Showing posts with label draft. Show all posts
Showing posts with label draft. Show all posts

Monday, September 7, 2015

The L is Silent - 00010

Pete, Jed and Brent have another Hearthstone Arena podcast and Brent hogs the mic yet again. This time, they'll talk about drafting and playing strategies for all nine classes as well as drop some tips about how to play against each class.

What's the best way to counter a Hunter? What makes Paladin so boss? Why does Jed know so much about armor classes? Find out in this week's ep.



Tuesday, August 11, 2015

The L is Silent - 00009

Pete, Jed and Brent finally get back to podcasting, but only because Jed has decided to jump in with both feet to Brent's current obsession: Hearthstone Arena.

How did Jed's first Arena go? What are some limited Hearthstone basics? Where are the best locations to play a game or two of Hearthstone? Find out in this week's ep.


Monday, January 19, 2015

The L is Silent - 00007

After a lengthy break for the festive period, Jed and Brent return with another podcast episode. We examine another double crack-a-pack of Khans of Tarkir, but this time look into the future and contemplate what drafting might look like after the release of Fate Reforged.

Which cards will be better and which will be worse? Can we envision a world where we don't pick Secret Plans? Who would want to? Find out in this week's ep.


Monday, December 22, 2014

The L is Silent - 00006

The gang returns with what will surely go down in history as an all-time classic podcast episode. Jed and Pete duke it out playing Oddsmakers with Brent as the host, moderator, judge, and jury.

Who will prevail? What happens when the contestants pick the same odds? Who will ingratiate himself to Brent best? Find out in this week's episode.

Monday, December 15, 2014

The L is Silent - 00005

Pete, Jed, and Brent return after a Thanksgiving break with the never-before-attempted Double Crack-A-Pack. In episode 5, the fellas discuss everyone's favorite 4/5 again and make the first two picks for both seats of a pretend two-man draft pod.



Thursday, December 4, 2014

Play Arena for Free with Unreleased Goblins vs Gnomes Cards

To celebrate (hype) the upcoming release of the new Goblins vs Gnomes Hearthstone expansion, Blizzard has generously gifted all players one free Arena run. And there's the bonus: until the expansion goes live on Monday, December 8th, it will be the only place you can play with the new cards. It's basically a prerelease event, but for Hearthstone! Just log in before the 8th to get your free Arena ticket (value: $.199 or 150 in game gold)

HYPE!

If you haven't played Hearthstone for a while, this is a great time to get back in there and see all the new hotness on the house. The community's understanding is that Arena runs won't pay off in GvG packs until Tuesday, so if you want to wait until then to play your free Arena, that is understandable. Or, you could start the run now, play up to two losses or 11 wins, then wait and finish the run after the official launch next week.

Our Blizzard overlords have also changed a couple existing cards, so dust Gadgetzan Auctioneer and Flare now for full value, especially if you don't think you'll play them for a while.

Monday, December 1, 2014

Legacy Cube Draft #1

Wizards introduced a new online format a while back called "Phantom" events. These events accept a second virtual currency, phantom points, or regular event tickets, but the prize payout is in phantom tickets and you don't get to keep the digital objects you draft. It is a way to play events for the fun of playing without necessarily incurring the high cost of drafting at retail price and selling the rares after the fact, which is right up my ally.

Wizards generously added a large allotment of phantom points to all active accounts over the summer in a "Please test out the version 4 client" move. I didn't use mine then, so this event (and a few more) will be on the house, which makes me feel better about using the v4 client and losing to clock because of the interface.

For more info on the Legacy Cube, read here, or check out the full card list here. There are plenty of oldies and goodies in this, what amounts to a Greatest Hits draft. The major difference is that only Legacy-legal cards are in, which means no Power Nine. And with that preamble out of the way, let's dive into a Swiss Legacy Cube event with the pick-by-pick replay.

Tuesday, November 25, 2014

The L is Silent - 00004

On episode 4, the gang argues about raw power versus consistency, then discusses the merits of staying flexible in pack one and how to draft like the pros draft. There is even a little Arabian Nights talk thrown in for the old-timers.

Toodle-oo!

Tuesday, November 18, 2014

The L is Silent - 00003

Our intrepid hosts welcome a special guest to episode 3 of The L is Silent, physicist Dr. Jonathan <REDACTED>.

The boys chat about Heisenberg's morph, value-based drafting, Winchester Winston drafts, play "In or Out" with Khans 23rd cards, and go deep on whether you should Scout the Borders or not.



Monday, November 10, 2014

The L is Silent - 00002

Episode 2 introduces listeners to another of our blog contributors, Brent Archer.

Brent and Pete follow up on unresolved Ugin and Ivorytusk Fortress issues  from episode 1, then crack another Khans pack and give you the lowdown on a great resource for starting your MTGO journey.

The L is Silent should now be available for all major podcatching technologies. Use the feed http://feeds.feedburner.com/thelissilent-magicanotes



Saturday, August 16, 2014

Local Game Store M15 Draft

Howdy, everybody!

After literally not playing a single game of Magic since the paper Born of the Gods prerelease, I went down to my local game store to make some friends in my new town draft.

This place has two drafts on Saturdays, FNM draft and a draft on Friday afternoon at 3PM. I call that one "the unemployed special". With my current state of joblessness, I biked over to do some afternoon draft.

There were not enough players to do a sanctioned draft so we put together a six-man pod and everyone else vetoed my moneydraft suggestion.

First pick was unexciting, I took a Spectra Ward over not much else, then second picked Siege Wurm. I remember this guy from Ravnica 1.0 and I hear convoke is good in this set. There would be no more green to be had for the entire draft. I picked up a couple decent white and black cards but then white dried up completely as well. There was a little late blue, so i dipped a toe in there and finished pack one with some black, some white, and some blue.

After the first three picks, pick order is approximate/fully from memory.
Pack two I opened nothing exciting. I take Gravedigger, then some artifact and black creatures. Sweet! The black is flowing and now I need to decide white or blue, depending on what comes. The end of pack two is not that helpful, with a late Divination, but no other useful blue and just a couple mediocre white cards.

The three-slot is getting a bit heavy.

In the last pack, I luck into opening Liliana, so I slam that. I follow up with a second black paragon, since it looks like I will be heavy black. Then the signal (finally) comes. Third pick Triplicate Spirit. I am in white now and good luck moving me off it. Fourth pick Devouring Light. Fifth pick Triplicate Spirit! Hooray for staying open and flexible. I fill out the pack with more junk and never get tempted by a strong blue card again.

A little expensive, but I won't say no to Sextuplicate Spirits
As deckbuilding progressed, we deconstructed the draft a little. The guy I was passing to cut white hard in pack one. The guy passing to me cut green hard. I stayed pretty open in white/black. Then the late blue came and we all three made a grab for it. I took a few blue cards, but the second pack I was being passed from a white/blue drafter, so there was little of either coming my way. Third pack, I was getting leftovers from a green/blue guy, with no white on that side of the table.

My only guess as to why Mr R/W would pass Triplicate Spirits is because he was balls-out "15-land" aggro.
My deack was quite heavy on three-drops, with little removal, but this is core set and I'm not exactly sure how much removal there is in the New Magic World Order. Wall of Limbs and Xathrid Slyblade were both terrible. I sided them out for Necrobite and Crippling Blight.

Needs more removal
In round one, I played the Green/Black drafter. Villain's deck had all the Typhoid Rats my deck could have used. I won game 1 on the back of Spirits plus Selfless Cathar then Sign In Blood you for the final point. In the second game, our boards were very close on turn 6 except I used all my cards and Villain had no forests yet and a grip with 5 green cards. When he did draw a forest, it was game over for our hero. Game three I got quite lucky. Lilliana Vampiric Tutored me a Triplicate Spirits, then Villain cut the second copy to the top of my deck, followed immediately by Selfless Cathar. I won that one.

Round two, I get paired down against the Blue/White drafter who hates me because I took "his" spirits in pack three. This Villain is mentally not in it at all after losing "in five minutes" round one. We play out our first few turns then on turn 5 I drop my fifth land, attack into an empty board with only one of my two creatures and he scoops. I had the Triplicate Spirits, but he didn't even make me show him. He says he only had one flier in his (Blue/White) deck. Game two he mulligans into oblivion and I get a reasonable curve-out.

Round three, the pairings break because the 0-2 Blue-White guy took his cards and went home. A 1-1 player gets a bye into third place, but at least the 2-0s play each other. The other finalist is the Blue/Green drafter passing to me in packs one and three. This game afforded me the chance for the sweet play of Lilliana, discard your last card, please. Then on seven land, Vamp Tutor up Spectral Ward to the top of my deck, Sign in Blood to draw it and cast it on my Will-Forged Golem. The pro-all colors 6/6 took Villain from 18 to 0 in three turns while my other guys were on chump duty for his bigger green creatures. Game two, he kept a sketchy two forest hand because it had Naturalize and I showed him artifact targets and a sweet enchantment. I curve out while he draws forests and blue cards from what I can tell. The only spell Villain plays all game is Natualize on my Spectra Ward, but the 3/2 lifelinking Child of Night and the Midnight Guard made quick work of his life total.

I took it down and earned 6 packs for my trouble, but no planeswalker points. I never drew Gravedigger or Oppressive Rays, but I could imagine a world where the one-white aura is quite good. As I said earlier, Wall of Limbs was not very good and Xathra Slyblade did everything Marshall and bwong said it would: sometimes it was unblockable with threat of activation, but definitely super scary when the Villain has open mana. If they block it, they probably have a trick and you have to use that four mana then get blown out. No, thank you. When I draft again, I will watch more for curve considerations. Too many threes should not work out so well.

I think this format is one where you can stay open and find the color that is flowing. So far with a sample size of two, Loreto and I both found this to be true. Also, I am an old man and I don't like change, but put me down for "no" on the new card frame. The frame just looks like the layout editor was drunk and didn't realize it was off-center. And double-U tee eff is up with this font?

blech

Thursday, October 31, 2013

Theros Draft Walkthough #2

My second online Theros draft starts with a busty bomb, then goes in a couple directions at once, then returns back to finish off strong. Let's jump in.

Pack 1 pick 1:

A+C is a B-O-M, bomb. Vig + first strike + the potential for blowouts? Sign me up. Too bad it's approximately 0 tix.

 My Pick:


  Pack 1 pick 2:

It looks like our direct neighbor is probably not in red, although they took a rare, so it is no sure thing. Cyclops, Dryad, Vaporkin, and Griptide, are all very good.

  My Pick:


  Pack 1 pick 3:

Acolyte is probably the best card here, Jonathan has had some success with the minotaur tribal archetype, the scorpion is criminally strong, and there is no white worth mentioning. Cheap trick it is.

  My Pick:


  Pack 1 pick 4:

Potential turning point: there is no good white or red. Disciple and big green is better than it looks, but I <3 emmisaries.

  My Pick:


  Pack 1 pick 5:

Good red heroic enabler means I will stick with that for now.

  My Pick:


  Pack 1 pick 6:

Black Eidolon is sweet, but again a quality red card will keep me on track.

  My Pick:


  Pack 1 pick 7:

Outside of green-white, there is not much here.I could pick up a cheap Amulet to enable a splash of A+C perhaps? The 3/2 is serviceable but not synergistic, so he (she?) will likely be our 23rd/24th card.

  My Pick:


  Pack 1 pick 8:

That is a real late Acolyte, so now I'm thinking about bailing for green. I give up one of the two combat tricks, which is a fair trade considering I already have a Titan's Strength in the pile.

  My Pick:


  Pack 1 pick 9:

Gods Willing. Ding!

  My Pick:


  Pack 1 pick 10:

The cantrip enchantment cycle is wayyyy better than it looks.

  My Pick:


  Pack 1 pick 11:

That being said, we could use some early dudes, even if they are underwhelming.

  My Pick:


  Pack 1 pick 12:

  My Pick:


  Pack 1 pick 13:

Ask and ye shall receive, eh?

  My Pick:


  Pack 1 pick 14:

  My Pick:


  Pack 1 pick 15:

  My Pick:


After pack one, our color situation looks like this:


The red is stronger than the white, but if we open the right bombs, I'm not married to any of it. Keep in mind we could splash A+C if we need.

  Pack 2 pick 1:

The proverbial "I would take this whole pack" pack. In order, I would take Spear, Rider, Onslaught, Emissary. The enchantment part of the spear fits my goals nicely. The artifact part is pretty unbeatable if you play it right.

  My Pick:


  Pack 2 pick 2:

Leader is a pretty easy pick here.

  My Pick:


  Pack 2 pick 3:

A gift!

  My Pick:


  Pack 2 pick 4:

The new FoF is worth zilch, so I pick up this set's Knightly Valor.

  My Pick:


  Pack 2 pick 5:

I don't think we have enough humans to make the Pegaus sing, so a second 4/3 it is.

  My Pick:


  Pack 2 pick 6:

Late blue bestow (the best one), but I'll take the red one.

   My Pick:


  Pack 2 pick 7:

I like Fanatic as a surprise closer of games.

  My Pick:


  Pack 2 pick 8:

We will have some awkward mana requirements, but so many cards combo well with double strike.

  My Pick:


  Pack 2 pick 9:

And now some diversification, I guess. Not sure why I didn't go with a second hound. We won;t be suicide red, but more like Voltron Red, where the double strike will shine.

  My Pick:


  Pack 2 pick 10:

  My Pick:


  Pack 2 pick 11:

  My Pick:


  Pack 2 pick 12:

  My Pick:


  Pack 2 pick 13:

  My Pick:


  Pack 2 pick 14:

  My Pick:


  Pack 2 pick 15:

  My Pick:


After pack two, we look like this:


  Pack 3 pick 1:

It's too late to move into blue or green, but our deck could certainly use some top end.

  My Pick:


  Pack 3 pick 2:

I hurts to pass Shellie, but she is not for us today.

  My Pick:


  Pack 3 pick 3:

Divine Verdict is surprisingly good in this format.

  My Pick:


  Pack 3 pick 4:

This pick was very close for me, between the white Eidolon and the Emissary. Both are more often cast for four mana and I think I would prefer the bigger creature at that point.

  My Pick:


  Pack 3 pick 5:

We actually have a few humans we might play, but this is probably one of those situations where if I put the awkward human package in, I will have 25 cards and if I take it out I will have 21.

  My Pick:


  Pack 3 pick 6:

Just what the doctor ordered. Rage is actually not very good, so I might not even take it over the hasty minotaur still in this pack.

  My Pick:


  Pack 3 pick 7:

Ugh. Nothing here for us.

  My Pick:


  Pack 3 pick 8:

If this guy were human, maybe he'd fit in the awkward human package, but he's not and he doesn't.

  My Pick:


  Pack 3 pick 9:

Sideboard against Scorpions and Vaporkin.

  My Pick:


  Pack 3 pick 10:

  My Pick:


  Pack 3 pick 11:

Siddeboard against godly weaponry. I don't need another human bear.

  My Pick:


  Pack 3 pick 12:

  My Pick:


  Pack 3 pick 13:

  My Pick:


  Pack 3 pick 14:

This is NOT last pick material. If you aren't green, it is still OK.

  My Pick:


  Pack 3 pick 15:

  My Pick:


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I ended up cutting two four-drop minotaurs for the humans package, but that got swapped in and out at sideboard time against fliers and decks with bigger ground guys (most non-heroic decks). Our curve stops at 5 (with two six-mana bestow guys and an 8-mana monster), so 17 land seems fine, although that three slot is full of tough mana costs.

Round 1, I played a blue-black deck with Ashiok, Abhorrent Overlord, Prognostic Sphinx, 2x Griptide and 2x Shipwreck singer. Obviously I won 2-1, losing only the game I mulled to 4.

Round 2 was a blue-white deck where I played into Stymied Hopes, Triton Tactics, and Battlewise Valor. It seemed like our Villain just had it every time.I lose game one, then win game two when Villain mana screws for a couple turns on three land. Game three, I play A+C for the first time of the draft and grind away with two auras on it (them).

There was one fun situation that came up in game three but just didn't quite work out right. First strike damage has already been applied.
Do you see it?
I could Divine Verdict my own bomb (since first stike is over and it already dealt its six), granting another +1/+1 to each of my creatures, saving my minotaur but killing Villain's giant, killing the wall, and trampling over for one more. I'd also get my 2/2 vigilant guy in play. With Villain tapped out, that would have been a sweet finishing move, but in reality he would still be at 1, so I decide to carry on with a dominating monster in play and a removal spell still in hand. I trade giants, keep the game going and grind out the win a few turns of chumping later.

Match three is against a green-red deck. In game one, my double- and first strikers beat past his deathtouch scorpion then I Voltron up a 5/5 vigilant first-striker and a 7/6 first striker.

Must be nice.
Game two, I keep a sketchy hand that could get real good, real quickly.
Four of my best cards and just a mountain away from casting all of them.
On turn two, I draw a mountain and I'm in business. I have three great heroic creatures, but none of my ways to target them. I'm sure I punted here. Because I was mana light, I wanted to get creatures on the board before I started saving mana for Spear activations. In the end, I never activated Spear and lost with Divine Verdict in hand and an army in play when Villain dropped an island and Nimbus Niad out of nowhere for the win while I was holding Spear mana open.

Definitely should have won this game.
Game three of the finals doesn't go well. We both mull to five cards, and I keep four land and a three-drop first striking Gray Ogre on the play. I draw well, picking up a four-drop minotaur, but Villain makes a turn two Vaporkin, then turn three red ordeal and I find no answer by turn 6, when the 5/4 flier left behind kills me.

Was that a splashed Vaporkin or did Villain have three colors all along, only showing me one island and one blue card in the first two games? In the last game, Villain finished with one mountain, one forest, and two islands in play. Certainly that was a weird one, but if I take care of business in game two, it wouldn't have mattered.