According to Webster – Scars of Mirrodin Draft #11

Scars of Mirrodin Draft #11

Pack 1 pick 1:


Skinrender is a nice card but it’s just not as good, or as opened-ended as Wurmcoil Engine. There are so few cards that trade one-for-one with the card (Arrest, Revoke Existence, and Volition Reins). The opponent has to work so hard to fight through the Engine that most decks will fold before they’re able to do so. Granted, Wurmcoil Engine isn’t great against infect, but it’s amazing everywhere else.

My pick: Wurmcoil Engine

Pack 1 pick 2:


Shatter is fine, but I dislike moving in on red for it because red tends to be overdrafted, and Shatter isn’t the be-all-end-all removal spell that’s universally good like Galvanic Blast is. Most of the time, being able to kill creatures is more important than artifacts, and while the two types do overlap a lot, Shatter simply doesn’t do much against a Sky-Eel School. Tumble Magnet ranges in usefulness and it’s usually not that great in the controlling decks that I favor; it’s best in aggressive decks. Golem Artisan is an excellent creature because it turns your other artifact creatures into large threats and generally complicates the board to the point of being a one-sided Peacekeeper.

My pick: Golem Artisan

Pack 1 pick 3:


Fume Spitter is fine, but a bad choice after passing Skinrender pick one. We are sure that black won’t be good in pack two, and it won’t be worth jumping into it unless it’s for multiple high-quality cards. Snapsail Glider is not great even with metalcraft on because 2/2 flyers are still rather fragile, and only good on offense, unless you’re a fan of trading. I’d rather have superior creatures so the opponent can’t attack in the first place. Copper Myr is the best choice because it keeps us open in addition to allowing us to power out Wurmcoil Engine.

My pick: Copper Myr

Pack 1 pick 4:


Instill Infection is better than Fume Spitter, but the Black Pearl has already set sail in this draft. Culling Dias could be okay, but we really aren’t trying to metalcraft at this point, and there are better options like Silver Myr. The only color that appears to be open is black, and most of the cards we’ve had available to us aren’t exceptional.

My pick: Silver Myr

Pack 1 pick 5:


It would seem that infect is open, even though we haven’t seen a Cystbearer, Plague Stinger, or Ichorclaw Myr yet. There’s been a constant stream of mid-level cards for the archetype passing through us. Still, we’re really open to any color at this point. Clone Shell is fine since we have Wurmcoil Engine and Golem Artisan, but we’d still need a few more good creatures before we’d want to play it. Another myr is okay because none of the other options are exceptional, and we wouldn’t have to bother with picking up any more after this pick; three is usually more than enough in non-metalcraft decks.

My pick: Iron Myr

Pack 1 pick 6:


Panic Spellbomb isn’t an option because red has been not open at all. Green non-infect hasn’t exactly been flowing much either, which makes the Carapace Forger a bit questionable. Still, Venser’s Journal and Neurok Invisimancer are both pretty shaky, which leaves us with the Carapace Forger.

My pick: Carapace Forger

Pack 1 pick 7:


This pack is the same as the last one except that Ghalma’s Warden has replaced Carapace Forger. We aren’t really losing much by jumping around colors, and since it’s likely we’ll stick with at least one of these colors, all is not lost. Ghalma’s Warden is actually decent because it is sturdy without metalcraft, and a beast with.

My pick: Ghalmas Warden

Pack 1 pick 8:


Auriok Sunchaser is usually quite mediocre because it does nothing without metalcraft. Drafting a metalcraft deck isn’t terribly difficult, but you’re forced to make sacrifices in card quality simply because you need to play with a bunch of artifacts. Green doesn’t seem like it’s going to be a good option, even though there’s a Molder Beast here. Clone Shell hasn’t improved since the last time we saw one. Blue hasn’t appeared to be very open either, though Neurok Replica is a pretty reasonable sign that it’s not being drafted heavily. We aren’t going to be drafting black, green, or red which leaves us with white and blue. There’s not much of a choice between Auriok Sunchaser and Neurok Replica in my book; the Replica functions so well in game and is always useful.

My pick: Neurok Replica

Pack 1 pick 9:


Bonds of Quicksilver usually only gets brought in for emergencies, when there’s some large creature beating you and you’ve got nothing else.

My pick: Bonds of Quicksilver

Pack 1 pick 10:


My pick: Screeching Silcaw

Pack 1 pick 11:


My pick: Assault Strobe

Pack 1 pick 12:


My pick: Soul Parry

Pack 1 pick 13:


My pick: Auriok Sunchaser

Pack 1 pick 14:


My pick: Kuldotha Rebirth

Pack 1 pick 15:

Melt Terrain 

The first pack had opened with some very nice artifacts, but it was a struggle to find the right colors to be in afterwards. Infect was open, though most of the cards weren’t the premium ones; beyond that it was difficult to immediately figure what was available afterwards. It felt as if the drafter to the right was in red and trying to figure out what second color was the best because the cards we saw in each color were appearing sporadically. White was open for sure, but there was not much else in any other color afterwards.

Pack 2 pick 1:


Chimeric Mass and Rusted Relic are the best cards. If we‘re going to try and metalcraft, then the Rusted Relic is going to be better because it’s cheaper and puts a lot more pressure on the opponent. Chimeric Mass is a better card if we’re eschewing from metalcraft because it’s going to be a large creature regardless of how many artifacts we end up playing with. For all we know, we’ll only pick up colored spells like Sky-Eel School from this point onwards. We’re also theoretically in blue, which opens us up to the possibility of picking up a Trinket Mage, which is really good with Chimeric Mass.

My pick: Chimeric Mass

Pack 2 pick 2:


There’s not much competing with Sky-Eel School. Embersmith is good, but red was completely cut in the first pack, which isn’t going to help us in the third. We know that white is going to be open, and that blue is likely to be as well.

My pick: Sky-Eel School

Pack 2 pick 3:


Snapsail Glider is still mediocre, as is Auriok Edgewright. A fourth mana-myr is rather unnecessary, but playing either of the aforementioned two creatures is never exciting. At least with the myr we’ll almost always have one for the second turn to accelerate into our expensive spells more reliably.

My pick: Gold Myr

Pack 2 pick 4:


Auriok Replica isn’t much better than Snapsail Glider, but at this point there’s nothing else that we’d play. A fifth mana-myr is unnecessary without a lot of high-mana bombs to ramp into.

My pick: Auriok Replica

Pack 2 pick 5:


Platinum Emperion is large but it costs eight mana, which is difficult to get even with five mana-myrs. Snapsail Glider isn’t a much better option, but at least we can summon it before turn ten.

My pick: Snapsail Glider

Pack 2 pick 6:


Glint Hawk is pretty bad in our deck because it’s nothing more than a Snapsail Glider and isn’t returning Contagion Clasp or Tumble Magnet. Sky-Eel School is by far the best option because it’s a large flyer that filters away bad draws.

My pick: Sky-Eel School

Pack 2 pick 7:


Stoic Rebuttal and Vedalken Certarch are the two cards to consider. I dislike the Certarch for the same reason I dislike Auriok Sunchaser: it just doesn’t do anything without metalcraft. Most decks I draft tend to want a Stoic Rebuttal because they’re built to survive long games where the opponent sees a lot of cards. In most games, it’s likely that the opponent will draw one of their best cards, and Stoic Rebuttal is the universal answer to those situations.

My pick: Stoic Rebuttal

Pack 2 pick 8:


Trinket Mage pairs quite well with Chimeric Mass. We should also look for one or two other cards for the Mage to fetch out, such as a spellbomb or an Accorder’s Shield.

My pick: Trinket Mage

Pack 2 pick 9:

Disperse usually isn’t great unless you’ve got additional synergy such as artifacts with charge counters (Tumble Magnet) or creatures with ETB abilities (Skinrender). Disperse is still a good sideboard option against cards like Volition Reins.

My pick: Disperse

Pack 2 pick 10:


My pick: [draft]Culling Dais[/draft]

Pack 2 pick 11:


My pick: Loxodon Wayfarer

Pack 2 pick 12:


My pick: Ezuris Archers

Pack 2 pick 13:


My pick: Golem Foundry

Pack 2 pick 14:


My pick: Assault Strobe

Pack 2 pick 15:


The second pack was reasonably good because we were able to solidify our second color, and picked up two Sky-Eel Schools along with the Trinket Mage/Chimeric Mass duo. Ideally, the white from pack one keeps flowing in pack three and we’re able to pick up a Revoke Existence/Arrest because we’re rather light on removal at the moment.

Pack 3 pick 1:


Necropede is pretty good on defense, although it’s usually not as good as Perilous Myr. Palladium Myr is a better choice because it will allow us to cut one of the two-mana myr, while still allowing us to accelerate into a five-mana, or even six-mana play on turn four. Necropede is in theory a two-for-one waiting to happen if the opponent runs their creatures into it. While an opponent is less likely to slam their creatures into the red zone against a Necropede, the mana gained by Palladium Myr generates the same type of tempo as the Necropede. However, the Myr always gains the tempo whereas the Necropede doesn’t.

My pick: Palladium Myr

Pack 3 pick 2:


Here’s the Arrest that I was asking for. The only problem is that there’s a Heavy Arbalest in the pack. Heavy Arbalest isn’t exactly the definition of mana-efficiency like Arrest is. In fact, Heavy Arbalest is the opposite of mana efficient. However, the Arbalest excels in a different efficiency category: card advantage. Heavy Arbalest provides a constant source of removal throughout the game. One of the problems plagued by decks in the format is that they flood easily because of running low-impact cards like spellbombs and myrs. Heavy Arbalest makes use of excess mana and myrs. While an aggro deck is likely to make better use of Arrest, this deck is going to utilize Heavy Arbalest very well.

My pick: Heavy Arbalest

Pack 3 pick 3:


Flight Spellbomb would be a decent card to make sure Trinket Mage is always good, but it’s still early in the pack, and picking a low-impact card like Flight Spellbomb over stronger cards isn’t a great idea (it’s likely we’ll still be able to pick one or two up). Glimmerpoint Stag is the best choice because it’s a creature that’s on offense and defense simultaneously, while providing utility against cards like Arrest.

My pick: Glimmerpoint Stag

Pack 3 pick 4:


Darkslick Drake and Trigon of Thought are the two best cards. Plated Seastrider is unnecessary with so many myrs. The Trigon would make it so that the deck won’t run out of gas compared to what it is playing against. The problem is that the Trigon is really slow, but would hopefully draw us into quality flyers like Darkslick Drake. If we simply replace Trigon of Thought with Darkslick Drake, then we will be getting the same end result, but at a cheaper cost.

My pick: Darkslick Drake

Pack 3 pick 5:


Lumengrid Drake isn’t always going to be a Man-o’-War because the number of artifacts, especially cheap ones, is relatively low in our deck. Accorder’s Shield is a better choice because it’s another card to fetch with Trinket Mage. Accorder’s Shield is expensive to equip but allows you to attack freely while restricting the opponent’s options.

My pick: Accorders Shield

Pack 3 pick 6:


A second Disperse is unnecessary, while Gold Myr is moderately useful because it can replace an off-color myr.

My pick: Gold Myr

Pack 3 pick 7:


Tempered Steel can often end up being very overrated because you’ll pick it early and there will be one too many metalcraft drafters. Tempered Steel would pump roughly two-thirds of our creatures, which is above average and puts it ahead of Lumengrid Drake and Ichorclaw Myr. Both the Drake and Steel are dependant on having artifacts but the enchantment has more of an impact in general.

My pick: Tempered Steel

Pack 3 pick 8:


Ghalma’s Warden is fine, but we have quite a few four-mana creatures (Warden, Glimmerpoint Stag, and Darkslick Drake) already. Trigon of Thought is a better choice because it gives our deck inevitability. We’ll eventually draw into a Wurmcoil Engine, Heavy Arbalest, or simply a lot of good creatures. Ghalma’s Warden just sits there.

My pick: Trigon of Thought

Pack 3 pick 9:


In case we need to go aggro, Neurok Invisimancer will be useful.

My pick: Neurok Invisimancer

Pack 3 pick 10:


Kemba’s Skyguard is usually a bit better than Riddlesmith, but in our deck the flyer is going to be difficult to summon because most of our spells are blue. Riddlesmith won’t be great either, except perhaps when we encounter a matchup that requires additional filtering, if the games go extremely long and we have difficulty keeping up.

My pick: Riddlesmith

Pack 3 pick 11:


My pick: Flight Spellbomb

Pack 3 pick 12:


My pick: Plated Seastrider

Pack 3 pick 13:


My pick: Salvage Scout

Pack 3 pick 14:


My pick: Kuldotha Rebirth

Pack 3 pick 15:


The last pack went well and provided a number of good cards. Overall, the draft was a success and we should be able to construct a deck that won’t have much trouble winning. The deck is going to play a traditional control role because it has such high card quality and reach in terms of how well a lot of the cards function in the late game. The core of cards that are the best include the following:



Some people might consider Stoic Rebuttal not very good, but will find its usefulness to be higher than anticipated. The main reason why Stoic Rebuttal is good is because the average game length is so high. The card quality is high enough to where (against most decks) there won’t be more than a few cards that will actually create problems, and Stoic Rebuttal is a good way to deal with them. Flight Spellbomb is another mediocre card compared to the rest, but its role is to support Trinket Mage, which is an auto-include thanks to Chimeric Mass.

After the initial group of eighteen cards is a subset of weaker cards that will be used to fill out the deck. They include the following:


The core has fourteen creatures (counting Chimeric Mass), of which eight are artifacts. It is also of note that there are eleven artifacts. There should be at least sixteen lands in the deck, which is low (despite the number of mana-myrs) because the deck wants to hit its land-drops every turn until six mana, and still has ways to use it afterwards. Sixteen lands means that there can be at most six cards from the list of spells above.

The biggest question is whether the deck is going to play Tempered Steel, because that will take up the most slots. With only eight artifact creatures currently, Tempered Steel would be rather inconsistent. There are a number of creatures to add including Iron/Copper Myr, Auriok Replica, and Snapsail Glider, which would boost the artifact creature count up to twelve of eighteen. Two-thirds isn’t bad, and most of them are small enough that they would benefit greatly from the enchantment. Given the alternatives to Tempered Steel, it would be better to run the enchantment.

Other cards to consider include Auriok Sunchaser, Riddlesmith, Neurok Invisimancer, Accorder’s Shield, Culling Dias, Disperse, and Bonds of Quicksilver.

Riddlesmith is the most powerful but doesn’t fit in because the deck wants to have a lot of lands in play for Heavy Arbalest, Golem Artisan, Trigon of Thought, Wurmcoil Engine and its other five-drops.

If we included Auriok Sunchaser in along with the Tempered Steel package, there would be fifteen artifacts in the deck, which is very borderline for such a weak card otherwise. It’s likely that if we got paired against a deck that forced us to trade more than normal that the Sunchaser would be a useless 1/1 throughout the game.

Neurok Invisimancer doesn’t play well on defense, and thus isn’t very useful until our cards that are actually useful have been used to stabilize the board.

Disperse is better as a sideboard card against cards like Arrest and Volition Reins because our deck can’t really take advantage of it well, besides using it to re-buy a Trinket Mage or Trigon of Thought.

Bonds of Quicksilver can be used to stop almost anything, but is quite expensive at four mana, while requiring the creature to be tapped to be completely effective.

Culling Dias doesn’t help the deck much because we don’t have creatures like Perilous Myr, Necropede, and Clone Shell to take advantage of.

Accorder’s Shield is another card to get with Trinket Mage, and provides a way for the deck to go on the offensive without having to give up any space on defense. One of the problems with Accorder’s Shield is that it doesn’t do anything alone and is slow to utilize. Against decks with removal, it’s very likely that Accorder’s Shield is going to be a source of tempo loss because you’re spending your turn to equip a creature that is going to die to a removal spell. If the Shield were another creature, then it’d be more likely that the opponent wouldn’t be able to attack through. Accorder’s Shield plays to the deck’s strengths the most and gets the final slot in the deck.

The only white spells are Tempered Steed, Glimmerpoint Stag, and Ghalma’s Warden compared to blue with Trinket Mage, Darkslick Drake, two Sky-Eel School, Flight Spellbomb, and Stoic Rebuttal. With two Gold Myr and one Silver Myr the lands should be split with more Islands than Plains. The split shouldn’t be dramatic because it won’t be necessary to cast some of the blue spells until the late portion of the game (like Stoic Rebuttal).



Round 1: UR
Game 1: Evil summoned a Spikeshot Elder along with a Sylvok Lifestaff, but we had a Gold Myr into Tempered Steel. The Steel generated a lot of tempo and made the Elder useless. We added another Gold Myr, Snapsail Glider, and Trinket Mage (Chimeric Mass) to the battlefield, which was enough to trump Evil’s defensive Koth (useless) and Silver Myr.

Game 2: We stalled out with our “two lands and a Myr on the draw” hand and got Scrapmeltered (which ALWAYS happens for some reason). Afterwards some mana-myrs and a Trinket Mage (Darksteel Axe) killed us while we discarded.

Game 3: This game was rather epic and it involved the board stalling out on the ground. Evil had some mana-myrs, Plated Seastrider, Saberclaw Golem, and a Soliton against our multiple Gold Myr, Darkslick Drake, Palladium Myr, Snapsail Glider, Ghalma’s Warden, Trinket Mage (Accorder’s Shield), and Tempered Steel. The Drake was chipping away alone because of an opposing Flight Spellbomb, and eventually Evil summoned a Platinum Emperion which stopped us in our tracks. We summoned a Golem Artisan, which Evil immediately stole with Volition Reins, but we drew into Glimmerpoint Stag to flicker it back to our side. We drew into Wurmcoil Engine, and finally Heavy Arbalest, and started killing Evil’s creatures. Evil drew a Heavy Arbalest of his own two turns later, but used it really ineffectively because he played into Golem Artisan and our Heavy Arbalest itself. Evil lost a few turns later. His lands/creatures were tapped and we drew Neurok Replica, though that actually didn’t matter because we were going to be able to shoot his Emperion.


Round 2: RW
Game 1: We were going to bring early pressure with Tempered Steel and some myrs, but Evil got rid of it with Revoke Existence. We had Heavy Arbalest as backup, along with Trinket Mage, but Evil had Kuldotha Phoenix into Flameborn Hellion into Shatter (Arbalest) to stop us (but not before the Trinket Mage traded with the Hellion). Evil summoned Razor Hippogriff and Snapsail Glider to go along with Kemba (no equipment), and then the board stalled when we made a huge Chimeric Mass and Flight Spellbomb, along with a Darkslick Drake and Sky-Eel School. The Mass traded with the Hippogriff and a Clone Shell, while we drew into Wurmcoil Engine, which traded with Kemba and the Phoenix (though Evil had metalcraft and got it back, but wasn’t able to attack). The game ended when we drew into Golem Artisan to go along with our Wurm tokens.

Game 2: Evil Shattered our Gold Myr when it appeared like we were stuck on blue mana (we weren’t) while playing out random creatures. We stabilized with a Sky-Eel School, but we hadn’t drawn many spells and were on the defensive because of it. We had to trade the School away for a Scrapmelter, countered a Flameborn Hellion, and then died after our Golem Artisan got Revoked.

Game 3: We kept a “two land and a Myr on the draw” hand again, didn’t draw land, and got Scrapmeltered. We had to waste a turn cycling a Flight Spellbomb, but found a land. However, all was lost when Evil resolved a Strata Scythe and promptly killed us three turns later.


Tempered Steel was one of the cards that performed better than I had anticipated. The enchantment gave us the ability to play a game really aggressively. Maybe that was simply because we drew the right assortment of creatures whenever we had it.

Heavy Arbalest was always good even though it was slow at times.

Accorder’s Shield wasn’t spectacular but it was still somewhat useful in game three of round one.

Stoic Rebuttal didn’t help at times when we were losing badly; that’s generally how counterspells work.

Trinket Mage and Chimeric Mass were quite good together because the combination gave the deck a reliable way to make a huge creature.

Happy Drafting.

51 thoughts on “According to Webster – Scars of Mirrodin Draft #11”

  1. Welcome back!!! This is the kind of article that people are looking to read. It meets both your critics in the middle with your detailed game summaries. Thank you.

  2. Arbalest over Arrest wasn’t a terrible pick.. He was in blue and had a chance of drafting a Soliton. Soliton + Arbelast is such a sick combo that taking the chance is better than Arrest.

    Also, as Web points out, it can deal with more creatures than arrest can, it just isn’t as efficient.

  3. If he’d taken the Arrest, he would’ve lost in round one. That aside, his deck makes a lot of mana and wants to grind out card advantage, and while the Arbalest is approaching Lux Cannon-levels of slowness, it is more than the simple one-for-one Arrest is (though it’s worth noting tht the Glimmerpoint Stag moves it around)

    Plus, he had six more picks to see a Soliton, a Glint Hawk Idol, or a Myr Galvanizer! 😀

  4. snapsail glider is better than myr. so is bladed pinions. but dont tell anyone about the pinions.

  5. With this much ramp platinum emperion seems like it would be better in your deck than snapsail glider

  6. Although I feel your style improved by the latest changes, I really miss that robot-style thungy (all completely detailed, etc). I KNOW it must be way too much work to watch replays and type everything down turn by turn, but what I really miss is the style itself (*BLEEP*).

    Also, got somewhat annoyed by the repeating typo on Culling Dais. Unexpected though its not the end of the world.

  7. I like this middle ground format for the game summaries. Enough detail to know what happened, minimal extraneous details. Excellent work!

  8. Loved the draft.

    Arbalest over Arrest was workable because of the multiple mana myr. It gave him creatures to tap with Arbalest and the extra mana to move the Arbalest around. I was pleasantly surprised he made that pick.

    I think Ochoa is underestimating Snapsail Glider in a deck that has several other fliers. A 2/2 flier alone isn’t much of a clock in a world where any deck might have a Wall of Tanglecord. But along with other 2/2, 3/3, and 2/4 fliers, the 2/2 becomes much more respectable.

    And there’s nothing wrong with your 2/2 artifact flier dying to removal. It just means you won’t lose your 3/3 flier or your wurmcoil to that piece of removal.

  9. I think you guys overvalue arbalest. Obv arbalest with soliton is great, and it goes well w galvanizer and glint hawk idol well, but on its own its just way too slow.

    The biggest problem I had with the pick was that it was third booster, and Web did not have any of the cards mentioned above. The probability that he would pick one of the cards in his next six picks is close to zero. So basically 90% of the time he would end up with arbalest on its own. Even if he picked up a single soliton, the chances that he would play soliton and arbalest in one game and opponent would not do anythinmg about it is almost impossible.
    And on its own arrest is just more solid than arbalest. Arbalest is good only after turn 10 or so when u have stalled board and also remeber that u need creatures for arbalest so against a player who has a lot of instant spot removal, arbalest would be absolutely terrible. So overall arrest is just more solid.

    Also, I don’t like cheating on lands. usually the correct number is 17 lands. However, that changes with the type of deck u r playing and in your case the correct number of lands to be played (without mana myr) was between 18 or even 19 lands, since u r really top heavy and need to hit land drops at least until 5 mana. So the presence of 5 mana myrs plus paladium does not justify the drop to 16 lands. The life expectancy of these myrs is just way too short, and I would much rather play 17+4 myrs, than 16+5 in your deck.

  10. Haha, Jan. You so shitty. That advice is terrible, you don’t ever wonder why you’re horrible at this format?

  11. I miss the old, play-by-play detail of your articles. Ah well, can’t please everyone I guess.

  12. Jan everything you said is wrong about this format. You are lying if you say you winat som draft because you obv suck asshole.

  13. @Not Jan
    U r obviously dumber than a below average IQ monkey. 🙂 Maybe a monkey that can write in a forum. 🙂 If u can explain me where I was wrong, well we can make an argument, but for now just peace off.

  14. I know lsv would agree with me, but with the wurmcoil and artisan already, I wouldve happily taken both clone shells. It wouldnt be too hard to get 1-2 other good creatures, the Emperion mightve been worth it, and even getting a sky ell school is pretty good. The Emperion wouldnt be tha bad in a control deck with palladium+ 3 other myr anyway. The clone shells wouldve made culling dais pretty good too, and wouldve opened possible proliferate interactions.

  15. Ochoa ur so awesome! – i think ur understanding of limited format is so great! I appreciate written articles, but would be fun to see a video 🙂

  16. Why should I care if he gets better, or you either Mark R? Stay stupid losers, see you when I bash your face in.

  17. Thank you for the more detailed game descriptions. I appreciate it and I enjoyed this article. =D

  18. It seemed like every pick in packs 2 and 3 I O_O’d a one infect creature or another. Of course clairvoyance is not a reliable tactic. Draft bombs and play them is, though!

  19. you should have taken emperion, its actually really good and easy to get out with 5 mana myrs. that is a card i think you are under rating , other then that i agree with most of your picks

  20. @Not Jan
    We should money draft. Then you could take all my sweet, sweet monies with your awesomeness.

  21. Thanks alot, I saw the games again in my head based on your descriptions. Dunno if it was intentional but I like this format best of all (vs too short or too long). Bummer about not winning with the Wurmcoil, thanks for the good read.

  22. @Jan, I disagree with your assessment on lands. 17 lands PLUS 5 mana myrs is just too much. The tendency to flood on mana and draw too few spells is very high. Though I can understand why you want a high mana count, I just think 17 +5 is just too much. Besides, the shuffler on modo is just terrible!

  23. I am curious about the ettiquitte of trolling.

    It appears obvious that Non Jan is here speciffically to stir up shit, but maybe I am missing an inside joke.

    The ‘Not Jan’ tag seems specifically created to jab back at Jan. The content makes no attempt to argue magic, it is purely a personal attack with vulgar language to boot.

    So the question is why are people responding to this? SHould he not just be ignored until a moderator can remove the entry?

    It really feels like I am missing an inside joke.

  24. Jan: don’t be a pussy. I dropped to 15 land 6 myrs once. It was before people learned to kill myrs, and my curve wasn’t through the roof. But that’s not the point. Stop being a pussy and take your 1 land hand mulligans like a man. Just because you notice mana flood less when it happens doesn’t mean it is correct to set yourself up for it. 4 mana myr + 16 land is correct. If you play 4 myr you need to cut a land. Ravnica signet rulez.

  25. I disagree with not playing Riddlesmith here. With Wurmcoil Engine in your deck you may not want to filter your draws as much but you do want to dig. I would have played it over Ghalma’s Warden.

  26. @ Spike
    Exactly, when you play 4 myr u need to cut a land. thats why I suggested cutting the 18th land and playing 17 lands and 4 myrs, so I don’t know what you are talking about. 🙂
    This deck without myrs is definitely not a 17 lander, it is at least an 18 lander, thats why i would play 17+4.

  27. That’s insane. This isn’t triple rise draft or Zendikar. The generally accepted mana distribution in limited is 17/40 for every format by default. In formats with signets you go under for each half land if your curve is reasonable so 2 signets 16/40 4 signets 15/40. In ROE 18 lands was okay because there would be at least 4 spells in your deck you could take advantage of that cost 8 and there were a ton of cards that just devastated tempo starts (hello wall) and curves often started at 3. In Zendikar if you missed a single land drop you died. Neither apply here.

    If this list didn’t have so much use for extra mana (trigon, double school, arbalest) It would be 15/4 split with ease but since myr die and tend to be quite useful even if you have extra its ok to do a 16/4 split. I find it ridiculous & hilarious that you are so eager to get mana flooded despite that fact that in most limited games the player that is slightly mana screwed and draws out of it is the one that wins.

    Imagine if I came to you in Zendikar a

  28. @Spike
    There is no generally accepted number of lands in limited magic. Every single deck should have its own count of lands based on its style and based on the format. 17 lands is just a very general guide. For example Conley had a B/R Sac/Furnace celebration deck with 14 lands. Based on your principles he should have played 17 lands because he did not play any myrs, but that would be wrong, u have to look at each decks mana curve and purpose.

    The way i look at this deck, I need to find win conditions, and that would be schools, wurmcoil, arbalest, artisan and tempered steel. The only cheap spell is tempered steel, but all other ones are over 5 mana and arbalest probably even more expensive. So basically i desperetaly need to hit 5th land drop. Thats not easy with 17 lands. The probability of hitting a 5th land drop with 17 lands on the play is just less than 50% on the draw it is slightly over 50%. Thats not much since the way I see it u desperetaly need to hit it on time with this deck. Even worse, if you don’t hit your 4th land drop u r basically dead, because you have so few relevant early drops under 3 mana, and the probability of missing a fourth land drop is somewhere around 40% on the play with 17 lands, which is quite high still. all these percentages are without considering mulligans, which make the percentages even worse. All in all I think this deck deserved at least 18 mana w/o myr considerations.

  29. i would have picked the arrest without even considering any other card in that pack
    it seemed to me the deck had so many things to do with its mana and the arbalest is so slow

    i also like tempered steel a lot if there are a 12+ artifact creatures in the deck, notice that your deck only has 5 creatures that could kill a a 3/3 myr in combat on their own, it just adds so much vallue with just a couple artifact creatures

    nice draft/article

  30. @landcount: Ochoa also had a Riddlesmith and 2 Sky-Eel Schools, which do away with floods rather well and since this deck really does look like it would rather be flooded than mana screwed, I would also go with 17 lands.

    There is the problem of balancing it with Tempered Steel though, so there definitively is no clear cut solution.

  31. im not gonna lie bro….. u have to be one of the worst drafters on this website!… i read all the other articles and compared to yours.. wow… after like pick 9.. i was disgusted with your drafting… please stop taking up space on this site until u draft better ty

  32. Just wondering… how does one talk trash about another without making themselves known?

    If I was an amazing Magic player and I wanted to make a point, I would definitely use my real name because it’s easy to talk trash about people and to people when they don’t know who or where you are.

    I personally enjoy these articles and appreciate all the FREE content CF provides.

    I suggest the trollers go somewhere else with their attitudes.

    If you have a problem with what I have to say here, feel free to contact me.

    As you can see, even though I am not a good Magic player, I back up what I say.

    Thank You Webster and CF.

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  34. Hey,

    Anyone else see that the draft could go differently? I’m fine with all the pick in pack 1 up to 6, which he took the elf forge dude over the red spell bomb, which is pretty meh, but then he took the neurok rep over molder beast. i myself am a fan of neurok rep, but molder beast is a win con. i would have of course then taken the clone shell, and would have proceeded to draft R/G turbo fatty, with 4/5 spell bomb, 4/5 myr, 2 molder beast, 2 ferrove, 1 clone shell, 1 embersmith, culling dias, and probably 1 berzerk (the red one, read it, then molder beast/ferrovore, then it again, and then see panic spellbomb, which you could have had 4[i think] of), but that’s just cuz i’m greedy. i probably also would have taken the emperion, just because i don’t have much experience with it and goes well with clone shell, but the dinosaur looked good too. anyway let me know if i’m way off or whatever.. the real big difference is in pack 2 when he takes sky-eel school instead of the embersmith.. i don’t really understand the logic, because if you saw no red pack 1, then CERTAINLY the person to your left saw no red, and would be happy to ship you the nuts. especially in a deck that is almost all artifact and spellbomb, you really only need 2-4 red cards to make the cut. and i’d prefer molderbeast to the school almost every day of the week, and twice on sunday.

  35. I vote for full game summaries. How did Round 1 Match 3 play out exactly? He did what, force you to use your mana on artisan on his own turn, then you untapped and killed him???

    We want to get better = we want details.

    @Lunco – He wasn’t maindecking riddlesmith… L2read.

    If my curve is low enough, I’ll play 15 lands 5 myr no problem (i love decks like this taht are like:
    4 Vedalken Certarch
    6 incolor spellbombs
    5 mana myr
    18 artifacts total
    1-2 embersmiths
    1-2 othersmiths (white, blue)
    3-4 removal (arc trail, blast etc)

    I find that unless you get tempo’d out (quick poison or metalcraft uber draw) you have big inevitability, given your card quality, 12th pick 1 mana Icy Manipulators ftw!

  36. I know he didn’t play Riddlesmith, but he could have. That’s why I mentioned the problem with Tempered Steel, there was no place for Riddlesmith because he needed more artifact creatures… learn to be polite.

    While I also like the decks you describe (although even more so when they feature Furnace Celebration), Websters deck really isn’t like that.

    I would also prefer full summaries or a video every once in a while.

  37. This is an awful draft. Mistakes:

    P1P7: Ghalna’s Warden over Necrogren Censer – This is basically a waste of a pick. You have no substanstial white, you just picked a Carapace Forger, meaning you can go aggressive green / metal / x, a deck in which the Censer shines. You only passed a Shatter and no other good red cards, meaning that red should flow in pack 2. You can forget about white, as you passed Skyguard and Gold Myr.

    P1P8: Molder Beast. Seriously? You picked a Forger – how can you not pick a Molder Beast?

    P1P9: Either Galveneer or Berserkers – simply to cut a red card to deter the left from picking them. Most likely, with Skinrender and Fume Spitter passed, they’ll be taking black, white, and blue, if you pass the Neurok Replica from above.

    P1P10 – P1P15 – Take the red, let the white through. Sets up better for P2.

    P2 – In this order, the selections should be:

    1: Mass
    2: Embersmith
    3: Tanglewurm
    4: Horizion Spellbomb
    5: Glider
    6: Glider
    7: Beast
    8: Spellbomb
    9: Disperse
    10: Dias
    11: Wayfarer
    12: Archers
    13: Foundry
    14: Strobe
    15: Mountain

    To recap, we now have a deck that looks like the following:

    1 Wurmcoil Engine
    1 Golem Artisian
    1 Iron Myr
    1 Copper Myr
    1 Carapace Forger
    1 Necrogen Censer
    2 Molder Beast
    1 Embersmith
    1 Bellowing Tanglewurm
    2 Snapsail Glider
    1 Horizion Spellbomb
    1 Panic Spellbomb
    1 Chimeric Mass
    1 Culling Dias

    You know have 11 artifacts and plenty of power. I know you have the off-color myr possibility, but in pack 3, it’s safe to assume we get another mana myr and some more fat, making our deck a fast machine. The Dias is extremely good in this deck due to Molder Beast.

    Pack 3 would have gone different overall had we drafted this deck, but I agree with Palladium Myr first. but would have taken Chrome Steed second. With 14 artifacts by now, he is assuredly a 4/4 on turn 4 attacking. Or, you could take arrest to splash with a spellbomb, maybe a gold myr later. Or, you move into white and splash embersmith.

    In any case, you should have 3-0’ed this draft with the powerhouse instead of whatever plan you were on.

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