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PostPosted: Wed Aug 13, 2014 6:02 pm 
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This deck went 3-0 across matches in a team draft, 6-2 across games, losing only to a resolved Garruk after I mulled to 5 and kept a 1-lander (on the draw) and again to a double spectral ward deck again on the draw. I mentioned this in another thread and realize I got the curve wrong, but oh well:

3 x Frenzied Goblin
1 x Foundry Street Denizen
2 x Generator Servant
1 x Borderland Marauder
2 x Rummaging Goblin
2 x Belligerent Sliver
2 x Goblin Roughrider
1 x Netcaster Spider
1 x Kird Chieftan
1 x Kurkesh, Onakke Ancient
2 x Paragon of Fierce Defiance
1 x Thundering Giant

2 x Hammerhand

1 x Feral Incantation

1 x Obelisk of Urd

10 x Mountain
7 x Forest


This deck was insanely powerful and straightforward to pilot. Every single card did a ton of work, except for Thundering Giant, which I never drew.

Anyway, thought I'd share.

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PostPosted: Wed Aug 13, 2014 10:32 pm 
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Double rough rider double paragon seems good.

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PostPosted: Wed Aug 13, 2014 11:55 pm 
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Less important that triple frenzied and obelisk.

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PostPosted: Thu Aug 14, 2014 3:06 am 
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Congrats on the win, nice curve you got there :) I like how Frenzied Goblin and Hammerhand take the place of removal, aggro only needs removal to get blockers out of the way anyway.

What's a team draft? Do you think this would do well in a normal draft too? And how early did you pick the Obelisk and the Paragons? Isn't this a 16-lander?

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PostPosted: Thu Aug 14, 2014 7:30 am 
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Awesome deck, I would love to play it.

What was P1P1?


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PostPosted: Thu Aug 14, 2014 8:22 am 
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@Z Good Questions! Team draft is a 6-person pod format that runs like a normal draft, except the "match" happens across three games running simultaneously. Your record is based on how your whole team performs, so if you win, Zen wins, and I lose, our record is 2-1 and we move on to the next round. However, given we weren't at a big tournament, we just played each opponent in our pod.

It's different than normal draft because signaling matters and hate drafting matters. You can get a feel for what everyone in the draft is drafting; for example, I knew the guy to my left was in white, my teammate to his left was in blue, the guy to my right was in blue, and the seats farthest from me I knew one of them were in black. (Turns out both were.) Reading the signals is easier because you can count the rares/uncommons in the pack and see how they lead back to the person who opened the pack, then use this information alongside what you see wheel and such.

Paragons one was a pick 4 and Paragon two was a pick 5, respectively. The only other person in red was my teammate, and he drafted all the removal, which is why I got all the creatures.

I think this would fo very well in a normal draft. It's certainly better than most draft decks because it's so linear and aggressive. I don't think it would win a pod, if only because it has no removal whatsoever and I literally had a torch fiend and a naturalize in my sideboard, the rest was hate. So, barring cone of flame and festergloom, I think this would do well. The feral incantation, obelisk, and thundering giant, alongside the damage evasion via the ape and the goblins, really sync well together.

Obelisk was a very late pick in pack 2, maybe as late as 10, but probably around 9. At that point I had 2 frenzied goblins, one rough rider, and one rummaging goblin. After I just drafted every goblin to come my way. It was a fantastic card for me, because several times when this deck ran out of steam and my opponent's creatures were superior to my board, I managed to upgrade my board with it. I definitely had a 6/5 roughrider (+Paragon) at one point that just dominated the game.

I make it a rule to never run 16 lands unless my curve stops at 4. The thundering giant alone is reason enough to run the 17th land, however, I do have a 6-drop and a 9-drop respectively, even if they're technically lower in curve than that via convoke. I know each time I cast feral incantation (is it invocation? it probably is. oops.) I had to tap down my entire board to do it, so I definitely utilized all my land drops. Also, those frenzied goblins need red mana, and the hammerhands and the paragon's hasting ability all technically could be considered to bump my curve up a bit. I was never sad to draw lands, and one of my losses came from not drawing lands.

@ajunior P1P1 was the ape. It's a bomb. A 4-mana 4/4 that's easily splashable and provides inevitability via a mana sink in a format where the winner is usually the ones with the best 3-drops and removal. When I resolved this guy, I won, plain and simple. My next five cards were red cards, and once I snagged a runeclaw bear and a netcaster spider, I felt pretty solid into RG. (I ended up not maindecking the bear just bc, as good as it is, I didn't trust I could always start with a forest in-hand and thus curve out w/ the bear.)

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PostPosted: Thu Aug 14, 2014 10:45 am 
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I thought rough riders were rabble masters!!!!

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PostPosted: Thu Aug 14, 2014 10:56 am 
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Zenbitz wrote:
I thought rough riders were rabble masters!!!!


that would have been table-flippin' amazing!

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PostPosted: Thu Aug 14, 2014 11:00 am 
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What did you learn?

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