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The Secret Stage III

February 20, 2009

From The Breakdown of Theory:

[Phase] III is a special point that exists for some decks where that deck is actively dictating the field of battle and only a small subset of the opponent’s cards still matter. For those decks, getting to Phase III is really what they are all about; if left unchecked for a turn or so (again, varies format-to-format… some decks will continue to dictate the field of battle for seven to ten turns after establishing Phase III), they basically win.

I was thinking about Sulfuric Vortex this week.

Isn’t Sulfuric Vortex the secret Stage Three? Isn’t it at least rubbing up against Stage Three?

Let’s examine Sulfuric Vortex, at least some of the time…

Are you actively dictating the field of battle when you run this card out there? The answer is often. Not always, maybe, but often enough.

Do only a small subset of the opponent’s cards still matter? The answer is sometimes. Not always, but when you are actively dictating the field of battle and Sulfuric Vortex is relevant, it will many times be the case that the opponent will “lose on the spot.” And by “one the spot” I don’t mean immediately, but the writing will be on the wall [provided he doesn't dig his way out]. And how many ways will he be able to dig his way out? A small subset.

Sulfuric Vortex is the secret Stage Three because it’s not obviously a Stage Three strategy. It is not obvious because it doesn’t always operate Stage Three-ish (I play online a lot and in Red Deck mirrors it often feels like you are gambling a bit… and you can certainly be raced). But that is true for the Loop Junktion combo, too. Infinite life gain can be trumped by infinite damage… it’s Stage Three-ness is invalidated Life v. Aluren, therefore.

Just to be clear, I understand that calling Sulfuric Vortex Stage Three is a little bit of a stretch… but only a little, I think. Anyway, it makes me feel better.

The concluding paragraph of The Breakdown of Theory:

All that said, I decided to re-think some of the broad strategies that I have embraced over the past couple of years. Most of my Green Extended decks have something in common: Even when they have solid Phase III suppression, basically none of them have real Phase III power (unless you count Eternal Dragon trumping Aggro-Flow, which happened basically every time). By contrast, when I was one of the more successful Standard deck designers, my decks had both rich Defensive Deck Speed and legitimate Phase III play. Threads of Disloyalty and Remand were supplemented by tapping out for Keiga. Lightning Helix and Firemane Angel bought time for Hellbent Demonfire.

There is still a balance to be hand, but this last part is homework for me.

I feel like I’ve plugged up some nagging problems I’ve had with my game over the past two years. I plan to win tomorrow.

LOVE
MIKE

PS So this is what I am thinking about before going to bed.

PPS Follow me on Twitter: Twitter.com/fivewithflores

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The Physical Reality of Magical Spells

February 18, 2009

Hello my dear readers!

I decided earlier this week that I am going to play Naya Burn on Saturday.

It was really down to Naya Burn or the Lightning Bolt Deck and I was actually on the Lightning Bolt Deck for a few hours before talking to Red Deck master Patrick Sullivan. If there is one player in the multiverse who you want to listen to when trying to win a PTQ with little Red men, it’s Patrick Sullivan.

PSulli instructed me to not play the Lightning Bolt Deck (despite his solid performance with the archetype at Grand Prix Los Angeles) and to play Naya Burn in the alternative.

So why play only one of these two decks?

I noticed that I have been collapsing late in tournaments. I am old now, see. Even tournaments where I make a run for the Top 8 I am typically winded by round six or seven. And win it all? I haven’t won a PTQ in three years.

But with long years come long teeth and a long view. Among the weapons at my disposal is an understanding of the physical realities of playing with Magic cards. We are playing with real cards, remember. We live in a real universe with real interactions with not just our opponents but our own bodies. I have made some improvements to mine recently but I decided that I want to try to give myself a little more breathing room if possible.

Look at it like this: I am likely to win in the early rounds not matter which reasonable deck I choose. However consider I play MWC… If I play MWC even against a helpless and incompetent opponent I am consigning myself to playing about sixty turns, just to get out of the first round! Now multiply that by the eleven or so rounds required to win a PTQ. Can it be done? Of course! But the fact of the matter is that — for me Me ME — and the fact that I have been gassing late in tournaments, I just wanted to try to preserve as much psychic energy as possible.

In the same situation with Naya Burn (that is, an incompetent and helpless opponent) I could win the same match in ten total turns.

Plus, Naya Burn (and the Lightning Bolt Deck for that matter) has a secret Stage Three (kind of) but can get there without having a million mana in play. One of the things that has bothered me about my game for about the last five years is that I have relied over much on having a lot of lands in play; I was once able to play to Top 8 caliber in premiere events stuck on one land.

It’s like GerryT chided me a few weeks ago: It’s all about having sufficent fire to try to win each and every game.

This time around, I think I have the best chance of keeping that fire kindled if I can save up the mental energy over the course of the day.

So… Naya Burn:

4 Lightning Helix

4 Tarmogoyf
4 Wild Nacatl

4 Incinerate
4 Keldon Marauders
4 Kird Ape
4 Mogg Fanatic
2 Pyrostatic Pillar
4 Seal of Fire
4 Sulfuric Vortex

4 Bloodstained Mire
1 Forest
3 Mountain
2 Mutavault
1 Sacred Foundry
3 Stomping Ground
1 Temple Garden
3 Windswept Heath
4 Wooded Foothills

sb:
3 Umezawa’s Jitte
4 Ancient Grudge
3 Lash Out
2 Pyrostatic Pillar
3 Kataki, War’s Wage

(my likely PTQ list)

1) Pyrostatic Pillar is there to turn “every matchup in to the Zoo matchup” … It has been working out pretty well as a two-of in the main. You’ll notice this is the only two-of (and I hate two-ofs in general) in a deck full of four-ofs. Well, that’s what happens when you play 22 lands.

2) I like Lash Out quite a bit. If Incinerate is good enough for Extended, surely the same is true for Lash Out.

3) Affinity Overload! See previous post, &c.

4) What’s better, swapping in main deck Kataki (over Keldon Marauders) for mise value or figuring out how to transform into a Gargadon Sadin style deck?

Discuss!

LOVE
MIKE

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Affinity on the Rise

February 17, 2009

Congratulations and condolences to Bill Stark who lost in the Top 8 (finals I think?) of the Magic Cruise PTQ.

Bill played an Affinity deck with four main deck Delay!

Delay is a particularly good card in Affinity due to that deck’s sometimes vulnerability to Ancient Grudge. One Delay should give most Affinity draws more than enough time to just kill the Ancient Grudge packing opponent before the original Grudge resolves, let alone rebuy shenanigans.

Here is Bill’s deck list from Affinity for the Magic Cruise:

4 Seat of the Synod
4 Vault of Whispers
4 Great Furnace
4 Tree of Tales
2 Blinkmoth Nexus

4 Ornithopter
4 Arcbound Worker
4 Arcbound Ravager
4 Frogmite
4 Myr Enforcer
2 Master of Etherium
4 Springleaf Drum
4 Cranial Plating
4 Chromatic Star

4 Thoughtcast
4 Delay

Sideboard:
3 Trickbind
1 Stifle
3 Scrabbling Claws
1 Relic of Progenitus
4 Atog
3 Ancient Grudge

You can read Bill’s report in full on The Starkington Post.

And that, if it makes any sense (doesn’t) is my segue into this video about Bant Aggro-Control in a format with a rising Affinity component:



LOVE
MIKE

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