Thursday, March 24, 2011

Draft Report - Mar 19, 2011

- Naka (UB Control) 3-1, 7-2
- Kamila (UB Aggro) 3-1, 6-3
- Thomas (RG Aggro) 2-2, 5-4
- Samuel (WR) 1-3, 2-6
- Vitinho (WG Aggro-Control) 1-3, 2-7

With evenly split colors, everyone feeling they assembled good decks in this draft.

UB Control

7 Island
7 Swamp
Strip Mine
Urza's Factory
Bojuka Bog
Jwar Isle Refuge

Steel Wall
Brass Man
Wall of Tanglecord
Runed Servitor
Sea Gate Oracle
Trinket Mage
Wall of Frost
Aether Adept
Hypnotic Specter
Necrotic Ooze
Oona, Queen of the Fae
Draining Whelk
Visara the Dreadful

Chainer's Edict
Oblivion Stone
Fact of Fiction
Tezzeret the Seeker
Flash of Insight

A control deck at heart, although not playing exactly how UB control usually play. Rather than a lot of removal, this deck features lots of ground defense. This meant it forced the opponent to overextend into the boards, setting up deadly Infests and Oblivion Stones. It worked well in 3 of the matches, but I lost to the deck that ended up in last place because of the drawback that came with this system: I had few ways to deal with big fliers.

The defense package is unorthodox: Trinket Mage (fetching Steel Wall and Brass Man), Wall of Tanglecord, Runed Servitor, Sea Gate Oracle and Wall of Frost. There are fewer finishers than I wanted, but they were good enough. Tezzeret the Seeker always fetched Oblivion Stone, which was probably the deck's corner... stone. Flash of Insight, Fact or Fiction and Compulsion were great card drawing engines, mainly because they allowed me to keep open mana until the opponent's end step, which played well with my three counters.

UB "Watch Your Throat" Aggro

7 Island
11 Swamp
Creeping Tar Pit
Faerie Conclave

Flying Men
Welkin Tern
Nezumi Cutthroat
Child of Night
Dauthi Horror
Vampire Hexmage
Kiku, Night's Flower
Wake Thrasher
Dauthi Marauder
Phyrexian Crusader
Precursor Golem
Throat Slitter

Flayer Husk
Wind Zendikon
Force Spike
Mana Leak
Vulshok Battlegear
Paralyzing Grasp
Rend Flesh
Living Death

The Force Spike and Mana Leak ask me to call this an aggro-control deck, but since all the rest of the cards are focused in deploying creatures, improving them and cleaning the way, it doesn't seem fair, so this is probably an Aggro. The deck curves out very well, dropping evasive creatures consistently in the first turns and following up with stronger threats, like Nyxathid, Chronozoa and Precursor Golem.

Flayer Husk and Phyrexian Crusader made their debut, and the Crusader was probably not very good due to attacking in a perpendicular axis. It did, however, pretty much own by himself the WR deck. Flayer Husk was decent, but too often Naturalized. Not exactly his fault

RG Aggro

7 Mountain
7 Forest
Ghitu Encampment
Raging Ravine

Goblin Bushwacker
Birds of Paradise
Pouncing Jaguar
Jungle Lion
Basking Rootwalla
Gruul Guildmage
Kavu Predator
Garruk's Companion
Tuktuk the Explorer
Giant Solifuge
Flametongue Kavu
Indrik Stomphowler
Fire Servant
Bellowing Tanglewurm
Krosan Tusker

Genju of the Spires
Giant Growth
Magma Jet
Crusher Zendikon
Pulse of the Forge
Bestial Menace
Rolling Thunder

A classic RG Aggro list, With plenty of good 1-drops but somewhat missing 2-drops. The hasters or haste-enablers, Goblin Bushwacker, Giant Solifuge, Hostility, Genju of the Spires and Crusher Zendikon provided good reach along with the burn spells. Pulse of the Forge was great when racing, and well-placed Earthquakes were determinant in the victories.


7 Mountain
10 Plains

Scorched Rusalka
Goblin Patrol
Ghost-Lit Redeemer
Accorder Paladin
Stigma Lasher
Orzhov Guildmage
Soltari Guerrillas
Brion Stoutarm
Serra Angel
Firemane Angel

Hyena Umbra
Lightning Helix
Darksteel Ingot
Oblivion Ring
Recumbent Bliss
Ricochet Trap
Wrath of God
Chandra's Outrage
True Conviction

A deck filled with life gain but somewhat aggro. In some games, it went to the red zone a lot with Accorder Paladin leading the group, while in others it sat back and controlled the game while it drew and dropped powerful creatures. True Conviction created some huge life totals while beating the opponent, and Firemane Angel was a nightmare to my control deck.

WG Aggro-Control

8 Forest
7 Plains
Jungle Shrine
Seaside Citadel

Scute Mob
Vinelasher Kudzu
Fauna Shaman
Sakura-Tribe Elder
Silhana Ledgewalker
Kor Skyfisher
Troll Ascetic
Cloudchaser Kestrel
Guardian of the Guildpact
Galepowder Mage
Emeria Angel
Stormfront Riders
Phantom Nishoba

Infiltration Lens
Genju of the Fields
Vines of Vastwood
Lightning Greaves
Evolution Charm
Kodama's Reach
Boar Umbra
Solemn Offering
Story Circle
Shining Shoal
Strength of the Tajuru

Most creatures is this deck have evasion, which combined with the equipments, auras and combat tricks will win the game in a heartbeat if the creatures are left unchecked. This is also the deck's problem - when its creatures are dealt with, it draw lots of blanks. All the land fetching contributes to that problem.