ACR #7

Pack 1 pick 1:

My Pick:

Naya Charm is on a short list of cards that will make me aggressively draft Naya, and I just straight enjoy playing Esper Battlemage since it’s arguably the best one(since it’s in the best shard). But I was badly burned last time I picked Naya Charm first, and generally don’t like taking tri colored cards first(Tower Gargs and other true bombs, you are excepted), leaving only Spray as the right choice.
Pack 1 pick 2:

My Pick:

Sticking in the same color is fine by me. Besides, Drumhunter and Dregscape Zombie lost some value with Reborn.
Pack 1 pick 3:

My Pick:

Discipline, discipline. I’ve come to really hate even having Bloodpyre in my deck now. It almost never kills anything that costs more than it, making it crappy tempo. I really wanted to take War Monk, but it could nullify my first two picks, which I really like. I also kind of want to ship it to ensure someone one or two to my left will leave me more red cards in pack two. So, I took the only logical card left. Sure I may not play it, but in a deck that CAN easily cast him, he’s damn good.
Pack 1 pick 4:

My Pick:

I could have taken either the Ogre or the Panorama, and I don’t relish the thought of playing against Ogre, but a fixer now means one less fixer later.
Pack 1 pick 5:

My Pick:

This is exactly the kind of pack I like to see around picks 5 to 7. You can either get a clear signal if your draft has been unfocused so far,  or you can ship a clear signal to your left. The fact I get a good card is a bonus here. If this card wasn’t in the pack I probably would have went with Obelisk of Grixis or Cavern Thoctar(probably the fixer).
Pack 1 pick 6:

My Pick:

Pack 1 pick 7:

My Pick:

pack 7 was another signal pack, and even though I think this card lost alot of value since triple Shards, it’s still not bad.
Pack 1 pick 8:

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Pack 1 pick 9:

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Pack 1 pick 10:

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Pack 1 pick 11:

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Pack 1 pick 12:

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Pack 1 pick 13:

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Pack 1 pick 14:

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Pack 1 pick 15:

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Pack 2 pick 1:

My Pick:

Not much for me, which is dissapointing given it’s pick one. But this card will more than likely make my deck, unless I DO end up R/G/b, and even then maybe.
Pack 2 pick 2:

My Pick:

Having a good curve is important in R/B, since usually your plan is early aggression, then finishers like Absorb Vis once opponents stabilize. Drag Down is barely a C in what I’m trying to draft.
Pack 2 pick 3:

My Pick:

Pack 2 pick 4:

My Pick:

There is still a chance I play a blue card, if anyone ever gives me anything better than Kederekt Creeper.
Pack 2 pick 5:

My Pick:

Pack 2 pick 6:

My Pick:

This might be one too many since I want a two drop or two from the last pack, but it’s good insurance, and I don’t really like the Knight that much.
Pack 2 pick 7:

My Pick:

Pack 2 pick 8:

My Pick:

I should have taken the Hellspark here, but I get greedy for removal. It will come to hurt me later.
Pack 2 pick 9:

My Pick:

I officially respect this terrible creature that begs for you to lean on him and get owned. When you just have him and don’t lean, he’s really good.
Pack 2 pick 10:

My Pick:

However, I don’t want to play two, and although this card is useless sometimes, it’s a house against Bant or Esper, and if you come out fast, this usually means game.

Pack 2 pick 11:

My Pick:

I wanted to play the Horror, because several times I’ve lost to it, and never had it be good for me, but the rule of MODO is you must beat Tower Gargoyle to win the draft, so Frame gets it. If I knew how pack three was going to go, I would have nabbed the Horror.
Pack 2 pick 12:

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Pack 2 pick 13:

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Pack 2 pick 14:

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Pack 2 pick 15:

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Pack 3 pick 1:

My Pick:

Wow, choices. I won’t say my decision wasn’t influenced by a few tickets, but this guy is so large, SO LARGE that he can win all by himself often. You play him on five, and he’s just about lethal on the next turn. I only have two fixers for him, but my deck is very consistent so far, so I won’t have to do much to make it work.
Pack 3 pick 2:

My Pick:

I hate this common run. Drake, Leech, Might. Honestly? I guess it gives you a good card for almost all decks, but it’s annoying to see all the goods go by.
Pack 3 pick 3:

My Pick:

See?
Pack 3 pick 4:

My Pick:

Another finisher. Since Mind Ogre could have made it instead, but I like surprise finishers that give a deck reach.
Pack 3 pick 5:

My Pick:

Perfect!
Pack 3 pick 6:

My Pick:

Pack 3 pick 7:

My Pick:

My deck now has 4 great finishers. If I can round out my curve at all in these next picks I’ll like my deck alot.
Pack 3 pick 8:

My Pick:

Not really what I had in mind. Comboes well with Bone Splinters, and honestly I have an easy enough time with my mana that the 5/1 haste guy will always just be a 5/1 haste guy.
Pack 3 pick 9:

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Pack 3 pick 10:

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Pack 3 pick 11:

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Pack 3 pick 12:

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Pack 3 pick 13:

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Pack 3 pick 14:

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Pack 3 pick 15:

My Pick:

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So from pick 8 on in Reborn, I only got one creature I could play, and it was a 1/1 for three, so my deck ended up a little weaker than I wanted.

1 Sanity Gnawers
1 Wretched Banquet
1 Magma Spray
7 Swamp
7 Mountain
1 Blitz Hellion
1 Molten Frame
1 Breath of Malfegor
1 Dark Temper
1 Pestilent Kathari
1 Forest
1 Absorb Vis
1 Undead Leotau
1 Skeletal Kathari
1 Suicidal Charge
1 Bone Splinters
1 Firewild Borderpost
1 Lord of Extinction
1 Resounding Thunder
1 Crumbling Necropolis
1 Sedraxis Alchemist
1 Goblin Deathraiders
1 Obelisk of Jund
2 Sewn-Eye Drake
3 Goblin Outlander

Sideboard
1 Plains
1 Viashino Skeleton
1 Constricting Tendrils
1 Swamp
1 Reliquary Tower
1 Swamp
1 Mountain
1 Rip-Clan Crasher
1 Goblin Mountaineer
1 Hindering Light
1 Kederekt Creeper
1 Steelclad Serpent
2 Offering to Asha
1 Fieldmist Borderpost
2 Sanctum Plowbeast
1 Island
1 Trace of Abundance
1 Traumatic Visions
1 Vedalken Ghoul

I lost in round two. A little unlucky, but in the deciding game I went for the victory, aggressively playing my Bone Splinters and cycling Thunder to my opponent’s dome as I lost board position. I was going to have one more turn to draw one of 4 cards to win, but my opponent had Fallout to kill me that turn. His deck wasn’t that good, and I was a little dissapointed to lose, but my deck could have been better, and if we played ten games I would probably win at least 6.

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One response to “ACR #7

  1. Pingback: ACR #7 - London's Burning

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