ISD Draft Analysis #3

It’s been a taxing week so far, with all the talk of the end of OP and such. I also played in a PTQ, and was eliminated in Round 8 because I made a poor decision(which I’ll discuss in the Constructed post later). This draft is actually from last week, just before the PTQ.

 

Pack 1 pick 1:

My Pick:

I love me some Armored Skaab, but I’ve been learning from my mistakes. The zombie can block, and enable some cards, but since I don’t actually HAVE any cards yet, it’s better(and safer) to take a card that actually does something. The fact that it is two colors is a small annoyance, but is offset by how naturally Blue pairs with Black in this format. Note that this does not mean I’m a huge advocate of taking Alchemy first pick; this pack just blows.
Pack 1 pick 2:

My Pick:

People don’t seem to respect this card quite enough. It is the thing I want to see least against many decks. The tempo it gives is often huge, and the flashback cost isn’t prohibitive like some other flashback spells, so often the line of play on turns four and five are Departure and play a guy, then Departure again next turn. Those are key turns where the big spells start to come online for many players, and having to make the choice of replaying your smaller guys or the bigger dude often leaves opponents with few options. It’s no Grasp of Phantoms, but it’s not as big a gap as people think.
Pack 1 pick 3:

My Pick:

And we’re doing it again. I’m giving up a Victim of Night for this, but I’m going to wheel that Desperate Ravings in the previous pack, giving us a free ‘high’ pick for this archetype. I seem to do this alot, but the reality is I don’t straight force it. It has natural synergy with cards I prefer to play anyway, like Armored Skaab, Alchemy, Silent Departure, and the like. This doesn’t HAVE to be a ‘Burning Vengeance deck,’ but this card could easily be featured.
Pack 1 pick 4:

My Pick:

Blue certainly is flowing, a very good sign, as I would prefer to be base Blue.
Pack 1 pick 5:

My Pick:

Yep. Liking it.
Pack 1 pick 6:

My Pick:

I have no guys yet, and though I don’t think this one is very good, it IS a man, but not a Skeleton. Also, better than the two drop.
Pack 1 pick 7:

My Pick:

The creatures aren’t coming, which is worrisome, but at least I’m not taking garbage, or off color stuff.
Pack 1 pick 8:

My Pick:

Whew. A late gift, even if it is RR, and I have pretty much no other guys yet.
Pack 1 pick 9:

My Pick:

For times when you’d take Selhoff Occultist, but she isn’t around. : /
Pack 1 pick 10:

My Pick:

Called it! This card is like Travel Preparations in the sense that you only want it if you can play both ends, and there usually isn’t more than one U/R guy.
Pack 1 pick 11:

My Pick:

My friend Chet took one of these like 2nd or 3rd in pack one in a four man. What in the fuck was he thinking? THIS is when you take it.
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 most important pick of the draft. Clearly Manor Gargoyle is the better card in an abstract, and really the card I SHOULD have picked. If I want to play some BV control deck, the Gargoyle helps achieve that goal almost as much as the actual Vengeance does. He is a win condition, an excellent blocker, and buys time until you can gain control of a game via flashback spells. That said, having a Vengeance in your opener allows you to play in a totally different way since you KNOW the Shocks will be coming when you need them to. Having two with two whole packs to go also allows me to draft flashback spells with impunity, as their EV is incredibly high once you have two BVs.
Pack 2 pick 2:

My Pick:

We have reached ludicrous speed! Now any reasonable flashback spell is approaching bomb status. With three of these, we don’t even need to play very many win conditions. You can burn someone down pretty quick with a pair of BVs in play. For the rest of this draft, we are in frontier country, where few people tread since this deck has three of the same uncommon by pick 17. From here, we blaze our own trail.
Pack 2 pick 3:

My Pick:

Ok. Good start to trailblazing.
Pack 2 pick 4:

My Pick:

I think I should play the lottery tonight!
Pack 2 pick 5:

My Pick:

Harvest Pyre isn’t in the same class as anything else we have, and at least the Hound can kill a three toughness guy like Villagers of Estwald. In fact, it gets to live most of the time, since you apply the one damage from his trigger, then flashback a Think Twice or whatever. Did it a few times during play, and was huge every time.
Pack 2 pick 6:

My Pick:

I’m living the dream folks. Living the dream.
Pack 2 pick 7:

My Pick:

One of the few cards that could make large men before we are ready to deal with them. Only a hate because the pack has nothing for us.
Pack 2 pick 8:

My Pick:

Creature #3? Who cares!
Pack 2 pick 9:

My Pick:

I seriously played this card. Flashback is fun!
Pack 2 pick 10:

My Pick:

Pack 2 pick 11:

My Pick:

Regardless of what else is going on in this draft…am I the ONLY red drafter?

 

Pack 2 pick 12:

My Pick:

Pack 2 pick 13:

My Pick:

Pack 2 pick 14:

My Pick:

This is so getting played too, especially since we are actually short on self milling effects.
Pack 2 pick 15:

My Pick:

Pack 3 pick 1:

My Pick:

Predictable. Pack three never seems to yield anything good first pick. Certainly we will play this to turn on Alchemy’s flashback, but it’s not exciting at all.
Pack 3 pick 2:

My Pick:

Another guy! Also good with BV, since you can kill 3 toughness guys in the same way the Hound could.
Pack 3 pick 3:

My Pick:

For the guy who sides in Witchbane Orb. Also, it’s actually a mile better than Alchemy anyway.
Pack 3 pick 4:

My Pick:

There is no way I’m playing this, though at the time I held on to a faint hope that a bunch of dudes were coming.
Pack 3 pick 5:

My Pick:

Well there’s one… five more to go?
Pack 3 pick 6:

My Pick:

There is no way to lose with this deck.
Pack 3 pick 7:

My Pick:

Another Travel Prep, but this time we would have to give up something useful. Also, why is this guy here?
Pack 3 pick 8:

My Pick:

Pack 3 pick 9:

My Pick:

We’re definitely Bumping.
Pack 3 pick 10:

My Pick:

Yep. Doing this too. We play all the winners.
Pack 3 pick 11:

My Pick:

Yay, a real blocker!
Pack 3 pick 12:

My Pick:

Pack 3 pick 13:

My Pick:

Pack 3 pick 14:

My Pick:

Pack 3 pick 15:

My Pick:

  • Delver of Secrets
  • Deranged Assistant
  • Ashmouth Hound
  • One-Eyed Scarecrow
  • Fortress Crab
  • Murder of Crows
  • Bump in the Night
  • Silent Departure
  • Dream Twist x2
  • Geistflame
  • Nightbird’s Clutches
  • Desperate Ravings
  • Think Twice
  • Forbidden Alchemy
  • Brimstone Volley x2
  • Claustrophobia x3
  • Burning Vengeance x3
  • Swamp
  • Mountain x7
  • Island x9

Yes, that is the six dude special. Many relevant creatures ended up on the sidelines in the interest of just playing guys that can extend the game. It was either play two Ironsmiths, two Cultists, and a Riot Devils, I ran the two Dream Twists, Bump in the Night, Nightbird’s Clutches, and the third Claustrophobia. Running the guys was fine I guess, but remember, when you are in the wild wilderness of Limited where few tread, you sometimes have to try something awesome, if for no other reason then to know for sure whether it can be done.

I learned that it CAN be done. I crushed the draft easily. Most decks just  couldn’t deal with the endless stream of shocks. I even won a game without playing a BV! By using my life total to buy time, I was able to set up control of games by NOT using Claustrophobia on guys that could later be Vengeanced; this prevented opponents from clawing back into games with a large creatrure. Once I managed a second BV, games ended quickly.

I don’t know how much longer I’m going to do these types of posts. Most people are starting to get a good feel for how the set is drafted, and ‘trying stuff,’ is harder since there is less that hasn’t been done. If I run into a really neat draft, I’ll post it for sure, but as an educational tool, we’ve exhausted what these have to offer. Sealed pools are still fair game though, since it’s the PTQ season. Tell me what you think in the comments below!

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1 Comment

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One response to “ISD Draft Analysis #3

  1. hi nigel i told you i would comment here. i like the archtype do not get me wrong i just have a hard time wrapping my head around some of the cards. i want to understand it though. pack/pick

    1/1 i agree with all you said and i do not see the 2 colorness as a problem since i never really want to flashback alchemy or if i do i usally have a grotto.
    1/2 once again i agree plus the pack kinda blows. it was either this or think and this actually does something, where think gets you to the card that does something.
    1/3 i may have taken delver here actually as red seems to be more drafted. plus i like the deck but i would like it without the armored scaabs, i have given the deranged a chance and he seems okish but the skaab has just plain lost me every game inwhich i played him.
    1/10 surprising i am ok with this card as so far it has not hurt me at all.
    1/11 i wonder how long people will allow him to wheel?
    2/1 i agree and the gargoyle may help you but it really seems like having more Bv is more important.
    2/4 yeh for sure sheesh, i love the guy next to you btw
    2/9 lol ur guys cannot block, oh btw they are dead as well
    2/11 i may have taken hystical blindness as it is a blue fog usally. but yeh are u the only guy in red????
    3/7 cuase he actually misses allot of flyers and for 6 mana is a little much.
    with no armored scaabs i like the deck, as it cannot miss which is cool. i like to read drafts just to read drafts bro and you know if you post it i will respond, i do not think you can exhaust a set especially not one as deep as this one. i will try to draft this ideal more ofton but i just do not know how i feel about playing a deranged guy who keeps milling Bv maybe if i had Bv alread in hand but normally i will not.

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