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Switch to Forum Live View Decks for the Guildless (Decks you enjoyed drafting or wished were stronger in RTR)
4 months ago  ::  Jan 17, 2013 - 7:10AM #1
Chah
Date Joined: Jan 30, 2008
Posts: 2,250
Did you enjoy brewing in RTR draft?

Personally, I feel that the 5 main guild strategies were so powerful both in terms of speed AND synergy, that there wasn't a lot of breathing room for weird brew decks that try to win by cobbling together a synergy of weak cards. 

Also, while the Guilds each had aggro and slow versions, they didn't necessarily seem to play that differently.

Could it just be a result of player perception? Were there rogue decks that actually worked well if we didn't get stuck with a certain stance and drafted it in a particular way?

Also, when you were drafting a guild deck, what were the cards that most created a decision point between whether you should go the aggro or control route? Did you find any sub-archetypes for Guild decks that felt distinct from a typical build of that guild? 

Post any decks that you enjoyed drafting, as well as decks you wanted to make work but didn't quite work.
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4 months ago  ::  Jan 17, 2013 - 7:52AM #2
Chah
Date Joined: Jan 30, 2008
Posts: 2,250
One of my favorite subtype of Azorous decks was the Stealer of Secrets / Etherial Armor deck. Sometimes I would pick up some Stealer of Secrets very late and notice that it's being drafted particularly low in that pod. In subsequent picks I would start to prioritize them *slightly* higher over otherwise equal cards, because the more copies of them I had, the more confidently I can pick up the support cards for Stealer like Etherial Armor without fear of those support cards being mediocre because of not drawing it with a good target.

I've had two decks where I happened to end up with 4-5 Stealer of Secrets (although the of Stealers opened in an average pod will be less than that) 2-3 Etherial Armors, 2 Knightly Valors, many bounce and detain effects, etc.  I liked how the white Common creature slots are stocked with many creatures that like being enchanted with Etherial Armor such as Fencing Ace, Armory Guards, even Trained Caracel. I would take those as late picks, as well as some Paralyzing Grasps to raise the Enchantment count.

I don't know how effective it is on average. Those two times, the decklists seemed perfect for what it was trying to do, but it played very swingy. The deck would completely dominate some games, but draw my cards in the wrong order in others. It was fun to play, though.
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4 months ago  ::  Jan 17, 2013 - 7:55AM #3
Falcon_Uk
Date Joined: Jun 15, 2007
Posts: 4,233
My most successful deck (any my favourite as well) was populate.  Although this uses a lot of weak cards (or cards that were originally perceived as weak such as Druid's Deliverance ) I really, really enjoyed it.

For this style of deck you would often pick very highly cards that in other environments would go late (e.g. Rootborn Defences , Eyes in the Skies and Security Blockade - I have first picked all of those at some point).  Obviously, there were strong allstars like the Guildmage, Knightly Valour and Courser's Accord but this deck seemed the most 'brew' based deck out there.  I generally enjoy those types of deck most and Spider Spawning/Self-Mill was my favourite strategy in Innistrad as well.

I also drafted 5 colour decks twice both with good success rates (either 5-1 or 4-2 I can't remember).  Here, cards like Seek the Horizon were very powerful as the decks would often be designed to be slow with very powerful high-end creatures.

The one deck I didn't draft and would have liked to was the Defenders deck with Door Keeper as the win con.   
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4 months ago  ::  Jan 17, 2013 - 7:56AM #4
Falcon_Uk
Date Joined: Jun 15, 2007
Posts: 4,233

Jan 17, 2013 -- 7:52AM, Chah wrote:

One of my favorite subtype of Azorous decks was the Stealer of Secrets / Etherial Armor deck. Sometimes I would pick up some Stealer of Secrets very late and notice that it's being drafted particularly low in that pod. In subsequent picks I would start to prioritize them *slightly* higher over otherwise equal cards, because the more copies of them I had, the more confidently I can pick up the support cards for Stealer like Etherial Armor without fear of those support cards being mediocre because of not drawing it with a good target.

I've had two decks where I happened to end up with 4-5 Stealer of Secrets (although the of Stealers opened in an average pod will be less than that) 2-3 Etherial Armors, 2 Knightly Valors, many bounce and detain effects, etc.  I liked how the white Common creature slots are stocked with many creatures that like being enchanted with Etherial Armor such as Fencing Ace, Armory Guards, even Trained Caracel. I would take those as late picks, as well as some Paralyzing Grasps to raise the Enchantment count.

I don't know how effective it is on average. Those two times, the decklists seemed perfect for what it was trying to do, but it played very swingy. The deck would completely dominate some games, but draw my cards in the wrong order in others. It was fun to play, though.




Did you ever play Sphere of Safety ?  That card is brutal in decks like this and I have lost to it more than once.

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4 months ago  ::  Jan 17, 2013 - 8:13AM #5
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,623
That Rootborn defense populate deck was actually my bread and butter. My local store's players would hate pick Roots and Druid's deliverance knowing I may have drafted call of the conclave or centaur's herald s.

My favorite decks were wicked Azorius tempo. Sunspire Griffin and vassal soul playing off of the super powerful soulsworn spirit and voidweilder s.

Fun decks included volatile rig aura deck with ethereal armor , knightly valor and detain/bounce.

"big rakdos" helped me quite a bit as well
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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4 months ago  ::  Jan 17, 2013 - 8:26AM #6
Chah
Date Joined: Jan 30, 2008
Posts: 2,250

Jan 17, 2013 -- 7:56AM, Falcon_Uk wrote:


Did you ever play Sphere of Safety ?  That card is brutal in decks like this and I have lost to it more than once.




I managed to try Sphere in one of the Stealer decks. It delayed the opponent's plays long enough for me to win first, but I haven't managed to get a high enough density of Auras to really tax the opponent heavily. 

One deck I really wanted to try was one that picks up all the Chronic Flooding s in the pod to try to combo with  Sphere of Safety . I wish there was an enchantment tutor in the set so you could fetch the Sphere! (Or Pyroconvergence )

Speaking of mill, it would be fun to mill youself with Codex Shredder until you mill a copy of Psychic Spiral  from your library into the grave, then sac the Codex to return the Spiral to your hand, then turn all that previous self-milling onto the opponent with Spiral.

It should be possible to speed-up the self-milling process with  Grisly Salvage and a Chronic Flooding x Urban Burgeoning on yourself, so maybe Golgari with Blue splash, or GU with Black splash for Grisly Salvage is the way to go for that. That would also allow you to play the Golgari Defender synergies with Doorkeeper. All those Floodings and Burgeonings would form a nice combo with Sphere of Safety, if the mana base allows.

Treasured Find would give you an additional way to retrieve the milled Psychic Spiral . I guess the key to this archetype would be to have enough of these graveyard retrieval uncommons, because if you don't draw one first, you are in danger of milling away your Codex Shredder or Treasured Find


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4 months ago  ::  Jan 17, 2013 - 8:34AM #7
rstnme
Date Joined: Aug 10, 2012
Posts: 2,501
In the beginning I really enjoyed GW aggro/populate, which eventually turned into a desire to play Junk. As the set got older, I found myself going into Jund A LOT, Azorius fliers occasionally, and finally I ended up playing pretty much straight Golgari. It's such a complex, fun deck to draft, build, and pilot.
Limited Guidelines:

5.0: I will take this card no matter what: Pack Rat
4.5: Bomb and/or splashable creature or removal: Aetherling
4.0: Excellent first pick first pack, will sway me into same colors: Advent of the Wurm
3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Gaze of Granite
3.0: Good in-color addition, or splashable removal/creature: Ascended Lawmage
2.5: Solid pick in-color: Bronzebeak Moa
2.0: Creatures 10-16; removal 6-7. Haazda Snare Squad
1.5: My 23rd or 22nd card, depending on removal. Wake the Reflections )
1.0: 23rd card if I don't maindeck an additional land: Murmuring Phantasm
0.5: This card will sometimes be sideboarded in: Uncovered Clues
0.0: I will shred this card for counters: Possibility Storm
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4 months ago  ::  Jan 18, 2013 - 2:03AM #8
MyPouf
Date Joined: Sep 20, 2012
Posts: 150

Jan 17, 2013 -- 8:26AM, Chah wrote:

One deck I really wanted to try was one that picks up all the Chronic Flooding s in the pod to try to combo with  Sphere of Safety . I wish there was an enchantment tutor in the set so you could fetch the Sphere! (Or Pyroconvergence )

Speaking of mill, it would be fun to mill youself with Codex Shredder until you mill a copy of Psychic Spiral  from your library into the grave, then sac the Codex to return the Spiral to your hand, then turn all that previous self-milling onto the opponent with Spiral.


I don't think the Codex Shredder strategy is really viable. You might just lose before you even mill yourself 10 cards...

I managed to play one successful mill deck:
1 x Azorius Keyrune
3 x Chronic Flooding
1 x Crosstown Courier
2 x Destroy the Evidence
1 x Doorkeeper
1 x Hover Barrier
2 x Inspiration
1 x Lyev Skyknight
1 x Mind Rot
2 x Psychic Spiral
2 x Soul Tithe
1 x Sphinx of the Chimes
3 x Stab Wound
1 x Supreme Verdict
1 x Syncopate
 
7 x Island
7 x Swamp
2 x Plains
1 x Azorius Guildgate
     
This was really fun to play, and had some alternate win conditions: Stab Wound and  Sphinx of the Chimes
The fastest way to win was to auto-mill with multiple Chronic Flooding  and using Psychic Spiral as a finisher.  

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4 months ago  ::  Jan 18, 2013 - 4:01AM #9
I-rock
Date Joined: Mar 31, 2002
Posts: 1,024

Jan 18, 2013 -- 2:03AM, MyPouf wrote:

Jan 17, 2013 -- 8:26AM, Chah wrote:

One deck I really wanted to try was one that picks up all the Chronic Flooding s in the pod to try to combo with  Sphere of Safety . I wish there was an enchantment tutor in the set so you could fetch the Sphere! (Or Pyroconvergence )

Speaking of mill, it would be fun to mill youself with Codex Shredder until you mill a copy of Psychic Spiral  from your library into the grave, then sac the Codex to return the Spiral to your hand, then turn all that previous self-milling onto the opponent with Spiral.


I don't think the Codex Shredder strategy is really viable. You might just lose before you even mill yourself 10 cards...

I managed to play one successful mill deck:
1 x Azorius Keyrune
3 x Chronic Flooding
1 x Crosstown Courier
2 x Destroy the Evidence
1 x Doorkeeper
1 x Hover Barrier
2 x Inspiration
1 x Lyev Skyknight
1 x Mind Rot
2 x Psychic Spiral
2 x Soul Tithe
1 x Sphinx of the Chimes
3 x Stab Wound
1 x Supreme Verdict
1 x Syncopate
 
7 x Island
7 x Swamp
2 x Plains
1 x Azorius Guildgate
     
This was really fun to play, and had some alternate win conditions: Stab Wound and  Sphinx of the Chimes
The fastest way to win was to auto-mill with multiple Chronic Flooding  and using Psychic Spiral as a finisher.  




How in the Nine-Blazes did you get yourself 3 Stab wounds?  I'm lucky to see one in a draft, let alone multiples.  And usually if I do it becomes a choice between Stab Wound and something equally awesome. 



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4 months ago  ::  Jan 18, 2013 - 4:01AM #10
I-rock
Date Joined: Mar 31, 2002
Posts: 1,024

Jan 18, 2013 -- 2:03AM, MyPouf wrote:

Jan 17, 2013 -- 8:26AM, Chah wrote:

One deck I really wanted to try was one that picks up all the Chronic Flooding s in the pod to try to combo with  Sphere of Safety . I wish there was an enchantment tutor in the set so you could fetch the Sphere! (Or Pyroconvergence )

Speaking of mill, it would be fun to mill youself with Codex Shredder until you mill a copy of Psychic Spiral  from your library into the grave, then sac the Codex to return the Spiral to your hand, then turn all that previous self-milling onto the opponent with Spiral.


I don't think the Codex Shredder strategy is really viable. You might just lose before you even mill yourself 10 cards...

I managed to play one successful mill deck:
1 x Azorius Keyrune
3 x Chronic Flooding
1 x Crosstown Courier
2 x Destroy the Evidence1 Doorkeeper1 Hover Barrier2 Inspiration1 Lyev Skyknight1 Mind Rot2 Psychic Spiral2 Soul Tithe1 Sphinx of the Chimes3 Stab Wound1 Supreme Verdict1 Syncopate 7 Island7 Swamp2 Plains1 Azorius Guildgate
     
This was really fun to play, and had some alternate win conditions: Stab Wound and  Sphinx of the Chimes
The fastest way to win was to auto-mill with multiple Chronic Flooding  and using Psychic Spiral as a finisher.  




How in the Nine-Blazes did you get yourself 3 Stab wounds?  I'm lucky to see one in a draft, let alone multiples.  And usually if I do it becomes a choice between Stab Wound and something equally awesome. 



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