This is a draft excercise, where people can vote on this particular player's next pick in the draft. Scroll down to the latest post to see the current choices, and maybe take a moment to cast your own vote.
Predator Ooze. Tough to cast and probably won't make the cut. But Gr is a great deck, and the upside is very high if we can manage 11-12 green sources in our final deck.
I wouldn't make such a risky pick if there were better options, but this is a stinky pack. The next best card is either Hollowhenge spirit or griptide.
I realize I might not get much support for this pick, but I'm going to vote for Diregraf Captain. The thing is, it's just so much better than any of our in color options. Blood Feud is super expensive and usually only deals with their second best creature. Lambholt Elder is just so weak on the front side that if the opponent can prevent it from flipping or flip it back it's basically just a non-factor. So yes, I'm going for the double off-color pick here, because if zombies is open it's just crazy good. And if zombies isn't open, we didn't really miss out on that much.
Nothing worthwhile here to further a zombie approach (Seagraf is meh). Looking to the other cards, I take Ulvenwald Bear. The Elk enables morbid, and we get a nice early beater out of it.
Interesting pick. I agree we don't have much to keep pulling us down the Zombie path. I guess I'll just second a Young Wolf; it will be good if we are in R/G.
Edit: Changing my vote. I glossed over Tracker's Instincts when I first looked at this pack, but posertom is right. This gives us a chance to draft dat hotness, even if Spider Spawning is not as much of a thing here as it was in 3X Innistrad.
We take a green creature and just see how things develop (the bear is better than the wolf, I think).
We take reap, and just put all our money on zombies.
We take Tracker's Instincts, get on board the spider spawning train, and wheel one of the green creatures.
I'm fine with any of these strategies. Spider Spawning is the riskiest, but also the highest reward, so I'm inclined to potentially waste a pick from a lousy pack to make it happen.
Hmmm. New here, but I don't understand why we veered on Zombies after such a bomb rare.
I explained this decision a bit above, but I understand it looks pretty weird so I'll go into a bit more detail about why I led us down this path. There's basically two premises at work here.
Premise 1: Don't get too married to your first pick. This is a bit of classic draft theory that hopefully most here will agree with. Sometimes the color(s) of your first pick(s) will not be open as the draft plays out, and in this case you should be willing to shift your draft into the color(s) of whatever good cards you are seeing. I would hope most folks here know enough about limited that this is not a very controversial idea, but my next premise will be.
Premise 2: Mondronen Shaman and Blood Feud are both traps. Clearly, considering people have called both of these cards bombs in this thread, not everyone is going to agree with this one. But I'll give a little more explanation. While these two cards are very different functionally, they both share the similar trait that they are high upside cards that trick many people into ignoring the downsides. Mondronen Shaman is a four mana 3/2 when you cast it. That is just terrible. It's a much worse Hill Giant, which is a card that you are already pretty unhappy to have in your limited deck. It trades for two drops, which is just abysmally bad for a four drop. Of course, the reason that you take it is its flip side, right? But the problem is, you can't always afford to flip it. Four mana 5/5 that shocks your opponent every time they cast a spell is great, but that's not what this is. It basically has echo because most games, the only way you are flipping it is by taking your next turn off. But that's not even guaranteed to flip it, because your opponent, especially if they are blue, can just cast an instant or flash card on your end step and basically time walk you. So basically the only good ways to flip it are to have an instant or flash card you can cast on your opponent's turn, which R/G doesn't have a ton of, or just lucksack into a turn where your opponent has no spells they can cast. And even if you do manage to flip it, your opponent can just take four face damage on their next turn to double spell and flip it back to a basically useless 3/2. For this reason, I rarely prioritize werewolves that are not at least playable on the front side.
On to Blood Feud. Obviously, the dream is to cast this on a board where your opponent has two threats whose power and toughness line up in such a way that they kill each other, basically making this a double murder. There's a couple problems with this card, though. First off, it's a six mana card in an aggressive color that typically wants about 0-1 total six drops. Secondly, the dream scenario just doesn't come up that much. Maybe you use your biggest threat to kill their biggest threat, in which case it's just a six mana Prey Upon, which is quite bad. Maybe you use their biggest threat to kill their second biggest threat, but you still are facing down their biggest threat, also quite bad for six mana. Maybe you do something like have their Moon Heron fight their Screeching Skaab, in which case you technically got a two for one, but the Skaab really didn't matter anyway at that point so you really just got a six mana targeted removal spell, fine but not great. Factor in the times that this rots in your hand and you never get to six mana and you have a card that I consider to be on the lower end of playable. If I'm running a six mana card in red, I want to make sure it is a highly impactful card, not a situational removal spell that maybe provides a blowout if the board lines up just right.
So yeah, I pushed for a risky, but very high upside pick that probably won't make our deck, but will be the best card in our deck if it does. I just don't think we missed out on that much from that pack by taking this gamble.
For details, see this thread:
https://www.mtgsalvation.com/forums/the-game/limited-sealed-draft/799035-community-draft-2-dka-inn-inn
Player 4
Pack #1, Pick #1
Wrack with Madness
Gruesome Discovery
Faithless Looting
Scorch the Fields
Dawntreader Elk
Falkenrath Torturer
Death's Caress
Sanctuary Cat
Nephalia Seakite
Thraben Heretic
Village Survivors
Curse of Exhaustion
Increasing Vengeance
Mondronen Shaman/Tovolar's Magehunter
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
GENERATION 12: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Death's Caress - 2
Mondronen Shaman/Tovolar's Magehunter - 2 (+1)
Player 4
Mondronen Shaman/Tovolar's Magehunter
Pack #1, Pick #2
Executioner's Hood
Dawntreader Elk
Somberwald Dryad
Forge Devil
Highborn Ghoul
Reap the Seagraf
Divination
Gather the Townsfolk
Griptide
Deadly Allure
Hollowhenge Spirit
Predator Ooze
Chosen of Markov/Markov's Servant
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
GENERATION 12: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
I wouldn't make such a risky pick if there were better options, but this is a stinky pack. The next best card is either Hollowhenge spirit or griptide.
Griptide - 1 (+1)
Predator Ooze - 1
Dawntreader Elk - 2
Player 4
Mondronen Shaman/Tovolar's Magehunter
Dawntreader Elk
Pack #1, Pick #3
Erdwal Ripper
Sanctuary Cat
Somberwald Dryad
Chant of the Skifsang
Skillful Lunge
Clinging Mists
Midnight Guard
Stormbound Geist
Blood Feud
Diregraf Captain
Altar of the Lost
Lambholt Elder/Silverpelt Werewolf
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
GENERATION 12: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Blood Feud - 1 (+1)
Diregraf Captain - 2
Player 4
Mondronen Shaman/Tovolar's Magehunter
Dawntreader Elk
Diregraf Captain
Pack #1, Pick #4
Undying Evil
Ulvenwald Bear
Torch Fiend
Young Wolf
Scorch the Fields
Sanctuary Cat
Reap the Seagraf
Divination
Tracker's Instincts
Counterlash
Soul Seizer/Ghastly Haunting
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
GENERATION 12: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Edit: Changing my vote. I glossed over Tracker's Instincts when I first looked at this pack, but posertom is right. This gives us a chance to draft dat hotness, even if Spider Spawning is not as much of a thing here as it was in 3X Innistrad.
Premise 1: Don't get too married to your first pick. This is a bit of classic draft theory that hopefully most here will agree with. Sometimes the color(s) of your first pick(s) will not be open as the draft plays out, and in this case you should be willing to shift your draft into the color(s) of whatever good cards you are seeing. I would hope most folks here know enough about limited that this is not a very controversial idea, but my next premise will be.
Premise 2: Mondronen Shaman and Blood Feud are both traps. Clearly, considering people have called both of these cards bombs in this thread, not everyone is going to agree with this one. But I'll give a little more explanation. While these two cards are very different functionally, they both share the similar trait that they are high upside cards that trick many people into ignoring the downsides. Mondronen Shaman is a four mana 3/2 when you cast it. That is just terrible. It's a much worse Hill Giant, which is a card that you are already pretty unhappy to have in your limited deck. It trades for two drops, which is just abysmally bad for a four drop. Of course, the reason that you take it is its flip side, right? But the problem is, you can't always afford to flip it. Four mana 5/5 that shocks your opponent every time they cast a spell is great, but that's not what this is. It basically has echo because most games, the only way you are flipping it is by taking your next turn off. But that's not even guaranteed to flip it, because your opponent, especially if they are blue, can just cast an instant or flash card on your end step and basically time walk you. So basically the only good ways to flip it are to have an instant or flash card you can cast on your opponent's turn, which R/G doesn't have a ton of, or just lucksack into a turn where your opponent has no spells they can cast. And even if you do manage to flip it, your opponent can just take four face damage on their next turn to double spell and flip it back to a basically useless 3/2. For this reason, I rarely prioritize werewolves that are not at least playable on the front side.
On to Blood Feud. Obviously, the dream is to cast this on a board where your opponent has two threats whose power and toughness line up in such a way that they kill each other, basically making this a double murder. There's a couple problems with this card, though. First off, it's a six mana card in an aggressive color that typically wants about 0-1 total six drops. Secondly, the dream scenario just doesn't come up that much. Maybe you use your biggest threat to kill their biggest threat, in which case it's just a six mana Prey Upon, which is quite bad. Maybe you use their biggest threat to kill their second biggest threat, but you still are facing down their biggest threat, also quite bad for six mana. Maybe you do something like have their Moon Heron fight their Screeching Skaab, in which case you technically got a two for one, but the Skaab really didn't matter anyway at that point so you really just got a six mana targeted removal spell, fine but not great. Factor in the times that this rots in your hand and you never get to six mana and you have a card that I consider to be on the lower end of playable. If I'm running a six mana card in red, I want to make sure it is a highly impactful card, not a situational removal spell that maybe provides a blowout if the board lines up just right.
So yeah, I pushed for a risky, but very high upside pick that probably won't make our deck, but will be the best card in our deck if it does. I just don't think we missed out on that much from that pack by taking this gamble.
Ulvenwald Bear - 1 (+1)
Tracker's Instincts - 2
Young Wolf - 1
Reap the Seagraf - 1
Player 4
Mondronen Shaman/Tovolar's Magehunter
Dawntreader Elk
Diregraf Captain
Tracker's Instincts
Pack #1, Pick #5
Bone to Ash
Black Cat
Gravepurge
Crushing Vines
Haunted Fengraf
Artful Dodge
Nearheath Stalker
Midnight Guard
Curse of Thirst
Increasing Ambition
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)