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According to Webster – Scars of Mirrodin Draft #4

Pack 1 pick 1:

 

Koth of the Hammer, Arrest, and Myrsmith are the three cards that are worth considering. A planeswalker will change the way a game gets played because the opponent has to answer a few questions: 1. how good is each ability (especially the one(s) that add loyalty counters)? 2. How good is the ultimate? Each turn a planeswalker is in play the player controlling it basically gets a free spell which can be really good if the initial cost doesn’t hinder their ability to defend the planeswalker/them. Planeswalkers that have good abilities that add loyalty as well as good ultimate abilities tend to be better than others (duh! Ex: Elspeth, Knight Errant). In matches where the games are defined by racing, a planeswalker with a tempo-generating ability (like Koth) become very good. Koth’s animate ability and ultimate are so good that the opponent has to attempt to deal with the planeswalker or lose to a Flame Fusillade Emblem if they can’t race him. Even if the opponent successfully deals with Koth, it’s likely that they’ve invested a lot of resources into the campaign and are far behind in the race between you and (s)he. In short, planeswalkers are good (and tend to complicate games)… news flash eh? Planeswalkers aren’t very good if they can’t defend themselves or if you’re unable to (ex: my opponent has too many creatures or a bunch of fliers). Thankfully there aren’t as many fliers in Scars of Mirrodin as there were in M11 which makes defending a planeswalker an easier task.

Arrest and Myrsmith are also good options. Myrsmith is more powerful card than Arrest because it provides a unique boost in the efficiency of metalcraft strategies as well as making your equipment and cards like Trigon of Rage amazing (because you’ve got a ton of bodies floating around); in other words Myrsmith makes it so that you don’t have to work hard and run terrible cards (Liquimetal Coating/Golden Urn/Auriok Replica) to make your Auriok Sunchasers always good. In addition to making all of your metalcraft cards awesome, Myrsmith’s presence also generates and army of 1/1s that can be used well regardless of what position you’re in. Arrest isn’t exactly a bad card either. I know a lot of people who would slam the Arrest and not look back because it’s one of the best removal spells in the format (because it can deal with any creature regardless of its size). “I think” the format is based on goldfishing your opponent and Myrsmith is one of the better tools for metalcraft decks to accomplish that goal.

Most people know how having Myrsmith plays out in games because it’s only an uncommon; people know it’s good whereas Koth is much harder to gauge. Most people won’t have much experience with Mythic rares and their ability to compare them to benchmark cards like Arrest, Galvanic Blast, Untamed Might, and Plague Stinger is shaky at best. At this point in time the pick between Koth and Myrsmith is close and I’d personally like to get more playing time with my planeswalker friend. Besides… he’s worth twenty-two tickets online. CHA-CHING!

Passing both Arrest and Myrsmith is going to make it more likely that we have a good pack two if we can cut red reasonably well. The people to our left will be fighting over white while we can move in on one of the other three colors and avoid their train wreck.

My pick: Koth of the Hammer

Pack 1 pick 2:

 

There’s a moderate number of green cards here which is something to look forward to on the wheel. If green seems open in a few picks, we should consider moving in on it. Other non-green picks we’re interested in are Trigon of Rage, Sylvok Lifestaff, and Tumble Magnet. Trigon of Rage is good in an aggressive deck, usually white/blue with a lot of flyers or infect. Tumble Magnet is more likely to be good in whatever deck we end up with because it’s good both offensively and defensively as well as not requiring any mana to use (which makes it much better on defense than the Trigon). The Lifestaff is the weakest of the three cards but deserves mention because of the way it impacts racing against non-infect decks.

My pick: Tumble Magnet

Pack 1 pick 3:

 

Ezuri is a fine card though it’s a huge commitment to green and doesn’t have much benefit unless you’ve also got a few other elves to combo with it (mainly Carapace Forger). A Myr would leave us more open to whatever gets passed to us, providing acceleration, and advancing our position towards the threshold of artifacts necessary for a good metalcraft deck.

My pick: Iron Myr

Pack 1 pick 4:

 

It seems that our gambit of passing white may backfire as there are three good/decent white cards still here after three picks. It would still be safe to go into white now because even though we’d get very little in pack two (due to passing Arrest/Myrsmith and two of the cards from this pick), pack three should be similar to pack one; pack two would likely yield a moderate amount of red. Our other two options are to take a Myr or Furnace Celebration. As I’ve said before, Furnace Celebration can be a powerful card but requires a lot of setup in addition to time; it’s very mana-intensive. It’s more likely that a deck can be built to abuse Furnace Celebration the earlier that it gets picked in the draft which favors taking the enchantment now. However I’ve been more impressed with decks that abuse metalcraft rather than Furnace Celebration because it’s easier to get a deck with a bunch of metalcraft cards working together than it is to actually draw Furnace Celebration in your Furnace Celebration deck.

My pick: Iron Myr

Pack 1 pick 5:

 

Tower of Calamities is quite powerful but insanely slow. If you get into any sort of late-game board stall, the Tower is going to win it for you. Back in the realm of reasonable gamestates, we get to choose from Vulshok Replica, Accorder’s Shield, and Bladed Pinions. Accorder’s Shield and Bladed Pinions are both similar though in a metalcraft deck I prefer the Shield because it’s cheaper (turning on metalcraft sooner) to cast and works better with the smaller creatures in the format. Bladed Pinions isn’t necessarily going to hold off a 2/2 whereas an Accorder’s Shield will. If you want to attack and block, then Bladed Pinions requires two creatures and four mana (for the first turn but only two mana each turn afterwards assuming you’re switching it between two creatures) compared to Accorder’s Shield only requiring one creature and three mana. Vulshok Replica is also an option; it’s not very durable but still fills out the curve nicely to answer most of what the opponent will be throwing at you (whether it’s a Cystbearer, Ichorclaw Myr, or Blade-Tribe Berserkers). The pick is rather close between the Shield and the Replica and I’d rather take the card that would make someone more inclined to playing red. Siding with creatures early is going to be more beneficial in the end because you’d rather have more creatures than equipment.

My pick: Vulshok Replica

Pack 1 pick 6:

 

At this point, we know that white is open for sure and can jump into it if we see some good cards but there’s not really a point in doing so unless the quality of white is significantly higher than the alternatives. Both Dispense Justice and Ghalma’s Warden are fine cards. Dispense Justice loses a lot of its value once the opponent knows about it as they’ll be able to change their attacks to include less important creatures that you may not necessarily be able to kill in combat to force them to sacrifice their important ones; keeping mana open in the early stages of the game is also pretty awkward because it hinders your development significantly. Ghalma’s Warden is a fine card also because it can handle itself in combat relatively well when you’re off metalcraft. There hasn’t been much indication that blue is open up to this point which makes the Vedalken Certarch/Neurok Replica seem like a trap. If we want to start our white now, Dispense Justice would be our best pick because it provides a different way to defend Koth compared to the Ghalma’s Warden which overlaps with a lot of different creatures. Dispense Justice can at least deal with flyers in theory. If we don’t want to take a white card, then there’s always Ferrovore which doesn’t have much synergy with any cards that we have yet, but would be okay if we wheel the Furnace Celebration from earlier. It’s likely that if we go into white that pack three will be able to support us well enough with the way we’ve seen the white cards flowing throughout this pack. However, taking a mediocre off-color card that we may not use in the first place over an on-color card of similar quality doesn’t make much sense.

My pick: Ferrovore

Pack 1 pick 7:

 

If the Revoke Existence had been in the previous pick then it would have been an easy choice over the Ferrovore. However we also have a Rust Tick to compare against the Revoke. Both cards are similar but Rust Tick is better because it can be used continuously as threats change in value whereas Revoke Existence can only deal with the best threat on the battlefield at the time you cast it (think of Pacifism vs. Blinding Mage).

My pick: Rust Tick

Pack 1 pick 8:

 

There’s nothing for us here that’s red or colorless except the Kuldotha Rebirth which is a very mediocre card if you don’t have a Furnace Celebration or a lot of Spellbombs/equipment. Abuna Acolyte is okay but often gets edged out by better creatures and removal that are fighting for the six-nine slots dedicated to non-artifacts. If we end up in green (which hasn’t shown much indication of being open since pick two) then Molder Beast becomes a card that we’d want to play because it’s a reasonable threat.

My pick: Molder Beast

Pack 1 pick 9:

 

It’s not difficult to draft cards that are good when you’ve got metalcraft going (Bleak Coven Vampires, Lumengrid Drake, Carapace Forger, Blade-Tribe Berserkers, and Ghalma’s Warden to name a few) compared to finding quality artifacts that get your metalcraft active in the first place.

My pick: Iron Myr

Pack 1 pick 10:

 

My pick: Wall of Tanglecord

Pack 1 pick 11:

 

My pick: Clone Shell

Pack 1 pick 12:

 

This pack was pretty good when we saw it initially which is why there are still three playables left. Furnace Celebration might end up being fine in our deck. We’ve already got a Vulshok Replica and Ferrovore to Combo with the enchantment and keeping it in mind with our future picks.

My pick: Furnace Celebration

Pack 1 pick 13:

 

My pick: Seize the Initiative

Pack 1 pick 14:

 

My pick: Golems Heart

Pack 1 pick 15:
Forest

The first pack was quite amazing even though we completely ignored white (which was being forced down our throat) for good red/artifact cards in addition to some supplemental green cards at the end of the pack. We’re not married to green yet because we’ve only got a Molder Beast that actually requires having green mana to summon. Wall of Tanglecord is okay without green mana but significantly worse than with it. The next pack should yield a fair amount of red and very little white. Beyond that nothing is certain.

Pack 2 pick 1:

 

Argent Sphinx can be pretty good but requires a serious commitment to blue to make it awesome (needing three blue mana at the time of summoning). Necropede, Shatter, and Sylvok Lifestaff are the on-color options while Carapace Forger is also and option if we want to commit to green; though the Forger is a mediocre card compared to the first two cards. Necropede can be good because of the potential for a two-for-one, but it’s not really an offensive threat outside of an infect deck. Shatter is the best card because it’s an efficient, flexible removal spell that’s good against roughly one-third of the cards in the format. Unfortunately it’s unlikely that the Carapace Forger will wheel because whoever took the Ezuri is probably going to take it.

My pick: Shatter

Pack 2 pick 2:

 

Cerebral Eruption is one of those high-variance cards that always whiffs for you while being amazing every time your opponent casts it (ex: I revealed Myr Battlesphere when my opponent played it against me earlier last week); it’s important to respect the power of Cerebral Eruption. I don’t like Cerebral Eruption because it’s a four-mana spell that isn’t guaranteed to do anything. Also consider the amount of one/two-mana spells in the format and how revealing one of those cards may not be enough to do what is needed to survive. Contagion Clasp is easily better than Cerebral Eruption and it’s not very close (talking about Cerebral Eruption and clearing up some misconceptions was still important) because the Clasp is always going to kill something, is an artifact, and has an incredible amount of synergy with many of the format’s cards.

My pick: Contagion Clasp

Pack 2 pick 3:

 

There are a few cards here. Myr Propagator isn’t very good because it’s really slow and there are often better more efficient ways to spend your mana (the returns on investing three mana a turn for a 1/1 isn’t very good). Golem Artisan and Slice in Twain are the two main contenders and this pick is likely going to determine whether we make the commitment to green or not. Golem Artisan is such a powerful creature because it gives an incredible amount of value to all of your other artifact creatures (providing a significant amount of virtual card advantage). Slice in Twain provides real card advantage (though it’s on the expensive side compared to most other removal) at instant speed. There are more benefits for taking Slice in Twain because it’s a more efficient way at dealing with threats than the slow Artisan and will make it more likely that we get green playables in the third pack.

My pick: Slice in Twain

Pack 2 pick 4:

 

Heavy Arbalest is really slow but it can provide a way to gain control of a game if it goes long. However, Sylvok Replica is the easy pick here because it’s a removal spell that also has the benefits of being a creature and artifact.

My pick: Sylvok Replica

Pack 2 pick 5:

 

Oxidda Daredevil is useful with Furnace Celebration but is severely lacking when the enchantment isn’t in play because it’s a do-nothing 2/1. Alpha Tyrranax is another creature that doesn’t make it into most decks but is a bit underrated because it’s so expensive. A 6/5 non-artifact is rather hard to deal with and will always put you in the position of getting a two-for-one with a removal spell when the opponent tries to block it. It’s not going to be difficult to pick up enormous creatures especially after going into green which means that the value of the Tyrranax goes down quite a bit. The only other card that we’d potentially use is the Bladed Pinions because it’s a fine equipment card.

My pick: Bladed Pinions

Pack 2 pick 6:

 

Strider Harness is a good card and makes it difficult for the opponent to properly gauge how well they’ll be able to race against you (seriously, who expects hasty metalcrafted Bleak Coven Vampires?) Snapsail Glider is a better pick because we need more creatures that can attack well; we only have a Molder Beast that has more than one power and two toughness.

My pick: Snapsail Glider

Pack 2 pick 7:

 

There’s not much here for us except a Flameborn Hellion which is a decent creature because it’s got a reasonable toughness and will likely trade two-for-one.

My pick: Flameborn Hellion

Pack 2 pick 8:

 

A second Bladed Pinions is unnecessary which leaves us with an off-color Neurok Replica or a Tel-Jilad Defiance. The Replica isn’t going to be of much use to us if we can’t use its ability while the Defiance can be brought in from the sideboard against other metalcraft decks.

My pick: Tel-Jilad Defiance

Pack 2 pick 9:

 

Ezuri’s Archers are quite good against blue/white decks with a lot of flyers or infect decks with multiple Plague Stingers because the Archers’ cost is so low compared to what they’re trading with. However, a better pick for us is Culling Dais because of the synergy that it has with Contagion Clasp and Furnace Celebration as well as being a useful tool against decks with a lot of creature removal.

My pick: Culling Dais

Pack 2 pick 10:

 

Trigon of Thought is basically a better Minds Eye. Oh wait… it’s exactly the opposite; slow and bad. In slow grinding games, the Trigon will be very useful if you’re able to put additional charge counters on it; beyond that situation it’s usually too slow. A second Flameborn Hellion is going to be all the top-end we need and can focus in other areas.

My pick: Flameborn Hellion

Pack 2 pick 11:

 

My pick: Tel-Jilad Defiance

Pack 2 pick 12:

 

My pick: Fume Spitter

Pack 2 pick 13:

 

My pick: Oxidda Daredevil

Pack 2 pick 14:

 

My pick: Vault Skyward

Pack 2 pick 15:
[draft]Plains[/draft]

The second pack was reasonable. We got a number of good removal spells and went into green after being passed some sweet cards (Slice in Twain/Sylvok Replica) to go with our Wall of Tanglecord and Molder Beast. We already have three Iron Myr which is probably enough unless we end up wanting to run fifteen lands, though that’s an unlikely outcome because we have two Flameborn Hellions and no Spellbombs. We should be looking to fill out our curve with more creatures in the first pack when possible and obviously picking up some more removal when it’s available.

Pack 3 pick 1:

 

There are a number of good cards here: Trigon of Corruption, Precursor Golem, Sylvok Replica, and to a lesser extent Furnace Celebration/Throne of Geth. Precursor Golem is easily the best card because it puts the opponent in the position of needing an instant/sorcery removal spell or else dying from the nine-power that this Golem puts onto the Battlefield.

My pick: Precursor Golem

Pack 3 pick 2:

 

Cystbearer is an option though it wouldn’t have much synergy with the rest of our deck with the exception of the Contagion Clasp. Gold Myr is an option but we already have three Iron Myrs; a fourth Myr isn’t necessary and would begin to dilute our deck. The last option is Heavy Arbalest, a good, permanent, but slow piece of removal.

My pick: Heavy Arbalest

Pack 3 pick 3:

 

The two people to our right probably aren’t drafting infect seeing as how there are “a few” good cards still here. Wall of Tanglecord is going to function much better than Blight Mamba because we don’t have to keep mana open to regenerate it when we’re on defense in addition to it being able to defend against flyers.

My pick: Wall of Tanglecord

Pack 3 pick 4:

 

There’s not much that can compete with Turn to Slag. The various creatures aren’t going to provide as much control as the potential X-for-one sorcery.

My pick: Turn to Slag

Pack 3 pick 5:

 

Lifesmith is fine against non-infect decks because it can attack and generate anywhere from three to upwards of fifteen life in a game depending on when it’s summoned. The other options are Trigon of Infestation and Saberclaw Golem. We already have a lot of high-end creatures which makes the Golem a bit unnecessary. Trigon of Infestation is another slow card but is a good way to ensure that a deck doesn’t run out of steam. Most of the Trigons excel when games go long and when you’re able to create free creatures, winning the game becomes a lot easier. The Lifesmith is probably going to be fine in the deck though the Trigon has a good amount of synergy with our Culling Dais, Contagion Clasp, and Heavy Arbalest and that puts it over the top.

My pick: Trigon of Infestation

Pack 3 pick 6:

 

Carapace Forger is the only card that we’d play from this pack and it’s a welcome sight considering our seventeen artifacts. Withstand Death overlaps too much with Tel-Jilad Justice and we’ve got two of those already.

My pick: Carapace Forger

Pack 3 pick 7:

 

Barrage Ogre is a good creature because it can attack/block reasonably well since it’s a 3/3, has great utility as a shock-on-wheels, and functions exceptionally well with the Furnace Celebration that we already have (making it possible to kill creatures with more than two toughness).

My pick: Barrage Ogre

Pack 3 pick 8:

 

Ferrovore, Iron Myr, and Myr Galvanizer are all unexciting cards at this point. Ferrovore does have synergy with Furnace Celebration but isn’t very useful by itself and isn’t very durable in combat. Iron Myr is fine but we’ve got three already and no metalcraft cards besides a Snapsail Glider. Myr Galvanizer would be good if we have Heavy Arbalest and our other three Myr in play, but beyond that it would only be a Gray Ogre. We don’t have additional cards like Perilous Myr, Myrsmith, or Myr Battlesphere to make it worth playing. If we take the Iron Myr then we can potentially run fifteen lands which is unlikely but could be necessary if we’re paired against a deck that requires us to have a lot of acceleration.

My pick: Iron Myr

Pack 3 pick 9:

 

A third Flameborn Hellion isn’t going to do anything for us and we should hate draft. We know that there are two other Furnace Celebrations somewhere which makes Dross Hopper and Nihil Spellbomb better than they normally are.

My pick: Dross Hopper

Pack 3 pick 10:

 

My pick: Dross Hopper

Pack 3 pick 11:

 

My pick: Withstand Death

Pack 3 pick 12:

 

My pick: Oxidda Daredevil

Pack 3 pick 13:

 

My pick: Screeching Silcaw

Pack 3 pick 14:

 

My pick: Golden Urn

Pack 3 pick 15:

Plains 

The draft went well enough for us. There was far less white in pack three as there had been in the first pack which suggests that a lot of people went into it after seeing what was happening. green didn’t seem to be as open in pack three either which was unfortunate, but we still got a good amount of cards despite that being the case. We have more than enough cards to build a good deck and should be able to win the draft.

There are a few elements within our deck that have a lot of synergies. Consider Furnace Celebration and Contagion Clasp and the cards that work with them.

Furnace Celebration:

 

Golden Urn and Oxidda Daredevil aren’t the most useful cards because they’re rather weak when you’ve got nothing else in play. Oxidda Daredevil can still attack/block but it falls into the utility-creature category which means that you’re generally not going to want to trade it away for another creature due to it having more worth in play. As the number of utility cards in a deck increases, it becomes more and more useful to include cards that make use of those creatures (like Heavy Arbalest/Bladed Pinions). Ferrovore suffers from a lot of the same problems that Oxidda Daredevil does with the exception of being a bit more resilient in combat (two toughness). Without equipment like Accorder’s Shield the opponent is likely to trade a creature for the Ferrovore at the first opportunity and you’ll be left with fewer ways to make Furnace Celebration effective. Sylvok/Vulshok Replica and Barrage Ogre have good functionality alone and only get better in the presence of Furnace Celebration. Culling Dais is less useful than most cards other than Golden Urn, but it gets a lot better as the amount of removal in the opponent’s deck increases; the fact that it’s an artifact for metalcraft purposes is almost irrelevant because we only have one Snapsail Glider and one Carapace Forger

Contagion Clasp:

 

Culling Dais isn’t exactly a better version of Jayemdae Tome when Clasp is in play (because you still have to sacrifice a creature to put the initial counter on it, don’t get the cards immediately, and can only draw with it once), but a boost in card advantage of four or more cards will be enough to win most games. Trigon of Infestation doesn’t have much place outside of a green deck because the three infect tokens will hardly be effective after requiring ten mana to produce them. However when you’re able to charge the Trigon it gets a lot better and much more efficient in the presence of the Contagion Clasp for multiple reasons (1. you can produce tokens at twice the normal rate beyond the initial three uses of the Trigon 2. you can run the tokens into the opponent’s creatures and not worry about losing value because you’ll be able to shrink them with the Clasp 3. you gain inevitability because the opponent will be forced to eventually start blocking the tokens or else lose to being poisoned).

It’s not going to be worth playing Furnace Celebration if we need to run a high number of mediocre support cards like Golden Urn and Oxidda Daredevil because you’ll run into the same problems that removal-heavy black/red decks tend to suffer from (low creature quality) that I talked about earlier. Culling Dais is a fine card especially because of the Contagion Clasp (and to a minor extent because of the Snapsail Glider/Carapace Forger/Barrage Ogre). However, there exists a necessity to run the proper threshold of cards that will make Furnace Celebration a good removal card instead of a dead draw. Sylvok Replica, Vulshok Replica, Barrage Ogre, and Culling Dais are going to be in the deck but only four cards (two multi-use cards) isn’t going to be enough which means that we’ll likely have to include the Ferrovore at the minimum and cut a creature that doesn’t have much synergy with our two sub-themes.

Deck:
[deck

 

Round 1:

Game 1:
We win the roll and choose to play last. Evil keeps his hand and we quickly follow suit (Forest, Mountain, Iron Myr, Clone Shell, Molder Beast, Heavy Arbalest, and Koth of the Hammer).

[Turn 1] Evil plays a Forest while we [d: Slice in Twain] play a Mountain.

[Turn 2] Evil plays an Island while we [d: Forest] play a Forest and summon our Iron Myr.

[Turn 3] Evil plays a Forest and forges a Strider Harness while we [d: Mountain] play a Forest, cast Koth of the Hammer, and use Koth (4) to turn our Mountain into a 4/4 which attacks Evil [E: 16].

[Turn 4] Evil plays an Island and passes still with no plays while we [d: Mountain] play a Mountain, float red mana, and use Koth (5) to untap the Mountain. Then we summon our Molder Beast and attack with our 4/4 Mountain [E: 12].

[Turn 5] Evil plays an Island, summons an Argent Sphinx, and attacks Koth after equipping the Sphinx with his Strider Harness. [d: Mountain] We play a Mountain and attack with our Iron Myr and Molder Beast [E: 6]. After combat we summon a Clone Shell and imprint Vulshok Replica.

[Turn 6] Evil plays an Island, summons a Golem Artisan, and equips it with the Strider Harness. [d: Wall of Tanglecord] We play our last Mountain and summon the Wall of Tanglecord before attacking with everything. Before we let Evil block, we use Slice in Twain to destroy the Golem Artisan which prompts Evil’s concession.

Sideboard: nothing.

Game 2:
Evil chooses to play first and keeps his hand. Our hand isn’t exactly the blade, but given we’ve seen that Evil’s deck is somewhat clunky we decide to give it a shot (Forest, 4 Mountain, Barrage Ogre, and Turn to Slag).

[Turn 1] Evil plays an Island while we [d: Shatter] play a Mountain.

[Turn 2] Evil plays a Forest while we [d: Tumble Magnet] play another Mountain.

[Turn 3] Evil plays a second Island and summons a Palladium Myr while we [d: Culling Dais] play a third Mountain and cast our Tumble Magnet.

[Turn 4] We use the Magnet (2) to tap the Myr in Evil’s upkeep. Evil plays a second Forest and forges a Strider Harness, passing the turn without equipping. [d: Mountain] We play a third Mountain and cast Culling Dais.

[Turn 5] We don’t tap the Myr during Evil’s upkeep and he forges a Strata Scythe (imprinting Island). Then he equips the Strider Harness to his Palladium Myr and tries to attack but we use our Tumble Magnet (1) to tap it. [d: Koth of the Hammer] We play a Mountain and summon our Barrage Ogre.

[Turn 6] Evil summons a Lumengrid Drake which bounces our Ogre after which he attacks with the Palladium Myr [G: 17]. [d: Furnace Celebration] We play our last Mountain and summon the Barrage Ogre again.

[Turn 7] Evil equips his Scythe to the Palladium Myr and the Strider Harness to his Lumengrid Drake. Before Evil can attack, we use our Tumble Magnet (0) to tap the Myr and he only attacks with the Drake [G: 14]. [d: Mountain] We play our Mountain and kill the Palladium Myr and Strata Scythe with Turn to Slag. Then we Shatter the Strider Harness while the Barrage Ogre throws the used up Tumble Magnet at the Lumengrid Drake.

[Turn 8] Evil plays a Forest and puts Bonds of Quicksilver on our Barrage Ogre while we [d: Trigon of Infestation] cast Koth, animate a Mountain (4), and attack Evil with it [E: 16]. Then we cast our Furnace Celebration and pass.

[Turn 9] Evil summons a Golem Artisan and passes while we [d: Precursor Golem] animate a Mountain with Koth (5) and attack [E: 12]. Afterwards we summon the Precursor Golem.

[Turn 10] Evil plays a Forest and points Slice in Twain at our Precursor Golem. The Golem triggers and puts three copies of Slice in Twain on the stack (including one pointed at Evil’s Artisan). Before anything resolves we use the Culling Dais (sacrificing a Golem) and shock Evil with the Furnace Celebration [E: 10]. Evil draws three cards and concedes.

Round 2:

Game 1:
Evil wins the roll and chooses to play first. He keeps his hand as do we (Forest, Mountain, Iron Myr, Wall of Tanglecord, Ferrovore, Barrage Ogre, and Furnace Celebration).

[Turn 1] Evil plays a Forest while we [d: Forest] play a Mountain.

[Turn 2] Evil plays a Swamp while we [d: Culling Dais] play a Forest and summon the Iron Myr.

[Turn 3] Evil plays a second Forest and summons a Cystbearer while we [d: Turn to Slag] play our second Forest, cast Culling Dais, and summon our Wall of Tanglecord.

[Turn 4] Evil attacks with the Cystbearer and we block with the Wall (2 counters). Afterwards Evil plays a Swamp and summons a Tel-Jilad Fallen. [d: Mountain] We play the Mountain and cast Furnace Celebration.

[Turn 5] Evil plays a Swamp and attacks with his Cystbearer and Fallen while we block the Cystbearer with our Wall of Tanglecord and use Culling Dais (1) to trigger Furnace Celebration. Evil doesn’t have Untamed Might to blow us out and lets the trigger resolve; Tel-Jilad down. Afterwards Evil summons a Vector Asp and a Sylvok Replica which he uses to destroy the Furnace Celebration. [d: Koth of the Hammer] We summon the Barrage Ogre and pass back.

[Turn 6] Evil attacks with the Cystbearer and we snap-block with the Ogre. Evil tries to shrink the Ogre with Instill Infection but we sacrifice it to the Dais in response. [d: Rust Tick] We kill the Cystbearer with Turn to Slag and pass.

[Turn 7] Evil plays a Forest and attacks with his Vector Asp (poisonous) [G: 20 life, 1 poison]. Afterwards he casts a Contagion Clasp but before it enters the battlefield, we sacrifice our Iron Myr to the Dais and force Evil to kill his own Vector Asp. [d: Contagion Clasp] We cast Koth of the Hammer, animate a Mountain (4), and attack Evil with it [E: 16].

[Turn 8] Evil concedes.

Sideboard: nothing.

Game 2:
Evil chooses to play first and decides to mulligan. We’re content with our hand (Forest, Mountain, Rust Tick, Vulshok Replica, Molder Beast, Precursor Golem, and Tumble Magnet) and so is Evil once he sees his six.

[Turn 1] Evil plays a Forest while we [d: Mountain] play a Mountain.

[Turn 2] Evil plays a Swamp while we [d: Forest] play a Forest.

[Turn 3] Evil plays a Forest and summons a Cystbearer while we [d: Mountain] play a second Mountain and summon our Vulshok Replica.

[Turn 4] Evil plays a second Swamp and summons a Plague Stinger while we [d: Mountain] play a Mountain and cast our Tumble Magnet.

[Turn 5] Evil tries to attack but we use the Magnet (2) to tap the Plague Stinger. With no good attacks, he goes to his second main and plays a Forest before passing. [d: Furnace Celebration] We play a third Mountain and attack with the Vulshok Replica [E: 17] Afterwards we summon the Precursor Golem and pass.

[Turn 6] Evil plays a Swamp and summons a Fume Spitter, which he uses to immediately kill our Vulshok Replica. Afterwards he tries to attack but we use the Tumble Magnet again (1) to tap the Plague Stinger. [d: Mountain] We play a Mountain, attack with the trio of Golems [E: 8], and summon our Molder Beast.

[Turn 7] Evil concedes.

Round 3:

Game 1:
We win the roll and choose to play last. Evil keeps his hand and so do we (3 Mountain, Iron Myr, Barrage Ogre, Koth of the Hammer, and Turn to Slag).

[Turn 1] Evil plays a Plains and forges an Accorder’s Shield while we [d: Wall of Tanglecord] play a Mountain.

[Turn 2] Evil plays a Mountain while we [d: Shatter] play a Mountain and summon our Iron Myr.

[Turn 3] Evil plays a second Plains and summons a Vulshok Replica while we [d: Wall of Tanglecord] play our third Mountain and summon both Walls of Tanglecord. Shields up!

[Turn 4] Evil summons a [card]Snapsail Glider[/card] and passes while we [d: Culling Dais] cast the Dais and pass back.

[Turn 5] Evil attacks with the Glider [G: 18] and summons a Darksteel Myr afterwards. [d: Forest] We play the Forest and cast Koth of the Hammer. Afterwards we use Koth (4) to animate a Mountain and pass as our 4/4 stares helplessly at the indestructible Myr.

[Turn 6] Evil points a Galvanic Blast at us and redirects it to Koth, killing him. Afterwards Evil equips the Accorder’s Shield to his Snapsail Glider but can’t attack past our Wall of Tanglecord. [d: Trigon of Infestation] We use Turn to Slag to get rid of the Snapsail Glider and the Accorder’s Shield.

[Turn 7] Evil plays a Mountain and summons a Chrome Steed while we [d: Mountain] play our Mountain and summon the Barrage Ogre.

[Turn 8] Evil casts a Trigon of Rage and attacks with his Vulshok Replica and Chrome Steed. We block each with a Wall of Tanglecord and sacrifice one to the Culling Dais after Evil pumps his Replica with the Trigon (2). [d: Forest] We play the Forest and cast the Trigon of Infestation.

[Turn 9] Evil summons an Auriok Edgewright and passes while we make an Insect with the Trigon (2) before starting our turn. [d: Molder Beast] We summon the Molder Beast and pass. Evil charges his Trigon (3) before starting his turn.

[Turn 10] Evil puts Arrest on our Molder Beast and passes while use the Trigon (1) to make a second Insect and let the Barrage Ogre throw the Iron Myr at Evil’s Auriok Edgewright (we’re still holding Shatter in hand). [d: Rust Tick] We attack with the two Insect tokens [E: 20 life, 2 poison] and summon our Rust Tick while Evil charges his Trigon (4).

[Turn 11] Evil points Turn to Slag at our Rust Tick, but we sacrifice it to the Barrage Ogre in response to kill the Vulshok Replica. Evil passes afterwards and we make a third Insect with the Trigon (0) and sacrifice the Molder Beast to the Culling Dais (2). [d: Mountain] We attack with the three Insects [E: 20 life, 5 poison] and pass.

[Turn 12] Evil taps out to forge an Argentum Armor while we charge the Trigon (1). [d: Tumble Magnet] We attack again with the three Insects [E: 20 life, 8 poison]. Afterwards we play our Mountain and cast the Tumble Magnet.

[Turn 13] Evil plays a Mountain and casts a Panic Spellbomb which he cycles immediately to draw a card; finding nothing he concedes.

Sideboard: nothing.

Game 2:
Evil chooses to play first and mulligans. We’re content with our hand and let Evil journey to Paris alone (3 Mountain, Contagion Clasp, Culling Dais, Furnace Celebration, and Koth of the Hammer). Evil keeps his hand of six cards.

[Turn 1] Evil plays a Plains while we [d: Iron Myr] play a Mountain.

[Turn 2] Evil plays a second Plains while we [d: Forest] play the Forest and summon our Iron Myr.

[Turn 3] Evil plays a third Plains and passes while we [d: Barrage Ogre] play a Mountain, cast Koth of the Hammer, and animate (4) a Mountain. Unfortunately we animated the Mountain that we played this turn and masterfully play around Dispense Justice.

[Turn 4] Evil plays a Mountain and summons a Chrome Steed while we [d: Vulshok Replica] cast Contagion Clasp and shrink the Chrome Steed. We are about the play a Mountain and proliferate but Evil concedes before we get the chance. We and Koth are victorious!

Happy Drafting.

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