Pretty good pack for me as my first pick is good and I don’t pass any relevant White card.
Once again a good card while pushing my neighbors to Red and not passing any good White.
Pack 1 pick 3:
My Pick:
Windrider Eel would be good for the deck but Adventuring Gear even though it’s not a card I like that much in most decks is excellent in white.
I thought for a while about picking one of the two White auras here but Into the Roil is a lot better and Blue is the color I’m the most likely to play if I need a second. Indeed I’ve passed too much Red to hope for a refill in pack 2 and WG or WB are not open nor are they my favorite combinations anyway.
I don’t like it much but I’m not interested in anything else and I don’t feel like counterdrafting either.
I like Reckless Scholar in UB a lot more than I do in UW in which I want my guys to be good for combat.
Bold Defense would be good to combine with Conqueror’s Pledge but I should be able to get one later while Arrow Volley Trap is a card I could use as I’ll be forcing races.
I didn’t pay enough attention here. Because I’ve Conqueror’s Pledge I should be taking Seismic Shudder.
As my curve is quite low for now I don’t consider picking one of the early drops.
Most of my guys are White and I guess I should end up running around 12 White guys plus Pledge which is good enough to run this. If I had a little fewer I would probably have chosen Kabira Crossroads.
With Sphinx Pledge and a pair of Hookmasters my deck can adapt to both fast and slow games. It’s my confidence in my deck’s ability to win long-term games which push me to pick the 0/3 here. If I didn’t already have a Sky Ruin Drake I would most probably have taken it here.
I like Kor Sanctifiers a lot and I was really close to picking it mostly for a matter of curve. However I still have good three-drops and I like the flyer a little bit more.
I’ve enough flyers not to be concerned about Nimbus Wings even though its combo with Blademaster would be good. I guess I won’t run two Blessing but I may use it against Red after board while I don’t see myself running the Aura in any situations.
Worse than the Drake but a four-drop will be better utilized.
This draft converter created by Benjamin Peebles-Mundy.
Visit the draft converter today!
10 Plains
6 Island
1 Kabira Crossroads
1 Sejiri Refuge
1 Kor Aeronaut
2 Kor Outfitter
1 Kor Skyfisher
1 Kazandu Blademaster
2 Cliff Threader
1 Gomazoa
2 Kor Hookmaster
1 Windrider Eel
1 Living Tsunami
1 Pillarfield Ox
1 Sky Ruin Drake
1 Sphinx of Jwar Isle
1 Adventuring Gear
1 Shieldmate’s Blessing
1 Brave the Elements
1 Bold Defense
1 Whiplash Trap
1 Arrow Volley Trap
1 Conqueror’s Pledge
Sideboard
1 Caller of Gales
2 Shoal Serpent
1 Cancel
1 Trapfinder’s Trick
1 Khalni Heart Expedition
1 Kor Cartographer
1 Spreading Seas
1 Shieldmate’s Blessing
2 Relic Crush
1 Cliff Threader
2 Lethargy Trap
1 Piranha Marsh
1 Jwar Isle Refuge
1 Beast Hunt
2 Sunspring Expedition
1 Greenweaver Druid
1 Nimbus Wings
Facing a Blue Black deck I win the first game with turn 6 Sphinx of Jwar Isle followed by turn 8 Bold Defense with kicker which deals him 10 damage and kills three of his guys. In the second even if I draw well and feel like I’m winning the race I lose the game in an unexpected way.
He opens with Umara Raptor follows with Nimana Sell-Sword Hagra Diabolist and then when I think I have him on next turn he plays a second Diabolist!
I’m thinking to myself his UB Ally strategy must be extremely irregular and he probably won’t be drawing that well for game 3. I open with three lands and Kor Hookmaster as my only early drop but sphinx of Jwar Isle and so I keep while he mulligans down to four. While my friends are asking me if I want to go out for a drink I decline as I’ve a semi final which will be starting shortly. 6 turns later I still don’t have a fourth land but I keep on drawing my heavy drops and when I eventually find it Surrakar Marauder and Living Tsunami have already put me to 5 life. Two turns later I pick up my phone to see what my friends are up to…
Until Friday…
Oli