divisionbyzorro
Member
Well, I decided it was time to leave the practice rooms and join a Modern daily for the first time. I'm playing RUg Twin. Only 22 players in the event; that's what happens when you join midday in Australia I suppose.
Decklist is here if you're interested.
Wall of Text incoming!
Final Thoughts
Clearly I'm weak to Scapeshift (although I expect the Affinity matchup should generally be much rougher than it was to me this time). Blue decks don't get played much in the Tournament practice room, and I've never once played against that deck. It does the same thing Twin does - punish loose play. I need to take my time and double-think my plays when I face it in the future. Other than that, I just need to jump back in and play more of these things!
One thing I realized after the end of the tournament - my round four opponent was 1-2, so I was paired down. I assumed the tournament kicked 1-2 players out after the third round (since it was kicking 0-2 players out after the second round), so I didn't even think to check, but I guess it makes sense that it keeps them around to ensure that a 2-1 player doesn't get a free match win to end up 3-1.
I assume it's very much considered cheating to offer them packs to concede to you in that spot? If I understand how the rules work, I can ask them nicely to concede, but I can't offer them anything to do it, correct?
Decklist is here if you're interested.
Wall of Text incoming!
Round One: Scapeshift said:I haven't ever played against this deck before. I'm silently thankful that I tweaked the deck to be a bit more permission-heavy prior to the event. I won game one easily on turn 5; EOT Pestermite with Dispel backup. Game two he has endless permission; I pick a time to strike, hoping to force through, but fail. We draw back and forth for a while, then I probe him and see that his hand has four counters and my hand has none, and the game is basically over at that point.
I punted game three with a loose play early on. I probed him T1 and saw that he had a bad hand (2 Search, Island, Mountain, Telling Time, Scapeshift). On his T2 he lays Breeding Pool and Farseek, and I Izzet Charm the Farseek for reasons that make zero sense looking back on it. I spend my other resources more wisely to keep him off of anything good (piercing the Telling Time, for example), but I cantrip into oblivion and can't find a twin effect. He manages to resolve a lethal Scapeshift before I can beat him down with Pestermites (and had I had that Izzet Charm, he couldn't have resolved it, which would have given me at two more draws - one natural plus Desolate Lighthouse).
0 - 1 (1 - 2)
Round Two: Kiki-Pod said:He's on the play and opens with Grove into Hierarch. I pick up an Into the Roil with my Serum Visions, and sure enough he casts Birthing Pod on his T2. I Roil it away on his upkeep, and he doesn't re-cast it. On my T3 end-step, he casts Deceiver Exarch; I have no answer, and he untaps and plays Kiki-Jiki. A taste of my own medicine I suppose. I side out Spellskites and Grim Lavamancers, bringing in 3x Ancient Grudge and an additional Flame Slash. I keep the Izzet Charms, but tweak the rest of my permission (removing Dispels and Mizzium Skin in favor of Negates).
In games two and three, my deck is very kind to me. Game two sticks out in my memory: I keep Ancient Grudge, Flame Slash, Splinter Twin, Pestermite, Serum Visions, Island, Halimar Depths. T1 Depths shows Kiki-Jiki, Remand, and Shivan Reef; I draw the Reef T2, Flame Slash his T1 Bird, pick up Remand with Serum Visions, finding Steam Vents at the same time. It was elementary from there. Game three my opener is even better, as it has the combo, both colors, and an Ancient Grudge that keeps his Pod from sticking.
I've now met my personal goal: I didn't go 0-2 drop in my first ever MTGO Daily.
1 - 1 (3 - 3)
Round Three: Affinity said:I'm on the draw. We both mull to six and he vomits his hand onto the table - but he has only one creature. His board is a bunch of nonsense like Springleaf Drum, Mox Opal, Welding Jar, with Signal Pest the only threat. Even after resolving two Thoughtcast he has nothing. He starts attacking with Signal Pest and a single Arcbound Ravager, but he can't stop me assembling the combo. I board in the Ancient Grudges and another Flame Slash and send back the bad permission spells.
Game two he keeps his seven, and opens with Ornithopter, Darksteel Citadel, Relic of Progenitus - and then says go. He proceeds to do nothing but durdle with a couple of Relic of Progenitus, putting absolutely nothing onto the table other than a Blinkmoth Nexus. I hesitantly cast Pestermite on his T3 EOT, then cross my fingers when I cast T4 Splinter Twin. He must be holding Dismember if he couldn't cast anything else, right?
That's only about the third time I've played Affinity. Clearly he ran really bad, but I can't imagine what made him keep his seven in game two. I guess he must have had a grip full of Thoughtcast and was betting on drawing a blue source with his Relics, but one of the great things about the Twin deck is that it punishes even the slightest mistake by your opponent hard.
2 - 1 (5 - 3)
Round Four: Scapeshift said:Let's run this again, shall we? Game one is fairly uneventful; I lose fairly handily as he hits a Scapeshift before I have the combo in hand, and can't fight through his permission to stop it. Game two I land a T3 Blood Moon. He has a couple of suspended Search for Tomorrow, but no basics. I let the first resolve for an Island, Remand the second, and he remains strangled on blue mana such that assembling and landing the combo was simple.
Game three was frustrating. He mulls to five; I probe him and see nothing but land. I have the combo and plenty of cheap permission in hand to back it up, but I only have four mana, and later probes have revealed that he's drawing counterspells. Three turns in a row I cast a Pestermite on his upkeep to lock down one of his two blue sources, betting on a land from the top to cast Splinter Twin with Dispel backup. The third time I do this, he casts a Scapeshift with six lands in play and takes the game.
This was another punt, sadly. I should not have played Pestermite on his upkeep the third time. The first two times I didn't leave him enough mana to cast Scapeshift through my Spell Pierce. But the third time I should have identified that a land drop would give him the win, and saved the Pestermite for his end step since I had plenty of two-mana answers for Scapeshift.
2 - 2 (6 - 5).
Final Thoughts
Clearly I'm weak to Scapeshift (although I expect the Affinity matchup should generally be much rougher than it was to me this time). Blue decks don't get played much in the Tournament practice room, and I've never once played against that deck. It does the same thing Twin does - punish loose play. I need to take my time and double-think my plays when I face it in the future. Other than that, I just need to jump back in and play more of these things!
One thing I realized after the end of the tournament - my round four opponent was 1-2, so I was paired down. I assumed the tournament kicked 1-2 players out after the third round (since it was kicking 0-2 players out after the second round), so I didn't even think to check, but I guess it makes sense that it keeps them around to ensure that a 2-1 player doesn't get a free match win to end up 3-1.
I assume it's very much considered cheating to offer them packs to concede to you in that spot? If I understand how the rules work, I can ask them nicely to concede, but I can't offer them anything to do it, correct?