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In the first round of the Tribal Apocalypse Player Run Event, I am paired against a Sphinx deck.
I choose to play first and keep my opening hand:

A first turn Flamekin Harbinger stacks my deck with an Incandescent Soulstoke while my opponent plays a Cloudpost. My second turn sees a second Mountain enter play followed by a second Flamekin Harbinger stacking a Nova Chaser to the top of my deck. My opponent plays a second Cloudpost. I bring in the Incandescent Soulstoke and attack for four, putting my opposition at 15 life.
My opponent then bounces a Cloudpost back to his hand with a Dimir Aqueduct. I follow with a fourth Mountain, attack for 6, and champion a Flamekin Harbinger with the Nova Chaser. My opponent acknowledges his mana issues in the chat and concedes.

My opponent chooses to play first and I keep my opening hand which isn't great but has potential given the slowness of Sphinxes (yes, Sphinges is also correct according to dictionary.com):

After my opponent plays a Cloudpost, I respond with a Mountain. He then plays an Azorius Chancery and I play a Mountain and the Stigma Lasher. An Arcane Sanctum enters play for my opponent while I play another Mountain, attack with the Lasher, and finish with a Flamekin Harbinger which brings an Incandescent Soulstoke to the top of my deck.
My opponent replays the Cloudpost and then uses an Oblivion Ring to remove my Stigma Lasher. I play a Mountain, attack for 1 with the Harbinger, and then play the Nova Chaser. On the next turn, a second Cloudpost comes into play for my opponent followed by a Wall of Denial. I attack with the Nova Chaser which is shown a Path to Exile, giving me a free Mountain and returning my Flamekin Harbinger to play and setting up my deck with a Nova Chaser as the top card. I then cast the Incandescent Soulstoke.
My opponent uses his turn to copy a Cloudpost with a Vesuva and then casts a Magister Sphinx and an Amulet of Vigor. My turn begins by drawing the Nova Chaser and seeing the following:

While the combo I discussed above with Heat Shimmer, Nova Chaser, Incandescent Soulstoke, and Flamekin Harbinger is in play, I don't believe it is the best option. Instead, I use the Soulstoke to put the Nova Chaser into play with haste championing the Harbinger, then cast Heat Shimmer, targeting the Magister Sphinx, equivalently dealing 7 damage directly to my opponent before attacking with an 11/3 trampler and a 5/5 flyer. The Wall of Denial blocks the Nova Chaser and the two Magister Sphinx collide emptying my opponent's board and dropping his life to 5. When my Flamekin Harbinger returns to play as the shimmered Chaser is exiled, I put a Rage Forger on the top of my deck.
My opponent plays a Sphinx Summoner and adds a Sphinx of the Steel Wind into his hand, but does not have the mana necessary to immediately cast it. I drop the Rage Forger and attack with the 2/2 Harbinger and 3/3 Soulstoke triggering the Rage Forger to inflict 2 damage directly. The Soulstoke is blocked by the Sphinx Summoner and my opponent drops to 1 life. I cast a Guerrilla Tactics to win the match.
Sadly, the replays of two of the three games in round two are lost to the depths of the MTGO servers. I know that I took the first game handily while my opponent returned the favor in game 2. I won the match 2-1 after the mana screw and moved on to the finals.
I win initiative and the right to play first. I keep my opening hand which is nearly perfect except for the risk of not reaching three mana:

I play a Mountain and the Flamekin Harbinger, but bypass the search for another Elemental. My opponent follows with a Swamp. I play the second Mountain, cast the Stigma Lasher, and attack for 1. My opponent plays a Swamp and a Hymn to Tourach knocking a Flamekin Harbinger and a Rage Forger to my graveyard. I attack on turn 3 with both of my creatures, dropping my opponent to 16 life and preventing him from gaining life for the rest of the game.
My opponent spends turn 3 playing a Swamp and a Chainer's Edict sending my Flamekin Harbinger to the grave. I turn my Stigma Lasher sideways to deal 2 more damage and pass the turn. A Ravenous Rats comes into play for my opponent and I discard a Heat Shimmer. I finally draw and play a Mountain

I then cast Incandescent Soulstoke before attacking with the 3/3 Stigma Lasher which are chump blocked by the Rats. My opponent casts a Chittering Rats and I return the Rage Forger to the top of my deck. I draw and cast the Rage Forger and attack with my 4/4 Stigma Lasher and my 3/3 Incandescent Soulstoke triggering 2 damage directly to my opponent. The Rats block the Lasher, but the Soulstoke gets through to drop my opponent to 9 life. My opponent concedes after his next draw phase.
Game 2 opens with my opponent electing to play first and both of us keeping out opening hands.

He opens with a Swamp and I follow with a Forgotten Cave. Another Swamp enters the battlefield before I play the Mountain and Flamekin Harbinger, bypassing the search for an Elemental. He plays a third Swamp and I attack him for 1. On turn 4, my opponent plays a Swamp and a Chittering Rats. I redraw a non-land and pass. He attacks with the Rats, uses ninjutsu to place a Skullsnatcher in play. He recasts the Chittering Rats and next turn is once again looking dismal for the home team.
After my draw and go turn, my opponent attacks with both rats and I trade the Flamekin Harbinger for the Skullsnatcher. A Hymn to Tourach knocks two useless cards from my hand and a Nezumi Graverobber enters play under my opponent's control. I finally draw a Mountain and cast Browbeat which deals 5 damage to my opponent rather than drawing me cards.
He plays a Swarmyard and attacks with his rats. I cast another Browbeat and my opponent once again chooses to lose 5 life. He attacks some more, and when I finally get a Stigma Lasher into play, he hits it with a Tendrils of Corruption.

I contemplate using the Lightning Bolt to prevent the 6 point life gain, but let it pass. It is just a matter of time before the Nezumi Graverobber is flipped and my opportunities to pull out a win are crushed in short order.
I choose to go first in game 3 and keep my initial seven cards:

Once again, I have only two lands, but the dual Guerrilla Tactics makes me smile. I open with the Forgotten Cave and my opponent responds with an Urborg, Tomb of Yawgmoth. I follow with a Mountain and cast the Stigma Lasher. He plays a Swamp and passes. On turn 3, I attack for 2 and prevent any life gain for the rest of the game, but once again fail to hit a third land by turn 3.
After playing a Swarmyard, my opponent passes the turn. I attack for 2 and pass the turn. He plays a Swamp and casts Damnation. On turn 5, I cast Guerrilla Tactics to avoid the discard. My opponent plays a Swamp and casts Hymn to Tourach which discards a Hell's Thunder and a Guerrilla Tactics dropping his life to 10. He casts a Crypt Rats and passes the turn. I draw and play a Mountain followed by a Browbeat. He takes the five damage rather than giving me three cards. On his turn he plays a Swamp and attacks for 1. I play a Mountain and the Rage Forger. My opponent plays another Swamp and attacks with the Crypt Rats. I block and he regenerates with Swarmyard. Then he plays Ink-Eyes, Servant of Oni before passing the turn.
I champion the Rage Forger with a Nova Chaser. He uses Swarmyard to regenerate the Crypt Rats and blasts away for 2 damage.

That knocks him down to 3 life and brings the Rage Forger back into play. He casts a Tendrils of Corruption targeting the Rage Forger and concedes the game.
After many weeks of trying, I completed a Tribal Apocalypse tournament at 3-0. Heat Shimmer was an all-star while Guerrilla Tactics really helped win the final game.
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2 Comments
Cool article. I went 2-1 in that event with my Birds deck (I was 1 topdeck away from beating a Cheating Eldrazi dec. If you see me in game, gimme a challenge, I'd like to play against that dec.
It was interesting. Nice article.