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By: Trumpetman, Neal Oliver
Dec 10 2007 10:59am
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This draft was an 8-4 event.  I usually plan on drafting either heavy faeries or elementals in Lorwyn draft because I think they are the two strongest tribes.  This is because the faeries are in Blue Black which gives them the two most powerful colors in Lorwyn, which makes the deck almost always playable.  The Blue Black commons which construct a faerie deck are its backbone and allow it to beat other decks which have far more potent rare bombs, yet the faeries can still win.  They often win through an attrition war achieved through card advantage and two for one's and three for one's built off cards like Dreamspoiler Witches.

On the other hand, plan to win with a turbocharged start begginning on turn one.  They quickly establish a superior board, much like Kitkin, but have the utlility to win in the mid to late game because of cards like Faultgrinder (via Smokebraider) and Caterwauling Boggart, one of the most underappreciated cards in Lorwyn.                                                                                       

Both tribes are capable of removal as well as a consistent game plan which can adapt to fighting pretty much any other deck if drafted and constructed well.
Flamekin Bladewhirl

Know that you know my preferences, know that drafts do not always go as planned, and you must constantly adapt to the cards which are being passed to you.  Lets examine:

When viewing the draft, try to analyze the packs and see which cards you would pick and see if I picked the same card for each pick.  This will make you a better player, and sometimes I make mistakes as wll, so leaving a comment about a certain pick always keeps things interesting.

Draft        (Editor's Note:  Click the link to be taken to the full draft.)                                      definetly a first pick

This draft was quite interesting for some various reasons.  The first pick Hostility would have been a more interesting choice had there been some bomb uncommons, but it is almost always correct to take an elemental incarnation.  Upon taking Hostility, I was very happy because it clearly falls perfectly into the elemental archetype, and also is quite the beater.  Pick two also lead me to take the Lash Out, which was a closer pick because of the presence of AEthersnipe, but the on color removal card won out.

On pick three however, things were shaken up because of the presence of Avian ChangelingSilvergill Douser.  This pick was actually very hard for me.  The reason I say this is because the Douser is the much stronger card, yet the Changeling offered the most synergy for the deck so far.  Here is where some Lorwyn drafting advice, and draft advice in general comes into play.  It is almost always correct to draft the stronger card when in conflicts for the first three to four picks.  This is because you have options going into different colors or tribes, and especially in Lorwyn, getting cut from a tribe is very easy.  That said the Douser offered an outlet into Merfolk, and had I seen the cards, a Blue White Merfolk deck splashing the Lash Out would have been perfectly acceptable.

As I just said, getting cut from tribes is very easy in Lorwyn so being flexible is a very useful tactic.  By the end of Pack one I had a clear division between Merfolk and Elementals.  Instead of trying to force one of the tribes, I went into Pack two planning to build a combination deck which played some early elementals and then stalled into the middle game with the Silvergill Douser and Stonybrook Angler.  Opening Pack two showed me Fathom Trawl, which is a complete bomb in terms of card advantage.  On MODO, you will often see this card third, fourth, sometimes even fifth pick, which is incredible considering how good it is.  Oftentimes in the late game Fathom Trawl is like drawing six or seven cards because it cuts the lands, and drawing into non-land spells gets you from a tied board position to winning the game.

I want to touch for a second on the rare legends of Lorwyn.   When you see Brion Stoutarm, Wydwen, the Biting Gale, or Nath of the Gilt-Leaf, and are in either of the colors it is always right to take them.  These three Legends are extremely potent and there is enough splash engines such as the Vivid land, Shimmering Grotto, and Wanderer's Twig to enable the cards to be played. 

The deck I ended up constructing looked as follows:


Hoofprints of the Stag Changeling Hero 2 Mudbutton Torchrunner
Oblivion Ring Mulldrifter Brion Stoutarm
Faerie Trickery 2 Pestermite  
Fathom Trawl Silvergill Douser 7 Island
Lash Out 2 Stonybrook Angler 5 Mountain
Springleaf Drum Streambed Aquitects 2 Plains
Thousand-Year Elixir Tideshaper Mystic Ancient Amphitheater
Wanderer's Twig Hostility Shimmering Grotto
  Inner-Flame Acolyte Vivid Meadow
  Lowland Oaf  

Round 1:

Game 1-  I won the die roll and kept a two land hand which had mulldrifter making it more keepable.   My opponent was running a Green Blue deck which had some elves in it, and an AEthersnipe.  As well it had a couple pump spells and Gilt-Leaf Ambush.  At the beginning of the game we went back and forth trading some early creatures.  Eventually I played Mulldrifter which drew me into Brion Stoutarm.  My opponent stabalized, but I had card advantage having five more cards.  I landed Hoofprints of the Stag and eventually Hostility, which sealed up the game.

Game 2- I had an interesting choice game two.  I was on the draw and my opening hand had only one Island, but it also had Wanderer's Twig, and sheer power in Brion Stoutarm, Silvergill Douser, Oblivion Ring, Mudbutton Torchrunner, and Streambed Aquitects.  After thinking, I decided to keep the hand.  Luckily on my first draw I hit another Island, which gave me Douser and I fetched up the Plains for O-Ring.  Eventually I drew into Mulldrifter which got me the Mountain for Brion and a Changeling Hero.  After Heroing my Mulldrifter with Brion on the board, my opponent just scooped.

Round 2:

Game 1- My opponent this time had a Red White Kitkin/Giant deck and had a fast start in a Turn one Goldmeadow Harrier.  However, I comboed with Stonybrook Angler early with the Thousand-Year Elixir, and tapped down his stuff while untapping my stuff.  Eventually I drew Hoofprints of the Stag and my second Angler and slowrolled into victory. 

Game 2- This game my opponent missed his third land drop while I curved out and hit a turn seven Hostility.  Not much else to say.

I split the finals and banked a few packs. 

 In the end, I found playing a multi-tribe deck to be much more cohesive than on first look.  With a Merfolk themed deck subthemed with inteteractions such as Lowland Oaf with Mudbutton Torchrunner, championing Mulldrifter, using Thousand-Year Elixir with my Stonybrook Angler and having a great mid-late game off of Hoofprints of the Stag and Hostility, the deck really shined.  This just proves that drafting and concentrating on one tribe isn't the most important thing, although that is usually best if possible.  Instead, read the signals of what is available, pick the best cards, and play smart.  I hope you enjoyed this draft walkthrough.

Neal Oliver




yay by runeliger at Tue, 12/11/2007 - 07:15
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Lol I think that raredraft is a trait of ModoSharks. Their ratings speak for themselves. They can probably win with rare drafting.


Best Draft article on PureMTGO ever!     

Great Draft! by Rasparthe at Mon, 12/10/2007 - 14:40
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Excellent article.  Just a question about Pack 32.  You passed off a Flamekin Spitfire for a Changeling Hero.  No doubt, the Changeling is the better card but was in your splash color.  Was just wondering your thoughts on Flamekin Spitfire's value in general and specifically in this deck. 


by Trumpetman at Mon, 12/10/2007 - 16:26
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Next time hopefully I can integrate the draft directky into the article so I can leave easier feedback as to each pick.  Concerning the Flamekin Spitfire/Changeling Hero, normally in a dedicated flamekin deck I would pick the spitfire, just because it can power rediculous removal off of a smokebraider or two, and be useful to anything from caterwauling boggart to nova chaser.  However, Changeling hero, (also getting pumped off elementals), was in my splash color, but I had quite a bit of fixing, and I needed a powerhouse.  I had brion and hostility, but that was about it.  I also had a couple of CIP effects with it, and the mulldrifter two picks later even sweetened the deal.

by Anonymous (Unregistered) (not verified) at Mon, 12/10/2007 - 17:14
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P6 How close was Mournwelk to Lowland Oaf?  I would prefer Welk in a dedicated Elemental deck, but Oaf seems a safer pick.

 P7 Eyes as a pure rare-draft?  What is is going for now? worth taking over Loggers which I feel is a fine cards as colors are not set yet.

P13 Merrow Commerce over Spellstutter is this pure hate? as I much prefer the sprite.

P32 No problem with Hero over Spitfire, as you are in pack 3 and don't have the enablers for a dedicated Elemental deck.

P34 uh....Gift!  I wonder what was in that pack that the first 3 players took over Mulldrifter? Never seem to get the Drifter that late....

 P37 Hoofprints over Angler?  I know hoofprints can be good, but at this point white is dedicated to a splash, and Hoofprints works best when out early.  I think I would go for teh consistancy of the Angler


 ___helper_monkey on MTGO

The game will require you to by lenyrose2013 at Sat, 09/24/2016 - 01:43
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The game will require you to be better. Most especially if you have all the skills. - Morgan Exteriors