Sunday, 1 September 2013

A (Time) Walk Down Memory Lane...

(Editor's Note: Today's column is a little light on actual EDH content, but you might recognize yourself in here somewhere if you've been MTGing around Ottawa a while.)

1994 – The Discovery of Magic.


The awkward (some would say he’s still awkward) young man arrives at the “Downtown Gamer’s Club”, hosted at the Dalhousie Community Centre on Somerset St. W. He’s there on a Sunday, nominally to play some RPGs of which GURPS holds the baseline approach. Featured is Ian Holmes’ IC&O (Ian’s Cities and Orcs), a weird amalgam of house rules, wargaming and role-playing that would enthrall and frustrate us for years on end. During one of the many breaks in play we’d disperse to So Good restaurant (People, if you like Chinese food and haven’t been here, correct this lacunae immediately!) or Golden River to get some high starch, high meat, high spice content, except for our lovely arrival from New Zealand, Babs, who as a vegetarian had a priority on tofu dishes and would help your scribe grow enormously as a person.

So...during one of the above breaks, our other gamemaster Mike Mullen pulls out a bunch of cards. They have the name “Magic the Gathering” on the back of them. These would be Unlimited starter decks, mixed in with some Arabian Nights stuff. The Arabian Nights boosters were selling at the club for $4.50 or so, which seemed way too expensive at the time...so I declined. We never thought this card game would amount to much so we all got a starter (I got a Veteran Bodyguard and Braingeyser in mine, I traded both for a Serra Angel and Shivan Dragon, cos those were BIG AND FLEW!) and sat down for some games. Even then, the decks took on some semblance of personality from their owners. “Dan” (who may be called Dan in real life...) had his patented “Boeing 747” deck, that basically put Mahamoti Djinns and Sibilant Spirits into play, dropped Unstable Mutations on them and followed with Giant Growths and Berserk to finish you off, lots of fun. Mike had his Walls of Life...and Death (Note the ellipsis there, the Walls gave you life...and Death was procured otherwise) which revolved around a bunch of Walls, Pestilence and Diamond Valleys. Yeah...that wasn’t annoying at all, All the small critters would die a hideous death to Pestilence and those that survived would run into walls. If the game got too dicey he’d “sac” the walls to Diamond Valley and bring them back with Resurrection or other shenanigans. No, I’m not bitter at all, but who the hell decided that a 4/4 Serra Angel couldn’t cut through a 3/5 Wall of Swords? I mean come on guys...give that a second pass through playtesting.

Anyway, I finally got around to throwing enough cards together to build a pretty cool White/Red deck with a splash of blue for Spell Blast and Power Sink. It did okay but the card I really, really liked was Nevinyrral’s Disk. I didn’t just like it in a “Cool card, let’s play it” kinda way, it was more of an obsession. I had to get Disk out and I had to blow it up. No matter the boardstate. I could have more guys than my opponent, there could be nothing else on the board, Mike and Aidan Fisher (who had a deck with a bunch of Banana Lions...err Savannah Lions) and Dan could beg me to hold back for a turn but we all knew the end of the world was coming and that was that. Eventually they had a long talk with me and I learned not to blow up the world quite so quickly, and then came the new deck construction rules which frustrated us but we adapted...

1997- First Forays Into Organized Play.

At this point Magic was basically a small hobby. I’d spend some money on it but I wasn’t “serious” about it at all. There was a chain of stores at St-Laurent and Rideau Centre called Comics Xctera (or something, it’s been a while :p ) that sold comics and cards.

Kevin Preece, who may well still be the coolest person in Ottawa, if not the planet, was a sales associate there and he’d sell these “pre-cons” that had a chase rare and a bunch of other random stuff. The decks would invariably have some theme that annoyed people to no end. For example, one deck would have Psychic Venom, Twiddle, Recall, PowerSink and basically every annoying enchant land and....you’d somehow bring your opponent to 0 life from 20 because they HAD to tap their lands. Anyway, some of these pre-cons sold for $20 to $40. I bought a blue/red one that had BIG SPELLS and a card called Mana Drain. The idea was your opponent cast their BIG SPELL and then you’d “Mana Drain” it and cast a Fireball to their face, or a Braingeyser (there’s that card again...) to draw a bunch of cards. I slowly tweaked this into some weird white/red/blue Mana Flare deck with Rock Hydra, Guardian Angel, Alabaster Potion, burn spells...and that was a load of fun.

Interesting side story about Kevin. He had a band called The Haunting at the time that performed a Hallowe’en gig at Barrymore’s. I remember this vividly because they would play a killer cover of Tainted Love where I’d rush to the front and mosh furiously. When Kevin would throw his guitar picks in the front row I “accidentally” bodyslammed a few other smaller people to get them. Hope you guys recovered and no hard feelings!

Around this time tournaments started being held at Carleton University. Andrew Todd told me about them, told me they were super casual and to just bring anything and have fun. I remember bringing in some contraption with bats and rats, which was Dan’s brainchild. Basically it had four Vampire Bats, four Plague Rats, four SengirBats, four Pestilence Rats, some Crypt Rats and a bunch of “Terror” effects. Oh, and two Nev’s Disks because you needed a reset button. So off I go to Carleton and my first match is against...some guy, we’ll call him Doug. Doug’s deck completely annihilated me. He had Serra Angel, Icy Manipulator, Royal Assassin and a bunch of other un-fun junk like Winter Orb and Demonic Hordes. Whatever, I played in round two and nearly beat a green/red deck with Ehrnam Djinn, lots of Lightning Bolts and random other stuff like LeyDruid that untapped his Karplusan Forests (We argued for 15 minutes that Ernie’s forestwalk worked on these, until a judge told us it only worked on basic forests, what hax...) and I think I won a game or two.

This was pretty frustrating but I knew I wanted to build something competitive. Andrew had traded me four Chains of Mephistopheles so that would be my starting point but the deck never really coalesced until...

1998-2000 - Prereleases and Tolarian Blue

...I met Ken Gallagher at Kool Kards Heaven (more on them later) or maybe it was Pagan Playground. All I know is that Ken had a cool hat and a lot of cards I’d never seen before. We decided to go to the Stronghold prerelease in Montreal and lo and behold the card I needed to make my deck amazing. Megrim. Combined with Anvil of Bogardan and Chains, the player would be discarding two cards a turn and taking four damage, every single turn. Oh, there was this card called Mox Diamond that I think I traded to Ken for a bunch of random junk for my Chains deck. So the deck started picking up speed but it was totally creatureless. I added Ensnaring Bridge to keep critters at bay but there was ONE card I hadn’t planned on. Helm of Obedience had been out for a while but no one had really played it much. When someone played that against me, I nearly baseballed their deck across the room. So unfair. Oh, they had printed Gaea’s Blessing too, which stopped milling completely. It’s like R&D had known I loved mill decks and said: “You know what Pierre? Screw you. We’re going to keep playing mill hosers until you build something different.” SCREW YOU R&D! I’ll build a mill deck again I swear!

Anyway, I think I might have traded for a Jester’s Cap or something but at that point the Chains deck was basically a shell of itself and I’d bought my friend Dave’s collection so we gathered at Kool Kards...

Right, Kool Kards Heaven.

Kool Kards was insane. It was basically a massive warehouse that would be re-furbed into a gaming area. The owner, Darcy Green and his kids Tatiana and Jayden, would basically have everything Magic-related, ever. You wanted Moxen? They had them. You wanted foils? They had them. You wanted tournaments? They ran them. Not that I’m bitter or anything, but some of the drafts were pretty ridiculous. Not that I’d accuse Ken of being a massive lucksack but pulling two Cursed Scrolls and a Tradewind Rider in his draft was pretty annoying actually, to be perfectly honest. But hey, I’d never hold a grudge after close to twenty years. Jeffrey Szelzki (AKA Cartman), amomg others, also began a long run of near-dominance at KKH that would direct him into organizing tournaments later on.

So anyways, KKH became a hub for everyone to meet. We had a giant “box draft” out of the stuff that my friend Dave had sold me, and we drafted the rares afterward. There was a ton of crazy stuff in there, a Moat or two, some Hellfires, maybe a Workshop. I probably traded enough stuff or sold enough stuff to pay for University, but I kept buying them back, a habit I’m glad to say has since left me.

Nowhere was this so evident than when they printed Tolarian Academy and KKH supplied me with the entire list, no mean feat since it needed four Stroke of Genius, four Tolarian Academy, four Mox Diamond and the rest of the stuff. At the time, I was in this newsgroup with some friends from Carnegie-Mellon University in the States. They’d come with a deck called “Tolarian Blue” and they made me promise to my grave that I’d never share the list and I never did. The deck caught on quickly enough (and got banned in a hurry) that it’s really no secret that adding a bunch of 0 to 1 mana mana-producing artifacts to fuel a land that tapped for blue, to cast spells that drew a lot of cards, which could be discarded through Mind Over Matter to untap the Academy might be a wee bit unbalanced. The deck regularly won on turn two or three and hilariously the standard version held its own against Ken’s Type 1 version.  We played about a dozen matches at a coffee shop and split them 50/50. That’s how dumb the deck was. Oh, I remember beating a Dark Ritual, Carnophage, Carnophage, Sarcomancy draw from Andrew Todd. He couldn’t believe it so we re-did the match and I still won on turn three.

The story of Tolarian Blue would not be complete without an aside about Joseph.

So around this time a bunch of game stores started popping up to support Magic.
Dave Tellier opened the first Wizard’s Tower at the University of Ottawa, Master Yang’s opened up on Bank Street, Silver Snail had some tournaments and Pagan Playground opened as well.

 But anyways, Joseph.

Joseph was an absolutely fantastic guy and a casual Magic player. Dave would hold tournaments and I’d show up with Academy, Adam Saint would show with White Weenie (I call Adam the Father of White Weenie because it’s all he’d ever play. Ever.) and Adam’s brother Jeremy would have some obnoxious Blue deck that abused Capsize. We hated Capsize so much that it became our barometer for obnoxiousness. Armageddon was a four-Capsize card for example. I’m pretty sure Nick Sirman bumped into us at the Tower too, it was pretty crazy the amount of Magic players that grew up there. Anyway, back to Joseph. As I said, Joseph was casual. He’d bring an 80-card deck filled with goblins and such and just have a good time, but Joseph hated artifacts and Tolarian Blue above all else. After one game where he got Stroked out for 90+ cards he kinda looked at me behind those beady brown eyes and said: “Next week Pierre, I’ll kill that stupid deck of yours.” He came back with every single Shatter variant known to man. Shatter, Primitive Justice, Gorilla Shaman, Verdigris, EVERYTHING. That’s all his deck did.

So we sit down and I play Academy, Mox Diamond, Lotus Petal and he blows them up.

At this point I get all -_- but I recover, dropping Mana Vault and Windfall into more Artifacts and I Stroke him for 100+ instead of just 80. The next time he added four Shockers to his deck to make sure I’d never have consistent draws. It didn’t help since Time Spiral gave us all a new hand. Good times.

 Yeah, Tolarian Academy? Maybe better than the review it had in Scrye Magazine that said “Very narrow land, only usable if you focus on mana artifacts. $5 at most.”

 Heh.

1999-2004 - Extended Play and Magic Outlets

So at this point I’d decided to focus more on Extended and Type 1. Extended was awesome at the time because you could use all the dual-lands AND you had access to a pretty big card pool. Around this time we all started gravitating around the Pagan Playground which was on a second-floor office above McDonald’s on Rideau Street.
To say the Playground was eclectic would be.well, an understatement. Picture a wide store that sold Goth clothing, Magic cards and had a gaming area that was shared with Vampire LARPers. The funny thing was that some of the LARPers played Magic too and we had a fairly peaceful co-existence. On Fridays the Playground would host the Vampire: The Masquerade sessions which would eventually end up outside at Oh So Good dessert shop for some sweets. The Playground held a fair amount of tournaments, the most memorable was an Extended one where Alex Anderson on Counter-Phoenix violated me on Secret Force. It turns out Hibernation and Forbid Buyback, discarding two Squees along with Shard Phoenix blowing up all the Elves is bad news. Who knew? Alex is an absolutely fantastic guy to this day and was a great playtester too. He may even have got his box of Urza’s Legacy for all the Memory Jars he sent in – at the time you could mail in a banned card for a booster from the equivalent set; that ended in a hurry.

It was around this time that I developed an everlasting hatred for the card Carrier Pigeons. Ken Gallagher and I had been doing a series of mini-masters, which involved taking a pack of cards and adding two of each basic land. You generally played “blind”, not looking at the pack contents for maximum surprise effect, and the winner picked the rare they wanted first. So in this particular instance, my best friend Eugene dropped by to meet us and he had a pack of Alliances and I had an Ice Age pack. Now, far be it from me to exaggerate any gaming (or real life...) event, but this is easily the most lopsided game of Magic I have ever participated in, ever. Eugene went all the way on the back of a Carrier Pigeon. Yes, a 1/1 flier for four mana that draws a card on the next player’s upkeep. Now you would think I’d have say...a Dark Banishing, Swords to Plowshares or even a flying creature to deal with this thing. But no, the Pigeon slowly and inexorably made its way through my life total. Oh, Gene also had Misfortune to pump up the Pigeon. I could not choose the four damage to myself at the time because of my life total so the Pigeon became a 2/2 and that was that. I don’t even remember what my Ice Age rare was and refuse to remember.

To this day I still rip up any Carrier Pigeon I come across. Stupid card.

Any story about the Playground would be incomplete without a short tale about proprietors Pete and Sara, who put up with way, way, way too many shenanigans on our part for their own good. Both of them let us get away with far, far too much for any store’s own good. Pete had the grace and intelligence to entertain everyone in the place while magically selling them all sorts of stuff they'd probably never use. I probably still have a bar of hemp soap in a crate somewhere around here. Sara was the voice of reason that generally chillaxed by the cash register when she wasn't maintaining some semblance of order in the place. I’m pretty sure some of us actually slept there overnight at times after events. Seriously, the Playground basically became a second home for us and continued to be so when it moved down Dalhousie Street before both of them moved on to bigger and better things. Good luck both of you, wherever you are.

Around this time Dave’s business had blossomed and he opened a few other Wizard’s Tower branches in Barrhaven (where we play EDH to this day) and Kanata. Tower has since become a massive tournament hub, but more on that in a future column focusing on the store chain.

2005 to Present - From 5-Color to Commander.

At this point I had gotten pretty disenchanted with constructed Magic. Shawn Davies held a bunch of Vintage tournaments, sponsored by the New Technology Store at Algonquin College and those held my attention for a bit but I really wanted to focus more on casual play. So Nick, Jon Barrett, Johnny 2000 (No one knew his last name but picture a really tall Lebanese guy in a leather and sheep wool trim jacket and add a tad of braggadocio, that would be him) and I think Ken Gallagher and I started playing 5-Color. 5-Color (Or “Five” as it became colloquially known) was a fairly fun format. You needed at least 18-20 cards of each colour and could use four of any card, the format had its own banned list, and it was an ante format, which became both a strength and its undoing. Cards like Contract from Below became insanely good. House rules made us wager “fake ante”, in other words the top card of our deck would be exiled for ante purposes, but players used decks full of commons or uncommons or simply traded the ante cards back to each other, since no one really wanted to lose duals or a Moat or anything valuable to a Jeweled Bird. Jeweled Birds started getting altered and signed since they were so prevalent in the format. I remember some pretty epic games between Nick Sirman and myself, which mostly involved me complaining a lot about Nick’s cards and strategies. Come to think of it, I still do that to this day, though I’d like to believe I’ve moderated my whining somewhat.
After a while Five died out and we started playing highlander games. I’m not sure what the genesis of this decision was but we likely just turned our 5-Color decks into highlander and went to town. Much complaining on my part when Nick would cast Myojin of Seeing Winds and draw 25+ cards or sift through his deck through Mindmoil, but it was still super fun. Eventually we got pointed to Elder Dragon Highlander (now known as Commander) and after a bit of fumbling with the ruleset, decks started being made. Only needing one of any single card was a huge draw since I believed (erroneously, as we’ll soon find out) that I wouldn’t need duplicate copies of cards to play. Sadly, I soon realized that I’d need X Sol Ring, Y Sensei’s Divining Top, an arbitrarily large number of Cultivate and Wrath effects and so on. Still, most of the cards outside Fetchlands, various planeswalkers and high-end mana enablers/tutors are fairly easy to get and Commander, due to its multiplayer nature, doesn’t quite punish you for a non-standard list as would a regular tournament deck.

I had absolutely no freaking idea what was going on so my strategy of chucking a Serra Avatar through Brion Stoutarm for Commander damage met with a quick review of the rules and that was scrapped. Then came the natural pull and push of trying to keep the game balanced for my group, nominally the Wizard’s Tower gang of Robert, Jia, Tainen, Shane, Chris, Vince, Ken and many, many others. Eventually I came up with a Horobi, Death’s Wail mix that used Masticore, PhyrexianSplicer, Shizo, Death’s Storehouse and Cuombajj Witches to clear the board before swinging in for Commander damage.

Commander also let me indulge in my obsession with foil and black-bordered cards (sometimes obsessively so, as a “regular” Armageddon might have sufficed but a Portal one had to be included, thanks again Ken...) and creativity, mixing in that griefing capacity that goes through all my deck iterations.

Wizards has been on the ball as well, creating Commander specific products (Guys, please reprint Sol Ring, Chaos Warp, Sensei’s Divining Top at the very least in this year’s release) and Theros block looks like has quite a few Legendary permanents that will find their way in the Command Zone or just in the 99. Here’s hoping Theros’ enchantment sub-theme sees a reprint of Sterling Grove, Aura Shards, an Oblivion Ring variant and maybe, just maybe, Academy Rector or Replenish? Not holding my breath on the last two though.

Next week we'll start looking at some of the Theros previews and we'll have a return of the Overrated vs. Underrated section.

Until then, may your Enchanted Evening not be exposed by a Primeval Light.

Sunday, 25 August 2013

When the red zone just isn't enough...

Welcome back to the EDH in Ottawa blog! This week’s blog is a bit of a deck clinic. I'd been trying to find a deck that could do well in all levels of the Gauntlet event but that might also fare well in the 1 v 1 events. I knew I wanted something that would live and die in the red zone but wanted to be able to somewhat grief my opponents as well. Decisions decisions...

I reached out to Robert McEachern, whose Balthor deck has been doing quite nicely of late since it has had a Morality Shift, and asked for a second opinion on the decklist below:

Commander: Thalia, Guardian of Thraben (1)

Lands (35):
30 Plains
Cavern of Souls
Eiganjo Castle
Emeria, the Sky Ruins
Mistveil Plains
Strip Mine

 Creatures (40):
Angel of Jubilation
Baneslayer Angel
Banisher Priest
Celestial Crusader
Champion of theParish
Deftblade Elite
Devoted Caretaker
Duskrider Falcon
Elite Inquisitor
Emancipation Angel
Flickerwisp
Freewind Falcon
Gideon's Lawkeeper
Glowrider
Hero of Bladehold
Hokori, Dust Drinker
Icatian Javelineers
Kataki, War's Wage
Knight of Meadowgrain
Knight of the WhiteOrchid
Kor Skyfisher
Leonin Arbiter
Leonin Relic-Warder
Leonin Skyhunter
Mirran Cursader
Mother of Runes
Paladin en-Vec
Phyrexian Revoker
Pianna, Nomad Captain
Planar Guide
Precinct Captain
Preeminent Captain
Samurai of the PaleCurtain
Serra Ascendant
Serra Avenger
Soltari Champion
Soltari Monk
Soltari Priest
War Falcon
War Priest of Thune

 Artifacts (7):
Lightning Greaves
Relic of Progenitus
Scroll Rack
Skullclamp
Sol Ring
Thorn of Amethyst
Winter Orb

 Sorceries (2):
Armageddon
Revoke Existence

 Instants (7):
Army of Allah
Banishing Stroke
Condemn
Last Breath
Path to Exile
Renounce the Guilds
Swords to Plowshares

Enchantments (8):
Crusade
Honor of the Pure
Jihad
Journey to Nowhere
Land Tax
Nevermore
Oblivion Ring
Path of Bravery

Thalia is a 2/1 First Striking Thorn of Amethyst. The original plan was to throw a bunch of dudes in there, some Crusade effects and just go to town on my opponents' lifetotals.

A little research on the topic (Thanks Tyler Woyiwada!) informed me that there are some nice Stax/Prison variants on Thalia, which seem really nice but I’m also trying to not explode in the first round of the Gauntlet, so I can’t just start dropping Tangle Wire or Smokestack with impunity. Creature count increased to 40 or so, consisting of a variety of "Hate Bears" (2/2 for 1W or WW with game-altering abiltiies like preventing search, stopping abilities outside your turn or making your opponents pay more for non-creature spells) and evasive creatures, whether through protection from colours (Mirran Crusader, Paladin en-Vec) or just punching through regular defenses, such as the Soltari contingent.

I've been asked why Thalia over Rune-Tail and quite simply Thalia's "tax", compounded with Thorn of Amethyst and even Glowrider, dramatically slows things down in a format that just wants to tap out. When Sol Ring costs 2, Wrath of God costs 5 and the Swords cost 4 things start getting a little tight around the collar. If you manage to sneak through an Armageddon the chokehold could well be complete. That said, I wasn't entirely sure of the above build (which had a lot of pet cards like Army of Allah and the "prot-chickens" Duskrider and Freewind Falcon), so I asked Robert about this and he dropped a line through the magic of Facebook...

"Banisher Priest is pretty much strictly worse than Fiend Hunter. I feel you should run more equipment, and run less creatures that are barely helpful. The fact that you have no Glorious Anthem or Marshall's Anthem is puzzling, even with the Thalia tax. I feel you should have at least a couple of boardwipes. Army of Allah is pretty garbagey, that should come out for Glorious Anthem."

Also, "Dude...WRATH. OF. GOD."

Can't argue with removing pet cards. Out went Army of Allah and in came Glorious Anthem.The falcons got replaced with an Austere Command (which proved game-altering at today's Gauntlet) and a Wrath of God, which again was excellent in clearing a clogged boardstate in the free for all section of the Gauntlet. Thalia's tax effect was backbreaking throughout the day, the stack was a clear as a bright summer day lying around the pool. And yes, Greg Tierney was right about Serra Ascendant and Land Tax. While Land Tax has always been completely off the wall bonkers, I wasn't sold on the Ascendant until I saw it action under my own control. 6/6 Flying Lifelink that becomes a 1/1 if your opponent steals it and they have a low life total? Sign me up! Out came another suboptimal beater for a Crib Swap on Shane Shuster's suggestion (more on Shane later on...) and the deck became an efficient and annoying pressure-generating machine. That is, when you can actually untap your lands which wasn't the case in the free for all, but no plan is perfect!

Before I go I'd like to thank everyone at CBS today for the kind words and great service. Extra special thanks to Kathrine and Vince, the latter of whom was an exceptional 2 v 2 partner. <3 all of you!

And now for the first instalment of...

Overrated or Undderated? by Shane Shuster

This week,


Without any further ado, the podium goes to Shane.

"Hey, before I get into the meat and potatoes (or tofu and potatoes for all the vegetarians out there) I'd like to introduce myself. My name is Shane and I am a collector and player of Magic: the Gathering since the Kamigawa block. Over the past few years, I have been getting into playing EDH and have since been a member of Pierre's Saturday group at Wizard's Tower. I have a bit of a griefer streak in regards to the decks that I have (Memnarch Combo, Homura Political, and Scion of the Ur-Dragon, the latter extremely tuned).

"Force of Will is easily one of the most overrated cards in all of EDH. While it is exceptionally strong in any format allowing it due to its redundancy and alternate casting cost, EDH's singleton nature makes it less so. You have to exile the only copy of that crucial blue card to stop one of your opponent's many bombs, and unless you're playing a degenerate combo deck (don't lie, we all have at some point), the alternate casting cost just isn't worth the price in future, and possibly needed, resources. Now I'd be lying if I said Force was a bad card in EDH; it remains incredibly powerful, especially in combo such as Memnarch and Niv Mizzet, but I don't think it is nearly as powerful as so many other cards are in EDH, especially for its price point."

"On the other hand, Mindbreak Trap is a spectacular, versatile card. First it gets rid of all of those pesky combos (Storm) and annoying generals like Maelstrom Wanderer. Second, it acts as a better-than-counterspell as it exiles uncounterable spells. As an added bonus in prevents Unearth, Flashback or other graveyard strategies through its exile mechanic. Lastly, if a player has cast three or more spells during their turn, it's completely free. That's right, for no cost at all you can exile any number of spells on the stack. Otherwise it's a four mana Dissipate instead of losing a mostly meaningless one life point and an important game piece as Force of Will would. Lastly, price can always be an issue and Force's $100 pricetag compared to the $5 Mindbreak Trap might run you may swing the equation in the latter's favour.

"If you want to contact me, either find me playing Pierre while targting myself with a massive Stroke of Genius while I have a Laboratory Maniac on the field OR email me at shaneshuster@gmail.com."

Until next time,
Shane

EDH events:

Comic Book Shoppe: 2-228 Bank Street 613-226-2319 Sunday, Sunday, Septmber 1st      1 v 1 play , with standard EDH banned list.
Gamebreakers: 6-780 Baseline Road 1-800-279-4115 Thursday, August 29th, Casualish tournament starting around 6 p.m. $5 entry, booster pack prizes. Please register early.
Wizard’s Tower: 3350 Fallowfield Road 613-843-0705 Saturday, August 31st. Casual starting around Noon.

Sunday, 18 August 2013

Not your average Comic Book Shoppe...

Stay awhile, stay forever!

Welcome back to another weekly installment  of the EDH in Ottawa blog! This week we’ll take a closer look at the Commander tournament scene in Ottawa, the thriving Commander tournament scene, I should say, and its roots and location.

It all started a long, long time ago when former Toronto resident James Larking made his way to the arctic wastes here in the National Capital. More precisely, it was in April 2010 that James met Stéphane Bisson at a draft at Comic Book Shoppe (CBS) where they had a game or two of EDH and it grew from there. In tournament organizer Gilles Labelle’s own words:

James Larking had just moved to Ottawa and he had been playing the EDH format in Toronto. When he was at the Comic Book Shoppe for a draft he ran into Stephane Bisson who also happened to have an EDH deck. They played some games, but in the end there was no one else playing the format. Most people hadn’t even heard of it. This was around the release date for Rise of the Eldrazi.
“So I got together with James since we’d been best friends since the age of 13 and he showed me the format. I was playing his Wrexial deck. Immeadiately I was hooked. I started building my first deck, which was Lyzolda, and I had fun with that for a while before moving on to another general.
“One of the store employees noticed us getting together at the back of the store every week and suggested the idea of tournaments (CBS had only just started getting into magic seriously). And thus EDH tournaments were born. For the first six to eight months our turnouts were four to six people at most but we fired anyways, and gave packs out for prizes. I think most people would have given up with those kinds of numbers, but we stuck it out, and we’ve come a long way since.”

Have we ever. Turnouts for 1 v 1 events are 30+ people and the Gauntlet (more on this later...) draws close to 40 as well. That’s not even counting the other events like CMT, where EDH tournaments are held, Game Breakers and any other tournaments. But let’s zoom in on the Comic Book Shoppe itself...

Nestled right downtown on Bank Street, a stone’s throw from amenities such as Tim Hortons, Gabriel Pizza and various banking and clothing outlets, Comic Book Shoppe’s unassuming facade would never lead one to believe that zaniness of the highest order lay beyond that glass door. But don’t take my word for it, here are a few shots of the area, all courtesy of The Comic Book Shoppe on Facebook. Rob Spitall, co-owner at CBS, was quite amiable and added: "We have been around 14 years on Bank St. and I am very thankful for the help and support our clientele have given us over the years." As are customers at the great niche store, I'm sure.


Some of the funky items on sale...including a “Batman” shirt...baseball enthusiasts rejoice!

 

A different assortment of snacks, a nice change from the chips/chocolate and soda gamer mix.

 

The gaming area. Do NOT sit in Vince’s chair. Just don’t...please?

They say a picture is worth a thousand words but words alone will never do justice to CBS staff. Imagine you were a shop owner that had a steady stream of customers, a happy eclectic bunch, but once a week dozens of card-slinging geek heroes gathered joyously in the confines of your store.  Now imagine if you’re Gilles Labelle and Vincent Laplante and you have to herd the cats into their proper seating areas, call the matchups while an incessant thrumming of Magic lingo drowns you out until you use the “Big Boy Voice”, all the while answering questions about the game like: “Is punching someone in the face when they cast Decree of Annihilation a state-based effect, does it go on the stack or can it be countered by running down Bank Street?” CBS staff including its many Tournament Organizers should take a bow because without them and their patience we’d be playing somewhere else at the moment.

But all that aside, why should one go to CBS? What kind of crowd gathers for the EDH events (which start at Noon sharp on Sundays, so be there at 11:30 at the very least) and what’s in it for you, the gamer looking to take that step into competitive EDH? Well, you should go to CBS because it’s one of the most inclusive stores out there. Like the Lady says, it doesn’t matter if you’re black or white, if you’re a boy or a girl, you can let your inner geek go wild with your 100-card stack. You’ll find all age ranges, all occupations and all tastes here working toward a common goal: crushing the living bajeezus out of the other people at the table. And hey, they let me come back so it can’t be that bad can it?

As for what you have to gain? How about the respect of your peers, the enmity of your fellow EDH players or the adulation of dozens, if not hundreds, of fellow gamers? Still not enough? How about Shoppe Bucks? Potentially lots of Shoppe bucks? Each person’s $5 entry to the tournaments is put into a pool of store credit that can be used toward entry into future events, Magic cards, comics, anything in the store that you might desire (within reasonable limits, of course).  At the end of each event, the top players receive a split of the pool while the rest of us tweak or decks so that we can win...the Gauntlet!

The Gauntlet, and why it may be the best mix of multiplayer and competitive EDH you’ll ever see!

A while back, demand grew for a multiplayer event to complement the steady flow of 1 v 1 play. Gilles Labelle got on Facebook, started surveying people for ideas and came up with a three-tier tournament with its own ruleset and challenges.  All games follow the standard EDH banned list, found on www.mtgcommander.net.

The first part is a four player multiplayer game with a few tweaks. You get one point for every player you eliminate and one point for being last person standing. You can’t concede or you’re dropped from the rest of the event and you can’t “suicide” (IE Going to 0 from Necropotence) or future rounds are out as well. While you can infinite combo the table, you only get the one point and no additional points for individual player kills. The point system leads to some nice jockeying for position, since while you might not want your rival to win, you’ll need their help to finish off that pesky Edric player. Do you allow them to get a kill only to mop up the table, or do you overextend to get a clean sweep, leaving you vulnerable to a return strike? Fun problems to have!

The second part is a 2 v 2 event. Teammates are seated diagonally from each other and if they want their partner to know what they’re playing they need to reveal it to the whole table. And this is where I confess (as promised) how I punted the last 2 v 2 for my poor partner Billy Wray. A terrible mulligan decision at the very start cost us the match. I had a Path to Exile, a few non-white producing lands and fatties and a Sylvan Library in hand. Of course, anyone worth their salt keeps the Path, maybe the Sylvan and a few lands and chucks the rest. But no, of course not! Why would I ever need a one mana spot removal spell in EDH? My gracious and skilled partner Billy Wray also had to mull down to five, so we were in dire straits to begin with, and all the more so when Greg Tierney dropped an early Serra Ascendant and a few other beaters that we struggled to keep at bay. Eventually I did draw into a Blazing Archon, which sadly did nothing to help Mr. Wray and we were roadkill a few turns later. So yeah, next week, keep the broken spot removal and stop being bad at this game.

The last part of the Gauntlet is a 1 v 1 event and it wouldn’t be me if I didn’t have yet another catastrophic tale of implosion in a Magic game. Seated in front of me is the somewhat wild-eyed but quite pleasant Abhay Mehta on Balthor the Defiled and accompanying endless graveyard shenanigans. A spectator notes “Game 2?” as Abhay drops Swamp, Sol Ring, Mana Crypt and turn two Grave Titan.

I frantically hope for Terminus but alas none is coming and we move on to game two, another sterling effort by Mr. Mehta as board wipes are answered by Balthor recursion and...the end. Still a fun time though!

At the end of the gruelling competition comes prize distribution, handled by Vincent and Gilles and Vince’s awesome scorekeeping program. Once that’s done, we disperse home or to Gabriel’s Pizza for more Magic and tall tales.

All in all a whole lot of fun for the price of a Magic booster back, a little time and a lot of cooperation and patience from CBS staff and our valiant TOs, Gilles and Vince. So if you’re bored one Sunday and looking to improve your EDH skills, hop onto Facebook and check out the Magic the Gathering in Ottawa or MTGOttawa pages for event information, or just drop by! There should almost always be a game going on!

See you at the Gauntlet next Sunday, so that blog update late Sunday or early Monday!
Until then, may your Gauntlet rounds never go to time.

Upcoming EDH events:

Comic Book Shoppe: The Gauntlet 25/8/13, Noon start (11:00-11:45 registration), $5 entry.

Game Breakers: 1 v 1 22/8/13  , 6 p.m. $5 entry.

Wizard's Tower: Casual EDH  24/8/13 starting around noon.

Sunday, 11 August 2013

When legend becomes fact, print the legend.


Welcome back to the EDH in Ottawa blog!

 This week we look at the centrepiece of any Commander deck, the Commander itself, or rather its identifier as a Legendary Creature. As we know, the first occurrence of these creatures occurred in the (Surprise!) Legends expansion released in 1994. Distribution of the set was insanely scarce; I recall at the time Fandom II had some boxes for sale, about two or three of them, and they were sold almost instantly.

While we pored over the crazy new creatures, it was obvious that some cards were better than other cards and people started jockeying for the better stuff. The saving grace that scarcity gave us was that decks weren’t immediately streamlined so your Stangg or Lord Magnus might go all the way, unless your opponent had played theirs first, in which case you were locked out from playing yours under penalty of losing yours upon entering play. Oh, rumour has it that you could only have one of any type of Legendary Creature in your deck as well, so if Jasmine Boreal starts pushing up shurikens, that’s it for her and her plans for world domination.

 Of course, it should be noted that the rules back then were very, very, very vague. Since there weren’t a lot of judges around you basically had to go to USEnet and look up the various newsgroups for rules updates, or hope to find an IRC channel where a rules expert would help you out. The helpful folks at Wizards also included a nifty rules insert explaining the legend rule, bands with other, enchant worlds and why they actually used cardboard to print Wood Elemental. Well, eventually we had The Dojo (Thanks forever Frank Kusomoto) which helped introduce deck streamlining to us all after the DCI's inception and the four per deck card limit (with notable exceptions).

 
Calling your son Mephistopheles? Hmm...

 Before I move on to the evolution of the Legend rule and its current impact on Commander, first an anecdote on the coolness of Steven Conrad. Who the heck is Steven Conrad you ask? He was one of the lead designers for the Legends set and fate (Well, it was really my best friend Eugene acceding to a whim of mine...) drove me to the Wizards of the Coast Game Center in 2000 or so. I namedropped Mr. Conrad's name (I'd heard it from a friend) and the man spent a good half hour with us just talking about Legends. The set was a top-down design and tried to cram as many icons from their long-running RPG campaign as possible. They added other cards to round things out and threw some overpowered effects for good measure. Hilariously, when I asked Mr. Conrad to sign my set of Chains of Mephistopheles (I had a really annoying deck with those and Megrim / Anvil of Bogardan and so on) he joked that he wanted to call his newborn son Mephistopheles at the time but his wife vetoed it. Somewhere in Ottawa (or abroad?) is a set of four Chains with a vertical signature by Mr. Conrad. Use them in good fun, whoever has them now. :)

 Back to our iconic friends, the Legend rule didn't start causing too many issues in sanctioned play until a Rebel grrl and her posse had an encounter with a certain blue enchantment. that turned any target into a Legend. What followed would be a long, grinding game where you'd remove your opponent's duplicate, or dig yours with Lin Sivvi and then hopefully win before time ran out. Good times, good times. Eventually, Kamigawa Block and its influx of legendary permanents brought a much-needed change to the rule. From then on, legendary permanents would simply cancel each other out as a state-based effect and the Legendary Creature supertype was born. Not a bad deal since Umezawa's Jitte proved somewhat useful in that period, but as every rule must have an unintended consequence, so did that one...

 With Elder Dragon Highlander starting out as a between rounds pastime for judges and blooming into a casual staple, decks started streamlining. With streamlining comes efficiency and with efficiency comes, well, this guy his brother Darrell and his other brother Darryll. Then came the joyous proceeding of having your more-than-two-mana Legendary Creature get sent to the Command Zone or seeing a Phyrexian Metamorph become a permanent gamestate equalizer through Academy Ruins. 'Cos Blue wasn't already good enough, I mean sure Healing Salve is clearly miles better than Ancestral Recall but hey...With time came an opportunity to clean up the rules and M14 brings us to our current state: Each player may have one copy of any legendary permanent and if you copy your own, you choose which to keep in play. Much wailing and gnashing of teeth around Hexproof commanders such as Thrun, the Last Troll, Geist of Saint Traft and Lazav, Dimir Mastermind but recent gameplay at the Comic Book Shoppe (More on them next week...) hasn't shown these to be ubiquitous. We also haven't had many problems at Wizard's Tower so it looks like crisis averted so far.

 I hope you all enjoyed today's foray into the Legendary Creature rule. Next week we'll be taking a closer look at the EDH tournament scene in Ottawa, focusing on Gilles Labelle's tournaments at the Comic Book Shoppe, and how I fail at the partial Paris mulligan.

In other news, local Rush fan Robert McEachern asked me to mention the sorts of really bad cards we throw into our decks for fun over at the Tower. Well, Jia Long has a "Sea Monsters" deck that ramps from Quest for Ula's Temple into Lorthos, the Tidemaker and he once locked me with Natural Selection on Isochron Scepter. Hey, I was playing mono-black with a really bad draw. :(

Congrats to Jia Long for taking yesterday’s three-hour long game with Angel of Despair after a “Strioniced” Terastodon by yours truly (nearly?) crippled Robert by savaging his manabase. And he still almost took it by casting Black Sun’s Zenith repeatedly to keep himself in after a Morality Shift left him with a handful of cards in library. Fun times!

Congratulations also go to Scott Job taking the CMT 1 v 1 with Maelstrom Wanderer vs. Matthew Foy on Zur the Enchanter, while Ted McCluskie took Game Breakers with Malestrom Wanderer with Scott Job in second with Prime Speaker Zegana.
Next week we talk to Gilles Labelle about the 1 v 1 scene around Comic Book Shoppe and welcome Scott Job’s piece about the 1 v1 at Game Breakers!
 
Until then, may you avoid being hit by a Falling Star.

 
EDH events:

Comic Book Shoppe: 2-228 Bank Street 613-226-2319 Sunday, August 18th 1 v 1 play this week, with standard EDH banned list.

Game Breakers: 6-780 Baseline Road 1-800-279-4115 Thursday, August 15th, Casualish tournament starting around 6 p.m. $5 entry, booster pack prizes. Please register early.

Wizard’s Tower: 3350 Fallowfield Road 613-843-0705 Saturday, August 17th. Casual starting around Noon.