What I don't get is how you were able to apply pressure early in a lot of the games. Your game plan, as reported in the post where you described your games, is solid, a classic aggro approach. But the cards are simply not there! You have two aggressive early drops, and that's it.
I can see why you preferred the four-mana
Mind Rot to the six-mana one, and why you were aggressive with your removal. But if you don't draw a Scythemaster, you have no good attacks. All you can do is trade removal for their early drops to keep your early drops alive, and hope they don't stabilize with strong plays that outclass your creatures. Which seems like it should happen a lot. I'm happy you did well, and I hope next time you do even better, by building a deck that can do consistently what yours did, I can't help but feel, with some lucky draws.
Again, I like what you were trying to do; just try for a bit more focus next time
Heya, thanks for the support and the kind words.
It is very possible that the outcome of my matches had to do something with luck because I always had a mix of starting creatures and early removal. Turn 3 or 4 is where I would usually start applying pressure and before that I would rely on
Searing Light. Once they lose a few creatures, they become a bit more weary about attacking carelessly. Even with the small creatures, my opponents would tend to not block out of fear of losing their strong ones due to me using
Tar Snare. I think that my opponents lost their bigger creatures to
witness the end and they were relying on drawing something to save them.
The only trouble I had was during the match in the finals, the guy would keep stalling and by the time his
World Breaker and other biggies were out, I was all out of steam and the game ended draw.
The idea was to try something new, sort of go against the flow. Since every other player was going for colorless manas and beefy creature, I decided to go for the opposite and try to take as many duplicate cards to make the deck more 'consistent'. I think that in a way it did work well since my opponents weren't sure how to respond to my deck. The mistake I made is being too confident that I could punch through with just the smaller creatures and the ally synergy.
I did try the deck alone with your earlier suggestions and it did come out better, I am pretty confident that it would have won the final match with those modifications but I'm not sure if it would of been fast enough against my first opponent that played Blue Red instant spells and prowess creatures. The second was a Red Green Landfall with colorless and used
Sure Strike and
Brute Strength on his creatures...
Truth be told, I would of liked to get more removal spells in the deck and less allies. I didn't get much from the ally synergy.
Searing Light,
Witness the End,
Tar Snare,
Isolation Zone and
Oblivion Strike are what carried me to the finals.
Your analysis of how my deck looks and my game plan helped me take notice of flaws and where I need to improve. I also need to learn how to see the potential of the cards when I'm assembling them.
I hope to be able to bring good news from the next draft that I go to. The best I would usually do is 5th place but this time people that would throw me around like a ragdoll were reconsidering their options carefully, even their mustache was trembling.
Thanks again,
V.