An Artificer’s Tale – Part 3; Testing the Metal

Its been some time since I wrote the last instalment of An Artificer’s Tale, and quite a lot has happened since then! Over the past few weeks (all-be-it less so more recently) I have worked on a 100 card deck and have had the opportunity to test it out in a handful of games.

I began by testing in some simple 1 on 1 games, just to get a feel for the deck and check that it “curved out” okay. It was pretty successful, In one game I had a Strata Scythe equipped Slobad getting on with the beat down, in another Lux Cannon got online to force a concession. In both games my mana seemed ok; although as the deck has some very expensive cards I instantly decided I would need to add a few more Mana-stones. The main problem was a severe lack of card-drawing ability though. This could be difficult to solve, being in red, but I’m working on it…

I have also had the chance to test the deck in a couple of real (read: multiplayer) games. In the first my opponents were running Karador, Ghost Chieftain, a themed Vampire tribal deck lead by Anowon, the Ruin Sage and Riku of Two Reflections.

Despite having no less than two of my lands blown up early on I found myself with few mana problems. Expedition Map found me Valakut, the Molten Pinnacle early on, but the threat of an Acidic Slime in Karador’s grave nullified that whilst Archon of Justice took out my Inkmoth Nexus too.

What the deck really lacked though, as before, was simple card advantage. Once I played out my hand I had nothing to back it up and found myself playing in top-deck mode for a while. I did have Thopter Assembly and Bonehoard combining to give me some nice (indestructible) guys to play with. Thanks to a lot of counters from Arcbound Crusher I even managed to have a 27/27 flier for a while.

Now were I trying to win, I could have simply KO’d the Karador player there and then. The Karador deck is quite vicious and, having played against it a number of times, it essentially just does the same thing over and over unless its grave gets exiled; recurring Primeval Titan every turn puts the deck so far ahead it just becomes an inevitable beating.

Instead I opted to let the game go on a while longer, as for me this was more about seeing what my deck could do. Turns out, not a lot when I’m just top-decking :P

Finally, I played a game against Experiment Kraj and Riku of Two Reflections (same deck as before). This game went really well for me, I was able to drop a lot of artifacts relatively quickly and got some good synergy going with them and Slobad. Unfortunately a Primordial Hydra came down for the Kraj player early, and neither of us could find a way to answer it once it was equipped with Lightning Greaves. Time Stop shut me out of my last turn (where, annoyingly, I would’ve drawn, cast and cracked an Oblivion Stone to stabilise the board!) and that was the end of that!

These games were all a few weeks ago now and I had planned to write/publish Part 3 earlier, but alas real life has been getting in the way as ever! Since then I have been tinkering with cards in the deck. Some of the artifacts I originally traded for have since been dropped in favour of what I hope are more useful cards. I now have a good number of mana stones, as well as a little recursion and a few more tricks. There are a handful of cards that I am still aiming to get just to round out the deck a little. I’m currently running on 39 lands but I think it should be alright to drop this a little.

Part 4 will very likely contain my first full decklist! I’ll be looking forward to receiving feedback on the deck and will probably take a look pack to parts 1 and 2 to see how well I have managed to stick to my objectives and achieve them.

Ed.

The Most Fun I’ve Ever Had Losing

Having participated in two Avacyn Restored drafts this week, taking both quite seriously and resulting in two victories, I decided that I wanted to do let my hair down a bit at FNM. It was an alternate format this week, Innistrad Block Constructed. Looking at the format and given the cards most of the local players were likely to have available, you’d quickly realise that it was going to be a very creature-based aggressive format. I really didn’t want to just play dudes and swing, so I had to come up with something else.

With no real “combo” decks that I’d enjoy playing, I took a look at my usual standard UB control deck to see what inspiration I could draw from it. One card that stood out was Increasing Confusion, and as I’d had a LOT of fun winning games through milling my opponents in recent weeks, I decided to run with it!

Borrowing a bunch of cards I essentially built a mill strategy into the best UB control shell I could. Realising this was likely going to be a rediculous deck, and fully aware that I might stuggle to win so much as a game, I went for broke. I splashed green for a single Garruk Relentless, just ‘cos I love him. The Planeswalker team was completed with single copies of Tamiyo, the Moon Sage and Liliana of the Veil. A set of Curse of the Bloody Tome seemed “good” (for sitting back on with a control deck), so they completed the Mill strategy alongside 2 Increasing Confusions and 3 Nephalia Drownyards. 3 Dissipates were about the best I could do for counter-magic, and the rest was basically made up of removal, although with no decent mass-removal spells I wasn’t holding out too much hope for it being effecting. Oh, and I also included a single copy of Griselbrand. Just because I could. Unfortunately I never had the chance to cast him all night though, sad times.

Strangely though, I was really looking forward to playing with this terrible deck! I think mainly just because it was so “different” and I just really wanted to have a good laugh messing around a bit. I even told the store owner and friends that if I won just a single game, I’d come away happy.

In round 1 I faced Red/White Humans + Angels. Game 1 I found very difficult. Only able to 1-for-1 his aggressive creatures my control deck was unable to keep pace. Game 2, however, went very differently. It turns out that my millin strategy helped my opponent quite a bit as he was able to use Defy Death to great effect. With 2 Herald of War in play I thought that was game, but then remembered I had a Sever the Bloodline sitting in my grave, and 7 mana to cast it with! That evened up the board and a combination of Curse and Drownyard did the rest. So with that, I’d managed to win a game, and was already very happy! Game 3 again was awesome, went in a simialr fashion to number 2, except this time it turned out he had a Gisela, Blade of Goldnight in his deck, which I kindly assisted into my opponent’s graveyard for him to target her with Defy Death. With no answer, I died, smiling :) 1-2.

Aside: After round 1, another player approached and asked what I was playing. I explained the idea behind my deck, resulting in laughter and a comment of “Your deck is terrible”. He then went on to explain that he had built a life-gain deck to go against all the aggro. Upon pointing out that I had no care for how much life my opponent gained, he then came out with “Yeah, your deck would probably beat mine”. I didn’t call him on this, but instead just took a moment to smile to myself ;)

Round 2 I faced a vicious combination of White and Green. The deck focused on Soulbonding, backed up by cards like Restoration Angel and Cloudshift to evade removal. Game 1 went very quickly to my opponent, seeing as I had zero ways to deal with Sigarda, Host of Herons. She also got the job done in game 2, this time bonded with Wolfir Silverheart! Even when I managed to kill one Wolf, a second came down the following turn and the Angel swung in for lethal. 0-2.

Round 3 was against Green/Blue Dredge. Seeing how my win strategy assists this deck so well, this was the one matchup I had been dreading all night. And I was right too. Game 1 my opponent hit a turn 3 Splinterfright, which rapidly grew in size and ended the game. Game 2 was just as fast. This time I did have the removal to deal with a Kessig Cagebreakers.. but not the land, and I died to about 20-power of Wolves. Having lost 0-2 we then played a third game just for fun. This time, my deck ran smoothly! Unfortunately we never got to finish because the standings for round 4 were called, but my deck actually managed to work to the point where I had the board fairly well locked down, and had we have played the game out I’m fairly confident I would’ve won.

And so to Round 4, the last of the night. 3 rounds gone and only one game win to my name so far. Honestly, I was not at all fussed how this round ended, because I’d had such a good night already playing my ridiculous deck :D
My opponent was running WB Humans. He opened with a number of tokens, promptly taken care of with a Devastation Tide. Curse of Death’s Hold ensured that most of is creatures were useless, meaning my spot-removal spells could focus on the bigger guys. Once again, I rode a Drownyard to victory. Game 2 was another incredible one. Turns out his deck had Sorin, Lord of Innistrad. An aggressive start with a couple of guys being pumped by emblems soon saw me down to just 2 life, but here I was able to stabilise. Once again Curse of Death’s Hold locked his smaller guys out. I was a bit short on Black mana at this point, which made playing with a hand full of Black cards very frustrating. With Liliana of the Veil in play on my side, all my opponent could do was slowly increase Sorin’s loyalty by creating instantly-dead vampires. Eventually (after at least one Devastation Tide) Sorin was able to go Ultimate, but only able to steal Liliana. By that point it was already too late for my opponent, once again the Curses and Drownyards had done their job.
And so with my terrible INN-block mill deck, I had actually managed to win a whole round! I was incredibly happy about this, but also a little disappointed because it meant I wouldn’t be coming bottom of the standings as I had joked about all evening :P

Ive gotten used to turning up to FNM with solid, tuned decks. So it felt really good, just for once, to go along with something completely ridiculous, expecting to lose (but have a lot of fun doing so) and be perfectly okay with it. I thoroughly enjoyed every single game (except for the mana screw in round 3, that wasn’t much of a game); especially the ones where my opponents were able to do some serious overkill, be it via a 7/7 Gisela, 9/9 Sigarda or a 15/15 Splinterfright. It was nice to see awesome things happening and be able to laugh about it rather than getting frustrated because I “didn’t top deck the card I needed” or whatever.

And so I have to say, this is probably the most fun I have ever had losing at magic.

Until next time, Ed.

Drafting Avacyn Restored… Again!

With the success of winning Tuesday’s AVR draft I decided to head along for the second one tonight where we managed to have the full 8 players this time.

Opening my first pack there were some strong commons and uncommons, but I grabbed the Desolate Lighthouse. I didn’t really want to build a repeat of my previous deck, but I was then passed a Favorable Winds which I promptly snapped up. Once again I continued taking cards from the first pack with no real direction, just grabbing solid cards in each colour.. except Green. Green was obviously very popular elsewhere, which was fine by me since from my experience so far showed it seems to be the weakest colour in the format, or at least the one requiring most consistency by having to string a load of Soulbonders together.

Pack 2 is where my deck started to come together. Black was seemingly very underplayed, which was great since I opened a Harvester of Souls. Marrow Bats seemed to be under-valued as I was able to grab two (I think the Regen cost puts people off, but I’d even be tempted to splash for it in a mainly non-black pool). Pack 3 I rounded out my deck with a bunch of Red Humans and also got passed a Dark Impostor.

I ended up with a solid Black Red deck, a lot of good cards making it hard to cut down to just 23 spells to go with the 17 lands. Red felt almost like a splash, but seeing as the majority of my creatures at the low end of my curve were Red the colour was an important addition.

Round 1 was against a RW human deck, once again put together by the girl who tried to replicate her standard deck in the last draft! Both games were basically as simple as exchanging blows with creatures but my deck just had more in the long game. 2-0.

Round 2 I played a UW deck. I was expecting fliers and it did not disappoint. Game 1 was very close, but I was able to stabilise the board position on just 4 life and through some clever combat decisions I was able to bring my opponent down from 15 to 0 in two turns. In game 2 my deck flooded me and, seeing no removal to answer it, a life-linking angel made it near-impossible for me to win the damage race. Game 3 my life total fell swiftly once again to the pairing of Moorland Inquisitor and Wingcrafter, backed up by Seraph of Dawn and Angel’s Tomb. But this time I had answers and threats of my own, in the form of Thunderous Wrath and Human Frailty, with Harvester of Souls and Dark Impostor on the ground. Unable to prevent me exiling any creature he played from then on, my opponent scooped. 2-1.

In round 3 I faced a GW deck. In game 1 I was rather “lucky”, just able to answer every single thing my opponent did. Mad Prophet was awesome here, mostly attacking for damage but once looting to find a crucial removal spell meaning my army of 2/2′s got there! Game 2 was unfortunately a disappointing end to the night. My opponent found himself mana-screwed meaning an easy win for me. We did play a third game just for fun when I got to experience the true power of his deck, at which point I drew a constant stream of lands meaning I was unable to answer his threats. 2-0.

So another successful Avacyn Restored draft resulting in a near-perfect record for me! :) I’m still not really sure how I feel about drafting the set though. Admittedly there were some relatively new players in both drafts so this definitely affects how things go, but I feel a lot of cards were being under-valued; given all the X/1 creatures around Guise of Fire and Ghoulflesh were great for me today and I think these should be higher-ranked picks then they might first appear, and on Tuesday I definitely should not have received so many Mist Ravens!

With regards to my playing I feel this was one of my solid events to date. I think I made just the one play mistake all night, and that was in the third fun game of round 3. I feel as though the actual drafting part of sealed is one of my weaknesses within magic and I would definitely like to focus on improving my ability to draft in the future.
But, in both drafts, once I had my pool I felt like I was able to create much better decks than I have in the past. Ever since the Grand Prix I feel my ability to analyse pools, colours and cards has improved dramatically. I have drafted plenty of times in the past, but always in a much more casual way. It’s not like I’ve had an extreme amount of experience recently, but I definitely think now when I am drafting I treat it and think about it much differently than I used to; almost taking it more seriously in a way.
I’ve also noticed myself thinking more during the course of games. A couple of times tonight I noticed myself thinking over potential plays, attacks, blocks and spells (both mine and the opponents!), but it’s like I was doing all this subconsciously rather than having to actively think about thinking about the game. As one example, at one point I attacked with my Stonewright (amongst other guys) into my opponents Kessig Malcontents (along with another tapped human). The fact that my opponent blocked to trade the creatures told me that it was very likely she did not have a second Malcontents in her hand. Sure, this seems like a very minor example, but the fact I have noticed myself noticing things like this recently suggests to me that I’m definitely developing as a competitive player.
Another play I made was drawing Thunderous Wrath on turn 2. Before, I may have just cast this for its Miracle cost and been done with it. But thinking about it, I decided to keep the expensive spell back in my hand for later and instead I was able to advance my board position by dropping the 2-mana creature in my hand.
There is a lot of additional stuff there I know! But it’s just some notes on a few things that I found interesting so I thought I’d mention them :)

Tomorrow’s FNM is Innistrad Block Constructed. I’m expecting it to basically be a format packed with creatures; so naturally I’m going to be trying something a little different ;) No idea how it might turn out, but if I can win so much as a single game then I’ll come away happy!

Thanks for reading, @EdGuise88.

Drafting Avacyn Restored

With my only experience of Avacyn Restored in sealed so far being at the
Pre-Release, I turned up for my first experience of drafting the set with no real knowledge of the format.

Due to a couple of unreliable people we only had 7 for the draft, including the store owner who joined in the drafting but sat out of the games to avoid anyone else getting byes.

The first pack I opened was pretty awesome, I wanted to take about 5 cards. A lot of strong commons including Cloudshift and Pillar of Flame as well as three solid uncommon cards, one of which was Tandem Lookout. In the end I opted for the bomb rare and took Soul of the Harvest. In the rest of my first round picks I picked up a number of other solid spells across four colours, including a Tandem Lookout and Appetite for Brains.

Pack 2 was significantly weaker, everyone seemed to agree on this. I flushed out my pool with a few Red spells which I was planning to splash at the time, but mainly focused on black. Awesomely, my very last card from pack 2 was Gryff Vanguard. God knows how that managed to go round so many times. Good job it did though…

Pack3 I opened Temporal Mastery; and from there the Blue cards just kept on coming! I was passed no less than three Mist Ravens, as well as grabbing a Vanishment (partly because I like the look of Miracle cards). I also found myself hate-drafting Thunderous Wrath. That was one card I did not want to have to face (also it looks cool with the Miracle frame ;) )

In the end I chose to back up my solid Blue pool with a Black splash rather than Red, the Black removal options I had were more in number and more versatile. Blue brought a lot of flyers and bounce effects. Cutting down to 40 was difficult, I didn’t want to have less than 17 lands as my mana curve had a strong peak at 4.

And so onto the games. Note that once again I elected to draw in every single game, and once again I think this was the right call.

Round 1 I faced a relatively new player. She had only been playing for around a month and it was her first ever draft experience. Her RB deck came out quite aggressively in game 1 as I found myself stalled on 3 lands for some time (after mulligans down to 5 cards to find land in the first place). Fortunately I managed to deter her attackers with a Fettergeist just long enough for me to find more mana. Then from nowhere she found an Archwing Dragon! I got hit with it twice and would have lost the damage race were it not for a well-timed Vanishment.
In game 2 it was my opponent who this time found herself mana screwed, which I felt bad about. My Appetite for Brains ripped the Archwing Dragon from her hand on turn 1 and my flyers did the rest. Its never good to win a game because your opponent is mana screwed and against a new player it feels even worse. Still, after I took the round 2-0 I suggested that we have a look at her pool so I could offer some advice. She actually had a couple of really solid removal spells that she wasn’t playing, such as Bone Splinters and Thunderbolt so those came in. I also offered some playing advice (such as how to best use activated abilities). I just hope I wasn’t giving her too much info all at once! :P

Round 2 went swiftly. Game 1 my flyers cleared up. In game 2 my opponent bonded a pair of Trusted Forcemage to each other, making them into deadly 5/5′s with a Blessing of Nature! My bounce effects kept them at bay for a while but eventually I just found myself chump blocking each turn as I dug for an answer, only to find land. In game 3 things went drastically the other way again, both my Favorable Winds turned even my Wingcrafter into a serious threat. 2-1 to me.

Round 3 was against a RW human deck. I knew this before beginning since my opponent said that she had tried to draft something similar to her standard deck. Game 1 once again saw me Mulligan to 5, good job I was on the draw! My opponents deck came out rather aggressively, a Lightning Mauler and three Cathedral Sanctifiers. The life-gain I wasn’t worried about. Playing UB Control recently has taught me a lot about your life total being just another resource, and I could deal with that in time. What worried me is that, as I had to mulligan to 5 once again just to find land, I lacked a play until turn 4! I found myself on 6 life rather swiftly but from there I managed to just about stabilise whilst my opponent mana-flooded. Favourable Winds helped my flyers be a match for an opposing Goldnight Redeemer. One thing I must remember is to always check for Soulbonding! Banishing Stroke on one of my creatures (which could have gained Hexproof were I paying attention) almost cost me the game. But my opponent fell just short of lethal damage and I won on the swing-back.
Game 2 was much more relaxed from my point of view. Except for the fact I drew Temporal Mastery on turn 2! :P My Appetite for Brains once again hit the best target, this time exiling that damn Goldnight Redeemer. I took the round 2-0.

And so going 3-0 overall, I won the draft! :) I felt happy with my performance, a couple of play errors as usual that I’d like to tighten up on, but the only way to do this is to play more so I’m working on that! Also as a humorous aside I really dislike Temporal Mastery now. 3 times in my opening hand, once drawn as the second card in the turn, and once drawn as the first card but with just one land in play! Very frustrating, heh. Unfortunately there was no prize for winning :(

With regards to Avacyn Restored itself I feel it was, as expected, a set better when drafted as opposed to playing with sealed pools. I think I drafted fairly loosely right up until pack 3, where the strong blue cards I received were enough to fill out my deck and make it a solid. Were I to draft again I think I’d aim for a similar deck where possible. There seemed to be a lot of competition for Red but very little for Blue. Green can be awesome if you hit the right Soulbond cards but otherwise I think Green is the weakest colour in sealed. With luck I’ll be drafting again on Thursday! Lets hope it goes just as well :)

Ed

Mirror Mirror…

I saw a request from Peter MacDougall ‏(@MTG_VooDoo) on Twitter asking for some advice on editing the Mirror Mastery Pre-Constructed Commander deck. Offering advice in 140 character bursts can be rather frustrating and offers little-to-no room for expanding on ideas and giving explanations. Therefore in similar fashion to last weeks post when I took up the challenge to create a “new” deck around a handful of cards, I decided to get writing here on my blog!

Rike of Two Reflections is to be the General, so I’d like any changes I to focus around his (their?) abilities as much as possible. I’m happy to admit that I have little experience playing with a Riku-lead deck myself (I think I tried out the PreCon once) but I have played against Riku decks a few times.

The Original PreCon decklist can be found here:

http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/arcana/732

The first that has struck me about Riku in the past is that he is a very mana-intensive general. Gaining maximum advantage from him can be difficult in the first place, requiring no less than 7 mana on top of the spell/creature you want to duplicate. And that’s before he starts getting killed! Many players like to use Lightning Greaves to protect their General, and thankfully one is provided already. Personally, I much prefer Darksteel Plate. I find that very few spells tend to target single creatures, especially ones as small as Riku. But being so small, every Wrath effect or stray bit of damage can easily KO our beloved general. I see no reason to drop Greaves yet, it is still a great card to have. But I would definitely consider adding a Plate along side it.

Requiring lots of mana, it is a good job that the deck is already land-heavy (41!), as well as containing ramp spells like Cultivate. I’d suggest keeping all the mana-artifacts, perhaps even add in a couple more too (Darksteel Ingot, Manalith?). You can probably remove Armillary Sphere for one of these, or maybe even add in a simple Rampant Growth. It’s a solid spell, and on occasion might find itself doubled up by Riku too!

Having covered the mana issues, lets make a start on what cards I feel could be safely cut and what potentially they could be replaced with. As an aside, anyone could see that cards like Primeval Titan and Tooth and Nail could be incredible in a deck like this. So as best I can I will try to avoid making these more “obvious” suggestions. Solid cards, and they should most likely be added in time to get the most from the deck, but I’d like to try and explore some more creative space.

Please note this post is a draft version for now! Up til here has been edited so far, below here needs finishing. It has been published so Peter can read my initial thoughts, but as I need to sleep soon I will save the editing and fine-tuning for another night.

Animar, Soul of Elements. Yeah, he’s awesome, but more deserving of being a General himself rather than a tool, and being Legendary you wouldnt want to copy him. Also the counters only add for cast creatures, not copies you make, so he is not the strongest option for a creature here.
Avatar of Fury.. sure hes big and beat-y, but he doesnt really DO a lot. Inferno Titan would stand more than nicely in his place.
Baloth Woodcrasher. Landfall, cool? But I can think of a much better landfall guy to play with, Avenger of Zendiar!
Id remove the Land-Cyclers and just go with some more straight-up ramp spells. You already have Cultivate and Kodamas Reach, but perhaps even a simple Rampant Growth could do here. Much better to copy too.
Faultgrinder doesnt look that strong, but sometimes opposing lands can be real threats. Possibly replace with Acidic Slime? But there is no reason not to run both. Plus i really like what EVoke can do here, get you 2 effects plus a cheap copy to hang around if you wish.
Ive never really liked Rapacious One. Hes big-ish, but in EDH you really need to go bigger. And sure, he can generate a lot of mana, but there doesnt seem to be much point to having those 5 spawn, and thats only if your opponents arent well-defended.
Trecnh Gorger is another “big guy” who, unless you can really find a way to abuse his ability (although the newly-printed Primal Surge might have something to say here), but even something as “simple” as Frost Titan could be better here I think.

Spell wise I dont think so many serious changes need making, but one spell i definitely do not like is Collective Voyage. This card ruins games. And in no way does the Join Forces mechanic actualy reflect the idea of players joining forces. Anyway.. Another one to go for me would be Ruination. As I said on twitter, EDH is not the place to be a douchebag!

A couple of other spells jump to mind, namely Decimate and/or Rain of Thorns. These could easily replace Hull Breach and other smaller-effect spells.

Its hard to come up with any more original ideas now other than looking at my own EDH decklists and stealing things from those :P So ill stop here for now, but will be sure to flesh out this post in the next day or two, improve the readability and hopefully offer many more suggestions!

Hope you like :)

I actually quite enjoy this process of creating/editing/critiquing decks for others, I may have to do something about that and offer to design some decks or something! I wouldn’t mind since doing so would help improve my card knowledge too :) If you have any requests, or would like any input on any deck do let me hear about it!

Thanks for Reading,

Ed

Avacyn Restored Pre-Release

After a weekend of intense magic at the Grand Prix last week I was really looking forward to the Avacyn Restored Pre-Release. And as if that wasn’t enough magic for one day, to top it off a friend had acquired a box of Morningtide so a few of us drafted that in the morning before going to try out the new set. As an aside, it turns out Morningtide is a set I have very little knowledge of, and the draft didn’t go so well for me. I seemed to have games where I either saw all my mana and none of my bombs, or visa-versa. Never mind, the main event was kicking off at 4pm!

Still, at least in the draft I actually had bombs. Opening my sealed pool things did not look good. None of my rares were playable. I did have an Archwing Dragon and Hound of Griselbrand but nothing else in Red to back them up and splashing for double red costs elsewhere would have been difficult. To top it off I had a total of 2 removal spells, a Pillar of Flame and a Death Wind, meaning that with no bombs in the colour, Black was even less playable than Red.

Despite this, I tried to treat my poor pool as a positive thing. It meant I had to think so much more about my deck. Having learned from my GP experience I spent longer than ever before though studying the cards each colour, sorting them by playability and thinking about colour combinations. I feel like I have developed a lot as a competitive player recently and here I feel like my sealed pool analysis was at its all-time peak.

Eventually I settled on Green and Blue. White looked attractive at first but upon closer inspection it didn’t do much except gaining loads of life and then going nowhere with it. Even in GU I had barely enough playable cards, so for once cutting down to a 40 card deck was easy. I considered splashing for a third colour, but my two removal spells were in different colours and White had nothing to contribute. So I decided to go for consistency with a consistently average deck :P In all fairness, my deck did have a couple of strengths. A pair of Latch Seekers would hopefully be aggressive enough to win me games, and Angelic Armaments could help my other creatures get there. After the first couple of rounds I did eventually decide to add a Swamp which I could hopefully find with my Borderland Ranger in order to be able to add Death Wind into my deck.

Round 1 was okay, I won 2-0 but my deck did nothing special. It was my opponent’s first ever pre-release so after the round I made sure to give her some deck advice and also play advice. She was running a RW deck which had potential, but it seemed from our games that she wasn’t piloting it aggressively enough so I encouraged her to attack more in future.

Round 2 was.. tedious at best. My opponent was playing Esper, seemingly without any mana fixing! His deck of bounce, removal and angels beat the crap into anything I attempted. 0-2.

Round 3 I don’t have much memory of other than a few key moments. I won game 1 quickly as my opponent got mana screwed and I paired up my Tandem Lookout with a Latch Seeker to quickly draw a LOT of cards. I can’t remember if my opponent won the second game or not, but either way the last featured the only Miracles I saw all evening. My opponent played 3 Miracle cards in 2 turns (two for the miracle cost and one just normally from hand) to completely blow out my over-extended board. All my opponent managed to achieve with this though was to temporarily equalise the board state. I recovered quickly and ended the game soon after. 2-1 (or 2-0?).

Round 4 I faced a very aggressive GW deck. At least in games 1 (which I won) and 2. In game 3, a whole load of big guys seemingly came out of nowhere! My deck had no way to compete with Vorstclaw and/or Sigarda, Host of Herons. I lost 1-2.

After all this, round 5 cam eout of nowhere to surprise me and provide some FANTASTIC games! :D Which was great, since we were both 2-2 and playing to finish in the top half.
I won game 1 solidly enough, but this was finally a match-up where my Soulbond interactions (Trusted Forcemage, mainly) actually had any real relevance. Game 2 was incredibly close. Near the end my opponent chipped away at me with Scalding Devil. I managed to land my Howlgeist and start attacking, and even managed to delay my death for a few turns gaining a little bit of life from Sheltering Word whilst I tried to dig for an answer. But nothing came to my aid. Still, even my opponent complimented me on my solid play throughout that game as I had been on the back foot for the whole time and yet managed to come very close to winning. Game 3 I remember few specifics of but from what I can recall both my Latch Seekers and an Angelic Armaments-equipped Borderland Ranger made an aggressive force that my opponent struggled to compete with. 2-1.

In the end I found myself really pleased with how I did. I went 3-2 overall and I feel as though I played solidly all night. Of course I made a couple of play mistakes (but was aware of these at the time and recovered well from them). I recieved 2 booster packs for my troubles, one of which contained a Griselbrand! I wanted one of him for an EDH deck so I was very happy with that meant that night was not a complete disaster.

On top of this of course there was the Helvault! which got opened just after the start of round 3. Everyone received a dice and 3 of the Angel/Demon tokens. The large Legendary cards were randomly distributed, although being generally useless I wasn’t too fussed about these. I received Sigarda, Host of Herons to begin with, and then with some spares at the end of the event I also got a Gisela, Blade of Goldnight. I managed to trade Sigarda for an oversized Griselbrand just before I opened the actual card from my prize pack, so despite not caring for the large cards having both actually made me feel rather happy :)

So in hindsight, how do I feel about Avacyn Restored? Well, for sealed play at least it’s not great. Soulbond is nice, but from what I saw in general it seems to have a negligible impact on board states. Also Miracles barely made an appearance, and I heard very little about people seeing/casting them in other games too. I know that “flicker” was a sub-theme mechanic in the set and whilst it has been well executed, I feel this is at the cost of a number of solid removal spells.
Furthermore, a number of people I spoke to had the difficult choice, like me, between a consistent 2-colour deck with barely enough playable cards, or running a risky 3-colour deck to have a solid number of good spells but lacking the ability to fix their mana. Many settled on the 2 colour option.
I feel this set is probably much better to play with when drafted, where you might be able to assemble decks with more solid spells throughout and better synergy between cards. Or perhaps the standard of what can be considered “playable” in this set is just much lower than in other recent sets.

I guess I’ll find out soon enough, a friend is planning to draft Avacyn Restored this coming weekend! So I’ll see how I get on there. I am still yet to find any new toys (cards) that have captured my imagination enough to lead to me brewing myself a new standard deck for FNM, but I’m keeping my eyes open and my hopes up!

If you went to a Pre-Release do let me know how you below, and even if not I’d love to hear your thoughts on any specific cards that stand out and the set as a whole.

Thanks for reading,

Ed.