Tuesday, 28 December 2021

MODERN: 13-WHACK GOBLINS

KICK ENGINES
Christmas Modern Event
December 2021


13-Whack Mono-Red Goblins
Paeng_Paeng

Main deck 
1 Castle Embereth
3 Ramunap Ruins
2 Cavern of Souls
13 Mountain

1 Signal Pest
1 Goblin Piledriver
3 Mogg War Marshall
4 Battle Cry Goblin 
4 Foundry Street Denizen
4 Goblin Bushwhacker
4 Reckless Bushwhacker
4 Goblin Guide 
4 Legion Loyalist
4 Mogg Fanatic

4 Goblin Grenade
4 Lightning Bolt

Sideboard
1 Shattering Spree
1 Ratchet Bomb
2 Abrade
3 Reality Hemorrhage
2 Bloom Moon
2 Relic of Progenitus
1 Tormod's Crypt
3 Roiling Vortex

RD 1 Rakdos Tempo (win) 
RD 2 Blue Living End (win)
RD 3 Death and Taxes (win)
RD 4 BW Hammer (loss)
RD 5 BW Hammer (win)
RD 6 Ad Nauseam (win)

Q: UR Murktide Ragavan DRC (loss)

I am writing this tournament report days after my last game. With no paper pads or recordings to help me remember things, here are some of the happenings that I can still recall.
 
RD 1 vs Rakdos Tempo
The opposing deck had tons of removals for my little green men. I was just lucky that I drew into Lightning Bolt and Goblin Grenade for the reach needed.

RD 2 vs Blue Living End  
Mogg Fanatic was the MVP of this round. The opponent was down to three.  He cracked his fetchland into Violent Outburst (down to two). Cascade triggers. I let the cascade resolves. Living End on the stack. Ping him with Mogg Fanatic (down to one). Mogg goes to the graeveyard. Living End Resolves. Mogg Fanatic returns onto the table from the realm of the dead. Ping him again. Win. 

RD 3 vs Death and Taxes
The opponent had an online Batterskull on the table. I had an army  headed by Legion Loyalist. Win.  

RD 4 vs BW Hammer 
I completely missed this round. 

RD 5 vs BW Hammer 
Our last game is here. 

RD 6 vs Ad Nausem
The opponent was down to three when Phyrexian Unlife came to his aid. I topdecked a Lightning Bolt on my turn. Bolt him before combat bringing his life to zero. Summoned Reckless Bushwhacker with surge. Swung my entire warrens headed by Goblin Piledriver and its crew of Reckless Bushwhacker and Legion Loyalist. Win.   


Quarters vs UR Murktide Ragavan DRC 
Game one: Ragavan, Nimble Pilferer and a 3/3 Dragon's Rage Channeler were no matched to Legion Loyalist's first strike giving ability. Win. 

Game two: I decided to keep a hand full of one-drop creatures. I was a turn a way from winning when a timely Engineered Explosives single-handedly destroyed the entire warren . Then a 9/9 Murktide Regent came down the turn after and punished me for the next turns.

Game three: Lightning Bolt and Unholy Heat took care of the two and three drop goblins. Engineered Explosives took care of those one drops. Then two Murktide Regents took over from there. 

Happy Holidays and have a Safe New Year! 

Thank you for reading! 




Wednesday, 22 December 2021

LEGACY: LANDLESS BELCHER


Kick Engines 
Cubao Expo, Cubao
Holiday Legacy event 
 
Belcher
Paeng_Paeng

Main deck
4 Goblin Charbelcher 
4 Burning Wish
3 Empty the Warrens
4 Rite of Flame
4 Desperate Ritual
4 Pyretic Ritual 
3 Seething Song
4 Manamorphose
4 Strike it Rich 
4 Lion's Eye Diamond
4 Lotus Petal
4 Chrome Mox (1 proxy)
2 Mox Opal
4 Tinder Wall
4 Elvish Spirit Guide
4 Simian Spirit Guide 

Sideboard
4 Veil of Summer
2 Xantid Swarm
1 Tendrils of Agony
1 Empty the Warrens
1 Grapeshot
1 Infernal Tutor
1 Echo of Eons
1 Goblin War Strike
1 Pyroclasm
1 Shattering Spree
1 Telamin Performance

RD 1 Lands (win)
RD 2 Yorion DnT (win)
RD 3 Yorion DnT (loss)
RD 4 4c Uro (loss)
RD 5 Death's Shadow (win)    
 
Q Yorion DnT (win)
S 12-Post (loss)


  
RD 1 vs Lands
Game one: I kept a hand that can call a mob of ten goblins. But Manamorphose had another plan because it gave me Goblin Charbelcher. Activated it two turns after, win.

Game two: I was lucky in this game because the opponent forgot to include Glacial Chasm in his seventy-five. It could have been his MVP in this round. I had no answer to it. Lucky me!
 
RD 2 vs Yorion DnT
Game one: I mulled one-less. Our first turns, him: Plains into Mother of Runes. Mine: Empty the Warrens for ten. No Batterskull came to his aid, won the race.

Game two: Opponent's drops be like, turn one Deafening Silence. Turn two Spirit of the Labyrinth. Turn three Recruiter of the Guard into Sanctum Prelate. Next turn Sanctum calling "four".  

Game three: My second to the last spell with floating seven red mana was Goblin Charbelcher. It met a Mindbreak Trap. Then Burning Wish into Empty the Warrens for eighteen goblin tokens. Win.  

RD 3 vs Yorion DnT 
Game one: I've been playing Belcher for years, if not a decade, and yet committed an unforgivable error. Wish grabbed Echo of Eons from the fifteen. Cracked Lion's Eye Diamond into flashbacked Eons in front of his Spirit of Labyrinth. I died a slow death from there. 

Game two: Mulled to six cards. Turn one Belcher. No Mindbreak Trap at sight - win.  

Game three: The opponent mulled to five cards while I kept a solid seven good enough to call ten, maybe up to twelve or fourteen depending on my draw/s, goblins on my first turn. The opponent opened the game with a Plains into Deafening Silence. I died another slow death there. 

RD 4 vs 4c Uro
Game one: Empty the Warrens for five. It met a Flusterstorm. Never recovered after that. Uro eventually won him the game.

Game two: "May the Force be with you." Force of Will and Force of Negation were with him.   

RD 5 vs Death's Shadow
Game three: Mulled one-less card and summoned the mob on my turn one. The Opponent had no answer and was not able to outrace the mob. Win. 

Q vs Yorion Death and Taxes
I only worry about three things: Thalia, Guardian of Thraben, Deafening Silence and Mindbreak Trap. So here's what I did. Turn one, Chrome Mox (exiling Manamorphose) into Tinder Wall - pass. The opponent's turn one: Plains into Deafening Silence. 

My turn two: brought down Goblin Charbelcher onto the table from hand. Cracked Tinder Wall for two red mana. Tapped Chrome Mox for another red mana. And discarded an Elvish Spirit Guide for green then pass the turn. Summoned a Lion'sEye Diamond on my third turn. Paid Thalia's tax with Chrome Mox. Win.  

Semis vs 12-Post
I mulled to five in our last game. A five-card hand that can call Goblin Charbelcher if I topdeck any of my artifact mana producing, except Lion's Eye Diamond. And pray that I'll activate it in a turn or turn after.

Unfortunately, he went first and opened the game with Forest into Pithing Needle naming Goblin Charbelcher. Empty the Warrens nor Burning Wish never reached my hand in time. 
 
Thank you for reading! Always stay safe wherever you are.


     

Monday, 13 December 2021

MODERN: BARAL GIFT STORM

Arcane South's Year-End Modern event
Pacita, San Pedro, Laguna
11 December 2021

Main deck 
2 Islands
1 Mountain
1 Snow-Covered Island
1 Fiery Islet
1 Riverglide Pathway
4 Shivan Reef
4 Spirebluff Canal
4 Steam Vents
4 Baral, Chief of Compliance
3 Goblin Electromancer
4 Opt
4 Serum Visions
2 Sleight of Hand
4 Manamorphose
4 Desperate Ritual
4 Pyretic Ritual
4 Gifts Ungiven
2 Past in Flames
2 Grapeshot
1 Empty the Warrens 
3 Remand
1 Repeal

Sideboard
3 Pieces of the Puzzle
3 Lightning Bolt
3 Mystical Dispute
3 Abrade
2 Aria of Flames
1 Empty the Warrens

RD 1 BG Deck (win)
RD 2 GW Heliod CoCo (win)
RD 3 Revolt Zoo (win)
RD 4 and RD 5 (id)

F: Belcher (win)

BG Deck 
The opponent had two Dauthi Voidwalkers out on the table. So taking the Gifts Ungiven-Past in Flames route is not an option. Good thing storm cantrips have scry in them. Scrying to the bottom hastened me to find Remand and Grapeshot. Grapeshot-Remand-Grapeshot, win. I summoned eight goblins tokens by turn three (or four) in our game two. And since a Voidwalker cannot block, and cannot outrace them, plus the opponent was not able to find any answers - I win in three turns.

out: 1 Repeal, 2 Sleight of Hand, 3 Remand and 4 Gifts Ungiven
in: 3 Abrade, 1 Empty the Warrens, 3 Pieces of the Puzzle, and 3 Lightning Bolt 

GW Heliod CoCo 
I faced the same issue in this round, main deck graveyard hate on-stick, Sanctifier En-Vec. Taking an Empty the Warrens route is also not a good option here because Heliod-Weaver can outrun them. So I won this round by doing Grapeshot-Remand-Grapeshot route in both games. 

out: 2 Sleight of Hand, 1 Repeal, 1 Opt, 1 Empty the Warrens, and 4 Gifts Ungiven
in: 3 Lighting Bolt, 3 Abrade, and 3 Pieces of the Puzzle 

Revolt Zoo 
The opposing player had a miserable game one because he kept a one-lander mulled to five hand. Storm played defensively in game two. I aimed all removals, Lightning Bolts, Abrades, and Grapeshot, to his creatures before aiming for the win two turns after.

out: 1 Repeal, 2 Sleight of Hand, and 3 Remand 
in: 3 Lightning Bolt and 3 Abrade 

Since the event only had five rounds, ID-ing the next two rounds was safe enough to guarantee myself a slot in the playoffs. 

No Quarters and SemiFinals happened. .

Finals: Belcher
Remand foiled his plan at one point. And when he was a turn away from winning, I topdecked a Gifts Ungiven. Win. 

As I was sideboarding, I remembered that some belchers do transformational into some type of Dredge deck. I carefully watched the opposing player for any telltale sign if he's on something like that. He took out probably three/four pieces from his box and swapped them with the same number of cards from the main deck. It seems like he's not doing what I was thinking. 

So I checked my sideboard, Abrades automatically stood tall amongst my fifteen. But, in my opinion, Abrades are useless in this match-up. Why? Because by the time belcher hits the table, you do not have priority yet to destroy it. The opposing player will get to activate it first then that's the only time you will have the chance to demolish it. So I brought in three Mystical Disputes instead. I took out two Sleight of Hands and one Empty the Warrens. 

I won game two because of two key decisions. (i) I used my counter spells to deny the resolution of his engine, Goblin Charbelcher.  And (ii) aimed for the win when he only had one card in hand, Goblin Charbelcher. Also in game two, the chain of spells was epic. Baral's ability plus Remand and Mystical Disputes actually served as my cantrips. 

It started when I used Repeal to bounce his Leyline of Sanctity. Then Past in Flames. Flashbacked everything in the graveyard. Recast Repeal this time for Goblin Charbelcher. Summoned my last ritual, stack without passing the priority. Counter it with my own Remand. Ritual returned to hand. Draw off Remand. Draw (Grapeshot) discard (another Baral copy) off Baral's trigger. Cast the same ritual. Stack it again without passing priority. I countered it with Mystical Dispute. Dispute resolves. Ritual got denied. Draw-discard off Baral's trigger. I double-checked the storm count, twenty-two. Cast Grapeshot. Target opponent. Announced storm trigger. Storm trigger resolves. Aimed every copy at him. No Stifle or Mindbreak Trap or anything to stop those copies from resolving, win!  


Thank you reading! 


. 


Tuesday, 30 November 2021

MODERN: MONO-RED BURN


Top Deck Games 
Modern League (Season 11)
October 2021 

Mono-Red Burn
Main Deck
7 Mountain
4 Arid Mesa
4 Sunbaked Canyon
3 Bloodstained Mire
2 Fiery Islet

4 Eidolon of the Great Revel
4 Goblin Guide
4 Monastery Swiftspear

4 Flame Rift 
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Skewer the Critics
4 Skullcrack
4 Searing Blaze 

Sideboard
4 Roiling Vortex
4 Relic of Progenitus
4 Smash to Smithereens
3 Ensnaring Bridge 
  
RD 1  Mono-Green Tron (win)
RD 2  UW Shark Control (win)
RD 3  Rakdos Tempo (win)
RD 4  Yorion Esper Control (win)
RD 5  Jeskai Prowess (win)
RD 6  Esper Chalice Control (win) 
RD 7  Blue Living End (loss)
RD 8  Esper Reanimator (win)
RD 9  Mono-Blue Merfolk (loss)
RD 10 UR Murktide-DRC-Pilferer (win)  
RD 11 Elementals (win)
RD 12 UW Spirits (win)
RD 13 Jund Ragavan (win) 
RD 14 Jund SagaVan (win)
RD 15 Hammer Time (win)
RD 16 RW Hammer Time (win)
RD 17 GB Elves (win)
RD 18 Dredge (win)
RD 19 Humans (win)
RD 20  *unable to play
RD 21  *unable to play
RD 22  *player dropped
RD 23  *player dropped

Q: vs. Elementals (win)
S: vs. Esper Reanimator (win)
F: vs. Spirits (win) 

RD 1 vs. Mono-Green Tron
Game one: The opposing player mulled to two cards in hand. Not a very good way to open the round but a win is a win no matter how it is. 

Game two is here. 

out: 4 Searing Blaze and 3 Lava Spike
in: 4 Smash to Smithereens and 3 Ensnaring Bridge

*I did not see much in game one. So I thought he's on like muscle tron or anything like that. That's why brought those Bridges in. 
  
*I took out three Lava Spike because I expected Chalice of the Void for one from him. So I'd rather have those three to cast bolt spells (Rift Bolt and Skewer the Critics) in hand than a useless duck.

RD 2 vs. UW Shark Control   
Game two: Two Skewer the Critics, and Eidolon the Great Revel were among the cards in my hand.  

I was trying to figure out what is the best route to take. Is it A.) attack + two Skewer the Critics dealing eight damages this turn or B.) attack and summon Eidolon of the Great Revel? 

I swung the Zendikar goblin to help me determine which route to take. Goblin Guide's trigger revealed Counterspell. Okay. With that, I summoned the red enchantment creature instead of calling those bolts in this turn.  

It looked like I made the right call because the opponent had no spot removal. Yes, he was denying the resolution of my red spell but, at the same time, he was taking two damage off the Eidolon the Great Revel's trigger. So mathematically speaking, he's only denying one point of damage per counterspell.

out: 4 Lava Spike
in:  4 Roiling Vortex

*This kind of deck fights burn with gain life, Chalice for one, Teferi, Time Ravaler (trying to deny you of whatsoever end of turn shinanigan you have in your sleeves), Solitude, Timely Reinforcement, Sunset Revelry, and Kor Firewalker are just some of the cards that I can think of. Hence Roiling Vortex. 

RD 3 vs Rakdos Tempo
I think all-in-all, my one-drop army only dealt six damages. Burn spells probably contributed nine. What really helped me to victory was his land drops. Fetch into shock taking two and dropping shocklands paying two life points for him to enjoy it immediately. 

out: 4 Skullcrack and 3 Goblin Guide
in: 4 Relic of Progenitus and 3 Ensnaring Bridge

*The deck has Kroxa, Titan of Death's Hunger and Lurrus of the Dream-Den so I think it is best to bring in those Relics of Progenitus. 

*Bridges were also there for some mid to late-game defense versus his army. 

*Took out three Goblin Guides because his deck has a ton of creature removals. Plus the opposing deck does not run that much land.
 
RD 4 vs. Yorion Esper Control 
Eidolon of the Great Revel, bolt spells, and Roiling Vortex's anti-life gain ability dictated the tempo of the game. 

out: 3 Goblin Guide and 4 Rift Bolt
in: 4 Roiling Vortex and 3 Ensnaring Bridge

RD 5 vs Jeskai Prowess
In our final game, my one-drop army took care most of the team's scoring load. I dedicated my bolt spells to his creatures.  

out: 3 Goblin Guide
in: 3 Ensnaring Bridge
 
RD 6 vs Esper Control 
I managed to win this round despite him summoning a turn-two Chalice of the Void for one. Here's how: (i) self-inflicted damage from his lands; (ii) Eidolon of the Great Revel's trigger, and (iii) Skewer the Critics not being one-drop spell. 

out: 4 Rift Bolt and 4 Searing Blaze
in: 4 Roiling Vortex and 4 Smash to Smithereens

RD 7 vs. Blue Living End
This is really a bad match-up for burn. Blue Living End's speed is way too fast for team burn to handle. 

out: 4 Searing Blaze, 4 Rift Bolt, and 3 Sullcrack
in: 4 Roiling Vortex, 4 Relic of Progenitus, and 3 Ensnaring Bridge
 

RD 8 vs. Esper Reanimator
Prismatic Endings took care of my early beaters while Chalice of the Void (on one) kept my Lightning Bolt and Lava Spike at bay. Luckily, Eidolon of the Great Revels, Skewer the Critics, and Flame Rift were there to finish what team one-drop army had started. 

out: 4 Searing Blaze and 3 Lava Spike 
in: 4 Relic of Progenitus and 3 Ensnaring Bridge

*I forgot to bring in Smash to Smithereens in this game. 

RD 9 vs Mono-Blue Merfolk
Team Mono-Blue had a Cavern of Souls and two Chalice of the Voids, for one (summoned on turned two) and for two (summoned on turned four) out on the table. I am a merfolk player myself so I simply conceded instead of wasting each other's time and energy.  

out: 4 Goblin Guide and 3 Skullcrack
in: 4 Smash to Smithereens and 3 Ensnaring Bridge
 
RD 10 vs UR Murktide-DRC-Pilferer
Game one is here. 

Game two: Damages off his lands helped me win the game.

out: 4 Skullcrack, 2 Goblin Guide, and 1 Skewer the Critics
in: 3 Ensnaring Bridge and 4 Relic of Progenitus, 

RD 11 vs Elementals 
RD 12 vs Spirits
There were multiple combat situations wherein I only attacked Monastery Swiftspear/s without any prowess triggers despite holding bolt spells because I opted to use those bolt spells defensively instead of aggressively. And it worked. Timing is king in these kinds of matches. Win. 
  
vs. Elementals
out: 3 Rift Bolt and 4 Lava Spike
in: 3 Ensnaring Bridge and 4 Roiling Vortex

vs. Spirits
out: 3 Goblin Guide
in: 3 Ensnaring Bridge 

RD 13 vs Ragavan Jund
While three Goblin Guides were doing most of the scoring load, the opponent was drawing bricks. And by the time he started drawing removals, it was too late because his life point was with two-bolt spells away. Flame Rift and Skewer won me the round.

out: 4 Skullcrack
in: 4 Relic of Progenitus 

RD 14 vs SagaVan Jund 
Game two is here. In the deciding game, my life point total was still at fourteen while he's at seven. 

The opponent retrieved his Lurrus from the companion zone to hand. And expected him to summon the 3/2 black-white cat on his next turn. But I was wrong. He called Wrenn and Six first unto the table first. Used Wrenn and Six's +1 ability. Picked a fetch from his graveyard - dropped and cracked it for Stomping Ground paying two life points (bringing him down to four) into Lurrus of the Dream-Den. Brought Mishra's Bauble back to life and cracked it targeting me. My top deck - Flame Rift. Win.

out: 4 Skullcrack
in: 4 Relic of Progenitus

RD 15 vs. Hammer Time
The player conceded because of a personal errand. 

RD 16 vs. RW Hammer Time
I was expecting some turn two or turn three hammer shinanigan but such did not occur. I took advantage of his slowness by killing his unequipped creatures with fire.  

out: 3 Goblin Guide and 4 Lava Spike
in: 4 Smash to Smithereens and 3 Ensnaring Bridge


RD 17 vs. GB Elves
I won game one. 

Game two was interesting because we ended up draw. How? Because of Flame Rift. I had no choice but to do it because if the opponent gets another turn, I'll be dead to his elven community.

Ensnaring Bridge was the MVP in game three because it single-handedly stopped the elven community from attacking. Win!

out: 3 Goblin Guide
in: 3 Ensnaring Bridge 
     
RD 18 vs Dredge
Game one: Early Creeping Chills plus Nacromoebas triggering Prized Amalgams were too much for my Goblin Guide and Lightning Bolts to handle.

Game two: The opponent had an opening Leyline of Sanctity. So I had no choice but to clear his board with burn spells then race for the win with red creatures.  

Game three: The opponent began the turn with an Arid Mesa into Sacred Foundry into Shriekhorn. NO LEYLINE OF SANCTITY! SWEET! 

The opponent amassed a great number of cards in his graveyard just turns after dropping Shriekhorn. On my turn, I summoned Relic of Progenitus and immediately cracked it as soon as it landed on the table giving him no room to respond. 

The opponent summoned another Shriekhorn and in two turns he was able to refill his graveyard. I topdecked another Relic of Progenitus. Summoned it. And cracked it as soon as it hits the table. After that second hate, the opponent was not able to recoup. I eventually won the game with Monastery Swiftspear plus bolt spells acting as removal for any potential blockers.

out: 4 Lava Spike and 3 Skewer the Critics
in: 4 Relic of Progenitus and 3 Ensnaring Bridge

RD 19 vs 5-c Humans
The opposing player conceded because of personal errands.

RD20 and RD21
I was not able to play my last two rounds because of personal errands.


Quarters vs Elementals 
Just like what I did in rounds 11th and 12th, I opted to use my bolts defensively rather than utilize them to power up my offense. Timing is king in games like this.

out: 4 Lava Spike and 3 Rift Bolt
in: 4 Roiling Vortex and 3 Ensnaring Bridge

Semis vs Esper Reanimator 
Burn spells and one-drop creatures did great but it was the trio of Eidolon of the Great Revel, Relic of Progenitus, and Smash to Smithereens who got me to the finals.

out: 4 Searing Blaze, 4 Lava Spike, 1 Rift Bolt, and 2 Goblin Guide
in: 4 Relic of Progenitus, 4 Smash to Smithereens, and 3 Ensnaring Bridge
 
Finals vs Spirits      
Game one: My hand on my last turn: two Searing Blazes and a land. I had Monastery Swiftspear on my table together with three lands. I checked his life points: nine then checked on his table: tapped lands and a Skyclave Apparition. 

I dropped my land. Fired my first Searing Blaze targetting the Apparition. Stack that spell. Prowess triggers. Then fired my second Searing Blaze. Prowess triggers anew. The opponent took six. 3/4 Monastery Swiftspears attacked. Win. 
  
Game two: On my last turn, my table had lands, creatures, and an Ensnaring Bridge. And I only had one card in hand. On his side of the table, lands and two Mausoleum Wanderers and a Supreme Phantom. Both life points were pretty low, mine was at two and his was at seven.

I thought I had control of the situation. But I was so wrong. He summoned Suspend targetting his Supreme Phantom. Then swung both of his 1/1 Wanderers for the win. Nice.   

Game three is here. 

out: 3 Flame Rift
in: 3 Ensnaring Bridge  
 

Thank you for reading!

Sunday, 21 November 2021

MODERN: MONO-RED BURN


Arcane South
Pacita, Laguna
Modern Event
20 November 2021 
    
RD 1  Elementals (win)
RD 2  GW Boggles (loss)
RD 3  GW Heliod (loss)
RD 4  BW Enchantments (win)
 
RD 1 vs. Elementals
The turning point of the game was when the opponent summoned a Force of Vigor using its alternate cost in an attempt to destroy Roiling Vortex. Vortex triggers, it dealt five. Then two Lightning Bolts finished him on his upkeep. Win. 

RD 2 vs. GW Boggles
Game three: The opponent had a turn zero Leyline of Sanctity. Then to cap it all off, he had a 9/9 first strike, lifelink, and trample Slippery Boggle.

RD 3 vs GW Heliod
The opponent mulled once. Then opened game three with two Leyline of Sanctity. As the game progressed, his army on him the game which was consisted of two Auriok Champions, Heliod, Sun-Crowned, and a Sanctifier en-Vec.   

RD 4 vs BW Enchantments
I won the round by 2-0. I used my bolt spells to keep his lifelink creatures at bay.  


Saturday, 23 October 2021

MODERN: Azorius Chalice Control


After many many days of no in-store events - finally! An opportunity to shuffle! I decided to sleeve Azorius Control instead of bringing Storm, Merfolk, or Burn deck. 

Azorius Chalice Control 
Paeng_Paeng
Arcane Arena
Pacita, San Pedro, Laguna 
23 October 2021

Main deck
3 Prismatic Ending
1 Engineered Explosives
2 Supreme Verdict
1 Vedalken Shackles
2 Spreading Seas
1 Rest in Peace
2 Fact or Fiction
4 Archmage Charm
4 Counterspell
3 Chalice of the Void
2 Baneslayer Angel
4 Spell Queller
1 Jace, the Mind Scupltor
1 Teferi, Hero of Dominaria
4 Teferi, Time Raveler
4 Flooded Strand
3 Polluted Delta
4 Hallowed Fountain
1 Steam Vents
1 Raugin Triome
1 Sulfur Falls
3 Island
1 Snow-Covered Island
1 Plains
2 Glacial Fortress
2 Celestial Colonnade
1 Riverglade Pathway
1 Field of Ruin

Sideboard
2 Force of Negation
1 Celestial Purge
2 Dovin's Veto
1 Rest in Peace
1 Disenchant
1 Dispel
1 Circle of Protection: Red 
1 Winds of Abandon
1 Spreading Seas
2 Narset, Parter of Veils
1 Wrath of God
1 Eidolon of Rhetoric
 
RD 1 UW Control (win)
RD 2 URw As Foretold (win)
RD 3 Mono-Red Prowess (draw)
RD 4 RUg Rhino Cascade (draw)
RD 5 Niv-Mizzet Bring to Light Deck (win) 

I know my list does not have Solitudes and Sharks so I simply replaced them with what I have. It turns out they did not disappoint me. 
 
RD 1 vs. UW Control
He who controls a Teferi, Time Raveler controls the game. 
The opponent summoned his on his third but got denied by Counterspell. The opponent was tapped out on my turn and the only spell that can halt my Teferi, Time Raveler from hitting the table is a Force of Negation - which the opponent did not have. Narset, Parter of Veils, Jace, the Mind Sculptor, and Teferi, Hero of Dominaria soon followed unto the table. The opponent simply conceded upon seeing a rare sighting of super friends on my side of the table. 

RD 2 vs URw As Foretold
Teferi, Time Raveler's static ability is a house. It single-handly kept the opponent's counter spells at bay. Also, Chalice for zero and one did a good job in controlling his tempo. 

RD 3 vs Mono-Red Prowess
The opponent should have won this one but had a misplay. On my table, I had lands (Plains, Riverglide Pathway, Celestial Colonnade, Glacial Fortress, and Hallowed Fountain) and a Circle of Protection: Red. While the opponent had the following: three Mountains, one Blast Zone (with two counters), and two creatures. I thought he would activate the Blast Zone but I was wrong. He tapped three of his lands, Blast Zone included, then summons Blood Moon. 

RD 4 vs RUg Rhino Cascade
I committed a huge misplay in this round. It was game two, at the end of the opponent's turn when I cracked my fetch for a Steam Vents. Then on my turn, I tried to resolve a Supreme Verdict. The opponent quickly pointed out that the card needed two white mana. 

RD 5 vs Niv-Mizzet Bring to Light Deck
I won 2-0. I committed another misplay here. The opponent summoned General Ferrous Rokiric. I checked the card, read it. Then checked my hand and saw Celestial Purge and Counterspell. I allowed it. And then tried to kill it with Celestial Purge at the end of his turn. And you know what, it has Hexproof from mono-colored spells. RTFC (Read the F*king Card).

That's all folks.

Thank you for reading.



Monday, 6 September 2021

MODERN: BARAL's WISH STORM


BARAL's WISH STORM
Top Deck Games: Modern League
5 August 2021 

RD 1 Jund DRC Monkey (win)
RD 2 RUG Hollow Vine (win)
RD 3 RG Squirrel Whack (win)
RD 4 UR Through the Breach (win)
RD 5 Yorion Niv-Mizzet Deck (win)
RD 6 Boros Burn (win)
RD 7 Affinity (win)
RD 8 Shardless Agent - Rhinos (win) 
RD 9 Izzet Prowess (win)
RD 10 Bant Toolbox (win) 
RD 11 Five-color Elementals (loss)
RD 12 Blue Living End (loss)
RD 13 Neoform Affinity (loss)
RD 14 Izzet Monkey DRC Murktide (win)
RD 15 Green-White Heliod Combo (win)
Quarters Trinket Vines (win)
Semis Elementals (loss) 
 

RD 1 Jund DRC Monkey
Midgame of game one, the opponent decided to tap all lands. It was the moment that I was waiting for. I started my last turn with a blue-red goblin followed by Wish then rituals. Wish for Past in Flames (from the sideboard) into reusing whatever instants and sorceries I have in the graveyard. Then re-cast Wish calling out Grapeshot off the sideboard for the win. 

The opponent had a strong start in game two. He was able to control my hand through discard spells; spot removals for my early bears; and Ragavan, Nimble Pilferer's exile ability was really annoying because it was eating a handful of key spells that I needed. The tide shifted into my favor when Gifts Ungiven resolved at the end of his turn. The home team never looked back since then. Win.

RD 2 RUG Hollow Vine
Game one is here. That was brutal. 

Game two is here. 

Game three is here. 

RD 3 RG Squirrel Whack 
Game one: I expected to see dray of squirrels plus an extra push from his Reckless Bushwhacker. Luckily, I only get to see the dray and no Reckless Bushwhacker. No extra push from the whacker means I am guaranteed with at least one more turn. And that one turn was all I needed to do my thing. Gifts Ungiven presenting him the pile. Ending the turn with Grapeshot for lethal.

Game two: In my last turn, after my draw for the turn, I had the following on the table: three blue red lands and my hand was: a bear, a land, Wish, two rituals, and a Manamorphose. I started the turn by summoning the bear followed by land-drop. Then test the water for any spot removal by casting Manamorphose first. The opponent let my hybrid card resolves. A clear indication that he's not holding any. 

Next were the rituals, then Wish. Wish for Past in Flames into flashbacking whatever I can from the graveyard before ending the turn casting the same Wish (this time with flashback) into Grapeshot (from the sideboard) for the win.

RD 4 Through the Breach
Two combo decks are about to collide in this round. One deck loves inundating the game with spells while the other loves to cheat into play its 15/15 pet. So I expected this is going to be a fast one. But I was wrong. 

Each game probably took twenty-five to thirty minutes to finish. The main reason, I think, was because the opponent switched from an anticipated combo mode to a control mode. I remember at one point during game one, I Remanded his first attempt (end of my turn, cast Through the Breach). If only he had tried it again in his turn, he could have probably taken game one. But instead, he elected to pass the turn and play defense. I cannot blame him on that because at that moment I had four open mana and he'll be needing his entire resources just to summon the red spell again. And if it gets Remanded for the second time, the opponent will just simply pass the turn and worst, he cannot play counterspells to stop me from executing my combo. 

So he simply pass the turn. At the end of his turn, I cast Gifts Ungiven. The opponent tapped two lands for Counterspell. In my turn, he countered my bear with another Counterspell. But because I have so much land on the table, I was still able to splice Desperate Rituals into another Desperate Ritual. Thus reaching the required number of red mana to execute Wish - Past in Flames - Wish - Grapeshot bearlessly.  

Game two: The opponent had a Chalice of the Void set on two counters. Good thing Aria of Flame came to my aid. It is going to be your best friend in this kind of situation. Turning your dead cards into bullets to your advantage. Win. 

RD 5 Yorion Niv-Mizzet Deck
Game one: I summoned Gifts Ungiven at the end of his turn trying to set up the tone for the win in my turn by presenting to him the basic gifts pile. The opponent decided to bin Manamorphose and Past in Flames. I untapped then draw for the turn. Summoned the blue bear in my first main phase, it resolves. Next was Pyretic Ritual. The opponent think about it for about a second or two but eventaully let it resolves. 

Then I cast a Desperate Ritual (splicing another Desperate Ritual) but the opponent responded with a Kaya's Guile (mode: exile graveyard and sacrifice a creature). This caught me off-guard. I reviewed my hand, table, and reassess the line of play I was taking before deciding my next move. I let his black-white instant card resolves. Desperate Ritual resolves giving me six red floating mana. On the table I still had an untapped one blue-red land. I summoned the remaining Desperate Ritual (storm count: five / mana: seven / untapped land: one). 

I checked his life: sixteen. Then I checked my hand: Wish, Manamorphose, and a land. I have not done my land drop for the turn yet. I decided not to do it yet because I wanted him to think that Wish is just a bait spell. 

So I cast Wish (storm count: six / mana: four red / untapped lands: one). The opponent simply gave a green light to it. This gives me an idea that probably he's not holding any form of an answer. After Wish, I did my land drop then Manamorphose (storm count: seven / mana: two red and two blue / untapped land: two). Manamorphose gave Grapeshot. Summoned it hitting him for eight. Then grabbed the other Grapeshot from the sideboard and hit him again for nine. 

Game two was long because the opponent was able to establish two super friends on his table, a turn two Wrenn and Six and a turn three Teferi, Time Raveler. As the game progressed, more hate cards came down at me. I actually had a misplay in this game. When he summoned Niv-Mizzet Reborn, I was holding a Remand. And I thought the opponent still had the Teferi, Time Raveler on his table. If only I was able to counter that, my mob of sixteen goblins could have outraced his board state. 

Game three: I saw a ton of creature spot removals and graveyard hate. So I decided to bring in Aria of Flames. The opponent did not draw an Abrupt Decay in this game. Win. 


RD 6 Boros Burn 
Game one: My life point total was already at single-digit when the opponent tapped all his lands. After drawing for the turn, on my table: four blue-red lands and my hand: bear, two rituals, and Manamorphose. The red-green card bestowed Past in Flames. Recycle all rituals and cantrips from the graveyard until I fish out Wish from the top of the library. Wish into Grapeshot, storm trigger on the stack. Remand the Grapeshot. Grapeshot goes back to hand. Resolved every storm copy of the Grapeshot. Then summoned it back to play for lethal. 

Game two: I was able to call a mob of thirty-two goblins off the Wish but still losses the game. How? Well, I was already down to eight life points when the mob came. End of my turn, Boros Charm you. Upkeep, Rift Bolt you. Down to one. Then he brings down Roiling Vortex. Upkeep, deals one to you. Deads. 

Game three: A mob of angry goblins outraces his burn army. Win.  

RD 7 Affinity
At one point in game one, the opponent tapped all his mana-producing resources, lands, and Springleaf Drum. This means he won't be able to call whatever removal he has in my turn for my bear. So I untap for the turn - dropped the bear in my first main phase - ritual - morphose - Gifts Ungiven then presented the pile with one red floating with one blue-red land available for me to use. The opponent opted Desperate Ritual and Past in Flames as the cards that will go to hand. Ritual then Past in Flames into recycling all instant and sorcery in the graveyard before ending the game with another pile with Grapeshot and another Past in Flames in it.  
 
Game two was a bit harsh because the opponent had answers to each combo attempt I make. So before committing to game three, I reevaluate my game plan. Thanks to the open decklist policy, I saw that the opponent had six to eight hate cards (six for graveyard and eight for bear). With this, I decided to bring in Aria of Flames.   

Game three: Aria of Flame, with the help of cantrips plus the defensive presence of Abrades, Lightning Bolt, and Remands, out grinds the robots.

RD 8 Shardless Rhinos
There's only one card in his main deck that I worry most, Force of Negation. The longer you stay in a game against a blue deck, the better for them because they'll have a lot of time and opportunities to get those Force of Negations not to mention those red removals for the bears. So in game one, I saw an opportunity to combo-off. This was when the opponent bounced Baral, Cheif of Compliance on my upkeep. 

I summoned the blue human-wizard back to the table. Dropped the land into a ritual then asked him if it will resolve. The opponent gave it a thumbs up without wasting a second. This made me think: is he reserving his Force of Negation for Past in Flames? Well, there's only one way to find it out - cast it. After a chain of spells, the inevitable play is now upon us. Me casting Past in Flames asking him if it will resolve. And to my surprise, it resolved. The opponent immediately conceded while a flashbacked Pyretic Ritual was on the stack. 

Game two: I lost this game because Endurance hit me hard, twice. I was able to answer his Rhinos (Repeal and Flame Slash) but it was really the Endurances's effects that really toss me out of my tempo.

Game three: After a series of upkeep-bouncing-bear, I think it was in my fifth turn that I was able to summon a mob of sixteen goblins. It gets me there in two swings. 

RD 9 Izzet Prowess
Game one: The opponent had a strong start. A first turn Dragon's Rage Channeler. A second turn Monastery Swiftspear plus Mishra's Bauble. Eventually, in his last turn, he opted to exhaust every land he had. Summoned Manamorphose into Stormwing Entity plus double Lightning Bolt then swung for seven pinning me down to four life points.

This is the perfect opportunity that I was waiting. Getting back the turn while the opponent is tapped out. I know that most of the Izzet Prowess builds do not carry Force of Negations in their sixty. So I took advantage of the window. I combo-off unmolested. Started with a bear then gifts pile. The opponent conceded when Past in Flames resolved.

Game two: I summoned a mob of fourteen goblin tokens early in the game. I won the race.    

RD 10 Bant Toolbox 
Game one is here. 
Game two is here.

RD 11 Elementals
Game one: The opposing deck had few removals in his main deck and, thanks to open decklist policy, I am aware that his set of Force of Negations and Endurances are still in the sideboard. So as soon as I the bear reached my hand, summoned it and combo-off. Win.  

Game two: For turns, I sculpted my hand into perfection but my combo-off attempt was blocked by Force of Negation. I had another shot on my next turn via Past in Flames. But in his turn, he summoned a Flamekin Harbinger to fish out Endurance and cast it on his turn making sure that I will have no graveyard in my turn. After this play, I started drawing bricks. In the end, his colorful army of elementals won him the game.    

 
RD 12 Blue Living End
Game one: My hand and table during my last turn were: hand: two rituals, Wish, and Past in Flames; table: Baral, Chief of Compliance plus six available izzet lands. I made my move by casting first Wish. After like twenty seconds, the opponent let it resolve. Then the rituals got the same treatment. But Past in Flames did not because it met Force of Negation at the summit. 

"Force of Negation on the stack," I said. Grabbed my sideboard and showed him Pact of Negation. "Pact of Negation your Force of Negation. Is it good sir?" I asked. My TSR version counter spell resolves. And combo-off unmolested. 

Game two: I had a good seven: three lands, Goblin Electromancer, cantrips, and a Gifts Ungiven. However, I drew bricks after turn two. I tried to turn the tide into my favor by summoning Gifts Ungiven at the end of his turn but got rebuff by Mystical Dispute. I never recovered after that. Shardless Agent into Living End. Return all the creatures from the graveyard to play. And swung all for lethal a turn after.  

Game three: The home team saw three Force of Negations and two Mystical Disputes. After that defensive masterful, the opponent unearthed creatures that had total power of fourteen. Two swings he got there. 

RD 13 Affinity
Game one: Neoform in an Affinity Deck. Wow! The simic card fetched Cratehoof Behemoth and gave its four friends a +5/+5 and trample. The same thing happened in the next game. But this time, the green beast gave plus +6/+6 and trample. 
 
RD 14 Izzet Monkey DRC Murktide 
Game one: I waited for him to use all his resources. It happened I think in his fourth turn when he dashed a Ragavan, Nimble Pilferer then use the treasure token to cast my newly nabbed Serum Visions. I dropped the blue bear then rituals into Gifts. Presenting him the pile and from there it was textbook execution. 

Game two: I was able to put Aria of Flame on the table while he only had one mana available. And slow-rolled my way to victory from there. Win. 

RD 15 GW Heliod Combo
Game one: I Remanded twice the entry of his key cards. And by the time Gifts Ungiven reached my hand, I immediately executed the combo.

Game two: The opponent mulled to five and had a turn three unlimited life (Heliod plus Spike Feeder). I know where is this heading. So I simply conceded to save time and battery. 

Game three: I summoned a mob of goblins. In the middle of the combo, I had the opportunity to add the Lightning Bolt in the storm count but I opted not to. My reasons: First for reach. Second, I'd rather use it to kill any of his crucial creatures: Spike Feeder, any of his dorks, or Walking Ballista. Two turns after, the opponent was trying to summon the enchantment god while there's an active Spike Feeder on the table. "In respond, bolt your Feeder sir". Win. 


Quarters: Trinket-Vines
Game one: I grabbed the opportunity to combo-off when the opponent opted to exhaust all lands. And since his build does not have any Force of Negations in his main deck, I took game one undisturbed. 

Game two: Facing defeat if I pass the turn, it left me no choice but to go for it.  I checked my cards in hand, table life point totals, and cards in the graveyard. My hand had: Grapeshot, Remand, Pyretic Ritual, and Baral, Chief of Compliance. Table: a Baral and five blue-red lands. Our life totals: him still above fifteen (I think) and mine within combat lethal. And graveyard: cantrips, a morphose, rituals, and a Past in Flames that was denied by a Swan Song turns ago. And for the opposing table: two untapped lands and three cards in hand.

So I made my move by firing Pyretic Ritual first. It resolves without hesitation. Then flashbacked Past in Flames. A second Swan Song greeted it in the stack. I summoned Remand in an attempt to nullify his counter. My Remand resolves; Swan Song returned to his hand; then draw off the Remand's resolution. I pointed to my blue bear then uttered a question, "Baral draw?". I did not hear any objection so I reiterate those two words but this time in a firm manner, "Baral draw". I expected a quibble but instead, an echo of what I just said, 'Baral draw', affirming the blue bear's trigger. So I went to draw a card (Remand) and discarded Baral.

Past in Flames still in the stack, the Swan Song reappeared for the third time trying to negate my Innistrad red sorcery card. I Remanded it for the second time. And since there's no more available land for his fourth Swan Song attempt, Past in Flames finally resolves. Recycled every instants and sorceries available until I get to lethal storm count. Win. 

Semis: Elementals
Game one: Thanks to Flamekin Harbinger, the opponent had an ace card against my main win condition route - Past in Flames. So I was forced to sculpt my hand into either Wish into Empty the Warrens or Wish into Aria of Flame or Grapeshot Wish Grapeshot. I opted to go with Wish into Empty the Warrens. I summoned twelve goblin tokens. But the mob was not enough because the opponent had an Omnath, Locus of Creation and a crew consisting of two Risen Reefs, Endurance, and a Solitude. Gain four every land drop and Solitude's lifelink ability were too much for my little green men to handle.

Game two: Here's what we had in my last turn. Life totals were: his at fifteen (or better I think) while mine was within combat lethal. On my table: three blue-red lands (I have not done a land drop for the turn) and two bears. And cards in hand were five (two rituals, Remand, morphose, and a land). While opponent had five lands, an Omnath, Locus of Creation, a Risen Reef, and an Endurance.

I started with a ritual. He tried to deny it with a Force of Negation (storm two). Both spells still in the stack, I responded with another ritual. Another Force of Negation tried to stop it (storm four). I tapped my remaining land for Remand targetting one of my rituals. Remand resolves (storm five). Ritual returned to my hand. Draw a card. Baral triggers. Baral trigger resolves. Draw a card (Grapeshot) discard a card. Dropped the land that I was holding into recasting the ritual (storm six). Then cast the red-green hybrid card (got my second Grapeshot off it) increasing my storm by one. Summoned the first Grapeshot for eight. Then the second one for nine. Win.

During the side boarding for game three, I was looking at Aria of Flames. Is correct to bring her in for pivotal game three? With four Force of Negations and a set each of Endurances and Solitudes, my chances of winning via regular routes are slim. So I decided to bring Aria of Flames in and hope for the best. 

Game three: In what could have been the last turn of the round, my hand: a Serum Visions and an Opt. The opponent's life point was at thirteen while mine was at eight. On the table, I had: an Aria of Flame with five counters on it with an available red and two blue floating. Team Elementals had a lot of lands, an Omanth, Locus of Creation, and a Risen Reef.

I brought Serum Visions to the table then trigger Aria of Flame. Aria of Flame resolves dealing six putting him from thirteen to down to seven life points. Serum Visions resolves, giving me a Desperate Ritual. Summoned the ritual, Aria of Flame triggers. Then the opponent responded with a Solitude giving him enough cushion to survive my Aria of Flame's assault. 

The opponent dropped Teferi, Time Raveler in his turn. Use it to bounce my red enchantment back to my hand. Gain four life points off his first land drop. And from there I did not recover. 
       
Before I end this post, my seventy-five. 


Baral's Wish Storm

Main deck
4 Baral, Chief of Compliance
3 Goblin Electromancer
1 Repeal
3 Remand
4 Opt
4 Serum Visions
2 Silundi Vision
4 Manamorphose
4 Desperate Ritual
4 Pyretic Ritual
4 Gifts Ungiven
2 Past in Flames
2 Wish
1 Grapeshot
4 Steam Vents
4 Shivan Reef
4 Spirebluff Canal
3 Island
1 Riverglide Pathway
1 Mountain
1 Fiery Islet

Sideboard
2 Abrade
2 Aria of Flame
2 Lightning Bolt
1 Flame Slash
1 Echoing Truth
1 Pact of Negation
1 Engineered Explosive
1 Noxious Revival
1 Empty the Warrens
1 Galvanic Relay
1 Grapeshot
1 Past in Flames

If I will play this deck again, I'll probably replace Galvanic Relay with Tormod's Crypt. 

Thank you very much for reading. 

Stay safe wherever you are!