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By: draftbetter, Draftbetter
Jul 13 2008 9:00pm
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This is my first linked draft for PureMTGO as I will have articles from my site, http://draftbetter.com, mirrored here for a while.  If you want to know more about my project, you can visit my site as I have previous drafts and other articles up there as well.

I start this draft at 1646 and if you read my last draft, you know that I was out of tickets and I only had two packs of SHM. I purchased three packs of Tenth edition and traded them away for fifteen tickets and then found a dealer selling a draft set of Shadowmoor for twelve tickets giving me extra product and extra tickets. Let's see what those packs contain.

Pack One

Pick One:

p1p1

There is a couple of cards that I like in this pack. I can pass on the rare now though as it's high casting cost at eight, is even higher than I like for my finisher spell. That leaves the Steel of the Godhead, Kulrath Knight and the Firespout. Quite frankly, I think the wrath effect is stronger than anything else in this pack.

(Firespout)

Pick Two:

p1p2

Not sure what was taken, but there isn't anything that screams out at me. For now, I'll take the most powerful spell in the pack in case I am being cut out of r/g.

Spectral Procession

Pick Three:

p1p3

After my last pick, I was very open to taking a good white card out of this pack. There just isn't any in here. There is something that goes with my first pick though and it was being advocated as a first pick from my other draft.

Scuzzback Marauders

Pick Four:

p1p4

Not a lot of Red, or R/G, but plenty of green. I like the Spawnwrithe, the Drove and the Elves, but I think I want the three drop as it attacks on turn four as a 4/4 trampler. I will probably get one of these back on the lap.

Hungry Spriggan

Pick Five:

p1p5

This pack just isn't very strong. Not good white and the green is marginal. I took the green creature to make sure that I would get hooked up in pack two.

Juvenile Gloomwidow

Pick Six:

p1p6

Of all the cards in this pack, I'm hoping to be able to put the aura to good use.

Runes of the Deus

Pick Seven:

p1p7

Only one pick in the colors I am using and none of the other picks are strong enough to pull me away.

Crabapple Cohort

Pick Eight:

p1p8

I am hoping I don't have too many of these, but I am having to snap each picture individually until someone comes up with a draftcap replacement. Not sure what was in the pack, but I picked...

Wildslayer Elves

Pick Nine:

p1p9

I was hoping these guys would come around.

Mudbrawler Raiders

Pick Ten:

p1p10

I didn't much like this pack and I basically picked the best card probably hoping I wouldn't need to play it.

Sootwalkers

Pick Eleven:

p1p11

Not sure if I'll need it, but I'll give it a go here.

Foxfire Oak

Pick Twelve:

p1p12

Not playing any of these, not a lot of power here either.

Scrapbasket

Pick Thirteen:

p1p13

This is a maybe for my deck.

Viridescent Wisps

Pick Fourteen:

p1p14

I'll take the giant thanks you.

Loamdragger Giant

Pick Fifteen:

Blight Sickle

Pack Two

Pick One:

p2p1

I didn't want to take the corrupt here as I didn't see a single good black card out of pack one. The rare is worth a few tickets, but not enough for me to want to rare draft it. I'll go for the Witch hoping that the Drove of Elves or the Presence of Gond comes back around.

Tattermunge Witch

Pick Two:

p2p2

I am hoping to see something like the Tattermunge Duo out of this pack eventually. I don't like that there isn't any quality cards in my color combo, but that could be the randomness of the pack, hopefully.

Crabapple Cohort

Pick Three:

p2p3

Wow, not a single good card for me. No good green cards and only a mediocre red card. I think I'll take it though as it might help me get some of my big guys through. I might not play it though.

Intimidator Initiate

Pick Four:

p2p4

Man, I wanted to take the Barkshell Blessing from this pack. I even wrote it down on my sheet before I saw the Howl.

Howl of the Night Pack

Pick Five:

p2p5

Excellent, I like having two of these guys.

Hungry Spriggan

Pick Six:

p2p6

Another disturbing pack. I wouldn't think it would be so bad this early. I'll give the scarecrow a try though, but I might leave it on the bench if I feel that I can't play it effectively.

Lurebound Scarecrow

Pick Seven:

p2p7

Another fine Hill Giant for me.

Wildslayer Elves

Pick Eight:

p2p8

Now I really am wishing I took the Blessing earlier. I'm not playing two of these, but I don't want anybody else to get any ideas either.

Howl of the Night Pack

Pick Nine:

p3p9

Both the Presence and the Drove came back around. At this point, nearly every creature I have is green, and that might be good with the Drove.

Drove of Elves

Pick Ten:

p3p10

A bunch of fourteenth picks here.

Revelsong Horn

Pick Eleven:

p3p11

Seriously? No way this is getting used against me.

Consign to Dream

Pick Twelve:

p2p12

I probably won't run two of the Viridescent Wisps, but I might try the Initiate.

Nurturer Initiate

Pick Thirteen:

p2p13

Best card left.

Intimidator Initiate

Pick Fourteen:

p2p14

Apothecary Initiate

Pick Fifteen:

Cinderhaze Wretch

Pack Three

Pick One:

p3p1

Man, I don't like how often I see this crap rare. Plus, this pack is not very strong but I'll take the best card for me.

Scuzzback Marauders

Pick Two:

p3p2

Now that's what I'm talking about. Quality removal and, it got passed to me.

Puncture Bolt

Pick Three:

p3p3

Here's some green removal. I can't get enough of these.

Barkshell Blessing

Pick Four:

p3p4

Are we drying up already? I'll take the Presence of Gond, but maybe I should have taken the Scar?

Presence of Gond

Pick Five:

p3p5

I was hoping to see one of these guys long before now, but there is no way I'm passing it here.

Devoted Druid

Pick Six:

p3p6

This will probably be my one six drop.

Roughshod Mentor

Pick Seven:

p3p7

I'm probably not playing the one Juvenile Gloomwidow I already have. Increasingly, I'm wishing for enchantment and artifact removal main deck, maybe I will this time.

Gleeful Sabotage

Pick Eight:

p3p8

Nothing really here for me. Most likely the flying cohort and the white Wisps are the best cards. I'm more afraid of the Wisps though.

Niveous Wisps

Pick Nine:

p3p9

I already have one Sabotage and I am not a fan of the Giantbaiting. Nothing else here scares me. Rare draft time.

Thought Reflection

Pick Ten:

p3p10

This is fine removal if I see some fliers.

Gloomwidow's Feast

Pick Eleven:

p3p11

Down to the bad cards. I'll take the one that I might play.

Crimson Wisps

Pick Twelve:

p3p12

This guy is way better than twelfth pick, not sure what's going on with the white drafter.

Safehold Sentry

Pick Thirteen:

p3p13

Who's the biggest?

Thornwatch Scarecrow

Pick Fourteen:

p3p14

I have not had good experience with the Maniac in limited.

Farhaven Elf

Pick Fifteen:

Aphotic Wisps

Final Deck

Final Deck

Only one spell in the entire deck can't be played with Forests, but I really want to be able to play it. Early drops and even though I am overloaded at four and five, the mana elf should help, plus I'm playing the full compliment of seventeen lands.

Matches

My first round opponent is rated at 1665 and I get a decent starter:

r1g1 Open

It's slow, but if my opponent gets a fast start, I have the Firespout to stop him cold. Then, I really only need one creature to get in a ton of damage. Unfortunately, he has an amazing start, and I am struggling after his third turn:

r1g1 Turn Three

He used the Devoted Druid twice and removed the counter with the Medicine Runner all while getting down the Shield of the Oversoul. I have drawn a four drop in the mean time, but now he has a flying indestructible creature that won't be killed by the Firespout. I'm glad I maindecked the Gleeful Sabotage. No good reason to use the Firespout this turn, I'll wait and see.

My opponent then drops a six drop on turn four in the Grief Tyrant and I am on a fast clock as that is two creatures that won't be affected by the Firespout. Unfortunately for me, I draw nothing but my big drops and spells that won't save me from this start that my opponent has got for himself. Even after he dumps his hand the Firespout won't save me.

r1g1 End

I guess I should hope that my opponent doesn't get as fast a start for game two. He did play three different land types and I hope it's not like this next game. The only thing that saves me here is if I had drawn the Gleeful Sabotage this turn.

For my next trick, I have this seven for my starter:

r1g2 Open

Maybe I should have mulled, but I figured that I had a bunch of ways to draw a Forest and that was really all I needed to get into this game. I kept it on the play and I was soon discarding. I only drew one more land and it wasn't a Forest. It doesn't help that he had a G/W two drop and turn three he had the Shield of the Oversoul again. All while I couldn't draw my one card combo of the Puncture Bolt.

r1g2 End

Ugly and awkward at the same time. I know I should probably have mulled the hand, but I figured if I drew land it would be a Forest and I could then get a creature down and get access to some card draw.  I guess I was hoping to get a little lucky is all.

Summary

I end the draft at 1638 with no prize and one crap rare for the entire draft.  Unfortunately, there is not a lot to be learned from these games except that which I already know. Mulligan more. I'm not sure if any draw I would have had could have gotten me passed a g/w creature enchanted with the Shield on turn three both games. Looking at my drafting, I'm not sure if I could have been in another color or not, maybe G/W, but I don't think so. I'm sure someone can help me get some knowledge from this draft.

Until the comments go up,

draftbetter

 

P.S.  Don't forget to visit my site; http://draftbetter.com for more recaps and other articles.

10 Comments

draft by Anonymous (Unregistered) 202.7.166.167 (not verified) at Thu, 07/17/2008 - 22:24
Anonymous (Unregistered) 202.7.166.167's picture

you passed a biting tether by taking puncture bolt....

 

I've got nothing to add to ImTheChamp as he's right... being critical not flaming = you were being passed nuts cards and you didn't see it... At most you can play firespout by splashing for it.

spawnwrithe is obviously the pick, not only should you have mulled in that game, but see how spawnwrithe is doing the job it should have done on your team...

by Anonymous (Unregistered) 202.7.166.167 (not verified) at Thu, 07/17/2008 - 22:23
Anonymous (Unregistered) 202.7.166.167's picture

you passed a biting tether by taking puncture bolt....

 

I've got nothing to add to ImTheChamp as he's right... being critical not flaming = you were being passed nuts cards and you didn't see it... At most you can play firespout by splashing for it.

spawnwrithe is obviously the pick, not only should you have mulled in that game, but see how spawnwrithe is doing the job it should have done on your team...

draft by Anonymous (Unregistered) 202.7.166.167 (not verified) at Thu, 07/17/2008 - 22:23
Anonymous (Unregistered) 202.7.166.167's picture

you passed a biting tether by taking puncture bolt....

 

I've got nothing to add to ImTheChamp as he's right... being critical not flaming = you were being passed nuts cards and you didn't see it... At most you can play firespout by splashing for it.

spawnwrithe is obviously the pick, not only should you have mulled in that game, but see how spawnwrithe is doing the job it should have done on your team...

Tnx for the walktrough by Anonymous (Unregistered) 193.77.58.136 (not verified) at Thu, 07/17/2008 - 03:08
Anonymous (Unregistered) 193.77.58.136's picture

As always a draft walktrough is a blast to read, specially with the pictures of the packs. I also think that this draft highlights many important facts of the Shadowmoor drafts.

 I've been in a similar situation of first picking firespout a couple of times and then ending with a very mediocre deck in the end because there's not really much you can do when the right RG cards don't come your way and mostly there are many strategies that can dominate you (example your bomb is runes of the Dues, your Ux opponent is almost sure to have aetherthow, consign, turn to mist, silkbind faerie, curse of chain... or at least a wisp to ambush the creature, at contrary you need to rely on gleeful sabotage and such stuff to get rid of a steel of the godhead and so on).

As for the draft itself I was very surprised for the little love you showed to farhaven elf. I agree he's not spectacular or anything but in your deck he would achive many things:

-power up your howls considerably

-accelerate your scuzzeback marauders a full turn which is really important to mantain the beatdown pressure

-make an excelent pre firespout play, so you don't allarm your opponent by playing nothing on turn 3-4

-let you play even more forests less mountains tu further enchance your howls

-power up your droves

 

I think this kind of effect more that makes up for the relatively low power and looking at the deck at least gives you some realistic options to win games by either acceleration, firespout card advantage or lategame bombs.

 I look forward to the next Dw

Rahxephon1

by draftbetter at Wed, 07/16/2008 - 15:22
draftbetter's picture

I'll keep doing 'em, mistakes and all.  I have committed to two years with my Internet Host, so the series will last at least that long.

by Anonymous (Unregistered) 167.181.12.116 (not verified) at Wed, 07/16/2008 - 06:28
Anonymous (Unregistered) 167.181.12.116's picture

I hope you keep doing these--I have gone through the drafts on your web page as well.  For a beginner, they are incredibly helpful.  Just going through the mental exercize of looking at the cards and deciding what you would pick is great.  It also takes guts--no one likes revealing their mistakes!

 Keep it up, and I will keep reading.

by draftbetter at Tue, 07/15/2008 - 17:54
draftbetter's picture

I realize this wasn't my best draft, that's why I lost in the first round.  I usually end up with a better curve, but I guess I wasn't paying attention to the casting cost as much as I should.  Plus, I usually do a bit better than a first round loss but that happens to everyone sometimes.

Lower Curve by Pyrosin at Mon, 07/14/2008 - 12:37
Pyrosin's picture

This deck has WAY too many four and five drops.  SSS is a fast format.  You picked those Howl of the Night Packs way too high.  The Blessings and Elvish Hexhunters would have been much better selections for your deck.  You could have picked up two hexhunters, which due to all the enchantments, is a key card in this format.

should've been GW all the way! by Anonymous (Unregistered) 70.2.189.165 (not verified) at Mon, 07/14/2008 - 13:38
Anonymous (Unregistered) 70.2.189.165's picture

As soon as you saw spectral processions p1p2 you should've been thinking GWr right then.  p1p3 where you took Scumbags is an ok pick, but i think you commented on no other white spells in the pack, there is the little skulk (who is a complete badass) and the rune-cervin riders (which by looking at the hybrid mana symbol for its pump tells you that it could be very good in WG).  Now to the worst pick of your entire draft, p1p4, you picked a hungry spriggan over a spawnwrithe.  First off, i don't know how he made it past 3 other people.....understand that if spawny damages the opponent once, you should win the game, and there is plenty of ways to get him through the red zone in W/G.....turn to mist, barkshell, curse of chains, niveous wisp, somnomacer, silk bind(i know you didn't see this guy, but if you were W/G u could've played him).  Game, set, match!   You also screwed up on the first Howl of the Night Pack, Barkshell is an easy pick there, i think howl is the best of the corrupt cycle cards(not counting aromored ascension), but at 7 mana you need more than 2 druids to play it and even then, they weaken the spell (devoted druid anyways, farhaven helps it quite a bit). 

Pack 2 you were already dead set against white so commenting doesn't do much, other than the white kept coming.  Armored Ascension (awesome: it doesn't care what color the creature is, unlike the other god auras), aethertows (amazing), more white two drops, shields of the oversoul (u should've been playing these instead of passing them).  You should also be valuing morselhoarder more too, could've easily splashed bolts and to get red for the spout.  

 Pack 3 by this time the deck is to far gone and you have completely drafted yourself out of the tourney, not trying to be mean, just critical.....i like all you guys here at mtgotraders.   P3P1, you pick scumbags over more removal in mercy killing which maybe is a toss up.   People don't like mercy killing but it is good, cuz it's removal, likely targets that don't hurt: silkbinds, witches, flyers and reachers(if you have fliers).   Targets better being in the form of 1/1s: any of the HHHHH creatures, creatures enchanted with god auras(shield of the oversoul doesn't save it) Targets on your own creatures:  any high power with your damage on the stack.  You should see what that does for your drove of elves.   Only other critical pick was the roughshod mentor over the scuttlebutt.   Scuttlebutt is awesome, it ramps to your 5 drops one turn early and gives you the splash option, and once again, shuts down that shield of the oversoul, or any other god aura.     This is already too long, adios.  

 ImTheChamp (mtgo screen name)

Learning in Shadowmoor by DarthWingnut at Sun, 07/13/2008 - 23:06
DarthWingnut's picture

Scar = GREAT Friggin spell.  You passed two of them.  They are removal, and persist screw, you should take them higher.  Also I notice that Wisps aren't rated high enough yet on MTGO, these are great spells for messing with combat math.  Shutting down someone's Liege effect or Aura on an attacking creature is pretty good I hear, and when it gets you a free card to boot, it will at worst thin your deck for you.

 The other thing I noticed (and I may be wrong, as I haven't seen your other drafts) is that you seem to have it set in your mind that you should only draft the hybrids of your colours (R/G hybrids in this case) you should look closer at all hybrids you could reasonably play (B/R R/G G/W) in this case.