Tuesday, January 24, 2012

Modern Love

Is it just me, or is Modern the most exciting format in Magic right now?

It seems to me you can play just about anything you like, and so long as you've thought carefully about constructing your deck, and have a decent plan and sideboard for the more common matchups (Affinity, UR combos, Zoo), you can do well.

As such, we're seeing completely original decks coming out of nowhere, as well as completely new takes on archetypes we've seen in Standard before in the results from the PTQ season. Take for example these examples from the most recent (23/01/12) Magic Online PTQ:


Winning the blue envelope, Dracc0n with UWR scepter aggro, boarding into Gifts/Rites!


1  Arid Mesa
2  Celestial Colonnade
1  Hallowed Fountain
4  Island
2  Misty Rainforest
1  Mountain
1  Sacred Foundry
4  Scalding Tarn
2  Steam Vents
3  Sulfur Falls
2  Tectonic Edge
23 lands

4  Delver of Secrets
3  Snapcaster Mage
2  Vendilion Clique
9 creatures
4  Isochron Scepter
4  Lightning Bolt
4  Lightning Helix
3  Magma Jet
4  Path to Exile
1  Research/Development
4  Serum Visions
2  Spell Pierce
2  Spell Snare
28 other spells

Sideboard
1  Combust
2  Dispel
1  Elesh Norn, Grand Cenobite
3  Gifts Ungiven
2  Grim Lavamancer
2  Pyroclasm
1  Relic of Progenitus
1  Sphinx of the Steel Wind
1  Unburial Rites
1  Vendilion Clique


The scepter element of this deck reminds me of Adrian Sullivan's WRB deck from Extended last year, while the rest of it is much along the lines of the UR(g) Delver decks being pushed hard by Todd Anderson and Brad Nelson at the moment. The alternate sideboard plan of Gifts Ungiven into Unburial Rites up a huge guy that (ideally) kolds your opponent must have caught virtually everyone with their pants down, though loses some surprise value now people know the deck is out there.


In 7th place, Wirecat (who I am reliably informed is "The" Ben Seck) has a new hybrid of Death Cloud and BuningLoam:


4  Blackcleave Cliffs
2  Blood Crypt
2  Graven Cairns
1  Lavaclaw Reaches
2  Overgrown Tomb
3  Swamp
1  Tectonic Edge
4  Twilight Mire
1  Urborg, Tomb of Yawgmoth
4  Verdant Catacombs
24 lands

3  Haakon, Stromgald Scourge
4  Tarmogoyf
7 creatures
3  Burning Vengeance
3  Death Cloud
1  Garruk Wildspeaker
4  Inquisition of Kozilek
4  Life from the Loam
4  Liliana of the Veil
3  Nameless Inversion
3  Raven's Crime
4  Smallpox
29 other spells

Sideboard
2  Ancient Grudge
3  Damnation
1  Engineered Explosives
1  Forest
3  Nature's Claim
3  Nihil Spellbomb
2  Victim of Night


The beautiful innovation here is the revival of the Haakon + Nameless Inversion combo. This not only gives repeatable removal for creatures, but is a spell cast from the graveyard for Burning Vengeance, and doesn't require a land each time like Raven's Crime. Victim of Night in the sideboard may as well read "destroy target creature in Modern" right now, so I'm surprised it's not seeing more play.




In 13th place, CoreySMann with.. KITHKIN?!


4  Arid Mesa
4  Marsh Flats
9  Plains
2  Rustic Clachan
2  Sacred Foundry
4  Windbrisk Heights
25 lands

3  Burrenton Forge-Tender
4  Cloudgoat Ranger
4  Figure of Destiny
1  Goldmeadow Stalwart
4  Knight of Meadowgrain
3  Ranger of Eos
4  Wizened Cenn
23 creatures
4  Honor of the Pure
4  Path to Exile
4  Spectral Procession
12 other spells

Sideboard
4  Blood Moon
4  Combust
4  Ethersworn Canonist
3  Kataki, War's Wage


This favourite of mine is virtually the old standard deck, only with fetchlands, and a very light red splash for sideboarded Blood Moon and Combust. I'm surprised he got away with just Kataki vs fast Affinity draws though, as now artifact lands are banned, paying the upkeep is  much more realistic prospect.


Finally, a shoutout to all the blue decks running Hurkyl's Recall as their Affinity sideboard card of choice. I first saw this in Bruno Panara's winning UB Delver list from PTQ Manchester last weekend, and he informs me it is an utter beating, often acting as a double Time Walk. SICK.


Modern continues to look super fun, and I can't wait to play some very soon! (No PTQs yet this season for me, frown).

Tuesday, January 10, 2012

My return to Games Workshop

After not touching a Citadel miniature or venturing into a Games Workshop store since the age of about 13, I have in the last few weeks begun to dip my foot back into that particular hobby pond. Not for want of a new (old) game to play, I'm really quite happy with the various board and card games I enjoy at the moment. However, I've been growing increasingly jealous of Hana's various craft projects (cross-stitching an intricate pillow front, painting by numbers), and while my games are fun when there are friends about, they're not so great when it's just the two of us at home on a Sunday afternoon, and require a minimum investment of time in an uninterrupted block to play.

So, I bought myself a Citadel hobby starter set of paints, glue, cutters and basing materials, a model kit I liked the look of, and set out to just do my best to put together and paint some things. Expect some irregular little blogs such as this one showing the results of these attempts, and thoughts on them, from here onward until I get bored or frustrated of it. I thought these might make for an interesting record in case I keep this up for a decent amount of time and accidentally get half-decent at it, or something.

#1 - Tau XV25 Stealth Suits:

How they're "supposed to look":

My effort:



I should probably start by saying that these comparison pictures are being a little hard on myself at this point in time - I've not painted anything in over 10 years, would generally consider myself not particularly artistic or steady-handed, and Hana insisted I wouldn't have the patience to do these properly. The frst picture, on the other hand, comes from Games Workshop's 'Eavy Metal team, who are professional full-time miniature painters. Still, not a bad first attempt I think?

Paint technique:

- Basecoated with Undercoat Black.
- Mechrite Red, 2 coats.
- Highlights on red with Mechrite Red/Skull White mix.
- Highlights on black with Undercoat Black/Mordian Blue mix.
- Details with Shining Gold.
- Base: Calthan Brown, 2 coats, then sand and grass PVA'd on.
- 2 coats Devlan Mud ("skill in a pot") wash all over.

Mistakes and lessons:

- For undercoat, you have to use a spray. Using a brush and the pot of undercoat black was needless cheapskatery, that resulted in a thick and somewhat glossy basecoat.
- For highlights, use the side rather than tip of the brush where possible. I also mixed the red highlights a little lighter than necessary.
- For highlights, use a detail/fine detail brush to achieve a thinner line. I did this one using the same starter brush throughout, which led to a thicker line than I would have liked.
- For the base, cover the whole thing with sand, then later add grass on top of this. I tried to to patches of each and it got a bit messy in some places, and left awkward gaps of just paint showing in others.
- I didn't bother trying to do the optics effects, something I should try in future on models with such details.
- I've since bought a can of Chaos Black spray to basecoat, and a detail brush for fiddly bits and highlights.

Overall I'm pleased with my first effort, and enjoyed doing these ones a fair bit. These models sure are smaller than I'd remembered though!


#2 - Eldar Jetbike:

How they're "supposed to look":


My effort:



Paint technique:

- Model left in 3 sections during painting: rider, main bike (not attaced to base), front plate of bike.
- Chaos Black spray undercoat.
- Mordian Blue, 2 coats over majority of model.
- Metal details in Chainmail, guns then drybrushed with Shining Gold over the top.
- Rider head drybrushed with Chainmail and then Shining Gold
- Highlighted with Mordian Blue/Skull White mix.
- 1 coat Devlan Mud wash all over.
- 3 transfers applied once fully dried and assembled on base.

Mistakes and lessons:

- First up, the transfers ruined the model a bit, because they very obviously show up as transfers where they've been applied. This is pretty frustrating as I'd been told they apply easily (which they did) and look great once dry (which they do not).
- Highlights on the smaller sections of the bike are okay, but those on the main front plate are still too thick and a bit sketchy.
- I finished this one a bit too soon perhaps, I could've done a lot more with the rider, at the very least.

I should have been a little more ambitious with this one in the painting, trying a little battle damage, and some simple freehand lines on the larger sections of the bike instead of opting for transfers, which I will unlikely use again. This seems like a great beginners kit (and pretty decent value at ~£7), though the rider doesn't exactly sit on the seat as I'd like, and there are no "options" out of the box.


Next time: Necron Warriors and Scarabs!


Friday, December 02, 2011

Cube Masters Series videos

My good friend Warren Vonk, Magic "cube" enthusiast and all-round good guy, recently organised an 8-player "Cube Masters Series" draft at Dark Sphere in London.

The format was an 8-player draft followed by 3 rounds of Swiss, then a cut to top 4, with 90 card Winston draft finals and semifinals. All of this was using Warren's (ISD updated) 360 card fully powered cube.

Unfortunately I couldn't attend the event to play and report on it myself, but it seems to have been a resounding success, with plans to repeat it regularly on a larger scale starting early 2012. Warren and others made sure to capture a great deal of content on video, which is beginning to get edited and produced (to a very high quality) now.


Here's the first batch of videos, showing Phil Dickinson (of "ARTIFACT. CREATURE. CAT." Fame), making his picks in the initial draft:









More to follow as and when they are uploaded, enjoy!

Wednesday, May 18, 2011

Drafting with... Shuhei Nakamura + Raul Porojan

At the recent Magic Grand Prix here in London, I had the pleasure and valuable learning experience of a day spent with the coverage team - Tim Willoughby, Rich Hagon, and David Sutcliffe.

Below are two a couple of raw, unedited examples of what I did that day. Both are a "drafting with..." piece, though in quite different styles - the first being all prose, the later is more a pick-by-pick analysis.

I'm hoping at some point in the future I'll be able to point back to this blog and say, "Look how far I've come!" We'll have to see about that, huh?



Drafting with Shuhei Nakamura:

Going into the second draft here on day two of GP London, Japan’s Shuhei Nakamura finds himself at 9-3, meaning he’ll need to win out from here and have good tiebreakers to make the top eight. So a 3-0 deck is required in this draft, but what picks will he make in attempting to achieve this?

His first pick was a certified bomb, as he took Consecrated Sphinx in an otherwise average pack with Rot Wolf, Phyrexian Rager, and Blisterstick Shaman as the only cards of note. Next came a Burn the Impure over a Phyrexian Juggernaut, then a Blisterstick Shaman, resisting the urge to move into infect or white, as he passed a Blightwidow and a Divine Offering. The rest of the first pack had more tools for his U/R deck, in Treasure Mage, Spin Engine, Brass Squire, and Vedalken Infuser, which Shuhei took over the potential Treasure Mage target of Hexplate Golem, plus a pair of hatedrafted Pistus Strike.

The second pack began with some premium removal in Turn to Slag over a Golem Artisan, then a Darksteel Axe over a Skinrender. Red was clearly open from his left, as further removal arrived in Galvanic Blast. The rest of the pack contained more filler for the deck, with an Iron Myr to accelerate into his larger creatures, which now included a Scrapdiver Serpent and Soliton.

The third pack began with another mythic rare for Shuhei, although he’d have to extend into white in order to play his Venser, the Sojourner. More removal came next in Shatter over the early defensive creatures Perilous Myr and Wall of Tanglecord, then a Heavy Arbalest was plucked out over a second Turn to Slag, giving his deck a potentially game-winning combo with the equipment and the earlier Soliton. The picks rounded out with some more creatures in Barrage Ogre and Vulshok Replica, and early drops in a Leaden Myr and a Wall of Tanglecord, finishing off a solid U/R/w draft deck.

Just two questions remained as he sat down to construct his deck – How many Plains would he include for the Venser, and would the resulting deck give him the 3-0 result he needed?

(The answers to these ended up being two, and yes, respectively – although not quite a top eight for Shuhei, who finishedin 11th)



Drafting with Raul Porojan:

After winning twelve rounds on the trot after his two byes, and a draw taken with Daniel Royde in the final match of the swiss, Raul Porojan topped the standings, undefeated thus far at GP London. Would his streak continue through the single-elimination rounds, or was that last round draw a sign of weakness? His first two draft decks today were stacked with bombs, could he repeat this in the top 8? Here’s a complete rundown of his picks through the draft.

Pack 1:

Morbid Plunder was chosen from a pack full of quality: Blightwidow, Into the Core, Fangren Marauder, and Creeping Corrosion all had to be passed.

Viridian Corrupter was next, passing Rot Wolf and Phyrexian Rager in colour.

Blightwidow started a potential move into poison, but is great in any green deck, while a second Into the Core was passed.

Copper Carapace

Virulent Wound was taken, rather than deviating into white for Gore Vassal

Plaguemaw Beast was chosen over the biggest infect creature of them all, Blightsteel Colossus!

Scourge Servant

Mirran Mettle

Brass Squire, which could cause some headaches with Copper Carapace and any future equipment

Oculus

Pistus Strike

Phyresis

Rally the Forces

Rally the Forces

Pack 2:

Heavy Arbalest was chosen somewhat reluctantly over surefire bomb Koth of the Hammer, and an on-colour Instil Infection was also passed.

Corpse Cur was taken over Untamed Might, and a second Instil Infection.

Acid Web Spider was next, from a pack still full of high picks: Galvanic Blast, Arrest, Glint Hawk, Glint Hawk Idol.

Corpse Cur #2

Trigon of Rage

Fume Spitter

Alpha Tyrannax

Throne of Geth

Blunt the Assault

Blackcleave Cliffs – just in case a splashable red card came up

Withstand Death

Vulshok Heartstoker

Melt Terrain

Semblance Anvil

Pack 3:

Steel Hellkite was taken over infect creatures Contagious Nim and Tel-Jilad Fallen, ensuring Raul’s deck was not without at least one bomb rare.

Ichorclaw Myr was chosen over a seconf Trigon of Rage and another Tel-Jilad Fallen.

Trigon of Corruption

Necrotic Ooze was next, which could potentially copy the abilities of Steel Hellkite, Plaguemaw Beast... or just a Fume Spitter.

Gold Myr

Moriok Reaver over another Trigon of Rage

Cystbearer over a Grafted Exoskeleton, quite late in the pack for this one.

Bladed Pinions

Infiltration Lens – these last two equipments gave the Brass Squire more toys to play with.

Bladed Pinions

Tainted Strike

Melt Terrain

Bonds of Quicksilver

Melt Terrain

This left Raul with a solid G/B deck, though with just seven infect creatures (but plenty of ways to recur them if they died), it would be interesting to see if he would kill his opponents with damage or poison counters in this controlling, attrition-based build. Of note was that he did not choose to play all of his equipment, or the Brass Squire – with relatively few of the usual early infect drops (Blight Mamba, Ichorclaw Myr, Plague Stinger, Cystbearer, Rot Wolf, etc), these would be less effective than in a more aggressive poison deck.

Tuesday, February 22, 2011

“But you don’t even know the format!” – An unfinished, super-late, top 8 vintage report

INTRODUCTION GOES HERE

(I’m playing the current Matt Elias list of the time (Summer 2010), the mana version with Leyline of Sanctity in the board, Breakthrough’s main. I’ve never played dredge before, and have goldfished the deck about 3 times. Dan Royde is furious that i’m playing a format I don’t know with a deck I’ve never played, hence the title of this report).

Round 1 – Kevin Rogers (Tezz):

Kevin is one of the Irish players I’ve seen at previous Vintage events at GB Nats, who has flown over very early this morning just for this event, and is heading back first thing tomorrow – that’s dedicaton for you! After greeting one another, I explain I’m pretty new to the deck and format, and apologise in advance if I take a little time than would be expected over my plays. Kevin very kindly tells me not to worry about it, and we carefully shuffle each other’s decks. “You can riffle it if you want, I’m just not that good at it.” Neither am I, so I just do a few mash and side shuffles before winning the die roll. Some would have you believe this means i’ve won the game already, but despite my relative naivety, I know this is just an advantage rather than an auto-win. I’m anxious about mulligan decisions with the deck, but the first hand I see is very easy to send back – no Bazaar, no dredgers, no Breakthrough. We shuffle again, then I draw 6, and Kevin is a little upset to say he’s accidentally drawn 7 again. I feel a bit guilty for it, but do what I know is the right thing and call a judge over, who curiously takes 2 random cards from Kevin’s hand of 7 and shuffles them into his library. I say curiously because I was sure the ruling was a forced full mulligan to 5, but whatever. Both our hands are still bad (Kevin has had his mana sources removed), and I mulligan down to 5 while Kevin goes to a shaky 3 or 4, I forget exactly.

Of course, I then make a misplay on the very first turn of the tournament. I play Lion’s Eye Diamond which resolves, then announce Breakthrough with X = 0, and pop the Diamond to pay for it and discard my hand, which includes a dredger, before drawing. “You can’t do that,” comes a chorus of hardened vintage players around me, and I feel very foolish as I look across a couple tables at Mike, who looks back confused, as he’d earlier told me this was a good line of play. A judge is called, and explains the errata that mans this is no longer possible, and backs the game up. I then look back at my hand, at the other 3 cards and realise there was a strictly better line of play anyway. Nice work, Dan! I play the LED, then an Undiscovered paradise, before a Breakthrough for 0 off the land, cracking the LED for “I dunno, umm, blue?” in response (I later realised this could be for a Deep Analysis), and discarding my hand. I dredge into another dredger and a Bloodghast, before passing the turn. Kevin’s hand has a mox and a Sensei’s Diving Top, which he plays. I then spend a couple turns dredging in my draw step and attacking him with free men before making some tokens and killing him from 8 on turn 4 or 5, as he spun and flipped his top to try and get some mana and get back into the game. I feel bad for the forced mulligan and my slow and sloppy play, but Kevin again tells me not to worry – “You were grand!”

I sideboard as written on my scrap of paper, then keep a solid hand on the draw, which includes a Bazaar, Cephalid Colosseum, dredgers and Breakthrough. Kevin plays some mana and passes, then I play and activate my Bazaar into another dredger and a Cabal Therapy, which I discard with the 2 highest value dredge cards. Kevin plays a Bob (I think),then I Bazaar dredge in upkeep and dredge in my draw step into some Narcomoeba and Bloodghasts. I Therapy him with a Bloodghast and see Jace TMS, Transmute Artifact (which I read for 30 seconds before deciding is utterly irrelevant), Thopter Foundry, and another Bob. Seeing the coast is clear, I play Colosseum returning the Bloodghast, play Breakthrough, dredge into Flame-Kin Zealot and kill him after Dread Returning it and making a load of zombie tokens in the process. My first ever match-win in Vintage!

1-0-0

Round 2 – Jim Brophy (Painter/Grindstone):

Jim also travelled over from Ireland early this morning with Kevin, and shows his love for the format with a pewter pin attached to his jacket that reads “vintage”, below a (presumably black) lotus flower, plus a selection of event logos he has attached to his playmate, including a couple of Bazaar of Moxens. The man clearly means business.

After a warm greeting, I lose the die roll, we joke about being “in the late-game now” while mulliganing to 5 each, and then I quickly lose on turn 2 or 3 to Painter’s Servant plus Grindstone, powered up by fast mana and the missing piece found with an Enlightened Tutor at the end of my turn, having not had a fast start myself. I make a bold move and go off my crib sheet, boarding in 4 Chain of Vapor, 4 Leyline of Sanctity and a Wispmare for a selection of one-of’s. I figure he needs to target me to win with Grindstone, so Leyline must be better than Force of Will, right?

I keep a hand which includes Bazaar, land, 2 Chain of Vapor, that seems like a pretty safe keep, and Jim is happy with his 7 also. He begins the game with a Leyline of the Void in play, then has a land and a Black Lotus on his turn, so my probable misplay of Bazaar turn 1 (rather than land, Chain) turns out to be not the worst decision ever. I draw naturally, play my land and pass the turn back to Jim, who then plays and activates a Helm of Obedience, X=1. I have no idea what it does, and the old-style wording confuses me as I read it, until Jim explains quite succinctly that I’m going to lose unless I do something about its combination with his Leyline. I bounce the Leyline with a Chain in response, put a card into my library, then use Bazaar and find a dredger. I untap and Bazaar again, and dredge once more for my draw step, getting some free Narcomoebas along the way. On his turn Jim replays Leyline and activates the Helm again, then just looks at me and shrugs, expecting he’s won. Being extremely fortunate in my starting hand, I repeat the Chain on Leyline play, then kill him on my own turn. Him having seen the Leyline of Sanctitys I boarded in from my dredges, I check that the wording on each of Helm and Grindstone includes “target player/target opponent” – “Yes, they both say target, your Leylines work!”

Game 3 starts on turn 0, with 2 Leyline of the Void for Jim, and a Leyline of Sanctity for me. “turn 1 is too slow these days”, remarks a passing Tim Willoughby. With all these Leylines in the way and little else in our hands, the game grinds to a near standstill, and I make the first of two fundamental errors: rather than just play mana-producing lands and cast crappy dudes very slowly, I play Bazaar and try to dig for 2 Chains. This is obviously wrong for a number of reasons, chiefly that I am more likely to find multiple castable creatures than I am multiple Chains, and I have more of these than Jim will in his deck, at least one of which (Stinkweed Imp) beats all of his (Goblin Welder and Painter’s Servant) in combat. In addition, if I Chain one of his Leylines, he can copy it to bounce mine, then win straight away if he has some combo pieces in play. Altogether very poor from me. However, after Jim casts and a turn later attacks with the first of several Goblin Welders, I see the error of my ways and copy him in going back to the “world’s worst draft decks” plan. Sadly i’ve already thrown away 3 mana lands and at least two castable creatures (picking up 1 Chain in the process), but better late than never I guess. Several turns later and I’m at 12 to Jim’s 16 (all of it from his City of Brass), with 2 Narcomoeba’s and a Stinkweed Imp on my side to his team of triple Goblin Welder. Here’s my second fundamental error – not attacking with the Narcomoebas. In the midst of playing the most complex and expenive Magic format, I fail to do some draft-level combat math and see that even if he attacks every turn with the team, i’ll easily kill all his guys with Stinkweed Imp before he kills me, and this still applies when he plays a Painter’s Servan the following turn. However, I’ve got the fear now and keep everyone on defense. Time is called, and neither of us can win in the remaining turns, so a draw it is. Friends of each of us point out the combat errors, and raise the issue of Chain of Vapor reading more than just “U: bounce a permanent”, and I feel pretty foolish. Again.

1-0-1

Round 3 – Andrew Smith (Tezz):

My third round opponent is a smiley, mohawk-sporting fellow, who in game 1 has a turn 2 Time Vault and Voltaic Key on the play, each of us having mulliganed once. Possibly the strongest 6 card hand I’ve ever witnessed! Not having seen anything other than artifact mana and this combo, I assume Andrew is playing a Tezz deck, and board according to my sheet.

Game 2, I win on turn 2 with no resistance with a horde of hastey zombies, which I found to be a little odd, as after game 1 Andrew definitely knew what deck I was playing, even mentioning that he had “sideboard cards for Dredge”. He shows me his hand, which has no disruption for me, and a turn 3 or 4 (depending on if he drew another mana source) Vault + Key combo. In game 1 against an unknown opponent this would surely be worth keeping, but once he knew my deck, I found it strange he’d keep something with no interaction.

Game 3, he begins with a Leyline of the Void in play, and fortunately I’ve kept a hand that includes a Chain, along with a City of Brass to play it with, and a Bazaar which is currently not much use. I decide to wait on playing the Chain until I can straight away use Bazaar twice (at his end of turn, then in my own upkeep before he has a chance to replay it), so just draw, play Bazaar, and pass back. On his turn 2, Andrew dumps all but two cards in his hand, playing more mana, then casting Tinker to fetch out an Inkwell Leviathan. I figure if I can get Bazaar going, I can easily create enough chump blockers to win through his giant creature, so this isn’t as scary a situation to be in as many other decks would find it. However, here misplay epically again – on my turn I draw a Cabal Therapy, but intead of playing it to see what is left in his hand, I just say to myself “well he obviously doesn’t have Force”, play my land and pass back to him. Of course, when I then go to Chain his Leyline at the end of his turn, he pitches a blue card to counter it with Force of Will and I lose the game on the spot. Despite recognising my path to victory, I was still far too fearful of taking 14 from the Leviathan before I could get going, and so blew my Chain a turn too early, when I could have made sure it would resolve by playing Cabal Therapy first. So this cost me the game for sure, and again I feel pretty silly.

1-1-1

Round 4 – Simon Cooper (Tendrils):

SEE: http://www.youtube.com/watch?v=KECbCoo6OvI

2-1-1

Round 5 – Ben Lei (MUD):

Ben, a good friend and TGC regular, is feeling awful due to having not taken his medication on time, but doesn’t scoop despite clearly needing to go home and take it. He can’t concentrate at all, and makes some big misplays (like not playing either of the Tormod’s Crypt in his opener g3) that allow me to win.

3-1-1

Round 6 – Calvin Skentelbery (Zoo):

I combo out quickly in game one, then during sideboarding he flips over a Ravenous Trap, so I know exactly what do Cabal Therapy for to clear the way before my “big turn” in g2.

4-1-1

Quarter-Final – Martin Gaught (Oath):

I have never beaten an Oath deck. Ever.

Also he had Oath+Orchard out on turn 1 and turn 2 IIRC.

K.O.’d