Showing posts with label Star City Games. Show all posts
Showing posts with label Star City Games. Show all posts

Tuesday, February 3, 2015

Go Tiny or Go Home

                


     Do you sense that fluster on the horizon? There's a sudden chill in the air and a crackle in the distance. I sense we're about to be swept up in the middle of a perfect storm. What the heck am I talking about? Tiny Leaders™, of course! Welcome back to another installment of Casual Corner, brought to you by the fine folks at Fanatix. Today, as we examine the latest craze in the Magic community, I use the term "casual" in the sense that we're discussing a non-sanctioned format, but make no mistake, Tiny Leaders™ can be very high-octane and lends itself very well to Spikey players, particularly those that like to brew. If you're not yet familiar with Tiny Leaders™, let's take a quick look at the ins and outs of the format, examine some of the interesting deck building implications, and, of course, look at a few decks.

                First of all, Tiny Leaders™ is a EDH/Commander variant, which means that many of the core tenants of EDH are still present. Namely, you still construct singleton decks that fit within your commander's color identity. What's different? The most impactful rule is that all of your cards, including your commander, must have a converted mana cost of less than 4. Whoa. Did your mind lurch as you envision exactly what that does to your card choices? This rules especially places a considerable constraint on the players, but I've found the process of mining the card pool for format gems to be extremely interesting. Additionally, the deck size is set at 50 (forty-nine plus your commander) and the life totals begin at 25. As you may have guessed based on these criteria, the format is meant to be played in a duel (1v1) setting. The format also has a banned list in place to address cards that are considered format warping or lead to degenerate deck construction. The format's creator, Bram Tackaberry, along with other invested colleagues of his, maintain the official rules and banned list at the Tiny Leaders™ home page. I'd recommend giving it a visit to check out the FAQ, the Banned List, and just to stay on top of the latest news.

                Alright, maybe you're skeptical. I mean EDH is great. Really great. EDH allows you to do obscene things to lots of opponents. I'd never advocate ditching EDH. I would, however, recommend a little shake up every now and again and I've found the compact and efficient Tiny Leaders™ scuffles to be the perfect partner to complement the mighty EDH haymaker brawls. Here, I'd like to take a second to explain why I think Tiny Leaders™ is so sweet.



Power

                Despite the ceiling on the mana cost, the cards swimming around in the Tiny Leaders™ card pool are packed with a lot of power. As you might expect, many of the best cards in the format are Legacy staples. Legacy is known for its highly-efficient cards, with entire decks composed of one and two mana spells. However, when you mix in the singleton nature of the format, you're forced to diversify your cards and go hunting for other options that allow you to maintain your core strategy. While this facet does increase the variance quite a bit, I think it serves as a benefit rather than a hindrance, as many of the decks are reminiscent of decks you might assemble during a Cube draft. Cube is an entirely different topic on its own, but it's an amazing format that allows you to explore the best of Magic's history. So, when you take some of the best ingredients from both Legacy and Cube and stir them together in a cauldron, throw in a pinch of ingenuity, you cook up the spicy dish that is Tiny Leaders™.

Strategy

                Just as I said above, Tiny Leaders™ sometimes offers a Cube-esque experience, which is great. If you enjoy the intricacies of Limited Magic, I think you'll immediately latch on to Tiny Leaders™. The efficiency of the creatures spurs the games into motion quickly with tactical and strategic decisions having to be made very early. Aggressive, creature-based strategies are common, but they don't dominate completely. There are some very potent ones available though, to be sure. Even if you look no further than tribal decks there are some powerful options just among some of the classic tribes like Goblins, Merfolk, and Elves. Looking past the tribal options all manner of powerful aggressive strategies open up when commanders like Lyzolda, the Blood Witch, Isamaru, Hound of Konda, and Radha, Heir to Keld. Whichever color(s) you prefer to battle with, there's assuredly a compelling aggressive deck waiting to be built.

                Control decks appear to be quite viable too, but the brewers have to get creative if they are looking for mass creature removal. Rather than packing some of the tried and true "wrath" effects so common in EDH, control players in Tiny Leaders™ lean more heavily on damage-inflicting or -N/-N effects like those from Anger of the Gods or Drown in Sorrow. Luckily, those effects scale well with the average toughness of the available creatures, so the tensions among archetypes still strike a nice balance. To assist the control mage in their exploits, the spot removal in the format is unparalleled. With access to all of Magic's most efficient targeted removal, the options are varied and potent. Some of these reactionary spells are instilled with some extra effectiveness simply by virtue of the format's guiding criteria. Cards like Smother, Abrupt Decay, and Spell Snare were already plenty good, but in the arsenal of a Tiny Leader, they can spell one-for-one doom with unprecedented potency. If control strategies appeal to you, you'll find several commanders waiting readily for you. Toshiro Umezawa, Vendilion Clique, Sygg, River Cutthroat, and Geist of Saint Traft are all waiting for you to brew them up a home.

                I'm still pondering what exactly a mid-range deck looks like in Tiny Leaders™. I imagine it's one that relies more on early blocking and card advantage to stabilize and get ahead in the game, but whereas classic mid-range strategies have a powerful closer at the top of their curve (something akin to Broodmate Dragon or Elspeth, Sun's Champion), a mid-range deck in this format will have to be inventive in spotting just the right card(s) to reliably serve as a finisher. My hunch is that the format provides plenty of space to explore more "grindy" strategies. When I consider some of these possibilities, my mind immediately considers graveyard recursion. Traditionally, generating card advantage from the graveyard has been one of the hallmarks of mid-range decks and I suspect that will hold true in Tiny Leaders™ as well. With that strategic bent, I can see commanders like Varolz, the Scar-Striped, Hua Tuo, Honored Physician, or Feldon of the Third Path being a solid place to start.
               
                Combo decks don't get left out either. The Tiny Leaders™ Banned List does eliminate some of the most egregious enablers of combos like Demonic Tutor, Vampiric Tutor, and Hermit Druid, but there is no doubt room in the format for highly powerful synergies. Thanks to the variance presented by the singleton nature of the format, combinations deemed too strong for Modern like Sword of the Meek/Thopter Foundry, Vampire Hexmage/Dark Depths, and Punishing Fire/Grove of the Burnwillows are all fair game in Tiny Leader. These are just the tip of the iceberg, I'm sure. There are still some insanely powerful enablers and tutors available that I'm sure will be sure to assemble all manner of infinite shenanigans. Ezuri, Renegade Leader, along with some other Elf pieces, is among the combo commander options that can provide extremely resilient and redundant options for "comboing off." As the community begins collectively crunching down the permutations available in Tiny Leaders™, I really look forward to seeing what comes out of this camp of decks.

                One other interesting note about strategies: this format may serve as one of the most conducive for a mill deck to thrive. With a little extra padding on the life total and a slightly smaller library size, the ratios are ripe to rattle the format with this very popular alternate win condition. With cards like Glimpse the Unthinkable, Mind Grind, Windfall, and Prosperity legal, there may be a niche in the format for the strategy to catch some opponent's decks off guard.


Deck Design

                Perhaps my favorite function of Tiny Leaders™ is the way it unlocks cards that didn't previously have a place to shine. Much like EDH gives seven and eight mana spells an arena to dominate, Tiny Leaders™ provides the perfect setting for really cool and powerful cards that get edged out of other four-of Constructed formats and that aren't splashy enough to contend in EDH. It's been remarkably easy to construct decks for the format, too. A quick stroll through your binder and you're bound to find some cards that you've always thought would be awesome to play with, but just didn't quite serve the right role. Now they do. Grin wide as you sleeve up that Kor Outfitter, Ambassador Laquatus, Master of the Feast, Ghitu Slinger , and Scute Mob. They're the first among many of your cards that will now have a new home. On top of that, you also get to view cards in a new light. Certain classes of cards get an extra boost in the format, particularly X spells or cards with mechanics that let you grow the spell's effect to be larger than a three-mana spell would be. Cards that make use of kicker, or kicker variants like entwine, overload, and strive, get some extra mileage in Tiny Leaders™ because they allow you to cheat big effects under the CMC restriction. Sure, you can't pay 2BB for Damnation, but you can pay 3BBB to have Forced March do the same job. Finding new tools like this is among what makes exploring the card pool and the history of Magic so interesting. Speaking of the history of the game, I'd like to return back to my storm analogy from the introduction. It really did take a perfect storm for this format to exist. It required that Magic thrive for over 20 years, churning out interesting cards and reaching a critical mass of legendary creatures with CMC less than four. I don't know of other games with this kind of depth and longevity. I'm not sure there is another. It took a long time to get to the point where a format like Tiny Leaders™ can exist, let alone thrive, so I intend to enjoy it.
               
Decks

                Of course, it wouldn't be a Magic post without a few deck lists. I rounded up a few lists from some of the locals that have already embraced the format. Hopefully, these will give you a sense of the format's depth and diversity.


Grenzo, Dungeon Warden
by Jeremy Norsworthy
//Lands
//Creatures
//Spells
//Sideboard
1 Akoum Refuge
1 Adaptive Automaton
1 AEther Vial
SB:  1 Aggravated Assault
1 Auntie's Hovel
1 Frenzied Goblin
1 Dragon Fodder
SB:  1 Blood Moon
1 Blood Crypt
1 Frogtosser Banneret
1 Dralnu's Crusade
SB:  1 Cover of Darkness
1 Cavern of Souls
1 Goblin Bushwhacker
1 Goblin Bombardment
SB:  1 Dreadbore
1 Dragonskull Summit
1 Goblin Chieftain
1 Krenko's Command
SB:  1 Engineered Plague
1 Graven Cairns
1 Goblin Deathraiders
1 Living End
SB:  1 Knucklebone Witch
6 Mountain
1 Goblin Guide
1 Quest for the Goblin Lord
SB:  1 Perish
1 Mutavault
1 Goblin King
1 Warren Weirding
SB:  1 Rain of Gore
3 Swamp
1 Goblin Matron
SB:  1 Shattering Spree
1 Tresserhorn Sinks
1 Goblin Rabblemaster
SB:  1 Spikeshot Elder
1 Urborg Volcano
1 Goblin Ruinblaster
1 Goblin Sharpshooter
1 Goblin Warchief
1 Legion Loyalist
1 Mad Auntie
1 Sensation Gorger
1 Skirk Drill Sergeant
1 Skirk Prospector
1 Squee, Goblin Nabob
1 Stingscourger
1 Tuktuk the Explorer
1 Warren Instigator
1 Weirding Shaman

I love how deep Jeremy goes on this deck, really exploring some of the lesser-known black Goblins that Lorwyn block had to offer and finding some awesomely obscure cards like Dralnu's Crusade. Plus, Grenzo is just ridiculous as a Tiny Leader, scaling beyond the CMC cap and providing a rather absurd source of card advantage with his "dungeon raid" ability. 


Skullbriar, the Walking Grave
by David Sirkis

//Lands
//Creatures
//Spells
//Sideboard
3 Snow Covered Swamp
1 Deathrite Shaman
1 Duress
SB: 1 Autumn's Veil
3 Snow Covered Forest
1 Birds of Paradise
1 Inquisition of Kozilek
SB: 1 Carpet of Flowers
1 Bloodstained Mire
1 Elves of Deep Shadow
1 Thoughtsieze
SB: 1 Deglamer
1 Polluted Delta
1 Diregraf Ghoul
1 Rancor
SB: 1 Chainer's Edict
1 Verdant Catacomb
1 Carnophage
1 Sylvan Library
SB: 1 Krosan Grip
1 Treetop Village
1 Gravecrawler
1 Smallpox
SB: 1 Sudden Death
1 Mutavault
1 Dark Confidant
1 Smother
SB: 1 Engineered Plague
1 Bayou
1 Lotleth Troll
1 Abrupt Decay
SB: 1 Triumph of Ferosity
1 Overgrown Tomb
1 Bloodghast
1 Victim of Night
SB: 1 Toxic Deluge
1 Cavern of Souls
1 Scavenging Ooze
1 Hymn to Tourach
SB: 1 Pernicious Deed
1 Command Tower
1 Putrid Leech
1 Dark Tutelage
1 Bojuka Bog
1 Reclamation Sage
1 Phyrexian Arena
1 Urborg, Tomb of Yawgmoth
1 Varolz, the Scar-Striped
1 Maelstrom Pulse
1 Wasteland
1 Terravore
1 Sword of Fire and Ice
1 Eternal Witness
1 Putrefy
1 Courser of Kruphix
1 Lilianna of the Veil


David's take on Skullbriar very likely qualifies as mid-range in this format. His list reads like the Hall of Fame of Black and/or Green cards with so many cards looking to generate tremendous value either through raw power or recursion. This deck looks extremely resilient to me and I'm guessing it has pretty good game in most matchups. 


Brimaz, King of Oreskos
by Garret Darley

//Lands
//Creatures
//Spells
1 Windbrisk Heights
1 Mirran Crusader
1 Brave the Elements
1 Ghost Quarter
1 Kor Sanctifiers
1 Mobilization
1 Eiganjo Castle
1 Elite Vanguard
1 Spear of Heliod
1 Kjeldoran Outpost
1 Precinct Captain
1 Path to Exile
1 Secluded Steppe
1 War Priest of Thune
1 Mana Tithe
1 Nykthos, Shrine to Nyx
1 Banisher Priest
1 Ajani, Caller of the Pride
13 Plains
1 Soldier of the Pantheon
1 Glorious Anthem
1 Boros Elite
1 Swords to Plowshares
1 Containment Priest
1 Midnight Haunting
1 Knight of the White Orchid
1 Crusade
1 Flickerwisp
1 Sunlance
1 Spirit of the Labyrinth
1 Honor of the Pure
1 Mikaeus, the Lunarch
1 Champion of the Parish
1 Kor Skyfisher
1 Samurai of the Pale Curtain
1 Silverblade Paladin
1 Imposing Sovereign


Garrett is jamming a really powerful looking White Weenie build. These decks are sure to shine, as White for decades has dominated Constructed Magic with efficient and/or disruptive threats. I like his commitment to the "anthem plan" here, too. By packing all four of the best white anthem effects (granting +1/+1 to your creatures), this deck is assuring that the tokens produced by Brimaz are a legitimate threat. This deck came to tussle. 


Feldon of the Third Path
by Eric Peel

//Lands
//Creatures
//Spells
1 Darksteel Citadel
1 Etched Champion
1 Ichor Wellspring
1 Great Furnace
1 Epochrasite
1 Mycosynth Wellspring
1 Forgotten Cave
1 Arcbound Worker
1 Galvanic Blast
1 Smoldering Crater
1 Arcbound Ravager
1 Shrapnel Blast
10 Mountain
1 Arcbound Slith
1 Mox Opal
1 Phyrexia's Core
1 Arcbound Stinger
1 Hammer of Purphoros
1 Blinkmoth Nexus
1 Burnished Hart
1 Whipflare
1 Inkmoth Nexus
1 Signal Pest
1 Chaos Warp
1 Stingscourger
1 Starstorm
1 Ghitu Slinger
1 Mind Stone
1 Steel Overseer
1 Swiftfoot Boots
1 Ornithopter
1 Lightning Bolt
1 Vexing Devil
1 Kuldotha Rebirth
1 Goblin Welder
1 Chimeric Mass
1 Myr Retriever
1 Burst Lightning
1 Perilous Myr
1 Harness by Force

This is a fun list that I've been experimenting with. It utilizes many of the popular elements from many Affinity (aka Robots) lists that have made their way in and out of Modern and Legacy. In a stalemate, the backup plan for the deck is to use Feldon in conjunction with creatures like Vexing Devil, Ghitu Slinger, Stingscourger, and Burnished Hart to generate some edges on the opponent and eventually "out value" them.

                It's about time to wrap up these ramblings. In short, try Tiny Leaders™....it's really sweet. My hunch is that it will prove to be a long-lasting format with lots of room for exploration and will provide a stage for all of the psychographics to play on.

Thanks for reading. I'll see you on the battlefield!

Wednesday, September 10, 2014

UnKhanTrollable

All aboard the hype train! Next stop. Tarkir!

                Magic players really have it good when you think about it. I don't many other games that get such an infusion of new toys as frequently as us noble spellslingers. I'm not really sure at what clip video game publishers release DLC, but I can't imagine it matches the rate that Wizards of the Coast gives us new goodies and definitely not for the same game...for twenty years straight! No, Magic has something special going on when it comes to keeping things fresh. A few weeks ago, I was getting all set to begin writing an article about the upcoming rotation. I also wanted to start taking a look at what kind of expectations we have for the first-ever "wedge" set.

                A quick aside: Mark Rosewater, Magic's Head Designer, has tried on many occasions to stress to the player base that Khans of Tarkir is a wedge set and not the beginning of a wedge block. The foundation of the block is based on a unique draft structure that they wanted to experiment with and it is all wrapped up in the trappings of a time travel story. So, the Khans block will not have as many parallels to the Shards of Alara block as one might guess without considering that information. End aside.





                I was all set on examining how rotation works and ready to take a stroll down memory lane with the Return to Ravnica block, but I couldn't keep pace with the changes and spoilers that WotC was unleashing. The first, dubbed, again by Mark Rosewater, as a game changer was quite literally that. In his article, Metamorphosis, he goes into great detail about the new two-set block paradigm and how Standard will rotate in the future. He also breaks down all of the factors and consideration that led them to make the change. It's very well-written and has some visuals that very clearly illustrate the shift. The community's response to the changes was overwhelmingly positive and I'm looking forward to watching the next few years of Magic unfold.

                Next, the spoilers begin leaking out via social media as the WotC crowd travels to various cons. Before we know it we get THE announcement. The one we've been speculating on for so long: Fetches. Allied Fetches. This is pretty huge. It will impact multiple formats and should, at least, begin to break down some of the barriers to getting into Modern and, to a lesser degree, Legacy. But they will be terrific in Standard, too. It's now known that the Sultai's mechanic will be Delve which will play exceptionally well with the fetch lands. And then there's Courser of Kruphix. Already a Standard stand out, Courser's value gets shifted into overdrive with fetches in the format. As you can see, its monetary value gets shifted into overdrive as well:


Image courtesy of www.mtggoldfish.com


                Now, it's Christmas in September and the spoiler season is in full swing and new cards are dropping daily. The wedge theme is bringing blow after blow of mid-range goodness delivering some very  stout creatures. The majority of the creatures we've seen to date are all up side in the rules text, leaving you only to figure out how to cast them on time given their demanding mana costs. Even the recently spoiled Butcher of the Horde is sporting mostly upside, regardless of being a Demon, a race that typically asks for a mandatory payment in exchange for some benefit. Exciting stuff built into the game's very first white Demon. There's so much to talk about...so many presents to open. Every new card has to be analyzed, every one warrants a discussion. Spoiler season is awesome. New formats are awesome. And Khans is shaping up to be awesome.

                There's way too many spoilers to cover here, but I would like to open it up for discussion. With so many audiences being targeted with each new set, let's toss out a few fire starters. Check out the questions below, jump into the comments and chime in. See you at the Prerelease!





1. Of the Charms spoiled so far, which do personally like best? Which do you feel will see the most play in Standard?

2. Of the legendary Khans spoiled so far, which are you most looking forward to building around in Commander? Which do you think will cause the biggest splash?

3. How would you go about attacking Courser of Kruphix after the upcoming rotation?


4. Which mechanics are you looking forward to playing with in Limited the most?




I want to here from you! Let us know what you think and comment here on the blog. :)

-Eric Peel

Tuesday, August 26, 2014

Fanatix SCG Invitational Qualifier


This past Sunday at Fanatix we hosted a Star City Games Invitational Qualifier. 


Here are the top 8 deck lists from that event! Fanatix would like to thank all those who participated to make this event great! Be sure to check out our facebook for upcoming MTG Events!


And don't forget starting in September: Wednesday Game Night for MTG!

Click this picture to be taken to the event page!


NOW ON WITH THE DECK LISTS!

First Place-Jeremy Norsworthy

4 Cloudfin Raptor
4 Frostburn Weird
4 Judge's Familiar
4 Master of Waves
4 Nightveil Specter
4 Thassa, God of the Sea
4 Tidebinder Mage
1 Bident of Thassa
2 Cyclonic Rift
3 Detention Sphere
2 Rapid Hybridization
4 Hallowed Fountain
11 Island
1 Mana Confluence
3 Mutavault
1 Nykthos, Shrine to Nyx
4 Temple of Enlightenment
Sideboard:
1 Banishing Light
2 Deicide
1 Dispel
2 Dissolve
2 Domestication
1 Gainsay
1 Negate
3 Nyx-Fleece Ram
1 Prognostic Sphinx
1 Ratchet Bomb


2nd Place-Jonathan Marsh

4 Blood Baron of Vizkopa
4 Pack Rat
3 Lifebane Zombie
4 Desecration Demon
3 Bile Blight
3 Devour Flesh
3 Underworld Connections
4 Hero's Downfall
4 Thoughtseize
2 Elspeth, Sun's Champion
4 Temple of Silence
4 Mutavault
4 Godless Shrine
3 Caves of Koilos
1 Plains
1 Urborg, Tomb of Yawgmoth
9 Swamp
Sideboard:
2 Drown in Sorrow
2 Nyx-Fleece Ram
2 Doom Blade
2 Sin Collector
2 Duress
1 Deicide
1 Banishing Light
1 Obzedat, Ghost Council
1 Bile Blight
1 Underworld Connections


3rd Place-Ben Danner

3 Chained to the Rocks
4 Lightning Strike
2 Shock
4 Searing Blood
4 Boros Charm
4 Warleader's Helix
4 Eidolon of the Great Revel
4 Chandra's Phoenix
4 Magma Jet
4 Skullcrack
8 Mountain
4 Sacred Foundry
4 Temple of Triumph
4 Battlefield Forge
3 Mutavault
Sideboard:
1 Wild Guess
2 Satyr Firedancer
3 Boros Reckoner
2 Spark Trooper
4 Wear
2 Anger of the Gods
1 Chained to the Rocks

4th Place-Brandon Taylor

4 Polukranos, World Eater
3 Xenagos, the Reveler
3 Domri Rade
3 Stormbreath Dragon
3 Courser of Kruphix
2 Fanatic of Xenagos
2 Xenagos, God of Revels
4 Sylvan Caryatid
2 Bow of Nylea
2 Scavenging Ooze
2 Boros Charm
4 Burning-Tree Emissary
2 Elvish Mystic
3 Ghor-Clan Rampager
2 Mizzium Mortars
4 Stomping Ground
4 Temple of Abandon
1 Temple Garden
2 Sacred Foundry
2 Nykthos, Shrine to Nyx
6 Forest
3 Mountain
Sideboard:
2 Chained to the Rocks
2 Back to Nature
2 Witchstalker
3 Mistcutter Hydra
2 Arbor Colossus
1 Boros Charm
1 Stormbreath Dragon
2 Ruric Thar, the Unbowed



5th Place-Seth Kinsaw

4 Pack Rat
4 Nightveil Specter
4 Desecration Demon
4 Gray Merchant of Asphodel
4 Thoughtseize
4 Underworld Connections
2 Devour Flesh
2 Bile Blight
4 Hero's Downfall
1 Ultimate Price
1 Sign in Blood
1 Whip of Erebos
4 Mutavault
1 Nykthos, Shrine to Nyx
1 Urborg, Tomb of Yawgmoth
16 Swamp
1 Temple of Malice
2 Temple of Deceit
Sideboard:
4 Duress
1 Pharika's Cure
2 Lifebane Zombie
2 Erebos, God of the Dead
2 Dark Betrayal
3 Doom Blade
1 Drown in Sorrow


6th Place- A.J. Hussey

2 Dynacharge
4 Firedrinker Satyr
4 Rakdos Cackler
3 Frenzied Goblin
4 Legion Loyalist
4 Akroan Crusader
4 Titan's Strength
4 Dragon Mantle
3 Hammerhand
4 Madcap Skills
4 Ash Zealot
2 Stoke the Flames
18 Mountain
Sideboard:
1 Seismic Stomp
1 Mutavault
2 Magma Spray
3 Skullcrack
2 Phyrexian Revoker
1 Harness by Force
2 Goblin Rabblemaster
3 Eidolon of the Great Revel



7th Place-Tyler Williams

4 Elvish Mystic
4 Sylvan Caryatid
4 Courser of Kruphix
2 Thoughtseize
2 Abrupt Decay
2 Golgari Charm
2 Dreadbore
3 Mizzium Mortars
1 Putrefy
1 Hero's Downfall
3 Xenagos, the Reveler
2 Chandra, Pyromaster
3 Nissa, WorldWaker
1 Garruk, Apex Predator
1 Rakdos's Return
1 Vraska the Unseen
3 Overgrown Tomb
4 Llanowar Wastes
2 Temple of Malady
2 Temple of Malice
4 Temple of Abandon
4 Stomping Ground
2 Blood Crypt
2 Mutavault
1 Forest
Sideboard:
2 Thoughtseize
4 Magma Spray
2 Scavenging Ooze
1 Mizzium Mortars
1 Golgari Charm
1 Ultimate Price
2 Slaughter Games
2 Rakdos's Return



8th Place-Christopher Brickey
3 Thoughtseize
1 Duress
3 Devour Flesh
3 Pack Rat
1 Deicide
1 Ultimate Price
3 Detention Sphere
3 Brimaz, King of Oreskos
2 Hero's Downfall
2 Lyev Skyknight
2 Underworld Connections
2 Supreme Verdict
2 Desecration Demon
1 Silence the Believers
1 Whip of Erebos
3 Obzedat, Ghost Council
1 Obzedat's Aid
2 Elspeth, Sun's Champion
4 Temple of Deceit
4 Temple of Silence
4 Temple of Epiphany
4 Godless Shrine
4 Hallowed Fountain
1 Urborg, Tomb of Yawgmoth
1 Mana Confluence
1 Swamp
1 Plains
Sideboard:
4 Pharika's Cure
2 Glare of Heresy
2 Ashiok, Nightmare Weaver
2 Doom Blade
2 Negate
1 Deicide
1 Dark Betrayal
1 Sin Collector
Some players joined in on some Command Games on the side!




















Thanks for reading everyone, and I hope to see you at Fanatix soon!   -Phil Chalker

Phil has been playing Magic since 1996. In 2010 he decided to help organize play in Dothan, AL and opened the shop: Fanatix. This article is a continued effort to spotlight and report on the local players that keep Fanatix alive!

For some reason his favorite card is Kird Ape.