"Inside, you'll get six normal Guilds of Ravnica boosters plus a special "seeded" booster. This contains one of eight different rares or mythic rares as your Prerelease card, plus a ton of cards to give you a head start on building a two-color deck of that guild. There are some themes in the boosters built around the rares/mythic rare that you open (not to mention some mana fixing!) so this should really help your deck fire off on all cylinders."
Very well done. I've got a couple questions if you can answer them:
1) How did you attack Ramunap Red? Were you able to just grind them out into the midgame and take over, or were you flirting with death for a while and just dodge a kill?
2) I felt very much disappointed with glimmer of genius, and surprisingly pleased with Illuminations. How did you find them to work compared to each other?
3) Which of the sideboard cards gave you the most value as you brought them in? (in any matchup, not necessarily Ramunap Red)
Thanks for the response.
Thank you!
Unfortunately my english is not enough to express this normally. I'll try, but I never learnt english before, so sorry and pardon me!
1) This matchup is a real suffer and pain. In game 1, we need many luck. From game 2 we have lot of more chance. We need removals and creatures in the early turns. The first 4-5 turns are about survive at all cost, and always need an answer against Hazoret in T4. If we can stablize with normal lifetotal, then we'll need our treats fast. Because without heal, the time works for our opponent, and he can finish us with direct damage and deserts. I won 2-3 game with Disallowing my opponent's last Ramunap Ruins activation.
2) Glimmer of Genius is better for my sideboard (Shielded Aether Thief, Whirler Virtuoso) but I like Illumination too. It depend on the situation. 4-2 works well for me.
3) I liked my whole sideboard.
vs Red:
The Thief was way better than TiTi. Because of Flash, the opponent can't take advantage of "target can't block" ability. Save us from alot of damage and can give us some extra card. The Virtuoso is minimum of two body and a removal magnet, what is help for survive the first turns. The Dragonmaster can block some early threat or can help for stabilize in later game. And the Chandra's Defeat is a cheap removal vs Red.
vs. many other:
I liked Consign//Oblivion very much. The bounce spell has no need to explain. If something went trough the control-defense line, there is still a chance with bounce. And the Gearhulk can cast either half of Consign//Obivion. This card is better than Commit//Memory for me.
"Inside, you'll get six normal Guilds of Ravnica boosters plus a special "seeded" booster. This contains one of eight different rares or mythic rares as your Prerelease card, plus a ton of cards to give you a head start on building a two-color deck of that guild. There are some themes in the boosters built around the rares/mythic rare that you open (not to mention some mana fixing!) so this should really help your deck fire off on all cylinders."
source: prerelease primer (image with 6 boosters)
Thank you!
Unfortunately my english is not enough to express this normally. I'll try, but I never learnt english before, so sorry and pardon me!
1) This matchup is a real suffer and pain. In game 1, we need many luck. From game 2 we have lot of more chance. We need removals and creatures in the early turns. The first 4-5 turns are about survive at all cost, and always need an answer against Hazoret in T4. If we can stablize with normal lifetotal, then we'll need our treats fast. Because without heal, the time works for our opponent, and he can finish us with direct damage and deserts. I won 2-3 game with Disallowing my opponent's last Ramunap Ruins activation.
2) Glimmer of Genius is better for my sideboard (Shielded Aether Thief, Whirler Virtuoso) but I like Illumination too. It depend on the situation. 4-2 works well for me.
3) I liked my whole sideboard.
vs Red:
The Thief was way better than TiTi. Because of Flash, the opponent can't take advantage of "target can't block" ability. Save us from alot of damage and can give us some extra card. The Virtuoso is minimum of two body and a removal magnet, what is help for survive the first turns. The Dragonmaster can block some early threat or can help for stabilize in later game. And the Chandra's Defeat is a cheap removal vs Red.
vs. many other:
I liked Consign//Oblivion very much. The bounce spell has no need to explain. If something went trough the control-defense line, there is still a chance with bounce. And the Gearhulk can cast either half of Consign//Obivion. This card is better than Commit//Memory for me.
Today I won 2 Game Day at my LGS.
Game Day 1 - 4-0 (vs Ramunap Red, U/W Spirit, R/G Ramp, White Monument)
Game Day 2 - 4-0 (vs Ramunap Red, White Monument, R/G Ramp, Black Eldrazi)
4 Torrential Gearhulk
Planeswalker:
1 Nicol Bolas, God-Pharaoh
Spell:
2x Abrade
3x Magma Spray
4x Harnessed Lightning
2x Sweltering Suns
2x Hour of Devastation
3x Censor
3x Supreme Will
2x Disallow
2x Essence Scatter
1x Negate
4x Glimmer of Genius
2x Hieroglyphic Illumination
4x Wandering Fumarole
4x Spirebluff Canal
1x Canyon Slough
1x Fetid Pools
1x Sunken Hollow
4x Aether Hub
6x Island
4x Mountain
Side:
2x Dragonmaster Outcast
2x Whirler Virtuoso
3x Shielded Aether Thief
2x Chandra's Defeat
1x Jace's Defeat
2x Dispel
1x Negate
1x Summary Dismissal
1x Consign//Oblivion
I won the Game Day (4-0) with this list:
4 Channeler Initiate
4 Servant of the Conduit
4 Lathnu Hellion
2 Rhonas the Indomitable
4 Bristling Hydra
4 Crocodile of the Crossing
4 Glorybringer
Spells (13)
1 Aethersphere Harvester
1 Arlinn Kord
1 Chandra, Torch of Defiance
4 Attune with Aether
4 Harnessed Lightning
2 Magma Spray
4 Aether Hub
2 Cinder Glade
2 Game Trail
6 Mountain
7 Forest
2 Magma Spray
2 Sweltering Suns
2 By Force
1 Lifecrafter's Bestiary
1 Prowling Serpopard
2 Reality Smasher
4 Thought-Knot Seer
1 Wastes
1. Round vs Black Zombies
2. Round vs Boros Humans
3. Round vs Sultai Marvel
4. Round vs Black Zombies