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Griping About
Regionals
I gripe every year after Regionals, and the next
year I go back, as does every one of the rest of us.
It's the money event for T.O.'s, and we pay out
the nose for the opportunity to qualify for Nationals.
Looked at one way, every one of us has paid for
an opportunity to play in the most difficult tournament
in the world. Looked at another way, we all paid to play in the most
uncomfortable events in the world.
If the latter of these is true, you are one of
the lucky ones; you need only to read about the troubles
at Neutral Ground to understand the difficulties that
arise each year.
Of course, I also have to give the T.O.'s some
credit: for the most part, they do a fantastic job of
accomodating, even in the most unlikely circumstances.
This year's regionals in Texas produced a
record-breaking 410+ people.
Unfortunately, seating had only been arranged for
400; the first few rounds were a bit of a squeeze, but
they thinned out quickly enough (including me,
unfortunately).
To sum up the atmosphere of regionals, think of
the stuffiest environment you can.
A pressure cooker/steamer is the best that I can
come up with, as with the full complement of people in
the room the temperature and humidity can rise to
unbearable levels.
However, we endure, every year, in order to get
our shot at what may be an impossible dream. Having attempted to grind into U.S. Nationals, and observed
the level of play there, I can say for certain just how
difficult it can be.
Is it worth attempting?
Sure. Anything
can happen.
Now, a quick report on Regionals.
The playtest group I have been working with
tested out a metagame deck that, throughout testing,
beat Fires and other aggressive decks that we expected
to see at this event.
While Nether-Go was a bad matchup, and Probe-Go
was worse, we were fairly certain that, between our four
representatives, we could manage a respectable record. U/W TurboCoP 4 Counterspell 10 Islands Sideboard: 4 Meddling Mage
Funny lookin', ain't it?
It tested well against just about anything that
wanted to attack to win, but had a bad time with
Nether-Go and Probe-Go.
It was a month's worth of testing that we took to
the bank last weekend, and I think that all of us were
out of the tournament by the sixth round.
Personally, I started the day drawing against a
funny version of Nether-Go with Warped Devotion in it,
and then lost to a player with Counter-Rebel who
mis-sideboarded and ended up having it pay off.
I sided in my creatures, after showing him the
Millstone and no creatures in the first game; he, for
some reason, decided to bring in Dominate.
I thought I was okay having Meddle'd Wrath of
God, but he nabbed my Informer with a Dominate at one
point. The
result of the match was pretty much decided then.
The next round resulted in a loss against G/W
stuff as the guy managed to resolve an Armageddon in his
only window of opportunity.
My final match was a win against an Acolyte deck,
but by that point I had ceased having any fun playing in
the tournament.
Right now, I'm preparing some observations about
7th Edition; I see some drastic, wonderful changes about
to take place in standard.
Personally, I think that Duress makes a huge
difference in the viability of black in this
environment. There
are some notable losses, but the gains looks to make the
game a lot of fun.
I'll talk to you again soon! -Jonathan Pechon
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