Yeah, I'm not sure where I fall on that point. The card is busted good, but is there a reason they printed "draft" on the card rather than "card pool"? Is the card weaker or stronger in draft than it is in sealed? If a tree falls in the woods . . .
Conspiracy as a set was designed and meant to be a draft only format.
Yea the advocate should probably have been there, I guess the Wurm too - maybe better to cut the sliver subtheme with Manaweft/Predator for those two, and something else for the mystic.
I didn't feel like GW had enough playables - I had much stronger removal in Black, and only some combat tricks in white.
So there is no way you went 4-2 with just a single kalonian hydra. Either your opponents wrecked you before you could get it out, are they could easily chump it, or they had removal. Plus there is no way you would actually bet 200 dollars on that. This was a really bad example to explain your dislike for how bombs affect sealed. Even though it was already explained that most sealed events are affected by bombs.
For the record, easily chumping a creature with trample doesn't sound so easy
Great weekend, even more fun than GP San Jose. Always fun to spend a weekend playing magic with awesome teammates. Hopefully next time we can get the extra match win we need to make top 4, though we're still quite happy with our result (12th)
How does one tempo a bad player outside the game? I guess I need this "team play' concept explained a little more. I thought that everyone just played as per a normal sealed event (after deckbuilding), and teammates totaled their points. Am I hopelessly incorrect?
In some ways. After building 3 decks out of 12 packs as a team (each person registering a deck and any remaining cards that go in their sideboard), you play each round beside your teammates. You are allowed to talk to your teammates about anything during matches. The only things you can't do is physically touch your teammates' cards (to stop them from making a bad play for example), slow down the pace of the game, or walk away from the match area and then come back and continue talking.
Does anyone know where we can generate some sealed pools? My team and I wanted practice building some pools, but cracking them is not an option because we're not living close to each other, and we need something to test with
Battering krasis is VERY mediocre, and I'm almost never happy playing a 3 mana sorcery speed shambleshark. Since the thought of a rise from the grave with haste in the colors with all the best removal apparently isn't exciting anyone (really confused about this), I at least ask people to vote for Alive/Well, as it is far and away the next best card in this pack.
I'm pretty sure IF we were to pick a GW card, alive//well is MILES better than the summoner, especially p1p1. However, I think I like taking the rare because you don't HAVE to have blue to play it, even as a 6 mana rise from the grave that grants haste its still fine, and when you do fuse it its generally quite backbreaking. My experiences of seeing it cast/casting it have only ever ranged from great to game winning, and I'd happily take it over the two GW cards.
I haven't been disappointed by Breaking//Entering yet, the 3 cards worth consideration in this quite mediocre pack are that, Trostani's Summoner, and Alive//Well. I'm happy taking the rare here and passing the 2 good uncommons not in the color of our rare.
I think Mirko is probably the pick. It's a 4-drop that literally wins the game on its own in three attack steps. Sure, in a real game of magic it will need some support, but it can easily run away with games that are otherwise hard to win a race in.
I can see myself picking the Unlinching Courage though, it's in colors I'd much much rather be in. I have yet to feel confident going into a DGR draft starting on Dimir and never quite know what to do with it.
I take the Lawmage every time, mostly because of the quality splashable enchantments you can slam on it (Knightly Valor, Madcap Skills, etc.), not to mention Give // Take at common.
Give//Take is not a common. There are no common split cards.
Gifts Ungiven got a nice friend in Noxious Revival, as did non-temporal mastery miracles, and all back breaking spells (Recall, Time Walk, etc). On the flip side, reanimator strategies have a card to fear.
Overall, I think Noxious revival is a good cube card because a free spell that can go in every deck has a lot of potential. This potential is only as powerful as what you can do with it. Fortunately, not only do a lot of cards make Noxious Revival good, but it also makes some older cube gems better.
Conspiracy as a set was designed and meant to be a draft only format.
I can't imagine ever cutting Zealous Conscripts from my cube, he's an absolute monster
Cutting Manaweft Sliver is a HORRIBLE idea...
For the record, easily chumping a creature with trample doesn't sound so easy
Deck 1:
Deck 2:
In some ways. After building 3 decks out of 12 packs as a team (each person registering a deck and any remaining cards that go in their sideboard), you play each round beside your teammates. You are allowed to talk to your teammates about anything during matches. The only things you can't do is physically touch your teammates' cards (to stop them from making a bad play for example), slow down the pace of the game, or walk away from the match area and then come back and continue talking.
Mirko Vosk costs 5 mana.
Give//Take is not a common. There are no common split cards.
Overall, I think Noxious revival is a good cube card because a free spell that can go in every deck has a lot of potential. This potential is only as powerful as what you can do with it. Fortunately, not only do a lot of cards make Noxious Revival good, but it also makes some older cube gems better.