M10 #3

Pack 1 pick 1:

My Pick:

Seems obvious. I don’t like Red much, but the pack almost forces me to take it here.

Pack 1 pick 2:

My Pick:

I labored over this pick, and chose Harm’s Way because you can never play around it, and it’s AMAZING with the Artillery.

Pack 1 pick 3:

My Pick:

Note to self. You are passing two powerful Black cards here. Aside from the fact that Black pairs poorly with both White and Red, this means Black probably isn’t going to happen, at least not in Pack 2.

Pack 1 pick 4:

My Pick:

Same thing. I likely wasted pick, but a powerful card I will not have to play against, and is splashable.

Pack 1 pick 5:

My Pick:

Maybe I can make it work, as it is MILES better than Griffin Sentinel.

Pack 1 pick 6:

My Pick:

This is the key pick of the draft. Note that it isn’t an immediate decision to move into Blue, merely picking a powerful card in a new color over two weaker ones. I could have taken Mind Rot or Undead Slayer, but they aren’t even on the same page as Scatter, and I’ve only shipped one or two Blue cards.

Pack 1 pick 7:

My Pick:

Same theory here.

Pack 1 pick 8:

My Pick:

So, now we have one White, two Blue, two Black, two Red. I feel like a Cato.

Pack 1 pick 9:

My Pick:

Weak. I ship Growth to encourage Green, as it isn’t THAT scary.

Pack 1 pick 10:

My Pick:

I wanted to try this guy. It might not end up being good in my deck, but it has gained respect among the experts lately so I’m going to give it a spin.

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:

Clone is a strange card. It’s not really a bomb, but it can mirror an opponents bomb. I’m still hoping to be able to be U/R with the outside chance of White or Black in there somewhere, but I have to choose soon or end up short on playables, so Clone it is.

Pack 2 pick 2:

My Pick:

I love when the Rare is missing in packs like this. I wonder if they took a 2 ticket land instead of this.

Pack 2 pick 3:

My Pick:

A very weak pack for me, but Flashfreeze will be serviceable. Polymorph has an outside chance to wheel, and is another good sideboard card against bombs and dudes with Auras.

Pack 2 pick 4:

My Pick:

The cutting of Red is starting to pay off a little.

Pack 2 pick 5:

My Pick:

It hurts to pass Druid, as it’s totally crazy.

Pack 2 pick 6:

My Pick:

Oof. I’m getting picks, so I’m not too sad, but I’m passing some pretty damn good Green.

Pack 2 pick 7:

My Pick:

Pack 2 pick 8:

My Pick:

The Siren is a creature I always like to see when I have anything to abuse with it, like Gorgon Flail, or just a big dude. You don’t pick it high, but it IS powerful.

Pack 2 pick 9:

My Pick:

Pack 2 pick 10:

My Pick:

I’ve lost a little faith in Sage Owl lately. I’ll get one in pack three if I want one, and Flashfreeze number two will help against all the great green I’ve shipped.

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:

This hurts. I wanted to hate Serra Angel, and probably should have. But I need cards to finish the deck.

Pack 3 pick 2:

My Pick:

Need a way to win the game. I could have taken the second Flail, and wheeled one of the Blue cards, but it’s better to just take what I want and not be greedy here.

Pack 3 pick 3:

My Pick:

DING! You know you drafted right when this happens.

Pack 3 pick 4:

My Pick:

And this.

Pack 3 pick 5:

My Pick:

Even if there was a decent card here for me, I might take the Expanse anyway, as I can now play the awesome Harm’s Way.

Pack 3 pick 6:

My Pick:

This was wrong. I boarded this guy out every match, and should have taken Minotaur(which probably would have gotten boarded out as well, but still better).

Pack 3 pick 7:

My Pick:

An unrespected trick, and needed in a deck like mine. Also good in conjunction with the two Artillery and Flail.

Pack 3 pick 8:

My Pick:

This pack must have been insane. Every card left is playable, and Looter is arguably the best common in the entire format.

Pack 3 pick 9:

My Pick:

No one likes Ice Cage online yet, which is why I took Sparkmage from this pack the first time, believing the Cage would wheel even in a weakish pack like that.

Pack 3 pick 10:

My Pick:

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:

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1 Goblin Artillery
1 Goblin Artillery
8 Island
1 Essence Scatter
1 Lightning Bolt
1 Sage Owl
1 Merfolk Looter
2 Horned Turtle
7 Mountain
1 Jackal Familiar
1 Divination
1 Terramorphic Expanse
1 Kindled Fury
1 Snapping Drake
1 Gorgon Flail
1 Djinn of Wishes
1 Lightning Elemental
1 Ponder
1 Fireball
1 Clone
1 Ice Cage
1 Inferno Elemental
1 Harm’s Way
1 Plains
1 Sparkmage Apprentice
1 Alluring Siren

1 Black Knight
2 Flashfreeze
1 Unholy Strength
1 Merfolk Sovereign
1 Unsummon
1 Rise from the Grave
1 Cancel
1 Viashino Spearhunter
1 Disorient
1 Griffin Sentinel
1 Silvercoat Lion
1 Fog
1 Telepathy
1 Forest
1 Mountain
1 Swamp
1 Soul Bleed
1 Zephyr Sprite
1 Mountain
1 Shatter

I think my deck is ok, but I worry I will not win two and cash. I play Harm’s Way because I have some card drawing and a Looter in addition to the Expanse. I DID end up playing Jackal Familiar because I wanted another guy.

Round One G/R

I mull on the draw to Mountain, Plains, Inferno Elemental, Harm’s Way Scatter, Divination. I keep and draw Expanse on turn one, making my draw suddenly powerful for six cards. I get to counter a Ranger, and Bolt a Cudgel Troll while I establish board presence. An interesting scenario appears after I clone his Stampeding Rhino. Still at a high life total, I choose to take the attack from his Rhino so I can Harm’s Way next turn, but he also plays Bramble Creeper, making things much more interesting. From here, I Fireballed NOT the Creeper, but the Rhino, so if he Giant Growths next turn(which I suspect from his aggression), my Harm’s Way creates a two for two trade instead of a blowout in his favor. He DOES play Giant Growth and we trade a bunch of stuff away. My Inferno Elemetnal and Looter get Pyroclasm/Bolted, leaving the board clean. I get a few guys down, and he plays a Rhino to oppose my Artillery and Turtle. I draw Sparkmage, but hold it instead of doming him and being able to block Rhino with Turtle and Sparkie(finishing the beast with Artillery). He rips the card I held Sparkie back for. He attacks with Rhino and his 4/5 Forest. I trade Artillery for Rhino and take seven, killing his Druid next turn with Sparkie, and FINALLY attacking for my first point of damage on turn ten with Horned Turtle. I end up holding off Craw Wurm for several turns and being able to attack for two because of Gorgon Flail with Sparkie and Horned Turtle. I’m at four, but I must attack and get through damage before he rips and wins anyway. On turn fifteen I draw Jackal Familiar(heh), but win the game on turn 17.

Quite a first game with this deck. Out goes Lightning Elemetnal and Ice Cage for two Flashfreezes.

I mulled on the draw into Mountain, Mountain, Island, Lightning Bolt, Clone, Artillery. I take some early damage because I draw Flail and Siren. I use Siren to determine if he has a trick, and find he doesn’t. I hold Clone until he plays Craw Wurm, which I Clone, then Deathtouch with Artillery. I get low on life from killing all his stuff, but I am mostly in control short of Fireball, which he doesn’t have/draw. Siren absolutely shined here, removing blockers and suiciding guys. It’s been good for me every time I draw it when I’m not way behind.

Round 2 R/G

3 Island, Mountain, Sparkmage, Djinn, Looter kept on the draw. I Sparkmage his Mold Adder and get my Looter Bolted. He missed land drops here and I won pretty much with Djinn of Wishes while he languished. I saved my wish counter in case he plays a guy so I could wish Scatter off the top. He doesn’t, and when I wish, the Scatter is there. I also wish in response to his next guy to make him think I may have another counter, which I don’t, but it plants the seed in his head for the rest of the match.

Same sideboarding decisions as last match.

I keep Ponder, Island, Mountain, Looter, Sparkmage, Flashfreeze, Artillery. I draw Mountain on one, and I’m good to go. I discover he has a Black splash from Borderland Ranger. I assume Doom Blade. This causes me to not run my Artillery out there to get killed. Instead I play the long game and try to make him Doom Blade Horned Turtle for several turns while I loot my way to better cards. I sit on Flashfreeze Kindled Fury instead of playing the Artillery again. I end up trading Giant Growth and Doom Blade for Kindled Fury, the Turtle, and Flashfreeze. A bad trade, but I want Artillery to stick. Once the Artillery is down and I am still Looting lands away. The key sequence comes around when I am on 13, his board is Visionary, Giant Spider, Ranger, and Rhino. Mine is Looter, active Artillery, and Sparkie in hand with Harm’s Way. His aggression shows me he has another pump spell. While is is tapped out, I Sparkie his Visionary, planning to block Artillery and Spark on Ranger and use Harm’s Way with Artillery to kill his Rhino, leaving me in a good board position. I am no longer scared of a pump spell, since i probably lose either way if he has it. However, when the block happens, he pauses for a long time, then Might of Oaks his Spider. Woah. I kill his Spider in response with my tricks, and think I’m in the clear. I Clone his Rhino and double block Artillery and ‘Rhino’ in case he has Giant Growth, but he doesn’t and kills my Rhino, which is a clear mistake as he is at twenty still and plays Siege-Gang Commander post main. I kill his Commander EOT and hope. I draw a land, then loot into my 11th land. I trade Siren for a token, killing another with Artillery and going to four. Now he plays Craw Wurm. I get Gorgon Flail, but I’m on four, then on one after I waste his Craw Wurm, and he Assassinates my Artillery. I draw land 12, but stave off his Courser with a Flailing Horned Turtle and a still active Looter. He gets Stone Giant to win next turn with his token, but I get Sage Owl. Basically I hold him off expertly for like five turns, but finally lose when I simply forget to Flashfreeze an Elf and he flings it at me with Stone Giant.

Mountain, Mountain, Island, Siren, Turtle, Flail, Inferno on the play. I establish board dominance quickly with Siren, Flail and Turtle, and when it’s finally dealt with, I have Inferno Elemental and Siren to wreck more of his creatures, along with Fireball and Djinn of Wishes, though even without the Fireball and Djinn I could have won. He did not have his Swamp this game, and I won mostly on the back of Siren.

Round 3 B/W

I mull to four on the play after opponent chooses to play last, keeping Island Plains Harm’s Way and Flail. I almost scoop since I have a key card and a good trick in my four. I somehow manage to play Artillery on four after that draw, but he Duresses my Harm’s Way and Excommunicates my Artillery while I fall behind. Boo.

Game two was unexciting. He had the Serra I passed, and beat me more or less with it. His deck wasn’t very good, but mine did not show up in either game, and I lost easily.

The competition in the 8/4 seemed much better than what I was used to, and made for more interesting recaps since my opponents actually played sensibly. I recently sold alot of my excess MODO cards for tix, and I don’t mind playing in 8/4s for now. We’ll see how long I can go.


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One response to “M10 #3

  1. Pingback: M10 #3 - London's Burning

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