Darkness1835 says... #2
@Everyone,
Some of the team leaders and talking about starting autodrafting sooner than we normally would, since most of the decks are basically done, and Caley can see the point of each deck. I was hesitant about this, mostly because I was thinking of that Maze Glider
we might see in the pack after next. Seeing as the one is gone from today's pack though, I'm not sure if we're even going to. What does everyone think about letting Caley do the rest, allowing us to start earlier on deck building?
July 30, 2013 10:17 p.m.
I say the pack after next would be a good time to autodraft. I would prefer that.
Not to say that we are bad at picking but, odds are there might be a good card in there.
July 30, 2013 10:20 p.m.
I'm okay with it. Our deck is basically built. The only thing that changes my plans are if we get that 2nd Glider.
July 30, 2013 10:21 p.m.
NobodyPicksBulbasaur says... #6
Caley would autodraft the best card for us left in the pack. He would make all decisions as if he were this group.
I'm all for it because, as said above, there's not a whole lot you can mess up with this deck at the moment. I'm sure Caley's smart enough to give us the Maze Glider if it's still around.
July 30, 2013 10:23 p.m.
actiontech says... #8
Yeah Caley's no dummy if there's a glider in there we'll land it. I'm cool with autopilot from here on. Let the games begin!
July 30, 2013 10:27 p.m.
Darkness1835 says... #9
Yeah, the rest of that pack is pretty crappy for us anyways, so even if it's not there, we're not going to play whatever we get. I'll let you guys know once I find out.
July 30, 2013 10:27 p.m.
NobodyPicksBulbasaur says... #11
Regardless, I'm not sure we really need the second Glider. We generally aim to win well before it could really help us.
July 30, 2013 10:42 p.m.
Darkness1835 says... #12
That's true; not taking the glider lets us lower our curve a bit, and play something that hits the board a little earlier, maybe a Wind Drake ?
July 30, 2013 11:35 p.m.
NobodyPicksBulbasaur says... #13
We'll get into that during the building phase I suppose.
July 30, 2013 11:41 p.m.
Darkness1835 says... #15
Do we even need the rusher though is the real question.
July 31, 2013 2:40 a.m.
Autodraft sounds good
Undecided on the rusher for me... Don't really need it in the deck, but haven't got my head around what the final few critters will be in the main board. What to do with beetle form Mage is relevant to that question.
July 31, 2013 3:14 a.m.
Darkness1835 says... #17
Oh we'll be arguing over what to include very soon. Caley's autodrafting the rest of the draft as I type this. Once we get those picks, we can start putting together our deck.
July 31, 2013 3:32 a.m.
NobodyPicksBulbasaur says... #18
I'm making this list on the assumption that we get no decent picks in the next packs except for one more Maze Glider (which I'm not utilizing). The focus is on speed and Cyclops consistency.
Creatures:
7 Nivix Cyclops
2 Fluxcharger
1 Maze Glider
1 Riot Piker
1 Wind Drake
Total: 13
This is about as fast as we can get with our creatures while still keeping one Maze Glider to punch through stalls. I avoided the Beetleform Mage
because it ties up 2 mana each turn, and that's not what we want to be doing on turn 4.
Instants + Sorceries:
5 Hidden Strings
2 Weapon Surge
1 Dragonshift
1 Punish the Enemy
1 Flesh / Blood
2 Uncovered Clues
Total: 12
These are all of our core spells, plus the 1 Uncovered Clues
. They help fill out the deck and ensure that we don't run out of gas.
Land:
1 Simic Guildgate
2 Forest
7 Island
5 Mountain
Total: 15
Didn't do the math on the core basic lands because that should be pretty easy and I'm lazy, so take those with a grain of salt. Three green sources should be good for our one-card green splash. With the extremely low curve of the deck, I think we can get away with running just 15 lands.
Grand Total: 40
What does everybody think? Officially it's a bit early to build, but I don't see any gold coming our way in the dregs of these packs.
July 31, 2013 9:17 a.m.
NobodyPicksBulbasaur says... #19
If we wanted to take this build to 16 lands (which might be smart), I'd swap an Uncovered Clues for a Mountain
July 31, 2013 9:18 a.m.
actiontech says... #20
I'd been running a land base of 7 island + 7 mountain + 1 guidgate + 1 forest and doing pretty well. Remember without red we can't cast anything that matters and even with 7 I've run test games where it took a turn or two to draw that red source. Sure I could've mulliganed but we don't really want to do that do we?
Truth is the green splash is the only complicated part of this deck. May need to add another forest and go 7/6/1/2.
July 31, 2013 9:24 a.m.
NobodyPicksBulbasaur says... #21
Not getting one our core basic lands in this deck is pretty much the same as not getting a Cyclops. If it happens it's a result of an unlucky shuffle, not bad deckbuilding.
The worst thing we can do is have the game in our hand but not be able to play it because we never found a Forest . Flesh / Blood really is that powerful.
July 31, 2013 9:27 a.m.
actiontech says... #22
Then I do agree to pull one copy of Uncovered Clues out and run 6 island, 7 mountain, 1 guildgate, 2 forest.
July 31, 2013 9:36 a.m.
landgrafb: Your list only has 12 creatures. So you have one more card slot to fill. :)
July 31, 2013 11:32 a.m.
You can keep 2 copies of Uncovered Clues We still have 1 slot left.
July 31, 2013 11:33 a.m.
I would suggest the list that landgrafb proposed with a couple tweaks.
One, bump it up to 2x Wind Drake so that we do have 13 creatures (I assume that was what you meant to do with your initial list but forgot to write 2 next to Wind Drake).
Two, I'd change the land base to be 6 island, 6 mountain, 2 forest, and 1 simic guildgate.
Prevailed says... #1
Nivix Tokens What I did with this deck.
July 30, 2013 10:05 p.m.