SOI draft #4 (third 3-0). Not my kind of deck, but it did crush, and winning is fun.
Building the deck was really hard; there were so many good cards I had access to. I wanted to play the tricks, I wanted to play all the 3-drops, I wanted to play the Hope Against Hope, but I had to try to have a semblance of a curve and a sufficient number of creatures. I only ran 13 guys, but I figured that the two Devil spells and Skin Invasion all kinda counted too. I boarded in the 5/4 in a couple of matches as another big dumb guy at the top of my curve.
P1P1:Avacynian Missionaries MVP: The Fiery Tempers. Had them at clutch moments all draft. Had I drawn it more often, I suspect Slayer's Plate would have been the MVP; that thing was really brutal in the one game I had it. Underperformers:Skin Invasion was pretty derpy most of the time I drew it. My dudes were not good enough as blockers to eat their attackers. In one of the games, I thought it was going to be great, but my opponent played Gone Missing on it to slow me down quite significantly. Game record: 6-0. One game was close; I thought I was going to lose game 1 in the finals to a white-black deck (life total was 13-1 in my opponent's favor and I was behind on board), but my Pious Evangel won the game back for me.
SOI draft #4 (third 3-0). Not my kind of deck, but it did crush, and winning is fun.
Building the deck was really hard; there were so many good cards I had access to. I wanted to play the tricks, I wanted to play all the 3-drops, I wanted to play the Hope Against Hope, but I had to try to have a semblance of a curve and a sufficient number of creatures. I only ran 13 guys, but I figured that the two Devil spells and Skin Invasion all kinda counted too. I boarded in the 5/4 in a couple of matches as another big dumb guy at the top of my curve.
P1P1:Avacynian Missionaries MVP: The Fiery Tempers. Had them at clutch moments all draft. Had I drawn it more often, I suspect Slayer's Plate would have been the MVP; that thing was really brutal in the one game I had it. Underperformers:Skin Invasion was pretty derpy most of the time I drew it. My dudes were not good enough as blockers to eat their attackers. In one of the games, I thought it was going to be great, but my opponent played Gone Missing on it to slow me down quite significantly. Game record: 6-0. One game was close; I thought I was going to lose game 1 in the finals to a white-black deck (life total was 13-1 in my opponent's favor and I was behind on board), but my Pious Evangel won the game back for me.
I think the Arsonists is really well positioned in this format, and would have ran it over the skin invasion as you said. Arsonists has the best big creature stat line for 5 mana (5/4 beats all common ground blockers in the format), and you wouldnt mind another 5. I was wondering how the RW deck plays out since the two key mechanics of the colors do not intersect (delerium vs madness). Your deck seems to imply that its mainly an aggressive goodstuff deck that has a bunch of minisynergies themed around aggression, which looks like it works in this format.
Kind of a disgusting deck. Avacyn was a very welcome P3P1.
Went 6-0 in games.
The first 2 matches I won pretty easily, one of the games was pretty close but my opponent played defensively long enough that I was able to survive, play Triskaidekaphobia as a lifegain spell basically and hold out until I drew Avacyn.
My last GW opponent must have been extremely frustrated. In game 1, they curved out amazingly and then lost a game they easily had in the bag off of my mulligan to 6 because of a turn 5 Triskaidekaphobia kill. I even pitched my Always Watching to my Pale Rider of Trostad since my only other cards in hand were my 4th land and the Phobia that was my only out. Game 2 they mulled to 5 and I had a turn 6 Avacyn, so no real games of Magic happened in the finals. I would feel bad for them...if they didn't cuss me out afterwards.
I haven't had much success with the format so far, maybe because I'm usually drafting things that are too cute or too fancy. Decided to change things up and drafted a more aggressive deck, and with a little (maybe a lot of) luck got to 3-0. Also lucky for me, it happened to be the time I decided to try 8-4 instead of swiss. It's a bit janky, but I think part of it might have been that red was somewhat overdrafted. All 3 decks I played against had red in them.
P1P1:Bygone Bishop MVP:Town Gossipmonger. Despite having only a couple of two-drops, I happened to get it and another 1 or 2 drop in a lot of games, and that kind of early pressure is tough to beat. Honorable mentions go to ways to clear blockers out of the way. Bound by Moonsilver and Voldaren Duelist are the best, but Stern Constable and Expose Evil were no slouches either. Underperformers:Flameblade Angel was my P1P3, and I was excited to run it. It wasn't really relevant in any of the games though, as by the time I could cast it I was already going to win or about to die. I guess I had enough other ways to finish the game that this one wasn't all that necessary. Game record: 6-1. Lost a game in the finals. I had some other close calls but managed to steal them with a timely Uncaged Fury or Bound in Moonsilver.
Picks:Port Town, Tamiyo's Journal, Fiery Temper
In the draft itself, I only ended up playing the Port Town of my first 5 picks, as I got a big signal that white was very open mid-late pack 1. And I ended up being the only white drafter at the table, getting a P2P8 Bygone Bishop. MVP:True-Faith Censer did some serious work, only about half my creature were humans but they made combat a nightmare for my opponents. Underperformers: There really wasn't anything that performed badly. I mean I guess Paranoid Parish-Blade was basically a vanilla 3/2? Record: 6-1, only game I lost because of colour screw, and I found out that Port Town is not strictly better than a Plains.
P1P1 - Avacyn, can't start any better than that
P3P2 - Sigarda: Sure I'll play with two mythic angels
Unfortauntely, I don't remeber the rest, but I've turned on the draft logger now so I should have better analysis in the future.
The deck brought a minor delirium theme to the table along with a general midrange plan.
Round 1
I was against Sultai Investigate. Graf mole + 2x Ongoing investigation + Farbog Revenant set up an unstoppable value train game 1.
Game 2 I went vessel into Blob for a delirium enabled attack turn 3, which forced m opponent to trade off two creatures for the real blob. I followed up with Avacyn and that was that.
Game 3 I curved out into Tenacity and that was game.
Round 2
I was against a fairly mediocre GWb deck that also had Sorin. Game 2 they stuck the Sorin and rode him to vitroy...the other two games I won easily.
Round 3
In the finals I was up against a URb deck. It seemed to have a bit of a tempo/madness theme going, but it never seemed to fire on all cylinders and I was able to close out with fliers both games (the second game featuring Sigarda and Reaper with Delirium on, giving me a supply of humans that could either be chump blockers or pump spells.
P1P1: Welcome to the Fold. I got a P1P3 Ulvenwald Mysteries and jumped into the U/G investigate archetype. The good investigate cards didn't seem to be flowing but luckily I more than salvaged the draft with a P3P2 Inexorable Blob and a P3P3 Forgotten Creation.
MVP of the deck was either Ulvenwald Mysteries or Forgotten Creation. Both did some serious work.
Duskwatch Recruiter underperformed (relative to expectations). Every time I drew him he was just a 2/2 bear -- I had other things to spend mana on and I wasn't going to pass a turn just to upgrade it by +1/+1. I still would play him just for the 2/2+upside to fill the curve, but it was funny how almost none of the text on him mattered for this deck. He did draw removal more readily than a 2/2 bear though, which is a nice plus.
GB Monster Party
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MVPs: Neglected Heirloom. It worked pretty well even as a Leonin Scimitar; this set seems well positioned for incremental board advantages. Even though I only had two means to flip it (three, if you count searching for a werewolf with Traverse the Uvenwald,) it still usually flipped; for some reason, it didn't initially occur to me that Heirloom will also transform when the equipped creature transforms back into a human; threw it on the Pacifist and cast another spell, it was sweet. Traverse the Uvenwald. Surprised me, too. Digging for the splash color, or an early land drop. Never waited for delerium.
LVP: nothing, really. Everything did its job. Normally I wouldn't have included the Stromkirk Mentors, but it has 4 power for the Pacifist, and bulks the Bloodsworn up (fairly important, as they hurt when they become irrelevant) while being a hastable Vampire in their own right.
UR Aggro Control
MVPs: Malevolent Whispers. Nobody ever expects Acts of Treason in the early stages of a format. The power boost represents a lot of damage out of nowhere in any sort of race; it's a pretty common move to swing in with a 3-4 drop, the play something like Gastaf Arsonists, thinking it'll be enough to stop attacks. Ghostly Wings. I've played a few of these, and I've yet to cast on on an opposing creature, as popping one on a Bloodmad Vampire is just cheating, and protecting your own unbeatables is sweet. The power on the ground in this set is scary in the air.
LVP: Pyre Hound, but that's no surprise. My deck was just too fast to wait for this to accrue value.
But whatever, to crap with those decks. This is the real one; possibly the most fun I'll ever have with a deck.
Most Valuable Combos (most of these cards were sick on their own): The Gitrog Monster + Ghostly Wings or Forgotten Creation. Creation was sick on its own; I could discard Twins + Just the Wind, drawing three cards (for the turn,) bouncing a creature, and playing a 3/5 for four mana... add Gitrog, and I'd be in danger of decking myself if Creation wasn't a "may" ability. Protecting the Chubbiest Toad while sending a 7/7 deathtouch flier was cool, and the fact that you could pitch a land and draw your card back anyway was sweet. One game, drew both Wings while my Monster was out and the opp was at 8 life... hee hee hee. Triskaidekaphobia + Farbog Revenant. Skulk + lifelink really helps dial in that 13 life requirement.
Man, this deck was sick. So many must-deal-with cards, so many Just the Winds...
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My Decks: EDH: Sygg, River Cutthroat , Road to Scion
Grimgrin, Corpseborn Modern: Polytokes IRL: Progenitus Polymorph , Goblins
3 drafts in a row as RB madness, 2 2-1s and 1 3-0. Needless to say, I'm sick of the deck, but will keep on playing it if I keep on getting Ravenous Bloodseeker 4th pick. I took a Devil's Playground first pick looking to go into UR spells, get passed a Mad Prophet 2nd pick, and a Call the Bloodline third pick. The RB keeps on flowing, and I"m forced to abandon my plans to play something besides RB madness, and go back down that archetype.
Great 2 drops, which is pretty rare. RB suffers from having very bad common 2 drops for this particular deck. Ghoulcaller's Accomplice is the only common I'm really happy playing, even Sanguinary Mage doesn't do too much when you're trying to be on the offense. This deck has 3 great aggressive 2 drops, 1 okay one, and the call which is way above average. I would prioritize 2 drops very highly in RB, and would take Ghoulcaller's Accomplice over things like Howlpack Wolf and Voldaren Duelist early on if I didn't have early twos.
2 ways to enable the turn 3 Bidding/Twins, 1 way to get a turn 4 bidding/twins + a 1/1 vamp, and 2 ways to get continuous madness value late game.
2x Mad Prophet, 2x Gatsaf Arsonists, and the Accursed Witch gives this deck a very strong late game plan. Plan A is still to try and curve out into your turn 3 Gisa's Biddings and beat face, but frequently the games stalled, in which case I either outgrinded my opponent by drawing 2 cards a turn and playing the beefy guys, or assembled a combo kill with tricks, speaking of which...
Rush of Adrenaline into Uncaged Fury is typically just 10 trample damage out of nowhere when attacking with a 3 power guy. If you have board and your opponent taps out, often this combo will be enough to just win you the game on the spot. This pair has overperformed for me in all of my drafts, and I would always play at least the first copy of both tricks in any red deck.
Magmatic Chasm probably deserved a spot in the mainboard over something. I sided the card in versus everyone I played (even if they ran fliers), and it overperformed as well. What happened frequently with this deck was that the board stalls out if you can't kill them by turn 5 as they're usually too scared to swing into you, and you just keep on playing dudes. Chasm is a win condition by itself in that scenario, and you can always loot it away if you don't need it. I probably should have taken the Devil's Playground out for it, since frequently I didn't want to play the 6th land since I had a Mad Prophet on the board.
Im not too fond of the card. RB really wants its enablers to either cheat out early 5 drop vampires or do instant speed shenanigans with murderous contemplation or that threaten effect. Pale rider does neither: either youre 2 for 1ing yourself early to play this out on cutve where the body matters (in a deck where you want to hit 6 lands), or are casting this and a twins turn 5 which is generally kinda when 3 power attackers start to become less relevant.
Didn't think I had quite enough enablers for all my delirium cards, but this was definitely a crazy deck once it hit delirium and it didn't have too much trouble hitting it. I had one game in the finals of T1 Traverse the Ulvenwald (needed a 2nd Forest), T2 Moldgraf Scavenger, turn 3 Crawling Sensation, turn 4 mill creature + enchantment, attack, play Pack Guardian mid combat and pitch a land to end my turn 4 with a 4/3, a 3/4, a 2/2, and a 1/1 plus the enchantment in play.
I feel like I keep getting R/G passed to me, wheeling things like Moonlight Hunt and Ulrich's Kindred. They're very specific cards, to be sure, but also powerful in the deck. I don't think it's the best archetype, but it's solid and always seems to have a shot. Got there with this one today.
P1P1:Duskwatch Recruiter MVP:Nahiri, the Harbinger. Opened her in Pack 2 and happened to get some late lands to make the splash almost free. As a splash card, didn't get to cast her much, but when I did she was mostly unbeatable. High loyalty and a fairly cheap removal option add up to a great card. Underperformers:Howlpack Resurgence was probably ambitious, as I only had 7 wolves for it. Moonlight Hunt, on the other hand, seemed to function well enough at that count. Game record: 6-1. Lost a game in the finals. The G/W deck that I played against in the last match was probably better than mine. First game I couldn't get through and lost to fliers, while second game I managed to barely outrace on the back of Equestrian Skill with fingers (and toes) crossed. Unfortunately (well, fortunately for me), my opponent flooded out in the third game.
I started actually trying to make a blue based clue deck, but during the draft basically I couldn't resist taking the good white and black removal I was passed. I got a lot of white at the end of pack one. Pack 2 was heavy black I was passed from under the flood boards and more dead wieght. I switched my main colour to black so I was now blue black. pack 3 I was passed anguished unmaking hmm splash white?.. and I got more good white from that side. I ended up just not feeling that blue was as strong as it seemed at first three stitched manglers! but both my black and white removal was fantastic.. so I went esper and hoped the mana would work.
The first game was a surprise to me just how tempo my deck was.. dead weight, play a 2/1 flyier , play the mangler, hit for 2. untap sleep your next play hit for 4 etc. Also getting delirium was quite easy. kindly stranger did a lot of work for me.
match 1 vs RG wolves
Game 1 killed (or sleeped) all the wolves and took to the air. Game 2 I got stuck on 3 swamps all game... and still got my opponent to 2 before I was over ran. Game 3 opponent flooded out.
Match 2 more wolves featuring Arin kord.
Game 1 Same tempo game kill tap and beat. Game 2 Anguished unmaking on Arin my bomb beats your bomb, he runs out of threats.
match 3 vs BW spirits
His deck was kind of similar to mine but way more grindy.
Game 1 opponent floods out, I have reckless scholar ending the game with a zombie revelation.
Game 2... My tempo game is huge, I even anguished unmaking on his vessel of ephemera because most of my deck is x/1 and its hard to beat through that :S. Even after this it feels like I am treading water just trading and getting damage in but he seems to have endless spirits thanks to his dauntless cathars. He is mana screwed though, I sense blood cast from under the floorboards and get in a big swing. He gets down a spirit blocker stitched mangler another big swing he is at 4. Then the screw breaks and his hand is unlocked. Apothecary geist blergh! back to 7 and it blocks me zombies. I can't swing in. I pass back. Apothecary geist! he is back to 10!.. he attacks. take it 17. Stitched mangler bamn!.. hit him back to 4 but losing a zombie. But then it all goes horribly wrong for me. Vessel of ephemera.. I draw land pass back.. not forgotten on vessel.. vessel again... he has an army of spirits I can't get through. I draw land. He plays wild-field scarecrow I draw stitched mangler.. I hold it.... more spirits blerrgh... eventually he feels confident and attacks.. hitting me for 12 leaving 4 blockers back... I draw angelic purge..purge a blocker mangle another bamn I win... off an opponents mistake but I'll take it.
Picks:Sinister Concoction, Sin Prodder, Lambholt Pacifist MVP:Howlpack Resurgence was a complete beating at all stages in all games. The card really is incredible with this amount of wolves. Quilled Wolf is an excellent 2 drop Underperformers:Geistblast didn't seem very good at all, there were multiple games where it got stuck in my hand unable to be used effectively. a 3 mana shock probably isn't good enough. Briarbridge Patrol also didn't seem great but I only played that once. Record: 6-1, lost a game to Accursed Witch, Kindly Stranger and multiple tap effects. The quote that summed up the draft was when I played the Wolf of Devil's Breach onto a board with Silverfur Partisan and Howlpack Resurgence and my opponent exclaims "That's a f***ing wolf too?"
Last week store local store had a big draft event...two 9 man pods with 4 swiss rounds of the combined pool of players, and I got to draft one of the best and sweetest decks I've ever drafted, which went 4-0 (8-0).
MVP - Not Forgotten No, that wasn't a typo. Not Forgotten, normally unplayable, was a key piece to this deck. The deck really just wanted to stall out and mill for the win. To that end, the fail case of "give you a useless draw, make a 1/1 chump blocker" was at least acceptable as a way to but time. Getting a Sorin back was obviously great, but the real combo was with Startled Awake. Not Forgotten worked with Started Awake to make a kill that was almost impossible for my opponents to interact with. Startled into Forgotten into Startled was always a kill, and one that I could hit consistently with all the card drawing and selection in the deck. I cast Started Awake twice in three games, and I never once transformed the card. One game my opponent was even waiting with the Angelic Purge to take out Recurring Nightmare, but Not Forgotten completely bypassed that chance to interact.
This deck was extremely consistent in executing its game plan. Spirits, Zombie, and Inspectors gummed up the ground and air while card draw through the Erdwal Illuminator and Reckless Scholar drew me to my win-cons. OF the 8 games, I won 5 from mill (3 games of Startled Awake x2, 1 from Fleeting Memories, and 1 from Memories + Startled), 3 due to concessions after I'd established my board presence, and 1 game where I just beat down in the air with fliers.
Super fun deck to play, and I don't think I'll draft another deck that effective anytime soon.
Basically just a UW deck with a ton of fliers. Really ended up being a fun deck to play. Nothing extremely powerful in the deck, but the amount of evasion made the deck very very effective.
MVP: Invocation of Saint Traft - I am usually the last person to condone playing auras, especially in limited games. But with the amount of fliers in this deck, there was literally not a single time I wasn't swinging with whatever had Invocation attached. It is an extremely quick clock when you tack 4 flying damage onto a flier already slamming in for at least 1-2 damage. I was very surprised by how effective this card was for me in this deck. Runner-Up:Erdwal Illuminator is a fantastic card. Coupled with Ongoing Investigation it gets absurd.
Record: 3-0. Won a game where my opponent flipped Thing in the Ice and kept two of his creatures around. Cheapish fliers will do that.
Opened Sorin in P3, and also picked up an Always Watching but decided not to be too greedy.
M1G1 Beat opponent's GW Delirium deck on turn 5 with Triskadekaphobia. Happy Friday the 13th!
M1G2 Beat opponent with Olivia's Bloodsworn and Uncaged Fury real quickly.
2-0
M2G1 Beat opponent's UW Clue/Control deck, despite the fact that he had Angelic Purge for my Triskadekaphobia and Sorin. Dealt with his creatures using Fiery Temper and To the Slaughter.
M2G2 He seemed flooded or something. Just laid some creatures and swung a bunch.
4-0
M3G1 Very slow RG Werewolves deck. Dealt with creatures and used some tricks to block profitably. Won with an alpha strike.
M3G2 He mulled to 5 and I kept a 1 lander on the draw. (Mountain, Insolent Neonate, Sanguinary Mage, Uncaged Fury, Tormenting Voice, To the Slaughter, Stallian of Ashmouth) Took me three turns to draw another land (off of a Neonate/Fiery Temper block) and then I managed to get the third. Ended up winning with Triskadekaphobia. Happy Friday the 13th!
6-0!
The deck didn't look like a 3-0 deck, but it actually went 6-0 in games. It has a lot of semi-evasion (menace or lurk) and flyers. The removal suite is okay, though some is expensive. Uncaged fury is still good. Not much madness for a RB deck.
First match was against Grbwu goodstuff. He had a lot of mana fixing (uncommon dual, wild-field scarecrow, Loam Dryad). He was attacking from several angles, including milling via a manic scribe, the multiplying ooze and automnal gloom. While I won both games, they were close.
Second match was again RB. He had stensia masquerade both games, but I fortunately was able to race him thanks to some lifegain off the revenant and late-game removal. Necropod and angel really helped seal the games.
Final was against GU. He had the hydra and altered ego, multiple rabid bite and bounce spells. His deck was slower than mine though, so my evasion and late-game removal allowed me to push through the final damage. One mistake he made was to side in root out after seeing my axe and censer, siding out gloomwidow, since I had not played flyers in the first game. I didn't draw my equipement, but my flyers inthe 2nd game while his SB was clogging his hand...
After two picks, I was very publicly in green. I got lucky that the guy passing me didn't try to mess with me. (He 1st picked welcome into the fold, as I learned afterward.)
First match against RB madness. My deck had more quality cards. Recruiter is good, flipped werewolves too, and enough good removal. 2-0.
Second match against WB. My deck had a bit more quality and he got stuck on three lands in the 2nd game. 2-0
Third match was against GR werewolves. These games were all very close, with each of us drawing answers to each other's cards. I came down to the final cards in play and I prevailed over 3 games.
p1p1: sinister concoction
p1p2: relentless dead
p2p1: to the slaughter
p2p2: under the floorboards
p3p1: dead weight
round 1 wolves gave me a little trouble. got me down to 2 in the final game by stealing my necropod and swinging w/ the disposable 4/5 artifact and firebreathing wolf.... was at 14 w/ a downyard to block and he had one red untapped. made the proper block.
round 2 black/white w/ some madness... just overwhelmed him w/ the necropods and removal
round 3 .... g/w had the mythic 4/5 flying chick... no match for the pods and grotesque mutations.
3-0ed FNM with this insanely sweet GW delerium deck. Started the draft in UR, but blue was getting cut and I got passed 4th pick rabid bite, so moved into green, picking up a late scavenger and byway courier in the first pack. Got a 7th pick reaper which made white a possibility, and started off pack 2 with angelic purge -> bound by moonsilver -> angelic purge. This deck should A on the deck rating scale: it just has everything you want with a great curve of delerium dudes, good removal, and reasonable enablers.
Match 1 vs GB delerium - 2-0, ground stalls out with random 3/5s and tokens, I get there in the air with random moorland drifters and removal on his threats both games.
Match 2 vs GU tempo - 2-1. He is running an army of 2/1 and 3/1 fliers, but not much defensive ground dudes. Game 1 i get off to a slow start and he outtempos me with fliers. Game 2, I get a Moorland Drifter -> Byway Courier -> Avacynian Missionaries curve, and just out tempo him. Game 3, I go Shard of Broken Glass -> Moldgraf Scavenger -> Moldgraf Scavenger. Delerium goes off on the second trigger, and I quickly kill him with the scavengers.
Match 3 vs BW junk - 2-0. Game 1 was a vessel of nascency -> moorland drifter -> moldgraf scavenger -> pop and attack for a lot.
Game 2 was pretty insane: he is on the play, mulls to 5, and goes neglected heirloom->Heir of Falkenrath -> Equip swing for 6 in the air. I go turn 1 vessel of nascency -> turn 2 moldgraf scavenger -> turn 3 blob.
Turn 4 I'm at 8 with a moldgraf scavenger, blob, and vessel in play, he's at 20 with an untapped Vampire Noble, and a tapped heir. I crack the vessel, find my 2 equipment, angelic purge, and a dauntless cathar, taking the censer to enable delerium. I attack with both my guys, he doesn't block the blob and goes down to 11. On his turn, I use expose evil to tap down both his guys, and he murderous compulsions my blob. On my turn, I slam down a gloomwidow to threaten the block on his vampire, get him down to 5, and from that point on I am 1 creature ahead of him as I barely squeak by the game.
Quick shoutout to shard of Broken Glass - You need a really specific deck to play this card, and the card did just enough to warrant its inclusion in my deck. 9 delerium creatures, the missionaries, and the strength of arms was more than enough to warrant running the card, especially when you're running 4 2 drop delerium dudes. The turn 1 shard into turn 2 delerium dude, turn 3 delerium dude equip is pretty damn good. Moldgraf Scavenger obviously did a lot of work as one of the main payoffs for being so deep.
Just want to say that I find a 4th pick rabid bite surprising. Maybe people were married to the 1st pick (and even the, green is a great 2nd color), or the pack was really exceptional, but rabid bite is premium removal and green a top color. late courier is also surprising, that gal over-performs. Nicely done to move into the open color!
4-0 in a 9 man pod.
p1p1: serendib
p2p1: animate dead
p3p1: fact or fiction
by the middle of pack 1 i had 3 ragers. i was excited thinking i was going to get atleast three more, but i didn't see my forth rager until middle of pack 3. i wasn't too happy about the screeching skaab, but i needed the two drop. i would have preferred another tortoise.
most games played like so:
t2: memory lapse
t3: rager
t4: silent departure + rager
t5: flashback silent departure
my toughest opponent was GB elves who pulled a mana crypt. game 1 he drew it turn 3...then started spewing out two elves a turn. just too much too fast. game 2, once again he had it early (turn 2 or 3). the game was close as he died to his mana crypt with me at 4 life (and potentially one more turn if he didn't have removal). game 3 he drew into a land clump early and i just bounced/memory lapsed everything he tried to do.
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Building the deck was really hard; there were so many good cards I had access to. I wanted to play the tricks, I wanted to play all the 3-drops, I wanted to play the Hope Against Hope, but I had to try to have a semblance of a curve and a sufficient number of creatures. I only ran 13 guys, but I figured that the two Devil spells and Skin Invasion all kinda counted too. I boarded in the 5/4 in a couple of matches as another big dumb guy at the top of my curve.
P1P1: Avacynian Missionaries
MVP: The Fiery Tempers. Had them at clutch moments all draft. Had I drawn it more often, I suspect Slayer's Plate would have been the MVP; that thing was really brutal in the one game I had it.
Underperformers: Skin Invasion was pretty derpy most of the time I drew it. My dudes were not good enough as blockers to eat their attackers. In one of the games, I thought it was going to be great, but my opponent played Gone Missing on it to slow me down quite significantly.
Game record: 6-0. One game was close; I thought I was going to lose game 1 in the finals to a white-black deck (life total was 13-1 in my opponent's favor and I was behind on board), but my Pious Evangel won the game back for me.
I think the Arsonists is really well positioned in this format, and would have ran it over the skin invasion as you said. Arsonists has the best big creature stat line for 5 mana (5/4 beats all common ground blockers in the format), and you wouldnt mind another 5. I was wondering how the RW deck plays out since the two key mechanics of the colors do not intersect (delerium vs madness). Your deck seems to imply that its mainly an aggressive goodstuff deck that has a bunch of minisynergies themed around aggression, which looks like it works in this format.
Went 6-0 in games.
The first 2 matches I won pretty easily, one of the games was pretty close but my opponent played defensively long enough that I was able to survive, play Triskaidekaphobia as a lifegain spell basically and hold out until I drew Avacyn.
My last GW opponent must have been extremely frustrated. In game 1, they curved out amazingly and then lost a game they easily had in the bag off of my mulligan to 6 because of a turn 5 Triskaidekaphobia kill. I even pitched my Always Watching to my Pale Rider of Trostad since my only other cards in hand were my 4th land and the Phobia that was my only out. Game 2 they mulled to 5 and I had a turn 6 Avacyn, so no real games of Magic happened in the finals. I would feel bad for them...if they didn't cuss me out afterwards.
P1P1: Bygone Bishop
MVP: Town Gossipmonger. Despite having only a couple of two-drops, I happened to get it and another 1 or 2 drop in a lot of games, and that kind of early pressure is tough to beat. Honorable mentions go to ways to clear blockers out of the way. Bound by Moonsilver and Voldaren Duelist are the best, but Stern Constable and Expose Evil were no slouches either.
Underperformers: Flameblade Angel was my P1P3, and I was excited to run it. It wasn't really relevant in any of the games though, as by the time I could cast it I was already going to win or about to die. I guess I had enough other ways to finish the game that this one wasn't all that necessary.
Game record: 6-1. Lost a game in the finals. I had some other close calls but managed to steal them with a timely Uncaged Fury or Bound in Moonsilver.
1x Devilthorn Fox
1x Kessig Forgemaster
1x Bygone Bishop
1x Paranoid Parish-Blade
1x Dauntless Cathar
1x Spectral Shepherd
1x Nearheath Chaplain
2x Avacynian Missionaries
1x Apothecary Geist
1x Mad Prophet
1x Voldaren Duelist
1x Incorrigible Youths
1x Emissary of the Sleepless
2x True-Faith Censer
2x Angelic Purge
1x Fiery Temper
1x Geistblast
1x Bound by Moonsilver
1x Port Town
7x Mountain
9x Plains
Picks: Port Town, Tamiyo's Journal, Fiery Temper
In the draft itself, I only ended up playing the Port Town of my first 5 picks, as I got a big signal that white was very open mid-late pack 1. And I ended up being the only white drafter at the table, getting a P2P8 Bygone Bishop.
MVP: True-Faith Censer did some serious work, only about half my creature were humans but they made combat a nightmare for my opponents.
Underperformers: There really wasn't anything that performed badly. I mean I guess Paranoid Parish-Blade was basically a vanilla 3/2?
Record: 6-1, only game I lost because of colour screw, and I found out that Port Town is not strictly better than a Plains.
Also, is Angelic Purging an enemy Sigarda, Heron's Grace a flavour win or a flavour fail?
1x Stern Constable
4x Moorland Drifter
1x Wicker Witch
1x Bygone Bishop
1x Crow of Dark Tidings
1x Dauntless Cathar
1x Spectral Shepherd
3x Apothecary Geist
1x Emissary of the Sleepless
2x Puncturing Light
1x Murderous Compulsion
1x Vessel of Ephemera
1x Anguished Unmaking
1x Always Watching
1x From Under the Floorboards
11x Plains
Picks: P1P1 From Under the Floorboards, P2P1 Always Watching, P2P2 Bygone Bishop, P2P3 Anguished Unmaking
MVP: Always Watching put in a ton of work in the game it showed for up. Town Gossipmonger played a fairly big role when I got him out early (turn 1 in two games).
Record: 6-1 (dropped one game by losing against Archangel Avacyn)
RGWMayael the AnimaRGW
UBRMarchesa, the Black RoseUBR
Modern Decks
RGWNaya BurnRGW
1x Topplegeist
1x Moorland Drifter
1x Moldgraf Scavenger
1x Harvest Hand
1x Wicker Witch
1x Paranoid Parish-Blade
1x Gloomwidow
1x Inexorable Blob
1x Avacynian Missionairies
1x Briarbridge Partrol
1x Solitary Hunter
1x Pack Guardian
1x Archangel Avacyn
1x Reaper of Flight Moonsilver
1x Sigarda, Heron's Grace
1x Confront the Unknown
1x Vessel of Nascency
1x Expose Evil
1x Aim High
1x Fork in the Road
1x Rabid Bite
1x Angelic Purge
1x Tenacity
9x Plains
8x Forest
P1P1 - Avacyn, can't start any better than that
P3P2 - Sigarda: Sure I'll play with two mythic angels
Unfortauntely, I don't remeber the rest, but I've turned on the draft logger now so I should have better analysis in the future.
The deck brought a minor delirium theme to the table along with a general midrange plan.
Round 1
I was against Sultai Investigate. Graf mole + 2x Ongoing investigation + Farbog Revenant set up an unstoppable value train game 1.
Game 2 I went vessel into Blob for a delirium enabled attack turn 3, which forced m opponent to trade off two creatures for the real blob. I followed up with Avacyn and that was that.
Game 3 I curved out into Tenacity and that was game.
Round 2
I was against a fairly mediocre GWb deck that also had Sorin. Game 2 they stuck the Sorin and rode him to vitroy...the other two games I won easily.
Round 3
In the finals I was up against a URb deck. It seemed to have a bit of a tempo/madness theme going, but it never seemed to fire on all cylinders and I was able to close out with fliers both games (the second game featuring Sigarda and Reaper with Delirium on, giving me a supply of humans that could either be chump blockers or pump spells.
1x Daring Sleuth
1x Duskwatch Recruiter
2x Moldgraf Scavenger
1x Niblis of Dusk
1x Reckless Scholar
1x Byway Courier
1x Graf Mole
1x Hermit of the Natterknolls
1x Inexorable Blob
1x Wicker Witch
1x Drownyard Explorers
1x Forgotten Creation
1x Kessig Dire Swine
2x Confront the Unknown
1x Vessel of Nascency
2x Nagging Thoughts
1x Press for Answers
1x Autumnal Gloom
1x Ulvenwald Mysteries
1x Welcome to the Fold
1x Woodland Stream
8x Forest
8x Island
P1P1: Welcome to the Fold. I got a P1P3 Ulvenwald Mysteries and jumped into the U/G investigate archetype. The good investigate cards didn't seem to be flowing but luckily I more than salvaged the draft with a P3P2 Inexorable Blob and a P3P3 Forgotten Creation.
MVP of the deck was either Ulvenwald Mysteries or Forgotten Creation. Both did some serious work.
Duskwatch Recruiter underperformed (relative to expectations). Every time I drew him he was just a 2/2 bear -- I had other things to spend mana on and I wasn't going to pass a turn just to upgrade it by +1/+1. I still would play him just for the 2/2+upside to fill the curve, but it was funny how almost none of the text on him mattered for this deck. He did draw removal more readily than a 2/2 bear though, which is a nice plus.
s
MVPs: Neglected Heirloom. It worked pretty well even as a Leonin Scimitar; this set seems well positioned for incremental board advantages. Even though I only had two means to flip it (three, if you count searching for a werewolf with Traverse the Uvenwald,) it still usually flipped; for some reason, it didn't initially occur to me that Heirloom will also transform when the equipped creature transforms back into a human; threw it on the Pacifist and cast another spell, it was sweet.
Traverse the Uvenwald. Surprised me, too. Digging for the splash color, or an early land drop. Never waited for delerium.
LVP: nothing, really. Everything did its job. Normally I wouldn't have included the Stromkirk Mentors, but it has 4 power for the Pacifist, and bulks the Bloodsworn up (fairly important, as they hurt when they become irrelevant) while being a hastable Vampire in their own right.
UR Aggro Control
MVPs: Malevolent Whispers. Nobody ever expects Acts of Treason in the early stages of a format. The power boost represents a lot of damage out of nowhere in any sort of race; it's a pretty common move to swing in with a 3-4 drop, the play something like Gastaf Arsonists, thinking it'll be enough to stop attacks.
Ghostly Wings. I've played a few of these, and I've yet to cast on on an opposing creature, as popping one on a Bloodmad Vampire is just cheating, and protecting your own unbeatables is sweet. The power on the ground in this set is scary in the air.
LVP: Pyre Hound, but that's no surprise. My deck was just too fast to wait for this to accrue value.
But whatever, to crap with those decks. This is the real one; possibly the most fun I'll ever have with a deck.
2 Aberrant Researcher
2 Farbog Revenant
1 Wild-Field Scarecrow
2 Twins of Maurer Estate
1 Tooth Collector
1 The Gitrog Monster
1 Prized Amalgam
1 Wicker Witch
1 Stitched Mangler
1 Forgotten Creation
1 Rancid Rats
1 Seagraf Skaab
1 Dead Weight
3 Just the Wind
1 Triskaidekaphobia
1 Macabre Waltz
2 Ghostly Wings
Land
2 Woodland Stream
1 Forest
7 Swamp
7 Island
Most Valuable Combos (most of these cards were sick on their own): The Gitrog Monster + Ghostly Wings or Forgotten Creation. Creation was sick on its own; I could discard Twins + Just the Wind, drawing three cards (for the turn,) bouncing a creature, and playing a 3/5 for four mana... add Gitrog, and I'd be in danger of decking myself if Creation wasn't a "may" ability. Protecting the Chubbiest Toad while sending a 7/7 deathtouch flier was cool, and the fact that you could pitch a land and draw your card back anyway was sweet. One game, drew both Wings while my Monster was out and the opp was at 8 life... hee hee hee.
Triskaidekaphobia + Farbog Revenant. Skulk + lifelink really helps dial in that 13 life requirement.
Man, this deck was sick. So many must-deal-with cards, so many Just the Winds...
My Decks:
EDH: Sygg, River Cutthroat , Road to Scion
Grimgrin, Corpseborn
Modern: Polytokes
IRL: Progenitus Polymorph , Goblins
Just a friendly reminder that I will drive this car off a bridge
1x Call The Bloodline
1x Ravenous Bloodseeker
1x Sanguinary Mage
1x Scourge Wolf
1x Ghoulcaller's Accomplice
1x Breakneck Rider
1x Crow of Dark Tidings
2x Mad Prophet
1x Voldaren Duelist
1x Accursed Witch
1x Gisa's Bidding
2x Gatsaf Arsonists
1x Devil's Playground
Spells
1x Fiery Temper
1x Stensia Masquerade
1x Murderous Compulsion
1x Uncaged Fury
1x Rush of Adrenaline
1x Throttle
1x Stensia Masquerade
Lands
10x Mountain
7x Swamp
1x Pale Rider of Trostad
1x Magmatic Chasm
1x Stromkirk Mentor
Couple of key things with this deck:
P1P1: Duskwatch Recruiter
MVP: Nahiri, the Harbinger. Opened her in Pack 2 and happened to get some late lands to make the splash almost free. As a splash card, didn't get to cast her much, but when I did she was mostly unbeatable. High loyalty and a fairly cheap removal option add up to a great card.
Underperformers: Howlpack Resurgence was probably ambitious, as I only had 7 wolves for it. Moonlight Hunt, on the other hand, seemed to function well enough at that count.
Game record: 6-1. Lost a game in the finals. The G/W deck that I played against in the last match was probably better than mine. First game I couldn't get through and lost to fliers, while second game I managed to barely outrace on the back of Equestrian Skill with fingers (and toes) crossed. Unfortunately (well, fortunately for me), my opponent flooded out in the third game.
2 moorland drifter
1 Ghoulcaller's accomplice
1 Olivia's bloodsworn
2 Crow of dark tidings
3 Stitched mangler
1 Reckless scholar
1 kindly stranger
1 wild-field scarecrow
1 nearheath chaplin
spells
2 Deadwieght
1 Sinister concoction
2 Angelic purge
1 Anguished unmaking
2 Sleep paralysis
1 From under the floorboards
1 Throttle
1 Warped landscape
8 swamp
4 plains
4 islands
1 Tooth collector
1 Silent observer
1 Stitched skaab
1 Jace's scrutiny
2 Gone missing
I started actually trying to make a blue based clue deck, but during the draft basically I couldn't resist taking the good white and black removal I was passed. I got a lot of white at the end of pack one. Pack 2 was heavy black I was passed from under the flood boards and more dead wieght. I switched my main colour to black so I was now blue black. pack 3 I was passed anguished unmaking hmm splash white?.. and I got more good white from that side. I ended up just not feeling that blue was as strong as it seemed at first three stitched manglers! but both my black and white removal was fantastic.. so I went esper and hoped the mana would work.
The first game was a surprise to me just how tempo my deck was.. dead weight, play a 2/1 flyier , play the mangler, hit for 2. untap sleep your next play hit for 4 etc. Also getting delirium was quite easy. kindly stranger did a lot of work for me.
match 1 vs RG wolves
Game 1 killed (or sleeped) all the wolves and took to the air. Game 2 I got stuck on 3 swamps all game... and still got my opponent to 2 before I was over ran. Game 3 opponent flooded out.
Match 2 more wolves featuring Arin kord.
Game 1 Same tempo game kill tap and beat. Game 2 Anguished unmaking on Arin my bomb beats your bomb, he runs out of threats.
match 3 vs BW spirits
His deck was kind of similar to mine but way more grindy.
Game 1 opponent floods out, I have reckless scholar ending the game with a zombie revelation.
Game 2... My tempo game is huge, I even anguished unmaking on his vessel of ephemera because most of my deck is x/1 and its hard to beat through that :S. Even after this it feels like I am treading water just trading and getting damage in but he seems to have endless spirits thanks to his dauntless cathars. He is mana screwed though, I sense blood cast from under the floorboards and get in a big swing. He gets down a spirit blocker stitched mangler another big swing he is at 4. Then the screw breaks and his hand is unlocked. Apothecary geist blergh! back to 7 and it blocks me zombies. I can't swing in. I pass back. Apothecary geist! he is back to 10!.. he attacks. take it 17. Stitched mangler bamn!.. hit him back to 4 but losing a zombie. But then it all goes horribly wrong for me. Vessel of ephemera.. I draw land pass back.. not forgotten on vessel.. vessel again... he has an army of spirits I can't get through. I draw land. He plays wild-field scarecrow I draw stitched mangler.. I hold it.... more spirits blerrgh... eventually he feels confident and attacks.. hitting me for 12 leaving 4 blockers back... I draw angelic purge..purge a blocker mangle another bamn I win... off an opponents mistake but I'll take it.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
2x Hinterland Logger
1x Lambholt Pacifist
1x Breakneck Rider
1x Silverfur Partisan
1x Sin Prodder
1x Gloomwidow
2x Solitary Hunter
1x Briarbridge Patrol
1x Sage of Ancient Lore
1x Wolf of Devil's Breach
1x Gastaf Arsonists
1x Moonlight Hunt
1x Rabid Bite
1x Geistblast
2x Howlpack Resurgence
1x Inner Struggle
8x Mountain
Picks: Sinister Concoction, Sin Prodder, Lambholt Pacifist
MVP: Howlpack Resurgence was a complete beating at all stages in all games. The card really is incredible with this amount of wolves. Quilled Wolf is an excellent 2 drop
Underperformers: Geistblast didn't seem very good at all, there were multiple games where it got stuck in my hand unable to be used effectively. a 3 mana shock probably isn't good enough. Briarbridge Patrol also didn't seem great but I only played that once.
Record: 6-1, lost a game to Accursed Witch, Kindly Stranger and multiple tap effects. The quote that summed up the draft was when I played the Wolf of Devil's Breach onto a board with Silverfur Partisan and Howlpack Resurgence and my opponent exclaims "That's a f***ing wolf too?"
2x Thraben Inspector
1x Daring Sleuth
1x Erdwal Illuminator
1x Moorland Drifter
1x Seagraf Skaab
1x Dauntless Cathar
1x Reckless Scholar
1x Spectral Shepard
1x Stitched Mangler
1x Apothecary Geist
1x Drunau Corpse Trawler
1x Inquisitor's Ox
1x Emissary of the Sleepless
1x Reaper of Flight Moonsilver
1x Stormrider Spirit
1x Expose Evil
1x Just the Wind
1x Not Forgotten
1x Fleeting Memories
1x Startled Awake
1x Sorin, Grim Nemesis
Land
8x Island
7x Plains
1x Swamp
2x Forgotten Sanctuary
P1P1 - Startled Awake
P2P1 - Reckless Scholar
P3P1 - Sorin, Grim Nemesis
MVP - Not Forgotten No, that wasn't a typo. Not Forgotten, normally unplayable, was a key piece to this deck. The deck really just wanted to stall out and mill for the win. To that end, the fail case of "give you a useless draw, make a 1/1 chump blocker" was at least acceptable as a way to but time. Getting a Sorin back was obviously great, but the real combo was with Startled Awake. Not Forgotten worked with Started Awake to make a kill that was almost impossible for my opponents to interact with. Startled into Forgotten into Startled was always a kill, and one that I could hit consistently with all the card drawing and selection in the deck. I cast Started Awake twice in three games, and I never once transformed the card. One game my opponent was even waiting with the Angelic Purge to take out Recurring Nightmare, but Not Forgotten completely bypassed that chance to interact.
This deck was extremely consistent in executing its game plan. Spirits, Zombie, and Inspectors gummed up the ground and air while card draw through the Erdwal Illuminator and Reckless Scholar drew me to my win-cons. OF the 8 games, I won 5 from mill (3 games of Startled Awake x2, 1 from Fleeting Memories, and 1 from Memories + Startled), 3 due to concessions after I'd established my board presence, and 1 game where I just beat down in the air with fliers.
Super fun deck to play, and I don't think I'll draft another deck that effective anytime soon.
1 Dauntless Cathar
1 Devilthorn Fox
1 Drownyard Explorers
1 Erdwal Illuminator
1 Inspiring Captain
2 Niblis of Dusk
1 Silburlind Snapper
1 Silent Observer
1 Stitched Mangler
1 Thraben Inspector
1 Topplegeist
1 True-Faith Censer
1 Gryff's Boon
1 Invocation of Saint Traft
1 Ongoing Investigation
1 Sleep Paralysis
1 Expose Evil
1 Jace's Scrutiny
1 Survive the Night
1 Descend Upon the Sinful
1 Pore Over the Pages
9 Island
8 Plains
Basically just a UW deck with a ton of fliers. Really ended up being a fun deck to play. Nothing extremely powerful in the deck, but the amount of evasion made the deck very very effective.
Picks: Kessig Forgemaster, Descend Upon the Sinful, Topplegeist
MVP: Invocation of Saint Traft - I am usually the last person to condone playing auras, especially in limited games. But with the amount of fliers in this deck, there was literally not a single time I wasn't swinging with whatever had Invocation attached. It is an extremely quick clock when you tack 4 flying damage onto a flier already slamming in for at least 1-2 damage. I was very surprised by how effective this card was for me in this deck. Runner-Up: Erdwal Illuminator is a fantastic card. Coupled with Ongoing Investigation it gets absurd.
Record: 3-0. Won a game where my opponent flipped Thing in the Ice and kept two of his creatures around. Cheapish fliers will do that.
1x Olivia's Bloodsworn
2x Stallion of Ashmouth
1x Kindly Stranger
1x Incorrigible Youths
1x Ghoulsteed
1x To the Slaughter
2x Fiery Temper
2x Uncaged Fury
1x Bloodmad Vampire
1x Sanguinary Mage
1x Tormenting Voice
3x Insolent Neonate
1x Stensia Masquerade
1x Sanitarium Skeleton
1x Wild-Field Scarecrow
1x Sorin, Grim Nemesis
1x Explosive Apparatus
1x Forsaken Sanctuary
1x Asylum Visitor
8x Mountain
5x Swamp
2x Plains
Opened Sorin in P3, and also picked up an Always Watching but decided not to be too greedy.
M1G1 Beat opponent's GW Delirium deck on turn 5 with Triskadekaphobia. Happy Friday the 13th!
M1G2 Beat opponent with Olivia's Bloodsworn and Uncaged Fury real quickly.
2-0
M2G1 Beat opponent's UW Clue/Control deck, despite the fact that he had Angelic Purge for my Triskadekaphobia and Sorin. Dealt with his creatures using Fiery Temper and To the Slaughter.
M2G2 He seemed flooded or something. Just laid some creatures and swung a bunch.
4-0
M3G1 Very slow RG Werewolves deck. Dealt with creatures and used some tricks to block profitably. Won with an alpha strike.
M3G2 He mulled to 5 and I kept a 1 lander on the draw. (Mountain, Insolent Neonate, Sanguinary Mage, Uncaged Fury, Tormenting Voice, To the Slaughter, Stallian of Ashmouth) Took me three turns to draw another land (off of a Neonate/Fiery Temper block) and then I managed to get the third. Ended up winning with Triskadekaphobia. Happy Friday the 13th!
6-0!
Go Pelakka Wurm!
P1P1: relentless dead
P2P2: flameblade angel
P3P1: anguished unmaking
The deck didn't look like a 3-0 deck, but it actually went 6-0 in games. It has a lot of semi-evasion (menace or lurk) and flyers. The removal suite is okay, though some is expensive. Uncaged fury is still good. Not much madness for a RB deck.
MVPs: Morkut Necropod, crow of dark tiding, Murderer's Axe
1 Insolent Neonate
1 Sanitarium Skeleton
1 Relentless Dead
1 GhoulCaller's Accomplice
2 Crow of Dark Tidings
2 Farbog Revenant
1 Bloodmad Vampire
1 Pyre Hound
1 Rottenheart Ghoul
1 Stromkirk Mentor
1 Flameblade Angel
1 Morkut Necropod
1 Murderer's Axe
1 True-Faith Censer
1 Murderous Compulsion
1 Anguished Unmaking
2 Uncaged Fury
2 Reduce to Ashes
1 Throttle
8 Swamp
7 Mountain
1 Plains
1 Warped Landscape
First match was against Grbwu goodstuff. He had a lot of mana fixing (uncommon dual, wild-field scarecrow, Loam Dryad). He was attacking from several angles, including milling via a manic scribe, the multiplying ooze and automnal gloom. While I won both games, they were close.
Second match was again RB. He had stensia masquerade both games, but I fortunately was able to race him thanks to some lifegain off the revenant and late-game removal. Necropod and angel really helped seal the games.
Final was against GU. He had the hydra and altered ego, multiple rabid bite and bounce spells. His deck was slower than mine though, so my evasion and late-game removal allowed me to push through the final damage. One mistake he made was to side in root out after seeing my axe and censer, siding out gloomwidow, since I had not played flyers in the first game. I didn't draw my equipement, but my flyers inthe 2nd game while his SB was clogging his hand...
P1P1: duskwatch recruiter
P1P2: solitary hunter
After two picks, I was very publicly in green. I got lucky that the guy passing me didn't try to mess with me. (He 1st picked welcome into the fold, as I learned afterward.)
1 Loam Dryad
1 Lambholt Pacifist
1 Duskwatch Recruiter
2 Veteran Cathar
1 Quilled Wolf
2 Byway Courier
1 Silverfur Partisan
1 Pack Guardian
1 Intrepid Provisioner
1 Solitary Hunter
1 Thornhide Wolves
1 Watcher in the Web
1 Kessig Dire Swine
1 Moonlight Hunt
1 Aim High
2 Rabid Bite
1 Puncturing Light
1 Angelic Purge
1 Survive the Night
1 Tenacity
11 Forest
6 Plains
First match against RB madness. My deck had more quality cards. Recruiter is good, flipped werewolves too, and enough good removal. 2-0.
Second match against WB. My deck had a bit more quality and he got stuck on three lands in the 2nd game. 2-0
Third match was against GR werewolves. These games were all very close, with each of us drawing answers to each other's cards. I came down to the final cards in play and I prevailed over 3 games.
3-0 (2-1,2-0,2-0) in mtgo 8-4
p1p1: sinister concoction
p1p2: relentless dead
p2p1: to the slaughter
p2p2: under the floorboards
p3p1: dead weight
round 1 wolves gave me a little trouble. got me down to 2 in the final game by stealing my necropod and swinging w/ the disposable 4/5 artifact and firebreathing wolf.... was at 14 w/ a downyard to block and he had one red untapped. made the proper block.
round 2 black/white w/ some madness... just overwhelmed him w/ the necropods and removal
round 3 .... g/w had the mythic 4/5 flying chick... no match for the pods and grotesque mutations.
1x Topplegeist
2x Moldgraf Scavenger
2x Moorland Drifter
1x Dauntless Cathar
1x Byway Courier
1x Wicker Witch
1x Inexorable Blob
1x Inquisitor's Ox
1x Avacynian Missionaries
1x Nearheath Chaplain
1x Reaper of Flight Moonsilver
1x Kessig Dire Swine
1x Rabid Bite
2x Angelic Purge
1x Bound By Moonsilver
1x Vessel of Nascency
1x Strength of Arms
1x Expose Evil
1x True-Faith Censer
1x Shard of Broken Glass
1x Warped Landscape
8x Plains
8x Forest
1x Gloomwidow
1x Inspiring Captain
1x Intrepid Provisioner
1x Emissary of the Sleepless
3-0ed FNM with this insanely sweet GW delerium deck. Started the draft in UR, but blue was getting cut and I got passed 4th pick rabid bite, so moved into green, picking up a late scavenger and byway courier in the first pack. Got a 7th pick reaper which made white a possibility, and started off pack 2 with angelic purge -> bound by moonsilver -> angelic purge. This deck should A on the deck rating scale: it just has everything you want with a great curve of delerium dudes, good removal, and reasonable enablers.
Match 1 vs GB delerium - 2-0, ground stalls out with random 3/5s and tokens, I get there in the air with random moorland drifters and removal on his threats both games.
Match 2 vs GU tempo - 2-1. He is running an army of 2/1 and 3/1 fliers, but not much defensive ground dudes. Game 1 i get off to a slow start and he outtempos me with fliers. Game 2, I get a Moorland Drifter -> Byway Courier -> Avacynian Missionaries curve, and just out tempo him. Game 3, I go Shard of Broken Glass -> Moldgraf Scavenger -> Moldgraf Scavenger. Delerium goes off on the second trigger, and I quickly kill him with the scavengers.
Match 3 vs BW junk - 2-0. Game 1 was a vessel of nascency -> moorland drifter -> moldgraf scavenger -> pop and attack for a lot.
Game 2 was pretty insane: he is on the play, mulls to 5, and goes neglected heirloom->Heir of Falkenrath -> Equip swing for 6 in the air. I go turn 1 vessel of nascency -> turn 2 moldgraf scavenger -> turn 3 blob.
Turn 4 I'm at 8 with a moldgraf scavenger, blob, and vessel in play, he's at 20 with an untapped Vampire Noble, and a tapped heir. I crack the vessel, find my 2 equipment, angelic purge, and a dauntless cathar, taking the censer to enable delerium. I attack with both my guys, he doesn't block the blob and goes down to 11. On his turn, I use expose evil to tap down both his guys, and he murderous compulsions my blob. On my turn, I slam down a gloomwidow to threaten the block on his vampire, get him down to 5, and from that point on I am 1 creature ahead of him as I barely squeak by the game.
Quick shoutout to shard of Broken Glass - You need a really specific deck to play this card, and the card did just enough to warrant its inclusion in my deck. 9 delerium creatures, the missionaries, and the strength of arms was more than enough to warrant running the card, especially when you're running 4 2 drop delerium dudes. The turn 1 shard into turn 2 delerium dude, turn 3 delerium dude equip is pretty damn good. Moldgraf Scavenger obviously did a lot of work as one of the main payoffs for being so deep.
4x Phyrexian Rager
1x Serendib Efreet
1x Phantom Monster
1x Wake of Vultures
1x Screeching Skaab
1x Man-o'-War
1x Gravedigger
1x Prowling Pangolin
1x Giant Tortoise
2x Silent Departure
2x Memory Lapse
1x Counterspell
1x Gaseous Form
1x Fact or Fiction
1x Night's Whisper
1x Innocent Blood
1x Eyeblight's Ending
1x Urborg Uprising
1x Animate Dead
8x Island
7x Swamp
1x Dismal Backwater
4-0 in a 9 man pod.
p1p1: serendib
p2p1: animate dead
p3p1: fact or fiction
by the middle of pack 1 i had 3 ragers. i was excited thinking i was going to get atleast three more, but i didn't see my forth rager until middle of pack 3. i wasn't too happy about the screeching skaab, but i needed the two drop. i would have preferred another tortoise.
most games played like so:
t2: memory lapse
t3: rager
t4: silent departure + rager
t5: flashback silent departure
my toughest opponent was GB elves who pulled a mana crypt. game 1 he drew it turn 3...then started spewing out two elves a turn. just too much too fast. game 2, once again he had it early (turn 2 or 3). the game was close as he died to his mana crypt with me at 4 life (and potentially one more turn if he didn't have removal). game 3 he drew into a land clump early and i just bounced/memory lapsed everything he tried to do.