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A Man of Limited Talent

One player's quest to learn the ropes of Magic: The Gathering's Limited formats. The discussion is focused on Sealed Deck strategy, with asides into rules issues and related formats.
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Tournament Report: All Things Considered

B Smith
United States
Boston
Massachusetts
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I usually try to center my tournament report posts around the theme of a particular lesson about the game. It gives the post some structure and helps make the lesson more memorable for myself. That structure won't work for this report, because here I see a lot of recent themes coming together. This is the tournament that inspired my recent post about the importance of play skill. It also touches on important issues in deckbuilding, about how to weigh consistency against raw power level. So I'm going to try something a little different, and tell the story chronologically—starting with opening cards.

Here's my pool for the night:

Card pool - by color

Bonds of Faith x2          
Doomed Traveler          
Elder Cathar          
Ghostly Possession          
Paraselene          
Purify the Grave          
Rebuke          
Silverchase Fox          
Spare from Evil          
Spectral Rider x2          
Thraben Sentry x2          

Armored Skaab          
Battleground Geist          
Cackling Counterpart          
Civilized Scholar          
Claustrophobia x2          
Curse of the Bloody Tome          
Delver of Secrets          
Deranged Assistant          
Forbidden Alchemy          
Lost in the Mist          
Spectral Flight x2          

Bloodline Keeper          
Brain Weevil          
Falkenrath Noble          
Gruesome Deformity          
Heartless Summoning          
Moan of the Unhallowed          
Rotting Fensnake          
Typhoid Rats x2          
Vampire Interloper          


Ancient Grudge          
Brimstone Volley          
Burning Vengeance          
Charmbreaker Devils          
Crossway Vampire          
Curse of the Pierced Heart          
Desperate Ravings x2          
Geistflame          
Infernal Plunge          
Night Revelers          
Nightbird's Clutches          
Rakish Heir          
Skirsdag Cultist          
Stromkirk Noble          
Traitorous Blood          
Vampiric Fury x2          
Village Ironsmith          

Ambush Viper x2          
Avacyn's Pilgrim x2          
Bramblecrush          
Caravan Vigil          
Festerhide Boar          
Gnaw to the Bone x2          
Hollowhenge Scavenger          
Kindercatch          
Naturalize x2          
Orchard Spirit          
Parallel Lives          
Ranger's Guile          
Somberwald Spider          
Woodland Sleuth x2          

Cellar Door          
Cobbled Wings x2          
Ghoulcaller's Bell          
Graveyard Shovel x2          
Inquisitor's Flail          
Manor Gargoyle          
One-Eyed Scarecrow          













































In my past few tournaments, I could easily rule out a color or two right after opening the packs. My job wasn't so simple here. Looking a little closer, green seems like the weakest color: there are a few nice cards, but not enough to recommend it. White and blue are both full of utility, with plenty of removal like Bonds of Faith and Claustrophobia, but don't offer much on the high end. Black and red have great finisher cards in Bloodline Keeper and Charmbreaker Devils, along with some removal and enough Vampire synergy to make you go "Hmmmmmmmm," but are generally weaker below that.

I felt like these pairs wanted to be played together. I considered other combinations like blue-black, but those builds seemed awkward; they would have a low creature count, weird mana curve, or lack necessary synergy. On a friend's advice, I stared out with the white-blue build with a red splash. Here's the final version of that deck:

Creatures

Armored Skaab          
Battleground Geist          
Charmbreaker Devils          
Civilized Scholar          
Deranged Assistant          
Doomed Traveler          
Elder Cathar          
Manor Gargoyle          
One-Eyed Scarecrow          
Silverchase Fox          
Spectral Rider x2          
Thraben Sentry x2          
Other Spells

Bonds of Faith x2          
Brimstone Volley          
Cackling Counterpart          
Claustrophobia x2          
Inquisitor's Flail          
Lost in the Mist          
Rebuke          

Land

Island x7          
Mountain x2          
Plains x8          


















I say "final" because this deck evolved with every game I played. Most notably, it started out running Delver of Secrets. That was a frustrating build, because both Delver and Charmbreaker Devils care about instants and sorceries. Because most of my removal spells are enchantments, I have even fewer instants and sorceries than usual. In my early games with this deck, it felt like this subtheme kept coming up more than it "should have." It was agonizing to have Delver stay 1/1 turn after turn, or have the Devils in hand representing only a vanilla 4/4, because I didn't have the support they wanted.

With this deck, I eked out a win against a newer player, and then suffered a quick loss. Frustrated at the deck's thin high end and unsupported subtheme, I decided to switch tracks completely and make the black-red build:

Creatures

Bloodline Keeper          
Brain Weevil          
Charmbreaker Devils          
Crossway Vampire          
Falkenrath Noble          
Manor Gargoyle          
Night Revelers          
One-Eyed Scarecrow          
Rakish Heir          
Rotting Fensnake          
Stromkirk Noble          
Typhoid Rats x2          
Vampire Interloper          
Village Ironsmith          
Other Spells

Brimstone Volley          
Cobbled Wings          
Geistflame          
Moan of the Unhallowed          
Nightbird's Clutches          
Traitorous Blood          
Vampiric Fury x2          

Land

Mountain x9          
Swamp x8          



















This deck does address the problems I had with the white-blue deck. Bloodline Keeper can be a house, and Charmbreaker Devils has more support. The deck has a stronger early game too, and a "Vampires matter" subtheme that's supported well enough. But it also went 1-1, with the win against a newer player, because it has its own weaknesses. My friend called it greedy; I might prefer the term shallow. Either way, the point is that while it has a few impressive finishers, it often needs those finishers to win. If I don't get a good early start, and can't get Manor Gargoyle, Bloodline Keeper, or Charmbreaker Devils to stick—either because I don't draw them, or they get removed one way or another—I'll typically be stuck with a bunch of marginal X/1s and little hope of victory. My wins were more thanks to aggressive starts than the extra bomb I was so eager to play.

Writing this now, with some distance from the situation and some extra post-tournament refinement and play with the white-blue deck, it seems clear that the white-blue build is better. At the time, I was so frustrated with the deck that I wanted to play something completely different. Instead, I should've made smaller adjustments to the deck I already had. While I ended up going 2-2—my baseline "at least I can keep my dignity" result—I knew from way my games played out that it wasn't a good night for me.

What can I learn from this tournament?

Play choices are important. While I couldn't articulate it at the time, I think some of my frustration with the white-blue deck arose from the fact that it's really difficult to play well. The most reliable way it can win is through midgame attackers like Battleground Geist and Thraben Sentry, which don't offer the kind of commanding presence a real bomb does. The decision about when to play removal spells like Bonds of Faith is hugely important, and requires very careful evaluation of the opponent's deck and threats. Play your removal too early, and you'll get blown out by a bomb. Play it too late, and the midgame creatures won't be able to get there for you. This is always true in Magic, and doubly so in Limited, but this deck feels like it was purpose-built to drive the point home. It's easier to figure out what to do with the black-red deck—but those plays are less effective on average.

Don't lose sight of the forest for the trees. I was right that the "instants and sorceries matter" subtheme of my early white-blue build wasn't tenable. I was right that it doesn't have a lot going for it on the high end. But switching to the black-red deck was wrong. Curtailing the subtheme was a simple matter of boarding out Delver of Secrets. The black-red deck barely does better on the high end, with just Bloodline Keeper and arguably Falkenrath Noble going for it. It's important to remember that BREAD is about evaluating cards, not decks, and a consistent deck fares better than a flashy one with a few cool tricks and no backup.

This was a very challenging pool. Every color is at a power level that's relatively consistent with the others, and not very high. Ironically, I think that's part of the reason why this tournament encouraged me to look at all my Magic skills, and not look at my games primarily through the lens of deckbuilding—because doing so helped me to understand why my white-blue deck was better, despite the fact that I had such a frustrating time with it at the tournament. I don't think I'll ever see my games the same way again.
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Subscribe sub options Mon Jan 2, 2012 7:05 pm
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Simon Tan
Philippines
Quezon City
Metro Manila
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My first instinct with this pool would have been to go green/white, but the lack of any good rare, finisher or Travel Preparations would have made this prey to any deck that can draw its rares. It's still possible to curve out into a turn 2 Elder Cathar or Orchard Spirit, turn 3 Sentry, then turn 4 Scavenger, but if your creatures gets outclassed and you use up the Bonds of Faith and Rebuke, it may be game over. Still, here's a possible list...

WHITE = 11
- Bonds of Faith x2
- Doomed Traveler
- Elder Cathar
- Rebuke
- Silverchase Fox
- Spare from Evil
- Spectral Rider x2
- Thraben Sentry x2

GREEN = 11
- Ambush Viper x2
- Avacyn's Pilgrim x2
- Festerhide Boar
- Hollowhenge Scavenger
- Kindercatch
- Orchard Spirit
- Ranger's Guile
- Somberwald Spider
- Woodland Sleuth x1

ARTIFACT = 1
- Manor Gargoyle

LANDS = 17
- Plains = 9
- Forest = 8

It is mostly creatures, so you're going to have difficulty against a deck with enough tricks or just plain better creatures.

***

Black/red "vampires" looks like the best possible deck, but as mentioned by your friend you need that fast aggro start and those finishers to stick.

Blue is actually easy to rule out for me as it is full of mill enablers but none of the good stuff (Stitched Drake, Makeshift Mauler, etc.) or any of the evasive flyers (Moon Heron, Murder of Crows); the only good there for me is double-Claustrophobia. Blue/red flashback could've been possible, but it will only give you five shots maximum (counting double Desperate Ravings, Geistflame, Cackling Counterpart, and Nightbird's Clutches).

***

I might've tried White/Red splash blue...

WHITE = 11
- Bonds of Faith x2
- Doomed Traveler
- Elder Cathar
- Rebuke
- Silverchase Fox
- Spare from Evil
- Spectral Rider x2
- Thraben Sentry x2

RED = 7
- Brimstone Volley
- Charmbreaker Devils
- Geistflame
- Night Revelers
- Rakish Heir
- Skirsdag Cultist
- Stromkirk Noble
- Traitorous Blood

BLUE = 4
- Battleground Geist
- Civilized Scholar
- Claustrophobia x2

ARTIFACT = 1
- Manor Gargoyle

LANDS = 17
- Plains x9
- Mountain x5
- Island x3

Game 2 I would expect enchantment removal (assuming he saw any of the blue), so you can actually remove all the blue and Islands for Traitorous Blood, Crossway Vampire, Village Ironsmith, Nightbird's Clutches, and three Mountains.
 
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  • Posted Tue Jan 3, 2012 4:56 pm
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Tommy Occhipinti
United States
Irvine
California
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Running two Claustrophobia's off 3 islands is very ambitious. I generally avoid splashing anything at two color depth. It can be done, but it'd need more than 3 islands or something like a Traveler's Amulet or a Shimmering Grotto.

If I was playing the Claustrophobias I would certainly also play Cackling Counterpart, which is (in my opinion) a much stronger card, and has the bonus of being the best card you can get back with Charmbreaker Devils.

I think I'd rather splash white for two Bonds and a Rebuke, and then supplement the blue and red a bit. In particular I'd play the Desperate Ravings which are, as it turns out, far better than they look.

But this is a real thinker because that means you're not playing Bloodline Keeper which feels like it can't possibly be right. What a mess!
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  • Posted Tue Jan 3, 2012 7:27 pm
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