DGM Draft Debate - Round 1 vs. Raynor
Daily Draft Debate
KrazyCaley
29 May 2013
1070 views
Matchup
29 May 2013
1070 views
Matchup
DGM Draft Debate Deck
Unknown
SCORE: 1 | 136 COMMENTS | 2906 VIEWS
Piloted by KrazyCaley, comments in italics.
vs.
Raynor's DGM DDD Deck
Unknown*
339 VIEWS
Piloted by Raynor, comments in bold.
Game 1
Caley wins the toss and plays first.
C mulligans an opening hand of 2x Forest, Swift Justice, Putrefy, Armory Guard, Balustrade Spy, and Ubul Sar Gatekeepers
Unacceptable.
R keeps an opening hand of Mountain, Plains, Rogue's Passage, Avenging Arrow, Orduun Veteran, Tenement Crasher, and Blaze Commando.
C keeps a 6 hand of 2x Plains, Swamp, Golgari Guildgate, Swift Justice, and Thrashing Mossdog.
C1
C plays Golgari Guildgate and passes.
R1
R draws Debt to the Deathless, plays Plains, and passes.
C2
C draws Forest, plays Plains, and passes.
I find that the more different colors you can show in lands early in a match, the more intimidating you are.
R draws Mountain and plays it, then passes.
Slow start for both sides. So much for this format supposedly being all fast.
C3
C draws Plains, plays Swamp, and passes.
Having a lot of mana is good, especially when your opponent isn't doing anything.
R3
R draws Daring Skyjek, plays Mountain, and casts Daring Skyjek.
C4
C draws Guardian of the Gateless, plays Forest, and casts Thrashing Mossdog.
Now things get interesting.
R4
R draws Plains and plays it. He attacks with Daring Skyjek and C does not block. (R 20, C 17). R casts Ordruun Veteran and passes.
This offers me a convenient "excuse" for not attacking him this coming turn. I would prefer to leave Thrashing Mossdog untapped and use Swift Justice as a kill spell, but doing so when he has no available blockers would make him rightly suspicious. Now I can refuse to attack because he has an available lethal damage blocker, although he should still be a LITTLE suspicious because one should always be happy to trade his Thrashing Mossdog for an Ordruun Veteran.
C5
C draws Plains and plays it.
Also highly suspicious is the fact that I did nothing this turn. We'll see if he goes for it anyway.
R5
R draws Swamp and plays it. He attacks with Daring Skyjek alone. C blocks with Thrashing Mossdog and casts Swift Justice on it. (C 21, R 20). Mossdog dies. End step, R destroys the Mossdog with Avenging Arrow.
That went about as well as could be expected. He is now showing Executioner's Swing mana, which is irrelevant for now since I have no creatures, but should be remembered.
C6
C draws Swamp and plays it. He casts Guardian of the Gateless and passes.
The flood is becoming a problem. If he has any reasonable cards at all in hand, we could be in real trouble shortly.
R6
R draws Mugging. He attacks with Ordruun Veteran.
Ok, so there's a combat trick. I could trade, but right now I need information about what he's going to do more than I need 3 life.
C does not block. (R 20, C 18).
I win whether he blocks or not. Now I'm ahead on the damage race, can cast more stuff, and can use Rogue's Passage.
R plays Rogue's Passage and casts Blaze Commando.
That is a SEVERE problem, although one that my Guardian of the Gateless can hold at bay for as long as it survives. No wonder he wanted to try and trade first.
C7
C draws Plains and plays it.
Only 8 lands left in my 29-card library now.
R7
R draws Blaze Commando. He attacks with Ordruun Veteran and hits. (R 20, C 15). He casts Blaze Commando and passes.
Dear god.
C8
C draws Swamp and plays it.
I swear to god I thoroughly shuffled this deck.
Harsh.
R8
R draws Plains and plays it. He casts Mugging targeting Guardian of the Gateless and gets 4 hasty 1/1s. Then he casts Tenement Crasher, and C concedes.
That was an impressive onslaught. Hopefully he wasted his magical christmas land run against a crappy flooding draw. If that's an average performance for his deck, though, look out.
Sideboarding
C boards in Illness in the Ranks and boards out Swift Justice.
R makes no changes.
Game 2
C plays first. He keeps a hand of Swamp, Plains, Armory Guard, Azorius Arrester, Pit Fight, Illness in the Ranks, and Kraul Warrior.
R keeps a hand of Rakdos Guildgate, Swamp, Mountain, Rogue's Passage, Perilous Shadow, Executioner's Swing, and Viashino Firstblade.
C1
C plays Swamp and casts Illness in the Ranks, then passes.
Take THAT, Blaze Commando.
R1
R draws Plains.
Awesome, needed that.
R plays Rakdos Guildgate and passes.
C2
C draws One Thousand Lashes. He plays Plains and casts Azorius Arrester, then passes.
Hate to be so inefficient, but need to start rolling some damage through.
R2
R draws Mountain and plays Plains, then passes.
C3
C draws Forest and plays it. He attacks with Azorius Arrester and hits. (C 20, R 18). R kills it with Executioner's Swing.
Not a great use of the Swing, unless he has no plausible defenders.
C casts Kraul Warrior and passes.
R3
R draws Rakdos Ragemutt. He plays Mountain, casts Viashino Firstblade and attacks and hits with it. (R 18, C 16).
The ragemutt gives me a really good path to victory with Rogue's Passage.
C4
C draws Stab Wound. He does nothing.
I'll need that Stab Wound to neutralize something bigger, or at least start dealing free damage. The Warrior can hold off the Viashino for now.
R4
R draws Mountain and plays Swamp. He casts Perilous Shadow and passes.
Oh, now THAT is a Stab Wound target.
C5
C draws Golgari Guildgate and plays it tapped. He casts Stab Wound on Perilous Shadow (now a -2/4).
R5
R bleeds from the Stab Wound. (R 16, C 16). R plays Mountain and casts Rakdos Ragemutt, then attacks with it and hits. (R 19, C 13). R passes.
Fantastic creature, already a huge momentum swing.
Hello One Thousand Lashes target.
C6
C draws Guardian of the Gateless. He casts One Thousand Lashes on Rakdos Ragemutt.
Huh. That's kind of an interesting win condition.
R7
R bleeds. (R 16, C 13) draws Maze Sentinel. He casts it and attacks with Viashino Firstblade. C trades it for Kraul Warrior.
C8
C draws Dutiful Thrull. He casts Armory Guard and passes.
R8
R bleeds. (R 13, C 13). He draws Deviant Glee and plays Rogue's Passage. He enchants the Sentinel with Deviant Glee, making it a 5/7. He makes it unblockable with Rogue's Passage and attacks, hitting. (R 13, C 8).
He's winning the race, unless I get a land to get Guardian of the Gateless out next turn.
C9
C draws Forest and plays it. He attacks with Armory Guard and hits. (R 11, C 8). He casts Guardian of the Gateless and passes.
R9
R bleeds. (R 8, C 8). He draws Blaze Commando and concedes.
Can't kill him before the next draw.
Premature. He could have bought a turn by just holding still. I know he has direct damage in there.
Sideboarding
C makes no changes.
R boards in Wear / Tear and Riot Piker for Deviant Glee and Bane Alley Blackguard.
Need to get faster and deal with those enchantments.
Game 3
R plays first. He keeps an opening hand of 2x Swamp, Mountain, Plains, Daring Skyjek, Mugging, and Ordruun Veteran.
Good. Nice and fast.
C keeps a hand of 2x Plains, Selesnya Guildgate, Azorius Arrester, Ogre Jailbreaker, Unflinching Courage, and Kraul Warrior.
R1
R plays Mountain and passes.
C1
C draws Balustrade Spy, plays Selesnya Guildgate, and passes.
R2
R draws Mountain, plays Plains, casts Daring Skyjek, and passes.
C2
C draws Drudge Beetle, plays Plains, casts Azorius Arrester targeting Daring Skyjek, and passes.
R3
R draws Skyknight Legionnaire. He plays Swamp, casts the Legionnaire and attacks/hits with it. (R 20, C 18).
C3
C draws Swamp and plays it. He casts Kraul Warrior. Then he attacks with Azorius Arrester and hits. (R 18, C 18).
Next turn, hopefully, we'll get some permanent lifegain going with the Unflinching Courage. This turn wouldn't have worked because he could just trade the Skyjek for it if I turned Azorius Arrester into Robocop.
R4
R draws Viashino Firstblade. He plays Mountain and casts the Firstblade. Then he attacks with everything, and it all hits. (R 18, C 9).
Would have to double-block the firstblade to stop it, can't even block the other stuff.
R casts Mugging on Kraul Warrior.
Augh. But I can still put the courage on the Arrester!
C4
C draws Forest and plays it. He puts Unflinching Courage on Azorius Arrester.
C attacks with Arrester and hits. (R 14, C 13).
R5
R draws Tenement Crasher. He plays Swamp and casts Ordruun Veteran, then attacks with everything and hits. (R 14, C 6).
C5
C draws Golgari Guildgate and plays it. He attacks with Arrester and hits. (R 10, C 10). He casts Ogre Jailbreaker and passes.
The aggro route is the only way to avoid quickly bleeding to death. If he has any decent removal, he'll probably win. The Jailbreaker needs to come out because it can still trade with the Veteran even after battalion.
R6
R draws Bomber Corps and casts it. He attacks with all his other creatures. C trades Veteran for Jailbreaker and takes the rest. (R 10, C 3).
C6
C draws Maze Abomination and plays Plains. He attacks with Azorius Arrester and hits. (C 7, R 6). He casts Drudge Beetle and Balustrade Spy and mills a single Plains with it.
Super risky play, I know, but I can't just sit there and let him slowly run me over with flyers.
R7
R draws Plains and plays it. He casts Tenement Crasher, then attacks with everything, dealing 1 to C with Bomber Corps. (R 6, C 6). C blocks Tenement Crasher with Drudge Beetle and trades Balustrade Spy for Daring Skyjek. Everything else hits. (R 6, C 1).
He has no cards left, and now he loses by force. I can't imagine why he attacked this way given the fact that he has no play left to avoid losing now.
C draws Putrefy. C activates the scavenge ability of Drudge Beetle targeting Azorius Arrester then attacks with it.
SHE'S NOT ARRESTING YOU ANYMORE.
Arrester hits for lethal damage. (C 1, R 0). C wins the match 2-1.
I completely forgot that Drudge Beetle did that. Deserved to lose that one.
Comments
I felt like our deck was fairly overmatched, but significant gameplay errors by Raynor allowed me to steal the victory.
Dumb, dumb, dumb. I should have sideboarded in some more speed after game 1, and in game 3 I just threw away the win. Still, I like how the deck is running.
Results (with Elaine's Commentary)
Tappedout def. Raynor 2-1 (Game 1, Raynor's deck was faster and had more important threats- Caley got run over. Game 2, Caley drew a bunch of Wanderlust type stuff and Raynor couldn't power through enough damage in time to avoid papercut death. Game 3, Raynor again had the faster, more powerful stuff, but he clearly threw away big winning chances by not reading Drudge Beetle; Caley kept a cool head to create the opportunity to capitalize.)
Niko def. Fisher 2-1 (Close match. Game 1, Fisher builds up a ton of threats, Niko almost neutralizes them with Ral Zarek, but Fisher draws Toil / Trouble to eliminate Ral and get overwhelming card advantage. Game 2, Niko has way too much removal. Game 3, very close match that could have gone either way, but Niko draws a clutch Morgue Burst on Leyline Phantom to take out the Ripscale Predator that was going to win it for Fisher, followed by a topdecked Hypersonic Dragon to close things out. Very tight, solid set of games, both decks look scary.)
C.J. def. Lee 2-0 (Game 1, Lee builds up early advantage but then Rubblebelt Raiders takes over the game. Game 2, it's a deadlock because Lee gets kind of mana screwed while CJ is slow, but then they both get out some creatures. Then CJ casts Gruul War Chant to win.)
Chryssalid def. Ethereal 2-1 (Game 1, Ethereal does a bunch of damage while Chryssalid has to mull to 6 and tries to build up for a huge Merciless Eviction, which would have worked if Ethereal hadn't killed her with a small Debt to the Deathless before she could blow up all his stuff. Game 2, Ethereal's turn to get kind of mana screwed - he had cheap stuff to cast, but Chryssalid kept getting land and just overwhelmed him with lots of different awful stuff. Game 3, Merciless Eviction then Beck / Call wins it for Chryssalid after a long standoff where Ethereal was whittling her down slowly.)
Next round
TappedOut (1-0) vs. Niko (1-0)
Lee (0-1) vs. Raynor (0-1)
Fisher (0-1) vs. Ethereal (0-1)
C.J. (1-0) vs. Chryssalid (1-0)
IAmKingTony says... #2
Good win. A couple fears I had about this decklist seemed to peek out during this match though.
May 29, 2013 4:02 a.m.
Game 2, turn 5, Perilous Shadow becomes a -2/2 creature... Good games though!!
May 29, 2013 5:08 a.m.
Absinthman says... #4
Good job! Quite a surprising win. This was quite an infavorable matchup.
May 29, 2013 5:09 a.m.
KrazyCaley says... #5
@bluemax87 - Yep, played correctly at the time, not that it mattered. Just a transcription error, not gonna fix it, too lazy. :P
May 29, 2013 5:22 a.m.
Wouldn't an Azorius Justiciar and a Gaze of Granite have been just amazing that game?
May 29, 2013 6:57 a.m.
thebeardedshuffler says... #7
No they would not. Ogre Jailbreaker was able to trade with the veteren, something that a puny 2/2 could not have done. Any of our 2/4 creatures can do this in fact, because 4 toughness is awesome and 2 toughness is babies.
Also Gaze of the Gorgon could not have wiped out any 3 drops until turn 7, assuming no missed landdrops, and wouldn't have killed off Blaze Commando in G2, or the Tenement Crasher if it had come down. Further, since we use an Unflinching Courage instead of the GoG we would've drawn the GoG and done nothing with it, whereas the courage actually kept us in the game at all.
His deck was clearly faster too, so board wiping wouldn't have helped us much, just maybe stalled a turn. Much prefer the aura.
May 29, 2013 7:54 a.m.
Aura helped us race pretty effectively, so it all went according to plan in that sense. But congrats KrazyCaley! We only do half the work in building the deck, and even then we can botch it up, but you're always on the ball.
May 29, 2013 9:21 a.m.
exarkun809 says... #9
Can we move to get the 3rd Unflinching Courage in mainboard or are we doing it where we can't alter our mainboard once the draft starts?
Also, why not side in Renounce the Guilds ? It's straight removal in this game until we lay down Unflinching Courage .
May 29, 2013 10:09 a.m.
Hold on... game 2, turns 7 through 9. R casts Maze Sentinel , enchants it and attacks with it turn 8. It has vigilance but I think you guys forgot, because you then attacked with Armory Guard and it hit. That may be a game changer.
May 29, 2013 10:38 a.m.
MagnorCriol says... #11
thebeardedshuffler is right on both counts. This is exactly the sort of deck Gaze of Granite is terrible against, and one of the reasons I think that card is far overhyped. And Justiciar's 2/2 Fog body would've only drawn a game out one more turn; I can't see anywhere in here where it would've really helped us win when we were behind or ended the game noticably sooner if we were ahead.
exarkun809 - It's not really a good maindeck card. It's pretty situational - your opponent has to have one gold card that we want to get rid of on the opposite side of the field. Less than that and obviously the card does nothing, more than that and we're not getting rid of the one that's the problem unless our opponent makes a mistake. Renounce has some good value out of the board when you find an opponent with some strong gold cards like Guildmages or some of the rares, but in general it's not worth a card slot in the mainboard.
May 29, 2013 10:56 a.m.
SupremeAlliesCommander says... #12
No use kvetching about what to draft at this point in time.
Well done, KrazyCaley! There wasn't much you could do in that first match. Your play in the third really kept us in it. It's easy to say that Raynor made a mistake not taking into account the scavenge on Drudge Beetle , However, it wouldn't have cost him the game unless you were smart about getting him within reach of an alpha strike.
May 29, 2013 11:12 a.m.
exarkun809 says... #13
Exactly. I wasn't arguing mainboarding Renounce. I just thought it was a good match to sideboard in to take out a Skyknight Legionnaire or Viashino Firstblade .
May 29, 2013 11:17 a.m.
MagnorCriol says... #15
exarkun809: Ahh, my bad. I misunderstood your meaning. Yeah, it probably would've been worth considering here, perhaps in place of some of the higher end spells. He often had multiple gold cards on the field (how is two Blaze Commando s even fair?), but honestly just getting rid of any one of them would've been really good.
May 29, 2013 1:35 p.m.
thebeardedshuffler says... #16
When you consider that our only multicolour permanents are Unflinching Courage and One Thousand Lashes , it's pretty hard to want to run Renounce. If we had a lot of little multocoloured dudes, like say mr boros aggro over there, we'd be able to absorb the hits better.
Our deck is actually really bad to run Renounce in.
May 29, 2013 1:56 p.m.
Those stab wounds and thousand lashes were clutch, and a gaze of granite can be troublesome to cast when u have all those enchantments out.
May 29, 2013 2:35 p.m.
@thebeardedshuffler Yes, it would have. I'm sorry but your argument makes no sense, locking down his Ragemuts and such would have worked very well, and clearing the board with GoG would have been a game winner if he had yet to play Guardian of the Gateless .
May 29, 2013 3:28 p.m.
I believe the idea with bringing in Renounce the Guilds is that we would have a good chance of having no mulitcoloreds on our board, whereas a deck like Raynor's would, so we sac nothing.
May 29, 2013 5:25 p.m.
MagnorCriol says... #20
vishnarg - If you look at the games, there's only one out of the three where Gaze would've been a card we would have wanted to cast.
Game 1 - Turn 8 with 8 mana. This game Gaze would've helped simply because we were flooding so badly.
Game 2 - At the max, he had 5 mana, so he could have cast Gaze for X=2. The only thing of Raynor's that would have killed is the Deviant Glee
.
Game 3 - Topped out at 7 mana on turn 6, so at most X=4. That would have hit much of Raynor's board, but it also would've basically cleared ours, and once Kaley got the Courage out it wouldn't have made much sense to Wrath everything - we had the aggresive momentum at that moment.
Also, because of Gaze's BBG color requirement, he couldn't have cast it before turn 6 on either games 2 or 3 (game 1's flood meant he had BBG on turn 3 there).
The point is, Gaze is super expensive for what it does, and is actually not easy to get a ton of benefit from unless you're facing a tokens deck. It would've been useful this match to help deal with the Blaze Commando swarms, but beyond that, it would be waaaaaay to slow to really answer decks like this.
May 29, 2013 6:18 p.m.
thebeardedshuffler says... #21
Thanks for going into the details. That pretty much covers everything.
Also the only time we ever saw Rakdos Ragemutt we neutralised it FOREVER with the lashes, so I have no idea what you think we needed to accomplish by detaining, for a single turn, a creature which would have already attacked us once due to having haste. Also the only game the mutt came out, we won.
May 30, 2013 4:55 a.m.
Turn 9 Kaley hits with Armory Guard wth? Why not block to kill it with Maze Sentinel since it has Vigilance or even block with the -2/2 Perilous Shadow and get rid of the bleed? Could they not block somehow or was it a misplay?
May 30, 2013 9:31 a.m.
thebeardedshuffler says... #23
My guess is he was in a race and betting his topdeck would maybe swing things his way.
Perilous Shadow is still a potent threat if you get the right mana on the table, and there may have been some fear of damage or removal killing the Maze Sentinel . That's just my guess since I wasn't inside his mind.
Specifically kaley had mana up for Executioner's Swing and Avenging Arrow .
May 30, 2013 10:14 a.m.
theobjection says... #24
I'm also very confused on why the guard kept hitting.
May 30, 2013 6:39 p.m.
thebeardedshuffler says... #25
It only hit once, did it not? I think I gave a pretty good reason why. Or does it not make sense? It could be I missed something, it can be hard to keep track of these reports.
thebeardedshuffler says... #1
Nice work, iceman. Way to stay cool under pressure.
May 29, 2013 3:31 a.m.