, though, leaving mana up for Glory. Onslaught cycled Renewed Faith to go back to 8, drawing into an Astral Slide, which it played, although lacking any further cyclers. Judgment merely destroyed it with a flashbacked Ray, Elephant Guided Eesha, and hit for 5, dropping Onslaught to 3.  The Angel made it 12 to 7, but the Rift was also destroyed with a flashbacked Ray. Judgment then attacked for 8 and the win, but Onslaught delayed for one more turn with a cycled Faith. The Angel made it 8 to 5, but Onslaught had nothing further and conceded.

Judgment 1, Onslaught 0


GAME 2

Judgment could only manage a Suntail Hawk within the first few turns and stalled on two Plains. Onslaught made no mistake and summoned a turn three Angel, unmorphed it on turn four, summoned another face-down on turn five, and flipped over the second Angel on turn six. On to game three.

Judgment 1, Onslaught 1


GAME 3

Judgment came out strong: turn one Hawk, turn two Nomad, turn three Hopper. Onslaught played a turn three face-down Angel and fell to 11 from the next Judgment attack, while the Hawk stayed back on defense, signaling Glory. Indeed, when the Angel attacked, the Hopper tossed a Plains and Glory, allowing the now pro-white Hawk to block the Angel with no life gain.  On the counterattack, Judgment reduced Onslaught to 6. Onslaught played a land and passed with the annoying Hawk gumming up the attack zone.
Since Onslaught was not conceding, it was obvious that it had the Faith and Judgment knew this. Instead of an all-out attack, Judgment Guided the Hopper and attacked. Angel chump blocked, and Onslaught went up to 10, then 12 after a cycled Renewed Faith in search of help. Two more cycles of Secluded Steppes finally found Akroma’s Vengeance, leaving Judgment with a 3/3 Elephant token in play. The Elephant got one hit in before Onslaught found a Slide and Slid the token to death with a Forgotten Cave. Judgment Rayed the Slide immediately after that. After a couple of turns of draw-go, Onslaught found another Slide and passed. That Slide was also destroyed by a flashbacked Ray. Judgment drew and played Glory, which died to Starstorm. Onslaught found a Renewed Faith and cycled it in search of something useful, going up to 11. Judgment drew and played a Spurnmage Advocate, then put Onslaught behind the 8-ball with an Elephant Guide. Onslaught had nothing and now faced a significant threat.

However, off the top came an Exalted Angel to make things a little more interesting!  Nevertheless, Onslaught had the upper hand big time, as the Advocate could simply kill the Angel. But Onslaught couldn’t wait around and do nothing, as Judgment would soon win with a couple of creatures and Glory. Onslaught’s best option was to attack and let the Advocate give a couple of cyclers back.  The Angel went down to the Advocate, which gave Onslaught back a pair of cycle lands. Onslaught found a Vengeance and used it, but that left an angry Elephant token in play, which began to impale Onslaught with its tusks. The Elephant worked Onslaught down to 8, then 5, until being joined by a Nomad, requiring an immediate answer from Onslaught.  Another cycled Faith put Onslaught on 7, buying it one more turn. After the next attack dropped Onslaught to 2, yet another Vengeance appeared on the draw, and the board was once again clear. Next up was a Suntail Hawk, which took three Shocks to kill thanks to Glory.  Onslaught was just about out of resources, playing a Rift. Judgment had the Ray for that as well, and it was now just a matter of how Judgment would win the game. It didn’t take long, as Battle Screech showed up, allowing Judgment to win in the way it knows best.

Judgment 2, Onslaught 1


GAME 4

Onslaught had its back to the wall and played first. Judgment had the first play with a Nomad. Onslaught cycled in search of goodies, and played a turn three Slide. Judgment cast Battle Screech and passed. Onslaught would have been in serious trouble if Judgment had a Ray, but it didn’t. Safe in this knowledge, Onslaught added a Rift and cycled Faith, gunning down a bird and sliding the other, going back up to 20 life. Judgment added a Glory to the board and attacked for two more, but Onslaught simply played another Rift. On the next attack, Glory was slid out, while the Nomad got shot, reducing it to 1/1. Shock finished it off, and Onslaught, now running amok with no Rays to stop it, added a face-down Angel. Mercifully, Judgment found a Ray to dispose of the Slide and one of the Rifts, then Guided Glory and played a Hawk. Onslaught unmorphed Angel and gunned down Hawk with a Blessing off the remaining Rift. Draw-go commenced for a couple of turns with Glory and Angel staring each other down, until a Hawk appeared - only to be Shocked. This was a contest of titans - an Angel and a Guided Glory - no place for little birdies. Judgment was out of creatures, and Onslaught began to find cyclers to gun Judgment with, leading to more cyclers. An Advocate showed up, but Onslaught continued to fire away with the Rift. A Nomad and a Battle Screech joined the battle, but by now Judgment was at 10 from the Rifting.  Things became desperate for Judgment when Onslaught found a Slide and a second Rift! Commander Eesha showed up to rally the troops, but her mere presence was not enough in the face of such naked power Onslaught brandished. Judgment announced an attack, but in response Onslaught cycled Vengeance, sliding Glory, gunning both birds. Judgment made two more birds, but Onslaught had the turn back and was in total command. A cycled Faith Slid out Eesha, killed the Advocate, and dropped Judgment to 8. The Angel attacked, and Judgment simply conceded at that point. The suspense was now palpable as the two worthy adversaries headed to the decider.

Judgment 2, Onslaught 2


GAME 5

By virtue of its game one win (despite Onslaught playing first), Judgment had earned the all-important advantage of playing first in the deciding game.  Now, if Judgment could produce a knockout draw when most needed, the upstart would earn at least one more stop on its magical journey - along with the dream of even greater things to come. Were the fates on Judgment’s side?

Yes. The opening was as good as Judgment could have hoped for, so good in fact that it was all over in five turns, and for all intents and purposes, decided in three.

JDG Turn 1: Plains, Suntail Hawk
ON Turn 1: Forgotten Cave

JDG Turn 2: Forest, Phantom Nomad, attack for 1
ON Turn 2: Plains, Lightning Rift

JDG Turn 3: Plains, Elephant Guide on Nomad, attack for 6
ON Turn 3: No 3rd land, cycle + Rift guns down Hawk, but still no 3rd land

At this point, the suddenly hapless bully was in a hopeless position. Judgment’s next attack dropped Onslaught to 8, and a Brushhopper only made things worse. Onslaught still could not find a 3rd land on its next draw, but managed to delay the inevitable by cycling a Blessing to Rift the Nomad (making it a 4/4) and survive for one more turn. Judgment just poured it on with another Nomad. Onslaught found that elusive 3rd land on the next draw, but gracefully conceded rather than endure another bludgeoning on what would have been Judgment’s sixth turn.

Congratulations to Judgment on the monumental victory! However, a mighty challenge awaits in the division finals…….






#1 ANTIQUITIES d. #4 BETRAYERS OF KAMIGAWA, 3-0

…..As Antiquities annihilates Betrayers of Kamigawa in a bone-crunching sweep!
Going into the match, many experts felt that Betrayers had a good chance of knocking out the top seed and former champion Antiquities. After all, Betrayers’s arsenal of removal situates it quite well to combat aggro - the minefield of relevant removal includes Terashi’s Grasp, Horobi’s Whisper, Eradicate, and Final Judgment. But Antiquities is no ordinary aggro deck, and it decisively proved that it had far too much muscle, speed, trickery, and versatility for the newcomer to handle.

Betrayers played first to start the match, but Antiquities had a pair of early Factories to start delivering a steady supply of beatings. A Candelabra only increased the effectiveness of this plan. Betrayers fell to 11 but fought back with Yukora. Antiquities, momentarily slowed by the latest in the Juzam line of creatures, dropped a Rocket Launcher. Betrayers seized the opening and evened the life totals at 15 thanks to a Grasp + Yukora attack.

Antiquities had lost its initial momentum, but worked quickly to regain the advantage, an objective aided greatly by a Workshop off the top.  Out came an Eradicate-resistant Triskelion and an Onulet, luxury toilet with personality.  Three Tragedies knocked out Su-Chi, Avian, and Primal Clay, but Antiquities had the advantage it needed on the board. Factory, Onulet, and Trisk all went in on the attack. Onulet died, gaining Antiquities 2 life. Meanwhile, Candelabra allowed for a double Factory pumping, and Betrayers fell to 7. Betrayers targeted the Trisk with Eradicate, but it predictably shot Betrayers for 2 and itself for 1, leaving Betrayers at 5 life. Both Factories attacked next turn, and with only Yukora to block, another Trisk finished the game off.

Antiquities managed a turn two Tetravus in the second game, although it fell to Terashi’s Grasp. Another Tetravus soon replaced the first one, and a Strip Mine proved crippling, taking out a crucial Swamp. Betrayers, stuck with only one Swamp and a couple of Plains, used Sickening Shoal to kill an Avian, but nevertheless fell to a horde of Tetravites, Su-Chi, and Onulet.  Game three started out with a Trisk targeted with Sickening Shoal, then another Trisk targeted with a Grasp, leaving two Trisks in the graveyard and Betrayers at 15. Antiquities had two Workshops, though, and would not be denied, dumping a Coffin and a 3/3 Clay into play. Coffin is a deceptively useful card - of course, it can clear away problem creatures on the other side of the table. But Coffin also shelters Antiquities’s own creatures from targeted removal or mass catastrophes such as Final Judgment (or Akroma’s Vengeance - see BOTS IV Finals vs. Onslaught).

Betrayers, stuck on three lands, played a Genju and passed. The Clay dropped Betrayers to 12 and Antiquities poured it on with Avian and Onulet. On the next Antiquities attack, Genju attempted to play defense, but fell into the Coffin, along with Betrayers’s hopes of a division finals appearance.  Antiquities added another Avian for good measure, and Betrayers conceded to the great artifact deck.

So it’s all set in Division 4 - Antiquities will face Judgment in an intriguing finals, with a trip to the final four on the line. Antiquities will bid for a record fourth Top 4 appearance, while Judgment will attempt the leap from amazing Cinderella story to serious title contender.

Do you believe in miracles?
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« Reply #7 on: February 17, 2005, 03:16:39 am »

With the Sandispoise lockdown Visions used against Mirroden, it seemed to say that when Mirrodens artifact creatures PHASED IN, that they could not attack due to summoning sickness.

502.15m says that phased in permanents (creatures) essentially have haste.  Even if the creature was cast, then phased out, then phased back in in the same turn.  

With Sands of Time, I understand the lockdown, but Phased In creatures have haste, yes?

Great reports. You guys put a lot of time and inspiration into their creations, the actual games and especially the reports!
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« Reply #8 on: February 17, 2005, 09:33:08 am »

Quote
Out came an Eradicate-resistant Triskelion and an Onulet, luxury toilet with personality.

Oh man, I LOVE reading your reports for just this kind of clever turn of phrase. Hilarious, keep it up!
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« Reply #9 on: February 17, 2005, 04:43:45 pm »

First of all, thanks very much, I appreciate the kind words from both of you.

Second, LotusHead, I suspect that you may very well be correct about the phasing. I'm going to double check the situation there. However, just to be safe, I went back and checked the game logs for Visions/Mirrodin Games 2 through 4. Fortunately, even if the phasing was interpreted incorrectly during the match, it had no impact on the result, as Visions was able to get three quick locks in a row, while Mirrodin had fairly slow hands in all three games. So harmless error either way. But I will check that out and let you know. I appreciate you picking up on that, as anything that clarifies the complicated Visions deck is certainly welcome, and I always want to know if a rule was misinterpreted or misapplied during any of the matches to prevent the same mistake from occurring again or to allow for any necessary corrective measures. If the rule was misinterpreted, I will go back and correct the report. Thanks.


EDIT: Yes indeed, the phased in creatures do have "haste." I will correct the match reports, although the result stands, since it was harmless error. Thank you again for spotting that.
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« Reply #10 on: February 18, 2005, 07:57:00 pm »

DIVISION 1


#4 MERCADIAN MASQUES d. #1 TEMPEST, 3-2

These two had met on three prior occasions, setting the foundation for one of the great BOTS rivalries. Back in the BOTS II Finals, Tempest defeated Masques 3-1 to cap off an amazing 15-1 run to the title. Tempest again frustrated the rebel alliance in the Round of 16 the following tournament with another 3-1 victory. At that point, it seemed that Tempest just had Masques’s number. The control deck had denied the rebels a title, and then dismissed them a second time as if to validate the dominance.  However, Masques shocked Tempest when the two met for a third consecutive time in BOTS IV, again in the Round of 16.  Completely reversing its fortunes to that point, Masques pulled off a stunning sweep to bounce Tempest out of the tournament. It was truly a rivalry after that, rather than some one-sided affair masquerading as a rivalry. Now, with another win over Tempest (in totally different fashion, but equally as stunning), Masques has seized the advantage in the rivalry - for now.

The matchup has generally come down to whether or not Masques can mount a quick rebel assault backed up by Rishadan Ports and supported by a Disenchant or two. If Tempest can navigate its way through the rebel swarms, unfriendly Ports, and irritating Disenchants early on, it will be able to establish and protect the Prayer/Humility lock. Masques has a large quantity of dead cards (Reverent Mantra, Cho-Manno’s Blessing, and Story Circle), but has always seemed able to overcome this disability to a reasonable extent, since the match boils down to Ports and Disenchants anyway. Another irritant for Masques is the fact that Tempest essentially has two viable locks in this matchup - either Prayer/Humility or two Prayers.

The first game became a must-win for Tempest when Masques, playing first, mulliganed  down to 5. Things actually got a little too interesting for Tempest from there, before it finally secured the victory with only 1 life point remaining. Masques mulliganed into a decent rebel beatdown hand backed up by a Port, and even had a Disenchant for a Humility. At the last possible moment, Tempest Intuitioned for three Prayers (with a Prayer already on the table), hoping for the alternative lock. Tempest played the second Prayer with several counters in hand, but Masques had a one-turn window to draw a second Disenchant before Tempest would once again have the required mana up for the countering. Disenchant wasn’t even close to being the next card, and the mulligan ultimately caught up to Masques.

Masques mulliganed again, this time to 6, but grabbed the second game easily with a quick rebel draw backed up by a Port while Tempest fumbled for the combo. Tempest regained the lead in the third game, though, overcoming two Ports to get the Prayer/Humility lock in place one turn before death with Masques still in search of a Disenchant that would have won the game.

Down 1-2, Masques mounted a rally against its collapsing foe. Game four came down to a simple rebel horde that raced before Tempest could find even a single combo piece, despite the absence of any Ports. Tempest was coming apart at the seams, and a horrible opening coupled with the perfect Masques sealed the #1 seed’s fate in the decider. The furious rebel rush could not be stopped.

Tempest had the advantage of playing first in the decider, but failed to draw blue mana, in addition to stalling on two lands for a turn. But as it turned out, whatever Tempest did would have hardly mattered, as Masques had the triple Port, double Disenchant draw. Thanks to the Ports, though, the Disenchants weren’t even needed, as a Sergeant and two Volunteers went all the way.  Masques’s win not only provides it with a huge rivalry win, but is also a major break for the winner of the Champions of Kamigawa/Urza’s Destiny match. Champions would have had about an even matchup with Tempest, while Destiny would have had no chance against Prayer/Humility. But against Masques, both would-be opponents have favorable matchups and would be in good shape for a division title.




DIVISION 3


# 2 DARKSTEEL d. #3 ODYSSEY, 3-0

It was over in just a few minutes, as Odyssey was just not equipped to deal with Darksteel’s modular horde. Odyssey was constantly out of position, dazed from repeated power punches -  meaning defensive Upheavals provided no relief from the horde. Indeed, Darksteel easily recovered first each time after the reset. Meanwhile, Shadowmage Infiltrators proved about as useful as a briefcase full of cash in a bargain for your life with cannibals in the mountains of New Guinea.
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« Reply #11 on: February 21, 2005, 05:19:14 pm »

The Round of 16 concludes:


DIVISION 1

#3 URZA’S DESTINY d. #2 CHAMPIONS OF KAMIGAWA, 3-1

Consistent performer Destiny was in search of its fourth Top 8 appearance - which would a Division Finals matchup with Mercadian Masques. Champions was looking to build on its second round appearance last time and go one step further.  In a convincing display, Destiny outmuscled Champions, which was on the defensive at seemingly every turn. Although in theory it might seem that Champions can badly impair Destiny with Cranial Extraction, in practice this was not true simply because Destiny has twelve beefy win conditions (including Ancient Silverback and Masticore, both immune from Rend Flesh with regeneration mana open), plus some small critters that can poke away if given the chance. Throw in some essentially game-ending disruption in the form of Plow Under, and Destiny has the upper hand. Nevertheless, Champions is a strong deck and is not to be underestimated.

The match opened with a Distress knocking out a Silverback from Destiny’s hand. This was a promising start for Champions, especially since the overgrown ape would surely make a monkey out of Champions if given the chance. Even better, a Waking Nightmare knocked out Pattern of Rebirth and Heart Warden. But Destiny was hardly shaken by the events of the game thus far, and with a healthy amount of land, a Heart Warden, and a Dynamo in play, was able to fire off a debilitating Plow Under. A Thorn Elemental fell to Rend Flesh, but a Silverback and a Patterned Yavimaya Elder convinced Champions to fold it up.

Again, Champions started well, with a Nightmare knocking out Masticore and a Dynamo. Destiny managed to Pattern a Warden. Champions shot back with an Extraction, naming Silverback. Here was a truly disturbing moment for Champions that should have been a good one. The Extraction removed an ape from Destiny’s hand, as well as the other three from Destiny’s library, denying it the best target for a Pattern search. Still, it just wasn’t enough, as Destiny calmly shrugged off the potentially damaging Extraction with Plow Under followed by a game-winning Thorn Elemental searched out by the Warden. Kokusho showed up at the last moment, but that wasn’t going to cut it against the mighty Elemental.

Champions salvaged the third game thanks to a racing Kokusho, which beat out a Silverback, and Elder, and Rofellos thanks to a head start and a couple of Rend Fleshes.
But it was more Destiny dominance in the close-out fourth game. Turn three Masticore followed by Plow Under, and it was all over. Destiny was moving on to face Masques.




DIVISION 2

#1 APOCALYPSE d. #4 URZA’S SAGA, 3-0

Some matches come down to one card - sometimes the opponent’s strategy just can’t cope with that single card. This was one such silver-bullet match, and the card in question was Pernicious Deed. No matter how many times Saga unleashed Time Spiral, no matter how big the Processor tokens were, no matter how much mana Saga could generate - it didn’t matter, because Apocalypse would inevitably Deed the board.  

Saga would then be left with serious brain damage and no prospects of recovery - reduced to sucking its thumb while in the fetal position, drooling periodically, and capable of very little aside from asking for more apple sauce with infantile hand gestures.


#2 TORMENT d. #3 FIFTH DAWN, 3-0

Fifth Dawn is a good deck - a very good deck. It capably pumps out giant Bringers and Mantas. The mana situation is smooth and easy thanks to Joiner Adept, Wayfarer’s Bauble, and Channel the Suns. Engineered Explosives adds needed permanent removal. Eternal Witness gets any of the aforementioned options back from the graveyard for repeat use. Fifth Dawn just does it all, even balancing its checkbook, driving the kids to soccer practice, and holding down two jobs - all while working towards an electrical engineering degree at night school.  Fifth Dawn lives in a decent middle-class neighborhood and drives a Saturn. The kids are satisfied with a good TV dinner and help out around the house, the little angels.  Life is good. Yes, hard-working Fifth Dawn is an impressive piece of work, and has a lot going for it.  In fact, Fifth Dawn probably has what it takes to advance even further into the tournament, except for one major problem - its round two opponent just doesn’t lose anymore.

Defending champ Torment is in another league right now, not just winning every match, but routinely savaging its opponents in brutal sweeps. Remorseless and evil Torment is a black-hearted lord of darkness who will think nothing of leaving opponents crippled for life. Sadly, good citizen Fifth Dawn is now the latest victim of the mono-black menace, falling in three quick games. Fifth Dawn was just no match for Torment’s brutal mix of disruption, removal, and overwhelming creatures.

At this point, it seems that the only opponent who can stand up to powerhouse Torment is a certain buzz-saw on the other side of the bracket featuring a certain land that adds three mana usable only to play artifacts . . .  (end excessively obvious and potentially suspense-damaging foreshadowing).
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« Reply #12 on: February 21, 2005, 07:26:06 pm »

HAHAHHA, I love it! Fifth Dawn as working mom - and it's true, too!
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« Reply #13 on: February 21, 2005, 08:27:39 pm »

Do you think you could get a TV deal to do this on ESPN 8 or something?
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« Reply #14 on: February 21, 2005, 09:03:44 pm »

THE DIVISION FINALS  - PAIRINGS & PREVIEWS


DIVISION 1

#3 Urza’s Destiny vs. #4 Mercadian Masques

PRIOR MEETINGS: None
TOP 8 HISTORY: Both sets are appearing in their 4th Top 8. Destiny has never advanced
                          further, while Masques made it all the way to the Finals in BOTS II,
                          losing to Tempest 3-1.
KEY CARDS/MATCHUPS: Masticore - the Cat should be able to run amok against Masques and singlehandedly deliver Destiny the division title. Masques’s only hope for stealing a game is to either catch a ‘Core with a Disenchant and no regeneration mana up or pray it doesn’t make an appearance. Another major problem for Masques is its inability to deal with Rofellos, which will only make Masticore that much more destructive. Masques would do well to take a single game.
                                     


DIVISION 2

#1 Apocalypse vs. #2 Torment

PRIOR MEETINGS: (2) Torment won 3-0 in the BOTS II Round of 16, and again 3-2 in the
                                  Finals last time out.
TOP 8 HISTORY: Apocalypse is appearing in its 3rd Top 8, while Torment is in its 4th.
                          Apocalypse won the whole thing in BOTS I and lost in the Finals to
                          Torment last time out. Torment made Top 8 in BOTS II, Top 4 in BOTS
                          III, and as mentioned, won the entire tournament last time.
KEY CARDS/MATCHUPS: This is a very difficult matchup for Apocalypse - winning two games in the Finals last time exceeded expectations. On Torment’s side, Chainer’s Edict is devastating, since Apocalypse has so few creatures - hence, Apocalypse will have a hard time winning with Spiritmonger, and Lynxes will do little more than soak up Edicts (which can be flashbacked anyway to kill Monger). As a result, Desolation Angel is Apocalypse’s main path to victory in this matchup. The other cards that have killed Apocalypse in the previous meetings have been Mind Sludge and the essentially invulnerable Laquatus’s Champion. Apocalypse can hang in if it gets a Phyrexian Arena into play, if it gets a major Vindicate land-destruction draw to pull way ahead in the early game (unfortunately for Apocalypse, Torment can also do this), or if can get a kickered Desolation Angel off in the mid to late game in an even to favorable board situation.  But whatever strategy Apocalypse employs, the matchup heavily favors Torment.






DIVISION 3

#4 Visions vs. #2 Darksteel

PRIOR MEETINGS: None
TOP 8 HISTORY: This is Visions’s first Top 8 appearance, but this is also Visions’s first time out with the Sandsipoise deck.  Darksteel has made three prior Top 8’s (including a Top 4), but likewise, this is Darksteel’s first time out with the Ravager deck. So prior history is not at all useful here.
KEY CARDS/MATCHUPS:  Simple: the Sandsipoise combo vs. Darksteel’s ability to win as quickly as possible. Unfortunately for Darksteel, for all of its raw power and tremendous synergy, it is not capable of very early kills even with its most aggressive draws. Mirrodin is capable of significantly earlier kills, and even that was not enough against Visions in the previous round. The bottom line is that Visions should win this match easily barring a series of shockingly awful draws (unlikely since it can just mulligan into early lockdown hands), since it can reliably get the lock in place by turn four or five.


DIVISION 4

#1 Antiquities vs. #6 Judgment

PRIOR MEETINGS: None
TOP 8 HISTORY: Quite a contrast here. Judgment, with its new G/W deck, is making its first
Top 8 appearance. Antiquities, on the other hand, has now appeared in a record five Top 8’s. With a win here, Antiquities would also claim a record fourth Top 4 appearance. Antiquities also has a title to its credit, winning the whole enchilada in BOTS IV.
KEY CARDS/MATCHUPS:  Antiquities is probably the best deck in the format, which obviously
makes it a favorite in just about any matchup. However, Judgment is situated particularly poorly in this matchup, as some of its best cards are far less effective than usual.  Glory, for example, is reduced to 3/3 flyer for five mana, which is certainly respectable and useful, but because Antiquities is entirely colorless, Glory’s fearsome graveyard incarnation ability is useless. As such, Glory is outclassed by Antiquities’s big flyers (Clockwork Avian and Tetravus) without the help of Elephant Guide. Ray of Revelation is reduced to Brushhopper fodder with no enchantments to target. So Judgment is denied the opportunity to go 2 for 1 in the enchantment destruction department. Those are two  individual examples of Judgment’s disadvantage - but two big picture problems sum up the matchup. First, Antiquities is faster than Judgment while possessing the ability to control as well. Antiquities can win either with fast hands of its own or by controlling Judgment’s rushes with removal and board stalls. In the former type of game, Antiquities can blow Judgment out of the water, and in the latter, Judgment’s assault will stall against Antiquities’s blocking and other defenses, while Antiquities wins at its leisure.  Even more disturbing for Judgment is the fact that from top to bottom, Antiquities’s creatures are just bigger and better. If Judgment is to make some noise here, it will need to come out with some of its fastest hands, preferably with Elephant Guide to push one big creature over the top, while hoping Antiquities pulls some sub-par hands - Judgment will lose almost every time if both decks draw optimal hands.  What Judgment needs is a combination of its best and Antiquities’s worst.
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« Reply #15 on: February 22, 2005, 10:02:55 pm »

DIVISION FINALS RESULTS



DIVISION 1


#3 URZA’S DESTINY d. #4 MERCADIAN MASQUES, 3-0

After losses in three previous quarterfinal appearances, Urza’s Destiny finally captured its first division title in a Masticore massacre over Masques.  Ironically, Destiny’s finest hour would not have been realized without the serendipitous aid of Masques in the first place - had Masques not rallied from 1-2 down versus Tempest, Destiny would have been forced to contend with Tempest, a guaranteed roadblock for Destiny.  But Masques disposed of Tempest, gifting Destiny with a match it couldn’t lose instead of a match it couldn’t win.

Yes, Destiny had sidestepped an impossible matchup and watched it replaced with one of its best - all thanks to the rebel alliance. Masques had courageously rescued Destiny from the cruel fate of Tempest’s creature lock.  How could Destiny ever repay the brave and noble rebels for the favor?

By murdering all of them with a giant mechanical cat, of course.

I’ll take that division title, thank you very much. That’s gratitude for you, alright.

As for the actual games, Masques came close in the first two, but just couldn’t pull either of them out. The rebels cut Destiny down to a precarious 1 life in the opener, but at the last possible moment Masticore roared off the top of Destiny’s deck to crush any dreams of an upset. After that crippling misfortune denied them a game one steal, the rebels again came close in the second, dropping Destiny to 3 before Masticore again showed up to ruin the party. Having put forth its best effort only to fall short twice, Masques had nothing left and lost the third game easily to another Masticore.  

The rebellion has been crushed - Destiny advances to the Final Four!




DIVISION 2


#2 TORMENT d. #1 APOCALYPSE, 3-1

This is getting very old for Apocalypse - for the second consecutive tournament, and third time overall, Torment has derailed Apocalypse's title hopes. Apocalypse made a serious bid to vanquish its nemesis in the finals last time, but Torment pulled it out in game five. This time, Apocalypse teased with a game one win before collapsing in three straight.

GAME 1

Apocalypse managed to take the opener on the strength of an early Phyrexian Arena - which by itself hardly guarantees victory (see the matchup preview for a discussion of Apoc’s problems vs. Torment) but is a good start. Next, Gerrard’s Verdict knocked out a Shambling Swarm and Mind Sludge. Then, a second Verdict dumped Laquatus’s Champion and Faceless Butcher. Despite the setbacks, Torment was able to deal with three Spiritmongers. Apocalypse finally ended it with a Desolation Angel.  

Apocalypse 1, Torment 0


GAME 2

Torment was undaunted, and bounced right back from its first loss of the tournament. An early Shade got a hit in before falling to Death Grasp, although the Shade was replaced with the capable services of a Shambling Swarm. Apocalypse, at 13, managed to knock out a Champion and a Butcher with a Verdict, then added a Lynx to defend against the Swarm. Lynx and Swarm stared at each other as another Swarm showed up. Apocalypse played Phyrexian Arena, but fell to 7 from the Swarms when the Lynx was cleared away with a Chainer’s Edict. However, Vindicate on a Swarm allowed Apocalypse to get a nice two for one, killing the other Swarm.  Apocalypse had the Arena working, although without much life to work with. Mind Sludge knocked out a Deed and a Monger, and uneventful topdecking ensued for a couple of turns until Apocalypse, down to 3 life, found a Spiritmonger. The Monger predictably fell to a flashbacked Edict (Torment kept another Edict in hand in case of Desolation Angel rather than using it over the Edict already in the graveyard - this way, Torment would be able to kill the Angel within two turns after recovery from the land destruction). Meanwhile, Apocalypse fell to 2 from the Arena, but gained 12 life from self-Verdicts over the next couple of turns, pulling out of instant death range if a Champion were to show up. Still, that failed to prevent a freshly drawn Champion from suddenly ending the game after Apocalypse exhausted its last remaining delay measure, a Deed which bought one more futile turn.

Apocalypse 1, Torment 1


GAME 3

An early Fiend took an Arena, while Edict eliminated Lynx. Apocalypse hit back with a Verdict and another Lynx. Torment could only manage an unspectacular Sludge, which knocked out a pair of lands. The game had settles into a leisurely place, unusual for this hard-hitting matchup in which casualties in the mana, hand and creature departments typically add up quickly.  However, this state of affairs was short-lived, as a Champion showed up to again tear Apocalypse apart.

Torment 2, Apocalypse 1


GAME 4

Apocalypse burned with desire for revenge, but Torment was just too tough once again. The mono-black monstrosity was slowed by a couple of early Vindicates and a Verdict, but Apocalypse couldn’t find green mana for a Spiritmonger. Torment would have had the Edict ready, but instead took the opportunity to play a Shade. Apocalypse played a sixth land and Grasped the Shade, going up to 24.  This left Apocalypse with four cards in hand, and seemingly in good shape. Nonetheless, Torment drew a key fourth Swamp the very next turn, giving it four Swamps and a Coffers.  This allowed Torment to put the dagger in Apocalypse with a four-card Sludge - knocking out Spiritmonger, two Deeds, and a critical Desolation Angel. As it turned out, Apocalypse’s next card was a Swamp - the seventh land that would have allowed Apocalypse to unleash the kickered Desolation Angel. Had Apocalypse declined to Grasp the Shade, Apocalypse could have kept the Desolation Angel and instead discarded the other four cards, which would have included the Grasp. From there, the Angel might have been able to race the Shade, depending on whether Torment could have drawn two Swamps within four draw steps (for Edict).  Although it is unclear what would have happened in that scenario, the reality was that Torment was on the verge of a return trip to the Final Four, and it wasn’t long before Apocalypse’s worst nightmare showed up - another Champion.

Torment’s top assassin once more stood ready to close out its rival, which it did in short order.

Apocalypse has once again been dealt with by Torment in the way it knows best - and the quest to become the first repeat BOTS champion remains on track.

Torment 3, Apocalypse 1



DIVISION 3


#4 VISIONS d. #2 DARKSTEEL, 3-0

Visions capped off a ridiculously easy run through a tough bracket with an easy sweep over Darksteel, which like Mirrodin was just not fast enough to race the Visions Sandsipoise lockdown with a straight-up aggro strategy. Previously downtrodden Visions grabs the Division 3 title with a 9-1 record and moves into the Final Four!




DIVISION 4


#1 ANTIQUITIES d. #6 JUDGMENT, 3-1

Judgment’s Cinderella run to the division finals has been one of the best stories of the tournament this far, but the fairy tale is over.  Children everywhere were enthralled by Judgment and its motley band of  creatures, but sadly for the youngsters, we know that all too often fantasy gives way to reality - in this case the cold, metallic reality of the Antiquities death machine.  As usual, the Antiquities buzz-saw is slicing through its opponents with icy and relentless efficiency. Antiquities lost its title last time, wants it back, and will do whatever it takes to whomever stands in the way of this goal.  Next in line was Judgment, which at least managed to make it a bit interesting for awhile.


GAME 1

Antiquities played first and immediately unloaded a beefy blast of artifact creatures in Judgment’s face. Turn one Onulet, turn two Su-Chi, turn three Strip Mine, turn four Triskelion. When Antiquities goes berserk like this, an opponent might as well just tip the hat and hope for better luck next time.

Antiquities 1, Judgment 0


GAME 2

Judgment waded through a couple of early Strip Mines and opened solidly with Suntail Hawk and Phantom Nomad. Antiquities had no Mishra’s Workshop, only a Factory and a couple of Urza’s Power Plants. This was Judgment’s chance, and it needed to capitalize. The Strips had slowed Judgment to the point of just a Hawk hit per turn while the Nomad and Factory just sat around. Antiquities, though, wasn’t doing anything either, and began to discard, stuck on three lands. It wouldn’t be long before Antiquities found a way out, but Judgment, still with just two Plains, couldn’t locate the Forest it needed to drop Elephant Guide on the Hawk.  Judgment didn’t wait long, though, as the Forest showed on the next draw. Antiquities again drew and discarded, while Judgment added a Brushhopper. Down to 6 life and facing two substantial threats, Antiquities elected to try its luck in the third game.

Antiquities 1, Judgment 1




GAME 3

Antiquities had not faced any significant difficulty thus far in the tournament, but it was about to face its first challenge. Even in an advantageous matchup, a 1-2 deficit tempts fate by bringing the tournament-ending bad draw into the picture. Antiquities actually surmounted an 0-2 deficit against Scourge on the way to the BOTS IV title, but it would be best to leave some margin for error this time. Sensing the danger, Antiquities attempted to regain control of the match. Judgment, though, was not cooperating, and neither was the opening hand.

Antiquities had pulled another lackluster opening, starting out with Mishra’s Factory, Urza’s Tower, and Urza’s Power Plant. After a mulligan, Judgment didn’t fly out of the gates either, making the first play with a turn three Brushhopper. Then Antiquities failed to draw a fourth land - and suddenly Judgment had an opening it needed to put itself in command of the match. Battle Screech + flashback (tapping the two Birds and the Hopper) poured the pressure on. Antiquities needed to get itself together right away. An Urza’s Tower did not provide Antiquities with the mighty Urza-land trinity (Tower, Power Plant, and Mine), but at least it enabled the arrival of Su-Chi. Judgment added a Spurnmage Advocate, but more importantly, put Antiquities on a serious clock with Elephant Guide on a Bird.  The Birds swarmed through the air, dropping Antiquities to 13. The mighty artifact deck could produce only a Tawnos’s Coffin before passing back. The situation was dire - the ferocious Birds flocked together in a deadly migration pattern for 7 more damage. Judgment added Glory and passed the turn back to Antiquities, only 6 life points from that dreaded 1-2 deficit.

Then, it happened…

Urza’s Mine on the draw! Remarkably, Antiquities had located the final piece of the Urza trinity at the last possible moment and could now produce eleven mana. Antiquities had suddenly gone from despair to euphoria - using nine of the available eleven mana, the mighty artifact deck used the Coffin to phase out the big Bird (reducing it to a 3/3 elephant since phasing kills tokens) and dropped a life-saving Triskelion.

Sickened by the sudden reversal of fortune, Judgment got the turn back and attempted to regroup as best it could, but the horse was already out of the barn and running wild.

Judgment went for an all-out attack. Su-Chi blocked the Hopper, while the Trisk blocked the Elephant. Before damage, the Trisk shot all three remaining Birds. Trisk and Hopper died, while Glory and Advocate got through to drop Antiquities to 2. The position was Su-Chi (and Coffin) versus Glory, Advocate and the Elephant token as Antiquities got the turn back.  Judgment still entertained dim hopes, but those hopes took a beating the following turn when Antiquities further secured the board with a pair of Clockwork Avians. Judgment added another Glory, but Antiquities answered with a third Avian! Any hopes of a Judgment reversal finally vanished completely a turn later when Antiquities added a Triskelion and another Coffin. Antiquities had scored a miraculous victory - and now, in a familiar position, could go for the kill.

Antiquities 2, Judgment 1


GAME 4

Judgment started off with a Suntail Hawk, but Antiquities immediately asserted itself with a turn one Onulet despite a mulligan. Strip Mine knocked out Judgment’s only Forest. Spurmage Advocate joined the Hawk. Antiquities played another Strip Mine but delayed further damage to the environment, instead using the Strip to play a Candelabra. Onulet banged in for its second attack, and it was Judgment’s turn once again. However, the gritty underdog had given its all and just had nothing left. With no further land, all Judgment could manage was a feeble attack. Antiquities was about to advance to a record fourth Final Four - now it was only a question of when Judgment would concede. The wait was not long - Antiquities summoned a Triskelion, and Judgment graciously conceded to its powerful adversary.


Antiquities 3, Judgment 1
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« Reply #16 on: February 23, 2005, 12:39:52 am »

Division play has concluded - now, only four combatants remain to battle for the hallowed and coveted title of Battle of the Sets Champion!


THE FINAL FOUR - MATCHUPS


MATCH 1: D-1 Winner vs. D-2 Winner


Urza’s Destiny vs. Torment


PRIOR MEETINGS:

None

HOW THEY GOT HERE:

Urza’s Destiny: Invasion 3-1, Champions of Kamigawa 3-1, Mercadian Masques 3-0
Torment: Prophecy 3-0, Fifth Dawn 3-0, Apocalypse 3-1




Match 2: D-3 Winner vs. D-4 Winner

Visions vs. Antiquities

PRIOR MEETINGS:

None


HOW THEY GOT HERE:

Visions: Exodus 3-0, Mirrodin 3-1, Darksteel 3-0
Antiquities: Homelands 3-0, Betrayers of Kamigawa 3-0, Judgment 3-1








THE FINAL FOUR - INTERESTING FACTS

-This Final Four features #1 seed (Antiquities), a #2 seed (Torment), a #3 seed (Urza’s Destiny), and a #4 seed (Visions).

-Antiquities is appearing in its record 4th Final Four

-Torment is appearing in its 3rd Final Four, bettered only by Antiquities’s four appearances

-Urza’s Destiny and Visions are appearing in their 1st Final Fours

-Antiquities (BOTS IV) and Torment (BOTS V) have won the previous two tournaments; if they meet in the finals it will be the first time the previous two champions have met in the finals, and the first time two championship-winners have met in the finals after already winning titles (Tempest met Mirrodin in the BOTS III finals, but Mirrodin had not yet won a title, a gap in its resume which it filled by beating Tempest, and Apocalypse met Torment in the BOTS V finals, with Torment taking its first title)

-Antiquities and Torment are both trying to become the first two-time BOTS champions

-Torment will attempt to become the first repeat BOTS champion

-The dominant 36-5 combined games record compiled thus far by the four remaining contestants thus far is the best ever aggregate record by the Final Four contestants at the conclusion of division play; none of the contestants have been pushed to a fifth game and they have combined for seven sweeps out of a total twelve matches
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« Reply #17 on: February 23, 2005, 02:25:17 am »

THE FINAL FOUR

The ultimate showdown is set - defending champion Torment will face mighty Antiquities in a dream finals matchup between the last two BOTS champions! These two freight trains have been on a collision course the entire way - and now, having left the battlefield littered with the lifeless remains of their opponents, the two will meet at last to determine who the true master is!

The hideous evil of Torment vs. the metallic might of Antiquities - who will emerge triumphant? Let’s see how they each got to the finals.


MATCH 1 (D-1 Winner vs. D-2 Winner)


TORMENT d. URZA’S DESTINY, 3-0

In yet another tune-up for Torment’s inevitable showdown with Antiquities, Destiny crumbled like cheap porcelain in yet another romp for the mighty king of evil. There just hasn’t been much to say about Torment’s matches thus far - it has torn every opponent to shreds with its nightmarish creatures, efficient removal, and stifling disruption.

In fact, Torment has now won nine matches in a row, mostly in blowouts. How could there possibly be anything new to add to the story? How does this latest slaughter stand out from any of the others?

As hard as it is to believe, this one is different even from the rest - because for the first time in BOTS history, which now includes countless matches, including a great many lopsided ones - one deck failed to inflict even a single point of damage against the other (obviously discounting any matches in which Tempest lost, since it is incapable of inflicting damage and doesn’t do so even when it wins - the same would go for Visions).

Yes, that’s right - Torment has pitched the first ever series shutout against an opponent capable of inflicting damage - denying Destiny the dignity of causing even so much as a single point of damage. Three straight 20-0 results. Even Homelands and The Dark never suffered this cruel fate. A frightening show of force from Torment - but now it must face the ultimate challenge in Antiquities . . .









MATCH 2 (D-3 Winner vs. D-4 Winner)


ANTIQUITIES d. VISIONS, 3-0


After repeated failures with inferior decks, Visions stormed into the Final Four with its new Sandsipoise concoction, while Antiquities has been up to its usual tricks, demolishing foe after foe with ruthless brutality. Visions specializes in smashing aggressive strategies, having already smashed artifact giants Mirrodin and Darksteel. But Antiquities stands apart from those earlier victims for several reasons.

First, it has enough speed to potentially race the Visions creature lock, especially if Visions is unable to get the lock immediately on turn four. Antiquities is capable of significantly earlier kills than Darksteel, and although Mirrodin is also capable of the quick knockout needed to floor Visions, Antiquities can pull it off with even a bit more consistency.

Second, Antiquities has meaningful disruption in Strip Mine, which the other two artifact decks lack completely. Strip Mines can deny Visions an entire color at a huge moment - for example, Stripping a Plains to prevent Peace Talks or Equipoise, or ripping away an Island to deny Vision Charm. Strips can also be used simply to set Visions back a crucial turn, enough to mean the difference between victory and defeat in a matchup that involves a very slim difference between racing the lock successfully and falling just short.

Third, Antiquities can win with Mishra’s Factories even after the lock is in place - the lock will not deny Antiquities access to its lands, and of course Factory does not become an artifact creature until it is activated as such - which it won’t be until needed for the kill during Antiquities’s turn, safe from the Sandsipoise lock. If Visions stabilizes at a low life total, or even a mid-range life total, it can still lose even with the lock in play unless it has a Vision Charm or perhaps Forbidden Ritual to finish off the Factories for good.

Finally, since Antiquities does not lose its lands so long as it does not have more than Visions, it can also finish off a game after Visions has stabilized at a low life total with Triskelion powered out by Mishra’s Workshop.

For all of the above reasons, Antiquities earned a crushing sweep over Visions to advance to the dream bout with Torment.

GAME 1

The match could not have started better for Antiquities - first it won the die roll 9-7, then pulled an excellent hand that led to this absurd opening:

Turn 1: Mishra’s Factory, Candelabra of Tawnos
Turn 2: Mishra’s Workshop, use Candelabra, Triskelion
Turn 3: Another Workshop, use Candelabra to generate nine mana for
              Clockwork Avian and 3/3 Primal Clay, attack Visions to 16 with Triskelion

At this point, Antiquities had a turn four kill set up and Visions was in a hopeless position. Visions couldn’t tap out for Equipoise because Antiquities would win on its next attack (assuming it had a non-Workshop land to activate Mishra’s Factory - which it did - another Factory), but if it didn’t play the Equipoise, Antiquities would benefit just the same since the lock would be hopelessly delayed.  Forced into an impossible position by Antiquities’s blistering start, Visions used Vision Charm to phase Triskelion, but the vicious assault dropped Visions to 4 life. Resistance was futile, but Visions went through the motions anyway (hey, this is the Final Four), Vampiric Tutoring for Peace Talks before realizing how hopeless the situation was and just conceding.

Antiquities 1, Visions 0


GAME 2

Barely conscious and seriously injured from the shattering game one experience, Visions again fell behind when Antiquities churned out a turn one Onulet.  Visions cast Vampiric Tutor, played a second land, and passed. The luxury toilet hit for two and was joined by a Factory and a Su-Chi. Visions dropped a Plains and played Equipoise. Antiquities then played a very damaging Strip Mine on the Plains, delaying Sands of Time for at least two turns and cutting off the possibility of any Peace Talks. Visions fell to 10 on the attack from Chi and Onulet, and Antiquities added a non-threatening but nevertheless very cool Rocket Launcher just for the hell of it.  

Hey, Antiquities is so good that it can afford to toy with even the toughest opponents. Visions played a Swamp and passed. Antiquities added another Factory and a 3/3 Clay. Onulet and Chi struck Visions down to 4.  It was now or never for Visions if it was going to make any kind of move. Sands of Time hit the table, and Visions had a momentary reprieve. Antiquities lost all of its artifacts, while one Factory was tapped due to Sands of Time. Antiquities had no further land, so it needed both Factories to use either one. In order to do this, Antiquities cast Rocket Launcher so that all three lands would be tapped (and therefore untapped next turn). Visions took advantage of the momentary respite to Coercion a Triskelion, a near game-winner were Antiquities to draw another land.  Antiquities just drew another Trisk the very next turn - but still lacked the land to cast it or safely operate the Factories (Antiquities could attack with a Factory, but were it to be Vision Charmed, it would be lost forever to the Sandispoise combo, which would not allow a Charmed Factory to phase back in, and given Antiquities’s land situation, a more conservative play would be best, especially after drawing another Trisk).  So Antiquities played an Avian in order to make the three lands usable next turn (of course the Avian would phase out). Visions played a land and passed. Antiquities drew the needed fourth land and sixth mana (Strip Mine), allowing it to play the second Trisk, which shot Visions to 1. Visions drew and passed. Both Factories attacked for the win - and it was enough, as Visions only had one Vision Charm.

Antiquities 2, Visions 0


GAME 3  

Maddeningly for Visions, its masterful opponent again had the toilet draw -turn one Onulet. Visions Impulsed. Antiquities continued the dismantling with a Factory and yet another 3/3 Clay. Visions lacked Equipoise and had to settle for a Coercion, taking Strip Mine and leaving Antiquities with just a couple of Urza lands. But Antiquities had the start it needed and was in complete command of the game and the match. The next attack dropped Visions to 11, and it did not improve the situation very much with Wand of Denial and Peace Talks the following turn.  Antiquities then administered the knockout blow with a Triskelion, a move that convinced Visions to not even bother with its next draw step.

Antiquities has derailed yet another supposedly challenging opponent - bring on Torment for the ultimate showdown!
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« Reply #18 on: February 23, 2005, 04:26:08 am »

FINALS PREVIEW


Antiquities vs. Torment - The Ultimate Showdown


This is the dream bout - the ultimate showdown between the champions of the past two Battle of the Sets tournaments.  A better finale you could not hope for. Higher drama you will not find. This is Battle of the Sets at its best. This is what you came to see. This is what you live for.

The two most dominant sets meet at last - with everything on the line. It’s the cold steel of Antiquities vs. the pure evil of Torment.

In the storied history of Battle of the Sets - the endless struggle for supremacy played out over the centuries, filled with tales valor and might, of epic confrontations, of the purest good and the blackest evil, of remarkable battles and heroic performances, handed down through the ages - this is the most important match yet.

The winner becomes the first two-time Battle of the Sets champion - and earns the right to be called the best, the mightiest expansion set of all time!

Now, let’s meet the combatants, the magnificent gladiators:


ANTIQUITIES

4 Triskelion
4 Tetravus
4 Clockwork Avian
4 Tawnos's Coffin
4 Su-Chi
4 Rocket Launcher
4 Primal Clay
4 Onulet
4 Candelabra of Tawnos
4 Mishra's Workshop
4 Mishra's Factory
4 Strip Mine
4 Urza's Power Plant
4 Urza's Mine
4 Urza's Tower

Many a battered opponent has chalked up defeat to Antiquities with this simple refrain: “Nothing I could do, I ran into a buzz-saw.” Yes, Antiquities is the prime example of a buzz-saw - a dominant force that doesn’t just beat opponents - but beats them badly. Antiquities has made a habit of thrashings, throttlings, poundings, and smashings - winning big has become routine. But there’s more to Antiquities than just winning big.  There’s also a remarkable flair for the dramatic - on the rare occasions Antiquities has been pushed to the limit in recent tournaments, it has almost always responded with something dramatic - be it a comeback against all odds, an amazing topdeck at the last possible moment, or just a flat out dazzling opening hand when needed most.

Usually, the question is not whether Antiquities will win - its how Antiquities will win.
It all starts with Mishra’s Workshop. No single card is more important to a deck than Workshop is to Antiquities. Workshop allows for the unfair blasts of artifact creatures
that leave opponents doubled over and gasping for air. When Antiquities gets its best draws, with a Workshop or two in hand, almost no one can stand up to it.  Pretty hard to beat turn one Onulet, turn two Su-Chi, turn three Primal Clay, Strip Mine. Or turn one Candelabra, turn two Triskelion, turn three Tetravus. There are a ton of variations on the Antiquities power opening - any one of them breathtaking - for the opponent gasping for air after a few blows to the gut, that is. Fast, bone-crunching artifact creatures and free land destruction to keep the opponent down - a potent combination.

Or maybe Antiquities doesn’t get off to such a great start. You’re Antiquities’s opponent. You think you have a chance, you start to get excited. You’re doing well….the game is yours….then …. BAM! Antiquities put the Urza trinity together and all of a sudden it has more mana than you can shake stick at - you’re in trouble. Before you know what hit you, all sorts of artifact creatures are coming at you, or maybe you just get blown away by a huge Rocket Launch.   Maybe you find yourself in a late-game situation, topdecking answers and fighting back. You fall behind once again, but you draw the card you need
to wipe away Triskelion and a couple of other artifact creatures that are beating on you - Akroma’s Vengeance. But Antiquities is just a little bit too resourceful - Tawnos’s Coffin saves the Triskelion. Then it gets out of the phantom zone and bludgeons you to death. This actually happened - to Onslaught in the BOTS IV finals.

Antiquities is a champion - fast, versatile, and with no matchup it can’t win.

But it wasn’t always like this. In order to become a champion, you need to overcome disappointment and defeat; Antiquities encountered plenty of disappointment and defeat - bitter, bitter defeat - in the first three BOTS tournaments.

Regarded as one of the elite decks entering the first BOTS tournament, Antiquities immediately demonstrated why. It hammered its way into the Final Four, where it met Apocalypse. In one of the best matches ever contested, Antiquities fell 3-2, forcing a fifth game but ultimately succumbing to the eventual champion.

Antiquities was expected to continue its advance toward the ultimate goal in BOTS II, but instead Antiquities took one step back. It advanced to the Top 8, and there held a 2-1 lead on Arabian Nights. But Antiquities suddenly collapsed and lost the final two games of the match with horrid draws, letting a match it had slip away, and with it a shot at the title.

The disappointment continued in BOTS III, as Antiquities took yet another step back - this time falling, and falling hard in the second round. The opponent? Torment - Antiquities’s opponent in these very finals you are about to witness. Torment swept Antiquities on that occasion, and the artifact deck had hit rock bottom.

Once a fan favorite, media darling, babe magnet, and an all-around cool guy, Antiquities began to battle depression. It wasn’t long before Antiquities took to the bottle, drinking itself into a stupor each day. But Antiquities was no quitter. Just when it seemed darkest, just when the beer gut was biggest - Antiquities pulled itself together and resolved to be the best - to rededicate itself to winning the whole thing. Antiquities began to work out again, rising each morning before sunup and running 10 miles along the beach. After a nutritious, balanced breakfast, Antiquities would hit the weight room until its muscles cried out “no more, no more!” It was during these workouts that Antiquities dreamed big - that it visualized winning the whole enchilada.

By the time BOTS IV rolled around, Antiquities was ready - both spiritually and physically. Oh yes, Antiquities was ready. Moreover, the decklist underwent a subtle but significant change - four clunky Jalum Tomes were removed - and taking the place of the departed Tomes was everyone’s favorite walking, talking luxury toilet - Onulet. This move proved to be the final piece of the puzzle for Antiquities - the missing link. Four slots that had contributed very little, four slots that had basically been a drag on the deck, were suddenly filled with a 2/2 creature that could be played on turn one with regularity, drastically improving Antiquities’s early game and increasing its aggressiveness that much more. Turn one Onulet, turn two Su-Chi - not bad, not bad at all. And the little life gain ability was just a nice bonus.

This was it. BOTS IV was Antiquities’s breakout performance, as it finally captured the championship. The fact that it proved anything but easy made it all the more rewarding. After escaping from a dangerous five-game first round encounter with Serenity-packing Weatherlight, Antiquities swept Urza’s Destiny. But then came the moment of truth. The artifact set fell behind 0-2 to Scourge in the division finals. Sure enough, Antiquities pulled off one of the greatest comebacks ever, mowing Scourge down in the final three games to take the match 3-2. Next up was Darksteel, a tough 3-1 victory for Antiquities. Then, in the finals, Antiquities battled Onslaught in perhaps the best title match to date, losing the first game, but once again rallying to take the final three. Antiquities had finally captured its elusive championship, and with a series of memorable performances under pressure.

Another Top 4 appearance followed last time out, but the dynasty talk was put on hold for at least another tournament when Antiquities’s old nemesis Apocalypse resurfaced once again to derail the artifact deck, this time 3-1.

Now, Antiquities has arrived in the finals for the second time in three tournaments. A win here and Antiquities becomes the first two-time champion in BOTS history, and arguably its first dynasty, as Antiquities would have two titles in three tournaments with a cumulative 13-1 match record over that period. But that argument will have to wait for now, because a monumental challenge lies ahead in the form of an evil adversary with dynasty ideas of its own……



…..Let’s meet our other finalist, shall we?




TORMENT

4 Laquatus's Champion
3 Mind Sludge
4 Shambling Swarm
4 Faceless Butcher
4 Rancid Earth
4 Nantuko Shade
4 Mesmeric Fiend
4 Chainer's Edict
3 Cabal Coffers
26 Swamp


Defending champion Torment has one very important characteristic in common with its finals opponent - Torment is also a certified buzz-saw, having sliced right through all of its recent opponents while encountering only limited resistance. In fact, Torment enters these finals having won nine consecutive matches. After capturing the championship last time, Torment will stop at nothing to become not only the first two-time BOTS champion, but the first repeat champion.

Torment is hardcore. Hardcore evil.

Torment is pure evil - a remorseless killer, a mono-black menace, a nightmare beyond your wildest dreams. Nothing is sacred. Not your creatures, not your mana, and not your hand. Death - what a pleasant fate when put up against the prospect of confronting Torment.

Your creatures aren’t going to survive. They’re going to get Edicted - Chainer’s Edicted. Or Butchered by a Faceless killer. Or perhaps two or three will die along with a Shambling Swarm.  Maybe one or two creatures will survive the carnage. But what then? What of the survivors? They have survived, but only to witness unspeakable horrors.

Indeed, those that do survive - they can’t stand up to the mighty Laquatus’s Champion. The Champs are Torment’s trusted assassins - Torment’s agents of death. If you are fortunate enough to avoid facing down a Champion, you will not be much better off against Natuko Shade.  Yes, the Shade is no bargain either, especially with the outrageous mana production of Cabal Coffers.  Games come to an end quickly when a 16/15 undead insect with an appetite for destruction is on the prowl.

Don’t even think of getting the early drop on Torment. It has plenty to do in the early game. Mesmeric Fiends take away an opponent’s key cards, Chainer’s Edicts prevent creature rushes, and Rancid Earth slows an enemy down - or just flat out buries him. Nantuko Shade will also make an early appearance if needed. Next comes the real trouble. Once Torment has four or five Swamps in play, its Mind Sludge time. The ultimate finisher, Sludge puts the opponent in his coffin and nails it shut. If you get hit with a big Sludge, you’re dead where you stand. It’s only a matter of time before the grim reaper’s forces come for you - perhaps a Champ, maybe a Shade if your lucky. Best to just concede and die peacefully. Or you can wait around and be torn limb from limb.

There is also the slow, painful death. Torment does that too, if need be. A creature Butchered here, another creature Butchered, an Edict here, a Rancid Earth there, some hits from Fiends, Butchers, and Swarms. Nothing big, but before you know it, you’re dead.
Torment can beat you in different ways - none of them pleasant. Bone-crunching is more like it.

How did Torment become the executioner it is today? Always regarded as one of the top decks, Torment nonetheless started off humbly, losing in the second round to Legends in the first BOTS tournament. Torment improved quickly, sweeping defending champ Apocalypse in the second BOTS tourney before ultimately losing a tough 3-2 decision to Masques. Torment edged still closer to the big prize in BOTS III. In the Top 4, Torment led eventual champion Mirrodin 2-1, only to watch as the affinity deck rallied for the win. An huge disappointment - but just as Antiquities had, Torment was paying its dues, forging strength from the intense fire of the tournament’s late rounds, gaining experience.  Just like Antiquities, Torment also had a personal nemesis of its own - Legends. The two met once again in BOTS IV, and once again Legends knocked Torment out in a second round sweep. Torment could only watch with envy as Antiquities walked away with its first title. But Torment’s wait wouldn’t be very long - BOTS V would be Torment’s breakthrough, its tribute to evil. Dominating the early rounds with sweeps over Visions and Urza’s Legacy, Torment met Onslaught in the division finals. A convincing 3-1 dismantling propelled Torment back into the Top 4, where it again met Mirrodin.  This time, Torment turned the tables and dropped the affinity deck with extreme prejudice, 3-1.  In the finals, Apocalypse gave Torment a little more than it bargained for - but in the end, Torment produced a commanding game five performance to capture its first title.

Now, after four straight massacres in this tournament, Torment finds itself back in the finals, on the verge of a remarkable achievement - back to back titles against a highly competitive field. Standing in the way is Antiquities - Torment’s counterpart in destruction. Torment wouldn’t have it any other way, nor would Antiquities. Let the battle begin.

So there you have it - your BOTS VI finals matchup. The power of cold steel in a contest against pure evil. A ruthless artifact death machine versus a wicked agent of evil. Both have pillaged, raped, and destroyed to get here. Both have left the battlefield littered with the bodies of those who dared stand in the way of the inevitable confrontation - the inevitable fight to the death between the two mighty machines. This was the match that had to happen. All that has come before was just the prelude to the coming storm. Now there is nothing left but ……

….THE ULTIMATE SHOWDOWN!


Check back later today to see what happened…if you can handle it.


SURGEON GENERAL’S WARNING: Not for individuals with heart problems, erectile dysfunction, or extreme sensitivity to excitement. If you are pregnant, please consider less strenuous activities such as croquet or backgammon. If you need to vomit at any time, don’t hesitate, but please use the bags provided. Do note, however, that there is no risk of Carbon Monoxide poisoning. Whoever told you that needs to get their facts straight.

Thank you, enjoy the show.
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« Reply #19 on: February 23, 2005, 02:10:20 pm »

Man this is great. I'm actually excited about a matchup I'm not playing! I'm also totally rooting for Antiquities - a deck I've always loved versus one I've always hated! Passions are high.
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« Reply #20 on: February 23, 2005, 04:14:22 pm »

Quite honestly, I think this is one of my favorite events in all of magic. Echoing Matt, I always loved Antiquities (I wonder why  :shock:), so I will root for them as well.
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« Reply #21 on: February 23, 2005, 04:32:17 pm »

I'm rooting for Torment. Those of you who know me know that I have embraced the power of Torment's nightmares. What has Antiquities ever given me? Urzatron? Weak. Strip Mine? Hardly. I predict that the dark side will handily walk away with this title.
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« Reply #22 on: February 23, 2005, 04:39:55 pm »

Quote from: Matt
Man this is great.


Quoted for truthery.

Seriously, this is awesome.  The writing is incredible.  It feels just like a UFC event with the buildup and backgrounds.  Much props to Legend.  Even though I suffer from erectile dysfunction reading the finals coverage will be well worth the health risk.

As for the actual match, my prediction? Pain.  Torment in 4.
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« Reply #23 on: February 23, 2005, 05:15:33 pm »

This is AWESOME!!!
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« Reply #24 on: February 24, 2005, 12:08:27 pm »

This is soooo cool Very Happy. I pick Antiquities to win this one 3-1. Torment is a very powerful deck but I don't think it can stand up to the fast starts that Antiquities can pull off. Antiquities can easily have 2 threats on the table on turn 2, and Torment can only deal with 1 creature per turn until turn 4. Rancid Earth CAN deal with a Workshop or full Urza set, but all Antiquities needs is one good turn with either to start doing stupid things. Mind Sludge, one of Torment's best weapons is likely to be too slow to be relevant, and Rocket Launcher and Triskelion can easily pick off Shade and Fiend.

PS: I think one set in real need of a new deck is Odyssey. 'Tog never cut the mustard in OBC, and there are two other decks which look easily workable for that set - U/G Threshold with 2-3 Upheavals and Upheaval-Infestation.
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« Reply #25 on: February 24, 2005, 10:58:22 pm »

THE FINALS


ANTIQUITIES defeats TORMENT 3-1 to win Battle of the Sets VI !

Antiquities is the ultimate champion! In an epic confrontation, Antiquities emerged victorious and proved to be the mightiest of all combatants subjected to the demanding rigors of Battle of the Sets.

On the line was the right to be called the best - to become the first two-time Battle of the Sets champion. Both decks checked in with 12-1 records thus far in the tournament - as if they had ruthlessly annihilated their competition for the sole purpose of finding a worthy adversary - each other. Let the ultimate showdown begin…

GAME 1

Torment won the die roll 11-6, and the match was underway. Antiquities had the first play with Candelabra of Tawnos off Urza’s Tower, while Torment summoned a turn two Nantuko Shade. Antiquities seized the advantage with a Mishra’s Workshop, which pumped out Tetravus thanks to the Candelabra. The Workshop’s contribution ended after that as Torment Rancid Earthed the super-land.

Conscious of Torment’s Chainer’s Edicts and Faceless Butchers, Antiquities wished to avoid taking a bath on its investment in the Tetravus. Consequently, during Antiquities’s upkeep, three Tetravites broke off to form a four-way air armada (along with the original Tetravus). Even better, another Workshop hit the table, allowing for Clockwork Avian to make its first appearance of the contest (with one point of mana burn). Both combatants were at 19 after the original Tetravus attacked.  Torment got the turn back and Butchered the Avian. Shade also hit for two, giving Torment a brief lead in the life totals.

Meanwhile, the Tet Offensive was underway on the other side, as the Antiquities air brigade delivered 4 points of damage.  

Antiquities then played its third Workshop (!) of the game, and now with the ability to produce nine mana, used all of it for Tawnos’s Coffin, Su-Chi, and another Candelabra. As Antiquities concluded its turn, the situation was:

LAND: Antiquities: 2 Workshops & Tower
             Torment: 4 Swamps
             
CREATURES: Antiquities: Tetravus, 3 Tetravites, Su-Chi  
                           Torment: Shade & Butcher (covering Avian)

OTHER PERMANENTS: Antiquities: Tawnos’s Coffin & 2 Candelabras
                                              Torment: None
                                     
LIFE: Antiquities: 17
           Torment: 15


Advantage Antiquities. Torment played a fifth Swamp and fortified its position with a Shambling Swarm (which importantly had the potential to kill the Tetravites).  Antiquities dropped Urza’s Mine and continued swarming through the air, reducing Torment to 11. Then Antiquities really put the screws to Torment with a Triskelion.  

Torment was on the run, and lashed out with an attack from Shade and Swarm (after laying a sixth land). The Swarm went through, but the Shade was blocked by Su-Chi.  Torment elected to pump Shade to 4/3, effectuating the trade and leaving Antiquities with four mana from the Chi, three of which went into the Coffin to phase out the Swarm (thereby ensuring the continuing success of the Tet Offensive) and one of which went into a Candelabra.

Antiquities next shot down the Butcher with Trisk, leaving Torment with no creatures, 11 life, and the prospect of an assault from the Avian, Tetravus, Tetravites, and mini-Trisk. Faced with this impossible situation, Torment conceded and saved Antiquities the trouble.

Antiquities 1, Torment 0



GAME 2

Antiquities again seized the early advantage, powering out a turn one Onulet with a Workshop. Mesmeric Fiend showed up for the first time, stealing a Triskelion. Antiquities pulled further ahead, adding a Power Plant, summoning Su-Chi, and commencing the Onulet beatings. Torment Rancid Earthed the Workshop, a necessary step, but one that left Antiquities with another turn of unopposed bashing. Antiquities added another Power Plant and a Candelabra, sending Onulet and Chi in for 6 damage.

Torment got back in the game on its fourth turn, casting Chainer’s Edict (killing Onulet and gaining 2 life for Antiquities) and Nantuko Shade. Fiend hit for one and it was back to Antiquities. The Chi smashed again, making the life totals 21-8 in favor of Antiquities, which also dropped a Mishra’s Factory.  Shade hit for two and was joined by another Shade and a fifth Swamp. Antiquities ratcheted up the pressure, summoning another Chi, while the original traded in combat with the new Shade. The Chi mana went into the Factory and the turn was back to Torment. Laquatus’s Champion joined the party, significantly cutting into Antiquites’s lead. The life totals stood at 13-8 in favor of Antiquities. The remaining Chi went on the attack and was chumped by Shade while the Champion stood back with no regeneration mana available. Antiquities dropped another Candelabra and passed.  

Torment then put Antiquities on the defensive by flashing back Chainer’s Edict, taking care of the Chi and leaving Antiquities’s board clear. Antiquities could have animated the Factory to save the Chi, but that would have left Antiquities with only three lands, too high a price for keeping Chi around, so Antiquities opted to let Chi go.

However, Antiquities animated the Factory upon the Chi’s death, using two of the Chi mana to sink into animating the Factory, which tapped to make itself 3/3, then the other two Chi mana for each Candelabra to untap Mishra for defense against the Champion. With a now 4/4 Factory available to block, the Champion declined the attack since no regeneration mana was available. The Fiend also held back. Had Torment attacked, Antiquities would have been down to three lands after blocking, but Torment would have lost is monster and restored Antiquities to 19 life.

Antiquities was now in some trouble, with only four mana in play and facing down the Champion with only a Factory as a potential board presence. But then the Antiquities flair for the dramatic kicked in - a Workshop on the draw! This facilitated the appearance of a Tetravus with the use of Workshop, an Urza land, and a Candelabra, leaving the Factory and two other Urza lands untapped.

However, Torment was unimpressed and uncorked another Champion, instantly pulling Torment ahead, 8-7. The other Champion attacked, and Antiquities was obliged to chump block with the Factory.

Antiquities responded by making three Tetravites during upkeep and attacking with the original Tetravus to even the life totals at 7. Still, Antiquities needed some more pressure to wrap up the game before the Champions could, and Clockwork Avian satisfied this requirement. It was also supplemented with a not-yet-usable Tawnos’s Coffin.  Antiquities now had 8 flying damage in play, but would need to do some blocking in order to itself survive. At this point, Torment had the two Champions - but it also had the Fiend, which had lurked in the background almost the entire game after stealing the Triskelion on turn two. All of a sudden, the Fiend could prove very important in such a tight situation.

Ultimately, though, Torment faced a dilemma that it could not overcome. It had no cards in hand, and the draw provided nothing of use. This, then, was Torment’s problem: it could attack with all three creatures, which would force Antiquities (if Antiquities played it correctly) to block a Champion and a Fiend to stay alive (Antiquities would be at 1 life after that). Antiquities would lose two Tetravites in the exchange, and have only 6 flying damage on the table after that, not enough to finish off Torment the next turn (Torment would also fall to 1 life from such an attack). But if the Fiend died (which it would if Antiquities blocked correctly), Antiquities would get its Triskelion back in hand, which would be more than enough for Antiquities to win on its next turn. Torment could also decline to attack with the Fiend, but this strategy would prove even worse, as Antiquities could instead use the Coffin next turn on the Fiend to get the Triskelion back - and win with the Trisk and flyers anyway. Realizing Antiquities had the game won, Torment sent all three creatures on the attack in an evil fit of rage. Antiquities predictably blocked a Champion and a Fiend, and the artifact deck had gained a commanding 2-0 lead in the series.

Antiquities 2, Torment 0


GAME 3

After the close loss in game two, Torment now needed three straight victories to win the ultimate showdown. Antiquities was definitely in charge, but you never want to let an opponent as dangerous as Torment off the deck, because once the door is left even slightly ajar, anything can happen.  All of the pressure was on Torment, down 0-2 - but if Antiquities were to lose this game, suddenly at least a bit of the pressure would go to Antiquites in game four. The close-out win is often the hardest of the three, especially when faced with a powerful and desperate opponent. Torment was like a wounded animal - badly injured but still alive and very dangerous.

Realizing this, Antiquities resolved to treat this game as if it was the decider. But that would not be enough, as desperate Torment clawed back into the series with a frenetic burst of effort.

You didn’t really believe that the ultimate showdown would end in a sweep, did you?

Antiquities opened with a Factory and Candelabra, while Torment summoned a turn two Shade. Antiquities did not have a Workshop, and could only play another Factory. Without a Workshop, everything changes. For the first time in the match, Torment could dictate the play - the game would be played Torment’s way, at Torment’s pace. The Shade hit for two, and Rancid Earth knocked out a Factory. Torment had an excellent draw, exactly what it needed to stay alive, while Antiquities was struggling.  

Even if Torment didn’t win the match, it wouldn’t fall without a fight. Yes, Torment was not going to walk away empty-handed, and it was not going down without inflicting some serious pain as the price of victory for its enemy. Torment doesn’t lose very often - and when it does, it will make sure the victor knows it was in a fight to the death.

Antiquities added another Factory, and could only attack for two before passing back. Torment added another Shade. The original Shade clobbered Antiquities for another 4 damage. Antiquities found nothing of use on the draw, played a Tower, and was finished. Torment unleashed both Shades. Both went unblocked, and Antiquities took the maximum amount of pain, dropping to 5 life.

Antiquities’s uncanny topdecking aptitude continued when another Workshop showed up on the next draw, but it was just a little too late - even though for a moment, the opposite seemed true. Triskelion surfaced once again to shoot down both Shades, and it did seem as if Antiquities had stabilized. But Torment was unfazed and Butchered the Trisk (which shot its last counter at Torment). Antiquities Stripped a Swamp, desperate to avoid a game-ending Champion arrival (leaving Torment with four Swamps) and replenished its board position with a 3/3 Clay. Torment had yet another Butcher, and under it went the Clay. The Factories held the first Butcher at bay, and Antiquities had a little more time to find some escape from the quagmire it was in.  

Another Strip Mine left Torment with only three Swamps and Tetravus improved Antiquities’s situation some more. Torment lacked a fourth Swamp, but badly damaged Antiquities with a Rancid Earth on the Workshop. Antiquities used the opening to make Tetravites, thankful that that the Tetravus had survived, but without the Workshop to make any further gains. Onulet joined the team off the remaining lands, Tetravus attacked, and the life totals were 16-5 in favor of Torment.

Torment found a fourth Swamp before the situation could deteriorate further and placed the Onulet under the nightmarish control of a third Butcher. Now the two active Butchers faced only the three Tetravites - not enough to deter a double attack. Antiquities fell to 1 life, but found a fourth land (Urza’s Mine) to drop a Su-Chi. One Tetravite attacked, leaving the life totals at 15-1 in favor of Torment. Antiquities was on the edge, but Torment couldn’t finish it just yet, instead playing a very useful Shambling Swarm. Antiquities made a 3/3 Clay, and this time held back all four 1/1 flyers.

Torment attacked with the Swarm, and Antiquities had no choice but to block, which of course is exactly what Torment wanted.  The Tetravites blocked, and Torment used the three Swarm counters to kill the Clay. Torment then pushed Antiquities over the edge with another Swarm to replace the fallen one. Antiquities could play another Chi, but would not have enough blockers to survive if it did that. So Antiquites was forced to take its chances with the matchup of 1/1 Tetravus, two Factories, and Su-Chi backed by just the 1 life vs. the three Butchers and the Swarm. This was all moot, though, as Torment showed the Chainer’s Edict it needed to immediately end the game.

Antiquities 2, Torment 1


GAME 4

Now the pressure shifted to Antiquities a little. Antiquities still had the upper hand, and Torment was up against tough odds (needing to win two games in a row with Antiquities playing first both times). But Antiquities didn’t want to risk facing the vagaries of a winner-take-all game five - where anything can happen and one misstep can mean disaster - so it was imperative to just end the damn thing right now before Torment could rise all the way from the dead.

Indeed, after game two, Torment was in its coffin with the lid closed and the nails about to be hammered in. Now the lid was at least somewhat ajar and Torment was getting ready to emerge from the coffin. A win here and Torment would kick the lid off, getting ready to emerge for a remarkable resurrection.

Anyone who’s seen ‘Friday the 13th Part VI: Jason Lives’ knows its a really bad idea to open up coffins, especially when unspeakable evil lies within - and its an even worse idea to start messing around with the corpse.  Don’t stick it with a fence pole. Don’t pour gasoline on it. Just leave the accursed thing alone and be happy you’re not underground either.

Fortunately, longtime horror buff Antiquities has learned this lesson well. It was time to put Torment where it belongs - in hell.

Antiquities had the opening hand it needed to accomplish this objective, leading with Urza’s Power Plant + Candelabra. Torment played its Swamp and hoped that Antiquities’s first turn was just the sign of a mediocre hand rather than a Workshop draw. It was the latter, of course, and Antiquities churned out a 3/3 Clay. Mesmeric Fiend took care of a Tetravus, but Torment did not like what it saw. Antiquities held a great hand - it had merely kept the Tetravus back to let the Clay test the waters for Edicts. Clay bashed for 3, while Antiquities bettered its mana with Urza’s Tower and dropped a Clockwork Avian.  Torment did indeed have an Edict, which killed the Clay.

With Clay dead, Avian picked up the slack, inflicting 4 damage through the skies to leave Torment at 13.  Even better, Antiquities added a second Avian to really step up the pressure.

Torment needed immediate relief from Antiquities’s relentless offensive. The relief arrived in the form of a Butcher, which provided a smothering solution to the second Avian. This allowed the Fiend to nip Antiquities for a sneaky point of damage.  

Torment was hanging on, but the Antiquities death machine was firing on all pistons, sustaining the momentum with Su-Chi and Onulet. Moreover, Antiquities had the first Avian on the attack - the metallic pterodactyl continued to reign supreme in the skies, reducing Torment to 10.

Nantuko Shade joined the battle and another Fiend relieved Antiquities of a Coffin. However, Torment failed to make its fifth land drop and was still reeling from the continuous blast of artifact creatures. As the turn went back to Antiquities, the board situation was:

LAND: Antiquities: Workshop, Power Plant, Tower
             Torment: 4 Swamps (all tapped)
             
CREATURES: Antiquities: 2/4 Avian, Su-Chi, Onulet  
                           Torment: Shade, Butcher (covering second Avian),
                                         2 Fiends (holding down Tetravus & Coffin)

OTHER PERMANENTS: Antiquities: Candelabra
                                              Torment: None
                                     
LIFE: Antiquities: 19
           Torment: 10


Antiquities was closing in on the title, and went for the kill. During upkeep, the Avian recharged to 4/4 in preparation for the final assault. This left Antiquities without the services of Tower, Power Plant and Avian for the turn, but nicely positioned for the endgame.  

Next, Antiquities sent Su-Chi into action, which forced Torment to make an unpleasant choice of whether or not to chump block with the 2/1 Shade (blocking with any of the three other creatures was not really an option given the fact that all three held down game-breakers - Butcher covered Avian, Fiend #1 Tetravus, and Fiend #2 Coffin).

Torment was in a tight spot. If it allowed the Chi to go through, Antiquities would only need two more attacks from the unblockable Avian to close out the match. Torment would only have two chances to find the Butcher needed to kill the Avian.

On the other hand, if Torment blocked with the Shade, the black deck would gain one, possibly two extra chances to find the needed Butcher by conserving four precious life points (starting with Torment at 10, The Avian’s first attack would reduce Torment to 6, the second attack to 3, the third attack to 1, and then one final attack - of course, this math assumes Antiquities not finding some other damage source to accelerate the process). Plus, Torment had a Shambling Swarm waiting in the wings to tie up the ground. So with the threat of the charged-up Avian looming, Torment reluctantly threw the 2/1 Shade in front of the Chi. Antiquities played another Tower and passed.

Torment nursed faint hopes, but things were slipping away. In order to extend the game, Torment needed that Butcher in short order to shut down the Avian. Time was running out on the forces of evil. Torment had only three (maybe four) more draws to find the required Butcher or else the Avian would end the match.

The first draw produced the elusive fifth Swamp instead. Torment just had to hope for the best, and at least bettered its position somewhat with the aforementioned Swarm and fifth Swamp before passing.

The Avian went to work, dropping Torment to 6. Antiquities added a Factory and Torment got the turn back.

The second draw? Rancid Earth. The Workshop disappeared, but Antiquities had four lands remaining and the Avian bearing down. The clock continued to tick away on Torment, and that clock only ticked faster when Antiquities drew its next card - Rocket Launcher. The Avian dropped Torment to 3 - and now with the Rocket Launcher’s promise of 2 damage the following turn, Torment was down to its last chance to find the Butcher.

Antiquities had Torment on the ropes - could it extend the game? The draw…

…Swamp - Antiquities was once more Battle of the Sets Champion!


Antiquities 3, Torment 1



EPILOGUE

And so the epic confrontation has come to an end after four spectacular games. Antiquities has its second championship, the Battle of the Sets VI title, and victory in the ultimate showdown.

What of the vanquished? Black-hearted Torment has been defeated, but its foes have nevertheless gained even more respect for its fearsome power and single-minded dedication to evil.

For now, the power of cold steel has smothered the flames of evil.  What the future holds, no one can be certain of. But the world is safe - for now.

Congratulations to Antiquities, Battle of the Sets VI champion and winner of the ultimate showdown!
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« Reply #26 on: February 24, 2005, 11:06:56 pm »

I’d also like to extend a special thanks to Alfred for all of his excellent help once again - thanks for playing all the matches, for working on the decks with me, and for helping to make Battle of the Sets VI a success. It was a lot of fun working with you once again, and I hope to do so next time. Much appreciated.

I’d also like to thank the audience - all of you who read and enjoyed the reports - I also appreciate your support of Battle of the Sets, and I’m glad you got a kick out of it. Thanks very much for reading, commenting, and predicting. Also thanks for the kind words.

Again, I had a lot of fun doing this, and thanks to all.

Look here for Battle of the Sets VII sometime in late 2005 or early 2006 after the release of Ravnica!
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« Reply #27 on: February 25, 2005, 03:50:41 pm »

Hooray! This tournament was a great success, and big ups for Legend taking a whole whack of time off to make all of these exciting match reports! The matches were a lot of fun to play, but also very time consuming. I hope everyone liked the format and found it as interesting as I do. Any post match comments or suggestions? Love to hear them.
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« Reply #28 on: February 28, 2005, 09:18:15 pm »

Great series, and great writing. Thanks, guys!
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« Reply #29 on: March 13, 2005, 07:03:16 am »

Took me awhile to find this awesome thread.

Honestly, I enjoyed this tournament read a lot and am looking forward to the next one already.

I think I agree with Nazdakka that Odyssey needs a makeover.

Oddyssey is definitely a powerhouse set and I think a UB build featuring infestation is better than Tog as the win condition. I also think a UG aggro deck can be much more lethal than a UB control build. Consider all these cards:

Wild Mongrel
Werebear
Careful Study
Cephalid Looter
Cephalid Broker
Roar of the Wurm
Call of the Herd
Aether Burst
Standstill
Thought Devourer
Upheaval
Springing Tiger
Overrun
Sylvan Might
Syncopate
Cephalid Coliseum
Centaur Garden
Mystic Enforcer (Sungrass Prairie)

Or you can go combo control using
Chamber of Manipulation
Malevolent Awakening/Animal Boneyard
Diabolic Tutor
Traumatize
Haunting Echoes

Or you can go one of its many flashback routes accompanied by CIP creatures like gravedigger and Anarchist. Morbid Hunger, Innocent blood, firebolt, ghastly demise, among others. Catalyst stone can be a really good enabler if you go the flashback route. Diligent Farmhand, Deep Reconnaisance, and Odyssey's host of filter lands are available if you ever wanted to go 3 colors.

Braids can make a deck of its own, particularly with so much cheap token generation available.

The set can even go the reanimator route with all its discard outlet, entomb, and zombify. Yes, zombify is no doubt slow, but odyssey should have no problem finding it and at best, reanimating something huge like a vampiric dragon or iridescent angel on the 3rd turn. Then use some anarchist/gravedigger to recur the zombify. Or recoup.

Balancing Act is a powerful sorcery. I'm thinking of Balancing Tings here. It has the CIPT lands to do so. Obliterate can be replaced by Epicenter, this 5 mana sorcery is 3 mana cheaper than obliterate so you don't need the CIPT invasion lands that can get you 2 mana. Werebear and even diligent farmhand can go nicely in here. After you've CRIPPLED your opponent, cast terravore and win.

My personal favorite is either Balancing Tings or UG threshold,they should be considered. At any rate, I'm sure you've considered most if not all of these potential builds for Oddysey but think at least one build exist that is going to work out better than UB tog.

Also, have you consider SB options for each deck? Some matches were a bit one sided (certain sets just can't compete with visions without some SB tools, judgement finding some dead card in ray of revelation, etc) Having SBs will make matches much more interesting.
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