Wednesday, August 20, 2008

Islandhome #25

==ISLANDHOME #25==
August 20th 2008

Woo, 25th issue!

==IN THIS ISSUE...==

Shards of Alara (Pre)release Details
PTQ Berlin Recap
Dean's Beans: Guest article by Dean Duprez

==THIS WEEK'S SCHEDULE==

Friday: Booster Draft at Grim @ 7 PM
Saturday: Standard Constructed at FNC @ 1 PM
Sunday: Chaos Draft at Brothers Grim @ 2 PM

==SHARDS OF ALARA (PRE)RELEASE DETAILS==
Author: Brian Paskoff

I thought it was time to share some details about the Shards of Alara prerelease and launch party events. With the recent changes in the Organized Play structure at Wizards, stores are allowed to have prereleases now. Without the risk of seeming biased, this takes away a lot of business from big TOs like Gray Matter, who make most of their money on prereleases and use that to support things like PTQs and Grand Prix Trials. Instead of sanctioning an in-store prerelease, I'm going to be head judging Gray Matter's prerelease again. From talking to a lot of players at the last prerelease, I've learned that most players want to keep going to these large Gray Matter prereleases, mostly because it's more fun to play against people you rarely see than doing a sealed deck tournament in your own store with players you see all the time. Drafts aren't allowed at prereleases anymore for some reason, not that a draft has ever gotten off at Long Island events anyway.

The launch party events will be in stores though, but the format is a bit different than usual. It'll still be sealed deck, but with a catch. Shards of Alara is based on "shards" of what was once a single plane, blah blah blah fantasy story. Each shard is a main color and its two allies: for example, Naya, the green shard, is primarily green with a splash of white and red. If you look at the back of a Magic card and pick a color from the circle as the main, the ones to its right and left are its allied colors. While in normal sealed deck tournaments you can build a deck using any colors you want, for Shards of Alara's release event, you can only use colors from a particular shard. That means if you're playing white, you can only use cards that are white, green, or blue. You can't use cards that are black or red in your deck at all. (Elder Dragon Highlander players should find this familiar.) Unfortunately this isn't optional, the event has to be run this way. Don't worry though, I'm sure the set's designed with "shard sealed" in mind.

I'll have details on Gray Matter's prerelease and more details on our launch events soon!

==PTQ BERLIN RECAP==
Author: Brian Paskoff

New York's PTQ for Berlin was Saturday, and it was quite the intense event. 172 players competed to win an invite to Pro Tour Berlin in October, and although no one from our area made it to the top 8, everyone did pretty well for themselves. Prizes were paid out to the top 32 players due to the outstanding attendance. Even with 172 players competing, the finals came down to two Faerie decks in a mirror match that was predictably decided by Bitterblossom. There were hardly any exciting surprises in the metagame, except for two decks that I thought were unique and showed up in very little numbers.

The first was a mono-red deck which made top 8. In game 1, there was nothing unique about it - besides the presence of two Puncture Blasts and a strange-looking mana base. Instead of the usual assortment of Mountains, it sported both Rugged Praries and Graven Cairns despite no white or black cards in the maindeck. The color splash was for the sideboard, which included metagame choices such as Soul Snuffers and Unmakes.

Another deck that seemed interesting was the blue/black deck known as "Grave Games". Grave Games is based around River Kelpie, an obscure dollar-bin rare from Shadowmoor that lets you draw cards whenever a spell is played from the graveyard or a permanent is put into play from the graveyard. Like Quick n' Toast, which was a popular deck at the PTQ around the top tables, Grave Games plays Makeshift Mannequin with evoke creatures such as Mulldrifter and Shriekmaw, with Soul Snuffers in place of Cloudthresher as a maindeck answer to Faeries that works even better against ground-based aggro decks like Kithkin and Merfolk than the 7/7 elemental. Raven's Crime and Oona's Grace draw multiple cards, especially with the up to 27 land in the deck. With all the -1/-1 counters bouncing around, some versions play Necroskitter in the sideboard.

Highlights of the day included Dylan Duprez going 4-4 with his Goats deck, Lisa Mercogliano going 0-1-7 (maybe a slight exaggeration), The Wurm coming in 10th place, and that loud capoeira dancing lasting almost two full hours I think. Hopefully we'll be back to having tournaments at Neutral Ground by next PTQ season!

This weekend there's a PTQ in Baltimore, and next week there's one in Connecticut and Jersey on the same day. I'm not sure which one I'm going to just yet.

==DEAN'S BEANS==
Author: Dean Duprez

Hey everybody, figured I would give a guest article a shot.

What I want to focus on is the market of Magic. The market changes so constantly these days, that it is pretty hard to follow (like me if we have ever had a conversation lasting more than 2 sentences). A single event can change prices majorly, the most recently being Bitterblossom, which quickly went from a 5 dollar rare, to $25 almost overnight when it started to be an obviously good card, most specifically in faeries. That and Mutavault went even higher after they both played a huge role in the Hollywood pro tour.

Anyways, I feel, at least as someone who will stay up until 5 AM just watching eBay auctions, and sometimes picking something up, that I am somewhat qualified in looking at cards, and how their monetary value might change.

(Homage to Red Hot Chili Peppers)

Dean's GIVE IT AWAY, GIVE IT AWAY, GIVE IT AWAY NOW! card list

Talara's Battalion

The reason I say that this is something to give away now is simple. It was an overhyped card that has yet to see any major tournament play. The only thing i can think of is Manamorphosing for it, but what person in their right mind would play Manamorphose? ^^ It doesn't make the cut in a competitive elf deck (G/B being the most common) because Wren's Run Vanquisher is just a better 2 drop. Simply put, Talara's Battalion can be scary, but Vanquisher IS scary. Expect it to plummet from the 9 dollar mark to 4-6 dollars soon, unless manamorphose becomes the sleeper common of the format ^^.

Card(s) to consider picking up now

Stillmoon Cavalier

Over the last 3 days, I have noticed that sets of these babies have been selling at $32, 8 dollars each on EBAY when RETAIL STORES/ONLINE STORES sell them at 5-6 each. They were apparently a hot seller at the GP this past weekend, as noted on mtgsalvation.com. I would pick these up if you find them, try to get yourself a set, and throw them on an auction site or something. I expect these to hit at least 8-10 at stores soon, possibly higher.

==RULES CORNER==
Author: Brian Paskoff

Q. I have a Kinsbaile Borderguard with two +1/+1 counters on it, and my opponent Puncture Blasts it. How many Kithkin Soldiers do I get?
A. You'll wind up with five tokens. Puncture Blast deals 3 damage to the Borderguard, dealt in the form of -1/-1 counters. Each counter +1/+1 counter gives it +1/+1, and vice-versa for -1/-1 counters, so it's a 0/0 with three -1/-1 counters and two +1/+1 counters on it. All state-based effects are checked simultaneously, and the ones that apply here are the ones that say +1/+1 and -1/-1 counters "cancel out" and that a creature with zero or less toughness are put into their owner's graveyard. The Borderguard dies at the same time as the counters cancel out, so when the game looks back in time to check out many counters it had on it, it sees five. Kinsbaile Borderguard doesn't care what kind of counters were on it when it left play, just how many.

Q. I ask my opponent, "Enter combat?" and he says "Okay." Then I activate my Mutavault and try to attack with it and my Scion of Oona, but he says it's too late for Mutavault to attack. JUDGE!
A. After Mirrorweave questions, this was the most common judge call at the PTQ. There's a relatively new section of the Penalty Guidelines that goes over shortcut policy, and one of those shortcuts is that "Declare attackers?" or "Enter combat?" means that the player saying that is moving to the Beginning of Combat Step and passing priority. The step immediately after that is the Declare Attackers step, where creatures are immediately declared as attackers before anyone gets priority to do anything (like, say, activate Mutavault), so if you use this shortcut and pass priority and your opponent passes back, you're in the Declare Attackers step, and only things that are already legally able to attack can do so.

Q. Okay, but I didn't know that. Why am I forced to use a shortcut I didn't agree to though?
A. This is the tricky part - in order to ensure everyone's "playing the same game" and make sure judges are consistent in their rulings, certain shortcuts are "default". While ahead of time you and your opponent can agree that "Enter combat" means whatever you both want it to mean, such as "I'm passing priority in my main phase and want to move to the Beginning of Combat Step" or "Let's meet at White Castle after the round's over", telling a judge that you didn't mean to use that shortcut won't get them to let you attack with your Mutavault. The reason that this shortcut stands is that your opponent telling you that he's passing priority tells you that he doesn't want to do anything to your potential attackers - and that's too much information to let you back up and activate your Mutavault in the Beginning of Combat Step.

Q. My opponent says "Declare Attackers?" and I tap his creatures with a Cryptic Command. Then he activates his Mutavault and attacks with it. JUDGE!
A. In order for a step to end, both players have to pass priority without doing anything and with an empty stack. In the Beginning of Combat Step, you tapped his creatures with Cryptic Command, both of you passed priority, and Cryptic Command resolved. Now the activate player gets priority again, and can take an action such as activating their Mutavault.

==THE ISLANDHOME BLOG==

One of the things I wanted to do was have an archive of past issues online so I could refer people back to them as well as let new readers peruse old issues to see what all the fuss is about. So I've archived all the old issues on the blogosphere at islandhomemtg.blogspot.com. Go and relive all the past moments of glory!

==GUEST ARTICLES==

If you've noticed, in the past few weeks I've been having a few more guest articles in Islandhome. With tournaments all weekend and work all week, sometimes it's hard to find time to sit down and write an entire newsletter, which is why I love it when I get article submissions! Not only does it give more introspective on the Long Island Magic community from those who are a part of it, it saves me work. ;) It's especially useful to get articles from players who are a part of the metagame, as judges are notoriously bad players.

If you've got an article you'd like to submit, send it to IslandhomeMTG@gmail.com. Try to keep it a reasonable length - there's no word limit, but look at previous Islandhome articles for guidance - and avoid bad language and personal insults. Also try to maintain good grammar and spelling; doesn't have to be perfect, but you should see how long it takes me to spellcheck the Madonia Minute every week!

I can't promise every submission will make it into the next week's Islandhome, but I'll try to get as many in as I can, especially ones that are relevant to a previous/upcoming event.

==UPCOMING EVENTS==

June 7th - August 31st: PTQ Season for PT Berlin
The next PTQ season starts this summer, and it's going to be Lorwyn-Shadowmoor Block Constructed! Lorwyn-Shadowmoor block consists of Lorwyn, Morningtide, Shadowmoor, and Eventide.

September: FNM comes to Brothers Grim!
Yes, after a long wait and bugging Wizards every month, Grim is finally getting FNM sanctioning! FNM promos are coming!

PTQs in our general area this season:
  • 8/30 - Edison, NJ
  • 8/30 - Hartford, CT
  • 8/31 - Rochester, NY
==STORE LOCATIONS & CONTACT INFO==

Brothers Grim
1244 Middle Country Rd.
Selden, NY 11784
Phone: 698-2805
Website: www.brgim.com

Friendly Neighborhood Comics
3 Grant Avenue, Suite 2
Islip, NY 11751
Phone: 470-7984

==FIN==

See everyone this weekend!

Got forwarded Islandhome and want to sign up? Send an email to IslandhomeMTG@gmail.com!
-Brian Paskoff
L1 NY

Wednesday, August 13, 2008

Islandhome #24

==ISLANDHOME #24==
August 13th 2008

==IN THIS ISSUE...==

PTQ Berlin
Madonia Minute
Rules Corner: All the rules interactions I could think of for LOR/SHM Block! This is a must read if you're playing Saturday!

==THIS WEEK'S SCHEDULE==

Friday: Booster Draft at Grim @ 7 PM
Saturday: PTQ - BERLIN in NYC

Saturday: Standard Constructed at FNC @ 1 PM
Sunday: Chaos Draft at Brothers Grim @ 2 PM

==PTQ BERLIN==
Author: Brian Paskoff

New York's PTQ for Pro Tour Berlin is this Saturday! It's definitely an event you shouldn't miss, as it's your best opportunity to qualify for the Pro Tour, and for many readers, the best opportunity to play in "the big leagues". Here's the details on when and where to be:

Location: The Fighthouse in NYC at 122 W 27th St., between 6th and 7th Avenues. It's only a few blocks from Penn Station, about a ten minute walk.
Time: Doors open at 9 AM, registration starts at 10 AM. Remember, getting there early gives you time to fill out your decklist without rushing!
Format: Block Constructed (Lorwyn, Morningtide, Shadowmoor, and Eventide).
Entry Fee: $25
Prizes: 1st place gets an invite to Pro Tour Berlin, free airfare to Berlin, and a box. 2nd-8th places get a box, and all top 8 competitors get a top 8 pin.

I'll be leaving from the Ronkonkoma train station at 6:43 AM, which will get into Penn Station at about 8:10, plenty of time for a stop for breakfast. And it's good to get there early to fill out your decklist! If anyone wants to meet at the Ronkonkoma station around 6:30, let me know. It's about an hour and a half train ride, so there's plenty of time to metagame on the train.

==MADONIA MINUTE==
Author: John "Metagame" Madonia

One could say I have a lot of free time at work, even though I'm constantly dealing with the rigours of difficult customers every minute of each day. Most customers tend to enjoy venting to me for over a half hour about how my company has shown them injustices and that we are criminals etc.. This gives me a lot of spare time while yes-ing and apologizing them to death to build a slew of Magic decks. My latest idea came from a lovely lady during Twilight Zone Thursday who said to me, "I wish I was a wizard and could make Geico disappear." My immediate reaction was I wish I could make Bitterblossom disappear forever. Honestly I wish they never printed Lorywn block(s), but since they did I decided to go against the grain and build a deck that handles the format's inner strength (Faeries, Kithkin Elementals) whilst working to beat the rogue decks people try and come up with.

Without further ado:

I have a wizard in my pants

Creatures
4x Stonybrook Banneret
4x Merrow Reejery
3x Sower of Temptation
2x Vendillion Clique
2x Shrikemaw
4x Charmelon Colossus
4x Silvergil Adept
2x Sygg, River Guide

Utility
4x Nameless Inversion
4x Cryptic Command
3x Sages Dousing

4x Vivid Creek
3x Vivid Grove
4x Secluded Glen
4x Wanderwine Hub
3x Reflecting Pool
4x Flooded Grove
2x Mutavault

Sideboard
3x Thoughtseize
3x Cloudthresher
3x Firespout
4x Burrenton Forge Tender
2x Puppeteer Clique (suggested by Dean)

Since the deck has some obsecure card choices ill evaluate the deck:

4x Nameless Inversion, 2 Shrikemaw. Being able to deal with the Elemental decks Smokebraider is a crucial part of your plan. You don't want to see a early Horde of Notions or Reveillark as that stunts your growth where the deck is the best (early mid game). Shriekmaw is also a sure removal plan to the troublesome Figure of Destiny. Just an aside you can't Mirrorweave a FOD and get your desired results with it. Paskoff explained to me there are about 492 layers that allow the initial target to stay its normal power and toughness and any copies with the Mirrorweave become a pitty 1/1. FOD figures to be a heavily played card this weekend so I made sure I was prepared for it, most players will run it out early especially against a 'Merfolk' deck only to realize its alterior removal package suite leaves some outs to the 'Pokemon' esque creature.

Chamelon Colossus - This is your mid to late game answer-me-or-die card. He gives most red deck fits and gives you an advantage against the rising in popularity BW decks, since they're limited to 3 outs against it (Oblivion Ring). He doesn't exactly have a true fit in the deck, but he does give you a answer now card that in early testing I was lacking. The mana base allows a reliable cast every game.

==RULES CORNER==
Author: Brian Paskoff

This week's Rules Corner has a few repeat questions from weeks past, but with a major Block tournament coming up, I felt it was good to cover the most common questions that'll be asked.

Q. My 4/4 Figure of Destiny got hit by a Nameless Inversion, and now has a Peppersmoke aimed at it. What happens if I activate its first ability again?
A. After Nameless Inversion is applied to your Figure, it's a 7/1 with no creature types, so its second and third abilities can't be activated. But you can start the whole chain all over again! Activating its first ability will turn it into a 2/2 Kithkin Spirit, which will keep it alive when Peppersmoke smacks it.

Q. My Figure of Destiny is fully pumped up to an 8/8 Kithkin Spirit Warrior Avatar with flying and first strike. If someone Mirrorweaves their activated Mutavault, what is my Figure now?
A. Quite strangely, an unactivated Mutavault with flying and first strike. This is again thanks to layers: In layer 1, the Copy layer, Figure of Destiny looks like a plain ol' Mutavault. Layer 2 is Control effects, and layer 3 is Text. Nothing's relevant in either. In layer 4, the Type layer, Figure of Destiny's activated ability tries to make it a Kithkin Spirit Warrior Avatar, but since those are creature types and it's not a creature, they have no effect. In layer 5, the "everything else" layer, Figure's ability gives it flying and first strike, because these abilities don't necessarily need to only be on creatures. In sublayer 6b (see above), the Figure's activated ability tries to make it an 8/8, but since only creatures can have a power and toughness... you guessed it. So your once mighty Kithkin looks like a Mutavault with FoD's last activated ability applied to it.

Bonus: Since Mutavault specifically says it becomes a creature, if there's another animated Mutavault in play other than the one Mirrorweave targets, that Mutavault will stay a 2/2.

Q. Okay, layers again. What happens if I target my 8/8 Kithkin Spirit Warrior Avatar with a Mirrorweave? What does my Grizzly Bears become?
A. It'll become a Figure of Destiny that is still yet bound for greater things. Copying a creature copies its printed characteristics, plus any other applicable copy effects. The pump ability isn't a copy effect, so it's not carried over by Mirrorweave. If you have the mana, you can pump up your Bears of Destiny all the way to an 8/8, and it'll stay that way long after Mirrorweave wears off.

Q. What happens if someone kills my Thistledown Liege in response to me targeting it with Mirrorweave?
A. Since Mirrorweave's target is now illegal (on account of not being in play anymore), the spell fizzles and does nothing.

Q. My Sower of Temptation is controlling my opponent's Chameleon Colossus. If my Sower is hit by a Snakeform, what happens to the Colossus?
A. Your Snake of Temptation (no, stop giggling!) is still the same object, so you won't lose control of the Colossus. Sower's triggered ability sets up a continuous effect with a duration that lasts until Sower of Temptation leaves play, and a creature's name on the card really means "this object". So as long as the object known as Sower of Temptation remains in play, no matter if it looks like a Snake, a Mutavault, or a 1/1 Figure of Destiny thanks to Snakeform/Mirrorweave, you'll retain control of the Colossus... which is also a Snake, while we're on this topic.

Q. My Figure of Destiny is pumped up to an 8/8, and I Mirrorweave my Thistledown Liege with no other creatures in play. How big is my Figure of Destiny now?
A. Layer again! In layer 1 (the copy layer), Figure of Destiny looks like a Thistledown Liege. In layer 4 (type), it gets its Kithkin Spirit Warrior Avatar creature types, and in layer 5 (other) it gets its flying and first strike abilities. It becomes an 8/8 in layer 6b, then since it's blue and white and you have a Thistledown Liege in play, it gets +1/+1 for being white, and +1/+1 for being blue, both of which apply in layer 6d. Total: 10/10.

Q. Can I use a Snow-Covered Plains in my Lorwyn/Shadowmoor Block Constructed deck? It's a basic Plains, isn't it?
A. The weather reports in Lorwyn and Shadowmoor are quite boring. Lots of sun in Lorwyn, lots of dark in Shadowmoor - but it never snows in either. Even though a Snow-Covered Plains is a basic land, the legality of cards aren't checked by their supertypes and subtypes, but by the expansion they're from. Snow-Covered Plains aren't in Lorwyn, Morningtide, Shadowmoor, or Eventide, so they're out.

Q. I play a Demigod of Revenge, and have two more in my graveyard. My opponent slams down a Cryptic Command and chooses to counter the Demigod and tap all my creatures. Once the stack resolves, what happens?
A. Demigod is one of those "skill tester" cards where not knowing the rules can land you in serious trouble game-wise. As soon as you play Demigod of Revenge, its triggered ability goes onto the stack. Your opponent announcing Cryptic Command before that trigger resolves means they're countering Demigod before its friends in the graveyard are brought back into play. So what happens is that the original Demigod is countered, sending it to the graveyard, and all creatures you control become tapped. Then its triggered ability resolves, returning it and the rest of the Demigods in your graveyard to play. Oops! What your opponent should have done was announce that he was letting the triggered ability resolve, letting the two Demigods in the graveyard return to play, then play Cryptic Command, countering the original Demigod and tapping your creatures - which include the two freshly risen Spirit Avatars.

Q. My opponent plays a Profane Command, choosing to give -5/-5 to my Figure of Destiny and return his Shriekmaw from his graveyard to play. I only have a Boartusk Liege in my graveyard. What choices can I make if I play Wild Ricochet?
A. The first thing Wild Ricochet does when it resolves is change the targets of the spell it's targeting. If there's at least one other creature in play that is a legal target for Profane Command, you may to change the target of the -5/-5 mode to one of those creatures. If there isn't one, you can't change the target, so that part of Wild Ricochet has no effect. Your Boartusk Liege isn't a legal target for the Profane Command, because while you're changing the targets, your opponent still controls the spell. If you want to change the target of that mode, you must choose a creature in your opponent's graveyard with converted mana cost 5 or less for him to return to play under his control. The second thing Wild Ricochet does is create a copy of the spell. Since you're controlling the source that put the copy into play, you control the copy. By default, the copy has the same modes and targets chosen for it. You can't change the modes, but you can change the targets! Because you control this copy, your Boartusk Liege is a legal target for the Profane Command copy.

Q. If I Wild Ricochet my opponent's Primal Command, can I change the targets to allow me to search my library for a creature instead?
A. Primal Command's creature-tutoring mode isn't targeted, so you can't change what that does. If your opponent chooses to search, you can change the target of the other mode, but they'll still search their own library for a creature when it resolves.

==THE ISLANDHOME BLOG==

One of the things I wanted to do was have an archive of past issues online so I could refer people back to them as well as let new readers peruse old issues to see what all the fuss is about. So I've archived all the old issues on the blogosphere at islandhomemtg.blogspot.com. Go and relive all the past moments of glory!

==GUEST ARTICLES==

If you've noticed, in the past few weeks I've been having a few more guest articles in Islandhome. With tournaments all weekend and work all week, sometimes it's hard to find time to sit down and write an entire newsletter, which is why I love it when I get article submissions! Not only does it give more introspective on the Long Island Magic community from those who are a part of it, it saves me work. ;) It's especially useful to get articles from players who are a part of the metagame, as judges are notoriously bad players.

If you've got an article you'd like to submit, send it to IslandhomeMTG@gmail.com. Try to keep it a reasonable length - there's no word limit, but look at previous Islandhome articles for guidance - and avoid bad language and personal insults. Also try to maintain good grammar and spelling; doesn't have to be perfect, but you should see how long it takes me to spellcheck the Madonia Minute every week!

I can't promise every submission will make it into the next week's Islandhome, but I'll try to get as many in as I can, especially ones that are relevant to a previous/upcoming event.

==UPCOMING EVENTS==

June 7th - August 31st: PTQ Season for PT Berlin
The next PTQ season starts this summer, and it's going to be Lorwyn-Shadowmoor Block Constructed! Lorwyn-Shadowmoor block consists of Lorwyn, Morningtide, Shadowmoor, and Eventide.

September: FNM comes to Brothers Grim!
Yes, after a long wait and bugging Wizards every month, Grim is finally getting FNM sanctioning! FNM promos are coming!

PTQs in our general area this season:
  • 8/16 - New York, NY
  • 8/30 - Edison, NJ
  • 8/30 - Hartford, CT
  • 8/31 - Rochester, NY
==STORE LOCATIONS & CONTACT INFO==

Brothers Grim
1244 Middle Country Rd.
Selden, NY 11784
Phone: 698-2805
Website: www.brgim.com

Friendly Neighborhood Comics
3 Grant Avenue, Suite 2
Islip, NY 11751
Phone: 470-7984

==FIN==

See everyone this weekend!

Got forwarded Islandhome and want to sign up? Send an email to IslandhomeMTG@gmail.com!
-Brian Paskoff
L1 NY

Wednesday, August 6, 2008

Islandhome #23

==ISLANDHOME #23==
August 6th 2008

==IN THIS ISSUE...==

Goyf's Guide to Etiquette: Things to remember the next time you go to a tournament.
US Nationals Coverage
PTQ Berlin: Next week in NYC!
Madonia Minute: In which Madonia rambles about... something.

==THIS WEEK'S SCHEDULE==

Friday: Eventide Sanctioned Booster Draft at Brothers Grim @ 7 PM
Saturday: Madonia Birthday Bash Box Tournament - Standard Constructed at FNC @ 1 PM
Sunday: Chaos Draft at Brothers Grim @ 2 PM

John Madonia's birthday is August 14th, but since there's a PTQ that a lot of FNCers are going to that Saturday, we're celebrating it a week early instead! To celebrate the man, the myth, and the metagame, we're having our usual Standard tournament at FNC... but the grand prize will be a box of Eventide as long as we get 24 or more players!

==GOYF'S GUIDE TO ETIQUETTE==
Author: Brian Paskoff

I hate to be the bearer of bad mojo, but this is one of those "bad news" articles. There's a few things I want to warn people about doing at our events.

First off, there's been somewhat of a problem with players leaving trash on the tables when they leave. This goes especially for Grim, where drafting Shadowmoor/Eventide creates lots of trash in scraps of paper for life totals, ripped up cards/paper for tokens and counters, booster pack wrappers, etc., not to mention the "how the heck did someone eat all this without dying" amount of Taco Bell food wrappers. Out of respect to our local stores who give us a place to play, please clean up your area before you leave! I hate to invoke the awesome power of the Penalty Guidelines, but leaving excessive amounts of trash on the table is actually an example of Unsporting Conduct - Minor, which is a Warning at all levels.

I also want to warn players against revealing any information about their picks during a draft. I know everyone's excited to slam down that foil Altar Golem first pick, but please don't show anyone! Unfortunately, I need to start cracking down on players who reveal information during a draft. The penalty for Cheating - Hidden Information Violation is very strict - a disqualification without prize at all levels of the game, even Regular. ("A player in a Magic booster draft intentionally reveals a card she drafted to another player during the draft.") It's Very Bad to even talk about the draft at all while you're picking cards, so it's best to remain quiet while drafting, or at least talk about something else besides Magic.

Sorry to harsh everyone's buzz, but these things needed to be said before these problems got further out of hand. With the bad news out of the way, let's get to the rest of Islandhome!

==US NATIONALS COVERAGE==
Author: Brian Paskoff

Welcome to our live coverage of the 2008 US Nationals! Wait... it's over already? Well there was a lot of excitement at this year's US Nationals, an invite-only, combined Standard/Draft tournament held this year in Chicago. Many Long Island players attended, including FNC veteran Michael Bauer, who nabbed an invite at the recent Connecticut Regionals (not City Champs as I said last week, sorry). Bauer started off strong with a 2-0 record with his all-foil 420.5n deck, and in the third round, he faced Mark Herberholz, a Pro player who eventually wound up in the top 8. Bauer was fortunate enough to be in a feature match with the long-time pro, which was the subject of a magicthegathering.com article that can be found here. He lost that match, though the second game was close, getting Herberholz down to a mere 4 life, but the one-two punch of a Pact of Negation followed by an Extirpate let Herberholz untap with an Oona in play, and Bauer couldn't find an answer. Bauer was apparently interviewed by everyone with a microphone, video camera, and/or notepad, so expect to see more of him in the next few weeks.

I'd also like to congradulate Long Island player Michael Lapine on his 14th place finish at Nationals. Though he's never attended an FNC or Grim event, you may have played against him at a prerelease. Lapine played a Merfolk deck he's been tweaking for months (I remember him testing it back when Morningtide came out!), proving that the key to doing well is to pick a deck you like and sticking with it. Congradulations Mike!

The top 8 decklists are available on Wizards' official website here. Michael Jacob won the entire event with a deck that costs about $63.25 to build, a mono-red deck with Figure of Destiny being its most expensive card, a $10 rare at most at the time of this writing. Like every major event, the winning decks of US Nationals will change the face of Standard as we know it. For one thing, you can expect to see lots more mono-red decks at local events. They're cheap and easy to make, and the only thing you need to know to play them is to keep the pressure on.

Figure of Destiny is the new breakout star of Standard, being the most played Eventide creature in the top 8, with as many Figures as there were Tarmogoyfs! The dangerous one-drop will be the most sought-after card for both Standard and Block, so get them while you can!

==PTQ BERLIN==
Author: Brian Paskoff

Next Saturday, August 16th, there's a PTQ for PT Berlin in the city. For those of you new to the whole big tournament scene, PTQ stands for Pro Tour Qualifier. This PTQ is for Pro Tour Berlin, and although the Pro Tour itself is Extended, PTQs for it are Lorwyn-Shadowmoor Block Constructed. The best players from the area will be in attendance, all vying for that first place spot which brings them an invite to the Pro Tour in October. Although only one person can make it, there are lots of other prizes. The payout depends on the player turnout, though it's not uncommon for Gray Matter to pay out packs to the top 32 players! On top of that, while our local tournaments are only 16k, PTQs are 32k. You're able to take 32 rating points from a good player, so PTQs are a perfect opportunity to boost your rating.

Block Constructed is a strange beast. Being that the only legal sets are Lorwyn, Morningtide, Shadowmoor, and Eventide, you're missing a lot of staples from Tenth Edition, Time Spiral, Planar Chaos, Future Sight, and Coldsnap - almost half of Standard is missing! So what usually ends up happening is that cards which are deemed mostly unplayable in Standard are brought into the limelight. Cards like Incremental Blight, Surge of Thoughtweft, and Consign to Dream are frequently seen in the top 8 of many Block tournaments.

A good way to study the metagame is to check the top 8 decklists from various Block tournaments around the globe on deckcheck.net. This'll help you prepare for the tournament by showing you exactly what you'll be up against. My money's on most people netdecking from the results of GP Kobe, the most recent major Block Constructed event. However, while those are certainly highly competitive decks, I suggest looking at PTQ results from the east coast. There are none posted right now, but you should pay close attention to what the popular decks are at this weekend's PTQ in Philly, as many of the same players (and by association, their decks) will be at New York's PTQ.

I'll be judging the New York PTQ as usual (not Philly this weekend), and while I don't know the format very well at all to offer advice on winning, I can offer tips on how not to lose... from penalties, at least. PTQs are Competitive REL, so penalties are much more strict than our local tournaments, which are Regular REL.

The first difference you'll notice is that the PTQ will use decklists. By far the most common game loss penalty at a major event is a decklist mismatch infraction from a player filling out their decklist incorrectly. It's a good idea to get to the event early so you can fill out your decklist without rushing. Sort your deck out and make sure to count out each card as you write it down, then doublecheck it after you're done. If you cross out a card, make sure you cross it out completely and double-count to make sure you replaced that line with the correction. It sounds strange, but most of the errors I've seen come from a player crossing out a 4-of on their sideboard, and replacing it with a 3-of, forgetting to add one to another card and ending up with a 14-card sideboard listed on their decklist. Check, double check, and triple check, and have a friend do the same if you need to, there's no reason you should lose a game due to a clerical error!

The second most common game loss penalties come from Drawing Extra Cards. If you're about to draw a card, make sure you doublecheck both that you're supposed to draw and that you know how many cards you're supposed to draw. Just a little bit of attention to the cards you're taking off the top of your deck can help you avoid an untimely game loss.

Most of all, make sure you read your cards, and your opponent's cards as well. Even though they're not game losses, warnings can add up over time, and can be upgraded if you make the same infraction multiple times. If you're not sure of something, you can always call for a judge to help you avoid making an illegal play.

Next week's Islandhome will be all about the upcoming PTQ, including Block Constructed tips from good players, details on how to get there, and more!

==MADONIA MINUTE==
Author: John "Metagame" Madonia

This article might be a little more lengthy then most, but I have a lot of positive thoughts and theories id like to share this week. Im first going to start with a brief but all together thorough FNC report this past Saturday.

20? Players journeyed from as far as Canada to attend the first post-Eventide standard event in FNC's illustrious history. I decided to end my retirement ala Brett Favre and come back in a blaze of glory and attempt once again to become a champion. Unfortunately, my provider of cardboard crack decided that bringing cards to a Magic tournament is too difficult a task and left any relevant card at home, some four hours away. Good thing he decided to bring his 11 Elder Dragon Highlander decks so if the format was singleton I could maybe win a round. I then was reminded that we had my White control deck that I wrote about last week that, with the exception of those flying faeries, the deck would have a favorable overall matchup.
The deck already had sleeves on so any interlude aside we begun our quest for greatness.

Rd 1 against Grego

Grego +r was sporting a cowboy hat similar to one John Wayne in the pre-"when Mike Innace had hair" days. He decided to against his normal Elf-ball variant and pilot a risque but effective Underworld Dreams(look it up it's a goodie) deck. Game 1 began with a quizzical look from yours truly as a second turn Wheel of Fate began our proceedings. I drew some more land, and with two Underworld Dreams in play a lovely evoked Mulldrifter yielded me two pieces of gold in Martyr of Sands. I gained an arbitarily large amount of life (35) and proceeding to Oblivion Ring his Underworlds and ride the only creature that didn't hit an extipate that game (Kitchen Finks) to a surprising game 1 triumph.
After sideboarding my entire "don't lose to that Swans deck" package of Runed Halos, Wispermares, and Wheel of Sun and Moons, I felt confident in my plan to disrupt his plan and hoping one of my larger then x/3 creatures would swoop in for the kill.
Game two was reallly a blowout, I resolved an early Divinity of Pride and his pro black removal ability alowed me to earn a hard fought victory in my first T2 match in many Magus of the Moons.

At this point I decided that my deck honestly wasn't good enough to win the event and dropped without being a charity case and giving money to people that don't deserve it. I then sat and watched some epic contest between lovable Tim Johnson (USA) and the ever pesky Brian Fazio.

Fazio played some Dredge-a-Lark concoction with 192 win conditions, none of them really working with the other. His plan hinged on Traumatizing (no pun intended) himself and hopefully finding some infinite loop that I and every opponent didn't comprehend.

I sat down with him after his first top 8 appearance in 12 years to discuss how the deck wins and his life story.

(Disclaimer: The following paragraph is not... well whatever. - BJ)

Brian Fazio was born Franklin Willis Barbato IV in January of 1992. His parents knew he was destined for great things when at age four he got third place at the chatterbox nursery school 3 legged race. His passion for Magic began at age nine when he asked a girl out on a date to which before he responded she said "Just so you know, I'm not going to go on a date with you, so before you ask it's no", The Faz, no relation to The Fonz, as his fans call him decided that this game would encompass his life and hopefully one day impress that girl that so vehemently turned him down with no remorse. The Faz continued to hone his craft with limited successes. He thought about retiring, he said he had enough, but decided one last time to win it for the gipper and play in that tournament for one last time. It didn't end well for The Faz, he was defeated in the top 8 and almost lost more as Innace's knight in shining armor and himself had a verbal altercation for the ages. Fortunately for the knight, The Faz had it in his heart to forgive him, and move on to his next conquest, even though a prickly Wurm has entered his path.

I would like to also announce the 1st Annual Madonia birthday celebratory tournament.

Time 1pm Saturday August 9
Format Standard (Type 2)
Prize 1 box for 1st place if 24+ attend
Fee: Same Five dollar entry fee
Why an event?
We've had some run at FNC turning a real hole in the wall into one of the most successful weekly tournaments on the East Coast.
I decided to celebrate my birthday by giving back to the players and my friends that have made every Saturday an enjoyable one.

Next week I'll have a strong primer for anyone looking to PTQ in the city.

==RULES CORNER==
Author: Brian Paskoff

Q. My 4/4 Figure of Destiny got hit by a Nameless Inversion, and now has a Peppersmoke aimed at it. What happens if I activate its first ability again?
A. After Nameless Inversion is applied to your Figure, it's a 7/1 with no creature types, so its second and third abilities can't be activated. But you can start the whole chain all over again! Activating its first ability will turn it into a 2/2 Kithkin Spirit, which will keep it alive when Peppersmoke smacks it.

Q. When I retrace a Flame Jab, does my Cinder Pyromancer untap?
A. Playing a spell via retrace is the same as playing the spell, you're just doing it from your graveyard instead of your hand. Your Cinder Pyromancer will trigger, allowing you to tap it again to ping your opponent.

Q. I have an Overbeing of Myth in play and my opponent's Wheel of Fate comes out of suspend. When I discard my hand, does Overbeing die before I draw seven new cards?
A. Even though for a moment you have no cards in your hand and Overbeing's a 0/0, it's still okay. State-based effects aren't checked during the resolution of a spell, since no player gets priority during that time. They are checked the next time a player would get priority, which is after Wheel of Fate resolves... but by that time Overbeing is a 7/7. Although state-based effects aren't checked, things can trigger during the resolution of a spell or ability, so if Overbeing said "When you have no cards in your hand, sacrifice me," it'd die.

Next week I'm going to have a bunch of questions about Mirrorweave, Figure of Destiny, and Mutavault, since that's what 99.9999% of the questions I'm going to get at the PTQ will be. Mmm, copy layer questions....

==THE ISLANDHOME BLOG==

One of the things I wanted to do was have an archive of past issues online so I could refer people back to them as well as let new readers peruse old issues to see what all the fuss is about. So I've archived all the old issues on the blogosphere at islandhomemtg.blogspot.com. Go and relive all the past moments of glory!

==GUEST ARTICLES==

If you've noticed, in the past few weeks I've been having a few more guest articles in Islandhome. With tournaments all weekend and work all week, sometimes it's hard to find time to sit down and write an entire newsletter, which is why I love it when I get article submissions! Not only does it give more introspective on the Long Island Magic community from those who are a part of it, it saves me work. ;) It's especially useful to get articles from players who are a part of the metagame, as judges are notoriously bad players.

If you've got an article you'd like to submit, send it to IslandhomeMTG@gmail.com. Try to keep it a reasonable length - there's no word limit, but look at previous Islandhome articles for guidance - and avoid bad language and personal insults. Also try to maintain good grammar and spelling; doesn't have to be perfect, but you should see how long it takes me to spellcheck the Madonia Minute every week!

I can't promise every submission will make it into the next week's Islandhome, but I'll try to get as many in as I can, especially ones that are relevant to a previous/upcoming event.

==UPCOMING EVENTS==

June 7th - August 31st: PTQ Season for PT Berlin
The next PTQ season starts this summer, and it's going to be Lorwyn-Shadowmoor Block Constructed! Lorwyn-Shadowmoor block consists of Lorwyn, Morningtide, Shadowmoor, and Eventide.

September: FNM comes to Brothers Grim!
Yes, after a long wait and bugging Wizards every month, Grim is finally getting FNM sanctioning! FNM promos are coming!

PTQs in our general area this season:
  • 8/9 - Philadelphia, PA
  • 8/16 - New York, NY
  • 8/30 - Edison, NJ
  • 8/30 - Hartford, CT
  • 8/31 - Rochester, NY
==STORE LOCATIONS & CONTACT INFO==

Brothers Grim
1244 Middle Country Rd.
Selden, NY 11784
Phone: 698-2805
Website: www.brgim.com

Friendly Neighborhood Comics
3 Grant Avenue, Suite 2
Islip, NY 11751
Phone: 470-7984

==FIN==

See everyone this weekend!

Got forwarded Islandhome and want to sign up? Send an email to IslandhomeMTG@gmail.com!
-Brian Paskoff
L1 NY

Wednesday, July 30, 2008

Islandhome #22

==ISLANDHOME #22==
July 30th 2008

==IN THIS ISSUE...==

Promo Week: I've got tons to give away!
Eventide Launch Party Recap!
Madonia Minute
US Nationals: A quick good luck to our Nats-attending comrades.
Rules Corner: With all sorts of crazy Eventide shenanigans!

==THIS WEEK'S SCHEDULE==

PROMO WEEK!
I have tons of leftover DCI promo cards that I've been giving out slowly, but this week I'm feeling generous - I'll be giving out lots of promos this weekend at both sanctioned events I run, but the only way to get them is to play! I have 50 of them to give out, so no one should walk away empty handed!

Friday: Eventide Sanctioned Booster Draft at Brothers Grim @ 7 PM
Saturday: Standard Constructed at FNC @ 1 PM
Sunday: Chaos Draft at Brothers Grim @ 2 PM

Eventide is legal for Standard now, so it's time to start metagaming!
Sunday's back to Chaos Draft again, by popular demand. Though I might do it a little differently this time....

FNM comes to Brothers Grim in September!
After months of begging, sending in pictures of the store to prove it Is a Store, and emailing, I've finally been told I'll be able to sanction FNM at Brothers Grim in September. Yay FNM promos!

==EVENTIDE LAUNCH PARTY RECAP==
Author: Brian Paskoff

Well the Eventide Launch Parties are over, and the set's now legal for all your limited and constructed needs! We had a smaller than usual turnout at both stores, and from talking to other TOs, judges, and players from around the Island, it seems everyone had a small showing for some reason. Most people think it's due to the lack of a "hype" card in Eventide; Lorwyn had planeswalkers, Morningtide had Chameleon Colossus and Mutavault, Shadowmoor had bomby uncommons, but Eventide doesn't have many outstanding cards. Lots of good ones, sure, but nothing on the level of Mutavault, Thoughtseize, or Garruk. Hopefully Shards of Alara's rares and mythic rares will be enough to get everyone to show up!

Everyone who did show up had a lot of fun however! There were lots of upsets as less-experienced players beat much more experienced players a number of times, and as expected, many decks were enemy-color themed due to Eventide. There were of course lots of rules questions about the new cards, most of the ones I can remember featured in the Rules Corner below.

FNC held lots of raffles for various prizes through the day, and Grim had a strange sale: Every card in excess of six in their showcase was half off! Everyone walked away with dirt cheap painlands and other useful cards - I know I spent $84 (in store credit) on painlands and the like.

Dave Porter won Grim's Launch Party event, while Rob Grippa and Eric Marro split in the finals of FNC's Launch Party. Congradulations to everyone!

==MADONIA MINUTE==
Author: John "Metagame" Madonia

As a semi-serious magic player, I'm usually on the internet scouring for new and exciting decklists from around the world. I come across a lot of "team" centric postings that most players are part of a core playtesting group that builds various decks for their respective PTQ or PT seasons. New York is over six million people deep in a twenty mile area, yet their is little to no collaboration from various grouping of players. I know that some players in the city have a small grouping, which I've worked with on and off for Nationals testing. On most Thursday evenings I'll end up testing any findings over the week and work to hopefully send someone through as a National champion. (Even though I'm not attending due to it being an composite rating event.)

Long Island has a strong player base with people that love the game and want to improve. I've thought my plan of attack through and id like to introduce my plan.

Ideally I'd like 10-15 PTQ or above level players to form a united team that would help one another get to the next level, whether it be PTQ top 8 or day 2 at a PT.
The candidate would need to be active in the community with a varied knowledge on different formats.
Willingness to help the team attain its goal.
People that want to improve and are willing to help improve its team members with constructive criticism and helpful advice.

I feel like everyone is to individualistic and worried about personal gains. A team setting would guarantee solid playtesting and a myriad of ideas hopefully allowing a solid conclusion and results at the end.

If anyone has any serious interest in this, let me know. You don't have to be a 2000 rated player, just someone that wants to get better while helping others do the same.

What I'd play at Nationals:

3x Mystic Snake
3x Teferi, Mage of Zhalfir
2x Venser, Shaper Savant
2x Platinum Angel
3x Kitchen Finks

4x Cryptic Command
4x Snakeform
4x Rune Snag
4x Ancestral Visions
3x Pact of Negation
3x Firespout

8x Island
3x Yavimaya Coast
3x Shivan Reef
3x Cascade Bluffs
3x Flooded Grove
2x Reflecting Pool
3x Desert
1x Academy Ruins

SIDEBOARD:
2x Razormane Masticore
4x Tarmogoyf
3x Flashfreeze
2x Krosan Grip
2x Cloudthresher
2x Tormod's Crypt

This is 100 percent what I would have played at Nationals. It doesn't everything that a blue deck is supposed to do without losing its raw power with adding different spells to it. I've worked on the mana base almost exclusively, its not 100 percent, but I feel if I worked a little harder I could perfect it.

The sideboard is geared to deal with problematic matchups i.e. Faeries with the correct draw.

Matchup percentages:
Elves- 55/45- 50/50 depending on build
Faeries 45/55
Reveliark 75/25
Merfolk 50/50
Red 60/40
RG variants 65/35 deck dependent
Storm 30/70 if popular sideboard can bring to 50/50
5 color stuff- 70/30

I finally have that workstation thing at limited disposal during work breaks and on home time when the computer is available. I've tested the deck nearly 100 games with the findings above. Its something against the grain, but it holds its own.

This is getting long, so if anyone would like sideboarding help or has any interest in the deck, let me know

Thanks
-John Madonia
==RULES CORNER==
Author: Brian Paskoff

Q. With a Godhead of Awe in play, how big is my Faerie Swarm if I control two blue permanents? What if I turn one of my Islands blue later on?
A. To determine how big Faerie Swarm is, we use a system of layers. Power and toughness related continuous effects apply in layer 6, and there's a series of sublayers in there.
6a: This is the characteristic defining ability (CDA) sublayer, and the continuous effect that Faerie Swarm's static ability generates is an example of a CDA. Faerie Swarm is a 2/2.
6b: "Other" p/t-related stuff applies here, including Godhead of Awe's "everything else is a 1/1" ability. Faerie Swarm is now a 1/1.
6c: Counters. Faerie Swarm doesn't have any counters on it, so it's still a 1/1.
6d: Static abilities that modify a creature's power and toughness, so long as they don't set its power and toughness, apply in here. If there were a Steel of the Godhead or something on Faerie Swarm, it'd get bigger, but since there isn't... it's still a 1/1.
6e: Power/toughness switching effects apply here, such as those from Inside Out. None of them are affecting Faerie Swarm right now, so it's still a 1/1.

Though playing more blue permanents will change how Faerie Swarm looks in the CDA sublayer, Godhead of Awe will keep it a 1/1.

Q. My Figure of Destiny is fully pumped up to an 8/8 Kithkin Spirit Warrior Avatar with flying and first strike. If someone Mirrorweaves their activated Mutavault, what is my Figure now?
A. Quite strangely, an unactivated Mutavault with flying and first strike. This is again thanks to layers: In layer 1, the Copy layer, Figure of Destiny looks like a plain ol' Mutavault. Layer 2 is Control effects, and layer 3 is Text. Nothing's relevant in either. In layer 4, the Type layer, Figure of Destiny's activated ability tries to make it a Kithkin Spirit Warrior Avatar, but since those are creature types and it's not a creature, they can't apply. In layer 5, the "everything else" layer, Figure's ability gives it flying and first strike, because these abilities aren't dependant on it being a creature. In sublayer 6b (see above), the Figure's activated ability tries to make it an 8/8, but since only creatures can have a power and toughness... you guessed it. So your once mighty Kithkin looks like a Mutavault with FoD's last activated ability applied to it.

Bonus: Since Mutavault specifically says it becomes a creature, if there's another animated Mutavault in play other than the one Mirrorweave targets, that Mutavault will stay a 2/2.

Q. Okay, layers again. What happens if I target my 8/8 Kithkin Spirit Warrior Avatar with a Mirrorweave? What does my Grizzly Bears become?
A. It'll become a Figure of Destiny that is still yet bound for greater things. Copying a creature copies its printed characteristics, plus any other applicable copy effects. The pump ability isn't a copy effect, so it's not carried over by Mirrorweave. If you have the mana, you can pump up your Bears of Destiny all the way to an 8/8, and it'll stay that way long after Mirrorweave wears off.

Q. My opponent Scars my Quillspike. Can I pay a green to take that -1/-1 counter off of it to pump it before it dies?
A. Once Quillspike gets a counter, it becomes a 0/0 and dies before you even get priority to play its ability. However, if you have another creature in play with a -1/-1 counter on it, you can leech a -1/-1 counter off in response to the Scar, and then once Scar resolves, Quillspike will be big enough to survive even with the -1/-1 counter on it. Just remember to siphon it off before the turn ends!

Q. Is there a way I can flash in a Plumeveil and block with it before my opponent can tap it with his Silkbind Faerie?
A. No. In order to block with your Plumeveil, it has to be in play during the declare attackers step. During the declare attackers step, after attackers are declared, the attacking player gets priority. If they pass, you get priority and can flash in Plumeveil. But once Plumeveil resolves, both players will get priority again, so he can tap it with his Faerie. If you flash it in during the declare blockers step, it's too late - blockers are declared as soon as the declare blockers step begins, and Plumeveil isn't in play at that point.

Q. My opponent has been attacking with a Stillmoon Cavalier enchanted with an Armored Ascension and a Steel of the Godhead on it for three turns, gaining a lot of life and dealing me a lot of damage. Once someone notices, what happens to the enchantments?

A. This is a far-fetched example of an illegal gamestate - both the enchantments are white, and are attached illegally to a creature with protection from White. Once a judge becomes aware of the situation, they'll apply the proper penalties for Illegal Gamestate, Failure to Maintain Game State for the opponent of the player who committed the infraction, and immediately apply state-based effects: the Auras will be put into their owner's graveyard. Of course this is an extreme example, no one would be oblivious enough to not realize that a pro-White creature was enchanted with two powerful white Auras in real life.


==US NATIONALS==

This weekend is US Nationals, an invite-only huge tournament in Chicago. A few local players are going, including FNC veteran Mike Bauer, who qualified at City Champs this past season, and Grim veteran Dave Porter, who's trying to grind in by winning a Last Chance Qualifier at the event. Good luck to everyone who's going!

==THE ISLANDHOME BLOG==

One of the things I wanted to do was have an archive of past issues online so I could refer people back to them as well as let new readers peruse old issues to see what all the fuss is about. So I've archived all the old issues on the blogosphere at islandhomemtg.blogspot.com. Go and relive all the past moments of glory!

==GUEST ARTICLES==

If you've noticed, in the past few weeks I've been having a few more guest articles in Islandhome. With tournaments all weekend and work all week, sometimes it's hard to find time to sit down and write an entire newsletter, which is why I love it when I get article submissions! Not only does it give more introspective on the Long Island Magic community from those who are a part of it, it saves me work. ;) It's especially useful to get articles from players who are a part of the metagame, as judges are notoriously bad players.

If you've got an article you'd like to submit, send it to IslandhomeMTG@gmail.com. Try to keep it a reasonable length - there's no word limit, but look at previous Islandhome articles for guidance - and avoid bad language and personal insults. Also try to maintain good grammar and spelling; doesn't have to be perfect, but you should see how long it takes me to spellcheck the Madonia Minute every week!

I can't promise every submission will make it into the next week's Islandhome, but I'll try to get as many in as I can, especially ones that are relevant to a previous/upcoming event.

==UPCOMING EVENTS==

June 7th - August 31st: PTQ Season for PT Berlin
The next PTQ season starts this summer, and it's going to be Lorwyn Block Constructed! Lorwyn block will consist of Lorwyn, Morningtide, Shadowmoor, and Eventide.

September: FNM comes to Brothers Grim!
Yes, after a long wait and bugging Wizards every month, Grim is finally getting FNM sanctioning! FNM promos are coming!

PTQs in our general area this season:
  • 8/9 - Philadelphia, PA
  • 8/16 - New York, NY
  • 8/30 - Edison, NJ
  • 8/30 - Hartford, CT
  • 8/31 - Rochester, NY
==STORE LOCATIONS & CONTACT INFO==

Brothers Grim
1244 Middle Country Rd.
Selden, NY 11784
Phone: 698-2805
Website: www.brgim.com

Friendly Neighborhood Comics
3 Grant Avenue, Suite 2
Islip, NY 11751
Phone: 470-7984

==FIN==

See everyone this weekend!

Got forwarded Islandhome and want to sign up? Send an email to IslandhomeMTG@gmail.com!
-Brian Paskoff
L1 NY

Wednesday, July 23, 2008

Islandhome #21

==ISLANDHOME #21==
July 23rd 2008

==IN THIS ISSUE...==

Eventide Launch Party Details!
Eventide Limited Tips
Tournament Report: My dueling adventures this past weekend.
EDH League: Quick Updates, including a new player and a match result!
Magical Misunderstandings: Split Second

==THIS WEEK'S SCHEDULE==

Friday: Eventide Sanctioned Booster Draft at Brothers Grim @ 7 PM
Saturday: Eventide Launch Party at FNC @ 1 PM
Sunday: Eventide Launch Party at Brothers Grim @ 2 PM

==EVENTIDE LAUNCH PARTY DETAILS==
Author: Brian Paskoff

Eventide gets released this weekend, and there's going to be release events at your favorite stores to celebrate! At either event you attend, you'll get a Shadowmoor tournament pack and two Eventide boosters, using those to build a minimum 40-card deck. Like any other limited event without decklists, you'll be able to change your deck between rounds, so don't worry if you don't get it right the first time. Everyone who signs up to play will receive a foil Figure of Destiny promo, one of the hottest cards in the set!

This Friday is also when Eventide becomes legal for both limited and constructed events, so Friday will be the first sanctioned Shadowmoor-Shadowmoor-Eventide draft at Brothers Grim!

FNC
Date: Saturday, July 26th @ 1 PM
Entry Fee: $26
Product: 1 Shadowmoor Tournament Pack, 2 Eventide Boosters

Brothers Grim
Date: Sunday, July 27th @ 2 PM
Entry Fee: $23
Product: 1 Shadowmoor Tournament Pack, 2 Eventide Boosters
Brothers Grim will also be holding special sales on Sunday, and I've been told they'll be "interesting"!

Wizards of the Coast (and Islandhome) doesn't guarantee any assortment of cards in a pack, but if you do open anything unusual, please let me know as soon as you realize. Unusual things include two or more of a Shadowmoor card of any rarity (unless one's foil), more than two Eventide cards of any rarity, and two or more Eventide rares.

We may do deck swaps at both events - that's where you open the packs you get, check off how many of each card you've got, then put the cards back in the box and hand them to me, where I'll pass them back out at random. This helps prevent both cheating and accusations of cheating, so it helps everyone.

==EVENTIDE LIMITED TIPS==
Author: Brian Paskoff

The addition of Eventide to Shadowmoor block limited is a huge bonus. No longer do you have to worry about getting mana screwed when you're not playing one of the five allied color pairs, because a red/white deck for example gets enough spells from Eventide to smooth out the manabase. When you crack open your sealed product this weekend, here's some tips to build a winning deck.

Removal is still high on the list. Thankfully it's not as rare as it was in Shadowmoor-only limited, especially if you're playing red. Puncture Blast gets rid of significantly more creatures than Puncture Bolt, Fire at Will can turn the tide of the combat step, Unmake is one of the strongest removal spells ever printed for limited, and so on. Don't underestimate the power of Flame Jab; even its measly one damage can add up, especially when facing a field of X/1s or getting mana flooded.

Speaking of retrace spells, they give you another reason to play 18 land in SHM/EVE limited, because every extra land you draw and don't need turns into a copy of any retrace spell in your graveyard. The "tried and true" spell to land ratio of limited decks is 23 spells, 17 land, but in a block like this one with traditionally slower decks and retrace spells, it might be a good idea to play 23 spells and 18 land, playing a 41-card deck. Your mileage may vary.

Like with any limited format, you should try sticking to two colors, maybe with a third-color splash if you have the mana fixers to support it. Although mono-color decks are easy to build in a draft format, with sealed deck you're not in control of what cards you get, so your bombs may be spread out between at least two colors. Pay close attention to the mana costs of your spells; you might find that your deck can run a lot smoother if you play only one type of basic land, even if you need to cut a card or two.

Having two packs of Eventide means it's possible to abuse Mimics to great effect. If you manage to get even one in your colors, you shouldn't think twice about including as many cards to "activate" it as possible, including any hybrid Auras to match its colors. Other creatures that should be in your deck without question are the Hatchlings. Even if you're only playing one of a Hatchling's two colors, it shouldn't take much to turn your 2/2 into a 6/6. And don't forget the fun combos with Hatchings and Fate Transfer, or Quillspike, or any useful instant speed spell that shares a color with your Hatchling in order to double as a combat trick!

Quillspike is deadly in limited. Sure it dies itself to even one -1/-1 counter (that is, if it's not already pumped up and you don't have the mana to siphon off its own -1/-1 counters), but it combos with Hatchlings, persisting creatures, and any of Shadowmoor's "put a -1/-1 counter on me to untap me" creatures. Oh, and it can grow unreasonably large with Devoted Druid. Tap the Druid to add green to your mana pool, put a -1/-1 counter on the Druid to untap it, then use that green mana and remove the -1/-1 counter to feed your Quillspike. Then repeat the process an infi... arbitrarily large number of times. If you're lucky enough, you can then fling it at your opponent with Rite of Consumption for lots and lots of damage.

Lastly, you can always practice your sealed deck skills on Magic Workstation; the database for Eventide is available, so you can generate sealed pools and play against your friends online. It's a great way to learn which cards are useful and how to construct a deck.

Whatever you crack this weekend, good luck!

==TOURNAMENT REPORT: FNC 7/19/08==

Author: Brian Paskoff

It's been inexplicably bothering me for a few months now that my constructed rating was stuck at 1697. Judging about fifteen times the number of events I've played in meant my rating was slowly gathering dust, and while a 1700 rating doesn't get you a bye at a major event or anything, it's still somewhat of a milestone... especially for a judge. FNC's metagame is a little different than most places; the two most popular decks in the format, Faeries and Reveillark, don't usually have much of a showing there. Aggro decks are the big thing, and there are quite a few mono-red burn decks. So in a rare moment of clarity, Madonia had a good idea: I should play his mono-white Life deck (see Islandhome #19). Since the last Standard deck I played with any sort of regularity was my homebrew WG Ramp deck, which also hoped to stall out the aggro decks with life gain, playing mono-white seemed like a great idea.

Round 1: vs. Rob Grippa, playing Faeries
Faeries is definitely the worst matchup for this deck, with Reveillark a close second, so of course I played the only Faerie deck in the room in the first round. Actually, it has problems with anything that plays Cryptic Command and Rune Snag. In both games Rob suspended obscene amounts of Ancestral Visions, and countered everything relevant I played; the only spell I resolved the first game was a turn two Martyr of Sands. I planned to use the 21 life I gained off of it and the five damage it did in the first few turns where he did nothing to race the two Bitterblossoms he eventually played, but he only got down to 11 before the faerie swarm got too much for me. Game 2 was only a little different in that he Mistbind Clique'd me every turn.
Loss: -3 points.

Round 2: vs. Frank Barbato, playing RG Aggro
For some reason Frank wasn't playing his usual control deck this week. I was at lower-than-comfortable life for a few turns in the first game, not drawing any of my life-gaining spells except for a Martyr of Sands I popped early on. I knew Frank was holding a Molten Disaster in his hand, and knew I had to stay above his mana to stay alive. Why he didn't split-second-ize it and deal me a boatload of damage, kill my problematic Crovax, and clear the way for his graveyard full of Call of the Herds (he seemed to draw four of them every game) and any burn spells he might topdeck to finish me off, I'll never know. But I finally drew a Martyr and got back into the game. Game 2 he boarded in Everlasting Torments. Even though I knew they were coming in, I didn't board my Wispmares, wanting to see how I could fare against the card. Surprisingly, it worked great for me. He dropped it early, but it cost him a turn to do so. It made my Condemns almost better than Swords to Plowshares, and changed my Knight of Meadowgrains from "first strike, lifelink" to "first strike, wither". I got rid of it with an Oblivion Ring when I was ready, and was able to get back into the game.
Gain: +5 points.

Round 3: vs. Travis Tricoche, playing Lorwyn/Shadowmoor Block Quick n' Toast
Travis was playing a block deck that he managed to borrow off of someone. I was a little worried because the deck played Cryptic Command and Broken Ambitions, but only Cryptic Command could reliably counter a Martyr of Sands, and the turns I bought with life gain helped me stave off the aggro rush. Only Oona would have really been a problem, but he never got her out in either game. Even Reveillark and Makeshift Mannequin bringing back Fulminator Mages over and over to shoot my lands out from under me wasn't enough to stop me from regaining tempo by gaining life and getting back creatures with Reveillark.
Gain: +6 points.

Round 4: vs. Grego McConnel, playing homebrew Elves
Grego's Elf deck is fast, but it had two weaknesses - well, one was a part of the other really. It seemed to run only a few lands due to the abundance of mana-producing creatures like Llanowar Elves and Birds of Paradise, which made it even MORE vulnerable than any other aggro deck to Wrath of God. Game 1 he played a Summoner's Pact for a Chameleon Colossus, and next turn I Oblivion Ringed his Birds of Paradise, stranding him on three mana and making it impossible for him to pay for his pact.
Gain: +6 points.

Round 5: I drew with Jon Lorig, who was playing a homebrew deck based around Vigor. I knew that with almost all the 9-pointers drawing, I had a chance to get knocked out of top 8, but I didn't really care about making it.
Loss: -2 points.

So my constructed rating is now a respectable 1709. Do I plan to go for the big 1800? Maybe some day, if there's a deck that inspires me enough, but maybe my next goal will be to get my limited rating from 1670 to 1700!

==EDH LEAGUE: QUICK UPDATES==
Author: Brian Paskoff

New Entry: Nester "Nester" Ramirez, playing Reaper King

Michael Bauer beats Nick Seidler 2-0!

My match with Bauer is on hold for now, but I'm up a game 1-0. Hooray!

==MAGICAL MISUNDERSTANDINGS: SPLIT SECOND==
Author: Brian Paskoff

Probably the most headache-inducing mechanic since banding, split second has caused me to want to bang my head against the nearest solid wall more than any other rule in Magic. I'd even wager to say that more people have misunderstood the ability than any other ability in Magic - I swear I remember banding being relatively well understood, but that was because everyone who played when banding existed "grew up" with it. But when Time Spiral came out and split second was unleashed on the Magic playing world, it caused all sorts of confusion.

Let me tell a story of a playtesting game between two players, let's call them Aaron and Neil, just because I love the Active player/Non-active player names from the judge tests and I don't want to use any real names. Aaron was playing Ravnica-Time Spiral era Dragonstorm. What Neil was playing doesn't matter, but it had the then-freshly-released Extirpate in it. Aaron had four mana up and played Seething Song. Seething Song resolved, adding RRRRR to his mana pool. Knowing that Neil had an Extirpate in his hand, Aaron whispered to me, "Can I play another Seething Song, then in response play another Seething Song, without passing priority to let him play Extirpate?" I said yes - Aaron was the active player, and once he played the second Seething Song this turn, he had priority to play a third before Neil got priority to play Extirpate.

Aaron took three mana from his pool, tapped his remaining Mountain for R, and said "Seething Song, in response, Seething Song," showing the next two in his hand.
"Wait!" said Neil, "In response to the second Seething Song, I'll Extirpate the first one you played this turn."

Neil hoped to get the third Seething Song out of his hand before he could play it, but I explained how priority works and how Aaron could keep priority and keep playing spells "in response" before he passed to Neil.

"That's not true, then how do counterspells work?" Neil asked. I tried explaining how the stack doesn't all resolve at once, and once one player added all his spells/abilities to the stack and passed priority, the next player could target any of those spells/abilities with counterspells/Stifles.

It was just then that Neil's friend came in and Neil explained his side of the story to him. Neil's friend said I was right, but, and this is the worst part: "It doesn't matter if you have priority though, because Extirpate has Split Second!"

So you see how the name "Split Second" caused so much confusion. Players assumed split second meant just that - that it was somehow "faster" than any other spell, and you could play it whenever you wanted. I used to have players arguing with me that they could play split second spells as instants while Teferi was in play because they were too fast for Teferi to stop, or that a Counterbalance wouldn't be able to counter a Sudden Shock.

The worst part about all this misunderstanding? Split second's reminded text states on the card everything that it does:
As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities. Not many abilities' reminder text explicitly spell out exactly what they do in their reminder text; reminder text generally gives a vague idea of what the abilitiy does. But for split second, it does - while the spell is on the stack, neither player can play spells or activated non-mana abilities. Triggered abilities and special actions such as unmorphing a creature work fine while a spell with split second is on the stack.

==RULES CORNER==
Author: Brian Paskoff

Q. With Merrow Bonegnawer, who chooses the card to be removed from the game?
A. Merrow Bonegnawer's ability has only one target: a player. When the ability resolves, that player chooses a card in his or her graveyard and removes it from the game. Hopefully, your opponent won't have too many cards in their graveyard, so activating it a few times will get rid of the card you want.

Q. There's a Temporal Isolation on my Stigma Lasher, but I attack with it anyway. With damage on the stack, I sacrifice my Stigma Lasher to my suspended Greater Gargadon. Can my opponent gain life later?
A. Good trick getting that pesky Temporal Isolation off your Stigma Lasher. Since it's not in play anymore, it can't prevent any damage, and combat damage from Stigma Lasher will resolve as normal. However, while "last known information" allows the game to know just about anything it needs to about the former elemental, if for example you had an ability that triggered whenever a red source dealt damage, Stigma Lasher isn't in play anymore either. So, it's triggered ability can't trigger.

==THE ISLANDHOME BLOG==

One of the things I wanted to do was have an archive of past issues online so I could refer people back to them as well as let new readers peruse old issues to see what all the fuss is about. So I've archived all the old issues on the blogosphere at islandhomemtg.blogspot.com. Go and relive all the past moments of glory!

==GUEST ARTICLES==

If you've noticed, in the past few weeks I've been having a few more guest articles in Islandhome. With tournaments all weekend and work all week, sometimes it's hard to find time to sit down and write an entire newsletter, which is why I love it when I get article submissions! Not only does it give more introspective on the Long Island Magic community from those who are a part of it, it saves me work. ;) It's especially useful to get articles from players who are a part of the metagame, as judges are notoriously bad players.

If you've got an article you'd like to submit, send it to IslandhomeMTG@gmail.com. Try to keep it a reasonable length - there's no word limit, but look at previous Islandhome articles for guidance - and avoid bad language and personal insults. Also try to maintain good grammar and spelling; doesn't have to be perfect, but you should see how long it takes me to spellcheck the Madonia Minute every week!

I can't promise every submission will make it into the next week's Islandhome, but I'll try to get as many in as I can, especially ones that are relevant to a previous/upcoming event.

==UPCOMING EVENTS==

June 7th - August 31st: PTQ Season for PT Berlin
The next PTQ season starts this summer, and it's going to be Lorwyn Block Constructed! Lorwyn block will consist of Lorwyn, Morningtide, Shadowmoor, and Eventide.

July 26th (Saturday): Eventide Launch Party at FNC
See above for details!

July 27th (Sunday): Eventide Launch Party at Brothers Grim
See above for details!

PTQs in our general area this season:
  • 8/9 - Philadelphia, PA
  • 8/16 - New York, NY
  • 8/30 - Edison, NJ
  • 8/30 - Hartford, CT
  • 8/31 - Rochester, NY
==STORE LOCATIONS & CONTACT INFO==

Brothers Grim
1244 Middle Country Rd.
Selden, NY 11784
Phone: 698-2805
Website: www.brgim.com

Friendly Neighborhood Comics
3 Grant Avenue, Suite 2
Islip, NY 11751
Phone: 470-7984

==FIN==

See everyone this weekend!

Got forwarded Islandhome and want to sign up? Send an email to IslandhomeMTG@gmail.com!
-Brian Paskoff
L1 NY

Wednesday, July 16, 2008

Islandhome #20

==ISLANDHOME #20==
July 16th 2008

==IN THIS ISSUE...==

Eventide Prerelease Recap
Eventide Launch Party Details
Elder Dragon Highlander: Eventide Card Review
EDH League: Pairings!
Learn from the Worst: A guest article from Michael Innace!
Rules Corner: Packed with Eventidey goodness!

==THIS WEEK'S SCHEDULE==

Friday: Booster Draft at Brothers Grim @ 7 PM
Saturday: Standard Constructed at FNC @ 1 PM
Sunday: Draft at Brothers Grim @ 2 PM

We had a lot of fun drafting SHM-SHM-EVE at Grim last week, and if enough people bring packs again, we might be able to do another unsanctioned draft! Otherwise, it'll just be another Chaos Draft. Either way, come down for some fun!

Reminder: Eventide is NOT legal in any constructed formats this weekend.
It's also not legal to sanction any draft using Eventide until next Friday, so the draft at Brothers Grim on Friday will be our last sanctioned SHM-SHM-SHM draft.

==EVENTIDE PRERELEASE RECAP==
Author: Brian Paskoff

I hope everyone had fun at the Eventide prerelease this past weekend! We had way more players than we expected, so I apologize for any delay in starting events or getting pairings up. We even ran out of Overbeing of Myth promos! And that's not all we ran out of: By the time team events started, we realized we were fresh out of Shadowmoor tournament packs. After calling Glen Friedman, the TO of Gray Matter, he gave us the idea of replacing the two tournament packs each team would normally get with six packs of Eventide. Each tournament pack has 45 unique cards and 30 basic lands, so three boosters = one tournament pack. This led to some busted decks, and while a load of fun, proved why drafting triple Eventide would be a bad idea. Almost every deck was "mono color" Mimics and Auras, and the winner of the game was usually the player who equipped their Nightsky Mimic with an Edge of the Divinity and swung for 7 enough times by playing only white/black spells, or any other Mimic, Aura, and their respective colors.

The addition of Eventide to Shadowmoor block limited seems like a major change. Not only are mono-color decks even easier to build, smoothing out manabases and allowing you to play a "five color" deck using only one type of basic land, but two color decks previously difficult to build in pure Shadowmoor are easier now with enemy-colored hybrids. No longer do you need to worry about mana problems if you've got bombs in both white and black, because there are enough white/black cards to bring your deck together.

Auras are still king in SHM/EVE limited, but the relevance of some of them are a little diminished. Steel of the Godhead is an amazing card, but now you've got less opportunity to pick up blue/white hybrid creatures. A lot of the time, I saw Shadowmoor Auras on creatures who only turned on half of the enchantment. Giving your Cold-Eye Selkie +1/+1 and making it unblockable is great though, even if it doesn't get lifelink.

Now here's the bad news. Wizards' new "grass roots" initiative has put prereleases in the hands of stores, not big TOs like Gray Matter. Big prereleases like the one you attended last weekend might be a thing of the past. To me and lots of other players, prereleases were the only real "big tournaments" we got to attend, and a rare and welcome chance to play with people you never get to meet. Plus, little stores aren't going to be able to run multiple flights, team events, side drafts, etc. But Gray Matter may try to hold another large prerelease at the same location for Shards of Alara in late September. What I'd like to know is, if there was another big prerelease at the Long Island location, would you rather play there, or at a local store prerelease? Reply to this email and let me know!

And thanks again to everyone who came out!

Keep next weekend free for Eventide Launch Parties at Brothers Grim and FNC!

==EVENTIDE LAUNCH PARTY DETAILS==
Author: Brian Paskoff

So now that the prerelease is over, the next big event coming up is the Eventide Launch Party! I'll be hosting two of these release events, one next Saturday at FNC and one next Sunday at Brothers Grim. FNC's release event will be at 1 PM on Saturday the 26th, and Grim's will be at 2 PM on Sunday the 27th. Save the date for one or both, and I'll have price and other details in the next issue!

==ELDER DRAGON HIGHLANDER: EVENTIDE REVIEW==
Author: Brian Paskoff

I don't know about you, but the first thing I look forward to when a new set comes out are the legends to build an EDH deck around. There's only two legends in the set, and neither of them are very useful. Ashling the Extinguisher is only a 4/4 for 4 with no evasion, forces you to play mono-black, and its saboteur ability isn't even that useful. There are much better mono-black legends, such as Horobi, Death's Wail, and Maga, Traitor to Mortals, if you want to go that route. The other legend, Sapling of Colfenor, is BG, a powerful color combination in EDH, but while its ability might come in handy when it hits, there's much better card advantage available in BG. Industructability is a fine ability, but it doesn't shrug off things like Oblation, Condemn, or Spin into Myth.

Now for the cards themselves:

WHITE:
Archon of Justice: Being able to remove a permanent from the game is very useful, if you can control when the Archon dies.
Endless Horizons: The amount of removal in the format makes this card very risky, unless your plan is to thin your deck out... or you're up against a deck with no enchantment removal like a Kaervek the Merciless deck.
Hallowed Burial: A great alternative Wrath against reanimator decks.
Spirit of the Hearth: Making yourself untargetable shuts down more things than you think. Your opponent's not going to be playing Gifts Ungiven while this cat's in play.

BLUE:
Cache Raiders: There's lots of things that benefit from being replayed again and again - Mulldrifter, Karmic Guide, Mystic Snake... just find any permanent with a good "comes into play" effect and have fun.

BLACK:
Nightmare Incursion: I'm so excited about playing this card in a mono-black EDH deck I could plotz.

RED:
Rekindled Flame: This card gets better and better the more players there are in the game.

GREEN:
Helix Pinnacle: Let's get one thing straight: the only reason this card is playable, even in EDH, is because it has shroud. EDH games go long, and avoiding mass removal for a few turns can mean certain victory.
Primalcrux: Mono-green decks might be able to use this.
Regal Force: See above.
Wicker-bough Elder: It costs 1 less than Indrik Stomphowler, even though it technically makes up for it by costing G to blow something up... but it's a decent body with an important removal ability.

WHITE/BLACK:
Cauldron Haze: Ghostway is a much better anti-removal spell.
Deathbringer Liege: Yes. Play this if your deck can support it. It's probably one of the top five creatures in the set for EDH.
Divinity of Pride: "Players start at 40 life." It's an 8/8 flying lifelink for 5.
Evershrike: Could be interesting with recurring enchantments such as Rancor or Spirit Loop.
Unmake: It sadly gets outshined by Swords to Plowshares, but if you need another removal spell....

BLUE/RED:
Call the Skybreaker: It turns late-game lands into 5/5 fliers.
Dominus of Fealty: Bringer of the Red Dawn couldn't be played in anything but a 5-color deck, but this can be played in as little as two colors, plus it steals even non-creature permanents.
Mindwrack Liege: It's expensive, but bringing out red/blue fatties for 4 mana is awesome.
Nucklavee: Playing both Anarchist and Scriviner in your blue/red deck and need a card slot free? Here you go!

BLACK/GREEN:
Creakwood Liege: Verdant Force sees a lot of play in EDH, and this could too, despite it being easy to kill and the token-making not quite as out-of-hand in multiplayer.
Desecrator Hag: There's better Raise Dead effects (Eternal Witness?) but it's a fine card.
Doomgape: Green produces enough tokens to feed it, and it's a 10/10 trampler.

WHITE/RED:
Balefire Liege: If it could Lightning Bolt creatures too it'd be a lot better, but the life gain and pumping is good.
Moonhold: I can't decide if this card is too narrow or not, it seems very "win more".
Waves of Aggression: Perfect for an aggro-heavy deck.

BLUE/GREEN:
Cold-Eyed Selkie: It's only a 1/1, but with the right pump spells - and an opponent playing blue - this creature can get ridiculous.
Murkfiend Liege: Seedborne Muse definitely sees play in EDH, and while the Liege only affects your blue and green creatures, it's still very good.
Overbeing of Myth: Drawing an extra card every turn is good I hear.
Spitting Image: This is the EDH card I've been waiting for, literally! There are lots of creatures you'll want to copy in the format, and the ability to do it over and over again is amazing.

ARTIFACTS:
Scarecrone: Lots of hardcore EDH players like to take on the challenge of making a Karn, Silver Golem deck. I can't see this not being included in it. Even if you're not playing an artifact-heavy deck, getting back creatures such as Sundering Titan, Duplicant, and Solemn Simulacrum is a good deal.
Ward of Bones: Playing this in a multiplayer game won't make you any friends.

LANDS:
Of course all the enemy-color filter-lands are auto-includes if you're playing those colors. Springjack Pasture... not so much.

==ELDER DRAGON HIGHLANDER LEAGUE==
Author: Brian Paskoff

PAIRINGS!
Well last week I had a realization: since the idea of this league is to test your EDH deck on a "tournament" level, and some league players can't make a tournament every week, having a new "round" of pairings every week doesn't really make sense. Instead, everyone is going to play everyone in a sort of "round robin" style, and at the end, the player with the best record is the winner. This also lets us hold EDH league events during months with lots of large events that some of the more hardcore players might attend. And, it lets players join up late, since if they don't play a match in time, it's their loss.

So without further ado, ladies and gentlemen and lhurgoyfs, here's your starting lineup!

Brian Paskoff - Grand Arbiter Augustin XIII
Michael Bauer - Cromat
Michael Evans - Sisay
Nick Seidler - Phelddagrif

It's sparse right now, but I've been told by a few players that they're putting the finishing touches on their decks, so we'll see!

- We'll be using the "Big Deck" mulligan rule - that is, you get one free mulligan. After that, go to six.

- No proxies allowed; EDH cards are easy to find (most of them are dollar-bin rares).

- You will be allowed to tune up your deck between rounds, as long as you keep your general the same.

- The Elder Dragon Highlander rules (and banned list) can be found here.

- General reservation will be on a first come, first served basis.

- Matches will be best 2-of-3, though if both players want to play one game because it takes a long time, you can report it 2-0 if you want. (I had a match with Matt Brocking that lasted about two hours, finally losing to a Serra Avatar with a Flickerform on it.)

==LEARN FROM THE WORST==
Author: Michael Innace

Hello everyone, and welcome to the first installment of Learn From The Worst, with me, Mike Innace. Brian Paskoff has been kind enough to help me pass my free time this summer by writing strategy articles for Islandhome. As you may or may not know, I'm a public school teacher during the regular school year. My summers are usually spent working at a beach camp on Fire Island, commuting on the ferry every other day. This year, I dropped that job like hot garbage and found myself with lots of time with which I have nothing to do. So, writing a strategy article might help keep me off the streets while possibly providing some insight to aspiring competitive Magic players.

In this article we're going to take a look at Lorwyn Block Constructed. I'm aware that the format is about to change, but I don't think that will affect the ideas I'll be presenting. This format has five decks that you'll regularly find at Pro Tour Qualifiers. If you don't know much about this format, those decks are (in no particular order):

Faeries
Kithkin
Quick 'n' Toast
Elementals
Oversoul.dec

Remember when I said "no particular order"? I lied. Those first four decks are considered the tier 1 decks of the format, and Oversoul.dec is the only resounding tier 2 deck. Oversoul.dec (which I've been calling 'Jumanji') is nothing to scoff at, and I happen to believe that Gaddok Teeg is one of the best cards in the format. However, a well-timed removal spell from Jumanji's opponent can put Jumanji in a very bad card disadvantage situation. I'm talking about:

Jumanji: "Attempt to cast Shield of the Oversoul on my Kitchen Finks."
Opponent: "Nameless Inversion. Untap, play big spell. Wow, my board is much better than yours, eh?"

You might be saying to yourself "But what about Goblins and Rogues and Soldiers and Elves?" But forgive me when I say that anything but these five decks as of right now would be considered tier three or worse.

So far this season, I've been rocking Elementals. There are way too many sneaky plays you can pull off with Incandescent Soulstoke. Smokebraider is also unfair. Here's the list I was using:

4 Smokebraider
4 Incandescent Soulstoke
4 Nameless Inversion
4 Reveillark
4 Makeshift Mannequin
4 Mulldrifter
4 Fulminator Mage
3 Cloudthresher
2 Shriekmaw
2 Primal Command
1 Horde of Notions
4 Reflecting Pool
4 Primal Beyond
2 Fire-Lit Thicket
2 Graven Cairns
2 Mystic Gate
1 Sunken Ruins
1 Wooded Bastion
4 Vivid Crag
3 Vivid Marsh
1 Vivid Grove

You may notice the absence of Flamekin Harbinger. It was a very tough call, but after some extensive testing with this deck, all he was really good for was making sure you had a Smokebraider to cast on turn 2. Don't get me wrong – that is quite powerful, but his late game power didn't compare to that of Primal Command. Primal Command gets the Elemental you need without the expense of a card AND THEN does something else!
Against Kithkin, it would usually gain 7 life. Against other Reveillarks it would shuffle up their graveyard. You name it, it was good. This version of Elementals starts Fulminator Mage because of the monstrous number of Toast decks I encountered at my first PTQ. The last version only had three lonely Mages in the sideboard. After deciding that most skilled players like the powerhouse deck that Toast is, 4x Fulminator Mage and 4x Mannequin seemed like a good battle plan.

My sideboard was as follows:

4 Thoughtseize
4 Firespout
2 Austere Command
2 Shriekmaw
1 Cloudthresher
2 Puppeteer Clique

I'll make the sideboard explanations short, because I don't want Elementals to be the focus of my article. Thoughtseize went in against decks with Cryptic Command. Firespout went in against decks with…well…creatures. Austere Command was Firespout 5 and 6. Shriekmaw was extra spot removal. Cloudthresher obviously came in versus Faeries and Puppeteer Clique comes in against other Reveillark strategies.
I had a theory on my way to the New Jersey PTQ last weekend. I rode in with Ralph Navarra and Rob Grippa. Ralph and I were piloting the exact same 75 cards (no gay jokes, please). Rob was playing a Pseudo-Mono-Black Control deck that he created himself. I'd give you the list, but I can't for three reasons:

#1) Rob would get mad if I did that, and I can't disobey his trust.
#2) Rob played 2 games with the deck before the PTQ -- it's not tested or tuned.
#3) I…don't have a list.

Anyway, like I was saying…I had a theory just before the tournament. I noticed along the way that when testing for this format we only tested against three decks: Kithkin, Faeries and Toast. We disregarded the Jumanji matchup thinking that most players piloting that would be less skilled. And enough games with any deck, and you can assume how a mirror match is going to go. My theory was that going rogue might be the best bet in a format like Lorwyn Block Constructed. There are only five competitive decks. Two of those decks are found often in Standard, so you may already know how to play against them well. In a format like Standard, where there are close to a dozen 'good' decks, or Extended where there are several thousand good decks and their variants, it's near impossible to get testing in against every matchup. When testing LBC, you can get probably ten good games under your belt in about 30-45 minutes. So to test against a gauntlet of LBC decks, you'd really only need to devote about three hours of your time. To boot, most LBC decklists are stock lists, with very few adjustments made, thanks to R&D handing us the Tribal "Mechanic".

My theory proved somewhat right, based on the final standings of my trio. Ralph and I, who are 1900+ players, with extensive testing under our belts went 5-3 and 4-4 respectively after 8 rounds of swiss. Rob, who played five games AT MOST with his deck, and has been sporting a 1700 rating for the last six years went 6-2. His round one loss made his tiebreakers really awful and only one 6-2 finisher made it into the top 8.
I'm convinced that Rob's success has less to do with playskill (no offense, buddy) and more to do with the fact that his opponents had no idea what was coming next. With a little tuning, his deck may have taken down this tournament.

Knowing your matchup is an important path to victory, and when you go rogue, that's an advantage you automatically take away from your opponent. It reminds me of my miserable showing at Regionals 2002 in Ohio. I'd been playing Blue/Green Madness, what I believe to be one of the most powerful Standard decks that didn't get cards banned from it. It was unconditionally the best deck of that format, the trick was finding ways to outclass the mirror match. I'd won every FNM at my local store with that deck week after week. Every Saturday in Jamestown there were cash tournaments. I'd bring the house down with Blue/Green Madness and take home the $25 or $30 that a college student most desperately needed for…refreshments. Then along came Regionals. Round one I am paired up against the scrub to end all scrubs. He is playing some cockamamie Blue/White/Green Astral Slide deck with cards I'd never heard of. He's cycling and drawing, cycling and drawing, casting more 5cc sorceries and enchantments than all the Circular Logics in the world could counter.

I lost.
I lost bad.

But not because he was the better player than me. Far from it. He was better prepared for this game than I could have ever been. I had one hundred or more matches against Mono Black Control, AstroGlide, the Mirror, Red/Green Aggro, White/Green Aggro, under my belt. But he built his homegrown UWg Astral Slide deck and made sure the first deck he tested against was Blue/Green Madness so he could take 32 points from his first round opponent.

My point is that if you're playing a rogue deck, you've given yourself a serious advantage. Provided you have tested against the tier 1 decks and have plans against them. Expecting the unexpected is not something Magic players who test a lot are good at. You often lose to a card you have to read, because "expecting the unexpected" meant "expecting the totally unknown".

So for your LBC endeavors this August (no local PTQs in July), I recommend you find your favorite Eventide card and build some pile around it. Put some powerhouse block cards in there like Cryptic Command or Mind Shatter to keep your opponents on their toes. Test it against the five decks that we see at PTQs. Figure out where it's weak, tune it and devote some sideboard slots to its weaknesses.

That's that. Now I want to share my thoughts on some Eventide cards, now that the full spoiler is out.

Stigma Lasher
This is the one most people are talking about. Rightly so. Truth is, you get quite a handful of big creatures for the price of two mana nowadays. I'm talking of course about Tarmogoyfs and Vanquishers. So a 2/2 for 2 doesn't seem all that spectacular. Tack on this ability and this guy becomes a giant lightning rod. Red's always lacked in decent 'bears', but this guy fits the bill. Admittedly, he's not going to get through very often, but no red deck will be without this guy as long as red is still trying to get you to zero as quickly as possible.

Hallowed Burial
Hey, why not have five Wrath effects in Standard? Not that anyone plays Austere Command in Standard, but you catch my drift. Kitchen Finks may get around the first Wrath, Firespout, Damnation, and Austere Command…but this card says "screw persist". I foresee white decks using this as Wrath 5 and 6.

Dream Fracture
I think there are very few cases where this card isn't strictly better than Cancel. A control deck usually wins the card-for-card game if they can survive an early rush. I think of this card as a version of Remand that's better in the late game. Cancel doesn't really see much play right now, so this probably won't either. I'm just trying to say that I think it's better than Cancel.

Ashling the Extinguisher
A 4/4 for four mana in black is good to begin with. Tack a Diabolic Edict onto it and I think it may be playable in constructed. Standard might have different plans for black, but the idea of having Profane Command and this guy in the same deck is making me grin.

Nettle Sentinel
Alright, so green now has two decent two-power creatures for one mana. Some ballsy players will try to exploit this guy and Tautermunge Maniac for all they're worth. About a week after Eventide is legal, those players will remember that Kitchen Finks are still in the format. Oops. In any case, this card is solid.

Unmake
Still doesn't kill Chameleon Colossus, but this card is good.

Canker Abomination
If this guy was just green, he probably wouldn't be good. But he's black. That's the color that's really good at killing creatures, right? Seems to me if you're packing an average amount of removal in your black deck, this guy is a Juzam Djinn at least. I expect to see a Doran revival with the addition of this card.

Figure of Destiny
Read it carefully. Very carefully. This card is good.

Snakeform
This card is very good. In a blue control deck it will help you survive a big attacker while not giving up any card advantage. In green, it's a very good way to slow down (if not kill) an opposing Chameleon Colossus. I anticipate this card will see play in Standard.

Scarecrone
I'm sure there will be something stupid to do with this card in Extended. It's late and I haven't thought of anything yet.

That concludes my first article. I hope you enjoyed it. Here's my advice to anyone playing in an Eventide Sealed event coming up. If you get a Call the Skybreaker, force it.

Until next time,
Mike

==TOWER OF BAUER==
Author: Michael Bauer

Ever wanted to have your own collection of signed cards, but just can't afford to travel due to time or money? Well, now you don't have to! FNC and Brother's Grim regular Michael Bauer is going to Nationals and he wants to help you!
Yes, this is Michael "The Tower of" Bauer here and I am offering to take your stuff to get signed at Nationals. For the next two weeks, I will be at FNC and Brother's Grim for the regular scheduled tourneys, plus probably a little before hand. If you want stuff signed, you just go to bring it to me. I will have order forms on hand (so nobody can tell me they gave me something they didn't) as well. Cards will be returned at the first tournament after Nationals, most likely the Saturday FNC Standard.
Special requests will be taken in (just don't go nuts) as I do you a favor in between my quest to be United States National Champion of Magic. If you have questions, catch me at FNC or Grim this weekend, shoot me an AOL IM at NewECWNightmare, or e-mail me at mikekilljoy@gmail.com.
Scheduled to appear:
Creator of Magic the Gathering: Richard Garfield
Kenji (Hey, it could happen.)
Plus the USA's top pros!!

==RULES CORNER==

Author: Brian Paskoff

Every prerelease I try to predict the most common questions I'll be asked. This time it was a toss-up between "Do I have to pay the spell's mana cost too when using retrace?" (yes you do) and "Can I retrace as an instant?" (only if the spell is an instant). Well surprisingly, I didn't hear any of those, though as the head judge I didn't get a ton of floor-time to hear many questions. I'm sure as players get to mess around with the new cards, there'll be lots of interesting questions in the next few weeks, so send them in!

Q. If I open five Unmakes in my sealed pool, can I play them all?
A. There's no limit to how many of each card you can play in a limited deck, so go nuts! If you do manage to crack more than three of a common, uncommon, or more than one of a rare, it's a good idea to inform a judge and show them what you opened so they know there's no funny business. In a big limited event though, there'll be decklists and deck swaps to avoid such a problem.

Q. If I get a foil rare in my deck, can I trade it to someone for a non-foil one and play with it?
A. You have to play with whatever cards you get. If you don't want that foil Cascade Bluffs dinged up, shuffle carefully in sleeves, or don't play with it at all. Trading cards from your limited pool is very bad. I've only seen one instance of a head judge allowing a player to swap out a card in their limited pool: At a limited PTQ in the city last year, a player asked the head judge if he could swap the foil common he opened for a non-foil one. He had another of that common in his deck, a non-foil, and didn't want to give away the information that he had two of them to his opponent by showing a foil one game and a non-foil the next. And lastly, if it's humid in the room and foils are warped enough to be considered marked cards, the head judge may issue a proxy.

Q. I have Light from Within in play and my opponent Snakeforms my Divinity of Pride. How big is it now?
A. The only thing that's changed about your Divinity is its creature type, color, abilities, and power and toughness. So it still has five hybrid white/black mana symbols in its mana cost, and gets +5/+5 from Light from Within.

Q. I start my turn by untapping eight Islands and a Wake Thrasher. During my upkeep, my opponent tries to kill my Wake Thrasher with his Mogg Fanatic, but isn't it already a 10/10 by my upkeep?
A. While things can trigger during your untap step, they don't go onto the stack the beginning of your upkeep. So while those triggers are on the stack, your merfolk is just a puny 1/1.

Q. After I concede a game and scoop up my cards, my opponent and I realize that he won by pinging my creatures with Cinder Pyromancer. Can a judge overturn the game since he won illegally?
A. Unfortunately, once a game is over, it's over, and there's no going back. Even if the misuse of the Pyromancer had been caught at the end of the game, judges shouldn't and won't rewind the game - save for rewinding any illegal plays that just happened. Of course, a judge may investigate for cheating if he or she thinks there was any intentional "misreading" of a card. Since it's both players' responsibility to maintain the gamestate, it's extremely important for both players to read every card, especially at a prerelease where you're seeing cards for the first time.

Have a rules question you want answered? Send it to IslandhomeMTG@gmail.com!

==THE ISLANDHOME BLOG==

One of the things I wanted to do was have an archive of past issues online so I could refer people back to them as well as let new readers peruse old issues to see what all the fuss is about. So I've archived all the old issues on the blogosphere at islandhomemtg.blogspot.com. Go and relive all the past moments of glory!

==GUEST ARTICLES==

If you've noticed, in the past few weeks I've been having a few more guest articles in Islandhome. With tournaments all weekend and work all week, sometimes it's hard to find time to sit down and write an entire newsletter, which is why I love it when I get article submissions! Not only does it give more introspective on the Long Island Magic community from those who are a part of it, it saves me work. ;) It's especially useful to get articles from players who are a part of the metagame, as judges are notoriously bad players.

If you've got an article you'd like to submit, send it to IslandhomeMTG@gmail.com. Try to keep it a reasonable length - there's no word limit, but look at previous Islandhome articles for guidance - and avoid bad language and personal insults. Also try to maintain good grammar and spelling; doesn't have to be perfect, but you should see how long it takes me to spellcheck the Madonia Minute every week!

I can't promise every submission will make it into the next week's Islandhome, but I'll try to get as many in as I can, especially ones that are relevant to a previous/upcoming event.

==UPCOMING EVENTS==

June 7th - August 31st: PTQ Season for PT Berlin
The next PTQ season starts this summer, and it's going to be Lorwyn Block Constructed! Lorwyn block will consist of Lorwyn, Morningtide, and Shadowmoor. Eventide won't be available during the beginning of the PTQ season, but will be legal before it ends.

July 26th (Saturday): Eventide Launch Party at FNC
Details coming soon!

July 27th (Sunday): Eventide Launch Party at Brothers Grim
Details coming soon!

PTQs in our general area this season:
  • 8/9 - Philadelphia, PA
  • 8/16 - New York, NY
  • 8/30 - Edison, NJ
  • 8/30 - Hartford, CT
  • 8/31 - Rochester, NY
==STORE LOCATIONS & CONTACT INFO==

Brothers Grim
1244 Middle Country Rd.
Selden, NY 11784
Phone: 698-2805
Website: www.brgim.com

Friendly Neighborhood Comics
3 Grant Avenue, Suite 2
Islip, NY 11751
Phone: 470-7984

==FIN==

See everyone this weekend!

Got forwarded Islandhome and want to sign up? Send an email to IslandhomeMTG@gmail.com!
-Brian Paskoff
L1 NY