2019-02-14

2019-02-14 Iron Buffalo 2-1 with Mono W Emeria

Decklist: https://www.mtggoldfish.com/deck/1534030#paper

I figured with the heavy midrange meta at the store, my mono W Emeria deck would be able to exploit that by grinding opponents out with overwhelming value.

Some thought was given to netdecking Tim Rood's BW Smallpox deck since he posted it to reddit, since that would have been hilarious.

Round 1 vs bye (we'll call it 0-0)
Apparently I wasn't signed up :|

Round 2 vs John on mono G Tron (0-2, 0-1)
Game 1 he has turn 3 Tron and I scoop it up.
Game 2 I pressure him, take him off Tron with Field of Ruin + Surgical, but the O Stones delay long enough for him to find a 7th land to chain Karns. Fuck that deck.

Round 3 vs Tim on BW Planeswalker Smallpox (2-0, 1-1)
Basically the deck I was hoping to play. Just ground him to dust. His efficient removal lines up really freaking poorly vs my value creatures, many of which effectively replace themselves with other cards.
Game 1 he hits me with Gideon of the Trials once, I gain 4 life off the back of a Lone Missionary, then manage to gain 16 life from each of my 4 Kitchen Finks. My board is way wider than 4 Spirit tokens and he's unable to pressure me at all with Liliana.
Game 2 he puts a lot more pressure on me with a couple Gideons, Allies of Zendikar (I think that's the plural form). He Surgicals my Squadron Hawks which seems awkward but is probably actually correct- makes his Liliana of the Veil relevant and prevents that slow recursion. After chumping Gideon for several turns, I stabilize with a Sun Titan to get in front of Gideon, and trade off fliers with his anthem'd Souls tokens. Active Emeria and Sun Titan close the deal.
Both games his Gideon of the Trials was able to keep my biggest dude at bay but that's not a big deal when I've got two small dudes ready to keep those planeswalker loyalties down. Also Gideon of the Trials +1 is ... subpar versus Sun Titan lol.

Round 4 vs Alex on Grixis Death's Shadow (2-1, 2-1)
I actually feel pretty good about this matchup, as long as they don't see a Temur Battle Rage.
Game 1 he sees a Temur Battle Rage
Game 2 I Surgical a Faithless Looting (not the best of plays) and get to see what he's handling: Anger of the Gods, Snapcaster Mage, and Lightning Bolt. I chump his Gurmag Angler for a bunch of turns, Field of Ruin away his second red source, topdeck a Field of Ruin as my sixth land, drop Sun Titan to get my first Field of Ruin back, then next turn send his manabase back to the stone age. He has two Death's Shadows swinging into my chumps, but no TBR to push damage and I Dusk away both DS and my Sun Titan, leaving my dudes clear to get the last point of damage.
Game 3 he doesn't have an early DS. He manages to get past the two Blessed Alliances in my opening hand, but then Sun Titan comes down and he trumps Gurmag Angler all day every day. Lot of decks in modern just can't beat a 6/6 lol.

Thoughts:
  •  Made a meta call, got rewarded (in 2/3 rounds). Drew poor hands vs the Tron opponent - no early GQ, no turn 3 FoR.
  • Not sure whether I still like 2x Thalia in the main
  • I love playing this deck. Getting value out of Squadron Hawks and Pilgrim's Eye is amazing. Punishing greedy GDS manabase with multiple FoR also great. Recurring Squadron Hawk? fantastic. Shuffling my library twenty times per game? wonderful
  • To anyone who loves value, I recommend picking up the deck. It doesn't cost too much, with $142 of its quoted $314 value on MTGGoldfish coming from Surgicals alone.

2019-02-09/10 GP Toronto 2019 stuff

Introduction:

There aren't a ton of details about decision making during the games themselves. I didn't see a ton of GY hate but if I did I mention it. So in lieu of talking about individual games, I'm going to try writing up a primer about the deck with very brief descriptions of the matches.

Decklist: https://www.mtggoldfish.com/deck/1644081#paper

Building the deck:

Agents of Dread-ge
  • Dredge # is the most important line of text on most of the dredge cards.
  • There's only one card each for Dredge 6, Dredge 5, and Dredge 4. Golgari Grave-Troll (Mr. 6) is banned, so we don't play him/it/that card.
  • Mr. 5 (Stinkweed Imp) is legal so we play 4 of this guy. Also sometimes he attacks and blocks.
  • Mr. 4. He's okay, but never the first guy we call in for a job. He's got two abilities that interact with the graveyard, so the opponent is basically never incentivized to kill him. If the death trigger ever does go off, it can get a Narcomoeba trigger but that like never comes up. Lists run 1 or 2 of this guy and I went with 1.
  • At Dredge 3 is where card options technically open up. Ms. 3, or Life from the Loam, is the all-star of the bunch. She's the Dredger that pulls a ton of weight despite not being as buff and intimidating as the higher Dredge agents. She hooks us up with additional lands past 2, Bloodghast triggers, and huge Conflagrates for when you want to send a message.
  • As for Mr. 3, Darkblast is decent but situational so it's played as a 1-of in the main, with most lists sideboarding a second copy. The other Dredge 3 cards are bad - they don't do anything, cost 3+ mana, and if we wanted a do-nothing card that still has Dredge text we could be playing strictly better Mr. 4.
  • Dredge 2 has 5 options and is where we see hypothetically playable utility cards. Golgari Brown-Scale used to be in sideboards but then Creeping Chill is way better. Necroplasm requires BB, is cute, but would need a very specific meta to be good. Dakmor Salvage is a card that people sometimes play but you won't catch me playing this card ever. It supposedly guarantees you land #2 (eventually) if you are forced to keep a 1 lander, but in that scenario the odds are very much against you. Firstly, Dakmor Salvage comes in tapped, so it won't actually do anything until turn 3+. Secondly, it only taps for black so it doesn't help cast any of the important spells (casting any black spell in Dredge is already one of your bad/unfavored games). Thirdly, as a result of point 2, the one land you keep needs to be RG-producing, further restricting keepable hands. Lastly, it has Dredge 2, which only does half the work of that no-good womanizing Mr. 4 so Dakmor Salvage is pretty garbage at that too.

Enablers
Payoffs
Eh maybe I'll write these sections up later.

Gameplay:
Opening hand / mulligans:
  • VERY IMPORTANT: two lands, at least one of which produces green (not 2x Mountain, 2 Blood Crypt)
  • VERY IMPORTANT: dredge enabler: Shriekhorn or Faithless Looting
  • Good but not necessary: dredge card IF hand also has Faithless Looting or Cathartic Reunion
  • Good but not necessary: dredge payoffs that can be discarded (Prized Amalgam, Bloodghast)
  • AS FEW AS POSSIBLE: payoffs that you don't want to be paying mana for (Narcomoeba, Creeping Chill)
  • For instance, in one game I drew an opening 7 with 3 Creeping Chill which was effectively a mull to 4 already
  • In post-board games you need to see hate cards in your opener or else you're counting on the top ~5 cards from looting effects, since the game plan aims to never draw another card naturally
Early turns:
  • "One in the bin is worth two in the hand"
  • Trying to pretty much dredge Stinkweed Imp as much as possible. Dredge other cards if Stinkweed is not available.
  • Turn 1: Shriekhorn or Faithless Looting. Shriekhorn puts more cards into the graveyard, but doesn't get rid of any dredge cards sitting in the hand
  • Best t1 Faithless Looting would be discarding Stinkweed Imp and another useful card (dredger or Prized Amalgam). Okay Lootings involve discarding Life from the Loam and/or Bloodghast. Discarding Bloodghast+Prized Amalgam is a little weak but sets up 5 power on turn 2.
  • Turn 2: Looting is still a fine play, but Cathartic Reunion here is explosive. Ideally Cathartic Reunion wants 2 dredge cards to be in the bin when it starts resolving, since the odds of hitting a second dredger off 1 dredge aren't fantastic.
  • Turn 2: Life from the Loam is the worst good play? Sometimes it's the best line because you have no other way to put a dredger in the yard, and sometimes there's not even a land to target.
  • Before fetching, check the graveyard for fetchable lands - there's only 6 total, and it's totally possible to flip 2 of the same even on the first dredge.
Mid/late-game (turn 3 onwards):
  • Try to avoid playing lands until second main phase to maximize Bloodghasts
  • Turn 3 onwards: Dredging & resolving the first Life from the Loam should set up your mana for the rest of the game. Then it's back to aggressively dredging.
  • After going through ~1/2 of the deck, it's time to start dredging up Life from the Loams and setting up huge Conflagrates, either to clear the board or for lethal.
  • The maximum reasonable Conflagrate is 10 ... starting the turn with a 7 card hand, Life from the Loam among them. Dredge Loam for the turn. Cast both Loams, going to 10 cards. Spend RR and discard the entire hand for 10 damage. More than 6 mana isn't a reasonable situation, but they do exist. Flashback Looting + Life from the Loam + flashback Conflagrate costs 7 mana so that also comes up.
GP Toronto Main Event (5-3 with a no-show)

Round 1 vs Rusty on Living End (1-2, 0-1)
Game 1 feels unfavored. He's able to reanimate an Archfiend of Ifnir and wipe my board away.
Game 2 I keep the 7 with a Leyline of the Void and win.
Game 3 mull to 5 - unkeepable 7 and 6. 1 lander, no Leyline, but he had Fulminator and Beast Within. Maybe should have bet on the four-card god-hand?

Round 2 vs Nick on bad/budget Delver (2-0, 1-1)
Game 1 I see a bunch of cantrips, Pteramander, and a Runechanter's Pike??? Then he ded
Game 2 I board in some Ancient Grudges figuring Pike might spike me with an end-step Snapcaster, and any graveyard hate would be artifact-based. He plays Dissolve, Search for Azcanta, and not a ton of action.
I somewhat played around Cryptic Command, but his budget list didn't have

Round 3 vs Paul on Bant Spirits (2-1, 2-1)
Game 1 he mulls to 5 but it's a good 5. Keep a couple Narcomoebae back for blockers and I get through with recursive threats. Thanks to 3 Creeping Chills, I finish him while sitting at 8 life.
Game 2 has RIP. Claim it and he rips another RIP.
Game 3... he mulls to 4 and doesn't even touch my life total.

Round 4 vs Nick Cummings on Bogles (0-2, 2-2)
Local name, recognize him
The matchup is basically two ships racing in the night, but Bogles has the edge with their access to first strike, vigilance, reach, lifelink, and protection from creatures.
He knows the matchup well, and identifies Daybreak Coronet as the key card in the matchup. Honestly most impactful part of the match is the Bogles player's mulligan decision.

Round 5 vs Alex on Bant Spirits (0-2, 2-3)
I'm playing against a woman and I tilt myself. I keep weak 7s in both games and am punished by a lack of action.
Game 1 she casts flash/instant spells on her turn, fails to activate Mausoleum Wanderer and Selfless Spirit.... tilt city.
Game 2 I keep another mediocre 7 with Claim, Lightning Axe, and I think Faithless Looting. I fumble a Conflagrate -could have hardcast for 2R to kill an Hierarch and delay CoCo for a turn.

Round 6 vs Michael on Forbidden Orchard jank (2-1, 3-3)
Game 1 I see Forbidden Orchard into Illness in the Ranks. Another Orchard and an Expedition Map finds third Orchard. Plays Trespasser's Curse but I get him.
Game 2 he manages to pull some nonsense off. No Illness, but gives me tokens with Orchard and Hunted Phantasm. I swing with a board into BATWING BRUMA WTF, eat 7 then next turn he Rakdos Charms me for lethal.
Game 3 I do my thing and he dies.

Round 7 vs Drazon on no-show (infinity-0, 4-3)

Round 7 vs another guy with a no-show (Dennis) on RB burn (2-0)
Game 1 He's pretty fast out of the gate, putting me to 2 life. Conflagrate to clear the board, then I flip two Creeping Chills which buys me more than enough time to win.
Game 2 Conflagrate the board again at some point. I flip two Chills even earlier than last time, going from 10 to 16 and ending at 9.
So the upside of RB burn is I think being faster than RW, but I'm way less scared of Rakdos Charm than RIP.

Round 8 vs Shawn on Phoenix (2-0, 5-3)

Game 1 At one point he reanimated two Phoenixes with Gut Shot as the third spell and swung for 6. The next turn? I double blocked one with Narcomoebae, and he had another in the yard but I flipped Creeping Chills to stabilize and take the game.
Game 2 he's doesn't have as good of a start as previously and I take it.

Modern side event 1 - Double-Up (2-0)

Round 1 vs Lee on standard Bant control (2-0, 1-0)
Game 1
7 card hand with 3 Creeping Chill nope
6 card hand composed of only lands and those creatures I don't want to be casting (Amalgam, Bloodghast, Narcomoeba) nope
5 spells no lands nope
4 cards: Gemstone Mine, Faithless Looting, Conflagrate, Stinkweed Imp wow. Find a second land off the Looting and go off from there.
Game 2 He has Deputy of Detention which is decent but modern Dredge is just way more powerful

Played around his Settle the Wreckages a couple times, only swinging with 3 or 4 of the ~6 creatures I had on board. I think Narcomoeba is my least valued creature on the board, but Amalgam and Bloodghast threaten different angles of recursion. Also because he was on a standard deck, he didn't have that game-deciding pieces of graveyard hate in the sideboard.
This was also Lee's first modern event, trying to get a taste for the field and find a deck he might enjoy playing. Welcome to modern, Lee!

Round 2 vs Steve on Jund Living End (2-0, 2-0)
Game 1 His Living Ends aren't great for him, since I have some Stinkweed Imps. Late in the game I've whittled him down and he Faerie Macabre's the two Conflagrates in my yard. I win without it with four cards left in my deck. Check my sideboard check my deck double check count my deck AHHHHH OH NO ILLEGAL DECK thank goodness it was being judged at regular REL. Grab a third from the vendor and we go to to game 2. Very understanding opponent, if you read this thanks being so patient!
Game 2 He has an Anger of the Gods (which I didn't know of) but I've already bashed in a couple times and am able to find some more hasty Bloodghasts to finish him off.

At one point in game 2 I tried to clearly separate my creatures on the battlefield and the ones in the graveyard while resolving a Living End and got confused about an Amalgam that I wasn't sure where it started, so I left it in the graveyard.
Different thing - Steve questioned me about missing a trigger on Prized Amalgam from a creature entering the battlefield and to my understanding I don't have to announce it immediately when the creature comes in though it's proper and helps both players (and I did do so throughout the weekend). I's similar but not quite the same as other delayed zone changes, like those caused by tokens made from Kari Zev/Geist of Saint Traft or Gods from Hour of Devastation returning to their owners' hand after dying. Yes, the triggers do specify certain timings but it doesn't make a huge difference if you fail to acknowledge these things with zero impact on the game state.

Then I did the 2-0-1 drop thing for 400 tickets instead of gambling 200 vs 600.

Modern side event 2: regular prizing (2-0)

Round 1 vs Nick on Jeskai (2-0, 1-0)
Didn't see a ton from him. He got full value Timely Reinforcements in both games but they were not nearly enough to save him from the dredge scourge.

Round 2 vs Steve on Mill (2-1, 2-0)
Super interesting matchup, though definitely way in my favor. He tells me that the match is pretty unfavorable for him, and then figuratively shows his hand with a turn 1 Shelldock Isle.
Game 1 goes smoothly for me.
Game 2 comes down to the wire, and I misplay a bit. I Conflagrate for something like 6 instead of 7, leaving him at 7 life with two Creeping Chills left in my deck. He is then able to mill me out on his turn - if I had gone for the extra point he would be forced into a different line. I think he has an early Ravenous Trap but it just slows me down.
Game 3 again another early Ravenous Trap to slow me down, but the rest of his mill effects give me some free Narcomoebae and a variety of creatures to beat down with. He holds an Echoing Truth for too long while I swing with Narcomoebae, getting him low enough to Conflagrate for lethal.

Then I drop for 200 more tickets woohoo

Turbo Town (7-1)
Turbo Town is a bunch of on-demand Magic matches, where people show up to have a nice quick bit of Magic and then somebody shows up with the most inherently unfair deck in the format. Sorry everyone.
Brady on UB Processors: seemed to have some mana woes, but afterwards he showed me Haunting Echoes which would have absolutely ruined me. Hopefully I didn't turn the kid off modern forever. Although I do feel like Ingest/Processors were pretty bad mechanics even in its own format. Flavorfully there, but mechanically... awful.
Richard on Hardened Scales: I keep my 7 with a Darkblast. He plays an Arcbound Worker and I am giddy. He pulls out game 2 but I overtake him in the 3rd.
Muffin on UB Faeries: I switched to 8 rack. Lost game 1, stabilized game 2 running my Kalitas into a Bitterblossom token turn after turn while Vendilion Clique + token clocked me every turn. Get to 4 life and I have two outs, then top Night of Soul's Betrayal to clear out his board WHOOAAAA. Game 3 Kalitas pulls me out of it again and a Rack seals the deal.
Brittany on Esper Zur Solemnity combo: Her heart wasn't in it, and she conceded after game 1. I'm glad that she knew what she wanted out of the GP and a grudge match against dredge was not it.
Adam on BW Eldrazi: Just too slow vs dredge. I think he sideboarded incorrectly as well and offered some thoughts afterwards.
Sal on Jund: My only loss outside of the main event. Lost to Scavenging Ooze and Tarmogoyf beats.
Matt on Jeskai: Dude was playing too fair. Turn 1 and 2 played Celestial Colonnade while I'm just churning my deck into the graveyard. Game 3 he mulls to 6 with 1 land, and I flip triple Creeping Chill for hasty Bloodghast beats.
Marcus on Ad Nauseam: Supposedly quite a favorable matchup for them, but game 1 I'm able to push through lethal Conflagrates/attacks over a couple turns, and game 2 he goes 1 land into cantrips into all of the lands and none of the Ad Nauseam.

Thoughts:
  • Dredge was definitely a solid pick for the tournament. Saw a lot of folks on it, and not a ton of hate.
  • Should have gotten luckier in round 1, and played way more intelligently in round 3.
  • For Turbo Town I feel pretty bad about running Dredge into all those fair and newb decks. In the future I'll try to bring more of my "technically interactive" decks to the format ex. mono W Emeria, Fevered Visions, Waste Not, etc. Pull off some utter nonsense.
  • Should pick up a second Darkblast for the side.
  • I think I got a lot better at mulliganing over the weekend. Staying away from 1 landers with Faithless Looting, mainly.
  • Writing up a sideboard guide seems pretty handy - let your mind relax a bit during the sideboard process by preparing ahead of time. Faced three opponents and they all had roughly a dozen matchups listed which for modern may include all your opponents for a weekend or only a couple of them. If I were to write up a SB guide for myself, I would include the following: Burn, UW/UWR, Jund/GBx, Dredge, UR Phoenix, Spirits, Humans, Ad Nauseam, Scapeshift (Titanshift), GDS, 8 rack, Bogles, Storm, Tron, Hardened Scales, and Eldrazi Tron for an even 16.

2019-02-01 Two Kings 1-2 with Grishoalbrand

Round 1 vs Jacob on RG Eldrazi (1-2, 0-1)

Game 1 I can't assemble the combo and he just smashes me.
Game 2 I see some anti-hate cards, but he has nothing and I combo out.
Game 3 he sees multiple pieces, I have nothing anyways, and I get smashed again.

Round 2 vs Nick on mono R burn (1-2, 0-2)

Uh wasn't able to assemble the combo and died.
In game 2 or 3 I was able to gain 11 life turn 1 but didn't find anything else.
Didn't see any hate cards from him.

Round 3 vs Nate on mono B "devotion" (2-1, 1-2)

Saw Gifted Aetherborn, Vampire Nighthawk, Phyrexian Obliterator
Close games, but his messing about with creatures was inferior to doing a silly reanimator combo.

Round 4 bye
Feels bad

Thoughts:
  • Well I'm writing this up about two weeks later, but nothing really happened. At about a 2:1 ratio I either didn't find the combo and lost or I found the combo and won.
  • Store had a lot of kids and younger crowd, which is good for them. Eastern Hills Mall on the other hand seemed kind of depressing with the low levels of activity, including a gutted Sears at the end of the corridor.
  • I think they were running really short rounds, since I went to time almost every match? Maybe 40 minutes, maybe even a little less. Quite annoying, honestly.
  • To top it off, the event was run through Wizards' event system as a casual event, so I only got 1 Planeswalker Point. PPs aren't a huge deal to me but running events as casual with no points kind of rubs me the wrong way.

2019-01-31 Iron Buffalo 2-1 with Dredge


Decklist: https://www.mtggoldfish.com/deck/1606619#paper with a SB Thoughtseize

R1 vs Jon on Jund (1-2, 0-1)
Lost to GY hate creatures. I really need to check out Jund lists - determine efficacy of Ancient Grudges/Abrades/Nature's Claims vs Lightning Axes (hit Scooze, Kalitas)

R2 vs Adam on Jund (2-0, 1-1)
He only had one piece of hate - Scooze. Both games I was able to answer it -> win

R3 vs Ken on Eldrazi Tron (2-1, 2-1)
In between games we discuss the weirdness of Conflagrate: When flashing it back for X=4 (targeting a TKS), the CMC of the spell on the stack is actually 9. This is non-intuitive, since 9 mana was definitely not spent. Basically, when casting a card using an alternate casting cost, you choose a value for X and pay costs accordingly. Then X is applied across all instances in the spell, including the XXR mana cost.
Game 2 neither my 7 or 6 card hands have lands. I wait to see what hate he's brought in - see a Relic & known Chalice, then I concede to TKS to hide Damping Sphere.
Game 3 I have 2 lands, Damping Sphere, some looting action. I find an Ancient Grudge which does quite the work. Pretty grindy as heck, but he doesn't have Tron or Eldrazi acceleration so I win eventually.
He even told me that he was asking about Conflagrate for the purpose of Warping Wail, not Chalice of the Void, but then I walked into it anyways lol oops.

Thoughts:

Deck feels strong, hard to beat Scavenging Ooze and other hate. There are several axes of graveyard hate and I need to be able to navigate around each of them.