Saturday, March 26, 2011

A Champion is Born.

"Another week of pauper in the books. This week, I talk about the mono black mirror, offer up some healthy deck tech discussion, and dish on my latest SPDC experience."

I wish I could tolerate doing a podcast. It's infinitely easier than typing up these tournament reports, and honestly, who ACTUALLY reads through the match/game analyses anyway? Nevertheless, as my own personal therapy, I will continue to write these out, not only to report on my weekly Magic: the Gathering adventures, but to also track my evolution as a player in this fantastic format.

Now, about SPDC.

I thought a lot about this past weeks tournament, about what deck I should run, the metagame we should expect, and after seeing Monday's MPDC top 8 list, I knew that the only deck winning Thursday's SPDC was going to be a deck meta'd against the ever present Bant Tokens. This got my brain grinding, and I ended up revisiting an old favorite and a deck I've already posted about: White Weenie. I had to make some changes of course, but all in all, I feel the build I went with is top tier quality, and if more people would stray from their safety zone, they would find that mono color can be extremely powerful. To the deck list, shall we?


White Weenie 2.0 (Now with More Reach tm)

Creatures:

Spells:

Land:


You can see from this decklist (compared to my previous post), I didn't change all that much, but the changes I did make were very significant to most of my match outcomes. Necrogen Censer is just stupid, and the Teetering Peaks is a powerhouse when Kor Skyfishers are involved. (as a sidenote, does running that single Teetering Peaks TECHNICALLY negate my mono coloredness?) I put in the Necrogen Censers (and the Inspired Charges made the board) because I felt the deck lacked reach. Once you lose the initial steam and the opponent starts to get into the meat of their deck, you're about to hit your Necrogen Censer(s). It provides the reach needed to finish the opponent off, which is much akin to my current favorite Standard deck, BR Vampires. Necrogen Censer is my Kalastria Highborn.

As for the board, Soul Parry is sided in against the Infect decks out there, Inspired Charge takes care of the slower control matchups, and Safe Passage is my Bant beater. Excommunicate, Repel the Darkness, and Kor Hookmaster are there to pick up the slack against the aggro decks and/or decks that contain very few fliers, but enough that they need to be addressed (Squadron Hawk + Kor Skyfisher). I feel the board was solid for the meta this week, but I'd probably have benefited from some Divine Offerings for those damned Sylvok Lifestaffs everyone seems to be running main deck now.

'waaaaaaaagh'
Match 1: (cannot remember name atm) - Giants

Game 1: Can't help but be stoked to find my first match is so much in my favor. My fliers easily soar to victory over the heads of some very angry giants and ogres.

Sideboard:
-2 Necrogen Censer
+1 Repel the Darkness, +1 Excommunicate

Game 2: I'm stuck on 2 lands (which doesn't necessarily cripple me) and he seems to be flooded. I soar over top with Kor Skyfisher for the match.

Sidenote: I'd like to point out that this 'Snow White' deck seems like it has a good amount of potential, it just needs a little work. I challenge the PDC community to tweak this to perfection.

--- 1-0

'MMM, yeah, deeper'
Match 2: Qodog - RUG Allies

Game 1: He gets 2 early Halimar Excavators followed by another ally every turn until I was decked. Got him to 3, but I just wasn't fast enough.

Sideboard:
-2 Necrogen Censer, -1 Sylvok Lifestaff
+1 Excommunicate, +1 Inspired Charge, +1 Repel the Darkness

Game 2: I seem to hit most of the removal in my deck (3 Journey to Nowhere, 2 Repel the Darkness, 2 Excommunicate) and I just shut him down while gliding via updrafts to victory.

Sideboard:
-1 Inspired Charge
+1 Repel the Darkness

Game 3: I keep a 1 land hand by accident, but it works out anyways, as I slow his dudes with removal, coming across several times with a Soul Attendant and 2 Flayer Husks, eventually hitting a couple fliers, and though he tries to race me, he just can't get enough damage through and I win.

--- 2-0

'Hill Giant +2'
Match 3: Petermere - Bant Tokens

Game 1: I have an amazing start with double Leonin Skyhunter, Sylvok Lifestaff, and Soul Attendant. He Journey to Nowheres my Perilous Myr (instead of one of the 2 Leonin Skyhunters smashing his face) confusing me, and a few turns later he concedes to overwhelming odds.

Sideboard:
-1 Kemba Skyguard, -1 Perilous Myr
+2 Safe Passage

Game 2: This game is a little hazy in my mind, but I do remember one thing: I lost.

Game 3: Another long game, won solely thanks to turn 1 Soul's Attendant, turn 2 Soul's Attendant. I stopped paying attention to my life once it hit 54. He just couldn't deal with my ridiculous life gain and over the course of the game I eek through 20 damage.

--- 3-0

'one meerian'
Match 4: Korniswins - Bant Tokens

Game 1: I keep a 1 land hand that seems godly if i draw a land. I'm on the play so it seems doable. turn 4, still no land. looks bleak. i see the second land waaaaay too late, and that's my bad beats story of the day.

Sideboard:
-1 Perilous Myr, -2 Excommunicate
+3 Safe Passage

Game 2: Great hand, crap draws, eventually I lose to a 1 million point Inspired Charge. Well, technically I lose to the attack following the 1 million point Inspired Charge, but that is neither here nor there. Bant is an explosive force to be reckoned with, especially the ones that are playing Spell Pierce :)

--- 3-1


Top 8: Petermere - Bant Tokens (again)

Game 1: Opening hand is dub Glint Hawk + Necrogen Censer accompanied with a Sylvok Lifestaff and a Leonin Skyhunter, seems good. Necrogen Censer and Glint Hawk magic goes all the way.

Sideboard:
-3 Excommunicate
+2 Inspired Charge, +1 Repel the Darkness

Game 2: I keep a decent looking hand, Inspired Charge, Kor Skyfisher, Leonin Skyhunter, Flayer Husk, Sylvok Lifestaff. I burn him down low with my flying army, and he starts to stabilize with Journey to Nowhere, Kor Skyfisher, Kor Sanctifier, and after a few turns of bouncing Kor Sanctifier to destroy my Journey to Nowheres that were harboring his other Kor Skyfishers, he seems to truly take control. A Foresee grabs him Brohawks (Squadron Hawk). he's at 3, and I slow roll with 3 land, 1 open Leonin Skyhunter, and Sylvok Lifestaff on the board. he drops the rest of his Squadron Hawks, swings, and I end of turn Repel the Darkness 2 of his 3 open fliers (holding the second Repel the Darness in hand), all I need is a Plains and I rip one right off the top of the deck with the Repel the Darkness cantrip. I Repel the Darkness the last flying Squadron Hawk, drop my Plains, equip the Sylvok Lifestaff, and sail over for the last 3 points of the match.


--- 4-1

'sneaky sneaky'
Top 4: Jeffdmk - UG Infect

Game 1: This game goes swimmingly, and a well timed Repel the Darkness on a Distortion Strike'd Rot Wolf with a pending Vines of Vastwood wins the game.

Sideboard:
-4 Soul's Attendant, -2 Kemba Skyguard
+2 Repel the Darkness, +3 Soul Parry, +1 Excommunicate

Game 2: Piles of Perilous Myrs, a Necrogen Censer, and 2 Glint Hawks destroy his no Forest hand. he is land locked at an Island and 2 Halimar Depths (leaving me to wonder why he didn't mulligan more aggressively) and I clean up with weenies.

--- 5-1

'thievin'
Finals: Aryxon - Bant Token Varient

Game 1: I get beat by a very nice 3 or 4 color control-ish Inspired Charge deck, or maybe it was just a variation of bant tokens running burn and Scroll Thief.

Sideboard:
-2 Kemba's Skyguard, -1 Flayer husk, -1 Excommunicate
+2 Inspired Charge, +2 Soul Parry

Game 2: He mulligans to 4, and I effortlessly roll over him with weenies and Inspired Charge.

Game 3: My opening hand seems slow, but I keep it due to Necrogen Censer + Kor Skyfisher + 2 Plains. He Lightning Bolts my Leonin Skyhunter, making me worry about whether or not I can apply pressure fast enough. Necrogen Senser followed Glint Hawk and another Kor Skyfisher keep him low, despite him stabilizing both in the air, and with a Soul's Attendant (pressure is key against Bant). Much later, when all hope seems to be lost (Sylvok Lifestaff hits the board, slowly negating my efforts to come out on top), I have him at 4, I drop the last charge off my Necrogen Censer to put him at 2, and topdeck the other Necrogen Censer for the win.


---6-1, SPDC 16-02 champ. Tired. Bed.

Sunday, March 20, 2011

St. Patrick's Day Challenge

So I rush home from my PGY I class (photography), making it home just in time to get on MTGO for the first SPDC of the season. I've been absent for almost 2 full seasons now, so needless to say, I'm rather excited. After logging in, and being seated for the first round, I find that my decks are gone. After a good 5 minutes of scrambling frustration and several moments contemplating hurling my monitor into a wall, I realize that I'm on my desktop pc (also for the first time in months, full time work and full time school really keeps you on the go), and all my decklists are localized to my laptop. I quickly throw my list together to the best of my memory, make the appropriate sideboard changes for the MTGO meta, and hop in my first match. Here is the list I ran Thursday:

MBc "To the Max" v2.0

Creatures
4 Fume Spitter
4 Cadaver Imp
4 Liliana's Specter
4 Phyrexian Rager
3 Crypt Ripper
2 Moriok Replica

Spells
4 Disfigure
4 Grasp of Darkness
2 Shrivel
4 Sign in Blood
3 Mind Rot

Lands
16 Swamp
4 Quicksand
2 Bojuka Bog


SIDEBOARD
1 Nihil Spellbomb
4 Duress
3 Golden Urn
2 Sylvok Lifestaff
2 Doom Blade
2 Shrivel
1 Mind Rot


First, I feel I need to explain the board. As I was assuming I'd be dealing with tokens, Shrivel is a no brainer, as is Duress for that pesky Inspired Charge. Sylvok Lifestaff is perfect board against any aggro decks and/or decks packing Lightning Bolt/Staggershock/etc, as this deck tends to dip under 10 life regularly, with or without the opponent's assistance. The single Nihil Spellbomb was for a little extra kick against the mirror/recursion, as the 2 maindeck Bojuka Bogs should already have that in check. Mind Rot is to add a little power in the 4cc/esper control matchup and Doom Blade = more removal. Now, on to round 1.


'Thundercats HOOOOOOO!'
Round 1: White Weenie (fliers) - Decade_of_Statues

This matchup is one I'm familiar with. I've had a solid amount of playtesting against my own version of this deck, and I know how to handle it. As long as I ensure I'm trading creature for creature and my Cadaver Imps are grabbing Fume Spitters, this match is pretty much autopilot until Crypt Ripper lands on the board. The problem with White Weenie is that it typically has NO card advantage, and can seldom recover from Mind Rot, especially when you're opponent is playing defensively and just waiting for a slight over extension.

Game 1: I have all the answers I need and he just runs out of steam while I continue to draw into action.

Sideboard:
-2 Moriok Replica, -1 Phyrexian Rager, -2 Sign in Blood
+2 Sylvok Lifestaff, +1 Mind Rot, +2 Doom Blade

Game 2: This game goes much like the first and I cruise to round 2.


***I'd like to mention here, Squadron Hawk does not scare me. I don't know what the big deal is. I think I saw a total of 24 Squadron Hawks, a playset in 6 of the 7 decks I encountered. That's worse than Kor Skyfisher.

--- 1-0

Round 2: Bant Tokens - Free87

This is the only matchup I feared, because I pretty much NEED my board to have a chance against this deck. That or turn 3 Liliana's Specter > turn 4 Mind Rot > turn 5 Shrivel + Cadaver Imp followed by a creature drop (Crypt Ripper preferably) every turn for the rest of the game.

Game 1: I survive for quite a bit, but on a misplay (targeted the wrong creature with Quicksand), I leave him with 3 creatures attacking (one slightly smaller due to sandy feet) and only 2 creatures to block them. Since my life total was sitting at 1 before damage was dealt, we head to game 2.

Sideboard:
-2 Moriok Replica, -2 Sign in Blood, -1 Phyrexian Rager, -2 Disfigure, -1 Grasp of Darkness
+2 Sylvok Lifestaff, +2 Golden Urn, +2 Duress, +2 Shrivel

Game 2: Despite seeing 3/4 Shrivels this game, the dudes just keep on coming, with a Sylvok Lifestaff being passed around like a 2 dollar...well, you know what I mean. On to round 3.

--- 1-1

'I'm in your nest, invadin' ur dudes'
Round 3: Bant Tokens - Rotdog

Game 1: I was able to glance at Rotdog's match round one (which happened to be against Free87), and knowing that I was headed into the Bant Tokens matchup again had my nerves racing, but I was more prepared. When I see my opening hand:

Swamp, Swamp, Quicksand, Fume Spitter, Fume Spitter, Fume Spitter, Shrivel

I smile. Though the game is long and drawn out still, I'm able to come away with a win, thanks to a Cadaver Imp loop holding off the only threat, a Kor Skyfisher, allowing me enough turns to restabalize. Once a Crypt Ripper hits the board and starts chipping away at chump blocking Eldrazi Spawn, it's only a matter of time.

I don't know if it was his connection that night, but after game one, Rotdog only had 8 minutes on his clock, so I pretty much felt like the match was in the bag, so long as I could hold off the token army.

Sideboard:
-2 Moriok Replica, -2 Sign in Blood, -1 Liliana's Specter, -2 Phyrexian Rager, -1 Mind Rot, -1 Cadaver Imp, -1 Disfigure
+2 Sylvok Lifestaff, +2 Golden Urn, +2 Shrivel, +4 Duress

Game 2: This game goes smoothly, Sylvok Lifestaff + Fume Spitter + Cadaver Imp = so much synergy my brain 'asplodes. I take the match.

--- 2-1

Round 4: BG Infect - RobJP

Game 1: I'm actually rather excited to see a non UG distortion strike infect deck in the 2-1 bracket, vying for a top 8 spot. I have a soft spot for BG infect, because it's the underdog, and unfortunately for RobJP, I've also had a lot of playtesting experience against it, and know exactly how to beat it. A tip for non UG infect decks: Let them be aggressive. Let them get poison counters on you. Let them think they have the game, over extend, and meet your double Disfigure/Grasp of Darkness grip. Fliers and killing Blightwidow are the name of the game here.

Sideboard:
-2 Moriok Replica, -1 Disfigure
+2 Doom Blade, +1 Mind Rot

Game 2: I recall him being a little land screwed for a portion of the match (I might be mistaken), and after a creature war, I take the match, with Crypt Rippers.

sidenote: Crypt Ripper is vastly underrated.



After 4 rounds of swiss, a near mental breakdown, 1 hookah, some house lo mein, and a bathroom break, I'm 3-1, hoping my tiebreakers seal a seat in the top 8. Luckily they do, and my next match is underway in a matter of minutes.


'kill me or I kill you'
Top 8: BoltFace - Paloalto36

Always nervous when meeting a familiar pauper face. Paloalto comes with a considerable amount of skill and rarely pilots a weak deck. As I assumed, he was running something similar to the MetalHawks deck that is swiftly gaining popularity, but on closer inspection, it's a very modified version, dropping creatures for a hefty amount of burn. The Kor Skyfisher/Glint Hawk + Necrogen Censer combo is about the most powerful combo I've seen in Standard pauper thus far. If you don't remove that Necrogen Censer, you're on a ticking clock, and a fast one at that.

Game 1: He starts strong, and after my own self-destructive tendencies (Phyrexian Rager + Sign in Blood) and a thrice bounced Necrogen Censer, he takes game 1, and I'm scared.

Sideboard:
-2 Moriok Replica, -2 Sign in Blood, -2 Phyrexian Rager, -1 Liliana's Specter, -1 Cadaver Imp
+4 Duress (for the Necrogen Censer), +2 Sylvok Lifestaff, +2 Golden Urn

Game 2: Turn 1 Golden Urn is really all I NEED to say (ended up with 22 counters before I cracked it), but really he just ran out of steam, and my Sylvok Lifestaff kept me in good health for most of the match.

Sideboard: -1 Grasp of Darkness
+1 Golden Urn (mvp, love this card)

Game 3: Another turn 1 Golden Urn, this time, it gets SMASHED by a Revoke Existence and only gets to crack for 2 life. I was worried at that point, but my favorite play (turn 3 Liliana's Specter, turn 4 Mind Rot) sealed his fate and my flyers and removal were just too much for him to keep up with.


Top 4: Boros Landfall - jackbastet

I don't really fear the boros matchup, because nothing eats boros like Fume Spitter.

Game 1: This game is foggy, but from what I CAN recall, he just burned away all my creatures and continued to swing with Kor Skyfishers and Plated Geopedes, and despite my best efforts, I couldn't stay afloat.

Sideboard:
-2 Moriok Replica, -2 Grasp of Darkness, -1 Mind Rot, -2 Sign in Blood, -1 Cadaver Imp
+2 Shrivel, +2 Doom Blade, +2 Golden Urn, +2 Sylvok Lifestaff

Game 2: Game 2 goes much better, I have an opening hand Shrivel, and I draw into a second one. I Shrivel away 2 Plated Geopedes and 2 Squadron Hawks, and after removal/creature battles galore, I end up swinging to the dome with a Crypt Ripper.

Game 3: I recall this game going much like the 2nd game, and I come away with the win.

sidenote: Being that SPDC fell on St. Patrick's Day, the later the games went into the night, the harder it was for me to recall them. Unfortunately, they weren't all available to replay in 'My Games'.


'Brohawks UNITE!'
Finals: Bw Control - Plateddragon

Another fearful opponent, another solid deck. Nothings worse than playing a strong deck with an even stronger pilot.

Game 1: It looks at first like I'm playing the mirror match (which made me giddy because I'd posted my MBc list weeks earlier, so my egotistical side would immediately take credit), until I'm struck with a frowny face as I see 'Plains, tappity tap tap, Squadron Hawk'. Weeeee, BroHawks. I'm honestly tired of seeing this, and can't wait to see them go to Classic City with Kor Skyfisher, so they can hang out with Izzet Chronarch and Mulldrifter. /rant

Rather than recant 3 semi-long games with boring to read recursion in both decks, I'll just say this:

Plateddragon is an excellent player, all 3 games were pretty intense, and I was happy to take 2nd, especially falling to a deck that was so similar to my own. As long as Bant Tokens didn't win SPDC's first tournament (like it has with both week 1 and 2 of MPDC), I'm a happy camper.

My board against BW control was the same game 1 and 2:

-2 Moriok Replica, -2 Cadaver Imp, -1 Disfigure, -2 Phyrexian Rager, -1 Shrivel
+2 Sylvok Lifestaff, +1 Nihil Spellbomb, +1 Mind Rot, +2 Duress, +2 Golden Urn

Finished the event in 2nd place. Not too shabby for my first SPDC back. Hopefully I'll be up to tackling Mono Blue in my next entry. We'll see. Thanks for reading, and I'll see you guys next week.

Sunday, March 13, 2011

Green in Standard Pauper

        Green is, for lack of a better word, weak. This hasn't been the case in rotations past, when cards like Borderland Ranger and Harrow saw more play than Kobe Bryant in the 2009 NBA Finals.  While most steer clear of it unless allies forces them to dip, I feel like green has a lot more to offer than meets the eye. In this week's blog, we'll look into the power cards that should have a stronger presence in the weekly top 8s, and I'll run down 2 different mono green decks I'm toying with.

        Let's start off with some of green's overlooked creatures. If you're a control player, one of the first cards you probably noticed was Blightwidow. This deliciously wicked little spider is a trifecta of goodness. Not only does she stand tall against the Squadron Hawks and Kor Skyfishers of Standard pauper, she also slowly devours them with the new revamp of an old mechanic: Infect. Infect deals damage to players in the form of poison counters (like the old poison mechanic, except Infect is damage dealt = # of counters) and to creatures in the form of -1/-1 counters. Opposing infect  creatures makes anyone hesitant to turn their creatures sideways, and staring down a pair of Blightwidows typically grinds the assault to a stop. Couple this with a Lightning Bolt resistant rear end, and you have a near perfect creature for a control-minded deck. I could go on for days about the potency of Blightwidow, but I'd rather move on to the rest of the article and let you feel it out for yourself.

       The next good creature I want to spotlight sees some play in type 2. Overgrown Battlement. Again we have another inhibitor of electricity (the 4 toughness), but this one also taps for mana. He gladly blocks those pesky Plated Geopedes and Perilous Myrs, and when his buddies show up to play, he lends a hand to the ramping game. Overall, this is probably my favorite wall since Wall of Blossoms, and I thoroughly intend to break it before the season is over, as I'm eager to fulfill my early beginning magic player dreams of building an impenetrable wall deck that can kill, a pipe dream I would love to see come to fruition (also, pay no mind to Vent Sentinel). Almost equally versatile is a one drop wall from M11, Wall of Vines. While subtle at first, Wall of Vines actually takes the cake as the most efficient blocker, ever, at least as far as Standard Pauper is concerned. You just can't beat a 0/3 reach in the fly-happy metagame we currently have.

        Moving on to the more aggressive portion of the green spectrum, we have 2 creatures that seem great on paper, but tend to be lackluster on the battlefield: Garruk's Companion and Sacred Wolf. When I first saw the spoiler for M11 and spotted Garruk's Companion, I had flashbacks of Senor Stompy, with images of Rancor'd Rogue Elephants and Quirion Rangers dancing in my head. I was excited to build a stompy-esque green, until I noticed that the green card pool lacks it's signature cards: cost effective beaters. Sure, it has the staple Llanowar Elves and (faux-Quirion Ranger) Arbor Elf, but beyond that, there are no good green creatures. No amazing 2 drops, no 3 cost pump spells or fatties, nothing. Just awkward creatures like Brindle Boar and Grazing Gladeheart. Further down the mana curve it begins to look a little better, with beasties like Tangle Mantis, Wildheart Invoker, Stomper Cub, Molder Beast and everyone's favorite draftwurm, Yavimaya Wurm. It would seem that maybe mono green ramp would be a viable option.

        Let's take a look at some of the combat tricks green has, beyond it's long time friend, Giant Growth. Green is known for its pump spells, and this rotation isn't without its fair share of impressive boosters like Vines of Vastwood (a veritable counterspell), Groundswell, and the lackluster Mirran's Mettle. With Scars and M11, green got slightly better in the removal department, though most of it is aimed at fliers: Pistus Strike, Plummet, Leaf Arrow, and the lowly, but useful Hornet Sting. Hornet Sting kills Squadron Hawks, Plated Geopedes, Liliana's Specters (which you'll be seeing a lot more of, I assure you, but that's another article), Sea Gate Oracles and Kor Skyfishers blocking your 2/2s, and goes to the dome for that last point of life you couldn't squeeze through on the ground. Coupling Hornet Sting with Perilous Myr and Infect dudes, it actually becomes a very playable 4of. Lastly, I'd like to point out a card I normally use in my board when I face heavy removal: Withstand Death. Much akin to Vines of Vastwood, Withstand Death is basically a green counterspell for removal, and it's particularly devastating when your Yavimaya Wurm is double blocked by 2 Kor Skyfishers. I think it's worth a glance.

        On to green's claim to fame as of late: ramping/mana fixing. Green has a SLEW of cards geared toward getting the appropriate land and/or creating a land advantage, allowing you to drop turn 4 Yavimaya Wurms and whatnot. While type 2 all-stars like Harrow, Cultivate, and Explore lend their common power to help fuel the cause, other less powerful dudes like (baby Borderland Ranger) Sylvan Ranger and Viridian Emissary cover ground on foot, stealing early game points and supplementing late game monstrosities like Ulamog's Crusher. Viridian Emissary is particularly brutal because it presents the opponent with a choice of giving you land or taking damage. You'd be surprised how many times he actually slides right through their defenses to deliver 2 to the face. Since ramping is otherwise self-explanatory for the most part, I'll move to the last area I haven't covered, and that's utility.

               Green actually has a cornucopia of spells for knocking off annoying enchantments and artifacts. With local in house favorite Mold Shambler, the unexpected Relic Crush (beautiful against rising star MetalHawk, btw), the Infect player's dream, Nature's Claim, and the instant speed go-to green Disenchant, Naturalize, anyone playing green should have a healthy sideboard. This fact shouldn't be overlooked, considering the metagame has plenty of targets for these spells (Tumble Magnet, Journey to Nowhere, Sylvok Lifestaff, Prophetic Prism, etc.). If I was expecting to see more than one MetalHawk, then Nature's Claim would be an instant 4of in my mono green infect build.

        All in all, I truly feel that green has it's place in standard pauper, it just needs a little love and dedication from the community. Maybe some better cards in an upcoming expansion would help.





So now that I've rambled intensively about green this and green that, I'll leave you with 2 different deck lists. Both are quite straightforward, and need very little in the way of explanation. They are rough around the edges, as I haven't play tested them to the extent I would like to, and by the time you read this, I'm sure both lists will have been altered, but at least we have a jumping off point. Here we go.




Lizard mounts make elves extra scary.
WallRamp

4 Wall of Vines
4 Wall of Tanglecord
4 Overgrown Battlement
4 Mold Shambler
4 Wildheart Invoker
4 Molder Beast
3 Yavimaya Wurm
3 Tangle Mantis
3 Ulamog's Crusher

4 Explore

2 Bladed Pinions
1 Strider Harness

20 Forest


Sideboard

4 Perilous Myr
4 Plummet
4 Relic Crush
3 Withstand Death



'sniff sniff'
Infect

4 Ichorclaw Myr
4 Cystbearer
4 Blight Mamba
4 Rot Wolf
3 Blightwidow
3 Corpse Cur

4 Giant Growth
4 Groundswell
3 Vines of Vastwood
3 Adventuring Gear
2 Bladed Pinions

18 Forest
4 Evolving Wilds


Sideboard

4 Withstand Death
4 Pistus Strike
4 Nature's Claim
1 Vines of Vastwood
1 Blightwidow
1 Corpse Cur

Tuesday, March 1, 2011

2.28.11 Standard Pauper Tournament @TOBS

Here we go again. Another pauper standard event, another deck to break. This week, we take a look at mono white, specifically White Weenie, one of my favorite deck archtypes in magic history. Let's take a glance at the decklist, and I'll go over some of my choices:

White Weenie

Creatures:
4 Soul's Attendant
4 Glint Hawk
4 Perilous Myr
4 Kor Skyfisher
4 Leonin Skyhunter
3 Kemba Skyguard

Spells:
4 Flayer Husk
4 Journey to Nowhere
4 Repel the Darkness
3 Excommunicate
2 Sylvok Lifestaff

Land:
20 Plains


Sideboard:
4 Accorder's Shield
4 Soul Parry
4 Kor Hookmaster
3 Inspired Charge

When I looked at white's card pool, and noticed about 12 different playable creatures, it was hard (at first) to build a creature base, but when I noticed the solid amount of fliers, it built itself. Flayer Husk plays very well with Kor Skyfisher and Glint Hawk, and Soul's Attendant helps you survive the ground rush from decks like Boros. Excommunicate is an early game Time Walk, and a late game finisher, which I'll go into more detail with later. Repel the Darkness is absolutely outrageous. Isolate any flying blockers and/or huge threats like 7/7 Plated Geopedes, 10/10 Aura Gnarlids,  or 8/8 Ullamog's Crushers, buying you more time to finish. Perilous Myr is quickly becoming a 4-of in every deck, and Journey to Nowhere and Sylvok Lifestaff are pretty much self explanatory.

As for the board, the Accorder's Shields are for the mirror, or against any really aggressive deck that I feel I can't outrace, not to mention they provide immense synergy for Glint Hawk and help to keep from losing momentum with Kor Skyfisher. Kor Hookmasters are for control matches that typically house 1 flier, Kor Skyfisher. Two turns without a blocker in the air and you're more or less boned against this deck. Inspired Charge is for any match against a slower control that I don't think will have much in the way of blockers. Soul Parry is more tech against aggro decks, and it singlehandedly chews up and spits out Boros.


Monday, February 28th, 2011
Standard Pauper Tournament @ TOBS

Round 1: Shawn, B/u Infect

Game 1: My opening hand is a little rough, 2 Flayer Husk, Sylvok Lifestaff, Soul's Attendant, 3 Plains. I keep for the sheer fact that I have no idea what he's playing, and my hand looks fast enough to put pressure. He starts dropping infect guys but can't really get them through. He's counters most of my fliers, proliferates a bit with Regress, Fuel for the Cause, and Tumble Magnets slow me down, but now for long enough, and a Skyfisher with 3 equipment goes to the dome for the win.

-1 Sylvok Lifestaff -3 Repel the Darkness +4 Soul Parry

Game 2: Only have 1 Plains early out, I journey his Ichorclaw Myr. I see all 4 Soul Parry, which turned out useless, though I still think it's worth the board slot, and a couple Leonin Skyhunters mop up once he runs out of steam.

1-0

Round 2: Chris, B/W Ally Mill (I loaned Chris this deck, and almost regretted it lol)

Game 1: I smash face with dudes. It was all me. He saw ZERO fliers, ZERO Ondu Clerics.

no board

Game 2: I can't outrace then engine, and once he has 2 Ondu Clerics online, accompanied by a Halimar Excavator and a wildly out of control Umara Raptor, I get milled out. His life total at the lowest this game was 2. He ended at 80+.

-3 Excommunicate +3 Inspired Charge

Game 3: I know I have to outrace him this game, and I mull for the Inspired Charge. Just as I though, I'm able to get him low enough, and once he drops the Ondu Cleric, I Journey it, and turn everything sideways with an Inspired Charge for the Match.

2-0

Round 3: Scott, Grixis Control

Game 1: I don't see too much action, but the few creatures I do get just outnumber his removal, my Journeys take out the only threats he ever drops, and my little winged champions come across for just enough points.

-3 Repel the Darkness +3 Inspired Charge

Game 2: Seeing that Inspired Charge was MVP last game, I go with the same game plan. He turn 1's a Golden Urn. We both laugh, along with the few people watching the match, but little did we know that the lowly Golden Urn would be cracked 18 turns later to reset his life total. Frustrating, sure, but after a long game, and moments with a hand size of zero, I build up a small tactical force, Excommunicate his freshly dropped Ullamog's Crusher, and Inspired Charge for the finisher.

3-0

What I was able to glimpse after matches, deckwise:

B/U Mill (no ally engine)
U/W Ally Mill
Boros
B/u Infect
Metalcraft Golem Foundry <---I still want to see Foundry churn out some beefy dudes.
Grixis Control


A special thanks goes out to the people supporting paper pauper here in Jacksonville, and of course Jaxcardsingles.com, who hosts every week. Check them out online, they have pretty reasonable prices, a huge card selection, and deliver pretty much anywhere.

All in all, I was impressed with the sheer speed of this build. I loved the Skyfisher/Husk, GHawk/Husk synergy, and 2mana 2power fliers melt face apparently. Still, I know one of the main questions (probably the only question) I'll get is 'WHERE ARE THE EFFIN' BRO HAWKS?!?!?!'. But the answer is simple.