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Ultimate Standard Tournament Results, Part 1

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Here we are, revisiting the Ultimate Standard Tournament (original article is here). I've finished the North Bracket, so it's time to report the results. I'll do Round 1 in this article and the semifinals/finals in the next one.

Academy vs. Veggie Ponza

This matchup was basically a one-sided affair, as expected, so I'm just going to show Game 1, which was basically how all three games went. I lost the file that had the information for Veggie Ponza's hand and draws, but it doesn't really matter. It's not like Veggie Ponza stood a chance.

Game 1

Academy mulls Stroke of Genius, Twiddle, Rescind, Mana Vault, two Remote Isles, and Blasted Landscape into Intuition, Mox Diamond, Island, Remote Isle, Twiddle, Time Spiral.

VP: Ghitu Encampment.

AC: Draws Blasted Landscape, Island, Mox Diamond (discards Remote Isle). Pass.

VP: Ghitu Encampment, Shock (Academy goes to 18). Pass.

AC: Blasted Landscape. Pass.

VP: Mountain, Stone Rain targeting Island. Academy responds with Intuition for Mana Vault. Pass.

AC: Draws Intuition. Mana Vault, Academy. Twiddle targeting Academy, Time Spiral (u floating). Academy draws Mana Vault, two Windfalls, Brainstorm, Lotus Petal, Voltaic Key, Island. Plays Mana Vault and activates it, Voltaic Key, activates Key on Mana Vault (activates again), Lotus Petal (4u floating). Academy plays Windfall (2 floating). Academy draws Blasted Landscape, Academy, City of Brass, Stroke, Windfall, Mind over Matter, Intuition. There's a Stroke in the next twenty-three cards, so that's game.

Academy advances 3–0.

5cc vs. Sabre Bargain

Admittedly, this matchup was also very boring and one-sided. 5cc simply doesn't have enough to interact with Sabre Bargain early on in the game, which allows Bargain to resolve critical spells.

Game 1 (Bargain on the play)

Sabre Bargain keeps two Swamps, Grim Monolith, Voltaic Key, Academy Rector, Skirge Familiar, Yawgmoth's Bargain.

5cc keeps Broken Ambitions, Cryptic, two Plumeveils, Exotic Orchard, Vivid Meadow, Reflecting Pool.

SB: Swamp, Voltaic Key. Pass.

5C: Draws Cruel Ultimatum. Plays Vivid Meadow. Pass.

SB: Draws Voltaic Key. Swamp, Grim Monolith, Voltaic Key, uses mana to untap Keys so SB doesn't mana-burn.

5C: Draws Agony Warp. Reflecting Pool. Pass.

SB: Draws Skirge Familiar. Taps Voltaic Key + Grim Monolith, Bargain (Ambitions for 1 from 5cc, SB pays). Reveals Soul Feast and Reflecting Pool to clash, puts Soul Feast on top and Pool on bottom. Bargain draws nineteen cards (Soul Feast, three Dark Rituals, Skirge Familiar, two Tooth of Ramos, Voltaic Key, Academy Rector, Yawgmoth's Will, two Swamps, Plains, Remote Farm, two Peat Bogs, two Phyrexian Towers, Vampiric Tutor).

SB: Plays Swamp, Ritual, Ritual, Ritual, Skirge Familiar, and pitches everything but Vampiric Tutor, two Tooth of Ramos, Voltaic Key, Yawgmoth's Will, and Soul Feast (11 mana). SB plays Soul Feast, then Vampiric Tutor for Renounce and draws it with Bargain. SB plays both Teeth (tap for mana), and Key (3wbb floating). Use 1w for Renounce, saccing things not named Skirge Familiar and Bargain. SB then draws five cards (Swamp, Bog, Renounce, Farm, Tutor) and plays Vampiric Tutor for Soul Feast. SB draws nine more cards, makes a bunch of mana, plays two Soul Feasts from hand, then Yawgmoth's Will to recast three Dark Rituals and three Soul Feast.

Game 2 (5cc on the play)

SB mulls five lands and two Skirge Familiars.

SB mulls Skirge Familiar, Peat Bog, Swamp, Monolith, Will, Soul Feast.

SB keeps four lands, Rector.

5cc mulls Vivid Creek, two Broken Ambitions, Agony Warp, Cruel Ultimatum, Hallowed Burial, Esper Charm.

5cc keeps Marsh, Creek, Island, Esper Charm, Plumeveil, Fallout.

5C: Vivid Marsh. Pass.

SB: Draws Dark Ritual. Plays Remote Farm. Pass.

5C: Draws Esper Charm. Vivid Creek. Pass.

SB: Draws Skirge Familiar. Plays Dark Ritual, then Rector, burn for 1 (19).

5C: Draws Hallowed Burial. Plays Island. Pass.

SB: Draws Bargain. Plays Swamp, attacks for 1. Pass. 5cc plays Esper Charm EOT. SB discards Swamp, Bargain.

5C: Draws Plumeveil. Pass.

SB: Draws Renounce. 5cc plays Esper Charm during draw step, SB responds with Renounce (sacrificing Rector and tapped Swamp). Rector gets Bargain. SB then draws nineteen cards (three Grim Monoliths, two Voltaic Keys, two Skirge Familiars, Dark Ritual, Bargain, Tooth of Ramos, four Plains, Swamp, three Phyrexian Towers, Remote Farm, Soul Feast). SB plays Dark Ritual into Monoliths, Tooth, and Keys (4wb floating). SB plays Skirge Familiar (pitches seven lands + Familiar and Bargain, keeps Plains, Swamp). SB draws four more cards (Soul Feast, Skirge Familiar, Peat Bog, Vamp Tutor). 5cc scoops to Vamp for Will + Soul Feast in hand.

SB boards: -1 Skirge Familiar, -1 Renounce, -1 Rector, -1 Voltaic Key, -1 Tooth, +4 Duress, +1 Disenchant.

5cc boards: - 3 Plumeveil, -3 Cruel Ultimatum, -1 Doom Blade, -2 Agony Warp, -1 Hallowed Burial.

Game 3 (5cc on the play)

SB mulls Rector, Familiar, Tutor, Will, Feast, Tooth, Plains.

SB keeps Plains, Swamp, Phyrexian Tower, Bargain, Duress, Monolith.

5cc mulls two-lander with expensive spells into one-land six, which is also mulled.

5cc keeps Stag, Crag, Meadow, Pool, Orchard, essentially conceding.

5C: Vivid Crag. Pass.

SB: Draws Remote Farm and plays it. Pass.

5C: Draws Runed Halo. 5cc debates for a while, then plays Vivid Meadow. Pass.

SB: Draws Peat Bog. SB then plays Swamp, Monolith, and Duress (taking Halo, leaving Great Sable Stag, Reflecting Pool, and Exotic Orchard). Pass.

5C: Draws Hallowed Burial. Plays Reflecting Pool, Stag. Pass.

SB: Draws Voltaic Key. Plays Peat Bog and Voltaic Key (off Swamp). Pass.

5C: Draws Mulldrifter. Plays Exotic Orchard, attacks for 3 (SB goes to 17).

SB: Draws Bargain. SB plays Bargain off Key + Monolith and Peat Bog (1 floating). SB draws nine cards (Plains, Peat Bog, Tower, Remote Farm, Will, Renounce, Soul Feast, Familiar, Tooth of Ramos). 5cc scoops to Tooth + Renounce + the ability to cast both.

Sabre Bargain advances 3–0.

Goblin Bidding vs. Doran

I expected this matchup to be tight initially, and my expectations proved to be true. The fact that Doran's creatures are just so much larger than Bidding's proved to be an advantage, but in the end, the little red men prevailed. The combination of Skullclamp, Bidding, and Goblin Sharpshooter (which is insane against creature decks) ultimately prevailed. Bidding just has too many ways of generating card advantage for Doran to handle.

Game 1 (GB on the play)

GB keeps Mountain, two Bloodstained Mires, City of Brass, Gempalm Incinerator, Goblin Sledder, Sparksmith.

Doran keeps Horizon Canopy, Gilt-Leaf Palace, Garruk Wildspeaker, Shriekmaw, Tarmogoyf, Doran, the Siege Tower, Ohran Viper.

GB: Mountain, Goblin Sledder. Pass.

DO: Draws Treetop Village and plays Gilt-Leaf Palace. Pass.

GB: Draws Goblin Sharpshooter. Attacks (Doran goes to 19), then plays Mire into Swamp, followed by Sparksmith. Pass.

DO: Draws Llanowar Wastes and plays it. Evokes Shriekmaw at Sparksmith. Pass.

GB: Draws Mountain, attacks (Doran goes to 18). Plays Mountain and Sharpshooter. Pass.

DO: Draws Thoughtseize and plays Treetop Village and Thoughtseize (taking Incinerate). Note: I wonder why Doran didn't play Canopy and Goyf here, but I suppose GB isn't exerting much pressure.

GB: Draws Siege-Gang Commander. Attacks (15), Bloodstained Mires into Swamp.

DO: Draws Thoughtseize and plays Horizon Canopy and Doran.

GB: Draws Prospector. Plays City of Brass and SGC.

DO: Draws Llanowar Elves and plays Village, Garruk (untapping two lands), and Goyf.

GB: Draws Bidding. Prospector. Taps Sharpshooter at Doran. Throws token at Doran. Taps Sharpshooter at Goyf; sacs token to SGC at Doran. Taps Sharpshooter at Goyf. Sacs token to Prospector. Taps Sharpshooter at Goyf, sacs Prospector to Prospector. Taps Sharpshooter at Garruk, throws Sharpshooter at Goyf, attacks Garruk to death. Pass.

DO: Draws [unknown card]. Plays Ohran Viper, Llanowar Elves, and Thoughtseize (takes Bidding). Pass.

GB: Draws Skullclamp. Skullclamp equips Sledder (draws Sledder, SGC). Puts Skullclamp on SGC. Pass.

DO: Draws Caves of Koilos and plays it. Animates both Villages, attacks with everything. SGC blocks Viper, damage on the stack, throws SGC at Elves. Draws Prospector and Mountain off Skullclamp. GB takes 7, going to 8. Pass.

GB: Draws City of Brass. Mountain, Goblin Sledder, Siege-Gang Commander (7 from City damage).

DO: Draws Garruk and scoops.

Game 2 (Doran on the play)

GB keeps three Mountains, Mire, Prospector, Warchief.

Doran keeps Brushland, Pendelhaven, TTV, Hyppie, Shriekmaw, Goyf, Viper.

DO: TTV. Pass.

GB: Draws Skullclamp. Mountain, Skullclamp. Pass.

DO: Draws Llanowar Wastes and plays it. Pass.

GB: Draws Goblin Sledder. Mountain, Prospector, Clamps it (draws Mountain, Swamp). Pass.

DO: Draws Thoughtseize. Plays Pendelhaven, Thoughtseize (takes Sharpshooter), Goyf. Pass.

GB: Draws Incinerate. Mountain, Sledder, Clamps it (draws Mountain, Mire). Pass.

DO: Draws Tarmogoyf. Plays Brushland, attacks (GB goes to 18), Viper. Pass.

GB: Draws Piledriver. Mountain, Warchief, Piledriver. Pass.

DO: Draws Ohran Viper, Shriekmaw at Warchief, attacks (GB goes to 15). Draws Gilt-Leaf Palace, plays Palace, Goyf. Pass.

GB: Draws City of Brass. Swamp, equips Piledriver. Pass.

DO: Draws Shriekmaw and evokes it at Piledriver (GB draws SGC and Mountain). Animates Village (GB goes to 7). DO draws Urborg, Tomb of Yawgmoth off Viper). DO plays Urborg, Tomb of Yawgmoth. Pass.

GB: GB draws Piledriver. Mountain, SGC, Clamps SGC. Pass.

DO: Draws Garruk and plays it (untaps Palace, Village). DO animates Village and attacks. GB blocks Village with SGC and Viper and Goyf with tokens (GB goes to 3). GB draws SGC, Piledriver. Pass.

GB: Draws Sparksmith. Mountain, SGC. Pass.

DO: Draws Gemstone Mine and plays it. When DO attacks, GB cycles Incinerate at Goyf, drawing SGC. Viper is blocked by SGC and a token, and Goyf is chumped by a token. DO plays Hypnotic Specter, Viper.

GB: Draws Prospector. Plays SGC and Prospector, attacks with three tokens at Garruk. Damage goes on the stack, sacs two tokens for Red, throw the third at Specter. Clamps SGC. Cracks Mire for Swamp (2). Pass.

DO: Draws Palace and plays it. DO then makes a Beast and attacks. GB blocks Viper with SGC, Goyf with token, stack damage, and throws SGC at Garruk. GB draws Sparksmith and SGC. Top card is not Profane Command, so Doran scoops when GB reveals its hand.

Notes: Skullclamp is fair.

GB boards: -1 Incinerate, +1 Bidding.

DO boards: -1 Liliana Vess, -2 Tarmogoyf, -1 Garruk Wildspeaker, +1 Shriekmaw, +2 Loxodon Warhammer, +1 Oblivion Ring.

Game 3 (Doran on the play)

GB keeps Mire, Mountain, City, Sledder, Piledriver, two Biddings.

DO mulls five lands, Birds into Forest, TTV, Birds, Goyf, Doran, Loxodon Warhammer.

DO: Forest, Birds. Pass.

GB: Draws Skullclamp. Mountain, Skullclamp. Pass.

DO: Draws TTV and plays it and Goyf. Pass.

GB: Draws City of Brass. Mire into Swamp, Clamps Sledder (draws Bidding and Sharpshooter). Pass.

DO: Draws Gemstone Mine and plays it. Then plays Doran and attacks (GB goes to 16). Pass.

GB: Draws Mountain and plays it and Sharpshooter. Pass.

DO: Draws Urborg. Attacks (GB goes to 7). TTV, Warhammer. Pass.

GB: Draws Bloodstained Mire. Piledriver, Clamps Piledriver, kills Birds. Pass.

DO: Draws Doran. DO plays Urborg and equips Warhammer to Doran. Attacks (GB blocks Goyf with Piledriver and deals DO 1). GB draws Swamp, Piledriver. Pass.

GB: Draws SGC and scoops.

Game 4 (GB on the play)

GB mulls City, two Sharpshooters, Prospector, Sledder, Warchief, SGC.

GB keeps Mountain, Mire, Sledder, two Sharpshooters, SGC.

DO keeps Pendelhaven, Wastes, Mine, Birds, Doran, Inversion, Hyppie.

GB: Mountain, Sledder. Pass.

DO: Draws Urborg. Pendelhaven, Birds. Pass.

GB: Draws City. Mire, attacks (DO goes to 19). Pass.

DO: Draws Profane Command. Llanowar Wastes, Hypnotic Specter. Pass.

GB: Draws Mountain. Mountain, crack Mire for Swamp, Sharpshooter. Pass.

DO: Draws Caves and plays it. Nameless Inversion on Sharpshooter, Hyppie attacks and gets SGC (GB goes to 16). Pass.

GB: Draws Mountain. City, Sharpshooter, attacks (DO goes to 16). Pass.

DO: Draws Ohran Viper and plays Profane Command for 2, killing Sharpshooter and draining for 2. Hyppie attacks and gets Mountain (GB goes to 12). Plays Gemstone Mine. Pass.

GB: Draws Skirk Prospector. Prospector, attacks (GB goes to 13). Pass.

DO: Draws [unknown card] and plays Doran, attacks for 3 (GB goes to 9). Pass.

GB: Draws Sledder and plays it. Pass.

DO: Draws Forest and plays it. DO attacks (GB goes to 6 and loses a Sledder) and then plays Viper. Pass.

GB: Draws Sharpshooter and plays it. Pass.

DO: Draws Llanowar Elves and plays it, then attacks with team. GB scoops.

Game 5 (GB on the play)

GB keeps Mountain, two Swamps, Sledder, Incinerate, Piledriver, Sparksmith.

DO keeps Caves, Palace, Ending, Elves, Thoughtseize, Doran, Goyf.

GB: Mountain, Sledder. Pass.

DO: Draws Birds of Paradise and plays Palace, Llanowar Elves. Pass.

GB: Draws Warchief. Swamp, cycle Incinerate at Elves (draws Piledriver). Pass.

DO: Draws Oblivion Ring. Caves, Birds, Thoughtseize (takes Sparksmith). Pass.

GB: Draws Mountain. Mountain, Warchief, attacks (DO goes to 13). Pass.

DO: Draws Urborg and plays it. DO then plays Eyeblight's Ending on Warchief. Pass.

GB: Draws Sledder. Swamp, Double Piledriver, attacks (DO goes to 12). Pass.

DO: Draws [unknown card] and plays O-Ring, Llanowar Elves. Pass.

GB: Draws Mountain. Mountain, Sledder. Attacks with team (DO goes to 8). Pass.

DO: Draws Horizon Canopy and plays it, Doran, and Goyf. Pass.

GB: Draws Bidding. Bidding, activates Sparksmith on Doran (GB goes to 14). Attacks with team.

GB advances 3–2.

Finally, we reach . . .

Necro vs. Heartbeat

I wasn't sure how this matchup would go, but it turned out to be somewhat interesting. Necro could present some disruption and a clock, but that clock ended up being too slow, allowing Heartbeat to pull out a number of games where it was under direct threat of losing. Carven Caryatid out of the sideboard made a big difference, presenting a huge obstacle to Necro's limited threat suite. Firestorm turned out to be awful, because modern Oracle text forces it to have X separate targets (if I recall correctly, you used to be able to target the same thing multiple times). Anyway, on to the match.

Game 1 (Heartbeat on the Play)

Necro keeps Bad River, Swamp, Gemstone, Consult, Incinerate, Hymn, Order.

Heartbeat keeps Island, Swamp, Remand, Weird Harvest, Heartbeat of Spring, Kodama's Reach, Savage Twister.

HE: Island. Pass.

NE: Draws Firestorm and plays Bad River. Pass.

HE: Draws Early Harvest and plays Swamp. Pass.

NE: Draws Scrubland. Pops Bad River for Badlands, Swamp, Order of the Ebon Hand (HE plays Remand, drawing Kodama's Reach). Pass.

HE: Draws Remand. Pass.

NE: Draws Gemstone Mine. Plays Scrubland, Order of the Ebon Hand (HE plays Remand and draws Mountain, NE leaves Badlands untapped). Pass.

HE: Draws Sensei's Divining Top and plays it. Necro plays Demonic Consultation for Necro EOT. Consult removes (one Necro, one Bad River, three Badlands, two Consults, one Disenchant, one Drain Life, one Firestorm, one Gemstone Mine, one Hymn, one Incinerate, three Knight of Stromgald, two Lake of the Dead, two Bolt, two Order, three Scrubland, three Swamp. Pass.

NE: Draws Swamp. Swamp, Hymn (gets Heartbeat and Weird Harvest), Order. HE Tops EOT, putting back Top, Reach, Island). Pass.

HE: Draws Island and plays it. Pass.

NE: Draws Bolt. Attacks, plays Necro (leaving Badlands and Mine up). Necro for 6 draws Hymn, two Necros, Drain, Swamp, Lake. Necro pitches Mine, Necro, Necro). HE tops EOT, putting back Top, Reach, Harvest). Pass.

HE: Draws Harvest and Tops main-phase, putting back Top, Reach, Invoke. NE plays Incinerate EOT. Pass.

NE: Hymn takes Kodama's Reach and Early Harvest. Lake saccing tapped Swamp. Sac Swamp for bbbb, pump Order three times and attacks. HE scoops to Bolt and Drain in hand.

Game 2 (Necro on the play)

NE keeps Mine, Swamp, two Badlands, two Knights, Hymn.

HE keeps Island, two Forests, two Heartbeats, Muddle, Drift.

NE: Swamp. Pass.

HE: Draws Kodama's Reach and plays Forest. Pass.

NE: Draws Mine. Badlands, Knight. Pass.

HE: Draws Island and plays it, then Sakura-Tribe Elder. Pass.

NE: Draws Firestorm. Badlands, attacks, Knight (STE blocks and Knight gains FS. STE gets a land). Pass.

HE: Draws Invoke and plays Forest and Kodama's Reach (Mountain to play, Island to hand). Pass.

NE: Draws Badlands. Badlands, attacks with Knights, pump once. Hymn gets two Islands. Pass.

HE: Draws Drift of Phantasms and plays Heartbeat of Spring. Pass.

NE: Draws Swamp and plays it. NE then pumps Knights and attacks (HE goes to 4). Pass.

HE: Transmutes Drift for Harvest, plays Harvest (gg floating). Plays two Heartbeats (r floating). Transmutes Drift for Harvest, plays Harvest (uug floating). Transmutes Muddle for Weird Harvest, Harvest for 3 (ggggggruuuu floating). Transmutes Drift for Harvest, plays double STE (gguu floating). Cracks both STEs (two Islands). Plays Harvest (u floating). Invoke for 21. Pass.

NE boards: -2 Firestorm, -1 Shade, -1 Drain, +3 Terror, +1 Disenchant.

HE boards: -4 Remand, +1 Naturalize, +3 Carven Caryatid.

Game 3 (NE on the play)

NE mulls five lands, Hymn, Bolt. NE keeps Scrubland,two Swamps, Knight, Hymn, Drain.

HE keeps Early Harvest, Carven Caryatid, Heartbeat, Recollect, two Islands, Forest.

NE: Scrubland. Pass.

HE: Draws Carven Caryatid and plays Forest. Pass.

NE: Draws Bolt. Swamp, Knight. Pass.

HE: Draws Forest and plays Island. Pass.

NE: Draws Badlands and plays it; attacks for 3. Pass.

HE: Draws Naturalize and plays Forest, Caryatid (drawing Muddle the Mixture). Pass.

NE: Draws Swamp and plays it. Attacks, Caryatid blocks; Knight gains FS and Caryatid gets Bolted. Hymn takes Island, Caryatid. Pass.

HE: Draws Island and plays it, then Recollect to get Caryatid. Pass.

NE: Draws Swamp and plays it. Attacks and pump twice (HE goes to 13). Pass.

HE: Draws Island and plays it, followed by Caryatid (drawing Kodama's Reach). Pass.

NE: Draws Lightning Bolt. Hymn takes Naturalize, Kodama's Reach. Pass.

HE: Draws Sensei's Divining Top and Transmutes Muddle for Weird Harvest, then plays Top. Pass.

NE: Draws Consult. Plays Consult for Hymn. Consult removes Bolt, Swamp, Lake, Bad River, Disenchant, Terror, Consult, Necro. Plays Hymn, which takes Weird + Early Harvest. HE Tops, seeing Forest, Reach, and Muddle, putting Reach on top. Pass.

HE: Draws Kodama's Reach and plays it, fetching Mountain and Forest, then plays Forest. Pass.

NE: Draws Drain. Attacks with Knight, HE blocks (FS + Bolt). HE Tops EOT, putting back Top, Drift, and Early Harvest. Pass.

HE: Draws Early Harvest. Pass.

NE: Draws Consult. Attacks, Consult for Necro. Consult removes Terror, three Orders, Drain, Knight, Swamp, two Scrublands, Incinerate, Lake. Plays Necro and activates for 3. Draws Consult, two Disenchants. EOT HE Tops, putting back Top, Drift, Harvest. Pass.

HE: Draws Harvest and passes; NE Consults for Lake EOT. Consult removes Incinerate, Bolt, Knight, Order, two Necros, Hymn, three Badlands, two Mines, two Swamps, Scrubland. Pass.

NE: Float and plays Lake. Use Lake, sac Swamp. Drains for 6 (Scrubland untapped) and swings for 2. HE Tops, putting back Top, Drift, Island. Pass.

HE: Draws Island and pops Top, drawing Drift. HE then plays Island and Heartbeat. HE floats gggguuuurr. Plays Early Harvest, NE Disenchants in response. HE plays Harvest in response (uuuu floating). NE scoops to Drift in hand.

Game 4 (Necro on the play)

NE keeps Consult, two Swamps, Badlands, Hymn, Lake.

HE keeps two Islands, Forest, Muddle, Drift, Caryatid, Kodama's Reach.

NE: Swamp. Pass.

HE: Draws Savage Twister. Forest. Pass.

NE: Draws Knight. Badlands, Knight. Pass.

HE: Draws Island and plays it. Pass.

NE: Draws Swamp and plays it. Plays Necro, then activates for 4, drawing Incinerate, Order, Knight, Mine. Discards Mine. Pass.

HE: Draws Drift of Phantasms and plays Kodama's Reach for Forest and Mountain (Forest to hand). Pass.

NE: Hymn takes Caryatid and Muddle. Lake, saccing Swamp, sacs second Swamp, double Knight, attacks for 2, Necro for 4, draws two Necros, Hymn, Swamp. Pass.

HE: Draws Carven Caryatid, and plays Forest and Twister for 1. Pass.

NE: Swamp, Hymn takes Caryatid and Drift. Activates Lake for bbbb, Consult for Hymn (removing Order, Consult, Knight, two Lakes, Scrubland), plays Hymn, take Drift and Island, burn for 1, Necro for 6, draws Necro, two Scrublands, Bad River, Knight, Disenchant. Pitches two Necros and Bad River. Pass.

HE: Draws STE and plays it. Pass.

NE: Scrubland, Knight. Pass.

HE: Draws Maga, Traitor to Mortals. Pass.

NE: Scrubland. Attacks, FS on block; HE STEs for Swamp. Necro for 4 and pitches Gemstone Mine. Pass.

HE: Draws Forest and plays it. EOT NE Disenchants Necro. Pass.

NE: Draws Badlands. Attacks for 3 (HE goes to 11). Pass.

HE: Rips Invoke FTW.

Heartbeat advances 3–1.

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