Pack 1 pick 1:
My Pick:
Faith Unbroken is very good but Bedlam Reveler is playable and it's worth a slightly less than a tix. Maybe I can build a nice UR deck with this. I'll keep an eye out for some Thermo-Alchemists.
Pack 1 pick 2:
My Pick:
Drag Under fits perfectly in the deck I'm trying to build. Hopefully the Angler comes back around.
Pack 1 pick 3:
My Pick:
Perfect! The deck is practically building itself.
Pack 1 pick 4:
My Pick:
See what I mean? The Geist can block the majority of early attackers and helps me smooth out my draws.
Pack 1 pick 5:
My Pick:
No need for the first Angler to wheel. Now I need a Field Creeper or better yet, a Wild-Field Scarecrow.
Pack 1 pick 6:
My Pick:
Sad to pass the Stitchwing but the Thermo-Alchemist makes the whole deck run so having a pair is great.
Pack 1 pick 7:
My Pick:
I usually sideboard this but I might run it maindeck as I need all the sorcery and instant spells as I can get.
Pack 1 pick 8:
My Pick:
Pack 1 pick 9:
My Pick:
Pack 1 pick 10:
My Pick:
Raredraft!
Pack 1 pick 11:
My Pick:
Pack 1 pick 12:
My Pick:
Pack 1 pick 13:
My Pick:
Pack 1 pick 14:
My Pick:
Pack 1 pick 15:
My Pick:
Pack 2 pick 1:
My Pick:
Disappointing pack to open but the Herald put in a lot of work for me in the last draft so hopefully it works as well in this deck.
Pack 2 pick 2:
My Pick:
I would usually take the Brazen Wolves here but I think the Weaver is what this archetype prefers.
Pack 2 pick 3:
My Pick:
I would love to have 3 Thermo-Alchemist but I need spells to fuel the engine and Galvanic Bombardment is a cheap removal spell that fits the bill.
Pack 2 pick 4:
My Pick:
The Brute can help activate the Angler. If only I had some artifact creatures...
Pack 2 pick 5:
My Pick:
Maybe I should have taken the Innkeeper? The vampire would slow down my opponent's development so that I can get ahead on the board.
Pack 2 pick 6:
My Pick:
I guess I'll take it here. The funny thing is, maybe I was suppose to take the Turn Aside?
Pack 2 pick 7:
My Pick:
This is a very late gift. Looks like the Angler won't make it into the deck since I'm passing up the Creeper.
Pack 2 pick 8:
My Pick:
A good finisher if I can't win with the Alchemists.
Pack 2 pick 9:
My Pick:
At this point I don't think I have enough sorcery or instant spells. I should prioritize them a little more.
Pack 2 pick 10:
My Pick:
Another good card to stall the board.
Pack 2 pick 11:
My Pick:
I may not be doing too much attacking but Abandon Reason can be used defensively as well.
Pack 2 pick 12:
My Pick:
Pack 2 pick 13:
My Pick:
Pack 2 pick 14:
My Pick:
Pack 2 pick 15:
My Pick:
Pack 3 pick 1:
My Pick:
Passing up Fiery Temper hurts but the Castigator is worth 1.6 tix and sometimes just steals games.
Pack 3 pick 2:
My Pick:
Haven't played with this card before but it feels like it fits the deck nicely. Maybe I'll get one of the bounce spells on the wheel.
Pack 3 pick 3:
My Pick:
I like Threaten-type cards as they can surprise opponents and help you sneak out some close games. Maybe I should have taken the Harvest Hand for the Angler but I want to increase my instant and sorcery count.
Pack 3 pick 4:
My Pick:
Well the Harvest Hand isn't looking to bad now huh? I don't need 2 Malevolent Whispers. I'll take the Press for Answers over the rare this time. Also, if I took the Faith Unbroken in the first pack I would slam this Gryff Boon into my pile.
Pack 3 pick 5:
My Pick:
Ugh two Gryff Boons?! This makes me very sad. Very very sad...
Pack 3 pick 6:
My Pick:
Pack 3 pick 7:
My Pick:
Pack 3 pick 8:
My Pick:
Maybe I should have taken the Observer or the Wicker Witch because I know for sure I'm not playing this.
Pack 3 pick 9:
My Pick:
I'm okay with having another finisher here. Again, if I was in white I'd take the Machinations as it makes blocking a nightmare for the opponent.
Pack 3 pick 10:
My Pick:
Explorer is better than the Witch and I don't think I'll run it just so I can play the Angler.
Pack 3 pick 11:
My Pick:
Pack 3 pick 12:
My Pick:
Pack 3 pick 13:
My Pick:
Pack 3 pick 14:
My Pick:
Pack 3 pick 15:
My Pick:
The last pack was a bit frustrating as I didn't get too many quality cards. It also made me wish I was in white as I think I could have made a nice WR agro build with what was being passed to me.
Main:
1 Bedlam Reveler
7 Island
2 Thermo-Alchemist
1 Geist of the Archives
1 Laboratory Brute
1 Abandon Reason
2 Galvanic Bombardment
1 Just the Wind
1 Nebelgast Herald
1 Weaver of Lightning
1 Brazen Wolves
10 Mountain
1 Vildin-Pack Outcast
1 Fogwalker
1 Make Mischief
1 Goldnight Castigator
1 Thing in the Ice
1 Malevolent Whispers
1 Press for Answers
1 Gone Missing
1 Gatstaf Arsonists
1 Drownyard Explorers
1 Drag Under
Sideboard:
2 Mountain
1 Plains
1 Ghostly Wings
1 Ethereal Guidance
1 Borrowed Grace
1 Weirded Vampire
1 Graf Harvest
1 Press for Answers
1 Stensia Innkeeper
1 Providence
1 Thraben Standard Bearer
1 Grizzled Angler
1 Uncaged Fury
1 Manic Scribe
1 Distemper of the Blood
1 Stallion of Ashmouth
2 Borrowed Hostility
1 Prophetic Ravings
1 Waxing Moon
1 Cathar's Shield
For the first match of the draft I'm paired against UG and I keep a hand with Galvanic Bombardment and Goldnight Castigator with three Mountains and all 2 blue cards. Three turns in I played the Bombardment on a Woodland Patrol and drew 3 more blue cards. Yikes. My opponent plays an Exultant Cultists and sacrifices it to Mockery of Nature the following turn while I sit on 3 Mountains and nothing to cast except a Make Mischief. I guess because there weren't any legal targets for the Mockery the replay crashed. Sigh. Not surprisingly I lose this game though. Game 2 I start with a Weaver of Lightning. My opponent plays Grapple with the Past and all of a sudden the replay crashes again! I win this one but no idea how since the replay crashed on turn 4... you guys over at Wizards of the Coast have to get your act together! Game 3 I keep a great hand with Thermo-Alchemist into Geist of the Archives and a Galvanic Bombardment. My opponent starts with a Woodland Patrol while I get both my creatures out. He follows up with a Laboratory Brute as I start to chip away with the Alchemist. My opponent gets in for 3 and adds an Exultant Cultist while I reply with Gatstaf Arsonists. He plays a Survivalists (with Delirium) and attacks with everything, nullifying the Arsonists with a Spontaneous Mutation. I play Drag Under on the Survivalists and get an extra ping with the Alchemist. He alpha strikes once more but I block everything without losing a creature. He replays his Survivalists and ships the turn. I play a Vildin-Pack Outcast to try and hold off his team and he adds Thornhide Wolves to beef up his side even more. I Press for Answers the Wolves and he puts the Cultist in front of the Outcasts. I finish my turn by adding Brazen Wolves to the table. I let the Survivalists through on his next attack. Now it's all coming back to me as I watch this replay of Game 3... I lost Game 1 because of Emrakul, the Promised End. I remember because it shows up for my opponent again for Game 3. He takes my turn to put my team on a suicide mission and kills me on his next turn. That's a rough way to lose but I try not to dwell on it too much. There's not a lot you can do once Emrakul hits the table.
Match 2 I play against BG and start with Thing in the Ice while my opponent triggers Bloodbriar by sacrificing a Terrarion. I Drag Under a Noose Constrictor so my Laboratory Brute can get in for 3. I finish my turn by locking down the Bloodbriar with a Fogwalker. Noose Constrictor returns and brings a Shrill Howler with it. I add a Weaver of Lightning to the board but I don't have anything to trigger it this turn while he's tapped down. My opponent untaps and the Constrictor and Bloodbriar come across the table. I put my Brute in front of the snake and ee discards 2 lands so that the Constrictor survives the fight. He doesn't transform the Howler and I topdeck a Just the Wind. He tried to transform at the end of my turn and I kill it in response, bouncing the Bloodbriar in the process. He replays the Bloodbriar and an Heir to Falkenrath, transforming it immediately, fearing a repeat with the Weaver. My Fogwalker has been getting in every turn thanks to Skulk and the life totals are now 13-12 in his favour. Thing in the Ice has 2 counters on it and I attempt to Gone Missing one of his creatures. As I'm tapping my land my opponent concedes. A little early in my opinion but I'll take the win.
I ship back a 7 lander and my opponent starts with the Heir and a Skirsdag Supplicant. I get greedy and don't play a Thermo-Alchemist waiting for my opponent to transform the vampire so I can shoot it with Galvanic Bombardment in response. When I think about it, I don't have to kill it in response as the Bombardment would kill the Heir to the Night as well... pretty embarrassing when I watch replays sometimes. His board expands when he plays Gavony Umhallowed and I play Thing in the Ice. He finally transforms the vampire and attacks with all 3 creatures. I block the zombie with the Thing in the Ice and Aim High kills my horror. I'm down to 13 while my opponent is now at 18 and the board isn't looking to good for me either. I Press for Answers the zombie and Fogwalker the human to try and buy some time. Midnight Scavengers gets my opponent his Heir back while I play my Outcast to try and stop the bleeding. He plays a Hermit of the Natterknolls but declines to attack. I play Brazen Wolves to further gum up the board but he transforms the Heir one more time and it starts coming over. I attack with Brazen Wolves and the Outcast and he double blocks the werewolf while putting the Gavony (currently a 3/5) in front of the Brazen Wolves. Abandon Reason helps me wipe out hald of his board. I trade the Outcast for a transformed Hermit on my next turn and add Drownyard Explorer to my team. The vampire leaves me at 4 but I draw into Weaver of Lightning and a Galvanic Bombardment thanks to the clue from the Explorer. I have my opponent down to 4 as well and Malevolent Whispers on his vampire ends the game. My opponent probably would have won on the back swing if he didn't block both of my creatures during the Abandon Reason attack. He had enough life total to just block the Brazen Wolves and take damage from the Outcasts - even if I pumped all my mana into it. Lucky for me, my opponent wasn't comfortable taking so much damage and I manage to pull out the win.
For Match 3 my opponent starts off with Call the Bloodline and Thraben Foulbloods, while I have Thing in the Ice and Weaver of Lightning. He Madness out a Weirded Zombie with his enchantment but Galvanic Bombardment + Weaver takes care of the 3/3. Make Mischief + Weaver kills the Fouldbloods and my opponent is left with a 1/1 vampire. I play an Explorer while my opponent plays Farbog Revenant. We keep building our boards and he gets back the Foulbloods with a Midnight Scavengers. I can transform the Thing in the Ice at will but right now I feel that my board position is better than my opponents so I hold back. The Thing in the Ice is actually quite annoying as I can't play Abandon Reason or Malevolent Whispers since all the creatures would bounce. A Gatstaf Arsonists trades with a Dusk Feaster but nothing else happens the next few turns. I'm able to transform an Outcast and start making some headway as my opponent seems to be out of gas. I eventually win the game off the back of Dronpack Kindred and don't end up transforming the Thing in Ice for any of the games in this draft.
I thought this deck had potential to go 3-0. Unfortunately I got paired against a deck that can consistently play Emrakul which is pretty hard to beat to say the least. Hopefully I don't have to see Emrakul in draft again. If I do I hopes it's coming down on my side of the table.
- thePaperboy
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