Showing posts with label pre-release. Show all posts
Showing posts with label pre-release. Show all posts

Monday, July 13, 2015

Magic Origins Pre-Release Wrapup

Here's a quick summary of me and my daughter's Magic Origins pre-release events:
  • #1 Blue (Me, 2-2): I play a three-color deck that should probably have excluded Blue.
  • #2 Green (My daughter, 1-3): My daughter pilots a Green-White deck that should honestly have been Green-Black.
  • #3 Black (Me, 3-0-1): I win out with a Green-Black deck that has incidental Elf synergies and great creatures at the top of the curve.
  • #4 Red (Me, 2-2): Lack of sleep starts to catch up with me as I create a Red-White deck that I frankly don't remember playing.
  • #5 White (Me, 1-2-1): In my final pre-release, I play a Red-White deck that doesn't have quite enough oomph to beat out bombs.
 Some random memorable moments:
  • Facing down Nissa, Vastwood Seer and Kytheon, Hero of Akros in one game.  They both flipped... but I managed to kill both.  Sadly, by then the game was out of reach.
  • Opening a foil Jace, Vryn's Prodigy.
  • Getting Zendikar's Roil-ed to death.
  • Suffering an attack of conscience after casting Reave Soul on my opponent's Blessed Spirits, leading to the following conversation:
    • Me: "I feel really bad!"
    • Opponent: "Huh? I don't mind.  It's just a removal spell."
    • Me: <startled> "Oh, I don't feel bad for you.  I feel bad for the poor kids I just exorcised."
    • Opponent: <stares>

Magic Origins Pre-Release #5: ... or White and Red?

The title of this report probably won't make sense unless you've read my previous pre-release report which covers a pre-release where I went Red-White.

In my final Magic Origins pre-release, I chose White, and after opening Rhox Maulers, Undercity Troll, Citadel Castellan, and two copies of Managorger Hydra, I started sleeving a White-Green deck.

And then while I was sleeving up my Forests, I found my eyes constantly sliding back to my Red pile.  The problem with my Green creatures was that they could be big but little else, and I started worrying about ways to break through, say, a board full of deathtouch creatures (a prescient sentiment, as it turns out).  And my Red cards offered ways around issues like that in the form of Akroan Sergeant, Seismic Elemental, Volcanic Rambler, and Lightning Javelin.

So I unsleeved my Forests and Green cards and replaced them with Mountains and Red cards.

  CREATURES (17)  
Akroan Sergeant x2
Ampryn Tactician
Anointer of Champions
Blessed Spirits
Cobblebrute
Consul's Lieutenant
Ghirapur Gearcrafter
Knight of the White Orchid
Prickleboar x2
Seismic Elemental x2
Topan Freeblade
Totem-Guide Hartebeest
Volcanic Rambler
War Oracle
  ENCHANTMENTS (1)  
Suppression Bonds
  INSTANTS (2)  
Celestial Flare x2
  SORCERIES (3)  
Lightning Javelin x2
Swift Reckoning
  LANDS (17)  
Mountain x7
Plains x10
  SIDEBOARD  
Aven Battle Priest
Cleric of the Forward Order x2
Enshrouding Mist
Heavy Infantry x3
Kytheon's Tactics
Mighty Leap
Yoked Ox
---
Artificer's Epiphany
Bone to Ash
Calculated Dismissal x2
Dreadwaters x2
Faerie Miscreant
Negate
Ringwarden Owl
Send to Sleep
Skaab Goliath
Soulblade Djinn
Sphinx's Tutelage
Stratus Walk
Talent of the Telepath
Turn to Frog
Dark Petition
Deadbridge Shaman x2
Fetid Imp
Nightsnare
Read the Bones
Reave Soul x2
Revenant
Shambling Ghoul x2
Undead Servant
Weight of the Underworld
---
Dragon Fodder
Titan's Strength
---
Aerial Volley
Caustic Caterpillar x2
Gather the Pack x2
Llanowar Empath
Managorger Hydra x2
Nissa's Pilgrimage
Reclaim
Rhox Maulers
Timberpack Wolf
Titanic Growth
Undercity Troll
Vastwood Gorger
Vine Snare
Citadel Castellan
Shaman of the Pack
---
Bonded Construct x2
Runed Servitor
Throwing Knife
Veteran's Sidearm
War Horn
---
Yavimaya Coast

Cobblebrute was a mistake (I put it in with the idea that it could trade with bigger threats).  I always ended up siding it out for Mighty Leap.

Round 1

My first round opponent had just come back into the game, and had a tendency to play a bit slowly as a result, taking minutes at a time to ponder the cards in his hand.  That's not entirely unreasonable, but it was admittedly a bit frustrating.

He had a ton of good cards - multiple copies of Topan Freeblade to start things off, Gilt-Leaf Winnower and  Kothophed, Soul Hoarder for later in the game - but the ones that really stopped me cold were Fetid Imp and Graveblade Marauder, which made it extremely difficult for me to trade profitably.  And just when I got rid of them... he played Macabre Waltz to start the deathtouch dance all over again.  Argh.

And so he grinded me out the first game.  I played far more aggressively the second game, and only managed to swing through to victory due to a well-timed Seismic Elemental.  At that point there were only five minutes left in the round; we started our third game, but there was no way either of us could win by the time the game went to turns.

Result: D (1-1)

Round 2

My opponent played Blue-Red... spell mastery?... using Jace's Sanctum to annoy my creatures while scrying.  For what?  I wasn't sure the first game, as I won with little difficulty.

The answer became clear the second game when he played Flameshadow Conjuring and used it to create an army of thopters that pecked me to death.  Ouch.

The third game was closer in style to the first than the second, and I got the match victory.

Result: W (2-1)

Round 3

My opponent this round played mono-White... at least that was my impression the first game during which she played Plains after Plains after Plains, and not much else.  She finally drew a Forest on turn 8 or so, but by then it was too late.

She was not so unlucky the next two games, putting down a good mix of her two colors and quickly flooding the board with cheap efficient creatures like Topan Freeblade and Undercity Troll.  And when I tried to trade with her growing army, she pulled out Titanic Growth and Might of the Masses to keep her creatures alive while mine went howling into the nether.

Result: L (1-2)

Round 4


My opponent played a Red-White deck with an extremely low curve... for the most part.  The first two games were quick affairs, with both of us trading threats and victory depending on who had drawn better removal.

I had thought that the rubber game would be more of the same... until he played a turn 4 Archangel of Tithes.  Er.  I built up my board, hoping to build enough mass to do... something... and then he played a Sentinel of the Eternal Watch and my "plan" went up in smoke,

Result: L (1-2)

Summary

With a final record of 1-2-1, my final Magic Origins pre-release was by far the worse.  I'm not sure why - the deck seems decent enough, although there are no real bombs, and perhaps that's the problem.  Or maybe I should have played Green-White after all!

Sunday, July 12, 2015

Magic Origins Pre-Release #4: Red and White... ?

Sunday morning was when I realized that I may have bitten off more Magic than I could chew.  I woke up exhausted after playing two pre-releases the day before, followed by a night of typing up tournament reports and organizing cards.  Still, the prospect of opening more packs quickly got me going through my morning routine, and by the time I got to the game store I was revved and ready to go.

I had chosen Red for my Sunday morning pre-release, and although I didn't open up anything particularly special in Red, it still had a nice mix of creatures and removal spells.  None of the other colors seemed particularly outstanding, and I finally decided that White was the best of a mediocre lot.

  CREATURES (14)  
Anointer of Champions
Boggart Brute
Embermaw Hellion
Firefiend Elemental x2
Hixus, Prison Warden
Prickleboar x2
Scab-Clan Berserker
Seismic Elemental
Stalwart Aven x2
Subterranean Scout
Volcanic Rambler
  ENCHANTMENTS (1)  
Grasp of the Hieromancer
  INSTANTS (5)  
Celestial Flare x2
Fiery Impulse
Ravaging Blaze x2
  SORCERIES (2)  
Dragon Fodder x2
  LANDS (17)  
Rogue's Passage
Plains x7
Mountains x9
  SIDEBOARD  
Akroan Jailer
Ampryn Tactician
Enlightened Ascetic
Grasp of the Hieromancer
Knight of the Pilgrim's Road x2
Kytheon's Tactics
Valor in Akros
---
Artificer's Epiphany
Aspiring Aeronaut
Calculated Dismissal
Faerie Miscreant
Maritime Guard
Negate
Nivix Barrier
Ringwarden Owl x2
Scrapskin Drake
Screeching Skaab
Send to Sleep
Turn to Frog
Blightcaster
Consecrated by Blood
Dark Dabbling x3
Eyeblight Massacre
Fetid Imp
Gnarlroot Trapper
Graveblade Marauder
Nantuko Husk
Nightsnare
Priest of the Blood Rite
Rabid Bloodsucker
Reave Soul
Returned Centaur
Tormented Thoughts
Touch of Moonglove
Unholy Hunger
---
Bellows Lizard
Chandra's Fury
Infectious Bloodlust
Magmatic Insight
Smash to Smithereens
Titan's Strength
Aerial Volley
Dwynen, Gilt-Leaf Daen
Elvish Visionary
Hitchclaw Recluse
Joraga Invocation
Leaf Gilder
Llanowar Empath x2
Might of the Masses
Sylvan Messenger
Titanic Growth
---
Blood-Cursed Knight
Shaman of the Pack
Thunderclap Wyvern
---
Alchemist's Vial
Bonded Construct
Guardian Automaton x2
Ramroller
Sword of the Animist
War Horn x2


Round 1

After some initial jousting my opponent played Nissa, Vastwood Seer.  Oh.  He quickly managed to flip her and awaken her 4/4 elemental, which was problematic.  Fortunately Subterranean Scout snuck a Goblin token by his defenses to destroy Nissa, and after a turn or two I stabilized.

That's when he played Kytheon, Hero of Akros with enough spare mana to protect him with indestructibility.   And that was that.

Luckily the next two games went more in my favor with my opponent unable to mount the crush of threats that he had managed game 1, and I pulled out the match victory with my big red creatures.

Result: W (2-1)

Round 2

I've blacked out this round.  Here's what I remember:

Result: L (0-2)

Round 3

Nothing too notable about this round, in which I faced a younger player with a Blue-Red deck.  His deck had lots of ways to stall, but no real way to deal with my creatures permanently.

Result: W (2-0)

Round 4


I actually don't remember much about this round, during which I realized I was starving and hadn't eaten breakfast (or much of a dinner the night before).  We split the first two games, and game 3 found me stuck on four mana holding a hand of five-cost creatures (Hixus would have been particularly useful).  By the time I drew my fifth land it was too late.


Result: L (1-2)

Summary

I ended up going 2-2 overall, which seems right for a sealed pool that was neither particularly terrible nor noteworthy.  The most notable thing about this pre-release?  I discovered how much I enjoy destroying my opponents Planeswalkers.  Seriously, it's fun.

Saturday, July 11, 2015

Magic Origins Pre-Release #3: What's Black and Green All Over?

Elves! Elves are Black and Green all over!

Okay, I admit that I was half-hoping that the foil Jace, Vryn's Prodigy that I opened in my first pre-release was a sign that my daughter and I would open up every single foil planeswalker in our five pre-releases.

That dream was quickly dashed... and yet the cards I did open seemed decent enough.  Priest of the Blood Rite and Outland Colossus are beatings, the Elf sub-theme seemed reasonably supported, and I even had decent removal in my colors.

  CREATURES (17)  
Deadbridge Shaman x2
Fleshbag Marauder
Gnarlroot Trapper
Hitchclaw Recluse x2
Leaf Gilder
Llanowar Empath
Nantuko Husk
Outland Colossus
Priest of the Blood Rite
Rabid Bloodsucker
Rhox Maulers
Shaman of the Pack
Thornbow Archers
Undercity Troll
Yeva's Forcemage
  INSTANTS (2)  
Cruel Revival
Titanic Growth
  SORCERIES (4) (4)  
Read the Bones
Reave Soul x2
Wild Instincts
  LANDS (17)  
Forest x8
Swamp x9
  SIDEBOARD  
Auramancer
Aven Battle Priest
Blessed Spirits
Charging Griffin
Enshrouding Mist
Hallowed Moonlight
Healing Hands
Kytheon's Tactics x2
Mighty Leap
Murder Investigation
Stalwart Aven
Suppression Bonds
War Oracle
Yoked Ox
---
Aspiring Aeronaut
Calculated Dismissal
Claustrophobia
Deep-Sea Terror x2
Faerie Miscreant
Harbinger of the Tides
Maritime Guard x2
Negate
Nivix Barrier
Screeching Skaab
Sphinx's Tutelage
Tower Geist
Whirler Rogue
Gnarlroot Trapper
Infernal Scarring
Nantuko Husk
Nightsnare
Read the Bones
Tormented Thoughts
Weight of the Underworld x2
---
Acolyte of the Inferno
Akroan Sergeant
Bellows Lizard
Cobblebrute
Demolish
Dragon Fodder x2
Enthralling Victor
Ghirapur Gearcrafter
Infectious Bloodlust
Molten Vortex x2
Ravaging Blaze
Scab-Clan Berserker
Smash to Smithereens
Titan's Strength x2
Volcanic Rambler
---
Herald of the Pantheon
Might of the Masses x2
Angel's Tomb
Brawler's Plate
Chief of the Foundry
Guardian Automaton
Guardians of Meletis
Meteorite
Veteran's Sidearm
Evolving Wilds x2

In retrospect, using Gnarlroot Trapper was a mistake: the card simply doesn't hold up against... well... any threat, and my deck wasn't Elf-themed enough to justify his inclusion. After the first game of each round I inevitably sided him out in favor of a Weight of the Underworld.

Round 1

My opponent played a scary card in both games: Sphinx's Tutelage. But although he had some removal spells he was low on other threats, and Sphinx's Tutelage only milled me for more than two cards once.  That left me more than enough time to smash on through with my bigger creatures.

Result: W (2-0)

Round 2

My opponent this round had recently made top 8 at Grand Prix Providence, so I knew this round would be tough. He subscribes to the theory that "threats are better than answers," so I knew what to expect from his deck: creatures, creatures, and more creatures.

Fortunately I had a better creature game 1: Priest of the Blood Rite and his 5/5 flying pal.  But game 2 was not so easy; we both built up our boards until he simply overwhelmed me with the help of Liliana, Heretical Healer.

And so it came down to game 3.  I sided in Guardians of Meletis and hoped for the best.  And at first it seemed as if I would cruise to an easy victory with an early renowned Undercity Troll and a turn 5 Outland Colossus.  He stabilized before I could beat him down too far though, and the game turned into a stall.

Guardians of Meletis saved me, preventing threats such as his Rhox Maulers from getting through.  I played the patient game, saving my two Reave Soul for Pharika's Disciple and Liliana, and after a long long LONG game I finally drew Shaman of the Pack to bring him from seven life down to two. Then I simply crashed on through for his last bits of life.

Result: W (2-1)

Round 3

I ran quickly out the gate for both games in round 3, quickly outclassing his Topan Freeblade with my five-drops.  However, during the first game I was unaware that he held a Celestial Flare... or two... or (as it turns out) five.  I was lucky enough to push through enough damage anyway, and I played far more patiently the second game, making sure to never attack with a big threat unless it had a smaller buddy to die for it tag along.

Result: W (2-0)

Round 4

There were four undefeated players left (including me).  We all agreed to intentionally draw and split the top 4 prizes.

Result: Draw (ID)

Summary

And so my deck won out!  What did I learn?
  • Reave Soul is an amazing removal spell in this format, since there are so many low-cost threats.
  • The paucity of efficient removal means being able to go over the top some way... some how... is essential. 
  • Magic Origins is full of minor synergies that can provide enough incremental advantage to win you the game.  Ignore them at your peril.
Two more pre-releases to go!

Magic Origins Pre-Release #2: My Daughter Plays Green

I could have sworn that my daughter had said that she wanted to play White, but she insisted that she had said Green ("because I like smashy things"). So a few days before the pre-release we darted into the game store to rectify my egregious error.

A week of summer camp had worn her out completely, so it was a good thing that she had slept for 12 hours the night before the pre-release.  And so it was a refreshed little girl that opened her box and squealed as she opened an Archangel of Tithes.  "I'm going white!" she declared, and that is exactly what she did.

  CREATURES (16)  
Ampryn Tactician
Archangel of Tithes
Citadel Castellan
Dwynen, Gilt-Leaf Daen
Dwynen's Elite
Leaf Gilder
Llanowar Empath x2
Pharika's Disciple
Rhox Maulers
Stalwart Aven x2
Valeron Wardens x2
Undercity Troll
Yeva's Forcemage
  INSTANTS (3)  
Titanic Growth x3
  SORCERIES (2)  
Wild Instincts x2
  LANDS (17)  
Evolving Wilds
Forest x10
Plains x6
  SIDEBOARD  
Akroan Jailer
Blessed Spirits
Hallowed Moonlight
Healing Hands x2
Heavy Infantry x2
Kytheon's Tactics x2
Mighty Leap x2
Murder Investigation
Totem-Guide Hartebeest
Yoked Ox
---
Calculated Dismissal
Disciple of the Ring
Disperse x2
Dreadwaters
Faerie Miscreant
Negate
Screeching Skaab
Send to Sleep x2
Separatist Voidmage
Skaab Goliath
Sphinx's Tutelage
Stratus Walk
Tower Geist
Whirler Rogue
Deadbridge Shaman x2
Eyeblight Massacre
Fetid Imp
Infernal Scarring
Reave Soul x2
Shambling Ghoul
Thornbow Archer
Undead Servant
---
Acolyte of the Inferno
Cobblebrute x2
Ghirapur Gearcrafer x2
Lightning Javelin
Mage-Ring Bully x2
Molten Vortex
Prickleboar
Seismic Elemental
Smash to Smithereens
Volcanic Rambler
---
Pharika's Disciple
Sylvan Messenger
Timberpack Wolf
Vine Snare
Blood-Cursed Knight
Iroas's Champion
---
Brawler's Plate
Guardian Automaton x2
Pyromancer's Goggles
Ramroller
---
Caves of Koilos

I don't know if Green/White was her best choice - I think Green/Black was a better bet - but all that mattered was that she was happy with what she had in her deck.

Note: I do my best not to watch my daughter play, as it causes me a fair degree of internal anxiety. So the quotes below are all I know about her matches.

Round 1

"I got destroyed by some big hydra! At least I got to play my angel!"

The 'big hydra' was a Managorger Hydra.  Yikes!

Result: L (0-2)

Round 2

"He got mana screwed."

Result: W (2-0)

Round 3

"I got mana screwed."

Result: L (0-2)

Round 4

"Claustrophobia beat me!"

Result: L (0-2)

Summary

And so went my daughter's pre-release!  I'm not sure she learned much - my efforts to teach her to be more analytical about her results seem to have been for naught - but she definitely had fun (note that she opened three mythics), and that's all that matters.

Oh, and her participation pack contained a Goblin Piledriver.  Score!

Magic Origins Pre-Release #1: No Reason to Feel Blue

The first thing I saw when I opened my pre-release box was a foil Jace, Vryn's Prodigy.  I took that as a good sign, and resolved to play Blue no matter what.  I am superstitious, and not playing a foil planeswalker feels like blasphemy against the Magic gods.

In retrospect, perhaps it would have been better to be an atheist.  Both White and Green had decent creatures with top-end forces like Kytheon's Irregulars, Rhox Maulers, Sentinel of the Eternal Watch, and Gaea's Revenge.  Red had some good removal.  Eventually I decided that creatures were better than removal, and built a Blue-Green-White deck.

  CREATURES (18)  
Bounding Krasis
Elvish Visionary
Gaea's Revenge
Hitchclaw Recluse
Jace, Vryn's Prodigy
Jhessian Thief
Kytheon's Irregulars
Leaf Gilder x3
Rhox Maulers
Sentinel of the Eternal Watch
Separatist Voidmage
Sigiled Starfish x2
Topan Freeblade
Undercity Troll
Yeva's Forcemage
  ENCHANTMENTS (2)  
Claustrophobia
Stratus Walk
  ARTIFACTS (1)  
Alchemist's Vial
  SORCERIES (2)  
Anchor to the Aether
Tragic Arrogance
  LANDS (17)  
Evolving Wilds
Forest x6
Island x6
Plains x4
  SIDEBOARD  
Akroan Jailer
Auramancer x2
Charging Griffin
Enshrouding Mist
Healing Hands
Knight of the Pilgrim's Road
Kytheon's Tactics
Mighty Leap
Stalwart Aven
Totem-Guide Hartebeest
---
Maritime Guard x3
Nivix Barrier x2
Ringwarden Owl
Thopter Spy Network
Tower Geist
Watercourser x2
---
Dark Dabbling x2
Deadbridge Shaman
Infernal Scarring
Macabre Waltz
Nightsnare
Read the Bones
Returned Centaur
Thornbow Archer
Touch of Moonglove
Unholy Hunger
Weight of the Underworld
Act of Treason
Avaricious Dragon
Bellows Lizard
Boggart Brute
Chandra's Fury x2
Cobblebrute
Demolish
Fiery Impulse x3
Flameshadow Conjuring
Goblin Glory Chaser
Mage-Ring Bully
Ravaging Blaze
Skyraker Giant
Subterranean Scout
Titan's Strength
---
Orchard Spirit
Sylvan Messenger x2
Timberpack Wolf x2
Blazing Hellhound
Zendikar Incarnate
---
Alchemist's Vial
Guardian Automaton
Guardians of Meletis x2
Helm of the Gods
Prism Ring
Ramroller
---
Foundry of the Consuls
Mage-Ring Network

My overall strategy: cheap drops to stall the board, Sigiled Starfish and Jace to craft my hand, and my big creatures to close the game out. It sounded okay in concept, but the execution seemed variable due to being in three colors.  And the lack of any instant-speed tricks (other than Bounding Krasis) made me uneasy.

Round 1

I played against a Red-White Aggro deck, full of two and three drop creatures.  The first game was a desperate scramble to stabilize after my opponent played Kytheon's Irregulars on turn 4.  By the time I drew Tragic Arrogance, it was too late; I held on for some turns after that but was unable to withstand his second round of creatures.

Game 2 went far better for me, with my early creatures stalling his out.  On the last turn I flipped Jace into a planeswalker and also played a Sentinel of the Eternal Watch, and my opponent scooped.

Game 3 was an uphill battle after my opponent played a turn 1 Anointer of Champions followed by a turn 3 double-striking Iroas's Champion.  I eventually slowed his attacks with a Rhox Maulers, but after that I drew into a run of lands while he played creature after creature until he had the victory on the board.

Oh well!  At least the games were competitive.

Result: L (1-2)

Round 2

It's not a bye, it's a free win!

Result: W (Bye)

Round 3

My opponent crushed me in two games with a Blue-Red deck, and although both games lasted a while, I never really had a chance to win. He had spot removal and bulky creatures to deal with my early game, and Soulblade Djinn and smaller evasive creatures to whittle me down.  After this round I realized that my deck was not well situated to deal with a mid-range deck, as my early threats weren't dangerous enough and my late threats could be carefully picked off with spells like Claustrophobia.

Result: L (0-2)

Round 4

My opponent this round was also playing a Blue-Red deck, but his deck was more aggressive than my Round 3 opponent's, and that made the matchup more favorable for me.  I won both games stalling him early before taking control late with Kytheon's Irregulars and Sentinel of the Eternal Watch.

Result: W (2-0)

Summary

In retrospect I don't think playing Blue was the right choice - Jace or no Jace - as the cards simply weren't strong enough.  Still, in seven games I only got stuck without a color I needed once, and I wonder if three-color is more viable than people think.  Sure, the risks are there - but the risks can be mitigated with a careful consideration of how to splash that third color, and the rewards can be magnificent.

And: foil Jace!  That makes up for a hell of a lot.