Round 7: Gerry Thompson vs. Jeff Black
A delver of Secrets advocate, Gerry mixed up his list a little each week but had stuck to Seachrome Coast since the Invitational. His opponent this round, Jeff Black, was piloting a very different U/W deck with more controlling elements.
Jeff Black decided to go with a straight U/W control deck, eschewing the popular third color.
“I will snap-keep,” Gerry announced after losing the die roll, while the opponent considered his own starting seven more carefully before keeping and playing Plains. Gerry dropped Seachrome Coast and Ponder on turn 1, leaving the three on top, while Jeff played a turn 2 Ghost Quarter—awkward mana for Jeff. Taking a peek, Gerry paid 2 life for Gitaxian Probe to spot Elspeth Tirel, Day of Judgment, Think Twice, Mana Leak, and Plains in Jeff's hand.
Another Plains for Jeff, and a pass—Gerry had just another Island on his own turn. During Jeff's end step, Gerry cast Midnight Haunting for a pair of tokens, attacking with them on the following turn and casting Midnight Haunting. Jeff found Island waiting on top, and played it prior to ending his turn. Once Gerry swung, Think Twice drew Jeff a card.
Adding Seachrome Coast to the field, Jeff decided to cast Day of Judgment with Ghost Quarter up, but Gerry's Mana Leak protected the board. Sword of War and Peace landed on one of his Spirit tokens during the next turn, and Gerry dealt 9 damage to his opponent, leaving Jeff on 7 life.
He used that Ghost Quarter during the end step on Moorland Haunt rather than waiting until his own turn, firing another Day of Judgment and passing with two blue mana still available. Now Gerry appeared to need a threat, casting Ponder and ending the turn. Did he have a Snapcaster Mage he was sandbagging, or was he legitimately out of attackers?
Jeff decided to chance the latter and tapped out for Consecrated Sphinx. Gerry couldn't Snapcaster and Leak, but he had Vapor Snag to bounce the 4/6 prior to untapping for Geist of Saint Traft. Leaving two mana up, he added Moorland Haunt to the board and passed, putting Jeff into an awkward spot.
Shrugging, Jeff tried the Sphinx again—Gerry Vapor Snagged and they were onto Game 2.
Gerry 1, Jeff 0
Gerry flashes the Hovermyr he's sideboarding out.
Siding out his beloved Hovermyr, Gerry looked to close out the second game as elegantly as he'd taken the first, but Jeff's sideboard was sure to pack some anti-Delver material. Starting on Island, Jeff passed, whiel Gerry lacked any turn 1 plays beyond Seachrome Coast. A Seachrome Coast for Jeff ended his second turn, and when Gerry passed after a land, Jeff fired Think Twice during the end step.
His Pristine Talisman hit Gerry's Mana Leak, and Jeff ended the third turn tapped out. Gerry didn't take advantage, missing his land drop, but he offered a Midnight Haunting during the end step after Jeff Think Twiced for help, playing a fourth land. Gerry attacked, played Plains, and shipped turn back to Jeff.
A fifth land for Jeff left him one shy when Gerry used Snapcaster Mage to Mana Leak his second Pristine Talisman. Gitaxian Probe revealed that Jeff had been jamming Talismans in the hope of resolving Gideon Jura—it was the only spell he had left. Gerry left all his mana open and passed right back to Jeff after an attack for 4 damage.
Rather than try the planeswalker, Jeff flashbacked one Think Twice and nodded when another Midnight Haunting followed. Gerry attacked again for 4 damage, Jeff flashbacking the second Think Twice during the end step. His Ratchet Bomb met Negate, and Jeff passed rather than tap out for Gideon Jura. He was rewarded when Gerry attempted to resolve Sword of Feast and Famine—Gerry had to tap out to pay for Jeff's Mana Leak, failing to equip and no longer able to threaten countermagic on Gideon. But did it matter anymore?
Dropping Gideon, Jeff moved its loyalty to 8 and passed—Gerry equipped his Sword and attacked it to death, passing immediately after. Drawing a card, Jeff played Consecrated Sphinx with two mana up, but a Mana Leak from Gerry earned the concession.
Gerry 2, Jeff 0