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Magic: The Gathering Limited (Sealed an.. Argh, I think I'm done drafting Return to Ravnica
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7 months ago  ::  Nov 19, 2012 - 11:33PM #61
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,666

Nov 19, 2012 -- 10:04AM, silentbobus wrote:

Of those commons however, the Hussar Patrol is only one I am happy to get. While overall the commons I am happy to get are:

Stab Wound , Frostburn Weird , Splatter Thug , Dead Reveler , Auger Spree , Centaur's Herald , Centaur Healer , Gorehouse Chain-Walker , Lobber Crew , Annihilating Fire , Sunspire Griffin , Knightly Valor , Explosive Impact , Sewer Shambler , Ogre Jailbreaker , Sluiceway Scorpion , Towering Indrik , Trestle Troll , Trostani's Judgement , Hussar Patrol

So all in all I count

8 red mana symbols, 7 black mana symbols, 6 White mana symbols, 5 green mana symbols and 2 blue mana symbols.

It's not looking very good for Azorius.




This is your problem. You're not happy to get good cards. You reject them out of hand because you don't know how to use them. Why do we ALL like them? If they didn't help us win often we wouldn't play them.

bulletd Guidelines:

5.0: I will take this card no matter what. Creature 1 or playable 1 or hate 1. Domri Rade
4.5: Bomb and splashable. Creature 1-2, playable 1-2, removal 1. Obzedat, Ghost Council
4.0: Excellent first pick first pack, will sway me into same colors. Creatures 1-4, removal 1. Rubblehulk
3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Ground Assault
3.0: Good in-color addition, or splashable removal/creature. Creatures 3-9, removal 1-3. Kingpin's Pet
2.5: Solid pick in-color; creatures 5-12, removal 3-5. Mugging
2.0: Creatures 10-16; removal 6-7. Act of Treason
1.5: My 23rd or 22nd card, depending on removal. Gutter Skulk
1.0: 23rd card if I don't maindeck an additional land. Mental Vapors
0.5: This card will sometimes be sideboarded in. Shattering Blow
0.0: I will shred this card for counters. Frenzied tilling
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7 months ago  ::  Nov 23, 2012 - 10:34AM #62
MyPouf
Date Joined: Sep 20, 2012
Posts: 150
I just read this whole post (a little late, I suppose) and to sum-up, I noticed 2 things that silentbobus mentioned:

1- He is very good and fast at getting the mechanics of a new set, and take generously advantage of it... until the crowd catches up. I believe spending 10h/day on Magic helps to get some advance on casual players. However, once the mechanics are known, he becomes a very average player, and that frustrates him A LOT.

2- He claims out loud that he's an excellent player (80% win, only loose to his 3 'M'), and yet he just showed he's completely unable to adapt to new situations when his well-known paterns do not work any longer. Sorry SB, but this shows very poor drafting skills.

Ulcaster litterally gave you the list of good azorius commons...

Nov 19, 2012 -- 9:53AM, Ulcaster wrote:

Playable Azorius commons:
Vassal Soul
Tower Drake
Azorius Arrester
Dramatic Rescue
Hussar Patrol
Inaction Injunction
Isperia's Skywatch



and I would even add a few he forgot:



... and still you don't see it (or ignore it). Guess what, any guild can win a draft, and you don't need to rely on powerfull unco/rares to do that.

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7 months ago  ::  Nov 23, 2012 - 12:14PM #63
silentbobus
Date Joined: Jun 15, 2009
Posts: 7,553
Well my last 2 were 3-0s so perhaps I've gotten better relative to the field again, but the typical pattern is for me to read the spoiler list and start out drafting equal numbers of 3-0 and 2-1 decks, then for the field to catch up so that it's primarily 2-1s from then on.
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