Saturday, October 20, 2018

Old School MTG: Colorless at Border Brawl



I just got back from the 1st annual Border Brawl (OR/WA), an Old School 93/94 Magic tournament put on by a group called The Horde where 51 players showed up to cast old spells in 5 rounds of Swiss.

Image result for mishra's workshop

For my part, I brought a colorless artifact deck to the table. One of the guys that I drove up with was kind enough to lend me 4 copies of Mishra's Workshop for the tournament, so that powered my deck up quite a bit. I swapped them out for the Deserts. I ended up going 3-2 for the day.



Pre-Tournament : I played a back-and-forth game against Randy Buehler. He had a deck all proxied up for testing. I can't really say what it was, but it looked like he was using Titania's Song as a finisher. I ended up winning that game, but it was a close one.



Round 1: Steven (UR)
Steven was playing a UR deck with Blood Moon and Energy Flux main. He went first in game 1, but I won at 2 life though both Blood Moon and Energy Flux. He wins game 2 at 5 life. He plays a Library of Alexandria in game 3, but it's not enough to stop the beat down machine. An early Juggernaut goes all the way.
Status: 1-0



Round 2: Ken (WR Pink Weenie)
Ken is playing what looks like a typical White deck with Red support. I see Blood Moon, White Knight, and Savannah Lions. I take this round with back-to-back wins. My creatures are bigger.
Status: 2-0



Round 3: Elliot (Goblins)
Elliot is playing a goblins deck with burn, Goblin Grenade, Blood Lust, Ankh of Mishra, and Black Vise. I keep a couple of sketchy openers and get rocked two games in a row. At one point he attacked with a goblin, used Blood Lust, and then used Goblin Grenade on it after damage. We play a third game for fun and it's a lot closer.
Status: 2-1



Round 4: Chris (GBR Aggro)
Chris is playing a deck with Shatters, Argothian Pixies, and other good stuff. I lost two games in a row again. In game 1, he has 2x Argothian Pixies into Time Walk, Regrowth for Time Walk, Bolt, Psionic Blast. In game 2, he has turn 1 Black Lotus into Energy Flux and Time Walk/Regrowth with some beaters out. We played a game 3 for fun, where I had a much more explosive start of Mox Jet, Strip Mine, tap both for 2x Mana Vault into Triskelion on the play. His turn 1 is Black Lotus into Energy Flux again. Despite wiping me out on his turn 1, the game goes on for a while and ends with him at 3 life.
Status: 2-2



Round 5: Aaron (Mono Black Control)
Aaron is playing what looks like a typical mono black aggro/control deck. I see Hypnotics, Black Knight, Drain Life, and Paralyze. I win 2 games in a row, although the last win I was at 1 life. It felt like a great back-and-forth on that one. We were in the "feature match" area, so there might end up being a replay on YouTube.
Status:3-2

I ended the day at 3-2. The cutoff for Top 8 was 4-1. There were a few hands I should have shipped back. The deck is unforgiving of a bad keep since there is no way to dig out. I was also surprised at the number of Blood Moons I ran into in game 1. I'm looking forward to another Old School event closer to home during GP Portland 2018. The Mishra's Workshops really made this deck tick. Being fully powered with the 'shops would be bonkers. I would also bump up the number of disruption cards to make the deck more consistent. Winter Orb is fantastic. Relic Barrier has lots of targets (and synergy with Orb). Max copies of Disk is also a good way to go for next time. There were several matches where Desert would have actually been a great card. Assembling Tron was almost never relevant.


Tuesday, January 9, 2018

Going Colorless in 2018: Eldrazi, Artifacts, and Collecting Magic Cards

Commander, for me, has lost it's luster.

Despondency

There, I said it.

I think it all started when the 1vs1 banlist changes were implemented on MTGO. The format started to feel fragmented. Finding a game become more complicated. Following content, and watching games, became more confusing.

Baral, Chief of Compliance

Wait. What version of Commander is this?

Commander is still, in my heart, a crazy format where big things happen, where style matters, where friends get together and ramp into fantastic combos, where blowing up the entire board at a crucial moment to clutch victory from the jaws of defeat makes for a heroic story. Tuning Commander decks into 1vs1 competitive machines is the opposite of that!

Don't get me wrong. I don't begrudge anyone who wants to play Magic with any format or restrictions that makes them happy. But, at the same time, it pulls the format all over the place.

Time Stretch

I only have so much time!

Trying to get a pick-up game of Commander on a lazy Sunday afternoon at the local game store became a nightmare because everyone is going in different directions with deck construction.

More and more, I've come to like the "idea" of things, but not often the "execution."

Commander Cube is a great example of this. In theory, it works well. I can throw together a box of cards for Commander, quickly swap cards around to build new decks, try out new strategies, and see what works. In actuality, it's a nightmare to keep everything organized, keep up to date on new cards, and even to build working decks. There's nothing worse than sitting down with a brand new deck and finding out that your general mix of cards is way off, and the deck just doesn't do anything impactful. That ruins the night for everyone involved.

Moat

Another great example is my 5c Cromat deck I call Burberry Cologne. It's a beautiful deck, in theory. I like all of the cards. I like collecting all the cards. I like the slow, control aspect of how it plays out. But, in practice, is miserable to play against. It locks the game up. It takes forever to win. It's so controlling that it stops all the other decks from doing what they do. It's the antithesis of what the format is about.

Competitive Magic is the same way for me. I don't have the time to keep up on what's going on, so Standard is out of the question. It changes too quickly. Modern seems like a mess where powerful combinations of cards can win out of nowhere. It's probably the most balanced of the formats in the sense that your pet deck can sometimes take down a local tournament.

Deprive

I like playing control decks, in theory. That's the style of play that I'm drawn to. But, Wizards understands that a lot of players do not like playing against that type of deck. They are right. They worked to change the game to make hard control decks weaker relative to the field. I'm making comparisons between the game 20 years ago and today.

In practice, playing a hard control deck successfully is complicated and hinges on correctly evaluating threats and countering the right ones. I'm not any good at that anymore because I don't have the time to pay that much attention to what's going on in any format.

So, where does that leave me?

Thought-Knot Seer

Like I said, Wizards has done a good job of creating cards that allow for a tap-out, disruptive, aggressive deck to be successful. In my mind, Eldrazi decks embody this type of strategy. Basically, if you are playing Eldrazi, you are running aggressively costed creatures that attack, you are tapping out on your turn, and you have disruptive elements to proactively "counter" what your opponent is doing. It's an interactive, quicker, and straightforward way to play the game.

As a bonus, there are similar, viable colorless decks in Vintage, Legacy, and Modern. It's time efficient, because by swapping around a handful of cards in the main deck and sideboard, you can shuffle up for different formats. The decks have similar lines of attack, similar disruptive elements, and so the practice time and experience ends up being time efficient, too.

Walking Ballista

I have also been impressed by how a similar strategy works in a more casual setting. A tap-out, aggressive deck with disruptive elements has a good feel in Commander, 7-Point Highlander, and even Old School 93/94. Going colorless, and leaning on utility lands, artifact ramp, and creatures with disruptive abilities just works, is fun to play with and against, and has a lot of cross-over potential for individual cards. A card like Walking Ballista has a myriad of great uses, and plays a role in a lot of different decks and formats. It's a great value and often a fun puzzle to solve.

So, 2018, for me at least, is the year of playing cards and strategies with maximum value.

I spent the last few weeks leading up to the new year trading cards online to build up my colorless collections. And you know what? It feels great. I am ending up with a smaller, more focused collection that I can be proud to show off. I'm building decks that I feel confident to play, and that are fun and interactive to play against. And I feel like it takes the massive psychological burden to "keep up" on every new thing in check.

It's going to be a magical year.

Ring of Renewal

Sunday, November 19, 2017

GP Portland 2017: Vintage Side Event

I just got back from Vintage at GP Portland 2017. I walked away at 1-3, but my 1 "win" was a bye. That's right: I didn't win any matches in 4 rounds of swiss. In fact, I did even win any games in all four rounds. But, it was so worth it.

Ancestral Recall, Magic, Unlimited Edition

I cast Ancestral Recall on myself in competitive play for the first time in forever!

The grand plan to go into the day with underpowered Fenton Oath was, upon reflection, maybe not the greatest idea. I thought slamming down Griselbrands with Oath or Show was going to get there. It's just such a powerful thing to do. But, my match ups didn't give me many windows for that.

Round 1 vs. Adam
He's on Paradoxical Storm Tendrils and wins both games with it. Game 1 was pretty quick. Game 2 was interesting. I kept him off the storm kill with lots of strategic countering, but never drew a way to get the demon into play. We were 10+ turns in before he finally put it together.

Round 2 vs. Eric
There was another guy there named Eric, who was also playing Oath. He had the bomberman combo in there, along with some other spice. I saw the Scarab God at one point, too. We had the typical Oath-on-Oath battle of keeping creatures at parity. Game 1 and 2 played out similarly. He had the edge and stopped me from Showing out the demon. We both had to mull to 5 on the second game. I finally get an Oath into play with 4 cards left in my library after he hits me with the Jace ultimate.

Round 3 vs. Bye
A bye in this kind of event is no fun. I was there to play, but we had an uneven number of players. I think the count was 13 or possibly 15. I sat this round out and watched a few other games. I saw a sweet Skullclamp Elves deck, Tangle Wire Shops, Grixis, and a couple of other Oath decks. As it turns out, the guy I got paired up with in Round 4 provided at least 3 of the decks I saw at the tables. Deep collection, I guess.

Round 4 vs. Tim
Tim seemed like a really cool guy that I had played some Legacy against on a visit to a local game store. He had loaned out his Shops and Oath deck to some other players so that they could enter Vintage. His deck was a Grixis Thieves/Big Blue monstrosity. 2 Dacks, 2 JTMS, 1 Tezz, 2 Snaps, Vault/Key, Tinker/Blightsteel. That kind of stuff. Plus, it just looked cool. He had spent quite a lot of time (and probably money) on putting these cards together. Game 1, he plays a land, some moxes, and a crypt, then passes. I drop a Library and pass back. On his upkeep, I activate Library to draw. He responds with Notion Thief. It got worse from there. He ended up Twisting us and drew 14 cards because of Notion Thief. Game 2 was just value town on his side, resulting in Tezz for Vault/Key and Snapcaster beats.


Vintage is still my favorite format, and I'm glad for the times I can play in person. The things that happen are so silly that you can't help but laugh. I think I heard more laughter from this group of Vintage players than any other time I've played competitively.

When I get the chance to play again, possibly at GP Seattle next year, I will likely sleeve up a UBr list. I have better cards for it and it couldn't hurt to play a Mana Drain or two.

Monday, June 19, 2017

GP Vegas 2017: The Dinner Bracket, Legacy UB Reanimator, Artist Signatures, and Old School Magic

Just got back from GP Vegas 2017. Good times!

So many Magics, So many Vents


Ben, Drew, and I made the trek to GP Vegas this year. Spirit Air FTW. I played 7 rounds of Legacy with UB Reanimator against a massive field of players, going 4-3 drop.

I'm calling it the Dinner Bracket.

You know, when you drop so you can go get dinner. The dude was throwing shrimp tails up onto his hat and made a volcano out of onion slices.

Round 1 - Delver (Brian)
Record: Win 2-1
Notable: I showed up late and was given a game loss. Show up on time, kids.

Round 2 - Sneak n' Show (Rik)
Record: Win 2-0
Notable: Game 1 was an early Griselbrand. Game 2 we locked each other out. He had two Cages in play. I had a Needle on Sneak and countered all of his Shows. Ended up winning with a hardcast Grave Titan.

Round 3 - Storm (Ross Merriam)
Record: Loss 1-2
Notable: Beat him game 1 with a triple Force of Will turn, which is apparently the level of craziness needed to beat Storm because I lost the next two games.

Round 4 - Stoneblade (Brandon)
Record: Loss 1-2
Notable: Screwed myself Game 1 when I didn't draw 7 in response to him killing Griselbrand.

Round 5 - BUG Delver (Stephan)
Record: Loss 0-2
Notable: Got hosed here. Really, really bad.

Round 6 - UR Delver (Mike)
Record: Win 2-1
Notable: Lost game 1, but came back in the next two games with sideboard cards.

Round 7 - Patriot (Felix)
Record: Win 2-0
Notable: He was Swords-ing everything. But I boarded in the Angels, so I had too many targets for him to control.

Round 8 - Dinner (Benihana)
Record: Win
Notable: Sat with the guys who produced the crazy Hour of Devastation reveal show.

I also got a few cards signed while I was there. There's some real progress happening on my Old School 93/94 deck. I even got the first card at the GP signed by Jeff A. Menges (Swords to Plowshares). Drew Tucker signed the Plateau with the wrong art, with the words, "I didn't draw this" on top of the signature. (He asked me first.) Let's see if I can get the actual artist to sign it, too. Fingers crossed.



Speaking of Old School, I watched the first couple rounds of Old School at the GP. Hippies, Sink Holes, and Juzams galore. Moxes, and Ancestrals, and Time Walks, Oh My! Nothing quite like shooting the breeze with Randy Buehler with $50k+ of cards on the table.






Sunday, January 15, 2017

A Long Time Gone: Commander 2016, Deckbuilding Cube, Duel Decks, Legacy, and more!

Commander 2016

Atraxa, Praetors' VoiceYidris, Maelstrom Wielder

The Magical Christmasland Gods have been good to the playgroup this year. Commander 2016 has given us the Atraxa deck (Breed Lethality) and the Yidris deck (Entropic Uprising). These decks play very differently from each other, but both are powerful and fun. The thing I'm most impressed about is how consistent the mana is for casting the four-color commanders. I only remember one game where Atraxa was stuck in the command zone past turn 5. More commonly, Atraxa was on the board on turn 3, 4, or 5! Ydris' Oprah-like granting of cascade to all your spells after he whacks someone makes for some crazy, crazy turns.

Commander Deckbuilding Cube / Aether Revolt

Brago, King EternalGrenzo, Dungeon Warden

The more I mess around with this idea of a Commander Deckbuilding Cube, the more I like it. I played with the Brago deck for a while. It does some impressive stuff when it gets going! But, as usual, I wanted to switch it up. Boom, enter the deckbuilding cube. I stripped Brago for parts, reached into the box, and slapped together a BR Grenzo deck with artifact-graveyard shenanigans and scrying. Oh, man. It's a whole different kind of fun when it works. There's not much like swapping Scuttling Doom Engine and Spine of Ish Sah with Darreti and Goblin Welder.

Scuttling Doom EngineSpine of Ish SahDaretti, Scrap SavantGoblin Welder

We also got the full Aether Revolt spoiler to look at and woah, there are tons of great cards in there for Commander. I added them to "the waiting list," but in a new section. Here's to crossing my fingers that the prices will come down when the cards (Robots!) eventually rotate out of Standard. Patience, padawan.

Duel Decks / Planeswalker Decks

Nissa, Voice of ZendikarOb Nixilis Reignited

I try to live a simple life. I get it. Friends and family aren't sure what to buy for me. My birthday is mid-October and then there's Christmas. The good news is, Target sells pre-constructed decks. So, that makes it easy. This year, I was blessed to get the Ob Nixilis vs. Nissa duel deck for my birthday and the Chandra planeswaker deck for Christmas. That's a lot of planeswalkers to join my collection of duel decks! We put those decks to good use, facing off against planeswalker decks of Christmas past. Kiora is always a favorite.

Drafting Conspiracy

Kaya, Ghost Assassin

Finally, finally after a couple of years of half-hearted planning and missed appointments, I had a chance to actually meet up with some of the guys from work to draft. One of the guys bought a box of the Conspiracy: Take the Crown set, so we did a multiplayer draft. I didn't pull anything too crazy, but good times were had by all. I also had the chance to play some co-op Horde Magic while I was there, and we even fit in a game of Commander. If you haven't tried Horde Magic, you should check it out!

Brian Weissman

Nin, the Pain Artist

Shout out to Brian for posting some more Commander videos. Check out his channel on YouTube to watch him wreck people with Nin, the Pain Artist, one-on-one and multiplayer this time.

VSL

If you want to watch more Magic action online, Season 6 of the Vintage Super League is up and running, too. Watch the first two weeks of play-in tournaments on YouTube, then tune-in live every week. If you are a fan of drawing three cards for one blue mana, I can't say enough good things about the VSL series. Watch it!

Legacy Reanimator / Delver / GP Vegas

Griselbrand

If the fates are kind, I plan to travel to GP Vegas this year with some friends to play some competitive Legacy. I will likely play Reanimator again because, well, you know, Griselbrand! Good old Scoop Hands himself! But, I've had a chance to play a few games with Grixis Delver, and hope to do some more testing between now and then.

Wow! That's a lot of Magic.

Saturday, December 17, 2016

Commander Cube: The Commander Overhaul


Brago, King Eternal

Over the past few years, I've dialed it back from going to the shop for "competitive" Commander. At the same time, a couple of guys in my regular play group have started to get into Commander. The Commander 20XX decks that get released every year have made getting into the format simple. If they sell it at Target, and you can ask for it for Christmas, getting Magic-related gifts from non-Magic players is real.

With that in mind, I dusted off my Deckbuilding Commander Cube and made significant changes today. You can see the blog of changes and a current list here over at CubeTutor.com.

If you play a lot of commander, building your own deckbuilding cube is actually pretty cool. It's not only fun to think about a limited number of slots and how each card can support more than one archetype, but it gives you the ability to make new decks while reusing all those great cards.

In my cube, I am trying to keep each individual card in the $1-$3 range. This helps to retain that old school commander feel and keeps me competitive with my more casual friends. I will go above that number if it's a foil or if the card has great utility in lots of archetypes, but not much higher than that.

I build two-color decks. They are easier to assemble than three-color decks, but provide more variability than the stronger one-color decks. Someday, I'll map out what all the two-color combinations are supposed to do in the cube. For now, I just build around the legendary creatures.

PonderTreasure Cruise

Unlike drafting cubes, where you have to worry about balance between the colors, this cube is for deckbuilding and so isn't constrained the same way. Blue, for example, is really strong. That's okay because it's up to me what cards go into the decks that I am building. It's not like everyone at the table is going to be competing for blue in the draft.

Commander's SphereAsh Barrens

The other thing is just how much color-fixing and ramp has come along since I started playing Commander. There are so many fixing lands and ramping artifacts out there that filling in a cube with cost-effective ($) cards that get the job done is easy now.

So, I put together a Blue/White Brago deck for the Commander game tonight. It's not tuned. It's not perfect. But it works. And when I want to try something new, I can sort it all back out and pick another two-color combination to try.


Sunday, October 9, 2016

Deck in Pictures: Dragon Toolbox, 5 Color Scion of the Ur-Dragon Commander

Continuing with my Deck in Pictures series, take a look at my 5 color Scion of the Ur-Dragon deck.

One of the great things about building Commander decks is that you can set boundaries or additional "rules" for deck construction to help hold a theme together. This can keep a deck from devolving into a pile of theme-less good cards. For this deck, here are my deck construction "rules:"

1) No Scion combo.

There's nothing wrong with combo, but that wasn't what I was going for here. So, no poison or easy pump kills.

2) Only multicolored, legendary dragons.

You'll see a couple of exceptions to this in the pictures below, but I didn't want to just jam every good dragon ever printed into this deck. I also didn't want to jam good non-dragon creatures and lose the dragon theme.

3) No individual cards over $10 TCG low.

All I care about on this one is to set a financial limit to what cards can be used in this deck. If I happen to have a fancy version of a card that is worth more than $10, that's fine. The limitation is more about if a card is available at that price, even if it is a different printing.

4) No tutors, except for cards that find land.

It's too easy to put in tutors and take the randomness about of the format, especially with a 5 color deck that has access to every tutor. That's not what I wanted to do here.

5) No double mana symbols of any one color.

In other words, no GG or UU, or anything like that. Multiple colors in a single spell is fine, just not multiples of the same color.

6) As many full art or textless cards as I could reasonably justify.

This is more of a soft rule, but I filled slots with textless or full art cards when possible. There are some full art cards that break one of the above rules, so those are out. There are others that just don't work well in the deck. Those are out, too. But, there are good number of textless cards represented in the deck.

7) Keep the deck as balanced as possible between the 5 colors and still remain playable.

Same deal here. This is more of a soft rule, but by counting mana symbols, the deck is nearly balanced between the colors.


Even with all those restrictions on cost, expense, creature types, and tutors, this deck works pretty well. This is the deck I bring to the table for a casual game of commander where no one is trying to combo or control the game into oblivion.




Behold! Here be dragons.

The deck includes the five Invasion 3 color dragon legends, along with the five Planar Chaos 3 color dragon legends. Also included are the five Tarkir dragon legends, foil prerelease promos. The two exceptions to my "rules" are the foil prerelease promo Dragonmaster Outcast (not a dragon, but makes dragons) and the foreign Steel Hellkite (not a legend, but is a dragon). No original Elder Dragons because they break my double-mana-symbol rule.




Behold! Removal, removal, removal.

Almost all of the spot removal spells are full art, including the three textless promos and two foil Game Day cards. Anguished Unmaking is has impressive foil artwork. Beast Within is the "Vindicate" replacement, but less expensive to try to stay within the rules. It is also instant speed and only one color, so in some situations it is better than Vindicate.




Behold! The 5 color crew.

I wanted a handful of cards that "cared" about this being a 5 color deck. This deck includes the foil prerelease promo Obelisk of Alara, a foil foreign Door to Nothingness, and a foreign Legacy Weapon. Cromat is here because if I am playing with a new group, I swap him in for Scion so that I don't get ganged up on and pummeled.




Behold! Utility.

I wanted some version of Sarkhan in the deck. This version fit the best. Otherwise, these are the spells that offer the deck utility to solve particular problems that the spot removal spells can't handle. Textless Fireball and Negate, portal Earthquake, foreign Mimic Vat and Gaea's Blessing, and a Beta Regrowth.




Behold! Sweet enchantments.

Sadly, I can't run all of the "siege" enchantments because several break the "no double mana symbols" rule, but Outpost Siege does a good job and has sweet dragon artwork. Dragon Tempest replaces the "white" enchantment in the group because, well, it's Dragon Tempest and also has sweet dragon artwork. Judge foil Oath of Druids and foreign Collective Restraint round out the group.




Behold! Deck manipulation and card drawing.

A necessary evil. If I'm not running tutors, there are too many times I get stuck with the wrong cards or the wrong colors. The top 4 cards help smooth things out. The bottom 4 cards help dig me out. Textless ponder with the guy pointing is sweet. Foreign Rhystic Study, foil promo Fact or Fiction with Hanna and Squee trying to figure things out. Foil Rush of Knowledge.





Behold! Ramp.

The deck needs lots of mana in lots of different colors. This is how I get there. Textless Rampant Growth and Harrow. Promo foil Cultivate and Darksteel Ingot. Foreign Chromatic Lantern.




Behold! Non-basic lands.

I like about 38 lands in my commander decks. Five 5 color lands including a signed foreign City of Brass, five 3 color lands, all foreign, five Panorama lands, all foil, five cycling lands, two basic land fetches, including the foil promo Evolving Wilds, and a foreign Halimar Depths.




Behold! Basic lands?!

The heart of the deck. Three each of the Unglued full art basic lands. I liked these lands the second I laid my eyes on them and I used to dig through the commons boxes at the card shops I visited and pick them out. Over the years, I grabbed quite a few of these lands out of those boxes.

If you want to zoom in on any of these pictures, check out the photo album.


This deck isn't perfect. There are a least a few other full art cards that could be swapped in here. For example, the full art Expeditions version of Mana Confluence would be sweet. I also like the idea of a "X" spell for each color to go along with Earthquake/Fireball. I have a full art foreign foil Killing Wave that could help push me in that direction. It's not a great card in most situations, but the artwork is amazing! I would also like a cycle of 2cmc enchantments, one for each color. It's just that as weaker cards get swapped in, it can turn a fun, playable deck into a deck that no longer puts up a fight.