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ZNR Premier Draft #55

12/27/2020

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Here's the Draft log for ZNR Draft #55.

Since they don't currently save P1P1, here it is:
Picture
As always, here's the thoughts post draft but before playing:
  • P1P1 - Umara Wizard seems like the right pick. Cragplate Baloth is too expensive and double green, not sure how much I want to be in green as default. Charger isn't more of a reward and not a reason to get into Red Warriors. Sproutling could be good in Blue/Green Kicker. But Umara Wizards is MDFC and Blue and Wizard. Lots of options there. 
  • P1P2 - Emeria's captain seems like the best card. Relic vial means cleric BUT this is a very cleric heavy pack - passing a bunch: Blood-Priest, Blight-Priest, Shepherd of Heroes. Even if I took Relic Vial, lots of other people would likely get into WB Clerics. Nothing else jumped out. Flier/party/Cleric - good for Emeria's Captain.
  • P1P3 - More clerics in this pack. Debating between Diviner and Domination. I have found Domination to be really good when you can cast it. 
  • P1P4  - Another Charger and Expedition Champion, is Warriors open? Farsight Adept is good with my wizard? Nothing else speaks out. 
  • P1P5 - Expedition Diviner - keep wizards path there. Looked at Cleric of Chill Depthfor party and Sea Gate banneret as well.
  • P1P6 - Shepherd of heroes - flying and party. Sea gate banneret again. Probably can pick these up later.
  • P1P7 - Disruption, as an MDFC was tempting. Practiced Tactics could be removal card for Party.
  • P1P8 - Kabira Outrider for party seems like the right pick. Chilling trap for wizard. Blood beckoning is probably strongest card - is it a signal?
  • P1P9 - Look at that Charger wheeled. Resolute strike could go well with my Warriors (but I don't have any equipment yet)
  • P1P10 - Some red open - not great cards but no red drafters?
  • P1P11 to P1P14- 2nd Outrider, as well as sideboard/garbage
  • P2P1 - Attended Healer seems like the best pick here because nothing else seems like a stand out. Right now, only one cleric in my deck. I'll want some more cleric of chill depths
  • P2P2 - Big debate: Sure-Footed Infiltrator (Rogue) over Packbeast - party glue or Geysermage for Wizard and slight removal. Can't be blocked has proven useful. 
  • P2P3 - Roil eruption, eh. Stalker seems more useful in party deck than Duelist. 
  • P2P4 - Smite gives me some removal. Too bad I didn't pick up Roil Eruption last turn, the Pathway would have been nice. But I am getting distracted by the Roil Eruption. 
  • P2P5 - Bubble snare gives me some more removal. Stampede might be useful in this deck but bubble snare much clearly needed.
  • I notice that I have ZERO 2 drop creatures
  • P2P6 - Okay ask and a 2-drop Cleric drops in my lap - good for holding the board down, as well as Cleric and a 2-drop
  • P2P7 - Sea gate banneret can help party. Nothing else speaks to me. Grotag Bug-Catcher - no red warrior pickers
  • P2P8 - Doesn't mean I need to pick a Red Warrior, but what else to take. What could possibly make my deck?
  • P2P9 - Another Cleric. Seer would have been useful if I didn't need 2 drops. 
  • P2P10 - Allied Assault could be a good combat trick in this party deck. 
  • P2P11-P14 - nothing noteworthy
  • P3P1 - Need 2 drops - wow, taking a Sell-Sword over a Skyclave Shade. Hope Sea Gate Colossus wheels or comes up again.
  • P3P2 - Kor Celebrant and Attended healer are a great combo. I know it's not a 2 drop but very good party/cleric/life card. The 2nd Lullmage's Domination was tempting. 
  • P3P3 - Nothing really good. Probably should have taken the Emeria's Captain, even though second. Shell Shield seems kind of random. Though It will protect creatures was my thought at the time, when I was worried about the # of 2 drop creatures. 
  • P3P4 - Nothing really speaks to me for party pay off but Skyclave Plunder is expensive but hopefully it'll help me find the right cards. 
  • P3P5 - Much cheaper Sell-Sword :D What else would be worth taking here. 
  • P3P6 - At this point, I need rogues more than clerics. I did see the 2 drop Skyclave Cleric. 
  • P3P7 - Expedition healer or bubble snare? Go for the Cleric/2-drop. I _think_ I have enough removal, we'll see
  • P3P8 - Dauntless Unity could be used kind of life removal or broad strategy.
  • P3P9 - happily another 2 drop Cleric
  • P3P10 - P3P14 - Just random stuff
I have no real "bombs" besides Attended Healer. Shepherd of Heroes/Emeria's Captain are nice top end. Infiltrator could get in unblocked, as can Seafloor Stalker. Not much removal or protection (like a Sejiris' Shelter). Let's see how it goes. This is on one of my son's accounts, so it's only Bronze. Let's see how that goes. 
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Goals and This Blog

12/27/2020

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I think I figured out this Weebly UI to quickly make blog posts. They seem to be turning out pretty nice. I could go through the effort of linking all the cards, etc. But for now, I am going to make it as streamlined for me as possible since I basically very few viewers. This blog site is just my journal, but I'm happy to make it public so I feel some sort of accountability just like my poker blog. But I know this is just for me, though who knows what this will be in a few years. I might get a following. I might just decide it's not worth the effort - but it feels like I'll always be learning. 

My 6 month goal is to get to a solidly winning record for Strixhaven draft set. Right now I'm hovering around the 40% range. I'd love to get closer to 50% for Kaldheim but I want to use that set as learning as opposed to overly focused on win %. 
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ZNR Re-Draft #54

12/27/2020

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I looked at it the ZNR Draft #54 log again and pointed out where I made mistakes.

Let's try Ratings (won't cover any 5s in a Re-draft)
  • 1 = Should definitely have picked something different
  • 2 = Probably should have picked different
  • 3 = 50/50 Pick
  • 4 = Pretty reasonable pick
  • 5 = Made the right pick
These are re-drafting without knowing future picks but given the cards I have in front of me. But with the insight of knowing the format and cards better.

Re-draft for #54:
  • P1P3 (R:4) - maybe take Ambush as most powerful. Curious if that would have set me off on the BG path. 
  • P1P4 (R:4) - haven't seen much Blue Rogues. Akoum Warrior maybe.
  • P1P10 (R:1) - Take Oblivion's Hunger due to more likely to play than a second Fissure Wizard. 
  • P1P13 (R:3) - Vampire (Black Warrior) probably better than Moss-Pit Skeleton (no Green, no counters matter so far). Existing pick is fine because we're only on Pack 1 and I'm sure I can get more Vampires later.
  • P2P1 (R:4) - Could have taken Grotag Bug-Catcher to really help BR party. But Rebuke is Uncommon and great removal
  • P2P2 (R:4) - Could I have taken another Rebuke? MDFC is good. Being OP graveyard aware is good. 
  • P2P8 (R:1) - Umara Mystic never makes our deck. Lagac might, already have a Rubblefort. Should have taken Lagac.
  • P2P9 (R:2) - Probably overly focused on mill in my mind. Ambusher is probably the right call with needing more Party and 2 drop.
  • P2P10 (R:2) - Should have taken Scorch Rider for Warrior/Party
  • P3P2 (R:1) - Should have taken Thundering Sparkmage. Felidar Retreat was the siren call. So many good cards here. Felidar Retreat does not play well with BR party. 
  • P3P6 (R:1) - Should have taken Blood Beckoning. Relic Axe would have been interesting if I had taken more Warriors earlier. I already have 2 Skydancers - I'm not going to mill their deck, as well as Skydancer being very underpowered. Learning about "how many of each card should you have".
  • P3P8 (R:1) - Lithoform Blight or Spitfire Lagac. Blight to help fix for Felidar Retreat. Lagac to help the BR party. A 3rd Stinger just isn't going to help much being a 1/4 creature. 
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ZNR Premier D54 - Game Analysis

12/27/2020

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Interesting games. Ended up 3-3, with my son playing the last game. I was playing on his account, since I got a draft token when they were on sale in the Arena store. I didn't think this run was very noteworthy until I thought about why I lost. This is why I do this blog, mostly for me. Some day, somebody will read this and say "wow that was obvious". I hope that person will be me. There's something not clicking for me at the moment but I see little points where I have some a-ha moments, hopefully a few below. ​
Game 1 (Win vs WB Party on Play)
MVP: Sneaking Guide - though my threats went wide
Hit the curve perfectly. Good combo of Fliers and 2 Sneaking Guides with a Packbeast and Blackbloom Rogue. OP's deck was a WB party deck, which feels like in hindsight my deck is. It was nice that OP cast a Farsight Adept to give me a card, and then I Roil Eruption'ed it on my turn.

Lessons learned/reinforced: 
  • Hitting curve makes a huge difference
  • Have multiple threat vectors (fliers/unblockable creatures)
  • From OP deck, I was waiting for something more scary when they were about to play and saw some replacement cards come out. 
Game 2 (Win vs WB Party on Draw)
MVP: Nighthawk Scavenger
Not much to report on this because the OP was stuck on 2 lands for most of the game. But Nighthawk Scavenger is very good. I didn't record this game but it would have been interesting. I was using Feed the Swarm and Skydancer to fill their graveyard BEFORE attacking as Nighthawk Scavenger wanted a variety of cards in graveyard. So lucky for me the OP was stuck on 2 lands and I could play with that very good card for the first time. 

Sorry I didn't record this game.
Game 3 (Loss vs WB Party on Play)
MVP: Attended Healer for OP
I used a Feed the Swarm on a Sell-Sword. In hindsight, this card has no value. Yes it's 3 damage but there are multiple ways to deal with it and there are no special abilities. There are some bombs in here and I should save removal for key cards. Turn 4 sequencing is bad. I think once the Attended Healer hit the table with a Ghastly Gloomhunter hit the table, the game slanted to OP.  I didn't have the removal come up to deal with either cards. I even tried to Fissure Wizard to dig for one - trading a Mountain for another one.
Game 4 (Win vs WU Fliers on Play)
Real time notes during match: Need to remember MDFC are lands all the time. Mill enough to get to 8 cards in graveyard, Menace on Blackbloom Rogue. I guess I am glad I didn't play as land after all. really thought about what creatures I wanted to remove - make sure there was high value. All the removal really helped until my board got stabilized. Mind drain was good timing.

MVP: Blackbloom Rogue
  • I learned from Game 3, as I just let the Kitesail Cleric keep pinging me for 1 damage while I held Feed the Swarm and Roil Eruption.
  • Even on turn 2 and passed with full mana for both cards.
  • Turn 4, I had Roil Eruption, Feed the Swarm, Mind Drain, and Thundering Rebuke in hand. This turn, I chose NOT to play the Blackbloom Rogue as a land, hence the point above of "remember MDFC are lands" because I remember thinking, dang no land. 
  • Turn 5. Fearless Fledging is definitely a threat to get rid of. I see OP has 2 blue mana and not sure what counters could stop the Roil Eruption. If they do counter it, I can cast Feed the Swarm on it. I still have the Thundering Rebuke and I fed the Tazeem Raptor to the Swarm. OP cast Deliberate at end of turn and not sure if Scry bottom 2 is good or bad. It's better than alternative.
  • Turn 6. More removal comes. I wanted to get rid of Windrider Wizard before they could get a free card. 
  • Turn 7. I am seeing OP with 2 cards last turn and this turn. Glad they left only 2 mana up and it's time for Mana Drain to prevent a kicker card being cast, as well as fill that graveyard for my Blackbloom Rogue. 
  • Turn 8. Get some more creatures on the board and keep the Rebuke for a threat. Interestingly, if they cast one creature, I hope to be able to kill it with the Rebuke and the Menace on Blackbloom can get through. 
  • Turn 9. And there are creatures to block Menace. But doing the math, OP has to block, so they have to block with either the two Clerics or Cleric + Riptide. I can either kill both Clerics or at least the riptide. So I'm happy with either block configuration. It's nice that they have no cards, therefore I have full information. In hindsight that I didn't think about but if they had green to worry about, I should have left the Stinger and Guide out of the attack. OP should have blocked with both Clerics - Might of Murasa can do 10 damage. 1 Damage and milling 3 cards was not important and should not have extended myself here - gave myself an opportunity to lose.
Game 5 (Loss vs UB Rogues on Play)
MVP: Mana Drain for OP
So this is interesting starting hand with 2 Swamp and Mountain and Felidar Retreat. Seems reasonable ramp with Gloomhunter (T2) and Skydancer (T3). 
  • Turn 3 to bring out the Stinger to block a Duelist was smart but then OP casted Feed the Swarm. 
  • Turn 4 cast the Fissure Wizard to dig for a Plains. On OP turn, Soaring Thought-Thief comes out, I think this is when the clock starts ticking. 
  • Turn 5 - Plains appeared. In hindsight, I still think the Felidar Retreat is the right play but I don't have that much of a wall to allow me to maximize the Retreat. OP then casted Mana Drain, which hurts as there was an MDFC in there, as well as combining Blight-Priest and Gloomhunter. 
  • Turn 6 - Blood Beckoning is actually really good with their mill deck. I find Nighthawk Scavenger. Decision - do I use all my mana to bring back Blight-Priest as well to play with the life gain from my two fliers. Unless I draw a land next turn, I can't cast both cards. I take just the Scavenger so I can play it this turn.
  • Turn 6 OP: OP has a lot of value in Carver and on their turn, Skydiver is now a 6/2 creature. I decide NOT to block with Scavenger. Probably should have done that. What is my plan - I'll eventually have to block. I guess I was hoping for a land to make Gloomhunter to a 2/2 and Scavenger can be 4/4. 
  • Turn 7 - little Guide. Even a land would have been nice. Gloomhunter could have blocked the Skydiver. Though Blackbloom Rogue from OP could smash me for 6. This is when it's close to inevitable that I'll be taking the L. Felidar just left alone to do nothing. 
Adjustment between Game 5 & Game 6 - I removed Felidar Retreat and the Plains and added more creatures. 

Game 6 (Loss vs Naya Landfall on Draw)
MVP: Prowling Felidar 
My son played this game and there was likely one key play where my son wanted to remove Spitfire with Vanquish the Weak, where I would have removed the TukTuk Rubblefort. A very KEY mistake I made - I think he would have done is a turn where we waited to cast Deadly Alliance on the OP turn. We should have cast on our turn when their mana is tapped. They cast the Sejiri Shelter to protect it. That would have changed the game. So this game could have turned out differently but no guarantee for a win. 

Summary & Learnings from this Deck

I focused on cards picked early. I took a Rogue with Mill, so I was like "must collect synergy" with Rogues and Mill. But Rogue/Mill is blue/black rogues. I was on this mission to "collect"/get all the Rogues not really understanding the set/meta/archetypes. 

When I started adding Red, I should have switched to Party and gone after non Rogues. Having 3 Skydancers and Stingers didn't really help give the deck enough powers. I didn't really have enough Mill cards to make a difference. The Blackbloom Rogue was MVP one game with Menaced by Graveyard 8, but it was probably too much work to be a huge focus. The Nighthawk Scavenger was helped out Skydancer and Feed the Swarm. 

In hindsight of looking at the draft, I think there are two places in Pack 2 where I should have taken some red Warriors instead of Black cards but otherwise I think I took the right cards. I think this would have changed my deck construction as well. So play to the archetypes strength and not a pre-conceived notion. I think I am fine with "drafting the hard way" but I think I need to know how to value cards in a deck and not in a vacuum.  
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ZNR Premier Draft #54

12/26/2020

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Here's the Draft log for ZNR Draft #54.

Since they don't log P1P1, here's the image
Picture
Written before the games
  • P1P1 - Pathway Rare. UNC: Concerted Defense, Shadow Stinger, Lullmage's Familiar. Commons of note: Expedition Diviner, Fissure Wizard, and maybe Nahiri's Binding. Very bad pack. Stinger gives options of Rogues/Party, Mill. 
  • P1P2 - Into the Roil is tempting but I had passed the Lullmage's Familiar, so already passed that kicker card. Debated Into the Roil to open that path, but also felt like I might be fighting a kicker person to my left. 
  • P1P3 - Tempted by Khalni Ambush, but Vanquish the Weak is good. Nothing else jumped out as worthy of committing to a color. A bit bitten by recent BG deck to be a bit gun shy about BG - Ambush or Baloth
  • P1P4 - Could have chosen Warrior for starting some BR party. It's not THAT strong, so I chose the Rogue/Mill option and leave myself open to read the signals. 
  • P1P5 - No blue is interesting in this pack. Vampire seems replacement value. Moss-Pit Skeleton would pull into green but also we have no counter stuff going on. Scion of the Swam - no life gain/cleric at the moment. Haven't seen good clerics either. Looked at Scorch Rider for some RG party possibility but thought pack beast would be better if going down that party route. 
  • P1P6 - Blood Beckoning to bring back from graveyard. Debated Sneaking Guide to start the RG party route, as well as combo with Shadow Stinger.
  • P1P7 - Lots of blue now. Two kicker cards - weird up/down for packs. Skydancer seems to work well for my pack. 
  • P1P8 - Debated Sneaking Guide, took the Gloomhunter for Lifelink/Kicker/Flying
  • P1P9 - Okay let's get into Red. Fissure Wizard wheeled. Lullmage's Familiar as well - wow, I guess I could have gone kicker, maybe
  • P1P10 - Fissure Wizard again
  • P1P11-14 - All to my sideboard. Ha, Moss-Pit Skeleton wheeled to 13th pick. Nobody wants it
  • P2P1 - Good red options here for BR party. Rebuke for good removal. Bug-Catcher could have been really good here in this deck. Ambusher would fit as well. Will Moss-Pit wheel?
  • P2P2 - Wowzers. More good stuff for our BR party. Blackbloom Rogue is MDFC and Mill reward. Another Thundering Rebuke is probably too much creature removal. Scorch Rider, Feed the Swarm, Skitter-Sneak are all cards I hope to wheel. 
  • P2P3 - Yes please, I'll take the Nighthawk Scavenger. Ha another Stinger. 
  • P2P4 - I briefly thought about Skydiver but snapped back. Nothing something worth splashing. Sneaking Guide, Ravager's Mace, Teeterpeak Ambusher, Skitter-Sneak all possible for the wheel. 
  • P2P5 - Thwart the Grave or Acquisition Expert. Bringing back cards is good. Not sure how much party is going to be in my deck for Acquisition Expert. I just noticed that 4 commons have been picked from this pack. Rogues/black party looks open.
  • P2P6 - Again 5 commons taken from this pack and they left a Skyclave Shade. Yes I'll take that. No white, no blue. 
  • P2P7 - Looked at the Sorcerer and didn't see many Wizards. Cinterclasm - looked at many of my creatures, many are 1 toughness. Happy to take my first Feed the Swarm (wow Pick 7 - lots of white drafters)?
  • P2P8 - What would possibly make my deck - Uncommon sure. Not really playing any of these. 
  • P2P9 - Mind drain could be useful. Mill/Life. Could have taken Teeterpeak Ambusher
  • P2P10 - Feed the Swarm #2 or Skitter-Sneak. 
  • P2P11 - I wonder if I saw previous P3, I would have thought maybe Skitter-Sneak would have wheeled for both P10 and P11 and taken the Feed the Swarm. Don't really need another Skitter-Sneak. Not enough party to take Silencer. 
  • P2P12 - Sneaking Guide seems useful. 
  • P2P13 - Blood Price - going to sideboard
  • P2P14 - Ravager's Mace - useful in this BR - happy to take it as last pick
  • P3P1 - Night-Runner seems to fit this deck very well. Deadly Alliance don't need a 2nd one. Night-Runner could go well with Sneaking guide. 
  • P3P2 - Um don't need another Deadly Alliance. Thundering Sparkmage was tempting but the biggest temptation is Felidar Retreat. Can I splash this? I thought White was being drafted!
  • P3P3 - Um. Emeria's Call is basically just a plains (see previous pick) BUT my eyes jump to Roil Eruption. Come to papa. 
  • P3P4 - Could I use the splash for Cleric of Life's Bond, but wait I don't have any clerics. Molten Blast doesn't do much. Grab the Marauding Blight-Priest, I have a few lifelink creatures. 
  • P3P5 - Zof Consumption. Scion is interesting but not enough BW Clerics/life gain. Already have a blood beckoning. The three red cards aren't enough to pull me away from Zof.
  • P3P6 - I have enough Red/Black removal now, Need more features. If there was a 2 mana creature, probably would have taken it here. Skydancer with mill/flash/flying will do.
  • P3P7 - Sneaking Guide is the only choice really and happy to take it here.
  • P3P8 - Stinger _could_ get played but it's the only choice. I guess I could have taken Blight for fixing for felidar. Maybe that's what I should have done.
  • P3P9 - MDFC Black, would I want this more than a swamp, probably. Have found it to be a bit clunky and marginally effective.
  • P3P10 - Fine, I guess I'll take my 2nd Deadly Alliance. Guess NOBODY wants it. Wowzers. I guess I chose the right lane.
  • P3P11 - Black Warrior card -let's see if it can help
  • P3P12 - 14 - all going to sideboard

I think this was a successful draft. Clearly my lane was open and I got a lot of good black cards. I'm curious how this will play out I need to figure out what to do here. Should I splash for Felidar Retreat? How much do I focus on party? How much do I push on Mill? What is my deck trying to do. 

Starting with this deck. I call is RB Rogues + Friends
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    Started playing Magic in 1993 and played a lot until 1996. Sold my collection. Magic is now my mid-life crisis obsession, restarting in 2018. Spending a lot of my hobby/free time on Arena now.

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