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Draft Analysis - ZNR Premier #60

1/5/2021

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Here's the Draft Log for ZNR Draft #60:

Since they don't currently save P1P1, here it is:
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As always, here's my thoughts post draft but before playing a game:
  • P1P1. I admit. I don't have Omnath on Arena. I think I could have taken Acquistions Expert or Kazuul's Fury. None of the commons jump out. So maybe we get some fixing and I play Omnath. Such a broken card. I'd have to get pathways and filters.
  • P1P2. Sorcerer seems like the best option. Scion means going WB Clerics. Rebirth can be good. None of the commons jump out. 
  • P1P3. I had not seen Shadows Verdict. I think it's been cast on me once. Seems like really investing in Black and not really a good choice this early. Hornbeetle - don't like Green counters. Rootgrazer - don't like Green/White. Skyclave Cleric is not really powered well for late game. Skulker or Field Research. I was tempted to take Field Research to go with the Rockslide but chose the 2 cmc Skulker.
  • P1P4. I thought about taking Adventurer but I have had success with RB Party. Vastwood Surge can be great in a landfall deck. Field Research could have gone towards Blue/Red party/Wizards. 
  • P1P5. Another Scion. Blood beckoning is good for this deck to bring back creatures. 
  • P1P6. Maybe Fissure Wizard but end up with the MDFC. 
  • P1P7. Thought about Warrior. WOW on the Shepherd of Heroes here. White Clerics is open. If we had taken the Scions, dang. But end up with the Spellcraft for the BR party.
  • P1P8. Wizard or Predation. I'll take the MDFC again
  • P1P9. Guess I could have taken Sizzling Barrage but end up with the Duelist. Probably a mistake thinking I would pivot back to Blue. I guess this deck could have gone Blue/Black Rogues
  • P1P10. Not much here. Tormenting Voice. 
  • P1P11. I guess I'll take the Spare Supplies just in case.
  • P1P12-14. To the Sideboard
  • P2P1. Deadly Alliance vs Grotag Bug-Catcher. The bug-catcher makes this work. Wow, look at that Clerics deck I could have had with the Cleric of Life's Bond. In hindsight, probably should have taken Deadly Alliance. 
  • P2P2. Cinderclasm out of all these options. I guess I could have taken Mind Drain or Subtle Strike (to work with my aggro creatures). 
  • P2P3. Feed the Swarm - clear winner. Look at that Kor Celebrant....
  • P2P4. Gladly take the Blood-Priest for BR party
  • P2P5. I was like Electromancer..... WELL ROIL ERUPTION! Red open?!?! 
  • P2P6. Expedition Champion to go with my other warriors.
  • P2P7. Happily take another Skulker
  • P2P8. Mind Drain. Nobody drafting Blue/Red Wizards clearly
  • P2P9. Not thrilled to take the Skitter-Sneak, but I'll take it
  • P2P10. Molten Blast over the Scorch Rider. Probably the wrong call but not by much.
  • P2P11. Vampire is kind of useless. Hunger may make deck but I don't have many counters.
  • P2P12-14. Maybe Hellion makes it otherwise the blue cards make the sideboard
  • P3P1. Nullpriest of Oblivion, gladly take it. Gloomhunter is here but Nullpriest is perfect for my deck.
  • P3P2. Gladly take another Bug-Catcher. Celebrant and Orah. Look at that Clerics deck :D
  • P3P3. Debated this one. Expert vs Charger vs Spikefield Hazard. I think Expert can help early and late, so taking it.
  • P3P4. This was another tough one. Lagac, Drana's Silencer, Disciple. Ended with the one that might be a good indirect removal card.
  • P3P5. Scorch Rider for my deck. 
  • P3P6. Happily another Blood-Priest
  • P3P7. Valakut Awakening or Ambusher - ended up with the 1/3 2cmc card
  • P3P8. Sneaking Guide over another Skulker, in case I need a way to get the Bug-Catcher through.
  • P3P9. Molten Blast - only card here
  • P3P10. Happily take Rage for a combat trick for my Bug-Catcher
  • P3P11. Random Molten Blast.
  • P3P12-14 sideboard material. 

I think there was a good Black/White Clerics deck and possibly an average Red/Blue Wizard deck. There might be a Blue/Black rogues deck or party deck in my seat as well. I think I got a reasonable deck, let's see how it plays. 
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Game Analysis - ZNR Premier #59

1/3/2021

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ZNR 59 - Game 1 (Loss vs BG Party on Draw)
MVP: OP's Nisha of Shadow Boughs

I had never played against Nissa. Lots of learning about my deck as well. 
  • Opening Hand/Turn 1. Debated mulligan. And in hindsight, not having the extra blue mana hurts. Kicker for Into the Roil and Bubble Snare need the extra blue mana. Taunting Arbormage is a bit underpowered for 3 CMC but has the kicker potential to win a game. Baloth is 4 turns away but I know I can cast it. Still not sure if I should mulligan this. Will have to try it out. Need to get a better feel for pace of this deck, as it's not the aggro deck I am used to playing. 
  • Turn 2. No creatures, just building that board. Obviously their Florahedron accelerates them. Should I into the roil given I have nothing to do, to slow them down?
  • Turn 3. Okay cast the Arbormage to get something on board. 
  • Turn 4. Go the bubble snare and the into the roil. Looking at it now, I could bubble snare the visionary now and into the roil the adventurer on their turn. I decide to cast the Baloth to give a blocker. I should be stalling. 
  • OP Turn 5. Not having mana open is bad. Rabid Bite does work here. Just really behind now. If I had Bubble Snared and then Into the Roil on their turn, Would be much more balanced. Need to be more aware of the threat size.
  • Turn 5. Do what I should have done last turn. Why did I cast Into the Roil there? Oh, so I could attack. I know I can cast Stomper on my turn but Bubble Snare kicked does work. 
  • OP Turn 6. Wait what. Nissa! That Florehedron did some work this game. Haste land for 3 ouch.
  • Turn 6. If I can't kill Nissa, do I attack her? Having all creatures back to block was probably smarter. 
  • OP Turn 7. Just learned Nissa lands have menace.  Should definitely have held back attackers
  • Turn 7. Out of sequence. Nectarpot and THEN land for the 1 life. OP would have killed the Nectarpot anyways. 
  • OP Turn 8. Ouch. OP has all mana available during attack. Could I stabilize the board here? Nope, blood beckoning coming. 
  • Turn 8. Have to cast the Canopy Baloth but I've already lost.

Learning this deck. Will do better next time I draft this. 
ZNR 59 - Game 2 (Loss vs WB Clerics on Draw)
MVP: OP's Cleric of Life Spawn
  • Opening Hand/Turn 1. Got 3 2-drops along with Into the Roil and Riptide at 3-drop. Only two lands, but this is playable. Baloth is good draw, though land would be better.
  • OP Turn 2. Uh oh. Cleric of Life's Bond
  • Turn 2. Vine Gecko, kind of a target. Just as good as Gnarlid Colony - though Gnarlid Colony can kick later.
  • Turn 3. Missed land drop. Could Bubble Snare the Cleric of Life's Bond. Was worried about the ping from the Blight-Priest. Thought I could Into the Roil Cleric later. 
  • OP Turn 3. Debating here on blocks. I could double block and should have. Traded 1 for 1 but went for the Blight-Priest. Not sure why. Got enamored with the Into the Roil on the Cleric of Life's Bond. Will also be bigger threat next turn and will take out 2 of my creatures. Wrong block.
  • Turn 4. Missed another land drop. Would have been Riptide on 3 and better on 4. Just evaluating how good my deck really is. 
  • OP Turn 5. Yes another reason I should have taken out the Cleric of Life's bond. Dang I play badly.
  • Turn 5. Finally a land. Riptide seems to help stabilize board. BUT I forget that Vine Gecko reduces Into the Roil kicker and could have cast it with kicker and got a card and bounced the Cleric and would have given a +1/1 counter to Vine Gecko. 
  • OP Turn 6. Just behind. So many bad plays by me from earlier. I can't kicker into the roil and bubble snare. So far behind now
  • Turn 6. Too little too late 

Definitely learning this deck. This deck should have performed better this game. Let's hope I can do better next game.
ZNR 59 - Game 3(Win vs WB Clerics on Draw)
MVP: Vine Geckos
  • Opening Hand/Turn 1. Looks like Vine Gecko with good land start.
  • OP turn 2. Oh no, not again.
  • Turn 2. Yep Vine Gecko. 
  • Turn 3. Vine Gecko #2. Hold the bubble snare so I can cast it kicked. I think he may not slam Cleric of Life's Bond into double block. 
  • Turn 4. I was right about not attacking with Cleric of Life's Bond. I can boost my vine geckos and bubble snare the Cleric of Life's Bond and attack. The tide has turned. I am not the beat down. Should have cast the Roilmage AFTER the attack. 
  • Turn 5. Arbormage is interesting with the Roilmage as fodder to take out the expedition healer. 
  • OP Turn 6. OP stuck on 4 lands, missed two land drops. Relic Vial is very useful. 
  • Turn 6. And look at that top deck. What a card. Get rid of the Cleric of Life's Bond and let's go. Having the Roilmage in hand with the Into the Roil in graveyard. Dang. Learned that only the first kicker card is reduced in cost.
  • OP Turn 7. Missed 3rd land drop. Ouch. 
  • Turn 7. Roilmage bring back the Into the Roil -> OP concedes

Learned in this game that the focus on Kicker is key. Last two games with beasts, they just don't do much. Canopy Baloth is going bye bye. Switching from Beasts to Party. Curious to look at my draft and what I would do differently now. Looks like maybe 2 Baloths out for Squids. Not that big of a change.
ZNR 59 - Game 4 (Win vs WB Clerics on Play)
MVP: Lullmage's Familiar / Seafloor Stalker
  • Opening Hand/Turn 1. Blightblade turn 1, Roilmage turn 2. 3 lands. Seafloor Stalker and a bubble snare. Pretty good starting hand, given that I traded 5 Canopy Balothes for Party cards, including the two Rogues here.
  • Turn 2. Now I play Nectarpot to preserve life. Probably should have held Blightblade back for his attack on me. 
  • Turn 3. I guess he wanted Gloomhunter out more than a Cleric. Decide on Field Research to get me the "materials" for my kicker deck. Make sure I don't miss land drops. Those are good draws. Don't need to attack with Blightblade to keep his Cleric back.
  • Turn 4. Lullmage's Familiar seems like a good play to get more mana and life from kickers. Worried about removal. Bubble snare gets blocked by the Shelter. 
  • OP Turn 5. Block with Blightblade, if OP has got a trick, great. I should have predicted the trick, given that OP did not attack before. But Cleric did no damage. 
  • Turn 5. Visionary gets me a card. And with 2 Gnarlid Colonies, might as well bring one out un-kicked.
  • OP Turn 6. Allow the damage to happen. I can crack back.
  • Turn 6. But a big body out there to double block the Cleric. But I make the mistake of attacking all. Should have kept the Colony back. 
  • OP Turn 7. Though it wouldn't have mattered with the Outrider buffing the Cleric. 
  • Turn 7. Bring out another big body. Attack with the Veteran Adventurer since it has vigilance. 
  • Turn 8. Probably good that I waited to bring the Stalker out to make sure I stabilized the board. Roilmage brings back Field Research - need to keep feeding this kicker deck. 
  • Turn 9. Stalker's time to come out. I think I probably should have cast Field Research here to use my mana and get cards in hand. What am I representing. 
  • Turn 10. Packbeast. Yum with the Stalker. Make sure that I use the right mana. If I don't use all the blue to make Stalker stronger, I should cast Field Research here. Too much looking for a kicked spell. 
  • Turn 11. Oh i do kick it to get me 2 life and the extra card. And the third card is the bubble snare...
  • Turn 12. Bubble Snare on the Cleric means OP concedes.
Some mistakes on my side but this is how the deck is supposed to work. Party made a difference, so the changes of removing the Canopy Balothes for the Party cards made a difference. 

Lullmage's Familar 2 life and Sam Black saying UG Kicker wants Nectarpot to lengthen the game to get to the long game with kicker. Did the math. I would have been dead on OP Turn 11 if it wasn't for the life from Nectarpot and Familiar. Surprised there was not more removal cards in OP's hand. Ends the game with 2 cards in the graveyard. Must have drawn a lot of lands. 
ZNR 59 - Game 5 (Loss vs WG Landfall on Play)
MVP: OP's Prowling Felidars
  • Opening Hand/Turn 1. Packbeast, Roilmages, Gnarlid Colony, 3 lands - good to go. 
  • Turn 2. Debated Gnarlid Colony, but against green. Not worried about subtle strike or duelist. Went for packbeast.
  • Turn 3. Should have cast Vine Gecko after attack. 
  • Turn 4. Cast Gnarlid Colony before combat to get the buff on the Vine Gecko. 
  • Turn 5. Oh how this game would be different with a bubble snare instead of one of the roilmages. Gnarlid Colony a good one here. Wide board here.
  • Turn 6. Interestingly. If I had cast the Roilmage kicked, Gecko to 4/4, attacked with all. Would have killed one of his Felidar and lost Gnarlid Colony and Gecko and he would have been down to 4. Unless he had practiced tactics. Don't let the Felidars grow. 
  • OP Turn 6. They would have been up to 7 life with the Asceticm, and OP did have practiced tactics. I debated blocking with Gnarlid Colony and Vine Gecko or with Lullmage's Domination. Practiced tactics only does 2 damage. Would have saved either instead of a double kill of Vine Gecko/Gnarlid. 
  • Turn 8. Casting Roilmage with kicker to get the 2 life. 
  • OP Turn 8. Makindi Ox, really? Guess it works in a WG landfall deck. I take damage. 
  • Turn 9. Stalked or Roilmage. Stalker gives options to go on the offense, if I draw the right cards. Whoa. Roiling Regrowth and buffing the Felidar.
  • OP Turn 9. I guess I can chump block while I wait for help. Felidar Vigilance is annoying
  • Turn 10. OK, there's some help. Bubble Snare kicked = 2 life and stop the big creature. If OP draw a land, they can tap the Blightblade. 
  • Turn 11. Sigh, land doesn't help. I could do 3 damage with Stalker, but then they could tap one creature and attack with 2. 
  • OP Turn 11. They are playing open hand. I screw up and do not mean to use Familar for mana. Would have double blocked to kill the Ox and let him chose which one he wanted to kill. 
  • Turn 12. There's some help. 
  • Turn 13. Some more help to turn this around with Bubble Snare. Take out OP's biggest threat. They need a land drop to activate Ox. I should attack with Stalker buffed for one. And attack with the Adventurer, because they would have had to block with at least one. 
  • OP Turn 13. It woudln't have made a difference. Would have still lost to the top deck Arbormage. 
Some small mistakes, it wouldn't have mattered given the top deck. But I think I could have played better. There was definitely a turn where I could have killed one of his Felidars earlier. 

This was an interesting game. Top decks at the end. 

Deck Summary/Thoughts

Beasts were a distraction. Definitely kicker and party work well together. I learned a bunch these round of games, where losing actually forced me to try something different for the deck and it worked.  Again, lots of little edges I'm missing in gameplay. 
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Draft Analysis - ZNR Premier Draft #59

1/3/2021

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Here's the Draft Log for ZNR Draft #59:
Since they don't currently save P1P1, here it is:
Picture
As always, here's my thoughts post draft but before playing a game:
  • P1P1. Don't like Ooze. Vine Gecko is the only uncommon I'd consider. For commons, Feed the Swarm or Rabid Bite - not worth taking over Vine Gecko. Not a great pack. 
  • P1P2. Big yuck. I had Malakir Rebirth picked until the end. Canopy Baloth or Blightblade. No good creatures here or spells. Had those good matches with Baloth, so ended up there.
  • P1P3. Visionary. Blood-Priest. Gloomhunter. Springmantle seems too expensive. Baloth again :D Packbeast seemed like the best option here. 
  • P1P4. Blackbloom Rogue - could pivot to Rogues. Feed the Swarm. Again, nothing else jumps out. 
  • P1P5. Another Vine Gecko. Haven't seen many kicker cards actually. Diviner or Blood-Priest are good cards and maybe Blood-Priest is my #2 pick. But let's see if we can make the kicker deck work. 
  • P1P6. Bubble snare - kicker card. Nothing else jumps out. If Bubble Snare not there, maybe Throne of Makindi.
  • P1P7. Gladly take Field Research here
  • P1P8. Nothing jumps out - I'll take another Baloth.
  • P1P9. Gnarlid Colony wheels. Better than second Field Research
  • P1P10. Debated Shell Shield or Blightblade Ended up with cheap creature.
  • P1P11. Cleric of Chill Depths. Can stall board until late game.
  • P1P12. Duelist - always a nice trick.
  • P1P13-14. To my sideboard
  • P2P1. Adventurer or Wizard. I have no Wizards, so I ended up with the Adventurer - if I pivoted to more party.
  • P2P2. Bubble Snare or Might of Murasa. I'll take the Bubble Snare for now. 
  • P2P3. Gladly take the Into the Roil, but wowzers on the Cleric of Life's Bond. 
  • P2P4. Gnarlid Colony #2. Nothing else jumps out.
  • P2P5. Could have taken the Squid. Probably should in hindsight now. Snare caster to block fliers. 
  • P2P6. Vine Gecko #3, wow. Kicker should be flowing.
  • P2P7. Canopy Baloth #3 for big brutes
  • P2P8. Skulker in case we go long with party. This is a mistake. Should have taken the Living Tempest for Flash and Flying
  • P2P9. Canopy Baloth #4. Have a lot of 2 drops, so skipped the squid.
  • P2P10. Plunder - maybe I'll play
  • P2P11. Stomper to pick up lands for the Baloths
  • P2P12-14. To the sideboard
  • P3P1. Nope, no Roost. Amulet seems like the wrong fit for this deck. Gnarlid Colony #3 helps with curve and kicker late. Nothing else interesting. I wonder if I should have considered the Living Tempest, as I don't have much to stop fliers in this deck. 
  • P2P2. Tazeem Roilmage. Debated the Scythecat. Don't have that many spells, also bringing out more land.
  • P2P3. I guess I'll take the Lullmage's Familiar and hope the Gnarlid Colony or Scythecat wheel. 
  • P2P4. Another Baloth sure
  • P2P5. Visionary helps draw than Baloth #6. 
  • P2P6. Roilmage Best option here. 
  • P2P7. Ruin crab almost makes it around. Riptide helps with body and can become a 5/5 with all these kickers
  • P2P8. Taunting Arbormage could help me win the game and it's a kicker
  • P2P9. Nectarpot can help stabilize board. Again, Living Tempest should have been under consideration. 
  • P2P10. To Sideboard
  • P2P11. Gnarlid Colony #4. 
  • P2P12. PIck-Axe could come in handy with land fall - but sadly I don't have any bring more land out cards
  • P2P13. To sideboard
  • P2P14. Glacial Grasp isn't bad option for last pick. 

Definitely think I could have taken a Living Tempest to block fliers. Might of Murasa would have been nice as well. Got a bit confused with the party focus. I think now that I've built my deck, definitely a few picks were wasted when I had a sense of which deck I was going. 

Scanning the draft for other possible directions - there really wasn't a WB Clerics deck even with the Cleric of Life's Bond as P2P3. Maybe there was a RW Warriors deck. But I think I did reasonable with this deck. Let's see how it plays 2-4 wins?
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Game Analysis - ZNR Premier #58

1/3/2021

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ZNR 58 - Game 1 (Loss vs UG Landfall Scute on Draw)
MVP: Scute Swarm
  • Opening Hand/Turn 1. Bug-Catcher and two removal/combat tricks. Seems like a good start with good distribution of lands
  • Turn 2.  Bug-Catcher. Can't block the Squid though. 
  • OP Turn 3. RIsen Riptide. Sigh. 
  • Turn 3. Do I try to get rid of the Riptide. Trying to use my mana and scry and get another party card. With a 2nd Bug-Catcher in hand, I probably should be trying to get a party member. I'm good with this play here.
  • Turn 4. Do I try to get rid of yet another Riptide. I think I bring out the 2nd bug-catcher still debating on attack. This would be an interesting match bo3. 
  • Turn 5. Chose not to attack. Into the Roil is good play by OP. Draws a card and I can't double block on Squid. 
  • OP Turn 6. Scute Swarm perfectly on time and they have yet to miss a land drop, wow what a draw for them. I know I can get rid of one with Kazuul's Fury, can I get rid of the second. If I drew a Roil Eruption I would be able to. 
  • Turn 6. Still have to carry out the destroy one scute swarm. I probably could scoop at this point with cards in hand and no real way to stop the multiplying Scute unless they miss a land drop. Forgot if I should get rid of token or card. I think token is better since it can't come back from graveyard. 
  • Turn 7. I think there's not much hope at this point. 
Not quite sure what I could have done differently. The riptides were in the way and I probably would have done better with more party cards. Let's see how this deck plays out. 
ZNR 58 - Game 2 (Win vs UB Party on Draw)
MVP: Feed the Swarm
  • Opening Hand/Turn 1. Great curve. Skulker->Blight-Priest->Electromancer-> hopefully new card to dual cast. 
  • Turn 2. There was a pause with one blue mana by OP, so I'm thinking there's a Duelist in hand. Skulker is pretty straight forward play.
  • Turn 3. With Cleric out, no need to attack. Just build the board/party. 
  • Turn 4. Okay. How to double spell here. I can bring out Electromancer -> Mind Drain or Skitter-Sneak or Feed the Swarm. Mind Drain would remove half their hand, that's tempting. But another rogue to make Skulker death touch wins. 
  • OP Turn 5. I know I can double spell Mana Drain and Feed the Swarm. Field Research by OP fills up their hand sadly.
  • Turn 5. Mind Drain before Feed the Swarm. I think I would have attacked with all except I was worried about Duelist. Just realized that Skulker would be neutralized by the Duelist. But I would keep one Rogue. 
  • OP Turn 5. Scavenger is worrisome but not a huge threat. 
  • Turn 6. I think I swing with everything and kick the Rider for Haste. OP has Anticognition, good for them. I realize there's no blue mana open so I don't worry about Duelist and they have to block something or it's lethal. 
  • Turn 7. I think I still attack with everything. Oh yeah chilling trap but luckily it didn't kill anything of mine. 
  • Turn 8. Zof for the win on the draw, but I think this was the right amount of aggression. Probably could have done a bit more. 
I think this was prioritizing party for the correct early phase and then just pushing the pedal to the metal when the board was built. 
ZNR 58 - Game 3 (Win vs WG ??? on Play)
MVP: Grotag Bug-Catcher 
  • Opening Hand/Turn 1. Great start/curve. I debated Expedition Skulker and Grotag-Bug Catcher on 2, but realized I can cast Bug-Catcher on 3 with Electromancer but not the Skulker. 
  • Turn 2. Skulker as mentioned above. Nice draw on the Inordinate Rage
  • Turn 3. Boom. Amazed they didn't cast anything on Turn 2. 
  • Turn 4. What a draw. They are tapped out. I know I can do 9 damage. And I do. Party worked out well.
  • Turn 5. Ouch for OP that they are tapped out. I didn't actual do the math but I knew they would likely block the Bug-Catcher. In hindsight, should have kept the Cleric on top (not that it mattered) so I would have a full party and boost Electromancer in hand and Bug-Catcher damage. 

This is the perfect draw/curve for this deck. Also realized that Grotag Bug-Catcher is the target for trades, and combat tricks work well with the trample. 
ZNR 58 - Game 4 (Win vs WG Landfall on Play)
MVP: Ardent Electromancer
  • Opening Hand/Turn 1. Initially I was like only one land? But I think playing an MDFC turn 1 and then mountain to bring out Grotag Bug-Catcher on turn 2. Worse case Turn 3 is to play the MDFC and bring out the second Bug-Catcher. A land means Electromancer into bug-catcher.
  • Turn 2. Bug-Catcher it is.
  • Turn 3. Play the MDFC as land and bring out the second bug-catcher. 
  • Turn 4. Nice to dual spell with the Electromancer into the Rebuke on the Baloth and then be able to swing with both bug-catchers with 2 party members.
  • Turn 5. Perfect Swamp draw allowing me to Electromancer and then deadly alliance the hornbeetle. And then swing with the group. 
  • Turn 6. Guess he has no ammunition with just one card in hand. I'm swinging for 6 and he can't kill anything. 

Explosive start with Electromancer, allowing me to dual spell remove creatures. 
ZNR 58 - Game 5 (Loss vs UB Mill Rogue on Play)
MVP: OP's Mind Carver
  • Opening Hand/Turn 1. Very good starting curve. 
  • Turn 2. Drawing Electromancer, now I have to think about sequencing. I could bring out Blood-Priest here but it would do just 2 damage and potential for 3 later. I think I choose for the greedy line here with Grotag Bug-Catcher. 
  • OP Turn 2. Sneaking Guide is a good discard out of my options.
  • Turn 3. Was it greedy to actually play Bug-Catcher on 2? I could have dumped out my party on 3 if I had played Blood-Priest. Now I'm one turn behind. I was hoping to draw a red 2 drop, that was bad mistake by me. 
  • Turn 4. Now that I look at it, I missed 2 damage here, as I could have done the Kazuul's Fury before combat and attacked with the Blood-Priest but lost the Kazuul's Fury. So I could have had OP down to 11 here with this line. I also could have had OP to 11 here if I had played the Blood-Priest. Difference is that I would have had the Electromancer on the board. Post combat, such a waste of mana. Could have killed the blackbloom rogue here instead of bringing out the Skulker and attacked for 2. Though it would have cost the Electromancer. 
  • Turn 5. Carver going to be dangerous. Should have attacked with the Electromancer and then Kazuul's Fury the Blackbloom Rogue. The Skydancer coming out, I should have used the Fury there to kill the rogue. Did not pay attention to cards in graveyard and milling. 
  • OP Turn 5. Realized I had to double block. I am pretty happy with my Fury use here. I said it above I wish I was smarter but here's an example of me knowing what to do. Use the Fury before the creature is useless. Definitely not out of game. 
  • Turn 6. I attack, knowing I'll take more damage and the clock is ticking, but if I can get OP to 4, then we have options. 
  • Turn 7. Colossus is one short, not going to get rid of my Zof consumption to be able to cast it next turn. Hope for land. 
  • Turn 8. Land I need but too little too late with OP putting hand onto board. 
Lots of interesting trade offs in this game. Much more than I was thinking when I was playing. Lots of little mistakes. Small greedy play for 2 life when I wanted board presence. Not pushing the advantage when I had it.
ZNR Game 6 (Loss vs UG Kicker on Draw)
MVP: OP's Kazandu Stomper
  • Opening Hand/Turn 1. Reasonable curve. Blood-Priest to Blight-Priest. No warriors. Mind drain could be useful. Maybe I should have done mulligan to get better red curve? But this seems reasonable. Don't look at revisionist history to decide if I should have mulliganed. 2 lands, reasonable playing of creatures + mana drain. It's not a mulligan to go down a card.
  • Turn 2. Blood-Priest. 
  • OP Turn 3. Squid attacks. I was wondering about Duelist. I knew I had a priest behind. Probably should just not block. 
  • Turn 4. I think I can Mind Drain next turn, as well as do one more damage. Get a creature out there. 
  • OP Turn 5. Should I have blocked the Duelist - OP might be bluffing given the last one. 
  • Turn 5. 4 lands. Does not look like I can double spell. I know the scorch rider can reduce the cost of deadly alliance. I know I can feed the swam the squid and deadly alliance the brute. Mana drain gets rid of a Geysermage. 
  • Turn 6. I wonder if the feed the swarm was the right call, as OP needs to draw a land to make squid attack. Probably should have attacked here as well. Probably got too nervous with 9 life. Should make OP cast spells. Played WAY too passively after the Duelist early on. In fact, they did not draw the land. 
  • OP Turn 6. Maybe I should trade off Blight-Priest for Brute. Definitely seeing how the extra mana to cast Blight-Priest is not worth it in a non-Kor Celebrant deck.
  • Turn 7. Debated hasted scrorch rider. But went the route of deadly alliance to buy myself time. Again, hesitant with the Blight-Priest. I could have turned it around with some better plays. 
  • Turn 8. Need Scorch Rider to block stomper. Zof would have just stalled.
  • OP Turn 9. Should have expected a trick - though not much choice here. 
  • Inevitable loss after that play.

Again, so many small mistakes in this game. Hesitancy and not thinking it through when they had low card count. Definitely cost me edges where I could have come back. Just kept digging a deeper hole. They top decked a Stomper, could have bought myself time to top deck Zagras. 

Deck Summary

Lessons learned from this deck:
  • Draw Zagras. Sadly I never had Zagras in my hand for 6 games.
  • Be aware when you are the beat down and push your advantage if you have an aggro deck
  • Try to play out your party as fast as possible and use all your mana. Don't get greedy about small edges that don't use your mana. 
  • Don't be afraid of combat tricks when you get hit with one early. 
  • Pay attention to graveyard size when OP has a mill deck
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Draft Review - ZNR Premier #58

1/2/2021

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Here's the Draft Log for ZNR Draft #58:

Since they don't currently save P1P1, here it is:
Picture
As always, here's my thoughts post draft but before playing a game (though after drafting this I wanted to go into the game ASAP). 
  • P1P1. Clear Zagras. Okay, so I'm like I really want to go all-in RB Party and draft "the Easy Way".
  • P1P2. The pain. The ROOST! Drafting the Hard Way says I should take it but what about Zagras!!! Okay, I'm going to try and draft RB as much as possible and see what happens. Taking a Blood-Priest over Roost, what am I thinking!!! Debated the Pelakka Predation as MDFC but Zagras is a Rogue and we're going all-in on Party!
  • P1P3. Expedition Skulker best RB. Again, Predation was tempting but went for creatures.
  • P1P4. Feed the Swarm is good removal for creature or enchantment (looking at you Roost). Spellcraft would be nice if Feed wasn't here.
  • P1P5. Marauding Blight-Priest, nothing else speaks to me
  • P1P6. Skitter-Sneak isn't the best pick, but it's a Rogue. 
  • P1P7. Kazuul's Fury is very useful in this deck. Ambusher and Skitter-Sneak are just replacements. 
  • P1P8. Charger is a nice low end Warrior. Sneaking Guide is in consideration. 
  • P1P9. Let's see what wheels. Electromancer is good for Wizards!
  • P1P10. Predation wheeled! Happy to take it now. 
  • P1P11. Colossus - Warrior, Party and Big creature.
  • P1P12. Ambusher is fine at this point. 
  • P1P13-P1P14. Just what we get
  • P2P1. Deadly Alliance removal. Skydancer and Blight-Priest are in consideration. Geopede not. 
  • P2P2. Cinderclasm and Sneaking Guide. Sneaking Guide is useful with Grotag Bug-Catcher and full party
  • P2P3. Speaking of which, here's our first Grotag Bug-Catcher. 
  • P2P4. Scorch Rider is Warrior. Gloomhunter nice but not party.
  • P2P5. Was thinking of taking Scion of the Swarm and maybe I should have, as I already had an Ambusher and wasn't likely to play 2. 
  • P2P6. Not sure what to do for this deck. Golem? But ended up with Sentinel as flyer.
  • P2P7. Don't want another Feed the Swarm but a second Fury can work, always end up as tapped land worse case. Sneaking guide works well as party, 1 mana, and can get things through a stalemate, with Bug-Catcher being able to be buffed past 2 power.
  • P2P8. Tormenting Voice - going straight to sideboard
  • P2P9. Tuktuk also to sideboard
  • P2P10. Cinderclasm wheels, I'll take that.
  • P2P11. Mind Drain has potential, while I have found that Treachery isn't as useful. 
  • P2P12-14. All going to sideboard.
  • P3P1. Grotag Bug-Catcher #2. I was tempted to take Blackbloom Rogue. Electromancer is in consideration but Bug-Catcher makes this work.
  • P3P2. Debated over and over of Hazard vs Goma Fada Vanguard. Have some limited removal, so I went with the Hazard (also MDFC). Vanguard is tough with me having so many Warriors already. 
  • P3P3. Gladly take the Thundering Rebuke. Nothing else noteworthy for RB.
  • P3P4. Why hello there Roil Eruption!
  • P3P5. Zof Consumption. MDFC and I have found these really useful. Sneaking Guide is the only other card worth taking here.
  • P3P6. Grotag Bug-Catcher #3. Scion is still hanging out but need to skip.
  • P3P7. Not much good here. Just took the Skitter-Sneak.
  • P3P8. Again Zof Consumption vs Sneaking Guide. 
  • P3P9. Electromancer wheels!
  • P3P10-11 - going straight to sideboard
  • P3P12. Rage is useful as a combat trick up my sleeve, especially with Bug-Catcher
  • P3P13-14. Also going straight to the sideboard.

Wish we had a Stonework Packbeast. And I had said "a Roil Eruption" early in P3 but it came in P3P4! After Cinderclasm and Thundering Rebuke. A few close choices, like P3P2, where if I had know the direct damage cards coming, I would have taken the Goma Fada Vanguard which would have been useful. Okay, I have high hopes for this deck.

Out of curiosity, let me roughly see what would have happened if I took the Roost with P1P2. 
  • P1P3 Into the Roil, though Relic Amulet is tempting.
  • P1P4. would have probably taken Feed the Swarm still but Riptide is best kicker card? 
  • P1P5. Bubble Snare
  • P1P6. Skyclave Squid
  • P1P7. Probably would have taken the Fury, given no kicker cards
  • P1P8. Riptide again? Charger might have.
  • P1P9. Electromancer to give options for blue/Red wizards
  • P1P10. Field Research. Interesting this wheeled with the Roost out there
  • P2P1. Into the Roil 
  • P2P2 Cinderclasm
  • now we're just guessing mostly
  • P2P4. Roilmage
  • P2P5 Lullmage's Familiar
  • P3P1. Geysermage
  • P3P2. Verazol. 
  • P3P3 Lullmage's Familiar/Into the Roil
Would have been interesting, obviously I don't know if I had taken Roost what would have flowed my way. There did seem to be options. But let's see how Zagras plays out. 
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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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