Pack One
Pick 1
Not a particularly difficult P1p1. Kefnet's Last Call is about as good of a bomb as you can hope for. I would probably take one of the evil gods over it (in the event of a foil or some such nonsense) but that's about it.
Pick 2
I basically get passed junk. There is no halfway decent blue card. I waffle between the playable white card and a higher power gold card. I take the gold card, arguably erroneously.
Pick 3
Still an absolute drought in blue. Lethal sting raises an eyebrow as that's pretty good removal so black might be open. However with good playable white cards I don't think the power-jump is worth it as it is still conditional removal. I take the Aven here. Sweet art on the Sandblast though, <3 Seb.
Pick 4
The white continues to flow, the blue remains bone-dry and the black seems to have playables available late. I take the other, bigger Aven but I'm officially looking at BW as a thing.
Pick 5
Yuuup, black looks open. I'm still not sold on Torment though I haven't played it myself. I like the verdict that "it does work in an aggro deck" when they can't just sacrifice life. If I was a real magic player dedicated to experimenting with cards, that should be my pick. I take the safe two-drop instead. It doesn't take much work for it to be a 2-for-1.
A brief aside
I see another late Merciless Eternal and I pass. Looking at it, I now see that it is a Zombie (which, durr, all the eternals are). I'm still not convinced on it. Threat of activation is real, afflict is nice, but ditching a card? Does this want to be in the cycling/discard deck? This might be a card I'm too low on.
Pack 2
Honestly, super straightforward. A good stream of good black and white cards without any particularly difficult pick.Pack 3
Pick 1
Now THIS is a choice! Sweet unconditional removal versus a positively vicious three-drop. I take the plague belcher: the synergies are sweet, the pressure of 5/4 menace is real (throw the counters on your camel and force a discard).
Pick 4
Another interesting one. I think, for me, Fan Bearer is just better than Edifice. But the extra desert (to go with the zombie camels) that does also make zombies to boot. I took the Fan Bearer because I was nervous about the removal that I had but it's arguable that having a land that synergies really nicely in my deck is the stronger play. It's 50/50 I think.
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