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...?

4 comments:

damnthedoodle said...

Very very nice deck, I really like it a lot. thisteldown duo is also one of my favorite commons in the set, i'm really attracted to blue and white in general though.

damnthedoodle said...

i'm just curious as to how highly you draft scuttlemutts. I love seeing them late but I really don't aggressively pursue them as much as i probably should.

Hatter said...

I don't consider something I'd pick over a corner stone card (rarity irrelevant) but I rate them quite high. Especially in the first and 2nd pack, as they give a bit of flexibility. The neat part about duo is there are so many good UW shared mana cards that they are good even out of UW...You can double activate them almost constantly in Mono blue, Mono White, UB, etc...

squest said...

I like the U/W duo but the fact that competes with silkbind faerie at exactly the same mana cost hurts its rating a bit in my book. My votes for top 10 commons in SHM are
1)Silkbind Faerie (Obviously)
2)Power of Fire (Pinging never looked so good)
3)Devoted Druid (play with it, its better than it looks)
4)Steel of the godhead (good friends with silky)
5)Shield of the oversoul (Good friends with anything G/W)
6) Scuttlemutt (Enablers are good and so is mana accel
7) Consign to dreams (say goodbye to auras)
8) Rune of the deus (Bring on the beatdown)
9) Burn trail (I don't play red much but people seem to have forgotten how good this card can be)
10) Morselhorder (Try to kill it, I dare you

That's a spur of the moment list so there are prolly some commons I forgot or misrated but you get the idea