March 18, 2013

To go or not to go? 2013 World Magic Cup Qualifiers


When I checked the Yearly Planeswalker points a few minutes ago, this was what I saw.


I was very happy to know that I definitely qualified for the World Magic Cup Qualifiers this year. Of course, the qualifiers will be the stepping stones for players who want to represent the Philippines in this year's World Magic Cup (airfareincluded) in Amsterdam. Since the Magic Nationals event was abolished a few years ago, the World Magic Cup Qualifiers was the event that replaced the Magic Nationals in choosing each country's representative(s) for the Magic Worlds, well now, the World Magic Cup. The Philippines performed really well last year reaching the Top 8 in the World Magic Cup, so we are hoping that we can do the same if not better this year. I always wanted to play in the Nationals, as my closest chance to play for the Nationals was a few years ago when I reached the top 8 for the Magic Nationals Qualifiers here in Cebu (the dirty South). Unfortunately, I finished 6th on that event, where only the top 4 are given tickets to participate in the Nationals. This year, it's different, being able to participate in the WMCQ is something that is very worthwhile and gratifying for me as an MTG player. But still, I haven't purchased a ticket for Manila - will I go or not?



Just a short background of what WMCQ is.

  • The 2013 World Magic Cup Qualifiers are invitation-only tournaments. These Premier Events will be held in countries that have been selected to have national teams compete at the 2013 World Magic Cup. 
  • Each selected country will hold three 2013 World Magic Cup Qualifiers. Qualifiers will take place on April 6-7, April 20-21, and June 1-2, 2013. Each of the three World Magic Cup Qualifiers in each country will be held on separate weekends.  
  • The winner of each World Magic Cup Qualifier will represent his or her country on the national team at the 2013 World Magic Cup on August 1-3, 2013 in Amsterdam, Netherlands. 
  • The winner of each event will receive an invitation and airfare* to compete on their country's national team at the 2013 World Magic Cup.
  • Other prizes are determined by the organizer of each event. Contact the organizer for additional details.
  • All participants in World Magic Cup Qualifiers earn a foil Vengevine promo card (while supplies last).
  • Top 8 playoff participants receive an exclusive World Magic Cup Qualifier Top 8 playmat.
   

Other Information:
  1. Standard Format.
  2. Planeswalker Points multiplier 5x, REL: Competitive.
GAME ON!!!


March 5, 2013

Gatecrashing back to Esper Control


After some weeks of not playing magic - save for 1 week that I forced an Esper Midrange deck just because I played midrange for a long time - I was able to finish 2nd place last FNM and was certainly happy to go home with a Stomping Ground and a booster pack.


However, the winning feeling was first filled with a lot of questions and uncertainty during the tournament, as I was piloting a deck strategy that I thought I wouldn't be playing again - control.

Just a quick flashback, I was indeed a control player for a long time. But all these changed when I joined Grand Prix Manila 2012 last year. In that tournament, I brought with me Esper Control - with Sun Titan and Phantasmal Image + Consecrated Sphinx as my win conditions, that tournament was very hard (and hungry) for me since in the 9 rounds of playing Magic from morning to evening with no lunch breaks, bringing a fast aggro deck can be advantageous for you - you get to finish rounds quickly and you have time to grab a snack, eat lunch, rest, mingle with other people or have your cards singed by the guest Artist in the Grand Prix. But I shared a different fate, with my control deck, I ended up using all 50 minutes in almost all of the 9 rounds  with several times reaching into the additional 5 turns to decide the game. After that, I decided not to use control again, tapping into Delver and other midrange strategies until last week.


With the current meta game, Esper midrange is technically not a viable option and my mistake was my fear of not opening the gates again for Control even though the metagame clearly states that I need to shift back to that strategy. With Naya, Red-Green, and UWR as the other midrange decks in the format, Esper midrange is simply outmatched. Mono-red and boros are becoming more popular lately so for me, I need to really control the board first and wait for these decks to lose steam before setting up for a finish.

Esper Control March 2013

Lands:
2 Watery Grave
4 Hallowed Fountain
2 Godless Shrine
4 Drowned Catacomb
4 Glacial Fortress
4 Isolated Chapel
3 Nephalia Drownyard
1 Ghost Quarter
1 Island
1 Plains

Creatures:
4 Restoration Angel
3 Snapcaster Mage
4 Augur of Bolas


Enchantments:
1 Detention Sphere

Artifacts:
1 Runechanter's Pike
Sorceries:
1 Lingering Souls
3 Supreme Verdict
2 Terminus

Instants:

3 Azorius Charm
3 Think twice
2 Dissipate
2 Devour Flesh
2 Ultimate Price
3 Sphinx's Revelation

Sideboard:
3 Negate
1 Dispel
1 Psychic Spiral
1 Curse of Death's Hold
2 Jace, memory Adept
1 Supreme Verdict
4 Geist of Saint Traft
2 Purify the Grave

This is the decklist that I brought in FNM last week and the results were okay. I eventually lost in the last round against the eventual champion of the tournament but the game was exciting and we needed a 3rd game to decide who wins the tournament - boiling down to him defeating me in a crucial turn, when I will surely defeat him the next turn.


Tournament notes:
- Geist of Saint Traft is really strong against control, but is easily overrun by aggro so it is really better to keep him in the sideboard for now.
- Game 1 against control is all about Nephalia Drownyard. I lost a game against mirror when I was forced to resolve a Sphinx's Revelation to restock my hand with cards  - eventually helping my opponent mill me out a turn faster.
- Psychic Spiral and Jace, Memory Adept are nuts against mirror, so those are the cards you need to protect at all costs!
- Never play a hand with 2 lands! Eventhough you have draw engines and a Geist of Saint Traft in your opening hand, don't get tempted. Not missing a land drop is better than taking that gamble.
- FOCUS!
- Lastly, Eat at McDonald's before the tournament. :D just kidding, Eat before a tournament. Magic requires a LOT of thinking so you need to eat for your brain to have more stamina and so that your mind will be clear throughout the tournament.

February 27, 2013

March 2013 FNM Card - Farseek with Picture


March 2013's Premium Friday Night Magic Promo card is Farseek.


Although the picture is not yet very clear, I think the art is awesome. And given that farseek is a very powerful card today with the Ravnica shocklands available in standard, I think that this is a very good choice as a promo card by Wizards. I have attached the original artwork for Farseek, the same artwork was used for the Ravnica and M13 versions.



February 4, 2013

Magic101 : Planning Hit or Run - MTG Tactics



Today we will be talking about a topic that we all practice doing but we may think this is very basic that we may actually think it is completely useless - "hunches". However, identifying this tool as a strategy can help you win games as it can affect your decisions - not just letting it delve in your subconscious and deciding about something at an instant. Don't get me wrong, when playing magic "hunches" can win you games - but these hunches have a reasoning behind them and these reasons usually come to us when we think about how to win a certain game given current board positions, number of cards in your opponents hand, etc. What I am trying to say is that we cannot depend on hunches forever - we need to turn these hunches into plans. Plans that are formulated before the match starts - not as a game time decision or response to a current board position of cards in the graveyard of your opponent.

When talking about game-time decisions, I usually trace back to my experience in college when I played against a good friend of mine - Bryan Jeffrey Borromeo. I was the one who introduced Bryan to Magic. I always complained about his being defensive-mindedness but I also believed that it is the quality that made him very difficult to read and he ends up maximizing each turn and each play that he makes - well, I actually learned that the hard way. Back then he was using a Gruul deck (Red-Green) and I was using my Dimir (Black-Blue) deck. The game went long that the current state of the board was that he had a Scab-Clan Mauler in play and a Giant Growth in his hand.


I think my life is less than 10 at that time, he attacks with Scab-clan Mauler and that time I knew he had a Giant Growth in his hand - but he did not cast the giant growth. With no cards in my hand, I constantly told him that he should cast the Giant Growth for extra damage, since later when I will draw my removals, I can play removal spells to destroy his creature as he plays the Giant Growth to pump his creature for lethal damage. The difference between us was that I had a HUNCH but he had a PLAN. I was so concerned with removal that I would have rushed playing that Giant Growth. But his plan was different, it was to win the game with the Mauler and the giant growth was a lifeline. May it be because he saw that he may not have enough burn spells left in his deck as an option if I had removal - I don't know. But later in that game I drew a Moroii.


He timely uses the Giant Growth to save his mauler when I needed to block with my Moroii. And the next turn, he finishes the game with another attack as I drew a land. Options are always available in magic - that's why I named this article by a split card - Hit and Run. We should always know when to Hit and when to Run in all our matches.

Hit or Run?
 
Hitting or running should be backed up by a plan - not by a hunch. Most of us tend to be so focused in our deck strategies that we limit ourselves with the potential options that we have. Giant Growth was, for me, an offensive card - that can be used as defense. But Bryan saw it as a defensive card - that can also be used as offense. During our game, he decided to be defensive and not waste the G-growth for 3 extra damage but used it to protect his creature. If we use an Aggro deck, we should not think that since we are using aggro - aggro is the only way to win. Likewise, in a control deck - control is not the only option for victory. Planning out when to hit and when to run can certainly make a difference.

Hit
A good scenario for this is when you are using a blue deck with Midrange cards - Snapcaster Mage may be enough as an example. When your opponent is Planeswalker control, even though in your experiences you end up winning all your matches in the long game, you need not wait for the long game because it usually wins games for you. You would pretty much lose this match-up late game 90% of the time since your opponent's deck was better built for control compared to your deck- more counter spells than you for example. Even though you are both control decks, no two decks are equal - one deck should have more cards for control than the other. Since your opponent in this case is more control-ish than you, you can Flash cast your Snapcaster Mage (even with no targets in the graveyard) on the 2nd turn of your opponent and go aggro - since his cards are more suitable for longer games. You can then save your counterspells to protecting the Mage. Well, that is giving yourself an option to go aggro rather than always view your deck as control. If you know your opponent's deck before the game starts, going aggro can now be your plan.

Run
The same principle can be applied to aggro decks. Although your deck is Aggro, you may eventually meet an opponent whose deck is more aggressive than yours. That way, when the game begins, or in the next game, you can layout a plan - say for example: save your burn spells to win you the game OR if you think you have more burn spells, use your burn spells to kill your opponent's creatures and attack your way to victory. Aggro decks can be defensive too, if that can win you the game then why not do it?

That may be it. As a summary, no deck is absolute. We should always plan out when to hit and when to run. Planning out options is better that to let yourself decide on the instant the opportunity presents itself. We should also learn switching our strategies to offensive and defensive from time to time - depending on which strategy can increase our chances of winning. Again, you may hear this many times, but playing more and more games will help improve your skills especially in reading matches and deciding when to go offensive and when to go defensive.

Thanks for droppin' by!

February 2, 2013

Esper Midrange - Post Gatecrash


Last fnm, I was able to finish 2nd (tied with 1st place) and finished the tourney with 3 wins and 1 draw - the draw coming from the 1st placer wherein the final round resulted to a draw. I used a Blue-White-Black midrange deck that featured some Gatecrash cards. I was able to pick Breeding pool and Lord of the Void as the prizes for draft and 2 booster packs.


Let's talk about the gatecrash cards that I used.

The obvious additions for fixing the manabase would be the Gatecrash dual lands - Watery Grave and Godless shrine. I run 10 slots for Hallowed Fountain, Watery Grave and Godless Shrine combined currently and I think that number will stay the same for the moment - unless I feel the need to run Obzedat Ghost Council in the future when the metagame makes me do so - but for now 10 RTR and gatecrash duals is enough for me. Along with M10 and Innistrad lands, I haven't had a difficult time fixing my mana the entire tournament.


Another card that I was happy about was Blind Obedience. This card was stronger that what I expected. I originally placed a copy of this to prevent UW Flash and UWr midrange decks to Flash-block my dudes with their Snapcaster Mages and Restoration Angels. However, in the late-game, extort makes a difference. Also, decks running tokens cannot block for 1 turn. This card along with Feeling of Dread can definitely clear the way for your Geist of Saint Traft for an early victory if left unanswered. Also rogue decks running Gilded Lotus and Keyrunes are also delayed by a turn. I am pretty happy with this card as it annoys the opponent in the first game and will make them realize that this card needs to be dealt with. However, sadly, I end up siding out Blind Obedience in almost all rounds to bring in sweepers or counterspells - but that may be a good thing since opponents will be boarding in cards to deal with Blind Obedience in game 2 - making their sideboard choices partly useless.


Removals: I think the additions for removals for Black has greatly helped this deck. The addition of Devour Flesh made other Geist decks easier to handle. This card is also good against bant auras deck since this is your early game out for Hexproof creatures such as Invisible Stalker and Geist of Saint Traft. The second addition is Dimir Charm. Although this charm was not highly praised in the advent of the release of Gatecrash - being overshadowed by Boros Charm, and even Orzhov and Simic charms, the creature removal part of this card makes you deal with spirit tokens (as response when equipped with Pike), Snapcaster Mage, Huntmaster of the Fells and even Silverblade Palladin, which I think is a very strong card in the format right now. Although rarely can you use the other mods of this charm - an option to counter a Bonfire of the Damned, Rakdos Return or fixing your next draw and putting more spells in your graveyard for Snapcaster Mage and Runechanter's Pike are good options to put on your sleeve.


For the final Decklist, this is what I ran yesterday.

 Lands:
4 Hallowed Fountain
4 Watery Grave
2 Godless Shrine
4 Isolated Chapel
4 Glacial Fortress
4 Drowned Catacomb
1 Moorland Haunt
1 Vault of the Archangel

Creatures:
4 Snapcaster Mage
4 Geist of Saint Traft
4 Restoration Angel

Others:
1 Runechanter's Pike
2 Blind Obedience
2 Dissipate
1 Rewind
2 Ultimate Price
2 Devour Flesh
2 Dimir Charm
3 Azorius Charm
2 Feeling of Dread
2 Sphinx's Revelation
2 Think Twice
2 Lingering Souls
1 Supreme Verdict

Sideboard:
2 Jace, Memory Adept
2 Supreme Verdict
1 Curse of Death's Hold
3 Negate
1 Sundering Growth
2 Purify the Grave
1 Dungeon Geist
1 Erase
1 Paraselene
1 Psychic Spiral

 That's it! Feel free to comment and if ever you try to use this deck, please share your experiences. Although I have played this game for 15 years already I am still a student of this game and I continuously talk and discuss with other people to properly evaluate my card choices and decisions in the game.


After the tournament, I grabbed a snack then relaxed a bit in a local coffee shop. I had some Cafe Mocha at Bo's Coffee Shop while reading Artifact's Cycle Book 1. I also had time to catch up with friends and my girlfriend. It was a great day and probably take a break from Magic today and watch the Jacky Chan's movie - Chinese Zodiac.

See you around. Thanks for droppin' by my blog.

January 29, 2013

January 28, 2013 DCI Banned and Restricted List


Hello everyone,

These are the recent bannings in Modern and MTGO Pauper

For Modern :
Bloodbraid Elf and Seething Song are banned.


For Magic Online Pauper :
Empty the Warrens, Grapeshot, and Invigorate are banned.



This was announced by Wizards last January 28, 2013 however, the effective date is on February 1, 2013. The Magic Online effective date is on February 6, 2013.

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