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Hello, and welcome to Learning from the Best. As many of you who have read my previous columns know, I follow the pro tour fairly religiously. And, as many of you also know, we are currently in the middle of the biggest tournament of the pro season, The World Championships. Now, the point of this new column is going to be taking a look at the world of competitive, professional Magic, and applying it to the casual world. As the title implies, we’ll be learning from the best. These guys are professionals for a reason: they know how to play the game very, very well. Thanks to the coverage on sites like MTG.com and the podcasts by Dom and company, we are able to take their skill and learn from it. This isn’t the opening article that I had originally planned on writing. I had intended on waiting until after Worlds, then writing an all-encompassing article about it. But then an idea hit me last night: what if I do a day-by-day series covering Worlds. I liked the idea, so I decided to run with it. Then, as seemingly always with my luck, I hit a snag, and couldn’t finish the day one recap. So, we improvise, meaning that today you get to read up on both Day 1 and Day 2 from the World Championships of Magic: The Gathering in Paris, France. For those of you who are unfamiliar with how Worlds works, here’s a brief primer (if you know how Worlds works and how Swiss works, skip down to the “Last Year” section): The World Championship is a five day tournament. Day 1 is six rounds of Standard Constructed. Day 2 is six rounds of Booster Draft (so two drafts, each being triple Time Spiral). Day 3 is six rounds of Extended Constructed. Day 4 is an off-day for the individual competitors, as the national teams play 4 rounds of Team Rochester draft. Day 5 is the big day. The top 8 individual competitors square off in a single-elimination Standard shootout. Also, the top two national teams compete in one more Team Rochester to determine the world team champions. Worlds, as all Magic tournaments, is run using the Swiss pairing system. Again, a primer: Standing are based on points accrued during the tournament. Everyone starts with 0. A win nets you 3 points. A draw is worth 1 for each player, and a loss earns you 0 points. Pairings are arranged according to each player’s point total. You get matched up with someone that has the same point total as you (assuming there is more than one). If there are odd point totals, those people will get paired with those who have the closest point total. Last Year Last year’s Worlds was a coming out party for Japan. Japanese player Katsuhiro Mori won the World Championship, Team Japan won the team title, and Kenji Tsumura walked away with the Player of the Year crown. To top it all off, they won in Yokohama, Japan. Mori was the first Japanese player to ever win the World Title. Day One
Once all the pomp and circumstance was over, it was time to get down to some actual spell-slinging. There was a lot of buzz surrounding Day 1, as Standard is a relatively untamed format. Champs has really been the only non-online tournament to feature this format. Most people expected this format to be pretty wide open, and to a large degree they were correct. 32 people decided on Boros Deck Wins, there were 36 Dragonstormers, 40 people played some variation of Solar Flare or Solar Birth (which uses Proclamation of Rebirth to great effect), 57 players ran some form of Urzatron decks (15 Triscuitron [the Japanese deck of choice], 5 Martyrtron, and 37 Izzettron), 33 ran Zoo, 36 ran Simic Aggro (with most being Scryb Force decks that revolved around the combo of Scryb Ranger and Spectral Force, 27 ran Glare of Subdal based decks, revolving around a plethora of different support cards, and over thirty people ran Blue/X control, with just about every color but green showing up in the X spot, most notably being CounterMesa decks that win with Sacred Mesa. So, from that mass of information, we can see that Standard is truly a diverse format right now. Now, lets take a look at some of this stuff individually. 5 people went 6-0 on day one, and four of them played Boros Deck Wins. The interesting part of that fact is that only two of them mirror. The deck that I want to highlight was played by Nicholas Levett:
This brings me to my first “learning from the pros” tip: Have some ideas of the metagame, and figure out what cards are good against it. Knowing the meta doesn’t necessarily mean knowing exactly which decks are going to be played. In this instance, Levett benefited because he knew that white was going to be a strong color. He knew about Boros, obviously, and its dependence on white creatures. Control decks that run white almost always use it for removal, which makes the Emissary relevant. Most often, that removal is in the form of Condemn, Faith’s Fetters, and Wrath of God. While there isn’t a whole lot you can do about Wrath of God, Emissary just laughs in the face of Condemn, while pumping himself up and swinging for massive damage. Coming into Worlds, the deck that I was most excited about was Dragonstorm. Unfortunately, a lot of other people were expecting it as well, and there was a lot of Dragonstom hate in the format. The best placing ‘storm player was 15th. Once again, the Japanese players seem to have come up with the great tech, as Itaru Ishida held the top spot after the first day (for those unfamiliar with Swiss: there are no ties, even if two or more players have the same point totals. The ranking are determined by a series of tie-breakers). Ishida, along with 12 other Japanese players, ran a deck called TriscuitTron, named in honor of the tron pieces and Triskelavus, the deck’s win condition, and designed by reining world champ Katsuhiro Mori:
It’s control, there isn’t much more to say about it. U/W with a touch of black to be able to Mystical Teachings and tutor up Teferi and Draining Whelk. Tron allows you all the mana you’ll need to shoot down just about anything via Draining Whelk.
Well, the sun set on Day 1, bringing hopes of opening busted packs for the booster drafts of Day 2. Day 2
Click here to launch draft viewer This may be the most ridiculously busted pack I’ve ever seen. Cards in this pack that could be legitimately picked first or second include, but are not limited to: Void, Stonewood Invocation, Dark Withering, Clockwork Hydra, and Brine Elemental. There’s also a Search for Tomorrow, which is going to be a very nice late gift for someone. Despite the absurd power level in the pack, the pick is actually fairly simple. Void is just too good to consider passing. Taking a look at the remainder of the pack, we might actually get the Goblin Skycutter back. If we don’t get the skycutter, the Rager will almost certainly still be there.
Time to go to the next pack. The power level of the first two packs is really, really high. The pick pretty much comes down to a decision between Sedge Sliver and Sudden Death. Both are extremely high quality cards, and sitting in that seat I most likely would have taken Sudden Death. But, because creatures are so important in limited, Sedge Sliver went face down into the pile. Side note: I’m hoping the Lancer comes back around.
Pack #3 Not too difficult of a choice here. We’ve already got one sliver, meaning Ghostflame just gets better as the game goes on. And by himself he’s a 2/2 for two, which is always playable. Looking at what we might get back; Mogg War Marshal probably won’t table, but the wall has a chance. Time to go to the next pack. No tips on this pack. That is a gift Sudden Shock in pack 4. Easy choice here.
Some late blue stuff floating around, but once again nothing overly exciting here. Empty the Warrens is a little tempting, but we aren’t really building the storm deck. Terramorphic Expanse is the pick here, as it allows arguable the best non-green mana fixing in the set.
So much for blue floating around. Once again, nothing to exiting here. Curse generally isn’t very good. To me the decision comes down to Venser’s Sliver and Dread Return. He took Dread Return, which I think I probably would have too. There aren’t enough slivers in the deck right now to constitute running one without any abilities, especially with Ghosflame Sliver’s ability being fairly pointless. Once again, I’ve got no tips from this pack. So we move ahead. Ouch. There’s nothing playable in our colors, meaning its D-draft time. Blue seems to have suddenly reappeared in this pack. Looking at the best cards, Drifter and Think Twice jump to mind. Seeing we have a Faceless Devourer, the shadow isn’t as scary, so Think Twice gets defensively drafted.
Dang, the Skycutter didn’t make it. I’m shocked that Search is still there, however. The Rager and Bladescout made it back, as expected. Bladescout makes an addition to the deck, once again just adding meat to the deck.
That’s as far as I’m going to go with this walkthough. I think we’ve learned enough from it. This is also where I wrap up this column. Be sure to tune in tomorrow as we wade our way through 6 rounds of Extended Constructed. Nate Lisko ~lionden_56~ You can discuss this article in the MDV forums here. Articles
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