I looked at this deck: http://www.mtgsalvation.com/decks/151-bant-eldrazi
For some reason, in the card mana pie chart, the outer ring mana color claims are inaccurate. (It's also unclear if it represent the land base or the mana cost of the cards. It looks like it''s meant to reflect the mana base, yet it claims the deck has no blue lands...)
PS: also, it claims the deck is worth 300$ when 4-of hierarch and 4-of cavern of souls already bust that price by a wide margin...
- pierrebai
- Registered User
-
Member for 18 years and 5 months
Last active Wed, Apr, 24 2024 10:44:40
- 0 Followers
- 3,848 Total Posts
- 961 Thanks
-
Feb 3, 2014pierrebai posted a message on Launch Giveaway!My favorite card is grab the reins. I began playing during the mirrodin era and that card is a nice design which shows red at its best. It's not mindless, it's not random. It's a nice red card.Posted in: Announcements
-
Feb 3, 2014pierrebai posted a message on Launch Giveaway!My favorite card is grab the reins. I began playing during the mirrodin era and that card is a nice design which shows red at its best. It's not mindless, it's not random. It's a nice red card.Posted in: Announcements
- To post a comment, please login or register a new account.
p1p3: wolf-rider and debt are options, but less versatile (wolf) and very slow (debt). I would have picked the maaka too. Wolf would segue best with the preceding moa.
p1p4: in my experience, fumes are dangerous to play. They often turn out to be bad combat tricks and as such open you to 2-for-1.
p1p5: OTOH, second moa, so maybe that's a signal too? Oh!, and fluxcharger. Blast+flux probably mean UR is open, right.
p1p6: any love for toil/trouble?
p1p7: cylops? yes! (2nd wolf-rider, too. Nobody in selesnya? I think 4/5 for 5 is above the curve, just a bit but enough to be good. The 5 toughness is a big difference.)
p1p11: I'd rather hate out dept to the deathless. I don't think showstoppers is playable since it only targets creatures. What is it supposed to be? An overloaded mizzium mortar counter?
p1p12: due to its miniscule overloaded cost, I think weapon surge is not bad. (Not great, but a 23rd playable.)
p2p1: stomping ground is the clear pick here! What a pack for RUG!
p2p4: zameck guildmage? multiple abilities, cheaper... is the additional 1 toughness better?
p2p6: shambleshark? elusive krasis?!? I'm totally lost why you'd take the prism here. I think you were too focused on keeping drafting black. I think I see value in playing RUG instead or RUB here.
p2p7: drakewing krasis. I really think you missed the fact the Simic was wide open.
p3p3: if you keep in black, I'd take augur spree? I guess you feared the harder to cast black mana?
p3p4: dispel or essence backlash? Are you going to splash white? The gate will just be a speedbump in your mana development.
Also, in pack 3, you could have taken a few green cards if you went simic in 2nd pack.
Actually, after this draft, I'm all-set to draft all cyclops a fluxcharger I see tonight and all combat trick instants / sorceries I see in packs without them. If you play two spells (say phytoburst + overloaded weapon), the cyclops get +6+0, all get and additional +1/+1 and first stroke and one gets +5/+5. That is usually game or very close to it. Everything else in my deck ended-up being filler compared to those plays. (and armed/dangerous is just lethal on flux if they can't block a flyer.)
Yeah, I wish I would not have gone into black, but I still have vague hope of getting multiple far / away. As far as incubation vs punish, I wanted the easier-to-cast one that deals an additonal 3 damage. I hesitated, but I felt the instant-speed might be relevant, but in retorspect I think incubation was the right pick.
And yes, I also hesitated over catch vs. turn and burn and like you say, I think the second one was the right pick by far. I had dreams of taking a blockers or a big attacker from them and get a surprise win, but permanently dealing with just about any guy at instant-speed is much, much better. Live and learn.
------ DGM ------
Pack 1 pick 1:
Lyev Decree
--> Fluxcharger
Hired Torturer
Zhur-Taa Druid
Rubblebelt Maaka
Blood Scrivener
Armored Wolf-Rider
Rakdos Guildgate
Blaze Commando
Izzet Cluestone
Rakdos Cluestone
Smelt-Ward Gatekeepers
Maze Abomination
Maze Glider
Toil/Trouble
Multiple paths possible here. Zhur-Taa Druid is nice for ramp + damage, wolf-rider has nice stat for his point on the curve, maaka is a serviceable combat trick. But I like the fluxcharger. It combos with phytoburst and armed and can deal damage fast. Plus, evasion.
Pack 1 pick 2:
--> Watery Grave
Punish the Enemy
Fluxcharger
Bane Alley Blackguard
Trait Doctoring (FOIL)
Haazda Snare Squad
Beetleform Mage
Morgue Burst
Orzhov Cluestone
Wind Drake
Maze Rusher
Riot Control
Give/Take
Toil/Trouble
Money. Anf fixing. Yes, sweet fixing. Look at all those good card though: give, drake, fluxcharger again, beetleform. Oh well.
Pack 1 pick 3:
Krasis Incubation
Hired Torturer
Mending Touch
Steeple Roc
Awe for the Guilds
Orzhov Guildgate
Battering Krasis
Morgue Burst
--> Carnage Gladiator
Golgari Cluestone
Azorius Cluestone
Uncovered Clues
Maze Sentinel
I could and should have gone green. But I've done RUG a few times and wanted RUB for the possible far and away. Plus, gladiator is good.
Pack 1 pick 4:
Sunspire Gatekeepers
Lyev Decree
Gleam of Battle
Pilfered Plans
--> Spike Jester
Sinister Possession
Golgari Cluestone
Selesnya Cluestone
Mindstatic
Mutant's Prey
Maze Abomination
Opal Lake Gatekeepers
Keeping the BR aggro plan.
Pack 1 pick 5:
Lyev Decree
Phytoburst
Zhur-Taa Druid
--> Rubblebelt Maaka
Gleam of Battle
Azorius Guildgate
Izzet Cluestone
Rakdos Cluestone
Smelt-Ward Gatekeepers
Maze Abomination
Maze Glider
Combat trick. Druid is also possible and phyto for the flux combo.
Pack 1 pick 6:
Riot Piker
--> Weapon Surge
Murmuring Phantasm
Showstopper
Bred for the Hunt
Simic Cluestone
Mindstatic
Drown in Filth
Saruli Gatekeepers
Maze Behemoth
Flux combo (and future cyclops, too).
Pack 1 pick 7:
Thrashing Mossdog
Murmuring Phantasm
Hidden Strings
--> Nivix Cyclops
Feral Animist
Izzet Cluestone
Azorius Cluestone
Mutant's Prey
Wear/Tear (FOIL)
Here, cyclops.
Pack 1 pick 8:
Hidden Strings
Wake the Reflections
Crypt Incursion
Restore the Peace
Boros Cluestone
Orzhov Cluestone
--> Maze Behemoth
Wear/Tear
Going RUG over bad cards. I'm not fixed on RUG or RUB at this point.
Pack 1 pick 9:
Lyev Decree
--> Rubblebelt Maaka
Rakdos Guildgate
Izzet Cluestone
Smelt-Ward Gatekeepers
Maze Abomination
Toil/Trouble
More tricks. I like 'em.
Pack 1 pick 10:
Bane Alley Blackguard
Trait Doctoring (FOIL)
Morgue Burst
--> Wind Drake
Maze Rusher
Riot Control
Evasion, cheap (for the format).
Pack 1 pick 11:
Mending Touch
Awe for the Guilds
--> Morgue Burst
Golgari Cluestone
Maze Sentinel
Pack 1 pick 12:
Gleam of Battle
Sinister Possession
--> Mindstatic
Mutant's Prey
Me likey.
Pack 1 pick 13:
Lyev Decree
--> Phytoburst
Izzet Cluestone
Came back, yes!
Pack 1 pick 14:
Showstopper
--> Maze Behemoth
Pack 1 pick 15:
--> Murmuring Phantasm
------ DGM ------
Pack 2 pick 1:
Trostani's Summoner
Phytoburst
Clear a Path
Weapon Surge
Thrashing Mossdog
--> Skylasher
Showstopper
Boros Mastiff
Gruul Guildgate
Nivix Cyclops
Sinister Possession
Bred for the Hunt
Selesnya Cluestone
Maze Rusher
Maze Glider
Nice on curve, headache for other blue players. Cylops are aplenty. Fearing the summoner though.
Pack 2 pick 2:
--> Punish the Enemy
Krasis Incubation
Rubblebelt Maaka
Boros Mastiff
Viashino Firstblade
Azorius Guildgate
Ascended Lawmage
Dimir Cluestone
Gruul Cluestone
Deputy of Acquittals
Uncovered Clues
Maze Behemoth
Riot Control
Profit/Loss
Removal.
Pack 2 pick 3:
Hired Torturer
Mending Touch
Steeple Roc
Emmara Tandris
Bronzebeak Moa
Awe for the Guilds
Gruul Guildgate
--> Battering Krasis
Morgue Burst
Golgari Cluestone
Azorius Cluestone
Uncovered Clues
Maze Sentinel
Cheap. Yeah, Moa, but I don't want another color.
Pack 2 pick 4:
Render Silent
Punish the Enemy
Phytoburst
Bane Alley Blackguard
Haazda Snare Squad
Armored Wolf-Rider
Golgari Guildgate
Morgue Burst
Orzhov Cluestone
Wind Drake
Riot Control
--> Give/Take
Yes! Give is good in 3xDGM.
Pack 2 pick 5:
Thrashing Mossdog
Murmuring Phantasm
Hidden Strings
--> Nivix Cyclops
Azorius Guildgate
Spike Jester
Izzet Cluestone
Gruul Cluestone
Azorius Cluestone
Mutant's Prey
Woodlot Crawler
Cyclops. Mossdog is an option here too.
Pack 2 pick 6:
Clear a Path
Bane Alley Blackguard
Zhur-Taa Druid
Kraul Warrior
Haazda Snare Squad
Wake the Reflections
Beetleform Mage
Dimir Cluestone
--> Wind Drake
Toil/Trouble
Beetle or drake or druid? Since I'm not picking fixing, I take the easier to cast with evasion built-in.
Pack 2 pick 7:
Bane Alley Blackguard
Haazda Snare Squad
Morgue Burst
Orzhov Cluestone
Wind Drake
Maze Rusher
Riot Control
Down/Dirty
--> Armed/Dangerous
I wish I'd had more, but one will do. Another drake goes by.
Pack 2 pick 8:
Clear a Path
Bane Alley Blackguard
Haazda Snare Squad
Wake the Reflections
Goblin Test Pilot
--> Beetleform Mage
Dimir Cluestone
Protect/Serve
Easy pick.
Pack 2 pick 9:
--> Phytoburst
Clear a Path
Showstopper
Nivix Cyclops
Sinister Possession
Bred for the Hunt
Maze Rusher
This too, although cyclops was tempting too.
Pack 2 pick 10:
Azorius Guildgate
--> Gruul Cluestone
Deputy of Acquittals
Uncovered Clues
Maze Behemoth
Riot Control
Pack 2 pick 11:
Mending Touch
--> Bronzebeak Moa
Awe for the Guilds
Azorius Cluestone
Uncovered Clues
Nobody wants it? Weird.
Pack 2 pick 12:
--> Render Silent
Phytoburst
Orzhov Cluestone
Riot Control
Well, not another phyto, maybe this has some value? Probably not.
Pack 2 pick 13:
--> Hidden Strings
Gruul Cluestone
Mutant's Prey
Pack 2 pick 14:
--> Clear a Path
Wake the Reflections
Pack 2 pick 15:
--> Riot Control
------ DGM ------
Pack 3 pick 1:
Sunspire Gatekeepers
Mending Touch
Runner's Bane
Awe for the Guilds
Jelenn Sphinx
Beetleform Mage
Boros Guildgate
Crypt Incursion
Haunter of Nightveil
Simic Cluestone
Drown in Filth
Deputy of Acquittals
Saruli Gatekeepers
--> Catch/Release
Turn/Burn
Nice! Perfect for aggro plan. Nobody will see this coming.
Pack 3 pick 2:
Lyev Decree
Hired Torturer
Zhur-Taa Druid
--> Rubblebelt Maaka
Rot Farm Skeleton
Armored Wolf-Rider
Orzhov Guildgate
Unflinching Courage
Blaze Commando
Izzet Cluestone
Rakdos Cluestone
Smelt-Ward Gatekeepers
Maze Abomination
Maze Glider
Aggro trick.
Pack 3 pick 3:
--> Punish the Enemy
Trostani's Summoner
Rubblebelt Maaka
Boros Mastiff
Goblin Test Pilot
Viashino Firstblade
Dimir Guildgate
Blast of Genius
Dimir Cluestone
Gruul Cluestone
Uncovered Clues
Maze Behemoth
Riot Control
Removal.
Pack 3 pick 4:
Sunspire Gatekeepers
Lyev Decree
--> Scab-Clan Giant
Gleam of Battle
Pilfered Plans
Rakdos Guildgate
Sinister Possession
Golgari Cluestone
Mindstatic
Mutant's Prey
Maze Abomination
Opal Lake Gatekeepers
Ohh! Nice! almost garanteed 2-for-1 with a nice body.
Pack 3 pick 5:
Phytoburst
Clear a Path
Weapon Surge
Thrashing Mossdog
Boros Mastiff
--> Nivix Cyclops
Sinister Possession
Bred for the Hunt
Selesnya Cluestone
Maze Rusher
Maze Glider
Cyclops, burst, whatever.
Pack 3 pick 6:
Riot Piker
--> Weapon Surge
Murmuring Phantasm
Possibility Storm
Simic Cluestone
Mindstatic
Drown in Filth
Ubul Sar Gatekeepers
Saruli Gatekeepers
Maze Behemoth
More cyclops / flux combo.
Pack 3 pick 7:
Fatal Fumes
Murmuring Phantasm
Nivix Cyclops
--> Izzet Guildgate
Spike Jester
Izzet Cluestone
Gruul Cluestone
Azorius Cluestone
Mutant's Prey
Pack 3 pick 8:
Boros Mastiff
Viashino Firstblade
Dimir Cluestone
Gruul Cluestone
Deputy of Acquittals
Uncovered Clues
Riot Control
--> Toil/Trouble
Pack 3 pick 9:
Mending Touch
Runner's Bane
Awe for the Guilds
--> Beetleform Mage
Crypt Incursion
Simic Cluestone
Drown in Filth
Nice at 9th!
Pack 3 pick 10:
Lyev Decree
Hired Torturer
--> Blaze Commando
Izzet Cluestone
Rakdos Cluestone
Maze Abomination
Pack 3 pick 11:
--> Goblin Test Pilot
Dimir Cluestone
Gruul Cluestone
Maze Behemoth
Riot Control
Pack 3 pick 12:
Lyev Decree
Golgari Cluestone
--> Mindstatic
Mutant's Prey
Pack 3 pick 13:
Clear a Path
Sinister Possession
--> Bred for the Hunt
Pack 3 pick 14:
Murmuring Phantasm
--> Drown in Filth
Pack 3 pick 15:
--> Izzet Cluestone
1 Skylasher
1 Battering Krasis
3 Nivix Cyclops
2 Wind Drake
2 Beetleform Mage
1 Fluxcharger
3 Rubblebelt Maaka
1 Scab-Clan Giant
Spells
1 Weapon Surge
2 Phytoburst
1 Armed/Dangerous
1 Give/Take
1 Catch/Release
1 Mindstatic
2 Punish the Enemy
1 Izzet Guildgate
6 Forest
5 Mountain
5 Island
1 Mindstatic
1 Weapon Surge
2 Maze Behemoth
With almost all my guys at 4 or less CMC I thought I had a chance. I wish I'd taken the other fluxmage when it passed and even more cyclops.
First match was against BWru (I think?). My deck was much faster than his, but mana + color problems cost me one game. Still, flyers + cyclops + flux + armed is a thing. Also, he was mana screwed in final game, so it was no match.
Second match was against WGu. He had a respectably fast deck with mastiff. Unfortunately for him, flux + phyto + weapon surge with flux mage and cyclops is a TON of damage. In the two other games, I got color screwed. In the first such game, I kept a land of 3 forest, lasher and give with ton of red spells. Drew all my forests except one, while he got double viashno lasher (2/2, haste +2/+2 ETB) plus tajic, so even a 5/5 is not always enough. Kept a hand of forest and mountains with some play in the second, didn't see an island. (Arguably, he was playing first and got double mastiff + give + the white tapper for lifelink and a lot of fast damage. Still, with U and flux and phyto and weapon surge in hand, I could have raced off a single island...oh well.)
So 1-1 drop. Lesson: need more fixing even with a fast deck. Also, 3xDGM is degenerate.
There's the difficulty of picking fixing over cards. the difficulty of ready signals in the 1st pack mess, the difficulty of switching guilds or wedge or going 4, 5 colors.
I also find that mulligan decisions in multi-colored sets are a lot harder. There are a lot more borderline hands. yesterday I lost a game where I had a good hand, two colors of mana, but failed to find my 3rd the whole game. Was my keep decision good or bad? Hard to say, except in retrospect.
* pierrebai Last night: nivix cyclops into phytoburst + armed while muy opp thought he was the aggro, safe at 24 life and left no blockers. 26 dmg in one swing with one guy.
(I still lost that match because I'm an idiot who f2 over blockers and didn't block at a key point.)
p1p2: RUG is a thing, too bad you've passed quite a few good cards in those colors already. (mossdog and giant in this pack alone.)
p1p3: I guess taking dept to the deathless would be to spread colors too much.
p1p5: I like the maaka. Nice stats for a bloodrush, quite okay otherwise. Then again, you only took dragonshift in red so far, so not going red anymore makes sense.
p2p1: no love for the Nightveil Specter? My aim would be to take as many flyers as possible in this format.
p2p2: skaarg guildmage, slaughterhorn maybe too? I think I'm still too much onto the RUG plan. You did get two good white cards in a row, so I must be off.
p2p3: mugging, but we've chosen a different third color, so...
p2p4: oculus, denizen, slaughterhorn... I'd take oculus. Obviously, in white your pick is pretty good.
p2p7: leyline phantom or ripscale predator. I really like the predator, it always has done great thing for me. It's hard to block, high-powered and punisheseaslu double-block with combat tricks or removal. You call it unplayable in your next pick, so obviously, our opinions differ!
p2p10: I prefer tower defense as a suprise SB card against flyers deck. You can "easily" wreck them. I can't ever think of playing anemone.
p2p11: I'd prefer even forced adaptation to it. As bad as it seems, sometimes an ever growing threat is all you need. Some color combo don't have much removal...
p2p12: furious resistance. Bad card, but... can still be a thing and I've been caught by it once. Only once. That I can rememeber.
p2p13, p2p14: nobody is playing UB?
p3p1: If I'd been R, then easy giant.
p3p2: hypersonic dragon. RUG starts to look good.
p3p3: fire or flare? Fire, I guess.
p3p4: pursuit of flight.
p3p8: avenging arrow 8th? Must have been a tremendously good W/R pack.
p3p9: maybe traitorous instinct, but probably not really fitting.
p3p11: toughflare wheeled!
So... maybe going white instead of RUG was the thing. In pack 3, it seems obvious UR is open.
I'm a fan of counters in limited. Once you got a small board advantage (i.e. flyers), you can ride it for a while with a counter in hand.
I don't like any of the demon creating cards. They seemed weak and not interesting enough: a bad phyrexian arena and some anti-wrath tech that gives you a 7/7 with no evasion? Bah.
The mass mummification I didnt' like for many reasons: I'd hate to see counters added (with hull-clade doubling? Ugh), seems worse than eternity vessel and annoying to play against. I doubt they'd cost it competitively. The one about exiling double cards seemed weak and narrow.
The consuming contract does look like a bad version of a planeswalker, though, so it's definitely not my cup of tea. Add bounce and you got repeatable work. OTOH, the downside is really too nasty for the benefits.
Blood in the watering can is okay, but maybe too similar to deathbridge chant while requiring setup and then not even returning it to play. Seems like a nice limited card, though.
Revenge of necromancy is interesting, build-around me and potentially abusable. I like how it plays with liliana or the new discard-hand demon. My fav of the lot.
Eldritch rites is also nice interesting without being too powerful.
Aha! Didn't the fact that this would be the most powerful common of the set, first-pickable over anything except instant-speed removal and absolute bomb tip you off?
For DGM, even though it's been discussed in another thread, I got caught off guard by drown in filth. Until I played it yesterday in a 3xDGM draft, I was 100% sure it was an enchantment. Sorcery?!? Really? If at least they made it an instant... I got lucky that I drafted supporting cards (the draw 2 / mill 2 and rot farm skeleton).
Oh, and the skeleton. Only after deck building did I realize it can't block. At least it's still an okay card, but with only 1 toughness, it becomes quite a lot worse.
1 Cloudfin Raptor
1 Frilled Oculus
1 Brushstrider
2 Deputy of Acquittals
1 Bronzebeak Moa
1 Wayfaring Temple
1 Centaur Healer
1 Drakewing Krasis
1 Ivy Lane Denizen
1 Thrashing Mossdog
1 Steeple Roc
1 Armored Wolf-Rider
1 Jelenn Sphinx
1 Sapphire Drake
1 Maze Glider
1 Maze Behemoth
1 Risen Sanctuary
1 Chorus of Might
1 Giant Growth
1 Alive & Well
1 Mindstatic
1 Trostani's judgment
Doesn't look bad to me. No OMFG! bomb, no, but you got curve, combat tricks, countgerspell and 18 bodies. In my experience, this deck has a better curve than 75% of other decks at pre-release. (Gee, you got 5 quality 1-2 drops. Your end-game is big flyers.)