Showing posts with label Dragon Snack Games. Show all posts
Showing posts with label Dragon Snack Games. Show all posts

2024-02-18

2024-02-18 Dragon Snack Games RCQ MKM Limited Win* (6-1-1)

Introduction

First time the store was running a limited RCQ. Fortunately we had several experienced players and an L5 judge on hand to keep things on track. I had played one prerelease and several Arena Bo1 drafts before this.

Morph formats are inherently mid-size, if that makes sense? Lots of cards will trade into a 2/2 with no (combat) abilities. The combat tricks are very high quality, reminding me a bit of ONE. A successful trick will almost always blow a game open, and vice versa a counterplayed trick can lose the game.

Fixing is above average in terms of quality and availability. More on that during discussion of my draft deck.

Sealed Pool

  • Blue was the deepest color but low on creatures. Black had some okay individual cards but not deep enough.
  • Red green and white covered all the bases: bodies, fixing, removal, tricks. Even Treacherous Terrain as a win-con since nobody else researched the MKM List cards ahead of time. Also very powerful to have your opponent on a one-turn clock that they don't know about.
  • Might even have had too much fixing - Gravestone Strider played defense duty very well and I don't think I filtered with it at all in any games.
  • Changes, probably cut the Absolving Lammasu for a Push // Pull. Consider adding a second Mountain for late game.

Sealed Rounds

  • R1 Nick R on RW WW (1-0)
  • R2 Michael N on GRu LWW (2-0)
  • R3 Aaron M on RGW WLL (2-1)
  • R4 James B on RWG WLW (3-1)
  • R5 ID (3-1-1, 3rd in Swiss)

Draft deck

  • P1P1 Vein Ripper, hadn't seen the card before but clearly S-tier bomb
  • P1P2 get passed Hide in Plain Sight and another rare. Either a 3-rare pack or neighbor is setting me up in green I'll take it.
  • For the rest of the draft I tried to keep myself open, picking up numerous pieces of fixing and morph disguise creatures to keep creature counter reasonable.
  • White was clearly not open, and pack 3 passed an early pack with two Rubblebelt Mavericks neither of which wheeled.
  • Blue was a back-up plan but very splashable.
  • Because Vein Ripper was a first pick it allowed be to draft the color balance. Green was a ramp color but never had to be a primary (it wasn't open enough to be a primary color). The color-fixing between Escape Tunnel and They Went This Way (my unofficial invitational card) also doubled as deck-thinning for finding my Vein Ripper.
  • I should have played Make Your Mark and a Plains over Cryptex and an Island. Cryptex would have been better if I had two-three more graveyard payoffs/enablers.

Draft rounds

  • QF Michael N on GBr splashing Incinerator of the Guilty. Won via insane topdecks
  • SF Aaron M on RGu. Won via mana screw
  • F Patrick P on WB. Not terribly aggressive, but high quality removal suite. He had to boardwipe 7 creatures in G3 with Vein Ripper out, then I rebought it with Macabre Reconstruction.

* I split the finals and gave Patrick the invite.

Thoughts

  • I enjoy formats with quality fixing that enables moderate amounts of nonsense.
  • Cheap 1/3s and 1/4s are key to stalling out board states. Much worse if people are appropriately valuing combat tricks.
  • Bo1 league draft continues to be vastly different from paper pod & Bo3. Generally I think pod draft power level is down because you're actually fighting over lanes and cards, and you have a general idea of threats you'll run into.
  • Enjoyed playing against all of my opponents and battling it out (and the triumph)
  • Got to do the top 2 split draft I had been thinking about. Instead of proposing a fixed split: put all prize items into a pool, then draft them with finals winner getting first pick. That said I misplayed my pick 1 because shiny treasure go ooh

2023-10-11

2023-10-07 Dragon Snack Games RCQ with 4C Omnath Win

Introduction

During the previous weekend I traveled down to Pittsburgh to jam some RCQs instead of competing for a Store Championship Moonshaker Cavalry promo - the participation and top 8 promos were bafflingly bad. (Tail Swipe and Transcendent Message !?)

Saturday I ran extremely cold with the 70-card pile. The meta in Pittsburgh was decidedly different - major archetype presences of BR Scam, burn, UR and URx, some 4C, then random one-offs. Major archetype gaps: one player borrowing Rhinos, and no Tron across two days. Might have been one or two cascaders on Sunday.

So for Sunday I played this 64-card list with 4 Leyline of Sanctity and 3 Celestial Purge in the sideboard. Fewer Scam players showed up for day 2, but I think I ended up facing four of four - dispatching two during Swiss, and then in QF & SF where I had a beyond-stupid punt after my opponent misplayed, missing finals.
My cope angle is that I would have lost to the finals opponent on Bring to Light Beanstalk.

Decklist

  • Not running 4 Beanstalks, respecting Scam
  • Trimmed to 1 Elesh Norn, 2 Fury
  • Don't love having a full set of Halflings since it's kind of air, but also want enough to threaten accelerated & uncounterable planeswalkers.
  • 2 Lightning Bolts. It's good vs some stuff, and a W6 win-con but only okay compared to the other stuff that the deck can do. It's a bridge to better action.
  • 2+1 Boseiju and SBing 3 Obsidian Charmaw after seeing Tron players enter the room.
  • 4 Chalice of the Void because Buffalo has numerous players on Living End or Crashing Footfalls.

Rounds

  • R1 Jon B on Amulet Titan WW (1-0)
  • R2 Sam M on Mono R Midrange WW (2-0)
  • R3 Joe A on G Tron LWL (2-1)
  • R4 Jerry G on Scam LL (2-2)
  • R5 Steven By on G Tron LWW (3-2)
  • (seed 8)
  • QF Joe A - scoop
  • SF Alex Z on Temur Rhinos WLW
  • F Sam M on Mono R Midrange WLW 

Thoughts

  • I misplayed R3G3 vs Tron. I had Wrenn & Six + Boseiju but didn't realize they only play 3 Forests now, instead I ran out Omnath and permitted them to play a fifth land which allowed them to actually play the game.
  • R5 I'm the highest 2-2 for breakers and the top 3 tables can ID in. I'm matched up against a 2-1-1 player and choose to play it out (I end up sneaking in eighth, one of two 3-2s to make top 8)
    I'd seen him on G Tron during earlier rounds, and he acknowledged that it was pretty public as he'd been on turns twice already.
    During the match he tanks several times when he has the ability to play & use KTGC, but I keep an eye on the clock. A minute, okay he can have that. Ninety seconds - I'm gonna need you to do some game actions.
    Keeping the game moving proved crucial when I beat him on turn 1 of extra turns, but he was upset that I "rushed" him, potentially causing him to misplay leading to his loss.
    To which I (now) respond tough luck - he'd already gone to turns twice, and we would have ended in a second unintentional draw had I not kept the game moving.
    I'm airing it out here because that's the precisely the mindset that breeds slow play.
    I get it, Magic turns can be complicated. But if I allow him to tank 3 minutes every time he draws a KTGC all of a sudden that's 15 minutes of the 50 min round gone.
  • One of my "tricks" to not timing out with 4C / Beans is to decide on my fetch decision, announce it, cast spells or perform actions that don't care about library order (Halfling, Wrenn & Six) then shuffle as I pass priority.

Mono R Midrange

The archetype was really kicked off by MHayashi, the eminent MTGO grinder & deckbuilder. MHayashi decks are characterized by their mono color nature, inclusion of 4-ofs wherever possible, and inability to replicate success by anyone not named MHayashi. Builds you find in the wild might look something more like this.

I think it's a super interesting deck - it plays a lot of red staples, and modern-playables that are on the cusp of being really good - Mishra's Research Desk, Field of Ruin & Demolition Field, Cleansing Wildfire, Flame Slash, Stone of Erech. Also a Brittle Effigy in the side for things Unholy Heat & co. can't remove lol

Mono R Midrange is a super scrappy archetype. It's got removal, it's got land destruction, it's got a ton of card churn with Research Desks and Seasoned Pyromancer. It's got grindy win-cons between Urza's Saga, Seasoned Pyromancer, and Fury. It has just enough graveyard utilization to be powerful but not enough where you start bringing in Leyline of the Void out of your sideboard.
MRM attacks the meta - the red removal suite looks fantastic against Scam, and it punishes all the 3-4 basic decks running around modern right now.

----

The pilot, Sam M, is actually an old acquaintance from college (we took a selfie!).
Back in the day, he played Yugioh and .. Skred Red, so his current deck selection wasn't too surprising.

During round 1, we were seated next to each other so we both knew the matchup going into round 2. Basically Wrenn & Six won the games (in round 2 and the semifinals). He had to evoke Fury to clear W6 off since it neutralizes all of his land destruction spells.

In the finals G2 he was able to take me off red and kill my W6s - I think the trick to this matchup is to sandbag some fetches while fetching shocklands aggressively to maintain access to all my colors of mana. But Stone of Erech is much less scary than Relic of Progenitus vs W6.