1.5 Tournament (T3 of 6)

Beyond Dominia: The Type 1.5/1.X Magic Mill: 1.5 Tournament (T3 of 6)

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By Brian Epstein (Briane) on Thursday, January 17, 2002 - 02:29 pm:

We had 6 people turn out for our 1.5 tournament last night: a small, but decent number. The $18 pot was to be split as $8, $6, and $4 which let us
continue in the tradition of third place earning back (at least) their entry money.

The threat at this tournament was a local player's (The Artifact Guy) mono brown deck. Everyone was viciously sideboarding for it, so much so that I had 3 Null Rods in the sideboard of *my own* artifact deck. This sort of sideboarding was looking hostile for my Workshop deck. I wanted to re-work the Workshop deck a bit, and I had wanted to shake up the metagame a little, so I decided to play WW.

But then I realized my WW is also subpar.

So I played Trix. :)

22 Island
3 Sapphire Medallion
4 Counterspell
4 Force of WIll
4 Donate
4 Illusions of Grandeur
4 Accumulated Knowledge
4 Merchant Scroll
4 Intuition
3 Brainstorm
2 Mana Leak
1 Hoodwink
1 Capsize

SB:
4 Blue Elemental Blast
3 Null Rod
3 Back to Basics
4 Masticore
1 Interdict <-- Teknologie

The field for the evening was:
Me, playing Trix
Evan, playing his still-needs-some-work BGr Nether Void deck
Jeff, playing the Dead Guy Red deck I was playing before the tournament (in hopes of intimidating people)
Josh, playing Stasis (WTF?)
Andy, playing WW after he was expected to bring his Elf deck
John, playing WW after he was expected to bring Taiga.dec

Round 1: vs. Josh w/ Stasis
Game 1:
He screws up by sacrificing the Illusions to his Claws of Gix, instead of sacrificing his Claws to the Claws. We play for a turn or two, before I
point out that "gain 1 life" goes on the stack, and on top of that, "lose 20 life" goes on the stack. He admits to the mistake, and we shuffle for Game 2.

SB: -1 of either Hoodwink or Capsize, - some combination of Merchant Scrolls and Brainstorms, +4 Masticore. I was hoping to race him.

Game 2:
I get out a Masticore and attack for 4. He plays Stasis. I pay the upkeep on Masticore (why?) for a few rounds before I realize I'm an idiot.

SB: + that Hoodwink or Capsize (why did I take that out?), - a Merchant Scroll or a Brainstorm

Game 3:
We play the waiting game, since an early Stasis makes Masticore useless. He has more counters than I do, but I try for the combo late game (without much counter back-up) and he Boomerangs the Illusions in response to "Gain 20 life." *sigh*

Games: 1-2
Matches: 0-1

At this point, I wish I had listened to someone that Stasis is the only true combo in 1.5. ;( Since it was so unexpected, I figured Stasis was going to win on the day, which gives me better tie-breakers.


Round 2: vs. Andy w/ WW
Game 1: 2 Weenies and a Crusade let him go the distance.

SB: -1 Counterspell, +1 Interdict, - Brainstorms and Merchant Scrolls, + 4 Masticore

Game 2:
He gets me down to 16, when I go back to 20 with a Swordsed Masticore. I go down to 14, when I play the first Illusions and Donate it. He can pay it for a while, so I play a second Illusions and Donate that too.

Game 3:
I Force an early Seal of Cleansing. He Seals a Masticore. I lose, though I was only 1 turn from starting to Capsize w/ buyback.

I Forced his early Land Taxes, which may have been a bad call. Thoughts?

Games: 2-4
Rounds: 0-2

The Stasis deck loses. Thus, I've played against the lowest two people, so the shallow pool pairs me up to the #3 player.

Round 3: vs. John w/ WW
ENOUGH WITH THE WEENIES!
Game 1:
This game was ludicrous. I couldn't find a Donate, so my first Illusions was played to stay alive, while he attacked for 5 each turn. After the upkeep gets high, I play a second to negate the impending loss of 20 life. The first Illusions goes away, and I Donate my second. He sends his own creature farming. I'm down to 6, and I play my third Illusions and Donate it. He continues to pay. I *CANNOT* find any bounce or search. I play my *FOURTH* Illusions and Donate that, and he finally loses, with me at 16.

At one point, I interdicted a Port on my upkeep. It didn't help too much, but it was still nice to cycle a card for blue.

SB: At this point, I realize that it's better to take out useless cards rather than taking out the search to find the SB cards. Also, I realize
that Maticore sucks; he's not blue, so I can't Force him. I had that problem at least twice.

Game 2:
He gets mana screwed.

Games: 4-4
Rounds 1-2

Going into the Top 4 are:
1. Evan, BGr Nether Void
2. Andy, WW
3. Me, Trix
4. John, WW

We relocate to Taco Bell (as per usual).

T4, Round 1: vs. Andy, w/ WW

Game 1:
I go down to 12, and up to 32. I'm back down to 10, when he can't pay. He tries to Swords his own creature, but I Force. He tries to drop a ZOrb, but I Force. I win at 10 life.

Game 2:
I draw nothing.

Game 3:
I'm at 3 when I cast Illusions. I Donate. He wins the turn before he can't pay the upkeep.

Games (overall): 5-6
Rounds (overall): 1-3

Playing for 3rd place and $4: vs. John, w/ WW
Game 1:
I win.

SB: -1 Counterspell, +1 Interdict

Game 2:
He plays an early Seal of Cleansing. I Merchant Scroll for Interdict. He's impressed. Eventually, he realizes what a bomb Sapphire Medallion is, and Seals it. I call the bluff and Interdict. He Disenchants it. In a few turns, I Donate him an Illusions. He StPs a creature, I Force. He StPs again, and I'm glad that Interdict draws a card; I Force. :)

So, I make a dollar on the night. :) A decent turn of events for a surprisingly unpolished deck.

Changes:
-1 Brainstorm, +1 Sapphire Medallion (which I don't have) or High Tide
-1 Hoodwink, +1 Capsize: sometimes, you need to bounce a creature, such as a Turn 1 Savannah Lions
-1 Counterspell, +1 Mana Leak
-3 Counterspell, +3 Mana Drain (which I don't have)

SB:
-4 Masticore, +4 Morphling (which I don't have)
I'll probably play 3 Powder Keg and a Gainsay (for Stasis).


By Brian Epstein (Briane) on Thursday, January 17, 2002 - 02:29 pm:

And here's the winner:

// Control
4 Nether Void
4 Urza's Rage
2 Firestorm
4 Pernicious Deed
2 Powder Keg
2 Diabolic Edict
2 Rhystic Tutor

// Creatures
4 Scragnoth
4 Spiritmonger

// Mana
4 Dark Ritual
4 Wall Of Roots
4 Taiga
4 Bayou
4 Badlands
4 Mishra's Factory
4 Wasteland
4 Treetop Village

SB:
1 Null Rod
1 Dystopia
3 Massacre
2 Stench Of Evil
2 Shatterstorm
4 Emerald Charm
2 Diabolic Edict


By Pernicious Dude (Pern) on Thursday, January 17, 2002 - 05:32 pm:

Stasis is all over our local 1.5.
It's like a disease.
Everybody cheers when one of them gets beaten.

Nice report.


By don on Friday, January 18, 2002 - 06:58 pm:

Very good job, Brian.

It's nice to read well-written tourney reports for T 1.5.

One strange thing: Does nobody play Survival? I do, and I have great success, because almost everybody plays beatdown.


By Brian Epstein (Briane) on Friday, January 18, 2002 - 07:41 pm:

No, no one plays Survival. I think we're going to start seeing our local metagame shook up a bit though, so I wouldn't be surprised if someone brought a Survival deck sometime soon.

On that note, I think there's a deep-seated desire among many of our players to bring a monoblack deck, but it would have to be a one-off.

BTW, email me, don. I want your opinion on a few things. And my play group started reading BDominia. ;)


By Pernicious Dude (Pern) on Saturday, January 19, 2002 - 09:33 am:

I've been tearing up our 1.5 with a black deck, more Firearms than Suicide.
I'm trying Pox next, if I can figure out how to survive Mountains.


By Ufactor (Ufactor) on Tuesday, January 22, 2002 - 09:58 am:

it's actually really easy. unless someone has a seriously tight deck, cursed scrolls and spinning darkness should take care of everything.


By !@#$ on Tuesday, January 22, 2002 - 10:13 am:

pete mac sux nutz!!


By Ufactor (Ufactor) on Tuesday, January 22, 2002 - 06:07 pm:

thanks, Brian. Texas seems to be the 1.5 epicenter of the universe, so I appreciate the vivid portal that your reports provide. props also to Evan for the refreshing new (?) deck-congrats on the win, too.


By Ufactor (Ufactor) on Tuesday, January 22, 2002 - 06:10 pm:

I'm curious about the card choices in the Nether Void deck. why no Mongoosies or Kavu Chamelions instead of/in addition to the mongers and Scragnoths? kegs+deeds seems redundant; how well did it work?


By Brian Epstein (Briane) on Tuesday, January 22, 2002 - 10:23 pm:

Actually, I'm in Gainesville, FL now until I finish up school in August. I thought I would be returning back to Texas this fall for a job, but that seems doubtful now. ;(

Nether Void, of course, isn't a new idea. There's an excellent Nether Void primer here by Matt D'Avanzo. Evan independently (?) made his, though I'm pretty sure he did read Matt's primer.

The deck had a lot of problems, and the deck that Evan played really illustrates our best efforts to plug-up some of the holes in about a week's worth of time.

The first big problem the deck had was losing to weenie rushes. Since there was no way for the deck to gain card advantage (at the time), we decided to add 2 Powder Kegs.

I don't have a good answer as to why the Scragnoths are in there over the Chameleons. The deck certainly looks like it could handle the GG in the Chameleon's mana cost, and the extra point of power could become big. We don't see much blue here, so I don't see why Scragnoth sticks around. I'll let you know if I find an answer.

The Mongeese aren't that big a deal in this deck. They would only really be good after you clear the board and have Nether Void out; in other words, they seem to be a "wins more" card. Early on, they simply trade for a creature, and it's better to 2-for-1 with Deed.

Thornscape Familiars were originally in the deck and are a cute idea, especially since the deck wants some mana acceleration in addition to the Rituals. After testing, we found that Wall of Roots is *HUGE*, though. It usually trades for a card *and* some tempo, so it's very solid.

Ghitu Encampment came out when the deck shifted more towards black. CIP tapped is a fairly big deal, and the extra man land just wasn't as necessary as we thought.

Deed is just solid, since it is the deck's only answer to enchantments. It also works well before (and after) a Nether Void.

Firestorm was added because, post Nether Void, you end up with dead cards in your hand like Ritual or (possibly) other Nether Voids. It can also work as early removal. It's just a very mana-cost-efficent way to utilize dead cards.

I don't understand why there are so many Spiritmongers, especially since he costs so much under a Nether Void.

I'm not an expert on this deck, and I think it could use a lot of improvement. However, I believe it's a solid idea.


By Ufactor (Ufactor) on Wednesday, January 23, 2002 - 10:35 am:

Null and Void decks not withstanding, the novelty of this deck is that it uses void independently of the ritual-hymn-duress-sinkhole system.

I imagine that a god draw makes it work like and old 'geddon deck:

turn2-wall of roots
turn3-nether void
turn4-scragnoth
...attack and rage to win over the next several turns.


By Pete Mac on Thursday, January 24, 2002 - 10:59 am:

Um... ???????????

By !@#$ on Tuesday, January 22, 2002 - 10:13 am:
pete mac sux nutz!!

Right......... where did this come from?


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