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According to Webster – Rise of the Eldrazi Draft #7

 

Rise of the Eldrazi Draft #7

Pack 1 pick 1:

 

Wow! This is an incredibly deep pack, although the pick isn’t too difficult. Eldrazi Conscription is quite a bomb. The more interesting part about this pack is that we should be able to use it to determine what is being underdrafted (at least initially here in pack one) as well as set ourselves up for a good pack two if we can cut off a color after this pick. Red and Black are the shallowest colors and have the worst removal (Flame Slash and Last Kiss) while Green and White are the deepest colors. Black is going to be underdrafted in this pack because the removal is the weakest and overall inferior to the other options (a point that is worth remembering).

My pick: Eldrazi Conscription

Pack 1 pick 2:

 

This pack is the exact opposite of the last one because there aren’t many options (let alone good ones). Champion’s Drake, Jaddi Lifestrider, Kor Spiritdancer, Null Champion, Prophetic Prism, and Bloodthrone Vampire are the “best” cards. An important thought to consider when picking is what we can do to make Eldrazi Conscription the best it can be, and there are a few ways to do that. White gives us to Totem-Guide Hartebeest which lets us play with more virtual copies of Conscription. Green gives us acceleration and lets us play the Conscription earlier than normal. Black and Red also provide Spawn-generating cards which also help accelerate into Conscription. Champion’s Drake and Bloodthrone Vampire are the most powerful cards in the pack because they play important roles in some of the better archetypes (levelers and tokens respectively). The problem with Champion’s Drake is that it’s inconsistent at times, especially when playing against a deck with any sort of removal. I can’t tell you the number of times that I’ve had my leveler blown up and felt miserable with my do-nothing 1/1. The other problem with Champion’s Drake is that it’s Blue (yes, this is one of the only instances that anyone will hear me saying that); Blue has the most difficult time making Eldrazi Conscription its best compared to the other colors. When we consider the pack that we just passed with its shallow Black, if we’re able to cut off any further Black, we’ll have a solid color base to work with as well as a good pack two.

My pick: Bloodthrone Vampire

Pack 1 pick 3:

 

Ulamog’s Crusher fits perfectly into a Black tokens deck and is the most powerful card in the pack. Null Champion is the next best card and somewhat similar to Crusher in that it provides an end game. There are a few benefits of taking the Null Champion:
1) We continue to cut off Black.
2) Null Champion provides an early game, which Black-based token decks have problems with.
3) Null Champion has more cross over with different archetypes which is good in case we get derailed and are forced to change our drafting strategy whereas Ulamog’s Crusher is more of a niche card (and not very friendly with Blue and White).
When we consider the lack of direction that these most recent two picks will have for the drafters to our left, pointing them away from the color that we presume we’re in becomes more important than it normally would. Even though the Ulamog’s Crusher will work out the best along with the Bloodthrone Vampire in a Black/Green or Black/Red tokens deck as opposed to the Null Champion, we simply don’t know which direction the draft is going to head for us. By hedging our bets with the inferior end-game creature (Null Champion), we maintain our versatility and protect our color from the left.

My pick: Null Champion

Pack 1 pick 4:

 

Here’s another pick between an on-color card that has less of a place in a specific archetype than its colorless counterpart: Gloomhunter vs. Skittering Invasion. Neither card is wonderful. Gloomhunter is a fine baseline evasive creature that will fill out a deck but not contribute to its underlying synergies while Skittering Invasion can be used quite effectively in highly synergetic token-based strategies involving Raid Bombardment, Lavafume Invoker, Broodwarden, etc (though Invasion’s high cost lowers its playability considerably). Like last pick, the reasoning behind taking the Black card applies here. The other option is to take Evolving Wilds and keep the door open to support a splash. If this pick and the previous few had been deeper with a broad range of color options, then Evolving Wilds would be a stronger contender. The problem is that the people to our left are grasping at straws looking for anything to point them a direction to draft in, and while Gloomhunter is a mediocre card, it would be the closest thing to a sign that they’ve seen yet.

My pick: Gloomhunter

Pack 1 pick 5:

 

This draft certainly is weird; the packs have been at different ends of the spectrum in terms of viable picks. We see in this pack some signs from the right (assuming this pack wasn’t loaded like the one that we opened) that Red and Green are being underdrafted (initially). There are a few options to consider: Cadaver Imp, Spawning Breath, and Ondu Giant. Hand of Emrakul is an underwhelming creature to ramp into and only has a good impact on the board if it’s cheated into play on turn three-five. Growth Spasm is a good card in a ramp/token deck, but Ondu Giant is generally better because you get a 2/4 for only one mana more (it will actually have an impact on the board). Taking one of the Green cards is a trap because we will get totally cut from it in pack two (remember that we passed Joraga Treespeaker, Kozilek’s Predator, and Wildheart Invoker). One of the two people to our left is going to snap up whichever Green card that we don’t take and then cut us off. Spawning Breath is fine, though it’s not an exciting card to jump into another color for. Cadaver Imp is our last option, and another “fine” one at that. Cadaver Imp is like Gloomhunter, but much better because it has a much higher value due to its utility. Creatures are always going to die whether it’s by trading in combat or to removal. While a 1/1 flyer has much less value than a 2/1, the extra card that Cadaver Imp gives you more than covers its underwhelming board value.

My pick: Cadaver Imp

Pack 1 pick 6:

 

Eh”¦ These packs are something else. Bear with me on this one.

The cards here have very little value. Suffer the Past does have a few uses because it stops shenanigans involving Cadaver Imp, Mnemonic Wall, and Surreal Memoir as well as being “fireball” in a removal-heavy aggressive deck (usually involving Kiln Fiend). Our other “option” is Goblin Arsonist. If we end up in a token deck with little removal and a few Bloodthrone Vampires, Goblin Arsonist’s value as a sideboard card goes up if we get paired against an aggressive deck with a lot of one-toughness creatures.

My pick: Goblin Arsonist

Pack 1 pick 7:

 

Seeing Artisan of Kozilek this late in the pack is definitely odd because it’s one of the best end-game creatures that a lot of decks want to play. Null Champion gets bad in multiples outside of a good leveler deck because it takes so much mana to level up and is too vulnerable in combat when it’s level one-three. Our other option is Dread Drone, which is the other card that is fighting with the Artisan. Both cards fit into the archetype that we’re drafting. Artisan is a better card because it’s more likely that we’ll be able to pick up more Dread Drones/Emrakul’s Hatchers/Essence Feeds to support a token theme and less likely that we’ll see another good end-game card. However, the problem with Artisan is that outside of a Green deck, the creatures that get played have much lower impact on the board because they’re generally smaller than their Green counterparts. Casting Artisan is also a bit more difficult outside of a Green deck because there are fewer ramp cards, and as a result it’s often necessary to throw away quite a few Spawn in the process. Dread Drone is going to be less powerful but more consistent, and will continue to follow our plan of cutting off Black.

My pick: Dread Drone

Pack 1 pick 8:

 

Last Kiss is the worst of the Black removal spells (like Spawning Breath). Removal is still a vital part of a successful deck because it’s important to be able to deal with cards like Joraga Treespeaker and Dawnglare Invoker. Cadaver Imp does put us ahead on the board, but being able to interact with the opponent on a non-combat level is crucial for most decks.

My pick: Last Kiss

Pack 1 pick 9:

 

Our original pack came back with both Black cards still remaining and that is definitely a good sign. Many of you may think that Last Kiss is the easy pick because it’s a removal spell, but the pick is actually a bit more complicated because of some subtle reasons. Yes I know removal is good, etc. However, consider the following points:
1) Drafting Black gives us access to Vendetta, Induce Despair, and Last Kiss for common removal spells.
2) We cut off Black quite well in pack one which means it’s quite likely that we’ll see one-two removal spells in pack two.
3) Black was the most prevalent color in pack one which means that unless there’s an awesome rare opened to our right; it’s likely that we’ll see a similar amount in pack three.
4) We haven’t defined our second color which could easily be Red which means that we might see a removal spell in pack two because we only passed a Flame Slash (in our busted opening pack) and a Spawning Breath.
5) Dread Drone is one of the two common token-generating creatures that Red/Black wants to play (the other being Emrakul’s Hatcher), and it’s important to get them (or else play worse cards like Essence Feed and Spawning Breath).

My pick: Dread Drone

Pack 1 pick 10:

 

My pick: Null Champion

Pack 1 pick 11:

 

We saw a bit of late Blue a few picks ago, and while Blue isn’t a token-friendly color (with the exception of Shared Discovery), if the draft ends up shifting us towards more of a leveler deck, then the token-theme skeleton that we have at the moment can be fit into the leveler deck as a sub-theme. In that situation, Shared Discovery is a good way to gas up in the mid-game and keep ahead of the opponent.

My pick: Shared Discovery

Pack 1 pick 12:

 

My pick: Perish the Thought

Pack 1 pick 13:

 

My pick: Raid Bombardment

Pack 1 pick 14:

 

My pick: Demonic Appetite

Pack 1 pick 15:

Null Champion 

I suppose this is a sign.

Pack one was very weird although it ended up being above average for us. Opening a nice rare is one of the easier ways to building a winning deck, and we did. Afterwards, we were lucky enough to make a decision that was good in the end: going Black and getting passed a lot of it. In pack two, it’s going to be important to quickly identify which color is open besides Black because we haven’t decided on our secondary color. Red is the most desirable and definitely seems like it’s going to be one of the options. Green isn’t going to be an option, but Blue and White might.

Pack 2 pick 1:

 

I guess we’re Red boys! Vendetta is a nice card; it’s the best Black removal. However, Magmaw is a bomb in this type of deck. Hopefully passing the Vendetta doesn’t screw us over in pack three. Considering the lack of Red that we saw in pack one, passing Lust for War and Rapacious One is also going to hurt us quite a bit.

My pick: Magmaw

Pack 2 pick 2:

 

Corpsehatch is definitely better than Last Kiss because it can kill most creatures that are going to be problematic (ex: Ulamog’s Crusher). Passing Last Kiss, Explosive Revelation, and Battle-Rattle Shaman isn’t as much of a big deal as what we passed last pick, though it would be better if there were less Black and Red cards filtering through us.

My pick: Corpsehatch

Pack 2 pick 3:

 

Arrogant Bloodlord is a lot like Gloomhunter; it doesn’t fit well into most decks. It’s fine on offense if a deck has a lot of removal or is a Black-based deck in need of an efficient blocker. However, the Bloodlord usually ends up on the fringe of a deck’s playables. Bala Ged Scorpion is in the same place but provides utility. While the Scorpion isn’t going to be able to defend as well as the Bloodlord, being able to kill Overgrown Battlement, levelers caught off guard, and other creatures is a more valuable quality.

My pick: Bala Ged Scorpion

Pack 2 pick 4:

 

The comparison between Bloodrite Invoker and Arrogant Bloodlord is the same as last pick. Both creatures trade with one-power creatures, but the Bloodrite Invoker has more utility and can be very problematic for removal-light decks.

My pick: Bloodrite Invoker

Pack 2 pick 5:

 

There are a few more options with this pick than the last few. A second Bala Ged Scorpion has value, though isn’t as good as the first one. It’s not often that a deck will have a lot of creatures that can get eaten by a Scorpion, so two is a bit excessive unless it’s a really important creature (like Kazandu Tuskcaller). Gloomhunter is another option, but still doesn’t add much to what our deck is trying to do. Evolving Wilds could be used to splash Shared Discovery and fix our mana for Magmaw. Pawn of Ulamog is the last option, though it’s not really exceptional unless a deck is making use of creatures. Yes, Pawn of Ulamog basically turns all of a deck’s creatures into Nest Invaders (sort of), but it’s important to be able to convert those tokens into some sort of advantage whether it is by Raid Bombardment, Bloodthrone Vampire, Magmaw, etc. We’re in the perfect position to take advantage of Pawn of Ulamog because we have two of those cards.

My pick: Pawn of Ulamog

Pack 2 pick 6:

 

Zulaport Enforcer is fine and a good way to get around some decks when it’s fully-leveled. However, we already have a few ways to spend our extra mana (3 Null Champions) which lowers the value of the Enforcer. We’re not quite at the point of being able to take a Brood Birthing because we don’t have enough ways to make tokens (one Pawn of Ulamog and two Dread Drones). Essence Feed is a weaker card than Zulaport Enforcer in a vacuum, but it has more synergy with our deck.

My pick: Essence Feed

Pack 2 pick 7:

 

There’s nothing here competing with a third Dread Drone.

My pick: Dread Drone

Pack 2 pick 8:

 

Pennon Blade is slow, but a good way to create a threat that can’t be dealt with using conventional one-for-one removal. If we have a bunch of Dread Drones and a Pennon Blade and are fighting against a handful of Smites/Last Kisses/etc., then it is obvious which side is going to eventually win.

My pick: Pennon Blade

Pack 2 pick 9:

 

Shrivel is quite effective against our deck and is not something that we want to have played against us.

My pick: Shrivel

Pack 2 pick 10:

 

Angelheart Vial is a card that I’ve gone back and forth on. It needs to be played early to be effective, and even then it’s slow. Explosive Revelation is also slow, but we want to be able to draft Red in pack three and can’t afford to pass a late removal spell like this without expecting a negative result. There aren’t any one-mana spells in our deck yet which means that the Explosive Revelation should be consistent enough to play.

My pick: Explosive Revelation

Pack 2 pick 11:

 

My pick: Inquisition of Kozilek

Pack 2 pick 12:

 

My pick: Aura Finesse

Pack 2 pick 13:

 

My pick: Goblin Arsonist

Pack 2 pick 14:

 

My pick: Death Cultist

Pack 2 pick 15:
Mountain

Pack two wasn’t quite as good as pack one, though Magmaw is an awesome card for our archetype. Unless pack three is really bad, we’ll end up with a solid deck that should be able to win the draft.

Pack 3 pick 1:

 

Ohhhh, a Brimstone Mage!

My pick: All is Dust

Pack 3 pick 2:

 

There are some solid creatures here, but Staggershock is simply on another level by itself.

My pick: Staggershock

Pack 3 pick 3:

 

Tuktuk the Explorer is going to be more effective than Spawning Breath or Bloodrite Invoker because it provides more than either card offers. It’s unlikely that the opponent is going to attack into Tuktuk which makes it a perfect roadblock for only three mana. Tuktuk can also be used in conjunction with Bloodthrone Vampire and Magmaw to make a 5/5 if we’re in search of some offense.

My pick: Tuktuk the Explorer

Pack 3 pick 4:

 

It’s unlikely that we’re going to play with Akoum Boulderfoot or Ogre Sentry. We’ve already got a Bala Ged Scorpion to do what the Boulderfoot would do. Venerated Teacher is the best card in the pack and an easy way for us to lose a game.

My pick: Venerated Teacher

Pack 3 pick 5:

 

Virulent Swipe is a rather situational removal spell because it requires too much to be good. It’s at its “best” with tokens because they’re more disposable than real creatures, and if we’re being attacked by a huge monster, then it can be good. However, it is going to be underwhelming most of the time. Thought Gorger is not very good either. It’s best in the very late game where we’ve drawn more lands that are of no further use to us, a situation that doesn’t come up often; it’s not very good against Guard Duty or Narcolepsy. Pathrazer of Ulamog is not something we’re likely to be able to cast, but could prove useful if we end up in a matchup that involving long drawn-out games.

My pick: Pathrazer of Ulamog

Pack 3 pick 6:

 

Goodness, this pack is stacked! Please sir, may I have another?

My pick: Vendetta

Pack 3 pick 7:

 

This pick is similar to the one with Venerated Teacher. We aren’t going to play any of the Red or Black cards so we should take one that will cause some problems.

My pick: Regress

Pack 3 pick 8:

 

Lavafume Invoker is a card that we haven’t seen until now which is unfortunate because there’s also an Induce Despair in the pack. We’ve already got enough late-game action going on to not need the Invoker enough to pass up a piece of good removal.

My pick: Induce Despair

Pack 3 pick 9:

 

Shrivel is going to wreck us more than a Regress.

My pick: Shrivel

Pack 3 pick 10:

 

My pick: Cadaver Imp

Pack 3 pick 11:

 

My pick: Champions Drake

Pack 3 pick 12:

 

My pick: Fissure Vent

Pack 3 pick 13:

 

My pick: Nighthaze

Pack 3 pick 14:

 

My pick: Runed Servitor

Pack 3 pick 15:
Island

The draft was quite a success. We ended up with a high number of playables to make an excellent Black/Red tokens deck. The beginning of the draft was rocky, but our decision to stay with Black paid off in the end.

 

 

Round 1:

Game 1:
We win the roll and choose to draw first. Evil keeps his hand as do we (Mountain, 2 Swamp, [card]Bloodrite Invoker[/card], [card]Pawn of Ulamog[/card], and 2 Dread Drone).

[T: 1] Evil plays an Island while [d: Swamp] we play a Swamp.

[T: 2] Evil plays a Forest while [d: Mountain] we play a Mountain.

[T: 3] Evil plays a Mountain and casts Raid Bombardment while [d: Pennon Blade] we play a Mountain and summon our Bloodrite Invoker.

[T: 4] Evil plays a Forest and summons a Guard Gomazoa which effectively shuts down our deck until we can find a removal spell. [d: Essence Feed] We play a Swamp and summon our Pawn of Ulamog.

[T: 5] Evil plays a Mountain and summons an Emrakul’s Hatcher. [d: Swamp] We play a Mountain and summon one of our Dread Drones.

[T: 6] Evil plays an Island and casts Brood Birthing followed by Hellion Eruption, making six tokens. [d: Swamp] We play a Swamp, cast Pennon Blade, and then equip the Pawn (sacrificing a token). A better play would have been to just cast the second Dread Drone and attempt to trade 4:3 with him next turn. The Pawn would give us four more tokens to after our creatures die to power the Pennon Blade and let us stabilize more efficiently. With the way we played it, the Pawn won’t survive combat if more than one of our creatures dies which means we’ll have to take sixteen damage instead of twelve.

[T: 7] Evil casts Spawning Breath to kill our Dread Drone (+1 token from Pawn of Ulamog) and then attacks with his six Hellion tokens. We block two and take sixteen [G: 4]. [d: Cadaver Imp] We play our last Swamp and summon the Cadaver Imp and Dread Drone that it gets back (two Spawn in play).

[T: 8] Evil kills the Bloodrite Invoker with another Spawning Breath and then attacks with his five Hellion tokens and one Eldrazi Spawn. The Raid Bombardment does one to us [G: 3]. The Imp blocks the Spawn, and we put one creature in front of each Hellion. Two of his Hellion tokens die and we’re left with the Cadaver Imp and two Spawn tokens. Then Evil casts a Gelatinous Genesis for two (sacrificing his last Spawn). [d: Null Champion] We cast Essence Feed [G: 6, E: 17] in the hopes of drawing All is Dust, but don’t.

Sideboard: -1 Null Champion; +1 Perish the Thought.

Spawning Breath is pretty good against our deck, and the weakest cards in it are the two Null Champions because they take a long time to level up and get blocked constantly by all of the Eldrazi Spawn. While Shrivel is good against Evil’s deck, it is even better against ours.

Game 2:

We choose to draw first again. Evil mulligans to six cards and stays there after we keep our seven (2 Swamp, Null Champion, [card]Vendetta[/card], Induce Despair, Pennon Blade, and Corpsehatch).

[T: 1] Evil plays an Island and summons an Enclave Cryptologist while [d: Pawn of Ulamog] we play a Swamp.

[T: 2] Evil plays another Island and levels his Cryptologist, but we kill it with Vendetta in response [G: 19]. [d: Dread Drone] On our turn, we play our last Swamp and summon the Null Champion.

[T: 3] Evil plays a Forest and passes while [d: Swamp] we play the Swamp, level up our Null Champion, and attack with it [E: 16].

[T: 4] Evil misses his land drop and passes while [d: Swamp] we play the Swamp and attack with the Null [E: 12]. Then we summon our Pawn of Ulamog.

[T: 5] Evil plays a Mountain and passes. [d: Staggershock] We attack with the Null and Pawn. Before blockers, Evil points Spawning Breath at the Null and blocks it with the Spawn token. Then he casts Might of the Masses before damage, but we kill the token with [card]Induce Despair[/card] in response (revealing Dread Drone) [E: 10]. It seemed rather obvious that Evil had the Might. We could have played Induce before blockers because that would have put him to six instead of ten, but we won’t necessarily be able to follow through with a win if we draw poorly and he doesn’t. For example, if he hits his fifth land drop and summons an Emrakul’s Hatcher while we miss again on land, then the game is suddenly more complicated and he’s got a [card]Might of the Masses[/card] in hand as opposed to not. At that point, six life and ten life are almost the same.

[T: 6] Evil misses again on land and concedes.

Sideboard: nothing.

Game 3:

Evil chooses to draw first. We keep our hand (2 Mountain, 2 Swamp, Bloodthrone Vampire, Bloodrite Invoker, and Staggershock) and so does he.

[T: 1] We play a Swamp while Evil plays an Island.

[T: 2] [d: Swamp] We play another Swamp and summon our Bloodthrone Vampire while Evil plays a Forest.

[T: 3] [d: Swamp] We play a Mountain and attack with the Bloodthrone Vampire [E: 19]. Then we summon the Bloodrite Invoker and pass. Evil plays an Island and summons his Guard Gomazoa.

[T: 4] [d: Cadaver Imp] We play a Mountain and pass while Evil plays a Forest and casts Growth Spasm (for a Mountain).

[T: 5] [d: Swamp] We play a Swamp and pass while Evil plays an Island and casts Brood Birthing. In response, we kill his Spawn token with Staggershock, but he sacrifices the token before it resolves. Brood Birthing gives him one token, after which he casts Domestication on our Bloodrite Invoker, but we sacrifice it to the Bloodthrone Vampire in response. The reason behind playing Staggershock in response to Brood Birthing is because if he has Hellion Eruption, we will most likely lose to his four tokens whereas two wouldn’t be a problem (we would cast Staggershock in response, hence the four and not five).

[T: 6] [d: Magmaw] We play a Swamp and summon our Magmaw, while Evil plays an Evolving Wilds and passes.

[T: 7] [d: Pawn of Ulamog] We play our last Swamp and summon the Pawn of Ulamog as well as the Cadaver Imp which returns the Bloodrite Invoker to our hand. Then we attack with the Magmaw and Bloodthrone Vampire. The Guard Gomazoa blocks the Vampire, and unfortunately we click through before damage and don’t sacrifice our Cadaver Imp. Bloodthrone Vampire dies and we get a Spawn token [E: 15]. Evil uses his Evolving Wilds to fetch out a Mountain before starting his turn, where he plays Wrap in Flames at our Spawn token, Cadaver Imp, and Pawn of Ulamog. In response, we kill his Eldrazi Spawn with the Magmaw by sacrificing our Spawn for mana and the Cadaver Imp. We’re left with Magmaw, Pawn of Ulamog, and a Spawn token. Then Evil plays an Island and passes.

[T: 8] [d: Dread Drone] We attack with the Pawn and Magmaw. The Pawn gets through [E: 13] while we summon our Dread Drone afterwards and pass. Evil summons a Hand of Emrakul on his turn.

[T: 9] [d: Dread Drone] We summon our Dread Drone and pass while Evil has no plays on his turn. Before starting ours, we sacrifice four Spawn to kill the Gomazoa (one for mana).

[T: 10] [d: Perish the Thought] We cast Perish the Thought and take Unified Will, leaving Evil with an Island. Then we attack with the two Dread Drones and the Pawn of Ulamog. The Hand of Emrakul blocks one and we sacrifice it to deal one to Evil with the Magmaw before damage [E: 6]. Then we summon our Bloodrite Invoker. Evil concedes.

Round 2:

Game 1:

We win the roll and choose to draw first. Evil keeps his hand and so do we (3 Mountain, Tuktuk the Explorer, Magmaw, All is Dust, and Eldrazi Conscription). Yes yes, nice rares, etc.

[T: 1] Evil plays a Forest and passes while [d: Swamp] we play a Mountain.

[T: 2] Evil plays a Plains and passes while [d: Mountain] we play our Swamp.

[T: 3] Evil plays a Forest and passes again while [d: Swamp] we play our Swamp, summon Tuktuk the Explorer, and attack with it [E: 19].

[T: 4] Evil plays a Plains and passes again with no plays while [d: Mountain] we play a second Mountain and attack with Tuktuk [E: 18].

[T: 5] Evil plays a Forest and summons a Stomper Cub [d: Bloodrite Invoker] while we just play a Mountain and pass.

[T: 6] Evil plays a Plains and puts Mammoth Umbra on the Stomper Cub before attacking with it [G: 12] while [d: Cadaver Imp] we play a Mountain and pass.

[T: 7] Evil attacks again with the Stomper Cub and we block with Tuktuk [G: 5]. Afterwards, Evil summons an Ondu Giant (fetching a Mountain) and passes. [d: Swamp] We play the Swamp and cast All is Dust before attacking with Tuktuk [E: 13].

[T: 8] Evil summons a Rapacious One and puts a Hyena Umbra on it [d: Staggershock] while we put Eldrazi Conscription on the Tuktuk. Unfortunately for us, the Hyena umbra prevents us from being able to attack because we’ll die on the backswing so we have to pass.

[T: 9] Evil summons a Totem-Guide Hartebeest and puts the Guard Duty that he fetches with it onto our 15/15 Tuktuk. [d: Dread Drone] We summon the Dread Drone and Bloodrite Invoker and pass.

[T: 10] Evil kills the Invoker with Staggershock and passes while [d: Null Champion] we summon our Magmaw.

[T: 11] Evil’s Staggershock rebounds and gets aimed at our Dread Drone, but we sacrifice it to the Magmaw in response [E: 12]. Then Evil plays an Evolving Wilds and tries to kill the Magmaw with [card]Flame Slash[/card], but we sacrifice it to deal one more to him [E: 11]. Then Evil finds another Mountain with the Evolving Wilds before passing. [d: Pawn of Ulamog] We summon our Cadaver Imp and the Magmaw that it raises.

[T: 12] Evil summons an Ondu Giant (fetching a Forest) before passing the turn. [d: Cadaver Imp] We attack with the [card]Cadaver Imp[/card] [E: 10] and then summon our Pawn of Ulamog and Null Champion. Finally, we level up the Null once (L1).

[T: 13] Evil summons an Aura Gnarlid and passes. [d: Swamp] We play the Swamp and attack with our Imp [E: 9]. At this point we can use Magmaw to kill Evil, but we’d rather see if he’ll play more spells. Evil does nothing and we kill him.

Sideboard: -1 Null Champion; +1 Perish the Thought.

Game 2:

Evil chooses to play first and keeps his hand while we keep ours also; though it’s a bit slow (3 Mountain, Swamp, Cadaver Imp, and 2 Dread Drone).

[T: 1] Evil plays an Evolving Wilds and immediately fetches a Plains with it while [d: Mountain] we play our Swamp and pass.

[T: 2] Evil plays a Forest and casts a Prophetic Prism while [d: Swamp] we play a Mountain and pass.

[T: 3] Evil plays a Forest and summons a Daggerback Basilisk while [d: Swamp] we play a Swamp and pass.

[T: 4] Evil plays a Plains and attacks with the Basilisk [G: 18] before summoning a Makindi Griffin. [d: Pawn of Ulamog] Had it! We play our last Swamp and summon the Pawn of Ulamog.

[T: 5] Evil plays a Forest and attacks with the Griffin and Basilisk. We snap block with the Pawn [G: 16] and get a Spawn token in the process. Then Evil summons a second Daggerback Basilisk before passing. [d: Magmaw] We play a Mountain and summon one of the Dread Drones. We could summon the Magmaw, but then we wouldn’t be able to attack with it because of the Basilisk. We’d also expose the Magmaw to Flame Slash and All is Dust if we draw it which would not be good. The Dread Drone has little value and is better to have in play first because we don’t care if it dies.

[T: 6] Evil plays a Forest and puts a Hyena Umbra on his Basilisk before attacking with it and the [card]Makindi Griffin[/card]. We decide to play for the long game and block with a Spawn token [G: 14]. Evil is done after that with two cards in hand and five lands untapped. [d: Induce Despair] We play a Mountain and attack with the [card]Dread Drone[/card] [E: 16]. Then we summon the Magmaw and pass. Playing the second Dread Drone would make Staggershock _really good if Evil has it. He lets the Magmaw resolve which means he probably doesn’t.

[T: 7] Evil plays a Plains and attacks with the Griffin [G: 12] before passing again. [d: Swamp] We play our last Swamp and kill the Basilisk with Induce Despair (revealing Dread Drone) before attacking with the Magmaw and Dread Drone [E: 8]. We could summon the second Dread Drone if we sacrifice one Spawn token, but we decide to keep it in hand just in case Evil has All is Dust.

[T: 8] Evil attacks with the Makindi Griffin [G: 10] and then summons a [card]Kor Spiritdancer[/card] before passing. We kill the Spiritdancer before starting our turn and Evil concedes.

Round 3:

Game 1:
Magic Online decided to eat this game replay which means I’ll have to recount the details using my steel-trap-of-a-mind, giving you an even clearer picture of the game than you would normally get.

Evil gets off to a faster start than us and puts a [card]Boar Umbra[/card] onto an [card]Ikiral Outrider[/card], which we take a bunch of damage from (about fifteen-seventeen). However though a series of masterful plays, we are able to stabilize using [card]Dread Drone[/card]s along with [card]Cadaver Imp[/card] and [card]Essence Feed[/card]. Things get a bit dicier when Evil threatens to run us over with a [card]Wildheart Invoker[/card], but we kill it before he can get to eight mana. We eventually get a [card]Pennon Blade[/card] into play and are planning to give the business end of it to Evil with the help of the Cadaver Imp, but a Narcolepsy ends those hopes. At this point we’re at parity but Evil draws an [card]Artisan of Kozilek[/card] to get back his [card]Wildheart Invoker[/card], and yea, that was all she wrote.

Sideboard: -2 Null Champion; +1 Perish the Thought, +1 Bala Ged Scorpion.

Game 2:

We choose to draw first. Evil keeps his hand and so do we (2 Mountain, 2 Swamp, 2 [card]Cadaver Imp[/card], and [card]Vendetta[/card]).

[T: 1] Evil plays a Forest while [d: Raid Bombardment] we play a Swamp.

[T: 2] Evil plays another Forest and passes while [d: Corpsehatch] we play a Mountain and pass.

[T: 3] Evil plays a third Forest and summons a Sporecap Spider while [d: Tuktuk the Explorer] we play our last Mountain, summon Tuktuk, and attack with it [E: 19].

[T: 4] Evil plays a Forest and puts a Boar Umbra on the Sporecap Spider before attacking with it [G: 16]. [d: Eldrazi Conscription] We play our last Swamp and cast Raid Bombardment before passing the turn.

[T: 5] Evil plays an Overgrown Battlement and passes while [d: Dread Drone] we do the same.

[T: 6] Evil plays a Forest and summons a Stomper Cub. [d: Swamp] We play our Swamp and summon the Dread Drone.

[T: 7] Evil attacks with the Stomper Cub and we block with the Dread Drone and Tuktuk the Explorer [G: 13]. Afterwards, Evil summons a second Sporecap Spider and passes. [d: Swamp] We play the Swamp and put Eldrazi Conscription on Tuktuk the Returned before attacking with it. Evil concedes.

Sideboard: nothing.

Game 3:

Evil chooses to play first and keeps his hand; we also keep (2 Mountain, 2 Swamp, Bala Ged Scorpion, Magmaw, and [card]Vendetta[/card]).

[T: 1] Evil plays a Forest while [d: Swamp] we play a Swamp.Overgrown Battlement

[T: 2] Evil plays a Plains and summons an Overgrown Battlement before passing while [d: Cadaver Imp] we play a Mountain and pass.

[T: 3] Evil plays a Forest and summons a Wildheart Invoker. [d: Swamp] We play our Swamp and think. Despite knowing that Evil has multiple Umbras, we also know he has [card]Emerge Unscathed[/card] and would rather not play into that so we decide to kill the Invoker with [card]Vendetta[/card] before letting him untap [G: 17].

[T: 4] Evil plays a Forest and summons a [card]Sporecap Spider[/card] before passing. [d: Cadaver Imp] We play our Swamp and summon the [card]Bala Ged Scorpion[/card], killing Evil’s Overgrown Battlement. The reasoning behind killing the Battlement instead of the Sporecap Spider is because Evil didn’t have a good play with five mana which means that his next turn is less likely to be something that we can’t handle.

[T: 5] Evil plays a Plains and passes. [d: Mountain] We play our Mountain and summon the Magmaw before passing.

[T: 6] Evil plays a Forest and passes. [d: All is Dust] We play a Mountain and attack with the [card]Magmaw[/card] and Scorpion. Evil blocks the Magmaw [E: 18] and we finish it off by sacrificing the Scorpion. Then we summon a [card]Cadaver Imp[/card] and return the Scorpion to our hand.

[T: 7] Evil summons another Overgrown Battlement and passes. [d: Dread Drone] We play our last Swamp, summon the [card]Bala Ged Scorpion[/card], and kill the Overgrown Battlement before attacking with the Imp and Magmaw. Evil destroys the Imp with Puncturing Light before damage [E: 14] and we summon the other Cadaver Imp to get back the first.

[T: 8] Evil taps out to summon a Deathless Angel. [d: Swamp] We play our Swamp and summon the [card]Dread Drone[/card] before passing.

[T: 9] Evil attacks with the Deathless Angel and we block with the Cadaver Imp. Before damage, we shoot Evil with the Magmaw [E: 13]. Afterwards, Evil summons a Stomper Cub and passes. [d: Mountain] We play our Mountain and attack with the Dread Drone and Bala Ged Scorpion; Evil blocks the Dread Drone. Before damage, he kills the Drone with Smite. However, we sacrifice the Drone and its two Spawn tokens to kill the Stomper Cub [E: 11]. Then we summon our Cadaver Imp and return the Cadaver Imp in our graveyard before passing.

[T: 10] Evil plays a Forest, summons an Ikiral Outrider (zero cards in hand), and tries to level it. We kill it with the Magmaw in response by sacrificing the Scorpion and Imp. With the Imp gone, Evil is able to successfully attack us with the Deathless Angel [G: 12] before passing the turn. [d: Swamp] We play our Swamp, attack with the Magmaw [E: 7], and summon the Cadaver Imp (returning the other Imp). Then we sacrifice the Imp to shoot Evil with the Magmaw once [E: 6] and summon the other Imp again before passing.

[T: 11] Evil summons another Ikiral Outrider and levels it up successfully (L1). Then he attacks with the Angel and we block/shoot with the Imp/Magmaw [E: 5]. [d: Perish the Thought] We go through the Cadaver Imp loop once [E: 4] ending with an Imp in play and hand before passing. Evil concedes on his next turn. We are victorious.

Happy Drafting.

57 thoughts on “According to Webster – Rise of the Eldrazi Draft #7”

  1. I just wanted to say that this draft was done excellently. Usually I do alright with picks and reasoning behind them, but usually picks are much more straightforward.
    This draft was quite difficult to navigate and I think you did an awesome job and proved that I still have of a lot of learning to do. Thanks.

  2. Relating the games turn by turn like that is a nice improvement. It definitely makes the games easier to follow. Thanks, and the draft was helpful as always.

  3. So this draft was easy to the extent that you were getting 6th-pick Vendetta and 8th-pick Induce in pack 3 – it turned the article into a bit of a yawn when your deck winds up that silly at the end. I disagree heavily with your evaluation on Bala Ged Scorpion being at the edge of the playables, particularly in Red/Black. Often you remove their first creature with something on turn 3 and then the Scorpion smashes them with a 2-for-1 on turn 4 when they have played a new threat. This is obviously less true for Green/x decks, but heavily true for people running a lot of levelers.

    Aaaanyway, we’re at draft walkthrough #7 in this format broken up by your Pro Tour report – isn’t it time to produce some highly useful and somewhat controversial draft archetype articles? (Example: http://www.starcitygames.com/magic/mirlimited/6690_Lashdraft_Incorporated.html)

    Cheers,
    TK

  4. “Red and Black are the shallowest colors but have the best removal (Flame Slash and Last Kiss)”

    Really? You like Last Kiss better than Narcolepsy…?

  5. This draft certainly shows the value of cutting a colour (though we sometimes need 20/20 hindsight to know which colour to cut)

  6. Nicely done. I noticed that you sided in the Perish consistently after getting smashed by Hellion Eruption and Genesis. Perish is golden in this bombaliscious format.

    I was surprised you passed on the first one in the draft, but there were plenty to be had.

  7. i don’t see how you don’t try to go into WG aura’s after seeing a 2nd pick kor spirit dancer and already having the best aura of them all and going o there’s nothing good here, i’m going to take the blood throne vampire, which is unplayable except in the right deck, and then continue to take mediocre black cards which happens to get you there in the third pack. and then you pass up a like 11 pick artisan and a 4th pick or so crusher to commit further to black.. is this a joke? all this draft shows is how incredibly lucky you are..i like to note that you lost round 3 game 1 to an opponent with artisan who probably got it 12th pick after YOU passed it..

  8. Following these all text games is not pleasant. Doing the draft like this is ok, but the games at least really need to be in video form!

  9. Other than successfully will o wisp-locking your opponent in the last game, my favorite moment was pack 3 pick one.

    “Ohhhh a Brimstone Mage!”
    (Picks the Wrath)

  10. @epsteinj:

    He passed the colorless cards so he could hate black, and managed to monopolize it, allowing some of his incredibly late-pick bombs. His deck ended up being incredibly deep. The Artisan beat him in one game, this is true. I probably would’ve taken it myself. But he won the tournament.

  11. Agree with set. This draft is masterful, a level deeper than I typically think, and the first pack is especially informative. Thank you, sir. I might even re read this one, and I never do that with draft walk throughs.

  12. @ epsteinj: Drawing a card from spirit dancer doesn’t seem like the best way to abuse Eldrazi Conscription. Slamming the white card bodes ill for your grasp of the format.

  13. @epsteinj: did you consider that maybe his getting late vendetta and induce was more by design than by luck? He obviously cut black harshly enough that the value of those cards dropped far enough that they chose other options. He committed to black early and committed fully, which left him reap the spoils in the end. The luckiest part of the draft was cracking Conscription and All Is Dust, but who doesn’t crack a bomb or two every now and again?

    Masterful playing, I enjoyed reading and analyzing the plays

  14. i like what the guy said before… your reasoning behind each pick is good reading, but then doing video for just the games would be pretty sweet.

  15. Do some of these people even know how draft works? He cut black hard pack one and received the insane black pack THREE, not pack two. That has nothing do with cutting it, it’s just lucky! You can’t influence what the people in front of you draft…

    It was pretty much impossible not to end up with an insane deck here btw.

  16. Excellent stuff. Probably my favourite of your walkthroughs so far. Difficult draft, interesting games, insightful commentary.

    I don’t think I’d have been able to bring myself to pass that Artisan. My inner Timmy wouldn’t allow it. 😉

  17. Oh, forgot to add that your analysis of pack 1 was very insightful. I’m not sure if I would have counted it up instinctively, being happy to slam Conscription, but after you mentioned how deep the pack was, I took a look and realized Last Kiss (or at least Drone) would wheel, so it’s practically like you first picked a black card. Then you drafted accordingly. Good stuff.

  18. For those asking about why you would take Spiritdancer after Conscription (drawing a card off of Conscription being beside the point), it’s because you’d be looking for Hartebeests to tutor up your Conscription, so would likely be playing other auras as well, and thus would also be in white. The problem then becomes getting to 8 to cast the Conscription, which suggests Green, which as Web noted, is trappish, as you would have to pass several good green cards to get the Conscription and Spiritdancer in the first place.

    Removal/Perish can also help the game last until 8 mana, so it is possible that a Black/White aura/removal deck was there to be had, but probably more consistent to just take the route Web did.

  19. @hannes – That 3 mana 4/4 trades with mostly anything, even a spawn breath token… Not that strong.

    @Web – Love the format, it’s even easier to read now, thanks and keep up the good work!

  20. The cutting of black pack 1 obviously did have little impact, as all he got back was a corpsehatch second pick.

    Also puzzled over that the mammoth umbra p1p1 went unnoticed.

    Black was clearly underdrafted in retrospect, but seen from your first picks it was more luck than skill that put you in that position.

  21. My last post seemed a bit arrogant at second thoughts. I do apologize.

    However, I still think that BR tokens were overrated, and that you were quite lucky with your last pack.

  22. I really enjoyed the turn by turn breakdown. It was a lot clearer and easier to follow, as well as keep a good mental image of the game state. You, Conley, Brad, PV, and LSV are doing consistently better articles than anyone else on the web, keep it up.

  23. omg Vampire over null champion ?!

    well, but really nicely done not going green in the pack with growth and ondu giant.

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  25. Gec: I don’t understand how Vampire over Champion is at ALL shocking at this point. It’s significantly better for a number of reasons, and it’s critical to multiple cards and archetypes.
    Web: There’s an odd little grammar hiccup in this one; it was very surprising to see coming from you as you’re normally quite meticulous. “Evil blocks the Magmaw [E: 18] and we finish it off by sacrificing the Scorpion.” – Why were you trying to finish off your own Magmaw, and if it only took one damage from his blocker how did sacrificing the Scorpion finish it off? =P

    That said, typical awesome quality article, and this draft really showcased the next-level thinking required to succeed on a regular basis. As early as pick two in pack one, looking at a truly horrific pack, you divined the correct archetype to draft and moved forward on that information. A number of key picks made the deck come together nicely (including the well-reasoned and outstandingly explained drone>kiss pick). I was mildly surprised by the Magmaw pick, as mono-black was probably still open at that point and Vendetta was in the pack; but Mags definitely is awesome in the token deck and there is little benefit to staying single-color in ROE (as it is a pretty slow format so drawing colors is rarely an issue in 2-color decks, especially since pretty much every deck wants 18 land anyway). Then the Tuktuk gift came and that pick was STRONGLY vindicated heh.

  26. “However through a series of masterful plays…”

    oh david, *swoon*.

    i like the new format of the writing, very clear and easy to follow.

  27. A couple questions:

    1) P2P5: Something about your writing style to note: You seem to talk down cards and then end up picking those cards. When I see a sentence using “Yes, …, but …” syntax, I tend to think that it’s generally a statement of refutement. As such, when I read that paragraph, I thought you were trying to say that Pawn was the wrong pick, when in fact you were saying it was correct. Just a note about writing style for you.

    2) P2P6: Could you explain this pick a bit more? In particular, I would think in a tokens deck with no Raid Bombardment, Broodwarden, and not a particularly huge amount of fatties (only a Conscription), you could use an Ogre’s Cleaver to make your tokens into threats instead of having them sitting doing not much of anything.

  28. chris davis: vampire without tokens generator simply sucks a lot, so you take a carde in the idea of forcing G or R and R have 1 good spawn generator (usually an high pick, talking about the hatcher). Spawn generators are also an overused strategy. Another way to make vampire efficent is with traitorus instinct. Well, it seems that it is decent only in the right deck and it’s not that easy to build.

    Champion it’s a 2 drop, makes a good race against aggros (levelers), good blocker all the time (also good chance to block gnarlid for example), it let you stay open also for UB levelers and it’s an excelent topdeck in late game.

  29. cd,

    Vampire also turns of Domestication and Lust for War. I don’t like him much, but I’ll admit that he’s a tricksy dude to play against.

  30. “giving you an even clearer picture of the game than you would normally get”

    Heh heh. 🙂

  31. Wow, I guess drafting to an archetype works, eh? I admire your patience in pack 1. I would have been freaking out and probably would have ended up with a crappy blue-black deck like I usually do anyway.

  32. I really enjoyed this draft, especially your take on humor, “Ohhhh, a Brimstone Mage.”. Good work as usual and keep it up.

  33. I found the draft discussion to be very informative. Excellent illustration of what to do when you’re passed a bunch of underpowered packs. Rather than just throw up your hands and give up, try to squeeze a strategy out of it.

    Part of the success here was the lucky combo of cutting the same color that turned out to be open, but the strategy was sound nonetheless.

  34. p1p1: Definitely flameslash over conscription. Aura stays aura and still is in danger of 1for2 against removal. Furthermore you cut the red completely from your 1st pack what is also good and even if you dont end up in red you can still splash the flame slash.

    p1p4: Gloomhunter is such a dork, i would definitely take the solid mana fixer in form of evolving wilds over it.

  35. @DiZzY

    I don’t know about you, but the insane rare bomb that will be playable in almost every possible draftable deck by virtue of being colorless surpasses common removal in my book. Sure, flame slash is splashable, but you don’t even have to worry about that by picking the conscription. The possibility of being 2 for 1’d is present, but you can play around that, and that is also outweighed by the possibility of winning the game outright.

  36. @ Comment by Tokwana – July 5, 2010 @ 9:27 pm :
    @ Comment by Ozryel – July 5, 2010 @ 9:57 pm :
    There was a typo which I’ve changed already.

    @ Comment by epsteinj – July 6, 2010 @ 12:06 am :
    Taking Kor Spiritdancer under the reasoning that “it makes Conscription better” is a joke. Conscription will end the game by itself. The task is to make Concription better by drafting a deck that can get it into play with more frequency/consistency. If the Spiritdancer were a Totem-Guide Hartebeest, then I’d say you have a valid point; but it wasn’t and you don’t.

    I explained the different archetypes/cards that allow Conscription to get into play and took a card (Bloodthrone Vampire) that plays a central role in one of those archetypes. I also explained why I took the Null Champion over the Crusher P1P3 and the Dread Drone over the Artisan P1P7.

    @ Comment by hannes – July 6, 2010 @ 4:55 am :
    See the thing is that Arrogant Bloodlord isn’t just a three-mana 4/4. If it were, then I’d have a different evaluation of it. The problem with Arrogant Bloodlord is that it’s a 4/1 a lot of the time. Yes, there will be games where you’re on the play and have Bloodlord on turn three with a fistful of removal against a slow opposing draw. However, that’s rarely the case.

    @ Comment by Antti – July 6, 2010 @ 6:07 am :
    Cutting Black in pack one did have an impact on pack two, though most of what came through were creatures. Black was well represented throughout the pack.

    Mammoth Umbra didn’t go unnoticed, I just lumped it up with all of the other “not Eldrazi Conscription” cards.

    It’s true that pack three yielded more than what I was expecting in terms of removal, but with the way pack one went, I wasn’t too suprised. It felt like there was only one other person at the table (two/three seats away on my left) drafting Black.

    @ Comment by Chris Davis – July 6, 2010 @ 7:34 am :
    I don’t proof read my game summaries as rigorously as the drafting portion of the articles. Thanks for the heads up.

    @ Comment by Lyle – July 6, 2010 @ 9:15 am :
    re: Ogre’s Cleaver
    At this point in the draft, I was assuming that I’d be able to pick up some Raid Bombardments/Lavafume Invokers. I already had one Raid Bombardment from P1P13 and assumed that the remaining ten packs would yield something (P2P7-8 and P3P1-8). Normally, a token deck won’t get enough mana to use Ogre’s Cleaver effectively until the very late game when a player’s hand has been exhausted. There’s usually other stuff to be done that’s just more important. With the Invokers and Level up creatures that I had already, I figured that the Ogre’s Cleaver wouldn’t be necessary.

    @ Comment by DiZzY – July 6, 2010 @ 3:54 pm :
    Eldrazi Conscription wins the game by itself within one-two attacks of it being played. Yes, it is an Aura, but that doesn’t really matter because you should be able to play around “stuff” if you have any clue about what you’re doing.

    Removal is good, but bombs are better.

    If there had been more depth to the packs, then I would have taken Evolving Wilds. The problem was that there was very little in the packs to keep the people from jumping into Black for a Gloomhunter. I wanted to make sure that Black would be open in pack two even if it meant taking a hit on a few of my picks in pack one.

  37. I would almost drop some tears if I ever open a first pack like that…

    Anyway, excellent draft. Keep them going.

  38. anyone noticed how round 3 opponent didnt make anything indestructible with his angel? he could have saved his creatures and win the game

  39. Yeah, I maybe thought about the conscription as less than a bomb as it turned out to be, but still the pick in my eyes wouldve been very close though or at least not as clear as it seemed.
    Do you really think a gloomhunter puts someone into black? Even when I AM already black, I am not happy about the guy.

  40. @ Harakiri: The opponent never has mana to save his creatures. He has 6 mana, summons Stomper Cub, and has 1 open. Next turn, he summons Outrider and doesn’t have WW activate anyway, so he taps out to level. After that, he’s already dead. He can’t race and can’t stop the Magmaw/Imp loop.

  41. Wow. Upon checking up on the passed cards again it seems quite justifiable that black is underdrafted. Didn’t realize this on first glance, I guess that’s why you’re the one writing the article 😀

    Keep up the good work!

  42. Haha seems like I’m going to read the draft part of this article quite a few times. Seems like there’s a lot of hidden wisdom there 😀

  43. I’m a big fan of the new, non-paragraph formatting. Turn-based stuffs… Keep it up!

  44. Nice write up David. I’m being pendantic but if could choose i’d prefer to see the thoughts you had going into a card choice AT THE TIME. I.e your first card choice, correct me if wrong but i’d be amazed if you had time to think all the thoughts and evaluations you had written in the time to draft.

    Cheers
    Mike

  45. Another excellent draft write up! Thanks so much for doing these. While I do love watching the draft videos of your ChannelFireball brethren, your format is an excellent way to look at a draft, and your game descriptions are so detailed they might as well be video.
    While on the topic of video, have you ever thought of doing a dual commentary draft video with LSV or someone else? If I’m not mistaken, you’re often in the same coffee shop that he and Tristan seem to do the videos (LSV has mentioned it a couple times I think). I think that would be awesome, but maybe you’re more comfortable behind a keyboard than behind a microphone (I know I am).
    Anyway, just a thought. Keep up these write-ups, they are extremely entertaining and helpful!

    Thanks!

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