With the lack of mana fixing I agree that splashing Spasm doesn't do enough. You have an Arrest and a Detention Sphere for removal. You'll never get to overload your spasm making it a ground-only single target removal spell that you're sacrificing at least 2 lands for. Going triple mountain for the off chance you get to overload it just seems terrible to me. Just seems like a mistake. It will hurt more often than it helps.
I'd go with Lobster667's deck, cut a land, add Inaction Injunction, as well as cut a Dramatic Rescue for a Rootborn Defenses. Reasoning that we don't have a lot of creatures and can use all the blow-out potential we have. Normally I'd cut Mizzium Skin instead, but we have no way of attacking on the ground and all of our air assaults have 1 toughness. I really want to protect either the Soulsworn Spirit or whatever gets the Knightly Valor, and Mizzium Skin lets you do that. If they take out one of those 2 guys then our entire deck is shut down by a single pegasus.
I didn't see the Inaction Injunction either, it's probably better than the Skin.
If you run Spasm, you have to run 3 red sources (at least). The double gate makes this not super-painful, though I would have preferred them to be Izzet Guildgate s obviously, which makes our red sources at least one of our primary colors (this is why the mana problem is too serious; even with 18 lands, 3 mountains has a significant risk of blocking out one of our colors, particular for or / costs).
If we can't reliably run the overload on Spasm, and it also has a chance at manascrewing us I advise against running it.
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
With the lack of mana fixing I agree that splashing Spasm doesn't do enough. You have an Arrest and a Detention Sphere for removal. You'll never get to overload your spasm making it a ground-only single target removal spell that you're sacrificing at least 2 lands for. Going triple mountain for the off chance you get to overload it just seems terrible to me. Just seems like a mistake. It will hurt more often than it helps.
I'd go with Lobster667's deck, cut a land, add Inaction Injunction, as well as cut a Dramatic Rescue for a Rootborn Defenses. Reasoning that we don't have a lot of creatures and can use all the blow-out potential we have. Normally I'd cut Mizzium Skin instead, but we have no way of attacking on the ground and all of our air assaults have 1 toughness. I really want to protect either the Soulsworn Spirit or whatever gets the Knightly Valor, and Mizzium Skin lets you do that. If they take out one of those 2 guys then our entire deck is shut down by a single pegasus.
Good points!
I don't know how crazy i am about cutting Dramatic Rescue though. That card has done so much for me. I think the rescue is better than rootborn at the moment. I like bouncing their big guys and or pumped up creatures when I'm creature light.
One thing I do want to point out is that all of our bounce and detain REALLY helps out Jace!
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
This cardpool sucks. Something went really wrong in this draft. Usually you should have more than 23 cards that you wouldn't have a problem playing, but in this case you only have 22 (listed in the first reply), so your only real questions for 23rd card are land vs rootborn defenses vs street spasm.
I'd run that first list with a rootborn instead of 18th land. This deck needs to keep its creatures alive and rootborn can cause some blowouts in certain situations.
Pithing needle is not the worst sideboard card either. It could really help against the strongest deck in the format - populate - by stopping centaur herald or vitu-ghazi gm or something. But on the other hand, that deck is fine with running sundering growth. Hmm.
You can't NOT count the Azorius Guildgates. Those are playables that were picked over other things with the thought of fixing mana.
@pinky-What's your deck...and why?
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
Maybe I was using the term "playable" a bit loosely; it means something in my mind but something else in a forum like this. Let me change that word to "cards that make a cohesive deck without splashing, and not counting lands". You need about 23 of this kind of card, plus or minus 1, to have a good deck.
I put ** next to each in the list that I consider in this group.
Construct your deck and make your argument for the inclusion of cards that aren't obvious.
We will begin shortly...
Okay this time I counted 23, so I guess that's the deck. To get up to 28 I'm not sure what you're counting. Apparently the 2 guildgates, okay fine, we are using different definitions of the word. They are not helping you get up to 23 non-land cards. Then there's the 2 rootborn defenses which are borderline, in my opinion, for this deck. But yes, they should be considered. And then to get to your 28 number you must be counting street spasm.
Regarding street spasm, you could argue for or against splashing it, and for me it's against, because of lack of good fixing. You have to put in mountains to play this 1 card, I don't like that, I think it was well articulated already earlier in the thread.
I don't count lands in the group that I described above because they take the place of basic lands generally. You still need 23 (+/- 1) non-guildgate cards. In every draft I can recall from recent memory, and all the ones you can watch on youtube, one should easily have more than 23 cards (non-lands) that one could play in the deck, and it's always a question of which ones will go in the deck. You have options - should you use this card or that card, which would make the curve smoother, which would help accomplish what the deck is trying to do, etc. This one has 23 (25 if you count rootborn, 26 with spasm, still shockingly low in my opinion), so there's none of that decision process. To me, that is crazy and something didn't go well in this draft.
Maybe I was using the term "playable" a bit loosely; it means something in my mind but something else in a forum like this. Let me change that word to "cards that make a cohesive deck without splashing, and not counting lands". You need about 23 of this kind of card, plus or minus 1, to have a good deck.
I put ** next to each in the list that I consider in this group.
Construct your deck and make your argument for the inclusion of cards that aren't obvious.
We will begin shortly...
Okay this time I counted 23, so I guess that's the deck. To get up to 28 I'm not sure what you're counting. Apparently the 2 guildgates, okay fine, we are using different definitions of the word. They are not helping you get up to 23 non-land cards. Then there's the 2 rootborn defenses which are borderline, in my opinion, for this deck. But yes, they should be considered. And then to get to your 28 number you must be counting street spasm.
Regarding street spasm, you could argue for or against splashing it, and for me it's against, because of lack of good fixing. You have to put in mountains to play this 1 card, I don't like that, I think it was well articulated already earlier in the thread.
I don't count lands in the group that I described above because they take the place of basic lands generally. You still need 23 (+/- 1) non-guildgate cards. In every draft I can recall from recent memory, and all the ones you can watch on youtube, one should easily have more than 23 cards (non-lands) that one could play in the deck, and it's always a question of which ones will go in the deck. You have options - should you use this card or that card, which would make the curve smoother, which would help accomplish what the deck is trying to do, etc. This one has 23 (25 if you count rootborn, 26 with spasm, still shockingly low in my opinion), so there's none of that decision process. To me, that is crazy and something didn't go well in this draft.
Pithing Needle -whether you like it or not, IS a playable (I've played it in about six drafts mainboard-low on good cards, and it was never once a dead card.)
I spoke at the beginning about the pools short-comings, the idea is to maximize the deck and play it as best we can.
I was only speaking of the guildgates because they were cards that were picked out of the draft. They don't count towards our 23 but they were definitely picked over other cards in the pool which might have lead to the state of less creature playables.
Your job is to make this pool as solid as possible. Then prepare for the match. Which is against a high level player (not me = P) who drafted from the SAME pool, and picked the pool he liked best (I choose for US the pool he liked the least).
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
So, I know playing rootborn defenses with so many creatures isn't the best idea, however, seeing that we have so few creatures that we can easily crumble to any sort of removal spell. It's okay with eyes in the skies but not great. Seeing how weak this pool is I think it's necessary. Otherwise, I think it was pretty straight forward.
It looks like everyone is pretty close on build (obviously). The only discrepency being Mizzium Skin versus Rootborn Defense for card number 23.
With this build which card is REALLY better?
I'm interested to hear everyone's ideas...then we will shuffle up!
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
Incidently tonight's FNM (I'm in China, or in the future...depends on how you look at it.) I drafted a REALLY strong, fast populate deck and I had 22 good playables and then I had nothing worth splashing and only three cards to choose from for 23rd card horncaller's chant , aerial predation , and that green enchant land that's unplayable.
Horncaller's chant is one of my least favorite cards if you don't have a few mana ramps, I like aerial predation but if I main boarded it it would have been a dead card most of the night, and the third guy is totally unplayable...18 lands it is.
went 3-1 lost a three game match to the first place guy where I didn't mulligan when I should have.
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