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Author Topic: [Report] Untouchables Triple Power Tournament, 7/7/07  (Read 5348 times)
Nightwing
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« on: July 08, 2007, 10:46:29 pm »

Another great show of support for an Untouchables T1 Proxy - 59 players came out to play in our July 7th Triple Power Tournament!


The prize structure was:

1st/2nd/3rd - Ancestral Recall, Time Walk, Beta Timetwister
4th - $100 Cash
5th to 8th - $25 store credit


Secondary Event (free entry for main event players) - English Mana Drain



Standings After Round Six:
1. Marty Birthelmer
2. Richard Mattiuzzo
3. Mike Antonarakis
4. David Caplan
5. Adam Ragsdale
6. Don Campbell
7. Razvan Trufasiu
8. Rob Scott


Top Eight:
Marty  Birthelmer d. Rob Scott
Adam Ragsdale d. David Caplan

Richard Mattiuzzo d. Razvan Trufasiu
Don Campbell d. Mike Antonarakis



Top Four:
Adam Ragsdale d. Marty Birthelmer
Richard Mattiuzzo d. Don Campbell


Finals:
Marty Birthelmer ID with Don Campbell ($175 each)
Adam Ragsdale ID with Richard Mattiuzzo ($375 each)




Congratulations to all the winners but more importantly to the player base as a whole for coming out and contributing to the great Ontario T1 environment!





Main Event Deck Lists:


First Place
Richard Mattiuzzo - UR Landstill


Decklist withheld by request.  Landstill is a control-style deck that has many variations but operates classicly with counters in hand and man-lands (Factories, Conclaves) attacking under the protection of a Standstill.



Second Place
Adam Ragsdale - UGRB Growatog


1 Psychatog
4 Quirion Dryad
4 Street Wraith

1 Ancestral Recall
4 Brainstorm
1 Cunning Wish
1 Demonic Tutor
4 Duress
1 Fastbond
4 Force of Will
4 Gush
4 Merchant Scroll
2 Misdirection
1 Mystical Tutor
1 Regrowth
1 Time Walk
1 Vampiric Tutor
1 Yawgmoth's Will

1 Black Lotus
1 Lotus Petal
1 Mox Emerald
1 Mox Jet
1 Mox Ruby
1 Mox Sapphire

3 Flooded Strand
1 Island
3 Polluted Delta
3 Tropical Island
3 Underground Sea
1 Volcanic Island

SB:
2 Artifact Mutation
1 Berserk
1 Echoing Truth
1 Fire/Ice
1 Pyroblast
2 Red Elemental Blast
2 Submerge
2 Tormod's Crypt
3 Yixlid Jailer



Third Place
Marty Birthelmer - UW Fish


2 Isamaru Hound of Konda
3 Jotun Grunts
2 Kataki, War's Rage
4 Meddling Mage
4 Savannah Lion

1 Ancestral Recall
4 Brainstorm
3 Daze
4 Force of Will
1 Misdirection
3 Stifle
3 Swords to Plowshares
1 Time Walk

1 Black Lotus
1 Mox Pearl
1 Mox Sapphire
3 Null Rod

4 Flooded Strand
2 Island
2 Plains
1 Polluted Delta
1 Strip Mine
4 Tundra
4 Wasteland
1 Windswept Heath

SB:
1 Jotun Grunt
2 Orim's Chant
2 Pithing Needle
3 Seal of Cleansing
1 Swords to Plowshares
3 Threads of Disloyalty
3 Umezawa's JItte



Fourth Place
Don Campbell - UGRB Growatog


1 Psychatog
4 Quirion Dryad

1 Ancestral Recall
4 Brainstorm
1 Cunning Wish
1 Demonic Tutor
3 Duress
1 Echoing Truth
1 Fastbond
4 Force of Will
4 Gush
3 Mana Drain
4 Merchant Scroll
2 Misdirection
1 Mystical Tutor
3 Opt
1 Regrowth
1 Time Walk
1 Yawgmoth's Will
1 Vampiric Tutor

1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Sapphire

2 Flooded Strand
1 Island
3 Polluted Delta
3 Tropical Island
3 Underground Sea
2 Volcanic Island

SB:
1 Artifact Mutation
1 Berserk
1 Energy Flux
1 Fire/Ice
1 Naturalize
1 Oxidize
2 Pithing Needle
2 Red Elemental Blast
1 Submerge
2 Tormod's Crypt
2 Yixlid Jailer



Fifth Place
Mike Antonarakis - UR Landstill


Decklist pending.  See description for First Place.



Sixth Place
David Caplan - The Contractor (Infernal Contract combo)


1 Ancestral Recall
4 Brainstorm
4 Cabal Ritual
1 Chain of Vapor
4 Dark Ritual
1 Demonic Tutor
4 Duress
1 Frantic Search
1 Gush
3 Infernal Contract
1 Mind's Desire
1 Mystical Tutor
1 Necropotence
1 Rebuild
2 Tendrils of Agony
1 Timetwister
1 Time Walk
1 Tinker
1 Vampiric Tutor
1 Yawgmoth's Will

1 Black Lotus
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Memory Jar
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring

1 Flooded Strand
2 Island
1 Polluted Delta
1 Swamp
1 Tolarian Academy
4 Underground Sea

SB:
1 Darksteel Colossus
4 Defense Grid
2 Echoing Truth
1 Hurkyl's Recall
4 Leyline of the Void
3 Massacre



Seventh Place
Razvan Trufasiu - Stax


3 Goblin Welder
1 Gorilla Shaman
1 Karn Silver Golem
1 Sundering Titan
1 Triskelion

1 Ancestral Recall
1 Demonic Tutor
1 Crop Rotation
1 Tinker
1 Vampiric Tutor

1 Black Lotus
4 Chalice of the Void
3 Crucible of WOrlds
2 Engineered Explosives
1 Mana Crypt
1 Mana Vault
1 Memory Jar
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
2 Orb of Dreams
1 Sensei's Divining Top
2 Serum Powder
1 Sol Ring
4 Sphere of Resistance
1 Trinisphere

1 Mystery Card

1 Barbarian Ring
1 Bazaar of Baghdad
4 City of Brass
2 Gemstone Mine
4 Mishra's Workshop
1 Strip Mine
1 Tolarian Academy
4 Wasteland

SB:
1 Darkblast
1 Duplicant
3 In the Eye of Chaos
2 Pithing Needle
1 Pyroblast
1 Red Elemental Blast
2 Tormod's Crypt
1 Triskelion
1 Viashino Heretic
3 Yixlid Jailer



Eighth Place
Rob Scott - BW Fish


3 Aven Mind Censor
4 Dark Confidant
3 Jotun Grunts
2 Kataki, War's Wage

3 Duress
4 Mana Tithe
3 Sinkhole
3 Smallpox
2 Swords to Plowshares
1 Vampiric Tutor
3 Vindicate

1 Black Lotus
2 Crucible of Worlds
1 Mox Jet
1 Mox Pearl
3 Null Rod

1 Bloodstained Mire
1 Flagstones of Trokair
2 Flooded Strand
1 Plains
1 Polluted Delta
3 Scrubland
2 Snow-Covered Plains
3 Swamp
1 Strip Mine
4 Wasteland
2 Windswept Heath

SB:
3 Children of Korlis
4 Leyline of the Void
2 Orim's Chant
1 Pithing Needle
3 Samurai of the Pale Curtain
2 Swords to Plowshares



Secondary Tournament Winner
Scott Bailie - Flash


1 Elvish Spirit Guide
1 Heart Sliver
4 Protean Hulk
1 Sylvan Safekeeper
4 Virulent Sliver

1 Ancestral Recall
4 Brainstorm
1 Demonic Tutor
1 Echoing Truth
4 Flash
4 Force of Will
4 Merchant Scroll
2 Misdirection
1 Mystical Tutor
3 Pact of Negation
4 Summoner's Pact
1 Vampiric Tutor

1 Black Lotus
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire

2 Flooded Strand
3 Island
3 Polluted Delta
2 Tropical Island
2 Underground Sea

SB:
1 Chain of Vapor
4 Duress
1 Hurkyl's Recall
4 Leyline of the Void
1 Rebuild
4 Reverent Silence


We also scheduled our next big T1 event, which will be a Dual Power Tournament on October 20th for a Black Lotus and a Mox Sapphire!
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mongrel12
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« Reply #1 on: July 09, 2007, 12:16:33 am »

Withheld decklist for FIRST? Lame.
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« Reply #2 on: July 09, 2007, 12:30:20 am »

Withheld decklist for FIRST? Lame.

Thankfully one person's opinion doesn't matter in the grand scheme of things. We've tried hosting events where all decklists are revealed, and it doesn't seem to matter either way. John leaves it up to the players, and rightfully so in my opinion.
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« Reply #3 on: July 09, 2007, 01:15:54 am »

This thread is fine so far, but let's make sure that the discussion doesn't go off track. Whether a tournament should or should not withhold decklists should not be discussed here. Instead, please keep discussion to the results given above.

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« Reply #4 on: July 09, 2007, 01:45:48 am »

For those interested, the metagame was comprised of about:

10 Fish-ish
7 Flash
7 GAT
5 Bomberman
3 UR Landstill
2-3 Stax
1 Gifts (the lonely version)
1 CS
1 URW Phid
1 Ichorid (pretty sure it was the only one)
1 Drain Tendrils
1 Rit-based storm combo

I have no idea what the rest of the field was playing. Perhaps John will provide a metagame breakdown. It was a great event and I'm looking forward to the next.
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« Reply #5 on: July 09, 2007, 01:49:57 am »

straight up c/p from the mtgontario forums. this is a qnd tournament report, but it's 3am, so it's terrible. Sad i know it's not up to standard.

also, yeah, off-topic, the withholding the decklist is up to the pilot of the deck... and it's landstill... seriously. the deck is like 6 years old.

anyhow, my babbles from mtgontario:

i only had 2 in the eye of chaos in the SB... so 15 cards instead of 16...  
and the 1 Mystery Card...
hm...
i guess my horrible hand writing prevented any recognition...
probably balance. unless i don't see it. i never cast it all day. ever. i don't think i even drew it. i dunno even if it would have made a difference.

as for my tourney, a qnd report, because as expected, i had no paper, no dice, no pen, no notes:

r1: paul with fish/tharmageufs (wtf name). 2-0
he resolved an early null rod g1, but i had a bunch of land mana and big things come in. then lock components. same for g2.

r2: rich m. with landstill 2-0
game 1 was pretty back and forth, even rich said he thought he'd win, but at some point, between welders and karn, i win. same for g2. it's amazing how absolutely hot karn can be when there are no null rods in the picture.

best part is that i killed him with animated pithing needles. tech.

r3: jeff with combo 2-1
game 1 he fights through my lock to cast EtW for like 12-13 or so.
game 2 i lock him, game 3 i lock him better. serum powder actually pulled its weight in g3.

r4: marty with fish. 1-2
i blow him out of the water game 1, and he demolishes me in 2 and 3. @#%! null rod.
marty's a REALLY solid player and makes no mistakes... like... ever. what a guy. and he makes subtle fun of treppanier. what a guy. when i first started playing him, i thought he was incredibly serious... but really, he just set me up to unleash treppanier joking.
yeah.
he beat me good.

r5: NAAAAAASSSSSSSIIIIIIIIIIMMMMM with GaT
well, i came here expecting flash, ichorid and gat. finally a gat.
g1 i go broken on him, g2 he pounds me into the ground with big ass dryads.
g3, in george's words... was the stupidest game ever.
i won, by beating nassim down with a 2/4 duplicant that imprinted nothing, and a gorilla shaman, racing my crypt which i killed and a mana vault. w00t.
oh, and there were like 3 2spheres, a trinisphere, an orb, and a crucible i believe.
yeah.
lockdown.

r6 id with rob scott, we end up 7-8, because rich had to beat on kris kavanaugh, and mike antonlongname beat andy van leuwen... there were a LOT of people that were actually in the running for t8, including the ottawa folks.

t8: rich mattiuzzo again, still with landstill.
g1: turn 1 null rod
g2: 5 memory jars on my part
g3: turn 1 null rod

i @#%! hate null rod.

t4 was funky, as adam vs. marty lasted like 3 @#%! hours. trepannier's report kinda mentions what happened, but we had to explain what "@#%! eh" means.

idiot.

then 18 of us went to eat. good times were had by all.

except trepannier who bought rich mattiuzzo a virgin pina colada for some reason.

he was not impressed.

there's pictures and everything. also, JUDGE paul wilson drank like 7 pitchers of beer then went home with a bunch of 17 year old hot girls.
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« Reply #6 on: July 09, 2007, 07:19:41 am »

For those interested, the metagame was comprised of about:

10 Fish-ish
7 Flash
7 GAT
5 Bomberman
3 UR Landstill
2-3 Stax
1 Gifts (the lonely version)
1 CS
1 URW Phid
1 Ichorid (pretty sure it was the only one)
1 Drain Tendrils
1 Rit-based storm combo

I noticed this too, Rich.  I think the metagame is very interesting right now.  Everyone knows Ichorid is extremely strong in game 1, but if you can side in Leylines, it has a lot of trouble in games 2 and 3.  So everyone packs tons of Leylines.

However, everybody knows everybody else is packing tons of Leylines, so nobody actually plays Ichorid.  I noticed this on our team, too.  We all expected there to be lots of Ichorid there this weekend, yet none of us were stupid enough to play it ourselves.  It looks like it turned out that almost nobody was actually stupid enough to try and play it.  Yet everyone assumes "someone else" will be playing it.  Which begs the question, "Is Ichorid really a threat at all?  How can it be, if nobody is playing it?"  There's almost some sort of self-fulfilling prophecy going on here that is keeping Ichorid out of the metagame entirely, despite being theoretically very strong.

Just something interesting I noticed this weekend.  Ichorid hasn't put up any solid numbers, and nobody's playing it (except Albert Kyle), yet everyone just takes for granted that it's super-powerful and must be stopped.
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« Reply #7 on: July 09, 2007, 11:48:44 am »

I noticed this too, Rich.  I think the metagame is very interesting right now.  Everyone knows Ichorid is extremely strong in game 1, but if you can side in Leylines, it has a lot of trouble in games 2 and 3.  So everyone packs tons of Leylines.

I think it's interesting that you find this metagame interesting. I can't disagree with you. It is interesting if nobody plays Ichorid and even more interesting if nobody plays Flash. Why? The format slows down and interactivity levels go up by a significant margin. This just makes the game more fun. I mean, does anybody actually enjoy playing against Ichorid? If so, who are these people, and why do they enjoy it!? It's not like you have a chance to do much against it, and it's not as if an Ichorid player has any decisions to make that you can exploit.

Quote
However, everybody knows everybody else is packing tons of Leylines, so nobody actually plays Ichorid.  I noticed this on our team, too.  We all expected there to be lots of Ichorid there this weekend, yet none of us were stupid enough to play it ourselves.  It looks like it turned out that almost nobody was actually stupid enough to try and play it.  Yet everyone assumes "someone else" will be playing it.  Which begs the question, "Is Ichorid really a threat at all?  How can it be, if nobody is playing it?"  There's almost some sort of self-fulfilling prophecy going on here that is keeping Ichorid out of the metagame entirely, despite being theoretically very strong.

Just something interesting I noticed this weekend.  Ichorid hasn't put up any solid numbers, and nobody's playing it (except Albert Kyle), yet everyone just takes for granted that it's super-powerful and must be stopped.

It is super powerful. You need to pack Leyline, even if nobody is playing it, because if you end up paired against it, you lose. That's really all there is to it. Here's a question: If nobody is playing Ichorid, and if the people who are playing it aren't enjoying it, then why not just nix the damn deck altogether? I mean, the mechanic is degenerate, it stifles interactivity, and it skews the metagame. I see lots of good reasons to kill both Ichorid and Flash. The only problem with Ichorid is that there isn't a single card that makes it tick. Killing Bazaar would just be wrong, so fixing this problem could take a little more thought, if Wizards decides to do it. My recommendation would be to hit Serum Powder, since there aren't any real alternatives, and the Serum Powder mechanic is rather silly anyways, and possibly problematic in the future.

With those 2 decks out of the format, a whole slew of archetypes becomes viable, and everyone gets 4 more sideboard slots. Now THAT would be an interesting metagame!
« Last Edit: July 09, 2007, 12:49:11 pm by Shock Wave » Logged

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« Reply #8 on: July 09, 2007, 12:17:36 pm »

Quote
With those 2 decks out of the format, a whole slew of archetypes becomes viable, and everyone gets 4 more sideboard slots. Now THAT would be an interesting metagame!

I agree with you here. Those decks are really just crap-shoots. You throw yourself at an opponent and hope for the best. Alarmingly often it's good enough to win games, but it's so unreliable (especially when mirrors are involved). So much, in fact, that Ichorid never wins anything and Flash gets through via attrition. I usually see 50% of the Flash decks make it, while the others hoped in one hand and shat in the other and got the worse of the two.

The bad news? Short of restriction, their potential power is an invitation for many players so both archetypes will be around in the foreseeable future. That makes the format have a terrible after taste. Hell, I never feel particularly good about losing to OR BEATING those decks because I know gameplay was in the hands of fate.

The good news? Vintage has always found ways to adapt. I'm hopeful it'll do so until "all-or-nothing" decks become accepted as the risky propositions that they are.

I still find the metagame interesting, just in a way one would have by finding an undigested M&M in their turd floating in the toilet. The thought pattern is the same, "Oh that's strangely interesting but totally disgusting."
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« Reply #9 on: July 09, 2007, 01:33:47 pm »

Hell, I never feel particularly good about losing to OR BEATING those decks because I know gameplay was in the hands of fate.

Exactly. I mean, until now, I've generally felt good about winning, but at this last event, I didn't have much fun in the rounds where I played against Flash. It was more a matter of "Do you have it, or not?". Lame.

Quote
The good news? Vintage has always found ways to adapt. I'm hopeful it'll do so until "all-or-nothing" decks become accepted as the risky propositions that they are.

The problem is that the metagame has pretty much adapted already. There's not much more than can happen to fight Flash. We've basically thrown the kitchen sink at it, skewed the metagame, and it still remains playable, even winning through the buckets of hate.

Quote
I still find the metagame interesting, just in a way one would have by finding an undigested M&M in their turd floating in the toilet. The thought pattern is the same, "Oh that's strangely interesting but totally disgusting."

ROFL. That was pretty genius, but I think it would've been moreso if you substituted the M&M for a piece of lettuce.
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« Reply #10 on: July 09, 2007, 01:43:44 pm »

I agree with you here. Those decks are really just crap-shoots. You throw yourself at an opponent and hope for the best. Alarmingly often it's good enough to win games, but it's so unreliable (especially when mirrors are involved). So much, in fact, that Ichorid never wins anything and Flash gets through via attrition. I usually see 50% of the Flash decks make it, while the others hoped in one hand and shat in the other and got the worse of the two.

This is simply not true.  It just isn't.  Ichorid is a crap-shoot, in that it wins all games where its opponent has no hate and loses most of the rest, but Flash is a deck that takes skill to construct to perfection, and where the high amount of tutors mean that the games revolve around proper selection.  Flash is my baby, and I realize that I may be falling into the trap of marginalizing myself by always advocating it, but haven't the results born out that Flash is a consistent and reliable deck?  Like all combo decks (and indeed, most Type 1 decks), it occasionally draws hands that just aren't going to win, and mulligans to a point where the card disadvantage is bound to lose it the game.  However, saying that you just 'throw yourself at the opponent and hope for the best' is nebulous.  Like all fast combo decks, the deck gives up the long-term advantage in order to have a good chance of just winning in the short-term.  How is that unreasonable? 
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« Reply #11 on: July 09, 2007, 02:44:17 pm »

I'll agree with you that Flash takes a bit more finess to build, but it ends there. Also, I think Flash is capped out at it's maximum potential. It's pretty easy to pilot a majority of time, since it's one turn of rubbing two sticks together (Flash and Hulk) to make a fire. Once you get past the initial "did it spark or not" phase, you're trying to light a fire in the pouring rain.

EDIT: To address your other points...

You kind of justified my point in your paragraph, except it's NOT like other Vintage combo decks. It's substantially faster and puts its balls on the table, daring the opponent to present the hammer or not. It's balls get squashed or it teabags the opponent in the most of disgusting ways. Is it reasonable? I don't really think so and I challenge anyone to tell me how "reasonable" Flash mirrors are. It's a deck that has a good chance of T8'ing. I mean, it's entire premise is building the deck to have an unbeatable opening hand.

It's a scary deck. It's a good deck. It's also what Ichorid is, but on a grander scheme (IE faster) and less disruptable. It's still an all or nothing deck.
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« Reply #12 on: July 09, 2007, 02:51:29 pm »

Quote
but Flash is a deck that takes skill to construct to perfection, and where the high amount of tutors mean that the games revolve around proper selection.

I again point out that this is just another example of the flawed example that apparently every deck in Vintage is somehow 'hard' to play. They're not. The deck is really auto-pilot most of the time and being able to make a single decision about what card to find off scroll (DERF FLASH DERF) doesn't really compare to, oh like, any non-WW deck in block any deck in standard, etc. etc. The deck is just dumb.
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« Reply #13 on: July 09, 2007, 02:53:09 pm »

I also agree with Vegeta... it's not terrible difficult to perform "proper selection". I've played Flash PLENTY (and AGAINST Flash plenty) and most of the time, you just have it or you just don't.
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« Reply #14 on: July 09, 2007, 03:19:19 pm »

Quote
but Flash is a deck that takes skill to construct to perfection, and where the high amount of tutors mean that the games revolve around proper selection.

I again point out that this is just another example of the flawed example that apparently every deck in Vintage is somehow 'hard' to play. They're not. The deck is really auto-pilot most of the time and being able to make a single decision about what card to find off scroll (DERF FLASH DERF) doesn't really compare to, oh like, any non-WW deck in block any deck in standard, etc. etc. The deck is just dumb.

The skill in playing Flash is not in playing the hands where you autowin.  The skill is in playing out the 2 following scenarios:

a) You have the combo, but use of Pacts will mean that you will lose to the counterspells your opponent has
b) The game stalls out (either your combo is stymied or you draw terribly), and you have to play out of a hole. 

I understand perfectly how to play out the hands with Lotus, 4x PoN, Hulk, Flash.  A trained chimp could play ~30% of the hands that Flash draws and win.  But the difference between Flash and other combo decks is that it, with careful tutoring and use of the robust card selection it possesses, can work its way out of a bad spot.  It's seemingly terrible plays, like Merchant Scroll for Brainstorm with Recall still in your deck, that can let you piece together the combo in the lategame with enough countermagic to back it up.  I could write an entire article about how Flash is essentially two different decks, depending on the time, but will suffice with this:

Flash between Turns 1-3 is a fast combo deck that seeks to go off with a counterspell or two in backup

Flash in the lategame is a specific, 6 card combo deck that wants to sculpt the perfect hand of Pacts of Negation and the combo before going off.  The key difference is this: unlike any combo deck ever made, this deck cannot afford to fizzle.  Passing the turn after an attempt at comboing off, quite literally, is game.  Therefore, the deck must and will wait it out, because you can play more counterspells than any other deck in one turn while casting your gamewinner. 
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« Reply #15 on: July 09, 2007, 06:28:42 pm »

Winning the game after turn 2 is more or less directly correlated to:
A. How bad he did or didn't draw

And obviously how well he plays, although again a lot of the decisions against the deck are pretty derf derf once you fully grasp how the deck wins.

Sure your going to go through the motions of trying to win and sometimes you'll just get there anyway, but a lot of that is just thinking about what few options you have remaining.

Quote
unlike any combo deck ever made, this deck cannot afford to fizzle.

I get that your exaggerating to make your point seem more poignant here, but really if you outright fizzle with nearly any combo deck it's a common reality that you lose the game. Saying it's somehow different and needs to be treated as such, because it literally loses to itself instead of the opponent kicking you in the balls for the win is really a non-issue.

This deck is not difficult to play at all compared to nearly every other combo deck that was competitive at a high level. Shit, it makes 4-Consult Trix look like Maher Oath by comparison of how much skill you need to win.
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« Reply #16 on: July 09, 2007, 06:35:11 pm »

I agree 100% that Flash is not as skill-intensive as, for example, GrimLong.  I'd go so far as to say that you sometimes can be successful with Flash while playing on autopilot; a major part of doing well with the deck comes before the tournament, in the tweaking phase of deck construction.  I disagree, however, with your assertion that combo decks fizzle and then lose.  If Long plays Ritual, Ritual, Tinker, and the opponent Forces, Long can still topdeck a Wheel, Timetwister, Yawgmoth's Will, or a tutor for any of those cards and just win.  Flash, on the other hand, loses the upkeep after it tries to go off, regardless of how good the card on top of its library is.
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« Reply #17 on: July 11, 2007, 02:34:32 pm »

My "The Contractor" list actually has 4 deltas, not just 1. Awesome event, and as usual John is the best TO.
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« Reply #18 on: July 11, 2007, 10:33:48 pm »

I hate to just chime in with a short blurb, but the opinion that Flash is the only "autolose" deck if it fails to combo out due to the use of Pacts, doesn't take into account Doomsday combo.
While it's possible to hold on for a turn or two or even win in some rare cases, usually you will lose to not being able to draw a card.
 
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« Reply #19 on: July 13, 2007, 03:11:25 am »

I really would like to see those Landstill lists.

It is amazing how a slow deck, such as landstill, top 8's in a fast meta like this.  UrPhid did well too.

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« Reply #20 on: July 13, 2007, 10:29:46 am »

I imagine it was on the back of Stifle and Pitch counters. It's probably real good at stopping the initial rush of Flash, then going on with it's game plan against a crippled deck that's trying to dig for more combo parts.
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« Reply #21 on: July 13, 2007, 01:42:17 pm »

I imagine it was on the back of Stifle and Pitch counters. It's probably real good at stopping the initial rush of Flash, then going on with it's game plan against a crippled deck that's trying to dig for more combo parts.

That's pretty much how it goes against Flash.

Here's a quick summary of what I played against:

R1: Flash - Win 2-1
R2: Stax - Loss 0-2
R3: UWB Fish w/Counterbalance - Win 2-1
R4: Flash - Win 2-0
R5: UW Fish - Win 2-0
R6: UR Landstill - Win 2-1

T8: Stax (same player from swiss) - Win 2-1
T4: GAT - Win 2-0
T2: Split w/GAT

The deck has solid game against the field, scooping only to Ichorid. Against everything else, you're 50/50. Not much has really changed since 2001.
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« Reply #22 on: July 13, 2007, 02:03:53 pm »

Hmm, well now I see Phid top 8ing and I think it is really cool.

Landstill and Phid winning tournaments, in the 2007 meta.

Do you think you could possibly PM me the changes to the deck, or post it?

Thanks
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« Reply #23 on: July 13, 2007, 03:15:19 pm »

Hmm, well now I see Phid top 8ing and I think it is really cool.

Landstill and Phid winning tournaments, in the 2007 meta.

Do you think you could possibly PM me the changes to the deck, or post it?

Thanks

I no longer share decklists. You really should consult with the primer if you're interested. It is a slightly dated, but with a little work you shouldn't have too much difficulty in putting together a playable list.
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« Reply #24 on: July 13, 2007, 03:34:20 pm »

Ok thank you.
I will definetly read the primer...
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