Monday, November 17, 2008

Clan Check.

Who's all still in this clan?

I miss everyone :(

Where's hatter?

Everyone who's interested in preserving our clan post a reply please =)

Sunday, October 26, 2008

First Shards Draft

This was my very first Shards draft, and I got first place! I ran the Naya shard colors, and found that the combination of burn and fat creatures works quite well. The Ranger of Eos was always useful for grabbing my squire and the wild nactl. whcih was always a 3/3 for one mana. All the .five mana creatures were amazing; I got really lucky with 3 rakeclaws, and with a pick 3 wooly thoctor. What I found worked well was attacking with one big creature, letting it get big with exalted, and targeting my opponent with Soul's Fire. I finished off a lot of games with burn.

First Opponent: Played red, black, blue, and white. He beat me the first game because he had the mythic Prince of Thralls demon, and two heralds to look for it. He got it into play for free. He had 2 Blood Cultists, which were rediculous in play together. A Bull Cerodon was hard to beat, especially after Oblivion Ring removed my biggest creature, but my burn won in the end.

Second Opponent: Red, Black, and Green, but got mana screwed and conceded quicly both games. His best cards were Sprouting Thrinax, Branching Bolt, and Rhox Charger.

Third Opponent: Blue, White, and Green. He had a Bant deck, featuring Rafiq of Many, an indestructible 5/5, and a lot of creatures. We were 1:1 going into game 3, but yet again, burn won for me in the end.

This is an extremely fun set to draft, and I wish you all the best of luck. I hope to see more Shards posts for some new ideas!

Friday, August 22, 2008

First EEE draft


This was my very first experience with Eventide - I thought it looked amazing as I was drafting it. But alas, I was completely owned by a 1505 rated player.......He was running mono white with Muchos Removal and life gain and the black/white liege that kills my crap. I didn't win a single game. I still don't know enough about Eventide to give any advice, and any experiences you guys have so far would be greatly appreciated =)

Thursday, August 21, 2008

hey guys

just wondering if anyone has played EEE yet, or SSE. I haven't had the chance yet, i've been working a lot lately. I would like to see some posts if anyone has been playing lately =)

Thursday, August 7, 2008

Can someone help me a bit? ^^


I'm having an off line tournament with some of my friends and I have to make a deck of 40 cards. We bought some boosters and after each round we open a new booster and so on. Can someone help me with making a good deck? I saved all card list in the MTGO .dek format for easy editing.

The link is http://www.typographist.com/cards.dek

The list is currently 96 cards but you can assume there are an infinite amount of lands and the minimum card count should be 40.

Also here's a screenshot of the cards....

Thursday, July 31, 2008

GW Morselhoarder...again (it's fun!)

GW with Morselhoarder combo, again.  SSS draft, result:  draft won.

2 Niveous Wisps
1 Ballynock Cohort
1 Raven's Run Dragoon
1 Turn to Mist
1 Resplendent Mentor
1 Armored Ascension
1 Mass Calcify
1 Mirrorweave
1 Kithkin Rabble
1 Silkbind Faerie
1 Wildslayer Elves
10 Plains
1 Seedcradle Witch
5 Forest
1 Wicker Warcrawler
1 Flourishing Defenses
2 Pili-Pala
2 Power of Fire
2 Mountain
1 Kitchen Finks
1 Somnomancer
1 Sinking Feeling

1 Morselhoarder

So this one is actually quite a bit worse than the last one, but I managed to take it all the way (and against some stiff competition too...).  More importantly...It was fun.  Once again the infinite possibilities are there (men, damage, and with the help of the wisps, infinite life) just waiting to pop out, but not disrupting the base of the deck too much.  It's essentially a GW but with a more controlling type of game than my usual GW decks.  My 2 drops were horrible in this thing, and I was a scared man.  I did a lot of siding in of inquisitor's snare often actually for a pila-pila.

Match one was against a 1830's player playing mono green.  His deck was pretty fast but also just laiden with fat at the end of the curve.  He had the green intiate and loads of barkshell blessings, so combat was always a joy to anticipate.  First game went on for quite a while, he hit me early, I stabilized, and eventually began cautiously hitting him with a pila pila supported by seedcradle witch for a few turns.  He was down to like 10 when he attacked into me with a crabapple cohort...I had a bit of pressure, as he had his deus out for 2 turns now, and I'd been wisping it each turn.  I ended up blocking his cohort with my finks, and seedwitched them he responded with the predictable barkshell, with conspire and support by the intiate on the cohort, I let the targets get assigned and on the stack, then, since I had flourishing defenses out...I cast mirrorweave at his wildslayer elves.  I've never seen flourishing defenses trigger so many times, it was awesome.  He scooped.  Game 2 was over so fast...it was one green blurr.  His deck worked effeciently and fast, just as it should, and I didn't have a very quick start.  Token resistance, but it proved futile.  Game 3 was a fair game, not too flashy, another game like the first, but without the crazy ending, just I begin hitting him, he stabilizes, he hits me some...then I mass calciify and win.

Match 2 was against a monored deck piloted by a guy in the low 1600's.  We play 2 games, I win them both, but they were interesting exchanges.  Both games basically were characterized by a struggle in the beginning followed by mass calcify for massive card advantage.  The thing about mono-red, all those intiates really can set you up for a calcify pretty hardcore...because it encourages you to keep casting stuff.  Still he was quick, and I had to do a lot of hard blocking (seedwitch takes one for the team early, that kind of stuff) to survive long enough to calicify.  The warcrawler was a nice large man to hide behind.

Match 3 was against blue/white piloted by someone in the high 1700's.  Game 1 I got an early faerie, then a morselhoarder, the cheered inwardly and waited for an opening (for him to tap out) before I went all combo.  I got the opportunity by casting seedcradle witch, having it countered by repel intruders, and the casting sinking feeling and POF on the morselhoarder.  He laughed, and let me play it out, it really didn't take too long to do all 17 points once you got a rhythm going.

Game 2 I just had a good opening, he didn't and he ended up scooping rather quickly.  

So woot, last time I managed infinite men, this time I've managed infinite damage.  Now I've got to get the life for the trifecta.

Until next time I'll be grabbing those 13th pick sinking feelings!


Wednesday, July 30, 2008

I attempt to go all tricksy hobbit...GW combo SSS Draft


SSS Draft Comboilicious GW, resulting in an elimination in the final round.

1 Mountain

1 Power of Fire

1 Silkbind Faerie
1 Resplendent Mentor
1 Island
1 Somnomancer
8 Plains
2 Morselhoarder
2 Safehold Sentry
1 Flourishing Defenses
7 Forest
1 Sinking Feeling
1 Prison Term
2 Rune-Cervin Rider
1 Safehold Elite
1 Heartmender
2 Turn to Mist
2 Thistledown Duo
2 Farhaven Elf
2 Niveous Wisps

Well I posted a while ago that I had been beaten by a deck utilizing a morselhoarder combo, so I kept it in the ole playbook waiting for an opportunity.  It happened tonight, so I decided to post the deck, and how it ended up playing out.  I had the capacity for infinite men, infinite damage, and infinite life in one draft deck...so I was kinda excited to see what I could pull off.  Incidently toward the very end I had an agonizing choice...A second sinking feeling very late pick...OR inexplicably....the prison term.  I went with the term...(actually upset at having to make the decision this late in the pick order!) since it's just too good to pass up, but it would have made the combo go off a bit more reliably had I had 2 morsels and 2 sinkings.  But Prison term was not something to pass up, the deck should function without the combo too!  Indeed the prison would save my butt several times.

Match 1:  Armigilion 1831 Green/White.  Okay, so this should be a good test.  My opponent is clearly skilled.  Let's go.  First game I get off to a good UW type of start, the deck just does what a good UW deck does, I lay down a duo, get the Faerie out, and have a hand full of more UW happiness.  He's laying down threats like no tomorrow, but mine all fly.  I outrace him.  Game 2 was a horse of a different colour.  We each set down early drops and good ground defense.  I dropped resplendant mentor and began gaining a lot of life for a protracted stall.  He eventually got rid of the mentor, but by then I was at 45 life.  He started to get the upperhand a little, having 2 shields making indestructable fliers of two of his men, but he was still very low on life by this point and had to play a bit defensively.  I had difficulty closing the deal though.  After a while of move and counter move I finished him with one of the versions of the combo, infinite men.  Here's the screenshot...was kinda neat.

Match 2:  Aurean 1604 Red/Black.  First game he hit me early, I stablized and hit him back, and ended up using my morselhoarders the old fashioned way, for beats.  Couldn't quit use them to finish had to rely on one damage a turn from my faerie for the last 3 points.  Second game he lead in with 2 early drops and a power of fire used on his turn to off an elf of mine.  I had gotten a mountain with my elf, because I had my of POF in hand, and returned the favour with a POF on my safehold, taking out the POF'ed guy, and eventually everything else.  I pluncked a morsel hoarder to get the chunky beats in, and saved my POF sentry from a chain flinger/Fate transfer with a Turn to mist on his flinger in response.  So far so good, this match a good example of the pieces of the various combos doing just fine on their own.

Match 3:  mysteriogi 1817, playing UW.  We had a real knock down drag out tempo battle game 1, move counter move, down to 1 turn.  He won.  Game 2 was similar, he just inched me out by a turn again.  It was a fun couple of games.

Overall, it seemed really positive.  I never felt like the combo was taking away from the deck, but I suppose the denfenses and sinking feeling had the potential to do that.  Defenses though was pretty good in that deck anyway, and fit the whole stall until you combo plan.  Having multiple plans though was really important and made it kinda fun to play.  I really wanted to go off more than once, but alas it was not to be.  I think if I had 2 sinking feelings I would have.

Tuesday, July 29, 2008

G/w


Match 1: Sick_Variance 1712 G/R - we have very similar decks. game one we each were low on life, game stalled until I dropped Primus. Game 2 i get mana screwed and can't answer runes of the deus. Game three he makes a HUGE mistake which almost cost him the game, but then he recovered and killed me.


Sad day.


The deck was pretty bad though, I deserved that loss.

Mono G


I started out picking white cards in this draft (When don't I?) but U/W was not being pitched my way at all. So, second pack i opened a Howl (Which I took over a spawnwrithe, good call or bad?) got passed a tower from above AND the 3/3 haste with wither and I started thinking about mono green, which I ended up running, splashing only for the witch.
I'm kind of worried about the lack of removal (Tower from above is the only card, and that's not "really" removal, and one destroy target flier in the board). So far it hasn't been a problem. (I'm waiting for final match at the moment)
Match one: Opponent is B/u (Bad option in my opinion, unless you're passed enough bomby uncommons) He doesn't know the game too well yet, under a 1600 rating, easily beat him in two games.
Match two: Opponent is 1831, also playing G/R. First game he doen't get to play a single spell (Mana screw) Second game he turn 2's a devoted druid but only puts out a second druid with it, and a hungry spriggan. I kept a hand with nothing until turn 4 (My mana curve SUCKS) and drop a wildslayer elves (3/3 wither guy) which holds off his turn 4 oversoul of the dusk (scary.) He doesn't want to attack into wither and lets me hold out long enough to drop a morsal hoarder and attach a ruins of the deus to it. i didn't know how double strike with trample worked vs the oversoul - my 8/6 deals 5 damage to the oversoul, and 3 trample to the opponent, then 5 to the oversoul and 3 to the opponent again. good to be cleared up. i still easily won after my slow start.
other than the mana curve and lack of removal, this deck seems pretty good. i ran 18 lands, which i hardly ever do, to try to accomodate for my fat curve (and I didn't get a single devoted druid)
I thought I'd give the initiates a try - they're surprisingly quite nice when extra mana is around. turning a wildslayer elves into a 4/4 means it can take on just about any creature in the set quite easily.

Monday, July 28, 2008

Morselhoarder


I just got beat by this combo in draft.  First time I'd come across it...thought I'd share.

Morselhoarder+Sinking Feeling+POF

Morselhoarder+Sinking Feeling+Flourishing Defenses

Thursday, July 24, 2008

Eventide Excel Spreadsheet

Here's a link to easy to reference eventide spreadsheet...I have it pre-sorted by colour grouping, and within that by rarity.  Hope someone finds it useful.  Actually, I lie, it's first sorted by rarity then by colour grouping, so you can look at all the commons at once, etc...

http://hatter.modo.googlepages.com/eventide.xls

Wednesday, July 23, 2008

U/W For the Win!

Sorry it's been forever, my english composition summer class has been taking ALL of my magic time :(

I didn't get a photo of my deck because took a second screenshot before I saved the one of my cards =\ I had to take the other shot becuase all of my cards disappeared during the sideboard phase; so if i lost i would have something to report for my troubles.

Anyways, the deck was blue and white, with a liege, a silkbind faerie, a steal of godhead + 2x thistledown duo and 2x repel intruders, the u/w witch, 2x turn to mist and some filler cards. performed very very well, only losing one game in the entire draft. back to back repel intruders vs a 1850 rated player (redcap and b/r liege both countered!) led to his concession and my victory. Man I LOOOOOVE shadowmoor

I'm still under 1800 - my goal is to get up above it before the end of the summer =) not that ratings really matter, but it would be kinda cool to be in the "good player" range ;)

i've noticed the clan is kinda slow, with the lack of posting and stuff. makes me sad, but i realize we all have other obligations than magic :( what do you guys think of eventide? did anyone attend the prerelease? what are cards (commons especially) we should be looking for when we start drafting the set?

Monday, July 21, 2008

Howlin' "Monogreen" with dirty RB splash


"Howlin' Monogreen with dirty RB splash" (eliminated in finals)

2 Mountain
2 Howl of the Night Pack
1 Tatterkite
1 Tower Above
1 Knollspine Invocation
1 Juvenile Gloomwidow
1 Flourishing Defenses
2 Swamp
12 Forest
2 Scuzzback Marauders
1 Safehold Duo
2 Elsewhere Flask
3 Scuttlemutt
1 Foxfire Oak
1 Safehold Elite
2 Safehold Elite
1 Elemental Mastery
1 Incremental Blight
1 Sapseep Forest
1 Raven's Run Dragoon
1 Farhaven Elf

Another interesting draft deck...I passed a howl pack 1 and was non-committal with some greenish things, couple of elites, 2 scuttlemutts, then got passed another howl...figured i had a good shot at tabling the other...so I picked it and decided to give it a go.  The other one did table, so I had 2 howls after first pack, and some pretty hot accelleration/fixing.  As you can see I decided to use some goodies that found thier way to me...Knollspine seemed nice with the high curve, and incremental blight is just altogether good, particularly if you manage to hit it with defenses out.  The defenses may have been a bit of overkill, I was originally goin get all counter crazy with the 2 blowfly infestations I have in my sideboard and never ended up maindecking.  Seemed a bit too much space, and the wrong colour to boot.

Match 1:  Blue/Black (1620's)...He did quite well, his hand disruption was really annoying.   Game 1  was really helped out by a pair of scuttlemutts keeping his fear and aura craziness at bay.  Also playing the tatterkite immediately after his leech binder was very helpful in neutralizing it early on.  At some point I howled for like 8 wolves and that tipped the scales somewhat.  Game 2 ended quicker, he got an unmolested leech out early and it chewed through a sacrificial scuttlemutt, but after he used up his counters i put a respectable man down (marauders) and a bit later howled for 7 wolves or so.  

Match 2:  Monored (1623) Featuring Jaws of Stone, Grim Poppett, Demigod of Revenge, etc.  Game 1 I kept laying threats, removed a couple of his with a blight, and the persist on the elite and marauders really soaked up a lot of his removal.  When I finally howled, it was more than he could soak up.  Game 2 I start with a mull, he stalls out at 4 mana and I kept laying threats then lived the dream with blight/defenses 3 for 1 + 6.  The scuttlemutts helped out a lot.  3 scuttlemutts is just juicy.  In case you're interested the pick for the 3rd scuttlemutt was kind of interesting, I wish I had saved it...suffice it to say I picked the 3rd one quite aggressively giving up some sauce on an early pick, what it was, I kind of forgot, as I'm tired.  Hopefully I won't do anything too stupid next round.

Match 3:  Mono White, Godhead(1743):  Game 1, I start on a mull on the play...my original hand was perhaps workable but very risky.  Hand 2 was definitely better.  I get him down to 1, but he's able to slip a 6 point hit with a steel of godhead and get out of range...then stabilize with godhead of awe.  He suckered me into using the scuttlemutt quite nicely.  Game 2 knollspine ends up getting me out of a bad godhead situation and I eventually set up for a big howl.   Game 3 he goes postal using his tools, spiritual procession, good early creatures finishes me off with a nice ascension and swing for 10+2.  A fun match.



URW SHM Draft, now you see it...


I thought I'd post something, as it has been a while.  I just finished an interesting little draft...

"Now you see it..."

1 Elvish Hexhunter
1 Safehold Elite
1 Merrow Grimeblotter
1 Turn to Mist
2 Turn to Mist (3 total, one was foil...that's why it listed it this way)
2 Parapet Watchers
1 Mistmeadow Witch
1 Briarberry Cohort
1 Silkbind Faerie
1 Kinscaer Harpoonist
6 Island
5 Plains
1 Merrow Wavebreakers
1 Furystoke Giant
6 Mountain
1 Mercy Killing
1 Kulrath Knight
1 Puca's Mischief
1 Thistledown Duo
1 Puncture Bolt
1 Scuttlemutt
1 Leech Bonder
1 Somnomancer
1 Oona's Gatewarden

So this one came out pretty nice, and was a lot of fun to play.  So many cards worked well together.  I picked up a really late Puca's Mischief pack 1, and opened a furystroke pack 2.  I really tried to play these two cards up as much as I could.  Thus, I played 3 turn to mist and managed to get a mistmeadow  witch.  Most games turned into Puca's Mischief "in and out" or Furystroke "in and out".  Turn to mist is such a nice card on its own, but it is fairly broken with puca or furystroke, having both just gave a really nice consistency.  From there I tried to keep it really simple, played a lot of creatures with a minimum of other spells beyond the mists.  I had 2 puncture bolts, but only played one, and I also put up mercy killing...it can really be nice with Furystroke, either as a way to "bounce" the fury stroke...or just to set up more creatures eot for an upcoming furystroke, or in a pinch to get rid of something really annoying on the other side of the board.  The support creatures weren't ideal...but they did the job.  I'm sure I was giving some odd signals left and right drafting 3 colours as evenly as I did.  Manabase wasn't too bad.  I had a few mulligans because of it, but it worked out.  The read isn't really needed until late game, but unfortunately you need 2 mtns for 2 out of 3 of the spells so I needed to play it as a major colour.  The blue was definitely a bit more important than the white, hence the 6-6-5 breakdown.

Match 1 was a lot of fun.  He was playing UW, and had a godhead of awe, which really mixed things up a bit.  The first game he had me pretty low, and then I stablized with a Puca's mischief and a mistmeadow witch.  It was difficult, as he had the godhead and I had no way to steal it...but I eventually got enough blockers to settle the situation down.  Second game he had the godhead again nice and early and set it up with a steel of the godhead (good enough place as any to put it), but i misted it...beefing up my thistledown duo and making him flying so I could block and kill his other flyer...and then I mercy killed the duo before the godhead came back as I had furystroke ready.  From there I had Mistmeadow and proceeded to blink the furystroke as many times as needed keeping 4 mana open to protect the combo.

Match 2 was against a WG deck, and the turn to mists tended to be great on their own since he was playing 2 copies of the WG aura.  1 game I believe was a puca, the other a furystroke.

Match 3 was against an excellent player playing RG.  The first game wasn't very fancy...no combo stuff.  The turn to mist just ended up giving me the tricky edge I needed to outrace him with flyers...but it was down to the wire and there were some interesting plays.  I really enjoyed that first game.  Game 2 I stood up to the intial fury, and set up puca/mistmeadow which he attempted to disrupt with that cinder that lays the -1-1, but I had the turn to mist to save it with and he scooped.

So if you ever pick up a Puca or a Furystroke...aggressively go after those blinkers....It's a lot of fun.

Monday, July 14, 2008

Eventide Prerelease Part 2

Ok so here's my second flight at the Eventide Prerelease (removal is underlined, bombs are bolded)

White: Recumbent Bliss, Balleynock Trapper, Patrol signaler, Ballynock Cohort, Order of Whiteclay, Kithkin Zealot, Endure, Kithkin Shieldare, Prison Term

Blue: Merrow Levitator, Razorfin Abolisher, Wilderness Hypnotist, Merrow Wavebreakers, Prismwake Merrow, Parapet Watchers, Drowner Initiate

Black: Smoldering Butcher x2, Sickle Ripper, Corrosive Mentor, Soul Reap x2

Red: Hothead Giant, Mudbrawler Cohort, Bloodshed Fever, Cinder Pyromancer (Which does not hit creatures! This is nowhere near as good as the Prodigal variety)

Green: Monstrify x2, Crabapple Cohort, Roughshod Mentor, Nettle Sentinel, Gleeful Sabatoge, Savage Conception x2, Wickerbough Elders, Aerie Ouphs, Farhaven Elf

W/U: Turn to Mist, Silkbind Faerie, Mistmeadow Witch, Glamer Spinners

U/B: Gravelgill Duo, Memory Sluice, Scarscale Ritual

B/R: Emerstrike Duo, Scar, Fists of the Demigod, Traitor's Roar

R/G: Firespout, Manamorphose, Giantbaiting, Loamdragger Giant, Gutteral Response

G/W: Old Ghastbark, Kitchen Finks, Raven's Run Dragoon, Heartmender

W/B: Batwing Brume, Beckon Apparition, Bloodied Ghost, Unmake

U/R: Noggle Ransacker, Inside Out, Riverfall Mimic, Clout of the Domines x2, Stream Hopper

B/G: Deity of Scars, Sapling of Colfenor, Drain the Well

R/W: Battlegate Mimic, Duergar Assailant, Fire at Will

G/U: Fable of Wolf and Owl, Trapjaw Kelpie, Gilder Bairn

Colorless: Grim Poppet, Scarecrone, Blight Sickle, Shell Skulkin, Chainberaker, Elsewhere Flask, Blazethorn Scarecrow, Lockjaw Snapper, Hoof Skulkin, Antler Skulkin, Gnarled Effigy, Fang Skulkin, Scuttlemut, Sapseed Forest

I knew that 10 scarecrows and scarecrone was gona be good but that didn't help me choose colors. I decided to cut red because firespout is easily splashable and nothing else was really very good. I was sad to lose double U/R aura but I only had 3 U/R creatures to but them on. After my first round of cuts I was left with

White: Recumbent Bliss, Balleynock Trapper, Patrol signaler, Ballynock Cohort, Order of Whiteclay, Endure, Duergar Assailant, Fire at Will, Prison Term

Blue: Merrow Levitator, Razorfin Abolisher, Wilderness Hypnotist, Merrow Wavebreakers, Prismwake Merrow, Parapet Watchers, Inside Out

Black: Smoldering Butcher x2, Sickle Ripper, Corrosive Mentor, Soul Reap x2, Emerstrike Duo, Scar

Green: Monstrify, Crabapple Cohort, Roughshod Mentor, Nettle Sentinel, Savage Conception x2, Wickerbough Elders, Aerie Ouphs, Farhaven Elf, Manamorphose

W/U: Turn to Mist, Silkbind Faerie, Mistmeadow Witch, Glamer Spinners

U/B: Gravelgill Duo, Scarscale Ritual

R/G (Splash): Firespout

G/W: Old Ghastbark, Kitchen Finks, Raven's Run Dragoon, Heartmender

W/B: Batwing Brume, Beckon Apparition, Bloodied Ghost, Unmake

B/G: Deity of Scars, Sapling of Colfenor

G/U: Fable of Wolf and Owl, Trapjaw Kelpie, Gilder Bairn

Colorless: Grim Poppet, Scarecrone, Chainberaker, Blazethorn Scarecrow, Lockjaw Snapper, Hoof Skulkin, Antler Skulkin, Gnarled Effigy, Fang Skulkin, Scuttlemut

At this point I though for a long time. I decided my deck would have a green base but I couldn't decide on the other colors. Finally I decided that white could be splashed for the bliss and witch and I gave up on order of whiteclay which I think is overrated, so I made another round of cuts (I did keep the potential for prison term open just because I have a lot of mana fixing)

White (Splash): Recumbent Bliss, Balleynock Trapper, Prison Term

Blue: Merrow Levitator, Razorfin Abolisher, Wilderness Hypnotist, Merrow Wavebreakers, Prismwake Merrow, Parapet Watchers, Inside Out, Turn to Mist, Silkbind Faerie, Glamer Spinners

Black: Smoldering Butcher x2, Sickle Ripper, Corrosive Mentor, Soul Reap x2, Emerstrike Duo, Scar, Bloodied Ghost, Unmake

Green: Crabapple Cohort, Roughshod Mentor, Nettle Sentinel, Savage Conception x2, Wickerbough Elders, Aerie Ouphs, Farhaven Elf, Manamorphose, Heartmender, Kitchen Finks , Raven's Run Dragoons

W/U (Splash): Mistmeadow Witch

U/B: Gravelgill Duo, Scarscale Ritual

R/G (Splash): Firespout

B/G: Deity of Scars, Sapling of Colfenor

G/U: Fable of Wolf and Owl, Trapjaw Kelpie

Colorless: Grim Poppet, Scarecrone, Chainberaker, Blazethorn Scarecrow, Lockjaw Snapper, Hoof Skulkin, Antler Skulkin, Gnarled Effigy, Fang Skulkin, Scuttlemut

Now I had to decide on the second color of my deck, Black or Blue? It was a hard choice between the power of Fable of Wolf and Owl and the splashable Mistmeadow Witch versus the Diety of Scars and the Sapling of Colfenor plus the power of removal in soul reap x2 and unmake. In the end I went with black. I also splashed white and red for additional removal and I was very tempted to go into 5 colors for witch but it was too much of a strech IMO. I was esentially G/W/B/r in the end. I ended up with this...

My Final Decklist:

Creatures 14:
Balleynock Trapper
Heartmender
Kitchen Finks
Scarecrone (Very good with Grim Poppet)
Grim Poppet (Very good by itself)
Deity of Scars
Sapling of Colfenor
Chainbreaker
Scuttlemutt
Wickerbough Elder
Farhaven Elf
Aerie Ouphs
Spells 9:
Unmake

Manamorphose
Soul Reap x2
Turn to Mist
Firespout
Recument Bliss

Fire at Will (A bit of a strech but its really good)
Prison Term (Yay for shaky mana bases
Savage Conception

Lands 17:
Forest x7
Plains x5
Swamp x 4
Mountain x1

The deck did well goin 3-1 in matches and 7-3 in games. Despite the seemingly overstreched mana base the only card I ever had trouble playing was the demigod. Hope my insights into sealed deckbuilding help a few people. I am not sure I had the correct build but I like what I ended up with, how would you have built with this pool?

The one and only
-Squest

Sunday, July 13, 2008

Eventide Prerelease

So I went to the Eventide Prerelease. Lots of fun, I would recommend it to anyone, new or experienced.
Anyway, I participated in 2 flights (Sealed, Shadowmoor Tournament pack+3 eventide boosters)
So here's how it went
_________________________________________________
Flight 1
I look at my rares first I have Polluted Bonds, Isleback Spawn, Evershrike, Boartusk Liege and Necroskitter. The skitter is a card I have wanted to try since I saw it spoiled on MTGO Salvation and of course the Liege is amazing.
The rest of my pool is
White: Niveous Wisps, Balleynock Cohort, Kithkin Spellduster, x2 Suture Spirit, Apothecary Initiate, Strip Bare, Kithkin Shielddare
Blue: Wilderness Hypnotist, Idle Thoughts, Parapet Watchers, Merrow Wavebreakers, Oona's Grace x2, Dream Thief x2, Merrow Levitator, Talonrend, Cerulean Wisps, Briarberry Cohort
Black: Smoldering Butcher x3, Beseech the Queen, Gloomlance, Sickle Ripper, Aphotic Wisps, Ashenmoor Cohort
Red: Boggart Arsonists, Hothead Giant, Outrage Shaman, Intimidator Initiate, Pyre Charger, Puncture Blast x2
Green: Gleeful Sabotage, Monstrify, (Which BTW is a sorcery, I saw 3 seperate people try to play it as an instant) Crabapple Cohort, Hungry Spriggan
W/U: Plumeveil, Zealous Guardian
U/B: Wasp Lancer, Gravelgill Duo, Fatetransfer
B/R: Torrent of Souls, Traitor's Roar, Poison the Well
R/G: Mudbrawler Raiders: Runes of the Deus, Firespout
G/W: Shield of the Oversoul, Medicine Runner, Reknit, Raven's Run Dragoons, Barkshell Blessing
W/B: Beckon Apparition x2, Harvest Gwyllion x2
U/R: Unnerving Assault, Stream Hopper, Nucklavee, Noggle Bandit, Clout of the Dominus
B/G: Drain the Well, Rendclaw Trow x3, Hag Hedge Mage x2, Desecrater Hag, Woodlurcker Mimic, Noxious Hatchling
R/W: Battlegate Mimic
G/U: Groundling Pouncer, Slippery Boggle
Colorless: Lurebound Scarecrow, Wingrattle Scarecrow, Blight Sickle, Wicker Warcrawler, Revelsong Horn, Antler Skulkin x2, Elsewhere Flask

Wow! SHM-EVE has a lots of possiblities with all those hybrid cards. After staring at my 16 piles blankly for about 5 minutes I went to work. I find that the easiest way to deal with SHM-EVE is to decide which colors you WON'T be in rather than the other way around. I started looking at my piles and white seemed prety weak, Spellduster, Cohort and Suture Spirit aren't bad but they are nothing to write home about and while anteler skulkins are solid I didn't have many white creatures. In term of hybrid only Plumeveil, Battlegate Mimic and Shield of Oversoul really need white and although Plumeveil and Shield are both very good they can't make up for this color's lack of depth. So I cut white and moved all W/X hybrid cards into color X's pile as well as cutting unplayables like so

Blue: Wilderness Hypnotist, Idle Thoughts, Parapet Watchers, Merrow Wavebreakers, Oona's Grace x2, Dream Thief x2, Merrow Levitator, Talonrend, Cerulean Wisps, Briarberry Cohort, Zealous Guardian, Plumeveil
Black: Smoldering Butcher x3, Beseech the Queen, Gloomlance, Sickle Ripper, Aphotic Wisps, Beckon Apparition x2, Harvest Gwyllion x2
Red: Boggart Arsonists, Hothead Giant, Outrage Shaman, Pyre Charger, Puncture Blast x2
Green: Gleeful Sabotage, Monstrify, Crabapple Cohort, Hungry Spriggan, Shield of the Oversoul, Medicine Runner, Raven's Run Dragoons, Barkshell Blessing
U/B: Wasp Lancer, Gravelgill Duo, Fatetransfer
B/R: Torrent of Souls
R/G: Mudbrawler Raiders: Runes of the Deus, Firespout
U/R: Unnerving Assault, Stream Hopper, Nucklavee, Noggle Bandit, Clout of the Dominus
B/G: Rendclaw Trow x3, Hag Hedge Mage x2, Desecrater Hag, Woodlurcker Mimic, Noxious Hatchling
G/U: Groundling Pouncer, Slippery Boggle
Colorless: Lurebound Scarecrow, Wingrattle Scarecrow, Wicker Warcrawler, Elsewhere Flask
Next I tried to cut a second colors, looking at red I saw that firespout, and puncture blasts could easily be splashed and nothing else was really all that good. I am sad to lose some power on the runes of deus and the liege, as well as the chroma power of outrage shaman, but those cards just weren't enough to build a deck around. After my second round of cuts I am left with the following cards

Blue: Wilderness Hypnotist, Idle Thoughts, Merrow Wavebreakers, Oona's Grace x2, Dream Thief x2, Merrow Levitator, Talonrend, Briarberry Cohort, Plumeveil, Noggle Bandit
Black: Smoldering Butcher x3, Beseech the Queen, Gloomlance, Sickle Ripper, Harvest Gwyllion x2
Red (Splash): Puncture Blast x2
Green: Gleeful Sabotage, Monstrify, Crabapple Cohort, Hungry Spriggan, Shield of the Oversoul, Medicine Runner, Raven's Run Dragoons, Barkshell Blessing, Mudrawler Raider's
U/B: Wasp Lancer, Gravelgill Duo, Fatetransfer
B/R (Splash): Torrent of Souls
R/G (Splash): Firespout
B/G: Rendclaw Trow x3, Hag Hedge Mage x2, Desecrater Hag, Woodlurcker Mimic, Noxious Hatchling
G/U: Groundling Pouncer
Colorless: Lurebound Scarecrow, Wingrattle Scarecrow, Wicker Warcrawler

Blue has a bunch of great cards but B/G has a great hybrid combination going. Do I go B/G or B/G/U and should I splashe red?
After a lot of pondering I finally decide that IMO while Blue has a lot going for it, B/G will make a more consistent deck so I cut Blue leaving me with the following

Black: Smoldering Butcher x3, Beseech the Queen, Gloomlance, Sickle Ripper, Harvest Gwyllion x2, Wasp Lancer, Gravelgill Duo, Fatetransfer
Red (Splash): Puncture Blast x2
Green: Gleeful Sabotage, Monstrify, Crabapple Cohort, Hungry Spriggan, Shield of the Oversoul, Medicine Runner, Raven's Run Dragoons, Barkshell Blessing, Mudrawler Raider's, Groundling Pouncer
B/R (Splash): Torrent of Souls
R/G (Splash): Firespout
B/G: Rendclaw Trow x3, Hag Hedge Mage x2, Desecrater Hag, Woodlurcker Mimic, Noxious Hatchling
Colorless: Lurebound Scarecrow, Wingrattle Scarecrow, Wicker Warcrawler

I decide that since I have Neckroskitter and a lot of good black cards with wither I should focus on that and that leads me to splash red for the puncture blasts which are insanse with 'skitter on the board.

My final 2 questions: Should I run the liege even though I have no red creatures (yes, glorious anthem with a body is still really good) and what will my mana base be (check the decklist)

My Final Decklist:

Creatures 15:

Neckroskitter
Rendclaw Trow x3
Smoldering Butche x3
Hag Hedgemage x2
Desecrator Hag
Boartusk Liege
Wicker Warcrawler
Noxious Hatchling
Sickle Ripper
Woodlurcker Mimic

Spells 8:

Fate Transfer
Puncture Blast x2
Fire Spout
Barkshell Blessing
Gloomlance
Beseech the Queen
Torrent of Souls

Lands 17:

Mountain x4
Forest x5
Swamp x8

I ended up going 2-2 which means no prizes :( but I still had a blast

How would you have built with this pool? Would you have included Blue, or splashed Red. Do you think the liege is too clunky? Tell me what you think

Still an inquiring mind, still wanting to know
-Squest

P.S. Later today or tomorrow I will post my second flight's pool and deckbuilding process

Monday, July 7, 2008

Sluishie III?

1 Inkfathom Witch
1 Helm of the Ghastlord
1 Faerie Swarm
1 Kinscaer Harpoonist
1 Zealous Guardian
2 Gravelgill Axeshark
1 Silkbind Faerie
13 Island
2 Leechridden Swamp
2 Somnomancer
1 Biting Tether
1 Oona, Queen of the Fae
2 Swamp
2 Drowner Initiate
1 Steel of the Godhead
2 Memory Sluice
1 Barrenton Cragtreads
1 Watchwing Scarecrow
2 Gravelgill Duo
1 Puresight Merrow
1 Oona's Gatewarden
1 Briarberry Cohort


Sideboard
1 Sootstoke Kindler
2 Disturbing Plot
1 Sootwalkers
1 Ghastly Discovery
1 Corrupt1 Swamp
1 Repel Intruders
1 Sinking Feeling
1 Strip Bare
1 Gloomlance
1 Toil to Renown
1 Scarscale Ritual
1 Torpor Dust
1 Puncture Bolt
1 Scrapbasket
1 Deepchannel Mentor
1 Murderous Redcap
1 Poison the Well
1 Spell Syphon


(yes 41 cards, 40 was good but 16 land scared me a little so another island went in swamps and 2 leechriddens seemed to be a good test whether it helped the long stalemates)


Round 1: opp. dagavnor 1732 UW


Game 1:Game end up not drawing a sluice at all, but managed a few attacks turn 4 and 5 with helmed gravelgill duo until it gets consigned. Got initiate late and got his deck down to 10 by the end when oona hit the board turn 11 and he conceded. He didn't help himself by playing blue spells to help aid my mill.


Game 2: initiate out turn 1, turn 2 oona's gatewarden (mill plumeveil away :) his turn 3 last beath the initiate, good move on his part since I get sluice turn 5. It turns into a flight fest with no one attacking. He's got 2 cohorts, mistmeadow witch, and cem. puca mainly. I've got a fat swarm, gatekeeper, cohorts, and 2 gravelgill's and ferw others waiting out the turns or another initiate or sluice. Worried not too much about witch tricks since he's yet to reach 8 lands (7 on turn 11). I draw oona, no counter and again concession.


I am seeing that this deck takes away a lot of cards that may be good or might be bombs (lands are good to mill early too if get them mana screwed that way, but it still counts as a card later on also). There usually isn't a rush for the sluice to be played. I held out 3 turns to get all critters on board enough to defend myself while I tapped 2 of them (with thankfully not up to 2 a turn).


Round 2: opp. spellstopper 1617 WG


Game 1: He starts quick with t3 ballynock and t4 rune-cervin rider. I stablize t4 with barrencrag and t5 gravegill axegrinder followed by swarm t6 (4/4). Then he pull a painters servent for green, slaps a shield of oversoul on balllyknock. Can't combat that once he turnder to mist my swarm (only flyer).

Game 2: Found out he was playing WG (after seeing all plains and W cards game 1). He mulls once, I get t1 initiate and go to work. t4 mill painter servant thankfully. Wainting with oona in hand and to draw a sluice hopefuly to make it quick before he cranks out the fliers. I trade my sommomancer for his hexhunter to get out the torpor dust on ballyknock Got enough land (including 2 leechriddens on board with gatewarden and duo) to mill with each cast.

He mists his ballyknock and hes sitting 7 life 15 in library and I top biting teeth for his ballyknock. Have been noticing swamps being milled and he finally gets one for his urchin. Too late for him. Drawing cards isn't going to help him. Oona hits and he plays it out concedes at 1 in library and 4 life.

Seems his aggro deck or nothing so far with not too many bombs in the graveyard, but still a solid under t7 kill deck.

Game 3: I start with a mull. He seems to have gone WB and gets me down to 12 before i can stabilize. He shields his hexxhunter and recklessly attacking all out gave me a chance a few times to get rid of his black critters to hopefully get my helm out on gravelgill in hand, but cast scuttlemutt after attack :( Soon after he pumps out more critters than me and I am overrun. No milling (or oona) usually means no win almost it seems this round.

Anyone know what else could be tweaked or added? This build I think would work 7 out of 10 times unless your against an aggro deck and can't stabilize. Let me know what you guys think.

Sunday, July 6, 2008

WB does it...

1 Mistmeadow Witch
1 Consign to Dream
1 Glamer Spinners
1 Tatterkite
2 Kinscaer Harpoonist
1 Leech Bonder
8 Island
1 Somnomancer
8 Plains
1 Inquisitor's Snare
1 Repel Intruders
1 Drowner Initiate
2 Steel of the Godhead
1 Barrenton Cragtreads
1 Prismwake Merrow
1 Safehold Elite
2 Watchwing Scarecrow
1 Turn to Mist
1 Ballynock Cohort
1 Thistledown Duo
1 Puresight Merrow
1 Last Breath
1 Briarberry Cohort
1 Wilt-Leaf Cavaliers
1 Mercy Killing

Sideboard
2 Whimwader
2 Illuminated Folio
1 Inescapable Brute
2 Cerulean Wisps
1 Boggart Ram-Gang
1 Gleeful Sabotage
1 Parapet Watchers
1 Smolder Initiate
1 Strip Bare
1 Cinderbones
1 Mudbrawler Cohort
1 Dream Salvage
1 Niveous Wisps
1 Farhaven Elf
2 Last Breath


Round 1: Opponent also playing WB. First game he got mana screwed 3 lands on turn 6. I got fliers out and over his defenses too quick for him to react. Second game surpisingly came down to the single initiate I got (late pack 3 also) to ween him down to deck out. Positive notes on sideboarding was I found sb in 2 whimwaders for liege and killing (never got to cast it) and it helped greatly. Puca's mischief is just annoying BTW especially if both players are playing WB.

Round 2: Opponent played UB (saw splash of red), and didn't seem to have a good build. Mana screwed 3 lands in 8 turns in game 1 (de javu). Again sb in the whimwader for liege (again couldn't cast at 2 plains again) and fliers proved to win both games. Game 2 he got mana flooded and i got out Leech bonder+godhead (makes sure you get your attacks through and unload your counters). Great synergy with glamer spinners to migrate godhead from bonder to merrowsight when it got blocked to oust another blocking creature. Bounce and tricks but nothing too fancy seems to get it done.

Round 3: opponents playing RB deck. Again running into mana porblems game 1 for opponent and running out of gas to keep up with fliers. Game 2, I can't race him down quick enough against his power of fire macabre guarding. Last turn beofre i had him at leathal damage with thistledown w/ godhead he uses kindler on freshly cast oona. Game 3 he triple mulls and I just roll over 5 turns and done. I really did end up liking this deck build very much :)

Moral of this draft: I see at least 4 games I win 80% due to their bad mana, but I look at mine with just 16 and it seemed to work out except for getting 3 plains for the liege and all my mana was fine. Need to pay attention to the mana costs and ratio more closely whether to go 16 or 17 lands. Also, watchwing scarecrow has grown on me a bit this draft.

Tuesday, July 1, 2008

Experiments with "sluishie" Part II


SHM Draft, "sluishie" Monoblue, result:  eliminated in second round.

2 Whimwader

1 Consign to Dream

1 Faerie Swarm
1 Painter's Servant
1 Silkbind Faerie
1 Leech Bonder
17 Island
2 Cerulean Wisps
1 Oona, Queen of the Fae
2 Parapet Watchers
2 Drowner Initiate
2 Memory Sluice
2 Curse of Chains
1 Torpor Dust
1 Oona's Gatewarden
2 Spell Syphon
1 Flow of Ideas

Sideboard
1 Elvish Hexhunter
1 Whimwader
1 Dream Salvage
1 Sootstoke Kindler
1 Zealous Guardian
1 Ember Gale
1 Cursecatcher
1 Demigod of Revenge
1 Safehold Sentry
1 Cinderhaze Wretch
1 Spiteflame Witch
1 Blowfly Infestation
1 Thornwatch Scarecrow
1 Strip Bare
1 River's Grasp
1 Torpor Dust
1 Heap Doll
1 Gloomwidow's Feast
2 Emberstrike Duo
1 Safewright Quest
1 Put Away


Match 1:  Ratava, Mono-White, 1620

Game 1 I did the old fashioned way.  Damage.  Nice that this deck can actually do that.  Painter's Servant is nuts in this deck.  My Faerie swarms are huge, my siphons become hard counters, intiates go bonkers off every spell either mage casts, Whimwader gets in there, Oona even goes hogwild when every card in there deck is blue, including the land.  I side out the cantrips for additional threat reduction, as he seems to enjoy casting Spectral Possession twice a game.  Actually quite quick, a lot nastier than my last sluishie opponent.

Game 2:  He goes nuts on me with turn 2 elite, turn 3 and turn 4 spectral possession.  Very hard to recover.  He continues laying down threats after that as well.

Game 3 ended on turn 5.  It was one of those crazy hands.  Turn 1, intiate.  Turn 2, intiate...mill for 2.  Turn 3, sluice for 8 mill for 4.  Turn 4, sluice for 8 mill for 4.  Turn 5 gatewarden, mill for 4.  I could have outraced a godhand in RB or RG with that hand.  Like I said, if you could get 3 intiates and 3 sluices this deck would be insane.  So far I like this version a lot better.  But Monowhite really isn't that disruptive.  

Match 2:  Dmatthews, Monogreen, 1798

Dmatthews beat me handedly in 2 games.  His deck was fast and I didn't get the right disruption in time.  He abused a lot of untapping mechanisms... presence of gond, drove of elves (untargetable, quite nasty), rhys the redeemed, he was quite good at amassing a hugy army rather quickly.  Spice that with severe beaters, and it was quite agressive.  I just couldn't handle it.

Noted:  Mudbrawlers is a beating for Monoblue, I mean there are lots of ways of dealing with it...but still.  

I'm guessing he'll go on to win the whole thing, so I'm not too dissapointed.  I'll save this deck...msg me online sometime and play me with a draft deck, I'd love to try it out again.

So far I'm not overly bullish on the whole thing as an archetype.  I think it works better as one of those things that evolves rather than is forced.  I wouldn't go whole hog into forcing it at the expense of pathways that could lead to more traditional victory, but I wouldn't mind picking up the occassional initiate or sluice when they come my way if there's not a strong pick in the pack...and if you're in colour and you pick up 2 intiates or sluices in pack 1...I'd consider going for it.  Overall, at least I got to 2nd round and got beat by a proper deck.

End of Sluishie Experiment for today, I'm bushed.

Experiments with "Sluishie" Part I


Okay, so after getting beat the other day by a decking deck "Sluishie" I decided to give it a whirl so I could learn a few things.  I decided to "try" and see what building and playing the deck taught me.

First of all, the draft didn't go so well.  I didn't "commit" until pick 5 of the first pack.  Once I did, I didn't find as much as I wanted.  However, I was able to get together some useful data, and actually won a match, so it wasn't that expensive a lesson.  I learned a lot.

The deck...

1 Flow of Ideas
1 Silkbind Faerie
1 Thistledown Liege
12 Island
2 Ghastly Discovery
1 Cursecatcher
1 Cerulean Wisps
1 Wanderbrine Rootcutters
5 Swamp
1 Parapet Watchers
2 Sinking Feeling
2 Drowner Initiate
1 River Kelpie
2 Memory Sluice
2 River's Grasp
1 Torpor Dust
1 Turn to Mist
1 Spell Syphon
2 Briarberry Cohort

Sideboard
1 Dream Salvage
1 Moonring Island
1 Chainbreaker
2 Gravelgill Axeshark
1 Apothecary Initiate
1 Devoted Druid
1 Seedcradle Witch
1 Swamp
1 Cinderhaze Wretch
1 Blight Sickle
1 Sinking Feeling
1 Steel of the Godhead
1 Advice from the Fae
1 Mistmeadow Skulk
1 Ashenmoor Cohort
1 Smolder Initiate
1 Cinderbones
1 Pale Wayfarer
1 Aphotic Wisps
1 Emberstrike Duo
1 Murderous Redcap
1 Last Breath

Okay, first off I learned I didn't even build it right from what I had.  But I was sorta reaching for straws.  First of all, I should have given redcap a chance, even though it was BB.  Second of all card draw is really important a advice from the Fae should have been included.  The sinking feelings were really terrible anyway.  I usually always added another creature during the sideboard as well.  

The first match I won in 2 games against a mono-white deck.  It was kinda fun, because the deck did what it was supposed to do pretty well actually, despite it being a kinda depleted version of what it could be.  I also got a feel for what was important and what wasn't, what worked and what didn't.  It also feels awesome to deck someone in draft, particularly with this thing, since its generally when they expect to be killing you next turn.

Card draw is critical.  Flow of Ideas can be a you win card.  If you survive to late game and cast it, you can often win on the next turn.

It's not crucial to have an intiate in play, and if you only have 2 you have to hold them back sometimes or at least play them when you can be assured of using the ability a few times, which means mid to late game.  Against mono white I could lead with it...and against an opponent with blue in their deck I'd lead with it...but not against say, red/black or red/green.  The thing to remember about this is....1 intiate + 1 other creature + 1 sluice = 10 cards off the top.  That's alot.  Just surviving to the late game takes about 15-20 cards off thier deck, not counting sluice or intitate.  That's not bad.  Just with 2 intiates and 2 sluice I was able to deck someone twice in a row.  My deck was horrible too.  With a good build this type of thing has potential.  Here are some of my thoughts, and I may try this again...because its interesting...

Most of the deck isn't that much different from standard monoblue, UW or UB.  If you are in these colours anyway from the get go...switching to a more sluishie configuration isn't that hard.  If you can nab like 4 intiates it would be sick.  If you can nab 3 sluice....that's just juicy.  You can fill the rest of the deck with reasonably good cards...

Aethertow...really good.  Wish I had some.

Consign to dream...quite good fairly easy to get.  Wish I had some.

Scuttlemutt....quite good.  Wish I had some.  This guy ramps mana (you're gonna be hungry for it), helps consign to dream, and does what scuttlemutt does...gets jiggy with colour all over the place.

Topor Dust...quite good and easy to get.  Wish I didn't just have 1.

Parapet Watchers...The house.  I wish I had more.

Untappers...really good with ghastly discovery and conspire.  Silky is pretty important.

Oona Gatekeeper....Awesome.  Didn't have any of these either.  The 1 cc is important because it works well with intiates and you get them out in a pinch with little mana to enable conspire on sluice.  

Now here's the thing.  You want lots of creatures.  Don't load up on tricks so much that you run out of defense.  The thing is you need for conspire and such too.  Sluice without two creatures in play is pointless.  Advice from the Fae is really nice for getting what you need, and if you can possibly have more creatures to boot, its awesome.  

I'll try to get a better list sometime, but give it a whirl if you see an opportunity at the pieces early on and you're in the right colours anyway.

Area 51


Welcome to Area 51.  I'll put up things like polls and discussions that don't fit into the typical "tournament report" category.  Also stuff I can't think of yet may go into this section, maybe.

Check it out.  Try back later to see if it's still totally useless.

(note:  a re-did the poll, so if you voted on July 1, 2008 re-vote)

First topic:  Shadowmoor commons.

Bad Deck Wins (Great Gameplay Lessons at the Bottom of this Post)

Well I wanted to try a deck based around the tap/untap shenanigans of power of fire and presense of gond. The deck ended up being a total train wreck and for future reference power of fire=amazing, devoted druid=amazing, presense of gond=not amazing.

Here's the list

5 Mountain
1 Power of Fire
1 Consign to Dream
1 Merrow Grimeblotter
1 Burn Trail
2 Silkbind Faerie
1 Mossbridge Troll
2 Presence of Gond
1 Leech Bonder
4 Island
2 Devoted Druid
1 Plains
1 Morselhoarder
2 Crabapple Cohort
6 Forest
1 Pili-Pala
1 Scuzzback Marauders
1 Puncture Bolt
2 Scuzzback Scrapper
1 Scrapbasket
1 Rustrazor Butcher
1 Safewright Quest
1 Roughshod Mentor

Sideboard
1 Apothecary Initiate
1 Inescapable Brute
1 Ghastly Discovery
1 Forest
1 Lockjaw Snapper
1 Drowner Initiate
1 Safehold Duo
1 Loamdragger Giant
1 Viridescent Wisps
1 Blazethorn Scarecrow
1 Runes of the Deus
1 Safehold Elite
1 Strip Bare
1 Scarscale Ritual
1 Gloomwidow's Feast
1 Deepchannel Mentor
1 Gravelgill Duo
2 Crimson Wisps
1 Revelsong Horn
1 Briarberry Cohort

Match 1: I don't remember this match very well, i think i'm mentally blocking it. I was paired against a 1566 rating and we both had horrible decks and made multiple play mistakes. I do remember he had blowfly infestation and that it kept wiping out both sides of the board as I put -1/-1 counters on his creatures via wither. I managed to eek out ahead. (P.S. I do recall wanting to concede at one point but I stuck it out and got 2 lucky topdecks, don't give up if ur behind)

Match 2: This was one of the most odd matches i've played in my life. My opponent is around 1730 playing a U/some other stuff (I think black and red) deck with plenty of card drawing including flow of ideas but no bombs
Game 1: My opponent seems distracted and makes multiple play mistakes walking into combat 2-for-1's even when the I have no relevent cards in hand (although leech bonder does make math tricky). A game he should have won easily turns into a fierce battle where he outdraws me nearly 2 to 1 but continues to screw up combat. Finally he starts focusing and finishes me off after a 25 minute battle.
Game 2: I open with a hand containing only an island and green and red card. I somehow draw into a forest and plains and druid myself into a turn 3 marauder. He stabalizes and we have a nice chat about eventide previews and the state of magic, he is a really nice guy but easily distracted. I pull off more leech bonder tricks and he draws more cards. I lack the mountain for power of fire and the game goes back and forth as I try to draw the pivitol red mana source. Unfortunately for him, my opponent makes the novice mistake of only thinking about life totals as a way to win. When he drops an elsewhere flask he is shocked to lose by drawing from an empty library, guess that blue card drawing isn't so great after all.
Game 3: As I said my opponent hasn't been paying attention to alternate win conditions, I on the other hand have been closely watching the clock and after 2 long games my opponent starts with only 48 seconds left. I feel bad for him but he is a big man and admits that he wasted too much time before he concedes (admitting a mistake is the first step to fixing it)

Match 3: My opponent is around 1660 playing G/R
Game 1: I open a hand of 2 forest, plains, mountain, island, devoted druid and power of fire. I keep figuring this deck needs some luck to win and I really have to pull of the power of fire combo. I have amazing luck and I topdeck marauders into crabapple cohort into leech bonder+power of fire. He concedes on my 5th turn.
Game 2: I open with devoted druid into turn 3 crabapple cohort. He concedes and I WIN THE DRAFT!



I learned a lot from playing with this deck so without further ado...

Lesson 1: Never give up, if you have even the slightest chance to win go for it, sometimes you just get lucky

Lesson 2: PAY ATTENTION! If you get overconfident and walk into your opponents traps you can turn an easy victory into a rout. Also paying attention to the game state includes cards in hand, cards in library, card in graveyard, time of the clock. You need to take everything into account not just what's on the board. As you get better you should even take into account what you can expect in your opponent's hand based on cards in the block, card you've seen in their deck and cards you passed in the draft, as well as their behavior on previous turns. How does your opponent tap mana? Did you pass a powerful combat trick in their colors? It's a skill I'm still working on and one that no one ever really masters but it can't hurt to try
O, and on the matter of the clock, you should never lose on time. I almost always notice other people playing slower than me and I have one major suggestion, use the hotkeys. If you don't know what the F2-8 hotkeys do check out the begining of the article at this link. Actually you might want to check out Momir too, its a fun format that Hatter and I love to play (or at least I love to play it and I've played Hatter before)

Lesson 3: Don't let your emotions get to you. This goes along with lesson 1 because the biggest mistake people make is getting frustrated and conceding early. My opponent had no reason to conced in Match 3 Game 2 and in fact my hand was void of usful cards after the cohort so he might have won.

Lesson 4: Go for solid decks not flashy decks. Even though this deck won it was pure luck. I would have been much better off with a deck that had a solid curve and aggresive drops instead of some zany easy to disrupt combos. Of course this deck was a unique situation because I just wanted to try out a specific style of deck whether it was good or not but in general consistent>powerful


Well I hope that helps you guys.
-Squest, signing off

I lost again.


Lost to 1800 something first round in an 8-4 queue. We were 1-1 but I blew it final game...targeted his ashenmoor liege with my somnomancer accidentally, lost 4 life and he swung for the kill. *Sigh* I was distracted and lost two matches today because of it. No more today for me...

Happy Canada Day!

B/U deck cant keep speed with G/W


I thought it was a pretty strong build.
Game 1 I lost to a horrible misplay. I beseech the queen for an island, only to recall that I already played a swamp. So I have six swamps in play and i can't play my island. If i could have played the island i would have consigne to dreamed his wil leaf liege and three for two'd his attackers and went on to probably win the game. But that never happened :(
Game 2 I didn't get my fourth land until turn seven or eight, and only had one swamp. And I played off the mulligan. So yeah, i was crushed. My opponent did have a pretty good, aggressive G/W build with at least a couple bombs. Oh well, win some and lose some.

Monday, June 30, 2008

SHM draft UB (3-0)



There seems to be a trend, Mono Red and UB are my two favourite colours. I've done well with UW and GW but I find my decks never quite compare with what i draft in UB or Mono Red.

The Draft.

Yes this deck is strong. No I'm not a lucksack who opened the packs. My first picks from each pack were: Godhead of Awe, Thoughtweft Gambit, Leech Bonded.

I started off in UW, however quickly delved into UB when inkfathom infiltrator was passed (its a fantastic card)

The final pack pays incredible dividends for my cutting off blue. 6th pick Wasp Lancer, 7th pick Ghastlord of Fugue and two helm of ghastlords get passed, but I believe are hated out before they can table.

I like parapet watchers, it gums up the ground versus land creature decks (GW, RG etc) and totally screws with combat maths, not only that but it makes hiding open mana for tricks not seem so obvious, especially if you're keeping your 4 aethertow mana open and he has a 6 power creature out.

Why UB is nice.

I believe it has to do with the strong U creatures and spells combined with the evasion of flying and removal (River's Grasp, Blight, Gloomlance, Biting Tether, Curse of Chains, Turn to Mist, Aethertow, Consign to Dream and if desperate, Sinking Feeling). With these you can almost always table some kind of control back to you. And what fantastic control, you can make them discard, you can tap down their critters, you can timewalk them, remove enchants, save your own creatures, the list goes on!

UW and GW decks are difficult to play past turn 10 as they have very low toughness creatures, and lots of competition, people love playing mono white, blue players steal your picks, and green players steal everything. That said, they also have the two most powerful enchants.

Matches (2-0 2-0 2-1)

Match 1 vs. Lepauli 1733 rated Green White enchant fest.


Game 1:
River's Grasp his turn 5 Ghastbark to see his hand, I'm shocked. Shield of Oversoul, Shield of Oversoul, Armored Ascension. I feel like I've literally dodged a bullet. I make him discard his only relevant creature and bash to the face with Wasp Lancer, Wingrattle Scarecrow and my 3/3 Leech Bonder (who is basically 2 lots of removal due to the number of crazy 1 toughness creatures).

Game 2:
He concedes at 13 life (which starts an interesting trend) with the board showing Wasp Lancer, Leech Bonder and Wingrattle Scarecrow. Once again he can't cast anything as the board is removed by Bonder, and flying is impressive in SHM as it is very rare.

He has Wooded Bastion. Must be nice.

Match 2 vs. Penumbra 1571 rated with Green White enchant fest.

My opponent concedes at 16 life on turn 6, im on 14 life . The board is Kinscaer Harpoonist, Wingrattle Scarecrow and Inkfathom infiltrator. I'm holding Ghastlord of Fugue, Wasp Lancer, Prismwake Merrow and Gravelgill duo.

Another classic 'interaction' was a major misplay by my opponent, which I have done before:

Board is Mistmeadow Skulk and 3 lands. He taps 3 and then slowly untaps. Well it could be a bluff, but more likely it's an enchant. Instead he passes the turn and casts Wildslayer Elves turn after.

I'm holding River's Grasp with the mana to play it, but I wait, attacking with my evasion fliers.

He gets one attack in with his Shield of Oversoul protected Wildslayers before I 2 for 1 him with River's Grasp.

In fact my biggest fear is early aggro before i can get all my 3 drops online. This seems unfounded as by the time I get my guys online, my opponents weenies are generally irrelevant.

Match 3 Finals vs. PlusEV 1747 rated UW with TRICKS

Game 1: Win with overwhelming aggro, Ghastlord just cuts off his defense and River's Grasp and Leech Bonder slowly but surely remove his board.

Game 2: It's a close game, and my Leech Bonder is surprised by a Plumeveil... Which utterly annoys me as all my critters are flying.

I die when he is at 4 life. He has a 6/6 Faerie Swarm and a Cemetery Puca copying my Wasp Lancer.

I made a big misplay here, He attacks with Kinscaer harpoonist and 5/5 Faerie swarm, I'm at 7 life and I've got Wasp Lancer as my only blocker. I choose to block faerie swarm to reduce damage, but I end up dead on the board as he still has his Kinscaer which can stop my blockers and now he has a Wasp too using his Cemetry Puca.

Let this be a lesson to myself that life totals only matter when you're at 0.

Game 3:

12 turns.

He has many tricks, including verbal.

When I cast Leech Bonder he mentions his dismay with how much he hates that card on turn 3.

Leech Bonder gets surprised blocked by Plumeveil again.

From then on I refuse to read any of his text.

Godhead of Awe pops out, but he Consigns it to Dream. I actually never cast it again for the rest of the game, as my critters are stronger than his.

I stabilise at 12 life with two fliers out, and I trap his fliers down with curse of chains and torpor dust.

In the end I River's Grasp his Cemetary Puca and take his second Consign to Dream.

Then I Flow of Ideas for 6 cards.

Lesson learned here: Take your time to consider your options and never listen to an opponent trying to be nice. Flow of ideas is a great card, I'm glad it tabled back to me!

A conspired Aethertow later, and I'm the proud owner of my 4th Reaper King Avatar!

It's been a great release season and I've been humbled and been victorious, I sometimes feel it's a little bit swingy with the enchants, but long term, skill will last out as always!

Cheers

AAZipzop2

SHM draft Mono Red Finals (2-1)



Won within 10 turns in nearly every game it played!

The finals went 2-1

I played GWr ramp deck.

Game 1
He pulls out Ghastbark turn 3 with Shield of Oversoul coming in on turn 4 due to some devoted druid shenanigans.

Game 2
I steam roll in him in the second game with multiple conspired burn trails and continuous spamming of intimidator initiate, which you want 1 or 2 of in any mono red aggro deck.

Even with his turn 2 Safehold Elite, turn 3 Shield of Oversoul.

Game 3
6 land hand
5 land hand
2 land hand with a burntrail in it.

The story ends rather quickly. It happens!

I made one major pick mistake thought, I took a corrupt over another mudbrawler cohort.. Those things are nasty with either intimidator or bloodmark mentor!

Most times i did actually sideboard in swamps and some black cards to deal with enchants or to get extra damage through, specifically Niveous Wisps.

Sunday, June 29, 2008

Enemy Colours! Sound the Klaxxon! RW Wins! (saved)

SHM Draft, RW, June 30, 2008, result:  won draft

8 Mountain
1 Power of Fire
1 Barkshell Blessing
1 Burn Trail
1 Silkbind Faerie
1 Somnomancer
9 Plains
1 Inquisitor's Snare
1 Pili-Pala
1 Steel of the Godhead
1 Windbrisk Raptor
1 Barrenton Cragtreads
1 Mistmeadow Skulk
1 Wingrattle Scarecrow
2 Watchwing Scarecrow
2 Scuttlemutt
1 Turn to Mist
2 Rustrazor Butcher
1 Thistledown Duo
1 Murderous Redcap
1 Puresight Merrow
1 Last Breath

Sideboard
1 Elvish Hexhunter
1 Consign to Dream
1 Boggart Arsonists
1 Guttural Response
1 Thoughtweft Gambit
1 Helm of the Ghastlord
1 Fate Transfer
1 Ghastly Discovery
1 Plains
1 Barrenton Medic
1 Blowfly Infestation
1 Goldenglow Moth
1 Rune-Cervin Rider
2 Torture
1 Smolder Initiate
1 Bloodmark Mentor
1 Torpor Dust
1 Deepchannel Mentor
1 Safewright Quest
1 Oona's Gatewarden
2 Briarberry Cohort

This was an odd draft.  Knew I was in white, possibly blue...kept options open for red (first pick was redcap, which i thought would be interesting with cards like turn to mist or even barkshell blessing. I got to use the former but not latter).  It's not too flashy, that's for sure.  I was leaning toward WU until 3rd pack, but hedged my bets a bit.  Blue just wasn't coming in impressive amounts.  Still I at least had cohorts hanging out.  Then 3rd pack I managed to snag a power of fire, and decided to take advantage of it, since there are a lot of good targets in the deck available (pila, butcher, skulk, slikbind faerie, puresightmerrow...).  I like the deck, had some neat interactions...snare is just cool with 2 scuttlemutts.  Got me thinking about the possibility of even running high snares with red lace/haste cantrips in opposing colour...But scuttlemutts was a bit classier in that regard...they came in handy all over the place, and allowed for help in powering out the big butted bird...which once sing handedly turned a game around for me against a skilled opponent in the first round...

Some observations:  There was a lot of interesting play I noticed.  I realized a big mistake I made in blocking in a game I eventually won anyway, but it doesn't make the mistake any less notable.  Opponent attacks with a 6/6 deus and a 4/4 first striker...I have 2 of my watchwings hanging out and the duo available.  I had the barkshell, and was focused on taking out the deus, and I suppose too much on protecting the duo.  I double blocked with the 2/4's and used the barkshell, when I clearly should have triple blocked...I would have inevitably ended up not losing a man with the barkshell after damage was assigned.  There were so many times when scuttlemutt on the board changed the dynamic of the game.  This card is IMPORTANT to any deck.  It just opens so many possibilties in this format if you pay attention.  2 mutts saved my butt quite a bit.  Also, on the power of fire...I found it a lot more effective holding it back and waiting for the proper moment to use it...with all the powerful auras in this set I really think timing is critical...a rushed aura be it aura of fire or steel of the godhead just ends up reminding you why auras are traditionally so bad.  What's cool about this set is, these are powerful, powerful auras and when you play it right they are soooo much better.  I was very guilty of slamming a few down early, but I've been making a point to alter this...and it's really helping.  One game in particular during the first match I remember really working on drawing out my opponents removal before placing the power of fire...and it felt good because it worked, and he had it...and it lead to a game win.  

Match one was a skilled opponent, but I don't remember too much but I believe it was UB with a splash of red for burn and POF. (POF on Merror Grimeblotter is a troubling prospect, one game came to an end that way.) It was close and very enjoyable match, he played quite well and I think I did pretty good myself.

Match two was against a red/green aggro with the deus.  Steel of the godhead and fliers really featured highly in the success.

Match three was against GW and featured a highlight of placing shield of the oversoul ON HIS Oversoul of the dusk.  Mighty, mighty indestructable flying protection from everything man.  Unfortunately for him, i was just out racing him and gaining life.  

Thistledown duo is a really, really good card.  Its up there in my top 5 commons. 

Silkbound Faerie, Power of Fire, Thistledown duo...?

U/W/g


I just drafted this deck and i'm playing it right now. The draft consists of 4 players over 1800 and only 1 person under 1700, i've never seen so many good players in a 4-3-2-2 before. I want to know what you guys think of the build, especially the green splash. I did it to add some aggression, the curve is very low and I wanted some heavy hitters to keep the tempo fast, plus green gives me great artifact/enchant removal and I snagged one destroy target flying critter card for the sb.
I will edit or reply to my own post with a report as to how it performed. Match 1 I owned 1840 blue white deck with multiples of the untap to tap target critter faerie, went 2-0 on him ^_^

0-1 sss Draft


Well, this deck is pretty bad. It was influenced by that article rating power of fire as the top common. I only had one copy and still ran it because of the untap critters I had. Splashed a couple of forests and a couple of islands for witch abilities, which i'm a huge fan of. But the deck was slow and I got mana screwed (not color screwed, but i didn't draw lands) and then horribly flooded game two, plus my opponent was competent and had an impressive build.
I did end up winning the draft immediately following this horrible loss. I had a really powerful build, mostly black with 2 ashenmoor gourgers, 2 of the 2/1 unblockable for 2 u/b mana, and sygg, amongst other powerful cards. i didn't take a printscreen of that one but there wasn't much skill involved in piloting the deck to a win, i just happened to get a twisted amount of bombs.
I'm really enjoying shadowmoor drafts, this is my new favorite set ^_^

Saturday, June 28, 2008

SHM draft BW (0-1)



A little weird, but high on powerful bombs in the face of mirroweave, sheperd and corrupt. I wanted to try out enemy colours as I felt the bombs I had could easily support it.

I win the first game easily with all the mana I need to power out my creatures, blight and shepered, I lose the second to colour screw (7 plains, 1 swamp with blight in hand and a draw of a sheperd 1 turn too late), I lose the third to mana screw with only 3 lands out by turn 8.

The mana base could probably be tweaked to help those early stallers get out (2 safeholds and 2 ballynocks are pretty good stallers imo), but I feel the deck was really quite strong and was very dissapointed to lose first round to a deck that I felt was just not that good (he ended 0-2 in the second round)

Cheers,

AAZipzop1

SHM draft UW (3-0)



The only thing I would change would be to take an island out for a plains. Too often I would be sitting on 2 plains and be holding Wilt-leaf Liege.

Spectral procession + Wilt-leaf Liege wins games. Wicker warcrawler is a 6/6 on turn 5, nothing to laugh at in a deck with mostly weenies.

Initially I was in mostly U with some W, but on opening the Liege in pack 3, I was well placed to aggressively draft some W and WG creatures.

This deck only dropped one game to a Puca's mischief, man i hate that card.

Cheers

AAZipzop2

SHM draft UB (3-0)



This deck won most of it's games and won the draft.

River's Grasp is a complete blowout if you are playing UB. It's basically tempo stopper, removal, thoughtseize and bounce all in one go.

It's 1st pickable material

Cards of note:

Sygg: Either they blow their burn trail on him (in which you just traded a two drop) or from turn 3 or 4 onwards you get to draw 2 cards a turn.

Wingrattle Scarecrow: 2/2 flying persist for 3 colourless, is fantastic, don't let it table, because it won't.

I'm not sure fear is that useful as evasion in this format due to the huge number of artifact creatures and hybrids.

Cheers

AAZipzop1

SHM Sealed end result: 3-2 (9pts)

9 Mountain
1 Mudbrawler Raiders
1 Valleymaker
1 Curse of Chains
1 Puncture Bolt
1 Jaws of Stone
1 Sootwalkers
1 Scuzzback Marauders
2 Inquisitor's Snare
1 Illuminated Folio
1 Grief Tyrant
1 Kulrath Knight
1 Flame Javelin
1 Somnomancer
1 Knollspine Invocation
1 Scuzzback Scrapper
2 Burn Trail
1 Safehold Duo
1 Oracle of Nectars
1 Smash to Smithereens
1 Thistledown Duo
1 Old Ghastbark
8 Plains

Sideboard

1 Viridescent Wisps
1 Manaforge Cinder
1 Rite of Consumption
1 Drove of Elves
1 Put Away
1 Medicine Runner
1 Kinscaer Harpoonist
1 Oona's Gatewarden
1 Repel Intruders
1 Thornwatch Scarecrow
1 Wingrattle Scarecrow
1 Whimwader
1 Rattleblaze Scarecrow
1 Poison the Well
1 Giantbaiting
1 Revelsong Horn
1 Scrapbasket
1 Apothecary Initiate
1 Devoted Druid
1 Lurebound Scarecrow
1 Barrenton Medic
1 Cinderhaze Wretch
1 Memory Sluice
1 Blowfly Infestation
1 Sickle Ripper
1 Plumeveil
1 Loch Korrigan
1 Runes of the Deus
1 Fists of the Demigod
1 Hungry Spriggan
1 Æthertow
1 Traitor's Roar
1 Safehold Sentry
1 Faerie Macabre
1 Ashenmoor Cohort
1 Ashenmoor Cohort
1 Pili-Pala
1 Raking Canopy
1 Cinderbones
1 Manamorphose
1 Faerie Swarm
1 Raven's Run Dragoon
1 Cerulean Wisps
1 Ghastly Discovery
1 Corrosive Mentor
1 Pale Wayfarer
1 Leechridden Swamp
1 Godhead of Awe
1 Mystic Gate
1 Flourishing Defenses
1 Parapet Watchers
1 Barkshell Blessing

Match 1:   During deck construction PGqsilver approaches me about joining the clan, I say sure.  Wouldn't you know it...my first match is him.  He trounces me.  I mean, it was embarassing.  I misplayed...for some reason i sided in mystic gate...even though it was strictly worse than a plains for me...something that became all to apparent the next game.  But it was all good, I was introduced to PGqsilver and his powerhouse of a deck, piloted far better than mine was out of the gates.  Gave me a quick wake up call.  He went on to do very well, but that is another story...(hint, cough, post, cough)

Match 2:  I don't remember.  Isn't that terrible?  Now that I think of it, this was a RB deck with two demigods of revenge.  Yeah, I'm just lucky I didn't see them both in the same game.  I didn't think I'd even bother posting this one as of yet...such was the beatings that PGq dished out.  But the deck was beginning to perform...I didn't feel quite so bad with it.

Match 3:  Back and forth, the 2nd game he gets me down to 1, I stabilize back to 60 and knollspine out with 0 cards left in my deck.  The order of nectars really begins to shine.

Match 4:  I may have gotten match 3 and 4 mixed up.  I don't know.  Did I mention I'm awful tired?

Match 5:  GWr deck.  Beautiful mana base supported by 2 of the fetch elves.  His deck is solid and aggressive.  Features 2 of the seedwitches...all I remember last game was persist elf, killed it.  next turn 2/1, next turn persist elf again, i knollspine in this time.  Next turn i have 4 lands and 3 2 cc spells in hand.  I only really want to pitch 1 but will do 2 if he barkshell blessings...he does, so i pitch a second one in response, whereupon he barshell blessings...again.  Good god man.  Then he lays a seedwitch.  I untap, kill it.  He throws down seedwhich 2...and rolls in.  Man it was good times.  I felt like I was playing against constructed game 2.  I'm so tired that probably didn't even make much sense.  Why do I always do this to myself with sealed?

9 points end result, casual SHM Premier event.

Feel free to comment on my build.  I found it quite difficult.  I'm not sure what I'd do different...I must say that against all odds that little 1/1 in there ended up coming in quite handy a lot of times...I put him in instead of the 2/2 for the additional body to enable burn trails.  The Folio was amazing, and saved my butt several times.

I ended up siding out snares in both the matchups I lost in...so there was probably something a little suboptimal about 2 slots being devoted to them maindeck, as good as they were in the other matchups.  I suppose replacing one maindeck with the 2/2 would have improved my overall performance, the early game especially, where I was weak.  This deck needs to survive the early game then take advantage of the late game bombs.  I should have built it with this in mine, rather than just slumping it together without a defined plan.  With that in mind...this build seems a better maindeck choice...but it's a toss up really.  This is usually what I ended up with when I sided the snares out.   I don't know what do you think I should have done maindeck?  As to godhead of awe...I just couldn't justify squeezing it in there with my other late game bombs.  Too much bombastic late game cards...My needs were in the early game...so i left it out.  The plume veil would have been lovely, but I balked at the mana.  Too hard to get early in the game when I needed it.  I may add a picture tomorrow, but like I said...sleep needed...badly.

9 Mountain
1 Mudbrawler Raiders
1 Valleymaker
1 Curse of Chains
1 Puncture Bolt
1 Jaws of Stone
1 Sootwalkers
1 Scuzzback Marauders
1 Illuminated Folio
1 Grief Tyrant
1 Kulrath Knight
1 Flame Javelin
1 Somnomancer
1 Knollspine Invocation
1 Scuzzback Scrapper
2 Burn Trail
1 Safehold Duo
1 Oracle of Nectars
1 Smash to Smithereens
1 Thistledown Duo
1 Old Ghastbark
8 Plains

1 Barkshell Blessing

1 Safehold Sentry

Sideboard

1 Viridescent Wisps
1 Manaforge Cinder
1 Rite of Consumption
1 Drove of Elves
1 Put Away
1 Medicine Runner
1 Kinscaer Harpoonist
1 Oona's Gatewarden
1 Repel Intruders
1 Thornwatch Scarecrow
1 Wingrattle Scarecrow
1 Whimwader
1 Rattleblaze Scarecrow
1 Poison the Well
1 Giantbaiting
1 Revelsong Horn
1 Scrapbasket
1 Apothecary Initiate
1 Devoted Druid
1 Lurebound Scarecrow
1 Barrenton Medic
1 Cinderhaze Wretch
1 Memory Sluice
1 Blowfly Infestation
1 Sickle Ripper
1 Plumeveil
1 Loch Korrigan
1 Runes of the Deus
1 Fists of the Demigod
1 Hungry Spriggan
1 Æthertow
1 Traitor's Roar
1 Faerie Macabre
1 Ashenmoor Cohort
1 Ashenmoor Cohort
1 Pili-Pala
1 Raking Canopy
1 Cinderbones
1 Manamorphose
1 Faerie Swarm
1 Raven's Run Dragoon
1 Cerulean Wisps
1 Ghastly Discovery
1 Corrosive Mentor
1 Pale Wayfarer
1 Leechridden Swamp
1 Godhead of Awe
1 Mystic Gate
1 Flourishing Defenses
1 Parapet Watchers

2 Inquisitor's Snare