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Eight Matches with Blightning Beatdown – Part 1

November 22, 2008

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

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Categories
Decks, Games, Magic
Tags
BDM, Blightning, Blightning Beatdown, Brian David-Marshall, Demigod of Revenge, Hell's Thunder, jund mana ramp, Shards of Alara, Standard, Star City, StarCityGames.com, Top 8 Magic, Top8Magic
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Thoughtseize v. Rampant Growth – Fight!

This is the follow-up to “You Make the Play – How Do You Spend Your Thoughtseize?” … a discussion as to which card a first-turn Thoughtseize SHOULD take given these options…

 

 

I was very interested in what you guys had to say about this one.

For those of you who have not read the responses to You Make the Play – How Do You Spend Your Thoughtseize, the Five With Flores readership came out heavily in favor of nabbing Gift of the Gargantuan over taking Civic Wayfiner… and not a one [at the time of this writing] said he would take the Rampant Growth.

I really enjoyed reading how you guys puzzled through this problem. There were some very well thought out responses and if you haven’t read through them, I recommend all of them, but especially starwater, Gifts Ungiven, and Private_Dream.

…

So this is what happened in real life: My opponent and I were playing for 6-2 at best and despite the slight chance for Top 8 it was a very friendly match. I was frankly quite surprised at having pulled out Game Two given I had kept a slow, two land hand, especially as he stole my Rampant Growth on turn one.

When I showed him my hand, I secretly wanted to keep the Rampant Growth… But this is because of the curse of patterned behavior. One of the things that I am really going to work on — and I am going to encourage anyone reading this blog to work on — is to break this lazy and comfortable “autopilot” approach to the game. In those rare tournaments where I have done exceptionally well for myself, I can always pick out a couple of rounds that I won specifically because I did not do what my mana said to do… Just think of how many times you miss Top 8 by one game or so, and cross-reference with this statement.

So what if Rampant Growth is the only thing I can play on turn two? It doesn’t really get me anywhere unless I immediately rip Chameleon Colossus [remind me to bring this up when I do the response-to-the-responses for the first You Make the Play].

But I think consciously I knew Gift of the Gargantuan was the strongest card in my hand [for him to pilfer with Thoughtseize] and I actually suggested he take it. Did he think I was running the Jedi Mind Trick? Like I said the game was friendly, so I don’t know that he thought I was trying to fool him. He probably also fell into the same pattern as my “secret wish” and took my Rampant Growth in order to deny turn two action; no, I didn’t immediately pull the Chameleon Colossus, but I did get a little action over the next couple of turns just off the top of my deck.

In fact, after my Civic Wayfinder, I didn’t have time to play my Gift of the Gargantuan for three or four more turns, and when I did, I was already ahead just thanks to the top of my deck.

So what is the right choice?

I think that Rampant Growth — which is what I secretly wanted to keep and what he ended up taking — is the weakest candidate. It is only relevant if I get Chameleon Colossus right away.

From my deck’s perspective, I will generally play Civic Wayfinder before playing Gift of the Gargantuan for two reasons: 1) I want to get some board presence so I can start attacking as soon as I can, and 2) I like Thawing lands out of my deck before playing Gift so that I can increase the chances of a relevant two-for-one (even if you are generally favored to get a two-for-one, Thawing a Forest out of your deck increases the chances of scoring with a Treetop Village for instance). In that sense, it is not only faster at affecting the game, it might therefore be “better” in this game.

From the Fae deck’s perspective in the abstract, Civic Wayfinder is not really a relevant threat. It is a a Balduvian Bears stapled to a Lay of the Land… “card advantage” for Green, but not something the Fae need typically to worry their winged boots over, at least not by itself.

However, given how much the Jund Mana Ramp side favors the Civic Wayfinder over the Gift of the Gargantuan, I would seriously consider taking the 2/2. Remember that the humble Wayfinder is also a “two-for-one” and a more consistent [two-for-] one at that. At least half of “interactive” Magic: The Gathering is denying the opponent what he actually wants to do, not just doing what you want to do (and maybe more).

In fact, in writing this post, I actually reversed my opinion (which was originally Gift of the Gargantuan)! Imagine how slow the Jund Mana Ramp side will be with no turn two, and no board position on turn three (just a potential two-for-one, not even guaranteed). Fae should have some kind of response by turn four, right?

I am going to ask Blackman (Fae Champion of the Commonwealth of Pennsylvania)… But believe it or not, I now think the right answer is Civic Wayfinder!

LOVE
MIKE

Discuss of course.

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Categories
Games, Magic, You Make the Play
Tags
Civic Wayfinder, Fae, faeries, Gift of the Gargantuan, jund mana ramp, Rampant Growth, Shards of Alara, Thoughtseize, You Make the Play
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You Make the Play – How Do You Spend Your Thoughtseize?

November 20, 2008

An all-new, all-different You Make the Play: What play would you make? What play do you think he made? What is the right play?

The situation:
Round Eight of the New York State Championships.

You are playing Fae, consensus best-or-second-best deck in the format.

Game One you won against a donkey with a Jund Mana Ramp deck utilizing some combination of Bitterblossom, Spellstutter Sprite, Mistbind Clique, &c. You know, how your deck rolls.

Game Two was highly improbable. Your opponent kept a hand full of expensive spells, but only two lands and a Rampant Growth. He could theoretically start playing his ponderous three mana spells (Civic Wayfinder, Kitchen Finks, stuff like that) if you let him play the Rampant Growth. Strategically, you took it with a first turn Thoughtseize.

Donk slumped back in his chair. No action.

Yep, he missed his third land drop, too. He had nothing going on.

Yet somehow he topdecked a land or two and managed to draw out of it.

The rest of the game went a long murder of Chameleons, Cloudthreshers, & Finks; from your side a succession of Puppeteer Cliques keeping you alive by slowing down the Chameleons. Your Mistbind Cliques took forever to show up… Not until after he resolved a Mind Shatter with Gutteral Response backup. The game was long and increasingly awkward from both sides — with your blocking way too many times with Bitterblossom tokens — but he eventually pulled it out by attacking over and over.

So onto Game Three…

You are on the play and open up on Thoughtseize.

This is what you see:

He has four assorted lands [note: I don't really remember what lands they were. -MichaelJ]; you can take one of…

    Civic Wayfinder
    Gift of the Gargantuan
    Rampant Growth

Wow, a relatively slow hand. This is your opportunity to lock up 6-2 and potentially sneak into the coveted last spot in the Top 8.

Once again you have the opportunity to snag a first turn Rampant Growth, the only play he can make before turn three.

But… What card do you take?

LOVE
MIKE

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Categories
Games, Magic, You Make the Play
Tags
jund mana ramp, MichaelJ, Rampant Growth, Thoughtseize, You Make the Play
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