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This thread is for discussion of this week's Limited Information, which goes live Tuesday morning on magicthegathering.com.
I played a relatively slow U/W deck. I'm sorry that I don't know what the cards are called because I played with Japanese product, but the 2/2 soulbond mill 2 creature is just absolutely insane. If you bond it with the 2/3 soulbond hexproof creature, that's a pretty fast clock that the opponent cannot do anything about. The mill guy also bonds extremely effectively with the 1/4 2U:untap guy. When you can mill for 8, the game ends in a couple of turns.
EDIT: I went 3-1-1 at my prerelease (yeah it was small). The draw was not intentional, but I would have won with a couple of extra turns.
I don't have my decklist but I loved my deck so much I brought it up to 60 cards already. I played what I like to call blue black loner control. I pulled some nice removal and the fettergeist and lone revenant are amazing when you play mist raven, peel from reality to clear the other side of the board without a problem. Killing wave also came in handy when i needed to sac most of my creatures anyway to get value out of my loners and my opponent had too many creatures as well, it actually won me many games. Apparently my removal was actually so scary my deck became famous throughout our 32 person pre-release :P. I finished 4-1 and only lost because in the third game i was sitting for about 7 turns on 4 mana with lone revenant, dead slaver, two maalfed twins and a vanishment in my hand. Here is my current decklist:
Creature Spells: Lone Revenant x 2 Relentless Skaab x1 Fettergeist x3 Mist Raven x4 Snapcaster Mage x2 Non-Creature Spells: Predator's Gambit x3 Homicdal Seclusion X1 Think Twice x4 Demonic Rising x1 Killing Wave x1 Doom Blade x3 Death Wind x1 Necrobite x2 Into the Void x2 Peel from Reality x4 Vanishment x 2 Mana Leak x4 Lands: Drowned Catacomb x4 Island x9 Swamp x7 I'm going to test it out at fnm this week to see how it does
My sealed pool was awesome. Opened a Tamiyo and Tyrant of Discord and lots of hasty guys. Tamiyo did lots of work, as did Mist Raven and Gryff Vanguard, definitely all-stars. Borderland Ranger kept me consistently to UU or RRR when I needed it. Peel from Reality + Mist Raven or Fervent Cathar was also awesome. Went 4-0 losing only one game.
Spells: 1 Abundant Growth
I was going into it hoping to play UR, but didn't get nearly the pool I wanted and was forced to play WR Humans, which ended up getting me into the top 8 which changed my mind about Humans on Innistrad. Moonsilver Spear became my most common win condition, with them saving me from a Gisella on one occasion. Went 4-1 with Gallows at Willow Hill being a major issue.
Creatures: 1 Thraben Valiant 2 Moorland Inquisitor 1 Kruin Striker 1 Fervent Cathar 1 Hanweir Lancer 1 Moonlight Geist 1 Riders of Gavony 1 Midvast Protector 1 Holy Justicar Instants/Sorceries/Enchantments: 1 Guise of Fire 1 Righteous Blow 2 Banners Raised 1 Cloudshift 1 Zealous Strike 1 Dangerous Wager 1 Thatcher Revolt 1 Vigilante Justice 1 Angel's Mercy 1 Commander's Authority 1 Thunderous Wrath Artifacts: 2 Moonsilver Spear 1 Bladed Bracers Land: 8 Plains 7 Mountains 2 Seraph Sanctuary
I had an amazing card pool. Almost went three colors so I could fit in Avacyn, Restoration Angel, and my 2 Archangels. Couldn't do it though, and kept it G/U:
7 Forest 10 Islands Creatures: Wingcrafter Nightshade Peddler x2 Timberland Guide Galvanic Alchemist Tandem Lookout Mist Raven Gryff Vanguard Wildwood Geist Geist Trappers Soul of the Harvest Howlgeist Spells: Joint Assault Fleeting Distraction Peel from Reality Crippling Chill x2 Geist Snatch x2 Amass the Components Other: Bladed Bracers Vessel of Endless Rest Tamiyo, the Moon Sage There were two games that Nightshade Peddler and Tandem lookout combo just straight up won for me. In fact my first game started out T2 Peddler, T3 Tandem and soulbond, T4 replace dead Peddler with the other one. With all my cantrips and extra card drawing from Lookout and Soul of the Harvest, I usually ended games with a full mitt or pretty close. Went 2-0 my first three matches, and won the last match 2-1. Only lost the one game because I was stuck on three land until turn 7, and at that point it was too late. Both Chills, Peddlers, and Peel almost had me lasting long enough to stabilize, but not quite. It was also fun in the few long games I had to Mist Raven some soulbond guy, then geist snatch when they tried to replay it. Caught 2 Pathbreaker Wurms and a Champion of Lambholt that way
I don't have the full list, but my pool had three copies of Abundant Growth so I used them all and played four colors. Never missed a spell due to lack of color, with 10 forests, 5 plains, 1 mountain, 1 swamp, and at least two spells in each of the off colors. In one game I attacked with Yew Spirit for 32 (it had a +1/+1 counter and I had 12 mana). Final record was 3-1. The cards I'd highlight are these:
Nettle Swine (It's bigger than most other midrange creatures and really stops an early rush from an opponent) Nightshade Peddler Searchlight Geist Yew Spirit Thunderbolt Nearheath Pilgrim Wolfir Silverheart Entreat the Angels
I had almost exactly the pool I wanted - a top-heavy but immensely powerful UW skies deck. The highlight was Deadeye Navigator, who I knew was going to be solid but who turned out to be an absolute bomb; I had enough CIP effects that I was even happy running multiple Cloudshifts in my deck. These are the 23 I played (including one mana rock that left me happy enough to play just 17 lands even with a stack of 6-drops):
Nephalia Smuggler Angelic Wall Moorland Inquisitor Thraben Valiant Haunted Guardian Scrapskin Drake Tandem Lookout Emancipation Angel Moonlight Geist Mist Raven Deadeye Navigator 2x Goldnight Redeemer Voice of the Provinces 2x Cloudshift Bladed Bracers Peel from Reality Defang Vessel of Endless Rest Vanishment Cathar's Crusade Divine Reflection Relevant sideboard cards included a third(!) Cloudshift and Elgaud Shieldmate that I brought in for a mirror-ish match and Spectral Prison, which did fine work keeping a 6/5 Wandering Wolf at bay after it got in one hit on me. Overall, the deck was a ton of fun to play (though maybe less so for opponents who had to watch me gain 8 life a turn or bounce three of their guys at EOT) and all my opponents were fine folks.
I was hoping for another great rare or two to have fun with, but my deck came out better than I was expecting, though I only won two out of four games. I think all of the other decks I played against all included white, and when I was just about to cast Defang, I heard somebody else announcing they were casting Defang. And then the person I was playing against used two on me, so there were a lot of Defangs going around.
9x Mountain 8x Plains Creatures: Archangel Moorland Inquisitor Seraph of Dawn Holy Justiciar Thraben Valiant Lightning Mauler Riot Ringleader Mad Prophet Heirs of Stormkirk Hanweir Lancer 2x Falkenrath Inquisitor 2x Fervent Cathar Spells: Cloudshift Call to Serve Defang Burn at the Steak Pillar of Flame Lightning Prowess Dangerous Wager 2x Thunderbolt It all worked together rather well, what with the bonded humans and Riot Ringleader giving, at least most of my creatures, +1/+0. And, of course, having two of Falkenrath Inquisitor and Thunderbolt was extremely useful. The only sad thing was not getting many uses out of Lightning Prowess, usually, before the creature it was enchanting died. I also had a lot of good fortune drawing my burn spells early and often. I came to love the deck quite a bit, over time.
Suggestions: Nightshade Peddler
I had 2 in my pool, and combined them with: 2 Hanweir Lancer 1 Lightning Prowess 1 Falkenrath Exterminator 1 Ulvenwald Tracker 1 Pathbreaker Wurm I felt no regret leaving Entreat the Angels In my first draft I had 3 Seraph of Dawn
My deck was a RW deck that topped out with Gisela, Blade of Goldnight
I had: 1 Gisela, Blade of Goldnight 1 Cathedral Sanctifier 1 Commander's Authority 1 Divine Deflection 1 Leap of Faith 1 Midvast Protector 1 Moonlight Geist 1 Moorland Inquisitor 1 Righteous Blow 1 Spectral Gateguards 1 Voice of the Provinces 1 Fervent Cathar 2 Hanweir Lancer 1 Havengul Vampire 1 Kessig Malcontents 1 Pillar of Flame 1 Scalding Devil 1 Thunderous Wrath 1 Vigilante Justice 1 Angelic Armaments 1 Bladed Bracers 1 Scroll of Avacyn
I played 2-Headed Giant at the Pre-Release. My
/ (soulbond + stuff) and / (human + stuff) team played a mirror match in each of our four rounds, although I felt special - I had a Swamp for a Death Wind Is this a consequence of 2-HG (two pairs of colors, and it just so happens that is left out) or a paucity of deck archetypes in the format?Maybe I'm underestimating the amount of unrelated "stuff" in each opponent's deck.
Played R/W humans with a splash of angels and one 6/1 elemental (soul bond witthe he haste human meant 13 DMV that turn with the other humans).
All wins were fast wins thanks to fervent cathar making target unable to block. Won with 3 lands in play after mulliganning to 5 because kessig malcontents dealt 5 dmg coming into play. I went 4-1-1 at my prerelease (the loss was because my first match I used U/G garbage for some reason, then switched to R/W humans and went undefeated).
UGr with soulbond. The red was just for 2 each of Thunderbolt and Pillar of Flame. Thunderbolt was maindeck—So. Many. Angels.
I pulled 3 Mist Raven
I played blue/ black as I somehow managed to pull 4 white cards.
Critters Black Butcher Ghoul, Soulcage Fiend, Blood Artist, Dark Imposter, Demonlord of Ashmouth. Blue- Mist Raven, Gryff Vanguard x2, Wingcrafter x2, Deadeye Navigator, Tandem Lookout, Nephalia Smuggler, Galvanic Alchemist. Spells Black- Ghoulflesh x2, Deathwind 2, Bonesplinters, Essance Harvest. Blue- Into the Void, Favorable Winds. Artifacts Conjurer's Closet The upside is that I only lost to one opponent. I was very happy with how my deck played out, gave me plenty of options, and was able to handle most situations easily. Of the games I won my life wasn't below 18, and that was only in a single match. The downside however was there were some decks that I just couldn't get at and I had two draws as a result. The lack of ability in those games to hit directly made for games that went on forever. In one game we finished game two as the buzzer went off, so had 5 turns to complete game 2. I was really happy over all as this was my first sealed deck tourny. I placed 16th with a record of 3 wins, 2 draws, and a loss. The combos that really made win conditions for me were blinking and the numerous situations they created through bounce, card draw, refreshing undying, and replacing soulbonds. My honorable mentions were: Demonlord of Ashmouth whom I had out in 11 of my 15 games on turn 4. He was a beast and really caused for a threat that really wasn't answered often. He was pretty outstanding in sealed. Dark Imposter was another card that once out was a threat. I typically held on to him until I was within range of his exile ability, which was horrible. Once he was out a creature left game each round. Soulcage Demon was something that I was a bit on the fence of putting in my deck originally, but he really made a differance. People typically wouldn't block him to kill him for fear of the loss of life which suprised me a little. Attacking with him to then sacrafice him for additional damage worked well, too. Destruction spells were obviously great in sealed. Deadeye navigator was nice with blinking others and really had a nice set up in the late game. His synergy with the raven or gryff was great. Tandem Lookout was a killer giving card advantage and was great. There were turns where I was free drawing 3 or 4 cards which really kept my options open if I wanted to go that far. Favorable winds. Wow. That card with so many fliers and wingcrafters was HUGE. Populating the board with nearly all fliers was huge and even more so with bigger fliers. Over all, this deck set up nicely and really seemed to have a nice synergy. The games that ended in a draw were to a U/W deck that blinked life gain and bounce, and a G/R/W deck that had a ton of threats. The game I lost I was mana screwed ( I did play with 17) and just wasn't drawing anything against a R/G amazingly fast human aggro type.
I played in two prereleases. Each time I pulled two of the same Mythic. The first was Bruna, one of which was foil. Day two I got two Avacyn. Both of my decks didn't have enough early game support for my big creatures. I was expecting to see a slower format as well, but it turn out it was very fast, and I didn't have to pool to draw from in order to cope with it.
I also found RG and RW soulbond were really effective in limited.
1 Angel of Jubilation
2 Moorland Inquisitor 2 Timberland Guide 1 Thraben Valiant 1 Trusted Forcemage 1 Abundant Growth 1 Moonlight Geist 1 Gloomwidow 1 Bonfire of the Damned 1 Druids' Repository 2 Nettle Swine 1 Ulvenwald Tracker 1 Wildwood Geist 1 Geist Trappers 1 Goldnight Commander 1 Emancipation Angel 1 Nightshade Peddler 2 Wolfir Avenger 8 Plains 8 Forest 1 Mountain My hyper-aggresive GWr sealed deck. This was a pretty insane limited pool, considering I got to play 4 rares, 3 of them being in contention for best rare or mythic rare in the set. I got 3rd place out of 50-something going 5-1, losing only to the 2nd place guy. It definitely surprised me that I was able to build such a fast deck in AVR sealed. I think what made this deck awesome was that it had 7 ways to get a 3/3 on turn 3 if you count Timberland Guide
I tore my deck up emediately after the tournament. Probably the worst pool in a really long time. The pool had 9 3-drops spread out among my 5 colors. I tried making different decks, but I always seemed to be missing a curve. Every deck I tried to make was shaped like an hourglass because of the lack of 3, 4, and 5 drops in my pool. It made me really question this sealed format.
I had a blast at the pre-release. I had the pleasure of opening up one of the hardest to remove creatures in the format: Sigarda, Host of Herons. She was an absolute game winner. The only way i saw people removing her was with Terminus. (which happened a surprising amount of times)
On top of Hexproofy McFlyerpants, I had Revenge of the Hunted, fantastic way to clear up the board. Another notable creature was Craterhoof Behemoth, a hilarious game ender. Never really had issues casting him, just muddy up the ground and let sit. Defang was a super star against opponents few bombs, as well as natural end for the inevitable enchantments or equipment abound. Holy Justiciar was amazing. I ended up 6-0 at the midnight contest. Definitely my best showing.
As always, it's based on cards, but my best deck was G/W, with a bunch of mid-range fat, teamed up with enchantments or equipment to fly over. I'd have a few decent early white drops that would either trade, or force the opponent to use removal. Then, as I'd graduate up to the 4/3 boar, they would have to trade and use a spell. I largely just focused on card advantage, with the last fattie standing, forcing their Boros into top deck mode.
Well, I don't have the deck together, but I think I can remember most of it, at least in it's final form. I ended up going 5-1 with my G/u/w deck, losing to an efficient Aggro W/R/u deck. A lot of my games would go to stall outs until someone pulled a few cards to turn it all around, due to my strong on field control, especially versus the angels of the format. I did realize the day after that maybe I should have went with a different build, since I could have combined my two Nightshade Peddler's with the red enchantment that allows a creature to (Tap):Deal 1 damage to target creature or player (as well as the blue Soulbond guy that untaps creatures for (2)(u)). Also, I could have combined Ghostly Flicker
2x Nightshade Peddler 1x Geist Trappers 1x Gloomwidow 1x Abundant Growth 1x Eaten By Spiders 1x Flowering Lumberknow 2x Joint Assault 2x Lair Delve 1x Pathbreaker Wurm 1x Terrifying Presence 1x Timberland Guide 1x Trusted Forcemage 1x Vorstclaw 1x Defy Death 1x Divine Deflection 1x Nearheath Pilgrim 1x Goldnight Redeemer 1x Elgaud Shieldmate 1x Galvanic Alchemist 1x Into the Void 1x Spectral Prison 1x Wingcrafter 1x Sigarda, Host of Herons 1x Vessel of Endless Rest 10x Forest 3x Island 4x Plains I only had mana issues once or twice, but usually I had the lands I needed, or had the mana fixing I needed. Overall, it ran quite well, and I placed 9th out of 54 people (one short from the top 8 to play in the finals). Not sure if I would have been better off running some red instead of white, but Sigarda pushed me into white. My first game of the prerelease, I played her on turn 4, due to my Vessel. Overall, I had quite a bit of fun and enjoyed the overall slower games, due to the more tactical nature of them. I'd love to see how things would have went if I ran blue and red a bit more, but Sigarda pushed me into white quite a bit.
My prerelease experience started off amazing when I opened Tamiyo first pack! I ended up putting together a UW deck that out-performed my expectations! Unfortunately I had to leave the event early; I dropped after round 2 going 2-0. Easily the star of my deck was the 2 Seraph of Dawn that I opened. The card was unbelievably difficult for my opponent to deal with, and easily began making up lost ground to faster decks. The other unexpected stars were Latch Seeker + Nearheath Pilgrim. I foresee those two making a long-lasting friendship for drafts-to-come.
Creatures (13) 1x Angel of Jubilation 1x Latch Seeker 1x Lunar Mystic 1x Midvast Protector 1x Mist Raven 1x Nearheath Pilgrim 1x Nephalia Smuggler 2x Seraph of Dawn 1x Spectral Gateguards 1x Thraben Valiant 1x Voice of the Provinces 1x Wingcrafter Instants (6) 1x Banishing Stroke 1x Fleeting Distraction 1x Ghostly Flicker 1x Peel from Reality 1x Righteous Blow 1x Zealous Strike Sorceries (1) 1x Into the Void Planeswalkers (1) 1x Tamiyo, the Moon Sage Enchantments (2) 2x Defang Obviously Nephalia Smuggler was a blast to play with, having Mist Raven, Midvast Protector, Voice of the Provinces, and some soulbond. Tamiyo was a great Icy Manipulator, but did little more unfortunately. Angel of Jubilation made everything extra beefy, and her additional ability helped out against a particularly annoying undying/self-sacrifice deck. I think the Lunar Mystic could have been replaced, but I was running a good number of instants and I'm particularly fond of combat tricks. While I never got to cast Banishing Strokes for the miracle cost, I did get to use it on an Archwing Dragon!
Thatcher Revolt
Also, I noticed that anyone who opened Cavern of Souls
I played in one pre-release and on initial inspection wasn't too impressed with the draw. Managed to get a lockdown but agressive deck from U/W. It proved reasonable successful with a 4-1 win/loss ratio.
Creatures Angelic Wall Emancipation Angel Farbog Explorer Goldnight Commander Midnight Dualist Moonlight Geist Moorland Inquisitor Restoration Angel Elgaud Shieldmate x2 Lone Revenant Snapskin Drake Wingcrafter Spells Banishing Stroke Call to Serve Defang Amass the components Crippling Chill x2 Geist Snatch Ghostform Spectral Prison Angels Tomb Bladed Bracers Evasion and Hexproof proved the winning combination in most games with locking down using the (impressive) crippling chill. Struggled against direct red but I sideboarded in Outwit, which saved the day on more than one occasion. Soulbond is a powerful combination, particularly with the opportunity to move them in the later game (with flickering) Fast Green and White was the one defeat, where I didn't draw any answers to the early invasion, which was (twice) followed up by Sigarda:-(
Black/Red deck 40 (8 S + 9 M)
Critters (14) 2x Demonic Taskmaster 2x Evernight Shade 1x Soulcage Fiend 1x Polluted Dead 1x Dark Impostor (1x Matchwinner) 1x Blood Artist 1x Demonlord of Ashmouth 1x Stonewright 1x Sombelwald Vigilante 1x Falkenrath Exterminator (1x Matchwinner) 2x Gang of Devils (1x Matchwinner) Instants (2) 1x Necrobite 1x Death Wind Enchantments (1) 1x Ghoulflesh Sorcery (6) 1x Bone Splinters 1x Killing Wave 1x Essence Harvest 2x Pillar of Flame (1x Matchwinner) 1x Reforge the Soul Made it 6th place of 32. (0-2, 2-0, 2-0, 2-0, 2-1)
angelic wall
emancipation angel holy justiciar midnight duelist midvast protector riders of gavony thraben valiant elgaud shieldmate latch seeker lone revenant lunar mystic myst raven nephalia smuggler 2 spectral gateguards wing crafter 2 peel from reality zelous strike geist snatch tamiyo, the moon sage defang infinite reflection 8 plains 7 islands seraph sanctuary I realized the midvast protector nephalia smuggler combo midway through round 3, that one does work Infinite reflection ing my latch seeker gave me 7 unblockable 3/1s and with all these blockers Tamiyo popped at 9 a few times, but by the time she did I didn't care much Slow but sure, this deck brought me to turns but always performed. Split the last round with a 3-0-1 record.
implejr's Avacyn Restored Pre-Release Deck
I have been anticipating Avacyn from the moment it became clear this set would have a grip of angels, which was the theme of the first deck I ever built when I got into Magic last year. I got even more excited when spoilers began to trickle out and I couldn't wait to get a hold of some wolfir. Lo and behold, at my first pre-release on 4/30, while not a stellar draft, I did get to make the WG Angel Deck I had been wanting to make. Creature Spells: 1 Angel of Jubilation 1 Archangel 1 Borderland Ranger 1 Emancipation Angel 1 Nettle Swine 1 Seraph of Dawn 2 Spectral Gateguards 1 Timberland Guide 2 Wolfir Avenger Non-Creature Spells: 1 Abundant Growth 2 Banishing Stroke 1 Builder's Blessing 2 Call to Serve 1 Defy Death 1 Terminus 1 Terrifying Presence Lands: 7 Forest 13 Plains Results: 1 Tie, 2 Losses, 2 Wins, in that order. Analysis
I played Black/White as my other colors didn't give me much to work with. My pair of Essence Harvest kept me alive long enough to win games I otherwise would have lost, and was insane when I drew both and took my opponent down from 15 in one turn. I only drew my Entreat the Angels once, and got five angels that lost the game because they couldn't block a pumped Howlgeist. Marrow Bats and Death Wind also did very well for me.
I went 2-2 playing U/R aggro/control. The same human tribal stuff in red everyone is talking about, plus a little control like Captain of the Mists
The first pack I opened had Griselbrand. I was specifically looking forward to him for a certain EDH deck I have, plus, of course, it's cool to open a mythic like that right off. I was really tempted to play him, and I did have some green mana acceleration, but my black card pool wasn't all that great otherwise and my green was even worse.
I went undefeated with a mid range W/G deck. My most reliable beater was the 3 copies of Seraph of Dawn
I went in hoping to draw a highly aggressive R/g deck with Vexing Devil
My Saturday pool was my favorite of my two (the other being Sunday). Saturday was bananas as I opened both a Temporal Mastery
40 Cards 23 Spells 15 Creatures 1 x Nephalia Smuggler 2 x Alchemist's Apprentice 1 x Moorland Inquisitor 1 x Devout Chaplain 1 x Latch Seeker 1 x Midvast Protector 1 x Elgaud Shieldmate 1 x Goldnight Commander 1 x Gryff Vanguard 1 x Entreat the Angels 2 x Goldnight Redeemer 2 x Voice of the Provinces 8 Non-Creatures 1 x Spectral Prison 1 x Devastation Tide 1 x Temporal Mastery 1 x Crippling Chill 1 x Ghostly Flicker 2 x Vessel of Endless Rest 1 x Eaten by Spiders Lands 17 1 x Seraph Sanctuary 2 x Forest 6 x Island 8 x Plains Temporal mastery was miracled twice and hard-cast once that day. Entreat the Angels was miracled once for 6 and hard-cast twice-once for 3 and the other for 2. Actually the Miracle of Entreat the Angels is kind of funny b/c I didn't actually get to attack with the angels. I already had Goldnight Commander and 4 other creatures on the board at the time I cast the Angel Clusterbomb, so I was swinging for 40+ damage that turn while my (currently 10/10) angels sat back and held down the fort in case there was a disastrous combat trick (there wasn't). Timmy was ecstatic. =D While I definitely rode my mythics hard to victory more than once, Goldnight Redeemer was definitely my MVP. She gained me sooooo much life. My opponents would have me down to 5-8 life and then I'd either drop or flicker her and I'd be back up to 13-15. Redeemer+Smuggler was particularly nasty and happened at least once: Block, flicker, gain life. I ended up 3-1. It was so much fun that while I had orignally not intended to, I went back on Sunday to play again (went 2-2 that day with a R/B build).
I went 3-1 using following 40 cards:
10 Forest 7 Island Green Creatures 1 Champion of Lambholt 1 Timberland Ranger 1 Gloomwidow 1 Trusted Forcemage 1 Nettle Swine 1 Druid's Familiar 1 Pathbreaker Wurm Blue Creatures 1 Captain of the Mists 1 Galvanic Alchemist 1 Latch Seeker 1 Mist Raven 1 Gryff Vanguard 1 Havengul Skaab Green Spells: 2 Abundant Growth 1 Terrifying Presence 1 Blessings of Nature Blue Spells: 2 Ghostform 1 Peel from Reality 1 Crippling Chill White Spell: 1 Defang Artifact: 1 Vessel of Endless Rest Had a third Ghostform but decided 2 main is good enough since I paid particular attention to my creature count. There was a second Defang but my inital thoughts was to have one main only but given 2 Abundant Growth and 1 Vessel of Endless Rest, my mana would've supported the second copy and I could've blanked out more bombs than the bounce spells could. Lost third round due to a misplay on my part. Nevertheless, the deck was incredibly aggresive to my surprise, the 3-drops were exceptionally on point and soulbond making things even more difficult for my opponents. The flyers never met much opposition at all. Most games I have one Ghostform waiting for the lethal and a tapped out opponent. Favorite moments were bouncing the Forcemage and my creatures that got Defang-ed with the Skaab and hitting a third-turn Gloomwidow or Captain followed by fourth-turn Forcemage (would've preferred the Familiar but the Forcemage was more consistently drawn). Last match of the pod was a fourth-turn Swine pumped by Blessings of Nature a turn after, knocking opponent's life from 23 (he Naturally Ended a Growth) to 0 in three consecutive turns. In hindsight, I guess I could've made it 9 Forest and 8 Island but I never felt manascrewed given the mana fixers and cantrips of the deck. The format was dry of hard removal but the bounce spells were a-plenty so gravitating to blue and picking a second color seemed the natural thing for me. During the next pod, I went 2-2 with a UW deck which included nearly the same blue bounce/tap spells and highlighted by 2 Emancipation Angels and 2 Call to Serve. First loss was due to an opponent playing 3-colors outdrawing and outpositioning me in the board while second loss was due to flooding and dry creature draws. The deck would've been perfectly synergistic (as noticed by another player there) given the Angels, 2 Peel into Reality, 1 Cathedral Sanctifier and 1 Angel's Tomb but I was worried about the manabase and the higher-costings spells causing me to go 18 lands. Best moments were stealing a Wolfir Avenger with Spirited Away during a standstill and an opponent's Nettle Swine (his only bomb on that game) with same enchantment. Hopefully I can play Sealed during the release party and if I get to have 2 Abundant Growths and plenty of bounce again, I'll go UG again.
Killing Wave was interesting to play. None of my opponents really knew how to react to it. Most just sac'ed all their creatures even if they were up in life.
Got 3-1 with a WG Soulbond-heavy deck, and a lot of the games I won involved Seraph of Dawn
Wolfir Silverheart As an aside, my rares in the first 6 boosters were kind of underwhelming, but winning 3 rounds and opening a Tamiyo, the Moon Sage My record was 5-1. Here's what I ended up with. Creatures 1 Haunted Guardian Spells 1 Joint Assault
8 Plains
8 Forest Cavern of Souls Scroll of Avacyn Nearheath Pilgrim Thraben Valiant Devout Chaplin Farbog Explorer Moonlight Geist Seraph of Dawn Goldnight Redeemer Righteous Blow Banishing Stroke 2x Cloudshift Leap of Faith Ulvenwald Tracker Timberland Guide Wandering Wolf Nightshade Peddler Trusted Forcemage Druid's Familiar Nettle Swine Wildwood Geist VorstClaw Terrifying Presence I was a bit underwhelmed by the removal available in my pool, so I decided to focus on the colors that gave me the most cheap creatures, a few bigger ones, a little evasion, and as many wacky tricks as possible. Leap of Faith does everything - save a creature from death-by-damage, surprise block an incoming flier, or jump over a defending ground force. I did all three at the prerelease. Cloudshift also does a little of everything - it was very handy for dodging enemy removal, and I also got to use it to reassign pairings for Soulbond creatures, often in the middle of combat. Heck, once I even used it to bring a creature back to the field untapped just so I could surprise block, and once to get an extra +1/+1 counter from Ulvenwald Tracker. Terrifying Presence is the best Fog variant ever. Ulvenwald Tracker was amazing, particularly any time I also had the biggest creature on the table. In one game I had it teamed up with a lifelink creature that could fight and kill a possible blocker and then still attack, gaining life both times. I won that game at 41 life.
7-0 without losing a game:
Creatures 2 Moorland Inquisitor 1 Thraben Valiant 1 Wandering Wolf 1 Farbog Explorer 1 Emancipation Angel 1 Borderland Ranger 1 Wolfir Avenger 2 Seraph of Dawn 1 Restoration Angel 1 Druid's Familiar 1 Nettle Swine 2 Undead Executioner 1 Spectral Gateguards 1 Wolfir Silverheart Spells 1 Human Frailty 1 Abundant Growth 1 Eaten by Spiders 1 Revenge of the Hunted Artifacts 1 Scroll of Avacyn 1 Bladed Bracers Lands 8 Plains 7 Forest 2 Swamp Revenge of the Hunted was a clear allstar. At worst it was a 2 for 3 at best it was a 4 for 1. It set up really nicely with the Executioners because with that guy on the field your opponent will hold back creatures, then when you attack with lure there are plenty of small creatures who have to block and die. Undead Executioner on his own was always a 2 for 1. Emancipation Angel and Abundant Growth is lovely synergy. I do not need to explain hiw bonkers Wolfir Silverheart is. In one game my opponent played Gisela, Blade of Goldnight, Angel of Glory's Rise, and Goldnight Redeemer over 3 consecutive turns gaining 12 life and returning 4 humans in the process. My opponent was at 28 life (effectively 56 with Gisela) and I killed him in 2 turns. Ate Gisela with Spiders, paired Silverheart with a Moorland Inquisitor, and Revenge of the Hunted.
I also expected sealed to be a pretty slow format. Except when i glanced through the spoiler i noticed red is meant to be pretty quick. And when i opened my cards i knew i had to go R/W. I had one of the fastest decks you could have for a sealed pool. my best card for me was prolly Gallows at Willow Hill that helped me win a couple longer games. My deck went 4-1 with 2 of my matches lasting no more than 10 minutes and another less than 15. Anyway here is my deck and im interested in ur thoughts. Nothing in my main deck costs more than 3.
LANDS 8 Mountain 7 Plains Cavern of Souls CREATURES Devout Chaplain Farbog Explorer Moonlight Geist Nearheath Pilgrim 2 Thraben Valiant 3 Fervent Cathar Hanweir Lancer 2 Kruin Striker Scalding Devil Somberwald Vigilante Vexing Devil ARTIFACTS 2 Bladed Bracers Gallows at Willow Hill SPELLS Defang Divine Reflection Zealous Strike Lightening Prowess Pillar of Flame Uncanny Speed Gallows was definately my best card when it was in play if my opponent wasnt dead yet. Lightening Prowess and all the vigilance in the deck work very well with it. And the Scalding Devil can also help finish off a player if they can stabilize. Didint have much of a sideboard for this deck but Guise of Fire and Vigilante Justice helped me win a game against another weenie deck with a couple wingcraters and some other one toughness creatures
Built a really fun comboish B/R deck with double Thatcher Revolt
i do not rememeber what my pool was but the cards that i received that impress me where hanweir lancer because he gives first strike to another creature which is nice and fervant cathar allows you to strike in quickly. a card that didnt really impress me while playing it was angelic wall because it just sits there and blocks for a few turns when you could of been smashing with other creatures. green red and white were the safest colours to be in blue and black were really only to me if you got the nice stuff otherwise they were really hard to play.
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