Long
I'm in the Swiss Queue again, practicing my drafting. Here's tonight's draft.
Pack 1 pick 1:















My Pick:
There's a lot to like in this pack; Jund Battlemage, Corpse Connesiuer, Sanctum Gargoyl, Magma Spray, Rhos War Monk. I decided Sanctum Gargoyle would send a clear signal that red/green was wide open and take the Gargoyle and go Esper.

Pack 1 pick 2:














My Pick:
Well... that worked out, didn't it? Not a single Esper card. This pack was about Seaside Citadel, Topan Ascetic and Kresh. I decided to go with the bomb and took Kresh.

Pack 1 pick 3:













My Pick:
This deck says one thing to me: Esper is taken. Look elsewhere. The Bant Battlemage, Bloodpyre Elemental and Elvish Visionary are all fine picks. But the one that works best with Kresh is the Algae Gharial. I take it.

Pack 1 pick 4:












My Pick:
I see even less that I like here. The Thrash is mediocre at best. The Scourge Devil is okay, as is Bone Splinters, but I don't necessarily like it without Necrogenesis. I decide to take some early mana fixing, just in case I end up splashing blue.

Pack 1 pick 5:











My Pick:
The Kiss is okay, but slow in ACR. The Drake would work well with Kresh, but at this point I like the Bloodpyre, which is FANTASTIC with Kresh.

Pack 1 pick 6:










My Pick:

Pack 1 pick 7:









My Pick:
I saw on SCG that the Ruel brothers valued Blister Beetle very highly in ARC, so I grab it.

Pack 1 pick 8:








My Pick:
And then another.

Pack 1 pick 9:







My Pick:
Well, I didn't expect to see it, but I'll take it.

Pack 1 pick 10:






My Pick:

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:
Kederkt Parasite was tempting, but Ember Weaver is an absolute champion.

Pack 2 pick 2:














My Pick:
Rule 1: Grab The Sphere.

Pack 2 pick 3:













My Pick:
Knowing I can splash blue, and that hopefully I be grabbing a bunch of Grixis Grimblades, the Sedraxis Alchemist is a nice choice.

Pack 2 pick 4:












My Pick:

Pack 2 pick 5:











My Pick:
Oooh, two. This should be good.

Pack 2 pick 6:










My Pick:

Pack 2 pick 7:









My Pick:
Three! Now I'll need to make sure I grab some blue permanents.

Pack 2 pick 8:








My Pick:
Wow, how late is this Dark Temper? TAKEN!

Pack 2 pick 9:







My Pick:

Pack 2 pick 10:






My Pick:

Pack 2 pick 11:





My Pick:

Pack 2 pick 12:




My Pick:

Pack 2 pick 13:



My Pick:

Pack 2 pick 14:


My Pick:

Pack 2 pick 15:

My Pick:

Pack 3 pick 1:















My Pick:
You... you take the stormcaller's boon, right?

Pack 3 pick 2:














My Pick:

Pack 3 pick 3:













My Pick:
Putrid Leech really shouldn't get this far, so I'm so glad the people to my right are all drafting Esper at this point.

Pack 3 pick 4:












My Pick:
I was very tempted to take the Lorescale Coatl and have some blue permanents to trigger the Alcehmists with, but I also really like the sheer aggressiveness of the Sewn-Eye Drake, especially with Putrid Leech clogging up the ground.

Pack 3 pick 5:











My Pick:
Oh how I love reborn.

Pack 3 pick 6:










My Pick:

Pack 3 pick 7:









My Pick:
Ok, Morbid Bloom is probably the technically correct draft here, but I've used Thopter Foundry. I know what it's like. It can just win games. So I take it. I'm surprised the Epser people already haven't.

Pack 3 pick 8:








My Pick:
Fanastic.

Pack 3 pick 9:







My Pick:

Pack 3 pick 10:






My Pick:

Pack 3 pick 11:





My Pick:
11th pick Sewn-Eye Drake? Sure.

Pack 3 pick 12:




My Pick:
I think Breath is an excellent sideboard card, especially against decks that take a while to stabilise.

Pack 3 pick 13:



My Pick:

Pack 3 pick 14:


My Pick:
Oh jeez, I love maindecking this thing. Gladly, gladly taken in pick 14.

Pack 3 pick 15:

My Pick:

This draft converter created by Benjamin Peebles-Mundy.
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The deck looked like this:
2 x Putrid Leech
2 x Sewn-Eye Drake
2 x Blister Beetle
1 x Terminate
1 x Dark Temper
1 x Kresh the Bloodbraided
1 x Maelstrom Pulse
1 x Demonspine Whip
1 x Marrow Chomper
1 x Jund Sojourners
1 x Grixis Grimblade
1 x Gorger Wurm
1 x Suicidal Charge
1 x Yoke of the Damned
1 x Goblin Outlander
1 x Macta Rioters
1 x Armilliary Sphere
1 x Ember Weaver
1 x Bloodpyer Elemental
1 x Algae Gharial
1 x Ancient Ziggurat
1 x Crumbling Necropolis
5 x Swamp
5 x Mountain
5 x Forest
Okay, so I'm not feeling great about the deck. It's ok, some decent removal, some up-front gas, but no long-term card drawing or game-winning bombs, so if it goes long I'll be in top-decking mode with little ability to get ahead. In other words, I'm the aggro. Not my strongest mode of play.
Match 1, Game 1: I choose to draw and keep a great hand; two Leeches, Ancient Ziggurat and a Drake.
T1: Opponent plays Plains; I play Forest.
T2: Opponent plays Rupture spire; I play Ancient Ziggurat and Putrid Leech.
T3: Opponent plays Forest, Naya Hushblade; I play a Mountain, a Blister Beetle on the Hushblade, and swing for 4 (16:18)
T4: Opponent plays Forest, Aven Trailblazer; I swing with the Leech, he declines to block, I pump and hit. I then play another Putrid Leech (12:16)
T5: Opponent plays a Plains, Obelisk of Naya, Akrasan Squire; I swing with both Leeches, he blocks both, I pump one Leech to save it (12:14)
T6: Opponent plays Naya Sojourners, I Dark Temper it at end of his turn; I play Kresh, swing with both Leeches, pump them both, and he concedes.
Match 1, Game 2: I keep a hand with only black and red mana, but lots of things to play. My only true dead card is the Putrid Leech.
I make a great aggressive start, getting down an outlander and a Grixis Grimblade. He trades a Rhox Brute with the Grimblade, only to play a Mosstodon. I Dark Temper his Mosstodon once he plays a Drumhunter, but the Mosstodon is quickly followed by an Apocolypse Hydra. Between the card advantage and Hydra it's all down hill from there.
Match 1, Game 3: I choose to draw again.
T1: His land, my land.
T2: He cycles for mana. I play - Putrid Leech
T3: He Oblixes. I swing for 4, play Putrid Leech (16/18)
T4: He Tukatongue Thalids and Naya Hushblades. I play Sewn-Eye Drake, swing with everything. He blocks the two Leeches, I pump one to save it, his guys die. (13/16)
T5: He plays Wandering Goblins. I play a second Sewn-Eye Drake and my opponent concedes against an attack force of 6 in the air and 8 on the ground.
Well, that went okay. Worrying that it took three games. Let's see how the next match goes.
--
Match 2, Game 1: I keep a hand that's almost entirely re-active. I have to basically wait for him to play a creature before I can do much with my Blister Beetles.
T1: Opponent plays Island; I play a Swamp.
T2: Opponent plays Plains; I play Forest.
T3: Opponent plays Island; I play Mountain. FASCINATING.
T4: Opponent plays Plains; I play Mountain, Sewn-Eye Drake - which he immediately counters with Offering to Asha (24/20)
T5: Opponent does nothing; I play a Swamp, then with not much else play a Bloodpyre Elemental. (24/20)
T6: Opponent does nothing; I hit with the Bloodpyre Elemental, play Forest, Gorger Wurm. He Flashes in an Etherium Astrolabe (20/20)
T7: Opponent plays Island, Scourglass; No point for me but to swing then lose my guys. They hit, he hurts, I lay down an Ancient Ziggurat (11/20)
T8: Opponents skips through his upkeep... and realises what he's done. I swing in again, he hurts. (2/20)
T9: Opponent triggers the Scourglass, I lose my guys, he plays an Esper Panorama;l I play a Grixis Grimblade and a Matca Rioters, which he immeidately unsummons and craks the Panorama for his missing Swamp. (2/20)
T10: With black mana on the board it's a difference game. He uses Deny Reality on the Grixis Grimblade hitting a 4/4 Arsenal Thesher with Cascade; I play Algae Gharial and Matca Rioters in response.
T11: Opponent plays Island, Darklit Gargoyle, Zombie Outlander. I look at my hand and clearly see the play. I yoke the Arsenal Thresher, then play two Blister Beetles, targetting the Zombie Outlander. The Zombie Outlander dies, the Thresher dies, the Algae Gharial grows to a 3/3, and my two 3/3s swing in for the final points of damage.
Match 2, Game 2: I didn't manage to capture the game play on this one, so this is a little sketchy. Basically, I drop a Demonspine Whip, followed by an Ember Weaver. It's an awesome synergy. I start swinging in, until he drops some Proction Bears. Eventually he drops a Tower Gargoyle and I stall. However, he swings in with it, forgetting my Ember Weaver has first strike, reach and fire breathing. It dies. Then, shortly after, so does he.
--
Match 3, Game 1: A stressful game, and I'm not sure if I played it right. He's playing 5cc, and chooses to play first. I'm happy with that. I keep a okay, but not thrilling, opening hand of a couple of a Blister Beetle, Terminate, Macta Rioters, and black and red mana.
T1: Opponent plays Plains; I play a Swamp.
T2: Opponent plays Island; Armillary Sphere; I play a Mountain.
T3: Opponent plays Island; I play a Swamp, opponent triggers the Sphere,
T4: Opponent plays Forest, Steward of Valeron; I draw a forest, play it and get down a Putrid Leech, keeping open Termite mana.
T5: Opponent plays Swamp, O-Rings the Putrid Leech, attacks with Steward. Gets down a Fieldmist Borderpost and then Druid of the Anima; I play a Mountain, cast Macta Rioters, then Blister Beetle the Druid of the Anima to keep him off red mana. (20/18)
T6: Opponent plays Island, Fatestitcher; I play Forest, Demonspine Whip, attach it to the Blister Beetle, and attack with it. He chooses not to block, but I don't pump. I then drop a Jund Sojourners. (19/18)
T7: Opponent plays Island, Bant Battlemage, Wildfield Borderpost; I go to combat, he taps the Blister Beetle, I swing with both the Macta Rioters and Jund Sojourners. He chooses to block the Sojourners, which pings him on the way out the door. I play a Grixis Grimblade. (15/18)
T8: Opponent plays Sanctum Plowbeast, I feel bad about it, but I need to keep pushing through damage, so I spend a Terminate on it; At combat he taps the Macto Rioters, I swing with all my guys and he blocks the Grimblade with the Battlemage. I pump the Beetle so that it does 5, leaving Terminate mana open even though I don't have Terminate (10/18).
T9: Opponent plays a Swamp; I play a Mountain, he taps the Blister Beetle, I swing in with the Macta Rioters, drop a Bloodpyre Elemental (7/18)
T10: Oppoent plays a Sludge Strider; I pop the Bloodpyre Elemental to kill the Sludge Strider, he taps the Blister Beetle, Macta Rioters gets in there (4/18)
T11: He plays Firewild Borderpost, Island; He again taps the Blister Beetle, I hit with the Macta Rioters, then drop a Marrow Chomper with no devour (1/18)
T12: With a million mana in hand, he plays a Courier's Capsule, pops it, finds a Deny Reality, hits the Marrow Chomper with it and Cascades into a Parasitic Strix, but he has no black permanent in play; he taps my Macta Rioter, I swing with the Blister Beetle, he blocks with the Strix, I pump, they trade, I drop the Marrow Chomper again keeping imaginary-terminate mana up.
T13: He draws into a bomb - Behemoth Sledge - and drops both it and a Vedalken Outlander and equips it to the Outlander; I play a Swamp, then a Blister Beetle to shrink the Outlander, equip the Whip to the Marrow Chomper. He taps the Macta Rioters, blocks the Marrow Chomper, and it and the Vedalken Outlander trade. (4/18).
T14: He Equips the Behemoth Sledge to the Fatestitcher; I finally draw removal, flinging a Dark Temper at his Fatestitcher. He taps the Macta Rioters, so I equip the Demonspine Whip to the Blister Beetle and swing in for the win.
Match 3, Game 2: My opponent does nothing except play lands and borderposts, Armillary Sphere and Courier's Capsule. By the time he does anything - playing a Nacatyl Hunt-Pride - he's on 9 life, tapped out, while I have a Putrid Leech and Gorger Wurm in play, with a Maelstrom Pulse and Breath of Maelfegor (sideboarded in) in hand. He dies Turn 6.
Pack 1 pick 1:















My Pick:
There's a lot to like in this pack; Jund Battlemage, Corpse Connesiuer, Sanctum Gargoyl, Magma Spray, Rhos War Monk. I decided Sanctum Gargoyle would send a clear signal that red/green was wide open and take the Gargoyle and go Esper.

Pack 1 pick 2:














My Pick:
Well... that worked out, didn't it? Not a single Esper card. This pack was about Seaside Citadel, Topan Ascetic and Kresh. I decided to go with the bomb and took Kresh.

Pack 1 pick 3:













My Pick:
This deck says one thing to me: Esper is taken. Look elsewhere. The Bant Battlemage, Bloodpyre Elemental and Elvish Visionary are all fine picks. But the one that works best with Kresh is the Algae Gharial. I take it.

Pack 1 pick 4:












My Pick:
I see even less that I like here. The Thrash is mediocre at best. The Scourge Devil is okay, as is Bone Splinters, but I don't necessarily like it without Necrogenesis. I decide to take some early mana fixing, just in case I end up splashing blue.

Pack 1 pick 5:











My Pick:
The Kiss is okay, but slow in ACR. The Drake would work well with Kresh, but at this point I like the Bloodpyre, which is FANTASTIC with Kresh.

Pack 1 pick 6:










My Pick:

Pack 1 pick 7:









My Pick:
I saw on SCG that the Ruel brothers valued Blister Beetle very highly in ARC, so I grab it.

Pack 1 pick 8:








My Pick:
And then another.

Pack 1 pick 9:







My Pick:
Well, I didn't expect to see it, but I'll take it.

Pack 1 pick 10:






My Pick:

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:
Kederkt Parasite was tempting, but Ember Weaver is an absolute champion.

Pack 2 pick 2:














My Pick:
Rule 1: Grab The Sphere.

Pack 2 pick 3:













My Pick:
Knowing I can splash blue, and that hopefully I be grabbing a bunch of Grixis Grimblades, the Sedraxis Alchemist is a nice choice.

Pack 2 pick 4:












My Pick:

Pack 2 pick 5:










My Pick:
Oooh, two. This should be good.

Pack 2 pick 6:










My Pick:

Pack 2 pick 7:









My Pick:
Three! Now I'll need to make sure I grab some blue permanents.

Pack 2 pick 8:








My Pick:
Wow, how late is this Dark Temper? TAKEN!

Pack 2 pick 9:







My Pick:

Pack 2 pick 10:






My Pick:

Pack 2 pick 11:





My Pick:

Pack 2 pick 12:




My Pick:

Pack 2 pick 13:



My Pick:

Pack 2 pick 14:


My Pick:

Pack 2 pick 15:

My Pick:

Pack 3 pick 1:















My Pick:
You... you take the stormcaller's boon, right?

Pack 3 pick 2:














My Pick:

Pack 3 pick 3:













My Pick:
Putrid Leech really shouldn't get this far, so I'm so glad the people to my right are all drafting Esper at this point.

Pack 3 pick 4:












My Pick:
I was very tempted to take the Lorescale Coatl and have some blue permanents to trigger the Alcehmists with, but I also really like the sheer aggressiveness of the Sewn-Eye Drake, especially with Putrid Leech clogging up the ground.

Pack 3 pick 5:











My Pick:
Oh how I love reborn.

Pack 3 pick 6:










My Pick:

Pack 3 pick 7:









My Pick:
Ok, Morbid Bloom is probably the technically correct draft here, but I've used Thopter Foundry. I know what it's like. It can just win games. So I take it. I'm surprised the Epser people already haven't.

Pack 3 pick 8:








My Pick:
Fanastic.

Pack 3 pick 9:







My Pick:

Pack 3 pick 10:






My Pick:

Pack 3 pick 11:





My Pick:
11th pick Sewn-Eye Drake? Sure.

Pack 3 pick 12:




My Pick:
I think Breath is an excellent sideboard card, especially against decks that take a while to stabilise.

Pack 3 pick 13:



My Pick:

Pack 3 pick 14:


My Pick:
Oh jeez, I love maindecking this thing. Gladly, gladly taken in pick 14.

Pack 3 pick 15:

My Pick:

This draft converter created by Benjamin Peebles-Mundy.
Visit the draft converter today!
The deck looked like this:
2 x Putrid Leech
2 x Sewn-Eye Drake
2 x Blister Beetle
1 x Terminate
1 x Dark Temper
1 x Kresh the Bloodbraided
1 x Maelstrom Pulse
1 x Demonspine Whip
1 x Marrow Chomper
1 x Jund Sojourners
1 x Grixis Grimblade
1 x Gorger Wurm
1 x Suicidal Charge
1 x Yoke of the Damned
1 x Goblin Outlander
1 x Macta Rioters
1 x Armilliary Sphere
1 x Ember Weaver
1 x Bloodpyer Elemental
1 x Algae Gharial
1 x Ancient Ziggurat
1 x Crumbling Necropolis
5 x Swamp
5 x Mountain
5 x Forest
Okay, so I'm not feeling great about the deck. It's ok, some decent removal, some up-front gas, but no long-term card drawing or game-winning bombs, so if it goes long I'll be in top-decking mode with little ability to get ahead. In other words, I'm the aggro. Not my strongest mode of play.
Match 1, Game 1: I choose to draw and keep a great hand; two Leeches, Ancient Ziggurat and a Drake.
T1: Opponent plays Plains; I play Forest.
T2: Opponent plays Rupture spire; I play Ancient Ziggurat and Putrid Leech.
T3: Opponent plays Forest, Naya Hushblade; I play a Mountain, a Blister Beetle on the Hushblade, and swing for 4 (16:18)
T4: Opponent plays Forest, Aven Trailblazer; I swing with the Leech, he declines to block, I pump and hit. I then play another Putrid Leech (12:16)
T5: Opponent plays a Plains, Obelisk of Naya, Akrasan Squire; I swing with both Leeches, he blocks both, I pump one Leech to save it (12:14)
T6: Opponent plays Naya Sojourners, I Dark Temper it at end of his turn; I play Kresh, swing with both Leeches, pump them both, and he concedes.
Match 1, Game 2: I keep a hand with only black and red mana, but lots of things to play. My only true dead card is the Putrid Leech.
I make a great aggressive start, getting down an outlander and a Grixis Grimblade. He trades a Rhox Brute with the Grimblade, only to play a Mosstodon. I Dark Temper his Mosstodon once he plays a Drumhunter, but the Mosstodon is quickly followed by an Apocolypse Hydra. Between the card advantage and Hydra it's all down hill from there.
Match 1, Game 3: I choose to draw again.
T1: His land, my land.
T2: He cycles for mana. I play - Putrid Leech
T3: He Oblixes. I swing for 4, play Putrid Leech (16/18)
T4: He Tukatongue Thalids and Naya Hushblades. I play Sewn-Eye Drake, swing with everything. He blocks the two Leeches, I pump one to save it, his guys die. (13/16)
T5: He plays Wandering Goblins. I play a second Sewn-Eye Drake and my opponent concedes against an attack force of 6 in the air and 8 on the ground.
Well, that went okay. Worrying that it took three games. Let's see how the next match goes.
--
Match 2, Game 1: I keep a hand that's almost entirely re-active. I have to basically wait for him to play a creature before I can do much with my Blister Beetles.
T1: Opponent plays Island; I play a Swamp.
T2: Opponent plays Plains; I play Forest.
T3: Opponent plays Island; I play Mountain. FASCINATING.
T4: Opponent plays Plains; I play Mountain, Sewn-Eye Drake - which he immediately counters with Offering to Asha (24/20)
T5: Opponent does nothing; I play a Swamp, then with not much else play a Bloodpyre Elemental. (24/20)
T6: Opponent does nothing; I hit with the Bloodpyre Elemental, play Forest, Gorger Wurm. He Flashes in an Etherium Astrolabe (20/20)
T7: Opponent plays Island, Scourglass; No point for me but to swing then lose my guys. They hit, he hurts, I lay down an Ancient Ziggurat (11/20)
T8: Opponents skips through his upkeep... and realises what he's done. I swing in again, he hurts. (2/20)
T9: Opponent triggers the Scourglass, I lose my guys, he plays an Esper Panorama;l I play a Grixis Grimblade and a Matca Rioters, which he immeidately unsummons and craks the Panorama for his missing Swamp. (2/20)
T10: With black mana on the board it's a difference game. He uses Deny Reality on the Grixis Grimblade hitting a 4/4 Arsenal Thesher with Cascade; I play Algae Gharial and Matca Rioters in response.
T11: Opponent plays Island, Darklit Gargoyle, Zombie Outlander. I look at my hand and clearly see the play. I yoke the Arsenal Thresher, then play two Blister Beetles, targetting the Zombie Outlander. The Zombie Outlander dies, the Thresher dies, the Algae Gharial grows to a 3/3, and my two 3/3s swing in for the final points of damage.
Match 2, Game 2: I didn't manage to capture the game play on this one, so this is a little sketchy. Basically, I drop a Demonspine Whip, followed by an Ember Weaver. It's an awesome synergy. I start swinging in, until he drops some Proction Bears. Eventually he drops a Tower Gargoyle and I stall. However, he swings in with it, forgetting my Ember Weaver has first strike, reach and fire breathing. It dies. Then, shortly after, so does he.
--
Match 3, Game 1: A stressful game, and I'm not sure if I played it right. He's playing 5cc, and chooses to play first. I'm happy with that. I keep a okay, but not thrilling, opening hand of a couple of a Blister Beetle, Terminate, Macta Rioters, and black and red mana.
T1: Opponent plays Plains; I play a Swamp.
T2: Opponent plays Island; Armillary Sphere; I play a Mountain.
T3: Opponent plays Island; I play a Swamp, opponent triggers the Sphere,
T4: Opponent plays Forest, Steward of Valeron; I draw a forest, play it and get down a Putrid Leech, keeping open Termite mana.
T5: Opponent plays Swamp, O-Rings the Putrid Leech, attacks with Steward. Gets down a Fieldmist Borderpost and then Druid of the Anima; I play a Mountain, cast Macta Rioters, then Blister Beetle the Druid of the Anima to keep him off red mana. (20/18)
T6: Opponent plays Island, Fatestitcher; I play Forest, Demonspine Whip, attach it to the Blister Beetle, and attack with it. He chooses not to block, but I don't pump. I then drop a Jund Sojourners. (19/18)
T7: Opponent plays Island, Bant Battlemage, Wildfield Borderpost; I go to combat, he taps the Blister Beetle, I swing with both the Macta Rioters and Jund Sojourners. He chooses to block the Sojourners, which pings him on the way out the door. I play a Grixis Grimblade. (15/18)
T8: Opponent plays Sanctum Plowbeast, I feel bad about it, but I need to keep pushing through damage, so I spend a Terminate on it; At combat he taps the Macto Rioters, I swing with all my guys and he blocks the Grimblade with the Battlemage. I pump the Beetle so that it does 5, leaving Terminate mana open even though I don't have Terminate (10/18).
T9: Opponent plays a Swamp; I play a Mountain, he taps the Blister Beetle, I swing in with the Macta Rioters, drop a Bloodpyre Elemental (7/18)
T10: Oppoent plays a Sludge Strider; I pop the Bloodpyre Elemental to kill the Sludge Strider, he taps the Blister Beetle, Macta Rioters gets in there (4/18)
T11: He plays Firewild Borderpost, Island; He again taps the Blister Beetle, I hit with the Macta Rioters, then drop a Marrow Chomper with no devour (1/18)
T12: With a million mana in hand, he plays a Courier's Capsule, pops it, finds a Deny Reality, hits the Marrow Chomper with it and Cascades into a Parasitic Strix, but he has no black permanent in play; he taps my Macta Rioter, I swing with the Blister Beetle, he blocks with the Strix, I pump, they trade, I drop the Marrow Chomper again keeping imaginary-terminate mana up.
T13: He draws into a bomb - Behemoth Sledge - and drops both it and a Vedalken Outlander and equips it to the Outlander; I play a Swamp, then a Blister Beetle to shrink the Outlander, equip the Whip to the Marrow Chomper. He taps the Macta Rioters, blocks the Marrow Chomper, and it and the Vedalken Outlander trade. (4/18).
T14: He Equips the Behemoth Sledge to the Fatestitcher; I finally draw removal, flinging a Dark Temper at his Fatestitcher. He taps the Macta Rioters, so I equip the Demonspine Whip to the Blister Beetle and swing in for the win.
Match 3, Game 2: My opponent does nothing except play lands and borderposts, Armillary Sphere and Courier's Capsule. By the time he does anything - playing a Nacatyl Hunt-Pride - he's on 9 life, tapped out, while I have a Putrid Leech and Gorger Wurm in play, with a Maelstrom Pulse and Breath of Maelfegor (sideboarded in) in hand. He dies Turn 6.
Best things I've read/learnt about Magic this past month:
"The shocking revelation is that I chose to draw rather than play first." Although this is largely standard constructed advice, I've been going on-the-draw in Draft to much success. Although you loose the tempo boost to the fast jund/naya decks, in a war of attrition it makes winning a certainty. The decks I draft tend to be the war-of-attrition type decks, so it's working for me.
Magic 2010 Spoiler Completed. It just happens faster and faster with every set.
Considering draft queues: Waiting for Godot, Yawgmoth's Whimsy. I've dropped back from the 43 queues to the Swiss, mainly to help ramp my rating and more easily pay for more practice. I'd be interested in any analysis that did the same for queues vs. expected ratings gains.
"The Fundamental Turn of Pauper is Turn Four." This makes a lot of sense to me, and I'm going to have to go back through my pauper decks and see how the compare to this analysis.
Paraphrased #1: "I seem to win when I draft Necrogenesis and lose when I don't". I think I saw this as a Twitter post, but I can't track down the source. As a result I've started to take Necrogenesis whenever I see it. In ever game I've had it hit the battlefield, I've won the game [though one of these was a stupid insane deck with Kresh the Bloodbraided that abused Necrogenesis like a coke addict's nose]. Something to consider. [NOTE: It was @TopGames on Twitter who said it. Thanks @Kevinan for the heads up.]
Paraphrased #2: "My opponents always seem to draft a deck that does more 'things' each turn". I can't find the article it was posted in anymore, but the idea really resonated with me. Maximising mana usage each turn and finding ways to leverage interaction, even in Draft, seems so important. The deck I drafted last night included a Thopter Foundry, Necrogenesis and Etherium Astrolabe. This allowed me to get triple the usage out of any artifact creature that died [Sac to Thopter factory, gain a life and a token, necrogenesis and gain another token, sac the first token and draw a card - and that doesn't even include any blocking/trading]. I'm slowly learning how to evaluate interactions within my draft, not just around it. [Note: Here's the article I'm referencing - Rogue Report - An Origins Story. Thanks @magicgameplan.
As an aside: I'm now Drafting as close as I can to Block Constructed decks. Now, I realise this isn't always possible, but the card choices I'm making [notable exception: 5cc] are far more aligned than with Block decks than ever before. Last night I even maindecked Glaze Fiend, knowing I had multiple Borderposts and a Thopter Foundry to pump him with. Little dude won me both games where I drew him.
"The shocking revelation is that I chose to draw rather than play first." Although this is largely standard constructed advice, I've been going on-the-draw in Draft to much success. Although you loose the tempo boost to the fast jund/naya decks, in a war of attrition it makes winning a certainty. The decks I draft tend to be the war-of-attrition type decks, so it's working for me.
Magic 2010 Spoiler Completed. It just happens faster and faster with every set.
Considering draft queues: Waiting for Godot, Yawgmoth's Whimsy. I've dropped back from the 43 queues to the Swiss, mainly to help ramp my rating and more easily pay for more practice. I'd be interested in any analysis that did the same for queues vs. expected ratings gains.
"The Fundamental Turn of Pauper is Turn Four." This makes a lot of sense to me, and I'm going to have to go back through my pauper decks and see how the compare to this analysis.
Paraphrased #1: "I seem to win when I draft Necrogenesis and lose when I don't". I think I saw this as a Twitter post, but I can't track down the source. As a result I've started to take Necrogenesis whenever I see it. In ever game I've had it hit the battlefield, I've won the game [though one of these was a stupid insane deck with Kresh the Bloodbraided that abused Necrogenesis like a coke addict's nose]. Something to consider. [NOTE: It was @TopGames on Twitter who said it. Thanks @Kevinan for the heads up.]
Paraphrased #2: "My opponents always seem to draft a deck that does more 'things' each turn". I can't find the article it was posted in anymore, but the idea really resonated with me. Maximising mana usage each turn and finding ways to leverage interaction, even in Draft, seems so important. The deck I drafted last night included a Thopter Foundry, Necrogenesis and Etherium Astrolabe. This allowed me to get triple the usage out of any artifact creature that died [Sac to Thopter factory, gain a life and a token, necrogenesis and gain another token, sac the first token and draw a card - and that doesn't even include any blocking/trading]. I'm slowly learning how to evaluate interactions within my draft, not just around it. [Note: Here's the article I'm referencing - Rogue Report - An Origins Story. Thanks @magicgameplan.
As an aside: I'm now Drafting as close as I can to Block Constructed decks. Now, I realise this isn't always possible, but the card choices I'm making [notable exception: 5cc] are far more aligned than with Block decks than ever before. Last night I even maindecked Glaze Fiend, knowing I had multiple Borderposts and a Thopter Foundry to pump him with. Little dude won me both games where I drew him.
When I heard about the Wizard's Play Network [WPN] I was pretty impressed. The idea of it - or rather, my idea of what it is supposed to be and do – was very appealing. In short, the WPN is “a network of local grass roots organizers that supports a wide variety of play formats… recognizing a wider range of casual formats, including leagues, multi-player, and team play.”.
Grass roots, casual play, network of organisers... it sounded great. Wanting to be more involved in the MtG community, I signed up pretty quickly, with the intention to get an EDH community up and running.
So, over the past year, what have I learnt from being part of the WPN?
1. The Wizard’s Play Network is not a Network.
The first question I asked when I joined was, “So can I get a list of other organisers?”, and the answer was “No.”.
“Is there a forum or mailing list?” – “No.”
“Can I get a list of local players?” – “No.”
“Can I get the contact details of anyone other than my nominated DCI representative?” – “No.”
Since then I’ve managed to get in touch with various people in the community, mainly through participation in PTQs, FNMs and the like, but never with the assistance of the WPN. This is because the WPN is not a network.
A social network, as I understand it, ties various people together, allowing them to communicate and interact. The WPN facilitated none of this. I couldn’t get names, numbers, or contact details – not even of others in the WPN. Although I have now built up a list of about a dozen EDH players in my area, this has been despite of, not because of, the WPN’s help.
2. The Wizard’s Play Network does not support “casual” events
Or at least not casual as I would define it. I think of a casual event as one generally between people who know each other, that isn’t for prizes, and often over the kitchen table.
There are no Kitchen Tables allowed in the WPN.
This is because WPN sanctioned events – no matter if they’re sanctioned as “casual” or not – must be held in a “Public” space, such as a Public Hall, Library or Place of Business [regardless of the fact that a Place of Business is not a public space]. A sanctioned event cannot happen at a Place of Residence.
There are legal reasons for this – WoTC don’t want to find themselves in the position of sending 11 year old kids to the houses of bad-people. However, I believe there is a lot more casual play happening in people’s houses than in shops, which is naturally where the competitive events occur.
I believe Kitchen Table Magic is the lifeblood of Magic in general. That the WPN – a supposedly “grass roots” effort trying to cater for the “casual” gamer doesn’t support it seems like an unbelievably missed opportunity to me.
I have a wife, three kids, and a job that takes me to all corners of Australia every week. To get an event up and running as part of the WPN I need to:
* Book a venue and pay the deposit myself
* Buy the product retail myself
* Find people to come to the event myself
* Pray that enough people turn up to break even.
I’ve managed to achieve it once – well, all but the break even part.
3. The WPN Giveaways are great – if I could just give them away
I have to say, I have really enjoyed the promotional material that the WPN has provided me to give to people who I organise. At my last EDH night I had nine people show – a fantastic turnout for Northern Metropolitan Sydney – and gave them each a foil Path to Exile. They were genuinely excited by this [several immediately sleeved it up] and were enthusiastic about coming back.
The only problem – I wasn’t supposed to give them away.
This is because the EDH night was held at my house, and therefore not sanctioned by WoTC. If an event isn’t sanctioned, you can’t give out the promotional material.
Nevermind that each of these guys were sporting hundred-dollar decks they had lovingly crafted from cards stretching back to Alpha.
Nevermind that each of these guys would be certainly tracking down new cards to buy for next time from the new sets coming out.
The fact was that I shouldn’t have given them that encouragement.
Right now I have a host of foil promotional cards just sitting around because I don’t have time to run a sanctionable event.
As a result of these three factors, I’m pretty disappointed in the WPN. I think it could be great – brilliant even – if it would make a couple of changes.
1. Get WPN members in touch with each other and their player base. I’m sure that if the WPN polled players about whether they’d like to receive information directly about events happening in their area, and WPN organisers in their area, they’d be glad to. So why not ask, instead of simply saying “No”?
2. Allow events to be held in private residences. If WoTC want to encourage acquisition, then stop insisting it be at the shop front. I’ve had more people come to the EDH nights due to word-of-mouth and friendships than scouting them out in stores. Let casual play be casual play, encourage Kitchen Table Magic, and recognise the importance of playing at home with friends.
3. Let the promos run free. If WoTC want M10 and its various new rules to be a hit, how about a pack for us casual gamers designed to teach us the new rules, with promotional cards encouraging people to buy more product. Some of the people I play with only learnt about the new damage-on-the-stack changes last year. Don’t let them hear about the M10 changes in 2019. Let the message start over a casual game between friends.
As usual, if you have any feedback – or, if you live in Sydney and want to play EDH with a good group of people – let me know at wrongwaygoback@yahoo.com.
Grass roots, casual play, network of organisers... it sounded great. Wanting to be more involved in the MtG community, I signed up pretty quickly, with the intention to get an EDH community up and running.
So, over the past year, what have I learnt from being part of the WPN?
1. The Wizard’s Play Network is not a Network.
The first question I asked when I joined was, “So can I get a list of other organisers?”, and the answer was “No.”.
“Is there a forum or mailing list?” – “No.”
“Can I get a list of local players?” – “No.”
“Can I get the contact details of anyone other than my nominated DCI representative?” – “No.”
Since then I’ve managed to get in touch with various people in the community, mainly through participation in PTQs, FNMs and the like, but never with the assistance of the WPN. This is because the WPN is not a network.
A social network, as I understand it, ties various people together, allowing them to communicate and interact. The WPN facilitated none of this. I couldn’t get names, numbers, or contact details – not even of others in the WPN. Although I have now built up a list of about a dozen EDH players in my area, this has been despite of, not because of, the WPN’s help.
2. The Wizard’s Play Network does not support “casual” events
Or at least not casual as I would define it. I think of a casual event as one generally between people who know each other, that isn’t for prizes, and often over the kitchen table.
There are no Kitchen Tables allowed in the WPN.
This is because WPN sanctioned events – no matter if they’re sanctioned as “casual” or not – must be held in a “Public” space, such as a Public Hall, Library or Place of Business [regardless of the fact that a Place of Business is not a public space]. A sanctioned event cannot happen at a Place of Residence.
There are legal reasons for this – WoTC don’t want to find themselves in the position of sending 11 year old kids to the houses of bad-people. However, I believe there is a lot more casual play happening in people’s houses than in shops, which is naturally where the competitive events occur.
I believe Kitchen Table Magic is the lifeblood of Magic in general. That the WPN – a supposedly “grass roots” effort trying to cater for the “casual” gamer doesn’t support it seems like an unbelievably missed opportunity to me.
I have a wife, three kids, and a job that takes me to all corners of Australia every week. To get an event up and running as part of the WPN I need to:
* Book a venue and pay the deposit myself
* Buy the product retail myself
* Find people to come to the event myself
* Pray that enough people turn up to break even.
I’ve managed to achieve it once – well, all but the break even part.
3. The WPN Giveaways are great – if I could just give them away
I have to say, I have really enjoyed the promotional material that the WPN has provided me to give to people who I organise. At my last EDH night I had nine people show – a fantastic turnout for Northern Metropolitan Sydney – and gave them each a foil Path to Exile. They were genuinely excited by this [several immediately sleeved it up] and were enthusiastic about coming back.
The only problem – I wasn’t supposed to give them away.
This is because the EDH night was held at my house, and therefore not sanctioned by WoTC. If an event isn’t sanctioned, you can’t give out the promotional material.
Nevermind that each of these guys were sporting hundred-dollar decks they had lovingly crafted from cards stretching back to Alpha.
Nevermind that each of these guys would be certainly tracking down new cards to buy for next time from the new sets coming out.
The fact was that I shouldn’t have given them that encouragement.
Right now I have a host of foil promotional cards just sitting around because I don’t have time to run a sanctionable event.
As a result of these three factors, I’m pretty disappointed in the WPN. I think it could be great – brilliant even – if it would make a couple of changes.
1. Get WPN members in touch with each other and their player base. I’m sure that if the WPN polled players about whether they’d like to receive information directly about events happening in their area, and WPN organisers in their area, they’d be glad to. So why not ask, instead of simply saying “No”?
2. Allow events to be held in private residences. If WoTC want to encourage acquisition, then stop insisting it be at the shop front. I’ve had more people come to the EDH nights due to word-of-mouth and friendships than scouting them out in stores. Let casual play be casual play, encourage Kitchen Table Magic, and recognise the importance of playing at home with friends.
3. Let the promos run free. If WoTC want M10 and its various new rules to be a hit, how about a pack for us casual gamers designed to teach us the new rules, with promotional cards encouraging people to buy more product. Some of the people I play with only learnt about the new damage-on-the-stack changes last year. Don’t let them hear about the M10 changes in 2019. Let the message start over a casual game between friends.
As usual, if you have any feedback – or, if you live in Sydney and want to play EDH with a good group of people – let me know at wrongwaygoback@yahoo.com.
Speaking of degenerate decks, I really like the synergies and aggressiveness of this one (without going into the sideboard):
Pump-Up The Vol(ume)
Creatures [24]
4 Bloodhall Ooze
4 Bloodbraid Elf
4 Countryside Crusher
4 Jund Hackblade
4 Putrid Leech
4 Quirion Dryad
Instants [10]
4 Flame Javelin
2 Bituminous Blast
4 Violent Outburst
Planeswalkers [2]
2 Sarkhan Vol
Artifacts [8]
4 Veinfire Borderpost
4 Firewild Borderpost
Lands [16]
6 Forest
2 Mountain
4 Swamp
4 Terramorphic Expanse
Features:
Bloodhall Ooze: Grows of quickly of the Borderposts, the Hackblade, Putrid Leech, and slowly of the other permanents in the deck. I think people underestimate the long-term gameplan that Bloodhall Ooze allows.
Quirion Dryad: This thing has just so much synergy with Cascade and Borderposts. Playing any Cascade card is giving your Dryad two +1/+1 counters immediately, often at instant speed.
Putrid Leech: Great, aggressive card that's hard to remove without Path.
Violent Outburst: I know it seems stupid to include, but it's always going to drag a creature in to play at instant speed, or at EOT. Surprise 4/2 Hackblade!
Sarkhan Vol: Combined with Violent Outburst, can really up the tempo. Or you can just grab something and swing the tide. And if they don't deal with it fast, kill from the air.
Terramorphic Expanse: Yes, while my opponent is playing their million dollar mana base, I'm stripping lands quickly and quietly out of my deck so I grab the next Cascade card quicker. Nothing wrong with that. Even when I hit a Borderpost off cascade, it still means one more mana ramp for me, one less mana source in the deck. Not a problem.
Pump-Up The Vol(ume)
Creatures [24]
4 Bloodhall Ooze
4 Bloodbraid Elf
4 Countryside Crusher
4 Jund Hackblade
4 Putrid Leech
4 Quirion Dryad
Instants [10]
4 Flame Javelin
2 Bituminous Blast
4 Violent Outburst
Planeswalkers [2]
2 Sarkhan Vol
Artifacts [8]
4 Veinfire Borderpost
4 Firewild Borderpost
Lands [16]
6 Forest
2 Mountain
4 Swamp
4 Terramorphic Expanse
Features:
Bloodhall Ooze: Grows of quickly of the Borderposts, the Hackblade, Putrid Leech, and slowly of the other permanents in the deck. I think people underestimate the long-term gameplan that Bloodhall Ooze allows.
Quirion Dryad: This thing has just so much synergy with Cascade and Borderposts. Playing any Cascade card is giving your Dryad two +1/+1 counters immediately, often at instant speed.
Putrid Leech: Great, aggressive card that's hard to remove without Path.
Violent Outburst: I know it seems stupid to include, but it's always going to drag a creature in to play at instant speed, or at EOT. Surprise 4/2 Hackblade!
Sarkhan Vol: Combined with Violent Outburst, can really up the tempo. Or you can just grab something and swing the tide. And if they don't deal with it fast, kill from the air.
Terramorphic Expanse: Yes, while my opponent is playing their million dollar mana base, I'm stripping lands quickly and quietly out of my deck so I grab the next Cascade card quicker. Nothing wrong with that. Even when I hit a Borderpost off cascade, it still means one more mana ramp for me, one less mana source in the deck. Not a problem.
I'm off to Melbourne next week, and as I'm working with little else to do, will have a chance to play in a Standard tourney "FNM". I was thinking of sleeving up the following deck:
Greased Blightning
Maindeck:
24 Creatures:
4 Jund Hackblade
4 Sygg, River Cutthroat
4 Anathemancer
4 Shambling Remains
4 Hell's Thunder
4 Demigod of Revenge
8 Instants:
4 Incinerate
4 Volcanic Fallout
8 Sorceries:
4 Thoughtseize
4 Blightning
4 Artifacts:
4 Veinfire Borderpost
16 Lands:
4 Graven Cairns
5 Swamp
7 Mountain
Sideboard:
2 Banefire
2 Everlasting Torment
3 Bituminous Blast
4 Terror
4 Thought Hemorrhage
Features of the main deck:
* 2 Colour: Okay, it doesn't sound like much. But consistent draws and mana allows for some very aggressive keeps on the first hand. All maindeck cards but the Demigod are three mana or below, which helps the deck get away with the low land count.
* 16 recurring creatures. If you want cheap recursion, this is it.
* Maindeck Thoughtseize. Clearly the best way to prevent Cascade is to strip them from your opponent's hand. This is why you have Turn 1 Thoughtseize's and Turn 3 Blightnings.
* Maindeck Volcanic Fallout. All of the creatures but the Jund Hackblade either survive Fallout due to their fat rear ends, or are never around to see it due to Sac effects. Maindecking Volcanic Fallout can lead to some nice blowouts against Bant, Faeries, and even 5C Blood if played smartly. The uncounterable 2 damage can also be just the finishing move you need.
* Sygg, River Cutthroat. Clearly the main draw engine, every card is designed to respond to Sygg. All the cards will generally hit for 3 or more damage, generating efficient card advantage.
* Anathemancer: An underestimated threat. Fantastic against most decks in Standard.
* Demigod of Revenge: No-one is expecting him, so I guess now's the time to play him. My only concern is whether, in this format, he's fast enough.
Features of the sideboard:
* Banefire: When you just need a way around your opponents counterspells/walls, this is it.
* Everlasting Torment: There to kill off G/W Behemoth Sledge/Kitchen Finks shenanigans.
* Terror: Burreton Forge-Tender killer of choice.
* Thought Hemorrhage: On the play a great card against Cascade. Name Bloodbraid Elf and laugh and laugh and laugh.
Other Considerations:
* Hellspark Elemental: I'm not sure if I wanted him, or the Jund Hackblade. But I figured the Hackblade may lead to better starts with Sygg; thee Hellspark would be more awkward to play with.
* Hell's Thunder: I'm not convinced about this guy. Any 1/1 blocker stops a considerable amount of damage getting through.
* Bitterblossom: It's good. But is it good in this deck?
* Grixis Grimblade: I image this would get through blockers a lot more often than most other cards in the deck, and is a pretty aggressively costs 2 drop. Maybe instead of Hell's Thunder?
* Terminate: Sure, it's great. But is it going to do more than Incinerate or Terror?
* Demonic Dread: If it was instant, sure. Otherwise; no.
* Nyxathid: It works well with Blightning and Thoughtseize, and could be a very useful blocker.
Of course, I could just netdeck something, but when walking into a room where I don't understand the metagame and no-one would be expecting a rogue deck like this, I'm thinking the element of surprise may be worthwhile.
Feedback? Send your ideas to wrongwaygoback@yahoo.com, or buzz me on twitter.
Greased Blightning
Maindeck:
24 Creatures:
4 Jund Hackblade
4 Sygg, River Cutthroat
4 Anathemancer
4 Shambling Remains
4 Hell's Thunder
4 Demigod of Revenge
8 Instants:
4 Incinerate
4 Volcanic Fallout
8 Sorceries:
4 Thoughtseize
4 Blightning
4 Artifacts:
4 Veinfire Borderpost
16 Lands:
4 Graven Cairns
5 Swamp
7 Mountain
Sideboard:
2 Banefire
2 Everlasting Torment
3 Bituminous Blast
4 Terror
4 Thought Hemorrhage
Features of the main deck:
* 2 Colour: Okay, it doesn't sound like much. But consistent draws and mana allows for some very aggressive keeps on the first hand. All maindeck cards but the Demigod are three mana or below, which helps the deck get away with the low land count.
* 16 recurring creatures. If you want cheap recursion, this is it.
* Maindeck Thoughtseize. Clearly the best way to prevent Cascade is to strip them from your opponent's hand. This is why you have Turn 1 Thoughtseize's and Turn 3 Blightnings.
* Maindeck Volcanic Fallout. All of the creatures but the Jund Hackblade either survive Fallout due to their fat rear ends, or are never around to see it due to Sac effects. Maindecking Volcanic Fallout can lead to some nice blowouts against Bant, Faeries, and even 5C Blood if played smartly. The uncounterable 2 damage can also be just the finishing move you need.
* Sygg, River Cutthroat. Clearly the main draw engine, every card is designed to respond to Sygg. All the cards will generally hit for 3 or more damage, generating efficient card advantage.
* Anathemancer: An underestimated threat. Fantastic against most decks in Standard.
* Demigod of Revenge: No-one is expecting him, so I guess now's the time to play him. My only concern is whether, in this format, he's fast enough.
Features of the sideboard:
* Banefire: When you just need a way around your opponents counterspells/walls, this is it.
* Everlasting Torment: There to kill off G/W Behemoth Sledge/Kitchen Finks shenanigans.
* Terror: Burreton Forge-Tender killer of choice.
* Thought Hemorrhage: On the play a great card against Cascade. Name Bloodbraid Elf and laugh and laugh and laugh.
Other Considerations:
* Hellspark Elemental: I'm not sure if I wanted him, or the Jund Hackblade. But I figured the Hackblade may lead to better starts with Sygg; thee Hellspark would be more awkward to play with.
* Hell's Thunder: I'm not convinced about this guy. Any 1/1 blocker stops a considerable amount of damage getting through.
* Bitterblossom: It's good. But is it good in this deck?
* Grixis Grimblade: I image this would get through blockers a lot more often than most other cards in the deck, and is a pretty aggressively costs 2 drop. Maybe instead of Hell's Thunder?
* Terminate: Sure, it's great. But is it going to do more than Incinerate or Terror?
* Demonic Dread: If it was instant, sure. Otherwise; no.
* Nyxathid: It works well with Blightning and Thoughtseize, and could be a very useful blocker.
Of course, I could just netdeck something, but when walking into a room where I don't understand the metagame and no-one would be expecting a rogue deck like this, I'm thinking the element of surprise may be worthwhile.
Feedback? Send your ideas to wrongwaygoback@yahoo.com, or buzz me on twitter.
I drafted in the ACA Swiss queue again, just so I could get more practice drafting and playing. Here's what I drafted:
Pack 1 pick 1:















My Pick:

I've read enough "Drafting With's X"s to always pick the Resounding Thunder over the Bull Ceredon. So I do. See! I've learnt something.
Pack 1 pick 2:














My Pick:

Ok, I didn't know where I was going yet. The Rhox Monk is great in a 5CC deck. The Rhox Charger and Steward of Valeron were also high picks for green, but Rhox seemed so much stronger.
Pack 1 pick 3:













My Pick:

Must of been two great picks before this. Branching Bolt it is! Looks like I'm heading either 5C, Naya or Jund. Pity the Thrinax was in the same pack.
Pack 1 pick 4:












My Pick:

I didn't really like anything here, so I grabbed the Panorama to leave 5C, or splashing both white and black open.
Pack 1 pick 5:











My Pick:

So heading back to Jund...
Pack 1 pick 6:










My Pick:

I mean, heading back to Naya...
Pack 1 pick 7:









My Pick:

Mosstodon is great for pushing damage through. I didn't have that many 5 power critters yet, but I'd see how I'd go.
Pack 1 pick 8:








My Pick:

The bear or the pump bear? The pump bear, I guess.
Pack 1 pick 9:







My Pick:

I've been killed enough by an untimely Welkin Guide to know not to estimate it.
Pack 1 pick 10:






My Pick:

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:

A 5/3 lifelinker with haste? For 4 mana? Um, sure.
Pack 2 pick 2:














My Pick:

Another hasty creature. Remembering the power of my haste creatures last draft, she seemed a good choice. Also a good replacement for card drawing - infinite elementals.
Pack 2 pick 3:













My Pick:

The Rupture Spire was tempting, but I felt I could do with some solid removal. Drag Down was going to end up doing -3/-3 or -4/-4, which is great as both combat trick and plain removal.
Pack 2 pick 4:












A nice, aggressive card.
My Pick:

Pack 2 pick 5:











My Pick:

The Pestilent Kathari and Yoke of the Damned were also tempting. But only Voices can win games.
Pack 2 pick 6:










My Pick:

6th Pick. Clearly no-one to my left was in my colours - only someone on my right was. Such an easy choice.
Pack 2 pick 7:









My Pick:

Though the Suicidal Charge, Goblin Outlander and Worldheart Pheonix were tempting, I needed some fixing.
Pack 2 pick 8:








My Pick:

More fixing over two drops.
Pack 2 pick 9:







My Pick:

Wow, the Thrinax wheeled. Taken.
Pack 2 pick 10:






My Pick:

Pack 2 pick 11:





My Pick:

Yoink!
Pack 2 pick 12:




I've seen LSV maindecking one of these, so I thought why the hell not?
My Pick:

Pack 2 pick 13:



My Pick:

Pack 2 pick 14:


My Pick:

Pack 2 pick 15:

My Pick:

Pack 3 pick 1:















My Pick:

I thought long and hard about this. I really like the efficiency of Sangrite Backlash. I also like Vithian Renegades, especially with the Borderposts so important. But I didn't have that many fatties, and the fatty plus removal plus haste of Ambush Beetle seemed right for the deck.
Pack 3 pick 2:














My Pick:

If I am going to splash white, he'll be great.
Pack 3 pick 3:













My Pick:

Yes! This should make ammends for not drafting him last time and having him smash my face.
Pack 3 pick 4:












My Pick:

Nice.
Pack 3 pick 5:











My Pick:

Woot! Putrid Leech number 2.
Pack 3 pick 6:










My Pick:

Ah. Putrid Leech number 3?
Pack 3 pick 7:









My Pick:

Sewen Eye Drake is good, and Morbid Bloom can change the game state somewhat, but Rhox Brute is just plain solid and filled a hole in my mana curve nicely.
Pack 3 pick 8:








My Pick:

Putrid Leech number 4? WTF?
Pack 3 pick 9:







My Pick:

Pack 3 pick 10:






Insane. Can't believe it wheeled.
My Pick:

Pack 3 pick 11:





My Pick:

Pack 3 pick 12:




My Pick:

Pack 3 pick 13:



My Pick:

Pack 3 pick 14:


My Pick:

Pack 3 pick 15:

My Pick:

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So, although I drafted a couple of white cards, thinking of splashing into Naya and pumping the Wild Nacatl, I had enough quality cards to go straight Jund and went with the shard. Here's the deck:
1 Wild Nacatl
4 Putrid Leech
1 Goblin Deathraiders
1 Goblin Outlander
1 Jund Hackblade
1 Demonspine Whip
1 Kathari Bomber
1 Drag Down
1 Branching Bolt
1 Resounding Thunder
1 Scarland Thrinax
1 Shambling Remains
1 Rhox Brute
1 Cliffrunner Behemoth
1 Rakka Mar
1 Mosstodon
1 Giant Ambush Beetle
1 Sylvan Bounty
1 Molten Frame
1 Charnelhoard Wurm
1 Rupture Spire
6 Forest
5 Swamp
5 Mountain
I like the deck - the Whip works very well with Rakka Mar and the Kathari Bomber. The 4 Putrid Leeches are nothing to complain about, and the Branching Bolt is great removal. The mana fixing ain't great, and it's not fast, but it's slow and steady. Charnel Hoard plus Demonspine Whip probably = Win Game.
Match 1, Game 1: My opponent is playing Naya. He disconnects several times during the first game; I'm sure that didn't help his concentration. He opens with a Tukatongue Thallid, whereas I stick a Deathraiders. My opponent plays a Sacellum Archers, and I follow it up with a Putrid Leech. He cycles his Jund Panarama, wheres I play Drag Down on his Sacellum Archers before he finds white mana. After that the Putrid Leech basically takes it home.
Match 1, Game 2: My opponent mulls to 6 and opens again with a Tukatongue Thallid. I've kept a hand with two Mountains, a Forest, a Kathari Bomber, a Putrid Leech, a Rakka Mar, and a Rhox Brute. I rip the Swamp on Turn 3 and play the Putrid Leech. He swings with the Tukatongue. I know he's presenting a Colossal Might - but I want his tricks and cards out of his hand, so I throw the Putrid Leech in front of it and let it die, not even pumping. There's plenty more where that came from.
He plays a Steward of Valleron, I follow up with a Rhox Brute, having drawn Mosstadon. He lays down a Sancellum Archers. I draw the Cliffrunner and put down the Mosstadon. He plays a Rhox Meditant, I play Rakka Mar. Then he plays Ashara's Favour on the Sancellum Archers and swings in above my head. With no removal in hand I rip... the Branching Bolt. I kill the Archers and the Steward, play out the Cliffrunner, and charge on in. Soon after he's dead.
Match 2, Game 1: He's playing Esper - I'm really glad I main decked Molten Frame. He runs out a quick Esper Stormblade, followed by an Esper Cormorants, then Glassdusk Hulk, which I molten Frame. I start with Putrid Leech, a Scarland Thrinax and a Demonspine Whip. My gameplan is simple - attach the Whip to the Thrinax and hope it doesn't die. Luckily each time he hits a creature of the same toughness, I hit another Putrid Leech. I eat a total of three Leeches with the Thrinax and he's forced to double block every swing. Even with a Filigree Angel that comes into play and brings his life back to 15, he can't resist the tide and concedes.
Match 2, Game 2: I get a great draw next game - a Goblin Outlander, a Demonspine Whip, a Beacon Behemoth and all three colours of land. The early game is attaching the Whip to the Outlander and watching him watch me kill him. Then I draw into a Branching Bolt and Charnelhoard Wurm. Once the Wurm starts recurring the Branching Bolt he gives up. I misplay this game - being over cautious and bad at late-night maths, I don't pump the Wurm to lethal one combat step, but keep the three mana which would of killed him - he was tapped out - for the recurring Branching Bolt. I also foolishly three away the Outlander on a Winged Coatl, instead of keeping my removal when I knew he had one, with everything else I'd seen being white.
Match 3, Game 1: My opponent plays: Dragon Fodder, Stun Sniper, Elvish Visionary. Masari Twinclaws, Sigil of the Nayan Gods on Masari, Apocolyse Hydra as a 10/10. I'm dead before I know it.
Match 3, Game 2: I play Wild Nacatl, Putrid Leech, Branching Bolt his two dudes, Shambling Remains, Putrid Leech. He's dead before he knows it.
Match 3, Game 3: An epic game.
My opponent leads with Druid of the Anima.
I play a Jund Hackblade.
He slams down a Vithian Stinger.
I ramp the Hackblade with a Putrid Leech and it goes in for 3.
My opponent plays a Stun Sniper - which means he can effectively wipe me out. Knowing they could well be dead soon, I swing in with both, pumping the Putrid Leech, taking him down to 10 and me down to 18.
I play a Goblin Outlander, which, thank goodness, is protected from the Stun Sniper.
I get a Shambling Remains into play, he plays a Deadshot Minotaur and he kills off my Hackblade.
I manage to get a hit in with the Putrid Leech - he's on 6, and I'm on 18. Then he plays Nacatl Hunt-Pride.
He starts to tap down my Putrid Leech with both the Stun Sniper and the Vithian Stinger, and I take two by pumping it to keep it alive - down to 16. My plan is now to get as many creatures out as possible and overrun him.
I swing in with my Shambling Remains, which he double-blocks with the Deadshot Minotaur and the Nactl Hunt-Pride. I kill the Pride. It dies, as does the Shambling Remains, I play Mosstodon and Wild Nacatl.
He sticks a Valley Rannet.
I swing in with an unearthed Shambling Remains and Mosstodon. while he continues to tap down my Putrid Leech, threatening to kill it, so I keep pumping in response down to 14. He double blocks my Mosstodon but not my Shambling Remains, putting him on two. I kill the Deadshot Minotaur because it has 4 toughness, and most of my removal is for 3, leaving him with the Rannett. I then play Rakka Mar and send out a Elemental token.
My opponent changes game plan. He can't afford to let me build an army, so he starts using the Stinger to kill my elementals, while continuing to tap down my Putrid Leech - but I'm no longer taking damage from pumping it.
He plays a Toxic Iguana, I get out a Kathari Bomber. Now he switches from tapping down my Putrid Leech to my bomber, as he has no reach creatures.
We trade a turn, him tapping me down, playing another Toxic Iguana, and killing the tokens I create, and then he plays the big one - Apocolypse Hydra for 12. I think he's missed the mana he needs to tap down my Screecher, but he hasn't - his Druid of the Anima is still up. In response to him taping the Screecher, though, I Drag Down his Stun Sniper.
Next turn he uses the Appocalypse Hydra to kil the Screecher and the two Elemental Tokens I've made and send it in to the red zone. I block with the Wild Nacatl. I note he's only got one red mana up, which means he can only ping for one damage, so I don't worry too much about only sending in one blocker. The Nacatly dies. I hope to rip something off the top.
It's the Charnelhoard Wurm.
I survey the field. There's no way I can swing in on the ground through his Druid, his multiple Toxic Iguanas and his Valley Rannet.
Then I remember the Kathari Bomber in the graveyard.
I survey the field. His Stinger is tapped. He only has one red mana up, which means he won't be able to kill it with the Hydra. I double check his creatures - none have reach.
I unearth the Kathari Bomber.
My opponent says "ohhhhhhhhh no"
I reply "oh yes!"
I win.
Pack 1 pick 1:















My Pick:

I've read enough "Drafting With's X"s to always pick the Resounding Thunder over the Bull Ceredon. So I do. See! I've learnt something.
Pack 1 pick 2:














My Pick:

Ok, I didn't know where I was going yet. The Rhox Monk is great in a 5CC deck. The Rhox Charger and Steward of Valeron were also high picks for green, but Rhox seemed so much stronger.
Pack 1 pick 3:













My Pick:

Must of been two great picks before this. Branching Bolt it is! Looks like I'm heading either 5C, Naya or Jund. Pity the Thrinax was in the same pack.
Pack 1 pick 4:












My Pick:

I didn't really like anything here, so I grabbed the Panorama to leave 5C, or splashing both white and black open.
Pack 1 pick 5:











My Pick:

So heading back to Jund...
Pack 1 pick 6:










My Pick:

I mean, heading back to Naya...
Pack 1 pick 7:









My Pick:

Mosstodon is great for pushing damage through. I didn't have that many 5 power critters yet, but I'd see how I'd go.
Pack 1 pick 8:








My Pick:

The bear or the pump bear? The pump bear, I guess.
Pack 1 pick 9:







My Pick:

I've been killed enough by an untimely Welkin Guide to know not to estimate it.
Pack 1 pick 10:






My Pick:

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:

A 5/3 lifelinker with haste? For 4 mana? Um, sure.
Pack 2 pick 2:














My Pick:

Another hasty creature. Remembering the power of my haste creatures last draft, she seemed a good choice. Also a good replacement for card drawing - infinite elementals.
Pack 2 pick 3:













My Pick:

The Rupture Spire was tempting, but I felt I could do with some solid removal. Drag Down was going to end up doing -3/-3 or -4/-4, which is great as both combat trick and plain removal.
Pack 2 pick 4:












A nice, aggressive card.
My Pick:

Pack 2 pick 5:











My Pick:

The Pestilent Kathari and Yoke of the Damned were also tempting. But only Voices can win games.
Pack 2 pick 6:










My Pick:

6th Pick. Clearly no-one to my left was in my colours - only someone on my right was. Such an easy choice.
Pack 2 pick 7:









My Pick:

Though the Suicidal Charge, Goblin Outlander and Worldheart Pheonix were tempting, I needed some fixing.
Pack 2 pick 8:








My Pick:

More fixing over two drops.
Pack 2 pick 9:







My Pick:

Wow, the Thrinax wheeled. Taken.
Pack 2 pick 10:






My Pick:

Pack 2 pick 11:





My Pick:

Yoink!
Pack 2 pick 12:




I've seen LSV maindecking one of these, so I thought why the hell not?
My Pick:

Pack 2 pick 13:



My Pick:

Pack 2 pick 14:


My Pick:

Pack 2 pick 15:

My Pick:

Pack 3 pick 1:















My Pick:

I thought long and hard about this. I really like the efficiency of Sangrite Backlash. I also like Vithian Renegades, especially with the Borderposts so important. But I didn't have that many fatties, and the fatty plus removal plus haste of Ambush Beetle seemed right for the deck.
Pack 3 pick 2:














My Pick:

If I am going to splash white, he'll be great.
Pack 3 pick 3:












My Pick:

Yes! This should make ammends for not drafting him last time and having him smash my face.
Pack 3 pick 4:












My Pick:

Nice.
Pack 3 pick 5:










My Pick:

Woot! Putrid Leech number 2.
Pack 3 pick 6:










My Pick:

Ah. Putrid Leech number 3?
Pack 3 pick 7:









My Pick:

Sewen Eye Drake is good, and Morbid Bloom can change the game state somewhat, but Rhox Brute is just plain solid and filled a hole in my mana curve nicely.
Pack 3 pick 8:








My Pick:

Putrid Leech number 4? WTF?
Pack 3 pick 9:







My Pick:

Pack 3 pick 10:






Insane. Can't believe it wheeled.
My Pick:

Pack 3 pick 11:




My Pick:

Pack 3 pick 12:




My Pick:

Pack 3 pick 13:


My Pick:
Pack 3 pick 14:


My Pick:

Pack 3 pick 15:

My Pick:

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So, although I drafted a couple of white cards, thinking of splashing into Naya and pumping the Wild Nacatl, I had enough quality cards to go straight Jund and went with the shard. Here's the deck:
1 Wild Nacatl
4 Putrid Leech
1 Goblin Deathraiders
1 Goblin Outlander
1 Jund Hackblade
1 Demonspine Whip
1 Kathari Bomber
1 Drag Down
1 Branching Bolt
1 Resounding Thunder
1 Scarland Thrinax
1 Shambling Remains
1 Rhox Brute
1 Cliffrunner Behemoth
1 Rakka Mar
1 Mosstodon
1 Giant Ambush Beetle
1 Sylvan Bounty
1 Molten Frame
1 Charnelhoard Wurm
1 Rupture Spire
6 Forest
5 Swamp
5 Mountain
I like the deck - the Whip works very well with Rakka Mar and the Kathari Bomber. The 4 Putrid Leeches are nothing to complain about, and the Branching Bolt is great removal. The mana fixing ain't great, and it's not fast, but it's slow and steady. Charnel Hoard plus Demonspine Whip probably = Win Game.
Match 1, Game 1: My opponent is playing Naya. He disconnects several times during the first game; I'm sure that didn't help his concentration. He opens with a Tukatongue Thallid, whereas I stick a Deathraiders. My opponent plays a Sacellum Archers, and I follow it up with a Putrid Leech. He cycles his Jund Panarama, wheres I play Drag Down on his Sacellum Archers before he finds white mana. After that the Putrid Leech basically takes it home.
Match 1, Game 2: My opponent mulls to 6 and opens again with a Tukatongue Thallid. I've kept a hand with two Mountains, a Forest, a Kathari Bomber, a Putrid Leech, a Rakka Mar, and a Rhox Brute. I rip the Swamp on Turn 3 and play the Putrid Leech. He swings with the Tukatongue. I know he's presenting a Colossal Might - but I want his tricks and cards out of his hand, so I throw the Putrid Leech in front of it and let it die, not even pumping. There's plenty more where that came from.
He plays a Steward of Valleron, I follow up with a Rhox Brute, having drawn Mosstadon. He lays down a Sancellum Archers. I draw the Cliffrunner and put down the Mosstadon. He plays a Rhox Meditant, I play Rakka Mar. Then he plays Ashara's Favour on the Sancellum Archers and swings in above my head. With no removal in hand I rip... the Branching Bolt. I kill the Archers and the Steward, play out the Cliffrunner, and charge on in. Soon after he's dead.
Match 2, Game 1: He's playing Esper - I'm really glad I main decked Molten Frame. He runs out a quick Esper Stormblade, followed by an Esper Cormorants, then Glassdusk Hulk, which I molten Frame. I start with Putrid Leech, a Scarland Thrinax and a Demonspine Whip. My gameplan is simple - attach the Whip to the Thrinax and hope it doesn't die. Luckily each time he hits a creature of the same toughness, I hit another Putrid Leech. I eat a total of three Leeches with the Thrinax and he's forced to double block every swing. Even with a Filigree Angel that comes into play and brings his life back to 15, he can't resist the tide and concedes.
Match 2, Game 2: I get a great draw next game - a Goblin Outlander, a Demonspine Whip, a Beacon Behemoth and all three colours of land. The early game is attaching the Whip to the Outlander and watching him watch me kill him. Then I draw into a Branching Bolt and Charnelhoard Wurm. Once the Wurm starts recurring the Branching Bolt he gives up. I misplay this game - being over cautious and bad at late-night maths, I don't pump the Wurm to lethal one combat step, but keep the three mana which would of killed him - he was tapped out - for the recurring Branching Bolt. I also foolishly three away the Outlander on a Winged Coatl, instead of keeping my removal when I knew he had one, with everything else I'd seen being white.
Match 3, Game 1: My opponent plays: Dragon Fodder, Stun Sniper, Elvish Visionary. Masari Twinclaws, Sigil of the Nayan Gods on Masari, Apocolyse Hydra as a 10/10. I'm dead before I know it.
Match 3, Game 2: I play Wild Nacatl, Putrid Leech, Branching Bolt his two dudes, Shambling Remains, Putrid Leech. He's dead before he knows it.
Match 3, Game 3: An epic game.
My opponent leads with Druid of the Anima.
I play a Jund Hackblade.
He slams down a Vithian Stinger.
I ramp the Hackblade with a Putrid Leech and it goes in for 3.
My opponent plays a Stun Sniper - which means he can effectively wipe me out. Knowing they could well be dead soon, I swing in with both, pumping the Putrid Leech, taking him down to 10 and me down to 18.
I play a Goblin Outlander, which, thank goodness, is protected from the Stun Sniper.
I get a Shambling Remains into play, he plays a Deadshot Minotaur and he kills off my Hackblade.
I manage to get a hit in with the Putrid Leech - he's on 6, and I'm on 18. Then he plays Nacatl Hunt-Pride.
He starts to tap down my Putrid Leech with both the Stun Sniper and the Vithian Stinger, and I take two by pumping it to keep it alive - down to 16. My plan is now to get as many creatures out as possible and overrun him.
I swing in with my Shambling Remains, which he double-blocks with the Deadshot Minotaur and the Nactl Hunt-Pride. I kill the Pride. It dies, as does the Shambling Remains, I play Mosstodon and Wild Nacatl.
He sticks a Valley Rannet.
I swing in with an unearthed Shambling Remains and Mosstodon. while he continues to tap down my Putrid Leech, threatening to kill it, so I keep pumping in response down to 14. He double blocks my Mosstodon but not my Shambling Remains, putting him on two. I kill the Deadshot Minotaur because it has 4 toughness, and most of my removal is for 3, leaving him with the Rannett. I then play Rakka Mar and send out a Elemental token.
My opponent changes game plan. He can't afford to let me build an army, so he starts using the Stinger to kill my elementals, while continuing to tap down my Putrid Leech - but I'm no longer taking damage from pumping it.
He plays a Toxic Iguana, I get out a Kathari Bomber. Now he switches from tapping down my Putrid Leech to my bomber, as he has no reach creatures.
We trade a turn, him tapping me down, playing another Toxic Iguana, and killing the tokens I create, and then he plays the big one - Apocolypse Hydra for 12. I think he's missed the mana he needs to tap down my Screecher, but he hasn't - his Druid of the Anima is still up. In response to him taping the Screecher, though, I Drag Down his Stun Sniper.
Next turn he uses the Appocalypse Hydra to kil the Screecher and the two Elemental Tokens I've made and send it in to the red zone. I block with the Wild Nacatl. I note he's only got one red mana up, which means he can only ping for one damage, so I don't worry too much about only sending in one blocker. The Nacatly dies. I hope to rip something off the top.
It's the Charnelhoard Wurm.
I survey the field. There's no way I can swing in on the ground through his Druid, his multiple Toxic Iguanas and his Valley Rannet.
Then I remember the Kathari Bomber in the graveyard.
I survey the field. His Stinger is tapped. He only has one red mana up, which means he won't be able to kill it with the Hydra. I double check his creatures - none have reach.
I unearth the Kathari Bomber.
My opponent says "ohhhhhhhhh no"
I reply "oh yes!"
I win.
Tonight I drafted in the ACA Swiss queue, essentially so I could get more practice drafting and playing. Here's what I drafted:
Pack 1 pick 1:















My Pick:

The options are the Tidehollow Strix, the Bull Ceredon, or Sarkhan Vol. Unless I want to force Esper it's not much of an option. I pick up the planeswalker.
Pack 1 pick 2:














My Pick:

A lot of good picks here; the Seaside Citadel, the Agony Warp, or the Battlegrace Angel. If I'd picked the Strix I'd grab the Agony Warp, or even the Seaside Citadel, but because I went with Sarkan, I grab the Battlegrace Angel and decide to force Naya. This is a risk for me; I've never really forced a colour before.
Pack 1 pick 3:













My Pick:

Ok, the options are the Dragon Fodder, which could work well, or the Skull Muncher, which really works best with the Dragon Fodder. I grab the Muncher and hope the Fodder wheels.
Pack 1 pick 4:












My Pick:

Nothing here is fantastic; I could grab the panaorama or the Volcanic Submersion. I grab the deck thinner and mana fixer.
Pack 1 pick 5:











My Pick:

The Hissing Iguanar is very temption, but the panorama seems a better idea, as I know I'll have two fetchlands that solve most of my problems early.
Pack 1 pick 6:










My Pick:

It's between the Cavern Thoctar and the Knight of the Skyward Eye. As I don't have any two drops yet, I grab the Knight. He and his ability are on colour.
Pack 1 pick 7:









My Pick:

The Thorn Thrash Viashino and Grixis Charm are tempting my 5c habits, but my 5c habits keep making me lose, so I grab the Jungle Weaver instead. More fixing, and something fat to play late game.
Pack 1 pick 8:








My Pick:

Pack 1 pick 9:







My Pick:

With no good picks, I grab the card that can do me the most damage.
Pack 1 pick 10:






My Pick:

A second Rip Clan Crasher, and my two-drops are starting to look good.
Pack 1 pick 11:





My Pick:

I grab the card that would be easiest for me to splash for.
Pack 1 pick 12:




My Pick:

I grab the control card, as it seems the most dangerous against me.
Pack 1 pick 13:



My Pick:

It's now been a few packs since I've seen anything in my colour, which is concerning. Someone out there is drafting the mother of all Esper decks, and I've got several people cutting me out of my colours.
Pack 1 pick 14:


My Pick:

Well, at least he's on colour.
Pack 1 pick 15:

My Pick:

Pack 2 pick 1:















My Pick:

Although the Nyxathid is tempting, I want to stay true to the shard. Ember Weaver is a very aggressive card that can also shut Esper down quite nicely, so I go for the little spider that could.
Pack 2 pick 2:














My Pick:

This deck is totally underwhelming. The Matca Rioters stands out, but I haven't drafted a single piece of removal. Although it's only late-game removal, the Firey Fall is better than nothing, and can be used to fix my mana.
Pack 2 pick 3:













My Pick:

My deck is getting more and more aggressive, so I go for the Matca Rioters. It almost makes me wish I'd drafted the other Matca Rioters as well.
Pack 2 pick 4:












My Pick:

Another Ember Weaver feels okay in the deck. My three-drops have certainly come together.
Pack 2 pick 5:











My Pick:

Not much great in this pack, so I pick the on-colour fattie.
Pack 2 pick 6:










My Pick:

Oh man, the Esper cards that are travelling around are really, really concerning me. Someone out there has a great, great deck.
Pack 2 pick 7:









My Pick:

The Mark of Asylum is tempting, but I've seen so little red removal that I can't justify it. The Nactl Savage could be useful against the Esper Deck that is just about to draft a Sedraxis Alchemist on top of everything else. But I shore up my late game with the Beacon Behemoth, who works well with an number of my cards.
Pack 2 pick 8:








My Pick:

Not sure if this was the right pick; but if I end up deep in black in the next pack this might turn out okay.
Pack 2 pick 9:







My Pick:

I was glad to see him wheel back. Although he's more control than aggro, I have very little removalm and even something as lame as this might do.
Pack 2 pick 10:






My Pick:

It's in the wrong colour, but I'm thinking of splashing black at this point.
Pack 2 pick 11:





My Pick:

The Wandering Goblins are too mana intensive for my deck. Right now I want to be able to lay out a Toxic Iguana, followed by a Rip Clan Crasher, followed by a Matca Rioter, and then keep dropping guys. This guy doesn't follow that plan.
Pack 2 pick 12:




My Pick:

Mass removal if I need it.
Pack 2 pick 13:



My Pick:

Pack 2 pick 14:


My Pick:

Pack 2 pick 15:

My Pick:

Pack 3 pick 1:















My Pick:

Bloodbraid Elf, Spellbreaker Behemoth or Qasali Pridemage? I hear Bloodbraid Elf might be good.
Pack 3 pick 2:














My Pick:

I need removal. Here it is. I grab it.
Pack 3 pick 3:













My Pick:

The Messenger Falcons was tempting, but I still needed more removal. The Sangrite Backlash is a poor man's Terminate sometimes, and was on-colour.
Pack 3 pick 4:












My Pick:

Putrid Leech was probably the right pick here, but the Twinclaws is just so good. In retrospect I should of gone with the Putrid Leech, but I was trying very, very hard to stay on-shard.
Pack 3 pick 5:











My Pick:

A fourth guy with haste for my deck. Fantastic.
Pack 3 pick 6:










My Pick:

A fifth guy with haste for the deck. Sweet.
Pack 3 pick 7:









My Pick:

Some mana fixing, and a flyer stopper. A nice pick 7.
Pack 3 pick 8:








My Pick:

My third Jund Hackblade and sixth guy with haste, five of which are 2 mana and so work off the Bloodbraid Elf. This deck could get some pretty explosive draws.
Pack 3 pick 9:







My Pick:

A sideboard card for playing against late gamers.
Pack 3 pick 10:






My Pick:

Violent outburst is just INSANE with a stack of haste guys. I wish I could of played with two of them.
Pack 3 pick 11:





My Pick:

Removing the removal.
Pack 3 pick 12:




My Pick:

Pack 3 pick 13:



My Pick:

Pack 3 pick 14:


My Pick:

Pack 3 pick 15:

My Pick:

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For better or worse I built the following deck:
1 Toxic Iguanar
2 Rip-Clan Crasher
3 Jund Hackblade
1 Terminate
1 Violent Outburst
2 Ember Weaver
1 Matca Rioters
1 Rhox Meditant
1 Sarkhan Vol
1 Bloodbraid Elf
1 Marisi's Twinclaws
1 Shard Convergence
1 Beacon Behemoth
1 Skullmulcher
1 Pale Recluse
1 Battlegrace Angel
1 Sangrite Backlash
1 Fiery Fall
1 Jungle Weaver
1 Bant Panorama
1 Jund Panorama
6 Forest
5 Mountain
3 Plains
1 Swamp
The worst card is Shard Convergence - it probably shouldn't be in the deck. Battlegrace Angel is a tough cast, but probably worth the effort - it just Wins Games.
It's a fast, fast deck. My main concern is playing against Bant; Bant first strikers will put an absolute end to this deck. Grixis deathtouch could be a concern. Jund should be okay, Esper may get a little tricky as someone has had free reign over the Esper cards and must have drafted an insane, insane deck. I think the mirror will be okay so long as it doesn't go on too long.
Match 1, Game 1: My opponent is playing Esper Control. Oh great. However, I play Rip Clan Clasher, followed by Jund Hackblade, then Jundhacklade and Ripclan Clasher together, then Bloodbraid Elf into Terminate. That's a fast deck right there. It's all over, red rover.
Match 1. Game 2: My opponent's Esper control and it does what it needs to do. We pile up creauture after creauture, but even though mine are bigger, I can never make a profitable attack, mainly thanks to his Wall of Denial and Tidehollow Strix. Eventually he gets down two Esperzoa and two Parasitic Strix, while I never see my Battlegrace Angel or Sarkon Vol. I concede the next turn.
Match 1, Game 3: T2 Jund Hackblade, T3 Jund Hackblade swing for 6, T4 Violent Outburst into Jund Hackblade, I swing for 12 and my opponent is on 2 life with no blue mana. The concession quickly follows.
Match 2, Game 1: My opponent is playing 5c, which is fantastic for me. I play Jund Hackblade, Ember Weaver, Sarkhan Vol, Terminate his Stinger (his only creature), then Beacon Behemoth. I misplayed badly this game - I should of played the Beacon Behemoth, activated Sarkhan Vol, and swung in for 10 and the win. Instead I swung for 4 and played the Beacon Behemoth afterwards. Nevertheless, Sarkhan was on six, I had a defender against haste and I won the concession.
This time I sideboard out the Shard Convergence - it's just too slow - and slip in a Knight of the Skyward Eye.
Match 2, Game 2: I get into play a 3rd turn 3/3 Matca Rioters, while my opponent has a Nactl Outlander. I play a Plains, bringing the Matca Rioters to a 4/4, then play a Rhox Meditant next, hitting with the Rioters. My opponent plays a Nactl Savage. Clearly my opponent has not sideboarded well, or is the poor cousin of those of us playing Green/Red. I Sangrite Backlash the Nactl Outlander and swing in, then drop a Knight of the Skyward Eye. My opponent concedes for the second time.
At this stage I still haven't played against Bant. My worst matchup - those damned first strikers - must surely be next. Either that or an even more insane Esper deck.
The next round takes a long, long time to fire; half-an-hour in and only one game's been played. - I prepare, rightly or wrongly, to take on a control deck of some sort.
Match 3, Game 1: I mulligan to six, keeping a hand with mostly land. My opponent opens with a Goblin Deathraiders, making him much more aggressive than I had expected. I get a Rip-Clan Crasher out, and he Shambling Remains. It's all down hill from there for me, and I die shortly after.
Match 3, Game 2: I mull to six and keep a one land hand. All I need is a forest and I can start dropping the two Hackblades in my hand, and then the Bloodbraid Elf. But the forest never comes and I'm dead before I know it, watching Goblin Deathraiders into Shambling Remains into Ember Weaver. Darn it. Jund was not okay.
So there you go. I kept a bad hand and payed for it. Here's being thankful that you learn from your mistakes!
Pack 1 pick 1:















My Pick:

The options are the Tidehollow Strix, the Bull Ceredon, or Sarkhan Vol. Unless I want to force Esper it's not much of an option. I pick up the planeswalker.
Pack 1 pick 2:














My Pick:

A lot of good picks here; the Seaside Citadel, the Agony Warp, or the Battlegrace Angel. If I'd picked the Strix I'd grab the Agony Warp, or even the Seaside Citadel, but because I went with Sarkan, I grab the Battlegrace Angel and decide to force Naya. This is a risk for me; I've never really forced a colour before.
Pack 1 pick 3:













My Pick:

Ok, the options are the Dragon Fodder, which could work well, or the Skull Muncher, which really works best with the Dragon Fodder. I grab the Muncher and hope the Fodder wheels.
Pack 1 pick 4:












My Pick:

Nothing here is fantastic; I could grab the panaorama or the Volcanic Submersion. I grab the deck thinner and mana fixer.
Pack 1 pick 5:











My Pick:

The Hissing Iguanar is very temption, but the panorama seems a better idea, as I know I'll have two fetchlands that solve most of my problems early.
Pack 1 pick 6:










My Pick:

It's between the Cavern Thoctar and the Knight of the Skyward Eye. As I don't have any two drops yet, I grab the Knight. He and his ability are on colour.
Pack 1 pick 7:









My Pick:

The Thorn Thrash Viashino and Grixis Charm are tempting my 5c habits, but my 5c habits keep making me lose, so I grab the Jungle Weaver instead. More fixing, and something fat to play late game.
Pack 1 pick 8:








My Pick:

Pack 1 pick 9:







My Pick:

With no good picks, I grab the card that can do me the most damage.
Pack 1 pick 10:






My Pick:

A second Rip Clan Crasher, and my two-drops are starting to look good.
Pack 1 pick 11:





My Pick:

I grab the card that would be easiest for me to splash for.
Pack 1 pick 12:




My Pick:

I grab the control card, as it seems the most dangerous against me.
Pack 1 pick 13:



My Pick:

It's now been a few packs since I've seen anything in my colour, which is concerning. Someone out there is drafting the mother of all Esper decks, and I've got several people cutting me out of my colours.
Pack 1 pick 14:


My Pick:

Well, at least he's on colour.
Pack 1 pick 15:

My Pick:

Pack 2 pick 1:















My Pick:

Although the Nyxathid is tempting, I want to stay true to the shard. Ember Weaver is a very aggressive card that can also shut Esper down quite nicely, so I go for the little spider that could.
Pack 2 pick 2:














My Pick:

This deck is totally underwhelming. The Matca Rioters stands out, but I haven't drafted a single piece of removal. Although it's only late-game removal, the Firey Fall is better than nothing, and can be used to fix my mana.
Pack 2 pick 3:













My Pick:

My deck is getting more and more aggressive, so I go for the Matca Rioters. It almost makes me wish I'd drafted the other Matca Rioters as well.
Pack 2 pick 4:












My Pick:

Another Ember Weaver feels okay in the deck. My three-drops have certainly come together.
Pack 2 pick 5:











My Pick:

Not much great in this pack, so I pick the on-colour fattie.
Pack 2 pick 6:










My Pick:

Oh man, the Esper cards that are travelling around are really, really concerning me. Someone out there has a great, great deck.
Pack 2 pick 7:








My Pick:
The Mark of Asylum is tempting, but I've seen so little red removal that I can't justify it. The Nactl Savage could be useful against the Esper Deck that is just about to draft a Sedraxis Alchemist on top of everything else. But I shore up my late game with the Beacon Behemoth, who works well with an number of my cards.
Pack 2 pick 8:








My Pick:

Not sure if this was the right pick; but if I end up deep in black in the next pack this might turn out okay.
Pack 2 pick 9:







My Pick:

I was glad to see him wheel back. Although he's more control than aggro, I have very little removalm and even something as lame as this might do.
Pack 2 pick 10:






My Pick:

It's in the wrong colour, but I'm thinking of splashing black at this point.
Pack 2 pick 11:





My Pick:

The Wandering Goblins are too mana intensive for my deck. Right now I want to be able to lay out a Toxic Iguana, followed by a Rip Clan Crasher, followed by a Matca Rioter, and then keep dropping guys. This guy doesn't follow that plan.
Pack 2 pick 12:




My Pick:

Mass removal if I need it.
Pack 2 pick 13:



My Pick:

Pack 2 pick 14:


My Pick:

Pack 2 pick 15:

My Pick:

Pack 3 pick 1:















My Pick:

Bloodbraid Elf, Spellbreaker Behemoth or Qasali Pridemage? I hear Bloodbraid Elf might be good.
Pack 3 pick 2:














My Pick:

I need removal. Here it is. I grab it.
Pack 3 pick 3:












My Pick:

The Messenger Falcons was tempting, but I still needed more removal. The Sangrite Backlash is a poor man's Terminate sometimes, and was on-colour.
Pack 3 pick 4:












My Pick:

Putrid Leech was probably the right pick here, but the Twinclaws is just so good. In retrospect I should of gone with the Putrid Leech, but I was trying very, very hard to stay on-shard.
Pack 3 pick 5:










My Pick:

A fourth guy with haste for my deck. Fantastic.
Pack 3 pick 6:










My Pick:

A fifth guy with haste for the deck. Sweet.
Pack 3 pick 7:









My Pick:

Some mana fixing, and a flyer stopper. A nice pick 7.
Pack 3 pick 8:








My Pick:

My third Jund Hackblade and sixth guy with haste, five of which are 2 mana and so work off the Bloodbraid Elf. This deck could get some pretty explosive draws.
Pack 3 pick 9:







My Pick:

A sideboard card for playing against late gamers.
Pack 3 pick 10:






My Pick:

Violent outburst is just INSANE with a stack of haste guys. I wish I could of played with two of them.
Pack 3 pick 11:





My Pick:

Removing the removal.
Pack 3 pick 12:




My Pick:

Pack 3 pick 13:


My Pick:
Pack 3 pick 14:


My Pick:

Pack 3 pick 15:

My Pick:

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For better or worse I built the following deck:
1 Toxic Iguanar
2 Rip-Clan Crasher
3 Jund Hackblade
1 Terminate
1 Violent Outburst
2 Ember Weaver
1 Matca Rioters
1 Rhox Meditant
1 Sarkhan Vol
1 Bloodbraid Elf
1 Marisi's Twinclaws
1 Shard Convergence
1 Beacon Behemoth
1 Skullmulcher
1 Pale Recluse
1 Battlegrace Angel
1 Sangrite Backlash
1 Fiery Fall
1 Jungle Weaver
1 Bant Panorama
1 Jund Panorama
6 Forest
5 Mountain
3 Plains
1 Swamp
The worst card is Shard Convergence - it probably shouldn't be in the deck. Battlegrace Angel is a tough cast, but probably worth the effort - it just Wins Games.
It's a fast, fast deck. My main concern is playing against Bant; Bant first strikers will put an absolute end to this deck. Grixis deathtouch could be a concern. Jund should be okay, Esper may get a little tricky as someone has had free reign over the Esper cards and must have drafted an insane, insane deck. I think the mirror will be okay so long as it doesn't go on too long.
Match 1, Game 1: My opponent is playing Esper Control. Oh great. However, I play Rip Clan Clasher, followed by Jund Hackblade, then Jundhacklade and Ripclan Clasher together, then Bloodbraid Elf into Terminate. That's a fast deck right there. It's all over, red rover.
Match 1. Game 2: My opponent's Esper control and it does what it needs to do. We pile up creauture after creauture, but even though mine are bigger, I can never make a profitable attack, mainly thanks to his Wall of Denial and Tidehollow Strix. Eventually he gets down two Esperzoa and two Parasitic Strix, while I never see my Battlegrace Angel or Sarkon Vol. I concede the next turn.
Match 1, Game 3: T2 Jund Hackblade, T3 Jund Hackblade swing for 6, T4 Violent Outburst into Jund Hackblade, I swing for 12 and my opponent is on 2 life with no blue mana. The concession quickly follows.
Match 2, Game 1: My opponent is playing 5c, which is fantastic for me. I play Jund Hackblade, Ember Weaver, Sarkhan Vol, Terminate his Stinger (his only creature), then Beacon Behemoth. I misplayed badly this game - I should of played the Beacon Behemoth, activated Sarkhan Vol, and swung in for 10 and the win. Instead I swung for 4 and played the Beacon Behemoth afterwards. Nevertheless, Sarkhan was on six, I had a defender against haste and I won the concession.
This time I sideboard out the Shard Convergence - it's just too slow - and slip in a Knight of the Skyward Eye.
Match 2, Game 2: I get into play a 3rd turn 3/3 Matca Rioters, while my opponent has a Nactl Outlander. I play a Plains, bringing the Matca Rioters to a 4/4, then play a Rhox Meditant next, hitting with the Rioters. My opponent plays a Nactl Savage. Clearly my opponent has not sideboarded well, or is the poor cousin of those of us playing Green/Red. I Sangrite Backlash the Nactl Outlander and swing in, then drop a Knight of the Skyward Eye. My opponent concedes for the second time.
At this stage I still haven't played against Bant. My worst matchup - those damned first strikers - must surely be next. Either that or an even more insane Esper deck.
The next round takes a long, long time to fire; half-an-hour in and only one game's been played. - I prepare, rightly or wrongly, to take on a control deck of some sort.
Match 3, Game 1: I mulligan to six, keeping a hand with mostly land. My opponent opens with a Goblin Deathraiders, making him much more aggressive than I had expected. I get a Rip-Clan Crasher out, and he Shambling Remains. It's all down hill from there for me, and I die shortly after.
Match 3, Game 2: I mull to six and keep a one land hand. All I need is a forest and I can start dropping the two Hackblades in my hand, and then the Bloodbraid Elf. But the forest never comes and I'm dead before I know it, watching Goblin Deathraiders into Shambling Remains into Ember Weaver. Darn it. Jund was not okay.
So there you go. I kept a bad hand and payed for it. Here's being thankful that you learn from your mistakes!
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