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