Wednesday, May 26, 2010

How to draft without opening Gideon

Since Dan has been spoiling you guys by opening planeswalkers in his drafts, I thought I'd give you a taste of how drafting works in the real world.

Spoiler: no Gideons
Anyway, there were 7 in the queue for a 4322, so despite it being worse value, I jumped in.
Pack 1, Pick 1:

My Pick:

Pretty much the 3 level up creatures are better than anything else in the pack. Of those, the adept is the pick due to blue being an overall stronger color in RRR, and the color that best utilizes the level up dudes (with teacher and champ drake)
Pack 1, Pick 2:

My Pick:

Having taken the leveler in the first pack, the knight moves us into UW, which is the archtype I'd rather be in than UB. While induce despair is solid removal that gets value on totem armor, the knight is comparable in power level and color preference makes it the pick.
Pack 1, Pick 3:

My Pick:

Nothing else is even close in terms of power
Pack 1, Pick 4:

My Pick:

Having already picked up 2 levelers, we are probably going to teach some lessons.
Pack 1, Pick 5:

My Pick:

While crusher is difficult to play in uw, we're more likely to play it than anything else.
Pack 1, Pick 6:

My Pick:

In this archtype, the evasive creature is better than taking a spell like survival cache that just gets value. While ordinarily in draft it's easy to pick up random dudes late, in the UW deck you really want as many guys as possible.
Pack 1, Pick 7:

My Pick:

With already having 1 teacher and looking to pick up more, we want all the levelers we can get
Pack 1, Pick 8:

My Pick:

Pack 1, Pick 9:

My Pick:

Pack 1, Pick 10:

My Pick:

Helps turbo-level our guys, and might enable us to play our crusher
Pack 1, Pick 11:

My Pick:

Pack 1, Pick 12:

My Pick:

Pack 1, Pick 13:

My Pick:

Pack 1, Pick 14:

My Pick:

Pack 1, Pick 15:

My Pick:

Pack 2, Pick 1:

My Pick:

This pack is pretty terrible for us. We have the option of taking smite, which is conditional removal and with a lot of fliers we'd rather be racing than leaving guys back to block. The other considerable options are taking the predator, which with the pelakka wurm puts us into UG probably, or taking the staggershock and splashing it in UW. In the end, I stuck to the colors and shipped the nuts.
Pack 2, Pick 2:

My Pick:

Already have 3 levelers through pack 1. Drake should get big.
Pack 2, Pick 3:

My Pick:

Invoker is absolutely bonkers. A 2/1 flier for 3 is good enough in limited, and a fair number of decks just have no way to beat it once you hit 8 mana.
Pack 2, Pick 4:

My Pick:

All we ever want is more level up dudes.
Pack 2, Pick 5:

My Pick:

Evolving wilds is something that will always make your deck, but in UW it isn't as necessary as in other decks, since your guys level for colorless. We also have nothing worth splashing at this point and only in the first few picks pack 3 will be get an option to pick something up. I took the playable spell even though there's a fair chance it won't make the cut, since if we end up not getting much in pack 3 we'll need the extra guy.
Pack 2, Pick 6:

My Pick:

As above, invoker is insane, and gets better in multiples since they have to answer each one.
Pack 2, Pick 7:

My Pick:

Although our deck wants levelers, outrider is pretty awful, as it costs 4 to level and only becomes a 2/6 then 3/10. The card plays D pretty well, but that's not what we want.
Pack 2, Pick 8:

My Pick:

The good level up dude makes the cut.
Pack 2, Pick 9:

My Pick:

Lay bare is a solid counterspell in this format with more late game bombs flying around than in ZZW. However, in the UW level deck, it's pretty awkward having a level up guy and passing with 4 mana up, making it 100% obvious that you have the counter.
Pack 2, Pick 10:

My Pick:

Pack 2, Pick 11:

My Pick:

Pack 2, Pick 12:

My Pick:

Is
Pack 2, Pick 13:

My Pick:

Pack 2, Pick 14:

My Pick:

Pack 2, Pick 15:

My Pick:

Pack 3, Pick 1:

My Pick:

Our removal light deck gets a huge boost from the narcolepsy
Pack 3, Pick 2:

My Pick:

Not the most exciting, but there's nothing else we'd want and no real reason to hate draft.
Pack 3, Pick 3:

My Pick:

Mind control effects are always pretty insane in limited, and despite the intense restriction on this one it's still good. Also we're passing a beastbreaker after just passing a pelakka wurm, so hopefully no one has the insane green deck.
Pack 3, Pick 4:

My Pick:

This puts us over the threshold of levelers needed to make teacher/drake insane.
Pack 3, Pick 5:

My Pick:

Not going to splash vendetta as we still have no fixing. After our last pick drake is getting value.
Pack 3, Pick 6:

My Pick:

No reason not to keep taking levelers
Pack 3, Pick 7:

My Pick:

Our deck is extremely aggresive right now, and the tempo spell is pretty insane. Regress is also very good at beating problematic levelers like brimstone mage and totem armor.
Pack 3, Pick 8:

My Pick:

Our teacher and escorts become pretty insane threats with this.
Pack 3, Pick 9:

My Pick:

Unlike lay bare, it's not too difficult to leave up 2 mana and not telegraph the trick.
Pack 3, Pick 10:

My Pick:

I don't want to lose to some aura gnarlid/appetite/spawn token deck.
Pack 3, Pick 11:

My Pick:

WOW
Pack 3, Pick 12:

My Pick:

Pack 3, Pick 13:

My Pick:

Pack 3, Pick 14:

My Pick:

Pack 3, Pick 15:

My Pick:


Final deck:
3 Caravan Escort
2 Skywatcher Adept
1 Smite
2 Knight of Cliffhaven
2 Champions Drake
1 Deprive
1 Narcolepsy
1 Venerated Teacher
2 Dawnglare Invoker
1 Regress
1 Domestication
1 Merfolk Skyscout
1 Drake Umbra
2 Frostwind Invoker
1 Totem-Guide Hartebeest
10 Island
8 Plains

Notable Cuts: Dreamstone Hedron and Crusher are left in the board due to how aggresive our deck is. Makindi Griffin is just a 2 power flier, and our deck already has 16 creatures. We don't need the random extra guy. See Beyond is good in a deck where there's a severe difference in the power level of your cards, such as when digging for bombs or if you want to shuffle away the chaff. Our zero rare, all dude deck doesn't need that.

Battles.

Round 1: Vs. GWur Level?
Game 1 I win the die roll and open on t2 knight of cliffhaven, t3 level, with narcolepsy, champions drake, and frostwind invoker in hand hoping to bring the beats. My plans are foiled when my opponent goes t1 joraga treespeaker, t2 level+prophetic prism, t3 linvana. Thankfully we have the narcolepsy for his beastbreaker of bala ged plus drake umbra to allow us to race in the air. He doesn't play another guy, choosing to keep leveling up random ground guys and dies.
Game 2 The first play for either of us is my t3 dawnglare invoker. He misses his 4th land drop while I play a merfolk skyscout, knight of cliffhaven, and untap a plains with skyscout to play a caravan escort after leveling the knight. Once he hits his 4th land drop he plays an ondu giant revealing he has a mountain in his deck (we don't find out what for), then drops Linvala the next turn. We regress Linvala after he greedily goes for mammoth umbra on it, and after ranting in spanish about how much he sucks (I can only assume), he concedes to our multiple champions drakes (which are 4/4's due to getting an extra turn to level up our caravan escort)
Given that I just beat turn 3 and turn 6 Linvala in my deck with 7 level up guys and another 3 creatures with activated abilities (without domesticating it), I'm feeling pretty good. Obviously our opponent was terrible, as he had a 4 color deck with a lot of sub-par cards (warmonger's chariot made an appearance game 2) and let us blow him out with regress, but still I'll take the win.

Round 2: Vs. RB Aggro
Game 1 He opens with flame slash, staggershock, and spawning breath for my early guys. But misses several land drops. I land a frostwind invoker, while he can only come up with a bloodthorne vampire. I bash him to dead on board with fliers, leaving back a champions drake and invoker back to block his guy in case he plays a hatcher or something to make a bunch of spawns and has removal for a guy. He proceeds to cast eldrazi conscription on his guy and swing. Good thing I had the smite.
Game 2 he again has some early removal, and plays a turn 4 lord of shatterskull pass, which I thankfully have the narcolepsy for. After some more non-action, he plays an essence feed doing nothing, then conscriptions a token to bash me to 5. I again have the smite the next turn, though, and he concedes a turn later after doing nothing of note.

Round 3: Vs. BW time of heroes/enchantress
Game 1 We go t1 escort, t2 knight, t3 teacher. I then domestication a nirkana cuthroat and start doming. He plays multiple ikari outriders, and hyena umbras the cuthroat. I misplay and smite the cuthroat (to remove umbra) before damage, forgetting how totem armor works, but it doesn't matter. His outriders can't outrace my fliers.
Game 2 Keep adept, deprive, 5 lands on the draw after he mulls. I draw a dawnglare invoker, followed by a bunch of lands. I get to tap his team for several turns, but he eventually rips vendetta and I only rip more lands.
Game 3 Open with t1 escort, t2 level, t3 champ drake, t4 teacher. My opponent plays a kor spiritdancer and then spreads some swamps. While I appreciate the synergy there, his do nothings do nothing, and he dies.

4 comments:

Unknown said...

My favorite part was where you said "I thought I'd give you a taste of how drafting works in the real world."

At first I thought it was a joke about how this was a deck that would happen in a draft at GYGO, but then I realized that this deck couldn't even realistically happen there.

jayelk said...

Any thought to the Dreamstone Hedron, it seems pretty saucy in this deck to play on 6 and get a level (with just going nuts next turn) or turning on invoker one turn sooner? I don't know what to cut over it but it seems despite your aggro deck you have tons of use for the mana or the three cards.

Kmaster said...

My favorite part was your opponent ranting in spanish about how much he sucks.

Matt McCullough said...

Formatting has been fixed. Just need to re-add pick commentary.

The card I'd most likely cut from the main deck if I added something else would be the merfolk skyscout as it's simply the weakest creature. Skyscout pretty much does the same thing as hedron, in that you generate mana to level up extra times, but does so while doming.