About
Pierre Dagen
Age:25
Works as a buisness consultant in the field of public health.
Likes: Magic, Contemporary Arts, Electro Music, Travelling in the Middle East, Tennis, Kick Boxing, Drinking, Poker, Series.
In magic, played in 4 PT, got three GP top 16 and 1 top8
2nd Pro Tour Dublin 2013
More Posts (7)
Part 1- Preparation and Day 1
Hi peeps,
This Food for Thought will be somewhat different from the
others. See, I usually enjoy discussing a topic of general
strategy, and elaborate (and elaborate, and elaborate, and
elaborate a little more) on it, usually deploying walls of
numbers to determine what the theory should be. But not this
time: this time, practice has to rear its ugly head. So, this
will be a report of my trip to Dublin and an attempt at
drawing a few lessons from Team Revolution’s success. As I
went into a lot of details, it will be a two part report. Here
we go.
Part 1 – where the author does not have what it takes:
I have good news for all of you that never even attended a Pro
Tour: I was a terrible player when I started. So were you, and
so was every Hall of Famer. If you like reading stories about
Magic’s greatest players, you might be under the impression
that it all comes easy to the lucky few. Even in that Pro
Tour, Kamiel Cornelissen made it to the quarterfinals with his
“Pre-release Red” deck, not having tested the draft format
whatsoever. Yeah, right. How many Planeswalker Points does he
have? About 32000. I had some fun (well, I mean, my own kind
of fun) computing how many matches that represents, and I got
to the conclusion that Mr. Cornelissen played about 4000
official matches in his life. Which means that, even
dismissing the time he spent testing, cube-drafting, or
playing on magic online or whatever, and assuming that a
regular match takes about 35 minutes, he has been playing for
about 2350 hours in his life: that is over 3 months at the
table. Given that most competitive players spend more time
playing in non-official matches, we can easily double that to
6 months straight spent playing Magic. So I think his
preparation for the Pro Tour was actually quite decent.
The legends about people having a sick gift that would allow
them to crush any tournament with no preparation are exactly
that: legends. And unless you have already spent half a year
of your life doing nothing else than play Magic, you have no
proof that you are less talented than one of the greatest
players in our game. Even though you are probably not.
But back to my little self. So, when I started playing, I was
quite bad. I got the rules quite fast, but I suffered from at
least three major weaknesses:
A. I was unlucky
B. I was creative
C. I was a jerk
You might think that I am kidding, but I am not. Let me
explain:
A. I was unlucky: I was not. But I thought I was. And the same
is true for everyone. You cannot be unlucky if you play on a
regular basis: at some point, variance will be written off by
the simple volume of games you play. Yes, you can get lucky in
a given tournament (like, say, PT Dublin). But not in the long
run. So, when someone tells you “I am too unlucky to make it
to the big stage” what he is actually saying is “I do not try
to improve my games because I would rather think that it is
all out of my control, which is why I never got good enough to
earn a spot on the Pro Tour”. And I said that a lot.
B. I was creative: I was not. But I was pretentious. I always
came to tournaments playing my own brews, convinced that I had
found the perfect deck that no one else had. It is not that it
is impossible: but it requires a lot of time, a deep
understanding of the format, and great players to discuss your
build with. I did not have any of those. Looking back, I think
it is pretty cute that I was convinced I could break a format
with my tiny little arms when all the pros in the world could
not. Yeah, I often use “cute” for “dumb”.
C. I was a jerk: I was. See, the best players I knew back then
were the French PTQ grinders. They had one thing in common:
they were unpleasant, rude, occasionally dishonest
rule-lawyers. So I figured that was the way to get there. But
they actually had another thing in common: they were PTQ
Grinders. This means that they played a lot of PTQs, but did
not win too many. So, I guess I did not pick the right role
models when I started. I often hear Pro Tour first-timers say
how happy they are coming to the Pro Tour and realizing that
most opponents are really nice. Most people assume that this
is because they have nothing to prove now that they made it.
Actually, I am convinced that it often works the other way
around: being a pleasant opponent in the first place helps you
build a network of really good players that are eager to help
you join them at the top level. Think of it this way: would
you rather share a room with that nice guy you beat in the
finals of your PTQ, or with that other guy who bad-mouthed you
after he mulliganed to five in the semis? Well, the top pros
are no different.
In my case, I was lucky enough to meet Jean-Julien Zeil, one
of the most popular and active members of the French
Community, at my local shop in Paris (Troll2jeux). He offered
me a spot in the testing crew he had just created (which was
called team AYPPABTU, for “All Your Pro Points Are Belong To
Us”). And I finally got to play with better players, who
partially got me rid of the three weaknesses I mentioned.
So, five basic takeaways based on my experience as a
not-even-decent PTQ grinder:
1. Play a lot, like Kamiel did.
2. Never blame luck, because luck will not listen.
3. Do not be pretentious; give the net decks some credit.
4. Never, ever be a jerk. Not because it is bad, but because
it goes against point 5.
5. Find a team. Any team.
Part 2 – where the author joins the Revolution:
Let us move forward. I finally got to play a few Pro Tours,
got a GP top 8 in Bochum 2012, and was even awarded a
Sponsor’s Exemption for PT: Gatecrash in Montreal. The topic
of Sponsor’s Exemptions is a controversial one, so I will just
say this: I do not think that Sponsor’s exemption were a great
idea, since it was the only spot on the Pro Tour that did not
have clear-cut criteria. But I did feel like if five people
had to get a spot, I deserved to be one of them based on
results. Anyways, I got to meet the core of Team Revolution
(which did not have a name yet) in Canada, and even though I
did not play to the best of my abilities, I think we did a
decent job. More importantly, we got along really well and
that week in the snow left me eager to come back into the mix
for another Pro Tour.
So, when I won PTQ Lyon, I instantly joined the Facebook Group
and started making plans for our testing. I will not bother
you with travel arrangements, but I would like to emphasize a
few things I learned about teams.
A. Having an identity is more important than it seems. We
never bothered with a team name until Melissa suggested that
we send our information to Lauren Lee (Her Blog). After we
picked a name – and even though they rejected “ Team Bananas”,
which still haunts me at night-, we went from being a testing
crew to being a team. Maybe it is just me, but I felt like
that was a powerful motivational tool to see yourself as an
ambassador for your team, especially when your team has big
names like Raphael, Melissa or Guillaume in it.
B. Having a team manager is huge. If you ever tried gathering
ten magic players to go to a restaurant after a GP, you know
what I am talking about. Discussing a match-up, a bad play or
how sexy Olivia Wilde is seems much more entertaining than
booking a hotel. But at some point, you will need a bed and a
roof. So, having some serious guy taking charge goes a long
way. For us, we had James Searles (who did not actually play
in the PT but came to support the team) who basically made
sure we stayed focused and coherent, but I guess having a
rock-solid player could do the trick as well. Anyway, make
sure someone is in charge.
We decided to meet in Dublin two weeks before the event, even
though some of us arrived a bit later due to work obligations,
and the testing began. I would love to tell you about our
testing process, but we did not have any: we just jammed a lot
of games, discussed how we felt about the formats, and played
some more games. That is quite disorganized indeed, but I
think we still did a good job. First, we did not only play,
but also shared our conclusions, which is incredibly
important. If you do not do that, you only get some numbers in
(deck A won 10 to 8 against deck B), and that is close to
useless because a- those are subjects to variance and b-the
rest of the team does not learn anything about how the
match-up plays out, which cards are important… And that is
what testing should be all about. Second, that process let us
decide how we wanted to organize our timetable. And this is
actually very important: we do not all have the same needs,
and it is crucial that everyone can keep a good balance in his
life during those two weeks. For example, I really wanted to
practice my kickboxing since I tend to get nervous and
irritable when I do not do any sports, and I got to do that
every day. Poker and Chess champions take the physical
preparation into account, so I do not see any reason why we
should not do the same.
Part 3 – where the author hesitates to make waves:
In standard, we started with the idea that Esper was the
obvious best deck, since it had been so dominant in the block
format. With that in mind, we quickly moved away from every
non-Esper Sphinx’s Revelation deck, since they flat out lost
to Esper.
Before trying the obvious aggro decks, I spent a long time
working on a Jund decklist that made use of Sylvan Caryatid to
deploy powerful threats like Desecration Demon, Chandra,
Pyromaster and Rakdos Return. The idea was to build a stock,
midrange, rock-like deck to see how legitimate that approach
could be and possibly discard it (which is pretty close to
Guillaume’s approach of testing the weaker-looking options
first). Obviously, I had some troubles figuring out the
correct ratio between threats and removal. But more
importantly, I ended up finding out how underwhelming Sylvan
Caryatid really was: not only did it make Esper’s Supreme
Verdict more efficient, but it also prevented you from playing
Anger of Gods, making it really hard to defend the early game
against Mono-Red and other swarm decks. All in all, the
midrange builds all felt like they were 45/55% against the
field. At that point, we decided to move away from those
without wasting more time testing their sideboard. In all
fairness, that might have been a mistake since most of the
teams that ended up playing those decks reported that they
sideboarded incredibly well against every match-ups.
Anyway, our testing field soon evolved into a Green Aggro VS
Esper contest. And in this game, I really liked Green Aggro’s
chances: we had “Danny” Boon Satyr before the rest of the
world did, but also Skaarg Guildmage as a potent mana sink for
Gruul. Overall, one week into our testing, I was pretty much
sold on playing a version of Big Gruul which did not play
Sylvan Caryatid but ran Xenagos, the Reveler and Domri Rade as
powerhouses against control, while relying on a full set of
Polukranos, World Eater (and 0 Mizzium Mortars for
consistency) to beat aggro. Basically, the deck beat
everything we were throwing at it. On top of that, it was not
a deck we liked in the first place (Raphael loved GW, I really
wanted Jund to work and Guillaume never seriously considered
playing a deck without Sphinx’s Revelation in it). So we were
pretty sure that we did not overestimate the results the deck
was putting.
At that point of our testing, two important things happened.
First, we got the results of the second StarcityGames Open.
Basically, it was exactly what we did not want to see: green
aggro decks all around, and not a single Esper (our best
match-up) in the top 8. That was terrible news for us: if we
still wanted to play Big Gruul, we would need a much more
mirror-oriented version (Skaarg Guildmage is just embarrassing
there), which meant that we would probably not even beat Esper
anymore. Even worst, we would need to play the “guess what”
game after sideboard. That infamous game is what happens when
everyone comes to an event with a sideboard dedicated to
beating the creature mirror: there are a lot of sideboard
techs available, and it is really hard to predict which one
your opponent decides to run. But fighting Unflinching
Courage, Mizzium Mortars and Wasteland Viper (yeah, Wasteland
Viper) at the same time is pretty hard, so you usually have to
make a not-so-educated guess. I do not like that. As much as I
loved our Wasteland Viper + Polukranos, World Eater combo out
of the sideboard, that metagame shift hurt my confidence in
our deck a lot.
On the same day, Jeremy Dezani and Guillaume Mauger joined us
to test some more. They brought Antoine Ruel’s UB devotion
decklist, an awkward looking deck featuring a lot of cards I
did not even like in draft (Omenspeaker, Judge’s Familiar). We
had a good laugh about it, until they crushed every green deck
from our gauntlet. Once again, I think that me having a hard
time respecting the deck is actually one of the reason I ended
up playing it: I took my lovely Gruul deck and decided that I
was going to prove them wrong. I tried really hard, but I did
not. Despite winning a few games, I had to admit that our
well-tested list struggled really badly against their
prototype of a deck. And it got even worst after they realized
that mono-U was just better.
Those two factors combined led us to give the deck a spot in
our gauntlet: it worked way better than it looked, and it was
obviously very well-positioned in the new metagame. I still
did not want to play it at that point, but it was clearly a
playable deck. The next day, I decided that since everyone
would focus on beating green decks, it was time to join the
Esper Control bandwagon. I played the deck against, well,
everything, with decent results. But after discussing the
games with the team, we came to the agreement that Esper never
lost to creatures (well, except against mono-red) but only to
non-creature threats. That was why Red-Green did so well
against it: playing Domri Rade, Xenagos, the Reveler and
Burning Earth made your threats more numerous than their
answers. And with that in mind, I went to bed. Meanwhile, some
guys on the team kept working on the Mono-U VS Esper match-up,
trying various plans (Thoughtseize, Ashiok, Nightmare Weaver,
and even Millstone at some point!). So when I woke up the next
day, Guillaume pointed out that from Esper’s point of view,
the most problematic thing he had faced was Jace, Architect of
Thought along with Bident of Thassa. I was kind of surprised,
since it did not seem to do much and could not overcome
Sphinx’s Revelation in terms of raw card advantage. But at
that point of my magic career, there is at least one thing I
have learnt: when I disagree with a better player, odds are
that I am wrong. So I tested his plan, and sure enough, Jace
won every time he resolved. Looking back, I should have
understood it right away: playing Thassa, God of the Sea,
Jace, Architect of Thought and Bident of Thassa represents as
many non-creature threats as what the Big Gruul deck had (in
that regard, Thassa, God of the Sea is definitely not a
creature since it cannot be killed by most removals). So the
sideboarded match-up had to be decent.
From that point, I never considered playing anything else than
Mono-U: I felt comfortable playing against Esper and every
green decks, and I could not see any reason why a midrange
deck would be particularly tough since they flat out lost to
Bident of Thassa (which is the main reason why I wanted to run
two when most of my team ran only one). At that point, I think
having a huge level of confidence in our team members helped a
lot: I knew the other guys had tested other plans and
discarded them, so I did not even bother checking for myself,
and the other guys believed Guillaume and myself (ok, mostly
Guillaume!) when we told them that the Esper match-up was
actually quite winnable after sideboard. Also, this allowed us
to split the hard work efficiently: from that point, some
members focused on building the best sideboard possible while
others made sure we were not missing anything by giving every
archetype we could think of a try. In that regard, Raphael,
Miguel and Melissa made a crazy good work of tuning niche
decks like mono-green just to make sure we tested against the
right versions.
We ended up with almost all the team on Mono-U, with the
exception of Louis and Guillaume playing their Esper (which
was apparently the best version of the deck; in that regard,
them playing only one Detention Sphere when everyone else
played four is a huge testament to the power of instant-speed
spells). Rob also settled on GW, the deck he had played the
most coming into the event. I could not say that I was
entirely confident in Mono-U “first picks” as I called it, but
for bad reasons: the deck was great, I knew it, but some part
of me just could not believe that playing Triton Tactics in a
Pro Tour was the right move. I will confess that I was only
half-disappointed when I saw that other teams played the same
deck: at least, it kind of proved us right.
For reference, here are the 75 cards I ended up registering:
Lands
21 Island
3 Mutavault
Creatures
4 Cloudfin Raptor
4 Frostburn Weird
4 Judge’s Familiar
4 Master of Waves
4 Nightveil Specter
4 Thassa, God of the Sea
4 Tidebinder Mage
2 Omenspeaker
Spells
2 Cyclonic Rift
1 Rapid Hybridization
2 Bident of Thassa
1 Jace, Architect of Thought
Sideboard
1 Mutavault
3 Jace, Architect of Thought
1 Triton Tactics
2 Ratchet Bomb
1 Pithing Needle
3 Negate
1 Jace, Memory Adept
3 Wall of Frost
At this point, you probably know the deck as well as I do, so
I will just discuss the controversy of Aetherling VS Jace,
Memory Adept.Raph’s point is that the game usually goes long,
and that when you hit 8 lands, Aetherling wins every time
while Jace does not. My opinion is that:
• If you hit 8 lands, you probably lost the game since you
should be scrying them away with Thassa, God of the Sea or
exposing them to instant-speed removal with Mutavaults
• Resolving Aetherlingrequires a favorable spot, the kind of
spot that you will not be into it you hit 8 lands
• You might actually lose after casting Aetherling. Their
Aetherling are good at racing just as yours, since they can
“Fog-removal” you a lot and gain lots of life.
• Your Jace, Architect of Thought are so good at beating their
Elspeth, Sun’s Champion that sideboarding Pithing Needle with
the plan of naming Aetherling is a very powerful play.
• Jace, Architect of Thought is huge. Like, really. You should
play as many copies as possible, and Jace, Memory Adept is the
closest thing, except for Bident of Thassa which you already
play.
I guess things could be a little different in the Nykthos,
Shrine to Nyx versions since they do not need 8 lands to
resolve Aetherling. But for now, I would stick with our
original plan.
Speaking of registration, something funny happened when Yann
Guthmann, Paul Ferret and I registered for the event as
members of Team Revolution: the person in charge asked us if
that was a real team, and kept on asking until we told him
that was Raph Levy’s team. Hopefully, we will not have to
answer that question next time!
Part 4 – where the author loses a lot:
Even though I focused on how we prepared for standard, the
biggest success in our preparation was probably how we handled
drafting. Looking at the records from previous Pro Tours, it
is almost impossible to put up a great finish without scoring
4-2 or better in draft. Since testing the draft is usually
harder than testing standard (because you need eight people
and actual boosters for a draft), most players are not that
well prepared for limited, so this is where separating
yourself from the rest of the pack is the easiest. I have a
very bad memory of my own performance at PT: Nagoya (Scars of
Mirrodin block) where I wasted an awesome 8-2 constructed
record with Big Red by posting a 2-4 record in that limited
format that I thought I handled well. So you could say I
learnt my lessons the hard way.
This time, we had a very good crew, Melissa and Raphael being
two world-class drafters. So we drafted a lot, which is
obvious. What is probably less obvious is the way we
capitalized on those drafts. Unlike constructed, we rarely
shared our feelings about the best archetypes or cards right
away –even though we obviously discussed the toughest choices.
Actually, our first draft focused on what a good plan in the
format was about, i.e what you should try to achieve when
drafting and more importantly when playing the games. The
reasoning behind that was that if someone finds a great
archetype and says it, the next draft is going to be heavily
influenced by that and will not really resemble a PT Draft
where you draft with people you do not really know.
In the last week, all of a sudden we shared a lot of
information about how we felt. This is when I understood why
most of my aggro decks did not do as well as they should on
paper, for example: I tended to overestimate the importance of
2-drops when this format is actually all about having great
3-drops. I will not go too deep into the specifics, but I
think that our method led us to have a very good understanding
of the format: in other words, we did not only know which
cards were actually good, we also knew what a good deck should
look like – and that is actually much more important.
Still, I felt the need to do a few drafts on Magic Online in
the last days before the tournament. I had two good reasons to
do this:
A. I needed to gain some confidence in my drafting skills: I
do not usually appear as a guy with low-self-esteem, to say
the least. But in that particular case, the process was a bit
disheartening for me. Testing with those same great players
all the time made me a way better drafter, and I did feel like
I was improving a lot. But they wew as well. This means that
my progression did not translate into a better win percentage
at our tables. Actually, if you test with a crew like Team
Revolution’s, you might lose more and more often even though
you are progressing really fast: it would just mean that the
other players improve faster than you do. I knew all of this,
but I still wanted to make sure that I was better than the
average Magic Online drafter.
B. You want to know what the regular metagame looks like: just
because most people in our group understood that a mediocre
common is actually quite strong does not mean that everyone
knows about it. For instance, at some point in our testing, I
had to consider a 5th pick God’s Willing as a strong incentive
to move into white because we all thought of it as one of the
very best heroic enablers in the format. But after I was
passed five of them by the white drafter at my right on Magic
Online, I adjusted my views. I think almost everyone in the
team did the same, and it paid off: no one in the team had a
record below 3-3, with Jeremy going undefeated and Yann and
myself going 5-1 despite pretty tough pods.
Part 5 – where the author finally starts talking about the Pro Tour:
When Friday came, we all felt ready and quite excited. As much
as I wanted to go to the church (I am not talking about
prayers here: the Church is a famous Irish pub that used to be
a church and still looks exactly like it, which I find
amusing), James “Manager” Searles convinced us to have a last
pre-tournament dinner. Talking with the rest of the team about
possible last-minute changes and sideboard plans, I realized
how every card made a lot of sense in our list: you could ask
any member of the team about any card, and he would give you
the reasoning behind its inclusion. That felt good.
After the sittings were posted, I saw that I would be on the
featured draft, sitting next to Ben Stark. For those of you
that are interested, you can follow the whole draft viewer
here:
Draft Viewer
This draft was quite challenging, because the boosters were
both really weak and very mono-colored: green was super open
but it did not show at all in pack one since I did not see a
single decent common, even though I love being green in
Theros. Also, every pack contained two good cards in the same
color, causing mixed signals all along: Ben first picked a
Thassa’s Emissary over a Griptide that I took, and two picks
later, he took a Magma Jet over a Lightning Strike that got me
well into thinking he wanted me to be red. I had first-picked
a Chained to the Rocks over a Voyaging Satyr, which I think
was a mistake from my part: in an unknown table, being able to
cut green early on is usually very rewarding since the color
has 7 top-notch commons that are not usually considered
first-pick worthy. Still, I did not fall in love with my first
pick and ended up after pack one with a fair mix of white, red
and blue cards. I knew the boosters had been weak, but more
importantly, I was pretty sure that Ben has only decided on
playing Blue at that point, and kept his options opened for
the second color on pack two (I had not received anything
decent after my second pick Griptide, which is usually a sign
that the player passing to you has first picked either
Thassa’s Emissary or Sea God’s Revenge and wants to cut blue
afterwards). So, I figured I would be able to discourage him
from playing white if I cut the color aggressively enough on
pack 2, and have a decent pack three, which worked quite well
in the end. I finished the draft with a mediocre Red-white
aggressive deck relying on a very good curve, many ways to get
some damage through, but no heroic creatures and some bad
fillers like Wild Celebrants
This is exactly the kind of deck I did not want to end up with
in our testing, but in this specific case, I thought most
decks at our pod would be quite weak and / or clunky with the
exception of one awesome green deck, so 2-1 was still an
option event though I was far from thrilled. In the end,
things went better than expected. I won the first one against
the kind of clunky deck (splashing blue for Thassa’s Bounty) I
hoped to face, then beat Ben Stark with a decent but not good
UR deck after he mulliganed to four in game three. As I
figured, my opponent, a very nice Italian first-timer, had
drafted an awesome UG deck featuring about every good card in
those colors including Prophet of Kruphix. He crushed me so
bad game one that I figured I needed to go for broke and play
the high-variance game: I sideboarded a Xenagos, the Reveler
that I had gotten late in pack three and two forests. Giving
that he played a lot of Sedge Scorpions, Voyaging Satyr and
Omenspeaker, I thought the card was likely to steal a game if
only I got to cast it. This paid off in game two when I was
able to overrun him with 2/2 tokens after he made a bad
decision declining to kill my Ephara’s Warden when that was
the only thing that could protect my mythic rare from the
flyer he had just drawn. In game three, he kept a risky, slow
7 and got punished for it when I cast Xenagos, the Reveler on
turn 4 –lucky me. Sitting at 3-0 after a disappointing draft
was clearly undeserved, but was also a huge moral boost.
Part 5 – where the author realizes his deck his good:
I played my first round of constructed against an American
player piloting his own take on Blue Devotion, a blue-white
version that ran Detention Sphere, Sphinx’s Revelation and
Supreme Verdict. I guess his draws were pretty bad, since I
cannot remember him doing much as I drew millions of cards
with Bident of Thassa. Then I was up against Neil Oliver,
running a BWR brew that also lost easily to the Bident, and
finally I got to play round 6 against the man behind the deck,
Antoine Ruel. He had decided to stick to his guns with a
blue-black version. There is a lot to say about the mirror,
but I will not do it here all I did was god-draw him twice
after losing game 1 off a mulligan to five. As I was starting
to be tired at that point, I was more than happy to get paired
against Ben Friedmann and his Naya deck: this is a great
match-up that I knew inside out, and things went exactly as
planned with me resolving Master of Waves with sufficient
devotion in both games: there is not a whole lot he can do
against that, and it showed.
You might be under the impression that I am rushing through
those rounds, but there is just not a whole lot to say: my
deck was insanely good, I drew well, and I won. That is, until
round 8. There, I was up against Sam Black who had beaten my
teammate and eventual winner Jeremy Dezani. We both knew this
was a mirror match, and both mulliganed accordingly.
Basically, the match-up main deck is a very close, a slow race
where both players accumulate some dudes for devotion. If one
player breaks parity with an unanswered Nightveil Specter of
Master of Waves, he wins on the spot. If not (which is
statistically more likely), the board usually gets clogged. At
that point, only two cards matter: Thassa, God of the Sea and
an overloaded Cyclonic Rift. Both cards can win very fast (1
or 2 turns, if not on the spot). That is why having the
opportunity to resolve yours first is absolutely crucial.
I won the dice roll, and, well, played my Thassa before he
did, so I won game 1. But the interesting stuff happened in
game 2: Sam had a mediocre draw, and I was able to play Thassa
just one turn before he did, with both of us at twenty with
gigantic boards. With one card in hand and only 6 lands, he
went in the tank for a very long while, and ended up attacking
with almost everything. After I made the obvious blocks
(blocking everything I could and stuff), he passed the turn.
That left me in a spot where if I attacked with my whole team
and his last card wasn’t Cyclonic Rift nore Rapid Hybridation,
I just killed him on the spot. But if I attacked and he did
have it, I was dead on board.
My other option was to play around those cards, in which case
I made sure I killed him on my next attack. The only problem
was that if he drew or had a land in his hand, he would be
able to kill me first. So I had to determine if him bluffing
the Cyclonic Rift was more likely than him drawing a land
(which was very likely with Thassa, God of the Sea’s scry). I
kind of leveled myself here, and figured that he would never
take such a risk when he did not absolutely have to. Also, I
gave him a lot of credit so I was convinced that it was not
just a misplay. So I figured he had to have the Rift for sure
and played around it. He did not, and his bluff worked
perfectly when he drew the land he needed and finished me.
Point is, I misread that move completely. My reasoning during
the game was that he was not dead on board before his attack
and still had some outs to beat me. But that was very wrong of
me: yes, he had a few outs, but the likelihood of him
topdecking one of those was actually lower than the odds of me
buying his bluff. More importantly, he knew for sure I had him
dead in two turns. So, me thinking that he was not dead on
board was just an abusive definition of “on board” as “next
turn”. He was dead “in one turn”, which is really close to
dead on board, making it much more likely that he would try
what a poker player might call a “desperation bet”, i.e the
kind of stupid looking move you do when you are out of smart
options.
Anyways, I gave Sam too much credit in this game, he pulled
out a very nice bluff in a crucial game, and it is only
logical that I mulliganed into oblivion game three, finishing
the day at 7-1, just like Jeremy.
That’s it for today, I’ll make sure to post day 2 and top 8
soon enough.
Until next time,
Pierre Dagen