Welcome back! Time to wrap up the draft I started last week. Check out the previous article for full details, but your executive summary is: after first-picking (Hideous End) and second-picking (Crypt Ripper), black dried up and I ended up with an aggressive red-white deck that was salvaged by 10 maindeck spells and two non-basic lands from the Worldwake pack.
| Creatures 1 Ruin Ghost 1 Shatterskull Giant 1 Emeria Angel 1 Goblin Bushwhacker 1 Fledgling Griffin 1 Steppe Lynx 1 Kor Sanctifiers 1 Kor Cartographer 2 Goblin Roughrider 1 Plated Geopede 1 Slavering Nulls 12 cards Other Spells 1 Searing Blaze 1 Adventuring Gear 1 Inferno Trap 1 Crusher Zendikon 1 Chain Reaction 1 Zektar Shrine Expedition 1 Marshal's Anthem 2 Spire Barrage 1 Hammer of Ruin 10 cards | Lands 1 Sejiri Steppe 1 Smoldering Spires 7 Plains 9 Mountain 18 cards Sideboard 1 Slaughter Cry 1 Ruinous Minotaur 1 Goblin War Paint 1 Shieldmate's Blessing 1 Unstable Footing 1 Narrow Escape 1 Magma Rift 1 Zektar Shrine Expedition 1 Nimbus Wings 2 Seismic Shudder 11 cards |
I won round one 2-1 against an aggressive black-red deck, but there were no replays to watch for my round-two opponent, who had a bye against the disconnect we had in the draft. The other two winning decks I saw in the replays looked fairly strong, so I was happy to be paired against the unknown.
R2G1
I win the roll and find a great starter.
If I weren’t going to draw any more cards, I’d save the (Sejiri Steppe) for turn three to give the (Slavering Nulls) protection from something and still cast the (Hammer of Ruin). Since I might draw into alternative plays for turn three, though, I play the (Sejiri Steppe) now. Villain has a Forest and an (Arbor Elf) to leapfrog past me in mana development. I draw (Plated Geopede), a nice upgrade to the (Slavering Nulls) I had initially planned for the turn. An Island comes down next to the Forest, giving me confidence that a turn-four (Emeria Angel) will stick. Before passing the turn, Villain casts a main-phase (Harrow), suggesting to me that I’m up against a novice player (or possibly William Spaniel sending false “novice player” tells).
I draw (Inferno Trap), play a Plains, attack for 3 (20 – 17), cast the (Slavering Nulls), and pass it back. Villain drops a land and taps out for five mana. I’m bracing for any number of groan-inducing five drops, but instead a (Seascape Aerialist) hits the battlefield, further bolstering my confidence in this game and match.
I draw (Spire Barrage) and shake my head at how marginal it is when shuffled together with anything fewer than 12 Mountains. If I were up against red, black, or white, I might cast and equip the (Hammer of Ruin) to bait removal for another turn, but there is no reason to hold back (Emeria Angel) against green-blue. I play a Plains and swing again with the geopede (20 – 14), then drop the angel before passing.
After another (Harrow), Villain produces a more intimidating five drop in (Territorial Baloth), but can’t send in the aerialist because of the 3/3 angel. This is a spot where a lot of players miss the easy bluff. If a 2/3 backed by untapped Forests swings into an Emeria Angel with a tapped-out controller, there will basically never be a block, and you will pick up two free points of damage.
As it is, I take back the turn with full health and pull a Plains, which which further mocks my (Spire Barrage). What’s your exact sequence of plays for this turn?
Normally I’d want to get the (Hammer of Ruin) on a flyer, but if I equip it to the geopede, it can attack through the 4/4. I don’t like the play of using (Inferno Trap) on the baloth because I still have 20 life, and if I play the Plains first and leave up a Mountain, I may be able to cast (Inferno Trap) for its trap cost before my next turn. I drop the Plains (which makes a bird token), cast and equip the hammer to the geopede, and swing for 8. Villain chumps the geopede with the aerialist and takes 3 (20 – 11).
The only play from Villain is a (Quest for Renewal), a card that seems as out of place in that deck as the (Seascape Aerialist). Between the aerialist in what appears to be an ally-light deck and a quest that is mostly unplayable, it’s official: I have to win this match or quit Magic forever. The baloth stays back on defense, and I take the turn back with the upper hand. I draw (Goblin Bushwhacker) and consider my options.
The fact that the baloth didn’t block the 5/3 (Plated Geopede) last attack despite a single Forest up suggests that (Groundswell) and (Primal Bellow) are not likely here, but now that two Forests are up, (Vines of Vastwood) is on my radar. I main-phase the (Inferno Trap) to draw it out if it’s there, and sure enough, I lose my trap, and Villain has an 8/8 with shroud for the turn. My flyers hit for 4 (20 – 7), and I pass.
A (Canopy Cover) on the baloth is not the play Villain needs to mount a comeback, and I’m a Mountain away from an alpha strike as I take the turn back. I pull a Plains instead, make another bird token with it, toss the hammer up to the active bird token, and hit for 6 (20 – 1). Villain draws nothing to contain my flyers, and I win on the next attack.
R2G2
I’m feeling pretty good about my chances from here. Based on deck quality and skill level, I feel about 75%-80% to win a given game in this matchup, and I only have to win one out of the next two. Here’s my opener on the draw:
(Burst Lightning) is so good. I know I don’t have it here, but Imagine this hand with a (Burst Lightning) instead of (Spire Barrage). Sigh. I’m wondering if the (Slaughter Cry) would have been the better play over one of the barrages. I need to draw into cards to abuse with (Ruin Ghost) for it to be great, but a keeper nonetheless. Villain has a turn-two (Oran-Rief Survivalist), and I have a couple of options after drawing a Mountain and (Steppe Lynx):
(Slavering Nulls) vs. (Steppe Lynx) is a surprisingly complex decision. In general you want to play your landfall creatures as early as possible, and that’s where my mind goes first. The lynx will only have power as long as I have landfall, whereas the (Slavering Nulls) has two power without any help. On the other hand, maximizing mana efficiency is a good habit that conflicts in this spot with the conventional wisdom of playing landfall creatures as early as possible.
I can assume that against (mana=g)(mana=u), my Ruin Ghost will survive, as will my attackers barring combat tricks. For starters, then, I can calculate which path has the most damage potential with my cards in hand.
If I play the lynx, next turn I will drop a land, swing for 2 (2), play the ghost, and pass. Then I will play a land, activate ghost, attack for 4 (6), play the Nulls, and pass. Then I will play land number five, activate ghost, and swing for 6 (12). That’s 12 damage total.
If I play the nulls, next turn I will play a Plains, swing for 2 (2), and cast both the lynx and the ghost. Then I will play a land, activate the ghost, and swing for 6 (10). If I draw into a playable spell, great, but if not, I pass. Then I play my fifth land, activate the ghost, and swing for another 6. That’s 16 damage total. Once you do the math, this is clearly the path with the most raw damage potential.
“Maximize mana” is my default stance on almost every play choice as well. First I look for the play that maximizes my mana, then I look for a better play that doesn’t. In this case, though, I let reflexive “play landfall creatures ASAP” thinking override my default stance without doing the math, and it led to a play mistake as I ran out the (Steppe Lynx) instead of the (Slavering Nulls). The confidence I felt against this opponent caused some of that math laziness as well. Against a tough opponent down a game, I’m probably going to work through the scenario a little more closely. Instead I basically shrug and make a play, confident that I’m likely to win regardless. “Playing down” like that is a terrible habit!
In any case, barring an unseen bomb, I am still in very good shape against blue-green with this draw, however misplayed. Speaking of misplays, Villain returns the favor by tapping all three Forests to make a (River Boa), leaving no regeneration mana for my next attack phase. I draw (Adventuring Gear) and immediately have another complex situation. Is the play here (Slavering Nulls) plus (Adventuring Gear), (Ruin Ghost) plus (Adventuring Gear), or cast and equip (Adventuring Gear) before playing a land?
The (River Boa) throws a monkey wrench into the decision. Since I won’t be connecting with the lynx again after this turn until I can take out that boa, I maximize damage by casting and equipping the gear now and hit for 4 (18 – 16).
Villain casts a (Khalni Heart Expedition) before dropping an Island. The survivalist cracks back for 2 (16 – 16), and the boa stays back on D as expected. I pull (Goblin Roughrider), but it doesn’t change the obvious play, which is to drop a fourth land, keep the boa honest with an attack, then cast the (Ruin Ghost) and the (Slavering Nulls). The boa blocks the cat and regenerates, and I tap my mana in the second main for my two creatures.
Except it’s not my second main, it’s my end step. *facepalm*
Like anyone who has played online with any regularity, I’m fairly paranoid about clicking through steps due to lack of lag patience or accidental double clutches on the left mouse button, but those frustrating online-only mistakes still happen. This one is particularly vexing, as failing to deploy my two creatures is a massive tempo setback. My (perceived) superior play skill was supposed to be my sure-thing advantage in this matchup, but I’ve made a bad play and a click-through this game to level the playing field a bit. Knowing my (Ruin Ghost) won’t die to removal when I finally get my act together and summon it keeps my confidence up as I pass the turn, my mana sadly unspent.
Villain has no land drop and no play besides hitting again with the survivalist (14 – 16), which has mixed implications. It smells like a trick, first of all, but it also means I’m bailed out a bit on my mistake, as a land and another threat or two would have been much worse for me than a possible trick. A major issue is that I need Villain to pass the turn with only one green mana up to be able to take out the boa with the (Spire Barrage) post combat. If I can kill the boa before a major flying threat comes down, I feel I should be able to race. I draw (Plated Geopede) and reassess my plans with this new tool.
The geopede is a great draw. Mana maximizing says to play a land and cast (Ruin Ghost) and (Goblin Roughrider), but maximizing the ghost says to cast the ghost and a third permanent to abuse with it, and hold the land back. Saving the land allows me to ensure double landfall,and if I happen to have a land on top, there is no difference between having five and six mana available next turn. If I have a spell on top, I’ll have five mana next turn regardless. Basically, there is no reason at all to play the Plains this turn unless you feel moving the (Adventuring Gear) onto the geopede is somehow important.
Similarly, there is also no reason to attack here. “Making Villain regenerate” is not a reason to turn (Vines of Vastwood) into removal, and I really don’t want to provide an outlet for that unspent mana. So pat yourself on the back if you decided to play the geopede and ghost with no attack and no land drop, because that is clearly the optimal play, and I sure as hell didn’t make it. I didn’t attack, but I did play out the land along with the ghost and ‘pede.
I’ve said this before, folks, and I’ll say it again: I frequently come into these replays with one perception of how I played, and leave with another. I remembered the click-through on turn four and was ready to face that one, but I didn’t recognize either of the other mistakes during the actual game. Finding these kinds of mistakes are the value (and when you are a detailed walkthrough writer, the shame) of revisiting games via replays. You probably have no idea how badly you actually play!
Villain has a (Soaring Seacliff) to send in the survivalist through the air (12 – 16), and follows it up with a (Snapping Creeper) post combat. What can we infer from Villain’s turn?
Either the (Soaring Seacliff) or the (Snapping Creeper) was in hand last turn since both came down this turn. It’s highly unlikely Villain left an enters-the-battlefield-tapped land in hand in the middle of an expedition, meaning the (Snapping Creeper) was held back. This further means that I’m almost certainly up against (Vines of Vastwood), and I should keep that in mind in the turns ahead. Happily, with only one Forest up, I should be able to take out the boa after next combat.
I draw (Crusher Zendikon), but nothing takes priority over the chance to kill the snake, so I swing in and blink a Plains, the geopede hitting for 3 (12 – 13) while the boa blocks the 4/5 lynx and regenerates. With the coast finally clear, I (Spire Barrage) the boa with the five-mana, sorcery-speed (Shock) and pass.
The survivalist does his tenth point of damage this game (10 – 13) while the creeper stays back, and a (Voyager Drake) comes down to put me on a two-turn clock, assuming the (Vines of Vastwood) read is correct. All the extra time I’ve given my opponent this game could come back to haunt me if I don’t find a way to either win or force the drake to chump or trade in the next two attacks. I rip a Mountain and see about making that happen.
This is such a cool, challenging board. If you breezed through this decision point and have skipped ahead to see what I did without coming up with your own plan, I challenge you to go back and work this one through before reading on.
The (Ruin Ghost) is pretty nutty in this spot, producing an extra 6 points of power and toughness. Ideally, I would cast the (Crusher Zendikon), equip it with the (Adventuring Gear), play a land, and activate the ghost, making an 8/6 hasty trampler and forcing Villain to chump with both blockers. Unfortunately, I need a land in hand that can pay for the (Ruin Ghost) activation to be able to make that play. Instead, I do the next-best thing, which is to make a 6/4 hasty trampler. I play the Mountain which double-pumps the lynx and single-pumps the geopede, cast the zendikon on a Plains, move the (Adventuring Gear) onto it, and attack in with a Plains and ghost at the ready. This play will leave me quite vulnerable to a counterattack, but even assuming the (Vines of Vastwood), it would only get me to 1.
The (Snapping Creeper) chumps the lynx and the rest go unblocked. I activate the (Ruin Ghost), put a mess of +2/+2s on the stack, and when it all resolves, I slam in for 11, putting Villain on life support at 10 – 2.
The last gasp is a (Horizon Drake) with the telltale double green up. I fail to draw a land, so with the anticipated (Vines of Vastwood) and blocking, Villain hangs on at 2, but with a crippled board, I hit for the kill on the following attack.
Mistakes almost gave me enough rope to hang myself this game, and if Villain had a (Groundswell) or a (Primal Bellow) to go along with that (Vines of Vastwood), I would have faced game three in what I felt should have been an easy match. Game two was an absolute clinic for the potential power of the (Ruin Ghost), though, as it ultimately saved me from my mistakes when it finally hit the battlefield. Time to tighten up and take it down!
R3G1
Thanks to six available games via replays, I have a near-complete decklist for my finals opponent:
I can see how a deck like this could make the finals based on small flyers equipped with (Trusty Machete) and (Basilisk Collar), but I like my chances If I can keep key fliers out of the air with my removal, or connect with the (Hammer of Ruin) against all that equipment.
I win the roll and start with a hot seven:
That’s an awfully strong first three turns regardless of what I draw. Villain keeps as well, and I drop the (Steppe Lynx) turn one, but the answer of Island, (Basilisk Collar) shatters my dreams of an unstoppable start. I draw (Spire Barrage), drop the Mountain and (Plated Geopede), then hit for 2 with the lynx (20 – 18) before passing. My hopes that the collar won’t have a target are in vain, but at least the turn-two (Welkin Tern) can’t block my landfallers. The race is on.
I pull (Smoldering Spires) and work out which land to play. What’s your choice?
(Smoldering Spires) on turn four should take care of any blocker besides (Calcite Snapper), ensuring that I’ll hit for 5 this turn and 7 next, which even a collared tern is going to have a hard time racing. To set up for that, the play here is the (Sejiri Steppe). From there I attack for 5 (20 – 13) and tap out for the (Slavering Nulls). Villain casts an unkicked Æther Figment and a (Blazing Torch) instead of equipping the collar, and sends the tern in for 2 (18 - 13).
I untap and draw a Mountain. What’s the best plan to win this race?
Since Villain clearly has equipment plans for the figment, there’s no way I’ll be blocked this turn, making the “spell” side of (Smoldering Spires) currently irrelevant. I could play it anyway so that I’m guaranteed to be able to cast (Spire Barrage) next turn, but I’m willing to put off casting the barrage for a turn for the chance to make relevant use of the spire’s ability to take out a blocker. I expect my geopede to die to the torch before my next attack, but if a relevant blocker comes down for the lynx and the nulls, waiting to play (Smoldering Spires) could be worth 4 points of damage. I play the Mountain, attack unblocked for 7 (18 – 6), and pass back the turn.
After playing an Island, Villain equips the torch to the figment and immediately takes out the (Plated Geopede). The (Welkin Tern) then dons the collar and attacks for a lifelinked 2 (16 – 8). I pull (Zektar Shrine Expedition), cast it, and drop the spires. It doesn’t force anything through that wouldn’t have connected otherwise, but it does pump the lynx to continue the pressure, and I hit for 4 (16 – 4).
In an odd play, Villain casts an unkicked (Kor Sanctifiers) despite my expedition on the table. With a blue mana left up, this is either a mistake or a telegraph of (Whiplash Trap), although there wasn’t one in the 21 spells I saw in the replays. The tern swings life totals again, putting the tally at 14 – 6. I take the turn back after no further play or land drop. My friend the (Ruin Ghost) is waiting on top, and I have an interesting decision with no profitable attack: clear the board now with (Chain Reaction), or cast the ghost and resume my aggression next turn?
With the (Sejiri Steppe) out, I may as well lead with the ghost here. I can blink the steppe before a (Chain Reaction) to ensure that my best creature lives, and with any land drop, I will be able to complete the (Zektar Shrine Expedition) with help from the ghost. I cast the ghost and pass.
Villain again has no land drop, but turns one of his Plains into a (Guardian Zendikon) before attacking all-out for 5 damage, 2 of it lifelinked (9 – 8). I pull a (Mountain). What’s your play?
There are two potential tricks to consider, (Shieldmate's Blessing) and (Veteran's Reflexes). Neither one showed up in Villain's replays, and neither one would be sufficient to stop a ghost-fuelled alpha strike, so if you said “win target game,” you are correct! The play here is to drop the Mountain, blink the (Smoldering Spires) to make the zendikon unable to block this turn, crack the now-completed expedition, and attack with a 4/5, a 2/1, and a 7/1 trample. I earn a concession as soon as my team hits the red zone.
Outracing a turn-one (Basilisk Collar) feels pretty good!
R3G2
I have an easy keep on my starting seven:
I’m particularly looking forward to sanctifying or hammering some serious ruin on any (Basilisk Collar)s that might threaten me this game. A few lands in the next several turns and I should be golden.
Villain opens on (Halimar Depths), and I draw (Chain Reaction). In an unsurprising development given the number of them I passed, Villain again has a turn-two (Welkin Tern). I pull (Smoldering Spires) and cast the (Zektar Shrine Expedition) off the Plains and Mountain. The unkicked Æther Figment reappears, joined by a (Trusty Machete), and I take 2 from the tern (18 – 20). Back on me, I pull (Steppe Lynx). What’s the plan?
I could get greedy and set up for a devastating (Chain Reaction), but I’d rather just have that as a backup plan, as I’ll be in great shape with any land, especially a Plains. I run out the (Steppe Lynx) and play the (Smoldering Spires), intending to take out something with (Inferno Trap) before untapping for my next turn. Then, if I can find a land, I can cast and equip the (Hammer of Ruin), and eat the machete with my 4/3 kitty.
Villain doesn’t slow down for a second, hitting me for 3 (15 – 20) and showing why the machete went unequipped by dropping a land, a (Horizon Drake) and the (Basilisk Collar). Yikes! My (Inferno Trap) makes quick work of the 3/1 flyer, but if I don’t rip a land, that next attack is gonna hurt.
My pleas to Grog go unheeded as I pull a (Kor Cartographer) off the top. Brutal. Now it’s getting uncomfortable. Obviously I need to pull a land, but should I play out the (Goblin Roughrider), the (Hammer of Ruin), or sit back and hope to blow the board next turn with (Chain Reaction)?
If I think I can come back from this without the (Chain Reaction), I should cast the roughrider and hope for a land to cast and equip the hammer for some surprise equipment destruction next turn. If I feel I have to blow up the board and rebuild to come back from this spot, I should go ahead and cast the hammer. I hate tipping my hand that way, but if I’m planning to use the (Chain Reaction), I might as well play the one thing I have that doesn’t die to it.
Looking at this now, I like playing to the (Chain Reaction) and dropping the hammer. While it will give Villain the heads up to protect the equipment, that at least means saving some damage by dissuading an all-out attack or forcing the commitment of additional creatures to the board. In the game, I opt for the roughrider play, which is not unreasonable. If Villain spends next turn equipping and swinging, the follow-up hammer play will draw things close in a hurry.
Villain opts to equip the machete to the tern, but spends the other two mana on a (Treasure Hunt) that hits two Islands before finding a (Wind Zendikon). I take 5 from the all-out attack (10 – 20) and beseech Grog once again for a basic land. Instead, (Emeria Angel) is waiting for me. Nothing to do now but hit for 3 with the goblin (10 – 17), cast the hammer and wait for my final shot at a land before succumbing to the attacks.
(Wind Zendikon) joins enemy ranks, the tern collars up, and I take 6 (4 – 21) as the figment stays back to block whatever might carry the hammer. It proves unneeded, as I draw (Slavering Nulls) and fall to the air force.
Frustrating to be a land away from recovery for three draws, but nothing to do but curse Grog and head into game 3…
R3G3
Back on the play, I check my seven:
(Fledgling Griffin) into (Searing Blaze) is fine, and a second white source could turn this into a blowout if I face any of that juicy equipment. Villain also keeps, and we’re off.
After drawing another Mountain, the griffin is the first play of the game. Villain answers with (Kor Skyfisher), probably the one I passed to take the angel. Had another (Welkin Tern) come down, the question of whether or not to use the (Searing Blaze) might be more interesting. As it is, clearing the way for an attack, dealing 3 to the dome, and Time Walking Villain thanks to the skyfisher land bounce is a no-brainer, even having drawn an alternate play in (Goblin Roughrider). The griffin piles on for 2 more (20 – 15) and I pass it back.
Replaying the Island and casting (Ondu Cleric) gains back a life (20 – 16), but I pull a Plains off the top that threatens to blow the game open. Are we running the angel out there or playing around removal?
The only removal with the potential to punish me for playing out the angel is (Journey to Nowhere), and the (Kor Sanctifiers) are nice insurance against that possibility. I connect for 2 with the griffin (20 – 14) and cast (Emeria Angel). Villain has a Plains but no further play. I draw another Mountain, make a bird off landfall, and swing for 5 (20 – 9). I add the (Goblin Roughrider) to the team and pass.
Perhaps flustered by the onslaught, Villain casts an annoying maindeck (Join the Ranks) instead of waiting for combat and gains back 6 life (20 – 15). The hasty play definitely buys Villain some time, though, and I take back the the turn looking to apply more pressure. A Mountain means I’ll eventually get another bird, but should I cast the unkicked (Kor Sanctifiers) here? Also, what am I attacking with this turn?
I want to apply pressure, yes, but given what I know of this deck, (Kor Sanctifiers) is a (Disenchant) that comes with a 2/3 body, not a 2/3 body with an optional (Disenchant). Also, I have the major upper hand, and many of the things that could take it from me ((Journey to Nowhere), (Paralyzing Grasp), (Vapor Snare)) are solved by a kicked sanctifiers. I’m also willing to trade my roughrider for a couple of allies, so I attack with everything but the freshly-made bird token. The soldiers trade with the goblin as I hit for 6 and pass (20 – 9).
Right on cue, Villain has a fifth land and a (Vapor Snare) for my (Emeria Angel). I prepare for the soul-crushing sanctifiers, but I rip (Adventuring Gear) and cast and equip that to a bird token first. Then I spend four on the kicked sanctifiers before dropping my land, emptying my hand in a glorious reversal of the reversal. Doing 6 on the attack (20 – 3) effectively seals the deal against anything but (Day of Judgment).
A (Horizon Drake) and a (Guardian Zendikon) are no substitute for (Day of Judgment), and I take down the match on the next attack.
Takeaways
Ruin Ghost: The ghost was great for me, living up to the “game-changer” billing I gave it in my Worldwake preview article. I had many ways to abuse it, though, with (Adventuring Gear), (Steppe Lynx), (Plated Geopede), (Emeria Angel), (Smoldering Spires), (Sejiri Steppe), and to a lesser extent (Fledgling Griffin) and (Zektar Shrine Expedition). In a deck with zero landfall, it is a terrible 1/1 for (mana=1)(mana=w). So how many outlets for abuse do you need before it is playable, and how many before it is great? I think I want three solid uses for the (Ruin Ghost) before I want to run it, or two that include at least one near-broken interaction like (Ob Nixilis, the Fallen), (Rampaging Baloths), or (Admonition Angel). At five or more solid interactions, it starts to become very good, with the likelihood of multiple abuses on board at the same time being much higher. If you are in white-blue with good landfall uses, watch for the (Tideforce Elemental)/(Ruin Ghost) combo, which I have been running with reasonable success in casual constructed.
Spire Barrage: It was obviously weak in many spots throughout my matches, but it also came through on multiple occasions by being flexible enough to damage creatures or players. Since I had no other competition for five drops, I’m OK with my choice to run them over the alternatives in the sideboard, but it is a very weak card with fewer than 12 maindeck Mountains. Replace the two (Spire Barrage)s with two pieces of top red-white removal and this deck goes from solid to sick.
Sejiri Steppe: Obviously great with (Ruin Ghost), most of the time (Smoldering Spires) was actually better at enabling aggression. (Sejiri Steppe) seems almost unplayable in a control deck, where removing (Paralyzing Grasp) is about the only use I can come up with off the top of my head.
Black: Still drying up after 2-3 picks with great regularity. If you first pick a black card, read those signals carefully, and have your backup plan ready in case you are cut off.
Well, it was nice to kick off my ZZW drafting with a win, and I learned some lessons along the way. I’m not sure when my next walkthrough will go up, so if you are the RSS type, you can subscribe to my content alert blog to get a heads up when any new Magic content from me hits the web. Thanks for reading, and happy drafting!
3 comments:
Nice work -- playing and writing. I only noticed one problem:
R3G1 right after screen capture #2
“If I go with the (Smoldering Spires) now, I can (Spire Barrage) next turn, but more important to winning that being able to barrage next turn is using the (Smoldering Spires) to force through damage that wouldn’t have happened otherwise.” --What? I don’t even know what you are trying to say, much less how to fix it.
How about:
"Since Villain clearly has equipment plans for the figment, there’s no way I’ll be blocked this turn, making the “spell” side of (Smoldering Spires) currently irrelevant. I could play it anyway so that I’m guaranteed to be able to cast (Spire Barrage) next turn, but I’m willing to put off casting the barrage for a turn to be able to make relevant use of the spire’s ability to take out a blocker. I expect my geopede to die to the torch before my next attack, but if a relevant blocker comes down for the lynx and the nulls, waiting to play (Smoldering Spires) could be worth 4 points of damage. I play the Mountain, attack unblocked for 7 (18 – 6), and pass back the turn."
Yes, much better. Now it's clear that "that" should be "than". I do like it when I have to figure out for myself why you come to the conclusions you do--it keeps me playing along--but being really clear about the decisions you are weighing can't be too far wrong either.
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