According to Webster – Zendikar-Worldwake Draft #5

Zendikar-Worldwake Draft #5

Pack 1 pick 1:


Disfigure and Kor Skyfisher are the two best cards by a fair margin. However, compared to each other, they’re not very far off. Many people would simply default to the Disfigure because it’s a removal spell. Every deck wants removal. However, Disfigure isn’t on the high-end of the common removal spells in Zendikar. Journey to Nowhere, Burst Lightning, and Hideous End are all better than Disfigure with the high end of creatures (Plated Geopede/Kor Skyfisher) being comparable to it. The problem with Disfigure, and the reason why I take both high-end creatures over it in most situations, is that those creatures provide an overwhelming board position while costing far less than what they should. On the other hand, Disfigure doesn’t always carry the necessary weight that a removal spell should be able to. Disfigure does kill a lot of creatures and is especially good when used in association with a quick draw as a combat trick because it’s so cheap. However, that previous example illustrates the inherent weakness of the card; sometimes it’s required to be used as a combat trick because it can’t kill a Giant Scorpion or Kor Sanctifiers. Kor Skyfisher is so hard to interact with. It’s a flyer, has three toughness, attacks well, blocks well, and only costs two mana. By the time the opponent is able to make some sort of board capable of defending against it, they’re likely to be in the position of being blown wide open by a combat trick themselves.

My pick: Kor Skyfisher

Pack 1 pick 2:


Obviously if we had taken the Disfigure, then Gatekeeper of Malakir would be an easy choice. With the rare missing, it’s uncertain what the person took. Having taken the Kor Skyfisher, Steppe Lynx is the easy choice because it’s on-color with our first pick and quite powerful. Umara Raptor and Oran-Rief Survivalist are also both good cards, but not worth going into another color for. It’s more important to establish a base color before branching out for cards that aren’t bombs or good removal.

My pick: Steppe Lynx

Pack 1 pick 3:


Nissa’s Chosen is good, but would put us into a Green-based deck which is a difficult commitment to make. We simply don’t know if we’d be able to support it yet. It’s true that there have been Green cards being passed. However, it’s too early in the draft to say that Green is open simply because we saw a pack that had a Survivalist in it (with the rare missing) followed by a Nissa’s Chosen/Territorial Baloth. On the other hand, Inferno Trap is a card that is more appealing. The trap is a bit clunky at times, but seeing it third along with some mediocre/moderate Red cards should make us comfortable enough taking it. Additionally, it’s an easily splash and would fit into a Red/White deck with a wide range of color ratios.

My pick: Inferno Trap

Pack 1 pick 4:


Kor Aeronaut, while being more mana-intensive than other two-drops, is still an excellent card because it’s a flyer. Pillarfield Ox usually won’t be able to do as much damage without the aid of combat tricks like Slaughter Cry because it’s expensive and doesn’t fly. It’s likely that the board will be cluttered up. At that point the Ox is likely to trade with a bear. The Red cards are fine. Slaughter Cry, Zektar Shrine Expedition, Goblin Ruinblaster, and Ruinous Minotaur are all ‘okay’. The creatures share all of the similarities of Pillarfield Ox. Slaughter Cry is a nice combat trick, but easy to pick up later on.

My pick: Kor Aeronaut

Pack 1 pick 5:


Unlike Kor Aeronaut, Kor outfitter is not good; it’s a vanilla two-drop bear that is very color-intensive. However, it still has its place in decks. Sometimes the only thing a deck needs is cheap creatures to go along with some tricks to get the job done. Slaughter Cry is going to perform better than a Kor Outfitter simply because there are many more White two-drops that are better (Cliff Threader, Marsh Threader, Fledgling Griffin, Kor Skyfisher, Kazandu Blademaster, and Kor Aeronaut). There aren’t many combat tricks, and Slaughter Cry is one of the better.

My pick: Slaughter Cry

Pack 1 pick 6:


Goblin Shortcutter is the type of card this deck wants: a cheap creature that makes it harder to block.

My pick: Goblin Shortcutter

Pack 1 pick 7:


There’s not much here. We could hate the Vampire’s Bite, take Demolish, or take Expedition Map. The Map is more likely to get played than anything else depending on how many sweet CIP-tapped lands we get (Teetering Peaks et al).

My pick: Expedition Map

Pack 1 pick 8:


Shatterskull Giant gets a bit worse with Worldwake and the addition of the Multikicker cycle along with Surrakar Banisher/Battle Hurda/Grotog Thrasher. There are simply many more creatures that can easily trade with it now. Torch Slinger is the next best option. While it’s only decent as a five-mana spell, it still functions well enough as a slow removal spell that has synergy with Kor Skyfisher. Kor Cartographer is similar to Torch Slinger in the sense that it interacts with Kor Skyfisher, but isn’t as powerful. It does have additional synergy with Steppe Lynx, but doesn’t have the ability to function as a removal spell by itself.

My pick: Torch Slinger

Pack 1 pick 9:


Hedron Scrabbler would fit into this deck; it’s aggressive. However, it’s not usually the type of creature that I like to run because it’s almost never better than a 2/2 attacker. When things are going poorly because the opponent got a faster draw or because you simply don’t have lands, then Hedron Scrabbler is a miserable sight. Teetering Peaks is good. It functions well with Kor Skyfisher and allows you to force through damage on boards where you wouldn’t normally be able to (for example, if you both have Kor Sanctifiers in play).

My pick: Teetering Peaks

Pack 1 pick 10:


Grim Discovery isn’t a card we want to pass to the Gatekeeper of Malakir deck.

My pick: Grim Discovery

Pack 1 pick 11:


We passed on some mediocre White cards. If for some reason we’re cut off from White, then it would be good to keep the heavy-Red option open by taking the Spire Barrage.

My pick: Spire Barrage

Pack 1 pick 12:


My pick: Ruinous Minotaur

Pack 1 pick 13:


My pick: Scythe Tiger

Pack 1 pick 14:


My pick: Quest for the Holy Relic

Pack 1 pick 15:



Pack one was deeper than average. While White is the color we started in, it soon became clear that Red was good to be in. Some of the cards may not make the final cut (Spire Barrage) depending on what the manabase looks like in the end. For now, it seems like we’ll be safe in Red/White and should look forward to a good draft in those colors.

Pack 2 pick 1:


This pack is quite powerful, though not quite deep enough in Red for the Goblin Shortcutter to wheel. By the way, Plated Geopede is quite the card.

My pick: Plated Geopede

Pack 2 pick 2:


Unlike the last pack, this one is not awesome. Molten Ravager isn’t very good outside of a heavy Red deck unless you’re interested in blocking. Explorer’s Scope is the other option. It’s most useful in the kind of deck we’re drafting: one with a low curve and some Landfall cards. However, it’s very likely that we’d be able to pick one up later on if desired. It’s underwhelming as an early pick. The Turntimber Ranger is the best option for a few reasons: 1. it’s so much more powerful than the other two cards. 2. it’s possible that White won’t be open for this pack because of the cards we passed in the first pack. If that’s the case, then being able to build on another color if there aren’t better Red/White options leaves us open to have a more successful pack three.

My pick: Turntimber Ranger

Pack 2 pick 3:


Cliff Threader is a fine two-drop. It’s not color-intensive and is sometimes unblockable. While there is also a Nissa’s Chosen in the pack, taking it would put a severe strain on the deck’s manabase. Even though we did take the Turntimber Ranger from the last pack, if we’re to take more Green cards, then they will need to be light on their costs like Oran-Rief Survivalist and Grazing Gladehart (if they’re on the low end of the curve).

My pick: Cliff Threader

Pack 2 pick 4:


There are a lot of options in this pack (Makindi Shieldmate, Ondu Cleric, Tuktuk Grunts, Goblin Bushwhacker, Kor Sanctifiers, and Elemental Appeal). Elemental Appeal is a bit heavy on the mana requirements. While it is powerful, it’s likely that this one will wheel because of its cost. Makindi Shieldmate and Ondu Cleric suffer from being a bit too defensive for this deck. When we’re playing with cards like Steppe Lynx and Goblin Shortcutter, we’re not really interested in gaining life or blocking. Tuktuk Grunts is fine. Unless there’s a heavy Ally theme already established, it would be better to wait for Worldwake to fill the five-mana slot with Grotog Thrashers because they function better by themselves. Goblin Bushwhacker is good, but situational. It requires a few creatures to be in play and ample mana so you can summon another creature along with the kicked Bushwhacker to catch the opponent off-guard. Kor Sanctifiers is the best choice. It’s nicely proportioned and has a good utility ability. Unlike the Makindi Shieldmate, Kor Sanctifiers can actually attack.

My pick: Kor Sanctifiers

Pack 2 pick 5:


Shatterskull Giant is fine, though Geyser Glider is almost a strict upgrade. At the cost of one additional mana, it becomes unblockable half the time and won’t die to the plethora of three power creatures that Worldwake brings with it.

My pick: Geyser Glider

Pack 2 pick 6:


Magma Rift is fine; this deck’s curve is low enough to not be greatly inconvenienced from casting it.

My pick: Magma Rift

Pack 2 pick 7:


While Joraga Bard would combine well with the Turntimber Ranger, it’s simply too weak offensively by itself. Spire Barrage is the only real option.

My pick: Spire Barrage

Pack 2 pick 8:


A second Slaughter Cry would be okay. However, instead of taking a trick to bash through blockers that would leave us open to getting two-for-oned by a trick, it would be better to just take a creature that bashes through blockers on its own.

My pick: Shatterskull Giant

Pack 2 pick 9:


How lucky! The Goblin Shortcutter wheeled from the pack that we opened. It should be noted that none of the Red cards were taken from it by other drafters.

My pick: Goblin Shortcutter

Pack 2 pick 10:


My pick: Merfolk Wayfinder

Pack 2 pick 11:


My pick: Goblin War Paint

Pack 2 pick 12:


Depending on how pack three ends up, it’s likely that we’ll end up as mono-Red or Red/White. In the case where we’re mono-Red, Goblin Bushwhacker is weaker because there are fewer low-cost Red creatures to benefit from the +1/+0 ability. Both Elemental Appeal and Goblin Shortcutter are situational cards, but it’s easier to just cast Elemental Appeal and attack with the 7/1 token than it is to assemble a bunch of creatures to use in conjunction with Goblin Bushwhacker. Both cards should ideally do the same damage. If we end up Red/White, then it’s likely that we’ll have enough cards to choose from in Worldwake because of how open Red has been in addition to whatever White Worldwake gives to us to the point of this pick not mattering. However, if we end up mono-Red, then it’s more likely that we’ll have fewer options and should take the card that is better for that build.

My pick: Elemental Appeal

Pack 2 pick 13:


My pick: Runeflare Trap

Pack 2 pick 14:


My pick: Scythe Tiger

Pack 2 pick 15:



Pack two was quite good in terms of creatures. We haven’t gotten much in the way of quality removal. Currently we have Inferno Trap, Magma Rift, and Torch Slinger, all of which aren’t the best. Despite the lack of tricks, the creature quality is above average and will compensate accordingly.

Pack 3 pick 1:


Basilisk Collar is an unfair card just like Vampire Nighthawk. Imagine if all you’re terrible Cliff Threaders could trade one-for-one with Baloth Woodcrashers. Yes, that would be nice wouldn’t it? Also, racing against Basilisk Collar’s Lifelink is quite difficult. The card turns games around and wins them.

My pick: Basilisk Collar

Pack 3 pick 2:


Akoum Battlesinger and Join the Ranks require a lot of Allies to be useful. Ruin Ghost is the best choice because it interacts so well with the Plated Geopede, Steppe Lynx, Geyser Glider, and the Teetering Peaks that we already have in addition to whatever other Landfall cards that we pick up.

My pick: Ruin Ghost

Pack 3 pick 3:


Razor Boomerang is a bit underrated. While it isn’t as good as its Grandfather (Viridian Longbow) or its Father (Hankyu), the ability to shoot down creatures by using creatures that wouldn’t normally be able to interact well with the board should never be overlooked. Past experiences have shown that Razor Boomerang is likely to wheel quite often and shouldn’t be prioritized. Sejiri Steppe would be good with Ruin Ghost, but can also be picked up late. Hedron Rover and Goblin Roughrider are the choices to debate over. While the deck has eight creatures that are one/two mana, the curve is lacking after that; it would be good to fit in a few more creatures in the low-end. Hedron Rover is better than Goblin Roughrider when you can trigger its Landfall, but that’s only going to happen half of the time. The other half, it’ll be worse than Goblin Roughrider. On average they’re the same with the exception of the Roughrider being one mana cheaper.

My pick: Goblin Roughrider

Pack 3 pick 4:


This pack is incredibly deep for fourth pick. Searing Blaze and Lightkeeper of Emeria are both quite good. Searing Blaze is the better of the two because it’s more in sync with what the deck is trying to do.

My pick: Searing Blaze

Pack 3 pick 5:


Mordant Dragon is a no-contest here. It will end a game by itself without much trouble.

My pick: Mordant Dragon

Pack 3 pick 6:



Both Deathforge Shaman and Skitter of Lizards are clunky; we already have enough of those spells. Cosi’s Ravager is a bit underpowered. A second Ruin Ghost is the best choice because it will make the remaining Landfall cards we see much more valuable along with the ones we already have much more consistent.

My pick: Ruin Ghost

Pack 3 pick 7:


It’s unlikely that we’ll end up mono-Red since White has been flowing well throughout Worldwake. In mono-Red, Claws of Valakut is quite good. Battle Hurda is fine in normal decks. It’s unlikely that we’ll play Battle Hurda because we’re not short on Red/White cards. It’s expensive and fighting with a lot of other cards for the few slots that the five-plus mana spells occupy.

In retrospect, Battle Hurda was the better choice in the case we played against a deck that we’d want to sideboard it in again.

My pick: Claws of Valakut

Pack 3 pick 8:


My pick: Razor Boomerang

Pack 3 pick 9:


My pick: Crusher Zendikon

Pack 3 pick 10:


My pick: Smoldering Spires

Pack 3 pick 11:


My pick: Razor Boomerang

Pack 3 pick 12:


My pick: Smoldering Spires

Pack 3 pick 13:


My pick: Roiling Terrain

Pack 3 pick 14:


My pick: Cosis Ravager

Pack 3 pick 15:


The draft went well. Worldwake was especially good because of the Mordant Dragon and Basilisk Collar. There are a few ways to build the deck; it can be built as mono-Red to abuse the Spires Barrages or with White to take advantage of a lower curve and the two Ruin Ghosts. Overall, the deck should be able to easily 2-1.


The mono-Red deck would have some obvious changes. Most of the White cards are the low-end creatures:


They would be replaced by these Red cards:


The deck would go down from sixteen creatures (excluding Crusher Zendikon) to ten creatures.

There is a dramatic reduction in deck synergy with the mono-Red build. Since the creature curve is much higher, Goblin Shortcutter loses a lot of its value. It’s no longer possible to play a two-drop, a two/three-drop, followed by two more two-drops (one of which is Goblin Shortcutter) on turns two-four. Ruinous Minotaur is at the beginning of the curve which turns it into a defender most of the time; that is unacceptable. Crusher Zendikon is in a similar position. Setting the deck back one mana every turn in exchange for attacking hinders the Red deck much more than the Red/White version. Basilisk Collar is weak in the Red deck because there are far less creatures to take advantage of it. The two Spire Barrages with sixteen Mountains don’t make up for the clunkiness of the deck. It’s likely that the Red deck would be overwhelmed before it could get rolling.

Round 1:

Game 1:

Evil wins the roll and keeps his hand after deciding to play first. We keep our hand as well (Mountain, 2 Plains, Smoldering Spires, Steppe Lynx, Goblin Roughrider, and Slaughter Cry). Evil plays a Forest and summons an Arbor Elf while [d: Kor Aeronaut] we play a Plains and match Evil’s pace by summoning the Steppe Lynx. Evil, determined to get first blood, attacks with his Elf [G: 19]. Then he plays a second Forest and summons a Nissa’s Chosen. [d: Plains] We play the Plains and immediately attack. Evil isn’t fooled by our bluff and blocks with his Chosen. We summon the Kor Aeronaut and pass.

Evil attacks with his Chosen [G: 17]. Then he plays another Forest and summons a Grappler Spider. [d: Mountain]. We could attack with the Kor Aeronaut, but decide not to because it would be bad if Evil has Vines to counter our Slaughter Cry when he blocks with his Spider. Instead, we just attack with the Steppe Lynx [E: 18] and summon the Goblin Roughrider afterwards. Evil plays a Swamp but does nothing.

[d: Plains] We play Smoldering Spires which prevents the Spider from blocking. Then we attack with all three creatures. The Nissa’s Chosen blocks the Goblin Roughrider. We could use Slaughter Cry here, but Evil has all his mana untapped and may be trying to bait out a trick. Additionally, we don’t have any spells left in hand besides the Slaughter Cry. If Evil were to play a large fatty, we may be in the position of needing to use it to push through. We both pass through combat [E: 14].

Evil plays a Forest and passes. [d: Torch Slinger] We play a Mountain and attack with the Steppe Lynx [E: 12]. Afterwards, we summon the Torch Slinger (kicked) and try to kill the Grappler Spider with it. However, Evil has Vines of Vastwood to save it. We could have done this before attacking, but that would have left us open to almost every trick in the book. Evil plays a second Swamp and passes (2 cards). [d: Mountain] We play a Plains and attack with the Steppe Lynx (it would have been better to attack with the Torch Slinger also because Nemesis Trap doesn’t two-for-one us). Evil lets the Cat through [E: 10]. Evil has nothing to do on his turn.

[d: Geyser Glider] We play a Mountain and attack with the Steppe Lynx. Evil blocks with the Arbor Elf and pumps it with Groundswell. We save the Steppe Lynx with Slaughter Cry and pass, unable to summon the Geyser Glider until next turn. Evil suits up his Spider with a Savage Silhouette. He plays a Forest and passes (1 card). [d: Inferno Trap]. Off by one turn, the Trap will have to wait. We summon the Geyser Glider and pass. Evil does nothing on his turn.

[d: Kor Sanctifiers] We summon the Sanctifiers, kicked, and destroy the Savage Silhouette. Evil doesn’t bother to regenerate the Spider in response. Then we play the last Mountain in our hand and attack with the Steppe Lynx and Torch Slinger. Evil trades his Spider for the Goblin [E: 8]. We pass afterwards. Evil plays a Forest and kills the Geyser Glider with a Tomb Hex. [d: Mountain] We play the Mountain and attack with everything (Lynx, Aeronaut, and Sanctifiers). Evil has nothing [E: 2] and concedes on his turn.

Note: That game could have been played much more aggressively. In the beginning, it was right to play around “tricks” because my hand was soft while Evil was simply leaving a bunch of mana untapped. Obviously it was possible that he was simply flooded and my wariness was allowing him more time to draw into spells (which is actually what happened since I asked him if he had Nemesis Trap after the match was over). However, towards the end of the game when the Torch Slinger was in play, it would have been better to attack with the Torch Slinger each turn in addition to the Steppe Lynx (especially since I didn’t actually see a Nemesis Trap while drafting).

Sideboard: -1 Cliff Threader; +1 Razor Boomerang.

Game 2:

Evil chooses to play first again and keeps his hand. We keep our hand as well (Mountain, Plains, Smoldering Spires, Teetering Peaks, Kor Skyfisher, Ruin Ghost, and Slaughter Cry). Evil doesn’t have Arbor Elf this time, but still manages to play a Forest while [d: Plains] we play a Plains and pass. Our good fortune stops there as Evil plays a second Forest and summons his Nissa’s Chosen. [d: Mountain] We could summon the Skyfisher, but wouldn’t be able to play the [card]Ruin Ghost[/card] and a CIP-tapped land on our next turn. If we summon the Ruin Ghost, we can get more value out of playing a Teetering Peaks and bouncing it when we summon the Skyfisher. We’d end up with three damage for the turn, both creatures in play, and Teetering Peaks still in hand compared with either: 1. two damage, both creatures in play, and Peaks in hand or 2. four damage, only Skyfisher in play, and Peaks in play. We decide to play a Mountain and summon the Ruin Ghost.

Evil plays a Swamp and forges an Explorer’s Scope. He equips his Chosen and attacks and the Scope hits a Swamp [G: 18]. [d: Plains] We play the Teetering Peaks and attack with the Ruin Ghost [E: 17]. Then we summon the Kor Skyfisher and return the Peaks to our hand. Evil plays a Forest and attacks again with the Chosen. The Scope misses this time [G: 16]. However, he still accelerates his next turn by summoning a Greenweaver Druid. He also forges a Kitesail.

[d: Basilisk Collar] We play the Teetering Peaks and pump the Skyfisher again. We attack with our flyer and flicker the Peaks with the Ruin Ghost before damage to add another two [E: 11]. We forge the Basilisk Collar afterwards. Evil equips the Scope to his Greenweaver Druid and attacks with it. The Scope hits a Forest [G: 15]. After combat, Evil plays a Forest, summons a Lotus Cobra, and equips his Nissa’s Chosen with the Kitesail.

[d: Mountain] We’re in a similar position with Slaughter Cry and five lands in our hand. However, we’ve got a much better board position this time. We play the Smoldering Spires, preventing the Chosen from blocking. Then we equip the Skyfisher with the Collar and attack. We flicker the Teetering Peaks again before damage [E: 7; G: 19] and pass the turn.

Evil attacks with everything. The Scope hits a Forest which allows Evil to kill the Kor Skyfisher with a Tomb Hex [G: 13]. [d: Geyser Glider] We play a Plains and attack with the Ruin Ghost [E: 6]. Then we summon the Geyser Glider. Evil equips his Greenweaver Druid with the Kitesail and attacks with everything. The Scope misses. Vines of Vastwood and Groundswell would take us to one. We don’t block [G: 7]. Evil summons an Arbor Elf afterwards and equips it with the Kitesail. [d: Plains] We play a Plains and equip the Geyser Glider with the Basilisk Collar. The Ruin Ghost flickers the Smoldering Spires so that the Arbor Elf can’t block. We attack with the Geyser Glider and pump it with Slaughter Cry to finish Evil off.

Round 2:

Game 1:

We win the roll but stare at an awkward seven cards (Mountain, Teetering Peaks, Steppe Lynx, Goblin Shortcutter, Ruin Ghost, Kor Sanctifiers, and Shatterskull Giant). After a bit of thought, we decide to mulligan. Evil keeps his hand and we keep our six (3 Plains, Teetering Peaks, Goblin Shortcutter, and Plated Geopede). We play the Teetering Peaks and pass while Evil plays a Plains. [d: Slaughter Cry] We play a Plains and summon our entire game plan: Plated Geopede. Evil plays a second Plains and summons a Kor Outfitter.

[d: Mountain] We play a Plains and attack with the Geopede [E: 17]. Then we summon the Goblin Shortcutter. Evil plays an Island and enchants our Teetering Peaks with Spreading Seas. He decides not to attack. [d: Plains] We play a Plains and attack with the Geopede [E: 14] We could have attacked with the Shortcutter also and used Slaughter Cry if Evil blocked which would clear the way for the Shortcutter next turn in addition to being able to play around Pitfall Trap, but not Brave the Elements (we don’t know if Evil has either). However, the value of the Shortcutter is low and we don’t have much pressure on Evil which makes the play questionable if the game goes long. It would be better to use the Slaughter Cry with the Geopede if the board gets cluttered.

Evil plays a Plains and summons a Hedron Rover. [d: Plains] We play a Plains, attack with the Geopede [E: 11], but can do nothing more. Evil plays a Sejiri Refuge [E: 12] and attacks with the Hedron Rover. We decide to not use the Slaughter Cry just yet [G: 16]. Evil summons an Umara Raptor afterwards. [d: Kor Skyfisher] We play a Plains and attack again with the Geopede [E: 9]. Then we summon the Skyfisher and return the Teetering Peaks. Evil plays a Plains and summons a Stonework Puma. Then he attacks with the Hedron Rover and the Umara Raptor. Before blockers, we pump the Skyfisher with Slaughter Cry. It resolves and we block the Raptor [G: 12]. Evil summons a Pilgrim’s Eye afterwards and finds an Island.

[d: Plains] We play a Plains and attack with the Geopede and Skyfisher. Evil blocks neither [E: 4]. Evil plays a Kabira Crossroads [E: 6] and attacks with the Kor Outfitter and Hedron Rover. The Outfitter and Shortcutter trade [G: 8] and Evil passes with three cards in hand and six lands untapped. [d: Basilisk Collar] We forge the Collar and equip it to the Skyfisher. Then we play the Teetering Peaks (pumping the Skyfisher) and attack with our flyer. Evil blocks with his Pilgrim’s Eye [G: 12] and we move the Collar to the Geopede after combat. Evil plays an Island and passes. [d: Ruin Ghost] We equip the Skyfisher and attack with it [E: 4; G: 14]. Then we summon the Ruin Ghost and move the Collar back to the Geopede. Evil concedes.

Sideboard: -1 Cliff Threader; +1 Razor Boomerang.

Game 2:

Evil chooses to play first, but mulligans. We keep our hand (3 Mountain, 2 Plains, Teetering Peaks, and Steppe Lynx). Evil keeps his hand of six cards and plays a Kabira Crossroads [E: 22]. [d: Cosi’s Ravager] We play a Plains and summon the Steppe Lynx. Evil plays an Island and casts an Ior Ruin Expedition. [d: Plains] We play a Mountain and attack with the Lynx [E: 20]. Evil summons an Ondu Cleric [E: 21] but doesn’t have a land to play along with it. [d: Goblin Roughrider]. We play a Mountain, attack with the Steppe Lynx [E: 19], and summon the Roughrider.

Evil plays a second Kabira Crossroads [Ior Ruin: 1] and passes. [d: Basilisk Collar]. We play a Plains and attack with the Lynx and Roughrider [E: 16]. After combat, we summon the Cosi’s Ravager. Evil summons a Kor Firewalker and passes. [d: Geyser Glider] We play a Plains and Evil takes damage from the Ravager [E: 15]. Then we attack with the Steppe Lynx [E: 13] and summon the Geyser Glider afterwards [E: 14]. Evil summons a second Ondu Cleric [E: 18] and passes. [d: Mountain] We forge the Basilisk Collar and equip it to the Cosi’s Ravager. Then we play a Mountain [E: 17; G: 21], equip the Collar to the Steppe Lynx, and attack with the Lynx and Geyser Glider [E: 11; G: 23].

Evil plays a Plains [Ior Ruin: 2] and summons an Emeria Angel. [d: Kor Aeronaut] We summon the Aeronaut (kicked) and give the Roughrider flying. Then we play the Teetering Peaks [E: 10] and pump the Roughrider. After all our triggers resolve, we attack with the Lynx, Glider, and Roughrider. Evil decides he’s had enough of this game and concedes.

Round 3:

Game 1:

We win the roll and choose to play. Our hand is good enough so we keep (2 Mountain, Plains, Goblin Shortcutter, Ruin Ghost, Kor Sanctifiers, and Crusher Zendikon). Evil keeps his hand also. We lead off with a Mountain and pass while Evil plays a Swamp. [d: Steppe Lynx] We play a Plains and summon the Ruin Ghost. Evil kills it with Disfigure before starting his turn. He plays a second Swamp and passes. [d: Smoldering Spires] We summon the Steppe Lynx, play a Mountain, and summon the Goblin Shortcutter.

Evil plays a third Swamp and summons a 2/2 Quag Vampires. [d: Teetering Peaks] We play the Smoldering Spires and safely attack with our two creatures [E: 16]. Then we summon the Kor Sanctifiers. Evil plays a fourth Swamp and summons a Crypt Ripper. [d: Plains] We animate the Smoldering Spires with Crusher Zendikon and pump it with the Teetering Peaks. Then we attack with everything (Lynx, Shortcutter, Sanctifiers, and Zendikon). The Quag Vampires blocks the Shortcutter and the Crypt Ripper blocks the Zendikon [E: 8]. Smoldering Spires returns to our hand.

Evil plays a Grim Discovery to raise his Quag Vampires. He plays another Swamp and summons the Vampires again as a 2/2. [d: Cosi’s Ravager] We summon the Ravager, play the Plains [E: 7], and attack with the Lynx and Sanctifiers [E: 3]. Evil plays an Island and summons a Surrakar Banisher, returning the Kor Sanctifiers to our hand. [d: Basilisk Collar] We replay the Smoldering Spires [E: 2], preventing the Surrakar from blocking. Evil concedes.

Sideboard: -1 Crusher Zendikon; +1 Ruinous Minotaur.

Game 2:

Evil chooses to play first, but mulligans. Our hand is bad as well, so we mulligan along with him (Mountain, Cliff Threader, Goblin Shortcutter, Goblin Roughrider, Ruinous Minotaur, Cosi’s Ravager, and Magma Rift). Evil keeps his six-card hand as do we (Mountain, Smoldering Spires, Steppe Lynx, Plated Geopede, Mordant Dragon, and Slaughter Cry). Evil plays a Jwar Isle Refuge [E: 21] while [d: Ruinous Minotaur] we play the Smoldering Spires. Evil plays a Swamp and passes [d: Plains] while we summon the Plated Geopede.

Evil plays an Island and passes. [d: Mountain] We play a Mountain and attack with the Geopede [E: 18]. Then we summon the Ruinous Minotaur. Evil simply plays another Island and passes. [d: Ruin Ghost] We play the last Mountain and attack with the Minotaur and Geopede. Evil returns the Minotaur to our hand with a kicked Into the Roil [E: 15]. We re-summon the Minotaur after combat along with the Steppe Lynx. Evil plays a Swamp and summons the Surrakar Banisher which returns our Plated Geopede.

[d: Plains] We play the Plains and summon the Plated Geopede. Then we attack with the Minotaur and the Steppe Lynx. The Surrakar blocks the Steppe Lynx and we save it with Slaughter Cry [E: 10]. The Minotaur causes us to sacrifice a Mountain and we pass. Evil summons a Gatekeeper of Malakir. We sacrifice the Minotaur. [d: Plains] We play the Plains and attack with the Lynx and Geopede. Evil blocks the Geopede [E: 8] and we summon the Ruin Ghost.

Evil summons a Bloodhusk Ritualist forcing us to discard the Mordant Dragon. Then he summons a Blood Seeker. [d: Geyser Glider] We attack with the Geopede and flicker a Plains with the Ruin Ghost [E: 5]. Then we summon the [card]Geyser Glider[/card] [G: 19]. Evil is too far behind in the game and con