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13 months ago ::
May 26, 2012 - 3:40AM
#11
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Date Joined:
Sep 30, 2010
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Because one fourth of your deck are turn three or earlier plays that can slow the game down for you. If the format isn't fast, why are you making so many concessions to defensive cards in your deck?
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13 months ago ::
May 26, 2012 - 5:44AM
#12
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Date Joined:
Jun 15, 2009
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The only concession to a lower curve was the Thraben Valiant , all of the other 2 drops work late game as well, due to the RAF mill theme. The other thing to note is that the defensiveness worked, even against the fastest, aggroest deck and against the strongest, soulbondiest. Another indication of a slow, constructive format.
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13 months ago ::
May 26, 2012 - 6:42AM
#13
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Date Joined:
Sep 26, 2011
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I managed to Draft a Healthy Removal Deck on CCG, my deck is as follows: 1 Banishing Stroke 3 Call to Serve 1 Dual Casting 1 Elgaud Shieldmate 2 Fleeting Distraction 1 Gryff Vanguard 1 Hanweir Lancer 1 Kruin Striker 2 Lightning Prowess 1 Spectral Gateguards 3 Thunderous Wrath 1 Vanishment 1 Wingcrafter 2 Zealous Strike 1 Moorland Inquisitor 6 Mountain 6 Plains 6 Island
Blocks I liked: (+1) Invasion Onslaught Mirrodin Time Spiral Lorwyn Zendikar Return to Ravnica Blocks I disliked: (-1) Oddesy Champions of Kamigawa Time Echoes Innistrad Any Released Blocks not listed in this Sig Blocks I neutralize: (+/-0) Ravnica City of Guilds Shadowmoor Shards of Alara Scars of Mirrodin http://community.wizards.com/paranoia
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13 months ago ::
May 26, 2012 - 8:14AM
#14
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Date Joined:
Jun 15, 2009
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My next 6-0* (techincally 6-2) was a slow, near mono-black double homicidal seclusion deck. With human frailty and 2 death winds it was balanced between constructive and destructive... mainly it just wanted to get a single creature into play with homicidal seclusion and angelic armaments. Using Bloodflow Conoseirs and Corpse Traders to do it falls under creative destruction.
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13 months ago ::
May 26, 2012 - 8:22AM
#15
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Date Joined:
Sep 30, 2010
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I managed to Draft a Healthy Removal Deck on CCG, my deck is as follows: 1 Banishing Stroke 3 Call to Serve 1 Dual Casting 1 Elgaud Shieldmate 2 Fleeting Distraction 1 Gryff Vanguard 1 Hanweir Lancer 1 Kruin Striker 2 Lightning Prowess 1 Spectral Gateguards 3 Thunderous Wrath 1 Vanishment 1 Wingcrafter 2 Zealous Strike 1 Moorland Inquisitor 6 Mountain 6 Plains 6 Island
That's only 7 creatures! And six creature enchantments. That's not a good ratio...
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13 months ago ::
May 27, 2012 - 7:46AM
#16
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Date Joined:
Jun 15, 2009
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I finally got a turn 5 win. I dropped Kruin Striker -> Trusted Forcemage -> Nettleswine -> Zealous Conscripts and that was all she wrote. But it was in an extremely slow, high curve deck. Not counting the miracle potential for the Bonfire of the Damned and Blessings of Nature, it was the highest curve I've attempted. So far I'm 2-0, if it makes 6-0 or 6-0* I'll post the entire ridicously costed deck.
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13 months ago ::
May 27, 2012 - 9:23AM
#17
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Date Joined:
Jun 15, 2009
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Oh well, the dream of an extremely high curve deck is dead, I ended up going 2-1, losing to my second round opponent 1-2. But at least I won the others. Thinking about it in retrospect, this is the first set Ive drafted where green didn't have mana acceleration at common and high-curve GR doesn't work the same without it. I've also decided that playing Bonfire of the Damned isn't nearly as straightforward as it seems. I got it in my starting hand 5 games in total, and the only time I drew it during the game was turn 2 so I got no benefit from the miracle cost. The game where it won me the game outright it was a 1 pointer against my opponent's two Tandem Lookouts, which ensured my opponent did not draw two cards the following turn, and the game where it could have won me the game I held it a turn too late, because I wanted to kill off my opponent's entire side, and he had just enough damage via Burn at the Stake the next turn to kill me. I think it has to occupy the 5-7 slot when counting the card during deckbuilding.
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13 months ago ::
May 27, 2012 - 6:53PM
#18
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Date Joined:
Jun 15, 2009
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I finally made up a W/R aggro deck, Moreland Inquistors, Riot Ringleaders, Hanweir Lancers, Goldnight Commander, Thatcher Revolt, etc. I won game 1 on turn 19, via Cathar's Crusade, after I had used up 11 minutes of my clock and my opponent had used up 13 of his. It was a dual, my Mad Prophet, Cathar's Crusade and legion of critters vs his Soul of the Harvest and legion of critters. We were both in danger of decking ourselves. Thankfully I was able to hit the Goldnight, Thatcher combo and win game 2 well under the time limit. Heh, heh. Well I finished up the tournament 2-1, and got only combo wins. Thatcher Revolt and either Goldnight Commander or Cathar's Crusade for every single win. One of those went so long both me and my opponent were at 5 minutes time at the end of the match. The last match was the saddest, the guy making the finals was the one who got at least 2 Seraph of Dawn s so needless to say, it didn't go well for deck aggro. Game 1 I kept a 2 land hand and got stuck on 2 lands, but it might not have mattered because his plays were Cathedral Santifier, Anglic Tomb, Moonlight Geist and two Seraphs of Dawn. I won the next game, since I had a Seraph Angel of my own, and that kept him busy until the Cathar's Crusade insanity could begin. The final game I had a winnable draw, but he played Predator's Gambit on his Seraph of Dawn for an 8 point swing every turn, and had enough 2 power ground blockers to stop the multiple Riot Ringleaders I had out from killing him. Which is a shame because I had Cathar's Crusade in my starting hand, and if I could have played it on turn 5 I would have had an easy win, instead I got stuck on 4 lands until it was a turn too late.
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