DGM Draft Debate - Round 6 vs. CJ
Daily Draft Debate
KrazyCaley
7 June 2013
884 views
Matchup
7 June 2013
884 views
Matchup
DGM Draft Debate Deck
Unknown
SCORE: 1 | 136 COMMENTS | 2906 VIEWS
vs.
CJ's DGM DDD Deck
Standard
345 VIEWS
Game 1
Caley wins the toss and plays first. He keeps a hand of 2x Plains, Swamp, Swift Justice, Azorius Arrester, Drudge Beetle, Balustrade Spy.
CJ mulligans a no-land hand, then a one-land hand, then another one-land hand, then keeps a four hand of 2x Boros Guildgate, Plains, Forest.
No matter what cards those are, winning in a draft game with that kind of card disadvantage is tough. Should be a free game 1; this starting hand is decent.
C1
C plays Plains and passes.
J1
J draws Plains, plays Boros Guildgate, and passes.
C2
C draws Unflinching Courage, plays Swamp, and casts Azorius Arrester.
J2
J draws Thrashing Mossdog, plays Boros Guildgate, and passes.
C3
C draws Unflinching Courage and plays Plains. He attacks with Arrester and hits. (C 20, J 18).
J3
J draws Rubblebelt Raiders. He plays Forest and passes.
C4
C draws Plains and plays it. He attacks with Arrester and hits. (C 20, J 16). He casts Balustrade Spy and mills Slaughterhorn, Common Bond, Basilica Guards, Armory Guard, Boros Cluestone, Beckon Apparition, and Forest.
Most impressive Balustrade Spy I've ever seen.
J4
J draws Forest and plays it. He casts Rubblebelt Raiders and passes.
That's probably why he kept. That's a dangerous creature.
C5
C draws Putrefy. He attacks with all his creatures. CJ doesn't block. (C 20, E 12). C passes.
Too bad. Swift Justice for Rubblebelt Raiders is no bad business.
J5
J draws Forest and plays it. He attacks with Rubblebelt Raiders and hits. (C 16, E 12). J casts Thrashing Mossdog and passes.
Now I actually have a game-losing problem in the fact that I haven't drawn green yet. One green mana and I win easily though, I think.
C6
C draws Swamp and plays it. He passes.
J6
J draws Knight Watch and plays Plains. He attacks with both his creatures. Caley blocks Thrashing Mossdog with Azorius Arrester, then casts Swift Justice on it. The mossdog dies, the raiders (now 6/6) hit, and C lifelinks off Arrester. (C 13, E 12). J casts Knight Watch.
C7
C draws Plains and plays it. He passes.
Of course I will now be compelled to eat my words about this being easy.
J7
J draws Forced Adaptation and plays Plains. He attacks with everything. C blocks a Knight with Balustrade Spy and blocks Rubblebelt Raiders with Azorius Arrester. One knight dies, Arrester dies, and one knight hits. (J 12, C 11).
Must buy time.
J casts Forced Adaptation on his remaining knight.
Very sensible play; spreading out his threats.
C8
C draws Ethereal Armor. He puts it on Balustrade Spy and passes.
J8
J draws Plains. He attacks with his knight, which is now 3/3, and with Rubblebelt Raiders, which is now 11/11. C blocks the raiders with spy. It dies; knight hits. (J 12, C 8). J passes.
C9
C draws Ubul Sar Gatekeepers. He concedes.
Well that was embarrassing.
Sideboarding
J makes no changes.
C makes no changes.
There are clearly some tokens in here, but I'm not sure there are enough to justify Illness in the Ranks.
Game 2
C plays first. He keeps a hand of 2x Forest, Plains, Armory Guard, One Thousand Lashes, Angelic Skirmisher, Thrashing Mossdog.
J keeps a hand of 3x Plains, Armory Guard, Selesnya Sentry, Beckon Apparition, Common Bond.
C1
C plays Plains and passes.
J1
J draws Slaughterhorn, plays Plains, and passes.
C2
C draws Swamp, plays it, and passes.
J2
J draws Thrashing Mossdog, plays Plains, and passes.
C3
C draws Swamp, plays it, and passes.
J3
J draws Forced Adaptation, plays Plains, and casts Basilica Guards.
C4
C draws Plains. He plays Forest and casts Thrashing Mossdog.
J4
J draws Forest and plays it. He casts Slaughterhorn with extort. (J 21, C 19).
C5
C draws Drudge Beetle. He plays Forest and casts Armory Guard.
J5
J draws Forest and plays it. He casts Thrashing Mossdog with extort. (J 22, C 18).
C6
C draws Plains and plays it. He casts Angelic Skirmisher. He declares lifelink and attacks with Thrashing Mossdog. J trades it for his own Mossdog. (J 22, C 21).
J6
J draws Towering Indrik. He casts it with extort. (J 23, C 20).
C7
C draws Stab Wound and plays Plains. He casts Stab Wound on Towering Indrik.
This deck loves clogged boards.
C declares lifelink and attacks with Angelic Skirmisher, which hits. (C 21, J 19). C casts Drudge Beetle.
J7
J bleeds. (C 21, J 17). He draws Towering Indrik. He casts it and puts Forced Adaptation on it, then passes.
C8
C draws Plains. He casts One Thousand Lashes on the Towering Indrik with Forced Adaptation.
STEP ON A CRACK
C declares lifelink and attacks with Angelic Skirmisher, hitting. (C 25, J 13).
J8
J bleeds and is whipped. (C 25, J 10). He draws Mountain and plays it. He casts Common Bond with extort, targeting his Stab Wound-affected Indrik twice. (C 24, J 11). Then he casts Beckon Apparition with extort targeting C's dead Thrashing Mossdog.
Good call.
C9
C draws Orzhov Guildgate and plays it. He declares first strike and attacks with Angelic Skirmisher. It hits. (C 24, J 7).
J9
J takes persistent damage. (C 24, J 4) He draws Gruul Cluestone. He uses his Thrashing Mossdog's scavenge and puts the counters on his Stab Wound Indrik, making it a 7/7.
C10
C draws Pit Fight. He casts it targeting his Armory Guard and J's Slaughterhorn. The Slaughterhorn dies. C passes.
No need to press any attack when he'll die shortly in any event.
J10
J bleeds. (C 24, J 1). J draws Trostani's Judgment and concedes.
This is the part where you fall down and BLEEEEED to death.
Sideboarding
Neither side makes changes.
Game 3
J plays first. He keeps an opening hand of Mountain, Plains, Forest, Rubblebelt Raiders, Gruul Cluestone, Armory Guard, Common Bond.
C keeps an opening hand of Golgari Guildgate, Forest, Pit Fight, Balustrade Spy, Concordia Pegasus, Ethereal Armor, Armory Guard.
Risky, but not too much so on the draw.
J1
J plays Mountain and passes.
C1
C draws Maze Abomination, plays Golgari Guildgate, and passes.
J2
J draws Forest, plays it, and passes.
C2
C draws Unflinching Courage, plays Forest, and plays it.
Today is apparently "make Caley eat his words day," or it will be if I don't draw a land next turn.
J3
J draws Trostani's Judgment. He plays Plains and casts Gruul Cluestone.
C3
C draws Guardian of the Gateless.
Le sigh.
C discards Armory Guard to get to 7.
J4
J draws Forest and plays it. He casts Rubblebelt Raiders.
This will go to worms SUPER fast if I don't draw lands.
C4
C draws Swamp and plays it.
THAT DOESN'T HEEELLLLLP.
J5
J draws Plains and plays it. He attacks with Rubblebelt Raiders and hits. (J 20, C 16). He casts Armory Guard.
C5
C draws Forest and plays it. He casts Balustrade Spy, milling a Boros Guildgate.
J6
J draws Rust Scarab. He casts Common Bond and puts a counter each on his creatures. Then he attacks with both of them and hits. (J 20, C 6). Then he activates Gruul Cluestone's last ability to draw Slaughterhorn.
C6
C draws One Thousand Lashes. He passes.
J7
J draws Towering Indrik. He announces Trostani's Judgment and C concedes.
Ouch.
Thoughts
Sometimes the screw comes for you. Also, I have no idea how CJ's deck is performing so poorly in this draft; it seems like a beast.
Results
C.J. def. Tappedout 2-1
E - "Mana screw happened. In the game 2 that Caley won, Caley pinged to death with Stab Wound type stuff."
Chryssalid def. Fisher 2-0
E- "Game 1, Beck / Call wins it after a standoff where Fisher got Chryssalid down to 4 before the tide turned. Game 2, Merciless Eviction PLUS Gaze of Granite let Chryssalid just sit there and wipe boards before casting all her stuff."
Ethereal def. Raynor 2-1
E - "Game 1, Ethereal had a clutch Contaminated Ground that denied white for a long time and after that his cards were just better. Game 2, Raynor gets out Blaze Commando and Ethereal is stuck on four land stuff. Game 3 was a deadlock, but Raynor screwed up some complicated blocking math and Ethereal nailed him."
Lee def. Niko 2-1
"Game 1, huge fight where Ral Zarek and Skarrg Goliath both died of combat damage, then the fields were empty, then Lee drew Millennial Gargoyle followed immediately by Midnight Recovery while Niko drew land, and good night. Game 2, two Nivix Cyclops plus a spell to kill one of your opponent's blockers can get unexpectedly ugly fast. Game 3, Niko drew all red mana for the first 10 turns and couldn't recover."
Final Round Pairings
Tappedout (3-3) vs. Fisher (3-3)
C.J. (2-4) vs. Raynor (2-4)
Chryssalid (3-3) vs. Niko (4-2)
Ethereal (5-1) vs. Lee (2-4)
mossflower says... #3
Ah, the screw. I suppose it's a very real danger with a three color deck that only relies on three guildgates for fixing.
June 8, 2013 5:08 a.m.
NobodyPicksBulbasaur says... #5
I seem to recall some members of the community fighting for a splash of red in our deck as well. Imagine just how terrible that would have been.
June 8, 2013 9 a.m.
SupremeAlliesCommander says... #6
With all due respect to CJ, mana screw is about the only way we lose that match. His deck isn't bad. It's just not good against our strategy. He has plenty of good targets for stabbing. We can get damage past his walls, but he can't get past ours. Rust Scarab
is slightly annoying for us, but we have plenty of life-linkers and can leave the scarab unblocked.
@Supersun There were two Indriks. One had the Stab Wound ; the other Forced Adaptation . KC lashed the one with adaptation.
No idea why CJ wasn't blocking with his stabbed Indrik. Guess they forgot about reach.
June 8, 2013 9:11 a.m.
thebeardedshuffler says... #7
Game 2 turn 10
I know the game was more or less over, but you could've gone to combat, declared life-link and then used pit fight for maximum value.
I'm also amazed at the lack of blocking the skirmisher, but he'd put so many +1/+1 counters on the thing he was clearly waiting until it threatened a trade with the skirmisher. Not a great position to be in, if the skirmisher lives he's dead, if the stab wound isn't dealt with he's dead. Possibly he had some kind of life gain he was waiting to draw and was playing for the only out.
checks decklist
Er.. Centaur Healer? I dunno, maybe he was just letting it play out to see what happened.
Good game caley, I guess. Mostly decided by the luck of the draws, but that second game was fun to watch/read.
I think we were lucky we didn't go 4 colour. This again highlights the benefit red would have been, because all the red cards we would've wound up with didn't have to come out early. Firemane Avenger and Lobber Crew can wait to hit the table, and Punish the Enemy is definitely mid to late game fun. Then we could've kept our mana base focused on R/W so our early game was more stable. As it is we went from 2 colour + splash to 3 colour, because of the CMC of our green cards.
June 8, 2013 10:02 a.m.
Well darns, I was really hoping the screw wouldn't show up to bite us this hard.
vic says... #1
Curious that he never blocked the Angelic Skirmisher with the Stab Wounded Indrik.
June 8, 2013 3:43 a.m.