Sunday, November 28, 2010

Draft Report - Nov 27, 2010

This week's 5-man draft standings were:

- RG Beatdown (4-0, 8-1)
- WU Aggro-Control (3-1, 7-3)
- WU Control (2-2, 4-5)
- WG Midrange/Control (1-3, 3-7)
- BG (0-4, 2-8)


RG Beatdown

6 Forest
7 Mountain
Treetop Village
Mountain Valley
Mishra's Factory

Jackal Pup
Hulking Goblin
Fireslinger
Vinelasher Kudzu
Keldon Marauders
Manic Vandal
Jaya Ballard, Task Mage
Ohran Viper
Zo-Zu the Punisher
Flametongue Kavu
Wickerbough Elder
Siege-Gang Commander

Bonesplitter
Lightning Bolt
Burst Lightning
Living Wish
Fecundity
Call of the Herd
Browbeat
Crusher Zendikon
Staggershock
Sulfuric Vortex
Harmonize
Fireball


I started drafting blue and white, but those colors disappeared quickly, so I figured I should change about halfway into the first booster, going to red/green. Some good aggro-aligned picks later, I was solidly in beatdown. This gave me time to take strategic picks, like those subpar 2-drops that were extremely important to the deck's gears, the ultra-aggressive Zo-Zu the Punisher and Sulfuric Vortex and some midgame fuel in Siege-Gang Commander, Call of the Herd and Harmonize. I had the option of going mono-red, but that would make me lose important components and force me out of pure beatdown, so I kept the deck red/green.

This deck was capable of some explosive draws, when they involved some combination of Jackal Pup, Bonesplitter, Mishra's Factory and Zo-Zu the Punisher. In most games, though, I'd deal some points of damage in the early game, then a few more with the midgame specialists Crusher Zendikon and Call of the Herd, and finally finish the opponent off with burn.

The first game, in fact, started like this: turn 1 Jackal Pup, turn 2 Bonesplitter, equip and swing for 4 damage, turn 3 play Vinelasher Kudzu, Mountain Valley and swing for 4 damage again, turn 4 play another land, crack the Valley, swing for 8 damage with the 4/2 Pup and 4/4 Kudzu. It had been a while since I last drafted beatdown, and I'd forgetten how much I like to play it.


WU Aggro-Control

8 Island
4 Plains
Urza's Factory
Emeria, the Sky Ruin
Sejiri Refuge
Faerie Conclave
Stalking Stones

Drifter il-Dal
Savannah Lions
Ghost-Lit Redeemer
Steel Overseer
Azorius Guildmage
Spiketail Hatchling
Looter il-Kor
Wind Drake
Aven Mindcensor
Galepowder Mage
Clone
Juggernaut
Emeria Angel
Golem Artisan

Force Spike
Vulshok Gauntlets
Vulshok Battlegear
Crystal Ball
Paralyzing Grasp
Oblivion Ring
Absorb
Soul Foundry
Control Magic
Sleep
Tezzeret the Seeker
Dovescape
Repeal
Mind Spring


I'd say this deck is mostly aggro-control due to those evaders that took most games, like Drifter il-Dal, Faerie Conclave and Spiketail Hatchling, combined with several tempo control elements, e.g. Force Spike, Sleep, Absorb and Repeal. The deck's late game, though, was quite good when it could get a Steel Overseer, Azorius Guildmage or Soul Foundry to stick. This kind of deck is hard to play since it offers so many options, but is also one that can get out of all sorts of situations due to its versatility and adaptability.

Too bad Tezzeret the Seeker was drawn very rarely - only when the game was already won. This was the right deck for it. Also, Dovescape was played for the first time and created weird situations, but it didn't seem to help its deck as much as make the game dynamics very weird.

No comments:

Post a Comment