Pack 1 pick 1:
Hideous End is the best choice. It’s a versatile removal spell that minimizes its mana cost by helping with the damage race. Guul Draz Specter is only okay because it’s slow and vulnerable to virtually everything. Windborne Charge is another good card. It’s one of the best finisher cards that white has. Goblin Shortcutter is the next best card. However, its power level isn’t quite as high as the other cards.
My pick: Hideous End
Pack 1 pick 2:
This pack is quite good. There is an uncommon missing. Plated Geopede, Sphinx of Jwar Isle, and Surrakar Marauder are the best cards. Kor Aeronaut and Heartstabber Mosquito would be comparable to each other. In black/white, awkward mana can often be problematic for curving out. As a result, Kor Aeronaut and other double-color cards become turn four spells depending on what lands are drawn. Because of this, Heartstabber Mosquito becomes slightly better because of its kicker. Between Plated Geopede, Sphinx of Jwar Isle, and Surrakar Marauder, the most powerful card is Sphinx of Jwar Isle. It’s a bomb; a large untargetable dragon. Plated Geopede is the best card when curving out undisturbed simply because it does considerable damage and is virtually unblockable in the first few attacks. However, games don’t always go according to plan. They aren’t always one-sided blowouts by someone with an early Adventuring Gear and Steppe Lynx. When two decks have expended their resources and start playing off the top (of their deck), bombs will win.
My pick: Sphinx of Jwar Isle
Pack 1 pick 3:
We’ve hit a roadblock. There aren’t any good black or blue options. Tuktuk Grunts and Magma Rift don’t help stop an early rush. The best card is Oran-Rief Survivalist. Green can stop quick openings with Oran-Rief Survivalist, Nissa’s Chosen, Oran-Rief Recluse, and Grazing Gladehart to get to the point where Sphinx of Jwar Isle would win.
My pick: Oran-Rief Survivalist
Pack 1 pick 4:
Seeing Kor Sanctifiers and (especially) Kor Skyfisher tell us white is open. However, there is a better option: Merfolk Seastalkers. It’s another card that will dominate the late game. Green and white will have significant problems dealing with Merfolk Seastalkers. It’s a good enough card to pass up on the white and continue cutting blue to make sure we can play the Sphinx.
My pick: Merfolk Seastalkers
Pack 1 pick 5:
Joraga Bard is on the verge of too slow. It would be fine in conjunction with Oran-Rief Survivalist, but not on its own. Into the Roil is the best choice. It’s a good utility spell that functions both on offense and defense. It will help get you out of many different situations.
My pick: Into the Roil
Pack 1 pick 6:
There are a few options here. I dislike Aether Figment and Harrow in this situation. They are both fine cards. Aether Figment is on the slow side. Harrow isn’t impressive without other cards that benefit from lands coming into play. As a ‘mana ramp’ card, it’s inferior to Greenweaver Druid unless it’s fixing your colors also. The pick is between Nissa’s Chosen and Greenweaver Druid. The Druid would help accelerate into Sphinx of Jwar Isle and allow us to use Merfolk Seastalkers more efficiently. Nissa’s Chosen would act as a good early creature. Nissa’s Chosen is more difficult to cast but will provide better support. In situations where you have either card, Greenweaver Druid won’t be able to help stave off attackers like Nissa’s Chosen will. The tradeoff is that Greenweaver Druid will allow you to summon bigger creatures sooner and perform the same role that Nissa’s Chosen does. However, there is the problem of drawing the proper mix of spells. Sometimes you don’t draw any expensive spells. Nissa’s Chosen does more by itself, and earlier.
My pick: Nissa’s Chosen
Pack 1 pick 7:
Gomazoa is another sign that blue is open. It’s a good defensive creature that will deal with almost every creature. Additionally, it provides even more use for Into the Roil (bouncing in response to the reshuffle ability).
My pick: Gomazoa
Pack 1 pick 8:
Windrider Eel is the easy choice here.
My pick: Windrider Eel
Pack 1 pick 9:
I certainly didn’t expect Windborne Charge to wheel. Spreading Seas is underrated. I’d say it’s better than Ior Ruin Expedition in most cases because it will randomly hose an opponent, buying you time in the process, and draws a card immediately whereas Ior Ruin Expedition will only provide one extra card at least two turns from the time you play it (barring Harrow, Kor Cartographer, et al). With that said, Reckless Scholar is the best card in the pack. It doesn’t block very well. However, being able to filter draws is still a useful ability, especially past turn five.
My pick: Reckless Scholar
Pack 1 pick 10:
Oran-Rief Recluse is another underrated green card. It’s not just good against flyers. A 1/3 blocks most creatures just fine.
My pick: Oran-Rief Recluse
Pack 1 pick 11:
Cancel and Zendikar Farguide are unlikely to make it to the maindeck. Zendikar Farguide is less applicable than Cancel is as a sideboard option, but is more efficient when it gets brought in. Cancel isn’t good in a deck with a lot of expensive spells because you won’t be able to execute your game plan efficiently. When you have a hand of four spells that cost at least four mana, holding mana up to cast Cancel isn’t a process that you want to repeat many times.
My pick: Zendikar Farguide
Pack 1 pick 12:
Passing the late Windborne Charge was enough of a signal. Hating Brave the Elements is fine. It’s not exactly a card you want to play against.
My pick: Brave the Elements
Pack 1 pick 13:
My pick: Trapmaker’s Snare
Pack 1 pick 14:
My pick: Spreading Seas
Pack 1 pick 15:
Pack one went well considering we got cut off pretty hard from black. Hopefully we can bolster our Ally package with an Umara Raptor and more Oran-Rief Survivalists. I suspect that black may be open during pack two because of how little was passed during pack one.
Pack 2 pick 1:
Living Tsunami is an excellent card. There isn’t much else that compares to it in the pack. Oran-Rief Recluse doesn’t come close. Living Tsunami is efficient, flies, and enables Landfall while being able to use Reckless Scholar to draw into more spells later on.
My pick: Living Tsunami
Pack 2 pick 2:
There are fewer options here than last pack. Umara Raptor is the only option, but still a good one.
My pick: Umara Raptor
Pack 2 pick 3:
Paralyzing Grasp would be fine in this deck. There are enough flyers for it to be good while on offense. Baloth Cage Trap is a bit overrated. It’s usually easy to tell when someone has it and becomes almost comparable to Territorial Baloth. Vines of Vastwood is the last card to consider. It’s similar to Paralyzing Grasp in that it can serve as a removal spell if you can connect with it during combat. Additionally, Vines is more useful on offense because it will hit the opponent for four extra damage, allow you to break through against flyers, or just counter an opponent’s trick.
My pick: Vines of Vastwood
Pack 2 pick 4:
Tajuru Archer would help pump Oran-Rief Survivalist and Umara Raptor, but wouldn’t be useful otherwise. This deck isn’t vulnerable to flyers. Again, there’s the combination of Vines of Vastwood/Paralyzing Grasp. Neither is as good as Windrider Eel because it’s so good on offense. By itself, the Eel should be able to attack through most other creatures. There are enough green creatures/early drops to make Paralyzing Grasp unnecessary (Paralyzing Grasp is the best card of the three when on defense).
My pick: Windrider Eel
Pack 2 pick 5:
Kabira Crossroads is good with Living Tsunami. However, the mana will get awkward in a non-white deck with Nissa’s Chosen and Living Tsunami. Mold Shambler is the next best option. The kicker makes it very useful at times, although a Hill Giant is usually fine as well.
My pick: Mold Shambler
Pack 2 pick 6:
Archive Trap and Summoner’s Bane are both niche cards. Summoner’s Bane is okay (like Cancel) if you can get ahead. Archive Trap is less useful, though more powerful when enough mill cards are opened. When you consider the higher curve of this deck, Archive Trap is the better option despite not having seen any other cards that have synergy with it because the option may be available later on.
My pick: Archive Trap
Pack 2 pick 7:
Kraken Hatchling is a good choice. It will make racing the deck’s flyers difficult. Grappling Hook is expensive to use and would be better suited in a deck with a lower curve. Tanglesap is another underrated card in this archetype. When there isn’t much interaction during combat, fog gets much better.
My pick: Kraken Hatchling
Pack 2 pick 8:
Hedron Crab compliments Archive Trap and potentially gives the deck a plan B.
My pick: Hedron Crab
Pack 2 pick 9:
I already made the comparison of Spreading Seas to Ior Ruin Expedition (pack 1 pick 9).
My pick: Spreading Seas
Pack 2 pick 10:
Tempest Owl can be useful when facing another blue deck with flyers. It will help set up a sequence of attacks that will win the game.
My pick: Tempest Owl
Pack 2 pick 11:
My pick: Trapfinder’s Trick
Pack 2 pick 12:
Soaring Seacliff is useful with Oran-Rief Recluse and Living Tsunami.
My pick: Soaring Seacliff
Pack 2 pick 13:
My pick: Ior Ruin Expedition
Pack 2 pick 14:
My pick: Trapfinder’s Trick
Pack 2 pick 15:
Pack two was good. I expected to see more green. Nissa’s Chosen is going to be more difficult to summon than expected initially. However, there were still enough playable blue cards in the pack to make up for the shortage of green spells.
Pack 3 pick 1:
Gigantiform is another bomb. It’s the best green card. With the help of Vines of Vastwood and the plethora of flying creatures, it should be easy enough to win every time it’s cast.
My pick: Gigantiform
Pack 3 pick 2:
Jeez, this pack is a curveball. Sorin Markov is the best card in the set and we already have a Hideous End from pack one. The green cards that we have that we would play in the main are Nissa’s Chosen, Oran-Rief Survivalist, Oran-Rief Recluse, Mold Shambler, Vines of Vastwood, and Gigantiform. That leaves us with fifteen blue/black cards (excluding Sorin Markov) if we make the jump back into black. If we ignore black and take a blue/green card, the best choice would be Into the Roil because Kraken Hatchling is more likely to wheel when you consider how the first two packs ended up. Sorin Markov and Hideous End are better than the green cards. Even if we don’t get any more black cards, there should be enough blue in pack three to compensate for the shortage.
My pick: Sorin Markov
Pack 3 pick 3:
Surrakar Marauder is good. Grim Discovery, Ior Ruin Expedition, and Bog Tatters are not comparable. They’re less efficient.
My pick: Surrakar Marauder
Pack 3 pick 4:
Guul Draz Vampire is okay in a deck with flyers. It’s comparable to when put into a fast deck with Vampire Lacerators. Surrakar Marauder is better on its own (similar to the Greenweaver Druid/Nissa’s Chosen comparison). It’s not much smaller than a full-fledged Guul Draz Vampire. You won’t always be able to attack as soon as you’d like to. As a result, Guul Draz Vampire will be an underwhelming 1/1. Surrakar Marauder is going to be more consistent because it only requires you to play lands instead of playing other creatures and attacking with them.
My pick: Surrakar Marauder
Pack 3 pick 5:
Green made up most of our defensive creatures. Excluding the two removal spells, we only have Kraken Hatchling and Gomazoa for early defense. With only one Umara Raptor, Stonework Puma becomes much weaker than when we had the Oran-Rief Survivalist. Welkin Tern and Giant Scorpion are the two choices. If we were at the start of the draft, then Welkin Tern would be the better choice because it’s uncertain what the final deck would look like. The format provides more benefits for attacking which is where Welkin Tern is better. However, now that we’ve got a good idea of what the deck can do, taking Giant Scorpion is better. There are already many flyers in addition to cards that win in the late game (Sorin Markov, Sphinx of Jwar Isle, and Merfolk Seastalkers).
My pick: Giant Scorpion
Pack 3 pick 6:
There are a “few” options here. Surrakar Marauder, Umara Raptor, and Roil Elemental are the three choices. Surrakar Marauder and Umara Raptor are both similar. They’re cheap evasive creatures. Umara Raptor is more likely to be unblockable because it doesn’t require lands to be. Allies get better in multiples. Roil Elemental isn’t a bomb. It has a powerful effect once you can play your seventh land and start stealing creatures. The main problem with Roil Elemental is its toughness. Two toughness makes it vulnerable to every removal spell and terrible in combat. When a six-mana creature can be killed by anything and can’t block, it isn’t very good. If there weren’t a lot of creatures in the deck that demanded removal (flyers, Merfolk Seastalkers), Roil Elemental would be especially bad. An opposing deck could just trade its creatures for ours and save their removal for the creatures that actually mattered. However, with all the flyers in this deck, trading in combat isn’t as likely which makes Roil Elemental better.
My pick: Roil Elemental
Pack 3 pick 7:
Windrider Eel is much better than Summoner’s Bane because of the mana curve of the deck.
My pick: Windrider Eel
Pack 3 pick 8:
Welkin Tern is the only card to consider here.
My pick: Welkin Tern
Pack 3 pick 9:
Earlier with Zendikar Farguide, I mentioned that an evasive creature is going to be more effective than a counterspell. Considering the amount of flyers/Marauders along with Roil Elemental, Sphinx of Jwar Isle, and Sorin Markov, having a counterspell to protect our bombs will be more useful than Bog Tatters.
My pick: Cancel
Pack 3 pick 10:
Having a triple-color spell in the color with fewer spells makes mana very problematic. We want to be able to play Sorin Markov on turn six if possible. That will require at least eight sources of black mana. Jwar Isle Refuge is going to be more useful than a second Kraken Hatchling.
My pick: Jwar Isle Refuge
Pack 3 pick 11:
My pick: Bog Tatters
Pack 3 pick 12:
Having access to one Lethargy Trap is always useful.
My pick: Lethargy Trap
Pack 3 pick 13:
Blue was obviously the color to be in, especially in all these 4-3-2-2 queues.
My pick: Welkin Tern
Pack 3 pick 14:
Pack 3 pick 15:
The draft went well. What I found interesting (the primary reason why I wrote about this draft) was the shift that the deck went through from BLUE/x to blue/green back to BLUE/black despite having excellent green cards. There are a few choices about the last few cards to play:
1. There is a milling package option. Hedron Crab, Archive Trap, and Trapmaker’s Snare would allow us to win if we were unable to break through. However, Roil Elemental, Sorin Markov, and Merfolk Seastalkers should provide enough support to make the milling cards unnecessary.
2. Spreading Seas is fine against most decks. When we don’t have a Welkin Tern/Surrakar Marauder to play on turn two, Spreading Seas will give us an additional option which should help prevent the opponent from curving out.
3. Cancel will protect our bombs.
We keep seven on the play (Jwar Isle Refuge, Island, Surrakar Marauder, Giant Scorpion, Umara Raptor, Spreading Seas, and Cancel). We play Jwar Isle Refuge [G: 21] while Evil summons Guul Draz Vampire. [d: Sorin Markov] Since we have not drawn a land, we opt to wreak havoc on Evil’s manabase with Spreading Seas [d: Gomazoa]. Evil attacks us [G: 20] and plays a Mountain. [d: Windrider Eel] Our only remaining play is to summon Surrakar Marauder. Evil does not like racing and holds his forces back while playing a Swamp.
[d: Swamp] We attack with Surrakar Marauder. Evil is ready to trade to clear our board, but we are ready with reinforcements. We summon an Umara Raptor, but Evil uses Disfigure to kill it. It would seem that the Spreading Seas is preventing Evil from playing any spells. He plays a second Mountain and passes. [d: Welkin Tern] We summon Gomazoa even though we have the option to summon Giant Scorpion or Welkin Tern. Having the jellyfish active seems better than being able to attack for one with Giant Scorpion. It would be better to wait for five mana and summon Welkin Tern with Cancel back-up.
Evil plays another Mountain and passes again. [d: Into the Roil] We summon Giant Scorpion and pass. Evil plays a fourth Mountain. [d: Island] Giant Scorpion attacks [E: 19] and we summon Windrider Eel. Evil plays a Mountain and summons Murasa Pyromancer, but the Ally is unable to kill anything. [d: Roil Elemental] Giant Scorpion and Windrider Eel attack [E: 16]. It seems like Evil is setting up for his next turn so we choose to wait on summoning Welkin Tern and hold up Cancel or Into the Roil (w/ kicker).
Evil summons Tuktuk Grunts. We let the Ally come into play but use Into the Roil (w/ kicker) [d: Island] to return Murasa Pyromancer to Evil’s hand. [d: Windrider Eel] We play the Island and attack Evil with Giant Scorpion and Windrider Eel [E: 11]. Afterwards, we summon Welkin Tern and wait with Cancel to stop the Murasa Pyromancer from resolving. Evil summons his Pyromancer again, but we are ready with Cancel. Frustrated, he attacks us with Tuktuk Grunts. Gomazoa and the Grunts are shuffled back into our decks, but not before Evil uses Burst Lightning to kill our Windrider Eel.
[d: Sphinx of Jwar Isle] We attack back with Welkin Tern and Giant Scorpion [E: 8]. Then we summon the other Windrider Eel. Evil summons a Giant Scorpion of his own. [d: Island] We play the Island and attack with everything. The Scorpions trade [E: 2] and we summon Sphinx of Jwar Isle (seeing Swamp on top). Evil concedes.
Sideboard: -1 Lethargy Trap; +1 Bog Tatters.
We keep seven on the draw (4 Islands, Kraken Hatchling, Spreading Seas, and Windrider Eel). Evil summons his Guul Draz Vampire on turn one again. [d: Island] We summon Kraken Hatchling to defend ourselves. Evil attacks us with the Vampire but it can’t climb over our wall. Evil summons a Surrakar Marauder afterwards. [d: Swamp] We play Island and use Spreading Seas [d: Welkin Tern] to turn Evil’s Swamp into an Island with the hopes that it will shut him down as much as it did in the first game.
Evil attacks with his Guul Draz Vampire and Surrakar Marauder. Kraken Hatchling blocks the Marauder [G: 19]. Evil plays a Zektar Shrine Expedition. [d: Bog Tatters] We play our Swamp and summon Welkin Tern. Evil finds a Swamp and attacks with both creatures. We can only block the Guul Draz Vampire [G: 17]. Evil has no plays afterwards. [d: Swamp] We attack with Welkin Tern [E: 18] and summon Windrider Eel. Evil is ready with Disfigure to kill the troublesome flyer.
Evil attacks again with Surrakar Marauder and Guul Draz Vampire. However this time he hasn’t played a land so our Kraken Hatchling can block his 2/1 [G: 16]. [d: Living Tsunami] Welkin Tern attacks [E: 16] and we summon Bog Tatters. Evil plays a Mountain and attacks with his Marauder. We don’t want to block with our Bog Tatters [G: 14]. [d: Windrider Eel] Bog Tatters and Welkin Tern counter-attack. Evil can do nothing [E: 10]. Living Tsunami is summoned in the hopes of finishing Evil off next turn. Evil surveys the battlefield and concedes; his hand full of double-black cards.
Evil mulligans to six and we keep seven on the draw (2 Islands, Kraken Hatchling, Umara Raptor, Hideous End, Windrider Eel, and Sphinx of Jwar Isle). Evil forges an Adventuring Gear with a Forest [d: Cancel] while we summon a Kraken Hatchling. “Evil feels silly” and passes the turn with no plays. [d: Swamp] We play the Swamp and pass. Evil has nothing to play for a second turn [d: Welkin Tern] while we summon the Umara Raptor.
Evil finally finds a second Forest and summons Nissa’s Chosen. [d: Jwar Isle Refuge] We attack with Umara Raptor [E: 18], play Jwar Isle Refuge [G: 21], and summon Welkin Tern. Evil plays a Forest and summons an Oran-Rief Recluse. The troublesome spider threatens to obstruct our flyers. However, we have been fortunate to draw two Swamps for Hideous End. [d: Island] Hideous End kills the Oran-Rief Recluse [E: 16] and clears the way for our two flyers to attack [E: 12]. We play an Island afterwards. Evil draws and concedes knowing he can’t come back.
We keep seven on the draw (Island, Swamp, Welkin Tern, Spreading Seas, Hideous End, Living Tsunami, and Sorin Markov). Evil plays a Forest and forges a Spidersilk Net. [d: Swamp] We play an Island. Evil plays a Mountain and summons an Oran-Rief Survivalist. [d: Swamp] We answer back by summoning Welkin Tern. Evil suits up his Survivalist with a Goblin War Paint and brings the pain [G: 16]. [d: Island] We attack back [E: 18] and play Hideous End during Evil’s upkeep to destroy his Ally [E: 16].
Evil plays a second Mountain and summons a Timbermaw Larva. [d: Windrider Eel] Welkin Tern attacks again [E: 14] and we summon our Windrider Eel. Evil plays Adventuring Gear and equips it to his Timbermaw Larva. Afterwards, he plays a Mountain and attacks. The monstrous 6/6 hits us hard [G: 10] and is then equipped with the Spidersilk Net. [d: Island] We turn one of Evil’s two Forests into an Island with Spreading Seas [d: Windrider Eel], play the Island, and attack with both creatures [E: 8].
Evil plays a Mountain and attacks with his Timbermaw Larva [G: 5]. He summons Oran-Rief Recluse and equips it with the Spidersilk Net. [d: Into the Roil] We play our Swamp and cast Sorin Markov. The powerful Planeswalker devours the Timbermaw Larva [G: 7]. Evil plays an Expedition Map and passes. [d: Swamp] We play Into the Roil (w/ kicker) to remove Evil’s Oran-Rief Recluse from the battlefield, play our Swamp, and attack [E: 2]. Sorin Markov ends the suffering as he feasts on Evil’s tattered form.
We keep seven on the play (2 Islands, 2 Swamps, Gomazoa, Cancel, and Windrider Eel). We play an Island while Evil shows us a Swamp and forges a Spidersilk Net. [d: Windrider Eel] We play a Swamp. Evil plays a second Swamp and summons a Blood Seeker. [d: Island] We play an Island, summon a Gomazoa, and get drained by the vampire [G: 19]. Evil summons a Vampire Hexmage. [d: Into the Roil] We summon a Windrider Eel and lose a life [G: 18].
Evil plays a Soul Stair Expedition, a third Swamp, and then casts Feast of Blood to destroy our Windrider Eel [E: 24]. [d: Island] We summon our second Windrider Eel but do not play a fifth land. Blood Seeker drains us [G: 17]. Evil equips his Vampire Hexmage with Spidersilk Net. [d: Sphinx of Jwar Isle] We play an Island and attack. Evil plays Vampire’s Bite on his Hexmage before blocking, but we use Cancel to stop it [E: 20].
Evil still doesn’t have a fourth land. He summons Mindless Null. [d: Jwar Isle Refuge] We play an Island and attack with Windrider Eel [E: 16]. Afterwards, we summon the Sphinx and get drained by the Blood Seeker [G: 16]. Evil plays a Swamp and summons a Heartstabber Mosquito. [d: Kraken Hatchling] We play Jwar Isle Refuge [G: 17] and attack with our flyers. Evil blocks Windrider Eel with Vampire Hexmage and the Heartstabber Mosquito. Before damage, we cast Into the Roil (w/ kicker) [d: Merfolk Seastalkers] to bounce the Mosquito and prevent our Eel from dying [E: 11]. We summon the Kraken Hatchling after combat and get pinged for one [G: 16].
Evil replays the Heartstabber Mosquito on his turn. [d: Island] We play the Island and attack with the two flyers. Evil uses his Mosquito to block the Sphinx [E: 7] and we summon the Merfolk Seastalkers [G: 15]. Evil doesn’t draw a land to use let him use his Soul Stair Expedition to get back his flyer. Having no options, he concedes.
Sideboard: -1 Spreading Seas, -1 Hideous End; +1 Bog Tatters, +1 Ior Ruin Expedition.
We keep seven on the draw (Swamp, Island, 2 Surrakar Marauder, Ior Ruin Expedition, Umara Raptor, and Windrider Eel). Evil forges his Spidersilk Net on turn one for the second time and summons a Guul Draz Vampire. [d: Island] We play an Island and pass. Evil wastes no time and attacks with his Vampire after summoning another one [G: 19]. [d: Swamp] We play a Swamp and cast Ior Ruin Expedition. It is better to play the Expedition than the Surrakar Marauder because it’s unlikely that Evil will be able to attack us next turn when we summon our Umara Raptor. Without knowing what we will draw, it is better to ensure that the Expedition will be able to draw cards.
Evil plays a Swamp, equips one of his Guul Draz Vampires and attacks with both [G: 17]. [d: Island] We play an Island and summon the Umara Raptor. Evil summons a Hagra Crocodile. [d: Jwar Isle Refuge] We play a Swamp and summon a Windrider Eel. Evil plays a Swamp, equips his Crocodile with the Spidersilk Net, and attacks. We have no good blocks [G: 12]. Afterwards, Evil re-equips his Guul Draz Vampire. [d: Cancel] We play an Island and sacrifice Ior Ruin Expedition [d: Welkin Tern, Island]. Then we attack with Windrider Eel. Evil can’t block is profitably [E: 16]. Then we summon a Surrakar Marauder. Evil repeats his last turn, playing a land, equipping the Crocodile, and attacking with it. Surrakar Marauder jumps in front of the Crocodile. Evil moves the Net back over to a Guul Draz Vampire.
[d: Roil Elemental] We play Jwar Isle Refuge [G: 13], attack with Windrider Eel [E: 12], and summon our last Surrakar Marauder. Evil plays a Swamp and attacks with his Hagra Crocodile. We block with Umara Raptor and Surrakar Marauder. Evil summons a Heartstabber Mosquito (w/ kicker), but we have Cancel to stop it. [d: Welkin Tern] We summon Roil Elemental and play our Island, taking Evil’s Guul Draz Vampire with Spidersilk Net (this was actually a mistake. It would have been better to take the un-equipped vampire in case Evil had Marsh Casualties). Then we attack Evil with the Windrider Eel [E: 8].
Evil summons a Blood Seeker and plays Quest for the Gravelord without moving his Spidersilk Net over to his other vampire. [d: Reckless Scholar] We attack Evil with everything. His Guul Draz Vampire dies to the one we stole [E: 3]. We summon a Welkin Tern and pass. Evil draws and concedes. We are victorious.