Very deep blue... with only two creatures. Only one mill card. Three counters and two divinations to hold the fort and dig toward... nothingness? One removal *total*, and two attached to expensive creatures. No combat trick in any color except a lonely hunger of the wolfpack, which pretty much sucks when used as a trick. No reach creatures in green. Almost no flyers total.
Given this, I'm pretty happy with my 2-1 results... !
This first thing I did was cut off blue. With this pool, I think blue is trap. Yes, it has card draw and double silent departure, but this is only trying to delay the game into... what? My deck has no late bombs. Delay until I drop a vanilla 5/5? Since blue offers only a 4 drops, I don't think it a good game plan to play blue here. Brink has no great targets to revive. and at six mana is really slow. Blue has nothing to do in the first three turns except bounce or draw. I'd get savaged by any sort of aggro start. Another downside of playing blue is that many of its key spells are double U in cost and would mean having only a few bodies, making my opponent removal that much better.
I went with full-on assault in RG. I played 13 lands (7F/5M/1P), travel preparation, whack, hunger and 14 creatures. The creatures I cut were the riot devils and russet wolves since they were the most vanilla ones in the pool. I already had enough 2/3 drops in RG. The only indecision I had were about the 6/6 for GGG and the butcher cleaver. I didn't play the cleaver because it's slow and the only human I have I want to flip into werewolves, not keep in human form anyway.
Most games I won on the back of an aggro start against people with a bad curve. (Or bad hand + unlucky draws, what do I know?)
(I think kindercatch is quite the heavy slap in the face to the green player. Triple green and still only vanilla?!?!?!?! While blue gets better creature with less color intensive costs? What a joke.)
(Another weak thing I failed to mention: only two undying guy and not much flashbacks.)
R/G with Butcher's Cleaver and pray. If I was feeling adventurous, I'd splash blue for the Silent Departures. I have no problem waiting until turn 5+ to cast that spell in sealed. Maybe throw in the Seaskite if the creature count is low.
Sometimes, the Cleaver or the Stalked Prey just win games.
~M
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Very deep blue... with only two creatures. Only one mill card. Three counters and two divinations to hold the fort and dig toward... nothingness? One removal *total*, and two attached to expensive creatures. No combat trick in any color except a lonely hunger of the wolfpack, which pretty much sucks when used as a trick. No reach creatures in green. Almost no flyers total.
Given this, I'm pretty happy with my 2-1 results... !
I went with full-on assault in RG. I played 13 lands (7F/5M/1P), travel preparation, whack, hunger and 14 creatures. The creatures I cut were the riot devils and russet wolves since they were the most vanilla ones in the pool. I already had enough 2/3 drops in RG. The only indecision I had were about the 6/6 for GGG and the butcher cleaver. I didn't play the cleaver because it's slow and the only human I have I want to flip into werewolves, not keep in human form anyway.
Most games I won on the back of an aggro start against people with a bad curve. (Or bad hand + unlucky draws, what do I know?)
(I think kindercatch is quite the heavy slap in the face to the green player. Triple green and still only vanilla?!?!?!?! While blue gets better creature with less color intensive costs? What a joke.)
(Another weak thing I failed to mention: only two undying guy and not much flashbacks.)
R/G with Butcher's Cleaver and pray. If I was feeling adventurous, I'd splash blue for the Silent Departures. I have no problem waiting until turn 5+ to cast that spell in sealed. Maybe throw in the Seaskite if the creature count is low.
Sometimes, the Cleaver or the Stalked Prey just win games.
~M