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PostPosted: Wed Apr 20, 2016 8:31 am 
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So I drafted this the other day. Started out trying to go W/G humans but the green part never came around, then I noticed I had an interesting Human/Token build and was hoping I'd get the Transform land in the third pack. Third pack had a lot of pieces for R/W aggro. The last 6 picks of each pack were entirely random thanks to a horrible internet connection.

I debated on black or red as the second color for a while. I figured the deck wasn't really fast enough for the red cards, although I really liked Skin Invasion for the deck. I figured the lifelink and extra tokens from black would do better for the longer game plan.

First game...each action took 3 minutes of damn game time. When I finally quit I had both Militia Captains flipped on the board. Would have been so fun...

2 x Thraben Inspector
2 x Devilthorn Fox
2 x Hanweir Militia Captain
1 x Unruly Mob
2 x Dauntless Cathar
1 x Paranoid Parish-Blade
1 x Spectral Shepherd
1 x Avacynian Missionaries
2 x Nearheath Chaplain

1 x Strength of Arms
1 x Shard of Broken Glass
1 x Not Forgotten
1 x Puncturing Light
2 x Grotesque Mutation
1 x Call the Bloodline
1 x Ethereal Guidance
1 x Tenacity

11 x Plains
5 x Swamp


Spoiler

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PostPosted: Thu Apr 21, 2016 4:20 pm 
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You really need madness or Reassembling Skelton to use Call the Bloodline.

Deck looks good tho. I'd have cut the black and Not Forgotten and run Gibbering Fiend, Skin Invasion, Rush of Adrenaline, and probably Dual Shot.

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PostPosted: Mon Apr 25, 2016 3:29 am 
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Bloodline works well with lands when you have a low CMC deck like this, but Red was definitely an option. I playtested the deck a bit since I posted and it seemed to work better with the black...although I only drew the black combat tricks or Fiend/Invasion. Invasion didn't do much besides turn my foxes/pilgrims into 3/4s and fiend just never matched up well. I think the red or black cards are about equal in contribution to the deck. Black helps it get the fliers online a bit more safely and red keeps the opponent a little more on the defensive.

Not Forgotten worked out pretty well. It was only ever dead once and just because it was in my opening hand. I tended to use it to get back my foxes after a nice trade and get a 1/1 flier out of the deal. It also worked pretty well with Puncturing Light. I think the card is a bit underrated. A 1/1 flier for two isn't bad and the insurance it provides is pretty nice. It also helps disrupt Delirium and/or Nearheath Chaplain shenanigans.

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PostPosted: Mon Apr 25, 2016 6:01 pm 
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Considering a 1/1 flier for _ONE_ isn't generally playable... I dispute your analysis on that point. Also, Reclaim was generally unplayable.

Is the combination good? I don't think so. Is it playable? Maybe? Is making your opponent draw a land worth 1.5 mana? I guess if you have 2 of these you will never mill out and that is almost a thing?

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PostPosted: Mon Apr 25, 2016 10:31 pm 
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When I say a 1/1 flier for two isn't bad, I mean as a rider to another spell. Also, comparing Not Forgotten to Reclaim isn't really fair. Reclaim can't target the opponent and can't put a card on the bottom of a library...and doesn't give you a body to offset the tempo loss. Reclaim is very rigid and is basically "Sacrifice your next draw to turn this card into another card". Reclaim's only advantage is Instant status, which I wish Not Forgotten had.

This is a format that has several highly picked cards and an entire archetype which rely on the graveyard. Taking away their delirium when they need it, taking Geralf's Masterpiece out of the yard, or removing the Nearheath Chaplain are all good reasons to have the card. No, it's not a pick, but I think of it as a 23rd card more than a sideboard card in this environment. It also depends on your deck though, my deck up there needed creatures to turn on the militia captain and its wincons were a bit weak and somewhat vulnerable. Not Forgotten also helped support the small evasive creatures fallback wincon theme by providing a small evasive creature and giving me a second pump all to push that final bit through.

Don't get me wrong, I'm not saying the card is good, I'm just saying it's underrated (as in, many people discount it entirely when maybe they should consider it a decent sideboard option instead). If I were running red, dual shot definitely would have been better. And if I had a higher curve, a 17th land would have been in the deck instead.

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