...and this one. Well, not quite so bad, actually. I'm very tempted by Haunter here and ponder the matter indecisively for a while. The question is: am I potentially shooting for five colour here? If so, I probably want the Guildgate. I'm not sure, but the timer runs low so I decide to take the gate.
Pack 1 pick 9:
Clear a Path
Mending Touch
Steeple Roc
Wake the Reflections
--> Tithe Drinker
Uncovered Clues
Smelt-Ward Gatekeepers
Hmm... tricky. Tithe Drinker is less likely to make my deck than Roc, but if it does it will be a far better card. (If you disagree, feel free to post "Nothing beats Roc".)
Pack 1 pick 10:
--> Pilfered Plans
Debt to the Deathless
Rakdos Cluestone
Dimir Cluestone
Uncovered Clues
Wear/Tear
This card is surprisingly great. Drawing two is tech!
Ugh - unpleasant pack. Aristocrat seems underpowered to me despite my Abominations, so I take Last Thoughts instead even though it might table and might not make my deck.
Pack 2 pick 3:
Swamp
Sunhome Guildmage
Way of the Thief
Syndicate Enforcer
Adaptive Snapjaw
Skinbrand Goblin
Knight Watch
Spire Tracer
Mindeye Drake
Basilica Screecher
--> High Priest of Penance
Syndic of Tithes
Gateway Shade
In retrospect this was a mispick. Air control is HUGE in this format. I should have taken the Drake.
Pack 2 pick 4:
Plains
Gruul Guildgate
Coerced Confession
Skinbrand Goblin
Scorchwalker
Daring Skyjek
Court Street Denizen
Gridlock
Hydroform
Last Thoughts
Naturalize
--> Kingpin's Pet
Coerced Confession is not the Dimir card I was hoping for.
Pack 2 pick 5:
Island
--> Deathcult Rogue
Burning-Tree Emissary
Skinbrand Goblin
Assault Griffin
Massive Raid
Hands of Binding
Last Thoughts
Mental Vapors
Primal Visitation
Skyblinder Staff
Ooh! That's more like it!
Pack 2 pick 6:
Forest
Simic Keyrune
Millennial Gargoyle
Act of Treason
Guildscorn Ward
Shadow Alley Denizen
--> Mindeye Drake
Purge the Profane
Clinging Anemones
Syndic of Tithes
This may seem like a really odd pick - and it might indeed be wrong - but my thinking here is that now I know I'm running some White I can take this and will then only need one more Red source to splash Red without needing to run a single Mountain. Surely that will pay off in the RtR pack?
Pack 2 pick 8:
Island
--> Boros Guildgate
Scatter Arc
Warmind Infantry
Zarichi Tiger
Foundry Street Denizen
Merfolk of the Depths
Midnight Recovery
Ha! And there's the other Red source already. Less controversial by far, this time.
Match 1 vs Rhinosersaurus Game 1
His first two creatures are both Court Street Denizen, which is scary. But luckily he's actually a three colour deck (could be RWg or maybe just an even 3-way split). Then he casts a Haazda Snare Squad. This game probably would have been close except that he forgets Rubblehulk's Bloodrush ability doesn't give trample, so what he intends as a winning play instead turns into a losing play. (Even if he hardcasts it Mortus Strider holds it off, though, so without drawing something relevant he was going to lose in five turns anyway.) Game 2
Very long game in which his Martial Law is a nuisance but my Maze Abomination is more of a nuisance c/o Mortus Strider, High Priest and Tithe Drinker. His Legion's Initiative makes his Goblin Rally very good, but it isn't enough.
Match 2 vs Aljin33 Game 1
I play Stab Wound on his unleashed Dead Reveller. Then I cast Haunter of Nightveil and hide behind that for a bit while he slowly loses. He puts together a nice little army to race with, but Gideon comes down to make racing impossible. Game 2
I play Stab Wound on his turn three Axebane Guardian. He develops his mana fast, but I have Warped Physique so I'm able to kill his Zameck Guildmage before it can put together some kind of decent army. He never finds enough tempo to race me (I'm also hitting him with Deathcult Rogue for some of the time, which he kills with Mutant's Prey).
Match 3 vs KingsDefender Game 1
My opponent is Bant aggro. I spot remove his first three things (!), then get a couple of creatures and a Gideon down. He appears to flood and concedes. Game 2
I Stab Wound his Centaur Healer and he follows up with Unflinching Courage on the Healer and swings! I untap and Augur Spree it. This leaves us both low on cards, but my card drawing leaves me ahead on threats. This game ends in an interesting way. I'm killing him with an Azorius Keyrune I've Scavenged onto, when he plays Renounce the Guilds. Now I know he didn't have it the turn before or he would have used it, but as it happens I've just drawn High Priest of Penance. Had I cast it before combat, I'd have won the game and the match. See? Even the tiniest errors matter! Game 3
I Stab Wound his Zarichi Tiger, but then he casts six flyers in succession, including a Lyev Skyknight to detain my Mindeye Drake for a turn, so I die. Of course, I'm being a bit dismissive there. Should I have used Stab Wound on the Tiger? It's a tempting target because it ends up with zero power, but had I known his deck was full of flyers I probably should have saved it, since I'm indisputably the control deck here. Still, nice to lose by being outplayed. Makes a welcome change after Gatecrash!
Close, but no win for me. I spotted at least a couple of play mistakes and one drafting error, though! I'd be interested to hear what other people would have done with the first eight picks...
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I don't know how you condone and so freely throw away your first two picks. Tithe Drinker is a top common (the fact that it tables is astonishing) and then its followed up with a Mastiff. Oh and then here comes a Disfigure Gatekeeper, then you inexplicably and inexcusably pass Haunter. HAUNTER. RTFC. That card is bananas. AND THAT TABLES TOO! Wow, these people in your queue were awful. I can't even continue to read this. I don't like you anymore and wish to vacate this planet with utmost haste. Ugh, you're banned.
There's "staying open" and then there's doing what you did with those first 4 picks. /shudder.
p1p1: I guess fixing is good, but zhur-taa druid is a thing. Speed-bump, accel, ping.
p1p2: debt, maaka? I will be curious where this leads, having picked fixing that early.
p1p4: okay. I really want to see what will come out of it!
p1p5: that pack is weird. Fluxcharger, warp, mossdog, drinker, drake... a solid stream of pickables.
p1p6: wth? not the guildgate????
p1p8: maze abomination is that good to trigger !!!!!?
p2p1: Gideon? That's one bomb.
p2p3: is the format so slow now that syndic of tithe is no longer pickable?
p2p6: another syndic at p6??? Yikes, how times have changed!
p2p7: smite, too.
match 3: he could play renounce in response to your penance on the stack.
p1p1... I've experimented with the "take gates really, really highly" strategy, and I have not been impressed. I absolutely condone trying it out, but the gate wasn't the "correct" pick here. Zhur-taa Druid and Tithe Drinker are top commons (I'm sure either one of those or Beetleform Mage is the best common in Dragon's Maze), and Renegade Krasis ranges from "fine" if you're green to "silly good" if you have enough evolve/unleash.
For the subsequent picks, I feel like had this been a paper draft, the rest of the pod would have been marching around the table carrying signs that read "Draft Orzhov."
Zhur-taa Druid and Tithe Drinker are top commons (I'm sure either one of those or Beetleform Mage are the best common in Dragon's Maze)
Seriously? We've apparently been playing different formats. Tithe Drinker is playable, but I wouldn't pick one highly unless for some reason I knew super early that I was BWx.
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<Limited Clan>
The gates are fine for the first three picks but the fourth pick has to be Haunter of Nightveil. You have to take good cards at some point, and wheeling that card is not something that will ever happen
Seriously? We've apparently been playing different formats. Tithe Drinker is playable, but I wouldn't pick one highly unless for some reason I knew super early that I was BWx.
Full disclosure, I think Beetleform Mage is the best common, significantly better than Zhur-Taa Druid and Tithe Drinker (which were the ones actually in your pack). I do think Tithe Drinker is probably #3. Some people whose opinions I respect have argued it's better than that, but I think they're overrating it.
But anyway, I think Tithe Drinker is good mainly because Extort is just that good in this format. The lifelink is a nice bonus.
I'd personally have taken the druid in that pack, because I've had much more luck drafting base-Gruul or base-Simic than base-Orzhov (which never seems to be open in my drafts).
I don't know how you condone and so freely throw away your first two picks. Tithe Drinker is a top common (the fact that it tables is astonishing) and then its followed up with a Mastiff. Oh and then here comes a Disfigure Gatekeeper, then you inexplicably and inexcusably pass Haunter. HAUNTER. RTFC. That card is bananas. AND THAT TABLES TOO! Wow, these people in your queue were awful. I can't even continue to read this. I don't like you anymore and wish to vacate this planet with utmost haste. Ugh, you're banned.
There's "staying open" and then there's doing what you did with those first 4 picks. /shudder.
WOW! I can feel the hate all the way over here in Australia
Interesting draft you had there.
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Full disclosure, I think Beetleform Mage is the best common
That definitely seems plausible. Last time there was a 4/4 flyer at Common it was pretty great too!
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<Limited Clan>
p1p1... I've experimented with the "take gates really, really highly" strategy, and I have not been impressed. I absolutely condone trying it out, but the gate wasn't the "correct" pick here. Zhur-taa Druid and Tithe Drinker are top commons (I'm sure either one of those or Beetleform Mage is the best common in Dragon's Maze), and Renegade Krasis ranges from "fine" if you're green to "silly good" if you have enough evolve/unleash.
For the subsequent picks, I feel like had this been a paper draft, the rest of the pod would have been marching around the table carrying signs that read "Draft Orzhov."
I would take basically any gate over druid or drinker. Guys who are irrelevant in combat aren't what I want to be taking highly at all.
I agree with the first three Gate picks, but would've taken Haunter fourth.
I think you overrate Maze Abomination. It's a good card, and I guess 8th is kinda late to see it. But there are a ton of good six-drops, and you can only play so many of them.
You really just need to embrace the rage. I keep a small colony of hamsters next to my computer and every time I lose a match to mana screw I throw one against the wall.
But there are a ton of good six-drops, and you can only play so many of them.
This is certainly true. On the other hand, Maze Abomination has been consistently going up in my estimation. Even in this draft, I maybe overestimated it but it then went on to perform better than I expected. Atypical? Probably.
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<Limited Clan>
Renegade Krasis is actually pretty good, or maybe I just overrate it? I played it in a RUG deck and with red unleash and blue/green evolve it was quite a beating.
turns splatter thugs and chainwalkers into nightmares.
Then you know more about it than I do - I've only played against it so far. My impression was that it was very swingy. Great if everything comes together, otherwise unexciting.
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Event #: 5428536
Time: 5/16/2013 6:22:10 PM
Players:
--> bateleur
KingsDefender
Pemberton
Rhinosersaurus
Gleneration1
crazyeyes3076
ahsung
Aijin33
------ DGM ------
Pack 1 pick 1:
Clear a Path
Fatal Fumes
Zhur-Taa Druid
Mending Touch
Steeple Roc
Wake the Reflections
Renegade Krasis
--> Azorius Guildgate
Species Gorger
Tithe Drinker
Woodlot Crawler
Wind Drake
Uncovered Clues
Smelt-Ward Gatekeepers
Down/Dirty
I've got into the habit of taking the Guildgate out of any pack where the cards just look really underwhelming. Like this one.
Pack 1 pick 2:
Rubblebelt Maaka
Boros Mastiff
Viashino Firstblade
Pilfered Plans
--> Boros Guildgate
Battering Krasis
Restore the Peace
Debt to the Deathless
Rakdos Cluestone
Dimir Cluestone
Uncovered Clues
Maze Abomination
Maze Behemoth
Wear/Tear
...and this one. I like Maze Abomination, but it's not exciting as such.
Pack 1 pick 3:
Riot Piker
Fatal Fumes
Murmuring Phantasm
--> Golgari Guildgate
Bred for the Hunt
Simic Cluestone
Gruul Cluestone
Mindstatic
Drown in Filth
Ubul Sar Gatekeepers
Maze Sentinel
Maze Behemoth
Alive/Well
...and this one. I briefly consider Ubul Sar Gatekeepers, but if I'm Black I'd probably rather have the Guildgate.
Pack 1 pick 4:
Lyev Decree
Riot Piker
Steeple Roc
--> Gruul Guildgate
Debt to the Deathless
Haunter of Nightveil
Izzet Cluestone
Boros Cluestone
Rakdos Cluestone
Mutant's Prey
Saruli Gatekeepers
Maze Glider
...and this one. Well, not quite so bad, actually. I'm very tempted by Haunter here and ponder the matter indecisively for a while. The question is: am I potentially shooting for five colour here? If so, I probably want the Guildgate. I'm not sure, but the timer runs low so I decide to take the gate.
Pack 1 pick 5:
--> Warped Physique
Fluxcharger
Bane Alley Blackguard
Thrashing Mossdog
Haazda Snare Squad
Rot Farm Skeleton
Morgue Burst
Golgari Cluestone
Dimir Cluestone
Tithe Drinker
Wind Drake
Whoa! Nuts - now I wish I had the Haunter! Nuts!
Pack 1 pick 6:
Gleam of Battle
Pilfered Plans
Orzhov Guildgate
Battering Krasis
Rakdos Cluestone
Dimir Cluestone
Uncovered Clues
--> Maze Abomination
Maze Behemoth
Protect/Serve
OK, so Black is wide open. This is nice.
Pack 1 pick 7:
Lyev Decree
Hidden Strings
Trait Doctoring
Rakdos Drake
Pilfered Plans
Sinister Possession
Maw of the Obzedat
Orzhov Cluestone
--> Opal Lake Gatekeepers
And Blue's at least moderately open.
Pack 1 pick 8:
Lyev Decree
Steeple Roc
Goblin Test Pilot
Izzet Cluestone
Boros Cluestone
Rakdos Cluestone
Saruli Gatekeepers
--> Maze Abomination
!!!
Pack 1 pick 9:
Clear a Path
Mending Touch
Steeple Roc
Wake the Reflections
--> Tithe Drinker
Uncovered Clues
Smelt-Ward Gatekeepers
Hmm... tricky. Tithe Drinker is less likely to make my deck than Roc, but if it does it will be a far better card. (If you disagree, feel free to post "Nothing beats Roc".)
Pack 1 pick 10:
--> Pilfered Plans
Debt to the Deathless
Rakdos Cluestone
Dimir Cluestone
Uncovered Clues
Wear/Tear
This card is surprisingly great. Drawing two is tech!
Pack 1 pick 11:
Riot Piker
--> Murmuring Phantasm
Simic Cluestone
Mindstatic
Maze Sentinel
Surprising. Also useful.
Pack 1 pick 12:
Lyev Decree
Steeple Roc
--> Haunter of Nightveil
Boros Cluestone
Whaaaat! And as an added bonus my Gruul Guildgate pick now looks like genius. High pick Uncommon? Yeah, I'll just table it. No probs.
Pack 1 pick 13:
Fluxcharger
Bane Alley Blackguard
--> Dimir Cluestone
Hmm... might actually run this.
Pack 1 pick 14:
--> Pilfered Plans
Uncovered Clues
That's slightly ridiculous.
Pack 1 pick 15:
--> Sinister Possession
Obviously useless to me. And probably to everyone else too.
------ GTC ------
Pack 2 pick 1:
Forest
Scatter Arc
Gutter Skulk
Riot Gear
Angelic Edict
Disciple of the Old Ways
Structural Collapse
Coerced Confession
Zhur-Taa Swine
Guildscorn Ward (FOIL)
Gridlock
Zameck Guildmage
Shielded Passage
Martial Glory
--> Gideon, Champion of Justice
Well, the pick is obvious for cash money reasons, but I might be able to run this?
Pack 2 pick 2:
Plains
Gruul Guildgate
Gruul Charm
Frilled Oculus
Cartel Aristocrat
Skinbrand Goblin
Scorchwalker
Shambleshark
Daring Skyjek
Court Street Denizen
Hindervines
Mortus Strider
--> Last Thoughts
Skyblinder Staff
Ugh - unpleasant pack. Aristocrat seems underpowered to me despite my Abominations, so I take Last Thoughts instead even though it might table and might not make my deck.
Pack 2 pick 3:
Swamp
Sunhome Guildmage
Way of the Thief
Syndicate Enforcer
Adaptive Snapjaw
Skinbrand Goblin
Knight Watch
Spire Tracer
Mindeye Drake
Basilica Screecher
--> High Priest of Penance
Syndic of Tithes
Gateway Shade
In retrospect this was a mispick. Air control is HUGE in this format. I should have taken the Drake.
Pack 2 pick 4:
Plains
Gruul Guildgate
Coerced Confession
Skinbrand Goblin
Scorchwalker
Daring Skyjek
Court Street Denizen
Gridlock
Hydroform
Last Thoughts
Naturalize
--> Kingpin's Pet
Coerced Confession is not the Dimir card I was hoping for.
Pack 2 pick 5:
Island
--> Deathcult Rogue
Burning-Tree Emissary
Skinbrand Goblin
Assault Griffin
Massive Raid
Hands of Binding
Last Thoughts
Mental Vapors
Primal Visitation
Skyblinder Staff
Ooh! That's more like it!
Pack 2 pick 6:
Forest
Simic Keyrune
Millennial Gargoyle
Act of Treason
Guildscorn Ward
Shadow Alley Denizen
--> Mindeye Drake
Purge the Profane
Clinging Anemones
Syndic of Tithes
Got one anyway!
Pack 2 pick 7:
Plains
--> Boros Guildgate
Boros Keyrune
Zarichi Tiger
Foundry Street Denizen
Smite
Skygames
Midnight Recovery
Metropolis Sprite
This may seem like a really odd pick - and it might indeed be wrong - but my thinking here is that now I know I'm running some White I can take this and will then only need one more Red source to splash Red without needing to run a single Mountain. Surely that will pay off in the RtR pack?
Pack 2 pick 8:
Island
--> Boros Guildgate
Scatter Arc
Warmind Infantry
Zarichi Tiger
Foundry Street Denizen
Merfolk of the Depths
Midnight Recovery
Ha! And there's the other Red source already. Less controversial by far, this time.
Pack 2 pick 9:
Forest
--> Scatter Arc
Riot Gear
Structural Collapse
Coerced Confession
Guildscorn Ward (FOIL)
Shielded Passage
Always nice to have a copy.
Pack 2 pick 10:
Plains
Cartel Aristocrat
Skinbrand Goblin
Hindervines
--> Mortus Strider
Skyblinder Staff
This is actually really good in my deck, I suspect!
Pack 2 pick 11:
Swamp
--> Way of the Thief
Knight Watch
Spire Tracer
Gateway Shade
As is this, despite my low creature count!
Pack 2 pick 12:
Plains
Coerced Confession
Hydroform
--> Last Thoughts
Hmm... I don't really need two.
Pack 2 pick 13:
Island
--> Last Thoughts
Skyblinder Staff
Where by two I mean three. Didn't the Blue aggro deck want either of these?
Pack 2 pick 14:
Forest
--> Guildscorn Ward
Meh.
Pack 2 pick 15:
--> Plains
------ RTR ------
Pack 3 pick 1:
Aquus Steed
Keening Apparition
Swift Justice
Drainpipe Vermin
--> Sewer Shambler
Viashino Racketeer
Drudge Beetle
Hellhole Flailer
Axebane Guardian
Horncaller's Chant
Essence Backlash
Sluiceway Scorpion
Oak Street Innkeeper
Nivmagus Elemental
Mountain
Such a disappointing pack. I love me some Shambles, though, so could be worse. (I don't want to splash Flailer in a non-aggro deck.)
Pack 3 pick 2:
Drainpipe Vermin
Splatter Thug
--> Syncopate
Judge's Familiar
Treasured Find
Swamp
Giant Growth
Tower Drake
Perilous Shadow
Pursuit of Flight
Centaur's Herald
Essence Backlash
Destroy the Evidence
Chromatic Lantern
Nice... although I wish it had come round a bit later.
Pack 3 pick 3:
Tenement Crasher
Sunspire Griffin
Terrus Wurm
Azorius Guildgate
Golgari Guildgate
Seek the Horizon
Izzet Charm
--> Azorius Keyrune
Cancel
Forest
Perilous Shadow
Centaur's Herald
Transguild Promenade
Very useful under the circumstances. (I admit to glancing briefly at Griffin, but that would be insane.)
Pack 3 pick 4:
Avenging Arrow
Crosstown Courier
--> Launch Party
Splatter Thug
Korozda Monitor
Chemister's Trick
Fencing Ace
Rix Maadi Guildmage
Stealer of Secrets
Golgari Longlegs
Slitherhead
Island
I have a Mortus Strider and a Sewer Shambler, so I think this is clearly better than Avenging Arrow. (It might be better anyway - not sure.)
Pack 3 pick 5:
Armory Guard
Deviant Glee
Splatter Thug
Stealer of Secrets
Sundering Growth
--> Auger Spree
Lobber Crew (FOIL)
Gobbling Ooze
Slitherhead
Death's Presence
Plains
My red splash is justified!
Pack 3 pick 6:
Swift Justice
Towering Indrik
Goblin Electromancer
Trestle Troll
Azorius Guildgate
Fencing Ace
--> Stab Wound
Cancel
Forest
Knightly Valor
Whaaaaaaaaaaaaaaat?! This card got better in block draft. What's it doing here?!
Pack 3 pick 7:
Concordia Pegasus
Rootborn Defenses
Downsize
Trestle Troll
Forest
Doorkeeper
Urban Burgeoning
Tavern Swindler
--> Utvara Hellkite
Are you thinking what I'm thinking?
Pack 3 pick 8:
Mizzium Skin
Dynacharge
Plains
Coursers' Accord
Essence Backlash
Pyroconvergence
Havoc Festival
--> Nivix Guildmage
This seems like a potentially strong splash card.
Pack 3 pick 9:
Aquus Steed
Drainpipe Vermin
Viashino Racketeer
Axebane Guardian
Horncaller's Chant
--> Essence Backlash
Mountain
Hmm... should I hatedraft that Guardian? I suppose Essence Backlash might be useful if I face someone with Teysa or something.
Pack 3 pick 10:
Drainpipe Vermin
Judge's Familiar
Treasured Find
Swamp
--> Essence Backlash
Destroy the Evidence
<facepalm>
Pack 3 pick 11:
Tenement Crasher
--> Terrus Wurm
Seek the Horizon
Cancel
Forest
Ooh, nice! I'm tabling all sorts of fun things today!
Pack 3 pick 12:
Crosstown Courier
--> Stealer of Secrets
Slitherhead
Island
Probably not maindeck, but might have a role in the sideboard.
Pack 3 pick 13:
Deviant Glee
--> Death's Presence
Plains
Hatedraft.
Pack 3 pick 14:
--> Goblin Electromancer
Forest
My red splash isn't quite that deep.
Pack 3 pick 15:
--> Forest
So, difficult to build given the huge pile of playables. I went with this:
6 Swamp
5 Island
2 Plains
3 Boros Guildgate
1 Azorius Guildgate
Creatures (13)
1 Tithe Drinker
1 High Priest of Penance
1 Mortus Strider
1 Deathcult Rogue
1 Sewer Shambler
1 Kingpin's Pet
1 Opal Lake Gatekeepers
1 Gideon, Champion of Justice
1 Haunter of Nightveil
1 Mindeye Drake
2 Maze Abomination
1 Terrus Wurm
2 Pilfered Plans
1 Auger Spree
1 Way of the Thief
1 Azorius Keyrune
1 Stab Wound
1 Dimir Cluestone
1 Syncopate
1 Launch Party
1 Warped Physique
1 Scatter Arc
3 Last Thoughts
1 Stealer of Secrets
1 Murmuring Phantasm
1 Nivix Guildmage
1 Utvara Hellkite
1 Gruul Guildgate
1 Golgari Guildgate
2 Essence Backlash
1 Goblin Electromancer
1 Guildscorn Ward
1 Death's Presence
1 Plains
1 Sinister Possession
Match 1 vs Rhinosersaurus
Game 1
His first two creatures are both Court Street Denizen, which is scary. But luckily he's actually a three colour deck (could be RWg or maybe just an even 3-way split). Then he casts a Haazda Snare Squad. This game probably would have been close except that he forgets Rubblehulk's Bloodrush ability doesn't give trample, so what he intends as a winning play instead turns into a losing play. (Even if he hardcasts it Mortus Strider holds it off, though, so without drawing something relevant he was going to lose in five turns anyway.)
Game 2
Very long game in which his Martial Law is a nuisance but my Maze Abomination is more of a nuisance c/o Mortus Strider, High Priest and Tithe Drinker. His Legion's Initiative makes his Goblin Rally very good, but it isn't enough.
Match 2 vs Aljin33
Game 1
I play Stab Wound on his unleashed Dead Reveller. Then I cast Haunter of Nightveil and hide behind that for a bit while he slowly loses. He puts together a nice little army to race with, but Gideon comes down to make racing impossible.
Game 2
I play Stab Wound on his turn three Axebane Guardian. He develops his mana fast, but I have Warped Physique so I'm able to kill his Zameck Guildmage before it can put together some kind of decent army. He never finds enough tempo to race me (I'm also hitting him with Deathcult Rogue for some of the time, which he kills with Mutant's Prey).
Match 3 vs KingsDefender
Game 1
My opponent is Bant aggro. I spot remove his first three things (!), then get a couple of creatures and a Gideon down. He appears to flood and concedes.
Game 2
I Stab Wound his Centaur Healer and he follows up with Unflinching Courage on the Healer and swings! I untap and Augur Spree it. This leaves us both low on cards, but my card drawing leaves me ahead on threats. This game ends in an interesting way. I'm killing him with an Azorius Keyrune I've Scavenged onto, when he plays Renounce the Guilds. Now I know he didn't have it the turn before or he would have used it, but as it happens I've just drawn High Priest of Penance. Had I cast it before combat, I'd have won the game and the match. See? Even the tiniest errors matter!
Game 3
I Stab Wound his Zarichi Tiger, but then he casts six flyers in succession, including a Lyev Skyknight to detain my Mindeye Drake for a turn, so I die. Of course, I'm being a bit dismissive there. Should I have used Stab Wound on the Tiger? It's a tempting target because it ends up with zero power, but had I known his deck was full of flyers I probably should have saved it, since I'm indisputably the control deck here. Still, nice to lose by being outplayed. Makes a welcome change after Gatecrash!
Close, but no win for me. I spotted at least a couple of play mistakes and one drafting error, though! I'd be interested to hear what other people would have done with the first eight picks...
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There's "staying open" and then there's doing what you did with those first 4 picks. /shudder.
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p1p2: debt, maaka? I will be curious where this leads, having picked fixing that early.
p1p4: okay. I really want to see what will come out of it!
p1p5: that pack is weird. Fluxcharger, warp, mossdog, drinker, drake... a solid stream of pickables.
p1p6: wth? not the guildgate????
p1p8: maze abomination is that good to trigger !!!!!?
p2p1: Gideon? That's one bomb.
p2p3: is the format so slow now that syndic of tithe is no longer pickable?
p2p6: another syndic at p6??? Yikes, how times have changed!
p2p7: smite, too.
match 3: he could play renounce in response to your penance on the stack.
For the subsequent picks, I feel like had this been a paper draft, the rest of the pod would have been marching around the table carrying signs that read "Draft Orzhov."
Soooooooooo? I said he could play it, not that it would be correct!
I can't tell if you're joking. I don't consider Mastiff a playable in most decks. Bears are terrible in this format. Terrible!
Yeah, I know.
It's very hard to construct a pack where it should go 8th. The card's not at all broken, but it's highly playable and super easy to splash.
It's still very much pickable. Extort is even better now, which more than makes up for the weak body. High Priest is just a bit better (I think?).
That is late, though. As is the Smite.
Seriously? We've apparently been playing different formats. Tithe Drinker is playable, but I wouldn't pick one highly unless for some reason I knew super early that I was BWx.
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Full disclosure, I think Beetleform Mage is the best common, significantly better than Zhur-Taa Druid and Tithe Drinker (which were the ones actually in your pack). I do think Tithe Drinker is probably #3. Some people whose opinions I respect have argued it's better than that, but I think they're overrating it.
But anyway, I think Tithe Drinker is good mainly because Extort is just that good in this format. The lifelink is a nice bonus.
I'd personally have taken the druid in that pack, because I've had much more luck drafting base-Gruul or base-Simic than base-Orzhov (which never seems to be open in my drafts).
WOW! I can feel the hate all the way over here in Australia
Interesting draft you had there.
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Yeah, seems reasonable.
That definitely seems plausible. Last time there was a 4/4 flyer at Common it was pretty great too!
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I would take basically any gate over druid or drinker. Guys who are irrelevant in combat aren't what I want to be taking highly at all.
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I think you overrate Maze Abomination. It's a good card, and I guess 8th is kinda late to see it. But there are a ton of good six-drops, and you can only play so many of them.
I want to draft now.
This is certainly true. On the other hand, Maze Abomination has been consistently going up in my estimation. Even in this draft, I maybe overestimated it but it then went on to perform better than I expected. Atypical? Probably.
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Tone, yes. Observations, no.
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turns splatter thugs and chainwalkers into nightmares.
Then you know more about it than I do - I've only played against it so far. My impression was that it was very swingy. Great if everything comes together, otherwise unexciting.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
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MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
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