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ZZZ 8-4 No. 2



 
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Wardo



Joined: 28 May 2009
Posts: 8

PostPosted: Wed Nov 11, 2009 4:35 pm    Post subject: ZZZ 8-4 No. 2 Reply with quote

I went into this draft planning on taking advantage of people talking crap about green. Its always open, there are always really late timbermaw larva and vines of vastwood it seems like, and I wanted to play it. I was open for what to pair with it, tending away from blue since there isn't any removal in UG.

Event #: 683779
Time: 11/11/2009 2:04:37 PM
Players:
--> Ward6969
xoubaman
YaBandit
NormAkana
Sick_Variance
zackbonine
Bensch
Endure2004

------ ZEN ------

Pack 1 pick 1:
Kor Cartographer
Torch Slinger
Arrow Volley Trap
Ęther Figment
Goblin Shortcutter
Territorial Baloth
Turntimber Grove
--> Nissa's Chosen
Guul Draz Vampire
Swamp
Narrow Escape
Mindbreak Trap
Soaring Seacliff
Frontier Guide
Caravan Hurda

Pack 1 pick 2:
Noble Vestige
Savage Silhouette
Joraga Bard
Windrider Eel
Seascape Aerialist
Grim Discovery
Cancel
Shatterskull Giant
--> Journey to Nowhere
Beast Hunt
Mountain
Graypelt Refuge
Demolish
Turntimber Basilisk

White it is

Pack 1 pick 3:
Vastwood Gorger
Seismic Shudder
Archmage Ascension
Kraken Hatchling
Hellfire Mongrel
Desecrated Earth
Explorer's Scope
--> Ondu Cleric (FOIL)
Island
Ruinous Minotaur
Reckless Scholar
Turntimber Grove
Summoner's Bane

Pack 1 pick 4:
--> River Boa
Kraken Hatchling
Expedition Map
Quest for the Holy Relic (FOIL)
Torch Slinger
Makindi Shieldmate
Mark of Mutiny
Desecrated Earth
Lethargy Trap
Quest for Pure Flame
Plains
Tanglesap

Good green signal

Pack 1 pick 5:
Pillarfield Ox
--> Steppe Lynx
Hagra Diabolist
Vines of Vastwood
Shatterskull Giant
Crypt Ripper
Geyser Glider
Brave the Elements
Mountain
Swamp (FOIL)
Expedition Map

Pack 1 pick 6:
Goblin Shortcutter
Vines of Vastwood
Ruinous Minotaur
Pillarfield Ox
--> Nissa's Chosen
Unstable Footing
Stonework Puma
Narrow Escape
Primal Bellow
Plains

Pack 1 pick 7:
Mire Blight
Zendikar Farguide
Kor Duelist
Mountain
--> Vines of Vastwood
Shieldmate's Blessing
Pillarfield Ox
Magma Rift
Cancel

Pack 1 pick 8:
Spire Barrage
Expedition Map
Cliff Threader
Kabira Crossroads
--> Mold Shambler
Kor Cartographer
Mountain
Hagra Crocodile

Pack 1 pick 9:
Goblin Shortcutter
--> Territorial Baloth
Turntimber Grove
Swamp
Narrow Escape
Soaring Seacliff
Caravan Hurda

Pack 1 pick 10:
Joraga Bard
Grim Discovery
Beast Hunt
Mountain
--> Graypelt Refuge
Demolish

Later in the draft, I might have considered the Bard if I knew I'd have a few survivalists, but theyre not a given even with Green open.

Pack 1 pick 11:
Vastwood Gorger
Seismic Shudder
Island
Ruinous Minotaur
--> Turntimber Grove

Great card for breaking through with your weak creatures, or past their big blockers

Pack 1 pick 12:
Desecrated Earth
Quest for Pure Flame
--> Plains
Tanglesap

Pack 1 pick 13:
Shatterskull Giant
--> Brave the Elements
Mountain

Pack 1 pick 14:
--> Ruinous Minotaur
Plains

Pack 1 pick 15:
--> Mire Blight

------ ZEN ------

Pack 2 pick 1:
Ior Ruin Expedition
--> Emeria Angel
Punishing Fire
Spidersilk Net
Hagra Crocodile
Kor Hookmaster
Stonework Puma
Kor Duelist
Teetering Peaks
Savage Silhouette
Surrakar Marauder
Mountain
Windrider Eel
Cobra Trap
Relic Crush (FOIL)

I literally never drew Emeria Angel and I really wanted to

Pack 2 pick 2:
Graypelt Refuge
Paralyzing Grasp
Forest
Beast Hunt
Gomazoa
Demolish
--> Journey to Nowhere
Grim Discovery
Cancel
Shepherd of the Lost
Shoal Serpent
Giant Scorpion
Halo Hunter
Vines of Vastwood

Pack 2 pick 3:
Spidersilk Net
Soul Stair Expedition
Merfolk Wayfinder
--> Kor Sanctifiers
Forest
Welkin Tern
Tempest Owl
Mindless Null
Sunspring Expedition
Carnage Altar
Heartstabber Mosquito
Windborne Charge
Khalni Heart Expedition

Pack 2 pick 4:
Windrider Eel
Zendikar Farguide
Goblin Ruinblaster
Nimbus Wings
Mountain
Cliff Threader
Relic Crush
--> Adventuring Gear
Trapmaker's Snare
Demolish
Vampire's Bite
Zektar Shrine Expedition

I feel at least one of these is necessary in EVERY deck in this format. Its the MVP in almost every game its played

Pack 2 pick 5:
Caravan Hurda
Island
Kraken Hatchling
Guul Draz Vampire
Cobra Trap
--> Oran-Rief Survivalist
Seismic Shudder
Spreading Seas
Turntimber Grove
Quest for Ancient Secrets
Crypt Ripper

Pack 2 pick 6:
Trailblazer's Boots
Landbind Ritual
Lethargy Trap
Forest (FOIL)
Vampire Lacerator
Makindi Shieldmate
Caller of Gales
--> Oran-Rief Survivalist
Swamp
Tanglesap

Pack 2 pick 7:
Trapfinder's Trick
Beast Hunt
Scythe Tiger
Forest
--> Crypt of Agadeem
Slaughter Cry
Kor Outfitter
Expedition Map
Vampire's Bite

Wanted one of these, the rest of the pack is bad

Pack 2 pick 8:
Pillarfield Ox
Unstable Footing
Into the Roil
--> Ondu Cleric
Ruinous Minotaur
Spreading Seas
Island
Seismic Shudder

Pack 2 pick 9:
Spidersilk Net
Hagra Crocodile
--> Stonework Puma
Savage Silhouette
Mountain
Cobra Trap
Relic Crush (FOIL)

Tough choice but I didn't have any three drops at this point I think, except sanctifiers.

Pack 2 pick 10:
--> Graypelt Refuge
Forest
Beast Hunt
Demolish
Cancel
Shoal Serpent

Pack 2 pick 11:
Merfolk Wayfinder
Forest
--> Tempest Owl
Sunspring Expedition
Carnage Altar

Pack 2 pick 12:
Mountain
--> Relic Crush
Trapmaker's Snare
Demolish

Pack 2 pick 13:
Island
Spreading Seas
--> Turntimber Grove

Pack 2 pick 14:
Swamp
--> Tanglesap

Pack 2 pick 15:
--> Beast Hunt

------ ZEN ------

Pack 3 pick 1:
Giant Scorpion
Disfigure
Sejiri Refuge
Goblin Shortcutter
Plains
Guul Draz Vampire
Reckless Scholar
--> Blazing Torch
Caravan Hurda
Kabira Crossroads
Highland Berserker
Turntimber Grove
Kor Aeronaut
Savage Silhouette
Sphinx of Jwar Isle

Pack 3 pick 2:
Vampire's Bite
Spell Pierce
Zektar Shrine Expedition
Giant Scorpion
Bog Tatters
Jwar Isle Refuge
Merfolk Wayfinder
Demolish
Reckless Scholar
--> Adventuring Gear
Savage Silhouette
Gatekeeper of Malakir
Forest
Relic Crush

Pack 3 pick 3:
Molten Ravager
Shieldmate's Blessing
Shoal Serpent
Trapfinder's Trick
Needlebite Trap
Frontier Guide
Torch Slinger
Forest
--> Baloth Cage Trap
Soul Stair Expedition
Khalni Heart Expedition
Soaring Seacliff
Expedition Map

Pack 3 pick 4:
Into the Roil
Torch Slinger
Ravenous Trap
Shatterskull Giant
Oran-Rief Recluse
Nimana Sell-Sword
Bold Defense
Jwar Isle Refuge
Grazing Gladehart
Swamp
Baloth Woodcrasher (FOIL)
--> Predatory Urge

This was a tough decision that came down to the last second. I knew one of the Recluse, Gladeheart, Woodcrusher, Predatory urge would wheel. I really needed a three drop but Gladeheart I feel is overrated but I haven't played it very much. I had heard that Predatory Urge is very good. I decided I needed removal and I'd give it a shot. (It really is very good if you can use it even once or twice before they bounce or kill your predator).

Pack 3 pick 5:
Spire Barrage
Swamp
Desecrated Earth
Goblin War Paint
Caller of Gales
Narrow Escape
Caravan Hurda
Vampire Lacerator
--> Nissa's Chosen
Goblin Guide
Soaring Seacliff

Pack 3 pick 6:
Goblin Bushwhacker
Ondu Cleric
Khalni Gem
Highland Berserker
Quest for the Gemblades
Summoning Trap
--> Mold Shambler
Spreading Seas
Island
Kabira Crossroads

Pack 3 pick 7:
--> Zendikar Farguide
Surrakar Marauder
Nimbus Wings
Mark of Mutiny
Khalni Heart Expedition
Quest for Pure Flame
Trapfinder's Trick
Plains
Soul Stair Expedition

Pack 3 pick 8:
Sunspring Expedition
--> Kor Outfitter
Spell Pierce
Feast of Blood
Shoal Serpent
Bog Tatters
Forest
Grim Discovery

Pack 3 pick 9:
Giant Scorpion
Plains
Caravan Hurda
Kabira Crossroads
Highland Berserker
Turntimber Grove
--> Savage Silhouette

Pack 3 pick 10:
Vampire's Bite
Bog Tatters
Jwar Isle Refuge
Demolish
Forest
--> Relic Crush

Pack 3 pick 11:
Shoal Serpent
Trapfinder's Trick
Needlebite Trap
Forest
--> Soaring Seacliff

Pack 3 pick 12:
Ravenous Trap
--> Oran-Rief Recluse
Jwar Isle Refuge
Swamp

I'd rather have had the gladeheart to try it out, but the recluse is a necessary "one of" in green.

Pack 3 pick 13:
Swamp
Desecrated Earth
--> Caller of Gales

Pack 3 pick 14:
Island
--> Kabira Crossroads

Pack 3 pick 15:
--> Trapfinder's Trick


Its a pain to type out the decklist, its easier just to screenshot it:

http://picasaweb.google.com/lh/photo/9N6P26O6FjNkysA34AelaQ?feat=directlink


Round 1 I played BR. Game 1 he was heavy on removal but couldn't get past a nissa's chosen that stuck. He punted game 2 by attacking for lethal damage, I played a baloth cage trap and blocked one of his attacking creatures (geopede lol). He played his gatekeeper of malakir in his second main phase (he could have played it before attacking and won the game) He called me a newb a few times while I took down his army with predatory urge.

Round 2 I played UW. Game one I don't remember, I won, it wasn't close. Game two he played a turn two luminarch ascension which got active around turn 10 behind a string of sky ruin drakes, makindi shieldmates and a kraken hatchling. Game three he nearly stabilized but he was stuck on 5 lands while I had nissas chosen, mold shambler + adventuring gear and about 10 lands. Predatory Urge on Nissas chosen forced him to chump block the shambler turn after turn after turn. Finally at one life he played Sphinx of drawing cards without a kicker. I killed it with oran-rief recluse and proceeded to round 3


Round 3 Opponent never showed up. I guess his parents needed him to go to dinner or something. 8 packs hell ya


Last edited by Wardo on Wed Nov 11, 2009 4:43 pm; edited 1 time in total
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Christopholo



Joined: 25 Apr 2006
Posts: 14

PostPosted: Wed Nov 11, 2009 4:40 pm    Post subject: Reply with quote

First pick Nissa's Chosen ftw
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coolcreep



Joined: 18 Feb 2006
Posts: 588

PostPosted: Wed Nov 11, 2009 5:44 pm    Post subject: Reply with quote

I know you won etc, but I maintain that results are meaningless. I really strongly disagree with your first pick. I agree that green is underrated, and I love grabbing a fuckton of larvas and gladehearts and destroying people in a race, but forcing should always have its limits, and a card that puts you so heavily into green over a card that puts you less heavily into red, when the red card is orders of magnitude better, is indefensible (for the thick, I am naturally talking about the torch slinger). if you realize that green is open and red isnt, then oh well, you are down 1 card, but if red is open, you have a card that can completely change a game's complexion.
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HujuVanikil



Joined: 12 Sep 2009
Posts: 173

PostPosted: Wed Nov 11, 2009 10:31 pm    Post subject: Reply with quote

Smart play on forcing green imo, since you expected no one to hassle u for it and it worked out well for you. take advantage of the fact that despite you proving your theory people like coolcreep still don't understand that green is good.
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Wardo



Joined: 28 May 2009
Posts: 8

PostPosted: Thu Nov 12, 2009 8:22 am    Post subject: Reply with quote

coolcreep wrote:
I know you won etc, but I maintain that results are meaningless.


I don't think this is true, results are one of the greatest tools for measuring the success of a strategy. This draft was one of what I hope will be a large sample (especially if more people begin posting drafts we can get a larger sample size to figure out the metagame).

I appreciate the feedback. It could have been a disaster if I was forcing green, but I'm not sure that Torchslinger is better than Nissa's Chosen. Nissa's Chosen is a really great man in this format. Torchslinger is really good too, but I don't think the raw power of Torchslinger is necessarily higher than Nissa's Chosen.

I did two more 8-4 drafts last night. I lost both in very close round 2 game 3s.

First draft I was BR, second draft I was RW with a really great deck. Two geopedes, steppe lynx, adventuring gear, two kor cartographers, two journey to nowhere, two zektar shrine expedition, magma rift and spire barrage. I was really disappointed to lose with that deck but just couldn't quite get there against a UB deck with two whiplash trap and into the roil and removal to stop me while he flew over my head.
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OldBear



Joined: 12 Apr 2005
Posts: 1840

PostPosted: Thu Nov 12, 2009 12:35 pm    Post subject: Reply with quote

I'd def be interested in more green drafts, though ideally less forced, as its the colour i have the hardest time figuring out when i should be moving into it.
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