John Loniak
PRO-TOUR QUALIFIERS
FEBRUARY 26TH - 27TH, 2000 (DAY 1)
HIGH POINT, NORTH CAROLINA, UNITED STATES OF AMERICA
EXTENDED/CONSTRUCTED FOR THE NEW YORK PRO-TOUR
DAY 1 - WORD FOR THE DAY: COMMON SENSE
DAY 1 - QUOTES FOR THE DAY:
"SOME HOLE IN THE WALL PLACE..."
"HE'S DRAWING SO MANY CARDS, I'M DRAWING SO FEW,"
"...HOLD-UP, DURING YOUR UPKEEP!"
"DECLINE TO PAY 'ECHO' "
"I LOVE THAT..."
"DONE...DONE...DONE..."
"DEFINETLY GOING FIRST IS A BIG THING HERE!"
"GO AHEAD"
"GOT TO MAKE THIS FAIR"
"I'M GONNA' WIN..."
"OH...MAYBE NOT!"
PROLOGUE:
October 1999-as 9th place finisher in the Moon Light Run on Parris
Island,
Marine Corps Boot Camp, South Carolina, I made plans to run the Tybee for
February 5th, 2000. A quick review of the tournament schedule confirmed
the absence of any qualifiers that day.
November 1999---skipped Thanksgiving, and planned to skip
Christmas/New Year Leave with family in Arkansas; planned to visit family
over Spring Break or my daughter's birthday of March 5th. The schedule
revealed no events at my regular stops of Richmond, Atlanta, Orlando,
Miami during this time.
December 1999---"what do you mean the Nemesis Pre-Release is February
5th ???," and "the Level 3 will be at the Pro-Tour that weekend!"
Adaptation is key when you want to run a half-marathon and head-judge a
prerelease in the same day.
January 2000---introduced the game to a new player; who immediately
wanted to go to the next qualifier...on to Miami ( a ten hour drive ). Put
in for Leave of February 25th to March 12th, 2000. Fixed van tranny for
1529 dollars.
February 4th, 2000---spent this night in Savannah, Georgia after half
the regular Magic crew left for Atlanta to party in advance of tomorrow's
events.
6am, the 5th---early rise, and off to the Tybee Island Marathon; end
up only entering the 5K. Arrived in Atlanta, thanks to the staff, and
Round one began late with 307 competitors in the main event...we ran 42
booster drafts that day and ended at 5am the morning of the 6th; most of
the questions about Topple.
The next weekend---telephoned Daddy Jim's, and planned a trip to High
Point; too tired after treating the hundred illnesses and injuries of
recruits-CANCELED!
NIGHT BEFORE DAY 1 - BEGINNING:
4:30pm, February 25th, 2000---with Leave Chit in hand, and Savannah,
GA 42 miles south, Rich Slack, fellow traveler awaits. He has agreed to
accompany me for the two week journey west ( over a thousand miles one
way ), mainly to help drive the van, and to prepare for his judge
certification.
6:15pm---estimating a 6-8 hour drive to High Point, with the Magic
Gang following us: they were told, "I'm not coming back!"
Our Route: From Savannah, Georgia take I-95 north to I-26, then
east to Columbia, South Carolina. Take I-77 from Columbia north to
Charlotte, North Carolina; then I-85 north to High Point, N.C.
Columbia, S.C., Waffle House---eats came in the form of a Waffle
House on Columbia's east side. Rick pulled out a red deck politely termed
'FATAL PROXIMITY'; so, forgetting to drink my coffee, and quickly eating a
med-rare steak and eggs ( I hate eggs, but when you are hungry? )... In its
first game, He commenced to 'pummel' the oath of druids deck we had put
over two hundred games behind. Explain: sideboard was never used...his
deck would never survive in an actual event; left the Waffle House with
him smiling; me not.
Day 1; 1:20am, Saturday, 26th February 2000---Arrival in High Point,
and after encircling the city on Westchester Hwy 68 we finally find, in
the words of my traveling companion, "some hole in the wall place." At
2am in the morning they have the 'gall' to be closed. We drive back
around to Main and decide to eat breakfast again at the 24 hour
restaurant, plus sleep.
7-8am the day of the main event---the alarm rings. Luckily my
companion noticed the wind-up clock was 3 hours off and reset it a second
time after I went to sleep. This am after eating hot cakes, bacon, 'eggs
'-yuck, I remembered to drink my coffee. Review rules/judge
apprenticeship with Rick.
8:30am---Daddy Jim's is still closed. Not long, meet Tywanna Bailey
and her daughter. Come to find out that Head Judge Mr. Hall is going to
be late due to car trouble. Met Daddy Jim.
Registration---sign ups and deck registration began, met with the
head judge and introduced myself, and Rick Slack.
DAY 1 - EVENT REPORT SUMMARY: COORDINATOR: JIM BAILEY LOCATION: DADDY JIM's COMICS EVENT NAME: PTQ NY - HIGH POINT GAME TYPE: EXTENDED EVENT DATE: 2/26, 2000 MINIMUM RULES ENFORCEMENT LEVEL (REL) 3 HEAD JUDGE: ROBERT E. "BOBBY" HALL LEVEL III OTHER JUDGES: JOHN "DOC" LONIAK (level 2), RICK SLACK AND KEVIN HOWELL
(APPRENTICES) COMPUTER GENIUS: JAMES BAILEY, JR.
GENERAL TOURNAMENT INFORMATION:
7 # OF ROUNDS
5 # OF NEW PLAYERS
90 # OF PLAYERS
DAY 1 - ANNOUNCEMENTS:
'"ON BEHALF OF DADDY JIM'S COMICS, WELCOME!"
RESULTS ENTRY SLIPS IN USE, ONCE SIGNED BY PLAYERS IS OFFICIAL.
THERE ARE SEVEN ROUNDS OF SWISS.
50 MINUTE ROUNDS. WHEN TIME IS CALLED (TIME EXTENSIONS ARE CHECKED);
THEN ACTIVE PLAYER IS TURN 1 OF 6 ADDITIONAL TURNS.
PLAYERS ARE GIVEN AMPLE TIME TO CHECK POSTINGS AND TAKE THEIR SEATS
SO THE ROUND MAY BEGIN.
ABSENTEES AT START OF A ROUND WILL BE GIVEN A GAME LOSS, AND AN
ADDITIONAL GAME LOSS, AND THUS THE MATCH, AFTER FIVE MINUTES HAS EXPIRED.
PLAYERS WILL BEGIN THE FIRST GAME OF ANY GIVEN MATCH WITH THEIR MAIN DECK
BEFORE SIDEBOARDING.
UNFINISHED GAMES ARE RECORDED AS A ZERO (0)."
PLAYER AND DCI# LIST:
11:26AM---THE PLAYER AND DCI# LIST IS NOW POSTED FOR DOUBLE CHECKING.
LET'S TALK TO THE PLAYERS:
DADDY JIM---Daddy Jim explains that Bobby is in charge of the game,
but on the same note "Un-sportsman-like Conduct and Foul Language will not
be 'tolerated'."
Bobby Hall---the word of the day is: Common Sense . DAY 1 - PREPARATIONS:
1. 2 SETS OF COMPREHENSIVE RULES FOR SIXTH EDITION
2. DAILY REVIEW OF JUDGE-L DIGEST
3. TO HANDBOOK
4. DCI REPORTER ON DISC
5. 5. 3 MOTOROLA's / 20-30 PENS
ALL THIS WITH THE ORACLE WORDINGS, UNIVERSAL TOURNAMENT RULES,
MAGIC-SPECIFIC FLOOR RULES, AND THE UNIVERSAL PENALTY GUIDELINES IT IS OUR
INTENT TO ENSURE CONSISTENCY IN ALL RULINGS AND PENALTIES AT
DCI-SANCTIONED EVENTS WHILE ADDING A CLASSIC PROFESSIONAL IMAGE.
JUDGE RICK SLACK---after preparing the tables numbered accordingly:
the tables in the front room numbered 1 - 35, the pool tables numbered
36 - 40, and the back room tables numbered 41 - 45. ( Table #1 being
nearest the judges ).
QUESTIONS---BEFORE START:
#1. DOES NECROPOTENCE (SKIP YOUR DRAW STEP) AND MANA VAULT (AT THE
BEGINNING OF YOUR DRAW STEP) WORK? Answer: Yes, with the errata to
Mana Vault, you do not take 1 damage at the beginning of your Draw Step;
simply, because you nolonger have a Draw Step while the Necropotence
remains in play.
#2. MOX DIAMOND, WHAT IS THE CURRENT ERRATA?, AND IF IT IS COUNTERED, DO
YOU STILL HAVE TO DISCARD THE LAND CARD?
Answer: "Mox Diamond: 0; Artifact; As an additional cost to play Mox
Diamond, discard a land card from you hand. T: Add one mana of any color
to you mana pool." When we were starting the event I made the mistake of
not looking up the current errata, and I explained it 'badly': that the
Mox Diamond is effectively blank until you discard the land card after it
is placed in the 'In-Play Zone', so, no you did not have to discard the
land if it was countered. I only realize now that with the errata it is
intended to discard the land card while the Mox Diamond is still on the
Stack Zone. I apologize to whom I gave the incorrect information.
WHAT WOULD I DO DIFFERENTLY---IN THE FUTURE IT IS MY INTENTION TO
RETRIEVE THE MOST RECENT WORDING FROM THE ORACLE JUDGE'S REFERENCE BEFORE
I DISTRIBUTE INFORMATION, EVEN IF IT MEANS DELAYING THE RULING.
#3. DO YOU STILL DRAW A CARD IF A SPELL YOU 'PLAY' IS COUNTERED WITH
RECYCLE OR ARGOTHIAN ENCHANTRESS 'IN-PLAY ZONE'? Answer: the definition
of 'Play' basically means to physically place the card on the 'Stack Zone
' and requires paying any costs and choosing any required modes and/ or
targets. So, you will certainly draw a card from this, even if the spell
is countered.
DAY 1 - ROUND ONE:
11:55AM---"RD#1, 50 MINUTES, IF THERE ARE NO FURTHER QUESTIONS, YOU
MAY BEGIN!"
FEATURE MATCH - JOHNSON, JONATHAN VS. SHRADER, LANCE---
Early in the first game, Johnson plays a Demonic Consultation naming
"Necropotence." With a Mana Vault, Swamp, and Underground Sea in-play
zone, he plays the Necropotence via Dark Ritual. Shrader plays Force of
Will only to have it 'Forced.' Shrader responds with yet another Force of
Will, and still with a Disrupt in hand zone.
At Shrader's end of turn step Johnson plays a Vampiric Tutor; he
'thumb checks' his top card -- and Necropotence was on top.
All this in the first ten turns of game one. One of the other judges
comments that Dark Ritual and Mana Vault are way too cool.
QUESTIONS---DURING ROUND: #1. SOLTARI CHAMPION - WHEN IT ATTACKS,
DO ALL OTHER CREATURES YOU CONTROL GET THE +1/+1 UNTIL END OF THE COMBAT
PHASE, OR UNTIL END OF TURN?
Answer: When Soltari Champion is indicated as an attacker during the
"Declare Attackers Step" of the "Combat Phase" all 'other' creatures you
control get +1/+1 until end of turn; "until end of turn" effects end
during the "Cleanup Step" of the "End Phase."
#2. CAN FLOOD PLAIN (coupon land - "search you library for a plains
or island card...") GET 'DUAL LANDS'? Answer: Yes, Current errata states
that each 'dual land' is the two land types (i.e. Underground Sea is an
island and a swamp).
#3. WHAT IS THE EXACT WORDING OF DONATE? Answer: We gave the
player a print-out from the Oracle Judge's Reference; Donate: Target
player gains control of target permanent you control.
#4. PLAYER A PLAYS DEMONIC CONSULTATION FOR A "DURESS". AFTER IT
RESOLVES, PLAYER B ASKS TO SEE PA's OUT OF GAME 'PILE', BY ACCIDENT, PA
GIVES PB HIS LIBRARY INSTEAD. PB LOOKS THROUGH IT THEN REALIZES HE HAS
THE WRONG 'PILE' OF CARDS. WHAT TO DO NOW? Answer: (PA's Library was
not previously ordered). Proceedural Error to PA - verbal warning for
giving wrong stack of cards. PB receives a verbal caution for failure to
keep track of game events. (Head Judge later warns that PA may have done
this unpurpose inorder to randomize his Library).
#5. THAWING GLACIERS - CURRENT WORDING, AND IS IT PART OF THE
ACTIVATED ABILITY TO RETURN TO HAND EVEN IF IT ENDS UP UNTAPPED VIA
EMERALD CHARM? Answer: Thawing Glaciers; Land; TG comes into play
tapped. 1, T: Search your library for a basic land card and put that
card into play tapped. Then shuffle your library. If it's the end phase,
return Thawing Glaciers to its owner's hand. Otherwise, return TG to its
owner's hand at end of turn. (Once TG is activated, it will NOT remain in
play, even if it is untapped during the end phase).
#6. BURN OUT - WHAT DOES IT SAY? Answer: Burn Out; 1R; Instant;
Counter target instant spell if it is blue. Draw a card at the beginning
of the next turn's upkeep. (without the errata, BO's text reads "counter
target interrupt"; the current version is much better).
#7. WHEN WILL THE NEXT ROUND BEGIN? Answer: We are currently 35
minutes in to this round.
#8. MISDIRECTION - HOW DOES IT WORK? Answer: M. of Donate?, NO!
(Donate has two targets). M. of Duress?, only in multiplayer! (Duress
targets opponent). M. of Unmask?, Yes, owner of Unmask chooses a
non-land card in his own hand to discard.
LAST GAME OF ROUND ONE---TWO GENTLEMEN ---During the last few minutes
of the round a bystander requested that I watch this match. It was a
heated battle between the two decks. Both had won one game. This was
game three. Player A had two creatures in play that could return
permanents to Player B's hand. He had just begun to "tap dance" simply
returning two permanents each turn. This, of course, took only a few
seconds to complete. Player B in turn would draw his card, make
decisions, play a land, be done. After timing, it took all of a minute
and a half. Player A called: "Time! Time! Time!"
Slow Play rules are specific by definition: Player's who take longer
than is reasonably required to complete game actions. 1 1/2 minutes a turn
is certainly not slow play.
Player A's life was 18, Player B's at 15, both players had several
cards in hand zone; 47 minutes in.
Player B said, "done." Player A returned two permanents, again, and
said: "you have to discard down to 7 in you cleanup phase." Looked at me
puzzled. 48 minutes in. "Yes, the second step of the end phase - Cleanup
Step -- you have to discard(normally to seven)." Player B quickly put two
cards in the graveyard zone.
Time! Player B at 13 life, Player A at 18. Turn one, Player B
proceeds to draw a card, but Player A puts up his hand: "hold up, during
your upkeep!" returns two permanents. Turn two, Player A plays a
Morphling, "done, I have upkeep effects." Turn three he returns some more
permanents. Turn four 'pumps' Morphling and attacks for 5. Turn five,
Player B's query: "Upkeep?" None. Draw. Play land. Done. Turn six
(last turn) Player A plays another Morphling, 'pumps' and attacks again
with first Morphling.
Both players alive? Sign Results Entry Slips. Unfinished games are
a ZERO.
DAY 1 - ROUND TWO:
13:05---"RD#2, 50 MINUTES, IF THERE ARE NO FURTHER QUESTIONS, YOU MAY
BEGIN!"
HOW MANY LEVEL THREE's DO YOU HAVE THE NUMBER TO---early during this
round I was asked about Wall of Nets: "At end of combat, remove from the
game all creatures blocked by Wall of Nets. When Wall of Nets leaves
play, return to play under their owners' control all creatures removed
from the game with Wall of Nets." At the table, I explained this 'poorly
'. I said, "First, during End of Combat step you "auto-add" all combat
damage assignments to the stack, then the active player receives priority
to play spells and abilities." With this in mind, the "tag" given by
Wall of Nets resolves ( effectively removing the blocked creature from the
game ), then combat damage would resolve possibly "killing" the wall. If
this happened the Wall's "return to play" ability would trigger, thus
returning the creature just removed (in a since, it would 'Flicker' in and
out). Perfect - right?
Here is the flaw: Announcements of combat damage go on the Stack
Zone during the Combat Damage Step, which is the 4th step of the Combat
Phase. It is during the 5th - the End of Combat Step - that all "at end
of combet" abilities trigger and go on the Stack Zone.
What happens follows: During the 3rd step - the Declare Blockers
Step - the creature is "tagged". During the 4th step - the Combat Damage
Step - if Wall of Nets leaves play ( say from combat damage ), its ability
will trigger and check for creatures removed from the game, of which there
are none currently. It will be during the 5th step - the End of Combat
Step - that the blocked creature will be "removed from the game." At this
point the Wall is already out of play and completed its check. Using this
method, any time before the "end of combat" if the wall leaves play,
creatures removed by it will be removed permanently.
SHITAKI PIZZA X-TRA / LARGE ORDER OF FRIES: During the resolution of
the above question I ordered a Shitaki Pizza X-tra large, large fries for
the judges and telephoned for Marc Elwinger (Florida Lvl 3), David Doust
and Thomas Pannell (Atlanta Lvl 3's), and Tyler Sexton (Atlanta Lvl 2).
UNFINISHED GAMES---another table finishes there sixth extra turn with
both players alive, unfinished games are recorded as a zero.
DAY 1 - ROUND THREE:
JUDGES NOTE---"Scott Beck at table one?"
QUESTIONS---DURING ROUND: #1. WHEN PLAYING LAND GRANT DO YOU HAVE
TO SHOW OPPONENT ALTERNATE CASTING COST (i.e. cards in hand) UPON
ANNOUNCEMENT OR RESOLUTION? Answer: Playing Spells: a. player announces
and the spell goes on the stack zone and remains there until it's
countered or resolves. Spell cards are physically placed on the stack.
b. chose mode and announce variable mana cost, if any. c-e. announce any
targets/how applied to each/divisions. f. pay all costs (i.e. mana cost,
activation cost, additional or alternative cost in card text). Yes, you
will have to show your hand before you know if it will be countered.
"S-A-R-C-O-M-A-N-C-Y"---as I monitored this game I watched a player
play Land Grant. He correctly revealed his hand upon announcement, and
searched for a...what???...Bayou...,Yes...a Bayou. Then, he put it in to play,
and said: "I am going to 'CONSULT' for ( long pause )
"S-a-r-c-o-m-a-n-c-y," two (2) Sarcomancy were in the top six. Afterward
he was left with 6-7 cards in his library. Funny, how you must be very
specific as to what you cast "D-e-m-o-n-I-c C-o-n-s-u-l-t-a-t-I-o-n" for.
Table #11---CONTAGION IN HAND ZONE, SECOND MAIN PHASE. ASKS, "CAN I
ACTIVATE 'NECRO' AND PLAY CONTAGION AT ANY TIME? Answer: Yes, the cards
set aside by Necropotence will come into your hand during the end of turn
step. After which you may play an instant ( i.e. Contagion).
SENGIR AUTOCRAT---IF I SHOCK IT AFTER IT COMES IN TO PLAY, BUT BEFORE
THE SERF TOKENS COME IN TO PLAY, WHAT HAPPENS? Answer:
When the Sengir Autocrat comes into play a pseudospell will go on the
stack that states: "put three(serf) tokens into play..." The Shock will be
played on top of this and resolve first. Once the SA leaves play,
another pseudospell will go on top of the stack that will "remove all serf
tokens from the game." This resolves before there are actually any serf
tokens in play zone, and essentially does nothing. Then the "put three
(serf) tokens into play..." will resolve. With this in mind, these serfs
may stay until another SA is played and removed.
ANOTHER QUESTION---"My opponent attacks with a creature with Trample
and after I block states, "Lethal damage to blockers." The total
toughness of the blockers is four (4), but his creature is a 6/6. Because
he did not specifically state 2 damage would trample over, my life total
is unchanged. Then two turns later he says that I should have taken "2
trample damage." Neither of us have actually changed life totals on
paper, yet?" Answer: Minimun Rules Enforcement Level (REL) 3 is used
where players are expected to have knowledge of the rules and penalties.
There is no specific number of turns that must expire to "pass the point
of no return," but when a player uses ambiguous wording, and lets the
game events progress, he has certainly accepted things as they are. This
is different then say: not untapping during the untap step.
DAY 1 - ROUND THREE INTO ROUND FOUR:
QUESTIONING HONORABLE PASSAGE AND PRICE OF PROGRESS---HONORABLE
PASSAGE; 1W; instant; Prevent all damage to you or target creature from
any one source. If that source is red, Honorable Passage deals to the
source's controller an amount of damage equal to the amount of damage
prevented. PRICE OF PROGRESS; (Red Source); Price of Progress deals 2
damage to each player for each nonbasic land he or she controls.
Answer: if the POP deals say 10 (red) damage, the HP will prevent
it, then deal to the POP's controller 10 (white) damage.
DAY 1 - ROUND FIVE:
16:35---"RD# 5, 50 MINUTES, IF THERE ARE NO FURTHER QUESTIONS, YOU
MAY BEGIN!"
QUESTIONS---DURING ROUND: #1. NATURE'S REVOLT; ALL LANDS ARE 2/2
CREATURES THAT STILL COUNT AS LANDS. WILL STONE RAIN DESTROY THESE?
Answer: Yes!
#2. TRAMPLE ASSIGNMENT. "WHAT IF A 5/5 'NEGATOR' IS BLOCKED BY A
MOTHER OF RUNES THAT LATER RECEIVES PROTECTION?" Answer: The controller
of the Phyrexian Negator assigns damage considering only the MOM's
toughness. Any remaining damage is assigned among the blocking creature
or the defending player.
#3. LIBRARY OF LENG CURRENT WORDING? Answer: The player is
provided with a current print out from the Oracle Judges Reference.
#4. TIDAL WARRIOR AND TREETOP VILLAGE? TW; T: TARGET LAND BECOMES
AN ISLAND UNTIL END OF TURN. DURING THE TOURNAMENT THIS QUESTION CAME UP:
DURING PLAYER A's FIRST MAIN PHASE HE ACTIVATES THE ABILITY OF TV WHICH
BECAME A 3/3 GREEN CREATURE WITH TRAMPLE. IN HIS COMBAT PHASE ANNOUNCES
IT AS AN ATTACKER. BEFORE BLOCKERS WERE DECLARED, PLAYER B ACTIVATED TW
TARGETING IT. WHAT HAPPENS? Answer: the TV would become a (basic)
island and no longer its old type and has only the mana ability of a
basic island. It would no longer be a 3/3 green creature, and would be
removed from combat. After, I returned home I learned that Dan Gray
determined the following: that only the type would be changed and not the
subtype. This new island would still be a 3/3 green creature, but without
trample.
#5. SCENT OF CINDER, DO I REVEAL THE CARDS UPON ANNOUNCEMENT OR
RESOLUTION? BASICALLY, DOES MY OPPONENT GET TO SEE THE CARDS IF IT IS
COUNTERED? Answer: this is not a cost to play SOC, so, cards are
revealed upon resolution. If it is countered, your opponent will not get
to see them.
#6. NECROPOTENCE, DO THE CARDS DISCARDED EVER "PASS THROUGH" THE
GRAVEYARD? Answer: Necropotence states: "If you would discard a card from
your hand, remove that card from the game instead". This is a
replacement effect. The cards never go to the graveyard zone.
#7. IF I HAVE A RECORD OF 5-1-1 WILL I MAKE IT INTO THE FINALS?
Answer: I do not know!
DAY 1 - ROUND SIX:
17:40---"RD# 6, 50 MINUTES, IF THERE ARE NO FURTHER QUESTIONS, YOU
MAY BEGIN!"
QUESTIONS---DURING ROUND: #1. WE BOTH HAVE SEVERAL SLIVERS IN PLAY
AND PLAYER A IS AT 4 LIFE. PA PLAYS AN ACIDIC SLIVER BUT IMMEDIATELY
SACRIFICES IT TO DEAL 2 DAMAGE TO PB. CAN PB SACRIFICE ALL HIS SLIVERS AT
THE SAME TIME TO KILL PA? Answer: Nonactive player can only use Acidic
Sliver once if the active player sacrifices it (part of cost).
#2. GAVE A PLAYER PRINTOUT OF ORACLE JUDGES REFERENCE FOR SKITTERING
SKIRGE AND SYLVAN LIBRARY (FOREIGN CARDS).
#3. EXPLAIN THE STANDINGS PRINT OUT? Answer: first column is the
sum of your match points ( wins=3 pt.s, draws = 1pt. ), second column is
the percentage of the sum of all you opponents match wins, third is
percentage of your game wins, fourth is the percentage of the sum of all
your opponents game wins.
#4. HOW TO INTENTIONAL DRAW? Answer: Inform a judge to mark IDx3
or your results entry slips, sign and turn in. An IDx3 is a special
button on the DCI Reporter witch indicates all three games in the match
are draws. Each player receives 1 match pt. and 1 game pt. towards their
percentages.
#5. 3 DEUCE DECK? Answer: I spoke with some of the players. Jason
Jennings explained to me his version of the popular deck type. His
included Tithe, Cataclysm, and Plains, in addition to the norm' of
Skyshroud Elite, Mogg Fanatic, Cursed Scroll, River Boa, Incinerate,
Swords to Plowshares, Elvish Lyrist, Land Grants, and an assortment of
'dual lands,' and Waste Land. The original deck had Dwarven Miner's
enchanted with Rancor to make a 3/2 creature, thus the name "3 DUECE." He
said he had problems with Sligh's Price of Progress for which he
sideboards Sactimony and Honorable Passage.
#6. GOOD CARDS OUT OF NEMESIS? Answer: Lin Sivvy and Kill Switch.
DAY 1 - ROUND SEVEN:
18:52---RD# 7 "(last round)...BEGIN!"
QUESTIONS---DURING ROUND: #1. PA activates Cursed Scroll targeting
PB, and simply shows PB the only card in his hand (Rancor). PB says,
"rancor," okay. Point is this: some players simply go through the
motions, either to spare time or because they are friends with their
opponent. Cursed Scroll states "name a card," not show a card. Even if
you currently only have 1 card in hand, this does not mean that you will
still only have 1 card when the pseudospell resolves. (i.e. what if PB
had played Stroke of Genius targeting PA to receive 10 more cards, then
when the effect of the Cursed Scroll resolves he would have 11 cards, not
1.)
#2. "decline to pay 'echo'": this is the way a player says that he
is accepting the worse of the two different echo 'upkeep' costs. A
player can not "decline to pay echo." Both parts of the echo are still
echo costs.
#3. What about 'under 1700 Flag Ratings'? Answer: Usually take a
players information and send it to WOTC, but after telephoning my tireless
Level 3 friends, came up with this: look up the data on the WOTC web site
for each.
DAY 1 - FINAL STANDINGS AFTER ROUND SEVEN (final round):
1ST MALKA, SOL
2ND WINKLESTEIN, JERRY
3RD ROBINSON, KELLY
4TH CREECH, LAWRENCE
5TH BREWER, JOEY
6TH JENNINGS, JASON
7TH HAMILTON, WILLIAM "RUS"
8TH PILNICK, MICHAEL
DAY 1 - TOP EIGHT DECKS:
SOL MALKA
4 BIRDS OF PARADISE 12 FOREST
4 WALL OF ROOTS 4 SWAMP
3 ELVISH LYRIST 4 BAYOU
3 SPIKE FEEDER 4 WASTELAND
2 UKTABI ORANGUTAN
2 SPIKE WEAVER SIDEBOARD:
1 CARTOGRAPHER
1 DERANGED HERMIT 3 PHYREXIAN FURNACE
1 KROVIKAN HORROR 1 BONE SHREDDER
1 PHYREXIAN PLAGUELORD 1 LIVING DEATH
1 SQUEE, GOBLI NABOB 1 OATH OF GHOULS
1 THRULL SURGEON
4 SURVIVAL OF THE FITTEST 1 ELVISH LYRIST
4 DURESS 4 EMERALD CHARM
2 VAMPIRIC TUTOR 1 SPIKE FEEDER
1 OATH OF GHOULS 2 SPIKE WEAVER
2 RECURRING NIGHTMARE
JERRY WINKLESTEIN
4 NECROPOTENCE 4 UNDERGROUND SEA
4 DARK RITUAL 4 UNDERGROUND RIVER
4 MANA VAULT 4 GEMSTONE MINE
4 DURESS 3 ISLAND
4 DEMONIC CONSULTATION 6 SWAMP
4 DONATE
4 ILLUSIONS OF GRANDEUR SIDEBOARD:
3 VAMPIRIC TUTOR
1 HOODWINK 4 PHYREXIAN NEGATOR
1 CONTAGION 3 ANNUL
4 FORCE OF WILL 2 CONTAGION
2 BRAINSTORM 1 UNMASK
1 GLOOM
3 HYDROBLAST
1 HOODWINK
KELLY ROBINSON
(WITHHELD)
LAWRENCE CREECH
1 SOLTARI VISIONARY 17 PLAINS
2 AURA OF SILENCE
3 DISENCHANT SIDEBOARD:
3 PALADIN EN-VEC 1 DISENCHANT
3 CATACLYSM 1 AURA OF SILENCE
3 WHITE KNIGHT 3 ARMAGEDDON
4 EMPYRICAL ARMOR 3 CURSED SCROLL
4 WARRIOR EN-KOR 3 SWORDS TO PLOWSHARES
4 SOUL WARDEN 4 ABEYANCE
4 MOTHER OF RUNES
4 SOLTARI PRIEST
4 SOLTARI MONK
4 TITHE
JOEY BREWER
2 ACIDIC SLIVER 4 BAD RIVER
4 HIBERNATION SLIVER 4 GEMSTONE MINE
4 CRYSTALLINE SLIVER 4 CITY OF BRASS
3 WINGED SLIVER 2 REFLECTING POOL
4 MUSCLE SLIVER 2 UNDERGROUND SEA
3 COUNTERSPELL 2 TUNDRA
4 FORCE OF WILL 1 TROPICAL ISLAND
3 DURESS 1 BADLANDS
3 SWORDS TO PLOWSHARES 1 SCRUBLAND
2 DISENCHANT 1 VOLCANIC ISLAND
3 DEMONIC CONSULTATION
3 BRAINSTORM
SIDEBOARD
2 ANNUL
4 PYROBLAST
3 HYDROBLAST
3 SHOCK
3 PRICE OF PROGRESS
JASON JENNINGS
4 CATACLYSM 3 PLATEAU
4 RIVER BOA 4 SAVANNAH
4 MOX DIAMOND 5 PLAINS
3 RANCOR 4 WASTELAND
4 CURSED SCROLL
3 SOLTARI PRIEST SIDEBOARD
4 TITHE
3 WHITE KNIGHT 4 SANCTIMONY
3 HUNTED WUMPAS 4 EMERALD CHARM
2 AURA OF SILENCE 4 PYROBLAST
4 SWORDS TO PLOWSHARES 3 IVORY MASK
3 SOLTARI MONK
3 INCINERATE
WILLIAM "RUS" HAMILTON
4 ILLUSIONS OF GRANDEUR 4 UNDERGROUND RIVER
4 DURESS 4 GEMSTONE MINE
4 DARK RITUAL 4 UNDERGROUND SEA
1 HOODWINK 4 PEAT BOG
1 MISDIRECTION 4 BADLANDS
1 FIRESTORM 2 VOLCANIC ISLAND
4 DONATE
4 FORCE OF WILL SIDEBOARD
4 DEMONIC CONSULTATION
3 VAMPIRIC TUTOR 2 FIRESTORM
4 NECROPOTENCE 1 HOODWINK
4 HYDROBLAST
4 PYROBLAST
4 GLOOM
MICHAEL PILNICK
3 HUNTED WUMPUS 3 BAYOU
3 SIMIAN GRUNTS 4 SAVANNAH
4 RIVER BOA 4 SCRUBLAND
4 TITHE 4 TREETOP VILLAGE
4 DURESS 4 WASTELAND
4 FUNERAL CHARM 3 GRASSLAND
3 CURSED SCROLL
3 POWDER KEG SIDEBOARD
3 AURA OF SILENCE
4 SWORDS TO PLOWSHARES 2 CURSED TOTEM
3 VAMPIRIC TUTOR 1 WRATH OF GOD
1 AURA OF SILENCE
2 SANCTIMONY
3 HONORABLE PASSAGE
1 DISENCHANT
3 ERASE
2 EBONY CHARM
DAY 1 - QUARTERFINALS (JERRY WINKLESTEIN VS. "RUS" HAMILTON)
'TRIX ON 'TRIX:
GAME TWO ( Jerry = 1, Rus = 0 ):
RUS: decides to go first, no mulligans
JERRY: no mulligans
RUS TURN 1: 20, Gemstone Mine, Dark Ritual, Necropotence; x6 Necro';
removes 3 cards (D. Rit., Duress, Und. River); Life=14
JERRY TURN 1: 20, Underground River
RUS 2: 14, Duress; x6 Necro';removes 4 cards (Necro.,Peat Bog, Force of
Will, Badlands); Life=8; Jerry comments, " he's drawing so many cards, I'm
drawing so few." "I love that..." says Rus. Jerry retorts: "definitely
going first is a big thing here!"
JERRY 2: Island, Mana Vault
RUS 3: 8, -1 TAPS Und. Riv. B, Dark Rit., Mana Vault, Illusions of
Grandeur - JERRY: Annul
RUS: -1 Force of Will (removes Illusions 'Grand.), +20Life to 26, Donate'
s the Illusions' to Jerry; x 10 Necro'; (removes Demonic Consultation,
various land, Necro', Duress); Life=16
JERRY 3: Phyrexian Negator
RUS: -1 Force of Will; Jerry concedes, Rus wins game two.
GAME THREE ( Jerry = 1, Rus = 1 ):
JERRY: decides to go first, no mulligans
RUS: no mulligans
JERRY TURN 1: 20, Gemstone Mine
RUS TURN 1: 20, Underground River, -1 B, Duress -
JERRY: -1 Force of Will
RUS: 19, "done"; Jerry plays Demonic Consultation during "end of turn
step"
JERRY 2: 19, Dark Ritual, Necropotence -
RUS: -1 Force of Will (removes Donate)
RUS 2: 18, -1 B, Duress, Life=17
JERRY 3: 19, draws Annul
RUS 3: 17, -1 B, 'Ritual, Necro" -
JERRY: Annul
RUS: grimaces, "can't believe he draws Annul, after just seeing his hand
the turn before!"
JERRY 4: 19, Island
RUS 4: 16, (nothing)
JERRY 5: (draw only)
RUS 5: (draw)
JERRY 6: 19, (draw)
RUS 6: 16, Underground Sea
JERRY 7: Underground Sea; Rus plays Demonic Consultation for
"Necropotence" during "end of turn step"
RUS 7: 16, -1 B, Necropotence -
JERRY: -1 Force of Will the Necro'
JERRY 8: 18, Duress' his Donate
RUS 8: 15, Peat Bog
JERRY 9: Swamp; Rus plays Demonic Consultation for Necropotence, then
extensively goes through his "grave yard zone" and "out of game zone" to
show only one of each - Donate and Illus. Grand. - remains, (4x Force'
gone)
RUS 9: 15, -1 B, plays Necropotence; x8 Necro'; Life=6
JERRY 10: Unmask (removes Necro') for his Donate
RUS 10: Duress
JERRY 11: Swamp
RUS 11: "done"
(several turns pass; Rus says, "Done, Done, Done...")
JERRY TURN#??: Mana Vault
RUS: "done, done, done..." (??x turns pass)
JERRY: Underground Sea
RUS: "go ahead"
"got to make this fair"
"I'm gonna' win"
(3 x turns pass)
JERRY: Illusions of Grandeur; Rus, "oh...maybe not"
JERRY: Donate
RUS: concedes, Jerry wins Qtr.s 2-1
DAY 1 - SEMIFINALS (JERRY WINKLESTEIN VS. JASON JENNINGS)
'TRIX VS. 3 DEUCE:
GAME ONE (begins at 21:06 {9:06PM}):
(JASON WINS THE FLIP)
JASON: decides to go first, no mulligans
JERRY: no mulligans
JASON TURN 1: 20, Plains, Cursed Scroll
JERRY TURN 1: 20, Duress his Tithe, "No Surprise."
JASON 2: Plateau, Soltari Priest
JERRY 2: Underground Sea, Mana Vault
JASON 3: attacks with SP (-2)
JERRY 3: 18, Demonic Consultation for "Necropotence" (3 Illusion of
Grandeur go "out of game zone"), "Not a good 'consult!", plays
Necropotence; x4 Necro', says: "during end stage," removes 1 card (Necro
'); Life=14; Jason plays Tithe for a Savannah and a Plateau
JASON 4: 20, attack SP (-2), Mox Diamond, "Unfortunately Yes!" Cataclysm;
Jerry asks: "cards in hand?" answer: two; Jerry plays Vampiric Tutor (-2)
JERRY 4: 10, x5 Necro', removes 3 cards; Life=5
JASON 5: attack SP (-2), Plays River Boa
JERRY 5: 3, Gemstone Mine, Illusions of Grandeur (+20); Life 23; Dark
Ritual, Donate's Illusions' to Jason; Jerry states: "go down to seven."
Jason concedes
(15 MINUTES ELAPSED AND DONE WITH GAME ONE)
(SIDEBOARD TIME= 5;22)
GAME TWO (Jerry=1, Jason = 0):
(JASON DECIDES TO PLAY FIRST, NEITHER PLAYER MULLIGANS)
JASON TURN 1: 20, Mox Diamond, Savannah
JERRY TURN 1: 20, Und. Sea., Mana Vault
JASON 2: 20, (nothing)
JERRY 2: 20, taps M. Vault, Gloom, -1 "mana burn"; Life=19; "end of turn
step" Jason plays Emerald Charm and Tithe
JASON 3: Plateau, River Boa; Jerry plays Vampiric Tutor (-2)
JERRY 3: 17, -1 M. Vault to 16, Necropotence; x6 Necro"; Life=10
JASON 4: Wasteland, "I'll knock off the sea," Jerry: "the sea is
knocked!"
Rancor the River Boa and attack (-4)
JERRY 4: 6, Duress his Cataclysm, Illusions Gdr. (+20) to 26; x10 Necro';
during "end phase" plays Contagion; removes 3 cards: "pitching land";
Jason plays Incinerate (-3); Jerry's Life=12
JASON 5: 20, Incinerate (-3)
JERRY 5: 9, upkeep of 2, Donate
JASON 6: pays upkeep of 4; Jerry says, "It doesn't matter, it doesn't
matter," and shows his only four cards in hand: 2 Force' and 2 blue
cards; Jason concedes. "I take out the brainstorms," says Jerry.
10 pm done!
(THE TWO FINALIST IDX3)
credits:
My Family
Rick Slack, Apprentice from Morning Star, Savannah, GA
Robert E. "Bobby" Hall, Head Judge Lvl III from The Next Level
Jim "daddy Jim" Bailey, Coordinator, and James Bailey Jr. - Daddy Jim's
Comics
Kevin Howell, Apprentice from Silver Bullet Comics, Wilkesboro, N.C.
Valued Friends: Jeff Kinner - Morning Star Games, Savannah, GA
David and Stacy Doust - New Wave Games
Thomas Pannell, Marc Elwinger, Bill Edwards, Tyler Sexton
Game Designer Richard Garfield
All the Players
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