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  • posted a message on [NPH] Entire Set Spoiled
    Turn 1 Bird of Paradise
    Turn 2 Lotus Cobra + Misty Rainforest + Myr Superion

    A 5/6 on turn 2 seems pretty powerful. I'm not saying it is as powerful as this card, but it does feel like a miniature Tarmogoyf...

    Myr Superion 2
    Artifact Creature - Myr {R}
    Spend only mana produced by creatures to cast ~.
    5/6
    Posted in: The Rumor Mill
  • posted a message on [NPH] Surgical Extraction: Buy-a-Box Card preview Monday on DailyMTG
    I can see it now...

    Phryxian Phorce of Will (U/P)(U/P)(U/P)

    (U/P) can be payed with either U or 2 life.

    Counter Target Spell.
    Posted in: The Rumor Mill
  • posted a message on [BSS] Pick vs. Pick Thread
    In P1P1 you shouldn't be worried about sending signals. It is the person to your left's responsibility to properly read you, NOT your responsibility to set the person to your left up with a clear signal so he won't cut you in pack 2. At worse, he can only cut you in pack 2, meaning 66% of the time you will be getting the best of that color.

    This pack is a testament as to why players shouldn't worry about sending signals pick one and why players shouldn't try to read signals pick two. When I get pick two, I look to see what rarity was taken, then what I organize the cards based on power (by power I mean how powerful a card is, not a creatures "power") then go from there. You can't really make any judgments on what colors are open yet simply because there might be a better card in that same color. Reading signals isn't until pick 3 through 6.

    Not to mention Phyrexian Juggernaut isn't a "strictly" Infect only card. It goes in any deck simply because it kills things. Regardless of if the person to your left is going Infect or not, chances are he (or the next person) will be picking that card. Phyrexian Juggernaut doesn't send as big of a signal to go infect as passing an Imp would.

    My pick is the Imp. WSZ is too mana intensive for a P1P1 and isn't as splashable as the Imp.
    Posted in: Limited Archives
  • posted a message on Mirran or Phyrexian?
    If that is the case, jstarfiret, you also have to think about supply. I talked with my card shop (which typically supports around 50 players at a Pre-Release) and he's receiving approximately enough product for 25 Mirrodin and 25 Phryxia sets. He did prepay and the first 25 (or so) people to prepay get to select which faction they will represent.

    That's the way my card shop is doing it, so chances are, you might not get a choice.
    Posted in: Limited Archives
  • posted a message on Mirran or Phyrexian?
    I'm going to the Pre-Release as a mercenary for hire. I'm going to tell them to randomly pick me the faction and go from there.
    Posted in: Limited Archives
  • posted a message on Sword of [insert something red & white]
    Sword of Timmy and Johnny

    *AHEM* Okay, maybe not... but really... what would that look like sense both Timmy and Johnny are opposites?
    Posted in: Speculation
  • posted a message on Sword of [insert something red & white]
    Sword of Chaos and Order
    Legendary Artifact - Equipment MR
    Equipped creature gets +2/+2 and has protection from white and red.

    Whenever equipped creature deals combat damage to a player, choose target nonland permanent you control and up to two target nonland permanents you don't control. Destroy one of them at random and it deals damage to it's controller equal to it's converted mana cost.
    Equip 2

    I personally find this one fun, because there is a chance you could be taking damage too... but that's my "Timmy" side coming out...
    Posted in: Speculation
  • posted a message on Sword of [insert something red & white]
    Quote from bluTopper
    How so.

    - Only the equipped creature is untapped
    - You won't take an additional combat phase unless you deal combat
    damage to the player and it only triggers once a turn


    I had posted a very broken, and flawed idea in between yours and the post you are talking about. After re-reading my original I saw the flaw and instead of editing it just deleted the post. At that time no one else had posted, but he must have already seen (and posted) while I was in the process of deleting it.

    Here is another idea:

    Sword of Judgment and Wrath 3
    Legendary Artifact - Equipment MR

    Equipped creature gets +2/+2 and has protection from white and red.

    Whenever equipped creature deals combat damage to a player, tap target creature that players= control. That creature does not untap during it's controller's next untap step and deals damage equal to it's power to it's controller.
    Posted in: Speculation
  • posted a message on [M12] Magic 2012 Announced (and new Chandra Art)
    Ah-hem, those are some big birthin' hips.

    Tiny head, too.
    Posted in: The Rumor Mill
  • posted a message on 4322 draft need to help figure out where i went wrong
    P1P3: You already know you're going white with the Ajani Goldmane and Blinding Mage, might as well cut white hard to send the right signal to the player on the left. White Knight is very solid and perfect for your deck.

    P1P4: This one is mostly situational, but with Mana Leak and everything bouncing around I personally love Silence. Let's face it, Squadron Hawk isn't that great of a card so the pick here is either Palace Guard, Elite Vanguard, or Silence. It's a personal choice, but I'd probably gone for the Silence.

    P1P5: Yes it is a sideboard card, but it's an amazing side board card that will probably be used at least for one match in the draft, and it continues to send the right signals.

    P1P6: Infantry Veteran is not a good card, grab the Unsummon or Act of Treason.

    P1P8: Either take the beafy Armored Cancrix or hate the Deathmark.

    P1P9: Again, Infantry Veteran is not a good card, Safe Passage is better.

    P1P1: Agree with what everyone is saying, You need creatures and Assault Griffin is a good one.

    P2P2: Would struggle with this one, I'm heavy white, but two blinding mages are really good. I need creatures so I'd have picked the lock down instead of the two-for-one creator.

    P2P8: You already have Ajani, might as well get his Pridemate, too. Besides, what good is Inspired Charge without creatures to inspire?

    P3P1: With how I've picked I've already been heavy white and Stormtide is too heavy blue to pick, I'd grab the second Assault Griffin and hope to kill them before he comes out.

    P3P8: We need some creatures, and Augury Owl is actually a rather good one. I am not denying how good Foresee is, but Augury Owl can help smooth out the curve on turn 2, which is something we'll need.

    P3P10: Would rather have Armored Cancrix over the Moth.
    Posted in: Sealed Pool & Draftcap Discussion
  • posted a message on RoE swiss draft, need help again.
    P1P1 Boar Umbra, Hada Spy Patrol, or Emrakul's Hatcher depending on which color you like the best. I personally would have picked the Hada Spy Patrol.

    P1P3 With the Hada Spy Patrol, I'd have gone with the Frostwind Invoker.

    P1P5 You've already grabbed 2 levelers, the Champion's Drake is actually surprisingly good. I can understand picking the Wall of Omens for constructed reasons, but the Drake is the pick in my opinion.

    P1P7 Yea, you are already developing a good B/w Levelers deck, the Demystify is the best sideboard card for you... Maybe the Harmless Assault, if you're worried about Aggro.

    P2P3 The Traitorous Instinct is the best card in the pack, but if you want to stay on color then go for the Sea Gate Oracle, I feel it's better than the Halimar Wavewatch.

    P2P6 I like See Beyond, too and I personally think you might need some card draw to help bring the deck together. That being said, the person to your right is going to have a SICK red deck with two Traitorous Instincts!

    P2P8 You have yet picked up an Umbra, so the Hartebeest is kind of... useless... The Repel the Darkness, however, is not.

    P3P1 You haven't got many instants or sorceries to take advantage of the Echo Mage, I personally would have gone with the Dreamstone Hedron or the Brimstone Mage. The Hedron will help accelerate your leveling and help dig for answers, while the Brimstone will help maybe give you a viable splash. I'd personally go with the Hedron.

    P3P3 Wow, this is tough, your second Venerated Teacher or a Dawnglare Invoker? You are heavy levelers, and I might pick the Venerated Teacher and weep at passing the Dawnglare.

    P3P7 Hands down the Reality Spasm, this thing is amazing.

    P3P8 Personally would rather have the Distortion Striek over the Guard Hound. The Guard Hound is good, but I personally think Distortion Strike is the better combat trick.

    P3P11 The Sphinx-Bone Wand is utter crap, go with the side board card in the Demystify.
    Posted in: Sealed Pool & Draftcap Discussion
  • posted a message on ROE Swiss Draft - Feedback Plesae!
    P1P1 Wow, horrible pack, but I still don't recommend the Deprive P1P1, I personally would have picked Akoum Boulderfoot. It's a great body and you'd be surprised at how relevant that one point of damage can be.

    P1P2 I can respect taking the Induce Despair and I would have too if I'd picked the Deprive first, but with the Boulderfoot, I'd have gone with the Flame Slash.

    P1P3 Like the person above me, I'm a sucker for the Spawnsire. It's too early to pick up a Venerated Teacher and hope for Levelers.dec. I'd gone with either the Spawnsire of Ulamog, or (considering you just picked Induce Despair) the Suffer the Past. Suffer the Past is pretty much a mini-Fireball in black with a small limitation.

    P1P4 You say the Wurm goes well with induce despair? Well I personally feel that Mnemonic Wall is even better of a partner with Induce Despair. It's 5 CMC (Able to bring down most non-eldrazi creatures) and can bring the Induce Despair BACK again? Yes please! Blue seems to be open with the Mnemonic Wall and Sea Gate Oracle.

    P1P6 Two Mnemonic Walls is very good, you don't want too many more than that. I'm not a big fan of the black invoker that much, to be honest.

    P2P1 I like both the Virulent Swipe and the Last Kiss, it personally depends on your style of play. Personally, with the two Mnemonic Walls, I would have taken the Virulent Swipe. Rebound x2.

    P2P2 Always go for the on color trick. Slash is great, but we need to establish a main color first, and Domestication is amazing.

    P2P4 I would have grabbed the Reality Spasm or the Bala Ged Scorpion. Like the Akoum Boulderfoot, you'd be surprised how useful it's ability is! Reality Spasm is amazing, and works well with the Mnemonic Walls, too. I'm not much for speculating this early on picks...so grabbing another Venerated Teacher might not be worth it over these two solid choices.

    P2P6 Nothing in here is really going to make it main, so hate the Wrap in Flames.

    P3P1 Nice money

    P3P2 You'd already have two Walls in my case, so I'd go for the See Beyond. It's amazing card draw that can be (potentially) bounced back with the Walls for round 2. I'm not too big of a fan of Deprive in draft, but that is my opinion.

    P3P5 I like the Escaped Null, too... But I like See Beyond better.

    P3P6 Warmonger's Chariot, hands down. We already have two Mnemonic Walls, and I like it better then the Enforcer.

    P3P7 Last Kiss is the pick here.

    P3P8 Wow, is this constucted or draft? Three See Beyond is amazing!

    P3P9 And the Mnemonic Wall wheels. I personally could be overvaluing the card, but with what has been drafted, he's amazing.


    Ultimately the differences between what I "drafted" and what you picked are just preference picks. I tend to value Mnemonic Wall and See Beyond more than you do, but other than that our decks are very close to the same. You've got yourself a solid draft deck there!
    Posted in: Sealed Pool & Draftcap Discussion
  • posted a message on Those swingy 4-3-2-2s... ROE Draftcap
    What about the other matches?
    Posted in: Sealed Pool & Draftcap Discussion
  • posted a message on RoE Swiss Gr Ramp
    Yea, I probably should have taken something over the Hand of Emrakul, but my logic behind the snag was simply keeping my color options open. I might put too much value in that ability (to keep my color options open, not the Annihilator), but I think that is an advantage: You get a card you will probably play in your main deck, and the flexibility to see pick 2 before devoting yourself to a single color.

    I'll be honest with the Narcolepsy, though, I didn't see them in the packs when I was picking. This was my first time drafting Rise of the Eldrazi so I was a little unfamiliar with the art. The funny thing is I was wrecked Match two against the guy playing with the Narcolepsies I passed. Definitely won't make that mistake again.
    Posted in: Sealed Pool & Draftcap Discussion
  • posted a message on RoE Swiss Gr Ramp
    So I ended up with what I feel is a fairly consistent deck that can quickly ramp up to 7-9 mana by turn 5-6. Tell me what you think:


    Event #: 1220484
    Time: 5/15/2010 1:22:42 AM
    Players:
    draztik_spaztikal
    Barsader
    neurotic_insights
    apostasy
    Jezebelle
    HawkeyedSpartan
    dupode
    --> tylerkins

    ------ ROE ------

    Pack 1 pick 1:
    Living Destiny
    Mnemonic Wall
    Crab Umbra
    Arrogant Bloodlord
    Cadaver Imp
    Mammoth Umbra
    Battle Rampart
    Snake Umbra
    --> Hand of Emrakul
    Lavafume Invoker
    Glory Seeker
    Sea Gate Oracle
    Baneful Omen
    Bloodthrone Vampire
    Island

    I struggled between the Mnemonic Wall, Sea Gate Oracle, and the Hand of Emrakul. The Hand is by far my favorite Eldrazi and is the easiest to cast. I also liked not locking myself into a color early.

    Pack 1 pick 2:
    Death Cultist
    Wildheart Invoker
    Champion's Drake
    Venerated Teacher
    World at War
    Pennon Blade
    Bloodrite Invoker
    Luminous Wake
    Skywatcher Adept
    --> Smite
    Nema Siltlurker
    Reinforced Bulwark
    Demystify
    Swamp

    I paused and thought about taking the Wildheart Invoker, then decided against it and went with the solid white removal.

    Pack 1 pick 3:
    Valakut Fireboar
    Goblin Tunneler
    Lay Bare
    Frostwind Invoker
    Dread Drone
    Narcolepsy
    Suffer the Past
    Ondu Giant
    Recurring Insight
    Distortion Strike
    Ikiral Outrider
    --> Hyena Umbra
    Plains

    One of the best Umbras in the set, should have went for the Narcolepsy here, though.

    Pack 1 pick 4:
    Naturalize
    Gloomhunter
    Nighthaze
    Grotag Siege-Runner
    Boar Umbra
    Haze Frog
    --> Flame Slash
    Lagac Lizard
    Phantasmal Abomination
    Rapacious One
    Prophetic Prism
    Forest

    Signal Red is open? I think so!

    Pack 1 pick 5:
    --> Nest Invader
    Dread Drone
    Battle Rampart
    Narcolepsy
    Reality Spasm
    Pawn of Ulamog
    Ondu Giant
    Emerge Unscathed
    Merfolk Observer
    Bloodthrone Vampire
    Island

    Signal Green is open? Dang, should have saw the signal that blue was opened and grabbed the Narcolepsy again, though Nest Invader is solid...

    Pack 1 pick 6:
    Goblin Tunneler
    Gloomhunter
    --> Evolving Wilds
    Living Destiny (FOIL)
    Merfolk Skyscout
    Cadaver Imp
    Snake Umbra
    Lavafume Invoker
    Distortion Strike
    Island

    Nothing I really liked and went with the Mana Fixing, especially if I am going to be three colors.

    Pack 1 pick 7:
    Skeletal Wurm
    --> Spawning Breath
    Frostwind Invoker
    Lust for War
    Zof Shade
    Null Champion
    Daggerback Basilisk
    Repel the Darkness
    Plains

    Solid burn and it hits the important things that I hate, like the Dawnglare Invoker.

    Pack 1 pick 8:
    Ancient Stirrings
    --> Bramblesnap
    Lay Bare
    Shrivel
    Sphinx-Bone Wand
    Ulamog's Crusher
    Repel the Darkness
    Swamp

    Green is VERY MUCH open, Bramblesnap should be gone by now.

    Pack 1 pick 9:
    Living Destiny
    Mnemonic Wall
    Crab Umbra
    --> Snake Umbra
    Sea Gate Oracle
    Baneful Omen
    Island

    Should have taken the Sea Gate Oracle or Mnemonic Wall.

    Pack 1 pick 10:
    Death Cultist
    --> Pennon Blade
    Luminous Wake
    Nema Siltlurker
    Demystify
    Swamp

    Waste of pick, nothing interesting.

    Pack 1 pick 11:
    --> Goblin Tunneler
    Lay Bare
    Recurring Insight
    Distortion Strike
    Plains

    Can work wonders alongside Bramblesnap...

    Pack 1 pick 12:
    Nighthaze
    --> Haze Frog
    Phantasmal Abomination
    Forest

    Pack 1 pick 13:
    Reality Spasm
    --> Emerge Unscathed
    Island

    Pack 1 pick 14:
    --> Goblin Tunneler
    Island

    Pack 1 pick 15:
    --> Plains

    ------ ROE ------

    Pack 2 pick 1:
    Venerated Teacher
    Growth Spasm
    Surreal Memoir
    Puncturing Light
    --> Staggershock
    Raid Bombardment
    Zulaport Enforcer
    Soulbound Guardians
    Reinforced Bulwark
    Linvala, Keeper of Silence
    Ulamog's Crusher
    Vendetta
    Oust
    Demystify
    Swamp

    Thought long and hard about taking Linvala, but then checked and saw I only have picked 3 white cards so far... So I decided to focus completely on two colors and let someone else enjoy the white. Staggershock is a beast, and if you run red, you need these.

    Pack 2 pick 2:
    Inquisition of Kozilek
    --> Spawning Breath
    Naturalize
    Frostwind Invoker
    Vent Sentinel
    Soul's Attendant
    Induce Despair
    Caravan Escort
    Stomper Cub
    Pelakka Wurm
    Pawn of Ulamog
    Bala Ged Scorpion
    Lagac Lizard
    Island

    Should have taken the Pelakka Wurm, but there are a lot of 1 toughness things I hate, and wanted as much Eldrazi Spawn to accelerate, too...

    Pack 2 pick 3:
    Wildheart Invoker
    Spawning Breath
    --> Awakening Zone
    Survival Cache
    Dread Drone
    Luminous Wake
    Stomper Cub
    See Beyond
    Broodwarden
    Halimar Wavewatch
    Knight of Cliffhaven
    Ikiral Outrider
    Swamp

    Wow, this is perfect for acceleration AND anti-Annihilator, too!

    Pack 2 pick 4:
    Demonic Appetite
    Nighthaze
    Living Destiny
    --> Dreamstone Hedron
    Wrap in Flames
    Prey's Vengeance
    Contaminated Ground
    Nema Siltlurker
    Ulamog's Crusher
    Shared Discovery
    Harmless Assault
    Mountain

    One of my favorite cards in the set. Thought about the Wrap in Flames, but decided for the Colorless card draw and acceleration.

    Pack 2 pick 5:
    Hedron-Field Purists
    Merfolk Skyscout
    Stomper Cub
    See Beyond
    Hand of Emrakul
    --> Pelakka Wurm
    Reinforced Bulwark
    Ondu Giant
    Runed Servitor
    Ikiral Outrider
    Plains

    Well this should be gone... I'll take one of the most efficient beaters green has seen in a VERY long time... and at pick 5, too!

    Pack 2 pick 6:
    Demonic Appetite
    Lone Missionary
    --> Artisan of Kozilek
    Naturalize
    Unified Will
    Raid Bombardment
    Contaminated Ground
    Glory Seeker
    Spider Umbra
    Mountain

    My second favorite Eldrazi! I love bringing back a Wurm for another free 7 life!

    Pack 2 pick 7:
    Ancient Stirrings
    Guard Duty
    Crab Umbra
    Dreamstone Hedron
    Domestication
    Brood Birthing
    Daggerback Basilisk
    --> Ondu Giant
    Mountain

    Just amazing... I absolutely love Ondu Giant and need as many of them as possible!

    Pack 2 pick 8:
    Unified Will
    Survival Cache
    --> Haze Frog
    Perish the Thought
    Glory Seeker
    Distortion Strike
    Fissure Vent
    Forest

    Pack 2 pick 9:
    --> Growth Spasm
    Puncturing Light
    Raid Bombardment
    Reinforced Bulwark
    Oust
    Demystify
    Swamp

    Was looking for this! So far I've got 3 HEAVY mana cost creatures, so I need as much acceleration as I possibly can.

    Pack 2 pick 10:
    Inquisition of Kozilek
    Naturalize
    Frostwind Invoker
    Stomper Cub
    --> Pelakka Wurm
    Island

    You have GOT to be kidding me?! It actually wheeled?! Okay, green is VERY open...

    Pack 2 pick 11:
    --> Luminous Wake
    See Beyond
    Halimar Wavewatch
    Ikiral Outrider
    Swamp

    Pack 2 pick 12:
    Demonic Appetite
    --> Living Destiny
    Shared Discovery
    Mountain

    Pack 2 pick 13:
    See Beyond
    --> Ondu Giant
    Plains

    This wheeled, too. I'm starting to produce I lovely curve.

    Pack 2 pick 14:
    --> Demonic Appetite
    Mountain

    Pack 2 pick 15:
    --> Mountain

    ------ ROE ------

    Pack 3 pick 1:
    Curse of Wizardry
    --> Conquering Manticore
    Evolving Wilds
    Emrakul's Hatcher
    Eel Umbra
    Grotag Siege-Runner
    Soul's Attendant
    Puncturing Light
    Aura Finesse
    Domestication
    Enatu Golem
    Perish the Thought
    Essence Feed
    Eland Umbra
    Forest

    Another amazing bomb that hurts the opponent. Hated passing up the Emrakul's Hatcher, though.

    Pack 3 pick 2:
    Kabira Vindicator
    Time of Heroes
    Eel Umbra
    Makindi Griffin
    Shrivel
    --> Staggershock
    Ogre Sentry
    Guard Gomazoa
    Overgrown Battlement
    Zulaport Enforcer
    Reinforced Bulwark
    Harmless Assault
    Leaf Arrow
    Swamp

    What's better than one Staggershock? Two.

    Pack 3 pick 3:
    Guard Duty
    Unified Will (FOIL)
    Lay Bare
    Aura Gnarlid
    --> Growth Spasm
    Zof Shade
    Puncturing Light
    Pathrazer of Ulamog
    Soulbound Guardians
    Gravity Well
    Vendetta
    Daggerback Basilisk
    Plains

    More ramp.

    Pack 3 pick 4:
    Death Cultist
    Guul Draz Assassin
    Wildheart Invoker
    Jwari Scuttler
    Bloodrite Invoker
    Smite
    Enatu Golem
    --> Flame Slash
    Ulamog's Crusher
    Prophetic Prism
    Leaf Arrow
    Swamp

    More Burn.

    Pack 3 pick 5:
    Growth Spasm
    Zof Shade
    Kor Spiritdancer
    Snake Umbra
    Hand of Emrakul
    --> Beastbreaker of Bala Ged
    Kiln Fiend
    Sea Gate Oracle
    Totem-Guide Hartebeest
    Affa Guard Hound
    Forest

    One of the best levelers that isn't rare/mythic in the game.

    Pack 3 pick 6:
    Jaddi Lifestrider
    Explosive Revelation
    Bloodrite Invoker
    Haze Frog
    See Beyond
    Kiln Fiend
    Totem-Guide Hartebeest
    Ikiral Outrider
    --> Kozilek's Predator
    Plains

    Whoa, I'm grabbing a lot of efficient ramp!

    Pack 3 pick 7:
    --> Grotag Siege-Runner
    Ogre's Cleaver
    Might of the Masses
    Kor Line-Slinger
    Soulsurge Elemental
    Aura Finesse (FOIL)
    Essence Feed
    Fissure Vent
    Forest

    Amazing Sideboard hate against all the Defenders...

    Pack 3 pick 8:
    Death Cultist
    Pennon Blade
    --> Sporecap Spider
    Fissure Vent
    Merfolk Observer
    Fleeting Distraction
    Mountain
    Leaf Arrow

    Good sideboard hate against fliers...

    Pack 3 pick 9:
    Curse of Wizardry
    --> Grotag Siege-Runner
    Aura Finesse
    Enatu Golem
    Perish the Thought
    Essence Feed
    Forest

    Sideboard

    Pack 3 pick 10:
    Eel Umbra
    Ogre Sentry
    Reinforced Bulwark
    Harmless Assault
    --> Leaf Arrow
    Swamp

    Sideboard.

    Pack 3 pick 11:
    Unified Will (FOIL)
    Lay Bare
    --> Gravity Well
    Daggerback Basilisk
    Plains

    Sudeboard.

    Pack 3 pick 12:
    Death Cultist
    Wildheart Invoker
    --> Leaf Arrow
    Swamp

    Sideboard...

    Pack 3 pick 13:
    --> Growth Spasm
    Kiln Fiend
    Forest

    Whoa, do people really underestimate this card, or am I overvaluing it?

    Pack 3 pick 14:
    --> Kiln Fiend
    Plains

    40% of my deck is made of instants and sorceries, this is a good pick up late.

    Pack 3 pick 15:
    --> Forest


    Turn One
    I win the roll and keep a lovely hand of two forests, a mountain, an Evolving Wilds, Flame Slash, Ondu Giant, and Spawning Breath. I start out with the Evolving Wilds and pass the turn. He starts with a Plains and passes the turn while I search up a Mountain.

    Turn Two
    I draw a second Ondu Giant and play a forest and pass the turn. Hoping he plays a one toughness dork for me to accelerate into a turn three Ondu Giant...He plays a Mountain and a Stalwart Shield-Bearers... Bah! I decide the opportunity to accelerate into the Giant is to great and burn him for one with my Spawning Breath (Enemy: 19).

    Turn Three
    I draw a forest and Sacrifice my Spawn to put that Ondu Giant into play and search up another Mountain. I now have four lands to his two (he hasn't missed a land drop)... On his turn he plays a Forest (Oh! Three colors...) and Survival Cache (Enemy: 21)...

    Turn Four
    I draw Growth Spasm and begin to hope I draw into something heavy that hurts... Glad I'm thinning the deck of the lands, though. I play my third Mountain and my second Ondu Giant, grabbing my third Forest. I then Flame Slash his 0/3 and swing with my Giant (Enemy: 19). On his turn he Cache's again (Enemy: 21) and plays a second mountain with a Vent Sentinel... Hmm, seems like my Anti-Defender sideboard is coming in game two...

    Turn Five
    I draw Dreamstone Hedron and play my fourth Forest. Yummy, card draw! I misplay here and don't tape the Hedron for mana to play (and accelerate further) my Growth Spasm... Ah, oh well... I swing all out and he blocks one and takes the other two (Enemy: 19). On his turn he plays a second forest followed by a nasty Valakut Fireboard... Hmm.

    Turn Six
    Ah! There it is! I draw my Pelakka Wurm! I tap the Hedron and, with three lands still untapped, I cast the Wurm (Me: 27), then cast the Growth Spasm. I now have 5 Forest, 3 Mountains, a Dreamstone Hedron, Eldrazi Spawn, Pelakka Wurm, and two Ondu Giants compared to his Plains, two Mountains, two Forests, Vent Sentinel, and Fireboar. His turn has him casting a Wall of Omens, a third Mountain, and a Snake Umbra on his Fireboar... It's now a 2/8 and passing the turn...

    Turn Seven
    I draw Kozilek's Predator and decide it's time to draw 3 cards off of the Dreamstone.Wow, that's awesome, I draw Awakening Zone, Forest, and Artisan of Kozilek... I play the Forest and cast the Awakening Zone and Kozilek's Predator (Sacrificing a Spawn)... I pass the turn seeing as my Wurm will just hit a 2/8 wall. I'm hoping he swings so I can block with the Wurm and revive it with the Artisan... His turn has him playing an Overgrown Battlement... hmm, that Sentinel is looking nasty, now...AND a second Vent Sentinel... Okay, 8 Damage a turn is not nice, at all.

    Turn Eight
    I draw Staggershock and decide I need to kill one of those Sentinels before it gets out of hand. I swing all out (except for my three Spawn)... He blocks accordingly and I shock one of the Sentinels to death. Other than that, nothing else dies. On his turn he hardcasts a Hand of Emrakul, pfft, Annihilator 1? That's what my Awakening Zone is for!

    Turn Nine
    I burn his Fireboar with the Rebounded Staggershock forcing him to eather kill the Umbra on it when it blocks, or force a trade with the Wurm and the Emrakul (Please? I want my Artisan to grab it!) I draw Beastbreaker of Bala Ged, play it, and then swing with the Wurm only. He doesn't bite and lets the Snake Umbra fall off of him. At least it is only a 1/7 now...I then level the Beastbreaker up twice. On his turn he plays a Kozilek's Predator and a Daggerback Basilsk... AH! There is something that can kill my Wurm! He swings with both the Boar and the Hand of Emrakul... I toss a Spawn to the Annihilator, and another to block, and since he is tapped out I toss an Ondu Giant underneath the Boar for the trade.

    Turn Ten
    I draw more Annihilator Fodder: Nest Invader. I swing with the Palakka Wurm, he obliges to kill it and let's five trample damage go through (Enemy: 13)... I draw Growth Spasm and Cast Artisan of Kozilek to bring back the Pelakka Wurm (Me: 34). His turn has him castomg a Soulbound Guardian... I need to kill that Sentinel, at least I have a high life total...

    Turn Eleven
    I draw a forest, hmm, time to thin my deck even more. I level the Beastbreaker to level four, and then I cast Growth Spasm...I have 14 cards left in my library and 5 of them are lands. I swing with the Wurm and the Artisan, he tosses a Mountain and a Forest underneath the Artisan and then tosses a Spawn to block it and offers to trade the Wurm with the Hand of Emrakul. I draw Flameslash with the Wurm's draw... Lovely! His turn has him playing another Daggerback Basilisk... hmm, that needs to die.

    Turn Twelve
    I draw one of my last five lands and burn the hell out of that Basilisk with my Flameslash. Then swing with the Artisan he sacs a mountain and forest and triple blocks the Artisan with the Vent Sentinel, Soulbound Guardian, and Kozilek's Predator... The Sentinel and Guardian die horribly. He concedes... probably several turns late.
    Turn One
    He opts to go first and I keep two Forests, a Mountain, Growth Spasm, Ondu Giant, Dreamstone Hedron, and Hand of Emrakul.... Hmm, turn five or siz Hand of Emrakul? He plays a Forest and passes. I draw my sideboarded card: Grotag Siege-Runner and play a mountain and pass.

    Turn Two
    Plains, pass...I draw a Mountain, play a forest, and play my Grotag Siege-Runner. I bet he hates me right now. I pass the turn.

    Turn Three
    Mountain Go... On my turn I draw Nest Invader and play my Growth Spasm grabbing another forest... need at least three for my wurms! I then swing with my Grotag (Enemy: 18).

    Turn Four
    His turn has him baiting me with a Overgrown Battlement. There are bigger fish to fry, like Vent Sentinels! Ah! on my turn I draw a Pelakka Wurm, bah! One mana short of playing it...Instead, I decide to play my Ondu Giant and grab another Forest.

    Turn Five
    He plays a Spider Umbra on his Wall... bah, tapped out so I can't two for one it... Meh, that's fine, I've got a wurm that will quickly have it's way with it. I draw Flame Slash and Cast my Palakka Wurm (Me: 27).

    Turn Six
    He's putting all his eggs in one basket: Boar Umbra on the Battlement (4/8)... Pfft. I draw my second Pelakka Wurm, and decide to play some psychological games with him. I cast my Dreamstone Hedron and pass the turn. No reason to swing.

    Turn Seven
    His turn has him finally getting his fourth land, and casting a Kozilek's Predator. I draw my Evolving Wilds and decide to thin my deck more and use my Dreamstone Hedron to play my (probably discouraging) second Pelakka Wurm (Me: 34). I swing with my other Wurm, and he blocks with the Battlement. In response I sac my Grotag and force him to destroy the Spider Umbra (Enemy: 16)... He then also loses the Boar Umbra when the Wurm deals damage.

    Turn Eight
    He passes the turn not doing anything and I draw another Growth Spasm. I think it's time to force him into giving up, I hard cast my Hand of Emrakul and he concedes.
    There was no match three.
    This one went to three matches, unfortunately MTGO didn't record any of the matches. He ran an aggressive blue white flier/leveler deck. I won the first game by sheer power of my creatures, game two had me siding in my Spider, Gravity Well, and two Leaf Arrows. I lose due to mana flood (I drew 14 of my 17 lands...). Game three I should NOT have kept the hand, but I did... and I got mana screwed and drew no forests. Sucks, but it happens sometimes. I definitely learned my lesson during that match!
    Turn One
    He decides he wants to go first and keep a slow hand containing five forests, a Growth Spasm, and Ondu Giant. He plays a mountain and passes the turn. I draw my Beastbreaker of Bala Ged, and play a forest and pass.

    Turn Two
    Mountain, pass... I draw Staggershock, and play my forest and Beastbreaker of Bala Ged and then pass.

    Turn Three
    He plays a swamp and quickly Staggershocks the Beast. I draw anotehr Forest and decide to see if I can bait him into burning my Spawn instead of my face with the rebound. I Growth Spasm and grab a mountain.

    Turn Four
    He obliges and kills my Spawn. Then plays a mountain and a nasty Brimstone Mage...I misplay and Staggershock it during my turn instead of waiting to see if he tries to level him up. Ah, oh well...

    Turn Five
    He plays a Mountain and passes the turn. I send a shock to the face (Enemy: 18) and draw Spawing Breath. I play my Ondu Giant and hope to start thinning the deck enough to grab my steak and potatoes.

    Turn Six He plays a second swamp and plays a Bloodthrone, which promptly gets burned with my Spawning Breath... He responds by sacing it so I don't get a Spawn. I draw Awakening Zone and hope to start pumping out blockers/mana... I swing with the Giant (Enemy: 16)

    Turn Seven
    His turn has him playing a Kiln Fiend and passing the turn with three cards in hand...Ah, I draw my Pelakka Wurm, my MVP, and cast him (Me: 27)I swing with the Giant (Enemy: 14).

    Turn Eight
    He plays Null Champion, and levels him up, trying to get him to Level 4 ASAP to kill my Wurm. I draw my second Pelakka Wurm back to back and play it. Seeing two he concedes immediately.
    Turn One
    He goes first and I keep a hand that has four forest, Evolving Wilds, Growth Spasm, and Conquering Manticore. I want to Take something big and nasty! He plays a mountain and passes. I draw a mountain and play my Evolving Wilds, ready to start the process of thinning my deck out!

    Turn Two
    He plays a Mountain and passes the turn while I go and grab a mountain of my own. On my turn I draw Spawning breath and play a forest and pass, hoping, once again, to find something to burn.

    Turn Three
    Eww, he plays Brimstone Mage, I need more burn! On my turn I draw my Pelakka Wurm, and cast Growth Spasm, knowing full and well he will probably burn the poor little Spawn.

    Turn Four
    He levels the Mage up and burns the hell out of my Spawn. I draw my Ondu Giant and play it, I now have three mountains and three forests to his three mountains and a swamp. I pass the turn and he forgets to burn me for one with the Mage.

    Turn Five
    He plays Lord of Shatterskull Pass... Hmm, that is ugly... and passes the turn. I draw a forest and play it along with my Pelakka Wurm (Me: 27) and pass the turn.

    Turn Six
    He levels the Lord and makes him a 6/6 and then passes. I don't think he knows he can use the Mage to burn me, nor at how powerful of a card the mage actually is...On my turn I draw another forest, play the Masticore, and grab his Lord of Shatterskull Pass. I swing with both and he responds by burning my with a Spawning Breath to create a blocker... I respond by burning his 0/1 with my own Spawning Breath before blockers are declared... He takes fourteen to the face (Enemy: 6).

    Turn Seven
    He levels his Brimstone Mage up to level two and passes the turn. The game is pretty much over, but I need to convince him of that, I swing with the Masticore only (Enemy: 1) and then play the Hand of Emrakul I just drew. He concedes immediately.
    There was no match three.
    Posted in: Sealed Pool & Draftcap Discussion
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