Magic from the MKE, because no matter how many PT winners and Hall of Famers Madison produces, it'll still be a college town out in the prairie.
Showing posts with label LLL draft. Show all posts
Showing posts with label LLL draft. Show all posts
Friday, December 14, 2007
Let them eat cake
Hey, for those of you drafting tonight, there will be cake. I did a test run of the Watergate Cake (aka Pistacio Pudding Cake) last night & need some help taking care of it. So if that influences your decision about drafting fine, but either way I need help making it disappear.
Monday, October 22, 2007
2HG - Telling You Crap You Already Know
We've been drafting a lot of Two Headed Giant over at Casa de Bondage Goth lately. Fugie's teaser post alluded to a deck in such a tourney, but I won't spoil his story for you. I am here to talk about some guidelines for 2HG that have proven to be true yet again. These are things that most of you competent players have a vague idea of, but may not have thought about in a while. So as you start to integrate 2HG into your Lorwyn Limited experience, consider a few truisms.
#1 Removal is (still) better than a body.
Lorwyn block gave us some interesting tension when it comes to drafting. Unlike past formats, getting your 13th Kithkin can be critical to the way your deck plays. You shouldn't be looking for 12-19 bodies, you should look for an equivalent number of synergistic creatures types and abilities. There are some formats where having the dudes is more important (admittedly I can only think of ChKChKChK draft, which was super aggressive and weenie-based, and possibly Coldsnap draft, because of the inherent synergies in that good old set) and some where you have to take removal over nearly everything else (XthXthXth draft skews closer to this side, more examples of either format are welcome in comments). It seems to be the rule that in 2HG the removal becomes even more important because the low end of your creature curve gets obsoleted mid-game and and everyone has plenty more time to find and play their respective bombs. Since we all know bombs win games, having removal (and knowing when to use it, obv) gets you back into things before you are smashed to a pulp. HOWEVER, one of the things I was most interested in when playing 2HG Lorwyn Limited was whether or not the need for creature type synergies would overmaster the need for decent removal. If your dedicated Merfolk deck, in the last pack of a 2HG draft, has a choice between a third pick (technically 5th and 6th picks, you know what I mean) Neck Snap and Summon the School which do you take? (Let's assume you other pick in that pack was, uh, Mad Auntie for your other head's half-built Goblin deck, whatever.) The Merfolk Sorcery makes your deck all kinds of awesome in the late game- which you will usually get to in 2HG. But the removal is also really good. It appears, after some experience, that removal still trumps the majority of creatures, even if it means diluting the internal synergy of your deck's creature base. In 2HG, if you see no guys that need to be gotten rid of on the other side of the board, you are winning. There will be targets for removal. Your Summon the School only gets ridiculous if you are able to reach a critical mass of Merfolk (quick aside; Summon the School is not as good in 2HG as regular draft. 30 life plus many more chump blockers = far less effective at ending the game). Getting to that critical mass may take the whole game, or not even happen at all. So keep on taking those Weed Strangles and Tarfires when they come. Now, sometimes you are going to need to kill more than one monster at a time in order to stay in the game. This leads us to our second Rule You Already Know.
#2 Card Advantage Wins 2HG Games
You know how to destroy an opponent in 2HG? Cast Mournwhelk, forcing player A (let's call him "Lajor Muck") to ditch two of the three cards he still has in hand. Then, next turn, counter player B's Footbottom Feast with Familiar's Ruse, returning your Mournwhelk only to recast it again to strip the last two cards from player B's hand. Yeah, TooSarcastic's team won that one (sorry, Major Luck). It's really hard to fight through that much card disadvantage. Likewise, CBG and I ended up drawing the round prior, partly because we are bad players, but mostly because we passed a (foily!) Final Revels in the draft that ended up making it to our opponents, who then used it wreck us on card advantage, along with a second Revels later in the game that mopped up all the 2-butts we had cast after the first Revels resolved. Casting a Hoarder's Greed to draw four cards wasn't bad for the other team either. I mean, who cares about losing four life in this format? The only way my Gothy Captain partner and I were even still in that game was the fact that we also cast our own copy of Final Revels to four-for-one their board as well. In regular draft, getting tempoed out while waiting to reap the rewards of your card advantage is a fairly common concern. This is less so in 2HG. Weenie rushes are less good. Play the 7-casting cost spell that gets two of their cards. You will (almost) always be able to play it. Having said that...
#3 Curving Out Still Wins Games
Last night I was again paired with CBG playing against Fugie and his roommate. I kept a hand with 2 Plains, an Island, Summon the School, Merfolk Harbinger, Inkfathom Divers, and Faerie Trickery. CBG looked at me like I was crazy, but I said, "It's 2HG, I'll get the 4th land eventually. We've got time." Turn two (we were on the play) I drew Moonglove Extract. Just fine. Meanwhile, Fugie had played a 2/1 elemental turn one. Turn three I drew Fallowsage and cast the Extract. Fugie's team had four dudes out to our one, but we had on-board removal so it was fine, right? No it wasn't. Wort, Boggart Auntie comes down next turn with a board full of Gobs for them. Also, my extract can't even kill the Elemental because of Wings of Velis Vel from Fugie. Suddenly half our life is gone. This is the turn. I need to draw a land to continue play spells. I rip... Fallowsage number two! I guess this is a bad beats story. Also, the match prior, I dug through all but the last three cards of my library looking for the game-winning planeswalker Ajani. After the match, I flip over the deck to reveal Ajani as the bottom card. Bad. Beats. But I digress. The whole point is playing land number four (on turn four) and casting Merfolk Harbinger for Stonybrook Angler might not have won the game, but it sure as hell would have made it closer than playing my fourth land on turn six, which is what ended up happening. Build your deck with a curve in mind. Consider mulligans with a curve in mind. You curve may start at three (or maybe even four) instead of one, but 2HG still needs a curve. There are some beatdown strategies out there. They may not be the strongest archetypes, but if people discount them and don't build to protect against an early rush, Kithkin, Elemental and Goblin synergies can overwhelm an opposing team pretty quickly. Also, 90% of the time it's right to play 18 land. I've heard "official" columnists make the argument that you should run fewer lands in 2HG because you get a free mulligan, you have a partner to help you if you stumble, and the games go longer so you draw more cards. It has been my experience that the games I win come from casting Mournwhelk on turn seven, preferably with Aethersnipe either the turn before (to get the bomb into their hand so they discard it) or the turn after (to return Mourwhelk so as to destroy the second opponent's hand). It's hard to lose games when you hit the top end of your curve on schedule. And you know your curve will end higher than your average individual draft deck. Run more land than normal, not less. Getting flooded sucks, but at least when you do draw your business spells you can cast them.
That's it kids. Go play some 2HG.
T
#1 Removal is (still) better than a body.
Lorwyn block gave us some interesting tension when it comes to drafting. Unlike past formats, getting your 13th Kithkin can be critical to the way your deck plays. You shouldn't be looking for 12-19 bodies, you should look for an equivalent number of synergistic creatures types and abilities. There are some formats where having the dudes is more important (admittedly I can only think of ChKChKChK draft, which was super aggressive and weenie-based, and possibly Coldsnap draft, because of the inherent synergies in that good old set) and some where you have to take removal over nearly everything else (XthXthXth draft skews closer to this side, more examples of either format are welcome in comments). It seems to be the rule that in 2HG the removal becomes even more important because the low end of your creature curve gets obsoleted mid-game and and everyone has plenty more time to find and play their respective bombs. Since we all know bombs win games, having removal (and knowing when to use it, obv) gets you back into things before you are smashed to a pulp. HOWEVER, one of the things I was most interested in when playing 2HG Lorwyn Limited was whether or not the need for creature type synergies would overmaster the need for decent removal. If your dedicated Merfolk deck, in the last pack of a 2HG draft, has a choice between a third pick (technically 5th and 6th picks, you know what I mean) Neck Snap and Summon the School which do you take? (Let's assume you other pick in that pack was, uh, Mad Auntie for your other head's half-built Goblin deck, whatever.) The Merfolk Sorcery makes your deck all kinds of awesome in the late game- which you will usually get to in 2HG. But the removal is also really good. It appears, after some experience, that removal still trumps the majority of creatures, even if it means diluting the internal synergy of your deck's creature base. In 2HG, if you see no guys that need to be gotten rid of on the other side of the board, you are winning. There will be targets for removal. Your Summon the School only gets ridiculous if you are able to reach a critical mass of Merfolk (quick aside; Summon the School is not as good in 2HG as regular draft. 30 life plus many more chump blockers = far less effective at ending the game). Getting to that critical mass may take the whole game, or not even happen at all. So keep on taking those Weed Strangles and Tarfires when they come. Now, sometimes you are going to need to kill more than one monster at a time in order to stay in the game. This leads us to our second Rule You Already Know.
#2 Card Advantage Wins 2HG Games
You know how to destroy an opponent in 2HG? Cast Mournwhelk, forcing player A (let's call him "Lajor Muck") to ditch two of the three cards he still has in hand. Then, next turn, counter player B's Footbottom Feast with Familiar's Ruse, returning your Mournwhelk only to recast it again to strip the last two cards from player B's hand. Yeah, TooSarcastic's team won that one (sorry, Major Luck). It's really hard to fight through that much card disadvantage. Likewise, CBG and I ended up drawing the round prior, partly because we are bad players, but mostly because we passed a (foily!) Final Revels in the draft that ended up making it to our opponents, who then used it wreck us on card advantage, along with a second Revels later in the game that mopped up all the 2-butts we had cast after the first Revels resolved. Casting a Hoarder's Greed to draw four cards wasn't bad for the other team either. I mean, who cares about losing four life in this format? The only way my Gothy Captain partner and I were even still in that game was the fact that we also cast our own copy of Final Revels to four-for-one their board as well. In regular draft, getting tempoed out while waiting to reap the rewards of your card advantage is a fairly common concern. This is less so in 2HG. Weenie rushes are less good. Play the 7-casting cost spell that gets two of their cards. You will (almost) always be able to play it. Having said that...
#3 Curving Out Still Wins Games
Last night I was again paired with CBG playing against Fugie and his roommate. I kept a hand with 2 Plains, an Island, Summon the School, Merfolk Harbinger, Inkfathom Divers, and Faerie Trickery. CBG looked at me like I was crazy, but I said, "It's 2HG, I'll get the 4th land eventually. We've got time." Turn two (we were on the play) I drew Moonglove Extract. Just fine. Meanwhile, Fugie had played a 2/1 elemental turn one. Turn three I drew Fallowsage and cast the Extract. Fugie's team had four dudes out to our one, but we had on-board removal so it was fine, right? No it wasn't. Wort, Boggart Auntie comes down next turn with a board full of Gobs for them. Also, my extract can't even kill the Elemental because of Wings of Velis Vel from Fugie. Suddenly half our life is gone. This is the turn. I need to draw a land to continue play spells. I rip... Fallowsage number two! I guess this is a bad beats story. Also, the match prior, I dug through all but the last three cards of my library looking for the game-winning planeswalker Ajani. After the match, I flip over the deck to reveal Ajani as the bottom card. Bad. Beats. But I digress. The whole point is playing land number four (on turn four) and casting Merfolk Harbinger for Stonybrook Angler might not have won the game, but it sure as hell would have made it closer than playing my fourth land on turn six, which is what ended up happening. Build your deck with a curve in mind. Consider mulligans with a curve in mind. You curve may start at three (or maybe even four) instead of one, but 2HG still needs a curve. There are some beatdown strategies out there. They may not be the strongest archetypes, but if people discount them and don't build to protect against an early rush, Kithkin, Elemental and Goblin synergies can overwhelm an opposing team pretty quickly. Also, 90% of the time it's right to play 18 land. I've heard "official" columnists make the argument that you should run fewer lands in 2HG because you get a free mulligan, you have a partner to help you if you stumble, and the games go longer so you draw more cards. It has been my experience that the games I win come from casting Mournwhelk on turn seven, preferably with Aethersnipe either the turn before (to get the bomb into their hand so they discard it) or the turn after (to return Mourwhelk so as to destroy the second opponent's hand). It's hard to lose games when you hit the top end of your curve on schedule. And you know your curve will end higher than your average individual draft deck. Run more land than normal, not less. Getting flooded sucks, but at least when you do draw your business spells you can cast them.
That's it kids. Go play some 2HG.
T
Saturday, October 13, 2007
Elementals in Lorwyn Draft
We celebrated the release of Lorywn with a 5 man last night. We played round robin, I guess to get as much experience with the new cards as possible. I ended up in 2nd with an E/g/b deck (translation: elementals splashing for giants and goblins). Somebody (rhymes with MooBombastic) managed to draft 2 Lilliana (!) and took the whole shebang. Note to self: Briarhorn is the nut high in Limited. Its an instant speed Hill Giant with a Giant Growth attached. Seems fair.
So elementals haven't gotten a ton of love in the few Lorwyn draft articles I have read so far. People seem pretty fond of faeries and kithkin, though I confess I haven't read everything out there. I was able to go mono red. The biggest problem with the elementals is how small most of em are. I sure felt like I was playing a lot of one butts. Here's the deck I drafted...
2 Flamekin Bladewhirl (These weren't quite as strong as I expected. A 2/1 on turn 1 is nice, don't get me wrong, but everything blocks and kills it, and everybody is running weenies)
1 Flamekin Brawler (Blocks well and combos nicely with Ceaseless Searblades)
1 Needle Drop (Totally worth it, even just to cycle for R)
1 Tarfire (This is good, but I took it over a Hostility, hoping that would wheel. That was dumb)
1 Adder-Staff Boggart (Can someone please explain to me why I thought this was a first striker? Memories of Boros, maybe? Nonetheless, very strong card)
2 Soulbright Flamekin (Again, combos with the Ceaseless Searblades, nicely costed, relevant ability for giants)
1 Smokebraider (Would have been even better if I had remembered I could cast Hostility with it)
2 Fire-Belly Changeling (It's been mentioned that changelings are awesome. This is so nuts good. Whomever claims that the Changeling ability makes Mistform Ultimus less special should be shot. The comment may be true, but the changelings absolutely make these tribal decks flow. Tribe synergies are just as important as color and Changeling makes it work. The Fire-Bellys also combo nicely with Ceaseless Searblades)
2 Mudbutton Torchrunner (These were subpar versus the Faerie deck, since I have no way to get them killed, but they are very solid removal against everybody else. And they go to the face (relevant against planeswalkers)!)
1 Stinkdrinker Daredevil (This is so much better than I expected, since it enables the changelings as well and lowers the cost of Giant's Ire (which I think is being undervalued))
2 Inner-Flame Acolyte (I didn't evoke one of these all day. Why bother when it's a 4/2 haste for 3?)
1 Ceaseless Searblades (There were 3 games of 10 where this ability was really relevant, but wow is it ever relevant. Picture a board of Searblades, Soulbright Flamekin, Flamekin Brawler and 6 Mountains. Attack with Searblades and Flamekin Brawler, activate the Soulbright 3 times (Searblades becomes 5/4 with trample), add 8 mana to your pool and activate the Brawler 8 times (Searblades is 13/4 with trample, Brawler is 8/2 with trample). Seems okay, amiright?)
2 Giant's Ire (People always seems to undervalue Lava Axe effects but with any changeling and a Stinkdrinker in play, this says, 1R, deal 4 damage to target opponent and draw a card. That is nuts)
1 Changeling Berserker (This is good, obv)
1 Ingot Chewer ( So few relevant artifacts, but the body is nice in an archetype a little lacking in fat. On the plus side, the artifacts you are likely to hit are generally manafixing)
1 Sunrise Sovereign ( Changelings, duh)
1 Hostility (My stupidity paid off, as there were 2 in the pool. I still should have taken the first one over the Tarfire. Dumb interaction #476...Hostility, changeling and Stinkdrinker in play. Giant's Ire reads, 1R, put 4(!) hasty 3/1 elementals in play, draw a card. 12 power for 2 mana. Seems fair)
1 Hearthcage Giant (Rawr)
16 Mountain
Maybe this should be 17 land, but the elementals allow you to cheat the high mana cost stuff a lot. The deck usually plays nice, but if they have a way to remove your weenies, you are in a world of hurt, cuz you need those guys to commit shenanigans late in the game. Did beat an active Mirror Entity in the last game of the night though, so I was pretty happy with it. Release event on Sunday!
--CBG
PS Thank you Major_Luck, for correcting my game state. I am not being sarcastic. You make me a better player, even though I call you a dick for it. Thank you for not killing me, also.
So elementals haven't gotten a ton of love in the few Lorwyn draft articles I have read so far. People seem pretty fond of faeries and kithkin, though I confess I haven't read everything out there. I was able to go mono red. The biggest problem with the elementals is how small most of em are. I sure felt like I was playing a lot of one butts. Here's the deck I drafted...
2 Flamekin Bladewhirl (These weren't quite as strong as I expected. A 2/1 on turn 1 is nice, don't get me wrong, but everything blocks and kills it, and everybody is running weenies)
1 Flamekin Brawler (Blocks well and combos nicely with Ceaseless Searblades)
1 Needle Drop (Totally worth it, even just to cycle for R)
1 Tarfire (This is good, but I took it over a Hostility, hoping that would wheel. That was dumb)
1 Adder-Staff Boggart (Can someone please explain to me why I thought this was a first striker? Memories of Boros, maybe? Nonetheless, very strong card)
2 Soulbright Flamekin (Again, combos with the Ceaseless Searblades, nicely costed, relevant ability for giants)
1 Smokebraider (Would have been even better if I had remembered I could cast Hostility with it)
2 Fire-Belly Changeling (It's been mentioned that changelings are awesome. This is so nuts good. Whomever claims that the Changeling ability makes Mistform Ultimus less special should be shot. The comment may be true, but the changelings absolutely make these tribal decks flow. Tribe synergies are just as important as color and Changeling makes it work. The Fire-Bellys also combo nicely with Ceaseless Searblades)
2 Mudbutton Torchrunner (These were subpar versus the Faerie deck, since I have no way to get them killed, but they are very solid removal against everybody else. And they go to the face (relevant against planeswalkers)!)
1 Stinkdrinker Daredevil (This is so much better than I expected, since it enables the changelings as well and lowers the cost of Giant's Ire (which I think is being undervalued))
2 Inner-Flame Acolyte (I didn't evoke one of these all day. Why bother when it's a 4/2 haste for 3?)
1 Ceaseless Searblades (There were 3 games of 10 where this ability was really relevant, but wow is it ever relevant. Picture a board of Searblades, Soulbright Flamekin, Flamekin Brawler and 6 Mountains. Attack with Searblades and Flamekin Brawler, activate the Soulbright 3 times (Searblades becomes 5/4 with trample), add 8 mana to your pool and activate the Brawler 8 times (Searblades is 13/4 with trample, Brawler is 8/2 with trample). Seems okay, amiright?)
2 Giant's Ire (People always seems to undervalue Lava Axe effects but with any changeling and a Stinkdrinker in play, this says, 1R, deal 4 damage to target opponent and draw a card. That is nuts)
1 Changeling Berserker (This is good, obv)
1 Ingot Chewer ( So few relevant artifacts, but the body is nice in an archetype a little lacking in fat. On the plus side, the artifacts you are likely to hit are generally manafixing)
1 Sunrise Sovereign ( Changelings, duh)
1 Hostility (My stupidity paid off, as there were 2 in the pool. I still should have taken the first one over the Tarfire. Dumb interaction #476...Hostility, changeling and Stinkdrinker in play. Giant's Ire reads, 1R, put 4(!) hasty 3/1 elementals in play, draw a card. 12 power for 2 mana. Seems fair)
1 Hearthcage Giant (Rawr)
16 Mountain
Maybe this should be 17 land, but the elementals allow you to cheat the high mana cost stuff a lot. The deck usually plays nice, but if they have a way to remove your weenies, you are in a world of hurt, cuz you need those guys to commit shenanigans late in the game. Did beat an active Mirror Entity in the last game of the night though, so I was pretty happy with it. Release event on Sunday!
--CBG
PS Thank you Major_Luck, for correcting my game state. I am not being sarcastic. You make me a better player, even though I call you a dick for it. Thank you for not killing me, also.
Labels:
beatdown decks,
drafting til 3 am,
Elementals,
LLL draft
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