DGM Draft Debate - Pack 2, Pick 11
Daily Draft Debate
KrazyCaley
19 May 2013
1063 views
Last Pick
19 May 2013
1063 views
Last Pick
Elaine's Commentary
"The clear choice, in my opinion. This and Armored Transport are the only things that really should be mainboarded in any deck, although neither should be mainboarded in ours. The difference is that Haven is a really solid card for any green deck, while Transport is a card you throw in when you realize you didn't draft enough creatures. Hating the haven is a smart move."
Picks so far
DGM Draft Debate Deck
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SCORE: 1 | 136 COMMENTS | 2904 VIEWS | IN 1 FOLDER
Cards Missing
1 unknown common, 1 unknown uncommon
Firemane Avenger - By us
Cards Remaining
Mountain
Arachnarchist says... #2
+1 Gutter Skulk
Wojek Halberdiers is a better two drop, but with our current likely build, we wouldn't be able to cast it on turn two. Ember Beast is all right, but if we don't have two drops to play before it, it can't do anything until turn 4 anyways.
May 19, 2013 5:24 p.m.
Yeah, Wojek is harder to cast on turn 2, but he also isn't as much of a bad draw later game. A potential 3 power first striker is always useful to some degree.
May 19, 2013 5:26 p.m.
cartwheelnurd says... #4
we can cast this. its not too hard, and it could be good for our deck which is actually pretty low on power level right now. Also this card went SUPER late, signaling little to no boros, which would move us into white for the rtr pack so we can get more rakdos.
May 19, 2013 5:35 p.m.
Arachnarchist says... #6
@cartwheelnurd: Remember, we're doing this backwards. Next pack is Dragons Maze.
May 19, 2013 5:40 p.m.
TheSeventhNinja says... #7
This or Gutter Skulk are the only two we can play. Wojek is just better.
May 19, 2013 5:42 p.m.
cartwheelnurd says... #8
@Anarchist lol yeah that makes this much better for us, knowing our guilds going into the third pack.
May 19, 2013 5:42 p.m.
IAmKingTony says... #9
Wasted our last pick then, cool.
Anyway, Wojek Halberdiers .
May 19, 2013 5:58 p.m.
I really, REALLY, wanted to see a Borzhov deck.....
May 19, 2013 6:15 p.m.
NobodyPicksBulbasaur says... #12
Last pick didn't matter. This one could. We need a quality early game. halberdiers gives that.
May 19, 2013 6:18 p.m.
IAmKingTony says... #13
Supersun. I really can't think of any green card in DGM that would sway us to play it over Firemane Avenger
May 19, 2013 6:22 p.m.
thebeardedshuffler says... #14
I'm freakin' amazed this is still here. Also, I utterly disagree with the conclusion about hate-drafting a card being the right move. Hate drafting is never ever the most efficient option. Even if you only end up with a sideboard card, a sideboard card you can play is way better than a mainboard card you can't.
May 19, 2013 6:24 p.m.
If we hit a Varolz, the Scar-Striped. I bet we would find some way to fit green in.
May 19, 2013 6:30 p.m.
IAmKingTony says... #16
I guess if we landed him, Putrefy, and at least 4 more gates then we could be somewhere but I dunno.
May 19, 2013 6:33 p.m.
We can also do light splashes for red and green guys, remember. 4-color isn't impossible, it depends on the fixing we get.
May 19, 2013 6:33 p.m.
thebeardedshuffler says... #21
Why are you so set on trying to get us to play green anyway? What's wrong with our perfectly servicable Brozhov plan?
May 19, 2013 6:36 p.m.
I'm not, but there are certainly cards in DGM that are powerful enough to warrant us splashing green.
May 19, 2013 6:41 p.m.
thebeardedshuffler says... #23
There are cards in DGM that are good in all the colours. But we have a fairly strong theme going for three specific colours and, as it is, no fixing even for them. Trying to splash a fourth is just plain greedy.
The only thing that'd make me want to go into another colour that I can think of is opening AEtherling .
May 19, 2013 6:47 p.m.
It's called keeping our options open. If we open strong bombs in green and we pull green cards like Putrefy and don't get much red, I'd much rather run junk than force a crappy borzhov.
May 19, 2013 6:52 p.m.
thebeardedshuffler says... #25
No, it's called being a "Jack of all trades, master of none." We've got a pretty okay Orzhov deck as it is, we don't even need a third colour frankly. We have a couple of good reasons to splash a light red, but we can live without it. We currently have no good reason to splash green, so why bother to consider it at this stage?
May 19, 2013 7:15 p.m.
Because we'll regret it later if we get passed a lot of awesome green cards and we are only getting mediocre black and white cards.
I mean sure, we shouldn't be passing up anything significant, but it was Skyblinder Staff and Razortip Whip . In such a lackluster pack it's worth discussing taking the potentially more powerful green ramp card over 5 cent common fodder like that.
I mean let's be honest. The odds of Skyblinder Staff and Razortip Whip being useful is a lot lower then the odds of getting some awesome green cards in the next pack.
May 19, 2013 7:48 p.m.
FYI people are losing their votes because they aren't making a distinct message and are getting overwritten by people making the exact same post
May 19, 2013 8:13 p.m.
Guys be careful with your posts, write something other than just +1 [card] or the glitch happens where your post replaces a previous post. Owlus just overwrote someone else's post #5
May 19, 2013 8:16 p.m.
SwiftDeath says... #30
+1 Gutter Skulk
I feel it is a more consistent play only requiring one type of mana and a 2/2 for 2 is decent If we had a bigger focus on red I would say wojek but at this point black is definitely in the deck so lets go with the card that is most likely to drop turn 2.
May 19, 2013 8:26 p.m.
SupremeAlliesCommander says... #31
+1 meh
The reason for filling the two drop slot is not because we need to play something on turn two. We need to fill it because there will be games when we get stuck on 2 lands. Once additional lands are drawn, we need low casting cost options to "make up for lost turns" until we can stabilize.
With the last pick, we sacrificed a card we won't use for a card that will help if a bomb happens to fall into our laps. We didn't lose anything worthwhile. We gained potential.
May 19, 2013 8:29 p.m.
Arachnarchist says... #32
I don't agree with that at all. You need two-drops to play on turn two. Not necessarily because you need to attack, but because if you face an aggressive deck you need something to slow them down so you can get to your more expensive spells. That being said we simply are not likely to have the correct mana for Wojek Halberdiers in the early game, let alone on turn two.
May 19, 2013 8:34 p.m.
It's not like we've seen a ton of Wild Nacatl s or something.
I just went through the cards that we've seen and haven't drafted and there's not a lot of 2 cmc or less creatures that I'm that afraid of.
There's only 2 cards on that list that KrazyCaley would really want a turn 2 drop over a turn 3 drop for, the Rakdos Shred-Freak and the Bellows Lizard .
There just aren't enough scary aggro cards in that list to pick the Gutter Skulk over the Wojek Halberdiers imo.
May 19, 2013 8:55 p.m.
+1 Gutter Skulk
Wojek Halberdiers is really difficult for us to cast reliably early game, and the only reason I would include it is because we have Firemane Avenger
May 19, 2013 8:59 p.m.
TikiShades says... #35
People forget that there is a lot of color fixing because of the dual lands we can draft in DGM. Don't be so afraid to pick them. Like Supersun said, there weren't a whole lot of scary aggro cards. We don't need a creature early game as badly as we think. As much as I love Gutter Skulk , we can't pass up such a nice late game 2-drop.
May 19, 2013 9:33 p.m.
+1 Wojek Halberdiers . Waaaaaaay cooler name. Also better than the Gutter Skulk lategame, which is when we'll want to be attacking anyways. With our current build we are very unlikely to attack before we get some air superiority. Once we have one or two flyers we can trigger battallion and the first strike on halberdiers will make him hard to trade with.
May 19, 2013 9:33 p.m.
I don't mind if we can't get it out turn 2, seems like a good pick this far into the pack
May 19, 2013 9:58 p.m.
ScionLocke says... #39
+1 Gutter Skulk
deccent 2 drop, less specific than the Halberdiers
May 19, 2013 11:43 p.m.
It's harder to cast, but is a more relevant creature to our board presence.
May 19, 2013 11:47 p.m.
MagnorCriol says... #41
+1 Gutter Skulk .
Halberdiers is definitely the better creature (why is it still here?), but he's muuuuuch less good after turn 2 - 4. It's hard to be sure of RW in anything but a solid RW deck, and while we're almost certainly playing both those we're also not going to be mainly RW. If we can't expect RW on turn 2 - 4 we shouldn't play him. The ratbear is a far more solid pick for us.
May 20, 2013 12:32 a.m.
Quite a powerful drop in the first few turns. I don't think it will be too hard to get out early, either, with all the fixing everyone keeps talking about.
May 20, 2013 1:20 a.m.
NobodyPicksBulbasaur says... #43
The most plentiful fixing in the set (other than gates) costs 3. We won't be using Cluestones to cast the Halberdiers on turn 2.
That being said, it's still the best card here. A 2/2 gets simply outclassed by turn 4. A 3/2 can stay relevant throughout the game, especially if it can get First Strike some of the time.
And the old "combos with Extort" logic isn't going to work here because we clearly didn't get any Extort in GTC packs. While we could get a card or two with it in DGM, that is highly unlikely.
May 20, 2013 1:24 a.m.
I almost forgot that any multi-color spell we get is also a small bonus to Lobber Crew .
May 20, 2013 1:25 a.m.
Boros is open. It's possible that by the end of this, R may be as much or more of a color for us than B. I think we may even shift toward a split aggro/control build. That may be what presents itself.
I'm willing to take a chance on the RW cost. If we want to win, I think we have to take some chances. Our deck is not amazing enough not to.
May 20, 2013 3:27 a.m.
Also, I think the Ember Beast is the best pick for us here, but it's not in the running.
May 20, 2013 3:29 a.m.
Absinthman says... #48
+1 Wojek Halberdiers
A better card overall. Though Gutter Skulk
is easier to cast, I side with the opinion that the Halberdiers are more useful even if played in the late game.
May 20, 2013 4:30 a.m.
+1 Wojek Halberdiers With the quality of WR cards coming to us, then I think it's worthwhile to draft this. It's also much better than Gutter Skulk though a bit harder to cast.
May 20, 2013 6:12 a.m.
TheBearShaker says... #51
+1 Ember Beast
@ vic I agree about the Ember Beast , pretty much the reason I haven't voted, yet. I guess "fuck it" why not
May 20, 2013 8:36 a.m.
This or the ember beast are very solid choices, but wojek is the choice at this point, otherwise a good draft
May 20, 2013 10:03 a.m.
exarkun809 says... #53
+1 Ember Beast
I don't know why we aren't looking closer at Ember Beast . It's the best card here. It's got our big butt we've grown to love for this deck, Pit Fight s very well, easier to cast than Wojek, and fits our lack of 3 CMC cards in our curve so far. We have 13 creatures so far. We're going to end up with 17+ and Ember Beast will always be online gobbling up things and then swinging with our angels.
May 20, 2013 10:12 a.m.
-1 Gutter Skulk
+1 Ember Beast
Sound reasoning above and Gutter Skulk doesn't look to be winning. I would rather have the Ember Beast over the Wojek Halberdiers .
May 20, 2013 10:35 a.m.
+1 Ember Beast Two drops pretty much defined RTR/GTC draft, but unless someone has drafted the nut Boros/Rakdos deck ember beast fits better into the deck that we have going on, both early and late.
If the Ember Beast becomes a non-vote however, I'll put
as my alt
May 20, 2013 10:35 a.m.
IAmKingTony says... #56
+1 Ember Beast
We're going to have dudes to use him, good point.
Also thinking more about last pick, I guess it's better to take the "just in case" pick over a for sure sideboard card.
Supersun says... #1
There's our 2 cmc creatures.
+1 Wojek Halberdiers
May 19, 2013 5:24 p.m.