Monday, August 12, 2013

Ravnica Bloc Draft #10

After my M14-tasrophe, I'm going back on the city-plane of Ravnica.

  Pack 1 pick 1:

I already did the Ready//Willing thing and I didn't find it to be that great. How about an Arrest instead?

  My Pick:


  Pack 1 pick 2:

Good stuff in green here. Melek is not right for limited, but I could see myself Armed//Dangerous-ing or Armadillo Cloaking.

  My Pick:


  Pack 1 pick 3:

I'm probably gonna hear it from the peanut gallery about the late Tithe Drinker, but I prefer not to go into a fourth color, so he and Pyrewild are out. How about the Give//Take? I don't believe I have ever cast that one. It is fine as Give alone, but I think at its best fused and with different targets.

  My Pick:


  Pack 1 pick 4:

Solid blue signals here. Air Elemental for 3.

  My Pick:


  Pack 1 pick 5:

Hmmm. not much here though. A little early for cluestones, the blue-white fuse card works if we are anticipating a lot of combat ground stall, or my choice of two maze elementals.

  My Pick:


  Pack 1 pick 6:

The same print run but this time I stoop to taking the fixing/accelerant. Why Selesnya and not Azorius? No well thought out reason. Typically I like my stones to be my splash color, but so far that is white, so it is true for both.

  My Pick:


  Pack 1 pick 7:

Third pack in a row with the same print run, but a seventh-pick Mossdog convinces me I am on the right track.

  My Pick:


  Pack 1 pick 8:

I like Runner's Bane a lot. Read the card again. Did you remember that it taps it, too? This could have been Renounce the Guilds, but with white as a splash and Runner's Bane requiring less effort, I still like this pick.

  My Pick:


  Pack 1 pick 9:

Not much for me on the wheel. I though War Chant would be picked up sooner. Someone who let that last Runner's Bane go past took the one that was in this pack. My choice is speculative gate or on-color cluestone. The stones go so late that I take the gate.

  My Pick:


  Pack 1 pick 10:

Just like the last pick, there is nothing here, so might as well speculate on the life-gainer. I doubt I will play a vanilla 2/4, but I might side it in if I need to.

  My Pick:


  Pack 1 pick 11:

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  Pack 1 pick 12:

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  Pack 1 pick 13:

More black splash potential.

  My Pick:


  Pack 1 pick 14:

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  Pack 1 pick 15:

Hmm...

  My Pick:


After pack one, I am  a little light on creatures but the ones I have are very good. I have two good removal spells, a great enchantment aura, and a card draw/creature pumper.
The black splash is a very real possibility, if it comes.

  Pack 2 pick 1:

I have like 4 Biovisionary in my collection. Does that count for anything? But seriously, this pack is horrid for me. Here I am thinking I might cut the white splash and see what is open, but my only choices here are thoroughly unexciting or Debtor's pulpit.

  My Pick:


  Pack 2 pick 2:

Oh, my. I am known to like a seven-drop in the slowed-down format.Also, MYSTIC RARE!

  My Pick:


  Pack 2 pick 3:

With my new 7-drop in tow, my choice of early beater, midrange guy, or unconditional expensive removal becomes clear. We've passed two very strong bloodrush cards.

  My Pick:


  Pack 2 pick 4:

Again, two drop or removal?

  My Pick:


  Pack 2 pick 5:

This is an interesting one that I am not convinced I got right. Weak two-drop, strong three-drop that my deck doesn't support (needs more creatures) or four-drop that needs more creatures?

  My Pick:


  Pack 2 pick 6:

Ewww. I don't need another black splash stone, so I could cut the Swing or take the Riot Gear. I think maybe I should have taken the keyrune and replaced one of the Golgari stones in my potential black splash.

  My Pick:


  Pack 2 pick 7:

This time, at least I'm not passing a quality two-drop, right? On the plus side, I now have  a concrete plan.

  My Pick:


  Pack 2 pick 8:

Sweet bear. I needed that.

  My Pick:


  Pack 2 pick 9:

I have no sweet synergies yet, but I have Give and Armadillo Cloak, plus I might pick up some detainers next pack.

  My Pick:


  Pack 2 pick 10:

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  Pack 2 pick 11:

Nice!

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  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:

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After pack two, I have plenty of late white removal. I think I will concentrate on early blue and green and keep the white to cards that effectively splash if I can.

  Pack 3 pick 1:

There is nothing I can't live without in this pack and Mortars is nearly 3 tix. Otherwise I guess it would be Arrester.

  My Pick:


  Pack 3 pick 2:

I don't need another expensive unconditional removal , but I would like a 4/4 for 5. My mana needs to skew green for him to be at his best. There are plenty of things in this pack I wouldn't mind having: Skyknight, Centaur, Common Bond (I completely missed the Arrest until just now)

  My Pick:


  Pack 3 pick 3:

I'll take a one-drop that could easily be a two-drop well before I take a six-mana flier.

  My Pick:


  Pack 3 pick 4:

Another one over a different six-mana flier?

  My Pick:


  Pack 3 pick 5:

This is unexciting.

  My Pick:


  Pack 3 pick 6:

I don't have the support for Defenses or Blustersquall. At least Inquisition cycles.

  My Pick:


  Pack 3 pick 7:

Two-drop!

  My Pick:


  Pack 3 pick 8:

Herald or Drake might have been better here, but a second splash mana-rock makes my mana much happier.

My Pick:


  Pack 3 pick 9:

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  Pack 3 pick 10:

Again, passing the Heralds. This was probably wrong; I think I was looking for more Give//Take synergies.

  My Pick:


  Pack 3 pick 11:

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  Pack 3 pick 12:

Spoiler Alert: I side Elmer in at one point!

  My Pick:


  Pack 3 pick 13:

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  Pack 3 pick 14:

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  Pack 3 pick 15:

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Main deck submission:

The removal suite is sweet, but the creatures are lacking. In hindsight, I like Keymaster Rogue better then Blockade.

In game one, I face a Grixis deck that tries to combo me out with a cyclops. Despite having seven mana, I opt to make two creatures with Deadbridge Goliath + Security Blockade instead of Giant Adephage. Villain has two removal spells to get there anyway.

Games two and three go much better for me. I don't let myself get low enough to be comboed out and I win the match with two 7/7 tramplers:

In match two, I have an interesting decision. Villain has no pressure and I have an Elusive Krasis with no counters. Should I Give and start the unblockable beats? Should I Give and Take to draw three? Should I wait, since if I draw a creature I can Give and Take for four or Give three counters and only take one?
I think I chose wrong.
I waited, eventually drawing two and putting three counters on my Goliath to make him 8/8.
It worked out in the end. Note that Runners Bane quite effectively neutralized the Cinder Elemental.
In games one and two, I saw little to no removal from our Villain, so in game three, I went all in early:
That worked out too.
So on to the finals we go. In game one, we trade back and forth. I have a bit of extra land, but my 5/5 is holding the fort, so when Villain makes an army with Trostani's Summoner, I'm not too worried. The follow-up of Armed//Dangerous did not work out well for our hero.
I don't usually complain, but with 10 land, six spells I was holding my own for a while.
In game two, I get blown out by a Rootborn Defenses then team block on my Giant Adephage.
Two-for-one your seven-drop, sir. Common Bond would have been nice in response there. 
Runner's Baning the Centaur would have been sweet, but I don't think I ever make that play with Villain on only one card in hand.

We keep battling, but the game is pretty much over after that blowout. Check out the rares this guy opened or was passed:
Voice, Reckoner, and Breeding Pool AND he wins the draft? Not fair.
I feel like there was a little flood this time too, with 11 out of 18 cards drawn being lands. But Villain's deck was bonkers and he blew me out on a turn when I could have prevented it, so good on him.

Maybe I should have taken those centaur-makers in pack three?

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