Evolution - The Journey from Gloofish to MiracleGro Alan Comer
It all started less than a week before Grand Prix Las Vegas when Scott Johns
saw a listing for Gloofish on IRC in #mtgwacky. Thierry Theron (sp?) was
discussing his deck, and how well had done that weekend in qualifiers.
Scott, Zvi and I were the only members of Godzilla actually online at the time,
so we started discussing the deck.
One of the first
things out of Zvi's mouth was "Where are the Winter Orbs?" We all pretty much
agreed that Winter Orb belonged, and as I am really the champion of decks with
low land counts in the group, I could not pass up the opportunity to test out
the deck and see how it did. For those of you that haven't seen it, here is a
very close listing of the original Gloofish deck:
6 Islands
4 Tropical Islands
4 Land Grant
3 Manta Riders
4 Lord of Atlantis
2 Merfolk Traders
4 Gaea's Skyfolk
2 Quirion Dryad
3 Curiosity
4 Force of Will
4 Daze
3 Foil
1 Thwart
2 Misdirection
4 Brainstorm
2 Sleight of Hand
4 Urza's Bauble
4 Gush
As we went to test the deck, the swap of Urza's Bauble to Winter Orb made the
most sense, and since I really wanted to know how good Dryad was, I removed 2
Skyfolk as I was concerned with the ability to get green mana and didn't want
to increase the green count yet. As the Thwart
seemed uncastable too often, we exchanged that card for a 4th curiosity.
We then went to playtest the deck, and it immediately started showing signs of being very
strong. Making sure we had green mana still seemed a primary concern, so the
number of Sleight of Hands was increased to 4. While the deck was continuing
to do well, various parts of the deck were still unimpressive. Manta Rider,
while great if it had a curiosity on it, was pretty awful the rest of the
time. As those disappeared, the Skyfolk came back up to 4 in the deck to keep
the Merfolk active. Now that Manta Rider didn't need Lord of Atlantis for
Islandwalk, they seemed pretty week. Testing with Scott ended here.
The most enjoyable part of this testing was the fact that after Scott played
Donate against me 3 times, he flat out refused to waste his time because the
match-up was so hopeless for him.
Thursday night, I went up to test with Frank Gilson. He threw a bunch of
decks at it, most of them failing miserably. An interesting note is that a
lot of Southern California players ran a BUg Shadowmage Infiltrator,
Counterspells and Pernicious Deed deck in PT New Orleans. This deck never
received much press as its players were relatively unknown, and its best
finish was 9th. However, all 5 players finished in the top 64, so they are
very fond of their deck. The results of this match-up were very even - With 8
full matches played, only one time did the person who lost the flip win.
The tightness of this
match-up was incredible. Nothing I did in sideboard would budge these
results. Still, the testing proved useful, as it highlighted how bad
Misdirection was against almost all of the decks we tested. Again, I was
please with its continued performance against Donate, as Frank had lost 4
straight games before giving up. Frank asked me what would happen if I played
against Sligh, and my response was that I expect to lose, but would try to
wait until turn 3 to cast a Quirion Dryad, and maybe be able to grow it enough
in response to them trying to kill it to burn up enough spells to have a
chance.
While there were still a few problems with the deck, like the fact that the
Lord of Atlantis never seemed to attack, time had run out.
GP Las Vegas
I arrived in Las Vegas early and met up with Elf (Mike Feuell). We decided to
have a quick playtest, and he proceeded to play Donate against me. I was very
happy at first, as I detest Donate enough to really give it a good thrashing
every time I get the chance. However, Elf promptly gave me a scare by casting
his personal modification to the deck, a Nevinyrral's Disk. Now against
Donate, you always want to have out 2 Winter Orbs so that they can't simply
tap one with Ice and go off. This disk blew up 3 creatures and 2 Winter Orbs,
leaving me extremely vulnerable. However, as bad a position as this left me
in, I still pulled the game out, and my record against Donate rose to 11-0.
As often happens at events where you have something really cool, you want to
show somebody. However, you don't want to show the other competitors as this
would give away your advantage. In times like this, I find my best outlet is
talking to the judges, Tournament Organizers and Sideboard staff. Soon I had
most of them shaking their head at the possibility that I would really play a
10 land deck in the GP. (I personally consider it 14, but other people seem
to be willing to discount the Land Grants.)
The first day of the GP went very smoothly, and I managed to play 2 Donate
decks. It was in round 7 that I had my first real scare. This round, I
played against Stasis. As the environment in Las Vegas was so controlish, I
had made it my policy to simply cast the Winter Orb turn 2, if I went first.
Whilst I didn't know what he was playing, I could see his shoulder slump when
the Winter Orb hit the board, and I knew I was in good shape. The game was
going well, and I had gotten him down to about 8 when I finally found out the
hard way what was going on. The Winter Orb was boomeranged at the end of my
turn, and the Stasis lock promptly hit the table. It was time to settle into
a long game.
However, it turned out not to be as bad as I had expected. Soon
a second Quirion Dryad hit the table, and with the help of a couple Gushes and
various Counterspells, promptly grew to the point that it was big enough to
kill my opponent. Forced to sacrifice his Stasis with Claws of Gix, he
untapped and tried Morphling. It was then that we realized that every counter
on the new Quirion Dryad should also be on the old Quirion Dryad. The first
Dryad was now up to 11/11! His Morphling promptly joined the ranks of other
Morphlings that chump-blocked Quirion Dryads that weekend. In all, I got to
watch 4 Morphlings get run over by the mighty Dryad.
His Morphling promptly joined the ranks of other
Morphlings that chump-blocked Quirion Dryads that weekend...
I finished day 1 with a perfect record in both games and matches
Day 2 was a little more difficult. There are 2 matches that really stood out.
The first was against a Sligh player. I was pretty resigned to losing this
match. I started with a reasonable hand, and turn 2, I cast Lord of Atlantis
to try to pull some creature removal to protect the incoming Quirion Dryad. I
was not very happy to see it Pyroblasted. Next turn, I put out a Dryad, and
it drew the expected direct damage spell. However, all was not lost as I
played a second Dryad turn 4, and when that one grew in response to his
removal, suddenly the Jackal Pups looked pretty useless. Game 2 was a
slaughter, as I put down Chill and Winter Orb on turns 2 and 3, and he never
had a chance as he never drew his 4th land. Suddenly the match-up that I
hadn't tested seemed winnable.
The other interesting match-up was against PT Junk. He won game 1 pretty fast,
and we sideboarded and drew our hands. I looked at a very interesting 1 land
hand. I had great cards, but if my only land, a Tropical Island, got
Wastelanded, I would surely lose. The strength of the hand convinced me that
I could afford to lose a turn to try to help with the mana. Hoping to draw a
Slight of Hand or a Brainstorm next turn to get to the second land, I decided
not to drop the Tropical Island, and let it stay safe in my hand. Starting
off the game by saying go startled my opponent, who then commented: "Why do I
not think I am going to like how this game goes!"
He played a Taiga and a
Mogg Fanatic. I drew a second Tropical Island, and played the first one,
relieved that I now had a second land. After 1 took a point of damage from
the attacking Mogg Fanatic, my opponent dropped a second land and a River Boa.
On my turn, the second land and a Quirion Dryad hit the board. Once the Mogg
Fanatic and the River Boa had been declared as attackers, I decided it was
time to act. I Submerged the River Boa. This drew the response of Pyroblast
the Submerge, Fanatic the Dryad before the counter can hit. Perfect! I
submerged the River Boa again! Now the Dryad would live, as it would get a
token before the Fanatic hit it. Again came another Pyroblast. Fine, the
River Boa can stay on the table, I have something better to do now. Gush,
block River Boa (No islands in play now! :). My 4/4 Dryad kills your 2/1,
and you don't have mana to
regenerate. Very entertaining. Unfortunately, my opponent played a very good
3rd game, which saw him drop a 1st turn Treetop Village, enabling him to play
the entire game without actually dropping a forest. I died with Submerges,
and no way to use them.
For round 13, it was time to look at the standings to see if I could draw in.
In order to fail to get in with a draw, 2 matches had to go badly, and then I
had to lose 4% from my tiebreakers. Much better than my odds of winning the
match, so I offered the draw. My opponent's chances with a draw were lower
than mine, but still good enough for him to take the draw. After much thought,
he accepted my offer. It turned out that not only did the 2 matches go
against me, but every opponent I had except one lost in the last round,
causing my tiebreakers to plummet. Eventually I learned that I had finished
9th, on tiebreakers that failed me by less than .1%. While I was disappointed
with the finish, having only lost 4 games all weekend, the sheer enjoyment of
playing the deck prevented me from being too upset with this finish. In fact,
I had so much fun, that when I got home, I immediately booked a flight to GP
Houston.
GP Sendai
As time went on, I slowly came to my
senses and realized what a great addition to the deck Werebear was.
Between Las Vegas and Houston, Mike Long decided to play the deck with some
modifications at GP Sendai. Mike made 3 big changes to the deck. The first
was Werebear. Back in Las Vegas, I had been discussing playing Nimble
Mongoose in case I ran into Sligh, but this didn't end up seeming
reasonable. I had also
considered playing 1 Krosan Beast.
The one threshold card I hadn't considered
was Werebear. I made the basic mistake of thinking "I don't need 'tap to add
green mana'". I was so entrenched with the fact that Werebear tapped for green
mana, that when I saw Mike's deck list, I joked that it had a creature with
the ability: tap to take one mana burn. As time went on, I slowly came to my
senses and realized what a great addition to the deck this was.
Mike's second big change was Wild Mongrel. I have heard the comment "It gets
the job done" associated with this change. It is a shame that merely getting
the job done is considered good enough. I disagreed with this change from the
start, and still do. While there isn't a lot in it, I believe that Gaea's
Skyfolk is superior for 2 reasons. First is that the Wild Mongrel does not
grow the Dryad. Dryad is a very important part of the deck, and it has
already been weakened by the addition of the Werebear. 2nd off, Curiosity
needs a creature that will get though unblocked, and that means the Skyfolk.
Mike's 3rd change I feel was very detrimental to the deck's performance. This
change was Waterfront Bouncer. The problem with the Bouncer is that it is
really best against MiracleGro, so it should be in the sideboard. It isn't
good enough to play main. However, once Mike played it in Sendai, all
MiracleGro players everywhere were condemned to also play this, or be at a big
disadvantage in the mirror.
GP Houston
When I arrived at Houston, it was immediately obvious that MiracleGro was
everywhere. I attributed its popularity to just how much everybody hates
Donate. Donate has been with us for too long, and it was time for a change.
A few people commented that the environment was 'all my fault'. If that's true, the
fact that
this new environment means that Donate is dead makes me very proud.
One of the things that Houston made clear is just how young this deck is. It
isn't extremely playtested. Many people had different versions, from
SuperGro, which added white, to an Anti-MiracleGro version with Merfolk and
Sigil of Sleep. The deck is still more art than science, not a finished
product, and there is still plenty of room for creativity.
Some of the things
I would still like to try out are: With the addition of 4 Mana Sources
(Werebears), how many Krosan Beasts are now viable, if any. How many Winter
Orbs are good for the main? If Waterfront Bouncer goes away, which it could
with how bad it seemed at Houston, can we play Propaganda instead? I have
seen people run Quirion Druid to increase mana production and prevent the
annoying Wasteland problem that sometimes occurs. (I disagree with the basic
Forest that some people play.) Just how much of an improvement is SuperGro?
Yes, you get Swords to Plowshares and Mystic Enforcer, but you also have to
run 4 more land. I played 1 match against SuperGro while I was in Houston,
which I won, but this is such a small sample size that I don't know which one is
better yet.
The deck is still more art than science, not a finished
product, and there is still plenty of room for creativity...
One thing that Houston did help clear up for me was the land quantity issue.
At Las Vegas, I was seriously mana flooded in 4 games, but only 1 game did I
get mana screwed. I was thinking that there might be too much land in the
deck. Scott joked before the event that at some point I would come
over to him and start complainging about mana floods.
And then at the end of the day, Scott commented from watching me that I always seemed to
have too much. (Too much is pretty much 4 or more)
However, in Houston the
situation reversed itself. I was mana short 4 games, and only really flooded
once. At this point, evidence seems to point to there being the right number
of lands in the deck. On this note, I seemed to get mana screwed against
William Jensen in our feature match. This isn't true. The unfortunate
reality is that I made a play error on turn 1, using Brainstorm and Land Grant
to shuffle away an extra land, leaving me very vulnerable to Wasteland. When
"Baby Huey" produced the Wasteland, I paid dearly for my mistake.
All in all, Houston was a lot of fun. It was ironic that I randomly picked
Josh Smith vs. Alex Shwartzman as the Top 8 match to cover. As I watched this
match-up, I was overcome with deja vu. As I often looked at Alex's hand for
the beginning of the match, I would think back to those games I played against
Frank Gilson. While the decks had changed, the premise had not. Get down a
Pernicious Deed or a Powder Keg, you win - the problem is getting them on the
table in the first place, and that's where the battle lies.
Shadowmage Infiltrator helps you draw these cards, Counterspells helps
them hit the table. Winter Orb is still a very big threat to help keep them
away.
The Future:
Now that Josh Smith has shown the world how to beat MiracleGro, it is a shame
that the extended season is coming to a close. This season has been the most
enjoyable extended season I have ever played, mostly due to 2 things. The fun
I had in Las Vegas, and the utter annihilation of Donate. I personally will
miss this season, and I am very disappointed that we will not see it evolve to
its logical conclusion. Of course, as seasons get closer to perfection, they
tend to get boring, with less and less innovation happening. Maybe it is just
better to smile and watch the curtain close on this very successful run for Extended.
- Alan Comer
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