Thursday, 29 September 2011

HATE

Due to being highly sort after by our many local fans of Nextwave, I've been inspired to come up with a great tournament series for the leader of the Highest Anti Terrorism Effort

Highly Antagonistic Tournament Event

As he is locally highly sought, Dirk Anger as convinced me to run a competitive series of tournaments for the "Succesful" Dirk Anger LE. So here is how it will run:-

All tournaments in the series are 300 points Modern Age

Week 1:-
The first practice week, bring any number of teams, 3 rounds practicing competetive play.
Week 2:-
The second practice week, same formula as the first, as you try and adapt to the percieved metagame.
Week 3:-
The final practice week, same formula as the previous two, but at the end of this one you must register your final team.
Week 4:-
The 1st week of competition, 3 rounds played.
Week 5:-
The 2nd and final week of competition, 3 rounds played.

Whoever gets the most wins over the 6 rounds of the final two weeks wins not only the LE, but a Scorpio Key special object. If there is a tie for wins, then most points within the tie gets the prize.
After the winner of the series is determined, whoever amongst the remaining players has scored the most points wins the LE.

That's two chances to win, so scoring points is as important as winning games. Go forth, in the name of HATE!!!


Each week I'll post details of what's been going on and critique on the teams used.  Checking these posts will be a good way of getting a jump on the metagame, or ideas for improving your team before the final registration. Wonder if the players will catch on to that...

Thursday, 25 August 2011

Nationals Disaster - the true story

So, back from Nationals, with the sour taste of multiple defeats still fresh in my mouth. I've submitted a report to mtgUK, but thought I owed my regular readers (do I actually have any?) the real story. This is my blog and I reserve the right to rant and be emo :P


This year, the GB Nationals were held in Sheffield. Four days of gaming, trading and meeting people in the Ponds Forge sports hall. This marks my third visit to the Nationals tournament, and I sucked balls this year. Here are my tournament reports.

Thursday

The afternoon was our attempt at qualifying. Enough people entered that the top 18 would make it into the Nationals. Most of our group did well, with one of us (Dan Eggle) coming in 19th. My personal performance was poor...

STANDARD LCQ
Played mono-White Quest. http://www.essentialmagic.com//decks/View.asp?ID=884574

Round 1
I've lost my paper notes,so I have no idea who the opponent was. He was playing U/B control. Crushing loss for me.
0-2 (0-1)

Round 2
Ben Flounder. He played Green/White/Black Pod. Crushing loss again.
0-2 (0-2)

I wasn't playing well at all. I was keeping hands I shouldn't have and throwing away games. I haven't been feeling happy with the deck since the Regionals. I'd been considering switching to Vampires but upon testing both decks, suddenly Quest was working. Despite a good performance the previous weekend at FNM and the M12 Game Day, I sat down with next to no confidence in the deck. 0-2 drop. Not the correct attitude for an LCQ. A result of the massive slump I've let myself get into and something I need to rectify.

Friday

I spoke to friends and visited the traders, then entered an Generic Grand Prix Trial, with the format being Extended.

GENERIC GPT – EXTENDED
Played original Jund. http://www.essentialmagic.com/Decks/View.asp?ID=888886

Round 1
Richard Bryce playing mono-Black. Game one, Sprouting Thrinax and Raging Ravine got there, with help from Garruk Wildspeaker's Overrun. Phyrexian Obliterator got played to stop me, but like all good Jund players, i had Maelstrom Pulse in hand.
Game 2 he mulled to 5, and didn't recover from his early mana screw. Blightning probably didn't help
2-0 (1-0)

Round 2
Rob Wagner playing Caw-Blade. Recognized his name when I saw it on the pairings. He writes for mtgUK, as was confirmed by both his t-shirt and asking him. Game one he crushed me with a Batterskull. Game two, we hard a hard, long fight. I eventually won that one. Ten minutes left for game three, he took it down.
1-2 (1-1)

Round 3
Dan Griffiths playing Dark-Blade. Game one is a cake walk. His life total goes 20-16-13-5-dead. I end the game on 14. Game two I'm hit by a flurry of discard spells and go down fighting. Game three, i crush him again. I think the standard blue-white is better against me.
2-1 (2-1)

Round 4
Craig Barnes playing Caw-Blade. Pretty similar to the match against Rob Wagner, but didn't take as long. Seems this deck is a weakness.
1-2 (2-2)

Round 5
Mark Pinder, playing Jund feat Demigod. I pull out game one with the standard beatdown plan. Game two and three i get him to 10 with him beating me, game 2 off the back off chameleon colossus.
1-2 (2-3)

Probably should have done better. Need more practice/tweaking with the deck but no-one locally cares about the format. Could be a lot happier with the result, but feel OK for a GPT at a high level venue. My biggest mistake, over the lack of testing, was calling an audible. I had a Green/White list built, that had won the Extended LCQ for the Italian Nationals. However, my experience in Standard had me craving a deck that was familiar and comfortable rather than one that had potential. While I love Jund with an unnatural passion, it's probable that the new deck was better positioned for a Caw-Blade metagame. I didn't even try and tweak Jund to take Caw-Blade into account.

For reference, here is the other list:-
http://www.essentialmagic.com/Decks/View.asp?ID=883839

Sunday

After a relaxed Saturday, it was time for one final day of Nationals. A group of us had decided to enter the Legacy Championships.

LEGACY CHAMPIONSHIPS
played Eva green http://www.essentialmagic.com/Decks/View.asp?ID=882866

Round 1
Ben Coleman wearing a judge badge and playing Hive Mind. My first turn Dark Ritual into Hymn to Tourach discarded a basic land and a Pact of the Titan. Big clue there to what he is playing. Used Sinkhole, Beast Within and Wastelands to keep him mana screwed. He discarded an Emrakul to shuffle his lands back in, but couldn't recover before i beat him to death. Game two i was getting in the beats and land disruption, got him to 4 life before he cast Hive Mind and Pact of the Titan for the win. Leyline of Sanctity left me a hand full of Thoughtseizes and Inquisition of Kozileks. Interesting chat during sideboarding about using Manamorphose as sideboard tech to pay for the pact costs. Game three he again has opening Leyline of Sanctity and combos off really early. The turn he wins i cast Beast Within, which would have killed the leyline. If he'd been a turn slower I'd have been in with a chance.
1-2 (0-1)

Round 2
Alistair Kennady playing NO-RUG. Game 1 we had a creature battle as i kept him off Natural Order. Dark Confidant gave me card advantage and a well timed Dismember allowed me to get in for lethal. Game two we got deck checked. My deck was fine, while he got a warning for writing Scalding instead of Scalding Tarn on his sheet. He won the creature battle that game. Game three he cast Natural Order and i couldn't stop him. Progenitus killed me.
1-2 (0-2)

Round 3
Andrew Jagger playing Zoo. Met Andrew last year at London Nats. He stomped me to death both games. As in standard, Vampire Nighthawk carries a Lightning Bolt magnet on his back. My answers were too slow.
0-2 (0-3)

Round 4
Had the bye. Spent the round playing against Dan Eggle who had built Battle of Wits but was unable to make it to the tournament on time. Went 1-1 against him. Game one he beat me to death with the Thopter Foundry/Sword of the Meek combo. Game two i hit enough disruption and large guys. We still need to have a game three at some point. Luckily he is one of the players that came up with us from Plymouth.
1-1 technically (1-3)

Round 5
Dan Perkins playing Boros Slivers. Shame to meet one of our locals on such a bad record. Game one he beats me to death with fast Slivers and removal spells. Game two i have enough removal and get some Vampire Nighthawks online while he is mana screwed allowing me to run away with the game. Game three is close, but he is flooding and i take control of the game. Dark Confidant is starting to kill me. I pop Pernicious Deed for two to stop Dark Confidant killing me and remove his lone blocker so Tarmogoyf can get in for lethal. Then remember Tarmogoyf costs 2 as well. Savage misplay. Luckily I'm able to recover with a double Beast Within on my own lands while he can never get more than one Sliver in play.
2-1 (2-3)

Round 6
Amar Dattini paying NO-RUG. I'd seem him playing in the Legacy GPT the day before, where i had seen him beat two of my friends with Progenitus. Game one i fought hard to keep the hydra from appearing and died to a swathe of Tarmogoyfs. Game two he found a window to cast Natural Order and i lost to the hydra again.
0-2 (2-4)

My record could have been a lot better, but i enjoyed this legacy tournament a lot more than the other i played in 2 years ago (10-Land Green). Want to tweak the deck a little, especially in the sideboard. Definitely a deck to work on and improve with, while i trade for cards to splash out into a more Rock/Junk build. This was my best tournament of the weekend, despite the bad result. Need more practice against the popular decks of Legacy and also want to change some of the cards in my sideboard. Choke doesn't seem to do much against the field. 

Basic solution to my suckitude: take a break from playing. There are no major constructed events between now and the release of Innistrad. Next month's FNM promo is Teetering Peaks, which I don't need due to the Premium Deck - Fire & Lightning. This will give me some time off without worrying about what I'm going to play each week, or if my deck is still good enough. Then I can re-focus as rotation hits. The overall goal is to do much better at next years Nationals. 

So, that's the challenge. Do better at next years Nationals. Through research, playtesting and hopefully regular writing for mtgUk as well as maintaining this blog more frequently. I want to either qualify next year, or at least walk away from the LCQ feeling like I had a shot. Then, Top 8 a decent side event if there is the chance to play in one.

I will do better....

Thursday, 4 August 2011

Dynamic Duo

After two months off, and in the crucial fortnight leading up to MTG Nationals, I'm back.

Recently Heroclix has seen the release of the Captain America set. We've started the tournament series, and this week was 300 points Modern Age. So I built a team I've been hesitant about playing for a while.

See, after my review of Sinestro from DC75, I really liked the figure. Shortly thereafter, however, I had the opportunity to trade him for the Iron Man/War Machine duo figure. This was a character pairing I really wanted to obtain, but they came with a problem. At 300 points, the are a one-figure-army. Not really my preferred style of figure. But I do really like War Machine as a character and we didn't recieve him as a Free Comic Book Day figure. So, as much as I've wanted to try them, I held off.

This week showed how perfectly awesome they are.

Round One

Played against:-
Nick Fury (cap)
Maria Hill (cap)
Kitty Pride (cap)

Somehow, I won map choice, and since we are limiting ourselves to the Cap maps, I chose one end of the Helicarrier. This was a worrying game, as his team had range, Psychic Blast, Outwit and plenty of damage. However, no move and attack meant I was largely able to outmaneuver the team and take them out. Took 4 damage from one soak ignoring hit though(!)

Round Two

Played against:-
The Parademon (B&B)
Parademon Drill Sergeant (B&B)
and enough Parademon Grunts (B&B) to fill the points (4 i think).

This time, fighting on the other end of the Helicarrier, I took to the high ground, one-shotting a Parademon Grunt on the way. This was a push, meaning I was open for 2 full turns. By the time I had cleared, due to a combination of their combat values and my Impervious, the Duo had taken 1 damage. One activation of their All-Out Assault trait, and all but The Parademon were dead. Finishing him off was easy.

Round Three

Hulk (GSX)
Wolverine (GSX)

The Horsemen of the Apocalypse. This was over far too quickly. An Outwit and a Running Shot onto Elevated Terrain did 4 damage to Hulk. Wolverine bases the Duo. An Outwit and a Duo Attack KO him. Hulk bases the Duo. An Outwit and a Duo Attack KO him. Nuff said.

Still not a fan of teams where all the eggs are in one basket, but this pair nearly have me convinced.

Wednesday, 25 May 2011

Deathwatch Session 4

Welcome to the forth session of Deathwatch...

For easy reference I'm going to start using character names.

Brother Griswald, the Black Templars Sergeant
Brother Yoric, the Space Wolves Assault Marine
Brother Rathan, the Blood Angels Assault Marine
Brother Drake, the Dark Angels Devastator Marine
Brother Loker, the Dark Angels Apothecary.

The Planetary Govenor takes us to the Astropath's tower. Letting us in to see her, we set up a message to be relayed to the nearest Imperial Fleet and to our masters in the Deathwatch.

No sooner is the message being sent when we are attacked by hordes of cultists coming through the walls. Yoric uses his Flamer to attack one, backed up by Drake's Heavy Bolter. Their return fire dealt him some damage, but only just clipped Yoric in the arm.

Our fight goes well, but I trigger Psychic Phenomena, nearly knocking myself unconcious. Luckily, I manage to make my Willpower roll. We soon reduce the 3 hordes to their leaders, which prove to be just as little trouble.

The Astropath gets the message out, and we discover where the Broodlord's nest is. We plan our method of getting there and rest to remove our fatigue. The nest is under a Promethium Factory in the heart of enemy territory.

En route, we pick up a distress call from some nearby PDF in a pub. We reconnoitre the area and discover a cultist stronghold with several hordes and some Heavy Stubber teams. After missing 3 times, Loker finally fells one of the gunners, and the Assault Marines charge over to the other two nests. Drake opens up one one of the hordes, damn near killing half of them. The combat goes pretty succesfully, but due to time considerations, we take on the other areas of the stronghold next session.....

Sunday, 15 May 2011

Spring Dawning

So, as of tomorrow, 15th May, Heroclix Modern Age reaches rotation again. The fact that Neca have retired sets shows that they are going to keep with the annual practice, which took a longer hiatus than the break between owners.

So, this time around we lose four sets, the first major sets with cards for the figures. This is also an important quartet of sets to lose because they take with them the major colossal figures. The ones from Giant Sized X-Men are far fairer to play against, compared to the likes of Galactus and the Sinestro Corps Anti-Monitor. These sets are:-

Avengers
Justice Leagure
Monsters and Mutations
Crisis

While we still have plenty of legal sets and figures within Modern Age, it is with mixed feelings that we say goodbye to these sets. Let's go through the figures I will miss and the figures I am glad to see the back of.

Avengers
They shall be missed;
Captain America
His sculpt was awful, but he was a potent 100 point fighter. Much maligned on the internet for his potato head, I always found him to be worth the points.
The Young Avengers
Most of this team leaves before we get a Speed to go with them. That's a shame, especially given the recent sets giving us full teams.
The Invaders
Another them leaving, this time a much more playable one. They were especially good during the 5 weeks of Sealed Booster play that happened for the set.
Winter Soldier
The inspiration for the title of this post, and possibly the figure I've used the most from these four sets. 70 points gets you the most lethal sniper the game has ever seen. This is the figure I'm going to miss most, but he shall be replaced in the Captain America set by a new dial and his Bucky-Cap sculpt.
The Heralds of Galactus
We fought long and hard over 5 weeks for these bad boys. All of them are pretty good in their own right. These events are also the start of my judging career, so I also have the alternate Judge promo versions.
Glad they are gone;
Moon Knight
So, these were the first figures in a main set with special powers. And if this guy uses his Perplex, it damages him. Which them removes the stat bonus... Somebody dropped the ball when designing that power, and he received no errata to fix him. It's a sham because he was otherwise good for his points.
The Liberators
No wonder these guys lost the fight. Not only does this set supply the only two members of this team the game has seen so far, but it also gives them such terrible stats. It's like the designers wanted them to auto lose any fight. They even made one of the two a Super Rare :(
Galactus
Identical dial to the original version, but being able to make one less action a turn makes hin weaker. Also, something is wrong with the paint on these. If kept in the box, the paint melts onto the plastic. This was still happening to them a year later. Mine isn't sticky anymore, but I don't keep it confined either.

Justice League
They shall be missed;
Hector Hammond
He looks like Richard Nixon, and if you hit him for just enough damage he becomes 0 move. This allows you to spend the rest of the game dancing just out of his range while he can do nothing about it. And he looks like Richard Nixon.
Justice Legion A
A cool team, pointed to make a variety of teams at a variety of points level, it was a shame that all but one of these guys was Super Rare. They were cool enough to make me get they comics they are from,  to find out more about them.
Starro
He had some interesting abilities, especially his healing ones. Shame that his dial was too strong for the points, especially if your opponent is unprepared
Glad they are gone;
Batman
Overrated and overused. We had five weeks of sealed, where he dominated because he was common and the map for the events was covered in the hindering terrain he needs. After that, we quickly adapted and he was never a problem again. In fact, no-one got much decent use out of the character until his Arkham Asylum versions were produced. Glad he is gone though, because as easy as it is to deal with him, it makes it no less annoying to see him every round in a tournament.
Parasite
Overcosted and doesn't do anything. His powers are badly worded and confusing to use. Then, in the next set they produce the Super-Adaptoid with the same special powers for the same points. However, the Super-Adaptoid also has other powers and abilites, which Parasite doesn't.
Deadman
See Parasite above but replace confusing with cool and Super-Adaptoid with Jericho.
The Starro Slaves
Cheap versions of the characters makes them weak versions of the characters. Also, the only thing that lets you know they are slaves of Starro is the starfish over their faces on the sculpts. They have no powers to represent this and keyword via the Justice League of America keyword. Seems like a missed opportunity.

Mutations and Monsters
They shall be missed
The Cuckoos
Awesome special powers gives a team with built in synergy. I ran these guys at the last Nationals and they are awesome.
The Marvel Zombies
A chance for those of us who didn't get hold of the original chases to play the team. They are also pretty good, if you pretend Iron Man doesn't exist.
Professor X
Cerebro is an awesome special power, and he is especially good with the Cuckoos. He also has range 12.
Glad they are gone;
The Hood
He doesn't do anything. He is 28 points of do nothing. I know he was made before the character became a powerful mob boss with help from Dormmamu, but surely he wasn't worth doing like this. Might as well wait for a time he would be more relavant then give him this dial. He doesn't even fit the themes of the set.
Warbound
I'll admit I used this feat at Nationals, but that was the problem. It was broken. Somebody figured out how to use it to hide behind a Barrier every turn. I used it to make Hypersonic Speed attacks with the same figure every turn. I broke a fundamental rule of the game, 2 actions in every three turns, without giving a drawback. Glad feats are gone from the game as it's harder to regulate what figures they will be used on.

Crisis
They shall be missed;
The Metal Men 
A cool team, glad to see them all make a set. They were even quite playable if used carefully.
Darkseid
A little overplayed, but just the right power level for his points, and beatable unless used properly. Not an auto win piece, but hard to lose with.
Psycho-Pirate
At Nationals I used him to back up the Cuckoos and I wasn't disappointed. A tie-up piece with Mind Control and great defensive powers. His -2 Perplex is also amazing.
Batman
Azrael as Batman, awesome sculpt and ok dial.
The Teen Titans
So, my favourite DC team. This set gave it some awesome figures. And then at Nationals my 1st boosted for sealed had a complete team of them. It's a shame so many are leaving Modern Age, but DC75th gave us some awesome figures to replace them on the roster.
Glad they are gone;
The Royal Flush Gang
The whole team is here, and they are rubbish. I'm not sure who's foes they are meant to be but I feel like nearly any good guy figure could take them on single handedly, let alone with back up.
Star Sapphire
So it mentions in the background on the card that there is a Star Sapphire Corps. This is fine, she was made after this was revelaed in the comics. They are since made two more members of this corps. So why has she got no keywords? She can't even theme with the Injustice League as suggested by her team ability. There doesn't seem to be a reason for this, which really let the figure down, especially since the Blackest Night pack came out.

Mourn for the allies we have lost. Rejoice for the foes that are gone. The battlefield of Modern Age has changed and we have more recruits coming this year...   

Wednesday, 11 May 2011

Foreshadowing Revisited

So, it's a week and a half since I set myself the task of 7 posts in one week. How did I do?

Not well.

For a myriad of reasons, I only managed 3 of the 7 articles. Taking it from the top:-

Building A Legacy - I will attempt to write this article later this week. I'm making steady progress and want to discuss the methodology behind what deck I am building and how I am going about it.

Leak Gets 4 for 1 - This was an astounding success. Not only did I get the article written they way I wanted, I even got it published on a UK magic site.

http://www.manaleak.com/mtguk/

Basically, when I linked it on Facebook, I was asked by the person who runs Manaleak if they could run it as an article. I said yes, they edited it, addded pictures and published it. This makes me happy, but also makes me want to ensure that any further magic posts I make are good enough to get published. We shall see if I can continue to meet that high standard.

Standard Report - I've got to be honest, my last couple of standard tournaments were terrible and as a consequence, I haven't played in a month. I think this article should wait until I get some NPH play under my belt, to see if I'm in a slump or if the metagame has turned against my deck.

#banJace - I've left it a little late to discuss this topic. I'm not convinced I want to dedicate time to talk about the pros and cons of banning Jace, especially when I don't personally care either way. I'll leave it to the myriad of people out there that write articles and champion one side or the other.

Deathwatch - It took two weeks, but I got the article written. The delay wasn't actually my fault, and I wrote a filler article to replace it. I'm not convinced by the writing style for it, but will attempt to improve on that as the sessions go on.

Winds of Change - This article was written, and I feel it was fine. I let the link explain the changes, while I went over what they meant for my players.

Spring Dawning - This is the biggest failure on my part. This article should be fairly easy to write, but I kept letting other stuff get in the way. Hopefully I can also get this one done this week.

So, it was technically three and a half out of seven done. A little disappointing, but at least it's a start. Maybe I was a little ambitious, but by setting a big goal I managed to set up a precedent. Now I have to try and post three articles a week minimum. It even nicely segregates into one for each of the main themes for my posts. Hopefully I can maintain that momentum going forward.

So this week:-

Deathwatch - wherein I recount the third session of this game. Already posted this entry, and the result (spoiler alert :p) is that Genestealers nearly kill us all...

Spring Dawning - wherein I look at what figures Modern Age Heroclix loses with next weeks retirement.

Building A Legacy - wherein I explain the process behind my chosen Legacy Magic decks.

Deathwatch Session 3

Well, on to the session....


We entered the Warehouse, wandering the corridors. Making our way around crates filled with Lasguns, we came to a T-junction. The Sarge suggests splitting the team into two groups so we can explore both directions efficiently. One Combat Squad comprising of Sarge, the Apothecary and the Blood Angel, meanwhile I'm put in charge of the  Devastator and the Space Wolf.

We head left, while the other group head right. Sarge's group travel for 10 minutes before their Auspex gets a ping. There is a group of life forms coming up behind them. Led by an Officer with a Power Weapon and a Plasma Pistol right into the Apothecary's sights. He fires his Boltgun on full auto, but fails to hit the Officer. Only Sarge's shot hits, but doesn't seem to do much damage. Meanwhile the cultists hit the Blood Angel. The second turn is even less effective for our heroes, with the Blood Angel taking more damage but no one managing to retaliate. The third turn yeilds successful damage, but the cultists pass their morale check. Luckily, the fourth turn yields better dice rolls and they wipe the cultists out.

Meanwhile, our group run head long into a group of cultists. The Space Wolf charges towards them, but gets hit three times, including twice to the head. Heavily wounded, the Space Wolf opens up with a flamer, doing a little damage to the cultist group. However, as the Space Wolf enters close combat, the cultists rip off his kneecap. I charge into the fray but spectacularily miss. Our retaliation takes out the group....eventually. (Force Swords are awesome).

This cleared the warehouse of cultists, and we met back up to heal our wounds. Moving on to the Govenor's Palace. We find a group of nobles in the entrance hall being pounced on by Genestealers. Engaging them in combat, the Apothecary takes a kicking. Most of us take small injuries, but I retaliate and destroy my opponent in one hit. Force Swords are pretty lethal, especially one-on-one.


The Devastator takes his opponent out with a Bolt Pistol but the Assault Marines flounder. Luckily the Apothecary doesn't get hit, so isn't finished off. One hit and he is probably dead. I charge over to save Sarge, but fail my attack. Sarge finishes his opponent off, and I charge over and save the Blood Angel, who had his eyes ripped off by his opponent. The Apothecary tries to fix his leg, but fails his roll. The Devastator takes down another, but that leaves the Genestealer that is chasing the Planetary Governor. The Space Wolf gets to him first, outside the Governor's office,  with me in hot pursuit. We take it down quite easily.

The Apothecary starts healing up the rest of the team, while we talk to the Governor. He takes us to the House of Echoes to meet the Astropath....

To be Continued....