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By: Felorin, Dr. Cat
Sep 03 2010 10:18am
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Finally got some time in to do a couple of M11 drafts - hopefully I'll have more M11 walk throughs for you soon!  This one was in a Swiss Draft.

 

  Pack 1 pick 1:

  My Pick: Jace's Ingenuity
 
 

Chandra's Outrage is good removal, though it puts you in the worst color and isn't splashable like Lightning BoltJuggernaut and Augury Owl are pretty good cards.  I've heard differing opinions on the Leyline, and it's not a big money rare.  Anyway there's not a ton of opportunities for card advantage in M11, so Jace's Ingenuity is very good, and the pros say Blue is the best color.  Though it's a shame to pass 3 decent blue cards.


  Pack 1 pick 2:

  My Pick: Fireball
 
 

Wow, what an awesome pack!  Blinding Mage and Doom Blade are both first-pickable.  But Fireball is the second best uncommon in the set after Mind Control, and easily splashable if red doesn't end up a main color.  Never Pass Fireball!


  Pack 1 pick 3:

  My Pick: Water Servant
 
 

Spined Wurm is a little tempting, but no need to branch into a 3rd color here.  Shiv's Embrace can be a game winner - but it can also be card disadvantage, and it means making an early commitment to whether red is a main color or a splash.  We already have a stronger commitment to blue from pick 1, and the Water Servant is both powerful and versatile.


  Pack 1 pick 4:

  My Pick: Azure Drake
 
 

Assassinate and Assault Griffin are quite juicy, but we have two decent picks in blue.  The pros really like Scroll Thief, pairing him with enough bounce and removal to get a couple extra cards out of him where they can.  He can also go with a Goblin Tunneler if you end up in blue/red.  The Azure Drake doesn't need any help to be good though, he can block most other flyers and a lot of ground guys, or he can get in for evasive damage.  A fine card.


  Pack 1 pick 5:

  My Pick: Awakener Druid
 
 

Nothing in blue or red that excites me, so it's time to consider what my second color would be if I keep red to a splash.  Manic Vandal can be decent if you're in red for sure, but there's better cards here.  Mind Rot is more card advantage.  But Awakener Druid is like a 4/5 with haste any time from turn 4 onwards, which is really good even with the drawbacks (ties up a land, dies to bounce or 1 point of damage to the druid).


  Pack 1 pick 6:

  My Pick: Phantom Beast
 
 

You could make a case for the Stone Golem here instead.  But blue is no stretch at this point, there's an extra point of toughness, and more importantly it can come out a turn sooner to help with a green aggro strategy (or a red one).  There's not a ton of targeting abilities in M11, so he survives a fair amount of the time. Also the Golem dies to the Manic Vandal we just passed, and to Naturalize.  Negate could be ok here, but I like the mana-efficient beater here much better.
 

Pack 1 pick 7:

My Pick: Garruk's Companion

 

The Sorcerer's Strongbox is card advantage, though it's unpredictable, slow, and expensive.  Already having the Jace's Ingenuity I don't need it quite as much.  The quick 2 mana trampler can help me curve out to present a difficult to race series of threats, so I decide to keep moving in on green.  He's even more efficient than my last pick - power HIGHER than mana cost, plus a bonus ability rather than a drawback.  Very solid card for green decks.

Pack 1 pick 8:

My Pick: Alluring Siren

 

The evaluation for this card depends a lot on what type of deck you're drafting.  It's probably at its strongest in blue/green, plus we already have four guys at 4-5 toughness to make enemy creatures crash into.  Armored Cancrix is playable but unexciting, and probably at its worst in blue/green where you can get much better green monsters clogging up the ground for 5 mana, or even getting in for serious damage.
 

Pack 1 pick 9:

My Pick: Giant Growth

 

This pack is almost all combat tricks!  That's good, I always want some combat tricks in my decks so I can try to outplay my opponent.  The top two in my colors are this and the Unsummon, I pick the one that makes creatures die over the one that makes them go away for a turn and come back.  It can also be 3 extra damage, sometimes.
 

Pack 1 pick 10:

My Pick: Tome Scour


A lot of Goblin Tunnelers going around!  That guy can be good with the Scroll Thief I didn't pick up early on.  He doesn't have as much to combo with here as he did in RoE, where he was positively dangerous.  But he still has roles to play in some M11 decks.  I take the Tome Scour out of a weak pack, since I am in blue.  You can take these and Jace's Erasure late if you see them, and see if you get enough to build the mill deck.  Then you should avoid building the mill deck anyway, from what I hear.  Seriously.

 

Pack 1 pick 11:

My Pick: Dryad's Favor

 

Might be sideboardable in one match, maybe?  Wouldn't automatically bring this in against green, but maybe in stall-prone matchups against green.
 

Pack 1 pick 12:

My Pick: Maritime Guard

 

I'm never letting a weak enchantment take up TWO slots after boarding. This is at least a two drop, and it blocks bears. I have the deckbox and sleeves with this art, it's really beautiful work when you see it at a larger size.
 

Pack 1 pick 13:

My Pick: Bloodcrazed Goblin

 

If I'm desperate for playables, this at least trades on defense with a grizzly bear or garruk's companion.  The so-called "lava ox" might just trade for some random 1/1!
 

Pack 1 pick 14:

My Pick: Pyretic Ritual

 

Just taking this for my collection for the day when Dragonstorm comes back, any year now!

  Pack 2 pick 1:

  My Pick: Chandra's Outrage
 
 

This is a tricky pick. I only passed the outrage last round because draw 3 spells are so good.  Only Armored Ascension competes here in raw card quality, but I can't take that now with zero white cards from pack 1.  Assault Griffin rocks too, by the way.  Aether Adept is a very solid and safe choice here in my main color - better than risking two Phantom Beast in the same deck and running into a Blinding Mage or something.  Garruk's Companion is committing to sticking with my earlier idea of keeping red a splash, and making an aggressive blue/green deck.  I don't think it's as strong a pick as the adept though, it can be a beating on tempo.  My pick of the Outrage says I'm now throwing my green plan into question, and might hop into blue/red if the red flows better in this pack.  That's still a "maybe", but it does up my removal count & I might get enough green color fixing to splash a double-red spell if I'm lucky.


  Pack 2 pick 2:

  My Pick: Cultivate

Nice black and white here.  My choices are the Cultivate or the Warlord's Axe. I like me some equipment, even some of the clunky ones, but the Cultivate is just the better card for my deck.  Even if I just splash Fireball it's good for that, it's good for accelerating into earlier green fatties, it can even get some extra islands to make Water Servant. Plus it's technically a two for one, and it thins your deck to a higher threat density.  Don't get me wrong though, the Axe can do stuff too.  It, um, hits things.


  Pack 2 pick 3:

  My Pick: Warlord's Axe
 
 

See?  I get to have the Cultivate and an axe too! I think I was too excited by that, passing up a lovely mana elf.  Also I didn't appreciate Greater Basilisk and Scroll Thief as much when I did this draft as I do now.  Though green doesn't have ways to help get the thief through, like all the other colors do.  The basilisk is good on offense and defense both, and particularly nice with the Alluring Siren I picked up earlier.


  Pack 2 pick 4:

  My Pick: Prodigal Pyromancer

I want the Spined Wurm.  I love me some Spined Wurm.  His stock may have gone down slightly with an increased number of things that block and trade with him, and the big 6 and 7 drops green can now follow him up with.  But he's still danged good, mana-efficient, and a brutal beater.  But hey, Pyromancer.  I guess the value of the Pyromancer is down a little if red's a splash.  And M11 is lighter on important 1 toughness targets than RoE and other formats.  But it's also reach & a slow clock, lets you get more "trade up" situations in combat, etc. etc.  I love this guy.
 

  Pack 2 pick 5:

  My Pick: Sacred Wolf
 
 

I still don't need a Cancrix, even though I've been passing every Wurm and Basilisk I've seen.  The wolf's "troll shroud" goes a long way towards making up for his 1 toughness.  Playable, though not amazing.  Great creature to put auras on.


  Pack 2 pick 6:

  My Pick: Call to Mind
 
 

I don't know if I'll get enough instants and sorceries to run this.  But the other cards all suck.  Playing the same fireball twice would be awesome!  Anyway it's a good speculative pick just in case the deck gets enough spells to run this.


  Pack 2 pick 7:

  My Pick: Fiery Hellhound
 
 

And suddenly I'm preparing for blue/red again, as nothing else is much good.  The grizzly bear could be filler, but I'd hope not to have to run it.


  Pack 2 pick 8:

  My Pick: Plummet
 
 

Plummet and Combust are both fine sideboard cards, that you can gamble on maindecking to fill out your last slots if need be.  I'm still leaning towards green/blue splash red, so I take the green spell here.
 

  Pack 2 pick 9:

  My Pick: Negate
 
 

Only on-color pick.  Passing it earlier was no problem, you can usually find one of these later if you want one.  Haven't seen any Mana Leak yet, though I've seen Cancel go by.  There's probably at least two other blue drafters out there, if not more, haven't seen any really strong blue cards after the early picks.


  Pack 2 pick 10:

  My Pick: Volcanic Strength
 
 

Going back and forth between red and green so much makes me a little nervous, especially with only 1 fixer so far.  This would be awfully sweet on that Wolf though...


  Pack 2 pick 11:

  My Pick: Llanowar Elves
 
 

Wow, the elf tabled!  Admittedly this pack had a bunch of goodies in it.  Still, a nice gift to pick up some mana acceleration this late.
 

  Pack 2 pick 12:

  My Pick: Bloodcrazed Goblin
 
 

Ok, now we're out of good cards.


  Pack 2 pick 13:

  My Pick: Demolish
 
 

While Lava Axe has its role in some decks, especially for whoever got that Fire Servant we passed, it's not great for this one.  But Demolish is worth having in sideboard for anyone who has a bomby artifact or just multiple artifact creatures.


  Pack 2 pick 14:

  My Pick: Lava Axe
 
 

So, I get one anyway.

  Pack 3 pick 1:

  My Pick: Spined Wurm
 
 

There's my Spined Wurm at last!  Not gonna take Mana Leak over him, as a green deck should have some actual fatties in it.  The unicorn's better if you actually already have some fatties for him to help out.


  Pack 3 pick 2:

  My Pick: Sylvan Ranger
 
 

Pacifism still rocks, but we're not double-splashing.  All the blue spells here are decent, and Diminish is pseudo-removal, but getting more mana fixing for our splash is more valuable here.


  Pack 3 pick 3:

  My Pick: Llanowar Elves
 
 

Nice Pegasus and Sign in Blood.  Cancel is a decent spell, but this is an aggressive deck looking to curve out and spend all its mana. Having one more accelerant will be quite decent if I can get another nice fattie or two out of pack 3.


  Pack 3 pick 4:

  My Pick: Aether Adept
 
 

Preordain is nice, but I'd rather focus on curving out on creatures and tempo.  This guy really helps force through damage and set the other guy behind on racing.


  Pack 3 pick 5:

  My Pick: Scroll Thief
 
 

The adept last pick & my Giant Growth could help this guy out.  Also double Llanowar means chances of dropping him turn 2.  Drawing extra cards is good, m'kay?  Some games he'll just make them hold back a 3+ power guy that would otherwise attack, so they don't let your thief through for the card.  That's useful too.


  Pack 3 pick 6:

  My Pick: Awakener Druid
 
 

Nice to have two of these!  Also good with the double elf.


  Pack 3 pick 7:

  My Pick: Spined Wurm
 
 

Cloud Elemental is nice, but what did I say about accelerating into fatties?  YOINK!


  Pack 3 pick 8:

  My Pick: Naturalize
 
 

Generally a better sideboard option that the Demolish I took earlier.  In a real emergency I could run both.


  Pack 3 pick 9:

  My Pick: Sorcerer's Strongbox
 
 

I passed some of these before, but this one isn't up against stronger cards.  Nice to have a second way to draw some extra cards in the deck.


  Pack 3 pick 10:

  My Pick: Diminish
 
 

Another nice table, with big green guys this will often succeed in being removal.
 

  Pack 3 pick 11:

  My Pick: Primal Cocoon
 
 

Generally seems like a poor card, but I take it to potentially experiment with, rather than draft the rare I won't play.  Could have just taken it for my collection, but I'm curious whether this card's semi-playable.


  Pack 3 pick 12:

  My Pick: Bloodcrazed Goblin
 
 

I'm thinking this guy belongs in a Blasting Station deck more than anyplace else.  Actually against a quick ground-weenie-rush deck it's plausible to throw a bunch of these guys in the way.


  Pack 3 pick 13:

  My Pick: Combust
 
 

Thunder Strike has its uses, but given that both of these would sit in my sideboard, the Combust is more powerful against the decks it would come in against.


  Pack 3 pick 14:

  My Pick: Ajani's Mantra
 
 

One card closer to building a really bad constructed life gain deck!  Even Soul Sisters doesn't run this.

This draft converter created by Benjamin Peebles-Mundy.  Visit the draft converter today!

 Well, we're over 23 playables.  Actually I'm trying to move towards running 18 lands instead of 17 in core set constructed again.  The 9th edition League I took first place in (our of 256 players), I was running 18 land, I think the smaller number of mana-screws and mulligans is worth it even when you're not in the "land matters" block.  Though there's definitely low-curve decks that should run 17 or even occasionally 16 land.  Let's take a look at what I built.

 

I'm embarrassed to admit, I thought I had dragged down the Jace's Ingenuity, one of the best cards here, and it had just slipped below the visible area in the deckbuilder.  Even though I scrolled down some and didn't see it, I didn't look around in the top pane to see if it had snapped back there (it had I guess).  So I submitted a deck without it, even with the clearly inferior Sorcerer's Strongbox included!  I promise you, I sided it in for ever game 2 and 3.

I also had the dubious Primal Cocoon in there.  Your earliest drafts in a format are the time to learn about this kind of card I guess, and I had some fun with it.  The Sacred Wolf could have gone in that slot instead, or even the Plummet.

There were several interesting choices to make here.  Chandra's Outrage didn't make the cut, as I thought only two green fixers plus two mountains made it too unreliable.  Three fixers might have seen me running it.  Call to Mind could have been run with 5 instants and sorceries.  But only the Fireball is really exciting to return.  The Negate, Diminish, and Giant Growth all lose value the second time around, as they can only be a surprise against the most inattentive opponents.  Anyone decent will know to play around it once you return it to your hand with Call to Mind.  The Chandra's Outrage would make it more playable.  Or if I had properly maindecked the Jace's Ingenuity, I think actually Ingenuity + Fireball is enough justification to run the Call to Mind and I missed out on some possible value there.

Also note that I ran 17 lands, I felt with two Llanowar Elves plus Cultivate plus Sylvan Ranger, 17 was plenty.  One could argue for 16 if you count each accelerant as "half a land", but with an early double-green spell, two double-blue, and a red splash, I was fine with 17 lands.  I think the Negate, Strongbox, and Cocoon could come out of this build for spells like the Jace's Ingenuity, Sacred Wolf, Call to Mind, or even Chandra's Outrage or Plummet.  With no Giant Spider and one Azure Drake, holding more game 1s against quick flyer decks is worth a little.  But I have an ok build other than the Ingenuity being missing, and plenty of good sideboarding options.

Round 1, Fight!

I can sum up this one pretty briefly.  My opponent played Squadron Hawk, Squadron Hawk, and Squadron Hawk.  That's it.  Not enough to survive against my aggressive draw, my plays were Garruk's Companion, Awakener Druid, Cultivate, and Spined Wurm.  His turn 2 hawk actually fetched enough to bring him to 8 cards and make him discard a plains.  I'm thinking he could have just fetched one hawk, and let the second one fetch the third, avoiding the discard.  He ended the game on 5 lands, so I don't know what other spells he was sitting on.

Squadron Hawk Squadron Hawk Squadron Hawk

These guys aren't good enough.

The game ended turn 6, when he conceded down 19 life to 5, with an empty board against my 10 power of attackers.  There were still 3 significant decisions for me though, even in just 6 turns.

1) Turn 3 I held back Awakener Druid and made no play.  I had no 3 drop or 4 drop for next turn, so I figured I'd give him a narrower window of time to remove my 1/1 before I got a hasty 4/5 attack in.  I did top deck a Cultivate, which I could have played turn 4 while still swinging in with the 4/5 forest, if all went well.  But I don't regret the play.

2) Turn 5, he's held two Squadron Hawk back to block. Having Cultivate and Prodigal Pyromancer in hand, I'll eventually be able to kill those hawks "for free". Or I can send in my Garruk's Companion in again and give him the chance to trade his two hawks for it.  I decide this game is about tempo and go for it, given the Spined Wurm in my hand the Companion is less and less relevant, and if he double-blocks he's letting in my 4/5 and dropping to 10 life.  He did the trade.  Pyromancer isn't coming down before the Wurm so that's the slow approach that gives him more time to draw answers and stabilize.

3) Also turn 5, I could have held back the 4/5 forest from attacking to play out Spined Wurm a turn sooner. I decided more early pressure was good.

After losing that first game, my opponent conceded the match.  I guess he felt his deck was bad going in, and losing that quick made him decide to drop from the draft entirely.  I'd rather have gotten to play it out, but a win's a win! I used all the extra time to scout out all my opponent's decks.

Round 2, Fight!

This round and these games were as long as round 1 was short.  Happily, I had a friendly opponent, and it turned out he was a cat too!  I learned a new text-cat variant as well.  I'd seen =^.^= before (cat whiskers for the win), but he had =^.^=~~ with a double-tilde tail.  Brilliant!  I'll have to steal that move sometime.  I guess I just did.

He was playing green/blue/black, and unfortunately MTGO lost the replay for game 1.  I remember I got some of his guys to crash into their doom with the Alluring Siren, but he had Greater Basilisk to stall the board.  So I threw Primal Cocoon on one of my green guys and let it gradually swell up huge while we were board-stalled, until I could find a way to break through.  He was playing a little slower than me, and used up 10 minutes while I used up 8.  I left in the Cocoon because with both of us having a bunch of green dudes, it seemed like it could do ok again.

Game 2 I got the Primal Cocoon on my Scroll Thief, but he had Naturalize for it after I got just one counter.  I went through both Spined Wurms, getting some damage in and finally trading for creatures 1 on 1.  I thought I had him, down 20 to 7, but he recurred his Greater Basilisk twice with Gravedigger and then Rise from the Grave. Giant Growth helped me trade for it the 3rd time.  When he got Assassinate on my lone Llanowar Elves it came down to a topdecking war, with me drawing first.  But he got Disentomb into Gravedigger into the 4th return of Greater Basilisk, plus a couple other creatures while I got landflooded.  I drew two guys in time to chump-block a little, finally dying on turn 20.  Where's my Relic of Progenitus?  He was also down to 4 minutes on his clock at this point to my 13, so I didn't figure he'd survive the match without losing to his clock.

By the time things got started, he had 2 minutes, 51 seconds to try and take game 3.  I saw an opener with just 2 islands for lands, and went to click the mulligan button. But my brain went fuzzy, and I got confused about whether "Yes" or "No" was the button to mulligan, and clicked the wrong one.  I *never* do that!  Still, his threats consisted of a grand total of one Royal Assassin.  I drew my Llanowar Elves but the only lands I drew were Islands.  I had Negate, open, but when he cast Call to Mind targeting Cultivate, it didn't seem important to me.  When he cast Cultivate the second time, it didn't seem important either.

I finally got to 5 islands, so I could play my Jace's Ingenuity just to find a Forest and start playing some dudes out!  I discarded Plummet and Negate since I was at 9 cards now.  Then he untaps, and I see why I should have negated his Cultivate.  A card I hadn't seen in games 1 or 2, or in his first round - Stormtide Leviathan?!?  A quick clock I couldn't chump-block, the only thing that could win fast enough for him not to lose to the timer.

I actually had Fireball to hit his Assassin and Leviathan both, and then Diminish to wipe out the big guy.  So of course he had Cancel.  He won with 23 seconds on his clock - Aether Adept was my one remaining out, and I didn't topdeck it.  Could have won this match, but I didn't mind losing to him since he was such a nice guy.  (Not that I wouldn't still have preferred winning!)

Stormtide Leviathan

This guy IS good enough!

Round 3, fight!

Again sadly Magic Online has lost the replay of game 1.  My opponent was blue/black, so I sided in Combust for games 2 and 3.    I managed to win game 1 even though he put a Mind Control on one of my guys - I brought the Naturalize in too so I could fight that .

Game 2 he had an opening hand Leyline of Anticipation to make things trickier for me.  In addition to all his creatures being flashed out on my turn, it made his Assassinate better.  I was a little light on mana this game, and unfortunately my first Awakener Druid let him assassinate one of my lands, so instead of being stalled on 4 I was stalled on 3, with a couple 4 drops stranded in hand.  I was hesitant to run the second one out there, but that forest survived.  I finally got the board mostly stabilized, but I was low enough on life I had to make a bad block to survive, when one more turn would have put me in good shape.  I died with my fireball in hand.  Not attacking with my 4/5 forest might not have pulled this one out, as he could have assassinated it just for tapping to make mana as well.  Though I'd have gotten Water Servant out before going back down to 3 land.  The only totally safe play to get around Assassinate would have been keeping the druid out of play until I'd played my 4 drops out.

Game 2 he had the turn 1 Duress for my opening hand's Warlord's Axe.  Deja vu, as my round 2 opponent had done that to me one of those games, as well!   He had Doom Blade for my Scroll Thief, and I took early beats from Augury Owl and Black Knight, trading Garruk's Companion for his Barony Vampire, and getting my Water Servant out to race.  I got in 6 point hits with it to knock him to 14, then to 8.  I used one island too many trying to knock him to 2, and he had Unsummon.  With only 1 island left untapped, I couldn't play it back out the same turn, missing a turn of beats - and letting him get in more damage as he didn't have to chump-block.  I combusted his owl, but he had Rise from the Grave to make it a zombie owl, and then Merfolk Spy.  With two evasive 1 drops, and me at 4 life, I was on a two turn clock.  He chumped my Water Servant with Black Knight, and had Mind Control for my Phantom Beast - its "drawback" actually making Mind Control a little worse, just functioning as removal.  But that was enough.  When he threw out Child of Night, that meant even if I'd played around unsummon and gotten an extra turn of beats, it wouldn't have been enough.  I was also sitting on a Diminish the last few turns, which ironically could do nothing to slow the beats from creatures that were already 1/1 anyway!

Merfolk Spy Augury Owl

Embarassing to die to?  You bet!

So, the deck was pretty good, and I had opportunities to win the matches I lost, had my play been a little tighter.  The initial deck build could have been a bit better too.  I'm satisfied with most of the picks I made in the draft, and I learned a lot.  Though I would change pack 2, pick 1 to the Companion or Adept if I could do it over again.  Hope you enjoyed this walkthrough!

4 Comments

p3p2 is incorrect as well. by scrappykid at Fri, 09/03/2010 - 19:22
scrappykid's picture
5

p3p2 is incorrect as well. Axe is just way too slow for draft; admittedly, this is a slow format, but that means more that you're doing powerful things on turns 3 and 4-- too powerful to put your eggs in one basket by playing and equipping a Warlord's Axe-- assuming you even had a 2-drop. If you didn't play a significant creature until turn 3, you're equipping up for... what... a 6/3 or 5/3 on turn 5? It's a real rough tempo swing to lose or bounce a creature with that much mana invested, and there are enough Aether Adepts and spot removal that Warlord's Axe just doesn't get it done.

Plummet is maindeckable.

Rating this article highly for good introspection on a 1-2 deck. Tired of reading write-ups where people get 7th pick Blinding Mages and hold 'em up as something we can all learn from.

Picking that Axe by Felorin at Sat, 09/04/2010 - 01:13
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As I said in the article, I think I got too excited after passing up the axe in the previous pick, and then getting another shot at one. I let that distort my judgement, and I think the Llanowar Elves, Scroll Thief, and Greater Basilisk could all have been picked over the Axe. I got lucky and the elf wheeled, but normally it wouldn't. He helps fatties more (by getting them out quick) than the axe does. Some decks can benefit more from the axe, others less - green fatties probably benefit from it the least, as they're already "big enough" usually. And they'd rather be spending that cast+equip mana to cast another fattie instead.

Really good to see a draft by qwerty at Sat, 09/04/2010 - 13:33
qwerty's picture

Really good to see a draft that didn't end up with an easy 3-0 of a 4th pick fireball. A couple of picks seemed a little strange to me, even without the benefit of hindsight:

P1P6 - Not picking Negate here is pretty reasonable given that they're fairly easy to come by and you usually don't want more than one, but I think it's tough to defend picking Phantom Beast over Stone Golem. Not only is the 4/4 for 5 a bit better than a 4/5 for 4 with a serious drawback, but also at this point you're in three different colors and you don't know how the draft is going to shape up. Sure you know that Blue will likely be a main color given it's overall depth, but taking the Golem makes your color constraints a little easier to manage.

P2P1 - I think it's hard to justify picking Chandra's Outrage over Aether Adept (even without knowing that you're not gonna maindeck the removal spell). It's pretty certain that Blue is your main color at this point. Depending on personal preference you might like Outrage more than Adept, but given it's double R, it's a difficult splash for an okay removal spell. Outrage fits well into a deck that's trying to force through damage though, and this isn't really the deck you're building at this point in the draft.

P2P3 - As mentioned Llanowar Elf or Greater Basilisk are probably better picks here, but I don't think Warlord Axe is a huge mistake, just not optimal. I don't think that Axe is too slow for this deck, especially since you're light on finishers, as games go longer I think this is fine to keep turning every creature into a game ending threat and giving you the chance to trade up.

P2P7 - No real impact on the deck, but Fiery Hellhound is completely unplayable in the deck you're building, even though you probably won't play the Bear, it still makes sense to pick it and give yourself the option if disaster strikes in the rest of the draft and you're light on creatures.

P3P1/2 - I think both of these picks are fine, but I would have liked a little more explanation as to why you didn't pick the Mana Leak or the Augury Owl. The Owl goes nicely with your Warlord Axe in that it's evasive and can force removal with the Axe. Also Scry 3 does something similar to the Elf in terms of fixing. Not saying either pick is wrong at all, just curious for some more discussion.

P3P7 - Again Spined Wurm over Mana Leak and in this pack Cloud Elemental, seems perfectly reasonable, but not the slam dunk you make it sound like.

Also, there was a decent chance to jump into white when you opened the Armored Ascension, but I think it's only clear with hindsight that that might have been a good choice but you do see Ascension, Blinding Mage, Angelic Arbiter, Pacifism, Excommunicate, a couple of Safe Passages and some solid White creatures. Probably only an option in retrospect though.

Thanks for the comments! by Felorin at Sun, 09/05/2010 - 08:42
Felorin's picture

Thanks for the comments! Discussing picks is always interesting, and I like getting different perspectives on some of the choices to expand my thinking for next time.

P1, P6 - I actually spent a fair amount of time considering between the Phantom Beast and the Stone Golem. The Golem is the safer pick, the Beast is riskier but more powerful when the risk pays off. Having just picked the Awakener Druid, I decided I was going for beating in early and hard, and the Phantom Beast fit better with that plan since it usually comes down a turn sooner. Also occasionally I might have the Awakener active, and 5 land in play. I can drop a 4 drop and still swing with the animated forest, a 5 drop means I have to either wait a turn to cast it, or skip a 4 damage attack.

I see at the moment, I was taking my third 4 drop. But going into green I like to look for the 5 & 6 drops, and I did indeed end up with three 4 drops and two 5 drops in the end. A more aggressive curve than two 4s and three 5s. Especially since I got the second Awakener. The drawback on Phantom Beast is huge when it happens during a game. (The Awakener Druid's drawback can be too!) But even when you run into someone with say 2 Blinding Mage in their deck, some games they won't draw it in time. Other games you'll be against someone with no good answer to the Beast - if you suspect they'll side one in game 2, you can swap it out for another card after you get the beatings out of him in game 1. Overall I like the card a lot, and in a format with a lot of 4 power dudes, the 5 toughness is sometimes relevant too.

P2P1 - As I said, I wish I'd made the different pick there. But bouncing a creature is relevant in games that come down to tempo, and not as great in games where tempo isn't a factor and the issues are creature power, evasion, card advantage, or who draws more threats and answers, while both players have plenty of time to get all their cards into action. Permanent removal like Outrage, though, is relevant in a tempo-oriented racing situation OR a long grind it out game, so it's better overall. Getting a free bear attached to the spell is relevant in games where bears matter, and other times not so important. I don't worry much about the free shock to the face from outrage unless I'm trying for a burn deck, which I've only done once so far and it was a black "burn" deck splashing red, basically a train wreck of a draft that went 0-3. Next time I make a burn deck I'm going to try and make it red. :D

Admittedly, the Aether Adept can also be better than the Outrage against a few cards, like Armored Ascension or Mind Control in particular. It's a flexible, tricky card that I value highly. But Chandra's Outrage has been excellent for me in decks where red's a main color. It kills Wurms really nicely, I even killed an Obstinate Baloth with it this last friday. I hadn't ruled the possibility of blue/red totally by this pick, though I was leaning green. Of course taking a blue card is totally safe and guaranteed to make my deck, if I feel like I don't know yet, which is another point in adept's favor over either the burn spell or the Garruk's Companion. Though Companion fits so nicely in an aggressive deck if I wanted to commit to that, too. I feel the Companion is a definite gamble compared to the Adept at this point, though, and 1 extra power + trample isn't as valuable as the bounce overall.

P2P3 - Llanowar Elves I've been hearing is really important to make the green fatties fast enough to make green decent, and is a really crucial part of the green deck. I do think equipment almost always has some value in most limited formats though - just a question of how much relative to other cards. Ideally if you're accelerating out the green fatties, they're out so early you just have no need for the axe to get fatal damage through or just make them lose their whole team chump-blocking for a few turns until they can't any more. Axe on your Sylvan Ranger gets you more value out of your cards if the game goes long. But green hopes for games to not go long anyway (unless you have Overwhelming Stampede!)

P2P7 - Mentally, I hadn't ruled out the possibility of switching into blue/red still. Even if it's a 2% chance I get some crazy red the first few picks of pack 3 and try that, I figure I'd like to have that hellhound just in case. With 15 reasonable players for blue/green splashing fireball and pyromancer, I'm reasonably likely to get to 22 playables and not need the bear. I read several people saying they never want vanilla 2/2s or 2/1s in M11. I've since seen people try aggro archetypes where they want a bunch of 2 drops, but green isn't involved in those strategies. I rate the unlikely chances of moving into blue/red higher than the unlikely chances of the bear being my final card. And the benefit there of a card that trades for big huge guys, or sometimes gets big hits in is higher than the benefit I get in the case where I actually need the bear. Could even get a little benefit in one of my three matches from some red drafter not having the hellhound, though that's an even more minor consideration.

P3P1 - Mana Leak is always fine to have, but I think Spined Wurm is more powerful overall. Though I'm thinking it's not as strong in M11 as it was in early core sets, where I loved it so much. Still, Mana Leak is sometimes a dead card, Spined Wurm almost always has value. In late game, your opponent not only might always have 3 extra mana, but you might both have all your threats down on the table, and if you're a creature or two behind you need a creature or removal, and nothing else stops you from being behind on board. Even Cancel would be no good at that point.

In this particular deck, too, I'm looking to play aggro, not control. So if I tap out every turn to try and overwhelm him with threats, I'm not going to have mana open for mana leak much in the early game. In a more control oriented build, the value of mana leak would be higher.

P3P2 - Augury Owl vs. Sylvan Ranger is a much closer pick, in my opinion. Both are seeking to improve the consistency of your deck, but in different ways. The owl also gets in a little flying damage, the ranger isn't likely to do more than buy you one chump block. The ranger gives you actual card advantage, the owl gives you card quality advantage, but possibly a more valuable amount of it since you're looking at so many cards. What sold me on the Ranger here is the fact that I have both Fireball and Pyromancer in the deck, and the Ranger helps guarantee I can play them any time I draw them. They're so powerful that I felt that was more important here. Of course the Owl does more to make sure you draw into your stronger cards, and that you keep the lands and appropriate-sized creatures lined up to curve out, so I think it's likely more valuable than the ranger in a two color deck, or one with a less significant splash. When you're splashing fireball, you should be able to win if you draw it, unless you don't get a mountain. So color-fixing was high priority for me here. The Ranger also helps make sure I get value from my Awakener Druids and Spined Wurms, so I like it in this deck.

P3P7 - I saw Brad Nelson at this weekend's Pro Tour pick a Cloud Elemental over a Spined Wurm, so it's definitely reasonable. When there's a ground stall, flyers are often what you need to win - or block their flyers so they don't win. Whether I'm better "maxing out" my ground beaters plan since I only have one other flyer makes any sense, I don't know. Probably it makes more sense to say "I have zero Giant Spiders and one Azure Drake, I need another flyer for air defense and for a plan B if someone has out deathtouch blockers or whatever". Also flyers are the best thing to put the axe on. So looking back, I could see Cloud Elemental here. Again, I'm used to how great Spined Wurm was in 9th and 10th edition, and there's a lot more creatures that can trade with him now.

As for jumping into white - the more whiterer your deck is, the more valuable Armored Ascension is. Even if you get enough white from just two packs to make a complete deck, it's more likely it'll be the minority color, and I'd need more islands than plains, making the ascension weaker. There was no significant white in the second half of pack one except one mighty leap. While there was some good early white in pack 3, I would have had a deck with a few strong white cards but not enough playables to make it my main color. And of course I could easily have gotten even less white than what showed up there - way too big a gamble there, and I didn't have the pack 1 signals that would make it seem tempting.

In the end, I wish my gameplay decisions had been a little tighter more than anything. But I do need to reconsider Cloud Elemental vs. Spined Wurm, I think. As always, it depends on the rest of your deck, your archetype, curve, etc. But Brad Nelson went 3-0 in his draft pod with multiple Cloud Elementals, on his way to being the last undefeated player in the tour at 11-0. (He made it to the finals, too, and finished in 2nd place!)