Do Whatever it Takes to Play in a PTQ
If you really
want to qualify for the Pro Tour, you may
need to inconvenience yourself. Even though
we all love to play Magic, it is certainly
true that PTQs can be inconvenient. These
tournaments cost a lot of money to attend,
you have to spend an entire day sitting
closely alongside all the typical characters
you can expect at such a tournament.
And then there
is the travel. For the qualifier I played in
recently, I drove (by myself) six hours from
Dallas to Lubbock. The point is, if you want
to qualify for the Pro Tour, you have to be
willing to pay the price in time, money and
comfort.
A Winter storm
struck the Dallas-Fort Worth area the night
before the tournament, causing a certain
number of players that might have made the
long trip to Lubbock to stay home. Houston
had attracted ninety-one players for the
first sealed deck PTQ of the season here in
Texas. The Mad Hatter, judge, tournament
organizer and proprietor of Mad Hatter’s
House of Games, was expected a smaller
number than Houston. Hatter’s store could
seat about 70 players with a moderate degree
of comfort. The actual turnout was fifty-one
players, meaning that we would be playing
six Swiss rounds, which I highly prefer as a
player to the seven round PTQs that have
been more the norm in the past two years in
Texas.
Building My
Sealed Deck
Here is the
weird deck that I played in the six Swiss
rounds of the tournament. I was NOT EXCITED
when I saw my cards. The average Ravnica/Guildpact
sealed deck contains lots of green, lots of
black with enough good cards in a third
color to round things out (often white
cards).
There is no way
to describe how important your mana base is
for sealed deck play, it is just about as
important as the cards you select for the
deck.
You could get
lucky and receive a nice pool of cards, and
maybe you select the best of those nice
cards for your deck, you will still end up
disappointed if you don’t build the deck’s
mana base properly. This is one reason green
is such an important anchor color for this
format. The common Guild lands that come
into play tapped but which produce two
colors of mana are unbelievably important in
limited, especially in sealed deck play. You
are more likely to have the green/white,
blue/black and/or the green/black common
Guild lands than the red/green or red/blue.
Green also has some good non-land cards,
like Farseek, Elves of Deep Shadow and Civic
Wayfinder in Ravnica and the very useful
Silhana Starfletcher in Guildpact. Black has
the best creature removal, hands down. For
these reasons, green and black are by far
the most popular colors for Ravnica/Guildpact
sealed decks.
Building this
deck was kind of a nightmare, but in the
end, I think I got it MOSTLY right. The
nightmare part hit me as soon as I thumbed
through the cards, no mana help. No green
worth playing except for Savage Twister, no
red worth playing except for Savage Twister
and one or two red/white cards.
The only common
Guild two color land is the blue/red Izzet
Boilerworks and the only signet is the
blue/red Izzet Signet. No mana helpers in
green, no other artifact mana sources, no
mana help at all for a deck where all the
good cards are in black, white and blue.
When you find
yourself in a position like this, it is
important to figure out which are the very
best cards in your card pool. You would LIKE
to have good mana support, availability and
synergy among your colors. No luck for me
there. In a perfect situation, you would
love to have a good casting curve with
quality spells with low mana costs combined
with powerful cards with higher casting
costs that are particularly good late in the
game. You can’t always worry about curve
when you play sealed deck, and my deck
certainly does not exhibit a particularly
good mana curve. Most importantly, however,
you need ways to win. If you worry too much
about elegance and synergy in your deck, you
are going to wind up with a two color deck
that looks tight, but fails to have the kind
of punch that helps you turn around a game
when your opponent gets an above average
draw against you.
Examining my
cards, I saw that I had some bombs. I was
particularly excited about Skeletal Vampire,
although I had never actually played with it
before.
I was excited
about a lot of the black and white cards,
but I didn’t know if I would be able to live
long enough to get to the cards I needed
most in order to win. Then there was the
blue… In a PTQ in Houston, two months ago, a
few attractive blue cards pulled me
COMPLETELY off-sides when I built my sealed
deck, I ended up messing up my deck to
splash for two Mark of Evictions and two
Vedalken Entrancers. In that tournament,
that blue splash ended up being a disaster
when I could have played a very decent, if
average, black/green splashing white deck.
Thinking of the disappointment in Houston, I
looked very skeptically at the blue cards in
front of me. It really looked like another
disaster waiting to happen, especially with
no mana helpers. Finally, I made up my mind
that if I played four Islands, I could
support the five blue cards I wanted to
play, and I was convinced, right or wrong,
that these blue cards could be important
enough that I would need them. There were
not enough black or white cards to keep the
deck two colors. This is not a surprise in a
sealed deck PTQ where you get one Ravnica
tournament pack (I still call these things
starter decks) and two boosters of
Guildpact. You will almost always NEED to
play a third color.
More
importantly, with the mana helpers that you
will USUALLY find in your card pool, it will
almost always be a good idea to go into a
third color for a few (five is kind of a lot
for a splash, more like a solid third color,
should really have one or two more blue mana
sources, optimally) powerful cards. The die
was cast, I was going to have to play
eighteen land. The mana was very simple, if
it HAD to be four Islands, then it obviously
had to be seven each Plains and Swamps.
Just as time
was running out for deck construction, I
started thinking about Transmute (this is
really something I should have considered
sooner). I was thinking about how cool it
can be in black/blue Ravnica booster drafts
to combine a Junktroller with good Transmute
cards like Dimir House Guard, Drift of
Phantasms and Dimir Infiltrator. Obviously,
you don’t just play Transmute cards for no
reason, they should be capable of
Transmuting for critical cards in your deck.
The Infiltrator Transmutes for Last Gasp,
Drift of Phantasms happily exchanges for
Compulsive Research. The House Guard is
awesome because he can get a wide array of
powerful four casting cost cards and is
always good in any black limited deck
anyway. Add Junktroller to a deck like this,
and you have the opportunity to actually use
cards you Transmuted a second time. Of
course, this isn’t going to work unless you
have several cards with Transmute in your
deck. Returning the first card you
Transmuted back to the bottom of your deck
with Junktroller isn’t going to do you any
good unless you have another Transmute
effect later (or some other deck shuffling
effect) to allow you to shake the contents
of your library. In my deck, I was really
playing Junktroller for the same reason I
was playing Benevolent Ancestor, I needed
the ability to stall the ground attack while
I waited for my GOOD cards to show up. Now I
started thinking about whether I was passing
up any good Transmute cards that could help
me search for my GOOD cards and which could
make my Junktroller a stronger card. In a
deck playing a lot of black, I was already
playing Brainspoil, an important removal
card. I never seem to want to Transmute
Brainspoil, but it does happen sometimes,
and in my deck, Brainspoil could Transmute
into a number of potentially game-changing
cards including Ribbons of Night, Culling
Sun and Stratozeppelid. Unfortunately,
Brainspoil was the only card with Transmute
that I was planning on playing. I looked for
any other cards from my leftovers and found
two cards with Transmute, Dimir Machinations
and Netherborn Phalanx. Dimir Machinations
COULD help me find Pillory of the Sleepless,
Compulsive Research or even Benevolent
Ancestor or Shrieking Grotesque. I decided
it was just not enough of a difference
maker.
Netherborn
Phalanx is a card I don’t love, but
sometimes don’t mind playing as a creature
with a big butt in the middle of a game or
as a surprising source of life loss for my
opponent in the late part of a game. I had
left Phalanx out of my initial plans because
my deck’s casting curve was already top
heavy. Then I realized that Phalanx could be
Transmuted for the biggest bomb in my deck,
the Skeletal Vampire. Duh! Netherborn
Phalanx was a must for the deck, and this
humble card was directly responsible for
probably four game wins, Transmuting for
Skeletal Vampire in three of those games and
providing crucial life loss for my opponent
on the last turn of the most critical match
of the day (the first one!).
Another card in
my deck that I was greatly worried about was
Shadow Lance.
This was
another card that I had not played before.
At first glance, I thought Shadow Lance had
to be just another of a long line of pump-up
creature enchantments that never seem to be
all that useful. I thought that this card
might not be that much better than the red
creature enchantment (I believe we are
calling these things ‘aura’ cards now)
Firebreathing. I included this card because
I thought I might get lucky getting it onto
a flyer that actually survived long enough
to make Shadow Lance useful. I included it,
but I thought it could easily end up being a
bad card. I was wrong. Shadow Lance was a
very useful card most of the times I was
able to draw it.
Here is what I
played. Unfortunately, I did not keep all
the extra cards together, so I am unable to
share my full ‘sideboard’ with you.
1 Ribbons of
Night
1 Netherborn Phalanx
1 Brainspoil
1 Orzhov Euthanist
1 Skeletal Vampire
1 Culling Sun
1 Pillory of the Sleepless
1 Mourning Thrull
1 Ghost Warden
1 Courier Hawk
1 Shrieking Grotesque
1 Nightguard Patrol
1 Conclave Equenaut
1 Benevolent Ancestor
1 Shadow Lance
1 Loxodon Gatekeeper
1 Junktroller
1 Vedalken Entrancer
1 Repeal
1 Vedalken Dismisser
1 Stratozeppelid
1 Compulsive Research
7 Swamp
7 Plains
4 Island
Playing the
Sealed Deck Tournament
The hardest and
most important round of the tournament was
the first. I say this for a number of
reasons, the most crucial being that I was
facing the best player in the room by far.
Trent Boneau was a Houston Magic player when
I first met him four years ago, but he now
lives in Keller (another Dallas-Fort Worth
suburb) and he often makes the scene at our
weekly team practice sessions. Trent has a
great DCI rating, he rules over any and all
limited formats on Magic Online and he just
plain has one of the best brains for Magic
that you will ever see. I was not thrilled
when I saw the first round pairing.
Sometimes, the tournament organizer or head
judge might do you a favor and repair you if
you find yourself paired in the first round
against someone that you traveled to the
tournament with from some great distance.
Trent and I didn’t travel together, but we
may as well have, it was just so unfortunate
to have to play him in the first round. In
game one, I somehow managed to get him as
low as at nine points, but his green/white
splashing some red and black was definitely
better than my deck, and he won he game one.
If my deck was a study in having a couple of
powerful cards surrounded by a slightly
inferior supporting cast, the same can be
said about his to a somewhat lesser degree.
In game one, Trent just plain pistol whipped
me with the combination of Primordial Sage
and Borborygmos. Neither of us is thrilled
about our decks, and we are still grumbling
about having to play each other in round one
as I somehow win game two. Our first game
was very lengthy, and we start game three
with about five minutes left in the round.
His start looks very good, he plays first
turn Forest, Elves of Deep Shadow. On his
second turn he plays a second land and
attacks me with his Elves of Deep Shadow. I
play a second land on my second turn and
play Mourning Thrull. On his third turn, he
plays a third land and plays Moldervine
Cloak on his Elves and swings for four, I
chump block with Mourning Thrull and
promptly go back to twenty life. On my next
turn I play a land and a Benevolent
Ancestor. After taking four points from
Trent’s next attack, things bog down a bit.
He gets a number of creatures into play,
including Selesnya Sagittars and one or two
flyers. I get the big guy, Skeletal Vampire,
into play, but I can’t get through his
blockers. My life total is nine and his is
nineteen when time is called in the round
during his turn. Luckily for me, Trent’s
deck has stalled out, mine has too, but I
get eleven land in play, meaning that I am
able to activate the Vampire’s ability twice
a turn, each time sacrificing one 1/1 Bat
token to put two more 1/1 Bat tokens into
play. Just minutes before, Trent had
shrugged his shoulders and rightly asked me
if I can even win. I told him that I thought
I could. Now we’re in extra turns. At the
beginning of the last extra turn, which is
my turn, I am still at nine life and Trent
is still at nineteen. I have thirteen 1/1
Bat tokens. I play Netherborn Phalanx and
Trent’s life total drops from nineteen to
twelve. Now I tap out to play Ribbons of
Night to destroy one of Trent’s flyers. I
attack with the Vampire and all thirteen
token creatures and whatever one or two
other flyers I had in play. For a moment, I
was sure I was going to be one point short,
I thought I had counted all the blockers
carefully and thought I would have twleve
1/1 Bats unblocked. I had forgotten that
Sagittars can block two creatures. Trent is
able to block all my attackers except for
eleven of my 1/1 Bat tokens.
Luckily, I have
a Ghost Warden in play that I tap to give
one of the untapped tokens +1/+1. Just like
that, I have won what would end up being my
toughest match of the day.
In round two I
play John Golden, a player from Albuquerque,
New Mexico. I had sat across from John and
the three other players from Albuquerque who
all traveled together during deck
construction. We had enjoyed a little
chit-chat afterwards, nothing in particular.
My deck works pretty good in both games of
this 2-0 win. It doesn’t hurt anything for
me that he mulliganed to six on the play in
game one and mulliganed to six on the draw
in game two.
Earlier, I said
that I felt confidant after the tournament
that I had built the deck almost optimally.
ALMOST! After round two, Trent Boneau was a
very unhappy camper, having lost his second
straight match. However, Trent is a superior
person in many ways. I asked him to look at
my deck and he immediately asked me about
some cards that I wasn’t playing, namely my
three Izzet cards, the Chronarch, the
Boilerworks and the Signet. Trent explained
to me that the Chronarch was impossible not
to play, and that the Boilerworks and the
Izzet Signet would be enough sources for the
Chronarch and that these would also shore up
my short supply of blue mana sources. For
the rest of the tournament, my game two
sideboard moves were exactly the same, pull
one Plains, Nightguard Patrol and Orzhov
Euthanist, add the Izzet Chronarch, Izzet
Boilerworks and Izzet Signet. This was the
correct build.
My round three
opponent, Brandon Foster, has a very tight
black/white deck with Angel of Despair,
which I think he got in play both games.
Still, I win 2-0, ending both games with my
own life total at sixteen. In round four, I
face Paul Telkamp. Paul is a Lubbock, Texas,
local, though he sometimes wishes he lived
closer to the larger Magic player population
centers of Austin, Dallas or Houston. This
tournament is only the second PTQ run by The
Mad Hatter since his return from retirement
as a DCI judge and tournament organizer.
Just over two months ago, Paul Telkamp won
Hatter’s first such PTQ, also in Lubbock,
qualifying for Pro Tour Hawaii. (Hawaii was
Telkamp’s first PT, I think, he did make the
trip, but failed to make it to day two even
though he worked pretty hard getting
prepared for the tournament) Paul makes a
number of mistakes during our match, none
bigger, stranger or funnier than when he
attacked with Petrahydrox blocked by my
Vedalken Entrancer. Paul wants to kill my
Entrancer, so after I declare my block, he
plays Grifter’s Blade targeting his
Petrahydrox, immediately causing the
Petrahydrox to return to his hand. Paul was
actually a little nervous during the match,
probably because at 3-0, he was halfway to
winning his second PTQ in about as many
months. Round five and six were uneventful,
with intentional draws with two other
undefeated players, Aaron Wilyer (another
one of the four Albuquerque boys) and
Houston Magic stud Carl James, who flew to
Midland the morning of the tournament and
got a ride from his close friend Trent
Boneau who happened to be sort of traveling
that way himself.
Top Eight
Booster Draft Deck
I don’t know if
there is too much to be learned from my top
eight booster draft deck. Frankly, it’s kind
of sick-good, the kind of deck that
shouldn’t happen too often. I’ll admit that
it was a perfectly average red/white deck
until the Guildpact was opened. I took one
Savant and two Steamcore Weirds but PASSED
THE REST of them because I thought I could
never splash that much blue in my RW deck.
When those cards that I passed came back
around, I realized I was a red/blue deck,
and that even the Legionnaires were now a
maybe. (they made the deck in the end, but
were obviously no longer spectacular thanks
to there only being room for three Plains in
the deck)
I guess what
you CAN learn from a draft like this is that
you need to stay alert to see changes in the
draft. If I had been more alert during the
first half of the Guildpact pack, I think I
could have more quickly recognized that
NOBODY was playing red/blue. I could have
also more quickly recognized that the white
in my deck wasn’t very good anyway, that I
should have been focusing MORE on the
red/blue cards than I was during the last
booster pack.
I should have
been thinking red/blue splash white by the
third or fourth pick from the last booster.
Two lessons:
draft a deck that you have confidently and
successfully drafted in the past, don’t use
your PTQ top eight appearance as an
opportunity to experiment. Secondly, keep
your head on a swivel, in case you have to
change your plans during the draft.
Rumor has it
that Paul Telkamp first picked a Watery
Grave instead of several other more powerful
(but less intrinsically valuable) cards.
2 Sparkmage
Apprentice
2 Sell-Sword Brute
3 Ogre Savant
1 Hammerfist Giant
1 Galvanic Arc
1 Bloodscale Prowler
4 Steamcore Weird
1 Train of Thought
1 Lore Broker
1 Petrahydrox
1 Torch Drake
1 Flight of Fancy
1 Boros Guildmage
1 Leap of Flame
2 Skyknight Legionnaire
7 Island
7 Mountain
3 Plains
The top eight
bracket had at least three solid Magic
players, but no big time stars, no
consistent Pro Tour players. On my side of
the bracket, I would be playing a Lubbock
kid named Michael Mata, while Ed Novak from
Clovis, New Mexico, will play Aaron Wilyer,
the young man from Albuquerque that I drew
with in round five. On the other side of the
bracket, Carl James faces Glen Godard, the
patriarch of the team from Albuquerque,
while Paul "rare drafter" Telkamp plays
against Nagi Hassan, a talented young man
from Dallas-Ft. Worth.
In my
quarterfinals match, my opponent Michael
Mata (in his first ever PTQ top eight) and I
are deck checked. Michael has made a serious
enough error on his deck registration for
his top eight deck that he is given a game
loss. In game two, I play first, since we
had rolled dice to see who would go first
for game one, an honor I enjoy for game two
since he received a game loss penalty. I
mulligan to six, then five before keeping a
one land hand that nearly kills me. Michael
has me pinned down pretty well in a short
while, getting me down all the way to six
life points. Michael kept his beats coming,
in large part, by repeatedly Dredging his
Greater Mossdog back to his hand each time I
managed to kill it. I think he may have
Dredged the Mossdog five times. When I
finally stabilize the game, I get Lorebroker
into play and just run him out of cards in
five or six turns. It was kind of crazy. It
made me wonder if my deck was as powerful as
I thought it was, it seems to just barely
keep Michael off of me in game two. Anyway,
a win is a win is a win.
My semi-finals
match is against Ed Novak, who somehow
bested the much more experienced Aaron
Wilyer. Ed is an interesting guy, also
playing in his first PTQ top eight. Ed is in
the Air Force (the primary employer in the
greater Clovis, New Mexico, area) and has a
very cute girlfriend named Nikki who also
digs Magic and who, I learn, has a small rat
as a pet. The rat makes a brief appearance,
peering out from Nikki’s shoulder length
hair.
Ed’s deck is a
straight ahead black/green design with no
real holes in it. I win game one easily
enough but get totally schooled in game two.
In game three, Ed misses an early land drop
or two and never recovers. My four Steamcore
Weird’s kill his smaller blockers while my
Ogre Savants keep his bigger creatures from
staying in play for long.
After me and Ed
are finished long before the other
semi-final match. I watch as Glen Godard
battles Lubbock’s own Paul Telkamp. At
length, Godard overcomes Telkamp, who other
onlookers say made a lot of mistakes in the
match.
Glen and I talk
about who wants to go to Prague THE MOST
while we shuffle our decks for the final
match. We both want to go to Prague, and
neither of us would be interested in
settling for taking all of the first and
second prize product (Japanese Guildpact
packs) in exchange for dropping from the
tournament. Glen and I have a fair bit in
common, we’re both at the far older end of
the Magic competitive universe, we’ve both
played on the Pro Tour without too much
success, we both have run a lot of
tournaments. In fact, Glen Godard is sort of
the New Mexico version of me, or, more
likely, I am some abbreviated Texas version
of him. He is forty-seven and married to a
woman who runs Magic tournaments. I am
forty-one and married to a woman who runs
the computer at Magic tournaments. Glen, on
the other hand, is one of the original
owners of one of Magic’s most famous gaming
businesses, War Games West. I, on the other
hand, am just another of the thousands of
Magic players that have had the honor of
visiting War Games West in downtown
Albuquerque (back in the day) and
experiencing the small room where Glen or
one of his daughters would supervise you
while you selected cards from their
unequaled collection of Alpha and Beta
edition cards. War Games West is famous in
Magic history for being the store/mail order
company that handled 20% of the entire Beta
edition of Magic: the Gatheing. During our
match, Glen told the story of how he once
kept one of the last boxes of Beta boosters
that his place had at his home on the table
next to his bed. Each morning, after turning
off the alarm clock, Glen would reach over
and open a Beta booster right there in his
bed. The same thing happened to me,
strangely enough, except that when I woke
up, there weren’t really any Beta Magic
cards in bed with me! Our match went to a
third game, with me winning the first and
Glen winning the second.
After shuffling
and presenting my deck for game three, I
notice that Glen has been pile shuffling my
deck into two piles at the beginning of each
game. Glen shook his head after shuffling my
deck for game three and said, "I count your
deck before each game, and you keep having
forty cards every time." This is an
important lesson. You have to be vigilant
about EVERYTHING when you play in a PTQ.
Most people don’t pick up my deck and count
it in order to be sure that I’m not playing
with too few cards. Also, if I hadn’t
registered my draft deck correctly, I would
have suffered the same game one fate that my
quarterfinals opponent faced. This ain’t no
party, this aint’s no disco, this ain’t no
foolin’ around! In game three, things are
starting to not look so good, Glen’s
green/black creatures are much bigger and
stronger than my red/blue ones. Although I
got on top of the damage race in the early
game, Glen has essentially evened things up
and is starting to take advantage with his
Woodwraith Corrupter, with which he has
already changed two of his Forests into 4/4
creatures. I have my biggest creature in
play, Hammerfist Giant, but even he isn’t
big enough to attack through safely. Soon,
Glen will be attacking for the win. My life
count is still higher than his, 10-8, but my
time is most assuredly running out. I have
seven mana available to me and I draw the
Rally the Righteous I sideboarded in for
game three removing a Skyknight Legionnaire.
The other cards in my hand are a Galvanic
Arc and a Steamcore Weird. I spend a lot of
time thinking about how I can get an attack
through, and how many points of damage I
might be able to do if I play my Rally.
Finally, I figure it out, it’s time to tap
the Hammerfist and deal four damage to all
of our non-flying creatures as well as to
each of us. The simplest way to win would be
to activate the Hammerfist and then respond
to its ability by playing Rally the
Righteous to untap the Hammerfist, allowing
me to play his ability twice to deal a total
of eight damage to each of us. For some
reason, I didn’t like this idea at the time,
it practically escaped me. Glen had showed
me a Putrefy in a previous game and I was
afraid that he could remove my Hammerfist
from play before I could resolve my Rally
the Righteous. If that happened, he would be
the only player with a creature in play, and
he would be able to make one Forest into a
creature and attack for the win. I decided
to first play the Galvanic Arc on his
Woodwraith, targeting Glen with the damage.
Next, I tapped Hammerfist to deal four
damage to all the non-flyers, clearing both
sides of the board. As soon as the dust
settled and all our creatures where in their
graveyards, Glen sighed and asked me if I
had one more Steamcore Weird for the win. I
tapped the rest of my mana to play Steamcore
Weird to deal the last points of damage
needed to win game three.
Glen was a
great sport after our match was over, just
exactly as I knew he would be. Glen and I
have a lot in common, and one thing is that
we’re both too old with lives too full of
other things to be too upset about losing a
match, even an important one. I geeked out
and asked Glen to autograph my Hammerfist
Giant. Glen really was one of my early Magic
heroes. Not because of his Magic playing
ability, though he is a skilled player every
bit as good as me, but because Glen Godard
had all the Beta cards in the world ten
years ago when making my tournament deck
completely black bordered was a very big
thing to me. It was a magical day (no pun
intended) indeed when I cruised into the old
store in downtown Albuquerque. I was
supervised in the private "Beta room" by one
of Glen’s then-teenage daughters. I spent
about fifty bucks on an array of Beta
goodies that included a Sol Ring, a Bird of
Paradise, a Demonic Tutor and a handful of
choice commons. Good times! Ten years later,
Glen Godard and little old me are battling
it out in the finals of the OLDEST PTQ final
in Texas history, a match featuring players
whose ages add up to a combined 88 years.
In the end, you
always have to remember that there is a lot
of luck in Magic. There is no doubt that I
enjoyed some good luck in the Swiss rounds.
In the nine
games I played, my best card, I was able to
play Skeletal Vampire SEVEN TIMES. The old
saying is true, especially in limited
tournaments:
all you need to do to win is to get a great
deck, play without making mistakes, and get
lucky. Every PTQ I have ever won, and I’ve
won six of ‘em, included some good cards,
some good play, and some good luck. I’m
looking forward to trying my luck with the
big dogs in Prague.
Don’t call it a
comeback. I’ve been here for YEARS.
Jeff Zandi
Texas Guildmages
Level II DCI Judge
jeffzandi@hotmail.com
Zanman on Magic Online