I agree, although that is probably the part that people can learn from the most. There are certain times where you want to switch colors or give up on a matchup or take one thing because another should come back to you, but you don't want to have your opponent know.
I'd much prefer public discussion for a future team rochester draft. Private discussion would make the whole thing completely uninteresting for anyone not actively involved in the drafting (and that includes me). Besides, I noticed that most of the times when someone said 'X will probably wheel', it indeed did. Each team will do what is best for itself anyway.
I'd much prefer public discussion for a future team rochester draft. Private discussion would make the whole thing completely uninteresting for anyone not actively involved in the drafting (and that includes me). Besides, I noticed that most of the times when someone said 'X will probably wheel', it indeed did. Each team will do what is best for itself anyway.
I agree that the effect is minimal, and would make the draft pretty uninteresting (and thus discussion should be kept public).
Both players keep their hands and E opens with a Mountain. B comes out of the gate guns blazing with Goblin Guide. The little maniac reveals a Grim Monolith and gets shot down with a Lightning Bolt before connecting.
Turn 2 sees E dropping the foreshadowed Monolith and B dropping another threat with Blood Knight. With a nagging feeling of foreboding B passes the turn, and sees his worst fears materialize when E drops a Plains and summons up a Baneslayer Angel off his Monolith. O-kaaaay.
B acts as if he doesn't have a care in the world by casting Basilisk Collar, equipping his Blood Knight and swinging with it. Oh yeah, protection from white... The lifelink part might have been impressive if it wasn't for the friggin' 5/5 lifelinker making the Knight look really bad on the other side of the table. E swings with the Angel, and the life scores go to 17/23 in his favor. He follows up with a Ronom Unicorn.
B's turn 4. He has 4 lands in play of which 3 mountains. It's a desparate gambit, but if that BSA is allowed to do her thing even a little while longer the game looks lost anyway: the flying lifelinking monster gets blasted out of the sky with the combined firepower of Flame Javelin and a mountain-eating Fireblast. Even a Harm's Way wouldn't have prevented the angel from being turned into a smoldering hole in the ground. The Knight swings and so do the life scores: 19 vs 21.
E is a bit bummed by the loss of his beautiful angel, and unfortunately doesn't have a play so he just attacks with the Unicorn and passes the turn. B drops a Dust Bowl and plays Manic Vandal which smashes the Monolith. No more angelic jokes or otherwise, that's for sure. The knight attacks again for 19 vs 19.
Once again E doesn't have a play, turns out he didn't have much up his sleeve besides the awesomeness that is turn 3 BSA. B drops a Fulminator Mage and the Knight continues his bloody business. After another uneventful turn by E, B attacks with Knight and Mage, and E shows a flash of defiance by blasting down the Mage with a Lightning Helix (turns out the Knight's protection served him quite well that game). The game looks somewhat in B's favor, with life scores at 21 vs 17, but far from lost - until B drops a piece of equipment that makes E pray for a miracle: Sword of Fire and Ice.
I'd have liked to serve up a grand final with E bravely fighting back, but the truth is the bloodcrazed Knight went to town a few turns with both Collar and SoFI, and E croaked soon after. The end.
I don't want to memorize anything either, which is why he kept all the results public (both in the first post and on a public google doc).
I agree, although that is probably the part that people can learn from the most. There are certain times where you want to switch colors or give up on a matchup or take one thing because another should come back to you, but you don't want to have your opponent know.
Yeah, but it's still more work than I'd like to do.
Yeah, it depends on how competitive you are being I guess.
I just noticed that once we publicly said that B was monoR rather than Naya, E suddenly started drafting as many hate cards as they could.
I don't think it was because you said it. It was easy to see with the decisions you made. And we should anyway have noticed that you went pure aggro earlier.
It's a bit tricky to draft this way because you make very many weird decisions based on your opponent. I like the "Everone plays against everyone" way better. That way you need to draft an allaround good deck, and not only a good deck vs a specific archetype.
Our E deck would for instance have been a Stax deck, that would have lost severely to B, but it would probably have nailed the other two matches.
C opens with an Island, F follows suit and casts Preordain. Both players spend their second turn playing a looter, of the Merfolk and il-Kor variety respectively. Turn 3
C only drops Grand Coliseum, F attacks and loots; C also loots at end of turn.
Turn 4 is where the true action starts: C drops a Tundra, plays an Azorius Signet and some Kitchen Finks, F summons a Vendilion Clique at end of turn forcing C to replace Venser with a random card. In his own turn he attacks for 4 with the shadow looter and the flyer and follows up with Grand Arbiter.
C attacks with the Finks (life totals: 17 vs 17) and organizes a Spectral Procession. F drops a Plains, uses it to play a Wall of Omens, attacks with the shadow looter and passes the turn. After some more looting, C attacks with the fleet of spirits (somewhat surprisingly, F trades one of them with the Clique) and casts a Thieving Magpie. Nothing to break a match wide open like drawing twice as many cards.
Of course, Sun Titan (bringing back Clique, which forces C to discard Moat) is a pretty good argument. The shadow looter attacks again, life scores are now C15 vs F16.
C is in trouble and he knows it. As a last ditch effort, he Psionic Blasts the Clique to draw an additional card with the Magpie, but the turn after F plays Vedalken Shackles and there is no way C can still survive the onslaught.
This game, C comes roaring out of the gate guns blazing, dropping a Plains and using a Mana Vault to cast two Signets. F starts more sedately with an Island and a Preordain. Turn 2, C confirms his ambitions for the game by Tinkering his tapped Vault into a fully functional and very threatening Sphinx of the Steel Wind. Looks like a best case scenario (or worst, depending on who you ask) for C.
F drops an island and takes the first hit from the Sphinx. F drops another land and again passes the turn without a play. C casts Thirst for Knowledge at end of turn, to which F responds with a Capsize on the Sphinx. The idea was good, but unfortunately C had 2 blue open and a Counterspell ready.
Again the Sphinx attacks, life scores are now 31 to 8. F passes the turn without a play and gets brutalized again, life scores are now a demoralizing 37 to 2.
Then, the miracle happens. Before untapping, F cycles Decree of Justice for a single soldier. Then, Celestial Colonnade drops and Kor Sanctifiers arrive on the battlefield uncountered, shattering the Sphinx. F is not dead yet, but the situation looks grim still.
C Brainstorms at end of turn, and comes up with the idea to dig a Moat. F lives to see another turn and uses it to invite a very useful ally onto the battlefield: Elspeth Tirel. Elspeth's first act is making some more soldiers. C has no play to answer it. Just to show that he's still planning to win the game, F casts Keiga and uses Elspeth to gain 6 life. C finds a Morphling and summons it.
F once again pumps up his life total by 6 points, scores are now 37 vs a far more comfortable 12, with Elspeth still around to keep up the life gain. F casts Vedalken Shackles. C decides the madness needs to stop and taps out to wipe the board with a Martial Coup for 7. F calmly cycles a Complicate.
The games ends pretty soon after, this was an insane game and easily the most impressive performance of Elspeth Tirel I've ever witnessed.
I'd much prefer public discussion for a future team rochester draft. Private discussion would make the whole thing completely uninteresting for anyone not actively involved in the drafting (and that includes me). Besides, I noticed that most of the times when someone said 'X will probably wheel', it indeed did. Each team will do what is best for itself anyway.
I agree that the effect is minimal, and would make the draft pretty uninteresting (and thus discussion should be kept public).
Both players keep their hands and E opens with a Mountain. B comes out of the gate guns blazing with Goblin Guide. The little maniac reveals a Grim Monolith and gets shot down with a Lightning Bolt before connecting.
Turn 2 sees E dropping the foreshadowed Monolith and B dropping another threat with Blood Knight. With a nagging feeling of foreboding B passes the turn, and sees his worst fears materialize when E drops a Plains and summons up a Baneslayer Angel off his Monolith. O-kaaaay.
B acts as if he doesn't have a care in the world by casting Basilisk Collar, equipping his Blood Knight and swinging with it. Oh yeah, protection from white... The lifelink part might have been impressive if it wasn't for the friggin' 5/5 lifelinker making the Knight look really bad on the other side of the table. E swings with the Angel, and the life scores go to 17/23 in his favor. He follows up with a Ronom Unicorn.
B's turn 4. He has 4 lands in play of which 3 mountains. It's a desparate gambit, but if that BSA is allowed to do her thing even a little while longer the game looks lost anyway: the flying lifelinking monster gets blasted out of the sky with the combined firepower of Flame Javelin and a mountain-eating Fireblast. Even a Harm's Way wouldn't have prevented the angel from being turned into a smoldering hole in the ground. The Knight swings and so do the life scores: 19 vs 21.
E is a bit bummed by the loss of his beautiful angel, and unfortunately doesn't have a play so he just attacks with the Unicorn and passes the turn. B drops a Dust Bowl and plays Manic Vandal which smashes the Monolith. No more angelic jokes or otherwise, that's for sure. The knight attacks again for 19 vs 19.
Once again E doesn't have a play, turns out he didn't have much up his sleeve besides the awesomeness that is turn 3 BSA. B drops a Fulminator Mage and the Knight continues his bloody business. After another uneventful turn by E, B attacks with Knight and Mage, and E shows a flash of defiance by blasting down the Mage with a Lightning Helix (turns out the Knight's protection served him quite well that game). The game looks somewhat in B's favor, with life scores at 21 vs 17, but far from lost - until B drops a piece of equipment that makes E pray for a miracle: Sword of Fire and Ice.
I'd have liked to serve up a grand final with E bravely fighting back, but the truth is the bloodcrazed Knight went to town a few turns with both Collar and SoFI, and E croaked soon after. The end.
B vs E RESULT: 2-0
Now for the final match. This match will be interesting and skill-intensive.
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I just noticed that once we publicly said that B was monoR rather than Naya, E suddenly started drafting as many hate cards as they could.
Yeah, but it's still more work than I'd like to do.
I don't think it was because you said it. It was easy to see with the decisions you made. And we should anyway have noticed that you went pure aggro earlier.
It's a bit tricky to draft this way because you make very many weird decisions based on your opponent. I like the "Everone plays against everyone" way better. That way you need to draft an allaround good deck, and not only a good deck vs a specific archetype.
Our E deck would for instance have been a Stax deck, that would have lost severely to B, but it would probably have nailed the other two matches.
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Team Builds:
1 Eternal Dragon
1 Impulse
1 Counterspell
1 Scroll Rack
1 Mana Drain
1 Remand
1 Thirst for Knowledge
1 Sword of Body and Mind
1 Psionic Blast
1 Tinker
1 Timetwister
1 Moat
1 Martial Coup
1 Merfolk Looter
1 Kitchen Finks
1 Spectral Procession
1 Exalted Angel
1 Thieving Magpie
1 Venser, Shaper Savant
1 Morphling
1 Sphinx of the Steel Wind
1 Simic Signet
1 Mana Vault
1 Mox Pearl
1 Tundra
1 Windswept Heath
1 Grand Colisseum
1 Hallowed Fountain
1 Flooded Strand
1 Scrubland
1 Thawing Glaciers
1 Swamp
3 Island
3 Plains
1 Glorious Anthem
1 Dismantling Blow
1 Wall of Denial
1 Grindstone
1 Memory Lapse
1 Uktabi Orangutan
1 Krosan Grip
2 Forest
1 Swamp
1 Island
1 Plains
1 Natural Order
1 Constant Mists
1 Wilt-Leaf Liege
1 Enclave Cryptologist
1 Preordain
1 Skullclamp
1 Student of Warfare
[2]
1 Wall of Omens
1 Looter il-Kor
1 Gilded Drake
[3]
1 Complicate
1 Vendilion Clique
1 Kor Sanctifiers
1 Vedalken Shackles
1 Capsize
1 Orim's Thunder
1 Scepter of Dominance
1 Jace, the Mind Sculptor
1 Grand Arbiter Augustin IV
[5]
1 Elspeth Tirel
[6]
1 Upheaval
1 Keiga, the Tide Star
1 Sun Titan
[X]
1 Condescend
1 Decree of Justice
[Land]
1 Celestial Colonnade
1 Kjeldoran Outpost
1 Faerie Conclave
1 Ancient Tomb
7 Island
7 Plains
1 Calciderm
1 Wake Thrasher
1 Man-o'-War
1 Conundrum Sphinx
1 Zuran Orb
1 Undiscovered Paradise
1 Kira, Great Glass-Spinner
1 Simic Sky Swallower
1 Wooded Foothills
Game 1 Report:
C opens with an Island, F follows suit and casts Preordain. Both players spend their second turn playing a looter, of the Merfolk and il-Kor variety respectively. Turn 3
C only drops Grand Coliseum, F attacks and loots; C also loots at end of turn.
Turn 4 is where the true action starts: C drops a Tundra, plays an Azorius Signet and some Kitchen Finks, F summons a Vendilion Clique at end of turn forcing C to replace Venser with a random card. In his own turn he attacks for 4 with the shadow looter and the flyer and follows up with Grand Arbiter.
C attacks with the Finks (life totals: 17 vs 17) and organizes a Spectral Procession. F drops a Plains, uses it to play a Wall of Omens, attacks with the shadow looter and passes the turn. After some more looting, C attacks with the fleet of spirits (somewhat surprisingly, F trades one of them with the Clique) and casts a Thieving Magpie. Nothing to break a match wide open like drawing twice as many cards.
Of course, Sun Titan (bringing back Clique, which forces C to discard Moat) is a pretty good argument. The shadow looter attacks again, life scores are now C15 vs F16.
C is in trouble and he knows it. As a last ditch effort, he Psionic Blasts the Clique to draw an additional card with the Magpie, but the turn after F plays Vedalken Shackles and there is no way C can still survive the onslaught.
C vs F, game 1: 0-1
I feel compelled to repeat everything I hear
It heightens tension!
Ahem. I'll get to it.
This game, C comes roaring out of the gate guns blazing, dropping a Plains and using a Mana Vault to cast two Signets. F starts more sedately with an Island and a Preordain. Turn 2, C confirms his ambitions for the game by Tinkering his tapped Vault into a fully functional and very threatening Sphinx of the Steel Wind. Looks like a best case scenario (or worst, depending on who you ask) for C.
F drops an island and takes the first hit from the Sphinx. F drops another land and again passes the turn without a play. C casts Thirst for Knowledge at end of turn, to which F responds with a Capsize on the Sphinx. The idea was good, but unfortunately C had 2 blue open and a Counterspell ready.
Again the Sphinx attacks, life scores are now 31 to 8. F passes the turn without a play and gets brutalized again, life scores are now a demoralizing 37 to 2.
Then, the miracle happens. Before untapping, F cycles Decree of Justice for a single soldier. Then, Celestial Colonnade drops and Kor Sanctifiers arrive on the battlefield uncountered, shattering the Sphinx. F is not dead yet, but the situation looks grim still.
C Brainstorms at end of turn, and comes up with the idea to dig a Moat. F lives to see another turn and uses it to invite a very useful ally onto the battlefield: Elspeth Tirel. Elspeth's first act is making some more soldiers. C has no play to answer it. Just to show that he's still planning to win the game, F casts Keiga and uses Elspeth to gain 6 life. C finds a Morphling and summons it.
F once again pumps up his life total by 6 points, scores are now 37 vs a far more comfortable 12, with Elspeth still around to keep up the life gain. F casts Vedalken Shackles. C decides the madness needs to stop and taps out to wipe the board with a Martial Coup for 7. F calmly cycles a Complicate.
The games ends pretty soon after, this was an insane game and easily the most impressive performance of Elspeth Tirel I've ever witnessed.
C vs F RESULT: 0-2
Draft result: Team B wins, 2 matches to 1.
Congrats team B with the well-deserved win!
And thanks for the draft everyone. It was really fun.
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I'd totally be up for another, if others are.