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According to Webster – Rise of the Eldrazi Draft #1

 

Pack 1 pick 1:

 

Guul Draz Assassin is by far the most powerful card. If a deck isn’t playing Red or Black, it will often lose straight up to a resolved Assassin.

My pick: Guul Draz Assassin

Pack 1 pick 2:

 

Heat Ray is baseline removal; it’s fine. Heat Ray will kill any creature at the cost of your turn. Surreal Memoir is also fine, but requires a specific type of deck to be playable. In a normal deck, Surreal Memoir usually won’t be good enough because of an insufficient number of instants to return; it’s better to take one later on if your deck ends up being Red plus Blue or Black. Cadaver Imp is good, although a 1/1 flyer doesn’t have much impact on the board. Gravedigger effects get much better as the creature quality of a deck increases. With the Guul Draz Assassin already in our pile, Cadaver Imp would be a good addition. Enclave Cryptologist is excellent. There aren’t many sources of card advantage/filtering in the set, and the Cryptologist is one of the better ones. Being able to get ahead on cards will allow a deck to win much more easily. Dawnglare Invoker is another excellent creature. It’s good at any point in the game, providing an evasive body early and a game-winning ability later on. However, it’s quite vulnerable, like the Cryptologist. The Cryptologist is the best pick for a few reasons: 1. The benefit of drawing cards/filtering is going to win more games than a one-shot effect like Heat Ray. 2. Blue is a better color than White to start out in because its spells offer more important effects than what White has (Regress/Deprive/See Beyond/Narcolepsy vs. Puncturing Light/Smite/Guard Duty). 3. Dawnglare Invoker takes a lot of time to get active. Once it does, it takes all your mana for the turn which puts you further behind on the board each turn. If the opponent is able to deal with the Invoker, then it’s much harder to come back compared to the Cryptologist. The Cryptologist will filter your draws for a few turns starting as early as turn two. When it turns into Archivist later on, the extra card each turn should allow your deck to overwhelm the opponent’s plays without ever reaching the point of needing an Invoker effect. 4. Cadaver Imp isn’t powerful enough compared to Enclave Cryptologist. It’s true; the Imp gets back good creatures. However, if you replace the Imp with another good creature (Cryptologist), then the games where you draw the Cryptologist and no other “good” creatures are going to be easier to win than if you had the Imp.

My pick: Enclave Cryptologist

Pack 1 pick 3:

 

It’s better to take removal over other stuff unless you’re dealing with a bomb. Artisan of Kozilek isn’t a bomb because it’s so expensive. Vendetta is the best common removal in the format because it’s so mana-efficient and kills nearly everything; you’ll almost always be able to cast another spell in the same turn which will put you ahead on the board and in a better position than the opponent.

My pick: Vendetta

Pack 1 pick 4:

 

Distortion Strike is okay. It’s better in decks with Kiln Fiend though. Distortion Strike is good in an aggressive deck; it lets damage get through where it normally wouldn’t (for example, on a Venerated Teacher in a Blue/Black Level up deck). In a deck with Guul Draz Assassin and Enclave Cryptologist, Distortion Strike is out of place. Hedron Matrix is very slow. Perish the Thought is playable, but borderline; it’s usually one of the cards that doesn’t quite make it into the deck. Dawnglare Invoker is the next best card. Seeing it this late is a signal that White should be open. If we get cut on a Blue, then already having a start in White will make pack two easier.

My pick: Dawnglare Invoker

Pack 1 pick 5:

 

Red is apparently the color to be in. Seeing Flame Slash and Heat Ray this late is a clear signal. There shouldn’t be much more Red in pack one considering how late it is. With the amount of Red that we passed already, it’s very unlikely that we’d see any in pack two which means that we have to consider the likeliness of seeing the same distribution in pack three that we have in pack one. We have to compare what we expect from Red with Blue in pack two. We’ve only passed a Hada Spy Patrol and Mnemonic Wall which means that Blue should be wide open in pack two. Additionally, we could take the Flame Slash and splash it. However, that would require putting a high priority on Evolving Wilds/Prophetic Prism as well as sending a bad signal by passing both See Beyond and Halimar Wavewatch. Passing both Blue cards this late could ruin us during pack two. Halimar Wavewatch is underrated; it’s quite good. Against Islands, it’s a significant threat. Against other decks, it blocks everything with ease.

My pick: Halimar Wavewatch

Pack 1 pick 6:

 

There are quite a few cards that shouldn’t be here; Corpsehatch, Dawnglare Invoker, Null Champion, and Kiln Fiend should be gone by now. Last pack gave us some doubts about Black being open despite the Vendetta that we got in pick three; the presence of Corpsehatch quashes any of those thoughts.

My pick: Corpsehatch

Pack 1 pick 7:

 

Angelheart Vial is slow, but makes it difficult for opponent’s to kill you. Against decks that aren’t fast Angelheart Vial will enter the Battlefield when you’re at 12-16 life, and increase your remaining virtual life by nearly 50%. If you’re only being damaged in increments of less than six, the Vial is difficult to race against because of the card advantage that it provides. Eel Umbra is fine; it’s a trick that most people will eventually warm up to. However, the advantage offered by the Vial with the spells that we have already makes it more appealing.

My pick: Angelheart Vial

Pack 1 pick 8:

 

Any thoughts of Blue and Black not being open should be gone now. Frostwind Invoker is a solid creature; all of the Invokers are. Zof Shade and Bloodthrone Vampire are not.

My pick: Frostwind Invoker

Pack 1 pick 9:

 

Prophetic Prism will help if we intend to splash anything while Skeletal Wurm will act as a finisher if end up being short on ways to kill the opponent. In hindsight, the Prism was a better pick because it’s simply more likely to pick up an Ulamog’s Crusher than it is an Evolving Wilds/Prophetic Prism.

My pick: Skeletal Wurm

Pack 1 pick 10:

 

This is an interesting pick. Cadaver Imp and Mnemonic Wall both have similar functions. Guul Draz Assassin and Enclave Cryptologist work well with Cadaver Imp while Corpsehatch and Vendetta work well with Mnemonic Wall. Getting back spells is generally more important than creatures, but it’s usually easier to get back creatures. Most decks won’t have more than five-six instant/sorcery cards to get back with the Wall while there will almost always be at least ten other creatures to get back with the Imp. Looking at the deck’s composition, it doesn’t appear likely that Mnemonic Wall is always going to be able to get back a card while Cadaver Imp will.

My pick: Cadaver Imp

Pack 1 pick 11:

 

My pick: Battle-Rattle Shaman

Pack 1 pick 12:

 

My pick: Distortion Strike

Pack 1 pick 13:

 

My pick: Skeletal Wurm

Pack 1 pick 14:

 

My pick: Lay Bare

Pack 1 pick 15:
Fissure Vent

Pack one was good even though we passed quite a few good Red cards. The packs were above average for most of the colors. The drafting queues are quite soft right now which is likely why the packs have been so good. Going into pack two, we should expect to see no Red and a good amount of Blue/Black.

Pack 2 pick 1:

 

There’s not much going on here. Jwari Scuttler is very borderline. Warmonger’s Chariot is quite slow. Bala Ged Scorpion is decent as a utility creature. I’d not likely to attack very often, but will often be able to pick off one of the opponent’s creatures especially if combined with Fleeting Distraction.

My pick: Bala Ged Scorpion

Pack 2 pick 2:

 

Again, Vendetta is the clear choice. Not many cards come close to it.

My pick: Vendetta

Pack 2 pick 3:

 

Cadaver Imp is the only pick here.

My pick: Cadaver Imp

Pack 2 pick 4:

 

Renegade Doppelganger isn’t good. Its effect only lasts until end of turn which means that you need to continuously cast good creatures to make it good. It can’t block well at all because the copy effect only works with creatures that you summon which means that it is only playable in an aggressive deck. Reinforced Bulwark doesn’t do enough. If it were able to prevent damage to creatures, then it would be good. Skywatcher Adept is good. It’s cheap and turns into a good evasive creature, although its Level up cost is moderate.

My pick: Skywatcher Adept

Pack 2 pick 5:

 

Regress is another underrated card. Having a bounce effect is very useful with the amount of Level up creatures and Auras that are in the format. Null Champion is another fine creature. It attacks well and combined efficiently with removal to end a game quickly. In hindsight, Regress would have been a better choice because I underrated it. At the time I was concerned with the number of creatures in the deck, but that shouldn’t have been an issue.

My pick: Null Champion

Pack 2 pick 6:

 

Zulaport Enforcer is another fine creature. It levels up slowly, though its first level is good enough to play a role in combat. Most decks won’t be able to stop a level three Enforcer from ending the game in a few turns.

My pick: Zulaport Enforcer

Pack 2 pick 7:

 

Pennon Blade is decent, but not in a deck without an Eldrazi Spawn theme; Blue/Black decks don’t end up that way. Regress is the easy choice because of the reasons discussed two picks ago.

My pick: Regress

Pack 2 pick 8:

 

Even though we already have two Cadaver Imps, a third is still going to be good. Eel Umbra may protect one of the better creatures from a removal spell or make a combat sequence go in our favor, but those plays would require keeping mana open as opposed to Cadaver Imp not. Reality Spasm isn’t very good in this type of deck; it’s better (though still a borderline card) in a more aggressive deck as a Falter effect.

My pick: Cadaver Imp

Pack 2 pick 9:

 

Unified Will is fine against some decks. There are enough creatures for it to be fine on the play against most decks and on the draw against controlling decks. We already have enough creatures and won’t need Jwari Scuttler. In hindsight, Fleeting Distraction would have been a better card because it’s more applicable to games. It cycles, acts as a Bandage, and works in combination with Bala Ged Scorpion.

My pick: Unified Will

Pack 2 pick 10:

 

A second Lay Bare is unnecessary. Mnemonic Wall is going to be good in the deck with two Vendetta, Corpsehatch, Regress, and Lay Bare.

My pick: Mnemonic Wall

Pack 2 pick 11:

 

My pick: Evolving Wilds

Pack 2 pick 12:

 

My pick: Not of This World

Pack 2 pick 13:

 

My pick: Prophetic Prism

Pack 2 pick 14:

 

My pick: Gravity Well

Pack 2 pick 15:
Forest

Pack two went well. As expected, we didn’t see any Red and were able to take enough Blue/Black cards to help ensure that the last pack is as good as the first. Evolving Wilds and Prophetic Prism keep the door open for a small splash if desired.

Pack 3 pick 1:

 

Arrogant Bloodlord isn’t always the best attacker in every matchup. However, he blocks quite well in all of them. Gloomhunter is another choice, though it doesn’t help much on defense. It’s likely that this deck will win if it gets to the late game because of the three Cadaver Imp, Mnemonic Wall, Guul Draz Assassin, and Enclave Cryptologist which makes the Bloodlord a better choice between the two creatures. The last option is Flame Slash; it could easily be splashed off of the Evolving Wilds and Prophetic Prism. In hindsight, the Flame Slash would have been a better pick than the Bloodlord. The deck had enough creatures and more removal would have been welcome. It would have been easy to simply play the Prophetic Prism along with eighteen lands (Evolving Wilds and one Mountain).

My pick: Arrogant Bloodlord

Pack 3 pick 2:

 

Merfolk Skyscout is a good creature. It accelerates your mana slightly if you have multiple plays such as Level up, two spells or a combination of both. It also works well with Guul Draz Assassin/Enclave Cryptologist and can also give an attacking creature vigilance.

My pick: Merfolk Skyscout

Pack 3 pick 3:

 

Evolving Wilds isn’t as important because we didn’t take the Flame Slash. The second Regress isn’t as important as the first. Bloodrite Invoker is similar to Guul Draz Assassin in that some decks flat out lose to it given time. Halimar Wavewatch is the best option. It functions well at every point of the game, serving as an effective defensive body early as well as an offensive weapon later on; the Invoker isn’t as effective. By the time that you get up to eight mana and actually want to use the Invoker, you should have been able to get in a few attacks with a 6/6 Wavewatch.

My pick: Halimar Wavewatch

Pack 3 pick 4:

 

Surrakar Spellblade is okay. It’s better in a deck with Kiln Fiends because there’s likely to be more synergetic spells there such as Distortion Strike. In this deck, the Spellblade isn’t going to be as useful because there isn’t as much removal. See Beyond is fine. It provides card quality to help make sure you don’t get flooded. Frostwind Invoker is better than the other two cards; it’s a good-sized flyer.

My pick: Frostwind Invoker

Pack 3 pick 5:

 

There are quite a few Level up creatures. Venerated Teacher could be included in the deck to create some degenerate draws involving it and multiple Level up creatures, effectively acting as a personal Mana Flare.

My pick: Venerated Teacher

Pack 3 pick 6:

 

Dread Drone is fine, though more of a filler card in a deck that isn’t going to utilize Eldrazi Spawn very well. Escaped Null is the perfect type of card to ensure that we don’t de prematurely especially considering the three Cadaver Imps.

My pick: Escaped Null

Pack 3 pick 7:

 

Deprive is a good card; it’s similar to Regress. Having a cheap global answer to whatever the opponent is going to play is good to have. Cheap Level up creatures are particularly good with Deprive because their CMC and Level up costs are usually low enough to have mana leftover for Deprive even though you may be sending a clear signal that you have it.

My pick: Deprive

Pack 3 pick 8:

 

We have seven Level up creatures to combo with Champion’s Drake (1 Enclave Cryptologist, 1 Guul Draz Assassin, 1 Skywatcher Adept, 1 Zulaport Enforcer, 2 Halimar Wavewatch, and 1 Null Champion). With a Level up creature in play, the Drake is better than the Gloomhunter because it’s less mana to summon and potentially a 4/4 compared to a 2/1. However, the Drake leaves you open to getting wrecked in combat if you only have one Level up creature and the opponent has removal for it. Bloodrite Invoker is the last choice. While it isn’t as efficient as the other two creatures, it plays a unique roll in that it circumvents combat if you have enough mana. Gloomhunter plays a role best in a non-controlling deck while the Drake and Invoker play roles in both types of decks. The level of variance associated with the Drake is higher because it relies on other cards to be good. With the quantity of Level up creatures (including two Halimar Wavewatch), the Drake should be a 4/4 with enough frequency to make it better than the slow Bloodrite Invoker.

My pick: Champions Drake

Pack 3 pick 9:

 

My pick: Prophetic Prism

Pack 3 pick 10:

 

My pick: Contaminated Ground

Pack 3 pick 11:

 

My pick: Bloodrite Invoker

Pack 3 pick 12:

 

My pick: See Beyond

Pack 3 pick 13:

 

My pick: Contaminated Ground

Pack 3 pick 14:

 

My pick: Hand of Emrakul

Pack 3 pick 15:
Death Cultist

There are a lot of cards that can be fit into the deck, some of which change the way the deck plays out. Venerated Teacher and Distortion Strike make the deck more aggressive while Angelheart Vial, Mnemonic Wall, and Lay Bare do the opposite. Cards like Deprive and Vendetta are better when you’re ahead on the board.

The best method of building the deck is to look at the cards that are going to be played regardless of what the deck ends up looking like, and then fill in the final slots to compliment the set of initial cards. There are more cards that are better in a non-aggressive deck (Enclave Cryptologist/Mnemonic Wall/Halimar Wavewatch) than vice versa which means that cards like Venerated Teacher will not have the desired level of synergy.

The deck that I submitted wasn’t built properly. It would have been better to include Escaped Null and Angelheart Vial instead of Bala Ged Scorpion and See Beyond. Yes, See Beyond is going to draw two cards at some point and shuffle a bad one away, but Angelheart Vial will gain life and do almost the same thing. If the deck is trying to reach the late game, then playing Angelheart Vial (a card that is much slower than See Beyond but whose benefits increase with game length) shouldn’t be a problem. Bala Ged Scorpion is not as useful as Escaped Null in relation to the goal of the deck (playing better cards and winning late). Escaped Null counteracts the negative effects of Vendetta and makes Angelheart Vial much better. It’s also possible to play See Beyond over the eighteenth land, but that’s preference. There’s so much to do with extra mana in this format that it’s better to not have to spend time/mana to draw into it.

Round 1:

Game 1:
Evil wins the roll and chooses to play first. However his deck isn’t ready to cooperate with him and he is forced to mulligan to six. Our hand is decent enough to keep (Island, 3 Swamp, Halimar Wavewatch, Merfolk Skyscout, and Vendetta). Evil doesn’t need to mulligan anymore and the race is off. Evil plays a Plains [d: Island] while we play an Island. An Island is matched on the other side as Evil ships his turn back. [d: Swamp] We’re ready with a bit of action as we summon the Halimar Wavewatch.

Evil recovers some of the lost card advantage as he makes his hand better with a Sea Gate Oracle. [d: Island] We’re content with playing another Island and leveling the Halimar Wavewatch (L1). Evil plays an Island and summons a Merfolk Skyscout. He doesn’t attack which leads us to believe that he doesn’t have Puncturing Light in hand. We kill the flyer with [card]Vendetta[/card] at the end of his turn (G: 17).

[d: Guul Draz Assassin] We play a Swamp and summon the Assassin while Evil is tapped out to ensure he can’t counter it. A resolved threat as dangerous as the Assassin is likely to end the game and is a better play than summoning the Skyscout. We use our extra mana to Level up the Assassin (L1). Evil misses his land drop and summons a Makindi Griffin. [d: Halimar Wavewatch] We play an Island and summon the Skyscout.

Evil summons an Enclave Cryptologist and levels it (L1). [d: Frostwind Invoker] We play a third Swamp and Level up the Guul Draz Assassin three times (L4). Then we attack with the Skyscout, untap a Swamp and give the Makindi Griffin -4/-4 with the Assassin [E: 18]. Evil loots with the Cryptologist and discards a Dawnglare Invoker. Then he summons a Caravan Escort and levels it (L1). [d: Cadaver Imp] The Assassin kills the Cryptologist and gets untapped with the Skyscout when we attack [E: 16]. Then we play a Swamp and Level up the Halimar Wavewatch twice (L3).

Evil plays an Island and summons a Skywatcher Adept. Then Evil levels the Caravan Escort twice (L3). However, we kill the Escort at the end of his turn. [d: Arrogant Bloodlord] We Level up the Wavewatch twice (L5). Then we kill the Skywatcher Adept and attack with the Skyscout and Wavewatch. The Assassin gets untapped again [E: 8] and we pass. Evil finds a Guard Duty to put on the Wavewatch, but it’s too late. He concedes shortly afterward.

Sideboard: -1 Arrogant Bloodlord; +1 Champion’s Drake.

It’s likely that the Bloodlord will trade easily with what we’ve seen from Evil’s deck. Champion’s Drake should be better due to Blue/White having few ways to remove permanents; it will help against the various flyers that we’re facing.

Game 2:
Evil chooses to play first again and keeps his hand this time. We also keep ours (2 Island, 2 Swamp, Halimar Wavewatch, Null Champion, and Merfolk Skyscout). Evil is faster out of the gates this time as he plays a Plains and summons a Caravan Escort. [d: Frostwind Invoker] We play a Swamp and pass. Evil plays a second Plains and summons a Kor Line-Slinger after he attacks [G: 19]. [d: Bala Ged Scorpion] We play a Swamp and summon the Null Champion.

Evil makes the Caravan Escort bigger with Level up (L1) and attacks [G: 17]. He misses on land and passes afterwards. [d: Swamp] We go to attack but find we have no options as the Line-Slinger taps down our Null Champion. Afterwards, we Level up the Null (L1). Evil still has no land, but he is still able to summon a Knight of Cliffhaven that he just drew and attack with the Caravan Escort [G: 15]. [d: Cadaver Imp] We attack with the Null [E: 16] and summon a Bala Ged Scorpion. The Kor Line-Slinger is stung dead without using its ability. Evil still hasn’t found a third land and can only Level up his Escort (L2).

[d: Swamp] We attack with the Null Champion and Bala Ged Scorpion. Evil sees that he’s on the defensive now and blocks the Null with his Knight [E: 14]. Afterwards, we play a Swamp and summon the Frostwind Invoker. Evil repeats his land turn and levels the Escort (L3). [d: Vendetta] We attack with both our creatures. Evil has no good blocks and must let them through [E: 9]. Then we play a Swamp, revive our Null Champion with Cadaver Imp, and summon it.

Evil leaves Puncturing Light up on his turn. Before he’s forced to discard, we kill his Escort with Vendetta [G: 13]. Evil discards See Beyond. [d: Frostwind Invoker] We Level up the Null Champion (L1) and attack with everything. As expected, Evil is ready with the Puncturing Light to kill the Frostwind Invoker. We simply don’t care. Evil is too far behind [E: 2]. We Level up the Null again (L2) and pass. Evil concedes on his turn.

Round 2:

Going into the round, we know that our opponent is Blue/Green with All is Dust, Kazandu Tuskcaller, and Pelakka Wurm.

Game 1:
Evil wins the roll and keeps his hand. Our hand needs Blue mana to be good; we decide to gamble and keep it (2 Swamp, Enclave Cryptologist, Bala Ged Scorpion, Frostwind Invoker, Regress, and Corpsehatch). Evil plays a Forest [d: Merfolk Skyscout] while we play a Swamp and pass back. Evil plays an Island and summons an Overgrown Battlement, threatening to accelerate out threats faster than we can deal with them. [d: Island] “Had it!” We play the Island and summon the Enclave Cryptologist. Evil plays a Forest, but has no plays with his four mana.

[d: Vendetta] We’re content playing the waiting game and Level up the Cryptologist. Then we play a Swamp and pass. Evil plays an Island and summons a Nest Invader. We loot at the end of his turn [d: Guul Draz Assassin] and discard a Frostwind Invoker. [d: Swamp] We play the Swamp and summon the Bala Ged Scorpion which destroys the Battlement. Evil plays another Island and puts Narcolepsy on the Scorpion. We’re fine with that. Evil’s play shows that he doesn’t have much in his hand and certainly not All is Dust.

[d: Swamp] We are satisfied that the coast is clear and summon the Guul Draz Assassin. Evil has no responses and we Level up the Cryptologist (L2) and the Assassin (L1). Evil plays a Forest and attacks with the Nest Invader [G: 18]. He has nothing else to do after that. We don’t bother looting on his turn. [d: Evolving Wilds] We Level up the Cryptologist (L3) and draw a card [d: Island]. Then we play the Island and Level up the Assassin (L2). However, Evil uses Regress to return the Assassin to our hand before the Level up ability resolves. We summon it again and pass.

Evil plays an Island and casts Growth Spasm. Then he attacks with the Nest Invader [G: 16] and passes. [d: Halimar Wavewatch] We draw a card with the Cryptologist [d: Swamp]. Then we Level up the Guul Draz Assassin twice (L2). Evil plays an Island and attacks with the Nest Invader. We decide that it would be better to take the damage and keep Regress open in case Evil drew All is Dust [G: 14]. Evil only has one card in hand and passes. We kill off the Invader at the end of his turn.

[d: Island] We draw with the Cryptologist again [d: Island], play an Island, and summon the Merfolk Skyscout. Evil plays a Forest and passes. The Assassin kills one of his two Eldrazi Spawn tokens at the end of his turn. [d: Cadaver Imp] We play an Island and Level up the Assassin twice (L4). We immediately attack with it and the Skyscout. The Skyscout untaps the Assassin and kills the last Eldrazi Spawn before blockers [E: 14]. Evil plays a Forest and passes while we draw with the Cryptologist [d: Mnemonic Wall].

[d: Swamp] We play the Swamp, draw again with the Cryptologist [d: Cadaver Imp #2], and attack with the Assassin and Skyscout. The Cryptologist gets untapped [E: 8]. Then we summon the Halimar Wavewatch and level it twice (L2). Evil taps two of our Islands with Reality Spasm. We float mana in response. Then he casts All is Dust before leaving his first main phase. We draw with the Cryptologist in response but don’t find Deprive [d: Halimar Wavewatch]. We cast Regress to save the Guul Draz Assassin. [d: Skywatcher Adept] We summon Cadaver Imp and get back Frostwind Invoker, but Evil concedes on the spot.

Sideboard: -1 Arrogant Bloodlord; +1 Lay Bare.

Game 2:
Evil chooses to play first again and keeps his hand. We also keep ours, but with less risk this time (Evolving Wilds, Island, 2 Swamp, Enclave Cryptologist, Null Champion, and Cadaver Imp). Evil plays a Forest and passes while [d: Island] we play an Island and kick things off by summoning the Enclave Cryptologist. Evil plays an Island and summons his Overgrown Battlement; perhaps it will be better for him this game. [d: Island] We play a Swamp and summon the Null Champion.

Evil plays another Island and summons a Kazandu Tuskcaller; he immediately levels it (L1). It looks like we might be in a bit of trouble here as we don’t have an answer to the Tuskcaller yet. [d: Swamp] We Level up the Cryptologist and loot [d: Regress], discarding an Island. Then we play Evolving Wilds and attack with the Null Champion [E: 19]. Evil levels the Tuskcaller (L2) and makes an Elephant token. Then he casts See Beyond and passes without playing a land. We use Evolving Wilds to find a Swamp.

[d: Halimar Wavewatch] We loot again [d: Halimar Wavewatch] and discard a Swamp. Then we play an Island, summon a Wavewatch, and level it (L1). Evil plays a Forest and summons a Bramblesnap along with a Nest Invader. He can’t attack through the Wavewatch and passes. [d: Vendetta] We play the Swamp, Level up the Cryptologist twice (L3), and draw a card [d: Swamp]. Then we kill the Tuskcaller with Vendetta, but not before it makes another Elephant [G: 19].

Evil attacks with the two Elephants, Bramblesnap, and the Nest Invader. We block an Elephant with the Wavewatch [G: 13]. Then Evil puts Narcolepsy on the Wavewatch and summons a Kozilek’s Predator. [d: Swamp] We draw with the Cryptologist [d: Island], play the Island, and summon the other Halimar Wavewatch. Then we Level up the Null Champion and pass. Evil taps everything with Reality Spasm and attacks for lethal.

Sideboard: -1 Lay Bare; +1 Escaped Null.

Game 3:
We choose to play first and keep our hand (Island, 4 Swamp, Enclave Cryptologist, and Zulaport Enforcer). Evil keeps his hand as well. For a third time, we start the game by summoning the Enclave Cryptologist after playing an Island. Evil matches our Island, but has nothing more. [d: Evolving Wilds] We play a Swamp and Level up the Cryptologist (L1). Evil plays a Forest and forges a Warmonger’s Chariot. We loot at the end of the turn [d: Halimar Wavewatch] and discard a Swamp.

[d: Deprive] We play the Evolving Wilds and Level up the Cryptologist (L2). Evil plays an Island and summons a Surrakar Spellblade. We fetch an Island with the Evolving Wilds and loot [d: Cadaver Imp], discarding the Zulaport Enforcer. [d: Swamp] We play an Island and Level up the Cryptologist (L3). Then we draw a card [d: Escaped Null] and summon the Halimar Wavewatch. Evil plays a Forest and casts Growth Spasm. Then he casts Distortion Strike to make his Surrakar Spellblade unblockable and draws two cards after attacking us with it [G: 17].

[d: Island] We draw with the Cryptologist [d: Corpsehatch]. Then we play the Island and kill the Spellblade with the Corpsehatch. Evil replays the Distortion Strike on his Eldrazi Spawn and equips it with the Warmonger’s Chariot. He attacks with the token [G: 14], plays a Forest, and summons an Aura Gnarlid. [d: Skywatcher Adept] We draw again with the Cryptologist [d: Island]. Then we play a Swamp and Level up the Wavewatch twice (sacrificing one Eldrazi Spawn) (L2). Finally, we summon the Skywatcher Adept.

Evil plays an Island and moves the Chariot to the Gnarlid. Then he attacks with it [G: 10] and summons a Nema Siltlurker afterwards. We counter the lizard with Deprive. [d: Null Champion] We draw with the Cryptologist [d: Swamp], play a Swamp, and summon the Null Champion. Then we Level up the Null Champion (L1) and the Halimar Wavewatch (L3) (sacrificing the last Eldrazi Spawn token). The Adept attacks Evil [E: 19] and we’re done.

Evil plays a Forest and attacks with the Aura Gnarlid; we trade our Null Champion for it. Then Evil summons a Kozilek’s Predator and equips it with the Warmonger’s Chariot. [d: Cadaver Imp] We draw with the Cryptologist [d: Island]. We Level up the Skywatcher Adept (L1) and attack with it [E: 17]. Then we play an Island and summon the Escaped Null. Evil plays an Island and moves the Chariot over to an Eldrazi Spawn.

[d: Vendetta] We draw with the Cryptologist [d: Island] and play a Swamp. Then we Level up the Halimar Wavewatch twice (L5) and attack with it and the Skywatcher Adept [E: 9]. Evil plays an Island and summons an Ondu Giant. [d: Mnemonic Wall] We play an Island and summon the Mnemonic Wall which gets back our Deprive. Evil concedes.

Round 3:

Going into the round, we know that our opponent is Black/Green/Red with Hellion Eruption, Gigantomancer, two Flame Slash, some other removal, and Might of the Masses with a heavy Eldrazi Spawn token theme.

Game 1:
We win the roll, finally, and choose to play first. Our hand fine (2 Island, Swamp, Halimar Wavewatch, Cadaver Imp, Frostwind Invoker, and Corpsehatch). Evil keeps his hand as well. We play a Swamp while Evil plays a Mountain. [d: Island] We play an Island and summon the Halimar Wavewatch while Evil plays a Forest and summons a Kiln Fiend. [d: Swamp] We play a Swamp and Level up the Wavewatch (L1). Evil plays a Mountain and passes. [d: Swamp] We play an Island and Level up the Wavewatch two more times (L3). Evil only plays a Mountain and passes again.

[d: Swamp] We play a Swamp, Level up the Halimar Wavewatch twice (L5), and crash into the Red Zone. Evil doesn’t block [E: 14]. Evil plays a Swamp, attacks with the Kiln Fiend [G: 19], and summons a Dread Drone. [d: Guul Draz Assassin] We attack with the Wavewatch and Evil blocks with a token. Then we play an Island and summon the Frostwind Invoker and Guul Draz Assassin. Evil attacks with the Dread Drone [G: 15], plays a Mountain, and summons Emrakul’s Hatcher.

[d: Island] We play the Swamp, and Level up the Assassin twice (L2). Then we attack with the Wavewatch and the Frostwind Invoker. Evil blocks with another token and we pass [E: 11]. It would have been better to leave the Wavewatch back, Level up the Assassin once more. Our attack put us into the situation of having to take more damage to play around Might of the Masses. If he does have Might of the Masses, then the Cadaver Imp will be able to get back the Wavewatch and we’ll still have a better board position with an active Level 4 Assassin.

Evil attacks with the Dread Drone; we take it [G: 11] and kill the Drone at the end of the turn. [d: Vendetta] We attack again with the Wavewatch and Invoker. Evil blocks with a token [E: 8]. Then we destroy the Emrakul’s Hatcher with Corpsehatch; Evil concedes.

Sideboard: -1 Arrogant Bloodlord; +1 Lay Bare.

Game 2:
Evil chooses to play first and keeps his hand. We keep our hand as well (3 Island, 2 Swamp, Guul Draz Assassin, and Zulaport Enforcer). Evil plays a Mountain while [d: Island] we play a Swamp and summon the Guul Draz Assassin. Evil plays a Swamp and kills the Assassin with a Flame Slash. [d: Null Champion] We play an Island and summon the Null Champion. Evil plays another Mountain and summons a Lavafume Invoker. [d: Mnemonic Wall] We Level up the Null (L1) and bash with it. Evil decides to trade his Invoker for the Null. We’re fine with that. The Invoker would turn his abundant supply of Eldrazi Spawn into real threats if left in play while we have three Cadaver Imps to get back our creatures.

Evil plays a Mountain and passes. [d: Cadaver Imp] We play the last Swamp in our hand and summon the Cadaver Imp, which gets back the Guul Draz Assassin. Evil plays a Swamp and passes with five mana open. [d: Swamp] We attack with the Cadaver Imp [E: 19]. Then we play the Zulaport Enforcer and level it (L1). However, Evil kills it with Staggershock in response. The Imp dies during his upkeep and suddenly we have no creatures. He plays a Mountain and casts Essence Feed, draining us for three [E: 22, G: 17].

[d: Vendetta] We play an Island, summon the Guul Draz Assassin, and level it (L1). Evil uses a second Flame Slash to kill the Guul Draz Assassin, but he doesn’t have much else and passes. [d: Cadaver Imp] We play our last Island and summon the Cadaver Imp, which gets back the other Cadaver Imp. Evil plays a Mountain and passes. [d: Regress] We attack with the Cadaver Imp [E: 21] and summon the other Cadaver Imp. The Imp gets back the Guul Draz Assassin and we summon it.

Evil targets our three creatures with Wrap in Flames, but we use Regress to save one of the Imps. Then Evil casts Brood Birthing, doubling his Eldrazi Spawn to six. [d: Deprive] We summon a Cadaver Imp and return the other Cadaver Imp to our hand. Evil passes. [d: Skywatcher Adept] We attack with the Cadaver Imp [E: 20] and summon the second one which gets back the Guul Draz Assassin for a third time. Then we summon the Skywatcher Adept and Guul Draz Assassin leaving mana up for Deprive. Disgusted, Evil concedes.

Happy Drafting.

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