There was approximately a 0% chance of Stomphowler wheeling, even with green as underdrafted as it was. If I'd been participating in the 'mob' side of the draft (I've restricted myself to tongue in cheek comments rather than I would have been making impassioned posts in favour of Stomphowler over Damnation (for *this* deck). (And being frustrated when 'slam dunk' cards are taken instead).
I don't think that there's a clear pick in this pack, which is why I'm surprised that Naturalize has won in a landslide.
We'll see when the breakdown occurs. When the draft is over, there's a few things that we need to occur:
1. Build the deck (about as much work as a draft pick), and give this deck a baseline score of 50
2. For each other drafter
2a. Reveal their draft pool and build their deck and
2b. Give it a score from 0 to 100
Maybe people will be enthused enough to want to play some games on workstation?
We'll see when the breakdown occurs. When the draft is over, there's a few things that we need to occur:
1. Build the deck (about as much work as a draft pick), and give this deck a baseline score of 50
2. For each other drafter
2a. Reveal their draft pool and build their deck and
2b. Give it a score from 0 to 100
Maybe people will be enthused enough to want to play some games on workstation?
I'd definitely be interested in this. These group drafts are very informative and I need help on the deck building side as well. I find cube deck building very hard because all cards are good in their own way and there for a reason. It's harder to sort out the chaff.
I've found that, in a format like the cube, if you can pick up a few artifact and enchantment haters you'll be better off for it. A lot of times, I'll pick up a Disenchant or a Smash to Smithereens a lot earlier than we're taking this Naturlize and they almost always end up in my main deck. There are too many nasty artifacts and enchantments in the cube to not have answers.
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There's nothing wrong with taking naturalize here, but keep in mind that we have a wickerbough elder. We do not have any pump spells or equipment or any way to make our guys bigger than face value. Sometimes you can only win by being the aggro and wargear allows us to have that punch. Playing a guy and giving him a sword has won me more games than I can remember. Our deck already has answers to random things through our discard spells. I just think it would be better if we had something that needed to be answered.
I don't think this deck needs that particular piece of equipment. And I'm more likely going to play a 2nd Naturalize effect. Our deck isn't aggro enough to effectively use Grafted Wargear. Simply throwing one aggro equipment piece into our midrange deck isn't going to give us the "boost" against a bad matchup that will allow us to win. I'd rather use another utility spell in this kind of deck.
Grafted Wargear for the reasons Fozzinator outlined. His thoughts mirrored my own when I first looked at our choices. The equipment can turn alot of our small guys into serious beaters and creates another sac outlet for when we get Genesis in the 'yard (and can help us get Genesis in the 'yard to begin with).
It's more that people always overvalue removal. Really, if they make a card ":symb:: Sorcery: As an additional cost, get F'd in the A. Destroy target creature." people will say "removal is removal" and first-pick it.
There's nothing wrong with taking naturalize here, but keep in mind that we have a wickerbough elder. We do not have any pump spells or equipment or any way to make our guys bigger than face value. Sometimes you can only win by being the aggro and wargear allows us to have that punch. Playing a guy and giving him a sword has won me more games than I can remember. Our deck already has answers to random things through our discard spells. I just think it would be better if we had something that needed to be answered.
the problem I see with that is that we've already passed Sword of light/shadow, and loxodon warhammer, and who knows if anyone ended up with jitte, or SoFaI in other packs? those trump wargear pretty heartily, so in this case, and most other cases, I'd much rather have the naturalize. Like you said, playing a guy and giving him a sword has won you a multitude of games. We don't want that done to us. one naturalize effect is not enough, 3 is pushing it, 2 is perfect. I ALWAYS main deck artifact removal.
It's more that people always overvalue removal. Really, if they make a card ":symb:: Sorcery: As an additional cost, get F'd in the A. Destroy target creature." people will say "removal is removal" and first-pick it.
My god we have many doublecosted cards. I chose to remove some of the heavier green cards, so we can keep the black ones. Thank god we have 4 lands that can tap for both our colors... We do however also have 2 colorless lands to make up for it...
I chose not to run Leech, even though it's really good, because I think it's a bit hard on our life, and that we have enough that can kill ourself.
There was approximately a 0% chance of Stomphowler wheeling, even with green as underdrafted as it was. If I'd been participating in the 'mob' side of the draft (I've restricted myself to tongue in cheek comments rather than I would have been making impassioned posts in favour of Stomphowler over Damnation (for *this* deck). (And being frustrated when 'slam dunk' cards are taken instead).
I don't think that there's a clear pick in this pack, which is why I'm surprised that Naturalize has won in a landslide.
We'll see when the breakdown occurs. When the draft is over, there's a few things that we need to occur:
1. Build the deck (about as much work as a draft pick), and give this deck a baseline score of 50
2. For each other drafter
2a. Reveal their draft pool and build their deck and
2b. Give it a score from 0 to 100
Maybe people will be enthused enough to want to play some games on workstation?
I'd definitely be interested in this. These group drafts are very informative and I need help on the deck building side as well. I find cube deck building very hard because all cards are good in their own way and there for a reason. It's harder to sort out the chaff.
I'm going to play Naturalize in my main deck.
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I've found that, in a format like the cube, if you can pick up a few artifact and enchantment haters you'll be better off for it. A lot of times, I'll pick up a Disenchant or a Smash to Smithereens a lot earlier than we're taking this Naturlize and they almost always end up in my main deck. There are too many nasty artifacts and enchantments in the cube to not have answers.
That pretty much sums it up right there.
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We dont need to bump our 'aggro' component, and like Wtwlf said, having a Grafted Wargear alone will not help us become an 'aggro' deck.
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the problem I see with that is that we've already passed Sword of light/shadow, and loxodon warhammer, and who knows if anyone ended up with jitte, or SoFaI in other packs? those trump wargear pretty heartily, so in this case, and most other cases, I'd much rather have the naturalize. Like you said, playing a guy and giving him a sword has won you a multitude of games. We don't want that done to us. one naturalize effect is not enough, 3 is pushing it, 2 is perfect. I ALWAYS main deck artifact removal.
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15 Thunderblust
1 Bitterblossom
2 Recurring Nightmare
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10 Bayou
11 Duress
12 Dauthi Horror
13 Bloodghast
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4 Snuff Out
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This. I'm hate drafting the Kor Haven.
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4 Snuff Out
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7 Stillmoon Cavalier
8 Silvos Rogue Elemental
9 Fireball
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15 Mutavault
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10 Bayou
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5 Overgrown Tomb
4 times Forest
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1 Birds of Paradise
9 Llanowar Elves
11 Wall of Blossoms
1 Bitterblossom
2 Eternal Witness
7 Stillmoon Cavalier
3 Vampire Nighthawk
5 Ohran Viper
3 Bane of the Living
6 Graveborn Muse
6 Nekratal
7 Wickedborough Elder
14 Ravenous Baloth
4 Genesis
6 Rampaging Baloths
11 Duress
4 Hymn to Tourach
7 Diabolic Edict
2 Recurring Nightmare
8 Phyrexian Arena
4 Snuff Out
5 Damnation
8 Living Death
12 Great Sable Stag
8 Silvos Rogue Elemental
10 Putrid Leech
11 Naturalize
12 Dauthi Horror
13 Bloodghast
14 Skyshroud Elite
My god we have many doublecosted cards. I chose to remove some of the heavier green cards, so we can keep the black ones. Thank god we have 4 lands that can tap for both our colors... We do however also have 2 colorless lands to make up for it...
I chose not to run Leech, even though it's really good, because I think it's a bit hard on our life, and that we have enough that can kill ourself.
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