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Sunday 26 June 2011

Jace, Memory Adept

Feeling Blue...
Monday saw the announcement of Jace, the Mind Sculptor's ban from Standard play. Over the past couple of weeks rumours have been building regarding new version of Jace, Chandra and Garruk in M12 based on the start of their names seen in the Japanese D12 trailer not matching their current naming structure. Whilst Jace, the Mind Sculptor being reprinted in a core set was an obvious impossibility, the idea of a new engine to work with that might be more rewarding than Beleren certainly caught the attention of blue mages everywhere. And then, as the week reached its end, we were put out of our misery...


Well, maybe not so far from misery just yet. Jace, Memory Adept has experienced quite a mixed response thus far, but it certainly seems the majority are negative. The initial disappointment is the cost. With his previous incarnations at 1UU and 2UU, the cost of 3UU shows us clearly that this Jace is a completely different card to approach. 4cc and below Planeswalkers generally see solid levels of competitive play working as core of a deck or as an engine to drive to advantage in the mid-late game. 

Jace's past and present.

Planeswalkers of 5cc and above have generally seen less play, unless they are either a reliable win condition (Gideon Jura) or utterly breakable in a specific format (Tezzeret the Seeker in Vintage). High cost Planeswalkers have, on occasion, made splashes into competitive decks, such as Liliana Vess sneaking into UB Control lists recently and Venser, the Sojourner seeing a surge in testing for the post-CawBlade era. Each successful end game Planeswalker has had at least 2 worthwhile abilities and a high starting loyalty. So how does Jace, Memory Adept stand against such company? 

How does Jace compare?

For the first time, Jace enters the battlefield and doesn't need to activate in order to survive a Lightning Bolt! 4 starting loyalty is solid enough to work with, and should the game be under your control (you ARE playing blue after all...) then he can prove to be a 2 for 1 at least, without activating. However, this assumes his abilities make him a target that needs to be removed.

Jace's +1 is a fair Jace's Erasure, essentially acting as Jace Beleren's -1 whilst not being utterly insane like Jace, the Mind Sculptor's 0 brainstorm ability. Currently, the mill 1 is largely irrelevant, but with Innistrad confirmed to at least have Flashback as a mechanic it is far from inconceivable that players would want to make themselves dump a card in an attempt to dig deeper (more on this later!). Overall, a solid ability to work with.
At 0 Jace returns to his roots by casting Glimpse of the Unthinkable. Whilst a powerful effect, especially in being so easy to repeat, it has no effect on the board. The inability to protect himself feels like a major weakness coming from the Mind Sculptor's -1 to Unsummon, and so the requirement of having control before starting to use Jace's 0 ability gives him a feel of being a win-more card. This has been a make or break rule for Planeswalkers in the past, but as time passes we increasingly encounter exceptions to the so-called rule. If Liliana can see successful play in UB Control right now without means of protection beyond the deck's own removal, I can't see this rule applying to a well supported win condition.


For his ultimate, Jace forces players of your choice to draw 20 for -7. Hmm. Whilst destined to make and break friendships around the table during a Commander game, Jace's ultimate feels a bit lacking in constructed, but the sheer strength of the ability cannot be ignored. The primary use of this ability is obvious, forcing the opponent to deck out just as his previous core set incarnation did. A powerful combo to utilize with this would be to follow up with the aptly named Jace's Archivist, but this is admittedly kitchen table stuff as maintaining Jace and an Archivist on the board leaves the combo easy to pick apart with removal.

I remember watching a feature match at GP Birmingham in which a Mind Spring for 10 was cast from a 6 card hand. At the time the very idea perplexed me, as no combo was being sought for. However, this brute force approach allowed him to carve a far superior hand to drive out of a stalemate and win the game. Mind Spring saw similar power play during the Jund era, but Blue Sun's Zenith has failed to repeat it's success in the CawBlade dominated format. I certainly don't believe Jace, Memory Adept would ever be played purely for his ultimate, but the ability to dig deep for a very specific solution or means to win the game is always nice when the mill itself won't be enough to win.

Draw enough yet?

In terms of power level, I'd put him on par with Venser, and possibly even Liliana. Solid abilities, but slow and requiring work to support. Innistrad's introduction to Standard will be the big test for Jace, as whilst the loss of Beleren, Valakut, Eldrazi and even Bolt will act in his favour, the set itself may force his abilities to be analysed once more. I suggested that his +1 could be used to dig 2 cards deep, his random mill acting much like Card Trooper and the like act in Yu-Gi-Oh! right now. If cards in your graveyard or retrievable, reusable or can be recurred then why not? Taking this a step further, could milling yourself 10 cards be better than milling the opponent in future standard? Consider the impact dredge had due to such future-shifted cards as Narcomoeba and Bridge from Below. Should any interaction remotely similar to this crop up in the next year, Jace could become a powerful engine in his own right. Time alone will tell how this one turns out, but for those wanting a real replacement for the Mind Sculptors, I'm sure Tezzeret and Beleren will happily oblige.

Dueling Network, Revived?!

DN Lives!

Well this has certainly been a memorable week. Starting with the good news, it seems that Dueling Network is live once more, and this is how:

That's right. By replacing the image of the card back with their own! This supposedly removes it from being the intellectual property of Konami. Time will tell if this lasts, but in the mean time it's definitely a tool worth using. The one colossal weakness to DN right now has to be the lack of ability to test out Xyz, so let's hope that will be worked in sometime in the near future as they become a relevant force in the TCG as well as the OCG.

Wednesday 22 June 2011

Fool's Gold and a falling Net

Due to an incredibly heavy workload this week I haven't been able to attend any events. Instead, I decided I'd make a brief couple of comments on the latest news in Yu-Gi-Oh!.

Gold Series 4 - The Original Series

Now that we've seen the full spoiler for Gold Series 4, it isn't hard to feel disappointed. Only one high demand, competitive Gold Rare (Doomcaliber Knight) and no Synchro reprints in sight? Looking closer at the set reveals what we all should have feared once the name was backed up by the included playmat designs...this set is entirely focused on the original series.

No Absolute Zero, Fossil Dyna or Kristya. They're GX cards.

No Brionac, Formula Synchron or Black Rose Dragon. They're 5D's cards.

As a result of this thematic design, we have been painfully deprived of many cards that are in serious need of reprinting to prevent the price barrier growing out of control. Thankfully, it does appear that the first wave of tins this year will each include 1 reprint monster that isn't currently legal outside of the US (The Shining? Wisel?), 2 rare and in demand monsters (Kristya and Fossil Dyna?) as well as 1 high demand spell card. Now, most spells currently played in the vast majority of decks have seen common reprints, special edition reprints and/or gold series reprints. Is Pot of Duality too much to ask for? In this game, probably. But hope remains!

The Fall of the Dueling Network

Unfortunately the inevitable has happened, and Konami has filed a DMCA on Dueling Network. Though not without its flaws, DN was a fantastic tool for deck builders to test out new ideas and prepare for big events by testing with friends. It seems now we'll all have to return to paper proxies, as the state of the current Yu-Gi-Oh! Online offering is still far from the overnight success of DN, and further still from the money making engine that is Magic Online. I guess we can hope that Konami take a few hints from the site's popularity, but I'm sure we all know the more likely outcome...

Monday 20 June 2011

MTG News - B&R Update

Today is a day that will be long remembered by players of the colour blue. Jace made an entrance to the game much like a hushed whisper. His powers were mysterious, his potential evident to but a few. In a format dominated by the destructive cascades of the Bloodbraid tribe the little mage decided to bide his time, carefully devising a means to conquer.

Last year I won my first real tournament when I won the Manchester Nationals Qualifier, and I did so with Jace at my side. I spent my day drowning out forests, swamps and even mountains, before calling upon Jace to seal my victory. By nationals I lost faith in the Mind Sculptor and decided to dabble in fire and lightning, a thrill of an experience that was as short lived as it was minimally successful.

This year, determined to make up for the error of my ways, I called upon Jace once more and qualified for Nationals yet again. However this time it pains me that Jace will no longer be welcome at the table once I reach Sheffield in August. I owe much of my success and enjoyment of Magic over the past two years to Jace, the Mind Sculptor, much as I did to Cryptic Command before him. Did Jace truly deserve his banishment? His strength is undeniable, but cannot be wielded by those lacking experience. Jace tests skill and patience, but the sheer number of players seeking the challenge of putting him to use simply could not be met by demand.

Can Jace be replaced? Will Tezzeret rise to power? Can anything overcome the might of Valakut? All I know is that Jace will be missed, until Extended season lets him return to competitive action. And until then, there's always Legacy!

Note - I have no sympathy for Stoneforge Mystic. She had it coming.

Thursday 16 June 2011

Wednesday Night Yu-Gi-Oh! - 15.06.11

Well this will be a short report! I prepared a nice and interesting Dragunity list for this week. Alas, the sideboard was a mess as I left it til last minute, and forgot to bring several key tools with me to build it on site!


Round 1 - X-Sabers - XOX
Interesting games, but my total lack of experience with the deck is my excuse for the horrendous mistakes I made. I lost game 1 on the back of synchroing into Thought Ruler Archfiend instead of Stardust Dragon when he clearly telegraphed having a set Mirror Force and not a third Dimensional Prison, and game 3 I forgot completely that Dragunity Dux has a continuous pump ability, which might have allowed me to seize the kill if I'd realised sooner. Not the greatest start to an evening.

Round 2 - Bye!

Round 3 - Plants - XOX
The first two games are fairly solid back and forth. When it came to game 3 I was too unfocused and easily distracted, and rushed to kill after a couple of turns of setting up. I glance at life totals, see 6000 and synchro into Trident Dragion for game, destroying all my backup utility...only to realise I was on 6000 and I hadn't dealt damage to him this game whatsoever. I realise I'm incapable of playing well today and call it a night.

*Drop*

Conclusion
Well this week was clearly a disappointment, but I did however enjoy the games I played. My crazily heavy workload recently amongst other things has prevented and real practice, and it does feel a bit meaningless to prepare with no definite major events to work towards pre-Librarian, and even pre-Xyz. I suspect I'll fall back into playing Junk Doppel in order to prepare for Librarian, whilst looking into working T.G. variants. It's quite disappointing to see Kristya still has no confirmed reprint for the near future, which along with Duality makes strong builds of Agents out of easy reach. It will be curious to see how Junk Doppel operates without it's easy Shining Quasar Dragon OTK strategy. I suppose time will tell.

Saturday 11 June 2011

Wednesday Night Yu-Gi-Oh! - 08.06.11

This week I ran a variant of Tengu Plants that top 16'd at the Italian Nationals tournament on the weekend. The main difference is the inclusion of the spicy Blackwing Zephyros the Elite tech that the OCG has enjoyed for so long now. This is the list I ran:

Main - [40]
[1] Gorz, the Emissary of Darkness
[1] Chaos Sorcerer
[2] Caius the Shadow Monarch
[3] Reborn Tengu
[2] Debris Dragon
[2] Lonefire Blossom
[1] Dandylion
[1] Glow-up Bulb
[1] Spore
[2] Card Trooper
[2] Effect Veiler
[2] Ryko, Lightsworn Hunter
[1] Sangan
[1] Blackwing - Zephyros the Elite

[1] Dark Hole
[1] Monster Reborn
[1] Giant Trunade
[2] Mystical Space Typhoon
[2] Pot of Avarice
[1] Mind Control
[1] Foolish Burial
[1] Book of Moon

[1] Mirror Force
[1] Torrential Tribute
[1] Solemn Judgment
[2] Solemn Warning
[1] Call of the Haunted
[2] Limit Reverse

Extra [15]

[1] Shooting Star Dragon
[1] Trishula, Dragon of the Ice Barrier
[1] Colossal Fighter
[1] Scrap Dragon
[1] Stardust Dragon
[1] Thought Ruler Archfiend
[2] Black Rose Dragon
[1] Brionac, Dragon of the Ice Barrier
[1] Iron Chain Dragon
[1] Ally of justice
[1] Magical Android
[1] Armory Arm
[2] Formula Synchron

Side [15]

[1] Mobius the Frost Monarch
[1] Neo-spacian Grand Mole
[1] Puppet Plant
[2] D.D. Crow
[2] Chain Disappearance
[3] Dimensional Prison
[3] Dust Tornado
[2] Bottomless Trap Hole

Round 1 - vs. Dark Debris Tengu - XOX

Close to a mirror match, with him running extra darks like Plaguespreader Zombie and Genex Ally Birdman to fuel a second Chaos Sorcerer and Dark Armed Dragon. In the first game I drew a relatively weak hand of creatures, Pot of Avarice and Monster Reborn. I attempt to make a comeback via Reborn and Lonefire Blossom into a tuner, but Solemn Warning put an end to it straight. Game 2 drew out to be quite a tense game, with swings back and forth before I eventually managed to take the game. The final game left me seeing little more than Effect Veilers and Limit Reverse, whilst my opponent beats down for turns with Card Troopers into raw beats with Tengu and Zephyros.

Round 2 - vs. Samurai - OXO

A relatively short first game allowed me to take the win by having answers to any problem that came up. The second game saw him explode with a powerful rush of special summons, with Hand of the Six Samurai dealing with my attempted defences. In game 3 I felt confident with my initial push, with Brionac allowing me to drop him to 2300 life points, but he managed a powerful comeback via Shi En to answer my dragon, leaving me to defend into enough removal spells to force past Shi En and push for game.

Round 3 - vs. Gravekeepers - XX

He starts off and sets a guy, 3 spell/traps and plays Necrovalley. My hand is mediocre, and though I hold off for a while I end up going on tilt at the end by forgetting to trigger Gorz in my hand, despite making sure to set up to use him as my last resort. The second game draws out, with him always having access to a Solemn when I attempt to force a Black Rose Dragon or Giant Trunade.

Round 4 - vs. Spellcaster Gravekeepers - OO

Having two losses I decided to play on for practice, but was granted a relatively straightforward game 1 in which Magical Dimension and Gravekeeper's Guard were pretty much the extent of what I saw before dropping Trishula, Scrap Dragon and the remaining Reborn Tengu. He starts off the second game in a far stronger position with a Necrovalley, which I suppose I should've expected but didn't. Unfortunately, he realised at that point that he'd left some cards in his deck box that should've been in the deck, which earned him a game loss.

Conclusion - 2-2

Another disappointing result this week, clearly showing my slipping focus and practice. The list ran ok, and several games following the rounds proved it can operate outstandingly, but it seems that I got the most unlucky chain of starting hands possible. Whilst I did enjoy the deck, it felt too slow and awkward for my style, very much how I felt about zombie plants soon after playing them at the qualifier a couple of weeks ago. At this stage I may try out a wildly different deck soon, likely Dragunity, just to gain more widespread experience in the run up to T.G. hyper Librarian's legality in 4 weeks time.

In the mean time, I need to:
Test against a stronger field of meta decks, particularly Gravekeepers!
Practice using stronger side boarding designs and techniques derived from testing results and recent trends.
And last but not least, I need to finally get a hold of a set of Puppet Plants!!!

Thursday 2 June 2011

Wednesday Night Yu-Gi-Oh! - 01.06.11

This week I opted to play a deck I always enjoy, though have never had the greatest of success with: Infernity!

Main – [40]
[3] Infernity Archfiend
[3] Infernity Necromancer
[2] Infernity Avenger
[2] Infernity Mirage
[1] Stygian Street Patrol
[1] Dark Grepher
[1] Armageddon Knight
[1] Plaguespreader Zombie

[1] Infernity Launcher
[1] Dark Hole
[1] Monster Reborn
[1] Giant Trunade
[2] Mystical Space Typhoon
[1] Allure of Darkness
[1] Reinforcement of the Army
[1] Book of Moon
[1] Foolish Burial
[1] One for One

[3] Infernity Barrier
[3] Infernity Inferno
[1] Infernity Break
[1] Solemn Judgment
[2] Solemn Warning
[1] Mirror Force
[1] Torrential Tribute
[1] Call of the Haunted
[2] Dust Tornado

Extra – [15]
[1] Trishula, Dragon of the Ice Barrier
[1] Dark End Dragon
[3] Hundred Eyes Dragon
[1] Infernity Doom Dragon
[1] Scrap Dragon
[1] Stardust Dragon
[1] Thought Ruler Archfiend
[1] Black Rose Dragon
[1] Brionac, Dragon of the Ice Barrier
[1] Gaia Knight, the Force of Earth
[1] Ally of Justice Catastor
[1] Stygian Sergeants
[1] Armory Arm

Side – [15]
[1] Chimeratech Fortress Dragon
[2] Cyber Dragon
[2] Thunder King Rai-Oh
[1] Neo-Spacian Grand Mole
[1] Puppet Plant
[2] Nobleman of Crossout
[1] Bottomless Trap Hole
[2] Dimensional Prison
[1] Dust Tornado
[1] Gottoms’ Emergency Call
[1] Hero’s Rule 2

Round 1 – Random Beats – OO
Both games were over incredibly fast, with complete Hundred Eyes Dragon looping in both games via Giant Trunade and carefully timed traps. Naturally drawn Infernity Barrier’s can be pretty useful in forcing through Infernity Archfiend’s tutor effect!

Round 2 – Blackwings – OO
Game 1 is very short and neat, with a nice Hundred Eyes Dragon loop enabled by my early set of a Barrier. In game 2 I fail to make a perfect loop by tutoring Launcher instead of Mirage when I hadn’t normal summoned that turn, but I managed to pull out two copies of Hundred Eyes Dragon and an Archfiend. In his turn he proceeds to use Smashing Ground, which I allow, a second Smashing which I negate with Barrier and then a Dark Hole which I negate with my last Barrier. Once the dust settled he cast Monster Reborn on my deceased dragon, removed a Gale from the grave and dealt with my remaining dragon easily. I draw out the game with blockers, with Avenger shining in that role, before finally piecing together an Infernity Doom Dragon to burn him out for game.

Round 3 – Gravekeepers – XX
Game 1 was over very quickly, as he locks me out of any plays easily. Game 2 drew out a fair bit longer, removal flying back and forth, including a hilarious Mirror Force activation on his Assailant and THREE Recruiters! He managed to draw into a vast amount of powerful spells and traps whilst sitting behind two Spies in the early game, resulting in me knowing he has a set Oppression and an active Necrovalley I have to answer to even try to win. I Dust his field spell, attempt a rush, using Barrier to answer Oppression, but Seven Tools leaves me losing over the next couple of turns.

Round 4 – Fabled – XOX
As you’d probably expect, this match is very dependent on who goes first, and seeing as he won the die roll he won the first game easily. I beat him down with Rai-Oh and Grand Mole in game 2, locking out any of his plays, but fell victim in game 3 to a starting hand consisting of Infernity Launcher and both copies of Infernity Mirage. A Morphing Jar flip and The Fabled Unicore later and the game was over.

Conclusion – 2-2
A relatively disappointing event, but not an entirely unexpected result in the end. I enjoyed playing the deck, but it’s far too easily disrupted right now, and likely easier still in future when priority leaves this game. I was quite surprised as to how weak Allure of Darkness and Plaguespreader Zombie proved to be, but a lack of testing made that a pretty clear oversight in rebuilding the deck. A casual game against a Miracle Hero variant after the event terrified me when I managed to loop with Hundred Eyes Dragon, setting 3 Barrier and a Break, only for my opponent to flip up Royal Decree. Maybe that card is worth trying out right now, with the excessive use that traps are getting right now in the post-Heavy Storm game state?

Manchester Yu-Gi-Oh! European Qualifier - 28.05.11

As expected, too little time to test left me sticking to my guns and running the deck I'd achieved most success with, Plant-Zombies, sticking to the same list I ran on Wednesday. The event was to be 7 rounds of swiss with no cut to top 8, and 9 qualifying slots for the European World Championship Qualifier.

Round 1 - Dragunity - OO
Both games started with him setting up with a Dragon Canyon, but I manage to handle his threats in both games, despite Red Dragon Archfiend proving to be more difficult to deal with than expected! I make a stupid misplay in game 2, missing an easy win and thus allowing the game to draw out to time. A Black Rose Dragon followed by a Spirit Reaper in time let me lock up the game thanks to the thousands of life gained by Thought Ruler Archfiend earlier in the game.

Round 2 - Samurai - XOX
A pretty typical matchup against Samurai made the absence of Puppet Plants in my sideboard a painfully clear weakness. In the first game he Shi En locks me on the first turn, and that's that. Game 2 he fails to go off and I manage to fight back and leave him top decking into Dimensional Fissure. Ouch! The third game leaves me with a monster clogged hand whilst he gets the nuts.

Round 3 - X-Sabers - OO
He started off with a seemingly solid back row setup, but it turned out much of it was a bluff, and after taking a few hits from Emmersblade I break through and wipe him out. The second game followed in a similar vein, power plays breaking through a lack of real or effective defences.

Round 4 - Quickdraw - OO
A very fast match, I start off with the nuts and swarm for fast wins in both games, whilst blocking his comeback with Warnings each time.

Round 5 - Debris Plants - XX
A deck check leave me stressing and worrying, whilst watching the good players around me ending their first games before we could even shuffle. We eventually start, and in both games he starts with good plays whilst I draw incredibly clunky hands with bad, mixed engine pieces.

Round 6 - Samurai - OXO
This proved to be quite a a tightly played match, and I was determined not to lose to Samurai a second time this tournament. His win was, yet again, down to an incredibly weak hand on my part and a Shi En for him. Both of my wins were a result of having more powerful individual cards that turn the tide faster than anything the opponent can manage.

Round 7 - Gravekeepers - XX
Well, I managed to get this far without facing the enemy, so I suppose it was inevitable that I give my opponent a bye this late in the tournament. Game 1 I died fast with a double Avarice starting hand. Game 2 was very drawn out, with answers flying back and forth whilst I tried desperately to break through his defences. I eventually try and fight back pushing with a Cyber Dragon, but he manages to top deck the perfect answer in a Cyber Dragon of his own, letting him defeat me with a clean shot from Chimeratech Fortress Dragon.

Conclusion - 4-3
I was certainly disappointed after going into the final match on 4-2, as I felt I could actually do well this time. Still, 4-3 wasn't too bad having only been back in the game properly for a couple of months. If I'd had the time to test properly, I likely could've pulled another win, but more importantly I might've made a different deck choice. As I mentioned in my last local report, the engines in the deck can on occasion conflict, and this tournament made that conflict painfully clear far too frequently for my liking. As Nationals is likely out of my reach, this could well be my last qualifier this season. I intend to try a few different decks over the coming weeks in the run up to Hyper Librarian's legality, so if anyone has any suggestions do let me know.