1/17/2013 Sealed Deck Builder

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This thread is for discussion of this week's Sealed Deck Builder, which goes live Thursday morning on magicthegathering.com.
The best cards in that pool seem to be the two guildmages and the Demon. Jund gives you a very respectable removal suite, but didn't seem to be able to overwhelm the opponent early, so I might have been tempted to go with a more controlling Bant build.


This Deck was built in 0:07:29


Jund Midrange

Total Deck Size: 40
17 Lands
---------------
2 Forest
6 Mountain
6 Swamp
1 Rakdos Guildgate
1 Rogue's Passage
1 Transguild Promenade



17 Creatures
---------------
2 Daggerdrome Imp
1 Dead Reveler
1 Desecration Demon
1 Dreg Mangler
1 Golgari Decoy
2 Golgari Longlegs
1 Gore-House Chainwalker
2 Lobber Crew
1 Ogre Jailbreaker
1 Rix Maadi Guildmage
1 Sewer Shambler
1 Spawn of Rix Maadi
1 Splatter Thug
1 Terrus Wurm



6 Other Spells
---------------
1 Annihilating Fire
1 Launch Party
1 Pursuit of Flight
1 Rites of Reaping
2 Street Spasm





This Deck was built in 0:04:46


Bant Control

Total Deck Size: 40
17 Lands
---------------
1 Forest
7 Island
5 Plains
1 Rogue's Passage
2 Selesnya Guildgate
1 Transguild Promenade



15 Creatures
---------------
1 Armory Guard
1 Centaur Healer
1 Concordia Pegasus
3 Doorkeeper
1 Fencing Ace
1 Hussar Patrol
1 Runewing
1 Seller of Songbirds
1 Skyline Predator
1 Soulsworn Spirit
1 Stealer of Secrets
1 Vassal Soul
1 Vitu-Ghazi Guildmage



8 Other Spells
---------------
2 Avenging Arrow
1 Azorius Charm
1 Common Bond
1 Conjured Currency
1 Inspiration
1 Paralyzing Grasp
1 Righteous Authority

Guild Feud

The point of this deck is to stall the game with removal and defenders to get to 7 mana to get Worldspine Wurm into play through Guild Feud. If that fails the deck still has ways to get damage through in the air while keeping opponents creatures at bay.

This Deck was built in 0:06:15

Total Deck Size: 40
17 Lands
---------------
8 Island
8 Mountain
1 Rogue's Passage


12 Creatures
---------------
1 Aquus Steed
3 Doorkeeper
1 Frostburn Weird
1 Goblin Electromancer
2 Lobber Crew
1 Minotaur Aggressor
1 Runewing
1 Stealer of Secrets
1 Worldspine Wurm


11 Other Spells
---------------
1 Annihilating Fire
1 Cancel
1 Chemister's Trick
1 Guild Feud
1 Inspiration
1 Paralyzing Grasp
1 Pursuit of Flight
2 Street Spasm
2 Survey the Wreckage

Straight up Rakdos for me:

This Deck was built in 0:08:31


Total Deck Size: 40 18 Lands --------------- 8 Mountain 8 Swamp 1 Rakdos Guildgate 1 Rogue's Passage


17 Creatures --------------- 1 Cobblebrute 2 Daggerdrome Imp 1 Dead Reveler 1 Desecration Demon 1 Frostburn Weird 2 Golgari Longlegs 1 Gore-House Chainwalker 2 Lobber Crew 1 Ogre Jailbreaker 1 Rix Maadi Guildmage 1 Sewer Shambler 1 Slitherhead 1 Spawn of Rix Maadi 1 Splatter Thug


5 Other Spells --------------- 1 Annihilating Fire 1 Launch Party 1 Pursuit of Flight 2 Street Spasm

The best cards in that pool seem to be the two guildmages and the Demon



Actually, I think the Vitu-Ghazi Guildmage is a trap here.  There are almost no token producers in the pool and is not where you want to be.

thought I'd try a Grixis deck. Probably wouldn't work well, but the doorkeepers and lobber crews caught my eye.


This Deck was built in 0:31:36


Total Deck Size: 40
17 Lands
---------------
5 Island
5 Mountain
5 Swamp
1 Rakdos Guildgate
1 Transguild Promenade



15 Creatures
---------------
1 Aquus Steed
1 Catacomb Slug
1 Desecration Demon
3 Doorkeeper
2 Drainpipe Vermin
1 Frostburn Weird
1 Goblin Electromancer
2 Lobber Crew
1 Ogre Jailbreaker
1 Rix Maadi Guildmage
1 Stealer of Secrets



8 Other Spells
---------------
1 Annihilating Fire
1 Cancel
1 Destroy the Evidence
1 Pursuit of Flight
1 Shrieking Affliction
1 Skull Rend
2 Street Spasm


 
-Sartredes
Have you read Ishmael? "Teacher seeks pupil, must have an earnest desire to save the world."
Was tempted to go G/B, but there just aren't enough green cards to make it worthwhile, and the green that is there isn't terribly good (except for Worldspine Worm, which is almost unplayable in Limited).

Red, however, has the best removal in the pool, and, coupled with black, has enough good, cheap threats like Rix Maadi Guildmage (topping out at Desecration Demon and Spawn of Rix Maadi) to hopefully take out the opponent before they can stabilize. The Sewer Shambler, I've found, is great in Limited right now due to the plethora of players trying to draft black, and can help force through damage.

The green splash is for Dreg Mangler and Golgari Decoy. Even if I can't play it early, the Mangler's hastiness is good at any stage, and if it dies, it's even more useful. The Decoy just does what it does.

This Deck was built in 0:20:53

Total Deck Size: 40
17 Lands
---------------
2 Forest
6 Mountain
7 Swamp
1 Rakdos Guildgate
1 Rogue's Passage


17 Creatures
---------------
1 Bellows Lizard
1 Cobblebrute
3 Daggerdrome Imp
1 Dead Reveler
1 Desecration Demon
1 Drainpipe Vermin
1 Dreg Mangler
1 Golgari Decoy
1 Gore-House Chainwalker
1 Ogre Jailbreaker
1 Rix Maadi Guildmage
1 Sewer Shambler
1 Slitherhead
1 Spawn of Rix Maadi
1 Splatter Thug


6 Other Spells
---------------
1 Annihilating Fire
1 Dynacharge
1 Launch Party
1 Pursuit of Flight
2 Street Spasm

This Deck was built in 0:22:20


Total Deck Size: 40
18 Lands
---------------
9 Mountain
8 Swamp
1 Rakdos Guildgate


17 Creatures
---------------
1 Bellows Lizard
1 Cobblebrute
3 Daggerdrome Imp
1 Desecration Demon
2 Drainpipe Vermin
1 Frostburn Weird
1 Gore-House Chainwalker
1 Lobber Crew
1 Minotaur Aggressor
1 Rix Maadi Guildmage
1 Sewer Shambler
1 Slitherhead
1 Spawn of Rix Maadi
1 Splatter Thug


5 Other Spells
---------------
1 Annihilating Fire
1 Dynacharge
1 Launch Party
2 Street Spasm


Rakdos Beatdown seemed best positioned

I keep cutting cobblebrute early.  I know, I know, I'm an idiot.
Rakdos plus the promenade to splash for the possible activation of the pursuit of flight.


This Deck was built in 0:34:15

Total Deck Size: 40
17 Lands
---------------
7 Mountain
7 Swamp
1 Rakdos Guildgate
1 Rogue's Passage
1 Transguild Promenade


17 Creatures
---------------
1 Bellows Lizard this could go for the cobblebrute I guess.
3 Daggerdrome Imp I probably don't actually have enough pump to make all 3 viable in the deck...but when the pool gives you 3 DDI's I feel compelled to play them all. XD
1 Dead Reveler
1 Desecration Demon
1 Frostburn Weird
1 Golgari Longlegs
2 Lobber Crew
1 Minotaur Aggressor I know 7 is a lot of mana, but 6 firststriking power is nigh impossible to deal with in combat and I'm shy on good combat critters.
1 Ogre Jailbreaker
1 Rix Maadi Guildmage
1 Sewer Shambler
1 Slitherhead
1 Splatter Thug
1 Street Sweeper it was either this or another longlegs for me.


6 Other Spells
---------------
1 Annihilating Fire
1 Dynacharge
1 Launch Party
1 Pursuit of Flight
2 Street Spasm

Creatures -17
1-2
2-5
3-5
4-2
5-1
6-1
7-1

Non-Creatures-6
1-1
2-3 (street spasms here)
3-1
4-1
5-0
6-0
7-0

Total - 23
1-3
2-8
3-6
4-3
5-1
6-1
7-1

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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."

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MaRo: I redesigned him while the effect was on the stack.

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