Tuesday, May 17, 2011

Historical Draft Report - Dec 18, 2010

Sorry, this one is a little late. I found it an old shoebox and just wanted to register.

- TBT (W Aggro-control) 5-0-1, 11-2-1
- Naka (BG Aggro) 4-2, 10-4
- Zaca (UG Aggro) 4-2, 8-6
- Érico (RG Aggo) 3-3, 7-7
- Kamila (UG Midrange) 2-4, 7-9
- Vitinho (UB Artifact-Control) 2-3-1, 5-8-1
- Camila (WU Control) 0-6, 0-12


W Aggro-control
TBT

15 Plains
Dread Statuary
Emeria, the Sky Ruin

Suture Spirit
Youthful Knight
Kor Skyfisher
Kami of Ancient Law
Wall of Glare
Galepowder Mage
Valor
Spitemare
Archon of Justice
Duplicant
Jareth, Leonin Titan

Condemn
Reciprocate
Temporal Isolation
Pacifism
Embolden
Wing Shards
Oblivion Ring
Solemn Offering
Refraction Trap
Elspeth, Knight-Errant
Aurification
Saltblast





BG Aggro
Naka

9 Swamp
7 Forest
Strip Mine

Carnophage
Twinblade Slasher
Golgari Guildmage
Child of Night
Fallen Askari
Oona's Prowler
Nezumi Graverobber
Hand of Cruelty
Putrid Leech
Hypnotic Specter
Ohran Viper
Howling Banshee
Vulturous Zombie

Mox Diamond
Bonesplitter
Duress
Chainer's Edict
Bad Moon
Night's Whisper
Rend Flesh
Putrefy
Phyrexian Arena
Ashes to Ashes
Living Death


New Card Batch 6

This time I'm not adding cards from any order or booster pack, just bringing back ones I had removed from the cube and a few from my collection.

The main points in this update were:

1. Taking out things that weren't played often.

2. Kicking out my rules of "no functional reprints" that was keeping Terramorphic Expanse and Elite Vanguard out because of Evolving Wilds and Savannah Lions.

3. Try out some stuff I have a good feeling about:



4. Bring back those cards we've missed:



5. After so much discussion, put Equilibrium in.


Land
In: Kabira Crossroads, Rustin Clachan, Terramorphic Expanse
Out: Safe Haven, Mikokoro, Center of the Sea, Sejiri Steppe

Artifact
In: Synod Sanctum, Trip Noose, Darksteel Myr, Whispersilk Cloak, Worn Powerstone, Orochi Hatchery
Out: Shriekhorn, Scuttlemutt, Portcullis, Clone Shell, Panoptic Mirror, Triskelion

White
In: Elite Vanguard, Sunlance, Raise the Alarm, Burrenton Bombardier, Kor Aeronaut, Renewed Faith, Celestial Crusader, Catastrophe, Revoke Existence, Mighty Leap
Out: Aven Mindcensor, Leonin Skyhunter, Temporal Isolation, Embolden, Myojin of Cleansing Fire, Guardian of the Guildpact, Shining Shoal, Refraction Trap, Blade of the Sixth Pride, Sunspring Expedition

Blue
In: Waterfront Bouncer, Esperzoa, Equilibrium, Cryptoplasm, Thrist for Knowledge, Darkslick Drake, Arcanis the Omnipotent
Out: Vedalken Engineer, Clone, Merfolk Looter, Sejiri Merfolk, Boomerang, Rhystic Study, Reality Strobe

Black
In: Befoul, Persecute, Phyrexian Rager, Ostracize, Death Denied
Out: Barter in Blood, Measure of Wickedness, Night of Souls' Betrayal, Demonic Collusion, Decree of Pain

Red
In: Fireslinger, Acidic Soil, Torchling, Chandra Ablaze, Blaze
Out: Pandemonium, Demolish, Ricochet Trap, Kazuul, Tyrant of the Cliffs, Fireblast

Green
In: Llanowar Elves, Sylvan Safekeeper, Viridian Shaman, Acidic Slime, Deep Reconnaissance
Out: Bestial Menace, Krosan Tusker, Evolution Charm, Garruk's Packleader, Genju of the Cedars

Multicolor
In: Woodwraith Corrupter, Agony Warp, Simic Guildmage, Quicksilver Dagger, Order/Chaos
Out: Golgari Guildmage, Lim-Dûl's Vault, Temporal Spring, Inside Out, Fight to the Death

Friday, May 13, 2011

Draft Report - Apr 21, 2011

- Jão (BG Aggro-Midrange) 4-0, 8-3
- Érico (UR Counterburn) 2-2, 6-4
- Eric (WUG Aggro-Control) 2-2, 5-5
- Naka (WR Control) 1-3, 3-6
- Kamila (BG) 1-3, 3-7

I can't comment much about these deck because mine was pretty crappy and I did not last long in most games. The lists and their outline are below anyway.


BG Aggro-Midrange
Jão

7 Forest
8 Swamp
Tainted Forest

Birds of Paradise
Vinelasher Kudzu
Dauthi Horror
Wall of Blossoms
Nezumi Cutthroat
Fallen Askari
Cathodion
Nirkana Revenant
Great Sable Stag
Phyrexian Crusader
Nyxathid
Juggernaut
Murderous Redcap
Vulturous Zombie
Nath of the Gilt-Leaf
Steel Hellkite

Brittle Effigy
Rancor
Manriki-Gusari
Dolmen Gate
Last Gasp
Chainer's Edict
Elephant Guide
Helm of Possession




A BG deck with lots of raw power all over the mana curve, putting pressure from the beginning and clearing the way for Nath of the Gilt-Leaf and Steel Hellkite. Helm of Possession was great backup in a deck with so many creatures.




UR Counterburn
Érico

9 Island
8 Mountain

Magus of the Scroll
Kjeldoran Marauders
Hellspark Elemental
Palladium Myr
Wake Thrasher
Chronozoa
Razormane Masticore
Precursor Golem
Draining Whelk

Mox Diamond
Flayer Husk
Dead/Gone
Flame Slash
Lightning Bolt
Lightning Greaves
Mana Leak
Fire/Ice
Pyroclasm
Sword of Light and Shadow
Psionic Blast
Staggershock
Complicate
Browbeat
Forbid




A more aggressive build of counterburn, with Kjeldoran Marauders, Hellspark Elemental and Chronozoa to get in some damage quickly and lots of the spell that name the archetype.


WUG Aggro-Control
Eric

4 Plains
3 Island
Graypelt Refuge
Pendelhaven
Mosswort Bridge
Rupture Spire
Halimar Depths
Sejiri Refuge
Jungle Shrine
Krosan Verge
Jwar Isle Refuge

Enclave Cryptologist
Flying Men
Wall of Omens
Leonin Skyhunter
Coiling Oracle
Azorius Guildmage
Pianna, Nomad Captain
Lorescale Coatl
Soltari Crusader
Wall of Frost
Serra Angel
Tolsimir Wolfblood
Platinum Angel

Infiltration Lens
Brainstorm
Mesmeric Orb
Impulse
Legacy's Allure
Windfall
Glorious Anthem
Squirrel Nest
Prison Term
Dismal Failure
Wrath of God
Phyrexian Rebirth




A deck which is interesting because of its mana base - the huge amount on nonbasic lands allow playing three colors with lots of double colored costs. Besides that, it puts pressure early with Pianna, Nomad Captain, Soltari Crusader and Leonin Skyhunter then switches to control mode until it can win with fatties or Phyrexian Rebirth.

Friday, April 22, 2011

Guildmages

Dimir Guildmage

A 2/2 for two mana is decent in both blue and black, so that's a good start. This guy's abilities would be awesome if they did not have that "play only as a sorcery" clause, but they are still relevant in some games. What's good about this guildmage is that early on, it's a 2/2 beatstick, and later on it's a card drawing engine that must be removed. The abilities are a bit overpriced, though, to be playable in any game that's swinging fast.

My rating: 6/10



Azorius Guildmage

Two very useful abilities, reasonably costed. Countering activated abilities is not usually worth 3 mana, but sometimes it saves you by locking down a Visara the Dreadful, slowing down a Meloku the Clouded Mirror or just nullifying Legacy's Allure, Squirrel Nest and a variety of cards including planeswalkers. It's mana intensive, yes, but frequently relevant. Tapping creatures for 3 mana is even better - it will typically nullify fatties that could hurt you the same way good old Icy Manipulator does, but it will sometimes be useful for tapping key defenders.

My rating: 10/10



Rakdos Guildmage

Neither of its two colors are strong with creatures, so him being a 2/2 for 2 is good already. The first ability makes every card in your hand an overpriced Disfigure, which is not much, but may come in handy to kill pesky elves when the rest of your removal has been spent. The second ability, though, is more useful and although it's expensive, works good both in attack and defense, making micro Ball Lightnings or chump blockers.

My rating: 7/10



Gruul Guildmage

A popular aggressive combination that can definitely use a 2/2 for two. His abilities are too expensive to use in aggressive decks most of the time, but he can be used in the late game to deliver those extra points of damage.

My rating: 4/10



Selesnya Guildmage

Both green and white are used to 2 mana 2/2s with good abilities, so this guy's power had to be good, and they are. Creating saprolings can break stalemates and get you a significant advantage as well as create one, if you're being beaten. It has synergy with the other ability, which works wonders on weenie decks, creating complicated blocking conundrums for your opponent.

My rating: 9/10



Orzhov Guildmage

His abilities seem overpriced, and they are. However, repeatable is the keyword here. At the beginning of a game, it's unlikely any of those will be activated unless you aren't using your mana well. Towards the end, however, you'll be able to activate them twice or three times a turn, draining life quickly from your opponent if you're the beatdown or gaining life if you need more time. A mediocre guildmage early on (that is, if a 2/2 can be mediocre early on), but one that takes games when they drag for too long.

My rating: 7/10



Izzet Guildmage

Red and blue are not used to having Grizzly Bears so this one starts well. Its abilities, though, are very situational. They sound very cool to abuse, but the restrictions imposed make them very rarely useful. It can't be used to copy an opponent's spell, so it doesn't add to defense. The restriction that the ability has to have a CMC not higher than 2 means only a handful of the available spells in your cube are copiable. Maybe someone will make a deck that breaks this guildmage, but besides the very occasional double Lightning Bolt, he has been disappointing.

My rating: 3/10



Golgari Guildmage

When he was released, damage went to the stack, so a creature that was on its way to the graveyard anyway could be sacrificed. Now this trick only works with blockers, and they won't deal damage, so it has been nerfed. Still, this could be useful in certain situations, especially when using token makers or weak/recursive creatures, or when you need your dead finishers. The second ability is extremely slow, although when mana flooded, it can't hurt.

My rating: 4/10



Boros Guildmage

Since white and red frequently result in a beatdown deck, this guildmage is first an efficient bear, which can make combat quite difficulty for the opponent by imbueing your creatures with first strike at instant speed. Also his haste ability may seems very threatening, if the opponent is already low at life. A guildmage with situational abilities, but the right ones for those colors.

My rating: 6/10



Simic Guildmage

A bag of tricks in itself, despite being situational tricks. In decks with +1/+1 counter producers, this guy is awesome, providing as many combat tricks as your mana allows. The aura ability seems like a version of the +1/+1 ability at first glance (not that moving Boar Umbra around is bad), but it's also a great defense against Pacifism-like stuff. Getting back your Confiscated permanent by moving the enchantment to an opponent's land feel awesome too.

My rating: 8/10

Wednesday, April 20, 2011

Draft Report - Apr 02, 2011

I'm quite late with this report, but better late than never.

- Naka (G Aggro) 4-0, 8-2
- Vitinho (UB Reanimator-Control) 2-2, 4-4
- Kamila (BR Midrange) 2-2, 4-5
- Samuel (WUB Control) 1-3, 4-6
- Thomas (UR Aggro-Control) 1-3, 4-7


G Aggro
Naka

14 Forest
Pendelhaven
Mishra's Factory

Basking Rootwalla
Essence Warden
Scute Mob
River Boa
Silhana Ledgewalker
Kavu Predator
Albino Troll
Garruk's Companion
Selesnya Guildmage
Great Sable Stag
Ohran Viper
Wickerbough Elder
Briarhorn
Phantom Centaur
Silklash Spider
Vigor

Rancor
Giant Growth
Aeolipile
Loxodon Warhammer
Boar Umbra
Elephant Guide
Harmonize
Stunted Growth




For the first time I drafted a monocolored deck. Yeah, a bit late, but I never thought that cutting your potential card pool by nearly 50% and being open on the color's weaknesses was worth the mana stability. I had not considered the raw power that playing a cube's worth of the same color brought, though.

This deck is extremely straightforward - play creatures, buff them and swing for 20 damage. Each card in the deck, except for Aeolipile, Harmonize and Stunted Growth works towards that goal, meaning those three cards - note how far off green's slice of the color pie they are - were quite important to win in certain situations - Harmonize to refuel after a wave of attacks, Aeolipile to kill small creatures and Stunted Growth consolidate a controlled board.

The deck's stars were probably the auras and equipment that created huge monsters fast and gave them trample. I had problems with defensive artifacts and enchantments too - solved when I was lucky to draw Wickerbough Elder - and with problematic creatures, which were removed with Aeolipile, Silklash Spider or some bluffing and combat tricks.


UB Reanimator-Control
Vitinho

7 Island
9 Swamp
Dimir Aqueduct

Oona's Gatewarden
Enclave Cryptologist
Thrummingbird
Royal Assassin
Necrotic Ooze
Carnifex Demon
Draining Whelk
Visara the Dreadful
Platinum Angel
Amugaba

Elixir of Immortality
Inquisition of Kozilek
Compulsion
Hymn to Tourach
Legacy's Allure
Crystal Ball
Necromancy
Recoil
Erratic Portal
Spite/Malice
Diabolic Servitude
Dismiss
Demonic Collusion
Decree of Pain




A deck that looks like a classical UB control deck, but with a reanimation package (Necromancy and Diabolic Servitude) and good discard outlets that also help filter the deck (Enclave Cryptologist and Compulsion), may cheat its several finishers into play. This comes at the cost of a weaker early control suite, with little creature removal for a black deck, but makes up for it with multiple lives for its fatties. Necrotic Ooze is quite sinergistic with Royal Assassin and Visara the Dreadful, although it's easy to forget that.



BR Midrange
Kamila

8 Mountain
8 Swamp
Akoum Refuge

Goblin Patrol
Scorched Rusalka
Runed Servitor
Hellspark Elemental
Wall of Razors
Blood Knight
Solemn Simulacrum
Rosheen Meanderer
Blazing Specter
Nekrataal
Howling Banshee
Tephraderm
Hoarding Dragon
Sengir Nosferatu

Firebolt
Brute Force
Last Gasp
Vulshok Battlegear
Stupor
Blightning
Phyrexian Arena
Demolish
Bituminous Blast
Disembowel




A midrange with huge sheer power, very reminiscent of Jund. Several of the cards are two for ones (Nekrataal, Bituminous Blast, Blazing Specter, Blightning among others), creating overwhelming card advantage when allowed. There is some tension between offense and defense in the early game - Hellspark Elemental and Goblin Patrol don't usually go with Wall of Razors and Solemn Simulacrum -, but each side helped in a matchup: defense against aggro and early offense against control.

Monday, March 28, 2011

First Picks (follow up)

In the previous post I proposed the readers make their first five picks. What I would have taken is described and justified below.


Pick 1


A very weak pack. It has 5 non-basic lands, which we don't want before we have an idea of what our colors will be, and no red and no blue at all. With 2 green, 2 white and 4 black cards, the choice is between Wickerbough Elder, Condemn, Kami of Ancient Law, Royal Assassin, Necromancy and Duress. The latter is what I'd take, if the pack was not that heavy in black. The way it is, it is likely that the guys to my right will go into black, so I'll discard those options. Between the Elder, Condemn and the Kami, the Elder is what I value more highly, with the added bonus that sending a lone Needle Storm is a strong signal saying "people, don't play green".

My choice:



Pick 2

The powerful options are: Puncture Blast, Call of the Herd, Inquisition of Kozilek, Swans of Bryn Argoll, Mind Stone, Silhana Ledgewalker and Crater Hellion. I felt tempted to take the Mind Stone because my first pick Wickerbough Elder points us at a midrange direction, although it could really function in any build. I could go into red with Puncture Blast (Crater Hellion pretty much forces you to play control) or into black with the Inquisition, but Call of the Herd is a very strong pick that doesn't require me to commit to any other color, so I'll take it.

My choice:



Pick 3

Our compass point at aggro-midrange, with two green creatures in our pool. What fits better this strategy here are Defense of the Heart and Explore. It's a very close pick to me, but I'll take Explore because I'm not sure Defense of the Heart would work well for aggro-midrange. It might not bring enough pressure to the board than other 4-drops. Explore, on the other hand, lets me cast 4-drops in my third turn, which is a huge plus - and without card disadvantage.

My choice:



Pick 4

The good green card here is Kavu Predator. Recumbent Bliss and Firebolt offer a way into a second color in a premium removal spell, which I think will be important. Also, I think I've made my point to my neighbors that I'm green and they shouldn't, so it's time to fight for ground in a second color. Since green's biggest problem is the lack of creature removal, I decide to take Firebolt, which gives me a bit of range, fitting into aggro-midrange. Now we are Gr aggro-midrange.

My choice:



Pick 5

Treetop Village was the first card in the pack, and I didn't even want to look at the rest of the pack, but I did anyway. It's worrying that red is not in this pack, maybe the people to my left are drafting it. Living Death is great, but again I don't think I want to risk going into black now. Journey to Nowhere and Chord of Calling are decent, but what will definitely see play - and not even take a spell slot - is the Village.

My choice: