Magic Online M11 Draft #1
Thursday, August 26th, 2010Hello Everyone! After many technical difficulties, I’m happy to present to you my first M11 draft video.
Cheers,
Zak
Hello Everyone! After many technical difficulties, I’m happy to present to you my first M11 draft video.
Cheers,
Zak
Hello everyone! Magic 2011 is finally out in stores and I’m sure everyone is having fun slinging new leylines and titans, as well as favourites like Baneslayer Angel and the original planeswalkers.
This last weekend I had the privilege to draft Magic 2011 three times, including 2 Launch Parties. On Friday I drafted a white-green deck with Day of Judgment and a fair few other removal spells for the launch party during the day. In the evening at FNM, I drafted a near mono black deck with a slight blue splash for Mind Control, Foresee and Diminish. Both of these drafts went rather well, but today I’m going to examine the one draft I did which contained some very interesting moments, and which was one of my worst days of Magic in a while. However, it is through the analysis and understanding of mistakes that we get better, and it is a weak player who will ignore unfavorable results.
Let’s go to the draft, shall we?
Pack 1
In the first pack we see Black Knight, Pyroclasm, Doom Blade and Angelic Arbiter. I opted to take the white bomb and send some solid black to my left.
The second pack is very weak, with the only solid cards being a Corrupt and a Condemn. Remembering that I shipped some good black earlier, I decided to keep up the signal and take the on-colour removal spell in Condemn.
The third pick shows us Foresee, Cultivate, Nantuko Shade and Ice Cage as the relevant cards. I take the Foresee, as white-blue is a colour combination that is perfectly fine, and Foresee is the best blue common in the set, in my opinion.
For the fourth pick, we have a choice between two blue cards of note: Water Servant and Augury Owl. I take the Owl, as it’s one of the best 2-drops in the set, setting up your 3rd and 4th turns very nicely, and it provides a lot of insight as to the direction that your game plane will take.
I’m not sure what was correct in this pack. The only playable card was a Quag Sickness, and the rare was a Dragonskull Summit, and there was nothing in either blue or white. I took the Quag Sickness, but it may have been correct to simply take the rare for the few dollars it’s worth, and continue to send the strong mono black signal to the left.
The next picks are very similar to each other, with each pack containing an on-colour card, as well as a playable black card. I take Ice Cage over Child of Night, another one over Necrotic Plague, Cloud Crusader and Siege Mastodon over Nightwing Shades. When I get passed a 10th pick Corrupt I take it. Again, I have my doubts about this pick, and I’m wondering if sending such a late pick Corrupt was safe, considering that the player on my left should already be in heavy black.
My last 4 picks are a foil Plains, Nightwing Shade, Incite and a Canyon Minotaur.
Pack 2
After Pack 1, we’re looking to make a white-blue deck, although we’re looking for some more solid creatures, and better removal if we can upgrade our Ice cages to Pacifisms. The cards of note in the pack I opened were an off-colour Hoarding Dragon, a Squadron Hawk, an Inspired Charge as well as no blue cards that I’d be happy to play. The charge may look similar to Overrun, but I can’t get behind that comparison. Because the white spell only boost half as much as the green bomb, it will be used more often than not as a combat trick. Trying to use it as a way to punch through extra damage makes it more similar to a Trumpet Blast, which wasn’t exactly a great card in M10. Having not played with the new Welkin Hawk, I decided to go for it, and draft another one if it came by. Note that I would not normally pick a hawk this early in a given pack without others to back it up, but the charge seems like an inferior card, and I have to play with Squadron Hawk at some point.
Pick 2 gets me a Serra Angel, just the sort of card my deck needed. I follow that pick up with a White Knight, Pacifism and Jaces Ingenuity.
Pick 6 gives me a decision between Celestial Purge and Preordain. I haven’t played with Preordain, but when I’ve seen it cast it’s seemed like a worse Augury Owl. When you’re scrying, you’re creating virtual card advantage through the putting of dead draws on the bottom of your library. This factor is diminished because of the low scry number found on preordain, so I opted for the purge.
The seventh pick gives me a nice Armored Ascension, and I pick up a Roc Egg shortly after. The egg is an interesting card that shines against green decks that need to break through on the ground and also lack many ways to defend against a flying assault.
My last picks of this pack are Deathmark, Ajanis Pridemate, Greater Basilisk, Sylvan Ranger and Demons Horn.
Pack 3
Here we’re looking to round out our deck with more creatures, as our spells seem to be alright so far. We’re especially looking for another Squadron Hawk to hope that our early pick last pack was not in vain. The opening pack gives us a choice between Scroll Thief and Warlords Axe I don’t like picking the Axe so early because it does require such a mana investment. The thief also gets better if I can Ice Cage a blocker and regain a card worth of advantage in cage the cage gets melted, so I take the watered-down Shadowmage Infiltrator.
The second pack is a sight for sore eyes, as we pick up our second Squadron Hawk over a Diminish. I love Diminish, but I can’t run the risk of not wheeling the hawk or getting another one.
The next pack shows us a Wild Griffin, Cloud Elemental and a Mighty Leap. I take the elemental, as it provides some decent offense as well as blocking many crucial early fliers like Stormfront Pegasus and Wild Griffin.
The next pack shows me a Diminish, a Jinxed Idol and a Wild Griffin. I opt for the combat trick, thinking that I might be able to wheel the idol to combine with my Roc Egg and Squadron Hawks.
In the next pack I nab a Crystal Ball over a Cloud Crusader. Every time i’ve played this card i’ve been impressed, so I see no reason to go against the tried and true.
I get a Knight Exemplar in the next pack which goes well with my White Knight and Cloud Crusader. At worst, it’s a 2/2 with first strike for 3, which while not amazing, is still fine.
My next picks are as follows: Unsummon, Palace guard, Solemn Offering, Jinxed Idol, Alluring Siren, Blood Tithe, and a Sorcerers Strongbox.
The draft went okay for us, but we might have been able to do better. We may have been able to jump in on mono-black in pack 1 and things may have been different, but we have to play the cards we’re dealt.
Here’s the deck I built:
In building this deck, I had 21 cards with which I had no reservations about running. The 22nd and 23rd cards were, respectively Jinxed Idol and Solemn Offering. I decided to try the idol because of the aforementioned synergies with Roc Egg and Squadron Hawk. The offering also is a good answer to some of the high-power artifacts and enchantments in this set such as Warlords Axe, Whispersilk Cloak and Pacifism. I don’t advocate running such a card maindeck, I like it better than my other options.
The cards that didn’t make the cut were: Unsummon, Palace Guard, Ajanis Pridemate and Alluring Siren. I’ve never been impressed with Unsummon, espesially in a slower deck like this. However, it does have some synergy with the Jinxed Idol, but I simply don’t like it when they’ll most likely simply suffer a minor tempo setback. While could play another creature, I’m much more worried about my opponent having some relevant enchantment or artifact which I can’t deal with than having a random early guy. If either of them was a knight, to take advantage of my exemplar, it would be a different story.
Here’s how the matches went:
Round 1: vs Mike
Mike starts off aggressively with a Merfolk Spy and Goblin Piker. I play out my Jinxed Idol on turn 2, which is not normally a great idea. However, I have a Roc Egg in my hand for the next turn. He brings out anArc Runner, and smacks me down to 11. I drop my Egg and trade off my idol for a bird token, and he swings in again. I block his Piker and then he Thunder Strikes his goblin. He sacrifices his spy to return my idol. My next play is a Crystal Ball and I promptly die to the Idol.
In this game, playing a turn 2 idol after he played 2 guys was definitely wrong. If I had just played out my Egg and lost it to his trick I would have been in much better shape with my ball.
For game 2 I board out my Solemn Offering (Red-blue usually plays few enchantments, and I saw not artifacts) and my Crystal Ball (which is too slow compared to his aggressive deck). I bring in Unsummon and Celestia Purge, but in retrospect, the Unsummon should’ve been a Palace Guard.
I keep a hand with 3 islands and 4 blue spells, and I resolve a Augury Owl on turn 2. It’s awkward when I see 3 white cards, which I promptly ship to the bottom. I get a turn 3 Cloud Elemental, followed up by a turn 4 Roc Egg. He puts Volcanic Strength onto his Maritime Guard. I happily chump the guard with my Egg and get a bird out of the deal. Over the next few turns he puts out a Manic Vandal, Water Servant and Goblin Piker. However, these are no match for my flying force and I beat him into submission.
In game 3 I mulligan into 5 lands and a Serra Angel. Foolishly, I keep this hand, when against such an aggressive deck going to 5 on the draw was definitely correct. He plays out Maritime guard followed by a Goblin Piker. Things are looking up when he is stuck on 2 land for a few turns, but he is able to Diminish my angel when I block, and his plethora of 2-drops overwhelm me as I continue to draw lands.
0 – 1
Round 2: vs Shane
I start off strong with an Augury Owl and a Scroll Theif. Shane casts a combination of Diminish and Stabbing Pain to kill my thief and I bring out a Crystal Ball. He brings out an Alluring Siren on turn 4 and enchants it with an Unholy Strength. I cast my Jinxed Idol and Squadron Hawk, trading my Hawk for 2 points of damage. Shane gets stuck on 3 lands, and ends up sacrificing his siren to give me back my idol, which goes back again courtesy of my second hawk. We end up continuously trading creatures, and I’m able to gain a combat advantage by having more creatures so that he takes a few damage each turn form my team, and another 2 damage from the idol.
We both mulligan in game 2 and Shane brings out an Augury Owl. I play my own bird in the form of a Squadron Hawk. I bring out the Jinxed Idol, and he starts taking 2 points a turn. He suits his owl up with a Warlords Axe, and my attempt to cast Serra Angel is stifled by his Mana Leak. Without anyway to defend myself from the flyer, I roll over and die.
In game 3 we both have slow starts with my first play being a Roc Egg followed by a Scroll Thief which gets promptly Mana Leaked. I bring out a Cloud Crusader and Cloud Elemental. He casts a Jace Beleren which dies to my fliers in one fell swoop. He Diminishs his Ice Caged Nightwing Shade, which then gets hit by my Celestial Purge. I eventually resolve Angelic Arbiter, which decisively ends the game in my favour.
1 – 1
Round 3: vs Liam
My opponent starts off on the play, with a first-turn Birds of Paradise. I bring out a pair of Squadron Hawks and start to beat in. He attempts to race me by casting an Ornithopter and enchanting it with Unholy Strength. After taking one hit from the thopter I kill it with my Solemn Offering.
Before I continue with the match description, I’d like to say a few words about Ornithopter. When one is new to Magic, Ornithopter seems just awesome, as it’s a flying blocker that is free, and can go in any deck. However, t is virtually impossible to get value out of Ornithopter, whether it be in terms of life or card advantage. In either Limited or Constructed, your opponent’s creatures will simply get bigger than the 0/2 flier, and you’ll wish that you had played something different in it’s place that would have a greater effect on the game. In this game, my opponent opened himself up to major card disadvantage by enchanting the thopter with a pump aura, in an attempt to get value out of it. However, he would have been much better off if he had had a card whose impact would be felt by itself, without the need for an aura. Even had I not had a removal spell, all it would take would be a reasonably powerful flier to blank 2 of his cards, and he’s in the same conundrum as before: unable to gain value out of his Ornithopter. In short: don’t play Ornithopter.
My opponent casts Sign in Blood to refuel his hand and then wastes his Assassinate on one of my hawks. I bring out the JInxed Idol and trade off the last of my hawks to give it to Liam. I play out Scroll Thief and Cloud Elemental to keep up the pressure, and Liam simply doesn’t draw any gas and quickly dies to a combination of my fliers and the idol.
Liam starts game 2 by taking a mulligan to 6, and plays out a turn 1 Elixir of Immortality. This is a card that i’m unsure about, as it does not affect the board in any way, but in the late game it can make your deck more threat-dense, recouping removal spells and creatures that have died. What are your guys experiences with this card? Is it a table-turner or a dud? Let me know what you think in the comments!
I start to assemble my flying armada with Augury Owl and a pair of Squadron Hawks. The Hawks are taken down with a Doom Blade and a Stabbing Pain. I cast Celestial Purge on his Child of NIght and run out a turn-7 Angelic Arbiter, which also meets its death via Doom Blade. I try to break the stalemate with Cloud Crusader but he has a Quag Sickness for that too. Finally, I draw my game-changer and cast White Knight. Followed up with a Knight Exemplar, I’m able to break through and reduce Liam to 0 life.
2 – 1
Round 4: vs Brian
Brian is one of the best local players, and I get paired up against him. He’s also playing a blue-white deck, but with the notable absence of Jinxed Idol and Squadron hawk. In short, the deck I was looking to draft after pack 1. He starts off strong with a turn 2 Blinding Mage, and I reply with my Squadron Hawk. I attempt to cast a Crystal Ball but it gets stopped by Mana Leak. When I cast Ice Cage on his Blinding Mage, it turns out Brian is also packing a maindeck Solemn Offering which means he can keep tapping my fliers. I bring out a Cloud Elemental to increase my beatdown, but he brings out Serra Angel. I manage to kill the Angel with Diminish, but he Mind Controls my elemental and casts Jaces Ingenuity. Unable to draw a relevant spell for multiple turns on end, I lose to his freshly-cast Harbor Serpent which islandwalks me to death.
In game 2 I start with a turn 2 White Knight, and he brings out a Silvercoat Lion. I cast a turn 3 Crystal Ball while Brian misses his third land drop. My turn 4 play is Forsee and Brian casts Wild Griffin. I reply with both a Cloud Elemental and a Squadron Hawk. Brian Foresees, and then casts a Holy Strength (sided in to deal with Ice Cage), on his griffin. I bring out a Cloud Crusader but it pales in comparison to his Harbor Serpent. Just like last time, I lose to the islandwalking monstrosity.
2 – 2
Round 5: vs Blake
We both have lackluster starts with his being a turn 3 Chandras Spitfire, and my first play being a turn 4 Foresee off of a mulligan to 6. He puts out a Whispersilk Cloak and equips his spitfire. I bring out Serra Angel which dies immediately to Doom Blade. I bring out a Scroll Thied and enchant it with Armored Ascension. I put him on a fast clock with my 5 power flier and win out handily in the air, using the Roc Egg/Jinxed Idol as a finisher.
In game 2 I start off with a Squadron Hawk. Blake resolves a turn 2 Ajanis Prdiemate, and I bring out the Jinxed Idol on the following turn, so we continue to trade guys pack and forth. He brings out a Cloud Crusader and sacrifices it to the idol, only to cast Rise from the Grave to reanimate it. He then casts a Chandra Nalaar which spells my defeat when I can’t draw a relevant spell for several turns in a row, staring at the double Solemn Offering in my hand.
Before game 3 I take another gander at my sideboard and realize that I forgot to bring in Celestial Purge. I take out the extra Solemn Offering I had boarded in previously and bring in the removal spell. Make this a note: when sideboarding, look at your entire sideboard, if you leave a card you boarded in previously in a different position, you’re liable to forger
Game 3 is where I make the biggest mistakes of my tournament, but the game starts off alright. I mulligan to 6 and play a turn 2 Augury Owl followed by a Scroll Thief. He plays a Whispersilk Cloak and then Excommunicates my thief. I reply the thied and it dies a fiery death to Chandra Nalaar. I Foresee on my next turn and he replies with a Hoarding Dragon. I Condemn the dragon and then get my Jinxed Idol/Roc Egg combo online. He is forced to sacrifice each creature he plays and then I manage to stick a Crystal Ball to improve my draws. I get in for a fair bit of damage with my bird token before it gets destroyed by a Fireball.
With the Jinxed Idol in play, the power of my Ice Cages and Pacifism is significantly reduced, but I end up needing to cast them to make him sacrifice them to the idol, with me just able to keep alive at 9 life. he has double Siege Mastodon and I have Squadron Hawks and my Knight Exemplar. With him at 10 life, I start to race with my fliers, with the notion that every pair of hawk hits I get in is another turn knocked off of the Jinxed Idol clock. However, this ends up being my undoing, as I attack with one Hawk while i’m sitting at 5 life, without realizing that he still can get in for 3 damage from an unblocked Mastodon as well as 2 from the Idol that he can give to me. Had I played differently, I would have been able to resolve Angelic Arbiter and Pacifism, which were sitting in my hand, drawn off of a Jaces Ingenuity. My notes don’t precisely describe the game state at that time ,but all I do know is that I had game if had blocked with both my Hawks.
Final Record: 2 – 3
On Jinxed Idol
This card was one that played a major role in the day, killing my opponent’s 3 separate times, and being responsible for my own demise in 2 games (I kept track on the card itself with black and red Sharpie). One mistake I made was playing it in a control style deck. This card wants to be played in an aggressive deck so that you can either pave the way for your early drops or just deal continuous amounts of damage. In order for this card to be effective, you have to be in the drivers seat, you have to be the one deciding where the game is going. Otherwise your own card will be your undoing. I want to try this card out in standard in a deck with Bloodghast for some constant damage, not only because it would be fun, but because it would allow me to put more black and red notches on my idol. Final Verdict: Jinxed Idol is a potent card, but one that should be used in a deck that absolutely warrants it. I think this deck would ideally be green-white with both the Roc Egg and Squadron Hawk interactions.
One of the things that I made sure to do about that day was to not get down on myself, quit magic, or blame bad luck. Because our game was the longest running, I talked with no less than 4 different people about how I could have played my games better. This is crucial if one is to become better at Magic, because learning from your mistakes can be much more valuable than winning all the time.
I believe it was Gerry Thompson who said something along the lines of “There are a lot of people in Magic who could really benefit from getting a good ass-kicking”. The joke was that there were maybe 7 people who this would not apply to, but I believe that everyone does need to lose really badly sometimes so that we can reevaluate how we’re playing and thinking about the game. Note that I’m not advocating punting matches for a learning experience, but if you happen to do so, try and salvage what you can from the experience.
I fully admit I made some bad plays, kept some bad hands, and played relatively poor Magic over the day, but I resolved to play more, play better, and play smarter. I’m going camping for the next 2 weekends so I’ll most likely only have a couple gams of casual here or there before returning to the tournament scene with a vengeance in early August.
As always, any comments or questions or future article suggestions can be brought to my attention in the comments field below, via email at zak -AT- power9pro.com or through my twitter at www.twitter.com/zturchan.
Until next time, Cheers,
Zak
Hello everyone and welcome to another edition of “Tales from the Prerelease”. I had the pleasure of attending 2 separate prereleases this past weekend because I just couldn’t get enough of the new core set: Magic 2011. Tomorrow is the set’s official release, and I hope you’ve got your boxes preordered to make sure you’re getting one of the nice new Birds of Paradise promos, I know I have.
Let’s look at what I opened in my other Magic 2011 Prerelease, shall we?
Zak’s Sealed Pool
Here’s the deck that I created.
This deck is very midrange, with most of the punch coming in the form of Cudgel Troll and Greater Basilisk. The double Crystal Ball ensures a steady stream of relevant spells in the later turns of the game, and our suite of removal should hopefully provide enough room for our green creatures to bash in.
One card I was not sold on at all was the Necrotic Plague, because it seemed like it would run counter to our plan of using Cudgel Troll as a main beater, but after some convincing by a friend who also opened it, I agreed to give it a shot. I also considered the inclusion of double Mind Rot, as that card is usually considered good in limited. However, I wanted to make sure that I had enough creatures to keep up a steady stream of guys.
Regarding the splash colour, I chose Blinding Mage because of it’s ability to deal with bombs. This quality made it more attractive to me than the double Pyroclasm. However, I understood that my splash colour might change in sideboarding, so I ensured I had a supply of basic lands on hand. Blue also is a potentially attractive splash, boasting Mind Control, Diminish, Mana Leak, and even Flashfreeze. I would not fault anyone for choosing one of these other colours as the splash, but the Blinding Mage is more universal while being less intense on our mana.
Let’s see how the rounds turned out!
Round 1: vs Garret
Garret is a local player who has a strange affinity for goblins. Having sat next to him during the sealed, I jokingly asked him if he was playing the Goblin Chieftan that I saw he opened. He gave an ambiguous response, and we were off to the races. The game started off slow, with the first play being my turn 4 Prized Unicorn, which quickly met its end at the hands of Garrets Doom Blade. I followed up with a Cudgel Troll, leaving green mana open for regeneration. Garret cast a Stone Golem the next turn, but I still bashed in with my troll, knocking him to 16. I follow up with a Greater Basilisk, and Garret suicides his Golem into my snake, trying to bluff a trick. In the absence of one, he Gravediggers it back to his hand, and lands an Ancient Hellkite. However, his life total is at a precarious 7, and he opts to trade his hellkite for my basilisk when I attack. He casts another Gravedigger, and brings his dragon back, but with him at 1 life now, he has to leave his dragon back to block. Once he commits more of a force to the battlefield and dispatches my Liliana’s Specter with a Chandras Outrage, he is able to attack with the dragon and burn my Blinding mage to cinders. However, I topdeck an Assassinate, and the game is over in short order.
For game 2, I board out my white splash, as well as 2 Black Knights and the Nantuko Shade. Boarding out 3 cards that want double black extremely early lets me deepen my splash, as I bring in 3 Islands, Flashfreeze, Mind Control and Mana Leak.
Garret starts off with a Terramorphic Expanse for a mountain, and brings out Runeclaw Bear and Llanowar Elves. My first play is Cudgel Troll on turn 4, and we both cast Prized Unicorns on our successive turns. On turn 5, I’m staring at Mitotic Slime and Flashfreeze. I make the greedy play and assume he will not have a turn 6 Ancient Hellkite, but he does, and I quickly die because I didn’t leave my counter mana open.
In game 3 I cast a turn 3 Cultivate, and get two Islanda because I have Mind Control in my hand. I cast Greater Basilisk on turn 4, and draw some cards with Sign in Blood on the next turn. His attempt to Doom Blade my snake is stopped by a Mana Leak. I add further pressure with Mitotic Slime, and Mind Control his only creature: a Garruks Packleader. When he drops a Yavimaya Wurm, it simply isn’t enough.
1 – 0
Round 2: vs Shane
I start this round off with a mulligan to 5, and he puts out a Goblin Balloon Brigade enchanted with an Unholy Strength. Although Quag Sickness takes care of the ballooners, I’m quickly facing down a Juggernaut, with no removal to stop it. I manage to put out a steady stream of blockers but he eventually Fireballs my last blockers and steamrolls me to death with his war machine.
I board in Naturalize, Solemn Offering, and another plains to take care of both his auras (ideally as a combat trick) or his Juggernaut. The game starts off in an eerie fashion, with both of us having turn 2 Black Knights and turn 3 Lilianas Specter. He resolves a Royal Assasin which puts a hamber on any offense I could possibly mount. However, his Juggernaut does not get to go on the rampage that it did in game 1 due to my Naturalize, and I resolve Cudgel Troll, Giant Spider and Greater Basilisk to act as a solid defense until I can draw removal for his assassin. He eventually casts Act of Treason on my troll, and I respond by putting a regeneration shield on it (all that my mana would allow). He attacks with it, and then uses both the Assassin’s ability and an Assassinate to do away with the regenerating troll. Just in time, I draw my own Assassinate to kill his source of removal. When Shane starts casting spells like Barony Vampire and Unholy Strength in the late game, my more powerful cards like Mitotic Slime and Garruks Packleader begin to dominate and clinch the game for me.
After seeing the assassin, I actually board out my extra white and bring in the blue package, hoping to Mind Control or counter the assassin, while leaving Naturalize in to deal with his artifacts and auras. In game 3, he starts of slow with an Elixir of Immortality, and missing his 4th land drop. I however, have no such problems as I Cultivate into a Cudgel Troll with regeneration mana open. Shane does have his Royal Assassin, but I’m more than happy to Mind Control it. We each build up creatures until Shane decides to wipe the board with a Destructive Force. However, I am able to rebuild my mana much easier than shane does, and I bring out a Greater Basilisk in only a few turns, which does in Shane, who’s still struggling for land after his board wipe.
2 – 0
Round 3: vs Atilla
I start off with a Black Knight, and cast Necrotic Plague on his Cyclops Gladiator, trading in my knight. I cast my Greater Basilisk on turn 5, which looks quite impressive compared to his 5 drop: a Serras Ascendant. He does resolve an Earth Servant as a 4/9, but when my team grows to include another basilisk and a Lilianas Specter. When he starts to hit a bit of a mana glut, I capitalize and win out with my team.
In game 2, I board in my blue package again, including the Diminish. While my start is pretty lackluster with a Black Knight, Cultivate, and not much else. Atilla pumps up a hasty Vulshok Berserker[/card[ with Holy Strength and then brings out [card]Earth Servant. Unable to draw a Greater Basilisk, he is able to attack me down to 5 and finish me off with a Lava Axe.
Game 3 is all me as I play Black Knight followed by back-to-back Lilianas Specters. His lone Vulshok Berserker simply doesn’t do enough when I bring out a Garruks Packmaster as well, and he dies to my team when he cant mount a defense.
3 – 0
Round 4: vs Matt
I’ve heard rumours of Matt’s supposedly unstoppable deck, so I’m a little bit anxious going into the round. He plays a turn 3 Cultivate and casts Acidic Slime on turn 4 to screw me out of green mana. I’m able to play out Lilianas Specter, Black Knight, and Necrotic Plague, but soon my hand becomes clogged with uncastable green spells. Matt brings out a Fauna Shaman and tutors for a Sun Titan. To add insult to injury, he equips it with a Sword of Vengeance, and pretty much wrecks me.
I board in the blue package again, hoping to counter his bombs before they start to affect the game too much. He Cultivates again on turn 3, and brings out a turn 4 Garruks Packleader. I am able to resolve a Cudgel Troll and Mana Leak his Sun Titan. However, he has double Pacifism for two of my blockers and I die off in short order.
3 – 1
Round 5: vs Liam
Liam starts the game off with a Goblin Tunneler, and follows it up with a turn 3 Manic Vandal. I resolve my Prized Unicorn on turn 4, but he replies with a Sword of Vengeance. However, a draw of double Greater Basilisk is able to stave off his weaker creatures, even the ones who wield the sword. He ends up being stuck on 4 lands, which is hard with the sword’s equip cost of 3. When I bring a Cudgel Troll to the battlefield, he can’t defend himself and quickly keels over.
In game 2 I get a turn 3 Crystal Ball, which I follow up with Blinding Mage. He casts Reassembling Skeleton and Diabolic Tutor. He plays his tutored-for Sword of Vengeance and throws it on a Child of Night for a commanding presence. However, the mage makes the sword almost useless, and I manage to Assassinate his 4/6 Earth Servant. When I bring a fighting force of Nantuko Shade, Garruks Packleader to the battlefield, he can do little as all his threats are either locked down or destroyed.
Final Record: 4 -1
My X – 1 record nabs me half a box worth of store credit, and second place in the tournament. As before, here’s my segment on my top cards of the day.
Top Cards
Crystal Ball
Although not mentioned in detail during my match analysis, this card has proved itself to be amazing. If you can resolve one early, your card quality becomes simply amazing compared to your opponent. You almost never hit a dead draw and can dig very effectively for answers or lands of a particular colour. If you’re digging for a specific card, you can scry at the end of your opponent’s turn and during your own upkeep to dig 4 cards deep before drawing for a turn. The fact that such library manipulation is staple to a colourless card is also noteworthy, as it can give green and red decks that traditionally have little card manipulation the power and consistency that they need as the game progresses to the later stages. I can easily see this card getting picked within the first 3 picks in a draft, and it should be played in every sealed deck you open it in.
Greater Basilisk
Maybe it’s the fact I had 3 of these guys, but they served me admirably throughout the course of the game. They provide both an excellent offense when against a walling opponent, and can defend against most of the formats ground-based creatures without risking their life. When building my deck I had doubts about how good they would prove to me, but rest assured, my fears have been assuaged. I’ll always be happy to have this guy an in any green deck, as he makes your opponent’s gameplay extremely difficult.
Cultivate
While many players originally thought this card was amazing, there are some who don’t realize how ridiculous this card is. Not only does it ramp your mana and ensure that you make a land drop on the text turn, but it helps you fix mana for both splashes or double colour commitments easily. This card is the absolute nuts, and is one of the most potent 3-drops that green has.
That’s it for now, stay tuned for next week when I go into detail about drafting Magic 2011, and a I launch a video series of my exploits on Magic Online. If you want to contact me, email me at zak -AT- power9pro.com or sound off in the comments below.
Cheers,
Zak
Hello everyone, and welcome to another edition of “Tales from the Prerelease”. Today is the first of 2 reports form the Wizard’s Comics prereleases, so stay tuned tomorrow for another one. I hope everyone enjoyed their first taste of Magic 2011 (I know I did). This core set is one of best core set’s ever, and I truly enjoyed playing limited with it. Without further ado, let’s see what awaited me in my sealed pool.
Zak’s Sealed Pool
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And here’s the deck I built:
Zak’s Sealed Deck
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This deck has an aggressive edge to it, chiefly because of the 3 Garruks Companions. Note that I’m normally not a huge fan of the card, but the potential to have a reliably aggressive base green deck was tempting, so I tried it out. This deck has some mid-game flier that keep up the pressure, and has a solid late game with Mind Control, Sword of Vengeance and some fatties to see it through to the end. The white splash gives us 2 solid removal options, as well as another quality flyer to get in for damage when we need to.
Round 1: vs Wilson
I started the first game on the draw, and quickly cast a Garruks Companion. Unfortunately, he hits a turn 3 Lilianas Specter making me discard a card. Unfortunately, I don’t draw land on either turns 3 or 4, and he bolsters his army with the likes of Juggernaut and Vulshok Berserker. When I do hit my land drop, I drop Augury Owl and Sacred Wolf, but they simply can’t stand up to Wilson’s bomb: Inferno Titan.
Game 2 is more even with me getting out a turn 3 Garruks Companion, met again by Lilianas Specter. I get a devastating turn 4 Juggernaut which outclasses Wilson’s play of Arc Runner. A Foresee on my turn lets me dig to ensure my continued stream of spells, and I cast Pacifism on his Specter to ensure that my Juggernaut gets through. When Wilson doesn’t have an answer to my extra 3 points of damage in the form of a Giant Growth, he packs it in and we go to game 3.
Although i’m on the draw, I accelerate quickly with a first-turn Llanowar Elves. Wilson’s drop is just as good, and he casts a Ember Hauler. I play a forest on turn 2, and leave Giant Growth up rather than casting the Gargoyle Sentinel in my hand, because I want to ensure that I get out a turn 3 Giant Spider. He plays a Goblin Piker and, in a moment of confusion, attacks his hauler into my spider. It turns out that he had forgotten that damage doesn’t stack anymore, and admitted his play mistake may have cost him the game. We escalate the size of our armies with me casting a Garruks Companion and a Duskdale Wurm, and him bringing out a Howling Banshee and a Juggernaut. When I finally draw Sword of Vengeance and slap it on a Garruks Packleader, Wilson extends the hand.
1 – 0
Round 2: vs Jordan
I start the second round on the play with my aggressive start of a turn 2 Garruks Companion. He drops a Bloodthrone Vampire on his turn, and follows up with Blinding Mage. He Unsummons my 3/2 beater when I swing with it, but I Negate it, intending to capitalize on his lack of a fourth land. He eventually casts a Stabbing Pain on my companion, which I quickly replace with a Giant Spider. He casts a Cloud Elemental in an effort to break through, but another Garruks Companion shows up to make his potential attacks unprofitable. When he does draw his 4th land, he taps his mage to tap my 3/2, and then Assassinates it. He casts a Gargoyle Sentinel and an Assault Griffin. I start to gain advantage by bringing out my Sword of Vengeance, and equipping it on my third companion. A Juggernaut takes out his Gargoyle, and I cast a Spined Wurm. We eventually make it to a board position where if I draw a creature, I win by giving it haste with the sword, and I pull out the Assault Griffin to win a very evenly matched game.
In game 2 he gets a slow start while I come racing out of the gates with a Blinding Mage, Llanowar Elves, and Gargoyle Sentinel. His first play is a turn 5 Serra Angel, but when I draw my Sword of Vengeance, he has to make some suboptimal blocks to stay alive. When I cast Foresee into a Pacifism for his Azure Drake, he scoops up his cards.
2 – 0
Round 3: vs Adam
Having scouted Adam (and the rest of the 2-0 bracket) earlier, I knew he was packing a red-white-black deck with Day of Judgment, Fireball, and double Corrupt, so I came in expecting almost all my cards to hit some sort of removal. I get a solid draw of Garruks Companion and Sacred Wolf on turns 2 and 3 respectively. He casts Quag Sickness on my 3/2, and brings out a Howling Banshee which trades for my Juggernaut. After a timely Mind Rot to empty my hand, he brings out an Inferno Titan to do me in.
Because so much of Adam’s removal was damage-based, I sideboarded in my Leyline of Vitality, thinking it might help me out. I get a turn 2 Garruks Companion followed again by Sacred Wolf, which trades with his Blinding Mage. However, when I cast Azure Drake, he wrecks my board with his Day of Judgment. My last 2 cards get Mind Rotted away, and he keeps up the pressure with a Nantuko Shade. When I topdeck the useless green Leyline, I extend my hand.
Let this be a lesson to everyone. Do not play Leyline of Vitality. Seriously. It only works when you have creatures out, and in order to get decent value it needs to be in your opening hand, or you have to have a sizeable army. In retrospect, I would have been better off with another creature.
2 – 1
Round 4: vs Lorenzo
Lorenzo is one of the best local players, who usually only comes to big events. Having beat him in the Extended PTQ this year, I’m sure he was out for revenge. I start off strong with a Llanowar Elves and an Augury Owl. The vast improvement of this Owl over Sage Owl becomes apparent when I ship no less than 3 forests to the bottom of my deck. We trade guys for a while until I land a Juggernaut. Lorenzo offered the trade by blocking it with Barony Vampire, but I had the Giant Growth to ensure my war-machine could keep on wrecking the place. When I had the Pacifism for his last chump-blocker, my Juggernaut was able to steamroll its way to victory.
In game 2 we both start slowly, with a turn 3 Crystal Ball for Lorenzo, and a Sacred Wolf for me. He casts Nether Horror to follow up, but I land a Sword of Vengeance and equip it to my troll-shrouded wolf. Lorenzo scrys with his Crystal Ball at both the end of my turn and on his upkeep, putting all 4 cards on the bottom of his library in the hopes of finding an answer. He tries to cast Chandras Outrage on my Yavimaya Wurm, but it gets countered by my Flashfreeze that was brought in from the sideboard. Eventually, my Wurm arms himself with Akroma’s sword, and he destroys the last few points of Lorenzo’s life.
Final Record: 3 – 1
My record is enough to get me 12 packs of M11, which I take in store credit, and I play several games of Legacy afterwards against Lorenzo’s brother, Marcel, to cap off a great prerelease.
I’ve decided to start a new segment to increase the amount of analysis in my tournament reports. I’m going to cap off each report with a list of “Top Cards” of the day, including how to best play them. Note that I will not include any obviously bomb rares in this segment, because we all know that Sword of Vengeance is the nuts.
Top Cards
When this card was originally printed in Future Sight, it was one of the most effective card drawing spells at the time. Sure, Tidings may have gotten you three cards for only 1 mana extra, but being able to sculpt your next few turns while accruing card advantage is what made Foresee see a fair bit of constructed play it its heyday. The 4 mana sorcery is not only back, but it’s better than ever in Magic 2011 limited. If you can set up a reasonable defense that can hold your opponent back one turn, say something like a Giant Spider, then you can use Foresee to ensure that your deck doesn’t falter as it progresses into the late turns of the game. Having a defense of some sort is important, because if you don’t draw into something insane, and you haven’t augmented your board position, casting Foresee can be a losing proposition. Of course, if you have no other plays, or plays that you do have would be suboptimal, Foresee is still a fine 4-drop, but realize that you’re giving your opponent another turn to both swing in at you and strengthen their forces. However, Foresee played an all-star role in my sealed deck, digging for my bombs and putting lands on the bottom that would have been blanks.
Maybe I’m biased because scry is my favourite mechanic, but Augury Owl is head and shoulders above its Sage counterpart from Magic 2010. This 2 drop flyer makes it possible to keep marginal hands that contain disproportionate amounts of land, with an overall effect similar to Serum Powder. A 1/1 flyer is also not something that should be overlooked, as this owl trades with Liliana Specter and Stromfront Pegasus extremely nicely. With all the advantage that scry gives you, taking out an opponents 2-drop is one of the most satisfying plays you can make with this little bird.
Sacred Wolf is a card that shone brightest when I equipped it with a Sword of Vengeance, but all day it had a solid role in helping my deck “get there”. Comparing him to the underplayed Mist Leopard in M10 limited, Sacred Wolf not only provides a decent offense that is immune to the likes of Blinding Mage and Royal Assassin, but the fact that it has shroud means you can get some extremely high value out of it. This guy trades with cards like Juggernaut all day, meaning that he is a card that you should really never be unhappy to run. In the absence of a Sword of Vengeance, this guy will pick up a Warlords Axe and beat in until your opponent finds a guy to block it. Paired with a suite of solid removal spells, Sacred Wolf is a card that helped me greatly when my opponent’s needed to cast their removal spells to try and reclaim a match.
That’s it for today, I’ll have another one of these articles up tomorrow. As always, feel free to contact me via email at zak -AT- power9pro.com or via the comments section below. If you think you’d have built the deck differently, tell me what you’d have played. This pool had some tough decisions to make, so I may have made some wrong calls, but that’s part of Magic. I’m sure that as the set becomes played with more, we’ll know exactly what cards are limited all-stars and which ones are duds relegated to the realm of proxy fodder.
Until next time, Cheers!
Zak
The Prerelease was very eventful. I started with draft, and first picked Joraga Treespeaker because to me green seems like the most powerful color in Eldrazi limited. My second pick was Ondu Giant, and once third pick came around I knew it was a Prerelease: Ulamog, the Infinite Gyre was in the back of my pack. From there I got a few Smite, an Oust and Guard Duty to combat the Eldrazi. I ended with two Skittering Invasion, Artisan of Kozilek, a bunch more ramp in the form of two Overgrown Battlement, two Joraga Treespeaker and Growth Spasm. My back up plan, if I wasn’t ramping into a turn 4 Ulamog, the Infinite Gyre was just beat down. Dawnglare Invoker and Wildheart Invoker were absolutely ridiculous. Needless to say I went undefeated in four rounds of swiss.
What I took from the draft were top five picks for commons and uncommons in each color:
White:
3. Oust
5. Guard Duty
Dawnglare Invoker breaks through stalemates, flies, and makes an aggressive strategy viable. It is how you can stop those blasted Eldrazi from attacking with Annihilator, and making the green decks unable to ramp with Joraga Treespeaker and Overgrown Battlement, so tap them down during their upkeep. I honestly feel that Dawnglare Invoker might be the most important limited card in this format.
Knight of Cliffhaven is the best aggressive creature in white. You could probably make an argument for Caravan Escort, which I might switch out for later down the road, but I have a feeling that Knight of Ciffhaven flying over early turn walls, and being out of Last Kiss and Staggershock range is more important.
Oust is amazing at dealing with Eldrazi, fully leveled creatures, early ramp creatures, creatures with Totem armor on them, and pretty much everything. It is the best soft removal white has, and might edge up to second place down the road.
Kabira Vindicator has a huge toughness, and makes your Eldrazi spawn relevant attackers. He sits out of Flame Slash range very quickly, and hard even to kill with Induce Despair.
Guard Duty is an interesting choice for top 5 but I think if you don’t have an answer for an Eldrazi you should pretty much scoop em up. It does combo well with Grotag Seige-Runner, which is kind of cool.
Smite and Hyena Umbra are both honorable mentions. Perhaps even Demystify as there are a lot of important enchantments.
Blue:
1. Regress
3. Narcolepsy
4. See Beyond
Regress is tempo setter, combat trick, Totem armor disruptor, level resetter, and a catch all card for blue. It’s 2U casting cost is easily splashable and a great first pick for blue.
Enclave Cryptologist is a looter in a bomb oriented format, with “haste” on turn two after playing her on turn one. She eventually becomes a straight up Archivist and is incredibly powerful. Also fairly easy to splash as you only really need one island.
Narcolepsy is an answer to an Eldrazi hitting board. Also punishes Totem armor on creatures, and all around locks a creature out of the game.
See Beyond is like a looter effect but allows you to shuffle your unwanted Eldrazi spells in the early hand back into the library for later use. It helps dig to your key spells, which blue will usually be a support color due it’s weak creatures and spells.
The only reason Domestication is in over Hada Spy Patrol is because it needs an answer for Dawnglare Invoker. The power of Dawnglare Invoker is really that large.
An honorable mention is Sea Gate Oracle, as he might be better than See Beyond in certain decks, but probably not most.
Black:
3. Vendetta
Black is a difficult color to rank due to its tremendously underpowered spells. It has a couple good removal pieces, but really lacks in good creatures. It mainly excels in its bombs at rare/mythic rare status. Nirkana Cutthroat is the most efficient black creature the color has. Probably the next creatures in line are Zof Shade and Null Champion which isn’t saying much. It isn’t bogged down by big walls due to it’s Deathtouch, and it can trade with big ol’ Eldrazi when it is on defense.
Induce Despair is a bit situational due to the creature needing to be in the hand clause. With an Eldrazi in your hand, it doesn’t make it such dead weight. Also, it gets around Totem armor by giving the creature -X/-X instead of dealing damage.
Vendetta is good at killing little creatures at instant speed in response to leveling or even Totem armor. It might not be better than Induce Despair the more I play, but I like where it is positioned right now.
Suffer the Past is an interesting variant on X spells. It can certainly end games pretty quickly, and at instant speed to boot. Right now I like this card a lot, but it may drop over time, I’m slightly on the fence, but I like it a lot.
Bloodrite Invoker is an invoker that ends the game very quickly. Like most invokers, they are great in stalemates.
Black isn’t a very deep color at all, with very little variance in their spells and not a lot of tricks, just rares that are very color specific and incredibly powerful.
Red:
1. Flame Slash
2. Staggershock
4. Heat Ray
Flame Slash kills nearly everything in the format. I like Staggershock as a burn spell a lot too, but I think what it doesn’t kill is really annoying, although both are tremendously powerful. Staggershock can hit players where Flame Slash cannot. Creatures have bigger butts in this format.
Brimstone Mage is a tank. He gains a formidable power and toughness, and decimates creatures and opponents. He might be the best pinger of all time.
Heat Ray with a lot of mana can kill nearly any creature at instant speed. It also deals with bigger Eldrazi later in the game. It can be nearly any size and doesn’t take a lot of red mana investment. Very splashable.
Traitorous Instinct grabs Eldrazi, and clears the way of blockers. It is a Threaten that can put some serious pressure on the opponent. I like it a lot.
Green:
3. Pelakka Wurm
Joraga Treespeaker ramps you so incredibly quickly, and you never even have to level it past the first level. The way it comes down on turn one and recycles the level investment you put into it the next turn by producing GG is remarkable. Five mana on turn three with only one spell played. The beauty of levelers.
Beastbreaker of Bala Ged is aggression and efficiency all in one. Tramplers are important in a format of chump blocking. Also, being able to dish out four damage to terminate walls is incredible.
Pelakka Wurm is a tremendous creature, with usefulness after usefulness. The 7 life and the 7/7 body gives you a great stabilizing card. The trample gives you aggression. The card lets dig to more spells after it hits the graveyard. It is the dream wurm for green.
Wildheart Invoker makes creatures into huge attackers with trample. They way he breaks stalemates is phenomenal. Even a lousy Eldrazi spawn can become a 5/6 trampler. A four mana, 4/3 is also nothing to scoff at. Wildheart Invoker is astounding for green to punish the opponent with.
Kozileks Predator makes two additional eldrazi spawn tokens when he enters, which allows for ramping, and blocking. The beauty of him is he is a 3/3, so he is fairly aggressive, and he creates board presence very early.
Rise of Eldrazi is an interesting draft format for sure, but unfortunately it isn’t very exciting. I can’t wait for M11 now. After a few drafts I feel like certain colors have little to no depth, and others just have everything. Also, losing to an invoker is probably the most common death.
Happy earth day!
Tilt n (tlt): a state of mental confusion or frustration in which a player adopts a less than optimal strategy, usually resulting in the player becoming over-aggressive.
I hate it when poker terms bleed out into real life situations. I cringe anytime someone (including myself) says that they were “all-in” on something that isn’t a no-limit pot. I have to actively restrain myself from whipping out my pimp-hand when someone says something is “the nut,” but there’s just no better way to describe being tilted other than to say you’re on tilt, and having to admit that I’m on tilt when I am only makes me tilt harder.
I haven’t picked up a magic card in nearly two weeks because I’m on tilt. Hard.
That statement isn’t entirely true, because some friends and I team drafted at a hip bar in Boston a couple of weeks ago; I wasn’t happy about it, but I thought having some fun with magic might help my issue.
This all started after I had been killing it on Magic Online last month. After my online PTQ top 8 things had been steady, I was winning a bit but drafting a bit and not winning so everything kind of offset. Then I won a limited premiere event and my account was actually pretty respectable. I already had JUND built online so I really didn’t need to invest in anything, I could just pay entry fees to try and build the account to what I envisioned as a most ludcrious state by “going infinite” in daily events.
It had also been my goal since I got into MTGO to participate in a Magic Online Championship Series Event, something you have to qualify for by winning events online and earning points. In march after just a few days I had 11 out of the needed 15 points to participate; three weeks later I was holding steady at 11, the season over and my account nearly zeroed out of packs and tix.
This alone is enough to piss someone right off, but this is just the end to justify the means. The path that I took is what drove me into a downward spiral of Anger, Fear and Aggression: The Dark Path.
Anger. Don’t think you’re better than the game:
Magic is a quick game, often times over within 8 turns for each player. With so many fast decks out there the game can end even earlier. A lot of times when we lose there was something we could’ve done to win, but sometimes you just lose. If, after a loss, you open your mind to the idea that losses are inevitable you can avoid tilting.
But if you’re really angry about a loss, instead of jumping in another 8-man queue, go watch your games and see if there was any other play you could’ve made.
Fear. Don’t make stupid decisions because you are afraid to lose, these will only make you madder:

I have bad decisions tattooed on my arm; no joke. A lot of these were life decisions, but damned if I wasn’t sitting in that chair thinking about how it applies to my card career too. When you know you’re playing against vampires and you keep a hand with NO removal even though it’s a “good matchup” and you lose, it’s easy for someone to say “you can’t be mad, you decided to keep a bad hand.” SCREW that. You just did a stupid thing, and it’s infuriating. Most of my losses to vampires and allies are because I kept a hand without removal despite knowing my matchup and knowing I boarded in extra creature kill. And when I do this it only serves to piss me off, even if my mana was tight.
Aggression. Don’t reload:
I used to play a bunch of poker and when I was running bad I knew to just do something else. I have plenty of hobbies I can do something else with my time. I find it a lot harder to walk away from Magic because it’s such a proving ground for me. It’s the first card game I’ve played that I haven’t been able to excel at. So when I start losing it’s harder for me to not jump in an 8-man queue with 6 people in it or a Daily event that’s firing in 10 minutes.
I’ll harken back to the definition of Tilt I posted above and how it mentions aggressiveness. I most identify this with being too aggressive with your actual iterations of playing. If you’re angry and you are losing, just stop reloading beacuse even if you win a game or two, is it really going to pull you out of tilt, or is it going to make you reload again? It’s like false positive reinforcement, yeah that didn’t go so bad but when you find yourself still in your swoon you’re going to be up ranting and raving on facebook chat to your friends about how bullshit you are at yourself for keeping 6 lands and a bloodbraid elf.
That ranting and raving thing is a true story, only it happened on Gmail chat. I went through about 80 tickets in three days trying to qualify for the MOCS, and when I clicked open the Magic Online store to bust into my paypal account I had to draw the line and unplug my laptop. I like to pride myself on being a pretty cool customer, almost completely unflappable, but we all have weaknesses and as much of a gracious loser I think I am, I HATE losing; it bends me out of shape.
So I’m Magic Free for two weeks, even though I am a bit regretful that I cannot attend any Rise of Eldrazi pre-releases. I really enjoyed posting my pools from the Worldwake prereleases and writing about them for power9pro but I have an engagement with another card game that I must attend, and to be honest I don’t think I’m ready to strap back into a magic seat yet. I’m still pretty frustrated with myself for allowing my account to go nuclear instead of playing some xbox or reading, but I need to open myself up to the fact that playing for the sake of playing isn’t going to make me a better magic player. I’m going to sit back down when I really want to give it a stab… or on Sunday when the first standard PTQ online fires.
Mike Gemme
Bobbysapphire on MTGO
So, everybody wants to be a Figure of Destiny.
I just spent a week down in my favorite city in the world (New Orleans) and on my shaky flights home I took notes on an article I’ve been meaning to write since I landed this gig at p9p. However, when I got home and punched “Daily MTG” into google for the first time in eight days and found the Rise of Eldrazi visual spoiler and some crazy new mechanics, I knew that I’d once again have to shelve that other article and talk about power levelling.
So far we’ve got three Light Warriors who can level up at will (well, sorcery speed will):


It’s pretty tough to analyze these guys after only seeing three of them, but their rarity speaks to me a bit. One mythic, one rare and one common; there will likely be a fair number of these guys in the set, maybe 2-3 per color.
I think the major thing to consider about this mechanic is how exactly to play it (even before we consider how good this mechanic really is or isn’t). For example, take a look at Guul Draz Assasin. When are we playing this guy? Play him on one, level him up maybe on 2, then on 3 you level him up again and make their 2 drop -2/-2. That’s obviously one streamlined option, but does this guy get worse if you can’t play him on turn 1? Maybe not. Turn 3 you can play him and pump him once, then on turn 4 you can pump him again and still have the option to make a guy -2/-2 which can make combat really tricky that turn if they can’t kill him. The main question we need to ask ourselves at this point is how does our board look? Is a casting cost of 2BBB worth it to have a 2/2 that can run shop on the board?
What this mechanic really is, is “slow-kicker.” The fact that the rare ones seem color-intensive could make things really problematic, but the common Knight of Cliffhaven (anybody else thinking of Cliff Claven?) levels for three colorless mana, making him a much better limited card even if his level up cost is pretty expensive. We’ve seen 2/2’s for 2cc go a long way in limited over the years, and we’ve seen 2/3 flyers do pretty well too. But a 2/3 flyer for 5 mana? Eh. If your curve falters it’s fine, and if you’re really struggling to stop a flyer he is obviously very handy, but really I think most times this guy is going to be a good limited staple (since we’re drafting triple ROE) for white but no real practical constructed application.
This mechanic gives us a new template which is cool if not fugly, and I think the power level of the rares will be the deciding factor on whether or not these guys can hang in constructed standard, because I’m sure some will be usable in block.
Dennis Rodman plays magic?!
Rebound is the only new mechanic with the potential to do really unfair things. This is what we have so far:


Right now we only have things that are pumps, which is fine because so far they’re both forms of removal that are really good when you play it on your opponent’s turn and rebound it on your turn.
I don’t think I really have to go too in depth into this, as it’s pretty obvious that if you can block, play Preys Vengeance to go +2/+2 to kill a creature and keep your guy alive, rebound into your guy being +2/+2 again and attack in bigger than anyone on the board you’re going to be looking pretty good. Same with Virulent Swipe, you can play it on defense to force a trade and then swing in the next turn with someone else and make them trade with you again or take some damage. It seems like a good way to make use of a guy who has become outclassed by the other creatures on the board.
It’ll be interesting to see what else they do with this mechanic. The two cards we have are uncommon so I wonder if there will be just one uncommon Rebound card in each color that’s some form of pump. It’s easy to assume that the white card will give us lifelink and the blue card will give us flying, but maybe R/D will be a little more inventive than that.
But it would be really cool if they gave us real board changing cards with rebound. Like a blue card that bounces a creature, a black that kills, a red that burns etc. It is a really cool, strong mechanic that doesn’t seem TOO powerful.
I’ve already said something on totem armor in the power9pro spoiler article two weeks ago, but this new card is exactly what I was looking for to think that this mechanic has potential:

First strike is one of the most powerful of the most used keywords on creatures. It can absolutely rule combat, so casting Hyena Umbra to give a guy +1/+1 and first strike and “Regenerate for free” makes this a nifty little power package at a very, very low cost. Kindled Fury was one of my absolute favorite cards in M10 draft and won me many a pack on MTGO, this card reminds me of that. And, since it’s white I like it as a card that can make Knight of the Reliquary even better. I’m interested to see what the other colors with this mechanic have to offer, especially at such low costs.
The only other new mechanic is Annihilator and I think it’s pretty obvious that it’s one of the most powerful Mechanics magic has ever printed. Obviously it’s main hindrance is that none of the cards it’s printed on cost less than 8, nor do they have haste, so you’re not going to be Annihilating anything without great effort.
There’s also a little something going on with Defender, but that’s not exactly new or exciting, just that they’re getting really into defender for this set, which (with apologies) doesn’t excite me whatsoever. Though this card was spoiled today by WOTC:

That’s it for me, I’m always excited about new cards even if I’m not excited about their constructed applications. I’m hoping we get a lot more out of rebound and some interesting Level Uppers in all the colors, until then I’ll be cascading.
Mike Gemme
BobbySapphire on MTGO
mike@power9pro.com
PS: here’s a link to the WOTC Visiual Spoiler, check it often.
When I applied to write for Power9pro.com I highlighted the fact that I attended drafts pretty often and would be glad to write about them. One of the local stores has draft FNMs as well as a draft every Tuesday night as well. But with LOST moving to Tuesdays and trying to factor in dating with PTQs every saturday, my draft nights have been few and far between.
One of the great things about Magic Online (MODO from here on out) is it’s super easy to get in a draft. UNLESS those drafts happen to be the 64 man release event drafts. Those you have to sign up for days in advance. I haven’t had a chance to do one of these since I top 4′d an M10 64-man. What a top 4 in these events does is qualify you for the set release championship. It’s a sealed tournament where first place is a foil playset of the new set. Not bad. So my ultimate goal was to qualify for this. And being on a hot run of limited lately, I thought my chances were pretty good.
I had monday off so I spent it running errands and cleaning my apartment and playing MODO. I kind of got sick of that so I started playing xbox. I did this thinking I had all afternoon free b/c I signed up for the 8pm 64-man draft. Only I didn’t, I signed up for the 4pm. So when I got up to check my email for a second and saw the MODO tab blinking I was pretty pissed. Luckily I only missed one pick. I didn’t have my draft recorder set at the time (reformatted my CPU recently) but I can only imagine what I passed someone for the very sweet autopick of Soaring *Bleeping* Seacliffs.
Already disenchanted, I did my best with what I could scrounge up and ended up Red/Black with 2 plated geopede, 2 corrupted zendikon and light black removal. I had to pass 2 searing blaze because I was extremely low on creatures. I did end up with chain reaction, which I figure would get me back into games I was behind, but I only drew it once and I never cast it.
I never had to. I went 2-0, 2-0, 2-0 winning my pod and top 8ing.
Here’s the deck I ended up with. It’s missing a card but 3 of my game replays from the first pod were missing and whatever the card is, I never ever drew it in those three games.
Notable sideboard cards were Mind Sludge, Mire Toll and Bog Tatters. I don’t pick mire toll early, but it can deal with a guy who is otherwise undealwithable.
Now a few words about my personal feelings on Zendikar Block Limited.
-I really, REALLY like blue. All it’s good creatures are excellent. They have a lot of tricks with bouncing and tapping down and paralyzing. Vapor Snare might be the best non-rare in limited right now.Everything they do is really strong but you have to stay aggressive with them. I think that UB or UR are exactly what I want to be seeing and while I’m not willing to force it, I feel like if I can get blue even if it’s UW I’m going to be happy with having the chance to play into the top 4.
-I think white is really strong, but I don’t ever know what to couple it with. I’ve never been able to pull off mono white but I think if one could pull that off it’d be pretty awesome. White has some great stuff and I’d e happy to open any white.
-Unless I’m mono green I don’t really want anything to do with it.
-Above all else, I want to open Ob Nixlis he is the card I pray for every time I queue a draft or sign up for a sealed.
The draft converter software online does not come out well on our webblog here so I’m pasting the good old MODO converter text below so you can check out my picks with commentary!
Pack 1 pick 1:
–> Ob Nixilis, the Fallen
Piranha Marsh
Sky Ruin Drake
Journey to Nowhere
Makindi Shieldmate
Caller of Gales
Mark of Mutiny
Bladetusk Boar
Needlebite Trap
Grazing Gladehart
Desecrated Earth
Cobra Trap
Forest
Cliff Threader
Turntimber Grove
1 – I barely looked at the rest of the pack and saw I was sending Journey and mostly junk. I don’t like BG so I didn’t care about the gladehart, but I do like Black with any other color and wanted to be cognizent of what was shipping. Ob Nixlis is my favorite first pick. He’s the guy I pray for every time I start a draft. I even joked to my friend Andy about likely passing him in the first draft when I missed my pick.
Pack 1 pick 2:
Ruinous Minotaur
Slaughter Cry
Blade of the Bloodchief
Joraga Bard
Stonework Puma
Feast of Blood
Scythe Tiger
Akoum Refuge
Mire Blight
Sunspring Expedition
Paralyzing Grasp
–> Mark of Mutiny
Pillarfield Ox
Mountain
2 – This pack blows. My options are paralyzing grasp, mark of mutiny, stonework puma, slaughter cry or blade of the bloodchief. Forcing vampires is hard, so blade and feast of blood are off the table. I narrow it to mark and grasp, I’d really like to be UB but I don’t want to force it and I take the mark.
Pack 1 pick 3:
Ior Ruin Expedition
Swamp
–> Disfigure
Pillarfield Ox
Explorer’s Scope
Punishing Fire
Trapmaker’s Snare
Vampire Lacerator
Kor Hookmaster
Bala Ged Thief
Brave the Elements
Sky Ruin Drake
Timbermaw Larva
3 – I don’t like lacerator much and it’s not nearly as much a signal as disfigure, as disfigure rules combat so well. For disfigure to get 2 packs to the left means I should have no problem getting enough black to justify my bomb.
Pack 1 pick 4:
Seascape Aerialist
Noble Vestige
Merfolk Wayfinder
Tempest Owl
Shatterskull Giant
Spell Pierce
Zektar Shrine Expedition
Hedron Scrabbler
Plains (FOIL)
–> Giant Scorpion
Bloodghast
Swamp
4 – I go back and forth on this pick quite a bit and I actually originalyl almost slam-clicked bloodghast. Bloodghast is fine but like lacerator gets outclassed quickly so I take the scorpion who is usually a great piece of removal.
Pack 1 pick 5:
Kabira Crossroads
Mold Shambler
–> Windrider Eel
Goblin Ruinblaster
Hagra Crocodile
Graypelt Refuge
Cliff Threader
Soaring Seacliff
Island
Oran-Rief Recluse
Teetering Peaks
5 – It could be wrong but I took the presence of EEL to be a signal. Eel is great if they don’t have removal and can end games on his own. I really would like to be blue over any other color so I slam this down figuring the croc will wheel if I really want it.
Pack 1 pick 6:
Swamp
Unstable Footing
Beast Hunt
Cancel
Quest for Ancient Secrets
–> Bog Tatters
Shieldmate’s Blessing
Crypt of Agadeem
Slaughter Cry
Kor Outfitter
6 – Even if I’m not playing black this guy blocks big guys well and is a force to be reckoned with when turned sideways.
Pack 1 pick 7:
Vampire Lacerator
Highland Berserker
Landbind Ritual
Vastwood Gorger
Harrow
Trailblazer’s Boots
Kor Cartographer
Island
–> Whiplash Trap
7 – Another tough one, again I don’t like lacerator and though my deck isn’t aggressive right now, I don’t expect it to stay that way and I windmill slam one of my favorite cards in the format.
Pack 1 pick 8:
–> Goblin Shortcutter
Plains
Desecrated Earth
Caller of Gales
Spidersilk Net
Caravan Hurda
Trailblazer’s Boots
Narrow Escape
Pack 1 pick 9:
Piranha Marsh
–> Sky Ruin Drake
Caller of Gales
Needlebite Trap
Cobra Trap
Forest
Turntimber Grove
9 – one of my favorite blue cards, should be called Stabilizer Drake.
Pack 1 pick 10:
Scythe Tiger
–> Akoum Refuge
Mire Blight
Sunspring Expedition
Pillarfield Ox
Mountain
Pack 1 pick 11:
Ior Ruin Expedition
Swamp
Explorer’s Scope
Trapmaker’s Snare
–> Bala Ged Thief
11 – She could make it if I end up with some Umara Raptors or other allies.
Pack 1 pick 12:
Noble Vestige
–> Tempest Owl
Plains (FOIL)
Swamp
I don’t hate tempest owl as a board card when I’m playing a deck that will just stall the board out.
Pack 1 pick 13:
Kabira Crossroads
–> Soaring Seacliff
Island
Pack 1 pick 14:
Swamp
–> Quest for Ancient Secrets
Pack 1 pick 15:
–> Island
—— ZEN ——
Pack 2 pick 1:
Bog Tatters
Archmage Ascension
Shoal Serpent
Khalni Gem
Grim Discovery
Kor Outfitter
River Boa
Spell Pierce
Runeflare Trap
Torch Slinger
–> Crypt Ripper
Forest
Demolish
Territorial Baloth
Soaring Seacliff
16 – Pretty bad pack, but I’m heavy black and would like to stay that way and Ripper is just fine for that. He also commands the board if I run 10+ swamps.
Pack 2 pick 2:
Heartstabber Mosquito
Beast Hunt
Gomazoa
Summoning Trap
–> Welkin Tern
Forest
Needlebite Trap
Spidersilk Net
Soul Stair Expedition
Shieldmate’s Blessing
Shoal Serpent
Plated Geopede
Molten Ravager
Sejiri Refuge
17 – Tough call here, but as I said before I’d like to be aggressive and welkin tern is the most aggressive 2 drop that blue has.
Pack 2 pick 3:
Turntimber Basilisk
Highland Berserker
Reckless Scholar
Magma Rift
Savage Silhouette
Zendikar Farguide
Shieldmate’s Blessing
–> Mind Sludge
Bog Tatters
Mountain
Slaughter Cry
Kabira Crossroads
Cancel
18 – Awful pack. I don’t much like reckless scholar, and in the off chance I am nearly mono black I take the sludge.
Pack 2 pick 4:
–> Guul Draz Vampire
Tuktuk Grunts
Narrow Escape
Expedition Map
Blood Seeker
Kazandu Refuge
Spreading Seas
Harrow
Island
Seismic Shudder
Hagra Diabolist
Goblin Shortcutter
19 – I’m not a huge fan of guul draz but I don’t love blood seeker either. Guul draz has a lot more upside so I snag it.
Pack 2 pick 5:
Ior Ruin Expedition
Scythe Tiger
Nimbus Wings
Harrow
Relic Crush
–> Summoner’s Bane
Frontier Guide
Trapfinder’s Trick
Vampire’s Bite
Mountain
Spire Barrage
20 – I don’t love this pick but it is a great sideboard card and a tempo swing. Vampire’s bite is possible but I didn’t see myself running it as most of my guys have some form of evasion so far.
Pack 2 pick 6:
Magma Rift
Baloth Cage Trap
Mountain
Mire Blight
Zendikar Farguide
Soul Stair Expedition
Khalni Heart Expedition
–> Jwar Isle Refuge
Quest for Pure Flame
Molten Ravager
21 – this pack sucks but I’ll take the fixing.
Pack 2 pick 7:
Plains
Goblin Shortcutter
Lethargy Trap
Tanglesap
Hellfire Mongrel
Goblin Bushwhacker
–> Crypt Ripper
Blood Seeker
Spidersilk Net
22 – Was really excited to see this guy, at pick 7 in this pack I’m likely the only heavy black drafter.
Pack 2 pick 8:
Savage Silhouette
Ravenous Trap (FOIL)
Hagra Crocodile
Island
–> Windrider Eel
Stonework Puma
Quest for Pure Flame
Kor Cartographer
23 – Though I now have a lot of high drops, they’re all top notch.
Pack 2 pick 9:
Archmage Ascension
Shoal Serpent
–> Spell Pierce
Runeflare Trap
Forest
Demolish
Soaring Seacliff
Pack 2 pick 10:
Beast Hunt
Forest
–> Needlebite Trap
Spidersilk Net
Shoal Serpent
Sejiri Refuge
Pack 2 pick 11:
Savage Silhouette
Shieldmate’s Blessing
Bog Tatters
Mountain
–> Cancel
Pack 2 pick 12:
Expedition Map
–> Blood Seeker
Island
Seismic Shudder
Pack 2 pick 13:
Scythe Tiger
–> Trapfinder’s Trick
Mountain
Pack 2 pick 14:
Mountain
–> Mire Blight
Pack 2 pick 15:
–> Plains
—— WWK ——
Pack 3 pick 1:
Surrakar Banisher
Jagwasp Swarm
Nature’s Claim
Kitesail Apprentice
Eye of Ugin
Corrupted Zendikon
Swamp
Kitesail
Smoldering Spires
Crusher Zendikon
–> Bloodhusk Ritualist
Join the Ranks
Refraction Trap
Cosi’s Ravager
Ricochet Trap
31 – This pack is brutal. I love corrupted Zendikon and I really want it, and it would go along with my “be aggressive” aim here, but Bloodhusk ritualist is a blowout, look for it to win me a game down the road.
Pack 3 pick 2:
–> Horizon Drake
Claws of Valakut
Mordant Dragon
Groundswell
Veteran’s Reflexes
Quest for Renewal
Surrakar Banisher
Fledgling Griffin
Grotag Thrasher
Snapping Creeper
Plains
Halimar Excavator
Shoreline Salvager
Khalni Garden
32 – Shoreline salvager is awesome and obviously with UB he’s so premium, but is a 3/3 four drop really going to compare with 2 rippers and 2 eels? probably not. Though horizon drake is tougher on my mana, he makes the three best Zendikons look so stupid, and he gets in for 3 in the air.
Pack 3 pick 3:
Mire’s Toll
Battle Hurda
Island
Halimar Depths
Quag Vampires (FOIL)
Twitch
–> Dead Reckoning
Leatherback Baloth
Permafrost Trap
Refraction Trap
Akoum Battlesinger
Explore
Agadeem Occultist
33 – I hate to see a second refraction trap get passed as it’s probably the biggest blow out instant in the format, but I love dead reckoning, especially with Ob Nixlis considering I couldn’t snag any grim discoveries.
Pack 3 pick 4:
Swamp
Kitesail
Enclave Elite
Nemesis Trap
Dread Statuary
Bojuka Bog
Ruthless Cullblade
Grappler Spider
Hedron Rover
Bull Rush
–> Caustic Crawler
Iona’s Judgment
34 – Another high drop, but he has so much value in this format. there are hundres if not thousands of creatures in Zendikar and Worldwake with just 1 toughness. But it was tough to pass a two drop.
Pack 3 pick 5:
Walking Atlas
Ruthless Cullblade
Hedron Rover
Roiling Terrain
Sejiri Steppe
Battle Hurda
–> Urge to Feed
Dispel
Forest
Calcite Snapper
Sejiri Merfolk
35 – Here I pass another ruthless cullblade for urge to feed because I’m really removal light. Calcite snapper was another option but I would rather not double blue.
Pack 3 pick 6:
Grotag Thrasher
Surrakar Banisher
Forest
Veteran’s Reflexes
Vastwood Animist
Selective Memory (FOIL)
Snapping Creeper
Perimeter Captain
Khalni Garden
–> Halimar Excavator
36 – Halimar Excavator is fine, he blocks a ton of guys. I don’t end up maindeckiing him but I board him in every match.
Pack 3 pick 7:
Bull Rush
Iona’s Judgment
Island
Grappler Spider
Scrib Nibblers
Bojuka Bog
–> Ruthless Cullblade
Enclave Elite
Spell Contortion
37 – Finally I take a ruthless Cullblade.
Pack 3 pick 8:
Perimeter Captain
Forest
Cosi’s Ravager
Kitesail Apprentice
Grappler Spider
Mysteries of the Deep
–> Æther Tradewinds
Halimar Depths
38 – I’m not going to run mysteries and I really like tradewinds, bounce in general is good when you’re trying to be aggressive.
Pack 3 pick 9:
Surrakar Banisher
Nature’s Claim
–> Corrupted Zendikon
Swamp
Smoldering Spires
Cosi’s Ravager
Ricochet Trap
39 – Never have I been so happy to see a card wheel.
Pack 3 pick 10:
Veteran’s Reflexes
Quest for Renewal
–> Surrakar Banisher
Snapping Creeper
Plains
Khalni Garden
40 – He won’t make the cut.
Pack 3 pick 11:
Mire’s Toll
Island
Halimar Depths
–> Quag Vampires (FOIL)
Twitch
41 – This guy is an all-star and I got him 11th pick, makes my curve so much better with his presence.
Pack 3 pick 12:
Swamp
–> Enclave Elite
Bojuka Bog
Bull Rush
42 – Same potential as the vampires but not as good and could come in out of the board.
Pack 3 pick 13:
Roiling Terrain
–> Dispel
Forest
43 – Awesome. In case of refraction trap!!!
Pack 3 pick 14:
Forest
–> Veteran’s Reflexes
Pack 3 pick 15:
–> Island
Here’s the 40 I end up with:
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I ran the maindeck cancel over mind sludge b/c if I drop Ob Nixlis with Cancel backup they only have one turn to kill him before he’s going to end the game. Also it’s just good for dealing with bombs that my deck is not built to handle very well. Also cancel is just a huge tempo swing when you have crypt rippers beating in next turn.
I ended up boarding out Guul Draz Vampire almost every match for Halimar Excavator. the 1/3 is just too good of a statline to ignore and I never drew GDV.
Top 8 Round 1 vs. LAB103
Game 1 I kept 2 swamp, 2 island, Jwar Isle Refuge, Urge to Feed, Windrider Eel on the draw.
He starts with Bojuka Brigand on turns 2 and 3 but he never sees a third land. I drop a topdecked Welkin Tern on 2, urge to feed his 3/3 on 3, drop my eel on four, then on 5 drop a land with corrupted Zendkon and crush.
Game 2 I brought in Bog Tatters for Guul Draz Vampire and kept this on the draw: 2 Island, Jwar Isle Refuge, Windrider Eel, Bloodhusk Ritualist, Cancel, Bog Tatters.
He gets stuck on land again after leading with a Bojuka Brigand and Corrupted Zendkon. I trade Death Scorption with his 3/3, then Curve into Eel then Bog Tatters. He has hideous end for the Eel, so I drop a cullblade leaving cancel mana up. He taps out for Nimana Sell-Sword and I cancel it, then drop ripper and strike him down to 4. He has gatekeeper to pare down my board but he has nothing for Bog Tatters who swing in ftw.
So I’m qualified for the Worldwake championship, which was my goal. I missed the 64 man drafts for Zendikar, but I got to the top 4 in an m10 64-man. That time I bounced out due to bad keeps in the top 4 when I had an extremely strong deck. I didn’t want that to happen this time.
Round 2 vs. Ace of Drafts
Game 1 is missing from my recaps but I know I got there with Ob Nixlis despite his Felidar Sovereign. I know I was really low so I had to triple block the Sovereign to kill it even though I feared refraction trap, luckily he didn’t have it and Ob Nix went the distance.
Game 2 I decided not to bring in dispel b/c I didn’t see refraction trap but I did bring in the excavator. I kept: 2 Swamp, 1 Island, Eel, Drake, Crawler, Whiplash trap.
Definitely a slow hand, but he had a slow w/r deck game 1. This game he comes out swinging with Kazaandu Blademaster followed by cliff treader. He swings on 3 and tries to Join the Ranks to pump his blademaster but I cancel it.I drop my eel and trade with his treader, which may have been a mistake b/c when he dropped Grotag Thrasher next turn I really was behind in combat for the rest of the game. I stabilized a bit until he dropped Bladetusk Boar who went the distance.
Game 3 I keep 3 swamp, ripper, crawler, bloodhusk ritualist, halimar excavator on the play.
Not the best hand but it’s fine and I almost never mulligan in limited. He has a turn 2 steppe lynx, I play a turn 3 Corrupted Zendikon and a turn 4 blood seeker without a fourth land and swing with the Zendikon. He swings with his lynx and on my turn I rip blue and drop the excavator after swinging with Zendikon, seeker. He join the ranks and trades a token with my seeker. He swings in with his lynx and a hellfire mongrel he played the previous turn. I block the lynx with the excavator and disfigure the mongrel. He has no play so I drop ripper and swing him down to four, still fearing a refraction trap that never comes. Then he drops Felidar Sovereign. Great. So he has 2 card in hand, I have 5 lands out but one is the Zendikon. I can Bloodhusk Ritualist him out of a hand, but he’ll definitely be able to swing in with his Sovereign, I decide on this and he discards Land, Brave the Elements which would’ve had me calling my mama if he had the chance to play it.
On his turn he swings and goes up to 8 and I’m at 8. I go in with just the ripper with 4 swamps up, he chumps with the ally token. I pass b/c I just ripped urge to feed. He comes in with sovereign after Passing Ionas Judgement on my Zendikon. I block with Ritualist and Excavator, Urge to Feed pumping my Ritualist and he scoops to his dead Sovereign despite being at 9 life.
Finals vs. DutchMojo – This guy was cool, one of the cool few people I’ve come across on modo. He wasn’t spiteful about my bombs and even pointed out when I handed im game 2. He said he doesnt modo a lot but I threw him on my buddylist b/c I like to see when ppl are in certain rooms playing events. I’m a total stalker.
Game 1 on the draw I keep – 1 island, soaring seacliffs, jwar isle refuge, disfigure, ob nixlis, ritualist, ripper.
His first two turns he spits out Adventuring gear and Trusty machete, with no guys, and only mountains.
He plays a goblin shortcutter on 3 and equips the gear, figuring he’s short on guys I disfigure it. I rip cullblade and drop that. He pays three for a goblin torchslinger. I attack and he doesnt block, so I drop ritualist kicking once, he discards grazing gladeheart. He double equips the slinger and beats me down to 15. I swing him down to 14 and drop ripper in main 2 with a swamp up so I can trade if he doesn’t hit a land. He hits a forest and swings me down to 9 and drops summit apes. I’ve got ob nixlis and 2 islands in hand. I drop my ob nix and make him a 6/6. he double equips the apes, plays a land making him a 9/5 and swings. I trade my cullblade, my ripper and my ritualist for the apes. My turn comes I rip whiplash trap, make Ob nix a 9/9 and drop a welkin tern that I drew the turn before. He drops oren-rief recluse and passes. In his endstep I whiplash his 2 blockers and alpha ftw.
Game 2 on the draw I keep 2 swamp, Island, Jwar Isle Refuge, 2 rippers and Aether Tradewinds.
He leads with a shortcutter and I rip bloodseeker and drop it. He plays claws hitting me for 5. I swing for 1. He drops goblin guide and swings in. He gives me a swamp and I tradewinds the bloodseeker and his shortcutter getting rid of his claws. He redrops shortcutter in main 2. I rip horizon drake and drop it hoping to block and trade b/c I don’t want to trade either of my rippers who will totally outclass his 2 power guys on turn 5 becuase I can pump and control the board. I trade with his goblin guide after it reveals Quag Vampires. I decide instead of ripper to drop the Quag as a 2/2 and drop bloodseeker, hoping to trade across the board and then let my crypt rippers reign supreme. In his main 2 he drops a slinger for 3 and passes. I do my aforementioned play but he has a second shortcutter to mess up my blocks. I play a ripper next turn and swing pumping once and drop my second ripper with just 2 islands in my hand. He drops adventuring gear, equips and passes. I swing with a ripper for 3 and drop a windrider eel keeping my 2 lands in play. He plays a land and swings with his equipped shortcutter which I chump with bloodseeker. Then he drops summit apes.
Here’s where my opponent says I screwed the pooch and after rewatching I totally did. He’s at 11 with a summit apes and a goblin shortcutter. I have eel, and 2 crypt ripper with 7 black mana sources. I dropped an island making my Eel 4/4 and decided not to swing with just the eel. But If I had done the math I would’ve realize that he had to block both my guys or he dies. As a result he ended up dropping two more guys and being able to get me to 4 and spire barrage me out. so I lose game 2.
Game 3 on the play I keep 2 swamp, 1 Island, death scorpion, crypt ripper, urge to feed, whiplash trap.
He has a turn 1 goblin guide (for the record has anyone ever won with a turn 1 goblin guide in limited? I know I haven’t) revealing halimar excavator which I play on turn 2. His turn 2 is Basilisk Collar. SERIOUSLY?!. I swing w/ my 1/3 and drop another 1/3 in Death Scorpion. Instead of equipping he plays claws of valakut putting me to 14 since I can’t block it. His GG gives me a swamp and I rip another swamp on my turn. I attack him to 17 with my army of 1/3s and urge to feed his goblin guide. He has no play on turn 4 so I drop the ripper with one swamp up but I choose not to pump for fear of punishing fire or burst lightning or something. (while I haven’t seen these cards, I almost never tap out with ripper on the board if I can help it, he’s too important to let die).
On his turn he drops highland bezerker and equips the basilisk collar. I rip jwar isle refuge, drop it and then aether tradewinds it and his bezerker so I can beat in for 5 and catch him down to 8. He plays Spire Barrage on my ripper then passes and I swing him to 6. I topdeck dead reckoning which I use to get back my ripper and shoot his bezerker for 2 but he has groundswell to keep it alive! Haymakers are going left and right right now and I’m out of answers to his basilisk collar for the moment.
He goes, equip gear, plays a land and drops shortcutter and goes up to 10. My hand is whiplash trap and swamp with Crypt Ripper on top of my deck. I drop my ripper but he moved his collar to the shortcutter to hold me off. This turn he swings in and trades with my scoprion but goes up to 14. Then he equips his bezerker and passes. My draw is ritualist, so if I wait on attacks and whiplash trapping, I can let him gain more life but will be able to bounce in his end step, then make him discard his whole hand, basically taking him out of the game. So I wait again and he swings again and I don’t block so it’s 18-8 in favor of him and I’m pretty sure he thinks he has the game. He drops Crusher Zendikon in main 2 and passes. In his end step I bounce his enchanted land and his bezerker, then in my main2 I discard his hand with ritualist after swinging for 10. On his turn he rips a shortcutter and equips but I drew disfigure so I kill it and swing in for the win before he can try and re-stabilize with life gain.
So I win my first ever premiere event, pocketing 20 packs and 6 QPs. I’ve come up short on QPs the last two seasons with 7 each, but this season I’m already at 9 and it hasn’t even been a week, so at this point I’ll be just trying not to choke. But with a trip to New Orleans slated for next week I’m going to be hard pressed to fit in MODO. I’m also going to be missing one of almost a dozen PTQs online and in New England over the next two weeks, which is kind of a bummer, but I already let magic affect my every day life well… every day, I really don’t want to let it affect the special plans I make to take trips and do things with friends and/or babes.
Thanks for reading,
Mike Gemme
mike@power9pro.com
Bobbysapphire on MTGO
I work a lot. Such is life in the restaurant industry. Managing a bar means working late at night (Friday and Saturday) and that means less time for me to enjoy my favorite hobby. Luckily for me, my wife is always willing to flop cards with me. Now my wife is not Pro-Tour caliber, she doesn’t get excited over the latest expansion and everyday things don’t make her think of Magic cards. However, my wife has an EDH deck (Sliver Overlord), she has her favorite card (Avatar of Woe), and will pilot any deck I give her so I can practice. In short, my wife is a casual player, really casual, ranking magic with Monopoly or Clue. She sees it as a game; something to pass the time with on a rainy afternoon. This is easy for me to understand but hard for me to relate with (how can she read Wild Mongrel and not get excited?).
One thing I have found to be difficult for the casual player is the release of new expansions every quarter. Magic is a game that constantly evolves. Each new card brings with it a text block of new rules which can be overwhelming for the casual player. The casual player doesn’t tend to read spoilers or set reviews. Living with a casual player has led me to find a great format for teaching/learning the newest set without needing to learn new cards in advance. I am referring to Pack War (also called Booster War or MiniMaster).
Pack War is really simple: Each player takes one booster pack and three of each basic land. This will give a thirty card deck. The rest is just plain old Magic; normal life totals, phases, and rules. My wife and I keep the cards from the booster face down so we won’t know what is in our “deck” before hand, which adds an extra level of excitement. There are many variations of the Pack War rules. Some people do not allow Mulligans, others have a smaller starting hand size, I have even read about allowing all players access to as much mana of any color they want so there is no need to add land (Fireball = autowin). When my wife and I were opening Shards of Alara we decided to only use two of each basic land since the color fixing was so good. Pack War offers plenty of options for people wanting to play a quick game.

Pack War is a great way to make opening boosters a lot more fun. It is even possible to squeeze in Pack War between rounds at a tournament. It also gives really bad cards a chance to see some play (Feral Contest, Goblin Game). Sure there is a bit more randomness to it, but I think that it adds to the charm. Bojuka Brigand equipped with Kitesail ftw.
My favorite aspect of Pack War is that it is an easy way to teach the game of Magic. I am always willing to teach people how to play and I find Pack War is simple without being overwhelming. It allows us to focus on what the cards do and the basic mechanics of the game. Pack War as a teaching tool is much more effective than using U/W Chapin vs. Jund.
Magic is my hobby and I devote a large amount of time towards it. I research decks, use draft simulators, follow players on facebook, read articles and so on. The casual player is not going to do these things. When Wizards of the Coast decided to print less cards per year, they were addressing concerns from new/casual players. Those players felt that the amount of cards was overwhelming. Those players felt that they were too far behind and out of the loop. Pack War addresses these concerns with its simplicity. Pack War is a way to keep casual players somewhat up to date and it lets us teach the game without having to reference thousands of cards. The next time you get some boosters, set some aside and try out Pack War.
While I was proofreading this article, I really got the itch to battle it out with some booster packs. I went to the closest comic store and picked up their last two packs of Worldwake. My wife and I used three of each basic land and got down to business.
My pack:
Bojuka Bog is not great in Pack War, but I liked the Angel and the Drake.
My wife’s pack:
O.O
Well, obviously my wife opened a great pack. Removal, check. Evasion, check. Chase Rare, check. Looks good. Which card had the biggest impact? It wasn’t old Blue Eyes. It was Brink of Disaster targeting my Graypelt Hunter to stop my early aggro. Caustic Crawler came down a turn later to prevent me from getting a decent block. The Crawler and the Shaman got me into the red zone pretty quick after that. Good stuff. Go try Pack War for yourself, you won’t be disappointed.
I hope that everyone had a great prerelease weekend and enjoyed playing with the new Worldwake cards; I know I did. Unfortunately things like school and work have prevented me from posting this earlier, but I have, as promised, a second Worldwake prerelease report for you guys. I was thankful that I had gone to the tournament the day before, because now I had some semblance of an idea as to how all these new cards worked. Let’s dive right in, shall we?
Here’s what I opened on Sunday:
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There were a few things I really liked about this pool. First we have a nice, foil Celestial Colonnade and a Nissa Revane, which are always exciting to open. We also have a higher number of playables than the previous day’s pool.
The two colours that jump out at me right away are black and white. Black has some serious removal from the Zendikar packs (2x Disfigure, a Hideous End and a Marsh Casualties), and white has 2 copies of one of my favourite cards: Brave the Elements. However, I realized that there were 2 bombs I really wanted to play that warranted a splash: Vapor Snare and Celestial Colonnade. Then of course I struggled with the dilemma of how deep to make my splash. Cards like Welkin Tern and Calcite Snapper were attractive, and I became faced with a decision. Do I play only a light splash and keep the mana in my deck more consistent, while at the same time perhaps playing some poorer-quality cards in my main colours? Or do I risk the bigger splash for an increased overall card quality with a shakier mana base?
I think I made the right call here and decided to play blue only for the Colonnade (which itseld taps for blue) and the pseudo-Mind Control. The lesser strain on my mana base also permitted me to more safely play some colourless lands, such as Quicksand and Dread Statuary. I figured that a single Island would be enough to satisfy my blue requirements, and with the Pilgrims Eye I opened, it could be searched out rather easily.
Here’s the list I ended up playing.
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Round 1: vs Atilla
Atilla is a local player who is know for always playing Bant. Be it extended, standard, or legacy, the man plays Bant. For this sealed deck he neglected green and went with a white-blue control type of deck. He gets a turn 1 Hedron Crab and follows it up by playing lands for the next 5 turns, defending with an impressive 3/7 Makindi Shieldmate. However, I manage to get Celestial Colonnade online with enough blockers to stave off his attacks. This absolutely destroys him, as his only removal is a Surrakar Banisher which doesn’t do enough against my flying land.
In game 2 I get a turn 1 Vampire Lacerator and follow it up by equipping it with Hammer of Ruin on turn 3. By the time his Kor Sanctifiers is able to deal with the equipment, I have an Archon of Redemption which finishes the job.
1-0 (2-0)
Round 2: vs Blaine
Blaine is a guy who started playing years ago, quit, and came back a few months ago. He’s a great guy who is always trying to become a better player (aren’t we all) and is a fun guy to play with. He starts things off aggressively with an Umara Raptor and a Stonework Puma and starts pummeling me in the air. Luckily I draw a Hideous End and dispatch the flyer. He fights back with an Oracle of Mul Daya who probably drops him an additional 6 lands over the course of the game, and he combines her with Living Tsunami to keep increasing his land count. However, I’m able to keep up with Hedron Rover, Ruthless Cullblade and Archon of Redemption. Eventually, I trick him into blocking an un-pumped Rover, and I then blow him out with Marsh Casualties. My creatures then just get there.
In game 2 I keep a sketchy hand of 2 land and a Pilgrims Eye. Turns out that Blaine also had a hand that was light on mana, and he had no blue mana on top of that. I drew into a land quickly and got my Eye down. Equipping it with Hammer of Ruin did so much damage to Blaine that by the time he drew another land, it wasn’t enough to block my army of the thopter, Vampire Lacerator and Ruthless Cullblade.
2-0 (4-0)
Round 3: vs Brian
Brian is one of the best players in the province of Alberta, and I was hoping that my deck would be able to take whatever brew had got him to the 2-0 bracket. In game 1, his tempo was hindered by the fact that nearly all his lands came into play tapped, and I was able to bring in Hedron Rover, Ondu Cleric and a host of other allies to capitalize on his deck’s lack of speed. A timely Vapor Snare was all it took to bring his Umara Raptor over to my side, and a Marsh Casualties cleared the way to victory.
In game 2, I noticed Brian sideboarding a single card, but I didn’t now what. All I knew was that his deck was blue-black, and I was clueless as to what he had against me. At the end of Brian’s turn 4, I cast Join the Ranks in an effort to swing in big next turn. It resolved, and on my turn I tapped out for a kicked Marsh Casualties to wipe his board. It turned out that he had sided in a lone Spell Pierce and used it to counter my board sweeper. After he cast a kicked Heartstabber Mosquito to kill my last flyer while I was at 4, I foolishly animated my Celestial Colonnade and swung with my team for the win, forgetting that his mosquito could block my land. I regretted it as soon as I did it, but I after joking with Brian about what a terrible play it was, I scooped up and we were off to game 3.
In the final game, Brian got mana screwed out of black, and my removal was more than enough to destroy what little attempt at an offense he could muster. I resolved a Hammer of Ruin and just kept swinging with my guys for the win.
3-0 (6-1)
Round 4: vs Gabriel
This is the last round, and the winner of this round gets a full box of Worldwake. We agree to split the finals, and then play out our game with only 2 packs at stake. I win in 2 games (although game 1 took half an hour due to an Eternity Vessel set at 13), and I went home with 20 packs.
So all in all the day was a success. I got a nice foil rare, and a bunch of packs, and some DCI rating points (my limited play was very poor during the summer and now it’s finally back to where it was).
As always, feel free to post in the comments or email me at zak -AT- power9pro.com with any questions or article suggestions. You can also find me on Twitter at www.twitter.com/zturchan.
Cheers, and have a great Worldwake Launch Party.
-Zak-
PS: I also got this for coming in first (Gabriel said he didn’t want it).

Everyone is writing about Worldwake right now and we probably have at least another week or two of reading about the impact of the set in Standard, Extended, Sealed, Draft, Legacy, EDH, Type 4, Mental Magic… the list goes on.
This article is more focused on deckbuilding in the new sealed format. Any type of Magic player has the opportunity to run in this format over the next couple weeks whether it be release events this weekend, release events online two weeks from now, or maybe most importantly (at least for me) the Last Chance Qualifier for Pro Tour San Diego on February 18th in sunny Southern California.
I ran in two flights on Saturday and went 3-0-1, 3-1 with a sole loss to a pretty oustanding black deck featuring Sorin Markov and Butcher of Malakir among other fun things. My decks had some pretty slick cards as well; but I’m not 100% sure if I built my decks correctly, and that’s what this piece is going to try and figure out. I welcome and encourage any type of suggestion or criticism in the comments section. Like I said I’m looking to grind into the Pro Tour in two weeks so any help is appreciated.
Here’s a look at my first pool (a * denotes Foil):
BLACK – 14
Bloodhusk Ritualist
Dead Reckoning x2
Giant Scoprion
Guul Draz Vampire
Nemesis Trap
Mindless Null
Pulse Tracker
Ruthless Cullblade
Ruthless Cullblade *
Scrib Nibblers
Surrakar Marauder
Tomb Hex
Vampire Lacerator
BLUE – 13
Calcite Snapper
Dispel
Living Tsunami
Mysteries of the Deep
Paralyzing Grasp
Rite of Replication
Spell Pierce
Tideforce Elemental
Treasure Hunt
Umara Raptor
vapor Snare
Whiplash Trap
Welkin Tern
GREEN – 11
Arbor Elf
Cobra Trap
Explore
Feral Contest
Greenweaver Druid
Nissa’s Chosen
Nature’s Claim
River Boa
Relic Crush
Vastwood Zendikon
Vines of Vastwood
RED – 15
Bladetusk Boar
Deathforge Shaman
Goblin Roughrider
Goblin Shortcutter x2
Grotag Thrasher
Hellfire Mongrel
Plated Geopede
Quest for the Pure Flame
Ricochet Trap
Rotting Terrain x2
Searing Blaze
Stone Idol Trap
Torch Slinger
WHITE -17
Apex Hawks x2
Arrow Volley Trap
Battle Hurda
Caravan Hurda
Devout Lightcaster
Guardian Zendikon
Kabira Evangel
Lightkeeper of Emeria
Loam Lion
Join the Ranks
Kor Skyfisher
Journey to Nowhere
Narrow Escape
Nimbus Wings
Noble Vestige
Rest for the Weary
ARTIFACT – 8
Explorer’s Scope *
Hedron Rover
Khalni Gem
Lodestone Golem
Spidersilk Net
Stonework Puma
Trailblazer’s Boots
Walking Atlas
LAND – 6
Halimar Depths
Jwar Isle Refuge
Lavaclaw Reaches
Sejiri Steppe
Teetering Peaks
Turntimber Grove
I got to build across from my good friend Andy Roman in Flight 1 which is a great advantage in a Pre Release since you can talk about building and card choices and what not; since you really haven’t had any time to truly evaluate the cards before this point. Right away I knew that Black and Green were out (there were no black cards in my first pack at all), and that I would definitely be playing Blue or Red. The only decision I had to make was whether or not to run one of those with White. White was really lacking creatures even though it had some good ones with Evasion. All Five creatures I would run with White had either first strike or flying. There wasn’t a good chance of me playing Kabira Evangel or Devout Lightcaster since I had such little allies nor enough White to warrant a WWW casting cost. The only thing white gave me that I loved was Journey to Nowhere.
After a second glance at everything I decided that I was definitely playing Blue as my best cards were clearly Living Tsunami and Rite of Replication. 11 of my 13 Blue cards were striaght up good, and I ended up playing that many. I then do what I normally do when building a sealed deck, which is put my Blue cards in the middle by curve and the Red and White cards above and below to see how the decks would look. It became pretty clear when I had nine solid Red creatures as well as Searing Blaze and Stone Idol Trap which I felt was a pretty strong bomb even though Andy sorta disagreed. Turns out it was, especially when I got to say “I’ll Rite of Replication my Stone Idol token.” Leaving me with a permanent 6/12 trampler on the board (since the instant says “exile it at the beginning of your next end step” instead of the instant indicating the token has that text.
I went 3-0-1 with the following deck, choosing to Intentionally Draw in the final round so my opponent and I would each get six packs instead of eight and four.
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Normally I run 18 land but I only curve to 5 (considering I’ll never cast Stone Idol Trap for 6), I had nearly no landfall and I have Living Tsunami, so I went with 17.
Some limited analysis of the new cards.
Treasure Hunt – I am pretty underwhelmed by this card, especially on turn 2. If you cast it on turn 2 on the draw you’re automatically discarding if you had no one drop. A couple of times I hit 3-4 cards off of it and most of the time I ended up discarding a land or two. One time it was huge though when I had 5 lands in hand and 2 spells I ran it just to discard and I drew 3 more lands and could dump 5 lands to my graveyard. That seems pretty rare.
Mysteries of the Deep – this card was great, even if I was wasting a turn playing it to draw 3.
Searing Blaze – Might as well just say sorcery in this format, but it’s a pretty good sorcery.
Stone Idol Trap – a total bomb. won me several games including a gunsling vs. Darwin Castle.
Hedron Rover – Was really good, a 4/4 attacker for 4 was really solid all day.
Halimar Depths – was always really, really good for me. Bouncing it every turn with tsunami was even better.
Grotag Thrasher – not great stats but he can really open up a clogged board for him and some friends.
Deathforge Shaman – Another game winner. This cycle of guys who multikick for their color are all really strong, this guy is good; the black version is great.
Vapor Snare – Unfortunately I never cast this card but it seems quite outstanding with a limited drawback, especially in a deck with a lower curve like the one I ran. Does not combo well with Tsunami.
Here’s my second card pool (again, foils have a *):
BLACK – 17
Agadeem Occultist *
Bojuka Brigand x2
Dead Reckoning
Death’s Shadow
Grim Discovery
Guul Draz Spectre
Guul Draz Vampire
Heartstabber Mosquito
Kalitas, Blood Chief of Ghet
Mire’s Toll
Nimana Sell Sword
Scrib Nibblers x2
Soul Stair Expedition
Vampire Hexmage
Vampire’s Bite
BLUE – 13
Aether Tradewinds
Enclave Elite x2
Halimar Excavator
Hedron Crab
Merfolk Seastalkers
Shoal Serpent
Sky Ruin Drake x2
Sphinx of Jwar Isle
Tideforce Elemental
Trapfinder’s Trick
Treasure Hunt
Twitch
GREEN – 17
Arbor Elf
Beast Hunt
Beastial Menace
Cobra Trap
Explore
Grazing Gladehart
Grappler Spider
Graypelt Hunter
Nissa’s Chosen
Oren-Rief Survivalist
Relic Crush
Scythe Tiger
Savage Sliouette
Slingbow Trap
Snapping Creeper
Turntimber Basilisk
Vines of Vastwood
RED – 12
Akoum Battleslinger
Bazaar Trader =(
Burst Lightning
Deathforge Shaman
Magma Rift
Quest for the Goblin Lore
Searing Blaze
Skitter of Lizards
Slavering Nulls
Tuktuk Grunts
WHITE – 13
Apex Hawks
Battle Hurda
Brave the Elements
Iona’s Judgment x2
Kor Hookmaster
Kor Outfitter
Kor Sanctifiers
Marshal’s Anthem
Shieldmate’s Blessing
Veteran Reflexes x2
Windborne Charge
ARTIFACT – 5
Adventuring Gear
Hedron Rover
Spidersilk Net
Trusty Machete
Walking Atlas
LAND – 6
Bojuka Bog
Dread Statuary
Graypelt Refuge
Halimar Depths
Khalni Garden
Piranha Marsh
I’m definitely interested in analyzing this pool because I most hastily built it. I kid you not, that the kid I was stuck sitting next to spelled so bad that I thought I was going to vomit all over my packs while waiting to open them. That and, interestingly enough, I opened both Sphinx of Jwar Isle and The Bloodchief of Ghet in my FNM draft the night before, played U/B and split in the finals of my pod. Now I have them both again not 24 hours later. Weird.
I had enough playables in Blue that because of the Sphinx I should run that color. Depending on how much you devalue the Bloodchief, you could consider going green here, but there just aren’t enough playables. I just put a list together and I struggled to get to 20 and I don’t want to run two Enclave Elite. Black just had way too much power with Heartstabber Mosquito, Guul Draz Spectre, plus it gave me a really strong ally subtheme due to the synergy with Agadeem Occultist, Halimar Excavator and Hedron Crab.
A quick aside about milling in limited: normally I think milling with just a crab that’s going to maybe hit for a few isn’t that great, but with the excavators you’re not milling 3-6 cards anymore. With six allies and the crab I had the potential to mill 20 or so cards per game, meaning that I’m no longer just changing my opponent’s next draw, I’m actively stripping their deck. That coupled with the Occultist’s ability to steal creatures and Guul Draz Specter stripping their hand, I was actively attacking their deck; so I went for it.
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I end up with a pretty decent curve but very light on creature removal. My goal was to hopefully mill enough good cards to let my bombs do the talking. That went pretty well as I went 3-1 losing only to an absolutely ridiculous deck aforementioned.
Some takes on the cards here:
Agadeem Occultist: Sadly I never got to use his ability because he was a lightning rod for removal due to all my milling/allies, but if I ever tapped him it was going to be GG.
Tideforce Elemental: I love tappers, even bad ones (sup Vectis Dominator). This is going to be one of my favorite cards in limited in the near future. He was always oustanding be it on offense or defense.
Dead Reckoning: This card was extremely impressive. At one point an opponent of mine Heartstabbered my Kalitas and his friend said “that’s how they do it on the pro tour!” It was pretty embarassing when I Dead Reckoning’d his Machete equipped Flyer next turn and my board was soon Kalitas, Sphinx and vampire tokens.
Aether Tradewinds: Not very exciting but it gets things done.
Halimar Excavator: I’ll take a 1/3 for 2 in Blue, especially if I can swing more allies. I liked him all day.
Bojuka Brigand: These guys were great when I kept hitting allies but when a 3/3 comes down and they can’t even chump it kind of sucks.
Dread Statuary: I loved this guy, especially with grim discovery. He got into the red zone, he defended intimidators, and he killed guys the rest of my team couldnt. I’d run him anytime I have him.
Enclave Elite: Pretty dumpy, I sided the second one in against Blue for the Hedron Crab a bit. My friend Andy really liked multikicker but I didn’t use it much and found it pretty underwhelming when used to add +1/+1 tokens against me, and only really good with the guys who multikick for one color to make you discard or burn or gain life.
My initial thoughts on Worldwake was that it was going to be mainly inconsequential, and I think mainly that was right. I hadn’t considered the fact that it would be super fun, and I walk away from these events with the realization that it is. I’m sure winning certainly helped that feeling, but I enjoyed playing almost every card I laid on the table on Saturday.
I really feel like I want to be blue at the LCQ in San Diego. It is really easy to clog up the ground with white and blue but I think blue has a little bit more trickery with cards like Into the Roil and Whiplash Trap to get you through it. It’s already tough getting through Kraken Hatching, and Calcite Snapper one-ups it. I’m also in love with Tideforce Elemental. But really, I would follow your bombs because there are so many of them in this new set.
I will say this about draft: I think the draft format is going to be defined by allies. There are so many allies now it frightens me to the point that I don’t know if I want to draft much if I’m going to be fighting over allies for three packs; but we shall see.
I’ll leave you with my recommendation of the top three Worldwake cards I’m picking up right now, aside from the obvious mythic rares: Chain Reaction, Lavaclaw Reaches and Celestial Colonnade.
Later,
Mike Gemme
BobbySapphire on MTGO
mike@power9pro.com
This morning I woke up only to receive a telephone call from my friend Matthew, asking if I wanted to go to the prerelease in the nearby town of Sherwood Park. Normally I go to a closer one on Sunday, but with the offer of a ride extended, I packed my Dragon’s Egg and trade binder and was off for a prerelease a day earlier than I had anticipated.
When I got to the site, I was happy to see several faces that I hadn’t seen for several months, and exchanged pleasantries for several minutes until the product was handed out. Here’s what I received.
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The first thing I noticed in this pool were the rares. We can safely say that Bazaar Trader and Emeria, the Sky Ruin are unplayable, as we don’t have an Abyssal Persecutor or enough cards to warrant a mono-white deck to make either worthwhile. We also have a Mordant Dragon, which is an amazing bomb, although ti requires a heavy commitment to red. Likewise, we have Celestial Mantle, but that is hindered by the same high-colour cost as the dragon. Finally we have Guul Draz Specter, a card I’m always happy to have, and the new Theda Adel, Acquisitor which has the potential to steal a timely Blazing Torch, Trusty Machete, or even a Lodestone Golem.
Looking at the white cards in this pool, we have some very good support cards, such as an Ionas Judgment, an Apex Hawks and the always amazing Brave the Elements, in addition to the aforementioned Celestial Mantle. All in all, I don’t think that there are enough high-quality cards for white to warrant being a main colour, which pretty much excludes the mantle from getting played.
Blue in this pool is actually quite deep. We have bombs like Living Tsunami, Vapor Snare and Merfolk Seastalkers, as well as the neo-Sleep: Permafrost Trap. This can definitely be a main colour, as it has some of the most powerful cards in the pool.
When we look at the black cards, we unfortunately come up a little light on removal. However, we have solid cards like Giant Scorpion and Vampire Nighthawk. Also worth noting are the 2 copies of Pulse Tracker, which can act as a pseudo Savannah Lions, so if we have the cards to play a bit more aggressive deck we can go that route.
The red cards in this pool are okay, but they all have a tendency to get outclassed relatively quickly. While Crusher Zendikon and Goblin Shortcutter are fine, I just don’t know exactly how much we can count on the red cards in this pool to still be relevant in the late game.
Looking over the artifacts and lands, nothing super-special jumps out at me, except for the pair of Adventuring Gear, the double Tectonic Edge and the Quicksand. However, I don’t want to play too many lands that produce colourless, and I think the Edges are best suited for the sideboard, to be brought in against any opponents lucky enough to open a new manland.
In the end I decided to play an aggressive blue-black build, using my early drops like Pulse Tracker and Welkin Tern in conjunction with Adventuring Gear to swing in for lots of early damage, and then use my late game cards to clean up the leftovers.
Here’s the list I ended up playing:
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In round 1 I was paired against Tom, who told me that this was only his second sealed deck tournament ever, after starting around Conflux. I didn’t want to let my guard down, as I wasn’t familiar with the new cards he might have, so I made sure to treat him just like any opponent. I game 1 I got the jump on him with a pair of Pulse Trackers and an Adventuring Gear, and when he finally mustered a defense in the form of a Shepherd of the Lost, I had the Vapor Snare to punish him for playing such a good card, and he quickly succumbed to the beats doled out by his own angel.
Game 2 was quite different, with him resolving both the Shepherd of the Lost and an Archon of Redemption. He also had an Oracle of Mul Daya which ensured that he was able to dig through to his threats extremely quickly. I made one misplay in this game which probably would have bought me an extra turn or two. He had a 3/3 Gnarlid Pack which he attacked with into my Caustic Crawler. I blocked and used my Quicksand to weaken his attacker and ensure the survival of my creature. Looking back, I should have let the creatures trade so that the next turn I could cast Dead Reckoning for 4 to kill off his shepherd, rather than keep taking beats from the angel. Eventually I get a Vampire Nighthawk and equip him with both copies of Adventuring Gear, gaining 6 life in a single swing, but I fail to draw enough lands and quickly roll over to Baloth Woodcrasher and his fliers.
In game 3 he gets a Hada Freeblade on turn one, which I meet with my double Pulse Tracker and Adventuring Gear. On turn two me casts Explore and fails to play a land, while I augment my forces with Vampire Nighthawk and Thada Adel, Acquisitor. Even when he finally gets a third land, my fliers have dealt too much damage to him for him to recover.
1-0 (2-1)
In round 2 I’m up against Andrew, a player who was showing off his triple Windrider Eel and double Harrow earlier, so I’m wary of landfall creatures. He has a Wind Zendikon which trades with my Welkin Tern, and I play a turn 3 Theda Adel, Acquisitor when he has an Island on the battlefield. When the merfolk connects, I snag a Blazing Torch, which I use to later dispatch a Windrider Eel. Theda gets through on the next two turns to snag a Pilgrims Eye and a Walking Atlas over the course of the next 2 turns. Add an Adventuring Gear to my unblockable merfolk and the game is quickly mine.
When sideboarding I think about boarding in a Tectonic Edge to lessen the impact of a Zendikon, but I decide that my mana base is fragile enough with all the early drops I want to make, and the Quicksand is probably a better utility land in this situation. In the second game, I again get a Theda Adel, Acquisitor, as well as my Living Tsunami and a Vapor Snare to take a Windrider Eel. He can’t really do anything against this, and I take the match in 2 games.
2-0 (4-1)
In round 3 I’m up against my friend and ride for the day Matt. I’ve seen that he has a red deck packing both Mordant Dragon and Hellkite Charger, in addition to an Omnath, Locus of Mana. Needless to say, I’m worried. He starts out with an Arbor Elf and a Vastwood Animist, but doesn’t draw any mountains for a while. I punish him with my Ruthless Cullblade suited up with some Adventuring Gear, and his lack of removal spells defeat for him in game 1.
In game 2 he has a pair of early Harrows to ramp up his mana, and he quickly resolves a Hellkite Charger. I think I’m set when I draw a Vampire Nighthawk, but he has Claws of Valakut to make my vampire a lot less impressive. However, I have enough creatures on the board so that he can’t attack multiple times with his dragon and live, so he needs to spend 7 mana (including his Arbor Elf) to give his dragon pseudo-vigilance. Luckily for me, I draw the 5th land I needed to cast Vapor Snare, taking his untapped dragon and swinging for the win thanks to the dragon’s haste.
3-0 (6-1)
In round 4 I’m up against another one of my good friends, Josh. I know he’s packing Sorin Markov, Abyssal Persecutor, and Lodestone Golem. In the first game he resolves a Marsh Threader and swampwalks his way to victory, aided by a Hedron Rover. In game 2 I take the draw and Quicksand his threader as soon as he attacks with it, and I use Welkin Tern and double Adventuing Gear to pound for 6 repeatedly and clinch the second game. In the rubber match, I keep a 2 land hand on the play, and live to regret it, as I don’t draw a land for 2 or 3 turns. By the time I cast Vampire Nighthawk, I’ve been taking 4 a turn to the double Marsh Threader assault, and he has no problems casting a Journey to Nowhere.
3-1 (7-3)
Due to my tiebreakers I get second place, earning me 5 packs of Worldwake. I realize that I shouldn’t have kept the 2 land hand in the last game, and I realize that I need to mulligan more often, as I have a tendency to keep sketchy hands. I also realized that Treasure Hunt is a very poor card in limited. I must of cast in 7 or 8 times in the day, and I never drew more than a single card off of it. I think that it is much better in constructed, but in limited, I’d much rather have something that affects the game state more. Like Twitch, and I have a personal vendetta against the reprinting of Twitch. I also love the irony of how in yesterday’s article I touted Marsh Threader was extremely important in this new limited format, only to lose to a pair of them in the finals.
Anyway, the tournament was great, and I look forward to using what I learned tomorrow, when I play in another Worldwake Prerelease. If you want live updates of how I’m doing, make sure to follow my twitter feed at www.twitter.com/zturchan, and as always, post any comments, suggestions or questions in the comments section, or email me at zak -AT- power9pro.com.
Cheers,
Zak