Pack 1 pick 1:
My Pick:
The format seems to be slow enough that the advantage the Fabrication Module can generate should be relevant most of the time. However, Aetherquall Ancient is actually pretty broken so that wass probably the pick.
Pack 1 pick 2:
My Pick:
Welding Sparks is premium removal and I'll gladly take it second pick here.
Pack 1 pick 3:
My Pick:
I was hoping for something stronger here but I'll stick to the same colour for now to see how the draft unfolds. If I picked the Ancient then Malfunction would have been the choice.
Pack 1 pick 4:
My Pick:
The Warden is very good and an easy pick here.
Pack 1 pick 5:
My Pick:
If I don't have enough sources that generate Energy then the Gorger is very underwhelming. I think the Harrier would have been more appropriate.
Pack 1 pick 6:
My Pick:
Pyrohelix is acceptable removal. Sometimes you can get a 2-for-1. I still feel that the Harrier is a better option here though. Sometimes the 3/4 flier is enough to win the game.
Pack 1 pick 7:
My Pick:
I don't think I have enough artifacts to support the Fireweaver. Herald of the Fair may be better. Maybe even the Hijack which would be an okay sideboard card for
Pack 1 pick 8:
My Pick:
I see this get passed up a lot but I actually like it. Especially in aggressive decks. The life gain is a nice bonus but having blockers come into play tapped is what helps you win races or force opponents to hold off on attacking to keep blockers up.
Pack 1 pick 9:
My Pick:
I don't have much experience with the Motorist but it looks like a good card. It can boost a second turn Sky Skiff while smoothing out the next 2 draws. However, it seems fragile as there are a lot of removal spells in the format that can deal 1 damage.
Pack 1 pick 10:
My Pick:
Should help me loot mold my hand and it also fits nicely into the curve.
Pack 1 pick 11:
My Pick:
Foil!
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:
At this point the dual land was worth a few tix and it happened to be on colour so I grabbed it but Welding Sparks was definitely the pick here.
Pack 2 pick 2:
My Pick:
Again, I got greedy and raredrafted but Revoke Privileges would have been the right pick here. Maybe even Self-Assembler.
Pack 2 pick 3:
My Pick:
Again with the raredrafting! Glint-Sleeve Artisan would have worked much better in the deck.
Pack 2 pick 4:
My Pick:
Here I think the Propeller Pioneer should have been the choice.
Pack 2 pick 5:
My Pick:
There's nothing in the deck that I would like to bounce back right now but I think it's better than the Hearld.
Pack 2 pick 6:
My Pick:
The Giant is a nice creature to have at the top of the curve.
Pack 2 pick 7:
My Pick:
I don't have a lot of artifacts yet but maybe I'll pick up some Puzzleknots.
Pack 2 pick 8:
My Pick:
Another creature I'm happy to have at the 5 slot.
Pack 2 pick 9:
My Pick:
I'm rounding out the deck nicely as the Ibex is solid.
Pack 2 pick 10:
My Pick:
Hopefully I don't have problems with the double red casting cost.
Pack 2 pick 11:
My Pick:
Pack 2 pick 12:
My Pick:
Might as well grab the rare at this point.
Pack 2 pick 13:
My Pick:
Pack 2 pick 14:
My Pick:
Pack 2 pick 15:
My Pick:
Pack 3 pick 1:
My Pick:
The Stalker fits perfectly in this deck. Now that I have two creatures with double red I'll try to tilt the deck to that side.
Pack 3 pick 2:
My Pick:
Oh. I may not have anything that I want to Blink but having a 4/4 flier sometimes just ends the game. I should be okay on the mana though as this is on turn 6 so I would probably be bale to cast all the double colour cards consistently.
Pack 3 pick 3:
My Pick:
Nice! The Pilot can give a few of my cards a boost and it can also get some card advantage. A 3/3 for 3 mana is also an aggressive card so it works perfectly here.
Pack 3 pick 4:
My Pick:
I like to run one whenever I can because it can pick off a lot of creatures in the format. It also helps trigger the Gremlin.
Pack 3 pick 5:
My Pick:
I don't mind running a pair of Harriers.
Pack 3 pick 6:
My Pick:
I'm assembling quite the air force here.
Pack 3 pick 7:
My Pick:
Maybe the Speedway Fanatic would have been a better choice because of the Haste.
Pack 3 pick 8:
My Pick:
Pack 3 pick 9:
My Pick:
Pack 3 pick 10:
My Pick:
Pack 3 pick 11:
My Pick:
Pack 3 pick 12:
My Pick:
Maybe I should have grabbed another Gremlin.
Pack 3 pick 13:
My Pick:
Could work well with the Inspired Charge.
Pack 3 pick 14:
My Pick:
Pack 3 pick 15:
My Pick:
Here's the deck.
Main:
1 Welding Sparks
1 Fabrication Module
1 Thriving Grubs
1 Fairgrounds Warden
1 Territorial Gorger
2 Fireforger's Puzzleknot
1 Built to Smash
10 Mountain
6 Plains
1 Lathnu Hellion
1 Consul's Shieldguard
1 Aviary Mechanic
1 Wayward Giant
2 Skyswirl Harrier
1 Thriving Ibex
1 Brazen Scourge
1 Authority of the Consuls
1 Skyship Stalker
1 Wispweaver Angel
1 Depala, Pilot Exemplar
1 Chandra's Pyrohelix
1 Propeller Pioneer
1 Spontaneous Artist
1 Inspiring Vantage
Sideboard:
1 Vedalken Blademaster
1 Hijack
1 Cogworker's Puzzleknot
2 Forest
1 Mountain
1 Swamp
1 Inspired Charge
1 Pressure Point
1 Veteran Motorist
1 Giant Spectacle
1 Accomplished Automaton
1 Salivating Gremlins
1 Renegade Tactics
1 Fateful Showdown
2 Commencement of Festivities
1 Reckless Fireweaver
1 Quicksmith Genius
1 Electrostatic Pummeler
1 Refurbish
For the First Match I'm playing against what looks like monowhite as my opponent starts with a Ninth Bridge Patrol and an Aerial Responder. I slow down the damage by starting with Authority of the Consul. My Warden takes care of the Responder but grows the Patrol in the process. Bastion Mastodon comes down for him and I match it with a Wayward Giant which gains Haste thanks to a Spontaneous Artist. My first attack is for 7 damage since his elephant comes into play tapped and I get a free crack at him as he doesn't put the Patrol in front of my guys. He plays a Glint-Sleeve Artisan to make a Servo and bounces it with an Aviary Mechanic. He let's through the Giant one more time while I hold onto a Pyrohelix and bring him to 9 life. My opponent plays an Authority of his own which slows down my attack as I Blink the Artist with my Wispweaver Angel with the intention of giving the Angel Haste but the Angel comes into play tapped. He's out of cards though and the Angel joined by Propeller Pioneer fly overhead and take the game for me.
Game 2 my opponent shows blue by playing Minister of Inquiries and Aether Theorist off an Aether Hub. I play Authority and a Mechanic while he responds with a Skiff and Animation Module. Brazen Scourge gets in for 3 damage as he declines to trade although he has good blocks. Glint-Sleeve Artisan comes down on his side as the Scourge gets in again leaving him at 14. He doesn't want to trade so the Scourge gets through once again and I follow up with a Harrier. He finally blocks as I play a Spontaneous Artist and attack for 12 damage. The Artist trades with the Skiff which gets help from a Servo token and my opponent is now at 5 life while I'm at a lofty 21. He can't deal with the Harrier and I win 2 turns later.
Match 2 I'm up against WUG and he starts off with a Seedsculptor and an Electrostatic Pummeler. Depala gets through for 3 and a follow up with a Territorial Gorger. He cracks back and plays a Wild Wanderer with our life totals sitting at 17 to 15 in his favour. I cast Lathnu Hellion which pumps the Gorger and counter strike for 8. This time he only sends in the Wanderer and when I cast Consul's Shieldguard to get Energy to pay for the Hellion, he scoops them up. A little premature but I'm not complaining.
My opponent starts Game 2 with Attune with Aether into Aviary Mechanic into Herald of the Fair which allows his Mechanic to get past my own Mechanic. A fast start but I come out of the gates quickly as well with Depala boosting my Mechanic to hit back for 3. He hits for 5 on the next turn as I don't want to risk Depala by blocking the Mechanic and losing it to a trick. Besides, I crack back for 6 and cast a Thriving Ibex to stop his offensive. Seedsculptor makes his Herald big enough to get through and leave me at 8 life but I attack back for 9 and he chooses to double block Depala with the Mechanic and Seedsculptor. Built to Smash wrecks combat for him and he goes down to 5 life with just the Herald. Warden on the Herald and he's seen enough. Onto the Final Match!
My opponent seems to be playing WUB for Match 3 and he starts with a Eddytrail Hawk and a Depala of his own. Fairgrounds Warden removes my Depala and my opponent starts doing some damage. Iron League Steed joins his team and an alpha strike leaves me at 9 life. He attacks again and this time puts the Steed in the air with the Hawk to get past my Thriving Grubs and Ibex. Wispweaver Angel comes down on my side to settle things down and I follow up with Authority of the Consuls which isn't as impressive when it's turn 7. He at 13 life while I'm sitting at 5 but the Angel brings the game to a standstill so I start attacking with the Ibex while holding Built to Smash. It gets in twice and brings my opponent to 7 life when he decides to attack with the team. I kick myself as I realized that he has lethal on the board since I didn't have enough blockers. Ugh. I have to be more careful.
I mulligan to 6 in Game 2 and get stuck on stumble on land drops. Luckily my opponent is off to a slow start as he has a Tasseled Dromedary, Speedway Fanatic and a Reckless Fireweaver. I find my third land but play Fabrication Module instead of Brazen Scourge? I don't know what I was thinking as I take another 2 damage. For some reason he held the Fireweaver back when I was tapped out. I play Territorial Gorger which promptly gets removed by a Warden and now he adds the Fireweaver to the attack. I'm at 13 life and can't stabilize on the board. I try again with a Skyswirl Harrier which gets a Revoke Privileges so I run out my second Harrier. He doesn't have removal but sends in the Fanatic. It's suspicious so I let it through and drop to 7. I play a Fireforger's Puzzleknot to kill the Fanatic but he saves it with Built to Last. I don't activate the Puzzleknot in response but play my Scourge (which should have been there since turn 4 as the Fabrication Module has done nothing so far) instead. I finally get a use out of the Module as I cast Thriving Ibex and plan to put the counter on the free Harrier but Unlicensed Disintegration kills it. Lucky for me my opponent doesn't any artifacts on the board. Wispweaver Angel frees my remaining Harrier and I finally have a sizeable army. I start getting in for 4 with the Angel and kill a Maulfist Squad with the Puzzleknot. I'm at 6 though as he made a Servo which triggered the Fireweaver. Hellion joins my team and I make it a 5/5 with the Module. His Dromedary soaks up the damage though. My opponent is at 16 life when I start activating the Module but he concedes which again, I think is too early but I'm not going to complain.
For the Final Game to take the whole draft he starts off withe Sky Skiff while I crack him with a Hellion. It gets in twice before dying and I replace it with a Propeller Pioneer. My opponent is missing land drops but it trying to keep up with a Lawless Broker and removing my Pioneer with a Warden. I cast a Harrier and he's still stuck on 3 lands but plays Revoke Privileges on it and is still in this game. I Warden his Warden to get the Pioneer back and bounce the Harrier with a Mechanic. My opponent finds his fourth land and plays a Eddytrail Hawk and Reckless Fireweaver. Fabrication Module followed by Consul's Shieldguard allows my Pioneer to grow to 4/3. I think I'm losing this race though so I hold back as the totals are 12-10 in his favour. I play Authority to slow him down even more and hopefully gain some life. Tidy Conclusions kills my Warden which brings back his and he takes out the Pioneer again. He pours out his hand, playing Dhund Operative and Spireside Infiltrator. My opponent attacks with Maulfist Squad, Hawk and Skiff. I kill the Hawk with the Harrier and take a hit down to 7. Things don't look good but I rip Skyship Stalker off the top and the First Strike ability holds his team at bay. He starts to Crew the Skiff with the Infiltrator to peck away at my life as I use the Module to grow my creatures. Fireforger's Puzzleknot takes care of the Infiltrator & Skiff combo and I'm once again stabilized. He gets swings with the whole team and after all the carnage I'm at 1 life whit the Fireweaver still in play. Any artifact will kill me. I hold my breath and he passes the turn. I exhale and crack back with my team, pump the dragon and deal 18 damage to win the match and draft!
I finally come up with a win and what a way to do it! Hopefully this is the beginning of a long streak.
- thePaperboy
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