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Competitive Rouge deck in Block I hate constructed. There can be close to no creativity in a constructed magic game. If you’re playing at a high enough level, chances are that your opponent knows exactly which kind of cards that is in your deck. In limited, sure that happens as well, but not in a way where they know your Two-three-four curve drop the instance you make your first play move. Also, in limited, now you can look at what your opponents drafted in between rounds at a high enough level to stop cheating (their thinking was that the players talk to their friends in between rounds, and they will be surely discussing about what others drafted, so might as well put them on even grounds) What I love about magic when I first started playing, is the look on the opponent’s faces when I play a card that was completely not expected from them. I love instances, I love setting a trap and watching them fall into it. I love having their calculations fall into pieces just because I had something they didn’t put into their calculation. (See: Blinking an morphed Akroma, and blocking an incoming Errant Ephemeron with it) So with the end of my little rant, I present to you my own secret block tech that I’m bringing to my Block constructed competition two weekends from now at my gaming store ( I really shouldn’t be putting this on here, since almost everyone who I’ll be playing against will read this...) Mono White Weenies v2.0 // Lands 24 [10E] Plains (2) // Creatures 4 [MOR] Kinsbaile Cavalier 4 [LRW] Knight of Meadowgrain 4 [SHM] Safehold Elite 4 [SHM] Wilt-Leaf Cavaliers 4 [SHM] Wilt-Leaf Liege 3 [SHM] Elvish Hexhunter 2 [MOR] Order of the Golden Cricket 3 [SHM] Kitchen Finks // Spells 4 [SHM] Shield of the Oversoul 4 [SHM] Armored Ascension Now I’m gonna save myself here and at least keep my sideboard a secret, so that I have at least a little bit of a chance against everyone at the store (DARN YOU MATT AND JAMIE FOR READING THIS!) This is my little baby, I’ve been playing this deck since the coming of Shadowmoor, the endless play testing it endlessly and dreaming about it at night. Yah, shoot me, I’m a real geek. Anyways, there is one thing about the deck that should stand out. … 24 plains, I’m a huge avid fans of mono coloured decks, since that does not usually require the $6-8 dual lands, did I also tell you I try playing cheap decks (minus the lieges) This deck I’m very certain can chomp down other decks at the tournament (Unless they all switch to play Faeries). I’ve been playing it online and it does well against the usual decks of RDW and some rouge list. Plan of attack: Aggro beatdown. This deck aims for a turn 5 win, my ideal curve consists of: Turn 1: Plains, Hexhunter Turn 2: Plains, Knight of Meadowgrain, Attack (19) Turn 3: Plains, Wilt-leaf Cavaliers, Attack (16) Turn 4: Plains, Wilt-leaf Liege, Attack (10) Turn 5: Plains, Kinsbaile Cavalier, Attack ( Negative something) That’s my goldfish. There are lots of variations of this, and they lead to things like one- three less damage on turn 4 or something less optimal like that, but they all aim for a turn 5 win, it’s pretty much all or nothing at that point. Things curves that doesn’t focus on the subtheme of Knights in the deck, but subtheme of G/W agro like shield of the oversoul as the finisher. Or somewhere in between. Even if Turn 5 comes and goes, and I still haven’t won, there are 10 cards that enables flying to get in the last couple of damages through. Give the deck a try, it’s lots of fun, the only money card in here are the lieges, the new wilt-leaf cavaliers I think costs even more then the Kinsbaile ones The way I found how to build a very consistent aggro deck, is really just following these steps. 1. Find the perfect curve you want your deck to perform. Your deck should have a plan in mind, and for aggro style builds you want to hit your curve perfectly to win games. Find your curve, and put in 4 ofs of each cards needed to hit the curve 2. Look on the gatherer, and find suitable replacement for some of your cards in that perfect curve Decks are not going to consist of only your perfect curve, you need to beef it up to 60 cards, find cards that will suffice if you’re missing one or two pieces to the curve, therefore increasing the chances of still hitting your curve instead of flattening out and not focusing on your deck’s strategy (which, in most cases, is beating face) 3. If it’s still not consistent after numerous amounts of playtesting, devote some cards in your slot that will help you FIND your curve in a slot that you usually don’t have a main focus on (ie. For my deck, the hexhunters) and replace it for Card sift like ponder. Now, I need your help, you see, I have a playset of Mutavaults, and I wonder should I put them in, comment in your concerns about that, how many if at any, and other faults you can pick off with the deck, things to make it better. Thanks lots! I’ll return next day with some limited stuff again, I promise.
Tags: Lorwyn Block Constructed Magic
My Constructed skills have slowly deteriorated over the years, and I’ve been seen living in the bottom pits of casual playing when it comes to the format where players use 60 decks. I usually play the more casual of formats, Elder Highlander Dragon, Multiplayer games like free-for-alls, Emperor and Two Headed Giant, we might have a competitive game now and then, in which I pull out my un finished build of my Lark deck (which was taken out for its sleeves in favor of another deck last night, I’m retiring that stupid deck). What I’m about to reveal to you, is top secret, or rather, just plain annoying in an Emperor deck. Behold, the comeback of the clerics! // Lands 16 [10E] Plains (2) 4 [9E] Battlefield Forge 4 [LRW] Ancient Amphitheater // Creatures 2 [SHM] Order of Whiteclay 3 [TSB] Witch Hunter 2 [10E] Loxodon Mystic 4 [LRW] Kithkin Harbinger 2 [SHM] Oracle of Nectars 4 [10E] Soul Warden 4 [FUT] Oriss, Samite Guardian 4 [FUT] Augur il-Vec 4 [MOR] Battletide Alchemist // Spells 3 [MOR] Weight of Conscience 4 [10E] Manabarbs A simple clerics deck, the main goal is to get the Battletide Alchemist, Manabarbs combo off before your teammates die off. Your stall cards include Oriss, Harbinger to find the Battletide and toss it off to a teammate for a nice body to block with, soul warden and Oracle of Nectars can also be passed off, ensuring that your teammates stay above 1 life. Once Manabarbs comes into play with Battletide on the board, you may now pick off each of your opponents life total while protecting yours and your teammates, Witch Hunter is especially useful here as it bounces creatures back to their hand, making them recast it and take some more damage. Weight of Conscious is spot removal if you ever needed it, it also, with Loxodon Mystic, provides a tap outlet for Order of the Whiteclay, returning some of the more important creatures back to play (Harbinger, Soul warden) You can choose to take out that package for a set of idyllic tutors, as you’re never guaranteed a Manabarbs in every game, in fact, I recommend you do it. I just thought the order of the whiteclay combo was fun. You’d be surpised how much a battletide alchemist dulls an attack of angry elves or gobins, with about another one or two clerics on the board, it pretty much stops their attack from eleven to one. A true control deck, providing that you get your pieces in time, which you should since you have two bodies beside you before your opponents can get to you while you fool around with their attacks, most of the times, they are pretty much helpless when you beat down to the emperor. Next up: Elder Dragon Highland, Eddie’s favorite secret deck tech providing that I don’t write about some random drafts.
Tags: Constructed Casual Emperor
Uncommons Yawn! Good morning! I might as well finish up my cycles rating for all of the uncommons in shadowmoor today. As I have a another idea for a column for tomorrow. 1.Witches Cycle a)Mistmeadow Witch b)Inkfathom Witch c)Tattermunge Witch d)Seedcradle Witch e)Spiteflame Witch The Witches cycle signals whatever archetype that you're going to be playing for that draft. They all fit perfectly for whatever deck you intend to build and their abilities (reusable) are amazing as well, check out my next column when I discuss the archetypes that you can draft in triple Shadowmoor 2.Basic Lands Matters a)Jaws of Stone b)Corrupt c)Howl of the Night Pack d)Armored Ascension e)Flow of Ideas This is one heck of a powerful cycle, unfortunatly, these work best in a mono coloured deck, something that Shadowmoor is not working towards. Jaws, Corrupt and Howl can all be played off an elsewhere flask, making them a highly valuable and sought after entity. 3. Triple 2/coloured Hybrids a)Flame Javelin b)Tower Above c)Beseech the Queen d)Advice from the Fae e)Spectral Procession Flame Javelin, oh my, the only solid removal in this set. Sadly this cycle, is very much leaning towards a mono colour as well. You can also play this off an elsewhere flask, so Flame Javelin can be picked if you're playing B/U and have a couple of flasks lying around. Note, I personally like Advice from Fae over Beseech the Queen cause there isn't much reliable card advantage (virtual or literal) in this set. 4.Three Ally Coloured Hybrids a)Ashenmoor Gouger b)Plumveil c)Boggart Ram-Gang d)Wilt-Leaf Cavaliers e)Wasp Lancer This cycle is one of the public's favorites, all of these cards can be played off of any two allied coloured decks with no problem at all. Plumveil is pretty much a removal spell instead of a combat trick because of the attacking nature of this format. The reason why ashenmoor Gouger is higher is because of it's archetype and how HARD it is to get him OFF the darn board 5.Ally Coloured dual Spells a)Firespout b)Torrent of Souls c)Repel Intruders d)Dawnglow Infusion e)River's Grasp This Cycle is very… so and so, both ends of the spectrum, Firespout is an excellent card, as mass removal is nothing to scoff at in limited. The card advantage is amazing. Torrent of Souls is almost like an overrun effect, minus the trample part, but I’m a bit of a sucker for game finishers, if you can’t kill your opponent in the next turn, you still have your bomb back from your graveyard. Repel Intruders would actually the only counterspell I’d play, Tempo killed if excecuted properly would be amazing, but don’t count on it. Lifegain is ‘kay only if it’s repeatable, and River’s Grasp is pseudo removal, but one color by itself sucks, while the others manage okay if they’re played with one coloured 6.Mono Coloured Mobs a)Faerie Swarm b)Kithikin Rabble c)Crowd of Cinders d)Drove of Elves e)Horde of Boggarts For lack of the better name, I'm gonna call this the cycle of mobs, once again they focus best on a mono coloured deck, but they do pretty well in an allied coloured Hybrid deck as there is bound to be some overlap between the colours of creatures. They're rating as per their archetype, and how they fit in it. 7)Mentors a)Corrosive Mentor b)Bloodmark Mentor c)Roughshod Mentor d)Deepchannel Mentor e)Resplendent Mentor This is one exceptionally balanced cycle, any one of these could be more preferred over the other, they are solid creatures on their own, and their abilities are amazing, as mono coloured drafters, you should look out for these as finishers 8.Useless Lands a)Leechridden Swamp b)Sapseep Forest c)Moonring Island d)Mistveil Plain e)Madblind Mountain The Swamp is playable, Forest lets you lifegain, and Moonring lets you know when their bomb is coming… yay! Too bad it doesn’t help you stop it!
Tags: Shadowmoor Limited Ratings
Over drafting this weekend, I was looking over the boosters and realize that I’m seeing the same cards everywhere, just in different colours. This the led to me looking into just how many cycles were there in limited, and how useful they are.
COMMONS
1. Equipments a. Shield of the Oversoul b. Steel of the Godhead c. Runes of the Deus d. Fists of the Demigod e. Helm of the Ghastlord
I think the Equipment cycles sells whatever archetypes you’re drafting, a passed equipment usually tells the person next to you that you’re not playing those colours. I think the fear of getting 2-for-1ed has to be overcome to try and gain some advantage by using these. Once you slap it on, your opponents will either try to get rid of it. Or they will ignore it till it knocks at their life total.
Everyone knows that Shield and Steel are good, but I personally think that a Runes is the single most game changing spell in the limited format, especially G/R, where you stall the first 5 turns of the game, lay down the plentiful amounts of fat G/R hybrid creatures like Scuzzback Mauraders or Morselhoarder or even better, Loamdragger Giant. And the next turn, slap on a runes and (usually) swing for the win.
Personally, Runes have saved me more then I imagine, I calculate the math and let my opponent strike me down to my last turn, usually leaving only one creature behind to chump block, I slap down a runes and steal the victory
2. Duos a. Thistledown Duo b. Tattermunge Duo c. Safehold Duo d. Gravelgill Duo e. Emberstrike Duo
The correct way to access the duo series is their body size when you have no pumps, this is why I have a dislike for Emberstrike and Gravegill duo, in late game, they are close to being useless because of their small bodies, athough gravegill duo has semi evasion, I still rate the others higher.
3. 3/3 enemy colour evasion for 4s a. Wanderbrine Rootcutters b. Sootwalkers c. Barrenton Cragtreads d. Mudbrawler Raiders e. Raven's Run Dragoon
I love this cycle, and it was the hardest not to rate this the second best cycle in limited format, these guys are fat enough , they are a good investment, (3/3 for 2 colourless and 2 coloured hybrid is good enough, with semi evasion? Sweet!) Solid creatures, and solid drops, never sad to see one of these in my colours in the pack (Or even one of my side colours, ie. Seeing a Mudbrawler Raider and taking it when I’m playing B/R)
4. Enemies colours hates a. Gloomlance b. Consign to Dream c. Inquisitor's Snare d. Ember Gale e. Gloomwidow's Feast
I personally love the first two spells on this list, creature removal is sparse in this format, and consign to dream also gives you a chance of nulling your opponent of at least a card, pseudo removal as they have to cast that bomb again, and denying them of an attack phase with it.
Inquisitor’s snare can be terror, which is great! Ember gale is one of those game finishing spells, or tiny pyroclasm if lucky, and Gloomwidow’s feast stops whatever annoying flyers your opponents have
5. Cohorts a. Ballynock Cohort b. Briarberry Cohort c. Mudbrawler Cohort d. Crabapple Cohort e. Ashenmoor Cohort
The only reason why the Cohorts cycle is rated so high is pretty much because of Ballynock Cohort, 2/2 first strike for three is great, but 3/3 for three under some small condition that you’re probably going to meet is even better! Considering the 3/3 for 4 cycle is such a nice cycle, Ballynock Cohort pretty much trumps that and other annoying three toughness creatures Briarberry, is a great two drop, an auto include if you’re playing anything blue, evasion 2/2 for two is not something you get everyday. The other cohorts are nice creatures, nothing to write home about, and Ashenmoor Cohort sucks… blightsickles
6. Scarecrows a. Watchwing Scarecrow b. Wingrattle Scarecrow c. Blazethorn Scarecrow d. Thornwatch Scarecrow e. Rattleblaze Scarecrow
This Cycle isn’t bad, it’s just not good enough, they are all solid bodies for what they do, and they’ll do as creatures in an empty board in a pinch, I only really like Watchwing, as evasion does count for a bit.
7. Allied coloured pumpers a. Rune-Cervin Rider b. Foxfire Oak c. Parapet Watchers d. Loch Korrigan e. Blistering Dieflyn
Let me say this now, I’m not a fan of this cycle in limited, sure, some of them can whack people over the head and turn into a Fireball if you really wanted to, but their base size is what screws them up. If you’re playing them as part of a curve, don’t expect that to happen, next turn, you’ll be trying to pump up your guy to stay alive in the combat phase, that you neglect to play a creature and your opponent on their next turn will play thiers. Or you will hold mana back to block with it when your opponent (if they are smart enough ) Will not attack you and instead improves their board position by dropping something else.
8. Allied Consipres a. Aethertow b. Traitor's Roar c. Barkshell Blessing d. Giantbaiting e. Memory Sluice
I generally don’t like spells that are not removal or combat tricks, but I can’t stand to watch my Aethertow go any lower then this.
For those that don’t understand, Aethertow is awesome, I explain it in a previous blog why I picked it in pack 1 pick 2.
Traitor’s Roar is okay with barkshell Blessing, which is a combat trick and doubled if you’re blocking, but Giantbaiting doesn’t improve your board position and Memory Sluice.dec does not work since the math gets it to like… 2.5 commons per 3 packs of draft
9. Mono Coloured Conspire
a. Burn Trail b. Ghastly Discovery c. Gleeful Sabotage d. Disturbing Plot e. Mine Excavation Everything sucks except for Burn Trail and maybe Ghastly Discovery, I can see Gleeful Sabotage working out off the sb with the amount of enchantments going around. But that’s about it.
10. Allied coloured one drops a. Oona's Gatewarden b. Scuzzback Scrapper c. Zealous Guardian d. Elvish Hexhunter e. Manaforge Cinder
Oona’s Gatewarden is good, it does everything Scuzzback Scrapper does except attacking (which you really don’t want to for a 1/1 except for the first or maybe second turn)
Others might see some play, but just some
11. Wisps a. Niveous Wisps b. Aphotic Wisps c. Cerulean Wisps d. Crimson Wisps e. Viridescent Wisps
Deck filtering is good, the tap and untap and fear are added plus, the others are also good as well, if you find a late pick in your colours, take it and actually try playing it, they might save you.
12. Initiates a. Nurturer Initiate b. Smolder Initiate c. Intimidator Initiate d. Drowner Initiate e. Apothecary Initiate
I’ve actually played a deck with 4 drowner Initiate, He almost beat me, but the point is, these are good one drop with maybe a bomb in the game later on when the Smolder Initiate takes off your 7th life point or something.
I’ll continue this blog later, my hands are killing me
Tags: Shadowmoor Limited Ratings
First time blogger, go easy on me and give me feedback Drafted this morning on MWS and Netdraft... and this is what I ended up with Pack 1 (SH): Pick 1: * M Glen Elendra Liege (3 cc) R Slinking Giant L Sapseep Forest U Deepchannel Mentor A Wingrattle Scarecrow G Hungry Spriggan B Gloomlance B Disturbing Plot W Goldenglow Moth M Poison the Well M Safewright Quest W Apothecary Initiate B Rite of Consumption M Turn to Mist W Kithkin Shielddare Pack 1 Liege, WOOT! *yanks* Notables include: Deepchannel Mentor (finisher) Hungry Spriggan (Very good beatdown for 3 mana, in a format where nobody blocks unless they have a trick or they want to trade, he will almost be certainly attacking) Gloomlance - Removal Pick 2: M Vexing Shusher M Seedcradle Witch L Mistveil Plains G Hungry Spriggan M Helm of the Ghastlord * M AEthertow (5 cc) R Boggart Arsonists R Bloodshed Fever G Juvenile Gloomwidow G Viridescent Wisps U Merrow Wavebreakers A Chainbreaker A Watchwing Scarecrow A Rattleblaze Scarecrow I have a thing with Tow, all weekend long I have been saying “Tow this, Tow that”, the tempo killed is incredible, it might as well say “Target player loses a turn” when they attack in with a creature, they lost an attack phase, lost a turn of mana cause they have to cast it again, and they lost a card draw (since they’re drawing it again) Notables? Seedcradle Witch, it’s a weaker one compared to the other witches, but the witches cycle is amazing Another Spriggan, but it’s not this high of a pick (probably 5-10) Helm – worse of the cycle, but it’s card advantage monster Juvenile Gloomwidow – Stall on a stick Wavebreakers- Really sad I had to pass this, but meh, what can you do! Pick 3: * M Mirrorweave (4 cc) U Flow of Ideas B Crowd of Cinders B Ashenmoor Cohort W Goldenglow Moth M Memory Sluice A Blazethorn Scarecrow G Foxfire Oak M Barrenton Cragtreads B Splitting Headache U Parapet Watchers U Put Away U Ghastly Discovery Probably my first mistake, Mirrorweave was a fun card, I never got to play with it, but I think I should’ve took the Barrenton Cragtreads now that I think about it, it’s a nice size body, and that cycle gets my seal of approval. Others to consider, Crowd of cinders and… maybe Ghastly Discovery. Pick 4: U Flow of Ideas R Slinking Giant R Smash to Smithereens A Rattleblaze Scarecrow W Niveous Wisps G Gloomwidow's Feast B Rite of Consumption B Loch Korrigan * A Scuttlemutt (3 cc) W Kithkin Shielddare R Blistering Dieflyn G Foxfire Oak I look at this pack, I look back on my colours, then I shrug and thank the gods that I there is nothing else bad in this pack and I happily take the artifact. Mana accel and an ultility trick on a 2/2 body for 3? Sign me up! Pick 5: R Elemental Mastery L Leechridden Swamp G Viridescent Wisps A Pili-Pala U Consign to Dream * U Merrow Wavebreakers (5 cc) M Manaforge Cinder M Turn to Mist W Mine Excavation G Gleeful Sabotage M Wanderbrine Rootcutters I look again in my colours, at this rate I’m heavily into blue, leaning towards white but black lets me make full use of a liege. I consider Wavebreakers vs Rootcutters, the latter gets me back into black with a nice size body, but I think about passing a wavebreaker and what that would signal, so I nab that one right away. Notables, Turn to mist, and pilli pala and consign to dream. Maybe the swamp as well if there is a stall but not much else Pick 6: U Thought Reflection W Pale Wayfarer U Cerulean Wisps U Put Away M Raven's Run Dragoon M Elvish Hexhunter * M Oona's Gatewarden (2 cc) B Rite of Consumption G Juvenile Gloomwidow M Sootwalkers Now, I curse to myself, Blue black looks open, so I thought I’d try it out with an Oona’s gatewarden, it’s the defender of all defenders, leaving a dent of any attackers coming in before dying. Could’ve taken a wisp or worse a sootwalker Pick 7: B Wound Reflection W Mistmeadow Skulk * M Oona's Gatewarden (2 cc) R Mudbrawler Cohort M Zealous Guardian M Memory Sluice W Inquisitor's Snare M Manamorphose G Gleeful Sabotage Once again, nothing, so instead of taking the flash 1/1, I take the same pick I picked last time, others to consider are…. Nothing in my colours, but inquisitor’s Snare is a solid pick, and so is the skulk Pick 8: W Apothecary Initiate U Ghastly Discovery M Emberstrike Duo M Oona's Gatewarden A Watchwing Scarecrow W Niveous Wisps * A Elsewhere Flask (2 cc) M Safewright Quest A third warden? Nahhh, I go with the flask just in case I get so into white that the liege (still a fat body and flying) gets a bit harder to cast. Pick 9: L Sapseep Forest B Disturbing Plot W Goldenglow Moth * M Poison the Well (4 cc) M Safewright Quest W Apothecary Initiate W Kithkin Shielddare Now, I have no idea why, but I took poison the well thinking I’m back into blue black splashing white, I wasn’t gonna go with a mono white, should’ve took the shielddare in this case if I was thinking properly Pick 10: L Mistveil Plains R Bloodshed Fever G Juvenile Gloomwidow G Viridescent Wisps * A Chainbreaker (2 cc) A Rattleblaze Scarecrow Can’t find anything good, so artifact creature again, Rattleblaze could’ve taken, as the body is quite nice in this format, but I thought nahhhh… I needed a two drop Pick 11: B Ashenmoor Cohort W Goldenglow Moth * M Memory Sluice (2 cc) B Splitting Headache U Put Away Pick 12: A Rattleblaze Scarecrow * B Rite of Consumption (2 cc) W Kithkin Shielddare R Blistering Dieflyn Pick 13: G Viridescent Wisps * M Manaforge Cinder (2 cc) W Mine Excavation Pick 14: U Thought Reflection * U Put Away (4 cc) Pick 15: * B Wound Reflection (6 cc) Yah, nothing interesting in the last couple of picks Pack 2 (SH): Pick 1: M Deus of Calamity M Spiteflame Witch L Moonring Island G Tower Above R Puncture Bolt G Juvenile Gloomwidow U Kinscaer Harpoonist U Spell Syphon A Blazethorn Scarecrow * M Steel of the Godhead (4 cc) G Devoted Druid M Sootwalkers A Wingrattle Scarecrow W Mine Excavation M Manaforge Cinder Steel of the godhead! Makes sense for what I’m doing, notables include spell syphon, Harpooist, and maybe the island Pick 2: W Mass Calcify M Mercy Killing M Puresight Merrow * U Leech Bonder (3 cc) A Blazethorn Scarecrow W Last Breath M Elvish Hexhunter M Fate Transfer U Cerulean Wisps M Gravelgill Duo U Spell Syphon G Gleeful Sabotage R Intimidator Initiate M Somnomancer Leech bonder = removal! Others include gravegill due, syphon again, and somnomancer as a two drop Pick 3: * M Plumeveil (2 cc) A Wicker Warcrawler M Gravelgill Duo U Whimwader W Mine Excavation M Barkshell Blessing W Niveous Wisps G Toil to Renown M AEthertow G Viridescent Wisps R Rustrazor Butcher M Sootstoke Kindler G Gleeful Sabotage Plumveil aethertow, not only cause it’s another creature, my count is around 8 at this point. Gravegill duo and Whimwader got a thought, but the tricks won me over Pick 4: W Pale Wayfarer * U Briarberry Cohort (2 cc) M Shield of the Oversoul W Niveous Wisps R Bloodshed Fever M Runes of the Deus U Ghastly Discovery R Crimson Wisps M Manaforge Cinder B Ashenmoor Cohort M Giantbaiting U Prismwake Merrow Two drop again, this time, a solid one, nothing else here I liked that much, fun to say that there’s a shield here, so I’m keeping that in mind Pick 5: B Crowd of Cinders G Roughshod Mentor M Scar M Raven's Run Dragoon U Parapet Watchers M Fists of the Demigod * M Shield of the Oversoul (4 cc) U Spell Syphon U Drowner Initiate M Medicine Runner M Helm of the Ghastlord I saw the shield again, and I thought to myself, Blue/White eh? Lets dip a bit into that, there wasn’t much other than a syphon, and I’m sure the first two wheels. Pick 6: M Impromptu Raid B Crowd of Cinders A Lockjaw Snapper M Oona's Gatewarden B Disturbing Plot U Drowner Initiate * M Helm of the Ghastlord (5 cc) A Elsewhere Flask W Mine Excavation M Giantbaiting Nothing here except for another gatewarden, and three is way too much. So it was a flask vs a helm, should’ve taken the flask… Pick 7: L Wooded Bastion B Cinderbones M Manamorphose * W Last Breath (2 cc) W Niveous Wisps W Kithkin Shielddare G Gloomwidow's Feast B Rite of Consumption A Blazethorn Scarecrow I realized now that white is my calling, so I grab the removal while it’s still there. Pick 8: * U Deepchannel Mentor (6 cc) R Ember Gale W Mine Excavation U Parapet Watchers A Scrapbasket W Barrenton Medic M Poison the Well B Aphotic Wisps Blue mentor = win during a stall Scrapbasket and the medic got a thought. Pick 9: L Moonring Island G Juvenile Gloomwidow * U Kinscaer Harpoonist (4 cc) U Spell Syphon A Blazethorn Scarecrow M Sootwalkers W Mine Excavation The harpoonist is still around, so I take that over the counterspell Pick 10: W Mass Calcify * M Puresight Merrow (2 cc) A Blazethorn Scarecrow M Elvish Hexhunter U Cerulean Wisps U Spell Syphon Blue/White creature to go with my steel of godhead, it’s an amazing filter as well Pick 11: * U Whimwader (5 cc) W Mine Excavation W Niveous Wisps G Toil to Renown R Rustrazor Butcher Whimwader, after seeing others using it this weekend, I think that this is a good move Pick 12: W Pale Wayfarer W Niveous Wisps R Bloodshed Fever * U Ghastly Discovery (3 cc) Card draw, nothing exciting Pick 13: * U Parapet Watchers (3 cc) U Spell Syphon U Drowner Initiate Pick 14: U Drowner Initiate * W Mine Excavation (2 cc) Pick 15: * W Kithkin Shielddare (2 cc) Nothing interesting except the shielddare wheeled. Pack 3 (SH): Pick 1: L Reflecting Pool M Mercy Killing * B Corrupt (6 cc) M Firespout M Safewright Quest W Goldenglow Moth W Inquisitor's Snare A Wingrattle Scarecrow M Gravelgill Axeshark W Strip Bare A Watchwing Scarecrow U Drowner Initiate M Fate Transfer M Scar U Prismwake Merrow I have an elsewhere Flask already, and I’ve been waiting for a corrupt/jaws of stone for a while. Pick 2: M Enchanted Evening U Flow of Ideas M Puresight Merrow G Howl of the Night Pack * A Elsewhere Flask (2 cc) A Watchwing Scarecrow G Foxfire Oak B Cinderhaze Wretch R Blistering Dieflyn G Farhaven Elf W Inquisitor's Snare U Put Away G Nurturer Initiate A Blight Sickle First, puresight merrow caught my glance, but then I think, the first merrow wheeled, why can’t this one! Lots of great picks over the merrow, so I go ahead and take another flask so that there is more than one chance to play the corrupt I just got Pick 3: A Reaper King G Gloomwidow B Ashenmoor Cohort W Inquisitor's Snare R Blistering Dieflyn A Blight Sickle G Crabapple Cohort * M Old Ghastbark (5 cc) M Safewright Quest R Crimson Wisps A Wingrattle Scarecrow G Farhaven Elf B Smolder Initiate Thought about the reaper king, 50/50 on that and old ghastbark, Now that I look on it, ghastbark was a horrible choice, should’ve gone with the scarecrow king or snare or the blightsickle Pick 4: A Revelsong Horn * M Mistmeadow Witch (3 cc) A Umbral Mantle R Smash to Smithereens U Parapet Watchers A Blight Sickle W Barrenton Medic W Goldenglow Moth R Bloodshed Fever M Mudbrawler Raiders B Disturbing Plot B Cinderhaze Wretch I love blink/slide affects, imagine myself when I saw a slide on a stick!!! 4 th pick? Hell yah, this is first pick material! Pick 5: G Drove of Elves * M Puresight Merrow (2 cc) M Dream Salvage G Crabapple Cohort M Safehold Duo M Scuzzback Marauders U Ghastly Discovery M Runes of the Deus W Kithkin Shielddare W Apothecary Initiate U Prismwake Merrow I heart puresight merrow, esp in this deck right after I got a witch in the same colours. Notables include a prismwake merrow and ghastly discovery and the runes for hate. Pick 6: R Wild Swing * B Gloomlance (5 cc) G Wildslayer Elves M Zealous Guardian W Goldenglow Moth B Ashenmoor Cohort B Cinderbones M Emberstrike Duo R Crimson Wisps M Memory Sluice Needed removal, so Gloomlance off an elsewhere flask is good Pick 7: R Slinking Giant G Gleeful Sabotage U Sinking Feeling * M Turn to Mist (3 cc) M Elvish Hexhunter B Sickle Ripper G Presence of Gond R Inescapable Brute U Cerulean Wisps Slide the spell, excellent Pick 8: R Pyre Charger R Blistering Dieflyn M Giantbaiting M Emberstrike Duo * M Runes of the Deus (6 cc) W Goldenglow Moth W Mine Excavation M Loamdragger Giant Hated a runes cause there was nothing else Pick 9: L Reflecting Pool M Safewright Quest W Goldenglow Moth * A Watchwing Scarecrow (4 cc) U Drowner Initiate M Fate Transfer U Prismwake Merrow Excellent, scarecrow in my colours, flying vig 2/4 for 4?! Woot! Pick 10: M Enchanted Evening U Flow of Ideas * M Puresight Merrow (2 cc) R Blistering Dieflyn U Put Away G Nurturer Initiate My third puresight, my 2 drops are full now Pick 11: B Ashenmoor Cohort R Blistering Dieflyn G Crabapple Cohort * M Safewright Quest (2 cc) B Smolder Initiate Pick 12: * W Barrenton Medic (5 cc) W Goldenglow Moth R Bloodshed Fever B Disturbing Plot Pick 13: M Dream Salvage * W Kithkin Shielddare (2 cc) W Apothecary Initiate Pick 14: * W Goldenglow Moth (1 cc) M Memory Sluice Pick 15: * R Inescapable Brute (6 cc) And nothing otherwise. // Lands 11 [SHM] Island (1) 6 [SHM] Plains (4) // Creatures 1 [SHM] Glen Elendra Liege 1 [SHM] Scuttlemutt 1 [SHM] Merrow Wavebreakers 2 [SHM] Oona's Gatewarden 1 [SHM] Leech Bonder 1 [SHM] Plumeveil 1 [SHM] Briarberry Cohort 1 [SHM] Deepchannel Mentor 1 [SHM] Kinscaer Harpoonist 2 [SHM] Puresight Merrow 1 [SHM] Old Ghastbark 1 [SHM] Mistmeadow Witch 1 [SHM] Watchwing Scarecrow // Spells 1 [SHM] AEthertow 1 [SHM] Mirrorweave 2 [SHM] Elsewhere Flask 1 [SHM] Steel of the Godhead 1 [SHM] Corrupt 1 [SHM] Gloomlance 1 [SHM] Turn to Mist // Sideboard SB: 1 [SHM] Puresight Merrow SB: 1 [SHM] Poison the Well SB: 1 [SHM] Chainbreaker SB: 1 [SHM] Memory Sluice SB: 1 [SHM] Rite of Consumption SB: 1 [SHM] Manaforge Cinder SB: 1 [SHM] Put Away SB: 1 [SHM] Wound Reflection SB: 1 [SHM] Shield of the Oversoul SB: 1 [SHM] Helm of the Ghastlord SB: 1 [SHM] Last Breath SB: 1 [SHM] Whimwader SB: 1 [SHM] Ghastly Discovery SB: 1 [SHM] Parapet Watchers SB: 1 [SHM] Mine Excavation SB: 2 [SHM] Kithkin Shielddare SB: 1 [SHM] Runes of the Deus SB: 1 [SHM] Safewright Quest SB: 1 [SHM] Barrenton Medic SB: 1 [SHM] Goldenglow Moth SB: 1 [SHM] Inescapable Brute Comments? Put it down! The deck played nicer then a though, here’s a tip of the day for you, When an opponent is at four lands, playing black, and you suspect a Incrimental blight coming up, leave open mana for a slide or removal spell, when blight is on the stack, slide away or kill one of your smallest creatures, since there is not enough targets for Blight, it gets countered. :D Have fun! EDIT: It has been brought to my attention that this is incorrect and false in every single way, a spell only "fizzles due to illegal targets" if ALL of it's targets are illegal upon resolution. So this will not work Don't play three creatures XD
Tags: Shadowmoor Draft Walkthrough
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