Ramblings about various things. Some Magic: The Gathering based articles, some software development, some posts just about miscellaneous things I do.
Monday, 24 August 2015
GP London
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.
Tuesday, 24 March 2015
Dragons of Tarkir Prerelease
I've been going to a new venue as well after I found out a prerelease is now being held on Saturdays down the road from my Dads house (which makes it easier to find someone to look after the kids).
Thursday, 4 December 2014
Unexpected output: strtok
One of the things pointed out was to read up on the strtok function (splitting up a String into tokens based on a delimiter) as it works quite differently than how it works in Java. So I read through it that evening - it does work very differently, so if I have to use it I need to remember to be careful when doing so.
The next day I looked at my laptop and found this:
Tokens everywhere! Something must have gone wrong...
(My son had found a pile of Magic: The Gathering tokens and decided they needed moving)
Tuesday, 23 September 2014
Khans of Tarkir Prerelease
Saturday
The Saturday event was in Bedford; I hadn't played at the store before, so it was interesting to go along. I picked Sultai (BGU) for my clan pack and started building a deck. I had a hard time getting a decent amount of creatures, and realised that I could switch out blue for white and I would have a better chance. I had a lot of the common enters battlefield tapped lands that were half blue, so I did play Sidisi, Brood Tyrant as my only blue card (although I never drew it in a single game, and only use blue to activate the ability on Smoke Teller to peek at some opponents morph creatures). I went 2-2 and had some fun.
Sunday
On the Sunday, I went to my usual store in St Albans, and picked Abzan (even though I had already played those colours, it was one of the other clans I had planned on playing). I opened a pretty good pool and went about building my deck.
Creatures
[One]
1 Mardu Hateblade - This was mainly played for the deathtouch ability
[Two]
1 Ainok Bond-Kin - I had two of these on the Saturday, and they looked pretty good, just outlasting it once would make it a good blocker for a few turns.
[Three]
1 Abzan Falconer - This drew removal pretty quickly, and for good reason as it is a great creature
1 Mardu Hordechief - This card helped a lot, I think I always got the token when I cast it (not always on turn three)
1 Tuskguard Captain
1 Watcher of the Roost - I cast this as a morph one turn when my opponent had a flier. They attacked me (I was tapped out) and I unmorphed it to trade.
[Four]
1 Unyielding Krumar
1 Longshot Squad
1 Alabaster Kirin
[Five+]
1 Wingmate Roc - Somewhat unsurprisingly, this was really good in sealed
2 Abzan Guide - This was really good as well, I gained a load of life off it one game, giving me a very healthy buffer
1 Necropolis Fiend - I think I cast this once, exiling all the cards in my graveyard, but a 4/5 flier was enough to win in a turn or two anyway.
Spells
1 Suspension Field
1 Debilitating Injury - good in a format with morph creatures
1 Abzan Charm - I think I may have used all three abilities over the day
1 Abzan Ascendancy
1 Dragonscale Boon
1 Smite the Monstrous - Started with two maindeck, but often didn't have that many targets
1 Dutiful Return
2 Throttle
Lands
1 Sandsteppe Citadel
1 Nomad Outpost
2 Jungle Hollow
1 Scoured Barrens
1 Blossoming Sands
3 Forest
3 Swamp
6 Plains
(I think that is the correct basic land distribution, I know I played 18, and about half the deck is white).
Sideboard
Bloodfell Caves & Mardu Charm - One of my lands already produced red, and I could add in a second and play the charm. I felt I didn't need it as I had two spells that gave a creature -4/-4, which in most cases is the same as 4 damage. Two 1/1 tokens would be nice, but I had a lot of bigger creatures that they wouldn't really matter later in the game, and I felt it was better to have good mana than adding a splash.
Dragonscale Boon, Savage Punch, Smite the Monstrous - Extra removal themed cards if needed. I started the event with the second Smite the Monstrous main deck, but took it out as I felt I only needed the one.
Highland Game, Longshot Squad, Shambling Attendants, Sagu Archer, Alabaster Kirin - Extra creatures if I needed them in certain matchups.
Round 1
I lost the first game as my opponent (playing a fast Mardu deck), removed all my creatures while playing lots of their own. I won the second and third games, one to my opponent stumbling on mana a little, but both games were fairly close.
1-0
Round 2
My opponent was playing a Sultai deck, with a lot of defensive creatures. I went up to 31 life thanks to an Abzan Guide before they blocked it with three creatures to kill it. I came close to winning in a single big turn by casting Abzan Ascendancy with about 4 or five creatures out (and I think a Abzan Falconer to give everything flying), but they countered it.
My opponent was getting ahead of card advantage, playing Bitter Revelation, Treasure Cruise, Weave Fate and Dig Through Time, but (mostly thanks to Outlast), my creatures were big enough that they couldn't attack through. They did lay a giant Hydra (came out as an 8/8), but I had the Smite the Monstrous to turn it into 8 1/1 snakes, which was a little more manageable. I ended up winning as my opponent ran out of cards, although I did get down to three life (from a previous 31), before stabilising (Wingmate Roc helped, token for blocking, creature for attacking and gaining a little life as I also had something with vigilance). As we were shuffling up, time was called for the round (yup, the whole game took the entire round).
2-0
Lunch
Liz had arrived with the kids, so we wandered to a bakery to get something to eat quickly.
Round 3
The first game was very back and forth, I think it ended when I cast a Wingmate Roc and my opponent realised he couldn't beat it.
In the second game, I drew my 7 cards, saw one land so mulliganed. One land, mulligan. No lands, mulligan. One land in a four card hand - I'll keep it. On the draw, I not only drew into lands to cast a three drop on turn three, but I had all my colours. All the cards I had drawn were cheap ones, so I put a lot of pressure on my opponent as I wasn't sure on my chances in the long game due to the cast disadvantage. The last card I cast to give me an empty hand was a Smite the Monstrous on a newly cast Meandering Towershell (at that point my opponents only creature as I had removed any others they had cast, through removal and them blocking).
3-0
Round 4
My opponent is playing Jeskai, and have a lot of tricks. I get a strong draw in the first game and cast something they can't deal with to win (possibly Wingmate Roc again). The second game is a lot closer, but I ultimately win.
4-0
Round 5
Final round. First game I get off to a good start and my opponent can't catch up. They are playing an aggressive Mardu deck, but I get bigger creatures out faster. In the second game they play a Bloodsoaked Champion and one or two other creatures and get me down to a low life total thanks to removing all my creatures. I made a play mistake here by allowing them to attack with the Champion as the only creature before using a removal spell on it, so they could return in as they had attacked with a creature. Later in the game, I cast Abzan Charm on 6 life to draw two cards (and lose two life), as I needed to draw into something to help me stabilise. I didn't, so lost. The second game was a little closer, but I started losing my creatures again, took a hit from Zurgo Helmsmasher, and didn't draw anything to remove him next turn so lost.
4-1
I won 6 packs in the end. Pretty happy with the result, considering the last time I played was the Journey into Nyx prerelease. Back when Shards of Alara was out and I was drafting a lot, I always had issues with mana, but I had more success this time around, which is good. That is probably part me having more experience and part more experience with developing multicolour sets in Wizards of the Coast.
All in all, I think it is a fun set. I'm still not sure about morph, I have generally just blocked if they attack with one, as it forces them to unmorph it or use a trick or they lose it, meaning they're not developing their board. I'm more likely to get blown out this way, so I will see how well this strategy works to see if I need to be more cautious.
Monday, 28 July 2014
Casual Magic
BR Bloodthirst
This deck has a very low curve.
One
3 Rakdos Cackler
4 Gut Shot
4 Tormented Soul
4 Goblin Fireslinger
Two
4 Stormblood Berserker
4 Duskhunter Bat
4 Contagion Clasp
Three
4 Volt Charge
2 Cryptborn Horror
1 Hellhole Flailer
Four
4 Gorehorn Minotaurs
1 Bloodfray Giant
1 Rakdos, Lord of Riots
The deck can (and did) push through a lot of damage quite quickly. The Cryptborn Horror was played in one game and was pretty sizeable (about a 6/6) early on in the game.
Bu Zombies
This deck has an odd curve (by which I mean the converted mana cost of most of the cards is an odd number...)
One
4 Gravecrawler
4 Diregraft Ghoul
Three
4 Geralf's Messenger
4 Diregraft Captain
4 Cemetery Reaper
4 Forbidden Alchemy
Four
4 Moan of the Unhallowed
1 Door of Destinies
Five+
2 Rise from the Grave
1 Grimgrin, Corpse-Born
1 Mikaeus, the Unhallowed
1 Zombie Apocalypse
1 Army of the Damned
1 Killing Wave
Lands
14 Swamps
4 Cavern of Souls
3 Dimir Guildgate
2 Vivid Marsh
1 Drowned Catacomb
There was an awkward point during one game where I managed to draw three Cavern of Souls, but wanted to cast Moan of the Unhallowed and didn't have the coloured mana available... The deck was quite fun. A little slow to get going, but was able to get in a fair amount of damage quite quickly once it had. In some ways, it is a little too aggressive for some of the cards, particularly the five plus costing ones, and maybe even the Cemetery Reaper. The Door of Destinies worked quite well, even though I had to take a turn off to cast it, I could cast two cheaper Zombies next turn to get a big boost.
The games were quite fun, and it was nice to play a much more casual game than usual.
Thursday, 19 June 2014
Conspiracy Draft
I threw around a lot of damage in the mid game with a Pelakka Wurm equipped with a Fireshrieker, and then moved it over to a Spiritmonger when it died. At one point I sacrificed a Sakura-Tribe Elder to allow me to get extra wolves from Predator's Howl due to morbid.
With a lot of creatures on board (a lot of tokens too), the game was starting to stall. I was running low on cards (so didn't want to play my Skeletal Scrying) so instead made a massive attack to try and end the game. With a lot of creatures dead, I cast Assasinate on a Magister of Worth I had enchanted with an Unhallowed Pact, so got to bring it back. This caused me to lose due to direct damage, but the game did end quite soon after, so I was partially successful.
I'm hoping I will be able to play it again sometime as it was a fun game.
Saturday, 5 April 2014
First Attempt at Modern Zoo
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.
Tuesday, 10 December 2013
Theros first picks
Due to doing well at a recent tournament, I have some Theros packs to look through, so I'll think about what I would choose if I opened it in a draft (as I don't get to draft very often, just doing the thinking about it helps).
Pack A
This pack has: Fleshmad Steed, Breaching Hippocamp, Fleetfeather Sandals, Aqueous Form, Nylea's Presence, Divine Verdict, Traveler's Amulet, Two-Headed Cerberus, Setessan Griffin, Pharika's Cure, Triton Tactics, Battlewise Hoplite, Shipwreck Singer, Abhorrent Overlord
I think Cure and Verdict come under consideration as removal, as does Triton Tactics which can potentially be more effective given the right circumstances. The Abhorrent Overlord is expensive, but given the right deck can be quite powerful. For me, it's quite close between Verdict and Overlord and my answer would probably depend on what mood I was in :) Verdict is good for consistency, but the overlord seems fun so I'd probably pick that. My last couple of drafts seemed to end up Green and/or black so for me the black card would be better as I'm more used to that play style.
Pack B
Battlewise Valor, Feral Invocation, Boulderfall, Loathsome Catoblepas, Griptide, Gods Willing, Omenspeaker, Sedge Scorpion, Prescient Chimera, Timed Ox, Magma Jet, Heliod's Emissary, Horizon Chimera, Celestial Archon
I took cards out of this pack when I found an interesting one. The first was Feral Invocation, which I like as a persistent surprise. Next was Griptide which is good for tempo and better on a target with an aura, but between the two I'd probably pick the Invocation.
Then I set aside Gods Willing, which is good as it will protect against the already small amount of removal in the format. Sedge Scorpion is also one to consider as the death touch makes it close to removal. Magma Jet is also powerful, killing smaller creatures and smoothing the next turn or two.
I think, however, that Heliod's Emissary and Celestial Archon are the two more powerful cards in the pack. The Elk has the benefit of being possible to splash in a deck and the creature side is cheaper, but I think the Celestial Archon is the pick here due to the higher power. The bestow cost is essentially the same, but for a more powerful effect.
Pack C
Nessian Asp, Nimbus Naiad, Messengers Speed, March of the Returned, Unknown Shores, Benthic Giant, Returned Phalanx, Silent Artisan, Satyr Hedonist, Traveler's Amulet, Spellheart Chimera, Stoneshock Giant, Insatiable Harpy, Nepotism Charlatan
The 4 I like from this pack are Nessian Asp, Nimbus Naiad, Stoneshock Giant, Insatiable Harpy. The Asp and Giant are quite similar, but I think I prefer the Asp here as the monstrosity is cheaper and larger, and the reach is going to be useful over multiple turns as opposed to the one off effect of the giant. I quite like the Harpy here, as it is possible to increase the power and get a better effect from the lifegain. The Naiad is aggressively costed which I think gives it the edge over the harpy, but for this pack I think the asp is the best choice here.
Pack D
Boon of Erebos, Deathbellow Raider, Breaching Hippocamp, Bronze Sable, Nessian Courser, Fleshmad Steed, Wavecrash Triton, Wild Celebrants, Opaline Unicorn, Evangel of Heliod, Witches Eye, Centaur Battlemaster, Chained to the Rocks, foil Ordeal of Erebos
I have seem Evangel of Heloid make a lot of tokens so I know it can be powerful. Wavecrash Triton looks good if if can be repeated, but I think Centaur Battlemaster is the most powerful here, the bonus it gets even if targeted once is impressive.
Sunday, 24 November 2013
Tournament: Modern Infect
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.
Monday, 23 September 2013
Theros Prerelease
I arrived in St Albans fairly early on, so wandered around briefly before waiting around outside for the shop to open. Before registration, I let Kaleb have a wander around before his granddad picked him up to look after him for the day. This did involve a couple of dashes outside to the courtyard (and to some probably wet socks).
Getting started, I picked the green path. I was considering the black one, but wasn't impressed by the promo. Well, I wasn't blown away by any of the promos really, and green looked interesting, plus I liked the Hero card.
Opening my pool, none of my colours seemed particularly deep, with a lot of just random bits in all the colours. I was going to be green regardless, just because I had more cards in that colour, most of which were decent enough, so went around narrowing down a second colour. Blue and White didn't seem to have a high amount of playables, and black seemed a little too thin. Some expensive removal and 2 Read the Bones, but nothing that exciting, so I went with red. This choice was helped by a number of removal spells in red.
My deck was fairly aggressive, with a little bit of reach for longer games, and overall I think I was helped by a lot of removal that I could use, and some sizable creatures.
To be honest, I thought the deck was fairly mediocre. But I managed to go 4-1 (lost in the finals), so it can't have been that bad.
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
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.
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
Sunday, 14 July 2013
M14 Prerelease
As it was a nice hot day, the tables were outside instead of in the shop, in a sort-of-tunnel that goes from the road to the shop, so we had some shade to play in. A nearby shop seemed to be doing well by selling slices of watermelon, which was welcomed on the hot day. I had wandered around the farmers market before the tournament started, picking up a small lavender plant for Liz to cook with.
When I opened my boosters, I came to the conclusion that all my colours were fairly strong. Blue was less strong and a colour I don't play much anyway, so set that aside. I set aside most of black as there wasn't too much there either, and half my white cards, so started putting together a red/green deck.
I originally build the deck splashing just Doom Blade for black, but also splashing three white cards (2 Pacifisms). Just before the first round started, I decided that it was being a little too greedy, so took out the white.
Here is the deck I played at the end of the day:
1 Shock
1 Wring Flesh - this performed a lot better than I thought it would. Mainly helping out in combat as opposed to killing a creature outright
1 Rangers Guile
1 Lay of the Land - I mainly played this because I wanted to limit the number of lands I had for the splash, and also I had a lot of double colour costing cards in both Green and Red
1 Scavenging Ooze - This did really well - I got 12 or so counters on it one game
1 Doom Blade
1
1 Kalonian Tusker
1 Goblin Shortcutter
1 Predatory Sliver
1 Flames of the Firebrand
2 Advocate of the Beast - The main issue I had with this is that I usually wanted to attack with it and a beast to keep the pressure up, so often lost this in combat before I could get something really big
1 Rumbling Baloth
2 Chandra's Outrage
1 Marauding Maulhorn
2 Pitchburn Devils - My opponents didn't block these very often, or attack into them. Not complaining too much about that
1 Enlarge - I can haz trample?
1 Woodborn Behemoth
1 Shivan Dragon
End result: I went 4-1 and came 4th overall. I'm happy with that result considering I don't usually perform well at sealed and had done minimal preparation (the one opponent who did beat me had an agressive red/blue deck that had a lot of good tempo plays; they had also played in two or three other M14 prereleases beforehand so knew the set a little better).
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.
Sunday, 30 June 2013
Playing Magic (Standard)
Even though I haven't played Standard in a while, I still had a deck in construction, mostly made up of cards from draft decks. Part of me thinks I enjoy deck building compared to playing more than usual (which would explain why I like draft), so I didn't have to rush to get something ready to play (although I did make a last minute adjustment while getting ready to go).
There were two tournaments ongoing on the night; one with prizes, and one without (it was free). The one with prizes would be more competitive, so I opted for the free one (like I said, haven't played Standard in a while, and certainly not the current standard environment).
The deck I put together was originally based around Ruric Thar, the Unbowed, but evolved while I was tinkering with it. The main premise is playing out creatures that have dual use (bloodrush or scavenge), which act similar to spells, but don't trigger Ruric Thar's ability. Here is is:
Two drops
4 Zhur-Taa Druid: No one drops in the deck, and I start ramping on turn two. Not as fast as some other decks, but my curve gets better at 4 anyway, so I'd rather play a 4 drop on turn 3 than a 3 drop on turn 2. I did have the one drop elf that untapped lands for a while, but added things like Rootbound Crag, so I might not always have a forest to untap. I think if Llanowar Elves or similar was legal, I would consider playing one of those instead.
2 Scorned Villager: Put in when I took out the one drop elves. I tried a couple of other mana generators, but liked this one the best.
4 Lotleth Troll: Doesn't work as well with bloodthirst, but alight with scavenge. I mainly added it in for the regeneration more than anything else.
4 Mayor of Avabruck: This was the last minute change I did. I realised that, while I wasn't anywhere near Human or Werewolf tribal, I had just enough humans to make it useful. Plus getting a couple of tokens would help.
Three Drops
1 Varolz, the Scar-Striped: I really liked this one, but only have the one. Would add a couple more if I get my hands on them. Good to use with bloodrush creatures, and lowers the actual scavenge cost of some of the creatures that normally have it. Also regenerates which is nice (I think I was worried about Day of Judgement style effects)
4 Dreg Mangler: Quite handy to have a couple of things with haste really. Efficiently costed too, plus the scavenge is a decent amount.
1 Mwonvuli Beast Tracker: Can get a couple of creatures in the deck, plus a couple in the sideboard. Might have played more, but I only have the one. Still undecided on this, it did let me get a useful creature the one game I did play it, but that creature was not needed to win in the end.
Four Drops
3 Ghor-Clan Rampager: Would play another one of these if I had it. Saved some of my creatures a couple of times, big on its own, and a nice scavenge target.
3 Deadbridge Goliath: While I only have 3, I'm not sure whether 3 or 4 is the right amount. I think I would like to try the deck with 4 as it is a big creature and always welcome. While I didn't get to do it, Varolz lowers its scavenge cost, which is nice.
2 Exava, Rakdos Blood Witch: I started the deck with more Unleash creatures, but took them out in the end. Haste is nice, first strike is good, if I can play a creature and scavenge something onto it in the same turn it randomly also gets haste. A human so gets pumped by the mayor.
Five Drops
1 Wolfir Silverheart: Only played it the once, but was good when I did. I have a second one now so will put it in (whether I play standard again before rotation I don't know, but if I do I have a second).
1 Vorapede: Seems good, anti-combo with scavenge the first time it is played, but when it comes back with a counter from undying, Exava can give it haste. This was just a card I threw in as it seemed big and fairly resilient.
1 Bloodgift Demon: This was a last minute addition to allow be to gain a little bit of card advantage later on. Never drew it, so I don't know how well it works in the deck.
1 Wrecking Ogre: I don't think this is rated highly for constructed, but I like it. Did have two in at one point but took one out, might see if it will squeeze back in.
Six Drops
2 Ruric Thar, the Unbowed: I had three (possibly four) in the deck at once. Took some out to lower the top end of the curve slightly. Nice creature to play, works well with scavenge (and bloodrush too), puts a bit of hurt on control decks (and none in this deck as it is all creatures and lands)
1 Sire of Insanity: Really helped me come back from a bad board state one game. I lost that game in the end, but this made it a close game, as opposed to me being trampled over.
Lands
I basically played the on colour lands I had access too:
4 Stomping Ground
4 Rootbound Crag
3 Overgrown Tomb
2 Woodland Cemetery
3 Blood Crypt
2 Kessig Wolf Run: Another way to use mana in a spell-like way, without actually casting a spell
3 Forest
2 Mountain
2 Swamp
Sideboard
The sideboard was me just guessing as to what the meta game would be. I had read about control decks and re-animator decks, so had a few aimed at those, but also some generally useful cards:
1 Predator Ooze: A bit harder to cast in a three colour deck, I had Supreme Verdict and Putrify in mind with this
1 Jarad, Golgari Lich Lord: The double black is a bit tough here. Some good reuse, which is nice, and pumps with bloodrush. Anti-synergy with scavenge (and Varolz). This might be useful against decks that also run a lot of creatures, as I can win without having to attack.
2 Crypt Creeper: Might be useful against Snapcaster Mage, but mainly there in case of reanimator
1 Ash Zealot: There for Snapcaster Mage, plus first strike is always handy, nice if this can get counters.
1 Skylasher: I would put 4 of these in the sideboard if I had them. Maybe I just dislike blue...
4 Acidic Slime: When I was putting a sideboard together, that deck that won with Mazes End kept on appearing online, which is my main reason for wanting this. Hits a lot of other permanents as well, which is always good.
1 Glaring Spotlight: The creatures losing hexproof isn't as useful as I have no spells to target anyway, but making my team unblockable is always nice.
1 Creeping Renaissance: One of the few non-creatures. If everything else I have is a creature, this could restock my hand very well in long games.
3 Pithing Needle: Really like this card. I remember a deck that used this and Goblin Guide together
Matches
There were three rounds in the free pod, as it was the smaller one. I was not doing great in the first game, after a bit of a slow start. My opponent had some largeish creatures, and some I couldn't block. I was one turn away from losing to something I couldn't block, but had a lot on the board. My opponent played two spells which flipped back the Mayor to its human side on my turn, which pumped a couple of my creatures. That and an Exava pushed the damage up to a big swing which won the game. I had a more aggressive start to help win the second game.
In the second round, I lost the first match, but stabilized (just not enough) with Sire of Insanity (they topdecked a Huntmaster of the Fells which helped them a lot). I boarded in a couple of cards as my opponent was playing Snapcaster and counterspells, and won the next two games.
In the final round, my opponent had an interesting spell based deck, I won the first game with some larger creatures (but was on 1 life when I won, so a close game). In the second game, I got out a lot of big creatures quickly and there wasn't much my opponent could do about it.
Even though it was the free pod and there were no prizes, I got some promo cards for winning, and one of the leftover badges from the Dragons Maze prerelease (which is nice, as I wanted a Gruul one but didn't have one yet).
Modifying the deck
I'm not sure where to start modifying the deck. In theory I should take out all the Innistrad cards as they'll rotate out soon, to see how well it will do in Theros standard. That being said, I did get a Wolfir Silverheart and Huntmaster of the Fells for trade, so might pop them in while they're still legal. I now also have one Dryad Militant, so might look out to get some more. I prefer this one over Rakdos Cackler, even though the Cackler might have a bit more toughness if unleashed, and can be cast by both halves of the hybrid cost in this deck, I get an extra counter if I scavenge the Dryad with Varolz. Plus, I don't care about the cards it exiles as I don't have any in the deck. The sideboard could also do with a bit of work, I want more Skylashers, but that's just me. I don't really have a sideboard plan (i.e. what to take out against certain matchups, which I know you're supposed to), so the sideboard is less of a priority; its more just some cards that might be good in certain cases.
Monday, 10 June 2013
Modern Masters Draft
Looking over the set once spoiled, I liked the look of the BG graveyard archetype, so would keep an eye out for it.
I started off with a Cryptic Command, but then got a Murderous Redcap second, followed by a couple of red removal spells, and then some decent black removal spells. I was also able to pick up a Worm Harvest, so kept the graveyard deck in the back of my mind. I finished off the pack with a couple of leftover green cards. The second pack started with a Kiki-Jiki, Mirror Breaker, soon followed by another Murderous Redcap. I picked up some good Green cards and some more black cards, before finishing off the draft with the third pack for more of the same.
I had the minimum necessary to get some good graveyard interaction (Worm Harvest, Stinkweed Imp, Moldervine Cloak, Dakmor Salvage), which was nice as a side interaction, but my deck was mostly value and removal.
Two Drops
2 Mogg War Marshal
Sudden Shock
Warren Weirding
Three Drops
Stinkweed Imp
2 Eternal Witness
2 Rift Bolt
Moldervine Cloak
Citanul Woodreaders
Drag Down
Kodama's Reach
Four Drops
2 Murderous Redcap
Five Drops
Kiki-Jiki, Mirror Breaker
Worm Harvest
Warren Pilferers
Six Drops
Pardic Dragon
2 Death Rattle
Sylvan Bounty
Land included Vivid Marsh and Dakmor Salvage, with about 6 of each land type needed (Swamp, Mountain, Forest).
First match (against Islands)
I drew the first match, just winning the second game before time was called. My opponent got Vedalken Shackles out both games, playing mono-blue artifacts... Not too much I can do in general, which is why I lost the first game, but was able to get enough damage early on, followed by just lots of small creatures so the one they stole didn't matter.
Second Match (with tokens)
In the second match, I lost the first game but won the second one quite quickly. I did quite well in the third game, using Kiki-Jiki to make tokens of Murderous Redcap a couple of times before finishing the game with some Pardic Dragon tokens.
Third Match (value)
In the final match, my opponent was playing Red/Black Goblins, and we both got out a lot of tokens, before I eventually wore down his side to win.
I gained quite a bit of card advantage. This was my start:
Turn 2: Mogg War Marshal (including token)
Turn 3: Don't pay echo cost (get another token), cast Kodama's Reach
Turn 4: Warren Pilferers, returning Mogg War Marshal (attacking with haste)
A couple of turns later, having killed the Mogg War Marshal again and the Warren Pilferers, I cast Eternal Witness to get back the Warren Pilferers, which I used the next turn to get back the Mogg War Marshal again.
In the second game, he got out two Mad Auntie's early followed by a couple of goblins and I couldn't get enough of a defence up so lost.
The final game went to the final turns, and my opponent killed all my remaining creatures when I had the on 2 life. Stuck on 4 mana with a couple of cards I couldn't cast in hand, I lucked into drawing a second Forest that I needed to cast Eternal Witness... returning a Murderous Redcap, which I could play next turn (turn 4 of final turns) to do the final 2 damage.
All in all, it was a fun format. It would be nice to be able to draft it again, I may be able to get one more chance, but I doubt I'll get many, so am happy to have had the opportunity at least the once.


