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PostPosted: Wed Sep 02, 2015 8:03 am 
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I'd pick Disciple here, I think. But not be happy about passing the other cards.

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PostPosted: Wed Sep 02, 2015 9:10 am 
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I take Wild Instincts over Pharika's Disciple every time, in any green draft, so I'll change my vote to Instincts

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PostPosted: Wed Sep 02, 2015 9:56 am 
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I do too. I can't believe how many people are voting for a solid (and only solid) creature over removal with this many relevant picks left.

Edit: I do too meaning I take Wild Instincts over Disciple almost every time, not that I am also changing my vote.


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PostPosted: Wed Sep 02, 2015 11:04 am 
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On javelin vs. instincts:
They are both 4 mana sorceries. Javelin gets you a scry and can kill something from an empty board AND is reach. Instinct can go much bigger, but hey, you are green. What dies to instincts but not javelin that you cannot block? Alhammaret? Deep-Sea Terror?

We are way more likely to get passed an instincts than a javelin in pack 3 (or even later this pack).

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PostPosted: Wed Sep 02, 2015 11:29 am 
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mm. Change vote to Javelin

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PostPosted: Wed Sep 02, 2015 12:36 pm 
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PostPosted: Wed Sep 02, 2015 1:47 pm 
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Brutal. Outside of the two uncommons, there are no good cards here. The way I see it, we have 3 options.

1. Take one of the uncommons and potentially go 3 color to get enough playables.

2. Take Pilgramage and try to go ramp.

3. Take the scout because it is a 2 drop.

My vote will be for the scout, but none are good options. At least the scout combos with our killer Piledriver/Fodder duo! :ookay:


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PostPosted: Wed Sep 02, 2015 2:19 pm 
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Worrying about playables at this point is ridiculous. We have 9 cards that easily go into a RG deck, 2 more if Fodder/Piledriver prove doable. You only need 23 cards for the deck. Let's say we disregard the last 5 picks of this pack and the next pack. That's still 18 chances to accumulate the 12-14 cards we'd need. If we take Tower Geist or Shaman of the Pack, it's for the grabbing a great card, not because we need a third color to fill out our deck. I'm actually very willing to change colors deep into a draft if I feel there's good reason to do so. The way this format has worked out, though, Subterranean Scout is actually really good. That 1-toughness is bothersome, but otherwise it's an aggressive curve-filler that has late-game potential, which is a solid stat-line for this particular format. I'd be more inclined to take the Tower Geist had we taken a green card over Javelin, especially considering the Disperse sitting in our pool, but at this point I think the Scout is just as valuable, if not more.

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PostPosted: Wed Sep 02, 2015 2:44 pm 
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Ok, sure. But switch "playables" with "good cards" for my point to present itself. We are already really light after pack 1, adding a good card vs a solid card was my point.

But I will disagree that the scout is really good because of how our draft has panned out. Sure, we need a 2 drop. But it is a 2/1 which is the starting point for 2 drops. It's bonus doesn't really help our deck right now. What are you hoping to push through, the Llanowar Empath? We don't know that we are a beat down deck and after pack 1, it looks like it may be tough to become one.

If we get some renown guys (that it combos with) it becomes better, but this certainly is disappointing.

At least we agree that it is the best option.


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PostPosted: Wed Sep 02, 2015 4:18 pm 
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In a vacuum, I would probably pick Pilgrimage, but I'll go with Scout here.

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Last edited by felbatista on Wed Sep 02, 2015 5:23 pm, edited 1 time in total.

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PostPosted: Wed Sep 02, 2015 5:14 pm 
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ajunior148 wrote:
Ok, sure. But switch "playables" with "good cards" for my point to present itself. We are already really light after pack 1, adding a good card vs a solid card was my point.

That changes things enough. That said, I'd call 6 of our current RG spells "good": both Javelins, Visionary, Invocation, Revenge, and Incarnation. That's not a huge number, but it's not a paltry one, either. Our curve of good cards is obviously rather high, though.

ajunior148 wrote:
But I will disagree that the scout is really good because of how our draft has panned out. Sure, we need a 2 drop. But it is a 2/1 which is the starting point for 2 drops. It's bonus doesn't really help our deck right now. What are you hoping to push through, the Llanowar Empath? We don't know that we are a beat down deck and after pack 1, it looks like it may be tough to become one.

True. I was speaking more in a vacuum with an eye toward the future, but it really doesn't do too much that's impressive with our current lot. (Piledriver being the wacky exception.)

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PostPosted: Thu Sep 03, 2015 2:18 am 
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Nissa's Pilgrimage

Just see the discussion above. We are closer to a midrange/ramp deck than we are to an aggro deck. We just passed a Visionary, and didn't see any Forcemages or Timberwolves. We will be green, and Tower Geist is not strong enough to make e change colors.

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PostPosted: Thu Sep 03, 2015 9:33 am 
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Subterranean homesick blues.

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PostPosted: Thu Sep 03, 2015 12:50 pm 
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Happy to get a scout here. Aggro or not, if we don't have 4-5 2 drops we die and piledriver doesn't count because it can't block topan freeblade
plus it's a goblin that makes piledriver unblockable (which will matter in like 1 game out of 10 but still).

Like T2 piledriver T3 dragon fodder T4 scout with 2 mana back up, piledriver hits for 5 unblockable pro blue.

I think pilgrimage has a place in this deck with the 7 drops and incarnate. I have never had a deck where I was short of Nissa's Pilgramages (although since the only other green card is gold, it doesn't have a huge change of wheeling).

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PostPosted: Thu Sep 03, 2015 1:00 pm 
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PostPosted: Thu Sep 03, 2015 1:01 pm 
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Can we just agree that we're green red and start sorting the picks by CMC instead of color?

Brute

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PostPosted: Thu Sep 03, 2015 2:14 pm 
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Brute sounds good


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PostPosted: Thu Sep 03, 2015 3:46 pm 
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Somberwald Alpha

That card is unreal in RG. The +1/+1 bonus is very relevant, and the trample even more so. Brute is fine, great even, but giving Incarnate trample can just win on the spot.

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PostPosted: Thu Sep 03, 2015 4:12 pm 
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This is pretty close, only because Brute is 3 and Alpha is 4. But Alpha is a much more powerful card. If had 5 2/2s and 2 combat tricks already I would consider brute, but I think we can gamble on getting more solid 3s, so Somberwald Alpha

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PostPosted: Thu Sep 03, 2015 5:17 pm 
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Alpha. It's miles better than any other card in the pack, and it actually works pretty well with the cards we already have.

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