MTG Musings
A blog by Dan (@MTGNosferatu on Twitter)
Monday, July 27, 2026
Sacred Torch Showdown Tournament Report *2nd Place* *Punted Finals*
Wednesday, February 11, 2026
Thawing Out at Spotlight Series Toronto
[I wrote this piece in large part to talk about a crazy match I played in the quarterfinals of a Limited Championship Qualifier. You can skip to that part if you'd like.]
Preparation
I first heard about the Toronto Spotlight Series (which I will refer to as a Grand Prix or GP) many months ago and committed to attending on the basis that it was limited and not that far from New York City. As the event drew closer I had some doubts about attending, particularly when the cap on entrants was increased from 1500 to 1800, but I decided to stick to my commitment. At the very least, it would provide some reps for long, grueling live Magic tournaments. I hadn't played one since Pro Tour Aetherdrift almost a full year ago, and I figured it would be good practice in the event I qualify for the Pro Tour again.
Because I was flying two weeks before the event and two weeks after, I figured I'd mix it up and travel to Toronto by car. Local grinder Jason Qiu offered to drive. Not only did Jason drive the full eight-hour trip up and much of the way back in the middle of the night, but he also made top 8 of the GP!
I didn't want to admit it to anybody who asked, but my preparation for this event consisted entirely of one RCQ I attended the weekend prior just for practice, 12-15 Arena Bo1 drafts, and building a few pools without actually playing games with them. I had been traveling until the set was already online for a week, so I was well behind when I started preparing. I found that I wasn't making that many gameplay mistakes but was making tons of errors during the draft portion. I therefore decided the most efficient practice was to draft as many times as possible. Thus all the Arena Bo1 drafts, which are very fast to get through. I wouldn't recommend Arena Bo1 (for any format), but since I kept learning things, I kept playing them.
In the RCQ I went undefeated in the swiss with UR Elementals with Sunderflock and then lost in the semifinals with a bad GR draft deck after I took two early Elf cards and got totally cut. I tried several more times to draft a deck outside of the five supported types and never had a good one, so for the GP/Limited Championship Qualifier (LCQ) I resolved to draft one of those five archetypes barring extreme circumstances. I did one Bo3 live draft the day before the GP with some Handshake/Toronto ringers and went 1-2 with a weak Merfolk deck when I maybe should have gone all in on Goblins in my seat but waffled too much. I didn't mind drafting Goblins at all, despite many deeming it the worst of the supported archetypes. Meanwhile, Elves seemed super contested and I was open to abandoning it quickly if I didn't have multiple great payoffs and I felt it was getting cut.
Friday night I went out for dinner with some friends at a Thai restaurant called Pai which was delicious and fun.
I hadn't slept much the prior two nights but thanks to the frigid temperature I was fully alert the moment I stepped outside my hotel Friday morning for a coffee run to Tim Hortons.
[That's in Fahrenheit.]
The Grand Prix
When I sat down for deckbuilding, our area of the convention hall was so cold that the guy sitting across from me asked the judge to move us to a warmer section of the hall, and the judge obliged. I opened a pool with a bomb in Kinbinding and a great rare in Slumbering Giant. I also opened a Champion of the Clachan which I think is just "good," and an Abigail that is a very nice card if you have enough creatures with high power. The rest of my White/artifacts had a couple of Liminal Holds and some cards that asked that I play a lot of cheap creatures (for Convoke) or Kithkin (for Champion, Eclipsed Kithkin, Kinsbaile Aspirant, and Gathering Stone). Unfortunately, these support cards (the cheap creatures/Kithkin) were quite weak. Outside of White, my colors were shallow, but Black at least provided two Changelings to up my Kithkin count, more sources to cast Abigail, another great rare in Dawnhand Dissident, and two more removal spells. I played 10 Plains and 6 Swamps to go along with my Changeling Wayfinder.
[I don't know how to format these photos properly.]
I regretted one thing about my build, which was playing the Gnarlbark Elm, which should have been Keep Out or 17th land. I played the Elm in part for its synergy with Dissident, but Elm is just too slow and I faced a ton of strong enchantments/wanted an additional piece of cheap interaction. A 17th land would have been nice too, but I felt I needed all my Kithkin/cheap plays and the other cards were too good to cut, plus I had enough sources of each color. But I somehow totally missed the Elm, which I boarded out almost every round. This felt like a mistake I wouldn't have made online...
Overall, the deck was good but not great. It was playing a ton of low-impact ground creatures in a format where games consistently end up in board stalls. Karl Sarap looked at my pool in between rounds and thought I could have built a soupy 4-color deck, but I wasn't sure--the mana for that looked rough and the WB deck already had a pretty good late-game with the Blight synergies/bombs. I also wondered if Kinbinding was still a bomb if you aren't really playing to the board. Karl suggested I board into the 4-color build versus slower matchups, and he might have been right about that, but practically I wouldn't have time to spend five minutes sideboarding in those matchups given the round clock, so I was stuck with my WB build.
I lost round 1 to Kinbinding and rebounded by winning four rounds straight without dropping a game. In round 6 I got destroyed by Pyrrhic Strike both games. The card was incredible versus my deck and seems like the ~best uncommon in the format. Round 7 was frustrating. Game 1 I was on the play and had a seven-card hand of Swamp, Plains, Abigail, two three-drops, a high-drop, and a removal spell. A two-lander on the play is risky but the upside was too high to mulligan. I didn't draw a third land for many turns. Game 2 I mulliganned on the play to a hand of Kinbinding, Gathering Stone, Liminal Hold, 2 Plains, 2 Swamp. I debated between putting a Swamp and the Stone on the bottom, and eventually decided on the Stone, figuring that if I draw 1-2 spells in the meantime, turn 4 Hold into turn 5 Kinbinding is likely to be enough. But I drew only lands and keeping the Stone would have worked out better (though frankly I would have lost anyway).
Hitting the bottom 5% of draws in consecutive games to get eliminated didn't feel good, but I was generally fine with how I built and played the deck. My two biggest mistakes (well, at least the ones apparent to me) were that I missed that the Elm should be Keep Out or 17th land, and that I had trouble processing extremely wide boards on both sides of the battlefield in one of the rounds. Online I'm better at this, but in live Magic the boards can get very messy. I did end up winning these games and feel I took the right macro posture, but I surely made lots of technical mistakes (by "technical" I mean micro-decisions to effect my macro gameplan).
That night I went out with some friends for a beer plus bar food, and that was fun too. I wasn't especially looking forward to the LCQ the next morning, which was going to be around 650 people and would require the top 8 draft to be played in a different location due to convention hall closing. Still, I figured I'd play it given I traveled all the way to Toronto.
The Limited Championship Qualifier
In the LCQ, I opened a solid Jund deck. Three of my best cards were Goblin cards: Grub's Command, Champion of the Weird, and Taster of Wares. But the rest of my Goblins were very weak aside from the Changelings and Gristle Gluttons. Meanwhile, my Green cards were strong. It therefore made good sense to register GRb. I made one really silly mistake during deckbuilding, which was that at some point I threw Hovel Hurler in with the rest of my White cards. White was unplayable so I cast it off to the side and didn't even notice the Hurler when building my deck. I finally saw it again during round 5 when I randomly decided to look through my entire sideboard in between games rather than just the usual suspects that I had pulled to the front of my sideboard. In the last three rounds I boarded in the Hurler. I made other slight sideboarding adjustments every round, mostly based on opponent's creature sizing or whether I was on the play or draw, for example cutting Foraging Wickermaw, Midnight Tilling, or Virulent Emissary for Crossroads Watcher. I played 16 lands again, but this time I'm pretty sure it was correct.
I lost round 1 again and my deck didn't feel strong in the games. Then in round 2 I was down a game and behind in game 2 and was excited to drop and watch my friends in the GP. But I managed to come back that game and won almost every game after that, finishing 7-1 and making the top 32 cut with the third seed in the 650-person tournament.I made several embarrassing mistakes, including twice missing lethal. In round 7 against Isaac Krut, I was so far ahead one game that I spent a ton of mental energy on whether to go for lethal by using my Hurler to give my Moon-Vigil Adherents flying or play around a Protective Response I hadn't seen yet in two games. I ended up going for it; he didn't have it and chumped with a flyer down to 1 life. I sheepishly played another creature post-combat. In another round I missed a different lethal attack with Hurler. In yet another round I had a turn 2 Tam plus Wildvine Pummeler in hand. I had never seen this combo before and straight up missed that I could cast a turn 3 6/5; I realized as soon as I had passed the turn and my opponent had drawn her card. I probably could have tried asking my opponent/a judge for a takeback but I was too embarrassed and just let it go; I cast the 6/5 on turn 4 instead and ended up losing the game.
Round 8 my opponent and I were among the few 6-1 pairings who had to play it out. I had good draws and won quickly. I was 7-1 and would be on the play every match in the top 8 draft. It was 7pm when I won my eighth round. Unfortunately, the top 8 draft would not start for another three hours.
Because the convention hall was closing, Face to Face Games required everyone in the top 32 to taxi to their store 30 minutes away, where the drafts would take place. They tried to make it up to us by ordering enough sushi for the entire top 32. I appreciated the gesture, but many of us had travel plans that evening and couldn't wait another several hours to finish.
The Top 8 Draft
The draft wasn't very interesting. I was passed to by Pro Tour mainstay Matthew Sikkink-Johnson and was passing to Pro Tour top 8 competitor Mingyang Chen. I opened a Sygg p1p1 and then got passed a Wandervine Trapper as the best card in the pack. There was never a reason to deviate from Merfolk, especially not after getting a Wandervine Farewell fifth or sixth pick (can't remember which). I was feeling great after pack 1. I was firmly in Merfolk, which felt wide open from the right. And I hadn't passed any to the left, so I expected a great pack 2. Unfortunately pack 2 was extremely dry. I'm not sure if someone to my left ended up in Merfolk somehow or if no good Merfolk cards were opened. Pack 3 Merfolk was wide open again. The issue was that pack 2 was so dry that I was short on 2-drops and had to take them aggressively in pack 3. I ended up having to pass two Skyswimmers in pack 3, first for a Silvergill Mentor when I was short on 2-drops, and then for a Disruptor of Currents. I ended up getting more 2-drops as pack 3 progressed and ironically the deck ended up two Skyswimmers short of greatness. I simply had too many small creatures and not enough ways close the game. I knew I'd have trouble winning through a clogged board so I tried wherever possible to take cards that pushed damage, but the pickings were slim. I don't regret any of my picks, though. Overall I thought my deck was good given the quality of the pod.
The Crazy Match
In the quarterfinals I played one of the craziest matches ever against Maksym Gryn on a strong Elementals deck. This was a nightmare matchup for my deck; he had a ton of 1/3s to block and cheap interaction including Boulder Dash. And he went way over the top of what I was doing with cards like Shinestriker and double Twinflame Traveler.
Game 1
I felt like I stole game 1. I came out with an aggressive draw but wasn't able to cross the finish line before the board stalled; all I could do was push damage as much as possible so that I could make my opponent scared to attack me for fear of dying on the crackback, and to set up a win if I could topdeck a Glamermite to surprise him by adding two more attackers than he had blockers (he had been attacking with just enough creatures to always have an extra blocker than I had an attacker, plus what I presumed was a removal spell in hand). I got him down to 1 life, and eventually I drew the Glamermite and set up a win through his blockers plus removal in hand. On the turn I drew the Glamermite, flashing it in end of turn wouldn't have been enough if he had removal (which it felt like he did), so I waited another turn or two to have exactly enough creatures in play to win through a removal spell.
Game 2
Being up a game was nice but I felt like this was going to be a hard match to win. Indeed, in game 2 the board stalled quickly. I had gained a ton of life and was up to 40 at one point via Prideful Feastling and Wandervine Preacher plus Trapper, so it was going to take him a long time to kill me, but he was accruing way too much extra value with Shinestriker, Twinflame Traveler, Ashling, and two Flaring Cinders. At some point it became clear the only way I was going to win was through decking my opponent.
Eventually I had drawn Disruptor of Currents and Liminal Hold and saw a line to win: cast the Hold on Shinestriker, and then bounce my own Hold with Disruptor, which would double trigger the Shinestriker due to the Twinflame Traveler in play. With three colors in play, my opponent would draw 6 cards. But he still had more cards than that in deck, so I had to hold on for as long as possible without him realizing what I was up to. On my final turn he untapped, drew down to six cards, and then rummaged with Ashling down to five cards(!). When he attacked for lethal I went for my play, bouncing my Hold and putting two Shinestriker triggers on the stack. The first trigger resolved. My heart sank when the opponent cast a Swat Away he had drawn off those first 3 cards, which targeted his own permanent to not deck from the second Shinestriker trigger. He dealt lethal with 0 cards in his library.
Game 3
In game 3 the board again stalled early and I thought I didn't have a shot. This time I figured my opponent would guard against decking after seeing what happened in game 2. Moreover I didn't gain as much life as in game 2 and also hadn't dealt that much damage, only getting my opponent to 15 before the board stalled. Outside of decking my opponent, which seemed difficult given he was ready for it this time, the only other win condition I could think of was Sygg.
Notably, I had deployed some small creatures early and provided my opponent with some juicy Boulder Dash targets. He didn't cast it, so I assumed he didn't have it. Then there were a couple of turns in the midgame where I had Shieldbearer activation up, which is an important fact I'll get to later. I then drew the Sygg.
By this point, the opponent had three answers to Sygg left in his deck (which I knew the full contents of after game 2): Tweeze, Feed the Flames, and Boulder Dash. I had read my opponent for not having Boulder Dash earlier in the game. But he could have had Tweeze or Feed the Flames. Or he could have recently drawn the Boulder Dash and not been able to cast it because of Shieldbearer. My opponent had a couple of cards in hand, which could have been lands to hold for his Flaring Cinder or Ashling. I cast Sygg and passed with a Shieldbearer activation up and Rimekin Recluse in hand. My opponent didn't make a play and passed back and I was able to flip Sygg and give protection to my Encumbered Reejery (this meant my opponent didn't (yet) have Tweeze or Feed the Flames). I drew for the turn Gallant Fowlknight and had a decision that would ultimately decide the match.
I had a total of 7 lands in play, 6 left over after flipping Sygg. I could cast the Fowlknight, push two extra damage and further develop my board. But I'd not have the Shieldbearer activation up anymore. I decided to go for it under the following logic: (1) Shieldbearer activation guards against Boulder Dash, but not Tweeze or Feed the Flames; (2) I still wanted to develop my board and didn't know if I'd be able to afford to leave up Shieldbearer each turn for several more turns; and (3) it felt like my opponent didn't have Boulder Dash, or at least didn't have it a few turns ago.
So I cast the Fowlknight and attacked my opponent for 7 (Sygg + Encumbered Reejery + the trigger from the Fowlknight), down to 8. My opponent untapped and cast Boulder Dash on my Sygg, and now my route to victory was gone. I guess he must have drawn the Boulder Dash while I had Shieldbearer activation up during the last couple of turns (he confirmed after the match he didn't topdeck it that turn).
Looking back on this play, I think what I did was a mistake. My opponent clearly didn't have the Tweeze or Feed the Flames as he let me untap with my Sygg. I also thought he didn't have the Boulder Dash since he didn't cast it a few turns earlier. Moreover, my opponent had several rummage effects in play and would be able to rip through his deck if he drew a 4+cmc card to trigger his Flaring Cinders, so I figured I had to go for it and try to win ASAP before he found removal. I also figured putting a 3/4 on board was a relevant play and it would be hard to just not cast spells for the next few turns, since I needed three total attacks with the Sygg to win the game. The issue was, casting the Fowlknight didn't actually increase my clock at all. And while it was a relevant play, it wasn't relevant enough to be worth letting my guard down against Boulder Dash, since at this point my Sygg was by far my best chance of winning.
Directionally I recognized I was supposed to push my advantage before he found removal, but casting Fowlknight didn't contribute much towards that goal and I misread him for not having Boulder Dash. In my defense it was 16 hours into the tournament at that point and this match itself had already lasted around 80 minutes, but I think the play was wrong.
Despite all of this, I somehow still got him down to zero cards in library by trying to remove all his threats. And I did have the same play available to me as in game 2: Hold on Shinestriker, bounce Hold with Disruptor. However, this time my opponent had a Tam in play, so I was forced to bounce that first. (Also, this time I think he would have been ready with an instant speed removal spell on his Shinestriker after seeing how I tried to win game 2.) So I had no choice but to try to remove his clock before he decked out, but he killed me with zero cards in library for the second game in a row.
The match had taken 90 minutes and it was now 1 a.m. We had to leave immediately to begin the car ride home in time for work the next morning. On the ride home, in a delirious state, I ran the Sygg/Shieldbearer play through my head for several hours until I finally passed out.
Conclusions
Coming into Toronto, I basically hadn't won anything in over a year. Part of that is because I haven't been playing many tournaments, but in those I did play, I repeatedly made mistakes that directly cost me the match. That is to say, I'd been making mistakes and getting punished for them. Had I been making more mistakes, or was I just getting more punished? When I qualified for the Arena Championship last year, for example, I made several bad mistakes but won anyway. So I'm not sure. But it certainly didn't feel good to punt off several tournaments in a row.
Coming out of Toronto, I still haven't won anything in over a year. But even though I made some technical mistakes, I thought I played every game well from a macro standpoint. I think I always took the correct strategic posture, valued the correct resources, and understood how the game was going to play out. I can't expect to play every game perfectly, particularly in a 16-hour tournament, but overall I was more content with my play than I've been in a long time.
Lastly, shoutout to the NYC crew, Team Handshake, and various players adjacent to those groups I've met the past few years who were good company throughout the weekend. I've played Magic for many years mostly as an online player, so I never had a large crew of live Magic friends to hang out with during events. This event was way more fun than usual because it seemed everywhere I looked there was someone to talk to. I also made friends with my GP round 1 opponent after he crushed me with Kinbinding.
The Sygg/Shieldbearer play will continue to haunt me, but only until my next big misplay...
Monday, November 3, 2025
Is Anybody in Charge of the Arena Qualifier Weekends?
- May Qualifier: Players are wrongly afforded one loss to spare instead of two. Many players are eliminated prematurely.
- June Qualifier: Despite the official Arena schedule and multiple announcements pages listing the Qualifier as Historic for months, the tournament goes live on Arena as Pioneer. The Arena Team eventually corrects the error after players complain they had spent weeks testing Historic.
- July Qualifier: Players are afforded 36 hours to finish their Day 1 matches, and then another 36 hours to finish their Day 2 matches, instead of the 10 hours per day as is custom.
- September Qualifier: A few months prior, the Arena Team realized they had significantly undershot the number of qualifications per month and changed the Day 2 threshold from 6 wins to 4 in order to qualify more people for the Arena Championship. However, they let participants continue to play until their 6th win anyway, resulting in extremely foreseeable collusion. Possibly having become aware of this issue, the Arena Team altered Day 2 of the August Qualifier so that it cuts players off after their 4th win. For September, the Day 2 structure inexplicably reverts to the 6-win format and has remained that way since.
- October Qualifier: Players who got 4 or 5 wins in the prior month's Qualifier are incorrectly invited directly to Day 2 in the October Qualifier. Somehow, 6-win players are not invited.
- November Qualifier: Attempting to account for Daylight Savings, the Arena Team accidentally alters the two-hour entry window times in the wrong direction. Instead of 6-8am PST, entry is moved to 4-6am PST. As a result many players who had made Day 2 are unable to participate.
- November Qualifier: Day 1 participation tokens are not handed out to many players who are eligible to play in the Qualifier. To "fix" this issue, the Arena Team grants all of these people direct access to Day 2, despite a small fraction of Day 1 participants making Day 2 (under typical circumstances).
Wednesday, July 23, 2025
What Went Wrong at Pro Tour Aetherdrift
One strange thing about important Magic tournaments is that you spend far more time preparing for them than you do actually playing in them. And then you spend even more time reflecting on them after they’re over. Compared to the months spent anticipating and reflecting on the event, Magic tournaments go by in a flash: they compress all the tough decisions, lucky breaks, and emotional highs and lows into one fateful weekend.
It’s now been over five months since I participated in Pro
Tour Aetherdrift. I haven’t played a significant tournament since then, and the
event went poorly, so it’s easy to stew over the experience despite so much
time having passed. My 7-9 record was technically my worst Pro Tour record in
six PT-level events lifetime. This isn’t statistically anomalous: I had a 56%
lifetime PT winrate entering the event and won 44% of my matches in the event,
well within a normal range of likely outcomes. What made it doubly frustrating
though was that (1) I think I’m better at Magic now than I was when I played in
these past events and (2) this was my first time on a very strong, organized
testing team.
In particular, my constructed rounds were disastrous. I went
4-2 in Aetherdrift draft and 3-7 in Standard playing Jeskai Convoke. I’ll focus
here on constructed since that’s where things went awry.
For reference, I played this list: https://www.mtggoldfish.com/deck/6937676#paper
1. Fancy Deck Choice Syndrome
I qualified for Pro Tour Aetherdrift by playing Gruul Mice
at Arena Championship 7. On the whole, I was lucky in that event and
also played well. I felt in control of my decision-making,
and the deck fit my strengths as a player: lots of technical sequencing
decisions, risk-assessment, making my opponent’s cards line up poorly.
The Pro Tour was only two months after the Arena
Championship and Gruul Mice remained a tier one deck. The lists had barely
changed at all from the Arena Championship, and they incorporated zero new
Aetherdrift cards. Gruul Mice was on every player’s radar. It therefore seemed difficult
to get a leg up on the competition by running back the same deck. Despite this,
Gruul was so solid and hard to exploit that if I had tested by myself,
it’s highly plausible I would have just played Gruul and focused on limited.
But I wasn’t testing by myself. Rather, I was fortunate to work
with Team Handshake for the event. In this context the notion of playing Gruul
seemed especially bad: I’d be giving up the advantage of working with a top
team if I simply defaulted to the stock deck I would have played anyway. With
that said, multiple times later in the testing process I outwardly acknowledged
that I’d probably be maximizing my win percentage if I locked in Gruul and
focused on drafting, and several teammates agreed with me.
Meanwhile, some of our team (namely Simon Nielsen and Karl
Sarap) was high on Jeskai Convoke. I had previously thought the matchup vs
Gruul was bad, but our plan of Regal Bunnicorn, Sheltered by Ghosts, and Surge
of Salvation seemed to swing the matchup to at least 50/50. Moreover, Domain
was supposed to be difficult, but with sideboard counters the matchup seemed
fine. We initially thought Esper Pixie was a good matchup but in the last few
days of testing we felt the opposite. Towards the very end we added a couple of
Wilt-Leaf Lieges to our sideboard, which are a high-variance way to steal the
matchup (or alternatively sit in our hand and do basically nothing).
Overall, the matchup spread for Convoke appeared solid—probably
about as good as the matchup spread for Gruul. The tiebreaker for me was that
Convoke was unexpected and would give me a deck edge. In retrospect, I believe this
effect was too small to override my greater confidence in Gruul both in it
being a strong deck and in my ability to play it.
2. I Didn’t Have Much Time
I drew the above conclusions—that Convoke is a good deck and
with a solid matchup spread—based on relatively few games actually playing the
deck. By comparison, I had played hundreds of games with Gruul in the weeks and
months leading up to the Pro Tour. I had played a reasonable amount with
Boros Convoke—a different Convoke iteration we had been trying—and I had played
a bit with similar Convoke decks in past formats. But the Jeskai Convoke list
we registered I probably played fewer than 40 total games with before the
event. I’m not even sure I was wrong about the aforementioned conclusions, but most
of them involved trusting my teammates rather than confirming them myself. Which,
to be clear, is fine—the Convoke ringleaders, Simon and Karl, are better and
more experienced players than I am, and I certainly trust them—but I didn’t
have the level of personal comfort with the deck choice that comes from seeing
it winning in my own hands.
I also didn’t have many reps playing the games. I felt
comfortable enough playing the deck in testing. I understood the
common technical decisions and broader gameplans. (If I hadn’t, I wouldn’t have
played the deck.) In the tournament itself, I didn’t feel uncomfortable making
the decisions, and almost no in-game decisions jumped out as obviously wrong.
But I didn’t play the sheer number of games required to master
the deck and it's possible I was missing subtle things.
One area where I’m sure I made mistakes was mulliganning. These
are in my opinion the most challenging decisions when playing the deck. Jeskai
Convoke asks a lot of you: you need three colors of mana AND not too many
painlands AND enablers AND payoffs. AND our version added an additional layer
of inconsistency because it was playing extra situationally powerful cards like
Bunnicorn and Sheltered by Ghosts which range from great to horrible depending
on the matchup. Overall, Convoke has a very low floor and a very high ceiling,
but you don’t have the luxury of mulliganning every hand without the right
elements. You have to take risks: keeping a one-lander that can produce a turn
2 Knight-Errant if you hit a land, for example. These decisions aren’t easy, but Simon
presented a series of mulligan decisions to the rest of the Convoke players in
the day prior to deck submission and I felt comfortable with the decisions/thought
process and found I was usually reaching the right conclusions, even with the more unintuitive hands. Thus, once again I felt comfortable
enough registering the deck. With that said, I did get several mulligan
decisions wrong during the event.
The lack of prep time had far-reaching effects beyond not
getting reps with Convoke. I also didn’t draft enough (I only got in around ten
MTGO single elimination drafts when my goal was at least twenty); I didn’t have
time to try Eli Kassis’s UW Control deck that ended up being the best choice in
the whole tournament; and most frustratingly, I had built a version of Domain
with no Caverns early in testing that I was optimistic on but I ended up not
having enough time to put it through its paces (a similar version ended up
winning the whole Pro Tour, and Domain was the most winning archetype among the
popular decks). I spent a lot of time testing and brainstorming the formats, but
with a full-time job I ended up having nowhere near enough time to do
everything I wanted.
3. Other, Non-Magic Factors
I generally perform worse in live tournaments than in online tournaments. When I do poorly in a live tournament with a deck/in a format after winning a lot online, I’m often left scratching my head. There are many possible causes:
- Do my brain synapses not fire in the same way when playing live Magic because I don’t recognize patterns in the same way I do online?
- Am I wasting mental energy tracking triggers and the physical boardstate, particularly challenging with a deck like Convoke that uses a bunch of tokens and dice?
- Am I getting physically exhausted from long days of stressful matches? By Round 16 was physical and mentally exhausted, but I felt relatively energetic up until the last couple rounds of Day 2.
- Am I not shuffling enough? My draws were bad; am I not sufficiently randomizing? Sounds unlikely, but who knows?
- Am I getting cheated? None of my opponents seemed suspicious. But so many cheaters are caught after years of what was presumed to be clean play, which indicates many people are not catching cheats—am I one of those people getting cheated?
I find all of these possibilities unsettling, because each
tests abilities I don’t consider core to being a good Magic player. But the
last possibility is the most unsettling.
I can fix most or all of these things by simply playing more live tournaments. The problem is, I don’t enjoy live tournaments very much. They require acquiring cards on short notice; they involve expensive travel; they’re exhausting; and most of all, they are a big time commitment in the face of many competing obligations. Going forward, I will try to attend some more live tournaments here and there, both to get more live reps and to hopefully change my mindset such that I start to enjoy attending them more. Traveling with friends is one easy way to improve the experience.
4. Maybe It Was Just Bad Luck
I cast a turn 2 Knight-Errant only once or twice the entire
tournament. My Gruul opponents had the Heartfire Hero into Valiant enabler draw
most games. Many opening hands were clear mulligans (lacking critical pieces
with no upside of a powerful start). I never assembled Bunnicorn + Sheltered vs
Gruul, and I never put a Liege into play versus Pixie. While I certainly made some questionable
mulligan decisions, it felt like almost all my close calls were in situations like
the following: I’m on the draw against Gruul, I’ve already mulliganned once,
and they ended up having a turn 4 kill. Which is to say: I surely did some
things wrong (not mulliganning to five), but in those situations it felt like
the optimal play would increase my likelihood of winning from, let’s say, 10% to
13%.
Across the ten constructed rounds it was rare for my deck to function well
for multiple games in the same match. My opponents didn’t have poor draws. Most
of my losses were blowouts. It didn’t feel like there was much I could do,
other than mulligan (or not mulligan) a few borderline hands. I felt like Convoke
had betrayed me. Maybe I was just very unlucky. But the days were long, and I
didn’t have a full mastery of my deck, so maybe there are subtle plays I totally missed at the time.
The two days of Pro Tour Aetherdrift were a blur of
frustration and regret. (Notably, the days spent with my team leading up to the
event were extremely fun.) Five months later, I’m no more sure of where things
went wrong than I was on the flight home, but going forward I will resolve to do the
following:
- Default to the deck I am much more familiar with when deciding between two choices that seem similarly good. Even if I feel comfortable with the choice with which I have fewer reps, I will choose the one with which I have far more reps.
- Assume I have less time than I think I do and cut my losses when it gets late in the testing process. That means locking in a deck earlier and focusing on tuning the final slots/getting reps or, in the case of the Pro Tour, focusing on the draft format.
- Attend at least one or two RC/Spotlight Series events per year, traveling there with friends.
Monday, December 30, 2024
Arena Championship 7
- It was very strong against Dimir's game 1 configuration, which usually included no Preacher/Sheoldred and sometimes even cards like Saiba Cryptomancer and Faebloom Trick. Small blue creatures don't block well against big Gruul creatures.
- It was (at least slightly) favored against the decks trying to prey on Dimir, including Convoke, Simic Tempo, and Zur Domain.
- Golgari, which I believe to be Gruul's worst matchup among the common decks, was being pushed out of the format by Dimir.
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