It's the start of my turn, and I need to draw anything to kill the warrior so I can survive. Draw my card and get Fiendslayer Paladin thinking how nice it would have been a few turns ago. Realize I have diplomats in play and pass the turn. I force him to attack with all his creatures aside from the wall, use my sliver to block one of his tokens, griffin blocks his merfolk, kill his priest with the paladin getting back my guy while gaining me 2 life, and then I take 3 damage from unblocked creatures putting me at 1 life. I'm able to counter swing forcing him into a topdeck situation which he doesn't get anything from. Before that point I had no idea how good the diplomats would be, but they saved my life, and won a place in my heart.
This is a nice card, and what I hope happens is that scavenge isn't just limited to giving +x/+x counters on something. Perhaps there can be ones that by scavenging them let you search for land, gain life, or other possibilities.
Pack 1 pick 1:
--> Demonlord of Ashmouth (FOIL)
Narstad Scrapper
Grounded
Kruin Striker
Timberland Guide
Farbog Explorer
Nightshade Peddler
Thatcher Revolt
Midvast Protector
Polluted Dead
Evernight Shade
Second Guess
Maalfeld Twins
Otherworld Atlas
Mountain
I wasn't really sure at this pick as the there were good earlier picks in red/green, but I've had some good experiences with the lord and figured why not grab a foil one.
Pack 1 pick 2:
Fleeting Distraction
Uncanny Speed
Cathedral Sanctifier
Geist Trappers
Lair Delve
--> Mist Raven
Fervent Cathar
Voice of the Provinces
Abundant Growth
Vigilante Justice
Nephalia Smuggler
Appetite for Brains
Demonic Rising
Island
This was a tough one for me as the smuggler/raven combination is nasty, but I would need ravens to actually work it out so I picked it up knowing that the smuggler wouldn't come around if there was any justice in the world.
Removal is prime in this format and seeing one of these third pick was nice so it and the marrow bats made me assume that going this direction black was open.
Pack 1 pick 4:
Outwit
Hunted Ghoul
Wild Defiance (FOIL)
Wildwood Geist
Leap of Faith
Somberwald Vigilante
Essence Harvest
Driver of the Dead
Galvanic Alchemist
--> Stonewright
Builder's Blessing
Swamp
I had success with aggressive decks before hand and this guy can do some crazy things with certain creatures so I decided to pick him up over the driver.
The fact that there was a lightning mauler in this pack this late was a bit weird to see, but I wanted to stick to u/b so I took the geist since I didn't really have much of a curve expecting him to do some work.
Pack 1 pick 9:
Narstad Scrapper
Grounded
Midvast Protector
--> Polluted Dead
Second Guess
Otherworld Atlas
Mountain
Generic five drop at this point was what I thought was the best thing in the pack for me.
Pack 1 pick 10:
Fleeting Distraction
Uncanny Speed
Cathedral Sanctifier
--> Geist Trappers
Lair Delve
Island
Flying was pretty much my way to victory so I didn't want to end up against this guy.
Flying deathtouch guy always nice, and didn't really see anything else worth it in the pack.
Pack 2 pick 3:
--> Gryff Vanguard
Banners Raised
Outwit
Thraben Valiant
Bloodflow Connoisseur
Fervent Cathar
Amass the Components
Voice of the Provinces
Dreadwaters
Mass Appeal
Holy Justiciar
Tormentor's Trident
Swamp
Flying beaters who draw me cards are always good to see.
Pack 2 pick 4:
Cathedral Sanctifier
Flowering Lumberknot
Malicious Intent
Grounded
--> Kruin Striker
Voice of the Provinces
Scroll of Avacyn
Rush of Blood
Eaten by Spiders
Builder's Blessing
Desolate Lighthouse
Swamp
Didn't see anything of worth to my deck in this pack so I took this guy in case I had to switch a color to red.
Pack 2 pick 5:
Hunted Ghoul
Midnight Duelist
Guise of Fire
--> Bloodflow Connoisseur
Raging Poltergeist
Joint Assault
Necrobite
Commander's Authority
Rain of Thorns
Rite of Ruin
Forest
Choice between this and the necrobite. I wanted creatures, and the connoisseur has been good with other cards I might be able to pick up like the 3/2 guy who makes people lose life when he dies.
At this point I was worried about not being able to hold off early drops so I took this guy, but in hindsight the geist would have also been a fine pick and probably should have been.
Round one was up against another u/b deck who was similar to me in that our early curve was not very strong, but we got better in the late game. I had better removal in the end and was able to win out thanks to it.
Round two was up against a r/b deck that I honestly thought would beat me, but it went to three very close games. I got there with the raven/bounce skab comination game one, he had more removal and a curve game two, and game three I got incredibly lucky. He played turn 2 kruin striker and I had a turn three tandom lookout. He dropped a fervant kathar next turn and only attacked with the striker. We traded removal and creatures until it was my marrow bats trying to outrace a maalfield twins. If he had swung in with the kathar he would have gotten me, but instead thanks to vanishment and some blockers I was able to outrace him.
Round three was up against a w/r deck that started out with the gain 3 life white creature and a slayer's stronghold. He misclicked when I blocked with a fettergeist activating the stronghold, but not using the righteous blow in hand to kill it. He ended up using a miracle thunderous wrath the next turn, but I was able to use a guys, and bounce to win the match. Game two he mulligans to five, and I get a decent hand with flyers to start out. I killed most of what he played, and use my creatures to swing in and take the tournament.
All in all I did have a really good amount of tricks in the deck, and a solid late game. I just wasn't sure if that would let me make it if I ran into really fast decks, but thanks to the removal it was able to do so. Are there any picks that you guys would have done differently?
The angel seems pretty easy to put down first, but aside from that I think wingcrafter is what I would go for second pick. The ability to give flying to any number of creatures can break stalemates, as well as provide a flying blocker if you don't have anything besides that.
After that borderland ranger, and the midvast protector stand out to me. The ability to splash/fix is always important. The protector possibly allows for alpha strikes as well as dealing with any pesky enchantments that are on your creatures.
Fervent Cathar was almost always amazing for me as with an aggressive start following up with blink effects or just beating in allowed for me to get ahead and stay ahead.
Divine Deflection did well too since it is pretty much as close to fireball that white gets, and the ability to reflect a bunch of damage that might kill you allowing for you to finish the job afterwards is not too hard to pull off.
He draws his card and plays Infinite reflection....on his opponents angel. He thought the card just made creatures come into play as a copy and was going to play a creature to kill the angel instead he ended up wiping his own board to kill off the angel losing after a few turns of counter swing.
There was a combination sealed/standard event at the oxford valley mall in NJ and I showed up for the sealed portion with around 30 other people. There were five rounds total with a top eight afterwards. We had deck lists to register at the start, and the one I passed was nothing special where I got a pool with a lot of good removal and guys.
Solid cards in quite a few colors, but the removal in white/black stood out to me. The creatures weren't totally enough so I decided to splash red for the devils, and rage thrower for the late game damage he provides. In hindsight green was also another choice as the creatures in there are extremely solid. This is the deck I ended up running
Round 1 w 2-0
Was up against a u/w deck with a lot of bounce, but no real ways to remove threats. Games one and two I was just able to keep my threats in play while removing his.
Round 2 w 2-0
This was up against a pretty nutty r/b deck. Unfortunately for him games 1 and 2 he ended up drawing a bunch of lands most games after running out of gas to my removal.
Round 3 w 2-1
Was up against one of my friends with an aggressive w/g deck. Game one comes down to lots of removal for me. I was able to kill off his early offense, and have sever for his lunarch. Game two I still had the removal, but after using it to kill a spectral rider, and daybreak ranger I misplayed running a unruly mob that could have gotten bigger with the disciple I had in hand into a bell-ringer. He was able to stall the ground until he hit his lunarch and make his side too large for me to handle. Game three he hits an aggro start with a turn two isolated youth, and turn three midnight haunting. I was able to survive taking a bit of damage getting out the elite inquisitor and then suiting him up with a cleaver. The lifelink got me back into the game, and he was unable to find any answers to it after I put a bonds of faith on it to buff it up further.
Round 4 l 1-2
Up against another g/w deck featuring a lot of aggressive play. Game one he is able to get me down a bit of life off darkthicket wolf while I mulled to six keeping a hand with 3 white sources (1 was the retreat), and no black hoping to snag a black source on my draw. I was able to get one with the grotto, but unable to get a second for the victim of night in my hand. He was able to get a trade thanks to moment of heroism on a festerhide boar putting him too far ahead for me to come back. Game 2 I get a good hand with removal and the inquisitor. I am able to get the win off rage thrower after bringing him low with my guys. Game three he go an extremely aggressive start with double of the pilgrims, and a darkthicket wolf. I again keep a hand with one black source and end up not finding the second until his board position was already too dominant.
Round 5 w 2-1
This player had a g/b deck and unfortunately got a game loss for showing up too late to the round. He was able to take game two with a very good start featuring vampire interloper, and festerhide boar, and prey upon to deal with my inquisitor. Game three is extremely close as I am able to get out some aggro and we go back and forth with our guys me killing off the 2/2 flying noble and an the 3/2 ghoul with sever. It eventually gets down to him at 2 with a ambush viper, another 2/2 noble, a darkthicket wolf, and typhoid rats. I have out a manor skeleton, rage thrower (these were my only untapped guys), an unruly mob, gallow warden, and mausoleum gaurd who attacked. He drops garruk kills off my rage thrower but is one life off of killing me outright, and is forced to hold back. I'm able to swing in the air forcing him to block with the noble and then take the victory of superior board position.
Top 8 round 1 w 2-1
This was up against the same player from round 2 and I was able to see a bit more of his deck. Game I took off an aggressive start with the youth, and he had the turn three reveal exile card snagging a slayer of the wicked when I also had sever the bloodline in hand. He was able to use double traitorous blood with a disciple of griselbrand. He got two of my guys, some life, and two spirits off one of them being a mausoleum guard. I was able to use the sever to get rid of the spirits, and a voiceless spirit started to beat down. He got down Liliana getting me to discard more cards, and chose to ignore it going in with fliers to keep him on low life. We were about even creature wise when he dropped a bloodline keeper, but I ripped my slayer of the wicked to seal the game. Game two he had a double disciple start and a traitorous blood on a voiceless spirit. I had my own disciple again, but that just meant I had to sacrifice my spirit so he didn't get to. He eventually bowled me over with a rage thrower, and other creatures. Game three I got off to a bit of an early start with good creatures, but end up losing most of them to the curse that gives all my stuff -1/-1. My only creature in play was the inquisitor after a while and I was on 8 to his seventeen. I put a bonds of faith on it and was swinging in for 3 a turn while his only guy was a disciple. He drops Liliana attempting to get me to sacrifice a creature and I flash in village bell-ringer to keep it alive. He is unable to draw anything relevant while I bring him to zero with the inquisitor.
All of us in the top four decide to split the remaining prizes getting just over a box worth of stuff for our troubles. It was a lot of fun and being around some really good players from the area was nice. I wonder if green, or blue also had potential so if anyone has any comments, or things they'd have done different post away.
I guess I just thought that the green wasn't as mana intensive compared to the other colors. I wasn't sure how reliably I was going to be able to do things with no fixing, but the power of the other cards was definitely high enough where I should have at least tried it out instead of green first.
Figure since this is a release pool it should go in here along with the other stuff. I dont think I can do much better then the pool I cracked here. All my rares were playable, and great creatures/spells as well
It is definitely a good day when your rare pool is all playable, and mostly bombs. While all the colors had good cards, red and green stood out the most to me. Here is what I built
Had some great matches going 3-1 overall. Round 1 pit me against a similar deck that was r/g/b with obliterator/batterskull. Game 1 was a slug fest where we both dropped creatures, and killed each others off. I got behind quickly thanks to mortis dogs so even when I would 2 for 1 off of act I still lost life. It eventually went to a topdeck war where he pulled obliterator, and I had no answer. Game 2 he had an aggressive start against me, and eventually got there with more creatures, and an artillerize to the dome.
Round 2 was up against a g/u deck with lots of fliers. Game one I got off to an aggressive start off of guys and an act bringing him down low. He stabalized with some fliers, but my second act showed up letting me take the win. Game two I had a much slower start while he got very aggressive off of spined thoper, and then a lot of fliers following up. Livewire lash proved a pain for me here. Game three was back and forth a bit until I dropped karn removing a thundering tanodon. Karn got hit with beast from within, and then I dropped the battlesphere.
Round three was up against my brother with a u/b deck. Game one is over quick as I get turn 6 karn, and he scoops with no answers. Game 2 he gets an agressive hand and bowls me over with the new living weapon nightmare lash. Game 3 I have to mulligan to 5, but eventually get into the game with karn going back and forth removing creatures/cards in hand. By the time my brother finally killed it I had a more stable board position and used a turn to slag to kill his only creature, and the lash as well.
Round four was against a r/w deck featuring the rw legend, and tempered steel. I get an extremely aggressive draw using a quick tanodon and removal to take the game. Game two my opponent boarded into more of a u/w deck splashing red for artillerize/the legend. We go back and forth a bit with him getting a bit of an upper hand with fliers. I drop karn, and start to build counters on it since he cant outright kill it. I am able to protect it with a well timed act of aggression on fliers, and he concedes due to having no outs.
Definitely got cards I wanted, and got to play with some neat stuff. All and all a great release party for me.
How did this end up working for you? It seems just late enough to take apart what is left of an opponents hand, but is slow enough where that might not matter by the time you play it.
Yea had that semi blow up in my face too. I copied my opponents with a metamorph so I could block the lethal damage it would bring next turn. He swings, and then uses instill infection to draw 6 cards in addition to clearing the board. He had me dead to rights soon after.
1. How many rounds of Sealed Deck did you play during the prerelease? (If you dropped at some point, do mention that.) What was your final record?
There were four rounds overall, and I ended up with a 3-1 record at the end of it.
2. In your opinion, what single common card that you expected to perform well, actually did perform well for you? Artillerize for just the massive amount of options it allowed me to have. It meant that removal could turn into 5 in any general direction as well as being a sink for things that ran out of charge counters.
3. In your opinion, what single common card that you expected to perform well, failed to live up to your expectations? Forced Worship thanks to the fact that the creature can block. It removes a big threat from attacking, but then just puts a large wall in front of your attackers unless you have evasion.
4. In your opinion, what single common card performed far better than your initial neutral (or negative) impressions? Trespassing Souleater, was not to excited about the card, but the amount of times it being unblockable was relevant was much more then I expected. I really think it's the new neurok spy in the set, but usable in every color now.
Went 3-1 overall winning my matches on the back of removal, and the new sword being as ridiculous as it seems. Was disapointed with the lack of splash fixing I had because there were a few cards that I could have brought in with them in the deck. Overall thoughts on the new phyrexian mana is that you have to be a lot more open to tricks then usual as there is the potential for removal coming out of nowhere.
Some specific cards I think are worth mentioning
Metamorph: amazing every time I used it. The versatility it allows for in every deck is just so nice.
Forced Worship: this card went down in my opinion after playing it. It is nice that it removes large threats from combat, but it just means you now have to find a way around them defending
Trespassing Souleater: is very good, and I'd say this sets neurok spy. The ability is only really going to be used when it can't get in normally, and any equipment on it just makes it better.
Artillerize: gives quite a few options to use up cards with charge counters on them that ran out, as well as providing that extra umph in terms of damage to end games.
Splicers: were very good in my opinion as they helped with metal craft, and the golems were generally beefy enough to handle most creatures. Multiples, and different types work extremely well together
Got 4 packs in prizes picking up the blue chancellor, the white 3 mana golem maker, a life's finale, and a torpor orb. So a very nice pull with a deep pool that I wonder what other decks you guys can come up with.
Looking at the set there are a variety of commons, uncommon, and rare cards that allow for some really early pressure thanks to their cost. Is there any reason to say not ramp out things like the dragon/that 5/4 guy as quickly as possible or is it better to play it safe and wait a bit when you can better potentially protect them?
Me: 2 life, one land in hand
in play: Goblin Diplomats, Marauding Maulhorn (that is pacified), Griffin Sentinel, and 1 sliver token.
Opponent: 6 life, one card in hand
in play: Phantom Warrior, Coral Merfolk, Banisher priest (with my Imposing Sovereign exiled under it), Angelic Wall and 2 sliver tokens.
It's the start of my turn, and I need to draw anything to kill the warrior so I can survive. Draw my card and get Fiendslayer Paladin thinking how nice it would have been a few turns ago. Realize I have diplomats in play and pass the turn. I force him to attack with all his creatures aside from the wall, use my sliver to block one of his tokens, griffin blocks his merfolk, kill his priest with the paladin getting back my guy while gaining me 2 life, and then I take 3 damage from unblocked creatures putting me at 1 life. I'm able to counter swing forcing him into a topdeck situation which he doesn't get anything from. Before that point I had no idea how good the diplomats would be, but they saved my life, and won a place in my heart.
Event #: 3903333
Time: 5/26/2012 12:40:04 PM
Players:
fetus51
reppa
Subtile
dhouse
tuttiplen83
Scottrick
verdigris
--> Lemonrind03
------ AVR ------
Pack 1 pick 1:
--> Demonlord of Ashmouth (FOIL)
Narstad Scrapper
Grounded
Kruin Striker
Timberland Guide
Farbog Explorer
Nightshade Peddler
Thatcher Revolt
Midvast Protector
Polluted Dead
Evernight Shade
Second Guess
Maalfeld Twins
Otherworld Atlas
Mountain
I wasn't really sure at this pick as the there were good earlier picks in red/green, but I've had some good experiences with the lord and figured why not grab a foil one.
Pack 1 pick 2:
Fleeting Distraction
Uncanny Speed
Cathedral Sanctifier
Geist Trappers
Lair Delve
--> Mist Raven
Fervent Cathar
Voice of the Provinces
Abundant Growth
Vigilante Justice
Nephalia Smuggler
Appetite for Brains
Demonic Rising
Island
This was a tough one for me as the smuggler/raven combination is nasty, but I would need ravens to actually work it out so I picked it up knowing that the smuggler wouldn't come around if there was any justice in the world.
Pack 1 pick 3:
Terrifying Presence
Bone Splinters
Fervent Cathar
Alchemist's Apprentice
Moonlight Geist
--> Death Wind
Angel's Mercy
Thatcher Revolt
Diregraf Escort
Marrow Bats
Gloomwidow
Slayers' Stronghold
Swamp
Removal is prime in this format and seeing one of these third pick was nice so it and the marrow bats made me assume that going this direction black was open.
Pack 1 pick 4:
Outwit
Hunted Ghoul
Wild Defiance (FOIL)
Wildwood Geist
Leap of Faith
Somberwald Vigilante
Essence Harvest
Driver of the Dead
Galvanic Alchemist
--> Stonewright
Builder's Blessing
Swamp
I had success with aggressive decks before hand and this guy can do some crazy things with certain creatures so I decided to pick him up over the driver.
Pack 1 pick 5:
Soulcage Fiend
Banners Raised
Rotcrown Ghoul
Thraben Valiant
Scroll of Griselbrand
Undead Executioner
Midvast Protector
Scalding Devil
--> Vanishment
Goldnight Commander
Swamp
Really nice tempo card and I thought that seeing it this late was a signal that blue was possible.
Pack 1 pick 6:
Narstad Scrapper
Geist Snatch
--> Ghoulflesh
Kruin Striker
Angel's Mercy
Thatcher Revolt
Diregraf Escort
Seraph Sanctuary
Rush of Blood
Forest
This card has been pleasently suprising me in this format due to the amount of really good x/1s.
Pack 1 pick 7:
Geist Snatch
Terrifying Presence
Call to Serve
Mental Agony
Raging Poltergeist
--> Peel from Reality
Eaten by Spiders
Triumph of Ferocity
Island
Was hoping to see a few more creatures by this point but peel with raven is a nasty card to use.
Pack 1 pick 8:
Narstad Scrapper
Grave Exchange
Galvanic Alchemist
Thatcher Revolt
Lightning Mauler
--> Fettergeist
Druids' Repository
Forest
The fact that there was a lightning mauler in this pack this late was a bit weird to see, but I wanted to stick to u/b so I took the geist since I didn't really have much of a curve expecting him to do some work.
Pack 1 pick 9:
Narstad Scrapper
Grounded
Midvast Protector
--> Polluted Dead
Second Guess
Otherworld Atlas
Mountain
Generic five drop at this point was what I thought was the best thing in the pack for me.
Pack 1 pick 10:
Fleeting Distraction
Uncanny Speed
Cathedral Sanctifier
--> Geist Trappers
Lair Delve
Island
Flying was pretty much my way to victory so I didn't want to end up against this guy.
Pack 1 pick 11:
Angel's Mercy
Thatcher Revolt
Diregraf Escort
--> Marrow Bats
Swamp
This coming back this late really suprised me since this guy is a great on offense and defense.
Pack 1 pick 12:
Hunted Ghoul
--> Essence Harvest
Builder's Blessing
Swamp
Haven't had much experience with this but figured it was chaff by this point.
Pack 1 pick 13:
Banners Raised
--> Scalding Devil
Swamp
Should I be surprised to see this guy coming this late?
Pack 1 pick 14:
--> Angel's Mercy
Forest
Pack 1 pick 15:
--> Island
------ AVR ------
Pack 2 pick 1:
Terrifying Presence
Riot Ringleader
Ghostly Flicker
Predator's Gambit
Ghostform
Pillar of Flame
--> Crippling Chill
Cursebreak
Mad Prophet
Scroll of Griselbrand
Goldnight Redeemer
Vorstclaw
Haunted Guardian
Devastation Tide
Plains
No idea how good the tide is in draft, but chill has always been good for me so I took it here.
Pack 2 pick 2:
Battle Hymn
Natural End
Fleeting Distraction
Moorland Inquisitor
--> Searchlight Geist
Malicious Intent
Snare the Skies
Mad Prophet
Mental Agony
Ghostform
Mass Appeal
Aggravate
Tormentor's Trident
Forest
Flying deathtouch guy always nice, and didn't really see anything else worth it in the pack.
Pack 2 pick 3:
--> Gryff Vanguard
Banners Raised
Outwit
Thraben Valiant
Bloodflow Connoisseur
Fervent Cathar
Amass the Components
Voice of the Provinces
Dreadwaters
Mass Appeal
Holy Justiciar
Tormentor's Trident
Swamp
Flying beaters who draw me cards are always good to see.
Pack 2 pick 4:
Cathedral Sanctifier
Flowering Lumberknot
Malicious Intent
Grounded
--> Kruin Striker
Voice of the Provinces
Scroll of Avacyn
Rush of Blood
Eaten by Spiders
Builder's Blessing
Desolate Lighthouse
Swamp
Didn't see anything of worth to my deck in this pack so I took this guy in case I had to switch a color to red.
Pack 2 pick 5:
Hunted Ghoul
Midnight Duelist
Guise of Fire
--> Bloodflow Connoisseur
Raging Poltergeist
Joint Assault
Necrobite
Commander's Authority
Rain of Thorns
Rite of Ruin
Forest
Choice between this and the necrobite. I wanted creatures, and the connoisseur has been good with other cards I might be able to pick up like the 3/2 guy who makes people lose life when he dies.
Pack 2 pick 6:
Midnight Duelist
Battle Hymn
--> Havengul Skaab
Angelic Wall
Heirs of Stromkirk
Sheltering Word
Defang
Vigilante Justice
Wild Defiance
Forest
I actually don't mind this creature as he lets you do neat things with certain other guys like raven/gryff and he filled out the curve at the top.
Pack 2 pick 7:
Uncanny Speed
Lair Delve
--> Crypt Creeper
Dangerous Wager
Abundant Growth
Predator's Gambit
Searchlight Geist (FOIL)
Devout Chaplain
Island
At this point I was worried about not being able to hold off early drops so I took this guy, but in hindsight the geist would have also been a fine pick and probably should have been.
Pack 2 pick 8:
Dreadwaters
Scroll of Avacyn
Angel's Mercy
Demolish
Vanguard's Shield
--> Angelic Armaments
Favorable Winds
Mountain
Not sure how good favorable winds are, and the armaments boost creatures so I just picked it up.
Pack 2 pick 9:
Terrifying Presence
Ghostly Flicker
Predator's Gambit
Cursebreak
Mad Prophet
--> Haunted Guardian
Plains
Very nice defensive creature but there was also a ghostly flicker in this pack which would have been an option.
Pack 2 pick 10:
Battle Hymn
Natural End
Fleeting Distraction
Malicious Intent
--> Snare the Skies
Forest
Not much to take here so I picked up a card that could possibly end up hurting me.
Pack 2 pick 11:
Banners Raised
--> Outwit
Dreadwaters
Mass Appeal
Swamp
Pack 2 pick 12:
--> Malicious Intent
Grounded
Builder's Blessing
Swamp
Pack 2 pick 13:
Midnight Duelist
--> Raging Poltergeist
Forest
Pack 2 pick 14:
--> Midnight Duelist
Forest
Pack 2 pick 15:
--> Island
------ AVR ------
Pack 3 pick 1:
Ghostly Flicker
Spectral Gateguards
Terrifying Presence
Fervent Cathar
Peel from Reality
Spectral Prison
Defang
Snare the Skies
Mental Agony
Raging Poltergeist
Human Frailty
Second Guess
Defy Death
--> Malignus
Island
I could have grabbed the peel, prison, or flicker but at this point I wasn't sure I would even make it past round one so I just picked up the mythic.
Pack 3 pick 2:
Hanweir Lancer
Geist Snatch
Cloudshift
Ghoulflesh
Zealous Strike
Unhallowed Pact
Heirs of Stromkirk
Crippling Chill
Snare the Skies
Cursebreak
Druid's Familiar
--> Tandem Lookout
Bower Passage
Plains
I had a feeling I'd need any card advantage I could get so I grabbed this guy hoping to get some use out of him.
Pack 3 pick 3:
Dangerous Wager
Havengul Skaab
--> Soulcage Fiend
Uncanny Speed
Lair Delve
Nettle Swine
Necrobite
Sheltering Word
Defy Death (FOIL)
Heirs of Stromkirk
Stern Mentor
Arcane Melee
Plains
Really like these guys thanks to the reach they can have when they die forcing opponents to try and play around it if they are low.
Pack 3 pick 4:
Righteous Blow
Grounded
Dreadwaters
Bone Splinters
Polluted Dead
Bladed Bracers
Wingcrafter
--> Death Wind
Demolish
Ghostly Touch
Stolen Goods
Mountain
This made me incredibly happy as I was hoping to get one more solid removal spell.
Pack 3 pick 5:
Kruin Striker
Abundant Growth
Predator's Gambit
Somberwald Vigilante
Moonlight Geist
Nightshade Peddler
Polluted Dead
Bladed Bracers
--> Wingcrafter
Kessig Malcontents
Forest
Gives flying, and very good with the tandem lookout if I could ever get it going.
Pack 3 pick 6:
Guise of Fire
Trusted Forcemage
Searchlight Geist
Pathbreaker Wurm
Essence Harvest
--> Alchemist's Apprentice
Moonlight Geist
Vessel of Endless Rest
Triumph of Ferocity
Mountain
I thought with only 3 early game creatures that I really needed a blocker like him.
Pack 3 pick 7:
--> Ghoulflesh
Cloudshift
Narstad Scrapper
Necrobite
Zealous Strike
Heirs of Stromkirk
Defang
Gang of Devils
Island
Again thought that this versus the early game pressure might be worth while.
Pack 3 pick 8:
Wildwood Geist
Midnight Duelist
--> Bladed Bracers
Leap of Faith
Essence Harvest
Aggravate
Triumph of Cruelty
Mountain
Not really much in here so I just grabbed the bracers.
Pack 3 pick 9:
--> Ghostly Flicker
Terrifying Presence
Snare the Skies
Mental Agony
Raging Poltergeist
Second Guess
Island
Was happy to pick this up, but wasn't sure if I would run it as I only really had one raven/gryff to take advantage of come into play effects with it.
Pack 3 pick 10:
--> Geist Snatch
Ghoulflesh
Snare the Skies
Cursebreak
Bower Passage
Plains
Figured having a way to counter a larger creature would possibly be useful.
Pack 3 pick 11:
Havengul Skaab
Uncanny Speed
Lair Delve
--> Stern Mentor
Plains
Alternate win condition maybe, but wasn't too happy about it.
Pack 3 pick 12:
Grounded
--> Dreadwaters
Polluted Dead
Mountain
Pack 3 pick 13:
Predator's Gambit
--> Polluted Dead
Forest
Pack 3 pick 14:
--> Guise of Fire
Mountain
Pack 3 pick 15:
--> Island
I had good removal, but if someone could curve out really well they might be able to take me. Here was the deck I ran
9 Islands
8 Swamps
Creatures
1 Wingcrafter
1 Crypt Keeper
1 Haunted Guardian
1 Alchemists Apprentice
1 Searchlight Geist
1 Soulcage Fiend
1 Fettergiest
1 Bloodflow Connoisseur
1 Tandem Lookout
1 Demonlord of Ashenmouth
1 Stern Mentor
1 Mist Raven
1 Gryff Vangaurd
1 Marrow Bats
1 Polluted Dead
1 Havengul Skaab
2 Death Wind
2 Ghoulflesh
1 Peel From Reality
1 Crippling Chill
1 Giest Snatch
Round one was up against another u/b deck who was similar to me in that our early curve was not very strong, but we got better in the late game. I had better removal in the end and was able to win out thanks to it.
Round two was up against a r/b deck that I honestly thought would beat me, but it went to three very close games. I got there with the raven/bounce skab comination game one, he had more removal and a curve game two, and game three I got incredibly lucky. He played turn 2 kruin striker and I had a turn three tandom lookout. He dropped a fervant kathar next turn and only attacked with the striker. We traded removal and creatures until it was my marrow bats trying to outrace a maalfield twins. If he had swung in with the kathar he would have gotten me, but instead thanks to vanishment and some blockers I was able to outrace him.
Round three was up against a w/r deck that started out with the gain 3 life white creature and a slayer's stronghold. He misclicked when I blocked with a fettergeist activating the stronghold, but not using the righteous blow in hand to kill it. He ended up using a miracle thunderous wrath the next turn, but I was able to use a guys, and bounce to win the match. Game two he mulligans to five, and I get a decent hand with flyers to start out. I killed most of what he played, and use my creatures to swing in and take the tournament.
All in all I did have a really good amount of tricks in the deck, and a solid late game. I just wasn't sure if that would let me make it if I ran into really fast decks, but thanks to the removal it was able to do so. Are there any picks that you guys would have done differently?
After that borderland ranger, and the midvast protector stand out to me. The ability to splash/fix is always important. The protector possibly allows for alpha strikes as well as dealing with any pesky enchantments that are on your creatures.
Divine Deflection did well too since it is pretty much as close to fireball that white gets, and the ability to reflect a bunch of damage that might kill you allowing for you to finish the job afterwards is not too hard to pull off.
Player 1
2 Thraben Valiant
1 Human token
1 Gisela, Blade of Goldnight
Player 2
1 Soul of the Harvest
4 other creatures in play
He draws his card and plays Infinite reflection....on his opponents angel. He thought the card just made creatures come into play as a copy and was going to play a creature to kill the angel instead he ended up wiping his own board to kill off the angel losing after a few turns of counter swing.
2 Shimmering Grotto
1 Clifftop Retreat
1 Moorland Haunt
Artifacts
1 One-Eyed Scarecrow
1 Butcher's Cleaver
1 Cellar Door
2 Graveyard Shovel
1 Runechanter's Pike
1 Cobbled Wings
1 Ghoulcaller's Bell
1 Traveler's Amulet
White
1 Village Bell-Ringer
1 Elite Inquisitor
1 Gallows Warden
1 Slayer of the Wicked
1 Cloistered Youth
1 Unruly Mob
2 Voiceless Spirit
1 Mausoleum Gaurd
1 Urgent Exorcism
3 Bonds of Faith
1 Paraselene
1 Feeling of Dread
1 Spare from Evil
2 Stitched Drake
1 Delver of Secrets
1 Fortress Crab
1 Armored Skaab
1 Skabb Goliath
1 Battleground Geist
1 Selhoff Occultist
1 Moon Heron
2 Claustrophobia
1 Silent Departure
1 Frightful Delusion
1 Grasp of Phantoms
2 Think Twice
1 Hysterical Blindness
1 Curse of the Bloody Tome
Black
1 Diregraf Ghoul
1 Bitterheart Witch
1 Manor Skeleton
1 Disciple of Griselbrand
1 Morkrut Banshee
1 Ghoulcaller's Chant
2 Dead Weight
1 Sever the Bloodline
1 Victim of Night
1 Maw of the Mire
1 Reckless Waif
1 Village Ironsmith
1 Pitchburn Devils
1 Rage Thrower
1 Crossway Vampire
1 Ancient Grudge
1 Infernal Plunge
2 Curse of the Pierced Heart
1 Brimstone Volley
1 Vampiric Fury
Green
1 Lumberknot
1 Ambush Viper
1 Kindercatch
1 Villagers of Estwald
1 Moldgraf Monstrosity
2 Avacyn's Pilgrim
1 Somberwald Spider
1 Darkthicket Wolf
1 Festerhide Boar
1 Grizzled Outcasts
1 Bramblecrush
2 Mulch
1 Naturalize
7 Plains
7 Swamps
1 Mountain
1 Shimmering Grotto
1 Clifftop Retreat
Creatures
1 Diregraf Ghoul
1 Manor Skeleton
1 Disciple of Griselbrand
1 Morkrut Banshee
1 Village Bell-Ringer
1 Elite Inquisitor
1 Gallows Warden
1 Slayer of the Wicked
1 Cloistered Youth
1 Unruly Mob
2 Voiceless Spirit
1 Mausoleum Gaurd
1 Pitchburn Devils
1 Rage Thrower
2 Bonds of Faith
1 Feeling of Dread
2 Dead Weight
1 Sever the Bloodline
1 Victim of Night
1 Butcher's Cleaver
Round 1 w 2-0
Was up against a u/w deck with a lot of bounce, but no real ways to remove threats. Games one and two I was just able to keep my threats in play while removing his.
Round 2 w 2-0
This was up against a pretty nutty r/b deck. Unfortunately for him games 1 and 2 he ended up drawing a bunch of lands most games after running out of gas to my removal.
Round 3 w 2-1
Was up against one of my friends with an aggressive w/g deck. Game one comes down to lots of removal for me. I was able to kill off his early offense, and have sever for his lunarch. Game two I still had the removal, but after using it to kill a spectral rider, and daybreak ranger I misplayed running a unruly mob that could have gotten bigger with the disciple I had in hand into a bell-ringer. He was able to stall the ground until he hit his lunarch and make his side too large for me to handle. Game three he hits an aggro start with a turn two isolated youth, and turn three midnight haunting. I was able to survive taking a bit of damage getting out the elite inquisitor and then suiting him up with a cleaver. The lifelink got me back into the game, and he was unable to find any answers to it after I put a bonds of faith on it to buff it up further.
Round 4 l 1-2
Up against another g/w deck featuring a lot of aggressive play. Game one he is able to get me down a bit of life off darkthicket wolf while I mulled to six keeping a hand with 3 white sources (1 was the retreat), and no black hoping to snag a black source on my draw. I was able to get one with the grotto, but unable to get a second for the victim of night in my hand. He was able to get a trade thanks to moment of heroism on a festerhide boar putting him too far ahead for me to come back. Game 2 I get a good hand with removal and the inquisitor. I am able to get the win off rage thrower after bringing him low with my guys. Game three he go an extremely aggressive start with double of the pilgrims, and a darkthicket wolf. I again keep a hand with one black source and end up not finding the second until his board position was already too dominant.
Round 5 w 2-1
This player had a g/b deck and unfortunately got a game loss for showing up too late to the round. He was able to take game two with a very good start featuring vampire interloper, and festerhide boar, and prey upon to deal with my inquisitor. Game three is extremely close as I am able to get out some aggro and we go back and forth with our guys me killing off the 2/2 flying noble and an the 3/2 ghoul with sever. It eventually gets down to him at 2 with a ambush viper, another 2/2 noble, a darkthicket wolf, and typhoid rats. I have out a manor skeleton, rage thrower (these were my only untapped guys), an unruly mob, gallow warden, and mausoleum gaurd who attacked. He drops garruk kills off my rage thrower but is one life off of killing me outright, and is forced to hold back. I'm able to swing in the air forcing him to block with the noble and then take the victory of superior board position.
Top 8 round 1 w 2-1
This was up against the same player from round 2 and I was able to see a bit more of his deck. Game I took off an aggressive start with the youth, and he had the turn three reveal exile card snagging a slayer of the wicked when I also had sever the bloodline in hand. He was able to use double traitorous blood with a disciple of griselbrand. He got two of my guys, some life, and two spirits off one of them being a mausoleum guard. I was able to use the sever to get rid of the spirits, and a voiceless spirit started to beat down. He got down Liliana getting me to discard more cards, and chose to ignore it going in with fliers to keep him on low life. We were about even creature wise when he dropped a bloodline keeper, but I ripped my slayer of the wicked to seal the game. Game two he had a double disciple start and a traitorous blood on a voiceless spirit. I had my own disciple again, but that just meant I had to sacrifice my spirit so he didn't get to. He eventually bowled me over with a rage thrower, and other creatures. Game three I got off to a bit of an early start with good creatures, but end up losing most of them to the curse that gives all my stuff -1/-1. My only creature in play was the inquisitor after a while and I was on 8 to his seventeen. I put a bonds of faith on it and was swinging in for 3 a turn while his only guy was a disciple. He drops Liliana attempting to get me to sacrifice a creature and I flash in village bell-ringer to keep it alive. He is unable to draw anything relevant while I bring him to zero with the inquisitor.
All of us in the top four decide to split the remaining prizes getting just over a box worth of stuff for our troubles. It was a lot of fun and being around some really good players from the area was nice. I wonder if green, or blue also had potential so if anyone has any comments, or things they'd have done different post away.
1 Myr Battlesphere
1 Vulshock Replica
1 Immolating Souleater
1 Pestilent Souleater
1 Hovermyr
1 Rust Tick
1 Saberclaw Golem
1 Golem Artisan
1 Moriok Replica
1 Necropouncer
1 Pristine Talisman
1 Karn Liberated
1 Isolation Chamber
1 Trigon of Mending
1 Liquidmetal Coating
1 Echo Circlet
2 Strider Harness
1 Origin Spellbomb
1 Throne of Geth
1 Trigon of Infestation
1 Horizon Spellbomb
1 Panic Spellbomb
White
1 Glint Hawk
1 Loxodon Wayfarer
1 Indomitable Archangel
1 Shriek Raptor
1 Sunspear Shikari
2 Sensor Splicer
1 Forced Worship
1 War Report
1 Revoke Existance
1 Soul Parry
1 Apostle's Blessing
1 Remember the Fallen
1 Screeching Silcaw
1 Plated Seastrider
1 Spined Thopter
1 Sky-Eel School
1 Spire Monitor
1 Defensive Stance
1 Numbing Dose
1 Stoic Rebuttal
Black
1 Vault Skirge
1 Pith Driller
1 Moriok Reaver
1 Necrogen Scudder
1 Dementia Bat
1 Entomber Exarch
1 Carnifax Demon
1 Toxic Nim
1 Relic Putrescence
Red
1 Furnace Scamp
2 Flameborn Viron
1 Invader Parasite
1 Razor Swine
1 Ogre Menial
1 Vulshok Refugee
2 Bloodshot Trainee
1 Moltensteel Dragon
2 Act of Agression
1 Volt Charge
1 Melt Terrain
2 Turn to Slag
2 Carapace Forger
1 Vital Splicer
1 Glistener Elf
1 Thundering Tanadon
1 Ezrui's Archers
1 Spinebitter
1 Alpha Tyrranax
1 Wing Puncture
1 Withstand Death
1 Tel-Jilad Defiance
2 Leeching Bite
It is definitely a good day when your rare pool is all playable, and mostly bombs. While all the colors had good cards, red and green stood out the most to me. Here is what I built
9 Mountains
8 Forests
Creatures
1 Vault Skirge
1 Spined Thopter
1 Immolating Souleater
1 Carapace Forger
1 Vulshok Refugee
1 Rust Tick
1 Vulshok Replica
1 Thundering Tanadon
1 Moltensteel Dragon
1 Vital Splicer
1 Pith Driller
1 Invader Parasite
1 Golem Artisan
1 Alpha Tyrranax
1 Myr Battlesphere
1 Leeching Bite
1 Pristine Talisman
1 Volt Charge
2 Act of Agression
2 Turn to Slag
1 Karn Liberated
Had some great matches going 3-1 overall. Round 1 pit me against a similar deck that was r/g/b with obliterator/batterskull. Game 1 was a slug fest where we both dropped creatures, and killed each others off. I got behind quickly thanks to mortis dogs so even when I would 2 for 1 off of act I still lost life. It eventually went to a topdeck war where he pulled obliterator, and I had no answer. Game 2 he had an aggressive start against me, and eventually got there with more creatures, and an artillerize to the dome.
Round 2 was up against a g/u deck with lots of fliers. Game one I got off to an aggressive start off of guys and an act bringing him down low. He stabalized with some fliers, but my second act showed up letting me take the win. Game two I had a much slower start while he got very aggressive off of spined thoper, and then a lot of fliers following up. Livewire lash proved a pain for me here. Game three was back and forth a bit until I dropped karn removing a thundering tanodon. Karn got hit with beast from within, and then I dropped the battlesphere.
Round three was up against my brother with a u/b deck. Game one is over quick as I get turn 6 karn, and he scoops with no answers. Game 2 he gets an agressive hand and bowls me over with the new living weapon nightmare lash. Game 3 I have to mulligan to 5, but eventually get into the game with karn going back and forth removing creatures/cards in hand. By the time my brother finally killed it I had a more stable board position and used a turn to slag to kill his only creature, and the lash as well.
Round four was against a r/w deck featuring the rw legend, and tempered steel. I get an extremely aggressive draw using a quick tanodon and removal to take the game. Game two my opponent boarded into more of a u/w deck splashing red for artillerize/the legend. We go back and forth a bit with him getting a bit of an upper hand with fliers. I drop karn, and start to build counters on it since he cant outright kill it. I am able to protect it with a well timed act of aggression on fliers, and he concedes due to having no outs.
Definitely got cards I wanted, and got to play with some neat stuff. All and all a great release party for me.
How did this end up working for you? It seems just late enough to take apart what is left of an opponents hand, but is slow enough where that might not matter by the time you play it.
Yea had that semi blow up in my face too. I copied my opponents with a metamorph so I could block the lethal damage it would bring next turn. He swings, and then uses instill infection to draw 6 cards in addition to clearing the board. He had me dead to rights soon after.
There were four rounds overall, and I ended up with a 3-1 record at the end of it.
2. In your opinion, what single common card that you expected to perform well, actually did perform well for you?
Artillerize for just the massive amount of options it allowed me to have. It meant that removal could turn into 5 in any general direction as well as being a sink for things that ran out of charge counters.
3. In your opinion, what single common card that you expected to perform well, failed to live up to your expectations?
Forced Worship thanks to the fact that the creature can block. It removes a big threat from attacking, but then just puts a large wall in front of your attackers unless you have evasion.
4. In your opinion, what single common card performed far better than your initial neutral (or negative) impressions?
Trespassing Souleater, was not to excited about the card, but the amount of times it being unblockable was relevant was much more then I expected. I really think it's the new neurok spy in the set, but usable in every color now.
1 Corpse Cur
1 Trespassing Souleater
1 Copper Myr
1 Hovermyr
1 Sylvok Replica
1 Soliton
1 Razrofield Thresher
1 Neurok Replica
1 Palladium Myr
1 Pestilent Souleater
1 Clone Shell
1 Chrome Steed
1 Isolation Cell
1 Trigon of Corruption
1 Mindcrank
1 Golem Foundry
1 Golden Urn
1 Strider Harness
1 Origin Spellbomb
1 Surge Node
1 Bladed Pinions
1 Shrine of Piercing Vision
1 Accorder's Shield
1 Sword of War and Peace
Blue
1 Spined Thopter
1 Plated Seastrider
1 Impaler Shrike
1 Phyrexian Metamorph
1 Vedalken Certarch
1 Psychic Barrier
1 Defensive Stance
1 Gitaxian Probe
1 Leonin Arbiter
1 Glimmerpoint Stag
2 Myrsmith
1 Lost Leonin
1 Inquisitor Exarch
1 Sensor Splicer
1 War Report
1 Remember the Fallen
1 Forced Worship
1 Norn's Annex
1 Whitesun's Passage
1 Arrest
Red
1 Ferrovore
2 Scoria Elemental
1 Furnace Scamp
1 Vulshok Hearstoker
1 Slash Panther
2 Flameborn Viron
1 Shatter
1 Volt Charge
1 Turn to Slag
1 Arc Trail
1 Victorious Destruction
1 Artillerize
1 Furnace Celebration
Black
1 Dementia Bat
1 Pith Driller
1 Toxic Nim
1 Skinrender
1 Geth, Lord of the Vault
1 Tainted Strike
1 Grim Affliction
1 Grasp of Darkness
1 Psychic Miasma
1 Despise
1 Glistener Elf
1 Blight Mamba
1 Brutalizer Exarch
1 Greenhilt Trainee
1 Acid Web Spider
2 Rotted Hystix
1 Death-Hood Cobra
1 Noxious Revival
1 Leeching Bite
1 Untamed Might
1 Tel-Jilad Defiance
1 Mutagenic Growth
I could go a few different ways with this, but I ended up going for a r/w deck focusing on the mass amount of removal I had, and an aggressive curve.
9 Plains
8 Mountains
Creatures
2 Myrsmith
1 Copper Myr
1 Inquisitor Exarch
1 Spined Thopter
1 Trespassing Souleater
1 Ferrovore
1 Palladium Myr
1 Phyrexian Metamorph
1 Glimmerpoint Stag
1 Chrome Steed
1 Slash Panther
1 Sensor Splicer
1 Flameborn Viron
1 Shatter
1 Arc Trail
1 Forced Worship
1 Volt Charge
1 Arrest
1 Sword of War and Peace
1 Trigon of Corruption
1 Artillerize
1 Turn to Slag
Went 3-1 overall winning my matches on the back of removal, and the new sword being as ridiculous as it seems. Was disapointed with the lack of splash fixing I had because there were a few cards that I could have brought in with them in the deck. Overall thoughts on the new phyrexian mana is that you have to be a lot more open to tricks then usual as there is the potential for removal coming out of nowhere.
Some specific cards I think are worth mentioning
Metamorph: amazing every time I used it. The versatility it allows for in every deck is just so nice.
Forced Worship: this card went down in my opinion after playing it. It is nice that it removes large threats from combat, but it just means you now have to find a way around them defending
Trespassing Souleater: is very good, and I'd say this sets neurok spy. The ability is only really going to be used when it can't get in normally, and any equipment on it just makes it better.
Artillerize: gives quite a few options to use up cards with charge counters on them that ran out, as well as providing that extra umph in terms of damage to end games.
Splicers: were very good in my opinion as they helped with metal craft, and the golems were generally beefy enough to handle most creatures. Multiples, and different types work extremely well together
Got 4 packs in prizes picking up the blue chancellor, the white 3 mana golem maker, a life's finale, and a torpor orb. So a very nice pull with a deep pool that I wonder what other decks you guys can come up with.