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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
| Useful Author Links | Last 4 posts |
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?
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.
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@
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.
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.
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.
I enjoyed the draft and much prefer to watch the current format drafts — so Zendikar over old draft blocks.
play faster. It gets frustrating to wait while you have no real choices, and aren’t saying anything, but don’t click ‘ok’
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.