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4 months ago ::
Feb 01, 2013 - 6:16PM
#1
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I went to a midnight draft deck last night and went 3-0 with no game losses. I didn't think my deck was that great and was surprised by how well I did. I'm still not sure if the deck is good or not and wanted some opinions. 2 x Boros Guildgate 1 x Simic Guildgate 1 x Gruul Guildgate 2 x Forest 4 x Plains 7 x Mountain 2 x Foundry Street Denizen 2 x Bomber Corps 1 x Syndic of Tithes 1 x Sunhome Guildmage 1 x Truefire Paladin 1 x Daring Skyjek 1 x Greenside Watcher 1 x Firefist Striker 1 x Skynight Legionnaire 1 x Viashino Shanktail 1 x Rubblebelt Raiders 1 x Ruination Wurm 2 x Mugging 2 x Massive Raid 1 x Pit Fight 1 x Smite 1 x Signal the Clans 1 x Crackling Perimeter 1 x Knight Watch I'm not sure how to rate how good the deck is since it was my first GC draft deck and have nothing to compare it to. Would you say the deck is above average, average, or below average?
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4 months ago ::
Feb 01, 2013 - 6:51PM
#2
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Date Joined:
Sep 30, 2010
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This deck has a lot of really solid cards. What hurts it the most is the need for green (I assume you had nothing else in W/R which forced you to run some green). There are ~18 really good spells for a boros deck in here, and then you have Crackling Perimeter (I have no idea how good this card is - it's worth trying with four gates, I guess), Greenside Watcher (a two-drop in your "splash" color), Ruination Wurm (massive 7 mana in an otherwise pretty fast deck) and Signal the Clans (I really dislike this card but you do have both Raiders, Guildmage and a Paladin, so it's not the all-time worst I guess).
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4 months ago ::
Feb 01, 2013 - 7:12PM
#3
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Date Joined:
Jul 13, 2008
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This deck has a lot of really solid cards. What hurts it the most is the need for green (I assume you had nothing else in W/R which forced you to run some green). There are ~18 really good spells for a boros deck in here, and then you have Crackling Perimeter (I have no idea how good this card is - it's worth trying with four gates, I guess), Greenside Watcher (a two-drop in your "splash" color), Ruination Wurm (massive 7 mana in an otherwise pretty fast deck) and Signal the Clans (I really dislike this card but you do have both Raiders, Guildmage and a Paladin, so it's not the all-time worst I guess).
I thought the wurm was only 6...not that big a problem.
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 ::
Feb 01, 2013 - 7:25PM
#4
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I was a little bit light on playables which is why I had the few green spells. Didn't really see much of them during my games, so they weren't too detrimental. I felt like trying out Crackling Perimeter since it seemed possibly good depending on the number of gates. It worked well the one game I used in it. It came out like turn 6 and basically Shock ed my opponent to death. Wurm was super questionable, but I really didn't have any thing else to play. I really liked Signal the Clans at the prerelease (I played Gruul). It's a lot worse in draft and in boros. I really need to work on realizing what the guy on the right of me is doing. He was in gruul splashing white.
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4 months ago ::
Feb 02, 2013 - 11:12AM
#5
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Date Joined:
Sep 30, 2010
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Yeah the Wurm is 6, sorry. That makes it less bad but still not optimal.
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4 months ago ::
Feb 04, 2013 - 6:04AM
#6
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Date Joined:
Sep 20, 2012
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I got a chance to experiment the Crackling Perimeter . If you have 4+ gates, I think it's worth including it, as you'll most often have at least 1 in play. It's at least a lobber crew effect that noone wants to spend a removal on. It is better than it seems.
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