TugaChampion's picture
By: TugaChampion, Guilherme Carmona Alexandrino
Jan 27 2012 9:30am
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  Pack 1 pick 1:

  My Pick:

The best card in the pack. When played on turn 1 it often becomes hard to stop and it just destroys some white decks. Sometimes even other decks randomly draw almost only humans and it still destroys them.

  Pack 1 pick 2:

  My Pick:

Black pairs better with red than white but Fiend Hunter is better than Victim of Night. I think this could go either way but I went for the more powerful card.

  Pack 1 pick 3:

  My Pick:

Terrible pack. I could either take the Scarecrow for the sideboard or Armored Skaab and play it in case blue is open. I opted for the later as I would have more chances to get Scarecrow.

  Pack 1 pick 4:

  My Pick:

Solid 3 drop and works well with Noble.

  Pack 1 pick 5:

  My Pick:

Late Pilgrim but it doesn't seem good to take it. Bell-Ringer and Moment of Heroism are fine but Think Twice is better enough that I have to take here.

  Pack 1 pick 6:

  My Pick:

Best card in the pack.

  Pack 1 pick 7:

  My Pick:

Now this is just insane. Midnight Haunting can't go 7th pick! White has to be open but the packs just didn't have any white cards.

  Pack 1 pick 8:

  My Pick:

Helps me solidify RW.

  Pack 1 pick 9:

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  Pack 1 pick 10:

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  Pack 1 pick 11:

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  Pack 1 pick 12:

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  Pack 1 pick 13:

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  Pack 1 pick 14:

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  Pack 1 pick 15:

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  Pack 2 pick 1:

  My Pick:

This is a though pick. I opted for the one that left me the most open because at this point I'm pretty sure I'm gonna be white. Grimgrin would put me in UWb so I decided not to take that. Scholar is very good but I'm afraid I might lack playables if I don't take the white card. Geistflame is good but if I went for a non white card it had to be Scholar.

  Pack 2 pick 2:

  My Pick:

And rewarded! Easy pick here.

  Pack 2 pick 3:

  My Pick:

Good to pick one up since I let go on P2P1.

  Pack 2 pick 4:

  My Pick:

Only card for me.

  Pack 2 pick 5:

  My Pick:

A very good pack and a very good 5th pick for me.

  Pack 2 pick 6:

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  Pack 2 pick 7:

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  Pack 2 pick 8:

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  Pack 2 pick 9:

  My Pick:

Wow!! Geistflame and Dead Weight wheeled. None should have but I'm very happy with Geistflame.

  Pack 2 pick 10:

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  Pack 2 pick 11:

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  Pack 2 pick 12:

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  Pack 2 pick 13:

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  Pack 2 pick 14:

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  Pack 2 pick 15:

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  Pack 3 pick 1:

  My Pick:

Both white cards would be good additions to the deck but a second Volley makes me very happy.

  Pack 3 pick 2:

  My Pick:

No white cards and the red cards are unplayable but at least there's a very good colorless card.

  Pack 3 pick 3:

  My Pick:

Only card for me.

  Pack 3 pick 4:

  My Pick:

Again the only card for me.

  Pack 3 pick 5:

  My Pick:

I have a few humans so this should be pretty good.

  Pack 3 pick 6:

  My Pick:

I hate this. Several packs with only 1 mediocre card for me and now a pack with 3 cards I would take over P3P3 and P3P4. I'm clearly in the right colors but the packs just didn't have anything for me. Spectral Rider is the best one but harder on the manabase. Doomed Traveler and Cathar are both good but I've liked Traveler more and more.

  Pack 3 pick 7:

  My Pick:

Happy to pick this guy up. Some people still underrate this guy.

  Pack 3 pick 8:

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  Pack 3 pick 9:

  My Pick:

Will probably end up playing this since I have a few Vampires and not many creatures.

  Pack 3 pick 10:

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  Pack 3 pick 11:

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  Pack 3 pick 12:

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  Pack 3 pick 13:

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  Pack 3 pick 14:

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  Pack 3 pick 15:

  My Pick:


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Here's the deck:

As usual the cards on the right are the relevant sideboard cards.

On to the games!

Round 1:

Game 1:

He wins the roll and we both keep: 2 Mountain, 3 Plains, Ashmouth Hound and Midnight Haunting. He leads with Plains Doomed Traveler. I draw Butcher's Cleaver and play Mountain. He plays Forest, Unruly Mob and attacks (19). I draw Geistflame and play Hound. He plays Forest and attacks with both. I expect Spidery Grasp but I have to block Mob anyway to make him waste his turn and play his trick. Instead he has Moment of Heroism and I get a free 2 for 1. I draw Crossway Vampire, play land and pass. He plays Voiceless Spirit and attacks (17). Eot I play Midnight Haunting.

I draw Doomed Traveler, play it and Vampire to make his Spirit not able to block and attack (21). He plays Shimmering Grotto and Mausoleum Guard and attacks with both creatures. I trade Doomed Travelers and go to 15. I draw Stromkirk Noble and attack with the 3 tokens and he trades his token for one of mine (19). I play Noble, Cleaver and Geistflame on Voiceless Spirit. He attacks (13) and passes. I draw another Crossway Vampire. Now he could have Smite, Midnight Haunting, Rebuke and Village Bell-Ringer. I could not attack with Noble and play around Haunting but that seems poor because I'm just giving him more turns and Haunting is still going to be pretty good for him anyway. Rebuke I don't really care as it's just a 1 for 1 and attacking with all deals more damage. Bell-Ringer is only bad because it makes Crossway Vampire trade with Guard but Noble will probably win me the game if he doesn't have much else. With this in mind I equip a token and attack with everything. He does have the worst card for me: Haunting and trades for Noble and the equipped token.

He again just attacks (11) and passes. I draw Moment of Heroism, equip the token and attack. This time he has Bell-Ringer so he trades Guard for Vampire and goes to 11. He plays a land, attacks with Bell-Ringer and a Spirit (9) and passes. I draw Selfless Cathar and play Vampire to make the Spirit unable to block and attack. He plays Spidery Grasp on Bell-Ringer and blocks. I play Moment of Heroism on my Spirit to trade with his guy and gain 6... except that I missclick and give his guy +2/+2 and lifelink. This puts him on 16 and with a Bell-Ringer still alive. He plays Repanation Blade, equips a Spirit and attacks with both milling a land and a Blazing Torch (5). I draw Juggernaut, play Cathar and pass. I let him attack and kill the equipped Spirit after Rakish Heir and Plains are milled (4). He plays a Ghostly Possession on his 1/4 and passes.

I draw Scourge of Geier Reach, equip Cathar and attack. He blocks Vampire instead of Cathar so I gain 4 (8) and he takes one more (12). He topdecks a Manor Gargoyle and passes without attacking but I also topdeck a Fiend Hunter to take down the Gargoylea and attack. This time he takes 3 by blocking Cathar with Bell-Ringer. He equips Blade, attacks, mills a Mountain and I got to 6. I draw Brimstone Volley and attack with everything. He blocks Cathar which I sacrifice and Brimstone Volley his face to win.

Butcher's Cleaver Brimstone Volley

Game 2:

I side in Ancient Grudge taking out Scourge. Normally I would side in Night Revelers against a deck with several humans in place of another 5drop but with cards like Guard and Doomed Traveler, 5drops aren't very good anyway and I surely wanted Ancient Grudge so I left them out.

We both keep Mountain, Plains, Noblem Selfless Cathar, Geistflame, Ancient Grudge and Cleaver. He plays Plains and passes. I draw Doomed Traveler and play Noble. He plays Plains and nothing else. I draw Mountain, attack (19) and play Traveler. He plays Mentor of the Meek. I draw Mountain and attack with both. To my surprise he block so I finish Mentor with Geistflame (17) and play Cathar post combat. He plays his 4th Plains and Juggernaut. I draw another Mountain, kill Juggernaut with Grudge and attack (12). He plays Guard but no land. I draw Hound, play it and Cleaver and attack with the evasion guys (7). He plays Forest and concedes.

Stromkirk Noble Ancient Grudge

Round 2:

Game 1:

I lose the roll, he mulligans to 6 and I keep: Mountain, Plains, Blazing Torch, Midnight Haunting, Fiend Hunter,  Rakish Heir and Elder Cathar. He leads with Swamp, Typhoid Rats. I draw Scourge and play Plains and Torch. He plays Island and Delver of Secrets and attacks (19). I draw Plains, play it and pass. He attacks (17) and plays Selhoff Occultist. I draw Hound, play land and pass. He reads my Midnight Haunting/Bell-Ringer and attack with just Occultist. (15). Eot I play Haunting. I draw Plains, attack (18) and play Elder Cathar and equip. He reveals Dissipate, flipping Delver and attacks (9). I draw Mountain, play Hound which he counter and play Rakish Heir. I attack with both tokens (16).

He attacks with everything and I double block Occultist. He plays Victim of Night on Cathar instead of Heir so I kill Delver with Torch and make Heir a 3/3 to take down Occultist going to 8. He mills 2 lands and a Vampire Interloper from Occultist and passes. I draw Moment of Heroism and attack (11). I play Scourge and pass. He plays Grasp of Phantoms on Heir and passes. I play Fiend Hunter on Rats and attack (6) He draws and concedes.

Elder Cathar Blazing Torch

Game 2:

We both keep: 2 Mountain, Plains, Elder Cathar, Rakish Heir, Moment of Heroism and Juggernaut. He leads with Swamp. I draw Plains and play it. He plays Vampire Interloper. I draw Thraben Sentry, play land and pass. He attacks (18), plays land and Deranged Assistant. I draw Mountain and play Elder Cathar. He attacks (16) and plays Grimgrin. I have no outs but play a couple more turns to make him think I do have them and I lose really fast to it.

Grimgrin, Corpse-Born

Game 3:

I side in Rally the Peasants for Scourge to try to make the deck faster.

We both keep: 3 Plains, 2 Brimstone Volley, Doomed Traveler and Geistflame. Certainly not perfect but I think it's a keep. I play Traveler and he plays land. I draw another Geistflame and attack (19). He plays land and passes again. I draw Moment of Heroism and attack (18). He plays Lantern Spirit and when I really need to draw Mountain I draw a red spell: Noble. The game goes on like this while I draw only red spells and a Plains over the whole game while he plays a second Lantern Spirit, a Grasp oh Phantoms, a Delver and a Fortress Crab.

I felt bad after winning game 1 of the second round and then losing to a bomb game 2 and to screw game 3 but it happens. I usually don't like RW in this format but the deck turned out good. RW is usually a bad version of GW because although it gets better removal, it loses Pilgrim and Travel Preparations but sometimes it's what you have to draft. I hope you enjoyed this and wait for the next one!

10 Comments

You can only blame yourself by milegyenanevem at Fri, 01/27/2012 - 12:58
milegyenanevem's picture
3

You can only blame yourself for losing to a bomb in R2G2. You should have picked up that card. Unlikely that you would play that (even though at that moment you were thinking about white-blue, and then it is easy to splash), but you picked up a really mediocre card instead. Other notable questionable picks: Moon Heron over Rebuke with the comment: best card of the pack. No, it's not. And "only card for me" is not something you should have said about Thraben Sentry when there was Nightbird's Clutches in the pack. And I think this deck could have worked with 16 lands. Finally, Rally the Peasants. How could you leave it out? Did you actually read that card? It is perfect for your deck.

to milegyenanevem by TugaChampion at Fri, 01/27/2012 - 13:28
TugaChampion's picture
5

First of all I didn't pick a mediocre card over a bomb. I picked a solid card that I would play for sure over a bomb I would have to splash for or even not play at all. I don't really like splashing in this format.

Moon Heron is certainly better than Rebuke in an aggressive deck. Rebuke is a fine card and Moon Heron isn't spectacular or anything but at that point I was pretty sure I wouldn't be playing white because it just hadn't been coming. The following pick showed that white was simply not having any good cards in the packs.

Thraben Sentry is certainly better than Nightbird's Clutches. I really hate Nightbird's Clutches. I don't like Feeling of Dread either but at least that one is cheaper to flashback and also prevents creatures from attacking, so it is good in certain deck. Clutches however is usually very not good enough and I certainly wouldn't take it over a solid creature.

I opted to not play Rally in the main because I already had better tricks and I don't like overloading on those. Rally is one of those cards that once in a while it wins you a game you would lose otherwise but most of the time does close to nothing.

I almost always play 17 lands. I need to hit my land drops at least until turn 3 and I also don't want to have my bomb stuck in my hand.

Doomed Traveler is the by TwoHands at Fri, 01/27/2012 - 14:29
TwoHands's picture

Doomed Traveler is the definition of mediocre-but-playable, mostly for the reason that his value is very strongly determined by the rest of your deck. Since you didn't have Cleaver or any additional draw to a Humans deck at that point (although you did later), I think "mediocre" is a proper description for that exact pick.

Your R2G3 keep seems pretty bad - you can run a rather-meaningless 1-drop, and approximately 27% of the rest of your deck is mountains. You're only around 60% to peel a mountain by turn 4 - and only 3 other cards in your ENTIRE DECK are meaningful to peel by then otherwise (literally, Fiend Hunter, Haunting, Blazing Torch). You basically just lose over a third of the time assuming the opponent does anything at all, and another third you'll have difficulty recovering because you're drawing lands and trading one-for-one while he is playing out threats and not spending cards on 1/1 speed bumps.

And that assumes deck parity! You have to toss that. Hell, the hand was almost a mull to 5 anyway.

Actually Doomed Traveler has by TugaChampion at Fri, 01/27/2012 - 15:22
TugaChampion's picture
5

Actually Doomed Traveler has proven to be more than mediocre-but-playable in aggressive decks. And of course cards like cleaver make it much better but it's still early in the draft and I can get it or something else. I'm not gonna give up a slot of my deck to make someone else's deck weaker. It's not like I'm giving up a 8 tix card or anything.

I can see mulliganning that hand but I don't think it's clear. I think it's one of those cases that there isn't a correct answer. You can either mulligan or keep and both plays involve risks.

I actually agree with you by TwoHands at Fri, 01/27/2012 - 16:51
TwoHands's picture

I actually agree with you about not hating Grim-Grin just to hate it - we'll just have to disagree with your view on Traveler in the abstract. In the dark, he just isn't strong. (It's also interesting that you cut one of the better DT enablers: Rally the Peasants)

What would have to happen to make that hand a "clear" mulligan, then? Seriously, you can play one card, and without drawing a mountain (seriously, 27% chance), you can only play three other cards in your deck with any profit (five if you get lucky and catch opponent off-guard with Moment). That's a rough hand.

And even if you get help, it's still tenuous - you need to draw perfectly for that hand to actually win: draw one mountain, then a profitable mix of gas after that. You're drawing very thin. Mull the hand.

What actually happened that game was not BAD LUCK - it was a fairly likely and easily predictable scenario!

Sure, in abstract Doomed by TugaChampion at Fri, 01/27/2012 - 20:35
TugaChampion's picture

Sure, in abstract Doomed Traveler isn't very good but the way this format is, it ends up being pretty good most of the time. That makes it a solid playable.

I understand you. I guess I was still a bit down after losing a game I could do nothing about.

Going to have to strongly by Jihoko at Fri, 01/27/2012 - 17:33
Jihoko's picture

Going to have to strongly disagree with Milegyenanevum and TwoHands. There are some valid criticisms of your picks, but deriding the Grim-Grin pass or the Doomed Traveler picks aren't one of them. Grim-grin, as a gold card, makes you heavily committed and is extremely narrowly focused. Besides that, he didn't have any solid picks in those colors thus far. Additionally, grim-grin isn't THAT good. It's far from being a guaranteed game-winner.

As for doomed traveler, I find amazing that people still underestimate this card. A 1/1 flier for 1 is good, and this card gets you that plus a 1/1 human that helps trigger various human-related effects. The flier triggers morbid as well. It's also a 1-drop, which is a big part of why it's so good. There aren't that many great one-drops in this format so a turn 1 doomed traveler is often a great way to get ahead in board presence early. The card is just insane value.

The pick I would criticize that hasn't been mentioned is taking think twice when you had 3 other fine picks in your most likely colors. Moment of heroism is quite good, and is probably what I would have picked since it's invaluable in aggro decks that are lacking in the late-game. While I don't think rally the peasants was the pick, I'm amazed you didn't include it in your deck. The card has insane value, and *the* finisher in a r/w deck. You play it, forcing them to chump, and then brimstone volley for the win. Other than that though, it's hard to disagree much with your picks.

Moment of heroism is good, I by TugaChampion at Fri, 01/27/2012 - 20:43
TugaChampion's picture

Moment of heroism is good, I know but you tend to find them later. I didn't want to pick it so early as I would certainly have a chance to pick it later. I guess I should have taken village-bell ringer but it's also a card I hate taking so early.

For the record, I never said by TwoHands at Mon, 01/30/2012 - 13:56
TwoHands's picture

For the record, I never said to take GG over Doomed Traveler, I was simply disagreeing with an overall view on the Traveler.

Also, would you play Suntail Hawk in this format? Because I wouldn't. I'll play Traveler more often then I'll cut him, but without the synergy that you mention (which at the P2P1 point he didn't have), Traveler is basically a worse Suntail Hawk ...

In this draft, I would have taken Geistflame over Traveler - I wasn't as sold on the late blue 'signals' as the author, though. I think both Geistflame and Scholar are better, even as speculative picks, than the Traveler there, and there's a good chance the Traveler wheels.

Now, if he'd already had the Cleaver plus some other human synergy, then I'd be completely on board.

I know both are more by TugaChampion at Tue, 01/31/2012 - 06:35
TugaChampion's picture

I know both are more powerful. The thing is: I'm sure I'll be white but I'm not sure what the other color will be. This way I'm taking a card I'll play for sure. And Doomed Traveler never wheels.