View Full Version : [Information] Two-Man Tournament III
Zach Tartell
06-25-2008, 10:50 AM
DON'T GO CRAZY AND POST IN HERE
This thread is for information regarding the event, like (when we get to it) the schedule of games, the lists that will be played, et cetera.
News (this will be updated as often as is necessary:
The Source's own Nihil Credo will be my opponent. I think he'll add a certain legitimacy to the project.
We need to finalize the 64 decks as soon as possible. Then I'll use good ol' Microsoft Excel to randomize the shit out of it, then we'll start it up.
Rules of the game:
Nihil and I will be getting together as often as possible once we finalize the lists.
Usual 3 game rounds, single elimination.
We'll be trying to post the lists of the decks that will be played around 24 hours in advance so the list could be changed (minimally) to the most optimal.
Results will be posted (maybe even with cool screen shots even) at our convenience.
In short: Minimal deck development (probably best via-PM's and Nihil and I will get back to you more officially) kept exclusively to the other thread. And we'll get started as soon as we can.
PM Lists that we ask for to lonelybaritone; DO NOT POST THEM
Nihil and I will decide what's good, ask for your help if we need it, and do our thing.
Zach Tartell
06-25-2008, 03:52 PM
Here are the brackets:
http://i158.photobucket.com/albums/t119/lonelybaritone/secondhalf.jpg
And the second:
http://i158.photobucket.com/albums/t119/lonelybaritone/firsthalf.jpg
Nihil Credo
06-25-2008, 04:19 PM
Da Listz (http://www.mtgthesource.com/forums/showthread.php?t=10101)
Also, the matches are being video-recorded (although only from my side), and they will gradually get put online. A couple of games were lost by mistake, but from now on there shouldn't be any more problems.
You can find the videos here (http://www.mediafire.com/?sharekey=410c568ee5e467d2d5a101cf914073b46c69af142da8a044)
(and the game logs too) (http://www.mediafire.com/?sharekey=410c568ee5e467d2d5a101cf914073b46c69af142da8a044)
They're encoded with x.264, a codec which proved ridiculously efficient at screen capture (75 kb per minute). If you can't watch the videos with any program, Google and install "ffdshow", that should do the trick (at least with Windows Media Player).
Or just use VideoLAN (http://www.videolan.org/), which works with everything.
Zach Tartell
06-27-2008, 02:01 PM
OH SHIT TOURNAMENT MATCHES:
Round 1: Train Wreck v. Eternal Garden
Game 1 - Train Wreck mops the floor with Gardens. Fun plays include Trainwreck Hymn-ing away two Intuitions, followed by Gardens topdecking the third. Oona ends it in two turns after a failed Smokestack try around turn eight or ten.
Game 2 - Luck didn't favor Gardens again. A first turn Thoughtseize hits Intuition, and Gardens just kind of plays with top while Train Wreck drops two Faerie Macabres and a Korlash to beat for the win. Dismal.
Edit: What part of "Don't post here" didn't you understand?
Nihil Credo
06-27-2008, 02:56 PM
Round 1: Pox vs. RGBSA
Game 1: Pox keeps consistently hitting Survival with discard and denial while getting beaten by a pair of guys, then gets rid of those guys as well and follows up with a Tombstalker for the win.
Game 2: Survival out-discards Pox, which keeps drawing double-colored stuff while stuck on a Mox and a Factory. Pox has an opportunity to get back into the game by casting its namesake at one point, but its pilot throws it to the wind and it's soon over.
Game 3: Survival sits on three fetchlands while Pox patiently beats with a pair of Factories. When it's at six, it uses those fetchlands and plays its namesake, chumpblocks a Factory with a Big Game Hunter, then untaps and plays Spike Feeder. However, a Smallpox from Pox is still lethal.
Zach Tartell
06-27-2008, 03:38 PM
(GBW Survival 2-0)
Game 1 was pretty boring; Survival powered out its namesake after a Force and Witness, Breakfast was stuck on 1 land for most of the game. After the combo came together (next turn) a Swords to Plowshares sent Breakfast's hopes farming at the small price of one life.
Game two was probably a bit more exciting, for a second. A mulligan from Breakfast left a pretty solid hand, but the turn one thoughtseize walked into Extirpate, Bayou, Wooded Foothills, Yixlid Jailer, Survival of the Fittest, Tarmogoyf, and Thoughtseize. Disappointing. An Extirpate later netted 1 Illusionist from breakfast's yard, hand, and two from the deck. Using Worldly Tutor Breakfast made a valliant attempt at win-ery, but Survival just outclassed Breakfast's 1/1's and meager Goyf.
Zach Tartell
06-29-2008, 06:48 PM
(Merfolk 2-1)
Game 1 was looking good for Voroshstill until Merfolk topdecked one of their Back to Basics; a Seasinger steals Vorosh's Goyf and swings with it for the win.
Game 2 includes two Plagues and a scoop.
Game 3 moves slowly for both players. Merfolk resolves a Counterbalance that dominates Vorosh (as too frequently all three cards on top are 3cc. No EOT Krosan Grip for Zach). Nihil ploughs through a single plague with 3 Lords to win.
Nihil Credo
06-29-2008, 07:41 PM
Ur Dreadstill 2-0 MUC
Game 1: Dreadstill is on the play, forces down a Standstill and gets some double-Factory damage in. A Back to Basics gets Dazed, a Shackles is allowed to resolve because Dreadstill has both a Needle and a Trickbind in hand. Needle is resolved next turn, then MUC digs with a pair of Fact or Fictions for the Engineered Explosives. He finds it the turn before dying, it gets Trickbinded, and that's it.
Game 2: Dreadstill starts again with a (this time single) Factory for the beats. MUC counters a couple of Trinket Mages, cantrips a bit, then loses the counter-war over a Vedalken Shackles. Then MUC draws crap while Dreadstill resolves a Standstill and keeps beating for two. MUC eventually Facts into a 1-4 split to take a Morphling, but the Morphling doesn't resolve either.
Zach Tartell
06-29-2008, 08:18 PM
(RGB Flow Madness 2-0)
Distance from Sparta was used to choose who was to play Madness; I giggled like a little girl for about five minutes at my own joke while Nihil kicked my ass.
Game 1: Affinity dropped its hand (save a Thoughtcast and Somber Hoverguard for lack of blue mana) early, but was outclassed threats once the second Tarmogoyf hit the table. Notable occurence: Three Aether Vials in play by turn 4.
Game 2: Affinity is Duressed turn 1, losing its Cranial Plating. Madness drops a Chrome Mox to dodge the two Spheres in Affinity's hand, passes the turn. The game moves slowly until Madness starts to drop a Goyf and Oona's Prowler. I manage to pop out a Ravager that gets Gripped, then lucksack into a second. He pyroclasms, and the second Ravager keeps me alive at 2 until Nihil rips a Terminate and swings in for the win. After I'd sacrificed all of my land to Ravager (he was like a 7/7) Nihil dropped a Flow. It's a pretty good deck (and thorn Affinity isn't).
Zach Tartell
06-30-2008, 02:05 PM
(RW Goblins 2-0)
This round was capitol-D Dismal. Restrictive mana costs + Wasteland (or 1 land under Port). Game 1 included Eva Green drawing three land, two being wasted and one being ported. Game two was looking great; one Plague, some fat in hand, and other greatness. Siege-gang commander came down and stopped the fun; two goblins during the upkeep brought Eva from 4 to 0. (The Italian word for weak is pronounced "Skee-Faw.")
UWb Wish Still (2-1)
Game 1 is like a normal Landstill game, as far as I can tell; D&T dropped quick beats that were allowed to sit around for a turn or two, then destoryed. Landstill stabilized at 4, Wished for a Pulse of the Fields, got back up to 14, and beat slowly with a factory. Even a Cataclysm turn six or eight didn't help D&T that much. 25 lands FTW.
Game 2 was more interesting (that is to say Landstill lost). Some solid back-and-forth action over a Gaddok Teeg (assisted by a Karakas) ended up where Landstill had 0 counters in hand while a Jitte'd Avenger beat down FTW.
Game 3 was stupid. D&T mulled to 5, kept a 0 lander (hoping to grab some to keep its otherwise solid hand together) and scooped with 0 permenants when Landstill Decreed for 4 sodiers. Not much fun for anybody.
Zach Tartell
06-30-2008, 03:31 PM
Burn (2-1)
Game 1 Involves a Tarmogoyf and other bad things for burn. Burn boarded oddly, I suppose; -4 Flamebreak for 4 Pyrostatic Pilar, reasoning that nothing would die to it anyway (stupid Tarmogoyf) but that Pilar would hurt more in the long run anyway.
Game 2 Was solid. Burn had a Fireblast T-siezed, then dropped like 3 Riftbolts, and a Pilar. A Mogg Fanatic and Incinerate to the face ends it for Deadguy.
Game 3: Deadguy mulls to 4, thoughtsiezes turn 1, eventually resolves a Goyf, and loses to a million burn spells.
Nihil Credo
06-30-2008, 04:04 PM
It's The Fear 2-0 Faerie Stompy
G1: FS keeps a very sketchy hand (Drifter, FoW, Needle), and while his creature go farming he lands a Needle on Top (only a Tundra and a fetch had been seen from ITF yet) and a backbreaking Chalice@2. Alas, things do not last forever and while FS draws almost no pressure It's The Fear manages to get rid of the Chalice, drop a Goyf, and protect it all the way.
G2: Chalice from FS resolves. Efreet beats for a turn, a SoLS is countered, then Deed is played. Faerie FoWs, ITF FoWs back, and FS's board is decimated. Another Efreet starts beating for a while, but then ITF drops and activates Shackles, following up with two Goyfs. FS draws a late Trinket Mage, a Sea Drake has to chumpblock, and dies two turns later.
Nihil Credo
06-30-2008, 06:19 PM
NQS 2-1 Solidarity
Game 1: A Counterbalance lands for NQS, as well as a 2/3 Tarmogoyf and then a Dark Confidant, but thankfully no Top. Solidarity has no Cunning Wish, so it goes cantripping more or less as usual and sets up to combo around a blind Balance. The sequence on the critical turn is: High Tide (Cbalance reveals land, resolves), Reset, NQS-Brainstorm in response, Turnabout in response, Fow on Turnabout, Remand on Reset, Spellstutter Sprite targeting Brainstorm into a second targeting Reset, Flash of Insight flashbacked with the last two mana to find a FoW that targets the FoW on Turnabout. Then Solidarity goes off for a bit and eventually ends up with Cunning Wish, Flash of Insight, and nine mana to kill NQS. This requires more cards, so Solidarity goes for a Meditate, which however doesn't give what it was looking for. It's over to G2.
(Aside: I'm kicking myself for misclicking and losing the video of Game 1. It was one of those beautiful Solidarity counter-wars with ten different objects on the stack and arrows flying all over. A pity.)
Game 2: NQS uses two Dazes to force a turn two Counterbalance through a Remand and a Force; Solidarity recharges with a Meditate next turn, which gets then Extirpated. A turn later Solidarity is at four lands and NQS passes with the board empty save for the Balance; EOT Impulse causes a Counterbalance reveal of Chrome Mox. Solidarity goes for it, Forcing a sneaky Brainstorm along the way, until its final Flash of Insight for bazillion gets countered by a now-hardcast (thanks to the last, necessary, High Tide) Force of Will. Unfortunately for NQS, the last card in Solidarity's hand was the Brain Freeze for 42 cards of 45.
Game 3: Turn two Counterbalance meets Spell Snare. Eternal Witness into Counterbalance meets a second, which meets FoW, which meets another FoW. NQS goes for Confidant, which elicits an Impulse in response, and Solidarity decides to Spell Snare that as well, but it gets Dazed. Solidarity decides to try and go off on the last possible turn, but, quite simply, fizzles.
Zach Tartell
07-02-2008, 12:35 PM
GOD CANNOT SAVE YOU FROM 'FOREST, GO.'!!!!! (Berserk stompy 2-0)
Game 1:
Skyshroud Elite. Rancor, swing for 4, drop seal of Strength. Untap, forest, Seal of strength, Might of old Krosa, swing. "Block with Goyf." "Seal, seal, Berserk, take 32 (after goyf soak)."
Game 2:
Sea, go. Forest, go. Land, Counterbalance, go. Rushwood Legate (that's the "free if your opponent controls an Island dude) Reveal a 'goyf. Rancor the Legate, go. Land, Goyf, pass the turn. Land, bait Counterbalance with a Silhiana Ledgewalker (relveal Protean Hulk, Force the Ledgewalker). Swing. "No blocks." Invigorate, Invigorate, Berserk. He's at 23 off of a fetch and a force, the damage is 24.
This deck is unstoppable.
Nihil Credo
07-02-2008, 10:13 PM
The Spanish Inquisition 2-0 GWB Rock
Surprisingly, a fairly interactive match.
G1: TSI fires off two Contracts on turn 1, then ends up one mana short of a good Tendrils and passes with a full hand. Rock Thoughtseizes away a Ritual. TSI Tutors for a second Tendrils and passes. Rock Thoughtseizes the remaining Tutor and plays a Village. TSI dumps most of its hand into a Tendrils for four storm (life totals become 13-7 for TSI). Rock attacks once. TSI topdecks a Contract which gives enough mana for a second finishing Tendrils.
G2: Rock has Thoughtseize (taking Tutor) into a Confidant. TSI empties its hand into blocking robots and double Confidant. Rock Witnesses back and plays Thoughtseize, then plays a Deed, which wipes most of the board. This enables TSI's Cabal Rituals which, with the help of Rock's own Confidant, fuel a lethal Tendrils.
Intuition Welder Survival 2-0 Imperial Aluren
G1: Aluren Forces IWS's turn 1 Survival, then makes land drops waiting to drop the combo in hand. On turn 2, Survival Intuitions for 3 Cabal Therapy, the first of which (on Deed) whiffs while the others empty Aluren's hand. Aluren topdecks its namesake, but then nothing else while IWS drops a Welder and a Survival and goes to town.
G2: IWS goes turn 1 Birds, turn two Thoughtseize into Survival. It disrupts Aluren's combo once with Therapies, then again after a lucky topdeck from Aluren by dropping a Wispmare in response from Imperial Recruiter (Aluren couldn't play around it because there were more Therapies in IWS's graveyard).
Affinity 2-1 Karach
G1: Cantrips are good matchmakers. Plating, meet Oblivion Ring. Modular and Disciple, meet Wheel of Sun and Moon. Everyone but the Nexus, meet Moat. Opponent, meet two Zurs (one is killed by a Blast) and two Hoofprints of the Stag. After a bit of playing around Flings the Elementals swing for lethal.
G2: Disciple, meet Swords. Atog, meet Oblivion Ring. Ravager, meet FoW. Plating, meet Aura of Silence, she was in play waiting for you already. Everyone, meet Hoofprints of the Stag, don't they and Top make a nice pair? Future possible threats, meet a pair of Runed Halos. Topdecked Ravager, meet this other Force of Wi...
... who said "Ok, resolves"?
WHO SAID THAT?
WHO THE FUCK SAID THAT?
WHO'S THE SLIMY GRABASTIC PIECE OF AMPHIBIAN SHIT THAT JUST SIGNED HIS OWN DEATH WARRANT?
Dear Fucking Satan: If I Had To Make A Truly Obvious Idiotic Blunder In This Tournament, Did It Really Have To Be With My Own Underpowered-But-Oh-So-Cool Deck That Was Just About To Win The Blastittothethousandabyssesresonatingwiththecriesofabortedbabyunicorns Match?
G3: Affinity lands Winter Orbs on turn 2 and 3, threatening to keep it in the early-game. Karach lands a Top and an Energy Field, threatening to teleport to the late-game; four land drops later Affinity manages to get rid of it by Flinging away a Meddling Mage. Karach digs again with Top, but the life-saving Moat is one turn away from being able to get played.
shitshitshitpissshitshitspisspisspissshitshitshiteatitdiediediediediediediedie
Nihil Credo
07-08-2008, 04:24 PM
Reanimator 2-1 43 Lands
G1 Reanimator has a double-Simic Sky Swallower draw. That's GG, right? Nope, because the Reanimator pilot waits an extra turn before going in EOT Discard mode, then fetches one more land than necessary, and 43 Lands manages to hit Tabernacle + Ghost Quarter full-on lock, despite the six basic lands in the deck.
G2: A fast Akroma, a Crypt, and no Maze spell GG.
G3: Again Akroma, but this time 43 Lands has the Maze and even a Chalice@0 for Crypt (which should have really been dropped on turn 1). This is followed by a lot of draw-pass, while Lands keeps Reanimator tied up with Ports, preventing Wipe Away or Tidespout Tyrant from hitting the board. Eventually, however, Reanimator topdecks a Needle ftw.
Also, lesson of the day: never play with full-art cards when you have never touched the deck in your life. For some reason, I was absolutely sure that Reanimate was an instant...
We then agree to do the rounds counterclockwise rather than straight top-down, because I'm in the middle of exams and in no shape to pilot Fetchland Tendrils.
TES 2-1 Demon Stompy
G1: Turn 1 face-up Grinning Demon, turn 2 Phyrexian Rager is all the offense that Demon Stompy mounts up, but it's enough as TES Diminishing Returns and then Infernal Contracts into a hand with five tutors and one mana less than needed for the kill.
G2: Karma is fair, as TES does the IGG loop on turn 1.
G3: Demon Stompy has a turn 1 Priest of Gix into Trinisphere and a pair of morphs to follow. TES, however, Shattering Sprees on turn 2 with the help of a monkey and then on turn 3 Diminishing Returns into a kill.
Swan&Moon Threshold 2-1 5C Sliver Survival
G1: A sliver gets Dazed, a Sliver gets countered, a Sliver gets burned, a Sliver gets burned, and a few guys march in for the kill over another couple of tiny Slivers.
G2: Hilarious series of misplays from Thresh as it keeps a hand on the strength of FoW + Blood Moon, then a) forgets that you must have a Volcanic before casting Blood Moon; b) lets Crystalline resolve, making its topdecked non-Pyroclasm burn dead. Blood Moon turns out to be useless anyway thanks to a Gemhide Sliver and an Aether Vial, and a land-heavy draw makes it impossible to recover from those mistakes.
G3: Thresh again deals with a couple of Slivers and a Survival, lays a Counterbalance, drops Swans, FoWs a StP (slight misplay as it could have been Balanced), then next turn draws a million cards. The Lightning Storm has been sided out, but dropping a Clasm and then keeping Bolt-Bolt-Bolt-Force-Force-Swans-Swans works just as well.
Canadian Thrash 2-0 Feinstein Elves
G1: Elves sees blue duals and decides to bet on its multiple Wastelands to carry the day; unfortunately, Thrash Ponders into two triple-landers twice and puts its Fire/Ices to good use.
G2: Every threat of Elves gets dealed with, with the exception of a Thorn of Amethyst which doesn't do much without its sister. A pair of Mongeese beat from 20, while a Goyf and another Bolt comfortably wait in reserve.
Nihil Credo
07-10-2008, 07:09 PM
CounterSliver 2-0 RBg Goblins
G1: CounterSliver Swords and Dazes a total of three Goblins, meanwhile Vialing in triple Hibernation Sliver and following with a Sinew. Goblins is quickly forced on the defensive, with Hibernation Sliver causing some pretty bad trades. Topdecked Winged Sliver ftw.
G2: Goblins has to keep a weak five-carder, while Slivers has a solid opening of Crystalline, Sinew, Winged, Sinew, only needing to Daze a Weirding along the way to get an easy win.
Domain Zoo 2-0 Wild Zombies
G1: Zombies mulls to five and misses a couple of land drops, then uses Zombie Infestation (pitching non-recursive crap) to block a Swiftblade twice. The next Swiftblade goes unblocked, and Might is lethal alongside a Goyf and some burn.
G2: Again Zombies mulls to five and then misses the second land drops twice. Meanwhile Zoo has a Confidant, a pair of Tarmos, and a Jitte to easily fend off their attempts to get back into the game.
Faeries 2-0 Imperial Painter
G1: Imperial Painter resolves a pair of Servants and a Shusher, then gets absolutely raped by Enlightened Tutor -> EE@2. Meanwhile Faeries' Ancestral Visions resolve allowing them to assemble Counter/Top, then they drop some tribal stuff that stops the Imperial Recruiter beats and fly over for the kill.
G2: Painter opens with a simple Grindstone, but then resolves a Magus that leaves Faeries on just one basic Island, and then another. Faeries however has a Scion of Oona (REB'd), then a second Island and a Vendilion Clique, which blocks a Magus and is championed by Mistbind, then another two Scions to kill Painter in just two turns, while the red deck sees neither Painter nor Recruiter.
Nihil Credo
07-11-2008, 06:21 PM
4C Landstill 2-1 Goyf Sligh
G1: It actually looked like a game until Price of Progress resolved.
G2: Landstill draws an absolutely ridiculous number of cards and drops a Tombstalker that kills Sligh while backed up by infinite countermagic.
G3: Not quite as many counters or draw as in G2, but 1 Tombstalker and 4x Mishra's Factory beat FTW.
The Mighty Quinn 2-1 Sun Tower
G1: Quinn draws some of its twenty dead cards while Sun Tower sets up the Smokestack lock basically unimpeded.
G2: The game was shaping out to be very interesting, with ST Jester's Capping away 60% of Quinn's win conditions while Quinn drops a crapload of permanents in play, but then MWS crashes. Pity.
G2bis: Turn 2 Chant-lock for Quinn. ST has the Chalice@1 ready, but Quinn gets up to its fifth land drops and plays Oblivion Ring for the win.
G3: Turn 4 Chant-lock for Quinn. Yawn.
Zach Tartell
07-16-2008, 01:32 PM
OMG THE SKY IS FALLING (no, it's not, Belcher wins 2-0)
Game 1: Oh, aydunno, I suppose I'll belch you for like 38. Does that fit your schedule?
Game 2: A valliant attempt to live (turn 3 unsustainable Confinement on Loam's part) is backed up by three goyfs. Insult got a new roomie named Injury (I'm pretty sure that's a pakistani surname) when the 28 or so warrens tokens turn sideways, stack combat damage, belcher for eighty something. Fun fun.
Ichorid vs. Enchantress (Enchantress 2-0)
Game 1: Ichorid drops 5 cabal therapies in 4 turns, taking most of Enchantress's relevant spells, but having multiple copies of recycle on the board (that's my poor joke at saying I have 3 Enchantress effects in play by turn 4) refills Enchantress' hand (with like 11 land and a replenish) after an Elephant Grass hits the table (scoopx0rz).
Game 2: Ichorid mounts an honorable effort, but double Grove lock assisted by a couple Elephant Grasses and a Confinement ends it.
Baseruption vs. RGB Loam (Loam 2-0)
Game 1: Baseruption's terrible manabase doesn't end up being that much of an issue (only a solitary Wasteland on the first of two Tropical Islands); Counterbalance Lock comes up pretty quick (at 2, but 3 is tough to lock down). Three Tarmogoyfs fall down in front of way bigger threats, until a 12/12 Terravore meets a Swords. Volrath's Stronghold hits the table, and Baseruption stabilizes after a second Swords sends a 15/15 'Vore farming. The Shadowmage Finkeltrator and Dark Confidant on Baseruption's side end up losing too much life (being so late there are few 0 cost cards) and scoops it up to revealing a fourth Tarmogoyf. It was an epic game.
Game 2: Shit was pretty boring. A turn 2 Meddling Mage shuts down LFTL, which was an awesome 10 turn clock. An early Blood Moon gets Forced, stripping Baseruption's hand of anything relevant (turns out Chrome Mox sucks after turn 2). Counter/Top doesn't do much with 0 and 1 casting cost spells on top (but, oh, boy, TES would have been fucked) Three Terravores in consecutive turns really run the train on Baseruption (Yeah. get rid of that mental image). Extirpate sucks when it isn't on LFTL, which is awesome to name with Meddling Mage, but kind of conflicts strats. Anyway, game 1 rocked, game 2 was pretty weak.
We expect to return to games Friday.
Nihil Credo
07-21-2008, 07:39 PM
Elephant Stompy 2-0 5C Thresh
Game 1: Turn 1 Chalice on the play resolves bending Thresh over in a highly sexual way. It's followed by some Call of the Herd action which is kept in place by a Daze and then outclassed by a pair of ol' Goyfs. Eventually Stompy finds some more mana and begins to lay down its four-drops and a Jitte; it's getting dangerously low on life, but Jitte hits four counters the turn right before a big-ass Enforcer would have appeared.
Also, somewhere in this mess a Goyf was totally Giant Growthed into the death bin by a Lorwyn uncommon.
Game 2: Stompy drops some threats and beats. Thresh destroys a few, drops some better threats and beats. Stompy drops a Chameleon Colossus that holds the fort as an 8/8 and then plays Abyss as a 16/16, and then this particular Abyss gets tired of creatures and goes for the player himself.
Dragon Stompy 2-0 Draco Explosion
Game 1: Turn 1 Chalice on the play resolves bending Draco Explosion over in a highly sexual way. Unlike Thresh, Dracoplosion has no Goyfs to hold the fort, and all it manages to accomplish is a random Erratic Explosion for 1.
Game 2: Forces of Will handle the worst of Dragon Stompy's hosers, but at the cost of leaving Dracoplosion with very little search. Rebuild is used to buy time in the face of a highly annoying Jitte, but Taurean Mauler and Gathan Raiders still go the distance, unhampered by the defensive use of a spare Erratic Explosion, and the second one to the head doesn't hit Draco. Amusingly, a Draco was right on top of the library after the first Explosion had resolved, but unfortunately there was a draw step in the middle.
Sui Black 2-1 I Will Survive
Game 1: Discard, Extirpate and a Smother deal with the actual threats, while a pair of Negators trample all over IWS's dinky 1/1s.
Game 2: While both players are in serious flood, Saffi (after an extraplanar voyage) beats for a shit-ton more points than it should have in the face of double Factory. Eventually IWS topdecks Survival, which more than makes up for the previous flood, and goes off comfortably.
Game 3: 4 Wastes and 4 Factories are cool and all, but sometimes you pay for them with double mulligans. Meanwhile IWS drops three little 1/1s, kind of protected by a Dust Elemental in hand, and inflicts some highly annoying damage. At the price of some more life, however, Sui Black manages to get out of the screw with double Confidant.
Some spot removal and a pair of Powder Kegs wrath the board, and then it's again The Phyrexian Negator Versus A Bunch Of 1/1 Show. Fun, but the ending was kinda obvious.
Fetchland Tendrils 2-1 Super Gro
Game 1: Two Orim's Chants in successive turns break through the intimidating barrier of double Daze.
Game 2: FT has an opening hand with two lands and everything needed to go off except for Chant, then draws a half-dozen lands straight and no manipulation. Forced to go off, it disables Stifle with Wipe Away on the one untapped land, then is left at least one Storm short of a lethal Tendrils, and several mana short of chaining Infernal Tutors to provide said storm. Gro doesn't fall for the bait and ends the turn at one life.
Game 3: Thanks to a redundant Mystical Tutor eating a Force and a lucky Ponder into an extra Dark Ritual, FT manages to resolve a Chant one turn earlier than anticipated, and pain follows.
(Yes, we totally forgot about Goyf Dreadstill vs. Armageddon Stax. That's because nobody likes Stax, you know.)
Zach Tartell
07-23-2008, 08:27 PM
Finishing Round 1:
Mono-W Stax 2-0 vs. UGr Dreadstill
Game 1: A quick Dreadnought beats face for two turns.
Game 2: A pair of Goyfs start to bring the pain (through a Ghostly Prison) until Stax Geddons. Boo creepy foot doctor.
Game 3: Eerily similar to game 2. A foolish mistake surrounding an EE at 0 (to beat a Chalice at 1) wouldn't even have helped.
Pox 2-0 against Trainwreck:
This was a blowout. Control decks whose business curve starts at 4 don't do well against decks with 14 spells (and 4 Wastelands) that get pointed at land. It was mercifully quick (thanks to Tomb Stalker).
GWB Survival 2-1 against Mono-U Merfolk:
Game 1: Some stupid 1/1 makes a Bayou an Island for like ten turns while Merfolk beats with a 2/1.
Game 2: Survival pulls up a couple Goyfs and a Doran to make Merfolk's Silvergil Warriors (is that the 2/1?) tiny. Timmy would be proud.
Game 3: Multiple Grips keep Back to Basics and Needle on Survival off the table. Mono blue doesn't deal well with resolved Enchantments.
Ur Dreadstill 2-0 against RGB Flow Madness:
Game 1: A cleverly baited Mishra's Factory eats a Terminate while Dreadstill stalls into a second hard counter; 12/12 Tramplers for 1U beat free 2/2 Zombies and 3 mana 4/4s.
Game 2: Sundry hate doesn't make a splash; Dreadstill lives in fear of Flow (and uses Stifles and Wastelands to keep Madness off the mana). Dreadnought seals the deal after walking over Goyf for a turn or two.
UWb Landstill 2-0 against Goblins:
Game 1: A couple Ringleaders get countered; Humility makes goblins frown, then scoop to six Decree tokens.
Game 2: An early Humility is answered, but Landstill topdecks like a champ until Goblins runs out of gas. Stupid Eternal Dragon.
It's the Fear 2-1 over Burn:
Game 1: Burn goes crazy and ITF stabilizes at 3 (while there is a threshed Barbarian Ring is on the table). A Goyf answers any problems ITF had.
Game 2: Burn, uh... burns ITF out pretty quick. Two Goyfs can't do shit.
Game 3: A turn 1 (on the draw) Needle on Top makes Burn jump for joy (no Shusher in the board) but then a Pyrostatic Pillar does like 8 damage to Burn while ITF plays a Goyf and Witness and rides 5 damage a turn to victory.
GOD CANNOT SAVE YOU FROM "FOREST, GO."
Berserk Stompy 2-0 over Not-Quite-Survival:
Game 1: A Smother sets Stompy back a couple turns; Not Quite Survival gets Counter/Top online and that doesn't accomplish anything.
Game 2: A turn 1 Skyshroud Elite is Dazed, but a Kavu Predator and Rushwood Legate resolve on turn 2. Predator eats a Smother. Turn 3 includes a Might of Old Krosa, 2 Invigorates, and a Berserk finish on the third turn (as is expected).
Oh, child. If Berserk Stompy can take down ITF next round it'll have beaten three counterbalance decks in a row.
Nihil Credo
07-24-2008, 03:51 PM
MOAR MATCHES:
The Spanish Inquisition 2-0 Welder Survival:
G1: The rules of the tournament mean Survival's Therapy on the play calls Force of Will. Spanish Inquisition spends 15 life on its turn, but ends up short on mana and has to pass the turn and meet a Mesmeric Fiend. This is however followed by a third Contract getting some business into a Goblin Charbelcher. Welder Survival promptly plays a Goblin Welder, but doesn't get a chance to activate it to get rid of the murderous artifact.
G2: Welder, go. Make a shitload of mana into a Contract into yet more mana into a straight-up Tendrils kill. With a LED still in play and a Tutor still in hand. Now this is how you win with SI.
Reanimator 2-0 Affinity:
G1: Affinity has a nuts draw with double Disciple, triple Ravager, Atog, and a few free dudes. But Reanimator has a turn 2 Simic Sky Swallower and just the absolutely perfect combination of Imps, 2x Echoing Truths, Therapy, and Reanimates on the sacrificed Ornithopters to win the race at exactly 1 life. Awesome.
G2: Affinity has a solid hand, but without the Crypt to stop a turn 2 Tidespout Tyrant. What follows is a new&improved version of Game 1, with Tyrant triggers making Affinity look like Aluren when it's going off, except for, you know, the whole "winning the game" part.
Swan & Moon Thresh 2-1 TES
G1: Swan mulligans into a hand without counters; a Ponder and a Top look don't find any either, which leads to a quick IGG-fueled death.
G2: TES mulligans all the way down to four. Counterbalance is trumped by Vexing Shusher is trumped by Lightning Bolt, then a Tarmogoyf swings for the win behind the protection of a bare Balance and FoW+Daze.
G3: Again Vexing Shusher is quickly dealt with through Pyroclasm. Thresh fends off a pair of TES' attempts to go off and then has to wait a fuckload of turns to get a second creature to replace the one Pyroclasmed alongside Shusher. Once it arrives, it easily goes the distance.
Nihil Credo
07-29-2008, 09:26 PM
MeatHooks 2-0 Canadian Thrash:
G1: Vial on the play with double counter-backup into Crystalline, Sinew, Sinew, Sinew. It was almost irrelevant that Thrash managed to stick MeatHooks at one mana.
G2: After a Vial is Forced, it's a back-and-forth between multiple Mongeese and Hibernation + Sinews paying lots of life to achieve favourable combat trades. In the end, MeatHooks is left with four life and a three-turn clock: Thrash doesn't draw burn in those three turns.
Faeries 2-1 Domain Zoo:
G1: A Skyshroud Elite deals a few points, but Faeries is ready to answer the rest: Spellstutter Sprite, Counterspell, and then Vedalken Shackles with Force backup to definitely gain board control. Mistbind Clique and a Mutavault do the mop-up.
G2: After a mulligan, Faeries is stuck with a one-land hand that nevertheless heroically endures until it stabilizes at a precarious six life (also thanks to Zoo being ridiculously flooded). A back-and-forth of threats and answers follows, but a couple of burn spells end the dream while the attack on Zoo's 30-odd life points had just begun. A bone-headed play on Faeries' part may or may not have been critical (countering a burn spell before realizing that the already-planned Scion of Oona would have worked just as well).
G3: This was a slaughter. An early Counter-Top completely locks Zoo out and the opening Kird Ape only manages two hits before being Smothered. After that, Faeries can comfortably mount up an offensive with Sprites, Mutavault, and Scion of Oona. The match ends with Faeries at 14 life.
4C Landstill 2-0 The Mighty Quinn:
G1: Pretty much as you'd expect: threat, answer, Deed, rinse, repeat. This game was actually decided by a few play mistakes: first Landstill forgets to return a third Mishra's Factory to play before Deeding away both its Crucibles. Then, Quinn has a chance to send two Factories to their deaths (which, it turns out, were the only win conditions left to Landstill), but plays stingy with its Chants and after two FoWs and a Stifle one Factory is left alive. Six turns later, that same Factory deals the killing blow...
G2: More of game 1: threat-answer-counter-answer, repeat. Landstill simply gets more relevant stuff (Duress from the sideboard was nice here) and eventually punches through. Interestingly, Quinn actually achieved Chant-Lock at one point, but of course it only bought a few turns before it met Force of Will into Pernicious Deed.
Enchantress 2-1 Belcher:
No, really:
G1: Belcher mulligans, pretends to be Ichorid for a turn, and then makes sixteen Goblins on turn 2, to which Enchantress promptly topdecks Elephant Grass. Grass is followed by more lock enchantments (Confinement and eventually Moat), but right at that point Belcher gets its namesake and puts an end to that silliness.
G2: A game of hands: being on the draw and going up against a deck with 10+ anti-creature enchantments, Belcher decides to actively mulligan for an artifact kill. It doesn't find it in the first few mulligans, and by the time its full-mana hand topdecks its namesake, Enchantress has an Aura of Silence in play and an Orim's Chant to disrupt the attempt. Dovescape on the following turn prompts the scoop.
G3: Kind of like game two, except without the Belching attempt: a risky hand with Burning Wish mulligans into a mana-only six-carder into a mana-only five-carder. Sometime later, that five-carder turns into 14 Goblins that attack once, but then never again.
Zach Tartell
07-30-2008, 10:39 PM
End of round 6:
RGB Loam 2-0 vs. Mono-W Stax
Game 1: Wow. Two Countryside Crushers get big. Like, really big. And fast. I took 11 damage turn 5, and like 15 turn 6. Frown town.
Game 2: Stax kept an amazing hand, then got greedy and waited on dropping its second (first was Shattering Spree'd into oblivion)(ha! Like the ring. I didn't even try for that one) Crucible of Worlds, and instead wasted a Taiga (to keep Loam off of Loam mana) and then couldn't hit three mana (in order to hit 4 mana for the multiple 'geddon effects in hand) until a Crusher turned sideways 1 time too many.
Dragon Stompy 2-0 vs. Mono-G Chalice Stompy
Now, now, perfectly symmetrical violence won't solve anything.
Game 1: It's a game of "Basic Land, go," for a round until Dragon Stompy pumps out a Dragon. Bad news bears. Mono-G stompy doesn't trade a Colossus for said hellbent Dragon, loses the following turn.
Game 2: Each side boards out 3spheres and Chalices and shit for combat tricks and Pithing Needles. A turn 1 Spawnwrithe for G-Stompy is outclasses immediately by a turn 1 Slogger. Goes downhill from there pretty quickly.
Fetchland Tendrils 2-0 vs. Sui Black
Game 1: FT wins the roll, drops a top. Sui rituals into Duress, Thoughtsieze, burns for 1. A Confidant toting a Jitte brings the pain alongside a Factory. Fetchland Tendrils goes off the turn before the turn before lethal. Sui's ending hand: 4 Swamps and a Ghastly Demise.
Game 2: I boarded in Leylines over Engineered Plagues. Boy, was I wrong. My turn 1 Negator connects once, and then greets 16 Goblin Tokens.
That's round 3. Round 4 to start as soon as we feel like it (read: tomorrow, after like, noon, or so. (that's EST)
Nihil Credo
08-04-2008, 06:52 PM
Octaverfinals or however you want to call them:
Pox vs. BGW Survival:
Game 1: Pox mulligans to five, and the gas in its hand is far from enough to beat Survival's discard and five-ish lands. Mystic Enforcer lands and beat four times, with a random dude showing up just in time to prevent it from eating a Smallpox.
Game 2: Basically, Pox does what Pox does: stall off Survival at two mana, kill off four copies of Birds of Paradise, and eventually also get rid of the near-useless Survival itself. Phyrexian Totem mops up.
Game 3: File this under the word "ridiculous": Survival is mana-flooded and dies to a single Mishra's Factory.
Result: Pox beats BGW Survival 2-1
UWb Landstill vs. Ur Dreadstill:
Game 1: Landstill feels overconfident due to the Decree in hand and drops a Standstill on turn two, then gets thoroughly raped by Dreadstill having five utility lands and is forced to break it. The ridiculous CA helps Dreadstill ride this one to an easy win.
Game 2: An interesting back-and-forth with Engineered Explosives flying all over the place and some pretty cool counter-wars and then both players are in topdeck mode and OH SHIT HAVE THOSE 2x ACADEMY RUINS BEEN IN PLAY SINCE TURN THREE?
Ahem. Your honor, struck from the proceedings, etc. etc.
Game 2 Redux: Eternal Dragon may be the single most hated card by Dreadstill in this MU. Gaining 24 life off of a couple of shrimps only delayed the inevitable.
Game 3: It takes a lot of turns, but eventually Landstill achieves the one-two-three punch: Mage on shrimp, Halo on Factories, and Extirpate on Engineered Explosives. That leaves Dreadstill two Trinket Mages and Standstill-decking to win with, which proves soon impossible.
Result: UWb Landstill beats Ur Dreadstill 2-1
Zach Tartell
08-12-2008, 04:25 PM
Finishing up the round:
SI 2-1 over Reanimator:
Game 1: Reanimator rushes out a Phantom Nishoba; SI drops a Belcher, turns it sideways, and flips.... four cards and the other Bayou. The next 3 mana is more than lethal damage away.
Game 2: An Exhume opens up Culling the Weak mana for SI, and it wins. Weak.
Game 3: An early win for combo beats a turn 1 Putrid Imp.
"God can save you if your opponent doesn't play 'forest, go.'"
ITF 2-1 over Berserk Stompy
Game 1: Counter/Top sucks pretty hard. Stronghold +3 Goyfs makes it suck harder.
Game 2: Turn 1 Legate and the shitty bloodthirsty dude. Turn two Ledgewalker (countered), turn 3 swing for 14. ITF can't beat that much.
Game 3: This was long and drawn out, and included me cursing Umbowta for not playing Krosan Grip. An early Counterbalance (without Top) is answered by a Zealot, then ITF tapped out a couple times with top on table (apparently without a 2 on top (for fairness, since any not-idiot playing a green deck would pack Grip)). Berserk Stompy eats it to a 15/16 Goyf after dying of boredom (and 4 hits from a 4/5 Goyf). 3 1cc beaters are in hand at the end of the game.
Slivers 2-0 over Moon Thresh (might have been 2-1)
Game 1: Remember the game plan against Canadian Thresh? Something about resolving Vial and Crystalline Sliver? Yeah. A bunch of Muscle Slivers take it down. Actually, now that I think about it, Game 1 was Moon Thresh over Meathooks, or maybe game 2. Anyway, two games included Vials and lots and lots of flying 3/3s and 4/4s. Yeah. Screw moon effects (didn't see one, ever).
EDIT:
Nihil loves you more than I do:
Nihil Cred0: g1: winged sliver dodges tarmogoyf and makes the kill one turn faster than the swans combo
Nihil Cred0: g2: two 6/7 tarmogoyf and some burn outclass slivers fast
Nihil Cred0: g3: thresh has problems finding lands and pyroclasm is too late to help
0:03:52 [Zach Tartell] Zach Tartell taps AEther Vial
0:03:54 [Zach Tartell] Zach Tartell plays Crystalline Sliver from Hand
0:04:01 [Nihil Credo] <Nihil Credo> damn you
4c Landstill 2-0 over UBw Faeries:
Game 1: Rather by-the-numbers; Each threat dealt like four damage before being either outclassed by Factories and Tombstalkers or eaten by Deed and Crime/Punishment.
Game 2:
0:19:05 [Nihil Credo] <Nihil Credo> if i win after you see four plagues you'll send me a basket from syracuse
0:19:07 [Nihil Credo] It is now turn 26 (Nihil Credo)
0:19:07 [Nihil Credo] It is now the Beginning Phase, Untap Step
0:19:09 [Nihil Credo] Nihil Credo untaps his/her permanents
0:19:09 [Nihil Credo] It is now the Beginning Phase, Upkeep Step
0:19:10 [Nihil Credo] Ancestral Vision now has 1 (-1) counters.
0:19:13 [Nihil Credo] <Nihil Credo> two baskets, actually
Landstill went down to three from a Vendillion Clique and a Scion; A handful of Swords and a pair of Deeds keep it clean for a while, until a Fact into Wasteland, Plague, Underground Sea, Plague, Crucible happened. Yeah. Landstill untapped, drew a second Plague, played them both, and waited 100 years until a third Tombstalker (second was countered) hit the table. Crucible/Waste kept Shackles from mattering until two 5/5 fliers take it down.
Enchantress 2-1 over RGB Loam:
RGB Loam vs Enchantress: Enchantress. Somehow. Zach prevails.
Game 1: Turn 2 Argothian meets DD for 2, then Loam is able to keep up the pressure until a 6/6 Countryside Crusher and an 8/8 'Vore bring the pain.
Game 2: Turn 1 Argothian, turn 2 Karmic Justice, turn 3 Ground Seal, Sacred Ground. Enchantress ends with 6 Enchantress effects on table, 1 card in library, and like 41 permanents.
Game 3: Similar to game two, except that Enchantress won on turn seven or so off of 3 Enchantress effects for 20 damage perfectly. Sacred Ground is so good when it's good (and so worthless about 90% of the time).
Blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah my deck wins
Dragon Stompy 2-0 over Fetchland Tendrils:
Game 1: FLT winds the die roll, fetches a basic Island, Ponder. Turn 1 Blood Moon. Some worthless fetchland. Seething Song, Dragon. Scrubland. Song, Sword, Equip, swing. Thumb twiddling. Draw, drop a land, play a useless Blood Moon, swing for the win.
Game 2: Flooded Strand, Plains, Top. Ancient Tomb, Pithing Needle (FLT doesn't flop top) on top. Pithing Needle on Delta. Swamp. Mountain, Trinisphere. Scrubland. Chalice at 2 (two baskets don't pack it to Serenity). Volcanic Island. Mountain, Seething Song, Blood Moon, morph Raiders. Pass. Morph up Raiders, play Magus of the Moon, swing for 5. Pray for an out, don't draw one. Play a land, swing for 7. Pray for another out, don't draw it, scoop.
That's it for round, 4, folks.
Nihil Credo
08-25-2008, 04:47 PM
BACK FROM THE DEAD FOLKS:
UWb Landstill 2-0 Pox:
Game 1 - Can you say triple Standstill? Vintage guys have to plan six turns ahead to resolve one Recall, here you just need to kill any manland and pay 1U. Doing a Rain of Salt on Pox for two mana and getting an active Dragon and a Crucible into play were the mopup.
Game 2 - When you get the video, have fun spotting the exact point where I totally screwed myself by Brainstorming two cards back in the wrong order. Regardless, the deck's sheer power pulls it off without too much effort.
Zach Tartell
08-28-2008, 05:17 PM
OH SNAP WE FINISHED THE TOP 8
SI 2-0 over ITF
Game 1: A turn 1 win for SI is only one mana away, but Nihil'll be damned if he finds it. Counterbalance lands on turn two, but no turn 1 or 3 top. After a couple amazing blind flips SI goes off for lethal storm. There is a hilarious screen shot that you should look for in the replay.
Game 2: ITF keeps a 1-lander with totally awesome disruption. Land number two is like three turns later, followed by Counter/Top. SI storms up some.... storm and Tendrils ITF down to 1. I a savage misplay by ITF turns later ends up in ultra failure. I'll let you watch the tapes and ridicule me (sorry Dave).
Enchantress 2-0 over Dragon Stompy
Game 1: Turn 1 Slogger? Alright. My turn 2 Argothian, turn 3 Confinement with a hand full of enchantments seals the deal.
Game 2: Dragon Stompy mulls to 4, Enchantress keeps a turn 2 Humility hand. DS didn't find the 1-of Anarchy in time to stop the Pegasus beats.
4c Meathooks 2-0 over BHWC Landstill
Game 1: A turn 1 Vial resolves after a brief counter war. Crystalline Sliver is the first guy to join the party, but it didn't even matter. Landstill ended the game with two Factories, 2 Underground Seas, and an Island in play with Deed, Swords, and some other goodies in hand.
Game 2: Landstill had like everything it needed, except that Slivers had everything it needed, sooner. Frustrating.
Edit: That makes it look like we're done. Three more matches to go.
Wallace
08-28-2008, 05:43 PM
Updated 8/28/2008 @ 5:45 pm (est)
http://i275.photobucket.com/albums/jj319/Wally891/ResultsUpdate10.jpg
Zach Tartell
09-04-2008, 05:05 PM
OH SNAP THE QUARTER FINALS ARE OVER!!!
Enchantress 2-1 over 4c Meathooks:
Game 1: Enchantress' standard plan against aggro is to take a beating, stabilize in single digits, then drop Confinement. Worked like clockwork. There was a pretty significant play mistake on Nihil's part - a turn three or four (like, early, but out of the Daze-able zone) City of Solitude (secretly a counter-bait on my part) scared him into Forcing away a Daze to put it down. Enchantress Replenishes once and all is lost.
Game 2: An iffy hand of Enchantress' is quickly overrun by Slivers. Kudos to Nihil for setting up the Hibernation Sliver/Harmonic Sliver combo, even if he didn't need it.
Game 3: A double Humility hand takes it down against an Aggro deck. Who'da thunk? (Two Humilities fail to resolve, Enchantress gets beat to 4, then Replenish takes it home. How did I win before that card was legal?)
UWb Wish-still 2-1 over the Spanish Inquisition
Game 1: Landstill keeps an excellent hand of 4-cc creature control spells, and is rewarded with Swords to Plowshares for each of its first three draws. It's okay, though, 'cause I was able to Cunning Wish for Extirpate on Infernal tutor, which may have sealed the game for me. A terrible draw 4 for SI results in Landstill turning to beats. Two turns away from dying to a pair of Soldier Tokens SI Tendrils for 1 less than lethal. Landstill responds with pitching Tolaria West to find a third Mishra's Factory and beating SI to death while SI draws more mana.
Game 2: We both keep relatively slow hands, and then I booted it (I guess) by not countering the first (or second) Draw 4, or any of the rituals. I bided my time and hit the Charbelcher (that would have killed me) only to be Tendrils'd for like 13 storm.
Game 3: An exceptionally excellent draw for Landstill keeps me safe (when I fail to Slaughter Pact a Xantid Swarm on mu turn and instead do it on Nihil's turn, giving him another couple storm). Halo on Tendrils and Mage on Belcher hold the board long enough for me to draw the second Halo (for scoopzorz).
I gotta tell you, this was a pretty solid match. And confirmed my suspicions that UWb Landstill is the deck to bring to an unknown tournament. Or, I guess, any tournament.
Finals in a day or two, folks.
Wallace
09-16-2008, 06:30 PM
Final Update.
http://i275.photobucket.com/albums/jj319/Wally891/ResultsUpdate11.jpg
Brehn
09-16-2008, 07:18 PM
Nice overview of lists. (http://www.deckcheck.net/event.php?event=The+Source+2-man+Tourney)
Zach Tartell
09-18-2008, 11:39 AM
Game over, folks!
Enchantress wins 2-1
<Nihil Credo> 1 mana short, story of my life
<Zach Tartell> haha
<Zach Tartell> get that tatooed on your neck or something
<Zach Tartell> I bet it'd sound at least a little cool in italian
<Nihil Credo> "manca un mana"
<Nihil Credo> not bad
Game 1: A turn 1 Enchantress leads to some early card advantage for Enchantress. Turns later there is some mild interaction around a City of Solitude that is allowed to resolve. Landstill wishes for Return to Dust which Enchantress counters nicely with a Sterling Grove. Turns later Landstill scoops to either of two win conditions.
Game 2: Enchantress keeps a sweet hand... if it draws a white source. It doesn't. Double Meddling Mage on Enchantress effects team up with a factory to beat me to death.
Game 3: After vowing to send back any hand without a colored source, I promptly keep a hand of: Argothian, Argothian, Enchantress' Presence, Wild Growth, Forest, Forest. (Pre-Game banter - after seeing that Nihil could lock me out of win conditions with two Meddling Magi I boarded in my Humilities) I draw an Exploration and just go crazy. After landing my third Argothian Landstill finds a Humility. I promptly beat for 6 before running into a handful of Decree tokens. I drop a Justice, and then Engineered Explosives at 3 goes off, 'geddoning Landstill (who is floating UW) while leaving its Humility (since Enchantress has see all four of its creatures). Meddling mage comes down on something, and I tutor up my last Enchantress effect, lucksack into Sacred Mesa, and bring the pain pegasus style.
S-Chinese: 1马纳短,我的生命故事 [1 Mana short, story of my life] :wink:
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