TheManaDrain.com
October 05, 2025, 03:17:57 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Legacy Grand Prix Trials -- Jackson, MS 6/9/12  (Read 1973 times)
Qasur
Basic User
**
Posts: 29


View Profile
« on: June 11, 2012, 03:22:48 am »

I know it's not customary to post Legacy event results, but down in Mississippi, getting a Legacy event together is the closest we can get to a true Vintage tournament.

Van's Comic and Cards in Jackson hosted a Grand Prix Trial with byes to Atlanta. We were blessed with a good turnout of 17 guys and a pretty good and diverse field. We played 6 Rounds with a cut to the top 4.

I played White Stax, a Legacy deck that I've been playing since Legacy debuted. It has evolved from Angel-Stax and is heavily based on a 1st Place list from 2007 with Magus of the Tabernacle and Ghostly Prisons, but splashes Green for Horizon Canopy draw and Choke in the sideboard. Without further ado, here's the full list:

White Stax

3 Magus of the Tabernacle
2 Sun Titan

4 Ghostly Prison
4 Armageddon
3 Oblivion Ring

4 Chalice of the Void
4 Trinisphere
4 Crucible of Worlds
4 Smokestack

4 Mox Diamond

4 Ancient Tomb
3 City of Traitors
4 Wasteland
3 Flagstones of Trokair
1 Nomad Stadium
1 Horizon Canopy
1 Savannah
5 Plains
2 Mishra's Factory

Sideboard:
1 The Tabernacle at Pendrell Vale
2 Seal of Cleansing
3 Suppression Field
2 Karmic Justice
3 Choke
2 Tormod's Crypt
2 Grafdigger's Cage

I've played many versions of White Stax over the yeras and like them because they have access to Trinisphere and Ghostly Prisons to handle creatures and combo. Very little *true* control that is really just aggro-control, so Ghostly Prison slows them down. I decided to just run an updated version of White Stax because of the printing of Magus of the Tabernacle and Sun Titan. Also, my teammate (Nick a.k.a. TheShop) and I came to a quick conclucsion that no one runs Artifact or Enchantment hate in their decks in Legacy. We were unfamiliar with Nick Fit at the time, but it's not maindstream enough to have expected it (but it we had one present). Maverick (or Bant) is probably the *only* scare we knew of because they have between 1-3 Qasali Pridemages, and that's it. White Stax focuses heavily on its Enchantments (even from the sideboards) and so the deck is very resilient if decks were to even use Katai or Energy Flux.

Elves!, Maverick, Bant, Merfolk, Dredge, Stoneblade, and Delver lists all put creatures into play and the deck does a great job handling them or stalling long enough to setup late-game big plays, like Armageddon or Sun Titan. And outside of those creature-decks, Stax has a great game versus Combo decks too. Chalice of the Void and Trinisphere do a lot to curb combo decks like Belcher and Storm. Even though Storm has access to Hurkyl's Recall and Rebuild, Armageddon and Choke areboth present too.

All-in-all, as a Vintage Stax player, I was super-comfortable with the deck and I also played it last year at another Grand Prix Trial at the same store (slightly different too, wich Morph Angels). Here's a quick round-up of the Matches. Oh, and, I didn't really take any notes except mental ones, so some things are sketchy. I apologize in advance.

ROUND 1 -- UW Miracles (Jason)

Game 1, opponent goes firt and drops Tundra for Brainstorm. I assume UW Stoneblade or Miracles. I only have Flagstones on turn 1. He goes Island then Ponders. I draw and play Mox Diamond pitching a Plains, then play Tomb and cast Crucible of Worlds. He counters with FOW pitching Ponder. EOT, Enlightened Tutor finds a Sensei's Divining Top. Another Island and SDT, then uses it and says go. I drop Trinisphere and it resolves, then play Mishra's Factory. He draws, drops Island, and JTMS, go. I play Armageddon and it resolve. I get a Plains with Flagstones, then play another Plains. He Jace-Storms and drops a Tundra. I draw and play Crucible of Worlds, it resolves (trinisphere in effect), then replay Factory. He Jace-Storms again and drops an Island, go. I Waste his Tundra from my yard, then swing at JTMS for 2. He draws, Jace-Storms, then scoops.

I still don't know if he's Stoneblade or Miracles, so I just sideboard in +3 Choke and I take out -3 Magus. If it's either build, Magus is least-effective. I probably should have put in the Suppression Fields, but failed to do so...

Game 2, is Tundra, Ponder, go. I drop Plains, go. He plays another Tundra, go. I drop Flagstones and Chalice @ 1. He plays Counterspell. He untaps, Brainstorms, plays Island, go. I play Mox pitching Plains and a City of Traitors, then Smokestack. He Forces it pitching a Brainstorm. He untaps, plays Island and JTMS then Fateseals me. I've been holding Choke, so I play it and it resolves. He drops a Island, Fateseals me again, says go. I draw lands and/or Moxes/extra Chokes while he hits 7 lands, then Temporal Mastery (under Choke), but it was timed exactly enough to untap with JTMS for his -12... so I scoop.

Sideboard, I go an additional -2 Smokestack and -1 Oblivion Ring for +3 Suppression Field.

Game 3, I open Mox Diamond pitching Factory, Ancient Tomb and lead with Trinisphere. I have Suppression Field x2 and Choke, but I bait with Trinisphere. It resolves, he drops a Tundra, go. I miss a land drop, then play Suppression Field. He drops sacland, I remind him Suppression Field stops it, so he says go. I play Suppression Field #2 and a land. He drops a Tundra, go. I draw Suppression Field #3 and play it. He drops Wasteland, go. I play Crucible and replay Factory. For three turns, he misses lands drops and I pay 7 mana to activate and swing with a Factory. He finally scoops when I draw and play Sun Titan.

ROUND 2 -- High Tide (Tony)

Game 1, I win die-roll and open with Ancient Tomb and Chalice @ 1. It resolves. He drops Island, go. I play a land and Crucible. He plays Island, go. I play Smokestack and he Forces it pitching Brainstorm. He drops Island, go. I drop another Smokestack, and he responds with Meditate. It resolves and I go again (adding counter) and draw Trinisphere. I play it and he scroops.

For sideboarding, I drop -4 Ghostly Prison and -3 Magus of the Tabernacle for +2 Choke, +3 Suppression Field, and +2 Seal of Cleansing. Choke is weak, but better than Prison or Magus.

Game 2, he opens with Island, Brainstorm, go. I drop Mox pitching Wasteland, Ancient Tomb, and Choke. He drops Island and Ponders, go. I play Crucible, it resolves, and replay Waste from yard. He drops Island, go. I draw Chalice of the Void and play it @ 1, and he thinks for awhile, then it resolves. I'm sure he plays some more Islands, and I think I just get Chalice of the Void @ 2 down. I know I get Smokestack down @ 1, then when I put a second counter on it, he Meditates at the end of that turn. I sac some pointless stuff, add another counter, and I think I play Trinisphere. Either way, he sacs 3 lands, draws a card, then concedes.

He obviously had some bad draws to let the Chalices resolves (Choke really isn't much of a deterent). Tony was fine as he was is and old MTG-friend and let's me know that he took out both Hurkyl's Recall and Rebuild from his board because he made a meta-choice for two other cards, and he felt it totally -- bad call. Me and my teammate were both on Stax (Nick's was Red-based with Boils*).

ROUND 3 -- Elves! (Toaster)

So, Toaster (Jeremy) is an old friend, and first time I've seen him in years that weekend since he got back from Iraq. Although he has not played Magic since like 2003, he was still fairly sharp. We mostly just have an hour of fun with our games.

Both of the games we played were extremely close though, but I got them in the end. Ghostly Prisons were slowing him down from attacking, but I got Magus out which was locking his mana-elves down during upkeep so he couldn't attack, and eventually I was able to O-Ring two important dudes, then Geddon to nuke his entire board. Game 2 was much the same, except he could only get a guy in for 2 damage and I was looping Nomad Stadium or Mishra's Factories (had both in play all game with a Crucible on table). He had like 8 sac lands and only 4 or 5 actual lands, so my Geddons locked his lands out both games as well.

ROUND 4 -- Red Deck Wins (???)

Sorry, but I forgot the opponent's name. Was a great guy and it was his first tournament. His build was "testing" Thunderous Wrath, and he was unfamiliar with the exact tournament rules involving it... so he missed like 2 Miracle triggers every Round he played by sticking it in his hand first (really hurt his chances, despite winning previous 3 rounds!) The two he missed in our games were during Game 2, but he won that game anyways, so it didn't effect the outcome.

Game 1, he had turn 1 Goblin Guide and it drew me tons of lands (and I drew gas after every land I drew), so I just blew him out with card advantage. Played 3 Moxes very early, plus Crucibles, Smokestack, Ghostly Prisons, and O-Rings. Was around 10 life when I topdecked Nomad Stadium and cracked it, so he scooped to that.

He got game 2, despite missing two Thunderous Wrath miracle triggers, because I could not draw into anything important before his double-Goblin Guides took it all the way with backup Fireblasts.

Game 3, I start Flagstones, go. He plays Goblin Guide and it drew me City of Traitors. I top-deck Mox Dimaond, play it (pitch Plains), and City of Traitors, and had nothing to play. He untaps, drops a second Goblin Guide, and it draws me City of Traitors and Mishra's Factory. I go, float 2 of City of Traitors, then play another one, and play Sun Titan (return City of Traitors). He is frozen because he runs Incinerates and other 2cc spells (for lack of owning Chain Lightnings, etc) and can't kill it off with his two lands (misses his 3rd land drop), so he passes. I go, float 4 off City of Traitors, play a Flagstones (COTs die), Geddon all lands, fetch a plains via Flagstones, then drop the Trinisphere I drew that turn. I attack with Sun Titan (vigilance is nice) and return City of Traitors. He blocks for two turns, but manages to put two more mountains down, but I top-deck Geddon again and play it, so he concedes because he'll be dead before getting back up to at least 3 lands.

ROUND 5 -- Red Deck Wins (Jesse)

Game 1, I Chalice @ 1, he plays Flame Rifts, Rift Bolts, and Price of Progress... game over.

Game 2, I go turn 1 Trinisphere, and basically he's stuck at 2 lands for ever. I use a Wasteland on his Barbarian rings to keep him below 3 lands, so I win. This was a fluke of him missing land drops.

Game 3, he gets Goblin Guide (I draw City of Traitors). I play a Mox (pitch City of Traitors) and an Ancient Tomb. He Lava Spikes and Bolts me, then swings (see CotV). I drop it down @ 2 next turn, he untaps and like Bolts/Spikes me plus Fireblast for the game.

Only match loss all day, but Jesse was an out-of-town friend who joined our playtest group the night before. I knew it was an auto-loss for me because of his specific build, and I knew I dropped Sphere of Laws from the board. He packs *tons* of 1cc burn, but he plays Flame Rifts, Price of Progress, and unearth 3/1 haste-trampler @ 2 (can make up for all the damage the 1cc burn he couldn't play would have done), and he has Rift Bolts and Fireblasts. I also knew he packed 4 Sulfuric Vortex and 3-4 Smash to Smithereens out of his sideboard. Just a bad matchup.

ROUND 6 -- Dredge (Adam)

My buddy Nick and I, Jesse, and local guy (Adam) were the top 4 and were all X/1. Everyone else was at best X/2, so we ID to guarantee the spots for Final 4.

FINAL ROUNDS -- Split

So Nick and I were not going to Atlanta and did not need the Byes. Adam and Jesse decided to play for it, so we both took home like close to a Box of packs each. Jesse ended up losing to Adam in the end.

I thought of selling my packs, but decided Avacyn Restored had some good cards -- I made the right call. Opened Cavern of Souls, Temporal Mastery, red Planeswalker, Vexing Devil, other Blue-Bounce-Miracle , Avacyn, and other great cards, all best of the set although I didn't get a Griselbrand (I know, can't complain), but otherwise great stash overall.

As a team, we were very happy with our own personal results, and just as happy with the turnout and the mix of decks in general. There was UW Stoneblade, UW Mircales x2, Nick Fit, Red Deck Wins x2, Maverick, Stax x2 (White and Red), Dredge x2, Elves!, High Tide, and a few others.

As far as changes that I would have made to my deck, I would go -2 Tormod's Crypts and -2 Grafdigger's Cages for +3 Sphere of Law. I would put the 4th Trinisphere in the sideboard, then run a 3rd Sun Titan maindeck. Trinisphere is a great card, and absolutely strong if you get it on turn 1, but unlike Vintage, the amount of Basic lands (even with White Stax running Armageddons) makes it so Trinisphere isn't game-over. However, against Storm, Dredge, and some versions of control, it's worth having the 4th copy becasue it can be game-ending to those decks. After testing against Dredge, Nick and I just discovered that Trinisphere and Chalice of the Void @ 1 were all you needed. I had Ghostly Prisons for potential late-game Ichords, so those 4 anti-dredge cards were totally dead in the board... and it cost me Round 5 (or just hurt my chances of winning).

Thanks for reading!

Don

*My buddy Nick's Red-Stax that he ran played Tony Round 1, but Nick lost. Tony got game 1, and in game 2, he won because he landed exactly 20 land drops in a row -- never missed one, even after two Boils (countered first one), and at least 1 or 2 Devastating Dreams for around 3-4, and still pulled out a victory against him... statistical odds were *heavily* in his favor. Other than god-drawing lands and spells, Red-Stax should have won.
Logged
TheShop
Full Members
Basic User
***
Posts: 552


Coming live from tourney wasteland!


View Profile Email
« Reply #1 on: June 11, 2012, 10:15:24 pm »

Deck-
4 3sphere
4 chalice
3 crucible
4 bridge
4 smoke
4 wire
3 powder keg
2 batterskull
4 serum powder

4 mox
4 tomb
4 traitors
4 waste
4 factory
3 b-ring
5 mountain

Sb-
3 devastating dreams
4 pithing needle
4 boil
4 leyline void

Deck choice-
-format mostly defined by attacking to win
-many combos lose to chalice or trinisphere
-favorable dredge matchup
- survey of top decks in legacy on deckcheck showed virtually no maindeck artifact removal, sideboard removal was 1 to 2 cards at most

I originally had a much different list, but playtested the night before and felt like quitting magic when I was done.  I went 1 and 29...my opponent kept a 1 land hand to my turn 1 trinisphere in the only game I won...it was bad.  I tried to build RUG at 3am, but didn't like it.  So at 5am, I started attempting to fix an extremely disfunctional stax deck.  I dropped a barbarian ring and a crucible for trinisphere #4 and powder keg #3.  Then, I dropped firespout and wurmcoil for serum powder and batterskull.  

Notable choices-
-serum powder, only 3 crucible, and 4th trinisphere: the deck needed to be extremely proactive.  Playing crucible early does not do enough in legacy to lock the opponent.  Most legacy decks run too many basic lands and sac lands for crucible waste to be truly effective.  Most of the decks in legacy also do not run 3+ mana spells.  Every game with a turn 1 or turn 2 trinisphere in testing was better than most other plays (the others being early chalices and smokestacks).  24 lands and 4 moxes makes the deck have some really bad draws...ie- mostly 3-4 Cmc spells and no 2lands or moxen or all mana.  The powder free mulligan was fantastic all day long.  Another point on powder is that this deck faces some challenges unique to the legacy format. Extreme pressure on your life total means finding non-damaging mana sources is important at times.  Also, the manabase cannot support sphere of resistance and runs 4 trinisphere:  trinisphere doesn't effect this card.  This card was actually not bad when drawn and needing a 4th mana.  Many times, Had I drawn a land I would have lost my city of traitors.  Opponents will wait to wasteland you until you lose your traitors to drop anyother land. When casting sideboard devastating dreams...this dodges it.

- powder keg.  I went back and forth on this card for weeks.  Powder keg is an out against zoo, delver, mongoose etc.  I was worried about pithing needle, null rod, and phyrexian revoker. The alternatives were firespout(must be played reactively, doesn't kill man lands, can't kill goyf, kotr, mom beats it...), rolling earthquake($ cost prohibitive, damage to me is supposed to be okay...in reality it is not), ratchet bomb(doesn't beat affinity like keg or manlands).  I went back and forth on the number of slots as well...3 ended up being my magic number after running 4 spout and 2 keg at one point.  Keg killed 1 Cmc mana creatures like hierarch, mom, vexing devil, goblin guide...0 Cmc zombies (it is proactive against dredge, slowing them down similar to crypt), and even 2 mana oozes all day.  It did exactly what it needed to do all day long. Also, it gave me 7 turn 1 plays off only a 2land. I think I only had 1 game all day where I didn't play anything on turn one other than a land.  In that game (burn match), I dropped trinisphere turn 2 with no pain lands and the proceeded to drop the following in order, one per turn- smokestack, crucible, bridge(no hand), topdeck chalice@1.

-batterskull, no creatures, 4 factory, 3 barbarian ring- I wanted to run wurmcoil...but the deck does not consistently ramp to 6 mana due to 4 city of traitors.  However, I noticed that the deck hit 5 mana with extreme consistency and was hitting 5 mana on turn 2 often (1st turn mox+2land, turn 2 2land).  I and several games where a turn 2 batterskull hit for 3 or 4 swings when cast on turn 2 after a turn 1 chalice or trinisphere.  It is hard to lose the game when your opponent plays their first or second spell on turn 3 or 4 and the life totals are 12(them) 26(you).  There were no creatures in the deck because bridge is too good not to run and the deck had to have an alternative win.  Enter barbarian ring-this card killed half of my opponents on the day (crucible recursion).  Similarly, once the opponent is land locked under trinisphere, you can sac bridge and swing factory.  Factory blocks...super important.  Only three rings because threshold is hard to achieve at times, they ping you, and shooting their creatures doesn't happen early enough for me to want to see ring every game.

- tangle wire.  People have said that wire is bad in legacy.  I believe that this statement is extremely dependant on your build and on the metagame.  In a metagame with no removal, all you have to do is live long enough to drop a lock component that nullifies the opponents win condition (bridge 90% of the time).  In a deck that serum powders into turn 1 trinisphere or chalice very consistently, subsequent wires buy you time to find the finishers:  smokestack and ensnaring bridge.  2x timewalk for 3 colorless is fantastic.  The card is really a draw spell because you see 3 more cards off the top of your deck when you slow the opponent like this.

Sideboard choices-
- Devastating dreams.  This card owns any mindless aggro deck that doesn't run blue.  On the day, here were some examples-
--destroying ooze, teeg, hierach, and 3 lands with dreams at 3 against maverick.
--destroying ooze, 2 grave titan zombie tokens, and 4 lands against Nic fit while emptying my hand with bridge in play.(although he got me with deed)
--destroying vexing devil, goblin guide, and 3 lands versus burn
--even blowing up 2 lands against high tide
Dreams comes in against stupid aggro lists and is x-rated.

-leyline.  Serum powder, dredge, obvious.  Fun fact- legacy dredge has no maindeck artifact removal.  Bridge wins the game.  Chalice slows them by 2-3 turns when set at 1 unless they are very lucky.  In the board, dredge has 4 natures claims and 1 angel of despair/terastodon/woodfall primus with your name on it.  Leyline + chalice@1 or trinisphere is generally the end of the game.  You win game 1 80% of the time.  Nail in coffin.

-boil.  Rug delver is this decks worst matchup.  They run grudge in the board and have force of will paired with a fast clock which can include price of progress.  While boil isn't a catch all against them...and I do fear hurkyl's (no one runs it) and energy flux (again, not present in meta)...I think boil provides a one-sided Armageddon effect stopping decks like stoneblade, rug, merfolk, etc from playing another spell for several turns.  Other stax lists splash green for choke.  I am not interested in having a mana base for this deck that is 100% wastelandable.

- needle.  Against maverick, this deck stops the only removal spell they have for bridge in their 75- pridemage.  Against dredge, it stops cephalid coliseum (their only chalice/trinisphere dodging bazaar effect). Good against stoneblade, good against manlands...it even stopped pernicious deed in the tourney.  Also, stops sneak attack should your opponent be fortunate enough to reach 4 mana during a mainphase.  This deck can also have issues with jace or the blue/black tezzeret once bridge is in play.

The round by round-
Round 1:  Tony with High Tide

Spoiler alert, this round is a heartbreaker.  

Opponent wins the die roll and leads with a beta island.  I thought, "well, this got real quickly." Opponent passed the turn and cast brainstorm and force of will in response to my turn 1 chalice@1.  Importantly, he pitched meditate.  Now I know he is on high tide.  On his turn, he taps down to cast ponder and preordain(I think, I also didn't take notes).  I try for a turn 2 chalice@1 not knowing if he is on reset-tide or if he is on candelabra tide...I halfway expect reset due to nature of local collections and price on candelabra.  He forces this chalice also. I cast powder keg and pass turn.  He plays draw, land #3, go...I go for trinisphere on my turn, which is met with meditate and force #3.  My extra turn doesn't see any business and he storms out on turn 4.  I take notes while he plays solitaire...scalding tarn is the only sac land I see.  I also see 2x candelabra.

Board-
-4 ensnaring bridge
-1 smokestack
-3 powder keg
-1 crucible
-2 wire
+4 boil
+4 needle
+3 devastating dreams

I normally wouldn't bring in dreams vs blue...but i had to limit his lands ASAP.

Game2:  I lead with city of traitors an double needle naming tarn and candelabra.  Resolve...he plays land and brainstorm then passes.  I drop chalice@1. Force, pitching high tide.  He plays land #2 (all basic islands) and merchant scrolls for meditate.  I figure I have a turn to build mana while he draws...so I drop crucible and replay a land.  He drops island #3 and says go.  I play a land and pass.  He plays meditate at end of turn.  I repond with boil...he forces it.(yes 5 FoW in 6 turns so far this round). On my extra turn, I play boil #2 out of my hand...resolves.  After that the game gets fuzzy, I drop wire and attempt a trinisphere after a few turns.  It also gets forces.  Here is the best part- he plays basic islands every turn (no fetches) for 9 straight turns this game and finally drops a delta for an island on turn ten.  Over the course of this excruciating game I would dreams for 1 and 2(both resolve) and he would win on the back of 3 basic islands on turn 10.  I destroyed 6 basic islands this game and had needle on tarn.  He told me afte the match that he runs 4 tarn and 2 delta. Also, he cut the singleton rebuild before the tournament...sometimes opponents draw the nutz and there is nothing you can do!
0-1

Round 2:  Adam with dredge.
I win the roll.  Opponent remarks that he likes going second anyway and gives away the fact that he is on dredge by showing his hand to his buddy and snickering.  I say "draw, discard, dredge.". He gets stern quickly.  I mulligan to 5 and drop- mox(pitch a land), tomb, ensnaring bridge.  He runs no maindeck removal and I kill him after a gazillion turns by shooting with a barbarian ring until he decided to concede via cephalid coliseum activation with 2 cards in library.  Note to readers- he drew all 60 cards in his deck...dredge runs exactly 0 maideck artifact removal, bridge wins the game 100% of game ones.  After the game, snickering friend asks how I activated barbarian ring with 6 cards in the yard...to be honest, if there were six cards in the yard, I would be amazed.  At least 15 turns each had passed...  We were already shuffling our libraries when he said it, so I moved on without saying anything and so did opponent.

Board-
-4 smokestack
-4 wire
+4 needle
+4 leyline void

I mulligan, then serum twice @6, then once at 5...my 5 hand is 5 lands, my 4 hand is no lands, I mull to three on the hopes of leyline, tomb, chalice(all their boarded removal is angel of despair + natures claim)...but it was not to be.  I concede game 2 without playing it out.

Game 3:  I drop turn 1 mox, tomb, needle(cephalid coliseum), chalice@1.  Opponent misplays and drops land, led, and casts a pointless breakthrough into chalice.  I tell him it is countered.  From there I drop bridge and drop rest of hand.  He scoops.
1-1

Round 3:  Nic Fit.  Nice opponent, I can't remember the name.

Game one:  I drop snow covered mountain on my turn and pass.    Hilariously, he remarks that he really didn't want to play burn again and cabal therapies me on his opening turn naming lightning bolt...swing and a miss there as I reveal 2x chalice, trinisphere, tomb, tomb, smokestack.  On my turn I rip another mountain and drop chalice@1.  He plays veteran explorer into chalice...this was a really nice player, but he was a standard player and had to read every card in my deck.  He didn't do anything else on turn 2 and I dropped chalice@2...nothing from him(no land drop).  I drop wire, crucible, smoke in that order on my next turns...he scoops with no permanents eventually.

Game 2 went long, I don't know what happened.  All I remember is him playing pernicious deed(I didn't see it game 1 and didn't board in needle). He pointlessly blows deed for 1 and tries to do it again for 4 onthe same deed.  I don't let this go.  2 turns later he gets it back with eternal witness, then pops it the following turn for 5.  That, friends, is a game loss.

Game 3:  I don't remember exactly how this happened, but i end up with needle on deed, crucible, smoke@3, trinisphere, and 2 batterskull in play.  Seems like i dropped 3sphere followed by batterskull, then smoke or somethingkke that.  He cracks me up by having the same board for 3 straight turns under smoke@3- land, land, veteran explorer.  He loses his board, gets 2 lands, drops a land from hand, then plays explorer...3 times.  I am okay with this gamestate as explorer lets me look for lands also, so I never really lose a permanent.  
2-1

Round 4:  maverick piloted by guy with PTQ top 8 pin on playmat.

Game 1:  mental fatigue sets in and I lose a pretty humiliating game to Thalia by blocking with a factory and then realizing she has first strike...I needed her dead, or an extra mana to drop anything in my hand.  I scoop to knight of the reliquary and the thought of being wastelanded the next 4 straight turns.

Game 2: I play chalice@1 on turn one after seruming away 2 7-card hands full of trash.  The rest of my hand is nutz and he plays maybe 2 spells this whole game.  I dreams his whole board away.  He scoops to factory beatz with no permanents under chalice@1 while i have smoke@0, bridge, and crucible.

Game 3:  He opens with hierarch. I open with needle on qasali and chalice@1.  He drops teeg!!!  I drop bridge,  He drops pridemage and destroys bridge.  I crucible.  He drops ooze.  I dreams for 3, then lay a factory.  He has 0 permanents.  He wastes my land, then hits me with sideboard tech-tormod's crypt.  The game still in my favor because he has no board...but then suddenly...he decides to ??check his sideboard??  I ask him to verify 15 cards in the board...he says "you can't look at my sideboard"...sketchy.  I ask him to place them face down and count them...he reluctantly does and has 17 cards in his board.  Nearby judge gives him a gameloss for presenting a 58 card deck.
3-1

Round 5: Burn, nice kid, he played White stax piloted by my teammate in round 4 and got owned...he runs 0 removal in his 75.

I win the die roll.  I don't have exact notes, but I serum twice then mull.  I drop mountain.  He drops goblin guide...I rip land, then drop trinisphere.  He takes me down to 1 before I finally choke out his lands with smoke.  4 turns later after he drops a lands and I am freaking out about the idea of him running barbarian ring...i drop batterskull and begin the beatz.  He scoops to me going back to 5 life.

Game 2:  I facepalm his deck by dropping chalice@1, trinisphere(stopping a rift bolt), chalice@2, smoke, smoke in that order...I rip no less than 4 lands off goblin guide this game.  I he scoops with no permanents because I am at 12 life when factory starts to take him from 20 to 0.  Opponent buys a playset of smash to smithereens after the tournamen and shows them to me!  Smile
4-1

Round 6: ID

Top 4:  split prize 4 ways

Overall, the deck functioned very well.  Mulliganing with serum powder into the balls over and over again isn't luck when you run so many four ofs...the deck is super consistent.  Thanks to my friends for not helping me build RUG.  Friends don't let friends play blue...

Props-
-3 people from our team in top 4
-5am tweaks to the deck
-ensnaring bridge, for shutting off shiny modern creature cards
-a format devoid of all artifact destruction(herp-derp, swords and bolt are better vs creatures...lol)
-reuniting with friends to form a team.  Maybe next time it won't take 8 years to get the group back together.

Slops-
-avacyn restored boosters as a prize...
-the fact that legacy gets 30% more players than a draft or standard here, but we get one eternal event per year.
« Last Edit: June 11, 2012, 10:27:08 pm by TheShop » Logged
KrauserKrauser
Adepts
Basic User
****
Posts: 1767


DAT ART!


View Profile WWW
« Reply #2 on: June 22, 2012, 01:49:05 pm »

When you wrote 4 smoke, I thought you were referring the echantment Smoke.

Mad props if you were able to make Smoke tournament playable (yes, I know you meant Smokestack)
Logged

Share your passion for the Art of Magic the Gathering!

www.originalmagicart.com
TheShop
Full Members
Basic User
***
Posts: 552


Coming live from tourney wasteland!


View Profile Email
« Reply #3 on: June 24, 2012, 05:08:28 pm »

Yes, the deck core consisted of 4 smoke, 4 glacial crevasses, and 4 mudslide.  Elkin lair and stranglehold were later additions that really helped seal the lock up.  If only red had Armageddon instead of Ruination, I would have been 5-0.

Sarcasm aside...this may become a casual deck for me at some point...
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.041 seconds with 16 queries.