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By: Godot, Ryan Spain
Nov 12 2009 2:30pm
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WaitingForGodotSmallestLast week I left off at the mulligan decision of R1G2 in a Zendikar 84 draft, having won game one despite playing a deck with a pretty terrible back end. If you missed it, check out last week’s article for draft coverage and the game-one walkthrough, or just read this recap.

I had a disaster draft brewing after pack one, with a light playable count spread across four colors. In packs two and three I scraped together a red-white build that had some aggressive early threats and removal to (hopefully) make up for it’s lower-than-average card quality. This paid off in game one against a blue-green deck that was unable to race me effectively or remove any of my threats, which allowed me to set up for a near-alpha Goblin Bushwhacker, then mop up a turn later.

On the draw in game two, I find myself with these seven after Villain keeps. Are you keeping or shipping this hand?

image

On the plus side, it has something to do on turn two, and turn three as well with any land pull, and one of my metrics for keeping a hand is to ask myself if I have any plays in hand, and if any land draw by turn three will lead to additional plays. This hand passes both of those tests, but besides making a 2/2 flyer early, it’s not very exciting.

If the “any land” I draw is a Plains, I have a 1/4 defender against an opponent playing green-blue, the colors of flying and fat, neither of which the shieldmate is particularly good against. More damning, however, are the Shatterskull Giant and the Molten Ravager. If I do manage to find a Mountain in short order, the ravager is barely better than a Kraken Hatchling, and the giant is still one red source away from seeing play. I have 33 cards in my library, and 7 are Mountains. That’s 1 Mountain in every 4.7 cards, or 2 Mountains in every 9+ cards. On average, I shouldn't expect to play the giant until about turn nine, a turn Zendikar draft games frequently fail to reach.

Therefore, despite the dreamy 2/2 flyer on turn 2, this hand needs to go back. If you chose to keep this hand, you need to be more aggressive with your mulligan decisions — or at the very least, don’t complain at your opponent about the shuffler or your bad luck when you keep something like this and then lose after drawing a turn-five Mountain that’s too late to save you. Here are my six:image Bleh, not an improvement at all. The mulligan to six was definitely the correct choice, but I don’t like going to five from here since I at least have two land. I’ll have to hope I draw out, and at least find the third land I need to hold down the ground.

I defy the 1-in-4.8 odds to rip a Mountain off the top, and I drop my turn-two Zektar Shrine Expedition like it was the plan all along. Villain answers with a Stonework Puma, but I clog the ground shortly after with Makindi Shieldmate into Pillarfield Ox off of a third Plains. My card quality is pretty low, but I’m casting my spells, so I can’t complain given that six-card starter.

Villain stalls at three land, but casts Lotus Cobra, so I can expect an explosive un-stalling at some point in the future. I’ve drawn a Steppe Lynx and a Mountain. What’s your play for this turn?

image R1G2 #1

Playing the Mountain puts three counters on the shrine, but I don’t want to crack it while the token is vulnerable to Into the Roil, even unkicked. Instead, I swing with the ox, which goes unblocked as expected. Then I drop the Mountain and play out the Grappling Hook and the Steppe Lynx. Villain finds a Forest and taps all but an Island to get out a Timbermaw Larva before passing.

I rip a Kor Outfitter and plot my course. What’s your play this turn?

image R1G2 #2

It’s funny that I actually have a Kor Outfitter at a time where it makes the most expensive equip cost in the set free, but at a time where I don’t really have anything else to do with the saved mana. In this spot, since there is no instant for that can stop it, I like cracking the shrine and casting the outfitter to move the Grappling Hook onto the 7/1 trampler for 14 points of damage. In the game, I chose to “lure” the Timbermaw Larva, but I actually like luring the cobra in retrospect. If Villain wants to attack me with the larva, great. It’s really not that much of a threat right now, and I can always Arrow Volley Trap it later with the +X/+X on the stack if it becomes a problem. Cobra is the card most likely to lead to a Villain recovery, so I should have taken it out.

Still, I send in a double-striking, trampling 7/1 and its trusty ox, the larva blocks as instructed, and Villain drops from 18 to 4 in one swing. Not bad! A draw-go turn has me concerned about Into the Roil and Vines of Vastwood as I untap and draw another Steppe Lynx. Given the high likelihood of a trick, how do you play this turn?

image R1G2 #3

Into the Roil would be quite a tempo blowout if I try to equip the ox, here, sending back the ox without the mana to recast it. Given that, I think the play is to equip the Kor Outfitter. If the outfitter is bounced, it can at least re-equip the hook next turn for free. If it’s Vines of Vastwood, the Kor is also the better equip, as I’d rather he die than the 2/4 ox. In the game, I become a little overly-cautious, simply not equipping anything at all and swinging in with both. Even though I suspect a trick, I would rather just draw it out, so in retrospect I would equip the outfitter with the hook instead of the ox and swing with both.

The trick turns out to be an as-of-yet unseen Lethargy trap, and my double-blocked ox dies while my outfitter deals –1 damage. I equip the hook onto the outfitter, play out my second lynx, and pass. An Oran-Rief Recluse joins the defense before I get the turn back, and I pull a Shatterskull Giant. With only a Forest up across the table, it’s safe to swing in with the outfitter and force another block. I choose the recluse so that if I do manage to hit landfall and turn these silly lynxes from kobolds into Kird Apes, there will be no good blocking options for the 2/3s.

Shatterskull Giant joins my team before passing the turn, and again there is a quick draw-go turn before it’s back on me, pulling Plated Geopede off the top. Any special plans here given the suspicious no-play?

image R1G2 #4

Not really. A trick is likely, yes, but if I just keep hammering away, eventually I will hit a land for the two lynxes and the geopede to come, and that should be game. I’m happy to draw out tricks in the meantime. The trick in this case turns out to be Vines of Vastwood on the Lotus Cobra with the Grappling Hook ability on the stack. This clever play allows the puma to chump the outfitter and the cobra to block and kill the giant. Again, though, I’m unconcerned, and just drop the geopede and pass.

Villain still can’t muster a land, and plays a desperation unkicked Æther Figment before passing. I clearly don’t have enough kobolds on my team, so I draw my last Steppe Lynx to round out the apparently-napping lynx pride (I couldn’t find a term for “group of lynxes” on the internet, therefore it must not exist). Nothing to do but keep crashing in, so the outfitter and the geopede hit the red zone, with the outfitter luring the cobra to its death, and the life totals moving to 20 – 2.

Villain finally finds a fifth land, but then suspiciously passes the turn again. This screams Whiplash Trap to me, and I’m trying to decide what to do when I draw Blazing Torch to make it moot. I wake up a lynx and hand it the torch, and the threat of two to the dome earns a concession.

Well, Grappling Hook is expensive, and not something I’m excited to be playing in a format as fast as Zendikar draft, but it pulled its weight in this game, making up for five zero-impact cards between the shieldmate, the three lynxes, and the Arrow Volley Trap. The shieldmate may have prevented an attack somewhere in there, but not one of any real consequence.

Many Magic pundits have called Grappling Hook flat-out unplayable. It is certainly a sign of my weak deck, here, but I consider “unplayable” to mean literally, “an extra basic land is the superior play.” While too clunky to be consistently good in a format where you need to be aggro or beat aggro, it nonetheless has an upside that keeps it out of the “unplayable” pile for weak decks like this one. It would actually be solid in beefy green decks with mana ramping and a good survival plan against aggro (read: Grazing Gladeharts and Oran-Rief Recluses).

R2G1

After some scouting between rounds, I pulled together this partial decklist for my round-two opponent:

image

For the more link-minded:

1 Hideous End 2 Torch Slinger 1 Crypt Ripper 1 Teetering Peaks 1 Hagra Crocodile 1 Disfigure 1 Goblin Ruinblaster 1 Highland Berserker 1 Hedron Scrabbler 1 Vampire Nighthawk 1 Ruinous Minotaur 1 Khalni Gem 1 Tuktuk Grunts 1 Akoum Refuge

Sideboard 1 Bog Tatters

The dreaded matchup. While this pool isn’t as scary as it could be for the archetype, the Disfigure, Hideous End, Vampire Nighthawk, and double Torch Slingers are scary enough. That’s the thing: even marginal decks are better than a lot of the “good” builds of other archetypes. We’ll see if I can handle it…

I lose the toss again and check my seven for the draw:

image Similar to my R1G2 opener, but imminently more playable with the Mountain in the mix. Keep.

Villain has a turn-two Vampire Hexmage, and I answer with the 2/2 flyer after pulling Journey to Nowhere and a Plains. A Hedron Scrabbler joins enemy ranks, suggesting that maybe I’m not the only one who came up short on solid playables this draft. I take two from the hexmage and start my turn with a Shatterskull Giant off the top. I return the attack for 2 and make the obvious Makindi Shieldmate play.

A fourth land turns the scrabbler into a bear, Hideous End turns my shieldmate into worm food while hitting me for 2, and I drop to 12 on the attack. I need to stabilize, and I draw a Goblin Bushwhacker, who is not much help in that department. What’s the plan?

image R2G1 #1

If I can find a Mountain I can really start to turn this ship around, but in the meantime, I like just dropping the Molten Ravager to prevent 2 damage, and swinging in the air since I don’t want to block with the aeronaut yet anyway.

A reasonable plan, but my troubles are compounded when a Crypt Ripper comes down to throw off my math. At least there’s no Swamp to go with it, so the scrabbler stays a 1/1 and the ripper a 2/2, but I fall to 9 on the attack, and need some help. Unfortunately the Zektar Shrine Expedition I pull is about the deadest draw in my deck, so I plot my turn with the resources I already had.

image R2G1 #2

The clear play is to send the Crypt Ripper on a Journey to Nowhere, and hope the one Mountain left up is a deterrent for the hexmage. Less clear is whether or not I should attack with the aeronaut. Without landfall, it can hold off the scrabbler, but so does the Molten Ravager and a Mountain. The conservative thing to do is keep the aeronaut behind in case of removal, Goblin Shortcutter, or the like, but I’m still at 9 life, so with that cushion, I decide the attack is worth it. Hopefully my faith in the ravager will be rewarded.

Villain opens with a Highland Berserker, and I think I may be OK, but shortly after, the Vampire Hexmage hits the red zone. What's going on here, and what’s to be done about it?

image R2G1 #3

This is a clearly-telegraphed Disfigure, or possibly Vampire's Bite given the first strike. Unfortunately, we have nothing to do but draw it out, as I don’t like letting it through, which just takes more damage and leaves Villain with removal for later. This puts even more pressure on me to draw a Mountain and play the giant, but it has to be done. The Ravager falls to the Disfigure as expected, and I search for help on the top of my library.

Help arrives in the form of a Mountain, and I drop the Shatterskull Giant for some defense, and swing again with the aeronaut. Too aggressive? I’m still at 9 life, and like the ravager before, I’m hoping the giant can hold the ground by himself as I keep pecking away in the air. Interestingly, a second Disfigure takes out the aeronaut before damage. This is one of those plays that seems great for me on the surface…Villain misplays and doesn’t use the Disfigure to take out the giant! Sweet! Except, as I’ve said before, when a competent player makes an apparently incompetent play, 95% of the time it means you’ve already lost.

Yup.

image R2G1 #4

Mark of Mutiny is a very archetype-dependent card. It’s a solid finisher in aggro red-x, and gets better the more aggro you are. It isn’t great unless it’s the final spell of the game, but in a red-black deck with lots of removal, it frequently will be. It’s certainly a much better effect in speedy Zendikar than it is as Act of Treason in slower M10 where red is the most shallow color.

R2G2

On the play for the first time this draft, I open with these seven:

image A little land-light, and I hate seeing multiples from the bottom end of my deck in my opener, but the Steppe Lynx and Blazing Torch are good enough to make it a keeper. I drop the lynx, and brace for the Disfigure with the landfall ability on the stack turn two. It doesn’t come, so I hit for two and equip the torch. Villain has the turn-two Vampire Hexmage again, and it looks like the blocking clause on the torch could be relevant this game after I pull a Mountain off the top.

I draw Explorer's Scope and have to decide between the scope play, or getting the Molten Ravager online. Which do you choose?

image R2G2 #1

If there’s a land on top of my library, the scope play will be phenomenal, with the cat swinging unblocked for 4, and a fourth land dropping into play. I decide that’s well worth the risk of swinging and missing, so I play the Mountain, cast the scope, equip the lynx, and attack. Yahtzee! A Plains off the top completes a beautiful turn that sees Villain down to 14 on turn three.

The lynx meets with a Hideous End shortly after, but dealing 6 damage and drawing out top-shelf removal is a fine contribution from a 1cc creature. I draw a Mountain and cast the Pillarfield Ox, equipping it with the torch before passing back the turn. Villain finds a fourth land, and out comes the dreaded Vampire Nighthawk, conveniently out of torch range. It looks like Arrow Volley Trap will have a use this game. I pull Adventuring Gear off the top and plot the next few turns. What’s your plan?

image R2G2 #2

I could hold back for the Arrow Volley Trap, but it would be a telegraphed play given my decision not to equip the scope or play out anything from my hand. I’d rather take one attack from the nighthawk and dump some of my hand this turn to be less obvious about it. The question then, is what combination of Molten Ravager, Adventuring Gear, and equipping do I do? The temptation to get the scope/gear combo going proves overwhelming, so I make the most prepared ox of all time. Playing out the ravager and Adventuring Gear and then only equipping one is also an option, but then if I don’t draw a land next turn, I telegraph the trap again by not equipping. I send in Indiana Ox but miss the land, instead seeing ahead to the Makindi Shieldmate on top of my library.

Villain drops a Swamp and a Crypt Ripper, and now I’m troubled, as the Arrow Volley Trap play is only going to do so much against that board. I untap and draw the shieldmate, and decide how best to handle the situation.

image R2G2 #3

This is a tricky spot. I want to maximize my Arrow Volley Trap, but if I leave the ox back, it is likely that I may only have the Vampire Nighthawk attacking. The Crypt Ripper may also swing, though, if Villain doesn’t play around anything, or if he draws a Disfigure and doesn’t see the ox as a threat. (Disfigure is only a possibility if he just drew it or is about to, because it would have been used over the Hideous End on my lynx, and a land was clearly the card drawn the turn after that).

What I need to figure out here is if there’s a way to take out both the nighthawk and the ripper if the Swamp count stays the same and both of them attack me. Assuming Villain won’t want to fully pump the ripper because I will just torch it next turn, but will pump to 4/4, review the board above and see if you can find a way.

The narrow window for taking out both is to let loose the arrows and torch while the second ripper pump is on the stack. At that point, the ripper will be at 3/3 with a +1/+1 on the stack, and one Swamp left. If at that point I throw the torch and volley some arrows to aim 4 damage at the ripper and 3 damage at the nighthawk, activating the final pump in response won’t save the ripper, and they will both die.

With that figured out, the play here is to stay back on defense and hope Villain attacks with both. If not, I will have to accept the 1:1 by taking out the nighthawk with the Arrow Volley Trap. Unfortunately, this is not what I do, and this could be the play error I was looking for when I decided to go back and look at these games. In the moment, I didn’t figure out the “do it with two pumps on the stack” play, and felt my best chance was to encourage an attack with everything so that I could at least take out the hexmage and the nighthawk with the arrows. Accordingly, I swing in with the ox. For what it’s worth, I hit a Plains with the scope, dealt 4 damage, and passed the turn.

Villain draws and plays a Swamp, effectively closing the narrow window I had found with hindsight for an optimal Arrow Volley Trap anyway. It doesn’t change that the correct decision for my turn was to stay back on defense, but it looks like it wouldn’t have affected the outcome. The Crypt Ripper, Vampire Hexmage, and Vampire Nighthawk all come crashing into the red zone, the ripper inflates to 5/5, and I take out the hexmage and the nighthawk with the Arrow Volley Trap.

I expected the one untapped Swamp after combat. Unexpected, however, is Villain then tapping out to bring a Ruinous Minotaur into play. I’m surprised the ripper is being left vulnerable to the torch in exchange for a single point of damage, but the play does put me one minotaur hit away from death, and will force me to tap the ox to throw the torch, then play a creature or additional removal to survive.

I draw Kor Duelist. How do I set up for the next wave of attacks?

image R2G2 #4

I have to take out the Crypt Ripper while I can, so I throw the torch at it, then play the Kor Duelist and the Makindi Shieldmate, then equip the duelist with the Explorer's Scope to give it minotaur-trading double strike. I’m thinking I may finally have this one under control, when a kicked Torch Slinger hits the battlefield and takes out the duelist, and I have to chump the minotaur with the Makindi Shieldmate just to stay alive.

A Mountain off the top isn’t the best card I could have hoped for, but it allows me to play the Molten Ravager with enough power on board to trade with the minotaur and hold off the Torch Slinger, which is the important thing. Villain drops Teetering Peaks and makes the fire-chucking goblin a 4/2, though, changing the complexion of the board dramatically when he swings in with both. Obviously, the minotaur must be blocked, but what about the slinger? Go to one, or trade with it, too?

image R2G2 #5

I think I have to go to 1, here. An empty board and a two-cards-to-none hand disparity just doesn’t seem like my best shot at winning, especially since, given the missed land drop early, both of Villain’s cards are spells. My best chance to win is to keep the ravager around to fight another day, and risk going to 1. I decide against that plan in the game, though, and make the trades. Villain follows with a Bladetusk Boar, and I am seriously up against it, and seriously regretting the trade. I pull Kor Outfitter, who equips himself up for a battle in which he cannot block. I still have another turn, though.

That is, until Villain drops a Khalni Gem, returns the Teetering Peaks, and replays it for the win off five points of intimidate damage. He also plays out a Goblin Ruinblaster, which I block with the Kor Outfitter for pride. The crucial game mistake, then, was not being willing to go to 1, when it was obvious Villain had no burn, as it would have been used to clear away my blockers.

I didn’t look at the top of my library, but who knows? Maybe I pull miracles off the top and come back. Maybe we go to game three, and I manage a win despite having the clearly inferior deck. Maybe I get lucky again in the finals and take down 8 packs. It’s easy to lose a match, throw up your hands and call it bad luck, bad deck, and dismiss it as having been inevitable. It’s hard to go back and look for mistakes, but if you have one of those drafts where you end with the nagging suspicion that you missed something, go back and look for it — you probably did.

Next week I’ll walk through another 84 that began with this pack one, pick one:

(Zendikar Farguide, Expedition Map, Vampire's Bite, Trusty Machete, Steppe Lynx, Tajuru Archer, Relic Crush, Demolish, Zektar Shrine Expedition, Quest for Ancient Secrets, Tuktuk Grunts, Emeria Angel, Harrow, Nimbus Wings)

Hint: my pick was not blue! What’s your choice? Let me know in the comments, and we’ll compare notes next week… 


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26 Comments

machete, although i like the by Lordwombat (not verified) at Thu, 11/12/2009 - 14:57
Lordwombat's picture

machete, although i like the lynx and angel, passing both seems to ensure to set up competition in white down the line, and machete is probably more of a bomb anyway.

Lynxeseses?

Hello Godot! I just wanted to by Odindusk at Thu, 11/12/2009 - 15:06
Odindusk's picture

Hello Godot!

I just wanted to comment on the P1P1 exercise at the end of the article. I'm not a particularly strong Z/Z/Z drafter yet, but from what I can see the only first-pick-quality cards in the pack are:

Emeria Angel
Trusty Machete

I know the Lynx and Harrow can be amazing but they're not cards I'm exactly thrilled to take first overall.

The Machete makes virtually any deck in this format better, and can turn filler creatures into absolute threats on the board. The Angel has a more dramatic effect and can really take over a game for you.

So to me, what it actually comes down to if you want to take the stronger card and force white (keeping in mind of course that the Angel is not splashable and will be a wasted pick if you end up not playing white as a main color), or take the equipment that slides into any deck you draft?

This is more of a personality-check, "what kind of drafter are you?" situation, and I take the bomb every time. My perspective being that if I don't end up using the Angel, then yeah that sucks, but I will be drafting 44 other cards that better make up a strong deck on their own regardless. Otherwise I would have lost even if I had the Angel in my deck.

HOWEVER, if the pack was loaded with other white and had say, a Journey to Nowhere and a Kor Skyfisher, I wouldn't consider the Angel and let the others downstream fight for the white cards. But if I'm trying to force White, I'm not too concerned about shipping a single Lynx downstream.

Nice article! I have to say, by Shaterri at Thu, 11/12/2009 - 15:01
Shaterri's picture

Nice article! I have to say, having recently drafted a W/R deck that played out analagous to the B/R deck you played in round 2, I don't know if I like your decision to attack while you're on nine life there rather than potentially trading. It comes down to a question of how good you think your late game is vs. your opponent's, and while I can appreciate the argument that this clunker is going to win early or not-at-all, the truth is that at this stage of the game you're not going to outrace your opponent and you're so far behind that your only hope is to get to the late game with a life total close to the one you're at, and cross your fingers that you somehow draw better than Villain does. The biggest takeaway I got from my WR deck was that my opponents thought they were holding the ground with a guy, or sometimes even two guys, when in fact any non-creature spell was going to mean a blowout, whether it was Burst Lightning or Journey or Mark of Mutiny. Given that you're not even close to stabilized and that there's such a broad life gap, I just don't see how you can race successfully.

Oh, and I take Angel out of that pack in a heartbeat. Harrow is fine, Machete is amazing and may actually be the pick, but a cheap 3/3 flyer with a bonus in a world of 2/2s would trump for me.

Yeah, I generally try to find by Godot at Thu, 11/12/2009 - 15:41
Godot's picture

Yeah, I generally try to find reasons to attack, and that's a fine default stance, but I agree it's overly-aggressive against RB in the format. Villain's mutiny on my giant later on supports the point...

the trap that wasn't by Anonymous (not verified) at Thu, 11/12/2009 - 15:25
Anonymous's picture

In R1G2 #2, you said:

"It’s funny that I actually have a Kor Outfitter at a time where it makes the most expensive equip cost in the set free, but at a time where I don’t really have anything else to do with the saved mana. In this spot, since there is no instant for U that can stop it, I like cracking the shrine and casting the outfitter to move the Grappling Hook onto the 7/1 trampler for 14 points of damage."

You actually opened yourself up to a Whiplash Trap here by casting the the Kor and popping the shrine.

All in all, a great read as always.

That's a great point. You by Godot at Thu, 11/12/2009 - 15:40
Godot's picture

That's a great point. You know, I see "trapped" Whiplash so infrequently (heck, have I ever?), I have totally stopped playing around it (and obviously even noticing it), but that's not a good trend in my game.

The overall lack of benefit from equipping via the outfitter in that spot makes simply paying the 4 to equip to the 7/1 the correct play. After all, the hook must be re-equipped next turn after the token goes away anyway, so may as well save the 4 mana next turn and avoid the potential trap blowout in that spot, good call.

Would 100% draft the Emeria by Quagmire11 (not verified) at Thu, 11/12/2009 - 16:10
Quagmire11's picture

Would 100% draft the Emeria Angel in that pack without any other considerations. The Machete is a great card, but not as useful as a flier that produces more fliers. It's got such good card advantage. The machete would be pick 2 for me and then probably the harrow. I'm not a fan of the Steppe Lynx because it just doesn't get powered up enough unless you draw a bunch a land (which generally means your drawing was very good) and is generally a useless blocker during your opponents turn. I won about 6 drafts and second 3 times out of 14 drafts total and the only colours combinations I would draft would be red, or red/black or white/black and pack on the removal. The odd rare draft is necessary though...no one passes up Lotus Cobras or anything of that value.

The Pick by silex (not verified) at Thu, 11/12/2009 - 17:07
silex's picture

I think I go with Machete here. The power level with Emeria is really close, but fitting into ANY deck puts it over the top.

Just a note about Game 2 of by Metalman (not verified) at Thu, 11/12/2009 - 17:45
Metalman's picture

Just a note about Game 2 of the second match. You have in hand Adventuring Gear, Molten Ravager, and Arrow Valley Trap. You played out Adventuring Gear and Equipped both that and the Scope and discuss some alternate plays. The one I think you missed was to Equip the Scope and attack. If you draw a land then play the Adventuring Gear and Ravager. If you dont draw a land then just play the Molten Ravager leaving a Mountain open.

That play masks your Arrow Valley Trap, still gives you an extra chance to draw a land, and MOST IMPORTANTLY prevents 2 damage from the Hexmage. It ends up that if you had played the Ravager then you would have prevented 4 damage because of his Crypt Ripper draw and completely changed the game state.

Against Black Red you dont want to try to race him, especially with the Trap in hand and the fact that he'll gain life from the Nighthawk. Taking an extra 2-damage when you have an alternate play thats just as good and stops that damage just seems incorrect.

Thoughts?

-M

This is (mostly) correct. by ghweiss at Sat, 11/14/2009 - 02:30
ghweiss's picture

This is (mostly) correct. Scope doesn't draw the land; it puts it into play tapped. Regardless, it is certainly better to get the Ravager out there now than to *hope* for 2 extra damage by equipping the Gear. The Ravager saves 2 life from the Hexmage, and also provides a creature for next turn that is able to tap or attack (should the Ox get killed).

What to do with the remaining 2 mana is the interesting question.

Equipping the Scope and attacking seems worthwhile to me, because that Arrow Volley Trap really needs to be cast next turn, and it'd be nice to have a 6th land so as to enable some plays with the equipment(s).

I think the other mana is best spent allowing the Ravager to be 1/4. There are 5(!) cards in the opponent's deck that punish us for tapping out: Crypt Ripper, Tuktuk Grunts, Goblin Ruinblaster, and 2 Torch Slingers. Leaving up a Mountain takes away the sting of those cards, since the opponent can't attack without losing the Hexmage.

Relatedly, I find that it is often better to hold Adventuring Gear and then play it on the turn you expect to actually use it. You get some added value in that your opponent won't be expecting it. This comes at a cost of 1 mana, of course, so it isn't always the right play, and rarely correct in the early turns.

It's a bit like the play of holding onto Cursed Scroll until it is the 2nd-to-last card in hand.

i'd comment but Odindusk said by Calavera (not verified) at Thu, 11/12/2009 - 18:16
Calavera's picture

i'd comment but Odindusk said everything I wanted to say.

Really, really enjoyed this. by Anonymous (not verified) at Thu, 11/12/2009 - 19:43
Anonymous's picture

Really, really enjoyed this. It's useful in every sense of the word, especially for those of us trying to improve our games.

Definitely trusty by Windcoarse at Thu, 11/12/2009 - 19:50
Windcoarse's picture
5

The two cards that are up for discussion here are the pack's bombs. Anyone who misses that the good ole' trusty machete is a bomb needs more experience with the format. It puts all your bears and early curve critters(which is most of them for many decks) above the magic 3 toughness. It makes your guys very difficult to block profitably, and then when you equip it on your blockers it makes attacking profitably nearly impossible for your opponent. That's an awful lot of shenanigans for it's cost. It's true that it also fits into any deck, I'd gladly run it in pretty much anything.

Emeria Angel is a nice bomb for sure, and it goes very well at the top of an aggresive white deck's curve. For it to be really broken though you need a way to abuse the landfall trigger. If it goes off once or twice near the end of the game I don't think it's had quite the effect on the game that a early machete could have had, Zendikar is really, really fast. Unless I was sporting Harrows and Skyfishers I'd prefer the machete over the Angel in that deck if I had to choose. The machete is a lot tougher to remove than the creature, and it will simply dominate most games consistently when it comes down. On top of all this if white isn't open then I'd very much regret not taking the machete. I think choosing the equipment gives you the best chance of creating a very nasty deck.

Nice try in your second round btw, those were some nasty hands Villain drew. I think I learned a good bit from your second round. Thanks again.

Opps ignore this post by m8x115 at Sun, 11/15/2009 - 05:56
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Opps ignore this post

Hi Godot, I am always looking by chrisunits (not verified) at Fri, 11/13/2009 - 05:45
chrisunits's picture

Hi Godot,

I am always looking forward to reading your great articles, so thank you, and keep up
the good work!

Question from your R2G2, the turn in which you use the Torch to get rid of the Ripper:
After torching, you play the Shieldmate.
Why not play the ravager with WWR, and leave RR open to possibly trade with his Minotaur?
For extra blocking you could have then added the Kor Duelist aswell.

About the first pick of the new draft:
I would windmill slam the Emeria Angel. It could possibly win the entire match on it's own.
As good as the machette is (and it is REALLY good), I just think the angel is even a level higher.

Chris

Angel by Morkje (not verified) at Fri, 11/13/2009 - 08:46
Morkje's picture

Machete is great.
Angel is a BOMB.

She beats for 3 a turn herself, and she makes other attackers or maybe even better, a blocker (almost) every turn.
Also there are almost no creatures at common or unc that can block a 3 power flier and live.
And being in white gives you access to Sanctifiers to combat the machete ;P.
The lynx isnt a strong enough signal to avoid the white, altho the pack is kinda weak.

Machete is obviously great, and can be played in every deck.
Trouble with the thing is you open yourself up to be tempoed out if your opponent has some cheap removal or a bounce spell.

The long and short of it:
ANGEL --> No Brainer

I take the angel here. That by StealthBadger at Fri, 11/13/2009 - 09:29
StealthBadger's picture

I take the angel here. That way, the guy to your left takes machete, and the next guy takes either harrow or lynx, probably. So you've only really sent either the 2nd or 3rd guy down from you into considering white (personally, I don't like lynx enough to consider moving colours for it), which I don't think is the end of the world.

Great article as usual. I definitely do learn a lot from these.

Edit: what's with the spam filter constantly accusing me of spamming all of a sudden???

angel > machete not even by Anonymous (not verified) at Sat, 11/14/2009 - 08:27
Anonymous's picture

angel > machete

not even close

Pack 1 Pick 1 by Gerwin (not verified) at Sat, 11/14/2009 - 09:18
Gerwin's picture

Hi,

Nice article, and indeed a bad draft...sometimes it just happens, it looks like signalling is not a skill all 8-4 players by definition have (maybe some rare-drafters at the table...?)

For the excercise this week, I am a little confused: There are 14 cards, and it looks like you asked us what you took out of it, and that card is not blue. If that is the case, with so many bombs still in it, there are a couple of choices.
The rare, and 3 uncommons are still in the pack, so a common is missing. If that is true, only burst lightning or disfigure can be the pick. White is good in this pack, so taking journey to nowhere would have been bad imo. Disfigure is ok, if you want to force black, and there is no other black in the pack, let your neighbours fight on white. Burst lightning is for sure good, but there are two other decent red cards, so you are not so sure you can force your neighbours to stay out of red. So I would say disfigure, or burst.

But in my opinion, the machete is still a better pick. Sure, it is not removal, but in the aggro type what Zendikar is, it wins games.
The other option is that there was a foil....this could have been a machete or Emeria angel, but let's not consider that. It might of course be that the foil was another good rare in black or red, or even white, and you decided to take that one. There are still rares which are better than the Angel or the Machete (Sorin, Ob Nixilis, to name a few...)

Keep up the articles, nice to read them, what I like is that you really challenge yourself afterwards what you could have done better.

Gerwin

@Gerwin I believe the missing by Anonymous (not verified) at Sat, 11/14/2009 - 10:06
Anonymous's picture

@Gerwin

I believe the missing card is the land that he did not bother to post because it is obviously not a first pick.

Pack 1 Pick 1 by Gerwin (not verified) at Sat, 11/14/2009 - 09:18
Gerwin's picture

Hi,

Nice article, and indeed a bad draft...sometimes it just happens, it looks like signalling is not a skill all 8-4 players by definition have (maybe some rare-drafters at the table...?)

For the excercise this week, I am a little confused: There are 14 cards, and it looks like you asked us what you took out of it, and that card is not blue. If that is the case, with so many bombs still in it, there are a couple of choices.
The rare, and 3 uncommons are still in the pack, so a common is missing. If that is true, only burst lightning or disfigure can be the pick. White is good in this pack, so taking journey to nowhere would have been bad imo. Disfigure is ok, if you want to force black, and there is no other black in the pack, let your neighbours fight on white. Burst lightning is for sure good, but there are two other decent red cards, so you are not so sure you can force your neighbours to stay out of red. So I would say disfigure, or burst.

But in my opinion, the machete is still a better pick. Sure, it is not removal, but in the aggro type what Zendikar is, it wins games.
The other option is that there was a foil....this could have been a machete or Emeria angel, but let's not consider that. It might of course be that the foil was another good rare in black or red, or even white, and you decided to take that one. There are still rares which are better than the Angel or the Machete (Sorin, Ob Nixilis, to name a few...)

Keep up the articles, nice to read them, what I like is that you really challenge yourself afterwards what you could have done better.

Gerwin

I'd take the machete. It by mikey g (not verified) at Sat, 11/14/2009 - 10:53
mikey g's picture

I'd take the machete. It makes almost every creature into angel killers. Awesome article really enjoyed it.

@Gerwin - The missing card is the basic land you get in every pack ;)

Yep, your right! I missed by Gerwin (not verified) at Mon, 11/16/2009 - 10:48
Gerwin's picture

Yep, your right! I missed that one.

Angel or machete by ElwoodPDowd (not verified) at Sat, 11/14/2009 - 13:50
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I would take the angel, as I like white in Z; but the machete is probably the correct pick. (obv it goes in any deck, not just a white based one).

Great article as always. You are in a class of your own. I'm surprised (but very happy) that SCG hasn't offered you a 'premium' position based on the consistant high quality of you insight.

Taking the Angel. by BoogieElAceitoso (not verified) at Sat, 11/14/2009 - 15:53
BoogieElAceitoso's picture

I think the whole pack comes down to two cards: Machete vs. Emeria Angel. The machete is surely the safest way to go, it's an awesome card and it fits any deck you may end up with. But I'd take the Angel because of personal preferences: for starters, I've found out that white is underdrafted, and I have been able lately to pick up two, three and even four Journeys, along with a couple of Skyfishers and asorted goodies. The second reason is that I like U/W fliers a lot, and if I take the Angel, coupled with some eels or raptors, one or two Into the roil and Whiplashes, and some defensive critters like the Kraken hatchling that usually comes late, I'm happy as a puppy. Not passing any other significant blue or white cards (the cat may even table) is good too.

Machete is a great card that by twoduck (not verified) at Sat, 11/14/2009 - 20:51
twoduck's picture

Machete is a great card that I would be thrilled to first pick in most drafts. But Emeria Angel is the pick here - and it's not close.

This card can just win games by itself

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