Pack 1 pick 1:
My Pick:
The Warden and Welding Sparks are really the two choices here to consider. I'll take the Warden as it can remove bigger creatures and gives me a body as well. The only thing is the risk of being ambushed by Instant speed removal spell and having the the exiled creature jump out as a blocker.
Pack 1 pick 2:
My Pick:
The two white cards are very playable and I probably should have taken them to stay on colour. Tidy Conclusions is solid but I think I can pick it up later and having double black really forces me to commit to running Swamps.
Pack 1 pick 3:
My Pick:
I think the Pioneer or Enthusiast was the right choice instead of branching out into a third colour, but if I'm going to branch out then I would prefer green for the mana fixing.
Pack 1 pick 4:
My Pick:
I don't have anything to blink back yet and these go very late. The Cobra or Mastodon should have been added to my pile here.
Pack 1 pick 5:
My Pick:
Once again I feel I picked wrong here. The Prism would be the choice if I were to do it again.
Pack 1 pick 6:
My Pick:
Hunt the Weak is good but it's early in the draft and I'm confident that I'll be able to grab another Self-Assembler.
Pack 1 pick 7:
My Pick:
There's not much in this pack so I'll grab the Engineered Might but I feel that it's too expensive.
Pack 1 pick 8:
My Pick:
Finally a solid white creature to go with the Warden.
Pack 1 pick 9:
My Pick:
There's no way I need two of these at this point in the draft. The Goggles would have been more useful.
Pack 1 pick 10:
My Pick:
Pretty expensive but sometimes it's all you can get for the top of the curve.
Pack 1 pick 11:
My Pick:
I'm not even sure if I'm still in black but if I intend to run the double black Tidy Conclusions then Maulfist Squad should be doable as well.
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:
The other card to consider is the Freighter but I'll try out the rare here.
Pack 2 pick 2:
My Pick:
The Familiar is solid in almost every deck but the Peema Outrider would work here as well.
Pack 2 pick 3:
My Pick:
I'll have to pass up on the Self-Assembler for now as the deck is lacking in removal.
Pack 2 pick 4:
My Pick:
I don't mind having a pair of these.
Pack 2 pick 5:
My Pick:
I feel like I'm not in the right colours as not a lot of solid stuff is coming my way.
Pack 2 pick 6:
My Pick:
Now I wish I took the Self-Assembler. Maybe I should have taken the Rats?
Pack 2 pick 7:
My Pick:
A solid green 5 drop.
Pack 2 pick 8:
My Pick:
Obviously should have taken the Artisan. The Express is powerful but hard to crew.
Pack 2 pick 9:
My Pick:
Pack 2 pick 10:
My Pick:
The Harrier is nice at the 10th pick.
Pack 2 pick 11:
My Pick:
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:
I have no idea why I picked this. I don't have enough artifact creatures for the Chief to make an impact. I think it's because I didn't like the idea of taking Attune with the first pick but sometimes that's what needs to be done. I could also have taken the Welding Sparks and splashed red instead of black.
Pack 3 pick 2:
My Pick:
It's getting late in the draft so I'll take it over the Impeccable Timing or else I waste the Self-Assembler I already have.
Pack 3 pick 3:
My Pick:
I think this is better than the Artisan and I'll take the white over the black cards as I want to keep black as a splash.
Pack 3 pick 4:
My Pick:
I think the Guide could have been the pick here but the 1/1 Thopters would go well with the Chief.
Pack 3 pick 5:
My Pick:
Sky Skiff is playable in many decks and this one is no exception.
Pack 3 pick 6:
My Pick:
If I splashed red I would have been able to grab the Reprisal but I'll keep improving on the quality of white cards in the deck.
Pack 3 pick 7:
My Pick:
Pack 3 pick 8:
My Pick:
Should definitely help with the splash... if I decide that I even need the black.
Pack 3 pick 9:
My Pick:
I should have taken the Attune here. No debate, this was not the appropriate time to raredraft.
Pack 3 pick 10:
My Pick:
Good sideboard card.
Pack 3 pick 11:
My Pick:
Pack 3 pick 12:
My Pick:
I got the Guide anyway.
Pack 3 pick 13:
My Pick:
Pack 3 pick 14:
My Pick:
Pack 3 pick 15:
My Pick:
Main:
1 Fairgrounds Warden
1 Servant of the Conduit
1 Whirlermaker
1 Eddytrail Hawk
2 Self-Assembler
1 Glint-Sleeve Artisan
1 Accomplished Automaton
1 Skyswirl Harrier
1 Engineered Might
1 Cultivator of Blades
1 Filigree Familiar
3 Revoke Privileges
1 Ovalchase Dragster
1 Riparian Tiger
1 Sky Skiff
1 Chief of the Foundry
1 Visionary Augmenter
8 Forest
1 Propeller Pioneer
1 Ornamental Courage
1 Wild Wanderer
9 Plains
Sideboard:
1 Forest
1 Tasseled Dromedary
1 Maulfist Squad
1 Tidy Conclusion
1 Take Down
2 Swamp
1 Dramatic Reversal
1 Rush of Vitality
1 Fortuitous Find
1 Diabolic Tutor
1 Madcap Experiment
1 Ruinous Gremlin
1 Ghirapur Guide
1 Aradara Express
1 Wily Bandar
1 Ghirapur Orrery
2 Acrobatic Maneuver
2 Pressure Point
1 Larger Than Life
It just wasn't worth diluting the mana base for black. I'm sure I would have felt differently if I took red as I passed numerous removal spells.
Match 1 I'm up against RB and he starts off with a Sky Skiff and Filigree Familiar. I'm off to a slow start as my first play is on turn 4 with a Visionary Augmenter. Ornamental Courage allows my Visionary to eat a Spontaneous Artist as I follow up with a Wild Wanderer. The Visionary then trades for an Ambitious Aetherborn and I replace it with a Cultivator of Blades. Eliminate the Competition clears my side of the board and he draws a card off the sacrificed Familiar. The Servo off my Propeller Pioneer Crews a Ovalchase Dragster to bring my opponent down to 16 life as I sit at 12. He plays Midnight Oil and a Pyrohelix destroys my Dragster and flier. I grab a Self-Assembler and Revoke Privileges a Ovalchase Daredevil but the Midnight Oil is netting him a lot of cards. It gets worse as he plays a second midnight oil to increase his hand size. He dumps everything onto the board and I can't get through as the Sky Skiff eventually kills me.
I have a slow start to Game 2 as well, playing my own Filigree Familiar which promptly gets bruned off by a Pyrohelix. My Glint-Sleeve Artisan now faces down a Weldfast Monitor but a Harnessed Lightning and Welding Sparks later, my Artisan and a Self-Assembler hit the graveyard, leaving me with a lone Servo. I replace the Self-Assembler with a fresh one and he replies with a Daredevil. My Fairgrounds Warden takes care of it and he tried to trade my Self-Assembler with a Aetherborn but Ornamental Courage allows the Self-Assembler to survive. I'm amassing quite an army but he find a Midnight Oil to get back into the game. I can only attack with an Eddytrail Hawk which brings a Visionary Augmenter along for the ride. That plan falls apart as the Hawk is killed by a Welding Sparks. Aethertorch Renegade takes down the Augmenter and his Sky Skiff starts pecking away at my life total again. At this point his maximum hand size is now 0 but he's drawing 3 cards a turn and has plenty of mana to play everything. Whirlermaker tries to slow him down as he only has 5 cards left in his library but he sends his whole team which consists of 7 creatures and kills me with 3 cards left in his deck. Bad start but let's try to get 2 packs here.
Match 2 I start off with a Servant of the Conduit into a Wild Wanderer and have access to a ton of mana right out of the gates. My WB opponent is starting off slower with a Prism and Whirlermaker. I play a Self-Assembler and he feels the pressure so he casts a Restoration Gearsmith with nothing to reclaim. He trades for the Wanderer and casts a Bastion Mastodon to stop my pair of Self-Assemblers but I play Fairgrounds Warden and he scoops them up.
Game 2 is less one-sided as he starts with an Aerial Responder and Propeller Pioneer. I take out the Responder with my Warden and get in with my Filigree Familiar Revoke Privileges on a Daredevl allows me to keep in the race as we go 3 damage for 3 damage. He catches me with Tidy Conclusions on the Warden and then eats my Familiar with the Responder. Ouch. He cracks back for 5 leaving me at 9. All I can do is Revoke the Responder and take 6 the next turn as he added a second Pioneer. It's too much to come back from and we move to Game 3.
For the Final Game, I keep a bad hand consisting of Augmenter and a pair of Self-Assemblers with lands. No idea why I thought that was a keep. I get lucky though as my opponent doesn't apply any pressure, only playing a Prism and Master Trinketeer. I Revoke a Daredevil and get in for 4 with the Augmenter while my opponent plays a Bomat Bazaar Barge. We stare each other down as I get my pair of Self-Assemblers on the table and he starts making tokens with the Master. Accomplished Automaton shows up on his side of the table as he makes more Servos. He attacks with the Automaton and uses Subtle Strike to leave me with only 1 Self-Assembler. I add a Cultivator of Blades to my team but I'm getting overwhelmed and die to a flurry of Servos tokens.
Man that was tough. I drop out of the league going 0-2 although I probably should have played the last game for experience. I think that in this format a lot of games go late and I'll need to keep that in mind the next time I draft. I feel that my deck ran out of gas in the late game so I'll have to adjust for that.
-thePaperboy
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