This thread is for this week's Draft Simulator on magicthegathering.com
I found myself very conflicted in my interests this draft, but I feel that there's a workable deck in there. Black/White with a splash of green.
Round 1:Syphon SliverMark of the VampirePredatory SliverDeathgaze CockatriceMark of the VampireShimmering GrottoStriking SliverTenacious DeadAngelic AccordBlur SliverSoulmenderAngelic WallWild RicochetSpell BlastMountain
Round 2:Sentinel SliverPredatory SliverArchangel of ThuneFiendslayer PaladinPredatory SliverVoracious WurmSporemoundGladecover ScoutBlood BairnHive StirringsShimmering GrottoDivine FavorAngelic WallZephyr ChargePlains
Round 3:Sengir VampireMark of the VampirePlummetGroundshaker SliverSoulmenderSoulmenderSliver ConstructUndead MinotaurIndestructibilityNaturalizeStriking SliverOath of the Ancient WoodShow of ValorGlimpse the FutureSwamp
R/B "KIll 'em all"
Holy buttmunchies 4!!!!!! Tenacious Dead?!?!?!
Round 1:Chandra's OutragePrimeval BountyLiturgy of BloodDeathgaze CockatriceMark of the VampireAct of TreasonRod of RuinTenacious DeadBarrage of ExpendablesRegathan FirecatBarrage of ExpendablesUndead MinotaurWild RicochetSpell BlastMountain
Round 2:Rise of the Dark RealmsAccursed SpiritLiturgy of BloodTenacious DeadChild of NightYoung PyromancerTenacious DeadElixir of ImmortalityBubbling CauldronSolemn OfferingShimmering GrottoUndead MinotaurAngelic WallZephyr ChargePlains
Round 3:Sengir VampireMark of the VampireShockBlightcasterTenacious DeadDragon HatchlingBubbling CauldronUndead MinotaurRegathan FirecatCyclops TyrantShrivelWild GuessShow of ValorGladecover ScoutSwamp
4x Tenacious Dead
3x Undead Minotaur
1x Child of Night
2x Regathan Firecat
1x Deathgaze Cockatrice
1x Accursed Spirit
1x Sengir Vampire
2x Barrage of Expendables
2x Bubbling Cauldron
1x Chandra's Outrage
1x Mark of the Vampire
2x Liturgy of Blood
1x Rise of the Dark Realms
Yes, it's 43 cards, no I don't care. I wanna play my gosh darned mythic!!
It's also nice to have the extra mana for all the Tenacious Dead activations I hope to pull off.
From Mark Rosewater's Tumblr: the0uroboros asked: How in the same set can we have a hexproof, unsacrificable(not a word) creature AND a land that makes it uncounterable. How does this lead to interactive play? I believe I’m able to play my creature and you have to deal with it is much more interactive than you counter my creature.
MaRo: One of the classic R&D stories happened during a Scars of Mirrodin draft. Erik Lauer was sitting to my right (meaning that he passed to me in the first and third packs). At the end of the draft, Erik was upset because I was in his colors (black-green). He said, "Didn't you see the signals? I went into black-green in pack one." I replied, "Didn't you see my signals? I started drafting infect six drafts ago."
MaRo: I redesigned him while the effect was on the stack.
Meh... Torn between slivers and lifgain, without a real finisher like Sanguine Bond.
Round 1:Syphon SliverBlur SliverPredatory SliverVerdant HavenDivinationSensory DeprivationStriking SliverGoblin ShortcutterAngelic AccordMark of the VampireLay of the LandZephyr ChargeWild RicochetSpell BlastMountain
Round 2:Rise of the Dark RealmsPredatory SliverArchangel of ThuneFiendslayer PaladinPredatory SliverHive StirringsWring FleshStriking SliverBubbling CauldronCongregateGiant GrowthDivine FavorAngelic WallZephyr ChargePlains
Round 3:IndestructibilityMark of the VampireStriking SliverGroundshaker SliverInto the WildsVerdant HavenElixir of ImmortalityCongregateMinotaur AbominationStaff of the Death MagusFortifyAccorder's ShieldSoulmenderSoulmenderSwamp
First picking an Angelic Accord may have put me too firmly in W/B lifegain, but nobody else was playing it, so...
Round 1:Angelic AccordMark of the VampireDivine FavorChild of NightMark of the VampireShimmering GrottoDivine FavorFortifyShow of ValorBlur SliverSoulmenderAngelic WallWild RicochetSpell BlastMountain
Round 2:Vampire WarlordCongregateBrave the ElementsFiendslayer PaladinDivine FavorBlessingPay No HeedDivine FavorShow of ValorSolemn OfferingGriffin SentinelDivine FavorAngelic WallZephyr ChargePlains
Round 3:IndestructibilityMark of the VampireFortifyAccorder's ShieldShow of ValorDiabolic TutorElixir of ImmortalityCongregateMinotaur AbominationNegateShrivelDuressSoulmenderGladecover ScoutSwamp
Well, this had lots of options, but I am a sucker for the Primeval Light
Round 1:Syphon SliverPrimeval BountyPredatory SliverVampire WarlordFestering NewtShimmering GrottoMind RotTenacious DeadAltar's ReapArtificer's HexBarrage of ExpendablesUndead MinotaurWild RicochetSpell BlastMountain
Round 2:EnlargePredatory SliverGiant SpiderDeadly ReclusePredatory SliverVoracious WurmSporemoundElixir of ImmortalityNaturalizeRanger's GuileShimmering GrottoUndead MinotaurBramblecrushZephyr ChargePlains
Round 3:Sengir VampireElvish MysticElvish MysticSporemoundInto the WildsDiabolic TutorBubbling CauldronWring FleshMinotaur AbominationNaturalizeShrivelAccorder's ShieldShow of ValorGlimpse the FutureSwamp
Elvish Mystic x 2
Predatory Sliver x 3
Syphon SliverGiant Spider
Sporemound x 2
Into the WildsDiabolic Tutor
Elixir of Immortality
Shimmering Grotto x 2
Forest x 10
Swamp x 5
Faster than I thought it would be, but then I also have late game options too. Only saw three removal spells, but early in packs when batter choices were there... maybe you could argue with the Liturgy of Blood I passed on in pack 1, but the others were much better options. Given how enchantment heavy this set is, maybe playing one or both of the Naturalize might have been better, but I like this one, hits fast and if you can ramp up quickly and rip off a Primeval Bounty it typically is game.
Round 1:Angelic Accord
Mark of the VampireShow of ValorDivine FavorDuressAltar's ReapArtificer's HexSoulmenderAngelic Wall
Round 2:Rise of the Dark RealmsHive StirringsArchangel of ThuneDiabolic TutorChild of NightMind RotPay No HeedElixir of ImmortalityShow of ValorSolemn OfferingBrave the ElementsUndead MinotaurAngelic Wall
Round 3:IndestructibilityCelestial FlareMaster of DiversionBlightcasterShow of ValorDiabolic TutorElixir of ImmortalityDark FavorMinotaur AbominationMark of the VampireShrivelDuress
Went W/G Life gain and tokens.
Round 1:Angelic AccordPrimeval BountyPredatory SliverVerdant HavenBrave the ElementsAuramancerSuntail HawkFortifyAdvocate of the BeastBlur SliverSoulmenderAngelic WallWild RicochetSpell BlastMountain
Round 2:Bubbling CauldronKalonian TuskerBrave the ElementsFiendslayer PaladinPredatory SliverVoracious WurmSporemoundSolemn OfferingShow of ValorHive StirringsShimmering GrottoDivine FavorAngelic WallZephyr ChargePlains
Round 3:IndestructibilityElvish MysticFortifySporemoundInto the WildsSoulmenderElixir of ImmortalityCongregateDisperseCyclops TyrantEncroaching WastesOath of the Ancient WoodLay of the LandGladecover ScoutSwamp
This thread is for this week's Draft Simulator on magicthegathering.com
Round 1:Syphon SliverPrimeval BountyPredatory SliverChild of NightWild RicochetAct of TreasonStriking SliverTenacious DeadGladecover ScoutBlur SliverLay of the LandUndead MinotaurFestering NewtSpell BlastMountain
Round 2:Rise of the Dark RealmsPredatory SliverGiant GrowthDiabolic TutorPredatory SliverYoung PyromancerSporemoundStriking SliverBubbling CauldronBogbrew WitchShimmering GrottoUndead MinotaurFogZephyr ChargePlains
Round 3:Sengir VampireMark of the VampireGoblin DiplomatsGroundshaker SliverInto the WildsDiabolic TutorSliver ConstructLay of the LandRegathan FirecatStaff of the Death MagusStriking SliverAccorder's ShieldShow of ValorGlimpse the FutureSwamp
Ok, this is a cool feature I never knew about before. Here's what I picked:
Round 1:Syphon SliverMillstoneSeacoast DrakeDeathgaze CockatriceDivinationCancelRod of RuinTenacious DeadAngelic AccordArmored CancrixCyclops TyrantUndead MinotaurMerfolk SpySpell BlastMountain
Round 2:Rise of the Dark RealmsScroll ThiefTome ScourSeacoast DrakeSeacoast DrakeBlood BairnWring FleshNegateClaustrophobiaHive StirringsShimmering GrottoUndead MinotaurFogZephyr ChargePlains
Round 3:Sengir VampireNegateAir ServantArchaeomancerTenacious DeadDiabolic TutorArtificer's HexWring FleshTome ScourNaturalizeShrivelAccorder's ShieldShow of ValorGlimpse the FutureSwamp
We have a pretty odd Black/Blue deck here. First, let's remove the colors that I'm not running. Next, let's see what we have that we can just accept we won't ever play. The Syphon Sliver and the Rise of the Dark Realms are powerful cards in different archetypes. We just don't have the mana ramp to make playing Rise of the Dark Realms a good idea, and the sliver is the only sliver we've got. Now, let's look at the things we just don't need. Artificer's Hex is a good sideboard card, but not main deck material. Glimpse the Future would be good, if we didn't have Divination and a Tutor to pick from. Likewise, the Merfolk Spy doesn't give us much, so we can just cut him since we've got three Seacoast Drakes we'll be playing. Speaking of which, so much of our deck flies, that Zephyr Charge is safe to chuck.
That leaves us with:
Artifacts: Millstone, Rod of Ruin, Accorder's Shield [Total: 3]
Blue Creatures: Seacoast Drake x3; Armored Cancrix; Scroll Thief; Air Servant; Archaeomancer [Total: 7]
Blue Spells: Divination; Cancel; Spell Blast; Tome Scour x2; Negate x2; Claustrophobia [Total: 8]
Black Creatures: Deathgaze Cockatrice; Tenacious Dead x2; Undead Minotaur x2; Blood Bairn; Sengir Vampire [Total: 7]
Black Spells: Wring Flesh x2; Shrivel; Diaboloic Tutor [Total: 4]
That gives us 29 playable cards right now. With only having 14 creatures, so that's a spot we really can't cut from, and I think we want to run 17 land here. Divination and Diabolic Tutor are going to help us out, but what we're really relying on is having consistency. We're looking to cut six cards. Shrivel only knocks out our Tenacious Deads, but that's really not a big deal, as by the time we're casting Shrivel, they've done their job. Wring Flesh is a combat trick and removal. Tome Scour, Millstone and Archaeomancer also serve as a way to slide in a win if things stall out. Accorder's Shield gives vigilance, letting us swing in the air while still being able to block, or we can drop it on a Tenacious Dead to spare it from Shrivel. We have four counter spells, but really, the Negates that are here are just going to keep us from drawing cancel or Spell Blast [or the Archaeomancer to get those back]. We'll want to board it in for the people who picked up the big enchantments, but for our main deck, Cancel and Spell Blast hit the things that are most likely to be threats: Creatures.
Likewise, the Rod of Ruin is generally a nice card, and we'll probably want to board it in at times. For our main deck though, we've already got plenty of ways to put our opponent on a clock, so we can take that out as well. That still leaves us with 26 cards, and we need to now cut three more. Here's where it really comes down to preference; Claustrophobia is pretty weak removal, but it can lock down anything. Wring Flesh is only going to kill small things [or gum up combat and let us cheat to kill a bigger thing.] Since we have to cut things, let's focus on our deck's strengths: high toughness creatures to gum up the ground until we can fly or mill for the win. That means that both the Wring Fleshes could safely go and not hurt us too much.
Here's where we have to go back and look at our previous decisions. To bring you up to speed, the deck right now looks like this:
Artifacts: Millstone, Accorder's Shield [Total: 2]
Blue Spells: Divination; Cancel; Spell Blast; Tome Scour x2; Claustrophobia [Total: 6]
Black Spells: Shrivel; Diaboloic Tutor [Total: 2]
Twenty-four spells, 17 lands puts us at 41 cards. That's one card too many! Claustrophobia and the Accorder's Shield both do things we need to do, which is hold off giant wurms, dragons, angels and other unpleasant things. Hordes of small creatures are not really that big of a concern to us, so let's take another look at Shrivel. That -1/-1 will clear a bunch of tokens, but we can also just block or race them. I feel fairly confident that we can strike Shrivel from the deck, though it can probably be sideboarded in.
So, the first Draft Simulator deck I've made looks like this:
Black Spells: Diaboloic Tutor [Total: 1]
Basic Lands: Islands 9; Swamps 8.