Invasion Pre-Release Tournament Report

Beyond Dominia: The Limited Magic Mill: Invasion Pre-Release Tournament Report

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By Ktulu, the Resident Ninja and Bodyguard (Ktulu) on Monday, October 02, 2000 - 03:47 am:

I attended an Invasion prerelease tournament today at a local card shop. I had a strong deck, and went undefeated in matches. My game record was 16-6 (I lost one game in every match except the first match and the final match). There were 22 people playing in the tournament. Here are the cards I got (1 Tournament Deck and 2 Boosters):

6 Plains
Orim's Touch
Prison Barricade
Obsidian Acolyte
Angel of Mercy
Capashen Unicorn
Restrain
Benalish Lancer
Ardent Soldier
Dismantling Blow
Shackles

5 Island
Prohibit
Opt
2 Shoreline Raider
Dream Thrush
Fact or Fiction
Sky Weaver
Crystal Spray
Faerie Squadron
Barrin's Unmaking
Probe
Phantasmal Terrain
Worldy Counsel

6 Swamp
Scavenged Weaponry
Exotic Curse
Urborg Skeleton
Urborg Phantom
Nightscape Apprentice
Reckless Spite
Duskwalker
Cursed Flesh
Plaguespitter
Dredge

6 Mountain
Tribal Flames
2 Hooded Kavu
Rogue Kavu
2 Scarred Puma
Stun
Thunderscape Apprentice
Viashino Grappler
Ancient Kavu
Turf Wound
Kavu Scout
Savage Offensive

6 Forest
Vigorous Charge
Wandering Stream
Harrow
Serpentine Kavu
Nomadic Elf
Explosive Growth
Pincer Spider
Quirion Trailblazer
Quirion Elves
Treefolk Healer
Kavu Titan
Might Weaver
Restock

Salt Marsh
Irrigation Ditch
Sulfur Vent
Blazing Specter
Crosis, the Purger
Slinking Serpent
Recoil
Armadillo Cloak
Frenzied Tilling
Galina's Knight
Yavimaya Kavu
Ordered Migration
Horned Cheetah
Stand/Deliver
Troll-Horn Cameo
Alloy Golem

Looking at this, I noticed I had a strong gold theme going with Crovis and Blazing Specter. I tried to put in as many good creatures as I could and rounded it out with as much disruption as was available, with a little direct damage and library manipulation. This was my final result:

Land:
Salt Marsh
5 Island
5 Mountain
4 Swamp

Black:
Reckless Spite
Nightscape Apprentice
Urborg Phantom
Exotic Curse
Urborg Skeleton
Scavenged Weaponry

Blue:
Sky Weaver
Fact or Fiction
2 Shoreline Raider
Dream Thrush
Opt
Prohibit

Red:
2 Scarred Puma
Stun
Thunderscape Apprentice
Rogue Kavu
2 Hooded Kavu
Tribal Flames

Gold:
Slinking Serpent
Recoil
Crosis, the Purger
Blazing Specter

My green was strong, but I definitely did not want 4 colors. This version is after i played 5 rounds and changed the deck around a little. Probe used to be in there, but it usually didn't have too much effect. I used to have more spells and less creatures, but many of the spells didn't work too well anyways so I replaced them with more creatures. The MVP of the deck was definitely Blazing Specter. What a broken card, especially in this format!!! There were so many games that I wish I had a Dark Ritual to cast him on the second turn. Many times he had Scavenged Weaponry on him and secured me the one. I only got Crovis out 3 times, and didn't really get to use him twice. But, he provided me with the final 6 damage I needed in the final game. Opt is also a very good card. Reckless Spite turned out to be a lifesaver many times, as did Recoil, both excellent cards. Recoil could appear in Black/Blue constructed decks even! Rogue Kavu and Tribal Flames were strong in the limited environment, but probably won't see constructed play. Overall, it is a great set! Fun to play with some interesting cards, especially in sealed deck! Not all that much for constructed decks, but oh well!


By Rakso, the Patriarch and Rules Ayatollah (Rakso) on Monday, October 02, 2000 - 08:55 am:

Hmmm... I would've gone your general route except for a few cards.

1) I'm wondering if your land count is the best... 15 land with 3 colors?

2) I would've de-emphasized a third color if only to put in big evasive creatures like Faerie Squadron and Duskwalker.

3) I would've cut some of the weaker spells like Stun and Scavenged Weaponry, though the latter may be useful given your flyers. You're rather creature light. At the very least, I would've used Alloy Golem and others for Scarred Puma as you don't have that many black creatures that are supposed to attack.

4) Probe served me well as I always discarded spare land, made my opponent discard cards he was holding back, and it helped me smooth draws to draw into spells or land of the right colors.


By Ktulu, the Resident Ninja and Bodyguard (Ktulu) on Monday, October 02, 2000 - 08:58 pm:

Well, I played quite a few test games during the 1 hour deck making time, and went from 17 to 14 to 16 to 15, and decided it was running well there. I only had one spell that needed more than one colored mana, (Reckless Spite), and I only got mana screwed one game out of 22. And originally, I had less black cards, but I would never have the right mana to play the cards I needed, so I took out a few cards and added more black. I used Stun just to gain card advantage most of the time while dealing damage, except once with the Blazing Specter where I stunned a Razortooth Griffin, laid the Specter, and attacked for the kill. Alloy Golem was in the deck, but he was just too slow. My creatures were mostly small and fast, and I usually finished off with flyers or after Recoiling or Tribal Flaming his blockers and mass attacking. Probe just didn't work all too well, probably because I was a little mana light. It was okay for a few games, but only because I played the kicker and had the Specter on the table and took out the dude's hand basically. Other than that, I ended up losing a creature usually, which I never wanted to do.


By Rakso, the Patriarch and Rules Ayatollah (Rakso) on Tuesday, October 03, 2000 - 03:05 am:

I don't see how Stun can gain card advantage as I figure it's most useful against a blocker to buy time, but not card advantage. In the situation with the Griffin, had you drawn another card, it may have helped for the win, too, and may have been more consistent in other situations.

Anyhow, about the 1 colored mana, I meant you could've shifted it a bit to use 2 colored mana spells since you get a few good ones.


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