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By: Rasparthe, R.A. Sparthe
Dec 18 2007 12:11am
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Without fail, whenever I sit down to a Sealed tourney or League I am reminded of something W.C. Fields* once said.
 
‘I feel sorry for people who don’t drink. When they wake up in the morning that is the best they are going to feel all day’.
 
The reason it reminds of Sealed play is because I never feel better about my pool in a Premiere Event or League than just before I push the ‘OK’ to join up. It amounts to a sort of a reverse effect, I start out sure that I will open those bombastic cards like Garruk Wildspeaker with a couple of Imperious Perfect and all of this elven buddies. The Scion of Oona, with Oona’s Prowler and Mistbind Clique and even dependable Faerie Harbinger thrown in for effect. The only trouble is that I usually end up feeling like I entertained Mr. Johnny Walker and his friend Jim Bean until five in the morning and got up to a screaming baby at seven. 
 
Although this time, I was fairly impressed with the pool I opened, perhaps I can avoid the Sealed pseudo-hangover.
 

White

Austere Command
Brigid, Hero of Kinsbaile
Cenn's Heir
Changeling Hero
Dawnfluke
Hillcomber Giant
Judge of Currents
Kithkin Healer
Oblivion Ring
Plover Knights
Soaring Hope
Summon the School
Surge of Thoughtweft
Triclopean Sight
Veteran of the Depths
Wispmare
Wizened Cenn

Green

Battlewand Oak
Elvish Branchbender
Elvish Handservant
Gilt-Leaf Ambush
Hunt Down
Imperious Perfect
Kithkin Daggerdare
Lace with Moonglove foil
Lignify
Treefolk Harbinger
Woodland Changeling

Blue

Aquitect's Will
Broken Ambitions
Familiar's Ruse
Glimmerdust Nap
Inkfathom Divers
Merrow Reejerey
Mulldrifter
Silvergill Douser
Stonybrook Angler
Streambed Aquitects
Tideshaper Mystic
Zephyr Net

Red

Axegrinder Giant
Blades of Velis Vel foil
Boggart Forager
Boggart Shenanigans
Caterwauling Boggart
Ceaseless Searblades
Chandra Nalaar
Consuming Bonfire
Giant's Ire
2x Hurly-Burly
Inner-Flame Igniter
Mudbutton Torchrunner
Needle Drop
Soulbright Flamekin
Stinkdrinker Daredevil

Black

Bog Hoodlums
Boggart Birth Rite
Facevaulter
Footbottom Feast
2x Hunter of Eyeblights
2x Knucklebone Witch
Mournwhelk
Nameless Inversion
Nath's Buffoon
Peppersmoke
Shriekmaw
Squeaking Pie Sneak
Thieving Sprite
Warren Pilferers
Weed Strangle 

Other

Springleaf Drum
Vivid Grove

 
White
 
Solid:
 
Austere Command
Brigid, Hero of Kinsbaile
Changeling Hero
Oblivion Ring
 
Other Playables:
 
Plover Knights, Judge of Currents, Summon the School, Surge of Thoughtweft, Veteran of the Depths, Wizened Cenn
 
White manages some pretty good solid cards.  Even if we don't play white main, the Oblivion Ring and Changeling Hero can make a good splash.  The three Merfolk cards only become playable if we can find some of their gilled buddies over in Blue.  Austere Command, otherwise known as the toolbox Wrath of God, is excellent removal.  Almost no one plays around it because it is so rare but it can turn an entire game around.  The Wizened Cenn/Brigid, Hero of Kinsbaile interaction is also nice.  With a Cenn on board Brigid moves out of Nameless Inversion/Lash Out range.  All by her lonesome she can win games against certain archetypes, most notably the Faeries.
 
 
Green
 
Solid:
 
Imperious Perfect
 
Other Playables:
Battlewand Oak, Elvish Branchbender, Gilt-Leaf Ambush, Lignify, Woodland Changeling
 
As deep as White is, Green is not.  Both Battlewand Oak and Elvish Branchbender barely make the grade because they are only playable in decks heavy with the corresponding tribe.  Our Green is pretty shallow of both the Elf and Treefolk tribes.  Lignify limps into the playable list because it is the only removal you'll find in Green.  I had thoughts of perhaps splashing for Imperious Perfect since I like the token generating machine so much and it would pump any Changelings I might include, but in the end, decided against it.
 
Blue
Solid:
 
Silvergill Douser
Mulldrifter
 
 
Other Playables:
Broken Ambitions, Inkfathom Divers, Merrow Reejerey, Stonybrook Angler, Streambed Aquitects
 
The blue is not very deep either but luckily it is deep where needed, in the Merfolk tribe.  Broken Ambitions is a card that doesn't get alot of respect but can be terrific at keeping those mid to late game bombs off the table and sometimes even acting like the always annoying Mana Tithe in the early.  Mulldrifter doesn't need any explanation because even if I decided against blue I would be trying to splash this into my deck somehow.  Inkfathom Divers shines in Merfolk decks or against any type of Blue deck.  The islandwalk comes into play more often than you would think and can always be helped out with Tideshaper Mystic or Aquitect's Will.  Even though Blue is a little shallow in general it matches well with the White we have.
 
Black
 
Solid:
 
Nameless Inversion
Shriekmaw
 
 Other Playables:
Footbottom FeastMournwhelk, Peppersmoke, Squeaking Pie Sneak, Thieving Sprite, Warren Pilferers, Weed Strangle
 
 
Another pretty deep color in Black and even a bunch of cards on the cusp of playability if we have the right kind of backup.  Its always nice to see good, splashable, black removal like Nameless Inversion and Shriekmaw.  Not as easily cast but still very playable is Weed Strangle since it kills just about every creature in Lorwyn Block.  We have a little recursion in Footbottom Feast, some discard options in Mournwhelk and Thieving Sprite.  Cards like Knucklebone Witch could be useful but you have to be heavily into Goblins/Changelings for them to find value.  Of course, I managed to open two of them.  I wonder why I never open double Garruk WildspeakerHunter of Eyeblights is another card that some people like and others avoid.  In my experience it usually eats a Lash Out or something similiar after pumping up my opponent's creature but against the right deck, for instance one sporting Immaculate Magistrate, they could be useful out of the board.
 
Red
 
Solid:
 
Chandra Nalaar
 
Other Playables:
 
Ceaseless Searblades, Consuming Bonfire, Inner-Flame Igniter, Mudbutton Torchrunner, Soulbright Flamekin, Stinkdrinker Daredevil
 
As with most of Lorwyn the other playable cards rely heavily on supporting tribal members.  Fortunately, Ceaseless Searblades works fantasically with Inner-Flame Igniter and Soulbright Flamekin.  There is nothing finer than giving your team trample and firing the Soulbright's mana ability then using Igniter to give them all +3/+0 and first strike, all the while pumping the Searblades.  The Torchrunner is another unappreciated card that is stellar on defense.  I doubt I have to say much about the spicy Chandra Nalaar except she would be the main reason to play any Red.
 
So where does this leave us?  We can likely cut Green from consideration right out of the chute.  The Imperious Perfect is enough to build a deck around but the cards are so shallow that diving in would likely leave me twisted and broken.
 
White seems the deepest of the colors and sports some very good cards.  It would be near irresponsible of me not to use them and which leaves me to think that we should be building White Blue because of how well the two colors mesh in this pool.  That leaves only one final decision.  Should we be splashing a third color?  If so, which one?
 
I have a Springleaf Drum which does work well with White and Blue creatures I have and eases concerns over splashing.  Unfortunately I don't belive I have a enough fixing to try and work Chandra Nalaar into the mix, the instability doesn't seem worth it.  In my opinion, the splash is better spent in Black with the Shriekmaw and Nameless Inversion.
 
As such, this is what I built:
 

White

Austere Command
Summon the School
Surge of Thoughtweft
Oblivion Ring
Brigid, Hero of Kinsbaile
Changeling Hero
Hillcomber Giant
Judge of Currents
Plover Knights
Veteran of the Depths
Wizened Cenn

Blue

Broken Ambitions
Glimmerdust Nap
Inkfathom Divers
Merrow Reejerey
Mulldrifter
Silvergill Douser
Stonybrook Angler
Streambed Aquitects
Tideshaper Mystic

Black

Shriekmaw
Nameless Inversion

Other

Springleaf Drum

Lands

8 Plains
7 Island
2 Swamp

 
I was pretty happy with the build but it certainly left me wondering if perhaps there wasn't something better that utilized Chandra Nalaar and my plentiful, if unexciting, pool of Red/Black cards.  With only 121 people in the entire league I started to play my first five.
 
Game 1
 
This game was very likely the most frustrating match I have played in a long time. My opening play was a Streambed Aquitects followed by a Stonybrook Angler. The Reejerey soon followed and my opponent didn’t play much of anything, instead seemingly content to lay lands. By the time he had two Mountains, two Swamps, and two Forests down he finally laid down Wort, Boggart Auntie and then followed it with a Spiderwig Boggart. Wort was, to coin a phrase, oblivionized and the Merfolk had dealt enough damage that Stonybrook kept the way clear to the win.
 
The fun started on Game two. The game finally ended on Turn thirteen. My board? seven Islands, one Swamp. For those of you counting at home, yes that is all of my Islands. My hand? six white cards. I did get to see a lot more of his deck though and it looked to be a collection of every bomb card in his pool, kinda like a Black Green Red Good Stuff deck.
 
Game three was long but at least provided some better mana. Only no matter what I played it was either killed outright, Plover Knights met a Lash Out, Veteran of the Depths met a Tarfire, Changeling Hero got hammered by an Eyeblight's Ending, or trumped by another card. At one point I thought I was stabilized behind Stonybrook Angler tapping down a Bog Hoodlums and my Hillcomber Giant attacking through a Mad Auntie that he refused to block with. He played an Elvish Harbinger to find a Changeling Berserker. The Changeling Berserker championed the Harbinger and attacked with me taking the six damage from the Mad Auntie pumped Shapeshifter. The Mad Auntie ‘regenerate’ ability meant my Shriekmaw was useless against it.  Instead I had to throw Hillcomber and Tideshaper Mystic in front of the Berserker to have it regenerate and then Shriekmaw it. He, naturally, responds with Boggart Birth Rite
 
Luckily I manage to rip Oblivion Ring and Harbinger comes back when the Changeling leaves for the second time and shows me a fetched Nameless Inversion. He hits the Shriekmaw with the Inversion leaving the Angler to continue its fun. I keep him tapped down while I play Summon the School and then Judge of Currents hoping to get the engine going. It wasn’t to be. I gain a precious few life from tapping since I was deep into single digits and I was worried about a Giant’s Ire he used in our previous games. Before I can resummon the School out of the graveyard the Judge is destroyed by a Consuming Bonfire. The Stonybrook lives on, keeping Bog Hoodlums tapped down and he won’t attack into my tokens with Mad Auntie or Harbinger. Finally I find Mulldrifter, which finds me Brigid, Hero of Kinsbaile and I go on the offensive. How many Boggart outs can he have to this? Well none really, but how about Cloudthresher? Yep, Mulldrifter dies to the top deck and Brigid gets eaten by the unexpected flash creature. I manage to tap him down a few more rounds and play some more guys but eventually he finds Lignify for the Angler who did almost twenty turns of solid tapping and Spiderwig Boggart lends the ‘Thresher a bit of fear who seals the deal about two turns before I run out of blockers. Suspiciously absent with only twelve cards left in deck? Austere Command.
 
Game 2
 
I kept a two island hand that contained both the Stonybrook Angler and Merrow Reejerey. My opponent laid a couple of Islands and a Swamp before playing Streambed Aquitects and then followed it up with a Dreamspoiler Witches. With only Islands on board I could not attack into him with my Stonybrook Angler and Reejerey so I passed the turn. On his turn, in response to tapping his Witches he Peppersmoke’d my Merrow Reejerey and even I was confused for a second when the Dreamspoiler didn’t trigger. Yea, on your opponent’s turn. I ripped a Plains and with thoughts of capitalizing on my opponents misstep and a Surge of Thoughtweft burning a hole in my hand I attacked with my 2/3 Angler and 2/2 Reejery into the Streambed Aquitects. Wow. Something in the water I’m sure. Needless to say the Streambed blocked, activated its ability on itself and the Merrow Reejerey died. Pretty embarrassing. Is there still time to start a new league and begin again?
 
Right. The game only lasted a couple more turns before my opponent…conceded!? ‘GF called, off work early, have to go’. I took the ugly win with a feeling of satisfaction. Satisfaction? Yes, satisfaction. Not because I played well, especially not that, and not because I was feeling good about the ugly two points but simply satisfied in the knowledge that I’m not the only one with a significant other that believes she should overrule Magic. Crazy women.
 
Game 3
 
I hand a weak opener but it contained every color, a Shriekmaw, a Plover Knights and a Surge of Thoughtweft. I probably should have mulliganed it but I so hate getting color screwed in league that seeing all three of my colors drew me in like the Siren’s song.
 
He played out two Islands and a Swamp before laying down a Paperfin Rascal. I won the clash with Merrow Reejerey who managed to remain near the top of the deck instead of cowering close to the bottom in embarrassment from his previous game’s experience. The Reejery got blasted by Nameless Inversion and then the Plover Knights found an Eyeblight’s Ending to its liking that it followed to the graveyard. The Paperfin knocked me down to sixteen and I throw down an Inkfathom Divers to try and stem the flow. He responds with an Inkfathom of his own but the Shriekmaw devours it. The two evasion creatures go the distance since he couldn’t find any other removal or blockers.
 
He switched his deck on boarding and suddenly I was facing a G/B deck. My opening hand was this: Changeling Hero, Shriekmaw, Plains, Swamp, Wispmare, Island, Swamp. Do you think I kept? Do you hear that Harpy? Anyway, if I had been playing a faster deck I would have been in trouble. 
 
My first play was a fourth turn Summon the School which he followed with a fifth turn Thorntooth Witch made possible by a Fertile GroundWispmare took care of the mana acceleration but he attacked with the Witch. I threw a Merfolk token under the bus only to have him cast Nameless Inversion to kill the Wispmare, the Thorntooth Witch triggered to kill the second token and the combat took care of the first. Staring at an unsettling empty board I managed to topdeck…Austere Command, of course. I held it, hoping he would cast his biggest, baddest creature to quickly mop up the game. I took three from the Witch and he cast Nath’s Elite. That will do. I probably should have waited here for another turn since the clash showed me a Moonglove Winnower but taking eight next turn seemed unwise. Austere Command did its thing to even things out considerably. I managed a Hillcomber Giant and Stonybrook Angler in the same turn and then followed with a Silvergill Douser. He played the Moonglove Winnower and Elvish Harbinger which he used to fetch an Imperious Perfect. I took some more damage from the Winnower and then from the pumped up Harbinger. Shriekmaw took care of the Perfect and the Footbottom Feast that tried to fetch it back met Broken Ambitions. When I played the Changeling Hero on Shriekmaw it drew a couple complaints about my stacked pool but he still managed an Incremental Growth on his Winnower, the Harbinger and an Elf token from a previous Elvish Promenade. The Stonybrook kept the Winnower down and Hero gained some life while being assisted by Silvergill Douser to keep it alive. A few more complaints about my ‘ridiculous’ pool and he scooped.
 
Game 4
 
This game was against a fellow already sporting an undefeated record. I was unimpressed since I apparently had a stacked pool, only there was a reason this fellow was undefeated. He played out Forest, Islands and Swamps and even a single Plains during the game making it a four color deck. He started with some smaller Merfolk, a Silvergill Douser and a Stonybrook Angler. I couldn’t attack into those two profitably and had to be content with building my board or digging for removal. I finally drew some removal in the form of Oblivion Ring but he had just finished laying down an Immaculate Magistrate. I hit the Magistrate with the Ring and he responded by playing a Mulldrifter. He must have dug out a O-Ring of his own because he cast it on my Ring and the Magistrate was back and looking a little ticked about his trip to oblivion. He Shriekmaw'd a defender and then laid out a Changeling Hero on the Shriekmaw. My own Douser kept the Hero from doing too much damage but eventually the Immaculate Magistrate pumped him into the 10/10 range before I scooped.
 
The second game I drew nothing but gas and he didn’t lay much beyond a Stonybrook Angler in the first few turns which took a Glimmerdust Nap. His next play was a Dread. Luckily I already had Austere Command in hand and I attacked into the huge Elemental with my Warren Pilferers hoping to feign a Nameless Inversion in hand. He let the Goblin through gaining me three free damage and then I Commanded leaving a Streambed Aquitects and a Wizened Cenn on board. I followed with a Plover Knights and they went the distance.
 
The third game was a total blow out. I discovered the lovely interaction between Imperious Perfect and Immaculate Magistrate. I was getting steamrolled before I could find appropriate removal and even a Brigid, Hero of Kinsbaile only slowed them down for a turn before getting turned inside out by a Nameless Inversion. He also played some neat tricks with a Faerie Harbinger that he Championed with Changeling Hero. Facing certain death I really only had one out? What do I need? Austere Command! I ripped it out and even did a little jig behind my keyboard which, fortunately, no one could see.  Oh the Magic Gods are kind!  Unfortunately before I could even finish my jig he played a Footbottom Feast at the end of my turn and I got to relive the whole gory nightmare. Again.  The Magic Gods are cruel, oh so cruel.
 
Game 5
 
Looking at a possible losing record for the week I started Game five.  His first land was an Island and I sighed a small sigh of relief.  If I could get some of my islandwalkers onto the table I could like push through for the win.  He puts down a quick Deeptread Merrow but I play a Merrow Reejerey to which he lays a Spellstruter Sprite at my EOT and then during my next turn a Pestermite, locking down my Reejerey.  I play Austere Command taking less than three casting cost to kill three of his guys to my one and the next turn I play Warren Pilferers to get the Reejerey back.   He plays a Veteran of the Depths that the gravedigging Goblin tried to block but ended up on the short side of the exchange thanks to a Surge of Thoughtweft.  I play out an Inkfathom Divers and suddenly I was racing.  I get him down to four thanks to little help from Merrow Reejerey.  He attacks with a Vetern of the Depths pumping it up to 4/4 and bring me down to six and then plays Oblivion Ring for the Reejerey and Streambed Aquitects.  My Inkfathom can only deal three and without anyway for me me to deal the last point of damage and his Streambed making the Veteran of the Depths unblockable I was forced to scoop.
 
The next game was fairly anticlimatic as I was slightly mana screwed and didn't get to a fast enough start.  I managed to hold off death for a while thanks to Judge of Currents and Silvergill Douser until I got Brigid, Hero of Kinsbaile out to hold the line.  Unfortunately he played an Ethereal Whiskergill that Brigid was useless against it went the distance when the Douser was eliminated. 
 
A two and three record. I was pretty disappointed with it. My first impression of the pool was it was fairly strong. Some good White and Blue, the perfect Back splash, some removal, some tribal synergy and still it never seemed able to get the job done. All of the decks I played, save for the one I played fourth, didn’t seem particularly strong and the mages piloting them were good but none stood out as particularly strong. So what went wrong?
 
I sat down with the deck and poured over it after the last loss. I couldn’t fathom why I was having so many problems defeating any opponent. The most obvious was my curve, I was packing too many five drops and everything was a bit expensive but that isn't terribly unusual in Sealed play.  Besides I didn't lose a single game to a rush of creatures that I was simply unprepared for, setting aside the color screwed game which I still managed to hold out until the twelth turn.  You could generously call my play mediocre but besides the game that ended up receiving a concession, nothing was ridiculously game turning.
 
After quite a long deliberation something struck me.  Almost every game I played went long, some beyond the twenty turn mark.  That is when I finally realized the problem with the deck.  I am lacking in almost any sort of win condition.  I don't have a Drowner of Secrets to make the Merfolk mill a deck out, or huge flying Incarnation like Purity.  I don't have lots of Treefolk beef to just push my damage through or a great curve with some speedly Kithkin or Elementals to plunder slower Sealed decks.  Stonybrook Angler and Silvergill Douser work great until you have to win the game.  Judge of Currents can gain you a metric tonne of life but that doesn't get you two points.  In truth, if my opponent killed my Plover Knights and Changeling Hero I was hard pressed to win a game.  I could stall a game but I just didn't have the evasion or alternative win condition needed to finish it.
 
Don't get me wrong, I still believe the pool is strong.  It has great removal and some good creatures which is why I was able to take every game into the double digit turns.  Unfortunatley when it comes down to actually winning the match, well that is going to need some improvement.  Perhaps my next booster will supply the answers.  In the end it is a valuable lesson learned.  Killing creatures and stalling the board is a legitimate road to victory but just don't forget the finish, the closing.  Be sure you have a way to actually win the game.  Your win conditions are important.
 
Now where did those aspirin get to?
 
*I found this quote attributed to W.C Fields, Frank Sinatra, Dean Martin, and others too.  It seems unclear who was the first to actually say it so I went with the one I always remember it being attributed to.
 

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5 Comments

by Rasparthe at Tue, 12/18/2007 - 16:57
Rasparthe's picture

You know it did not occur to me to untap the Brigid with Angler, although I'm not real sure their was every the chance to abuse it.  Brigid tends to draw all kinds of hate.  I agree with your views on the Nap, I ended up boarding it out alot of times.  Thanks for all your suggestions

Missing win conditions by Wu-Lan (Unregistered) 84.107.143.138 (not verified) at Tue, 12/18/2007 - 09:14
Wu-Lan (Unregistered) 84.107.143.138's picture

Hiya Rasparthe,

 The pool is indeed quite strong. It seems to have a very definite colour/tribal preference. Your assessment was spot on, both pre- and postgame. You only missed two more game winning cards next to plover knights and the hero: Inkfathom divers and summon the school. Both are very conditional but they are winners when the conditions are met.

Probably the only thing I would have done differently is to include footbottom feast and aquitect's will, Even if that would push the pool to 42 cards, since I'm a great believer in cantrips. Aquitect makes the islandwalk win that much more certain and doesn't take up a lot of space in the deck. The feast is probably more important in your deck than it is in most others: you can't afford to lose certain creatures and feasting them gives em a second lease, when you have both the feast and the command you can decide to completely wipe the board with relative impunity, usually and lastly it can fill up your library in the very rare case that the game might outlast your deck. At the very least the feast could grant you card advantage by replaying the drifter. 

 There are a few sideboard creatures which you haven't mentioned, I take it you replaced some cards after seeing some of the decks. For instance the wispmare for an excellent anti-oblivion with added evasion.  Soaring hope for landlocked decks or extreme flying decks or replacing surge with triclopean sight in those rare cases that size really matters.

   Good luck on that booster,

 Wu-Lan 

Couple notes: by Emoticon at Tue, 12/18/2007 - 12:57
Emoticon's picture

Few things: 

1)  Splash the Perfect.  The vivid land, drum, tideshaper, and mulldrifter make this relatively easy.  If ever there was a "this wins you the game on it's own" card, Perfect is it.

2)  Dunno if you saw this or not, but Angler + Brigid is a win condition.  Untapping her = 4 damage to all attackers or blockers, which is usually enough to swing a game.

3)  I'm not a fan of Glimmerdust Nap.  I'd be tempted to put Familiar's Ruse in over it.  Returning a Shriek or Drifter?  Savage beats.

 4)  Veteran of the Depths is also a strong win condition.  I've seen them get up to 11/11 size.

Anyway, better luck next week.

-Mike

by Anonymous (Unregistered) 12.47.110.206 (not verified) at Tue, 12/18/2007 - 10:46
Anonymous (Unregistered) 12.47.110.206's picture

The pool is ok, but hard to centralize and you do not have teh fixers to maximize the power available.  I built a similar deck to yours with the following changes:

-1 Surge of Thoughtwelt

-1 Wizened Cenn (with just 3 other Kithkin in the deck this just does not do enough for me)

-1 Tideshaper (not a big fan of 1/1's for 1)

 

+1 Aquitects Will(esentially the same function as Tideshaper, but a cantrip with 8 possible merfolk)

+1 Warren Pilferers(recursion is good for your deck)

+1 Peppersmoke(is ok removal even if not a cantrip)

also I would change the manabase to teh following:

1 Vivid Grove(yeah you are not playing green, but yoyu are still playing 3 colors, can be switched out later if deck becomes more focused)

3 Swamp (I upped the black so I upped the black sources)

7 Islands

7 Plains

 

Giving me the the following deck:

1cc: Springleaf Drum, Peppersmoke, Aquitects Will

2cc: Judge of Currents, Stonybrook Angler, Silvergill Dowser, Nameless Inversion

3cc: O. Ring, Streambed Aquitects, Merrow Reejery, Glimmerdust Nap

4cc: Vetern of the Depths, Brigid, Summon the School, Hillcomber Giant

5cc: Plover Knights, Changling Hero, Mulldrifter, Warren Pilferers, Shriekmaw

6+cc: Austere Command, Broken Ambitions

1 Vivid Grove

3 Swamp

7 Islands

7 Plains

 

Regards

___helper_monkey on MTGO

The challenge can be by lenyrose2013 at Sat, 09/24/2016 - 00:15
lenyrose2013's picture
5

The challenge can be experienced. Most especially if people explore. - Marla Ahlgrimm