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Drafting

Drafting Zendikar with JBoots #7

Pack 1
Marsh Casu­al­ties
Mind Sludge
Rite of Repli­ca­tion
Grap­pling Hook
Gigan­tiform
Baloth Wood­crasher
Fron­tier Guide
Expe­di­tion Map
Win­drider Eel
Tajaru Archer
Caller of Gales
Hedron Scrab­bler
Caller of Gales
Plains
Trapfinder’s Trick

Pack 2
Graz­ing Glade­heart
Welkin Tern
Welkin Tern
Aether Fig­ment
Ior Ruin Expe­di­tion
Green­weaver Druid
Tajaru Archer
Nissa’s Cho­sen
Adven­tur­ing Gear
Tim­ber­maw Larva
Ior Ruin Expe­di­tion
Shieldmate’s Bless­ing
Swamp
Moun­tain

Pack 3
Ver­dant Cat­a­combs
Vines of the Vast­wood
Har­row
Mer­folk Seast­alk­ers
Tim­ber­maw Larva
Nissa’s Cho­sen
Graz­ing Glade­heart
Oran-Rief Recluse
Spread­ing Seas
Khalni Gem
Sav­age Sil­hou­ette
Zendikar Far­guide
Hedron Scrab­bler
For­est
Plains

JBoots or Jon Boutin, is a top Canadian player. He was a member of the 2009 Canadian National Team and is a regular on the Pro Tour.

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Comments

  1. You really need to stop rare draft­ing in these.

    Is com­pro­mis­ing the integrity of your draft really worth the 2 tick­ets or what­ever you’ll get for the Cat­a­combs? Are you really that broke?

    mdorlan | December 11, 2009, 1:12 pm | #
  2. I don’t think you’re get­ting forced into green, I feel you’re actu­ally tak­ing sub­par green cards over black cards like Hagra croc­o­dile. I wouldn’t be so quick to be ditch­ing a marsh casualties.

    Jordan | December 11, 2009, 3:48 pm | #
  3. I know I’m not as good a player as you are — but I’m pretty sure you make two ter­ri­ble mis­takes — one which I’m pretty sure cost you the game.

    Where you went wrong in Rd 1 Gm 1 — (well you went wrong twice) — you should have attacked with both seast­alk­ers and the Eel for 6 bring­ing him to 6 (after tap­ping down his drake). You could then have played a cho­sen if you weren’t wor­ried about tak­ing the 4 (really you weren’t as you were on 28) or to play it safe could have left the 3 to tap him down.

    The sec­ond mis­play came when you attacked in with the glade­heart swap­ping him with the token. He poten­tially could have saved you later in the game (I know you were up a lot of life but still it wasn’t worth the trade (so he would be up 2 life but you would still have the gladeheart).

    In Rd 2 Game 1 you bril­liantly repli­cate his Sco­prion and then don’t block with him — the cor­rect play would have been killing the Hex­mage. Basi­cally slow­ing him down next turn — or at least forc­ing him to lose one of his guys.

    Any­way I think the mis­play in game 1 rd 2 you noticed so that doesn’t really mat­ter but I’m not sure if you realised the “mis­takes” in the first game. Just my two cents worth — let me know if you think I’m “right”.

    Raymond | December 11, 2009, 11:27 pm | #
  4. Raymond@

    1– You are wrong. Stalk­ers are unable to tap crea­tures with fly­ing.
    2– I dont remem­ber the next “mis­play”.
    3– On to your last com­ment. Block­ing with the scor­pion ensures an instant death on his turn. If he blocked, scor­pion dies for no rea­son instead Jboots was hop­ing to draw a mir­a­cle (what­ever it may be) and his scor­pion not dying to his oppo­nents 2/1 geeks when he attacks.

    moerutora | December 12, 2009, 3:51 am | #
  5. Ray, the Mer­folks can only tap crea­tures with­out fly­ing so he can’t tap the drake.

    Onestly, with Cat­a­combs and Har­row and maybe even the guide I would have played the marsh casu­al­i­ties. Power over cnsis­tence is some­thing this deck needed.

    ABBABu | December 12, 2009, 4:14 am | #
  6. The attack R1 G1 with Glade­heart, 2x Cho­sen, and Win­drider Eel was really, really bad. I think you were under the impres­sion the Illu­sion had fly­ing? (You said some­thing about it block­ing and killing the Eel ear­lier.) That attack was about the second-worst pos­si­ble attack. Bet­ter options are:

    1. Attack with only Eel. This is prob­a­bly best. Your oppo­nent goes to 7, and loses his big dude. You have six power on defense, he has a Bear (trumped by your Cho­sen) and a 5/6, which in the worst case, you can trade two of your block­ers for.

    2. Attack with Eel + 2x Cho­sen. He either goes to five, or loses his Illu­sion. You lose a Cho­sen. Either way, bet­ter than los­ing Glade­heart and get­ting the same fun­da­men­tal result.

    That all comes down to you think­ing the Illu­sion had fly­ing, and was there­fore important.

    I also didn’t like you lead­ing with the Seast­alk­ers the turn prior. I mean, you know he prob­a­bly has Can­cel. You know that when he uses it, you’re gonna play the Eel. So why the hell do you lead with ‘Stalk­ers? Lead with Eel! Stalk­ers is a bet­ter Gigan­tiform tar­get any­way. If he coun­ters the Eel, have a party, ’cause you win next turn. If he doesn’t counter the Eel, have a god­damn party, ’cause you can just pass the turn and he holds up 1UU forever.

    Zadok001 | December 12, 2009, 8:54 pm | #
  7. I enjoyed the draft and much pre­fer to watch the cur­rent for­mat drafts — so Zendikar over old draft blocks.

    Jeremy Mac Donald | December 16, 2009, 4:20 pm | #
  8. play faster. It gets frus­trat­ing to wait while you have no real choices, and aren’t say­ing any­thing, but don’t click ‘ok’

    Dank | December 18, 2009, 3:37 am | #
  9. My com­ment is, don’t let you­self get sucked into patterns.In R2 G1, your oppo­nent for­gets to drop a land (turn 5?) before attack­ing w/ 2 maraud­ers. You have an untapped guy with 1 power, but don’t block one of them. I’m assum­ing this was because you thought you couldn’t. I think this cost you 4–6 life, and def­i­nitely another turn.

    Matt | January 2, 2010, 12:18 am | #

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