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ZNR Premier D53 - Game Analysis (BG Counters)

12/26/2020

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Draft Log
Draft picks and analysis available on this post.
Game 1: BG Counters vs WB Creatures
MVP for me: Canopy Baloth.
  • Turn 5 draw of Skyclave Shade was perfect. Land to buff Canopy Baloth and then cast a kicked Skyclave Shade, while OP is tapped out.
  • Turn 6 Feed the Swarm was a really good draw as well, to line up the Turn 7 Zof Consumption. This was really good draws for a victory.
  • I think in hindsight the Bala Ged Recovery to draw the Feed the Swam was probably wrong. I probably should have kept it for the Zof Consumption if they somehow survived past turn 8. Maybe?
Game 2: BG Counters vs WB Party/Clerics
MVP for me: Moss-Pit Skeleton. 
  • Mulligan - Chose not to mulligan because I was assuming I could draw a forest by the time I needed for Canopy Baloth. Feed the Swarm and Subtle Strike could remove small creatures in case I didn't get anything going. 
  • Turn 4 - could have cast the Canopy Baloth but decided not to because of the Feed the Swarm I knew they had.
  • Which turn 5 worked out well to bring out the kicked Moss-Pit, assuming it was going to get fed to the swarm but I could bring it back. I was learning what context that ability is very useful.
  • Turn 6 - need to think just a bit more - should have cast Baloth and then played the land. It didn't matter here but need to avoid making unforced errors like this when it might matter
  • Turn 7 - Bala Ged Recovery - I could kill one of their threats and get a 1/1 counter on Baloth and put Moss-Pit at the top of the deck. That seemed like a good timed use to get Subtle Strike. I did not attack because of 10 life. 
  • Turn 8 - Bring out the Skeleton and attack with Baloth. Again, small thing but should have (a) played land, (b) attacked with Baloth, and then (c) Cast Moss-Pit Skeleton. I guess they would know about the Skeleton so it didn't really matter. But again, back to habits of good sequencing of play on a turn. 
  • Turn 9 - Attacked with Moss-Pit Skeleton because I knew they'd have to double block to kill my skeleton but I could take out two of their creatures (or the Kor Celebrant) and I had the Blood Beckoning in hand. They took it. 
  • Turn 10 - Attacked knowing I had the blood beckoning but also the Moss-Pit Skeleton in hand. My life total is a bit worrisome. Now that I look at it in hindsight, was I too aggressive? Am I the beat down?
  • OP Turn 10 - They have the stampede back which I do have to worry about but then they have no open white mana. 
  • Turn 11 - They'd have to block both or die, so I knew I could get rid of two of the creatures. And I had perfect information they couldn't combat trick
  • OP Turn 11 - They drew a land. I wonder if there was a card that could have won them the game. 
Games 3-4 were not noteworthy. 
  • Game 3: They had a UB Rogues deck. Lots of cheap rogues that swarmed me and milled me. A ruin crab. 
  • Game 4: I had horrible curve. Got behind and couldn't catch up. Their Scorch Rider just pounded me for a lot without me being able to have a blocker or removal. 
Game 5: BG Counters vs UG Kicker Roost
OP MVP: Roost of Drakes
A few bad plays by me. 
  • Turn 2 - OP hasn't cast anything. I should expect them saving up for a Roost with Blue/Green
  • Turn 3 - I feel good about Vanquish the Weak on a Risen Riptide that could become a problem with some Into the Roils
  • Turn 4 - Straight forward
  • Turn 5 - Uh oh, Roost is on the board. Turntimber Ascetic does seem like the right play to maximize mana and get a big body out there. 
  • Turn 6 - nice that Turntimer gets another 3 life and it wasn't clear what I would have used my mana for anyway
  • Turn 7 - they are tapped out. I know I can double cast here. First Deadly alliance. Good. I should have cast Scale the Heights before attack and drew a card.
  • Turn 8 - And I would have draw the Feed the Swarm. Regardless, BIGGEST mistake is NOT to Feed the Swarm the Roost. Interestingly, if I had done Scale the Heights, I would have been able to Bala Ged Recovery back the Feed the Swarm for the Bubble Snare. Also, I should have Deadly Allianced OP's Wizard on their turn if that was the plan all along to get rid of the flyer.
  • OP Turn - Should have removed the Expedition Diviner on OP turn, so they wouldn't have drawn the card. 
  • Turn 9 - the Skeleton shows that having a big body was not my problem of this deck - the Roost is FAR bigger of a problem. WHY did I cast the Skeleton BEFORE the attack, see this time it could have been bad. BUT I should have also cast the Scale the Heights to require triple block to kill. I have enough life. I probably should have attacked with the Mucklord as well. So many mistakes here. Also just noticed OP could NOT cast Into the Roil (just one blue mana)
  • Turn 10 - eh. Scale the Heights lost a lot of its leverage. OP can cast Into the Roil now and they do.
  • Turn 11 - didn't set up earlier turns where Zof Consumption could have been lethal. So many bad plays
Summary
Game 5 was definitely winnable by me. So many mistakes. Good that I went through them here. Thinking about sequencing and threats and leverage of cards in context. 

The draft was interesting in hindsight. Picking the Roiling Regrowth P1P1 put me on the path for this Black/Green deck. I should consider which decks I would like. The Regrowth doesn't just slot in any deck that effectively, as I think it would lean towards landfall for maximum effect - it's 2G to just ramp one land if it's wasn't a card that allowed 3 lands to hit on same turn. 
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ZNR Premier Draft #53

12/25/2020

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Here's the Draft Log for Draft #53
It was an interesting draft where I discuss how the first pick could have led me down 3 roads. I think all three might have been viable paths. I did make some bad early decisions which lowered my pick potential later on. Definitely getting a better sense of how cards fit together. 
  • P1P1 - Rare: Kargan Intimidator, Unc: Grotag Night-Runner, Roiling Regrowth, Tangled Florahedron. Noteable Commons: Into the Roil, Blood Beckoning, and Rabid Bite. Took the Roiling Regrowth as having options. Intimidator makes me feel like I'm going down the WR Warrior deck. 
  • P1P2 - Warleader... But common got taken - Roil Eruption? Into the roil? Deadly Alliance? But Lotus Cobra can help accelerate and pairs with the roiling regrowth. I did think of Feed the Swarm here as powerful common. Nothing jumped out in the uncommon. Interestingly, Into the Roil last turn might have made me pick Lullmage's Familiar. Intimidator -> Warleader. I guess Roiling Regrowth paired well with Lotus Cobra. The question is are any of these clearly better than the rest - I don't think so. They fit within a particular deck but don't really set themselves apart. 
  • P1P3 - Vanguard is going to make a WR warrior person happy to my left. Bubble Snare for the developing kicker deck. I decide to take the strongest card in Feed the Swarm. I have found it useful for removal and taking out an enchantment.
  • P1P4 - Nothing speaks out. Nectarpot fits the land deck but is replaceable and too early here. I debated between Packbeast and Vanquish and just decided on Vanquish because landfall does not care about party.
  • P1P5 - Nothing really spoke to me. Moss-Pit Skeleton is okay but nothing that pulls me there but given what I got, seemed reasonable.
  • P1P6 - Spoutling - that Kicker deck is starting to look good. I decide to double down on Moss-Pit Skeleton. The sprouting doesn't help me that much w/o kicker. 
  • P1P7 - Canopy Baloth - payoff for the landfall. Take it happily!
  • P1P8 - MDFC, can be useful removal from hand. In hindsight, maybe the Strength of Solidarity. Roilmage makes it look like no kicker drafters to my right - Dang kicker would have been good. 
  • P1P9 - In hindsight, REALLY should have taken Strength of Solidarity for the counters and working with Moss-Pit Skeleton
  • P1P10 - Wow, warleader wheeled - nobody playing WR warriors, I guess. Debated what card would have the "best" chance of making my deck, probably Cleansing Wildfire and land fall
  • P1P11 - Happily take this wheeled Blood Beckoning.
  • P1P12 - P14 - what's left, eh
  • P2P1 - Don't need Omnath (though could have been broken with my landfall) - should I have pivoted? I was probably already down on him due to Standard bannings. He's not black, which hurts. Deadly alliance is probably the best card for my deck here and great power level, though it's not going to be a party deck. Into the roil for that kicker deck that could have been.
  • P2P2 - Skyclave Shade - thank you. Roiling Regrowth has decreased in value since I have one and I'm not focused on Landfall - with just 2 payoffs (Baloth and Cobra)
  • P2P3 - Survivor fits my deck with the counters. Nothing else fits my deck or is very powerful to push me somewhere. Goma Fada for that Warriors deck.
  • P2P4 - Ha another Goma Fada - I wonder if someone at table pivoted to Warriors. Packbeast seemed like the best option. Didn't like much here in this pack. Silencer wouldn't make my deck. No green interestingly.
  • P2P5 - Zof Consumption vs Shadowcat vs Dauntless Survivor. And I WOW at the pick 5 Roil Eruption. Zof seems to give most options - win condition when at the end as well as MDFC. Survivor would help the coutners. Shadowcat could give counters but expensive. 
  • P2P6 - Take the removal, already have the feed the swarm. Thought about Blight-Priest but I don't have much life gain here. 
  • P2P7 - probably should play with Shadowcat in a deck like this one to see how it performs but I erred on the side of the 2 mana creature. Scale the Heights could have been an option as well due to land and counter
  • P2P8 - Generic warrior or combat trick. 
  • P2P9 - Another late blood beckoning. Happy to take it
  • P2P10 - Eh. Could take warrior but eh
  • P2P11 - P2P14 - nothing noteworthy
  • P3P1 - Gloomhunter could have been interesting with life gain and kicker and counters. I took Bala Ged Recovery to help fetch things out of graveyard. 
  • P3P2 - Why look here - not a huge bomb. But a card that fits my deck perfectly - counters/GB. Ambush would have been a nice backup. Lots of options here. 
  • P3P3 - Skitter-Sneak seemed like the best option. 
  • P3P4 - Scythecat - useful for land options here and nothing speaking out. 
  • P3P5 - Big green creature. Mind drain works better in UB mill
  • P3P6 - So. Moss-Pit Skeleton and Feed the Swam but I take the card I need for counters. I think Moss-Pit might have been good. Above, if I had chosen the Strength of Solidarity, I would have taken my 3rd Moss-Pit Skeleton. I think this is me learning the cards and knowing how they all fit. Better decision earlier would have had trickle down effects.
  • P3P7 - Eh. It does give a counter. 
  • P3P8 - Subtle Strike - counters. Malakir Rebirth could be nice in this deck but Subtle Strike works well with my cards
  • P3P9 - Another big creature but not sure what else I would take here that could make it
  • P3P10 - Blightblade a good cheap stall early. Too bad I don't have a fight spell
  • P3P11 - P3P14 - nothing noteworthy
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ZNR Draft #52 - Results

12/24/2020

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Went 0-3
  • First game, OP had Blue/Black Rogues and Bubble Snares made it hard for me. I did make one bad misplay but didn't really matter. 
  • Second game. Started with 4 Forests, no Swamps. 3B and 4G CMCs creatures and a Might of Murasa. Chose to keep. Feeling like I needed just one swamp to get going. Got pummeled by Skyclave Squids with no creatures and OP's Glacial Grasp. First swamp was turn 6, that's not going to help.
  • Third game. Verazol. I probably should have Feed the Swarm something big instead of worrying about ruin crab. That was a bad mistake by me. Video below - not an exciting game by me but I see a few mistakes here. 
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ZNR Premier Draft - #52

12/24/2020

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Here's the Draft Log for my ZNR Draft #52.
Here are my thoughts. I definitely made some bad mistakes in getting the optimal deck.
The deck I wanted was not there and I did not see the signals at the time on the deck that was available. 
For some reason, I got into my head after a few picks what I wanted to draft. 
It was good to review and write down all my thoughts (this blog thing is working as my own learning tool.

I wanted to write this up before I played with a deck that I think is not great but not horrible. I'd estimate 2-3 wins.
​
  • P1P1- Taborax - best card in pack (looking for counters/clerics after this)
    • Other cards in this pack: UNC: Paired Tactician, Beyeen Veil, Relic Amulet. Commons of note: Feed the Swarm, Marauding Blight-Priest, Tazeem Roilmage
  • P1P2 - best card. Thought about Moss Pit Skeleton - but under powered. Archon of Emeria seems clunky. Dauntless Survivor too early. Wizard seems like it keeps options open if I fall into the Blue/Red Wizards deck (though I did just pass a Relic Amulet). I did think about Shepherd of Heroes as a Cleric. 
  • P1P3 - Cleric and Counters. Another Shepherd of Heroes (sending signal). Could have taken both Shepherd of Heroes at this point (big fliers, good)
  • P1P4 - Shelter seems like best card in this pack. Nothing else noteworthy
  • P1P5 - Kor Celebrant - cleric and life gain for creatures coming into play, might be useful with Taborax. Thought of the Blood Beckoning - should have - let me bring back Taborax. Completely missed Electromancer here - red signal!
  • P1P6 - Look at Fissure Wizard - I clearly should see that White and Black look taken. Should have pivoted to Red/Blue Party/Wizards? But I took green card given JUST the cleric. Bad me.
  • P1P7 - Best card - Gnarlid Colony. Nothing else noteworthy
  • P1P8 - Best card? Maybe anticognition? Hellhound if I had gone UR. There looks like there could have been a good WR warriors deck. 
  • P1P9 - Feed the Swarm wheeled. Whee. Teeterpack Ambusher did as well, as did Sea Gate Banneret - likely no WR warriors. 
  • P1P10 - Duelist - party. I guess I should have taken the Snarecaster if I was leaning green.
  • P1P11 - Sea Gate Colossus seems reasonable for party 
  • P1P12 - more red fun. Smite seemed reasonable
  • P1P13 - Did I mention WR warriors open?
  • P1P14 - Hmm red is open!
  • P2P1 - Nothing I loved for my cards. BUT WR warriors has options. UR Wizards has Relic Amulet/Roilmage. How did I get green stuck in my head?
  • P2P2 - Red warriors would have loved those uncommons. And look, Roost - took some discipline not to take Roost. Deadly Alliance is good in party deck. 
  • P2P3 - In hindsight I guess I should have taken the Skitter-Sneak or Blightblade. Not sure why I took Relic Amulet. WR Warriors -> Fireblade Charger or Sell-Sword
  • P2P4 - Shadow Stinger - party, black. Solid card. Did I mention WR warriors?
  • P2P5 - Counters + Green + Party - Survivor. And look at the second warleader.
  • P2P6 - Stinger but another removal seems good. Could have taken Visionary as well. 
  • P2P7 - Not sure why I didn't take the Vastwood Fortification - already have 2 Deadly Alliances. WR Warriors would have loved the Electromancer here
  • P2P8 - Cleric for Taborax. But probably in hindsight should have taken the Zof Consumption
  • P2P9 - For my deck - the Vampire. But look at all those good red cards
  • P2P10 - For my deck the skydancer - but again, look at Kazuul's Fury!
  • P2P11 - Fine I'll take the Red Warrior😄
  • P2P12 - Black Party 
  • P2P13 - Black Party
  • P2P14 - Last Pick
  • P3P1 - Okay that's a nice card for our Black Green deck. Expert and Ambush were nice, but Inscription is good kicked
  • P3P2 - Black Party - stinger is solid. Nice red warrior. 
  • P3P3 - clearest indication red is open - Roil Eruption - painful. But Predition seems to fit in my deck.
  • P3P4 - Relic Vial with my clerics. Nothing else seemed strong, maybe skydancer
  • P3P5 - Mind Drain for my deck. So many good red cards. Yep, my seat should have been red
  • P3P6 - Debated the Disciple - probably should have taken that now in hindsight - but I thought I had enough removal and Visionary helped with party. Relic amulet in the back of my mind
  • P3P7 - Needed 2 drop - Nectarpot
  • P3P8 - More 2 drop - Gnarlid
  • P3P9 - Enough 2 drops - nothing else will make my deck - so just took the uncommon
  • P3P10 - Green rogue will fit in my deck.
  • P3P11 - Not going to make my deck. Remember what I was saying about WR warriors
  • P3P12 - Needed to take card
  • P3P13 - The most clear indication I needed to be red - seriously this wheeled? Nobody is in red at all
  • P3P14 - Last card
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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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