Jeff Zandi is a five time pro tour veteran who has been playing
Magic since 1994. Jeff is a level two DCI judge and has
been judging everything from small local tournaments
to pro tour events. Jeff is from Coppell, Texas, a suburb
of Dallas, where his upstairs game room has been the
"Guildhall", the home of the Texas Guildmages,
since the team formed in 1996. One of the original
founders of the team, Jeff Zandi is the team's
administrator, and is proud to continue the team's
tradition of having players in every pro tour from the
first event in 1996 to the present.
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The
Southwestern Paladin
Core Values:
Ninth Edition Sealed Deck League Play
August 12th, 2005 by Jeff Zandi
Ninth Edition, also known
as the Core Set, arrived in stores less than two weeks ago,
and the verdict is in: Ninth Edition is good times! The
latest edition of Magic: the Gathering's basic set has
something for everyone.
Although primarily aimed at newer, less experienced players,
Ninth Edition seems to me to be the first basic set in a
LONG TIME to feature a good number of powerful favorites
from the past.
Wizards of the Coast has unveiled the Pro Tour Hall of Fame
this year, but if there were a Hall of Fame for Magic cards
themselves, I believe the first
ballot could easily include Hypnotic Specter. Hypnotic
Specter returns to the basic set for the first time since
Fourth Edition almost ten years ago.
A lot of experienced players have said that Hypnotic
Specter's return is not
significant if it is not accompanied by Dark Ritual, but I
disagree completely. I seem to remember being perfectly
happy to play Hypnotic Specter in the middle or late phases
of just about any game. A lot of cards have come and gone
attempting to simulate the capabilities of Hippie, but none
of them even came close. This summer, players are going to
have to remember what it means to discard RANDOMLY from
their hand. Hypnotic Specter
is my number one Ninth Edition MVP!
Other exciting cards making a long-awaited return in Ninth
Edition include Quicksand, an uncommon land that taps for
colorless and can be sacrificed to
give a non-flyer -1/-2. This card is being reprinted for the
very first time. Little things mean a lot to me, Llanowar
Elves is back with cool new art, and Icy Manipulator is back
in the basic set for the first time since REVISED! Fellwar
Stone is back, too, making mana acceleration look good
again. Kird Ape returns for the first time in ten years to
the basic set, just in time to make red/green aggro decks
even more viable than they were already! Jester's Cap is
reprinted for the first time EVER since it was originally
printed in Ice Age. Blinking Spirit returns and EQUIPMENT
makes its first appearance in a base set with both Loxodon
Warhammer (now a rare) and Vulshok Morningstar both printed
in Ninth Edition. Finally, Yawgmoth Demon is reprinted for
the first time (not exactly, this Antiquities old-timer was
reprinted in Chronicles) but is probably a day late and a
dollar short. Yawgmoth Demon is a 6/6 first striking flyer
for 4BB. During your upkeep, you must sacrifice one of your
artifacts or Yawgmoth Demon becomes tapped and deals two
damage to you. Why wasn't THIS guy reprinted in
the Mirrodin block? I still like the big guy and look
forward to playing him!
A lot of people are excited about all ten pain lands being
reprinted in Ninth Edition, meaning that players will have
the ability to truly build decks in the Standard constructed
environment of any color they like. The Urza's lands have
been reprinted, an exciting thought for the people who have
enjoyed playing with them in their mono blue Tron decks and
in their Tooth and Nail decks this past year.
SOMETHING TO LOVE IN EVERY COLOR
White received Paladin en-Vec, good for the more aggressive
white mage, along with Weathered Wayfarer and Gift of
Estates, each reprinted for the first time.
Red gained an amazing trio of fatties. Rathi Dragon rules
the skies in the early game while Shard Phoenix gives
blue/red control decks reusable removal and a red flyer.
Thundermare gives you a 5/5 land monster that attacks early
and often.
Black gains, of course, Hypnotic Specter and Yawgmoth Demon,
along with other goodies like Cruel Edict and
Will-o'-the-Wisp.
Green gains, well, not all that much, frankly. The big fat
green creatures are still there from Eighth Edition with
little modification. The new art really does look great on
Craw Wurm and it's certainly great to see Llanowar Elves
return. Spined Wurm is reprinted for the first time since
Ice Age with all-new art for Ninth Edition, but it's NOT a
card that you will see in play too often.
Blue gets plenty of flyers, including new additions like
Aven Windreader and
Azure Drake. Blue gained a few new card drawing spells,
Counsel of the Soratami and Tidings, but each is slow at
Sorcery speed and each replaces a more efficient card
drawing card from Eighth Edition. Ninth Edition gains
Boomerang but loses Unsummon. The worst thing about blue is
the continued lack of counter magic. Wizards of the Coast
seems to believe any good blue card is TOO good for the
beginning or casual player to make good use of.
ONE-ON-ONE NINTH EDITION LEAGUE PLAY
I don't know about you, but after looking at Ninth Edition
for a little while, I want to rip open some packs and PLAY
WITH IT! That's just what I did with a friend and fellow
Guildmage named David Mitchell recently. We each ripped five
Ninth Edition boosters and built a sealed deck with the
contents. The contents of each of our packs, along with the
decklists that we created with them, is listed below.
After we built our decks, we played one match. After that
match was finished, we decided to take this little
experiment to the next level. We decided to simulate a four
week Ninth Edition League, the way they are played on Magic
Online. Ninth Edition leagues will be starting on Magic
Online the first week in September when they add Ninth
Edition to the online game. Mitchell and me didn't feel like
waiting that long.
After playing our first match, which we refer to as our
first week match, we each opened a sixth Ninth Edition
booster pack, the same way that you would in a Magic Online
sealed deck league. After opening this sixth pack, Mitchell
and I rebuild our decks and play a "week two match". Then,
we added a seventh booster to each of our card pools,
rebuilt our decks again and played a "week three match".
Finally, we each opened an eighth booster pack (an eighth
NINTH EDITION booster pack, that is.) and added those cards
to our card pools. We rebuilt our decks one more time and
played one last match. To raise the stakes a little, we made
our last match a best-of-seven series.
The results of all this fun, in excruciating detail, are
found below. Enjoy!
Zanman Pack 1
Plains
Pacifism
Giant Cockroach
Samite Healer
Panic Attack
Mana Leak
Naturalize
Contaminated Bond
Llanowar Elves
Remove Soul
Seething Song
Rewind (FOIL)
Icy Manipulator
Gift of Estates
Archivist
Zanman Pack 2
Swamp
Infantry Veteran (FOIL)
Tree Monkey
Festering Goblin
Crossbow Infantry
Lightning Elemental
Master Decoy
Bog Imp
Scaled Wurm
Dehydration
Goblin Chariot
Summer Bloom
Ornithopter
Leonin Skyhunter
Teferi's Puzzle Box
Zanman Pack 3
Forest
Rogue Kavu (FOIL)
Storm Crow
Trained Armodon
Highway Robber
Infantry Veteran
Rogue Kavu
Honor Guard
Raise Dead
Kavu Climber
Fugitive Wizard
Tanglebloom
Anaconda
Circle of Protection: Red
Thran Golem
Zanman Pack 4
Forest
Trained Armodon
Highway Robber
Infantry Veteran
Rogue Kavu
Sea Monster
Holy Day
Gravedigger
Norwood Ranger
Wind Drake
Goblin Sky Raider
Angel of Mercy
Confiscate
Megrim
Verduran Enchantress
Zanman Pack 5
Forest
Looming Shade
Warrior's Honor
Flowstone Shambler
Lumengrid Warden
Craw Wurm
Sea's Claim
Anaba Shaman
Sacred Nectar
Dark Banishing
Elvish Berserker
Demon's Horn
Thought Courier
Drudge Skeletons
Emperor Crocodile
Mitchell Pack 1
Swamp
Tree Monkey
Festering Goblin
Crossbow Infantry
Lightning Elemental
Storm Crow
Honor Guard
Raise Dead
Kavu Climber
Fugitive Wizard
Shock
Serra's Blessing
Levitation
Deathgazer
Nightmare
Mitchell Pack 2
Swamp
Unholy Strength
Holy Strength (if this is really how these two are sorted on
the print run, it's pretty funny) Goblin Brigand Sage Aven
Wood Elves Time Ebb Reflexes Aven Flock Plague Beetle
Rampant Growth Puppeteer Wurm's Tooth Zombify Coat of Arms
Mitchell Pack 3
Forest
Ravenous Rats
Suntail Hawk
Balduvian Barbarians
Boomerang
Overgrowth
Remove Soul
Seething Song
Pacifism
Fear
Rootwalla
Withering Gaze
Nekrataal
Guerrilla Tactics
Mortivore
Mitchell Pack 4
Island
Foul Imp
Skyhunter Prowler
Sandstone Warrior
Wanderguard Sentry
Order of the Sacred Bell
Flight
Volcanic Hammer
Mending Hands
Hollow Dogs
Reclaim
Dream Prowler
Swarm of Rats
Blaze
Temporal Adept
Mitchell Pack 5
Forest
Mana Leak
Naturalize
Ravenous Rats
Suntail Hawk
Balduvian Barbarians
Remove Soul
Seething Song
Pacifism
Fear
Rootwalla
Blackmail
Demolish
Viridian Shaman
Righteousness
Zanman Deck (5 packs)
CREATURES
Angel of Mercy
Infantry Veteran x3
Leonin Skyhunter
Master Decoy
Samite Healer
Crossbow Infantry
Archivist
Wind Drake
Sea Monster
Lumengrid Warden
Thought Courier
Gravedigger
SPELLS
Confiscate
Dehydration
Mana Leak
Remove Soul
Rewind
Warrior's Honor
Pacifism
Dark Banishing
Icy Manipulator
LANDS
Plains x8
Island x7
Swamp x2
Mitchell Deck (5 packs)
CREATURES
Nightmare
Deathgazer
Plague Beetle
Festering Goblin
Mortivore
Nekrataal
Hollow Dogs
Foul Imp
Ravenous Rats x2
Sandstone Warrior
Balduvian Barbarians x2
Goblin Brigand
Lightning Elemental
SPELLS
Volcanic Hammer
Blaze
Guerrilla Tactics
Shock
Unholy Strength
Raise Dead
Zombify
Blackmail
LANDS
Swamp x9
Mountain x8
Week One - 5 Packs - Game One
T1 Mitchell plays first keeping Mountain x2, Swamp x2,
Volcanic Hammer, Blackmail, Nightmare. Plays Swamp.
T1 Zanman keeps Plains, Swamp, Sea Monster, Leonin Skyhunter,
Remove Soul, Samite Healer, Infantry Veteran. Draws Thought
Courier. Plays Plains.
T2 Mitchell draws Swamp, plays Mountain.
T2 Zanman draws and plays Island, Thought Courier.
T3 Mitchell draws Shock. Plays Swamp. Plays Shock targeting
Thought Courier.
T3 Zanman draws Master Decoy. Plays Swamp, Samite Healer.
T4 Mitchell draws Raise Dead. Plays Swamp, Blackmail. Zanman
reveals Sea Monster, Remove Soul and Leonin Skyhunter,
Mitchell chooses Remove Soul
T4 Zanman draws Gravedigger, plays Master Decoy. Attacks
with Healer (19-20)
T5 Mitchell draws Balduvian Barbarians. Plays Mountain,
Volcanic Hammer targeting Master Decoy.
T5 Zanman draws and plays Island. Attacks with Healer
(18-20). Plays Infantry Veteran
T6 Mitchell draws and plays Balduvian Barbarians.
T6 Zanman draws Angel of Mercy. Plays Gravedigger returning
Master Decoy.
T7 Mitchell draws Ravenous Rats, plays Ravenous Rats (Zanman
discards Sea
Monster) Attack with Barbarians (Healer prevents one point)
(18-18) Plays Balduvian Barbarians.
T7 Zanman draws Icy Manipulator. Plays Master Decoy.
T8 Mitchell draws and plays Festering Goblin. Attacks with
Balduvian Barbarians (both), one blocked by Gravedigger,
Healer prevents one from other Barbarians (18-16).
T8 Zanman draws and plays Plains. Plays Icy Manipulator.
T9 Mitchell draws and plays Mountain. Declares attack,
Zanman taps Barbarians. Plays Nightmare.
T9 Zanman draws and plays Plains. Plays Leonin Skyhunter.
T10 Mitchell draws and plays Swamp. Declares attack, Zanman
taps Nightmare, Barbarians.
T10 Zanman draws Archivist. Attacks with Skyhunter (16-16)
Plays Archivist.
T11 Mitchell draws Mountain. Declares attack, Zanman taps
Nightmare, Barbarians
T11 Zanman draws Wind Drake. Activates Archivist drawing
Pacifism. Attacks with Skyhunter (14-16) Plays Wind Drake.
T12 Mitchell draws and plays Mountain. Declares attack,
Zanman taps Nightmare, Barbarians.
T12 Zanman draws and plays Plains. Activates Archivist
drawing Plains.
Attacks with Skyhunter and Drake (10-16). Plays Angel of
Mercy (10-19).
T13 Mitchell draws and plays Swamp. Declares attack, Zanman
taps Nightmare, Barbarians.
T13 Zanman draws Island. Activates Archivist drawing
Dehydration. Plays Plains. Attacks with Drake, Skyhunter and
Angel, activates Infantry Veteran targeting Drake (2-19).
Plays Dehydration on Nightmare.
T14 Mitchell draws Swamp. CONCEDES
ZANMAN WINS GAME ONE
Week One - 5 Packs - Game Two
T1 Mitchell plays first keeping Swamp x3, Mountain, Goblin
Brigand, Blaze and Nightmare. Plays Swamp.
T1 Zanman keeps Plains, Island x2, Rewind, Leonin Skyhunter,
Master Decoy, Icy Manipulator. Draws Remove Soul. Plays
Plains.
T2 Mitchell draws Balduvian Barbarians. Plays Mountain,
Goblin Brigand.
T2 Zanman draws Archivist. Plays Island, Master Decoy.
T3 Mitchell draws Raise Dead. Plays Swamp, Blaze targeting
Master Decoy.
Attacks with Brigand (20-18)
T3 Zanman draws and plays Island.
T4 Mitchell draws Zombify, plays Swamp. Attacks with Brigand
(20-16)
T4 Zanman draws and plays Swamp. Plays Icy Manipulator.
T5 Mitchell draws and plays Mountain. Plays Balduvian
Barbarians. Attacks with Brigand (20-14)
T5 Zanman draws Sea Monster. Plays Island, Archivist.
T6 Mitchell draws Ravenous Rats. Declares attack, Zanman
taps Barbarians, Mitchell attacks with Brigand (20-12) Plays
Ravenous Rats (Zanman discards
Rewind)
T6 Zanman draws and plays Plains. Activates Archivist
drawing Plains. Plays Leonin Skyhunter.
T7 Mitchell draws Balduvian Barbarians. Declares attack,
Zanman taps Balduvian Barbarians, Mitchell attacks with
Goblin Brigand blocked by Skyhunter. Plays Balduvian
Barbarians, countered by Zanman's Remove Soul.
T7 Zanman draws Plains. Activates Archivist drawing
Warrior's Honor. Plays Plains. Plays Sea Monster.
T8 Mitchell draws and plays Swamp. Plays Nightmare. Zanman
taps Nightmare.
T8 Zanman draws Dehydration. Activates Archivist drawing
Swamp. Plays Plains, Dehydration targeting Nightmare.
T9 Mitchell draws Volcanic Hammer, Plays Volcanic Hammer
targeting Archivist. Zanman taps Barbarians.
T9 Zanman draws and plays Plains.
T10 Mitchell draws and plays Festering Goblin. Zanman taps
Barbarians.
T10 Zanman draws and plays Infantry Veteran.
T11 Mitchell draws and plays Mortivore (5/5). Zanman taps
Barbarians.
T11 Zanman draws Plains.
T12 Mitchell draws and plays Mountain. Zanman taps Mortivore.
Attacks with Goblin blocked by Sea Monster, Goblin goes to
graveyard giving Infantry Veteran -1/-1.
T12 Zanman draws Plains.
T13 Mitchell draws and plays Mountain. Zanman taps Mortivore
T13 Zanman draws and plays Angel of Mercy (20-15) Plays
Plains.
T14 Mitchell draws and plays Mountain. Zanman taps Mortivore
T14 Zanman draws Gravedigger. Attacks with Angel (17-15).
Plays Gravedigger returning Archivist.
T15 Mitchell draws and plays Nekrataal targeting Angel of
Mercy. Zanman taps
Mortivore
T15 Zanman draws and plays Island, Archivist.
T16 Mitchell draws and plays Swamp. Zanman taps Mortivore
T16 Zanman draws and play Island. Activates Archivist
drawing Wind Drake.
Plays Wind Drake.
T17 Mitchell draws Mountain. Zanman taps Mortivore
T17 Zanman draws Island. Activates Archivist drawing
Confiscate. Attacks with Drake (15-15) Plays Confiscate
targeting Mortivore.
T18 Mitchell draws and plays Lightning Elemental. Zanman
taps Barbarians.
T18 Zanman draws Dark Banishing. Activates Archivist drawing
Infantry Veteran. Attacks with Mortivore, Drake, Mortivore
blocked by Ravenous Rats.
(13-15)
T19 Mitchell draws Mountain. Plays Raise Dead targeting
Festering Goblin.
Plays Festering Goblin. Zanman taps Festering Goblin.
T19 Zanman draws Samite Healer. Activates Archivist drawing
Pacifism. Plays Plains. Attacks with Drake and Mortivore
blocked by Nekrataal. (11-15) T20 Mitchell draws and plays
Swamp. Plays Zombify targeting Nekrataal.
Nekrataal's ability targets Wind Drake. Zanman taps
Festering Goblin.
T20 Zanman draws Crossbow Infantry. Attacks with Mortivore
blocked by Lightning Elemental. Plays Infantry Veteran,
Samite Healer, Crossbow Infantry, Pacifism on Nekrataal.
T21 Mitchell draws Unholy Strength. Zanman taps Festering
Goblin.
T21 Zanman draws Plains. Taps Balduvian Barbarians. Attacks
with Mortivore, Healer, Veteran, Crossbow Infantry,
Gravedigger and Archivist. Plays Warriors Honor. (-10-15)
ZANMAN WINS GAME TWO
Week one in review
Zanman: Not thrilled with the Infantry Veterans. Gravedigger
was important in both games played, but new booster pack
will probably still make me want to cut out the black
splash. I don't know if this deck can win if I don't get
Master Decoy AND Icy Manipulator AND Archivist close
together early in the game.
Mitchell: red/black deck has enough removal, creature mana
curve should be good enough, Mortivore and Nightmare SHOULD
be good finishers. Didn't sideboard in the Demolish for the
Icy Manipulator even though it COULD have also cut off
Zanman's black splash if there was no Icy to destroy.
Between Icy Manipulator, Master Decoy, Dehydration, Pacifism
and Dark Banishing, Zanman's deck has as much effective
removal as the red/black deck AND card drawing and flying
creatures.
In the end, the matchup between these two decks (as they are
built with five
packs each) is probably not NEARLY as one-sided as the above
match appears.
Now it's time to add a booster to each deck, just as you do
in Magic Online leagues one week after the league has begun.
Zanman Pack 6
Mountain
Wood Elves
Looming Shade
Warrior's Honor
Flowstone Shambler
Lumengrid Warden
Aven Flock
Plague Beetle
Rampant Growth
Sea's Claim
Anaba Shaman
Ogre Taskmaster
Groundskeeper
Zealous Inquisitor
Sengir Vampire (FOIL)
Mitchell Pack 6
Mountain
Mind Rot
Veteran Cavalier
Raging Goblin
Sift
Zodiac Monkey
Enfeeblement
Giant Growth
Fishliver Oil
Shatter
Pegasus Charger
Dancing Scimitar
Blessed Orator
Annex
Maro
Zanman Deck (Week Two - 6 packs)
CREATURES
Aven Flock
Angel of Mercy
Master Decoy
Zealous Inquisitor
Leonin Skyhunter
Samite Healer
Thought Courier
Sea Monster
Lumengrid Warden x2
Archivist
Wind Drake
Gravedigger
Sengir Vampire
SPELLS
Warrior's Honor
Pacifism
Mana Leak
Confiscate
Dehydration
Remove Soul
Icy Manipulator
Raise Dead
Dark Banishing
LAND
Island x7
Plains x7
Swamp x3
Mitchell Deck (Week Two - 6 packs)
CREATURES
Mortivore
Nightmare
Hollow Dogs
Nekrataal
Festering Goblin
Foul Imp
Deathgazer
Dancing Scimitar
Skyhunter Prowler
Aven Flock
Pegasus Charger
Blessed Orator
SPELLS
Raise Dead
Enfeeblement
Blackmail
Zombify
Pacifism x2
Guerrilla Tactics
Volcanic Hammer
Blaze
Demolish
Shock
LANDS
Swamp x8
Plains x6
Mountain x3
Week Two - Six Packs - Game One
T1 Mitchell plays first keeping Swamp x3, Volcanic Hammer,
Pegasus Charger, Mortivore and Foul Imp. Plays Swamp.
T1 Zanman keeps Island x2, Swamp, Plains, Master Decoy,
Lumengrid Warden, Pacifism. Draws and plays Plains.
T2 Mitchell draws Dancing Scimitar, plays Swamp, Foul Imp
(18-20)
T2 Zanman draws and plays Island. Plays Master Decoy.
T3 Mitchell draws Shock. Plays Swamp. Attacks with Imp
(18-18)
T3 Zanman draws Wind Drake. Attacks with Decoy (17-18).
Plays Plains, Wind Drake.
T4 Mitchell draws Death Gazer. Attacks with Imp. (17-16)
T4 Zanman draws Sengir Vampire. Plays Swamp. Attacks with
Drake (15-16) Plays Lumengrid Warden
T5 Mitchell draws Aven Flock. Declares attack, Zanman taps
Imp.
T5 Zanman draws and plays Plains. Attacks with Drake, Warden
(12-16)
T6 Mitchell draws and plays Swamp. Declares attack, Zanman
taps Imp. Plays Dancing Scimitar.
T6 Zanman draws Plains. Plays Island. Attacks with Warden,
Drake blocked by Scimitar (11-16)
T7 Mitchell draws Shock. Plays Shock targeting Decoy, Decoy
taps Imp. Plays Deathgazer.
T7 Zanman draws and plays Island. Plays Pacifism on Dancing
Scimitar.
Attacks with Drake (9-16)
T8 Mitchell draws and plays Plains. Attacks with Imp and
Deathgazer (9-12) Plays Volcanic Hammer targeting Drake.
Plays Pegasus Charger.
T8 Zanman draws Dehydration, plays Plains.
T9 Mitchell draws Nightmare. Attacks with Imp, Deathgazer
blocked by Warden,
Charger. (9-8) Plays Nightmare.
T9 Zanman draws and plays Plains. Plays Dehydration on
Nightmare.
T10 Mitchell draws Skyhunter Prowler. Attacks with Imp,
Deathgazer, Charger and Nightmare. (9- -2) MITCHELL WINS
GAME ONE
Week Two - Six Packs - Game Two
T1 Zanman plays first keeping Swamp x2, Plains x2, Dark
Banishing, Sea Monster, Lumengrid Warden. Plays Plains.
T1 Mitchell keeps Mountain x2, Swamp, Zombify, Raise Dead,
Enfeeblement and Deathgazer, Draws Plains. Plays Swamp.
T2 Zanman draws and plays Island. Plays Lumengrid Warden.
T2 Mitchell draws and plays Plains.
T3 Zanman draws and plays Island. Attacks with Warden.
(19-20)
T3 Mitchell draws Aven Flock. Plays Mountain.
T4 Zanman draws Dehydration. Plays Swamp. Attacks with
Warden (18-20)
T4 Mitchell draws and plays Plains. Plays Deathgazer.
T5 Zanman draws Raise Dead. Plays Plains.
T5 Mitchell draws Foul Imp. Plays Plains. Attacks with
Deathgazer (18-18) Plays Aven Flock, Zanman plays Dark
Banishing targeting Aven Flock.
T6 Zanman draws Thought Courier. Attacks with Warden (17-18)
Plays Thought Courier.
T6 Mitchell draws Dancing Scimitar. Plays Mountain. Attack
with Deathgazer
(17-18) Plays Raise Dead targeting Aven Flock. Plays Aven
Flock.
T7 Zanman draws Remove Soul. Activates Courier drawing
Samite Healer discarding Samite Healer. Plays Sea Monster.
T7 Mitchell draws and plays Shock targeting Thought Courier.
Attack with Aven Flock. (17-16) Plays Dancing Scimitar,
countered by Remove Soul.
T8 Zanman draws and plays Plains. Plays Raise Dead targeting
Thought Courier. Plays Thought Courier, Dehydration
enchanting Aven Flock.
T8 Mitchell draws and plays Swamp. Plays Enfeeblement
enchanting Thought Courier.
T9 Zanman draws Plains.
T9 Mitchell draws Nekrataal. Plays Foul Imp (15-16) T10
Zanman draws and plays Island.
T10 Mitchell draws and plays Blackmail, Zanman discards
Plains. Plays Nekrataal targeting Sea Monster. Attacks with
Imp, Deathgazer (15-12)
T11 Zanman draws Plains.
T11 Mitchell draws Pegasus Charger. Attacks with Nekrataal,
Deathgazer, Imp,
Warden blocks Nekrataal.
(15-8) Plays Pegasus Charger.
T12 Zanman draws and plays Swamp.
T12 Mitchell draws Pacifism. Plays Zombify putting Nekrataal
in play targeting Warden. Attacks with Deathgazer, Charger
and Imp (15-2)
T13 Zanman draws Sengir Vampire. Concedes MITCHELL WINS GAME
TWO
Zanman Pack 7
Plains
Demystify
Coercion
Foot Soldiers
Goblin Piker
Horned Turtle
Giant Spider
Dark Banishing
Elvish Berserker
Crafty Pathmage
Hill Giant
Kird Ape (FOIL)
Urza's Mine
Thieving Magpie
Phyrexian Arena
Mitchell Pack 7
Mountain
Giant Spider (FOIL)
Spineless Thug
Angelic Blessing
Lava Axe
Counsel of the Soratami
Fear
Rootwalla
Flight
Volcanic Hammer
Mending Hands
Ley Druid
Ballista Squad
Urza's Power Plant
Ancient Silverback
Zanman Deck (Week Three - 7 packs)
CREATURES
Aven Flock
Angel of Mercy
Master Decoy
Zealous Inquisitor
Leonin Skyhunter
Samite Healer
Thought Courier
Sea Monster
Horned Turtle
Thieving Magpie
Lumengrid Warden
Archivist
Wind Drake
Gravedigger
Sengir Vampire
SPELLS
Pacifism
Confiscate
Dehydration
Remove Soul
Icy Manipulator
Raise Dead
Dark Banishing x2
LAND
Island x7
Plains x7
Swamp x3
Mitchell Deck (Week Three - 7 packs)
CREATURES
Mortivore
Nightmare
Hollow Dogs
Nekrataal
Festering Goblin
Foul Imp
Deathgazer
Dancing Scimitar
Skyhunter Prowler
Aven Flock
Pegasus Charger
Ballista Squad (Blessed Orator OUT)
SPELLS
Raise Dead
Enfeeblement
Blackmail
Zombify
Pacifism x2
Guerrilla Tactics
Volcanic Hammer x2 (Demolish OUT)
Blaze
Shock
LANDS
Swamp x8
Plains x6
Mountain x3
Week Three - Seven Packs - Game One
T1 Zanman plays first keeping Island x3, Plains x2, Icy
Manipulator, Aven Flock. Plays Plains.
T1 Mitchell keeps Swamp, Mountain, Plains x2, Festering
Goblin, Aven Flock, Nekrataal. Draws Raise Dead. Plays
Swamp, Festering Goblin.
T2 Zanman draws Swamp. Plays Island.
T2 Mitchell draws Mortivore, plays Plains. Attacks with
Goblin (20-19)
T3 Zanman draws and plays Island.
T3 Mitchell draws Hollow Dogs, plays Plains. Attacks with
Goblin (20-18)
T4 Zanman draws Island. Plays Swamp, Icy Manipulator.
T4 Mitchell draws Skyhunter Prowler. Plays Mountain. Attack
with Goblin
(20-17) Plays Skyhunter Prowler.
T5 Zanman draws and plays Master Decoy, Plains.
T5 Mitchell draws and plays Guerrilla Tactics targeting
Master Decoy.
Declares attack, Zanman taps Prowler, Mitchell attack with
Goblin (20-16)
T6 Zanman draws Thought Courier, plays Island, Aven Flock.
T6 Mitchell draws Foul Imp. Declares attack, Prowler tapped
by Icy.
T7 Zanman draws and plays Swamp, Thought Courier. Attacks
with Flock (18-16)
T7 Mitchell draws and plays Swamp. Declares attack, Prowler
tapped by Icy, attacks with Goblin (18-15) Plays Nekrataal
targeting Aven Flock.
T8 Zanman draws and plays Plains. Activates Courier drawing
Angel of Mercy and discarding Island. Plays Angel of Mercy.
(18-18)
T8 Mitchell draws Blackmail. Declares attack, Nekrataal
tapped by Icy, attacks with Goblin (18-17). Plays Aven
Flock.
T9 Zanman draws and plays Dehydration on Nekrataal.
Activates Courier drawing Confiscate discarding Island.
T9 Mitchell draws and plays Swamp. Declares attack, Flock
tapped by Icy, Goblin attacks (18-16) Plays Blackmail,
Zanman discards Confiscate. Plays Hollow Dogs.
T10 Zanman draws Samite Healer. Activates Courier drawing
Plains, discarding
Plains. Attacks with Angel of Mercy (15-16) T10 Mitchell
draws and plays Swamp. Declares attack, Dogs tapped by Icy,
attacks with Prowler, Goblin (15-14) Plays Foul Imp (13-14)
T11 Zanman draws Plains. Activates Courier drawing
Gravedigger discarding Plains. Plays Gravedigger returning
Master Decoy, Plays Master Decoy.
T11 Mitchell draws and plays Mountain. Declares attack, Dogs
tapped by Icy, attacks with Goblin (13-13)
T12 Zanman draws Dark Banishing. Activates Courier drawing
Plains and discarding Plains.
T12 Mitchell draws and plays Swamp. Declares attack, Zanman
taps Dogs, Imp.
Attacks with Goblin (13-12) Zanman plays Dark Banishing
targeting Mitchell's
Aven Flock
T13 Zanman draws and plays Sengir Vampire. Attacks with
Angel. (10-12)
T13 Mitchell draws Ballista Squad. Declares attack, Zanman
taps Dogs, Imp, Mitchell attacks with Goblin (10-11). Plays
Ballista Squad. Plays Raise Dead
targeting Aven Flock.
T14 Zanman draws Leonin Skyhunter. Activates Courier drawing
Horned Turtle discarding Horned Turtle. Attacks with Angel,
Vampire (3-11) Plays Leonin Skyhunter.
T14 Mitchell draws Nightmare CONCEDES
ZANMAN WINS GAME ONE
Week Three - Seven Packs - Game Two
T1 Mitchell plays first keeping Plains, Swamp x3, Mountain
x2, Aven Flock.
Plays Swamp
T1 Zanman keeps Plains x3, Swamp, Icy Manipulator, Master
Decoy, Dark Banishing. Draws Sengir Vampire. Plays Plains.
T2 Mitchell draws Shock. Plays Mountain.
T2 Zanman draws Gravedigger. Plays Swamp, Master Decoy.
Mitchell plays Shock
targeting Master Decoy
T3 Mitchell draws Pacifism. Plays Plains.
T3 Zanman draws and plays Plains.
T4 Mitchell draws Guerrilla Tactics, plays Swamp.
T4 Zanman draws and plays Plains, Icy Manipulator.
T5 Mitchell draws Volcanic Hammer, plays Aven Flock.
T5 Zanman draws and plays Island.
T6 Mitchell draws Plains. Plays Mountain. Declares attack,
Flock tapped by Icy.
T6 Zanman draws Archivist, plays Plains, Graverobber
targeting Master Decoy.
T7 Mitchell draws Ballista Squad. Declares attack, Flock
tapped by Icy.
Plays Plains, Ballista Squad.
T7 Zanman draws and plays Island. Plays Master Decoy,
Archivist. Mitchell plays Guerrilla Tactics targeting Master
Decoy.
T8 Mitchell draws Nightmare. Declares attack, Flock tapped
by Icy. Plays Volcanic Hammer targeting Archivist.
T8 Zanman draws Horned Turtle. Plays Plains.
T9 Mitchell draws Dancing Scimitar. Declares attack,
Ballista Squad tapped by Icy, Zanman plays Dark Banishing
targeting Flock. Plays Nightmare.
T9 Zanman draws and plays Wind Drake.
T10 Mitchell draws Raise Dead. Declares attack, Nightmare
tapped by Icy.
Plays Raise Dead targeting Aven Flock. Plays Aven Flock.
T10 Zanman draws Raise Dead. Attacks with Gravedigger.
(18-20)
T11 Mitchell draws Blackmail, Zanman reveals Sengir Vampire,
Horned Turtle and Raise Dead, Mitchell chooses Raise Dead
for Zanman to discard. Declares attack, Nightmare tapped by
Icy. Attacks with Flock. (18-18)
T11 Zanman draws Remove Soul.
T12 Mitchell draws Blaze. Declares attack, Nighmare tapped
by Icy, attacks with Flock (18-16) Plays Dancing Scimitar
countered by Zanman's Remove Soul.
T12 Zanman draws and plays Sea Monster.
T13 Mitchell draws and plays Plains. Declares attack,
Nightmare tapped by Icy, attacks with Flock (18-14)
T13 Zanman draws and plays Aven Flock.
T14 Mitchell draws Mortivore. Declares attack, Ballista
Squad tapped by Icy.
Plays Pacifism on Zanman's Aven Flock.
T14 Zanman draws Lumengrid Warden.
T15 Mitchell draws Zombify. Declares attack, Nightmare
tapped by Icy, attacks with Flock (18-12)
T15 Zanman draws and plays Plains.
T16 Mitchell draws Pacifism. Declares attack, Nightmare
tapped by Icy, attacks with Flock (18-10)
T16 Zanman draws and plays Island.
T17 Mitchell draws and plays Mountain. Declares attack,
Nightmare tapped by Icy, attacks with Flock (18-8)
T17 Zanman draws and plays Pacifism on Nightmare
T18 Mitchell draws and plays Plains. Declares attack, Flock
tapped by Icy.
Plays Blaze x=9
MITCHELL WINS GAME TWO
Week Three - Seven Packs - Game Three
T1 Zanman plays first keeping Plains, Swamp, Leonin
Skyhunter, Angel of Mercy, Dark Banishing, Rewind (sideboarded),
Sengir Vampire. Plays Plains.
T1 Mitchell keeps Swamp, Plains x3, Guerrilla Tactics,
Dancing Scimitar, Foul Imp. Draws Mountain. Plays Swamp
T2 Zanman draws and plays Island.
T2 Mitchell draws Volcanic Hammer. Plays Mountain.
T3 Zanman draws Horned Turtle. Plays Swamp, Horned Turtle.
T3 Mitchell draws Zombify, plays Plains.
T4 Zanman draws and plays Island. Attacks with Turtle.
(19-20)
T4 Mitchell draws Nekrataal. Plays Plains, Dancing Scimitar
countered by Rewind.
T5 Zanman draws and plays Plains, Angel of Mercy. (19-23)
Attacks with Turtle (18-23)
T5 Mitchell draws and plays Swamp. Plays Nekrataal targeting
Angel of Mercy.
T6 Zanman draws and plays Plains. Plays Leonin Skyhunter.
T6 Mitchell draws and plays Plains. Plays Guerrilla Tactics
targeting Skyhunter. Plays Foul Imp. (16-23)
T7 Zanman draws Remove Soul.
T7 Mitchell draws and plays Deathgazer countered by Remove
Soul. Attacks with Imp (16-21)
T8 Zanman draws and plays Master Decoy.
T8 Mitchell draws Nightmare. Plays Volcanic Hammer targeting
Master Decoy.
Attacks with Imp (16-19)
T9 Zanman draws Island.
T9 Mitchell draws Pacifism. Plays Nightmare. Attacks with
Imp. (16-17) T10 Zanman draws and play Swamp, Sengir Vampire
T10 Mitchell draws Blaze. Attacks with Nightmare, Imp
(16-13)
T11 Zanman draws and plays Sea Monster
T11 Mitchell draws Aven Flock. Attacks with Nightmare, Imp
(16-9), Plays Aven Flock.. Zanman plays Dark Banishing
targeting Aven Flock.
T12 Zanman draws and plays Confiscate targeting Nightmare.
T12 Mitchell draws and plays Enfeeblement on Nightmare.
Attacks with Imp
(16-7)
T13 Zanman draws and plays Thieving Magpie.
T13 Mitchell draws Ballista Squad. Plays Zombify targeting
Nightmare.
T14 Zanman draws and plays Icy Manipulator
T14 Mitchell draws and plays Plains. Plays Blaze targeting
Zanman for 7 damage MITCHELL WINS GAME THREE
Mitchell Pack 8
Plains
Serpent Warrior
Venerable Monk
Goblin Mountaineer
Sleight of Hand
Tree Monkey
Master Decoy
Bog Imp
Scaled Wurm
Dehydration
Goblin Chariot
Kird Ape
Hunted Wumpus
Bottle Gnomes
Natural Affinity
Zanman Pack 8
Plains
Scathe Zombies
Glory Seeker
Stone Rain
Aven Fisher
Elvish Warrior
Wind Drake
Goblin Sky Raider
Aven Cloudchaser
Razortooth Rats
Natural Spring
Tidings
Phyrexian Hulk
Consume Spirit
Sulfurous Springs
Zanman Deck (Week Four - 8 packs)
CREATURES
Thought Courier
Horned Turtle
Thieving Magpie
Archivist
Wind Drake x2
Aven Fisher
Gravedigger
Sengir Vampire
Looming Shade
Giant Cockroach
Razortooth Rats
Phyrexian Hulk
SPELLS
Confiscate
Dehydration
Remove Soul
Tidings
Icy Manipulator
Raise Dead
Dark Banishing x2
Consume Spirit
Phyrexian Arena
LAND
Island x8
Swamp x9
Mitchell Deck (Week Four - 8 packs)
CREATURES
Mortivore
Nightmare
Hollow Dogs
Nekrataal
Festering Goblin
Foul Imp
Serpent Warrior
Ravenous Rats x2
Balduvian Barbarians x2
Goblin Brigand
Goblin Chariot
Sandstone Warrior
Dancing Scimitar
SPELLS
Zombify
Enfeeblement
Guerrilla Tactics
Volcanic Hammer x2 (Demolish OUT)
Blaze
Shock
Lava Axe
LANDS
Swamp x9
Mountain x8
Week Four - Eight Packs - Game One of Seven
T1 Mitchell plays first keeping Mountain, Swamp x3, Ravenous
Rats, Shock, Zombify. Plays Mountain
T1 Zanman keeps Swamp, Island, Wind Drake, Confiscate, Icy
Manipulator, Tidings, Phyrexian Arena. Draws Remove Soul.
Plays Swamp.
T2 Mitchell draws Mountain. Plays Swamp, Ravenous Rats (Zanman
discards
Confiscate)
T2 Zanman draws Dark Banishing. Plays Island.
T3 Mitchell draws and plays Mountain. Attacks with Rats
(20-19)
T3 Zanman draws and plays Swamp, Phyrexian Arena.
T4 Mitchell draws Mountain. Plays Swamp. Attacks with Rats
(20-18)
T4 Phyrexian Arena draws Raise Dead (20-17) Zanman draws and
plays Island, Wind Drake. At EOT, Mitchell plays Shock
targeting Wind Drake.
T5 Mitchell draws Mountain, plays Swamp. Attacks with Rats.
(20-16).
T5 Zanman draws Island from Arena (20-15) Draws Razortooth
Rats. Plays Island, Icy Manipulator.
T6 Mitchell draws Enfeeblement. Plays Mountain. Declares
attack, Rats tapped by Icy.
T6 Zanman draws Island from Arena (20-14). Draws Aven
Fisher. Plays Island, Aven Fisher.
T7 Mitchell draws Goblin Brigand. Declares attack. Plays
Goblin Brigand, Zanman counters with Remove Soul.
T7 Zanman draws Island with Arena (20-13) Draws Wind Drake.
Plays Island, Tidings drawing Swamp, Sengir Vampire,
Archivist, Thieving Magpie. Attacks with Aven Fisher (18-13)
Discards Razortooth Rats.
T8 Mitchell draws Lava Axe. Plays Mountain. Declares attack,
Rats tapped by Icy.
T8 Zanman draws Horned Turtle from Arena (18-12). Draws
Island. Plays Swamp,
Sengir Vampire. Attacks with Fisher. (16-12)
T9 Mitchell draws and plays Mountain. Plays Lava Axe
targeting Zanman (16-7)
T9 Zanman draws Phyrexian Hulk from Arena (16-6) Draws Giant
Cockroach.
Plays Island. Attacks with Vampire and Fisher (10-6) Plays
Raise Dead targeting Wind Drake. Plays Wind Drake, Wind
Drake.
T10 Mitchell draws Sandstone Warrior. CONCEDES ZANMAN WINS
GAME ONE
Week Four - Eight Packs - Game Two of Seven
T1 Mitchell plays first keeping Swamp x2, Mountain,
Nekrataal, Foul Imp, Shock, Volcanic Hammer. Plays Swamp.
T1 Zanman keeps Swamp, Island, Gravedigger, Phyrexian Arena,
Looming Shade, Thieving Magpie, Wind Drake. Draws and plays
Swamp.
T2 Mitchell draws and plays Swamp, Foul Imp (18-20)
T2 Zanman draws Dark Banishing, plays Swamp.
T3 Mitchell draws Goblin Brigand. Attacks with Imp (18-18)
Plays Goblin Brigand.
T3 Zanman draws Archivist. Plays Island, Wind Drake.
T4 Mitchell draws Festering Goblin. Plays Swamp, Shock
targeting Wind Drake.
Attacks with Brigand, Imp (18-14) Plays Festering Goblin.
T4 Zanman draws Giant Cockroach. Plays Phyrexian Arena.
T5 Mitchell draws and plays Swamp. Attacks with Imp,
Brigand, Goblin (18-9)
T5 Zanman draws Wind Drake from Arena (18-8) Draws
Dehydration. Plays Dark Banishing targeting Goblin Brigand.
T6 Mitchell draws Nightmare. Attacks with Imp, Goblin (18-6)
T6 Zanman draws Aven Fisher from Arena (18-5). Draws and
plays Island, Aven Fisher.
T7 Mitchell draws Zombify. Plays Nekrataal targeting Aven
Fisher (Zanman draws Raise Dead) Attacks with Imp, Goblin
(18-2) ZANMAN CONCEDES MITCHELL WINS GAME TWO
Week Four - Eight Packs - Game Three of Seven
T1 Zanman plays first keeping Swamp x2, Island, Wind Drake
x2, Raise Dead, Archivist. Plays Swamp.
T1 Mitchell keeps Swamp, Mountain, Hollow Dogs, Goblin
Brigand, Volcanic Hammer, Enfeeblement, Lava Axe. Draws and
plays Swamp.
T2 Zanman draws Consume Strength. Plays Island.
T2 Mitchell draws Guerrilla Tactics, plays Mountain, Goblin
Brigand.
T3 Zanman draws Confiscate, plays Swamp, Wind Drake.
T3 Mitchell draws Dancing Scimitar. Plays Swamp,
Enfeeblement targeting Wind
Drake. Attacks with Brigand. (20-18)
T4 Zanman draws and plays Swamp. Plays Raise Dead targeting
Wind Drake.
Plays Wind Drake.
T4 Mitchell draws Serpent Warrior. Attacks with Brigand.
(20-16) Plays Serpent Warrior (17-16)
T5 Zanman draws Dark Banishing. Attacks with Wind Drake
(15-16) Plays Wind Drake.
T5 Mitchell draws and plays Swamp. Attacks with Brigand,
Warrior (15-11) Plays Dancing Scimitar.
T6 Zanman draws and plays Swamp. Attacks with both Wind
Drakes, one blocked by Scimitar. (13-11) Plays Consume
Strength dealing three damage to Scimitar
(13-14)
T6 Mitchell draws Blaze. Attacks with Brigand, Warrior
(13-9) Plays Blaze targeting Zanman for three points (13-6)
T7 Zanman draws Icy Manipulator. Attacks with Drakes (9-6).
T7 Mitchell draws Ravenous Rats. Declares attack, Warrior
tapped by Icy., attacks with Brigand (13-4) Plays Volcanic
Hammer targeting Zanman (9-1)
T8 Zanman draws and plays Island. Attacks with Drakes (5-1)
T8 Mitchell burns out Zanman with Guerrilla Tactics in his
Upkeep MITCHELL WINS GAME THREE
Week Four - Eight Packs - Game Four of Seven
T1 Zanman plays first keeping Island x2, Swamp, Horned
Turtle, Thought Courier, Wind Drake and Looming Shade. Plays
Swamp.
T1 Mitchell keeps Swamp x4, Mortivore, Lava Axe, Ravenous
Rats. Draws Nekrataal. Plays Swamp.
T2 Zanman draws and plays Island, Thought Courier.
T2 Mitchell draws Festering Goblin. Plays Swamp, Ravenous
Rats (Zanman discards Island)
T3 Zanman draws Dehydration. Plays Island, Wind Drake.
T3 Mitchell draws and plays Ravenous Rats (Zanman responds
by activating Thought Courier, drawing Island and discarding
Looming Shade. Then discarding Island) Mitchell plays
Festering Goblin.
T4 Zanman draws Remove Soul. Attacks with Drake (18-20)
Plays Horned Turtle.
T4 Mitchell draws and plays Mountain. Plays Nekrataal
targeting Horned Turtle. Attacks with Rats and Goblin
(18-17) Zanman activates Thought Courier drawing and
discarding Dark Banishing.
T5 Zanman draws Phyrexian Hulk. Activates Thought Courier
drawing Island and
discarding Phyrexian Hulk. Plays Island.
T5 Mitchell draws and plays Volcanic Hammer targeting Wind
Drake. Plays Swamp. Attacks with Rats, Goblin and Nekrataal
(18-12)
T6 Zanman draws and plays Swamp. Plays Dehydration targeting
Nekrataal.
T6 Mitchell draws and plays Swamp. Attacks with Rats, Goblin
blocked by Thought Courier. Zanman activates Thought Courier
drawing Aven Fisher and discarding Remove Soul. (18-10)
Plays Mortivore.
T7 Zanman draws and plays Icy Manipulator.
T7 Mitchell draws Mountain. Declares attack, Mortivore
tapped by Icy, attacks with Rats (18-8) Plays Lava Axe
targeting Zanman (18-3)
T8 Zanman draws Gravedigger, plays Aven Fisher.
T8 Mitchell draws and plays Balduvian Barbarians, Mortivore
tapped by Icy.
T9 Zanman draws Confiscate. Plays Gravedigger targeting Wind
Drake.
T9 Mitchell draws and plays Swamp. Declares attack,
Mortivore tapped by Icy,
attacks with Rats, Barbarians blocked by Aven Fisher, one
Rat blocked by Gravedigger. (18-2) Zanman draws Swamp.
T10 Zanman draws and plays Giant Cockroach, Swamp.
T10 Mitchell draws and plays Swamp. Attacks, Mortivore
tapped by Icy.
T11 Zanman draws and plays Archivist.
T11 Mitchell draws and plays Swamp. Mortivore tapped by Icy.
T12 Zanman draws Razortooth Rats. Activates Archivist
drawing Consume Strength. Plays Consume Strength targeting
Mitchell (16-4)
T12 Mitchell draws and plays Goblin Chariot, Mortivore
tapped by Icy, attacks with Rats, Chariot, Chariot blocked
by Gravedigger, one Rat blocked by Giant Cockroach. (16-3)
T13 Zanman draws Thieving Magpie. Activates Archivist
drawing and playing Swamp. Plays Confiscate on Mortivore.
Attacks with Giant Cockroach (12-3)
T13 Mitchell draws and plays Enfeeblement targeting Giant
Cockroach. Rats tapped by Icy.
T14 Zanman draws Island. Activates Archivist drawing and
playing Swamp.
Attacks with Mortivore (11/11) (1-3) Plays Wind Drake.
T14 Mitchell draws Foul Imp. Concedes.
ZANMAN WINS GAME FOUR
Week Four - Eight Packs - Game Five of Seven
T1 Mitchell plays first keeping Swamp x2, Mountain x2,
Enfeeblement, Festering Goblin, Zombify. Plays Swamp,
Festering Goblin.
T1 Zanman keeps Swamp x2, Island x3, Looming Shade, Icy
Manipulator. Draws and plays Swamp.
T2 Mitchell draws and plays Swamp. Attacks with Goblin
(20-19)
T2 Zanman draws Island, plays Swamp.
T3 Mitchell draws Guerrilla Tactics. Plays Mountain. Attacks
with Goblin
(20-18)
T3 Zanman draws Archivist. Plays Island, Looming Shade.
Mitchell plays Guerrilla Tactics targeting Looming Shade.
T4 Mitchell draws Volcanic Hammer. Plays Swamp. Attacks with
Goblin (20-17)
T4 Zanman draws Swamp, plays Island, Archivist.
T5 Mitchell draws and plays Swamp, Enfeeblement targeting
Archivist. Attacks
with Goblin (20-16)
T5 Zanman draws Remove Soul, plays Icy Manipulator.
T6 Mitchell draws Foul Imp. Declares attack, Goblin tapped
by Icy. Plays Foul Imp (18-16) Mountain.
T6 Zanman draws and plays Island.
T7 Mitchell draws and plays Swamp. Declares attack, Imp
tapped by Icy, attacks with Goblin (18-15)
T7 Zanman draws Dehydration. Plays Island.
T8 Mitchell draws and plays Swamp. Declares attack, Imp
tapped by Icy, attacks with Goblin (18-14)
T8 Zanman draws Raise Dead. Plays Island, Raise Dead
targeting Archivist.
Plays Archivist.
T9 Mitchell draws and plays Volcanic Hammer targeting
Archivist. Declares attack, Imp tapped by Icy, attacks with
Goblin (18-13)
T9 Zanman draws Tidings. Plays Island. Plays Tidings drawing
Swamp x2, Island, Thought Courier.
T10 Mitchell draws and plays Ravenous Rats, Zanman discards
Island. Declares attack, Imp tapped by Icy, attacks with
Goblin (18-12) T10 Zanman draws and plays Razortooth Rats,
Swamp, Thought Courier.
T11 Mitchell draws and plays Mountain. Declares attack, Imp
tapped by Icy, attacks with Rats blocked by Razortooth Rats.
Plays Volcanic Hammer targeting Thought Courier.
T11 Zanman draws Dark Banishing. Plays Swamp.
T12 Mitchell draws Blaze. Declares attack, Imp tapped by
Icy, attacks with Goblin (18-11)
T12 Zanman draws and plays Swamp.
T13 Mitchell draws and plays Ravenous Rats, Zanman discards
Swamp. Declares attack, Imp tapped by Icy, attacks with
Goblin (18-10)
T13 Zanman draws and plays Confiscate targeting Foul Imp.
T14 Mitchell draws and plays Hollow Dogs. Declares attack,
Goblin tapped by Icy, attacks with Rat (18-9)
T14 Zanman draws and plays Horned Turtle. Attacks with Imp
(16-9)
T15 Mitchell draws Balduvian Barbarians. Declares attack,
Dogs tapped by Icy, attacks with Rats, Goblin, Rats blocked
by Turtle. (16-8) Mitchell plays Blaze targeting Zanman for
8 damage MITCHELL WINS GAME FIVE
Note: Maybe knowledge that your opponent has Blaze is a good
enough reason to play Rewind or at least Mana Leak.
Week Four - Eight Packs - Game Six of Seven
T1 Zanman plays first keeping Swamp x2, Island x2, Phyrexian
Arena, Wind Drake, Tidings. Plays Swamp.
T1 Mitchell keeps Mountain x2, Swamp, Shock, Goblin Brigand,
Goblin Chariot,
Ravenous Rats. Draws Balduvian Barbarians. Plays Mountain.
T2 Zanman draws and plays Island.
T2 Mitchell draws Festering Goblin, plays Swamp, Goblin
Brigand.
T3 Zanman draws Dark Banishing, plays Swamp, Phyrexian
Arena.
T3 Mitchell draws and plays Swamp, Goblin Chariot. Attacks
with Brigand, Chariot (20-16)
T4 Zanman draws Island from Arena (20-15) Draws and plays
Island.
T4 Mitchell draws Guerrilla Tactics. Attacks with Chariot,
Brigand, Zanman plays Dark Banishing targeting Chariot.
(20-13) Mitchell plays Festering Goblin, Balduvian
Barbarians.
T5 Zanman draws Looming Shade from Arena (20-12) Draws and
plays Island, Wind Drake.
T5 Mitchell draws Nightmare. Plays Guerrilla Tactics
targeting Wind Drake.
Attacks with Barbarians, Brigand, Goblin (20-6) Plays
Ravenous Rats, Zanman discards Island.
T6 Zanman draws Phyrexian Hulk from Arena (20-5) Draws and
plays Swamp, Phyrexian Hulk.
T6 Mitchell draws and plays Mountain. Attacks with
Barbarians (blocked by
Hulk) Brigand, Goblin, Rats
(20-1) Plays Shock targeting Zanman
MITCHELL WINS GAME SIX, WINS SERIES 4-2
Final Overall Game Count:
Mitchell: 8 wins
Zanman: 5 wins
Comparing these two decks, these two card pools, I think the
jury is IN.you simply can't beat a big pile of red removal
spells, especially when the red removal includes the MVP
himself, Blaze. No news here.
The big news was how white, generally considered (and I
usually agree) as a very powerful color in 9th edition
limited (just as it was in 8th). Both card pools contained a
Master Decoy and at least one Pacifism, yet, in the end,
white didn't make the cut for either player.
An interested third party rebuilt both decks with their week
four card pools (8 packs each). This third player, a very
good Texas player (who made money at some early Pro Tours
when he was living in California and was, in his opinion,
better connected with the game) named Mark Hendrickson
reduced Mitchell's deck to just two colors, when I would
have set up that deck a lot closer to the way it looked for
week three play (black/white splashing red for the removal
spells). It didn't take long to see that Hendrickson's
red/black version was so much tighter, even with seemingly
weaker cards like Ravenous Rats taking the place of white
cards like Pacifism and Master Decoy. Pace and consistency,
it seems, were much more important to the deck than control.
Hendrickson's week four version of Zanman's deck was not the
version that I used, in the end, but my final decisions were
greatly influenced by Mark's ideas. Where I was continuing
to play blue/white control splashing black for Dark
Banishing x2 (entirely plausible), Gravedigger (also
plausible), Raise Dead (not extremely plausible) and Sengir
Vampire (completely implausible). Mark, in fact, removed the
white entirely, choosing to mate the large number of strong
blue cards with, all of all things, the red cards. The red
cards Mark chose included two Anaba Shaman, two Flowstone
Shambler, Ogre Taskmaster, Goblin Chariot, Hill Giant and
Goblin Piker. The black splash in his blue/red deck was
limited to the two copies of Dark Banishing. While I
ultimately disagreed with putting the red in the deck,
Hendrickson made a very good argument that I had been
OVERVALUING the white cards. I had programmed myself to
AUTOMATICALLY play white because I had Pacifism and Master
Decoy. He was right. Once I was able to push the white cards
aside, I found that I had plenty of black cards to work
with, making the final version of my deck blue/black. One
mistake, however, was Phyrexian Arena. This card MIGHT well
have been okay in the late game, but playing it early in the
game against the very aggressive red/black deck ALWAYS
accelerated my death a lot more than it improved my hand. In
the end, I think I probably needed a couple more 'boring'
little creatures just to play defense, if nothing else,
early in the game. In the first couple of weeks, Lumengrid
Warden had been perfect for this job. I probably should have
had one or both of the copies I had in the deck at the end.
Of course, I'd love to find out what YOU think!
Jeff Zandi
Texas Guildmages
Level II DCI Judge
zanman@thoughtcastle.com
Zanman on Magic Online
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