Mercadian Masques Pre-Release Tournament Providence, Saturday 9/25 by Leslie Turek (13th) The Boston-area MM pre-release tournament was being held at the new Providence branch of Your Move Games, so I got up disgustingly early, picked up my friends Steven Lee and Alexis Layton, and headed off to Providence by about 8:15. Alex had delayed our start a bit, but made up for it by doing the highway driving, so I was able to relax and talk about the new cards and card mechanics that I'd been reading about in the spoiler lists. Exactly 1 hour after leaving Cambridge, we arrived at the Providence YMG and found parking on a nearby side street. They had set up a nice check-in system: none. Since the tournament was limited to 200 people and everybody had pre-registered, they just posted a list with table numbers and told us that at 10:00 they would start passing out the cards. This was great, as it gave us a chance to walk to the MacDonald's a few blocks down the road and get Alex some breakfast, and were still back in plenty of time. Deck building started on time. Head judge Mike Feuell initially announced that we would have 30 minutes to build our decks, but later modified that to 1 hour. That was good, because when all the cards are new, it takes a little longer to read all the card text and figure out the possibilities. They used the new rule that you could trade in any 5 of your basic lands for a different land type (and had a nice supply of MM land for this purpose). This being a pre-release, not a PTQ, there was no card exchange or deck registration, which saved a lot of time. There would be 7 rounds of Swiss, with no top 8 playoffs. Anyone who had fewer than 2 losses after the 7 rounds would get a prize. After studying my cards, I decided to play black/green. I had a good bit of removal and some excellent spellshapers: 2 Undertakers (brings a creature back from the graveyard to your hand), a Rushwood Herbalist (regenerates target creature), and especially the rare Notorious Assassin (destroy target nonblack creature). I had 4 Mercenaries, but the one that could fetch two of the others, Cateran Enforcer, was so good as an attacker (could not be blocked except by black or artifact creatures), that I seldom wanted to tap it to fetch the other smaller guys. I had a Rushwood Elemental in my card set, (4/4, gains +1/+1 each upkeep), but with the casting cost of GGGGG, I thought it was a little iffy for sealed deck, and didn't play with it. (One of my opponents did, though, and succeeded in getting it into play, when I promptly proceeded to Snuff it Out.) (By the way, I did get a foil land in place of a common in one of my packs.) The spellshapers turned out to be used a lot, and they made cards a precious resource. Spells and effects that gave card advantage were really good to have. The new creature enchantments that could be played as instants were also quite good and used a lot. Here's the deck I played with: Creatures: 2 Rushwood Dryad (1G) 2/1 Forestwalk. I played these main deck, because they were good fast 2-drops, but I ran into a lot of green, so they turned out to be even more valuable for their forestwalk. And the two Undertakers and the Rushwood Herbalist made them really hard to get rid of. 2 Undertaker (1B) 1/1. Spellshaper that returns creature card from graveyard to hand. Great! 1 Cateran Persuader (BB) 2/1. This was only okay. It could search for a Mercenary with mana cost 1 or less, but I didn't have any such. When I was up against big creatures, I sided this out for the bigger and slower Deadly Insect (6/1). 1 Deepwood Ghoul (2B) 2/1. Pay 2 life to regenerate. Useful to block big guys that didn't have trample - taking 2 is better than taking 6 or 7. 1 Rushwood Herbalist (2G) 2/2. Spellshaper that regenerates target creature. 1 Highway Robber (2BB) 2/2. When it comes into play, you gain 2 life and target opponent loses 2 life. Nice with Undertaker, although I never got that combo going. 1 Giant Caterpillar (3G) 3/3. and for G, you can sac it to make a 1/1 flyer. Also nice with the Undertakers, as you can bring it back again after saccing it and make even more flyers (I did get a chance to do this). 1 Notorious Assassin (3B) 2/2. Spellshaper that destroys target nonblack creature, which can't be regenerated. Awesome in sealed! 1 Venomous Dragonfly (3G) 1/1. Flying. Destroys creatures that block it or it blocks. Great combo with the Herbalist! 1 Wall of Distortion (2BB) 1/3. Wall. For 2B and tapping, it makes a target player discard a card. But you could only play this like a sorcery, which meant that you couldn't block and then use the ability. Still, with spellshapers in play, discard effects are quite useful. 1 Cateran Enforcer (3BB) 4/3. Can't be blocked except by artifact and black creatures. As mentioned above, I used this mostly for attacking, although it could be used to fetch the Cateran Persuader and Highway Robber. Its unblockable ability won me several games. 1 Primeval Shambler (4B) 3/3. B: gets +1/+1 until end of turn. Great card. Starting at 3/3 means it starts out big and gets even bigger, and can be really hard to kill. 1 Boa Constrictor (4G) 3/3, and taps to get +3/+3. Basically can be a 6/6, but only when it blocks. Removal: 1 Vendetta (B) Destroy target nonblack creature, which can't be regenerated. You lose life equal to that creature's toughness. Great for those annoying little spellshapers or forestwalkers. 1 Snuff Out (3B) Destroy target nonblack creature. It can't be regenerated. (Alt. casting cost of paying 4 life) 1 Maggot Therapy (2B) Enchant creature (but can play as instant), gives +2/-2. I usually used this as removal, as it was the only thing I had that worked against black creatures. (But it could backfire, for example, if the opponent could respond with something that would give the creature +1/+1 permanently, as that would keep it alive, and the Maggot Therapy would stay around to enhance its strength. Luckily, that never happened to me.) Creature enhancements: 1 Tiger Claws (2G) Instant enchantment that gives creature +1/+1 and trample. This on Primeval Shambler was a game-winner. 1 Invigorate (2G) Instant that gives creature +4/+4 until end of turn. Alternate casting cost of opponent gains 3 life. 1 Ghoul's Feast (2B) Instant that gives +X/0, where X is the number of creature cards in your graveyard. This can be used as creature removal (on a blocker) or as a finisher when cast on a trampler or unblockable guy. Miscellaneous: 1 Revive (1G) Return target green card from your graveyard to your hand. 1 Insubordination (BB) Requires enchanted creature to attack each turn, or its controller takes 2 damage. I thought this might be useful to get rid of spellshapers, or make walls a liability, but didn't get much of a chance to use it. (When one was played on my Undertaker, I just took the damage for several turns as long as I needed the Undertaker.) 1 Collective Unconscious (4GG) Draw a card for each creature you control. A great rare in this format. I could usually get 3-6 cards this way, and there was always the potential of bringing it back with Revive. Land: 1 Hickory Woodlot (green depletion land). This was pretty useful for early mana acceleration, although one time I was mana screwed and it was sad to see it go away after it was used up. 7 forest 9 swamps I was a little worried that I had no enchantment or artifact removal, very few flyers, and very little removal for black creatures. But otherwise the deck looked interesting and fun to play, with a lot of synergy and a reasonable mana curve. A little too much at 4 casting cost, perhaps, but the depletion land helped with that. I didn't keep careful notes, so this won't be a blow-by-blow, but I'll try to give some impressions. My apologies in advance for anything I got wrong - I didn't take notes and the day is still very much of a blur in my mind. First round, wouldn't you know it, I got matched up with my friend, Alexis. I had really mixed feelings about this. Alex introduced me to Magic, but hadn't been playing as much as I've been lately, so I really wanted him to do well and be encouraged. On the other hand, I had won cards at a couple of previous pre-releases, and thought I had a good chance here, so I really didn't want to lose. I tried to set my feelings aside and just play the best I could. In the first game, Alex, who was playing green and blue, got totally mana hosed, and I got a great draw, with lots of creatures getting out quickly and beating him down. My notes show his life at 20, 17, 3, and 0. It was over very quickly. In the second game, he took out his green and swapped in black. (He hadn't seen my forest walkers in the first game, but he did have two swampwalkers in black.) I got slightly mana hosed this time, and he got the two swampwalkers out. Since most of my creature removal didn't work on black creatures, I was in trouble. I think I got one of them with my Maggot Therapy, but the other kept on coming for the win. The second game went very slowly, so we didn't have time to finish the third. I had him down to 11 and I was 19 when we ran out of time. I think I would have won it, but as it was, we had a draw. So I started out at 0-0-1. (In one of the tournament reports I've read, where the writer also drew in the first round, he gave his opinion that the draw was a good thing because it moved him out of the top tier for the rest of the competition and he saw less black and red in the lower tiers. That may be true. My deck was definitely better against decks that didn't contain black, and I didn't run into as much black as I expected. In MM, it may be harder to splash black, as many of the good black cards have BB or even BBB in their casting cost.) The second round was against John DiBragga. My notes say that he won the first game decisively (I think he had a lot of flyers), but I won the next two, also decisively. But I don't remember any details. I'm 1-0-1 at this point. Third match was Neil Dahill. Both games were close, but I won both of them. I think this was the match where my opponent was playing red and had an artifact called Bargaining Table that basically allowed him to draw an extra card every turn. But I got out my Notorious Assassin, so every turn he would play a creature and the Assassin would kill it. You'd think that with his card-drawing advantage, eventually he'd have more creatures to cast than I had cards to discard to the Assassin, or that he'd draw a burn spell that would toast the Assassin, but somehow I managed to win before that happened. 2-0-1 Fourth match was Dennis Grant, a high-school math teacher from Connecticut. Dennis had a very formidable creature, a Cateran Overlord (a black 7/5 regenerator) that he enchanted with Inviolability (Prevent all damage to enchanted creature). I was blocking it either with my Deepwood Ghoul and taking 2 damage to regenerate it, or, when I got enough swamps, my pumped-up Primeval Shambler. Then I realized the Tiger Claws gave trample, so I put Tiger Claws on the Primeval Shambler and started attacking with it. (By this point I had 5 swamps, so I could pump it to 9/9, counting the Tiger Claws.) That gave me the win. It was a long game, so we didn't have much time for game 2. I didn't stall, but I did keep in mind that I should play a defensive game and not leave him any openings to finish me off. He got out the Overlord again, but only when we were almost out of time, and he wasn't able to kill me before time ran out. 3-0-1 Afterward, I asked him why, in the first game, he hadn't blocked my trampler with his Cateran Overlord. He told me that one of the judges had told him earlier that a creature enchanted with Inviolability, would not absorb any damage and all the damage would trample through anyway. That didn't sound right to either of us, but Dennis figured that if that was how it would be ruled, he would play accordingly. I was curious, so I asked head judge Mike Feuell about it. He agreed that it wasn't right. I would have had to assign 5 damage to the Overlord (which would have been prevented) and only the remainder would have trampled through. I don't think it would have changed the game result, but I made sure that Dennis heard this from Mike, so he would play it right in future matches. (And Mike asked Dennis who had given him the incorrect information, so if it was a judge, he could correct him.) I had gotten so involved with this discussion, and the room was so noisy (and I guess I was a little flakey after 4 intense matches) that I totally missed the announcement that the 5th round was starting. I had been watching the spot on the wall where the pairings had been posted for the first 4 rounds and nothing had appeared there, so I thought I was okay. But finally Dennis asked me if I was dropping out, and I told him no, and he told me that the round had already started. Instant panic! So I went dashing off to find a pairings list (which had been posted in some of the usual places, but not all of them), and to find my seat, which had changed its location in between rounds, and sat down all agitated and upset, and in no good condition to start a match. My first big mistake of the day. Luckily, I made it in time, and my next opponent, Alex Buck, was pretty reasonable. Alex won the toss and chose to play, and I looked at my hand to see one land, so I decided to mulligan. I reshuffled, and Alex cut, and I went ahead and counted out 7 lands and picked them up, and Alex said "Uh...", and I said, "Oh shit." I was acting like such a scrub and I was really annoyed with myself. Big mistake number two. Alex was cool, though, and didn't report it to a judge, just told me not to draw on my first turn. (Actually, since pre-releases are run at a lower level of rules enforcement than a PTQ, I suspect that's what the judge would have said, also. But I was still annoyed with myself.) I won the first game, I don't remember how - I think it might have been the forestwalkers. I remember one lucky play, where Alex had cast a Hunted Wumpus, a very fast 6/6 guy (costing only 3G) that had a coming-into-play effect that allowed me to put a creature card from my hand directly into play. Luckily, I happened to be holding a Boa Constrictor, which could be tapped to become 6/6, which is obviously the creature I chose. And I also had Invigorate, which could give +4/+4 as an instant. So when the Wumpus attacked, it died and the Boa Constrictor lived. The second game was very bad. I had an opening hand consisting of 3 forests and a few small green things I could cast, but after that I kept drawing black spells and more forests and no swamps at all. In this game, Alex cast the Wumpus again, and this time I had nothing useful to put into play - just some dinky 2/1 guy. I died quickly. In the third game, I just kept drawing land and creature enhancements and NO CREATURES. It was very maddening. I lost that one, too. 3-1-1. Well, I'm still in it. I was glad that the loss was due more to bad draws than to my playing errors. All I have to do now is calm down, play well, and win the next two matches... Match 6 was again Chris Redman. My memory is hazy once again. My notes say that I won the first game while still at 13 life, he appears to have won the second, although it was close, and I won the third when he was at 9 life. 4-1-1. One more to go. For the last round I'm back at the low-numbered tables and sitting next to Dave Humphreys. Whew! Exciting stuff. My opponent is Derek Bruneau, a friend of Toby Elliot's, and a very nice guy. I hear Dave offering to split the prize with his opponent, and I offer the same deal to Derek. To my surprise, he accepts a 2/3 1/3 split. (I'm used to guys thinking that I'm not much of a threat and being so sure they can beat me that they don't want to make deals like that.) I relax a little bit, now that I'm sure of winning _something_, if only a few packs. Derek is playing an interesting deck, where he uses the spellshaper's abilities to the hilt by exploiting an innocent-looking card called Groundskeeper, a little 1/1 guy with the ability, 1G: return basic land card from your graveyard to your hand. So he would take something like a Kris Mage (discard a card from your hand to do one damage to target creature or player), discard a land, bring it back with the Groundskeeper, and then repeat next turn. It was very annoying, especially since many of my creatures had 1 toughness. Once again, I've lost track of the details of this match. I remember that I won the first game pretty handily, and was feeling pretty cheerful. At one point, he got out a 2/2 swampwalker, on which I cast Maggot Therapy, chortling, "Now he's a very big, very dead swampwalker". In the second game, Derek started to get the advantage, and I suddenly realized that if we drew the match, _neither_ of us would win any prizes. Not good. So I was motivated to play quickly and try to get the third game completed within the time limit. Derek helped by finishing off the second game quickly by casting Lumbering Satyr, a big 5/4 creature that gave all creatures forestwalk. He had more and bigger guys than I had, and they were now all unblockable, so he just attacked with everything on that same turn and won. Luckily, the third game went quickly and I just managed to win it. (After I won, the very next card in Derek's library was the Lumbering Satyr, so it was a close thing!) I enjoyed playing Derek a lot because he was used his cards so well it was an education to watch him play. 5-1-1. So I finished 13th and won 12 packs, which I split 8-4 with Derek. Cool! I was pleased that (except for that brief flurry of adrenalin at the start of the 4th match), I generally played well and was able to focus on the game in spite of the lack of sleep and the general chaos around me. Steven had finished at a respectable 4-3, but Alex had done poorly and dropped out early. At dinner later that night we both looked at Alex's cards and agreed that he had been given very little to work with and shouldn't feel too bad about not doing well. The following day, Steven invited me to play my deck against his deck (actually, two different versions of his deck). He was curious to see if he could beat me. The two variants were very different. First he played a red/green beatdown deck, with 2 Saber Ants (2/3 creatures that produce a 1/1 creature token for each damage they take). They're really strong with regeneration, which he also had via the Herbalist. You don't want to attack on the ground because he'll just block with the Saber Ants, regenerate them, and generate a lot of creatures for the damage. He also had Tremor, 1 damage to all non-flyers, which took care of my Undertakers, forestwalkers, and Dragonflies (while at the same time doing 1 point of damage to the Saber Ants and generating a few more token creatures). I was really lucky that I had black removal that didn't rely on doing damage to get rid of the Saber Ants. The second deck swapped out red for blue. It had the pinging blue wall (which also took out the aforementioned creatures), and a bunch of big guys: 2 Deadly Insects, a Saprazzan Outrigger (5/5, goes back to top of your library if it attacks or blocks), and a 6/6 Pangosaur which returns to your hand if anyone plays a land. He'd get out a bunch of big guys, while holding me off and pinging me every turn with the wall, then at the end of my turn, he'd cast a Shoving Match (Instant, gives all creatures the ability to tap to tap a target creatures - he had two of them), tap all his guys to tap all of my guys, then untap for his turn and attack with everything past my tapped blockers. It was a great finishing tactic. He won a game with each of his decks, but I won both matches 2-1. So he was convinced that my tournament win wasn't a complete fluke. Thanks to Mike Feuell and Your Move Games for another smoothly-run tournament (even if it had to be in Providence), to David Grant for warning me that round 5 had started, to Alexis Layton for bringing me food at the start of round 7 when I couldn't get out, and to everyone I played - you were all great! A special thank-you to Darwin Kastle, for holding those informal sealed deck clinics at Your Move Games, which have helped me improve my deck-building skills. See you at the next pre-release!