You Make the Play: pobody’s nerfect

Previously on Five With Flores:
You Make the Play: That Time MJ Made Me 🙁” was a fun blast from the past, wasn’t it?

I actually wrote most of this follow up before I read any of the responses here on the blog or on Twitter, but I inevitably had to re-write based on the collective wisdom of the overall Five With Flores community of comments.

Speaking of comments, I don’t know what is up with the Facebook Social Plugin. It seems to split in two for every set of posts; I see different sets of comments depending on if I am logged in as myself (i.e. the moderator of the blog) or not. So… No idea why this is splitting at present but I appreciate your comments and hope you bear with me while we figure out how to get it on the optimal track.

Now speaking of ye olde optimal track, how do we approach the problem of the Demigod of Revenge, or to be more proximally useful Demigod[s] plural (maybe):

To recap:

  • We have a Bituminous Blast and a Cryptic Command, and the mana to play either.
  • The opponent (with a Demigod of Revenge in his graveyard) puts Demigod of Revenge on the stack.

What play do we make?

I am going to break down the approach thusly:

  1. Cryptic Command and Demigod of Revenge Basics
  2. Bituminous Blast and pobody’s nerfect
  3. Next Level Cryptic Command
  4. Fortitude and “What’s Next?”

Cryptic Command and Demigod of Revenge Basics

For those of you who either weren’t playing when Demigod of Revenge was legal in Standard (or who didn’t quite understand why you consistently lost with your Blue decks during the same time frame) Demigod of Revenge is a bit of an ock-kay when it comes to playing against Blue. If you are not careful, you are pretty much doomed.

Like this:

Demigod of Revenge [1] (the spell) goes on the stack.
Demigod of Revenge [2] (the trigger) goes on the stack.

If you approach it like some responders did, automatic-style, like this…

Demigod of Revenge [1] (the spell goes on the stack.
Demigod of Revenge [2] (the trigger) goes on the stack.
Cryptic Command (Counterspell Demigod of Revenge [1])
Cryptic Command resolves.
Demigod of Revenge [1] goes to the graveyard.
Demigod of Revenge’ [2]s trigger resolves.
Demigod of Revenge [1] AND Demigod of Revenge [2] enter the battlefield!

Now presumably you are dead.

If you are going to use the Counterspell and some other modality of Cryptic Command (Dismiss or whatnot), you will want to do it more like this UNLESS you are going to do Next Level Cryptic Command (section three):

Demigod of Revenge [1] (the spell goes on the stack.
Demigod of Revenge [2] (the trigger) goes on the stack.
Demigod of Revenge’s trigger resolves.
Cryptic Command (Counterspell Demigod of Revenge [1])
Cryptic Command resolves.
Demigod of Revenge [1] goes to the graveyard.
Demigod of Revenge [2] enters the battlefield.

In this case you may or may not get attacked by the solo Demigod of Revenge. I think most players in this situation will attack, put you to one life, and pass the turn with fingers crossed. Presumably even if you have an answer to the Demigod of Revenge, such Magicians will have the Ghitu Encampment to lean on.

Now these Demigod players might not even get past the next turn. The hypothetical from the previous You Make the Play indicated that both players had six life. You have a Bloodbraid Elf, and several topdecks that will win the game on the spot. Another Bloodbraid Elf or a Boggart Ram-Gang for a certainty; likely Anathemancer, and so on.

One thing to keep in mind is that, as Sam Stoddard indicated on Twitter, you are likely to win no matter what route you take. But there is nothing that puts a middling Mage on tilt like being “likely” to win… and then not winning (especially if he had the tools to do so).

Case in point, if you went with most variations on the first Cryptic Command “Dismiss” scenarios (as posited by many commenters), you’re dead. Classic “just stole defeat from the jaws of victory” dead.

Seems pretty clear that of the two non-Next Level Cryptic Command possibilities, above, the one that leaves you with one life is better than the one that leaves you dead.

Even if you live, some things to remember:

  • You are now on one. You might kill him next turn, and you still have a Bituminous Blast to defend yourself (Blasting Demigod into a creature can keep the Encampment off you long enough to live, if he hasn’t drawn a burn spell). Volcanic Fallout is not great in any scenario, but cascading into it might lose you the game the next turn.
  • Being on one, unless you draw or Blast into a Cryptic Command, you are pretty much dead to a topdecked burn spell.

Bituminous Blast and pobody’s nerfect

Full disclosure time: I’m not Perfect

I know!

I was shocked to discover that, too!

But no… Not only am I not a perfect player (plenty of beats around that), nor columnist (Inquisition of Kozilek in my Standard-With-Innistrad deck lists this week, COME ON)… But I am not even a perfect blogger!

I really should have laid out what creatures were in our graveyard, and put some time into what lands were in play.

For example, can we answer the question, “can we survive a topdecked Anathemancer”? The assumption is “probably not” but I didn’t explicitly say that we had a certain number of basics in play (or didn’t).

Similarly, what lands does the opponent have in play? It actually changes our math for here in the Bituminous Blast section.

What I was really trying to get at with the two Jund Charms in the graveyard (the Chapin / MJ deck has a sum total of two Jund Charms) was to make life a little easier on you. At the time I brainstormed this hypothetical, I had already decided in my imagination that Cryptic Command was a red herring (turns out it’s not, by the way, on account of nobody being nerfect), and I was really trying to lay out the question of:

  1. Bituminous Blast-into-Cryptic Command, versus
  2. Bituminous Blast-into-Removal

That is, if you look at it like that, there are four Maelstrom Pulses in the deck (plus Bloodbraid Elves that might miss one), and only three Cryptic Commands (because you have one in grip).

When you look at it like this, it is really a question of whether you let the Demigod of Revenge [1] resolve or not. Let’s say you are some em effer who should play the lottery and (with your Cryptic Command in grip), you make the following play:

Demigod of Revenge [1] (the spell goes on the stack.
Demigod of Revenge [2] (the trigger) goes on the stack.
Demigod of Revenge’s trigger resolves; Demigod of Revenge [2] now in.
Bituminous Blast Demigod of Revenge [2].
Cascade on the stack.
Cascade into Cryptic Command!
Cryptic Command / Counterspell Demigod of Revenge [1]
Cryptic Command resolves.
Demigod of Revenge [1] goes to the graveyard.
Bitumuinous Blast resolves.
Demigod of Revenge [2] goes to the graveyard.

The opponent is almost certainly kold. We still have Cryptic Command! We can Counterspell Anathemancer, even! If he rips Demigod of Revenge, we can let him have three 5/4 bad guys and just tap them all down.

Well it’s pretty gosh darn spectacular if you run that good.

However if you flip, say, a Maelstrom Pulse (which you have a greater chance of doing than flipping a Cryptic Command both because of Bloodbraid Elf and because you already have a Cryptic Command), then you are in the “getting knocked down to one” scenario.

Lots of players will just shrug their shoulders at this point and be like “I didn’t run good” when, in fact, the math says otherwise.

That said, all other things held equal, I would probably rather have a Cryptic Command in my hand has my only card than a Bituminous Blast, if I am stuck on one life. For instance, one Cryptic Command can tap a Demigod and bounce the Ghitu Encampment if he doesn’t activate it pre combats; and if he does something like leading off on a Blightning or Anathemancer, you can Counterspell that and tap or bounce his potential attackers; whereas you need to actually draw a Cryptic Command or win the lottery (as the immediately above) on your Bituminous Blast in order to survive against an appropriate spell with reach.

Interesting thing is that what I was trying to steer the readership towards was to letting Demigod of Revenge [1] resolve, so that we can have more things we can do. We have already established that you have a greater chance of hitting Maelstrom Pulse than Cryptic Command, so trying to get a Counterspell out of Bituminous Blast errs on the wrong side of greedy (probably). Consider this slightly different Bituminous Blast scenario:

Demigod of Revenge [1] (the spell goes on the stack.
Demigod of Revenge [2] (the trigger) goes on the stack.
Demigod of Revenge’s trigger resolves; Demigod of Revenge [2] now in.
Demigod of Revenge [1] resolves; Demigod of Revenge [1] now in.

Bituminous Blast Demigod of Revenge [1].
Cascade on the stack.
Cascade into Maelstrom Pulse.
Maelstrom Pulse Demigod of Revenge [2].
Maelstrom Pulse resolves.
Demigod of Revenge [1] and Demigod of Revenge [2] go to the graveyard. Bitumuinous Blast is countered.

Now note that even if you Cascade into Cryptic Command in this scenario you can do something interesting, like tapping or bouncing the other Demigod of Revenge and / or bouncing Ghitu Encampment.

Note that in either of the lottery-winning scenarios described here, you are at six life still with a Cryptic Command in hand; ergo it is very likely you can get in for wins.

I think that the Maelstrom Pulse argument alone makes allowing the spell-Demigod resolve, but we have a different question… Now that we are no longer in the “playing around with the stack” mode, when exactly is the right time to play Bituminous Blast?

I would argue that combat is the best time, but an interesting question is whether we allow the Demigod(s) to attack or not. I would presume, with lethal represented, that most players will attempt to attack with both Demigods (if we let them).

Knowing we are 100% likely to kill at least one Demigod of Revenge (leaving us with one life) will leave the opponent with no blockers. If we Bituminous Blast before he declares one or more attackers, he may change his strategy; for instance, if we flip a Putrid Leech, we don’t have the life necessary to pump the Leech for lethal, which might encourage him to play the “cross my fingers” game and attack with the other. In that case, we are presumably dead to a Lightning Bolt even if we have the Cryptic Command in hand (play Lightning Bolt; we Counterspell + tap Demigod of Revenge; he animates Ghitu Encampment and kills us). However if we flip an Anathemancer, Boggart Ram-Gang, or for goodness sakes Bloodbraid Elf (which in turn would lead to some lottery winning), he has no choice but to leave back at least one Demigod of Revenge… We’ll still win, by the way, but he still has to make that play.

If we wait for him to attack, we are in largely the same situation, but with one life. Consider:

  • Anathemancer: Lethal whether or not he attacks.
  • Bloodbraid Elf: Lethal whether or not he attacks.
  • Boggart Ram-Gang: Lethal whether or not he attacks.
  • Putrid Leech: Non-lethal if he attacks; lethal if we have six life instead of one… therefore better pre-attacks if only because he can make a mistake.
  • Sygg, River Cutthroat: Non-lethal by itself.
  • Cryptic Command: Not necessarily lethal but very likely so (as discussed above).
  • Maelstrom Pulse: Non-lethal but quite good (as discussed above).
  • Volcanic Fallout: Generally bad

The situation would change if we didn’t have a Cryptic Command to force Anathemancer, Bloodbraid Elf, or Boggart Ram-Gang in… But we do. I think we get slightly better results by using Bituminous Blast pre-attacks.

An interesting quandary comes up if the opponent chooses to attack with only one Demigod of Revenge… What do we do now? Do we shoot at the incoming Demigod (as we have Cryptic Command to deal with the other, if luck is with us), or the potential blocker?

Fancy option you might not have seen:
As we have eight life we can actually tap a defensive Demigod of Revenge on our own turn plus our own Bloodbraid Elf in order to try to win the lottery on a Boggart Ram-Gang or potentially Anathemancer. Additionally, because Sygg has three toughness, we can actually flip Volcanic Fallout (which will resolve before Bloodbraid Elf does) in order to deal exactly six damage (1 from Sygg, 2 from Volcanic Fallout, and 3 from Bloodbraid Elf). You probably don’t want to try this; but again, you might not have seen it at all.

Next Level Cryptic Command

I was pretty sure that Bituminous Blast was the best route… But again, pobody’s nerfect and the way I had the hypothetical set up, we don’t know mathematically what the tightest play is…

But it might not matter.

A couple of people including Pro Tour semifinalist Chris McDaniel and podcaster extraordinaire Sam Stoddard suggested what I am calling “Next Level Cryptic Command” … I didn’t see this possibility and it is kind of awesome.

If you Counterspell the incoming Demigod of Revenge (after the re-buy trigger is no longer a threat, of course) and bounce the other Demigod of Revenge, you have a 100% chance of staying on six life for the turn. You get in for three and the opponent has to basically take the same turn over again… and you still have the Bituminous Blast to defend yourself (whatever we discussed about using Bituminous Blast this turn stays more-or-less the same, but the opponent is now on three life instead of six).

I originally rejected any option that involved bouncing a Demigod of Revenge because of the re-buy on the other, but this is actually pretty good.

He almost has to draw a Lightning Bolt (or some proxy thereof) to kill your Bloodbraid Elf now (he doesn’t even get to cast his Demigods), and if he moves to attack you with his Ghitu Encampment (which most Mages will), you can spike the Bituminous Blast and maybe kill him anyway.

Alternately he can play Demigod of Revenge and leave both back (if he only leaves one back you get in with the Bituminous Blast) and hope that you don’t flip into one of the lethal creatures or Maelstrom Pulse / Cryptic Command.

Fortitude and “What’s Next?”

As you can see, a good part of the outcome has to do with what the Demigod player is going to do. Will he have the fortitude to leave back two 5/4 flyers? That is a lot to ask of most aggressive Red Mages (I pointed out to Sam on Twitter that I made semi-defensive plays like this on more than one occasion the year I played DI Demigods). And even if he has the willpower… He might still just die to your Bituminous Blast and the top of your deck.

I don’t know that we can figure on what is 100% the best play with the guidelines as I laid hem out, but there are certainly some clearly better and worse options.

  1. Lazy Cryptic Command players: Y’all are dead.
  2. Bituminous Blast with Demigod of Revenge on the stack: You might mise, you might not, you will end the turn with either 1 or 6 life, but still have the Cryptic Command. You might win next turn.
  3. Bituminous Blast during combat, after attackers have been declared: You will have slightly better results than the previous group because there are more Maelstrom Pulses in your deck than Cryptic Commands. Again, you are possible to end the turn with either 1 or 6 life depending on what the opponent does. You probably don’t want to take it, but you also have the “Cryptic Command my own Bloodbraid Elf” option on your next turn.
  4. Bituminous Blast prior to attackers being declared: You will have slightly better results than the post-attackers group because you get Putrid Leech as an additional lethal attacker if you don’t take a Demigod hit (you can tap the remaining blocker on your turn).
  5. Next Level Cryptic Command: Big incentive here is that you are 100% likely to have 6 life instead of 1, with no luck component from that standpoint. It is inferior insofar that you don’t have a Cryptic Command the next turn so you can’t capitalize on an opponent mistake if he gets lucky [most scenarios where the opponent gets another turn will end badly if he both draws Anathemancer and plays correctly, provided you don’t topdeck another Cryptic Command. If he plays Anathemancer pre-combat, allowing you to Counterspell it and tap his Demigod(s) that is another story entirely (thanks, b)]. That said, any of the Bituminous Blast options are potentially better than Next Level Cryptic Command because if you have six life you can withstand a post-combat Anathemancer and you have 0% chance of winning on the spot.

As such, I think a Bituminous Blast line that allows both Demigods into play but gets fired off before the opponent attacks has the best combination of lucksack potential maximization and Cryptic Command preservation.

Thoughts?

LOVE
MIKE

You Make the Play: That Time MJ Made Me :(

Michael Jacob.

What can you say about him?

How about: “The real MJ.”

-Lan D. Ho

Master deck designer. Thought-provoking narrator of MTGO videos. Pro Tour Top 8 competitor. Star City Games Premium Columnist. National Champion.

And killjoy.

Before we integrated the Facebook comments on the blog itself, old MJ smothered our collective enthusiasm RE: Falkenrath Marauders with his stoic, Value RUG-Pod driven pragmatism on FB proper…


One might say that the man has a point.
 

Now on the subject of MJ — and even the echo of Demigod of Revenge dredged up during the Falkenrath Marauders discussion — I got to thinking about a bit of an older(er) school situation. Consider this deck, which Jacob used to make Top 8 of Grand Prix Seattle/Tacoma a couple of years back:

Now everyone knows that Michael won the 2008 US National Championships with a Demigod of Revenge deck, but today’s backwards-winking You Make the Play posits playing his Five-color Blood deck against the hellacious Spirit Avatars.

The Situation:
Your opponent is playing a B/R Blightning Beatdown deck. The action has been brutal, but you stabilized by blowing up all his guys with Jund Charm, up until he got in there with a Demigod of Revenge.

Lucky ducky, you had your Cruel Ultimatum to take care of it, and are now sitting pretty pretty.

Life Totals:

  • You – six
  • Him – six

Hands:

Battlefield:

  • You – Eight assorted lands (you can cast whatever you want), and a lone Bloodbraid Elf
  • Him – Ghitu Encampment and four assorted Black- and Red-producing lands.

Graveyards:

  • You – Cruel Ultimatum, Jund Charm, Jund Charm; some guys you used to trade earlier.
  • Him – Demigod of Revenge and some assorted other lands and spells

Your opponent draws his card for the turn, smiles, and plays it:

Demigod of Revenge!

So… How do you approach this turn?

You Make the Play!

LOVE
MIKE

P.S. Got some kind of weird results with the Facebook Social Plugin yesterday. Please excuse our clutter while we continue to upgrade Five (and by “we” I mean YT).

Innistrad – Falkenrath Marauders

I don’t actually obsess over new set spoilers beyond what I actually have to know in order to write things that make half an ounce of sense, you know, professional-like. However I was visiting DailyMTG on September 15th in order to check the forum responses to ye olde Top Decks The Best Card Ever… Plus or Minus One, and I saw “Card of the Day” Falkenrath Marauders.

If you didn’t saunter over to the mother ship that day, here be it / them:


Falkenrath Marauders

I thought this was an interesting card, so I immediately checked the rarity… Yep, rare. This might do.

Flying, haste guy in Red, for five mana? It gets how big how quickly? What does this card make you think of?

For me, the answer was Demigod of Revenge, a creature so good it bent Standard mana bases all around itself, and grew into a key player in Extended’s All-in Red. Some of you are going to have the gut reaction that Falkenrath Marauders just isn’t as good as Demigod of Revenge and call it a day; I mean all things held equal, Falkenrath Marauders probably isn’t as good. It doesn’t re-buy on a cast, and it is 2/2 instead of 5/4. Check. Roses are red, water is wet, and Falkenrath Marauders ain’t no Demigod.

I agree!

And they — gasp — cost the same amount of mana. How dare Falkenrath Marauders even exist?

Irrelevant.

Huh?

Who cares if Falkenrath Marauders isn’t the equal to one of the best creatures of its kind ever printed? Is that a useful conclusion in the abstract? Does it mean we should never consider a Falkenrath Marauders? I mean a 2/2 for five… Who would ever consider playing one of those?

Falkenrath Marauders’s double-Dervish ability actually closes the Demigod of Revenge gap to a surprising degree… I mean, did you bother to do the math?

  1. First hit in, Falkenrath Marauders is in for two, but becomes a 4/4 afterward.
  2. Now a 4/4, Falkenrath Marauders is nigh-Demigod size, and ends combat a 6/6.
  3. Third attack is for six, putting Falkenrath Marauders on 8/8.
  4. Finally… Actually, look at this pretty simple spreadsheet comparison I set up:



Surprised?

No, F does not equal D. However, that doesn’t mean that F might not find a viable place in the universe.

Aesthetics:
While Falkenrath Marauders doesn’t have Demigod of Revenge’s resilience, and instead of being awesome against Counterspell it is actually poor against Mana Leak. It is also weak to removal… Even a humble Shock will knock it out of the sky on the first attack.

That just means you have to work a little harder to stick it.

I remember when Stupor appeared the first time, and the powers that be restricted Hymn to Tourach. I thought of Stupor as a more expensive, less powerful, Hymn. So for my first Pro Tour, I played the one Hymn to Tourach they let me play in a pretty non-strategic role… whereas eventual champion Paul McCabe embraced the opportunity to play both Hymn to Tourach and Stupor (and two Mind Warps) in his heavier Necropotene deck.

Eric Taylor later won a PTQ with a Mono-Black Stupor Necropotence deck, and I asked him about playing the substandard version. He explained that Stupor was more strategic. You could play for it because you had more discard. And while it wasn’t Hymn to Tourach, it certainly wasn’t a “bad” card. In fact, you could wait until the opponent had two or four cards, and then set him up with Demonic Consultation to empty his hand. Years later, Brian Hacker played one of my all-time favorite matches of Magic to watch, again with a Stupor Necropotence deck (this time in Extended).

Falkenrath Marauders might be Demigod of Revenge’s Stupor. It isn’t as good, you might have to work a little harder to stick it the first time, but that doesn’t mean that it isn’t going to pay you back.

One thing to keep in mind: Demigod of Revenge is next-to-impossible to cast from a colors standpoint. Even Mono-Red decks of the Demigod era couldn’t play Mutavault!

On the other hand: It’s a vampire! Who knows what kind of bonuses that is going to get us?

Where can I see this fitting in?
I would guess this card would be the top end of a Mono-Red or G/R beatdown deck, presumably with some way to get small flyers out of the way. It is also possible that we could see some kind of Blightning Beatdown redux (minus the Blightnings, as far as I know)… If you empty the opponent’s hand before turn five, he isn’t going to have any way to stop your 2/2 the first time, and will have less of a chance to deal with your subsequent 4/4 or 6/6 versions.

Snap Judgment Rating: Role Player

No, I don’t think this is the best card in Innistrad or anything, but I did think it was interesting enough to spend ~800 words on; especially around the reality of how quickly Falkenrath Marauders can kill relative to good old Demigod.

LOVE
MIKE

You Make the Play – Deciding on Disappointment

You Make the Play returns with a mirror match dilemma from this past weekend’s Star City Games $5,000 tournament in Philadelphia, PA.

The situation:
You are 4-1 or thereabouts in the Star City Games $5,000 tournament in Philadelphia last week. Your deck in this one is Blightning Beatdown… So is your opponent’s.

That opponent is Zack Hall, who has a Grand Prix Top 4 this year and is probably better than you.

That said, you got Game One at least in part because Zack shipped to Paris on the play; he had a lot of Flame Javelins to your Bitterblossom, but you got there with the card advantage.

So it’s game two. Having read Why Dave Price Goes Second, Zack opted to draw.

This strategy has served him pretty solidly this game and he is currently ahead. It’s Zack’s turn five and this is the situation:

He plays super duper deck namesake Blightning with three or four more cards in hand. Wow that is a lot of cards.

Zack’s board is a 2/2 Figure of Destiny and four lands (no Ghitu Encampment).

Your board is:

Ghitu Encampment,
Mountain,
Reflecting Pool, and
Auntie’s Hovel.

Your hand is (of which you will have to pitch two cards) is: Demigod of Revenge, Flame Javelin, Flame Javelin.

You missed your last land drop. You have sided out three Bitterblossoms for three Lash Outs this game.

Okay geniuses-in-training! Make the play. What do you pitch and why? More importantly (and it’s kind of the same question)… What do you keep?

LOVE
MIKE

Eight Matches with Blightning Beatdown – Part 1

Wherein Michael J. Flores discusses the beginnings of his preparation for the upcoming Star City Games $5000 tournament in Philadelphia, PA. This article features initial deck selection, card choices, and testing with a modified version of Blightning Beatdown.

So there is a big Standard tournament coming up the first week of December.

It is a Star City Games $5000 tournament (you know, the kind Alex Bertoncini always wins) in Philadelphia, PA. I lived in Philadelphia for four years, and won my first PTQ there with a heavily metagamed B/R Necropotence deck.

Aside:

Recently, over at Top 8 Magic, I have been thinking a lot about my deck selection over the past couple of years. It all started when Brian David-Marshall accused me of being the Greenest One of All in a recent Top 8 Magic Podcast. [In case you haven’t been reading Top 8 Magic… which you should be] I have been some kind of Green in 80% of my last 20 individual Constructed tournaments. I even did a spreadsheet breakdown.

Yep, down 199 rating points over that time period.

On balance, the twenty individual Constructed tournaments before those I was Green only about 1/3 of the time. Instead, I was up 146 points, qualified for two Constructed Pro Tours, crushed a late summer Standard with my U/W “Wafo-Tapa” deck that won five straight NAC Qualifiers (Steve Sadin, Julian Levin, yours truly, some guy not in our crew, and Chad Kastel), finished Top 16 in that respective NAC, and of course finished two-then-one in the New York State Championships in consecutive attempts.

I am not 100% down on Green at all (in fact, Critical Mass was one of the best decks I ever developed, hands down)… But I think Brian probably has a point that I am biased towards Green.

But not in Philadelphia; when I won that PTQ, it was with B/R.

End aside.

Speaking of B/R, I have been heavily impressed with Oscar Almgren’s Blightning Beatdown since I first stumbled upon it and made the initial Blightning Beatdown videos.

At the pre-States Top 8 Magic Mock Tournament, Brian David-Marshall kicked all kinds of bum with Matt Ferrando’s version of Blightning Beatdown — which didn’t even have Bitterblossom or Demigod of Revenge if you can believe THAT — and recommended it for States on basis of our previous Mock Tournament prognostication with Jushi Blue, B/W Deadguy Ale, &c.

However for myself, Josh Ravitz had already [physically] made me my Jund Mana Ramp deck and told me he would punch me in the face if I didn’t play it. Josh himself, though, smartly switched to Blightning Beatdown! He finished a match out of Top 8 in New Jersey, parallel to me.

So anyway, based on many factors — including a deliberate effort to broaden my color choices, my frustrations with playing Reflecting Pool Control mirrors, and my hatred of plus desire to quash the First Among Equals — I decided to at least try out Blightning Beatdown as the initial weapon of choice. I really love this strategy and its combination of pressure, domination over the Fae, and the namesake card Blightning itself.

For reference, here is Oscar Almgren’s original LCQ-winning version:

4 Bitterblossom

4 Ashenmoor Gouger
4 Blightning
4 Demigod of Revenge
4 Figure of Destiny
4 Goblin Deathraiders

4 Flame Javelin
4 Incinerate
4 Tarfire

4 Auntie’s Hovel
4 Ghitu Encampment
4 Graven Cairns
4 Sulfurous Springs
5 Mountain
2 Reflecting Pool
1 Swamp

Sideboard
4 Infest
4 Thoughtseize
3 Everlasting Torment
4 Magma Spray

This is the deck that I tested for this exercise:

4 Bitterblossom

4 Blightning
4 Demigod of Revenge
4 Figure of Destiny

4 Flame Javelin
4 Hell’s Thunder
4 Incinerate
4 Mogg Fanatic
4 Tarfire

4 Auntie’s Hovel
4 Ghitu Encampment
4 Graven Cairns
4 Sulfurous Springs
5 Mountain
2 Reflecting Pool
1 Swamp

Sideboard
4 Infest
3 Thoughtseize
4 Gutteral Response
4 Everlasting Torment

Here are the modifications I made for this one:
-4 Ashenmoor Gouger; +4 Hell’s Thunder
-4 Goblin Deathraiders; +4 Mogg Fanatic

I like the relentless pressure that Hell’s Thunder gives you when you already have a little momentum. Neither 4.4 for three mana is particularly good against beatdown, but the Shards of Alara option is a much better racer. Ashenmoor Gouger is better against the Fae, but Hell’s Thunder is much better against Reflecting Pool Control. Those are obviously the two most popular decks, and the First Among Equals is already a cakewalk, so I wanted to err leaning the other way.

Josh played Goblin Deathraiders at States, but no Tarfire. Basically both of us — and Oscar himself — all ran some combination of these Goblin cards. I just wanted more fast action (which might be in slight conflict with this deck’s Ghitu Encampments and annoying basic Swamp).

I borrowed Oscar’s mana base in the entirety; no complaints so far, really, other than I mulligan more than I am used to and I don’t particularly love the Swamp; on balance Josh loves the Swamp and says you might need 26 lands in this strategy (I don’t know if I am that brave, though).

As for the sideboard modifications, I really wanted to play with Gutteral Response because the only way the Fae can get out of your tempo games is usually with multiple Cryptic Commands, and Gutteral Response v. Cryptic Command is about the best fight you can expect in Standard. I really don’t like Magma Spray and if you are already playing Everlasting Torment, I just don’t see the value in it; those are the side justifications.

A brief card breakdown:

Bitterblossom
Unsurprisingly, the best card in the deck. It feels so much better in this deck than in the Fae. I really like the pressure this card provides against control — which typically operates in that old school “remove the threats” way even in 2008 — allowing you to sit back and set up with burn spells. Just such a great card… which is why I and everyone else hates it so damn much. But hey, if you can’t beat ’em, join ’em!

Blightning
Probably my favorite card to play in the deck. You just feel so powerful resolving this on turn three. Do you realize it only does one fewer damage than a Flame Javelin? Ka-pow! My favorite play is attacking with my 2/2 Figure of Destiny on turn three with mana open, and playing the chicken game. Nope; let’s go to damage. Grumble Grumble. Here, have a Blightning. Grumble Grumble.

Demigod of Revenge
Ferrando didn’t play this card at all! Honestly I don’t play it very much on account of stalling. It is still like the best big guy in Standard, and one of the scariest possible threats against any kind of Counterspells.

Figure of Destiny
Obv.

Flame Javelin
Obv.

Hell’s Thunder
As above; we replaced Ashenmoor Gouger with this guy, 4/4 for three for 4/4 for three. Ashenmoor Gouger is mostly better against Faeries and Hell’s Thunder is mostly better against Reflecting Pool Control. Of the two most popular decks, one is a near bye. So we went with the card that was / is better against the other one, that is more likely to tap out for a Firespout / Wrath of God and give you an open to brain for four.

Incinerate
This is probably my least favorite card in the deck. I can see going to two copies for 26 lands per Josh’s suggestion, and / or swtiching to Lash Out. But no official changes as of yet.

Mogg Fanatic
Mogg Fantastic! I re-added this to the strategy (if you recall my pre-States Demigod Deck Wins videos all featured Tattermunge Maniac) based on the Brett Blackman video. He could not stop ranting about how bad Mogg Fanatic is for Faeries. In.

Tarfire
I actually have loved this card so far. Not powerful, but a Goblin for my Auntie’s Hovels… and it works nicely with this deck’s often tight mana.

As for testing format, I decided to do eight rounds in the Tournament Practice room as an initial run.

But we’ll have to look into those games tomorrow!

LOVE
MIKE

PT Berlin LCQ – Blightning Beatdown

Just in time for the State Championships! This is the second of three videos featuring the qualifying decks from the Pro Tour Berlin Last Chance Qualifier (LCQ). This Top 4 Blightning Beatdown deck was played by Oscar Almgren.

Like the previous Demigod Deck Wins video, this one was also built for this week’s Top Decks at magicthegathering.com.

Another preview for you!

Enjoy!

 

 

Oscar’s Blightning Deck:

4 Bitterblossom

4 Ashenmoor Gouger
4 Blightning
4 Demigod of Revenge
4 Figure of Destiny
4 Goblin Deathraiders

4 Flame Javelin
4 Incinerate
4 Tarfire

4 Auntie’s Hovel
4 Ghitu Encampment
4 Graven Cairns
4 Sulfurous Springs
5 Mountain
2 Reflecting Pool
1 Swamp

Sideboard
4 Infest
4 Thoughtseize
3 Everlasting Torment
4 Magma Spray

I didn’t use Oscar’s sideboard hardly at all… When I tried this out I was mainly getting a feel for the starting sixty; Thoughtseize, though, is very good as everyone on MTGO plays Cruel Control. I think I would like more copies of Everlasting Torment, that is, the fourth. I like Infest the least but perhaps Oscar had a transformational mindset that I have not yet grasped with my limited play of his deck.

Not surprisingly, Bitterblossom is excellent in this deck, as it is in many decks. Having a steady stream of attackers freed up my mana for pumping Figure of Destiny, distributing burn spells, &c.

Goblin Deathraiders is yet another two, which I suppose is available only in this specific color combination (that is, it is actually Gold rather than hybrid like Vexing Shusher). This card was okay for me. It hits much harder than the other options, especially if you have the fire in your hand. I can only assume Magma Spray in hand is a beating for Kithen Finks (because this never came up for me… probably because I never sided in Magma Spray).

I didn’t play any “mirror” with this at all but I can only assume the B/R version is weaker in the mirror due to Springs and Bitterblossom (ouch, collateral damage, what have you). However the deck seemed much kinder to me than straight Red Demigod elsewhere. The added pressure of Bitterblossom really affects how opponents play (which you probably already know having been on the wrong end of one at some point in the last year… I can only assume). In a Red Deck it is much more gratifying than in a Blue deck.

🙂

Just a reminder I will be updating HERE for certain before Saturday and I’m not sure if I will have time to post a pre-States video about my deck choice. So check back Friday or so if you want to know what I am bringing. My favorite cards in Standard that no one plays with are Rampant Growth and Gift of the Gargantuan, so I have been playing them in a variety of decks (mostly Reveillark versions) but I think I have one, finally, that I am going to go with.

Like I said, check back later in the week.

One more video up tonight after this.

LOVE
MIKE

PT Berlin LCQ – Demigod Deck Wins

Just in time for the State Championships! This is the first of three videos featuring the qualifying decks from the Pro Tour Berlin Last Chance Qualifier (LCQ). The winner was none other than Demigod Deck Wins, played by Guillaume Baudois.

This video was built, again, for this week’s Top Decks at magicthegathering.com. However I had to get it up on YouTube in order to, you know, link it into my article, so YouTube subscribers and FiveWithFlores blog afficionados get a preview.

Enjoy!

 

 

Oh, here’s some additional meat:

The PT Berlin LCQ was won by an update to Demigod Deck Wins, played by Guillaume Baudois. Here is Guillaume’s version:

4 Ashenmoor Gouger
4 Boggart Ram-Gang
4 Demigod of Revenge
4 Figure of Destiny

4 Incinerate
4 Flame Javelin
4 Mogg Fanatic
4 Puncture Blast
4 Stigma Lasher
1 Unwilling Recruit

4 Ghitu Encampment
19 Mountain

Sideboard
4 Guttural Response
1 Unwilling Recruit
3 Chaotic Backlash
1 Everlasting Torment
1 Vexing Shusher
4 Fulminator Mage
1 Murderous Redcap

Notable changes in Guillaume’s version:

1) Mogg Fanatic on one; as you know from previous blog posts, I have been running Tattermunge Maniac in this slot. Tattermunge has been pretty great but in testing Guillaume’s version, I can say that Mogg Fanatic was just fine.

2) Stigma Lasher on two; we’ve been running Vexing Shusher (which is obviously much better in a Blue format). However Stigma Lasher is a fine option, especially if you fear Kitchen Finks. As I’ve said repeatedly, this slot is up in the air and I think most of the choices are about as good as one another… As the great Tsuyoshi Fujita once told me, it depends on the metagame.

3) Land mix, being four Ghitu Encampments and one Unwilling Recruit (that is, not a land) over five Mountains. Ghitu Encampment was okay testing Guillaume’s version but I prefer Mountain personally.

4) Puncture Blast over Shock, Lash Out, &c. this is a big one… He really seems to respect a Kitchen Finks. This card is fine, but I think I prefer Lash Out to fix my draw, especially if I am down one land.

Not that the LCQ win was required by any means to validate the Demigod deck, but it certainly seems like a fine strategy for States. I will be making my recommendation here on FiveWithFlores later this week — not sure if I will have time to produce another video specifically about my deck choice before States — so definitely check back by Friday night / super early Saturday morning because you know I am apt to change my mind at the last minute (This Girl, The Legends of Team CMU, &c., &c.).

More videos up tonight.

LOVE
MIKE

A Fortunate Pairing

So I had a really interesting roundabout way of getting to this video.

Originally BDM wanted me to do a “build” from the MTGO deck editor, which ended up being Building the Red Deck (probably not surprising)… But I have always thought it would be useful to actually show readers how decks work instead of just using written words.

That ended up being this one.

The thing was… I mean you can run into anything in the Tournament Practice room, but the first pairing out was almost comical: Mono-Blue deck exhaustion against Vexing Shusher and Demigod of Revenge. But you know what? A match against Kithkin wouldn’t have been a good illustration of how the Red Deck works. A really fortunate pairing actually allowed me to show the various capabilities of the Red Deck, even if it was not thanks to a Tier One opponent. 

I think this one turned out pretty well (although I hate dead air and there is a fair amount in this one).

I hope you enjoy it.

LOVE
MIKE



Building the Red Deck

Thanks to everybody who has been following Five With Flores here and on YouTube so far.

One of your own had a question:

Hey Mike,

I am a little new to the game, so can you explain to me why someone would want to play the Red Deck that you showed in the first two videos? Isn’t a deck like that under-powered compared to a deck with Wrath of God, Empyrial Archangel, and those kinds of cards?

Thanks in advance,

Joe

Well Joe, there is a long tradition of players underestimating the Red Deck dating all the way back to its first PTQ win in the hands of one Paul Sligh. I am going to try to show you the Red Deck built from the ground up (this format was suggested by my friend Brian David-Marshall of The Week That Was and the Magic Podcasts). I hope it is helpful to you.

LOVE
MIKE

 
 

PS Demigod Deck Wins

4 Ashenmoor Gouger
4 Boggart Ram-Gang
4 Demigod of Revenge
4 Figure of Destiny
4 Tattermunge Maniac
4 Vexing Shusher
4 Flame Javelin
4 Incinerate
4 Shock

24 Mountain

Five with Flores… is Charming

As if you didn’t already know that.

In this follow up to yesterday’s blog post and video, we take a closer look at the Four-color Control deck and watch as Blue brawls another round with the Demigod Deck Wins.

 
 

P.S. The combatants…

My Four-color Control

2 Makeshift Mannequin
2 Shriekmaw
4 Cryptic Command
4 Mulldrifter
4 Remove Soul
4 Bant Charm
4 Esper Charm
4 Kitchen Finks
2 Archon of Justice
4 Wrath of God
4 Flooded Grove
4 Mystic Gate
2 Plains
4 Reflecting Pool
4 Sunken Ruins
4 Vivid Creek
4 Vivid Meadow

Demigod Deck Wins

4 Ashenmoor Gouger
4 Boggart Ram-Gang
4 Demigod of Revenge
4 Figure of Destiny
4 Tattermunge Maniac
4 Vexing Shusher
4 Flame Javelin
4 Incinerate
4 Shock

24 Mountain