Thursday, September 13, 2012

Post-Rotation U/W Control - Cody Jacobs (9/13/2012)





Everyone is pretty excited about Return to Ravnica releasing in a few weeks. So in celebration I've gone ahead and brewed up a blue white control list. With any luck U/W control will once again be a tier 1 deck. Enjoy!



Creatures-13
2x Isperia, Supreme Judge
4x Judge's Familiar
3x Snapcaster Mage
2x Lyev Skyknight
1x Restoration Angel
1x Drogskol Reaver

Instants/Sorcerys-13
1x Cyclonic Rift
4x Azorius Charm
1x Sphinx's Revelation
2x Supreme Verdict
1x Feeling of Dread
3x Think Twice
1x Terminus

Enchantments-3
3x Detention Sphere

Planeswalkers-6
3x Jace, Architect of Thought
3x Tamiyo, Moon Sage

Lands-25
4x Hallowed Fountain
4x Glacial Fortress
3x Ghost Quarter
1x Moorland Haunt
7x Island
6x Plains

Sideboard (Something like this, depends on the meta game)
x4 Knight of Glory
x1 Detention Sphere
x2 Jace, Memory Adept
x2 Cyclonic Rift
x3 Geist of Saint Traft
x1 Supreme Verdict
x1 Terminus
x1 Feeling of Dread

Post-Rotation Delver - Bruce Archey (9/13/2012)


So.. There's been alot of talk recently about if Delver will still be a deck or not, after rotation. I'm going to say yes. While Delver loses it's best cards (Ponder, Gitaxian Probe, Seachrome Coast, Timely Reinforcements, Celestial Purge, etc) It still gains alot of good cards, and the base of the deck is still there. Lets look at some deck list I brewed up.
American Delver.
Creatures - 17
4x Delver of Secrets
4x Snapcaster Mage
4x Geist of Saint Traft
3x Restoration Angel
2x Augur of Bolas
Spells - 22
4x Thought Scour
4x Pillar of Flame
3x Unsummon
3x Izzet Charm
2x Syncopate
2x Geistflame
2x Azorius Charm
2x Runechanter's Pike
Land - 21
4x Hallowed Fountain
4x Sulfur Falls
4x Glacial Fortress
3x Clifftop Retreat
3x Steam Vents
2x Moorland Haunt
1x Island
(Sideboard depending on Meta)
This list looks solid and playable. Since we're losing Timely Reinforcements, Celestial Purge, Hero of Bladehold, and Blade Splicer we need Pillar of Flame to fight against Zombies. Syncopate's probably going to be the best counterspell in standard, since it can exile stuff cheaper than Dissipate can.
U/R Delver.
Creatures - 13
4x Snapcaster Mage
4x Delver of Secrets
3x Augur of Bolas
2x Talrand, Sky Summoner
Spells - 26
4x Izzet Charm
4x Thought Scour
4x Pillar of Flame
3x Think Twice
3x Unsummon
2x Geistflame
2x Runechanter's Pike
2x Flames of the Firebrand
2x Syncopate
Land - 21
4x Steam Vents
4x Sulfur Falls
8x Island
5x Mountain
(Sideboard depending on Meta)
While missing Geist of Saint Traft, Knight of Glory, and Restoration Angel U/R Delver still seems like a strong choice. Having the perfect mana base, and the perfect amount of Instants and Sorcerys is always nice.
Esper Delver
Creatures - 10
4x Snapcaster Mage
4x Delver of Secrets
2x Talrand, Sky Summoner
Spells - 28
4x Thought Scour
4x Lingering Souls
4x Midnight Haunting
4x Azorius Charm
4x Intangible Virtue
3x Favorable Winds
3x Unsummon
2x Talrand's Invocation
Land - 22
4x Hallowed Fountain
4x Glacial Fortress
4x Drowned Catacomb
1x Evolving Wilds
1x Moorland Haunt
1x Vault of the Archangel
5x Island
1x Plains
1x Swamp
(Sideboard depending on Meta)
Esper Delver is going to be pretty good once RTR hits, with Ratchet Bomb and Day of Judgment leaving. Expect this to be a strong competitor.
Well, that's all I got for now.
Thanks for Reading."

Top 10 Cards in Standard and Prices - Bruce Archey (8/21/2012)


Top 10 cards in Standard and Prices.
10. Birthing Pod - Birthing Pod's a solid card and is played in some good decks ranging from Naya Pod, Bant Pod, Zombie pod, and many more. Current Price: $2.83. Predicted Price after Rotation: $1.00-$2.00
9. Runechanter's Pike - Runechanter's Pike is a very good card and can do alot of damage rather quickly and can win the game out of nowhere. It's play in a few Delver Variants, and it's going to see alot of play for the next year. Current Price: $1.04. Predicted price after rotation: $3.
8. Huntmaster of the Fells - When Huntmaster enter's the battlefield you gain 2 life and you get a 2/2 wolf, and it pretty much forces your opponent to cast a spell. When it flips, it deals 2 damage to a creature and a player. That's alot of value. Curent Price: $16.62. Predicted Price after Rotation: $12-$17.
7. Restoration Angel - Restoration Angel is a powerhouse. A 3/4 Flyer that cost 4 mana with Flash is already enough, but when it enter's the battlefield you can blink a creature you control such as Huntmaster of the Fell's, Snapcaster Mage, Geralf's messenger, etc. To get more value out of them. Current Price: $10.87. Predicted Price after Rotation: $13+
6. Geist of Saint Traft - Geist is probably one of the best creatures in standard. I mean, 6 power swinging on turn 4 is pretty good. And you can blink it out with Restoration Angel to keep it from dieing. Current Price: $17.22. Predicted Price after Rotation: $20+
5. Ponder - Ponder is just all around a great card. Dig's for answers, shuffles away bad cards, and sets up delver flips. Current Price: 71 Cents. Predicted Price after Rotation: 25-50 cents.
4. Rancor - A 1 drop enchantment that gives a creature +2/+0 AND Trample? I'm pretty sure the card explains itself. wink Current Price: $2.03. Predicted Price after Rotation: $3-$4.
3. Talrand, Sky Summoner - Talrand's probably the best 4 drop in standard right now, and there's a reason why. Everytime you cast an Instant or Sorcery you get a 2/2 Drake with Flying. That creates massive tempo, and gives you a pretty big board. Current Price: $5.19. Predicted Price after Rotation: $7-$10
2. Delver of Secrets - The best one drop in Standard, and probably the best one drop ever printed. A 3/2 Flyer that cost 1 mana is insane. No wonder alot of people hate him. Current Price: 52 Crents. Predicted Price after Rotation: $1.00+
1. Snapcaster Mage - A 2/1 body with flash that gives a instant or sorcery card in your graveyard flashback untill end of turn for only 2 mana is just insane. Current Price: $19.30. Predicted Price after Rotation: $30+
Thanks for reading.

Wednesday, June 27, 2012

Best Delver Variant - Bruce Archey (6/27/12)








So, after months of playtesting with Delver I've asked myself a question. What is the Best Delver Variant? So today, I'm going to talk about different types of Delver and which one of them is the best. Let's start off with Esper Token Delver.









Esper Tokens by Ben Green

Creatures
4 Snapcaster Mage
4 Delver of Secrets
4 Geist of Saint Traft
2 Hero of Bladehold

Spells
1 Dismember
4 Gitaxian Probe
2 Gut Shot
3 Honor of the Pure
4 Lingering Souls
3 Mana Leak
4 Ponder
4 Vapor Snag

Land
4 Darkslick Shores
2 Evolving Wilds
4 Glacial Fortress
4 Island
2 Plains
4 Seachrome Coast
1 Swamp

Sideboard
1 Celestial Purge
2 Divine Offering
1 Hero of Bladehold
1 Moorland Haunt
1 Negate
2 Phantasmal Image
2 Sword of Feast and Famine
1 Sword of War and Peace
1 Tamiyo, the Moon Sage
3 Timely Reinforcements

Esper Tokens is a pretty good deck, but it's weak to Ratchet Bomb, and it's mana base is unstable. So Esper Tokens is not the best delver variant, while it is a pretty good option. Let's move on to U/W Delver.

U/W Delver by Brian Eason (Top 8 @ SCG Nashville)

Creatures
4 Delver of Secrets
4 Geist of Saint Traft
3 Restoration Angel
4 Snapcaster Mage

Spells
1 Dismember
1 Faith's Shield
4 Gitaxian Probe
2 Gut Shot
4 Mana Leak
4 Ponder
1 Sword of Feast and Famine
2 Sword of War and Peace
4 Vapor Snag

Land
4 Glacial Fortress
9 Island
3 Moorland Haunt
2 Plains
4 Seachrome Coast

Sideboard
1 Act of Aggression
1 Batterskull
2 Celestial Purge
2 Dissipate
2 Divine Offering
1 Dungeon Geists
2 Phantasmal Image
1 Revoke Existence
1 Surgical Extraction
2 Timely Reinforcements

Now while U/W Delver is a very solid deck, and considered the best deck in standard it is not the best Delver variant. The reason for it's success is because it has a 50%-55% win % vs every deck in standard. While that's pretty impressive, theres another delver deck that's slightly better and beats U/W Delver on a consistent bases in the mirror. Mono Blue Delver.

Mono Blue Delver by Bruce Archey

Creatures
4 Snapcaster Mage
4 Invisible Stalker
4 Delver of Secrets

Spells
4 Mana Leak
4 Ponder
4 Vapor Snag
4 Gitaxian Probe
4 Thought Scour
2 Gut Shot
2 Mental Misstep
1 Dismember
3 Runechanter's Pike

Land
18 Island
2 Inkmoth Nexus

Sideboard
2 Negate
2 Dissipate
2 Mental Misstep
1 Consecrated Sphinx
4 Phantasmal Image
2 Ratchet Bomb
2 Ghost Quarter

While U/W Delver has Geist of Saint Traft, Moorland Haunt, and Restoration Angel Mono Blue Delver has a more consistent strategy and can take down U/W Delver in the mirror, fairly easily. Why? Because Mono Blue Delver has access to more counterspells and more clone effects, and is able to kill out of nowhere with a runechanter's pike off the top. Not to mention it has a better mana base. I'm more then likely going to play this at FNM this week, I'll write a tournament report on it, and how I do. That's all i got for now.

Thanks for reading

Friday, May 25, 2012

Knowing When to Hold 'em and When to Fold 'em - Mikhail Steelman (05/24/2012)


One of the most commonly heard phrases at any tournament is "I shouldn't have kept that hand". Most newer players have a rough time know when a hand is worth keeping and when they should just mulligan and start fresh. While every deck is diffrent and works best with diffrent hands, here are a few tips to knowing if the hand is worth keeping or not based on the most common deciding factor...Land.
The no-land hand: Easy one, don't keep it. For every story of a win from a no land hand, I can give you two for a win from a four card hand. It should also be noted that a no land hand mght be an indication that your deck isnt shuffled well enough and you should do a thourgh suffle before drawing your next hand.
 One land, X spells hand: A little harder to decide, since there are some decks that can pull this off. A general rule is , if you can't put up a defense orhave card draw for two turns, take the mulligan.
 Two land, X spells hand : this is a little safer teritory as many decks can hold thier own for two turns on this kind of hand. Depending on the deck, if you can't put up a defense for two turns on it don't keep it.
Three land, X spells : this is generally the best ratio you can get for most decks. Just make sure your mana is on color for the spells in han, and that you can be defensive/aggresive if you dont see another land for a few turns.
Four land, X spells hand : this generally a decent hand, as long as you are on color and not sitting idle for to long.
Five lands, X spells hand : this is usually not the best hand you can get for most decks, but if you can play early, and are confident that you will draw well, go for it.
Six land,X spell hand : not good, unless you are REALLY confident of your draws, mulligan and move on.
The all land hand: DON'T DO IT. much like the no land hand this is a sign that your deck isn't shuffled right and will most likely give you problems during your match, mulligan and shuffle well.
Well, that about covers the basics of knowing when to mulligan and when to keep, but I would like to add two more tips to consider while you are mulliganing. Never look at the top card of your deck if decide to mulligan. Knowing what could have been isn't going to help you, and might distract you with thoughts of "IF only i had kept it". Lastly when putting your hand back in the deck, don't just put them back on top and shuffle,but instead take the few extra seconds to separate them into the deck. You would be surprised how often you will see the same hand come back if you just shuffle them still together, and if you thought it looked bad with seven, it's going to look worse at six.
....till next time, relax and enjoy the game!

Monday, May 21, 2012

"Getting There" - Jake Kloeppel (5/20/2012)



I've been playing now since 1997.  Magic has changed a ton since then.  Mostly for the better imo.  This weekend will be around my 20th star city open.  I'll be piloting mono blue architect this weekend.  Lewis Laskin took it top top 4 and I'm hoping I can do the same.  It's similar to the mono blue grand delver that I was running a few months back.  Loved it, but I felt it was missing something.  The deck runs very well so far.  The delver matchup is the biggest issue so far.  It's not extremely difficult but it's still a challenge.  
The last star city open in birmingham that we attended was fairly a success.  Not so much for me as it was for team member Bruce.  I piloted UB heartless summoning and had issues with it all day long.  I was in the loser's bracket at one point and even had an opponent I beat suggest that I should run the card "Heartless Summoning".  I must have not seen it in at least 10 games that day.  I don't get very downtrodden when I lose.  I guess that's one of my better qualities.  Sure I get upset from time to time but I just keep on trucking.  That's why I'm so sad to
see how some players just have no respect for the newer players.  Sure they aren't gonna be great out of the gate but who cares.  They want to learn, they want to get better, and I was in the same boat when I started.  So for the new players out there, shrug it off when some of the vets are jerks.  I really mean that.  I've been stomped far too many times to remember.  Just gonna cross my fingers and hope for a little luck come this weekend in Nashville.  I know we're having a great turnout up there from our local store and I can't wait to see how it all pans out.  Bruce is gunning for his third top 16 in a row... which is incredibly impressive for his age.
Just wanted to start this off as my first article as kind of a
introduction and to show the new players some respect.  You guys deserve
it...

Under-utilized Cards from Avacyn Restored - Cody Jacobs (5/20/2012)



This article is to discuss a few cards from Avacyn Restored that, in my opinion, could possibly be used in  competitive standard decks. 

Angelic Wall- A 0/4 defender for 1 white and 1 colorless. This card reminds me of a similar card back in M11 that was greatly utilized in white control, Wall of Omens. Take off the draw a card effect and add some wings and they are basically the same thing. I believe this card could be used in blue white control as a great 2 drop answer to delver, strangleroot geist, champion of the parish, and any other early aggro. 

Cloud Shift- An instant for 1 white that blinks a target creature you control. I would love to see this card used in maybe a heavy creature bant deck using blade splicers, acidic slimes, frost titan, and anything with a good enter or leave play effect. This card is also a decent answer to any targeted removal.

Deadeye Navigator-A 5/5 for 2 blue and 4 colorless that soulbonds to give both creatures a 1 blue 1 colorless blink activated ability. Same basic idea as cloud shift. It would be a good card when paired with blade splicers, acidic slime, frost titan, or especially inferno titan. I would recommend this card be played in possibly a rug deck with plenty of ramp.

Tandem Lookout- A 2/1 for 1 blue 2 colorless that soulbonds to give both a triggered ability that lets you draw a card if they deal damage. This card would be great utilized with goblin fireslingers, hell riders, and invisible stalkers. I'd love to see this played in a red blue aggro/tempo deck.

Appetite for Brains- A 1 black sorcery that lets you look at your opponent's hand and make them discard any card with converted mana cost 4 or greater. This card reminded me of inquisition of kozilek (same card but 3 or less). Kozilek was used greatly in mono black control decks and blue black control decks to extremely cripple their opponents early game plays. This card could be used the same way but to take out your opponents win conditions and would be even better when coupled with surgical extraction. 

Human Frailty- A 1 black instant destroy target human. I honestly think this isn't an awful sideboard option in today's format. There are a lot of boros humans decks being play right now and they are very fast. Siding in a couple of these in place of a couple of mana leaks if your running esper control or any variant such as solar flare would be a great option because cavern of souls makes your counter magic a lot less effective. 

Pillar of Flame- 1 red sorcery deal 2 damage to target creature or player. A creature dealt damage this way that dies this turn is exiled. I'm not quite sure why this card isn't used more in red decks as an early game answer to delver (can't be used with moorland haunt), strangleroot geist ( nullifies undying), and gravecrawler/geralf's messenger. I recommend this card if your running any form of red and looking for cheap targeted removal.

Dual casting- 1 red 1 colorless enchantment that gives the creature, 1 red and tap; copy target sorcery or instant spell you control. This would be an awesome card to stick on any hexproof creature such as invisible stalker. A red blue deck would probably be the best colors to play this in. You could replicate all your blue draw and red burn. 

Champion of Lambholt-A 1/1 for  2 green 1 colorless. Creatures with power less then her can't block creatures you control and whenever a creature enters the battlefield under your control but a +1/+1 counter on her. This card can be pretty deadly against any control deck that relies on lingering souls and timely reinforcements for early game blockers. This card would be great in a green white deck with midnight haunting and gather the townsfolk to get her big early in the game. 

Soul of the Harvest- A 6/6 trample for 2 green 4 colorless. When a nontoken creature enters the battlefield under your control you may draw a card. This would be a good card used in any green ramp deck with a lot of creatures. Green lacks draw so ramping into this early game could certainly be a game changer. 

Sunday, May 20, 2012

Preparing for SCG.com Open Nashville - Franklin Cammack (05/20/2012)


So I honestly cannot believe that I have been asked to write articles from Geeks Etc. I know you have never heard of me so let me tell you a little about myself. My name is Franklin Cammack, I have been back into Magic the Gathering since June/July 2010. It was right around M11 released. Since then I have played in StarCityGames.com Open events, which in the last 3 I have finished with winning records, as well as a couple of Grand Prix, the latest being in Nashville where I finished 6-3, being eliminated in the last round of day 1. I have also won a Grand Prix Trials at Geeks Etc which sent me to play in Grand Prix San Diego last fall.   So while I have yet to win the big one, I am on my way.

My preferred format is Sealed, I can think quicker on the fly, but in this article I would like to talk a little about how to prepare for a large standard tournament. We have StarCityGames.com Open in Nashville this next weekend May 26/27. There are a few rules you should follow when preparing for an event of this caliber.

1. Study previous tournaments
The reason why I say this is, pros plan to play the same types of decks over and over. We see the winner of SCG.com Orlando being Wolf Run Ramp and last week in Madison G/R Aggro. While they may not be the same deck there are A LOT of similarities. Delver, Pod, and Esper has been in the tops for a while. Know what your deck has to do to be able to beat these matchups.   Whether you need to main board a few Ghost Quarter or maybe come up with Cavern of Souls can help push your deck over your opponents. You won’t really know this until you…

2. Playtest, Playtest, Playtest
If you don’t know your deck inside and out, you will lose. It is that easy. Didn’t know that newly acquired Cavern of Souls tapped for any color mana if your casting a creature of that type? That’s because you’ve not read the card enough before you played it in a situation where it counted. Thought you could Vapor Snag  a Vexing Devil before it went to the graveyard when your opponent said sacrifice it? You need to play test the deck your wanting to use in at least a dozen matches before you fill out that deck list Saturday morning. You can do this with friends, in your local store, or during FNM’s. If your not seeing Tier 1 competition at your local, check the map and drive 30 minutes to find one that might. Geeks Etc in Tullahoma has some of the best players in the state. You can bet you will find competition there.

3. Know your sideboard
Your sideboard will win you more games than your actual deck. It needs to contain cards that you know will help you beat any of the decks that you have studied beforehand. Gut Shot to take out Inkmoth Nexus  or an Delver of Secrets, check. Nihil Spellbomb to clear out Frites or that random solar flare, check. Acidic Slime  to handle token pumps, swords, wolf run, check. If there are cards in the sideboard that do not serve a specific purpose, get rid of it. You don’t need it. Don’t have that Angelic Destiny in there because you think it would be cool to cast. Yes it is a huge card that can win you games, but is it better than what is in your deck? Make wise choices and leave out the stuff that you don’t need. Also don’t be afraid to make a last second choice the morning of if you are seeing a lot of a certain deck being registered. I did at the last SCG.com event I went to. I saw several infect decks floating around so I side boarded Melira, Sylvok Outcast, and used her in 3 different rounds.

While following these rules won’t guarantee a top 8 placing or anything, you at least have a better chance of winning a few more rounds. It is all about progress. The more you play, the better you should get, and eventually your cards will play out perfect. Good Luck, see you in Nashville.

Saturday, May 19, 2012

15 Thoughts: Before, During, and After Matches - Jesse Cunningham (05/19/2012)


BEFORE

Play a comfortable deck and situate your sideboard.
- During any given time the standard metagame supports viable deck
choices and usually one you will prefer. Pick the deck you prefer and
make a sideboard that does what you want it to do.



Small talk your opponent, watch for individual subtleties.
- As the match begins, look at your opponent. Does he/she seem nervous, angry, or fidgeting. This may say something about the person’s last match results or nervousness about the event. DO NOT BE AFRAID TO CAPATALIZE IN LARGE EVENT SITUATIONS.

Continue to eat well, rest, and prepare mentally.
- Everyone has read a zillion articles telling us all to rest and prepare before large events. Do the same during the event every chance you get.

Use counter-intuitive paraphernalia
- Playing RDW? Sleeve it up in sleeves that portray classic control card images. Playing UB Control? Bring your primeval titan playmate. Opponents may guess incorrectly about the deck you are playing, and mulligan/choose differently on draw/play options. During the first game, UB would love to see you mulligan away a hand.

Know your strongest and weakest matchup
- This will help you navigate matchups as soon as you see your opponents colors. If the mirror match is tough, play it differently. Do unexpected things, and think outside the box.

DURING

Learn to manage the time clock efficiently and take notes when possible.
- Don’t stare at your draw from an EOT think twice. Yes it WAS that card. Move along. If you’re enduring a tough game in match, with bad draws, scoop em up and go to game 3. Sometimes this is the right thing to do.

Don’t be afraid to mulligan.
- If a hand doesn’t look good, or is off color, mulligan away. You don’t have to lose with 7 bad cards when you can emerge victorious with 6 better cards.

Watch opponent during all draws.
- Where does the opponent place cards into the hand? Do they look exasperated or throw their hand down and pass the turn? Once again, CAPITALIZE. These frustrated types that wear their emotions on their sleeve can be easy wins when they become rattled.

Know when you are the aggressor.
- Learn all about tempo. Know when to tap out and get aggressive. Sometimes the smallest thing such as a missed land drop is your cue to turn the tide.

Never “go easy” on an unfortunate opponent.
- Don’t feel sorry for them. Finish quickly, aggressively, and save time focus for other tasks.

AFTER

Check items that you brought to the table, fill out report sheet with both players present.
- Also count your deck. Make sure the opponent didn’t LITERALLY surgically extract your swords. Large events can be a magnet for people looking to pull dishonest stunts.

De-Sideboard NOW!
- A game loss because you forgot to un-sideboard. Don’t be guilty of it at a large event. If you do it post match, and check prematch it should NEVER happen.

If Time permits, watch feature matches.
- These are the better players usually. Watch their every move. They didn’t make it there by sheer luck.

Alleviate, rehydrate, and snack well.
-Notice the rest and eating thing in all three phases? That’s because these practices are the foundation for playing good magic.

Take time to chat with team members/friends.
- Locate near postings, gain insight and prepare for the next player! 

All in all keep some of these simple things in mind. Enjoy yourself! Most people play their best when relaxed and playing under no pressure! Enjoy!!!

Back to Top 16 - Bruce Archey (05/19/2012)

After making Top 16 at Star City Games Open Memphis, I thought I wouldn't Top 16 again. But I was wrong. I played a list that was almost identical to what I played in Memphis: U/W Delver. This deck fits my play style very well. It is the only Standard deck I have been playing, besides B/r Zombies and I’m getting rewarded for my familiarity.

Once I get a feel of what their deck is trying to do I have a much easier time playing against them and adjusting my game plan accordingly. I struggle with visualizing how a match up will play out; I really need to play through the match up myself before I’m comfortable. I think this is the reason for my recent success. I have played against almost all of the popular and semi popular decks in Standard at least once and I have previous information to pull from when trying to figure out my lines. I’ve read it in other people’s writing many times, but I’m going to repeat it: If you want to be successful in tournaments pick a deck you know you will enjoy, play it a lot, and don’t audible.

U/W Delver I played in Memphis.

Artifacts
2 Runechanter's Pike
2 Sword of War and Peace

Creatures
4 Delver of Secrets
1 Dungeon Geists
4 Snapcaster Mage

Instants
3 Gut Shot
4 Mana Leak
4 Midnight Haunting
4 Vapor Snag

Legendary Creatures
4 Geist of Saint Traft

Sorceries
3 Gitaxian Probe
4 Ponder

Basic Lands
8 Island
3 Plains

Lands
4 Glacial Fortress
2 Moorland Haunt
4 Seachrome Coast

Sideboard:
2 Ratchet Bomb
2 Spellskite
2 Celestial Purge
2 Divine Offering
2 Flashfreeze
2 Negate
3 Timely Reinforcements

U/W Delver I played in Birmingham.

Artifacts
3 Runechanter's Pike

Creatures
4 Delver of Secrets
2 Dungeon Geists
2 Invisible Stalker
4 Snapcaster Mage

Instants
3 Gut Shot
4 Mana Leak
4 Thought Scour
4 Vapor Snag

Legendary Creatures
4 Geist of Saint Traft

Sorceries
2 Gitaxian Probe
4 Ponder

Basic Lands
9 Island
1 Plains

Lands
4 Glacial Fortress
2 Moorland Haunt
4 Seachrome Coast

Sideboard:
2 Ratchet Bomb
1 Sword of War and Peace
2 Spellskite
2 Celestial Purge
1 Divine Offering
2 Flashfreeze
2 Negate
3 Timely Reinforcements
 

The Maindeck Changes: -2 Sword or War and Peace, -4 Midnight Haunting, -1 Gitaxian Probe. +1 Dungeon Geists, +1 Runechanter's Pike, +2 Invisible Stalker, +4 Thought Scour.

The Sideboard changes: -1 Divine Offering, +1 Sword of War and Peace.

The lists are very similar, or at least the sideboards are. So lets move on to the Tournament report.

Round 1 vs. Esper Tokens.

Game 1. I was on the play, I pondered Turn 1, shuffling the cards away. No other spells were cast until Turn 3, where I landed a Geist of Saint Traft. He had no answer for it, and I won game 1.

Game 2. He started with Evolving Wilds, go. I started with Seachrome Coast, Delver. Turn 2 he played an Intangible Virtue. My turn 2, My Delver flipped, revealing a Mana Leak. I swung for 3, Post combat I played an Island and passed the turn. His turn 3 was land go again. My turn 3 I simply Swung for 3, and played land go. At the end of my turn he tried to resolve a Midnight Haunting but I stopped it with a Mana Leak. His turn 4 was land, Intangible Virtue and Gather the Townsfolk. At the end of his turn I vapor Snagged one of the Tokens, putting him down to 13 life. On my turn I played a Geist of Saint Traft and Swung for 3, and then played a Glacial Fortress. On his 5th turn he swung for 3 with his Human token, and played Snapcaster Mage and flashbacked his Midnight Haunting while I only had a Glacial Fortress untapped. At the end of his turn I vapor Snagged his Spirit Token knocking him down to 9 life. I topdecked a Snapcaster Mage and Cast it, flashing back my Vapor Snag on his Spirit Token, knocking him down to 8 life. I sent in Geist and Delver. He blocked the Geist with his Human Token and took 7 Damage from the Delver and Angel Token. On his turn he didn't find an Answer, and scooped. Giving me the win, 2-0.

Round 2 vs R/G Aggro.

Game 1. I was on the play. My turn 1 was Island, Delver. He started with Copperline Gorge and played a Birds of Paradise. My turn 2 I drew the land I needed, and Played Seachrome Coast and resolved two more Delvers. His turn 2, he played a Sword of War and Peace. My turn 3, my three Delver's flipped, revealing a Vapor Snag on top. I sent in my three Delvers for 9 damage. On his turn he tried to equip the Sword to the Bird, however I Gut Shotted it in response. He scooped.

Game 2. I can't remember all of this game. He kept a hand with 5 Land, and 2 Birds of Paradise, and he kept drawing land. 2-0.

Round 3 vs. R/G Aggro.

Game 1. He won the dice roll, so he was on the play. He started with Copperline Gorge, Llanowar Elves. I started with Glacial Fortress, go. His turn 2 was a Daybreak Ranger. I played a Glacial Fortress Tapped again, and just passed. His turn 3 was a Thrun, the Last Troll. I scooped, as I had no answer to Thrun.

Game 2. I was on the play with Island, Delver. His turn 1 was Rootbound Crag. My Delver flipped, revealing a Gut Shot on top, I swung for 3, and then played a Glacial Fortress before passing the turn. On his turn 2 he played another Rootbound Crag tapped. On my turn 3 I played a Seachrome Coast and a Geist of Saint Traft, while swinging for 3 again with my Delver. On his turn 3 he drew and played a Forest, and then passed again. I drew and played a Island, and then Sent in my team for 9 damage, dropping him to 5 life. On his turn, he tried to resolve a Huntmaster of the Fells, however I stopped it with a Mana Leak.

Game 3. His turn 1 was Forest, Birds of Paradise. At the end of his turn I paid 2 life a Gutshotted the Bird. My turn 1 wasSeachrome Coast, Go. He simply passed his next turn. My turn 2 was Land go. He continued to draw no land, and just passed. On my turn 3 I played a Geist of Saint Traft and Simply passed the turn. He didn't draw land again, and just passed the turn. I swung for 6 with the Geist and Angel, post combat I played a Delver of Secrets. He finally drew a land and played a Strangleroot Geist. However at the End of the Turn I Vapor Snagged it. On my turn, My Delver flipped, revealing a Mana Leak. I then played a Runechanter's Pike and Equipped it to my Geist. And swung for 11 Damage, dropping him to 3 life. He scooped. 2-1.

Round 4 vs. Solar Flare.

Game 1. I faintly remember this game; I remember he killed 3 of my Geist that game, with Phantasmal Images. He resolved a Sun Titan at one point, bringing back images. Needless to say, I lost.

Game 2. I was on the play. Turn 1 I played Seachrome Cost, Delver. His turn 1 was land go. My turn 2 was Island, Delver, Delver. And swung for 1. His turn 2 was land go. On 3rd turn, I swung for 3 with my Delver's. Post Combat I played a Glacial Fortress and Resolved a Geist of Saint Traft. On his 3rd turn he played a land and cast forbidden alchemy before passing. On my 4th turn my Delver's flipped, and I sent my team in for 15 damage, and simply played land go. On his 4th turn he dropped a land and tried to cast Day of Judgment, but I had a Mana Leak.

Game 3. He mulligan to 4, and he kept a no land hand so he just said go on his turn 1. On my turn 1 I drew my first Gitaxian Probe of the day, and probed to see his hand. I drew and played a Seachrome Coast and Resolved a Delver of Secrets. However on his turn 2 He drew a Swamp and Tragic Slipped my Delver. On my turn 2 I played land go. On his turn 3 he drew a Drowned Catacomb and tried to resolve a Sphere of the Suns however I stopped it with a Mana Leak. On my Next turn I played an Island and Resolved a Geist of Saint Traft. On his next turn he didn't draw land again. So he just scooped. 2-1.

Round 5 vs. Wolf Run Ramp.

Game 1. He won the roll, so he was on the play. He mulligan to 5. He started with Forest, Bird, go. At the end of his turn I gutshotted the Bird. My turn 1 was Delver, Island. On his 2nd turn, he just passed. On my turn i drew and played a SeachromeCoast, and sent in my Delver for 1 damage. He didn't draw a land on his turn 3. On my turn 3 I sent in my Delver for another Damage and then played a Geist of Saint Traft. On his 4th turn he didn't draw land again, so he just scooped.

Game 2. He mulligan to 5 again. He started with Rootbound Crag. I started with Glacial Fortress. On his turn 2 he drew a Forestand Played Rampant Growth. On my turn 2 I drew an Island, and passed. His turn 3 was Forest, Huntmaster of the Fells. However I mana leaked it, my turn 3 was Geist of Saint Traft. He drew a Rootbound Crag and passed. I sent in my Geist for 6 damage before passing. On his turn He drew another land, which he needed and tried to resolve a Primeval Titan. Snapcasted-Mana Leak stopped it though. On my turn I drew another Mana Leak, and sent in my team for 8 damage before passing. On his turn he tried to play a Inferno Titan, I Mana Leaked it. 2-1.

Round 6 vs. Heartless Summoning. (SCG Live Coverage)

Game 1. Bruce started with Glacial Fortress, while Zee Shan began on Darkslick ShoresSeachrome Coast and pass from Bruce, but he fired Thought Scour during the end step after Zee Shan played Swamp and nothing else. Geist of Saint Traft on turn 3 gave Bruce his first threat of the match. With his opponent tapped out, Zee Shan cast Phantasmal Image to trade before playing Ponder, leaving his top three cards in place. Bruce had a fourth land, but no threats before ending the turn. Zee Shan Pondered again on turn 4, thinking over his three more carefully but still keeping all of them in place prior to playing a land and passing. Snapcaster Mage during his end step Thought Scoured again, hitting Gitaxian Probe but nothing else relevant. An attack for 2 brought Zee Shan to 18, and Bruce passed after playing his fifth land. Zee Shan also had just a land and passed, nodding when Bruce tried another Geist of Saint Traft after attacking—it resolved. With only two mana up, Bruce was slightly vulnerable. A sixth land from Zee Shan let him try Phyrexian Metamorph to kill Geist, but Vapor Snag on the Geist forced Zee Shan to settle for his own Snapcaster Mage, and a flashbacked Ponder. Not so bad…

Once more leaving his top three in place, Zee Shan tapped out for Perilous Myr and passed the turn. Moorland Haunt from Bruce gave him some more action, and Zee Shan elected to block Snapcaster with Snapcaster, saving the Perilous Myr for later. Ponder and Geist left Bruce with two mana untapped once again, but Zee Shan could beat the Geist with Black Sun's Zenith—except that another Vapor Snag kept Geist in the wings. That put Bruce to 16 life after Myr's trigger, and Zee Shan cast yet another Ponder, quickly leaving the top three in place before tossing Heartless Summoning off the top of his library. Now Bruce replayed Geist (again) and cast Ponder, but his top three earned a snap-shuffle. Only concerned with beating Mana Leak—hardly a concern at all with Summoning on the board—Zee Shan prepared for a big turn. Phyrexian Metamorph for two mana brought the Leak, which Zee Shan paid for. He followed with Ghost Quarter on Mooorland Haunt before ending his turn. Bruce cast Delver of Secrets and quickly passed, while Zee Shan equally quickly slammed Rune-Scarred Demon on the next turn. Bruce tried Mana Leak again, but Zee Shan remembered to pay and resolved the tutor/Demon. Missing his trigger, Bruce used Dungeon Geists to tap the Demon before attacking for 1 damage. That didn't matter—Zee Shan had Havengul Lich now, and cast it to play perilous Myr five times, killing all of Bruce's creatures and dealing him 4 damage. Snapcaster Mage on Vapor Snag bounced the Lich, but Bruce was all out of gas not. Recasting the Lich, Zee Shan executed Bruce's team and then Bruce himself.

Game 2. Turn 1 Gitaxian Probe revealed Spellskite, Doom Blade, Heartless Summoning, and four lands from Zee Shan's hand. Bruce played Seachrome Coast and Ponder afterward, quickly setting up. Zee Shan just played Swamp, and Bruce had Glacial Fortress. Thought Scour after Zee Shan resolved Heartless Summoning milled Delver and Gitaxian Probe off the deck; seemed like a stronger turn 2 to just cast the Delver? Bruce spent turn 3 casting Invisible Stalker. Continuing to expand his board, Zee Shan played Solemn Simulacrum for a land and then played another from his hand. Bruce revealed his plans on turn 4 by casting Runechanter's Pike and equipping, sending in 5 damage and putting Zee Shan on the clock. Zee Shan had just land and attack, nodding as Bruce knocked him to 10 before playing Delver of Secrets. Pondering, Zee Shan had to be searching for a Zenith. He left his top three in place, playing a sixth land and attacking for 1 before casting Zenith with two up—Mana Leak countered, and he sighed. No trigger for Bruce, who swung in 6 damage and left Zee Shan on 4 life. Precombat Massacre Wurm from Zee Shan mopped the board and deal Bruce 4 damage, followed by another point from Solemn Simulacrum. During the end step, Bruce flashed in Snapcaster and flashbacked Thought Scour, but Doom Blade slew the 2/1. Another Scour during his own turn for Bruce, but no creatures were forthcoming. Zee Shan sent in his Wurm and Solemn, but Celestial Purge removed the Wurm from the game. Wurmcoil Engine resolved through Mana Leak after that, and now Zee Shan threatened to take control. Bruce fired back with Dungeon Geists! While it only tapped Spellskite, Runechanter's Pike gave it the first strike necessary to tap down Wurmcoil Engine. Ponder from Zee Shan dug him into an answer—Phyrexian Metamorph copying Bruce's own Dungeon Geists, which let Wurmcoil land a major hit and boosted Zee Shan back to 10 while simultaneously removing the lethal flier from his opponent's board. Needing a hit this turn, Bruce peeled at the top but didn't find anything that would save him. 0-2.

Round 7 vs. U/B Zombies:

Game 1. Turn 1 he played Swamp, Gravecrawler. My turn 1 was Glacial Fortress, go. His turn 2 was Drowned Catacomb, two Diregraf Ghoul's and attack with Grave Crawler. My turn 2 was another Glacial Fortress. His turn 3 was Geralf's Messenger and an attack for 6. I found no answer on the top of my library next turn, so I scooped.

Game 2. I started with Seachrome Coast, Delver. However on his turn he had a Tragic slip. On my turn 2 I played two Delver's and passed. On his turn 2 he had a Tragic Slip and a Fume Spitter to kill both of my Delvers. On my turn 3 I Probed to see his hand, he had all lands, so I simply cast Geist of Saint Traft with Nothing to worry about. He top decked a Geralf's Messenger dealing me 2 damage. On my turn I played a Dungeon Geists keeping his Messenger tapped and sent in the Geist for 6 damage. On his turn he drew land, and conceded.

Game 3. He started with Swamp, Diregraf Ghoul. My turn 1 was Seachrome, Delver. On his turn 2 he played a Drowned catacomb and a Highborn Ghoul and sent in his Diregraf for 2. At the end of his turn, I gutshotted the the Highborn Ghoul. On my turn I played an Island, and swung for 1. On his turn 3 he played another Drowned Catacomb and tried to Cast Geralf's Messenger. However I stopped it with a Mana Leak. He swung for 2, before passing the turn. On my 3rd Turn I cast a Geist of Saint Traft, Swung for 1, and then passed. His 4th turn was a Phyrexian Obliterator and he attacked for 2 again. My Delver Finally flipped on my turn, revealing a Ponder. I played my 4th land and resolved a Dungeon Geists, tapping down his Phyrexian Obliterator, and sent in my team for 9. On his turn, he cast Black Sun Zenith for 3, whipping the board. At the end of his turn I cast 2 Gutshot's to kill his Phyrexian Obliterator, knocking me down to 10 life. On my next turn I cast a Ponder, and shuffled, drew and played a Moorland Haunt which ended up winning me the game. On his turn he played a Gravecrawler and Passed. At the end of turn, I activated Moorland Haunt. On my turn I drew a Runechanter's Pike and equipped it to my Spirit token, and swung for 6, taking him down to 5. He drew a Tragic Slip, and Cast it on my Spirit Token, and then sent his gravecrawler in for 2 damage. At the end of his turn I made another Spirit Token. On my Turn I simply equipped my Runechanter's Pike to the Spirit Token and swung for lethal. 2-1.

Round 8 vs. U/W Delver.

Game 1. I don't remember much from this match. He played 3 Geist this game, and I didn't have an Answer for all of them.

Game 2. I remember mana leaking his Geist, and Playing my own Geist. He had no answer for it, and I won game 2.

Game 3. Turn 1 he played land go. My turn 1 I played Island, Delver. His turn 2 was Seachrome, Invisible Stalker. My turn 2 wasIsland, swing for 1. His turn 3 he tried to play a Geist of Saint Traft and I mana Leaked it. My turn 3 was Delver, Swing for 1. His turn 4 was Runechanter's Pike, Equip. I didn't draw and White Source, and my Delver's didn't flip for 4 turns. By then He killed me with 2 Runechanter's Pike equipped to the Invisible Stalker. 1-2.

Round 9 vs. R/G Aggro.

Game 1. He won the Dice roll. He played Copperline Gorge, Birds of Paradise. My turn 1 was Gitaxian Probe, followed up by aSeachrome Coast and a Ponder. His turn 2 was Forest, Sword of War and Peace. My turn 2 was Seachrome, Delver, Delver. On his turn 3 he played a two Strangleroot Geist and swung for 4. Unfortunately my Delver's didn't flip on my turn and I just playedIsland, go. On his next turn he played a Hellrider and swung with his whole team, dealing me 4 damage just from the attack. I decided to take it, going down to 5. My Delver's didn't flip again on my turn so I scooped.

Game 2. I started with Gitaxian Probe, Seachrome Coast, Delver of Secrets. He started with Rootbound Crag. On my turn 2, the Delver flipped and I swung for 3. Played Seachrome Coast, and played 2 Ponder's. On his turn 2 he played a Strangleroot Geist and swung for 2. On my turn 3 I played a Geist of Saint Traft and Swung for 3 again. On his turn 3 he played a Daybreak Ranger, and swung for 2. On my 4th turn I played a Dungeon Geists, tapping down the Daybreak Ranger. and swung for 9 damage taking him down to 5 life. On his next turn he didn't find an Answer, so we went to game 3.

Game 3. He mulligan to 6. He started with Forest, Llanowar Elves however I gutshotted the Llanowar at the end of the turn. My turn 1 was Island, Delver. On his next turn he just said go, drawing no land. On my turn the Delver flipped and I swung for 3, post combat I played a Glacial Fortress and then passed. He drew a land and tried to cast a Strangleroot Geist, however I stopped it with a Flashfreeze. On my turn 3, I played a Geist of Saint Traft and swung for 3 again. he drew a Forest off the top, and then passed. I drew an Island, and sent in my team for 9 damage taking him down to 5 life. He drew the Rootbound Crag he needed off the top and tried to cast a Huntmaster of the Fells, however I stopped it with a Mana leak and proceeded to win the Match 2-1.

7-2.