luckyfirefox16 says... #1

I like the Permafrost Trap and the Smoldering Spires ... Permafrost is a one time deal though, and I could see more craziness ensuing with the Walking Atlas /Living Tsunami combo if we take the spires.

Smoldering Spires

April 21, 2010 2:04 a.m.

merubhanot says... #2

There are very few playable cards in our colors here. I can see an argument being made for Permafrost Trap , though I would never pick it. I think the right choice here is the Quicksand , but i have a feeling people will disagree.

April 21, 2010 2:06 a.m.

KrazyCaley says... #3

I think Permafrost Trap or Smoldering Spires are good ideas. They fit with our aggro/flier/get the damage through however you can idea. Of these, I think Permafrost Trap is the better idea since I'm pretty sure we'll see Smoldering Spires again.

-C

April 21, 2010 2:09 a.m.

Eleleth says... #4

Akoum Battlesinger : 2/1 and haste the turn she hits. Plus I don't want any ally player having her.

April 21, 2010 2:24 a.m.

l0ki says... #5

I am saying we take the akoum-battleslinger. She hits for two, then is a chump blocker. Feels good man.

April 21, 2010 3:15 a.m.

SirNips says... #6

i too am with the akoum-battleslinger. Though that permafrost trap seems like a good addition

but Battleslinger it is.

April 21, 2010 4:46 a.m.

kabrazell says... #7

if you wanted a 2/1 why wouldn't you just play Slavering Nulls ? I mean, don't we have lots of removal or something? Doesn't an ACTUAL 2/1 get in there for the same damage by, like, the 3rd attack? And have more application on defense?

But I think Permafrost Trap is the nuts, and should fit well in our deck.

April 21, 2010 6:28 a.m.

squire1 says... #8

akoum-battleslinger for me.

April 21, 2010 7:53 a.m.

Siegfried says... #9

Permafrost Trap . Nothing in here worth hating out, except maybe Battlesinger, and nothing better to pick that's in-colour.

April 21, 2010 8:35 a.m.

EternalLurker says... #10

Gotta second the Quicksand suggestion.

April 21, 2010 11:04 a.m.

Dr. McMeen says... #11

Me, I'm annoyed that all of a sudden the guy to our right started pulling all the red. That, or rotten luck.

Permafrost Trap is my vote. Even hardcasting can mean a win if we have our Living Tsunami out.

April 21, 2010 12:24 p.m.

There are 3 viable options as I see it Quicksand Permafrost Trap and the Akoum Battlesinger . You have to consider both the land and the trap as removal, the trap temporary removal the sand small guy permanent removal, but we already have a TON of removal, and not a lot of low level creatures.... Additionally we do have some allies, and I don't want that ally guy getting any more. So my choice is Akoum Battlesinger .

April 21, 2010 12:29 p.m.

Does anyone else think that some one to our right is hating red cards on us? Or has opted into red this round?

April 21, 2010 12:29 p.m.

exarkun809 says... #14

Quicksand.

April 21, 2010 1:26 p.m.

Xander574 says... #15

April 21, 2010 2:10 p.m.

TridenT says... #16

I'm on board with Smoldering Spires , but I would also be happy with Akoum Battlesinger here.

April 21, 2010 3:45 p.m.

mattlohkamp says... #17

huh. Quicksand and Permafrost Trap . we've already got like 15 creatures, and in a 40+-card deck, I'm not going to be too worried about creatures for their own sake... we probably shouldn't take one unless it's better then one we've already got.

Permafrost Trap as a stall option is going to be better, I'm guessing - it Sleep s two creatures, which effectivly takes them out of commission (include tap-to-use abilities) for two attack phases. Quicksand is weaker and slower and takes up a land drop (unless we use our walking atlas friend) - and I think we're covered on toughness/damage-based removal for the time being.

April 21, 2010 7:04 p.m.

I think Smoldering Spires will make its way back around. My vote goes to either the trap or the 'singer.

I'm thinking the Akoum Battlesinger ; it's in our colors, and I really don't want to see that coming out against us for ally guy. The Permafrost Trap is removal, which we're more than solid on. We're golden. So my vote goes to the 'singer.

April 21, 2010 7:07 p.m.

@ mattlohkamp You brought up a very interesting point that I had not really considered until now. If we add 14 mana for a total of 16 mana which is roughly 40% of a 40 card deck (This is an average just for our example, i am not advocating this as the final mana count or anything.) Then we currently have a 41 card deck. So as we sit now we could field a fully playable 40 card deck with some creatures left over.

I am further persuaded by some prior posters and am therefore withdrawing my pick for the Akoum Battlesinger . As to my official pick... I am once again undecided.

April 21, 2010 7:19 p.m.

Quicksand - super cheap chump removal (permanent) could kill off some of our stronger creatures.

Smoldering spires - slows our mana curve, but again cheap way to get our guys through the other sides blockade

Permafrost trap - Expensive sleep that takes creatures out of the game for essentially 2 turns.

Slavering Nulls -cheap chump 2/1. for 2 mana.

just can't get behind the spires for our deck, so i am ruling that out, i would prefer one of the other 3.

quicksand - provides colorless mana till we need the ability,

Nulls - moves our mana curve to the left a good thing, and adds a power 2 to our arsenal for protection.

Permafrost - we can do a lot of damage in 2 turns with opponents creatures tapped but it moves our mana curve even further to the right. But much cheaper against green decks (and there has been a lot of nice green going by, and if we consider it a replacement for Runeflare Trap we are actually getting more mana efficient)

I think we should probably go quicksand - for the cheap chump removal, and a bonus to our mana. But I am really tempted by that trap......and we are a little short on 2 dmg creatures....that quicksand is tempting as a lot of our own creatures would die to a -2... in fact most of them would.

Quicksand is my choice. Our creatures can't benefit from the trap if they aren't around to swing, so as a defensive pick which also adds the benefit of providing cheap removal I will take the quicksand.

April 21, 2010 7:46 p.m.

mattlohkamp says... #21

yeah, we're not putting Runeflare Trap in the finished product anyway... right?

April 21, 2010 7:56 p.m.

Xander574 says... #22

i honestly cant wait for a ROE version of this

April 21, 2010 9:38 p.m.

Darkness1835 says... #23

permafrost.

April 21, 2010 10:03 p.m.

tapanmeister says... #24

the battlesinger is INSANE in draft, especially in multiples. People hate all the time, and most of them have never even ran them. Quicksand neuters non flying attackers until they've built up a sizable army. Permafrost Trap is a great card, but the double blue has choked it in my hand numerous times, especially when I' using the mana on something more worthwhile (like our 4 cmc Living Tsunami 's) and there's been more than one occasion where i've sided it out for clogging my deck's tempo. We are not playing control. And Matt. Yes, technically we do have enough creatures: enough if we maindeck junk like that Walking Atlas we just drafted.

The longer I look at this pack, the harder the choice gets. Lets just say the battlesinger will come back, now we can write it off. Quicksand is my choice. Let the Permafrost Trap be someone elses problem.

April 22, 2010 12:57 a.m.

merubhanot says... #25

There is not a chance that the Akoum Battlesinger will come back. I still think it's not the right choice. Quicksand and Permafrost Trap are good enough that we shouldn't be hatedrafting, and Akoum Battlesinger is a bad card in our deck.

April 22, 2010 1 a.m.

tapanmeister says... #26

I'm not talking about hate drafting, I am saying they speak negatively about the card. How is it a bad card for this deck, by the way?

April 22, 2010 2:20 p.m.

mattlohkamp says... #27

it's a 2/1 haste for 2... which is actually pretty good, on the first turn. but then it's a 1/1 every turn after that (which is strictly worse than that atlas.) the puma is our only other ally, and the chances of dropping both in a single session aren't bad, but they're not good enough to rely on - now, given, while we've got a good number of creatures, we could use some better ones, but I'd rather have the removal/stall card.

I mean, tempo and card advantage are harder to count on in draft, and anything we can do to screw with our opponent in that area seems worthwhile, right?

April 22, 2010 3:32 p.m.

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