NobodyPicksBulbasaur says... #3
Yes we do. Several playable green cards now to use it on. The irony of passing up green fixing in order to grab a green card is not lost on me here.
July 10, 2013 11:46 a.m.
Rare now, fixing later. No reason to fix if nothing is worth playing. Blood would be a sick finisher; heck, in our deck I could see a turn 6 with two sorceries (one being Hidden Strings to tap blockers, 7 cyclops damage, a cipher proc ,and then blood for (math . . . math . . .) 13 damage = LETHAL.
July 10, 2013 4:41 p.m.
Darkness1835 says... #6
Flesh and Blood then! It'll make some later picks harder if we have to sacrifice skyclops essentials for green fixing, but I think it's the right pick here.
July 10, 2013 5:03 p.m.
actiontech says... #7
Right now I count 15 definitely playable cards (including this pick) and 2 others that we could play and would work. We only need 8-10 more good picks out of 25 coming our way. We can definitely be patient on the fixing as our deck will be done pretty soon and we'll be looking for upgrades to existing good cards.
July 10, 2013 5:34 p.m.
Darkness1835 says... #8
Worth noting: we don't have to force this green thing. Yes, it's the right pick for this sub-par pack, and it's got synergy with our deck if we can get green, but we have a sweet thing going with "Izzet Skyclops". It's very possible that our deck will be stronger by just keeping it 2-color. We'll have a better grasp of this after a few more packs though, depending on how much fixing in our colors comes our way, if at all.
July 10, 2013 5:41 p.m.
NobodyPicksBulbasaur says... #9
I think it would be worth splashing this little guy in even without "proper" fixing. Its ability to straight up end a game is staggering in our deck. We'll see where we end up.
July 10, 2013 6:07 p.m.
actiontech says... #10
I agree, and I like Beetleform Mage so I kind of want to keep him in there along with a 2nd if we see one.
July 10, 2013 6:13 p.m.
Darkness1835 says... #11
I agree, Beetleform Mage does work. I wouldn't feel comfortable running more than 1-2 green spells unless we had fixing though. Too much inconsistency.
July 10, 2013 7:50 p.m.
NobodyPicksBulbasaur says... #12
The mage is a bit green-heavy for our current build. We'll see what kind of fixing we end up with when all is said and done.
July 10, 2013 8:22 p.m.
We have three pretty solid picks that basically require green. It's a very viable backup plan to our pure-Izzet build. However, in future packs, sticking to a U/R color scheme would be great if we're force fed nothing but Izzet.
On the other hand, I wouldn't be heartbroken to play any of the three green playables we have, since they're all great cards (at least for our strategy). Given the opportunity in future packs, I'd strongly suggest we take middling-to-high-quality Green cards over relatively weak Izzet-colored cards.
July 10, 2013 8:42 p.m.
NobodyPicksBulbasaur says... #14
The green is being pretty fought for pretty hard. The only reason we got the cards we did is because people are afraid of the mulitcolor and split cards' mana costs. Many people won't grab a split card if they can't play both halves, even if just one half is busted as hell (Flesh / Blood ).
Also, the relatively weak Izzet cards are actually what makes our deck work at all. Nivix Cyclops isn't really that good of a card, but he's a pretty good "build around me" guy. Uncovered Clues is a terrible card, but in this deck it could easily set up an 8/4 first-striking death squad. Synergy is more important than card power.
July 10, 2013 8:49 p.m.
I agree completely, landgrafb.
I suppose my point is more along the lines of that if we have the choice between another synergetic card in those colors, akin to Flesh / Blood or Give / Take , then I'd be happy to take those green options over, say, Rubblebelt Maaka or (maybe) Wind Drake .
My main thing is that when it comes to final deckbuilding, I'd have no qualms about splashing 4-5 quality green cards, particularly if we're lucky enough to get a guildgate or two--as long as we'd be using them to replace subpar Izzet cards that don't advance our strategy.
I guess I'm just not optimistic enough to think that we're really drafting this deck so unopposed by the other draft teams. We're barely into pack 2, and we nearly have half of our 23--and those are just the auto-includes in Izzet colors. Really, I should probably stop worrying. But hey, what can you do?
July 10, 2013 9:11 p.m.
NobodyPicksBulbasaur says... #16
I see where you're coming from. We can all hope the draft just keeps going as-is and we end up with the sky-jank we've been aiming for.
July 10, 2013 9:14 p.m.
Darkness1835 says... #17
Time will tell. I just don't see us getting enough fixing to make it worth it, since we've been drafting izzet so thoroughly. I feel like we're going to stay relatively unapposed, and we'll have the flying big daddy deck we've envisioned. We've seen over and over again we are in almost no competition for our colors.
July 10, 2013 9:36 p.m.
NobodyPicksBulbasaur says... #18
Only issue I can see right now is the other drafters realizing how closed off Junk is and trying to dabble in R and U separately. Nobody's gonna take our Nivix Cyclops , but someone might wise up to Weapon Surge .
July 10, 2013 10:55 p.m.
Darkness1835 says... #19
Even so, we'll have plenty of sorceries and instants to choose from. Weapon Surge is ideal, but it's not deck-ruining if we don't get any more.
July 10, 2013 11:16 p.m.
actiontech says... #20
I'm digging Hidden Strings and Punish the Enemy as trigger spells anyway since they clear blockers, although 4x Weapon Surge would be pretty pimp.
July 10, 2013 11:20 p.m.
If we only get Strings and Cylclopi for the rest of the draft, I'd be fine with that. I just picture the rage-faces of our opponents as we tap their field and untap our lands with abandon, all to the tune of a flying circus.
July 10, 2013 11:26 p.m.
NobodyPicksBulbasaur says... #22
I wish Fling was in this format.
Hidden Strings , tapping your blockers. Cyclops at 4/4. Swing for 4.
Cypher triggers, untapping two lands. Cyclops at 7/4.
Use those two lands to Fling Cyclops. Cyclops triggers, Cyclops at 10/4. Fling resolves, dealing 10 to the dome. On turn 4.
July 10, 2013 11:57 p.m.
Darkness1835 says... #23
@landgrafb- Fling s additional cost is to sacrifice a creature, so the cyclops wouldn't get the bonus due to being dead.
July 11, 2013 12:07 a.m.
Darkness1835 says... #25
Sorry to ruin the fun! Fling would be nice of you have more than 1 cyclops, though. Deal some damage, pump the other one, and swing in for the pain
TiredTofu says... #1
Who knows, the guildgate might table? In magical Christmas Land, I suppose.
+1 Blood
July 10, 2013 10:40 a.m.