Thursday, September 30, 2010

Carroll Draft

Let's talk about the best draft format to come out of our play group, Carroll Draft. First, a reminder of the format, stolen from our own Draftstravaganza post...

The second format is Carroll draft. Carroll draft is a normal 8 man format which uses 24 different packs. The intention is to use the 24 most recent expert-level expansions, though the release of two-set blocks requires a little rejiggering (we are adding a pack of Coldsnap for this version). First everyone opens a big set (Lorwyn through Invasion). Drafting proceeds as normal. You will travel backwards in time as you go through the packs so if your first pack is Lorwyn, your second pick will be from Time Spiral, then Ravnica, and so on. The second pack you open will be from a second set (Morningtide through Planeshift). Again, you will travel back in time as drafting moves to the right. Finally, the third pack will be all 3rd sets, though Coldsnap will be in the mix due to Lorwyn being a 2 set block.


So where is the format now? First, Shadowmoor managed to screw it up a little more and Rise of the Eldrazi (a large third set) makes decisions a little more difficult. The general consensus is also the Coldsnap includes far too many linear mechanics to play nice with the rest of the sets. Rise of the Eldrazi on the other hand, points a way to a solution to the two set block problem, though it is a little inelegant. We can stick a large set in for the 3rd set of Lorwyn and Shadowmoor blocks. I kind of like the idea of throwing Scars of Mirrodin in for one. The other can be a core set, older large set or Coldsnap, if you really feel you must. If I were hosting one right now this is what it would look like



Seat1st2nd3rd
1ZendikarConfluxScars of Mirrodin
2Shards of AlaraWorldwakeX/M10/M11
2ShadowmoorDarksteelFuture Sight
4LorwynBetrayersDissension
5Time SpiralGuildpactSaviors
6RavnicaPlanar ChaosFifth Dawn
7ChampionsMorningtideRise of the Eldrazi
8MirrodinEventideAlara Reborn


I'll be the first to admit this is basically a Chaos draft without as much chaos, but what an enjoyable trip through time. The strategies are basically the same as Chaos, though of course you can plan a bit for things like Ravnica bouncelands, Mirrodin artifacts and Alara multicolor madness. The other nice way the format is evolving is that WoTC has been developing for draft a lot more in the late aughts than they were around the time of Invasion so the drafts get better as those sets age out. God help us, Nemesis was in the format the first time we did this and man, was that set ever terrible for Chaos drafting.

The other great thing about Carroll drafting is finding the packs. Usually you can get about 80% of them on one website, but shopping around for different sources and trying to get the best deal is a fun little treasure hunting challenge that increases anticipation for your draft. Try Carroll draft out today. Or next week. Whenever you can round up the packs. I guarantee you'll be turning potential drafters away.

Wednesday, September 29, 2010

Cube Comparison Thread

Just a quick note for Cube drafters out there. In her weekly article Thea Steele mentioned a pretty cool resource- the MTG Salvation Cube Comparison Thread. Think of it as a meta analysis for Cube cards. Posts include a "Winners/Losers" analysis that tracks which cards are trending hot and which ones are losing value, tools to evaluate an "average" 360 or 720 card Cube (based on 100 Cube lists), and a card ranking based on the number of times all those Cubes included individual cards. There is an Cube list entered into the data by the name of "Fugitive Wizard," it is NOT ours.

I can see consulting some of this data when making cuts or adds to the Cube.

Do you think I should submit our list?

T

Tuesday, September 28, 2010

Cards I missed at the Prereleases

So I was talking to TS about the Prerelease and I realized very quickly that cards I had seen over and over were cards he had pretty much missed and vice versa. I figured I could take a look through the spoiler and find a few of these and talk about how awesome/awful they are. Oh, one quick note. Steve Sadin appears to be just as in love with Tel-Jilad Defiance as I am. So wooo!

First, TS mentioned some golem which I originally thought was Precursor Golem but was actually Golem Artisan. So, which would I rather in my sealed pool? Precursor is more of a put my opponent under pressure card, where Artisan kind of says, "Alpha strike for the win". I think infect decks would clearly rather the Artisan, but aggressive decks that want to kill with damage would prefer the Precursor. Certain cards (cantrips) are a serious blowout against Precursor, but it's such a deal that I think the chance is worth it.

Clone Shell
- 5, Artifact Creature, Imprint — When Clone Shell enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library in any order.
When Clone Shell is put into a graveyard from the battlefield, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control.


I like this, especially at uncommon. I wish is dug a little deeper than four cards. Even five would give you a significantly better chance of a hit. Another nice thing would be to let you get a land, but I suppose that's not flavorful.

Culling Dais - 2, Artifact,
Tap, Sacrifice a creature: Put a charge counter on Culling Dais.
1, Sacrifice Culling Dais: Draw a card for each charge counter on Culling Dais.


Here's a fun one that I wouldn't pay more for, but I think this is costed right and I like playing games with it. Especially because you can proliferate once you've got the first counter. I wish they had brought back Doubling Season for this environment, but I guess it might have been a little(lot) broken.

Strata Scythe - 3, Artifact-Equipment,
Imprint — When Strata Scythe enters the battlefield, search your library for a land card, exile it, then shuffle your library.
Equipped creature gets +1/+1 for each land on the battlefield with the same name as the exiled card.
Equip 3


I am trying to avoid rares, because one will run into them less, but this is one of the cards TS mentioned. This is obviously such a bomb. Even if you could only imprint a card from hand it would be good, but the flexibility to search makes it out of sight.

Tower of Calamities - 4, Artifact, 8, Tap: Tower of Calamities deals 12 damage to target creature.

Basically, it's an Aladdin's Ring for creatures and just about as playable. Maybe in a metalcraft deck with tons of mana Myrs? I don't know, even then, it just eats a Shatter...

Abuna Acolyte - 1W, Creature-Cat Cleric,
Tap: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Tap: Prevent the next 2 damage that would be dealt to target artifact creature this turn.


Now that's a Samite Healer with some guts.

Myrsmith - 1W, Creature-Human Artificer,
Whenever you cast an artifact spell, you may pay 1. If you do, put a 1/1 colorless Myr artifact creature token onto the battlefield. 2/1


Ok, this seems good because 2/1s for 2 are generally playable as are 1/1 artifact creatures for one. I'll fully confess that I could be wrong about this since x/1s are so vulnerable in the environment.

Twisted Image - U, Instant,
Switch target creature's power and toughness until end of turn.
Draw a card.


As a trick, I don't think power/toughness switching is awesome in the environment (except against white) but cantrips for 1 are pretty much always playable.

Fume Spitter - B, Creature-Horror,
Sacrifice Fume Spitter: Put a -1/-1 counter on target creature.


Festering Goblin holds a special place in my heart. This isn't quite as good, or at least, it wouldn't be without proliferate.

Barrage Ogre - 3RR, Creature-Ogre Warrior, Tap, Sacrifice an artifact: Barrage Ogre deals 2 damage to target creature or player.

I would play this if I was playing red, but it would pull me into red at 2RR. Which it isn't. Boo.

Acid Web Spider - 3GG, Creature-Spider,
Reach
When Acid Web Spider enters the battlefield, you may destroy target Equipment.


Yes, yes, yes. This is the kind of card I love. It's got all kinds of utility in the environment. It eats blue fliers. It eats infect guys. Also, props to creative for not naming this Acidweb Spider. They seem to love the "smash two words together" school of naming and this one is dead on.

Finally, Tangle Angler - 3G, Creature — Horror, Infect
Green: Target creature blocks Tangle Angler this turn if able.


I have nothing to say about this card other than that it appears to be the clear favorite card name amongst casual players. Tangle angler, tangle angler, tangle angler. It is fun to say.

Monday, September 27, 2010

Scars Prerelease #2 - The Revenge

I had so much fun at the Scars Prerelease that I decided to do another. I could only sleep for about 90 minutes on Saturday morning, so I just powered my way through an episode of the shakes and headed down to Milwaukee Magic for their noon 4 round prerelease. Here's what I opened...

Cardpool
WhiteBlueBlack
Abuna Acolyte
Arrest
Auriok Sunchaser
Fulgent Distraction
Kemba, Kha Regent
Seize the Initiative
Soul Parry
2 Sunspear Shikari
Vigil for the Lost
2 Disperse
Grand Architect
Lumengrid Drake
Neurok Invisimancer
Plated Seastrider
Screeching Silcaw
Steady Progress
Stoic Rebuttal
Twisted Image
Carnifex Demon
Corrupted Harvester
Exsanguinate
Geth, Lord of the Vault
Instill Infection
Plague Stinger
RedGreenArtifact/Land
Assault Strobe
Ferrovore
2 Furnace Celebration
2 Goblin Gaveleer
Kuldotha Rebirth
Ogre Geargrabber
Oxidda Daredevil
Scoria Elemental
Tunnel Ignus
Turn to Slag
Vulshok Heartstoker
Alpha Tyrranax
Blight Mamba
Carapace Forger
Copperhorn Scout
2 Cystbearer
Ezuri's Archers
2 Molder Beast
Tel-Jilad Defiance
2 Untamed Might
Wing Puncture
2 Bladed Pinions
Chrome Steed
2 Corpse Cur
Darksteel Myr
Flight Spellbomb
Glimmerpost
Gold Myr
Heavy Arbalest
Horizon Spellbomb
Ichorclaw Myr
Iron Myr
Liquimetal Coating
Memnite
Necrogen Censer
2 Necropede
Nihil Spellbomb
Panic Spellbomb
Perilous Myr
Rust Tick
Silver Myr
Snapsail Glider
Strider Harness
2 Throne of Geth
Tower of Calamities
Trigon of Rage
Vector Asp
2 Vulshok Replica


This pool pissed me off pretty hard. Two BB bombs with almost no support? A bunch of interesting red cards with no Shatter or Arc Trail? 2 Goblin Gaveleer (or 2 Sunspear Shikari if you prefer) with nothing worth picking up? I tried to build this Red/Black, but ultimately realized I was being pulled toward infect, so I started substituting in infect support cards for "better" cards and ended up with an infect deck that pulls a hell of a late game (Geth, Carnifex). You'll note no Mana Myrs. I think infect is the one of the few (only?) archetypes in Scars sealed that really doesn't want the mana Myrs. Acceleration is pretty unimportant for these decks, metalcraft doesn't help either, and they are ineffective blockers in the mirror.

Blight Mamba - these were all over the tables at the other prerelease and I saw a few here as well. Regeneration flat sucks in the environment. They just die in the mirror. All that said, I think they are the edge of playability in the archetype.
Carapace Forger - This on the other hand is very solid. Don't forget it's an Elf if you open an Ezuri, but the most important thing is, it's a bear with an upside, not just a bear.
Copperhorn Scout - I played very aggressively with this, because even one turn of vigilant attacking can really put your opponent under pressure. Sure, they block him, but hey, that's a blocker they can't use on something else.
2 Cystbearer - This is the kind of card that pulls you into infect. A house in the mirror (if it seems like I am emphasizing the mirror, it's because you will play a ton of it), a 3 butt, double the clock, etc...
Ezuri's Archers - Spiders good
Molder Beast - Two in the pool, but I only played one. He tramples which is nice, but I already had a ton of late game and he doesn't fit naturally into the infect theme.
Tel-Jilad Defiance - Here's where I admit that for the last 6 years, I thought that was Tel-Jihad. RTFC. Also, this card is awesome, say it with me, "in the environment".
2 Untamed Might - These are finishers that have utility and having two meant I could burn one early for something minor.
Carnifex Demon - This card doesn't say win the game. Other than that...
Geth, Lord of the Vault - This card also doesn't say win the game. Still...
Instill Infection - This is so good. I will always play this if I am playing black. The moment I realized I could hit Precursor Golem, I definitely giggled. Ancestral Recall is good.
2 Corpse Cur - Speaking of cards that are good in the mirror. You can trade infect guys early, knowing this guy will show up to bail you out. You can sac guys to Throne of Geth, knowing this guy is around. Is awesome. Would play again.
Horizon Spellbomb
2 Necropede - This card is incredibly important in the mirror. 2-for-1s all over the place. Does nasty things with Throne of Geth and Corpse Cur, not to mention Carnifex Demon.
Rust Tick
Strider Harness - Pump equipment only in infect decks.
2 Throne of Geth - I've already discussed all the reasons this is awesome above. Except for metalcraft. That's awesome too. And counters for Trigon of Rage and Carnifex Demon and poison counters for your opponent. The B bombs were my all stars, but this is the utility player that allowed my all stars to shine. Kind of like Craig Counsell.
Trigon of Rage - Again, three counters with no color commitment is awesome.
11 Forest
5 Swamp

No Exsanguinate. That's not how this deck wins. I felt like I built a great deck for the mirror match, and what did I get round one? The mirror. Unfortunately, I lost but I am 90% certain it was a draw dependent loss. Also, my opponent played very well in never leaving me an opportunity to get in unblocked. Both games ended with the winning Untamed Might in hand with no way to get through. Maybe that so subpar Plague Stinger should have made it in.

Rounds 2 and 3 were against pretty goldfishy players and I won handily both times.

Round 4 had a very fun, tightly contested game 1, where I was able to equip Strider Harness for the final point of damage the turn before he was to kill me. Game 2 was notable for my opponent nearly coming back from a mull to 4 on the play with an early Precursor Golem, but then I played the Ancestral and it was game over on an Untamed Might poison kill. 3-1 was good for 4 packs.

I think the jury is still out on the infect deck archetype. It can win out of nowhere, which is always fun, but I am just not sure it's "good" enough. Infect is very easily disruptible and you better have some kind of fatty boom-boom to finish the job if your infect can't get there for one reason or another. It seemed like the best decks were playing planeswalkers. Big surprise there. Oh, and one other note, about Tainted Strike (B, Instant, Target creature gets +1/0 and gains infect until EOT). People were splashing this into powerful decks as a finisher. There are a lot of ways to deal 9 damage in a turn and B is a nice way to turn that into a game win. Spike will need to block for a while here.

Finally, if there are any new players reading this, stop playing Vigil for the Lost. Your opponent does a little dance inside his head every time he sees you play it.

Sunday, September 26, 2010

Scars Pre-release, or how I punted with my above average pool

So the pool I opened for the Midnight Pre-release at Silver Spring Hobby was pretty solid. My black was the strongest with good removal and a bomb flyer, red had 2 shatters but not much else to mention, white had a very aggressive curve with 2 Glint Hawks a Glint hawk Idol as well as the stat-boosting enchantment Tempered Steel. I built the deck playing Black and Red to play my good removal and some shatters and ended up playing higher-costed mediocre red cards instead of my aggressive white curve. I was enthralled with infect but had infecters that were better in a draft deck than a sealed pool, but chose to play them anyway because infect excites me, and it was late. I also hadn't laid out the white cards because of time building constraint so I decided to run what I had. I started off 2-0 but then finished out 0-3 ending up with no prize and left to get home and sleep before working later that afternoon. The following evening I reevaluated my pool and found that had I played B/W I would have had much more synergy as well as a very aggressive deck.

The rares in my pool were: Tempered Steel, Genesis Wave, Liege of the Tangle, Carnifex Demon, Ratchet Bomb, and Nim Deathmantle.

Here is what I should have played:

2 Glint Hawk
Salvage Scout
Horizon Spellbomb
Ratchet Bomb
Nim Deathmantle
Leaden Myr
Iron Myr
Glint Hawk Idol
Contagion Clasp (foil)
Bladed Pinions
Auriok Edgewright
Auriok Sunchaser
Tempered Steel
Dispense Justice
2 Moriok Replica
Rusted Relic
Skin Render
Flesh Allergy
Trigon of Corruption
Glimmerpoint Stag
Bleak Coven Vampires
Carnifex Demon
16 Land

This version of the deck plays the aggressive metalcraft cards and the equipment card I didn't fit into my other deck. Glimmerpoint Stag, Salvage Scout, and the Glint hawks allow me to reuse or reset my Contagion Clasp, Ratchet Bomb, and Trigon of Corrupton. Stag has added synergy with Bleak Coven Vampires and Skinrender, as well as adding more counters to Carnifex Demon for more -1/-1 counter distribution. I think if I had played this build I could have been 4-1 since I doubt even this could have defeated Caleb's pool (Koth of the Hammer, Mox Opal, Argent Sphinx). Not only did he open ~$100 in cards, but he also went undefeated (giving me my first loss in round 3).

Overall I think it was a great night, had fun and learned many things about SOM limited. I also learned that the sealed format is defined by bombs. I lost to Koth, Sword of Body and Mind, Darksteel Juggernaut, and Putrefax). I also faced opponents who each had 1 of the 3 different planeswalkers in the set. CBG had Elspeth in R1, Caleb had Koth in R3, and Bagha had Venser in R4, luckily for me I didn't actually face Elspeth or Venser. Caleb found Koth all 3 games, including punishing my by playing it turn 3 off a myr game 1 for missing my second land drop (I kept a 1 lander with a myr and three other 2 drops in my hand).

Tabasco

Midnight Prerelease - Scars of Mirrodin

I went to the midnight prerelease at Silver Spring Hobby on Friday night. I've wanted to do a midnight prere for years and my birthday is next week so I decided to roll it. There were around 40 lucky souls who sat down around 12:30 (boo, hiss) to crack 6 packs of Scars of Mirrodin. The big news of the set is of course, poison, and it played an important role all night. First, let's crack the packs and we can talk about meaning later.



Sealed Pool


White BlueBlack
2 Arrest Bonds Of Quicksilver Blistergrub
Auriok Edgewright 2 Neurok Invisimancer Contagious Nim
Elspeth Tirel!Plated Seastrider2 Dross Hopper
2 Ghalma's WardenRiddlesmithGrasp of Darkness
Glint HawkScrapdiver SerpentMoriok Reaver
Loxodon WayfarerScreeching SilclawRelic Putrescence
Salvage ScoutSky-Eel SchoolTainted Strike
Steady Progress
Stoic Rebuttal
Thrummingbird
Vedalken Certarch
RedGreenArtifact/Land
Assault StrobeBellowing Tangleworm2 Argentum Armor
Bloodshot TraineeCarapace Forger2 Chrome Steed
FerrovoreCarrion CallContagion Engine
2 Flameborn HellionCystbearerCopper Myr
2 Furnace CelebrationEzuri, Renegade LeaderDarksteel Axe
3 Melt Terrain2 Ezuri's ArchersDarksteel Myr
ShatterLifesmithDarksteel Sentinel
Turn to SlagMolder Beast2 Echo Circlet
Tel-Jilad Defiance2 Glint Hawk Idol
Withstand DeathGold Myr
Ichorclaw Myr
Liquimetal Coating
Neurok Replica
Nihil Spellbomb
Palladium Myr
Precursor Golem
Razorfield Thresher
Rust Tick
Saberclaw Golem
Soliton
Sylvok Replica
Trigon of Infestation
Trigon of Rage
Trigon of Thought
Tumble Magnet
Vector Asp
Wall of Tanglecord


White is very solid, with double Arrest and "win the effing game" card Elspeth Tirel. Also notable is the white mana myr and the double glint Hawk Idol.

Blue is excellent as well. No bombs, but Bonds of Quicksilver, Riddlesmith, Sky-Eel School, Stoic Rebuttal (hard counters are good in sealed), Thrummingbird and Certarch are all cards I'd be glad to run.

Black is the first color I cut from consideration. No bombs, only one infect creature, little evasion or removal. Yech.

Red has the all star Shatter, a couple of hasty worms (sorry, hellions. Whatever, WOTC. I know a fucking worm when I see one.) and a Turn to Slag. It also has three too many Melt Terrains and is really creature light. No thank you.

Green is very solid. Good curve, good fat, a couple of decent tricks. This is another front runner. Again, little infect.

Artifacts. I don't know what to say in general about artifacts. Play good Equipment, mana Myrs and decently costed creatures. The one late add was Darksteel Sentinel. I thought he was too expensive at 6. I was wrong. He's a champ.

Ultimately, the lack of removal in Green kept me away despite the repeatable overrun on Ezuri and the nice curve. Blue was tempting until I realized I was going to be playing five rounds starting at 1 am and counting on myself to make optimal plays was not wise. Ultimately, the siren song of a pretty straightforward deck with a win now condition got me into White. I was actually going to go mono-W until I realized I could cut a few subpar artifacts in order to make room for Shatter (all-star) and Bloodshot Trainee (3 ways to activate and a 3-butt). I did leave the Wayfarer on the sidelines, but played everything else. Final list:

2 Arrest - Is this or Shatter better in the environment? Discuss.
Auriok Edgewright - It was surprisingly hard to get metalcraft going even with 14 artifacts. It might be better in draft, but I was unimpressed.
Elspeth Tirel
2 Ghalma's Warden - OTOH, these were solid. 4 butts were nice, even against infect dudes and there are tons of -1/-1 counters flying around.
Glint Hawk - I so wanted this to be better. Maybe with a Memnite...
Salvage Scout - This is a superhero in the environment.
Darksteel Axe
Tumble Magnet
Precursor Golem - You will occasionally get blown out, like when somebody hits one with a cantrip. Nonetheless, 9 power for 5 mana is...good.
2 Glint Hawk Idol - almost better than Glint Hawk. Carries equipment like a champ.
Copper Myr - I don't know if you play offcolor mana Myr in an infect deck, but I don't know if they ever hit the sideboard otherwise.
Darksteel Sentinel - See my note above. You probably think this is overcosted. It's not.
Rust Tick - never dead, and a Puppeteer you only have to pay for once is nice, even if it's somewhat limited in it's tricksiness.
Trigon of Rage - I only recharged this once. Three activations is plenty.
Horizon Spellbomb - House, though I obviously wouldn't have played it without the red splash
Gold Myr - etc.
Palladium Myr - also carries an axe and lures removal
Argentum Armor - I wish I hadn't opened two of these but an active one is basically game over, as it turns everything into an Eldrazi.
Contagion Engine - zomg, really.
12 Plains
4 Mountain

Round 1 I played against Tony, who was playing what appeared over the next day to be a pretty standard infect deck. A lot of little guys who give you poison counters, a few tricks, some removal. The games were reasonable but he was able to force through enough poison each time. I did end up mulliganing twice and that might have been the problem, but I think the bigger problem was I just didn't know how to deal with an infect deck yet, and he ran a bit more removal than is typical for those types of deck.

Round 2 I played against a very nice goldfish playing a defensive GW deck with no apparent win conditions. Once I was able to work my way through his Wall of Tanglewood and various lifegainers, I won handily.

Round 3 was a singularly unmemorable beatdown of an infect deck, played by someone who wasn't as good at deckbuilding as my first round opponent. He snuck a game 2 win against me but it wasn't enough. Contagion Engine just wins games. Nearly everyone at the top tables had one. It's basically a Plague Wind that gives you random positive effects like; add a counter to your Trigon and, give the other dude a poison counter. At this point, it was around 4:15 am and I had yet to see my Elspeth, except a brief appearance in a 7-card, no-land hand. That was about to change.

Round 4 I played against a solid red blue deck, with lots of red blue things, like hard counters, burn and Confiscate effects. Side note: if WoTC never prints another Confiscate, it'll be too soon. Being hit with your own guys is spectacularly unfun, especially when they didn't even have to die first. Game one, I finally saw Elspeth, which was convenient, since I was being beaten about the head and neck with one of my own guys. I won. Game 2 was epic central. We went back and forth for a while until I got Elspeth online and fired off her ultimate ability, leaving myself with an indestructible golem carrying an indestructible axe and a Soldier token and my opponent with one card in hand. Unfortunately for me, that card was an Arc Trail, killing off Elspeth and a token for a grand total of two mana. No problem though, because I still have five power on the table, 27 life and...he ripped a Volition Reins. Hey, no problem, I still have like 5 draw steps. Of course, I can't get my equipment back until I rip a creature, and my draws for the rest of the game were, and I remember this clearly, Plains, Plains, Plains, Plains, Plains. Nice win. Then I won game 3 with Elspeth. w00t. Planeswalkers are good.

Round 5 was the difference between one pack and six packs, so I needed to concentrate. Unfortunately, that apparently means I can't remember much other than that I won and that both Elspeth and Argentum Armor made an appearance. So, six packs, 4-1 and yay! Fliers with equipment and Planeswalkers are both valid ways to win in this environment. One sided Wrath of Gods are still good, Proliferate is good, poison is interesting and those decks defintely have an "oops, I win" characteristic, but they didn't seem to be unbalanced so yay WoTC. MaRo has stated many times that they wanted to avoid poison as "just another life total". I think there is something to that, but mostly, poison is just another life total, and as long as they don't push the power level too much, it's a lot of fun.

The prerelease was so fun I did it again at noon the next day, but this post is already long enough.

Back

So, after a long hiatus, CBG is back on the Magic horse. TooSarcastic invited me to a birthday Cube, then JBro invited me to a birthday mitotic draft and lo and behold, the effin Scars of Mirrodin prerelease was this weekend and the point is...I thought I was out, but they keep pulling me back in. One of the dudes in the playgroup has started a podcast (whose name i will pimp once he gets back to me) but I think there's a place for a more active blog. I'm going to rehash my two prerelease pools here and we can talk it out.