An extra combat trick, and one that can potentially get us more value out of positive auras? Sure, I'm fine with that.
July 19, 2013 1:51 p.m.
Okay time is running a little short for this pick so Mending Touch is gonna win here. Pretty sure everyone will be okay with that.
Picks 14-15 will be autodrafted and then Caley will send out pack 3! =0
July 19, 2013 2:22 p.m.
OK, so no Pack 3 yet, and I gotta go to work. I'll try to update it on my break if we've received them by then.
July 19, 2013 3:29 p.m.
Pick 14 we were autodrafted Restore the Peace , which is pretty awesome. Pick 15 we were also drafted Deputy of Acquittals , which was also very nice _
July 20, 2013 12:50 a.m.
Wow, pretty decent for autodraft picks. We've got quite a bit of blue now.
July 20, 2013 12:54 a.m.
I got super excited when I saw Teysa, thinking she was Lavinia of the Tenth .
Oh well.
July 20, 2013 12:55 a.m.
I'd say she's a pretty nice bomb... unblockable killer right there.
I'm a little sad we'd be passing a Far / Away and Simic Guildgate , but this is possibly our last bomb pick.
July 20, 2013 12:58 a.m.
Also, Teysa could be nice AEtherling protection incase one of our opponents cracks one.
I think it's between Teysa or Far / Away . I'd value both of those over the gate at this point.
July 20, 2013 1 a.m.
IAmKingTony says... #10
definitely Teysa, just because we got a couple blue cards doesn't mean we should go deeper into it.
July 20, 2013 1:01 a.m.
A limited bomb in our main colors, and if anyone's deck can get to 7... it's ours.
I hate passing on the gate since it's the one that we want. I do love that it's one of the only cards that can deal with AEtherling well. All we had before was to hope that no one cracked one, now we have an answer... and a finisher in the same card. I think this deck is looking lovely. Now, let's see some more blue gates, and gatekeepers.
Tony, why are you so terrified of going 4 color with all the color fixing we have? We got handed some amazing blue cards in our auto draft picks, I'm seeing no reason not to take them and run with it, especially if we get another blue gate or 2.
July 20, 2013 1:52 a.m.
Teysa makes sense here. Hopefully our aim for a slow, stalled game will allow us to play her.
Going forward, we're going to need some mana fixing with all this blue.
July 20, 2013 1:53 a.m.
IAmKingTony says... #13
yeah all that great cluestone fixing, we definitely want to use some of our 23 on those...
July 20, 2013 3:32 a.m.
IAmKingTony says... #14
running a 4th color is okay if you're splashing for one card or maybe an activation cost or something like that
having 4-5 cards in your deck that need your 4th color is not where you want to be, ever
July 20, 2013 4:05 a.m.
Being a control deck, and playing a 7 drop, the clustones will give us some much needed consistency and card draw. We really could be playing worse cards, and I think that if any deck could run them to their full potential, it's ours.
I actually ran our bomb in a sealed pre-release, and I ran 3 cluestones. I won it. It was an extremely controlling deck that locked down the field until I played a debt, or my Teysa. The card draw and the ramp off the stones won me a number of games by themselves.
July 20, 2013 4:05 a.m.
Man, those autodrafts were super nice. But yeah, Teysa, definitely, without a doubt.
July 20, 2013 4:06 a.m.
You do know that "5 color good stuff" is a proven draft archetype in any set that has a lot of color-fixing like this one, right?
I personally don't see playing a "4 color good stuff" version as improbable if we have the cards and the fixing for it. I understand your concern, but I think you would be surprised at what actually works if you try it.
July 20, 2013 4:08 a.m.
IAmKingTony says... #18
for me I'd rather not waste one of only 23 spots on a mana source unless it's a Chromatic Lantern , maybe Verdant Haven if I was playing an enchantment deck
July 20, 2013 4:13 a.m.
IAmKingTony says... #19
My first X-1 in DGR draft (my 4th draft, after a 5-0 and two 4-0s in the three previous) came when I tried to splash red as 4th color for 2 Madcap Skills in a bant hexproof/enchantments deck. I had 8 gates in the deck. My only loss came in a game where I drew all of the red sources that I didn't need and none of my white, which was actually important. So I think you can understand my position here.
Even with all of the good fixing around, a powerful draft deck should realistically aim to have TWO main colors with a small-moderate splash of a 3rd color.
July 20, 2013 4:24 a.m.
Variation is a harsh mistress. Sucks that that happened to you, and it will even happen with 2 colors. Case in point: Last sat morning I was running a U/B control build at the 1st pre-release. I lost one of my games because I kept a 3 island hand with a turn 2 essence scatter, and a turn 4 blue flash creature. My other 2 cards were double doom blade. I assumed that I would draw into a swamp since roughly half my lands were swamps. Turn 8 of the game comes along and I lose because I drew 6 black spells and an island. That shouldn't have happened statistically... but it did, and it does. With our deck able to recover like it should be able to, as long as leaf keeps a decent hand, I think that he will draw into all the colors by 6th or 7th turn, probably sooner. He should have at least 3 of them fairly early. That said, crap happens. Not much you can do about it. I agree we shouldn't go super heavy into blue, but to ignore synergic cards, when we were planning to splash it anyway, would be unwise in my opinion.
July 20, 2013 11:09 a.m.
Well I think Im a little late here but my vote goes for Teysa, even if she doesnt some how make it into our deck I dont want to play against her.
July 20, 2013 12:25 p.m.
Tony, what cards do you think we should cut if we wanted to be less committal to blue?
July 20, 2013 12:48 p.m.
I am seeing us getting a couple more gates by the time we are halfway through this pack. Once we are done getting gates is probably when we can start realistically seeing what color support we have.
So far just to count our current color composition we have:
Green: 6
Blue: 7
Black: 7
White: 8
This is not counting Wake the Reflections
or Uncovered Clues
, as I doubt they will make -any- cut in this deck, ever.
July 20, 2013 1:27 p.m.
With only Debt to the Deathless being hard to cast, color requirement wise, the rest are all extremely splashable. That tells me that Black/white need to be our main 2. We could potentially, heavily splash the green and blue and be 2 color with a 2 heavy splashes... I'm thinking this at the moment.
1x Azorius Cluestone
1x Azorius Guildgate
1x Battering Krasis
1x Blood Scrivener
1x Bronzebeak Moa
1x Debt to the Deathless
1x Deputy of Acquittals
1x Far / Away
1x Golgari Cluestone
1x Izzet Guildgate
1x Maze Abomination
1x Opal Lake Gatekeepers
2x Orzhov Guildgate
1x Profit / Loss
1x Protect / Serve
1x Restore the Peace
2x Saruli Gatekeepers
1x Selesnya Guildgate
1x Sunspire Gatekeepers
1x Teysa, Envoy of Ghosts
1x Ubul Sar Gatekeepers
1x Unflinching Courage
If we get a few more gates, and a few more creatures. We add the basics, trade a few spells and creatures for the ones we grab this pack... I think we would have a decent, and fairly consistent deck. I would like a few fliers... and I'd love to see a few more gatekeepers and gates.
Thoughts, opinions, violent disagreements?
July 20, 2013 1:58 p.m.
I count 19 nonland cards in your list there, so we'd have space to add in 2-3 more spells to that? I assume we want to run 18-19 lands with this deck.
Deco_y says... #1
I want Mending Touch as well. I'm gonna need answers by 11:45 so Caley can send our next pick before I leave for work.
July 19, 2013 1:13 p.m.