One of the common criticisms of these notes of mine has been their length. The obvious solution, of course, is to make it even longer. So long, in fact, that it now merits a table of contents. You can now ctrl+f the three-letter codes in brackets (for best results, include the brackets in your ctrl+f, then scroll down a little bit more) to skip right to the sections you actually care about! I still encourage you to read all of it, though.
[PRE] – Prelude
[FNM] – Friday Night Magic (Standard)
[PTQ] – PTQ Report for Saturday, 10-11 (ZEN Sealed)
[DR1] – ZEN Booster Draft #1
[DR2] – ZEN Booster Draft #2
[FIN] – Aftermath, Props/Slops, and Quotes
[PRE] – Prelude
Unfortunately, this PTQ forces me to skip going to an awesome-sounding party at an abandoned church with some classmates. I entertain the thought of skipping the PTQ instead. It turns out I am too huge a nerd for that.
I’m not a particularly good limited player; I don’t even really know how to prepare for these events, especially Sealed, for which I can’t just read someone’s draft pick orders and do some flowchart drafting. I decide to read over LSV’s set evaluations on CF to reduce my chances of grossly over/underestimating anything.
[FNM] – Friday Night Magic (Standard)
Sometime in the middle of the week, I hear from the grapevine of a certain Standard deck. I am pretty much sold at “invented by the Japanese,” but it also turns out to be an awesome combo-control deck capable of quickly going from a few lands on the board to a shock-and-awe campaign that leaves the opponent in despair. This makes it an easy choice for FNM this week, despite the fact that I have no testing save for roughly two hours of the MWS glorified goldfishing experience.
Even getting to FNM that night is a bit of a disaster. I leave from school downtown a bit after 4PM. It just so happens that there had been a fire in a subway earlier that day, causing the trains to more slowly than one of Coach’s turns for a good chunk of the ride. I end up getting home slightly past 6PM; I scrape up all of the cards I think I’m going to need, scarf down a slice of pizza, and then begin an uncharacteristically unsafe hasty drive to Pastimes.
Upon my arrival, I start assembling the deck. Here it is the portion of the deck that I am able to remember, along with a sideboard I cobble together based on what I happened to bring along.
3 Island
3 Swamp
2 Mountain
4 Drowned Catacomb
4 Dragonskull Summit
4 Crumbling Necropolis
4 Scalding Tarn
4 Ponder
4 Worldly Counsel
4 Lightning Bolt
4 Pyromancer Ascension
3 Pyroclasm
4 Grixis Charm
3 Double Negative
4 Time Warp
3 Cruel Ultimatum
3 ???????????????
SB:
4 Duress
4 Negate
3 Countersquall
4 Terminate
I agonizingly try to remember what the hell those last three cards are supposed to be. This proves highly unsuccessful, so I ask around for opinions. Zachary Gray suggests running Burst Lightning. That sounds like a fine idea, so I run with it.
Given my lack of real testing, the sideboard is based on a combination of what I have handy and some theorycrafting. As a combo-control deck, I assume that stalling for a while until I could go broken would be an adequate plan against aggro decks; I just pack Terminates to swap in for Pyroclasms against decks using mostly creatures with big butts. Then I pack eleven spells that help me resolve stuff against decks with counterspells and prevent me from eating Thought Hemorrhages or Identity Crises.
I play against a red aggro deck in round one. It turns out that instant-speed removal is pretty good against Ball Lightning clones. Game two gets a little scary; he taps out and casts his last two cards to get me to two life. Unfortunately for him, I untap and play a Cruel Ultimatum with two active Pyromancer Ascensions. I think I boarded out Pyroclasms and Double Negatives for Terminates and Countersqualls.
Vampires come to challenge me in round two. A Pyroclasm and a Lightning Bolt kill some guys early. Turn five Time Warp, turn six Time Warp, turn seven Cruel Ultimatum puts game one away. The story of game two is double Pyromancer Ascension turning all of my spells into three-for-ones. It would seem that vampires has a hard time beating “at the end of declare attackers, Wrath of God you for BR.”
More vampires show up for round three. Same story, though he administers my only game loss of the day. I keep a questionable hand game one, consisting of five lands, a Lightning Bolt, and a Cruel Ultimatum. I draw nothing but more lands and both remaining Cruel Ultimati, and still almost win the game – had he but one fewer creature when I cast Cruel Ultimatum, I would have been able to untap alive and seal the deal with the second. I cut Double Negatives for Terminates and demolish him.
I’m a bit nervous going into round four. This guy had beaten Michael Lampert – no slouch – and is playing a control deck of generally unknown constitution. He misses a few land drops early on and I burn his Noble Hierarchs and Birds of Paradise, but lack any real business of my own to capitalize on his stumbling. Eventually he gets to five mana and starts chaining Time Warps and Twincasts, but in the end all he accomplishes is equalizing the land count and putting a Garruk Wildspeaker onto the table. I find and turn on a Pyromancer Ascension, take multiple consecutive turns of my own, and put the game away in short order. Game two goes more or less the same way. I do discover that I don’t actually have eleven cards I want to board out against other control decks.
No pairdown and my opponent agrees to draw. Yay.
It turns out the three missing slots are supposed to be Jace Beleren. I want to test a variant of the deck with -3 Pyroclasm, -3 Double Negative, -3 Jace +4 Burst Lightning, +4 Divination, +1 Diabolic Tutor, intending to be more combo-tastic. That’s possibly just being greedy, though.
The sideboard also obviously needs tweaking. Seven or eight anti-control slots are more than adequate, and the Terminates are fine. This leaves three or four slots, and I have no idea what to put there. I’m thinking these will be an alternate win condition, such as Sphinx of Jwar Isle or Sphinx of Lost Truths, in order to provide resistance to Jester’s Cap effects.
I skip drafting that night at Joe Timson’s in order to get enough sleep for the PTQ the following day. (I’ll go to one of these one day, I promise.)
[PTQ] PTQ Report for Saturday, 10-11 (ZEN Sealed)
222 players crammed into the Pastimes store does not make for a comfortable experience. I am glad the weather is very cold outside, making the utterly miserable conditions less so.
it would seem that I’m good at opening U/W fliers sealed pools in ZEN.
2 Kor Skyfisher
2 Welkin Tern
2 Into the Roil
2 Living Tsunami
2 Kor Outfitter
2 Reckless Scholar
1 Shoal Serpent
1 Merfolk Seastalkers
1 Arrow Volley Trap
1 Whiplash Trap
1 Gomazoa
1 Kor Hookmaster
1 Kor Sanctifiers
1 Pitfall Trap
1 Cancel
1 Cliff Threader
1 Spreading Seas
9 Plains
8 Island
Rest of the pool, sorted by coloir:
Lands: Kabria Crossroads, Oran-Rief, the Vastwood, Piranha Marsh, Teetering Peaks x2, Turntimber Grove, Akoum Refuge, Jwar Isle Refuge
Artifacts: Carnage Altar, Expedition Map, Spidersilk Net, Trailblazer’s Boots, Stonework Puma
White: Devout Lightcaster, Narrow Escape x2, Kor Duelist, Kabira Evangel, Shieldmate’s Blessing
Blue: Archmage Ascension, Seascape Aerialist, Spell Pierce, Trapfinder’s Trick
Black: Mind Sludge, Surrakar Marauder, Vampire Lacerator, Blood Seeker, Gatekeeper of Malakir, Disfigure, Hideous End, Bog Tatters, Grim Discovery x3, Hagra Crocodile, Vampire’s Bite
Red: Pyromancer Ascension, Plated Geopede, Inferno Trap, Demolish x2, Goblin Shortcutter x2, Molten Ravager x2, Unstable Footing x2
Green: Beast Hunt x3, Grazing Gladeheart, Scute Mob, Timbermaw Larva, Savage Silhouette, Primal Bellow, Oran-Rief Survivalist, Mold Shambler, Harrow, Greenweaver Druid, Relic Crush, Scythe Tiger
I feel that the deck is solid and is likely to win some games, but might be soft to powerful bombs. I am unsure whether I built the deck correctly, as I had to stretch for playables; I figure it perhaps would be better to splash some of those solid black removal spells. Throughout the day, I consult with Tommy Kolowith, Owen Turtenwald, and others. They generally agree that I built the deck correctly, save for the omission of Kabira Crossroads. I had failed to consider the synergy between it and double Living Tsunami, and omitted it fearing a comes-into-play-tapped land would interfere with the plan of curving out with fliers every game.
Round one is kind of awkward. It’s the UW tempo deck mirror. We exchange the first two games as each has one of us getting stuck on two lands for an extended period of time. In game three I cast a creature with flying on turns two, three, four, five, and six.
My round two opponent is packing WUG allies. I get a reasonably aggressive start game one, but my creatures are outclassed by Umara Raptor followed by a bunch of other allies. I manage to use my bounce spells to get him in game two. In game three I take some damage early, but eventually build up a superior board position and use Merfolk Seastalkers to control his board and chip away at his life total, being joined by Shoal Serpent whenever landfall permitted. He rips Eldrazi Monument and blows me out.
In round three, my opponent smashes me with accelerants into Hellkite Charger. I drop.
[DR1] – ZEN Booster Draft #1
Determined to redeem my poor performance, I sign up for a draft.
3 Slaughter Cry
3 Spire Barrage
2 Inferno Trap
2 Scatterskull Giant
2 Highland Berserker
1 Plated Geopede
1 Warren Instigator
1 Burst Lightning
1 Punishing Fire
1 Murasa Pyromancer
1 Geyser Glider
1 Tuktuk Grunts
1 Torch Slinger
2 Windrider Eel
1 Stonework Puma
1 Soaring Seacliff
2 Teetering Peaks
2 Island
12 Mountain
SB: Pyromancer Ascension, Hedron Scrabbler, Lethargy Trap,Turntimber Grove, Jwar Isle Refuge, River Boa, Heartstabber Mosquito, Trailblazer’s Boots, Khalni Gem, Beast Hunt, Narrow Escape, Ondu Cleric x2, Mire Blight, Merfolk Wayfinder, Whiplash Trap
The biggest drafting error I can recall was taking the Khalni Gem somewhere in pack two instead of something else red and playable. I only had one Spire Barrage and Plated Geopede at that point and was still open to going heavy-blue to play the Eels and Whiplash Trap, so I figured it was correct. Tommy suggests that I should probably have played monored, cutting the Eels and all of the nonbasics and instead playing eighteen Mountains and the Hedron Scrabbler. That might have been better, though the Eels did get some beats in over the course of the draft.
My first opponent doesn’t do very much either game other than cast Journey to Nowhere on my guys. It was mostly an effort to get him to twelve life, then throw burn at his face. I then play against Michael Lampert. We exchange mulligans to five, and then he gets color screwed game three. It’s a shame, both of our decks are pretty good and it could have been a sweet match.
The prize structure is 6+freedraft, 4, 1, 1. I try to negotiate with my finals opponent a prize split of all the product versus the free draft, but that ended at an impasse as we both wanted the free draft. I 2-0 his blue-black deck. He plays a turn one Hedron Crab in game two that mills me pretty much every turn, but I disregard it, burn his blockers, and crush his face. To his credit, he says he likes my playmat a lot, and will e-mail me to commission one in the near future.
[DR2] – ZEN Booster Draft #2
I immediately utilize the free draft I just won.
4 Bladetusk Boar
2 Shatterskull Giant
2 Torch Slinger
2 Kazandu Blademaster
1 Highland Berserker
1 Kor Hookmaster
1 Shepherd of the Lost
1 Burst Lightning
1 Blazing Torch
1 Windborne Charge
1 Kor Outfitter
1 Kor Sanctifiers
1 Goblin Shortcutter
1 Nimbus Wings
1 Makindi Shieldmate
1 Adventuring Gear
1 Teetering Peaks
2 Kabira Crossroads
8 Plains
7 Mountain
SB: Pyromancer Ascension, Scalding Tarn, Slaughter Cry, Ondu Cleric, Shoal Serpent, Paralyzing Grasp, Pillarfield Ox, Narrow Escape, Seismic Shudder, Molten Ravager, Bold Defense, Caller of Gales, Kor Duelist, Welkin Tern, Shieldmate’s Blessing, Sky Ruin Drake, Hedron Scrabbler
Yes, yes, I know. “You should’ve played Scalding Tarn, you idiot.”
I lose in the first round to Jason Finn. He opens both games with Kraken Hatchlings on turns one and two, soon followed by multiples of Gomazoa and the uncommon red allies. All he has to do is save his burn, Into the Roils, and Whiplash Traps for my evasive creatures, and there’s pretty much no way he can lose.
[FIN] – Aftermath, Props/Slops, and Quotes
I wait for the draft to finish, as Jason, Lampert, and Nick Larsen are all still in the draft, and we along with Jerrett, Russell, and Bernat plan to go to Portilllo’s for dinner. I watch Nick somehow bumble into victory against Jason, then Lampert. His deck features such hits as Scythe Tiger and Ruinous Minotaur in the same deck as Spire Barrage and Timbermaw Larva.
In the end, I end up 4-3 in matches on the day. Not the worst, I suppose, but I expect better from myself.
Props:
- Pastimes. While having the PTQ in the store was obviously a mistake, they handled that logistical nightmare as best as could be expected. Providing brown paper bags containing the product, pens, and lifepads was a great idea, allowing for efficient distribution of materials and randomization of sealed pools.
- WOTC R&D for making a great limited set. ZEN limited so far has been a huge step up from “lol I got Plains, Forest, Mountain, Woolly Thoctar” or “lol I have two Fireballs and an Earthquake.”
Slops:
- My messy deck registration sheet, for which Tinsley, Drake, and Zimm took turns reprimanding me throughout the day. Sorry guys!
- Anyone who showed up and didn’t shower and/or brush their teeth recently. Fuck you.
Random comments that don’t fit anywhere else:
- It’s pretty awesome how Pyromancer Ascension was in my decklist in every match I played all weekend. I was even slightly tempted to play it in that first draft.
- Rite of Replication with kicker results in some of the most hilarious (or frustrating, if you’re on the wrong side of the table) blowouts.
- Archmage Ascension really, really sucks, even in EDH.
Quotes:
“If I’m about to lose a match, I’m calling the fire department and reporting a fire hazard.” -John Knapp
enter Russell Block, with a $4 bottle of water
Jesus: “Who pays for water?” holds up his free foam cup filled with ice and water
Russell: “I DON’T DRINK YOUR, UH, PEASANT TAP WATER”
Nick Larsen attacks with Ruinous Minotaur. Jason Finn controls a Kraken Hatchling equipped with Spiderslik Net.
Jason: “No blocks.”