Thursday, July 8, 2010

Waiting for Godot: ROE Draft #03

Greetings! I hope everyone who attended the live M11 prerelease this past weekend had a blast and opened lots of (Baneslayer Angel)s. My son and I made it down to the Seattle prerelease, but due to a much-delayed start to the 2HG flight we came for, we unregistered and entered the “Open Play” event instead. In Open Play, you pay $15 for a random preconstructed deck, play some matches, and claim a one-pack prize afterwards. That ended up being just about right for us, and we had a good time despite not entering a true Limited event.

I didn’t miss playing in M11 sealed anyway, frankly. I think the new approach to core sets is great on many levels, but in the end, it’s still a core set. While there are certainly going to be differences between drafting M10 and M11, particularly in terms of the rares, it’s not nearly as compelling a Limited puzzle to solve as your average expert-level set is. To that end, I am still working out the puzzle of Rise of the Eldrazi drafting, and I still find it to be a blast. I imagine I’ll walk through at least one M11 draft once it’s online, but I’m definitely not through with Rise drafting. Let’s ROE ROE ROE this boat, shall we? 8-4 time!

The Draft

(Flash-free version of the draft)

Deckbuilding

image

This is too much of a control deck for the (Distortion Strike)s or the (Traitorous Instinct), and this is also why I run the (Lay Bare) narrowly over the (Might of the Masses). I’m not greedy enough to throw in a Swamp and double-splash for the (Induce Despair), but perhaps with another fixer or two I would have, particularly another (Prophetic Prism), as it can splash multiple colors with one card.

R1G1

I win the roll and make the play/draw choice. Magic pro Luis Scott-Vargas has strongly advocated choosing to draw with basically anything but an aggressive blue-white leveler deck in his draft video series. I’ve been putting a lot of thought into it since LSV snapped me out of my “always play” mentality, and I’ve chosen to draw in spots where I’d have chosen to play before. While it’s clear to me that I had been choosing to play too much, I also think LSV might be taking the draw choice to unwarranted extremes. It has been feeling correct to play with aggro in general, not just blue-white levelers, especially against another aggro deck. It’s an interesting question though, and I’ll continue to think about as I play the format.

In the case of this deck, though, the answer is more obvious: draw, draw, draw! I’m planning to clog up the ground and survive to cast difficult-to-stop threats, and with that strategy, I want the extra card far more than the faster start. Villain keeps on the play, and I snap-keep a fine starting seven:

image

A hand that accomplishes my early agenda of ramp and defense, setting up the ability to cast anything I draw.

Villain opens on an Island, and I draw (Deprive) before dropping a Forest and passing. A plains from Villain leads into (Hada Spy Patrol), and it looks like I’m facing the one deck LSV advises playing with: blue-white levers. Not only that, the first threat is one that I will have to race if it reaches stage three, which is certainly not what I want to do with this deck.

I pull a (Drake Umbra), which might help me race, play a Mountain, and cast the (Overgrown Battlement). Villain drops a second Island and taps out to level the spy patrol before hitting me for 2 (18 – 20). (Ulamog's Crusher) off the top gives me another racing tool if I can ramp to it in time. I drop a Forest and cast the (Ondu Giant), hunting up an Island before passing the turn. (Venerated Teacher) from Villain vaults the patrol to stage three, it attacks me for 3, and I’m way back on my heels (15 – 20). Villain’s missed land drop gives me some hope, but even I don’t face another threat, the patrol has me on a five-turn clock. The pressure is on!

I draw and play an Island, and face my first real decision in the game. Am I looking to put the (Drake Umbra) on my (Ondu Giant) and race in the air, or am I playing (Guard Gomazoa) to boost the (Overgrown Battlement), accelerating out (Ulamog's Crusher) next turn?

image R1G1 #1

If Villain has no answers and no flyers, turning the (Ondu Giant) into a dragon and swinging away is clearly the play. After all, I would win in four swings, which beats the clock Villain has on me. On the other hand, Villain is stuck on three lands and has five cards in hand. If one of those five cards is a (Guard Duty), (Narcolepsy), (Regress), or (Oust)—all fairly likely holdings—I will hit once before having my Voltron disassembled. Does my situation improve if I play the gomazoa? Let’s play it out assuming Villain has removal, and I don’t draw anything else relevant.

Cast the Drake Umbra

  1. Cast the umbra, attack for 5 (15 – 15).
  2. Giant neutralized, hada hits for 3 (12 – 15).
  3. I cast (Guard Gomazoa).
  4. Hada hits for 3 (9 – 15).
  5. I cast the crusher.
  6. Hada hits for 3 (6 - 15).
  7. I attack with crusher, it’s chumped.
  8. Hada hits for 3 (3 – 15).
  9. Crusher damage is taken and I’m dead the next attack.

Cast the Guard Gomazoa

  1. I cast the Gomazoa, attack (15 – 18) and pass.
  2. Hada hits for 3 (12 – 18), Villain probably plays something.
  3. I cast crusher and potentially make it through with the giant again (12 – 16).
  4. Hada hits for 3 (9 – 16), crusher is neutralized.
  5. I umbra the giant and swing for 5 (9 – 11).
  6. Hada hits for 3 (6 – 11), maybe I have triple blue to counter something.
  7. Giant hits for 5 (6 – 6).
  8. Hada hits for 3 (3 – 6) and I definitely counter something if I didn’t before.
  9. Giant hits for 5 (3 – 1), but I die on the counterattack.

Unfortunately, both scenarios show a loss for me unless I draw some help, or Villain fails to have removal. The second scenario needs less help to turn a loss into a win, though, so that is the route I take, attacking Villain for 2 (15 – 18) and dropping the gomazoa. Villain misses another land drop and casts an almost-irrelevant (Ikiral Outrider) before attacking for 3 and passing (12 – 18). A third Island doesn’t change too much, although it sets up the ability to umbra and leave (Deprive) mana up next turn. This turn, though, I attack for 2, tap out for the crusher and pass (12 – 16).

Villain draws and plays and Island, and I brace for a nullified crusher, but luck is with me and Villain casts a (Dawnglare Invoker) instead before I lose another 3 to the patrol (9 – 16). I take back the turn, draw another Forest, and play the Island. Given that Villain appears out of removal, is the play to umbra up the crusher or the giant in this spot?

image R1G1 #2

Normally I’m an advocate of diversifying my threats: a 5/7 flyer and an (Ulamog's Crusher) are better than a vanilla 2/4 and an 11/11 flying annihilator 2. In this case, though, the crusher would need to hit twice to win, while the umbra’d giant would need to hit four times to win. I only have three attacks before I’m dead, so I need to make that crusher evasive. Assuming the invoker chumps once and I counter anything that would accelerate Villain’s clock or slow mine further, a flying crusher will win me this game. I slap on the aura and swing with both non-defenders. Villain sacrifices an Island and the outrider to the crusher, chumps with the invoker, and takes 2 (9 – 14).

Villain untaps, plays a second Plains, then attempts a second (Dawnglare Invoker), which I (Deprive). A (Hyena Umbra) bolsters the (Venerated Teacher), but it appears to be annihilate fodder as the patrol drops me by another 3 (6 – 14). I take back the turn, hoping to draw insurance. Instead I draw another land, but I still hit for 11 as Villain sacrfices the umbra and a land (6 – 3). I’m sure villain has a ton of outs at this point, as any of the aforementioned removal spells or a flyer will get the job done. None of those outs materialize, and Villain scoops after the draw phase.

I have once again failed to take good sideboarding notes, but I believe I bring in (Leaf Arrow) for one (Jaddi Lifestrider). I might have brought in the (Spider Umbra) too, but that’s fairly borderline. It’s solid defense against flyers, but against a color that can really punish umbras. If I were sideboarding right now, I’d make the arrow/lifestrider swap only, and I think that’s what I did in the actual match.

R1G2

Villain keeps on the play, and I check my seven on the draw:

image

This will do just fine, although it presents some interesting questions about which land to play first. Villain opens with an Island, and I draw a second one. What is your approach to the first-turn land drop? No screen shot required, but I’ll see you in the next paragraph when you’ve thought it through.

I really want to use that (Evolving Wilds) to fetch my Mountain, but if I get unlucky and fail to draw a timely Forest, things could turn ugly. Between (Prophetic Prism), (Ondu Giant), seven Forests, and a Mountain, I have a 10 in 32 chance of drawing something next turn that will clarify how I want to use the fetch land—10.5 if we give partial credit to (See Beyond). Since I have a turn-one play off an Island, I go that route, dropping an Island and casting (Skywatcher Adept). (Halimar Wavewatch) from Villain puts up a quick defense that threatens to turn into a brutal offense 10 mana from now.

I rip one of my ten outs to color clarity in (Prophetic Prism), but it still leaves me with a subtle choice: Evolving Wilds or Island/prism this turn?

image R1G2 #1

Having three mana available next turn for either leveling or (Staggershock) is desirable to me, so I play out the (Evolving Wilds). I don’t want to hit the wavewatch with (Narcolepsy) until Villain has sunk more mana into it, and the (Overgrown Battlement) doesn’t have anything to accelerate me into anyway right now, so I can set up for a turn four prism/battlement or prism/Narcolepsy play without losing much. When Villain spends his third turn leveling up the wavewatch and enchanting it with (Hyena Umbra) though, I change my plans. With no targets out, I’m unlikely to cast the (Staggershock) next turn, so I might as well fetch the Forest for the battlement instead. I take 1 from the wavewatch before cracking the wilds (19 – 20).

I draw my second (Staggershock), play my Island, and cast (Overgrown Battlement) before swinging for 1 and passing (19 – 19). Villain spends his fourth turn leveling the wavewatch to three, but holds back on attacking because of my wall. I draw (Jaddi Lifestrider) and have more options. Now what’s the play?

image R1G2 #2

Option one is to level up the adept and hit for 2, letting Villain spend another turn leveling, meaning I’d take 7 before the inevitable (Narcolepsy) on the wavewatch. Option two is to cast the (Prophetic Prism), potentially draw the land to enable the level-up play or holding back for (Staggershock), with the fallback plan of putting the wavewatch to sleep right now. I like the prism play. I can probably afford to take 7 from the wavewatch, but that’s a bit greedy when I can nullify nine mana and two cards with two mana and one card right now.

Casting the prism does lead to another Forest, and I play it out. Looking at it now, I like being greedy, and just leveling up and attacking. Yes, I’ll take 7, but Villain will have spent his entire game buffing up a creature I can render useless for two mana, but I think the more important point is that by leveling up the adept now, it’s less of a telegraph next turn when I pass with three mana up. It’s still somewhat of one, but it’s a lot more suspicious to leave the adept as a wimpy 1/1 than it is to leave it as a 2/2 flyer when leveling up doesn’t move it to stage three. Nonetheless, in the actual game I hit the wavewatch with Narcolepsy and pass.

Villain has a fifth land, and spends four mana on a (Hada Spy Patrol) and a (Time of Heroes). I had to physically restrain my Staggershocks, who erupted into an argument over which of them was going to blow out Villain in response to the next attempt to level up the spy patrol. I draw and cast (See Beyond). Which card are we shuffling back, here?

image R1G2 #3

It quickly boils down to (Leaf Arrow) or (Jaddi Lifestrider). I decide on the (Leaf Arrow), since I brought it in primarily for the two (Dawnglare Invokers) I saw in game one. There are only a couple of flyers that the arrow hits and the Staggershocks don’t, so I opt to keep the lifestrider and ship the arrow. Now I have to telegraph my (Staggershock) by passing the turn with an unleveled adept, but that’s fine. Even if Villain knows with 100% certainty that I have the Staggershock, there’s no good way to play around it unless I’m up against a (Deprive) or an (Emerge Unscathed). The latter seems unlikely, as Villain would have left a Plains untapped for this turn, and I decide I’m willing to risk the (Deprive) for the bigger blowout, and pass.

Villain has land number six and immediately attempts to level the patrol, which meets (Staggershock) in response (the regular one, FWIW). Villain casts a (See Beyond) to mirror mine before passing back the turn. The rebounding (Staggershock) goes to the dome for 2 (19 – 17), and I draw (Deprive). I could level up twice, but leveling up once with (Deprive) and (Staggershock) mana ready seems like the better play, since I can then level up twice next turn and still hit for 4. For now, I hit for two through the air and pass (19 – 15).

A Forest comes down for Villain, and the splash is explained immediately after with a (Kazandu Tuskcaller). Is this a good (Deprive) target? I decide not, since Staggershock kills it. I let it resolve. The follow-up play is (Champion’s Drake), and is the last card in Villain’s hand. Counter this?

image R1G2 #4

This time, I think countering is correct. The sleeping wavewatch will still make it a 4/4, and while my adept will be able to trade with it, it seems better to just win with my four-powered flyer than it would be to turn it into removal. In the game, I didn’t counter it, and I don’t remember if it was failure to account for the wavewatch and me thinking I would 2:1 with staggershock, or if I really decided that racing or trading with 4-powered flyers was the best path to victory. I’m inclined to think I had forgotten about the “out of mind” wavewatch as a drake pumper, but an error either way. Failing to (Deprive) also forces me to Staggershock at the end of the turn so that I have all six mana ready for the level.

I shock the tuskcaller, and the rebound zaps Villain for another 2 (19 – 13). Drawing (Wildheart Invoker) offers the alternative play of playing the 4/3 and leaving (Deprive) mana up, but I’d rather just get on with the 4/2 flyer. I level up twice, attack, and Villain opts to trade flyers before taking back the turn. No play and no land drop, so I quickly take the turn again, drawing my (Sphinx of Magosi) off the top and casting it. Villain has the (Narcolepsy) bailout, leaving me with a card-drawing engine instead of a game-winning engine. I draw (Enclave Cryptologist) and plan the turn:

image R1G2 #5

While the idea of going nuts with card drawing has some appeal, extra cards are ultimately a means to a means to an end, while the (Wildheart Invoker) cuts out the middle man and provides a means to an end. I drop the invoker and leave (Deprive) mana up instead of casting the cryptologist. Anything relevant will be countered, and anything irrelevant will be ignored. Villain draws and casts (Caravan Escort). Is this relevant enough to spend a (Deprive) on?

In the game I elected not to counter it, but I question that decision now. My thinking was that even fully leveled, the 7/7 (Caravan Escort) still wouldn’t be able to break through my eventual (Jaddi Lifestrider), and that with the inevitability of my card drawing and crusher, the only thing that would prevent me from winning this game is something truly back-breaking, and therefore that’s what I should be saving my (Deprive) for. That’s not a terrible line, but with Villain topdecking, I think the thing to do is just clear the path for my 4/3 and end this as quickly as possible. Either way, it’s going to be hard to lose this game. After the escort gets a few level counters, I untap, draw an Island, and play it. Plans?

image R1G2 #6

First, I think an attack is safe, as Villain is counting on holding the ground with the 7/7 first strike next turn, so I swing for 4 and connect as expected (19 – 9). Plenty of options post combat. I’d love to get to 8 mana next turn, but really, it’s pick your path to victory at this point. Keeping (Deprive) mana open seems wise, and to that end I like casting the lifestrider and passing. Because I am apparently not wise until I’m viewing replays, though, I cast the crypto, cast the lifestrider, and tap all but the lifestrider to gain 4 (23 – 9). Seeing gamble-laden decisions with little upside like this in my replays (surely he won’t topdeck anything relevant!) remind me that while I’m an above-average Limited player, I won’t be an elite player as long as I continue make these kinds of sloppy plays. The game felt so unloseable that I just stopped being careful, and elite players never stop being careful.

I draw (Drake Umbra), and victory is all but assured. The invoker goes all dragon on Villain’s life total with the help of the umbra, and I finally use the (Deprive) on a (Champion's Drake), which earns the concession shortly after. I won, but I definitely made some questionable decisions along the way.

Stay Tuned…

Round one is in the bag, but the rest of the games will have to wait. The good news is, part two is almost done and should follow part one in short order instead of the usual, possibly tomorrow if that’s how the fine folks at PureMTGO want to present it.

In the meantime, in an effort to be more transparent about my overall drafting results, and to provide a look into more than just the drafts I turn into articles, I have been posting lots of uncommented drafts to www.raredraft.com under the tag Waiting for Godot. I’d been reluctant to share my uncommented drafts in the past because I wasn’t comfortable throwing up my decisions for the world to see without also providing explanations to go with them. However, in the interest of transparency and easy extra content, I’ve let go of that complex and put it all out there, so feel free to browse some drafts and make some comments. If people have questions or comments about any given picks, I’ll back-fill them with comments as appropriate. You can also see my entire draft history from the beginning of Zendikar on my publicly-viewable Google doc. If you’ve been thinking of tracking your draft results (which I recommend), you can check out my template and adjust it to fit your needs.

Also, while there is much to love about www.raredraft.com, it is an ongoing work in progress, and one current flaw is that you can only search up the ten most recent drafts from someone. As a workaround until this is addressed, I’m embedding any drafts I upload in a post to Waiting for Waiting for Godot, the blog I use as a single, RSS-able source for announcing any Magic content I put up on the web. You can always view the drafts from there.

Happy drafting, and I’ll be back to wrap this up shortly!

Intro 2

Hey everyone! Welcome back to part 2 of this 84 ROE draft walkthrough. Head on back in time to catch up with the draft and round one if you missed it. The executive summary is that I started out with (Ulamog, the Infinite Gyre) thinking green-red or green-black ramp, but the blue became impossible to ignore and I ended up green-blue control splashing red for a couple of (Staggershocks). You can check out the decklist here. I won round one in two games against a blue-white leveler deck splashing green for a (Kazandu Tuskcaller), and I’m back and ready to take you through the rest of the draft.

Round-Two Scouting

Scouting didn’t show anything I was particularly concerned about:

image

Hopefully my (Staggershock)s and (Narcolepsy)s will 2:1 any Boar Umbra shenanigans. It’s worth noting that (Lust for War) showed up in each of the three games scouted, so it’s possible Villain has two. I didn’t pass any, though, so it may just be a single copy plus some variance. The question is, did I not see the red removal Villain splashed for in the replays, or is it just not in the deck?

R2G1

Villain wins the roll and elects to play, which is fine with me. After a Villain mulligan, I quickly keep these seven:

image

I guess we’ll find out if Villain is splashing burn, because if my (Enclave Cryptologist) doesn’t die in a fire, it ought to just win it for me with the (Narcolepsy) and countermagic in hand to buy some time.

Villain opens on a Mountain, and I draw a third Island and run out the cryptologist. A second Mountain has me wondering if I scouted the right replays since none of the games I saw showed more than one, but again, more variance. I draw a Mountain of my own, drop a Forest, level up, and pass. Villain has (Prophetic Prism) and a Forest, and I loot to find and discard an Island before untapping and drawing (Jaddi Lifestrider). I drop a second Island and level up again. I could keep (Deprive) mana up, but I’d rather give Villain a one-turn window here, then move to stage three next turn with (Deprive) at the ready.

Villain has (Beastbreaker of Bala Ged) and (Ancient Stirrings) revealing a Plains, which he fails to play before the end of the turn in a mental mishap. Looting produces a Forest, and because I am about to start drawing two cards a turn, I see no need to keep land over spells and I ship the Forest to the bin. I would ditch the Island and keep the second Forest, but I need three Islands to level up and Have (Deprive) mana ready. I draw a second Forest anyway, level up the crypto, and draw another Island off of him. I can (Narcolepsy) the beastbreaker now or save the mana for a possible (Deprive). What’s your play?

image R2G1 #1

I feel solidly in control, and I don’t mind taking 4 from the beastbreaker, as next turn I’ll be able to (Narcolepsy) the 4/4 while keeping (Deprive) mana up. About the only thing that would really hurt right now is (Lust for War) on the cryptologist, so I’ll protect against it. Villain takes back the turn, plays the Plains this time, and levels up the breaker to hit me for 4 (16 – 20). I draw (Wildheart Invoker), then (Ulamog's Crusher) off of the cryptologist. I drop a Forest and follow through on the Narcolepsy-with-Deprive plan, and pass. Villain goes for a (Kozilek’s Predator). Do we counter this?

image R2G1 #2

While I have the (Jaddi Lifestrider) to contain the predator, I’m fine with countering this simply because I can. The ramp could be important, and I have (Lay Bare) as backup (although we’ll see how easy it is to leave four mana open in the coming turns). I counter the predator, bouncing an Island. I draw (Nest Invader) and (See Beyond), then replay the Island. The trouble with an unfettered (Enclave Cryptologist) is the flood of options! These are the Magic problems we like to have. I could just get my aggro on with the (Wildheart Invoker), but I’m overcome with temptation to have even more options, and decide to go with the (Nest Invader)/(See Beyond) pair. (See Beyond) adds a Forest and an (Overgrown Battlement) to my hand, and since I have more than enough mana at hand to be able to cast the crusher, I shuffle the Forest back into my library and pass.

Villain has a (Rapacious One) and passes, and I silently thank the (Jaddi Lifestrider) with the gigantic butt that is about to stave off mass token creation for the bad guys. I pull an Island and (Sphinx of Magosi) off my double draw, play an Island, and plot.

image R2G1 #3

How absurd is an unchecked cryptologist? Just look at this board! There is an eight-card difference between our two libraries at this point, and Villain is down to two cards while my hand is overflowing. Sick. With seven mana at my disposal, I like casting the (Overgrown Battlement), then the lifestrider, tapping the battlement and (Nest Invader) to go back to 20. While technically the (Sphinx of Magosi) could also hold off the (Rapacious One), I’d rather put a 2/8 I don’t mind losing in the line of fire before one of my deck’s finishers. I gain four life on the play, and pass the turn (20 – 20). Villain manages an innocuous (Makindi Griffin) before sending the turn back without a land drop, suggesting two spells in hand.

I draw Forest and (Skywatcher Adept), and once again consider my options.

image R2G1 #4

I could get cute at this point and start playing four drops with (Lay Bare) mana, but one-for-one trades just add to my inevitability at this point and don’t need to be countered. Villain needs a (Disaster Radius) or an (All Is Dust) to equalize things, and while I could play around a rare and a mythic, I’m going to go with one of the earliest bits of general Magic strategy I remember processing: “If you have them by the balls, don’t just wriggle, squeeze!” The internet attributes this quote to Henry Stern, and it had a profound impact on my early Magic mindset despite (or perhaps because of) its straightforward message. this case, I don’t just wriggle, I crush, dropping my 8/8 Eldrazi before passing, which blanks (All Is Dust) as an out. Villain has (Guard Duty) in response, swings with the griffin, and makes another one before passing (18 – 20). I draw a couple of Islands and cast (Sphinx of Magosi) with enough mana left over for activation.

Villain has an Aura Gnarlid that has a long way to go before it can attack unblocked past my crusher. Villain also makes a land drop to empty his hand, and with (Lay Bare) now ready, ending the game is a simple matter of busting through a couple of griffins without decking myself. Between the sphinx and the crypto, I add (Narcolepsy), (Ulamog, the Infinite Gyre) and (Staggershock) to my hand. Thanks to the (Guard Duty) pumping the (Overgrown Battlement) I am able to cast Ulamog, destroying a griffin. The surviving one chumps the sphinx, and Villain concedes after the next draw.

R2G2

Having seen no flyer that (Leaf Arrow) will actually take out, I leave the deck as is and head back into battle, again happily on the draw. Villain keeps, and I have a hand similar to the opener for R1G2:

image

An uncomfortable keep with two (mana=U)(mana=U) counterspells and no Islands, but the (See Beyond) and turn-two (Overgrown Battlement) make this one good enough. We’ll see if my first draw clarifies what the (Evolving Wilds) should fetch. Villain drops a Forest, and I draw a second Forest. Do you set up the turn-two battlement off the two Forests, or do you pop the wilds? If so, for what?

Holding out to draw an Island or my Mountain naturally in the next two turns is tempting, but because I really need two Islands to get this hand going anyway, I should just bite the bullet and fetch one now. I still have three other ways to make red, so I’m likely to find one before the game is over. I don’t have to wait long, though. Villain drops a Plains and passes, and I draw my one Mountain after fetching an Island before my untap. I cast the (Overgrown Battlement) and pass. Villain casts an (Aura Gnarlid) and it’s on me again.

A (Jaddi Lifestrider) off the top isn’t very significant, so I play the Mountain and pass, preparing to shock the beast in response to any aura shenanigans. No auras hit play, and I’m facing an attack. Are you using the (Staggershock) now, or are you waiting to see if we can bait out a 2:1?

image R2G2 #1

At 20 life, I’m willing to be a little greedy here. The most likely result based on what I’ve seen so far is a (Makindi Griffin), but just in case, I go ahead and take 2 (18 – 20). It turns out to be an also-unshockable (Kozilek's Predator), I go ahead and take out the gnarlid at end of turn and one of the tokens on the rebound. Two to the dome might seem like the better play than burning an 0/1 token, but If I’m going to win the game, it’s going to be through inevitability after taking firm control. Leaving Villain with extra mana is more likely to undermine my plan than leaving him with extra life.

(Nest Invader) is on the top, but before I cast it, I decide to (See Beyond) instead. What are we shuffling back in here?

image R2G2 #2

(Lay Bare) is basically my 22nd card, and with a (Deprive) already in hand to catch anything nasty for half the price, I shuffle back the four-mana counterspell. In doing so, I realize I’ve made a subtle mana-tapping error. While I correctly reasoned that paying for the (See Beyond) with a Forest would still leave me with green to cast (Nest Invader) while saving my Mountain for a possible (Staggershock), the problem is it forces me to tap the (Overgrown Battlement), which effectively costs me 3 life since now I can’t block the predator. It wasn’t worth the certain cost of 3 life for the chance that I would draw and keep mana open for my second (Staggershock). I play out the (Nest Invader) anyway and pass.

I take 3 from the predator as expected (15 – 20), and Villain sacrifices a spawn token to cast and level an (Ikiral Outrider) post combat. I draw another Forest, and tap all my lands for the (Jaddi Lifestrider). The question is, which creatures do I tap for lifegain, and why?

image R2G2 #3

Tapping the spawn token for 2 is a no-brainer, but then it gets interesting. At first I thought I would tap everything but the lifestrider, but that didn’t make sense because without the wall to block, Villain can simply attack with both and I take the 2 damage I gained, and from a vigilant creature to boot so I don’t even get a tapped creature out of it. Then I realized that the (Nest Invader) and the lifestrider could threaten to gang block and trade the 2/2 for the predator. By leaving those two up and tapping the rest, I should be able to prevent any attack while still gaining four life. I gain 4 (19 – 20) and pass. I really appreciate cards like (Jaddi Lifestrider) from a design perspective. Every time I cast it, it’s a little “what to tap” puzzle to solve, and that makes the game all the more fun while providing a way to outplay your opponent.

The plan works as hoped, with Villain declining to attack, instead adding a second outrider to the board and leveling it up once. I’m unconcerned about the outriders; they just don’t do much against my real win conditions. I take the turn back and cast a freshly-drawn (Ondu Giant), finding a third Island and leaving (Deprive) mana available before shipping the turn. Villain curiously has no play at all, not a land drop nor level up. I take the turn back and draw (Wildheart Invoker), which promptly hits the board before I pass.

Villain’s only play is to level up an outrider, before it’s on me again. I draw a Forest, giving me ten mana available with the spawn token. What’s the best attack, and assuming it involves pumping with the invoker, is it correct to use the spawn token to activate, leaving up mana for a telegraphed (Deprive)?

image R2G2 #4

The giant would become a 7/9 with the +5/+5, which is big enough to kill anything that blocks it while withstanding a triple block as well. I decide to send it in, and when it goes unblocked, activate the +5/+5 with the spawn token. I don’t care that Villain knows I have a (Deprive), but really, given my (Deprive), I should have sent in the invoker instead. I’m protective of it because right now it’s the difference in the game, but with (Deprive), sending him into battle will not be fatal and does an extra couple damage. I live with the 7 damage and pass (19 – 13).

Villain has (Guard Duty) for the (Wildheart Invoker), which I feel no need to counter since it’s his ability that has turned the game in my favor, not his ability to attack, and it doubles the battlement’s mana production to boot. That means I don’t even have to draw a land to stay at pump + (Deprive) mana. I draw (Skywatcher Adept) and decide if it changes anything. What’s your play?

image R2G2 #5

There are two ways I can handle the endgame, both of which start with an attacking, pumped giant. It again goes unblocked (19 – 6). Now I have two real options: a safe win in two turns, or go for a risky win next turn.

The safe, two-turn win involves passing the turn, waiting for the inevitable level up, taking back the turn, casting the adept and leveling it up twice, passing, and then pumping it the turn after for the win. With (Deprive) mana at the ready the whole time and a narcolepsy in hand, it is highly unlikely that Villain will have the two spells he’ll need to thwart this plan, since the first one will be (Deprive)d, and any flyer will be put to sleep.

The riskier plan is to forego (Deprive) protection, cast the adept now, hope to draw a land, level up the flyer once, and swing for the pumped win. Since the only removal Villain has shown is already on my (Wildheart Invoker), it feels like the unnecessary risk in this plan is that I have to draw land off the top for it to work, otherwise, the clock is exactly the same, but with me exposed without (Deprive) ready. Given that, the protected, two-turn option seems clearly superior to me. In the game, I threw caution to the wind and dropped the adept, looking for the one-turn checkmate, again abandoning my countermagic after several turns of carefully protecting myself with it.

Villain didn’t have anything spectacular, but a (Prophetic Prism) and a (Makindi Griffin) later, and I was two turns away from a win even if I did draw a land. As it is, I drew a prism of my own which drew me a land. I played it, leveled the adept, put the griffin to sleep, and passed with (Deprive) mana back up. That was good enough for Villain, who scooped after drawing.

image R2G2 #6

My play with counterspells in the two matches so far underscores my lack of comfort with them in Limitede. I have erred multiple times with (Deprive) in this event so far: once by failing simply to use the damn thing instead of waiting for a perfect target, and twice by carefully protecting my position with it, only to abandon the protection to apply unnecessary additional pressure. Sometimes sqeezing and not wriggling means keeping your countermagic defenses up instead of adding additional threats sooner. I will make a point of being more mindful of this the next time I’m holding countermagic in Limited.

Perfect counterspell usage or no, though, it’s on to the finals!

Finals Scouting

I had five matches to scout my finals opponent, and this is the partial decklist that came of it:

image The card that actually worries me the most is (Emerge Unscathed), as it can undo all the hard work of a (Narcolepsy). Beyond that, while there is certainly potential to fall behind and lose to a rush of umbra-wearing fatties, I think the matchup favors my deck. Let’s see if that bears out.

R3G1

Villain wins the roll, opts to play, and keeps. I have these seven on the draw:

image

Good enough! Against green-white I wish that one drop were (Enclave Cryptologist), but I’ll make do. Villain opens on a Forest, but thankfully no (Joraga Treespeaker). I pull a (Staggershock), and again face a fetch-land conundrum that I can put off for a turn by running out the (Skywatcher Adept) first. Villain plays a Plains, taps a Forest, and then enters combat without spending the mana. It’s unclear whether that was a meaningless misclick or if Villain is cursing at his computer, staring at an unplayed two drop, but probably the latter. Either way, I take back the turn, drawing a forest to get off the hook with (Evolving Wilds). I play the wilds, attack for 1 and pass (20 – 19).

Villain casts (Knight of Cliffhaven), which must have been the intended play the turn before. I draw a Forest, and am again put in that awkward position created when levelers meet instants: the blatant telegraph. I have yet to find a spot where the the benefits of a successful fake telegraph outweigh the risks, by the way. Everyone imagined the “bluff no-level” as soon as the mechanic was understood, but in practice you just never want to do it. It’s terrible to pass up the opportunity to spend mana in an effort to convince your opponent to do the same. Most of the time it’s correct to play into a leveler-telegraphed instant anyway unless you have something else to do, and in both of those cases, the bluff non-level looks utterly miserable.

The question here is, am I Staggershocking the leveler now, or telegraphing and seeing if I can extract a 2:1 anyway, but giving Villain a chance to untap? We’ve seen (Emerge Unscathed) and (Might of the Masses) in the scouting…

image R3G1 #1

No matter what, I’m going to throw Staggershock at the knight before my next turn. Even telegraphed, Staggershock has the potential to put Villain in a spot where all options lead to a turn that results in either a 2:1 or three wasted mana. I need to make Villain play around it given all the umbras in the scouting, so I pass with my Staggershock effectively face up.

After playing a third Forest, Villain goes for a (Boar Umbra) on the knight, which surprises me because anyone who reads me for the Staggershock is at least going to choose leveling up the knight and wasting three mana over offering up the 2:1. Is it a trick or a mistake? I cast the (Staggershock) to find out, and a (Might of the Masses) steps in to clarify the situation. Shortly after, I’m taking 6 from the mighty knight-boar, a fact that would concern me more if not for the (Narcolepsy) in hand (14 – 19).

I shock to the dome (14 – 17) and draw (Prophetic Prism), which draws me into (Enclave Cryptologist) before I tuck the boar-knight in for a nap and attack for 1 (14 – 16). Villain turns some lemons into lemonade with a Plains and a (Momentous Fall) on the 5/5, drawing five cards and gaining 5 life (14 – 21). I draw another Island and play it. What’s your plan for the turn?

image R3G1 #2

With Villain at seven cards, it feels fruitless to sit on (Lay Bare). I need to catch back up on cards, and that means getting the cryptologist going. Still, I can play land number six next turn and level all the way to stage three, leaving me the mana this turn to cast the cryptologist, but then level the adept and swing for 2 before passing, so that’s what I do (14 – 19). Villain’s first turn after the fall sees (Tajuru Preserver) and (Mul Daya Channeler) entering the battlefield, revealing a (Joraga Treespeaker) on top. I’m probably going to have to get lucky on the channeler reveal to win this one.

A Forest on top doesn’t help my cause. What’s the plan for this turn?

image R3G1 #3

My natural instinct here is to push the cryptologist to stage three and draw a card as I’d planned to do before Villain’s last turn, but leveling to stage one and then looting is far superior. Sure I’ll have to ditch a land, but in exchange I’ll have four mana available for whatever I draw. if it’s a blank, then I can sink the rest of my mana into leveling the cryptologist. Instinct takes over though, and I fully level the crypto before processing that it was incorrect. To salt the wounds, the draw then produces an (Ondu Giant), which would have been a great play after looting. Now that the giant is coming, though, are we attacking with the adept, or leaving it back on defense?

This is a close call. In general, I don’t like trading an evasive man for a creature that I will neutralize with my next play, but after that huge (Momentous Fall), I can expect the pressure to continue, and I may need to trade while I can. If I can stabilize here, the cryptologist will catch me back up on cards quickly. In the game I decide I can go on defense next turn and swing for 2 now (14 – 17). Looking back, I see that as a failure to identify who is aggro. I can win later with one of my big hitters as long as I make it to “later,” so I should sit back on D and try to make trades in this spot. I could end up taking 7 on the counterattack if I’m unlucky with the card under that (Joraga Treespeaker), and that seems like cutting it too closely against that fistful of cards.

A Forest is under the treespeaker so I don’t take 7; in fact, the good news is I only take 2! The bad news is it’s because the (Mul Daya Channelers) help power out a (Pelakka Wurm) instead of attacking, making it 12 – 24 and giving me a 7/7, trampling problem. There’s enough mana left over for the treespeaker too, and I take the turn back, looking desperately for answers. The Island off the draw is not helpful, but the (Sphinx of Magosi) off the cryptologist is. I drop an Island and play the 6/6 to start the hopeful comeback.

Villain untaps, draws the Forest, revealing a (Spider Umbra) underneath, and adds a (Stomper Cub) and a (Lone Missionary) to my troubles after leveling the treespeaker (12 – 28). The (Pelakka Wurm) and (Tajuru Preserver) charge in. What are our blocks?

image R3G1 #4

I can’t afford to lose the sphinx at this point because it can ultimately grow to pelakka-blocking size, so I throw it in front of the preserver, taking an uncomfortable 7 from the wurm (5 – 28). I draw (Wildheart Invoker) off the top, but at five life, it’s not even certain that I should use the cryptologist main phase in case I need to chump. The channelers give me a nice insight into what I’ll be facing, though, in this case a (Spider Umbra). I play a Forest and work on a way to assume board control. What are the important considerations, and what’s the best defense plan for Villain’s upcoming attack phase?

image R3G1 #5

The first thing to note is that the (Spider Umbra) is almost certainly going on the (Pelakka Wurm). I probably can’t win this game if lose my sphinx without at least trading for the Pelakka Wurm, so my plan can’t be to sink mana into the sphinx to make it an 8/8, as then it will just trade with the (Spider Umbra). I could use the sphinx ability once and save (Lay Bare) for the umbra, but then I’m in a terrible spot against all the non-wurm creatures across the battlefield. I want to be able to survive an all-out attack while gang-blocking the wurm with 8 points of damage. If I play both the (Ondu Giant) and the (Wildheart Invoker), I can put those two and the adept on the wurm, the sphinx on the (Stomper Cub), and chump the (Mul Daya Channelers) with the cryptologist and end up taking 3, and then I’d untap with the adept, the sphinx, 10 mana, 2 life, and hope.

I play out the invoker and the giant and pass the turn. Villain draws the umbra and shows a Forest off the channelers, then casts (Kozilek's Predator) needlessly precombat, and needlessly off the treespeaker. The umbra hits the wurm as expected, and Villain makes a favorable attack for me, swinging with the cub and the wurm only. This makes the blocking plan all the better, as instead of dropping to 2 and losing my cyrptologist, I stay at 5 life and retain my card-drawing engine while taking out the (Stomper Cub). As an added bonus, Villain orders the blockers such that my (Ondu Giant) lives instead of the adept, giving me a much better blocker for next turn.

The cryptologist gives me a (Nest Invader) before I untap and draw (Guard Gomazoa). Now what?

image R3G1 #6

It’s great to know that Villain is drawing a blank next turn and has no cards in hand. It is critical that I make the sphinx an 8/8 so I have a single creature that can hold off the wurm. That will use up six of my 10 mana, and with the remaining four I can play the (Guard Gomazoa), or I could play the (Nest Invader) and sacrifice the token to also cast the gomazoa. Knowing what Villain has coming, I’m OK with just casing the gomazoa, as an all-out attack would still be favorable for me. I would take 3 or 4 damage, but then I will have solidly stabilized. Still, having the extra 2/2 would render an attack even more unwise, maximize my mana, and only cost a spawn token, so that’s the optimal play.

It’s possible that the draws from the sphinx moving to 8/8 will change the plan, but it’s important to assume that all draws will be blanks and plan accordingly. Also, since Villain has made his share of mistakes this game, I want to hold off on the second activation and encourage a possible attack into the sphinx. The first draw adds an Island to my hand, and from there I cast only the gomazoa and pass.

Villain draws the Forest, revealing (Kozilek's Predator) #2 on top of the library. More good news. With no profitable attack, Villain levels up the treespeaker and ships it back. I make the sphinx an 8/8 and use the cryptologist before untapping, and add (Mnemonic Wall), (Ulamog, the Infinite Gyre), and (Overgrown Battlement) to my hand before my next main phase. I play my Island, but then what?

image R3G1 #7

Now I’m feeling in great shape. Ulamog is going to dominate, and I’ll have (Lay Bare) next turn to take care of any potential monkey wrench from there. So, pretty simple, just cast Ulamog, take out one of the opposing creatures, and march to victory. I tap out to cast Ulamog, targeting (Pelakka Wurm) with the destroy ability since it’s clearly the biggest threat, and in doing so I promptly lose the game.

Wait, what?

Yes, I promptly lose the game. The wurm dies, Villain draws the predator off of the wurm’s death trigger, and reveals the next card down:

image R3G1 #8

Wow, did that really just happen? Yes, that really just happened. What a gut punch!

An utterly winnable game slips away from me due to one too many mistakes. If I had played both the (Nest Invader) and the (Guard Gomazoa) the turn before, for example, I’d have enough blockers to avoid losing to the (Might of the Masses), or if I’d destroyed something besides the wurm, I’d have (Lay Bare) ready for the might one turn later. I also made small mistakes early that if I had caught in time would have helped me stabilize sooner.

Was the chance that (Might of the Masses) could be the next card down a reason to destroy something other than the (Pelakka Wurm)? While it’s clearly Villain’s biggest threat, it’s a threat that is contained by two of my creatures now anyway, so the super-safe play is to not allow that extra card draw. With all of Villain’s draws exposed to me, there’s no reason not to play it safe and let the wurm live in that spot. Frankly, I didn’t consciously say, “I’ll let Villain draw a card and destroy the wurm,” I simply looked at the board, identified the biggest threat, and took it out.

It was brutal to lose a game after fighting so hard to recover, but the good news is that I feel my deck is the favorite in any given game in this matchup. Green-white has nothing to permanently deal with my best cards, so if I can do a better job of stabilizing, I like my chances. Nothing to do now but win a couple games in a row. I believe I found room for my (Naturalize), probably for (Lay Bare), but I failed to take sideboarding notes here.

R3G2

I elect to draw, and Villain keeps. My opener:

image

Given that Villain’s only answer to (Sphinx of Magosi) appears to be a flyer and (Smite), this is a happy keep. It’s worth noting at this point that game one was epic and chewed up significant clock, and at the start of game two I was sitting at just under 20:00, and Villain just over 16:00. Villain drops a Forest, and I peel one off the top myself, which allows me to run out the (Evolving Wilds) for a Mountain. Another Forest but no spells from Villain bodes well for me since my biggest concern is an aggressive start. I rip (Ondu Giant), play a Forest, and cast (Nest Invader). I’ll start noting Villain’s clock parenthetically, since it starts to matter (15:52).

A Plains and a (Soul's Attendant) do nothing to change my expectations, as it’s not a good card against me in the matchup. I don’t much care what life total I’m up against as long as I won’t deck myself before one of my finishers can whittle it to zero. I pull (Mnemonic Wall) with no targets in sight, and I drop an Island. (Ondu Giant) now, or save the spawn token for the sphinx?

image R3G2 #1

Since it doesn’t change what turn the sphinx comes out to play, I might as well get the (Ondu Giant) out now. I mistakenly fetch an Island, thinking that I had to in order to cast the (mana=u)(mana=u)(mana=u) sphinx on turn five, but fetching a Forest and then dropping consecutive Islands would have done the trick. Villain gains 1 but then loses 2 on the attack before I pass (20 – 19, 15:20).

A (Joraga Treespeaker) and (Knight of Cliffhaven) join the opposition (20 – 21), but Villain misses his third land drop. I pull and play a Forest to bail me out of my incorrect fetch decision, and attack for 4 before casting the (Wildheart Invoker) to give 1 back (20 – 18, 13:57). After finding a fourth land, Villain levels the treespeaker and drops a (Kozilek's Predator) to gain 3 (20 – 21). An (Overgrown Battlement) off the top does nothing to change my plans for a turn-five sphinx (not that there is anything in my deck that would change that plan) (20 – 22). I now have no profitable attacks, and pass (12:27).

Villain untaps, draws, double clutches on mana tapping, and tanks a bit, finally casting (Jaddi Lifestrider) and tapping all but the the 2/8 itself for a gain of 11 (20 – 33), passing back the turn with 11:45 on the clock. I draw (Deprive) and start tackling the question of whether to play spells in hand or invest mana into (Sphinx of Magosi) pumping.

image R3G2 #2

My options increase greatly at 8 mana, as then I can use the invoker or I can pump twice and still have (Deprive) mana up. With (Mnemonic Wall) in hand, I can bring back a spent (Deprive), so I like pumping the sphinx once and playing the battlement with Deprive mana up. I draw an Island off the sphinx and attack for 7 before playing the wall to give back 1 (20 – 27, 10:26).

Being stuck on four lands doesn’t necessarily mean much when you are playing green in ROE Limited, as Villain adds two from the treespeaker and sacrifices a spawn token to cast a (Pelakka Wurm), which is a fine target for the (Deprive). With the ground fairly well stalled out, I take back the turn (10:02). (Ulamog's Crusher) off the top offers even more options for 8 mana. What are the top priorities?

image R3G2 #3

I could go through calculations to establish how my opponent’s damage clock rises or falls as I add counters to the sphinx, but I don’t think that’s the relevant concern. Besides the inevitability the sphinx affords just by being in play against a green-white deck, the exact number of turns Villain has becomes insufficiently predictable with the (Soul's Attendant) in play. The important thing is that I stay in control of the board, and that is best served by getting back that (Deprive). I can cast the wall with (mana=u)(mana=u) up, and draw a card at the end of next turn if the Deprive is unneeded. The attack for 7 and the creature hitting play again net 6 damage for the turn (20 – 21, 7:45).

Note the drop in Villain’s clock this turn. The correct clock management play would have been to be constantly ready with the F4 (“Pass priority for the rest of my turn unless Villain does something”), or perhaps just F6 (“Pass priority for the rest of this turn except to declare blockers”). (Spawning Breath) on the spawn token is about the only play that would need a response, and if I’m splashing the breath (unlikely), I’d use it on the attendant anyway. A turn that should have cost Villain two and a half seconds for some reason cost nearly two and a half minutes! Given the clock management I’m seeing, it has to be a factor in my decision making now. With the sphinx and the known (Deprive), it’s probably close to correct for Villain to concede and use the remaining clock to try for game three. I don’t know how many outs to the sphinx there are in that deck, though, so it’s hard to say with certainty when Villain should give up on this game and try for the third.

Villain untaps, has a fifth land, levels up the (Knight of Cliffhaven) and the treespeaker, and passes, while I draw a (Prophetic Prism) off the sphinx (15:15 – 5:36). Again, I use 15 seconds, and Villain uses two minutes. It didn’t feel like a multi-tabling situation, it felt like tanking to come up with the right plan for the sphinx, but I can’t say for sure. Either way, Villain is virtually conceding the match to me through poor clock management in this game.

I draw a Forest, play an Island, and consider how best to stretch out the game without losing it, since Villain seems so inclined to waste clock.

image R3G2 #4

One thing to note is that Villain leveled the treespeaker once, but not twice, leaving two mana unspent. (Smite) is almost a certainty, but the real question is whether or not (Might of the Masses) would be enough to finish the sphinx after the Smite is Deprived. Some quick math shows that as long as I can activate the sphinx’s ability, might won’t get the job done, so I attack with my 8/8. I counter (Smite) as expected, and with 8 mana left I could have also used the (Wildheart Invoker)’s ability to get 10 through, but I opt for a post-combat crusher instead (20 – 22).

Villain has a land and one of the two cards that, combined, could actually be annoying for me: (Daggerback Basilisk) (20 – 23). However, part two, (Spider Umbra), is not forthcoming. It wouldn’t even be that annoying anyway, as the crusher could take one for the team while the sphinx dug for a (Narcolepsy). Given that I scouted 18 cards from the deck and saw a 19th in Kozilek, I’m having a hard time manufacturing a scenario where I lose this game, which is why Villain ought to be conceding. Instead, I take back the turn (4:29).

I pull (Ulamog, the Infinite Gyre), attack with the sphinx and the crusher, and activate the card draw ability to find (Staggershock), which I cast on the basilisk. Should I have? Letting the crusher fall to the basilisk may have given Villain more hope and thus used more time, but it’s hard to turn one’s mentality from winning the game of strategy to winning the game of the clock. In any case, if I pull a solid draw next game, I’m already thinking the clock win is virtually secured, especially after Villain chews up more than a minute between my declaration of attack and the Staggershock play. After some chumping, annihilating, and another sphinx activation, it’s 20 – 13, and the board looks like this. Surely it’s time to concede (3:25)?

image R3G2 #5

No. Villain untaps, draws, plays a land, and taps out for (Kozilek, Butcher of Truth). Perhaps it was the hope of Kozilek saving the day that sent the game on much longer than it strategically should have. I was never really worried about Kozilek earlier because Villain had been stuck under ten mana, and by the late game, I could block and kill it with an invoker-pumped sphinx if I didn’t feel I could simply race it. I finally earn the concession, and all I need to do now is hold out for 3:10 in game three.

R3G3

I’m on the draw, and my opener looks a lot like a mull to five, but can it get the job done?

image

Wow, this is right on the edge! If I draw literally no other plays, it may not be enough. The (Skywatcher Adept) should be good for a trade with one of the many bears in Villain’s deck, and it’s quite appealing to have an answer at the ready for any (Boar Umbra) shenanigans that might arise. It was tight, but in the end I decided to put my faith in the (Narcolepsy) and keep. I’m curious where others fall on this one. Is this starter good enough to last three minutes, or should I have shipped it back and risked something worse?

Villain starts by evolving some wilds into a Plains, and I draw a (Nest Invader), which is perfect if I can find a Forest for it. I bring down the adept and pass. Villain has the old turn-two (Glory Seeker) for the immediate pressure. A (Jaddi Lifestrider) is no help at the moment, so I play an Island and pass (2:50). A (Lone Missionary) adds additional pressure, and I take 2 from the seeker (18 – 24, 2:41). A fourth Island is not the land I want to see, but I at least level up to a 2/2 and prepare to block (2:39). My adept leaps in the way of the (Glory Seeker) shortly after, but a (Might of the Masses) keeps both threats alive as I take 2 and lose my adept (16 – 24). Fortunately, Villain has no further play (2:27).

I rip a glorious Forest, which is a relief because without it I have to use a (Narcolepsy) on a 2/2 this turn. Instead, I drop the (Nest Invader) and prepare to trade again. Villain suddenly finds the F6 key, not losing a single second on my turn (2:27). The subsequent attack and trade take a mere four seconds, but the invader trades successfully with the (Lone Missionary), although it should have been the (Glory Seeker) (14 – 24). I take back the turn with no further play, but my plans for a (Jaddi Lifestrider) change when I pull (Sphinx of Magosi) off the top with the mana to cast it. I drop the bomb, and things turn ugly as Villain takes back the turn and casts (Soul's Attendant).

image R3G3 #1

image

"You’re bad at Magic" is a very nebulous, subjective claim (and awfully suspect coming from someone who made many mistakes and then handed me the match on a silver clock-management platter), but from the right perspective, you could argue he's correct—I certainly made a fistful or errors over the course of this draft. I'll say this, though: regardless of my actual skill level versus Villain's, I'm certain I left this draft with a higher degree of self-improvement (and dignity) than he did, because I at least see and own up to my mistakes in my ongoing effort to avoid their repetition. Villain doesn’t appear to be looking inward on this one, at the cost of his own self-improvement. And yes, I'm going out on a limb and assuming "he" here. I've met and played with plenty of female Magic players, but I've never met one who would go out like that. Here’s hoping he’s young with plenty of time to learn to take a loss and not old and permanently broken!

Thanks for reading, and until next time, happy drafting!


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Saturday, July 3, 2010

Our New Puppy

image

He’s currently the size of your average full-grown Chihuahua.

Wednesday, June 2, 2010

Waiting for Godot: Distorted Results (ROE #02)

Fair warning: you are reading a walkthrough of a Swiss draft. In the past, I’ve had readers comment that they stopped reading the moment they realized I had chosen a Swiss draft, so I figured I’d lead with that info so as not to waste the time of those already convinced that this article has nothing to offer them. If you fall into that camp, at least allow me to summarize my past responses on the issue before you move on.

I choose what drafts to write up based on their density of interesting decisions or their relevance to a topic I want to cover, not what queue they come from. There are Swiss drafts with tons of fascinating decision points and discussion fodder, and there are 84s that would be a waste of time to write up. If you’ve read my work in the past and have any respect for it, I would ask that you give me the benefit of the doubt and assume that whatever draft I write up, I have a good reason for it.

As for the general anti-Swiss bias in the “serious” Limited community, I have spoken and written on the subject numerous times, but here is an executive summary of the common arguments against Swiss and my responses:

  • “All you have to do is win the first round to get two packs in 4322.” 84s and Swiss pay out 12 total packs, 4322s pay out 11. To play in 4322s is to let WotC keep a pack, and I urge people to avoid 4322s when there are Swiss and 84s also available because of this. Send WotC a message that you will not accept an 11-pack payout when they could easily make it 5322 and bring it up to Swiss and 84 levels.
  • “I can’t ever come out ahead in Swiss, but I can in 4322.” This attitude is delusional, not to mention bad math, and it tilts me more than any other anti-Swiss argument. In the long run, you are not coming out ahead in any format unless you are one of a handful of elite drafters, so go with the one that pays out the best average (Swiss or 84), not the one that occasionally pays out a net positive but has a worse average payout.
  • “Swiss takes too long because there are always four matches per round.” This is a misunderstood, overblown fact. Only in round two, and only when a loser’s-bracket match you aren’t in is the last one to finish, will there be extra “dead time” for you that wouldn’t have been there in an elimination queue. Besides, you can spend that dead time doing things you would have done later anyway, like reading Waiting for Godot.
  • “Swiss always goes three rounds, so it clearly takes longer on average than elimination queues.” Once Swiss critics cite the fact that the actual playing takes longer, the argument becomes absurd. “Matches of Limited Magic” is ultimately what we are paying for, so the assurance of three rounds is a benefit, not a drawback. If broken down into “cost per match,” Swiss blows away the elimination queues in terms of value for your Magic dollar, which is a huge factor for me.
  • “Swiss is for bad players.” This is a self-fulfilling prophecy, and it also represents terrible table-selection philosophy. If your goal is to draft as much as you can for as little money as possible and not to practice for a pro tour, then you should be happy to play against opponents you are more likely to beat. That being said, you run into plenty of solid players in the Swiss queues despite them definitely having more novice players than the 84s. I can’t speak to player quality in 4322s.
  • Another benefit of Swiss is the lower variance. You are not ever going to “come out ahead,” but you are walking away with at least a pack 7/8ths of the time, all players being equal. Because of this, budgets for Limited play are easier to manage under Swiss, and you are more free to experiment, since the consequences of an experiment gone bad are much smaller. You will still likely be able to walk away with a pack (maybe two!) with an experiment gone wrong, while you won’t win anything from a failed 84 experiment.
  • Finally, drafting an amazing deck in an elimination queue only and lose to the other amazing deck in the first round—or fall to mana issues and mulligans—can be soul-crushing. Swiss is great insurance against first-round heartbreak.

OK, with my Defense of Swiss out of the way, let’s get to the draft and find out why I decided this one was worth a walkthrough!

The Draft

Deckbuilding

Last walkthrough, I gave a list of the no-brainer inclusions and challenged readers to decide what final cards they would use to fill out the deck. In this case, no such exercise is needed. I’m running every blue spell I drafted, and every red spell I drafted besides (Fissure Vent). The only question was whether or not to run the (Pennon Blade) or an 18th land, and I opted for the land. Here’s the deck, with the white cards available for the transformational sideboard, if desired.

image I’m not proud of the (Ogre Sentry), but I can’t really complain about suboptimal cards in a deck where six of the seven cards in one color were all taken in the last half of the third pack. This is a pretty reasonable build of the Kiln Fiend deck given the circumstances, but it would have been fantastic had I been red-blue all the way. I said Swiss queues are a great place to experiment, and here is a case in point. Let’s see how it goes.

R1G1

Villain wins the roll and chooses to play last. I happily check my seven for the play:

image

Clearly fragile, but clearly what the deck is trying to do, so…clearly a keep.

Villain plays a Plains and I draw (Goblin Tunneler) before casting the (Kiln Fiend). An (Overgrown Battlement) comes down, but it won’t be blocking my fiend for the next couple of turns. I draw (Valakut Fireboar) and cast (Distortion Strike), hitting for 5 (20 – 15). I add the (Goblin Tunneler) after combat and pass.

Villain’s wall accelerates into (Ondu Giant), fetching a Forest. I untap, rebound the (Distortion Strike) to make the fiend a 5/2 unbloackable again, pull (Rage Nimbus) and cast it after swinging Villain down to 10 (20 – 10). Villain plays a fifth land (note that Villain has built up to six mana and I’ve cut his life total in half by turn four in this “slow” format), but only has a (Daggerback Basilisk) despite the nice acceleration. I pull a Mountain and work out how to spend the turn. What’s the play?

image R1G1 #1

I’m a little concerned about Villain’s three unspent mana, but not enough to change my plans. I like making the (Kiln Fiend) unblockable, attempting to draw out a (Puncturing Light). If I draw that out, (Valakut Fireboar) should make it through next turn for 7. If I don’t draw it out, I can assume it’s not there, and (Valakut Fireboar) should make it through next turn for 7. You can see the pattern, here. Plan: make it through for 7 next turn. The fiend hits for 1 with no (Puncturing Light), and I drop the fireboar as planned (20 – 9).

A (Soulbound Guardian) joins enemy ranks, but Villain’s defenders and deathtouchers can’t do anything about the goblin sneaking fireboars behind enemy lines through his vast tunnel network. Villain does a pump-fake with a Plains, tapping it then untapping it, before passing the turn back to me. I draw another (Distortion Strike).

image R1G1 #2

The worst-case scenario would be the same (Puncturing Light) I was concerned about earlier, but even that wouldn’t be very bad. I would lose the fireboar, but still have an unblockable 5/2 Kiln Fiend for the next two turns. I give the fireboar unblockability with the tunneler, and cast the (Distortion Strike) on the fiend, which earns a quick concession.

R1G2

Villain opts to play last, which seems like a mistake against distortionfiend.dec, but I take the gift and check my seven on the play:

image

Solid, let’s run with it. Maybe I’ll find the superstar play and find a way to turn (Fleeting Distraction) into a two-for-one! I lead with the (Skywatcher Adept) and draw a second (Distortion Strike) on turn two. I hit for 1 and pass (20 – 19), and Villain drops an imposing (Beastbreaker of Bala Ged), so I abandon any hope of (Fleeting Distraction) shenanigans and cycle it at the end of the turn, drawing (Ogre Sentry) followed by (Eel Umbra) on my regular draw. Three mana and lots of options. What’s the play?

image R1G2 #1

I’m going to have a lot of trouble racing a beastbreaker with this hand, so I’d like to trade my (Rage Nimbus) for it if possible. However, I’ll trade my (Eel Umbra) for it right now if Villain would like, so I start with an attack, and Villain wisely declines to block (20 – 18). I cast the nimbus after combat and pass.

After more pump fakes with the mana, Villain settles on (Growth Spasm) fetching a Plains, apparently over leveling the beastbreaker. I take back the turn and topdeck a much-needed Island. How are you piloting this turn?

image R1G2 #2

I like the idea of setting up to force Villain to attack with the beastbreaker or the spawn token. If the beastbreaker is a 4/4, I have the option of trading the (Eel Umbra) for the beastbreaker instead of losing my (Rage Nimbus). If I would make that play, then attacking with the (Skywatcher Adept) is correct here, since I would either hit for 1 or trade the umbra for the beastbreaker without even having to activate the nimbus. In the game I choose not to attack, and pass the turn.

Villain has an excellent response in (Jaddi Lifestrider), which can tap down the beastbreaker and the token, putting them out of reach of my nimbus and blanking my mana for the turn. Fortunately for me, Villain makes an online-only mistake. I can see the the highlighting appear around the beastbreaker and the token, suggesting the intention to tap them for the lifegain effect, but then they deselect and the lifestrider itself becomes highlighted, and then the ability finishes resolving, leaving a 2/2 beastbreaker up for luring.

There was no outward expression of frustration in the chat, but Villain had to be a bit tilted watching his leveler suicide charge into the (Rage Nimbus). I know I would have been, but making and taking advantage of those online-only punts are all part of the online game. I take the turn back and draw (Valakut Fireboar).

image R1G2 #3

Not a great draw right now, but I’m a land away from distorting it all the way to victory. In the meantime, leveling up the adept and swinging for 2 in the air is the best use of my mana (20 – 18). Here is what I was talking about with the (Rage Nimbus), by the way. The ability just blanks a bunch of cards in Villain’s deck without even having to keep the mana up. I love threat-of-activation cards!

Villain has a (Snake Umbra) for the (Jaddi Lifestrider), which gets in for 3 damage and a card (17 – 18). A postcombat (Overgrown Battlement) is a creature that won’t be taunted by the nimbus. I cross my fingers for a land, but I pull a (Lavafume Invoker) instead. I swing with the adept again (17 – 16), and plan for this lifestrider problem while I wait for my fifth land.

image R1G2 #4

I really feel like I’m just waiting for a fifth land to win, here, and it feels like (Guard Duty) is about the only thing standing in the way. If it’s not already in hand, I want to lower the odds of it getting there, which means I can’t let this card-drawing lifestrider thing continue uncontested. I cast the (Ogre Sentry) with (Eel Umbra) mana left up, setting up some options for Villain’s next attack phase.

After a second (Overgrown Battlement), Villain passes without an attack. I’ve telegraphed the (Eel Umbra) already, so it’s no surprise that it gets the play-around treatment. As long as that (Snake Umbra) isn’t drawing any cards, I’m happy. I still don’t pull a land, but I do draw a (Kiln Fiend), which will get the job done as well. The (Skywatcher Adept) cracks again for 2, and the fiend comes down to try and finish things (17 – 14).

Perhaps fearing the fiend, Villain plays a land and sends in the lifestrider. I block with the (Ogre Sentry) and the (Rage Nimbus), and release the eel. The net result is a trade of the sentry for the (Snake Umbra), which seems good to me. (Oust) sends the nimbus second from the top after combat, and I gain 3 (20 – 14). I take the turn back with Villain on one card in hand and pull (Flame Slash). It’s clearly time to at least cast one (Distortion Strike), but two? What about the (Flame Slash)?

image R1G2 #5

If I unload with both (Distortion Strike)s and the (Flame Slash), I can deal 14 damage this turn and end it right now unless Villain has something unexpected like (Haze Frog) or a removal spell for the (Skywatcher Adept). I think it’s a very high chance that if I play for the win right now, it will work, but there’s also a similarly high chance that I’ll win this game if I play around the unexpected and look to win next turn. The question is, given all possibilities, is there a higher chance of this game slipping away from me if I move all in right now, or if I play it safe, but give Villain an extra draw in the process?

The chances of me losing in either scenario are fairly remote. It comes down to weighing the chances of Villain holding something to stop the alpha strike ((Repel the Darkness), (Harmless Assault), or (Haze Frog)) vs. the chance of topdecked (Guard Duty) followed by perfect draws to prevent me from simply winning through the adept or an eventual (Valakut Fireboar)/(Distortion Strike) combo. There is also the chance that Villain can prevent some of the damage this turn (via (Puncturing Light) for example), then draws a solution for the attack next turn: also highly unlikely.

Because losing in either scenario is quite remote, I opt to play it conservative and make the play that, if answered, leaves me with lots of options afterwards: casting a single (Distortion Strike). This may be on the nitty side, but it’s certainly far from certain that an opponent wouldn’t bring in a (Haze Frog) or (Harmless Assault) against a deck looking to deal large amounts of damage in a couple of devastating, all-in attacks.

I cast a single (Distortion Strike) and hit for 7 before adding (Lavafume Invoker) to the team (20 – 7). Villain untaps, pauses, and concedes.

Round-Two Scouting

Scouting reveals 14 cards in my second-round opponent’s deck:

image The two Eldrazi seem a bit greedy for blue-black, but double (Enclave Cryptologist) is great, and (Consume the Meek) fairly well crushes me. It will be tough to play my game while playing around (Consume the Meek), I’m going to have to charge ahead with The Plan and hope either the (Consume the Meek) doesn’t show up, or that I have enough post-consumption action to finish things.

R2G1

I win the roll and have another solid opener for the deck.

image

An easy keep, with both the fiend-into-strike opener, and (Eel Umbra) protection to boot if I get to untap with the fiend in play. Villain has a normally-brutal opener of the turn-one (Enclave Cryptologist), but in this case I am only concerned about the survival of my impending (Kiln Fiend). My concerns are allayed somewhat when I pull a second (Kiln Fiend) off the top before casting the first one.

Villain has a Swamp for turn two, and spends it leveling the cryptologist, which is great news for me. I pull another Island and start the fiend beats off a (Distortion Strike) before playing fiend #2 (20 – 15). Villain loots away an Island and takes the turn back. An Island and a (Champion’s Drake) come down, and Villain loots again, this time discarding a (Frostwind Invoker). I untap and rebound the (Distortion Strike), drawing a Mountain right after.

I attack in, the drake steps in front of the fiend that it can, and I thwart Villain’s (Virulent Swipe) plan with the (Eel Umbra).

image R2G1 #1

The unblockable fiend connects for 5, and the swipe trades for the umbra (20 – 10). I play out the (Goblin Tunneler) and pass. Villain has an (Escaped Null) to try and staunch the bleeding, but I rip (Staggershock) like a pro. One fiend becomes unblockable before I shock the null, forcing Villain to block the still-blockable fiend with the cryptologist or die to the rebound. A post-block loot cycles away an Island before the cyrptologtist follows it into the graveyard (20 – 6).

Villain has a (Sea Gate Oracle), but concedes when I make a (Kiln Fiend) unblockable with (Staggershock) and the fiend triggers on the stack.

So yeah, that went as planned! Let’s see if I can repeat.

R2G2

I’m on the draw with these seven.

image

After a first game that went perfectly, we get a reminder of how fragile a strategy like this can be, since it is effectively a creature-based combo deck in Limited. If I had this same land:spell distribution on the draw with something like (mana=u)(mana=w) levelers, it would almost certainly be a keep. In this spot, I don’t like the hand. I have three fiend/boar enablers, a removal spell, and a card to protect fiends/boars. I’m in a position where I have to draw one of my combo creatures very soon, or the hand isn’t good at all. I can get rid of one early threat, then I’m counting on my draws to be able to do anything of significance. I’d rather try a random six.

image

Obviously a bit slow, but I can’t go down to five over this. If I can surive until I find an Island and one other land, I could be in good shape.

I draw (Eel Umbra), and Villain has the first spell with (Champion's Drake). I get lucky with a (Kiln Fiend) off the top, and play it out. Need an Island now. Villain has a turn-three (Venerated Teacher), which, as all (Venerated Teacher)s on a board without levelers do, smacks of desperation. That is certainly a power of this deck. If you drop a turn-two (Kiln Fiend) and your opponent doesn’t have removal, it can cause desperation plays as early as turn three. I take 1 from the drake before getting the turn back (19 – 20).

I pull an Island, and I’m off to the fiend races, distorting my way to five unblockable before sending back the turn (19 – 15). Villain adds a second drake, hits me for 3, and passes it back with a Swamp and an Island up (16 – 15). I rebound the (Distortion Strike), pull (Lavafume Invoker), and crash in for another 5 (16 – 10). Should I protect the fiend with (Eel Umbra) mana up, or play out the invoker?

image R2G2 #1

If Villain had removal the fiend would already be dead, and without more instants or sorceries, the invoker is the better creature anyway. I play it out and pass. The two drakes crash in for another 2 (14 – 10), and an (Escaped Null) joins the teacher on defense. I pull an Island, getting me to (Valakut Fireboar) mana, so I cast one of them and pass.

After sending the drakes over again, Villain casts and levels a (Halimar Wavewatch), which could definitely be a problem for me if I don’t find something to bust through in short order. Answering my request, my deck hands me a (Realist Spasm) off the top for the win:

image R2G2 #2

Tap down three blockers and swing! I’ll say this about kilnfiend.dec, it’s going to allow me to cram a three-round draft into one article! Normally by the end of the draft writeup and round one, I’m at 5K+ words and have to two-part it, but I’m under 5K heading into round three, so let’s do this thing! Finals, baby!

Round-Three Scouting

Replay watching showed this partial decklist for my finals opponent:

image Seems like a super-solid deck. I have to outrace the (Eldrazi Conscription), and my tools for dealing with an umbra’d up (Aura Gnarlid) are non-existent.

R3G1

Good ol’ Magic Online failed to record R3G1. Why? How does this feature work so consistently intermittently? So frustrating. It’s too bad because the game was an absolute clinic on how the (Kiln Fiend) deck can fail spectacularly in the face of actual answers to its early threats. I had a sick-looking draw with at least one fiend and one strike plus good mana, but when my fiend met with (Narcolepsy) and I didn’t luck into additional threats, the deck fell apart. The fiend enablers stuck in my hand just looked like dead draws, and I didn’t draw enough live ones to contain Villain’s offense or mount one of my own.

R3G2

I win the roll and check my seven:

image

This hand improves dramatically with a Mountain, but is keepable as is. I have the turn-one (Skywatcher Adept), and pass. Villain has an Island, and I rip the Mountain off the top for a turn-two (Kiln Fiend) and a point of damage off the adept (20 – 19). Villain has (Runed Servitor), and passes it back. I pull a second Mountain and play an Island.

image R3G2 #1

I (Distortion Strike) the fiend, hit for 5, and cast the tunneler after combat (20 – 14). Villain has a land and (Sea Gate Oracle) before swinging for 2 with the servitor (18 – 14). I untap, rebound the strike, and pull another strike off the top. Interesting…should I cast the second strike now, or wait until next turn when the unblockability would be more useful?

image R3G2 #2

I like piling on maximum pressure while he’s tapped out. I can cast the second (Distortion Strike) and level up the adept to crash in for 11, basically making Villain have to have double (Narcolepsy) or just lose, and double Narcolepsy seems quite unlikely. I drop Villain to 3 on turn four in this slow format, and pass (18 –3). After untapping and drawing, Villain scoops. This just in: Kiln Fiend/Distortion Strike decks can be explosive!

R3G3

On the draw, I check my seven, looking for a hand that will win me this draft.

image

Yuck, this hand is not getting it done. Six?

image

Better. Still needs some help, but could get there. Villain has a turn-two (Hada Spy Patrol) after I pull an Island, then I draw a (Distortion Strike) and can smell another potential rout coming on. I play the fiend and pass. Villain pushes back on my plans for a rout by enchanting my fiend with (Luminous Wake). Great sideboarding by Villain, as the wake is a card that is not usually maindeck material, but is often forgotten in the boards of white mages who snagged one late. It’s a fine quasi-removal spell against my deck.

I draw and cast (Lavafume Invoker), and pass it back. Villain levels up the spy patrol leaving a Plains up, and hits for 2 before passing the turn (18 – 20). I draw another land and cast the (Ogre Sentry) before hitting back for 2 (18 –18). That spy patrol could go all the way, and is a big concern if Villain sinks six more mana into it.

I pass the turn and the patrol hits for another 2 before a postcombat (Totem-Guide Hartebeest) searches up (Narcolepsy), which is a real nail in my coffin (and an example of why the hartebeest has risen in my rankings lately: fetching Narcolepsy is nice, and if you are winning through evasion, a 2/5 chunk of ground beef is a fine addition to the defense). I pull another land, and am suddenly feeling totally helpless, when just two turns ago I smelled a rout. I pass without a play, hoping the abundance of open mana will bluff Villain off of leveling the patrol.

It works to some extent, as Villain casts (Snake Umbra) on the hartebeest instead of what would have been a devastating umbra on the spy patrol. It’s still pretty bad for me on the hartebeest, which crashes in with the patrol shortly after. What’s the defense plan?

image R3G3 #1

I think the play here is to use the (Reality Spasm) to pump the (Kiln Fiend), then double block with the sentry and the fiend. I can’t sit here and let Villain draw cards all day. In the game, though, I had mentally given the Kiln Fiend “pacified” status, and wasn’t really considering him in block decisions. Also, honestly, I was kind of in “waiting to die” mode, knowing that I would need a series of pretty perfect draws to overcome this board and the known (Narcolepsy). Instead, I take it all (11 – 18).

Another land off the top is no help, and although I get in for 2 with the invoker and see the (Reality Spasm) play the second time around to double block the hartebeest, it’s way too late. Villain adds a (Frostwind Invoker) to the team, and I succumb to his evasive creatures shortly after.

Wow, it’s almost like if Villain can handle the early (Kiln Fiend), the deck falls apart! Who would have thunk it. It was a fun deck to play and good for a couple of packs. What takeways do I have from this draft?

Conclusions

I think this walkthrough contained the lowest density of interesting game decisions that I’ve ever decided to write up, but it was too fun not to. I also know a lot of people who have not drafted the Kiln Fiend deck have been wondering about it, and the results here shed a reasonable light on both the strengths and the weaknesses of the archetype.

The deck is a blast to play when it works. It is undeniably gratifying to explode for turn-four concessions in Limited, particularly in a format that is supposed to be a breather from this kind of aggro. That being said, the whole deck is one big (Skulking Ghost). Left alone, the mana-to-damage ratio is way above the curve, but it crumbles when interfered with to any significant degree.

imageRogue Limited strategies are best when they are resilient to the best common picks of traditional draft decks. Back in Kamigawa block, a deck emerged around (Dampen Thought) that was popularized after Quentin Martin drafted it at GP Paris, and an article appeared on the mothership about it. The beauty of the (Dampen Thought) deck was that it ran no creatures and won by milling. By running zero creatures, it blanked all the removal spells in decks it faced. In game one, an opposing deck might end up with four or more dead cards in hand.

The problem with the Kiln Fiend deck is that it drafts and plays a lot like a combo deck, but it doesn’t blank opposing cards like the (Dampen Thought) deck did. In fact, just the opposite: Kiln Fiend decks are vulnerable to the top common picks in four of the five colors. If you face monogreen, you are in great shape to run your strategy unopposed, but for the most part you should expect (Flame Slash), (Staggershock), (Heat Ray), (Vendetta), (Last Kiss), (Induce Despair), (Guard Duty), (Regress), and (Narcolepsy) to make life difficult for you if you try out this archetype.

If you do, note that Kiln Fiend is next to Distortion Strike in the common print run. Certainly this is intentional, as it makes it harder to draft a truly sick deck playing off of those synergies. I generally take the fiends first, as the (Distortion Strike)s tend to wheel more often than the fiends, and things like (Wrap in Flames) can substitute for Distortion Strike in a pinch. If you are looking at a pack with Distortion Strike and no Kiln Fiend, consider print runs and keep in mind that someone upstream might already be drafting the deck.

To help with the fragility of the deck, having a late-game backup plan is ideal. I had the (Hellion Eruption), for example, which would have been an excellent draw in the finals after having several creatures pacified. You won’t always come up with a great backup plan when you are in this archetype, but keep your eye out.

Here are some thoughts on some of the cards available for this deck, given both my experiences in this draft and other drafts since then.

(Goblin Tunneler): Not my favorite enabler for the deck. He combos nicely with the (Valakut Fireboar), but not with the (Kiln Fiend) unless you have a non-falter instant or sorcery. That’s the thing, though: you really want your instants and sorceries to either be falter effects or removal, both of which help get the fiend through without the help of the tunneler.

(Wrap in Flames): I had no Wrap in Flames, and in most instances during this match, I would have been better off if every tunneler I drew had been a Wrap in Flames instead.

(Battle-Rattle Shaman): This guy solid in most versions of the deck, and if you are running multiple Goblin Tunnelers like I was, the value rises. Note that it is not synergistic with (Valakut Fireboar), which merely becomes a 7/3 attacker instead of a 7/1 attacker under the effects of the shaman.

image (See Beyond): Another card I didn’t have that I would have loved. The nut draw for the deck involved a turn-two (Kiln Fiend) and a turn-three (Distortion Strike), so a question that came up a lot was, “What am I doing with the other two mana on turn three?” (See Beyond) is a great answer to that question. For one, it creates an 8/2 unblockable instead of a 5/2, but more importantly, it digs two cards deeper into your library for your next play. The deck is basically an aggressive combo deck, and like any combo deck, you will end up in situations where you have dupes of one combo piece while missing another piece entirely. See Beyond helps solve that problem while pumping your fiends and filling an important spot in the curve.

(Traitorous Instinct): Sure wish I’d taken this card P1P2 in hindsight. A great enabler for the strategy, pumping the fiend and clearing the way. It can simply mop up on turn four or five after the fiend/strike combo has gone to work early.

(Mnemonic Wall): I missed a couple of chances to draft the wall in this draft, and that hurt. If you’ve run out of gas but have a fiend in play, the wall can fetch back an enabler while keeping you alive long enough to make use of it if you can’t cast it on the same turn. It would have been fantastic to have one of these defenders instead of the one I ended up running.

Finally, drafts like this are some of the best arguments for Swiss. Not only did I feel more comfortable experimenting with the draft because of the flatter payout, I was assured three matches to test drive it. That’s particularly valuable with a deck that is strikeout/homerun in nature. You don’t want to get unlucky and strike out in the first two games of an elimination draft when exploring a risky archetype to see what makes it tick.

Thanks for reading, and until next time, happy drafting!


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