Deadeye navigator is unbeatable

  • #1
    Interested in hearing people's thoughts on this swiss draft. I drafted a pretty poor deck but managed to 2-1 thanks to a couple of bombs, including navigator which is basically unbeatable if you untap with it. Best limited rare in the set? Along with the solid body, it basically gives your whole team team hexproof, vigilance and "cannot be killed in combat" if you have enough mana. it's hard to lose when you have that effect going on.

    Picks:
    Event #: 4073879
    Time: 7/9/2012 8:04:30 PM
    Players:
    Girahmin
    DH_cz
    conradmn
    yyaguchi
    mevsc2
    PhyrexianPants
    wissam3
    --> Psychobabble

    ------ AVR ------

    Pack 1 pick 1:
    Crypt Creeper
    Elgaud Shieldmate
    Dangerous Wager
    Outwit
    Hunted Ghoul
    Seraph Sanctuary
    Timberland Guide
    Demolish
    Vanguard's Shield
    Angel of Glory's Rise (FOIL)
    Mass Appeal
    Aggravate
    Builder's Blessing
    --> Deadeye Navigator
    Forest

    Pack 1 pick 2:
    Narstad Scrapper
    Grave Exchange
    Spectral Gateguards
    Geist Snatch
    Wandering Wolf
    Leap of Faith
    Somberwald Vigilante
    Essence Harvest
    Driver of the Dead
    Galvanic Alchemist
    Vanishment
    Maalfeld Twins
    --> Somberwald Sage
    Island

    Pack 1 pick 3:
    Terrifying Presence
    Cloudshift
    Predator's Gambit
    Zealous Strike
    Heirs of Stromkirk
    Sheltering Word
    Midvast Protector (FOIL)
    Pillar of Flame
    Unhallowed Pact
    Favorable Winds
    Havengul Vampire
    --> Stern Mentor
    Mountain

    Pack 1 pick 4:
    Malicious Intent
    Pathbreaker Wurm
    Rotcrown Ghoul
    Angelic Wall
    Natural End
    Riot Ringleader
    Grave Exchange
    Ghostly Flicker
    Righteous Blow
    --> Gloomwidow
    Commander's Authority
    Mountain

    Pack 1 pick 5:
    Dangerous Wager
    Havengul Skaab
    Uncanny Speed
    Lair Delve
    --> Nettle Swine
    Abundant Growth
    Narstad Scrapper
    Geist Snatch
    Vorstclaw
    Ghostly Touch
    Mountain

    Pack 1 pick 6:
    Righteous Blow
    Grounded
    Dreadwaters
    Necrobite
    --> Sheltering Word
    Call to Serve
    Spectral Prison
    Defy Death
    Killing Wave
    Mountain

    Pack 1 pick 7:
    Thunderbolt (FOIL)
    Snare the Skies
    Mental Agony
    Ghostform
    Zealous Strike
    Unhallowed Pact
    --> Vessel of Endless Rest
    Rush of Blood
    Mountain

    Pack 1 pick 8:
    Cloudshift
    --> Narstad Scrapper
    Raging Poltergeist
    Defang
    Ghostform
    Aggravate
    Bower Passage
    Mountain

    Pack 1 pick 9:
    Dangerous Wager
    Outwit
    Hunted Ghoul
    Seraph Sanctuary
    Vanguard's Shield
    --> Mass Appeal
    Forest

    Pack 1 pick 10:
    Narstad Scrapper
    --> Grave Exchange
    Leap of Faith
    Essence Harvest
    Driver of the Dead
    Island

    Pack 1 pick 11:
    Cloudshift
    --> Sheltering Word
    Unhallowed Pact
    Favorable Winds
    Mountain

    Pack 1 pick 12:
    Malicious Intent
    --> Rotcrown Ghoul
    Natural End
    Mountain

    Pack 1 pick 13:
    Dangerous Wager
    --> Lair Delve
    Mountain

    Pack 1 pick 14:
    --> Grounded
    Mountain

    Pack 1 pick 15:
    --> Mountain

    ------ AVR ------

    Pack 2 pick 1:
    Trusted Forcemage
    Midnight Duelist
    Guise of Fire
    Bloodflow Connoisseur
    Fleeting Distraction
    Uncanny Speed
    Heirs of Stromkirk
    Crippling Chill
    Snare the Skies
    Cursebreak
    Ghostly Touch
    --> Wolfir Avenger
    Tandem Lookout
    Primal Surge
    Swamp

    Pack 2 pick 2:
    Dreadwaters
    Bone Splinters
    Hanweir Lancer
    Geist Snatch
    Borderland Ranger
    Galvanic Alchemist
    Somberwald Vigilante
    Moonlight Geist
    Demonic Taskmaster (FOIL)
    Polluted Dead
    Corpse Traders
    --> Into the Void
    Triumph of Ferocity
    Plains

    Pack 2 pick 3:
    Cloudshift
    Ghoulflesh
    Abundant Growth
    Spectral Prison
    Defang
    Snare the Skies
    Mental Agony
    Raging Poltergeist
    Zealous Strike
    --> Blood Artist
    Devout Chaplain
    Appetite for Brains
    Swamp

    Pack 2 pick 4:
    Malicious Intent
    Elgaud Shieldmate
    Hunted Ghoul
    --> Trusted Forcemage
    Midnight Duelist
    Guise of Fire
    Sheltering Word
    Call to Serve
    Peel from Reality
    Lightning Prowess
    Tormentor's Trident
    Island

    Pack 2 pick 5:
    Midnight Duelist
    Battle Hymn
    Havengul Skaab
    Crypt Creeper
    --> Joint Assault
    Ghostform
    Necrobite
    Demonic Taskmaster
    Angelic Armaments
    Demonlord of Ashmouth
    Swamp

    Pack 2 pick 6:
    --> Nettle Swine
    Banners Raised
    Moorland Inquisitor
    Outwit
    Grounded
    Scroll of Avacyn
    Human Frailty
    Rain of Thorns
    Lunar Mystic
    Forest

    Pack 2 pick 7:
    Soulcage Fiend
    Banners Raised
    Rotcrown Ghoul
    --> Wingcrafter
    Demolish
    Leap of Faith
    Second Guess
    Otherworld Atlas
    Forest

    Pack 2 pick 8:
    Lair Delve
    Crypt Creeper
    --> Elgaud Shieldmate
    Angel's Mercy
    Diregraf Escort
    Seraph Sanctuary
    Appetite for Brains
    Forest

    Pack 2 pick 9:
    Fleeting Distraction
    Uncanny Speed
    --> Crippling Chill
    Snare the Skies
    Cursebreak
    Ghostly Touch
    Swamp

    Pack 2 pick 10:
    --> Dreadwaters
    Bone Splinters
    Somberwald Vigilante
    Polluted Dead
    Corpse Traders
    Plains

    Pack 2 pick 11:
    Snare the Skies
    --> Mental Agony
    Raging Poltergeist
    Appetite for Brains
    Swamp

    Pack 2 pick 12:
    Malicious Intent
    Hunted Ghoul
    --> Sheltering Word
    Island

    Pack 2 pick 13:
    Battle Hymn
    --> Ghostform
    Swamp

    Pack 2 pick 14:
    --> Outwit
    Forest

    Pack 2 pick 15:
    --> Forest

    ------ AVR ------

    Pack 3 pick 1:
    Cathedral Sanctifier
    Geist Trappers
    Lair Delve
    --> Mist Raven
    Nightshade Peddler
    Polluted Dead
    Bladed Bracers
    Wingcrafter
    Death Wind
    Demolish
    Marrow Bats
    Howlgeist
    Defy Death
    Angel of Jubilation
    Forest

    Pack 3 pick 2:
    Fleeting Distraction
    Moorland Inquisitor
    Searchlight Geist
    Malicious Intent
    Pathbreaker Wurm
    Rotcrown Ghoul
    Spectral Prison
    Joint Assault
    Call to Serve
    --> Peel from Reality
    Angel's Tomb
    Bower Passage
    Druids' Repository
    Swamp

    Pack 3 pick 3:
    Ghoulflesh
    Ghostly Flicker
    Spectral Gateguards
    Essence Harvest
    --> Alchemist's Apprentice
    Moonlight Geist
    Death Wind
    Angel's Mercy
    Thatcher Revolt
    Lightning Prowess
    Angel's Tomb
    Conjurer's Closet
    Island

    Pack 3 pick 4:
    Guise of Fire
    Searchlight Geist
    Pathbreaker Wurm
    Scrapskin Drake
    Scroll of Griselbrand
    Undead Executioner
    Midvast Protector
    Scalding Devil
    Holy Justiciar
    Rain of Thorns
    --> Haunted Guardian
    Swamp

    Pack 3 pick 5:
    Banners Raised
    Rotcrown Ghoul
    Thraben Valiant
    Driver of the Dead
    Angel's Mercy
    Seraph Sanctuary
    Demolish
    --> Vanguard's Shield
    Mass Appeal
    Commander's Authority
    Island

    Pack 3 pick 6:
    Dangerous Wager
    Outwit
    Hunted Ghoul
    Thunderbolt
    Bladed Bracers
    Leap of Faith
    Essence Harvest
    Gang of Devils
    --> Triumph of Ferocity
    Plains

    Pack 3 pick 7:
    Thunderbolt
    --> Wildwood Geist
    Butcher Ghoul
    Scroll of Griselbrand
    Undead Executioner
    Midvast Protector
    Scalding Devil
    Descent into Madness
    Plains

    Pack 3 pick 8:
    Angelic Wall
    --> Natural End
    Thunderbolt
    Butcher Ghoul
    Cathedral Sanctifier
    Voice of the Provinces
    Swamp (FOIL)
    Forest

    Pack 3 pick 9:
    Lair Delve
    Polluted Dead
    Bladed Bracers
    --> Wingcrafter
    Demolish
    Marrow Bats
    Forest

    Pack 3 pick 10:
    Malicious Intent
    Rotcrown Ghoul
    --> Spectral Prison
    Call to Serve
    Bower Passage
    Swamp

    Pack 3 pick 11:
    --> Ghostly Flicker
    Spectral Gateguards
    Essence Harvest
    Angel's Mercy
    Island

    Pack 3 pick 12:
    Scroll of Griselbrand
    Scalding Devil
    --> Rain of Thorns
    Swamp

    Pack 3 pick 13:
    Banners Raised
    --> Angel's Mercy
    Island

    Pack 3 pick 14:
    --> Hunted Ghoul
    Plains

    Pack 3 pick 15:
    --> Plains

    Looking over the draft, my picks were all fairly easy I think, with pretty thin pickings all around. I guess spectral prison would have been better than sheltering word p1p6, and favourable winds p1p11 would have been ok given that I ended up with a few wingcrafters, but at that time I had zero flyers and not playing UW generally makes that bad. I kind of knew somberwald sage would be bad and it turned out that way - I think I cast it 3 times but never untapped with it. My thought was that if I would go UG there was the chance I'd have something I wanted to ramp into, and it was certainly a more interesting pick than wandering wolf. p2p3 was a pure hate pick because there was nothing there I wanted.


    I wasn't very happy where I ended up. I barely had 23 playables and didn't really know what my win condition was. I just knew that I had never lost a game where I untapped with a bonded deadeye navigator and had never won against one either, so I hoped to be able to stall out until then. I figured flying pigs could get me there sometimes too. I had a bit of a mill sub theme there which I thought would work with the stall game plan as well, and could side more in against slower decks. The vanguard's shield maindeck looks terrible, and it probably is (in the end I usually boarded it out, though it did win me one of my first games), but my thought was I barely had anything I could play in the first two turns to develop my board and it would help with the "stall until late game" plan. Ghostly flicker too didn't have synergy, but joint assualt had barely any bond targets, I thought I had too many other spells for lair delve and I figured the flicker was ok at saving a defender or flicking a mist raven. Again, I usually boarded it out.

    Matches:


    Match 1 vs WR

    This guy had all the angels I passed - Jubilation, Glory's rise and also a couple of Voice of the Provinces and a smattering of the usual red stuff, vampires, humans etc. He didn't have much of an early game but his late game was pretty sick.

    G1 - I had a fairly slow hand, but it had wingcrafter and stern mentor in it and I drew into avenger and shieldmate. I flashed avenger in turn 3 but bonded it with wingcrafter so he just thunderbolted it. I Played turn 4 shieldmate, turn 5 mentor and managed to use into the void, mist raven and ghostly flicker to bounce my way to an exact mill victory, with him having lethal on the board the following turn. I had triumph going for a few turns there which helped, it was a really close game.

    G2 - I mulled to 6 on the draw with wingcrafter, raven, navigator and lands. He did nothing for his first 5 turns other than use natural end on my triumph of ferocity. which I figured meant he had kept a sick late game hand, but I had drawn navigator and more lands so I got greedy and played out raven on turn 5, bouncing and replaying wingcrafter thinking I'd setup the navigator flicker the next turn. Of course, he had thunderbolt for the raven. I played out the navigator the next turn with only a land left in hand.... he played DOUBLE thunderbolt (he boarded in a couple after seeing wingcrafter first game I guess). I drew super lucky though, topdecking wolfir avenger followed by spectral prison, prison locked down his havengul vampire and my flying wolf got me there.


    Match 2 vs mono black

    This guy had the absolute nuts. 2x homicidal, 2x blood artist, 2x bone splinters, human frailty, demonic rising, death wind, demonic taskmaster, gloom surgeon, barter in blood. I know black can be powerful, don't think I've ever seen such a good black deck.

    G1 - He had a fast start and got out an early gloom surgeon + blood artist, but bone splintered away the artist when he drew homicidal. Luckily I had spectral prison after he hit a couple of times with the lifelinked surgeon, but I was down to 6 life. He played demonic rising the following turn, but I had a sliver of hope with wingcrafter on the board and crippling chill/deadeye navigator in hand. I managed to get to a board state where I untapped with a wingcrafter bonded navigator and I was just attacking each turn with the wingcrafter and navigator and flickering around to keep the wingcrafter alive and untapped for blocking. He played a maalfed twins but it wasn't helping him because I could flicker-block with the wingcrafter too. It was a slow way to kill him, but eventually I got him down to 3 life the turn after he played a soulcage fiend. That turn I drew into trusted force mage, and made a stupid misplay. I thought I'd rebond the mist raven with my deadeye after flickering out of the attack, to get in an extra point of damage, and then I'd re-flicker the navigator post combat to set it up as a flying defender. But my navigator of course wasn't bonded, so on his turn he attacked with maalfad, soulcage and his 5/5 demon into my 3/3 flying forcemage and navigator. I went into the tank and couldn't see how I could win - he was only on one life but I had to block 2 of his guys or else I died which meant I wouldn't have a bonded wingcrafter - unless I topdecked a creature the following turn I couldn't win. So I blocked his soulcage fiend and drew the match.

    G2 - Nothing I could do here. He went T2 blood artist, T3 bloodflow conniseur, T4 homicidal (sacced his artist), T5 homicidal. T6 he played something else and sacced it, So he was attacking with an 8/4 lifelinker. He got me down to 3 life before I killed it with nettle swine, but he played soulcage fiend (9/5 lifelinker) so after chumping it a couple of times, I scopped with him on about 50 life.

    G3 - I had an early shieldmate/mentor so thought I'd get a mill plan going, but he human frailtied by shieldmate when I played it out. He managed to have removal for all of my guys and got out demonic rising again, just ran over me pretty easily.

    Match 3 vs UGr

    G1 - He got mana screwed pretty badly, and I curved out and beat him up. I think I used mist raven on the only threat he played.

    G2 - Fairly long and interesting game here, and I had left my vanguard shield in luckily which ended up being clutch because I was able to put it on my narstad scrapper and untap with about 8 mana one turn to break open the board. The defender had done some good work early here holding off havengul vampire. He killed my scrapper with about 4 creatures (I think it was threatening lethal), but I had drawn into my navigator and pretty easily won after that.

    Just some comments generally on AVR drafting. I'm new to the game so this is my first draft environment, and I have to say I'm not sure why people hate on it so much - I really enjoy it and think there's quite a bit of depth to it. People complain about a lack of removal, but they also complain about the abundance of bounce (which functions as removal in a tempo deck). The only colour combinations with no good removal or bounce (other than banishing stroke) are GW, but green can splash black fairly easy with growths and rangers, and WR, but WR decks should be hyper agressive and not care about removal. People complain that there's not much depth and few archeypes, but there's quite a few decks that can make use of otherwise terrible cards, which is what makes for archetypes (eg. poltergeist can be good in UR with hanewier lancers and the otherwise terrible ghostly touch/ghostform). There's also quite a few tricky cards that can lead to interesting board states - the black loner cards, blood artist (actually, black in general), conjurer's closet, the uncommon vampires, lightning prowess/vigilante justice. Also I think the colours are overall fairly balanced, as long as you pick a combination that synergises with your card pool. Anyway, I've had a lot of fun games of AVR draft and look forward to M13 to try something different :).
    Last edited by Psychobabble: 7/9/2012 7:07:26 PM
    Competitive RTR block article series - Around the Block
  • #2
    Quote from Psychobabble

    Just some comments generally on AVR drafting. I'm new to the game so this is my first draft environment, and I have to say I'm not sure why people hate on it so much - I really enjoy it and think there's quite a bit of depth to it. People complain about a lack of removal, but they also complain about the abundance of bounce (which functions as removal in a tempo deck). The only colour combinations with no good removal or bounce (other than banishing stroke) are GW, but green can splash black fairly easy with growths and rangers, and WR, but WR decks should be hyper agressive and not care about removal. People complain that there's not much depth and few archeypes, but there's quite a few decks that can make use of otherwise terrible cards, which is what makes for archetypes (eg. poltergeist can be good in UR with hanewier lancers and the otherwise terrible ghostly touch/ghostform). There's also quite a few tricky cards that can lead to interesting board states - the black loner cards, blood artist (actually, black in general), conjurer's closet, the uncommon vampires, lightning prowess/vigilante justice. Also I think the colours are overall fairly balanced, as long as you pick a combination that synergises with your card pool. Anyway, I've had a lot of fun games of AVR draft and look forward to M13 to try something different :).


    I, too, am pretty new to the game (started right before AVR pre-release). I think that AVR's lack of depth compared to an older set like ROE or IPA (others that I have drafted on MTGO and CCGdecks). AVR seemed pretty straightforward, and was quite easy to learn the basics of drafting with.

    Though, you can't expect to table many playables. That's a huge problem that I've had on MTGO.

    But now to your draft.

    You said that you hate drafted p2p3. I don't think you should have done that as you had two very playable cards. One was spectral prison. This can totally shut down a deck. The other was Abundant Growth, which is what I would have picked as it cantrips and fixes. Passing a blood artist is a pretty good sign black is open, while passing abundant growth could put people in to green and cut it more.

    P1p6:
    I don't think that sheltering word is really good, as this is a pretty removal light format. Again, spectral prison can win games, and it's quasi removal. It definitely would have been my pick.
    Last edited by Raskolnikov: 7/10/2012 4:33:28 AM
  • #3
    Quote from Raskolnikov
    The other was Abundant Growth, which is what I would have picked as it cantrips and fixes.

    Agreed. That card is a really high pick for Green and you basically can't have too many.
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  • #4
    Vanguard's Shield is extremely slow and doesn't really help against aggressive decks since it comes online turn 3 only if you have a 1 drop and usually not until turn 4/5. I'd play a one mana +2/+2 pump spell over it anytime.


    Wherefore the lost art of silence during a courtly game of dueling planeswalkers?
  • #5
    Thanks for the comments and you're right, abundant growth should have been the pick there especially as I ended up with too-few playables.
    Competitive RTR block article series - Around the Block
  • #6
    Quote from bateleur
    Agreed. That card is a really high pick for Green and you basically can't have too many.

    How many is too many?

    9?
    magicmerls ~440 card powered cube, 180 card Winston stack, guild precons and girly pics

    let me state something - the things I tell you will not be wrong. It is you who will be wrong if you try arguing with me.
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