The second weekend of SOI drafting supplied two fun decks. Well, they were fun to play, anyway. Not sure how much fun they were to play against.
The Saturday deck was a GW delirium deck pulled out of mediocrity to a 2-1 finish by its rares,
Soul Swallower and
Archangel Avacyn. Deck was not consistent enough, but with the right draw, it was unbeatable. I lost the finals to an aggro RB build.
What I wish to write about, though, is the Sunday deck. UG mysteries.
The draft started by a p1p1
Diregraf Colossus. I'd take good removal over that, but there wasn't any in the pack. Green seemed open, so I grabbed a few value critters and a Vessel, trying for GB delirium. At end of pack one, it was pretty obvious that black was completely cut, and both green and blue were open. And a few picks into pack two, I was passed
Startled Awake. And changed directions again, to UG.
As much as I'd like to pretend that I knew what I was doing, I had a lot to learn. Above all, I did not have enough faith in my plan, so I left an
Epitaph Golem and
Fleeting Memories in the sideboard. I boarded in the Memories every time, over
Magnifying Glass or
Press for Answers. In case it's not obvious, the plan is to deck the opponent, and I did that in five (OK, technically four) of the six games I won. And I lost a game to decking myself.
So, what I learned about the art of decking, Shadows-style:
- The engine that makes this deck tick is hidden in the bottom left corner of the picture: two copies of the best green common. Playing this on turn one guarantees a relevant three or four drop, whichever one you need more. And it also finds the key enchantments, or lands if that's what you are missing. Also, it can single-handedly get you to delirium in GB or GW.
- Watcher in the Web is the way you make sure you don't die before your play comes to fruition. Three may seem a lot, but they are very necessary.
- The engine cards, Erdwal Illuminator, Ulvenwald Mysteries, and Graf Mole, are all uncommon, but except for the Mysteries, nobody else is interested. I also got Epiphany seventh pick pack two, and Ego fourth pick pack three. For some reason, people are not drafting blue. Strange.
- Getting to five mana is crucial, so the Dryad and the Glass. I was never sorry to see the Dryad.
- All you want to do early is trade your blockers, preferably for their critters, and generate clues in the process. Couriers and Explorers are your friends here.
- Duskwatch Recruiter was just a two-drop here, I never used his ability. It did flip a few times, so it wasn't just a bear.
- Epiphany is very aptly named. O boy, did I underestimate that card! Once you stabilize, it reads, pay eight mana, draw four cards. Draw four. Now how do four people pass that?
- Confront the Unknown is a fine card, I'd play a second copy if I had it. It's cheap, and it cycles.
- Startled Awake is flashy, but Fleeting Memories works just as well. Thing is, the Nightmare just never hits them. A few copies of Just the Wind would help, but that is one of the few blue cards that are hard to get.
As I mentioned, the game were fun and challenging.
Round one was against RB critters. A player returning after a few years. He wasn't very fast, so we stalled, he got Startled, and the game got to 3-2 in cards left in library, with him slated to lose to decking. He went all in, I blocked leaving him with three irrelevant tapped critters, and just as I was about to hit F6 for my turn, I noticed that he had no blockers, no cards in hand, was at 28 life, and I had 28 power on board. So I swung for lethal instead, even though I had the game won in the preferred (decking) fashion. Game two, I boarded
Fleeting Memories and decked him a lot faster.
Round two was against UB zombies. Surprisingly resilient deck, with two
Drunau Corpse Trawlers, the lifegain skulkers, and some blue fliers. This is where I managed to deck myself, after Startling him first. Such is the power of Vessels and Epiphany. Again, Memories helped to win game two, although it got closer than I'd like after he resolved an
Elusive Tormentor. Game three, he was a bit stuck on mana (got to four only, and couldn't play spells and activate Trawler at the same time) and I actually won the game attacking before he was able to draw out of it.
Round three was against GW humans. I was scared of this matchup the whole day, but I drew well, and even assembled the whole combo in game two:
Erdwal Illuminator,
Graf Mole,
Fleeting Memories, to climb back into the game from three life and deck him. He commented that I was living the dream that game. And so I was.
So far, I'm enjoying Shadows draft immensely. I guess the secret Vessel technology is out now, but so what I'll just first-pick it in the future