7 mana is a lot, but I believe siege dragon is a good card. It also makes me think my neighbor isn't red (though there certainly are red uncommons better than the dragon)
Pack 1 pick 3:
Raise the Alarm
Nimbus of the Isles
Hammerhand
Torch Fiend
Shaman of Spring
Selfless Cathar
Fugitive Wizard
Unmake the Graves
Runeclaw Bear
Meteorite
Dissipate
--> Kurkesh, Onakke Ancient
Forest
Raise the alarm and nimbus are probably better than kurkesh, but 4/3 for 4 is good and I'm pretty much cutting red from this pack taking it.
Pack 1 pick 4:
--> Inferno Fist
Invisibility
Goblin Roughrider
Rotfeaster Maggot
Netcaster Spider
Mind Sculpt
Lava Axe
Naturalize
Wall of Mulch
Staff of the Flame Magus
Llanowar Wastes
Island
llanowar waste is a bit tempting from a money point of view, but I'm taking the fist here
Gargoyle sentinel is good, but so is marauder and taking marauder cuts red
Pack 1 pick 6:
Tireless Missionaries
Hammerhand
Invasive Species
Witch's Familiar
Hunt the Weak
Will-Forged Golem
Pillar of Light
Chronostutter
--> Yavimaya Coast
Mountain
I took the land since it's worth more than 1 tix and I don't believe any of the cards would have had much of an impact. I would take hammerhand otherwise. I don't think my deck will want golem.
Pack 1 pick 7:
Glacial Crasher
--> Miner's Bane
Heliod's Pilgrim
Siege Wurm
Hunt the Weak
Will-Forged Golem
Chronostutter
Staff of the Sun Magus
Forest
I still don't think my deck will want a golem, but miner's bane might make the deck. I'm also cutting red
Tough choice again. I chose the gargoyle because I believe it's a good card in general. It does go against my current strategy to be aggressive, but it activates my mongrel. Now that I look at the pack again, I would say goblin > gargoyle >= golem.
Since it's worth a bit over 2 tix, I took perilous vault. The way red has been flowing, I'm hoping to wheel the frenzied goblin or the chieftain (the later one most likely not happening). If I had to pick one of them now, It's very close between the two but it's probably still the chieftain. The upside is so good!
Pack 3 pick 2:
Goblin Roughrider
Divine Favor
Statute of Denial
--> Lightning Strike
Rotfeaster Maggot
Carnivorous Moss-Beast
Bronze Sable
Covenant of Blood
Meditation Puzzle
Mind Sculpt
Shrapnel Blast
Gather Courage
Rogue's Gloves
Island
The upside of kaboomist with hamerhand or paragon and mongrel led me to take it. But krenko's enforcer was probably a better pick
Pack 3 pick 4:
Nimbus of the Isles
Thundering Giant
--> Borderland Marauder
Ranger's Guile
Evolving Wilds
Soulmender
Accursed Spirit
Charging Rhino
Staff of the Death Magus
Nissa's Expedition
Chief Engineer
Mountain
Pack 3 pick 5:
--> Inferno Fist
Nimbus of the Isles
Thundering Giant
Zof Shade
Living Totem
Chronostutter
Forge Devil
Hunter's Ambush
First Response
In Garruk's Wake
Mountain
Pack 3 pick 7:
Hydrosurge
--> Inferno Fist
Wall of Fire
Verdant Haven
Shadowcloak Vampire
Carnivorous Moss-Beast
Brood Keeper
Paragon of Eternal Wilds
Swamp
It's a shame there is a broodkeeper in the same pack as an inferno fist. I was torn having 4 enchantments already, but inferno fist seemed a better choice
Looking back, I believe I should have put kaboomist instead of torh fiend and scrapyard mongrel instead of miner's bane.
Round 1 against GW
Game 1 : I start. On his turn, he plays soulmender. I play marauder. He plays pridemate. I fist my marauder and attack. He chooses to block with the soulmender, which I believe was a mistake. He activate soulmender and in answer I pop the fist to kill the pridemate and the soulmender also dies during combat. A few turns later, I trade my 2 marauder for his 2 creatures, and I play the generator servant. He plays wall of mulch and that's his only creature on board. I get my 5th land, sac the servant, and play siege dragon killing his wall (which he sacced in response to draw a card) and attack with the dragon and 2 ground creatures. The game ended a few turns later.
Game 2 : He starts with soulmender and into pridemate again. I inferno fist my marauder, attack for 5, and killing the soul mender afterwards. He attacks me for 5 with pridemate. I play another marauder and giving it haste with hammerhand and attack with everything putting him at 8. Next turn he leaves his pridemate on the defensive along side another creature. I attack with both marauder, he blocks, and all 4 creatures die (with forge devil post combat dealing the last damage required to kill pridemate). On my next turn I play the 4/3 haste guy and he concede (maybe he conceded a bit too early in my opinion)
Round 2 against mono green (splashing red for chieftain)
Game 1: I have the generator servant and he have the 2/3 spider. He then plays satyr wayfinder milling his Nissa. I get my 5th land, sac generator servant and get siege dragon on the battlefield. He plays another spider. On my turn, I play forge devil doing one damage to a spider and enchant him with hammerhand so that the other spider can't block and attack for a bit more than lethal.
Game 2 : Eventually in the game, I have 1 marauder and 2 krenko's enforcer on the battlefield and he plays kird chieftain (his only creature). I put a fist on one of the enforcer (I probably should have put it on marauder though) and swing in. He block the 4/2 enforcer and we trade. He then play the kalonian twingrove (5 forests). I play paragon and attack with enforcer putting him at 7. He hunt the weak my enforcer and attack with 1 of the twingrove. On my turn, I attack with marauder and paragon, he blocks marauder and he is down to 5. I play marauder and generator servant. In my hand, I have the 5/5 dragon which can win me the game next turn if I draw a land. I also have frenzied goblin as a potential alternative giving it haste with the paragon. He attacks with 1 of the twingrove, which I decide to block with marauder. He plays 2 creatures. I get to draw my land, sac the servant, play the dragon and attack for the win.
Round 3 against UB
Game 1: Frenzied goblin into marauder. He plays slyblade. I play generator servant with hammerhand forgetting the slyblade has hexproof, but that's not really a problem as I'm happy to trade for a slyblade. He doesn't block. He plays his 4th land and pass. On my turn, I swing, he blocks generator servant and pays 4 mana to kill it, but I'm ok with that. I play Kurkesh and pass the turn. He taps out to play master of predicaments. I attack and pay red so that his 4/4 flyer can't block. He trade his slyblade for my marauder. He is down to 3 and I finish him with lightning strike
Game 2: It's hard to say in details all that happened in the beginning but towards the end, he has murklurker equiped with shield of the avatar and shadowcloak vampire while I have a bunch of creatures. He attacks with vampire, pays 2 life, give it lifelink and he goes to 13 after combat. He also plays pathmage. On my turn, I play fist, kill pathmage, and swing with all my creatures. He kills one of them by blocking with the lurker, but I get him down to 3. I also play forge devil to have one more creature out. On his turn, he attacks with the vampire (which I don't block), give it lifelink, and goes back up to 7 in life. On my turn, I draw hammerhand which wins me the game since now he can't block with the murk lurker.
Despite red being one of the top 2 colors in the format, apparently people don't want to pick red? Nice catch that it was open.
Might have been tempting to splash black for the 2 Accursed Spirit and 1 Stab Wound, esp with the Evolving Wilds, but didn't look like you needed it.
I'm really shocked you didn't run Goblin Kaboomist. Do you see the synergy with Kurkesh? Yikes. Also good with Scrapyard Mongrel, which would have better fit a 16-land aggro deck. Oh well. When you have FOUR 3/2s for 1R in a format where 2-drops really matter, you can't screw much else up.
I didn't realize that interaction with Kurkesh, thanks for pointing it out. I totally agree, I should have included goblin kaboomist and the mongrel in the deck.
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Event #: 7433718
Players:
Ricketty
Tynbomb
Enna
Emerald_Garden
mannabirds
EtDecius
jjt18
--> incominggame
------ M15 ------
Pack 1 pick 1:
Statute of Denial
Rummaging Goblin
Oppressive Rays
Divination
Netcaster Spider
Carrion Crow
Flesh to Dust
Forge Devil
Hunter's Ambush
Bronze Sable
Military Intelligence
Darksteel Citadel
--> Stab Wound
Battlefield Forge
Mountain
Pack 1 pick 2:
Aeronaut Tinkerer
Crowd's Favor
Kinsbaile Skirmisher
Glacial Crasher
Shadowcloak Vampire
Netcaster Spider
Meditation Puzzle
Negate
Covenant of Blood
Blastfire Bolt
Gargoyle Sentinel
Paragon of Eternal Wilds
--> Siege Dragon
Mountain
7 mana is a lot, but I believe siege dragon is a good card. It also makes me think my neighbor isn't red (though there certainly are red uncommons better than the dragon)
Pack 1 pick 3:
Raise the Alarm
Nimbus of the Isles
Hammerhand
Torch Fiend
Shaman of Spring
Selfless Cathar
Fugitive Wizard
Unmake the Graves
Runeclaw Bear
Meteorite
Dissipate
--> Kurkesh, Onakke Ancient
Forest
Raise the alarm and nimbus are probably better than kurkesh, but 4/3 for 4 is good and I'm pretty much cutting red from this pack taking it.
Pack 1 pick 4:
--> Inferno Fist
Invisibility
Goblin Roughrider
Rotfeaster Maggot
Netcaster Spider
Mind Sculpt
Lava Axe
Naturalize
Wall of Mulch
Staff of the Flame Magus
Llanowar Wastes
Island
llanowar waste is a bit tempting from a money point of view, but I'm taking the fist here
Pack 1 pick 5:
Heliod's Pilgrim
--> Borderland Marauder
Ranger's Guile
Evolving Wilds
Soulmender
Void Snare
Necromancer's Assistant
Satyr Wayfinder
Gargoyle Sentinel
Reclamation Sage
Forest
Gargoyle sentinel is good, but so is marauder and taking marauder cuts red
Pack 1 pick 6:
Tireless Missionaries
Hammerhand
Invasive Species
Witch's Familiar
Hunt the Weak
Will-Forged Golem
Pillar of Light
Chronostutter
--> Yavimaya Coast
Mountain
I took the land since it's worth more than 1 tix and I don't believe any of the cards would have had much of an impact. I would take hammerhand otherwise. I don't think my deck will want golem.
Pack 1 pick 7:
Glacial Crasher
--> Miner's Bane
Heliod's Pilgrim
Siege Wurm
Hunt the Weak
Will-Forged Golem
Chronostutter
Staff of the Sun Magus
Forest
I still don't think my deck will want a golem, but miner's bane might make the deck. I'm also cutting red
Pack 1 pick 8:
Tireless Missionaries
--> Krenko's Enforcer
Lava Axe
Naturalize
Tyrant's Machine
Military Intelligence
Brawler's Plate
Mountain
That's a late krenko's enforcer
Pack 1 pick 9:
Statute of Denial
Rummaging Goblin
--> Forge Devil
Hunter's Ambush
Military Intelligence
Darksteel Citadel
Mountain
That was a tough choice, maybe the goblin would have been better.
Pack 1 pick 10:
Crowd's Favor
Glacial Crasher
Shadowcloak Vampire
Meditation Puzzle
--> Blastfire Bolt
Mountain
That was another tough choice, maybe crowd's favor would have been better.
Pack 1 pick 11:
Hammerhand
--> Torch Fiend
Selfless Cathar
Fugitive Wizard
Forest
Pack 1 pick 12:
Invisibility
--> Lava Axe
Staff of the Flame Magus
Island
Pack 1 pick 13:
Ranger's Guile
--> Evolving Wilds
Forest
Pack 1 pick 14:
--> Hammerhand
Mountain
Pack 1 pick 15:
--> Forest
------ M15 ------
Pack 2 pick 1:
Encrust
--> Scrapyard Mongrel
Borderland Marauder
Titanic Growth
Radiant Fountain
Solemn Offering
Peel from Reality
Typhoid Rats
Witch's Familiar
Living Totem
Gargoyle Sentinel
Dauntless River Marshal
Into the Void
Resolute Archangel
Forest
meh, scrapyard mongrel can get really good with some artifacts like bronze sable
Pack 2 pick 2:
Amphin Pathmage
--> Krenko's Enforcer
Razorfoot Griffin
Foundry Street Denizen
Congregate
Marked by Honor
Welkin Tern
Eternal Thirst
Necromancer's Assistant
Undergrowth Scavenger
Seraph of the Masses
Paragon of Gathering Mists
Wall of Limbs
Swamp
Pack 2 pick 3:
Tireless Missionaries
Frost Lynx
Torch Fiend
Ornithopter
Soulmender
Welkin Tern
Black Cat
--> Accursed Spirit
Runeclaw Bear
Kapsho Kitefins
Roaring Primadox
Profane Memento
Mountain
I did pick a stab wound P1P1 and accursed spirit is a fine pick
Pack 2 pick 4:
Coral Barrier
Miner's Bane
Generator Servant
Plummet
Ornithopter
Selfless Cathar
Peel from Reality
Child of Night
--> Accursed Spirit
Boonweaver Giant
Congregate
Plains
Tough choice. I do have a 5/5 dragon I'd like to accelerate into, but spirit seems to be the better choice
Pack 2 pick 5:
Glacial Crasher
Miner's Bane
Heliod's Pilgrim
--> Generator Servant
Verdant Haven
Oreskos Swiftclaw
Fugitive Wizard
Mind Rot
Necromancer's Assistant
Undergrowth Scavenger
Forest
Got a generator servant anyway, great
Pack 2 pick 6:
Tireless Missionaries
Amphin Pathmage
--> Borderland Marauder
Ranger's Guile
Evolving Wilds
Soulmender
Witch's Familiar
Boonweaver Giant
Diffusion Sliver
Swamp
Pack 2 pick 7:
Divination
Torch Fiend
Titanic Growth
Ornithopter
Soulmender
Welkin Tern
Staff of the Flame Magus
--> Paragon of Fierce Defiance
Plains
That might push me to try to go mono red
Pack 2 pick 8:
Rummaging Goblin
Tireless Missionaries
Blastfire Bolt
Negate
Will-Forged Golem
Venom Sliver
--> Gargoyle Sentinel
Swamp
Tough choice again. I chose the gargoyle because I believe it's a good card in general. It does go against my current strategy to be aggressive, but it activates my mongrel. Now that I look at the pack again, I would say goblin > gargoyle >= golem.
Pack 2 pick 9:
--> Borderland Marauder
Radiant Fountain
Solemn Offering
Witch's Familiar
Gargoyle Sentinel
Dauntless River Marshal
Forest
Pack 2 pick 10:
Amphin Pathmage
--> Foundry Street Denizen
Congregate
Eternal Thirst
Necromancer's Assistant
Swamp
Pack 2 pick 11:
Tireless Missionaries
--> Torch Fiend
Ornithopter
Profane Memento
Mountain
Pack 2 pick 12:
Miner's Bane
--> Generator Servant
Ornithopter
Plains
Wheeled generator servant!?
Pack 2 pick 13:
--> Miner's Bane
Fugitive Wizard
Forest
Pack 2 pick 14:
--> Tireless Missionaries
Swamp
Pack 2 pick 15:
--> Plains
------ M15 ------
Pack 3 pick 1:
Ephemeral Shields
Hydrosurge
Foundry Street Denizen
Plummet
Evolving Wilds
Oreskos Swiftclaw
Void Snare
Black Cat
Carrion Crow
Elvish Mystic
Blood Host
Kird Chieftain
Frenzied Goblin
--> Perilous Vault
Mountain
Since it's worth a bit over 2 tix, I took perilous vault. The way red has been flowing, I'm hoping to wheel the frenzied goblin or the chieftain (the later one most likely not happening). If I had to pick one of them now, It's very close between the two but it's probably still the chieftain. The upside is so good!
Pack 3 pick 2:
Goblin Roughrider
Divine Favor
Statute of Denial
--> Lightning Strike
Rotfeaster Maggot
Carnivorous Moss-Beast
Bronze Sable
Covenant of Blood
Meditation Puzzle
Mind Sculpt
Shrapnel Blast
Gather Courage
Rogue's Gloves
Island
Pack 3 pick 3:
Encrust
Krenko's Enforcer
Tireless Missionaries
Unmake the Graves
Satyr Wayfinder
Lava Axe
Naturalize
Tyrant's Machine
Meditation Puzzle
Wall of Essence
Brawler's Plate
--> Goblin Kaboomist
Mountain
The upside of kaboomist with hamerhand or paragon and mongrel led me to take it. But krenko's enforcer was probably a better pick
Pack 3 pick 4:
Nimbus of the Isles
Thundering Giant
--> Borderland Marauder
Ranger's Guile
Evolving Wilds
Soulmender
Accursed Spirit
Charging Rhino
Staff of the Death Magus
Nissa's Expedition
Chief Engineer
Mountain
Pack 3 pick 5:
--> Inferno Fist
Nimbus of the Isles
Thundering Giant
Zof Shade
Living Totem
Chronostutter
Forge Devil
Hunter's Ambush
First Response
In Garruk's Wake
Mountain
Pack 3 pick 6:
--> Hammerhand
Torch Fiend
Shaman of Spring
Selfless Cathar
Fugitive Wizard
Zof Shade
Vineweft
Diffusion Sliver
Sacred Armory
Mountain
Pack 3 pick 7:
Hydrosurge
--> Inferno Fist
Wall of Fire
Verdant Haven
Shadowcloak Vampire
Carnivorous Moss-Beast
Brood Keeper
Paragon of Eternal Wilds
Swamp
It's a shame there is a broodkeeper in the same pack as an inferno fist. I was torn having 4 enchantments already, but inferno fist seemed a better choice
Pack 3 pick 8:
Glacial Crasher
Encrust
Charging Rhino
--> Blastfire Bolt
Hunter's Ambush
Feast on the Fallen
Necromancer's Stockpile
Forest
Pack 3 pick 9:
Ephemeral Shields
Hydrosurge
Foundry Street Denizen
Evolving Wilds
Black Cat
--> Frenzied Goblin
Mountain
It wheeled!
Pack 3 pick 10:
--> Goblin Roughrider
Carnivorous Moss-Beast
Meditation Puzzle
Mind Sculpt
Shrapnel Blast
Island
Pack 3 pick 11:
Tireless Missionaries
--> Lava Axe
Naturalize
Meditation Puzzle
Mountain
Pack 3 pick 12:
--> Thundering Giant
Ranger's Guile
Staff of the Death Magus
Mountain
Pack 3 pick 13:
--> Thundering Giant
Hunter's Ambush
Mountain
Pack 3 pick 14:
--> Fugitive Wizard
Mountain
Pack 3 pick 15:
--> Swamp
1 forge devil
1 frenzied goblin
1 foundry street denizen
4 borderland marauder
2 generator servant
1 torch fiend
1 goblin roughrider
2 krenko's enforcer
1 paragon of fierce defiance
1 Kurkesh, onakke ancient
1 thundering giant
1 miner's bane
1 siege dragon
2 hammerhand
3 inferno fist
1 lightning strike
Lands
16 mountain
1 Goblin Kaboomist
1 torch fiend
1 scrapyard mongrel
2 lava axe
1 thundering giant
2 blastfire bolt
1 miner's bane
1 gargoyle sentinel
1 perilous vault
1 stab wound
2 accursed spirit
1 evolving wilds
Looking back, I believe I should have put kaboomist instead of torh fiend and scrapyard mongrel instead of miner's bane.
Round 1 against GW
Game 1 : I start. On his turn, he plays soulmender. I play marauder. He plays pridemate. I fist my marauder and attack. He chooses to block with the soulmender, which I believe was a mistake. He activate soulmender and in answer I pop the fist to kill the pridemate and the soulmender also dies during combat. A few turns later, I trade my 2 marauder for his 2 creatures, and I play the generator servant. He plays wall of mulch and that's his only creature on board. I get my 5th land, sac the servant, and play siege dragon killing his wall (which he sacced in response to draw a card) and attack with the dragon and 2 ground creatures. The game ended a few turns later.
Game 2 : He starts with soulmender and into pridemate again. I inferno fist my marauder, attack for 5, and killing the soul mender afterwards. He attacks me for 5 with pridemate. I play another marauder and giving it haste with hammerhand and attack with everything putting him at 8. Next turn he leaves his pridemate on the defensive along side another creature. I attack with both marauder, he blocks, and all 4 creatures die (with forge devil post combat dealing the last damage required to kill pridemate). On my next turn I play the 4/3 haste guy and he concede (maybe he conceded a bit too early in my opinion)
Round 2 against mono green (splashing red for chieftain)
Game 1: I have the generator servant and he have the 2/3 spider. He then plays satyr wayfinder milling his Nissa. I get my 5th land, sac generator servant and get siege dragon on the battlefield. He plays another spider. On my turn, I play forge devil doing one damage to a spider and enchant him with hammerhand so that the other spider can't block and attack for a bit more than lethal.
Game 2 : Eventually in the game, I have 1 marauder and 2 krenko's enforcer on the battlefield and he plays kird chieftain (his only creature). I put a fist on one of the enforcer (I probably should have put it on marauder though) and swing in. He block the 4/2 enforcer and we trade. He then play the kalonian twingrove (5 forests). I play paragon and attack with enforcer putting him at 7. He hunt the weak my enforcer and attack with 1 of the twingrove. On my turn, I attack with marauder and paragon, he blocks marauder and he is down to 5. I play marauder and generator servant. In my hand, I have the 5/5 dragon which can win me the game next turn if I draw a land. I also have frenzied goblin as a potential alternative giving it haste with the paragon. He attacks with 1 of the twingrove, which I decide to block with marauder. He plays 2 creatures. I get to draw my land, sac the servant, play the dragon and attack for the win.
Round 3 against UB
Game 1: Frenzied goblin into marauder. He plays slyblade. I play generator servant with hammerhand forgetting the slyblade has hexproof, but that's not really a problem as I'm happy to trade for a slyblade. He doesn't block. He plays his 4th land and pass. On my turn, I swing, he blocks generator servant and pays 4 mana to kill it, but I'm ok with that. I play Kurkesh and pass the turn. He taps out to play master of predicaments. I attack and pay red so that his 4/4 flyer can't block. He trade his slyblade for my marauder. He is down to 3 and I finish him with lightning strike
Game 2: It's hard to say in details all that happened in the beginning but towards the end, he has murklurker equiped with shield of the avatar and shadowcloak vampire while I have a bunch of creatures. He attacks with vampire, pays 2 life, give it lifelink and he goes to 13 after combat. He also plays pathmage. On my turn, I play fist, kill pathmage, and swing with all my creatures. He kills one of them by blocking with the lurker, but I get him down to 3. I also play forge devil to have one more creature out. On his turn, he attacks with the vampire (which I don't block), give it lifelink, and goes back up to 7 in life. On my turn, I draw hammerhand which wins me the game since now he can't block with the murk lurker.
Final result 3-0
Might have been tempting to splash black for the 2 Accursed Spirit and 1 Stab Wound, esp with the Evolving Wilds, but didn't look like you needed it.
I'm really shocked you didn't run Goblin Kaboomist. Do you see the synergy with Kurkesh? Yikes. Also good with Scrapyard Mongrel, which would have better fit a 16-land aggro deck. Oh well. When you have FOUR 3/2s for 1R in a format where 2-drops really matter, you can't screw much else up.