Showing posts with label modern. Show all posts
Showing posts with label modern. Show all posts

Monday, 24 August 2015

GP London

When I heard about GP London, I thought I'd head along to play some Magic, making a change from only playing at prereleases. Not in the main event; I play seldomly enough that I have no idea if I have enough cards to make a half decent Standard deck, and certainly not a good one. Plus an incredibly long tournament didn't seem too appealing. 

Liz got the Friday off, arranged for the kids to be looked after by their grandparents while we were away, we were ready for our first weekend away from the children. We booked a hotel a couple of days before we went so we wouldn't have to travel far each day, staying at the Marriott which was very nice. 

It was about midday when we arrived at the Excel centre. We picked up our Infinity Challenge badges and wandered around a bit as we had some time until the first event we signed up for was going to start (2 Headed Giant Sealed). One of the Wizards people with a camera chatted to us, and we also did an interview with Dan who was videoing people there for a future GP London video. 




Saturday, 5 April 2014

First Attempt at Modern Zoo

Ever since Wild Nacatl was unbanned, I thought it would be fun to build a deck with it. As I drafted ZEN a lot I already had a bunch of fetch lands, which helped a lot. I really want the allied colour fetch lands to be Modern legal as it would help a lot. I have been trying the deck out with no Tarmagoyf as I only have the one, and went to a Modern tournament in St Albans with the deck below. I am trying a bunch of 2-ofs to see which ones I like. 

One Drops
4 Wild Nacatl
4 Kird Ape
4 Loam Lion

These creatures make up the bulk of the aggressive creatures. I had been considering some 2/1's as well, and might try a couple out sometime, but if there are a lot of 1/1's around it makes them less effective, whereas the 2/3 Apes and Cats can be blocked by smaller creatures and still be around. 

4 Lightning Bolt
4 Path to Exile

Two lots of efficient removal. I loved playing Lightning Bolt when it was legal in Standard. I seem to have gone off red decks in Standard since it rotated out, maybe it just doesn't feel the same (not that I play much Standard). 

2 Rancor - I was trying this one out but never really drew or played it. It was my plan for a bit more reuse in longer games while still being useful early on (attach to a Nacatl and swing for 5...).I might replace one or both of these with something else. 

Two Drops
2 Strangleroot Geist - Fairly Efficient, although I have a couple of effects that give +1/+1 counters, which does work too well with this unless it has died once already. 

2 Stormblood Berserker - I'm still not sure about these. It is cheap for a 3/3 that is really hard to block, especially with the amount of removal I have to mess up combat. 

4 Lightning Helix - A slightly harder to cast Lightning Bolt, but the extra life is nice to offset the mana base...

2 Travel Preparations - I quite liked these, the extra counters is good and I get to use it twice. This is usually for longer games, but if used early on it can help get some extra damage in quickly. 

Three Drops
2 Woolly Thoctar - I thought these worked quite well. These are sort of my Tarmagoyf replacement, although it is always the same size. I had meant to keep track of graveyards for interest, the one or two times I remembered to a Tarmagoyf would only have 3 or 4 power. I'm considering adding another one. 

2 Kitchen Finks - I almost didn't run these as I was worried about having too high a curve, but I can see myself adding in an extra one or two. 

2 Ajani, Caller of the Pride - The +1 ability is quite good for some extra bumps. The -3 is usually for finishing games. I took some of the Cat tokens for the -8 just in case, but can't realistically see myself getting to that point. 

Lands
4 Arid Mesa
2 Verdant Catacombs
2 Marsh Flats
3 Misty Rainforest
3 Stomping Ground
3 Temple Garden
2 Sacred Foundry
2 Forest
1 Plains

The Basic Lands are there so I have some insurance against Blood Moon, and so I can fetch something untapped without paying 3 life for it...

Sideboard
I wasn't really sure what to do for a sideboard. Some of the guys on the MTG Google+Community recommended Graftdiggers Cage, so I'll see if I can get hold of some of them. 

4 Destructive Revelry - Hits Artifacts and Enchantments so a nice all-rounder. 
4 Fulminator Mage - I know people play Tron at that store and this was all I could think of at short notice. 
3 Electrickery - Thought it would be something good against Hexproof when overloaded, and also against Bitterblossom Tokens
4 Relic of Progenitus - Again, short notice picking graveyard hate. Graftdiffers cage would probable work better here. 

Tournament
In the first round my opponent had mana problems both games (first not enough and then too much). It turns out they had switched out some lands for a standard deck so had a really odd mana base. 

In the second round, my opponent was playing a burn deck and due to me fetching shocklands, I lost on their turn three (although it was a close game). I was more conservative with land the next game and got it a lot closer but they killed me in response to a Lightning Helix. 

In the third round, I won against Tron. The second game was getting drawn out as I had awkward mana so couldn't cast some of the cards in my hand - I had about 4 creatures on board but they had a Wurmcoil Engine (and then a second one). I was lucky to top deck a second white source just when I needed it to play Ajani and make a Woolly Thoctar fly for the win. This match was the first time I used my sideboard, but didn't really use any of the cards from it. 

In the final round, I played against another burn deck and kept a "high" curve hand (i.e a couple of three drops and enough land) in the first game not knowing it was a burn deck and lost fairly quickly. I didn't do too much better in the second game. 

Considering it was the first time I played the deck, I think 2-2 wasn't too bad. I had a headache a lot of the time, but I suspect that was more due to tiredness due to the new baby :-) I might tweak the deck a little bit and see if I can play it again sometime. It was fun to play, even if choosing which lands to play and search for and in what order can get somewhat complicated. 

Sunday, 24 November 2013

Tournament: Modern Infect

This Friday I went along to a Modern tournament. I'm trying to get some Magic playing in occasionally when I can, and having a selection of formats that I can play in means I am more likely to be able to play in an event at a time that suits me. 

As I have blogged about previously, my go-to Modern deck is a modified infect deck back when infect was in standard. I have changed the removal around a little bit after thinking about what I needed, and changed a sideboard around a little bit. Here is the decklist:

One
4 Vampire's Bite - A good amount of extra pump. The lifelink later on can be sometimes handy

2 Mutagenic Growth - A nice surprise (for me). This is one of the card on the "edge" - cards that I like, but are one of the first for consideration if I am looking for something to cut. Didn't really use them all that much this tournament. 

1 Thoughtseize - I opened a Thoughtseize! Just the one. I am currently trying to figure out how many I want of these and how many Inquisitions. Whenever I cast Thoughtseize, I note whether I could have gotten the card with just an Inquisition, if it is a fairly common occurrence, then I don't mind not having a full 4 Thoughtseizes if I can't get a full 4. Obviously Thoughtseize is generally going to be better, but there are a couple of places where I am already paying life which I would like to keep to a minimum if possible, so don't mind playing under 4 if Inquisition is "good enough". 

3 Inquisition of Kozilek - The other half of checking out the Thoughtseize/Inquisition split is noting down whenever I cast an Inquisition and saw I card I would have rather gotten but had a converted mana cost greater than 3. Inquisition is usually good enough against most decks, apart from Tron. 

2 Bonesplitter - I've had one game where I had two of these and no creatures, but as there is a limited amount of Infect creatures I'd like to run, I think 2 is enough for now. I don't think more than two is good though. 

Two
4 Plague Stinger - Mainly here to up my Infect creature count, but it also has evasion which is useful. 

3 Devour Flesh - A lot of the decks I have played against seem to just get one creature out, in which case this will get it, with a bonus of being able to get hexproof and indestructible creatures. As I win by poison counters, I don't care about the lifegain at all. 

2 Rime Transfusion - I have not seen a snow creature played against me so far. 

Three
4 Phyrexian Crusader - My favourite card in the deck. I have talked at length about this card on a number of occasions, and don't really have anything to add. 

3 Dismember - This is the replacement for my previous targeted removal. I think it should cover most situations, but didn't really draw it in the tournament. 

3 Read the Bones - While I did have one game stuck on two lands with this in hand, I much prefer this to Night's Whisper. 

1 Tezzeret's Gambit - I might replace this with another Read the Bones; I played it once and I don't think the extra poison counter really mattered that much. 

Four
4 Phyrexian Vatmother - I don't often see many creatures bigger than this. If I do, they usually don't stay that big...

1 Liliana of the Dark Realms - I think one here is better than the two I was playing previously. 

Land
4 Inkmoth Nexus
19 Snow Covered Swamp

Sideboard
1 Dismember - Just an extra one really - this is a sideboard slot that I don't know exactly what  I want

2 Sadistic Sacrament - I think I would like one more if I can get it. It can come in quite handy. 

3 Infest - I think it it more I don't get to play against decks that they're good against than anything against the cards themselves. Whenever I sideboard them in, I don't seem to draw them. 

1 Damnation - An improved Infest, gets bigger stuff. 

4 Pithing Needle - Probably my most sideboarded in card, to the point where I could consider playing them main deck

4 Nihil Spellbomb - This is in a similar camp as Infest; good against some decks, I just don't seem to play against them that often. 

Games
The tournament was 4 rounds long, but I can't remember exactly how many people were playing. It was less than the huge tournament that had previously been held, however. 

Round 1 - Hexproof
My opponent had planned to play another deck, but didn't get the cards in time, so were playing a slightly modified pre-rotation hexproof deck. Unfortunately they had some bad draws so lost both games. 

Sideboarding: I took out the Dismembers as they can't target anything and I think I put in some Infests and the Damnation

Round 2 - BR Death trigger
This deck was fairly efficient creatures with a sacrifice/deathtrigger subtheme which was interesting to play against. First game was a turn 3 Liliana of the Veil, and I don't really have enough creatures to fight that properly, so I lost eventually. The second game was a lot closer, but I think I may have played too aggressively, and lost to a hasty vampire. 

Sideboarding: In went the pithing needles for the Liliana (I think I named a Blasting Station in the second game). They had a couple of smaller creatures in addition to Geralfs Messenger, so I took out the Devour Flesh as my opponent gets to choose and seemed to want to sometimes sacrifice some creatures anyway. 

Round 3 - White lifegain
I think I was probably the worst matchup possible for my opponent. There was a close first game as they created some large creatures, however the Crusaders could attack and be pumped without worrying too much. I also won the second game after my opponent had a low land start for a couple of turns. 

Sideboarding: Infest for Devour Flesh (didn't want them gaining extra life, plus they had a lot of small creatures)

Round 4 - Tron
Probably one of my worse matchups (I suspect Maleria Pod might be worse, but I am yet to play against that). I was able to get through a beat a turn three Tron, I think with the Inkmoths and pump mainly. In the second game, I slowed them down dramatically (turn three Sadistic Sacrament, saw they didn't have a Tower and found all 4 in the deck, so removed three of them; I also played three Pithing Needles naming some of the cards they had out), but eventually succumbed to Wurmcoil Engine tokens. I think I was a turn away from losing the third game, but had some extra pump on a Crusader with Rime Transfusion, so won with two hits. 

Sideboarding: Pithing Needles and Sadistic Sacrament. Dismember and Inquisition are less good here so I took them out. 

Final record: 3-1. I think I came 4th. 

Thoughts
I did a lot better this time around then before, so I would like to think the extra changes help. I am more pleased with the numbers of a couple of the cards that I had too many of before, and really like Read the Bones. 

The next lot of changes I'm considering are just really minor ones; mainly trying out more Thoughtseizes and an extra Read the Bones. I may consider the removal suite more, but I am happy with it for now. 

Wednesday, 4 September 2013

Modern removal

This is sort of a follow on from my last post about the mono black infect deck I've been putting together. So far I have found a good sideboard card to try out so will try to get two more copies, this card being Sadistic Sacrament. Three mana is about the top end I want to be hitting for sideboard cards, and this is one that doesn't require a card to already be in my opponents graveyard.

I have also taken out a Liliana and a Rime Transfusion for two extra Plague Stingers. I've been thinking about replacing the Night's Whispers too, initially with Tezeret's Gambit, but that new card in Theros (Scry 2, draw 2, lose 2) looks equally interesting so I want to play two of each to see if one is better.

Also in Theros is Thoughtsieze which I mentioned I would like to get. Will initially just replace Inquisition with them as I get them, but I'd ideally like to play 4 Thoughtsieze and 2 Inquisition, but I'm not sure what to take out for the two extra.

I've been mulling over my removal suite. I've taken out Devour in Shadow and Disfigure for an extra Devour Flesh and Dismember (3 of each). My reasoning is that I'm usually going to be wanting to remove just one creature, so Devour Flesh does that fine while getting around indestructible and Hexproof and, as previously mentioned, the infect deck doesn't care about life gain.

I've put Dismember in as it is a good Disfigure replacement as I can cast it for one mana if I really need to, and it will kill a lot more. The bonus over Devour in Shadow is that I can spend less life sometimes and it gets around indestructible in addition to regeneration (which Devour in Shadow also gets around). Devour Flesh should handle anything over 5 toughness, but -1/-1 counters from my creatures will also shrink things down into Dismember range. The big creatures that I saw at the tournament aren't affected by Devour in Shadow anyway (both Eldrazi, one indestructible, one has protection from coloured spells, so Devour Flesh is better here as it will actually do something).

I'm not sure what I need for mass removal. Infest seems reasonable for now in the sideboard, but I'll have to play some more creature heavy decks to make up my mind. I'm not sure whether Damnation would be better here or whether the extra mana is too much of a drawback. Similarly for Mutilate, but I think Damnation would be better in that case anyway.

I'm not sure when I'll next get a chance to play the deck, hopefully I'll be able to update it some more first.

Monday, 26 August 2013

Modern Infect

After the popularity of Modern Masters, Chaos City (St Albans) decided to hold a modern tournament. It was announced well in advance to allow everyone to build decks if they didn't have one, and get cards etc.

Not sure what to play, I went with an old standard deck I had, which I had updated once already.

In the second incarnation, I lost the Vampires Bites as they had rotated out, but I could add then back in to update the deck to play in modern. I also changed it a bit to make it more efficient.

On the night, I went 3-2, coming 14 out of about 30, which I'm fairly happy about, it being the first time I've played modern and all.

Here is the deck list, somewhat organised into sections, with commentary of the reasons I put it in the deck and what I thought about playing it.

Creatures
The main core of the deck; the path to victory. I think I need to play a couple more, although I think I did OK with this number.


2 Plague Stinger - this was an extra source of infect, cheap and with evasion. I think the deck needs more creatures and this is on my list of creatures to add to increase the numbers. Did have one get Pyroclasm'd as the only creature out, so if my opponents are that desperate to get rid of it, it is certainly worth considering

4 Phyrexian Crusader - I've said before this is the best card in the deck, and it's still true. A short list of spot removal in modern this dodges: Lightning Bolt, Path to Exile, Lightning Helix, Doom Blade, Victim of Night.

4 Phyrexian Vatmother - this is the top end of the curve and mainly here to finish games. It's hard to find something bigger for a similar cost, and if you do, this will shrink it down significantly. I had two out at once one game and didn't get close to poisoning myself.

Pump
This is to speed up a victory with the creatures. Some as a surprise and some on board.

4 Vampire's Bite - a decent amount of power for one mana. On an unblocked Crusader and they're on 5. On an unblocked Vatmother will do 7 in one hit. When the target is 10, those are good numbers. The lifelink can occasionally be useful, but as this deck runs no shock lands and no fetches, I don't often “start” on 17 or 15 so don't always need to catch up.

2 Bonesplitter - picked up these in Modern Masters drafting. I think they worked OK; a decent turn one play (better than just playing a land), and efficient equip cost. I can usually equip and play something else in the same turn which is nice. Plus activating and equipping to an Inkmoth Nexus only requires 3 land (for the same amount in poison counters).

2 Mutagenic Growth - nice as a surprise, even when tapped out. Part of me would like to play 4, but I'm not convinced on that. Don't think I got a chance to play one this tournament, but it has finished games for me before.

3 Rime Transfusion - wait, what's that? Coldsnap was an interesting block to say the least. I don't think I saw any snow creatures at all, which effectively makes one of my creatures unblockable, with a permanent boost (Crusader hits for 4 unopposed, Vatmother ends the game in two unblockable swings). This gives the deck inevitability. I think 3 is the correct number to play here; costs more than the other pump, less of a surprise and less mana efficient, but it is nice to see once in a game, especially if it is going on a bit longer.

2 Liliana of the Dark Realms - not the best Liliana, but works well in this deck. 4 mana is the top end anyway, but it is nice to get card advantage, and be sure you can play everything you draw. The middle ability is the important one, either getting rid of a problem creature, or a decent pump to one of mine,  possibly to finish a game. Even playing 2 I managed to get both in my hand one game and I seemed to want to be playing cheaper spells instead. I think I'll keep one for certain, but I'm unsure about the second one.

Removal/Disruption/Misc
This is just a category for everything else. 

2 Devour Flesh - Good against hexproof/indestructible creatures, cheap, instant, and I don't care about my opponent gaining life. While I was playing, my opponents didn't have many creatures out that often anyway, so this would either get something good when I cast it, or, as it is cheap enough, I can cast it early enough that it will get their only creature on the board. 

2 Devour in Shadow - I had only found out about this one recently. Kills something unconditionally, which is great. Double back is doable in this deck (only 4 colourless lands, everything else gets me black mana). The life loss can be bad, but as I've mentioned, not running shocklands/fetches puts me in a good position against a lot of the other decks that might expect their opponents mana bases to lower their life for them. Can work nice with the Crusader - put -1/-1 counters on with first strike damage, and lose 2 less life when destroying it before it deals damage to the Crusader. 

2 Disfigure - These only cost 1 mana and can get a lot of annoying/utility creatures. Can also be handy to slow down fast starts, or even improve combat for my creatures. 

4 Inquisition of Kozilek - Nice to mess with my opponents early plays. As the deck is mono black, this is one of the ways to get rid of stuff I would otherwise have trouble with. The theory is that by turn 3 or 4, I should have a powerful infect creature out and ready to win in a turn or two. Unfortunately my first match was against a deck running the Urza lands, so I think Thoughtsieze would have been better here (maybe both would work well together). Heres hoping its in Theros :-)

4 Night's Whisper - Card Draw, helping me draw into extra creatures/pump. Sometimes helping smooth out land drops as I'm running 23. I chose this over Sign in Blood because I'm not killing my opponent with life loss so will hardly ever want to target them, and I can cast this off a Swamp and Inkmoth Nexus whereas I need two Swamps for the Sign in Blood. 

Land 
Need something to cast spells. 

19 Snow-Covered Swamp - Black mana, allows me to activate the ability granted by Rime Transfusion

4 Inkmoth Nexus - Extra infect creatures, and I have enough coloured mana that the colourless rarely affects what I can play. 

Sideboard
I had no idea what the meta game would be (I read about Modern decks sometimes, but the store hadn't run a Modern tournament so I didn't know what people would be playing), so got some more generic answers. 

2 Disfigure - For a total of 4. Kills less, but it means I have one drop removal which can help against really fast decks. 

1 Devour Flesh - For a total of 3. I had read about the hexproof deck recently, so wanted an extra spell that can deal with those

1 Devour in Shadow - For a total of 3. Just another targeted removal spell. 

3 Infest - I never sided these in, but then I never played any aggro decks that they would be useful for. If sideboards were 16 cards, I would probably play 4 here. I went down to three for the extra Disfigure though - it is a smaller version and as it is cheaper I can get one creature instead of many, but that will hopefully slow things down enough. The aggro strategies are more likely to be White or Red based, so Phyrexian Crusader will do more work than normal in those cases. 

4 Pithing Needle - I really like this card, usually in the sideboard (although I really enjoyed playing a Standard deck a few years back with this and Goblin Guide). It is my generic answer to something I might have trouble with otherwise. Mainly going to name a Planeswalker, although if I see a fetchland with Inquisition of Kozilek...

4 Nihil Spellbomb - Generic Graveyard hate. The instant speed card draw was useful when I sided it in against a discard deck


Monday, 8 July 2013

Modern Masters Draft 2

I was lucky enough to play another draft of modern masters the other week. Kaleb was being looked after, so both me and Liz could go which was nice. Also nice was seeing everyone from Hemel as we hadn't been for a while.

I started off the draft with a bit of OK blue cards, but also picked up some green, to keep my options open. In the second pack, I stopped seeing blue, but got some good black and green cards, including a Worm Harvest, so kept an eye out for other support cards. In the third pack, I continued on like this, picking up a couple of blue cards again.

While putting the deck together, I could just about do a two colour green/black deck, but would either have to play a bad 23rd card or an 18th land, or splash a third colour. I took the later option as some of the blue cards I wasn't playing were good even later on.

The deck looked a bit like this: Bonesplitter, Executioner's Capsule, Thallid, Peppersmoke, Mothdust Changeling, Rathi Trapper, Blightspeaker, Echoing Courage, Nacromeba, Death Denied, Stinkweed Imp, Moldervine Cloak, Mulldrifter, Kodama's Reach, Auntie's Snitch, Syphon Life, Nantuko Shaman, Greater Mossdog, Penumbra Spider, Worm Harvest, Giant Dustwasp, Riftwing Cloudskate, Sylvan Bounty, Tombstalker, Walker of the Grove, Dakmor Salvage, Vivid Grove, Terramorphic Expanse

A fairly small graveyard theme, but some fun cards nonetheless. I had more than enough fixing to support the blue splash too, which was nice.

I lost the first match playing against faeries plus Skeletal Vampire, and lost the second match to an aggressive black/red deck with a lot of goblins. Ended one game with Oona too.

I had really fun games in the last match. I got the worm harvest on the graveyard by dredging a stinkweed imp, and got to retrace it using a Dakmor Salvage, ready to retrace again. At one point, my opponent made all his lands, which were all forests into creatures to attack with, then playing Echoing Courage on them...

My main focus with drafting the set has been to play something I'd find fun. It's a shame the set is so hard to get as if I could draft it more, I would try out some of the other archetypes.

On the way home, I had a weird realisation with Liz. We were walking to our house from the train station and I realised that whenever I have walked that bit of road previously, it was either on my own, or with her and Kaleb - I had never walked that bit with just her, which I found novel for some reason.