Welcome everyone! Today I’ll lead you through my first 8-4 ROE draft walkthrough. See as I see, think as I think, and yell at your computer screens safely from your own home at my picks. I chose this draft because it really exemplifies my take on the format. Enjoy!
I’m pretty happy with the draft overall. A nice mix of removal, card advantage and win conditions should result in a 2-1 or 3-0. Let’s see what interesting build decisions there are…
The curve is a little higher than I like, but there are some very powerful cards. I end up a little short on playables and am forced to play a Warmonger’s Chariot and Luminous Wake, which is actually not bad at keeping me alive while my bombs come online. In retrospect, however, the Inquisition of Kozilek would be a better maindeck than the Chariot considering my game plan and creature count. On to the games!
Match 1 Game 1 (vs Flashjack711):
I win the flip and choose to draw. Opening hand: 3 Swamps, 1 Plains, Null Champion, Lone Missionary, Artisan of Kozilek. Easy keep. Flashjack711 keeps as well, and leads with a Mountain and Island, which prompts me to play the Lone Missionary first. This is to draw out any cheap removal such as Spawning Breath or Staggershock that my opp is willing to waste. He does indeed have Spawning Breath for the poor lonely Missionary and follows up with Ogre Sentry.
Meanwhile I have drawn Dread Drone, Smite and Survival Cache. I could play either Null Champion or Survival Cache, but Null Champion doesn’t do much against his Sentry so I prefer to Survival Cache while I have the window. Flashjack711 plays an Emrakul’s Hatcher while I’ve drawn Luminous Wake, Caravan Escort and Guard Duty. Neither Guard Duty nor Luminous Wake are necessary right now, and dropping both levelers leaves me open to Wrap in Flames and Forked Bolt, so I decide to drop Null Champion and leave mana up for Smite. In retrospect I like Caravan Escort and one level up better since it makes better use of my mana.
Flashjack711 attacks into my smite and drops a Bloodrite Invoker. I draw Guard Duty, level up the Champion and play the Escort. My opp simply passes the turn while I draw Mammoth Umbra, level up the Champion and pass back. Opp plays Ogre Sentry while I draw Corpsehatch and level up the Champion again, after which Flashjack711 Heat Rays it EOT. Opp then draws and Vendettas the Escort before attacking with Bloodrite Invoker. I draw Gideon Jura, an amazing card but not when stuck on my original four land.
I Luminous Wake his Bloodrite Invoker and he passes the turn back. I draw the plains (woot!) and play Dread Drone to prepare for Gideon’s entrance onto the Battlefield. Here is the current board state and my hand for reference:
At this point I’m looking quite good, with plenty of removal to protect bomb #1, and with a second bomb in reserve. Flashjack711 draws and passes the turn yet again. I draw a mountain and play Gideon Jura, using his +2 ability. I don’t mind trading a spawn and a Gideon activation for his Bloodrite Invoker even with the Wake, as it will be online soon anyway. Before this occurs my opponent plays Kozilek, Butcher of My Face. So much for confidence!
I don’t feel like annihilating four or dealing with a giant blocker so I Corpsehatch the Butcher after drawing a plains. Opp plays See Beyond into Vent Sentinel, and my planeswalker cringes. On my turn I draw Warmonger’s Chariot and attack with Gideon before saccing all the spawn but one to play Artisan, returning Caravan Escort(it will be easier to level up than Null Champion and combos nicely with the Mammoth Umbra once there). Flashjack711 answers with a Vendetta on the Artisan, going down to 4 life.
On his turn my opponent Heat Rays the Escort and plays a Guard Gomozoa before passing. I draw a mountain and cast Mammoth Umbra on the Dread Drone to apply maximum pressure. Then I activate Gideon and swing with both. My opp made a crucial error here, can you spot it?
His Vent Sentinel is still untapped! He should have used the Vent Sentinel in response to my Gideon activation, but now that all damage will be prevented to it his opportunity has passed. He sacrifices a sentry to the Mammoth Drone and blocks Gideon with the jellyfish. I play out the mountain and Chariot and pass the turn as Flashjack711 attempts to damage my Gideon.
Flashjack711 now plays Essence Feed and passes the turn. I draw Hartebeest and search out a Hyena Umbra to put on the Dread Drone before activating Gideon, to which my opp has no response but a post-priority “jeeeeees misclick”. Poor guy.
Flashjack711 plays another Ogre Sentry and a Bloodrite Invoker and this time does damage my Gideon in response to the activation, leaving Mr Jura at 2 life. I equip the Beest with the Chariot and swing with all three dudes. He annihilates two spawn and blocks with Guard Gomozoa and spawn tokens. My opp then plays a Valakut Fireboar before finishing off Gideon and passing the turn.
We both spend the next few turns drawing and playing land, however my opponent is activating his Invoker and Sentinel so manages to get up to 16 life to my 14 before dropping Kargan Dragonlord. I draw Cadaver Imp and use it to bring back Artisan and Null Champion, to which he responds with a Flame Slash and Last Gasp on the two smaller guys while leveling his Dragonlord to 4/4 and swinging in. I Guard Duty the Dragonlord and patiently wait for one of my Invokers to finish the game, which only takes two more draws. Which is convenient, as if I had to wait two more turns than that the Vent Sentinel would have finished me off.
I definitely got lucky that game with my opp misplaying twice to keep my Gideon alive that much longer. A hard-fought game, with only nine cards left in my library and thirteen in my opponent’s. Whew, on to number two!
Match 1 Game 2:
Pre-game sideboarding: considering his defender deck full of removal, I think I need to come up with a better way to punch through than Dawnglare Invoker in case he has removal for it. Meet Pathrazer of Ulamog. Normally I would never advocate playing this card in any deck without acceleration and lots of it, but when you expect a game to go to turn 20 or even later, Pathrazer becomes a viable way to victory. I side out the Lone Missionary since it is pretty ineffectual against multiple Ogre Sentries.
Flashjack711 chooses to draw first, and I keep a hand of 2 mountains, Evolving Wilds, Flame Slash, Caravan Escort and Pathrazer while he mulligans once. I start with the Escort, a level and a Warmonger’s Chariot while my opponent has nothing. I draw more land and in response to equipping the Chariot my Escort gets Heat Ray'ed.
Kargan Dragonlord is the follow-up, and I draw Artisan of Kozilek. My opp has 2 mountains, 2 swamps and the Dragonlord in play so I decide its definitely worth a couple damage to let him sink 2-3 mana into his leveler. He plays a mountain and swings before leveling it three times. I draw Dread Drone, play it and burn up the Dragonlord(hand: Pathrazer and Artisan, board: Drone, Chariot, 3 spawn and 6 land). Flashjack711 replaces his bomb with an Ogre Sentry and passes back.
At this point I’m in no rush to play the Pathrazer and would rather have another threat by returning the Escort, so I use Artisan to do just that after which Flashjack711 Spawning Breath’s the Dread Drone, following up with Emrakul’s Hatcher. I draw Mammoth Umbra but don’t feel like playing into my opponent’s open swamp, so I swing with the Artisan, which gets chumped, before equipping the Escort and leveling it twice. Flashjack711 draws and concedes.
This article is getting a little lengthy so I’ll let your eyes unglaze, cut it off here and finish the matches next week. As usual your comments are very much appreciated and I expect, indeed embrace criticism at the very least regarding the Pathrazer sideboard plan. Ta-ta for now!
Dylan Pratt - Jester123 on MODO
Artist / Film / TV Show / Book of the Week:
Rodrigo y Gabriela / A Serious Man / Arrested Development / Don Quixote
excellent use of 'craptacular.'
the only real criticism i could possibly level with the draft is:
p3,p1:invoker is actually a bit tempting. it's a decent win condition, especially because it's pretty late in the draft. you realistically only have about 2 shots at a splash worthy card coming 'round. (it came around)
i'm not sure i would have been brave enough to go white/black as i have a natural aversion to that colour combo and would have jettisoned one of my nice early picks for green.
as for the over all format: i like raredrafter a lot. i'd never seen it before. great article. keep 'em coming.
@shard:
in his deck, lavaflume is almost strictly worse than a lone missionary. he's never going to get much benefit from the anthem affect, and at all other times it's a very unspectacular body.
B/W is a brave color combo in ROE. I was forced into once, and only won because it was built around a couple of bombs more so than a general theme. Although... now that I'm thinking about it I suppose that B/W levelers could in theory be a deck, with a Time of Heroes or two.
Off topic rant: I tried U/G ROE last night for the first time and I had what I thought was a pretty great deck. Except that it has ZERO ways to deal with an early Guul Draz Assassin. It just laughed at my Narcolepsies and I couldn't assemble a Regress/counterspell combo in time. It was the most hopeless I had ever felt in a draft match.
I'm a huge U/G fan, but one of the reasons the combination works is that (if you draft right) you usually get opportunity to splash whatever removal you can pick up, whether it's that one Flame Slash and a Spawning Breath or a Vendetta and a somehow-late Last Kiss. It puts a bit of extra pressure on picking up fixing, but in my experience U/G splashes more profitably than anything else in the format.
black/white levelers is pretty weak because it lacks venerated teachers, as well as the two best common levelers (wavewatch and skywatcher). the black levelers are pretty expensive to level without blue cheats. also, induce despair loses a lot of value in a leveler deck. just food for thought
I think you got derailed by the mammoth umbra. It's a good card and all but it's quite splashable and shouldn't really pull you into white, which is by far the worst color in the format. I'm pretty sure that B/W is not a viable archetype. I mean, if you get an insane draft then I'm sure you can win with it -- but its not something that is replicable on anything resembling a regular basis. Personally I would have picked the Bramblesnap p1p2, but even if you do take the mammoth umbra I think the third pick corpsehatch pushes you toward either B/G or R/B tokens. The really key pick of the draft was P1P5 where you took dawnglare invoker over growth spasm and ulamog's crusher. If you want to keep your options more open you go with the crusher, but if you just decide to draft G/B at this point you take the growth spasm and consider splashing the mammoth umbra. Next pack you probably take the boar umbra or the essence feed, although I think the hartebeest is vaguely defensible even as a splash. The 7th pick predator or drone is a huge sign that B/G tokens is open, so you snap up the predator there. That said, if you had decided to force yourself into B/R tokens you're also happy with the traitorous instinct over the dread drone probably. You round out pack 1 with pennon blade either way.
I won't really comment on the rest of the draft as it's impossible to tell how the packs would be different if you had taken different cards in pack 1 -- but suffice to say I think I'd take that gideon and probably even play it in the B/G deck as you already have a growth spasm and can probably pick up more fixing later.
But if you're curious, this is what I would have done:
Gideon
Pelakka Wurm (yus)
Prophetic Prism
Wildheart Invoker
Ondu Giant
Nest Invader
Wrap in Flames (I guess?)
Aura Gnarlid or Ogre's Cleaver depending on the boar umbra pick. Guard duty also defensible.
Snake Umbra
Sporecap Spider
Raid Bombardment
the rest dont matter in pack 2
Beastbreaker
Ondu Giant
Ulamog's Crusher
Cadaver Imp
Broodwarden
Bloodthrone Vampire (naturalize also defensible)
Stomper Cub
and that late leaf arrow.
You end up switching more to a ramp deck with some great finishers. You are removal light but you do have a spoiler in gideon! Probably a 2-1 deck.
@psymunn: Even in pack three, if I have to choose between weak playables or splash enablers I generally go for the enablers, although you could certainly be correct, especially considering that I ended up a little short on playables.
@Odindusk, Shaterri: I have experimented with UG a little bit and I do like it(certainly more than BW). I think it works best as a tempo oriented deck that drops midrange creatures as well as evasion while gaining tempo with Regress and pump spells. It of course loses to the same utility creatures that UW does, but it can splash much easier for black or red removal.
@a small child: I agree that white is the worst color in the format, but not by as much as everyone seems to think. For me, personally at least, I've drafted ROE 68 times and white remains my color with the highest win percentage, although only be 3% in front of blue. That being said, white really does want to be paired with blue in this format and WB is an especially awkward color combination, I'm certainly not defending it. I do, however, think it has the tools to form a good control deck as long as you pick up the right conditions. I'm not a huge fan of looking at what might have been since hindsight is 20/20, but yes its certainly possible I should have moved into BG. I'll have to consider the possibility that I overvalue Dawnglare Invoker, I guess its just won me so many games I have a hard time passing it up with white cards already in my stack.
Thanks for the insightful comments, keep them coming!
I agree with a small child, second pick Bramblesnap over Mammoth Umbra every time. Not only do I really really not want to be white, but I would actually argue that Bramblesnap is even more of a game-winning bomb than the Umbra. It comes down on turn two and combos with all the token-generating cards that your green deck wants to be playing anyway. Mammoth Umbra is a fine card, but it's overcosted for what it does and it's really only useful if you stick it on a flier. For that amount of mana you could add another creature to your board or level up an existing creature. Umbras in general are not nearly as good as people initially thought.
I would have ended up green, with Pelakka Wurm and all the ramp cards. Probably splashing for Gideon "Must Be Nice" Jura.
@fishhead: I am starting to think the Bramblesnap pick was correct over Mammoth Umbra considering my first pick Artisan, but I disagree that Mammoth umbra is only useful on a flier, or overcosted. That card has won me countless games and I've lost to it a bunch of times on any ol' dude. It makes both attacking and blocking incredibly difficult until the creature can be dealt with. And if they can't deal with it, they just lose. Its like a build-your-own-eldrazi! (now complete with vigilance)
9 Comments
I'll admit Im not the best drafter, but if you were short on playable, maybe sneak in the lava flume invoker? you are splashing red already
excellent use of 'craptacular.'
the only real criticism i could possibly level with the draft is:
p3,p1:invoker is actually a bit tempting. it's a decent win condition, especially because it's pretty late in the draft. you realistically only have about 2 shots at a splash worthy card coming 'round. (it came around)
i'm not sure i would have been brave enough to go white/black as i have a natural aversion to that colour combo and would have jettisoned one of my nice early picks for green.
as for the over all format: i like raredrafter a lot. i'd never seen it before. great article. keep 'em coming.
@shard:
in his deck, lavaflume is almost strictly worse than a lone missionary. he's never going to get much benefit from the anthem affect, and at all other times it's a very unspectacular body.
B/W is a brave color combo in ROE. I was forced into once, and only won because it was built around a couple of bombs more so than a general theme. Although... now that I'm thinking about it I suppose that B/W levelers could in theory be a deck, with a Time of Heroes or two.
Off topic rant: I tried U/G ROE last night for the first time and I had what I thought was a pretty great deck. Except that it has ZERO ways to deal with an early Guul Draz Assassin. It just laughed at my Narcolepsies and I couldn't assemble a Regress/counterspell combo in time. It was the most hopeless I had ever felt in a draft match.
I'm a huge U/G fan, but one of the reasons the combination works is that (if you draft right) you usually get opportunity to splash whatever removal you can pick up, whether it's that one Flame Slash and a Spawning Breath or a Vendetta and a somehow-late Last Kiss. It puts a bit of extra pressure on picking up fixing, but in my experience U/G splashes more profitably than anything else in the format.
black/white levelers is pretty weak because it lacks venerated teachers, as well as the two best common levelers (wavewatch and skywatcher). the black levelers are pretty expensive to level without blue cheats. also, induce despair loses a lot of value in a leveler deck. just food for thought
I think you got derailed by the mammoth umbra. It's a good card and all but it's quite splashable and shouldn't really pull you into white, which is by far the worst color in the format. I'm pretty sure that B/W is not a viable archetype. I mean, if you get an insane draft then I'm sure you can win with it -- but its not something that is replicable on anything resembling a regular basis. Personally I would have picked the Bramblesnap p1p2, but even if you do take the mammoth umbra I think the third pick corpsehatch pushes you toward either B/G or R/B tokens. The really key pick of the draft was P1P5 where you took dawnglare invoker over growth spasm and ulamog's crusher. If you want to keep your options more open you go with the crusher, but if you just decide to draft G/B at this point you take the growth spasm and consider splashing the mammoth umbra. Next pack you probably take the boar umbra or the essence feed, although I think the hartebeest is vaguely defensible even as a splash. The 7th pick predator or drone is a huge sign that B/G tokens is open, so you snap up the predator there. That said, if you had decided to force yourself into B/R tokens you're also happy with the traitorous instinct over the dread drone probably. You round out pack 1 with pennon blade either way.
I won't really comment on the rest of the draft as it's impossible to tell how the packs would be different if you had taken different cards in pack 1 -- but suffice to say I think I'd take that gideon and probably even play it in the B/G deck as you already have a growth spasm and can probably pick up more fixing later.
But if you're curious, this is what I would have done:
Gideon
Pelakka Wurm (yus)
Prophetic Prism
Wildheart Invoker
Ondu Giant
Nest Invader
Wrap in Flames (I guess?)
Aura Gnarlid or Ogre's Cleaver depending on the boar umbra pick. Guard duty also defensible.
Snake Umbra
Sporecap Spider
Raid Bombardment
the rest dont matter in pack 2
Beastbreaker
Ondu Giant
Ulamog's Crusher
Cadaver Imp
Broodwarden
Bloodthrone Vampire (naturalize also defensible)
Stomper Cub
and that late leaf arrow.
You end up switching more to a ramp deck with some great finishers. You are removal light but you do have a spoiler in gideon! Probably a 2-1 deck.
@psymunn: Even in pack three, if I have to choose between weak playables or splash enablers I generally go for the enablers, although you could certainly be correct, especially considering that I ended up a little short on playables.
@Odindusk, Shaterri: I have experimented with UG a little bit and I do like it(certainly more than BW). I think it works best as a tempo oriented deck that drops midrange creatures as well as evasion while gaining tempo with Regress and pump spells. It of course loses to the same utility creatures that UW does, but it can splash much easier for black or red removal.
@a small child: I agree that white is the worst color in the format, but not by as much as everyone seems to think. For me, personally at least, I've drafted ROE 68 times and white remains my color with the highest win percentage, although only be 3% in front of blue. That being said, white really does want to be paired with blue in this format and WB is an especially awkward color combination, I'm certainly not defending it. I do, however, think it has the tools to form a good control deck as long as you pick up the right conditions. I'm not a huge fan of looking at what might have been since hindsight is 20/20, but yes its certainly possible I should have moved into BG. I'll have to consider the possibility that I overvalue Dawnglare Invoker, I guess its just won me so many games I have a hard time passing it up with white cards already in my stack.
Thanks for the insightful comments, keep them coming!
I agree with a small child, second pick Bramblesnap over Mammoth Umbra every time. Not only do I really really not want to be white, but I would actually argue that Bramblesnap is even more of a game-winning bomb than the Umbra. It comes down on turn two and combos with all the token-generating cards that your green deck wants to be playing anyway. Mammoth Umbra is a fine card, but it's overcosted for what it does and it's really only useful if you stick it on a flier. For that amount of mana you could add another creature to your board or level up an existing creature. Umbras in general are not nearly as good as people initially thought.
I would have ended up green, with Pelakka Wurm and all the ramp cards. Probably splashing for Gideon "Must Be Nice" Jura.
Nice article, keep them coming.
@fishhead: I am starting to think the Bramblesnap pick was correct over Mammoth Umbra considering my first pick Artisan, but I disagree that Mammoth umbra is only useful on a flier, or overcosted. That card has won me countless games and I've lost to it a bunch of times on any ol' dude. It makes both attacking and blocking incredibly difficult until the creature can be dealt with. And if they can't deal with it, they just lose. Its like a build-your-own-eldrazi! (now complete with vigilance)