M11 Draft #2
Pack 1 pick 1:
Removal is usually what you want to look for early on in the draft because it’s harder to pick up than creatures and will generally be playable regardless of what a deck ends up looking like, whether it is splashing removal or playing it in one of its main colors. However, there are times when a creature’s power-level exceeds the value of even the most efficient removal available. Creatures that dominate the Battlefield when they’re in play (i.e. win games on their own) should be taken over removal, and there are two of those creatures in this pick. Serra Angel and Vengeful Archon are quite dominating; we’re going to win a lot of games if we untap with either in play. Vengeful Archon is more powerful than Serra Angel because the only requirement that we need to win with it is that we untap. For us to lose with an active Archon, we’d need to be very far behind and facing a large number of creatures. Casting the Archon is going to be difficult because it requires white to be our main color as well as having a lot of lands in play whereas the Serra Angel is more likely to see play even if we end up getting moderately cut on white (we’d be able to play it in a deck with only six Plains without too much trouble). Despite the downsides of the Archon, the benefits of having it are much greater.
My pick: Vengeful Archon
Pack 1 pick 2:
After passing a Serra Angel, we should try to cut white as much as possible to lessen the desire for drafting white that the people to our left will have in order for us to have more options in pack two. There are some good green acceleration options in this pack that would help cast our expensive bomb, but there are also two removal spells: Pacifism and Assassinate. This pick is actually rather simple as Pacifism is quite a good removal spell and on-color with our first pick whereas Assassinate is only mediocre and would require us to go into a second color.
My pick: Pacifism
Pack 1 pick 3:
Pyroclasm is a good way to stabilize the board, but red/white is a terrible combination (especially for a defensive deck). There are a few other options as well: Deathmark, Stabbing Pain, and Cultivate. The black removal is too mediocre to consider jumping into black for, although black is one of the better colors to be in because of its depth. Cultivate is the best option because if we end up in green, we’re likely going to have a curve that needs accelerating. Given that the alternatives to Cultivate are so weak, hedging our bets by taking the Cultivate gives us more options further down the road in terms of being able to build a successful deck.
My pick: Cultivate
Pack 1 pick 4:
Squadron Hawk is decent in a blue/white flyers deck or one that takes advantage of pump effects like Honor of the Pure, Inspired Charge, Infantry Veteran, and equipment. Without those power-boosting cards, Squadron Hawk loses a lot of its value unless you have at least three. Ice Cage is okay, but it has the problem of falling apart quite easily. There’ve been so many games, both in M10 and M11, where I’ve had to rely on a few Ice Cages for removal and been paired against the Armored Ascension deck; it’s just too unreliable a lot of the time. Often these will get sideboarded out depending on how vulnerable they appear to be. Celestial Purge is an excellent sideboard card, but it would be better to take a good card for the maindeck when given the opportunity. Giant Spider is the last option and the best one to compete with Squadron Hawk. If we had taken a blue card in pick three, then it would be more likely that the Squadron Hawk would have a place in our deck, but without having seen much blue except the Ice Cage in this pick, it would seem that blue is unlikely to be an option for us (which leaves us with Giant Spider).
My pick: Giant Spider
Pack 1 pick 5:
Child of Night is underrated, really. There aren’t many good two-mana creatures and Child of Night is at the head of the class because it races so effectively. With that being said, I wouldn’t jump for joy and compare Child of Night to something awesome that would make us want to jump into another color (black) for like a Doom Blade, Gravedigger, or Liliana’s Specter would. However, we should keep our options open for black if white appears to be shallow for pack one because pack two is likely to be the same despite cutting white off (passing Serra Angel will do that unfortunately).
My pick: Sacred Wolf
Pack 1 pick 6:
Here are a bunch of cards that are more filler/sideboard than anything. Nether Horror, Bog Raiders, Excommunicate, Celestial Purge, and Hornet Sting all have their uses in niche situations, but aren’t terribly exciting in terms of average value. Excommunicate is the spell most likely to make our maindeck with the way it’s shaping up, although it tends to be pretty bad in green/white because the archetype’s curve is generally higher than average which makes Excommunicate clunky. There are still versions of green/white decks that would play multiple if they had enough Garruk’s Companions and Infantry Veterans. Our deck doesn’t look like that deck yet, but could end up there in theory.
My pick: Excommunicate
Pack 1 pick 7:
Prized Unicorn is difficult to get to work properly. For it to be good, it’s necessary to have a removal-light opponent and/or a fast deck. What often happens is the player with Prized Unicorn makes a large attack and ends up being Mindslavered in combat as the opponent has some sort of removal (Unsummon, etc) for the Unicorn and makes profitable blocks to decimate the attacking force. Brindle Boar is even worse than Prized Unicorn because damage doesn’t go on the stack anymore. The Boar is only okay when playing against an evasive deck where you need a card that pretends to be Child of Night (it can race and give you life when you need to get ahead by a turn). Palace Guard is not exciting but is a good way for the slower versions of green/white to stabilize the board.
My pick: Palace Guard
Pack 1 pick 8:
Necrotic Plague has too much text for its own good. Eventually people will start playing with this.
My pick: Necrotic Plague
Pack 1 pick 9:
My pick: Celestial Purge
Pack 1 pick 10:
My pick: Siege Mastodon
Pack 1 pick 11:
My pick: Fog
Pack 1 pick 12:
My pick: Silvercoat Lion
Pack 1 pick 13:
My pick: Wall of Vines
Pack 1 pick 14:
My pick: Nether Horror
Pack 1 pick 15:
Pack one was okay, though green didn’t end up being as open as I would have liked it to be. A few more interesting points to take notice of are 1) a lot of white cards wheeled than in an average pod 2) there was a lot of black, though much of it wasn’t great (Nether Horror). In the second pack I expect to see a fair amount of green (more than anything else) with some white. black is unlikely to be an option because of the Doom Blade/Assassinate that we passed in pick one/two.
Pack 2 pick 1:
Safe Passage is similar to Excommunicate in most green/white decks because it ends up being a bit slower than what is needed to be effective. However, once a green/white deck has stabilized, Safe Passage is a good way to prevent dying and creating two-for-one trades because green creatures like Yavimaya Wurm, Spined Wurm, and Greater Basilisk often require at least two creatures to kill. The other option is Awakener Druid which is on the opposite side of the spectrum in terms of aggression. Awakener Druid is a serious problem for decks with little removal because it’s such a cheap threat that creates a large body. Think of how good Wild Leotau was in Shards block. Awakener Druid provides a way to both stabilize a board as well as put the opponent on their back foot to the point where they will have a hard time attacking (to give us enough time to cast our other fatties).
My pick: Awakener Druid
Pack 2 pick 2:
Overwhelming Stampede is one of the better cards in the set; it gives green decks a way to win out of nowhere against cluttered boards. Also, there’s nothing else even remotely interesting that we’d consider playing in this pick.
My pick: Overwhelming Stampede
Pack 2 pick 3:
There’s nothing really exciting here except for Giant Spider. Nature’s Spiral’s value is directly proportional to the creatures you have but tends to be underwhelming.
My pick: Giant Spider
Pack 2 pick 4:
Sylvan Ranger and Garruk’s Packleader are two good cards for our deck, and both help fuel it at certain points of the game. Sylvan Ranger helps the deck get going by ensuring that it won’t stumble on mana and be unable to cast its fatties whereas Garruk’s Packleader helps from the opposite end by ensuring that you never run out of fatties as long as there is a reasonable threshold of three-power creatures in the deck. Garruk’s Packleader is a better choice than Sylvan Ranger because it has the ability to provide more card advantage. Often times when a green deck doesn’t have enough acceleration, by the time that it stabilizes the board it will be difficult for it to attack profitably without having to hold back enough creatures to ensure that it doesn’t take unnecessary damage. As a result of being pinned against the wall (so to speak), games will drag out for much longer than if both players were at twenty (giving the opponent more opportunities to draw something that we’d be unable to deal with). Garruk’s Packleader helps ensure that the rate at which we draw cards, and thus more problems/answers than the opponent.
My pick: Garruks Packleader
Pack 2 pick 5:
Duskdale Wurm is about as big as they get, but without a lot of acceleration will be hard to cast like the Vengeful Archon. Between Vengeful Archon, Overwhelming Stampede, and Garruk’s Packleader, we should have enough late-game to pass on the Wurm. The other option is the Giant Spider which is going to be a better choice than the Duskdale Wurm because it acts a good set-up creature (helping protect us against flyers and the other creatures that cost less than five mana).
My pick: Giant Spider
Pack 2 pick 6:
Palace Guard isn’t quite Giant Spider, but it certainly helps a lot against the aggressive weenie decks that run a lot of two-drops.
My pick: Palace Guard
Pack 2 pick 7:
My pick: Prized Unicorn
Pack 2 pick 8:
My pick: Sacred Wolf
Pack 2 pick 9:
My pick: Dark Tutelage
Pack 2 pick 10:
My pick: Naturalize
Pack 2 pick 11:
My pick: Tireless Missionaries
Pack 2 pick 12:
My pick: Jaces Erasure
Pack 2 pick 13:
My pick: Wall of Vines
Pack 2 pick 14:
My pick: Hunters Feast
Pack 2 pick 15:
The second pack was reasonable. We were able to pick up an Overrun as well as a modest number of solid creatures. The problem our deck has is that it’s pretty slow and we should endeavor to take Llanowar Elves and Cultivates whenever possible to speed it up to the point of being able to be offensive before the opponent can push us back into a corner.
Pack 3 pick 1:
white Knight and Stormfront Pegasus are good, but don’t compare to Fireball in terms of raw power. Fireball is quite flexible, being able to kill a fatty, multiple small creatures, are dome the opponent for ten damage. With one Cultivate already, it shouldn’t be difficult to splash the red bomb.
My pick: Fireball
Pack 3 pick 2:
Giant Growth is okay, but usually not necessary in a deck with fatties since they tend to take up most of your mana per turn and naturally trade two-for-one. Giant Growth is better used as an offensive tool which isn’t where this green deck is going to be most of the time. By the time this deck is likely to start attacking, a Safe Passage will be better because it serves the deck better on defense (despite being much more expensive). Another Giant Spider is going to be more effective because it will make our deck more consistent against flyers.
My pick: Giant Spider
Pack 3 pick 3:
Stone Golem and Yavimaya Wurm both fuel our Garruk’s Packleader, though the Wurm is actually just better than the Golem because green is our main color, its stats are better for the mana invested into it, and it doesn’t get blown up by opposing Manic Vandals. Cloud Crusader is also an option and it doubles as a Giant Spider but is usually able to attack unimpeded. Again, what impacts this pick like many of the previous is what we already have in terms of late-game; Fireball, Vengeful Archon, and Overwhelming Stampede make having a resiliency to all fronts of attack more enticing than most other benefits. While a Yavimaya Wurm would pair well with Garruk’s Packleader and be a good offensive creature, it isn’t going to help us as much with staving off attackers as a Cloud Crusader will. If we had more acceleration then the situation would be different, but we’re a bit lacking in that department and that makes the Cloud Crusader more attractive.
My pick: Cloud Crusader
Pack 3 pick 4:
Unfortunately a Llanowar Elves had to come in this pick with Blinding Mage as opposed to the last pack with mono-twelve drops; such is life. Blinding Mage is a card that is going to be more important than acceleration because it functions as continuous removal for the opponent’s best creature as the board develops. It does slow us down because it sets us back a turn in terms of mana available for creature development, but that usually won’t be too much of an issue while we tap down the opponent’s most threatening beast.
My pick: Blinding Mage
Pack 3 pick 5:
Spined Wurm is a very efficient creature because a 5/4 for five mana outclasses most other creatures. Greater Basilisk is also a good option because it functions as well as Spined Wurm, but better defensively than offensively. Greater Basilisk is obviously weaker than Spined Wurm offensively when racing against an evasive deck like most blue/white decks tend to be. However, against the other decks with more interactive combat phases, Greater Basilisk is going to be more problematic for the opposing player. Outside of a few creatures that trade one-for-one with it (Harbor Serpent, Greater Basilisk, Acidic Slime, Yavimaya Wurm, and Duskdale Wurm), Greater Basilisk is going to create favorable trades. Games with this deck are going to play out such that we hide behind some Spiders and eventually start attacking. Greater Basilisk ends up being better in those situations.
My pick: Greater Basilisk
Pack 3 pick 6:
Assault Griffin is the only card that we’d consider playing in our deck. Destructive Force is a powerful card, but splashing a double-red card that is going to make casting our multitude of four-plus mana spells extremely difficult isn’t worth the trade-off of being able to wrath the board. Most of our creatures are good enough to hold off the opponent’s which makes Destructive Force unnecessary.
My pick: Assault Griffin
Pack 3 pick 7:
As I mentioned earlier, Safe Passage is better in a defensive deck than Giant Growth because Safe Passage provides card advantage that Giant Growth does when combined with big creatures in combat in addition to stopping us from dying. If we have two 4/4 creatures and are being attacked by five 3/3 creatures, Safe Passage is going to be a lot more useful than a Giant Growth.
My pick: Safe Passage
Pack 3 pick 8:
Excommunicate is unlikely to make it into our deck because it’s at the lower end of our curve and will clutter up our ability to summon creatures. Excommunicate is more useful in a more aggressive deck with a lower curve. A better choice would be to take Autumn’s Veil to help against removal-heavy decks or decks with a lot of counters.
My pick: Autumns Veil
Pack 3 pick 9:
My pick: Naturalize
Pack 3 pick 10:
My pick: Autumns Veil
Pack 3 pick 11:
My pick: Stone Golem
Pack 3 pick 12:
My pick: Greater Basilisk
Pack 3 pick 13:
My pick: Disentomb
Pack 3 pick 14:
My pick: Tome Scour
Pack 3 pick 15:
The draft didn’t go as well as I had hoped, particularly because we’re light on removal/acceleration and will thus be playing defensively in most games which could prove to be a disadvantage. For example, if we’re paired against a blue/white deck and don’t draw more Giant Spiders than they draw answers/flyers, we’re likely to simply be outraced. However, we have a lot good late-game cards which means that if a game ever gets bogged down, we’ll likely come out ahead.
There isn’t much to play around with in terms of deck construction. Sacred Wolf is for the most part inferior to Palace Guard because it dies much more easily. Prized Unicorn is also an unnecessary tool for breaking a stalemate because we have so many big creatures, lack a real clock, and have a good number of other late-game cards. Tireless Missionaries is for the most part weaker than the other five-mana creatures and would only be good against a flyer deck to regain some life for a bit more breathing room. The deck needs eighteen lands for sure because of its three colors and high curve.
We win the roll and choose to play last. Evil mulligans his hand while we keep ours (2 Forest, Plains, [card]Awakener Druid/card], [card]Palace Guard[/card], [card]Cloud Crusader[/card], and [card]Pacifism[/card]) and he stops at six.
[T: 1] Evil plays a Mountain while we [d: [card]Garruks Packleader[/card]] play a Forest.
[T: 2] Evil plays another Mountain while we [d: [card]Cultivate[/card]] play our second Forest.
[T: 3] Evil plays a Plains and summons an [card]Ember Hauler[/card] while we [d: [card]Giant Spider[/card]] play our Plains and summon the Palace Guard.
[T: 4] Evil plays a Mountain and attacks with his Ember Hauler. We don’t waste any time and snap-block the Goblin with our Palace Guard. Unfortunately Evil isn’t ready to sacrifice his Goblin yet, but still is able to kill our Horned Turtle with a Mighty Leap (he passes afterwards). [d: Plains] We play the Plains and summon our Giant Spider.
[T: 5] Evil plays another Mountain and summons a Berserkers of Blood Ridge. [d: Giant Spider] We’re content with trading a Giant Spider for Evil’s Berserkers so we summon our second one and pass.
[T: 6] Evil thwarts our plan to trade a Spider with his Berserkers by putting Pacifism on one of them before attacking with his 4/4 [G: 16]. He’s done after that. [d: Forest] We play the Forest and attack with our Giant Spider [E: 18]. Then we summon Garruk’s Packleader and pass. Before starting his turn, Evil kills the Packleader with a Lightning Bolt combined with sacrificing his Ember Hauler.
[T: 7] Evil attacks with the Berserkers of Blood Ridge [G: 12] and then throws a Lava Axe at us after combat [G: 7]. [d: Assault Griffin] The Berserkers have proven to be thoroughly annoying and deserved special attention at this point. We attack with the Giant Spider [E: 16] and then summon our Awakener Druid which animates our untapped Forest.
[T: 8] Evil sends his Berserkers head-first into our 4/5 Forest and passes. [d: Mountain] We keep our Mountain in hand (because it’s would be better to keep it a surprise for the next game) and attack with our Spider, Druid, and Forest [E: 9]. Afterwards we summon our Assault Griffin.
[T: 1] Evil plays a Plains while we [d: Siege Mastodon] play a Forest.
[T: 3] Evil plays a Mountain, attacks with his Squadron Hawk [G: 19], and summons his second one before passing. [d: Plains] We play a Forest and cast Cultivate (searching for Mountain and Plains, putting Plains into play).
[T: 7] Evil plays a Plains and summons a Silvercoat Lion before tapping out to cast the last card in his hand: Lava Axe [G: 5]. Afterwards he attacks with everything. We cast Safe Passage and double-block his Serra Angel with both Giant Spiders and his Vulshok Berserker with our Siege Mastodon. Taking five from the Lava Axe was much better than casting Safe Passage in response because the value of his Serra Angel and Vulshok Berserker combined was much higher. Had we cast Safe Passage to prevent taking damage from the Axe, he obviously wouldn’t have attacked in the first place. [d: Forest] We play the Forest and summon our Sacred Wolf before passing.
[T: 8] Evil passes on his turn. [d: Plains] We play the Plains and pass as well.
[T: 9] Evil passes again while [d: Fireball] we play our Mountain and review our options:
1. We can Fireball the two Squadron Hawks and the Silvercoat Lion.
2. We can Fireball the Earth Servant.
3. We can Fireball Evil for nine.
Overwhelming Stampede gives us twenty-two power against his 4/7 Earth Servant and four other toughness. If we Fireball Evil for ten, he will need a creature with more than two toughness to survive our Overwhelming Stampede next turn. Given that he has Fireball somewhere in his deck and our Safe Passage is in the graveyard, it would be best to make a play that allows us to win the game sooner than later. The first two options still don’t let us attack very well whereas the last option puts Evil dead unless he draws something good on his turn so we decide to go with that and point a nine-point Fireball at Evil’s face [E: 11].
[T: 10] Evil recruits our Giant Spider with Act of Treason and attacks with everything. We block his Squadron Hawk, Earth Servant, and Silvercoat Lion with our Giant Spider, Siege Mastodon, and Sacred Wolf respectively. Before damage, Evil casts Inspired Charge to kill us dead.
We choose to play first for this last game. We’d like to draw because of our high curve, but Evil’s deck is slightly too fast for us to safely do so. We keep our hand (2 Forest, Mountain, Palace Guard, Giant Spider, Greater Basilisk, and Safe Passage) as does Evil.
[T: 1] We play a Forest while Evil plays a Plains.
[T: 2] [d: Plains] We play our Plains and pass while Evil plays a second Plains and summons a Stormfront Pegasus.
[T: 4] [d: Forest] We play the Forest and summon our Giant Spider. Evil plays a Plains and makes our Giant Spider feel a bit warm and fuzzy inside as he neutralizes it with a Pacifism before attacking with his Stormfront Pegasus [G: 16].
[T: 6] [d: Greater Basilisk] We summon our Assault Griffin [d: Mountain] and attack with the Packleader [E: 16]. Then we play the Mountain and pass. Evil does nothing on his turn.
[T: 8] [d: Plains] We play the Plains and summon our other Greater Basilisk [d: Plains]. Then we attack our Greater Basilisk and Garruk’s Packleader [E: 9]. Evil plays a Mountain and throws a Lava Axe at us [G: 4] before passing.
[T: 9] [d: Giant Spider] We play a Plains and attack with the Packleader, Assault Griffin, and both Basilisks. Evil blocks the non-Basilisks [E: 3] and we summon our Giant Spider afterwards. Evil casts Fireball for six to kill us but we have the Safe Passage ready and he concedes.
We win the roll and choose to play first. We keep our hand though it needs land to get going (2 Plains, Palace Guard, Giant Spider, Vengeful Archon, Safe Passage, and Fireball). Evil keeps his hand also.
[T: 1] We play a Plains while Evil plays a Forest.
[T: 2] [d: Giant Spider] We play our last Plains and pass while Evil plays a Terramorphic Expanse.
[T: 4] [d: Forest] Sometimes you run well. We play our Forest and summon a Giant Spider. Evil plays a Forest and casts [card]Cultivate[/card] (revealing Mountain/Swamp, putting Mountain into play).
[T: 5] [d: Forest] We attack with the Giant Spider [E: 18], play our Forest, and summon the second Giant Spider. Evil plays his Swamp and summons a Yavimaya Wurm.
[T: 6] [d: Plains] We play the Plains, kill the Yavimaya Wurm with Fireball, and attack with our two Spiders [E: 14]. Evil plays a Forest and casts Mind Rot, forcing us to discard our hand (Safe Passage and Vengeful Archon). Then Evil summons an Awakener Druid and attacks with the animated Forest [G: 16].
[T: 8] [d: Plains] The board is officially gummed up and we can’t attack so we have to pass the turn. Evil plays the Forest he searched for and uses it to summon a Llanowar Elves.
[T: 10] [d: Forest] We play the Forest. Evil summons a Birds of Paradise.
[T: 11] [d: Plains] We play a Plains. Evil summons a Yavimaya Wurm.
[T: 12] [d: Cultivate] We cast Cultivate (Mountain/Forest) and play the Mountain. Evil attacks with his Yavimaya Wurm and 4/5 Forest; we block his Wurm with our two Giant Spiders and his Forest with our Siege Mastodon and two Palace Guards. Afterwards Evil plays a Forest, summons a Gravedigger, and the Yavimaya Wurm that it gets back (zero cards in hand).
[T: 13] [d: Greater Basilisk] We summon the Greater Basilisk. Evil summons an Acidic Slime and destroys a Mountain. Then Evil attacks with his Yavimaya Wurm and we trade our Siege Mastodon for it when we block with it and our Giant Spider.
[T: 15] [d: Plains] We pass with two Plains in hand. Evil passes with one card in hand.
[T: 16] [d: Forest] We play a Plains. Evil summons another Awakener Druid.
[T: 17] [d: Awakener Druid] We summon the Awakener Druid. Evil plays a Swamp.
[T: 18] [d: Giant Spider] We summon the Giant Spider. Evil casts Diabolic Tutor and then summons a second Acidic Slime freeing the first one from its Pacifism. Afterwards he attacks with his Acidic Slime and we block with our new Giant Spider.
[T: 19] [d: Forest] We play a Plains. Evil plays a Forest and attacks with his Acidic Slime. We trade our other Giant Spider for his Slime.
[T: 20] [d: Plains] We play a Forest. Evil summons a Yavimaya Wurm.
[T: 21] [d: Forest] We play a Forest. Evil passes.
[T: 24] [d: Cloud Crusader] We summon the Cloud Crusader. Evil passes.
[T: 25] [d: Blinding Mage] We summon the Blinding Mage. Evil plays a Swamp.
[T: 27] [d: Overwhelming Stampede] At this point Evil has two cards left in his deck and we have five. Evil is at ten and has sixteen toughness in play in addition to two Brindle Boars which puts him effectively at thirty-four. Evil also has three cards in hand with fourteen on the battlefield or in his graveyard which means that the three cards in his hand are likely to be all land. If we cast Overwhelming Stampede, then we would have thirty-eight power which would put us over the power necessary to kill him. Not even a Giant Growth would be enough to save him. However, we haven’t revealed that we have Overwhelming Stampede in the draft yet and unless Evil has an Elixir of Immortality, Fireball, or Overwhelming Stampede of his own, we’ll deck him in two turns. When you consider that Evil searched for Acidic Slime with his Diabolic Tutor, it seems unlikely that he has Fireball or Overwhelming Stampede of his own which makes our gamble a reasonable one. We pass. Evil plays a Forest and we tap his 4/5 with our Blinding Mage.
[T: 28] [d: Garruks Packleader] We summon Garruk’s Packleader. Evil goes to attack and we tap his 4/5 Forest. He has no cards left in his library and passes without attacking.
[T: 29] [d: Giant Spider] We pass and Evil dies.
[T: 2] Evil plays a Swamp, casts Cultivate (Forest/Mountain), and puts the Forest into play while we [d: Forest] play a Forest.
[T: 3] Evil plays a Swamp and summons an Acidic Slime which destroys one of our Forests. [d: Giant Spider] We play a Forest.
[T: 4] Evil plays his Mountain and summons an Awakener Druid before attacking with his Llanowar Elves, Acidic Slime, and animated Forest [G: 13]. [d: Blinding Mage] We play a Plains, cast Cultivate (Plains/Mountain), and put a Plains into play.
[T: 5] Evil attacks again, but this time his Awakener Druid joins the party [G: 5]. After combat, Evil plays a Forest and summons a Giant Spider. [d: Sacred Wolf] We play a Plains and summon the Blinding Mage.
[T: 6] Evil has the read and only attacks with his Slime, Forest, and Spider. We cast Safe Passage and thankfully Evil has no more plays after combat. [d: Plains] We play the Plains and summon our Greater Basilisk.
[T: 7] Evil plays a Forest and forges a Warlords Axe. He equips his Giant Spider and goes into combat where our [card]Blinding Mage[/card] taps his Spider. He attacks with his Awakener Druid, Forest, and Acidic Slime and we block his Forest with our Basilisk [G: 2]. [d: [card]Palace Guard[/card]] We play our Mountain and summon the Palace Guard and Sacred Wolf.
[T: 8] We tap Evil’s Giant Spider inside combat and he attacks with his Acidic Slime; we trade our Sacred Wolf for it. Afterwards, Evil plays a Forest and summons his second Acidic Slime and destroys our Mountain. [d: Fireball] We summon Garruk’s Packleader.
[T: 9] We tap Evil’s Spider inside combat and he attacks with his Acidic Slime; we block with our Basilisk. Then Evil summons a Brindle Boar. [d: Pacifism] We attack with Garruk’s Packleader [E: 16] and summon a Giant Spider.
[T: 10] Evil plays a Swamp and we tap his Spider inside combat. Then he moves the Warlord’s Axe over to his Awakener Druid. [d: [Vengeful Archon] We only have six mana and unfortunately can’t summon the Archon, so we pass.
[T: 11] We tap Evil’s Druid inside combat. Afterwards he summons a Liliana’s Specter (we discard Fireball) and re-equips his Giant Spider. [d: Plains] We play the Plains and summon our Vengeful Archon [d: Awakener Druid].
[T: 12] Evil kills us with Lightning Bolt. So close.
We choose to play last for this final game. Evil keeps his hand and so do we (3 Forest, 3 Plains, and [card]Palace Guard[/card]).
[T: 1] Evil plays a Forest while we [d: Plains] play a Forest as well.
[T: 3] Evil plays a Forest and passes while we [d: Plains] play a Plains and summon our Palace Guard.
[T: 5] Evil attacks with his Nether Horror [G: 16], plays a Swamp, and summons an Acidic Slime (destroying a Forest). [d: Forest] We play a Forest, attack with the Assault Griffin [E: 17], and summon our Sacred Wolf.
[T: 7] Evil attacks with his Yavimaya Wurm and we trade it with our Palace Guard and Assault Griffin. Evil plays a Forest and summons another Yavimaya Wurm after combat. [d: Sacred Wolf] We play a Forest and summon the Sacred Wolf.
[T: 8] Evil attacks with his Yavimaya Wurm [G: 8], plays a Forest, and casts Cultivate (Forest/Swamp) putting the Forest into play. [d: [card]Giant Spider[/card]] We play a Plains and summon our Vengeful Archon.
[T: 9] Evil attacks with his Acidic Slime and Yavimaya Wurm. We call and block with our Sacred Wolf and Archon respectively. Evil doesn’t have the Lightning Bolt and summons a Giant Spider afterwards. [d: Greater Basilisk] We attack with the Archon [E: 10], play our last Plains, and summon the Greater Basilisk.
[T: 10] Evil summons a second Giant Spider. [d: Safe Passage] We attack with both creatures. Evil blocks the Archon with a Spider [E: 7].
[T: 11] Evil plays a Forest and passes. [d: Garruk’s Packleader] We attack again and again Evil blocks the Archon with a Spider [E: 4]. Evil concedes on his turn.
[T: 1] We play a Forest while Evil plays an Island.
[T: 2] [d: Awakener Druid] We play a Plains while Evil plays a Plains.
[T: 4] [d: Greater Basilisk] We play our last Forest and summon the Awakener Druid before attacking with the Forest it animates and the Sacred Wolf[E: 13]. Evil attacks with his Cloud Elemental [G: 18], plays an Island, and summons a Cloud Crusader.
[T: 7] [d: Plains] We play the Plains and summon our Greater Basilisk. Evil plays an Island and passes.
[T: 8] [d: Forest] We play the Forest and attack with our 4/5 Forest and the Greater Basilisk. Evil casts Unsummon to return our Forest (to our hand) [E: 10]. Evil plays a Plains and summons a Serra Angel.
[T: 9] [d: Greater Basilisk] We play our Forest and attack with the Basilisk [E: 7]. We summon our second Greater Basilisk after combat. Evil plays a Plains and puts Pacifism (zero cards in hand) on our Giant Spider before attacking with his Serra Angel and Cloud Elemental. We trade our Griffin for his Elemental [G: 14].
[T: 10] [d: Giant Spider] At this point we can kill Evil with Overwhelming Stampede, but the Giant Spider should be enough to let us win the game with what’s in play and let us keep the Stampede a secret. We decide to draw out the game and save the Stampede, attacking with just the two Basilisks. Evil blocks one with his Wild Griffin [E: 4] and we summon the Giant Spider afterwards. Evil attacks with his Serra Angel [G: 10] and summons another Cloud Elemental.
[T: 11] [d: Plains] We attack again with the two Greater Basilisks and Evil blocks one with his Azure Drake [E: 1]. We play our Plains afterwards and pass. Evil attacks with his Serra Angel and Cloud Elemental which bounces off of our Giant Spider [G: 6].
[T: 12] [d: Siege Mastodon] We attack with Awakener Druid, Sacred Wolf, and both Greater Basilisks. Evil concedes.
[T: 2] Evil plays an Island and summons an Augury Owl (Scry: bottom, top, top) while we [d: Mountain] play a Plains.
[T: 3] Evil plays a Plains while we [d: Forest] play a Forest.
[T: 4] Evil plays a Plains and summons a Squadron Hawk without finding any more while we [d: Plains] play a Plains.
[T: 5] Evil attacks with his Owl and Hawk; we block one [G: 19]. He summons a Steel Overseer afterwards. [d: Palace Guard] We play a Plains and summon Garruk’s Packleader. We breathe a sigh of relief as Evil doesn’t have the Mana Leak he was representing.
[T: 6] Evil plays an Island, summons a Wall of Frost, and repeats his attack from last turn [G: 18]. [d: Assault Griffin] We play a Mountain and summon our Siege Mastodon [d: Giant Spider]. Evil puts a counter (1) on his Overseer.
[T: 7] Evil repeats his attack from last turn [G: 17] and summons a Serra Angel. [d: Giant Spider] We summon our Assault Griffin [d: Greater Basilisk], play our last Mountain, and summon our Palace Guard. Evil puts a counter (2) on his Overseer.
[T: 8] Evil puts Pacifism on our Griffin and attacks with his Augury Owl, Squadron Hawk, and Serra Angel; we block his Owl with our Wall of Vines [G: 12]. [d: Plains] We play our Plains and summon both of our Giant Spiders. Evil puts a counter (3) on his Overseer.
[T: 9] Evil puts an Ice Cage on one of our Giant Spiders before attacking with his Serra Angel [G: 8]. [d: Pacifism] We return the favor by putting Pacifism on his Serra Angel. Then we summon our Greater Basilisk [d: Forest]. Evil puts a counter (4) on his Overseer.
[T: 11] Evil summons a Cloud Crusader of his own. [d: Giant Spider] We attack again with the Basilisk and Evil refuses to give us any more card advantage [E: 14]. We summon the Giant Spider after combat. Evil puts a counter (6) on his Overseer.
[T: 12] Evil summons a Wild Griffin and passes. [d: Palace Guard] We cast Overwhelming Stampede and Evil uses his Unsummon to bounce Garruk’s Packleader (to our hand). We attack with Siege Mastodon (Steel Overseer), Palace Guard, Greater Basilisk (Squadron Hawk/Wild Griffin), Cloud Crusader (Azure Drake), Giant Spider #1 (Wall of Frost), and Giant Spider #2. Before damage, Evil puts a counter (7) on his Overseer. Unfortunately for Evil, he doesn’t know about the new deathtouch rules regarding trample and that one damage is considered lethal, and thus dies exactly.