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« on: January 21, 2004, 10:04:06 pm » |
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The tournament is underway! Look for results & reports here. You can also find all 31 decklists here. Check out archived material from the first two tournaments here: http://www.themanadrain.com/forums/viewforum.php?f=20----------------------------- BRACKET (ROUND OF 32) ----------------------------- 1:TEMPEST---------TEMPEST 32: (Bye) 16: MERCADIAN MASQUES---------MERCADIAN MASQUES, 3-1 17: URZA'S LEGACY 8: URZA'S DESTINY------URZA'S DESTINY, 3-1 25: HOMELANDS 9: INVASION---------INVASION, 3-2 24: ALLIANCES 4: ODYSSEY-------------ODYSSEY, 3-0 29: FALLEN EMPIRES 13: SCOURGE------------SCOURGE, 3-2 20: WEATHERLIGHT 5: PLANESHIFT 28: LEGIONS---------LEGIONS, 3-0 12: URZA'S SAGA------URZA'S SAGA, 3-2 21: PROPHECY --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 2: APOCALYPSE-----APOCALYPSE, 3-2 31: ICE AGE 15: ONSLAUGHT 18: DARKSTEEL-------DARKSTEEL, 3-1 7: MIRRODIN----------MIRRODIN, 3-1 26: STRONGHOLD 10: LEGENDS----------LEGENDS, 3-1 23: JUDGMENT 3: ANTIQUITIES-------ANTIQUITIES, 3-0 30: NEMESIS 14: TORMENT-----TORMENT, 3-0 19: MIRAGE 6: ARABIAN NIGHTS-------ARABIAN NIGHTS, 3-0 27: THE DARK 11: EXODUS-----EXODUS, 3-0 22: VISIONS ----------------------------- BRACKET (ROUND OF 16) ----------------------------- 1: TEMPEST----------------------------TEMPEST, 3-1 16: MERCADIAN MASQUES 8: URZA'S DESTINY------------------URZA'S DESTINY, 3-0 9: INVASION 4: ODYSSEY--------------------------ODYSSEY, 3-1 13: SCOURGE 12: URZA'S SAGA 28: LEGIONS-------------------------LEGIONS, 3-2 ------------------------------------------------------------------------------------ -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 2: APOCALYPSE 18: DARKSTEEL---------DARKSTEEL, 3-2 7: MIRRODIN-----------MIRRODIN, 3-1 10: LEGENDS 3: ANTIQUITIES 14: TORMENT----------TORMENT, 3-0 6: ARABIAN NIGHTS 11: EXODUS--------------EXODUS, 3-2 ---------------------------------- BRACKET (QUARTERFINALS) ---------------------------------- 1: TEMPEST--------------------TEMPEST, 3-0 8: URZA'S DESTINY 4: ODYSSEY-------------------ODYSSEY, 3-1 28: LEGIONS --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 18: DARKSTEEL 7: MIRRODIN----------------MIRRODIN, 3-2 11: EXODUS 14: TORMENT---------------TORMENT, 3-0 ------------------------------------------ BRACKET (SEMIFINALS) ----------------------------------------- 1: TEMPEST---------------------TEMPEST, 3-0 4: ODYSSEY 7: MIRRODIN-------------------MIRRODIN, 3-2 14: TORMENT ---------------------- BRACKET (FINALS) ---------------------- 1: TEMPEST 7: MIRRODIN------------------MIRRODIN, 3-1 --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ROUND OF 32 RESULTS: Legions d. Planeshift, 3-0 Apocalypse d. Ice Age, 3-2 Exodus d. Visions, 3-0 Torment d. Mirage, 3-0 Invasion d. Alliances, 3-2 Scourge d. Weatherlight, 3-2 Urza's Destiny d. Homelands, 3-1 Mirrodin d. Stronghold, 3-1 Darksteel d. Onslaught, 3-1 Odyssey d. Fallen Empires, 3-0 Arabian Nights d. The Dark, 3-0 Legends d. Judgment, 3-1 Antiquities d. Nemesis, 3-0 Mercadian Masques d. Urza's Legacy, 3-1 Urza's Saga d. Prophecy, 3-2 ROUND OF 16: Darksteel d. Apocalypse, 3-2 Mirrodin d. Legends, 3-1 Exodus d. Arabian Nights, 3-2 Torment d. Antiquities, 3-0 Urza's Destiny d. Invasion, 3-0 Tempest d. Mercadian Masques, 3-1 Odyssey d. Scourge, 3-1 Legions d. Urza's Saga, 3-2 QUARTERFINALS: Mirrodin d. Darksteel, 3-2 Torment d. Exodus, 3-1 Tempest d. Urza's Destiny, 3-0 Odyssey d. Legions, 3-1 SEMIFINALS: Mirrodin d. Torment, 3-2 Tempest d. Odyssey, 3-0 FINALS: Mirrodin d. Tempest, 3-1 CHAMPION: Mirrodin --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ALL 31 DECKLISTS (In Chronological Order): #1: ARABIAN NIGHTS 4 Juzam Djinn 4 Oubliette 4 Erg Raiders 4 Old Man of the Sea 4 Serendib Efreet 4 Flying Men 4 Unstable Mutation 4 Erhnam Djinn 4 Library of Alexandria 4 City of Brass 10 Swamp 10 Island #2: ANTIQUITIES 4 Triskelion 4 Tetravus 4 Clockwork Avian 4 Tawnos's Coffin 4 Su-Chi 4 Rocket Launcher 4 Onulet 4 Jalum Tome 4 Candelabra of Tawnos 4 Mishra's Workshop 4 Mishra's Factory 4 Strip Mine 4 Urza's Power Plant 4 Urza's Mine 4 Urza's Tower #3: LEGENDS 4 Moat 4 Thunder Spirit 3 Greater Realm of Preservation 4 Spirit Link 4 Land Tax 3 Firestorm Phoenix 4 Pyrotechnics 3 Land's Edge 4 Chain Lightning 10 Mountain 17 Plains #4: THE DARK 4 Inferno 4 Eternal Flame 4 Fissure 4 Ball Lightning 4 Sisters of the Flame 4 Brothers of Fire 4 Goblins of the Flarg 4 Goblin Digging Team 4 Fellwar Stone 24 Mountain #5: FALLEN EMPIRES 4 Thrull Champion 4 Derelor 4 Armor Thrull 4 Mindstab Thrull 4 Necrite 4 Order of the Ebon Hand 4 Hymn to Tourach 4 Thrull Retainer 4 Aeolipile 4 Ebon Stronghold 20 Swamp #6: ICE AGE 2 Stormbind 4 Johtull Wurm 4 Stunted Growth 4 Thermokarst 4 Tinder Wall 4 Fyndhorn Elves 4 Stone Rain 4 Incinerate 3 Lava Burst 4 Icy Manipulator 4 Karplusan Forest 7 Mountain 12 Forest #7: HOMELANDS 4 Eron the Relentless 4 An-Zerrin Ruins 4 Anaba Spirit Crafter 4 Anaba Shaman 4 Anaba Bodyguard 4 Anaba Ancestor 4 Dwarven Trader 4 Dwarven Pony 4 Didgeridoo 24 Mountain #8: ALLIANCES 4 Pyrokinesis 4 Balduvian Horde 4 Pillage 4 Guerilla Tactics 2 Primitive Justice 4 Death Spark 4 Deadly Insect 4 Yavimaya Ants 4 Phyrexian War Beast 3 Thawing Glaciers 10 Forest 13 Mountain #9: MIRAGE 4 Volcanic Dragon 4 Wildfire Emissary 4 Hammer of Bogardan 4 Volcanic Geyser 4 Incinerate 4 Spitting Earth 4 Kaervek's Torch 4 Fire Diamond 28 Mountain #10: VISIONS 4 Creeping Mold 4 Uktabi Orangutan 1 City of Solitude 1 Emerald Charm 4 River Boa 4 Nekrataal 4 Fallen Askari 4 Vampiric Tutor 4 Man-o-'War 1 Scalebane's Elite 1 Retribution of the Meek 2 Snake Basket 4 Undiscovered Paradise 2 Island 10 Forest 10 Swamp #11: WEATHERLIGHT 4 Empyrial Armor 4 Aura of Silence 4 Benalish Knight 4 Soul Shepherd 4 Duskrider Falcon 4 Phantom Warrior 4 Ophidian 4 Sage Owl 4 Serrated Biskelion 4 Gemstone Mine 9 Island 11 Plains #12: TEMPEST 4 Dismiss 4 Intuition 3 Capsize 4 Counterspell 4 Whispers of the Muse 4 Humility 4 Orim's Prayer 4 Sapphire Medallion 3 Grindstone 4 Reflecting Pool 10 Plains 12 Island #13: STRONGHOLD 4 Victual Sliver 4 Warrior Angel 4 Soltari Champion 4 Warrior en-Kor 4 Youthful Knight 4 Spined Wurm 4 Spike Feeder 4 Elven Rite 4 Wall of Blossoms 12 Plains 12 Forest #14: EXODUS 1 Spike Hatcher 4 Spike Weaver 4 Wood Elves 4 Survival of the Fittest 4 Pygmy Troll 1 Pit Spawn 1 Dauthi Jackal 4 Recurring Nightmare 4 Oath of Ghouls 4 Thrull Surgeon 1 Soul Warden 1 Keeper of the Dead 1 Plaguebearer 1 Thopter Squadron 1 Mindless Automaton 12 Forest 12 Swamp #15: URZA'S SAGA 4 Corrupt 4 Befoul 4 Persecute 3 Yawgmoth's Will 4 Expunge 4 Lurking Evil 4 Skittering Skirge 4 Duress 4 Dark Ritual 25 Swamp #16: URZA'S LEGACY 2 Palinchron 4 Weatherseed Faeries 4 Fleeting Image 4 Cloud of Faeries 4 Snap 4 Miscalculation 4 Might of Oaks 4 Simian Grunts 4 Rancor 4 Faerie Conclave 4 Treetop Village 7 Forest 11 Island #17: URZA'S DESTINY 4 Thorn Elemental 4 Ancient Silverback 4 Plow Under 4 Pattern of Rebirth 4 Yavimaya Elder 4 Rofellos, Llanowar Emissary 4 Heart Warden 4 Masticore 4 Thran Dynamo 24 Forest #18: MERCADIAN MASQUES 3 Reverent Mantra 4 Story Circle 4 Cho-Manno's Blessing 4 Thermal Glider 4 Nightwind Glider 4 Disenchant 2 Ramosian Lieutenant 4 Fresh Volunteers 4 Steadfast Guard 4 Ramosian Sergeant 4 Rishadan Port 19 Plains #19: NEMESIS 4 Rising Waters 4 Stronghold Zeppelin 2 Wandering Eye 4 Daze 4 Cloudskate 4 Rootwater Thief 4 Sneaky Homunculus 4 Trickster Mage 4 Seal of Removal 4 Tangle Wire 22 Island #20: PROPHECY 4 Scoria Cat 4 Flameshot 4 Keldon Berserker 4 Rhystic Lightning 4 Spur Grappler 4 Ridgeline Rager 4 Veteran Brawlers 4 Branded Brawlers 4 Chimeric Idol 24 Mountain #21: INVASION 4 Void 4 Blazing Specter 4 Shivan Zombie 4 Plague Spitter 4 Ravenous Rats 4 Addle 4 Skizzik 4 Urza's Rage 4 Ghitu Fire 4 Urborg Volcano 10 Swamp 10 Mountain #22: PLANESHIFT 4 Lava Zombie 4 Terminate 4 Phyrexian Scuta 4 Lord of the Undead 4 Nightscape Familiar 4 Maggot Carrier 4 Flametongue Kavu 4 Magma Burst 4 Thunderscape Battlemage 11 Mountain 13 Swamp #23: APOCALYPSE 4 Spiritmonger 4 Pernicious Deed 4 Vindicate 4 Death Grasp 4 Gerrard's Verdict 2 Desolation Angel 4 Phyrexian Arena 4 Spectral Lynx 4 Caves of Koilos 4 Llanowar Wastes 4 Forest 8 Plains 10 Swamp #24: ODYSSEY 4 Psychatog 4 Shadowmage Infiltrator 3 Upheaval 2 Persuasion 4 Concentrate 4 Aether Burst 4 Standstill 4 Ghastly Demise 4 Innocent Blood 4 Darkwater Catacombs 3 Cephalid Coliseum 10 Swamp 10 Island #25: TORMENT 4 Laquatus's Champion 3 Mind Sludge 3 Shambling Swarm 4 Faceless Butcher 4 Rancid Earth 4 Nantuko Shade 4 Mesmeric Fiend 4 Chainer's Edict 4 Cabal Coffers 26 Swamp #26: JUDGMENT 4 Mirari's Wake 4 Anurid Brushhopper 4 Crush of Wurms 4 Phantom Centaur 4 Elephant Guide 4 Ray of Revelation 4 Harvester Druid 4 Phantom Nomad 4 Krosan Verge 9 Plains 15 Forest #27: ONSLAUGHT 4 Exalted Angel 4 Akroma's Vengeance 4 Astral Slide 4 Akroma's Blessing 4 Renewed Faith 4 Starstorm 4 Lightning Rift 4 Shock 4 Secluded Steppe 4 Forgotten Cave 8 Mountain 12 Plains #28: LEGIONS 4 Clickslither 4 Goblin Goon 4 Gempalm Incinerator 4 Unstable Hulk 4 Skirk Marauder 4 Skirk Drill Sergeant 4 Goblin Lookout 4 Goblin Grappler 4 Warbreak Trumpeter 24 Mountain #29: SCOURGE 4 Eternal Dragon 4 Noble Templar 4 Daru Warchief 4 Dawn Elemental 4 Decree of Justice 4 Wing Shards 4 Dragon Scales 4 Silver Knight 4 Temple of the False God 24 Plains #30: MIRRODIN 4 Somber Hoverguard 4 Shrapnel Blast 4 Atog 4 Disciple of the Vault 4 Myr Enforcer 4 Frogmite 4 Tooth of Chiss-Goria 4 Pyrite Spellbomb 4 Bonesplitter 4 Ornithopter 4 Welding Jar 4 Glimmervoid 4 Seat of the Synod 4 Great Furnace 4 Vault of Whispers #31: DARKSTEEL 4 Fireball 4 Barbed Lightning 4 Flamebreak 4 Pulse of the Forge 4 Drooling Ogre 4 Juggernaut 4 Oxidda Golem 4 Arcbound Slith 4 Arcbound Worker 24 Mountain
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Legend
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« Reply #1 on: January 21, 2004, 11:18:06 pm » |
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IN PROGRESS:
EXODUS (Legend) leads VISIONS (MuzzonoAmi), 1-0
A Thopter Squadron helped finish off Visions in the first game as Exodus won without the help of a Survival.
COMPLETED:
#28 LEGIONS (Legend) eliminates #5 PLANESHIFT (BR), 3-0
In the first upset of the tournament, Legions beats Planeshift rather convincingly. Clickslither & Goblin Goon led the way as Planeshift looked overmatched at every turn, despite brief spurts of card advantage from Flametongue Kavu & Thunderscape Battlemage.
Legions took the first game despite the loss of two Gempalm Incinerators to a Battlemage. The final two games were not close at all. In addition to the two big guys, Legions had a variety of surprsingly nasty tricks at its disposal, such as an unmorphed Unstable Hulk used to kill a Phyrexian Scuta & the sophisticated Clickslither + Skirk Drill Sergeant tandem. After witnessing the vicious beating, one has to wonder whether this was an upset at all.
#2 APOCALYPSE (BR) eliminates #31 ICE AGE (Legend), 3-2
Apocalypse appeared to be in for a major challenge going into this matchup, and game Ice Age did not disappoint, putting Apocalypse in a 1-2 hole before the former champion rallied to barely escape with its life. Apocalypse is almost impossible to beat without some sort of disruption, and Ice Age had enough early land destruction (plus Stunted Growth) to take over long enough to steal two games, especially by attacking Apocalypse's black mana. The first game went to Ice Age. Thanks to a mulligan in search of land destruction, Ice Age came out strong with a 2nd turn Thermokarst a & 3rd turn Icy. A pair of Stunted Growths followed soon thereafter & floundering Apocalypse went down to a pair of Johtull Wurms.
Apocalypse stormed back in the second with an Arena generating an avalanche of cards that quickly snowed Ice Age under. However, Ice Age came out fast in the third game with more early landkill followed by Stunted Growth once again. A Johtull Wurm cleaned up from there. Apocalypse, facing its first moment of truth in only the fourth game of the tournament, fought back like it has so many times before. Surviving three early landkill spells (all destroying black mana), Apocalypse overcame this stern test and got back into the game with an Arena, eventually forcing a concession with a hand full of cards, an active Arena, and Ice Age out of cards and seventeen life points short of victory. The fifth game quickly fell in Apocalypse's favor, as it shrugged off an early Thermokarst to quickly take control of things with a Pernicious Deed wiping away a pair of Fyndhorn Elves & an Icy Manipulator. This left only a Johtull Wurm to confront a rampaging Spiritmonger, & with the help of a Death Grasp, what appeared to be a race from 16-16 clearly in Apocalypse's favor turned into an easy Apocalypse win going away. Apocalypse survives a frightening early challenge from Ice Age's land destruction deck. Yet another high-wire escape for Apocalypse, and also a return to victory after the crushing second round sweep at the hands of Torment last time out. Ice Age, meanwhile, has now suffered perhaps the cruelest fate of all: a third consecutive first round exit, each time in the full five games and each time with a different deck.
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« Reply #2 on: January 22, 2004, 09:53:25 pm » |
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#11 EXODUS (Legend) eliminates #22 VISIONS (MuzzonoAmi), 3-0
After a Thopter Squadron finished off a fairly close first game, Exodus took over in two long and painful finishing games to take the match. The second game saw Exodus quickly establish control with a pair of Recurring Weavers holding Visions's hands behind its back while a Dauthi Jackal went all the way. The final game featured both decks coming out with mana problems (Visions stuck on two lands and Exodus searching for a Forest). Fortunately for Visions, it did have a pair of Fallen Askaris pressuring the seemingly dormant Exodus powerhouse. In the meantime, all Exodus could manage was the lone Dauthi Jackal once again, but this time backed up by nothing more than a temporarily useless Oath of Ghouls and likewise Recurring Nightmare. However, when Exodus found its first Forest of the game, it was all over, as Wood Elves dug up a second Forest and paved the way for a sudden takeover with Suvival of the Fittest, recurring Spike Weavers,Wood Elves, and Pygmy Trolls. Soon enough, Pit Spawn arrived, and things came to an abrupt conclusion from there. The Exodus machine advances to the second round for the third straight time.
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« Reply #3 on: January 23, 2004, 04:33:13 pm » |
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#14 TORMENT (Legend) eliminates #19 MIRAGE (Jacob Orlove), 3-0
The expected result here comes to pass, as Laquatus's Champion takes over the match. The first two games went similarly, with a lot of back and forth trades in the early game until a Champion with regeneration mana came out (two in the second game) and mowed down Mirage's burn deck. The third game was more of the same, but this time a pair of Nantuko Shades with a Cabal Coffers and plenty of swamps closed the deal.
#9 INVASION (Legend) eliminates #24 ALLIANCES (Jacob Orlove), 3-2
Alliances pushes heavily favored Invasion to the edge of the precipice, only to watch as Invasion barely pulls this heartstopping match out at the last possible moment. For sheer tension and suspense, this match will be difficult to top. Although Invasion would eventually take the first game, Alliances sent the message that this wouldn't be easy when a fourth turn Blazing Specter met with an untimely and startling death at the hands of a Guerilla Tactics. The ambush momentarily knocked Invasion backwards, but eventually Invasion was able to chip away enough to lower Alliances to 5 life as the game went into topdecking. Invasion had an Urza's Rage, but the Death Star was still three mana out of range. However, Invasion had a number of cards it could draw for the win, and a second Urza's Rage was not long in coming. Invasion stalled on two lands in the second game, and could only manage a Ravenous Rats before stalling on two lands. Alliances capitalized with a Pillage and an overall solid opening, and made short work of floundering Invasion from there. The third game was shaping up to be a very close race. With Alliances at 17 and Invasion at 18, with two Phyrexian War Beasts versus a Blazing Specter as Invasion untapped for its fifth turn, the situation was in doubt. But then the battle was over in the blink of an eye. Failing to draw a fifth land, Invasion went for its only play, an unkicked Skizzik. The Skizzik went through, but the Specter met with another Guerilla Tactics. When Alliances uncorked a Yavimaya Ants to join the War Beasts next turn, it was all over. Invasion was on the ropes, and when it again stalled (this time on three lands) to open the fourth game, it needed some help from Alliances. Fortunately for Invasion, its opponent was having mana problems of its own. Alliances missed its third land drop for one turn, then did not have a Pillage once the third land did show up. This merciful delay left the door ajar just enough for Invasion to finally come out of trouble and unleash a Blazing Specter and a Skizzik. But Alliances was not out of it yet. It managed to get a War Beast and a Balduvian Horde into play and launch a counterattack. Then came the moment that turned the series. With Invasion at 9 life and Alliances at 12 life and with no cards in hand, the position was Skizzik and Blazing Specter versus War Beast and Horde. Alliances had a Death Spark in the grave, but no creature above it. Invasion, with a Ghitu Fire in hand, could attack with both without using a burn spell on either opposing creature in order to get Alliances into burn range, but then if Alliances chose not to block, Alliances would have an opportunity to win the game on the counterattack next turn if it could draw either Yavimaya Ants, Death Spark, or Guerilla Tactics to inflict the final point of damage. The situation was risky for both sides. Ultimately, Alliances, knowing it would not be able to win in time if it traded Horde for Skizzik, let both through, falling to 5 life. Invasion, with a gun to its head, could only watch as Alliances draw phase yielded...a land. Invasion had dodged the bullet, and it was on to the deciding game.
Alliances started by slowly building up its mana with Thawing Glaciers while staying afloat by Death Sparking a Plague Spitter and losing only a Mountain to a Ravenous Rats. However, Invasion did manage to get a Shivan Zombie to hit for a few turns until Alliances was down to 13 life. Alliances seemed to gain total control at this point, with a Deadly Insect and a Balduvian Horde on back to back turns, preserving its life total at a healthy 13 life. Invasion, with six mana and the Shivan Zombie in play and two Urza's Rages, a Ghitu Fire, and a land in hand, could only hope that Alliances would not have backbreakers such as Pillage or Yavimaya Ants. Invasion's only path to victory was to burn Alliances out, and it would need two more turns to do so. The Deadly Insect hit once while the Shivan Zombie was tapped from attacking Alliances down to 13 life, causing Invasion to fall to 12 life. The Balduvian Horde then joined the Insect, and Invasion responded by unloading the Rages at the end of turn to reduce Alliances to 7 life. Invasion now needed to draw a land in either of the next two turns, not have any land Pillaged, and use the Shivan Zombie to chump one of Alliance's attackers. Urborg Volcano came up on the draw, and it hit play as Invasion's seventh land. With a Ghitu Fire and another land in hand, Invasion once again had a gun to its head. This time, though, Alliances had a couple of cards in hand, and had used Thawing Glaciers several times. A Pillage, though, had been taken with a second turn Addle. Alliances attacked with both the Horde and the Insect, inducing the Shivan Zombie trading with the Insect. With only the Horde hitting, Invasion remained at a decent 7 life after the attack. But could Alliances follow up the attack with a Pillage to force Invasion to use its Ghitu Fire on the Horde next turn? No. Invasion, given a reprieve once again, was able to untap and win the match with a 7-point Ghitu Fire, just barely enough to move on.
Invasion advances 3-2 after a grueling death struggle with Alliances, and also narrowly avoids the fate of Ice Age, that of losing three consecutive first round matches in five games each. They'll be talking about this one for years to come.
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« Reply #4 on: January 25, 2004, 03:28:22 pm » |
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#13 SCOURGE (Legend) d. #20 WEATHERLIGHT (MuzzonoAmi), 3-2
These two met last time out in the first round. Scourge won that one 3-1, and was favored to win again. Weatherlight could be expected to steal a game or two with unanswered Empyrial Armor openings, but Scourge would likely be able to establish control in the other games and win with Decree of Justice. With Wing Shards and Dawn Elemental to combat the danger of Empyrial Armor, Scourge is fairly well equipped to deal with the problem, but without an early Wing Shards, or if Empyrial Armor finds its way onto Phantom Warrior, Scourge can find itself without options - and if this happens more than twice, Scourge will be out of the tournament. But regardless of what the exact contents of the opening hands are, Weatherlight needs to win fast, or not at all, as Scourge has the inevitability of Eternal Dragon, Dawn Elemental, and most of all, Decree of Justice on its side. Weatherlight looked to be out quickly after losing the first two games with no Empyrial Armors in sight. As a result, Scourge was able to win both games despite sparse draws of its own (no Dawn Elementals and only one Wing Shards), forcing concessions in both games with Warchief-abetted Decrees of Justice.
Scourge, though, was not in the clear yet. The third game again saw Scourge ripe for the taking with neither Wing Shards nor Dawn Elemental, and unlike the first two games, Weatherlight walked right through the open door with a third-turn Empyrial Armor on Sage Owl and won quickly. Weatherlight again caught Scourge with its pants down in the fourth game, and Empyrial Armor found its way onto both Sage Owl and Phantom Warrior. It was on to a nerve-racking fifth game for Scourge, where it finally put the tourniquet to the gushing wound with a little help from its opponent. The match was possibly there for the taking, but despite having more Plains than Islands in the deck, and despite two Sage Owls, Weatherlight could simply not find a second plains to complement a Gemstone Mine and a bunch of Islands. Scourge had a couple of Wing Shards, but regardless it was painful for Weatherlight to watch its cinderella hopes go down in flames with two Empyrial Armors in hand (and three Duskrider Falcons) as Scourge put it away with yet another Warchief aided Decree. It is possible that with a second plains to cast the Armors, Weatherlight could have avoided Wing Shards by attacking with two flyers each turn (since Dawn Elemental was not available to block) and playing smart by not attacking the same turn as the Armors were cast (so as not to power up the Shards). However, as it turned out, Scourge was able to advance to face the winner of Odyssey and Fallen Empires.
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« Reply #5 on: January 27, 2004, 09:23:07 pm » |
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#8 URZA'S DESTINY (Legend) d. #25 HOMELANDS (MuzzonoAmi), 3-1
Forget the fact that Destiny won the match here. That was expected. Homelands actually won a game in this match! This is shocking. Destiny is one of the better decks, yet lowly Homelands actually managed to win its first ever game, and against no slouch of an opponent, either. Homelands, rightly regarded as one of the worst two decks in the tournament along with the Dark, was the only remaining deck that had yet to win a game going into this tournament, and getting a win in this match is an achievement for such a doormat. Coming into action with a new Minotaur deck after two horrendous performances with Blue/White, Homelands was expected to lose in under ten minutes. Instead, Homelands reduced Destiny to four life in the second game before ultimately falling, then actually won the third game thanks to An-Zerrin Ruins, set on "Elves", shutting down Rofellos, and buying Homelands just enough time to guide a horde of Minotaurs and Eron the Relentless around a mana-hungry Masticore! An-Zerrin Ruins continued to cause problems in the fourth game, as Homelands drew all four! However, Destiny was ultimately able to get around the problem with a couple of Silverbacks thwarting a Ruins set on "Apes," a couple of random hits from some Elves, and one final attack from a Patterned-out Thorn Elemental. Destiny advances, but in a most unimpressive fashion. Congratulations to Homelands on its first ever game win!
#7 MIRRODIN (Legend) d. #26 STRONGHOLD (MuzzonoAmi), 3-1
Mirrodin, the fastest beatdown deck of all, went up against the pedestrian, but deceptively solid former semifinalist Stronghold. In the end, Mirrodin's obscene openings were too much for an overmatched Stronghold deck. Mirrodin is a serious contender for the championsip, and a potential showdown with Apocalypse and its Pernicious Deeds looms on the horizon. But first, there is the formality of actually getting to the quarterfinals. The first step was an impressive one for Mirrodin. Playing to start the first game, the artifact set emptied its hand on turn two thanks to a couple of Welding Jars, Tooth of Chiss-Goria, and Ornithopter, allowing Mirrodin to throw down two Frogmites, a Myr Enforcer, and a Somber Hoverguard, all complemented by a Bonesplitter. Another Myr Enforcer quickly followed. Stronghold, forced to mulligan, was quickly out of this one, although no possible Stronghold hand would be able to combat such an onslaught. Stronghold again mulliganed in the second game, but frustrated a decent Mirrodin start of Frogmite, Disciple of the Vault, Ornithopter, and Tooth of Chiss-Goria with a couple of Wall of Blossoms. Soon Soltari Champion and a host of other creatures were coming in for repeated attacks, and Stronghold had evened the series at 1-1. Even a potentially well-fed Atog couldn't pull this one out. However, Mirrodin asserted itself in the third game with a solid start that included an early Hoverguard. Stronghold, on 7 life, seemed to be getting back into things, but two Disciples of the Vault turned Shrapnel Blast into a deadly 7-point finisher before Stronghold could get a chance to untap and use Victual Sliver to hang on, and it was on to Game 4. This one was over quickly, as a couple of early Hoverguards teamed with Myr Enforcer and Frogmite to quickly put Stronghold out of commission, despite its continued attempts to frustrate Mirrodin with Wall of Blossoms and Spike Feeders. To no avail, as Mirrodin moves into the second round, where it will be a heavy favorite against either Judgment or Legends.
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« Reply #6 on: January 27, 2004, 09:40:22 pm » |
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Eventaully, Homelands will take a match. It may be from The Dark or Fallen Empires, but it will take a match.
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Zvi got 91st out of 178. Way to not make top HALF, you blowhard
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« Reply #7 on: January 28, 2004, 07:50:59 pm » |
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Darksteel has advanced to the quarterfinals, knocking off the two finalists from Battle of the Expansion Sets I (Apocalypse & Onslaught) to get there! The ramifications of these two upsets will be felt by other decks as well. The biggest beneficiary of Apocalypses's exit should be Mirrodin, who may now have an easier path out of the bracket and into the finals now that it won't have to face Pernicious Deed. Instead, if Mirrodin can beat the Judgment/Legends winner, it will get to face Darksteel, a considerably better matchup than Apocalypse would have been. Regardless of any future impact these results may have, there can be no doubt that Darksteel's debut has been a memorable one.
#18 DARKSTEEL (Legend) d. #15 ONSLAUGHT (Negator), 3-1
Former finalist Onslaught has two expoitable weaknesses: vulnerability to mass board control (such as Pernicious Deed or Upheaval) and vulnerability to fast creatures backed up by burn. Therefore, it is not surprising that Onslaught's two losses have been to Apocalypse and Odyssey. Darksteel, on the other hand, would try and take down Onslaught with its fast Mono-Red beatdown deck, a variation on exploiting the second weakness. An early creature assault would serve its purpose even if only half of Onslaught's life could be eaten away, as Darksteel would have more than enough burn to finish games from there. Darksteel has several annoying creatures for Onslaught to deal with: Drooling Ogre, which shrugs off both Lightning Rift and Shock, the two modular creatures that make killing artifact creatures a tricky business for Onslaught, the fast but easily killable Oxidda Golem, and the powerhouse Juggernaut. The first game went to Darksteel, as it played and came out fast with Arcbound Worker, Arcbound Slith, and Oxidda Golem, which was enough to reduce Onslaught to within burn range before a second turn Lightning Rift could take over the game.
Going first seems especially important in this matchup, although it would turn out that Darksteel did have the ability to break Onslaught's serve. Game 2 went perfectly for Onslaught, as it countered a solid Darksteel opening with Turn 2 Rift, Turn 3 Slide, and then Turn 4 Slided-out Angel to force a quick concession. However, this would be Onslaught's first and only win of the tournament, as Darksteel came back strong in the third game with a superfast draw of Ogres, Oxiddas, and Juggernauts. Onslaught had set up decent position with Rift and Slide, but at two life, needed to find a Renewed Faith to stave off death for another turn. Onslaught cycled into the Faith to try and counteract Pulse of the Forge, but with only two mana left, cycling the Faith was Onslaught's only option, and this meager two-life gain simply would not do. The third game fell apart quickly for Onsalught. Going first, it did not have a second turn Rift for the first time in the match, but did manage to hang in by killing an Oxidda and a Slith with Shocks. However, Drooling Ogre got a couple of hits in, and was sooned joined by a Juggernaut. Again, Onslaught seemed to stabilize somewhat at four life, but against burn-heavy Darksteel, this was but an illusion. A four-point Fireball sent Darksteel on to face Apocalypse.
#18 DARKSTEEL (Legend) d. #2 APOCALYPSE (Negator), 3-2
A terrific match here, as Darksteel rallied from 2-1 down to pull of the upset of former champion Apocalypse, now dismissed in the second round in consecutive tournaments. Darksteel took the first with a solid Worker-Slith-Oxidda opening backed up by several burn spells to finish things off while Apocalypse stumbled out of the blocks. Apocalypse got the second one to even the series by stunting Darksteel's early game with a Verdict and a couple of Death Grasps, followed by two Spiritmongers. The third game also went to Apocalypse, as Spectral Lynxes and Vindicates held things together early while Phyrexian Arena kept the removal and lands coming. A Desolation Angel mopped up from there. However, Darksteel won the fourth game in no-contest fashion, opening up strong with Worker-Slith-Ogre-Juggernaut, then Fireballing two Spectral Lynxes (only one of which could regenerate, and with a pain land at that) to tap down Apocalypse's defenses. 10+ damage in a heartbeat forced the concession, as no answers were forthcoming for Apocalypse.
Apocalypse now faced yet another fifth game, its third in all. Both times before, it triumphed, first over Antiquities in the original tournament, and then over Ice Age in the opening round this time out. But Apocalypses's luck ran out this time, as amazingly, it could not capitalize on Darksteel's extremely slow draw. With the opportunity to play first, Apocalypse seemed to have Darksteel set up after the new set did not do anything on its first two turns, the first time it had failed to do so in any of its games. But the best Apocalypse could manage was a Pernicious Deed on the third turn. How ironic that Pernicious Deed finally made an appearance when Apocalypse least needed it! There had been several times earlier in the match when a timely Deed perhaps could have changed things, yet now Deed showed up as Apocalypse's only play when only marginally useful. Darksteel finally played a creature on the third turn, an Oxidda - which, with an un-Deedable converted casting cost of six, drew out a Death Grasp on the following turn.
Darksteel's fourth turn began with Apocalypse still on nineteen life - hardly the blueprint for success that one would have predicted for Darksteel. However, a Juggernaut forced the use of the Deed, and another Juggernaut followed soon after. Apocalypse had no immediate solution to the Juggernaut, but a Gerrard's Verdict was at least able to relieve Darksteel of a couple of burn spells. Finally, after a hit from the Juggernaut to knock Apocalypse down to 14 life, Apocalypse, with no other options, was compelled to use its Desolation Angel (with seven land in play to Darksteel's five). Apocalypse seemed to be in decent shape after this move, as Darksteel had no lands left in hand, while Apocalypse had two. Darksteel did have several more burn spells in hand, including a Pulse of the Forge, which was used in response to the Angel, leaving Apocalypse at 10 life. The Juggernaut and the Angel traded, and Darksteel skipped its land drop. Meanwhile, Apocalypse played out its two lands. Darksteel started drawing into Mountains, though, and a humble Arcound Worker began the grinding task of working away at Apocalypse's life total. Two Vindicates set Darksteel back to no land, but the Worker kept hitting away, and more Mountains kept coming off the top for Darksteel. The worker finally went down to a Death Grasp, but the damage had been done and the Vindicates had not mana-screwed Darksteel as Apocalypse had hoped. Apocalypse found a Spectral Lynx, but continued to draw land otherwise (and had mostly pain lands in play as it was), and now at 6 life, could only watch as Darksteel built up to three Mountains and finished the match with a Barbed Lightning at the end of Apocalypse's turn and a Flamebreak the following main phase to close things out. Darksteel bounces Apocalypse in the full five games, shaking up the entire bracket in the process.
#4 ODYSSEY (Legend) d. #29 FALLEN EMPIRES (MuzzonAmi)
Fallen Empires was simply overpowered in this one, as Odyssey scores a decisive knockout in three straight very convincing wins. Even with solid openings and Odyssey's useless Ghastly Demises and near-useless Infiltrators, none of the games were close, because Fallen Empires had no way to deal with Psychatog. Once a Psychatog or two would hit, the game would either simply become a wait for the inevitable Upheaval, or, just as likely, would come to an end without the benefit of Upheaval. Upheaval was more of a humane euthanization tool than anything; it was hardly necessary, for once the Togs hit the board, they ruled the board. Standstills and Concentrates kept the cards flowing, and a few timely Aether Bursts and Persuasions kept Fallen Empires off balance until the Togs could establish dominance. Match to Odyssey.
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ctthespian
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« Reply #8 on: January 28, 2004, 10:08:23 pm » |
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Just a question. Why would the Ice Age deck NOT use Balduvian Horde as a fat critter. It's an absolute house especially with tinder wall as an accelerator. Also I'm suprised that you didn't go the affinity route with Mirrodin.
Other than that, this is a cool thing. I hope Arabian Nights goes all the way.
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Alpha Underground Sea = $200 Alpha Black Lotus = $1000 Knowing that I can build almost any deck in T1 and have it be black bordered. = Priceless
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Legend
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« Reply #9 on: January 28, 2004, 10:14:49 pm » |
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Wow. Know the sets and look at the decklists next time before you reach wildly incorrect conclusions. I've put a lot of thought into these lists, so I expect people to come to the table with at least some knowledge before questioning what I believe to be optimal decklists.
Balduvian Horde is NOT in Ice Age! It is in Alliances, and if you had bothered to look, you would have seen that it was in the Alliances deck. You can rest assured that were Balduvian Horde in Ice Age, I would have included it! Make sure you know what sets each of the cards are in next time.
As for Mirrodin - I have in fact gone the Affinity route (which is why your question is baffling). Look at the decklist and you'll notice that it is an aggro-Affinity list! Mirrodin is actually one of the favorites to go all the way as is - and if you are referring to the Type II style Affinity with Broodstars, that option was considered, then quickly discarded in favor of the faster and far more effective hyper-aggressive version that you see posted. There really is no comparison between the two designs - the hyper-aggressive version with Hoverguards is superior to any other build.
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Legend
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« Reply #10 on: January 29, 2004, 07:44:03 pm » |
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#6 ARABIAN NIGHTS (Legend) d. #27 THE DARK (MuzzonoAmi), 3-0
No contest here, as Arabian makes no mistake and steamrolls perennial pushover The Dark in a matter of minutes.
#12 URZA'S SAGA (Legend) d. #21 PROPHECY (MuzzonoAmi), 3-1
In a match that had a couple of chances to be closer than it ultimately turned out to be, Saga won in comfortable fashion, dropping only the second game to a rogue Chimeric Idol. Saga converted a solid hand of creature removal backed up by crippling hand destruction and Lurking Evil into a game one victory. Then, in the second, Saga manged to fire off a turn two Persecute, knocking out three spells and leaving Prophecy with nothing but Mountains and a Branded Brawlers. But off the top came a Chimeric Idol on the very next draw, and incredibly, six turns later, Saga was dead. However, Saga grabbed control of the series in the third game with a first turn Lurking Evil and a turn two Skittering Skirge. Prophecy managed to kill the Skirge, but it was immediately replaced and the game was over almost as soon as it had started. In the final game, Saga left the door ever so slightly ajar for Prophecy to force a fifth game, but it could not draw the card it needed. Again Saga had a devastating turn two Persecute, and once again Prophecy managed to fight back with an unchecked Idol and one hit from a Veteran Brawlers. The underdog also managed to dissuade Saga from tapping out by adding a couple of more Brawlers. As a result, Saga would need to reach seven mana before it could fire off a game swinging Corrupt. This arduous task was accomplished thanks to the cycling of two Expunges in search of more Swamps. A Yawg Will allowed Saga to recycle a Dark Ritual and the two Expunges to find a seventh land without having to tap out, and Saga finally reached the magic number with 4 life still to spare. There had been a one turn window of opportunity on Prophecy's previous turn - with Saga having tapped five out of six mana to cast Yawg Will, reuse Dark Ritual, and recycle both Expunges - during which a Rhystic Lightning off the top would have won the game for Prophecy. Instead, the draw yielded a harmless Mountain, and the Idol attack left Saga at the aforementioned 4 life. Having missed the opportunity, Prophecy was punished with a 7 point Corrupt, which bought Saga more time to find a Skittering Skirge and a second Corrupt, this time with nine Swamps in play. The Idol was good, but far too little in the face of such superior firepower. Saga finally shakes off the disappointment of tournaments past and gets out of the first round with a new deck.
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Jacob Orlove
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« Reply #11 on: January 29, 2004, 11:17:55 pm » |
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You cycled expunge out of the graveyard? That's not legal. Yawgmoth's Will only lets you play cards as though they were in your hand; it does not allow for cycling.
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Team Meandeck: O Lord, Guard my tongue from evil and my lips from speaking guile. To those who slander me, let me give no heed. May my soul be humble and forgiving to all.
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Legend
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« Reply #12 on: January 30, 2004, 10:08:33 am » |
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Well then fair is fair - the mistake must be acknowledged, and Game 4 will be replayed with Saga still up 2-1.
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ctthespian
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« Reply #13 on: January 30, 2004, 11:19:33 am » |
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@Legend: My post was done in haste and didn't include much attention. I didn't mean to belittle the work you did on this. I do think it is an interesting format and is quite entertaining. However I didn't but as much time into this as other posts I may have done.
Yes I stand corrected about Balduvian Horde. For whatever reason at that moment I remember using Hordes and Tinder Walls when Hordes were still considered playable cards. I made a quick conclusion that Horde was in Ice Age without checking first.
As far as the affinity comment, I did indeed mean to make it clearer that I was talking about the Broodstar affinity builds and was wondering why you didn't go that route.
We've met a few times in the past at Neutral Ground and in Syracuse and I've always considered you a cool guy. The tone of the response to my post is pretty condescending, which I take some offense to. I've been playing magic for probably about as long as you have, and although I made a mistake about one card and posed a question about one deck build out of thirty one, I don't think the tone of that response was necessary.
I apologize for not putting the effort into my questions that you and others have put into this thread.
-Keith
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Alpha Underground Sea = $200 Alpha Black Lotus = $1000 Knowing that I can build almost any deck in T1 and have it be black bordered. = Priceless
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Legend
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« Reply #14 on: January 30, 2004, 12:08:01 pm » |
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Fair enough.
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Legend
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« Reply #15 on: January 30, 2004, 09:34:15 pm » |
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#10 LEGENDS (Negator) d. #23 JUDGMENT (Legend), 3-1
Disappointing Judgment fails to win a match for the third straight time, and this time it seemed to have a really good chance of scoring a win thanks to the addition of Ray of Revelations. But Legends was able to win anyway, thanks to balanced help from all phases of its game. Ultimately, Judgment's total lack of creature control did it in once again, as Legends was able to stall just long enough to find some way of winning. Judgment did manage to take the first game with a Ray of Revelation clearing away a Moat for several large creatures to come streaming through, but Judgment lost the second and third games to Thunder Spirits and burn as Legends managed to stall with Spirit Links and Moats (Judgment could failed to draw even a single Ray in the second game) while Judgment repeatedley struggled with its mana. The final game was more of the same, but this time Legends managed to come up with an extremely quick Land's Edge kill powered by two Land Taxes. Legends moves on to face powerhouse Mirrodin....
#7 MIRRODIN (Legend) d. #10 LEGENDS (Negator), 3-1
Mirrodin dropped the second game as it did against Stronghold, but won comfortably in all the other games to cruise into the quarterfinals where Darksteel awaited. Although Legends did have several good answers to Mirrodin's blazing assault, Mirrodin had two solutions to these potential removal/lockdown spells that included Chain Lightning, Spirit Link, Moat, and Greater Realm. The first was to simply blow Legends away with hands too fast for Legends to keep up with. The second solution was the Atog/Disciple "combo" kill - simply drop one (preferably two if available) Disciples with an Atog in play, and sac a bunch of artifacts for life loss not preventable by Greater Realm. This is in fact what happened in the first game, as Legends stabilized after some early damage, but Mirrodin kept a Disciple safe in the protection of its hand until Atog could sac enough artifacts for the win. Legends capitalized on a slow Mirrodin start in the second, and a couple of Thunder Spirits went all the way. However, Legends couldn't find a Moat in the third game and went down very quickly to a couple of Frogmites and a Myr Enforcer, although Mirrodin had the Atog/Disciple kill ready if needed - which it was in the fourth and final game. Again, Legends stabilized after some early damage, but the Atog/Disciple combo closed out the match. This contest was an excellent demonstration of why Mirrodin may very well be the best deck going right now - it can win in so many different ways. If an opponent heads off one element of the attack, Mirrodin can find another way to win. Every single card in the deck either causes damage or can aid in the damage-dealing in some meaningful way. Next up for Mirrodin...Darksteel....
#7 MIRRODIN (Legend) d. #18 DARKSTEEL (Negator), 3-2
Normally on the way to a championship, the eventual winner will face at least one, and perhaps even two moments of truth - those moments where the would-be champion either must find a way to win against a deadly opponent - or itself be eliminated. Apocalypse faced a couple on its way to capturing the first Battle of the Expansion Sets title, including a 3-2 win in a mortal struggle with Antiquities in the semifinals of that event. Tempest, however, defied this logic and faced no challenges on the way to victory in the second tournament. Mirrodin, though, which right now must be considered the favorite to take the third championship, returned such drama to the tournament in this match with Darksteel. As it stands, this was one of the greatest matches in Battle of the Expansion Sets history; should Mirrodin go on to take the whole thing, it could go down as one of the top two or three. The recap of this tense showdown between block brothers:
GAME 1
This game belonged to Mirrodin right from the first turn. Going second, Mirrodin's first turn was Vault of Whispers, Ornithopter, Welding Jar, Welding Jar, and Frogmite. Then, on turn two, Darksteel's worst nightmare hit the table: Atog. So far proving itself to be Mirrodin's MVP, Atog was almost impossible for Darksteel to kill. Darksteel had a turn three Flamebreak to kill the Frogmite and Ornithopter, but it hardly mattered, as Atog took over the game.
GAME 2
Darksteel showed just how quickly it can create an irreversible fate for an opponent who falls behind. Although early game ace Drooling Ogre was totally useless against Mirrodin, Darksteel did have Arcbound Slith and Oxidda Golem to terrorize Mirrodin should it stumble out of the gate. This was the case in the second game, as Mirrodin found itself at eleven before evening up the board position - far too late for a recovery, as Darksteel had more than enough burn to finish off an Atog-less opponent.
GAME 3
Mirrodin, playing first, gambled and lost big time here, keeping a no land hand that included two zero casting cost artifacts, a Tooth, and a Pyrite Spellbomb to go along with a couple of Frogmites and a Myr Enforcer . An outstanding hand with the addition of only one land, and worth a gamble. However, the gamble did not pay off, and the land showed up far too late to make a difference, especially when Darksteel sensed the opening and killed a crucial Ornithopter (that perhaps would have allowed the Frogmites to be played). Darksteel then routed landless Mirrodin with Sliths and Oxiddas and grabbed a 2-1 chokehold on the series.
GAME 4
Mirrodin did not have to sweat too much to force a fifth game, because Atog showed up on the second turn and again dominated the game, this time joined by a couple of Enforcers and a Disciple to finish things off before Darksteel could work the game into burn range.
GAME 5
Definitely the most tense game of the tournament - the balance of power swung back and forth as each turn passed, and the outcome was in doubt right up until the end. Mirrodin was going second this time, but had the same dilemna as in the third game - a potentially explosive hand in need on just one more land. With no lands in the opening hand, Mirrodin kept and hoped for a land. Darksteel opened with an Arcbound Worker. Mirrodin's draw phase offered - a Great Furnace! The Furnace hit the table along with two Welding Jars, an Ornithopter, and a Frogmite. Nothing happened on either deck's second turn. However, Darksteel took the first step towards taking control of the game with a third turn Flamebreak, taking out both the Frogmite and the Ornithopter (Welding Jars are useless in the face of Flamebreak), while the Worker died on Darksteel's side. A definite setback for Mirrodin, which could manage only a Bonesplitter over the next couple of turns. Meanwhile, Darksteel had an Oxidda Golem which pushed Mirrodin to the precipice with two hits down to 11 life. One more unanswered hit and Mirrodin would certainly be done for. Mercifully, a Seat of the Synod comes off the top for Mirrodin, allowing it to play one of the two Myr Enforcers that had made the hand so attractive in the first place. The Oxidda attacked into the Enforcer, and another Flamebreak once again rendered the Welding Jars useless as both creatures were sent to the graveyard. The life totals were now 14 to 8 in favor of Darksteel. But Mirrodin seemed to seize the advantage with the second Myr Enforcer, and a third land in Vault of Whispers. The Bonsplittered Enforcer hit for 6 after Darksteel played a Mountain and passed the turn back to Mirrodin. The life totals were now tied at 8. Mirrodin has taken control of the board, but Darksteel was quietly amassing Mountains (seven) - perhaps for a game ending Fireball? As it stood, Darksteel had three cards in hand, certainly an ominous sign for Mirrodin, which needed just one more untap phase to win the game (with Shrapnel Blast in hand). Mirrodin could only add a Hoverguard and a Disciple to the board and pray for a reprieve. Darksteel killed the Hoverguard at the end of the turn with an entwined Barbed Lightning, causing Mirrodin to fall to a perilous 5 life. Fireball next turn and the championship dreams would be over. Miraculously, Darksteel did not have a Fireball. Instead, another Barbed Lightning with entwine took out the Disciple, and Mirrodin fell to 2 life. Darksteel had no other plays besides another Mountain, and it now found itself in the same position that its opponent had been in just moments ago - in need of a miracle. Of course, Mirrodin would not make the same mistake, as the Myr Enforcer reduced Darksteel also to 2 life, and Shrapnel Blast ended the match. The last card in Darksteel's hand? Drooling Ogre, which Mirrodin could have stolen with an Ornithopter.
Mirrodin emerges from this titanic struggle for the ages, 3-2!
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Legend
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« Reply #16 on: January 31, 2004, 08:03:34 pm » |
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ROUND OF 32 ACTION:
#16 MERCADIAN MASQUES (Negator) d. #17 URZA'S LEGACY (Legend), 3-1
Masques drops game two with some mana issues, but takes the other games with repeated color hosings.
#3 ANTIQUITIES (Negator) d. #30 NEMESIS (Legend), 3-0
Quick and brutal match here, with Strip Mines never giving Nemesis so much as a chance to breathe. Mishra's Workshop provided the kick in the gut while Nemesis was doubled over from the Strip Mines.
ROUND OF 16 ACTION:
#1 TEMPEST (Legend) d. #16 MERCADIAN MASQUES (Negator), 3-1
The defending champion pushes its match winning streak to six by duplicating its finals win from last tournament over Mercadian Masques, the only difference being that Tempest lost the third game in that match, and the first game in this match. After Rishadan Ports and Disenchants kept the champ off balance in the first game, Tempest took the next three with the combo backed up by countermagic. The closest Masques came to taking another game was the fourth, when Tempest stabilized at one life. Tempest's last two matches have now been versus Masques, they have both resulted in wins for Tempest, and both by the same score.
#8 URZA'S DESTINY (Legend) d. #9 INVASION (Negator), 3-0
Invasion certainly did not put forth its best performance here, with some mediocre draws, but Destiny's win was convinving nonetheless, with Masticore and Plow Under continually tipping the scales in favor of Destiny. Patterned-out Thorn Elementals also made several appearances. This Invasion defeat will have a tremendous impact on the rest of the bracket; Invasion would probably have been able to beat Tempest. Instead, sacrificial lamb Destiny will likely go down in a sweep and Tempest will almost certainly win the bracket and advance to the finals unless Urza's Saga can somehow come through to the semifinals. Besides Saga, there is now no deck left in this bracket that can stop Tempest. In fact, the only remaining deck besides Saga that has a legitimate chance to dethrone Tempest is Mirrodin. If Mirrodin can deal with Torment in the semifinals on the other side of the draw, the finals ought to be a titanic confrontation between Mirrodin and the defending champion.
#4 ODYSSEY (Negator) d. #13 SCOURGE (Legend), 3-1
Scourge took the first game in the only way it could win in this matchup (with a huge Decree of Justice in response to Upheaval) but Odyssey had better draws in the final three games, and as a result, Scourge was unable to set up the position it needed for Decree of Justice to matter.
#14 TORMENT (Legend) d. #3 ANTIQUITIES (Negator), 3-0
In a highly anticipated showdown between Torment's muscle and Antiquities' explosiveness, the hype turned out to be a false alarm, as now current semifinalist Torment bashed former semifinalist Antiquities into submission. Shrugging off multiple Strip Mines, Torment had some disruption of its own and more than enough removal to have its way in the combat area. When Antiquities failed to draw a Workshop in the final two games, it simply folded like a lawn chair and Torment won easily. Once again, Antiquities's gaping weakness is exposed, just as it was in last tournament's semifinals versus Arabian: Without Workshop, Antiquities generally cannot win. With Workshop, it is hard to beat, but its total dependence on one card will continue to be Antiquities's downfall.
#11 EXODUS (Negator) d. #6 ARABIAN NIGHTS (Legend), 3-2
With no way to deal with Exodus's Spike Weaver lockdown, Arabin Nights could only hope to race the threat. In games two and four, this plan was succesful (both times involving Unstably Mutated Dibs and Flying Men), but Exodus came up with a solid hand in the final game and put the lock into place despite a strong Arabian opening.
QUARTERFINAL ACTION:
#14 TORMENT (Legend) d. #11 EXODUS (Negator), 3-0
Torment remains perfect in games, now having won nine in a row to start the tournament. No contest here, as Mesmeric Fiends and Rancid Earths held Exodus down more than enough for Shades, Butchers, and Swarms to abuse the helpless opponent. Unlike so many other creature decks, Torment has a lot to say about Exodus setting up its gameplan, and as it turned out, Exodus had nothing to say. Torment moves into the semifinals for the first time, where the great challenge of Mirrodin looms.
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Matt
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« Reply #17 on: January 31, 2004, 09:07:34 pm » |
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Scourge took the first game in the only way it could win in this matchup (with a huge Decree of Justice in response to Upheaval) How does this matter at all? Wouldn't the tokens be killed when the Upheaval resolves?
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Legend
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« Reply #18 on: January 31, 2004, 09:39:02 pm » |
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What? You can float mana in response to Upheaval, let Upheaval resolve, then cycle of Decree of Justice.
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theorigamist
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« Reply #19 on: January 31, 2004, 11:03:18 pm » |
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He means that the way you said it sounds like you cycled Decree in response to the Upheaval (in other words, the Decree resolved first, the tokens all die). It's just a semantics thing, it's no big deal.
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Legend
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« Reply #20 on: January 31, 2004, 11:30:38 pm » |
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ROUND OF 32 ACTION:
#12 URZA'S SAGA (Legend) d. #21 PROPHECY (Negator), 3-1
In the last remaining first round action, the fourth game had to be made up because of a rules question (see earlier in the thread). Prophecy did in fact manage to capitalize and win the disputed fourth game, but Saga mercifully prevailed in the unexpected fifth game and moved on to face Legions.
ROUND OF 16 ACTION:
#28 LEGIONS (Negator) d. #12 URZA'S SAGA (Legend), 3-2
In a match that was a lot closer than it should have been, Saga stole the first game due to Legions drawing only one land, then having it Befouled. Saga also stole the fourth game with a second turn Persecute. Other than that, the Goblins simply ran over hapless Saga, which with only targeted removal, had no way of dealing with such a horde.
QUARTERFINAL ACTION:
#1 TEMPEST (Negator) d. #8 URZA'S DESTINY (Legend), 3-0
Tempest continued to roll, as Destiny had no way around the lock.
#4 ODYSSEY (Negator) d. #28 LEGIONS (Legend), 3-1
Only a slow Odyssey start in the fourth game prevented this one from becoming a sweep. Too much removal, card drawing, and board-dominating Psychatogs from Odyssey.
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« Reply #21 on: February 01, 2004, 01:18:56 am » |
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SEMIFINALS:
#1 TEMPEST (Legend) d. #4 ODYSSEY (Negator), 3-0
No disruption or countering = no chance for Odyssey. Tempest makes for very short match reports. A deck can either beat it, or it can't. There usually isn't much middle ground. Can anyone challenge Tempest? The answer would be forthcoming soon.
#7 MIRRODIN (Legend) d. #14 TORMENT (Negator), 3-2
Here's a match worthy of extended coverage, and yet again, Mirrodin was involved. Mirrodin has proven itself to be the most exciting competitor in the tournament, and with two more match wins, it would also prove itself to be the best, as the champion deck of Battle of the Expansions Sets III. But before Mirrodin would get the chance to dethrone Tempest in the showdown that everyone wanted to see, the artifact set would have to go through longtime powerhouse, first-time semifinalist Torment. In a match of tension and drama equal to the legendary struggles of days gone by (including the great Mirrodin/Darksteel match of this tournament), Mirrodin once again proved its championship mettle with its second rally from 1-2 down this tournament.
GAME 1:
Trouble right away for Mirrodin, as Torment won the die roll and proceeded to demonstrate why it was well-situated to perhaps eliminate Mirrodin. Chainer's Edicts and Butchers kept a sparse Mirrodin creature draw under control, and with a Champion on the rampage, a Rancid Earth clinched the game by destroying Mirrodin's second land a turn before a would-be game winning Shrapnel Blast came up.
GAME 2:
Mirrodin needed this one, and it was able to come up with a couple of quick Myr Enforcers (thanks to several 0 cc artifacts in the opening hand) augmented by a pair of Bonesplitters. A Butcher stole an Enforcer, but a Shrapnel Blast took it back, and Torment was on the defensive. A Champion came down to block one of them, but Torment had no regeneration mana up, and a Frogmite joined the surviving Enforcer to soak up any potential Edicts for the one more turn Mirrodin needed. Torment did not have the Edict anyway, nor did it have anything else, and it was on to the third game.
GAME 3:
Just as in the first game, Mirrodin's potent offense was shut down by Torment's suffocating defense without really inflicting very much damage, and a Champion cleaned it up from there.
GAME 4:
Yet another do or die game for Mirrodin. Mirrodin's fast start was matched by a solid Torment defense, but ultimately Mirrodin managed to get two Somber Hoverguards on the offensive after a protracted series of back and forth battling. With Torment at nine life, the two Hoverguards had just enough to finish the game before Torment could get another turn to try and figure a way out of trouble, thanks to a Bonseplitter and a Tooth. On to the decisive fifth game.
GAME 5:
Not only would this game decide Mirrodin and Torment's fates; it would also decide Tempest's fate. If Mirrodin won, Tempest would clearly be in a bit of trouble. If Torment won, Tempest would likely soon be taking home its second consecutive title. As it turned out, this game became one of the all time classics. Mirrodin, going second, had the first two creatures of the game with a first-turn Disciple of the Vault and an Ornithopter. Torment responded with a Nantuko Shade. Mirrodin added a second Vault of Whispers, a Tooth of Chiss-Goria, a Frogmite, and a Myr Enforcer on its second turn. Torment looked to be in serious trouble right away, and it took two from the Toothed Disciple. Torment had only a swamp and passed the turn back. The Myr Enforcer traded with the Shade, and Torment took two more (one from the Enforcer dying, and one from a Toothed Ornithopter). Torment then Butchered the Frogmite, and suddenly Mirrodin's advantage has disappeared. Making matters worse, Mirrodin had two Somber Hoverguards in hand, but no blue mana. However, Mirrodin has been on a magical run this entire tournament, and of course a Seat of the Synod came off the top of the deck, allowing it to play a Hoverguard. The Ornithopter knocked Torment down to 15. Torment then came back for two with the Butcher, putting Mirrodin at 18 life. A Nantuko Shade joined the Butcher, and a Rancid Earth took out a Great Furnace, Mirrodin's only red source. But the Seat survived, allowing Mirrodin to play the other Hoverguard. The first Hoverguard knocked Torment down to 10, and Mirrodin played a freshly drawn Pyrite Spellbomb. The Shade was then chumped by the Ornithopter, and Torment falled to 9 life from the Disciple. Torment then played a Champion. The life totals were now 12-9 in favor of Mirrodin. Torment, with no way to deal with the Hoverguards, was on the ropes and just about finished. Mirrodin, though, would need either a red source or a Bonesplitter off the top to finish the game next turn. Sure enough, the draw was a Glimmervoid, which allowed the Spellbomb to be activated (3 damage because of the Disciple), which combined with the two Hoverguards and the Tooth for 10 damage, one more than Mirrodin needed to move on to the finals. Mirrodin takes the final two games on the strength of Somber Hoverguard and moves into the finals where defending champion Tempest awaits!
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« Reply #22 on: February 01, 2004, 01:41:02 am » |
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THE FINALS
#7 MIRRODIN (Legend) d. # 1 TEMPEST (Negator), 3-1
At last, the showdown we've all waited for: the seemingly unstoppable defending champion versus the explosive challenger...
GAME 1
Going second and with a slow draw to start the match, Mirrodin was unable to put any meaningful early pressure on its adversary, especially after a turn two Atog was countered. Even without a Humility, Tempest gained more than enough time to set up thanks to three Orim's Prayers. Tempest actually ended the game on 1 life, but had long since gained total control with a hand full of counters and an impending Capsize lock. However, this would be Tempest's high point, with Mirrodin storming back to win three straight...
GAME 2
Mirrodin played and started out strong with Disciple of the Vault, a pair of Frogmites, and a Somber Hoverguard. This team of nasties quickly ate away at a struggling Tempests' life total with the minimal but welcome help of a Tooth. Meanwhile, Tempest was unable to find an Orim's Prayer, and a fourth turn Humility was too little too late, as the 1/1's were able to finish off the game with some help from a Shrapnel Blast.
GAME 3
In the game signalling that the changing of the guard was near, Bonesplitter proved itself to be the series MVP, as Tempest got the Prayer/Humility lock into play quickly, only to watch as a couple of Bonesplitters gave what would have otherwise been a horde of useless creatures the power boost they needed to finish off Tempest. Although this game was not the clincher, it might as well have been. Thanks to the "timestamp" rule, which allows Bonesplitter to turn creatures into 3/1's even under a Humility, there was little Tempest could do in the face of the Bonesplitters. If a creature is already equipped when Humility resolves, it becomes a 1/1 until the Bonesplitter can be re-attached to it. With several creatures in play, this was a non-issue for Mirrodin, which did not lack for Bonesplitter targets. Essentially, thanks to Bonesplitter (and to a lesser extent Tooth of Chiss-Goria), Tempest would need a Humility and multiple Prayers to ensure a complete lock. Mirrodin may be the only creature deck in the format capable of putting such tremendous pressure on Tempest to lock the game down.
GAME 4
Tempest had the benefit of playing first once again, but Mirrodin negated that advantage with a couple of early Frogmites, Myr Enforcer, and Atog backed up with Bonesplitters. Tempest once again got the lock into place in reasonably timely fashion, but as Mirrodin had gotten off to a solid start, it had no trouble finishing off the match and the championship thanks to Bonesplitter and Shrapnel Blast.
CONCLUSION
Mirrodin, after finding escape hatches for seemingly all possible predicaments on the way to the finals, becomes the best by beating the best, and once again finding more ways to escape from trouble. Finally, after eight consecutive Tempest match wins, the freight train was derailed and a new champion crowned. Mirrodin could not have accomplished the feat any more differently than had Tempest last time out. While Tempest breezed to the title last time with a 15-1 games record, Mirrodin dropped seven games during its run, including two high-wire escape acts against Darksteel and Torment, and didn't sweep any opponent. But versatile and elusive Mirrodin always seemed to have a way out of trouble. Providing high drama all the way, Mirrodin wins the whole thing with its third consecutive come-from-behind victory.
Mirrodin - Battle of the Expansion Sets III Champion!!!
Final Match Record: 5-0 Final Games Record: 15-7
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Alfred
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« Reply #23 on: February 10, 2004, 02:48:55 pm » |
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I think that the weatherlight decklist should have serenity in it, that way it would have a better game against mirrodin, antiquities and tempest. Use this in leu of aura of silence. Also, as a finisher I think that cloud djinn is a large and tough to handle threat, I would use 2-3.
For homelands, I would suggest these changes:
+4 Feast of the unicorn +4 Broken Visage -4 Anaba Ancestor -4 Digeridoo
These would affect the curve a bit, but also take out two of the least useful cards in the deck.
I like the current invasion list, but may I propose an alternative?
4x Benalish heralds 4x Rout 4x Absorb 4x Fact or fiction 4x Prohibit 2x Exclude 4x Repulse 3x Teferi's Moat 3x Wash out 3x Zanam Djinn 4x Coastal tower 9x Plains 12x Island
That seems like a pretty good list.
And another thing, if tempest is UW control, how come it doesn't use winds of wrath? I think that would be a natural fit in that type of deck, in the place of sappire medallion.
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Suckamouf37
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« Reply #24 on: February 13, 2004, 11:47:19 pm » |
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I'm curious as to why The Dark doesn't run 4x Maze of Ith. Since most of the decks are aggro, I'd think It'd be a natural fit. That's the only thing that sticks out to me.
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« Reply #25 on: February 15, 2004, 03:46:05 pm » |
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@Alfred
Serenity is a good idea, as it will cripple or seriously annoy a few of the heavy hitting top decks that Weatherlight might run into. For the next tournament, I will replace the Auras with Serenities. A solid contribution on your part.
However, I am not so favorably disposed towards your other suggestions...
Cloud Djinn simply costs too much. Empyrial Armor on a cheap flyer provides a better creature much earlier in the game. Weatherlight is a needy deck, but one thing it does not need is an expensive creature.
Invasion is just fine as it is. U/W was considered a while back, but it would be a second-rate control deck as opposed to the current solid B/R setup.
Tempest is one of the last decks that I would ever consider changes for. It has probably been the most successful set in the three tournaments thus far, in fact the only other deck that has had comparable success has been Mirrodin, given Apocalypse's stumbles the last two times out. But Winds of Rath is an especially bizarre suggestion, because the whole point of the Tempest deck is to get the Prayer/Humility lock into place. Totally shutting down creature assaults is what Tempest does best. Once the lock is in place, one of three things can happen. Most opponents are forced to concede. Then there are a few opponents for whom the game continues until Tempest completes its position with a few counterspells or a Capsize lock. Finally, there are the select few opponents who are in the enviable position of actually being able to stand up to Tempest and emerge victorious - these are the elite few that compete with Tempest for the championship. Winds of Rath adds nothing to Tempest's championship strategy that it doesn't already have, and would actually hinder the deck by taking up valuable slots. Against any of the three classes of opponents, Winds of Rath falls short of consideration. Not only does Winds of Rath have no real merit on its own, cutting Sapphire Medallion is a strange suggestion. The Medallions are an important part of the deck, speeding up Capsize locks, Whispers buyback, Intuition, and Dismiss. You need to actually see the decks in action before making suggestions such as this.
Homelands is a terrible set, but the current Minotaur deck is as good as it its ever going to get for this set. The current deck actually has a somewhat coherent strategy. It actually managed to get a game off Destiny this time, and there is no call for adding a second color and diluting what consistency the deck has. A wretched set needs to compensate for its weaknesses by being as fast and as consistent as possible in the hopes of possibly stealing a game every now and then. I am also not surprised that you would suggest cutting cards like Anaba Ancestor and Didgeridoo, but again, that comes from having no experience with the decks. Once you've developed an understanding for the decks and the format in general, you see why certain cards are included in the decks. Anaba Ancestor was actually a solid contributor for Homelands last time out, while Didgeriddo adds a small, but useful speed boost for a deck in need of all the speed it can get.
@Suckamouf37
Maze of Ith was a close call that I gave a lot of thought to. Its decent, but its big problem is that it costs a land drop, and each land is crucial for The Dark, with Fissure and Inferno both high cc spells. Also, Ball Lightning and Eternal Flame require as many Mountains as possible. Ultimately, Maze of Ith might allow the deck to stall a little longer, but a terrible deck like The Dark needs to win as fast as possible before its vastly superior opponent can take over. This means getting Ball Lightning, Eternal Flame, and Inferno going as soon as possible. As with other lousy sets like Homelands, the key for The Dark is to come out as fast as possible in the hopes that it will have just enough to finish things off for the rare win. I'm going to keep The Dark as is for now.
@GENERAL COMMENTS:
In summary, I'm not planning to change anything for the next tournament. In between the first and second tournaments, there were quite a few changes. In between the second and third tournaments, there was a massive upheaval. Roughly half the decks underwent some sort of change, and a lot of decks underwent dramatic alterations. This second wave of revisions brought the deck designs to the level they need to be at, and the last tournament was great, so I'm not expecting much to change. If I think of anything, I'll post it. But right now, the only planned change is to replace the Auras with Serenities in the Weatherlight deck.
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Alfred
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« Reply #26 on: February 17, 2004, 05:28:54 pm » |
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Homelands is one of my favourite sets, possibly because of the artwork, the storyline or the comic (which was cool). I am at university right now, so I can't test anything, but I think that this might be a good alternative to the red deck that you are using right now. It's pretty straightforward, it's a black/red control deck with some pretty good cards.
4x Clockwork steed 4x Ghost Hounds 4x Dwarven Pony 4x An-Zerrin Ruins 4x Broken Visage 4x Koskun Falls 4x Serrated Arrows 3x Baron Sengir 4x Cemetary gate 17x Swamp 8x Mountains
This deck is designed to stop aggressive decks by playing cemetary gate, koskun falls, an-zerrin Ruins, serrated arrows and broken visage, and then finishing with Baron Sengir. Again, without testing I'm not sure whether or not this deck is better than the minotaur deck, but then again I like it a lot better.
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« Reply #27 on: February 17, 2004, 06:52:11 pm » |
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Again, Homelands will not be changed, as I believe the current list to be optimal. Homelands may be one of your favorite sets, but running the tournament, I look at these decks objectively. My job is to give each set its best chance to win. So looking at Homelands purely in terms of giving it the best possible chance to win (maybe win a game if its lucky), Mono-Red Minotaurs is the best choice. Any notion of building a Homelands control deck is absurd - the longer the game progresses, the more Homelands chances of victory decrease, until, at a certain point, no opportunity for victory remains. I don't know how you can argue that your proposed list has several good cards in it. Most of the cards are slow, overcosted and just generally below average - and the best of them, An-Zerrin Ruins, is already in the current Minotaur list.
When a set is badly outgunned by virtually every conceivable opponent, the only option is to make the deck as fast and consistent as possible before superior foes can gain total control. A Homelands control deck would have no chance whatsoever - it falls horrendously short of having any semblance of the power and depth required to build a reasonable control strategy. As things currently stand, Homelands has a succesful tournament when it can manage to win a single game. Most of the time, it will get swept. We are not talking about the difference between continually losing in the quarterfinals and winning. We are dealing with a deck that has no chance to accomplish anything, let alone win a game with any regularity. Nevertheless, it is my responsibility to come up with what I believe to be the best possible deck for each set. This is why I am staying with the Mono-Red Minotaur list. Were I to go with your list, arguably the worst deck in the field would enter undreamed of realms of ineptitude, even by its own lowly standards. So no, Homelands will not be changed.
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cobar
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« Reply #28 on: March 07, 2004, 06:08:49 am » |
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Unless it's banned, I don't see why the Ice Age deck isn't built around Necro. With a full set of Necros and a complement of Demonic Consultations, you should be able to find whatever card is needed to win any matchup. Although the deck may take until turn 3 or 4 to really hit its stride, you have the answer for any virtually any threat with Soul Burn, Dark Banishing, Incinerate and perhaps even Withering Wisps. The deck seems tailor fit for this format, it even gets Dark Ritual for crying out loud.
I just don't see how the mighty Jovial Wurm can compete with the likes of Knights of Stromgald, Abyssal Specter, Ashen Ghoul, and Hoar Shade. Heck if speed is a problem even Gangrenous Zombies might work.
The power of Necro (especially combined with Ritual) is too much to pass up. You have way too many options (perhaps even running Mind Warp) to play a mediocre land destruction deck instead.
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« Reply #29 on: March 08, 2004, 04:01:03 pm » |
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The Ice Age issue of Necro or no has been debated to death, so all I can say is that Necro was tried in the second tournament, and it lost in the first round. On the other hand, though, RG Beatdown and RG Land destruction have also been tried - and those too failed to advance past the first round. But you are badly mistaken if you think that an Ice Age Necrodeck would be any better than mediocre. Necro has been tested against many of the other decks and proven to be very average. It may look good to you on paper, but it doesn't come together in practice.
The point is that Ice Age is not that good in this format, no matter what deck I choose. Your thought that Necro seems to good to pass up is hardly a revelation - the issue has been brought up many times, and each time the conclusion was reached that Necro cannot win on its own - it needs an effective supporting cast. Ice Age lacks a great supporting cast. At best, an Ice Age Necrodeck can be a reasonably solid option with the potential to maybe win a round. But it will never be a serious contender to go deep into the tournament.
So I'd say that yes, there is a chance I'll go back to Necro for Battle of the Expansion Sets IV, since the Ice Age deck is more or less on a rotating basis. None of the potential strategies stand out above the rest, so I can see Ice Age continually entered into the tournament with different decks. Also, since you brought it up, there are no banned cards in this format, nor have there ever been any banned cards. I favor a rough and tumble, no-holds barred format. Plus, anything goes isn't too difficult to manage, because with such limited card pools, the potential for overpowered decks will naturally be limited to a reasonable extent.
And one other thing - its Johtull Wurm, not Jovial Wurm.
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