Monday, May 12, 2014

About Yesterday...

People liked the new Commander offering.  Paying P20 for a round/pod and earning five points or kills was and is easy to do.  As it turned out, it provided lots of fun times for the regulars at Padi's Point every Sunday.

The first person to win a pack (and an Opal Palace donated by Joey Hernandez) was Robert Flores.  It only took him three rounds or pods to kill five people and thus win a pack.  Following close on his heels was Kira Manaloto who secured the second pack of the day, helped by her 4-0 wipeout of a pod.  I was personally rooting for Portia Placino to be the standout player of the day especially when she was the first to eliminate someone with Bruna.  After that though she was closely guarded by the others which limited her effectiveness.
 
We were astounded by the support for this product/service.  Although only seven people participated in the three pods, there were other Commander players closely watching and cheering.  They were intrigued by the possibilities Robert's accomplishment represented: for sixty pesos he got a pack and an Opal Palace.  Better yet he still had a point leftover which meant that adding four more points would yield him another pack.
 
* * *
Modern wasn't such a good story.  In fact, we didn't push through with it as no one showed up.  We didn't know whether this was due to a lack of information dissemination and a poorly conceived prizing scheme.
 
Despite the failure, it only fueled our motivation to get it right next Sunday.
 
* * *
Draft, too, was another missed shot.  Like Modern a couple of people showed up but that wasn't enough to get a sanctioned tournament going. While the prizing scheme was attractive (one pack per win) and the cost was lower (550 pesos), the dearth of promotion activities doomed it.

Maybe replacing this with Pack Wars would be better.

* * *
Standard was an absolute hit.  We had thirty players.  Lucky for them, our generous sponsor Comic Quest provided Mana Confluence in a raffle.  Jorrell Ang won the highly coveted card and it led to people asking if there would be more surprise rewards in the future.  Knowing our home store, the answer was a definite yes.


Friday, May 9, 2014

So we've announced the addition of three new formats to our Sunday offerings.  There will be draft, whether it is an 8-man or a pack war sort of thing.  Also, Modern will take its rightful place beside Standard as the flagbearers of Magic competition.  Lastly, Commander will move out of the fringes and assume a more prominent place.

Hopefully these new wrinkles will revitalize the community and attract members.  Even if they don't pan out, we won't regret trotting out stuff that we feel gives fun experiences to our people.

Wednesday, May 7, 2014

More Tournaments and Formats

I would love to do more tournaments and experiment with new formats. If I am an event organizer worth his salt, then I should be willing to make mistakes as long as I learn from them.  It is time to shake up the scene and there is no one else better qualified to do the job.  (That's because I am shameless and stubborn.)

Sunday, April 20, 2014

Anniversary

After I created an event on Facebook for Easter Sunday, I realized that a year had passed since I took on the role of tournament organizer for Comic Quest.  It was a moment that served as a reminder of where and when I started especially since I never expected to survive beyond the first month.  I had committed several mistakes that could have spelled the end but through it all the community of players stayed with me.  They were the reason I endured the difficulties and hurdled the challenges.

Sunday, December 29, 2013

Letter to Santa

Dear Santa,
     I think that I have been reasonably well-behaved this year so I can ask for a couple of things from you, right?  Great!  Here they are in no particular order (and yes, they're all Magic-related):

     1.  A truly competitive Event Deck.  I don't mind paying close to two thousand pesos if something is as good as it's advertised.  So far, none of the offerings have any power so they sit on shelves gathering dust.  Please don't waste this opportunity to do something great as a lot of people want to get into competitive Magic but they can't because products like an Event Deck don't deliver as promised.  Use one and you'll get walloped at your FNM.

     2.  Enough supplies of Commander products.  Despite announcements saying that more were printed this time, the sad truth is that the format's players were unable to get their hands on the goods.  Worse, the stores sold them with huge price spikes.  In the end, the rich got richer and the poor got poorer.

     3.  Not just a Grand Prix but an annual Grand Prix.  I don't know why the DCI took away the one elite tournament we all looked forward to especially in the light of Wizards' decision to increase the number of Grand Prix events.  What I want to know is how we can get it back and fast.  And better than it was before.  Please bring this back!

     4.  More coordination among the stores and tournament organizers.  In the lingering absence of a Grand Prix, the local scene should gather together and put up something to equal what was lost.  The Sparta Cup this year was a good attempt.  But what I want is in the order of a Starcity Open Series and the Invitational.

     5.  Less bickering.  Instead of fighting each other, we should be doing more to make the game's atmosphere, its culture really, as classy as possible.  No one wants to deal with crass and impossible people.  Let's elevate not just our skills but also our tolerance for differing points of view and unique personalities.

     6.  An Asian Championship.  This one's a bit of a reach but I think it can be done.  We should really promote the game among ourselves in the region and not just look up to American or European pros all the time.

      I think this is enough for now.  I know you got a lot on your plate.  But if you do this, I'll be grateful not to mention excited for the year ahead.

Yours truly,


Monday, November 25, 2013

Seafood Anyone?

     Last Sunday I played a Simic deck fondly called "Seafood" in the Standard Pauper event:

4 Shambleshark 
Fish and Crab = delicious fun!
3 Battering Krasis
4 Nessian Asp
4 Rumbling Baloth
4 Frilled Oculus
4 Drakewing Krasis
3 Crocanura
4 Cloudfin Raptor
4 Hydroform
4 Bioshift
4 Simic Guildgate
11 Forest
7 Island

     People were amazed at how it functioned.  Shambleshark and Cloudfin Raptor were world-class beaters coming out on turns 1 and 2.  They pressured the control strategies cropping up in large numbers recently.  With Crocanura, Frilled Oculus, and Drakewing Krasis serving to evolve them on successive turns, opponents were overwhelmed with the swarm strategy I employed against them. Rumbling Baloth and Nessian Asp were evolve-enablers as well as being credible threats from mid to late game.

     If the opponent decided to kill my creature with the most number of +1/+1 counters, I could just transfer the counters to another with the flexible and powerful Bioshift.  In fact, one of my favorite tricks was to make
Where's toilet paper when you need it?
the Asp monstrous and then transfer the four counters to a Drakewing Krasis.  Also, if my enemy had a guy with counters i.e. Wingsteed Rider, I could transfer those to somebody else, thus, messing up his combat step.  Then there was Hydroform which could serve as removal but most often inflicted three damage or got sacrificed to Celestial Flare or Devour Flesh.

     Although I won several matches, the deck could stand some improvements.  Battering Krasis was so-so and Crocanura was too defensive for my purposes.  I could replace them with Beetleform Mage and Frostburn Weird.  The Mage is another pump-able creature and the Weird helps my critters evolve.  Countermagic like Negate or bounce spells like Disperse could replace Hydroform to boost the deck's defensive speed against Crypt Incursion and enchantment heavy strategies.

      Going forward I would use something like this:

4 Cloudfin Raptor

4 Shambleshark
4 Frilled Oculus
4 Drakewing Krasis
2 Beetleform Mage
2 Frostburn Weird
4 Rumbling Baloth
3 Nessian Asp
4 Bioshift
2 Dispel
2 Negate
3 Disperse
4 Simic Guildgate
10 Island
8 Forest
Sideboard
2 Dispel
1 Disperse
2 Frostburn Weird
2 Annul
4 Essence Scatter
3 Sensory Deprivation
1 Fleetfeather Sandals
    

Monday, November 18, 2013

Speed Kills

While my pauper Boros was winning and serving as the perfect gauntlet for my other deck ideas, it felt slow and unwieldy. I believed that I could make it go faster by adding a turbo button, namely, this musclebound fellow with the eight-pack abs: 


However, that meant triggering his heroic ability to the max and Boros as I had built it only contained dudes and burn spells.  The solution was to use Martial Glory and for a while I tried it out.

It still didn't feel fast enough.

I needed another one-drop.  More importantly, I had to make sure that it wasn't a dead draw in prolonged games.  I searched Gatherer and came up with this: 


The issue with the card was that I would have to replace awesome creatures like Daring Skyjek, Azorius Arrester, Master of Diversion, and Calvary Pegasus.  On the other hand, the best thing about it was the combo with Akroan Crusader spitting out dudes which would in turn pump it.  Titan's Strength and Madcap Skills were the two primary candidates for triggering heroic and avoiding or surviving blockers.

I continued to look for red creatures on Gatherer.  When I found them, another epiphany hit me.  I would have to lose the white and concentrate solely on small, red creatures and direct damage spells.  In other words, I had to design a Sligh deck, focusing on the mana-curve above all else.  It was 1996 all over again.

After several days of testing and reworking my original ideas, I ended up with this list:

The Return of Sligh
4 Foundry Street Denizen
4 Akroan Crusader
4 Gore-House Chainwalker
4 Deathbellow Raider
4 Goblin Shortcutter
4 Rakdos Shred-Freak
3 Riot Piker
4 Dragon Mantle
4 Madcap Skills
4 Titan's Strength
4 Lightning Strike
17 Mountain
Sideboard
4 Shock
4 Frostburn Weird
4 Act of Treason
3 Rubblebelt Maaka

17 lands were sufficient as two Mountains enabled my deck to operate efficiently.  Gore-House Chainwalker was a 3-power threat for 2-mana.  Deathbellow Raider survived Shock and Pharika's Cure, some of the more common and cheaper answers in the format.  Goblin Shortcutter helped messed up the opponent's combat math.  Rakdos Shred-Freak was sort of Shock on a stick.  Riot Piker's first strike countered Ethereal Armor.

Madcap Skills, Dragon Mantle, and Titan's Strength combined to trigger Akroan Crusader's heroic ability and buffed the other creatures as well.  One of my favorite tactics was to cast Titan's Strength on the Crusader during upkeep to produce a 1/1 red soldier token with haste and to scry 1.  In my main phase, I would then cast Dragon Mantle on the Crusader to get another token (hopefully pumping a Denizen twice in the process) and then draw a card.  Very efficient.  Very deadly.

Lightning Strike was almost always for reach.

As to the sideboard, Shock was additional reach for control strategies and removal in a pinch.  Frostburn Weird defended against mass removal effects like Shrivel or Electrickery and provided a mana-sink.  Act of Treason answered decks with huge threats like Nessian Asp or a creature attached with Ethereal Armor and other auras.  Rubblebelt Maaka was a red Giant Growth to bolster damage capacity as well as deliver the finishing blow.

Last Friday I took down an 8-man tournament with the deck.

The opening round pitted me against Bant Hexproof.  I quickly assembled an army of 1/1's in game one and swarmed my opponent relentlessly.  He kept a questionable hand in the second game and failed to stem the tide of weenies I sent his way.  So far, so good.

Next up was a mono-red concoction centered on Two-Headed Cerberus.  I was familiar with it because I flirted with the concept myself.  In the first game, he wiped out my board by overloading Electrickery and pointing Shock at my Deathbellow Raider but I saved a Crusader with Titan's Strength.  During my turn I enchanted it with Dragon Mantle to rebuild my forces and dig into my library.  My opponent launched a counterattack with Cerberus but I killed it when he was tapped out.  He succumbed eventually to my horde when he didn't draw another Electrickery.  The subsequent game was nerve-wracking because he eliminated the men that I turned loose on him.  Worse, my Riot Pikers were forced to attack and died to a tough blocker in Frostburn Weird.  Out of gas, I defended myself from his mutant dog by topdecking a burn spell each time he cast them.  Frustrated, he swung for thirteen points of damage but since I was still at a healthy twenty life all it accomplished was empty his hand and tell me that he didn't have cheese for my face.  I won by drawing and putting more creatures on the battlefield while he drew nothing but lands.

The last round was versus Selesnya, normally a challenging strategy with Ethereal Armor, lifelink, and big, green monsters.  I lost game one when my opponent gained a ton of life with Centaur Healer and Nylea's Disciple who were both bestowed with Hopeful Eidolon.  It was impossible to race him so I conceded.  Game two he played three guildgates in succession and this allowed me to inflict plenty of damage.  I then cast Goblin Shortcutter on successive turns to prevent him from blocking my creatures with Madcap Skills.  The deciding game hinged on my decision to burn a Voyaging Satyr early on.  By doing so, I made him stumble on mana which stranded four Nylea's Disciples in his hand.  He worked hard to stem the bleeding but a pair of Goblin Shortcutters circumvented his efforts.

After the tourney, people remarked on the deck's quickness, how it applied pressure on turn one and never let up from that point onwards.  I smiled in response because it meant that I had achieved my goal of constructing a deck with blistering offense.  It also proved my belief in the age-old adage that "Speed kills."

Indeed.