Friday, June 1, 2012

AVR Draft #9 U/w Control (0-1, mtgo 84)

  Pack 1 pick 1:

  My Pick:

The only other card under consideration here is Druid's Familiar. it may even be better, but the spirit away is so huge if your deck can get to 7 mana. also i liked the prospects of tablign a crippling chill over a terrifying presence. chill fits the plan of a spirit away deck, and from the get go i can focus on a blue control deck.
  Pack 1 pick 2:

  My Pick:

i swear to god this was a goof grab. probably should have taken prowess, but i didnt even see the pack just sorta flinched and clicked, so didn't know what i had passed either :(
  Pack 1 pick 3:

  My Pick:

the bat is the strongest card here, but smuggler is pretty good, and if i get some sweet ETB effects which the blue grindy decks tend to have, i'll be happy to have this guy. i'm also open to a second color still.
  Pack 1 pick 4:

  My Pick:

and, there's my second color. easy choice. frailty is good, but especially if i'm trying to survive until i can cast spirit away, the angel is going to do more work.
  Pack 1 pick 5:

  My Pick:

i'm not a big fan of the devils, and it looks like i'll have plenty of top end available to me. maybe ill end up in red after all (jeez if only i had taken that prowess... this is the first time i've looked back at it knowing what was in that pack 2)
  Pack 1 pick 6:

  My Pick:

this card has been amazing for me, but not so much in a control deck, regardless i wanted to cut blue, because if i see this late i consider it a signal. to be honest, sometimes i confuse it with ghostform, both by picture and first glance at the name.
  Pack 1 pick 7:

  My Pick:

not sure if i'd rather have th etwo drop here or the blow, but if i am indeed in u/w removal will be limited.
  Pack 1 pick 8:

  My Pick:

Slow tapper is slow, but if my deck turns out the way i want it he's a good fit.
  Pack 1 pick 9:

  My Pick:

never excited about this, but again, in a deck just trying to survive to the late game it's fine.
  Pack 1 pick 10:

  My Pick:

i suppose there's a possibility i play red instead of white, we'll see...
  Pack 1 pick 11:

  My Pick:

down to do some blocking!
  Pack 1 pick 12:

  My Pick:

sure, deck may turn not turn out to be mill, but its not like these other cards are making the cut either.
  Pack 1 pick 13:

  My Pick:

not a big fan of this guy.
  Pack 1 pick 14:

  My Pick:


  Pack 1 pick 15:

  My Pick:


  Pack 2 pick 1:

  My Pick:

i used the maximum amount of time on this pick. I even had the Herald of War preselected with a right click for almost the entire time. at the last moment i selected the lookout. In retrospect, id rather have had the herald in this deck. The lookout isn't htat great in a controlling deck, as it doesn't block well, adn you often dont have enough aggression to get him (or his soulmate) for a card. meh.
  Pack 2 pick 2:

  My Pick:

what a pack. hate to pass the latchseeker, but esepecially since i just got blown out by this guy last draft, i'm snapping him up.
  Pack 2 pick 3:

  My Pick:

surprisingly enough, i haven't had a chance to play with this card much, but it appears awesome, and i've been blown out by it before, so lets rock it. i could use some removal anyway.
  Pack 2 pick 4:

  My Pick:

early defense, yup.
  Pack 2 pick 5:

  My Pick:

hm okay, well now we have a mill backup plan at the least. especially with the horned turtle.
  Pack 2 pick 6:

  My Pick:

not exciting but fits the plan.
  Pack 2 pick 7:

  My Pick:


  Pack 2 pick 8:

  My Pick:

seeing as i already goofgrabbed one ghoul, i likely wont play a second one, and i'd rather just D the prowess. I still haven't really taken a ton of white cards, so the few red cards i have are underconsideration as well.
  Pack 2 pick 9:

  My Pick:

NEED MOAR BLOCKERS
  Pack 2 pick 10:

  My Pick:

yup, after pick 9 we get no playables for our deck, fucking hate this format...
  Pack 2 pick 11:

  My Pick:


  Pack 2 pick 12:

  My Pick:


  Pack 2 pick 13:

  My Pick:


  Pack 2 pick 14:

  My Pick:


  Pack 2 pick 15:

  My Pick:


  Pack 3 pick 1:

  My Pick:

no choice.
  Pack 3 pick 2:

  My Pick:

i considered the 2drop, but a 2nd one of these is a decently reliable plan, and i also have 2 horned turtles.
  Pack 3 pick 3:

  My Pick:

empty pack for me, fits the plan, etc.
  Pack 3 pick 4:

  My Pick:

love this guy. welcomed addition.
  Pack 3 pick 5:

  My Pick:

wasnt sure if i should take the blow here instead. as i said earlier, not much experience with vanishment. now, having played it, i think its certainly better.
  Pack 3 pick 6:

  My Pick:

I considered dreadwaters here, but didn't feel it was neccessary, if i set up defenses, stern mentor can win the game on his own. adding a bunch of mill sorceries isn't neccesary, but can work if you dont have enough other action.
  Pack 3 pick 7:

  My Pick:

block block block block block
  Pack 3 pick 8:

  My Pick:

oh wow, an empty pack!
  Pack 3 pick 9:

  My Pick:

Horned turtle can not block thou. You have been cacked.
  Pack 3 pick 10:

  My Pick:

meh, no chance i'm playing a 2nd one of these, but whatever.
  Pack 3 pick 11:

  My Pick:

hm which of these 4 unplayables should i take...
  Pack 3 pick 12:

  My Pick:


  Pack 3 pick 13:

  My Pick:


  Pack 3 pick 14:

  My Pick:


  Pack 3 pick 15:

  My Pick:




This draft converter created by Benjamin Peebles-Mundy.
Visit the draft converter today!
Here's the deck i built

Game one I kept: Plains, Plains, Island, Fettergeist, Peel from Reality, Crippling Chill and Inquisitor.

I started off on the play with the inquisitor and the fettergeist getting some early beats. i didn't have much other action for a while. he got down a nettle swine and 3/5 Reach Soulbound guy. after using the crippling chill, i whittled him down to 5 before he walled up with fat green dudes. i drew into a stern mentor and started milling him while I was on teh defense. I milled him down to 10 cards before he cast terminus. I untapped and played dead eye navigator and he conceded.

I boarded out the smuggler for the 2/5 Spectral Gateguards

Game 2 on the draw, I opened on this 7: Island x2, Plainsx3 Spectral Prison, and Tandem Lookout. I shipped it.
6: Island, Peel, Inquisitor, Spirit Away, Tandem lookout, plains.

This game ended pretty quickly. i never drew a 3rd land before i died.

Game 3 on the play, I opened on this 7: 2/4 lifelink flier, plains, plains, defang, fettergeist, tapper, spirit away
Shipped. with no island and a majority of my deck blue, i wasn't willing to keep it, especially since i didn't even have neough plains to cast any of my creatures.

my 6 card hand had no lands, and wasnt really worth writing down.

kept the 5 card hand of: Island, Island, tapper, vanishment, and righteous blow.
never drew a land. died.

Again, i think this deck was fairly solid, pretty dissapointing....

No comments:

Post a Comment