Tuesday, December 6, 2011

Mono Red - Next Steps

So, after testing, there were a few slots that either didn't seem to pull their weight, or whose worth was quite variable, so we should look at those, and figure out what to do with them.

The biggest question in my mind is the one drops.
Currently, I'm playing:
4x Stromkirk Noble
3x Reckless Waif
3x Geistflame
1x Gut Shot

The purpose of these cards is to get in early pressure, deal chunks of damage, while enabling Stromgarde Berserker.  Berserker was pretty bad with more of a two-drop centered game, which is not what we're looking for.

Most Questionable One Drops:

Reckless Waif: (Currently 3x main, 0x side)
+++++
3 power on turn 1 does quite a bit of damage.
Mana screwed opponents took a ton of damage
Forced them into action
Led to many easy wins when several one-drops were drawn
Punished Tap-lands
Very good on the play
Instants can let you skip a turn and flip it, while still doing something.
+++++

------
Hard to flip later in the game.
Not great in creature combat, tended to trade instead of get through for damage.
Bad against Timely Reinforcements, Snapcaster, Viridian Emmisary.
Not so great on the draw.
-----

Overall, this guy just does alot of damage early, and can block to save Koth or your life total while your mana ramps, but any other 1-drop could do that as well.  I often sided several of these out, and had to take out a Berserker or two as a consequence, against control, but maybe that was not right.

The main purpose of this guy is to pump up a Berserker, so if he gets replaced (and Berserkers stay), the replacement cards need to fill that role.

Alternatives:
In theory, cards like Grim Lavamancer, or Spikeshot Elder fill this same role, but in actuality they do not, because the purpose of these guys is to apply semi-unblockable damage, in order to bloodthirst the Berserker, or force your control opponent into action.  Lavamancer and Elder are fine cards in their own right, but neither really stands up to these options, or Waif.

All of them do less damage than the Waif in their best-case scenarios, but what they gain over the Waif is consistancy. 

Fireslinger is straight up unblockable, and they would have to kill it on their turn, to prevent Bloodthirsting a Berserker.  But otherwise it seems to do a reasonably weak version of Curse of the Pierced Heart.  Unfortunately, the curse does the damage on their turn, so it can't trigger bloodthirst.

The Arsonist is "unblockable" in that it gets in there for one damage either way, and can in theory ping mana creatures, planeswalkers, etc.

Gut Shot is a way you can bloodthirst on turn 2, so it does count in this category.  (Geistflame enables on T3, but that's not T2)

The impact on all of these is very minimal compared to the sheer bruising power of the Waif.  Noone would argue for Curse of the Pierced Heart or Mons Goblin Raiders in a deck like this, and Curse has some advantages over each of them.  (Not a creature, overloads O-Ring, similar to Shrine, has "haste", etc). 

GerryT advocates Fireslinger and Arsonist over Noble(!), because they are less blockable, but that sort of logic is clearly out of bounds for this deck.  Gut Shot is very inteteresting here, because it doubles as a removal spell, in those critical (for Waif, Noble) early turns.

Most Questionable Removal Spells:


















Gut Shot: (Currently 1x Main 0x Side)
+++++
Manaless damage can really work well in some situations:
+1 damage with Koth Ultimate
+1 damage with koth Ultimate on 5 lands -> Titan/Wurmcoil
+Kills flash Creatures that threaten Planeswalkers (Snapcaster)
+Turn 1 kill (mana creature) + Play 1-drop is a very strong play. (esp on the draw)
+Put a charge on Shrine, and keep mana up to activate it
All of these happened at least once in the test game, with only one copy of Gut Shot to allow them to happen.
Life payment is rarely a factor given the aggressive nature of the deck.
+++++

-----
Pretty low impact in killing people, and threats in the later game.
Doesn't exactly take down big threats that well.  Too much 1-damage effects are problematic when the opponent plays a Titan.
-----

Geistflame: (Currently 3x Main, 1x Side)
+++++
Reusable damage, kind of like a delayed, instant speed Arc Trail, when Shrine is considered.
1 damage kills alot of early threats.
+++++
-----
Rarely got flashed back as anything but "to the head" to put a counter on shrine(s).
Sided out commonly against control.
Never wanted the 4th Geistflame, when Arc Trail was available out of the side.
-----

I don't need the 4th Geistflame for sure.  I might want to do something like 2x Geistflame, 1x Arc Trail main, with 3x Arc Trail side, which would open up two sideboard slots at virtual zero cost.

It is a realistic possibility to count Gut Shots as Waifs, for the purpose of powering up Berserkers, but I don't think I would want to go over something like 2 Gut Shots total, unless omni-Illusions was rampant.  (Geistflame is pretty rocking there too...)

"Finisher"/"Utility"/??
As I mentioned in the previous testing report, Chandra 3.0 was mostly a counterspell-drawer, or a 4-mana Gut Shot in these games.  I never doubled a proliferate spell, and I did kill quite a few one-toughness creatures, but I did side her out for games 2-3 quite often, to bring in random other stuff.

I'd really like these two spell slots to have some strong synergy with the deck's proliferate effects, and be a game-winning possibility, but I'm not sure what to do about that.

There are some options I can think of, some of them good, some of them... Well, some might not be an upgrade to Chandra.  Let me know what you think, there is certainly room for some of these to shine here....



 










For three-drops, Metamorph could provide an undercosted threat if the opponent has a reasonable deck.  (Mirran Crusader, Hero, Titan).  Kurin Outlaw does a ton of damage, and is hard to block (and has some Synergy with Waif).  Chandra's Phoenix flies, and overcomes some of the problems of being a creature.  Druidic Sachel provides you with a stream of creatures, action, and life, to race the control decks.

For four-drops, Gorehorn is "in-theme", but not quite big enough to take down titans on his own, and is pretty blockable.  Lux Cannon is also "in theme", but pretty glacially slow.  It does deal with planeswalkers, O-Rings, and Titans alike....

At 5, we have Urabrask, who makes blocking quite difficult for the opponent (but who combos poorly with Berserker).  We don't have a metric ton of creatures, so he may be outclassed by Falkenrath Marauders, who hit for 2, 4, 6, 8, who do we appreciate?  Batterskull is a fine control creature, but it may not be at it's best in our aggro deck.  People are already bringing in artifact removal spells to deal with Shrine, but Batterskull would be an interesting one-of, perhaps moreso than the other options at this level.

Monday, December 5, 2011

Mono Red - First Round of Testing

I took my mono-red list into the Tournament Practice Room on MtG:O, and I would have to say I am pleasantly surprised with the results.  I played two notebook pages worth of games, mostly to see how many mistakes I could make (in retrospect), and to get an idea of how the deck played "for real".

First, some caveats:
The tournament practice room is not a tournament.  There are no prizes on the line, and often people who are frustrated leave the game.  You also see a higher quantity of non-real decks, and bad players, compared to a tournament setting, because people with good decks who play well aren't practicing, they are beating people up for their packs.  All of these things need to be considered when looking at the results here, and success at this level is near-mandatory in order for any deck to be even moderately successful at the higher levels.


Second, some results:


Overall, I went 23-3 with the deck, which is pretty amazing even with the caveats.  I only lost 12 games across those 26 matches...  However, lets drill down a bit and see if we can learn more than "we win 90% of TPR matches"

Aggro: 15-3, 8-1
Mono-Black Infect: 2-0
This is a real deck, with a fairly nightmare card for my deck in Phyrexian Crusader.  I ran into a scenario in the second game where I attacked with two bloodthirsted Stormblood Berserkers into a Phyrexian Crusader, and threw in a transformed Reckless Waif, without thinking about it too much.  Turns out, he couldn't block the Berserkers anyway, so the RW was a chump attacker, that would have come in handy attacking the next turn, after he summoned another Crusader...  In any event, Shrines and burn to the face were quite effective in this match.  Manic Vandal was very effective vs Lash.
Terrible WW: 2-0
O ring + pump + terrible white creatures.  I'd be surprised to see this in any match for packs.
Terrible G+Equip: 1-0
Conceded the match.  Not a real match.
W Artifact/Token Aggro: 2-0
Mull to 6, and a Mull to 5 with 2 Waifs were both easy wins.  This game taught me how important mulligans are with this deck.  Because of the sheer insane power of your 1-drops, and the insanity of a T5 ultimated Koth, you can mulligan a bad hand into an easy win at 6.
UG Infect: 2-1
Super-combo-damage-kill between pump spells and Ranger's Guile and infecters.  Lost the first game on a mull to 6, that I should have mulled to 5, since it didn't have any action. (No 1-drop, Berserker, Koth is not really a keeper)
He brought in Mistep and Negate, but I brought in Arc Trail, and that was that.  Why aren't I maining some of these?
RB aggro: 2-0
Had some pretty loose creatures, so a higher-tier version of this might have went better(for him).  Shrine isn't at it's best with half black spells in your deck.
GW Humans: 2-0
Obviously a beginner player.  I had double-noble game one, and noble-zerker game two.  Did you know Noble can't be blocked by humans?  That's pretty useful.  I did make a mistake here, against a Serra Angel (!).  I held back my 4/4 Noble, thinking "I'll either hold her back from attacking, or attack once she does."  That line of thinking doesn't work that well against a evasive vigilance creature.
WW Equip: 2-0
He got mana screwed G1, and I played cautiously to ultimate Koth and win G2 vs his O-Rings.
Mono Red: 0-2
Game 1 I mulled 6 land into 1 land into 0 land all the way down to 2 (also no land).  I kept at 2, and if he had not had Koth on T4, I might have made a game of that one.  It is possible that I should have kept at 4 or 5 with no land on the play, but I did not.
Game 2, I never drew a third land, should have mulliganed?  I should have Arc Trailed T2 of this game, to shut of his Berserker, which dealt something like 12 damage to me, but I waited, "for value".  I should know that some other people are playing good cards like me too...

Aggro-Control: 8-1, 4-0
UW Humans: 2-0
Conceded early both games.  Heavy counterspell suite in both games.  Made an interesting mistake where I burned a 3/3 Champion of the Parish for 3, and he cast a Snapcaster Mage in response.  Need to consider that in real games...
UW good-stuff: 2-0
nth in a long line of players to cast Sun Titan (returning nothing), Batterskull, or Wurmcoil, and lose(!) 4-5 turns later, to a ultimated Koth.  Having a unkicked Berserker around for a turn to chump-block to protect Koth loyalty, or your own life total, so you can tap 6 mountains and kill a Titan/Wurmcoil was clutch in these games.   Had plenty of action + O-Rings against me, but I had reasonable draws, and early must-answers like Shrine cleared the way for late not-answers like Koth.
Wraths in this matchup were 1:1's or 2:2's when they were cast.  A single Noble or kicked Berserker is a lethal threat.
UW Illusions: 2-0
In this game, I made the cunning move of casting a Volt Charge on one of his dorks when he was at 2 life.  (Not used to playing against mono-Dismember + Probe I suppose...)  Gut shot and Geistflame were good.
UW Tokens: 2-1
I made a few mental mistakes this game.  I forgot to proliferate (hard when they F6, or when they take forever).  I mulled a 5 land 2 spell hand into a hand that won me the game, so that's another point towards mulliganing.  The game he won was game one, and his multiple Blade Splicers laughed at my Geistflames.
Control: 17-4, 9-1
UW: 2-0, 1-2
Two matches vs. the same guy, who was playing what was clearly the most controlling deck I faced.  He was packing a load of counters, Blue Sun's Zenith, and the artifact to reshuffle your graveyard.  He kept in all the counters after being killed super-early 3x, and choosing to draw G2.  I probably sided out my 1-drops, which was stupid in retrospect.  I did realize in this gam set some mistakes I was making in sideboarding, even though Waif is very bad against Timely.  (Noble and Zerker can get through with a Geistflame, Waif can't)
I made some pretty bad plays, mostly against Gideon.  Unkickered Zerker is just so bad against everything, including Planeswalkers.  I made quite a few mistakes, but I learned alot about what is important against super-control.  (Low drops to make them tap out, so I can land Planeswalkers and kill them - You can't take out all the low drops!)
URBg Burning Vengance: 2-0
Rolling Tremblor can be quite good on the play for him.  This was my first opponent to Ghost Quarter one of my Mountains (a 4/4 attacking Mountain), but not the last.  I lost quite a few of these guys to Doom Blade, which does take some of the bite out of T5 Koth + Ultimate.
BU: 2-0
Had Wurmcoil in these games, but didn't play the best, and Koth took him to town with a blocker to save me/him for a crucial turn.  This deck does not scoop to Wurmcoil at all...
UR Counterburn: 1-0
Had to leave for dinner, but this matchup seemed pretty good for me.  My burn (Shrine) seemed better than anything he had, and his counters seemed to slow him down as much as me.
One interesting scenario I was in was in the later turns, and I had a unkicked Berserker (why I cast these, I have no idea now), and a fresh Chandra, facing down a Spikeshot Elder, and an opponent on 8 or so life.  I thought to myself "if I shoot his Elder, he'll shoot my Berserker", which is likely true.  However, my situation doesn't get any better if I took my horrific line, of shooting him (all of this pre-combat).  What I should have done is attack first.  He can't block (Zerker = awesome...), so he either has to use 3 mana then, or take a point (threatening kicked Zerkers his life total, etc), THEN cast Chandra, then kill the Spikeshot Elder.  My line virtually guaranteed 0 damage from the Berserker, and also let the elder live another turn, when it could do who knows what to Chandra (like attack her, for example, which he did).  This was an example of me thinking through one line, not liking it, and discarding all others as equally bad.  Not great, to be sure.
UWB Solar Flare: 2-1
I won game one despite using Koth on a summoning sick Mountain, something that I did more than once in this testing.  In the second game, my opponent continued to show me why Waif is bad vs Timely.  And Snapcaster.  And....  I also didn't keep a very good hand.  Why do I think that against control decks, I have to keep any 7 with lands and spells?  I could win the game with any Koth Ultimate, mulligan for goodness sake!    Game 3, I went Noble, into Chandra (O-Ring) into Koth into Ultimate, which is how I drew it up.  As long as I keep drawing lands up to 6 or so, (yay Gambit!  Often better than VC T5 after Koth...) UBx can't beat the Koth Ultimate.
RGB Snapcaster/Flashback: 2-0
Noble into double Waif is pretty good.  There are alot of scenarios where Snapcaster can't block vs this deck.
U? 1-0
Conceded the match after Noble -> Berserker on the play.
UBr Tezzeret: 2-0
T4 Koth wins.  Had no idea what his deck was from his cards, Vault Skirge + Liquimetal Coating + Flashback?
Turns out he was Tezzeret, but he kept in only something like 8 artifacts, and boarded up to 30 removal + draw spells.  He finally lost with 10 cards left in his library.  Perhaps not the best player.  Got 3:1'ed in G2 by Whipflare, and he was at something like 65 life, but Koth put him away.  He played quite badly, and brought me down to his level.  I untapped the wrong Mountain, forgot to attack with mountains, etc, etc, as the game dragged on.  Not my finest hour.
WUB Solar Flare: 2-1
Game one I was stuck at 2 land for the majority of the game, if I could draw a land or two before turn 8, I'd have taken this one home.  Game two, I mulled to 5, and won.  Game three, I mulled to 6 and won, so this should be a lesson to me in future games, that the deck is clearly good enough to win sub-7, so don't be afraid to go there.

Ramp: 5-3, 2-1
GW:  2-0
Not the best deck.  Was playing lots  of mana creatures, Wurmcoil, and Mentor of the Meek.  Mentor was the easy part.  Wonder if I should main Arc Trail...
BUG Snapcaster: 2-1
Game one, I drew two Nobles and burned his ramp (even Emmisaries), to win.
Game two, I kept a questionable hand, and was stuck at 2 land for 8 turns.  He ramped up, and Frost Titan, Acidic Slime, etc, punish such positions.
Game three I kept a better one, and saw Frosty, and Tree of Redemption.  I misplayed vs the Tree, but won with burn to the face/unblockable guys anyway.
UG: 1-2 
He played Birds, I didn't kill them, he played several titans, they killed me.
Wait to cast Koth?  I didn't this game, and that was the game.
He kept a hand of 2x Negate vs my start, and happened to get there against my Shrine into Planeswalker draw.  Anything early and he is probably dead, that should tell me something...  People kept keeping (or bringing in) countermagic against me, which was coincidentally good against what I did to them, so perhaps I need to (counterintuitively to me) bring in more fast stuff in these blue ramp matchups, and run them over.

Overall Notes, Maindeck:
I think I can afford to -1 Geistflame, +1 Arc Trail.  Geistflame is very good, often cast on T1 as a removal spell, or as a "blowout" after timely.  I cast it several times for +1 counter on multiple shrines, to push me into lethal a turn or two earlier.  I did flash it back occasionally, but only in the "end of turn, to your head, to charge up Shrines" way.

I liked the 1x Gut Shot.  It "saved" a (4-counter) Koth from a Snapcaster attack several times.  It charged up a Shrine for zero mana in one lethal situation, and occasionally allowed me to do removal spell + threat turn 1 against mana creatures or the like.

I cast Chandra several times, and she ate O-Rings, Negates, Mana Leaks, and the like, to clear the way for my Koth.  Occasionally I did Koth into Chandra T4, but those tended to not be winning situations.  I am not sure I ever got to cast a doubled proliferate spell, while keeping her alive, across all the games.  It's one of the ways to kill Titans or Sphynxes without a Koth Ultimate, but in the main, she served mostly as distraction.  Having a + ability that killed creatures against aggro decks was good, but I was often siding her out for Arc Trail, etc.  I'd really like another solid 3-5 mana counter-enabling threat in this slot, but I don't know what to do with it other than her.  Perhaps a Metamorph, or...

Noble is the MVP of the early game for sure.  By himself, he forces Wraths, and outraces most any damage based wrath effect.  He also is unblockable against perhaps 20% of creatures, and powers up Berserker like nothing else.

Berserker is very solid.  Better with Geistflame than Arc Trail, to be sure.  Best with Gut Shot, but I wouldn't ever play more than a couple of those.  I did side one out, whenever I took out the Waifs, because a naked Berserker is a sad thing to look at.  He is nigh-unblockable in this format, and was attacking through Titans, Wurmcoils, Crusaders, and the like.  He often makes Timely look rather bad, and chump blocks like a champ to protect Koth.

All the proliferate effects were super solid.  Often, there was no better spell for me to draw than either a Volt Charge, or a Gambit.  T5 Koth Ultimate happened quite often, and things went very well after that.

Koth was the overall MVP.  He ultimated many a time, locked people out of games, took down Wurmcoils, Titans and Batterskulls like they were nothing.  One opponent conceded to me, ahead 65 life to 1, with a Batterskull in play.  (The turns went T5 Batterskull, T6 Sun Titan returning Abolisher, T7 Wurmcoil, and Mono Red took that game home...) That was a very fun game to win.

Devil's Play did some great work, as a 2-mana 1-damage spell, or as a 7-mana, game-ender.  I never lived the dream of Kothing or Chandraing a Devil's Play (or even Koth + Chandraing), but this guy did some serious work from the hand, and the graveyard.  I did Devil's Play for 0 one game, on 7 mana, to charge two shrines to lethal.

Notes on the Sideboard:
I couldn't sideboard in 1x Geistflame and 4x Arc Trail against aggro.  This means I should keep 1x Geistflame out of the sideboard for sure, and probably squeeze in an Arc Trail main (probably over another Geistflame)

I did sideboard in the mountains (and RSZ) against slower matchups.  The Geistflames were pretty miserable there, and all that mattered was T5 Koth Ultimate.

I sided in the Refugee against Red, and it was a beating.  I sided in Manic Vandal against artifacts, and it was my only out a couple times.

I sided in Ratchet Bomb against O-Ring, and Tokens strategies, and it was great against both.  I even proliferated the Ratchet Bomb to 3 to kill off a O-Ring one turn early, which was pretty sweet.  It was a card that worked for me on O and D, killing off blocking Timely Reinforcement tokens, and potential Koth-Killing Blade Splicer tokens, as well as giving me my wincons back via blowing up troublesome enchantments.

I'm pretty sure I could free up two slots against aggro, for something useful against control/ramp.  Maining an Arc Trail (and cutting a Geistflame from the SB) would free up alot of space.  I'm not sure what I'd bring in though.  Curse of the Pierced Heart?  Mana Barbs?  Not exactly a combo with Koth, but hey...

Thursday, December 1, 2011

Conley Woods special - Quarterfinals at 2011 World Championships

Conley Woods started with a very impressive x-2-0 during the Swiss portion of Worlds, his two losses coming from concessions to Channel Fireball(CFB) team members Louis Scott-Vargus and Paulo Vitor Dama Da Rosa, to help get 4 members of his team into the top 8 of worlds.

This was great for CFB, but the quarterfinal matches were not going well for the team.  All three of his teammates had lost their matches, and only Conley remained, tied two games to two in the best-of-five, with the on-board situation looking quite catastrophic.

Conley, playing Tempered Steel, an aggressive deck, got off to a slow start, and his opponent, Craig Wescoe had a sideboard strategy of removing Conley's threats while developing his own, through cards like Leonin Relic Warder, Fiend Hunter, and Oblivion Ring.  He also had some huge threats, that were relatively difficult to deal with in the late game, like Geist of Saint Traft, and Hero of Bladehold.

Conley looks to be coming back, but Wescoe Exhiles his Hero of Bladehold and attacks with Geist + Angel to put Conley down to just two life, with something akin to three lethal threats across the board from him, and a combined two power on his creatures.


This is a horrifically bad position to be in, with a lethal Geist, that you can't possibly remove, and a lethal angel generated from that Geist, and a lethal Fiend Hunter.  None of these can be killed by Conley's board, and he must deal with all three or he loses the game on Wescoe's next turn.  I doubt anyone would take Conley's position at this point.

The coverage booth basically wrote Conley off, and a survey of the players in attendance was not optimistic to the question of "can Conley possibly win this game?"

Conley looked at his hand of three cards, drew his fourth, and considered what to do.

Conley activates his Inkmoth Nexus, giving him metalcraft by the slimmest of margins.  He Dispatches the Fiend Hunter, getting his Hero of Bladehold Back (still summoning sick)

The casual player would perhaps play the Glint Hawk in his hand, and try to block to live another turn, but Conley turned his Etched Champion and his Signal Pest, doing what might seem like an irrelevant 3 damage, then he played his Glint Hawk, returned his Inkmoth Nexus, and replayed it.

Conley passes the turn, down 11 life to 2, still facing two lethal creatures.
Wescoe attacks with his Geist, generating a 6/6 angel, tapped and attacking.
He activates the Inkmoth Nexus, blocks Geist with it, and blocks the Angel with the Glint Hawk, then Dispatches the Angel token, exiling it.  Conley has survived the turn, but then Wescoe casts a Timely Reinforcements, generating 3 1/1 (aka 3/3) soldier tokens, all of which are individually lethal to Conley on the next turn.  (Along with the now 3/3 Geist, and the 6/6 angel it will generate...)

Conley untaps, and immediately turns all his creatures sideways, triggering two new attackers from the hero, each 3/1 from the double Battle Cry.  Because he attacks, instead of being passive as most might be, trying to survive, Wescoe is forced to block, trading away his new 3/3 soldier tokens just to stay alive himself.  Conley's Hero gets through for 4 damage, his Glint Hawk gets through for 4, and his Signal Pest gets through for 1, putting Wescoe to 2.  His Etched Champion, and his generated Soldiers fall by the wayside.

But Conley wasn't done!  He plays his last card from his hand, a Glint Hawk, returning the Signal Pest, and replaying it, generating exactly enough blockers to prevent himself from dying to the Geist, and maintaining a lethal counterattack no matter whether Wescoe attacked or held back.

Conley Woods pulls out the win!

This was very special to watch.

Feel free to check out the video coverage of the entire Quarter finals at http://www.youtube.com/watch?v=VXQmu_OXIzM
The last game starts around 1:22:20.
Full coverage of worlds can be found here, enjoy!