Part 1 of this report ended with us just having made Day 2 in twenty-first place. We were happy about this since trying to make Day 2 had made us way more nervous than we would have thought. Our decks for the Team Constructed portion were all set, and we were missing just a few sideboard cards that we had to pick up from the dealers. That is, if we even made it that far.
First, we had to navigate the tricky waters of Team Sealed to make Top 16. As we were third in our pod, we had to win a minimum of two matches and have the other matches go our way to advance. The easiest option was naturally to just crush and make 3–0. I’ve always liked Team Sealed, as it seems much less random with the twelve boosters available helping to even out the quality among pools.
This doesn’t mean that all pools are equal in any way, as the previous time I played Team Sealed, we opened a pool with just a couple of removal spells and six unplayable rares. The hits included such cards as Gilded Lotus, Door to Nothingness, Boundless Realms, Battle of Wits, Dragonskull Summit, Glacial Fortress, and some other stuff I can’t remember. Not exactly the bombs you would want to open. During that Sealed, we had difficulties building, and we used most of the sixty minutes to decide on what ultimately became a R/G ramp deck, a U/B control deck, and a W/B exalted deck. One of the sweeter decks you can build in Team Sealed but not really in normal Sealed is the dedicated mill deck, as demonstrated by the US team. I think you need at least three Mind Sculpts to make this deck work in addition to some decent control cards and Archaeomancers.
Open ’Em Up
We sat down on Saturday morning to open our boosters and were feeling a bit nervous, hoping to open an insane pool since we needed such a good record to advance. It was a bit of a funny feeling sitting at what was basically a Pro-Tour-level event opening a Sealed pool, as it’s not something I’ve done before.
The pool we opened seemed bad at first, with many unplayable rares. The only good rares were Cathedral of War, Stormtide Leviathan, and Yeva, Nature's Herald. However, the uncommons and commons were much better than in the previous Team Sealed that I had played, so there was some hope for us. We ended up with a B/G dinosaurs deck, a U/R flyers deck, and a W/B deck featuring a lot of exalted creatures and some synergies with token producers and Bloodthrone Vampire. I ended up playing the U/R deck, which looked like this.
"Blue and Red M13 Flyers"
- Creatures (11)
- 1 Archaeomancer
- 1 Faerie Invaders
- 1 Fire Elemental
- 1 Fog Bank
- 1 Furnace Whelp
- 1 Kraken Hatchling
- 1 Stormtide Leviathan
- 1 Watercourser
- 1 Welkin Tern
- 2 Wind Drake
- Spells (12)
- 2 Essence Scatter
- 2 Searing Spear
- 1 Switcheroo
- 1 Turn to Slag
- 2 Divination
- 2 Talrand's Invocation
- 1 Encrust
- 1 Ring of Evos Isle
- Lands (17)
- 7 Mountain
- 9 Island
- 1 Evolving Wilds
The general plan was to win with flyers while keeping the ground locked down with Kraken Hatchling, Fog Bank, and the various removal spells. The deck was a bit awkward, with some cards being very good while others felt like filler. Among some of the nice commons we opened were six Volcanic Strengths and four Craterizes, so the red playables were not very deep.
In the first round, we played against Argentina, and my opponent had Sublime Archangel and Ajani, Caller of the Pride in his deck, so you could say he had the upper hand when it came to bombs. I lost one game to Ajani even though he bricked on creatures for several turns, but as I was drawing mostly lands, the Ajani just got out of hand. In the deciding game, my two Talrand's Invocations managed to overwhelm him and take out the Ajani when he played it later in the game.
One awkward point was when Ajani was on 8 counters in one of the games and I was attacking it with a 2/2 creature. My opponent played Safe Passage, and I just slumped in my chair, as I thought this meant Ajani was going ultimate next turn. Luckily for me, I actually thought it through and reread the Safe Passage. What it actually did was nothing, as it only prevents damage done to you, so my opponent basically just paid 3 mana and discarded a card. Game 3 was the decider of the whole match, so it brought an extra element of pressure. Even though I feel that I play just fine under pressure and when people are watching, the fact that the rest of my team and the opposing team were all concentrating on my game still made me a bit nervous.
In the second round, we played against Slovenia, and my opponent had a beefy B/G deck. This should be a very good matchup for me, especially since I didn’t see very many Spiders on the other side of the board. Spells such as Essence Scatter become a lot better when your opponent is spending 5 or 6 mana on his creatures and not casting bears.
The most critical play came in Game 3 when we were in a close race that favored my opponent. I had just drawn Stormtide Leviathan, but Eetu stopped me from playing it—he had some kind of read that my opponent had Public Execution. We managed to set up an attack that seemed very good for our opponent since he would get quite a blowout with the Public Execution. What he didn’t know, of course, was that it was just a clever ploy to get the king of the sea to stick around. A couple of turns later, the Stormtide Leviathan had attacked twice and killed my opponent. If we had not played around the Public Execution properly, we would probably have lost that game.
Winning the second match eventually meant that we were locked, as the other matches had gone favorably for us. We played against the Norwegian team during the next round, and they asked for our concession, but we couldn’t quite give it, as the points were still very important. The games ended up being a bit unexciting, and I dispatched my slightly mana-screwed opponent quickly. We ended up winning the match, sweeping the pod.
Three in a Row
Team Constructed was up next, and we were again seeded as third in our pod, meaning we had to win at least two matches and preferably three. We had already decided on Delver in Standard, R/U/G Delver in Modern, and R/W/U miracles in Block Constructed. I included the lists in Part 1 of this report, but here they are again for reference.
"Delver"
- Creatures (14)
- 4 Delver of Secrets
- 4 Snapcaster Mage
- 4 Tarmogoyf
- 2 Vendilion Clique
- Spells (25)
- 1 Electrolyze
- 1 Spell Pierce
- 2 Burst Lightning
- 2 Cryptic Command
- 2 Deprive
- 2 Spell Snare
- 3 Mana Leak
- 4 Lightning Bolt
- 2 Gitaxian Probe
- 4 Serum Visions
- 2 Vedalken Shackles
- Lands (21)
- 1 Forest
- 1 Mountain
- 6 Island
- 1 Stomping Ground
- 2 Breeding Pool
- 2 Steam Vents
- 4 Misty Rainforest
- 4 Scalding Tarn
- Sideboard (15)
- 2 Ancient Grudge
- 3 Blood Moon
- 1 Combust
- 3 Huntmaster of the Fells
- 1 Negate
- 2 Phantasmal Image
- 1 Relic of Progenitus
- 1 Spell Pierce
- 1 Threads of Disloyalty
R/U/G Delver seemed to be quite a good deck even though it was not doing anything absurdly powerful, and I had a very strong record with it online. One of the tougher matchups is the R/G Tron deck that is popular online but not very well represented in live tournaments. The Blood Moons in the sideboard are usually enough to buy you the turn or two you need to win, but they are in no way a lock since your opponent can just play and use Oblivion Stone to get rid of any number of Blood Moons. Huntmaster of the Fells feels much better in Modern than in Standard, as the creature decks in Modern don’t try to go big, they just try to barely get there. The R/U/G Delver and R/W/U Delver matchups usually come down to just killing every creature in play, and Huntmaster is really good here since he gives you two bodies an opponent has to kill. He is also awesome against Affinity, Jund, and most of the other fair decks. The rest of the sideboard tried to address some of the other problems, such as Phantasmal Image for Geist of Saint Traft and a couple of counters for the combo decks.
"R/W/U Miracles"
- Planeswalkers (2)
- 2 Tamiyo, the Moon Sage
- Spells (31)
- 1 Dissipate
- 4 Feeling of Dread
- 4 Think Twice
- 4 Thought Scour
- 1 Bonfire of the Damned
- 2 Rolling Temblor
- 4 Entreat the Angels
- 4 Temporal Mastery
- 4 Terminus
- 3 Vessel of Endless Rest
- Lands (27)
- 1 Mountain
- 5 Plains
- 7 Island
- 2 Desolate Lighthouse
- 4 Clifftop Retreat
- 4 Evolving Wilds
- 4 Sulfur Falls
- Sideboard (15)
- 3 Dissipate
- 3 Pillar of Flame
- 2 Geist of Saint Traft
- 2 Lone Revenant
- 1 Curse of Echoes
- 1 Devil's Play
- 1 Purify the Grave
- 1 Witchbane Orb
- 1 Zealous Conscripts
The miracle deck was our way to avoid the Bonfire of the Damned wars going on between creature decks. It turned out that you can sometimes have problems winning against decks with Bonfire if an opponent makes it to 9 mana, as your Angels might not stick around. Opponents usually have one Bonfire in hand that he has drawn early on in the game that he has not been able to cast, but in most situations, Bonfire is just a strictly worse Devil's Play. I decided on the original list quite early, but we made some alterations even just a few minutes before the tournament started, such as adding the one Dissipate main and the Curse of Echoes to the sideboard. I’ve played against Curse of Echoes online a few times, and winning through that without Witchbane Orb is nearly impossible, so I wanted one in the sideboard for the mirror and against Grixis control. Some of the sideboard slots such as the Zealous Conscripts and the Devil's Play are a bit random, but the good sideboard cards just ran out, and I wanted a little bit of flexibility.
In general, playing this deck feels very strange, as it can be quite unintuitive at times. Usually in Magic, you want to cast your cantrips whenever you have mana available, but with this deck, it’s usually correct to wait on a Thought Scour you have had in hand since the beginning of the game and only cast it around turn five or six. Naturally, you won’t always have the luxury of being able to wait, as sometimes you need to find that fourth land or a Feeling of Dread to stay alive.
The way the matches played out, I played against Jund twice and Humans reanimator once. The first match against Jund went quite well, as I won Game 1 with the main-decked Dissipate and locked my opponent out in Game 2. The lock consisted of Witchbane Orb, a Tamiyo, the Moon Sage emblem, and a Dissipate. It’s not very often that I have been able to cast Ancestral Recall multiple times a turn, but it’s quite a good feeling. The only thing you need to do is wait a couple of turns with Tamiyo in play and have a Thought Scour hanging around. After a bit of Thought Scouring, I found the Dissipate that I needed to lock the game out completely. My opponent conceded soon after that, showing me Appetite for Brains, Devil's Play, and Bonfire of the Damned. Thanks, Witchbane Orb!
In Round 2, my opponent had a game loss from a decklist error, and I managed to play an Entreat the Angels for 2 from my hand and follow it up with a Temporal Mastery just before my opponent was able to combo me out with Angel of Glory's Rise, Fiend Hunter, Falkenrath Aristocrats, and Cathedral Sanctifier. I think this matchup is pretty good after sideboarding, as I have access to four Dissipates, and the Purify the Grave is awesome here as well. However, the first game can be rough with the opponent’s possible combo kill putting you on the defensive in a way that other decks don’t.
After the second round of Team Constructed, our situation was looking good even though we were not locked. From this position, we needed exactly three matches to not go in our favor for us not to make Top 8. First, the Philippines had to lose the current round to Croatia, and then we had to lose against the Philippines, and Croatia had to win against Portugal. Of course, this is how everything went down, meaning we narrowly missed the Top 8 and ended up in what was essentially ninth place. Had the Philippines won the second round, we could just have drawn with them, and watching the third match going on was pretty nerve-wracking, as the Philippines mulliganed and got mana-screwed in the deciding games.
My teammates lost both of their respective matches while I was in Game 3, so the result of my match didn’t matter. We still played it out, and I lost in a bit of a strange way, having played and milled four Terminus. I might have won the game somehow, since I played quite loose after I knew the result didn’t matter in any way. The Philippines were also playing Jund in Block Constructed, and afterward, I found out it was an absurdly popular choice. I think this was mainly due to people just picking the deck that had been doing well online recently and not really playing any games. I feel that even though the format is limited by the small card pool, there is still room for many decks, and I don’t think Jund is in any way the best deck. The miracle control deck has a good Jund matchup, and I would happily play it in the field again; it felt as though there were not very many bad matchups for me in the room.
Ninth . . . Now What?
Making ninth felt really disappointing, since we had gone 5–1 during the day and many of the teams in the Top 8 had fewer points than we (three teams to be exact). I know that Wizards of the Coast wanted a Cup-style tournament, but seeing so many teams getting to play on Sunday while having performed worse than your own team is quite disheartening. I hope WotC can somehow work on the structure for next year, as it’s not the best. It would be ideal if all the teams were able to play one of the real team formats, unlike this tournament, in which over half of the teams never were able to experience it. I realize that making a four-person format work is really hard since there will be many matches that just end in 2–2 ties, but something should be done with the system.
The fact that the tiebreakers were so brutal was also a bit disappointing. I know that you have to resolve ties somehow, but it felt that just because Day 1 didn’t go all that well for us, we were fighting an uphill battle all of Saturday, and in the Team Constructed portion, the only difference between seeds two and three was how the fourth man finished on Day 1. Had the tiebreakers been used in a Swiss-style tournament, it would have felt better. When you are competing with a larger number of teams, things even out, but as it was just four teams clawing for the two slots, it never really evened out. I never really understood why the Top 32 teams could not just play three rounds of Team Sealed and three rounds of Team Constructed and then cut to Top 8 in the usual Swiss style. If you have any comments or thoughts regarding this, I’d love to hear them.
The mood was pretty gloomy for the rest of the evening, but luckily, we had lost to a form of bad luck and not to someone from our own team screwing up. That would have made the mood unbearable for the rest of the trip. We headed out for dinner and had planned to visit a few bars, but we ended up just heading to bed since the loss took a toll on everyone.
The next morning, we woke up at 8:30 A.M. and joked about going to play in the 9:00 A.M. Two-Headed Giant tournament. Fast forward fifteen minutes, and we were already at the convention center door, ready to play some more Magic 2013 Limited. We realized a bit too late that the prizes were not the best and that we should just have played in one of the more serious events. We ended up being paired against each other in the first round—quite typical. Both of our teams ended up going 3–1, so we won some product, which we used to demolish the English/Norwegian team in a three-on-three Draft later on.
We then went for another four-man battle against an infinite stream of meats at Fogo, and we ended up being beaten pretty handily. It’s always nice knowing there is a Fogo or TDB at Pro Tour and Grand Prix locations, as we have our fair share of fine dining in Helsinki, but three are not really that many places for good meat. Our plan for adjusting our sleep schedule was to not sleep at all on Sunday night and then sleep on the flight from New York to Helsinki. We managed quite well, only sleeping for a couple of hours after we had been to a couple of local bars and done a four-person Draft after last call.
We left for Helsinki via New York around noon on Monday, and according to our driver, we had not missed out on much in Indy even though we had only seen the convention center, the Circle Center Mall, and a few blocks around the area. After thirteen hours of travel and two slices of very bad pizza at JFK, I was finally home, with about twenty-four hours to recuperate before starting my new job.
My next Magic-related trip will probably be to GP: San Juan and PT: Seattle in October, as I’ll probably have to skip GP: Moscow to make the US trip happen. My gaming is also in a bit of hibernation now, as I’m not too keen on Magic 2013 Draft or Standard on Magic Online. Things will really heat up when Return to Ravnica spoilers start coming in and I get to brew new decks for Modern. If you have any topics you would like to hear more about, be sure to hit me up in the comments section or on Twitter, and I’ll try to make as much as possible happen.
Thanks for reading,
Max
@thebloom_ on Twitter
Maxx on Magic Online
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