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Author Topic: Adventurer's Guild 3-18 Results, Decklists, and Coverage  (Read 2102 times)
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dx_yellowjacket@hotmail.com wasaiii@hotmail.com
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« on: March 24, 2005, 07:41:48 am »

Top 4 Decklists 3-18 Sanctioned Tournament
1st Place
George Andrews with Bombs over Eau Claire
[nightwind]
[/color]
4x Arrogant Wurm
4x Basking Rootwalla
3x Squee, Goblin Nabob
4x Ground Seal
3x Artifact Mutation
3x Thirst for Knowledge
4x Wild Mongrel
1x Wonder
1x Anger
1x Ancestral Recall
1x Time Walk
1x Sol Ring
1x Black Lotus
1x Mox Ruby
1x Mox Emerald
1x Mox Sapphire
4x Bazaar of Baghdad
1x Crop Rotation
2x Roar of the Wurm
3x Windswept Heath
4x Taiga
4x Tropical Island
4x Wasteland
1x Strip Mine
3x Rifstone Portal

Sideboard:
3x Null Rod
3x Red Elemental Blast
3x Gilded Drake
3x Ray of Revelation
3x Stifle

2nd Place
Jake Hustad with U/R Phid
[Jake]
[/color]
4x Force of Will
4x Mana Drain
4x Mana Leak
4x Ophidian
4x Impulse
3x Powder Keg
3x Blood Moon
2x Morphling
1x Engineered Explosives
1x Masticore
1x Ancestral Recall
1x Time Walk
1x Fact or Fiction
1x Mox Jet
1x Mox Pearl
1x Mox Sapphire
1x Mox Emerald
1x Mox Ruby
1x Sol Ring
1x Lotus Petal
6x Island
4x Polluted Delta
4x Volcanic Island
4x Wasteland
1x Strip Mine
1x Library of Alexandria

Sideboard:
4x Chalice of the Void
4x Red Elemental Blast
3x Control Magic
3x Rack and Ruin
1x Masticore

3rd-4th Place
James Tork
HolyfreakinElves.dec

4x Treetop Scout
4x Llanowar Elves
4x Fyndhorn Elves
4x Timberwatch Elf
3x Viridian Zealot
3x Elvish Herder
2x Wellwisher
1x Priest of Titania
1x Elvish Scrapper
4x Berserk
4x Rancor
4x Wirewood Pride
1x Regrowth
3x Skullclamp
1x Chrome Mox
1x Strip Mine
3x Wirewood Lodge
13x Forest

No Sideboard

3rd-4th Place
Joe Schultz with Hulk Smash
[TheBaker]

1x Mind Twist
3x Duress
4x Force of Will
4x Mana Drain
1x Skeletal Scrying
2x Intuition
1x Regrowth
3x Psychatog
4x Brainstorm
4x Accumulated Knowledge
1x Yawgmoth’s Will
1x Lotus Petal
1x Mox Diamond
3x Cunning Wish
1x Demonic Tutor
1x Sol Ring
1x Mystical Tutor
1x Pernicious Deed
3x Deep Analysis
4x Polluted Delta
1x Library of Alexandria
3x Underground Sea
2x Tropical Island
2x Bayou
7x Island
2x Swamp

Sideboard:
3x Disrupt
2x Xantid Swarm
1x Berserk
1x Skeletal Scrying
1x Vampiric Tutor
1x Coffin Purge
1x Naturalize
1x Fact or Fiction
1x Rushing River
1x Pernicious Deed
1x Gush
1x Ghastly Demise
Logged

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« Reply #1 on: March 24, 2005, 07:44:57 am »

Taking aside the decklists from our last tournament, I crunched the numbers to see exactly what the metagame looked like.

12 people entered and the overall metagame turned out pretty much one-sided as Aggro-Control sprouted up everywhere, along with 2 combo decks, 3 aggro, and 1 control deck.

Aggro Control was came in force, represented by:
Taylor Hustad Bird Sh!t
Tony Higley Cerebral Assassin
Chris Lehman U/G Madness
Joe Schultz Hulk Smash
Josh Bayer U/G/B Madness
Adam Boese Astral Slide

Control did indeed make an appearance, although it only consisted of:
Jake Hustad U/R Phid

Combo was on a decline also, bringing in:
Daniel Rech Reanimator
Matt Hannafin Meandeck Tendrils

Aggro made a strong showing, putting up decks like:
James Tork HolyfreakinElves.dec
Nick Kinney Piledriver Sligh
George Andrews Bombs over Eau Claire

According to the decklists that were registered at the beginning of the tournament, there were 3 illegal decklists entered.

Josh Bayer Psychatog in the deck but not listed on decklist
Matt Hannafin 59 card maindeck
Nick Kinney 59 card maindeck


No one in the top 4 had illegal decklists.

On to the color breakdown. Every tournament I will be posting the cards used by everyone there, divided first by Restriction, then by artifacts, the 5 colors, gold/split cards, non-basic land, and finally basic land. Sideboard cards are denoted by parentheses.

Restricted List
Strip Mine 7
Sol Ring 6
Demonic Tutor 5
Lotus Petal 5
Ancestral Recall 4
Chrome Mox 4
Mystical Tutor 4
Mox Emerald 4
Mox Jet 4
Black Lotus 3
Gush 3
Library of Alexandria 3
Mana Crypt 3
Mox Ruby 3
Regrowth 3
Vampiric Tutor 3
(Fact or Fiction) 2
Mana Vault 2
Mox Diamond 2
Mox Pearl 2
Mox Sapphire 2
Time Walk 2
(Vampiric Tutor) 2
Balance 1
Crop Rotation 1
(Crop Rotation) 1
Demonic Consultation 1
Enlightened Tutor 1
Fact or Fiction 1
Grim Monolith 1
(Gush) 1
Lion’s Eye Diamond 1
(Mind’s Desire) 1
Mind Twist 1
(Necropotence) 1
Tinker 1
(Tinker) 1
Tolarian Academy 1
(Tolarian Academy) 1
Yawgmoth’s Will 1

Artifact
Null Rod 9
(Chalice of the Void) 7
Chromatic Sphere 4
Darkwater Egg 4
(Null Rod) 4
Sundering Titan 4
Helm of Awakening 3
Powder Keg 3
Skullclamp 3
(Crucible of Worlds) 2
(Cursed Totem) 2
(Damping Matrix) 2
(Goblin Charbelcher) 2
Library of Leng 2
(Tsabo’s Web) 2
Crucible of Worlds 1
Darksteel Colossis 1
Engineered Explosives 1
Masticore 1
(Masticore) 1
Platinum Angel 1
Possessed Portal 1
Solemn Simulacrum 1
(Trinisphere) 1
Triskelion 1
(Triskelion) 1

Blue
Force of Will 24
Brainstorm 19
Mana Drain 12
Deep Analysis 10
Circular Logic 8
Cunning Wish 6
(Gilded Drake) 6
Intuition 5
(Stifle) 5
Thirst for Knowledge 5
Accumulated Knowledge 4
Impulse 4
Mana Leak 4
Meditate 4
Ophidian 4
Aquamoeba 3
(Control Magic) 3
Daze 3
(Disrupt) 3
Mental Note 3
Misdirection 3
Stifle 3
(Arcane Laboratory) 2
(Blue Elemental Blast) 2
Morphling 2
(Seasinger) 2
Arcanis the Omnipotent 1
(Chain of Vapor) 1
(Hurkyl’s Recall) 1
Rushing River 1
(Rushing River) 1
Wonder 1
(Wonder) 1

Red
(Red Elemental Blast) 11
Squee, Goblin Nabob 7
Blood Moon 6
(Rack and Ruin) 5
Goblin Grenade 4
Goblin Lackey 4
Goblin Piledriver 4
Goblin Welder 4
Incinerate 4
Lightning Bolt 4
Mogg Fanatic 4
Raging Goblin 4
Reckless Charge 4
Goblin Matron 3
Goblin Warchief 3
Siege-Gang Commander 2
Anger 1
Kiki-Jiki, Mirrorbreaker 1
Worldgorger Dragon 1

Green
Wild Mongrel 14
Arrogant Wurm 12
Basking Rootwalla 12
(Naturalize) 9
Ground Seal 7
Werebear 5
Berserk 4
Elvish Spirit Guide 4
Fyndhorn Elves 4
(Ground Seal) 4
Land Grant 4
Llanowar Elves 4
Rancor 4
Timberwatch Elf 4
Treetop Scout 4
Wirewood Pride 4
Elvish Herder 3
Krosan Colossus 3
Krosan Tusker 3
Naturalize 3
Nimble Mongoose 3
(Oxidize) 3
(Root Maze) 3
Viridian Zealot 3
(Berserk) 2
(Hidden Gibbons) 2
Roar of the Wurm 2
Sylvan Library 2
Wellwisher 2
(Xantid Swarm) 2
Elvish Scrapper 1
Eternal Witness 1
Priest of Titania 1
Worldly Tutor 1

Black
Duress 11
Dark Ritual 7
Animate Dead 4
Apprentice Necromancer 4
Buried Alive 4
Cabal Ritual 4
Putrid Imp 4
Tendrils of Agony 4
Terror 4
(Duress) 3
Exhume 3
(Ghastly Demise) 3
(Innocent Blood) 3
Night’s Whisper 3
(Phyrexian Scuta) 3
Stitch Together 3
(Ashen Monstrosity) 2
Body Snatcher 2
Spoils of the Vault 2
(Zombie Infestation) 2
(Coffin Purge) 1
(Diabolic Edict) 1
(Necromancy) 1
(Phyrexian Negator) 1
Recurring Nightmare 1
(Sickening Dreams) 1
Skeletal Scrying 1
(Skeletal Scrying) 1

White
Swords to Plowshares 6
(Ray of Revelation) 5
Astral Slide 4
Exalted Angel 4
Gilded Light 4
Renewed Faith 3
Stoic Champion 3
Decree of Justice 2
Disenchant 2
(Ghostly Prison) 2
(Swords to Plowshares) 2
(Wing Shards) 2
Wipe Clean 2
(CoP: Artifacts) 1
(Sacred Ground) 1

Gold and Split cards
Meddling Mage 4
(Pernicious Deed) 4
Artifact Mutation 3
Psychatog 3
(Psychatog) 3
Merieke Ri Berit 1
Pernicious Deed 1

Non-basic Land
Wasteland 19
Tropical Island 18
Polluted Delta 17
Bazaar of Baghdad 8
Underground Sea 7
Flooded Strand 6
Windswept Heath 5
Barbarian Ring 4
City of Brass 4
Gemstone Mine 4
Secluded Steppe 4
Taiga 4
Tranquil Thicket 4
Volcanic Island 4
(Wasteland) 4
Bayou 3
Riftstone Portal 3
Tundra 3
Wirewood Lodge 3
(Maze of Ith) 2
Nantuko Monastery 2
Seat of the Synod 2
Great Furnace 1

Basic Land
Forest 20
Island 19
Swamp 12
Mountain 9
Plains 7
Logged

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« Reply #2 on: March 24, 2005, 07:49:13 am »

The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave birth to it comes again. In one Age, called the Second by some, an Age yet to come, an Age long past, a wind rose across the snowy streets of Eau Claire. The wind was not a beginning. There are neither beginnings nor endings to the turning of the Wheel of Time. But is was a beginning. -Robert Jordan

East the wind blew as the stalwart players from Eau Claire battled up to 16 inches of drifting snow to make it to the Adventurer’s Guild for their turn at being number 1 in Sanctioned. 12 players proved that there is no better place to be on a Friday night than in a cold basement playing cards.

My name is Chris Lehman, and here is my story.

I am a self-proclaimed Green player, both by skill and by color of choice. I don’t practice, I rarely play, and most of the time I scrub out. The winds showed me that although metagame cards are a hot commodity, there isn’t a lot they can do to compare to the speed of the Power 9 in Sanctioned. My deck of choice was an unpowered U/G Madness build sporting 6 hate cards maindeck, in the form of 3 Ground Seal and 3 Null Rod.

Sanctioned U/G Madness
Mana
2x Windswept Heath
2x Flooded Strand
3x Island
3x Forest
4x Tropical Island
4x Wasteland
1x Strip Mine
3x Elvish Spirit Guide

Beats
4x Wild Mongrel
3x Aquamoeba
4x Basking Rootwalla
4x Arrogant Wurm
2x Werebear

Spells
1x Gush
4x Brainstorm
3x Deep Analysis
3x Null Rod
4x Force of Will
4x Circular Logic
3x Ground Seal

Sideboard
2x Arcane Laboratory
3x Root Maze
3x Gilded Drake
3x Naturalize
1x Oxidize
2x Maze of Ith
1x Wonder

I really liked the maindeck Ground Seal, especially in my Reanimator matchup, but I was expecting Dragon and Cerebral Assassin matchups more than anything. Cerebral was there but Dragon didn’t make it. I am really considering maindecking Living Wish to fetch up Gilded Drake, Maze of Ith, and Wonder tho. Most likely in the Ground Seal spot. Ground Seal maindeck makes up for the lack of Ancestral Recall (kinda), and stops Welder and Animate Dead in game 1. The maindeck Null Rods are pretty sexy, stopping Meandeck Tendrils if I can get it out turn 1 with an Elvish Spirit Guide. I do miss Lotus Petal, Chrome Mox, and Mox Diamond, but they end up being dead cards in mid- to late-game with Null Rods. One thing I decided against was the Tinker/Darksteel Colossus. Initially, I had 4 Null Rods, and then the Tinker/Colossus in place of either the 3 Ground Seal or the 3 Elvish Spirit Guide, but I chose more mana over the Big Man.

On with the report.

Round 1
Kinney with Piledriver Sligh
[kinney]


Kinney and I played about a dozen games or so right before the tournament (shortly after I bought the last 2 Maze of Ith upstairs), and I won 1 game. To start I had 2 Waterfront Bouncers in the sideboard, but they proved much too slow for this deck so I cut them, hoping to find a Maze early on. They also help against just about all the decks I saw that night, with the exception of Meandeck Tendrils.

Knowing how unfavorable this match seemed to be, I knew I needed to play pretty tight and make sure I had a fast enough hand to start. I win the die roll 15-3 and elect to play. Kinney has to Mulligan to 6 and keeps a land light hand (big surprise for Piledriver).

I lay a Tropical Island and pass. Kinney plays a Barbarian Ring (his only land), and I Brainstorm at the end of his turn. During my turn, I lay an Island, and play Aquamoeba which quickly gets Lightning Bolted. In response, I pitch a Rootwalla and a Deep Analysis to the Aquamoeba, and it lands in the graveyard. Kinney drops another Barbarian Ring and passes. I lay another Tropical Island, bring the beats with the Rootwalla, and play a Werebear. Kinney lays a third Barbarian Ring and again has to pass. I bring the Rootwalla/Werebear beatdown and pass, keeping my mana open. Kinney topdecks a Goblin Lackey which I Circular Logic (hardcast). During my turn I play an Arrogant Wurm from my hand and continue the beatdown. Kinney finally gets a Goblin Warchief in play, but during my next turn I play an Aquamoeba and he enters his scoop phase.

Me 20
Kinney 20-19-18-16-15-13-12-9-Scoop

Sideboard: -2 Null Rod, +2 Maze of Ith

Game 2, Kinney starts off with a Mountain into a Mogg Fanatic. I draw and lay my Maze of Ith, passing turn. Kinney lays another Mountain and plays a Goblin Piledriver, and attacks with the Fanatic who gets lost in my Maze. I lay a Forest and play a Rootwalla, but he sacrifices the Fanatic to ping it. Kinney plays another Piledriver and attacks, but gets lost again. I lay another Forest, and play my second Rootwalla. Kinney lays another Mogg Fanatic, and pings the Rootwalla, but I use an Elvish Spirit Guide to pump it up. He has the Lightning Bolt, so it still dies. Both Piledrivers come across, but one gets lost again. I lay a Tropical Island but have no gas in my hand. The Piledriver beatdown continues. I topdeck a Windswept Heath and break it for another Tropical Island. Kinney tries spoils my plans next turn by laying another Mountain and casting Blood Moon which meets a hardcast Circular Logic. He doesn’t have the extra 3 mana so if fizzles. Next turn I topdeck an Arrogant Wurm and hardcast it, hoping to stabilize, but he has the double Goblin Grenade to hit me for exactly 10 and I die.

Me 20-17-14-13-10-0
Kinney 20

Game 3 sees me going first again, and I keep a land light hand. I lay an Island and cast Brainstorm during my main phase. Kinney answers with a Mountain and another Mogg Fanatic. I dug into a Flooded Strand for a Tropical Island, and use an Elvish Spirit Guide to cast an Aquamoeba, keeping 1 blue mana open for a Logic. Kinney drops a Barbarian Ring and attempts to Incinerate my Aquamoeba, which meets a Logic. I topdeck a Strip Mine, killing his lone Mountain and pass. Kinney tries to Lightning Bolt my Aquamoeba, but I meet it again with another Circular Logic. Next turn I activate the Aquamoeba to drop out an Arrogant Wurm and swing. Kinney drops a Fanatic and passes. Wurm and Aquamoeba come across for a few turns, and Kinney continues to pound my face with his lone goblin. Kinney needs to block so he chumps the Aquamoeba, which I pump once with a Rootwalla, and then pump again with an Elvish Spirit Guide to make it live. He has the Lightning Bolt for it though and he is able to cast a Lackey. Lackey brings in a Siege-Gang Commander and it begins to look grim on my side of the table. I have to hardcast an Elvish Spirit Guide after my Wurm gets hit with a Goblin Grenade and another Fanatic takes out my Rootwalla. I topdeck a Werebear and through all his removal I now have Threshold. Werebear and Elvish Spirit Guide go the distance.

Me 20-19-18-17-16-14
Kinney 20-19-18-17-16-13-9-8-6-2-1-0

Games 2-1
Matches 1-0

Round 2
George with Bombs over Eau Claire
[nightwind]


I have no idea what George is playing at this point as I was in the top 8 room and everyone else was in the main playing area. George wins the die roll 12-3 and elects to play but has to Mulligan to 6. He starts out fairly well with a Tropical Island, Mox Ruby, and a Basking Rootwalla. Great, a mirror match. I draw and play a Flooded Strand, break it for a Tropical Island, and meet his Rootwalla with my own. George lays a Ground Seal, nets a card, and plays a Taiga. Ok, now I see it’s not a mirror match, as this is the 3 color fully powered Madness type. I don’t draw into any more land, but drop a Wild Mongrel and pass. George plays a Windswept Heath and passes. George plays a Rifstone Portal during his turn, and breaks the Heath for another Tropical Island. I have nothing so I begin the attack with the Mongrel and Rootwalla, pumping the Mongrel with a Deep Analysis and Ground Seal. George is able to hardcast an Arrogant Wurm and passes. We’re at a standstill and I pass. George attempts a Thirst for Knowledge, but I activate the Mongrel with a Circular Logic, so he passes. I pass again, having enough cards to kill his Wurm with the Mongrel, but during his turn he attempts another Arrogant Wurm which I meet with another Circular Logic. He scoops having no hand.

Me 20-19-18
George 20-19-18-13-12-10-Scoop

Game 2, George starts again, this time starting much better with a Taiga, Mox Sapphire, and a Wild Mongrel. I draw and lay a Maze of Ith. George gets out a Bazaar of Baghdad, and activates, pitching a Basking Rootwalla, Red Elemental Blast, and another Bazaar in the graveyard, playing the Rootwalla. During my turn I lay a Windswept Heath and attempt to fetch up some land, but he has the Stifle. Next turn, he activates Bazaar again, pitching another Rootwalla, a Windswept Heath, and a Black Lotus into the graveyard, playing the Rootwalla but I feel it is necessary to Force of Will it. I lay a Forest and pass the turn. George lays a Tropical Island and passes. I Brainstorm, but he cast Thirst for Knowledge in response, but allows it to go through. I’m running out of gas, so I am forced to hardcast Wonder. George activates his Bazaar on his turn, pitching Anger, Taiga, and another Bazaar into the graveyard, and casts another Wild Mongrel. I tap out to cast Deep Analysis, but he has the Red Elemental Blast for it, and the Mongrels finish me off.

Me 20-19-18-17-16-14-13-12-5-0
George 20

Game 3, I elect to play first but have to Mulligan to 6. I begin with a Windswept Heath, breaking it for a Tropical Island, and casting a Rootwalla. George plays a Wasteland, a Mox Sapphire, and a Black Lotus, and thankfully passes. I lay a Wasteland and bring the beats. George lays a Heath and breaks it for a Tropical Island as well. He breaks the Lotus for UUU and hardcasts Wonder. I lay another Wasteland and bring the beats. George plays a Tropical Island and swings with Wonder. I bring the Rootwalla beats over, hoping to race him, but don’t draw into anything useful. George lays another Heath, breaks it for a Taiga, plays a Mox Emerald, and attempts to hardcast an Arrogant Wurm, but I have the Force for it. I bring the beats again and pass. George casts Ancestral Recall, plays a Bazaar and activates it, pitching Roar of the Wurm, Arrogant Wurm, and Stifle into the graveyard, playing the Arrogant. I Wasteland his Bazaar, but the damage is done. I lay a Tropical Island and play an Aquamoeba, but I don’t know if I can race him. George drops another Bazaar and activates, pitching Thirst for Knowledge, Basking Rootwalla, and another Bazaar, playing the Rootwalla. The Wurm, Wonder beatdown continues. I lay an Island, and cast Gush, but draw into nothing that I can cast and have to scoop, seeing lethal damage next turn.

Me 20-19-17-16-14-12-6-1-0
George 20-19-18-15-14-11

Games 3-3
Matches 1-1

Round 3
Dan with Mono-Black Reanimator


Dan came from around Wisconsin Rapids in horrible weather just to play Magic, so I have to give props to him and James for making the trip. Like most of the players at tonight’s tournament, I have no idea what to expect. Dan owns me 11-5 on the die roll and elects to play.

Game 1, Dan starts out with a Swamp, Mox Diamond (pitching another Swamp), and casts a Putrid Imp. I still have no idea what he’s playing, so on my turn I start out with the standard Forest-Rootwalla and pass. Dan breaks the game open on turn 2 by laying another Swamp and casting Buried Alive, dropping a Sundering Titan, Exalted Angel, and Arcanis the Omnipotent into the graveyard. The Imp beats face. I have the answer to this dilemma, and on my turn I lay an Island and drop the Ground Seal I had in my opening hand. Dan knows his main win condition is shot at this point, but he casts another Buried Alive, this time dropping Kiki-Jiki, Mirrorbreaker, another Exalted Angel, and another Sundering Titan into the graveyard, giving him Threshold. The Imp continues his slow beatdown and its off to the races. I lay a Wasteland (completely useless in this game), and play an Aquamoeba. Dan ends up Duressing away a Circular Logic, and casts an Apprentice Necromancer. I attack and drop an Arrogant Wurm off the Aquamoeba and the game is over.

Me 20-18-16-15-13-11-8
Dan 20-19-18-17-9-0

Game 2, Dan elects to play again, but has to Mulligan to 6. He starts with some disruption this time, Duressing away a Brainstorm (obviously, he was hoping to snag a Ground Seal). I begin by laying a Tropical Island into a Rootwalla. Dan answers with a Putrid Imp and passes. I topdeck a Windswept Heath, break it for another Tropical and Brainstorm into another Brainstorm into a Wild Mongrel. Dan breaks his Polluted Delta for another Swamp and passes. Mongrel hits and that spells Dan’s doom. He plays an Apprentice Necromancer for chump blocking, seeing as he has no way to get creatures into his graveyard yet, and I still haven’t seen a Ground Seal. The Mongrel starts to make quick work of him, and the turn before he is forced to block with the Necromancer, he casts a Buried Alive, dropping 2 Exalted Angels and a Solemn Simulacrum into the graveyard. With his only method of reanimation gone, my Mongrel and now 2 Rootwallas do him in.

Me 20-19
Dan 20-19-18-12-11-10-6-0

Games 5-3
Matches 2-1

Round 4
Joe with Hulk Smash!
[TheBaker]


Joe usually plays Oath, but I scouted him out earlier and saw he was playing Hulk Smash, a highly unfavorable match for me. The only saving grace is that I think he is out of the top 4 due to drawing twice, but I was wrong. Winner is in, and I win the die roll 7-4 and begin play.

Game 1, I lay a Flooded Strand, break it for a Tropical Island and cast a Rootwalla. Joe starts out with a Swamp and Duresses away a Ground Seal, citing that he didn’t want me to draw any extra cards, and then lays a Lotus Petal. On my next turn I lay a Forest and drop the Null Rod, but he breaks his Petal in response to Brainstorm, but the Rod sticks and the lizard beats face. During his turn he lays a Polluted Delta, and breaks it for an Island. I lay another Tropical Island and cast a second Rootwalla, which he Brainstorms in response, but can’t find an answer. Joe Cunning Wishes up a Ghastly Demise at the end of my turn, and lays a Bayou during his, but has no business spells yet. My lizards continue to chip away at his life total. Joe lays another Island and casts a Demonic Tutor which I attempt to Circular Logic (hardcast), but he Mana Drains it. During his turn he blows some Mana Drain mana on an Intuition, dropping a couple of Accumulated Knowledge into the graveyard and draws his 3 cards. Joe plays his Psychatog at this point. During my turn, I Brainstorm twice looking for another threat, and lay a Forest. Joe goes into land-go mode for a few turns, laying an Island and Underground Sea as we’re in standoff mode. I hardcast a Deep Analysis, and he lets it through. He continues to play land-go with a Tropical Island. I Brainstorm again during my turn and drop a Mongrel, but he hardcasts a Force of Will. Joe has nothing to do on his turn and passes. Next turn, I play an Aquamoeba, and he Skeletal Scrys for 3 in response. Joe is low on life so I swing with both Rootwallas. Here was my play mistake: I forgot about the Ghastly Demise he Wished for at the beginning, and I lose both Rootwallas. I pitch a Deep Analysis to the Aquamoeba and pass. Joe Duresses away another Circular Logic, hardcasts his own Deep Analysis, Brainstorms, Accumulated Knowledge for 4, and lays a Tropical Island. I flashback both Deep Analysis and cast a Rootwalla off the Aquamoeba. Joe lays another Underground Sea, attempts to cast Intuition, that meets a Circular Logic for 14. Joe casts Regrowth on his Accumulated Knowledge, and AKs for 4 again. During my turn I lay a Wasteland and cast a Ground Seal, a turn too late. Joe lays a Bayou, casts Yawgmoth’s Will, Demonic Tutors for another Cunning Wish for Berserk, Duresses me, and swings. I die a horrible death.

Me 20-19-16-13-0
Joe 20-19-16-15-11-9-7-4

Game 2 I elect to play first, but have a slow hand, breaking a Windswept Heath into a Forest and passing turn. Joe starts out by breaking a Polluted Delta for a Swamp, Duressing away a Null Rod, and passes. I lay a Tropical Island and cast my topdecked Wild Mongrel. I pitch a Deep Analysis to the Mongrel and pass. Joe lays an Island, casts a Sol Ring, then Intuitions up 3 Accumulated Knowledge. During my turn I attempt to flashback Deep Analysis, but it meets a Force of Will. Joe drops an Underground Sea, Accumulated Knowledge for 3 into an Accumulated Knowledge for 4. Joe runs out of gas, and has to discard a Swamp at end of turn. I manage to slow the game down to a crawl by casting an Arcane Laboratory, hoping to stall him. Joe answers this with another Underground Sea and a Psychatog. I flashback another Deep Analysis that I pitch to the Mongrel but it gets Mana Drained. With his Drain mana, he Intuitions up 3 Cunning Wishes. I Brainstorm on my turn and pass, faking the counter. He casts Cunning Wish at the end of my turn to ensure I can’t Force it, and get his Berserk. He swings in for the win without even casting it next turn.

Me 20-19-18-15-12-0
Joe 20-19-18-15-14-11-10

Games 5-5
Matches 2-2

All in all it was a fun time, although the weather was really crappy. I am beginning to see how nice it is to have free mana in the form of Moxen and elite card draw like Ancestral Recall. I do think budget U/G Madness is viable, but it benefits SOO much from the 5 proxy environment (Ancestral, Walk, 2 Moxen, and Lotus). Arcane Lab was alright, but I think there were other options available to me that I should have pursued. Naturalize and Oxidize are still pretty hot.

Props to:
The guys who actually showed up to play during a freaking blizzard
The guys from Wisconsin Rapids who made a 3 hour drive here just to play
James Tork for playing Elves and getting into the top 4 undefeated

Slops to:
World of Warcraft for sucking away hapless gamers everywhere.
The weather for sucking major balls
Kinney for owning me before the tournament and then getting rolled by me in 3
Me for not having Power anymore
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« Reply #3 on: March 24, 2005, 07:50:49 am »

Featured Match 1
George Andrews vs. James Tork
Semi-finals


Game 1, George wins the die roll and starts off with a solid Windswept Heath, breaking for a Tropical Island, and casts a Sol Ring. James starts out in typical Elf deck fashion with a Forest into Llanowar Elves. This is where George gets brutal. George topdecks a Black Lotus, plays it, lays a Bazaar of Baghdad, activates it and drops a Basking Rootwalla, Arrogant Wurm and Arrogant Wurm into the graveyard, playing each for its Madness cost (Rootwalla for free, Arrogant off the Lotus, and the other Arrogant off the Tropical/Sol Ring) and passes. James continues laying the elves, dropping another Forest, playing a Priest of Titania and a Treetop Scout and passes. George casts Ancestral Recall on himself, lays a Taiga, activates his Bazaar and drops Basking Rootwalla, Basking Rootwalla, and Arrogant Wurm into the graveyard, casting all three again, and swinging with his first 3 creatures, bringing James to 11. James lays a Wirewood Lodge and casts an Elvish Herder and passes. James decides he’s had enough of this game and scoops during George’s turn.

George 20-19
James 20-11-scoop

Game 2, James goes first, starting off with the standard Forest-Fyndhorn Elves and passes. George lays a Bazaar of Baghdad, and activates, pitching a Riftstone Portal, Anger, and a Stifle in the graveyard. James lays a Forest and casts the big man, Timberwatch Elf. George lays a Tropical Island, plays a Sol Ring, casts Thirst for Knowledge, and dumps another Riftstone Portal and a Wasteland into the graveyard (and also an Artifact Mutation until we tell him he only has to discard 2 cards to the TFK). James gains some momentum by casting Llanowar Elves and an Elvish Herder, and attacking with the Fyndhorn. Timberwatch pumps up the Fyndhorn and George takes 5 from a stampeding elf army. George plays a Mox Emerald, activates his Bazaar, dropping another Bazaar, Arrogant Wurm, and Artifact Mutation into the graveyard, playing the Arrogant for its Madness cost. George lays another Bazaar, and casts Gilded Drake, targeting the Timberwatch Elf and passes. James, undaunted, casts Rancor on his newly acquired Drake and beats George’s face for 5 in the air. George lays a Windswept Heath, breaking it for a Taiga, and activates his Bazaar again, pitching Squee, Arrogant Wurm and a Tropical Island into the graveyard, again playing the Wurm for 3. George casts a Wild Mongrel, and activates his second Bazaar, hoping to find Wonder. He doesn’t and pitches a Gilded Drake, Wild Mongrel and something else and scoops.

George 20-15-10-9-scoop
James 20

Game 3, George elects to play, starting with a slow Tropical Island-go. James begins the onslaught with a Forest into an Elvish Herder (gotta keep those elves in line). George lays a Bazaar and activates it, dropping a Wasteland, Squee, and a Stifle into the graveyard. James Strip Mines George’s Bazaar and plays an Elvish Scrapper, swinging with the Herder. George retaliates by Strip Mining James’ Forest and passing. James lays another Forest and casts Skullclamp. George lays a Windswept Heath and casts a Basking Rootwalla off his Tropical. The elves continue their beatdown for a few turns until George breaks his Heath for a Taiga and pumps the Rootwalla to block, but James casts Wirewood Pride to even the odds and kill both his Herder and the Rootwalla. George casts Artifact Mutation on the Skullclamp, netting 1 token. James sends the Scrapper and George blocks, but another Wirewood Pride pumps up the Scrapper and kills the token. George lays a Riftstone Portal and hardcasts Squee. James answers with another Elvish Herder. In standoff mode, nothing happens for a turn until George lays a Wild Mongrel during turn 9. James plays Llanowar Elves and passes. The Mongrel gets chumped by the Scrapper in combat and during James’ turn, he casts a Viridian Zealot. George activates the Mongrel and pumps out a Basking Rootwalla and Arrogant Wurm. George topdecks Wonder and the beats go to the skies. James tries to stabilize with a Timberwatch Elf, but George casts another Arrogant Wurm at the end of his turn. George swings, pumping up the Mongrel with Squee. James plays Fyndhorn Elves and a Treetop Scout and passes. George finally gets the Gilded Drake and steals James’ Timberwatch Elf and James scoops to send George into the finals against the winner of Jake Hustad and Joe Schultz’ match.

George 20-19-17-15-14-13
James 20-19-15-7-scoop
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« Reply #4 on: March 24, 2005, 07:51:46 am »

Featured Match 2
Jake Hustad vs. Joe Schultz
Game 3


I missed the first 2 matches while recording George and James’ games, but I made it over to the other table for Game 3. Jake won game 1, Joe won game 2, so Jake elects to play. Jake starts out with control’s best turn 1 play, by laying a Library of Alexandria and passing turn. Joe draws and lays an Island and passes. Jake draws his card, draws off the Library and Strip Mine’s Joe’s Island, but he Brainstorms in response. Joe lays another Island and passes. Jake draws from the Library again, plays a Lotus Petal, and lays a Volcanic Island and passes. Joe continues his slow play by laying another Island. Jake lays a Volcanic, draws off his Library, and casts Impulse, putting 2 Blood Moons on the bottom of his library. Joe draws but doesn’t have a play so he is forced to discard a Duress since he still hasn’t seen a Swamp. Jake plays a Mox Pearl and is forced to discard a Blood Moon, seeing all of Joe’s Islands in play. At the end of Jake’s turn, Joe casts Accumulated Knowledge for 1 card. Joe lays a Polluted Delta and passes again. Jake draws his extra card from the Library and casts Powder Keg, but Joe Mana Drains it. Joe lays another Island, breaks his Polluted Delta for an Underground Sea, and uses his Mana Drain mana to Mind Twist Jake for 4 cards, Jake activates his Library in response, drawing a card, and casts Ancestral Recall on himself, which Joe responds to by casting Disrupt, targeting the Ancestral. Jake uses his Lotus Petal to pay the 1 extra mana from the Disrupt and Joe casts Force of Will on the Ancestral in response (pitching another Disrupt). Jake casts Force of Will (pitching Mana Leak) on the original Mind Twist and it sticks. Jake casts Ophidian during his turn and passes. Joe lays another Underground Sea and casts Duress on Jake, stealing a Red Elemental Blast, and then casts Demonic Tutor. Jake attacks with the Phid, getting a card and casts Time Walk. Joe Mana Drains the Walk. Joe casts Psychatog during his turn and takes a point of mana burn from the Drain. Jake casts a Powder Keg and passes. Joe has no gas left and has to pass. Jake turns the Keg up a notch and passes. Joe still doesn’t draw into anything and passes. Jake activates his Library for the extra card and turns the Keg up to 2. He plays another Volcanic Island and passes. Joe still has no gas and has to pass, but Jake casts Impulse at the end of his turn. Jake turns the Keg up to 3, activates the Library for a card, lays a Polluted Delta, and breaks it for an Island. Jake activates the Keg, killing Psychatog and Ophidian. Jake then plays another Ophidian and passes and Joe casts Intuition at the end of Jake’s turn, grabbing Accumulated Knowledge, Accumulated Knowledge, and Deep Analysis. Jake let’s Joe keep the Deep Analysis. Joe casts Accumulated Knowledge for 4 cards during his turn, Jake Mana Drains it, but Joe casts another Disrupt on Mana Drain which Jakes pays the extra mana for. Joe then hardcasts Deep Analysis and passes. At the top of turn 13, Jake casts a Morphling and attacks with the Phid for a card. Joe responds during his turn by Duressing away a Fact or Fiction, laying his own Library of Alexandria, and casts Skeletal Scrying for 4 cards, which Jake casts Force of Will on. Joe lets that resolve and flashes back Deep Analysis and plays a Lotus Petal. Jake attacks with the Morphling and the Ophidian for a card and passes. Joe casts a Psychatog during his turn but Jake Red Elemental Blasts it at end of turn, which Joe Mana Drains. Jake takes his turn and Red Elemental Blast the Tog again, swinging over with a 5/1 Morphling and the Ophidian for another card. Joe draws his card and scoops. Jake advances against George Andrews in the finals.

Jake 20-19-18-17
Joe 20-19-18-17-14-9-4-scoop
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« Reply #5 on: March 24, 2005, 07:52:55 am »

Featured Match 3
George Andrews vs. Jake Hustad
Finals


George wins the die roll 19-16 and elects to play. George starts out with a Bazaar of Baghdad, activates it, and dumps a Basking Rootwalla, Rifstone Portal, and a Squee into the graveyard, playing the Rootwalla and passing turn. Jake starts out slow with an Island and passes. George topdecks a Black Lotus, plays it, and activates the Bazaar, dropping a Roar of the Wurm, Squee, and Anger into the graveyard. George lays a Taiga, and attempts to flashback Roar of the Wurm, but Jake Forces it. Jake lays a Volcanic Island, casts Impulse and passes. George plays a Mox Sapphire, lays a Windswept Heath, breaking it for a Tropical Island, and activates the Bazaar again, dumping Squee, Wonder, and Arrogant Wurm into the graveyard, playing the Wurm, but Jake has another Force of Will. Jake lays a Polluted Delta, breaks it for an Island and casts Blood Moon to stop the Bazaar. George lays a Windswept Heath (now a Mountain) and casts Thirst for Knowledge, discarding another Basking Rootwalla and Squee, casting the Rootwalla. Jake lays a Polluted Delta (Mountain) and passes. George continues the Rootwalla beats and lays a Strip Mine (Mountain) and swings for lethal damage.

George 20-19
Jake 20-19-18-17-16-15-11-5-0

George Sideboarding: -4 Ground Seal, -2 Artifact Mutation, +3 Ray of Revelation, +3 Red Elemental Blast

Jake Sideboarding: -2 Mana Leak, -1 Impulse, +3 Control Magic

Game 2, Jake elects to play first, starting slowing with an Island and passing. George has the turn 1 Bazaar again, and also plays Mox Ruby and Black Lotus, activating the Bazaar. He dumps Ray of Revelation, Taiga, and Windswept Heath into the graveyard and passes. Jake Wastelands George’s Bazaar and passes, but George breaks the Lotus for UUU and casts Thirst for Knowledge, discarding a Roar of the Wurm and a Basking Rootwalla, playing the Rootwalla. During his turn, he plays a Mox Sapphire, and activates the Bazaar again, dumping Anger, Rifstone Portal, and another Taiga into the graveyard. Jake lays a Volcanic Island and passes. George Strip Mine’s a Volcanic during his turn, but Jake follows up next turn with another Volcanic Island. George lays a Taiga and continues the Rootwalla beatdown. Jake lays a Polluted Delta and passes turn. George drops a Tropical Island and the lizard continues to chip away at Jake’s life total. Jake has no play on turn 6 and passes, George activates his Bazaar again and drops another Rootwalla, Wild Mongrel and a Tropical Island into the graveyard, attempting to play the Rootwalla, but Jake Mana Drains it. George has the Red Elemental Blast for the Drain, and Jake Forces the REB (pitching Control Magic). Jake has no play again and has to pass turn, staring down the lone Rootwalla. George flashes back the Roar of the Wurm, but Jake has the Force of Will (pitching Fact or Fiction), but George was sitting on the Red Elemental Blast and the Wurm sticks, swinging for lethal damage.

George 20
Jake 20-19-18-15-12-9-8-7-0
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