Limited Resources: Innistrad Draft #7

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  1. Marshall, no offense bud, but I was kind of hoping you would lose with a headling like “what happens when you open a planewalker and another bomb”. It’s like saying, “Hey you, I open up good cards”.

    Plus it’s David vs Goliath (vs the shuffler). I want to see the planeswalker lose, but no personal offense even though you said you don’t read these.

  2. In M2G2, you should’ve unburial rites’d the orchard spirit and have him on a two turn clock with the spawning as well, and you could’ve raced the mill.

  3. Yea, I feel that Unburialing the spirit would have been better just for being the play with lower variance.

  4. By that I mean that I vastly prefer lower variance board states and when I’m ahead both on the board and strategically while being in a short race.

    Strategic advantage meaning, in this instance, his play suggesting low amount of removal, having more action in hand and the possibility of drawing Spawning or a land while milling Spawning early enough.

    In general a faster clock is better, but I would have stayed away from the Fright all game after getting cursed just on the basis of how completely destroyed you get if your opponent has Lost in the Mist or Silent Departure and the fact that you had other respectable threats on hand at the time..

  5. just wanted to extend a thank you for setting up the cubes. they are incredibly fun and look forward to drafting more of them in the future. i cant imagine a more fun draft environment… i think i drafted at least a dozen removal spells.. still went only 1-2.

    and another comment… out of respect for your fellow cubers, please do not multi-queue. i was queued up into the TNMO draft last night and couldn’t properly multi-task. unfortunately i actually ended up timing out of two of the TNMO matches with good board position (running a UGB spider spawning deck… really fun). so while it’s unfortunate, i deserved it. DONT MULTI-QUEUE!!1

  6. man, how do people open planeswalkers, i don’t know, but i just had to say “PFFFFFF” when i saw your first pack.

  7. Wow, what a mislead. Daybreak Ranger is not a bomb. Its solid at best and usually trends toward the mediocre.

  8. Match 1 game 1 — instead of playing Spider Spawning for 1 token, you should have played Pilgrim and moved the Butcher’s Cleaver over. That way you gain 4 life if he attacks with any ground guys, and then power up spider spawning for 2 tokens instead of 1 token for two turns of chumping the flyer.

    If he doesn’t attack with ground guys then you get to hit with the pilgrim on your turn and gain 4 life, at which point he either blocks and you are in the same situation, or he takes it and then you can move the pike over, prey upon the marauders, gain 6 more life, then move pike back over to fensnake for defense.

    You went through every option except Pilgrim + Cleaver and it really cost you!

  9. I think whoever wrote the headline meant that the Blasphemous Act, which MARSHALL SHOULD HAVE TAKEN BTW, was the second bomb. Essence of the Wild is the Anti-Bomb unless you have a flash creature or use a spider spawning and pray your opponent has no removal like Smite or Whatever.

    Either way, Marshall, I am happy you finally lost because I haven’t opened Lilliana since the Pre-Release and (I am saying this out of jealousy) hate you for doing so.

  10. Man I have to say, Match 1 Game 3 it really felt like you were on the back foot the entire game and came through anyway. Great example of playing to your outs and making sure to put yourself in the best position whenever possible.

  11. In Round 1, @33:21, you should have moved the Cleaver over to one of your tokens – you get to trade that token with one of his guys rather than 2 tokens, and the cleaver wasn’t doing anything on your Splinterfright. It even makes you more resistant to tricks, because you can just equip the other token next turn and try to trade again. You basically threw away a token for nothing. The only reason not to make this play is if you want to trade your Splinterfright with his Villagers… but you didn’t, and I think that would be a bad play, because you can just 4 and trade off the other token later.

  12. G2M1: instead of playing Spider Spawning and chump block, you could’ve played Priest, equip Butcher’s Cleaver, block and kill two of his guys and gain 4 life. Next turn you could have played Villagers and equip, block and kill two of his guys again and gain 5 life. This would put you in a pretty good spot.

  13. Somehow you sound a lot like Tristan Shaun Gregson.

    Also, does your deck really need the Travel Preparations? You’re not an aggro build that can abuse the massive tempo swing, so it seems kinda meh here.

  14. Pilgrim + Cleaver doesn’t work because he just sacs the blocked creature for a homonculous and prevents life gain.

  15. Nice rip (i am jelly).

    Blasphemous act is card you should be definately picking and splashing. Moan is super solid, but power of the act when you have very strong lategame plan (essence/spider spawning) would make me pick it.

    Pack 3 i would definately draft differently:
    P3P2: I would pick tribute over unburial rights, you have enough removal to make it work except vs tokens deck and you need something to keep you alive early game. If i was sure i can flash rights every game i could be convinced otherwise, but you only have few targets that are worth to unburial (splinterfright, essence maybe ghoulraiser)
    P3P3: Pray upon is terrible pick here – in vaccum its a better card, but in your deck it looks like you could be using it on turn 6 most of the time. Ghoul is early drop that you desperately need and synergizes with chant and ghoulraiser.
    P3P7: What do travel preps actually do in your deck? Reneissance is too slow. Scavanger should be a pick – its really solid and a level better than your current 5 drops.

    In deckbuilding, put manor skeleton in and cleaver out. And also this is not a deck for travel preps ;]

  16. Patrician over Isolated Chapel when you already have an Unburial Rites, I disagree greatly sir!

  17. Last turn with M2G1. You were at 4 life. You could have survived another turn by playing pilgrim, equip, equip. If he attacks for 6, you block, gain 4, go to 2. If he holds back stitcher to sac off the attacker, he only does 3 damage and you go to 1. Next turn you can equip pike and start racing with first strike lifelink. Right?

  18. Oops, just saw Cat above.

    Hoose, in order to sac off the creature blocked by pilgrim, he has to leave up 3 attacking power and he doesn’t have lethal.