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As always, post comments/questions about picks in the Comments section below. I should rename this segment "Going 1-1 in the 8-4's and losing to stupid UW decks With Mike." My last three drafts, I went 2-1, 1-1, and 1-1 with various different decks, always losing to a UW deck, Merfolk or Good Stuff. Tips on hidden gems that own UW would be appreciated, because I am getting wrecked by that combination. Or it might just be Mulldrifter. And Summon the School.
Draft: Pack 1:
               Fistful
of Force, Eyeblight's Ending, Soulbright Flamekin, Glimmerdust Nap,
Cloudcrown Oak, Oblivion Ring, Wanderer's Twig, Springjack Knight, Heal
the Scars, Inkfathom Divers, Boggart Birth Rite, Merrow Harbinger,
Battle Mastery, Glarewielder, Colfenor's Plans Pick: Oblivion Ring
Pack 2:
              Kinsbaile
Balloonist, Whirlpool Whelm, Boggart Loggers, Adder-Staff Boggart,
Fertile Ground, Moonglove Extract, Hillcomber Giant, Cenn's Heir,
Boggart Forager, Facevaulter, Hunt Down, Flamekin Spitfire, Captivating
Glance, Shelldock Isle Pick: Moonglove Extract
Pack 3:
             Woodland
Changeling, Springleaf Drum, Kithkin Healer, Footbottom Feast,
Axegrinder Giant, Lignify, Wellgabber Apothecary, Aquitect's Will,
Mournwhelk, Zephyr Net, Scarred Vinebreeder, Vivid Meadow, Nectar Faerie Pick: Vivid Meadow
Pack 4:
            Surge
of Thoughtweft, Cloudcrown Oak, Tarfire, Wanderer's Twig, Avian
Changeling, Bog-Strider Ash, Kinsbaile Skirmisher, Spring Cleaning,
Blind-Spot Giant, Wellgabber Apothecary, Flamekin Harbinger, Glen
Elendra Pranksters Pick: Tarfire
Pack 5:
           Gilt-Leaf
Ambush, Hillcomber Giant, Battlewand Oak, Nightshade Stinger, Blades of
Velis Vel, Elvish Handservant, Dawnfluke, Broken Ambitions, Vivid
Marsh, Sentry Oak, Ego Erasure Pick: Vivid Marsh
Pack 6:
          Paperfin
Rascal, Nath's Elite, Moonglove Extract, Boggart Sprite-Chaser, Oaken
Brawler, Cenn's Heir, Ringskipper, Black Poplar Shaman, Shimmering
Grotto, Kithkin Mourncaller Pick: Moonglove Extract
Pack 7:
         Runed
Stalactite, Inner-Flame Acolyte, Boggart Sprite-Chaser, Faultgrinder,
Faerie Trickery, Warren-Scourge Elf, Lairwatch Giant, Battle Mastery,
Triclopean Sight Pick: Inner-Flame Acolyte
Pack 8:
        Axegrinder
Giant, Footbottom Feast, Lowland Oaf, Shields of Velis Vel, Fire-Belly
Changeling, Amoeboid Changeling, Kinsbaile Skirmisher, Burrenton
Forge-Tender Pick: Lowland Oaf
Pack 9:
       Glimmerdust Nap, Wanderer's Twig, Springjack Knight, Heal the Scars, Boggart Birth Rite, Battle Mastery, Colfenor's Plans Pick: Wanderer's Twig
Pack 10:
      Hillcomber Giant, Cenn's Heir, Boggart Forager, Facevaulter, Hunt Down, Captivating Glance Pick: Hillcomber Giant
Pack 11:
     Footbottom Feast, Wellgabber Apothecary, Aquitect's Will, Zephyr Net, Scarred Vinebreeder Pick: Footbottom Feast
Pack 12:
    Wanderer's Twig, Kinsbaile Skirmisher, Spring Cleaning, Wellgabber Apothecary Pick: Wellgabber Apothecary
Pack 13:
   Nightshade Stinger, Elvish Handservant, Dawnfluke Pick: Elvish Handservant
Pack 14:
  Ringskipper, Black Poplar Shaman Pick: Ringskipper
Pack 15:
 Battle Mastery Pick: Battle Mastery
Pack 16:
               Stonybrook
Angler, Nameless Inversion, Fertile Ground, Moonglove Winnower, Plover
Knights, Whirlpool Whelm, Elvish Eulogist, Giant's Ire, Lairwatch
Giant, Spellstutter Sprite, Spiderwig Boggart, Inner-Flame Igniter,
Merrow Reejerey, Crib Swap, Forced Fruition Pick: Nameless Inversion
Pack 17:
              Hurly-Burly,
Plover Knights, Paperfin Rascal, Dreamspoiler Witches, Runed
Stalactite, Nath's Elite, Neck Snap, Nath's Buffoon, Faultgrinder,
Rootgrapple, Goldmeadow Dodger, Faerie Harbinger, Lammastide Weave,
Wanderwine Hub Pick: Dreamspoiler Witches
Pack 18:
             Silvergill
Douser, Quill-Slinger Boggart, Bog-Strider Ash, Tarfire, Herbal
Poultice, Gilt-Leaf Seer, Ingot Chewer, Amoeboid Changeling, Rebellion
of the Flamekin, Captivating Glance, Guardian of Cloverdell, Incendiary
Command, Mournwhelk Pick: Incendiary Command
Pack 19:
            Weed
Strangle, Kithkin Healer, Deeptread Merrow, Kithkin Daggerdare, Herbal
Poultice, Lace with Moonglove, Scarred Vinebreeder, Springjack Knight,
Ponder, Vivid Crag, Boggart Shenanigans, Deathrender Pick: Weed Strangle
Pack 20:
           Stinkdrinker
Daredevil, Dreamspoiler Witches, Battlewand Oak, Oaken Brawler,
Pestermite, Giant's Ire, Dawnfluke, Spellstutter Sprite, Elvish
Eulogist, Faerie Tauntings, Crush Underfoot Pick: Dreamspoiler Witches
Pack 21:
          Oakgnarl
Warrior, Deeptread Merrow, Soaring Hope, Shimmering Grotto, Judge of
Currents, Lace with Moonglove, Blind-Spot Giant, Elvish Harbinger,
Goldmeadow Stalwart, Gilt-Leaf Palace Pick: Gilt-Leaf Palace
Pack 22:
         Thieving
Sprite, Kinsbaile Balloonist, Boggart Loggers, Spiderwig Boggart,
Boggart Forager, Ringskipper, Hunt Down, Guardian of Cloverdell,
Flamekin Bladewhirl Pick: Thieving Sprite
Pack 23:
        Oakgnarl
Warrior, Glimmerdust Nap, Gilt-Leaf Seer, Boggart Birth Rite, Zephyr
Net, Bog Hoodlums, Judge of Currents, Faerie Tauntings Pick: Judge of Currents
Pack 24:
       Moonglove Winnower, Elvish Eulogist, Giant's Ire, Lairwatch Giant, Spellstutter Sprite, Spiderwig Boggart, Forced Fruition Pick: Moonglove Winnower
Pack 25:
      Hurly-Burly, Nath's Elite, Nath's Buffoon, Faultgrinder, Goldmeadow Dodger, Lammastide Weave Pick: Nath's Elite
Pack 26:
     Herbal Poultice, Gilt-Leaf Seer, Ingot Chewer, Rebellion of the Flamekin, Captivating Glance Pick: Rebellion of the Flamekin
Pack 27:
    Herbal Poultice, Scarred Vinebreeder, Springjack Knight, Boggart Shenanigans Pick: Herbal Poultice
Pack 28:
   Dawnfluke, Elvish Eulogist, Faerie Tauntings Pick: Faerie Tauntings
Pack 29:
  Soaring Hope, Lace with Moonglove Pick: Lace with Moonglove
Pack 30:
 Boggart Forager Pick: Boggart Forager
Pack 31:
               Oakgnarl
Warrior, Lash Out, Hornet Harasser, Deeptread Merrow, Goldmeadow
Harrier, Spring Cleaning, Exiled Boggart, Shields of Velis Vel,
Mournwhelk, Needle Drop, Lys Alana Scarblade, Woodland Guidance,
Cloudgoat Ranger, Auntie's Hovel, Thieving Sprite Pick: Lash Out
Pack 32:
              Eyeblight's
Ending, Soulbright Flamekin, Glimmerdust Nap, Wanderer's Twig, Hornet
Harasser, Exiled Boggart, Ponder, Heal the Scars, Skeletal Changeling,
Giant Harbinger, Vivid Grove, Shriekmaw, Jace Beleren, Hamletback
Goliath Pick: Shriekmaw
Pack 33:
             Sentinels
of Glen Elendra, Smokebraider, Gilt-Leaf Ambush, Moonglove Winnower,
Kinsbaile Balloonist, Inner-Flame Acolyte, Wings of Velis Vel, Flamekin
Brawler, Facevaulter, Warren-Scourge Elf, Blades of Velis Vel,
Goatnapper, Ceaseless Searblades Pick: Smokebraider
Pack 34:
            Inner-Flame
Acolyte, Pestermite, Leaf Gilder, Boggart Sprite-Chaser, Thieving
Sprite, Nath's Buffoon, Caterwauling Boggart, Tideshaper Mystic, Elvish
Handservant, Broken Ambitions, Fallowsage, Ashling's Prerogative Pick: Pestermite
Pack 35:
           Adder-Staff
Boggart, Wispmare, Consuming Bonfire, Boggart Loggers, Flamekin
Brawler, Tideshaper Mystic, Rootgrapple, Triclopean Sight, Ceaseless
Searblades, Squeaking Pie Sneak, Treefolk Harbinger Pick: Boggart Loggers
Pack 36:
          Soulbright
Flamekin, Kithkin Daggerdare, Surge of Thoughtweft, Weed Strangle,
Mudbutton Torchrunner, Inkfathom Divers, Needle Drop, Soaring Hope,
Elvish Branchbender, Ego Erasure Pick: Soulbright Flamekin
Pack 37:
         Fistful
of Force, Quill-Slinger Boggart, Bog Hoodlums, Protective Bubble,
Fire-Belly Changeling, Skeletal Changeling, Aquitect's Will, Goldmeadow
Stalwart, Hoarder's Greed Pick: Skeletal Changeling
Pack 38:
        Hurly-Burly,
Peppersmoke, Wispmare, Thieving Sprite, Wings of Velis Vel,
Caterwauling Boggart, Goldmeadow Dodger, Faerie Trickery Pick: Peppersmoke
Pack 39:
       Oakgnarl Warrior, Spring Cleaning, Exiled Boggart, Shields of Velis Vel, Needle Drop, Woodland Guidance, Thieving Sprite Pick: Thieving Sprite
Pack 40:
      Glimmerdust Nap, Wanderer's Twig, Exiled Boggart, Heal the Scars, Skeletal Changeling, Vivid Grove Pick: Skeletal Changeling
Pack 41:
     Moonglove Winnower, Flamekin Brawler, Facevaulter, Warren-Scourge Elf, Blades of Velis Vel Pick: Blades of Velis Vel
Pack 42:
    Boggart Sprite-Chaser, Nath's Buffoon, Tideshaper Mystic, Elvish Handservant Pick: Boggart Sprite-Chaser
Pack 43:
   Flamekin Brawler, Tideshaper Mystic, Rootgrapple Pick: Tideshaper Mystic
Pack 44:
  Needle Drop, Soaring Hope Pick: Needle Drop
Pack 45:
 Bog Hoodlums Pick: Bog Hoodlums
Final Decklist: Maindeck: 1 Wanderer's Twig 1 Boggart Sprite-Chaser 2 Skeletal Changeling 1 Boggart Loggers 1 Pestermite 1 Thieving Sprite 1 Thieving Sprite [FOIL] 2 Dreamspoiler Witches 1 Lowland Oaf 1 Moonglove Winnower 1 Shriekmaw 1 Footbottom Feast 1 Incendiary Command 1 Lash Out 2 Moonglove Extract 1 Nameless Inversion 1 Oblivion Ring 1 Peppersmoke 1 Tarfire 1 Weed Strangle 1 Island 6 Mountain 1 Vivid Meadow 8 Swamp 1 Vivid Marsh
Sideboard: 1 Battle Mastery 1 Blades of Velis Vel 1 Bog Hoodlums 1 Boggart Forager 1 Elvish Handservant 1 Faerie Tauntings 1 Gilt-Leaf Palace 1 Herbal Poultice 1 Hillcomber Giant 1 Inner-Flame Acolyte 1 Judge of Currents 1 Lace with Moonglove 1 Nath's Elite 1 Needle Drop 1 Rebellion of the Flamekin 1 Ringskipper 1 Smokebraider 1 Soulbright Flamekin 1 Tideshaper Mystic 1 Wellgabber Apothecary
Draft recording done by Blargware's MTGO DraftCap. Support Blargware! This draft was very interesting, in that I kept myself open for so long. By the end of pack 1, I was loaded with removal, a Twig and two Vivids with two four-drop Giants, so I was looking to go WR Giants splashing for whatever good stuff I wanted. I ended up getting more removal, and then when I get shipped a second Dreamspoiler I tried to get as greedy as I could. Unfortunately, the two Boggart Sprite-Chasers I hoped to pick up later and round out the deck never came. The end list beat a ridiculous 5color good stuff off the back of the massive removal suite. Game 1 I use Skeletal Changeling to force him to overcommit while threatening his hand with Thieving Sprites and then Incendiary Command to get the 7-for-3. He casts Footbottom Feast, getting pack a Pestermite, Stonybrook Angler, Mulldrifter, and Amoeboid Changeling. I stay patient, manage to squeeze in one last hit off of a Boggart Loggers to burn my on-board Moonglove Extract and in-hand Tarfire to bring him to 0 the turn before he would take control. Game 2 was all about his Marsh Flitter. He casts it the first time, I Nameless Invert it and keep getting in through the air. He then Footbottom's for Mulldrifter and Marsh Flitter, and I manage to Tarfire + Dreamspoiler it. The third time is off of a Makeshift Mannequin, and I use Pestermite to tap it and Dreamspoiler a guy. At this point we play draw go, my 0/4 Boggart Loggers pretending to be a Treefolk and a Skeletal Changeling holding the fort against four 1/1 Goblin Rogues while my Dreamspoiler and Thieving Sprite get physical. He casts Imperious Perfect, but is a little too conservative with his attacks, afraid to suicide into my blockers. On his final alpha strike, I manage to fall to 2 and kill him in the air. That same suite of Dreamspoiler and Instants almost got me there in Round 2 Game 1, but the combination of Mulldrifter into double Aethersnipe negated my card advantage and being mana light relative to my opponent cost me. Oh yeah, he also drew three cards off Jace and then played Galepowder Mage, forcing me to burn removal on the Mulldrifter. His triple Goldmeadow Harrier got me game two while I stuttered with two Swamps before finding lands again. By the time I could regain massive card advantage with my Dreamspoiler, he had Galepowder + double Aethersnipe again. If I could've snuck in two more points, I would've had him with Incendiary Command, but it was not to be.
I can't get today's draft working well, so here's one from yesterday: Draft: Pack 1:















Moonglove
Extract, Hillcomber Giant, Sentinels of Glen Elendra, Stinkdrinker
Daredevil, Dreamspoiler Witches, Battlewand Oak, Oaken Brawler,
Dawnfluke, Broken Ambitions, Nath's Buffoon, Faultgrinder, Incremental
Growth, Tar Pitcher, Giant Harbinger, Thorn of Amethyst
Pick: Dreamspoiler Witches
Pack 2:














Boggart
Sprite-Chaser, Thieving Sprite, Kinsbaile Balloonist, Boggart Loggers,
Adder-Staff Boggart, Boggart Forager, Facevaulter, Hunt Down, Giant's
Ire, Dawnfluke, Wren's Run Vanquisher, Vivid Meadow, Militia's Pride,
Elvish Promenade
Pick: Wren's Run Vanquisher
Pack 3:













Lash
Out, Hornet Harasser, Goldmeadow Harrier, Fistful of Force, Eyeblight's
Ending, Amoeboid Changeling, Kinsbaile Skirmisher, Lace with Moonglove,
Scarred Vinebreeder, Springjack Knight, Woodland Guidance, Giant
Harbinger, Footbottom Feast
Pick: Eyeblight's Ending
Pack 4:












Oaken
Brawler, Smokebraider, Stonybrook Angler, Fertile Ground, Moonglove
Winnower, Plover Knights, Warren-Scourge Elf, Lairwatch Giant,
Spiderwig Boggart, Boggart Forager, Fodder Launch, Entangling Trap
Pick: Fodder Launch
Pack 5:











Lignify,
Weed Strangle, Kithkin Healer, Deeptread Merrow, Inkfathom Divers,
Boggart Birth Rite, Ingot Chewer, Soaring Hope, Burrenton Forge-Tender,
Elvish Promenade, Glimmerdust Nap
Pick: Weed Strangle
Pack 6:










Kithkin
Healer, Deeptread Merrow, Kithkin Daggerdare, Herbal Poultice,
Wellgabber Apothecary, Gilt-Leaf Seer, Boggart Birth Rite, Zephyr Net,
Vivid Meadow, Sylvan Echoes
Pick: Kithkin Daggerdare
Pack 7:









Hurly-Burly,
Plover Knights, Runed Stalactite, Black Poplar Shaman, Shimmering
Grotto, Elvish Eulogist, Giant's Ire, Lairwatch Giant, Sylvan Echoes
Pick: Shimmering Grotto
Pack 8:








Springleaf
Drum, Oakgnarl Warrior, Glimmerdust Nap, Zephyr Net, Scarred
Vinebreeder, Protective Bubble, Ingot Chewer, Boggart Shenanigans
Pick: Oakgnarl Warrior
Pack 9:







Stinkdrinker Daredevil, Oaken Brawler, Dawnfluke, Broken Ambitions, Nath's Buffoon, Faultgrinder, Thorn of Amethyst
Pick: Stinkdrinker Daredevil
Pack 10:






Boggart Sprite-Chaser, Boggart Forager, Hunt Down, Giant's Ire, Dawnfluke, Elvish Promenade
Pick: Elvish Promenade
Pack 11:





Kinsbaile Skirmisher, Lace with Moonglove, Scarred Vinebreeder, Springjack Knight, Woodland Guidance
Pick: Lace with Moonglove
Pack 12:




Oaken Brawler, Warren-Scourge Elf, Boggart Forager, Entangling Trap
Pick: Warren-Scourge Elf
Pack 13:



Soaring Hope, Burrenton Forge-Tender, Elvish Promenade
Pick: Elvish Promenade
Pack 14:


Herbal Poultice, Zephyr Net
Pick: Zephyr Net
Pack 15:

Elvish Eulogist
Pick: Elvish Eulogist
Pack 16:







Thanks for the replies/condolences to my posting of my Indianapolis PTQ pool earlier this week. I know no one wants to hear a bad beat story, so I won't focus on how god awful my pool was. But just in case you forgot, here it is: White - 15 (3) Neck Snap Kinsbaile Balloonist 2 Goldmeadow Harrier 2 Dawnfluke 2 Springjack Knight 2 Kithkin Healer 2 Shields of Velis Vel Entangling Trap Harpoon Sniper Sentry Oak
Blue - 12 Guile Silvergill Adept Faerie Harbinger Merrow Harbinger Sentinels of Glen Elendra 2 Broken Ambitions 2 Mulldrifter Glimmerdust Nap Forced Fruition Aquitect's Will
Black - 13 (3) Eyeblight's Ending Weed Strangle Boggart Harbinger Warren Pilferers Makeshift Mannequin 2 Exiled Boggart 2 Nath's Buffoon Moonglove Winnower 2 Mournwhelk Lys Alana Scarblade
Red - 13 (2) Smokebraider 2 Mudbutton Torchrunner Flamekin Bladewhirl Blades of Velis Vel Inner-Flame Acolyte 2 Faultgrinder Soulbright Flamekin Hostility Thundercloud Shaman 2 Needle Drop
Green - 14 (4) Nath's Elite Woodland Changeling Seedguide Ash Woodland Guidance Kithkin Daggerdare 2 Oakgnarl Warrior Briarhorn 2 Rootgrapple Bog-Strider Ash Elvish Handservant Gilt-Leaf Ambush Guardian of Cloverdell
Gold - 1 Doran, Siege Tower
Artifact - 5 3 Springleaf Drum Runed Stalactite Herbal Poultice
Land - 2 Ancient Amphitheatre Foil Plains So, after looking at every XYz build (that is, two colors and a splash) that I could muster and never coming close to a cohesive, much less complete, deck, I decided to just lay all my good cards out in a curve and hope my trip Springleaf Drum would get me there. When doing so, I noticed I was splashing for Woodland Changeling and Kithkin Daggerdare, so I decided to cut those and move some more black early drops in so that I could go XYabc. If you noticed, that meant choosing between Nath's Buffoon and Exiled Boggart. Not the most envious of positions, but I needed to have at least five guys to cast on turn two to reliably activate a drum, so four two-drops and a Bladewhirl it is. The deck I played: 3 Springleaf Drum Flamekin Bladewhirl Smokebraider 2 Nath's Buffoon Soulbright Flamekin 2 Mudbutton Torchrunner Doran, the Siege Tower Boggart Harbinger Moonglove Winnower Kinsbaile Baloonist Briarhorn 2 Mulldrifter Warren Pilferers Hostility Mournwhelk Weed Strangle Eyeblight's Ending Neck Snap Makeshift Mannequin
6 Swamp 5 Mountain 2 Plains 1 Forest 1 Island 1 Ancient Amphitheater Yep. That's the pile. In hindsight, I would've rather taken Chad, aka chadmbol, up on his 6-6-6 deck, probably going 6-6-4 and hoping the Smokebraider and triple Drum could help me get the UUU, RRR, and BB the deck required. The theory behind this build is that by sculpting a tight curve, I could abuse the Drum and try to lay quality guys like Doran, Briarhorn, and Mulldrifter before my opponent could get his better deck online. The long game card advantage afforded by Mulldrifter, Warren Pilferers, Mournwhelk, and Makeshift Mannequin gave me a decent shot at winning games that a barrage of fatties from all ends of the color wheel couldn't. Before you nail me for my awful deck, please. I understand. But let me tell you that I have a strong and profound love for the Drum now. Every game that I had a Drum on turn one and a dooder on turn two, I won. Yes, even when that guy was Nath's Buffoon. It's like a poor man's Smokebraider, but that's still a Smokebraider. I even lived the dream once, curving out with a turn two Smokebraider, turn three Mulldrifter, turn four Doran, turn five Hostility. When I cast Weed Strangle on my opponent's blocker, the expression on his face said it all. EDIT: Ronin makes a good point; I should post a record or something. I ultimately went 4-3 with the deck, though I was 3-1 at the best. Unimpressive, yes. But you try winning with that pile. See you in Chicago!
I think I played about 100 sanctioned Constructed matches before I played my first Limited tournament. My hesitation was the same that all new players have: Limited is completely random, it all depends what you open. I avoided Limited tournaments until my first draft.
It was magical.
I got blown out by the best player at the table. He won the draft. Same thing at the next draft I did.
Two years later, I'm flying to Daytona Beach after going 5-0-1 at the Madison PTQ, only to lose in the last two rounds. I played well, built my deck well, but lost one round to a better player and another to a poor draw. You know, the way Magic is supposed to be. I've committed to the season full throttle, the first time I've ever gone to more than two PTQs during a Limited season. I'm going all out: five PTQs and a Grand Prix.
I crack my deck for the Grand Prix, and find complete garbage. I scrape together a mediocre UB deck that tops the curve with a pair of Inkfathom Divers. Well, more than just tops the curve; they're the best creatures. The rest of the curve is full of Deeptread Merrow, Ringskipper, Moonglove Winnower and Paperfin Rascal, with the only tribal synergy being two Streambed Aquitects. I have some of the guys with three byes take a look at the pool; Adam recommends I go UW for better creatures, but I lose the removal. PV built the deck within two cards of what I had, and then just shook his head.
I go 0-2 drop. I couldn't beat a four-year old with that deck.
I figure that sometimes you just get bad luck, you know? I book a room for the Indy PTQ and brave the highways. A cadre of four of my Chicago guys make it down in the ol' Volvo. After opening this pool, I really began to question just how much luck goes into Sealed.
White - 15 (3) Neck Snap Kinsbaile Balloonist 2 Goldmeadow Harrier 2 Dawnfluke 2 Springjack Knight 2 Kithkin Healer 2 Shields of Velis Vel Entangling Trap Harpoon Sniper Sentry Oak
Blue - 12 Guile Silvergill Adept Faerie Harbinger Merrow Harbinger Sentinels of Glen Elendra 2 Broken Ambitions 2 Mulldrifter Glimmerdust Nap Forced Fruition Aquitect's Will
Black - 13 (3) Eyeblight's Ending Weed Strangle Boggart Harbinger Warren Pilferers Makeshift Mannequin 2 Exiled Boggart 2 Nath's Buffoon Moonglove Winnower 2 Mournwhelk Lys Alana Scarblade
Red - 13 (2) Smokebraider 2 Mudbutton Torchrunner Flamekin Bladewhirl Blades of Velis Vel Inner-Flame Acolyte 2 Faultgrinder Soulbright Flamekin Hostility Thundercloud Shaman 2 Needle Drop
Green - 14 (4) Nath's Elite Woodland Changeling Seedguide Ash Woodland Guidance Kithkin Daggerdare 2 Oakgnarl Warrior Briarhorn 2 Rootgrapple Bog-Strider Ash Elvish Handservant Gilt-Leaf Ambush Guardian of Cloverdell
Gold - 1 Doran, Siege Tower
Artifact - 5 3 Springleaf Drum Runed Stalactite Herbal Poultice
Land - 2 Ancient Amphitheatre Foil Plains
Interesting, huh? I don't know how to even begin. I laid the deck out after I was 3-1 with the build, and everyone had a different take. So I'm curious: post what you would do in the Comments. I'll post my build after I get some responses.
Hey guys. I went undefeated at Illinois States, taking first place.
I realize I haven't blogged/written an article in a while, and, frankly, the reason is because I felt like my game was regressing and so no one would want to hear anything a mid-tier PTQ player had to say. Shortly after I overcame this insecurity, I bunkered down into testing. I was going to write some articles on the testing process, but the technology ended up being so good, that I wanted to prove to myself that my testing was solid before I made any bold claims. After all, the deck looks awful on paper. Or, I guess, really good. If this were a Lorwyn Sealed event. Now I have, as they say, evidence to support my claims. Expect a two part article soon, first about the tournament and deck itself, and next about the 3-week prep I did for the event.
There we go. I mean, I literally wrote dozens of articles these past two weeks, but none of them ever amounted to anything substantial. Sure, if I pasted together a bunch of mini articles, it would probably be good info for a submission to Ray, but I don't want to pass of crap just to get something out. I have standards. Speaking of Standard, the full Lorwyn spoiler has been posted! (Well, I guess I don't hold my transitions to the same standards as my content... After reading this post, you may well question both.) That's right, the season of States testing has officially begun. Since I'm not allowed to discuss spoiled cards that haven't been previewed by an official outlet in my feature articles, I get to use the handy blog for that feature. Sweet. I plan on writing a set review once the spoiler is complete. Don't worry -- I realize a barrage of set reviews will be released pending the prerelease. I plan on doing some States primers, posting various deck archetypes and focusing primarily on cards that will have a significant impact on deck construction and play. That said, I won't focus on obvious staples, cards like Char or Lightning Helix, unless they represent a critical mass of a certain type of spell. But Constructed is for another day: the prerelease is Limited, of course, and it is this weekend. The set at large seems really solid. I'm happy with the quality of removal that is available in all colors in the common slot. Indeed, even GW gets lots of solid removal spells -- even some unexciting, if playable, ones. Here are all of the common removal spells to look out for: Neck Snap - 3W Instant (Common) Destroy target attacking or blocking creature. Oblivion Ring - 2W Enchantment (Common) When Oblivion Ring comes into play, remove another target nonland permanent from the game.
When Oblivion Ring leaves play, return the removed card to play under its owner's control. Glimmerdust Nap - 2U Enchantment - Aura (Common) Enchant tapped creature
Enchanted creature doesn't untap during its controller's untap step. Whirlpool Whelm - 1U Instant (Common) Clash with an
opponent, then return target creature to its owner's hand. If you win,
you may put that creature on top of its owner's library instead. (Each
clashing player reveals the top card of his or her library then puts
that card on the top or bottom. A player wins if his or her card had a
higher converted mana cost) Zephyr Net - 1U Enchantment - Aura (Common) Enchant creature
Enchanted creature has defender and flying. Eyeblight's Ending - 2B Tribal Instant - Elf (Common) Destroy target non-Elf creature. Nameless Inversion - 1B Tribal Instant - Shapeshifter (Common) Changeling (This card is every creature type even if this card isn't in play.)
Target creature gets +3/-3 and loses all creature types until end of turn. Peppersmoke - B Tribal Instant - Faerie (Common) Target creature gets -1/-1 until end of turn.
If you control a Faerie, draw a card.
Weed Strangle - 3BB Sorcery (Common) Destroy target creature. Clash with an opponent.
If you win, gain life equal to that creature's toughness. Consuming Bonfire - 3RR Tribal Sorcery - Elemental (Common) Choose
one - Consuming Bonfire deals 4 damage to target non-Elemental
creature; or Consuming Bonfire deals 7 damage to target Treefolk
creature. Lash Out - 1R Instant (Common) Lash Out deals 3 damage to
target creature. Clash with an opponent. If you win, it deals 3 damage
to that creature's controller. (Each clashing player reveals the
top card of his or her library then puts that card on the top or
bottom. A player wins if his or her card had a higher converted mana
cost)
Tarfire - R Tribal Instant - Goblin (Common) Tarfire deals 2 damage to target creature or player. Lignify - 1G Tribal Enchantment - Treefolk Aura (Common) Enchant creature
Enchanted creature loses all abilities and becomes a 0/4 Treefolk. Moonglove Extract - 3 Artifact (Common) Sacrifice Moonglove Extract: Moonglove Extract deals 2 damage to target creature or player. Quite a list of common removal spells, huh? Each color has at least one playable, if not quality, removal spell. Some of the cards, like Lignify and particularly Zephyr Net, are certainly less than desirable, but playable in Sealed and potentially a 23rd in Draft. Now, to me, this says something about the way a format plays: when removal is this good, you have to look at what it is actually hitting. A lot of this removal straight removes the little guys while only containing the big guys. In particular, a lot of this removal is permanent-based, making bounce effects particularly potent. This is especially true of the larger tribes, like Treefolk and Giants. While I think Treefolk will be particularly good over the weekend at the prerelease, I think the draft format as a whole looks especially fast, with Merfolk, Kithkin, and Faeries all having incredibly powerful uncommon and rare bombs that, when crafted with the solid two- and three-drops (and some fours- and fives- stolen from the Giants and Elementals) allow them to out-tempo the poor Treefolk. All this weenie removal, like Tarfire and Moonglove Extract, is very important in this format because so many of the powerful drops in this format are utility creatures. In particular, these four will prove to be menaces in the Limited format: Goldmeadow Harrier - W
Creature - Kithkin Soldier (Common)
{W}, {T}: Tap target creature.
1/1 Silvergill Douser - 1U Creature - Merfolk Wizard (Common) {T}: Target creature gets -X/-0 until end of turn, where X is number of Merfolk you control. 1/1 Stonybrook Angler - 1U Creature - Merfolk Wizard (Common) {1}{U}, {T}: You may tap or untap target creature. 1/2
Dreamspoiler Witches - 3B Creature - Faerie Wizard (Common) Flying
Whenever you play a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn. 2/2 The point is, utility guys that mess with combat are mainstays in the common slot: I didn't even mention cards like Kithkin Daggerdare or others. Be prepared for permanent-based removal spells, both in Enchantment and Creature form. Before I finish, here are some other exciting, pseudo-removal spells that piqued my interest:
Hunt Down - G
Sorcery (Common)
Target creature blocks target creature this turn.
Needle Drop - R
Instant (Common)
Needle Drop deals 1 damage to target creature or player that was dealt damage this turn.
Draw a card. Lace with Moonglove - 2G Instant (Common) Target creature gains deathtouch until end of turn.
Draw a card. Gilt-Leaf Ambush - 2G Tribal Instant - Elf (Common) Put
two 1/1 Green Elf Warrior token creatures into play. Clash with an
opponent. If you win, those creatures gain deathtouch until end of turn.
Instant-speed Deathtouch looks very poor, until you put "draw a card" onto the text. Gilt-Leaf Ambush in particular can set up a nasty Wing Shards-like two-for-one in a Sealed pool that's equipped to Clash. That's all for my general musings on the removal situation of Lorwyn Limited. Later this week, I'll dive into the critters and mechanics. -MW
   
So, Planeswalkers. Frankly, I'm a purist. I feel that some aspects of Magic shouldn't change. One of those is the card types. My opinion on the matter is pretty simple. Basic rules and tools of a game are the foundation of any successful, fun game. Magic, as an expandable game, is incredibly complex strategically and functionally. As a result, not only is the barrier of entry high, there are several of them. First, you gotta learn how to play. Then, you have to learn how to play well enough to no longer worry about rules and such on a conscious level. Then, if you want to play in tournaments, you have to learn how to play well enough to compete. When you add a new basic rule (say, a new step between Upkeep and Draw), a new color, or a new card type, you up the barrier of entry at all levels. I feel, for everyone but established players, this is a bad thing. You want the game to be challenging, but not at first. The challenge should be what keeps you involved. Before we move on, here's the rules regarding Planeswalkers according to InQuest (this info copy-pasted from http://forums.mtgsalvation.com/showthread.php?t=87932):
- There cannot be more than one Planeswalker of a given type in play (not sure if this means each player can control one, or if it works like legendary)
- A Planeswalker comes into play with loyalty counters equal to the number in the lower right corner. These function as "life points" for the Planeswalker
- Each ability of a Planeswalker can be played by adding or removing the appropriate number of loyalty counters, listed as the cost of the ability. Only one ability can be played per Planeswalker per turn, sorcery-speed.
- When you declare an attack, any number of your attacking creatures can be declared as attacking a Planeswalker. Each one damage dealt means one loyalty counter is removed.
- Any number of creatures the Planeswalker's controller controls can block creatures attacking a Planeswalker.
- Whenever a spell or ability you control would target a player, you can target a Planeswalker instead.
- Whenever a Planeswalker has no loyalty counters on it, sacrifice it. This is a state-based effect.
The Planeswalker card type adds an interesting dimension to the game. As cards, I can't decide if they add to the flavor or diminish it. Dealing damage directly to a player, or attacking a living person, for example, is flavor that appeals to fantasy junkies and hardened tournament players alike. "Smashing face" and "burning your face" is decidedly less exciting when talking to a pseudo-player represented by a card. However, the flavor of controlling a "lieutenant", as it were, to cast spells as your underling is quite cool as well. But then again, that's what Spellshapers were. So I don't know. I feel like it's a negative. That aside, it's interesting. Liliana and Garruk are both powerful cards with powerful effects. Liliana is a control powerhouse, a win condition against aggressive decks and a powerful card advantage machine. The first two abilities can quickly take control of any matchup. Five loyalty is quite a bit to start out with, keeping her out of direct damage range (because five, of course, is a functional six) and coming down the turn after Damnation hits is good, too. In fact, the synergy between the first and third abilities is huge, forcing your opponent to play out their creatures into your removal. Once the board is swept, you reanimate their entire army. If you could give her Flash with Teferi, she would be an auto-play in Teachings. Sadly, that doesn't work. She will still see play in Black-based control, however. Garruk is simply nuts. Consider this simple play: Turn 1 - Llanowar Elves Turn 2 - Call of the Herd or Troll Ascetic
Turn 3 - Garruk, untap two lands, cast a random dork (Kavu Predator, Tarmogoyf, Riftsweeper, Grizzly Bears, anything. Let's assume a 2/2.) Swing for 3.
Turn 4 - Might of Old Krosa, Blachwood Armor, and/or some kind of Haste guy (like Groundbreaker), sacrifice Garruk to Overrun, swing with a 4/4, a 6/6, a 5/5, and potentially a 9/4. Or scratch the 9/4 and give one of those guys +4/+4. Either way it's lethal. So many of those cards are interchangable. In fact, we have a precedent for this kind of deck. Let's take the MonoGreen aggro deck from Nationals and update it for Lorwyn Standard: MonoGarruk Beats 16 Forest 2 Pendlehaven 4 Treetop Village 4 Llanowar Elves 4 Boreal Druid 4 Thornweald Archer 4 Troll Ascetic 4 Scryb Ranger 4 Groundbreaker 3 Wren's Run Packmaster 1 Timbermare 4 Might of Old Krosa 2 Loxodon Warhammer 1 Stonewood Invocation 4 Garruk Wildspeaker This deck is quite explosive, and takes advantage of Wren's Run Packmaster quite well. You have twelve Elves to Champion, giving your mana Elves a solid late game (besides growing to 4/4 tramplers) and allowing you to situationally reuse Riftsweeper and Viridian Shaman as well out of the sideboard. Wren's Packmaster forces a Wrath right away, and active Packmaster is insane with Garruk. Ultimately, flavor aside, Planeswalkers are a great addition to the game. They increase the power of the Red cards, of course. Direct damage will be the best way to eliminate Planeswalkers. I'm not sure if it works the way I want it to, but I wonder if you can opt to give your Planeswalker a loyalty counter in exchange for each point of life you would gain. If that is indeed the case, cards like Tendrils of Corruption and Reviving Dose become much more attractive with a Planeswalker in play. Seems interesting, if gimmicky, to me. I like these cards as a player, but I like all cards as a player. Game on!
So, the title is a bit misleading. This is more like "Re-Drafting with Mike" because I didn't actually do this draft. One of my good friends, Chad, sent this interesting draft to our play group's mailing list. I disagreed with enough picks that I felt having two competing views would help. Chad's draft is in a 4-3-2-2 at a very weak table, with six people rated below 1610. Chad's DraftCap is below, but skip to the bottom for the commentary and the important picks. Just check up if you want to see the full pack, but my commentary pretty much covers it.
Draft: Pack 1:
Orcish
Cannonade, Amrou Scout, Keldon Halberdier, Durkwood Baloth, Fathom
Seer, Sidewinder Sliver, Viscid Lemures, Mwonvuli Acid-Moss, Two-Headed
Sliver, Pull from Eternity, Aspect of Mongoose, Nightshade Assassin,
Kaervek the Merciless, Merfolk Assassin, Plains
Pick: Durkwood Baloth
Pack 2:
Icatian
Crier, Dark Withering, Goblin Skycutter, Crookclaw Transmuter, Strength
in Numbers, Pit Keeper, Divine Congregation, Jhoira's Timebug,
Chameleon Blur, Subterranean Shambler, Thick-Skinned Goblin, Paradox
Haze, Gemstone Caverns, Browbeat
Pick: Crookclaw Transmuter
Pack 3:
Spinneret
Sliver, Keldon Halberdier, Ivory Giant, Mindstab, Slipstream Serpent,
Clockspinning, Bogardan Rager, Sangrophage, D'Avenant Healer, Haunting
Hymn, Calciform Pools, Claws of Gix, Mountain
Pick: Spinneret Sliver
Pack 4:
Nantuko
Shaman, Coral Trickster, Benalish Cavalry, Feebleness, Viscid Lemures,
Ground Rift, Dream Stalker, Wormwood Dryad, Venser's Sliver, Paradox
Haze, Yavimaya Dryad, Suq'Ata Lancer
Pick: Nantuko Shaman
Pack 5:
Drudge
Reavers, Goblin Skycutter, Cancel, Pentarch Ward, Foriysian
Interceptor, Aetherflame Wall, Detainment Spell, Thallid Shell-Dweller,
Skittering Monstrosity, Restore Balance, Greenseeker
Pick: Greenseeker
Pack 6:
Strength
in Numbers, Errant Doomsayers, Corpulent Corpse, Viscerid Deepwalker,
Sage of Epityr, Ghitu Firebreathing, Greenseeker, Outrider en-Kor,
Plated Pegasus, Spike Tiller
Pick: Spike Tiller
Pack 7:
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