MTG List: Hour of Devastation: Draft #6

deemberdom


Description

A GW deck that I went 2-1 with. It's somewhat similar to my Draft #2 deck which also had Pride Sovereign and Overcome, this one felt like it came together better though.

I settled into green fairly early on with Pride Sovereign, Overcome, and a couple Ambuscades and was leaning into red a bit. Eventually a lot of quality white cards starting coming my way including Steward of Solidarity and glory-bound inititate and I gave up on red. Actually, my original build included 2x Gilded Cerodon which I was splashing off 1x Ramunap Ruins and 2x Oasis Ritualist. I quickly decided that the mana and the payoff wasn't good enough and pulled the 2x Gilded Cerodon out for Sparring Mummy and Those Who Serve which felt much better. It lowered my curve a bit and really helped out my consistency.

MATCH 1 against UB (2-1)

The highlight of this match was my opponent slamming The Scarab God and beginning to get himself back into the game. I started going wide as possible with cat tokens from Pride Sovereign and warriors from Steward of Solidarity and playing towards an Overcome win. I was able to cycle a few lands over the course of a couple turns and finally found Overcome which won the game.

MATCH 2 against BW (0-2) (1-1 in bonus games)

This was a rough match, I had mana issues both games and was facing down the tough combo of Unraveling Mummy and Accursed Horde which let his attackers dominate the game. The next game had me facing down a turn 4 Torment of Scarabs which eventually defeat me.

In the bonus games, I won one with an early Greater Sandwurm and token blockers/attackers and I lost another game to mana issues.

MATCH 3 against RB control (2-1)

Game 1 which I eventually lost presented me with an interesting decision on turn 6 or so. My opponent was tapped out with a couple medium creatures and I had a medium creature in play. I could cast a combination of two creatures or 2x Ambuscade. I ended up deciding to cast the creatures which all promptly died to removal and let the attackers kill me quickly. After the game I realized that my opponent did not have many creatures and that removing them at that point would have bought me more time. I'm still not sure what the "correct" decision was or if their was one.

Game 3 was very interesting. I was able to whittle down my opponent's life but he kept killing my creatures. Finally he cast Apocalypse Demon which was a 10/10 against my Seraph of the Suns and Rhonas's Monument. I cast Ahn-Crop Champion and passed. Demon got tapped. Then my opponent cast God-Pharaoh's Gift and Eternalized a wasteland scorpian. Things were looking somewhat bleak for me if my opponent got a few more turns with God-Pharaoh's Gift as I was about out of gas, but I did have overcome in hand. I knew that my Seraph of the sun was my key to winning, but my Seraph was about to blanked by Apocalypse Demon now that my opponent had a creature to sacrifice. My opponent was at 11 life so I couldn't win this turn, but I needed to kill the scorpion to keep the demon tapped. So I cast a creature using the Rhonas's Monument trigger to give Ahn-Crop Champion +2/+2 and trample and activated hasshep oasis to give Seraph of the Suns +3/+3 and attacked with both. My opponent blocked Ahn-Crop Champion with the 4/4 Wasteland Scorpion and went to 2 life. Their next turn they Eternalized a creature and cast two more creatures including Minotaur Sureshot to try and stop my angel until the demon could untap. Despite the reach creature, I was able to win by casting Overcome.

BONUS Games against Nolan's RW draft deck (3-0)

Some of the games were close, but I was able to get a couple Overcome wins. There was one game where I think I would have lost if he had enchanted Pride Sovereign with Desert's Hold instead of my Oasis Ritualist, but he was worried about me casting an early Greater Sandwurm.

THOUGHTS

My opinion on Pride Sovereign has gone up a lot. For some reason I forgot that it gets pumped by the cats it creates, it's a great card.

Glory-Bound Initiate is great, it feels so good to play on turn 2 to start smashing right away.

Overcome impressed me more now that I had some more token makers. It's a great closer and often what you're hoping you draw at the end of the game.

3x Ambuscade, this is a great card and can really break some games open, but I frequently find myself in positions where I don't have a creature in play, or just a lame creature in play and the [[ambuscade]s just don't seem so great.

I didn't get to pull it off that often, but there are some great untap shenanigans built into this deck. You have great Exerters like Pride Sovereign, Glory-Bound Initiate, and Steward of Solidarity that can really go crazy with untappers like 2x Dauntless Aven, Ahn-Crop Champion, and Sparring Mummy.

Sunset Pyramid was great in this deck since you were often taking a few turns to build an army. The extra cards are really nice.