Last weekend I attended a Pro Tour Qualifier in Portland. The upcoming pro tour is in Austin, which happens to be my hometown, so the prospect of winning some free airfare to see family and friends was tantalizing. I managed to get into my first top 8, coming in at 5th place overall. You can see the decklists here.

Before reviewing the matches I should talk about my deck. It’s basically Jund, an archetype with so many variants floating around that there is no definitive list. My version is an aggro engine focused on speed, fueled by Noble Hierarchs. The goal here is to play a Boggart Ram-Gang on turn 2, attacking for 4 thanks to the Hierarch’s exaltation. A turn 3 Bloodbraid Elf is pretty nice too.
The Hierarchs, while unusual, are not nearly as strange as the inclusion of Sarkhan Vol. Despite being in high demand following his initial release, Sarkhan has rarely been played, probably because he doesn’t seem to fill a clear role in any Type 2 deck. On a whim I tested him out and quickly decided he was there to stay. His first ability is better than I originally thought: +1/+1 can make all the difference in combat, and haste isn’t bad either. Surprisingly, his second ability actually isn’t as relevant as the first, but when it’s good…it’s great. Stealing a blocker for a huge damage swing can easily win games (I’m looking at you, Chameleon Colossus). Sometimes you just need a Threaten! His ultimate ability may seem irrelevant, but the scare factor is worth it, which brings me to the final reason for including Sarkhan Vol: nobody knows how to play against him. People ended up being so afraid of his ultimate ability that they would waste precious resources trying to kill him, when they might have won if they had focused on killing me instead. Sarkhan Vol creates a complicated gamestate that most players aren’t used to, resulting in more opportunities for the opponent to make a mistake. That advantage is nothing to scoff at.
Another strange choice is a singleton Puncture Blast, with two more in the sideboard. While testing it out some people became angry with me, saying that only an idiot would play it over the clearly superior Magma Spray. It’s true that Magma Spray is the most efficient weapon against Kitchen Finks, but Puncture Blast is also capable of dealing with two huge threats to my deck: Chameleon Colossus and Great Sable Stag. Furthermore, Puncture Blast is so rarely played that nobody ever sees it coming. Finally, it’s never bad to cascade into since you can always direct it at their face.
Two Hell’s Thunder in the sideboard was another attempt at surprising my opponents, but they were rarely sided in and never saw play. I’d say it was a failed experiment, soon to be replaced with Pithing Needles.
Now that you know the how and why of my deck, I’ll move on to the match reports.
Round 1:
My first match was against B/R Aggro, with Demigods of Revenge. I thought I had him in our first game, getting him down to 2 life while I sat comfortably at 11. He managed to topdeck a demigod bringing a second back from the graveyard, and then topdecked a third on his next turn…woe is me. In game 2 my first-turn Hierarch was aborted by an timely Lightning Bolt, and a third-turn Ram-Gang met the same fate. I kept playing creatures and he kept burning them, but in the end the cascaded card advantage was on my side and I won with 14 life remaining. The third game was a close one, with both of us down to 4 life. If he could topdeck another Demigod or Flame Javelin it would all be over…but I managed to play a Bloodbraid Elf first, cascading into a Hierarch for the 4 damage I needed to win. It seems the B/R decks can easily stall any early game advantage I seek to gain, but Putrid Leeches are the MVP card here, easily evading most of their removal.
Round 2:
My first, and thankfully only match against 5 Color Control was a pitiful one. My deck’s speed might seem advantageous against control, and indeed it is, but I pretty much have to get that ultimate draw to have a real chance. In our first game I managed to get him down to 6 life before he took control, cruelly, and everything went downhill from there. In the second game he fell to 9, but I didn’t see any of my 3 sideboarded Anathemancers, which might have sealed the deal. Walking away with my first loss of the day I felt a bit disheartened. There were 6 more rounds to go and if I was going to make top 8 I couldn’t lose any of them.
Round 3:
At first I thought I was playing against one of the new Elf Combo decks, which would be advantageous to me given my plethora of removal. However, it quickly became apparent that he was actually playing B/G Elves, which has always been a difficult matchup for me. In our first game I had all the removal for his early creatures, and from there he just couldn’t keep up with the cascaded card advantage. The second game was creature dominated with almost no removal showing up on either side. It was over when he got a Chameleon Colossus out and I couldn’t draw any of the 1 + 2 sideboarded Puncture Blasts. In our third game things started off scary enough, with him revealing Colossus to untap his elf lands. I had no Puncture Blasts, but he was stalling with two lands and a Llanowar Elves. At this point I drew a Maelstom Pulse and faced an interesting decision. By now he had a Wren’s Run Vanquisher and an Imperious Perfect in play, both of which being juicy targets. However, if he drew a land next turn he’d be able to play his Chameleon Colossus, and I couldn’t afford to deal with that and gamble on drawing a Puncture Blast, so I Pulsed his Llanowar Elves. I believe this was the right choice, as he did indeed draw a land, but had nothing to play. We continued to exchange blows and he failed to get his fourth land, giving me enough time away from the Colossus to finish him off.
Round 4:
A mirror-match…sort of. His deck is also from the Jund archetype, but his version has mainboard Anathemancers and Broodmate Dragons, both of which pose a pretty big threat. I absolutely had to rely on my greater speed in this matchup, and it served me well in a very close first game. Puncture Blast came in handy here, eliminating his Kitchen Finks and allowing me to steal the win just in time to escape an unearthed Anathemancer. The second game was also a close one, with his Anathemancers dealing the final blow after a successful Broodmate Dragon airstrike. In our final game I managed to summon the aid of Sarkhan Vol. Granting my creatures +1/+1 and haste was extremely significant in the battle against an almost identical army, allowing me to pull through for the win.
Round 5:
My opponent seemed vaguely familiar, and he felt the same way about me. After a minute or two of shuffling we both remembered that we had played against each other at a PTQ about a year ago. The bond that forms between planeswalkers is an interesting one. In our first game I mulliganed to 6 and decided to keep a risky hand. With a second turn Stonybrook Banneret it became abundantly clear that he was playing one of the many new takes on the Merfolk deck. I didn’t draw any sources of non-green mana, and could do nothing as he quickly and relentlessly destroyed me. I did have one advantage going into the second game — he had no idea what I was playing, and thus didn’t know what to sideboard. I, on the other hand, had all the information I needed. In our second game I kept a removal-heavy hand, and was able to negate all of his early Merfolk, setting me up nicely to take back card advantage with cascade. Our third match was a close one, relying heavily on me drawing into Jund Charm and Volcanic Fallout, but in the end it was Chaotic Backlash that won me the game. Sarkhan Vol was instrumental in the last two games, as he not only confused my opponent, but allowed me to steal some Merfolk Lords for the win.
Round 6:
Here I faced Faeries, particularly the new version that splashes red for Firespout and Lightning Bolt. This seemed pretty scary to me, as the deck has several ways to deal with the usual Faeries hoser, Great Sable Stag. Our first game started well enough, with my opponent playing not one, but two Bitterblossoms. I’ve never thought that to be a good strategy, as taking 2 damage a turn is just way too dangerous. Indeed, I thought I had this game, but when the crucial moment came I could only get him down to 1 life, and then he swung to take me from 12 to 0. Discouraged, but not defeated, I consulted my sideboard, putting in another Great Sable Stag despite their newfound vulnerability. The next two games were in my favor as once again Sarkhan Vol came to the rescue. He stole a Mistbind Clique for the win in the second game, and pulled off something even more satisfying in the third. During a long stalemate I managed to cast the planeswalker and start adding counters, at which point my opponent could do nothing but waste Lightning Bolts trying to forestall the coming draconic tidal wave. At that point I topdecked a Great Sable Stag, who now had +1/+1 and haste…a match for a mutavault any day, even with the aid of Scion of Oona. If that weren’t enough, I soon topdecked yet another Stag and swung for lethal damage. He activated his Mutavaults hoping to forestall the coming Stagvasion, at which point I played Volcanic Fallout before blockers could be declared, clearing his board and sealing the deal.
Round 7:
Here I faced another R/B deck with Demigods. His deck seemed similar enough to the one I fought previously, but this time around I managed to take my first sweeping victory. In both games he managed to get multiple Demigods out, but was in such a precarious position that he had to keep them back for blocking. Maelstrom Pulse was indispensable here, as was Sarkhan Vol, who bravely took a Demigod bullet for me.
Round 8:
I was now “on the bubble”, meaning that I was on the cusp of getting in the top 8. I suppose this is why my final round was a “feature match”. Everything proceeded as normal, except we had a judge sitting next to us in addition to someone taking notes on our games. This was my second encounter with Faeries plus a splash of red. Troublesome, but as I had recently learned, manageable. In game 1 I got the drop on him with a Ram-Gang ramming for 4 right away, which he quickly responded to with a Firespout. He continued to match my creatures with removal, but eventually ran out of steam. Game 2 saw very few plays on his end as he got stuck without a source of red mana, and I won without taking a single point of damage.
With 7 wins and a single loss under my belt, I ended up getting second place. Ten hours of Magic can really take it’s toll on you, and I was very fatigued both physically and mentally. I couldn’t rest now though, and soon enough I was back in the fray.
Top 8, Round 1:
Kithkin…my nemesis. He won the roll — already a bad sign — and unloaded as relentless an assault as his deck could produce. Cascade and Jund Charms kept me in the game longer than I thought possible, but in the end he had the cards and I didn’t. The second game was nothing short of epic. For the first time today, Sarkhan Vol actually managed to summon forth his dragons. My opponent could have easily prevented this, but since he wasn’t used to the card at all he completely forgot about the final ability, and could only stare in shock as I unloaded my dragon tokens. It might seem like I couldn’t lose after that, but he had an army of pumped up flying tokens of his own, in addition to 3 Forge-Tenders and a slew of groundlings. If I attacked with all my dragons I wouldn’t have enough blockers to prevent a lethal onslaught, so all I could was nip away at him while we both accumulated more creatures. It was during this very long and mentally taxing stalemate that I made a few egregious errors. At one point he attacked with all of his Forge-Tenders, as their protection from red made them essentially unblockable. We both had so many creatures in play that he failed to notice I had a Putrid Leech that could indeed block and kill one of them…the problem is that I failed to notice this as well. He didn’t make that mistake again. At one point I topdecked a Maelstrom Pulse and without thinking played it on one of the Forge-Tenders. It was only after I had declared my target that I realized he could just sacrifice the targeted-Tender in response, saving the rest. Eventually my mistakes caught up with me and he had an army of fully pumped Figures of Destiny, for which the Maelstrom Pulse answer never came.
In the end it was fatigue and hastily-made plays that spelled my doom. If there’s one thing I’ve learned from this, it’s that no matter how tired, impatient, or excited you are, you should always take a moment to think carefully about a play before you make it, regardless of how obviously correct it may seem to your mind at the present moment.
I walked away with half a box of Shards boosters (Shards? Ugh) and a cool pin that says I got into a PTQ Top 8 (awesome). That night I shared stories from the event with my friend while we played booster wars with my winnings, opening an unusual amount of mythic rares (all bad, except for Rafiq).
Despite punting my last game, I feel like I’ve made a major breakthrough in the game of Magic. I’ve been to a few large events before with no real success, and I have to wonder what was different this time around. One important factor was playing with a deck I not only like, but am very comfortable with. Luck and skill also played their parts, but one thing in particular stands out: an undeniable advantage came from the personal spin I put on my deck, taking the PTQ metagame by surprise.
Thanks for reading, Planeswalkers. Before I go I’d like to give props to my MVP card, none other than fellow Planeswalker Sarkhan Vol!

















