Thanks for taking the time to check out my draftcap. I almost always draft GW in ISD drafts. I pretty much just take whatever GW gets passed to me and build a deck about 50% of the time. This time I swore to myself that I would not fall into the trap of drafting GW, just because I wanted to challenge myself with something different. For the record, I have been amazingly successful when drafting GW. Other archetypes have been a bit more of a challenge.
Event #: 3150142
Time: 12/10/2011 11:31:03 AM
Players:
Fall Guy
blaze66
Banslay
onsen901
SledgeSliver
ability170146
Lifes_Puzzle
---> Mastro80
There really just isn't any argument here. I would take this card even if I intended to force GW. This pick makes me want to be UR flashback/Burning Vengeance if possible.
Pack 1 pick 2:
Unruly Mob
Cellar Door
Stitcher's Apprentice
Woodland Sleuth
Blazing Torch ***
Tormented Pariah
--> Forbidden Alchemy
Curse of the Nightly Hunt
Stensia Bloodhall
Ashmouth Hound
Rally the Peasants
Walking Corpse
Forest
Vampiric Fury
Start noting the GW deck that I forced myself not to draft. I would take Torch here normally.
Obviously the pick here is Slayer of the Wicked. I am going to attempt to make this flashback thing happen if possible.
Pack 1 pick 4:
Bonds of Faith
Graveyard Shovel
Moonmist
--> Delver of Secrets
Curse of the Nightly Hunt
Rooftop Storm
Furor of the Bitten
Feeling of Dread
Walking Corpse
Shimmering Grotto
Island
Night Terrors
LOL at Bonds of Faith taunting me. It sucked to make this pick, but I was going UR and I was going to like it.
Strategy here is that I hope to wheel the Traitorous Blood. Fiend hunter is laughing at my efforts to avoid his archetype.
Pack 2 pick 2:
--> Silent Departure
Midnight Haunting
Pitchburn Devils
Village Bell-Ringer
Gatstaf Shepherd
Thraben Purebloods
Think Twice
Furor of the Bitten
Rakish Heir
Mausoleum Guard
Feeling of Dread
Darkthicket Wolf
Swamp
Maw of the Mire
Pack 2 pick 4:
Frightful Delusion
Cellar Door
Sharpened Pitchfork
Blazing Torch
Tormented Pariah
Vampire Interloper
--> Brimstone Volley
Claustrophobia
Plains
Gruesome Deformity
Gnaw to the Bone
Curse of the Pierced Heart
4th pick Volley means maybe I have managed to force all of my tablemates into GW.
Pack 2 pick 5:
Make a Wish
Makeshift Mauler
Urgent Exorcism
Furor of the Bitten
--> Desperate Ravings
Feeling of Dread
Spidery Grasp
Island
Night Terrors
Manor Skeleton
One-Eyed Scarecrow
Pack 2 pick 6:
Village Ironsmith
Stromkirk Patrol
Bramblecrush
Spare from Evil
Caravan Vigil
Orchard Spirit
Infernal Plunge
--> Ghoulcaller's Bell
Mountain
Ranger's Guile
I continue to pass actual cards for junk.
Pack 2 pick 7:
Selfless Cathar
Vampire Interloper
--> Delver of Secrets
Urgent Exorcism
Scourge of Geier Reach
Desperate Ravings
Swamp
Gnaw to the Bone
Curse of the Pierced Heart
I am hoping to win a game or two on the back of Flipped T2 Delvers.
Really, Really want Stitchers Apprentice as a sac outlet for Traitorous Bloods. I think it will wheel as other blue drafter should take Skaab first. Lots of playables in this pack.
Pack 3 pick 5:
Nightbird's Clutches
Ambush Viper
Abattoir Ghoul
Urgent Exorcism
Spare from Evil
--> Dream Twist
Corpse Lunge
Island
Stony Silence
Manor Skeleton
Curse of the Pierced Heart
Pack 3 pick 6:
Village Ironsmith
--> Pitchburn Devils
Thraben Purebloods
Kessig Wolf Run
Fortress Crab
Furor of the Bitten
Caravan Vigil
Feeling of Dread
Shimmering Grotto (FOIL)
Plains
My deck was bad enough at this point that I considered taking the Wolf Run and making the mana awful too. Common sense prevails.
Believe it or not, I actually went 2-0 and then split in the finals with this deck. I went 4-1 in games played. Heretic's Punishment won every game. I literally got it out in every game. The one game I did lose was to 2 Makeshift Maulers.
Feel free to comment on the picks, although I certainly acknowledge that the drafting portion was absolutely terrible. However, 11 cards flip the 3 Delvers. 6 Flashback cards fuel the Burning Vengeance. Heretic's Punishment loads said cards into the GY. This deck was amazingly powerful and there was just a ton of synergy. I never even mised a free win off of an early flipped Delver. I only had T1 Delver one time and it ate a Dead Weight.
Round one was completely uneventful. I played against GW with a red splash for Charmbreaker Devils. Heretic's Punishment was the all star. It won both games. Fortunately, this was not the player to whom I passed the best GW deck in the history of the format. That player apparently lost in R1. Somehow.
R2G1 was the game of the tournament. He lead with Typhoid Rats then Stitchers Apprentice. I take 3 then Rolling Temblor on T3. His T4 Moon Heron, my T4 is Silent Departure. He recasts T5, I bring out Heretic's Punishment. His T6 is Stitched Drake. I take 3 to 14. I draw and pass. His T7 he attacks with both flyers. I Brimstone Volley the Heron and take 3 to 11. He exiles his only two creatures for Skaab Golaith. I spend my turn bouncing it with flashback Silent Departure. He has no more GY fuel to bring it back. I take 3 to go to 8. I drop Skirsdag Cultist and Delver and pass. He swings for 3, I am at 5, he brings out Vampire Interloper. My turn I Traitorous Blood the Stitched Drake, sac it with Cultist to kill Interloper. His turn resummon the Golaith. My turn Traitorous Blood the Golaith, attack, sac to the dome. He casts Moon Heron. Heretic's Punishment FINALLY gets activated on the next turn to kill the Heron. I hit 3 land. LOL at that with me at 5 life. So I sac the Cultist to itself to kill the Heron. He finally runs out of gas and eats Heretic's Punishment for the win.
G2 I lose to never drawing a mountain.
G3 is not close as he mulls to 6 and then has a suboptimal draw against my T3 Burning Vengeance T5 Heretic's Punishment.
I split in match three for a very favorable result. This was just a really fun draft and I played mistake-free Magic for the wins. My big mistake was not taking a mulligan in R2G2, but I was on the draw with 3 islands and 2 blue cards and Heretic's Punishment. He just curved out perfectly and I never saw Red.
Try this archetype if you think it might be open. The nice thing about this draft was that the UR cards I was drafting really fit into multiple archetypes. The Delvers had synergy with the vast number of instants and sorceries. The sac outlets and Traitorous Bloods together are very, very powerful. The flashback cards are pretty good in general. With BV and HP, they are overpowered.
In summation.....Star Trek wins a prolonged naval battle against superior, yet less technologically advanced, numbers, with Picard leading the assault, while Kirk takes your soul by laying out Solo and probably his manservant Chewy as well, before impregnating and ditching your Princess.
For the record, I have been amazingly successful when drafting GW. Other archetypes have been a bit more of a challenge.
Not to sound flippant, but - everyone is successful with a decent GW deck, because it's by far the best deck. I mean, if the pieces are there, it's the deck to beat-so forcing GW, getting passed it, and doing well is not a surprise.
Believe it or not, I actually went 2-0 and then split in the finals with this deck. I went 4-1 in games played. Heretic's Punishment won every game. I literally got it out in every game.
Yeah, heretic's punishment will do that. You really didn't need to force some kind of weird graveyard deck to build around punishment. Punishment will be good in any deck that contains mountains -- you don't really need to have a ton of graveyard value for it to be good. Sure, it helps, but it isn't needed.
I guess what I mean is this: I completely overvalue GW and almost always take it. I have ended up with many subpar versions and I STILL do well. Basically I am experienced and comfortable with the archetype. I wasnt trying to blow my own horn. I was just trying to explain why I went into such an oddball deck: I wanted to try something different. Essentially ISD drafts are getting a touch stale because I have a similar deck almost every time. Might as well play constructed if you are gonna build the same thing every time you draft.
In summation.....Star Trek wins a prolonged naval battle against superior, yet less technologically advanced, numbers, with Picard leading the assault, while Kirk takes your soul by laying out Solo and probably his manservant Chewy as well, before impregnating and ditching your Princess.
I guess what I mean is this: I completely overvalue GW and almost always take it. I have ended up with many subpar versions and I STILL do well. Basically I am experienced and comfortable with the archetype. I wasnt trying to blow my own horn. I was just trying to explain why I went into such an oddball deck: I wanted to try something different. Essentially ISD drafts are getting a touch stale because I have a similar deck almost every time. Might as well play constructed if you are gonna build the same thing every time you draft.
Yeah, but you definitely could have been a non-GW deck, but also not be the super loose delver deck either. There is SOME middle ground here. Let's be honest, you basically just capitalized off of heretic's punishment being the stone nuts and getting passed a bunch of late brimstone volleys and geistflames.
Your deck basically just shows everyone that you can probably play those five cards and ANYTHING and make the finals.
I am curious if there is anything specific that you would have done different in this draft, other than obviously just drafting the sweet GW deck? Let me know. I wouldn't have posted this if I didn't want to improve.
In summation.....Star Trek wins a prolonged naval battle against superior, yet less technologically advanced, numbers, with Picard leading the assault, while Kirk takes your soul by laying out Solo and probably his manservant Chewy as well, before impregnating and ditching your Princess.
I am curious if there is anything specific that you would have done different in this draft, other than obviously just drafting the sweet GW deck? Let me know. I wouldn't have posted this if I didn't want to improve.
Looking at it, I think I would have paired the red with the early white. Obviously you can't follow it through pack 2, since more white would probably have come if you hadn't passed Slayer + Bonds, but you look like you have a fine WR beatdown deck with Punishment as your late-game reach. You do pass the P3 Geistflame, but I think Slayer and Chapel Geist being there is a pretty good signal that white is open.
I would also have taken Rage Thrower over Rig in that deck.
Event #: 3150142
Time: 12/10/2011 11:31:03 AM
Players:
Fall Guy
blaze66
Banslay
onsen901
SledgeSliver
ability170146
Lifes_Puzzle
---> Mastro80
------ ISD ------
Pack 1 pick 1:
Ludevic's Test Subject (FOIL)
Curiosity
Gallows Warden
Fortress Crab
Orchard Spirit
Ancient Grudge
Traveler's Amulet
Corpse Lunge
Armored Skaab
Spidery Grasp
Mountain
--> Heretic's Punishment
Paraselene
Manor Skeleton
One-Eyed Scarecrow
There really just isn't any argument here. I would take this card even if I intended to force GW. This pick makes me want to be UR flashback/Burning Vengeance if possible.
Pack 1 pick 2:
Unruly Mob
Cellar Door
Stitcher's Apprentice
Woodland Sleuth
Blazing Torch ***
Tormented Pariah
--> Forbidden Alchemy
Curse of the Nightly Hunt
Stensia Bloodhall
Ashmouth Hound
Rally the Peasants
Walking Corpse
Forest
Vampiric Fury
Start noting the GW deck that I forced myself not to draft. I would take Torch here normally.
Pack 1 pick 3:
Slayer of the Wicked
Trepanation Blade
Tormented Pariah
Pitchburn Devils
Chapel Geist
Thraben Purebloods
Spectral Flight
Caravan Vigil
Abbey Griffin
Avacyn's Pilgrim
Dream Twist
Forest
--> Geistflame
Obviously the pick here is Slayer of the Wicked. I am going to attempt to make this flashback thing happen if possible.
Pack 1 pick 4:
Bonds of Faith
Graveyard Shovel
Moonmist
--> Delver of Secrets
Curse of the Nightly Hunt
Rooftop Storm
Furor of the Bitten
Feeling of Dread
Walking Corpse
Shimmering Grotto
Island
Night Terrors
LOL at Bonds of Faith taunting me. It sucked to make this pick, but I was going UR and I was going to like it.
Pack 1 pick 5:
Tormented Pariah
Moonmist
Vampire Interloper
Kindercatch
Demonmail Hauberk
Crossway Vampire
--> Selhoff Occultist
Traitorous Blood
Wreath of Geists
Creeping Renaissance
Mountain
Pick 5 Occultist is unexciting but at least I am not passing a Travel Prep.
Pack 1 pick 6:
Travel Preparations
Village Bell-Ringer
Night Revelers
Unburial Rites
Spectral Flight
Furor of the Bitten
Orchard Spirit
Brain Weevil
--> Dream Twist
Plains
Now I am passing a Travel Prep just to keep my options open. I figure I might go into UR mill opponent if it is open.
Pack 1 pick 7:
Smite the Monstrous
Nightbird's Clutches
Bramblecrush
Walking Corpse
Dream Twist
Spidery Grasp
Mountain
--> Geistflame
Bitterheart Witch
This works in any of the UR decks I might construct.
Pack 1 pick 8:
Lumberknot
--> Fortress Crab
Naturalize
Corpse Lunge
Island
Night Terrors
Vampiric Fury
Village Cannibals
The Crab is very important to my archetype too.
Pack 1 pick 9:
Curiosity
--> Fortress Crab
Ancient Grudge
Spidery Grasp
Mountain
Paraselene
Manor Skeleton
Pack 1 pick 10:
Cellar Door
Woodland Sleuth
Curse of the Nightly Hunt
--> Ashmouth Hound
Forest
Vampiric Fury
Pack 1 pick 11:
--> Trepanation Blade
Tormented Pariah
Thraben Purebloods
Caravan Vigil
Forest
Pariah is probably the pick here. If I was able to construct the Mill Them deck, this card probably make the cut if I need another mill source.
Pack 1 pick 12:
Graveyard Shovel
--> Curse of the Nightly Hunt
Furor of the Bitten
Island
Pack 1 pick 13:
--> Kindercatch
Wreath of Geists
Mountain
Pack 1 pick 14:
--> Furor of the Bitten
Plains
Pack 1 pick 15:
--> Mountain
------ ISD ------
Pack 2 pick 1:
Ghostly Possession
--> Skirsdag Cultist
Ambush Viper
Fiend Hunter
Reckless Waif
Moonmist
Markov Patrician
Spare from Evil
Traitorous Blood
Gutter Grime
Traveler's Amulet
Darkthicket Wolf
Intangible Virtue
Forest
One-Eyed Scarecrow
Strategy here is that I hope to wheel the Traitorous Blood. Fiend hunter is laughing at my efforts to avoid his archetype.
Pack 2 pick 2:
--> Silent Departure
Midnight Haunting
Pitchburn Devils
Village Bell-Ringer
Gatstaf Shepherd
Thraben Purebloods
Think Twice
Furor of the Bitten
Rakish Heir
Mausoleum Guard
Feeling of Dread
Darkthicket Wolf
Swamp
Maw of the Mire
And the rest of the GW deck is in this pack.
Pack 2 pick 3:
Ghoulcaller's Chant
Kessig Wolf
Smite the Monstrous
Rage Thrower
Delver of Secrets
Wooden Stake
Laboratory Maniac
Festerhide Boar
Hysterical Blindness
--> Geistcatcher's Rig
Mulch
Armored Skaab
Swamp
Pack 2 pick 4:
Frightful Delusion
Cellar Door
Sharpened Pitchfork
Blazing Torch
Tormented Pariah
Vampire Interloper
--> Brimstone Volley
Claustrophobia
Plains
Gruesome Deformity
Gnaw to the Bone
Curse of the Pierced Heart
4th pick Volley means maybe I have managed to force all of my tablemates into GW.
Pack 2 pick 5:
Make a Wish
Makeshift Mauler
Urgent Exorcism
Furor of the Bitten
--> Desperate Ravings
Feeling of Dread
Spidery Grasp
Island
Night Terrors
Manor Skeleton
One-Eyed Scarecrow
Pack 2 pick 6:
Village Ironsmith
Stromkirk Patrol
Bramblecrush
Spare from Evil
Caravan Vigil
Orchard Spirit
Infernal Plunge
--> Ghoulcaller's Bell
Mountain
Ranger's Guile
I continue to pass actual cards for junk.
Pack 2 pick 7:
Selfless Cathar
Vampire Interloper
--> Delver of Secrets
Urgent Exorcism
Scourge of Geier Reach
Desperate Ravings
Swamp
Gnaw to the Bone
Curse of the Pierced Heart
I am hoping to win a game or two on the back of Flipped T2 Delvers.
Pack 2 pick 8:
Reckless Waif
Skaab Goliath
Rage Thrower
--> Traitorous Blood
Full Moon's Rise
Mountain
Typhoid Rats
Bloodcrazed Neonate
This can really work out if I can get multiples and other sac outlets.
Pack 2 pick 9:
Moonmist
Spare from Evil
--> Traitorous Blood
Gutter Grime
Intangible Virtue
Forest
One-Eyed Scarecrow
It did wheel.
Pack 2 pick 10:
Village Bell-Ringer
Thraben Purebloods
Furor of the Bitten
--> Mausoleum Guard
Swamp
Maw of the Mire
Pack 2 pick 11:
Ghoulcaller's Chant
Festerhide Boar
--> Hysterical Blindness
Mulch
Swamp
Pack 2 pick 12:
Cellar Door
Plains
Gruesome Deformity
--> Curse of the Pierced Heart
Pack 2 pick 13:
Make a Wish
--> Furor of the Bitten
Island
Pack 2 pick 14:
--> Infernal Plunge
Mountain
Pack 2 pick 15:
--> Swamp
------ ISD ------
Now I am praying for a Burning Vengeance.
Pack 3 pick 1:
Frightful Delusion
Prey Upon
Skeletal Grimace
Cobbled Wings
Civilized Scholar
Village Bell-Ringer
Hollowhenge Scavenger
Think Twice
Infernal Plunge
Dissipate
Island
Voiceless Spirit
Stony Silence
--> Rolling Temblor
Bloodcrazed Neonate
Pack 3 pick 2:
Feral Ridgewolf
Avacynian Priest
Prey Upon
Graveyard Shovel
Pitchburn Devils
--> Delver of Secrets
Stromkirk Patrol
Altar's Reap
Rooftop Storm
Grave Bramble
Rotting Fensnake
Mausoleum Guard
Swamp
Gruesome Deformity
A complete trainwreck at this point.
Pack 3 pick 3:
Ghoulcaller's Chant
Smite the Monstrous
Reckless Waif
Spider Spawning
Elder Cathar
Wooden Stake
Hollowhenge Scavenger
Curiosity
--> Brimstone Volley
Selhoff Occultist
Lost in the Mist
Spidery Grasp
Forest
Pack 3 pick 4:
Ghoulcaller's Chant
Smite the Monstrous
Unruly Mob
Stitcher's Apprentice
Woodland Sleuth
Blazing Torch
Thraben Sentry
Unburial Rites
Ashmouth Hound
--> Battleground Geist
Armored Skaab
Mountain
Really, Really want Stitchers Apprentice as a sac outlet for Traitorous Bloods. I think it will wheel as other blue drafter should take Skaab first. Lots of playables in this pack.
Pack 3 pick 5:
Nightbird's Clutches
Ambush Viper
Abattoir Ghoul
Urgent Exorcism
Spare from Evil
--> Dream Twist
Corpse Lunge
Island
Stony Silence
Manor Skeleton
Curse of the Pierced Heart
Pack 3 pick 6:
Village Ironsmith
--> Pitchburn Devils
Thraben Purebloods
Kessig Wolf Run
Fortress Crab
Furor of the Bitten
Caravan Vigil
Feeling of Dread
Shimmering Grotto (FOIL)
Plains
My deck was bad enough at this point that I considered taking the Wolf Run and making the mana awful too. Common sense prevails.
Pack 3 pick 7:
--> Harvest Pyre
Nightbird's Clutches
Grizzled Outcasts
Rage Thrower
Mulch
Naturalize
Traveler's Amulet
Full Moon's Rise
Island
Pack 3 pick 8:
Harvest Pyre
Bump in the Night
Purify the Grave
Urgent Exorcism
Naturalize
--> Burning Vengeance
Island
Rebuke
And in the LAST POSSIBLE PACK, I get the card that makes the deck. Will wonders never cease?
Pack 3 pick 9:
Frightful Delusion
Skeletal Grimace
Cobbled Wings
Hollowhenge Scavenger
--> Infernal Plunge
Island
Stony Silence
Sac outlet for Traitorous Blood.
Pack 3 pick 10:
Graveyard Shovel
Stromkirk Patrol
--> Rooftop Storm
Grave Bramble
Swamp
Gruesome Deformity
Pack 3 pick 11:
Ghoulcaller's Chant
Wooden Stake
Hollowhenge Scavenger
--> Curiosity
Forest
Pack 3 pick 12:
Ghoulcaller's Chant
--> Smite the Monstrous
Woodland Sleuth
Mountain
Unfortunately the Apprentice did not wheel.
Pack 3 pick 13:
--> Nightbird's Clutches
Island
Manor Skeleton
Pack 3 pick 14:
--> Furor of the Bitten
Plains
Pack 3 pick 15:
--> Island
OK, so the deck is going to be terrible, right?
1 Selhoff Occultist
1 Battleground Geist
1 Pitchburn Devils
1 Geistcatcher's Rig
1 Skirsdag Cultist
2 Fortress Crab
1 Burning Vengeance
2 Geistflame
2 Brimstone Volley
1 Silent Departure
1 Rolling Temblor
1 Forbidden Alchemy
1 Desperate Ravings
2 Traitorous Blood
1 Harvest Pyre
8 Mountain
1 Swamp
Believe it or not, I actually went 2-0 and then split in the finals with this deck. I went 4-1 in games played. Heretic's Punishment won every game. I literally got it out in every game. The one game I did lose was to 2 Makeshift Maulers.
Feel free to comment on the picks, although I certainly acknowledge that the drafting portion was absolutely terrible. However, 11 cards flip the 3 Delvers. 6 Flashback cards fuel the Burning Vengeance. Heretic's Punishment loads said cards into the GY. This deck was amazingly powerful and there was just a ton of synergy. I never even mised a free win off of an early flipped Delver. I only had T1 Delver one time and it ate a Dead Weight.
Round one was completely uneventful. I played against GW with a red splash for Charmbreaker Devils. Heretic's Punishment was the all star. It won both games. Fortunately, this was not the player to whom I passed the best GW deck in the history of the format. That player apparently lost in R1. Somehow.
R2G1 was the game of the tournament. He lead with Typhoid Rats then Stitchers Apprentice. I take 3 then Rolling Temblor on T3. His T4 Moon Heron, my T4 is Silent Departure. He recasts T5, I bring out Heretic's Punishment. His T6 is Stitched Drake. I take 3 to 14. I draw and pass. His T7 he attacks with both flyers. I Brimstone Volley the Heron and take 3 to 11. He exiles his only two creatures for Skaab Golaith. I spend my turn bouncing it with flashback Silent Departure. He has no more GY fuel to bring it back. I take 3 to go to 8. I drop Skirsdag Cultist and Delver and pass. He swings for 3, I am at 5, he brings out Vampire Interloper. My turn I Traitorous Blood the Stitched Drake, sac it with Cultist to kill Interloper. His turn resummon the Golaith. My turn Traitorous Blood the Golaith, attack, sac to the dome. He casts Moon Heron. Heretic's Punishment FINALLY gets activated on the next turn to kill the Heron. I hit 3 land. LOL at that with me at 5 life. So I sac the Cultist to itself to kill the Heron. He finally runs out of gas and eats Heretic's Punishment for the win.
G2 I lose to never drawing a mountain.
G3 is not close as he mulls to 6 and then has a suboptimal draw against my T3 Burning Vengeance T5 Heretic's Punishment.
I split in match three for a very favorable result. This was just a really fun draft and I played mistake-free Magic for the wins. My big mistake was not taking a mulligan in R2G2, but I was on the draw with 3 islands and 2 blue cards and Heretic's Punishment. He just curved out perfectly and I never saw Red.
Try this archetype if you think it might be open. The nice thing about this draft was that the UR cards I was drafting really fit into multiple archetypes. The Delvers had synergy with the vast number of instants and sorceries. The sac outlets and Traitorous Bloods together are very, very powerful. The flashback cards are pretty good in general. With BV and HP, they are overpowered.
Not to sound flippant, but - everyone is successful with a decent GW deck, because it's by far the best deck. I mean, if the pieces are there, it's the deck to beat-so forcing GW, getting passed it, and doing well is not a surprise.
Yeah, heretic's punishment will do that. You really didn't need to force some kind of weird graveyard deck to build around punishment. Punishment will be good in any deck that contains mountains -- you don't really need to have a ton of graveyard value for it to be good. Sure, it helps, but it isn't needed.
*DCI Rules Advisor*
Yeah, but you definitely could have been a non-GW deck, but also not be the super loose delver deck either. There is SOME middle ground here. Let's be honest, you basically just capitalized off of heretic's punishment being the stone nuts and getting passed a bunch of late brimstone volleys and geistflames.
Your deck basically just shows everyone that you can probably play those five cards and ANYTHING and make the finals.
*DCI Rules Advisor*
Looking at it, I think I would have paired the red with the early white. Obviously you can't follow it through pack 2, since more white would probably have come if you hadn't passed Slayer + Bonds, but you look like you have a fine WR beatdown deck with Punishment as your late-game reach. You do pass the P3 Geistflame, but I think Slayer and Chapel Geist being there is a pretty good signal that white is open.
I would also have taken Rage Thrower over Rig in that deck.
UW UW Gideon Control WU
UWR Loose Control RWU
GR Scapeshift RG
RU Storm UR