Monday, October 12, 2009

Waiting for Godot: Online PTQ by Proxy

WaitingForGodotSmallest There has been a lot said about whether or not online PTQs are a good idea. I don't want to turn this into an article on why MTGO PTQs are a good idea, but I’ll just say that they are. Magic Online represents a significant portion of the Magic-playing world (30% - 40% of the overall Magic business, according to this September 2007 interview with Worth Wollpert), and the handful of legitimate concerns about an online qualifier are not enough of a reason to keep the online portion of the Magic audience from their shot at a PTQ, provided the tech can handle it. By being sealed, even live-only players can create an account and enter for thirty tickets if they want.

I hope to find the time to play in a PTQ eventually, but it is difficult for me to set aside those kinds of hours.image In the meantime, my podcasting partner, Marshall Sutcliffe, aka malachiconstant, aka "the childless guy with the awesome, supportive girlfriend," is much more likely to be able to chop out that window of time. Such was the case on Thursday, when he was able to clear the schedule and enter the first Magic Online PTQ. The format was an M10 sealed six-round “shootout.” Basically, if you finish 5-1 or 6-0 in a six-round sealed, you win entrance into another six-round sealed, and the top 8 of that draft for the crown. Yes, that’s fifteen rounds of limited if you want to win this thing.

While I wasn't going to be able to do it, I figured, why not live vicariously through Marshall, and write up a walkthrough based on his run at the Pro Tour in this historic Magic event?

Regular readers know that it takes me two articles just to make it through a three-round draft walkthrough with my usual level of detail. With Zendikar right around the corner, though, I really want to cover this walkthrough in one week so I can cover a Zendikar prerelease event for next week. This means that I will have to leave some games and/or matches as summaries, as I know he didn’t go 0-2 and drop because he sent me the names of his opponents and how he sideboarded for them (in hidden text).

I’m going in with no knowledge of how he did, so my plan is to step through the games, making each decision before seeing Marshall’s. At the end of a game, if he and I made several decisions differently or if it was a particularly interesting game, I will go back and give it the full treatment. Otherwise, I will summarize it, sometimes with an interesting decision point thrown in.

OK, let's get started! Marsh sent me his unsorted pool and his final decklist as separate files, so I can start with untarnished deckbuilding, and then compare where we both ended up. Rare check!

raresRed and black have no rares, but (Guardian Seraph), (Mind Spring), (Garruk Wildspeaker) and (Birds of Paradise) are all solid opens, with Garruk being pretty darn bomby. (Honor of the Pure) depends on white creature count, and (Elvish Piper) has never seemed worth it to me, although the threat of dropping creatures at instant speed during Villain's combat phase is pretty cool. The piper takes a card slot, though, so the real question is, how much mana does he have to save you to make up for his mana, card, and activation costs, and the fact that he only starts saving you mana on turn five? The answer for me is usually, “More than I expect him to,” and I pass.

So, how does the pool look?

FullPool Marshall’s PTQ Pool

I begin by swapping out a couple of foils for regular versions from my collection, and the M10 Garruk for my Lorwyn version so that we won't have to look at card names in red. Generating a text list will be a little overwhelming but you can click on the picture for a zoomed-in version, and look up any cards you are unfamiliar with at www.mtgotraders.com.

When I see how shallow red and black are in number, I take a look to see if they are easy eliminations, and sure enough, they are. Neither has the creature depth or bombs to be a main color, but each has a potential splash in (Lightning Bolt) and (Doom Blade) that I will keep in mind, especially with a (Terramorphic Expanse) in the pool. Before looking closely at white, blue, and green, I check the artifacts, where we have (Rod of Ruin), much better in the slower sealed than in draft, and (Whispersilk Cloak), which particularly shines with green creatures, but can also protect important utility creatures from removal.

Now let's look at white, blue, and green, but with the cards that I’m not happy to play basically every time I’m in that color taken out. This could pull from view some cards that might actually make the deck in the end, depending on my playable count or archetype, but I like to condense each color down to the cards that are the argument to play that color, not the cards that I am simply willing to play in that color if I have to.

With white, I took out (Silence), one (Solemn Offering), (Angel's Mercy), and because the white creature count is so low, (Honor of the Pure). (Glorious Charge) and the (Wall of Faith) are also cut for now, but could come back later. That leaves this for white:

playablewhite The triple (Pacifism) and double (Blinding Mage), and (Divine Verdict) leap out immediately, strongly suggesting that white will be a main color. (Guardian Seraph) is a solid flyer, and (Armored Ascension) is great on a big non-flyer, even with only half Plains.

Let's check blue next. I pull as unplayable (Tome Scour), (Zephyr Sprite), and (Sage Owl). I just don't want a 1/1 flyer for 2 in my deck—the ability just isn't worth a creature that weak. (Zephyr Sprite) is the same weak creature without the ability for half price, and still isn't good enough. I also pull (Levitation), although it could come back if I end up (mana=u)(mana=g), where it's a solid alpha enabler with green fatties, and (Coral Merfolk), which could be a 23rd card if needed but is certainly not a reason to play blue. That leaves us with this:

image

Another very strong color. (Air Elemental) can win games, (Merfolk Looter) is conventional wisdom's "best common in the set" (provided you optimize it by looting every turn), and there is card drawing, the unblockable (Phantom Warrior), and (Wall of Frost) is a huge pain for any deck trying to race you on the ground. The great news heading into the look at green is that there is a great deck right here in (mana=w)(mana=U), so we are freerolling with green, and we already know it has Garruk and (Birds of Paradise).

Green is the color with the most overall cards, and I pulled the (Mold Adder)s, the (Regenerate)s, one (Naturalize), (Fog), (Nature's Spiral), (Emerald Oryx), and (Elvish Piper). (Enormous Baloth) hasn't thrilled me in draft, but in sealed it with a (Whispersilk Cloak), it's a legitimate long-game win condition. Here's what we're left with:

image

I still think white is the core, so the main question is, white-blue, white-green, and if white-green, do we add the fairly easy splash for (Doom Blade) or (Lightning Bolt), and if so, which? Here's what my white-blue build would be:

[UW Here]

It's a bit creature-light, but (Merfolk Looter), (Divination), and (Mind Spring) can help make up for a lower creature count by digging for extra cards, and therefore, extra creatures. It might be correct to start the (Wall of Faith) and bench the (Solemn Offering). Yeah, I think I like that to start, bring in the offering when clear targets are presented. I don't play the (Whispersilk Cloak) because the evasion is mostly redundant, and the shroud isn't worth the casting and equip costs to me. This build is a strong contender that I'd be happy to take into battle.

Here's what my white-green with no splash looks like:

[WG Here]

Tough final cut for this deck. I decide to bench the (Palace Guard) over the (Rod of Ruin). The (Palace Guard) loses a lot of its purpose when green brings in two (Deadly Recluse), (Centaur Courser), (Giant Spider), (Cudgel Troll), (Garruk Wildspeaker) for more 3/3s, and (Stampeding Rhino). The deck has plenty to hold the ground without the guard, but no way to deal with (Prodigal Pyromancer), (Merfolk Looter), and other utility one-toughness creatures. The deck is strong enough as-is that I'm inclined to leave out the splash as a maindeck choice, but I will remember it if I play this build and face a must-kill threat that the white removal and (Rod of Ruin) just can't deal with, such as bringing in (Lightning Bolt) for a (Cemetery Reaper).

So which build? The big arguments for the blue build are the additional flying win conditions, and the card drawing/looting. The big arguments for green build are the usually-better-than-overrun Garruk, the tough-to-kill (Cudgel Troll), the improved ground-cloggers, and the (Whispersilk Cloak) that turns green fat into win conditions. It's close enough to me that either course is defensible, but since green has the legit bomb in (Garruk Wildspeaker), that's where I'd start, but if I didn't have the cloak to put on fatties, I'd go with the white-blue build. After each game one I'll be asking myself whether Villain appears better equipped to handle my green strengths or blue strengths, and play the other.

So what did Marsh run? He ended up running a GW build with only a one-card difference, running the (Palace Guard) over the (Rod of Ruin), and he saved out a white-blue version, so we're thinking basically alike to start. Now let’s find out if we’re playing alike as well.

R1G1

Villain, in (mana=b)(mana=u), uses a (Doom Blade) on a (Birds of Paradise)-powered turn-three (Giant Spider), which lets a turn-four (Stampeding Rhino) stick. Villain is beating down with a turn-two (Black Knight) and a (Snapping Drake) in the meantime, and drops a (Wall of Bone) with regeneration mana up to stop the Rhino. Hero has had double (Pacifism) since the opener, though, and takes over the game with an (Armored Ascension) (with three Plains) on the Rhino, and a (Pacifism) on the (Snapping Drake).

imageVillain plays a steady stream of Swamps, and casts a desperation (Consume Spirit) at Hero and a (Tendrils of Corruption) at the birds, but thanks to a chumping (Llanowar Elves), Villain comes up one attack short of outracing the 7/7 flyer.

R1G2

I don’t see a big benefit to switching to blue-white for this matchup, other than flyers going over the (Wall of Bone) and the lack of any (Windstorm). Green has the benefit of double (Mold Adder) which will get out of hand if one hits early. I would put in 2x (Mold Adder) for an (Elvish Visionary) and, the (Palace Guard).

Hero makes that exact swap, I discover after peeking behind the spoiler shields in his email.

The first interesting spot in this game is turn four. What’s your play here?

image We definitely don’t want to cast the (Cudgel Troll) until we have regen mana up, so the play here is to cloak up the pegasus because we can, and cast (Pacifism) on the (Dread Warlock). Hero follows that path as well. Unfortunately, Villain answers the (Cudgel Troll) with a (Mind Control) before it can be cloaked. That’s trouble, but Hero rips a (Divine Verdict) to destroy his stolen creature, and continues to race.

Hero finds a (Giant Spider), but it is taken down by and end-of-turn (Doom Blade). Hero draws some land while Villain draws more creatures, and eventually, the race is lost.

Any more swaps for game three? We could bring in a (Naturalize) now that we’ve seen (Mind Control), but I’m hesitant to bring in one reactive card that is only good if Villain casts (Mind Control) and we have the (Naturalize).

R1G3

After mulling into a playable 6-carder with a turn-one (Llanowar Elves) a turn-two (Centaur Courser), and a turn-three double (Deadly Recluse), things are looking good, but Villain has removal for the courser and every subsequent relevant threat. Hero has (Pacifism)s for Villain’s (Zombie Goliath) and (Dread Warlock), but his removal-proof (Black Knight) wielding (Gorgon Flail) and a second (Dread Warlock) go the distance in an error-free game that Hero simply wasn’t going to win.

0-1, 1-2

Certainly not how we wanted to start the tournament, this puts on heavy pressure to rattle off one heck of a winning streak. Let’s see how it goes.

R2G1

Both players mulligan to six, and Villain, playing red-white, gets stuck on two land for a few turns, but Hero can’t muster up much in the way of power to take advantage of it. (Armored Ascension) on (Elvish Visionary) is nice, but Villain shuts it down with (Blinding Mage) until he can find some mana. Pacifisms hit threats on both sides of the table, but Hero finally puts some power on the table in (Cudgel Troll) and (Centaur Courser), which take over a turn faster thanks to a missed tap from Villain which allows the 4/4 flying (Elvish Visionary) to swing in. That puts Villain so low that his (Serra Angel) isn’t enough to stop the alpha strike.

R2G2

On the draw, we have these seven:

image

This hand is counting too heavily on the first few draws to be good for me to keep. Swap a Plains for a Forest and it’s a trivial keep, but I don’t want to risk it. Hero elects to take the chance and keep, though, so let’s see how that works out.

The first three draws are (Whispersilk Cloak), (Centaur Courser), and (Giant Spider), but Villain isn’t applying any pressure, with early plays of (Rampant Growth) and (Gorgon Flail), showing a deck switch into black-green. Hero drops the turn-three cloak, and Villain has no turn-four play despite laying a fifth land. Hero is out of plays himself unless he rips a Forest, so naturally he does just that. Mad skillz. He plays (Giant Spider) and passes, and all Villain can muster is another (Rampant Growth). Hero pulls (Elvish Visionary), and has a few options this turn. What’s your approach on this board?

image

R2G2 #1

One option is (Armored Ascension), but removal and no creatures explains Villain’s actions all too well. Save the pocket rockets for when Villain is either tapped out, cardless, or appears removal-free. That leaves the aggressive play of the (Centaur Courser) or the dig-for-land play of (Elvish Visionary). It is so important to hit some land and get this hand moving that you have to play the visionary here. If you hit a Forest, you can then cast the courser. Hero agrees and makes that play, drawing a (Llanowar Elves). He equips the cloak to the spider, hits for 2, and passes.

Villain casts (Liliana Vess), which he must have just drawn or she would have been played last turn, uses her tutor ability, and passes. Back to Hero, who finds another Forest on top, and with it more options. What now?

image R2G2 #2

We have to keep in mind that Villain has just queued up the card of his choice, which I would expect is removal or a bomb creature. In case of removal, I’m staying away from the (Armored Ascension) play. We also have enough power on board to take out Liliana, so I would start there: attack Liliana with both creatures. (Side note: Planeswalker loyalty is measured in loyalty counters, but online, they don’t visualize these counters, they simply change the loyalty number in the lower-right corner. Will this cause players to miss that they can “kill” a planeswalker with Vampire Hexmage? Not the ones who read Waiting for Godot!)

The simple mana dump after combat is to bring out the (Stampeding Rhino), or we could diversify a bit and drop the (Centaur Courser) and either the (Deadly Recluse) or the mana elf. I go with the (Centaur Courser) and spider, which leaves us with lots of options for next turn no matter what Villain does.

Hero decides to suit up the (Elvish Visionary) with (Armored Ascension) instead, which I don't like for reasons already stated. Instead of falling to removal next turn, though, the pocket rockets draw out a (Naturalize) that almost certainly would have been spent on the cloak otherwise. Villain casts the Naturalize before attackers are declared, though, costing him Liliana, as Hero certainly would have aimed the 4/4 flyer at Vess and the 2/4 at Villain hade he been allowed to declare attackers before losing the aura. Instead, Vess becomes disloyal, and the Llanowar Elves hit the board after combat.

Villain untaps and drops a (Stampeding Rhino), which is hardly a “bomb creature” but would appear to be what he tutored up with Vess. He suits it up with (Gorgon Flail), tapping out and passing. Hero draws another Forest and we have another turn of multiple options:

image R2G2 #3

With my play last turn, we’d have the option to put rockets on a 3/3, creating a 6/6 flyer and a tapped-out opponent. As it is, despite the telegraph, I would swing with the spider and the visionary, allowing me to (Divine Verdict) if he blocks and still play out the (Centaur Courser). Hero opts to swing with the (Llanowar Elves) as well. The rhino blocks and the divine find it guilty, but Hero has traded an extra damage now for a (Deadly Recluse) instead of a (Centaur Courser).

Villain plays a land and passes, and if (Stampeding Rhino) is the best he could find with (Liliana Vess), he should have stuck with red-white. Hero draws (Guardian Seraph), and again attacks with the mana elf instead of using it to play out more total power, in this case playing the 4/4 rhino instead of a 3/4 flyer and a 3/3 vanilla:

image  R2G2 #4

Villain is at 10, and Hero has 9 power on board. If he holds back the mana elf, Villain would be at 11 and Hero would have 11 power on board, a much better scenario when your opponent appears to be topdecking to stay alive. Villain, in fact, draws a land and goes to one on the next attack, and the (Gravedigger) he finds with his free turn isn’t enough.

1-1, 3-2

When an opponent floods that badly (and (Stampeding Rhino) is the best pull they can find with (Liliana Vess)), you are going to win without optimal play, but this was the first game so far where there were several spots with multiple angles to take, and several spots where I deviated from Marshall’s plays, so I thought it was worth a closer look.

OK, four more match wins to go!

R3G1

Hero loses the roll but has a solid keeper, especially on the draw:

imageIt proves to be a mirror match, and Hero finds another Plains and Forest early to get the hand going. Villain’s first play is a (Veteran Swordsmith), and the follow-up is a (Rhox Pikemaster), applying some serious pressure for someone without a turn-one or turn-two play. This sets up a tough turn-four. What’s the best play here?

image R3G1 #1

The two plays as I see it are (Giant Spider), or (Pacifism) on the pikemaster and tapping the swordsmith. The latter play is not vulnerable to an opposing (Pacifism) and prevents all damage next turn, but fails to develop our board at all. If Hero plays the spider and Villain can’t deal with it, then the swordsmith has to stay back, but Hero takes 4. If Villain has a (Pacifism), then the spider play is going to put Hero at 10 just like that. Still, 10 is not zero, and the fallback plan can be (Pacifism)/tapper until we get the (Cudgel Troll) online with regen mana up, so I would drop the spider here.

Hero does as well, and fortunately Villain doesn’t have the Pacifism. Unfortunately, he has a postcombat (Centaur Courser) and (Stormfront Pegasus), and the beats are on, big time. Hero draws a (Palace Guard). Now what?

image R3G1 #2

The best bet to survive now is to pacify the pikemaster and play the (Palace Guard), which should take away all Villain’s profitable attacks unless he has tricks. Then if Villain is out of gas, Hero can put the pocket rockets on the (Palace Guard) with tap mana up, and then put the cloak on the guard for a 4/7 flying unblockable shroud guy that can block any number of creatures, which hopefully turns this game around.

Hero opts for playing out the troll with tap mana up. I like my play a little better, but this one has its merits, too, and achieves the primary goal of leaving Villain without a profitable attack next turn. It works; Villain doesn’t attack, but plays a (Siege Mastodon) and passes. Hero draws another Plains, makes the troll an 8/7 flyer, and goes on the offensive with it. Villain chumps with the pegasus, and on his turn swings profitably with the 3/3 and the 3/5, one of which is blocked by the spider. Then, with what seems to be a bottomless tank of gas, drops another (Centaur Courser) and a (Blinding Mage) of his own.

A Forest for Hero allows for an 8-point swing, cloaking up the troll, and dropping the (Palace Guard), which can be a great one-turn (Fog) unless tapped by the opposing mage. Hero taps the pikemaster as expected, then Villain goes all out. What’s the block?

image R3G1 #3

With the (Pacifism) in hand, I’m going to martyr the guard, here. The spider can take down the swordsmith, the guard can absorb the rest, and then Hero is winning the race from there if Villain is finally out of gas. Hero makes that play as well, but of course, Villain still isn’t done, dropping (Great Sable Stag) before passing. This is a tricky spot. If Hero attacks with the troll and pacifies one creature, Villain will tap the tapper at end of turn, then tap the Spider before combat, and alpha for 12. Hero either has to draw a creature, or move the cloak onto the spider after combat so that only 9 damage can get through.

Hero draws (Garruk Wildspeaker) and uses the planeswalker to produce a 3/3 token. Now Villain needs something like (Overrun), (Fog), (Giant Growth), (Might of Oaks), or (Safe Passage) in order to win this race. He comes up with none of those, knocking Hero down to 1, and dying to the follow-up attack. Close one!

R3G2

Any changes? Villain has a pretty speedy deck, but it obviously drew pretty well. I don’t think the (mana=u)(mana=w) version is superior here, as that favors a longer game. This is one where if he had the (Rod of Ruin) main I would switch it for the (Palace Guard), but as it is, that’s already the case. I don’t think I make any changes, here. Hero opted to bring in (Fog) for (Elvish Visionary), and I can understand that temptation, as it certainly would have ensured winning the race in game one, and he’ll be on the draw, here. I’d still rather have the cantrip 1/1 to dig deeper into the deck.

Hero finds a keepable opener that happens to contain the (Fog). Villain did a deck switch, moving to a white-red build, but there’s not much early offense from either side thanks to light flooding on both sides, Hero’s (Deadly Recluse) and Villain’s (Blinding Mage) and two (Seismic Strike)s. The game breaks wide open, though, when Hero resolves (Enormous Baloth), then equips it with (Whispersilk Cloak) on the following turn. I told you the cloak is why I liked the green over the blue. Without it, the mage taps the 7/7 each turn and the stalemate continues. With it, the game is over in two swings (with (Fog) still sitting in hand).

2-1, 5-2

R4G1

This game is missing from the replay list. Hmmm…Villain chooses to play last, so Hero must have won game one.

R4G2

This game starts out slow, with Hero stuck on four lands, only one Plains, for quite a while with two (Blinding Mage)s. There is a big slaughter involving three (Deadly Recluse)s and a (Borderland Ranger), which Villain then targets with a freshly-cast (Gravedigger) to dig himself out of mana problems of his own. Villain gets a fourth basic land type, pushing the splashes with a (Birds of Paradise), a (Rampant Growth), and the ranger.

With nothing else to do, Hero suits one of his mages with (Armored Ascension) to make a 2/3 flyer, and it eventually meets an (Unsummon), right as Hero finally finds a fifth land and casts a (Stampeding Rhino). Villain has dropped a fair number of creatures, but none of them with power above two when Hero draws (Garruk Wildspeaker). What’s the plan in this spot?

imageR4G2 #1

So frustrating! The options available with even just one more Plains here are so much better than working with one. I really want to get Garruk down with protection, here, and I’d like to ramp up to his ultimate. My plan is to tap all my green for Garruk, then tap the Plains and float a white. Use Garruk’s ability to untap the Plains and a Forest, then tap the Forest for (Pacifism) on the (Wind Drake). Now with the tapper, Villain would have to suicide into the (Stampeding Rhino) just to get one damage onto Garruk.

image Hero takes a different path, tapping all Forests to cast Garruk, then making a 3/3. Fair enough, that also should protect Garruk, and we are a few turns from wanting to blow the ultimate anyway.

Villain sends (Horned Turtle) at the player, and (Gravedigger) and (Borderland Ranger) at Garruk. I would think this telegraphed pump, but if so, why didn’t Villain just attack with (Birds of Paradise) alone and pump it? Nothing to do but block and spring the trap, though. Maybe this is (Pyroclasm)?

Nope, (Earthquake), rendering our respective choices for Garruk fairly moot, although in my plan Villain would take two extra damage, and the (Wind Drake) would already be pacified.

Hero casts his other (Blinding Mage) again, and Villain has (Djinn of Wishes), which has (Divine Verdict) waiting for it, but not without telegraphing it because of the suspicious mis-use of (Blinding Mage) required. Hero finally finds another Plains, (Excommunicate)s the Djinn, and attacks with the mage, and then uses (Divine Verdict) on the (Wind Drake), which I don’t like. I’d rather go ahead and telegraph, or try to disguise it as an accidental click-through by spamming “undo” after passing priority precombat, or typing in “$#^%@” or whatever, because extra cards from that djinn could put the game away.

As it is, the extra cards from the Djinn end up being lands, but they do dig Villain to an (Awakener Druid), and the resulting 4/5 overwhelms the overworked (Blinding Mage).

R4G3

The fact that Villain has (Earthquake) and a slower deck make me think this is a good candidate to switch to the white-blue build. Hero apparently agrees, because this is the opener for game three on the play:

image Looks solid, just need to find an Island or two.

Hero finds another Plains instead, and begins using his (Blinding Mage) to tap down Villain’s turn-one (Birds of Paradise) during upkeep. A (Sage Owl) that I hate does a little bit of good, moving an Island to the top instead of two Plains or a (Pacifism), and meanwhile Villain has not managed to do anything but cast the birds. With the Island drawn now, what’s the plan?

image R4G3 #1

We could just go aggro with the (Air Elemental), or play the (Rod of Ruin) and tap down the birds again. It’s quite odd that Villain hasn’t made a play yet, and imageI don’t know how much tapping the birds is getting us, now. It is basically turning off his main-phase black spells, which doesn’t seem like enough of a reason not to just come out with the 4/4 flyer and let him have a turn.

However, (Essence Scatter) is a real possibility, and would help explain his lack of action despite six cards in hand. With two Plains coming up, we’ll be able to cast (Air Elemental) with (Negate) protection fairly soon, and since (Air Elemental) is our primary win condition in this build, I like the idea of protecting him. If I had other big threats and/or didn’t know for sure I’d be getting the mana for (Negate) backup, I would be more inclined to just run the elemental out there and make him have it, but countermagic explains Villain's actions so well here, I’m going to play it safe and run out the rod instead.

Hero decides to take the risk, attacking with everything and then casting (Air Elemental), and sure enough, it’s met with (Essence Scatter). Bummer. Villain follows with an (Awakener Druid), but (Rod of Ruin) comes down to rain on that parade. Villain makes an (Emerald Oryx), which is pretty hilarious. Deck switch FTW!

Villain’s (Giant Spider) is pacified and his (Awakener Druid) takes a dirt nap thanks to the rod, and Hero slowly takes over, not even bothering to kill the birds, instead going to the face with the rod. (Phantom Warrior) draws another (Essence Scatter), and Hero has no blue for the(Negate). Things are still well in hand, though, with the various one-point sources of damage adding up to some big chunks each turn. Villain’s desperation (Sleep) meets (Negate), but a second (Sleep) resolves, buying Villain an extra turn that isn’t enough to stave off defeat.

3-1, 7-3

A nice three-round win streak to turn the tournament around. Two more wins needed for top 8!

R5G1

Uh oh, looks like another missing game. The first replay I have for this round has the clocks down by about ten minutes each and no dice roll. Hero has the option, and must have lost game one. I wish we had some info, but we’re flying a little blind.

image A third land instead of that baloth would be nice, but a keeper nonetheless. Hero finds a Plains and a (Terramorphic Expanse) to address the land concerns, but Villain makes an early (Soul Warden), which is likely to gain him double-digit life in this matchup. After a turn-four (Guardian Seraph), Villain nullifies the play with a (Blinding Mage). He’s stuck on three Plains, but is making the most of them with steady life gain, a second (Blinding Mage), and a (Stormfront Pegasus). Suddenly, despite Villain being stuck on three, (Whispersilk Cloak) may be required to make any headway at all in this game, as the (Blinding Mage)s and the (Soul Warden) aren’t going anywhere.

Villain finally finds a Swamp on turn 8, casts (Magebane Armor), and suddenly any given weenie is a force to be reckoned with. The game drags from here with Villain gaining life and tapping all relevant threats, and Hero using his removal on whatever threats Villain manages, with one armored creature getting in there for 4. Finally, a turn-14 (Captain of the Watch) followed by a turn-15 (Pacifism) from Villain enable an alpha, and Hero takes his second match loss.

3-2, 7-5

Round six, which malachiconstant decided to play out for fun, is my easiest match walkthrough ever: Villain doesn’t show and times out.

Well, it was a solid pool and a solid effort, but Marshall came up short this time. It seems awfully tough to win a sealed PTQ without a bonkers card pool, and while this one was clearly quite good, it wasn’t quite at the insane level you want to see. Certainly a good player with a little luck can pilot a “merely good” pool to 5-1, it’s simply going to be more of an uphill battle. Hopefully, my next PTQ walkthrough will be of my own attempt!

Oliver’s Magical Beginnings

imageAnother update on Oliver, my almost-seven-year-old son who is a couple of weeks into his Magic career, since his story seems to be a more-popular segment than my boring old limited Magic theory.

He remains proudly undefeated at 6-0, including beating the 13-year-old boy next door at his first game of Magic (and who was instantly sucked in himself—I owe him a red-black deck, which were the colors he chose for a deck after playing a game). Oliver came with me to another live event at the local shop, but since it was a draft, he was purely a spectator this time. He went through his blue-white deck with Marshall, explaining what he thought of each card and how it had performed for him to that point.

He has also come up with his first card nickname. His current favorite card is (Mahamoti Djinn), which he fondly calls “Sonic Boom,” because, “it looks like he’s booming out from the ground.”

Eager to try new decks, he has commissioned a monogreen deck from me, which we’ve been working on this week. He wanted to make use of his promo Rampaging Baloths, so we’re tinkering with various landfall cards, landfall enablers, and forest-loving spells like (Howl of the Night Pack) and Timbermaw Larva. We finished the first pass right before bed last night, and it goes for a test drive tonight. I actually think it’s good enough to crush the other decks we’ve made thus far, and since that’s likely what I’ll be playing, I’m predicting a 7-0 start and more reminders of his undefeated status, especially if sister Clara plays and it’s two-on-one.

Works for me.

Next Week

The Zendikar prerelease is coming to MTGO! And with the PTQ events moving into Zendikar sealed as the standard format, suddenly the prerelease isn’t just a quaint one-off format with no relevance past the prerelease weekend, it’s legitimate practice for making your way onto the Pro Tour!

Also, I’ve been working with PureMTGO on an article submission time that works for my available writing schedule, and that looks to be a Wednesday submission for Wednesday evening posting, so you can look for Waiting for Godot in the late-Wednesday article postings, basically making it a Thursday column. Then, on Thursday evenings, the Limited Resources podcast should be going up each week, so you can get a double dose of limited Magic theory each week.

Thanks for reading, and I’ll see you next week!


Godot's Article Archive / Limited Resources Podcast / Follow Godot on Twitter

11 comments:

Marshall said...
This comment has been removed by the author.
Marshall said...

There is a 6th round, but the guy didn't show up

Now let's look at white, blue, and green with the cards we're not basically always happy to play in that color stripped out. This could pull some cards that actually make the deck in the end, but I like to condense it down to the cards that are the argument to play that color, not the cards that you are simply willing to play in that color. -not sure about what you mean exactly, just needs to be clarified.

deck--the abiloity

(Armored Ascension) on (Elvish Visionary) is ice -must be nice

It is so important to his some land and get this hand moving that you have to play the visionary here. just confusing at the beginning

Hero agrees and makes that play, drawing a (Llanowar Elves). He equips the cloak to the spider and passes. and attacks? the board was clear so lets hope I attacked ;)

Marshall said...

you mentioned the "not going through the walkthroughs at the beginning and then again right before the walkthroughs start.

. (Armored Ascension) on (Elvish Visionary) is ice, -still not sure if you meant nice here.


It is so important to his some land and get this hand moving that you have to play the visionary here. -important to his (hand?)



only stuff i saw reading fairly quickly though.

R5 G1 i think he got T6 captain of watch with like 2-3 pump soldier backup. I had good shit but he overwhelmed.


Also a format note: its a shootout, so if you go 5-1 or better in the first thing, you get to do ANOTHER shootout (with less people) Its sealed again. If you win your shootout there, you get to draft in top8. brutal.

you can read about the guy that won here: http://www.thestarkingtonpost.com/?p=1455

Gando the Wandering Fool said...

>>Most of the comments in last week’s article requested more walkthrough goodness, and who am I to deny the people what they want?

Id rephrase this:
"Most of the commenters in last week's article requested more walkthrough goodness. Who am I to deny the people?"

or
"Most of the comments in last week's article were requests for more walkthrough goodness. Who am I to deny the people?"

Gando the Wandering Fool said...

>>Back from my Thanksgiving hiatus, I reviewed some of my older drafts looking for a good one, but I felt too out of touch with them—I like writing up a draft when it’s a little fresher in my mind.<<

better:

"When I got back from Thanksgiving, I reviewed my older drafts. I soon realized I was too out of touch with them. I like writing about drafts when they are fresher in my mind."

Gando the Wandering Fool said...
This comment has been removed by the author.
Gando the Wandering Fool said...
This comment has been removed by the author.
Gando the Wandering Fool said...

>>The 43 queue lapped the 84 queue a couple of times (stop letting Wizards keep an extra pack per draft and play 84 or Swiss, people!), but in fairly short order, the 84 fired.<<

Better (absent the typo)
"Several 4322 queues fired before the 84 queue filled up. (People, stop giving Wizards back a pack per draft and play 84 or Swiss!)"

Gando the Wandering Fool said...

>>An obvious first pick both for money and for power, although wrath effects can be trickier to play and ultimately less powerful in Limited than one might think. In constructed, (Day of Judgment) tends to end up in decks with a creature-light control plan, putting creature-based opponents in a position of either over committing to the board and suffering a wrath blowout, or sandbagging creatures in hand to play around the wrath, but lowering their damage-per-turn in the process.<<

(Im sure this will get comments as I don't think it is an entirely true statement about Wrath effects. I run wraths for instance in relatively creature heavy decks all the time. I wouldn't call it sandbagging to not over commit knowing your op will blow up the world. On the other hand it helps to play out a few fast defenders the turns before 'wrathing' away the board. So be warned the spikes might poke you about this.) Also any time you money pick a powerful card somebody is bound to be critical just because. :p

On to editing comments:
"This is an obvious first pick, both in terms of power and money. Though wrath effects can be trickier in limited and perhaps less powerful. In constructed play (this card) is often used in creature light decks that plan on controlling the board. When the opponent has sufficiently over-committed down comes the effect and sweeps the board clean. This forces the creature using villain to either hold back creatures to avoid a blowout or somehow play around the effect if they know it is coming. This causes them to lower their damage-per-turn which is the desired result of the wrath effect player."

Gando the Wandering Fool said...

>>In Limited, wrath effects are certainly quite powerful, but you are inevitably playing a heavy creature strategy yourself, so it can be hard to set up for a big post-wrath momentum swing without either telegraphing the wrath by not playing creatures, taking an uncomfortable amount of damage while luring Villain into overcommitting, or both. Not only that, casting the wrath is frequently your only play for the turn, meaning Villain gets the first shot at rebuilding after the dust settles.<<


"In Limited, wrath effects are still quite powerful. However, you are inevitably playing a heavy creature strategy so it is harder to set up the perfect post-wrath momentum. You don't want to telegraph it coming nor take too much damage before it does. Also casting the wrath effect is probably all you will do the turn you cast it. This means the Villain gets the first shot at rebuilding."

Gando the Wandering Fool said...

thats all the comments I can do for now but I hope that is helpful.