According to Webster – Mirrodin Besieged Draft #9

Pack 1 pick 1:


Mortarpod is the best card by a fair margin because of how much it complicates the board for the opponent in terms of playing removal/low-toughness creatures as well as combat decisions. Viridian Claw is also good (especially in infect) because it makes combat a nightmare but it can’t force interactions like Mortarpod does.

My pick: Mortarpod

Pack 1 pick 2:


Fangren Marauder is the best option followed by Steel Sabotage. The Marauder is bad against infect because gaining life is irrelevant, but it’s quite good against all the remaining archetypes. Against midrange decks the Marauder is a solid 5/5, and against metalcraft it puts them in the position of being unable to interact with your board with their artifacts (or else fall behind in the race).

My pick: Fangren Marauder

Pack 1 pick 3:


Spread the Sickness is the best card followed by Blightwidow. Lumengrid Gargoyle is fine although expensive and vulnerable. Spread the Sickness is best against dragons other large creatures while Blightwidow is better against the majority of other smaller creatures like Vulshok Replica and Leonin Skyhunter because it’s cheaper and can usually hold off three creatures of that size. Blightwidow is the best choice (even though it’s a slightly worse card) because it keeps our second color open and helps ensure that we don’t get cut from green in pack two.

My pick: Blightwidow

Pack 1 pick 4:


Phyrexian Rager is the best card but we don’t really want to go into black at this point and should stick with a blue card because it also seems open but won’t be cut in the second pack. Gust-Skimmer is the best of the three blue cards (although Oculus is best with Mortarpod) because it can attack moderately well in the air while being able to trade early if necessary.

My pick: Gust-Skimmer

Pack 1 pick 5:


Ichor Wellspring is decent although it doesn’t appear like it will be very useful in this deck because blue/green doesn’t usually have ways to abuse it (ex: Barrage Ogre). Glissa’s Courier and Spire Serpent are also mediocre, and if we are interested in either it would be better to take the Wellspring while trying to wheel the Serpent. Tangle Mantis is the best option (even though it’s a filler card) because it’s a fine return on the four-mana investment put into it. We are also far more likely to play green at this point than any other color, and the Mantis is going to make the cut into the deck after looking at the cards that we have so far (leaning towards a dinosaur build).

My pick: Tangle Mantis

Pack 1 pick 6:


Treasure Mage and Sphere of the Suns are the two options. The Sphere isn’t great unless splashing a removal spell or something of that nature (ex: Red Sun’s Zenith) because you don’t get much value from the card (by only being able to get three mana from it) in a deck with so many high-mana spells. Treasure Mage can be quite good because of the number of rares it can get (Contagion/Wurmcoil Engine, Myr Battlesphere, etc.).

My pick: Treasure Mage

Pack 1 pick 7:


Quilled Slagwurm is quite large, however it’s better to focus on less expensive creatures because they’re harder to get while not restricting future picks (having too many cheap spells isn’t a problem compared to too many expensive spells). Myr Sire versus Gust-Skimmer is similar to the pick earlier with Oculus because of [card]Mortarpod[/card], but the pseudo-flyer is still the choice because it’s the stronger card.

My pick: Gust-Skimmer

Pack 1 pick 8:


Pistus Strike won’t be necessary at this point because we already have two Gust-Skimmers and a Blightwidow in addition to the potential cards we can pick up in the next two packs (Wall of Tanglecord and blue flyers). If we intend to play the Treasure Mage then a Hexplate Golem is a fine card to have to improve the Mage’s consistency.

My pick: Hexplate Golem

Pack 1 pick 9:


My pick: Tangle Hulk

Pack 1 pick 10:


Rusted Slasher would normally be the pick but we’ve got so few cheap artifacts and will likely end up being clunky as a result. On the other hand, Lead the Stampede could be a reliable source of card advantage if we end up with at least seventeen creatures.

My pick: Lead the Stampede

Pack 1 pick 11:


Copper Carapace isn’t at home in this deck because the curve is above average whereas Quicksilver Geyser could be fine depending on what we pick up in the next two packs.

My pick: Quicksilver Geyser

Pack 1 pick 12:


My pick: Mitotic Manipulation

Pack 1 pick 13:


My pick: Lead the Stampede

Pack 1 pick 14:


My pick: Horrifying Revelation

Pack 1 pick 15:

The first pack was above average because we got a few good cards in addition to not being required to shift around colors that weren’t open.

Pack 2 pick 1:


And then we open this pack…

The non-Sunblast Angel options are very mediocre; Cystbearer, Silver Myr, and Lumengrid Drake are all on a completely inferior level. The best choice is to take the Sunblast Angel and see what happens. Horizon Spellbomb makes “splashing” easier although it’s more likely that we’ll dump blue at that point because none of the cards are exciting. Both blue and white were open in pack one (and we passed a modest amount of each), so it’s difficult to tell how this pack will develop.

My pick: Sunblast Angel

Pack 2 pick 2:


Wall of Tanglecord and Molder Beast are the only two cards that we’ll play for sure, with the Wall being far superior due to its ability to stall out the early game. It’s also quite likely that Molder Beast will wheel because it’s undesirable in most decks.

My pick: Wall of Tanglecord

Pack 2 pick 3:


As good as it would be to pick up a Horizon Spellbomb to fix our mana for Sunblast Angel (or whatever blue we end up wanting to splash, if any), Acid Web Spider is a much better pick because of its ability to handle most Battlefields in addition to having a _very_ relevant equipment-destroying ability.

My pick: Acid Web Spider

Pack 2 pick 4:


It’s unlikely that Lumengrid Drake is going to bounce anything because of a low-artifact count and will be a very underwhelming Primal Plasma, which leaves the choice between Kemba’s Skyguard and Origin Spellbomb. The Spellbomb makes the deck flow more smoothly because it’s less demanding on mana than the Skyguard in addition to it working well with Mortarpod, but it’s less of a card on its own than Kemba’s Skyguard. The Skyguard will be good in the deck if we abandon blue because we’ll be losing the two Gust-Skimmers which will make us more vulnerable to flyers.

My pick: Kembas Skyguard

Pack 2 pick 5:


Sylvok Replica is decent and the only real card to consider (Prototype Portal is way too slow and generally inconsistent to consider taking over it).

My pick: Sylvok Replica

Pack 2 pick 6:


An on-color Trigon of Infestation is a good card (especially against infect) but will be very slow in this deck and shouldn’t be taken over a mana myr at this point. If we already had a few mana myr then the situation would be different.

My pick: Leaden Myr

Pack 2 pick 7:


Abuna Acolyte is a fine sideboard card against infect but we could make use of a Molder Beast in our maindeck and should opt for the card that we’re more likely to play.

My pick: Molder Beast

Pack 2 pick 8:


My pick: Scrapdiver Serpent

Pack 2 pick 9:


Trigon of Mending will be too slow because of the high curve whereas Viridian Revel could be useful from the sideboard if we play against a dedicated metalcraft deck.

My pick: Viridian Revel

Pack 2 pick 10:


My pick: Molder Beast

Pack 2 pick 11:


My pick: Horizon Spellbomb

Pack 2 pick 12:


My pick: Razorfield Thresher

Pack 2 pick 13:


My pick: Razorfield Thresher

Pack 2 pick 14:


My pick: Golem Foundry

Pack 2 pick 15:

The second pack was both good and bad because we opened a Sunblast Angel and also got quite a few good green cards, however we weren’t able to pick up any other white cards except a Kemba’s Skyguard. There wasn’t an incredible amount of blue for us to pass except Lumengrid Drakes which wasn’t the best incentive for the people to our right to go into the color, and as a result white may not be open for us in pack three.

Pack 3 pick 1:


Unfortunately this pick doesn’t help us much because Golem Artisan is below average in the deck and Volition Reins (the better card) goes into the color that we were trying to escape from. As it was mentioned before, Horizon Spellbomb is good for fixing, but it’s going to be working overtime if we intend to run spells that require WWGGUUU. Still, the Volition Reins is the card to take in case we end up getting pushed out of white and back into blue.

My pick: Volition Reins

Pack 3 pick 2:


There are quite a few cards in this pack that we’d play and the best of them (by a fair margin) is Slice in Twain because it’s instant-speed removal (albeit situational) with built-in card advantage. What more could you ask for (besides a Gilded Lotus)?

My pick: Slice in Twain

Pack 3 pick 3:


Wall of Tanglecord, Trinket Mage, and Origin Spellbomb are the three cards that we’d play, and the Wall is the one that would always make the deck. The Trinket Mage is the most important card because it gets Horizon Spellbomb which would make it easier to play the Sunblast Angel, and at this point (pack three) we have many more cards to play as a blue/green deck.

My pick: Trinket Mage

Pack 3 pick 4:


Even though we only have one Horizon Spellbomb to fetch with the Trinket Mage, it’s quite important that we have access to fixing which makes a second Mage valuable.

My pick: Trinket Mage

Pack 3 pick 5:


We aren’t going to play any card from here except Infiltration Lens, despite the deck also having Wall of Tanglecord and lots of five-mana spells.

My pick: Infiltration Lens

Pack 3 pick 6:


Turn Aside, Thrummingbird, Withstand Death, and Auriok Replica are all very mediocre while Kemba’s Skyguard might make it in depending on what the final configuration looks like.

My pick: Kembas Skyguard

Pack 3 pick 7:


Myr Propagator can be decent in the late-game but is very slow otherwise and not what the deck is looking for. The best option is Neurok Replica because it fills out the early portion of the curve with a creature that’s not dead in the late-game, compliments having large creatures that require multiple to block it in combat, and helps prevent being run over in the early turns.

My pick: Neurok Replica

Pack 3 pick 8:


My pick: blackcleave Goblin

Pack 3 pick 9:


The deck already has a lot of five-mana creatures which makes a third Molder Beast overly redundant.

My pick: blackcleave Goblin

Pack 3 pick 10:


With two Molder Beasts, it’s more likely that we’ll be able to blow someone out with a Twisted Image than a Tel-Jilad Defiance.

My pick: Twisted Image

Pack 3 pick 11:


My pick: Tel-Jilad Fallen

Pack 3 pick 12:


My pick: Sunspear Shikari

Pack 3 pick 13:


My pick: Kuldotha Rebirth

Pack 3 pick 14:


My pick: Oxidda Daredevil

Pack 3 pick 15:

The third pack was quite rough with white being cut which left us with only a few opportunities to take white cards, and even then they were unsuitable for the deck (ex: Glint Hawk Idol). Overall the draft was rough with our best cards spread across three colors with unforgiving mana requirements and little fixing. As a result of our wayward picks, there are a number of ways to construct the deck (most of which are lead to bad results).

Building a green/white deck is going to be difficult because a lot of our artifacts are also “blue” (Gust-Skimmer and Neurok Replica) and get significantly worse without access to blue mana. blue also has very few cards that we [could/want to] splash. A green/white deck will look something like this:

Green/white shell (19 cards, 7 artifacts, 15 creatures)


The remaining options include: 2 Gust-Skimmer (bad), 1 Sunspear Shikari (bad), 1 Neurok Replica (mediocre), 1 Razorfield Thresher (bad), Infiltration Lens (bad), 1 Golem Foundry (bad), 1 Lead the Stampede (fine), and 1 Viridian Revel (mediocre). Additionally, the best blue cards to splash are 1 Treasure Mage and 1 Quicksilver Geyser.

It’s likely that the green/white version is going to run eighteen lands because the curve is quite high, and that leaves three slots for other cards. Lead the Stampede has the most potential to be good which means the deck needs more creatures, but there aren’t any good on-color creatures left. Neurok Replica is necessary with such a high curve and Razorfield Thresher is the next best card with the only substitute being Sunspear Shikari (zero equipment). An alternative to running the Shikari would be to include a small blue splash for the Neurok Replica and either Treasure Mage, Gust-Skimmer (for additional defense against flyers), and/or Razorfield Thresher. Quicksilver Geyser is an option, but it makes Lead the Stampede weaker.

Treasure Mage requires a bit of thought because having two cards to fetch out makes it so much better, but the inclusion of a Razorfield Thresher would mean that one card would have to be cut or else run forty-one cards. The other card could be a land (very greedy), Horizon Spellbomb (greedy), or Tel-Jilad Fallen (greedy). Another option would be to just splash an Island for the Neurok Replica and play the Razorfield Thresher along with Lead the Stampede which is also fine.



Even though there are more green spells than white spells, the main colored spells that need to be taken into account are the Tangle Mantis, Tel-Jilad Fallen, and the two Kemba’s Skyguard because they’ll need to be played on turns four and three respectively. There’s a lot of fat in the deck which is problematic for a lot of archetypes, but the main concern is surviving and stabilizing at a high enough life total for those expensive creatures to actually matter.

Blue has more options to play than white including a lower curve that’s easier to support, although its bomb (Volition Reins) isn’t as good as Sunblast Angel. There are quite a few different packages to run in the final few slots. The main cards that should be run include the following:

Blue/green shell (nineteen cards, fourteen creatures, nine artifacts):



The remaining cards include a number of decent options and include 2 Trinket Mages (mediocre with only Horizon Spellbomb and Infiltration Lens), 1 Treasure Mage (decent), 1 Hexplate Golem (mediocre), 1 Razorfield Thresher (bad), 1 Scrapdiver Serpent (mediocre), 1 Infiltration Lens (bad), 1 Twisted Image (mediocre), 1 Golem Foundry (bad), 1 Lead the Stampede (decent), 1 Mitotic Manipulation (bad), 1 Viridian Revel (mediocre), and 1 Quicksilver Geyser (mediocre due to a high curve).

The inclusion of Treasure Mage also requires the Hexplate Golem at a minimum, and if a Razorfield Thresher is also put in with it (to help consistency of the Mage), then one card would have to be cut from the maindeck (assuming we’re also running the second Lead the Stampede and eighteen lands).

Another option is to add Trinket Mage to help stabilize while also fixing mana. The second Trinket Mage could also be included in addition to the Infiltration Lens, the Lens functioning similarly to a Lead the Stampede in the games where the deck has stabilized with a fatty and wants to start attacking. The Lens won’t be as good as a second Lead against decks with a moderate amount of removal, but it functions similarly in theory against some archetypes.

Yet another option would be to play a second Lead the Stampede, Scrapdiver Serpent, and either a Hexplate Golem or a Trinket Mage (probably the Mage because the curve is dreadfully high).

In the end I decided to opt for option two in blue/green and abandon the Sunblast Angel because the mana was quite bad in the white version, whereas the blue version had a lower curve and better options overall.


Round 1: Red/white

Game 1: We draw first while Evil mulligans and both lead off with Wall of Tanglecord. However Evil’s plays become more aggressive as he plays Glint Hawk Idol and Vulshok Replica, which stare down our Blightwidow. The aggression stops afterwards as Evil cycles through an Ichor Wellspring and Panic Spellbomb against our Trinket Mage (Horizon Spellbomb) and Molder Beast. The board stalls with Evil playing a Saberclaw Golem and Blisterstick Shaman (killing our Gust Skimmer) along with a Viridian Claw while we begin playing fatties, but Evil can’t quite match our creature quality. We have enough time to set up a turn where we attack with two Molder Beasts and two Trinket Mages while using Sylvok Replica and Slice in Twain to make the attack roughly lethal twice over.

Game 2: Evil chooses to draw while we keep a land-light hand and stumble after missing our fourth land-drop while Evil plays Glint Hawk and Glint Hawk Idol to beat down in the air. We take a few hits before finding a fourth land to cast our Blightwidow and stall out the board while Evil looks for another way to break through the spider. Another land lets us start casting fatties and we lead with a Molder Beast, but Evil finds a trump with Gnathosaur, Accorder’s Shield, and Viridian Claw to TRON up into a monster. Galvanic Blast deals with the Blightwidow and suddenly we’re off to game three.

Game 3: We draw first and mulligan while Evil leads with two Glint Hawk Idols and a Vulshok Replica off of three Mountains while we play Infiltration Lens, Leaden Myr, Trinket Mage (Horizon Spellbomb), and Sylvok Replica. Evil kills the Myr with a Contagion Clasp and bashes with everything while we use the Replica to block his and destroy one of the Idols. Afterwards, we kill his Replica with a Mortarpod, equip it to our Mage and play the Horizon Spellbomb with only an Island left in hand. We draw a Gust-Skimmer but also a land off of the Spellbomb when we crack it while Evil begins to find more Mountains and casts an Auriok Replica and Saberclaw Golem. We draw the other useless Trinket Mage and trade both for his Golem via the Mortarpod while the Gust-Skimmer trades with his Auriok Replica. Evil recovers first with a Gnathosaur while we find a Fangren Marauder, but it’s not enough because Evil draws into a Pierce Strider to make his next attack lethal.


The two games that the deck lost involved mana problems, too much and too little. Getting flooded was understandable because running eighteen lands with low-impact spells like Gust-Skimmer and Infiltration Lens will be problematic, but drawing too few lands with so many mana sources was more unlikely. Altogether, the combination of flood and screw didn’t give an accurate representation of how the deck should have played out. That’s not to say that the deck was a well-oiled machine because it certainly had numerous problems, but it seemed like it had more potential.

Happy Drafting.

25 thoughts on “According to Webster – Mirrodin Besieged Draft #9”

  1. I think I would have built it like:

    2 Gust-Skimmer
    1 Leaden Myr
    1 Wall of Tanglecord
    1 Neurok Replica
    1 Sylvok Replica
    2 Trinket Mage
    1 Blightwidow
    1 Tangle Mantis
    1 Acid Web Spider
    2 Molder Beast
    1 Tangle Hulk
    1 Fangren Marauder
    1 Horizon Spellbomb
    1 Mortarpod
    1 Lead the Stampede
    1 Slice in Twain
    1 Volition Reins
    1 Sunblast Angel
    8 Forest
    8 Island
    3 Plains

  2. I for sure would not have passed Spread the Sickness for Blightwidow. Both it and Marauder are very respectable splashes in a format where splashing is a non-issue.

    Gust Skimmer is also mediocre in UG as the archetype basically just wants to late game them out, Myr Sire was better than the 2nd.

    P1P10 Digester blocks reasonably ok given no other options.

    You also did want the 3rd Molder Beast. The Dinos archetype relies on flooding with those high drops. The idea is that the early bodies are so interchangeable you can afford to fall a bit behind then in exchange for having the better card every turn from 5 on.

    In terms of the final deck, Lens is terrible even with Mages, Hexplate << Scrapdiver, and Geyser deserves a MD spot to swing tempo back in your favor/blow out double blocks on your monsters. Tel-jilad Fallen is also surprisingly fine on its own and probably should be in there instead of Lead. A blocker is a blocker.

  3. Not at all sure that Gust-Skimmer is better than Oculus… That early in the draft you don’t know how aggressive your deck is going to be so I think I’d take the value guy. I probably agree with forcing the Angel – even as a splah. It seems suicidal to splash for a double-coloured-mana card but I seem to recall LSV did that for that exact card, Sunblast Angel, and won the draft off its sheer power. And he opened it in pack THREE not two!

  4. Thanks for the write up! I can’t always watch videos while at work, so being able to read about a draft is a great plus!

  5. “Both blue and white were open in pack one”

    How was white open? You hardly saw any white, and the white you did see all got picked up. Is this just some random argument to validate your Sunblast Angel pick?

  6. Dear David,

    I have a hard time understanding your reasoning for picking blue as your second color in p1p4. I realize that Spread the Sickness will be a strong sign for your neighbor to be black. But past that I would love some clarification on your color elimination process.

    I would most likely have drafted the Sphere of the Suns in p1p6 to stay open and enable splashing and the Quilled Slagwurm in P1P7 in order to not send a dino signal down the road. P1P8 would then have given me a Pistus Strike to combat flyers.

    Is my approach too simplistic and missing out on subtle draft signals?

    Also, would you evaluate P1P6 any differently after this draft?

  7. After avidly reading these decision-drafting walkthroughs, this is the first time I finally got every decision ‘correct’. I look at the cards and choose before reading what you chose.

    I love these – I wish there were more of them! I could read a website full of these. These draft walkthroughs are responsible for almost all of my drafting skill for this set.

  8. @ Chris – That’s 100% wrong. Sledge is nice, but only really worth it if you already have 1-2 wellsprings or a spine. If not, it has a huge downside. Marauder and Sabotage are both better picks.

  9. Well this draft was a mess. I liked your explanations though. Either way, I disagree with your picks. You are saying that this draft was rough, jesus you opened a sunblast angel, mortarpod and volition reigns, what more do u want? Seriously.
    I agree taking the angel, it just wins games, plus white works well w mortarpod, I completely disagree w the Skyguard pick over origin spellbomb, the reason being, u r saying that u r abandoning the gust skimmers, why???? How hard is it to splash a gust skimmer in an artifact heavy deck w access to horizon spellbomb and mana myrs? You can always look to draft these cards, worse case scenario u ll have 2/1 artifact creature for 2 with bad splash.

    And then u take volition reigns?? I thought LSV is greedy. Golem artisan is pretty solid especially if you did not mess up and picked the spellbomb, but volition reigns is just too much. What do u want to steal? You have the bomb in your hands, play it. You pass the reighns, and what?? Who cares, hate drafting is the worse think you can do and by this pick you are abandonning like 3 picks including your bomb. You should just make up your mind and stick with it, and don’t change your mind after you open pack three. You got punished and rightfully,so.

  10. Make up your mind jesus, volition reigns?? Terrible pick, u have bomb in your hands and you just abandon 3 picks plkus bomb for one stupid card. You got punished for it and rightfully so.;-)

  11. Trinket Mage was overvalued in this draft. Having Untamed Might, Origin Spellbomb, or another Wall of Tanglechord seem like better picks to stall the game to Sunblast.

    Ochoa, we appreciate your articles.

  12. I disagree that white was ever open in pack 1, there was never even a close pick for you to make you think about white… Tine Shrike, Leonin Skyhunter, Master Call and Priest of Norn are the only marginally playable white cards passed to you and all 4 belong in different decks.

    I still pick Sunblast Angel, but not because I expect to be passed much white in pack 3.

    I think the Volition Reins pick was bad because Golem Artisan is fine in your deck, you’re planning on casting those big green guys, you already have some artifact dudes, and you can count on picking up 3-4 more in pack three (since you wont be taking blue or seeing much white.) Even when hes your only artifact guy in play, if you have 6 mana available he is still a big problem for your opponent whether you are playing offense or defense.

    Granted you would still get pummeled by those aggressive draws stumbling on mana regardless. It always feels like my opponent plays glint hawk and glint hawk idol if I ever have mana troubles.

    Thanks for posting, this one was a very interesting draft.

  13. I have no idea why you stuck to blue so stubbornly. Volition Reigns over Golem Artisan??? You had no reason to be blue at that point.

  14. Pingback: MTGBattlefield

  15. And to think, you could have staved off all those problems p1p6 by taking Sphere of the Suns over Treasure Mage. I’m seeing more and more games lost to mana issues in this format, and still Sphere goes late… not only does it fix mana, it fixes *picks*, allowing you to do things like take off-colour Sunblast Angel p2p1.

  16. I think I agree with Olga. Treasure Mage ends up being mediocre at least as often as it’s good, but I’m finding myself playing more and more splashes in this format now that it has matured a bit.

  17. Treasure Mage isn’t as good if you’re unskilled at opening Wurmcoils, Steel Hellkites, or Contagion Engines.

    The author doesn’t seem to be doing too well lately. Not sure what I’m supposed to be taking from these articles anymore.

  18. agee about taking Sphere of the Suns over Treasure Mage.

    You could have drafted enough artifacts and artifact creatures to have taken most of the disadvantages out of having a three color deck.

    My understanding of draft strategy in a heavy artifact set is that’s exactly what you would want to do. Yet its something you deftly avoided trying. Even if you’d started that as late as the beginning of pack three (when it was apparent that white was cut off in both directions), it would have helped the quality of the deck.

    There’s nothing wrong with Golem Artisan with only the five small artifact creatures (including Wall of Tanglecord) that you already had at the beginning of pack three plus any of the three 7cc artifact creatures that you might have wanted to play. How many artifact creatures do you have to have already drafted before Golem Artisan becomes good enough for you to take? There’s no way of knowing what would have come later in pack 3 but there’s a good chance you’d get something more to go with it.

    There’s eight artifacts that are going to make the deck going into pack three when looking at it as a three color deck cemented together with artifacts::
    Gust Skimmer
    Tangle Hulk
    Wall of Tanglecord
    Sylvok Replica
    Leaden Myr
    Horizon Spellbomb

    Artifacts which haven’t made the cut so far:
    Hexplate Golem
    Razorfield Thresher
    Razorfield Thresher
    Golem Foundry

    So starting pack 3
    p3p1 Golem Artisan – artifact count 9

    p3p2 Golem Artisan – artifact count 10

    Slice in Twain is a great card and is normally the clear pick. But the mana is going to be a mess and more double color casting costs isn’t going to help that when there’s a solid pick. Rust Tick could be the pick over Golem Artisan since it combos well with the Sunblast Angel but the Golem’s versatility it hard to pass on.

    p3p3 Honestly, I’d pass on the Trinket Mage and take the Origin Spellbomb…hoping to be able to make the mana base objectively worse by adding more plains and not be punished for it by playing more artifacts to ease the color issues. artifact count 11

    p3p4 And here I’d be rewarded for being a bad player by having a replacement Trinket Mage to take over a Replica which might come around later anyway.

    p3p5 artifact – artifact count 12

    p3p6 Thrummingbird rather than the Kemba Skyguard.

    Sure Skyguard is better but the double color cc if off-putting. And I’m very greedy when artifact counts start to get good and I have a Golem Foundry.

    p3p7 Chrome Steed – artifact count 13

    With five artifact creatures in the pack, its hard to go too wrong when you are looking to draft artifact creatures. We saw a large number of artifact cards in the first and second packs of pack 3 so getting the artifact count even higher is possible. I like the upside offense of Chrome Steed over the defense of Neurok Replica.

    p3p8 Golem Foundry – artifact count ?

    Taking this over hating a bad poison creature isn’t losing the deck anything. In theory, double Foundry and a Thrummingbird in the deck would make the artifact count 15 and could create an iinteresting situation.

    From here on it’d be guesswork but p3p9 the Veldakan Certarch would come around and be playable if one of the playable artifacts didn’t make it back around.

    Taking a stab at making a deck out of what we’d already have:

    Horizon Spellbomb
    Origin Spellbomb
    Infiltration Lens

    Wall of Tanglecord
    Leaden Myr

    Lead the Stampede
    Lead the Stampede
    Sylvok Replica
    Trinket Mage

    Tangle Mantis
    Chrome Steed

    Tangle Hulk
    Acid Web Spider
    Molder Beast
    Molder Beast
    Golem Artisan
    Golem Artisan

    Fangren Marauder
    Sunblast Angel

  19. I think I definitely would tried to build the GW deck and in p3p3 would have taken the wall and would not tried to take the trinket mages for the spellboms… they are just too weak after turn 3-4
    especially when you get no other bonus with it (like smiths)

Comments are closed.

Scroll to Top