That's really up to the tournament organizer, though, isn't it?
You can certainly have a draft where everyone is required to give the cards back at the end. Perhaps totally different prizes would be given out, or perhaps they are redrafted. In that case, if you walk out with the cards, you're stealing. Maybe not according to the DCI rules, but certainly according to an ordinary concept of stealing. You can't walk away from a chess game with the chess pieces.
But players are used to the idea that they keep the cards they drafted, as soon as they drafted them. papafunk is clarifying that they won't disqualify people for believing that. (The tournament rules need to be revised to reflect this, by the way, since under this interpretation the phrase "Players are not considered to own the cards..." never applies.)
P1P3: I would have taken Haunter of Nightveil. The card is much, much stronger than Give, and I think getting it later than 2nd pick is a signal. In fact, it's so strong that I don't really mind dropping Tajic for it if it comes to that.
P1P5: What's better than 1 Haunter of Nightveil?
P1P6: And I would continue to draft UB with Warped Physique
P1P7: I would continue to continue to draft UB with Warped Physique.
Of course it's impossible to tell what would have been returned to you in P2 if you had done this, but given that incredibly late Soul Ransom and other things I think you would certainly have been happy with UBw.
The only problem I have with this is that although knowledge must be justified, we generally don't require that justification to rise to the level of proof. Good evidence is enough.
So here's an interview with an omniscient being:
Q: Are you omniscient?
A: Yes.
Q: Is that just a guess, or do you know that you're omniscient?
A: I know, obviously. If I didn't know, then that would be something that I didn't know, so I wouldn't be omniscient in that case.
Q: But knowledge requires justification. What is your justification for believing you are omniscient?
A: I believe I'm omniscient because I am not aware of anything I don't know.
Q: That's hardly a proof of your omniscience.
A: I didn't claim it was a proof. I just claimed it was a justification.
Q: But an man who has lived his whole life in a dark cave with no outside contacts could also be unaware of anything he doesn't know. In that case, doesn't he also have a justification for believing he is omniscient? And mightn't he also know that he is omniscient?
A: Sure, he would have a justification. But he wouldn't know, because knowledge is justified true belief. His belief is false.
Q: But that means you only know you're omniscient if it is in fact true that you are omniscient.
A: Good thing it's true, then.
Q: But what if you're wrong? How could I tell the difference?
A: I didn't claim to be able to prove to you that I was omniscient.
Q: Okay, then, how could you tell the difference?
A: I didn't claim to be able to prove to myself that I was omniscient either. I just claimed to know it. I believe it, it's true, and I have justified my belief. Therefore, I know I am omniscient.
Q: Sigh... But if you imagine a version of you that isn't omniscient, I could be having the exact same conversation with that version of you as I am with the real you.
A: Yes, but that version, when he said he knew he was omniscient, would be wrong.
EDIT: P1P4: I like Haazda Snare Squad. The card is really, really good. Fumes is fine too, but I think I would take the Snare Squad over it especially since I might end up in UW.
P1P6: This is a mistake. You're almost certainly playing white. I like Gates too but 2-drops are too important.
P1P10: Here I would have taken the cluestone having not taken the Gate in pack 6.
P2P3: Lashes is fine. It's more reliably castable (on the assumption you won't have to play too much blue).
P3P1: I would probably have taken Sunspire Griffin here. It not quite as good, but it is considerably less blue.
P3P2: I would consider Vassal Soul or Dead Reveler over Transguild Promenade. Note that your blue splash isn't too bad at this point.
P3P3: Seller of Songbirds or New Prahv Guildmage over Voidwielder. Seller is much better for the colors and is a good defensive 3 -- your deck has plenty of ways to win and just needs to survive. New Prahv Guildmage is the better blue card but is probably worse than Seller because of colors.
P3P4: After my picks your curve would have been less of a concern, but Selesnya Sentry would still probably have been comparable to Eyes. There's also Jailbreaker, which is probably the better 4.
P3P6: Concordia Pegasus, because Ethereal Armor is not making your deck in a million years.
P3P13: Terrus Wurm over Slitherhead. I'd rather take the 7-drop that sometimes gets boarded in over the 1-drop that doesn't.
So basically, you could have reduced the clunkiness of your deck and not drafted so much blue at the same time. I think that going into the third pack you should have had the attitude that you were not going to play the weaker blue cards (Metropolis Sprite, Last Thoughts) if you could help it at all. There is a point at which your deck is strong enough that you can sacrifice power for consistency. I think you got there by the end of pack 2, and could try to draft almost all black and white cards in pack 3.
Also, your deck probably needed to have 18 lands in it because of the number of expensive spells. Another form of sacrificing power for consistency.
A player may have been put into WB by Obzedat's Aid + Profit//Loss + Haazda Snare Squad. Obzedat's Aid is not actually good but this is Swiss and people might think it is good.
I could take Warped Physique but Dimir is pretty weak, and it obviously does not go well with my first pick. Mastiff is the next best option, so even though it's slightly forcing I'll go ahead and take it.
Seems better than average for me in terms of GTC opens. I like Angelic Edict too but I want to be a fairly aggressive deck since I already have a couple of Mastiffs and a Snare Squad.
Pack 2 pick 2:
Way of the Thief
Spire Tracer
Syndic of Tithes
Riot Gear
Verdant Haven
Nav Squad Commandos
Madcap Skills
Bioshift
Grisly Spectacle
Ground Assault
Dimir Keyrune
Gateway Shade
--> Firemane Avenger
Island
Pit Fight still seems bad, and Thunderfist is just not great. I don't know if I will really want to play this Keyrune but if I do end up splashing blue it's possible.
Pack 3 pick 10:
Chorus of Might
Mind Rot
--> Viashino Racketeer
Search Warrant
Security Blockade
Forest
I think this is the better 3-drop. I'm not going to want to pay 1 mana to gain 1 life in this kind of deck, and neither vigilance nor +1 toughness is better than cycling a land.
Yeah, this deck is a very good, classically aggressive deck without any of the risky gimmicks that are usually needed in this format (I'm looking at you, Riot Piker). I will be quite disappointed with anything less than a 3-0.
Matches:
M1G1: On the draw, I beat him down with Fencing Ace -> Haazda Snare Squad -> Selesnya Sentry. He has Ogre Jailbreaker and eventually Perilous Shadow, but I have Warleader's Helix for the Jailbreaker and he dies. Counting the Helix, I had 13 points of burn in my hand this game while he was at 12. M1G2: This time it's Fencing Ace -> Haazda Snare Squad -> Firemane Avenger. He has Aetherize to try and fight back, but as it turns out, I am capable of recasting my spells. He does manage to kill the Firemane Avenger with Warped Physique, but I have Nav Squad Commandos to replace it. He tries to block the Snare Squad with Notion Thief and Wind Drake but Boros Charm saves it and he doesn't have enough to fight the Squads.
M2G1: I finally get to be on the play and start with Firefist Striker -> Sunspire Griffin -> Haazda Snare Squad -> Firemane Avenger. It's pretty tough to block against that. He does end up trading Cartel Aristocrat and Basilica Screecher for the Striker, but can't stop me from attacking a second time. M2G2: I have Boros Mastiff -> Fencing Ace -> Selesnya Sentry against his Devour Flesh, Hired Torturer and Dead Reveler (unleashed). The rest of the game is me waiting for him to use his removal so I can drop Holy Mantle on Fencing Ace. He refuses to do so, and eventually I make so many misplays that I lose most of my board and have no choice but to go for it. It turns out that he has no removal and just dies. Game of skill, folks.
M3G1: I have to go to 6 (5 lands + Boros Mastiff) on the draw but at least he has a Spotlight to even things up a bit. I get really lucky and have Boros Mastiff -> Fencing Ace -> Sunspire Griffin but he sadly has Electrickery for the Fencing Ace and Ground Assault for the Griffin. After Mastiff trades for Battering Krasis I start again with Nav Squad Commandos, Haazda Snare Squad, and Warmind Infantry. The Infantry get Punished and I fall to 7 with him having a 3/3 Fathom Mage and Rubblebelt Maaka. At this point I am still on 5 lands (!) with a Tenement Crasher in my hand. Obviously, if he has anything, blocking is not going to save me since he has a Spotlight, so I just crash in, then play Racketeer discarding Boros Mastiff in the hope of finding that elusive 6th land. I do, he doesn't have anything, and I get to crash his Tenement for lethal. Just 9 spells in a row, no biggie M3G2: I have Boros Mastiff -> Selesnya Sentry -> Selesnya Sentry -> Batterhorn against his Battering Krasis -> Lobber Crew -> Punish the Enemy. He's stuck on two colors. On his next turn he uses Act of Treason on the Batterhorn. This puts me to 2. I go back up to 4 with Boros Mastiff lifelink, and unfortunately for him I have Explosive Impact for his Battering Krasis. His Lobber Crew can't race Mastiff and he dies despite drawing an island on his last turn.
Verdict:
3-0, but I did get a bit lucky. As you'll notice, I always had a 2-drop, and pretty much always had the Snare Squad which did a ton of work. Still, I wouldn't mind playing this deck in just about every draft.
Here I could have taken the Renegade Krasis or even Mossdog for more color consistency but much less power, or the Ascended Lawmage to try to use Far//Away. I ended up going this way because I think Armadillo Cloak is quite a bit better than Ascended Lawmage. Could be wrong.
Pack 2 pick 2:
Basilica Screecher
Way of the Thief
Spire Tracer
Assault Griffin
Adaptive Snapjaw
--> Skinbrand Goblin
Syndicate Enforcer
Simic Guildgate
Drakewing Krasis
Merfolk of the Depths
Rust Scarab
Undercity Informer
Realmwright
Forest
At this point it's time to make a decision about what to splash. I took the 2-drop with the goal of building an aggressive deck, since I have War Chant. This could have been Assault Griffin instead. I could also have taken a green card, but they don't seem good.
Pack 2 pick 3:
Way of the Thief
Tin Street Market
Dutiful Thrull
Orzhov Guildgate
Totally Lost
Assault Griffin
Skyblinder Staff
Psychic Strike
Primal Visitation
Call of the Nightwing
--> Miming Slime
High Priest of Penance
Plains
It seems like at least one of the people to my left is playing green.
Pack 2 pick 4:
Metropolis Sprite
Angelic Edict
Devour Flesh
Predator's Rapport
Corpse Blockade
--> Armored Transport
Syndicate Enforcer
Hydroform
Urban Evolution
Orzhov Keyrune
Incursion Specialist
Forest
Could take Urban Evolution or Angelic Edict, but I think I have a better chance of salvaging this draft by trying to get an aggressive deck than I do by trying to splash all the colors with no fixing. Someone to my left has decided to play green, which sucks.
Pack 2 pick 5:
Predator's Rapport
Contaminated Ground
--> Millennial Gargoyle
Verdant Haven
Sage's Row Denizen
Balustrade Spy
Kingpin's Pet
Hydroform
Frenzied Tilling
Tower Defense
Island
A mistake. This should have been Traitorous Instinct, not that it would have ended up mattering. I'm still thinking that I might end up splashing red instead of white, but this isn't a sensible way to make that decision. There hasn't been any white yet.
This is one of the worst decks I've ever drafted in this format. It doesn't even deserve nice lands. I expect to go 1-2, and I expect the matches to be really boring.
Matches:
Round 1: I draw nothing and die.
Round 2: I play against the mill deck. In game 1 I draw nothing and die (it doesn't help that he had Mirko Vosk). I board up to 50 cards. In game 2 he keeps a 1-lander with Realmwright (in his 2-color deck) and I win easily. In game 3 I kill all his creatures with Skinbrand Goblin on a centaur token and win. Entertainingly, he complains a lot during the match. I am apparently a sack because I don't play cards like Realmwright or keep 1-landers.
Round 3: I mulligan to 6 twice. Each time I draw nothing and die.
Verdict:
This was the worst draft I have ever played because there were no actual games. I never drew Armadillo Cloak or Gruul War Chant and never had a turn-1 Spire Tracer. I drew Collective Blessing and Armed//Dangerous exactly once each, and neither one in a situation where it mattered. Fortunately, I was still able to win a round thanks to my opponent's Realmwright being not a card.
I don't think I deserved to be cut that badly in pack 2 -- I think it's just one of those things that you can't really control, and a reason not to draft a GTC guild.
1. If Voice of Resurgence is dealt lethal damage by Pillar of Flame, it doesn't die (it is exiled instead), so its ability never resolves. You don't get a token at all.
2. The token's power and toughness are constantly updated so that they are always equal to the current number of creatures its controller has on the battlefield.
That is not how keyword actions work. You can see this with a simple extension of your own argument.
A creature dying is not a creature being destroyed. Yet if you refer to the 'definition' of destroy, in the same place as that which 'defines' search, you will find exactly that description.
The equivalence is one-way (which yes, is not equivalence.) And there's no reason to suppose a technical term would appear in the rules and not be used in the technical way.
But that's exactly what I'm saying. The "equivalence" is one-way. It's not a search unless the effect uses the word "search", no matter what the effect actually does, just like a creature isn't destroyed unless it is affected by something that uses the word "destroy".
Slagathor is arguing that because, as part of casting Disaster Radius, you have to look through your hand and find a creature card, this counts as "searching" your hand. That is the incorrect thing here.
EDIT: And nukeman's statement:
But if something does make you look at all of them, and choose one, then that is considered searching.
is also wrong for the same reason. Perhaps you meant to quote him instead of me?
1. Prevent all damage that would be dealt to this by X
2. This can't be enchanted or equipped by X
3. This can't be blocked by X
4. This can't be targeted by X
A creature enchanted with Spirit Mantle can't be blocked by Loyal Sentry in the first place, because the attacking creature will have protection from creatures. Among other things, this means it can't be blocked by creatures (Point #3).
If the Spirit Mantle is somehow put on the creature after Loyal Sentry blocks, it will not protect the creature. Loyal Sentry's ability doesn't fall under any of the items listed above, since it doesn't target (abilities only target if they use the word "target").
You can't sacrifice a permanent you don't control. If you are instructed to do so, instead you do nothing.
As a result, if you do this, your opponent will control the Illusions of Grandeur, and it won't be sacrificed whether or not you choose to pay the cost. But an age counter will be added.
701.14a To sacrifice a permanent, its controller moves it from the battlefield directly to its owner's graveyard. A player can't sacrifice something that isn't a permanent, or something that's a permanent he or she doesn't control. Sacrificing a permanent doesn't destroy it, so regeneration or other effects that replace destruction can't affect this action.
You can certainly have a draft where everyone is required to give the cards back at the end. Perhaps totally different prizes would be given out, or perhaps they are redrafted. In that case, if you walk out with the cards, you're stealing. Maybe not according to the DCI rules, but certainly according to an ordinary concept of stealing. You can't walk away from a chess game with the chess pieces.
But players are used to the idea that they keep the cards they drafted, as soon as they drafted them. papafunk is clarifying that they won't disqualify people for believing that. (The tournament rules need to be revised to reflect this, by the way, since under this interpretation the phrase "Players are not considered to own the cards..." never applies.)
P1P5: What's better than 1 Haunter of Nightveil?
P1P6: And I would continue to draft UB with Warped Physique
P1P7: I would continue to continue to draft UB with Warped Physique.
Of course it's impossible to tell what would have been returned to you in P2 if you had done this, but given that incredibly late Soul Ransom and other things I think you would certainly have been happy with UBw.
So here's an interview with an omniscient being:
Q: Are you omniscient?
A: Yes.
Q: Is that just a guess, or do you know that you're omniscient?
A: I know, obviously. If I didn't know, then that would be something that I didn't know, so I wouldn't be omniscient in that case.
Q: But knowledge requires justification. What is your justification for believing you are omniscient?
A: I believe I'm omniscient because I am not aware of anything I don't know.
Q: That's hardly a proof of your omniscience.
A: I didn't claim it was a proof. I just claimed it was a justification.
Q: But an man who has lived his whole life in a dark cave with no outside contacts could also be unaware of anything he doesn't know. In that case, doesn't he also have a justification for believing he is omniscient? And mightn't he also know that he is omniscient?
A: Sure, he would have a justification. But he wouldn't know, because knowledge is justified true belief. His belief is false.
Q: But that means you only know you're omniscient if it is in fact true that you are omniscient.
A: Good thing it's true, then.
Q: But what if you're wrong? How could I tell the difference?
A: I didn't claim to be able to prove to you that I was omniscient.
Q: Okay, then, how could you tell the difference?
A: I didn't claim to be able to prove to myself that I was omniscient either. I just claimed to know it. I believe it, it's true, and I have justified my belief. Therefore, I know I am omniscient.
Q: Sigh... But if you imagine a version of you that isn't omniscient, I could be having the exact same conversation with that version of you as I am with the real you.
A: Yes, but that version, when he said he knew he was omniscient, would be wrong.
P1P6: This is a mistake. You're almost certainly playing white. I like Gates too but 2-drops are too important.
P1P10: Here I would have taken the cluestone having not taken the Gate in pack 6.
P2P3: Lashes is fine. It's more reliably castable (on the assumption you won't have to play too much blue).
P3P1: I would probably have taken Sunspire Griffin here. It not quite as good, but it is considerably less blue.
P3P2: I would consider Vassal Soul or Dead Reveler over Transguild Promenade. Note that your blue splash isn't too bad at this point.
P3P3: Seller of Songbirds or New Prahv Guildmage over Voidwielder. Seller is much better for the colors and is a good defensive 3 -- your deck has plenty of ways to win and just needs to survive. New Prahv Guildmage is the better blue card but is probably worse than Seller because of colors.
P3P4: After my picks your curve would have been less of a concern, but Selesnya Sentry would still probably have been comparable to Eyes. There's also Jailbreaker, which is probably the better 4.
P3P6: Concordia Pegasus, because Ethereal Armor is not making your deck in a million years.
P3P13: Terrus Wurm over Slitherhead. I'd rather take the 7-drop that sometimes gets boarded in over the 1-drop that doesn't.
So basically, you could have reduced the clunkiness of your deck and not drafted so much blue at the same time. I think that going into the third pack you should have had the attitude that you were not going to play the weaker blue cards (Metropolis Sprite, Last Thoughts) if you could help it at all. There is a point at which your deck is strong enough that you can sacrifice power for consistency. I think you got there by the end of pack 2, and could try to draft almost all black and white cards in pack 3.
Also, your deck probably needed to have 18 lands in it because of the number of expensive spells. Another form of sacrificing power for consistency.
A player may have been put into WB by Obzedat's Aid + Profit//Loss + Haazda Snare Squad. Obzedat's Aid is not actually good but this is Swiss and people might think it is good.
Draft:
Time: 6/6/2013 5:14:04 PM
Players:
lwal036
Sparrow hawk
Jpsonic
Jubeju
--> norbornane
ECar642
PhyXer
buresbl
------ DGM ------
Pack 1 pick 1:
Golgari Guildgate (FOIL)
Azorius Cluestone
Hidden Strings
Ubul Sar Gatekeepers
Nivix Cyclops
Izzet Cluestone
Saruli Gatekeepers
Murmuring Phantasm
Riot Control
Punish the Enemy
Ascended Lawmage
Maw of the Obzedat
--> Warleader's Helix
Renounce the Guilds
Orzhov Guildgate
I like Renounce the Guilds but it's obviously much worse. Helix is worth the extra color.
Pack 1 pick 2:
Hired Torturer
Nivix Cyclops
Maze Rusher
--> Boros Mastiff
Murmuring Phantasm
Gruul Cluestone
Maze Sentinel
Pilfered Plans
Rakdos Cluestone
Warped Physique
Toil/Trouble
Wear/Tear
Possibility Storm
Gruul Guildgate
I could take Warped Physique but Dimir is pretty weak, and it obviously does not go well with my first pick. Mastiff is the next best option, so even though it's slightly forcing I'll go ahead and take it.
Pack 1 pick 3:
Beetleform Mage
Maze Rusher
Bane Alley Blackguard
Orzhov Cluestone
Phytoburst
--> Haazda Snare Squad
Wind Drake
Clear a Path
Fatal Fumes
Weapon Surge
Korozda Gorgon
Notion Thief
Selesnya Guildgate
Another good white card makes me happy with my choice.
Pack 1 pick 4:
Azorius Cluestone
Hidden Strings
Ubul Sar Gatekeepers
Nivix Cyclops
Izzet Cluestone
Saruli Gatekeepers
Murmuring Phantasm
Riot Control
--> Jelenn Sphinx
Haunter of Nightveil
Goblin Test Pilot
Selesnya Guildgate
Oh, yuck, that's a late Haunter of Nightveil. Sphinx is good and I could end up in UWr easily enough.
Pack 1 pick 5:
Ubul Sar Gatekeepers
Dimir Cluestone
--> Boros Mastiff
Uncovered Clues
Maze Glider
Rakdos Cluestone
Saruli Gatekeepers
Awe for the Guilds
Toil/Trouble
Korozda Gorgon
Plasm Capture
I guess there was a fairly decent BUG deck to be had but this is looking pretty good as well.
Pack 1 pick 6:
Mindstatic
Mutant's Prey
--> Sunspire Gatekeepers
Kraul Warrior
Wake the Reflections
Awe for the Guilds
Morgue Burst
Maze Sentinel
Woodlot Crawler
Catch/Release
Eww, nothing.
Pack 1 pick 7:
Phytoburst
Smelt-Ward Gatekeepers
--> Izzet Cluestone
Maze Abomination
Selesnya Cluestone
Opal Lake Gatekeepers
Lyev Decree
Pilfered Plans
Wear/Tear
Pack 1 pick 8:
Hired Torturer
Nivix Cyclops
Murmuring Phantasm
Maze Sentinel
Pilfered Plans
Rakdos Cluestone
Drown in Filth (FOIL)
--> Wear/Tear
I should probably have taken anything else because I can reasonably expect to wheel the one that will come in a couple of packs.
Pack 1 pick 9:
Azorius Cluestone
Hidden Strings
Nivix Cyclops
Izzet Cluestone
Murmuring Phantasm
Riot Control
--> Orzhov Guildgate
Taking this over Azorius Cluestone in case the next pack makes me want to splash black instead.
Pack 1 pick 10:
Maze Rusher
Murmuring Phantasm
Pilfered Plans
--> Rakdos Cluestone
Wear/Tear
Possibility Storm
Pack 1 pick 11:
Maze Rusher
Bane Alley Blackguard
--> Orzhov Cluestone
Clear a Path
Notion Thief
Pack 1 pick 12:
Hidden Strings
--> Nivix Cyclops
Izzet Cluestone
Goblin Test Pilot
Pack 1 pick 13:
--> Dimir Cluestone
Uncovered Clues
Awe for the Guilds
Pack 1 pick 14:
--> Wake the Reflections
Awe for the Guilds
Pack 1 pick 15:
--> Wear/Tear
------ GTC ------
Pack 2 pick 1:
Scatter Arc
Structural Collapse
Angelic Edict
Balustrade Spy
Ivy Lane Denizen
Death's Approach
Sage's Row Denizen
Skyblinder Staff
Paranoid Delusions
Drakewing Krasis
Zameck Guildmage
Alpha Authority
--> Holy Mantle
Biovisionary
Mountain
Seems better than average for me in terms of GTC opens. I like Angelic Edict too but I want to be a fairly aggressive deck since I already have a couple of Mastiffs and a Snare Squad.
Pack 2 pick 2:
Way of the Thief
Spire Tracer
Syndic of Tithes
Riot Gear
Verdant Haven
Nav Squad Commandos
Madcap Skills
Bioshift
Grisly Spectacle
Ground Assault
Dimir Keyrune
Gateway Shade
--> Firemane Avenger
Island
Ding! Finally I catch a break.
Pack 2 pick 3:
Shadow Slice
--> Warmind Infantry
Scatter Arc
Smite
Spell Rupture
Simic Guildgate
Zarichi Tiger
Bomber Corps
Ruination Wurm
Paranoid Delusions
Undercity Informer
Glaring Spotlight
Forest
Better than smite in aggro. Also better than Bomber Corps, I think.
Pack 2 pick 4:
Predator's Rapport
Scorchwalker
Skygames
Slate Street Ruffian
Adaptive Snapjaw
Bomber Corps
Drakewing Krasis
Martial Glory
Ghor-Clan Rampager
--> Firefist Striker
Gateway Shade
Island
This is going quite well. It definitely helps that I was passed almost no red in the first pack.
Pack 2 pick 5:
Shadow Alley Denizen
Scab-Clan Charger
Aerial Maneuver
Nav Squad Commandos
Verdant Haven
Horror of the Dim
Pit Fight
--> Boros Charm
Dimir Charm
Rubblehulk
Forest
It's not completely clear whether I'm aggressive enough to want to play this but it seems likely. Pit Fight is pretty weak given what I have so far.
Pack 2 pick 6:
--> Massive Raid
Knight Watch
Contaminated Ground
Greenside Watcher
Totally Lost
Skyblinder Staff
Shambleshark
Primal Visitation
Alpha Authority
Island
I wouldn't mind Knight Watch either, but a removal spell, even a bad one, is likely better.
Pack 2 pick 7:
Tin Street Market
Dutiful Thrull
Shielded Passage
Act of Treason
Riot Gear
Verdant Haven
--> Wojek Halberdiers
Mental Vapors
Swamp
Finally one of these comes late while I'm actually drafting Boros.
Pack 2 pick 8:
Towering Thunderfist
Keymaster Rogue
Verdant Haven
Sage's Row Denizen
Pit Fight
--> Boros Keyrune
Alpha Authority
Island
Pit Fight still seems bad, and Thunderfist is just not great. I don't know if I will really want to play this Keyrune but if I do end up splashing blue it's possible.
Pack 2 pick 9:
Scatter Arc
Structural Collapse
--> Skyblinder Staff
Paranoid Delusions
Alpha Authority
Biovisionary
Mountain
Pack 2 pick 10:
Way of the Thief
Verdant Haven
--> Nav Squad Commandos
Bioshift
Ground Assault
Island
Either someone's a lucksack or no one is playing RG.
Pack 2 pick 11:
Shadow Slice
Scatter Arc
--> Ruination Wurm
Paranoid Delusions
Forest
Pack 2 pick 12:
Predator's Rapport
Skygames
--> Bomber Corps
Island
And I guess I can have both Warmind Infantry and Bomber Corps.
Pack 2 pick 13:
Shadow Alley Denizen
--> Verdant Haven
Forest
Pack 2 pick 14:
--> Alpha Authority
Island
Pack 2 pick 15:
--> Tin Street Market
------ RTR ------
Pack 3 pick 1:
Deviant Glee
Avenging Arrow
Terrus Wurm
Centaur's Herald
Perilous Shadow
Tenement Crasher
Sunspire Griffin
Azorius Guildgate
Coursers' Accord
Trestle Troll
Thrill-Kill Assassin
Slitherhead
--> Bloodfray Giant
Steam Vents
Mountain
A really strong aggressive card. It's too good to pass for Steam Vents money.
Pack 3 pick 2:
Chorus of Might
Electrickery
Paralyzing Grasp
--> Explosive Impact
Mind Rot
Axebane Guardian
Keening Apparition
Viashino Racketeer
Search Warrant
Aquus Steed
Security Blockade
Rakdos Keyrune
Supreme Verdict
Forest
Eww, Supreme Verdict. Hopefully I don't play against it. Taking removal/burn over 2-drop here seems fine since I do have a bunch of 2s.
Pack 3 pick 3:
Druid's Deliverance
Electrickery
Crosstown Courier
Voidwielder
--> Selesnya Sentry
Ogre Jailbreaker
Batterhorn
Rubbleback Rhino
Tavern Swindler
Hellhole Flailer
Rakdos Ragemutt
Cryptborn Horror
Swamp
Cryptborn Horror is just really disappointing, and splashing Hellhole Flailer is not ideal, so a 3/2 seems better.
Pack 3 pick 4:
Dynacharge
Ethereal Armor
Dead Reveler
Korozda Monitor
Trostani's Judgment
Tenement Crasher
Centaur Healer
Spawn of Rix Maadi
Vandalblast
--> Fencing Ace
Treasured Find
Swamp
Holy Mantle is the only real combo, but it's a 2/1. Here, having picked up the Explosive Impact previously, I'm happier to take a 2-drop.
Pack 3 pick 5:
Trained Caracal
Chronic Flooding
Giant Growth
--> Sunspire Griffin
Perilous Shadow
Sundering Growth
Sluiceway Scorpion
Phantom General
Blistercoil Weird
Slaughter Games
Plains
The white card I'm most looking for in this pack, for this kind of deck.
Pack 3 pick 6:
Survey the Wreckage
Aerial Predation
Chronic Flooding
Essence Backlash
Hussar Patrol
Skyline Predator
--> Izzet Charm
Azorius Keyrune
Guild Feud
Forest
Bleh. I take the card I'm most likely to splash.
Pack 3 pick 7:
Cancel
Swift Justice
--> Selesnya Sentry
Coursers' Accord
Skull Rend
Seek the Horizon
Skyline Predator
Thoughtflare
Swamp
Thoughtflare is sweet but splashing makes this deck so much worse. I'd rather try to get to 23 playables in straight RW.
Pack 3 pick 8:
--> Traitorous Instinct
Rootborn Defenses
Dispel
Isperia's Skywatch
Seek the Horizon
Selesnya Keyrune
Firemind's Foresight
Island
A nice way to get some reach.
Pack 3 pick 9:
Deviant Glee
Terrus Wurm
Perilous Shadow
--> Tenement Crasher
Coursers' Accord
Slitherhead
Mountain
Okay, we're getting there.
Pack 3 pick 10:
Chorus of Might
Mind Rot
--> Viashino Racketeer
Search Warrant
Security Blockade
Forest
I think this is the better 3-drop. I'm not going to want to pay 1 mana to gain 1 life in this kind of deck, and neither vigilance nor +1 toughness is better than cycling a land.
Pack 3 pick 11:
Druid's Deliverance
Electrickery
--> Batterhorn
Tavern Swindler
Swamp
I kind of like Electrickery too, but Batterhorn is just way better.
Pack 3 pick 12:
--> Ethereal Armor
Tenement Crasher
Vandalblast
Swamp
I guess I could play Tin Street Market to make this better And I guess that is also a reason to take Security Blockade.
Pack 3 pick 13:
--> Trained Caracal
Chronic Flooding
Plains
Pack 3 pick 14:
Chronic Flooding
--> Forest
Pack 3 pick 15:
--> Swamp
Deck:
Yeah, this deck is a very good, classically aggressive deck without any of the risky gimmicks that are usually needed in this format (I'm looking at you, Riot Piker). I will be quite disappointed with anything less than a 3-0.
Matches:
M1G2: This time it's Fencing Ace -> Haazda Snare Squad -> Firemane Avenger. He has Aetherize to try and fight back, but as it turns out, I am capable of recasting my spells. He does manage to kill the Firemane Avenger with Warped Physique, but I have Nav Squad Commandos to replace it. He tries to block the Snare Squad with Notion Thief and Wind Drake but Boros Charm saves it and he doesn't have enough to fight the Squads.
M2G1: I finally get to be on the play and start with Firefist Striker -> Sunspire Griffin -> Haazda Snare Squad -> Firemane Avenger. It's pretty tough to block against that. He does end up trading Cartel Aristocrat and Basilica Screecher for the Striker, but can't stop me from attacking a second time.
M2G2: I have Boros Mastiff -> Fencing Ace -> Selesnya Sentry against his Devour Flesh, Hired Torturer and Dead Reveler (unleashed). The rest of the game is me waiting for him to use his removal so I can drop Holy Mantle on Fencing Ace. He refuses to do so, and eventually I make so many misplays that I lose most of my board and have no choice but to go for it. It turns out that he has no removal and just dies. Game of skill, folks.
M3G1: I have to go to 6 (5 lands + Boros Mastiff) on the draw but at least he has a Spotlight to even things up a bit. I get really lucky and have Boros Mastiff -> Fencing Ace -> Sunspire Griffin but he sadly has Electrickery for the Fencing Ace and Ground Assault for the Griffin. After Mastiff trades for Battering Krasis I start again with Nav Squad Commandos, Haazda Snare Squad, and Warmind Infantry. The Infantry get Punished and I fall to 7 with him having a 3/3 Fathom Mage and Rubblebelt Maaka. At this point I am still on 5 lands (!) with a Tenement Crasher in my hand. Obviously, if he has anything, blocking is not going to save me since he has a Spotlight, so I just crash in, then play Racketeer discarding Boros Mastiff in the hope of finding that elusive 6th land. I do, he doesn't have anything, and I get to crash his Tenement for lethal. Just 9 spells in a row, no biggie
M3G2: I have Boros Mastiff -> Selesnya Sentry -> Selesnya Sentry -> Batterhorn against his Battering Krasis -> Lobber Crew -> Punish the Enemy. He's stuck on two colors. On his next turn he uses Act of Treason on the Batterhorn. This puts me to 2. I go back up to 4 with Boros Mastiff lifelink, and unfortunately for him I have Explosive Impact for his Battering Krasis. His Lobber Crew can't race Mastiff and he dies despite drawing an island on his last turn.
Verdict:
Time: 6/6/2013 2:32:47 PM
Players:
radman99
frogsoup
kegger918
orgnlrcpeYUM
jonnywest
--> norbornane
sgryder
CSchrader17
------ DGM ------
Pack 1 pick 1:
Steeple Roc
Riot Piker
Simic Cluestone (FOIL)
Rakdos Drake
Saruli Gatekeepers
Murmuring Phantasm
Riot Control
Punish the Enemy
Deputy of Acquittals
Gruul Cluestone
--> Armed/Dangerous
Spike Jester
Blast of Genius
Council of the Absolute
Boros Guildgate
Most powerful card.
Pack 1 pick 2:
Drown in Filth
Mending Touch
Sunspire Gatekeepers
Simic Cluestone
Runner's Bane
Beetleform Mage
Selesnya Cluestone
Opal Lake Gatekeepers
Lyev Decree
Pilfered Plans
--> Far/Away
Showstopper
Blaze Commando
Orzhov Guildgate
Most powerful card again.
Pack 1 pick 3:
Maze Behemoth
Mindstatic
Simic Cluestone
Riot Piker
Drown in Filth
Ubul Sar Gatekeepers
Maze Glider
Clear a Path
Thrashing Mossdog
--> Unflinching Courage
Ascended Lawmage
Renegade Krasis
Orzhov Guildgate
Here I could have taken the Renegade Krasis or even Mossdog for more color consistency but much less power, or the Ascended Lawmage to try to use Far//Away. I ended up going this way because I think Armadillo Cloak is quite a bit better than Ascended Lawmage. Could be wrong.
Pack 1 pick 4:
Hidden Strings
Boros Cluestone
Orzhov Cluestone
Rakdos Drake
Smelt-Ward Gatekeepers
Maze Glider
Rakdos Cluestone
Saruli Gatekeepers
Awe for the Guilds
--> Alive/Well
Korozda Gorgon
Dimir Guildgate
Goes well with the green plan.
Pack 1 pick 5:
Maze Behemoth
Mindstatic
Simic Cluestone
Riot Piker
Drown in Filth
Ubul Sar Gatekeepers
Maze Glider
Selesnya Cluestone
Clear a Path
--> Thrashing Mossdog
Restore the Peace
Another good green card.
Pack 1 pick 6:
Maze Behemoth
Mindstatic
Simic Cluestone
Riot Piker
Drown in Filth
Selesnya Cluestone
Clear a Path
--> Gruul War Chant
Bred for the Hunt
Dimir Guildgate
Huh?
Pack 1 pick 7:
Azorius Cluestone
Ubul Sar Gatekeepers
Nivix Cyclops
Izzet Cluestone
Mutant's Prey
Clear a Path
Fatal Fumes
--> Weapon Surge
Restore the Peace
Pack 1 pick 8:
Azorius Cluestone
Hired Torturer
Nivix Cyclops
Maze Rusher
Murmuring Phantasm
--> Gruul Cluestone
Maze Sentinel
Goblin Test Pilot
Pack 1 pick 9:
--> Riot Piker
Simic Cluestone (FOIL)
Saruli Gatekeepers
Murmuring Phantasm
Riot Control
Deputy of Acquittals
Gruul Cluestone
My deck won't miss Gruul Cluestone, but if I end up in a very aggressive build I might need that Riot Piker. I hope not.
Pack 1 pick 10:
Mending Touch
Simic Cluestone
Runner's Bane
--> Selesnya Cluestone
Pilfered Plans
Showstopper
Pack 1 pick 11:
--> Maze Behemoth
Mindstatic
Simic Cluestone
Drown in Filth
Clear a Path
Pack 1 pick 12:
Orzhov Cluestone
Rakdos Cluestone
--> Saruli Gatekeepers
Awe for the Guilds
Pack 1 pick 13:
--> Maze Behemoth
Maze Glider
Restore the Peace
Pack 1 pick 14:
Mindstatic
--> Clear a Path
Pack 1 pick 15:
--> Restore the Peace
------ GTC ------
Pack 2 pick 1:
--> Scab-Clan Charger
Daring Skyjek
Towering Thunderfist
Midnight Recovery
Foundry Street Denizen
Zarichi Tiger
Boros Guildgate
Skygames
Purge the Profane
Ruination Wurm
Boros Charm
Nimbus Swimmer
Sapphire Drake
Lazav, Dimir Mastermind
Forest
I continue to be terrible at opening packs.
Pack 2 pick 2:
Basilica Screecher
Way of the Thief
Spire Tracer
Assault Griffin
Adaptive Snapjaw
--> Skinbrand Goblin
Syndicate Enforcer
Simic Guildgate
Drakewing Krasis
Merfolk of the Depths
Rust Scarab
Undercity Informer
Realmwright
Forest
At this point it's time to make a decision about what to splash. I took the 2-drop with the goal of building an aggressive deck, since I have War Chant. This could have been Assault Griffin instead. I could also have taken a green card, but they don't seem good.
Pack 2 pick 3:
Way of the Thief
Tin Street Market
Dutiful Thrull
Orzhov Guildgate
Totally Lost
Assault Griffin
Skyblinder Staff
Psychic Strike
Primal Visitation
Call of the Nightwing
--> Miming Slime
High Priest of Penance
Plains
It seems like at least one of the people to my left is playing green.
Pack 2 pick 4:
Metropolis Sprite
Angelic Edict
Devour Flesh
Predator's Rapport
Corpse Blockade
--> Armored Transport
Syndicate Enforcer
Hydroform
Urban Evolution
Orzhov Keyrune
Incursion Specialist
Forest
Could take Urban Evolution or Angelic Edict, but I think I have a better chance of salvaging this draft by trying to get an aggressive deck than I do by trying to splash all the colors with no fixing. Someone to my left has decided to play green, which sucks.
Pack 2 pick 5:
Predator's Rapport
Contaminated Ground
--> Millennial Gargoyle
Verdant Haven
Sage's Row Denizen
Balustrade Spy
Kingpin's Pet
Hydroform
Frenzied Tilling
Tower Defense
Island
Pack 2 pick 6:
Spell Rupture
Simic Guildgate
Zarichi Tiger
Court Street Denizen
Purge the Profane
Shambleshark
--> Fortress Cyclops
Crackling Perimeter
Whispering Madness
Forest
Very awkward.
Pack 2 pick 7:
--> Spire Tracer
Shadow Slice
Voidwalk (FOIL)
Death's Approach
Verdant Haven
Primal Visitation
Bane Alley Broker
Smog Elemental
Swamp
Terrible.
Pack 2 pick 8:
Leyline Phantom
Shadow Alley Denizen
Slate Street Ruffian
--> Wildwood Rebirth
Foundry Street Denizen
Wojek Halberdiers
Vizkopa Confessor
Plains
Halberdiers is too awkward to splash. I might as well hope for Pursuit of Flights or something.
Pack 2 pick 9:
--> Towering Thunderfist
Midnight Recovery
Foundry Street Denizen
Zarichi Tiger
Skygames
Purge the Profane
Forest
Pack 2 pick 10:
--> Spire Tracer
Adaptive Snapjaw
Syndicate Enforcer
Merfolk of the Depths
Rust Scarab
Forest
Pack 2 pick 11:
Tin Street Market
Orzhov Guildgate
Skyblinder Staff
--> Primal Visitation
Plains
Pack 2 pick 12:
Predator's Rapport
Corpse Blockade
--> Orzhov Keyrune
Forest
Pack 2 pick 13:
--> Predator's Rapport
Contaminated Ground
Island
Pack 2 pick 14:
--> Purge the Profane
Forest
Pack 2 pick 15:
--> Swamp
------ RTR ------
Pack 3 pick 1:
Chorus of Might
Eyes in the Skies
Traitorous Instinct
Batterhorn
Rubbleback Rhino
Seller of Songbirds
Sewer Shambler
--> Gore-House Chainwalker
Search Warrant
Auger Spree
Sphere of Safety
Syncopate
Izzet Keyrune
Detention Sphere
Plains
Pack 3 pick 2:
Rootborn Defenses
Urban Burgeoning
Mizzium Skin
--> Drudge Beetle
Rakdos Guildgate
Voidwielder
Selesnya Sentry
Ogre Jailbreaker
Skull Rend
Centaur Healer
Civic Saber
Risen Sanctuary
Nivix Guildmage
Mountain
This is probably better than the Healer.
Pack 3 pick 3:
Horncaller's Chant
Pursuit of Flight
Trained Caracal
Selesnya Guildgate
Grim Roustabout
Towering Indrik
Runewing
Rakdos Shred-Freak
Search Warrant
Gobbling Ooze
Golgari Charm
--> Collective Blessing
Swamp
Okay, even though there is a Pursuit of Flight in this pack, I think this is better.
Pack 3 pick 4:
Crosstown Courier
Launch Party
Avenging Arrow
Bellows Lizard
Dispel
Drudge Beetle
Doorkeeper
Goblin Electromancer
--> Common Bond
Soul Tithe
Grave Betrayal
Island
Yuck. Awkward splash, but it does go on Spire Tracers.
Pack 3 pick 5:
Traitorous Instinct
Rootborn Defenses
Dispel
Mind Rot
Axebane Guardian
--> Keening Apparition
Viashino Racketeer
Essence Backlash
Hussar Patrol
Aquus Steed
Mountain
A mistake. This should have been Traitorous Instinct, not that it would have ended up mattering. I'm still thinking that I might end up splashing red instead of white, but this isn't a sensible way to make that decision. There hasn't been any white yet.
Pack 3 pick 6:
Cancel
Bellows Lizard
Armory Guard
Annihilating Fire
Towering Indrik
Auger Spree
Chemister's Trick
--> Bloodfray Giant
Lotleth Troll
Mountain
Uh huh, back to red. How come these cards couldn't have been in separate packs?
Pack 3 pick 7:
Trained Caracal
--> Centaur's Herald
Dead Reveler
Stealer of Secrets
Grisly Salvage
Rakdos Shred-Freak
Golgari Keyrune
Thoughtflare
Swamp
Pack 3 pick 8:
Golgari Guildgate
Armory Guard
--> Selesnya Guildgate
Grim Roustabout
Towering Indrik
Common Bond
Bazaar Krovod
Forest
I have to be able to cast my spells.
Pack 3 pick 9:
Chorus of Might
Traitorous Instinct
Batterhorn
--> Rubbleback Rhino
Search Warrant
Izzet Keyrune
Plains
Could be Batterhorn, but I do have cloak and Common Bond.
Pack 3 pick 10:
Urban Burgeoning
Mizzium Skin
Skull Rend
--> Risen Sanctuary
Nivix Guildmage
Mountain
Pack 3 pick 11:
Horncaller's Chant
Search Warrant
Gobbling Ooze
--> Golgari Charm
Swamp
Pack 3 pick 12:
Bellows Lizard
Dispel
--> Soul Tithe
Island
Pack 3 pick 13:
Dispel
--> Essence Backlash
Mountain
Pack 3 pick 14:
--> Chemister's Trick
Mountain
Pack 3 pick 15:
--> Swamp
Deck:
Matches:
Round 2: I play against the mill deck. In game 1 I draw nothing and die (it doesn't help that he had Mirko Vosk). I board up to 50 cards. In game 2 he keeps a 1-lander with Realmwright (in his 2-color deck) and I win easily. In game 3 I kill all his creatures with Skinbrand Goblin on a centaur token and win. Entertainingly, he complains a lot during the match. I am apparently a sack because I don't play cards like Realmwright or keep 1-landers.
Round 3: I mulligan to 6 twice. Each time I draw nothing and die.
Verdict:
I don't think I deserved to be cut that badly in pack 2 -- I think it's just one of those things that you can't really control, and a reason not to draft a GTC guild.
2. The token's power and toughness are constantly updated so that they are always equal to the current number of creatures its controller has on the battlefield.
Slagathor is arguing that because, as part of casting Disaster Radius, you have to look through your hand and find a creature card, this counts as "searching" your hand. That is the incorrect thing here.
EDIT: And nukeman's statement: is also wrong for the same reason. Perhaps you meant to quote him instead of me?
1. Prevent all damage that would be dealt to this by X
2. This can't be enchanted or equipped by X
3. This can't be blocked by X
4. This can't be targeted by X
A creature enchanted with Spirit Mantle can't be blocked by Loyal Sentry in the first place, because the attacking creature will have protection from creatures. Among other things, this means it can't be blocked by creatures (Point #3).
If the Spirit Mantle is somehow put on the creature after Loyal Sentry blocks, it will not protect the creature. Loyal Sentry's ability doesn't fall under any of the items listed above, since it doesn't target (abilities only target if they use the word "target").
As a result, if you do this, your opponent will control the Illusions of Grandeur, and it won't be sacrificed whether or not you choose to pay the cost. But an age counter will be added.