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May 16, 2013

31

2007-08 Precon Championships: Round 7 and the Leaderboard

by Dredd77

It’s a truism we’ve repeated many times, but to again borrow the well-worn expression from football, on any given Sunday, anything can happen. This past weekend saw a succession of unlikely events that only reaffirmed it.

First up was the triumphs and tragedies on the battlefield. The Tenth Edition decks continue to impress, with some solid performances leading up to an all-Tenth Edition divisional final. Only eight of our predictors gave Cho-Manno’s Resolve a chance, and it proved a dark horse worth backing. “It may be a long shot,” noted Icehawk, “but it’s not like it hasn’t surprised me before!” Indeed, many have started to conclude that these 40-card constructions have the power of consistency on their side, being able to find their removal and bombs much more readily and steadily than their opponents. Certainly the powerful Life Drain was taken by surprise by the upstart’s upset, as many were expecting that deck to go far (your author included).

Meanwhile, Kamahl’s Temper earned a point for most of the Prediction League. Few gave much hope to Superabundance. “Never underestimate a mono red deck that packs fistfuls of haste and burn when it goes up against a removal-less opponent,”  predicted acollins1773. “Temper slams this one home.” Said Triumph, “Kamahl’s Temper, though, wow! Some of the best burn / removal I’ve seen in a precon.” To its credit, Superabundance pushed it to three games, but the outcome wasn’t in a great deal of doubt.

Off the field, there were some surprises as well. For one thing, no frontrunner picked up more than 1 point this week. We still haven’t seen any one predictor begin to build up an unassailable lead, and this one looks like it’s going to be close right down to the wire. Secondly, solid performances from Icehawk and Karnival picking up all three points on the day vault them from the middle of the pack into contention. Icehawk, a past champion, is now right in the hunt tied for first, with Karnival only a couple of places behind. Anything can happen indeed!

Now let’s take a look at the updated leaderboard. As always, please bring any discrepancies to our attention and we’ll be happy to correct.

Week 6 Leaderboard

Now, let’s turn our attention to this Sunday’s match-ups!

We’re entering the final of the four divisions, the Lauer. With only one bye, there’s three matches on offer, and a great time to pick up some points. Someone’s going to look to stake their claim to the massive prize package awarded to the winner. Will it be you?

Lauer 1

Please leave your predictions in the comments below for each of the three games (13, 14, 15). To assist with your decisions, here’s some background on each of the decks in the division.

Battalion

Colours: White, Blue

Set: Morningtide

Rares: Preeminent Captain, Reveillark

Detail: If Lorwyn introduced us to the Kithkin, Morningtide went one level deeper and brought us class-based tribal. Battalion is all about the Soliders, mainly from the Kithkin clachans but with a few others lending their arms. With a backup air force and access to the reinforce mechanic, this is one weenie deck well-suited for the longer game. (Reviews)

Elementals’ Path

Colours: White, Blue, Black, Red, Green

Set: Lorwyn

Rares: Incandescent Soulstoke, Horde of Notions

Detail: A rare five-colour deck, this one is base-Red instead of the more expected base-Green. Using your Elementals early for their evoke can pay off in a big way when the Horde of Notions hits the table, but largely we found the lack of removal a bit distressing. Points for ambition, but will it be enough to carry the deck through where it counts? (Reviews)

Kithkin Militia

Colours: White

Set: Lorwyn

Rares: Brigid Hero of Kinsbaile, Thoughtweft Trio

Detail: Before there was Battalion, there was Kithkin Militia, the race-tribal deck from Lorwyn that gave us the Kithkin. As expected, this is something of a rush deck, though with an air force backup should the ground game get too congested. A trio of Oblivion Rings are a hopeful sight for those looking for spot removal. (Reviews)

Merrow Riverways

Colours: White, Blue

Set: Lorwyn

Rares: Sygg River Guide, Wanderwine Prophets

Detail: The shining star of Lorwyn’s crop of decks, Merrow Riverways got very high marks almost across the board. Although it, too, had the vulnerability to fall into overly-complicated game states that bedeviled much of the block, overall the Merrow got it right. It’s very inconsistent, in that broadly-speaking you either assemble your Merrow engine and win, or don’t and lose, but what a ride along the way! (Reviews)

Molimo’s Might

Colours: Green

Set: Tenth Edition

Rares: Hurricane, Molimo Maro-Sorcerer

Detail: It’s come down to the end for Tenth Edition. Two of its decks are divisional champions. Two of its decks went down to inglorious defeat. Which will it be for the mono-Green Molimo’s Might? We’re seen consistency on the side of these 40-card decks, but of course consistency is only as good as the tools you’re consistently finding. (Reviews: not available)

Mortal Coil

Colours: Blue, Black

Set: Shadowmoor

Rares: Grim Poppet, River Kelpie

Detail: This deck is all about shenanigans with -1/-1 counters, so it should have a few ways to get them onto the battlefield. Will that give it the edge in removal in an environment where those types of effects are precious and dear, or will it be a touch too fancy for its own good? (Reviews: not available)

Turnabout

Colours: White, Green

Set: Shadowmoor

Rares: Rhys the Redeemed, Wilt-Leaf Liege

Detail: The Turnabout deck showcases the untap (Untap) mechanic, rewarding you for finding ways to get your creatures tapped (such as, say, attacking!). In addition, it also offers you convoke, a way to use your numerical superiority to generate card advantage, too. Weaknesses?  There may be some, but the Elves aren’t telling! (Reviews: not available)

That’s all for now! We’ll have the matches up this Sunday, and will happily accept predictions any point up until the matches post. Best of luck as we approach the home stretch to those in our Prediction League!

31 Comments Post a comment
  1. Icehawk
    May 16 2013

    Mortal Coil: As much as I’d love to see a 5C deck run wild…

    Battallion: Soldiers. Soldiers who decrease the cost of soldiers. A soldier who cheats in other soldiers. Oh and Reveillark. Could go either way. I’ll go with this one.

    Molimo’s Might: 40 vs 60 cards. Even though the latter has a liege, I’m still going with the Maro-sorcerer. 1.) I love that card. 2.) The deck rewards you for forests. 3.) It has ramp. Awesome!

    Reply
  2. Darksamus
    May 16 2013

    Mortal Coil: Elementals has problems with that manabase…
    Kithkin militia: better spot removal and manabase.
    Turnabout: Awesome rares,and lots of creatures will win..

    Reply
  3. desmond b
    May 16 2013

    Im going with
    Elementals: because if they get the 5 colours i feel like they have the options to win.
    Kithkin Milita: because some removal is better than none.
    Turn about: because i want the spider from Gloomwidows Feast to be pumped by the liege and the shield of the oversoul and become the menace it was destined to be!

    Reply
  4. Varo
    May 16 2013

    Game 13: Elemental’s Path – I’ve played lots of times against it, more powerful than it seems.
    Game 14: Kithkin militia – Solid weenie deck, mono color and packed with O-rings. Golden.
    Game 15: Molimo’s Might – Mono green decks are capable of winning through sheer force, this one isn’t an exception.

    Reply
    • Icehawk
      May 17 2013

      Horde of Notions was the 5C general I wound up on once I noticed (after designing the EDH deck) that Maelstrom Archangel wasn’t a legendary, so I know the joys of elementals and it. I hope it does win or at the very least goes three rounds!

      Reply
  5. servant of yawgmoth
    May 16 2013

    mortal coil
    kithkin milita
    molimo might

    Reply
  6. May 16 2013

    Elementals Path: I could do a whole series of drawings based on this name alone; so very inspiring.
    Battalion: Awesome soldiers unite! I actually want to buy this box for my King Darien commander deck, there’s all sorts of goodies here.
    Molimo’s Might: I’ve seen the card art for this guy and I can’t think of much that is mightier than a huge praying-wizard-mantis-thing.

    Reply
  7. May 16 2013

    Game 13: Mortal Coil
    Game 14: Kithkin Militia
    Game 15: Molimo’s Might

    Just voting for my favorites at this point. The prospect of an all-Merfolk final is still dim, though…

    Reply
  8. Brad Hall
    May 16 2013

    Game 13: Elementals Path
    Game 14: Kithkin Militia
    Game 15: Molimo’s Might…I know better than to vote against an M10 deck by now…

    Reply
  9. Ruaranicus
    May 16 2013

    Hmm…this is an interesting round. As usual these are educated guesses but hey-ho!
    Game 13: Mortal Coil, purely because I don’t trust the whole 5-colour thing, seems to shaky to pull off reliably.
    Game 14: Kithkin Militia, because Oblivion Rings, and I was impressed with the review for that deck. Either way it’s hobbit wars!
    Game 15: Molimo’s Might, these tenth edition decks have proven themselves so far – might as well stick with ’em now they’re on the run. Having said that, Turnabout would get a vote in another matchup, that Liege cycle is the real deal.

    Reply
  10. tenthtechpriest
    May 16 2013

    Mortal Coil
    Battalion
    Turnabout

    Reply
  11. ChrisBro.55
    May 16 2013

    G13: Mortal Coil – can’t imagine the 5 colour elementals pulling this one off
    G14: Kithkin Militia – going for the mono white and 3 oblivion rings – could be very close.
    G15: Molimo’s Might – just have to go with 10E after the results so far and it’s green!

    Reply
  12. 13: Elemental’s path – looks like Mortal Coil wants to take its time… which is just what the elementals want.
    14: Kithkin Militia – With kithkins on both sides of the battlefield, Kithkins are going to be the winner whichever way this goes. 🙂
    15: Turnabout – eventually a liege deck I choose is going to win against a 10th Ed… right???

    Reply
  13. May 16 2013

    Mortal Coil’s gonna face a hard matchup, but hopefully it’ll squeak out a win. Kithkin’s Militia might face something of a mirror match, although those O-Rings sound like they will decide a few games to its favor. And lastly, uhm… I should be voting for the Core Set deck, but I still feel bad about doing that, even though they’ve proven to be real competitors… Hmm. Yeah i’ll go with Molimo’s Might, just in case! 😉

    Reply
  14. signofzeta
    May 16 2013

    Elemental’s Path
    Mortal Coil
    Molimo’s Might

    Reply
  15. ledvdz
    May 16 2013

    Mortal Coil. Five colors never stands a chance…
    Battalion: It seems promising.
    Molimo’s Might: Green stompy against incremental advantage?

    Reply
  16. Jay Chong
    May 16 2013

    Mortal Coil
    Kithkin Militia
    Turnabout

    Reply
  17. May 16 2013

    13: Elemental’s Path – Normally, I would say taking a five color deck into a pre con game is like taking a knife to a gun fight. This time though I feel Elemental’s has all the right fixing against an overly fancy opponent that is gonna make the game go long. Gotta give it to the Path.

    14: Battalion – Yay Kithkins! Battalion might be two colored but it packs a much stronger punch with its soldier lords and has its own o-rings to answer its opponents. Take it home boys!

    15: Molimo’s Might – 40 cards of green rampy stompy goodness. Might have a problem if Turnabout can get its token swarm going, but past turn 5 Molimo has got it made. Make big dudes and turn them sideways. What more can you ask for. P.S. OVERRUN!!!

    Reply
  18. errtu
    May 17 2013

    1. Mortal Coil
    2. Kithkin Militia
    3. Molomo’s Might

    Reply
  19. Grue
    May 17 2013

    13 – Elemental’s Path
    14 – Battalion
    15 – Turnabout

    Reply
  20. Game 13: I know Elementals’ Path is a crazy mess…but I’m picking it to win. It’s got ramp, and the flexibility of Evoke, and I think it can shuffle off the slow-moving Mortal Coil.

    Game 14: Kithkin versus Kithkin. Hmm. I vote Battalion for the win because…I like it better, and I don’t see the one additional O-Ring being a game breaker for the Militia.

    Game 15: Neither deck looks all that impressive to me. I’ll go with Molimo to win. I think small-deck=consistency will come through again to beat Turnabout.

    Reply
  21. Athena
    May 18 2013

    13. Elemental’s Path (LRW)
    14. Battalion (MOR)
    15. Turnabout (SHM)

    Reply
  22. Sparky
    May 18 2013

    13) Mortal Coil
    14) Kithkin Militia
    15) Molimo’s Might

    Reply
  23. Karnival
    May 18 2013

    G13. Elemental’s Path G14. Battalion G15. Molimo’s Might

    Reply
  24. Yawgmoth
    May 18 2013

    Game 13: Mortal Coil (SHM)
    Game 14: Kithkin Militia (LRW)
    Game 15: Turnabout (SHM)

    Reply
  25. May 18 2013

    13 – Mortal coil
    14 – Battalion
    15 – Molimo’s might

    Reply
  26. signofzeta
    May 18 2013

    Whoops screwed up.

    Mortal Coil
    Battallion
    Molimo’s Might

    Much better.

    Reply
  27. spheniscine
    May 18 2013

    Mortal Coil
    Battalion
    Turnabout

    Reply
  28. May 19 2013

    Mortal Coil
    Militia (neither deck thrills me)
    Turnabout

    Reply
  29. Limbonic_art
    May 19 2013

    Mortal Coil
    5 colors might be a little too ambitious, and Mortal coil has lots of evasive critters with persist. It will be a lot more consistent than a 5-color deck,
    Kithkin Militia
    It has slightly better removal in my opinion, but this mirror match might be tough for either deck. They both have a few fliers and similar creatures. However, I think Militia is superior due to less colors, better removal and 2 lords. The top of the curve also looks slightly better for Militia.
    Turnabout
    Molimo’s deck has no removal, while Turnaabout has 2 pieces of reliable removal as well as lots of token makers. Molimo has lots of big creatures that can be tough to deal with no removal, along with 60 cards vs 40 and dual color vs monocolor. However, lots of combos and any ways to produce a sick amount of tokens seems slightly more reliable than a deck with only 2 creatures with trample and everything else being able to be chump blocked all day.

    Reply

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