Sunday, May 18, 2014

Assume the Position: Oloro in Commander





There seems to be a divide between the players that are working within the spirit of the Commander format and the players who are not. It's not a clear line, so there's always going to be some margin of error; but even if you aren't exactly sure where the line is, it's there.

In the grand scheme of things, I play 2-3 games of Commander each week all within the same block of time. There are anywhere from 10-25 people who show up to play Commander at my friendly local gaming store. Most have at least two decks. One deck is for "fun." The other deck is for the "tournament." Even if there isn't a bright, glowing "line," they know what's up.

The tournament is free to enter. The store clerks put the players into "pods" of three-to-four players. There are two rounds. If you win your first pod, you go to the final pod. Winners of the first pod receive $5 of store credit. The final winner receives another $5, for a total of $10.

Serious money is on the line.

Or, at least it seems like it given the way that the decks are built for the "tournament." Typical decks for the event are $500+ to build, often more. The winning decks use powerful combos, counter-magic, and are resilient to disruption. It's what you would expect from tournament play. And don't get me wrong: I don't begrudge the "tournament." Without it, I'm not sure as large or varied a group would show up for Commander.

Occasionally, someone new will show up to play Commander after picking up a pre-construct or maybe trying the format with friends. They may even feel confident with the deck they bring because it did so well at home. They get smashed. I never see them again. This can't be a good thing for the format, the store, or even for the other players.

Be the change you want to see.

Yeah right. Some people like to win. They do whatever it takes. I mean, $5 of store credit is on the line. That's justified, right? Last week, I lost to Niv-Mizzet / Curiosity. I tried to counter the Curiosity, he countered back. Boom. Game over. It was turn 5. His defense? "When in Rome...."

Niv-Mizzet, the FiremindCuriosity

This week, I turned Esper Oloro into a horrible grief deck. Humility backed up by counter-magic? Sure. I got that. Slow, slow, slow Thopter / Sword beat down? I got that too. After 1.5 hours in the first round, I started using Jester's Cap to remove all of the ways my opponents could get rid of Humility. Three concessions later, I win. Wee!

Humility

Beating "creature" decks is easy. If you stick and protect Humility, many "fair" decks simply roll over. Dealing with Commanders is also easy. Terminus, Hallowed Burial, Condemn, Oblation, Unexpectedly Absent, and others spell game over to any deck with a strong focus on the Commander. Merciless Eviction, Final Judgment, and Tormod's Crypt / Academy Ruins make recursion decks grind to a halt. With enough counter-magic, you can even disrupt most of the combos out there. With enough time, you can cripple everyone at the table. Thanks to Oloro's steady life gain and the inability to be interacted with from the Command zone, time is on your side.

I don't feel good about winning. It's not winning in style. But, it is winning. I'm not even sure what I hoped to accomplish, except to maybe prove to myself that it can be done. My clever plan back-fired on me when at least one guy at the table said, "I'm putting Humility in my deck." Oh no!

At one point, all three players were trying to stop me. One guy had Rhystic Study out. The other two players were casting everything they could to let him draw cards. He must have drawn 20 cards, still no answers. Not that it would have mattered. I had a fist full of counter-magic. But still. Gang up all you want. You all lost 10 turns ago. You just don't know it yet.

Hallowed BurialOblation

So, if you really want to crush souls and win by getting concessions, think in terms of cards that are more than simply functional. Think of cards that absolutely cripple what your opponents are trying to do. Your removal spells shouldn't just destroy things. They should exile them. Your sweepers should tuck Commanders. (I caught all three Commanders at once with a Hallowed Burial a few weeks ago. Game over.) Your recursion should be game-breaking. Using Academy Ruins to put Oblivion Stone back on top of your library turn-after-turn will shut the table down. And there's almost nothing they can do about it. You can't fight inevitability.

Academy RuinsOblivion Stone

Remember how I said that there is a line? The store where I play banned two different decks (so far). It's not entirely clear how these decks are banned, or how close you can come to building the decks before they won't let you play, though. I guess you know it when you see it. The first banned deck is Hermit Druid combo. The other is Ad Nausem combo. Both decks are absurd. I wonder how many weeks it would take for them to step in on what I'm doing? Maybe never. Lots of other decks are allowed, even if they win every week.

With a sufficiently large collection, it comes down to building a deck that reflects your chosen strategy for winning (or losing). You know what you are up against. You know what it takes to beat it. Speed? Disruption? Take your pick. Even in the most balanced meta-game where you play only with your closest friends and use house rules to ban whatever cards you don't like, even in those situations there are "best decks." And there are decks that disrupt those decks. It's like fitting a square peg into a round hole. You can keep at it, never quite fitting that peg. Or, you can change your peg.

Friday, May 9, 2014

Planeswalker Tournament

A couple of weeks ago, a group of my friends took off to the beach for a gamer weekend extravaganza. They were kind enough to bring me along for the trip. There were games galore, board games, card games, and of course Magic.

My contribution to the gaming weekend was to bring a box full of planeswalker decks. Most were from the duel deck proconstructs, but I did bring a custom version of Sorin Markov. Chris supplied custom decks for Venser and Nissa. All told, seven of us squared off for a "tournament" of planeswalkers.

Sorin MarkovVenser, the Sojourner

The rules of the tournament were thus:

1) Partial Paris mulligan, except the first one is "free" in that you don't draw one less card the first time
2) One game vs. each other planeswalker
3) Use of the "planeswalker" zone <- Check out the planeswalker rules if you want to try this format

Most of us are long-time players. A few are new to the game, or new to the "tournament" format. Everyone was new to playing planeswalkers with these special format rules. The results are in, and here they are:



VenserNissaJace, ArchVraskaSorin MarkovChandra NalaarTibalt

BenChrisEricLukeMarkDarrenWill
Ben
BenEricBenBenBenBen
Chris

EricChrisChrisChrisChris
Eric


EricMarkDarrenEric
Luke



LukeDarrenWill
Mark




DarrenMark
Darren





Will
Will







Ben came in first with the customized Venser deck. Due to the nature of the way the planeswalker decks were constructed for the tournament, no one had a deck that generated massive advantage... expect Venser. In the hands of a capable player, gaining incremental advantage was enough the seal the deal in most games. I beat Ben (Venser) with my (Jace, Architect of Thought) preconstruct, but otherwise he swept the field.

Krovikan MistKrovikan Mist

In a couple of games, including the one against Venser if I remember right, I used the Jace deck to drop a couple of small flyers for a fast clock. The partial paris mulligan rule helped a ton here. Knowing that you won't have to pitch your entire hand only to draw no land on the next try makes all the difference in the world.

Nissa Revane

Chris did well piloting a custom green Nissa deck. Elf, elf, elf, Nissa, gain 6 life, is a beating. Next turn, gain more life. She can come out quickly and is difficult to deal with in a field without sweepers and limited spot removal. He even beat both burn decks with it. Lifegain for the win!

All told, it was a memorable Magic experience. The unique format worked well for the gaming getaway weekend. Plus, it was quick. It felt like limited, except with guaranteed access to your format-warping planeswalker. In. Every. Game.

I'm tempted to build a planeswalker cube next time. Shuffle up all the planeswalkers and deal them out randomly, one to each player. Keep the planeswalker assignments secret. Now, draft the cube around them. Do you take the bomb that's not in your color so that someone else can't? Can you guess which planeswalker everyone got before the draft is over? Tremors of excitement.