Game #164: Intet the Dreamer #2

Game #164: Intet the Dreamer #2
Date: 2015-04-08
Location: The Family Game Store
vs. Yeva, Natures Herald; Karador, Ghost Chieftain; Ghoulcaller Gisa
Result: Fun*/Neutral Loss

Intet, the Dreamer, Magic, Planar ChaosvsYeva, Nature's Herald, Magic, Magic 2013 (M13)Karador, Ghost Chieftain, Magic, CommanderGhoulcaller Gisa, Magic, Commander 2014

A new player showed up just after the previous game began and had waited patiently to join our next game (he was from out of town, and here on work business and wanted to get a game in). He was playing Yeva, which always gives me pause (mostly because Gisa’s player used to have a crazy Yeva deck).

I had a two land hand, but I could play Kavu Predator on turn two so I was happy. I followed it up with a Temur Ascendancy. Yeva cast Time of Need for an Omnath, Locus of Mana, and later killed off Gisa’s Thran Dynamo with a Reclamation Sage. Gisa also had a Caged Sun, and Karametra was working with Nylea, Corpse Harvester and a Creakwood Liege.

I happened to have Dragon Broodkeeper and a Mark of Fury to easily make a dragon each turn for R, and that was followed by a Crucible of Fire to make 5/5 dragons that also drew me a card. Gisa matched my dragons with a Kokusho and a Whip of Erebos (which my Kavu was happy to see). Yeva’s deck was an Elf build and he had good mana generation powers and had just played an Ezuri. I played a Prophet of Kruphix, which I got to use once to play both of the Dragon-Cost-Reduction dudes (making my dragons cost 3 less), before Gisa Ashes-to-Ashes-ed the Prophet and Ezuri. Fair enough.

I still only had 5 lands on my battlefield, but I managed to cast Intet, and then the next turn cast Atarka for a big swing. I held up on attacking Gisa for fear of the Kokusho, but I accidentally killed Yeva’s player (and felt like a super jerk about it. I was trying to do big Damage to everyone, but ended up just killing him, for which I apologized). I should have realized that attacking Gisa with my 15/15 tramply Kavu would have been great (because hey, if he blocks it with Kokusho, it’s getting even bigger).

The next turn Gisa cast All is Dust, and I said “boooooo.” Then Gisa attacked for big trouble. Karador killed both of Gisa’s Caged Suns. I attacked with Intet and used her ability to cast a Clever Impostor, copying Gisa’s Oblivion Stone (to try to put a Fate counter on Intet in case the O-stone was popped), but Gisa cast Damnable pact to make Karador (At 7 life) draw 7 and lose 7 life. Then Gisa smashed me with zombies and I died.

There was time for more games, but Yeva’s player had to leave, making me feel extra bad that he showed up, had to wait, was the first one out, and then had to leave. Despite enjoying the game, I couldn’t feel totally good about it.

The Rest of the Night: Gisa decided to sit out, so I played head to head vs Karador. First I played Animar, and swung with an Arbitrarily Large Animar (thanks to Stupidly Good Ancestral Statue) on turn 5. We played again, but I switched to Shu Yun, which Karador was able to handle both other games we played.

About the Deck: (tapped out Someday)
This deck was built because I really liked Atarka (the double strike one) but wanted Blue in the deck for Xenograft, Temur Ascendancy, Day of the Dragons, and Sarkhan Unbroken and for some other shenanigans. I also wanted to abuse Kobolds and Cloudstone Curio for Dragonstorming, and I really wanted to play Aluren/Furious Assault/Horned Kavu (my favorite combo ever). So it’s dragons with a Kavu and Kobolds theme (with the goal being making them ALL graduate to Dragonhood). I play both Niv Mizzets, Scourge of Valkas, Utvara Hellkite, Dragon Broodmother, etc. The invention of Impact Tremors (aka Furious Assault but BETTER and CHEAPER) blew my mind.

I’m not a believer, like one of the EDH columnist/podcasters out there, in the philosophy that every deck should be able to win on turn 3, but I realized as I was sitting down to play this one that it actually could:

  • Turn 1: Mountain
  • Turn 2: Land, Impact Tremors
  • Turn 3: Land, Cloudstone Curio, Kobold A, Kobold B

If I felt like adding in an Elvish Spirit Guide/or the Gorilla one, and a Sol Ring, it could happen on turn 2.

Game #158: Yasova Dragonclaw (B)

Game #158:  Yasova Dragonclaw (B)
Date: 2015-03-25
Location: Family Game Store
Vs.: GrimGrin; Sisters of Stone Death
Result: Fun, No Decision

Yasova Dragonclaw, Magic, Prerelease CardsVSGrimgrin, Corpse-Born, Magic, InnistradSisters of Stone Death, Magic, Ravnica

There seemed to be time for another game tonight, so I played the other Yasova deck I had built.  This one is “Mono” Green.  I started out with a Forest and Fertile Ground followed by a Beastmaster Ascension.  Sisters played an early Steely Resolve choosing Gorgons (obviously).  I swung with a Giant Solifuge to start ascending.  I also got to play Hero’s Blade followed by Yasova.

Sisters of Stone Death hit the table and ate Grimgrin’s Solemn Simulacrum. Knowing that my Yasova was probably going to die to either Grimgrin or Sisters, I sacrified her to a card draw spell to draw 7.  I tried to cast a Realm Seekers, but it was countered (thankfully Grimgrin also countered SoSD’s Vraska attempt as well).  I managed to steal a a Grave Titan, and I played an Engulfing Slagwurm as some anti-Sisters tech, but I couldn’t stabilize.  Grimgrin played a Crypt Rats, wiped the board, and by then it was 9p.m., and we had to go.

About the Deck (tappedout someday)

This is the “Mono” green version of Yasova. Every card (Except Temur Ascendancy) can be played with only Green mana.  There are enough color-fixing sources to be able to use Yasova’s ability (I think the Izzet karoo is the only non-green producer), but it’s not the focus of the deck.  It’s more about big ferocious creatures and smashing things. (Yasova Hulk!)

Game #157: Yasova Dragonclaw (A)

Game #157:  Yasova Dragonclaw (A)
Date: 2015-03-25
Location: Family Game Store
Vs.: GrimGrin; Sidisi, Brood Tyrant
Result: Fun Win

Yasova Dragonclaw, Magic, Prerelease CardsvsGrimgrin, Corpse-Born, Magic, InnistradSidisi, Brood Tyrant, Magic, Khans of Tarkir

I switched tables after being the first one out in my previous game. The first land I drew was the only Forest (Snow-Covered) in the entire deck. I played Yasova on turn 3. Sidisi had an Amulet of Vigor. I stole something with Yasova, but then GrimGrin’s Fleshbag Marauder killed her. I drew a LOT of lands this game.

Sidisi came out and also played a Magus of the Bazaar. I played a Rune-chanter’s pieke and Grimgrin had a Nether Traitor. I stole Sidisi, but didn’t attack and just Fling-ed it back. I also grabbed a Solemn Simulacrum which died (and I drew a Land). Yasova sat around with nothignt to steal (and I had a bunch of Threatens in hand). Grimgrin got out a Rooftop Storm and a Gisa and convereted GG into 7 zombies. At some point I also pongified a Grimgrin. I was also stuck stealing Magus of the Bazaar to try to draw into non-lands (and put instants in my graveyard for the pike).

Grimgrin got to live the dream of creating a big 8/8 zombie with Geralf (eating my Nucklavee) and turning it into 8 zombies with Gisa. Wonder Twin Powers Activate! Grimgrin hit me pretty hard with an attack. I cast Mob Rule for 3CMC and under (I had considered doing it for 4+ to get Grimgrin), and in response Sidisi created a ton of zombies. Grimgrin sacced all of his, but I had 11 zombies plus my general and Grimgrin was at 22. I swung for the kill and then cast a Relentless Assault to get the win.

Yasova was cast 3 times, Sidisi 3, Grimgrin 2

About the Deck (Tapped Out someday)
This is the “Non-Green” Yasova. Thanks to the brilliance of the FRF legends’ design, you can bascially play a UR deck with her. The only cards in the deck that require Green Mana are Yasova and Temur Ascendancy. There’s one forest in the deck, but enough mana fixing that it’s not hard to have the G needed to cast the general. Hybrid cards are a big part of the deck (though I didn’t have Biomantic Mastery in the deck yet). The plan is to beef up Yasova for optimal stealing, and also play other steal-stuff cards that UR likes. Red is mostly the stealing color and Blue is mostly for support.

Game #110: Riku of Two Reflections

Game #110: Riku of Two Reflections
Date: 2014-02-07
Location: Friend’s House in Baltimore
vs. Wrexial the Risen Deep
Result: Unsatisfying Loss

Riku of Two Reflections, Magic, CommandervsWrexial, the Risen Deep, Magic, Worldwake

I got the chance to play some unexpected magic, which was nice because I will have to miss the next 2 or 3 Wednesdays. My fiance and her friend and coworker were going out and my friend (the coworker’s husband) was staying home to keep an ear on the new baby. That meant that he could play a bunch of magic with me (and I could be the Driver when the women got back).

I was itching to get through all of the decks I have left so that I could choose what decks to play, so after one game with the new Pre-cons (My Jeleva lost to his Derevi), I started pulling out decks-to-be-played.

I started with a 4 land hand, including all 3 colors, and I kept drawing a bunch of land. I had cool stuff to play, but his Wrexial deck was all discard, AND he stole one of my lands PLUS he changed my only source of Green to an island. I had Riku out, but then he played Painful Quandary. Despite having almost 10 mana, I had no green and couldn’t cast much of my hand (What was left of it). I would have died to general damage had I not scooped.

Riku was a deck that is on the chopping block. I may play it one more time to give it a final chance to be fun (before I turn it into a almost-all-creature Kiki-Jiki deck)

About the Deck ( http://tappedout.net/mtg-decks/rikuukir/ )

This was the first deck I built after the original Pre-cons came out. It’s mostly ramp (one of the two decks I played Prime Time in before he was banned), steal and copy.  I had a lot of fun with it in the past, but I never seem to want to reach for it now. I might take it apart, but I think it gets one more chance.

Game #93: Maelstrom Wanderer

Game #93: Maelstrom Wanderer
Date: 2013-12-26
Location: The woods north of Duluth, Brother’s Friend’s Cousin’s house
vs. Skullbriar, the walking Grave; Teysa, Envoy of Ghosts; Olivia Voldaren
Result: Cruel win

Maelstrom Wanderer, Magic, Planechase 2012vsSkullbriar, the Walking Grave, Magic, CommanderTeysa, Envoy of Ghosts, Magic, Dragon's MazeOlivia Voldaren, Magic, Innistrad

After the dumb game with Nin, I decided to pull out a new deck. My brother had switched the general of his Nath deck to Skullbriar, and his friends pulled out a Teysa deck (I love Teysa!) and an Olivia deck (that he really liked).

I took out Maelstrom Wanderer. In hindsight, this was a pretty “D” move. For that, I apologize.

Skullbriar hit me on turn two, and grew to +5/+5, and became a vampire thanks to Olivia. I played lands every turn, including two Ravnica Karoos. I dropped my 5th land and had 7 mana. I cast the Food Chain and Misthollow Griffin that were in my opening hand and opening draw. I exiled the Misthollow enough times to get enough mana to re-cast it enough times to also get an arbitrarily large amount of red and green mana, and then cast Maelstrom Wanderer enough times to put my whole deck on the field. Then I felt bad.

If the world were fair the Nin Game and this game would have both had fair opening draws, rather than one being horrible and one being god-draw. The only justification I had for what I did was that we were on a time limit because my brother had to get on a plane at 5:30 the next morning and it was already 10:30 p.m. At least we got to play another game after it.

About the Deck (

I built this deck because back in the day  RUG Aluren Combo was my second favorite deck to play in Extended (when extended was cool and went back to Ice Age) and I wanted an EDH approximation.  I also wanted to have a deck that was just a dedicated combo deck.

The deck has three main combos: Aluren plus Horned Kavu plus Purphuros/Furious Assault for  Arbitrarily Large damage;  Misthollow Griffin/Food Chain for Maelstrom Wanderer castings;  Morselhorder/Sinking Feeling/Presence of Gond  for Arbitrarily Large elf army.

There are also some bounce tricks and counterspells (I may even make this the first EDH to have a Force of Will in it…).

This was the wrong deck to play in the game that I played it in. I’m generally anti-combo, and I felt really dirty winning on Turn 5 with this (in the context of the game I was in). I mostly have the deck to be one to play after either a crushing defeat or if I’m stuck in a situation where I have to play with a lot of Try-Hards (which was not the case when I played it the first time)

On Animar

On Animar

Along with Teysa #1, this is probably my most favorite deck to play. It has potential to do explosive things, but isn’t a broken deck.  Animar has a long history.

In its first incarnation it was a Sliver deck, (it really was the sliver that broke off of my retired Sliver Overlord deck) and it had about 10 non-creature spells (things like Survival of the Fittest, Hivestone, Doubling Season, Lightning Greaves, Warstorm Surge and a few other things). Eventually I started pulling out non-creature spells for creatures that could do similar things (Warstorm became Rage Thrower, Survival for Fauna Shaman, Boots for Elgaud Shieldmate) only leaving the Hivestone. The number of slivers pared-down as well, though the hivestone engine was important enough that I kept a Hoarding Dragon.

Then M14 slivers hit and I hated them, so I de-sliverized the deck (Animar is against giving handouts to those greedy free-loaders) and was able to make it fully ‘all-creature’. Since then I’ve tinkered a lot with the creature mix. The current incarnation plays up the +1/+1 counter theme more than past version.

Lets meet the team.

The Boss

is totally Swamp Thing.

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The Lands

The Basics are  badass White-border “Tap to add” lands from Unlimited.

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Some duals and filters are important since colored mana is the only kind I plan on spending.  As soon as I feel like taking apart my circa 2002 Miracle Gro deck, I’ll put in the real Tropical Island. For now it’s Sharpie placeholder.

DSC04297

Utility Lands that can be swapped for other cards are key, since un-needed lands are this decks second least favorite thing after board wipes. Oran-rief and Llanowar Reborn are great for speeding Animar’s growth.  The Alchemists refuge is on the block now that Prophet of Kruphix exists.

DSC04298

Ancient Ziggurat is a 2nd command tower, Opal Palace, despite being slow, is pretty great for later turn Animar-ing.

DSC04296

The Not-Lands (aka, The Creatures)

Guys that tap for mana. Birds makes for faster Animar. Myr are usually Free.

DSC04299

Guys that get more lands or otherwise accelerate, since the land count is low in the deck, and I don’t want to really draw more than 8 or so lands. I like to untap them, and i prefer to  play more than one per turn (especially off the top of the deck)

DSC04300

Animar’s favorite friends always give him the plusses. Hunting Moa is so rad it got a nod on the Mothership. 

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Haste makes for not-waste. Wraths’ happen, and waiting out summoning-sickness sucks.

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Things that play well with +1/+1 counters, either by supplying Animar with them, or helping out with extra abilities. If Experiment Kraj weren’t so color intensive, he’d join too.  Kalonian Hyrda is just dumb.  There are also a few X creatures that usually are huge, and Storm Entity can also get large in a hurry.

DSC04304

Some of the newest additions are the Gods. Which are totally allowed because Animar makes them cheaper, and are all really good in the deck. Purphuros can steal Ani’s thunder and become the kill. Thassa means Animar is getting in for that lethal commander damage, and that maybe I won’t draw a crappy land that I don’t want.DSC04306

Protective pals to keep Animar alive and un-targeted. Or to do crazy things (Progenitor Mimic)

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Disruption and distruction on a body. Ruric Thar and Nullstone Gargoyle are particularly mean cards in a deck like this. There’s not a lot I can do against board-wipes, but Rage Thrower helps.

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Sometimes (most of the time) my hand is empty or is just lands. These guys help to re-fill the hand or keep the bodies flowing. Sages of the Anima is a tricky play, since it’s tough to get any lands after it, but it puts a lot of cards into the hand.DSC04301

The Big Guns. Kozilek used to join Ulamog, but got evicted for not being indestructible and also for having Annihilator (which I dislike using).  20/20 Indestructibles are a better way to win.    DSC04308

I’m sure this deck will go through more changes as new things come out. Brutalizer Exarch is already threatening to oust Edric.

Game #78 : Intet, the Dreamer

Game #78 : Intet, the Dreamer
Date: 2013-11-06
Location: Family Game Store
vs: Oloro, Ageless Ascetic (Stock); Prossh, Skyraider of Kher (Modified)

Intet, the DreamerVSOloro, Ageless AsceticProssh, Skyraider of Kher

The second game of the night was a smaller one. The Prossh deck had been tricked out to include the Food Chain combo and be a bit more threatening.  It started out with an early Scroll Rack, Beastmaster Ascension and Blade of the Bloodchief.

I started with decent lands and a Leyline of Anticipation.  Knowing that Prossh was going to be dangerous, I held onto a Hinder until he tried to hit the board. Oloro was gaining life via Sun Droplet, and drawing cards with Well of Lost Dreams (and also had Ajani’s Pridemate, the Wall that gains life and another way to get counters from Life).

I cast Intet early on, and she hit several times  (She birthed out a Hypersonic Dragon, as well as casting Praetor’s Counsel, Brainstorm, Kabooom! and a Darksteel Colossus).  I was able to Genesis Wave for 7 (hitting only 2 lands) and then Epic Experiment for 11 (hitting only 1 spell).  A Charmbreaker Devils-ed  Epic Experiment for 9 hit 3 spells, but a  foolish Time Reversal resulted in me losing a really good hand.

However, despite Oloro going up to 222 life (though he realized after the fact that he had been playing Sun Droplet wrong) I was able to bounce his blockers with my very first playing of Jace the Mind Sculptor (FTV 20, unsleeved) and swing in for General Damage with Intet.

The deck did what it was supposed to: mess with the top of my library and cast Genesis Wave and Epic Experiment more than once.

About the Deck( partial list at Tapped Out: http://tappedout.net/mtg-decks/intet-26-10-12-1/  Currently Private and in progress)

The goal of this deck is to get a lot of mana and recur Genesis Wave and Epic Experiment while messing around with the top of the library via Jace, Scroll Rack, etc. There are a few “instants and sorceries matter” cards in here.