Combos with Trostani's, puts us deeper into Simic, and we dont have any gates for the Gatekeepers. Snare Squad might not be getting played at this point...
To say Boros is the only straight guild deck you could do is just bs lol. This format is so young, it's just not true. Won with mono-blue splashing a timy bit of red yesterday so don't discount anything.
Ive 3-0 a couple of drafts with pure azorious and pretty much all 2-3 drop flyers with some bounce and other tempo cards. Alot of ground based 3+ colour decks just get overrun by early creatures with evasion.
I've been having reasonable success with Dimir playing it essentially as UB flyers.
Key cards IMO are cloudfin raptors, sprites and balustrade vampires backed up with plenty of removal including hands of binding.
Deaths approach works well as removal if you also have some combination of vampires + grisly spectacle + devour flesh. Otherwise don't bother trying to mill and the only cipher really worth playing is hands of binding and possibly shadow slice as a finisher.
Other useful cards are Incursion Specialist (great early blocker and gets in a surprising amount of times) and Dimrova Horror as a great top end. Other than that fill up the deck with cheap two and three drop ground creatures like the UB guildmage (always seem to get at least one of these passed), the 2 drop rat, blue denizon, undercity informer, etc.
If you keep the curve low enough it plays more like evasive aggro than control.
Well, I think making this thread cursed me as I had "build around" cards in mind in my last draft and had the "luck" of opening epic experiment P1P1. Went all in on izzet forcing like mad and ended up with 4 electromancer goblins and lots of instants including 2 each of explosive impact and annilhating fire. The highlight of my draft was epic experiment for 7 putting 4 instants on the stack (including cancelling a downsize and then dispelling the cancel) and then exiling them all to create a monster nivmagus elemental.
Well, I've had a pretty good month so out of interest I calculated my MTGO "stats" for November:
RTR drafts:
26 (24 Swiss, 2 8-4s)
Results:
3-0 - 7 times
2-1 - 15 times
1-2 - 3 times
0-3 - 1 times
(54 wins - 24 losses)
Total Actual $ Spend:
$63
Assets at start of month:
1 pack
10 tickets
Assets remaining:
4 packs
10 tickets
Jace (~$16) + Angel (~$14) + Shock land ($3)
Note - I sell all money cards as I get them to fund more drafting
Net spend:
$19.50 (used pack value of $3.50)
Approximate $ per draft:
$0.75
Notes:
1. I don't think this rate of success is necessarily sustainable as I feel I've had a good month win wise - probably also been lucky with some money mythics including the two above plus pulled another angel, rakdos's return and sphinx's revelation this month
2. Even at this rate, drafting still costs money. Can't fathom how some people could be "infinite"
3. The two 8-4s I did I made finals - won one and lost the other, so that also helped the return
Thought the deck was good but I dont usually end up in Selensya for some reason so not sure. Maybe the blue splash was greedy and didnt need it because I ended up losing 4 games mainly to mana/color screw.
Lost second round to nuts rakdos. Stab wound wrecks me game 1 but I think I would have won if the coin flip on his volatile rig went my way (it would have blow his board and allowed me to stablise but i survived and I died). Mana screwed second game. Couldnt stablise in either and both ended by turn 6 and 5. Felt I had the late game but couldnt stem the early bleeding. Selensya seems slow to get going and i think maybe i needed some more early removal even bad stuff like avenging arrow.
Lost third round again to mana screw in second game and then color screwed third game while he went all in on a turn 2 loleth troll, pitching his hand to make it a monster and riding it to victory on turn 5. I had both healer and smiter in hand but only white and blue mana (maybe a bad keep).
Rating gains are only relative to the event. This is the K Value listed. Your opponents rating has no impact on individual rating gains and losses.
I don't think this is right. Rating changes are very much impacted by the difference in the ratings between players. I play mainly Swiss and at 1800 and above I find my ranking usually drops even at 2-1 and only increases marginally at 3-0 (and it dropped dramatically after some 1-2s and a 0-3 in the prelease stages of RTR but Im clawing my way back :)).
I know I'm in the minority with my view but I personally don't think in general there is that much difference between the skill level of players in Swiss and 8/4s. There does seem to be a difference in drafting though but I sometimes think its easier to make a "better" deck in 8/4s than it is in Swiss because people seem to read signals better and are less likely to chop and change because, say, they open an off color rare.
I do play more Swiss because I like to play as many games as possible. I think you learn more about the cards. If you bomb out round 1 of an 8/4 you can never really be 100% sure if it was because your deck was terrible or you were just unlucky. If you 0-3 a Swiss then its generally alot stronger indication that the draft didnt go so well :D.
One things for sure though, its much harder to maintain a good limited ranking playing Swiss (if that matters too you). You get to a point where the only way to stay ranking positive is to 3/0 a draft, and if you have a bad draft and go 1-2, or god forbid 0-3, then you end up dropping about 30-45 ranking points. At least in 8/4 if you have a terrible draft you only lose 1 match.
Well, the advice you are getting from most people is pretty consistent and, without overcomplicating things, I think it boils down to “Don’t play bad cards and your decks, and results, will improve”.
Sure, sometimes the draft doesn’t go that well and you end up with a number of bad cards that you need to play to fill out your deck. I haven’t been through your draft cap in detail and, to be honest, drafting is probably still the weakest part of my limited game anyway (with game play a close second ).
But I think from your responses that you may have a particular weakness evaluating cards like Dark Favour.
Sometimes that happens when you have experiences like youve described of getting crushed by opponents who played that card against you – theres a tendency in future to think the card is better than it actually is because of your particular experience against it. Chances are though that your opponent just got lucky because you didn’t draw your removal when you needed it, or your deck was just bad because you had not enough removal and not enough good creatures to block or race.
The better way of evaluating cards though is based on your own experience playing it in your own decks. If you keep playing Dark Favour enough then I’m sure you’ll come to agree it truly is a bad card. I can’t be bothered going into details why that is, I think they’ve already been covered by others, but basically against any decent deck its going to get you 2 for 1’d most of the time and its upside isn’t really worth the risk (in that regard, its many degrees worse than Mark of the Vampire).
I think though the best way of evaluating cards, particularly if you don’t have the time and money to draft constantly, is to give a very high weighting to “conventional wisdom”, particularly the opinions of pros like LSV and other high rated limited players (including those on this site!). I don’t think many of them would be particularly happy playing Dark Favour in the type of deck you were drafting, so that should also tell you something.
Personally, when in doubt, I err on the side of conventional wisdom because I recognise that there are many out there who draft a hell of alot more than I do and if they all agree a card is bad then it probably is despite my limited experience with it or against it.
IMO, if you cut the bad cards out of your deck (even when you think they might have a high potential “upside”), you will notice that the consistency of your decks, and your results, will improve. Sure you’ll still get bad draws and the times when you get crushed by the “all in” tormented soul into double dark favour deck, but hey thats magic!
The deck you have linked to for the latest draft is OK but it could certainly be much better. Your good cards really suit a UB evasive aggro shell, but you are playing a number of sub-optimal cards that don't support that strategy. If you could replace those mediocre/bad cards with cards that better fit the strategy then your overall deck quality and consistency would be much better.
The cards I question in the build would be:
- Jace's phantasm. You want to win quick, so this is never really going to be relevant unless you are losing badly. Your mill back up plan isnt realistic with only one Vedalken Entrancer.
- Disentomb. Just play another creature, even an off color Artic Aven is better. IMO disentomb only works in a really grindy control deck where you have a giant bomb you might want to bring back. The only "bomb" target for disemtomb you have is Harbour Bandit and you already have two of them anyways.
- Dark favour. This fits the strategy i guess but its just a bad card. 2 low drop creatures would be much better. If you really love the card at least only play 1. Tricks of the trade is pretty much in the same boat, but I could stomach keeping 1 in this deck if you dropped the 2 dark favour.
- Ring of evos isle. Perhaps more debatable, but you dont have enough targets and the beatdown strategy doesnt afford you enough time to get the ring online. Again, another creature would be better.
Ive also found that playing 2 archeomancers is sometimes too slow in what should be a beatdown deck, even with 2 talrands. You should ideally be winning quickly so at most 1 archeomancer should be enough to get you going.
So, in summary, focus more on how your deck wants to win, whether that is aggro or control or some sort of midrange strategy, and then adjust your card evaluation and deck construction accordingly.
Pack 1 pick 1:
Hired Torturer
Drown in Filth
Mending Touch
Sunspire Gatekeepers
Simic Cluestone
Runner's Bane
Battering Krasis
Maze Abomination
Selesnya Cluestone
Opal Lake Gatekeepers
Sin Collector
Showstopper
Korozda Gorgon
Voice of Resurgence
--> Gruul Guildgate
Best self ownage ever?:mad:
Combos with Trostani's, puts us deeper into Simic, and we dont have any gates for the Gatekeepers. Snare Squad might not be getting played at this point...
Could be wrong but I feel its more of a signal at this point that Simic is open than Snare squad is that selensya or azorious is open..
Ive 3-0 a couple of drafts with pure azorious and pretty much all 2-3 drop flyers with some bounce and other tempo cards. Alot of ground based 3+ colour decks just get overrun by early creatures with evasion.
Key cards IMO are cloudfin raptors, sprites and balustrade vampires backed up with plenty of removal including hands of binding.
Deaths approach works well as removal if you also have some combination of vampires + grisly spectacle + devour flesh. Otherwise don't bother trying to mill and the only cipher really worth playing is hands of binding and possibly shadow slice as a finisher.
Other useful cards are Incursion Specialist (great early blocker and gets in a surprising amount of times) and Dimrova Horror as a great top end. Other than that fill up the deck with cheap two and three drop ground creatures like the UB guildmage (always seem to get at least one of these passed), the 2 drop rat, blue denizon, undercity informer, etc.
If you keep the curve low enough it plays more like evasive aggro than control.
Needless to say I went 0-3....
Not necessarily the most powerful card, but the one you would most like to open P1P1 and then build around?
For me, its probably Sphinx's revelation (and it still hasn't happened :()
RTR drafts:
26 (24 Swiss, 2 8-4s)
Results:
3-0 - 7 times
2-1 - 15 times
1-2 - 3 times
0-3 - 1 times
(54 wins - 24 losses)
Total Actual $ Spend:
$63
Assets at start of month:
1 pack
10 tickets
Assets remaining:
4 packs
10 tickets
Jace (~$16) + Angel (~$14) + Shock land ($3)
Note - I sell all money cards as I get them to fund more drafting
Net spend:
$19.50 (used pack value of $3.50)
Approximate $ per draft:
$0.75
Notes:
1. I don't think this rate of success is necessarily sustainable as I feel I've had a good month win wise - probably also been lucky with some money mythics including the two above plus pulled another angel, rakdos's return and sphinx's revelation this month
2. Even at this rate, drafting still costs money. Can't fathom how some people could be "infinite"
3. The two 8-4s I did I made finals - won one and lost the other, so that also helped the return
Could always add in skullclamp and disciple of the vault
Draft
------ RTR ------
Pack 1 pick 1:
Tenement Crasher
Sunspire Griffin
Rootborn Defenses
Azorius Guildgate
Golgari Guildgate
Zanikev Locust
--> Vitu-Ghazi Guildmage
Izzet Staticaster
Dreadbore
Mountain
Dispel
Perilous Shadow
Centaur's Herald
Common Bond
Golgari Longlegs
Pack 1 pick 2:
--> Eyes in the Skies
Mizzium Skin
Grim Roustabout (FOIL)
Rubbleback Rhino
Rakdos Cackler
Selesnya Keyrune
Mountain
Catacomb Slug
Mind Rot
Explosive Impact
Axebane Guardian
Dramatic Rescue
Transguild Promenade
Archweaver
Pack 1 pick 3:
Aquus Steed
Keening Apparition
Avenging Arrow
Sewer Shambler
Terrus Wurm
Viashino Racketeer
Drudge Beetle
--> Centaur Healer
Racecourse Fury
Chorus of Might
Common Bond (FOIL)
Spawn of Rix Maadi
Plains
Pack 1 pick 4:
Rootborn Defenses
Gatecreeper Vine (FOIL)
Towering Indrik
Grisly Salvage
Azorius Guildgate
Golgari Guildgate
Stab Wound
Mountain
--> Knightly Valor
Dispel
Bazaar Krovod
Soulsworn Spirit
Pack 1 pick 5:
Sunspire Griffin
Terrus Wurm
Dynacharge
Vassal Soul
Swamp
Runewing
Perilous Shadow
Cobblebrute
--> Centaur's Herald
Faerie Impostor
Slitherhead
Pack 1 pick 6:
Brushstrider
--> Sunspire Griffin
Crosstown Courier
Grim Roustabout
Electrickery
Towering Indrik
Selesnya Guildgate
Forest
Runewing
Hussar Patrol
Pack 1 pick 7:
Aquus Steed
--> Swift Justice
Chemister's Trick
Fall of the Gavel
Cancel
Island
Horncaller's Chant
Archweaver
Izzet Guildgate
Pack 1 pick 8:
--> Selesnya Sentry
Crosstown Courier
Downsize
Drainpipe Vermin
Cremate
Izzet Staticaster
Island
Sphere of Safety
Pack 1 pick 9:
Tenement Crasher
Rootborn Defenses
Izzet Staticaster
Mountain
Dispel
--> Common Bond
Golgari Longlegs
Pack 1 pick 10:
Mizzium Skin
--> Rubbleback Rhino
Mountain
Catacomb Slug
Mind Rot
Archweaver
Pack 1 pick 11:
Aquus Steed
Terrus Wurm
Racecourse Fury
--> Chorus of Might
Plains
Pack 1 pick 12:
--> Rootborn Defenses
Grisly Salvage
Mountain
Bazaar Krovod
Pack 1 pick 13:
Dynacharge
Swamp
--> Faerie Impostor
Pack 1 pick 14:
--> Selesnya Guildgate
Forest
Pack 1 pick 15:
--> Island
------ RTR ------
Pack 2 pick 1:
Grim Roustabout
Dynacharge
Towering Indrik
Search Warrant
Rakdos Shred-Freak
Azorius Guildgate
Azorius Keyrune
Ethereal Armor
Stealer of Secrets
Paralyzing Grasp
Chorus of Might
Oak Street Innkeeper
--> Call of the Conclave
Deadbridge Goliath
Mountain
Pack 2 pick 2:
Armory Guard
Assassin's Strike
Aerial Predation
Search Warrant
Swamp
Trostani's Judgment
Tower Drake
Dead Reveler
Perilous Shadow
Bellows Lizard
--> Centaur's Herald
Heroes' Reunion
Street Sweeper
Sphinx of the Chimes
Pack 2 pick 3:
Rootborn Defenses
Mizzium Skin
Launch Party
Goblin Electromancer
Stab Wound
Plains (FOIL)
Runewing
Catacomb Slug
--> Common Bond
Security Blockade
Slum Reaper
Bloodfray Giant
Swamp
Pack 2 pick 4:
Inaction Injunction
Inspiration
Survey the Wreckage
--> Aerial Predation
Blistercoil Weird
Plains
Cobblebrute
Stonefare Crocodile
Dramatic Rescue
Street Sweeper
Chromatic Lantern
Izzet Guildgate
Pack 2 pick 5:
Trained Caracal
Towering Indrik
Rakdos Shred-Freak
Grisly Salvage
Codex Shredder
Golgari Keyrune
Island
--> Trostani's Judgment
Tower Drake
Pursuit of Flight
Horncaller's Chant
Pack 2 pick 6:
Azorius Arrester
Drainpipe Vermin
Survey the Wreckage
--> Gatecreeper Vine
Aerial Predation
Skull Rend
Guttersnipe
Plains
Chronic Flooding
Thoughtflare
Pack 2 pick 7:
Trained Caracal
--> Golgari Decoy
Island
Perilous Shadow
Pursuit of Flight
Horncaller's Chant
Skyline Predator
Destroy the Evidence
Risen Sanctuary
Pack 2 pick 8:
Armory Guard
Aerial Predation
Chemister's Trick
--> Blustersquall
Swamp
Bellows Lizard
Havoc Festival
New Prahv Guildmage
Pack 2 pick 9:
Dynacharge
--> Azorius Guildgate
Azorius Keyrune
Stealer of Secrets
Chorus of Might
Oak Street Innkeeper
Mountain
Pack 2 pick 10:
--> Aerial Predation
Search Warrant
Swamp
Perilous Shadow
Heroes' Reunion
Street Sweeper
Pack 2 pick 11:
--> Rootborn Defenses
Mizzium Skin
Goblin Electromancer
Catacomb Slug
Swamp
Pack 2 pick 12:
--> Inspiration
Survey the Wreckage
Plains
Izzet Guildgate
Pack 2 pick 13:
Grisly Salvage
Island
--> Horncaller's Chant
Pack 2 pick 14:
--> Survey the Wreckage
Plains
Pack 2 pick 15:
--> Destroy the Evidence
------ RTR ------
Pack 3 pick 1:
--> Brushstrider
Concordia Pegasus
Armory Guard
Deviant Glee
Goblin Electromancer
Skull Rend
Hellhole Flailer
Forest
Isperia's Skywatch
Batterhorn (FOIL)
Urban Burgeoning
Shrieking Affliction
Destroy the Evidence
Lobber Crew
Mercurial Chemister
Pack 3 pick 2:
--> Eyes in the Skies
Seller of Songbirds
Inspiration
Gatecreeper Vine
Chemister's Trick
Minotaur Aggressor
Civic Saber
Voidwielder
Mind Rot
Traitorous Instinct
Sluiceway Scorpion
Lobber Crew
Slitherhead
Forest
Pack 3 pick 3:
Tenement Crasher
Deviant Glee
Survey the Wreckage
Korozda Monitor
Forest
--> Trostani's Judgment
Dead Reveler
Axebane Stag
Essence Backlash
Golgari Longlegs
Azorius Justiciar
Hover Barrier
Soulsworn Spirit
Pack 3 pick 4:
Aquus Steed
Chemister's Trick
--> Loxodon Smiter
Mountain
Ethereal Armor
Trostani's Judgment
Stealer of Secrets
Dead Reveler
Centaur's Herald
Chorus of Might
Golgari Longlegs
Risen Sanctuary
Pack 3 pick 5:
Seller of Songbirds
Armory Guard
Deviant Glee
Rubbleback Rhino
Vassal Soul
--> Phantom General
Forest
Batterhorn
Urban Burgeoning
Transguild Promenade
Tavern Swindler
Pack 3 pick 6:
--> Eyes in the Skies
Downsize
Search Warrant
Vandalblast (FOIL)
Forest
Traitorous Instinct
Explosive Impact
Stonefare Crocodile
Oak Street Innkeeper
Nivix Guildmage
Pack 3 pick 7:
Terrus Wurm
Dynacharge
Golgari Guildgate
Treasured Find
Swamp
Stealer of Secrets
--> Centaur's Herald
Sundering Growth
Search the City
Pack 3 pick 8:
--> Sunspire Griffin
Electrickery
Selesnya Guildgate
Rakdos Charm
Tower Drake
Axebane Stag
Volatile Rig
Island
Pack 3 pick 9:
Skull Rend
Forest
--> Isperia's Skywatch
Batterhorn (FOIL)
Urban Burgeoning
Shrieking Affliction
Destroy the Evidence
Pack 3 pick 10:
Chemister's Trick
Minotaur Aggressor
--> Voidwielder
Mind Rot
Slitherhead
Forest
Pack 3 pick 11:
Deviant Glee
Survey the Wreckage
--> Korozda Monitor
Forest
Essence Backlash
Pack 3 pick 12:
Mountain
--> Ethereal Armor
Chorus of Might
Risen Sanctuary
Pack 3 pick 13:
--> Seller of Songbirds
Forest
Urban Burgeoning
Pack 3 pick 14:
Forest
--> Oak Street Innkeeper
Pack 3 pick 15:
--> Swamp
1 swift justice
1 blustersquall
1 call of the conclave
1 vitu-ghazi guildmage
1 brushstrider
2 common bond
1 rootborn defence
1 centaur healer
1 loxodon smiter
1 sunspire griffin
3 eyes in the skies
1 golgari decoy
1 phantom general
1 knightly valour
1 voidwielder
2 trostani's judgment
6 forest
7 plains
2 island
1 selensya guildgate
1 azorious guildgate
1-2 (2-0, 0-2, 1-2)
NOTES
Thought the deck was good but I dont usually end up in Selensya for some reason so not sure. Maybe the blue splash was greedy and didnt need it because I ended up losing 4 games mainly to mana/color screw.
Lost second round to nuts rakdos. Stab wound wrecks me game 1 but I think I would have won if the coin flip on his volatile rig went my way (it would have blow his board and allowed me to stablise but i survived and I died). Mana screwed second game. Couldnt stablise in either and both ended by turn 6 and 5. Felt I had the late game but couldnt stem the early bleeding. Selensya seems slow to get going and i think maybe i needed some more early removal even bad stuff like avenging arrow.
Lost third round again to mana screw in second game and then color screwed third game while he went all in on a turn 2 loleth troll, pitching his hand to make it a monster and riding it to victory on turn 5. I had both healer and smiter in hand but only white and blue mana (maybe a bad keep).
I don't think this is right. Rating changes are very much impacted by the difference in the ratings between players. I play mainly Swiss and at 1800 and above I find my ranking usually drops even at 2-1 and only increases marginally at 3-0 (and it dropped dramatically after some 1-2s and a 0-3 in the prelease stages of RTR but Im clawing my way back :)).
I do play more Swiss because I like to play as many games as possible. I think you learn more about the cards. If you bomb out round 1 of an 8/4 you can never really be 100% sure if it was because your deck was terrible or you were just unlucky. If you 0-3 a Swiss then its generally alot stronger indication that the draft didnt go so well :D.
One things for sure though, its much harder to maintain a good limited ranking playing Swiss (if that matters too you). You get to a point where the only way to stay ranking positive is to 3/0 a draft, and if you have a bad draft and go 1-2, or god forbid 0-3, then you end up dropping about 30-45 ranking points. At least in 8/4 if you have a terrible draft you only lose 1 match.
Sure, sometimes the draft doesn’t go that well and you end up with a number of bad cards that you need to play to fill out your deck. I haven’t been through your draft cap in detail and, to be honest, drafting is probably still the weakest part of my limited game anyway (with game play a close second ).
But I think from your responses that you may have a particular weakness evaluating cards like Dark Favour.
Sometimes that happens when you have experiences like youve described of getting crushed by opponents who played that card against you – theres a tendency in future to think the card is better than it actually is because of your particular experience against it. Chances are though that your opponent just got lucky because you didn’t draw your removal when you needed it, or your deck was just bad because you had not enough removal and not enough good creatures to block or race.
The better way of evaluating cards though is based on your own experience playing it in your own decks. If you keep playing Dark Favour enough then I’m sure you’ll come to agree it truly is a bad card. I can’t be bothered going into details why that is, I think they’ve already been covered by others, but basically against any decent deck its going to get you 2 for 1’d most of the time and its upside isn’t really worth the risk (in that regard, its many degrees worse than Mark of the Vampire).
I think though the best way of evaluating cards, particularly if you don’t have the time and money to draft constantly, is to give a very high weighting to “conventional wisdom”, particularly the opinions of pros like LSV and other high rated limited players (including those on this site!). I don’t think many of them would be particularly happy playing Dark Favour in the type of deck you were drafting, so that should also tell you something.
Personally, when in doubt, I err on the side of conventional wisdom because I recognise that there are many out there who draft a hell of alot more than I do and if they all agree a card is bad then it probably is despite my limited experience with it or against it.
IMO, if you cut the bad cards out of your deck (even when you think they might have a high potential “upside”), you will notice that the consistency of your decks, and your results, will improve. Sure you’ll still get bad draws and the times when you get crushed by the “all in” tormented soul into double dark favour deck, but hey thats magic!
The cards I question in the build would be:
- Jace's phantasm. You want to win quick, so this is never really going to be relevant unless you are losing badly. Your mill back up plan isnt realistic with only one Vedalken Entrancer.
- Disentomb. Just play another creature, even an off color Artic Aven is better. IMO disentomb only works in a really grindy control deck where you have a giant bomb you might want to bring back. The only "bomb" target for disemtomb you have is Harbour Bandit and you already have two of them anyways.
- Dark favour. This fits the strategy i guess but its just a bad card. 2 low drop creatures would be much better. If you really love the card at least only play 1. Tricks of the trade is pretty much in the same boat, but I could stomach keeping 1 in this deck if you dropped the 2 dark favour.
- Ring of evos isle. Perhaps more debatable, but you dont have enough targets and the beatdown strategy doesnt afford you enough time to get the ring online. Again, another creature would be better.
Ive also found that playing 2 archeomancers is sometimes too slow in what should be a beatdown deck, even with 2 talrands. You should ideally be winning quickly so at most 1 archeomancer should be enough to get you going.
So, in summary, focus more on how your deck wants to win, whether that is aggro or control or some sort of midrange strategy, and then adjust your card evaluation and deck construction accordingly.
Good luck and have fun!