actiontech says... #2
I would say Trait Doctoring just because it's a one-cost activator, but then again there probably aren't many legal targets for it. Can you change the word "swamp" to "island" on a basic land? It seems like you could do that. The card itself does nothing at all though, so I'll probably agree that we hate the "kill target cyclops" card:
+1 Clear a Path
July 29, 2013 2:54 p.m.
NobodyPicksBulbasaur says... #3
None of these cards really help us and one of them really hurts us.
Plus one Clear a Path
July 29, 2013 3:54 p.m.
Nothing here is really maindeckable. Let's get rid of someone's obvious best sideboard card against us.
+1 Clear a Path
July 29, 2013 4:56 p.m.
Darkness1835 says... #9
Finally, GOOD fixing. I wonder why the gate wasn't scooped up. Green is completely playable at this point if we take Simic Guildgate .
July 30, 2013 4:37 a.m.
Hahaha. Let that be a lesson to us all: Ignore fixing, and get free guildgates passed to you at the bottom of pack 3.
Good times, good times.
July 30, 2013 4:47 a.m.
NobodyPicksBulbasaur says... #11
Good pack for us. We needed a solid green source.
I still say we only splash green for Blood. My guess is the Mage isn't worth it for the drop in consistency we'll see if we get too greedy in green.
July 30, 2013 8:25 a.m.
actiontech says... #12
Yep, just have to hope nobody grabs Clear a Path and actually plays red, but there's no helping that at this point. Besides, with 7 cyclopses they aren't going to stop this deck with one or two kill spells.
July 30, 2013 8:38 a.m.
Clear a Path was the right choice every time we've hate drafted it. Every time we've let it go by, it's also been for the right reasons.
We let it go by now because we have a playable card in Simic Guildgate
. I still can't believe it tabled back to us. We are getting so lucky with this draft.
I'm also up for cutting Beetleform Mage
and only running Blood.
July 30, 2013 9:28 a.m.
actiontech says... #14
Based on this we should see the Maze Glider come back around two packs from now then, right? Yeah I'll keep hoping...
July 30, 2013 9:31 a.m.
actiontech says... #15
Just playing around in cockatrice right now and based on 14 creatures and 16 lands (assumed no cluestones now) we still need one more creature if we don't want to run the riot piker or maze rusher. Unless we're going to play murmuring phantasm? In any case that leaves us with activators to pick from as we have 4 instants we are for sure running (dragonshift, punish the enemy and 2x weapon surge) and 6 sorceries for sure (5x hidden strings + dragonshift) that leaves us with 3 uncovered clues as optional. My land base is currently 7/7 mountain/island + 1 forest + 1 guildgate.
Seriously go draw some sample hands with this deck. Consistency doesn't come close to describing how smooth this is going to run.
July 30, 2013 9:41 a.m.
Back again from another family visit, been a lot's of them since I'm on my summer vacation atm :). Two words (well a word and a compound word) +1 Simic Guildgate . I don't know how we got it and who was insane enough to pass it to us but we want it weather we run Beetleform Mage or not (although personally I think it would be insane not to run it).
July 30, 2013 9:49 a.m.
That Simic Guildgate is like a bed of moss for our skyclops to come home to every night after another brutal day of alpha-powered destruction. They deserve a home, they deserve their rest, they've earned it.
July 30, 2013 10:39 a.m.
July 30, 2013 11:48 a.m.
Clear a Path is effective removal against our deck, but it will only come in after side-boarding and at the end of the day can only remove one cyclops. Plus it will only be in one opposing deck whereas the guildgate will be available in every game we play.
July 30, 2013 11:54 a.m.
We've taken 3 Clear a Path under the premise of "hate drafting." But hate drafting has a time and a place. We do not hate draft on cards because our deck has a weakness against that card. We hate draft when there is nothing in the pack that makes our own deck better (there are a few other times where it is appropriate, but those are rare, and probably because the card is a bomb rare that we can't let go by).
What are the odds in someone having that one card at that one time that ruins us? Not very high. So hate drafting a card that could hurt our game plan when there are cards available in the pack to make our deck better is the wrong time to hate draft. Now is exactly that situation where we have a playable card in the guildgate. It's something we'll actually use. So why hate draft a card we'll never play now over a card we will play? It only makes our deck worse.
Also, we have not drafted every Clear a Path
that we've seen. We've gotten most of them, but not all. And we only took them when there was nothing better to take. So someone out there already has at least one.
We aren't helping ourselves by taking sideboard removal over playable mana fixing that is much needed right now.
July 30, 2013 3:36 p.m.
Darkness1835 says... #21
We take the gate here. Green fixing is delicious.
We can argue about Beetleform Mage when the time comes. For now, we shouldn't be thinking that far into this pick. It's prime fixing and we lucked out; lets snag it and worry about what what we exclude from mainboard later.
July 30, 2013 6:24 p.m.
actiontech says... #22
I'm thinking that running 1 or 2 copies of Uncovered Clues may be to our benefit. I ran about 30 test games today and, while not a frequent issue, occasionally found myself sitting there with an armada of cyclopses and/or fluxchargers and nothing to do with them for a few turns. This has not happened often - maybe 10% of games? - but it does happen on occasion. My issue there is we know there's at least one Debt to the Deathless running around out there and giving that guy a couple of extra turns may end up being fatal.
I'm sure you guys will be running your own trial games as well in the coming few days as this wraps up so no doubt there will be plenty of discussion on that front.
July 30, 2013 7:06 p.m.
Wow. Just did a test game. Blood makes a turn 4 win easy.
Turn 1: Land.
Turn 2: Land.
Turn 3: Land, Cyclops.
Turn 4: Land, Hidden Strings, Hidden Strings, Blood (Burns them for 10), Swing for 10 with 2 tapped blockers.
I love this deck, and if I could play it in standard, I would. Sad days where you're limited to 4 Cyclops in a deck. Sad, sad days.
July 30, 2013 8:49 p.m.
isn't it more damage if you play Blood after attacking (meaning after ciphers)? Not that it is necessary, but who ever said that this deck is necessary?
July 30, 2013 9:46 p.m.
Darkness1835 says... #25
@TiredTofu - im building a deck based on this just for casual play with Wee Dragonauts , Kiln Fiend and Hands of Binding as well as the usual suspects. It's pretty good. But what makes our draft deck beast is that almost 18% of our deck is cyclops. That kind of consistency is just going to dominate.
Darkness1835 says... #1
@dcarpntr- I'd be very okay with this, actually. We wont play the piker, probably, so if we're going to take a card we wont use, we should make use of it (ironic).
July 29, 2013 2:03 p.m.