Top 8 at the SCG IQ
Whenever I go to a Magic tournament with low expectations -- or whenever I have something else to do that day -- I seem to win more than usual.
I've only won prizes at Competitive REL once before -- this past May, when I finished 25th at a PTQ I almost didn't attend. I had wanted to go to LRRCon that day, but chose instead to play Theros full-block Sealed for the first time, just to get my bearings with the new Limited format. I found my pool underwhelming and assumed I'd scrub out by mid-afternoon, but ended up spending the entire day battling with Xenagos and burn spells.
My plan for last Saturday was to spend my afternoon competing in an SCG Super IQ and then join one of my close friends at her parents' house later in the evening to sit shiva for her grandfather, who had died of a stroke on Wednesday. I hadn't played Standard competitively in months or followed much recent Standard coverage, so my goals for the day were to learn the local metagame and decide on a deck for the upcoming SCG Standard Open(s). I chose Mardu, a versatile midrange deck with strong threats and arguably stronger answers, but had no experience with the deck aside from one recent outing at a Lady Planeswalkers Society Standard night. (I had missed FNM the previous night after getting stuck in rainy rush hour traffic.) I didn't expect to win many matches, but looked forward to scouting the field and playing against as many different decks as possible.
There were 117 players in attendance at the beginning of Round 1, the vast majority of whom were on Abzan. I saw at least three different Abzan builds: Steve Rubin's stock list, an aggressive variant with Fleecemane Lions and other two-drops, and the sluggish Whip of Erebos/Hornet Queen/Soul of Theros deck that most of my friends brought to the event. (I was told it performed well against Abzan Prime in testing.) UW Heroic seemed to be the second-most popular deck, followed by Mono-Red Aggro. There were a handful of RG Monsters players and a couple on UB Control; other known quantities, including Temur Midrange and Jeskai Burn, were scattered throughout the field. There were about half a dozen of us on Mardu, so I didn't anticipate playing many mirror matches... but I did, twice, before the end of the night.
I faced a fellow Mardu player in my very first match of the day, in fact. Game 1 played out as I expected: I won the match by putting on more pressure in the early game and answering more of my opponent's threats as the game went on. My opponent started to stabilize in the midgame, gaining eight life with a pair of Seekers of the Way and Sorin, Solemn Visitor, but a hasty Butcher of the Horde took out the planeswalker on my following turn. My opponent attacked with the pair of Seekers and passed the turn with no plays (he appeared to be flooding out); I attacked with Butcher, played a post-combat Wingmate Roc, and drew a concession from him.
Game 2 was much less interactive: my opponent evidently couldn't get my Turn 3 Goblin Rabblemaster off the table and took several points of damage from painlands that he couldn't recoup. On my fourth turn, I attacked into an empty board with a Rabblemaster and two tokens and was surprised when he did nothing, falling to ten life. I watched eagerly as he took two more damage to cast Sorin -- I had a fifth land and a Murderous Cut in hand to deal with his vampire token and clear the way for a lethal attack next turn.
In Round 2, I faced my friend CML, known throughout the Seattle Magic scene and beyond for his unorthodox views on Cube design, his trollish tendencies, and a love for Martyr of Sands that rivals Jon Loucks's. At the behest of our friend Rob, CML was playing the Abzan Reanimator deck -- which, incidentally, was the only deck I struggled against during my trial run with Mardu at LPS. The match-up went one of two ways, I realized: either I got off to an unusually fast start and won; or, more likely, the Abzan player durdled around for several turns, gained a bunch of life, and played Hornet Queen, preventing me from ever profitably attacking again. I brought in a total of ten sideboard cards against CML -- including Anger of the Gods to kill the bees; Stormbreath Dragons to dodge opposing removal; and Banishing Light and Utter End to deal with Souls, Whip, and other difficult permanents -- but drew them in the entirely wrong order. (Rob later advised me that clearing the board with End Hostilities and then landing an Elspeth probably gave me the best chance to win the game post-board; I was wary of filling my opponent's graveyard with creatures, despite the resulting tempo loss, and didn't think Elspeth stood a chance against Wingmate Roc and killer bees.) I'm not sure how prevalent this deck will be at the Seattle Open, but I plan to devote at least a bit more time to improving the match-up for myself.
Most of the local grinders I knew who weren't playing Abzan Reanimator were playing UW Heroic, the deck I faced in the third round. Heroic was the deck I was least familiar with and least prepared to face going into the tournament -- I hadn't seen Tom Ross's third-place list from SCG Columbus -- but having drafted UW countless times last year, I had a basic understanding of how the deck worked and could infer which cards were likely involved. I was mainly unsure which and how many removal spells and counterspells I might face; thankfully, the answer was "none." Then again, the games I played were entirely one-sided: in Game 1, my opponent cycled two Defiant Strikes, targeting my creatures, and conceded after failing to draw a creature of his own. He got off to a stronger start in Game 2 with a Turn 1 Favored Hoplite, but quickly ran out of steam. Crackling Doom, one of the most compelling reasons to play Mardu, shines especially bright in this match-up -- sorry, Gods Willing -- though I would be wary of Stubborn Denial in post-board games.
In Round 4, I faced Jeskai Burn, the deck I'd played for the first month that Khans was legal in Standard. I'm a tempo player at heart, so I gladly sleeved up Mantis Riders and Jeskai Charms, but the deck's strict mana requirements and lack of answers to Siege Rhino prompted me to shelve it for several weeks and shift my focus to Khans draft. My opponent seemed to be losing interest in Jeskai, too: he expressed many of the same concerns I had after the match and commented during sideboarding that my deck was "a better version of [his]." (Jeskai Burn and Mardu Midrange play quite differently, but I agree that my deck is currently better positioned.)
I've played this match-up from the Jeskai side in the past, so I had a good idea of how to win. I knew that my deck had a better late-game, but that a single Jeskai Charm had the potential to swing the game back in my opponent's favor. Thankfully, I had plenty of cheap removal to deal with my opponent's early threats -- two Magma Jets, two Lightning Strikes, and three copies of Chained to the Rocks. (I tried to save Crackling Doom for Sarkhans and Stormbreath Dragons.) I was fortunate that my opponent never cast a Jeskai Charm in the entire match; I almost always had the tempo advantage. Wingmate Roc was also fantastic in this match-up: a single Stoke the Flames will kill a Butcher, but two 3/4 flyers present a huge challenge for Jeskai.
More than halfway through the IQ, I had a winning record and began to wonder when my good luck would run out. Then, my opponent said the three words I had most wanted to hear all day: "Mountain, Monastery Swiftspear." I was playing against Mono-Red, my best match-up, which only got better in Game 2, after I exchanged two Crackling Dooms for two copies of Anger of the Gods. My opponent seemed new to competitive play and a bit nervous -- he accidentally flipped over the top card of his library, a Firedrinker Satyr, during Game 1, so we called a judge over to rectify the situation. After I won the game, I briefly recounted the story of the time I knocked over my deck at my first GP and got a warning; my opponent smiled and seemed to feel a bit better.
Game 2 was a challenge. I had an Anger of the Gods in my opening hand that I could easily cast, but I also had a Caves of Koilos and a Battlefield Forge. I fought through the initial onslaught, but had to take two points of damage from Battlefield Forge to cast Anger of the Gods on Turn 3 and Hordeling Outburst on Turn 4. By Turn 5, I was barely hanging on at three life, but my opponent just had two Mountains on his side of the field. If I wanted to stay alive long enough to win the game, I had to take a risk.
"I'll go to two to cast Butcher of the Horde," I said.
"Okay," said my opponent.
He didn't seem like the kind of person who would just slow-roll a burn spell, but I couldn't be sure.
"Sac a token for haste..." He nodded. I attacked with the Butcher and he declared no blocks. What could he have? I wondered. A hand full of Rabblemasters and Stoke the Flames?
"Before damage, I'll sac another token for lifelink..."
OH GOD OH GOD WHAT IF HE MAGMA JETS ME IN RESPONSE
...But he didn't. I went to seven, and he conceded the match shortly thereafter.
After Game 1 of Round 6, I thought I would be out of the tournament for sure. I played what seemed like a fairly textbook game against UB Control: my opponent countered or destroyed each of my threats, cast Dig Through Time, found a Pearl Lake Ancient, and rode it to victory. It didn't help that my hand was full of useless removal spells; I delayed the inevitable by about three turns, but my opponent's hand was full of so many answers that I couldn't resolve a threat against him.
I turned to my sideboard and found that it was full of blanks. I planned to play against a lot of midrange decks, so my sideboard had plenty of answers to permanents; the only permanents in my opponent's deck were Pearl Lake Ancient, which dodged removal, and Perilous Vault, which he could play and immediately sacrifice if he had nine mana. The best thing I could do, I realized, was to just bring in more threats in place of my creature removal. I took out three Chained to the Rocks and my one-of Murderous Cut and added two Stormbreath Dragons and two Elspeths. Crackling Doom was also terrible here, but it could still buy me a turn against a Pearl Lake Ancient, and since it didn't target, I could use it as a three-mana shock if I had nothing better to do.
Game 2 was close to ideal for me. I kept an aggressive opening hand and was able to commit several threats to the board while my opponent struggled to make land-drops. Game 3 was much different, however -- I got off to a much slower start, but had so many late-game threats that I doubted my opponent could deal with them all. Things started looking grim, however, when he started chaining Dig Through Times, but he still couldn't quite find what he was looking for. I was surprised when I finally resolved a Stormbreath Dragon and got through for four damage. My opponent tried to stabilize with two Jorubai Murk Lurkers, but had no response when I added a Wingmate Roc and bird token to the board. By the time he found a Pearl Lake Ancient, it was too late: I had lethal damage in the air, plus Crackling Doom to keep myself alive for another turn. My hands were shaking as I signed the match slip; I didn't think I'd had a chance.
At the beginning of Round 7, there were four players at X-0-1 who had intentionally drawn in the previous round and another eight at X-1. My tiebreakers were among the worst in my bracket, so there was no way I could draw in. In fact, none of the X-1's could, since it appeared the X-0-1's were all planning on drawing again. Round 7 was going to be a nail-biter for all of us.
I had encountered my Round 7 opponent earlier in the day, as it turned out. He was sitting nearby during Round 3, and I overheard him remark about how he always lost to women at Magic tournaments. I was the only woman in attendance that day, so what were the odds that we would meet in the final round of the swiss? He continued his schtick when we sat down for our match -- he appeared to be joking around and made polite conversation with me while we shuffled our cards.
He won the die roll and started the game by playing a Mountain and a Firedrinker Satyr. I was giddy.
My opponent went on to win Game 1. He seemed to have deviated from the stock list by playing Borderland Marauders, and the damage added up faster than I anticipated. Unlike my Round 5 opponent, he was able to kill my Butcher with Stoke the Flames before I could gain life, so I folded and went to my sideboard.
Once again, I boarded in two copies of Anger of the Gods and was fortunate enough to have one in my opening hand in Games 2 and 3. I had to fight through two Eidolons of the Great Revel in Game 2, but eventually stabilized thanks to Sorin and Butcher. For the final Game 3, I kept a more aggressive Rabblemaster/Hordeling Outburst hand, but figured I'd play a Turn 3 Anger of the Gods and then start refilling the board. My plan worked out perfectly, as it turned out my opponent had kept a one-land hand containing several one-drop creatures and never drew a second land. Rabblemaster and his token army got through for massive damage, and my opponent extended his hand and congratulated me on making Top 8.
After I won Round 7, I stepped outside the mall to call Robert and tell him the good news. He was proud of me and glad I had found a deck I enjoyed playing in Standard. He commented that I sounded very excited, however, and told me to take some time to relax before the Top 8. But I didn't -- I wasn't sure how much time I had before Top 8 matches began -- so I went straight back into the mall and tried to figure out who my opponent was and what he was playing. Maybe that was the biggest mistake I made.
My opponent and I were two of three Mardu players who made it to Top 8. I had only played the mirror once, in Round 1, and didn't feel confident in my knowledge of the match-up. My Round 1 win felt like a fluke to me; my opponent did next to nothing in Game 2. I wasn't sure that I would be quite so lucky again.
For Game 1 of the Quarterfinals, I kept a hand that was fairly close to ideal: two pieces of removal, a Wingmate Roc to close out the game, a Hordeling Outburst to trigger Raid, and three lands that provided me with every color of mana I needed. When I played a Temple of Triumph on Turn 1 and saw a Butcher on top of my library, I confidently left it on top. Now I had all the pieces I needed to win the game.
As I've come to expect from Mardu mirror matches, my opponent and I spent most of the game trading resources. He played a Turn 2 Seeker; I Magma Jetted it. I cast Hordeling Outburst; he played a Rabblemaster on his following turn; I let one of my tokens trade for his (which may have been a mistake). The turn after I played my Butcher, he played one of his own; a Crackling Doom killed his Butcher, and then Sarkhan killed mine. My last Goblin token finished off Sarkhan and enabled Raid, but I resolved to trade the bird token with the Rabblemaster that was still on the table, and my Roc died to a Crackling Doom from my opponent.
Twelve turns had gone by. I was at five life, my opponent at seven, and I had a second Butcher in hand and six lands in play. If only my Roc had lived, I thought, I would've had this game. I drew my card for the turn, hoping to find one of four lethal two-mana burn spells, and found a Seeker of the Way instead. I cast the Butcher, sacrificed my last token to grant haste, and attacked.
There were a lot of things I could've done differently in that game. I could have just cast the Butcher and the Seeker and passed the turn. I could have played the Seeker pre-combat and sacrificed it to give my Butcher lifelink or vigilance. I could have refused to trade one of my Goblin tokens for one of my opponent's several turns prior. I could have looked at my score pad and done something to preserve my life total, so as not to leave myself vulnerable to a hasty Butcher on the following turn. Of course, I had reasons for making the plays I made: I wanted to get in as much damage with my Butcher as quickly as possible, before it died to whatever piece of removal my opponent had next, and I played the Seeker post-combat to represent lethal damage. It all made sense to me at the time, but it probably wasn't correct.
Game 2 was difficult from the outset. I didn't know how my opponent would board against me, so I made minimal changes to my deck during sideboarding. My opponent, meanwhile, completely changed course post-board, siding out most of his early aggressive creatures and bringing in Elspeths and Anger of the Gods. For this game, I kept what I thought was a reasonable hand -- Wingmate Roc, Lightning Strike, two Chained to the Rocks, Temple of Silence, Battlefield Forge, and Bloodstained Mire -- not realizing that my removal would be dead in my hand for most of the game. I found a Seeker to play on Turn 2, but once my opponent exiled it with Glare of Heresy, I had a difficult time finding another creature to get value out of Wingmate Roc. I even scried a Murderous Cut to the bottom of my library looking for one, but ended up drawing several lands instead. Meanwhile, my opponent cast a Mardu Charm to make two tokens and pinged away at me while searching for threats of his own. I eventually got impatient and played the Roc with no Raid trigger, but my opponent had a second Mardu Charm to kill it. On the next turn, I finally drew a Hordeling Outburst, but still wasn't applying nearly enough pressure. I was able to Chain my opponent's first Butcher to a Rock, but the second one, hastily dispatched by one of Elspeth's soldiers, hit me for five, bringing me down within burn range.
I was disappointed that my first Top 8 was over so soon after it began, but I'm still proud of myself for playing well and for making it as far as I did. I cashed the first tournament of my Magic career and walked away with 24 packs of Khans and a bunch of cool SCG swag. I'm looking forward to holding a draft in honor of my accomplishments, but most of all, I can't wait to play Mardu in a Standard Open. Here's my full decklist, for reference:
Lands (25):
3 Battlefield Forge
3 Bloodstained Mire
2 Caves of Koilos
6 Mountain
4 Nomad Outpost
1 Swamp
2 Temple of Silence
3 Temple of Triumph
1 Wooded Foothills
Creatures (15):
4 Butcher of the Horde
4 Goblin Rabblemaster
4 Seeker of the Way
3 Wingmate Roc
Other Spells (20):
3 Chained to the Rocks
4 Crackling Doom
4 Hordeling Outburst
2 Magma Jet
1 Murderous Cut
2 Lightning Strike
2 Sarkhan, the Dragonspeaker
2 Sorin, Solemn Visitor
Sideboard (15):
2 Anger of the Gods
2 Banishing Light
2 Elspeth, Sun's Champion
2 End Hostilities
2 Glare of Heresy
2 Stormbreath Dragon
3 Utter End
(Author's note: Special thanks to Adam, who took play-by-play notes during my Quarterfinal match and sent them to me the next day. Hopefully I will start taking better notes soon myself for the purpose of these tournament reports, since my visual memory is so terrible.)