Showing posts with label Sealed Deck. Show all posts
Showing posts with label Sealed Deck. Show all posts

Sunday, January 29, 2012

Dark Ascension Pre-Release Battle Report

Or
"I Can't Believe This Mishmash Actually Worked!"

Saturday, January 28, 2012.

Begin report: 

I went into the deck building phase, mentally reciting how I remembered the BREAD mantra: Bombs/Rares, Elimination/Evasion, Attackers/Advantage, Defense/Dudes. Opening three packs of Innistrad made me think I should be creating a white-green deck, loaded with white humans and green monsters, going all-out creature offense. Never mind evasion - I'll just power my way through with green monsters and werewolves if the white weenies get sandbagged.

That's what I was thinking, until I opened the Dark Ascension packs. One pack gave me Stormkirk Captain. The second gave me Falkenrath Aristocrat. I suddenly had a flashback (pun intended, to those who get it) to my Magic 2012 pre-release, where I let myself go with my instincts and built my deck around a mythic rare. I went 3-1 in that event, which was spectacular in my book. I decided to see if my instincts would serve me well in this tournament as well.

Here's what I used, going into four matches of Sealed Deck. I'll list the spells first, then the creatures, in alphabetical order. As always, there will be commentary, but no links or images - I'll save that when I'm writing for www.magicthegathering.com's Crazy Deck Experiments column, which doesn't exist.

Enough of my wildest dreams. Without further ado, the cards:

SPELLS

Ancient Grudge - In a pre-release Sealed Deck match, there's always the chance that your opponent will be packing an artifact, whether it be a mana producer or some equipment for his creatures to better kick your ass with, and in rare cases an honest-to-goodness artifact creature. Ancient Grudge is an instant answer to said problems, and in this deck's case, is not a dead card in hand even when the opponent is not packing artifacts. See the other spells for why.

Corpse Lunge - Take any elimination spells you can get, in the colors you've decided. So says the BREAD.

Dead Weight - See above. It might not do much against huge creatures, but it does take care of pesky things like those vigilance+first strike+protection from monsters inquisitor dudes that will be problematic for your army to handle.

Faithless Looting - A red card-drawing spell?! Madness!!! Why, this might actually enable Corpse Lunge! Or, turn Ancient Grudge into something useful against a no-artifact opponent! It even comes with flashback! Beware, excess lands, for you are safe no more! Bwahahahaha!

I actually used it for those purposes I mentioned. True story, bro.

Fling - I had a Fling in this tournament. That is not to say I had a very brief affair with an attractive member of the opposite sex, but that I had a spell that allowed you to throw one of your creatures at a target for damage. The dream was to Fling one of your creatures at a target to enable a follow-up Corpse Lunge. Sadly, the one time I got to use Fling in the entire tournament was to chuck an undying vampire stalker (sparkles not included) at an opponent to finish him off, which when I think about it isn't really sad after all.

Fires of Undeath - I'll break my no-links/images rules this once. Click here. Now, raise your hand if, like me, you noticed the white-haired female figure, her white veil, her black gothic lolita outfit, and lastly the eerie green flames in her hand, in that order. It's alright, lads, it's okay to appreciate gothic lolita dresses on pale-skinned female vampires that want to incinerate you for staring too much.

Ahem. Back to the card analysis commentary. Rule of BREAD states that this card is worth gold, because with a single card and enough mana you can get rid of two creatures, or deal four damage to the opponent with just the same card. That's Elimination and Advantage right here.

Shattered Perceptions - Let's face it, we've all had those games where we wished we could just get rid of our current cards in hand and draw a new set. Heck, we'd even settle for drawing one less, just as long as we could draw something potentially useful right? We've all had days when we had six lands on the board, with the only thing keeping the opponent's dude army (Magic slang for 2/2 creatures and smaller) from rushing into the red zone (Magic slang for your face AKA your life total) for massive damage was three slightly bigger creatures, six untapped mana, and couple of cards in hand - which your opponent didn't know was just a couple of basic lands.

I was in such a situation in one of the pre-release games, where my opponent was making a 2/2 zombie every other turn, while I was drawing nothing but land for the next three turns. When he decided to attack he had something like 11 power worth of creatures, and I only had three blockers and was sitting at 8 life, after the attack I was down to three. That was his turn, after I had cast Shattered Perceptions from the graveyard and discarded five basic lands.

I proceeded to turn the game around the next turn with the four creatures and one Mountain I drew from Shattered Perceptions, and I actually won that match 2-0.

The kicker? I actually discarded Shattered Perceptions and a Mountain earlier in the match to a Faithless Looting. Funny how they came back later and paved the way to victory.

Warden of the Wall - Following rule of BREAD, this guy falls squarely in the D category - Defense. Looking at the card previews, people actually put this guy in category D for Dregs, and it's easy to see why - 2/3 power/toughness, can't attack, produces colorless mana, can't be sacrificed for your nefarious plans on your turn. In the right deck though, such as mine, a card which pulls double duty as an expendable meat shield against a big attacker with no trample, and as a mana acceleration item, is very valuable.

My deck only gets rolling on turn 3, which is slower than most decks I create in Sealed Deck pre-releases. You can't even properly call it a control deck, because my goal is not to deny the opponent any useful moves. It's a haphazard slow deck that wants to survive until it can comfortably pull off a winning trick or two - I guess I'd call it a half-assed combo deck. Perhaps an 'engine' deck would be a better term, as the deck won by exploiting and supporting certain creatures as they came up during the course of play.

The Warden performed admirably when he came out, scaring small attackers away and providing one more point of mana when I needed to bring an overcosted blocker out, and finally ending his service by blocking something like a 4/4 wolf.

TL;DR? Slow decks need meat shields to take the bullet at a crucial point, and mana acceleration to pull out a defensive stop at the right time. Warden does both. Now you know, and knowing is half the battle.

CREATURES

Abbatoir Ghoul - This zombie butcher saved my hide more times than I could count. The combination of first strike, 3 power, and not-quite-lifelink was enough to stop land battles then and there, allowing me precious time to develop my plans. This zombie was part of the three-strong defensive team I had in the Shattered Perceptions story above.

Charmbreaker Devils - Bomb and Rare. These devils allowed me to recycle Corpse Lunge and Fires of Undeath, netted me a lot of cards with the repeated use of Faithless Looting - needless to say, when they hit the table, they provoked a reaction from my opponent. Typical reaction was to pick the card up, read it, put the card down and wince as I eagerly showed them the Fires of Undeath (as well as my other instants and sorceries) I had played earlier. This card and Pyreheart Wolf below gave me a memorable victory.

Chosen of Markov - Gee, a human, a young female if we're to believe the card art, that can transform with the aid of a vampire. I wonder what she'll transform into? Alright, I might as well chuck my no links & images rule for now. Click here to find the answer.

Crossway Vampire - In all pre-releases I've joined, there are always some creatures that never see the light of day, or hit the battlefield and mix it up with the enemies. Miss Corset here happens to be this tournament's Benchwarmer Award winner.

Erdwal Ripper - Mr. Ripper here narrowly avoided sharing the Benchwarmer Award with Miss Corset, by dint of participating in the Battle of Shattered Perceptions. He might have also been part of an attack squad in an earlier game, but I'm really not too sure of it.

Falkenrath Aristocrat - Personally, I'd like to change her flavor text to using a quote from a recent anime I've seen, Kyoukai Senjou no Horizon (translated as Horizon in the Middle of Nowhere) and my own words as well:
"Your first mistake was to go up against a magnificent woman like me. Luckily for you, it shall also be your last."
Classy, no? In my mind she'd certainly be worthy of the quote, as whenever I was able to cast her, she won me that game.

For the curious, the quote from the anime (the first part of my proposed flavor text) was uttered by a character named Kimi, who seemed at first nothing more than a fanservice girl who had no characterization other than being the protagonist's hot, older sister with big hair and an impressive rack. She utters the line after defeating a battle maiden wielding a legendary spear that can cut space-time, using the power of a Shinto festival song remixed into a techno-rhythm tune and the power of dance.

Yes, it's as awesome as it sounds.

Highborn Ghoul - The cheapest creature in the entire deck. He's a good little beater, but I mainly put him in thinking of him as werewolf transformation deterrent. I remember forcing a bunch of werewolves to resume human form by casting this guy and Faithless Looting.

Nearheath Stalker - My girlfriend and I nicknamed this guy "Heath Creep." He's a creep alright, with the potential to kill off two enemy creatures. At the very least, he's a stop sign for a creature that the opponent thinks is semi-valuable. After all, whatever kills this guy just makes him stronger.

Pitchburn Devils - Speaking of stop signs, here's another one with the same converted mana cost too! It can kill a 4+ toughness creature that it blocks, or kill a smaller attacker and burn out an unlucky creature that wasn't even fighting it directly.

Pyreheart Wolf - A surprising contender for MVP in the deck, Pyreheart Wolf makes for some really awkward blocks from the opponent. Coupled with Charmbreaker Devils and Fires of Undeath in one game, I was running circles around my opponent's Mausoleum Guard who somehow couldn't keep a partner long enough to actually do some guarding. The only reason the game didn't end in three swings was because A) the opponent had 25 life thanks to a Chalice of Life, and B) I opted to play conservative, not hitting the opponent with Fires because I wanted to off a potential blocker instead.

Skirsdag Cultist - Another creature who avoided the dreaded Benchwarmer Award, I never actually got to sacrifice a creature for her to turn into direct damage. I must confess to putting her in the deck just so that Falkenrath Aristocrat could have something to eat and gain a +1/+1 counter from.

Stromkirk Captain - A vampire anti-hero if there ever was one. The Captain has been ordered to save their humans from zombie attacks, and he's making sure every bloodsucker on his watch is going to do a damn awesome job of it.

Stromkirk Patrol - The captain above needs more bodies to boss around to get the job done. These guys are here to fit the bill, and are able to handle your run of the mill zombie on their own. With the captain on the battlefield these guys just become wrecking balls.

Tormented Pariah - Every town has one, and it seems even Stromkirk is no exception. Of course, not all village outcasts can transform into monsters capable of great destruction. This guy's claim to fame was going claw to claw with a Howlpack of Estwald. To put this in perspective, a single werewolf went up against an invading village of werewolves, single-handedly killed them all, then succumbed to blood loss himself. For added drama, I'd like to think he was next on some noble's menu, and decided it was better to go down fighting, never mind if that meant incidentally protecting those who wanted his blood as a main course.

Wakedancer - Here again is another human I put in the deck to feed to the Falkenrath Aristocrat, but really, I needed all the black and red creatures I could get my hands on. Rule of thumb in pre-releases is to bring at least 16 creatures, support them with around 7 spells, and play 17 lands in your 40-card deck. I've gotten to use her Morbid ability once in the entire tournament, though I must admit gaining two bodies on your board after you traded one creature for one or more of your opponent's is quite satisfying. As a back-up, in case the Aristocrat wasn't in play, she and her possible zombie pet could become ammunition for the Skirsdag Cultist.

And there you have it! I rounded all of them up, threw in 9 Mountains and 8 Swamps, and went 3-1 on the first day of the pre-release. Not bad for a guy who had been awake since 8 pm Friday and headed sleepless to the tournament after 10 hours at work.

You'll probably hear from me next when I build a pure Innistrad & Dark Ascension vampire deck. Until then, keep waiting for Avacyn's Return!

Wednesday, July 13, 2011

In Love With Inferno Titan

I apologize for lack of images - I'm posting this from an 'Net rental shop because my new home doesn't have Internet or a phone line yet.

I participated in the Magic 2012 Pre-Release tournament held at Eton Cyberpod last Saturday, July 10, 2011, and got a 3-1 record! Would you believe it, with these cards?

Deck List  (24 spells, 16 lands)
14 Commons, 8 Uncommons, 1 Rare, 1 Mythic Rare


Mythic Rare-

Inferno Titan - To answer the above question, yes, 3-1 with this monster is believable. In all 3 matches I won, it was because of this guy. From killing Royal Assassins and Grim Lavamancers, assisting in taking down a literal 6/6 flying demonic tutor, to doing a suicide run in order to bring my opponent within Lava Axe range, this Titan was the MVP. Too bad he didn't show up the first game, though.

Rare-

Sorin's Vengeance - This 7-mana sorcery saved my hide from losing when my opponent was at 28 life and I was at 10. My opponent was just being practical and hitting me with his Sorin Markov for 2 and gaining 2 every turn, and I was trying my best to kill the planeswalker with my attacks when I drew my third swamp, which also happened to be my seventh land. Rather than wait for my opponent to hit me with a "Mindslaver ver. Black" I hit Sorin with his own draining spell. Irony!

Uncommon:

Circle of Flame - While normally this spell would be passed over in Standard constructed and relegated to the sideboard, this little red enchantment saved me countless of times in the mirror match, keeping various X/1 attackers at bay, buying me time to set up my big hitters.

Crimson Mage - Turn 1 Goblin Fireslinger, Turn 2 shoot/swing with Goblin, triggering Stormblood Berserker's bloodthirst 2, Turn 3 Crimson Mage, give itself haste, swing for 6. Or, Turn 1 Goblin Fireslinger, Turn 2 Crimson Mage, ping for 1, Turn 3 Child of Night + haste = 7-point life swing! In reality though, Crimson Mage was relegated to the role of 2-mana beater, which it does well.

Crown of Empires - The other reason I was able to hold out against enemy creatures. Volcanic Dragon heading your way and no Doom Blade in hand? No problem, just stare it down with the crown - and three mana, of course. Black flying 6/6 demon? Piece of cake. Have 3, will live.

Onyx Mage - You have got to love a 2-mana beater who essentially makes blocking even your smallest attackers a losing proposition if regeneration isn't available. Its ability to grant deathtouch is also a powerful defensive tool. You're not going to attack with your 5/7 giant spider legend into certain death, are you?

Sengir Vampire - Classic black threat from the sky. 'Nuff said. For those new to Magic, in a sealed deck constructed environment, paying 5 mana for a 4/4 flyer is fine already, and extra abilities are icing on the cake. The ability to get a +1/+1 counter for each kill certainly is a great bonus.

Stormblood Berserker x2 - I didn't know how to use these guys in the first match, and I feel that I must apologize to these dudes. They're excellent harassers even as 1/1 creatures, can force weird blocks or be let through just to avoid having a fragile support creature die, and late in the game a 3/3 that requires 2 creatures to block it can be a cause for consideration.

Volcanic Dragon - Here's a bit of history: Volcanic Dragon was originally a rare when it came out in the Mirage set, and people would feel bad if they drew one from a pack. It's not much of a bomb, especially for a rare. Now, a 4/4 uncommon flyer with haste for 6 mana is just about right, in a color not known for flying, efficient or big creatures.

Common:

Bloodrage Vampire - In the right conditions or deck, this guy is actually a 4/2 for three mana. Most of the time though, he'll be a magnet for blockers, or a threat against X/4 would-be attackers.

Bonebreaker Giant - 100% better than Blood Ridge Berserkers, which has the same 4/4 body and converted mana cost of 5, because it can actually block for more than 1 turn. You can actually tell it to stay put and not suicidally charge into the enemy ranks.

Chandra's Outrage - My favorite 4-mana burn spell, because when you need to kill an opposing Serra Angel, Sengir Vampire, Volcanic Dragon, or Djinn of Wishes, three damage will not do. 4 damage to any targetable creature is nice, and 2 damage on your opponent (or a planeswalker he controls) is a nice side effect.

Child of Night x2 - Yet another vampire foot soldier. No flying here, just 2 damage for 2 mana, and a life bonus with each hit thanks to its lifelink ability. It also plays nice with multi-color decks thanks to requiring just one black mana plus one of any color.

Doom Blade - This spell destroys any creature that isn't black, whatever size it is. During my matches Doom Blade took down enemy Volcanic Dragons, 6/6 wurms with trample and bloodthirst, 5/7 giant spiders, and other creatures that would have spoiled my plans.

Goblin Fireslinger - It's not in the size of the body or the size of the burning pebble it hits you in the face with from long range. It's the ability to trigger bloodthirst in his buddies that convinced me to let this little guy stay in my deck, and I have no regrets.

Gorehorn Minotaurs - If Inferno Titan was my MVP, this guy was my waterboy and bench-warmer rolled into one. He didn't show up in the battlefield in any of the matches at all. I only drew him in test draws or non-scoring games, which shows just how weird my luck is, I guess.

Gravedigger - Crucial. Absolutely crucial, especially when you have plans of a suicidal charge to take down one or some of your opponent's creatures, or if a surprise spell kills your current attacker. You get a free 2/2 zombie as a bonus, and who doesn't like free zombies?

Incinerate - They should rename this spell "Trollbuster". Whenever I fought a green deck in my matches, they would always bring out a Cudgel Troll or enchant their creatures with Trollhide, and this burn spell would always answer the call. I even remember ending one game with Goblin Fireslinger and Incinerate for the last few points of damage.

Lava Axe - 5 damage to the face for five mana. It doesn't get simpler than this. See the Inferno Titan comment above for a memorable instance of sternum-crushing axe to the face action. For those confused with the anatomical references, go and take a look at, or better yet, get a copy of the M12 version of this card.

Manalith - Q: You're playing a two-color deck, should you still run mana-fixing? A: If it's anything that will help you summon your Giant, Vampire, Dragon, or Titan earlier, then by all means do so. I remember casting an Inferno Titan on Turn 5 after getting nothing but Swamps, a Sengir Vampire and a Child of Night for the first 4 turns. A Mountain on Turn 5 followed with a Titan - that won the game then and there.

Manic Vandal - Q: Manic Vandal main in the main deck, when you're running 2 artifacts of your own? A: When push comes to shove, and you need an extra body, you do what you need to do. I put him in because I saw there were 3/4 golems running around, which would really mess up my attack plans, but I didn't encounter any. He got to blow up a Manalith or 2 though.

Warpath Ghoul - It's a vanilla 3/2 zombie for three mana. There's not much to say about this guy, except that he got narrowly beat out of the bench-warmer/waterboy position by the Gorehorn Minotaurs.

Last but not the least, the mana base:
9 Mountains
7 Swamps