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By: TugaChampion, Guilherme Carmona Alexandrino
Oct 15 2012 2:51am
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 Here's the second cube draft I recorded. I have already recorded 2 more that I'll be putting here but for now let's see how this one went:

  Pack 1 pick 1:

Now this is a cube pack! I like both 6 mana finishers. Wurmcoil is hard to deal with and it's very good against aggressive decks. Frost Titan may seem weak but it usually does more than people expect. There's Woodfall Primus which is a good creature to ramp into, Chain Lightning for a red drafter, Restoration Angel which is not hard to get value of the blink effect and a good dual land. Memory Lapse and Terminus are also fine. I'm obviously taking Jace because it is insane.


  My Pick:


  Pack 1 pick 2:

A much weaker pack but that's to be expected. I can only see myself taking 3 cards here: Arbor Elf, Geist and Godless Shrine. The dual points me to an esper control deck which I like but I don't think it's correct to take it here. Geist puts me in a UW tempo deck but Geist is one of those cards that is either insane of trades with their 1 or 2 drop plus 4 damage. I took the Arbor Elf because I really like UG ramp and playing Jace on turn 3 is always better than playing it on turn 4.


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  Pack 1 pick 3:

This pack is pretty weak. There aren't any green cards worth taking and it's too early to take Mystical Tutor so I have to take Keiga because none of the cards in other colors are appealing. I don't mind playing Keiga but I'm not happy spending my third pick in a 6drop when I can easily get those later.


  My Pick:


  Pack 1 pick 4:

Upheaval is just insane in these decks and it's a very easy pick. Harmonize is good but way more important in non blue ramp decks and both Looter and Dynamo would be fine but not very important.


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  Pack 1 pick 5:

Tidings is not a bad card and a ramp deck can easily play it on turn 3 or 4 but I prefer card draw that costs 3 or 4. Thrun isn't bad but Natural Order is the card that has the most potential so it's good to take it early.


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  Pack 1 pick 6:

I don't think Counterspell is a bad card to have in these decks but acceleration is more important.


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  Pack 1 pick 7:

Nothing I really want so I took Beast Within which is nice to have access in the board.


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  Pack 1 pick 8:

I didn't have much ramp and Natural Order doesn't work with Battlesphere and I felt like trying Yeva. But I probably should have taken Battlesphere.


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  Pack 1 pick 9:

It's no surprise I get something back out of this pack.


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  Pack 1 pick 10:

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  Pack 1 pick 11:

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  Pack 1 pick 12:

I'm very happy to wheel Harmonize here since I still haven't picked any card drawing.


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  Pack 1 pick 13:

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  Pack 1 pick 15:

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  Pack 2 pick 1:

Simic Sky Swallower is not bad but I'm lacking ramp so I don't want to take a 7drop. Slime and Meloku is both good and I would probably choose Meloku. But I've been pretty happy with Image in cube so I opted for it.


  My Pick:


  Pack 2 pick 2:

I'd love to take Elspeth here but I just can't make the mana work so I'll have to take Dungeon Geists


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  Pack 2 pick 3:

A very good card drawing spell over nothing else.


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  Pack 2 pick 4:

Somberwald Sage wouldn't be the worst but Shelldock Isle is really good. Sage also is more likely to wheel.


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  Pack 2 pick 5:

With so few ramp spells I have to take this. It's unexciting but necessary.


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  Pack 2 pick 6:

It's between Ancient Tomb, Remand and Wall of Blossoms. I decided to take the most defensive card because the deck lacked those. I haven't been impressed by Ancient Tomb but I could be wrong and it could very well be pretty good in the deck.


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  Pack 2 pick 7:

Happy to finally getting some fixing.


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  Pack 2 pick 8:

Not really what I need but I wouldn't play anything else.


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  Pack 2 pick 9:

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  Pack 3 pick 1:

I opted for the 2 mana ramp spell instead of the more powerful 3 mana one because it allows me to play Jace on turn 3.


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  Pack 3 pick 2:

Plow Under is more powerful but I felt like I needed Thragtusk more. Also Mox Diamond isn't really the acceleration I'm looking for.


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  Pack 3 pick 3:

More good fixing.


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  Pack 3 pick 4:

This is sad. Explore, Treespeaker and Karn in the same pack! I just can't take Karn and Treespeaker is insane so I take it but I wish these were in different packs.


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  Pack 3 pick 5:

At least in these last couple packs I've managed to take acceleration.


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  Pack 3 pick 6:

Sadly this is not the deck for Ulamog.


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  Pack 3 pick 7:

I love Glen Elendra and I'm happy to get her this late.


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  Pack 3 pick 8:

Nothing for me so I'm taking Palinchron to prevent a combo with the Mirari's Wake I passed earlier.


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  Pack 3 pick 9:

Glad to wheel this.


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  Pack 3 pick 12:

I could use both Preordain and Explore but I think I need Explore more.


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  Pack 3 pick 13:

And another surprising wheel!


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  Pack 3 pick 14:

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  Pack 3 pick 15:

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So here's the deck:

I opted to leave Natural Order out because with just 3 green creatures costing 3 or less it's just not worth it. I don't think there are any surprising inclusions or exclusions so let's go to the games!

R1G1:

 

Nothing I could really have done since he had a fast draw and I couldn't play anything relevant before Hero destroyed me.

R1G2:

 

Him playing Olivia when I had Ratchet Bomb and he had Chandra in play already was pretty bad because it allowed me to 2 for 1 him. I was very flooded but a timely Upheaval topdeck completely changed the game and Thragtusk's leave the battlefield ability and not just dying was pretty good here too, but I could have easily won without the 3/3 beast.

R1G3:

 

Finally a game I wasn't behind the whole time. I started to flood but once again Upheaval was insane but at that point many other cards would be good.

R2G1:

 

Tradewind Rider + Spectral Procession + Armageddon destroyed me. Now that I watch the video I think I should have played Jace and bounced Tradewind the turn I played Thornling. It would have been killed right away but he would lose 1 token and it would delay his bouncing for 1 turn. But I'd probably lose this game anyway.

R2G2:

 

This one I just had the insane Upheaval in Shelldock Isle. Unless he had a counter for it there was really nothing he could do in that position.

R2G3:

 

I kept a risky hand and even though I drew lands, I drew my second blue source way too late and I also made the misplay of not locking down the guy that I could never block.

R3G1:

 

Turn 3 Jace basically destroyed him. Even though I tapped wrong and wasn't able to play Dungeon Geist a turn earlier, it didn't really matter.

R3G2:

 

He came out very fast and also had the answers for my answers. I had to play the defensive Upheaval which rarely goes well but he even countered that.

R3G3:

 

This was a long game but since early it was clearly mine. He never had board presence and I took my time with Jace to find a counterspell alongside Upheaval. After that it was a matter of killing him before decking out which isn't hard when I can keep bouncing his creatures and have a 5/3 in hand.

This time I was able to record the 3 rounds and I really enjoyed playing the deck. I'll be back in the next one and I hope you enjoyed this.