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Switch to Forum Live View Another draft another question (RTR)
4 months ago  ::  Feb 07, 2013 - 1:31AM #1
Falcon_Uk
Date Joined: Jun 15, 2007
Posts: 4,233
So, following my success in the earlier 8-4 draft, I decided to go again and built, in my opinion, one of the strongest decks I have ever built.  However, as with the last draft, I was left with a number of choices for the final few cards.  Given the very interesting debate we had last time, I thought I would ask what you would have played as your 21-23 cards.

Lands (17)
Izzet Guildgate
Azorius Guildgate
1 Mountain
7 Islands
7 Plains

Creatures (12)
Doorkeeper
Keening Apparation
3x Sunspire Griffin  
Hover Barrier
2x Hussar Patrol
Hypesonic Dragon
Mercurial Chemister
Voidwielder
Isperia's Skywatch

Spells (8)
Syncopate
Dispel
Dramatic Rescue
Izzet Keyrune
Inspiration
Kinghtly Valor  
Trostani's Judgment  
Sphinx's Revelation  

Choices - pick 3
Faerie Imposter
Azorius Arrester  
Crosstown Courier
Stealer of Secrets
Bazaar Krovod (foil too) 
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I picked Imposter, Arrester and Cancel.  I sided out Imposter every game and never played it.  I nearly always sided in Courier just to give me another 2 power early blocker.

I only managed to cast Revelation once in the final game of the final but I cast it for X=7, which was a nice way to win.

Thoughts?     
       
                      
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4 months ago  ::  Feb 07, 2013 - 1:41AM #2
rezzahan
Date Joined: Mar 12, 2011
Posts: 4,761
I would also go with Impostor, Arrester and Cancel. I really don't like Dispel as it is a too specific counterspell. I'd run the Courier in its place. I would change the land base a bit, running one more Plains instead of an Island, to make sure I have the for those Griffins.
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4 months ago  ::  Feb 07, 2013 - 6:00AM #3
rstnme
Date Joined: Aug 10, 2012
Posts: 2,497

Feb 7, 2013 -- 1:41AM, rezzahan wrote:

I would also go with Impostor, Arrester and Cancel. I really don't like Dispel as it is a too specific counterspell. I'd run the Courier in its place. I would change the land base a bit, running one more Plains instead of an Island, to make sure I have the for those Griffins.




Exactly this.

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  ::  Feb 07, 2013 - 6:22AM #4
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,614
Why do you only ask about the last three?
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 07, 2013 - 7:11AM #5
Falcon_Uk
Date Joined: Jun 15, 2007
Posts: 4,233

Feb 7, 2013 -- 6:22AM, Urzasapprentice wrote:

Why do you only ask about the last three?




Because I am comfortable with the 20 other spells and I am exploring how other people would finalise their decks.

In terms of Dispel , I would always run this card.  I think it is an amazingly strong card and counters all combat tricks and nearly all removal in the set all for .

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4 months ago  ::  Feb 07, 2013 - 8:15AM #6
Arioch22
Date Joined: Feb 2, 2011
Posts: 1,532

Feb 7, 2013 -- 1:41AM, rezzahan wrote:

I would also go with Impostor, Arrester and Cancel. I really don't like Dispel as it is a too specific counterspell. I'd run the Courier in its place. I would change the land base a bit, running one more Plains instead of an Island, to make sure I have the for those Griffins.



I would run the Courier in place of the Imposter I think. The only card it synergizes with is Voidwelder. If you are playing someone with Stab Wounds or Arrests then side the Imposter in. The Courier isn't exciting, but having a two power creature in the early game can be relevant. 

Also, I like Dispel quite a bit in draft. Pretty much every deck is going to be running some instant removal and a few combat tricks and at the low cost of one mana you are at the very least likely going to come out ahead on tempo.

EDIT: And just realized as UA pointed, works with the Skyknight as well in the late game, though tougher to cast and if you want to be attacking with the Skyknight then you obviously aren't going to want to bounce it. It is another option though.  

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4 months ago  ::  Feb 07, 2013 - 8:42AM #7
rstnme
Date Joined: Aug 10, 2012
Posts: 2,497

Feb 7, 2013 -- 8:15AM, Arioch22 wrote:

Feb 7, 2013 -- 1:41AM, rezzahan wrote:

I would also go with Impostor, Arrester and Cancel. I really don't like Dispel as it is a too specific counterspell. I'd run the Courier in its place. I would change the land base a bit, running one more Plains instead of an Island, to make sure I have the for those Griffins.



I would run the Courier in place of the Imposter I think. The only card it synergizes with is Voidwelder. If you are playing someone with Stab Wounds or Arrests then side the Imposter in. The Courier isn't exciting, but having a two power creature in the early game can be relevant. 

Also, I like Dispel quite a bit in draft. Pretty much every deck is going to be running some instant removal and a few combat tricks and at the low cost of one mana you are at the very least likely going to come out ahead on tempo.




Imposter works with Arrester.

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  ::  Feb 07, 2013 - 9:00AM #8
krarks_pinky
Date Joined: Oct 11, 2007
Posts: 763
This deck looks like it could be weak to early aggression. You need arrestor to stay alive, courier to trade with a gorehouse chainwalker , and the 3rd could be either the imposter or the stealer.
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4 months ago  ::  Feb 07, 2013 - 9:01AM #9
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,614

Feb 7, 2013 -- 8:42AM, rstnme wrote:

Feb 7, 2013 -- 8:15AM, Arioch22 wrote:

Feb 7, 2013 -- 1:41AM, rezzahan wrote:

I would also go with Impostor, Arrester and Cancel. I really don't like Dispel as it is a too specific counterspell. I'd run the Courier in its place. I would change the land base a bit, running one more Plains instead of an Island, to make sure I have the for those Griffins.



I would run the Courier in place of the Imposter I think. The only card it synergizes with is Voidwelder. If you are playing someone with Stab Wounds or Arrests then side the Imposter in. The Courier isn't exciting, but having a two power creature in the early game can be relevant. 

Also, I like Dispel quite a bit in draft. Pretty much every deck is going to be running some instant removal and a few combat tricks and at the low cost of one mana you are at the very least likely going to come out ahead on tempo.




Imposter works with Arrester.




and with Skyknight

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 07, 2013 - 9:17AM #10
Falcon_Uk
Date Joined: Jun 15, 2007
Posts: 4,233

Feb 7, 2013 -- 9:00AM, krarks_pinky wrote:

This deck looks like it could be weak to early aggression. You need arrestor to stay alive, courier to trade with a gorehouse chainwalker , and the 3rd could be either the imposter or the stealer.




The final was against a very aggressive Rakdos deck and its an interesting point you make.  In game one, my opponent went turn 1 Cackler into turn 2 Chainwalker and I was on 13 before I dropped my barrier.  However, once I have a couple of creatures in place, I stabalised very quickly as Hussar Patrol or Sunspire Griffin, which I often had because I had them in multipes, would hold off or at least trade with most early creatures.  As soon as I hit 5 mana I was generally okay as my creatures or tricks were nearly always better than theirs and the card draw from inspiration/chemister/revelation would normally pull me through (or in fact, always did as I went 6-1 and the only loss was down to a mull to 5 and I almost recovered in that game as well).

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