Hmm, first test sealed and the deck built intself. The only cards in RG that are not in the deck are Deadly Recluse, Dragon Egg, and 2 Lava Axe. The pool could probably support a UB skies deck as well. Black was the deepest color on commons and there were 2 Sengir Vampires and an Air Servant.
I like the RB sacrifice shenanigans.dec
My only 'meh' is the lack of bombs =( Gradly the list of true bombs in hits set is relatively small (Shivan Dragon, MR Creatures).
NEVER PLAY FOG in limited. All it does is making you lose one turn later.
That's not true. I would say outside of some weird mill deck I wouldn't ever mainboard Fog. However there are times when it's worth sideboarding. It can be good if your opponent tries to Alpha you and you can Fog then swing back. Also, against a flyers deck it can save you the turn you need.
It's 'ok'. There isn't many bounce spells to clean then off and -3/-0 is enough to shut down most creatures. And the card is actually quite good if you're playing some Blightcasters.
NEVER PLAY FOG in limited. All it does is making you lose one turn later.
I'm seeing a lot of generalizations these days..
what about one-turn effects like act of treason, Enlarge etc.
in those cases fog would rock. Just as it would with Goblin diplomats.
Or even without it, how many times are both players low on life and one making the last desperate swing before he loses holding a shock in hand to finish you off?
Just had this last scenario on the prerelease (I dealt with it with a celestial flare, but still a fog would win the game as well)
I'm seeing a lot of generalizations these days..
what about one-turn effects like act of treason, Enlarge etc.
in those cases fog would rock. Just as it would with Goblin diplomats.
Or even without it, how many times are both players low on life and one making the last desperate swing before he loses holding a shock in hand to finish you off?
Just had this last scenario on the prerelease (I dealt with it with a celestial flare, but still a fog would win the game as well)
The biggest problem with people evaluating the usefulness/power/utility/etc. is that they invariably end up taking best case scenarios and applying it to the card as a whole. Fog is a mediocre conditional card. Can there be scenarios where it would blow out the game and lead to a win for you? Yes, but that's gonna be a minority case. Most often you will be forced to end up burning it in order to help stabilize the board so you can try to mount a comeback. Every card has a place in each deck, but I think you would be wrong to run this card mainboard over something else. If you really need it, you will probably have it in your sideboard and can evaluate whether you need it on a case-by-case basis.
TL;DR : "NEVER PLAY FOG" is wrong. It can be good, but it can be bad. Think about the middle of the road scenario you will end up using the card for, not the beat case.
On topic: Did anyone else find it hard to practice teading signals from this draft sim?
That, and you know what they say. If Wizards started shipping $100 bills in boosters tomorrow, people would scream and cry and whine that they were folded the wrong way.
The biggest problem with people evaluating the usefulness/power/utility/etc. is that they invariably end up taking best case scenarios and applying it to the card as a whole. Fog is a mediocre conditional card. Can there be scenarios where it would blow out the game and lead to a win for you? Yes, but that's gonna be a minority case. Most often you will be forced to end up burning it in order to help stabilize the board so you can try to mount a comeback. Every card has a place in each deck, but I think you would be wrong to run this card mainboard over something else. If you really need it, you will probably have it in your sideboard and can evaluate whether you need it on a case-by-case basis.
TL;DR : "NEVER PLAY FOG" is wrong. It can be good, but it can be bad. Think about the middle of the road scenario you will end up using the card for, not the beat case.
On topic: Did anyone else find it hard to practice teading signals from this draft sim?
In the worst case scenario fog its a "prevents some damage and tap a opponent's creature". I lose against a fog in m10 :'(
That's not true. I would say outside of some weird mill deck I wouldn't ever mainboard Fog. However there are times when it's worth sideboarding. It can be good if your opponent tries to Alpha you and you can Fog then swing back. Also, against a flyers deck it can save you the turn you need.
I don't think its worth a card slot to stop an alpha unless your opponent has an insane card like Overrun or Tromp the Domains. Without those cards (which aren't even in M14,) you have to be able to kill your opponent on the next turn for it to not be card disadvantage.
In your second case, your opponent drew two cards to your garbage card (fog) and 1 card that could actually be useful so you've lost card advantage.
Unless you have absolutely no idea what you're doing, I don't see anyone ever drafting a pool without 23 cards that are better than fog. Hell, an 18th land would be better than fog.
I don't think its worth a card slot to stop an alpha unless your opponent has an insane card like Overrun or Tromp the Domains. Without those cards (which aren't even in M14,) you have to be able to kill your opponent on the next turn for it to not be card disadvantage.
In your second case, your opponent drew two cards to your garbage card (fog) and 1 card that could actually be useful so you've lost card advantage.
Unless you have absolutely no idea what you're doing, I don't see anyone ever drafting a pool without 23 cards that are better than fog. Hell, an 18th land would be better than fog.
Thing with fog is that it can be a game winner in some cases (mostly races), so players that have this moment, will rate it WAY too high, as it performs mostly bad, but sometimes its just blowout.
In a combination of doublestrike / first strike, fog can be used as a kind of trick aswell, sadly doesnt work agains fight.
If you draft a Elite-arcanist, it can ALSO work as combo card, if your opponent is some form of white/blue/green deck with no removal against it (Pacfisimn doesnt work and Celestial Flare doesnt work).
Fog isnt "unplayable" , its just not a card you want actively maindeck and in every green deck ; it can work, but its pretty special in this cases, like a fair deal of cards that are narrow as fog.
I don't think its worth a card slot to stop an alpha unless your opponent has an insane card like Overrun or Tromp the Domains. Without those cards (which aren't even in M14,) you have to be able to kill your opponent on the next turn for it to not be card disadvantage.
In your second case, your opponent drew two cards to your garbage card (fog) and 1 card that could actually be useful so you've lost card advantage.
Unless you have absolutely no idea what you're doing, I don't see anyone ever drafting a pool without 23 cards that are better than fog. Hell, an 18th land would be better than fog.
There is Enlarge and Fortify. I was in no way commenting that it should be in any decks I was just refuting the notion that there is NEVER a reason to have it in your deck. There are times (even if few and far between) that you could side it in.
I worry about that thing. Got 2 pacifism + 3 Disperse + 1 Time ebb and a claustrophobia. What is the chances of getting seven removal spells in a real draft? To top it all I got three Phantom Warriors
SB: 1 Deadly Recluse SB: 1 Groundshaker Sliver SB: 1 Hunt the Weak SB: 1 Solemn Offering SB: 1 Pay No Heed SB: 2 Show of Valor SB: 2 Plummet SB: 1 Predatory Sliver SB: 1 Rumbling Baloth SB: 1 Elixir of Immortality SB: 1 Blessing 10 Plains 7 Island
Does anyone have a cheat sheet on how to calculate lands? I'm SO bad at knowing how much or how little land to put into my deck. I know it's usually 16-17 but when i'm mixing 2-3 colors my brain get's Essence Scatter'd
"If fetch lands are reprinted I really believe they will be in allied colors (aka Onslaught fetches). If the fetch lands are reprinted you better believe that we'll all be fetching up basics. This would lead me to believe that the set after THS may have a reprint as the temples can't be fetched but it's pure speculation." - posted 03/22/2014 proved correct during Khans spoiler season.
"The set releases for fall 2015 (Blood, Sweat and Tears) and fall 2016 (Lock, Stock and Barrel). One or both of those 2 blocks (I'm betting) are going to contain either Fetch reprints or (more likely) Filter reprints. Filter lands still need a reprint. They are getting pretty high up there and it's been longer than ZEN so it makes a little more sense that Filter lands would see print earlier that fetches." - posted 03/22/2014 proved incorrect about filters coming earlier than fetches, still pending on filters in Origins block.
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2 Predatory Sliver
1 Voracious Wurm
2 Brindle Boar
1 Advocate of the Beast
1 Rootwalla
1 Sliver Construct
1 Academy Raider
1 Flames of the Firebrand
1 Fireshrieker
1 Rumbling Baloth
1 Marauding Maulhorn
1 Woodborn Behemoth
1 Sporemound
2 Thorncaster Sliver
1 Scourge of Valkas
1 Battle Sliver
1 Groundshaker Sliver
1 Mutavault
9 Forest
7 Mountain
Neither of these are new. They've both been posted for multiple sets before.
2x Bubbling Cauldron
2x Angelic Accord
2x Dragon Egg
2x Hive Stirrings
2x Canyon Minotaur
1x Serra Angel
1x Young Pyromancer
1x Soulmender
1x Blur Sliver
1x Charging Griffin
1x Pitchburn Devils
1x Celestial Flare
1x Shock
1x Pay no Heed
1x Seismic Stomp
1x Auramancer
1x Sentinel Sliver
1x Accorder's Shield
1x Staff of the Flame Magus
NEVER PLAY FOG in limited. All it does is making you lose one turn later.
1 Altar's Reap
3 Blood Bairn
1 Deathgaze Cockatrice
1 Festering Newt
2 Tenacious Dead
1 Undead Minotaur
3 Barrage of Expendables
1 Canyon Minotaur
1 Chandra's Phoenix
1 Flames of the Firebrand
1 Goblin Shortcutter
1 Lava Axe
1 Molten Birth
1 Pitchburn Devils
1 Seismic Stomp
1 Thunder Strike
8 Swamp
9 Mountain
I like the RB sacrifice shenanigans.dec
My only 'meh' is the lack of bombs =( Gradly the list of true bombs in hits set is relatively small (Shivan Dragon, MR Creatures).
BGU Control
R Aggro
Standard - For Fun
BG Auras
A comic about the world's most addictive game, Magic: The Gathering.
That's not true. I would say outside of some weird mill deck I wouldn't ever mainboard Fog. However there are times when it's worth sideboarding. It can be good if your opponent tries to Alpha you and you can Fog then swing back. Also, against a flyers deck it can save you the turn you need.
It's 'ok'. There isn't many bounce spells to clean then off and -3/-0 is enough to shut down most creatures. And the card is actually quite good if you're playing some Blightcasters.
BGU Control
R Aggro
Standard - For Fun
BG Auras
I'm seeing a lot of generalizations these days..
what about one-turn effects like act of treason, Enlarge etc.
in those cases fog would rock. Just as it would with Goblin diplomats.
Or even without it, how many times are both players low on life and one making the last desperate swing before he loses holding a shock in hand to finish you off?
Just had this last scenario on the prerelease (I dealt with it with a celestial flare, but still a fog would win the game as well)
The biggest problem with people evaluating the usefulness/power/utility/etc. is that they invariably end up taking best case scenarios and applying it to the card as a whole. Fog is a mediocre conditional card. Can there be scenarios where it would blow out the game and lead to a win for you? Yes, but that's gonna be a minority case. Most often you will be forced to end up burning it in order to help stabilize the board so you can try to mount a comeback. Every card has a place in each deck, but I think you would be wrong to run this card mainboard over something else. If you really need it, you will probably have it in your sideboard and can evaluate whether you need it on a case-by-case basis.
TL;DR : "NEVER PLAY FOG" is wrong. It can be good, but it can be bad. Think about the middle of the road scenario you will end up using the card for, not the beat case.
On topic: Did anyone else find it hard to practice teading signals from this draft sim?
//stat.rumandmonkey.com/tests/1/6/5261/20801.jpg">stat.rumandmonkey.com
Creatures:
1 [M14] Syphon Sliver
2 [M14] Goblin Shortcutter
2 [M14] Striking Sliver
1 [M14] Angelic Wall
1 [M14] Sentinel Sliver
1 [M14] Giant Spider
5 [M14] Predatory Sliver
Spells:
1 [M14] Doom Blade
2 [M14] Seismic Stomp
1 [M14] Shock
3 [M14] Hive Stirrings
1 [M14] Fog
3 [M14] Lay of the Land
1 [M14] Trollhide
1 [M14] Elixir of Immortality
Lands:
2 [M11] Swamp
4 [M11] Mountain
3 [M11] Plains
7 [M11] Forest
Sideboard:
SB: 1 [M14] Pillarfield Ox
SB: 1 [M14] Tome Scour
SB: 1 [M14] Smelt
SB: 1 [M14] Divine Favor
SB: 1 [M14] Dark Favor
SB: 1 [M14] Nightwing Shade
SB: 2 [M14] Goblin Shortcutter
SB: 1 [M14] Lightning Talons
SB: 1 [M14] Academy Raider
SB: 1 [M14] Act of Treason
SB: 1 [M14] Cyclops Tyrant
SB: 1 [M14] Thunder Strike
SB: 1 [M14] Wild Guess
SB: 1 [M14] Naturalize
SB: 1 [M14] Sporemound
SB: 1 [M14] Island
SB: 1 [M14] Mountain
SB: 1 [M14] Swamp
In the worst case scenario fog its a "prevents some damage and tap a opponent's creature". I lose against a fog in m10 :'(
I don't think its worth a card slot to stop an alpha unless your opponent has an insane card like Overrun or Tromp the Domains. Without those cards (which aren't even in M14,) you have to be able to kill your opponent on the next turn for it to not be card disadvantage.
In your second case, your opponent drew two cards to your garbage card (fog) and 1 card that could actually be useful so you've lost card advantage.
Unless you have absolutely no idea what you're doing, I don't see anyone ever drafting a pool without 23 cards that are better than fog. Hell, an 18th land would be better than fog.
SB: 1 Rod of Ruin
SB: 1 Vial of Poison
SB: 1 Fog
SB: 2 Accorder's Shield
SB: 1 Trained Condor
SB: 1 Tome Scour
SB: 1 Illusionary Armor
SB: 1 Essence Scatter
SB: 2 Armored Cancrix
SB: 1 Child of Night
SB: 2 Duress
SB: 1 Liturgy of Blood
SB: 1 Shadowborn Demon
SB: 1 Burning Earth
SB: 1 Cyclops Tyrant
1 Ratchet Bomb
1 Air Servant
1 Armored Cancrix
1 Cancel
3 Claustrophobia
2 Coral Merfolk
1 Disperse
2 Essence Scatter
1 Frost Breath
1 Illusionary Armor
1 Nephalia Seakite
2 Phantom Warrior
1 Spell Blast
1 Time Ebb
3 Trained Condor
1 Water Servant
1 Fireshrieker
16 Island
Thing with fog is that it can be a game winner in some cases (mostly races), so players that have this moment, will rate it WAY too high, as it performs mostly bad, but sometimes its just blowout.
In a combination of doublestrike / first strike, fog can be used as a kind of trick aswell, sadly doesnt work agains fight.
If you draft a Elite-arcanist, it can ALSO work as combo card, if your opponent is some form of white/blue/green deck with no removal against it (Pacfisimn doesnt work and Celestial Flare doesnt work).
Fog isnt "unplayable" , its just not a card you want actively maindeck and in every green deck ; it can work, but its pretty special in this cases, like a fair deal of cards that are narrow as fog.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
There is Enlarge and Fortify. I was in no way commenting that it should be in any decks I was just refuting the notion that there is NEVER a reason to have it in your deck. There are times (even if few and far between) that you could side it in.
Level 2 Judge
2x Warden of Evos Isle
4x Nephalia Seakite
1x Wall of Frost
3x Charging Griffin
3x Griffin Sentinel
1x Pacifism
3x Disperse
1x Fortify
2x Divine Favor
3x Accorder's Shield
1x Jace, Memory Adept
Lands
9x Island
7x Plains
Just drafted this after a couple of tries.
Seems pretty powerful if you can get the Warden of Evos Isles.
Feel free to tell me yours!
2 Angelic Wall
1 Brave the Elements
1 Charging Griffin
1 Master of Diversion
1 Pacifism
3 Pillarfield Ox
1 Sentinel Sliver
1 Siege Mastodon
1 Steelform Sliver
1 Wall of Swords
2 Essence Scatter
2 Frost Breath
2 Illusionary Armor
1 Seacoast Drake
1 Accorder's Shield
1 Staff of the Sun Magus
SB: 1 Groundshaker Sliver
SB: 1 Hunt the Weak
SB: 1 Solemn Offering
SB: 1 Pay No Heed
SB: 2 Show of Valor
SB: 2 Plummet
SB: 1 Predatory Sliver
SB: 1 Rumbling Baloth
SB: 1 Elixir of Immortality
SB: 1 Blessing
10 Plains
7 Island
Does anyone have a cheat sheet on how to calculate lands? I'm SO bad at knowing how much or how little land to put into my deck. I know it's usually 16-17 but when i'm mixing 2-3 colors my brain get's Essence Scatter'd
"The set releases for fall 2015 (Blood, Sweat and Tears) and fall 2016 (Lock, Stock and Barrel). One or both of those 2 blocks (I'm betting) are going to contain either Fetch reprints or (more likely) Filter reprints. Filter lands still need a reprint. They are getting pretty high up there and it's been longer than ZEN so it makes a little more sense that Filter lands would see print earlier that fetches." - posted 03/22/2014 proved incorrect about filters coming earlier than fetches, still pending on filters in Origins block.