Pack 1 Pick 1: The choice is between Pacifism and Foil Pacifism and Liturgy of Blood. I go Pacifism.
originial art, which is super sweet!
Pack 1 Pick 2: Got passed a Nightmare and a Chandra's Outrage, and Deadly Recluse. Nightmare was awesome when I was in 5th grade. So why not now. Plus I prefer to play questions rather than answers.
once again the old art dominates! Comment if you disagree!
Pack 1 Pick 3: I open some stuff and ... HOLY CRAP I WAS JUST PASSED A CORRUPT. WE ARE GOING MONOBLACK SO HARD IT'S GOING TO HURT.
both arts are super shitty. 1-0-1 in favor of old art.
Pack 1: The rest was me just grabbing every black card I could. Corpsehauler, Festering Newt. Liturgy of Blood. Undead Minotaur, Child of Night. I'm feeling pretty good about this plan.
Pack 2 Pick 1: I open Dark Prophecy.
I love it when a plan comes together.
I had to pass a Serra Angel but clearly I'm on the black train. I keep managing to acquire pieces. Got another Corrupt, and couple more kills spells. Some durderlers. And then on pick 6,
Hot damn, I've already got one newt. This is getting good. Two packs later I get passed
Holee freaking shit. This is now the best draft deck I ever had. Pack 3 is more of the same. Clearly I am drafting with people who don't know what they are doing.
Final deck list:
17 swamps.
1 drop - 2x festering newt, 2x wring flesh
2 drop - gnawing zombie, 2x coprse hauler, 2x child of night, altar's reap, bubbling cauldron
3 drop - undead minotaur, mind rot, quag sickness, dark prophecy
4 drop - bogbrew witch
5 drop - vampire warlord, nightwing shade, 2x liturgy of blood
6 drop - nightmare, 2x corrupt
I'm pretty stoked at this point. My high end removal spells are the tits. I just need to get there. Fortunately I have double corpse hauler. In case you are not familiar you can hauler for hauler.
it takes a lot of mana, but it buys you a ton of time.
And the bubbling cauldron doesn't make it hard to get there either. Plus I've got the tron in the Witch, Cauldron, 2x Newt. Look at me I even have a game plan.
Late Cuts: 2x minotaur abomination (curve), Blightcaster and 2x dark favor (not powerful enough), 2x vile rebirth (I really want t play this but it just seems kinda weak). But maybe
instant speed surprise 2/2 is probably ok in black.
Diabloic Tutor, I just don't need it. Duress, totally sideboard time.
Tune in next time for the match reports.
The power of the wring flesh surprises me a little. Is it just kind of like an inverted Thunder Strike?
ReplyDeletewring flesh is the weakest kind of instant black removal, but I would still much rather it than the thunder strike.
Deleteto echo loreto, killing 1 toughness dudes outright is very good (mana elf, trained condor, firecat)
the price is certainly right
the -3 to power means it is useful against big things only in combat, which is a black mark in my book. again you have the potential to get blown out (two-for-oned) by giant growth or doom blade (or chandra's outrage), but you will get two-for-oned less because sometime you are just using it to kill a utility guy, in which case their giant growth is a one-for-one and their instant removal can't help them.
i put wring flesh behind premium removal, but in the top half of combat tricks. Dragon's Maze had a similar card that was -4/-2 that suffered from the same problems, except it also cost four mana.
Y U HAT THUNDER STRIKE SO MUCH?1/
DeleteLearning is fun!
one mana is such a good price for anything.
Deleteimagine:
t1: nothing
Vt1: nothing
t2: goblin piker
Vt2: kalonian tusker
t3: child of night, block+wring flesh when Villain attacks, now the pressure is on.
it turns out card advantage is sometimes less important than the number of spells you cast, so wring flesh is usually a one-for-one, but an excellent tempo play, letting you cast two spells on one turn, removing one of Villain's threats and making one of your own.
so first off it can kill a creature with only one toughness. that in and of itself is valuable. (there are 21 of those out of 78 total creatures) aka 27% of the creatures in the format.
ReplyDeletenow in combat it means that my creature can kill a creature with one additional toughness.
And the -3 is huge. in M14 there are 5 (7) common (uncommon) creatures with more than 3 power. As opposed to 66 creatures with power 3 or less. So basically you can't lose the combat.
i will turn these thoughts into a full on blog post.