Hello everyone, back with another draft walk-through. There is not much to say about the AVR draft format that has not been said before. It may not be the most fun format out there, but I like it and there is a lot of money in that set. I had done an ISD draft but it was not worth writing about. I do not mind writing about losing but there wasn’t a single interesting thing to write about. The match went something like this: I got land screwed, then he got land screwed, then I got land screwed. It was over in about 5 minutes, so I did another draft for you. Anyway, onto the draft.
Death Wind or Homicidal Seclusion to put me into Black at this point. Voice is a solid card and White has seemed decently open this draft. Fleeting Distraction is a nice trick but its not good enough to take over Voice here.
pack 1 picks 10-15
Moorland Inquisitor, Galvanic Alchemist, Rotcrown Ghoul, Outwit, Second Guess, Swamp
Mist Raven. And even though I don’t have any Ravens yet, it is still a great combat trick and tempo play. I took note of the Striker here as it is pretty late for that guy to be going around.
pack 2 picks 10-15
Tormentor’s Trident, Spectral Prison, Maalfeld Twins, Sheltering Word, Cursebreak, Forest
Impulse ability will rarely come up in a deck without black but a 4/4 with Hexproof is still perfectly fine. Apprentice is good in that you can bond with it for the moment and then sac it if you have a better creature to bond with. Some people really like Tomb but i am not a fan. It all comes back to unreliability.
Pack 3 picks 10-15
Crypt Creeper, Gang of Devils, Necrobite, Hunted Ghoul, Uncanny Speed, Forest
This deck is ok. I would give it a 6.5-7. I am missing Mist Raven and Into the Void. However, it has the potential to be rather fast and has enough bounce spells to clear the way.
M1G1 against TrueReindeer
I keep 2 Plains, Island, Vanishment, Scrapskin Drake, Elgaud Shieldmate, Captain of the Mists. He is on the board first with a Thraben Valiant. I stop it with a turn 3 Captain of the Mists. He misses his next 2 land drops while i make the Shieldmate. I attack him down to 16 and play a Moorland Inquisitor before he drops a Haneweir Lancer and bonds his 2 creatures. I tap his Lancer at EOT. I swing in to knock him down to 12 and play a Scrapskin Drake. He summons a hasty Fervent Cathar, rendering my Inquisitor unable to block. He attacks me down to 12 with his team. Next turn I play Mass Appeal to draw 3 cards. Here is a mild screw up. I meant to play Nearhearth Pilgrim and bond to Drake before I swing but I click too fast into my attack phase. I attack with my 3 2/3s to put him to 6. I play the Pilgrim after combat and the Captain untaps; I bond with the Drake. He plays a Seraph of Dawn to try and stem the bleeding and it may have but I untap and play Spirit Away, taking the aforementioned Angel and he concedes.
I keep a risky hand of 2 Plains, Cathedral Sanctifier, Nearhearth Pilgrim, Scrapskin Drake, Gryff Vanguard, and Mass Appeal. We both have a 1 drop, mine is Sanctifier and his is Bladed Bracers. I follow up my 1-drop with the Pilgrim and Bond. I considered not bonding here as a 1/1 with lifelink is not all that impressive and if I had an Island, I would not have bonded and waited to bond with a flier. But since i did not, I wanted to gain as much life as possible and I could chump block with a 1/1 later and not felt bad about it. the scores sits at 19 to 24 after the attack. He has no turn 3 play and I play my third Plains and attack him down to 16. He finally gets a creature out with Mad Prophet. I miss my fourth land drop and I elect not to offer the Pilgrim in trade so i pass. He drops Slayer’s Stronghold and plays Spectral Gateguard and bonds with Prophet. I draw my Island and play Drake to race. He equips Bracers to Prophet and attacks with both taking me down to 22. He plays Vigilantes Justice after combat and passes. I fail to draw a land again and play Mass Appeal in hopes to draw land and I draw another Plains. I can’t complain but I really wanted an Island. I attack with the Drake to take him to 14. He kills my Pilgrim with his Justice when he plays Holy Justicar next turn. He attacks with just the Guards and I am back to 20. I draw and play my second Island and follow that with a Wingcrafter bonding to my Sanctifier. I attack with both putting him at 11. I play a post-combat Gryff Vanguard and i am feeling pretty good about things now. He takes me right back to worried with a Pillar of Flame on my Vanguard. He attacks with his 2 vigilant creatures and activates Stronghold to hit me down to 13. I draw and play Captain of the Mists and put a Spectral Prison on his Justicar, he taps Captain of the Mists in response. I attack for 4 in the air, putting him to 7. He simply attacks me down to 6 and activates Prophet on his turn. He has 1 card in his hand at this point. I attack for 4 again putting him to 3 and I play Smuggler and a second Drake. I feel really good. 2 removal spells won’t even kill me at that point. So he topdecks Zealous Conscripts and plays it. Vigilantes Justice kills my Smuggler, and he steals my Captain. I tap his Prophet in response but he still has lethal with the Slayer’s Stronghold. A very upsetting end.
This game is much less tense. i keep Plains, Island, Captain, Inquisitor, Wingcrafter, Vanishment, and Sanctifier. I play Wingcrafter, Inquisitor, and Sanctifier before he gets on board with a very unimpressive Angel’s Tomb. I play Drake and attack him to 12 with the team. He makes a Riot Ringleader and hits me for 3 with the Tomb. I attack with my 3 fliers putting him at 7 and play Captain of the Mists. He kills my Inquisitor with a Pillar of Flames. and plays a Farbog Explorer. I bounce his Farbog and my Sanctifier with Peel from Reality. I replay the Sanctifier and bond it with the Wingcrafter. I don’t bond with the Captain because I want him to have to chump block. I attack with the team and he chumps the Captain putting him at 4. on his turn he concedes.
M2G1 (forgot to record the name, sorry)
I keep 2 Plains, Shieldmate, Paladin, Spirit Away, Drake, and Vanishment. It was not a good keep, I admit that. But I draw 3 lands in a row so i am obviously very skilled. He plays a turn 2 Abundant Growth and we both play our first creatures on turn 3, mine a Silverblade and his a Trusted Forcemage. My next turn gives me a Shieldmate bonded to the Paladin. I swing with the double-striking knight to put him at 16. He misses his next land drop. plays Tandem Lookout, bonds it to his Forcemage, and attacks with his 3/3. Not wanting him to draw a card and having a 3/2 flier in hand that I want to give double strike, I accept the trade. Next turn I play the Gryff Vanguard, bond the 2, and attack for another 4, putting him at 12. He simply passes his next turn without land again. On my turn I expect a trick and I luckily have Peel from Reality in hand. I play a pre-combat Sanctifier and attack with my double strikers. He blocks the Paladin and attempts to Zealous Strike his Lookout. I bounce it and my Sanctifiers with Peel. He goes to 6. I replay my Sanctifier and pass. He plays a Plains and concedes.
I mulligan a hand with no land into an ok hand with an Island, Plains, 2 Crippling Chills, Sanctifier, and a Silverblade Paladin. We both have the same first turn of Plains into Sanctifier. His second turn gives him a Wandering Wolf and attacks me to 22. I play an Island and offer the trade for his Wolf, he obviously declines and goes to 22. He runs out his Trusted Forcemage and bonds it to his Sanctifier and attacks for 4. I play my Paladin and bond it to my 1/1. He Miracles a Blessing of Nature and makes his Wolf a 6/5. He attacks with his team and I attempt to trade Sanctifiers but a Zealous Strike saves his. I don’t have anything for my next turn so I just play Crippling Chill on his Wolf during his turn. The rest of his creatures get though, dropping me to 4. He plays Druid’s Familiar. I draw land and scoop.
I mull again into a hand consisting of 2 Islands, Smuggler, Drake, Shieldmate, and Moorland Inquisitor. I play my Smuggler on turn 1 and he answers with an Abundant Growth. I just attack for 1 next turn and pass. He plays a 2/2 Timberland Guide. I play a Scrapskin Drake and pass. He plays a Triumph of Ferocity that threatens to get out of hand very quickly. I miss my next land drop and am stuck on only Islands. I attack for 2 and cycle Mass Appeal and I miss my land again. He attacks me down to 18 and plays a Wandering Wolf and a Thraben Valiant. I miss my land again and attack him to 15. He plays a Sanctifier and attacks with his 3 guys. I block his Valiant with my Smuggler and his Joint Assault denies me the trade. I draw and play my Plains and make a Shieldmate with no bond. I attack him for 2 in the air again. He plays a Goldnight Redeemer, and having nothing in hand that can stop a 4/4 flier, no lands, and him drawing 2 cards a turn, I concede.
Thanks for reading. Please feel free to comment. See you next week.