Do Whatever it Takes to Play in a PTQ
									If you really 
									want to qualify for the Pro Tour, you may 
									need to inconvenience yourself. Even though 
									we all love to play Magic, it is certainly 
									true that PTQs can be inconvenient. These 
									tournaments cost a lot of money to attend, 
									you have to spend an entire day sitting 
									closely alongside all the typical characters 
									you can expect at such a tournament. 
									
									And then there 
									is the travel. For the qualifier I played in 
									recently, I drove (by myself) six hours from 
									Dallas to Lubbock. The point is, if you want 
									to qualify for the Pro Tour, you have to be 
									willing to pay the price in time, money and 
									comfort.
									A Winter storm 
									struck the Dallas-Fort Worth area the night 
									before the tournament, causing a certain 
									number of players that might have made the 
									long trip to Lubbock to stay home. Houston 
									had attracted ninety-one players for the 
									first sealed deck PTQ of the season here in 
									Texas. The Mad Hatter, judge, tournament 
									organizer and proprietor of Mad Hatter’s 
									House of Games, was expected a smaller 
									number than Houston. Hatter’s store could 
									seat about 70 players with a moderate degree 
									of comfort. The actual turnout was fifty-one 
									players, meaning that we would be playing 
									six Swiss rounds, which I highly prefer as a 
									player to the seven round PTQs that have 
									been more the norm in the past two years in 
									Texas.
									Building My 
									Sealed Deck
									Here is the 
									weird deck that I played in the six Swiss 
									rounds of the tournament. I was NOT EXCITED 
									when I saw my cards. The average Ravnica/Guildpact 
									sealed deck contains lots of green, lots of 
									black with enough good cards in a third 
									color to round things out (often white 
									cards). 
									There is no way 
									to describe how important your mana base is 
									for sealed deck play, it is just about as 
									important as the cards you select for the 
									deck. 
									You could get 
									lucky and receive a nice pool of cards, and 
									maybe you select the best of those nice 
									cards for your deck, you will still end up 
									disappointed if you don’t build the deck’s 
									mana base properly. This is one reason green 
									is such an important anchor color for this 
									format. The common Guild lands that come 
									into play tapped but which produce two 
									colors of mana are unbelievably important in 
									limited, especially in sealed deck play. You 
									are more likely to have the green/white, 
									blue/black and/or the green/black common 
									Guild lands than the red/green or red/blue. 
									Green also has some good non-land cards, 
									like Farseek, Elves of Deep Shadow and Civic 
									Wayfinder in Ravnica and the very useful 
									Silhana Starfletcher in Guildpact. Black has 
									the best creature removal, hands down. For 
									these reasons, green and black are by far 
									the most popular colors for Ravnica/Guildpact 
									sealed decks.
									Building this 
									deck was kind of a nightmare, but in the 
									end, I think I got it MOSTLY right. The 
									nightmare part hit me as soon as I thumbed 
									through the cards, no mana help. No green 
									worth playing except for Savage Twister, no 
									red worth playing except for Savage Twister 
									and one or two red/white cards. 
									The only common 
									Guild two color land is the blue/red Izzet 
									Boilerworks and the only signet is the 
									blue/red Izzet Signet. No mana helpers in 
									green, no other artifact mana sources, no 
									mana help at all for a deck where all the 
									good cards are in black, white and blue.
									When you find 
									yourself in a position like this, it is 
									important to figure out which are the very 
									best cards in your card pool. You would LIKE 
									to have good mana support, availability and 
									synergy among your colors. No luck for me 
									there. In a perfect situation, you would 
									love to have a good casting curve with 
									quality spells with low mana costs combined 
									with powerful cards with higher casting 
									costs that are particularly good late in the 
									game. You can’t always worry about curve 
									when you play sealed deck, and my deck 
									certainly does not exhibit a particularly 
									good mana curve. Most importantly, however, 
									you need ways to win. If you worry too much 
									about elegance and synergy in your deck, you 
									are going to wind up with a two color deck 
									that looks tight, but fails to have the kind 
									of punch that helps you turn around a game 
									when your opponent gets an above average 
									draw against you.
									Examining my 
									cards, I saw that I had some bombs. I was 
									particularly excited about Skeletal Vampire, 
									although I had never actually played with it 
									before. 
									I was excited 
									about a lot of the black and white cards, 
									but I didn’t know if I would be able to live 
									long enough to get to the cards I needed 
									most in order to win. Then there was the 
									blue… In a PTQ in Houston, two months ago, a 
									few attractive blue cards pulled me 
									COMPLETELY off-sides when I built my sealed 
									deck, I ended up messing up my deck to 
									splash for two Mark of Evictions and two 
									Vedalken Entrancers. In that tournament, 
									that blue splash ended up being a disaster 
									when I could have played a very decent, if 
									average, black/green splashing white deck. 
									Thinking of the disappointment in Houston, I 
									looked very skeptically at the blue cards in 
									front of me. It really looked like another 
									disaster waiting to happen, especially with 
									no mana helpers. Finally, I made up my mind 
									that if I played four Islands, I could 
									support the five blue cards I wanted to 
									play, and I was convinced, right or wrong, 
									that these blue cards could be important 
									enough that I would need them. There were 
									not enough black or white cards to keep the 
									deck two colors. This is not a surprise in a 
									sealed deck PTQ where you get one Ravnica 
									tournament pack (I still call these things 
									starter decks) and two boosters of 
									Guildpact. You will almost always NEED to 
									play a third color. 
									More 
									importantly, with the mana helpers that you 
									will USUALLY find in your card pool, it will 
									almost always be a good idea to go into a 
									third color for a few (five is kind of a lot 
									for a splash, more like a solid third color, 
									should really have one or two more blue mana 
									sources, optimally) powerful cards. The die 
									was cast, I was going to have to play 
									eighteen land. The mana was very simple, if 
									it HAD to be four Islands, then it obviously 
									had to be seven each Plains and Swamps.
									Just as time 
									was running out for deck construction, I 
									started thinking about Transmute (this is 
									really something I should have considered 
									sooner). I was thinking about how cool it 
									can be in black/blue Ravnica booster drafts 
									to combine a Junktroller with good Transmute 
									cards like Dimir House Guard, Drift of 
									Phantasms and Dimir Infiltrator. Obviously, 
									you don’t just play Transmute cards for no 
									reason, they should be capable of 
									Transmuting for critical cards in your deck. 
									The Infiltrator Transmutes for Last Gasp, 
									Drift of Phantasms happily exchanges for 
									Compulsive Research. The House Guard is 
									awesome because he can get a wide array of 
									powerful four casting cost cards and is 
									always good in any black limited deck 
									anyway. Add Junktroller to a deck like this, 
									and you have the opportunity to actually use 
									cards you Transmuted a second time. Of 
									course, this isn’t going to work unless you 
									have several cards with Transmute in your 
									deck. Returning the first card you 
									Transmuted back to the bottom of your deck 
									with Junktroller isn’t going to do you any 
									good unless you have another Transmute 
									effect later (or some other deck shuffling 
									effect) to allow you to shake the contents 
									of your library. In my deck, I was really 
									playing Junktroller for the same reason I 
									was playing Benevolent Ancestor, I needed 
									the ability to stall the ground attack while 
									I waited for my GOOD cards to show up. Now I 
									started thinking about whether I was passing 
									up any good Transmute cards that could help 
									me search for my GOOD cards and which could 
									make my Junktroller a stronger card. In a 
									deck playing a lot of black, I was already 
									playing Brainspoil, an important removal 
									card. I never seem to want to Transmute 
									Brainspoil, but it does happen sometimes, 
									and in my deck, Brainspoil could Transmute 
									into a number of potentially game-changing 
									cards including Ribbons of Night, Culling 
									Sun and Stratozeppelid. Unfortunately, 
									Brainspoil was the only card with Transmute 
									that I was planning on playing. I looked for 
									any other cards from my leftovers and found 
									two cards with Transmute, Dimir Machinations 
									and Netherborn Phalanx. Dimir Machinations 
									COULD help me find Pillory of the Sleepless, 
									Compulsive Research or even Benevolent 
									Ancestor or Shrieking Grotesque. I decided 
									it was just not enough of a difference 
									maker. 
									Netherborn 
									Phalanx is a card I don’t love, but 
									sometimes don’t mind playing as a creature 
									with a big butt in the middle of a game or 
									as a surprising source of life loss for my 
									opponent in the late part of a game. I had 
									left Phalanx out of my initial plans because 
									my deck’s casting curve was already top 
									heavy. Then I realized that Phalanx could be 
									Transmuted for the biggest bomb in my deck, 
									the Skeletal Vampire. Duh! Netherborn 
									Phalanx was a must for the deck, and this 
									humble card was directly responsible for 
									probably four game wins, Transmuting for 
									Skeletal Vampire in three of those games and 
									providing crucial life loss for my opponent 
									on the last turn of the most critical match 
									of the day (the first one!).
									Another card in 
									my deck that I was greatly worried about was 
									Shadow Lance. 
									This was 
									another card that I had not played before. 
									At first glance, I thought Shadow Lance had 
									to be just another of a long line of pump-up 
									creature enchantments that never seem to be 
									all that useful. I thought that this card 
									might not be that much better than the red 
									creature enchantment (I believe we are 
									calling these things ‘aura’ cards now) 
									Firebreathing. I included this card because 
									I thought I might get lucky getting it onto 
									a flyer that actually survived long enough 
									to make Shadow Lance useful. I included it, 
									but I thought it could easily end up being a 
									bad card. I was wrong. Shadow Lance was a 
									very useful card most of the times I was 
									able to draw it.
									Here is what I 
									played. Unfortunately, I did not keep all 
									the extra cards together, so I am unable to 
									share my full ‘sideboard’ with you.
									1 Ribbons of 
									Night
									1 Netherborn Phalanx
									1 Brainspoil
									1 Orzhov Euthanist
									1 Skeletal Vampire
									1 Culling Sun
									1 Pillory of the Sleepless
									1 Mourning Thrull
									1 Ghost Warden
									1 Courier Hawk
									1 Shrieking Grotesque
									1 Nightguard Patrol
									1 Conclave Equenaut
									1 Benevolent Ancestor
									1 Shadow Lance
									1 Loxodon Gatekeeper
									1 Junktroller
									1 Vedalken Entrancer
									1 Repeal
									1 Vedalken Dismisser
									1 Stratozeppelid
									1 Compulsive Research
									7 Swamp
									7 Plains
									4 Island
									Playing the 
									Sealed Deck Tournament
									The hardest and 
									most important round of the tournament was 
									the first. I say this for a number of 
									reasons, the most crucial being that I was 
									facing the best player in the room by far. 
									Trent Boneau was a Houston Magic player when 
									I first met him four years ago, but he now 
									lives in Keller (another Dallas-Fort Worth 
									suburb) and he often makes the scene at our 
									weekly team practice sessions. Trent has a 
									great DCI rating, he rules over any and all 
									limited formats on Magic Online and he just 
									plain has one of the best brains for Magic 
									that you will ever see. I was not thrilled 
									when I saw the first round pairing. 
									Sometimes, the tournament organizer or head 
									judge might do you a favor and repair you if 
									you find yourself paired in the first round 
									against someone that you traveled to the 
									tournament with from some great distance. 
									Trent and I didn’t travel together, but we 
									may as well have, it was just so unfortunate 
									to have to play him in the first round. In 
									game one, I somehow managed to get him as 
									low as at nine points, but his green/white 
									splashing some red and black was definitely 
									better than my deck, and he won he game one. 
									If my deck was a study in having a couple of 
									powerful cards surrounded by a slightly 
									inferior supporting cast, the same can be 
									said about his to a somewhat lesser degree. 
									In game one, Trent just plain pistol whipped 
									me with the combination of Primordial Sage 
									and Borborygmos. Neither of us is thrilled 
									about our decks, and we are still grumbling 
									about having to play each other in round one 
									as I somehow win game two. Our first game 
									was very lengthy, and we start game three 
									with about five minutes left in the round. 
									His start looks very good, he plays first 
									turn Forest, Elves of Deep Shadow. On his 
									second turn he plays a second land and 
									attacks me with his Elves of Deep Shadow. I 
									play a second land on my second turn and 
									play Mourning Thrull. On his third turn, he 
									plays a third land and plays Moldervine 
									Cloak on his Elves and swings for four, I 
									chump block with Mourning Thrull and 
									promptly go back to twenty life. On my next 
									turn I play a land and a Benevolent 
									Ancestor. After taking four points from 
									Trent’s next attack, things bog down a bit. 
									He gets a number of creatures into play, 
									including Selesnya Sagittars and one or two 
									flyers. I get the big guy, Skeletal Vampire, 
									into play, but I can’t get through his 
									blockers. My life total is nine and his is 
									nineteen when time is called in the round 
									during his turn. Luckily for me, Trent’s 
									deck has stalled out, mine has too, but I 
									get eleven land in play, meaning that I am 
									able to activate the Vampire’s ability twice 
									a turn, each time sacrificing one 1/1 Bat 
									token to put two more 1/1 Bat tokens into 
									play. Just minutes before, Trent had 
									shrugged his shoulders and rightly asked me 
									if I can even win. I told him that I thought 
									I could. Now we’re in extra turns. At the 
									beginning of the last extra turn, which is 
									my turn, I am still at nine life and Trent 
									is still at nineteen. I have thirteen 1/1 
									Bat tokens. I play Netherborn Phalanx and 
									Trent’s life total drops from nineteen to 
									twelve. Now I tap out to play Ribbons of 
									Night to destroy one of Trent’s flyers. I 
									attack with the Vampire and all thirteen 
									token creatures and whatever one or two 
									other flyers I had in play. For a moment, I 
									was sure I was going to be one point short, 
									I thought I had counted all the blockers 
									carefully and thought I would have twleve 
									1/1 Bats unblocked. I had forgotten that 
									Sagittars can block two creatures. Trent is 
									able to block all my attackers except for 
									eleven of my 1/1 Bat tokens. 
									Luckily, I have 
									a Ghost Warden in play that I tap to give 
									one of the untapped tokens +1/+1. Just like 
									that, I have won what would end up being my 
									toughest match of the day.
									In round two I 
									play John Golden, a player from Albuquerque, 
									New Mexico. I had sat across from John and 
									the three other players from Albuquerque who 
									all traveled together during deck 
									construction. We had enjoyed a little 
									chit-chat afterwards, nothing in particular. 
									My deck works pretty good in both games of 
									this 2-0 win. It doesn’t hurt anything for 
									me that he mulliganed to six on the play in 
									game one and mulliganed to six on the draw 
									in game two.
									Earlier, I said 
									that I felt confidant after the tournament 
									that I had built the deck almost optimally. 
									ALMOST! After round two, Trent Boneau was a 
									very unhappy camper, having lost his second 
									straight match. However, Trent is a superior 
									person in many ways. I asked him to look at 
									my deck and he immediately asked me about 
									some cards that I wasn’t playing, namely my 
									three Izzet cards, the Chronarch, the 
									Boilerworks and the Signet. Trent explained 
									to me that the Chronarch was impossible not 
									to play, and that the Boilerworks and the 
									Izzet Signet would be enough sources for the 
									Chronarch and that these would also shore up 
									my short supply of blue mana sources. For 
									the rest of the tournament, my game two 
									sideboard moves were exactly the same, pull 
									one Plains, Nightguard Patrol and Orzhov 
									Euthanist, add the Izzet Chronarch, Izzet 
									Boilerworks and Izzet Signet. This was the 
									correct build.
									My round three 
									opponent, Brandon Foster, has a very tight 
									black/white deck with Angel of Despair, 
									which I think he got in play both games. 
									Still, I win 2-0, ending both games with my 
									own life total at sixteen. In round four, I 
									face Paul Telkamp. Paul is a Lubbock, Texas, 
									local, though he sometimes wishes he lived 
									closer to the larger Magic player population 
									centers of Austin, Dallas or Houston. This 
									tournament is only the second PTQ run by The 
									Mad Hatter since his return from retirement 
									as a DCI judge and tournament organizer. 
									Just over two months ago, Paul Telkamp won 
									Hatter’s first such PTQ, also in Lubbock, 
									qualifying for Pro Tour Hawaii. (Hawaii was 
									Telkamp’s first PT, I think, he did make the 
									trip, but failed to make it to day two even 
									though he worked pretty hard getting 
									prepared for the tournament) Paul makes a 
									number of mistakes during our match, none 
									bigger, stranger or funnier than when he 
									attacked with Petrahydrox blocked by my 
									Vedalken Entrancer. Paul wants to kill my 
									Entrancer, so after I declare my block, he 
									plays Grifter’s Blade targeting his 
									Petrahydrox, immediately causing the 
									Petrahydrox to return to his hand. Paul was 
									actually a little nervous during the match, 
									probably because at 3-0, he was halfway to 
									winning his second PTQ in about as many 
									months. Round five and six were uneventful, 
									with intentional draws with two other 
									undefeated players, Aaron Wilyer (another 
									one of the four Albuquerque boys) and 
									Houston Magic stud Carl James, who flew to 
									Midland the morning of the tournament and 
									got a ride from his close friend Trent 
									Boneau who happened to be sort of traveling 
									that way himself.
									Top Eight 
									Booster Draft Deck
									I don’t know if 
									there is too much to be learned from my top 
									eight booster draft deck. Frankly, it’s kind 
									of sick-good, the kind of deck that 
									shouldn’t happen too often. I’ll admit that 
									it was a perfectly average red/white deck 
									until the Guildpact was opened. I took one 
									Savant and two Steamcore Weirds but PASSED 
									THE REST of them because I thought I could 
									never splash that much blue in my RW deck. 
									When those cards that I passed came back 
									around, I realized I was a red/blue deck, 
									and that even the Legionnaires were now a 
									maybe. (they made the deck in the end, but 
									were obviously no longer spectacular thanks 
									to there only being room for three Plains in 
									the deck)
									I guess what 
									you CAN learn from a draft like this is that 
									you need to stay alert to see changes in the 
									draft. If I had been more alert during the 
									first half of the Guildpact pack, I think I 
									could have more quickly recognized that 
									NOBODY was playing red/blue. I could have 
									also more quickly recognized that the white 
									in my deck wasn’t very good anyway, that I 
									should have been focusing MORE on the 
									red/blue cards than I was during the last 
									booster pack. 
									I should have 
									been thinking red/blue splash white by the 
									third or fourth pick from the last booster.
									Two lessons: 
									draft a deck that you have confidently and 
									successfully drafted in the past, don’t use 
									your PTQ top eight appearance as an 
									opportunity to experiment. Secondly, keep 
									your head on a swivel, in case you have to 
									change your plans during the draft.
									Rumor has it 
									that Paul Telkamp first picked a Watery 
									Grave instead of several other more powerful 
									(but less intrinsically valuable) cards.
									2 Sparkmage 
									Apprentice
									2 Sell-Sword Brute
									3 Ogre Savant
									1 Hammerfist Giant
									1 Galvanic Arc
									1 Bloodscale Prowler
									4 Steamcore Weird
									1 Train of Thought
									1 Lore Broker
									1 Petrahydrox
									1 Torch Drake
									1 Flight of Fancy
									1 Boros Guildmage
									1 Leap of Flame
									2 Skyknight Legionnaire
									7 Island
									7 Mountain
									3 Plains
									The top eight 
									bracket had at least three solid Magic 
									players, but no big time stars, no 
									consistent Pro Tour players. On my side of 
									the bracket, I would be playing a Lubbock 
									kid named Michael Mata, while Ed Novak from 
									Clovis, New Mexico, will play Aaron Wilyer, 
									the young man from Albuquerque that I drew 
									with in round five. On the other side of the 
									bracket, Carl James faces Glen Godard, the 
									patriarch of the team from Albuquerque, 
									while Paul "rare drafter" Telkamp plays 
									against Nagi Hassan, a talented young man 
									from Dallas-Ft. Worth.
									In my 
									quarterfinals match, my opponent Michael 
									Mata (in his first ever PTQ top eight) and I 
									are deck checked. Michael has made a serious 
									enough error on his deck registration for 
									his top eight deck that he is given a game 
									loss. In game two, I play first, since we 
									had rolled dice to see who would go first 
									for game one, an honor I enjoy for game two 
									since he received a game loss penalty. I 
									mulligan to six, then five before keeping a 
									one land hand that nearly kills me. Michael 
									has me pinned down pretty well in a short 
									while, getting me down all the way to six 
									life points. Michael kept his beats coming, 
									in large part, by repeatedly Dredging his 
									Greater Mossdog back to his hand each time I 
									managed to kill it. I think he may have 
									Dredged the Mossdog five times. When I 
									finally stabilize the game, I get Lorebroker 
									into play and just run him out of cards in 
									five or six turns. It was kind of crazy. It 
									made me wonder if my deck was as powerful as 
									I thought it was, it seems to just barely 
									keep Michael off of me in game two. Anyway, 
									a win is a win is a win.
									My semi-finals 
									match is against Ed Novak, who somehow 
									bested the much more experienced Aaron 
									Wilyer. Ed is an interesting guy, also 
									playing in his first PTQ top eight. Ed is in 
									the Air Force (the primary employer in the 
									greater Clovis, New Mexico, area) and has a 
									very cute girlfriend named Nikki who also 
									digs Magic and who, I learn, has a small rat 
									as a pet. The rat makes a brief appearance, 
									peering out from Nikki’s shoulder length 
									hair. 
									Ed’s deck is a 
									straight ahead black/green design with no 
									real holes in it. I win game one easily 
									enough but get totally schooled in game two. 
									In game three, Ed misses an early land drop 
									or two and never recovers. My four Steamcore 
									Weird’s kill his smaller blockers while my 
									Ogre Savants keep his bigger creatures from 
									staying in play for long.
									After me and Ed 
									are finished long before the other 
									semi-final match. I watch as Glen Godard 
									battles Lubbock’s own Paul Telkamp. At 
									length, Godard overcomes Telkamp, who other 
									onlookers say made a lot of mistakes in the 
									match.
									Glen and I talk 
									about who wants to go to Prague THE MOST 
									while we shuffle our decks for the final 
									match. We both want to go to Prague, and 
									neither of us would be interested in 
									settling for taking all of the first and 
									second prize product (Japanese Guildpact 
									packs) in exchange for dropping from the 
									tournament. Glen and I have a fair bit in 
									common, we’re both at the far older end of 
									the Magic competitive universe, we’ve both 
									played on the Pro Tour without too much 
									success, we both have run a lot of 
									tournaments. In fact, Glen Godard is sort of 
									the New Mexico version of me, or, more 
									likely, I am some abbreviated Texas version 
									of him. He is forty-seven and married to a 
									woman who runs Magic tournaments. I am 
									forty-one and married to a woman who runs 
									the computer at Magic tournaments. Glen, on 
									the other hand, is one of the original 
									owners of one of Magic’s most famous gaming 
									businesses, War Games West. I, on the other 
									hand, am just another of the thousands of 
									Magic players that have had the honor of 
									visiting War Games West in downtown 
									Albuquerque (back in the day) and 
									experiencing the small room where Glen or 
									one of his daughters would supervise you 
									while you selected cards from their 
									unequaled collection of Alpha and Beta 
									edition cards. War Games West is famous in 
									Magic history for being the store/mail order 
									company that handled 20% of the entire Beta 
									edition of Magic: the Gatheing. During our 
									match, Glen told the story of how he once 
									kept one of the last boxes of Beta boosters 
									that his place had at his home on the table 
									next to his bed. Each morning, after turning 
									off the alarm clock, Glen would reach over 
									and open a Beta booster right there in his 
									bed. The same thing happened to me, 
									strangely enough, except that when I woke 
									up, there weren’t really any Beta Magic 
									cards in bed with me! Our match went to a 
									third game, with me winning the first and 
									Glen winning the second.
									After shuffling 
									and presenting my deck for game three, I 
									notice that Glen has been pile shuffling my 
									deck into two piles at the beginning of each 
									game. Glen shook his head after shuffling my 
									deck for game three and said, "I count your 
									deck before each game, and you keep having 
									forty cards every time." This is an 
									important lesson. You have to be vigilant 
									about EVERYTHING when you play in a PTQ. 
									Most people don’t pick up my deck and count 
									it in order to be sure that I’m not playing 
									with too few cards. Also, if I hadn’t 
									registered my draft deck correctly, I would 
									have suffered the same game one fate that my 
									quarterfinals opponent faced. This ain’t no 
									party, this aint’s no disco, this ain’t no 
									foolin’ around! In game three, things are 
									starting to not look so good, Glen’s 
									green/black creatures are much bigger and 
									stronger than my red/blue ones. Although I 
									got on top of the damage race in the early 
									game, Glen has essentially evened things up 
									and is starting to take advantage with his 
									Woodwraith Corrupter, with which he has 
									already changed two of his Forests into 4/4 
									creatures. I have my biggest creature in 
									play, Hammerfist Giant, but even he isn’t 
									big enough to attack through safely. Soon, 
									Glen will be attacking for the win. My life 
									count is still higher than his, 10-8, but my 
									time is most assuredly running out. I have 
									seven mana available to me and I draw the 
									Rally the Righteous I sideboarded in for 
									game three removing a Skyknight Legionnaire. 
									The other cards in my hand are a Galvanic 
									Arc and a Steamcore Weird. I spend a lot of 
									time thinking about how I can get an attack 
									through, and how many points of damage I 
									might be able to do if I play my Rally. 
									Finally, I figure it out, it’s time to tap 
									the Hammerfist and deal four damage to all 
									of our non-flying creatures as well as to 
									each of us. The simplest way to win would be 
									to activate the Hammerfist and then respond 
									to its ability by playing Rally the 
									Righteous to untap the Hammerfist, allowing 
									me to play his ability twice to deal a total 
									of eight damage to each of us. For some 
									reason, I didn’t like this idea at the time, 
									it practically escaped me. Glen had showed 
									me a Putrefy in a previous game and I was 
									afraid that he could remove my Hammerfist 
									from play before I could resolve my Rally 
									the Righteous. If that happened, he would be 
									the only player with a creature in play, and 
									he would be able to make one Forest into a 
									creature and attack for the win. I decided 
									to first play the Galvanic Arc on his 
									Woodwraith, targeting Glen with the damage. 
									Next, I tapped Hammerfist to deal four 
									damage to all the non-flyers, clearing both 
									sides of the board. As soon as the dust 
									settled and all our creatures where in their 
									graveyards, Glen sighed and asked me if I 
									had one more Steamcore Weird for the win. I 
									tapped the rest of my mana to play Steamcore 
									Weird to deal the last points of damage 
									needed to win game three.
									Glen was a 
									great sport after our match was over, just 
									exactly as I knew he would be. Glen and I 
									have a lot in common, and one thing is that 
									we’re both too old with lives too full of 
									other things to be too upset about losing a 
									match, even an important one. I geeked out 
									and asked Glen to autograph my Hammerfist 
									Giant. Glen really was one of my early Magic 
									heroes. Not because of his Magic playing 
									ability, though he is a skilled player every 
									bit as good as me, but because Glen Godard 
									had all the Beta cards in the world ten 
									years ago when making my tournament deck 
									completely black bordered was a very big 
									thing to me. It was a magical day (no pun 
									intended) indeed when I cruised into the old 
									store in downtown Albuquerque. I was 
									supervised in the private "Beta room" by one 
									of Glen’s then-teenage daughters. I spent 
									about fifty bucks on an array of Beta 
									goodies that included a Sol Ring, a Bird of 
									Paradise, a Demonic Tutor and a handful of 
									choice commons. Good times! Ten years later, 
									Glen Godard and little old me are battling 
									it out in the finals of the OLDEST PTQ final 
									in Texas history, a match featuring players 
									whose ages add up to a combined 88 years.
									In the end, you 
									always have to remember that there is a lot 
									of luck in Magic. There is no doubt that I 
									enjoyed some good luck in the Swiss rounds.
									
									In the nine 
									games I played, my best card, I was able to 
									play Skeletal Vampire SEVEN TIMES. The old 
									saying is true, especially in limited
									tournaments: 
									all you need to do to win is to get a great 
									deck, play without making mistakes, and get 
									lucky. Every PTQ I have ever won, and I’ve 
									won six of ‘em, included some good cards, 
									some good play, and some good luck. I’m 
									looking forward to trying my luck with the 
									big dogs in Prague.
									Don’t call it a 
									comeback. I’ve been here for YEARS.
									Jeff Zandi
									Texas Guildmages
									Level II DCI Judge
									
									jeffzandi@hotmail.com
									Zanman on Magic Online