Thursday, June 26, 2014

Why Hearthstone made me better at Magic

Why Hearthstone made me better at Magic

My gamer persona is extremely one dimensional, I only play one game and that game is Magic: The Gathering. To be fair there are a lot of sub games within Magic and I will venture between any and all formats to get some more variety (minus casual/edh). I am not sure if my approach to games and gaming is different than most other people but it seems to be different than the majority of my Magic friends since they generally play at least one other game if not several.  
 
So despite passing on the World of Warcraft TCG and PC, League of Legends, Heroclix, Pokemon, L5R, Netrunner, Warmachine and all manner of other paper, metal and electronic games why did I give Hearthstone a try? Timing is part of it; I had been planning on buying a new PC/Laptop so that I could play MODO. I guess that I need to mention that I have taken my viewpoint of only playing Magic so far as to classify MODO as a different game. I am often asked when and how I test for Magic events…well the answer is that generally speaking I don’t. Most of my testing is done by reading articles, researching metagames and by mentally playing out games. Back on point, my search for a laptop has been slow mostly because I have been waiting for a good deal to jump out at me. So after months of seeing Facebook posts and comments regarding Hearthstone I downloaded the game on my IPad. It didn’t take much more than that until I was running through the Arena and making my way up the ladder despite not knowing what on earth was going on. People seemed really bad at the game and I had a lot of fun just making bad decks and killing people. Winning is fun…even if your opponents are bad (at least for a little while).

Eventually, I started to hit a wall where people were doing things that were much more powerful than me and I started to see people playing legends/mythics that I had never seen before. When these cards got played I would bemoan the power level of the card and disconnect or let myself time out as revenge for my opponent having access to stronger cards than me. Aside - On the plus side for my opponent you time out very quickly in Hearthstone, so I am sure this was little more than a minor inconvenience for them. I had previously done some reading on how to get as much free gold out of the game as possible, so I was gladly battling away at Arena trying to make my entries neutral + the free pack of cards. I got quite a few cards this way and when I started looking into decks I saw that there was basically only one constructed deck choice that could be easily built with no money needing to be spent on buying packs. I disenchanted all the cards I wouldn’t be using and built Warlock Zoo minus 2 cards.

My early Hearthstone experiences are remarkably similar to those that new Magic players may find themselves in. It has been a long time since card availability has been an issue for me in Magic. Nowadays I have a huge network of friends who can lend me cards as and when I need them. Or alternately, I will pony up the money if I think the card is vital to my performance at a particular event. I also realized that my frustration at seeing overly powerful cards being utilized against me was again one that new Magic players also have to deal with.



So with the above as a backdrop Warlock Zoo became my weapon of choice. It holds a lot of similarities with Burn/Zoo/Sligh decks in Magic. I was drawn to the deck not only because of the low barrier to entry but also because it would allow me to finish games quicker and log up more games in a shorter time period. Do you remember when you first started playing Magic? I do and I remember wanting to play as many games as possible, I felt the same way about Hearthstone.

Playing Warlock Zoo brought back a lot of the passion that I had for turning guys sideways in Magic. Over the years I have lost a lot of that desire as I discovered the joys of control decks, combo decks and tempo decks. It has been a long time since I have played a balls to the wall aggro deck in Magic. Thankfully between a perceived hole in the metagame and my newly restored love of attacking I took a mono red aggro deck to SCG Invitational Columbus Ohio. 



I have talked up the game to quite a few Magic players and this is essentially what I want to convey:

Pros

1.    “Free”

a.    The cost to download the game $0

b.    The cost to play games against other players $0

c.    The cost to buy booster packs 100 Gold or $1.49

d.    The cost to Arena 150 Gold or $1.99

                                          i.    Your first entry is 100% free

e.    You get 10 gold for every 3 wins

f.     You can get between 40-100 free gold for completing a daily quest

g.    If you complete a quest every day you can essentially go infinite if you are moderately good at Arena

2.    IPad

a.    The IPad interface is what MODO and Duel of the Planeswalkers wishes it could be

b.    No PC/Laptop needed

3.    Pick up and put down

a.    You only play 1 game against an opponent so your games are over relatively quickly

b.    You can “draft” an arena deck and play 1 game and not play again for 3 days

c.    I often play while sitting on the sofa watching TV with my wife, the multi-tasking aspect is very nice

4.    Magic skills can be honed and utilized

a.    While you cannot hone a lot of the nuanced skills that I have learnt in Magic, Hearthstone has been a great resource for me to practice race math on (especially utilizing Warlock Zoo)

5.    Magic Break

a.    As much as I love Magic I think that taking a break every now and then actually improves my game. While taking a break it is hard to go cold turkey and playing Hearthstone functions as a nice exercise while you are away from the game

6.    Card Evaluations

a.    Evaluating cards in Hearthstone has led me to revaluate some cards in Magic which is a useful exercise that too few Magic players do

Cons

1.    It isn’t magic

a.    The game play is simply not as involved and interesting as Magic, which is partly because Hearthstone is basically Portal Magic which in magic terms is about 16 years out-of-date.

Hearthstone isn’t anywhere close to replacing Magic (for me) but I will continue to recommend it to Magic players and I think Magic players will continue to flock to it.  

-Cheers-

PS – Wizards please stop hating on Apple products.

Tuesday, June 24, 2014

Conspiracy Booster Boxes


Conspiracy Booster Boxes

It looks like the time is ripe for buying Conspiracy Booster Boxes. They are currently selling on eBay for around $89.99 including shipping . I don't think these can get much lower, so if you having been holding out now may be the time to buy.

-Updated- *(06/30/14) Conspiracy boxes continue to fall in price, I have seen Buy It Now auctions for as low as $84.95 w/ Shipping. I still feel that these are good short term buys to crack and play and reasonable long term holds as well.*

http://www.ebay.com/itm/MTG-Conspiracy-Booster-Box-not-factory-sealed-36-UnOpened-Packs-/201120353595?pt=Trading_Card_Games_US&hash=item2ed3b50d3b



-Cheers-

Monday, June 23, 2014

M15 Legacy Set Review

M15 Legacy Set Review

Core set reviews for eternal format are easily the quickest set reviews of all but since there are a couple of cards that caught my eye I wanted to highlight them. I will continue to update this as more cards are spoiled for M15. Also, I have avoided mentioning reprints for the most part.

Last update 07/08/14.  

 

White

Constricting Sliver - While the mana cost is quite heavy, this may be a decent sideboard card for legacy slivers as it helps deal with Sneak and Show monsters as well as dark depths.

Hushwing Gryff - This is an interesting little critter. Ultimately, I think death and taxes wants more Thalia/Aven Mindscensor effects rather than effects like this since this card is mostly dead versus combo.

Spirit Bond - I feel like I need to mention this card even it is a little off being legacy playable. It is possible that if a Sam Black style 'Zombardment' deck needed or wanted to play white then this might fine a home. Gravecrawler and this mean you can make a whole host of 1/1's and you can use them to protect a giant carrion feeder, etc. The problem of course is that this card doesn't nothing on its own and is slow...

Warden of the Beyond - I wanted to mention this one since I love cards that make use of interesting design space. Unfortunately, three mana is just too much for this guy. If he cost WW with the same stats and abilities he may have been playable in budget legacy WW with four swords to plowshares and four path to exile. Note: He gets pumped by your opponents cards removed for Force of Will!

Blue

Chief Engineer - This card is pretty interesting but I am not sure that it is more playable than Grand Architect which sees 0 legacy play. The cost difference between 2 and 3 is pretty huge though and having 8 of this effect in your deck may push this up to playable.

Diffusion Sliver - This guys is probably more relevant for modern than for Legacy but having access to essentially 8 crystalline sliver effects is a pretty big game. Its worth noting that most of the 2 mana slivers are 2/2's so this guy is presumably too good as a 2/2.

Military Intelligence - There is little in life that I love more than drawing cards so this card is at least worth looking at. Back in the dark ages of legacy (circa 2001) I used to play a lot of UW fish decks with all stars like ninja of the deep hours and meddling mage. This card would have been a big game then but I am not so sure it is good enough now.

Quickling - I don't know that Aluren needs any more bounce creatures but if it does this one isn't terrible, though it is likely still much worse than dreamstalker who is pretty tough to kill.
 
Void Snare - This card might have been marginally playable at instant speed but at sorcery speed it is a bust, though it is worth noting that you can burning wish for it.

Black

Festergloom - Oh look another way to kill True Name Nemesis.

Leeching Sliver - This guy seems quite aggressive to me and he sort of like a Sliver Hellrider for 2 mana which is pretty good.

UlcerateUlcerate currently sits between disfigure and dismember in the plethora of black removal spells. Unfortunately, I think it is outclassed by dismember and disfigure at almost all points on the curve. Dismember makes you lose 1 extra life when you pay full phyrexian cost but it also kills bigger creatures and can be cast off of a wasteland. If you have more mana available then you can only lose 2 or 0 life allowing even more flexibility. While close to playable Ulcerate is just slightly underpowered compared to what we already have available to us.

Waste Not – I will not waste your time reviewing this terrible card. Though I am sure I will have to play against this in pox decks (I will probably lose to it too).

Red

Belligerent Sliver - Another Sliver that is not far from playable. Unfortunately, the difference between 2 and 3 is pretty huge but this guy sure does make blocking your team difficult. With galerider sliver around I am not sure you really need this sort of evasion.

Goblin Rabblemaster – Goblin Rabblemaster may see its way into a more aggressive Goblins build but those have never worked in the past. Goblins strength has always been its ability to utilize card advantage to win rather than pure aggression. This card does provide some card advantage by pooping out some 1/1 goblins but I am seeing this as more of an aggressive card. It is worth noting that this is as close as we can get to a Goblin Piledriver in modern.

Green

Hornet Queen- I will bring up Hornet Queen despite it being a reprint mostly because now I can pick-up a sweet Russian version  and also because I think this card has been very underplayed in Nic-Fit to date. I am not sure if this is because of card availability or people not knowing the card exists. Either way I expect to face more flying death touch hornets in my future. I also hope to see hornets killing Griselbrand and Emrakul, the Aeons Torn.
 
Invasive Species - See Quickling. Also note that this can return your Aluren to your hand which is interesting. Again this effect may already exist and not be playable...

Reclamation Sage – The key thing about this is that it is an elf that blows up artifacts or enchantments so it becomes a better version of viridian shaman. The downside is that it is a 2/1 so it will be killed by golgari charm and the like. It is also worth mentioning that it is also a shaman (more useful for modern).

Venom Sliver - Another playable sliver that makes attacking and blocking tricky for your opponent.

Artifact

Soul of New Phyrexia - While he is likely just worse than Wurmcoil Engine he does have the potential benefit of being able to protect your lock pieces and provide an advantage even after death. I don't think he is close to an auto include but he could be a minor role player in the sideboard at some point in the future. If mud is ever playable in Modern he may be useful versus all the shatterstorm effects.

Land

Sliver Hive -  Between Sliver Hive and Cavern of Soul's Sliver's manabase is slowly improving to the point that it is close to legacy playable. Come on meathooks! What slivers really need is a sliver that can interact with combo so that them being all in on dudes isn't such a downside.  
 
-Cheers-  

Back with BURG / BRUG / Castelvania / 4 Colour Delver / 4 Color Delver - Legacy

Back with BURG / BRUG / Castelvania / 4 Colour Delver / 4 Color Delver - Legacy

As I have mentioned previously I am a big fan of RUG delver / Canadian Threshold. While I have flirted with the other Delver decks there is just something about Delver + Lightning Bolt. Queue the scene - You are playing a tight game against miracles and they have just terminused your board as you try and attack for lethal, you pass the turn, your opponent tops, plays a land and says go. For your turn you draw a ponder, you ponder seeing a threat and a lightning bolt. Your opponent is at 3...You draw and play the threat, your opponent counters/swords to plowshares your creature. You pass the turn, your opponent tops again and plays another land. For your turn you draw bolt, you say go. Your opponent tops on your end step and on his turn miracles entreat for a bunch of angels. You spell pierce his entreat and he counters back. In response you bolt him. Is there a better way to win?

Unfortunately, I have been struggling a bit with RUG lately. The deck is still excellent and I still enjoy playing it more than any other legacy deck but there are just some games that are such a grind. I have also lost to show and tell a few too many times recently. I don't know if show and tell is getting better, the players are getting better or I am getting worse at the matchup but they seem to have my number every time I play against the deck (with or without my trust gilded drake). The tricky thing is that I only have 1 type of disruption and to vastly improve combo matchups you need 2 types of disruption. Oh yeah and let me mention how good defense grid is...

There are 3 types of disruption:

1. Counterspells - This one needs no introduction. Counterspells can bottle neck your opponent on mana, plain counter their spells and force them to go off without protection for the fear of you drawing more counterspells as the game progresses. Force of Will is often labeled as the glue that holds legacy together. It doesn't take many times of losing to - ANT, TES, Charbelcher, SI, etc before you realize how good having counterspells is.

2. Permanent - Thalia, Guardian of Thraben, Sphere of Resistance, Rule of Law, etc. These cards are generally creatures, artifacts, or enchantments that have a permanent effect on the board. They serve to slow down the combo deck allowing you more time to either sculpt your hand with more disruption or proceed with your own game plan.

3. Discard - Discard is perhaps my least favorite form of disruption but it has one key advantage over the above forms of disruption and that is information. You not only get to take a piece of the puzzle from your opponent but you also get to see what else they have to work with. This allows your counterspells to do extra work as you should know what cards to hit and when.

Taking the above into account the Delver decks stack up like this:

RUG/ UR Delver - RUG and UR really only have 1 form of disruption and that is counterspells. In some extreme metagames I could see running arcane lab or Phyrexian Revoker in the sideboard but those cards are really just small roleplayers (if that).

UWR -  UWR has counterspells as well as many different permanent based pieces of disruption.

Here are just a few:

Arcane Lab, Ethersworn Canonist, Rule of Law, Phyrexian Revoker, Eidolon of Rhetoric, Meddling Mage

UWR's game 1 is generally a little poorer against the combo decks due to having 4 swords to plowshares in the main deck but post board cards like Meddling Mage are extremely effective when backed up by counterspells.

BUG - BUG has the best Game 1 against combo decks and it only gets better after sideboard. The main deck uses a combination of disruption (Hymn to Tourach and Thoughtseize) as well as counterspells. This disruption suite is only amplified by its sideboard. Oh and I must not forget that you get to chant - "Hymn, hymn - I win."

But wait...there is at least 1 more delver deck.

BURG - BURG is an odd beast that is often maligned by both legacy and non-legacy players. RUG sometime struggles with its manabase so surely playing 4 colours is actually just impossible right? Well that is not the whole story thanks to Deathrite Shaman. Take a look at the resources listed at the bottom for more discussion in regards to the manabase (and I may write something on it in the future as well). BURG as the name denotes gets us RUG spells + black. So we can steal some of BUG interactions while also keeping reach since we have Lightning Bolts. I played this deck for a while when it first came onto the scene but eventually went back to the more "stable" RUG.

Legacy Decklist

Maindeck:

Creatures (13)

4 Delver of Secrets

4 Deathrite Shaman

3 Nimble Mongoose

2 Tarmogoyf

 Lands (18)

3 Misty Rainforest

4 Scalding Tarn

2 Tropical Island

2  Volcanic Island

2 Underground Sea

1 Taiga

4 Wasteland

Spells (29)

4 Brainstorm

4 Daze

1 Spellsnare

4 Force of Will

4 Lightning Bolt

2 Spell Pierce

4 Stifle

2 Abrupt Decay

4 Ponder

The main deck has been described as RUG with Deathrite which is 100% true. The little elf shaman allows you to fix your mana and develop your board more quickly while still disrupting your opponent. The current configuration trims a Goose and trims a couple of Goyfs but add the Deathrites. There are a few way to build your creature base and I feel like this configuration is probably the best in an unknown field. When I was experimenting with the deck previously I tried playing with the 12 1 drop version (4 Delver, 4 Goose and 4 Deathrite). It was fine but lacked some finishing power due to a lack of Goyf.

Sideboard: 15

1 Flusterstorm

1 Spell Pierce

1 Pyroblast

1 Red Elemental Blast

2 Submerge

1 Forked Bolt

2 Ancient Grudge

3 Golgari Charm

1 Vendilion Clique


2 Thoughtseize

So the sideboard for BURG is crazy powerful. You get the best sideboard cards in 4 different colours which gives you a ton of flexibility and power. Your game 1 against combo is going to be much more like game 1 with RUG but post board you do pick up a couple of discard spells which can really help to solidify matchups.

This past weekend I made top 4 (we split) of my local legacy tournament  (25 attendees) with BURG losing only 1 round to mono black pox. I lost to the abyss in games 2 and 3 since I failed to ever find a Golgari Charm to get out of the Abyss lock.  

I feel pretty set on the main deck but I think that the sideboard still needs some tweaking.

Here are some additional sideboard cards that I will be running through the ringer over the next few weeks:

Diabolic Edict
Pithing Needle
Spell Snare
Envelop
Deathmark
Grim Lavamancer
Abrupt Decay
Divert
Sulfuric Vortex
Forsaken Wastes
Reanimate
Scavenging Ooze
Grafdigger's Cage
Life from the Loam
Fire Covenant
Sulfur Elemental
Engineered Plague
Destructive Revelry

This is quite a list of powerful magic cards that should help hedge against many of the major archetypes.

On a related sideboard note the only card that BURG doesn't get to play that RUG does is Rough//Tumble. Rough//Tumble is one of my favorite cards for blowing out elves but Golgari Charm is a more useful imitator that can come in versus many more decks.

Resources:

For those new to the archetype I have listed some BURG specific resources. Any articles and videos about RUG delver will also be useful since we are only 8-11 cards different and incorporate the exact same tempo packages (Daze, Wasteland, Stifle, etc.).

http://www.mtgthesource.com/forums/showthread.php?26647-Deck-bUrg-Tempo

http://www.mtgthesource.com/forums/showthread.php?25879-Deck-Castlevania-%28A-K-A-Burg-or-BUG-in-a-RUG%29

http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/eventcoverage/gpstr13/day2#9

http://www.starcitygames.com/article/26762_The-Triumvirate.html

http://www.channelfireball.com/articles/burg-delver/

Happy reading!

-Cheers-

Wednesday, June 18, 2014

SCG: Invitational Columbus (Standard - Mono Red Aggro & Legacy - RUG Delver 06/13/13)

SCG: Invitational Columbus (Standard - Mono Red Aggro & Legacy - RUG Delver 06/13/13)

Not having played any standard for a few weeks left me feeling a little lost as to where to start. Thankfully I did some testing with Jeff Moseley the Saturday before the Invitational and settled on running either Mono Red Aggro or Mono Blue. Unfortunately, while we were testing SCG Providence was in full swing. The two big winners? Mono Red and Mono Blue. Well I am glad we spent all day testing when I could have just picked up the 1st or 2nd place deck from the week before.

Since Mono Blue made first I figured it would have a bigger target on its head - the best ways to counter mono blue are UW control and Mono Black. Thankfully mono red can slide underneath both of these decks. I wanted to be as aggressive as possible. I saw Tom Ross's build after his article went live during the week but having never played his version of the deck I thought it would be safer to stick with mine. After a little bit of tweaking I arrived at the following:

Standard Decklist

Maindeck:
 
Creatures (27)

4 Firedrinker Satyr

4 Foundry Street Denizen

3 Legion Loyalist

4 Rakdos Cackler

4 Burning Tree Emissary
 
4 Firefist Striker
 
4 Ash Zealot

Lands (17)

17 Mountain
 
Spells (16)

4 Madcap Skills

4 Lightning Strike

4 Shock

4 Titan's Strength 

The sideboard was interesting because I had no idea when I wanted to bring in Eidolon of the Great Revel, so I just cut it for Gore House Chain Walker which I really like against the Jund matchup since it bashes though Sylvan Caryatid. It also increased my Burning Tree Emissary nut draws. The rest of the sideboard is pretty straight forward.

The best cards by far were the 4 searing blood and the 4 skullcrack. They both came in almost every round.

Sideboard:
 
3 Gore House Chain Walker  

4 Searing Blood

4 Skullcrack

2 Mizzium Mortars

2 Seismic Stomp

As usual I was on RUG delver because delver, cantrips, counters, stifle and burn just feels so right. I decided to play a 1 of True-Name Nemesis main since it is basically like lightning bolting them every turn. You just get them with it sometimes game 1 and then they sideboard thinking you have more than 1 in your 75. Other than that the maindeck is pretty standard.
 
Legacy Decklist

Maindeck:
 
Creatures (12)

4 Delver of Secrets

4 Nimble Mongoose

3 Tarmogoyf

1 True Name Nemesis
 
Lands (18)

4 Misty Rainforest

4 Scalding Tarn

3 Tropical Island

3  Volcanic Island

4 Wasteland

Spells (30)

4 Brainstorm

4 Daze

1 Spellsnare

4 Force of Will

4 Lightning Bolt

2 Spell Pierce

4 Stifle

2 Forked Bolt

1 Gitaxian Probe

4 Ponder

I decided to be on the red burn spells plan rather than submerge. I think that this plan is very strong against BUG delver which I presumed would be a large part of the metagame (which it was on Sunday in the legacy open). I however didn't play and BUG delver decks at the invitational. I made a last minute change in adding a Gilded Drake since I also thought that sneak and show would be reasonably popular. I thought about playing a 1 of Venser Shaper Savant instead but I had never tested it and didn't have a sweet Russian one with me so I declined.

Sideboard:

1 Grafdigger's Cage

1 Ancient Grudge

1 Envelop

2 Destructive Revelry

2 Spell Pierce

1 Pyroblast

1 Red Elemental Blast

1 Gilded Drake

1 Vendilion Clique

2 Forked Bolt

2 Grim Lavamancer
 
Friday
 
Standard

Round 1 (Dan Musser  w/ Mono Black) -
 
G1 - I came out the gate with some one drops and just attacked for 2 each turn. Dan devour fleshed me a couple of times and I used my titans strengths to knock his life total down whenever he tapped out.
 
G2 - I was devour fleshed again this time several times and a huge desecration demon made it hard for me to stay in the game. 
 
G3 - Searing blood and skullcrack did a lot of heavy lifting as he tried to lean on blockers to close out the game, while I just burnt him out.

Afterwards I apologized for setting him on fire as I know its a bad feeling...He just nodded his head and we chatted for a bit after we were done.

Round 2 (Greg Price w/ Mono Black) -
 
G1 - Out the gate I come and I just play dudes and pumps until he is dead.
 
G2 - He dies after playing Whip of Erebos because I just race him to death.

Round 3 (Derrick Roper w/ RW Burn) -
 
G1 - I play as many dudes as quickly as possible and I am patient with my burn which I use to burn him out when he tried to EOT Warleaders Helix me. Oh yeah and he played turn 2 maindeck Satyr Firedancer. Shock is a good one.
 
G2 - He gets to Warleaders Helix me and searing blood me a couple times leading to my very quick death.
 
G3 - This game is really weird since he is able to control my guys and even play x2 Warleaders Helix gaining 8 life. Then he magma jets me for 2 and keeps both. I presume I am dead but 1 of the cards he kept was Mutavault, so instead he dies...He definitely bricked a little but that keep, keep was really bad.

Round 4 (Wing Chun Yam w/ Mono Black w Green) -
 
G1/G2 - Our first 2 games are extraordinarily close...He wins game 1 but we were both at 5 life and it could have gone either way, I win game 2 in another close game. These were both very fun games that we both spent a lot of time looking at each other trying to figure out when we could push or not.
 
G3 - Despite being on the draw I tempo him out with 1 drop, searing blood for his pack rat, then lightning strike for his nightveil specter plus a follow up 1 drop, then skullcrack for his grey merchant.

Wing was a super nice guy and probably the most technically proficient player I played all weekend. He was on a summer magic tour around the US after playing at the Pro Tour in Atlanta.

*Update* - 06/29/14 Congrats to Wing on making Top 8 of GP: DC!

Legacy

Round 5 (Jeff Kruchkow w/ TES -
 
G1 - Storm my face off on turn 1 with a cabal therapy to make sure the path is clear.
 
G2 - Storm my face off on turn 2 with a thoughtseize to make sure the path is clear.

Oh yeah, I  had the force of will both times...

Round 6 (Mason Lange w/ Jund) -
 
G1 - I constrain his mana with Wasteland and Stifle and he keeps making me gain life with his grove of the burnwillows, this makes it really easy for me to race him.  
 
G2 - I get beat up by an early tarmogoyf with back up punishing fire to machine gun down my grim lavamancer as well as my delver.
 
G3 -  This game was really weird since we were racing and I made the decision to let his bob live for 3 turns so that it would deal him some damage. I knew it was a risky play but he was already at 8 life and I had a burn spell in hand. It ended out working ok but it was a tough couple of turns.

Round 7 (Joe Losett w/ Miracles) -
 
G1 - He takes over the game early and manages to lock me out. I think I shifted my play pattern too much Game 1 because I knew what he was playing.
 
G2 - On one EOT I have 8 cards in hand and announce clean-up (I have one threat in play already and a bunch of counters in hand), Joe plays a spell in response letting me not have to discard. Later in the game I manage to ambush his top with a destructive revelry turning off his instant speed miracles and clocking him for 2.
 
G3 - I manage to destructive revelry him again while he is a little choked on mana.

After the match I say it feels good to avenge Jeff Chen's (Esper3k) loss to him in the top 8 at SCG Dallas. He says - "Oh the Asian Kid." I cannot stop laughing and when I tell him that Jeff is older than he is we both begin to laugh. We also talk about Destructive Revelry which I absolutely love and he says he thinks it is very underplayed as well.

Round 8 (Greg Smith w/ Imperial Painter) -
 
G1 - He takes a bunch of damage from ancient tomb and every time he tries to combo I bolt his painter in response. He made a weird attack one turn with his painters servant while my goose was only a 1/1 but I wasted and stifled my own wasteland to thresh my goose and ambush his painter...I also removed a goose in this game to Force of Will - See it is Blue!

G2 - I burn him out from 18 life with a grim lavamancer, x2 lightning bolts and x1 forked bolt...I was surprised too. Oh yeah my lands were a tropical island and a wasteland so I let his blood moon resolve to help bring on the burn. I also removed a Land this game to Force of Will a pyroblast on my grim lavamancer...that was weird and good.

I had a great showing after day 1. Both my decks felt good and I played well in all of my rounds. The loss to storm was one of those where variance reared its ugly head and there wasn't a lot I could have done to salvage that round.

Saturday

Standard

Round 9  (Chris Vanmeter w/ Jund) -
 
G1 - I mull to 5 but try and put up a fight, if I had drawn a land a turn sooner I may have been able to race, as it stood instead polukranos just machine gunned my dudes and smacked me in the face. I did kill his turn 2 Sylvan Caraytid on turn 2 with a titan's strength.
 
G2 - I go 1 drop, shock your elf, 1 drop, shock your elf, 1 drop and he concedes. He never blocks this game for fear of titans strength and because he also needs to develop his mana :).  
 
G3 -  Chris mulligans and stumbles on mana. I keep representing titan's strength and he doesn't trade with my 1 drops since he needs to develop his manabase.

Round 10 (Rudy Briksza w/ Jund) -
 
G1 - He kills me with giant monsters.
 
G2 - I tempo burn him out.
 
G3 - One of the weirdest games ever that I almost win despite him having an active Whip of Erebos. I did get to searing blood a Satyr in this game and redirect to Xenegos which felt pretty good. He eventually draws a scavenging ooze off the top to gain a bazillion (10) life and I have no out to that.

This game was very, very interesting and was the first time that I really wanted at least some access to a treachery type effect out the sideboard.

Round 11 (Thomas w/ Esper) -
 
G1 - Turn 2, 3, 4 removal spell means I just lose.

G2 - Turn 3 Fiendslayer Paladin. I actually had the firefist striker but he just killed it. GG.
 
Round 12 (Jessie w/ Burn) -
 
This goes similarly to how round 3 went. I am not sure who is supposed to win this matchup but I presume it is not me.

Legacy

Round 13 (Bernie w/ UW) -
 
I lose to restoration angel... This is legacy right?

Round 14 (Trevor w/ Sneaky Show) -
 
He turn 2 show and tells me both games with counter back-up, one game he also probes me first.

Oh know the wheels are well and truly starting to fall off...

Round 15 (Danny Jessup w/ RUG) -
 
I play the control role all 3 games and just play around everything patiently (daze, stifle, submerge, etc). I did have a nutty turn one game where I Gitaxian
Probe (paying mana) and draw the perfect card (lightning bolt) so that I can stabilize the game when he is super far ahead. He had a flipped and an unflipped delver and x2 lightning bolts and a stifle in hand. So I went from dead to winning the game. The probe was super good...what he didn't know was that I run 8 burn spells and x2 grim lavamancers. Afterwards he questions me about bringing in grim lavamancer and I try to explain I have to bring them in because I have no submerge and they deal with goyf stand off's as well as delvers. He is pretty unhappy after the match.
 
Round 16 (Sam Pardee w/ UWR Delver) -
 
We play 3 games and the 3rd game is a doozy. We both have 5 lands in play on turn 5 in the delver quasi mirror. I keep representing stifle and he doesn't want to crack his fetches. I end up winning a long drawn out game where I deal with all of his cards through REB, Bolt and Ancient Grudge.
 
Day 2 was a long hard slog but I managed to at least keep my head and close out strong in the end.
 
After the end of the day, I wound up 26th out of 454 people. Not a bad showing for the largest invitational ever.

-Cheers-