Battle of the Sets VIII: Group 4 and Deck Creation Competition
This is part two of Battle of the Sets Groups 3 & 4! The first part you can find here, which details Group 3. If you have no idea what the heck this even is, click on the link and you'll find all of the matches to date, and an explanation on how the tournament works.
I would also like to thank Nazdakka (the other, more shadowy member of the Battle of the Sets crew) for writing a bang-up Saviors versus Antiquities match. Great job.
Group Four has two feature matches, and two, er. . . less than feature matches to sate your BotS-hungry appetites. First on the bill is Guildpact versus Visions, which is a very exciting match, filled with as many twists as you can fit into a round of Magical cards. Enjoy!
WARNING: If you haven't read any of these before, I would recommend reading how each deck works and what cards are involved in the two introduction articles located here and here. In particular, Visions has an extremely complicated lock deck, but if you click on the first introduction link and click the spoiler button below the Visions decklist, it gives a very nice summary of how the deck works.
Feature Match:
Guildpact vs. Visions
This is a very interesting matchup, because it's a lock deck against an aggro deck that features relevant disruption. Guildpact has Castigate, Mortify, and, to a lesser extent, Shrieking Grotesque in its arsenal, which means that it can throw a few monkey wrenches into the gears of Visions' lock/combo deck while applying beatdown for the win. Visions, on the other hand, needs to use countermeasures like Coercion, Wand of Denial, and Peace Talks to buy turns in order to set up the perfect scenario, where it can lock down the board and keep
Game 1:
Game one began with Visions going first and Guildpact taking a mulligan. Visions started the action by playing a Wand of Denial and activating it, finding nothing of use and passing. Guildpact drew the card, played another tapped Godless Shrine and passed it back Visions continued the proactive disruption by casting a Coercion on Guildpact, revealing a hand of two Pillory of the Sleepless, two Shrieking Grotesques and a Swamp. Visions chose a Grotesque, activated the Wand, which found a Swamp and passed the turn. Guildpact followed this active turn with a Shrieking Grotesque, which chomped on a Forbidden Ritual. However, with the Wand now in place, and thoroughly confident that Guildpact had nothing relevant in its hand, Visions decided to go for the knockout blow the next turn casting a Vampiric Tutor on Guildpact's end step. It followed the Equipoise with another Vampiric Tutor for the Sands of Time lock. Now, with its draws being chosen for it, and nothing valuable in its hand, Guildpact played a few turns, and conceded when Visions uncorked the Forbidden Ritual it needed to seal the game.
Game 2:
Guildpact was getting nervous. The prior game was a complete blowout. It wasn't even close by any stretch of the imagination. However, it lacked either of the two cards that could have made a difference disruption-wise, which of course are Castigate and Mortify. It looked to
Guildpact attacked with both Grotesques, but had no follow-up play. Vision again used Guildpact's end-step
Game 3:
A tough win for Guildpact was a tough loss for Visions. Having the combo twice, and with Wand of Denial in play stopping topdecks to boot was
Visions, now wanting to strengthen its board position against potential Mortifies and Castigates, cast a second
Guildpact continued to beat down with Grotesque and the spooooooooky Ghost Council, which brought Visions down to 11 life. Guildpact also used its turn to Castigate Visions, which revealed a pathetic hand of lands, a Vision Charm and a Forbidden Ritual. Guildpact chose Forbidden Ritual, and passed the turn. Visions crossed its fingers again, and drew ANOTHER LAND, which it played to make topdecking Impulse for Sands of Time an option. Guildpact attacked again, and added a Skeletal Vampire for good measure. With one more turn to live Visions untapped, drew a card, and hung its head in shame. Visions feebly revealed a Forbidden Ritual as its last drawn card, and shrunk back, awaiting game four down two games to one against Guildpact, the heavy underdog in this matchup.
Game 4:
Visions was absolutely sick from the terrible luck it faced in the previous two games, especially with Guildpact mulliganing TWICE, and even failing to make its first land drop.
Guildpact continued to attack with the Rusalka, and added the Blind Hunter, bringing Visions' life total to 16. Visions added Equipoise to the table, as well as another land and passed. Blind Hunter and the Rusalka flew in on the next turn, dropping Visions to 13.
Guildpact gleefully entered the attack phase, putting Visions at a wobbly 5 life, and looked to seal the deal with a Ghost Council! Guildpact now had the ability to win on the next turn should Visions be able to drop the Sands of Time or not, by removing the Ghost Council at the end of its turn, so that it would come back into play at the end of Visions', ready to attack the next turn. However, Guildpact made a grave error by passing the turn without activating the Ghost Council's ability! Visions, breathing a huge sigh of relief, phased out Guildpact's army, and dropped Sands of Time onto the board! The lock had been completed thanks to a boneheaded error on the part of Guildpact! Guildpact, still within striking distance, needed to make some very smart plays to make up for the error it committed, and on the next turn made a significant stride towards that goal when it managed to Mortify one of Visions' Equipoises.
Visions, however, looked to close the game out completely when at the end of Guildpact's turn it Vampiric Tutored for Forbidden Ritual to lock the game up completely! On its turn, Visions used Forbidden Ritual to sacrifice all of its lands, with Guildpact taking the life loss. With one more turn to get things done, Guildpact had to draw into a Blind Hunter to close the series out. Unfortunately, Guildpact only managed to draw a Ghost Council, which put Visions at 1 life; not enough to prevent all of its permanents being phased out until the game ended. Game Over.
Game 5:
With the series now stretched to an unnecessary game 5, Guildpact now had one more chance to redeem itself for its
Visions needed to slow Guildpact down so that it would be able to recover. By Vision Charming Swamps into Mountains on Guildpact's turn, it hoped to slow the black and white monstrosity down. However, Guildpact cast a Orzhov Signet and used that to cast a Plagued Rusalka, taking the irrelevant mana burn. Visions thanked all of its lucky stars on the following turn when it finally drew into a Swamp, which allowed it to cast Equipoise. Wand of Denial continued to fish the top of Guildpact's library, but found nothing. Guildpact, now rolling with 6 mana decided to play a Skeletal Vampire that Visions allowed to slip through the cracks, and clobbered Visions down to a life-threatening 7 life. Guildpact knew that its bat tokens were going to go the way of the buggy-whip due to Equipoise, sacrificed the Blind Hunter with Skeletal Vampire's ability, haunting a bat, which it then sacrificed to drop Visions to 5 life. Visions, looking at its hand of Vision Charm, Sands of Time, Equipoise and Forbidden Ritual now needed to draw one of two things: a land, or a Peace Talks to stay alive.
Visions activated the Wand of Denial to clear away any non-Peace Talks/land cards. It swept away an Impulse with 2 life and drew. . . .
. . .
. . .
. . .
A PLAINS!!! Visions windmill slammed the Plains onto the board, followed by the Sands of Time, completing the lock! Away went
The match was decided by incredible back-to-back topdecks, and Guildpact seizing victory out of the jaws of defeat. Guildpact now must go back to its Godless Shine and pray for the same sort of luck in the second round, when it must face the winner of the Dissension versus Arabian Nights matchup. It looks like that could develop into a very interesting match, so keep your eyes open for that one next time!
3-2 Guildpact
Dissension vs. Arabian Nights
The Second newest deck in the Battle of the Sets tournament versus the first stand-alone set ever could have made for some good pulp literature; however, the real series was far less exciting. Dissension, buoyed by its highly synergistic, lightning quick deck was able to topple Nights' slower, bigger, and most importantly, self-damaging deck. The last point proved to be the biggest factor in this matchup, as potential powerhouses Juzam Djinn and Serendib Efreet were liabilities against the highly aggressive Dissension, which has the capability of piling damage on at a frenetic pace, and as you can probably imagine, neither these creatures nor the effects of Erg Raiders or Unstable Mutation make for particularly effective blockers. Compounding the self-damaging nature of Arabian Nights was Dissension's burn (Seal of Fire and Demonfire) and Lyzolda, the Blood Witch, which made life particularly difficult for Arabian Nights. Magic's first set goes down in a total rout.
3-0 Dissension
Scourge vs. Exodus
This match could be seen as completed before it was even started. Exodus, fielding a lock deck that seeks to eliminate the attack phase by recurring Spike Weaver with Oath of Ghouls or Recurring Nightmare and other creatures. Other than Wipe Clean on Oath of Ghouls, Scourge has no answer to Spike Weaver coming back repeatedly, or being fetched with Survival of the Fittest multiple times. Recurring Nightmare in combination with Thopter Squadron and Spike Weaver is a combination that Scourge cannot stop at all. Because Survival can fetch both Thopter Squadron and Spike Weaver, it's essentially just a matter of time before the clamp comes down. Because Scourge's clock is so slow, and its fastest threat, Silver Knight, can be blocked by the plethora of chump blockers at Exodus' disposal, there isn't much chance of Scourge racing the lock either. A few quick games transpired, and Scourge was far, far, far too slow to ever come close in any of them. A sad turn of events for Scourge.
3-0 Exodus
Antiquities vs. Saviors of Kamigawa
/. . . Kataki . . . /
Kataki can force Antiquities to pay the full wage of its artifact war machine. Kataki can reduce a loaded Antiquities board to a few artifacts that require constant maintenance, unable to be supported by fickle Mishra's Workshop. Kataki has the potential to make a BoTS champion scrabble around for a removal spell to avoid quick defeat. Will it be enough, or will Antiquities come out all guns blazing in the face of its nemesis? Read on to find out. . . .
Game 1:
As the commentary joined game 1, the game was already in full swing at about turn 5 and Antiquities
Antiquities had some hard decisions to make next upkeep. It could only pay the Wage for 4 artifacts, but which to save was not an easy decision. After some thought, it chose to save the Tetravus mothership, the Primal Clay, Tawnos's Coffin and the Avian. Then, on the draw came the solution it was looking for - a Rocket Launcher! It played the Launcher, and passed the turn, unable to attack due to the Free-Riders opposite. Saviors bounced then replayed Kataki, and then it was back to Antiquities, which used its Rocket Launcher to deal the one damage to Kataki that was necessary to kill it. However, that cost two precious non-Workshop mana and so it was forced to also lose Tawnos's Coffin and the 1/1 Tetravus. For Saviors part, it wasn't too broken up about the loss of Kataki - he had done his worst damage by simply making Antiquities endure one upkeep's worth of Wages, plus it got to generate another four 1/1 spirit tokens from Promise of Bunrei.
With no further action after its painful upkeep, Antiquities passed the turn, but Saviors' draw step yielded a wicked grin from the underdog. It attacked with all 8 tokens and then suddenly, brutally, the game was over as Charge Across the Araba hit the table and Antiquities took fatal pounding from the 8 tokens, pumped to huge 6/6s.
Antiquities looked at the massive charge with a stunned expression, and then silently started shuffling up for game 2. It would have to avoid overcommitment at all costs in the next game, as Saviors had shown the ability to wreck the most impressive of board positions.
Game 2:
Game 2 opened with Antiquities on the play, but things continued to go wrong for the artifact behemoth - a triple mulligan! With a chastened expression it played a Workshop and passed the turn. Saviors played a land and passed, while Antiquities simply drew and passed the turn, hoping for a miracle. A Hand of Honor was Saviors' first play, while a Candelabra of Tawnos on the other side threatened to help churn out a huge monster should Antiquities find another land. Saviors' next turn simply piled on the pain, as Kataki hit the table together with an attack from the Hand. Antiquities couldn't pay for its Candelabra, and so to the graveyard it went. A solitary Mishra's Factory was small comfort, but then Saviors continued its assault with a four point attack and Descendant of Kiyomaro. A Rocket Launcher pointed towards a possible way out, but Saviors was relentless in its assault and killed Antiquities 2 turns later, before any more help could arrive.
Now Antiquities' back was truly against the wall. Comebacks from 2 game deficits are as rare in BoTS as they are elsewhere, but Antiquities still held out hope - it had faced this situation before and prevailed. It simply had to play its best game and hope that it would be good enough.
Game 3:
Antiquities opening hand in game 3 was a tough decision in every way. It fanned out Mishra's Work
Antiquities approached the next turn with some trepidation. If a land was forthcoming, then it would be in great shape to win this game. If not, then its deck would be dead in the water, giving Saviors time to build a board position and find Kataki. It slid the card off the top of its deck and then slowly moved it upwards. The gods of Magic were smiling on the artifact deck - the card was Urza's Mine! Antiquities suppressed a smile and played the Mine, using it and the Candelabra to power out a turn 2 Tetravus. Saviors didn't look as concerned as it might have at this display of raw power, and sure enough on its turn down came Kataki. Antiquities untapped, sacrificed its Candelabra, drew for the turn, smashed for 4 damage and then shipped the turn back.
Saviors was looking worried at this point. Kataki was certainly hampering Antiquities, but given that th
A game win brought renewed hope to Antiquities’ cold metal heart, and not just because of the improved score. It had found a way to beat the dread Kataki - by not overcommitting threats to the board it could aim to win by dropping a few huge monsters and riding them home. Kataki is not a precision weapon, and perhaps that was the chink in Saviors' armor. For Saviors part, it was trying not to think about the tales that are told of Antiquities. It was so close to one of the biggest upsets in BoTS history, just one more game win and it would prove all its detractors wrong in the most spectacular possible fashion. Game 3 had given it a glimpse of what the artifact deck is truly capable of, and if that form could be replicated then Saviors knew it would be hard pressed. It had to hope for the malfunctioning monster of game 2.
Game 4:
Saviors' next turn saw a Descendant of Kiyomaro hit the table, with no attack. Antiquities then, interestingly, chose to attack and traded the Trike for a 2/3 Descendant. The reason for this soon became clear as the Workshop/Candles combo was used to deploy 2 more threats -- Su-Chi and Onulet. The Descendant would have been 3/5 for some time, given the speed at which Antiquities was emptying its hand. Eiganjo Free-Riders joined Saviors' army, and with that the turn went back to Antiquities. Into the red zone went Su-Chi, taking a 4-point bite out of Saviors' life total, and then a second Su-Chi joined the fray, along with a 2/2 flying Primal Clay. On upkeep, Hand of Honor went back to Saviors' hand thanks to the Riders, and by the time Saviors played a land it had found a compatriot.
Would Saviors' brave defense would be enough? Things didn't look good as Antiquities added Tawnos's Coffin precombat and then sent in both of its marauding Su-Chis. Saviors would have loved to block, but the threat of losing a creature into the coffin mid-combat was too much and it chose to lose half its life total, going down to 8. Saviors' next turn was uneventful, with the bounced Hand returning to play. On the end step Antiquities chose to imprison the Eiganjo Free-Riders, and then simply committed its entire army to an assault on the beleaguered Saviors. It was enough to the job, and Antiquities had, through two superb draws, pulled the match back to equality and forced a deciding game!
Game 5:
The warmup to the final game was loaded with tension. Antiquities stared directly across the table at Saviors as it shuffled, but the brave White deck refused to be cowed by the attempt at intimidation. It ignored its rival and simply shuffled up as if this wasn't about to be the most important game of its short BoTS career. It would do its talking with the cards.
So much hinged on Antiquities' opening draw. It had been lucky and seen Mishra's Workshop in its opening hand in every game so far, and outrageously fast Workshop-powered openings are a huge part of its success. Without Workshop, Antiquities is nothing like the behemoth that it is otherwise. Without Workshop, Triskelion & Co arrive on their appointed turns as Richard Garfield intended. Without Workshop, Antiquities just isn't special. And so Antiquities was more than delighted to see the mighty Workshop in its opener for the fifth successive game, and it went straight onto the table after Saviors started with a standard Plains, Ghost-Lit Redeemer.
Turn 2 saw Saviors drop Pithing Needle naming Triskelion, as usual, and then it chose to gain 2 life with Ghost-Lit Redeemer and then deploy another! 22-20. Antiquities responded in typical fashion by plonking down a 4/4 Su-Chi on turn 2, and it was back to the white deck. Next turn Saviors really applied the pressure -- Kataki! Antiquities untapped, paid for the Su-Chi, played a land and then swung in for 4 damage. A Redeemer activation saw the scores back at 20 all. Saviors didn't have much to respond with on its turn and simply swung for 2 damage with Kataki. 20-18. Antiquities repeated its previous turn, with a Su-Chi swing being met by 2 points of lifegain. 18-18. Saviors appeared not to be finding what it needed, as another turn went by with a simple swing from Kataki. 18-16.
Antiquities was cursing Kataki by this point, as the powerful hoser was crippling its ability to deploy monsters. However, it had hatched a plan and tapped mana this turn to drop Tawnos's Coffin. Saviors looked puzzled at this development, as the Coffin couldn't be activated because of the need to pay Kataki's wages for both it and the Su-Chi. Still, it took 4 and then gained it all back with the Redeemers. Kataki took another 2 point bite as Saviors continued not to play many spells. 18-14. On Antiquities upkeep it put its plan into practice. Kataki's ability works by granting the ability to all artifacts, and so the ability is controlled by the owner of the artifact. That meant that Antiquities was able to stack the upkeep abilities to suit its purposes, and that's what it did as it chose to sacrifice the Su-Chi instead of paying 1 mana, which
All Saviors could muster in response to the impending aerial assault was a Descendant of Kiyomaro, weighing in at 3/5 thanks to Antiquities' deployment of threats. That didn't deter Antiquities from sending in its air force, making the scores 14-14. Strip Mine on a Plains forced Saviors to use its Redeemer (16-14), and then another Workshop hit the table. Out came yet another Clockwork Avian, along with a rather insignificant-looking Onulet. On its turn Saviors sent with the Descendant, which Antiquities chose to block with both its fresh creatures. Onulet and the Descendant traded and after all the various lifegain the scores lay at 23-16 in Saviors' favour. On its turn, Antiquities didn't see the need for any subtlety. It simply continued the assault by dealing 6 with the rampant Avians, and then piled on the pressure by using Strip Mine to destroy one of Saviors' Plains and playing a Triskelion!
Impeded by its lack of mana, Saviors was able to do nothing to protect itself on its turn, and
Both competitors deserve every bit of credit for match, Saviors for a fantastic underdog performance and Antiquities for its simple refusal to accept defeat, and its willingness to take big risks even when it had been having by far the worst luck in the previous games -- look at that hand in game 3; if no land had turned up, Antiquities would have been swept 3-0 by a 4th seed, a humiliation which it would never, ever lived down for as long as it lived.
3-2 Antiquities
Deck Creation Competition Results!
As some of you may know, in the last BotS installment, there was a skill-testing deck creation competition that challenged you, the readers of Battle of the Sets to come up with a new deck for the success-starved Odyssey set. There were a lot of interesting and good ideas thrown around, but in the end it came down to two very interesting and powerful combo decks. The runner-up for this competition was Xandercoon with this decklist:
| Odd Izzy | |
|---|---|
| Critters 4 Confessor 4 Beloved Chaplain Spells 4 Nefarious Lich 4 Zombie Infestation 4 Diabolic Tutor 4 Tainted Pact 4 Skeletal Scrying 4 Innocent Blood 4 Kirtar's Desire Mana 4 Bog Wreckage 4 Abandoned Outpost 4 Tarnished Citadel 12 Swamp | |
Though it is a deck with plenty of draw, and the ability to go off quickly in the face of aggro, Nazdakka and I felt that it was too prone to removal on its combo pieces, and if an opponent had any way of removing Nefarious Lich, the game would be over instantaneously.
The winning concept was submitted by Onderzeeboot, who submitted this decklist:
| Odyssey Landdrop | |
|---|---|
| Creatures 4 Diligent Farmhand 4 Werebear 2 Nantuko Elder 4 Iridescent Angel Spells 3 Mirari 3 Roar of the Wurm 4 New Frontiers 4 Deep Reconnaissance 4 Moment's Peace 4 Time Stretch 3 Recoup Land 2 Plains 2 Mountain 4 Island 1 Skycloud Expanse 12 Forest | |
A land acceleration deck that abused large mana cost effects! It was a great idea, and could abuse a good deal of the expensive effects within Odyssey, even though there were a few mistakes (Crush of Wurms is in Judgment, not Odyssey). However, much like Wizards of the Coast edits a card designed by the winner of the pro-tour before putting it in a set, we too decided to fiddle around with the list a bit to tailor it to the metagame and make it a bit more focused.
| Odyssey’s new deck! | ||
|---|---|---|
| //Land 5 Island 1 Plains 1 Skycloud Expanse 12 Forest 1 Cephalid Coliseum //Creatures 4 Werebear 4 Diligent Farmhand 2 Iridescent Angel //Combo Enablers 3 Words of Wisdom 4 Holistic Wisdom 4 Moment's Peace 4 Concentrate 4 Deep Reconnaissance 4 New Frontiers 4 Time Stretch 2 Mirari 1 Ray of Distortion | ||
Nazdakka and I decided to try and make this deck a lot more focused on Time Stretch, and see if we could make the deck into a Turboland deck of sorts. We ditched Recoup for the superior Holistic Wisdom so that a player could continuously re-use Concentrate and Time Stretch to draw more cards and take more turns. The win conditions were scaled back from 4 Iridescent Angels to only 2, because ones that are countered can easily be brought back via Holistic Wisdom, and the chances of them being killed in play are slim. Mirari is the coup-de-grace that basically ensures that you are going to win the game. The single Ray of Distortion gives you an out to a troublesome permanent that could not be removed otherwise.
This deck should beat all but the fastest and most disruptive aggro decks, and most control decks that do not have access to countermagic. That makes it a much more powerful deck in the current metagame than the previous deck, because it has a much broader section of decks that it has the ability to beat consistently.
Deck Creation Competition #2
As you might have realized by now, Time Spiral and Planar Chaos (as well as the upcoming Future Sight) require decks to march forward into the Battle of the Sets tournament! So put on those thinking caps, and we'll discuss how those decks should be built in the comment section of the report. If you have an idea, bring it to the comment section, and me and Nazdakka will help you refine your idea into something workable!
Round Two:
Tune in next time for the second round of the Battle of the Sets bracket!
Group 1:
1) Torment v. Nemesis - Torment moves on
2) Champions v. Urza's Legacy - Champions moves on
3) Mirrodin v. Legends - Mirrodin moves on
4) Fifth Dawn v. Ravnica - Fifth Dawn moves on
Second Round: 1) vs 4) and 2) vs 3)
Group 2:
1) Urza's Saga v. Mirage - Urza's Saga moves on
2) Odyssey v. Coldsnap - Coldsnap moves on
3) Tempest v. Planeshift - Tempest moves on
4) Onslaught v. Judgement - Onslaught moves on
Second Round: 1) vs 4) and 2) vs 3)
Group 3:
1) Apocalypse v. Ice Age - Ice Age moves on
2) Masques v. Betrayers - Masques moves on
3) Darksteel v. Alliances - Darksteel moves on
4) Urza's Destiny v. Invasion - Urza's Destiny moves on
Second Round: 1) vs 4) and 2) vs 3)
Group 4:
1) Visions v. Guildpact - Guildpact moves on
2) Exodus v. Scourge - Exodus moves on
3) Antiquities v. Saviors - Antiquities moves on
4) Dissension v. Arabian Nights - Dissension moves on
Second Round: 1) vs 4) and 2) vs 3)
Be sure to post who you think is moving on to Round 3 of BotS. Predict any upsets? Tell us in the comment area!
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