ALARA BLOCK :
     


ALL ROADS LEAD TO ROME (pt1)

While ICON may not be the best time to hold Nationals, especially due to the fact that many of the best players in the country were unable to participate in the M10 pre-release, all in all it was a well organised event. Admittedly, it was a little squashed during the early rounds and the first draft, but the later the tournament went on, the better the space issue became. Still, the main hall is a better option for Nats. Savvas did promise that it would never happen again and even made announcements about next year’s ICON that got people cheering, so things seem to be all rosy again.
 

My deck of choice for Nats was GB Elves, mostly on the back of the fact that I own 4 Mutavault, 4 Thoughtseize and 4 Maelstrom Pulse, but also because I liked the fact that it was putting up some decent numbers but not overwhelming the competition. This meant, in my mind anyway, that while a few people might play the deck, it wouldn’t be as widely played as Faeries, for example. Also, because it wasn’t overwhelmingly good, maybe some people would almost ignore it and concentrate on other matchups like Jund Aggro or 5 Colour Blood. I’m still not 100% certain that my deck choice was correct, but it did the business in a couple of really difficult matches when it needed to, so I can’t complain too much.
 
We arrived on the Saturday morning still half asleep. Starting just after 7 hurts Magic players who are used to sleeping till at least 8… It wasn’t too cold – unusual for ICON – but shuffling was still tough in the opening game of the day, especially seeing as though my new sleeves seemed to want to escap. Taking them out of my box saw half my deck and sideboard fly at my opponent. Not exactly the best way to keep what I’m playing secret. Eventually, I got my deck shuffled and stable, and it was on to round 1 of the lengthy 12 round tournament.
 
Round 1 (v Clint van Alten playing ? – I thought it was an Esper Lark deck, but later heard that there were no Larks in it, which makes some of my sideboarding options really bad)
 
I win the die roll and elect to play first. Clint mulligans to 6. I play Llanowar Elves on turn 1 and attack with it on turn 2, playing Putrid Leech after combat. Turn 3 I swing for 5, taking Clint to 15 after paying two of my own life to make the Leech bigger. I swing for 5 again on turn 4. Clint is now on 10 and has not really done much except play lands and evoke a Mulldrifter. I swing for 3 the next turn, taking Clint down to 7. He had mana up and I was worried about a potential removal spell, hence me not pumping the Leech. Clint plays a full priced Mulldrifter and the turn after that swings me down to 14 and the turn after that down to 12. All the while, I have been unable to attack back because he has Cryptic Commanded my guys a couple of times. I haven’t missed a land drop and on turn 8, I bite the bullet and attempt to Profane Command for 7, using the Llanowar Elves for the extra 1 mana required. I haven’t made my choices yet when Clint picks his cards up.
 
1 – 0
 
Clint again mulligans to 6 after sideboarding, where I brought in Puppeteer Clique to take creatures out of his graveyard so that Lark has less targets. Luckily, I never saw the Clique, so it wasn’t such a huge mistake. Game 2 follows a similar pattern as game 1, except this time I manage to get an early Loxodon Warhammer down and equipped to an early creature (this time it’s Wren’s Run Vanquisher). By the time Clint concedes on 1, I am on 34 life and haven’t felt even a little bit of pressure during the two games. Nice way to start Nationals.
 
2 – 0 (1 – 0 for the tournament)
 
Round 2 (v Rupert Palmer playing Faeries)
 
Aaah, the Faeries match. I knew there would be plenty of them around on the weekend, but was honestly hoping to avoid them as long as I could, so playing one in the second round, especially when it belongs to an Anarchy teammate isn’t great. Still, I felt that I had the tools in the deck to win against Faeries and had some good practice against it on the Friday.
 
Game 1 I mulligan to 6 and keep on the back of having Thoughtseize and Putrid Leech and the lands to play them both in my hand. I play the Thoughtseize on turn 1 and see Jace Beleren, Underground River, Bitterblossom, Sower of Temptation, Underground River and Peppersmoke. I’m on the draw and Rupert has already played a land. I decide to take the Bitterblossom, keeping him off that wonderful turn 2 that Fae players have wet dreams about. When I draw on turn 2 and see another Thoughtseize, I really think that it’s going to be my day. The card drawn by Rupert in his turn was a Cryptic Command, so I decide to take the Jace this time, keeping him off a third turn play as well. I was really hoping that the fourth land would be stubborn and not appear at the top of his deck at this point. Alas, a Secluded Glen on Rupert’s next turn signalled that he had indeed drawn the fourth land, and this game was going to tough again, especially since I’d spent the first two turns not playing creatures. I play Putrid Leech on turn 3. To my horror, Rupert draws and plays a Bitterblossom. I attack the next turn but my draws are not exactly brilliant and that’s all I can muster.
 
Rupert draws and plays a second Bitterblossom (that’s 3 he’s seen for the game…) and there’s absolutely nothing I can do as my Wren’s Run Vanquisher gets Spellstuttered and he just starts swinging away with Flying black Faerie tokens. My life total drops alarmingly quickly and after I walk into the Peppersmoke I have already seen, I can’t deal any more damage. I die a couple of turns later.
 
0 – 1
 
After sideboarding, I especially feel like this match is winnable, so I shuffle up feeling like I can pull this one out. After taking a mulligan to 6 again, however, my confidence begins to wane once more. I do manage to rip a Thoughtseize on turn 3 and see Bitterblossom (there’s already one on the table), 2 Scion of Oona, a Deathmark and lands. I take one of the Scions because if my testing against Faeries taught me anything it’s that 2 Scion of Oona on the table equals auto loss for Elves most of the time. Rupert again has the audacity to play a second Bitterblossom, but again has so little pressure being applied due to my horrible draws that he can afford to do it and speed the clock up. I die, taking 10 damage from Faerie tokens, when he is on 2, most of that damage coming from his own Bitterblossoms.
 
0 – 2 (1 – 1 for the tournament)
 
Round 3 (v Christof Kuun playing Blue White Lark)
 
Christof is yet another teammate of mine, which is a little annoying, but I suppose with 20% of the field wearing the same shirts, it was bound to happen that we would play each other a lot. Game 1 goes well until I have Christof on 4 life. I have Vanquisher and Leech on the table and have Thoughtseized the only playable card at the time (a Mulldrifter) out of Christof’s hand. After that he was left with only land in hand, but drew Lark the next turn and things started to turn. A Wall of Reverence joined the party soon after and suddenly I was unable to break through a barrier that was not only protecting his life total but actually adding to it. When a second Wall came down, I almost scooped, but decided that I had answers in my deck that could still deal with that. When Christof reached 75 life, while nibbling away at mine with a Mulldrifter, I knew the game was up. Stupid Wall of Reverence…
 
0 – 1
 
Game 2 was even closer. I have Christof down to 5 life (which goes up to 6 with Wall of Reverence), then 2 (which goes up to 6 because Lark has hit the table), then 3 life. There are multiple cards in my deck that can win the game at this point, even after Christof Wraths everything away, including his Reveillark and returns a Mulldrifter and a Meddling Mage naming Profane Command. What do I draw, after having about 6 dead draw phases before this? Profane Command. In Christof’s next turn, another Meddling Mage comes down and names Maelstrom Pulse. My next draw phase yields me… Maelstrom Pulse. I die the next turn to his repeated swings with silly 2/2’s.
 
0 – 2 (1 – 2 for the tournament)
 
I know now that my draft section of this year’s Nats is going to be extremely important. I open my first pack and see almost nothing of real significance until I get to the rare. Staring back at me is a Caldera Hellion. Without a doubt, it’s the best card in the pack and a bomb, so I take it. My second pack contains a Tower Gargoyle and a Naya Charm. With me already having picked the Hellion, I don’t really want to take the Gargoyle, even though it is awesome. By passing it, I am putting the guy to my left squarely in Esper, meaning that red should be quite open from his side during Conflux. I take the Naya Charm. Pack 3 presents me with a Manaplasm, a card I’ve never played with before Nats weekend, but one which I have serious respect for now. A Soul’s Fire, Hissing Iguana and Rip-Clan Crasher later and I was deeply into red/green with a splash of white. I pick up a relatively late Druid of the Anima, which was handy, but in general after that my picks weren’t that exciting and I was getting worried that maybe my colours had dried up. I do pick up a Stoic Angel really late and a Clarion Ultimatum second to last to fill up my rare count, but not my playables (although I was seriously considering splashing blue to play the Angel as well at this point).
 
My Conflux booster is pretty unexciting for my colours and I end up picking a Fiery Fall. Not the best first pick, but it served two roles in my deck – find the Plains or Island (still considering splashing 2 colours) I needed or be a removal spell late game. Pack 2 wasn’t fantastic either, and the Ignite Disorder I picked didn’t feel like an overly powerful card and I was starting to get worried. The draft, however, took a turn for the better when, over the next few picks, I managed to gather in 2 Nacatl Outlander, a Matca Rioters and a Sylvan Bounty. I also pick up 2 Rhox Meditant and a Might of Alara as potential playables as well as a Filigree Fracture, which is a fantastic sideboard card, especially when I know that there is at least one Esper drafter in the pod. The deck is starting to look half decent, but Alara Reborn is where my deck really takes shape.
 
I open a pack that contains a Lavalanche and a Behemoth Sledge and wish that this booster had been in the box I opened only a month ago. I could now potentially go into a fifth colour and take the Lavalanche, but I’ve seen too many games where a Sledge sticks and wins the game almost on its own. For me the pick was difficult, but not too difficult and I feel like I made the right choice by picking the Sledge. Pick two is a Sangrite Backlash, removal for a deck that isn’t exactly removal heavy. When I look through the third pack and see another Behemoth Sledge, I now know my first pick was justified and I take a second Sledge. From here I felt the draft played nicely into my hands. I pick up a Naya Sojourners, 2 Colossal Might, a Naya Hushblade, 2 Pale Recluse and 2 Violent Outburst (both really late), which all make my final deck. The Outbursts made it simply because of the fact that they Cascaded into the majority of my deck. I also manage to get a 9th pick Qasali Pridemage as a sideboard card for that pesky Esper matchup that I feel has to be coming.
 
In the end, my final decklist for draft 1 looked like this:
 
7 Mountain
7 Forest
2 Plains
 
1 Rip-Clan Crasher
1 Druid of the Anima
2 Nacatl Outlander
1 Naya Hushblade
1 Manaplasm
1 Hissing Iguana
1 Matca Rioters
1 Caldera Hellion
1 Naya Sojourners
2 Pale Recluse
 
1 Ignite Disorder
1 Sangrite Backlash
2 Colossal Might
1 Naya Charm
1 Soul’s Fire
2 Violent Outburst
2 Behemoth Sledge
1 Fiery Fall
1 Sylvan Bounty
 
It’s possible that the Ignite Disorder should not have been main board and that I maybe should have played a Rhox Meditant or maybe even the Might of Alara, but it can be good against a lot of different decks. Green White and White Blue are two strategies that I expected to be prevalent and let’s not forget about Esper.
 
Round 4 (v Keraan Chetty)
 
I asked Keraan while we were shuffling what he thought of the draft and he said that he wasn’t happy. I saw why when we started playing. Keraan had gone the 5 colour route, meaning that either he got caught out, or it’s a strategy he enjoys. In the end, it turned out that he had been caught out and felt that he was receiving mixed signals from his right all the time.
 
Game 1 I go down to 9 on the back of a couple of annoying things that I can’t block, but Manaplasm in play is always a threat. With Keraan on 14, I attack with it. After Keraan decides against blocking, I cast Colossal Might, pumping the Ooze to a 3/3 before the Might hands an extra +4/+2 and trample to the once tiny creature. Keraan falls to 7 and with the 3 mana I have available I cast Soul’s Fire, making my Manaplasm deal 10 damage to my opponents shocked – and now dead – face.
 
1 – 0
 
Game 2 didn’t go so well. Keraan kills off my Manaplasm before I can really get it online and I deal a grand total of 4 damage in the game because I can’t draw any relevant creatures against his active Fleshformer. My 2/2’s are a little dead against that. Even after gaining 8 life from a hard cast Sylvan Bounty (I still had 2 mana open after casting it as well), I only had two more turns to live.
 
1 – 1
 
Game 3 was where my deck showed its true potential. A turn 4 Behemoth Sledge equipped on turn 5 to a 2/2 guy and I was off and running. It didn’t take long for Keraan to realise that he wasn’t winning this one and 3 turns later I was back to an even record for the tournament and really happy with my draft deck.
 
2 – 1 (2 -2 for the tournament)
 
Round 5 (v Andrew Cullen)
 
Another Durbanite who was unhappy with his deck. He also felt like he was getting mixed signals from his right and didn’t commit early enough. He also said that he switched twice in the draft. Game 1 I play Manaplasm on turn 3, Sledge on turn 4, equipping on turn 5, Cascading off Violent Outburst into Colossal Might on turn 6 and winning on turn 7 after Andrew has dealt me 6 damage all game. Wow that was quick.
 
1 – 0
 
Game 2 was similar except there was no Sledge and I actually dropped below 20 (13 to be exact). Andrew’s life total went down from 20 to 17 to 13 to 8 to 7 to 4 in the space of 5 turns, starting on turn 4. Another quickish kill, although Andrew was particularly upset when I Cascaded off an Outburst into Sangrite Backlash before blockers to kill his only potential blocker for that turn and the Cascading into a 2/2 guy the very next turn. He scooped ranting about Cascade.
 
2 – 0 (3 -2 for the tournament)
 
Round 6 (v Matthew van Rensburg)
 
The battle of the 2 – 0 drafters was a really good match. Matthew had managed to build a solid Grixis deck with a hefty removal package – something that would be quite tough on my deck, seeing as though there weren’t really an abundance of creatures. Game 1 showed me exactly the kind of problems I was going to have in this match. My Manaplasm bit the dust to a Vithian Stinger and when a second Stinger came down to deal with any 2/2’s I might play, Matthew was winning the race easily. I died without changing his life total once and having 2 Behemoth Sledges on the table but no creatures to equip them to. One creature bigger than 2 toughness would have seen a completely different game, but that’s what Matthew’s deck was designed to do. During the game, I also saw Agony Warp and Deny Reality.
 
0 – 1
 
I saw slightly bigger creatures in game 2, being able to cast my Naya Sojourners and the Rhox Meditant I sided in. Even though I didn’t see a Sledge, one Colossal Might and 2 Violent Outbursts in one turn were enough to see me through to victory with me sitting on a healthy 13 life.
 
1 – 1
 
Game 3 went even better, with me ending on 20 life and Matthew taking an absolute beating from Manaplasm. Damn that creature is really good. I even sat with Caldera Hellion in hand for most of the game without casting it, simply because I didn’t need to. I also didn’t see a Behemoth Sledge, but it just didn’t matter. Manaplasm got pumps from Colossal Might, Rhox Meditant and Violent Outburst into Nacatl Outlander before finally dealing the damage required to win the game.
 
2 – 1 (4 – 2 for the tournament)
 
Going into Nationals this year, my goal was to beat the record I achieved last year, which was 5 – 7. After 6 rounds in 2008, I had been 3 -3 so I was happy with my record up to this point and after 3 – 0’ing the pod with another draft coming, I felt like I could do really well suddenly.
 
Then I sat down at my pod. David Hofmeyer, Christof Kuun, Michael Nurse, Clint van Alten, Ravi Moodley and two others that I can’t remember (sorry whoever you were). This was going to be a tough pod. Because of this, I didn’t feel like my draft went anywhere near as well as the first one. I thought it was going to be another great one when I opened a Branching Bolt. There were other cards in the pack, but I don’t pass the Bolt. When I looked through the second pack and saw another Manaplasm, I thought that this draftwas going in exactly the same direction as the first and I wasn’t entirely upset with that, actually. A pick 3 Soul’s Fire and it’s looking almost exactly the same. Hissing Iguana and a Rakeclaw Gargantuan later and I feel like I’m going into red green again, but then comes a pack with almost nothing, but there is a Sigiled Paladin. I have to take it, but I’m now solidly in three colours – not a great place to be in this format as I prefer to be 2 main colours splashing for a third. I pick up an Algae Gharial as well, but only 7 playables after the first pack and I’m a little worried.
 
The first Conflux pack doesn’t offer much hope and I pick the Armillary Sphere amongst cards that are either not in my colours or simply aren’t better than the artifact. I pick a Bloodhall Ooze over a Magister Shpinx from the second pack because I’m still thinking that I can go aggro here and the Ooze would be a decent, if not spectacular, 1 drop for the deck. A second Armillary Sphere is drafted out of pack 3 and I could have had another one, but I take Rhox Meditant over it. Having 3 Spheres may be overkill on mana fixing. The draft is not going well, however. I have to take 2 Paragon of the Amesha, now thinking that I can go green white aggro, splashing red. The creatures that are tabling are bigger than I really want, though. Beacon Behemoth, while not a bad card in and of itself isn’t the best card for an aggro deck. When Nacatl Hunt-Pride tables, however, I know that my deck is taking on a different shape. I finally realise that this isn’t going be aggressive. This deck is going to a mid-range deck with biggish creatures. The only other relevant card I manage to pick is a Molten Frame. I’m scared of that Esper deck I know is on my right…
 
Once again pack 3 saves me, although a first pick Firewild Borderpost didn’t signal that. A second pick Enlisted Wurm and the deck is officially taking shape as a green white fatty deck splashing red for the pitiful removal I’ve picked up to this point. A third pick Crystallization remedies that to a certain degree. Mycoid Shepherd joins the team as does Rhox Brute and 2 late-ish Grizzled Leotau. I could have maybe grabbed a third, but I took Mayael’s Aria over it. A Pale Recluse was a nice late addition and a Vithian Renegades would be waiting in the wings should I face the Esper deck.
 
When building the deck, I realised that the draft really hadn’t gone as planned. I had a big curve, very little removal and no acceleration to speak of, although the mana fixing was quite good. The final build was as follows:
 
6 Plains
6 Forest
2 Mountain
1 Island
1 Swamp
 
2 Grizzled Leotau
1 Sigiled Paladin
2 Paragon of the Amesha
1 Hissing Iguana
1 Manaplasm
1 Rhox Brute
1 Mycoid Shepherd
1 Algae Gharial
1 Rhox Meditant
1 Beacon Behemoth
1 Rakeclaw Gargantuan
1 Enlisted Wurm
1 Nacatl Hunt-Pride
1 Pale Recluse
 
2 Armillary Sphere
1 Crystallization
1 Firewild Borderpost
1 Soul’s Fire
1 Branching Bolt
1 Mayael’s Aria
1 Captured Sunlight
 
The plan with the deck was to get through the early game without taking too much damage and then drop fatty after fatty and overwhelm the opponent with sheer size.
 
Round 7 (v Ravi Moodley)
 
Ravi wasn’t happy with his deck, but neither was I really. I felt that mine was not going to be fast enough in the format. As it turned out, Ravi’s was even slower than mine.
 
Game 1 ended up being a race, but the race only started from turn 5, after we both played lands and said “go” a lot, and stopped on turn 8 or 9 once we’d both played a significant number of creatures to clog up the board. By the time my creatures had a second +1/+1 counter from Mayael’s Aria on them, however, Ravi knew that there was no way he was going to stop my army of massive creatures (I was playing a fatty a turn at this stage, while he playing nothing) and conceded.
 
1 – 0
 
I was pleasantly surprised that the card everyone said should not be in my deck (Mayael’s Aria) had, indirectly, won me a game already. I couldn’t wait to get outside and rub all their faces in it, but I had to get through the match first.
 
Game 2 went a lot better for me, but only because a turn 3 Manaplasm - followed by a turn 4 Mycoid Shepherd (which died immediately, gaining me 5 life), followed a couple of turns later by Enlisted Wurm cascading into Grizzled Leotau and then Captured Sunlight cascading into Paragon of the Amesha - is awesome. Manaplasm for the win!
 
2 – 0 (5 -2 at the end of day 1)
 
All in all an extremely satisfying day 1. I was well ahead of my score from last year and even had a remote possibility of top 8, although I wasn’t thinking about that when I left the venue. I went to News Café in Boksburg with Ian de Villiers (he of mtgsa.co.za fame) and began drinking Jager-Bombs, which are not only expensive, but when drunk on an almost empty stomach (I ate about a quarter of a lasagne, and had eaten nothing else the entire day) are quite potent. We stopped drinking when the bill got over R500. We drove to Ian’s place in Brakpan, had a chat and went to bed at about 11 that night, chilled out and relaxed for day 2.
 

 

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