Pack 1 pick 1:
My Pick:
I'm not necessarily committed to WU, I could use one colour main and splash the other. The thing is, if you can support Cloudblazer, then you play Cloudblazer. The Outrider and Steed come in a distant 2nd and 3rd.
Pack 1 pick 2:
My Pick:
Wispweaver Angel on Cloudblazer? Um, yes please.
Pack 1 pick 3:
My Pick:
I was hoping to stay on colour but there's really not a lot in this pack. I'll take the solid green card. Maybe I can go WGu, especially since green can help fix the mana.
Pack 1 pick 4:
My Pick:
There you go. At this point I feel that the Rhino and Wanderer are better than taking the Drake. I'm still going to run the Cloudblazer but blue looks like a splash colour.
Pack 1 pick 5:
My Pick:
Eddytrail Hawk is also an option here. I want to try and avoid loading the deck with blue cards as having 3 main colours is harder to cast.
Pack 1 pick 6:
My Pick:
6 mana may seem like a lot but the Edgecrafters is a solid creature at the top of the curve, bypassing all the little blockers that may have been accumulating throughout the game.
Pack 1 pick 7:
My Pick:
Bounce and replay Cloudblazer. Sounds good to me.
Pack 1 pick 8:
My Pick:
The Peafowl can be cast even without the Island which is good for the mana base as I plan to run as few Islands as possible.
Pack 1 pick 9:
My Pick:
Pack 1 pick 10:
My Pick:
Hopefully I can put all these Energy Counters to good use.
Pack 1 pick 11:
My Pick:
Ornamental Courage is a nice choice at pick 11.
Pack 1 pick 12:
My Pick:
Raredraft!
Pack 1 pick 13:
My Pick:
Pack 1 pick 14:
My Pick:
Pack 1 pick 15:
My Pick:
Pack 2 pick 1:
My Pick:
Attune with Aether would help with the fixing but I don't think it's a first pick. Foundry Inspector is effective in a number of decks. It can be used to make chaining Self-Assemblers cheaper and have the Puzzleknots cost only 1 mana. However I feel that the Barge is a great card. A 5/5 is a huge body and having it replace itself in terms of card advantage is nice as well.
Pack 2 pick 2:
My Pick:
Revoke Privileges is nice but I never get the chance to play with a Gearhulk. Doesn't seem as good as the black one but I'll try it here. Helps to regain control if my opponent swarms me in the early game.
Pack 2 pick 3:
My Pick:
Propeller Pioneer and Impeccable Timing are solid cards and may have been the pick. Maybe even Veteran Motorist but I feel that it's still early enough in the draft to be able to grab a pair so Self-Assemblers.
Pack 2 pick 4:
My Pick:
I like to have one if I can but I think the fixing with Attune and Wanderer may be more important as I plan to run only 1 Island.
Pack 2 pick 5:
My Pick:
Glint-Sleeve Artisan was probably the right pick here as the Fabrication Module has no Energy sinks to go along with it.
Pack 2 pick 6:
My Pick:
Perhaps the Theorist is the correct pick here but I don't really plan to play either card.
Pack 2 pick 7:
My Pick:
Pack 2 pick 8:
My Pick:
Probably not running this.
Pack 2 pick 9:
My Pick:
Raredraft!
Pack 2 pick 10:
My Pick:
Pack 2 pick 11:
My Pick:
I'm very happy to see this come around the table. The Mastodon would have been a nice pick 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:
Whoa. A legitimate bomb! The rest of the pack pales in comparison. Easy choice here.
Pack 3 pick 2:
My Pick:
This draft is turning out great for me. Hopefully I can actually be successful running the deck.
Pack 3 pick 3:
My Pick:
Again I have no place to put the Energy but this works well with the Fabrication Module.
Pack 3 pick 4:
My Pick:
Let's try to give the Skysovereign First Strike. Why not?
Pack 3 pick 5:
My Pick:
The Self-Assembler couldn't have come in a better pack as I'm not missing too much by picking it.
Pack 3 pick 6:
My Pick:
I have no idea why I didn't pick the Pioneer. Maybe I didn't think it was good at this point. At least I have a lot of Energy to use with the Hawk.
Pack 3 pick 7:
My Pick:
I think the Herald should have been the pick as the 3 power is needed to Crew my Vehicles.
Pack 3 pick 8:
My Pick:
Pack 3 pick 9:
My Pick:
Pack 3 pick 10:
My Pick:
I should have grabbed the Impeccable Timing. No question about that.
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:
Here's the 40:
Main:
2 Cloudblazer
1 Wispweaver Angel
1 Thriving Rhino
1 Wild Wanderer
2 Sage of Shaila's Claim
1 Elegant Edgecrafters
2 Aviary Mechanic
1 Dukhara Peafowl
1 Herald of the Fair
2 Island
1 Cataclysmic Gearhulk
2 Self-Assembler
1 Built to Last
1 Fabrication Module
5 Forest
10 Plains
1 Bomat Bazaar Barge
1 Skysovereign, Consul Flagship
1 Impeccable Timing
1 Gearshift Ace
1 Eddytrail Hawk
1 Fragmentize
Sideboard:
1 Ninth Bridge Patrol
1 Cathartic Reunion
1 Hijack
1 Forest
2 Swamp
1 Servo Exhibition
1 Weldfast Wingsmith
1 Select for Inspection
1 Paradoxical Outcome
1 Glimmer of Genius
1 Tezzeret's Ambition
1 Madcap Experiment
1 Giant Spectacle
1 Ornamental Courage
1 Decoction Module
1 Inventor's Goggles
1 Refurbish
1 Pressure Point
1 Consulate Skygate
1 Workshop Assistant
1 Revolutionary Rebuff
For the First Match I'm playing against WB and I start off with a Gearsmith Ace into a Herald of the Fair. My opponent replies with a Screecher and then a Bridge Patrol. My Herald starts to Crew my Barge and I'm dealing serious damage. He's at 8 and tries to stabilize with an Ambitious Aetherborn. I send in the team and take out the Aetherborn with Impeccable Timing, leaving him at 6. He tries to stabilize again, this time with a Mastodon. I play the Flagship though and he scoops them up.
My opponent starts off Game 2 with Servo Exhibition and Fairgrounds Warden on my Thriving Rhino. I try to ambush him with Impeccable Timing on the Warden but Inspired Charge ruins my plans and I take 9 dropping to 7 life. I cast Herald of the Fair to try and stabilize but Die Young messes up that plan as well. I'm down to 4 life and can't catch up and he takes Game 2 with a perfect 20 life.
For the Final Game I start off with a pair of Sage of Shaila's Claim and my opponent takes on the aggressor role again. The Warden takes out one of the Sages and Dhund Operative comes in for 2 damage. I'm keeping up though as I play Herald of the Fair and a Wild Wanderer. He taps out Skyswirl Harrier and I take the opportunity to get down the Flagship which kills the Warden to get my Sage back. The Flagship kills off Gonti, Lord of Luxury and my opponent casts Built to Smash on his Harrier to get a trade with the vehicle. I'm okay with that as the Flagship already costed him 4 cards. I follow up with a Cloudblazer and my opponent is very far behind now. I start sending in the whole team and Wispsweaver Angel the Cloudblazer. This game is getting nasty and I quickly outdraw him and pour everything onto the board. I win a few turns later with a handful of gas left.
I keep a sketchy hand of Barge, Fragmentize and 4 lands and my opponent is playing WR for Match 2. Luckily he's off to a slow start as he only has a Bridge Patrol and Consul's Shieldguard on turn 5. I'm hitting lands but on a Cloudblazer hits the board and I'm in business. A Wild Wanderer and a Aviary Mechanic bouncing the Cloudblazer back to my hand and I'm starting to dominate the game. He hasn't really been developing his board so I have the time to start casting my powerful creatures. A Wispweaver Angel the Cloudblazer and I went through more than half my deck by turn 8. I Fragmentize his Sky Skiff and send in the Angel and Cloudblazer and Barge as the ground is pretty crowded up but he refuses to trade his guys for the Barge. Instead he chooses to chump with Servo tokens made from a Puzzleknot which grows the Bridge Patrol. I keep getting through in the air though and he dies while I'm still at 20 life with the Flagship and Gearhulk still in my hand. Why show it if I don't have to right?
My opponent starts off Game 2 with a Prism and Glint-Sleeve Artisan which trades for my Herald. He replaces it with a Maulfist Doorbuster and I replace my Herald with a Wild Wanderer. He adds more creatures to the board as I play a Cloudblazer and keep a Cataclysmic Gearhulk in hand. I wait until he goes up to 4 creatures until I pull the trigger. I wipe his board down to the Doorbuster while I keep the Cloudblazer and Gearhulk. He plays a Veteran Motorist but is all out of gas and I top it off with the Flagship. He scoops them up with 20 life left but I have a hand full of action.
In the Final Match I'm up against WR again and he starts aggressively with an Inventor's Apprentice and burning off my Mechanic with a Pyrohelix. He doesn't have a lot of pressure though and we both cast Bomat Bazaar Barge. I cast the Flagship to kill the Apprentice which is replaced by a Doorbuster. I take a chunk of damage and go down to 11 but I play Self-Assmebler and Crew the Flagship wipe out the Doorbuster. He plays a Wispweaver Angel with nothing to Blink. I hold the team back as I was afraid of a combat trick that would kill the Flasghip. Instead Iplay Cloudblazer to replenish my hand and ship the turn back. He casts a Veteran Motorist and Crews the Barge which I double block with my own Barge and Cloudblazer. I take 4 damage from the Angel and fall to 9 life while my opponent is at 14. Furious Reprisal finishes off the Cloudblazer and brings me down to 7 life. I Crew the Flagship and attack with it and a Self-Assembler dropping him to 4 and he scooops after drawing for the turn.
In Game 2 my opponent comes blazing out of the gates with a Sky Skiff, Spireside Infiltrator and Cogworker's Puzzleknot. I slow him down by Fragmentizing his Sky Skiff and a Gearshift Ace stops him in his tracks thanks to the First Strike. A Barge on his side breaks the stalemate. I'm a little flooded but I don't have an Island to help draw out of it with a Cloudblazer I have in my hand. I play my Gearhulk to try and slow him down again. I have to double block the Barge with the Gearhulk and a Sage. I breathe I sigh of relief as there's no combat tricks. I'm at 8 life with 2 Cloudblazers in hand but no blue mana source. My opponent is at 16 life but the board looks stable as the Gearshift is holding off all his 2 toughness creatures. A Doorbuster comes in on his side and I rip an Island off the top. I cast a Cloudblazer and Mechanic bouncing nothing as I need all the blockers on the table. He senses that the game is slipping away from him so he swings in with the Infiltrator, Doorbuster and a Herald. Creatures die and he's left with the Herald which is joined by a Mastodon and Eddytrail Hawk. Once again, things don't look good for me as I sit at 6 life with a Cloudblazer and the Ace with an elephant bound to fly over next turn. I cast the second Cloudblazer and find an Impeccable Timing with enough mana leftover to cast it. That was, well that was great timing. He actually doesn't send the Mastodon to the sky and I get it with the Timing and Ace. I pour out my hand and start to go in the offensive, attacking with the Ace and a Wild Wanderer. He has no gas left at this point and I start to take over the game. He Revoke Privileges a Peafowl but can't put up a fight as I slowly take him down from 16 life.
That was a great draft! I felt like I was in control for the majority of those games. The Flagship is obviously a beast but having 2 Cloudblazers and a Wispweaver Angel and being able to cast them consistently is just unfair. That make 2 in a row! Let's try to keep this streak going.
- thePaperboy
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