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By: Godot, Ryan Spain
Oct 15 2009 2:12am
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WaitingForGodotSmallest There has been a lot said about whether or not online PTQs are a good idea. I don't want to turn this into an article on why MTGO PTQs are a good idea, but I’ll just say that they are. Magic Online represents a significant portion of the Magic-playing world (30% - 40% of the overall Magic business, according to this September 2007 interview with Worth Wollpert), and the handful of legitimate concerns about an online qualifier are not enough of a reason to keep the online portion of the Magic audience from their shot at a PTQ, provided the tech can handle it. By being sealed, even live-only players can create an account and enter for thirty tickets if they want.

I hope to find the time to play in a PTQ eventually, but it is difficult for me to set aside those kinds of hours.image In the meantime, my podcasting partner, Marshall Sutcliffe, aka malachiconstant, aka "the childless guy with the awesome, supportive girlfriend," is much more likely to be able to chop out that window of time. Such was the case on Thursday, when he was able to clear the schedule and enter the first Magic Online PTQ. The format was an M10 sealed six-round “shootout.” Basically, if you finish 5-1 or 6-0 in a six-round sealed, you win entrance into another six-round sealed, and the top 8 of that draft for the crown. Yes, that’s fifteen rounds of limited if you want to win this thing.

While I wasn't going to be able to do it, I figured, why not live vicariously through Marshall, and write up a walkthrough based on his run at the Pro Tour in this historic Magic event?

Regular readers know that it takes me two articles just to make it through a three-round draft walkthrough with my usual level of detail. With Zendikar right around the corner, though, I really want to cover this walkthrough in one week so I can cover a Zendikar prerelease event for next week. This means that I will have to leave some games and/or matches as summaries, as I know he didn’t go 0-2 and drop because he sent me the names of his opponents and how he sideboarded for them (in hidden text).

I’m going in with no knowledge of how he did, so my plan is to step through the games, making each decision before seeing Marshall’s. At the end of a game, if he and I made several decisions differently or if it was a particularly interesting game, I will go back and give it the full treatment. Otherwise, I will summarize it, sometimes with an interesting decision point thrown in.

OK, let's get started! Marsh sent me his unsorted pool and his final decklist as separate files, so I can start with untarnished deckbuilding, and then compare where we both ended up. Rare check!

raresRed and black have no rares, but Guardian Seraph, Mind Spring, Garruk Wildspeaker and Birds of Paradise are all solid opens, with Garruk being pretty darn bomby. Honor of the Pure depends on white creature count, and Elvish Piper has never seemed worth it to me, although the threat of dropping creatures at instant speed during Villain's combat phase is pretty cool. The piper takes a card slot, though, so the real question is, how much mana does he have to save you to make up for his mana, card, and activation costs, and the fact that he only starts saving you mana on turn five? The answer for me is usually, “More than I expect him to,” and I pass.

So, how does the pool look? 

FullPool Marshall’s PTQ Pool

I begin by swapping out a couple of foils for regular versions from my collection, and the M10 Garruk for my Lorwyn version so that we won't have to look at card names in red. Generating a text list will be a little overwhelming but you can click on the picture for a zoomed-in version, and look up any cards you are unfamiliar with at www.mtgotraders.com.

When I see how shallow red and black are in number, I take a look to see if they are easy eliminations, and sure enough, they are. Neither has the creature depth or bombs to be a main color, but each has a potential splash in Lightning Bolt and Doom Blade that I will keep in mind, especially with a Terramorphic Expanse in the pool. Before looking closely at white, blue, and green, I check the artifacts, where we have Rod of Ruin, much better in the slower sealed than in draft, and Whispersilk Cloak, which particularly shines with green creatures, but can also protect important utility creatures from removal.

Now let's look at white, blue, and green, but with the cards that I’m not happy to play basically every time I’m in that color taken out. This could pull from view some cards that might actually make the deck in the end, depending on my playable count or archetype, but I like to condense each color down to the cards that are the argument to play that color, not the cards that I am simply willing to play in that color if I have to.

With white, I took out Silence, one Solemn Offering, Angel's Mercy, and because the white creature count is so low, Honor of the Pure. Glorious Charge and the Wall of Faith are also cut for now, but could come back later. That leaves this for white:

playablewhite The triple Pacifism and double Blinding Mage, and Divine Verdict leap out immediately, strongly suggesting that white will be a main color. Guardian Seraph is a solid flyer, and Armored Ascension is great on a big non-flyer, even with only half Plains.

Let's check blue next. I pull as unplayable Tome Scour, Zephyr Sprite, and Sage Owl. I just don't want a 1/1 flyer for 2 in my deck—the ability just isn't worth a creature that weak. Zephyr Sprite is the same weak creature without the ability for half price, and still isn't good enough. I also pull Levitation, although it could come back if I end up , where it's a solid alpha enabler with green fatties, and Coral Merfolk, which could be a 23rd card if needed but is certainly not a reason to play blue. That leaves us with this:

image

Another very strong color. Air Elemental can win games, Merfolk Looter is conventional wisdom's "best common in the set" (provided you optimize it by looting every turn), and there is card drawing, the unblockable Phantom Warrior, and Wall of Frost is a huge pain for any deck trying to race you on the ground. The great news heading into the look at green is that there is a great deck right here in , so we are freerolling with green, and we already know it has Garruk and Birds of Paradise.

Green is the color with the most overall cards, and I pulled the Mold Adders, the Regenerates, one Naturalize, Fog, Nature's Spiral, Emerald Oryx, and Elvish Piper. Enormous Baloth hasn't thrilled me in draft, but in sealed it with a Whispersilk Cloak, it's a legitimate long-game win condition. Here's what we're left with:

image

I still think white is the core, so the main question is, white-blue, white-green, and if white-green, do we add the fairly easy splash for Doom Blade or Lightning Bolt, and if so, which? Here's what my white-blue build would be:

 

 

It's a bit creature-light, but Merfolk Looter, Divination, and Mind Spring can help make up for a lower creature count by digging for extra cards, and therefore, extra creatures. It might be correct to start the Wall of Faith and bench the Solemn Offering. Yeah, I think I like that to start, bring in the offering when clear targets are presented. I don't play the Whispersilk Cloak because the evasion is mostly redundant, and the shroud isn't worth the casting and equip costs to me. This build is a strong contender that I'd be happy to take into battle.

Here's what my white-green with no splash looks like: 

 

Tough final cut for this deck. I decide to bench the Palace Guard over the Rod of Ruin. The Palace Guard loses a lot of its purpose when green brings in two Deadly Recluse, Centaur Courser, Giant Spider, Cudgel Troll, Garruk Wildspeaker for more 3/3s, and Stampeding Rhino. The deck has plenty to hold the ground without the guard, but no way to deal with Prodigal Pyromancer, Merfolk Looter, and other utility one-toughness creatures. The deck is strong enough as-is that I'm inclined to leave out the splash as a maindeck choice, but I will remember it if I play this build and face a must-kill threat that the white removal and Rod of Ruin just can't deal with, such as bringing in Lightning Bolt for a Cemetery Reaper.

So which build? The big arguments for the blue build are the additional flying win conditions, and the card drawing/looting. The big arguments for green build are the usually-better-than-overrun Garruk, the tough-to-kill Cudgel Troll, the improved ground-cloggers, and the Whispersilk Cloak that turns green fat into win conditions. It's close enough to me that either course is defensible, but since green has the legit bomb in Garruk Wildspeaker, that's where I'd start, but if I didn't have the cloak to put on fatties, I'd go with the white-blue build. After each game one I'll be asking myself whether Villain appears better equipped to handle my green strengths or blue strengths, and play the other.

So what did Marsh run? He ended up running a GW build with only a one-card difference, running the Palace Guard over the Rod of Ruin, and he saved out a white-blue version, so we're thinking basically alike to start. Now let’s find out if we’re playing alike as well.

R1G1

Villain, in , uses a Doom Blade on a Birds of Paradise-powered turn-three Giant Spider, which lets a turn-four Stampeding Rhino stick. Villain is beating down with a turn-two Black Knight and a Snapping Drake in the meantime, and drops a Wall of Bone with regeneration mana up to stop the Rhino. Hero has had double Pacifism since the opener, though, and takes over the game with an Armored Ascension (with three Plains) on the Rhino, and a Pacifism on the Snapping Drake.

imageVillain plays a steady stream of Swamps, and casts a desperation Consume Spirit at Hero and a Tendrils of Corruption at the birds, but thanks to a chumping Llanowar Elves, Villain comes up one attack short of outracing the 7/7 flyer.

R1G2

I don’t see a big benefit to switching to blue-white for this matchup, other than flyers going over the Wall of Bone and the lack of any Windstorm. Green has the benefit of double Mold Adder which will get out of hand if one hits early. I would put in 2x Mold Adder for an Elvish Visionary and, the Palace Guard.

Hero makes that exact swap, I discover after peeking behind the spoiler shields in his email.

The first interesting spot in this game is turn four. What’s your play here?

image We definitely don’t want to cast the Cudgel Troll until we have regen mana up, so the play here is to cloak up the pegasus because we can, and cast Pacifism on the Dread Warlock. Hero follows that path as well. Unfortunately, Villain answers the Cudgel Troll with a Mind Control before it can be cloaked. That’s trouble, but Hero rips a Divine Verdict to destroy his stolen creature, and continues to race.

Hero finds a Giant Spider, but it is taken down by and end-of-turn Doom Blade. Hero draws some land while Villain draws more creatures, and eventually, the race is lost.

Any more swaps for game three? We could bring in a Naturalize now that we’ve seen Mind Control, but I’m hesitant to bring in one reactive card that is only good if Villain casts Mind Control and we have the Naturalize.

R1G3

After mulling into a playable 6-carder with a turn-one Llanowar Elves a turn-two Centaur Courser, and a turn-three double Deadly Recluse, things are looking good, but Villain has removal for the courser and every subsequent relevant threat. Hero has Pacifisms for Villain’s Zombie Goliath and Dread Warlock, but his removal-proof Black Knight wielding Gorgon Flail and a second Dread Warlock go the distance in an error-free game that Hero simply wasn’t going to win.

0-1, 1-2

Certainly not how we wanted to start the tournament, this puts on heavy pressure to rattle off one heck of a winning streak. Let’s see how it goes.

R2G1

Both players mulligan to six, and Villain, playing red-white, gets stuck on two land for a few turns, but Hero can’t muster up much in the way of power to take advantage of it. Armored Ascension on Elvish Visionary is nice, but Villain shuts it down with Blinding Mage until he can find some mana. Pacifisms hit threats on both sides of the table, but Hero finally puts some power on the table in Cudgel Troll and Centaur Courser, which take over a turn faster thanks to a missed tap from Villain which allows the 4/4 flying Elvish Visionary to swing in. That puts Villain so low that his Serra Angel isn’t enough to stop the alpha strike.

R2G2

On the draw, we have these seven:

image

This hand is counting too heavily on the first few draws to be good for me to keep. Swap a Plains for a Forest and it’s a trivial keep, but I don’t want to risk it. Hero elects to take the chance and keep, though, so let’s see how that works out.

The first three draws are Whispersilk Cloak, Centaur Courser, and Giant Spider, but Villain isn’t applying any pressure, with early plays of Rampant Growth and Gorgon Flail, showing a deck switch into black-green. Hero drops the turn-three cloak, and Villain has no turn-four play despite laying a fifth land. Hero is out of plays himself unless he rips a Forest, so naturally he does just that. Mad skillz. He plays Giant Spider and passes, and all Villain can muster is another Rampant Growth. Hero pulls Elvish Visionary, and has a few options this turn. What’s your approach on this board?

image

R2G2 #1

One option is Armored Ascension, but removal and no creatures explains Villain’s actions all too well. Save the pocket rockets for when Villain is either tapped out, cardless, or appears removal-free. That leaves the aggressive play of the Centaur Courser or the dig-for-land play of Elvish Visionary. It is so important to hit some land and get this hand moving that you have to play the visionary here. If you hit a Forest, you can then cast the courser. Hero agrees and makes that play, drawing a Llanowar Elves. He equips the cloak to the spider, hits for 2, and passes.

Villain casts Liliana Vess, which he must have just drawn or she would have been played last turn, uses her tutor ability, and passes. Back to Hero, who finds another Forest on top, and with it more options. What now?

image R2G2 #2

We have to keep in mind that Villain has just queued up the card of his choice, which I would expect is removal or a bomb creature. In case of removal, I’m staying away from the Armored Ascension play. We also have enough power on board to take out Liliana, so I would start there: attack Liliana with both creatures. (Side note: Planeswalker loyalty is measured in loyalty counters, but online, they don’t visualize these counters, they simply change the loyalty number in the lower-right corner. Will this cause players to miss that they can “kill” a planeswalker with Vampire Hexmage? Not the ones who read Waiting for Godot!)

The simple mana dump after combat is to bring out the Stampeding Rhino, or we could diversify a bit and drop the Centaur Courser and either the Deadly Recluse or the mana elf. I go with the Centaur Courser and spider, which leaves us with lots of options for next turn no matter what Villain does.

Hero decides to suit up the Elvish Visionary with Armored Ascension instead, which I don't like for reasons already stated. Instead of falling to removal next turn, though, the pocket rockets draw out a Naturalize that almost certainly would have been spent on the cloak otherwise. Villain casts the Naturalize before attackers are declared, though, costing him Liliana, as Hero certainly would have aimed the 4/4 flyer at Vess and the 2/4 at Villain hade he been allowed to declare attackers before losing the aura. Instead, Vess becomes disloyal, and the Llanowar Elves hit the board after combat.

Villain untaps and drops a Stampeding Rhino, which is hardly a “bomb creature” but would appear to be what he tutored up with Vess. He suits it up with Gorgon Flail, tapping out and passing. Hero draws another Forest and we have another turn of multiple options:

image R2G2 #3

With my play last turn, we’d have the option to put rockets on a 3/3, creating a 6/6 flyer and a tapped-out opponent. As it is, despite the telegraph, I would swing with the spider and the visionary, allowing me to Divine Verdict if he blocks and still play out the Centaur Courser. Hero opts to swing with the Llanowar Elves as well. The rhino blocks and the divine find it guilty, but Hero has traded an extra damage now for a Deadly Recluse instead of a Centaur Courser.

Villain plays a land and passes, and if Stampeding Rhino is the best he could find with Liliana Vess, he should have stuck with red-white. Hero draws Guardian Seraph, and again attacks with the mana elf instead of using it to play out more total power, in this case playing the 4/4 rhino instead of a 3/4 flyer and a 3/3 vanilla:

image R2G2 #4

Villain is at 10, and Hero has 9 power on board. If he holds back the mana elf, Villain would be at 11 and Hero would have 11 power on board, a much better scenario when your opponent appears to be topdecking to stay alive. Villain, in fact, draws a land and goes to one on the next attack, and the Gravedigger he finds with his free turn isn’t enough.

1-1, 3-2

When an opponent floods that badly (and Stampeding Rhino is the best pull they can find with Liliana Vess), you are going to win without optimal play, but this was the first game so far where there were several spots with multiple angles to take, and several spots where I deviated from Marshall’s plays, so I thought it was worth a closer look.

OK, four more match wins to go!

R3G1

Hero loses the roll but has a solid keeper, especially on the draw:

imageIt proves to be a mirror match, and Hero finds another Plains and Forest early to get the hand going. Villain’s first play is a Veteran Swordsmith, and the follow-up is a Rhox Pikemaster, applying some serious pressure for someone without a turn-one or turn-two play. This sets up a tough turn-four. What’s the best play here?

image R3G1 #1

The two plays as I see it are Giant Spider, or Pacifism on the pikemaster and tapping the swordsmith. The latter play is not vulnerable to an opposing Pacifism and prevents all damage next turn, but fails to develop our board at all. If Hero plays the spider and Villain can’t deal with it, then the swordsmith has to stay back, but Hero takes 4. If Villain has a Pacifism, then the spider play is going to put Hero at 10 just like that. Still, 10 is not zero, and the fallback plan can be Pacifism/tapper until we get the Cudgel Troll online with regen mana up, so I would drop the spider here.

Hero does as well, and fortunately Villain doesn’t have the Pacifism. Unfortunately, he has a postcombat Centaur Courser and Stormfront Pegasus, and the beats are on, big time. Hero draws a Palace Guard. Now what?

image R3G1 #2

The best bet to survive now is to pacify the pikemaster and play the Palace Guard, which should take away all Villain’s profitable attacks unless he has tricks. Then if Villain is out of gas, Hero can put the pocket rockets on the Palace Guard with tap mana up, and then put the cloak on the guard for a 4/7 flying unblockable shroud guy that can block any number of creatures, which hopefully turns this game around.

Hero opts for playing out the troll with tap mana up. I like my play a little better, but this one has its merits, too, and achieves the primary goal of leaving Villain without a profitable attack next turn. It works; Villain doesn’t attack, but plays a Siege Mastodon and passes. Hero draws another Plains, makes the troll an 8/7 flyer, and goes on the offensive with it. Villain chumps with the pegasus, and on his turn swings profitably with the 3/3 and the 3/5, one of which is blocked by the spider. Then, with what seems to be a bottomless tank of gas, drops another Centaur Courser and a Blinding Mage of his own.

A Forest for Hero allows for an 8-point swing, cloaking up the troll, and dropping the Palace Guard, which can be a great one-turn Fog unless tapped by the opposing mage. Hero taps the pikemaster as expected, then Villain goes all out. What’s the block?

image R3G1 #3

With the Pacifism in hand, I’m going to martyr the guard, here. The spider can take down the swordsmith, the guard can absorb the rest, and then Hero is winning the race from there if Villain is finally out of gas. Hero makes that play as well, but of course, Villain still isn’t done, dropping Great Sable Stag before passing. This is a tricky spot. If Hero attacks with the troll and pacifies one creature, Villain will tap the tapper at end of turn, then tap the Spider before combat, and alpha for 12. Hero either has to draw a creature, or move the cloak onto the spider after combat so that only 9 damage can get through.

Hero draws Garruk Wildspeaker and uses the planeswalker to produce a 3/3 token. Now Villain needs something like Overrun, Fog, Giant Growth, Might of Oaks, or Safe Passage in order to win this race. He comes up with none of those, knocking Hero down to 1, and dying to the follow-up attack. Close one!

R3G2

Any changes? Villain has a pretty speedy deck, but it obviously drew pretty well. I don’t think the version is superior here, as that favors a longer game. This is one where if he had the Rod of Ruin main I would switch it for the Palace Guard, but as it is, that’s already the case. I don’t think I make any changes, here. Hero opted to bring in Fog for Elvish Visionary, and I can understand that temptation, as it certainly would have ensured winning the race in game one, and he’ll be on the draw, here. I’d still rather have the cantrip 1/1 to dig deeper into the deck.

Hero finds a keepable opener that happens to contain the Fog. Villain did a deck switch, moving to a white-red build, but there’s not much early offense from either side thanks to light flooding on both sides, Hero’s Deadly Recluse and Villain’s Blinding Mage and two Seismic Strikes. The game breaks wide open, though, when Hero resolves Enormous Baloth, then equips it with Whispersilk Cloak on the following turn. I told you the cloak is why I liked the green over the blue. Without it, the mage taps the 7/7 each turn and the stalemate continues. With it, the game is over in two swings (with Fog still sitting in hand).

2-1, 5-2

R4G1

This game is missing from the replay list. Hmmm…Villain chooses to play last, so Hero must have won game one.

R4G2

This game starts out slow, with Hero stuck on four lands, only one Plains, for quite a while with two Blinding Mages. There is a big slaughter involving three Deadly Recluses and a Borderland Ranger, which Villain then targets with a freshly-cast Gravedigger to dig himself out of mana problems of his own. Villain gets a fourth basic land type, pushing the splashes with a Birds of Paradise, a Rampant Growth, and the ranger.

With nothing else to do, Hero suits one of his mages with Armored Ascension to make a 2/3 flyer, and it eventually meets an Unsummon, right as Hero finally finds a fifth land and casts a Stampeding Rhino. Villain has dropped a fair number of creatures, but none of them with power above two when Hero draws Garruk Wildspeaker. What’s the plan in this spot?

imageR4G2 #1

So frustrating! The options available with even just one more Plains here are so much better than working with one. I really want to get Garruk down with protection, here, and I’d like to ramp up to his ultimate. My plan is to tap all my green for Garruk, then tap the Plains and float a white. Use Garruk’s ability to untap the Plains and a Forest, and then tap the Forest for Pacifism on the Wind Drake. Now with the tapper, Villain would have to suicide into the Stampeding Rhino just to get one damage onto Garruk.

image Hero takes a different path, tapping all Forests to cast Garruk, then making a 3/3. Fair enough, that also should protect Garruk, and we are a few turns from wanting to blow the ultimate anyway.

Villain sends Horned Turtle at the player, and Gravedigger and Borderland Ranger at Garruk. I would think this telegraphed pump, but if so, why didn’t Villain just attack with Birds of Paradise alone and pump it? Nothing to do but block and spring the trap, though. Maybe this is Pyroclasm?

Nope, Earthquake, rendering our respective choices for Garruk fairly moot, although in my plan Villain would take two extra damage, and the Wind Drake would already be pacified.

Hero casts his other Blinding Mage again, and Villain has Djinn of Wishes, which has Divine Verdict waiting for it, but not without telegraphing it because of the suspicious mis-use of Blinding Mage required. Hero finally finds another Plains, Excommunicates the Djinn, and attacks with the mage, and then uses Divine Verdict on the Wind Drake, which I don’t like. I’d rather go ahead and telegraph, or try to disguise it as an accidental click-through by spamming “undo” after passing priority precombat, or typing in “$#^%@” or whatever, because extra cards from that djinn could put the game away.

As it is, the extra cards from the Djinn end up being lands, but they do dig Villain to an Awakener Druid, and the resulting 4/5 overwhelms the overworked Blinding Mage.

R4G3

The fact that Villain has Earthquake and a slower deck make me think this is a good candidate to switch to the white-blue build. Hero apparently agrees, because this is the opener for game three on the play:

image Looks solid, just need to find an Island or two.

Hero finds another Plains instead, and begins using his Blinding Mage to tap down Villain’s turn-one Birds of Paradise during upkeep. A Sage Owl that I hate does a little bit of good, moving an Island to the top instead of two Plains or a Pacifism, and meanwhile Villain has not managed to do anything but cast the birds. With the Island drawn now, what’s the plan?

image R4G3 #1

We could just go aggro with the Air Elemental, or play the Rod of Ruin and tap down the birds again. It’s quite odd that Villain hasn’t made a play yet, and imageI don’t know how much tapping the birds is getting us, now. It is basically turning off his main-phase black spells, which doesn’t seem like enough of a reason not to just come out with the 4/4 flyer and let him have a turn.

However, Essence Scatter is a real possibility, and would help explain his lack of action despite six cards in hand. With two Plains coming up, we’ll be able to cast Air Elemental with Negate protection fairly soon, and since Air Elemental is our primary win condition in this build, I like the idea of protecting him. If I had other big threats and/or didn’t know for sure I’d be getting the mana for Negate backup, I would be more inclined to just run the elemental out there and make him have it, but countermagic explains Villain's actions so well here, I’m going to play it safe and run out the rod instead.

Hero decides to take the risk, attacking with everything and then casting Air Elemental, and sure enough, it’s met with Essence Scatter. Bummer. Villain follows with an Awakener Druid, but Rod of Ruin comes down to rain on that parade. Villain makes an Emerald Oryx, which is pretty hilarious. Deck switch FTW!

Villain’s Giant Spider is pacified and his Awakener Druid takes a dirt nap thanks to the rod, and Hero slowly takes over, not even bothering to kill the birds, instead going to the face with the rod. Phantom Warrior draws another Essence Scatter, and Hero has no blue for theNegate. Things are still well in hand, though, with the various one-point sources of damage adding up to some big chunks each turn. Villain’s desperation Sleep meets Negate, but a second Sleep resolves, buying Villain an extra turn that isn’t enough to stave off defeat.

3-1, 7-3

A nice three-round win streak to turn the tournament around. Two more wins needed for top 8!

R5G1

Uh oh, looks like another missing game. The first replay I have for this round has the clocks down by about ten minutes each and no dice roll. Hero has the option, and must have lost game one. I wish we had some info, but we’re flying a little blind.

image A third land instead of that baloth would be nice, but a keeper nonetheless. Hero finds a Plains and a Terramorphic Expanse to address the land concerns, but Villain makes an early Soul Warden, which is likely to gain him double-digit life in this matchup. After a turn-four Guardian Seraph, Villain nullifies the play with a Blinding Mage. He’s stuck on three Plains, but is making the most of them with steady life gain, a second Blinding Mage, and a Stormfront Pegasus. Suddenly, despite Villain being stuck on three, Whispersilk Cloak may be required to make any headway at all in this game, as the Blinding Mages and the Soul Warden aren’t going anywhere.

Villain finally finds a Swamp on turn 8, casts Magebane Armor, and suddenly any given weenie is a force to be reckoned with. The game drags from here with Villain gaining life and tapping all relevant threats, and Hero using his removal on whatever threats Villain manages, with one armored creature getting in there for 4. Finally, a turn-14 Captain of the Watch followed by a turn-15 Pacifism from Villain enable an alpha, and Hero takes his second match loss.

3-2, 7-5

Round six, which malachiconstant decided to play out for fun, is my easiest match walkthrough ever: Villain doesn’t show and times out.

Well, it was a solid pool and a solid effort, but Marshall came up short this time. It seems awfully tough to win a sealed PTQ without a bonkers card pool, and while this one was clearly quite good, it wasn’t quite at the insane level you want to see. Certainly a good player with a little luck can pilot a “merely good” pool to 5-1, it’s simply going to be more of an uphill battle. Hopefully, my next PTQ walkthrough will be of my own attempt!

Oliver’s Magical Beginnings

imageAnother update on Oliver, my almost-seven-year-old son who is a couple of weeks into his Magic career, since his story seems to be a more-popular segment than my boring old limited Magic theory.

He remains proudly undefeated at 6-0, including beating the 13-year-old boy next door at his first game of Magic (and who was instantly sucked in himself—I owe him a red-black deck, which were the colors he chose for a deck after playing a game). Oliver came with me to another live event at the local shop, but since it was a draft, he was purely a spectator this time. He went through his blue-white deck with Marshall, explaining what he thought of each card and how it had performed for him to that point.

He has also come up with his first card nickname. His current favorite card is Mahamoti Djinn, which he fondly calls “Sonic Boom,” because, “it looks like he’s booming out from the ground.”

Eager to try new decks, he has commissioned a monogreen deck from me, which we’ve been working on this week. He wanted to make use of his promo Rampaging Baloths, so we’re tinkering with various landfall cards, landfall enablers, and forest-loving spells like Howl of the Night Pack and Timbermaw Larva. We finished the first pass right before bed last night, and it goes for a test drive tonight. I actually think it’s good enough to crush the other decks we’ve made thus far, and since that’s likely what I’ll be playing, I’m predicting a 7-0 start and more reminders of his undefeated status, especially if sister Clara plays and it’s two-on-one.

Works for me.

Next Week

The Zendikar prerelease is coming to MTGO! And with the PTQ events moving into Zendikar sealed as the standard format, suddenly the prerelease isn’t just a quaint one-off format with no relevance past the prerelease weekend, its legitimate practice for making your way onto the Pro Tour!

Also, I’ve been working with PureMTGO on an article submission time that works for my available writing schedule, and that looks to be a Wednesday submission for Wednesday evening posting, so you can look for Waiting for Godot in the late-Wednesday article postings, basically making it a Thursday column. Then, each Thursday evening the Limited Resources podcast should be going up, so you can get a double dose of limited Magic theory each week.

Thanks for reading, and I’ll see you next time!


Godot's Article Archive / Limited Resources Podcast / Follow Godot on Twitter

32 Comments

MTGCast site malicious? by Ikoma_Aze (not verified) at Thu, 10/15/2009 - 04:59
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Hi

I've always been a big fan of your articles, and want to follow your podcast.
However whenever I try to go on the MTGCast site, it gets blocked by my office firewall, due to being a "Malicious site".

Does anyone know if there is any legitimate reason why this might be happening, as I could then query this with my IT department.

Cheers

Interesting article. My pool by Ankh (not verified) at Thu, 10/15/2009 - 06:19
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Interesting article. My pool fir that event was utter trash. Seemed to me that there were a lot of bonkers pools that made even your friends pool look weak, which is nuts. Round 1 I faced bane slayer each game but won 2/3 somehow. After that it was decks with triple lightning bolt + Chandra or etc. Either way good read and unique

Interesting article but... by JohnnyB (not verified) at Thu, 10/15/2009 - 10:26
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...I had to stop reading it after round two because your insistence on using the words 'Hero' and 'Villain' every other sentence really began to grate to the point at which it became utterly distracting from the content of the article. I'd suggest using 'me' and 'him' (even if it's not you who's playing) to make the whole thing a lot nicer to read. I hope you see this as constructive criticism rather than random flaming as I usually enjoy your articles.

Hero and Villain by NightAngelRj (not verified) at Thu, 10/15/2009 - 11:44
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Hero and Villain are terms used in Poker precisely to make things neutral. Using "him" is quite offensive if you're playing a woman. So you're just assuming no women play magic? And he's been using those terms for a LONG time, so "usually" enjoy your articles is quite misleading - it is clear that you have not read or paid attention to his other articles. And you can take that as constructive flaming if you want. :)

Well i'll admit that I've by JohnnyB (not verified) at Thu, 10/15/2009 - 14:46
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Well i'll admit that I've only read 4 of 5 of his articles, they have mostly been on the topic of limited card evaluations so perhaps this is why I haven't come across these terms before. As for being sexist, you're just being unecessarily picky, it's pretty easy to swap out 'him' for 'them' or 'her', no need to get on your PC high horse.

On the point of it being a poker reference, I have come across these terms in other contexts before, but they're not used anywhere near as frequently. It just needs a bit of toning down and the whole thing would be a lot more readable.

If if your gripe was by Paul Leicht at Thu, 10/15/2009 - 14:56
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If if your gripe was legitimate (which I really disagree with) why does it invalidate the rest of the article? Can't you like Shard, ignore what you don't care for and enjoy the rest?

Excuse me by NightAngelRj (not verified) at Thu, 10/15/2009 - 15:39
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So you've read 4 of his 5 articles, and never came across Hero and Villain before? That's a simple, straightforward LIE. As for being sexist, no, it's not unnecessarily picky, you're discriminating against nearly half of the human population. They is ridiculous, and to use her or him you'd have to ask each opponent his sex. Not to mention it wasn't even the author playing himself. You can stuff your PC high horse. YOU are the one who raised the issue of "impropriety", which I find ridiculous. I'm perfectly fine with him using any term he wants.
And "they're not used anywhere..." and what are you, a language and statistics expert? Please, spare me the biased judgment disguised as "facts". And who the hell are you to judge readability? A reader, you'll say. Yeah so am I. I also work as a professional translator, reading, typing and reviewing thousands of words every single day. And I say it's fine. So shush. :)

lol by MConstant at Thu, 10/15/2009 - 16:52
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Anyone else find this hilarious?

"As for being sexist, no, it's not unnecessarily picky, you're discriminating against nearly half of the human population. They is ridiculous, and to use her or him you'd have to ask each opponent *his* sex."

lol

To the point, I am not sure that this is the proper way to spend good Magic geekout time. The Hero/Villain thing works for me as I am so used to it from reading/writing down countless poker hands.

I don't think any type of internet flame war is needed though, as the criticism was brought up quite civilly.

Hero/Villain is clearly fine, by StealthBadger at Fri, 10/16/2009 - 03:45
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Hero/Villain is clearly fine, although I highly doubt anybody would infer sexism from putting "he" anyway.

I wasn't aware that it was poker-speak though. You learn something new every day, eh?

Wow, you really got wound up by JohnnyB (not verified) at Fri, 10/16/2009 - 07:38
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Wow, you really got wound up by this. To be honest you've set yourself up for plenty of flames with this post, not least:

"As for being sexist, no, it's not unnecessarily picky, you're discriminating against nearly half of the human population. They is ridiculous, and to use her or him you'd have to ask each opponent *his* sex."

as the other poster mentioned. An idiom regarding pots and kettles comes to mind!

And you are quite right, I do consider my view as a reader to be just as valid as your "professional translator" opinion.

Anyway, my comments were intended for Godot and I appreciate the fact that, in his statement below, they were taken as intended (constructive criticism) and I respect his decision to stick to his style. Due to the quality of his articles I imagine that I would get used to these terms eventually, but I felt it important to raise the issue as it would be a shame for Godot to put off other new readers. And yes I do consider myself a new reader after 4 articles, and no i'm not lying....

Interesting reply, but Godot by Tromack (not verified) at Thu, 10/15/2009 - 12:17
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Interesting reply, but Godot always uses the Hero and Villain thing, so I don't see why it's suddenly a problem for you. I think that it is charming. On another note, I thought this was a great article. I liked how you examined someone elses plays in addition to adding your great commentary.

Easy does it, no need for by Godot at Thu, 10/15/2009 - 16:26
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Easy does it, no need for flamey tones over what was a politely-stated, legitimate piece of feedback on the article, which I *always* appreciate.

JohnnyB is not alone, others have stated in the comments of other columns that my use of "Villain" bugged them, so it's definitely something I'm aware of. This is the first time I've used "Hero," since I've not critiqued another player's games before, so perhaps JohnnyB has read some villain-only articles and not really noticed, but the combination of the two brought it to the forefront for him.

When I first started reading a lot of poker-hand breakdowns on forums and in poker magazine articles, I actually remember finding the hero/villain designations a little odd at first myself . Pretty quickly, it became normal to me, and now it's just naturally how I think about gaming situations in my head where I am "virtually" playing as someone else, so that's what comes out on the screen.

"I had to stop reading because..." is about the most painful thing an online author can read in the comments of a piece (as I'm sure other Pure writers can attest to), though, so I do take that feedback to heart. I doubt I will change my style--I'm not even sure I *could*, since what grates on JohnnyB and others just feels so natural and "right" to me at this point--but I certainly don't begrudge honest, well-intentioned feedback on my articles.

ill admit its kind of by ShardFenix at Thu, 10/15/2009 - 13:10
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ill admit its kind of annoying but i can normally read past it as in the meat of the article far makes up for any small qualms i have

The flow of this article was by ghweiss at Thu, 10/15/2009 - 16:25
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The flow of this article was a little off due to your friend being the pilot instead of yourself. It was still a fun read. Thanks for this! Also, I too vote for no more heroes and villains.

I liked the blue build better than the green one. Garruk is excellent of course, but is a less reliable "I Win" than Mind Spring. The other card that I think is important, especially for a 6-round tournament, is Negate. If there had been a Safe Passage in the pool, then it'd be less vital, but I really like having answers to bombs in this format. The other blue cards also stack up favorably to the green ones, though it isn't too far off. The double Mold Adder should make siding into green the right choice pretty often anyway.

Whispersilk Cloak just isn't very good in either deck. You can see from the game replays that it barely did anything. I do like Glorious Charge here. The creature count is fairly high, and you have 2 Recluses that will often be saved when trading for a 2/x flyer.

R1G2 I would Armor up the Pegasus and attack. It's the only reasonable way to expect to win this game.

The problem is that you're behind on board and 2 of the 3 spells in your hand are clunky. Casting the Pacifism now effectively gives up your only efficient way to get back into the game, since you are using your whole turn to do it. You will also be at the mercy of any larger threat your opponent plays.

The payoff for casting Pacifism immediately is 4 life from 2 Warlock hits, which is nice but only relevant if you are forced into suboptimal plays in order to stay alive. You also get a chance to cast Armor and protect it with Cloak in the same turn, but you'll have to wait until you have 6 or 7 mana for that. It's a "safe" line of play, but with bleak outlook for actually winning the game.

On the other hand, if you Armor the Pegasus now, your opponent needs to kill it immediately. If he does not, you untap and equip, cast Pacifism, and take over the game. Even if he does kill the Pegasus, you still have a Troll and a Pacifism. This brings me back to my first point: after casting Troll on turn 5, you can follow up on turn 6 with Pacifism PLUS something you drew in the meantime. That level of efficiency can pull you out of a fairly large tempo hole.

Of course, neither scenario actually beats Mind Control. I think it is quite appropriate to side in 1 Naturalize :) Apparently he had Gorgon Flail too. Incidentally, G3 is an example of why I think Llanowar Elves is overrated. You can play turn 2 Courser, turn 3 Recluse + Recluse, and it just doesn't matter most of the time.

I really dont see how using by Anonymous (not verified) at Thu, 10/15/2009 - 16:54
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I really dont see how using "him" would be at all offensive. Women might be 51% of the population as a whole, but in my experince they are 5-10% of the magic-playing population, and an even smaller percentage of the tournament-going magic population. I loved the article, but I also found "hero" and "villain" a bit distracting, though not enough to really annoy me.

Good article. by First_Strike at Thu, 10/15/2009 - 17:59
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I liked the article.

I think the Hero/Villain thing is trivial, but it seems to rile people up. Maybe try ‘The Opponent’. I can see how ‘Villain’ makes it easier to write, as you can use it instead of a name and avoid attention from the grammar police.

Phew by MConstant at Thu, 10/15/2009 - 18:38
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5

I was really pleased to see that most of our plays and decisions lined up. (I am Marshall btw). I felt like I took the riskier line on a lot of the decisions. I like the idea in sealed of forcing my opponent to have an answer and not getting too cute about playing around stuff. But sometimes I might be a little too aggro with it, and I think I have some room to improve on that front. Best example is me attacking with the Llanowar Elf twice when had I held him back, I could have won a turn earlier. I felt like it was the more aggressive play at the time, but in reality casting a bigger creature would have been.

One point of contention is regarding casting the Air Elemental. I also feared countermagic, but felt like it was Fancy Play Syndrome to not just cast it. You said "With two Plains coming up, we’ll be able to cast Air Elemental with Negate protection fairly soon,". My thinking was that it could be a long time before that happened. I had WWWUU on board, and for the next two turns I had plains coming. I need another Island, and was worried about how long it would take to find it. I really felt like I ran a risk of letting him draw into countermagic/removal by that time frame if he didn't have it already. I might have undervalued the Rod Of Ruin play, I considered it neither a relevant clock nor a good play in that spot. I might have been wrong there, but I decided that I would put the pressure on and force him to have Essence Scatter or Cancel. If my next two draws had been Plains then Island, I probably would have taken your route.

@ghwiess: Good comments as always. One thing I disagreed with was your comment about Wispersilk Cloak when you said "Whispersilk Cloak just isn't very good in either deck. You can see from the game replays that it barely did anything. " It would have been pretty bad in the UW version I agree, but in the GW version it was a legitimate win condition when paired with one of the fatty creatures. You referenced that it wasn't good using the replays as evidence, but remember that there were more games than the ones shown, and also that just because it didn't "go off" in one of those games, that doesn't mean it's not legitimate. I do agree that often I would rather have a less clunky way to punch through, but when your deck has as many defensive creatures as this one did, you need a way to get in for the win.

One other comment about my round 1 opponent: as I was heading into round 6 I checked the standings and he was #1 at that time for the whole event. Running into the guy with the nut pool in the first round is annoying, but I still feel like I had a shot at 5-1, just needed to run really well, and didn't quite pull it off.

I look forward to doing more of these though, both live and on MTGO.

"My thinking was that it by Godot at Thu, 10/15/2009 - 18:57
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"My thinking was that it could be a long time before that happened. I had WWWUU on board, and for the next two turns I had plains coming."

Great point, I just thought of it in terms of having seven mana, and totally biffed that you would only have two blue. That makes it a much closer call, but man, when your blue-green opponent in M10 has done nothing all game but cast a BoP and has five mana up and six cards in hand, it is almost certain that you are up against countermagic.

The problem with waiting is that Villain will be able to keep countermagic mana up each turn at this point, so you are really looking for creatures to bait out the counters, not waiting for Villain to tap out.

I definitely play these spots more conservatively in general than you do; I just really didn't want to lose that Air Elemental in the face of fairly clear countermagic.

To me, Godot IS the Hero, and by laughinman at Thu, 10/15/2009 - 18:53
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5

To me, Godot IS the Hero, and naturally, his opponent (or maybe oponesse?) has to be the Villain then.
I fail to see where those terms could possibly hamper your ability to enjoy the article.
They're just words. Just like the other 4000 or so in the article.

Re: Whispersilk Cloak There by ghweiss at Thu, 10/15/2009 - 21:09
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Re: Whispersilk Cloak

There is only 1 creature that truly benefits from Whispersilk Cloak in your deck, that being Enormous Baloth. Cudgel Troll needs no help (win more). Stampeding Rhino has mild evasion (gets around Drudge Skeletons and chumpers) and is generally difficult to gang-block anyway. Beyond those 3 guys, you have no reason to play Cloak at all. Your deck has 2 flyers plus Armored Ascension, not to mention 2 Blinding Mage and 3 Pacifism to harass blockers. Garruk is a breaker too, of course.

My larger point here is that Whispersilk Cloak should be played only when it is actively good. I suspect you played it out of fear - which, even when warranted, does not make the card good. It is still clunky and potentially irrelevant.

Re: R2G2 Turn 6 (R2G2#3)

Just attack with the Cloaked Spider. You don't want to cast Divine Verdict this turn. It's better to get your Rhino (and Recluse) into play, then kill his Rhino with Verdict when it blocks yours next turn. This plan is more damage anyway, because your Rhino will trample for 4 when his is destroyed.

I'm fine with going with the by Godot at Fri, 10/16/2009 - 01:23
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I'm fine with going with the UW build, it's also strong, but you are underrating the cloak for the GW build. The build has limited ways to win if plan A of "make creatures that live and pacify/tap theirs" fails, pretty much coming down to Garruk, Armored Ascension, and the cloak.

Anything with three or more power and a cloak is going to get there fairly quickly in creature stalls, and anything but the troll is going to have trouble breaking through a creature stall without it. The troll is pretty great at banging away against opponents without a five-toughness creature or a regenerator, but even the baloth can be tapped, blocked with a regenerator, blocked with a deathtoucher, or gang blocked in a creature stall.

I think cloak is pretty slow and clunky for draft, but in sealed it's an easy play in almost any green deck, and is far more likely to lead to a win in this build than Glorious Charge.

Let me try by ghweiss at Fri, 10/16/2009 - 08:06
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Let me try again...

Whispersilk Cloak is not an auto-include just because the format is M10 Sealed and the deck has Forests. It is the kind of card you must be VERY sure you want, because if it isn't outright winning the game for you, it is a mulligan (and thus helping you lose).

I promise I don't have any bias against Whispersilk Cloak. I play it quite often. I would not *actively* want it here, though. Guys like Child of Night, Lightning Elemental, and Berserkers of Blood Ridge *actively* make me want Whispersilk Cloak, because they are decent but often blank, so equipping them is like drawing an extra card.

In this deck, only five creatures have power greater than 2, of which one flies, one tramples, and one regenerates. Those are all win-more scenarios. I only really want to equip Enormous Baloth, and even in his case, it's a bit of a win-more.

So if I don't want it, is it possible that I need it? I'd rather make that decision after Game 1. For example, I would side in Whispersilk Cloak *against* this deck, because it is a very decent way to play around (double) Blinding Mage and Divine Verdict. I can be fairly sure that Cloak won't be a mulligan.

The inevitable point about breaking ground stalls is somewhat spurious because, ostensibly, any card will help your position. Cloak just does it in a very literal way, which is no implication of efficiency or efficacy. Again, I'd rather make that decision after Game 1. In the meantime, this deck's removal suite and game-breakers are certainly not below average.

"[Cloak] is far more likely to lead to a win in this build than Glorious Charge."

Well, sure, but it's also more likely to lead to a loss. That's how high-variance cards work. Glorious Charge is the middle road, and will be a solid contribution to almost any game this particular deck plays. I don't like Charge in general, but it is pretty good here.

Crazy naysayers by DeckWizard (not verified) at Thu, 10/15/2009 - 21:50
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Hero and villian serve their purpose: naming the opponent without having to type out Sicksicksicksicksicksick or Spike14396920503 every time. Why anyone would have a qualm with this is beyond me. To argue picks in a draft or plays in a game makes sense, but squabbling over semantics is pointless and unnecessary.

Godot - another fantastic write up. You do a great job describing deck choices and game decisions and you are one of the few who magic writers who manages to make me feel like I'm actually playing the game myself.

My hat's off to you, sir.

Thanks, DeckWizard--or should by Godot at Fri, 10/16/2009 - 00:15
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Thanks, DeckWizard--or should I say...VILLAIN! That was you in round five, yes? I recall Marsh playing a Deck_Wizard. How did you fare in round six? Did you make the second shootout?

You could just arbitrarily by StealthBadger at Fri, 10/16/2009 - 03:51
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You could just arbitrarily assign each opponent the name of a random film/book villain! Would probably be funny for the first 2, then grating, then infuriating beyond words?

Hero/Villain is widely used by Anonymous (not verified) at Fri, 10/16/2009 - 00:52
Anonymous's picture

Hero/Villain is widely used and accepted poker terminology.

check the boards here: www.twoplustwo.com ... they use it to describe every hand.

R3G1 Turn 4: Although by ghweiss at Fri, 10/16/2009 - 10:30
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R3G1

Turn 4:

Although casting Giant Spider is the most efficient way to develop your board and preserve your life total, the problem with this play is that you can't even block if he attacks with Swordsmith. You'd need to respect Giant Growth, Glorious Charge, and Harm's Way. Divine Verdict would be no picnic either, since you've already committed 3 mana toward Whispersilk Cloak and would like to blank that card if possible.

If I were your opponent here, I'd strongly consider attacking with the Swordsmith even without a combat trick. Perhaps not. What I would know for sure is that you don't want me to attack.

Then there's the other problem of Pacifism... or Excommunicate, or another Swordsmith, or Honor of the Pure (savage!) or anything else from a third land type. Considering you already have your land drop for next turn (to enable Spider + tap), it seems much better to just cast Pacifism and activate Blinding Mage here.

Turn 5:

I agree with your friend's play. You know the opponent doesn't have a pump spell (since he would have attacked with the Swordsmith the previous turn), therefore it is safe to get the Troll out there now. Then you tap the Pikemaster, and he can't profitably attack. Since won't be attacking (or blocking), why deploy the Pacifism now when its cheapness could come in handly later?

Turn 6:

There's no picture, but I believe this is the turn where the game was almost lost. Opponent has Swordsmith, Pikemaster, Courser, Mastodon, and Pegasus. You have Blinding Mage, Giant Spider, Troll, Cloak, and 6 mana. In hand you have Pacifism, Palace Guard, and Armored Ascension. You are behind 13 to 20.

Armoring the Troll here and attacking is just bad math. The opponent is certainly going to take this opportunity to chump, knowing that the Cloak in play implies 8 unstoppable damage per turn. You still need to hit him 3 times though, and your defenses are not impenetrable, especially after investing so much in the Troll.

The safer play is to equip the Troll with Cloak and start taking 4-point chunks away. This plan requires 5 hits, but realistically, the Ascension in your hand will provide one of those hits (when slapped onto another guy). So in exchange for granting your opponent 1 additional draw step, you get to play the Palace Guard this turn. That is guaranteed to save you 3 life next turn, and provide you with an attractive target for Armored Ascension.

This would have easily won the game without need for topdecking. Opponent casts his own Blinding Mage, to which you respond by Armoring AND equipping the Palace Guard (after attacking with the Troll). Opponent has no way to fight through that, and will eventually succumb to you tapping his Blinding Mage end-of-turn, untapping, then passing the Cloak back and forth between the Troll and the Guard so as to get 4 damage in 3 more times.

Nice analysis, thanks for by Godot at Fri, 10/16/2009 - 12:06
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Nice analysis, thanks for your thoughtful replies!

I didn't even think of poker, by Anonymous (not verified) at Fri, 10/16/2009 - 11:38
Anonymous's picture

I didn't even think of poker, but I must say I immediately reacted positive to the "Hero/Villain" thing. Masking the actual players in conversation draws focus on the fact that we're analyzing a situation, not just making calls or rooting for someone.

I think of it like calling the sides "White" and "Black" in chess, even when I'm rooting for someone. I'll even do this when I'm playing.

I say stick with it.

Correction by tempesteye at Fri, 10/16/2009 - 11:49
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Worth has said (a few times now) that the article you referenced was incorrect in that statistic; either he was misquoted or he misspoke.
At that time Magic Online comprised 30-40% of all North American business. Not all total business.
Otherwise a good article, as usual.

i'm firmly in the by mrgeode13 (not verified) at Fri, 10/16/2009 - 23:16
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i'm firmly in the pro-villain/hero camp: i find it makes the whole "magical duel" thing a bit more evocative, and it's certainly handy for the author to not have to try and recall whether he played "DaNutCracka" (that still makes me chuckle) in game 1, or game 2. not being terribly into poker, i'd never read a serious analysis of a third party's play, so this article was a nice change of pace from your usual (excellent) write-ups of your own events. also, i was pleasantly surprised to find myself making many of the same play decisions you indicated you'd have made; since i began reading your articles, i've made a point of playing a bit more conservatively, which seems to have helped with the actually winning part of the game. i feel as though i'm pretty firmly in the journeyman phase of my magic development, so finding myself wanting to make those same plays was pretty gratifying. good luck in your future attempts at the ptq, both to you and your pal.

About the Hero/Villain stuff. by BoogieElAceitoso (not verified) at Sat, 10/24/2009 - 18:06
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Just to chime in on some otherwise trivial matter, I find the Hero/Villain terminology amusing, and right on the money. I don't play poker, so I'd never heard it before, so when I first read your column I thought that was your opponents nickname on MTGO, but then I got it when you started talking about the second match and there was the villain again. I remember thinking that was a cool nickname for MTGO (Villain, I mean, Hero would be too pretentious), I checked out and it's already taken.
Please continue using those terms, they're real fun.