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Sealed in Shadow, Sealed Pool #2
Posted On 04/26/2008 13:17:56 by Falkor - Read 14246 time(s)

Hello again, everyone!  For the uninitiated, this blog is a follow-up to Monday’s article, Sealed in Shadow, in which I recounted my prerelease experience and gave everyone some handy tips to perform well in Shadowmoor Sealed.  At the end of the article, I included a controversial list of the top 25 (can't fit the rest) commons and uncommons for Sealed.  After some healthy feedback from all of you in the forums, here is my updated list:

  Best Sealed Uncommons

1.       Incremental Blight

2.       Thoughtweft Gambit

3.       Prison Term

4.       Flame Javelin

5.       Tower Above

6.       Torrent of Souls

7.       Biting Tether

8.       Kulrath Knight

9.       Firespout

10.   Leech Bonder

11.   Boggart Ram-Gang

12.   Ashenmoor Gouger

13.   Trip Noose

14.   Kitchen Finks

15.   Murderous Redcap

16.   Wilt-Leaf Cavaliers

17.   Lurebound Scarecrow

18.   Drove of Elves

19.   Seedcradle Witch/Inkfathom Witch/Mistmeadow Witch

20.   Wasp Lancer

21.   Illuminated Folio

22.   Tattermunge Witch

23.   Mercy Killing

24.   Glamer Spinners

25.   Flourishing Defenses

Best Sealed Commons

1.       AEthertow

2.       Silkbind Faerie

3.       Burn Trail

4.       Scuttlemutt

5.       Gloomlance

6.       Consign to Dream

7.       Morselhoarder

8.       Ballynock Cohort

9.       Shield of the Oversoul

10.   Cultbrand Cinder

11.   Power of Fire

12.   Hungry Spriggan

13.   Rune-Cervin Rider

14.   Faerie Macabre

15.   Puncture Bolt

16.   Scar

17.   Cinderbones

18.   Barkshell Blessing

19.   Presence of Gond

20.   Curse of Chains

21.   Turn to Mist

22.   Pili-Pala

23.   Scarscale Ritual

24.   Runes of the Deus

25.   Steel of the Godhead

In addition, all of the Wisps, and all of the “can’t be blocked by color creatures” four-casting cost creatures are solid.

 

In addition to the list, I also posted my second Sealed pool of the prerelease before I signed off.  So far, in the response thread, no one took a stab at the pool.  Despite some of my failures building the first pool, I have a feeling this pool is much deeper.  The possibilities are absolutely endless here, and I look forward to your own creative feedback.


Sealed Pool #2: Double the Pleasure, Double the Mana Issues
White Niveous Wisps

Resplendent Mentor

2x Apothecary Initiate

Kithkin Shielddare

 WU Hybrid Silkbind Faerie

Thistledown Duo

AEthertow

Curse of Chains

Thoughtweft Gambit

Enchanted Evening (foil)

Steel of the Godhead

2x Zealous Guardian

 Blue Leech Bonder

Consign to Dream

Flow of Ideas

Merrow Wavebreakers

Deepchannel Mentor

Put Away

Moonring Island (Island)

UB Hybrid 2x Fate Transfer

Inkfathom Infiltrator

Gravelgill Axeshark

Helm of the Ghastlord

 Black Incremental Blight

Ashenmoor Cohort

Disturbing Plot

Cinderbones

Gloomlance

Faerie Macabre

Blowfly Infestation

Aphotic Wisps

2x Rite of Consumption

 BR Hybrid Soulstoke Kindler

Kulrath Knight

2x Spiteflame Witch

Cultbrand Cinder

Scar

Poison the Well

Red Intimidator Initiate

Power of Fire

Furystoke Giant

Crimson Wisps

Mudbrawler Cohort

2x Bloodshed Fever

Blistering Dieflyn

RG Hybrid Mudbrawler Raiders

Morselhoarder

2x Loamdragger Giant

 Green Drove of Elves

Juvenile Gloomwidow

Nurturer Initiate

Howl of the Night Pack

Gleeful Sabotage

 GW Hybrid Safehold Elite

Raven’s Run Dragoon

Shield of the Oversoul

Rhys the Redeemed

Barkshell Blessing

Oracle of Nectars

Dawnglow Infusion

 Artifacts Illuminated Folio

Elsewhere Flask

Chainbreaker

Wingrattle Scarecrow

Cauldron of Souls

Pili-Pala

Painter’s Servant

 Pool Breakdown

Using the method I wrote about in my article, here’s how I would break down the pool, given the time and hindsight of my own deck creations. 

 

Step 1: Eliminate the chaff

Bye-bye to Kithkin Shielddare, Apothecary Initiate, Resplendent Mentor, Enchanted Evening, Moonring Island, 2x Rite of Consumption, 2x Bloodshed Fever, and Blistering Dieflyn.

 

Step 2: Sort by color in a nice geometric shape.  Check!

 

Step 3: Locate Bombs!

UW Hybrid = Silkbind Faerie, AEthertow, and Thoughtweft Gambit

Black = Incremental Blight, Gloomlance

BR Hybrid = Kulrath Knight

Red = Furystoke Giant, Power of Fire

GW Hybrid = Rhys the Redeemed, Oracle of Nectars, and Dawnglow Infusion

 

Step 4: Find depth and playability

So far, my depth, and my bombs, tend to coalesce around BR and GwU.  White has a lot of playable cards since it contains a really deep GW and UW pool, and the removal in BR is pretty nuts.

 

Step 5: Eliminate the weak

I really don’t have a weak color, I just have two different decks, and I will probably wind up deciding what deck to play in a given matchup.  Do I want token generation, tricks, and life gain with a solid curve (GwU), or do I want removal, solid creatures, and a good curve with a Furystoke Giant to back everything up (BR)?

 

Step 6: Look for synergy to support the strong

Machine Gun:  Looking back over the Sealed pool, I do have the very nice Pili-Pala/Power of Fire machine gun.  After negative experiences with Pili-Pala in the first pool, however, I think the machine gun is a little too vulnerable to all of the removal floating around, and I decide not to run Pili-Pala, but just play Power of Fire.

 

Elsewhere Flask and Howl of the Night Pack = combo.  I can make lots of wolves with this, and I can still keep green as a main color.  Most of the quality blue cards are UW, not straight blue.

 

Painter’s Servant and Drove of Elves = one fat creature.  I admit, when I looked at the pool, I totally missed this interaction.  It would have made my deck much better to include Painter’s Servant, but I decided against it.  Huge mistake.

 

Fate Transfer + Counters: I have several cards that come into play with -1/-1 counters, and I also have 2x Fate Transfer available to make the drawback negligible.  Fate Transfer and Leech Bonder, along with my persist creatures, seem like a solid plan.

 

Step 7: Settle on your two main colors

I decide to build two decks: BR and GWu.

 

Step 8: Finalize the last few cards

In my GWu deck, I have a serious debate between Morselhoarder and Howl of the Night Pack.  Since I am trying to keep my curve low, I decide to cut Morselhoarder for Howl of the Night Pack.  In retrospect, I probably should have cut one of my early drops to keep Morselhoarder in the pile, but I just felt like I would rather play multiple creatures, Thoughtweft Gambit, or Howl.  I tried to keep my curve low and aggressive, but I should have kept it high and played defense with my tokens, tappers, and card advantage.  Morselhoarder is still just a creature, and I dreamed of a Howl of the Night Pack + Rhys the Redeemed/Elsewhere Flask win. 

 

In the BR deck, I think my list built itself, with cuts of early drops like Intimidator Initiate as the last few cards out of the pile.

 

Step 9: Build your mana base

Although I probably could have used an extra Swamp in the deck at times, I made a nice even split between 9 Swamps and 8 Mountains for the BR deck.

 

In the GWu build, I played blue more as a splash to access better color-fixing later on, and played more white cards.  This meant that some of the last cuts that I made to the deck were Steel of the Godhead.  It was a wrench to let the enchantment go, but I worried about 2 for 1’s, and I felt that between Oracle of Nectars and Dawnglow Infusion, I had enough life gain.  Final decision: 7 Forests, 6 Plains, and 4 Islands.

 

Step 10: Deck registration! No need, this is a prerelease!

  
Deck #1: Red/Black Removal

9x Swamp

8x Mountain

Scar

Aphotic Wisps

Mudbrawler Cohort

Blowfly Infestation

Faerie Macabre

Gloomlance

Cultbrand Cinder

Cinderbones

Disturbing Plot

2x Spiteflame Witch

Crimson Wisps

Gravelgill Axeshark

Ashenmoor Cohort

Wingrattle Scarecrow

Chainbreaker

Morselhoarder

Furystoke Giant

Power of Fire

Inkfathom Infiltrator

Incremental Blight

Kulrath Knight

Mudbrawler Raiders

 

As I look at the deck now, I am only upset that I did not include Pili-Pala for the machine gun.  I just saw too many problems with that card earlier in the day in other players’ decks, so I stayed away from it myself.

 

I regret that my curve is a little higher than I hoped, and I don’t have a ton of early removal.  As long as I can hit mana, I should have enough creatures to survive into the late game.  17 land should be enough, right?  Famous last words….

 Deck #2: Green/White/blue Token Generator

6x Plains

7x Forest

4x Island

Mudbrawler Raiders

Chainbreaker

Dawnglow Infusion

Howl of the Night Pack

Thoughtweft Gambit

Nurturer Initiate

Curse of Chains

Oracle of Nectars

Barkshell Blessing

AEthertow

Fate Transfer

Juvenile Gloomwidow

Thistledown Duo

Rhys the Redeemed

Shield of the Oversoul

Elsewhere Flask

Raven’s Run Dragoon

Niveous Wisps

Consign to Dream

Illuminated Folio

Drove of Elves

Safehold Elite

Silkbind Faerie

Leech Bonder

 

As I review the deck now, I think that I should have played Painter’s Servant over Chainbreaker.  I just saw too many positive plays with Chainbreaker over the course of the early prerelease, and I think that I overvalued the card.  Painter’s Servant makes Drove of Elves huge, and it is a solid early creature in a set with a lot of small dorks.


Small Tournament Report
 Round 1 vs. Dave Tosto with GW

I decide to run the Token Generation deck first, since I feel like it is more powerful, and I have a better opportunity to overwhelm my opponent.

 

Game 1: I opened with 5 lands and 2 cards, which I probably should mulligan, but I decide to keep, since I know that all I will need are a few creatures, and I should be fine.  I have a Dawnglow Infusion to keep me in the game until I can pull it out.  Unfortunately, Dave is playing an aggressive GW build, and I draw 6 lands in a row.  Seriously.

 

Problem is, I go on tilt, since I know that I have a good pool, and I can’t afford to lose games like that.  Second problem, I decide to switch decks, since I know that my heavy removal BR build should perform better against his GW aggressive deck.  I probably don’t have the time to waste tapping his creatures and gaining life with my GWu build.  I make the switch angrily.  Grrr…

 

Game 2:

I should have lost this game.  I mulligan 2x into a 5-card hand with 2 lands, 2 Spiteflame Witches, and little else.  I can’t race with the Witches since I am so far behind on card advantage, and I know he has an aggressive deck. 

 

I stall on 2 lands for what is probably 5-6 turns, but fortunately for me, Dave’s deck does not cooperate either, and he drops small beats with which I can make profitable trades.  Spiteflame Witch saves me a ton of life as we both stare at each other.

 

I finally start to draw land, and once I hit the 5 mana mark, Dave is somewhat played out with small beats, but I have Furystoke Giant, Gloomlance, Kulrath Knight…and an empty board.  I play out the Kulrath Knight to slow down his small beats even further.  Fortunately for me, Dave uses Mercy Killing to off the Knight, and I plop down 3 tokens with Furystoke Giant staring me in the face.  Next turn, I untap, play Furystoke Giant, and take down much of his board.  Nice card.

 

I continue to build up a creature and mana advantage, but I am down to about 4-6 life, and I can’t really afford to attack into his ground beats.  My Faerie Macabre holds off his Pili-Pala.  My Furystoke Giant is waiting for a chance to die again, since I have now committed about 3 other creatures to the board, not to mention my little tokens are still sitting back on defense as well.


Finally, Dave decides to attack with his vigilance and wither Scarecrow, and I throw a couple of creatures, including Furystoke Giant in front of the Scarecrow to kill it.  Unfortunately, we both forgot that wither hands out counters to Furystoke, so his persist should be turned off.  When I return the Giant (erroneously), I Wrath his board again.  Then, swing for the win two turns later.

Game 3:  Hello, karma.  I draw 2 lands again despite pile-shuffling twice since I had a ton of mana on the board, and can’t pull out of a much better draw by Dave.  I’m actually glad that I lost, since I can not continue to make misplays with persist like this, and attempt to call myself a decent Magic player.


Round 2: Jessie Jameson with RW

Jessie chose to go with an enemy color pair to gain more power and options, and boy, did it work.  I keep working with the BR deck.

 

Game 1:  Unfortunately, my deck does not smile upon me once again, as I believe I draw about 12 land.  The game stalls out with clear boards, but he topdecks much better than I do, and I lose the game.  I note that he has Mass Calcify and Furystoke Giant with a lot of dorks.  Also, Heartmender is a gigantic pain in the ass.  Huge.  Especially when you can’t draw any removal whatsoever, and your wither creatures look really insignificant.

 

Game 2: I decide to switch it up, since his deck seems to be a lot better than mine.  When you have 3 bomb rares with quality removal and solid creatures, I know that my deck is in trouble.  I can only hope to stall him out.

 

I have a really great opening hand, and he greets my third turn Oracle of Nectars with a “Dude, you are really going to hate me for this” line and an Everlasting Torment.  Not only is my life gain turned off, but all damage is dealt as wither, and I just put my damage dealing deck off to the side.  *sigh*

 

I make a great game of it, since he can’t be very aggressive with his superior creatures due to wither.  When he kills my Silkbind Faerie, I am pretty sure the game is over, but it keeps going as he waits for better cards in hand. 

I built up enough mana to play Elsewhere Flask and Howl of the Night Pack for 7 Wolves.  I have the game in hand if I can untap, but he rips the seventh land he needs to Mass Calcify my Wolves.  It is over a couple of turns later, as he finally draws into enough creatures to feel comfortable attacking into mine. 

 

Conclusion: 0-2 drop?

 

Although my pool was a lot better the second time around, I lost to mana screw, mana flood, better cards, and better play by my opponent.  Oh, well, better luck next prerelease!

 

Thanks for reading, and I hope that you will join me in the next couple of weeks as I update Doran Rock for Standard (with Shadowmoor of course),and follow up Riki Hayashi’s article, White, (HUH, YEAH), What is It Good For?  Absolutely Nothing!  *screams*

 

Ah, that Jackie Chan is a scamp…

 

Thomas M. Trovato

Falkor in the Forums

Related to: Magic: the Gathering



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Viewing 11 - 16 out of 16 Comments


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04/28/2008 15:59:45
Some more thoughts on your uncommon list. Thoughtweft gambit is good but not that good. Like everyone is saying mistmeadow witch has to be on the list. Also where are Jaws of Stone and Corrupt. Those are both very good. And steel of the godhead has to be way higher up the list. It's the best enchantment by far and is very near the best common in the set.


04/28/2008 15:48:56
thoughtweft gambit is basically master warcraft... on crack

the card says "I win if I have lethal damage in creatures on the table"

I had this in my pool when I played 2hg at the prerelease... won 2 games that had become ground stalls and might've fallen another way


04/28/2008 13:43:24
IN the best uncommons - Roughshod Mentor is listed at #26 and #31.   Perhaps one of these was supposed to be Mistmeadow Witch?  She has to be in any top uncommons list.


04/28/2008 13:38:28

See, I WOULD interact more with the articles on this site if it were for one thing: some sort of utility that would combine the visual cards with your posted decklist and allow the user to manipulate the cards and build a deck.

I know that software exists that allows one to do this but something that could interface with the site would be nice. 

 Also... thoughtweft gamibt at number 2? firespout at 9? How is a SIX mana white/blue card that basically either uptaps your creatures OR taps their creatures(it seems rarely possible that you will gain any kind of advantage from both effects) better than cheap mass removal?  

I've played two sealed at the prerelease, a 2HG giant, and 2 more sealeds and a draft with my group using the cards we won. Firespout almost always played a powerful role, while thoughtweft gambit often sat around until it was too late, or just... not... that useful.

 

I think your common list is good. Except that while power of fire is useful, I would rather have a puncture bolt or a turn to mist. 



04/28/2008 11:33:27
why is my font so small in the post below?


04/28/2008 11:32:48

Ay yay yay. I still can't get behind some of your choices in your limited lists, but how does mistmeadow witch not make the top uncommons? I think you've got most of the important cards up there - I just disagree in the ratings.

 

It looks like your step 3 needs to be changed to "locate bombs and removal" Gloomlance, Power of Fire and Silkbind Faerie are not bombs, they are pretty potent removal though and certainly come into play when evaluating the top end of your colors. I'm also not sure that any of the GW cards listed are "bombs" just situationally powerful.

 

Does the report stop because you should have lost instead of recurring the giant... or is their more coming? 




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