Saturday, June 29, 2013

I see a red room and I want to paint it black

I've been experimenting with various flavors of Under Pressure. I'm going to share my current Most Favored Version and how I'm tweaking it around.

Under Pressure, Rainbow Celebration Variant
Base Cards
10 Guild Gates
4 Maze's End
4 Gatecreeper Vine

Other Land (usually around 10)
3 Temple Garden
2 Hallowed Fountain
3 Stomping Ground
2 Overgrown Tomb

Creatures
3 Centaur Healer
4 Saruli Gatekeepers

Creature Removal/Clearers
4 Supreme Verdict
3 Far // Away
2 Abrupt Decay
2 Ground Assault
4 Dreadbore
4 Warleader's Helix

Accelerants
4 Urban Evolution
1 Door to Nothingness  // This is both a hedge against losing a land and SHEER HILARITY

Color Distribution
12 white (inc 4x double white spells)
11 blue
9 black
10 red
16 green

Sources
9 White (4 gates + 3 Temple + 2 Hallowed)
6 Blue
6 Black
7 Red
12 Green

The think is as follows
Foremost, one of the overlooked powers of the Gate/Maze's End is that by turn 5 I am almost guaranteed to pull a dual land of my choice (corollary: I am sad if I pull neither ME or Gatecreeper). This gives me the freedom to go five color for solid giggles. Odds are I have the mana for three of the colors in the opening hand, I then just go digging for the missing two with my first guildgate.

I liked adding red because of the surprising synergies: Warleader's Helix is a slick removal and lifegainer card, Dreadbore solves my planeswalker problem as well as baller removal, and Ground Assault works nicely early and late if I'm throwing land down like whoa.

The biggest question is how do I adapt my removal spells.

Sacrifice: Excellent late game (after a board clear) and gets around annoying hexproof creatures (a real bane of this deck). Crappy against decks with mana dorks and so-so against aggro (one 3/2 creature is much like another 3/2) There are three sacrifice spells worth looking at: Devour Flesh (sac one for two mana), Tribute to Hunger (sac one for three mana but I get the life), barter in blood (sac two for four mana)

Devour Flesh Tribute to Hunger Barter in Blood

Targeted Death: Works nicely against everything except hexproof. Absolute epitome of the deck's willingness to trade card for card for time to power up the Maze

Board Clearing: Obviously the preferred solution, just not that much of it available (probably on purpose the dastards) Supreme Judgment with some Aetherize in the sideboard for token decks.

My creatures: Solve the hexproof problem but that's about it. Oh and the silly life gain. <3 Saruli.


Also, if I win a game at a tournament with the door, I assume I just retire, right?

Door to Nothingness

Domri Rade

I want to take a moment to discuss a card I have recently fallen in love with (does it count as the end of a sentence if you follow it with a parenthetical comment?):

Domri Rade

I've never played with a planeswalker consistently before. I usually think of them like a creature where you want them to stay alive with high priority. So I didn't understand this card being a 4 of. However I started playing with it and now i get it. A small amount of card advantage is all you want from Domri. If you get to use him two or three times you got a ton of value. And he disposable, time for a new one.

+1: So this first ability has been hitting for me about half the time, given that my deck is about 50/50 creature non-creatures, it makes sense. I can't see pushing the deck higher in creature concentration because the spells are really essential.

-2: The second ability is where this dude really shines. He functions in the deck as a removal spell. This deck has some big dudes and some persisty dudes, so it is really easy to get value from this ability. And let's not forget to mention the sweet combo with Boros Reckoner. HOLY SHIT! This feels dirty. Often a two for none. Just gross. I am always looking to make it happen with these two when they are on the board.

Boros Reckoner

-7: I've never gotten close to this one before. Because I'm playing Domri and he's living, so I'm winning. However I can see it being relevant against control. Right now they have a few answers for planeswalkers, like Abrupt Decay or Detention Sphere, but that's about it. If you get to that point in the game against control you want to be +1ing him anyways, and that emblem just hoses control.

 But yeah, it is really just win more.

Friday, June 28, 2013

Standard DGM - Deck Tech

So this is the build I'm working on in Standard. It has all the usual Naya characters. Experiment one has fallen out of favor with me and I'm now going the in the Edel Approved Avacyn's Pilgrim

Avacyn's Pilgrim

Without further ado:

Hasty-Raid
4 x Avacyn's Pilgrim
4 x Voice of Resurgence (super lame)
4 x Strangleroot Geist
4 x Boros Reckoner
3 x Loxodon Smiter
3 x Restoration Angel
4 x Ghor-Clan Rampager
4 x Thundermaw Hellkite

4 x Domri Rade
2 x Selesnya Charm
2 x Mizzium Mortars

22 Lands - 4 each of the WGR shocklands, 4 each of the WG and RG M10 lands, 2 forests


Ideas: Hellrider, more haste, flinthoof boar. I think 3 resto is right, Loxodon Smiter is the worst creature in the deck, lol?


Thursday, June 27, 2013

Exciting New Format - Go Fish Draft

Stop the presses!


I just heard about a sweet new draft format. Everyone opens the first pack as normal. Then player 1 drafts a card and reveals it to the room. At which point everyone who has a copy of that card in their pack has to give it to player 1. And so on with player 2 going next. The next pack is the same but starting with player 8 and going reverse order.  Once you have drafted all the cards (yes if your pack is empty you get skipped), you build with normal limited rules (which means you can play as many of any card you want).

I just love the tension:

  • Why would I start with my rare, no one else is going to pick it?
  • Always first pick a common right? I mean it's your best chance to pickup extra cards.
  • But what if someone else has my awesome rare? I've got to pick it first.
  • Guildgates, oh man!

Disclaimer: There is open discussion as to whether this works with small sets or if you even need to draft all 3 packs. Two may be sufficient.

Tuesday, June 25, 2013

Return to Ravnica Bloc - Draft #6

  Pack 1 pick 1:

I waver between the insect, the Maaka, and the rare, with the Druid thrown in for good measure, but Vorel is slow and he and the Druid both pick a guild, so I grab the versatile green Bear++. I've heard very good things.

The ninth-best card in this pack by my reckoning is Wolf Rider, Snare Squad, or Skeleton. Let's see what comes back to us.

  My Pick:


  Pack 1 pick 2:

Hmm.. there are two strong Boros cards, but one is very strong, so I take it. Mossdog is good but not great, but still mono-green, rather than reaching for a third color already.

  My Pick:


  Pack 1 pick 3:

Similar to pick one, I want the fuse card in my deck, but I now have nightmares about not enough two-drops, so let's take another insect, passing two very good Gruul cards.

  My Pick:


  Pack 1 pick 4:

That's a late Arrest, with not much else for me, so I'll speculate here.

  My Pick:


  Pack 1 pick 5:

This is either another unspectacular low-drop or army in a can for seven. Tithe Drinker is still here and this is the first pack with no gate in it.

  My Pick:


  Pack 1 pick 6:

Eww. This pack is blank for green except a cluestone. Perhaps this is the draft where I end up predominantly green and some other color, splashing two off colors? If so, Izzet gate could do work, since I already have good red, white, and blue splashes.

  My Pick:


  Pack 1 pick 7:

I like this guy. It feels like he should cost six.

  My Pick:


  Pack 1 pick 8:

This draft, I am taking the on-color two drops. My other choice is a second Wolf Rider, so I take the hound and look for Green-White, perhaps splashing Blue or Red or maybe even both.

  My Pick:


  Pack 1 pick 9:

Passing another Wolf Rider, but I like the aggressive tapper in a deck with three bears already. Wolf Rider and Snare Squad wheeling means good things for my plan. Izzet Cluestone was taken ahead of the cards that are still here.

  My Pick:


  Pack 1 pick 10:

This is the first draft I've done where the gates are going late. This one enables my Arrest. I think about the white keepers, but I will take gates first, then keepers from now on.

  My Pick:


  Pack 1 pick 11:

Unfortunately, Orzhov gate doesn't further my plan. Izzet cluestone is a concession to my five- and seven-mana cards, plus my potential double splash. In hindsight, the gate may have been better to allow a black splash if Orzhov ends up flowing in pack two.

  My Pick:


  Pack 1 pick 12:

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  Pack 1 pick 13:

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  Pack 1 pick 14:

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  Pack 1 pick 15:

  My Pick:


My stack after pack 1:


I seem set in Selesnya, splashing red or blue or both. The gates are better set up to go blue, but the stones are red. I think Selesnya Cluestone may be the least likely to make my final 40.


  Pack 2 pick 1:

My deck can't support another splashed Arrest (as much as I want it) and the rare is less than a ticket, so two-drop it is for me. I don't think the Viper does enough to pick here. Denizen or Viper coming on the wheel would be nice.

  My Pick:


  Pack 2 pick 2:

Pit Fight is the better option in hindsight, but this guy runs people over so I take him.  Unfortunately I have either forgotten that red is just a splash and might not even happen or that Pit Fight counts as mono-green.

  My Pick:


  Pack 2 pick 3:

Holy Mantle is just the thing a deck full of two-drops needs. Threaten would be fine and I already have two Gruul stones, so a third, while an upgrade is not that much better.

  My Pick:


  Pack 2 pick 4:

Oh my! That is a late Spectacle, but double black is right out for me and I'm not hating a removal card while there are unexciting playables in my color.

  My Pick:


  Pack 2 pick 5:

Orzhov is certainly open. I get a reasonable flier.

  My Pick:


  Pack 2 pick 6:

Guildgate to enable a splash beats bad splash cards easily.

  My Pick:


  Pack 2 pick 7:

The closest I get to a playable here is Riot Gear, but that is not what this deck is about, so now I'll cut the powerful syndicate card.

  My Pick:


  Pack 2 pick 8:

I could probably use some Knight tokens, but I am woefully short on tricks, so it boils down to the cheap Burst or the splashed power of Martial Glory. I want the Glory so badly, but I have often found Burst to be a one-mana removal spell.

  My Pick:


  Pack 2 pick 9:

Yay, she came back around! Snap up another aggressive tapper. From here out, I will weight white creatures higher than equal power green ones.

  My Pick:


  Pack 2 pick 10:

Off-color two-drops could trump my plan.

  My Pick:


  Pack 2 pick 11:

But some defense against an Azorious air squad could come handy.

  My Pick:



  Pack 2 pick 12:

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  Pack 2 pick 13:

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  Pack 2 pick 14:

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  Pack 2 pick 15:

  My Pick:


  Pack 3 pick 1:

That's some Rakdos. I think I'll have another consistent bear with upside, please. This deck is so light on removal so far that Arrow might have been correct. Maybe Pegasus or the pump spell will wheel.

  My Pick:


  Pack 3 pick 2:

Annihilating Fire is no-splash burn but Justicar and Valor are both nice in a deck full of bears. Valor is better methinks. I wouldn't mind wheeling the double-detainer but this pack doesn't look deep enough for that.

  My Pick:


  Pack 3 pick 3:

Giant Growth and the Griffin both catch my eye, but I'm thinking about possible Eyes in the Skies or Rootborn Defenses coming and take the token-maker. My chances for a power splash are dwindling.

  My Pick:


  Pack 3 pick 4:

Some nice green is here, but do you remember how good Valor was in RTR drafts? It will help my bears bust through the plentiful 2/4s of this format.

 My Pick:



  Pack 3 pick 5:

This may have been better as Crocodile even with no activation mana. I should not be interested in a 2/5 with sometimes vigilance.

 My Pick:



  Pack 3 pick 6:

Two spicy tricks here. I take stock of my tokens and find one Centaur, two Knights, and one army in a can. That's not enough to sway me to Defenses.

 My Pick:



  Pack 3 pick 7:

I actually have enough enchantments that Ethereal Armor could get nasty, but you know what today's theme is.

  My Pick:



  Pack 3 pick 8:

Mediocre eight or efficient one-mana trick? Not even a question.

  My Pick:


  Pack 3 pick 9:

Rare draft. Instant 0.20 tix!

  My Pick:


  Pack 3 pick 10:

Not running two Swift Juctice. Or one Rogue's Passage. Passage is like a colorless splash.

  My Pick:


  Pack 3 pick 11:

  My Pick:


  Pack 3 pick 12:

Probably not, but maybe in the right matchup?

  My Pick:


  Pack 3 pick 13:

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  Pack 3 pick 14:

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  Pack 3 pick 15:

  My Pick:


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The deck:
I like this plan
Step 1) Play a couple two-drops
Step 2) Push through with aggro tappers
Step 3) Go over the top with auras

Match 1:
I play against an unfocused 4/5-color deck with plenty of gates but no creatures either game. Villain plays Gruul War Chant both games.

A dangerous plan, but the only one available at the time
Not a keep, despite the obvious appeal.


 Match 2:
Villian has a Jund deck, but stalls on 3 mana game one and complains about his luck in the chat.

My plan: even if he can remove the beetle with a spell, I should be able to scavenge to the Disciple to get through.
This game two hand is spicy
In game two, he four-for-twos himself, trading Splatter Thug, Korozda Monitor, Drudge Beetle, and Pit Fight (plus he dealt two damage) for my Kraul Warrior with Knightly Valor plus the Knight token. That's not a recipe for success, especially when I use my backup Valor on my remaining creature.


Match 3:
Game one, Villian offers a turn three trade of his Kraul Warrior for my Disciple of the Old Ways (with no red mana sources). I accept and the resulting board is below.


With my hand of three-drop, double two-drop, I think the trade was right.

He doesn't draw a third land, making it not matter.

Game two, is more competitive, but not by much. My opening hand:


On the draw, this is the kind of keep I can get behind. I have a turn two play, then assuming I get any land, I can make Cluestone into Herald.

Immediately rewarded with on-time gate, turning this hand into a monster
Helix you
The longest game of the day goes 8 turns and ends with me barely passing up the two-for-one in response to his pump in favor of burning his dome while he's tapped out and at one.

This draft was sweet. 3-0 matches and 6-0 games, bringing in a full draft set to do it all again later.