Neutral Ground Grinder, Tournament Report: Will, the walking dude

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By Will, the walking dude on Wednesday, August 01, 2001 - 04:40 pm:

As always, I played turbo land. This time I was trying out main deck wastelands.

The List
1 strip
2 wastes
4 tropical islands
5 forests
1 treetop village
12 islands

4 horns of greed
4 exploration
2 blessing
1 time walk
1 time warp
3 impulse
1 ancestral
4 gush
4 counter spell
4 force of will
3 thwart
3 misdirection
1 capsize
1 morphling

Round 1. Raymond playing Keeper
Game one: I drop an early exploration and play draw go for a while. Then when I have built up a bunch of counters I cast a horn of greed and win the counter war over it. Then I cast gush and replay the 2 lands netting me four cards and refilling my hand. From that point on I control the game by drawing more cards and countering his card drawers until I go infinite and he concedes.

No SB for me here.

Game two: It starts similar to game one, except for most of the game I only have 1 horn of greed. I have four explorations out though. So I get to move through my land pockets but not do anything too abusive. Eventually Raymond drops an aura fracture and blows away 4 of his own lands to wipe out my explorations. I respond by sacking a strip-mine to bring him down to 1 land. Then I top deck a gush and gush into wasteland and horn of greed. I blow up his last land and say go. Over the next several turns I get to 4 horns of greed through impulses and stuff. He is forced to lay a land every turn to try and rebuild his mana base. I blessing back my explorations so he has to sac lands occasionally as well. Eventually, trying to maintain his mana with four horns on the table is too much and he is down to six cards in his library without the mana to cast a threat and back it out with counters. I wait out the six cards and he is decked.

Round 2 Legend playing Legend blue
Game 1: I drop an early exploration and we stare back and forth for a while. I go for a morphling and win the counter war over it. Then he untaps and drops a morphling from his hand. He star at each other for a while. I have a top decking advantage since I have 8 drawing spells to his 5. I impulse into a gush and gush into a horn of greed, then I replay the gushed lands. With a horn and exploration on the table I am able to go off next turn. Legend has me keep going so he can see exactly how the combo works and concedes when I am down to 2 cards in my library. (timewalk blessing)

I side board badly trying to bring the oath engine and still keep the combo intact. This results in me having too few counters. I also replace the strips/wastes with 2 islands and a forest.
Game 2: I keep a hand with an island a forest and 2 impulse and figure I will draw into or find more land. I lay an island and then a forest. Legend figures I am mana screwed when he sees me lay a forest since if I had an island I would have played it over a forest. He counters my eot impulse and then counters an eot impulse next turn. I don't draw into more land for a while so he sits, builds up 6 counters and a morphling, casts it and kills me. While the morphling kills me I draw into a 2nd island.

At this point I could have SBed into pure counter oath and played for the draw since it is unlikely he would be able to kill me before time ran out. What I actually do is side into the main deck combo.

Game 3: Plays evenly for a while and then I make a mistake which probably cost me the game. He casts a morphling. I have a force and a counter spell in hand and 2 islands and 3 forests in play. I tap out and cast force and he mana leaks. If I had cast counter spell that would not have happened. It would not have necessarily mean I would have won, but I wouldn't have lost right there.

Round 3 Erik playing Keeper.
We split games 1 and 2.
Game 3: We play for a while. Eventually we get into a counter war over horn of greed which he loses. I am in a very good position. I have an ancestral in hand but if I cast it on my turn I'll have to discard. So I let him untap and cast it during his upkeep and he taps his five newly untapped lands and misdirects it. He draws into an island and his own ancestral and plays that one as well. From there, it just spirals out of control.

Round 4: Someone whose name escapes me with a deck that rack, hippies, and underworld dreams.
Game one: I play draw go, counter the underworld dreams and discard. Let the racks resolve and then when i am ready cast my combo pieces and win.

I don't see much of his deck so I don't side board.

Game 2: He casts a whole bunch of must counters including zurs weirding. (Incidentally, this is a great anti combo card in redundant decks that use blue). I misplay this. You may have noticed my deck has 61 cards. What I ought to have done was immediately count the size of each of our decks and then let the weirding resolve and hope he has 19 or less threats (I am sure he didn't have more than 16) and then deck him. What I do is counter the weirding and several other things which let an underworld dreams slip through. The dreams go's on to deal 19 points of damage to me before I capsize it. By then he has cast a hippie and a defense grid so I cant force or counter it.

Thinking back I realize that in all that time I only saw a few anti creature cards (I had cast a morphling and let it get edicted game one). I thought he might have sided his creature removal out. So I side in spike feeders and more treetop villages.

Game 3: I drop a 3rd turn feeder with force backup and it along with a treetop village go to town.

Round 5 Matt, (not the BD Matt) playing a well build version of sligh.
Game 1: He absolutely rolls me. He told me after the match that I had only cast 1 spell that actually did something the whole game and that it was only to counter a jackal pup.

I side in the 4 oath of druids and spike feeders.

Game 2: He cast a goblin cadet and I respond by casting oath next turn. The feeder stops his attack as well as letting me gain life. A treetop village eventually beats him down.

Game 3: This game was tense. He has sided out all his creatures for more burn (sb burn like guerilla tactics and pop). I swing with feeder and village for a while but eventually I have to sac the feeder to avoid dying. At some point in here I refuse to counter a price of progress that will bring me down to five (doing 2 damage) on the grounds that its worse than a lightning bolt. He eventually uses red blasts to resolve two cursed scrolls. At the end he has 2 scrolls racing my village. I am at 3 and he is at nine. On his turn he activates one scroll and names mountain (one card in hand) and hits me (down to 1) then he activates the other. In response I capsize with buyback one of his scrolls and pick that one out Staying at 1. He recasts the scroll and I thwart it. Then I untap capsize without buyback the other scroll and swing. On his turn he tries to recast it and I counter it, My turn I swing again. He draws a land and on my next turn the treetop village goes all the way.

So I manage to salvage a winning record from a 1-2 start. The real highlight though was getting my suicide black deck compleated with authentic JP signed flesh reavers.


By Matt D'Avanzo, the Sylvan Librarian (Matt) on Thursday, August 02, 2001 - 06:07 am:

Huh---just reading your recount of your game versus Matt Bocchio, really nice play with the Capsize to squeeze out the win--wish I could have seen that.

I'll just remind you...Undiscovered Paradise! I bet it'll rock in this deck.

So any ideas on how you would improve the deck's win % vs. insanely counter-heavy decks like LegendBlue?

--Matt


By Nate on Thursday, August 02, 2001 - 09:11 am:

Have you thought about shifting the mana base
to 2x mtn, 3x volcanic island, and one undiscovered to add 2 maindeck obliterate? This should wreck Legend Blue, but does leave you a bit vulnrable to sligh. (pop wastelands, etc.)
Just a bit of thought from an extended angle.

Cheers,
Nate


By Azhrei (Azhrei) on Thursday, August 02, 2001 - 09:14 am:

I actually like that idea a lot. The Big O is tough to SB against and pretty much wrecks anything that's counter/mana heavy.


By Matt Boccio on Thursday, August 02, 2001 - 09:52 am:

Really what happened against me was you were at 3 and you capsized my scroll at end of turn that brought you to 1 . You then topdecked the spike feeder to ensure the win because I was at 6 and you would be at 5.


By Nevyn, the Village Idiot (Nevyn) on Thursday, August 02, 2001 - 09:58 am:

Maindeck obliterate may be interesting, but I dont think i'd run basic mountains.

Whether you do or not, Matt is right. Undiscovered Paradise rocks.


By Big Blues Keeper deck on Thursday, August 02, 2001 - 04:38 pm:

Yes, and not only in this particular deck :)

But I should have said that, not Matt, so for revenge: Have you tried Sylvan Library? ;)

Cool combo deck, with 14 MD counters! That's really amazing... I've never seen a combo deck so counter-heavy. I mean, even my BBS doesn't have more...


By Spooktor Spocktor on Friday, August 03, 2001 - 12:23 am:

Nice report, you made some really nice plays. You definately have alot of counters in your deck. Whats your sideboard look like. I didn't see it posted.

I disagree with adding red for obliterate. If you want to add red you should add it for red blasts, shamans and miners. I think that you should stick with 2 colors so you stay pretty back to the basics proof cause back to the basics was a big kick in my ass when I played mono blue


By Will, the walking dude on Friday, August 03, 2001 - 11:32 am:

My SB for this event was

2 islands (replaces wastelands against mono decks)
1 forest (10 green is enouph to support explorations. When oaths and green creatures come in the deck wants more green sources)
2 treetop villages (for uncounterable beatdown)
1 gaea's blessing (agaisnt things that might side in crypts)
1 time warp (replaces strip against mono decks)
4 oath of druids (wins games against creatures)
2 spike feeder
2 spike waever


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