Thursday, April 26, 2012

Standard: Grixis Control | 2012-04-26

Standard: 2012-04-26
played at: Gamers of the West.
Attendance: 14 people.
Final Score:
2-1. 2-0, 1-1 & 2-0 = 10 points aka The Winner.
Deck piloted by: Deckschrobber
Deck designed by: Unknown, source here.
// Lands
    3x Blackcleave Cliffs
    4x Darkslick Shores
    1x Dragonskull Summit
    3x Drowned Catacomb
    1x Ghost Quarter
    1x Haunted Fengraf
    3x Island
    1x Mountain
    1x Shimmering Grotto
    4x Sulfur Falls
    4x Swamp


// Creatures
    1x Bloodgift Demon
    1x Grave Titan
    1x Massacre Wurm
    2x Olivia Voldaren
    1x Wurmcoil Engine
    3x Snapcaster Mage

// Spells
    1x Ancient Grudge
    3x Black Sun's Zenith
    3x Desperate Ravings
    1x Devil's Play
    1x Doom Blade
    3x Forbidden Alchemy
    1x Go for the Throat
    1x Incinerate
    4x Mana Leak
    2x Ratchet Bomb
    1x Surgical Extraction
    3x Tragic Slip
    1x Tribute to Hunger


// Sideboard
SB: 1x Ancient Grudge
SB: 2x Curse of Death's Hold
SB: 1x Devil's Play
SB: 2x Dissipate
SB: 2x Elixir of Immortality
SB: 1x Flashfreeze
SB: 1x Ghost Quarter
SB: 1x Grave Titan
SB: 1x Phantasmal Image
SB: 2x Surgical Extraction
SB: 1x Wurmcoil Engine
The deck performed well but I made a lot of mistakes while playing it. So admittedly, save for the last round, I only won the tournament by the poor decisions  made by my opponents. Though the final round versus Ritchie was a round where I was actually playing well and making correct plays. Ritchie played a close variant of Brian Kibler's Naya Pod deck and was off to a flying start. His turn one BoP met with a Tragic Slip, his turn two BoP befell the same fate. He gets up to four mana and gets a Huntmaster of the Fells into play. It gets incinerated and he hurts me with his wolf token the turn after. His second Huntmaster gets countered and his wolves get killed by my Snapcaster Mage and the flashbacked Incinerate. Geist-Honored Monk hits his board with the two tokens and I cast Olivia Voldaren who's ping ability eats away at his board and a few swings ends the first match in my favor.  The 2nd match is a difficult one, having a poor hand that has to be thrown back the new hand isn't all that much better. No blue mana source, some counters and 3 land...keep it and pull another Olivia Voldaren from the top of my library and by turn four she hits the board and swings in for the win again after spreading death and decay amongst Ritchie's critters...

The deck is a lot of fun to play and seems like quite a sturdy deck capable of dealing with a number of different threats, even in my screw-up hands. Resolving a Massacre Wurm the turn after your opponent cast an Increasing Devotion, sending 7 of his creatures in total to the graveyard, making him lose 14 life which just happens to be the exact life total he was at is pretty hilarious.

Olivia Volaren is really proving herself once again in Standard in such an aggro environment.  She pings the small stuff to death while growing in strength herself. Or she persuades whoever she has bitten to join our side...which is pretty nice, for sure.


Grixis Control is definitely a deck that I'd elect to play again in these last days of the Dark Ascension era of Standard. By next week Avacyn Restored will be Standard Legal and whole nature of the game will change again. So we'll have to see what that will bring us, I'm guessing Angels...


In conclusion, I did finally win me such a lovely looking FNM promo of Dismember, yeah! :)



Tuesday, March 27, 2012

casual: archenemy commander

























playing Archenemy with friends soon...and i got nominated to be the one, the Archenemy.
think i've figured out the schemes i'm going to use..


  • - your inescapable doom
  • - the dead shall serve
  • - dance, pathetic marionette
  • - tooth, claw and tail
  • - my crushing masterstroke
  • - look skyward and despair
  • - your fate is thrice sealed
  • - plots that spawn centuries
  • - realms befitting my majesty
  • - introductions are in order


do still need to figure out the quantity of each of them that i'm going to run.
also building a WB deck specially for the occasion. the deck will not be playing the usual pacify cards such as Silent Arbiter and such. feel that it sort of defies the point to limit the amount of spells each player can cast per turn or that only one creature can attack each turn.

what i'm considering to play in my deck:

a WB legendary creature, haven't chosen which one yet so it is all about the General's colors this time around.
36 lands, probably close to 20 non-basic and/or utility land and 16 basic lands. think that between the mana rocks and the Realms befitting my Majesty i'm covered in getting out my land. i think that actually the basic count needs to be pushed up a little still.

anyway, the other cards:

8 mana rocks:

  1. grim monolith
  2. manavault
  3. gilded lotus
  4. coalition relic
  5. darksteel ingot
  6. expedition map
  7. worn powerstone
  8. sol ring

9 mass removal spells:

  1. wrath of god
  2. damnation
  3. black sun's zenith
  4. rout
  5. austere command
  6. planar cleansing
  7. forced march
  8. day of judgement
  9. barter in blood

7 spot removal spells:

  1. path to exile
  2. swords to plowshares
  3. condemn
  4. go for the throat
  5. doom blade
  6. hero's demise
  7. unmake

other 4 spot removal:

  1. vindicate
  2. mortify
  3. celestial purge
  4. oblivion ring

5 multiplay cards:

  1. syphon mind
  2. sypon flesh
  3. death cloud
  4. exsanguinate
  5. blood tithe

15 creatures:

  1. elesh norn, grand cenobite
  2. baneslayer angel
  3. magus of the moat
  4. angel of despair
  5. exalted angel
  6. sheoldred, whispering one
  7. reya dawnbringer
  8. darien, king of kjeldor
  9. solemn simulacrum
  10. serra ascendant
  11. voracious hatchling
  12. windbrisk raptor
  13. mangara of corondor
  14. ulamog, the infinity gyre
  15. fleshbag maurder

9: cards i just really want to play:

  1. mimic vat
  2. norn's annex
  3. ghostly prison
  4. endless whispers
  5. martyr's bond
  6. white sun's zenith
  7. beacon of unrest
  8. unburial rites
  9. necromancer's covenant

3 planeswalkers to consider:

  1. ajani goldman
  2. elspeth, knight-errant
  3. gideon jura

2 card draw engines:

  1. phyrexian arena
  2. mind's eye

3 tutors:

  1. demonic tutor
  2. increasing ambition
  3. sensei's divining top


some cards needed to go:

liliana vess


Saturday, March 24, 2012

Tournament Report: Modern: 2012-03-22




Modern: 2012-03-22
Played at: Gamers of the West, Rotterdam, The Netherlands.
Attendance: 5 players, 3 rounds.
Final Score: 1-2.
Deck piloted by: Deckschrobber

Deck designed by: Deckschrobber

















white weenie with black 'splash' v2.0

// Lands
5x Plains
1x Swamp
3x Isolated Chapel
4x Godless Shrine
4x Marsh Flats
2x Caves of Koilos
1x Vault of the Archangel

// Creatures
3x Student of Warfare
2x Mirran Crusader
3x Figure of Destiny
3x Knight of the White Orchid
4x Tidehollow Sculler

// Spells
3x Honor of the Pure
4x Path to Exile
1x Elspeth, Knight-Errant
1x Sorin, Lord of Innistrad
3x Inquisition of Kozilek
4x Thoughtseize
3x Spectral Procession
4x Lingering Souls
2x Oblivion Ring

// Sideboard
SB: 4x Grand Abolisher
SB: 2x Kataki, War's Wage
SB: 2x Torpor Orb
SB: 2x Ethersworn Canonist
SB: 2x Pithing Needle
SB: 3x Relic of Progenitus


---
the previous iteration of my deck went 3-0. it played less hand disruption, more creatures and one more land. unfortunately i was very distracted the night i played the current version of the deck so i also made a bunch of playing errors that contributed to my downfall, making it hard to say if simply reverting back to the previous build is a good thing, or not.

white weenie with black 'splash' v1.0
2012-02-23: went 3-0.
// Lands
5
x Plains
1
x Swamp
4
x Isolated Chapel
4
x Godless Shrine
4
x Marsh Flats
2
x Caves of Koilos
1
x Vault of the Archangel

// Creatures
1
x Student of Warfare
2
x Mirran Crusader
4
x Figure of Destiny
4
x Knight of the White Orchid
4
x Tidehollow Sculler

// Spells
4
x Honor of the Pure
4
x Path to Exile
1
x Elspeth, Knight-Errant
1
x Sorin, Lord of Innistrad
3
x Inquisition of Kozilek
2
x Thoughtseize
3
x Spectral Procession
4
x Lingering Souls
2
x Oblivion Ring

// Sideboard
SB: 4x Grand Abolisher
SB: 2
x Kataki, War's Wage
SB: 2
x Torpor Orb
SB: 2
x Ethersworn Canonist
SB: 2
x Pithing Needle
SB: 3
x Relic of Progenitus
one of the changes that i am happy with for sure are the Students of Warfare. while the Figure of Destiny can be manipulated on the fly the SoW feels like a more rewarding mana sink. and a 3/3 first striker is pretty brutal. so i will probably up that to 4 copies.

the additional hand disruption spell i am less sure about. they do their work well but they also slow me down. the deck wants to deal damage and wants to deal damage quickly. think that returning a Figure of Destiny and Honor of the Pure to the deck is probably more complementary to achieving that control than the 2x Thoughtseize that i added as their replacements.

to that end i should really add an additional copy of Sorin, Lord of Innistrad. his minus two ability is so extremely powerful in a creature based deck as this.

contemplating to add another Spectral Possession. 3 additional spirit tokens seems quite good..but what to take out?

as far as the sideboard goes, haven't seen Affinity in my area yet so perhaps the Kataki, War's Wage will be replaced with Disenchant. really could use a more definitive answer to Sword of Light and Shadow.

tournament report: legacy: 2012-03-10



















Legacy: 2012-03-10

Played at: Magic United, Rotterdam, The Netherlands.
Attendance: 25 players, 5 rounds, cut to Top 8.
Final Score: 2-2-1.
Deck piloted by: Deckschrobber

Tezzie in Legacy.
original deck here.

Main board:
// LandsLink
1x Flooded Strand
4x Marsh Flats
1x Academy Ruins
1x Underground Sea
1x Vault of Whispers
2x Tundra
1x Scrubland
1x Scalding Tarn
1x Polluted Delta
1x Ancient Tomb
1x Plains
1x Island
2x Seat of the Synod
1x Ancient Den

// Spells
3x Sword of the Meek
4x Sensei's Divining Top
2x Chrome Mox
2x Ensnaring Bridge
4x Thopter Foundry
1x Humility
1x Oblivion Ring
3x Enlightened Tutor
4x Brainstorm
3x Tezzeret, Agent of Bolas
3x Jace, the Mind Sculptor
3x Mox Opal
4x Swords to Plowshares
4x Force of Will

// Sideboard: 15 Cards:
SB: 1x Pithing Needle
SB: 1x Ensnaring Bridge
SB: 2x Nihil Spellbomb
SB: 1x Tormod's Crypt
SB: 1x Aegis of Honor
SB: 4x Counterbalance
SB: 1x Engineered Plague
SB: 1x Humility
SB: 1x Oblivion Ring
SB: 1x Enlightened Tutor
SB: 1x Academy Ruins
----
primer:
----
the Thopter Foundry and Sword of the Meek combo is a very simple, elegant two card combo. unfortunately it is also a very fragile combo... one Surgical Extraction and your whole game plan can fall apart.















you sacrifice your Sword of the Meek to your Thopter Foundry, giving you a Blue Artifact Thopter Token with flying and one mana. as the 1/1 comes into play you may return the Sword of the Meek that is now in your graveyard to the battlefield and attach it to the newly created token. repeat this process until your mana sources have been depleted. and you can do it all at instant speed!



as mentioned, it is a very fragile combo. so you need to wait to get it online until you have board control. as an alternative win condition you do have your Tezzeret, Agent of Bolas who can turn your artifacts into 5/5 creatures stomping down hard upon your opponent.










the deck has a 3rd win condition: Jace, the Mindsculptor. his +1 ability is extremely powerful once you've established board control and builds up towards JTM's ultimate aka the win condition.

you survive all this by
quickly emptying your hand and hiding behind your Ensnaring Bridge. and your Humility can also help a long way to this.

post side boarding the deck can be transformed to a Counter Top deck for more control / throw off your opponent's side board strategy.










----
tournament report:
---
first round i'm paired against Combo Elves. i mulled to 6 and my opponent mulligans down to 5 card on the play and has a decent opening. the next couple of turns are a draw, go from my side and not too spectacular on my opponent's side either. by the 5th turn i resolve a Humility that destroys the combo pieces of the elf deck. unfortunately by now there are already so many creatures in play on his side that it takes only two turns to finish me.

side boarding for match two:
3x Jace, the Mind Sculptor and 2x Swords to Plowshares leave my deck in favor for an Oblivion Ring, Humility, Engineered Plague, Ensnaring Bridge and an additional Enlightened Tutor.

not the strongest side boarding decision ever made on my part. should have gone the transformational Counterbalance route with it. Not that it would have mattered much as by turn two my opponent resolves a hard cast Emrakul, the Eons Torn. i had no answer and probably should have left my mana open instead of putting a Swords of the Meek onto the battlefield. to be fair, i don't even really know when and where i should have intervened in the Elf Combo even if i had the cards to do so.

0-2, 'great' start of the day. :(

round 2:
mono-white soldiers deck piloted by a girl who doesn't play a lot of magic.
she is off to a good start and keeps putting out new threats every turn. Humility once again saves the day as it stops her soldiers from getting all kinds of nasty bonuses. she has me down to 5 lives when i get my Sword of the Meek / Thopter Foundry combo online with mana to spare. my flying Thopter army is starting to assemble and gains me life in the process. the Ensnaring Bridge is working my favor as she has now a couple of Honor of the Pure(s) on the board and i still have a few cards in my hand... the story ends with me crawling all the way back up to 22 lives and a defeated opponent.

boarded out an Oblivion Ring and a Sword of the Meek to replace with an additional Humility and the Engineered Plague.

my opponent is off to a flying start while i need to mull quite a bit. put a Humility into play which is soon followed by an Engineered Plague... which obviously gets set to Soldiers, wiping her board completely. have an Ensnaring Bridge, empty out my hand and ride the Jace to victory. fun, fun stuff! ... at least from my perspective.

2-0 win!

round three i'm up against a Stoneblade / Vendilion Clique deck. i'm making mistake upon mistake. failing miserably to do even the simplest things correctly, guess i got tired and lost my concentration. a 0-2 loss ensues. quickly get myself something to eat and drink in time for the 3rd round.

4th round i'm up against the same deck piloted by a different player. knowing a bit what to expect i'm happy to start playing with the new supply of energy from the food and drink... though i'm dreading the match up.

match one is pretty fierce and i get pushed into a corner quite rapidly but manage to survive and kill my opponent with animated 5/5 artifact, courtesy of Tezzert, Agent of Bolas. don't recall how i boarded against this deck but the next match my opponent resolves a Pithing Needle on Tezzert, Agent of Bolas and lets me freely assemble my Thopter Foundry / Sword of the Meek combo... onto victory but then the proverbial bell sounds and the round ends...leaving my with just 2 turns to kill him which isn't enough.

5th and last round for me against a Belgian opponent who i have trouble understanding. his deck is a weird White / Blue / Red combination with the best of all those worlds. counters a lot of my stuff, burns away the other and keeps on beating me with his Vendilion Clique but somehow i manage to beat him with my humility and 5/5 artifacts. match 2 i'm losing again fast, or so it seems. get my Thopter / Meek Sword online and hide behind Ensnaring bridge with an empty hand. my opponent is getting grumpy. i'm climbing back up from 6 to 26 lives quite rapidly and beat him steadily with a few tokes but the main aim of my damage are his Elspth, The Knight-Errant and his Jace, the Mindsculptor. in the end i win and my opponent almost exploded with frustration. did make many a playing errors, chief among them was my eagerness to create new tokes whenever he attacked with his fleet of tokens. should have just made enough to block and waited to make the rest at the end of his turn...so they would not die from Wrath of God(s) and such...which they did, repeatedly. also, it is really a good idea to play a land when you can so you have an additional mana to build a token and make use of your JTM's abilities...causing leaving it sitting around unused is pretty useless.

all in all it was a fun but long day and i surely have whole lot to learn still about how to pilot this deck and the legacy format in general.

---
food for thought:
---

contemplating if i should kick out the Academy Ruins out of the sideboard. see its purpose but haven't even used the main deck one once even though it was in play occasionally. side boarding to the Counterbalance deck is something i find very intimidating. not sure what to take out nor how to play CB.

looking forward to playing this deck again.