Right! FNM report. Conveniently a day before the next one... how... lazy of me. Probably explains why it's not even close to in-depth or anything.
All in all I went 3-2 (8-5 individual game-wise) for the night. Don't get five rounds every week, and usually I don't get to go up against such a variety of opponents. For the slow ones reading, the deck used was my Warp World deck, listed in the previous post.
The sideboard I eventually decided on:
x4 Cunning Sparkmage
x3 Basilisk Collar - Such an annoyingly fun combo.
x4 Naturalize - A little Conscription paranoia. None saw play.
x1 Pithing Needle - Not that my deck in theory has issues with planeswalkers...
x2 Lightning Bolt
x1 Ricochet Trap - These last three were replacements for what I wanted to use; x3 Relic of Progenitus for use against Vengevine and Open the Vaults users.
Match One - Black/Green/Red Weenie (2-0)
Their deck played small creatures coupled with shenanigan spells like Virulent Touch. There isn't much to say about the match, since both games saw early Warp World into ludicrous board advantage, proceeded by a next-turn victory for the first game and in the second, the rare situation where I "go infinite" and empty all my permanents onto the battlefield. Semi-medium story short, optimal situation.
Match Two - Blightning Vampires (1-2)
Vampires, heck, any weenie deck that features high permanent counts are something I don't want to test my odds Warping against. First game I wasn't even given the chance, thanks to losing an early Treespeaker and not drawing the last land I needed to use that Warp in hand for four more turns before my demise. Second game saw two Avenger of Zendikars and at least 15 plants around. Victory was rooted (hurr hurr). Last match was nuts. He had a kill spell for every creature I played. Without blockers, I didn't last very long. Seriously, painful.
Match Three - Jund (2-1)
This one I'd been wanting to face for a while. In theory, it should prove a fair challenge do the whole card advantage thing. In any case, real bad draws in game 1, causing a lose mostly to a Geopede. Game two and three proved Warp's worth. Even warping with near similar amount of permanents, Jund's spells brought it down quite a bit (a third of it's position, on average). Combined with siding in the SparkCollar combine, the little goblins provided by a Seige-Gang Commander didn't last very long. Mix in Terastadon for added pain. Jund is mana-specific, afterall.
Match Four - Red Deck Wins (2-1)
Ick. Didn't like this match. Not because of it's speed, but because I didn't draw a single warp in all three games. In theory all the minimum land count, burn spells and "end-of-turn sac" creatures don't help it out much, but all of that argument is useless when the blasted sorcery doesn't turn up at all. Long story short, it wasn't, except for game two, which was one through sheer persistence of creatures coming out nearly every turn and clogging up the battlefield until a plant-oriented win. Still, ick.
Match Five - Green/Red Eldrazi (2-0)
Very straightforward. First game a warp turned up double-Eldrazi monument and two creatures on his side of the field. Ouch much? Didn't alleviate my fears of uncovering any of the big three in his deck. Regardless, game two was relatively easy with Sparkmage / Collar out, and warping turned out in my favor. Went easier than expected.
Overall could have done better, but still not bad. I'm considering fitting a Rampaging Baloths or two in somewhere, to help lean the deck off depending on a warp. I'm really pleased with the Sparkmage / Collar in the sideboard. Really clears up the board when needed. Haven't seen it against Mythic yet, so that'll be interesting when it happens. Also Superfriends; "Your deck's half-planeswalkers?! Alright, I'll Warp World..."
As for tomorrow's FNM, I'll be using a different deck (which I'll talk about later today or tomorrow. Probably tomorrow). Warp will be showing up, since I'm letting a friend borrow it. We'll see how it does!
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment