Ok so I know the basics with knowing whats in the set, what mana is open to see what plays are possible for my opponent, etc. Lately however, I've been running into a lot of tricks that could have been avoided. I try to play around things I've seen or use my opponent's play style to try and determine what they have. However, in KTK it seems that amount of thought put into what to play around has hurt me more than helped. I'm not sure if this is due to over-thinking, a string of bad luck, or something else. Has this been a common trend for others?
Also, any tips in general on how you determine what to play around would be very insightful.
I think we will soon experience the Dawn of a new Toolbox-Era, as this might seem more demanding but is also cheaper and way more versatile than Birthing Pod, you can even use Fuse cards to increase its tutoring range dramatically.
I really like the direction this build is going! Have you considered Dakra Mystic or Scavenging Ooze? Also, do the singleton triton tactics and boon of erebos make sense since they aren't tutorable?
This is the shell I've been toying around with. I think a sleep-type effect would be better than Supreme Verdict to keep your guys around but I'm not sure. Also, I really like the interaction between Kiora's Follower and Dakra Mystic :).
I think you're right on the P2P2 pick. However, at the time my thought process was a UG ramp deck really doesn't wants the invocation. I ended up not playing the unicorn anyways.
I was never able to cast Fated Retribution (only drew it once but was very far ahead at that point) so I can't comment on it. Oh and you forgot that the combo allows you to scry 2 if you do it main phase!
Pack 1 pick 1:
Satyr Wayfinder
Retraction Helix
Nyxborn Eidolon
Bolt of Keranos
Crypsis
Culling Mark
Loyal Pegasus
Grisly Transformation
Nyxborn Rollicker
Aspect of Hydra (FOIL)
--> Siren of the Fanged Coast
Stormcaller of Keranos
Meletis Astronomer
Temple of Malice
Island
I had never played the siren and I've heard good things about it. I think its the best card in the pack.
Pack 1 pick 2:
Hold at Bay
Marshmist Titan
Nyxborn Wolf
Floodtide Serpent
Rise to the Challenge
Griffin Dreamfinder
Karametra's Favor
Oreskos Sun Guide
Stratus Walk
Nullify
Thunder Brute
Dawn to Dusk
--> Fated Infatuation
Swamp
Just watched conley's draft with the fated infactuation + mnemonic wall "combo" he talked about and couldn't resist. I also didn't see too much else
Pack 1 pick 3:
Weight of the Underworld
Sphinx's Disciple
Warchanter of Mogis
Revoke Existence
Cyclops of One-Eyed Pass
Necrobite
--> Sudden Storm
Kragma Butcher
Aspect of Hydra
Mortal's Resolve
Pillar of War
Whims of the Fates
Forest
Again nothing wanting me to change colors and storm is a pretty good card.
Pack 1 pick 5:
Griffin Dreamfinder
Eye Gouge
Evanescent Intellect
Fearsome Temper
Hold at Bay
Setessan Starbreaker
Reckless Reveler
Snake of the Golden Grove
--> Nullify
Ragemonger
Mountain
Pack 1 pick 6:
Servant of Tymaret
Satyr Wayfinder
Pharagax Giant
Great Hart
Weight of the Underworld
Oreskos Sun Guide
--> Divination
Sunbond
Siren Song Lyre
Plains
Pack 1 pick 7:
Excoriate
Rise to the Challenge
Warchanter of Mogis
Forsaken Drifters
Nyxborn Rollicker
Karametra's Favor
Stratus Walk
--> Kiora's Follower
Mountain
Pack 1 pick 13:
Reckless Reveler
--> Snake of the Golden Grove
Mountain
Pack 1 pick 14:
--> Satyr Wayfinder
Plains
Pack 1 pick 15:
--> Mountain
------ THS ------
Pack 2 pick 1:
Nylea's Presence
Minotaur Skullcleaver
Nimbus Naiad
Two-Headed Cerberus
Time to Feed
Asphodel Wanderer
Breaching Hippocamp
Silent Artisan
Ray of Dissolution
Wavecrash Triton
Akroan Hoplite
Rescue from the Underworld
--> Thassa's Emissary
Whip of Erebos
Island
It was between the emissary and naiad. I think the emissary is a better card in a vacuum but wasn't sure what my deck wanted more at the time.
Ugh terrible pack. Should I have looked into another color here?
Pack 2 pick 3:
Sip of Hemlock
Bronze Sable
Messenger's Speed
Mnemonic Wall
Cavalry Pegasus
Last Breath
Scourgemark
--> Griptide
Disciple of Phenax
Voyage's End
Tormented Hero
Pharika's Mender
Forest
One griptide is good.
Pack 2 pick 4:
Prescient Chimera
Fleetfeather Sandals
Fade into Antiquity
Returned Centaur
--> Griptide
Commune with the Gods
Triton Shorethief
Cavern Lampad
Horizon Scholar
Anvilwrought Raptor
Dark Betrayal
Mountain
Two is better.
Pack 2 pick 5:
--> Nessian Courser
March of the Returned
Titan's Strength
Baleful Eidolon
Benthic Giant
Annul
Savage Surge
Disciple of Phenax
Flamecast Wheel
Shipwreck Singer
Swamp
I was bummed to see the shipwreck singer and was almost going to take it but I stuck with the UG plan instead.
Pack 2 pick 7:
March of the Returned
Dragon Mantle
Breaching Hippocamp
Spearpoint Oread
Boon of Erebos
Akroan Crusader
--> Sentry of the Underworld
Cutthroat Maneuver
Swamp
Pack 2 pick 8:
Battlewise Valor
Viper's Kiss
Returned Centaur
--> Observant Alseid
Boulderfall
Hunt the Hunter
Flamecast Wheel
Swamp
Hate at this point.
Pack 2 pick 9:
--> Nylea's Presence
Asphodel Wanderer
Breaching Hippocamp
Silent Artisan
Ray of Dissolution
Akroan Hoplite
Island
Pack 2 pick 12:
Fleetfeather Sandals
--> Commune with the Gods
Triton Shorethief
Mountain
Pack 2 pick 13:
March of the Returned
--> Flamecast Wheel
Swamp
Pack 2 pick 14:
--> Triton Shorethief
Island
Pack 2 pick 15:
--> Swamp
------ THS ------
Pack 3 pick 1:
Sip of Hemlock
Stymied Hopes
Ill-Tempered Cyclops
Yoked Ox
Baleful Eidolon
Annul
Wingsteed Rider
Wild Celebrants
Felhide Minotaur
Shredding Winds
Peak Eruption
Glare of Heresy
Fanatic of Mogis
--> Temple of Mystery
Forest
Another bad pack for me but at least there's an on color temple!
Pack 3 pick 2:
Omenspeaker
March of the Returned
Lightning Strike
Spark Jolt
Returned Phalanx
Coastline Chimera
Pharika's Cure
Defend the Hearth
--> Voyage's End
Setessan Battle Priest
Akroan Hoplite
Ordeal of Purphoros
Fanatic of Mogis
Plains
Sweet.
Pack 3 pick 3:
Viper's Kiss
Lightning Strike
Pheres-Band Centaurs
Coastline Chimera
Pharika's Cure
Defend the Hearth
Leonin Snarecaster
Priest of Iroas
Shredding Winds
Boon of Erebos
Stoneshock Giant
--> Celestial Archon
Forest
Uhh okay. I think with the presence and unicorn i might be able to splash it.
Pack 3 pick 4:
Demolish
--> Leafcrown Dryad
Gods Willing
Coastline Chimera
Rage of Purphoros
Satyr Hedonist
Read the Bones
Last Breath
Staunch-Hearted Warrior
Anvilwrought Raptor
Centaur Battlemaster
Island
Always good to pick up 1 or 2.
Pack 3 pick 5:
Minotaur Skullcleaver
Mnemonic Wall
Asphodel Wanderer
--> Voyaging Satyr
Titan's Strength
Lost in a Labyrinth (FOIL)
Wavecrash Triton
Traveler's Amulet
Horizon Chimera
Pharika's Mender
Mountain
Same with this guy.
Pack 3 pick 6:
Demolish
--> Leafcrown Dryad
Thassa's Bounty
Lost in a Labyrinth
Agent of Horizons
Fade into Antiquity
Traveler's Amulet
Vanquish the Foul
Evangel of Heliod
Island
Definitely getting rewarded in this pack.
Pack 3 pick 7:
Fleshmad Steed
Cavalry Pegasus
Blood-Toll Harpy
Breaching Hippocamp
--> Vulpine Goliath
Deathbellow Raider
Savage Surge
Prowler's Helm
Island
I'll post the deck and results in a little bit but I am really interested in what you guys think with the draft portion. I feel like a lot of the picks were very iffy and could have steered me in a completely different deck. I'm not sure if watching other drafts caused me to overvalue certain cards. Thanks in advance!
I ended up going 2-1 loosing in the finals to a super WU aggro deck that included double Yoked Ox lol. I was color screwed game 1 and flooded game 2 (drawing 10 lands out of 13 cards). The first 2 rounds were unexciting and fairly easy.
Better get good at writing very quickly :). Or you can go to game settings and check the box for "draft recorder". It will start recording future drafts in text files in your Magic Online folder. There you can copy and paste the contents to share here!
First off I want to give credit where credit is due. Inspiration for this deck came from here: http://www.twitch.tv/brainstormingaz (sorry I can't remember the guy's name for the life of me).
The idea is to drop a 1-drop turn one and either evolve or target turn 2 to allow cantripping turn 3. It can lead to some explosive first few turns while having a few mana sinks and cantripping to keep the gas going. The mana can be a little shaky sometimes but I really don't want to resort to guildgates if I can help it.
I have been experimenting with other creature and spell replacements and wanted to see if anyone had advice of how to continue to tune this deck.
As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.
Notice reveal as opposed to play. In Desperate Ritual's case, if you have the initial 2 mana you can gain 1 mana by revealing it when you play another arcane spell (pay 2, get 3).
Aye, it can be card disadvantage, but it does have possible advantages.
I see it as a great turn two play since you could cast it and untap the lands you used to cast it, then cipher it onto an experiment one/young wolf. Cast Strangeroot Geist with the untapped lands. Attack for four/three. Trigger Cipher, untap the lands you used to cast Geist. You now have two untapped lands to deal with whatever they are going to do on their turn.
It's something I am going to have to playtest at least since it seems that it can allow for this deck to be a bit more aggressive than it already can be. Plus, it might allow for replacing the guildmages with a Quirion Dryad since a low cost cipher spell might work in growing the Dryad.
I agree Quirion Dryad should be tested as long as you have enough blue and black spells to consistently "evolve" it. And one way to do that is with cipher, aka Hidden Strings. Being able to keep lands open keeps your opponent on their toes with all the available instant speed removal, counters, and flash creatures. On the other hand, in late game Hidden Strings becomes a feeling of dread to alpha strike your opponent.
Overall, I think Hidden Strings could be very powerful as a 2-3 of which could allow for other changes such as Quirion Dryad. Just got to test 'em out!
So I drafted an aggressive orzhorv deck the other day and picked up a pretty late Blind Obedience. Didn't end up running it but thought about it afterwards. Do you think this card could warrant a spot in an aggressive orzhorv/boros deck? It nullifies blockers for a turn while giving your deck reach with mana flood (in addition to any other extort cards you already have). If you think it is playable, when would you want to drop it? I don't think turn 2 would be very good. Maybe turn 5-6? Any comments would be awesome.
I believe sporks is referring to a 3 card for 3 card trade being better than a 2 card for 2 card trade. If that is the case, it is completely dependent on what else is in your hand. If you have a bomb follow up play then 3 for 3 is probably better as it gives your opponent less options.
For example, your opponent plays their last card that gives them 3 creatures on the field. You have 2 creatures on the board and then wrath causing a 3 for 3 trade. If the last card in your hand is bomb creature (Sphinx of the Chimes, Skyline Predator) or draw engine (Thoughtflare, Sphinx's Revelation) then that trade was better than a 2 for 2.
I agree with Phyrre completely. I would also like to add that azorious/uw fliers is a tempo deck which means curve is very important. You want to keep it low with the cheap evasive or detain creatures. The only high costing cards you want are ones that help push your guys through such as: Voidwielder, Isperia's Skywatch, Trostani's Judgment. Actually, I have found Knightly Valor to be excellent in making unfavorable blocks for your opponent or push through the last few points of damage.
But basically Phyrre hit the nail on the head - when azorious is open you'll get your fliers/detain creatures.
First off, greetings fellow RUG players. I've been relatively happy with my current build, and plan on taking it to the SCG tournament here in Fort Worth in the next couple of weeks. I'd really appreciate any and all feedback. Here's my list...which splashes black:
A few notes
-2 is the magic number when it comes Snapcaster, and Izzet Charm. Their synergy together is incredible, but the mana just isn't there to play more than 2 of either (there aren't enough cheap spells to cram more than 2 Snapcasters in a deck).
-on the black splash. I found it necessary IMO. When I tried playtesting straight RUG, it's been too easy for people to go over the top of me, so I decided to stick the Rift/Return mini-combo in there. They're both excellent on their own, and with Jace, you get there more than you'd think.
I'm not sure I like Niv-Mizzet. He's obviously an excellent card, but he doesn't seem to have a good home. Against aggro, he comes down too late. Against control, he gets countered or Sphere'ed. Against midrange he loses to Dreadbore and Selesnya Charm. The format may be slower, but it's still hostile to fatties.
Very sweet list. I tested a few games with it and it seemed to have all the answers to everything i played against. One card i was up in the air with was Blasphemous Act. A lot of the time people would play into it game 1 and then play around it games 2 and 3. Mizzium Mortars seems like a real contender for that spot because 4 damage seems like enough to kill most standard creatures,can double as spot removal and is probably a more reliable target for snapcaster. Just food for thought.
First off, it sounds like you have a real dilemma on your hands with the most expensive card from the set :p.
Secondly, the only way I could see jace being used is the -2. The potentially multiple mini Fact or Fictions is huge in limited. The + ability is pretty useless unless you are trying to get more card draw. His ultimate, while powerful, is probably too slow and in a 40 card deck the card draw will effectively provide the same effect.
As for blue, you can't lump "blue" into one archetype. RtR's "colors" are more like the 5 guilds. There are some good guides out there. Here is one http://manadeprived.com/men-from-modo-5-how-to-approach-return-to-ravnica/ but I'm sure there are more out there. Just reading posts on this forum should provide helpful.
Also, any tips in general on how you determine what to play around would be very insightful.
I really like the direction this build is going! Have you considered Dakra Mystic or Scavenging Ooze? Also, do the singleton triton tactics and boon of erebos make sense since they aren't tutorable?
4 Dakra Mystic
2 Elixir of Immortality
4 Sylvan Caryatid
4 Kiora's Follower
4 Druid's Deliverance
4 Azorius Charm
4 Supreme Verdict
4 Kiora, the Crashing Wave
3 Jace, Architect of Thought
This is the shell I've been toying around with. I think a sleep-type effect would be better than Supreme Verdict to keep your guys around but I'm not sure. Also, I really like the interaction between Kiora's Follower and Dakra Mystic :).
Let me know what you think!
I was never able to cast Fated Retribution (only drew it once but was very far ahead at that point) so I can't comment on it. Oh and you forgot that the combo allows you to scry 2 if you do it main phase!
Time: 3/7/2014 10:38:39 PM
Players:
j_juhl16
walkerdog
Bhagavan
namsupak
--> runwest
Wizaa22
Kennobi1
Stellar-s
------ BNG ------
Pack 1 pick 1:
Satyr Wayfinder
Retraction Helix
Nyxborn Eidolon
Bolt of Keranos
Crypsis
Culling Mark
Loyal Pegasus
Grisly Transformation
Nyxborn Rollicker
Aspect of Hydra (FOIL)
--> Siren of the Fanged Coast
Stormcaller of Keranos
Meletis Astronomer
Temple of Malice
Island
I had never played the siren and I've heard good things about it. I think its the best card in the pack.
Pack 1 pick 2:
Hold at Bay
Marshmist Titan
Nyxborn Wolf
Floodtide Serpent
Rise to the Challenge
Griffin Dreamfinder
Karametra's Favor
Oreskos Sun Guide
Stratus Walk
Nullify
Thunder Brute
Dawn to Dusk
--> Fated Infatuation
Swamp
Just watched conley's draft with the fated infactuation + mnemonic wall "combo" he talked about and couldn't resist. I also didn't see too much else
Pack 1 pick 3:
Weight of the Underworld
Sphinx's Disciple
Warchanter of Mogis
Revoke Existence
Cyclops of One-Eyed Pass
Necrobite
--> Sudden Storm
Kragma Butcher
Aspect of Hydra
Mortal's Resolve
Pillar of War
Whims of the Fates
Forest
Again nothing wanting me to change colors and storm is a pretty good card.
Pack 1 pick 4:
Forsaken Drifters
Excoriate
Scouring Sands
--> Chorus of the Tides
Felhide Brawler
Swordwise Centaur
Loyal Pegasus
Elite Skirmisher
Mortal's Resolve
Skyreaping
Graverobber Spider
Forest
Pack 1 pick 5:
Griffin Dreamfinder
Eye Gouge
Evanescent Intellect
Fearsome Temper
Hold at Bay
Setessan Starbreaker
Reckless Reveler
Snake of the Golden Grove
--> Nullify
Ragemonger
Mountain
Pack 1 pick 6:
Servant of Tymaret
Satyr Wayfinder
Pharagax Giant
Great Hart
Weight of the Underworld
Oreskos Sun Guide
--> Divination
Sunbond
Siren Song Lyre
Plains
Pack 1 pick 7:
Excoriate
Rise to the Challenge
Warchanter of Mogis
Forsaken Drifters
Nyxborn Rollicker
Karametra's Favor
Stratus Walk
--> Kiora's Follower
Mountain
I thought this was a pretty good signal.
Pack 1 pick 8:
Satyr Wayfinder
--> Crypsis
Culling Mark
Grisly Transformation
Nyxborn Rollicker
Sudden Storm
Peregrination
Plains
Pack 1 pick 9:
Satyr Wayfinder
Culling Mark
Grisly Transformation
Nyxborn Rollicker
Aspect of Hydra (FOIL)
--> Stormcaller of Keranos
Island
Pack 1 pick 10:
Hold at Bay
Marshmist Titan
Griffin Dreamfinder
--> Karametra's Favor
Dawn to Dusk
Swamp
Pack 1 pick 11:
Warchanter of Mogis
--> Cyclops of One-Eyed Pass
Aspect of Hydra
Whims of the Fates
Forest
Pack 1 pick 12:
Forsaken Drifters
Scouring Sands
--> Mortal's Resolve
Forest
Pack 1 pick 13:
Reckless Reveler
--> Snake of the Golden Grove
Mountain
Pack 1 pick 14:
--> Satyr Wayfinder
Plains
Pack 1 pick 15:
--> Mountain
------ THS ------
Pack 2 pick 1:
Nylea's Presence
Minotaur Skullcleaver
Nimbus Naiad
Two-Headed Cerberus
Time to Feed
Asphodel Wanderer
Breaching Hippocamp
Silent Artisan
Ray of Dissolution
Wavecrash Triton
Akroan Hoplite
Rescue from the Underworld
--> Thassa's Emissary
Whip of Erebos
Island
It was between the emissary and naiad. I think the emissary is a better card in a vacuum but wasn't sure what my deck wanted more at the time.
Pack 2 pick 2:
Demolish
Ephara's Warden
Fleshmad Steed
Satyr Hedonist
Satyr Rambler
Leonin Snarecaster
Feral Invocation
Fate Foretold
--> Opaline Unicorn
Ray of Dissolution
Artisan's Sorrow
Heliod's Emissary
Dauntless Onslaught
Island
Ugh terrible pack. Should I have looked into another color here?
Pack 2 pick 3:
Sip of Hemlock
Bronze Sable
Messenger's Speed
Mnemonic Wall
Cavalry Pegasus
Last Breath
Scourgemark
--> Griptide
Disciple of Phenax
Voyage's End
Tormented Hero
Pharika's Mender
Forest
One griptide is good.
Pack 2 pick 4:
Prescient Chimera
Fleetfeather Sandals
Fade into Antiquity
Returned Centaur
--> Griptide
Commune with the Gods
Triton Shorethief
Cavern Lampad
Horizon Scholar
Anvilwrought Raptor
Dark Betrayal
Mountain
Two is better.
Pack 2 pick 5:
--> Nessian Courser
March of the Returned
Titan's Strength
Baleful Eidolon
Benthic Giant
Annul
Savage Surge
Disciple of Phenax
Flamecast Wheel
Shipwreck Singer
Swamp
I was bummed to see the shipwreck singer and was almost going to take it but I stuck with the UG plan instead.
Pack 2 pick 6:
--> Nylea's Presence
Aqueous Form
Pheres-Band Centaurs (FOIL)
Vulpine Goliath
Yoked Ox
Baleful Eidolon
Triton Shorethief
Cavern Lampad
Decorated Griffin
Island
Pack 2 pick 7:
March of the Returned
Dragon Mantle
Breaching Hippocamp
Spearpoint Oread
Boon of Erebos
Akroan Crusader
--> Sentry of the Underworld
Cutthroat Maneuver
Swamp
Pack 2 pick 8:
Battlewise Valor
Viper's Kiss
Returned Centaur
--> Observant Alseid
Boulderfall
Hunt the Hunter
Flamecast Wheel
Swamp
Hate at this point.
Pack 2 pick 9:
--> Nylea's Presence
Asphodel Wanderer
Breaching Hippocamp
Silent Artisan
Ray of Dissolution
Akroan Hoplite
Island
Pack 2 pick 10:
Demolish
Ephara's Warden
Fleshmad Steed
--> Satyr Hedonist
Leonin Snarecaster
Island
Pack 2 pick 11:
Sip of Hemlock
Bronze Sable
--> Mnemonic Wall
Scourgemark
Forest
Hey the combo!
Pack 2 pick 12:
Fleetfeather Sandals
--> Commune with the Gods
Triton Shorethief
Mountain
Pack 2 pick 13:
March of the Returned
--> Flamecast Wheel
Swamp
Pack 2 pick 14:
--> Triton Shorethief
Island
Pack 2 pick 15:
--> Swamp
------ THS ------
Pack 3 pick 1:
Sip of Hemlock
Stymied Hopes
Ill-Tempered Cyclops
Yoked Ox
Baleful Eidolon
Annul
Wingsteed Rider
Wild Celebrants
Felhide Minotaur
Shredding Winds
Peak Eruption
Glare of Heresy
Fanatic of Mogis
--> Temple of Mystery
Forest
Another bad pack for me but at least there's an on color temple!
Pack 3 pick 2:
Omenspeaker
March of the Returned
Lightning Strike
Spark Jolt
Returned Phalanx
Coastline Chimera
Pharika's Cure
Defend the Hearth
--> Voyage's End
Setessan Battle Priest
Akroan Hoplite
Ordeal of Purphoros
Fanatic of Mogis
Plains
Sweet.
Pack 3 pick 3:
Viper's Kiss
Lightning Strike
Pheres-Band Centaurs
Coastline Chimera
Pharika's Cure
Defend the Hearth
Leonin Snarecaster
Priest of Iroas
Shredding Winds
Boon of Erebos
Stoneshock Giant
--> Celestial Archon
Forest
Uhh okay. I think with the presence and unicorn i might be able to splash it.
Pack 3 pick 4:
Demolish
--> Leafcrown Dryad
Gods Willing
Coastline Chimera
Rage of Purphoros
Satyr Hedonist
Read the Bones
Last Breath
Staunch-Hearted Warrior
Anvilwrought Raptor
Centaur Battlemaster
Island
Always good to pick up 1 or 2.
Pack 3 pick 5:
Minotaur Skullcleaver
Mnemonic Wall
Asphodel Wanderer
--> Voyaging Satyr
Titan's Strength
Lost in a Labyrinth (FOIL)
Wavecrash Triton
Traveler's Amulet
Horizon Chimera
Pharika's Mender
Mountain
Same with this guy.
Pack 3 pick 6:
Demolish
--> Leafcrown Dryad
Thassa's Bounty
Lost in a Labyrinth
Agent of Horizons
Fade into Antiquity
Traveler's Amulet
Vanquish the Foul
Evangel of Heliod
Island
Definitely getting rewarded in this pack.
Pack 3 pick 7:
Fleshmad Steed
Cavalry Pegasus
Blood-Toll Harpy
Breaching Hippocamp
--> Vulpine Goliath
Deathbellow Raider
Savage Surge
Prowler's Helm
Island
Pack 3 pick 8:
Loathsome Catoblepas
Nylea's Presence
Fleetfeather Sandals
Titan's Strength
Yoked Ox
--> Savage Surge
Chronicler of Heroes
Plains
Pack 3 pick 9:
Sip of Hemlock
Stymied Hopes
Annul
Felhide Minotaur
--> Shredding Winds
Peak Eruption
Forest
Pack 3 pick 10:
March of the Returned
Spark Jolt
Returned Phalanx
Defend the Hearth
--> Akroan Hoplite
Plains
Pack 3 pick 11:
Viper's Kiss
--> Pheres-Band Centaurs
Priest of Iroas
Boon of Erebos
Forest
Pack 3 pick 12:
Demolish
Satyr Hedonist
--> Anvilwrought Raptor
Island
Pack 3 pick 13:
Asphodel Wanderer
--> Traveler's Amulet
Mountain
More splash potential!
Pack 3 pick 14:
--> Demolish
Island
Pack 3 pick 15:
--> Island
I'll post the deck and results in a little bit but I am really interested in what you guys think with the draft portion. I feel like a lot of the picks were very iffy and could have steered me in a completely different deck. I'm not sure if watching other drafts caused me to overvalue certain cards. Thanks in advance!
EDIT
2 Leafcrown Dryad
1 Voyaging Satyr
1 Kiora's Follower
2 Nylea's Presence
1 Voyage's End
1 Nullify
1 Nessian Courser
1 Observant Alseid
1 Fated Infatuation
1 Divination
1 Chorus of the Tides
1 Sudden Storm
2 Griptide
1 Celestial Archon
1 Mnemonic Wall
1 Siren of the Fanged Coast
1 Snake of the Golden Grove
1 Plains
8 Forest
7 Island
1 Temple of Mystery
I ended up going 2-1 loosing in the finals to a super WU aggro deck that included double Yoked Ox lol. I was color screwed game 1 and flooded game 2 (drawing 10 lands out of 13 cards). The first 2 rounds were unexciting and fairly easy.
I added Voice and Advent of the Wurm and they seem to be helping a little. I want to continue to try Ajani but I'm not sure what to replace it with.
4 Experiment One
4 Fleecemane Lion
4 Scavenging Ooze
4 Loxodon Smiter
4 Chronicler of Heroes
4 Selesnya Charm
4 Warriors' Lesson
4 Ordeal of Heliod
6 Plains
4 Temple Garden
2 Mutavault
The core of the deck is the interaction between these cards:
I have been experimenting with other creature and spell replacements and wanted to see if anyone had advice of how to continue to tune this deck.
Other cards I've been looking at
2-drops:
Notice reveal as opposed to play. In Desperate Ritual's case, if you have the initial 2 mana you can gain 1 mana by revealing it when you play another arcane spell (pay 2, get 3).
I agree Quirion Dryad should be tested as long as you have enough blue and black spells to consistently "evolve" it. And one way to do that is with cipher, aka Hidden Strings. Being able to keep lands open keeps your opponent on their toes with all the available instant speed removal, counters, and flash creatures. On the other hand, in late game Hidden Strings becomes a feeling of dread to alpha strike your opponent.
Overall, I think Hidden Strings could be very powerful as a 2-3 of which could allow for other changes such as Quirion Dryad. Just got to test 'em out!
I believe sporks is referring to a 3 card for 3 card trade being better than a 2 card for 2 card trade. If that is the case, it is completely dependent on what else is in your hand. If you have a bomb follow up play then 3 for 3 is probably better as it gives your opponent less options.
For example, your opponent plays their last card that gives them 3 creatures on the field. You have 2 creatures on the board and then wrath causing a 3 for 3 trade. If the last card in your hand is bomb creature (Sphinx of the Chimes, Skyline Predator) or draw engine (Thoughtflare, Sphinx's Revelation) then that trade was better than a 2 for 2.
But basically Phyrre hit the nail on the head - when azorious is open you'll get your fliers/detain creatures.
Very sweet list. I tested a few games with it and it seemed to have all the answers to everything i played against. One card i was up in the air with was Blasphemous Act. A lot of the time people would play into it game 1 and then play around it games 2 and 3. Mizzium Mortars seems like a real contender for that spot because 4 damage seems like enough to kill most standard creatures,can double as spot removal and is probably a more reliable target for snapcaster. Just food for thought.
Secondly, the only way I could see jace being used is the -2. The potentially multiple mini Fact or Fictions is huge in limited. The + ability is pretty useless unless you are trying to get more card draw. His ultimate, while powerful, is probably too slow and in a 40 card deck the card draw will effectively provide the same effect.
As for blue, you can't lump "blue" into one archetype. RtR's "colors" are more like the 5 guilds. There are some good guides out there. Here is one http://manadeprived.com/men-from-modo-5-how-to-approach-return-to-ravnica/ but I'm sure there are more out there. Just reading posts on this forum should provide helpful.