Monday, June 29, 2009

Waiting for Godot: ACR #3 – 84 – Rounds 2 & 3

R2G1

I win the toss and pull seven on the play:

image Wow, even the presence of the (Hellkite Hatchling) can't wreck my love of this grip. Villain mulls to six, and we're off.

T2 I rip an (Infest) and drop the (Putrid Leech). He answers with a (Vedalken Outlander), which is annoying, but it should die to (Infest) at some point.

I hit for 4 and summon the (Sprouting Thrinax) as planned, having drawn (Suicidal Charge). He matches my Jundatron with Espertron on T3 and makes a (Frontline Sage) with it. I draw (Dark Temper), swing for another 4 with the leech and pass.

He loots away a (Jhessian Zombie), plays a second Island and passes with Esper mana up. He mulliganed, so it's possible he simply has no play, but my radar is up for (Ethersworn Shieldmage) or (Soul Manipulation).

I rip the second Swamp and drop it into play. What's your plan for the turn with the board below?

image

The play is to swing with the leech and see what happens. If he does nothing, I can pump then (Infest) without fear of (Soul Manipulation). If he has (Ethersworn Shieldmage), I will lose the leech, but will still get a 3:2 with a post combat (Infest).

In actuality, I swing in, he declines to block, I pump the leech and...pass the turn. This is pure (Infest) greed. I have a 2:1. (Soul Manipulation) can't stop it. His board would be empty, my board would have (Putrid Leech) and (Sprouting Thrinax) with (Goblin Deathraiders) and (Dark Temper) in hand! Why is 2:1 not good enough for me, here? I might get a 3:1!

The lesson here: don't let sweeper greed keep you from doing the right thing at the right time because you want to gamble on something even more advantageous.

He cycles (Valley Rannet) for a Forest at EOT, drops a fifth land and (Oblivion Ring)s my leech and taps out for an (Armillary Sphere). My greedy dreams of him playing out something for even more of an (Infest) blowout are dashed.

I should be attacking into his empty board, dropping him to 5, and adding a Goblin Deathraiders to the team, ready to (Dark Temper) away any blockers for the win next turn. Instead, sweeper greed has left me with work to do:

image

With him at 8, the play is to Infest, swing for 1, and drop the deathraiders. Naturally, because I am trying to prove to the world that rating means nothing, I don't do this. I swing in, immediately ask myself what the hell I'm doing, get blocked, and then can't play the Infest unless I want to break the Thrinax.

All things considered, (Infest) is probably still the right play, but I cast (Suicidal Charge) instead, partially because of mistake shame. Anyone else guilty of mistake shame? Screwing up a play precombat, then screwing it up more postcombat because it disguises your first misplay? There ought to be a clinical term for that.

He cracks his sphere in his first main, so I sac the (Suicidal Charge) in response. I don't want him to loot with extra land in hand, and I want that (Vedalken Outlander) attacking and out of the way. He declines to loot in response, which is either a mistake or an indication of a blue spell in hand.

He has full domain with all but green up, and passes. I draw a pain-free (City of Brass) in (Exotic Orchard), swing for 3, then finally (Infest). He uses (Resounding Wave) to save his pro-red bear, and I play out the deathraiders.

He replays (Vedalken Outlanders) and adds (Esper Cormorants) to its side. I draw a Mountain and consider my options:

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I can either take out the Cormorants pre-combat with (Dark Temper), or wait until he blocks. Because of the trample, I think he'll put the Cormorants on the Deathraiders in an effort to prevent the most damage.

I attack in, and he does exactly that, allowing me to (Dark Temper) the (Esper Cormorants) and trample for the full three, leaving me with both creatures and him at 2 life.

To really rub in my mistakes, he finds a (Bull Cerodon) on top, swings me to 8, and laughs at my guys. Man, if I don't draw something, I may be forced to...play my (Hellkite Hatchling). How embarrassing.

Thankfully, I mise (Igneous Pouncer) and kill him with a far less humiliating creature.

image

So, to show off, I give him a few extra turns, then beat him anyway. That's so pro.

I'd really be making a great case for (Infest) in Alara-block drafting if I could find it within myself to play it correctly.

R2G2

Villain chooses to draw, looking for an extra card for more-reliable mana. I get these seven:

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No red sources, but a T1 (Noble Hierarch) into T2 (Pestilent Kathari) is enough action for me to take my chances with a keep.

Villain keeps as well and shows Island. I mise a Mountain and for a second think I have T2 (Sprouting Thrinax), but no, that (Noble Hierarch) is not, in fact, a (Birds of Paradise). I settle for the (Pestilent Kathari) and pass.

He plays a Forest and passes, which is great to see. Nothing warms my heart like an opponent with no T2 play in Alara. I pull a (Savage Lands) but play the Mountain to get down the thrinax while hitting for 2 with an exalted kathari.

He plays a Mountain for the turn-three...uh...Randatron, and passes. Smells like (Resounding Wave) based on last game, which would be fine with me. I draw (Putrid Leech) and send in the boys, and he does (Resounding Wave) my thrinax.

imageI replay it and pass, and he drops a second Island and passes. I'm happy to see him missing white.

I draw (Thunder-Thrash Elder) and swing into his untapped mana again. No response, he drops to 13. Playing the leech is obvious, but what about the TTE? Play him? If so, sacrificing what?

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I think standing pat is correct. I have 8 damage coming at him next turn, and if I pull a land, I can (Fiery Fall) any blocker he makes.

Granted, if I TTE and sac the (Noble Hierarch) and (Sprouting Thrinax), I'll have lethal damage on my next attack. I think that play is too aggressive, though, and needlessly overextends when I have a big advantage right now.

For once, I agree with the play I made in the game after the fact. Is anyone else going for the turn-six win, here?

He double-cycles at the end of my turn, and if he's digging that furiously, I don't think my choice is going to matter. He untaps, chats, "Bleh, no white" and concedes.

Off to the finals in an 8-4 train wreck played badly. There's no justice in Magic.

R3G1

I lose the roll and assess my seven for the draw:

image

Looks good, easy keep with full Jund mana and a (Sprouting Thrinax) by turn three. He plays a Swamp and passes, I draw (Noble Hierarch) and play (Savage Lands), he plays a Mountain and a T2 (Grixis Grimblade).

I pull a Forest and have to decide whether or not to play the (Noble Hierarch) given the (Infest) in hand.

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I don't have a compelling four-drop to accelerate to, but I also don't have the second black for the (Infest) yet. I think the play is to swampcycle now, (Sprouting Thrinax) T3, and T4 (Infest)/(Noble Heirarch) if he plays even one more creature with two toughness.

In actuality, I play the (Noble Hierarch), but I had a reason. My deck is not great and is likely an underdog to an unknown 2-0 deck. I felt like if I showed him (Noble Hierarch) and (Sprouting Thrinax) to open the game, he might accept a split.

He cycles (Architects of Will), hits me for two, plays an Island for Grixatron, and passes.

I draw (Thunder-Thrash Elder), play Forest and (Sprouting Thrinax), and offer the split. He decilnes. Well, he ignores. OK, be that way! I'll kick your ass! Noble swings for one, and Villain is up.

He plays (Kederekt Creeper), which is a bummer at three toughness. I take three from the (Grixis Grimblade), he misses his land drop and passes. I draw my favorite bloodsucker and plot how to beat this guy with this board and hand:

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No matter what, we make the obvious attack with (Sprouting Thrinax). Eventually we want to make a big (Thunder-Thrash Elder) and then (Infest). That play is no good if he still has the (Kederekt Creeper), though, so we we'll take any reasonable trade for it. He declines to block.

(Putrid Leech) or (Kathari Bomber)?

I maximize my mana and cast the bomber, because a 1/1 token will be a big help trading for the creeper and eventually making a big (Thunder-Thrash Elder).

He hits with the (Kederekt Creeper) and plays (Parasitic Strix) for the four-point swing, but fails to produce his fourth land.

I get a forest and have TTE-(Infest) mana, but still need to kill the creeper, so I make two tokens with an exalted (Kathari Bomber) to set up the trade, and play the leech.

He cracks with the (Parasitic Strix) and the (Kederekt Creeper), and I block with (Sprouting Thrinax) and a goblin token, leaving me with four 1/1s and a (Kederect Creeper)-free board. He adds another (Parasitic Strix) for me to annihilate next turn.

Attack before (Infest)? With which guys?

image

His (Grixis Grimblade) is mortal again and he's got a big life lead and flyers. I think if I swing with everything but the (Noble Hierarch), he'll only block a token. I'm wrong.

image

Makes sense, he knows I have to activate the leech to save it, and he's happy to have me at 5 with his flyers, so much so that he doesn't even put the strix in harm's way to take out a token. My leech hits the graveyard and I make a 16/16 (Thunder-Thrash Elder) before (Infest)ing away his team.

image Another 16/16, two in two drafts!

He finally draws his fourth land and makes a (Grixis Sojourners), but (Bituminous Blast) clears the way for the win.

R3G2

I have these seven on the draw:

image

No green, but I have (Infest) and the mana for it, which is good enough to keep against this opponent. My first two draws are (Thunder-Thrash Elder) and (Kathari Bomber), so I can roll the dice on another big TTE even if I don't draw green, now.

He plays a (Kathari Screecher) off two Islands and a Swamp, and I draw a Forest to lay the turn-three (Sprouting Thrinax). He swings with the screecher and finds a Mountain, but doesn't make a play. He obviously has an instant, but I'm happy to have him kill the (Sprouting Thrinax) or counter/kill the (Kathari Bomber), so he can do his worst.

His worst is an end-of-turn (Drag Down) on the bomber, which is fine with me. He adds a (Parasitic Strix) leaving UB up, and I mentally tally another victim of my future (Infest). In the meantime, I untap and can play the (Rakeclaw Gargantuan) or unearth the (Kathari Bomber). What’s the play?

image

The only relevant spell he could have is (Agony Warp). If he has it and I unearth, he could split a potential (Agony Warp) to kill both my guys, but that leaves me with three 1/1s and the (Thunder-Thrash Elder)/(Infest) play off any land, which is pretty good for a worst-case scenario. I swing in.

He takes it, goes to 12 and I make two 1/1s. I'm in good shape—great shape if he can't muster anything with more than two toughness. He can't, untapping and summoning a (Sewn-Eye Drake). He gets in for 7, but a blowout is around the corner if I can draw any land.

I mise the Plains, swing for 5, make a 7/7 (Thunder-Thrash Elder) and crush his dreams.

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He concedes after drawing, and I consider myself extremely lucky to take down 8 packs after a rough draft and some. These are the drafts I try to remember when I draft a monster and screw, flood, or mulligan out in the first round.

I didn't notice any scenarios in which M10 combat rules would have affected player choices or outcome, despite the presence of bounce spells in the games. Let me know if you think I missed one.

Waiting for Godot: ACR #3 – 84 – Round 1

R1G1

I lose the flip and check my seven on the draw:

image

This is an awkward opener. My hope was to hit my mana and avoid my worst cards—this hand nails the former and fails the latter. It contains three of the bottom-rung cards in my deck, one of which I can’t cast yet, but it tempts me with the turn-three Jundatron, a creature, and removal. I don’t like it, but I can't bring myself to ship it, either.

It drives the draft home, though: I'm splashing a (Paragon of the Amesha). This thing went off the rails somewhere.

From You Might Have a Train Wreck If... (in your best Jeff Foxworthy). "If your white splash includes a (Paragon of the Amesha) that you can't realistically activate...you might have a train wreck."

First action is on my T3 when he counters my (Pestilent Kathari) with (Lapse of Certainty), then untaps for a T4 (Messenger Falcon).

I replay the (Pestilent Kathari) on my turn over (Dark Temper). I've drawn land, a borderpost, and the next-worst (Hellkite Hatchling). He gets in an extra point with a main-phase (Leonin Amorguard) to buff his falcon, and I'm in a tight spot straight away.

I pull a (Rhox Brute) on T5 which gives me some hope, but now I face a choice: play out the (Rhox Brute) or leave (Pestilent Kathari) activation mana up?

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I passed the turn. The critical piece that led to this choice was the (Dark Temper). With instant-speed removal as a response, a couple of good things can happen: ideally, the threat of the kathari holds off his attack, he casts a great creature, and I (Dark Temper) it. Alternately, he could opt to use removal on the (Pestilent Kathari), which I can respond to with (Dark Temper).

A (Pestilent Kathari) drawing out removal is a good result in general, but it's a fantastic result when you have something else to do with the activation mana. You’ve traded your late pick for their early pick and you've wasted no mana. If I don't have the (Dark Temper) here, I swing for one and play the (Rhox Brute) to ensure good tempo.

He untaps, plays a land, and (Resounding Thunder)s my (Pestilent Kathari). (Pestilent Kathari) ties up too much mana to be a great, but at its best, your opponent has to spend quality removal on it in order to accomplish anything. Frequently, you have no way to utilize the mana you were saving for his ability, and that's when (Pestilent Kathari) justifies its 11th-pick status.

We are going to respond with (Dark Temper), but on which creature? The evasive 2-power, or the non-evasive 3-power?

image

I chose the (Leonin Armorguard), but this seems incorrect unless I’m fairly certain he has removal for the (Rhox Brute). My thinking was that I'd eventually cast the (Hellkite Hatchling) with devour to deal with the (Messenger Falcons), but I have the (Rhox Brute) to deal with the (Leonin Armorguard) right now. If he doesn't have an answer, the (Messenger Falcons) will do far more damage than the (Leonin Armorguard). As it stands, the (Rhox Brute) will be staring up at the flacons hitting me for 2 each turn.

Honestly, part of what affected my decision was the psychological impact of using good removal on cantrip creatures. It feels like burning money, no matter what set. Ever (Tarfire) a (Mulldrifter)? Physically painful. The board is the board, though; it doesn't matter what else the permanent that's killing you has done, deal with it!

He casts (Cylian Sunsinger) post combat, which is pretty grim for me. I need to draw help or set up a desperation double block. Instead of help, I draw a (Thunder-Thrash Elder) to showcase how badly this deck whiffs when I mostly draw the bottom end of it.

imageHe untaps and attacks. I can’t chump yet; I let it through, and he pumps the (Cylian Sunsinger) twice to hit me for 10. I'm at 5 life, draw a Forest, and pass rather than play my (Hellkite Hatchling) and give him vital extra information. About what a total donk I am. He (Soul's Fire)s me before combat for the win.

R1G2

I swap in the (Spore Burst) for the (Maniacal Rage) and am greeted with these on the play:

image

I hate to mulligan with this deck, especially on the play, but I can't keep this. The (Paragon of the Amesha) is an albatross around my neck. Paragon of the Virtual Six is more like it. Perhaps I should be cutting the knight for (Spore Burst) instead of the (Maniacal Rage).

image Much better. With Villain in Naya, we can even cast the walking mulligan with this hand, and if there's a better T2 on the play in Alara draft than (Putrid Leech), please make your case in the comments.

I draw into (Sprouting Thrinax), and drop the leech on T2. He has a Forest and a Plains but no play, which means he is going to fall way behind without a (Path to Exile). I draw (Igneous Pouncer), swing for 4, and drop the (Sprouting Thrinax).

Villain hits Nayatron and passes the turn without a play. I pull a Mountain and hastily play it, regretting it instantly. The (Exotic Orchard) enables my only play in the (Paragon of the Amesha), so I feel like I've given my opponent a Timewalk. I need to play out the rest of the turn correctly at least. What's your plan with this board? Attack with both, yes, but pump the leech for maximum damage?

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The no-play from Villain is extremely suspicious. We've seen (Resounding Thunder), and that feels like the setup here. The play is to attack without pumping the leech. If he doesn't have removal and we've played around nothing, fine; he's at 11 having not played a spell yet. If he does have removal and I pump the leech, he is immediately back in this game when he takes it out in response.

It may be just as well I biffed the land play. If I play the (Paragon of the Amesha), he has a good target for his burn. In the same way I hated using removal on his (Messenger Falcon), he probably can't bring himself to thunder the (Sprouting Thrinax), whether it would be correct or not.

He untaps and drops a (Rhox Brute), and I hope to pull something good while he's tapped out. I rip (Spore Burst) and, ironically, I wish it were a (Maniacal Rage). With Villain this far back on my heels, the (Spore Burst) doesn't stink, though.

What's your plan for the turn given the board below?

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The (Spore Burst) is actually pretty good for us if he has (Resounding Thunder). The play is to swing with both and cast the (Spore Burst) regardless of his block. Either he trades with the leech, takes 7, or takes 4 and makes three 1/1s. Those are all great results, and then we add three more threats to the table.

I make another mistake and hold the (Sprouting Thrinax) back, instinctively wanting to keep my thrinax alive. In actuality, I want the (Rhox Brute) to break him into pieces; there's no good reason to hold him back unless he has (Volcanic Fallout) and a second red source by his next main phase.

I'm still in a strong position, but I make another error and drop the (Paragon of the Amesha) instead of casting the (Spore Burst). Part of this was thinking about how I should have had the paragon out last turn, and trying to fix it here. With the correct plays this turn, I would have a (Putrid Leech) and six 1/1s with an opponent at 7 life—almost insurmountable.

He plays a Mountain and passes with six cards in hand. I draw a (Hellkite Hatchling), swing with the team, and he blocks the (Paragon of the Amesha). Pump (Putrid Leech) for the win?

imageIf I pump the leech he'll be looking at lethal damage, but I can’t believe the leeches would live to see 4/4 given five mana and six cards. I'm content to hit him for 5 if he doesn't want to pull the trigger on his removal.

He makes no play, so either I'm playing around nothing, or he just can't see a way to win if he takes out my thrinax. I make tokens, he untaps and taps out for a couple of chumps, but it's not enough to stop my swarm.

I made some misplays in this game, but the hand was strong enough for it not to matter. I’d be curious to see his hand. What was I playing around? If it was truly nothing, it didn’t matter, I was going to win handily if he had nothing.

R1G3

I find another strong seven:

image

Go go T2 leech!

He summons a T1 (Wild Nacatl), I drop (Savage Lands), he plays (Cylian Sunsinger) off a Plains and hits me for 2. The leech will be vital to combating his hot start, especially if he hits T3 Nayatron.

I drop the leech, and he does have the Mountain for the(Wild Nacatl) buff and (Cylian Sunsinger) activation threat. He doesn't swing with the (Wild Nacatl), which suggests he has no burn or pump. If he's holding (Magma Spray) or (Resounding Thunder), he has a free attack with the 3/3.

Post combat he brings out a borderpost and a (Stun Sniper), and the leech I was so excited about initially suddenly looks meek. This would be a great spot for an (Infest) to bring us closer to even again.

I don't pull the (Infest), but I do find a (Dark Temper). What's the play on this board?

image

That (Stun Sniper) is a huge pain, but if I take it out, I just end up taking five a turn from the (Cylian Sunsinger). The other option is to bait a sunsinger pump and then take it out in response, dealing with the creature the leech can't and using up his turn in the process.

The problem with that play is that it leaves me unable to cast (Goblin Deathraiders) until I can deal with the (Stun Sniper). If I can find an answer for the sniper or another body, I should be in decent shape, though, and I think that's what to play for in this spot.

It goes as planned; he taps my leech, swings and pumps, and I take out the sunsinger as he drops me to 13 with the (Wild Nacatl).

I rip (Infest) off the top, and looking at it now, the play here seems clear:

image

Go to 11 to pump the leech, and take out the (Stun Sniper) with (Infest). I have solid options for the next couple turns, and should play to them.

Instead I get cute, stubborn, and greedy and pass the turn, willing to take 3 damage for a shot at a 2:1 with the (Infest) instead of trading it for the (Stun Sniper). Mistake? I think so. The risk would be more justified if I had a Swamp or a Mountain instead of the Plains, then I could at least count on (Infest) into (Goblin Deathraiders) next turn.

The greedy play could work out, but I'll feel awfully stupid if he hits me for three and then plays something that doesn't die to (Infest).

In an interesting play on his part, he doesn't tap my leech; he swings in with the Wild Nacatl and offers the trade. Accept?

imageI feel I should trade my leech for the trap, so I block, pump, and wait for it. He has (Gleam of Resistance), and I begin plotting for life without my leech. The plot should have started with cycling the (Ridge Rannet) to double my chances at a black or red source to enable the (Infest)/(Goblin Deathbringers) play, but I decide that the 6/4 for 7 side of the rannet is somehow my golden ticket.

In lieu of playing well, I decide to be lucky instead, ripping (Bituminous Blast).

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I manage not to get cute, and I cast the blast targeting the Wild Nacatl while he's tapped out. Sadly, it flips a (Pestilent Kathari), which will at least distract the (Stun Sniper) for a turn.

You know, that same (Stun Sniper) that would be dead right now if I play the (Infest) correctly two turns ago.

Instead, on his sixth turn he casts (Beacon Behemoth) and takes out the kathari. I draw a Mountain, and can either Infest and then play the (Goblin Deathraiders) to trade with the behemoth, or drop the (Cavern Thoctar).

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I decide to maximize mana and play the Thoctar, despite knowing he can tap it down and swing for 5. My theory is that I can stabilize right after that at 6 life, but this again feels like the wrong play in the rear-view mirror, putting too much emphasis on maximizing mana. My immediate goal is to kill the sniper and trade with the behemoth, something perfectly set up with an Infest/Deathraiders play.

Instead, he draws into (Demonspine Whip), plays a land, taps my 5/5, equips, pumps, and hits me for 8, leaving me at 3 life. I appear determined to find a way to lose this match.

Unfortunately for Villain, my deck won't let me, feeding me a (Crystallization) to deal with the (Beacon Behemoth) and finally, at long last, three turns later than I should have, I (Infest) away the (Stun Sniper).

After I attack, of course. I manage not to screw that up.

He makes no play on his turn, while I pull another land to reach (Ridge Rannet) mana. I knock him down to 10 and drop the 6/4, giving him a one-turn clock.

He finds (Vagrant Plowbeasts) and I'm thinking I'm in trouble again, but he taps out to do it and has to trade with the (Cavern Thoctar) next turn.

imageAfter I knock him to 4 and play out the Deathraiders, he chats "Let's see how I topdeck. Stupid (Crystallization)."

He untaps, whiffs, and shows me what he was talking about by casting (Soul's Fire), but the behemoth is exiled (see what I did there?) in response.

I win despite all my best efforts to throw game three. Better lucky than good? Sheesh. Here's the sick part: I really thought my review of this match was going to show how my solid play overcame a train-wreck draft. Instead, the review shows my train-wreck play failing to fail because I'm a lucksack. Humbling.

Self delusion was easier when replays were busted and I wasn't writing walkthroughs.

Waiting for Godot: ACR #3 – 84 - Draft

WaitingForGodotSmall Given my goal of as much limited Magic as I can play for as little investment as possible, my preference is for Swiss queues. If the Swiss is far from filling and the 8-4 is on the verge, though, I'll play in the other 12-pack format.

That's the case when I head in for my third ACR draft. The Swiss is near-empty, and the 8-4 sat at 7, as did the 4322. I take the higher risk for the higher payout, and insta-fire the 84 upon entering.

As it often happens, the draft capture didn't snag my first pick. Perhaps it happens when you are the 8th in, and it starts immediately? I'll have to keep an eye on this.

 

My Pick:

I don't remember the details of the first pack, other than it being underpowered and a spot for a first-pick triland, particularly in a comfort shard of mine after two weeks of storming RRR queues with aggro Jund decks.

Pack 1 pick 2:

My Pick:

(Infest) gets a pretty bum rap in a format where some of the best decks just roll over to a weenie sweeper. Part of the problem, it goes, is that one of the decks that rolls over to (Infest) is the deck that can cast it. This is true, but it's still mass removal, and when you are the one deciding when to pull the trigger, it can still win you games.

Pack 1 pick 3:

My Pick:

I'm continuing to overvalue trilands a bit right now, but there are worse things to overvalue. I would have passed on any triland without black for the (Hissing Iguanar), but I'm OK with having multiple base-black options after this pick.

Pack 1 pick 4:

My Pick:

This was an important crossroads for my draft. (Fatestitcher), (Sprouting Thrinax) and (Hell's Thunder) are the considerations. Fatestitcher may be the best card of the three, but it's the worst with (Infest). (Hell's Thunder) puts me on a very black/red path and works well with Infest, but the thrinax does as well, and it's a comfortable pick for me, so I take it.

Pack 1 pick 5:

My Pick:

Sure! Two (Infest)s by pick five is something I can build around.

Pack 1 pick 6:

My Pick:

My thinking in the moment was the (Arcane Sanctum) made the potential for an easy white splash by the end of the draft worth the loss of a (Cavern Thoctar) to take the superior (Rakeclaw Gargantuan). It’s not terrible reasoning, but since my main color is black with double (Infest), the rakeclaw is stretching pretty far, while the (Cavern Thoctar) is on plan, on shard, and was the safer pick here.

Pack 1 pick 7:

My Pick:

I don't have a (Rakeclaw Gargantuan) clouding my judgement on this pick.

Pack 1 pick 8:

My Pick:

This is a perfect example of a guy that black decks want that doesn't like (Infest), but really, his job is to hit for 3 or 6 before trading with a creature or single-use removal (ideal) or becoming useless or dead in the face of first strike, 1/1 tokens, or pingers. If (Infest) clears him away after he's done his job, it's no big tragedy, and sometimes he can come in on turn five or six after an Infest to deal some damage.

Pack 1 pick 9:

My Pick:

No contest. This was the pack I opened.

Pack 1 pick 10:

My Pick:

I am not a fan of devour despite being a fan of Jund, because I am also a fan of winning consistently. However, it's a mechanic that has some synergy with (Infest) when the pieces come together. Dropping (Thunder-Thrash Elder) on turn six, devouring my one- and two-toughness men and then (Infest)ing a vulnerable opponent is a solid play. Hopefully after drawing out their removal.

Unfortunately, that's it for Shards playables; I didn't even counterdraft any playables from here.

Pack 2 pick 1:

My Pick:

The easy money pick, and actually playable-but-not-great as a (Llanowar Elves) with exalted in my deck. Without ticket considerations I would take the (Drag Down) since I was trying to be more black-red than black-green, and (Noble Hierarch) likes a turn-one Forest.

Pack 2 pick 2:

My Pick:

Once I add Reborn goodies to the pile, this should be a (Terminate) more often than not. I expect the (Suicidal Charge) to table, and I will run one of them more happily than I would in most decks because of the potential here for (Infest) augmentation.

Pack 2 pick 3:

My Pick:

This was a borderline rare draft for me. That three-to-four-ticket range is right on the edge when there's a great spell for my deck to be had. (Drag Down) is again the pick without money considerations, but I have just about paid for the draft now, and will live with the results.

Pack 2 pick 4:

My Pick:

Pretty straightforward to snag the flexible removal/fixer when red is a core color.

Pack 2 pick 5:

My Pick:

(Suicidal Charge) works very well with (Infest) as noted, but I felt certain the pack-two (Suicidal Charge) would table. I know I have the (Fiery Fall) and the Esper triland to help support a possible white splash, which contributed to the decision. This just isn’t a very good pack for me.

Pack 2 pick 6:

My Pick:

Um, goes well with (Infest)? Not really. (Gluttonous Slime) feels clearly superior in hindsight. I dismissed (Kederekt Parasite) for being basically non-interactive after turn two and for being dead after (Infest). I'd take (Gluttonous Slime) on a do-over.

Pack 2 pick 7:

My Pick:

A pretty lousy card, but I'm developing a minor devour theme [/me throws up a little in his mouth], so I pass another (Suicidal Charge) for it.

Pack 2 pick 8:

My Pick:

A counterdraft with no playables in the pack.

Pack 2 pick 9:

My Pick:

While annoying to see a (Sludge Strider) 9th when you aren't in Esper, I should have taken the weak (Nacatl Outlanders) that at least has some chance of making my deck.

Pack 2 pick 10:

My Pick:

Yep, there it is. (Voices of the Void) was secret killer tech in triple Conflux drafting, but not here.

Pack 2 pick 11:

My Pick:

Not great because of the threat-of-activation mana it demands, but (Pestilent Kathari) is surprisingly annoying for decks with big guys and no pingers. If you have time to set it up, it can actually draw out top-shelf removal, which isn't bad for 11th pick when you are low on playables.

Pack 2 pick 12:

My Pick:

It does make its wearer immune to (Infest), but that doesn't make it good.

Pack 2 pick 13:

My Pick:

If I play two of these, something has gone horribly wrong. Heck, if I play one, it can't possibly be a draft to brag about.

Pack 3 pick 1:

My Pick:

This deck doesn't pass a (Terminate) for much, but the incredible, game-swinging (Bituminous Blast) is certainly one of them.

Pack 3 pick 2:

My Pick:

(Mage Slayer) is slow and risky, and belongs in fattie-drenched Naya for the rewards to be worth that risk. (Demonspine Whip) is playable but not exciting, so I basically commit to a white splash over taking the (Monstrous Carabid). I'm clearly sacrificing consistency for power with this pick, but given my playable count, I will likely be forced to play (Rakeclaw Gargantuan) and (Paragon of the Amesha) as it is, so I might as well take a white card worth splashing for.

Pack 3 pick 3:

My Pick:

The (Infest)-friendly (Rhox Brute) is the clear pick over the one-toughness flyer.

Pack 3 pick 4:

My Pick:

I'm hoping to see multiple (Putrid Leech)es in this pack, as it's a close-to-ideal two drop for me.

Pack 3 pick 5:

My Pick:

I didn't have the guts to try (Necromancer's Covenant), especially when it involved pushing a white splash even farther. I'm generally resistent to taking a chance on untested rares that aren't obvious bombs, especially ones that four other players passed. Would I like this card if, for the same cost, it said, "Put three black 2/2 zombie tokens with lifelink into play?" I probably would.

Pack 3 pick 6:

My Pick:

On color, cycles, survives (Infest), and can be a two-for-one.

Pack 3 pick 7:

My Pick:

The obvious pick, and I'm relieved to add more fixing.

Pack 3 pick 8:

 

My Pick:

The late (Ethersworn Shieldmage) combined with those late Esper cards in Conflux suggest there's only one Esper drafter at the table. Maybe I should jump into it. It probably wouldn't hurt my deck quality all that much at this point.

Pack 3 pick 9:

My Pick:

Since it appears I will be playing at least one or two devour creatures, I'm happy to pick up a (Kathari Bomber).

Pack 3 pick 10:

My Pick:

I rare draft in wonderment at the Esper deck I could have had.

Pack 3 pick 11:

My Pick:

Seriously? This is 84! I've counterdrafted so much Esper I might actually have a legitimate Esper build at this point.

Pack 3 pick 12:

My Pick:

This draft’s (Vedalken Heretic) makes it back to me. I close it out with (Etherwrought Page) and (Esper Sojourners). Not that those are great Esper cards, but the blatantly unpicked Epser cards make me want to take a look at the first pack again. Was there a crossroads where I could have ended up with a bonkers Esper deck if I’d read the signs?

Looking back, P1P4 (Sprouting Thrinax) over (Fatestitcher) is really where I turned hard into Jund. I don't think it was an incorrect pick at the time given the Infest, but if I take the Fatestitcher there, my next few picks would have actually been more Grixis than Esper anyway, so who knows. By the time strong Esper picks were showing up late in Conflux, it felt way too late to jump in.

Well, this is a bit of a train wreck, with many clear pick mistakes. The top half of my deck looks great, but the bottom half is a real pile. I make the best of it and submit the following deck:

In Editor

image

The manabase was tricky on this one. I’m obviously spread pretty thin, with black demanding a heavy commitment for the (Infest)s, the weakest (Noble Hierarch) you’ve ever seen wanting to hit the board early along with (Putrid Leech) and (Goblin Deathraiders), and there are more red symbols in my casting costs than any other. Oh yeah, and I’m splashing white.

I do have some solid fixing, though, and my submitted build provides seven sources of red, seven sources of black, seven sources of green, and two sources of white. The Fiery Fall gives an additional green, black, and white source if I have the red for the cycle, and the (Exotic Orchard) is going to help with at least a couple of my colors. The even demands on my Jund colors is a definite liability, but this is a solid base given that circumstance.

I’m going in to the games with tempered expectations. I have a lot of weak cards and a stretched mana base, but my top end is solid and the mana isn’t a disaster—I’ll make the best of it.