9/17/2012 Draft Simulator

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This thread is for discussion of this week's Draft Simulator, which goes live Monday morning on magicthegathering.com.
Ok I have no friggin idea how the heck Rancor made it TENTH pick in pack 2.  I took the Natures Herald over it the first time and I really never expected to see it again.  That pack was messed up as well (2nd pick Pack 2) as it had 2 Rares when it came to me along with the Rancor, the other rare was Serra Avatar.  Also getting 5 War Falcon was also pretty nuts to bad I only got 4 cards that will let them attack.  The cuts are going to be a pain to make this deck it's just so sweet.

Round 1:
Primordial Hydra
Serra Angel
Searing Spear
Aven Squire
Titanic Growth
Farseek
War Falcon
Yeva's Forcemage
Bond Beetle
Kindled Fury
War Falcon
Canyon Minotaur
Safe Passage
Erase
Swamp


Round 2:
Searing Spear
Yeva, Nature's Herald
Intrepid Hero
Elixir of Immortality
Titanic Growth
Divine Verdict
Mind Sculpt
Healer of the Pride
Reverberate
Rancor
War Falcon
Kraken Hatchling
War Falcon
Serpent's Gift
Island


Round 3:
Sunpetal Grove
Attended Knight
Ring of Thune
Yeva's Forcemage
Chronomaton
Elvish Visionary
Deadly Recluse
Mogg Flunkies
Arbor Elf
Aven Squire
Fog
War Falcon
Blood Reckoning
Craterize
Forest

Standard Pauper! (play it on MTGO)

Round 1:
Captain's Call
Serra Angel
Searing Spear
Captain's Call
Chandra's Fury
Glorious Charge
Safe Passage
Volcanic Strength
Goblin Arsonist
Safe Passage
Krenko's Command
Canyon Minotaur
Craterize
Erase
Swamp



Round 2:
Searing Spear
Turn to Slag
Intrepid Hero
Divine Favor
Safe Passage
Divine Verdict
Ring of Valkas
Healer of the Pride
Reverberate
Mogg Flunkies
Trumpet Blast
Ring of Xathrid
Wall of Fire
Serpent's Gift
Island



Round 3:
Griffin Protector
Flames of the Firebrand
Captain's Call
Trumpet Blast
Chronomaton
Craterize
Mogg Flunkies
Mogg Flunkies
Krenko's Command
Glorious Charge
Goblin Arsonist
Krenko's Command
Rewind
Disentomb
Forest

3x captains call
3x krenkos command
trumpet blast and glorious charge
burn spells galore
also multiple rancors late? and krenkos command goes waaaaay late 

I'm playing R/W splashing for the Flinthoof and Rancor off Sunpetal Grove and one forest.  I'm convinced the bots just don't know how to rank Rancor.  This isn't the first time I've heard of them leaving them in too late (although to be fair that pack was stacked with green goodness with a Yeva, Flinthoof, and Sentinel Spider)

Round 1:
Primordial Hydra
Serra Angel
Searing Spear
Crimson Muckwader
Rummaging Goblin
Torch Fiend
Wall of Fire
Yeva's Forcemage
Goblin Arsonist
Kindled Fury <- love a copy or two of this card when I'm a Mogg Flunkies deck.  I'll run it over Turn to Slag.
Krenko's Command
Canyon Minotaur
Safe Passage
Erase
Swamp


Round 2:
Searing Spear
Rancor
Intrepid Hero
Goblin Battle Jester
War Falcon
Divine Verdict
Ring of Valkas
Deadly Recluse
Smelt
Flinthoof Boar
Show of Valor
Divine Favor
Titanic Growth
Serpent's Gift
Island


Round 3:
Bladetusk Boar
Firewing Phoenix
Goblin Arsonist
Mogg Flunkies
Chronomaton
Pillarfield Ox
Mogg Flunkies
Mogg Flunkies
Sunpetal Grove
Glorious Charge
Wild Guess
Krenko's Command
Blood Reckoning
Craterize
Forest

Triple Mogg Flunkies in that last pack makes me happy.  So does double Searing Spear.  I didn't like letting Flames of the Firebrand go, but I was passed a Phoenix.  More than happy to leave the Hydra on the sideboard... it wins some games but not enough to make stretching the mana worthwhile.  Serra Angel and Intrepid Hero are more consistent.
I didn't get a few of the cards I would love to have with this deck concept, but I went R/W token swarm deck idea.  Would have like a crusader or two or one of the awesome White rares that work with tokens.



Creatures (16):
Chronomaton
War Falcon
Goblin Arsonist x 2
Aven Squire
Mogg Flunkies x 3
Torch Fiend
Krenko's Command x 3
Captain's Call x 2
Healer of the Pride
Serra Angel

Spells (8):
Rancor
Reverberate
Searing Spear x 2
Flames of the Firebrand
Trumpet Blast x 2
Chandra's Fury

Land (16):
Sunpetal Grove
Forest
Plains x 5
Mountain x 9

This deck is all about speed, but not alway all about rush.  Sometimes you are just looking for that one turn alpha where you hit for like 16 with Trumpet Blast.  So get in your quick beats, but don't be so much in a rush that you throw away tokens just to get them from 8 to 6.  Also with 4 potential direct damage, sometimes you just need them get close enough that alpha brings them down to 3 (or 4).  Also wanted to point out that Reverberate is very powerful in this deck with 11 targets in your deck alone.  It can double up your burns, that is obvious, but don't forget it can also double up token creators and Trumpet Blast... Oh I alpha with 6 tokens into your 3 blockers, oh look my 3 1/1s are really 5/1s... 15 to your face!

I had to splash in some green sources (even high drafted one) all for Rancor who is absolutely sick when attacking with fodder tokens.

Also, because this deck isn't always about rush, you have time to let an early Chronomaton.  He can even be disguised as your token blocker while you attack with 1/1s, he sits back and block/grows until he joins the fight (maybe even with Rancor).  He only needs a couple of turns to start becoming a problem for them.

I also seeing the huge value in Mogg Flunkies in draft.  I once saw a deck with 8 of them in it.


Ended up R/G/w.  The picks feel meh, but oh well.


Round 1:
Primordial Hydra
Serra Angel
Searing Spear
Kitesail
Rummaging Goblin
Turn to Slag
Pillarfield Ox
Yeva's Forcemage
Goblin Arsonist
Safe Passage
Krenko's Command
Canyon Minotaur
Safe Passage
Erase
Swamp


Round 2:
Searing Spear
RancorEdit:  Wha?  So if I take Yeva here, this tables?  WTF man?
Intrepid Hero
Ajani's Sunstriker
Timberpack Wolf
Goblin Arsonist
Ring of Valkas
Healer of the Pride
Smelt
Guardians of Akrasa
Fog
Divine Favor
Wall of Fire
Serpent's Gift
Island


Round 3:
Sunpetal Grove
Firewing Phoenix
Goblin Arsonist
Torch Fiend
Chronomaton
Harbor Bandit
Deadly Recluse
Rancor
Bladetusk Boar
Canyon Minotaur
Serpent's Gift
Krenko's Command
Show of Valor
Craterize
Forest


Creatures (16)


Non-Creatures (7)
[deck]
2x Rancor
1x Ring of Valkas
2x Searing Spear
1x Kitesail
1x Turn to Slag
[/deck]

Lands (17)
[deck]
1x Sunpetal Grove
3x Plains
5x forest
8x Mountain
[/deck]

Creatures 16
1-4
2-3 (Hydra here)
3-4
4-4
5-1

Non-Creatures 7
1-2
2-4
3-0
4-0
5-1

Total 23
1-6
2-7
3-4
4-4
5-2


Actually on second glance, this deck looks pretty good to me.  My mana curve is lean and mean.  I've got 3 straight up removal spells plus the hero/rancor combo (which I can rummage for).  I've got 2 friggin RANCORS and a kitesail for evasion.  I've got the red ring for hastey-surprise-beatdown and to pump any of my 10 red critters into late game beaters. I've got plenty of early game aggression and it's not entirely unlikely that those arsonists will take something else with them when they pop.  I've got bombs in the form of the hydra, the phoenix (which won't stay dead very long), the angel, and the boar.  Yes I count bladetusk boar as a bomb, because it's often a 3/2 unblockable, which is a pretty nasty clock.

The only thing I wish I had more of is color fixing, but the one farseek I saw was too early for me to think  I would absolutely needed and it was fighting a Turn to Slag.  I took the burn.  And the only other color fixer I saw was an Evolving wilds, but that was fighting the Sunpetal Grove which was already in my colors so...yeah.

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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.

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Post #777

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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.

Those who fear the darkness have never seen what the light can do.

I've seen angels fall from blinding heights. But you yourself are nothing so divine. Just next in line.

191752181 wrote:
All I'm saying is, I don't really see how she goes around petrifying swords and boots and especially mirrors. How the heck does she beat a Panoptic Mirror? It makes no sense for artifacts either. Or enchantments, for that matter. "Well, you see, Jimmy cast this spell to flood the mountain, but then the gorgon just looked at the water really hard and it went away."
139359831 wrote:
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend. Lightning Bolt = Lightning Bolt
Unlike everyone who seems to hav started off with the Hydra, I decided to cut blue and took the Vedalken Entrancer and ended up with a pretty sweet UW deck.


Round 1:
Vedalken Entrancer
Serra Angel
Sleep
Aven Squire
Archaeomancer
Vedalken Entrancer
Jace's Phantasm
Downpour
Duty-Bound Dead
Safe Passage
Tricks of the Trade
Pillarfield Ox
Craterize
Erase
Swamp



Round 2:
Essence Scatter
Serra Avenger
Vedalken Entrancer
Welkin Tern
Divination
Arctic Aven
Mind Sculpt
Healer of the Pride
Angel's Mercy
Guardians of Akrasa
Show of Valor
Kraken Hatchling
Safe Passage
Serpent's Gift
Island



Round 3:
Griffin Protector
Augur of Bolas
Fog Bank
Unsummon
Chronomaton
Mind Sculpt
Ring of Thune
Guardians of Akrasa
Kraken Hatchling
Glorious Charge
Goblin Arsonist
Krenko's Command
Rewind
Craterize
Forest


 Here's what I'd build:
1CC
Jace's Phantasm
Kraken Hatchling x2
Chronomatron
Unsummon

2CC
Aven Squire
Serra Avenger
Downpour
Essence Scatter
Mind Sculpt x2
Augur of Bolas
Fog Bank

3CC
Divination
Artic Aven
Guardians of Akrasa x2

4CC
Sleep
Archeomancer
Vedalken Entrancer x3
Healer of the Pride
Griffin Protector

5CC
Serra Angel

Lands
9 Island
8 Plains 

Round 1:
Primordial Hydra
Chronomaton
Searing Spear
Crimson Muckwader
Chandra's Fury
Torch Fiend
Zombie Goliath
Crippling Blight
Bond Beetle
Kindled Fury
Krenko's Command
Canyon Minotaur
Craterize
Erase
Swamp



Round 2:
Vampire Nighthawk
Rancor
Timberpack Wolf
Duress
Timberpack Wolf
Prey Upon
Fog
Deadly Recluse
Tormented Soul
Flinthoof Boar
Canyon Minotaur
Ring of Xathrid
Wall of Fire
Serpent's Gift
Island



Round 3:
Arbor Elf
Flames of the Firebrand
Dark Favor
Reckless Brute
Arbor Elf
Naturalize
Servant of Nefarox
Mogg Flunkies
Crimson Muckwader
Fungal Sprouting
Goblin Arsonist
Krenko's Command
Blood Reckoning
Craterize
Forest

everybody seemed to like serra for pick 2 but i thought chronomaton seemed much better i aint really sure but i was able to draft a pretty sick aggro jund deck...mana wise seems a bit dodged but when you only curve to 1 4 drop and 2 5 drop....it isnt that bad and i am packing 16 creatures plus removal

 


2 Arbor Elf
1 Primordial Hydra
1 Chronomaton
1 Searing Spear
2 Crimson Muckwader
1 Chandra's Fury
1 Zombie Goliath
1 Crippling Blight
2 Krenko's Command
1 Canyon Minotaur
1 Rancor
2 Timberpack Wolf
1 Duress
1 Prey Upon
1 Deadly Recluse
1 Tormented Soul
1 Flinthoof Boar
1 Flames of the Firebrand
1 Dark Favor
1 Reckless Brute
1 Mogg Flunkies
1 Goblin Arsonist
4 Swamp
7 Forest
7 Mountain

Round 1:
Primordial Hydra
Serra Angel
Spiked Baloth
Aven Squire
Titanic Growth
Farseek
War Falcon
Yeva's Forcemage
Bond Beetle
Divine Favor
Warclamp Mastiff
Canyon Minotaur
Safe Passage
Erase
Swamp


Round 2:
Centaur Courser
Serra Avenger
Intrepid Hero
Spiked Baloth
Spiked Baloth
Divine Favor
Fog
Deadly Recluse
Angel's Mercy
Rancor
War Falcon
Divine Favor
War Falcon
Serpent's Gift
Island


Round 3:
Griffin Protector
Attended Knight
Captain's Call
Yeva's Forcemage
Titanic Growth
Pillarfield Ox
Deadly Recluse
Guardians of Akrasa
Arbor Elf
Aven Squire
Fog
Unsummon
Show of Valor
Craterize
Forest

34 cards - 24 creatures - titanic growth / divine favor+angels mercy / call of valor / safe passage and fogs.

straight up creature deck. weenie aggro - 18 of the creatures are 3 mana or less. 11 of them 2 mana or less. hell, only one of the creatures is 5 cost. (two if you count the primordial hydra)

got plenty of flyers (8) and a few reachers. six creatures go with the war falcons. the captains call helps too.

But what do I know I havent PLAYED MtG in years.



Round 1:
Primordial Hydra
Serra Angel
Searing Spear
Aven Squire
Chandra's Fury
Farseek
War Falcon
Faith's Reward
Bond Beetle
Safe Passage
War Falcon
Negate
Safe Passage
Erase
Swamp


Round 2:
Centaur Courser
Yeva, Nature's Herald
Prized Elephant
Prey Upon
Timberpack Wolf
Divine Verdict
Ring of Valkas
Deadly Recluse
Tormented Soul
Rancor
Timberpack Wolf
Tricks of the Trade
Titanic Growth
Serpent's Gift
Island


Round 3:
Evolving Wilds
Attended Knight
Divine Verdict
Yeva's Forcemage
Arbor Elf
Naturalize
Deadly Recluse
Rancor
Sunpetal Grove
Fungal Sprouting
Fog
War Falcon
Blood Reckoning
Craterize
Forest


No agonizing decisions to be made in this week's draft.  A GW beatdown-fest with 2 Rancors.  Fear me!

Creatures(15)
Arbor Elf
Bond Beetle
War Falcon
2 x Deadly Recluse
2 x Timberpack Wolf
Aven Squire
Centaur Courser
Yeva's Forcemage
Attended Knight
Yeva, Nature's Herald
Prized Elephant
Serra Angel
Primordial Hydra

Other Spells(9)
Prey Upon
2 x Rancor
Naturalize
Titanic Growth
2 x Safe Passage
2 x Divine Verdict

Lands(16)
8 x Forest
6 x Plains
Sunpetal Grove
Evolving Wilds


Notable Sideboard
2 x War Falcon
Fog
Erase
Farseek
Serpent's Gift
Fungal Sprouting
Faith's Reward
Searing Spear
Craterize
Chandra's Fury

Creatures(14):

1  Primordial Hydra
1  Spiked Baloth
2  Deadly Recluse
1  Yeva's Forcemage
1  Bond Beetle
1  Arbor Elf
1  Timberpack Wolf

1  Bladetusk Boar
1  Rummaging Goblin
1  Goblin Arsonist
1  Mogg Flunkies

1  Intrepid Hero
1  Aven Squire

Other:
1  Rancor
1  Farseek
1  Titanic Growth

1  Flames of the Firebrand
2  Searing Spear
1  Plummet
1  Mark of Mutiny

Lands(18):
8  forest
6  mountain
3  plains 
1  sunpetal grove 

First draft ever, so maybe this is off a bit but It looks good to me. Lots of flying hate. I think the white splash is worth it for the Hero.  
You can't pass up a first pack Primoridal Hydra, can you?  Well, I couldn't anyway.  There were bombs coming out my ears this whole draft.  I'm also boggled that the Rancor lasted after I grabbed the herald instead...only wish I could have grabbed the first Wolf to go with the second one.  This is a G/W aggro deck.  Reliquary Tower is just in there in case I manage to throw more stuff at my opponent than my hand would be able to hold after a Faith's Reward.  Beat, beat, and beat some more!

Round 1:
Primordial Hydra
Serra Angel
Sleep
Kitesail
Reliquary Tower
Farseek
Jace's Phantasm
Faith's Reward
Bond Beetle
Safe Passage
War Falcon
Negate
Safe Passage
Erase
Swamp


Round 2:
Vampire Nighthawk
Yeva, Nature's Herald
Intrepid Hero
Spiked Baloth
Timberpack Wolf
Prey Upon
Downpour
Deadly Recluse
Reverberate
Rancor
War Falcon
Kraken Hatchling
War Falcon
Serpent's Gift
Island


Round 3:
Sunpetal Grove
Attended Knight
Captain's Call
War Falcon
Arbor Elf
Naturalize
Deadly Recluse
Rancor
Kitesail
Fungal Sprouting
Serpent's Gift
Unsummon
Rewind
Craterize
Forest

Deck
Creatures (14):
Primordial Hydra
Serra Angel
Yeva, Nature's Herald
Arbor Elf
Bond Beetle
Deadly Recluse x2
Timberpack Wolf
Spiked Baloth
War Falcon x3
Intrepid Hero
Attended Knight

Enchantements/Sorceries/Instants (9):
Farseek
Rancor x2
Safe Passage x2
Prey Upon
Faith's Reward
Naturalize
Fungal Sprouting

Lands (17):
Reliquary Tower
Sunpetal Grove
Forest x9
Plains x6

I think I may have been the only one not to take the Hydra as first pick. Recently I've been trying to train myself not to just grab the first bomb I see and try to base a deck around it, so when I saw that Hydra come up as first pick I was like 'Must... not... take...'.

Ended up taking Red/White and it seems my deck would be primarily aggro, with plenty of low cost flyers and haste and that Bladetusk Boar, which altogether makes for a lot of creatures which are pretty tough to block, and enough burn to wipe out anything that tries.

Round 1:
Battleflight Eagle
Serra Angel
Searing Spear
Kitesail
Chandra's Fury
Wild Guess
Pillarfield Ox
Volcanic Strength
Goblin Arsonist
Divine Favor
Warclamp Mastiff
Canyon Minotaur
Craterize
Erase
Swamp



Round 2:
Reverberate
Serra Avenger
Intrepid Hero
Ajani's Sunstriker
Wall of Fire
Divine Verdict
Ring of Valkas
Healer of the Pride
Smelt
Guardians of Akrasa
Show of Valor
Divine Favor
War Falcon
Serpent's Gift
Island



Round 3:
Bladetusk Boar
Firewing Phoenix
Divine Verdict
Cleaver Riot
Reckless Brute
Craterize
Ring of Thune
Guardians of Akrasa
Krenko's Command
Glorious Charge
Goblin Arsonist
Krenko's Command
Blood Reckoning
Disentomb
Forest



 Well the first 2 things I see wrong with your draft is that in pack 1 you chose that Divine Favor second pick and that was a BIG mistake considering that Serra Angel was there in that very color.

The main problem with this is that you should really never choose a creature enchantment that early that does not have a BIG bonus to it say like Rancor which keeps coming back if the creature it's on dies.  This matters in a draft as you need to make every card count.  Another card that is worthy of a first pick but not in this block is Angelic Destiny.

There is really no situation I can really conceive of in a draft where you would want to take Divine Favor over Serra Angel.  Especially not as early as 2nd pick.

The only other little problem I saw was your first pick in pack 2.  Searing Spear was a much better choice to take even if not going red over Angel's Mercy as the latter usually goes pretty late.  Also 1 red is usually quite easy to splash for, and really not something you want an enemy to have if theres nothing that makes your deck better.

Most people in Draft or Sealed play 17 Lands with 23 Spells (I usually play 16/24 unless my curve is a lot higher).  This being said having a card that is only a 1 of and does really nothing to slow your opponent or bring them closer to death is not that good and will probably end up being cut in the end.  The exception to this are cards like Fog as that can completely nullify their entire attack if they ever use things like Overrun which not only negates the  purpose of the spell they used but leaves them open for a return attack.  Not to mention it's only G mana compared to 2WW therefore is not as usefull as a surprise.

Other than those 2 I don't see any obvious issues with your draft.




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