Meeting number 1002
After a weekend of prerelease fun, the guys are ready to get serious and draft Amonkhet for the first time. Actually, a couple of the guys have already drafted the set online. It’s a special kind of miracle that our friends at Wizards of the Coast made Amonkhet available online a few days ago, basically at the same time as the paper prerelease. That’s a good move, I think. Attendance was good tonight, as it typically is the Tuesday after a prerelease. Last week, they guys ask me, “Will we have the new set to draft next week?” As always, I respond, “We will if you hold on to the booster packs you win instead of cracking them.” It’s the same thing, set after set. Sure enough, we have thirteen players tonight and plenty of booster packs.
The guys know what’s up. We would keep everyone in a single Swiss booster draft with a number from seven all the way up to eleven. Once we have twelve players, we split up into two team drafts. Tonight we have thirteen so that means a six-man team draft downstairs and a seven-man Swiss draft upstairs. I ask for volunteers for the downstairs team draft. Three guys resign themselves to this fate and head down to the dining room table where I have newly replenished the land station. I need three more to go downstairs, so it’s necessary to get out the randomizing elements. These days, the main randomizing tool is a Firefly-themed deck of playing cards. I pull out the ace through seven of spades, these will randomly assign seats to the seven upstairs drafters. To these cards I add the ace through three of diamonds. These cards will randomly assign three of the guys still upstairs to the team draft downstairs. Everyone upstairs would prefer to stay upstairs. As I shuffle these ten cards together I tell everyone that the three players randomly selected for the downstairs draft are to go quietly or else receive some United Airlines-style customer service. I get someone to cut the cards for me and then I flip over the cards, one by one, assigning each card, in turn, to a player based on the order they were entered into the meeting log for the night. Lawson’s is the first card turned over, the three of spades. Lawson stays upstairs and sits in seat number three. Scot Martin is next and the next card flipped over is the two of spades. Scot stays upstairs in seat number two. Michael Ewing’s card is flipped next and, bummer, it’s the ace of diamonds. Mike has to go downstairs. It plays out like that until everyone’s fate is determined. Tuan Doan was the last to arrive this evening and is relegated to the downstairs draft. Now we can actually get started.
The Winning Decks from the First Swiss Draft
The seven players upstairs, having been randomly seated, drafted and then built their decks. Then I make out the pairings for round one determining for no special reason that player number three will have a bye in round one while player one will play player seven in round one while two plays six and four plays five. Yes, but what players will be assigned to those player numbers? You guessed it. The playing cards come back out. After a quick shuffle of the ace through seven of spades, Matt Tuck is tasked with cutting the deck while I warn him that this affects his ability to get a round one bye. Now I flip up the cards in order of the seating for the draft. Matt Tuck does not get the bye. It is Maitland Griffith that draws the three of spades and therefore receives the round one bye. It’s almost hard to believe that this manual system is actually more reliable than Wizards Event Reporter. One day technology will catch up to me.
We played three rounds of Swiss and then cut to a final four, using proper tiebreakers and everything. These four players play their semifinal matches and then the two finalists split up the rares, mythics and foils from the draft. Sure enough, someone opened an ultra-rare alternate art Amonkhet Invocation. Here’s Matt Tuck holding the Kefnet the Mindful that he opened and drafted.
Yes, these special ultra-rares go right into the prize pool with all the other rares, mythics and foils. There were also two copies of Nissa, Steward of Elements opened in our seven-man draft, but I’m getting ahead of myself.
Here are the two winning decks from our first Amonkhet Swiss draft.
Brian Heine Green/Blue
Brian reports that his common MVP was Seeker of Insight. It’s hard to believe the hoops this set is making us jump through in order to get a Looter ability like that of Seeker of Insight. This comes up again in the second Swiss draft with Battlefield Scavenger in red.
Brian started his draft by choosing Angler Drake over the rare split card Insult // Injury. By the end of pack one he was fairly split between blue, white and green. When he opened Nissa in pack two, she straightened out the rest of the draft for him. Let’s think about the real MVP of Brian’s deck for a minute. Nissa, Steward of Elements is the first planeswalker with X in its casting cost and with X as the value for its starting loyalty counters. This is a pretty interesting concept. The result is a card that is great on turn three with X=1 as well as a card that gives you a nice bonus when you draw it later in the game with more mana available. If you play it on the cheap, there’s little doubt that the first thing you will do with her is use her first ability to add some counters to her loyalty and improve your next draw. If you paid four or more for X when you cast this card, the first thing you might do is use the second ability to possibly put a creature onto the battlefield from the top of your deck for free. I understand that many people are underwhelmed, to say the least, with Nissa’s third ability, her “ultimate” ability to untap up to two target lands and turn them into 5/5 Elemental creatures with flying and haste until end of turn. As a limited player, I love this third ability. It means that Nissa can be a win condition the turn you play her if you can afford to spend 6GU. Maybe we’ll learn later that she’s good for constructed. I already know she’s excellent for limited.
Scot Martin Blue/White
Scot started his draft by taking Curator of Mysteries. He took Unwavering Initiate with his second pick and was more or less set on blue/white even though his third pick was a red Minotaur card and his fourth pick was a black removal spell. After that, Scot says the blue and white cards were clearly what were coming to him so he stuck with them. He picked up his first copy of Drake Haven early in pack two and began upgrading the value of cycling cards in blue and white. When he found a second Drake Haven early in pack three, he grabbed every cycling card he could get the rest of the way. While having two copies of Drake Haven in play doesn’t do anything extra for you, having two in the deck made it possible to play Drake Haven on turn three half the time or more. Scot chose Aven Initiate as the common MVP of his deck because of the flying and because of the synergy with Drake Haven.
Draft Number One Matchup
Scot’s plan is direct enough. Use Drake Haven to get card advantage and air superiority by cycling cards and making 2/2 Drake tokens. For Brian’s deck, the plan is to follow up a strong early game collection of small ground creatures with air support and gigantic ground creatures in the mid to later parts of the game. Uncommon Exemplar of Strength proves to be very strong all by itself, an excellent play on turn two. Exemplar quickly sheds those -1/-1 counters that it enters the battlefield with. Of course, you can also play Exemplar on turn two and sacrifice a turn one creature by handing off those three -1/-1 counters. In Brian’s deck, Exemplar of Strength likely keeps the counters and works them off by attacking. Brian has other cards in his library that work well with Exemplar like Shed Weakness and Quarry Hauler.
Greater Sandwurm is getting a lot of respect from the players in the room, a 7/7 that you can cycle for two mana when you need to. Cycling on Sandwurm allows Brian’s deck to keep a hand with Greater Sandwurm, Exemplar of Strength and five lands. As fast as games can go in this format, there are plenty of games where you will be able to cast Greater Sandwurm. Brian has two Greater Sandwurms in his deck and is never in danger of them being dead cards.
Brian’s two big bombs are Nissa, Steward of Elements and Oracle’s Vault. Both cards deliver card advantage without too much risk. It’s unusual for two bombs to work together so well. It’s easy to add two counters to Nissa to scry for two and then activate Oracle’s Vault once you know what card is on top of your library. Not too shabby.
Scot’s deck is long on cycling cards, he has eleven of them, but short on removal effects. His most dependable removal card is Fan Bearer. This isn’t a high pick but a pretty good card for white decks tending towards the slower pace of a control deck. This card would be a much higher pick if it didn’t cost two mana to activate and tap an opposing creature. A similar card in Scot’s deck is Edifice of Authority. This artifact costs three to play but only one to activate. The first two times you activate Edifice you make a target creature unable to attack this turn while adding a brick counter (I wish these counters were called ANYTHING other than brick counters) to Edifice. After you have two brick counters, you can activate the second ability, also for just one mana, making a target creature unable to attack, block, or use an activated ability until end of turn. The jury is still out on this card. I don’t think it’s too bad but it’s a big deal that it doesn’t tap the targeted creature. Scot also has one copy of Impeccable Timing, reprinted from Kaladesh. I don’t love it when WOTC reprints cards that were first printed as recently as the previous year. The result is to keep the number of white removal spells in Standard a little bit lower than it might have otherwise been. These are the only three cards in Scot’s deck that directly deal with an opponent’s creature. He does have a fairly sneaky combat trick in Djeru’s Resolve (he has three copies of this in his deck because the card cycles for two mana). Djeru’s Resolve costs just one white and lets you untap a target creature and prevent all damage that would be dealt to it this turn.
This matchup favors Brian’s deck. Brian’s deck simply deals more damage earlier. Every card in this deck does work but it’s the late game where the deck really shines. It’s not always all about Nissa or Oracle’s Vault, it’s just as often hard-to-deal-with creatures like Scaled Behemoth or Greater Sandwurm. Scot’s deck tries to survive on the ground and win in the air. It’s all about understanding when to cycle a card, with or without the reward granted by Drake Haven, and when to simply play the cycling card as a creature.
The Winning Decks from the Second Swiss Draft
With thirteen souls playing Magic together tonight, it wasn’t too surprising that there was interest in a third draft after the team draft downstairs and the seven-man Swiss draft upstairs were finished. For the third draft, we again had seven players and again played three rounds of Swiss before cutting to a top four. Here are the two winning decks from the semifinals round.
Lawson Zandi Black/White
Lawson found the black/white Zombie synergy interesting at the prereleases but didn’t have the cards. In this draft, he dived straight into black and white and never looked back. For his personal common MVP Lawson chose In Oketra’s Name, a card he played three copies of. The key, of course, is getting two copies of Lord of the Accursed. It’s impressive that WOTC gave us a tribal lord for Zombies at uncommon instead of rare. Lord of the Accursed is even more amazing because it can grant your Zombies a measure of evasion by giving them all menace until end of turn. A slightly less cool move by our Wizard overlords was the decision to promote Gravedigger from common to uncommon. Nevertheless, Lawson manages to collect two of them. First appearing in 1997 in Portal, and later that year in Tempest, this is the nineteenth appearance of Gravedigger. It has been a common in all of its previous printings other than Portal, Starter and Magic 2015. But I digress.
Lawson has twelve Zombies among his deck’s seventeen creatures. Of the five non-Zombies in the deck, Winged Shepherd defends its appearance in the deck (there are two copies of this card in the deck) because it can be a late game win condition and because it can be cycled earlier in games. The deck’s other three non-Zombie creatures are all curve-friendly and all have embalm so that they can put a Zombie token onto the battlefield after they end up in the graveyard.
The most interesting cards in Lawson’s deck, arguably, are two copies of Unburden. One player on our team, Jon Toone, will regularly play one copy of Mind Rot in his black booster draft decks. In most draft formats, Jon Toone believes, you can afford to include a card like Mind Rot that can blow out your opponent when your opponent is down to one or two cards in hand late in the game. Jon believes that you can often catch your opponent with one or even two game-breaking effects, or possibly a giant monster they can’t yet afford to play, in their hand. I don’t mean that Lawson playing Unburden, a similar card to Mind Rot, is interesting because of the idea of making a draft opponent discard important cards in the late part of a game. Lawson Zandi isn’t like Jon Toone, Lawson’s booster draft approach is typically more aggressive. Lawson wouldn’t usually even consider making room in his deck for an effect like Mind Rot. Yet here, in his second-ever Amonkhet draft, Lawson is playing two copies of Unburden. The answer, says Lawson, is the subtle power of cycling. To Lawson, Unburden’s main job is to be cycled to help him move closer to another Zombie, another Zombie lord. In Lawson’s deck, Unburden’s secondary job is to make his opponent’s discard their hand when the stars so align such that Lawson is sitting on the right mana with his opponent holding just one or two cards. This is the amazing power of cycling. Cycling is so good that it can cause aggro players to run a card that he would normally consider way too slow and way too defensive.
Jeff Zandi Red/White
Here is the order in which I drafted the cards for my deck:
Booster Pack One
Magma Spray – I don’t think there is enough removal in the set so I picked this first
Battlefield Scavenger – this card gives players a hoop to jump through before looting
Impeccable Timing – because removal is at a premium, this is better now than in Kaladesh
Rhet-Crop Spearmaster – this card’s exert makes it better, its one toughness makes it worse
Binding Mummy – not just for Zombie decks, a solid two-drop, its ability happens sometimes
Impeccable Timing – drafted a second copy, ended up not playing either copy
Honed Khopesh – I thought I would want this simple equipment card in the deck
Cartouche of Zeal – every Cartouche pick is really a silent prayer for a Trial card, red or white
Bloodlust Inciter – this was my big bet, that it was valuable to give each new creature haste
In Oketra’s Name – great for Zombie decks, decent for all aggressive decks
Sacred Cat – almost good enough without embalm, a very good investment for one white
By Force – it’s funny to see a card like this after playing so many artifacts in Kaladesh block
Booster Pack Two
Bloodrage Brawler – this is the main offender of the deck, turn one Inciter, turn two Brawler
Nef-Crop Entangler – solid creature with exert, a 3/3 when you need it to be, a 2/1 otherwise
Honored Crop-Captain – not as broken as it might seem, still valuable as a 3/2 for two mana
Devoted Crop-Mate – perfect for a deck full of two-drops
Minotaur Sureshot – very efficient creature has reach and pumps up
Djeru’s Resolve – very solid combat trick with cycling
Cradle of the Accursed – might want another Zombie to trigger the Binding Mummy cards
Cartouche of Zeal
Cartouche of Zeal
Cartouche of Solidarity – turned out to be the only Cartouche I played
Booster Pack Three
Tab-Crop Elite – literally the last creature I played in many games
Pursue Glory – pump your team or cycle away for another card, very good
Gust Walker – my favorite common two-drop
Bloodlust Inciter – I think two is the right number of copies for this card
Tormenting Voice – turned out to be more important for this deck than another Cartouche
Nimble-Blade Khenra – not nimble, just another 1/3 for two mana, not very aggro
Blazing Volley – good sideboard card against another deck like mine
Rhona’s Monument – sideboarded this in against slower decks, didn’t like it
Shadow of the Grave
After talking up Bloodlust Inciter in my prerelease set review, I wanted to put my money where my mouth was. This card turned out to be the common MVP of my deck. The biggest question I had when looking at my first pack was whether Maitland Griffith and Michael Ewing, the two players on my right, would let me have red cards. I decided that they might so I grabbed a first pick Magma Spray picking it over an unmemorable rare. When I didn’t get very many red cards in the rest of pack one I thought I might have made a mistake but pack two made me feel better about it. Then pack three fixed everything with the first nine picks from pack three going straight into the deck.
The key to the deck is the two-casting-cost slot. I have nine two-drop creatures and one spell, Tormenting Voice. Originally I imagined playing one of the red Cartouches over Tormenting Voice but the more I thought about it, the more I realized Tormenting Voice was a great tool for helping my deck keep from running dry on spells. The three copies of Binding Mummy hardly ever allowed me to tap one of my opponent’s creatures but they earned their stripes simply by being Bears in the deck.
The best play in the deck is turn one Bloodlust Inciter followed by turn two Bloodrage Brawler. This deck’s curve is so low that it’s easy to throw away a land from your hand on turn two without much future suffering. Opponents catch on easily enough how important Bloodlust Inciter is for my deck but the Inciter seemed to always survive just the same. Black decks have a lot of ways to put a -1/-1 counter on my Inciter but it just didn’t happen.
As a matter of fact, this deck’s curve was so good that there were a few times when I sideboarded out the non-basic land Cradle of the Accursed to bring in another card. The deck is actually just fine with fifteen land. At the same time, I’ll admit that there were two games where the only way I could win was to top-deck a fourth land in order to play Pursue Glory.
Draft Number Two Matchup
I played a quick seven games with these two decks and I believe the matchup, without sideboarding, is very close. On the play, the red/white deck gets a giant boost if it opens with Bloodlust Inciter on turn one. On the other hand, Lawson’s deck can throw Festering Mummy out there on turn one and spoil my deck’s fun by killing off the Inciter when Festering Mummy blocks and dies. In many games, it’s amazing how well Lawson’s deck evens the board simply by playing Lord of the Accursed on turn three and it’s incredibly easy for Lawson to consistently to do just that. Miasmic Mummy is surprisingly good against my deck. I like to think that my deck can always find something to throw away on turn two in order to play Bloodrage Brawler, but I hate it when Lawson’s deck plays Miasmic Mummy and forces me to discard one of what is always just a few remaining cards in my hand.
Here’s a good exert trick that I was able to do with this red/white deck. With just one card in hand, a Plains that I didn’t need, I attacked and exerted Battlefield Scavenger and two copies of Nef-Crop Entangler. After choosing to exert these creatures I get a total of five triggers. One each for the Entanglers who gain +1/+2 until end of turn when you exert them, and also three more triggers, one for each attacking creature that has been exerted. When each of these three triggers, created because I have Battlefield Scavenger, I get to decide whether I want to discard the card in my hand in order to draw another card. I love that you can create three of these triggers with just one card in hand. Actually, these triggers would go on the stack even if you didn’t have any cards in hand, but it’s more useful when you do. If you resolve the first of these triggers and draw a card that you would not like to discard, you can choose not to use the second and third triggers to discard and draw. It’s also important and useful that with Battlefield Scavenger in play you can attack with any creature with exert and, if you exert your attacker, you gain the opportunity to discard a card and draw a new one.
Battlefield Scavenger in red and Seeker of Insight in blue are examples of how Amonkhet forces you to jump through some kind of a hoop before using a very normal “Looter” or “Scavenging” ability. In each case, you have the advantage of looting or scavenging without paying any mana, you simply have to attack with a creature and exert it, with Scavenger, or else have already played a noncreature spell with the Seeker.
Surprisingly, the games where Lawson’s deck gains control of the board with one or both of his uncommon Zombie lords aren’t automatically over for my angry red/white deck. Sometimes my deck crawls out of these situations by flying. That’s an amazing statement considering that I have exactly two flyers in my deck, Gust Walker and Tah-Crop Elite, two commons that have to be taken very seriously by drafters. After a bunch of games pitting these two decks against each other, I have to give the edge to Lawson’s powerful and aggressive black/white Zombie deck over my more risky red/white aggro exert deck.
You can see more interactions between these two decks at the bottom of this journal entry where I share the play-by-play of a match played between these two decks.
Guildhall Draft Finalists Year to Date
Listed here are the number of times a player has reached the finals of one of our Swiss booster drafts. A third of the way through 2017, here’s how the chase looks so far:
8 Lawson Zandi
6 Brian Heine
5 Maitland Griffith
3 Mark Hendrickson
3 Scot Martin
3 Tuan Doan
3 Jeff Zandi
1 Michael Ewing
1 Jon Toone
1 Francisco Jottar
1 Eric Jones
1 Mike Ferri
1 Brandon Robicheaux
1 Ian Jasheway
Texas Guildmage meeting #1002, Tuesday, April 25, 2017
Roll Call (in order of arrival)
Jeff Zandi, Guildmage #7.
Lawson Zandi, Guildmage #39, 42nd meeting in a row, 387th lifetime.
Chris Weng, guest, 1st meeting in a row, 12th lifetime.
Scot Martin, Guildmage #4, 1st meeting in a row, 296th, lifetime.
Michael Ewing, guest, 1st meeting in a row, 8th lifetime
Maitland Griffith, guest, 10th meeting in a row, 47th lifetime.
Matt Tuck, guest, 3rd meeting in a row, 65th lifetime.
Mark Hendrickson, Guildmage #26, 1st meeting in a row, 468th lifetime.
Eric Jones, Guildmage #33, 1st meeting in a row, 250th lifetime.
Jon Toone, Guildmage #28, 3rd meeting in a row, 251st lifetime.
Brian Heine, Guildmage #35, 10th meeting in a row, 163rd lifetime.
Francisco Jottar, guest, 4th meeting in a row, 4th lifetime.
Tuan Doan, Guildmage #38, 10th meeting in a row, 129th lifetime.
Meeting ran from 6:14 pm to 2:00 am
Here is the play-by-play of a match played between the decks drafted by me and Lawson in the second Swiss draft of the night.
T1 Lawson keeps three Swamps, Plains, Unburden, Lord of the Accused and Time to Reflect. Plays Swamp.
T1 Zanman keeps two Mountains, Plains, Nef-Crop Entangler, Bloodlust Inciter, Pursue Glory, Minotaur Sureshot. Draws Tah-Crop Elite, plays Mountain, plays Bloodlust Inciter.
T2 Lawson draws Swamp, plays Plains.
T2 Zanman draws Binding Mummy, plays Plains, plays Binding Mummy, activates Inciter targeting Mummy, attacks with Mummy (20-18), at end of turn Lawson cycles Unburden drawing Miasmic Mummy.
T3 Lawson draws and plays Plains, plays Lord of the Accursed.
T3 Zanman draws Plains, plays Mountain, plays Minotaur Sureshot.
T4 Lawson draws and plays Wayward Servant, plays Swamp, plays Miasmic Mummy, Servant triggers (19-19), Mummy triggers when it enters the battlefield, Lawson discards Swamp and Zanman discards Nef-Crop Entangler.
T4 Zanman draws Mountain, plays Plains, plays Tah-Crop Elite, activates Inciter targeting Elite, attacks with Elite (19-17).
T5 Lawson draws Plains, plays Swamp.
T5 Zanman draws and plays Gust Walker, attacks with Elite (19-15).
T6 Lawson draws and plays Unburden targeting Zanman, Zanman discards the only two cards in his hand including Mountain and Pursue Glory.
T6 Zanman draws Pursue Glory, attacks with Tah-Crop Elite exerting it and Bloodlust Inciter and Gust Walker exerting it and Binding Mummy and Minotaur Sureshot, Elite triggers giving all of Zanman’s creatures +1/+1 until end of turn, Walker triggers and gets +1/+1 and flying until end of turn, Lord of the Accused blocks Minotaur Sureshot, Miasmic Mummy blocks Binding Mummy, Wayward Servant blocks Inciter, Lawson plays Time to Reflect targeting and exiling Minotaur Sureshot, Zanman plays Pursue Glory (19-4).
T7 Lawson draws In Oketra’s Name, attacks with Lord (17-4).
T7 Zanman draws Mountain.
T8 Lawson draws and plays Anointer Priest, attacks with Lord (15-4).
T8 Zanman draws Djeru’s Resolve, attacks and exerts Tah-Crop Elite and Gust Walker (15- -3).
ZANMAN WINS GAME ONE ON TURN 8, LEADS MATCH 1-0
T1 Lawson keeps two Swamps, Plains, Anointer Priest, Lord of the Accursed, In Oketra’s Name and Wayward Servant. Plays Swamp.
T1 Zanman keeps two Plains, Mountain, Cradle of the Accursed, Magma Spray, Bloodlust Inciter and Minotaur Sureshot. Draws Minotaur Sureshot, plays Mountain, plays Bloodlust Inciter.
T2 Lawson draws Blighted Bat, plays Plains, plays Wayward Servant.
T2 Zanman draws Mountain, plays Plains, plays Magma Spray targeting and exiling Wayward Servant, attacks with Inciter (20-19).
T3 Lawson draws and plays Plains, plays Lord of the Accursed.
T3 Zanman draws Plains, plays Mountain, plays Minotaur Sureshot.
T4 Lawson draws and plays Swamp, plays Blighted Bat, activates Bat giving it haste until end of turn, attacks with Bat (17-19).
T4 Zanman draws and plays Plains, attacks with Sureshot unblocked (17-17), plays Minotaur Sureshot.
T5 Lawson draws and plays Dread Wanderer, plays Swamp, plays Anointer Priest.
T5 Zanman draws Mountain, plays Cradle of the Accursed, attacks with both Minotaur Sureshot creatures, Bat blocks Sureshot, Priest blocks Sureshot, Zanman pumps Sureshot blocked by Priest.
T6 Lawson draws In Oketra’s Name, attacks with Wanderer and Lord, when these are unblocked Lawson plays In Oketra’s Name and then plays a second copy of In Oketra’s Name (4-17).
T6 Zanman draws Plains, plays Swamp, attacks with one Sureshot and Inciter (4-14).
T7 Lawson draws and plays Cartouche of Ambition enchanting Dread Wanderer putting a -1/-1 counter on the untapped Minotaur Sureshot, activates Lord’s ability giving Wanderer menace until end of turn, attacks with Wanderer (0-18).
LAWSON ZANDI WINS GAME TWO ON TURN 7, TIES MATCH 1-1
T1 Zanman keeps two Mountains, two Nef-Crop Entanglers, Cartouche of Solidarity, Battlefield Scavenger and Blinding Mummy. Plays Mountain.
T1 Lawson keeps two Plains, Swamp, Cursed Minotaur, Wayward Servant, Miasmic Mummy and In Oketra’s Name. Draws Lord of the Accursed, plays Swamp.
T2 Zanman draws and plays Mountain, plays Nef-Crop Entangler.
T2 Lawson draws Gravedigger, plays Plains, plays Wayward Servant.
T3 Zanman draws and plays Plains, attacks with Nef-Crop Entangler exerting it as it attacks, Entangler triggers and gets +1/+2 until end of turn (20-17).
T3 Lawson draws Gravedigger, plays Plains, plays Lord of the Accursed, Servant triggers (19-18).
T4 Zanman draws and plays Mountain, plays Battlefield Scavenger, plays Nef-Crop Entangler.
T4 Lawson draws and plays Swamp, plays Cursed Minotaur, Servant triggers (18-19).
T5 Zanman draws Magma Spray, plays Cartouche of Solidarity enchanting Battlefield Scavenger and creating a 1/1 white Warrior creature token with vigilance, attacks with Binding Mummy and Battlefield Scavenger and both Nef-Crop Entangler, Zanman chooses to exert both Entanglers and Scavenger, Scavenger triggers three times and each Entangler triggers, the Entanglers gain +1/+2 until end of turn, the Scavenger triggers resolve, Zanman discards Mountain drawing Binding Mummy, Zanman discards Binding Mummy drawing Tormenting Voice, Wayward Servant blocks Mummy, Entangler blocked by Cursed Minotaur (18-13), plays Magma Spray targeting and exiling Wayward Servant.
T5 Lawson draws Plains, plays Gravedigger returning Wayward Servant to his hand from the graveyard, attacks with Lord (16-13).
T6 Zanman draws Pursue Glory.
T6 Lawson draws Blighted Bat, plays Plains, plays Wayward Servant, plays Blighted Bat, Servant triggers (15-14), attacks with Gravedigger and Lord of the Accursed (10-14).
T7 Zanman draws Gust Walker, attacks with Scavenger (10-11), plays Gust Walker.
T7 Lawson draws Anointer Priest, plays Miasmic Mummy, Mummy triggers when it enters the battlefield, Lawson discards Anointer Priest and Zanman discards Tormenting Voice, attacks with Blighted Bat (7-11).
T8 Zanman draws Pursue Glory, attacks with Gust Walker exerting it and giving it +1/+1 and flying until end of turn, Scavenger triggers and Zanman chooses to discard Pursue Glory drawing Plains (7-8).
T8 Lawson draws and plays Swamp, attacks with Bat (4-8), plays Gravedigger returning Cursed Minotaur to his hand from the graveyard, Servant triggers (3-9).
T9 Zanman draws Devoted Crop-Mate, attacks with Battlefield Scavenger and Nef-Crop Entangler exerting each, Entangler triggers and gets +1/+2 until end of turn, Scavenger triggers twice, Zanman discards Plains drawing Bloodlust Inciter, Zanman discards Bloodlust Inciter drawing Rhet-Crop Spearmaster, Miasmic Mummy blocks Entangler, both Gravediggers block Scavenger, Zanman plays Pursue Glory giving each of his attacking creatures +2/+0 until end of turn (3-7).
T9 Lawson draws Plains, plays Cursed Minotaur, Servant triggers (2-8), activates Lord of the Accursed, attacks with Wayward Servant and Blighted Bat, plays In Oketra’s Name (-8 -8).
LAWSON ZANDI WINS GAME THREE ON TURN 9, WINS MATCH 2-1
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